Star Wars Missions 004 - Destroy the Liquidator

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Star Wars Missions 004 - Destroy the Liquidator Page 4

by Ryder Windham


  If your confront# is equal to or more than your roll#, add the difference to your MP total. You’re through the door in a matter of seconds.

  If your confront# is less than your roll#, subtract the difference from your MP total. You must try again. Either blast the door open (above) or try to kick it in again, using the same confront equation.

  To use Power to open the lock*: Choose your Object Movement Power. Your skill# + your Jedi# is your confront#. Roll the 6-dice to get into the storage room.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. 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. You must either blast the door open or kick it open (above).

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

  As you enter the weapons storage room, a stormtrooper steps from the shadows. “You there!” shouts the trooper. “Stop where you are!”

  Choose to dodge the stormtrooper, persuade the stormtrooper you are an Imperial officer, or combat the stormtrooper. If you choose combat, you can either fight hand-to-hand or with a weapon. There are explosive devices in the weapons storage room. Think twice before you choose a weapon.

  To dodge the trooper: Your stealth# +1 is your confront#. Roll the 6-dice to evade.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. You’ve made it past the trooper. You may proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. You can’t make it past the stormtrooper. You must combat him, either with a weapon or hand-to-hand (below).

  To persuade the trooper (with Power)*: Choose your Persuasion Power. Your charm# + your Power’s low-resist# + your Jedi# is your confront#. You tell the stormtrooper you are really an Imperial officer disguised as a Rebel. Roll the 6-dice to see if he is stupid enough to believe you.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The stormtrooper believes you. 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, either with a weapon or hand-to-hand (below).

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

  To persuade the stormtrooper (without Power): Your charm# +2 is your confront#. Roll the 12-dice to tell the stormtrooper that you are really an Imperial officer disguised as a Rebel.

  If your confront# is equal to or more than your roll#, add the difference +3 to your MP total. Believing you are his commanding officer, the stormtrooper steps aside. You can take whatever you want.

  If your confront# is less than your roll#, subtract the difference from your MP total. The stormtrooper doesn’t believe you at all. Now you must fight the stormtrooper by hand-to-hand combat (below).

  To fight the stormtrooper hand-to-hand: Add your skill# to your strength# +3 for your confront#. Roll the 12-dice to throw a devastating punch at the stormtrooper.

  If your confront# is equal to or more than your roll#, add the difference +1 to your MP total. Your punch lifts the stormtrooper off his feet; his helmet bounces against the ceiling before he drops to the floor. You may now proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. This stormtrooper is too tough for you. You’ll have to combat him with a weapon (below).

  To combat the stormtrooper with a weapon: Choose your weapon. Add your weaponry# to your weapon’s close-range# for your confront#. Roll the 12-dice to combat the trooper.

  If your confront# is equal to or more than your roll#, add the difference +3 to your MP total. The stormtrooper slams against the far wall, and you 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 combat the stormtrooper.

  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 stormtrooper. Then you may proceed.

  Reward yourself 45 MP for defeating the stormtrooper (60 MP for Advanced Level Players).

  Going to a shelf, you see several thermal detonators. You find the one you want. The detonator is heavier than it looks, but you manage to place it into your flightsuit’s backpack.

  “Let’s hope nobody shoots me in the back,” you mutter.

  “Where are we going with that detonator?” Q-7N inquires, following you back into the corridor.

  “I’m going to try blowing up the Liquidator’s solar ionization reactor,” you answer, refering to the massive protuberance at the base of the Star Destroyer. “This ship is heavily shielded on the outside, but it’s not protected from an inside attack. A well-placed thermal detonator should destroy the entire ship.”

  “The entire ship?” Q-7N echoes in disbelief as the elevator doors close. “And just where will we be when that happens?”

  “I picked a thermal detonator with a timing mechanism,” you tell the droid. “With any luck, we’ll be able to make it to an escape pod before the first explosion.”

  “Then let’s hope we’re lucky,” Q-7N states as the elevator opens to another corridor.

  Running close to the wall, you make your way toward the main control room of the solar ionization reactor.

  “I wonder why we haven’t run into more stormtroopers?” Q-7N comments.

  “I think we left most of them in the docking bay,” you reply. “But we’ve got to move fast before they find us!”

  At the entrance to the control room, a menacing droid guards the door. It’s taller than you, and both of its arms end in sharp, lethal weapons. Four electronic eyes glow red on its black metal head. The droid turns to face you.

  You must gain entrance to the control room. Choose now to evade or combat the droid.

  To evade the guard droid (without Power): Add your skill# to your stealth# for your confront#. Roll the 6-dice to slip past the guard droid.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. Looking at the spot where you were just standing, the guard droid makes a whirring sound, wondering whether there is something wrong with its photoreceptors. You duck into the control room and proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. You were not able to sneak past the guard droid, and now you must combat it (below).

  To evade the guard droid (using Power)*: Choose your Evasion Power. Your stealth# + your Power’s mid-resist# + your Jedi# is your confront#. Roll the 12-dice to slip past the guard droid.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. Looking at the spot where you were just standing, the guard droid makes a whirring sound, wondering whether there is something wrong with its photoreceptors. You duck into the control room and proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. You were not able to sneak past the guard droid. You must combat it (below).

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

  To combat the guard droid: Choose your weapon. Add your weaponry# to your weapon’s midrange# -1 for your confront#. Roll the 6-dice to defend yourself against the guard droid.

  If your confront# is equal to or more than your roll#, add the difference to your MP total. The guard droid explodes into a useless heap of junk.

  If your confront# is less than your roll#, subtract the difference from your MP total and repeat this confront until you have defeated the Imperial guard droid.

  Entering the control room, you c
ome upon a bank of computers. Another doorway looks out on the inner core of the solar ionization reactor. A catwalk stretches from the door to the center of the reactor. Q-7N gazes around the control room and asks, “Are you going to set the bomb in here?”

  Studying a computer screen, you answer, “I’m afraid not.” Pointing out the window, you proclaim, “According to this computer, I’ll have to set it off at the end of that catwalk.”

  Passing through the doorway, you step onto the catwalk. The walls of the reactor core are illuminated with tall, thin lights. It feels as if you are standing within a deep, enormous well. Taking a quick, dizzying look downward, you realize you can’t see the bottom of the reactor. A second catwalk is visibly suspended at a lower level, leading to another part of the ship. If you fall into the reactor, you will surely perish.

  “Better keep your balance,” Q-7N advises.

  “No kidding,” you reply as you move forward.

  At the end of the catwalk, you reach the top of a metal pylon. Removing the thermal detonator from your backpack, you place it on the pylon and set the timer.

  “How long do we have?” asks Q-7N.

  “Five minutes,” you answer. “Not much time, but long enough to find an escape pod and get —”

  “Don’t move!” orders a distant voice. Looking across the length of the catwalk to the control room, you see Admiral Termo. The admiral stands next to an Imperial communications officer and a dozen stormtroopers.

  Unholstering your blaster, you aim the weapon at the thermal detonator. “It’s too late, Termo — I’ve planted a thermal detonator! In less than five minutes, this whole ship is going to be one big fireball.”

  “Then I suggest you deactivate it, you fool,” Termo shouts.

  “Forget it, Termo!” Bringing the blaster tip dangerously close to the thermal detonator, you warn, “If even one of your stupid stormtroopers tries anything, I’ll blow us up.”

  “You’re bluffing!” Termo snarls.

  “I think he means it, sir,” the communications officer mutters. “If he even touches that detonator the wrong way, we could all perish!”

  You turn sadly to the floating droid. “It doesn’t look like there’s any way out of this one, Q-7N,” you whisper. “Sorry I got you into this.”

  “Wait!” Q-7N replies. “Look down to your right! Didn’t you notice the lower catwalk? If you can jump to it, we could still make it out of here!”

  “That’s got to be an eight-meter fall!” you groan.

  “Well, you can’t stay on this catwalk forever,” Q-7N points out.

  To leap from the upper catwalk to the lower catwalk: Add your skill# to your strength# for your confront#. Roll the 12-dice to dive headfirst to the lower catwalk.

  If your confront# is equal to or more than your roll#, add 12 MP to your MP total. You land on the lower catwalk, execute a forward roll, and come up standing. You may now proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. You’re about to miss the lower catwalk — you reach out and grab the edge. Now you must pull yourself up (below).

  To pull yourself up: Your strength# +1 is your confront#. Roll the 6-dice to pull yourself onto the lower catwalk.

  If your confront# is equal to or more than your roll#, you’ve made it. Add 5 MP to your MP total. Take a deep breath — and proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total. You are still hanging on. Try again to pull yourself up, using the same confront equation.

  Laser bolts rip into the flooring near your feet, missing you by millimeters. The stormtroopers are trying to shoot you from above.

  “Don’t shoot the Rebel!” Termo shouts from the control room, reprimanding the stormtroopers. “He’s the only one who can deactivate the thermal detonator.”

  Q-7N hovers before you, darting toward the end of the lower catwalk. The droid flies to an open hatch. “This way!” Q-7N calls out.

  Racing after the droid, you slip through the hatch. “We’ve got about four minutes before the bomb detonates,” you remark, following the droid into a cool corridor. “From what I remember about the design of Star Destroyers, there should be an escape pod bay somewhere up ahead.”

  You turn right at the end of the corridor, then left. With barely two minutes to spare, you pass a hydrolift, then arrive upon two emergency hatches, each leading to an escape pod. “Which one should we take?” Q-7N asks.

  “This one’s closer!” you reply, placing your hand on a switch to open the nearest escape pod.

  The hatch remains closed, but a light flashes from a small console and a computerized voice proclaims, “Enter your personal identification code for access to the lifepod!”

  “You want identification?” you shout, drawing your blaster. “How’s this for an ID?”

  You can either kick open the door, hotwire it, or blast it open.

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

  If your confront# is equal to or more than your roll#, add the difference to your MP total. You’ve made it into the lifepod.

  If your confront# is less than your roll#, subtract the difference from your MP total. You must try again. Either blast the door open (below) or try to kick it in again, using the same confront equation.

  To hotwire the lock: 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. 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. You can either try to hotwire the lock again (using the same confront equation), try to kick in the door (above), or blast it open (below).

  To blast open the door: Choose your weapon. Add your weaponry# to your weapon’s close-range# for your confront#. Roll the 6-dice to destroy the computer access panel.

  If your confront# is equal to or more than your roll#, add the difference +2 to your MP total. The emergency door slides open, and you proceed.

  If your confront# is less than your roll#, subtract the difference from your MP total and repeat this confront until you have destroyed the computer access panel.

  Just as you are about to enter the Iifepod, the sound of blaster fire fills the corridor. The shot narrowly misses you, tearing through your flightsuit’s backpack. You whirl sideways, looking down the length of the corridor to see Admiral Termo leaping out of the hydrolift. He holds a blaster rifle in his hands.

  “You could have taken the lift,” Termo taunts. “Now drop your weapon, or the next shot will kill you.” The admiral is out of breath from his swift pursuit, but his rifle doesn’t waver. The communications officer and a stormtrooper edge out of the elevator, their blasters drawn.

  “Okay, Termo,” you answer. “I’m going to put my blaster down on the floor.”

  “Do it slowly!” Termo yells. “Then tell us how to deactivate the detonator.”

  Bending down, you lower your blaster toward the floor. “You’re not really surrendering?” Q-7N whispers.

  “Get in the escape pod and brace yourself,” you whisper in return, keeping your grip on the blaster. Q-7N glides into the pod.

  “Hurry!” Termo screams.

  Raising your arm rapidly, you aim at the startled admiral and snarl, “You forgot to say ‘please’!”

  To combat Admiral Termo: Choose your weapon. Add your weaponry# to your weapon’s midrange# for your confront#. Roll the 12-dice to shoot the blaster rifle right out of his hands.

  If your confront# is equal to or more than your roll#, add 8 MP to your MP total. The scorched rifle flies from Termo’s hands, and you proceed.

  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 knocked the weapon out of Termo’
s hands, you may proceed.

  Leaping into the escape pod, you throw a switch and the door slides shut. An explosive hiss fills the small chamber as the pod is released and jettisoned from the Liquidator.

  Casting a quick glance out the pod’s window, the Star Destroyer appears to grow smaller as the pod falls in the direction of Yavin’s eighth moon.

  “Don’t look!” Q-7N cautions. “The explosion could blind you.”

  Following the wise droid’s hasty advice, you turn your head from the window and close your eyes. Seconds later, the pod is filled by an incredibly bright flash, followed by the sound of a massive explosion. The resulting shock wave hits the pod, sending it spiraling faster toward Yavin Eight.

  Seconds later, the light dims and you dare to look out the window. Twinkling sparks are all that remain of the Liquidator.

  Turning to Q-7N, you exclaim, “We did it.”

  “I can’t believe it,” the droid answers, “but I guess we did.”

  Reaching to a small console, you tap a series of coordinates into a computer. “I’m transmitting a subspace signal to alert the Alliance that we’re still alive.”

  Within minutes, the escape pod reaches the surface of Yavin Eight and lands on a rocky plateau. The pod’s door slides open and you step out onto the moon. Q-7N flies out after you. “I never thought I’d be happy to see this moon again,” the droid comments, then aims a photoreceptor at some nearby cliffs. Thick, black smoke rises from beyond the cliffs. “What do you think is causing all that smoke?” Q-7N asks.

  Following the droid’s gaze, you reply, “I don’t know, but let’s hope it’s not —”

  Your words are interrupted by a powerful blast, throwing you away from the escape pod. Rolling to your feet, you stand to see smoke rising from the ruined launcher. Beyond the launcher, an Imperial captain stands with a blaster rifle aimed at you.

  “Captain Skeezer!” Q-7N declares. “He’s alive!” Skeezer’s uniform is covered with dirt and grime. “You forced me to crash-land the Carrack on this lousy moon,” Skeezer bellows. “Now it’s payback time!”

 

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