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The Core


The Rebel Alliance

Encounter: The Last Desperate Battle!

The heroes run into a starfighter droid, in walking mode, that strides through the streets of Theed taking blaster cannon shots at anything that moves. It’s accompanied by four infantry battle droids, content to fire their blasters at everything else that the larger droid misses.

To win this adventure, the heroes need to stop the starfighter droid or at least keep it from harming too many innocents until the control ship high above is destroyed. Of course, they don’t know that the end of the droid army is imminent. They should believe that it’s them against the large droid -- to the bitter end.

The starfighter droid follows a specific plan of attack throughout this battle. This plan is outlined below, showing what the droids try to do each turn. The outline also has information to help the GM determine when the control ship explodes.

In addition to their characters, let the players control the two palace guards. They can move them, make their attacks, and keep track of the damage they sustain as the battle unfolds.

You (the GM) will move the citizens, the R2 unit, and the pilot. The R2 unit and the pilot stay together; each citizen moves individually.

To move a citizen token, roll 1d4 and 1d6. The d4 tells you which direction to move a citizen token: 1 -- Toward the top of the map; 2 -- Toward the right-hand side of the map; 3 -- Toward the bottom of the map; 4 -- Toward the left-hand side of the map. The d6 tells you how many spaces to move the token in the appropriate direction. A citizen can move up to 5 spaces. On a roll of 6, the citizen decides to stay right where he or she is until the next turn. A citizen token never leaves the map. If it reaches an edge, it stays in that space until the dice move it in another direction.

To move the R2 unit and pilot tokens, keep in mind that they want to reach the bottom of the map. They move 3 spaces each turn, trying to get away from the battle droids. Neither the R2 unit nor the pilot makes any attacks.

The Innocents

Pilot: The pilot stays next to his R2 unit no matter what happens.

  • Initiative: 12 (moves on 10 to stay with R2 unit)
  • Vitality Points: 8
  • Wound Points: 8
  • Speed: 5 spaces (only moves 3 because of R2 unit)
  • Defense: 12
  • Attack: None
  • Damage: None
  • Saves: Fortitude 1d20+1, Reflex 1d20+1, Will 1d20+1
  • Skills: Computer Use 1d20+2, Pilot 1d20+4

R2 Unit: This spunky little droid is extremely loyal to its pilot, remaining by his side no matter what happens.

  • Initiative: 10
  • Vitality Points: 0
  • Wound Points: 8
  • Speed: 3 spaces
  • Defense: 11
  • Attack: None
  • Damage: None
  • Saves: Fortitude 1d20+2, Reflex 1d20+0, Will 1d20+1
  • Skills: Computer Use 1d20+2, Disable Device 1d20+4, Listen 1d20+2, Repair 1d20+4, Search 1d20+2

Royal Security Guards: The soldiers carry blasters.

  • Initiative: 10
  • Vitality Points: 10
  • Wound Points: 12
  • Speed: 5 spaces
  • Defense: 12
  • Attack: Blaster 1d20+2
  • Damage: 3d6 (blaster)
  • Saves: Fortitude 1d20+0, Reflex 1d20+1, Will 1d20+1
  • Skills: Listen 1d20+4, Spot 1d20+4, Treat Injury 1d20+2

Citizen: The typical Naboo citizen is frightened by the battle droids. He or she spends every moment trying to find a safe place to hide.

  • Initiative: 8
  • Vitality Points: 0
  • Wound Points: 6
  • Speed: 5 spaces
  • Defense: 10
  • Attack: none
  • Damage: none
  • Saves: Fortitude 1d20+1, Reflex 1d20+0, Will 1d20+1
  • Skills: Computer Use 1d20+2, Listen 1d20+2

The Opponents

Battle Droids (Infantry): These unmarked battle droids never surrender, never retreat. They are armed with blasters.

  • Initiative: 11
  • Vitality Points: 0
  • Wound Points: 8
  • Speed: 4 spaces
  • Defense: 12
  • Attack: Blaster 1d20+2
  • Damage: 3d6
  • Saves: Fortitude 1d20+1, Reflex 1d20+0, Will 1d20+0
  • Skills: Listen 1d20+4, Search 1d20+4, Spot 1d20+4

Starfighter Droid: This large droid is a mindless killing machine. It strides through the streets in its walking mode, leveling its blaster cannons at any living thing that gets in its way.

  • Initiative: 10
  • Vitality Points: 0
  • Wound Points: 55
  • Speed: 4 spaces
  • Defense: 17
  • Attack: Blaster 1d20+2
  • Damage: 3d6
  • Attack: Blaster cannons 1d20+7/1d20+2
  • Skills: Pilot 1d20+10, Spot 1d20+10





PRIVACY STATEMENT
©2001 Lucasfilm Ltd. & © or TM where indicated. All rights reserved. Used under authorization.
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