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Star Wars Missions 002 - Escape from Thyferra Page 2
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Leia didn’t say anything — Han knew she found it hard to admit he was right.
After the empty Y-wing was placed down safely, Solo landed the Falcon at Docking Bay 72. The Falcon’s ramp lowered to the ground, and the heroes of the Rebellion stepped out of the freighter. Q-7N floated near the droids.
“So, you said we’re on Thyferra to find out about bacta shipments?” Q-7N asked.
“That’s correct,” Threepio replied.
“How exciting!” the floating droid exclaimed. Artoo beeped in agreement.
“How far away is Morbo’s Place?” Luke asked Leia.
“It shouldn’t be far,” the Princess responded. “We’ll have to ask around, but be careful. There may be Imperials here. If anyone asks, tell them we’re from Corellia and we’re hoping to line up some work in the bacta transport business.”
“You? A Corellian?!” Solo scoffed at the Princess. “Now that’s something I never would have —!”
“Stop where you are!” a steely voice commanded from behind the Rebels. Han reached for his blaster, but laser fire suddenly kicked up the dirt near his feet.
“Raise your hands and turn around! Slowly!” the voice ordered.
Q-7N dropped low behind Artoo-Detoo as the Rebels turned to face twenty-seven armed stormtroopers.
“Hi there, fellas,” Solo grinned at the troopers. “You won’t believe this, but we were looking for you guys!”
The lead trooper stepped forward and rammed the butt of his blaster rifle into Solo’s stomach. Chewbacca roared at the trooper, but the Wookiee knew that he was outgunned. Leia yelled as Solo dropped to the ground.
“Why are you yelling?” gasped Solo to Leia “I’m the one who got hit!”
“Take them away,” ordered the lead trooper. “Put each one in a separate cell!”
Luke and Chewbacca helped Han to his feet “We’ve all got to try to escape!” Leia whispered. “If one of us can find Voralla Morbo, we can —”
“Quiet! If I hear another word, you will all be neutralized,” yelled the lead trooper. He turned to the three troopers next to him. “Get this scum out of here!”
Q-7N moved out of range. But there was nothing to be done to save the Rebels.
“We’re doomed!” Threepio whispered to Artoo. The troopers were closing in.
The Rebels were surrounded. The troopers’ rifles were aimed to kill.
There was no way out.
Or was there?
Before you proceed, you must consult the Mission Guide for the rules of the STAR WARS MISSIONS. You must follow these rules at all times.
This is a Rebel mission.
You have been captured by stormtroopers on the planet Thyferra, the one planet in the galaxy that produces bacta. You have been separated from your fellow Rebels and placed in a cell.
Your goal is to escape from your cell, retrieve your weapons, and help your comrades escape. You must find Morbo’s Place, a cantina near the spaceport — but be careful who you ask for directions. You must also learn all that you can about bacta production on Thyferra. The information may one day save your life.
You start this Mission with your MP total from your previous Mission, or 1000MP if this is your first Mission.
Choose your character. You can take no more than three weapons and three vehicles (including a Y-wing fighter). You can use Power twice in this Mission.
May the Force be with you.
The stormtroopers take away your weapons and separate you from the other Rebels. They know you will be easier to imprison if you are kept apart. One of the troopers puts your weapons in a duffel bag and slings the bag over his shoulder. Two other troopers keep their blaster rifles aimed at you.
The three troopers take you to an alley between two buildings, then through an arched doorway. You enter a dark hall, turn left down another corridor, then right. The hallway walls are made of baked clay and are cracked with age. The smell of decay hangs heavy in the air.
You turn several more times, and you try to remember each turn. If you’re going to escape, you’ll need to know the way back to Docking Bay 72.
You arrive at a wooden door. One of the troopers unlocks the door and pulls it open to reveal a small cell. You are pushed inside and the door is locked behind you.
The cell is illuminated by a single glow rod that hangs from the ceiling. You search every corner of the chamber. There doesn’t appear to be any hidden camera, but a small comm speaker is built into the wall near the door.
Parts of the outer wall have crumbled away, but the inner wall is thick. There’s no way you’ll be able to tunnel out of here.
You press your weight against the door. Although it is heavy, the frame appears to be brittle. If you brace yourself, one good kick might knock the door down.
There’s a muffled sound from the hallway. You press your ear to the door and listen carefully.
“You two stay here,” says one stormtrooper. “I’m going back to Docking Bay Seventy-two to report to squad leader. If the prisoner tries to escape, shoot.”
You hear footsteps crunching on the ground, walking away. That leaves two troopers outside the cell door. You’re unarmed, but you’ve got one big advantage over the stormtroopers: you’re smart “Unnnnngh!” you groan loudly.
“Quiet!” one of the two troopers orders.
“I can’t reach your arm!” you yell to the empty air above you. “Try again!”
“What do you think is going on in there?” one trooper asks.
“Sounds like someone’s helping the prisoner escape!” the other responds. “We’d better open the door!”
You hear one of the troopers trying to open the lock. He must be right on the other side of the door. That’s exactly where you want him.
You brace yourself. It’s time to make your move.
To kick down the door and knock out the first stormtrooper: Your strength# +1 is your confront#. Roll the 6-dice to kick down the door.
If your confront# is equal to or more than your roll#, add the difference to your Mission Point (MP) total and proceed to combat the second trooper (below).
If your confront# is less than your roll#, subtract the difference from your MP total. Add +1 to your confront# and repeat this confront with your new confront# until you have kicked down the door and knocked out the first trooper. Once you have defeated the first trooper, you may proceed to combat the second trooper (below).
To combat the second stormtrooper: Add your strength# to your skill# +3 for your confront#. Roll the 12-dice to throw a punch at the stormtrooper.
If your confront# is equal to or more than your roll#, add the difference to your MP total.
If your confront# is less than your roll#, subtract the difference from your MP total and repeat this confront until you have knocked out the stormtrooper.
Once you have defeated the second stormtrooper, add 10MP to your MP total. You may now proceed to retrieve your weapons.
You’re in luck. The duffel bag that contains your weapons is sitting on the ground near one of the fallen troopers. You grab your weapons and run down the hall.
As you come around a comer, a metal object hits the top of your head. You duck back into the hallway and check for a bruise. No real harm done. But what hit you?
“Are you all right?” Q-7N asks. The floating droid drops down in front of your face. “I didn’t mean to fly into you.”
“How did you get away from the troopers?” you ask.
“As soon as the stormtroopers appeared, I dropped low to the ground,” the droid replies. “I stuck close to everyone’s feet, then managed to duck into a hole in the wall. I’m so small, nobody even noticed. I came this way because I wanted to try and help you escape, but it looks like you’ve already managed that on your own!”
“Did you see where the troopers took everyone else?” you ask.
“I’m afraid not,” Q-7N responds.
“Those stormtroopers were waiting for us at the docking bay,” you comment �
�Almost like they knew we were coming! But how?!”
Blaster fire tears at the wall near your head. You duck and turn to see the third stormtrooper, the one who left your cell area to report to his squad leader. The trooper must have heard you escape and turned back. Without hesitating, you decide to fight. You can’t be captured again.
You can choose to combat the stormtrooper with your fists or with a weapon.
To combat the stormtrooper with your fists: Add your strength# to your skill# +3 for your confront#. Roll the 12-dice to fight the stormtrooper.
If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.
If your confront# is less than your roll#, subtract the difference from your MP total. Add +1 to your confront# and repeat this confront with your new confront# until you have defeated the trooper.
To combat the stormtrooper with a weapon: Choose your weapon. Add your weaponry# to your weapon’s mid-range# +2 for your confront#. Roll the 12-dice to combat the trooper.
If your confront# is equal to or wore than your roll#, add the difference to your MP total and proceed.
If your confront# is less than your roll#, subtract the difference from your MP total. Now add +4 for your confront# for your new confront#. Roll the 12-dice again to continue your combat with the trooper.
If your new confront# is equal to or more than your roll#, add the difference to your MP total and proceed.
If your new confront# is less than your roll#, subtract the difference from your MP total. Repeat this confront with your new confront# until you have defeated the trooper. Then you may proceed.
Q-7N hovers next to you as you run to the fallen stormtrooper. “That was close!” it exclaims. The droid watches as you remove the stormtrooper’s helmet, then asks, “What are you doing?”
“I’m going to put on his armor,” you reply. “I’ll be able to move more easily through this place if I’m disguised as a stormtrooper.”
“Well, then it’s a good thing I ran into you when I did,” Q-7N comments as you put on the armor. “Otherwise, I would have thought you were a real stormtrooper!”
“Let’s hope my friends don’t make that mistake!” you declare as you strap the stormtrooper’s belt around your waist “Do you know the way out of here?”
“Why, yes,” replies the droid. “I’m quite good at mazes. After all, I lived in that fortress on Yavin Four —”
“I know all that Q-7N!” you interrupt. “Let’s get moving!”
You follow Q-7N and make a number of turns until you reach a stairway that leads down to a low metal door. Q-7N stops and hangs in the air in front of the stairway. “This door looks promising!” it says.
“What do you mean?” you ask. “I don’t remember walking through that door. I don’t even remember walking past it!”
“According to my topographic sensors,” replies Q-7N, “this door is a shortcut to Docking Bay Seventy-two.”
“But it looks like this door leads to a basement,” you observe.
“I assure you,” states Q-7N, “we’ll get there faster if we go this way.”
“Then let’s take it,” you say as you descend the stairs. You press your hand against the door activator and the metal door slides into the wall. You lower your head and enter the doorway, Q-7N at your side.
When you look up, you find yourself in a long, narrow room filled with computer equipment. There’s a door at the far end of the room, but there’s a problem. Two Imperial technicians are seated at their computer terminals. They look up at you. One of them rises from his seat.
“What are you doing down here?” asks the standing technician. “Why aren’t you at your post?”
“I, um, took a wrong turn,” you mumble. A whining air conditioner nearly drowns you out.
The other technician gets to his feet. “What kind of a droid is that?” he asks. Both men carry laser pistols.
You can choose to mislead the technicians or fight. If you choose to fight, you can fight the technicians all at once or one at a time.
To mislead (without Power): You tell the technician you are looking for a droid repair shop for Q-7N. Your charm# +3 is your confront#. Roll the 12-dice to evade the two Imperial technicians.
If your confront# is equal to or more than your roll#, add 10MP to your MP total and proceed to the door at the end of the office.
If your confront# is lower than your roll#, subtract the difference from your MP total. The technicians do not believe that you’re looking for a droid repair shop. You must combat the technicians (below).
To lie (using Power)*: You tell the technicians you are on your way to a droid repair shop with Q-7N. Choose your Persuasion Power. Add your stealth# to your Power’s low-resist# for your confront#. Roll the 6-dice to evade the technicians.
If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total. The technicians realize you are lying. You must combat the technicians (below).
*Note: This counts as one of two Power uses you are allowed in this Mission.
To combat both technicians at once: Add your weaponry# to your weapon’s close-range# for your confront#. Roll the 12-dice to shoot the air conditioner, which will explode and knock out the technicians.
If your confront# is equal to or more than your roll#, add 7MP to your MP total and proceed to the door at the end of the office.
If your confront# is lower than your roll#, subtract the difference from your MP total. Now double your confront# for your new confront#. Roll the 12-dice again to continue to combat the technicians.
If your new confront# is equal to or more than your roll#, add the difference to your MP total and proceed to the door.
If your new confront# is less than your roll#, subtract the difference from your MP total. You have missed the air conditioner and must now combat the technicians one at a time (below).
To combat one technician at a time: Add your weaponry# to your weapon’s mid-range# for your confront#. Roll the 6-dice to combat the first technician.
If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed to combat the second technician, using the same confront equation.
If your confront# is less than your roll#, subtract the difference from your MP total and repeat this confront. Once you have defeated the first technician, repeat this confront to combat the second technician, using the same confront equation.
Once you have defeated the second technician, add 30MP to your MP total (50MP for Advanced Level players). You may proceed to the door at the end of the room.
As you walk to the far end of the office, you cast a glance at Q-7N.
“What are you looking at?” asks the floating droid.
“You’ve got a funny way of choosing shortcuts,” you respond.
“How could I have known there would be anyone down here?” Q-7N argues. “Besides, you handled those two quite well.”
You open the door and find yourself in another hallway. The hall looks familiar. Q-7N was right about the shortcut after all.
Q-7N leads you through the hall until you emerge under the arched doorway and into the alley. “I remember it from here,” you say to the floating droid. “Docking Bay Seventy-two is just around this corner.”
“What if more Imperials question you?” Q-7N asks.
You raise a finger and tap it against your helmet. “This trooper was on his way to report to the squad leader at the docking bay. Maybe I can get the leader to tell me how they knew where to find us and where our friends are being held.”
At the docking bay, a dozen stormtroopers surround the Millennium Falcon. You turn your helmeted head to Q-7N. “Stay here, and keep out of sight. If something happens, do whatever you can to find the other Rebels.”
“Hurry back,” Q-7N encourages. The droid rises up to a gutter along the
roof. From this position, it will have a good view of your encounter with the Imperial squad leader.
The squad leader looks up as you approach. You try to keep calm, knowing that you look like every other stormtrooper. But there are a lot of other troopers. If this turns into a fight, you might not be able to win.
“What kept you?” asks the squad leader.
“The prisoner started to talk,” you reply. You point to the Falcon. “The prisoner said that they bought this ship a few days ago.”
“What’s your point, soldier?” the squad leader barks. “Our orders are to detain any ship that lands in this docking bay! The last three ships to arrive at this docking bay were supplying bacta to the Rebel Alliance!”
“Yes, sir,” you respond. Now you know that the troopers weren’t trying to capture the Falcon in particular. They just got lucky. You look toward the Corellian freighter. “Still, I thought we might question the other prisoners. Maybe we can find out if they all tell the same story. If one of them says something different, we’ll know they’re lying.”
The squad leader tilts his helmet to one side. He is trying to think, but isn’t very good at it.
“Good idea,” he says. “Let’s go ask them.” He starts to walk away from the Falcon. You follow.
“Sir!” calls a stormtrooper to the squad leader. The stormtrooper carries a data pad. “I ran a check on this freighter!” He’s referring to the Falcon. “According to my data pad, this freighter matches the description of a ship that escaped Imperial forces on Tatooine. If the information checks out, Grand Moff Tarkin himself will want to know about this ship!”
Tatooine? you think. That was days ago. And Grand Moff Tarkin perished on the Death Star! Suddenly, you realize that the news of the Death Star’s destruction has not yet reached Thyferra.
The information on the data pad could cost the lives of your friends and fellow Rebels. You can’t let the stormtrooper give this information to anyone else. You’ll have to fight the squad leader and this trooper, or you’ll have to try to talk the stormtrooper into giving the pad to you.