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Standard Slave: All Stats 2D except: Knowledge 1D, stamina 4D, lifting 4D, Technical 3D. Move: 10. Equipment: Work coveralls, necessary tools.
Standard Slavemaster: All Stats 2D except: Dexterity 3D, brawling parry 4D, melee combat 3D+2, Knowledge 1D, search 3D+2, command 4D, Strength 3D, Technical 1D. Move: 10. Equipment: Uniform, shock baton(1D to 5D stun), blast vest(+1D physical, +1 energy).
Standard Guards: All Stats 2D except: Dexterity 3D, blaster 4D+2, dodge 4D, grenade 4D, brawling parry 3D+2, Knowledge 1D, command 4D, Strength 3D, Technical 1D. Move: 10. Equipment: Blaster pistol(4D), shock baton(1D to 5D stun), 2 knockout gas grenades(5D stun), breath mask, blast vest(+1D physical, +1 energy).
2) Z-95 Manufacturing. Here, pieces of metal are cut and components are combined to form Z-95 headhunters. The area is huge, with three long assembly lines, plus a large open area with a crane where the final combination of wings, fuselage, and engines takes place. After construction, the Z-95s are taken to area 5, the staging area, where they are painted and carted away. This place usually has about 150 slaves, with 20 slavemasters. Two guards stand by each small door, and four guards constantly watch the large door leading to the staging area.
3) Reactor Room. When the Old Republic was in control of this facility, this room contained the nuclear reactor and water treatment. A few months after Varl Silkurth took over, he replaced the outdated nuclear reactor with a smaller and more efficient fusion reactor. In doing so, he overlooked a major weakness. There are two tunnels leading from this room. One was the intake tube for the reactor, drawing water from the nearby lake. The other tube was the outlet for the hot, radioactive wastewater. When the reactor was operational, the water was so hot that it could bend steel, so no defenses were necessary. When he changed over to a fusion reactor, he forgot to plug up the tunnel, thus leaving an excellent secret entrance for the player characters.
Part of the reactor room is the pumping station, pumping and refining water for the facility. The tunnel leading to this area is barred by a grate with a built-in alarm and the room is guarded by two guards.
Also in this room is a seprate office, a combination of the communications room and control station for the entire complex. This room has two guards inside, and is protected by a heavy blast door(body strength 4D speeder-scale) that requires a Difficult security roll to open.
4) Loading Area is where the partially completed concussion missiles are loaded onto gravtrucks to be taken to the finishing area. Up to two gravtrucks can be present here. This area is well-guarded whenever vehicles are present. There are always two guards here, plus four more guards for every gravtruck present.
Gravtruck stats: Speeder scale, Crew: 1, Passengers: 3, Maneuverability: 0D, Move: 35, Body: 3D, Cover: Full, Cargo Capacity: 750 kilograms.
5) Staging Area This is where the Z-95s are finished. The finishing touches include charging it up, painting the hull, and inspecting it for sabotage. This area has two massive doors, one leading back to the factory, the other leading outside. When finished, the Z-95 is flown out and docked inside a freighter orbiting the planet.
6) Corridor The corridor is usually empty. Whenever the characters enter it, roll 2D. If the wild die somes up 1, then then there are a number of guards equal to half the number on the other die(round down, minimum of one).