Covert Shroud Gambit
The so-called "covert shroud gambit" is a time-tested
stratagem used by smugglers to avoid capture by large capital
ships (such as Interdictors or Star Destroyers).
According to Imperial anti-smuggling protocols,
this maneuver consists of three phases: acquisition, shroud (or
blinding) and escape.
Acquisition occurs when the target vessel has been
targeted (or is about to be targeted) by a pursuing vessel's tractor
beam. Once acquired, the smuggler can do one of four things: evade,
surrender, detonate his engines (thereby committing suicide) or
execute the shroud.
The shroud itself is literally a cloud of sensor-confusing
particles that are jettisoned from the fleeing craft, in order
to confuse the targeting scanners of the pursuing craft (and,
hopefully, allow the smuggler to effect an escape).
In general, trac-reflective particles are the most
effective for this maneuver, as they disrupt the targeting lock
on a tractor-beam's control computer (though dust treated with
hard radiation can also work.
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However, shroud particles can consist of any fine-grain powder:
course meal grain, silicate desiccant crystals, or even a mist
of water (which hardens to tiny ice crystals upon exposure to
space) can also work, with varying degrees of effectiveness.
Once the shroud is deployed, the runner should immediately flee,
taking whatever advantage he can from the shroud--this is the
escape phase.
While the Imperial Navy has no set doctrine on how to counter
a shroud, some Imperial commanders have developed their own methods
for capturing craft that attempt to escape using this tactic.
One of the more common responses is the repositioning of the chase
vessel to avoid the shroud, though a skilled pilot can keep the
dust cloud between his ship and the pursuing vessel long enough
to program a hyperspace jump and escape.
Typically, Imperial commanders tend to blanket the general position
of the target vessel with turbolaser fire, forcing the him to
either surrender, or take evasive action (and,
in all probability, move outside the minimal protection the shroud
offers). This tactic is of no value when a target must be captured
alive, but Imperial commanders generally prefer to disobey a capture
order and destroy a target, rather than let him escape.
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Covert Shroud Package
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Type Illegal starship countermeasure |
Scale Starfighter |
Skill Starship gunnery |
Crew 1 |
Cost Varies; typically, anywhere
from 5,000 to 15,000 |
Availability X |
Radius 100-300/400/600 meters |
Damage Special (see below) |
Game Notes The shroud is a
cloud of sensor-fouling particles that can reduce the effectiveness
of an enemy craft's sensors. For the actual sensor penalty,
use the chart to the right. |
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Shroud
is composed of: |
Enemy's
Sensor Penalty |
Range |
Trac-reflective
particles |
-2D |
1
Space Unit |
Radiation-emitting
dust |
-2D |
3
Space Units* |
Fine
grain, ice crystals |
-1D |
100-400
meters |
*
Note: This typically inflicts damage on the crew of the smuggling
vessel. The gamemaster should use his own discretion when
determining how severe the effects are: radiation sickness,
damage to the electronic systems of the craft, erroneous sensor
readings, etc. |
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Covert Shroud Variants
As discussed, the covert shroud gambit has been around
for quite a long time. Smugglers being smugglers, the gambit has been
modified any number of ways (to reflect the needs of a given situation
and the limits of the pilot's craft and budget). The following are
some examples of how the covert can be employed:
Hidden Explosives Hidden within the
shroud is a high-yield warhead (easily obtained through trade on
low-tech worlds) or a modified ion or magpulse weapon, programmed
to detonate as the pursuer moves near or fires through the cloud.
The smuggler's craft must be a minimum of 20 Space Units away from
the center of the cloud or it will likely be destroyed in the resulting
blast. The effects of the blast will vary based on explosive type,
so gamemasters and players should use their best judgment.
"Seeking" Cloud The deployed shroud
has been given a positive ion charge, which is attracted to the
pursuer's shields. The pursuing craft can disperse the cloud by
altering the polarity of the shields (Moderate capital ship shields
roll) or suffer a -2D penalty to all sensors and gunnery
rolls). This typically only works when the shroud is deployed within
500 meters of the pursuing vessel. Beyond that, the shroud is generally
ineffective; if the particles can not find a shield to "latch on
to," the particles' like charge pushes them further apart, effectively
dispersing the cloud.
Mynock The "mynock gambit" is a complicated
procedure, typically only attempted by Alliance operatives or members
of a well-financed criminal syndicate. The runner's ship appears
to be a light or medium freighter, until the shroud is deployed.
Then, explosive bolts blast away cleverly disguised sections of
the fuselage, revealing a smaller ship within (typically a starfighter
or shuttle). As the pursuing vessel attempts to re-acquire sensor
contact, the fleeing craft can make good its escape.
Going Dark
One of the best means of avoiding detection is to shut
down all external and internal power sources, maintain a stationary
position, and hope that picket craft pass by. In general, the only
systems that can remain active are passive sensors and rudimentary
life support (typically 1-6 hours' worth). Ships that are actively
seeking the "dark" craft are successful only on a Very Difficult sensors
roll (within 1 Space Unit of the hiding ship). This is further modified
if the smuggler is hiding within a cave or in a crater, or other such
obstacle. For every 10 meters of rock or metal (or other suitable
distortion, such as gas clouds within a nebula), the difficulty to
detect the hidden craft increases by +10.
Note that, with the above rules it is possible for a
craft to be completely impossible to detect with sensors. This is,
of course, balanced by the fact that the hidden ship must remain stationary--if
it is drifting or moving at the barest minimum of speed, detection
is more likely.
Nightlight
A "nightlight" is a risky maneuver intended to blind
an enemy ship's sensors. It works best on pursuers that are attempting
to focus scan for the runner's ship, though it can work to lesser
degrees if the enemy is using other scan modes. The nightlight works
in three phases: evasion, shut-down, and illumination.
The evasion phase is self-explanatory; the runner, having
been detected by an enemy craft, takes some kind of evasive action,
preferably into an asteroid field, canyon, crater, or other such obstruction.
Once out of direct line of sight with the pursuer, the runner jettisons
a remote-detonated powerful explosive (preferably a fission weapon,
magpulse or ion blast device), performs a quick stop--under cover
where possible, and goes dark (see above).
Once dark--the shut down phase--the smuggler monitors
passive sensors, waiting until he detects active or focused sensors
probing the area (Moderate sensors roll).
When the enemy craft has moved within range of the explosive
(preferably within 1 km, but this can vary at the gamemaster's discretion
depending on the type of weapon used) the pilot detonates it. Consult
the chart below:
Target Scanners are...
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Result
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Passive |
Target loses sensors for 1 round |
Scanning |
Target loses sensors for 1D rounds |
Searching |
Target loses sensors for 1D minutes |
Focusing |
Target loses sensors for 1D hours |
Note The weapon
inflicts damage on the target craft if it is within the blast
radius; this is in addition to detrimental scanning damage.
However, it is somewhat unlikely that a target craft will stray
that close. Again, the gamemaster should use his discretion
and decide what best serves the needs of his scenario.
Riding the Bantha
This is an exceedingly risky maneuver that only crazy or supremely
skilled pilots should attempt. "Riding the Bantha" means that
a runner manages to harddock with a larger enemy vessel without
detection, in essence "riding" the larger ship.
This is accomplished by making a high-speed, low-level pass
in the general area of the bridge of the ship (dodging incoming
turbolaser fire, usually well concentrated near the bridge).
This should startle the crewers long enough to distract their
attention from their targeting scopes.
After blasting past the bridge, the pilot must execute a quick
stop, and harddock (using a docking claw or magnaclamp) near
the engine exhaust nozzles, or other heavily armored portion
of the ship. Immediately after harddock, the smuggler's craft
must instantly shut down all onboard systems.
To escape, the pilot must wait until the Imperial vessel dumps
excess waste materials prior to jumping to lightspeed. Then,
it is a simple matter of detaching from the larger ship and
floating amidst the detritus until the enemy ship departs.
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In general, this maneuver can only be attempted by an agile
craft (a starfighter or heavily modified light freighter). Attempting
this maneuver with, for example, a bulk freighter will result
in collision. In addition, the larger vessel must be considerably
larger than the smaller one (roughly 20 times the smaller craft's
mass). Otherwise, the pilot of the larger craft will detect
handling differences in his craft and raise an alarm. For game
purposes, this should not be attempted on craft smaller than
a Dreadnaught.
To attempt this maneuver, the pilot must first make a successful
Very Difficult piloting roll to perform the quick stop.
At the same time, the entire ship must be shut down (a Moderate
computer programming/repair roll). The ship can only
be detected by an active scan or visual search to that specific
portion of the ship). Multiple action penalties apply; failure
to make the quick stop indicates that the smaller craft has
crashed into the enemy vessel. There are no "near misses" in
this kind of maneuver; spending a Force Point is recommended
for this maneuver.
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Running Silent
Running silent is one of the best methods of slipping past
a blockade. In general, this requires specialized equipment
aboard a runner's ship (described in detail in Pirates
& Privateers, pages 38-40).
However, for craft that are not stealth-equipped, it is possible
to run silent, though with much less effectiveness.
A pilot can reduce emissions from his craft during the course
of an overhaul. The base difficulty for this procedure is Very
Difficult (rolled on the appropriate repair skill), reduced
by one level per day spent overhauling the sensors, engines
and shielding (to a minimum of Easy). This increases the sensor
difficulty to detect a ship running silent by +1D.
To effectively run silent past a blockade, the pilot should
exit hyperspace at the far edges of the system. Once emerging
into realspace, the pilot should kill all onboard systems except
passive sensors and the navigation computers. The next step
is to plot a linear, line-of-sight route to the target insystem
(usually a planet or moon), using passive sensor data to determine
the position of enemy ships). Note that it is possible to attempt
to use the mass of planetary bodies in the system to build up
velocity or alter course, but a miscalculation could lead to
serious trajectory problems that can only be corrected by reactivating
the ship's engines...which will make it much easier for blockading
craft to detect it.
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Once the route is plotted, the pilot should use his thrusters
to move his ship onto the proper course. Once moving (at a speed
of 2 or less), the craft drifts into the system. Typically,
this type of maneuver takes as long as 2 days or more.
Without a series of backup battery to power life support systems,
the smuggler's ship must maintain basic life support power for
this maneuver. If executed properly, the smuggler's craft requires
a Difficult sensors roll to detect. (Note that, this difficulty
refers to scanning and sensors; if a TIE patrol or other craft
moves close enough to make visual contact, the ship is detected.)
Gamemaster Notes This type of
maneuver is never the same twice, as it varies in a number of
ways: composition of the system (number of planets, stellar
phenomenon, navigation hazards, and so on), size and composition
of the blockade, and, of course, the skill roll of the pilot.
In general, this type of maneuver can be extremely tense and
suspenseful, since the player characters' are effectively blind
(relying on passive sensors). Modify the difficulty of the required
skill rolls--or require more of them--and make sure the
players do not know the final difficulty number they have to
hit. If they fail a roll, work in some sort of complication
(a flight of TIEs happens by and must be avoided, a rogue asteroid
is approaching and narrowly misses the ship, or other such "scare")
to heighten tension.
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Sensor Decoys
Sensor decoys are invaluable tools for blockade runners;
basic stats for sensor decoys appear in Pirates
& Privateers, page 39.
Sensor decoys can have a few tactical uses: they can
be used to lure a target craft away from a ship running silent; they
can be used to lure a target craft into the blast radius of a mine
or other explosive device; they can even be used to convince enemy
forces that there are starfighter squadrons attacking (with some major
reprogramming).
Spearing the Krayt
A favorite tactic of the Rebel Alliance starfighter squadrons
has been nicknamed "spearing the krayt" by smugglers and blockade
runners. "Spearing the krayt" involves a fairly large number
of ships, armed with targeting data and a large number of proton
torpedoes.
This tactic works best when deployed with two elements: the
target designator and the attack element. The target designator
uses his target acquisition sensors to pinpoint a single spot
on the shields of an enemy capital ship. Once acquired, the
target designator feeds this data to the attack element. Once
the telemetry data has been sent, the attack element fires in
two volleys. The first volley slams into the enemy ship's shields,
creating a power flux that weakens the shielding enough to allow
the second volley (fired a split second after the first) to
pass through and strike critical hull targets--the bridge deflector
generators, the transparisteel bridge viewport, gravity well
projectors, and so on.
It takes roughly 3-5 rounds to successfully execute this maneuver,
and the target designator is typically exposed to enemy starfighter
screens. Ideally, one person should be piloting the craft, and
another should target the enemy capital ship (to cut down on
multiple-action penalties). Targeting has a base difficulty
of Moderate (increasing depending on the severity of evasive
maneuvers that the craft is engaged in). Once the target has
been acquired, the gunner must send telemetry data to the attack
element (which takes 1 round and an Easy communications
roll).
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Finally, the volleys must be launched. This requires a Moderate
gunnery roll to coordinate the two volleys. Failure indicates
that the torpedoes do no destabilize the target's shields and
they inflict damage as normal, in all likelihood merely scratching
the target, not damaging it.
This maneuver works best with an attack element consisting
of 6-8 craft with fire-linked torpedo launchers (launching 12-16
torpedoes per volley). Roughly 25% of the torpedoes will pass
through the shields and strike the hull, inflicting severe damage.
For every 3 additional craft in the attack element, the difficulty
to coordinate the volleys increases by one level. This can be
countered
by using R2 units to assist in the targeting procedure; such
an action adds 1D rounds to the time taken to coordinate, but
adds +1D per R2 unit to the roll.
Note to Gamemasters Due to scale
differences, even slipping torpedoes past the shields will only
inflict minor damage to the target craft. Gamemasters should
use their own judgment--applied consistently--to generate the
results of such attacks. At dramatically appropriate moments,
if the players have planned the attack carefully and rolled
and roleplayed well, they should be rewarded by a spectacular
salvo against the enemy ship, possibly destroying or crippling
the craft. At the same time, this tactic can't work every
time, or the players will become complacent and will not
be intimidated by the appearance of a Star Destroyer.
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Spinstop Reverse
The appearance of an Interdictor cruiser spells certain capture--and
probably death--according to conventional spacer wisdom. At
some point, a desperate smuggler devised this dangerous tactic
to avoid an Interdictor, though it likely cost him his ship,
or his life. The Spinstop Reverse is extremely stressful to
craft and pilot, and in virtually all cases inflicts severe
damage to the ship attempting it.
The Spinstop Reverse is executed when a target craft is caught
(or near capture) by a pursuer's tractor beam. By swinging in
an arc (using the pull of the tractor beam to maintain a semi-stable
orbit), the target craft can momentarily evade a target lock.
(This requires a Difficult piloting roll.)
Next, the pilot must reverse-trigger the ship's acceleration
compensator (which takes 1 round to configure; the pilot or
co-pilot can flip the appropriate toggle switches, or an astromech
can handle the procedure on a verbal command). This slams the
ship into a full-stop
(inflicting 2D damage to the pilot). Unless the enemy gunner
makes a Very Difficult gunnery roll, the target lock
is broken, and the tractor beam continues to track on the target
craft's former course. At the same time, the pilot must make
a successful Very Difficult piloting roll, or he will
lose control of the craft for 1D rounds.
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Note If the pilot fails this roll,
he must attempt to regain control, and can not evade incoming
attacks. If the pilot rolls a "1" on the Wild Die, the ship
explodes due to stress and severe malfunction.
At this point, the target craft can flee (an advisable
course of action) or launch torpedoes (which, on a successful
Very Difficult roll are pulled in to the tractor beam and guided
towards the projectors).
The escape is not without cost, however. Almost invariably,
this maneuver inflicts severe damage on the hyperdrive of the
fleeing craft, which should be treated as a hyperdrive malfunction
(see the "Astrogation Mishap Table" on page 119 of the Star
Wars Roleplaying Game, Second Edition: Revised and Expanded).
The fleeing vessel will probably make it out of the system,
but not very far. The ship will likely be very heavily damaged,
and it will only be a matter of time before the pursuit craft
tracks it down...
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To learn about official Imperial doctrine on blockading... |
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To see how each Imperial vessel reacts
and performs and tips on beating each ship... |
Part 2: Imperial Ships (coming soon!)
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