The Bloodied Dagger - The 169th TIE Interceptor Squadron

 

Introduction

 

The deckplates reverberated beneath Davenean's booted feet as he dropped back into the pilots seat of his ship, the Imperial transport Empire's Gold, glancing at his copilot before placing his hands onto the familiar shape of the ship's steering yokes. A quick check of his boards showed him that all was well, and that they were well on course for Aloes Station.

Outside the ship, a column of asteroids tumbled slowly downwards, caught in the gravity of a nearby planetoid, orbiting infinitely. Davenean kept an extra firm hand on the controls as they skirted the edge of the drifting asteroid belt. An asteroid between the engine brackets was the last thing he wanted, and he'd have his pay docked again if he brought this shipment in late.

Apart from the mild threat presented by the asteroids, Davenean felt wholly safe. This supply route was well within Imperial-held territory, and the large Imperial crest emblazoned in white across the bulky freighter's bow would surely deter any would-be attackers. They had no TIE escort this run, but Rvuj was a fair shot with the dorsal light laser cannon. Their only enemy, Davenean thought wryly, was the ship's autochef, which seemed intent on sending them to the nearest medical facility at the fastest possible speed.

Wham!

Startled, Davenean nearly fell from his chair, but managed to grab the edge of his control board before he ended up a heap on the floor. The lights in the cockpit failed for a moment before reactivating, and he heard the after-hiss of SFS-1 laser cannon fire burning against the hull. Before he could comprehend what was happening, a TIE craft screamed by the front viewport, its wings canted inward and dagger-like in shape.

"Interceptor," Rvuj said, his voice thick with tension. "They came out the belt, I have at least five signals, all TIEs..."

Another shot rocked the Empire's Gold, and warning lights began to flash on the defensive systems board. "Who are they?" Davenean shouted to no in particular. "Why are they firing on their own ship?"

"Deflectors gone!" Rvuj shouted.

Davenean hammered the comm on and began to speak rapidly. "This is Empire's Gold to Imperial fighters, hold your fire, repeat hold your fire! You are firing on friendly craft, you are blue-on-blue, repeat, blue-on-blue!" He turned to his copilot. "You think they heard?"

Rvuj had opened his mouth to answer when a duel-linked blast found the medium freighter's cockpit and filled it with bright white light...

 

 

From: Evorrs Danfine, Intelligence:
To: Commander Hoiw Oipe, Imperial Navy
Subject: 169th TIE Interceptor Squadron
Confirmed: SEND; TRAN23/26; RECV
Context: E5; AADV; USYS; ROPT
Phasecycle: PSEG14451; SCAN; 12.13BMUT; 5.30RMUT
 

Commander,

As promised, my fellow field operatives and I have prepared a report on the infamous 169th TIE Interceptor Squadron. This report has been compiled based on mostly incomplete data, rumour, conjecture and sometimes educated guesswork. While we apologise for the lack of solid information, we have been unable to get close enough to the 169th for proper observation of their organisation and structure. We have however been able to thoroughly analyse their performance during space combat, the most common arena in which we have faced them.

The 169th TIE Interceptor Squadron was originally part of the Sector Fleet's own starfighter forces, a highly prestigious fighter group that had earned much recognition, within their own fleet squadron at least. Commanded by Captain A'pifj, a human from the Commenor system, they successfully routed out several pirate infestations that plagued upon our shipping.

It is perhaps ironic that they have now joined the brand of scum they once fought so vehemently against.

It was approximately six months from this date that the 169th was assigned as part of a strike force with the Dreadnaught Anger's Vent and the Escort Carrier Davonteen to assault a known pirate stronghold in the Cerjeen system. The Vent was the first in-system with a combat spread of Assault Gunboats and one or two GAT-12h Skipray Blastboats, broadcasting a general message to all craft in the area to stand down or face the might of Imperial justice. Davonteen followed, and the 169th deployed from the carrier's hanger along with TIE Starfighters from the 123rd and 145th.

It was a trap. Anger's Vent was the first to fall afoul of the myriads of high explosive mines seeded in-system by the pirate scum. Designed to latch onto starship hulls and punch a hole in them upon detonation, they proved devastating to both capitol ships. An oversight by the mission commander had resulted in the taskforce using a standard hyper-entry point, placing them in just the right position for the pirate's defensive mines to have maximum effect.

The mines were not programmed to seek starfighters. However not all of the TIEs had cleared the Davonteen's hanger, leaving the remaining starfighters outnumbered by a huge militia of 'uglies' - hybrid fighters constructed from cast-off parts of complete models.

The Imperial forces fought valiantly, but only the 169th was able to survive the battle, and then with only heavy losses. Last contact with 169th leader was 0800 hours, a subspace distress call that painted a dire picture of their circumstances.

What occurred afterward is not known for sure. Stranded, without backup and Imperial reinforcements hours away, it is assumed that the squadron eventually fled and managed to land their starfighters on a world capable of supporting humanoid life, perhaps even populated.

What is known, is that no less then three months later, the combat-worn fighters of the 169th began to start appearing on the scanners of our commercial shipping... and in their battle scopes. Ever since the fiasco at Cerjeen all contact with '69th has been hostile. So far 28 freighters have been destroyed, 8 more looted for supplies (then scuppered), and upward of 35 escort starfighters have fallen victim to their superior flying.

It is unknown what was behind the 169th's change of allegiance. For a time there was a misconception that they had been recruited or even brainwashed by the Rebellion, however in recent months several rebel raiding parties have come into conflict with the 169th, and in all instances the Interceptor group rabidly pursued and hunted them down like true Imperial pilots.

It seems that the 169th has come to hate the Empire for reasons unclear to anyone. There are many theories, ranging from the plausible and likely to the ludicrous (rumours of alien/spiritual possession and conspiracies abound), but these are to be addressed in a later file. The documents included in this scandoc will bring you up to date on our latest intelligence concerning the 169th TIE Interceptor Squadron.

Evorrs Danfine

 

Fallen Heroes

The pilots of the 196th were once considered heroes by the citizens of the A'koross Sector. Involved in many fights against the rampant piracy and mercenary activity that had always hung like a cloud over the system's social sphere and economy, they received constant media and public attention, credited with the dramatic fall in illegal activities during the year before the Battle of Yavin. They gained an impressive cult following that earned them the attention of Rebel Alliance agents. An operative made contact with some of the lesser-known members to learn of any rebel sympathies... it was a fatal mistake. I a stunning display of organisation and leadership, the rebels were convinced that a small number of the pilots were ready to defect. In the end Commander A'pifj captured three rebel agents and revealed the names of a large circle of rebel sympathisers. This consolidated their popularity, and that of the Imperial Navy, in the sector. In fact, the Imperial Army launched several unsuccessful publicity campaigns after Navy recruitment rose above Army recruitment by 25% in the sector. In the A'koross sector, the 196th symbolised the Empire, not Vader or the Emperor. In A'koross, 196th had god-like status.

Then came the famed debacle at Cerjeen, and the 169th was presumed lost. There was sector wide mourning and a special ceremony was held in which a monument was erected in the A'koross capital, Tevo'kara. The coverage of the event was the most watched holo-broadcast in the sector for over fifty years. 169th had been the soul of A'koross, a group of people that all could look up to. It was perhaps no surprise that the Empire's popularity amongst the populace took a hit, though agents of the Empire successfully took advantage of the disaster in some areas, managing to convert grief over the squadron's loss into bitterness for their enemies, i.e. the Alliance and mercenary groups.

Others formed groups and attempted to hunt down and kill everyone they thought responsible for the squadron's loss. Even in mercenary circles, the 196th were held in respect, and the pirate group that had supposedly finished them was soon obliterated.

 

Approximately three months after Cerjeen, a major shipment of starfighter parts and fuel was hijacked by a group of unknowns. The ship had a heavy fighter escort, but only wreckage was found at the battle zone when an Imperial response team finally showed up. That, and the burned out hull of the Bulk Freighter. No crewmembers were left alive, and the computer systems had been systematically destroyed - there were virtually no clues of the attacker's identity. Fearing that the loss of the 169th loss would spark another rise in pirate activity, the Navy began to assign larger and larger escorts to Imperial freighters. The assaults continued for another week until at last some clue came as to the identity of the attackers.

One freighter was discovered with its backup datacore intact. Analysis of the sensor records within clearly showed that the mysterious raiders were Imperial TIE Interceptors... carrying the transponder identities of the lost 169th. The Navy tried to keep the story under wraps, but the news was soon leaked to the media. At first people seemed jubilant; their idols had survived. But soon people began to debate the loyalties of the 169th - why where they attacking Imperial shipping?

Some with rebel leanings took this to be a sign they had joined the Alliance, and rebel activity in the sector became more regular and dangerous. The political aspects of the A'koross sector seemed to be balanced on the activities and allegiances of a single group of men and women, all of them Imperial pilots.

With no need to further conceal their identities, the 169th began attacking in force, and the newsnets were soon filled once again with 169th escapades of a different nature. Opinions concerning the 169th were divided. Many believed the 'returned' 169th were actually a group of pirates who had chosen to impersonate them. The Imperial Navy happily promoted this theory to mask their own findings - observations of the pirate attacks showed clearly that the flying styles of said pilots matched those of the one-sixty-ninth exactly, and no Interceptor starfighters had been reported stolen or missing in the last year.

Although with high piracy rates, A'koross has never been as it is now. Crime is at an all-time high, the allegiance of the public is in severe question and more fringe types are filtering into the sector every day as they take advantage of the political climate, providing weapons to newly formed factions and terrorist groups. The sector is nearly at exploding point and it could take just a single spark to ignite a sector-wide confrontation between alliance, empire and fringe. Although these feelings have been simmering under the surface for some time, the primary causes of this chaos are the fallen heroes of the 169th...

 

Fate the of 169th

Presumed dead at Cerjeen, the 169th, or 'The Bloodied Dagger' as its own pilots have come to call themselves, survived. After contact was lost, Commander A'pkj rallied his team and led them into a dazzling display of starfighter combat, destroying two whole squadrons of uglies before they were finally forced to retreat. The pirates pursued and the squadron lost five of its number before they finally dissuaded any further pursuit.

Things looked bleak for the Imperial pilots. Many were suffering from post-battle trauma and anxiety, some were unfit to fly, and even Commander A'pifj himself seemed to have suffered psychologically from the encounter. The Interceptors carried enough food supplies only to last them a few days, and they had even less air.

Either fate, luck, or a highly skilled navigator amongst the group led them to Iruan Alpha, a desert planet that happened to be the location of a highly illegal shadow port. The squadron landed in the nearby hills and disappeared for a while. Obviously they managed to survive in the harsh environment of Iruan's mountains, because it was not long after that several of the pilot infiltrated the shadow port disguised as fringe scum. After extensive bargaining and several 'incidents', the infiltrators gained the parts and equipment they needed to fully repair their ships and allow them to leave the planet. They also took the opportunity to recruit several of the best mercenary starfighter pilots they could find in an attempt to fill their ranks. The members of the group seemed to be harbouring feelings of ill will, mistrust or outright hatred for the Empire. It soon became clear to those who became involved in helping and supplying them that they intended to begin a personal war against their former employers.

196th, now known mostly as The Bloodied Dagger, was treated with a mixed reaction by most of the fringe community. Many treated them with suspicion, thinking that they were Imperial agents or choosing to remember previous encounters where the group fought for the Empire. Despite this, Bloodied Dagger now has an elaborate network of underworld connections. Only a select few 'outsiders' have joined the group as replacement pilots and support staff.

Iruan Alpha

Iruan Shadowport

Name: Iruan Alpha
Type: Terrestrial
Temperature:
Hot
Atmosphere: Type II (breathmask suggested)
Hydrosphere: Arid
Gravity: Heavy (-1D to DEX)
Terrain: Barren, Mountain
Length of Day: 31 hours
Year: 225 days
Sapient Species: Human
Starport: Shadow Port (Standard)
Population: Approx. 500
Planet Function: Shadow Port
Government: Mercenary Guild
Tech Level: Space
Major Exports: Illegal Goods, Spice
Major Imports: Survival equipment, illegal goods

Capsule: An out-of-the-way dust-ball, no one has shown Iruan Alpha any interest since a scouting ship discovered and mapped the planet during an expansion effort by the Old Republic. No one, that is, apart from the A'koross smuggler/mercenary community. The planet is now the location of a local shadow port that caters to the need of fringe types who operate within the sector.

Iruan itself is a barren world with little water and rock fields broken up occasionally by rocky mountains and ancient canyons formed centuries ago when the planet had rivers and lakes to speak of. Now however it is hot and arid, with frequent and violent dust/gravel storms that can be extremely harmful to unprotected travellers. The atmosphere of the planet itself is breathable, but some chemicals in the air can cause some damage to lung tissues so breathmasks are generally a good idea.

Despite the lack of water, it does exist, and thus a rugged Eco system has been formed on the planet. All plant and animal life is geared toward survival, and thus can be considered extremely dangerous to most humanoids. Of more concern than the ferocious predators are the very tasty (but highly poisonous) fruits and berries known to grow in the high mountains and the dangerous insects known as L'iroower which can paralyse victims with its venom.

The majority of the planet's 'population' is centred in the protected shadow port, although there are rumours of several tribes of savage cannibals out in the rock fields.

System: Iruan
Starport Type: Standard
Traffic: Moderate
Control: Controller
Landing: None
Docking Areas: Landing Pads
Docking Fee: Varies
Customs: None
Services: Food, lodging, repair facilities, storage bays

Capsule: Created by and owned by a mercenary guild, Iruan Shadowport sticks out like a sore thumb upon the unimpressive surface of Iruan Alpha. It is the planet's obscurity that hides it from the Empire and other undesirables.

To protect the port from the harsh winds and heat of Iruan's atmosphere, a huge plastisteel dome has been erected. Spacecraft enter the through a carefully-constructed tunnel that dips briefly under the surface and then emerges within the dome itself, air purifiers having taken care of the slightly harmful chemicals.

Due to being completely covered by an opaque shield dome, it is always night inside Iruan Shadowport. Rather than provide large amounts of lighting, the guild owners of the port have decided to preserve the atmosphere of constant darkness. The glowlamps that line the streets of the port are always on.

Most smugglers use the shadow port to trade illegal goods and get repairs for their ships after run-ins with the authorities and the Imperial Navy. Mercenaries and pirates often come seeking to purchase new weapons or armour. The shadow port's large number of equipment and weapons outlets, as well as repair bays that are also able to perform 'non-spec modifications' for the right price, cater to these needs with a degree of efficiency, and its guild owners have made a large profit out of it.

The shadow port is also the headquarters for an illegal mining operation which harvests a unique spice found only on Iruan and known only to a few. Because of its scarcity, a single dose of spice can cost millions.

The 169th has many contacts in the shadow port, though they are not based there. Often the port's repair bays perform repairs and modifications to the groups interceptors and support craft. A large number of informants and squatters are also on their payroll, reporting any information they learn that might be of use to the TIE squadron.

 

 North-East of Iruan Shadow Port

 

 

The Dagger's Hilt - Home of the 169th

The Bloodied Dagger is currently based on the third moon of Gebernni, an world just enough out of the way to avoid being scrutinised by sector patrols, but close enough to the well-known supply routes to allow the group to effectively strike at their targets.

The Gebernni system is an astrogational nightmare; it is home to a large amount of comets, an asteroid field, and a small black hole on the outer edges. This makes entering and leaving Gebernni a dangerous task that must be calculated carefully to avoid an unfortunate mishap. Because of these difficulties, the Imperial Navy has dismissed it as a possible location for an outpost despite its advantageous position and has also assumed that any pirate group would reach the same conclusion; not so with the 169th. Utilising the navigational genius of Flight Officer Rel Noor, black market technicians have produced a device programmed with a vast number of pre-set hyperspace co-ordinates in and around Gebernni. Installed on a starfighter, this device can quickly analyse its stored data and formulate a safe set of hyper co-ordinates for the squadron in moments, giving them the advantage should enemies ever enter their domain.

To further ensure their security however, the 169th has procured a number of defensive systems that are effectively camouflaged by the system's natural phenomenon. The first of these is a large network of sensor scanners hidden within the Gebernni asteroid field, providing early warning for the Bloodied Dagger should any ships attempt to slip unseen into the planet's orbit. Supplementing these are a dozen or so cluster bombs that have been buried under the crust of several of the smaller asteroids and can be activated at the flick of a switch from a control post down on the planet. Once a ship passes within their range, the cluster bombs explode, throwing asteroid debris, shrapnel and concussion grenades into the path of its target.

The last device is an ion cannon hidden over the magnetic pole of Gebernni. The interference from the planet's magnetic field helps conceal the weapon and allows it to cover the orbit of the third moon. Should any major capital ship get through the asteroid field, the ion cannon should be able to knock it out in several hits before it could be located.

This defensive network is controlled entirely from the surface of Gebernni III from a control centre located in the 169th's camp, small, unassuming durasteel bunker with a single reinforced door, sunk low into the ground. From here Griff Tyvel, a security specialist hired by The Bloodied Dagger, constantly monitors the systems with the help of several droid assistants.

Gebernni

Gebernni III (3rd Moon of Gebernni)

Name: Gebernni
Type: Terrestrial
Temperature:
Frigid
Atmosphere: Type I (breathable)
Hydrosphere: Saturated
Gravity: Light
Terrain: Glacier, Ocean
Length of Day: 18 hours
Year: 399 days

Capsule: Despite its frigid environment, Gebernni is teeming with life. The glaciers and ice fields of this particularly large planetoid are filled with exotic types of animal, herbivores feeding off fungi and other hardy plants that grow amongst the ice formations while the predators hunt them between the frozen water cliffs and solidified pools.

Likewise, the oceans of the planet are home to a wide array of sea life, and has many large and prosperous coral reefs. (Unfrozen) water covers approximately a third of the planet, and it has at least five recorded moons.

Name: Gebernni III
Type: Satellite
Temperature: Hot
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Barren, Cave, Crater Field, Desert, Mountain
Length of Day: 13 hours
Year: 399 days
Sapient Species: Human
Starport: None
Population: 25-50
Planet Function: Mercenary Base
Government: 169th Commanding Officers
Tech Level: Space

Capsule: Unlike Gebernni itself, the third moon of that planet features an Eco system that is struggling to survive. Nearly a century ago an asteroid hit the satellite triggering an alarming sequence of events that almost resulted in the eradication of all life on Gebrenni III. The dust and debris ejected into the atmosphere blocked out of the sun, changing the climate and causing plants to die off, leaving herbivores without food and the predators with their prey dying off quickly around them. Although some did survive, the planet's current indigenous life is not pleasant, adapted to living in a harsh environment - survival of the fittest.

Most of the animals survived by going underground, and so nowadays most wildlife is beneath the surface. This presents a danger to anyone on the surface, because a few of the planet's predators can suddenly appear aboveground and attack, or may have evolved natural camouflage and abilities allowing them to trap prey crossing their path above. A good example of this is the Gebernni Sand Demon, who digs down just underneath the surface and then waits for its victim to step nearby before suddenly striking out and wrestling them under the shifting sands where they suffocate.

The planet terrain varies wildly, though to the casual observer the world seems totally dead. There used to be grasslands and open fields on Gebernni III, but the disaster has left it a desert.

 

 

Asteroid Sensor

Cluster Bomb

Model: Ova-Nere GD-515 Sensor Scanner
Type: Early-warning sensor scanner
Skill: Sensors: GD-515
Crew: 1 Operator (located on planetary station)
Cost: 1,000 per scanner
Availability: 2
Game Notes: +2D to sensors to detect a ship within one hundred metres. One scanner is usually part of an extensive network.
Name: Tevwen B-7 Cluster Mine
Type: Cluster bomb
Scale: Starfighter
Skill: Demolitions: cluster bomb
Crew: None
Ammo: One use only
Cost: 1,500
Availability: 2, X
Blast Radius: 10-30/50/100 kmh
Damage: 5D/4D/3D/2D
Game Notes: Any target that sets off a cluster bomb must make two dodge rolls - one to avoid the initial explosion and the other to dodge the debris/munitions cloud. Debris/grenades cause 3D+2 starfighter scale damage.

  

Orbital Ion Cannon

Griff Tyvel

Model: Jehv-L9 T03c Vacuum Ion Emplacement
Type: Orbital ion weapon
Scale: Starfighter
Skill: Orbital weapon emplacements: T03c orbital ion cannon
Crew: 1 (can be automated)
Crew Skill: Orbital weapon emplacements: T03c orbital ion cannon 5D+1, Capital ship gunnery 5D+2
Ammo: Unlimited (power generator)
Cost: 80,000 (new) 30,000 (used)
Availability: 3, X
Manoeuvrability: +2 (firing adjustment)
Space: 0D (stationary)
Hull: 3D
Sensors:

Passive: 10/0D
Scan: 25/1D
Search: 40/2D
Focus: 2/3D

Weapons:
__Heavy Ion Cannon

Fire Arc: Forward
Scale: Capital
Crew: 1 (can be automated)
Skill: Capital ship gunnery
Fire Rate: 1
Fire Control: 5D
Space Range: 1-20/50/70
Atmospheric Range: Atmosphere
Damage: 7D (ionisation)

Type: Reclusive Security Expert

DEXTERITY 3D
Blaster 4D+2, Blaster Artillery 5D+2, Dodge 4D+2, Firearms 5D, Brawling parry 4D+2
KNOWLEDGE 2D
Scholar: Planetary Defence 5D+1, Tactics 4D, Tactics: Planetary Defence 6D
MECHANICAL 3D+2
Capital ship gunnery 6D, Communications 5D+2, Sensors 6D, Sensors: GD-515 6D+2, Starship gunnery 5D+1, Orbital weapon emplacements: T03c 5D+2
PERCEPTION 2D+1
Hide 4D+1
STRENGTH 4D
Brawling 5D+2
TECHNICAL 2D+2
Blaster repair 4D+2, Capital ship weapon repair 4D, Computer programming/repair 4D, Computer programming/repair: Defence Systems 5D+2, Security 4D+2, Security: Planetary Defences 6D, Starship weapons repair 3D+2, Demolitions: cluster bomb 5D

Move: 10
Character Points:
4
Force Points:
1
Dark Side Points:
0

Equipment: Hold-out blaster, slugthrower pistol (3D), blast armour (+2 physical, +1 energy), datapad, comlink, 200 credits.

Capsule: Griff Tyvel was hired by Tul Qiir to oversee the defences of the Gebernni system. An expert in planetary defence systems and strategy, Griff often feels that his skills are being wasted in his current employment with the 169th; as of yet there have been zero incursions into the Gebernni system, leaving him bored and severely underworked. This would perhaps not be a bad thing if Griff was any good at socialising. Unfortunately, the security expert tends to avoid company. His bunk and refresher are located in the same durasteel bunker from which he constantly monitors the system. Several droid servants take over his duties temporarily during sleeping periods.

Although avoiding company, Griff is not what you would call shy or reserved. He is only ever found at the bar late at night after everyone has left. Should anyone encounter him there he can be quite rude and gruff. Mostly though he seems to be depressive, muttering things under his breath that no one can hear, although he has never been seen drunk.

So cut off from the rest of the group, it is difficult to judge where Griff's loyalties lie; if offered a more exciting, hard working job, it is highly likely he would leave 169th in an instant.

 

 

169th Base Camp

 

 

Landing Zone

This area of the camp is left uncluttered and free of equipment, providing a wide open space for the pilots of 196th to land their starfighters on. Larger ships such the TIE carrier and other support craft are parked just outside the camp and guarded by armed soldiers. It is mostly reserved for the 'big five' of The Bloodied Dagger though other pilots may land here. Landings and takeoffs are made slightly more difficult by the fact that there is no runway area, and repulsorlifts must be used to get the fighter into the air and get clear of the camp structures before kicking in the main ion engines.

Pilot's Ready Room

This small prefab structure has only three rooms; a small operations theatre used to plan attacks and raids, a briefing room and a refresher.

The operations room features a holographic display stolen from the transport Empire's Gold and also serves as a sort of trophy room, with pieces of destroyed fighters, helmets and personal items retrieved from debris and in one case a blown-out astromech from a downed rebel X-wing. In here the 'big five' of the squadron plan the upcoming assaults down to the most exact detail, developing contingencies and calculating the probably losses.

In the ready room, seats have been placed into several rows facing a flatscreen, while the flight suits and helmets of the squadron are hung from pegs along the back wall. Before every mission, the pilots assemble here and listen to the XO as he explains the finer points of the operation and gives them their instructions. They then suit up and head out onto the dusty landing zone to mount their fighters.

Pilot Quarters

The quarters of the 169th are separate from the others, closer to both the landing zone and the briefing room. They also enjoy a few more creature comforts such as a larger refresher unit and two hologame tables. Mostly though, they are identical to the other prefab barracks, with rows of hard and uncomfortable bunks.

Commander's Quarters

Entitled to special privileges, Commander Apfj has his own separate quarters next to the pilot's ready room, which double as his office.

Defence Bunker

From this building the entire defensive network of Gebernni is controlled. Anyone in command of this unassuming bunker has the power to activate or disable a myriad of security measures and access critical data. Although small, the defence bunker is potentially the most crucial structure on the base. Without the sensor and data being beamed from orbit to this structure, the 169th would be effectively blind to any threat beyond low orbit unless TIE patrols were in the air. It is also rumoured that a pattern of land mines surrounding the camp can be detonated from here, but this may be a story made up by one of the pilots to scare new recruits who might consider going AWOL.

The bunker features a primary control area and several smaller sub-control rooms. These are staffed at all times by Griff and his droid assistants. Griff himself has a small cabin beside the primary control centre and a bank droid recharge units are located toward the back of the structure. The door of the building is kept sealed, and only Griff, Tul Qiir, Rel Noor and Apfj has the correct authorisation code strings. The locking mechanism is an advanced G4-72V security unit and is extremely difficult to bypass even for the most skilled of slicers. Since the 169th lacks funds for such a device, it is likely it was taken from one of the many raided commercial vessels operating on the Ak'neress Run.

Communications Array

The communications array is located directly beside the command bunker and tied directly into its systems. The vital equipment and electronics stored within this building keep the control bunker in direct contact with all of its spy satellites, asteroid sensors and defence mechanisms. Theoretically, taking out the comm array would disable the defence bunker, however the building is made from the most reinforced materials available to the group, and in the event of an attack, E-web hardpoints are located at the four corners of the structure's roof, allowing The Bloodied Dagger to mount an effective defence of their most valuable post.

The inside of the building is packed with electrical systems and equipment. A stray blaster bolt could result in a catastrophic, cascading explosion of equipment. Even stun bolts could cause problems with sensitive pieces of electronics, and could cause an energy discharge or a leak that would be detrimental to anyone's health. The inside layout is dense, with solid blocks of equipment hanging from the ceilings and jutting out from the floor and walls. Walkways allow maintenance workers access to the most important sections, though a poorly judged step could send someone over the edge into the dense sea of electronics.

Equipment Storage

This tent located just on the edge on the landing zone is a temporary storage space for any weapons, spare parts, equipment or tools due to be used in an upcoming mission or repair session. Rather than go hunting through the much larger storage warehouse, The Bloodied Dagger mechanics set out all of their tools and items requested by the squadron at least several hours in advance. Often munitions and miscellenscious items such as datapads and medpacs can be found here, under the watchful eye of a Bloodied Dagger soldier.

Storage/Repair Warehouse

This warehouse is where the majority of The Bloodied Dagger's supplies and heavy equipment is kept until needed. A section of the interior has also been marked off and is used by the mechanics as a repair bay where heavily damaged fighters can be brought for extensive repairs. Boxes are stacked high on all sides, and a number of personal repulsor sleds and disks can be found to allow access to modules to high up to reach normally.

The Grounded Eagle

 The Grounded Eagle is 169th's bar. Dark and brooding, it seems to fit well with the atmosphere of the camp in general. When off-duty most pilots, support crew and soldiers come here to drown their sorrows in watered-down ale; there is little else to do on camp.

Each 'booth' is actually a pit in the floor with a table in the centre and two to six chairs around it. A dull glow-lamp is installed at the centre of the table and provides minimum illumination. A few booths feature draws underneath the table, from which a heavily used set of sabacc cards can be retrieved and a small randomiser, barely functional. There is an abundance of skifters on the base, and it seems that no-one plays fair. Naturally, this leads to a great many disagreements, and a lost game can turn into a brawl fairly rapidly.

The 169th pilots, of course, have special privileges. The cantina's stock of good lomin-ale and Corellian Whisky is reserved exclusively for them, picked up during their numerous raids. Also available to them is a proper sabacc table complete with much newer card decks and a dealer droid - all on the normal floor level. Naturally this elitism makes others in the camp jealous and resentful of the pilots.

Barracks

All the base support personnel occupy the first barracks, including the mechanics, technicians, mess staff, non-squadron pilots and anyone else who is not a 169th or soldier. The second barracks houses all of 169th's newly enlisted soldiers. The barracks are thoroughly uncomfortable places to live, with few amenities. There is a single refresher between all the inhabitants of a barracks, and the beds themselves are as hard as shelves. Personal items are stored in a small locker located under the mattress, and at most contain essential hygienics and a hold-out blaster. Tul Qiir does not allow soldiers to keep personal possessions such as holos and souvenirs etc., stating that all such things should be kept and left in the home. No one has dared point out to him that for many, the Bloodied Dagger is their only home.

Mess Hall

The mess hall has an open design and is easily accessible to the numerous base personnel who use it regularly each day. The front of the hall is open to air, and just inside are several long tables that stretch the length of the building. Around these are arranged a hodgepodge variety of chairs in different styles and materials, stolen from a wide range of different sources. The wall separating the eating area from the kitchens is lined with serving hatches and racks of dirtied trays.

The kitchen staff is required to prepare food twice a day, in the mornings and evenings, and serve up mixes of nutritional pastes and dried foods. Of course, 169th pilots receive a better, well-prepared meal, the best the kitchens have to offer. Even the kitchen staff resent the arrogant TIE pilots however.

Storage Modules

 These storage modules contain supplies for both the mess hall and the Grounded Eagle. They contain foods and beverages of a variety of types.

Lookout Posts

Another of the menial duties performed by the soldiers of The Bloodied Dagger is manning the lookout towers. Despite that fact the scanners on sensor satellites in orbit render the need for lookouts absolute, Tul Qiir insists upon a lookout shift, part of the process of breaking in the new soldier recruits.

 

 169th - The Bloodied Dagger

At the core of The Bloodied Dagger is the five pilots who survived Cerjeen, or 'the big five' as they are known. These pilots include Captain A'pifj, Lt. Tul Qiir, Flight Officers Rel Noor, Jenn Leth and G'han Uwev. The most powerful individuals in the group, they answer to no one except their superiors within the 'big five'. They are entitled to special privileges, receive the best weapons and equipment, and are the ones who plan and execute the majority of Bloodied Dagger's operations.

Directly under them are the new pilots of 196th, the ones who replaced those who did not escape. These pilots are smugglers, mercenaries and pirates whom Apfj and Qiir have selected as being skilled enough to begin flying in 169th. While they are not up to the calibre of the surviving 169th pilots, or indeed the ones whom came before them, coupled with 'the big five', they make a deadly team in combat. They are entitled to many privileges on the base, making them highly envied.

The 169th, before its fall from grace, used to be an almost perfect fighting machine. All the pilots fought well together, respected one another and watched each other's six. But Cerjeen has changed the survivors irrevocably, and the rowdy fringe types filling the ranks are far less disciplined than the Academy-trained individuals. Conflict now tears at the heart of this formidable fighting force.

Commander Apfj suffered immense trauma after Cerjeen and is no longer the man he used to be. There is no questioning that something is wrong in his head; his perceptions are messed up, he has trouble thinking straight, and is easily manipulated by his scheming XO, Tul Qiir. Although his skill as a pilot is still superb, and he is able to pull of stunning victories during combat, on the ground, his capacity for thinking seems to dulled.

His Executive Officer has seen this, and is plotting to take control of The Bloodied Dagger. Tul Qiir became Apfj's second in command by default after the original XO was killed at Cerjeen, and is ambitious, arrogant and manipulative. He was primarily responsible for turning the group against the Empire, and is now seeking to use similar tactics to turn them against Apfj.

The Bloodied Dagger group is filled with tension. Apfj himself is oblivious to the events unfolding in his own camp, but two distinct groups are forming; those who support Tul and those who support the Commander. Most of the new 169th pilots seem to be supporting Commander Apfj, awed by his fighting prowess during their regular missions, however some have been cowed by Tul.

The new soldiers being trained on base have never witnessed the Commander flying, and see him as a weak and ineffective leader. Nearly 100% of them support Tul Qiir, and their combat training will come in handy should he attempt at take-over.

The rest of the base personnel are split, and some are trying to keep neutral in the conflict, but there is immense pressure being placed on everyone to pledge their loyalties. Tempers and feelings of anxiety are running high as the camp comes to a boiling point. In the end, it will surely explode, starting a huge grab for power that only one leader will survive.

 

 The 'Big Five'

Dennen Apfj

Blood Dagger One

Type: ex-Imperial Commander

DEXTERITY 3D+2
Blaster 5D, Dodge 4D+2, Thrown weapons 4D+2, Vehicle blasters 5D
KNOWLEDGE 2D+1
Planetary systems 3D+2, Planetary systems: A'koross Sector 5D, Languages 4D, Survival 4D, Survival: Iruan 6D, Tactics 5D, Tactics: Starfighter Operations 7D, Value: starfighters 5D
MECHANICAL 4D
Sensors 5D, Starfighter piloting 9D, Starfighter piloting: TIE 10D+2, Starship gunnery 8D+2, Space transports 6D, Repulsorlift operation 5D
PERCEPTION 3D
Command 6D, Command: TIE Squadron 7D+2, Search 4D+2
STRENGTH 2D+2
Stamina 3D, Swimming 3D+1
TECHNICAL 2D+1
Computer programming/repair 3D+2, starfighter repair 5D+2, First aid 3D+2

Move: 10
Character Points:
15
Force Points:
1
Dark Side Points:
1

Equipment: Navigational linkup helmet (internal comlink, +1D to sensors), high gravity stress flight suit with life support equipment, one week emergency rations, blaster pistol (4D), survival gear, 1500 credits, datapad, vibroblade (STR+3D)

Capsule: Denner Apfj is famous for his piloting abilities amongst the people of the A'koross Sector.

Denner's father was an average TIE pilot, and was demoted from a hard-earned rank of Lieutenant after he let two rebel Y-wings escape from him flight during a surprise attack meant to wipe out all of the Alliance starfighters. Depressed, his father resigned his commission and later committed suicide.

Apfj was determined to succeed where his father had not, and began playing simulators as soon as he was old enough. His flying took precedence over all other aspects in his life, and he was ecstatic after being accepted into the Imperial Academy, where he earned a reputation for his keen tactical mind and piloting abilities. He returned to the A'koross Sector after graduation and worked his way up the ranks to command the 169th. The squadron's exploits under his leadership are now the stuff of legend for the A'koross population.

At Cerjeen, Apfj was severely disturbed by the ordeal he went through, and suffered from extreme psychological trauma. Things weren't right in his head, and he grew cold and distant. He is virtually unaware of what goes on around him out of the cockpit, only ever able to concentrate when planning some sort of attack or flying in combat.

By some bizarre method, Tul has convinced Apfj, a steadfastly loyal Imperial, that corruption is eating away at the ranks of the Imperial Starfleet, and that their own near-deaths were part of an attempt to take Apfj and his men out of the picture, a potential threat. Not firing on all thrusters, Apfj believes that his team is now trying to defeat the corrupt elements within the Empire, his XO Tul misleading him at every step. Many of the younger pilots are awed by his great flying prowess, but Apfj is merely a figurehead for the group, his every command influenced and planned by Tul Qiir.

Despite this, there are several things that Apfj has proved adamant about in his squadron much to Tul's annoyance - the use of Imperial TIEs only, and absolutely no non-humans.

Craft: Siener Fleet Sytems TIE Interceptor
Type:
Space superiority starfighter
Scale:
Starfighter
Length:
6.6 meters
Skill:
Starfighter piloting: Hyperspace-equipped TIE
Crew:
1
Crew Skill:
See Dennen Apfj
Cargo Capacity:
45 kilograms
Consumables:
2 day
Cost:
Not available for sale
Hyperdrive Multiplier:
x1
Manoeuvrability:
2D+2
Space:
10
Atmosphere:
435;1,250 kmh
Hull:
3D
Sensors:

Passive: 25/1D
Scan:
40/2D
Search:
60/3D
Focus:
4/3D+2

Weapons:

4 Laser Cannons

Fire Arc: Front
Skill:
Starship gunnery
Fire Control:
3D
Space Range:
1-3/12/25
Atmosphere Range:
100-300/1.2/2.5 km
Damage:
6D

Capsule: Unlike Tul Qiir, Commander does not seem keen to upgrade and alter the design of his TIE Interceptor and has kept it fairly standard. However, he was convinced by his XO that the addition of a hyperdrive was necessary in order to lead the group, since many of the other pilots were accepting the addition of hyperlight engines. This has reduced the manoeuvrability of the fighter significantly, however the Commander's skill as a flier easily compensates for this disadvantage. Apfj seems to prefer the classic Siener Fleet Systems TIE Interceptor design, known
as a 'squint' in fighter pilot's parlance.

 

 

Tul Qiir

Blood Dagger Two

Type: ex-Imperial Pilot

DEXTERITY 3D
Blaster 5D, Dodge 4D, Brawling parry 5D, Melee combat 4D+2, Melee parry 4D+1
KNOWLEDGE 2D
Planetary systems 3D+2, Survival 4D+1, Survival: Iruan 6D+2, Streetwise 4D, Willpower 4D+2
MECHANICAL 3D+2
Sensors 4D, Starfighter piloting 9D+1, Starfighter piloting: TIE 10D, Starship gunnery 8D, Space transports 7D+2, Ground vehicle operation 4D+2, Rocket pack operation 4D
PERCEPTION 3D+1
Command 4D, Command: TIE Squadron 5D+1, Search 4D, Con 6D, Persuasion: psychological 7D, Gambling 5D, Intimidation 5D
STRENGTH 4D
Brawling 5D+2, Lifting 4D+1
TECHNICAL 2D
Computer programming/repair 3D+2, starfighter repair 5D, Blaster repair 4D, Armour repair 4D+1

Move: 10
Character Points:
11
Force Points:
1
Dark Side Points:
3

Equipment: Navigational linkup helmet (internal comlink, +1D to sensors), high gravity stress flight suit with life support equipment, one week emergency rations, heavy blaster (5D), survival gear, blast vest (+1D physical, +2 energy)

Capsule: Tul Qiir is obsessed with power. As a young man, the Empire symbolized that power. Seeking the quickest route to fame and glory he joined the Imperial Starfleet, hoping to become the greatest military leader the galaxy had ever seen.

Becoming part of the 169th would have fulfilled the fantasies of many in the A'koross Sector, but not Qiir. He wanted more, viewing this assignment as a mere stepping-stone to power.

At Cerjeen, all his hopes for glory and power were destroyed. The squadron was obliterated, and Imeprial reinforcements failed to arrive in time. Tul thought that if they ever returned to the Empire, they would be looked upon as failures and he would lose all hope of claiming the wealth and power owed to him. On Cerjeen, he used any leverage he could find to convince his surviving wingmates that the Empire had abandoned them, that the Empire had wanted them to die, playing on their weaknesses and insecruties. He came to rely on that technique more often, and became very good at manipulating those around him.

With Commander Apfj in his current state, Tul effectively runs The Bloodied Dagger. In his view the time has come to dispose of the figurehead, however he is aware that Apfj still has a sizeable band of supporters, and must plan carefully and accordingly. Meanwhile, he must tread lightly around Commander Apfj, who seems to be becoming more resistant to him. If Apfj were to return to his former state of mind, it would devastate his plans and once again deny him the personal power he seeks.

Tul Qiir is an intimidating presence, and he has recently proved himself to be an adept 'instructor' for the new ground troops being trained for boarding actions. He has a colourful vocabulary and never lets anybody question his authority or judegement.

Craft: Siener Fleet Sytems TIE Interceptor
Type:
Space superiority starfighter
Scale:
Starfighter
Length:
6.6 meters
Skill:
Starfighter piloting: Hyperspace-equipped TIE
Crew:
1
Crew Skill:
See Tul Qiir
Cargo Capacity:
25 kilograms
Consumables:
1 day
Cost:
Not available for sale
Hyperdrive Multiplier:
x1
Manoeuvrability:
2D
Space:
9
Atmosphere:
435;1,250 kmh
Hull:
3D
Shields: 1D
Sensors:

Passive: 25/1D
Scan:
40/2D
Search:
60/3D
Focus:
4/3D+2

Weapons:

4 Laser Cannons

Fire Arc: Front
Skill:
Starship gunnery
Fire Control:
3D
Space Range:
1-3/12/25
Atmosphere Range:
100-300/1.2/2.5 km
Damage:
6D

Capsule: Tul Qiir has made some quite drastic changes to his personal TIE Interceptor. The most notable after the hyperdrive is the addition of a shield generator. Although this addition seems to offer him further protection, it has had consequences, reducing the fighter's performance again and filling up cargo space. His ship is now only able to carry enough emergency rations for a single day.

 

 

Rel Noor

Blood Dagger Three

Type: ex-Imperial Pilot

DEXTERITY 3D
Blaster 4D, Dodge 5D+2, Thrown weapons 4D+2, Grenade 5D, Running 4D
KNOWLEDGE 2D+2
Planetary systems 5D, Planetary systems: A'koross Sector 6D, Survival 4D, Survival: Iruan 6D+2, Scholar: Astrogation 5D, Willpower 5D
MECHANICAL 4D
Astrogation 9D+1, Communications 8D, Sensors 8D+2, Starfighter piloting 8D+2, Starfighter piloting: TIE 9D+2, Starship gunnery 9D
PERCEPTION 4D
Command 5D, Search 7D, Investigation 5D, Forgery 4D+2, Sneak 5D
STRENGTH 2D
Stamina 3D
TECHNICAL 2D+1
Computer programming/repair 5D, starfighter repair 4D+1, Droid programming 5D

Move: 11
Character Points:
13
Force Points:
1
Dark Side Points:
1

Equipment: Navigational linkup helmet (internal comlink, +1D to sensors), high gravity stress flight suit with life support equipment, one week emergency rations, blaster pistol (4D), survival gear, recording rod, holoproj, stun pistol (3D), portable computer, enhanced sensor scanner (+2D+1 search)

Capsule: Rel Noor is a genius when it comes to astrogation, and his skills have served his squadron well many times over the years. Without him, it is likely that the surviving pilots of the 169th would never have reached Iruan Alpha.

Rel Noor was the hardest to convince that they should begin acting against the Empire, and he still not sure of the decision to this day. While most of the pilots have taken to calling the squadron by its name of The Bloodied Dagger, he still refers to it as the 169th, and holds steadfastly to Imperial procedures. He is distrustful of Tul Qiir and his activities, especially the motivations behind his training of new ground troops on the base who seem fanatically loyal to him and not Apfj.

He is a steadfast supporter of his Commanding Officer, and there is no doubt that should Tul make a grab for power, Noor will oppose him. The two are highly suspicious each other and their conversations are short and to the point. Noor can see that the loyalties of his friends Jenn and G'han are swaying to Tul's side, and arguments between them are regular and heated.

As the danger becomes more apparent, Noor seems to be preparing for the inevitable coup, gathering the support of those still loyal to him and Apfj. When the time comes, Noor will be ready to defend his Commander with his life.

Craft: Siener Fleet Sytems TIE Interceptor
Type:
Space superiority starfighter
Scale:
Starfighter
Length:
6.6 meters
Skill:
Starfighter piloting: Hyperspace-equipped TIE
Crew:
1
Crew Skill:
See Rel Noor
Cargo Capacity:
30 kilograms
Consumables:
2 day
Cost:
Not available for sale
Hyperdrive Multiplier:
x1
NavComputer: Yes
Manoeuvrability:
2D+2
Space:
10
Atmosphere:
435;1,250 kmh
Hull:
3D
Sensors:

Passive: 25/2D
Scan:
40/3D
Search:
60/4D
Focus:
4/4D

Weapons:

2 Laser Cannons

Fire Arc: Front
Skill:
Starship gunnery
Fire Control:
3D
Space Range:
1-3/12/25
Atmosphere Range:
100-300/1.2/2.5 km
Damage:
5D

2 Ion Cannons

Fire Arc: Front
Skill:
Starship gunnery
Fire Control:
3D
Space Range: 1-3/12/25
Atmosphere Range:
100-300/1.2/2.5 km
Damage:
4D

Capsule: Rel Noor's fighter modifications are perhaps the most unusual. He has replaced two of his laser cannons with ion cannons, allowing him to obliterate the electrical systems of a craft and leave it effectively dead in the water.

He has also upgraded his ship with more advanced sensor suites, increasing the power of his existing scanners for more accurate readings. He has also hooked up a personal navcomputer to his ship, and can use it to calculate new hyperjump co-ordinates in flight. Because none of the other interceptors are thus equipped, they rely on Noor should they need co-ordinates not calculated in the mission planning stage.

 

 

Jenn Leth

Blood Dagger Four

Type: ex-Imperial Pilot

DEXTERITY 3D+2
Blaster 5D+2, Dodge 5D, Blaster artillery 4D+2, Bows 4D, Brawling parry 5D+1, Firearms 4D, Grenade 4D+2, Melee Combat 5D+1, Melee parry 5D, Missile weapons 6D, Thrown weapons 6D, Vehicle blasters 5D
KNOWLEDGE 2D+1
Planetary systems 3D, Planetary systems: A'koross Sector 4D, Survival 3D, Survival: Iruan 5D, Streetwise 4D, Value: weapons 5D
MECHANICAL 4D
Sensors 4D+1, Starfighter piloting 9D, Starfighter piloting: TIE 9D+1, Starship gunnery 9D, Swoop operation 5D, Repulsorlift operation: speeder bike 5D+2
PERCEPTION 3D
Command 4D, Command: 169TH 4D+1, Persuasion 5D, Con 5D, Search 4D+2
STRENGTH 3D
Brawling 6D, Stamina 4D, Climbing/jumping 4D, Lifting 3D+2, Swimming 4D+1
TECHNICAL 2D
Computer programming/repair 3D, starfighter repair 4D+2, Blaster repair 5D, Armour repair 5D, Demolitions 5D+2, Droid repair: assassin droid 4D+2, Droid programming 4D, Droid programming: assassin droid 5D

Move: 10
Character Points:
14
Force Points:
1
Dark Side Points:
2

Equipment: Navigational linkup helmet (internal comlink, +1D to sensors), high gravity stress flight suit with life support equipment, one week emergency rations, blaster pistol (4D), survival gear, fragmentation grenades (5D/4D/3D/2D), dagger (STR+1D), vibroknife (STR+3D), blaster rifle (5D), poison injector, weapon permits (legal/forged)

Capsule: From the tender age of six, Jenn Leth was trained in the use of a wide variety of weaponry by her father, a professional assassin.

Her parents worked for the Empire, eliminating key targets through assassination; political figures, military leaders or anybody else causing the Empire trouble who needed to be disposed of quickly and quietly. Jenn became fascinated by their numerous stories, slipping past security measures and elaborate traps to finally reach their target in the end. Her parents seemed invincible, and she expressed a bloodthirsty nature from a very young age. At her request, her father trained her to use blasters, portable missiles, vibro-knives, grenades, explosives and even different forms of poison.

At one point later in her training, he started to teach her to fly as well as drive vehicles and landspeeders, explaining to her that an assassin needed to be able to use all the tools at hand. Unfortunately, she liked flying too much, and began to spend more time on her starfighter handling skills than other studies. Her parents became frustrated with her, and in the end, partially to escape her parents, she signed up to the Imperial Navy. There she was forced to endure the sexist views and attitudes of the Empire toward women, but nevertheless, she excelled, and eventually became part of the illustrious 169th.

Taught by her parents to be suspicious and expect deceit, Tul managed to play on this tendency to turn her against the Empire and her family. She is now Tul's in planning Apfj's downfall, and his currently attempting to discover who his supporters are, She is frustrated that her close friend Rel Noor is supporting Apfj, while she views him as a weak and pathetic leader who was once great.

Craft: Siener Fleet Sytems TIE Interceptor
Type:
Space superiority starfighter
Scale:
Starfighter
Length:
6.6 meters
Skill:
Starfighter piloting:TIE
Crew:
1
Crew Skill:
See Dennen Apfj
Cargo Capacity:
75 kilograms
Consumables:
2 day
Cost:
Not available for sale
Manoeuvrability:
4D
Space:
11
Atmosphere:
435;1,250 kmh
Hull:
3D
Sensors:

Passive: 25/1D
Scan:
40/2D
Search:
60/3D
Focus:
4/3D+2

Weapons:

4 Laser Cannons

Fire Arc: Front
Skill:
Starship gunnery
Fire Control:
3D
Space Range:
1-3/12/25
Atmosphere Range:
100-300/1.2/2.5 km
Damage:
6D

Capsule: Like Commander Apfj, Jenn has been reluctant to modify her TIE, not wanting to lose the degree of speed the addition of a hyperdrive would entail. Despite the pressure from Tul, she has chosen only to improve her ships manoeuvrability by modifying the ion stream jets, and enters combat engagement leading the other TIEs from the carrier.

 

 

G'han Uwev

Blood Dagger Five

Type: ex-Imperial Pilot

DEXTERITY 4D
Blaster 5D, Dodge 4D+1, Missile weapons 5D, Missile weapons: concussion missile 7D
KNOWLEDGE 3D
Bureaucracy 5D, Law enforcement 4D+2, Planetary systems 3D+1, Planetary systems: A'koross Sector 3D+2, Tactics 4D, Tactics: Dejarik 6D, Survival 4D, Survival: Iruan 5D+2
MECHANICAL 2D+2
Sensors 4D, Starfighter piloting 7D+2, Starfighter piloting: TIE 8D+2, Starship gunnery 10D, Repulsorlift operation 6D, Ground vehicle operation 7D
PERCEPTION 2D+1
Bargain 4D+2, Gambling 5D, Search 4D+2
STRENGTH 3D
Brawling 5D, Lifting
TECHNICAL 3D
Computer programming/repair 5D, Security 4D, Security: vehicles 5D+2, starfighter repair 6D, Repulsorlift repair 6D, Ground vehicle repair 6D+1

Move: 10
Character Points:
13
Force Points:
1
Dark Side Points:
1

Equipment: Navigational linkup helmet (internal comlink, +1D to sensors), high gravity stress flight suit with life support equipment, one week emergency rations, blaster pistol (4D), survival gear, tool kit, driver license, lockbreaker, lockpick.

Capsule: Although comparably the worst pilot of the group, G'han Uwev can still outfly most pilots and is a superb shot with his Interceptor's laser cannons and concussion missiles. He also harbors an interest from repulsorlift and ground vehicles, since his Dad used to run a outlet for such vehicles. He is a fairly proficient mechanic and can get past the security measures of most models fairly easily.

G'han has always kept to himself, not often expressing his opinion on matters unless explicitly called upon to do so. He likes to make new friends, which has made him popular around the base and the most approachable of the big five.

His close friends are Rel Noor and Jenn Leth (with whom he is secretly smitten). His problems began when he realised that one wanted to overthrow Apfj and the other wanted to defend him. With nothing against Apfj personally, G'han was nonetheless persuaded by Jenn that it would be in the interests of everyone I he was removed. However, the burly pilot is harboring a lot of guilt for his actions, and the frequent verbal attacks directed at him and Jenn Leth by Rel Noor cut deeper into him then anyone realises. His friendship to both of them means a great deal to him, and he feels unable to make the choice between the two. Of all the people in this conspiracy, G'han is the one most at odds with himself, the most torn over his ideals and sense of honor.

Whether G'han continues on Tul or Apfj's side will depend upon whether his guilty conscience gets the better of him, or whether he stays loyal to Leth.

Craft: Siener Fleet Sytems TIE Interceptor
Type:
Space superiority starfighter
Scale:
Starfighter
Length:
6.6 meters
Skill:
Starfighter piloting: Hyperspace-equipped TIE
Crew:
1
Crew Skill:
See Dennen Apfj
Cargo Capacity:
20 kilograms
Consumables:
1 day
Cost:
Not available for sale
Hyperdrive Multiplier:
x1
Manoeuvrability:
2D+1
Space:
11
Atmosphere:
435;1,250 kmh
Hull:
3D
Sensors:

Passive: 25/1D
Scan:
40/2D
Search:
60/3D
Focus:
4/3D+2

Weapons:

4 Laser Cannons

Fire Arc: Front
Skill:
Starship gunnery
Fire Control:
3D
Space Range:
1-3/12/25
Atmosphere Range:
100-300/1.2/2.5 km
Damage:
6D

Concussion Missiles

Fire Arc: Front
Skill:
Missile weapons: concussion missiles
Fire Control:
1D
Space Range:
1/3/7
Atmosphere Range:
50-100/300/700 km
Damage:
7D

Capsule: To allow for long-range elimination of the enemy, G'han has had his TIE fitted with custom concussion missile tubes. Luckily, the addition has not cost him too much in performance, as the package was an Imperial design specifically meant to be placed onboard an Interceptor class starfighter. The launcher can hold up to six concussion missiles.

 

 169th Pilots and Support Craft

169th Pilot

Bloodied Dagger TIE Fighters

Type: 169th Pilot

DEXTERITY 3D+1
Blaster 5D, Dodge 4D+2
KNOWLEDGE 2D+1
Planetary systems 3D+2, Streetwise
MECHANICAL 3D+2
Starfighter piloting 6D, Starship gunnery 5D+2
PERCEPTION 3D
Search 4D+2
STRENGTH 3D
Stamina 3D+2
TECHNICAL 2D+2
Computer programming/repair 4D+2, starfighter repair 4D

Move: 10
Character Points:
1-5
Force Points:
1
Dark Side Points:
0

Equipment: Flight suit, one week emergency rations, blaster pistol (4D), survival gear, deck of sabacc cards, vibroblade (STR+3D)

Capsule: These pilots, though fringe-types with little in the way of training or true combat experience, have been specifically selected by Tul and Apfj because they show the potential to become superior pilots. They take every opportunity to improve their skills or risk dismissal on the grounds of incompetence. They fly with Apfj, Tul, Leth and Uwev, watching and learning from them in the heat of battle. They fly modified TIE Starfighters, the lesser of the TIE Interceptor but still a deadly craft nonetheless. Their status as 169th's brings them a great deal of prestige. They fill the ranks of the six missing pilots lost at Cerjeen.

Craft: Siener Fleet Sytems TIE/ln
Type:
Space superiority starfighter
Scale:
Starfighter
Length:
6.3 meters
Skill:
Starfighter piloting: TIE
Crew:
1
Crew Skill:
See 169th pilot
Cargo Capacity:
50 kilograms
Consumables:
2 days
Cost:
Not available for sale
Manoeuvrability:
1D+2
Space:
9
Atmosphere:
415;1,2000 kmh
Hull:
2D
Shields: 1D
Sensors:

Passive: 20/0D
Scan:
40/1D
Search:
60/2D
Focus:
3/3D

Weapons:

2 Laser Cannons

Fire Arc: Front
Skill:
Starship gunnery
Fire Control:
2D
Space Range:
1-3/12/25
Atmosphere Range:
100-300/1.2/2.5 km
Damage:
5D

Capsule: At the insistence of Captain Apfj, a batch of brand new TIE Fighter was captured from the Empire at Heldoo IV, to be used by the new pilots filling 169th ranks. Although many of them brought their own fighters of varying design, Apfj was adamant that only Imperial craft would be flown, despite Tul Qiir's protests. The XO won back a minor victory by having him order the installation of shields on each new tie, arguing that their new recruits, without the benefit and grueling trials of the Imperial Academy life, would be more likely to make mistakes in combat regardless of their flying skill. The shields preserve their lives longer, but come with a price.

None of these TIEs are hyperspace capable, and so have to be carried to the battle zone aboard the carrier.

Fighter's Womb

Assault Transport

Craft: Gallofree Yards G.77v8 Carrier
Type:
Modified cargo hauler
Scale:
Starfighter
Length:
41.9 meters
Skill:
Space transports: Gallofree G.77v8
Crew:
2
Crew Skill:
Space transports 4D+2
Cargo Capacity:
150 kilograms; 8 TIEs
Consumables:
2 weeks
Cost:
Not available for sale
Hyperdrive Multiplier:
x2
Backup Hyperdrive:
x20
NavComputer:
Yes
Space:
1
Atmosphere:
160;400 kmh
Hull:
1D
Sensors:

Passive: 20/0D
Scan:
30/0D
Search:
90/2D
Focus:
1/0D

Capsule: The G.77v8 was another of the failed designs by Gallofree Yards Inc. before they went bankrupt and sold their medium transport series to the Rebel Alliance. It was designed to pick up and haul space containers from one location to the other, but the craft was unable to contend with other vessels on the market. Not many were produced, and they are now encountered rarely among the spaceways.

The carrier features a small bank of engines at the back and a cockpit module at the front; between them is a rack-like assembly originally designed to hold space containers. This particular ship has been modified so that it now deploys up to eight TIE craft from that rack.

The ship itself is fragile and slow; the only reason the 169th have continued to use it is because of the limited crew needed to pilot it and adaptability of the rack design. In combat situations, the Fighter's Womb hypers in and drops of its charges outside the battlefield, then waits on the edges of the engagement zone, ready to pick up craft. Since its destruction would mean that the TIEs would be stranded, the pilots make an extra effort to ensure the ship's safety.

Craft: Telgorn Corp Assault Transport
Type:
Gamma Class ATR-6
Scale:
Capital (due to power output)
Length: 44 metres
Skill:
Capital ship piloting: ATR
Crew:
2
Passengers:
40
Crew Skill: Space transports 4D+2
Cargo Capacity:
Consumables:
1 month
Cost:
Not available for sale
Hyperdrive Multiplier:
x1
Backup Hyperdrive:
x9
NavComputer:
Yes
Space:
7
Atmosphere:
350; 1,000 kmh
Hull:
4D
Shields:
3D+2
Sensors:

Passive: 40/1D
Scan:
80/1D+2
Search:
130/2D
Focus:
4/3D

Weapons:

2 Dual Turbolaser Cannons

Fire Arc: Turret
Scale: Capital
Crew: 2; 1 for each dual cannon
Skill:
Capital ship gunnery
Fire Control:
3D
Space Range:
1-3/12/25
Atmosphere Range:
100-300/1.2/2.5 km
Damage:
2D

Dual Ion Cannon

Fire Arc: Turret
Scale: Capital
Crew:
1
Skill:
Capital ship gunnery
Fire Control:
2D
Space Range:
1-3/12/25
Atmosphere Range:
100-300/1.2/2.5 km
Damage:
4D

Proton Torpedo Launcher x2

Fire Arc: Front
Scale: Starfighter
Crew:
1 (same gunner as ion cannon)
Skill:
Starship gunnery
Fire Control:
2D
Space Range:
1/3/7
Atmosphere Range:
50-100/300/700 km
Damage:
9D

Capsule: The ATR-6 is a replacement for the aged Delta Class Dx-9 'Stormtrooper Transport', a capable assault platform designed to neutralize heavy targets and perform boarding actions. Armed with turbolasers, ion cannons and proton torpedo launchers they often work in attack groups to overwhelm larger objectives such as space platforms and capital ships.

The Bloodied Dagger's ATR-6 was captured from a Imeprial dockyard at Agavenn by a group of mercenary slicers as a gift to the squadron. Two of those slicers now act as the ATR's pilots and at least one went on to join 169th's lower ranks.

The ATR-6 will prove invaluable in boarding operations and ground assaults, once Tul Qiir has completed the training of The Bloodied Dagger's 'ground forces'.

 

 Bloodied Dagger Ground Forces

Bloodied Dagger Soldier

Type: Merc Soldier

DEXTERITY 3D+2
Blaster 5D, Dodge 4D+2, Brawling parry 4D+2
KNOWLEDGE 2D
MECHANICAL 2D+1
PERCEPTION 2D+2
Intimidation 3D
STRENGTH 4D
Brawling 5D+2, Lifting 4D+2, Stamina 4D+2
TECHNICAL 2D+1
First aid 2D+2

Move: 10
Character Points:
1-5
Force Points:
1
Dark Side Points:
0

Equipment: Combat jumpsuit, glow rod, blaster rifle (5D), blast vest (+2 physical, +1 energy)

Capsule: These soldiers, volunteers or castoffs from other operations, have been specifically selected by Tul Qiir for training in what is to become the ground forces of The Bloodied Dagger.

Their training consists of weapons training in which they must improve their aim and the proficiency with which their weapons must be handled, and intense physical exercise, typically featuring long hikes across the bleak dusty plains, intensive workouts under the blistering sun, carrying cargo modules over obstacles and great distances, assault courses and long marches through the rocky mountains. Often they can be spotted in the early morning outside the barracks and mess hall, drilling with Tul Qiir bellowing commands and abuse in their direction.

 

Objectives of the 169th

The objectives of The Bloodied Dagger seem split and unclear, as several different people have different plans for the group. At the moment, the group is gathering supplies, equipment and munitions for its own use before launching into a more ambitious endeavor.

Commander Apfj believes them to be planning an elaborate campaign to destroy the corrupt elements of the Empire, with Tul whispering the names of targets and planets into his ear, supposedly supplying the corrupt Imperial factions. Sometimes these targets do not make sense to Apfj, setting off warning bells in the back of his mind, but so far he has not questioned the data passed on by Tul from his various sources.

Tul Qiir himself is not interested in prolonged piracy or warfare against the Empire. His plan is to establish a criminal empire in the A'koross Sector with himself as its head. The Bloodied Dagger is just the first step in this plan. Foremost in his mind is not the gathering of weaponry, but of information and contacts, the making of powerful friends and sealing of Alliances that will be beneficial to him in the long run. If he plans carefully, bides his time and spreads his influence, he believes he will be able to succeed. In the end he hopes to put A'koross under his rule, either through the bribing and manipulation of the local Moff or by raising his own personal militia and taking the sector by force. Needless to say, these events are many years away.

Jenn Ther does not realise what Qiir is planning. She thinks that after Apfj is removed, Qiir will lead The Bloodied Dagger in a personal war against the Empire, engaging in missions meant to hurt the local Sector Fleet and the Imperial bureaucracy. Jenn is fervently looking forward to this, and trouble is guaranteed when Qiir refuses to take such an active and violent course.

 

A'koross Sector

 

Some important locations are…

Tevo'kara - The Sector Capital, from where the local Moff governs A'koross. The planet's main city has a memorial dedicated to 169th, but it has since been defaced by Imperial loyalists angry at their anti-Empire activities.

Agavenn - The site of a local Imperial Shipyard. It constructs support vessels such as Assault Shuttles, Assault Transports, Gunboats and Skiprays.

Cerjeen - Once the site of a pirate base, this is the place where the 169th was presumed lost after being overwhelmed by enemy forces.

Iruan Alpha - The location of a secret shadow port.

Aloes Station - Critical cargo transfer terminal.

Heldoo - Sight of a Imperial Starfighter Wing Base.

Outpost D-89 - Customs checkpoint. All vessels entering the sector must have their cargoes inspected and their crew's background checked against Imperial files.

Gebernni - Base of operations for The Bloodied Dagger.

 

Adventure Ideas

Survival Instincts

The PCs are members of the 196th TIE Interceptor Squadron. After participating in (and hopefully surviving) the Battle of Cerjeen, Rel Noor leads the squadron to Iruan Alpha. Once on the planet, the squadron must struggle to survive in a hostile environment, finding edible foods, sources of food and creating tools from the natural resources at hand. Natural hazards will include the L'iroower beetles, poisonous fruits and cannibal tribes out in the rock fields. Tul Qiir will be trying to convince everyone to turn against the Empire. If the PCs resist, the five senior pilots may cast them out of their camp.

In the end, the Iruan Shadowport is discovered, and Commander Apfj sends some pilots to scout it. The squadron must repair its fighters and find a way off Iruan Alpha.

 

Power Play

The PCs end up in the camp of the 169th, either as soldier recruits, new pilots or support staff. As Tul Qiir gets ready to put his plans into action, the PCs must decide who their loyalties lie with. If they side with Apfj, they must warn him of Qiir's plan and help defend him. If they join Tul, they must help him displace Apfj and his supporters. If the PCs distinguish themselves, they may gain a place of high stature in the squadron's command chain.

 

Imperial Justice

The PCs are hired by the Empire to find the base of the 169th and either report back with the information so that and attack can be arranged, or eliminate the base themselves. Finding the 169th will not be an easy task, and the discovery of Iruan Shadowport may have to come first. Depending on their success, the PCs will be awarded with a hefty sum of credits by the Imperials.