Star Wars Missions 003 - Attack on Delrakkin

Home > Science > Star Wars Missions 003 - Attack on Delrakkin > Page 4
Star Wars Missions 003 - Attack on Delrakkin Page 4

by Ryder Windham


  “Stay on my starboard wing,” responds the pilot.

  The two X-wings blast away from Delrakkin. In minutes, you are in space, sticking close to the Imperial pilot’s ship. Q-7N remains silent as you fly toward a nearby moon.

  On the far side of the moon, you see a giant dark wedge against the stars. Except for its running lights, the Liquidator is almost invisible in the shadow of the moon. You follow the X-wing into the primary docking bay but remain in your ship as the other lands.

  The nine X-wings are lined up in a neat row. Beyond the X-wings you see a large fuel storage tank. One direct hit to the tank should take out most of the X-wings.

  “Oh, well,” you tell Q-7N. “Here goes nothing!”

  To shoot the fuel storage tank: Add your skill# to your X-wing’s weaponry# +1 for your confront#. Roll the 6-dice to fire a blast at the fuel storage tank.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The fuel storage tank erupts in a massive explosion that shatters the landed X-wings. You can now proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. Repeat this confront until you have shot the storage tank, then proceed.

  The power of the explosion knocks your ship to the far side of the hangar. You throw open the canopy and leap out of the X-wing. Your ship is a bit singed, but it is not damaged.

  “You there!” yells the Imperial pilot who led you to the Liquidator. He is backed by another pilot. “You fired that blast deliberately!”

  You can choose to talk your way out or fight the two pilots. If you choose to fight, you can combat them both at once or one at a time.

  To talk your way out (without Power): Your charm# +1 is your confront#. Roll the 6-dice to tell the Imperial pilots that your weapons system malfunctioned and you’re very, very sorry.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The stupid Imperial pilots fell for your ridiculous excuse. You may now proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. The Imperial pilots think your excuse is incredibly lame and draw their weapons. You must proceed to combat the pilots. Choose now whether to combat both pilots at once or one at a time, then proceed (below).

  To talk your way out (using Power)*: Choose your Persuasion Power. Your charm# + your Power’s mid-resist# + your Jedi# is your confront#. Roll the 6-dice to tell the Imperial pilots that your weapons system malfunctioned and you’re very, very sorry.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. You have powerfully persuaded the pilots that your weapon malfunctioned. You may now proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. The pilots don’t believe your story for a second. They draw their weapons. You must fight them. Choose now whether to combat both pilots at once or one at a time, then proceed (below).

  *Note: This counts as one of two Power uses you are allowed in this Mission.

  To combat both Imperial pilots at once: Choose your weapon. Add your weaponry# to your weapon’s far-range# for your confront#. Roll the 6-dice to blast a cable that secures a stack of waste barrels.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The barrels tumble down upon the two pilots and knock them flat You may now proceed.

  If your confront# is lower than your roll#, subtract the difference from your MP total. Now add +1 to your confront# for your new confront#. Roll the 6-dice again to fire again at the cable.

  If your new confront# is equal to or more than your roll#, add the difference to your MP total, then proceed.

  If your new confront# is less than your roll#, subtract the difference from your MP total. The pilots have advanced and you must combat them one at a time (below).

  To combat one Imperial pilot at a time: Choose your weapon. Your weaponry# + your weapon’s mid-range# is your confront#. Roll the 6-dice to shoot the first Imperial pilot

  If your confront# is equal to or more than your roll#, add the difference to your MP total. You may proceed to the second Imperial pilot using the same confront equation.

  If your confront# is less than your roll#, subtract the difference from your MP total and repeat this confront adding +4 to your confront# for your new confront#. Using your new confront#, roll the 12-dice to shoot the pilot. Repeat this confront with the same new confront# to combat the second pilot. Once you have defeated both Imperial pilots, you may proceed.

  For your great progress, add 25MP to your MP total (40 MP for Advanced Level players).

  You run for a hydrolift. Once inside, you release Q-7N from the pocket of your flight suit. As you rise to an upper level, a voice speaks over the elevator’s comm unit.

  “Bridge to landing bay!” calls the voice. “The computer reports a massive explosion in the hangar. Explain your situation!”

  “Number 2249 to the bridge!” you yell into the comm unit. “Rebel spies have penetrated the landing bay! There are hundreds of them, and they’re disguised as stormtroopers!” You unholster your blaster.

  “We receive, 2249!” answers the voice over the comm. “Maintain your present position until —”

  The voice is interrupted by your blaster as you fire into the comm unit.

  “Why did you do that?!” asks Q-7N.

  “To keep them wondering,” you reply. “With any luck, the stormtroopers will start shooting at each other!”

  The elevator doors slide open and you step into a corridor. Imperial officers run past you. Trying your best to blend into the crowd, you press forward.

  “Which way now?” Q-7N inquires.

  “I’m not sure,” you answer as you sidestep an apparently anxious mouse droid. “We need to find out about the bacta, but I don’t know where to begin.”

  “What about the ship’s computers?” Q-7N suggests.

  “I’d need an R2 unit for that,” you reply.

  “Sorry I’m not an astromech,” Q-7N apologizes.

  A stormtrooper sentry blocks your path. “Halt!” he orders. “Why are you on the officers’ quarters level?”

  You can either lie to the stormtrooper, run away from him, punch him, or use a weapon against him.

  To lie to the stormtrooper (without Power): Your charm# is your confront#. Roll the 6-dice to tell the stormtrooper that you happen to be an Imperial officer, and if he doesn’t get out of your way, you will put him on report.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The stormtrooper steps aside and you can proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. The stormtrooper knows you’re bluffing and reaches for his weapon. You’ll have to either punch him or use your weapon against him (below).

  To lie to the stormtrooper (using Power)*: Choose your Persuasion Power. Your charm# + your Power’s mid-resist# + your Jedi# is your confront#. Roll the 6-dice to convince the stormtrooper that you are an Imperial officer, who will get him into trouble if he does not let you pass.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The stormtrooper believes you are an officer. You may now proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. The stormtrooper realizes what you really are — a Rebel! You must combat him. Choose either to punch him or to use your weapon (below).

  *Note: This counts as one of two Power uses you are allowed in this Mission.

  To run away from the stormtrooper: Your skill# + 1 is your confront#. Roll the 6-dice to escape.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. You’ve left the stormtrooper in the dust. You may now proceed.

  If your confront# is less than your roll#, subtract the difference from y
our MP total. Your escape attempt has failed. You must combat him. Choose either to punch him or to use your weapon (below).

  To use a weapon to combat the stormtrooper: Choose your weapon. Your weaponry# + your weapon’s close-range# is your confront#. Roll the 6-dice to fight.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The stormtrooper is now out of commission. You may proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. You must try again. Use the same confront# and repeat this confront until you have neutralized the stormtrooper.

  To punch the stormtrooper: Your strength# +1 is your confront#. Roll the 6-dice to throw a left hook that will make the stormtrooper wish he’d never seen you.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The stormtrooper is lifted off the floor by the power of your punch and he lands with a satisfying thud. You may now proceed.

  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 to throw another punch at the antagonistic stormtrooper.

  If your new confront# is equal to or more than your roll#, add the difference to your MP total, then 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 vanquished the stormtrooper, then proceed.

  You move hastily away from the stormtrooper.

  “Don’t leave without me!” Q-7N cries as it flies to catch up with you.

  “I’ve studied the layouts of Star Destroyers,” you tell him. “If I remember correctly, the Admiral’s quarters should be at the end of this corridor!”

  “What will we find there?”

  “A clue, I hope. Maybe we’ll even run into the Admiral himself!”

  The door at the end of the hallway is locked but unguarded.

  “How will we get in?” asks the floating droid.

  “Watch,” you answer as you raise your weapon.

  You can either try to hotwire the lock or shoot open the door.

  To hotwire the lock: Your skill# +2 is your confront#. Roll the 6-dice to try to open the lock

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The lock is open. You push open the door and proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. You must try again. Use the same confront# and repeat this confront until you have opened the lock

  To shoot open the door: Choose your weapon. Your weaponry# + your weapon’s close-range# is your confront#. Roll the 6-dice to blast the security lock at the side of the door.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The door slides open and you proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. Repeat this confront until you have blasted the lock and opened the door.

  Admiral Termo’s private quarters are empty. A holoprojector sits on the desk.

  “It doesn’t look like there’s much to find here,” you confess as you search the room.

  “This is interesting,” Q-7N comments. “My sensors indicate this desktop is actually a safe.”

  Your fingers glide over the surface of the desktop. “I should be able to manage this,” you proclaim.

  To open the safe (without Power): Your skill# +2 is your confront#. Roll the 6-dice to open the desk safe.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The desktop slides away to reveal the contents of the safe. You can now proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. Repeat this confront until you have opened the safe, then proceed.

  To open the safe (using Power)*: Choose your Object Movement Power. Your skill# + your Power’s mid-resist# + your Jedi# is your confront#. Roll the 6-dice to open the safe.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The desktop slides away to reveal the contents of the safe. You may proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. Repeat this confront until you have opened the safe, then proceed.

  *Note: this counts as one of two Power uses you are allowed in this Mission.

  As soon as you open the safe, a loud alarm sounds. The safe contains two holotapes. You grab the holotapes and shove them into your flight suit pocket. “Come on, Q-7N!” you yell as you run for the door. “Let’s get out of here!”

  Q-7N flies beside you as you run back to the hydrolift. “We’re going back to the hangar, aren’t we?” the droid asks as you press a button to descend.

  “Why not?” you reply, tapping the breastplate of your flight suit armor. “I’m dressed for it!”

  The hydrolift reaches the hangar and you run for your X-wing. Rescue and repair crews are all over the place, trying to extinguish fires. You jump into your X-wing with Q-7N.

  Gunning the engines, you steer the X-wing out of the hangar and blast away from the Star Destroyer. Suddenly, the X-wing jolts to a stop and its engines whine under immense pressure.

  “They’ve locked us into their tractor beam!” you exclaim. Putting the ship into a spin, you aim the X-wing’s guns at the tractor beam projector.

  To knock out the tractor beam projector: Choose your weapon. Add your weaponry# + skill# to the X-wing’s weaponry# +2 for your confront#. Roll the 12-dice to shoot the tractor beam projector.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The tractor beam projector erupts in a ball of fire and you can proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. Repeat this confront until you have destroyed the tractor beam projector, then proceed.

  Tearing away from the Liquidator, you cast a glance behind you in time to see six TIE fighters launch out of the secondary launch bay. You speed toward Delrakkin’s airless moon.

  The TIE fighters split into two attack formations. You steer the X-wing down toward the surface of the moon. You’re so close you can see the X-wing’s shadow glide across the rocky terrain.

  Laser fire rips past your ship and you push the X-wing hard to the side, swooping down into a gray ravine. A natural bridge looms ahead and you fly lower until you pass under the formation.

  “A direct hit to that bridge could bring down the three TIE fighters that are right behind us!” you say aloud.

  “That’s a difficult shot,” comments Q-7N. “It might be better if you tried attacking the ships directly!”

  You pull the X-wing into a loop and aim.

  Choose to fight the TIE fighters all at once (by shooting the bridge) or one at a time.

  To destroy the three TIE fighters at once: Choose your weapon. Add your weaponry# + your skill# to the X-wing’s weaponry# for your confront#. Roll the 12-dice to fire at the bridge.

  If your confront# is equal to or more than your roll#, add 9MP to your MP total. The bridge comes crashing down on top of the three TIE fighters. You may proceed.

  If your confront# is lower than your roll#, subtract the difference from your MP total. Now add +4 to your confront# for your new confront#. Roll the 12-dice again to fire another blast at the natural bridge.

  If your new confront# is equal to or more than your roll#, add the difference to your MP total, then proceed.

  If your new confront# is less than your roll#, subtract the difference from your MP total. You have missed your opportunity to blast the natural bridge and you must combat the TIE fighters one at a time (below).

  To destroy one TIE fighter at a time: Choose your weapon. Your weaponry# + your X-wing’s weaponry# +3 is your confront#. Roll the 12-dice to combat the first TIE figh
ter.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. Proceed to combat the second TIE fighter, using the same confront equation.

  If your confront# is less than your roll#, subtract the difference from your MP total and repeat this confront, adding +2 to your confront# for your new confront#. Once you have defeated the first TIE fighter, repeat this confront (without changing the confront#) for the second and third TIE fighters. Once you have defeated all three TIE fighters, you may proceed.

  You’re barely away from the bridge when the second group of TIE fighters begins its attack. Blaster fire strikes your rear deflector shields as you lift the X-wing up into space. You knife sharply downwards, aiming for a large cavernous hole.

  “You’re not going into that crater?!” Q-7N yelps, terrified.

  “They’d be crazy to follow me in there!” you answer, trying to stay calm.

  The TIE fighters pursue you into the crater, illuminating the darkness with the blasts from their laser cannons.

  A warning light flashes on the X-wing’s dashboard. “Don’t tell me you’re going to hit a dead end!” cries Q-7N.

  “Okay, I won’t tell you!” you reply as you hit the inertial dampers. Thrown into a tight spin, the X-wing reverses its angle and you come up facing the oncoming TIE fighters.

  Choose to combat or evade the oncoming TIE fighters. If you choose to combat, know that you are choosing to combat all of the TIE fighters at once. If you choose to evade, you can choose to evade with Power or without. You must choose now, before you proceed.

  To evade the TIE fighters (without Power): Your skill + your X-wing’s stealth# is your confront#. Roll the 6-dice to dodge the TIE fighters and fly out of the crater.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. You pass the TIE fighters and the three ships crash into the bottom of the crater. You can proceed.

 

‹ Prev