Star Wars Missions 004 - Destroy the Liquidator

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Star Wars Missions 004 - Destroy the Liquidator Page 3

by Ryder Windham

You must fire at the drop ship. You can use either your laser cannon or a proton torpedo.

  To destroy the drop ship with your laser cannon: Add your weaponry# to your vehicle’s weaponry# +4 for your confront#. Roll the 12-dice to fire the laser cannon.

  If your confront# is equal to or more than your roll#, add the difference +3 to your MP total. You’ve scored a direct hit and may now proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. You must try again. Add +2 to your confront# for your new confront#. Repeat this confront with the new confront# until you have destroyed the drop ship.

  To destroy the drop ship with a proton torpedo: Add your skill# to your vehicle’s weaponry# for your confront#. Roll the 12-dice to fire a proton torpedo at the drop ship’s forward control area.

  If your confront# is equal to or more than your roll#, add 6 MP to your MP total. You’ve scored a direct hit on the drop ship and may 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 again to fire a second torpedo at the drop ship.

  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. You need to conserve proton torpedoes — switch to your laser cannon until you have destroyed the drop ship (above).

  The starfighter plunges away from the explosion, diving downward into the ravine. Gazing at the base of the stone ledge, you notice a giant boulder. “That boulder is under the ledge that supports the TIE fighters,” you observe. “If I can shoot it with a proton torpedo, I may be able to take out the TIE fighters.” Bringing the ship out of the chasm, you arch upward before you return for another pass at the boulder.

  “Hurry!” Q-7N shouts. “We’ve been spotted! Two Imperial pilots are running for the TIE fighters.”

  The boulder comes into your sights and you pull the trigger.

  To destroy the boulder: Your vehicle’s weaponry# + your weaponry# is your confront#. Roll the 6-dice to fire a proton torpedo at the boulder.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The boulder shatters, causing the ledge to crumble. The TIE fighters topple into the ravine and explode against the rocks below. You may now proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. The proton torpedo hit the wrong boulder, and the two Imperial pilots managed to reach their TIE fighters. Now you must combat the two TIE fighters, one at a time (below).

  To combat one TIE fighter at a time: Add your skill# to your weaponry# + your vehicle’s weapon# for your confront#. Roll the 12-dice to fire your laser cannons at the first TIE fighter.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The first TIE fighter goes down in a fiery explosion. You may proceed to combat the second TIE fighter, using the same confront equation. Once you have defeated both TIE fighters, you may proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total and repeat this confront, adding +3 to your confront# for your new confront#. Once you have defeated the first TIE fighter, repeat this confront to combat the second TIE fighter using your old confront#.

  As you fly over the wreckage of the Imperial campsite, Q-7N directs a photoreceptor toward the ground below. “What are those tracks?” the droid asks. “They look like giant footprints leading away from the campsite.”

  “That’s odd,” you remark. “No one has ever described any giant creatures on this moon. We’d better investigate.” Flying lower to the ground, you recognize the trail of deep tracks. “Oh, no,” you murmur, your voice filled with dread. “Only one thing leaves a trail like that”

  In the distance, a tall shadow emerges against the sky. Bringing the X-wing even lower to the ground, you fly toward the shadowy figure.

  “What is it?” whispers Q-7N. “Is it some kind of droid?”

  “No, Q-7N,” you answer. “That’s an Imperial All Terrain Armored Transport walker, also called an AT-AT. The Empire uses them for ground assaults.”

  “Can you destroy it?” the worried droid asks.

  “I don’t know,” you reply. “AT-ATs are heavily armored.” As the AT-AT comes into range, the walking vehicle halts. Its “head,” the command section, turns to face your direction.

  “I think they see us coming!” Q-7N exclaims. As if in confirmation of the droid’s words, the AT-AT opens fire at your oncoming ship. You must evade the attack.

  To evade the AT-AT attack: Add your skill# to your vehicle’s stealth# for your confront#. Roll the 6-dice to fly under the “body” of the gigantic walking vehicle.

  If your confront# is equal to or more than your roll#, add the difference +1 to your MP total. The AT-AT is unable to fire at you as the X-wing swoops beneath its hull. You may now proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total and repeat this confront until you have evaded the AT-AT.

  Looping back to attack, you approach the AT-AT from the side. Pulling on your triggers, you squeeze off several shots at the command section. The laser blasts strike the hull, but barely dent the mechanical menace. “I’ll have to aim for one of its knee joints!” you relay to Q-7N.

  “Or you can use your grappling hook and bring the AT-AT to its knees,” Q-7N points out.

  To bring the AT-AT down with your grappling hook: Your skill# + your vehicle’s stealth# is your confront#. Roll the 6-dice to trip the behemoth vessel.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. You’ve brought down the AT-AT by tying its legs. You may now proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. You must try again. Repeat this confront until you have toppled the AT-AT.

  To shoot the AT-AT: Add your weaponry# to your vehicle’s weaponry# +2 for your confront#. Roll the 12-dice to fire a proton torpedo at the round joint on the AT-AT’s right front leg.

  If your confront# is equal to or more than your roll#, add the difference +4 to your MP total. The AT-AT’s right front leg ruptures, causing the behemoth to stumble and crash to the ground. You may now proceed.

  If your confront# is lower than your roll#, subtract the difference from your MP total. Now add +2 to your confront# for your new confront#. Roll the 12-dice again to fire another blast, this time at the AT-AT’s left front leg joint.

  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 toppled the AT-AT. Once the knee joint is destroyed, you may proceed.

  For destroying the AT-AT, add 60 MP to your MP total (75 MP for Advanced Level players).

  As the AT-AT crashes against the ground, a flare erupts from its command section. A small missile speeds past your wing, then rises straight up into the sky.

  “They fired a distress beacon!” you yell. Pulling back on the throttle, you bring up your ship in pursuit of the missile. “We can’t let it reach the Liquidator!”

  The missile comes into your line of vision and you adjust the settings on your weapons. “This’ll be a tricky shot,” you admit. “The missile is a small target, and it’s on an evasive flight path. My targeting computer can’t get a lock on it!”

  “Go to manual!” the droid encourages.

  The missile blasts through the stratosphere and into space. In seconds, it seems to transform into a small, glowing circle amidst the stars. Fearing what will happen if you lose sight of the missile, you force your eyes wide open. The sound of static bursts from your sensors — you try to block out the noise. Bringing yo
ur vehicle up behind the missile, you wait until the Imperial beacon is directly in front of your ship.

  To destroy the emergency distress beacon: Add your weaponry# to your vehicle’s weaponry# +3 for your confront#. Roll the 12-dice to fire your laser cannons at the tiny missile.

  If your confront# is equal to or more than your roll#, add the difference +2 to your MP total. The missile erupts in an almost blinding flash of light. But it may have already transmitted its signal. With this in mind, you may now proceed.

  If your confront# is less than your roll#, subtract 7 MP from your MP total. You have missed the missile. Prepare to face the consequences.

  Suddenly, the starfighter is enveloped by a bright blue light The starfighter shudders and lurches hard to one side.

  “Now what?” Q-7N cries out.

  “We’re caught in a tractor beam!” Craning your head back, you gaze outside and above the starfighter. A wedge-shaped vessel blocks out the stars. “It’s the Liquidator. The beacon transmitted the signal after all.”

  “Can we escape?” the worried droid whispers.

  The controls don’t respond. “I’m afraid it doesn’t look good, Q-7N,” you reply. “They’ve jammed our ship’s systems. But one thing is certain.” Reaching to your hip, you unholster your blaster and confirm it carries a full load. “I’m not going without a fight.”

  “Wait!” Q-7N cautions. “There may be another way out of this.” As your ship is drawn into the docking bay of the Liquidator, Q-7N whispers a plan. “The Empire is looking for you, not some old droid! If you allow yourself to be captured, I can try to rescue you.”

  “I hope you’ll do more than try,” you reply. “But I guess it’s our best chance. Okay, Q-7N. I’m counting on you.” You return your blaster to its holster. “So tell me, Q-7N. Have you ever fired a laser cannon before?”

  “I beg your pardon?” Q-7N replies.

  Worriedly, you tell him your plan.

  The tractor beam places you inside the docking bay. It is the same docking bay used for the Empire’s fleet of X-wings, the ships used to fake a Rebel attack on Delrakkin. Several damaged X-wings are in sight, all under repair by Imperial work crews. Looking on either side of your ship, you are surrounded by dozens of stormtroopers. They all aim their blasters in the direction of your cockpit.

  Checking to make sure Q-7N is tucked down under the control panels, you throw a switch to open the transparisteel canopy. “Here goes nothing,” you mumble as the canopy rises.

  “Come out with your hands up!” orders an Imperial soldier.

  Keeping your hands in clear sight, you slowly extricate yourself from your vehicle. The stormtroopers keep their weapons trained on you. Stepping down to the docking bay floor, you are approached by a tall officer.

  “Greetings,” the officer sneers. “Now, will you tell us the location of the Rebel base or should we introduce you to a pain droid?”

  Staring the officer in the eye, you sound remarkably bored as you utter, “You won’t get anything out of me, Admiral Termo.”

  The admiral’s eyes twitch slightly, as if he’s trying to figure out what you look like without your flight helmet. “You know my name,” the admiral acknowledges, “but I don’t believe we’ve met.”

  “Not formally,” you answer, “but you’ve got a lousy reputation.”

  An evil smile crosses Admiral Termo’s mouth. “It’s not wise to mock me, Rebel scum!” Termo hisses. “I may not know your name, but I know who you are.” He gestures to your captured starfighter. “You’re probably the spy who stole my holotapes!”

  You nod in agreement. “Guilty,” you admit. Then in a loud clear voice, you shout, “Now, Q-7N!”

  In the cockpit, the droid responds to your command, pushing its full weight against the starfighter triggers. Blaster fire erupts from its laser cannons. The explosion hits a far wall, sending dozens of stormtroopers diving for cover.

  Termo raises his arm to shield his eyes from the blast. You seize the opportunity to leap for a nearby doorway.

  You know that you cannot fight this many stormtroopers with just your blaster. You must evade the stormtroopers in the docking bay. Choose to evade them with or without Power.

  To evade (without Power): Your stealth# +2 is your confront#. Roll the 6-dice to escape through the docking bay door.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. You’ve managed to leap through the doorway and into an empty corridor. You may now proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total and repeat this confront until you have passed through the door, and then you may proceed.

  To evade (using Power)*: Choose your Deception or Evasion Power. Add your stealth# and Jedi# to your Power’s low-resist# for your confront#. Roll the 6-dice to avoid the nearby stormtroopers.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The stormtroopers cannot see you. You make it to the doorway, then proceed.

  If your confront# is lower than your roll#, subtract the difference from your MP total. Repeat this confront until you have escaped the docking bay. After you escape, you may proceed.

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

  Racing down the corridor, you ignore the sound of blaster fire from the docking bay behind you. The corridor is empty, but you know the stormtroopers will be coming after you in a matter of seconds. Remembering the layout of the Liquidator from the last time you sneaked on board (and stole Termo’s two holotapes), you race to a hydrolift and press a button.

  Waiting for the arrival of the hydrolift, you cast a glance behind you. Your head rocks back as a small metal object strikes against the front of your helmet.

  “Psst!” a voice whispers beside your head.

  “Q-7N!” you exclaim. “You nearly made my heart stop! I didn’t expect you to come after me so soon.”

  “Well, you didn’t really expect me to stick around that docking bay, did you?” the droid replies. “You should have seen those stormtroopers. They didn’t know where to shoot first!”

  The hydrolift arrives and you step inside with the droid.

  “What will we do now?” Q-7N wonders aloud. “We can’t very easily go back the way we came.”

  “We’re going to a weapons storage area,” you confide. “We’ve got to get ahold of a thermal detonator.”

  The hydrolift stops abruptly. A stormtrooper sentry turns to face you, instantly recognizing your Alliance-issued flightsuit.

  You must either bluff your way past the stormtrooper or combat him.

  To bluff (without Power): Your charm# +1 is your confront#. You tell the stormtrooper you are one of the pilots for the Imperial squadron of X-wings. Roll the 6-dice to see if he falls for it

  If your confront# is equal to or more than your roll#, add the difference +2 to your MP total. The stormtrooper falls for your lie. You may proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. The stormtrooper sees right through your lie. You must combat him (below).

  To bluff (with Power)*: Choose your Deception or Persuasion Power. Your charm# + your Power’s mid-resist# + your Jedi# is your confront#. You tell the stormtrooper you are one of the pilots for the Imperial squadron of X-wings. Roll the 6-dice to see if he falls for it.

  If your confront# is equal to or more than your roll#, add the difference +2 to your MP total. The stormtrooper falls for your lie. You may proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. The stormtrooper sees right through your lie. You must combat him (below).

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

  To combat the trooper: Choose your weapon. Add your weaponry# to your weapon’s close-range# for your confront#. Roll the 6-dice to shoot the trooper.

  If your confront# is
equal to or more than your roll#, add the difference to your MP total. The stormtrooper is knocked out of his Imperial boots by the power of the blast. You may proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total and repeat this confront until you have vanquished the stormtrooper. Once he is neutralized, you may proceed.

  “The weapons storage area is this way,” you tell Q-7N.

  “How do you know your way around Star Destroyers?”

  “Over the years, a few Imperial pilots have left the Empire to join the Alliance. They’ve provided a lot of valuable information, even blueprints of Imperial vessels.”

  You arrive at the door to the weapons storage area. The door is locked.

  You must open the door to the weapons storage area. You can either hotwire the lock, blast the door open, kick the door in, or use Power to open the door.

  To hotwire the lock: Your skill# +1 is your confront#. Roll the 6-dice to open the door with remarkable ease.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. Q-7N compliments you on your ability to unlock virtually any door, and then you proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. The Imperial locksmiths created a door you can’t open. You’ll have to blast the door open or kick it in (below). Choose before you proceed.

  To blast the door open: Choose your weapon. Your weapon’s close-range# +1 is your confront#. Roll the 6-dice to blow the door off its hinges.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. There’s a smoldering metal hole where the door used to be, and you proceed into the room.

  If your confront# is less than your roll#, subtract the difference from your MP total and repeat this confront until you have blown the door down.

  To kick in the door: Your strength# +1 is your confront#. Roll the 6-dice to get into the storage room.

 

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