Friday, February 9, 2024

All Aboard!
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

A large pourstone hangar looms before you, an enormous aurek sign stenciled onto the building's side representing theis particular hanger bay. As you approach. you can see through the open hangar doors to the cavernous interior, where a YT-1300 light freighter (Millennium Falcon) rests with its loading ramp down. All you have to do is get to that ship and you can leave Tatooine!

Two rusty security droids stand outside the ramp entrance. If you want that ship, first you'll have to get by them.

[The droids will challenge any PCs that approach and refuse them entry to the loading bay. As at the spaceport command center, the PCs will have to find a way past the droids to get in. Currently, Trex is on board the Krayt Fang in the cockpit, going over some systems diagnostics. There are two security droids at the front door of the hangar and two more at the base of the loading ramp.]

SPACEPORT SECURITY DROIDS:
All stats 2D except for:
Dexterity 3D
Blaster 4D
Intimidation 4D
Languages 6D
Law enforcement 5D+2
Willpower 4D
Search 3D
Brawling 3D
First Aid 4D
Move: 12.

Equipped with: Infrared vision (see in the dark up to 30m); Motion sensors (+2 to search rolls against moving targets); Sonic sensors (+2 to search rolls that involve sound); Body armor (+1D to Strength rolls versus physical attacks, +1 pips versus energy attacks).
Equipment: Blaster Carbine (5D, 3-7,25/50)

“WE HAVE A BOUNTY TO TURN lN":
Pretending to turn one of their number in for a bounty can get Trex to leave the Krayt Fang and come talk to the PCs, if the droids can be persuaded that they're telling the truth. (Con vs Willpower or Perception). If the "bounty" offered is Lowhhrick, the attempt gains a +1D beneficial situation modifier to the Con check ; Trex always enjoys hunting Wookiees.

"WE'RE HERE TO INSTALL THE HYPERMATTER REACTOR lGNITER:"
The droids ask to see the HMlR, then let the PCs go right in to install it. Trex will come greet them as they board the starship, and they'll have to use Con versus his Willpower or a fight will start right there!

SNEAKING PAST:
There's a side entrance to the hangar, which is locked. Opening the lock is a Moderate (15) Security or Computer check. If the PCs fail on this check, one of the security droids from the entrance comes to see what they're doing. Once the lock is opened, there's no way to sneak past the droids at the foot of the loading ramp, but a Sneak check opposed by the droids' Search can let the PCs sneak up to the front door and close and lock it from the inside, so the first two security droids can't come to Trex's aid.

FIGHT!:
As soon as a fight begins, the droids send out a distress call to the other two droids and Trex. Trex takes cover within his ship and shoots anyone who approaches the loading ramp. If the ship is boarded, Trex retreats deeper into the ship. blasting as he goes.

Once Aboard
Trex is not at his ship.

Up, Up, & Away!
If the players delay, inform them "You see a group of Clone Troopers rush into the hanger bay and begin to set up a rather large gun".

THE HYPERMATTER REACTOR IGNITER
[Astute PCs will remember that they are supposed to install the hypermatter reactor igniter (HMRI) before they can jump to hyperspace.]

It takes 6 turns to jump to hyperspace once the HMRI is installed.

The Krayt Fang thrums around you as its engines power up, lifting through the hangar bay doors and into the bright sunlight of the Tatooine sky. Soon, Mos Shuuta vanishes behind you as you race out over the Dune Sea and climb towards outer space.

Suddenly, an alert klaxon blares!l As you leave Tatooine's atmosphere, two Imperial fighters appear on the ship's censors screaming in on an intercept course - V-Wing Fighters! The starfighters shoot past, laser cannons blazing, and sparks fly from a console in the cockpit - you've been hit! You're not clear of the planet's gravity well yet and can't jump to lightspeed without the hypermatter reactor ignitor installed.

[Let Jenn roll a DC12 Mechanical, If she makes it, the device pops right in, if she fails it takes her 2 rounds to install.]

Name: V-Wing Starfighter
Type: Kuat Systems Engineering Alpha-3 Nimbus "V-Wing" starfighter
Scale: Starfighter
Length: 7.9 Meters
Skill: Starfighter Piloting - V-Wing
Crew: 1 + AstroMech
Crew Skill: Starfighter Piloting 6D, Starship Gunnery 5D, Starship Shields 4D
Consumables: 1 Day
Cost: 45,000 (used)
Cargo Capacity: 40 Kg
Hyperdrive Multiplier: N/A
Hyperdrive Backup: N/A
Nav Computer: No
Space: 8
Atmosphere: 375;1000kmh
Maneuverability: 3D
Hull: 3D
Shields: 2D
Sensors: Passive: 20/0D Scan: 35/1D Search: 50/2D Focus: 2/3D
Weapons: 2 * Twin Laser Cannons (Fire-Linked)
Fire Arc: Front
Fire Control: 2D
Space: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5km
Damage: 5D

Once the break through the Atmosphere, they see a Venator-class Star Destroyer in orbit but it is out of position to be a threat.

If the Krayt Fang takes a hard hit, 1 of its 2 shields first. Once the HMRI is installed, keep track of 6 turns until they can jump.

Once they make the jump to (wherever) the adventure ends but let them search the ship . . . . Vanguard Station is next.

REWARDS: 5-10 CP's depending on how hard things went.

Wednesday, February 7, 2024

The Krayt Fang Loot
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

To push the story along, I'll give you a rundown of everything of value that you find on the ship that belonged to the bounty hunter.
• 8,000cr (4,000 each)
Portable Holobooth
Ration/Fluid Packs (2 Months)
• 2 MB450 Macrobinoculars
• 3 Wrist Comm
• 1 Merr-Sonn Munitions, Inc 773 Firepuncher Sniper Rifle
• 4 Medkit
• 12 Glow Rods
Tasari Breath Mask
• 2 Portable Heater
• 4 BlasTech Industries E-11 Blaster Rifle
• 4 BlasTech Industries DH-17 Blaster Pistol

Down in the primary cargo hold . . .
Aratech 74-Z Military Speeder Bike

Sunday, February 4, 2024

Escape From Mos Shuuta Again
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

As you stand at gunpoint the doors to the cantina slide open. In walks 4 more Clone Troopers and a certain individual you remember yelling at you as you stole his shuttle in Mos Shuuta. When he spots you, a huge smile appears on his face.

[Let him talk shit and let players roleplay a bit]

What ever shall we do with you?
Maybe we just kill you tight here and be done with it, yea, I like that idea. Troopers, kills them . . . WAIT! I have a better idea.

Get there weapons and gear and then take them to the shuttle.

They lead you out of the cantina to YOUR ship, Three Troopers and the Officer board your ship with you. You lift off but to where you have no clue. The entire trip, this officer is non stop talking mad shit to you.

A short time later your destination appears . . . Mos Shuuta, it appears they are taking you back to Teemo the Hutt. You approach the landing bay and your ship slowly eases itself down until you land with a soft thud. The Troopers grab your arms and guide you off the ship but as soon as you exit the ship a group of men explode into action and subdue the Troopers and the officer. The Imperials are all disarmed and a man (apparently the leader of this group) walks towards you.

What have we here? Prisoners of the Empire?

Allow for Roleplay.

[Regardless of how this goes, the characters are cut loose]. Since you appear to be enemies of the Empire, we will let you go.

[They return there gear "what's on there character sheet or just what's in the packs, unless Jenn doesn't have the Holocron then they keep the gear" but the pirates steal there ship with everything on it]. "Play this by ear on if they get the gear/weapons back or not."

Allow for Roleplay, pick the right time for the Gamorrean's to run up on them, then proceed with Escape From Mos Shuuta as the adventure has it.
The Cantina
You step down a short flight of stairs into the cantina's shadowy common room, the cool air a blessed relief from the scorching heat of Tatooine. The Devaronian bartender pauses in his chores to stare at you, his devilish features intimidating. On a stage against the far wall, a Twi'lek woman dances to recorded music. Private booths line the walls and the cantina floor is scattered with tables and chairs.

A few patrons turn in their seats to stare at you. The only other exits you see from the room are what looks to be a storage closet in one corner and a doorway behind the Twi'lek dancer. The arched roof aboove you is supported by thick, heavy struts. You only have a few momentsto find a hiding plave before Teemo's thugs arrive. What do you?

[Ask each player what they are doing, let them know the Gamorrean's will probably enter the cantina next turn.]
[After the makes there choices, have each of them roll an appropriate skill check.]

Those that pass there rolls . . .
Moments after you hide yourselves, a small troupe of pig-like Gamorreans carrying heavy, bone-breaking clubs steps through the door - Teemo's enforcers! They blink their beady little eyes in the gloom, peering about. Then. seeing nothing of interest. They grunt and whine in their primitive language and turn to go. You know they'll keep looking for you until you take them out. With their backs turned, this is the perfect moment to strike!

Those that fail there rolls . . .
Moments after you hide yourselves, a small troupe of pig-like Gamorreans carrying heavy, bone breaking clubs steps through the door - Teemos enforcers! They blink their beady little eyes in the gloom, peering about and then one lets loose a piercing shriek! You are spotted! Things are about to get violent!

GAMORREAN THUG:
All stats 2D except:
Dexterity 3D
Knowledge 1D
Mechanical 1D
Melee Parry 3D
Strength 4D
Technical 1D
Move: 7
Weapon: Cugdal (5D)

The PC's win . . .
The Gamorreans are defeated! The silence that follows is broken by slow, unamused applause. The Devaronian bartender approaches and laughs a brittle little laugh. "I guess you're folks who need to get off the planet in a hurry. The good news for you is that there's a freighter in Landing Bay Aurek now. The bad news is that it belongs to captain Trex, an associate of the Hutt's and he won't just let you on. The other bad news is that the reason l know it's still in the landing bay is that it has a broken hypermatter reactor igniter and won't be flying anywhere until it gets a new one installed. I bet Vorn over at the junk shop has one." Then he points at the door. “Now get out of my cantina."

The PC's lose . . .
Gamorrean cudgel swings for your head. and then … blackness! You awaken sometime later with a groan to find the Devaronian bartender standing over you holding a new-empty stimpack. From the aches and bruises all over your body, you estimate that the Gamorreans kicked you in the ribs until they got bored, then wandered off. “Teemo must not want you dead, but it's still not healthy to stay in Mos Shuuta," says the bartender. “The good news for you is that I happen to know that there's a freighter in Landing Bay Aurek right now. The bad news is that its captain, Trex, is an associate of the Hutt's and won't just let you on. The other bad news is that the reason I know it's still in the landing bay is that it has a broken hypermatter reactor igniter and on't be flying anywhere until it gets a new one installed‘ I bet Vorn over at the junk shop has one." Then he points at the door. “Now get out of my cantina."

The Junk Shop
The junk shop is immediately obvious by the scrapyard adjoining the low pourstone building. As you step inside. you see a hunched old human male lurking behind a low counter covered with disassembled droid and machine parts. The man glances up at you, then turns to a garbage can-shaped R5 droid standing at his side. He kicks the droid and shrieks “You're supposed to tell me when I have customers. you bucket of bolts! Go outside and finish stripping that speeder bike wreck." The droid trundles off with a surly “boooop‘ and the man turns to you. “Welcome, customers! As you can see," he points at the racks and shelves and enormous buckets full of scrap metal and parts, “l have anything you could want...for the right price of course."

VORN TEL-OVIS (Human Male Junk Dealer):
All stats 2D except for:
Blaster 3D+1, Business 4D, Value 4D,
Willpower 4D
Repuslorlift Operations 3D+1
Con 2D+2
Bargain 4D
Ground Vehicle Repair 3D
Repulsorlift Repair 3D
Move: 10
Equipment: Hold-Out Blaster (3D; 3- 4/8/12; 6 shots), heavy clothing, medpac, droid repair kit.

CAN WE BUY A HYPERMATTER REACTOR IGNITER FROM YOU?
"No. I only have one. and it's already promised to Captain Trex of the Krayt Fang."

CAN YOU TELL US MORE ABOUT CAPTAIN TREX OR THE KRAYT FANG?
"Trex is a Trandoshan bounty hunter who stops over in Mos Shuuta a few times a year. His ship, the Krayt Fang, is a beat-up old YT-1300 light freighter. A fine ship. if you can keep her running."

CAN WE PAY YOU MORE THAN TREX IS OFFERING TO BUY THE PART?
Vorn is happy to sell the part for more than Trex is offering, since he always wants to make more money. If the PCs choose this option, choose a PC to make an opposed Bargain check vs. Vorn's Bargain. If they succeed, they negotiate a good price, and Vorn asks only 600 credits. If they fail, Vorn gouges them on the price. and asks 750 credits.

WE REPRESENT TREX. HE SENT US TO BUY THE PART FROM YOU.
Lying to Vorn is certainly possible. lf the PCs choose this option, they'll have to choose one PC to make an opposed Con check vs. Vorn‘s Willpower.

WOULDN'T YOU RATHER SELL THE PART TO US THAN TO TREX, BECAUSE WE'RE SO LIKABLE AND HE'S A BAD MAN?
Buttering up Vorn isn't very effective, but it's worth a try. If the PCs choose this option, have a PC opposed Persuasion check vs Vorn's Willpower. However, because Vorn is generally illnatured, he gets a +1D modifier to resist.

SELL/GIVE US THE PART OR WE WILL HURT YOU.
Intimidating Vorn can work, although he‘s more likely to agree to sell the piece than he is to just give it over, if the PCs choose this option, choose a PC to make an opposed Intimidate check vs. Vorn’s Willpower.

HOW DO WE KNOW THE PART IS EVEN ANY GOOD? YOU'D BETTER SHOW IT TO US.
This is clever, and Vorn will show them the part. This makes any attempt to steal it later much easier, since the PCs know what they're looking for and where it's kept.

YOU WERE PRETTY MEAN TO THAT DROID
“That droid is a lazy good-for-nothing. It hates me almost as much as I hate it. But we’re stuck with each other.”

GETTING HELP FROM THE R5 UNIT
The R5 unit, R5-K3, is afflicted with the bad attitude common to its model and hates its master Vorn Tel-Ovis. If the PCs go outside into the junkyard and talk to it, it will be happy to go inside, steal the HMRI, and bring it them. All the PCs have to do is keep Vorn distracted (which can be as simple as engaging him in conversation, or creating a disturbance in the shop).

STEALING THE PART
There are two basic strategies the PCs can use here: stealth and violence. If the PCs use stealth, then pilfering the item without Vorn noticing will require an opposed Sneak and possibly Hide rolls vs. Vorn's Search or Perception. If the PCs choose violence, then they must begin a combat encounter against Vorn. Vorn will not be expecting a fight, and he will go last in the initiative order. His droid simply flees from combat.

WHAT ELSE HAVE YOU GOT FOR SALE?
The PCs may wish to purchase something else from Vorn. He doesn't have any weapons or armor for sale, but the PCs may purchase medpacs or droid repair kits from him for 100 credits each, Vorn has only 4 medpacs and 3 droid repair kits on-hand.

Command & Control
Target: Controls to release docking clamps on the Krayt Fang.

The spaceport control facility is a low. squat building clinging to the edge of the Mos Shuuta bluff. The front entrance stands open, but a pair of spaceport security droids stand at attention. If you're going to get off Tatooine, you need to disable the docking clamps holding the Krayt Fang in its landing bay, and you can only do that inside spaceport control. You'll have to either get past those droids somehow, or find another way in.

The two droids will deny the PCs access to the building. but won't attack unless the PCs try to go in anyway or attack the droids.

The PCs have three basic choices for how to proceed.

TALK THEIR WAY PAST THE GUARDS.
To do this, the PCs will have to come up with some sort of reason for the guards to let them through, then pass an opposed Con or Intimidate check versus the droids' Willpower. If the story the PCs come up with sounds plausible, reward them with a +1D beneficial situational modifier. If it's very unlikely, give them a -1D detrimental situational modifier. If the PCs fail, the droids tell them to move along. The PCs can try another way in or try a new story. Each time they try a new story to convince the droids, they suffer an additional detrimental situational modifier as the droids' suspicion programming is activated.

FIND ANOTHER ENTRANCE AND SNEAK IN.
There's a side entrance the PCs can find if they go looking, and no one will stop them if they walk up to it. The door is locked. but the PCs can open it by using Security (to trigger the physical locking mechanism) or Computer Programming/Repair (to fake a valid access code). This check is a Moderate skill check. lf the PCs fail, they must find another way in. If they succeed, they find themselves in a small conference room off the main chamber.

FIGHT!
The PCs can simply attack the guards and fight their way in. It they do this, however, the guards inside the facility will also be on high alert and they will likely have to fight inside as well. The guards are not expecting a fight; each side makes a separate Perception check for initiative (players group, security droids outside, security droids inside, if alerted to the characters actions).

SPACEPORT SECURITY DROIDS:
All stats 2D except for:
Dexterity 3D
Blaster 4D
Intimidation 4D
Languages 6D
Law enforcement 5D+2
Willpower 4D
Search 3D
Brawling 3D
First Aid 4D
Move: 12
Equipped with: Infrared vision (see in the dark up to 30m); Motion sensors (+2 to search rolls against moving targets); Sonic sensors (+2 to search rolls that involve sound); Body armor (+1D to Strength rolls versus physical attacks, +1 pips versus energy attacks).
Equipment: Blaster Carbine (5D, 3-7,25/50)

OBSERVER BRYNN:
All stats are 2D except for:
Blaster 3D
Knowledge 3D
Law enforcement 4D
Mechanical 3D
Communications 4D
Sensors 4D
Command: starport control 5D
Computer programming/repair 3D+2
First Aid 3D
Move: 10
Equipment: blaster pistol (4D, 3-10/30/120), datapad, comlink.

Once Inside Command & Control
When they get inside. the PCs find themselves in a tasteful antechamber. with several seats for visitors and a few sicklylooking potted plants. The spaceport control proper is down either of two short corridors. When the PCs venture down a corridor, read or paraphrase the following aloud:

You step through the doorway into a large chamber, crowded with computer equipment and centered around a large holo display showing a plot of the local aerospace. Standing in front of the display with her arms folded behind her back is a human woman. She appears to be in charge and, as you watch, she speaks into a headset in a formal, commanding tone: 'Imperial shuttle-11238, this is Overseer Brynn with spaceport control. You are cleared for landing. Welcome to Mos Shuuta." A half-dozen technicians of different species work at consoles and two security droids stand near the doorway. Your attention is pulled to the floor-to-ceiling transparisteel windows against the far wall, looking out over the desert of Tatooine, where an Imperial shuttle is coming in for a landing.

If the PCs have already fought their way through the droids outside. then the droids inside will immediately attack them and Overseer Brynn joins in. Otherwise, the PCs have similar options as before.

CONVINCE OVERSEER BRYNN
TO UNLOCK THE DOCKING CLAMPS
Overseer Brynn is a little more clever than the droids outside, but the PCs can still attempt to talk her into opening the clamps with a clever story and a Con or Persuasion check opposed by Brynn's Willpower 3D. If they fail, Overseer Brynn tells them to leave. It they don't, the droids attack. See "Fight!" above.

SLICE THE COMPUTERS AND DO IT THEMSELVES
No ones paying attention to the PCs, so they can simply walk up to the closest computer console, gain illicit access, and release the docking clamps themselves. This is a Moderate (15+) Computer Programming/Repair check. If they generate a complication, a small alarm is triggered and Overseer Brynn asks them what they think they're doing. The PCs will have to think quickly to convince her that they‘re harmless and should be let go! See “Convince Overseer Brynn" above, but add a -1D hindrance situational modifier to any check. Or the PCs can just run away - no one pursues. If the PCs fail on the Computer Programming/Repair, they will have to somehow force Overseer Brynn or one of the other spaceport technicians to disengage the clamps (see “Convince Overseer Brynn" above, and perhaps “Fight!” as well).

FIGHT! Once both droids are defeated, Overseer Brynn surrenders and agrees to help the PCs. If Overseer Brynn is killed, then the PCs can release the docking clamps at the central command console without having to make a skill check. Once the docking clamps have been disengaged, the PCs can leave, Proceed to the Interlude.

Destruction of Vanguard Station
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

As you drop out of Hyperspace you see three Venator-class Star Destroyers at Vanguard Station. You are out of weapons range of the Destroyers at the moment. (Mention that they might want to kill the ships thrusters)

[The screen wipes . . . ]

You're now on the bridge of one of the Venator-class Destroyers. You see a man turn to his communications officer, open a coms channel with the station. Yes sir.

You see Mr. Wick appear over the holoscreen in front of Admiral Praat, this is Jerrick Wick, chief administrator for Vanguard Station, how might I assist you admiral? You will surrender (characters names) immediately in the name of the Galactic Empire. I'm sorry, but they are not here at this time. Allow me to repeat myself, You will surrender the afore mentioned fugitives immediately. Again, I am sorry to inform you but they left the station 2 weeks ago, I haven't seen them since. You are welcome to board the station to verify this sir.

Admiral Praat motions to his communications officer to sever coms with the station. Inform the other ships to take up positions and open fire. Yes sir.

The screen pulls back to an outside view of the station and the Destroyers. You watch as the Venators reposition themselves and begin to open fire on the station. It doesn't take the three Venator-class Destroyers long before the station explodes.

Saturday, February 3, 2024

Ready For Content
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

Wednesday, January 31, 2024

Ready For Content
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

Ready For Content
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

Sunday, January 28, 2024

A Night at Tosche Station
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

Everything seems to be in order, your ship has been repaired and refueled - you were given the instructions for the mission on your datapads with everything that you need.

Scrolling through your datapads, reading the information concerning the upcoming mission you see the following . . .

To limit the chance of this trade being spotted, you are to meet the weapon dealer just outside of Anchorhead "which is a combination of mechanic's garage and lounge - it's also a hangout for the local youth".

Allow for any last minute roleplaying . . .

You request clearance for departure and leave the station headed back to Tatooine.

You drop out of hyperspace just outside the Tatooine system. No other ships are showing up on scanners. Just as you enter the system you get an encrypted message from your buyer letting you know that everything is on track and that he will meet you just outside of Anchorhead at the agreed upon cordinates & time.

You start your decent towards the surface and Anchorhead. As you approach Anchorhead you hear a staticky transmission come over the coms . . . Unknown ship, please identify yourself.

Let Joe give the call sign of Valkyrie.

Roger Valkyrie, process to landing pad A. Everything runs smooth and you land the ship. The sun has already went down and it is well into the night. You're supposed to meet with your seller in roughly 8 hours. You do notice that the wind seems to be picking up, the wind causing the sand to bite against your skin. You can tell that a sand storm is approaching from your time living on this planet and you know you need to seek shelter somewhere before it hits.

Exiting the ship you look around, everything seems to be closed down for the night except for the local cantina just across the way from where you landed.

Let them do whatever and then proceed to the Cantina.

The nearest building to you is Tosche Station. a combination speeder bike repair shop and seedy cantina where the local youth are said to hang out.

As you push through the cantina door into a dimly lit interior, you can see that you wern't the only ones that sought shelter from the fast approaching sandstorm. Some random cantina music is playing on a juke box style machine over in the far corner. The small lounge is a little crowded with several locals, which include "a few humans (1 woman) and a handful of Jawa's". As you stand there surveying the room, one of the humans yells out "Close the door ya blasted idiots". The Jawa's scurry toward you, jabbering excitedly and reaching for your gear and by the gestures, they appear to be interested in trading with you.

[Jawa's leave only if shoo'd away by the players. Afterward, they just wander around the room at random, pestering anyone who let's them.]

Cantina Occupants
Maze "Fixer" Loneozner Mechanic
Membe Gang Member
Erkeil Pacithhip Spice Dealer
Old Ezrim Moisture Farmer
Verzon Trennd Pilot

By the sound of it, the wind has really picked up. You can hear the wind slamming against the outside walls of the cantina. You pretty much know you are stuck here for the night until this sandstorm blows over. You find a table to sit at. A few minutes later a fella approaches your table trying to strike up a conversation. Sitting down at an empty seat he says "Hey, my name is Erkeil, crazy wind outside eh? You know this could go on all night. You folks don't seem to be around here"

Allow for random roleplay . . .

The door to the cantina suddenly slides open and in walk 4 clonetroopers who also appear to be seeking shelter for the night. The person sitting at your table quickly extracates himself from the chair - "if you'll excuse me". As they walk in, you see several people quickly get up and relocate themselves, one guy even slides back into the shadows in the corner where his table is at. You do find it curious how the Empire has expanded this far out into the Outer Rim this fast with you first seeing Clone Troopers in Mos Shuuta and now in Anchorhead. As the 4 Clone Troopers step therough the sliding door, the same fella that yelled at you sounds off with "Close the" and then realizes who just entered he quickly closes his mouth. The Clone troopers appear to be armed with blaster rifles.

The Clone Troopers look around, scanning the room and then one of them says "We're waiting in here until the storm passes. Everyone stay where you are and keep your hands where we can see them". The Clonetroopers take up positions around the room (mostly due to there training of course) where they can clearly see everyone in the lounge and each other. They are clearly watching everyone as they stand stoically at there spots they posted up on.

As things settle down, the same fella that rolled up on your table earlier returns and sits down "whew, I thought something was going on - he chuckles" So anyways, you folks are not from around here eh"?

He will ask, "you looking for anything in particular"?
He will try to eventually see if they wanna buy some spice.

[He tries to drop his package of Spice into one of the characters pockets] - Roll DC12 Perception Check

Another fella, an older man sitting a couple of tables from you [Old Ezrim] who looks like a random local, probably a local farmer, has been eyeballing you since you entered the cantina. All of a sudden he points at your table "He yells out loudly, who exactly are you . . . I've never seen you here before"?

I've lived here all of my life and I've never seen you folks around here.
What are you doing out on a night like this?
What's in your satchel?
I'm just curious what makes you want to talk to an ex-con like Erkeil?
Where did you get those weapons from?
Were you in a fight before these Clonetroopers arrived?

You do notice, the Clone Troopers turn there heads as if they are listening to all of this.

Let them try and make a DC12 Perception Check to notice another fella who appears to probably be a local thug by the way he is dressed. Now that the Troopers are on point, you see him become super nervous (Perception Check DC12) and you notice he flips the latch from his blaster on his holster.

"Suddenly, a muffled speaker crackles to life. Emergency! This is the Singing Savrip! I've been attacked by an Imperial Customs ship and my stabilizers are out! I can't make the Rendezvous! I don't even know if I can land this thing! [To your horror, you realize it's your comlink!] I think I'm near Anchorhead but I'm in the middle of a sandstorm and I can't see a . . . "the comlink goes to static"

The transmission abruptly cuts off, and from somewhere outside, everyone Hears a distant WHUMP! As something - presumably the Singing Savrip suddenly slams into the tatooine landscape.

I knew it! The fella that was interogating you [Old Ezrim] cries in the ensuing silence. You are smugglers! Troopers, arrest them! Suddenly, the one who looks like a local thug draws his blaster and shoots at a Clonetrooper.

If the Players do nothing once the Troopers kills the Thug, the Clone Troopers level their blasters at you. The Troopers won't accept anything but the PC's unconditional surrender.

[No matter what happens, do what I gotta do to put the characters in handcuffs.]

Meeting Mr. Wick
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

You do your customary greeting with Sherri at the desk and proceed up the Skylift to Mr. Wicks office - With you having an open door policy, there is no wait time. As you enter the office, you see he is on a holo-call with someone and he is not very happy with them. He motions for you to come in while he continues to chew this fellas ass. "Let me explain something to you! Backing out of this contract is not even on the table, I've already paid for this cargo to be delivered to you and you WILL honor your end. Backing out this late in the deal is not a wise decision on your part"! He then kills the connection and the video call winks out.

He sighs and just stares at you for a moment, not really looking you, it's as if he is trying to collect his thoughts, he then shakes his head and chuckles softly, I'm sorry, make yourself comfortable. I'm sorry you had to see that, a slack jawed buyer for electronic parts is getting cold feet due to the Imperial crack down of his sector. Jerrick looks over at you Synergy, "how are you? Everything ok"?.

Let Jennifer Roleplay a moment . . .

"Alright, let's get down to busniess then, shall we?"

As you are aware, it's been three months since the Fall of the Republic and this new First Galactic Empire rising to power. A lot of things has happened, "he lowers his voice slightly, the Jedi being wiped out (he glances over at you Synergy with a sad expression), things are bad around the galaxy. This transition from the Republic to the Empire is affecting everyone, even as far out as we are in the Outer Rim. Sure, the Confederacy of Independent Systems or "the Separatists" as everyone knows them by, is no longer controlling the Elrood sector but just because we have finally become an independent sector does not mean the Empires grip is not felt here.

You need to understand, this new Galactic Empire is not our friend as the Republic was, Clone Troopers are not the same. Something has happened to them, it takes very little to trigger them now. For all that we know, this Empire is evil. It is to be treated as such if ever you have dealings with them.

Wick shipping is already feeling "some" of this transition. Already two of our shipments has been confiscated by the Empire and these shipments were perfectly legal so you are bound to come into contact with this problem yourselves.

If They Stole the Shuttle
We need to discuss this stolen Omicron-class Attack Shuttle you two "he gestures at Jasper and Synergy" have brought to my station. Luckily for you . . . the transponder was changed, we left the ships ID as Valkyrie, we've gave the ship a good once over, it's a good as new and the Empire will not be able to ID the ship as a former Imperial ship. So, you can keep it "he laughs - like he is handing his child the keys to a new speeder bike for there birthday". It's not the best style of ship for hauling cargo, but I think we can manage. Everything that was inside the shuttle has been left untouched. You can do a complete enventory when you get back to your ship.

I have a "certain" friend friend . . . he pauses for grand effect. What we are about to speak on stays in this office, do you understand?

Waits for the yes . . .

With this Empire coming to power, we now have "certain" individuals that are not happy with this new authority. One such individual is Senator Bail Organa and Mon Mothma. Myself and Bail have been close friends for some number of years and he has recently reached out to me. I've never met Mon Mothma, but I understand she is a good woman.

One day after the proclamation of the Galactic Empire, Organa was amongst sixty-three senators, detained by Imperial Intelligence on charges of conspiracy and treason. While some senators refused to profess loyalty to the Empire and were promptly arrested and accused of being party to the "Jedi rebellion", Organa and Mothma professed their loyalty to the Imperial authorities "but of course this was not true" and were released. He decided to keep his position on the Senate. Organa easily established himself as a supporter of the Empire. While he, along with Senator Mon Mothma maintained outward appearances of loyalty, however, Bail and Mon Mothma soon began preparing for resistance to Emperor Palpatine's rule.

This is when I was contacted by Bail Organa. I'm not fond of the idea of secretly defying the Emperor and his Empire, but it's the only thing for one to do.

Bail and Mon Mothma have secretly been putting together a small resistance cell that will work against the Empire "in the background of course", which brings me to you. I have a mission for you but you're not going to like it.

Waits for the groans . . .

I need you to go back to Tatooine.

Waits for the groans . . .

You won't be returning to Mos Shuuta, you'll be going to Anchorhead which is on the other side of the planet. Anchorhead was actually one of the first ever settlements on Tatooine, abandoned and resettled many times over the years. Basically now this is a minor outpost for several moisture farms in the area. It's very remote and should easily make for a safe place to do the transaction. Keep a low profile and you should be fine.

Waits for more groans . . .

This particular mission will have you being associated with this new Resistance. You do not have to accept, and if you refuse, no hard feelings will come to you and we will continue with non Resistance business as usual.

If they accept . . .

Alright then, he we go . . .
You will be meeting an anonymous seller on Tatooine to purchase a shipment of 150 BlasTech E-11 Blaster Rifles in 10 days and the trip itself takes roughly nine days, so you have two hours to prep your ship and get ready. These weapons will be going to the newly formed Resistance cell under Bail Organa. Upon returning to me, you'll be paid 5,000 credits each by Bail Organa. You will be paying this seller 150,000 credits "in digital credits", meaning I am giving you this credit pad that is keyed for this buyer only - for anyone else it is useless (he hands it to one of the group). All information on the location and time of this meeting will be sent to each of your personal datapads before your departure.

Are we good?

Listen to me, no screwing around on this mission guys, these weapons are going to this new Resistance and Bail Organa is counting on you, I'm counting on you. This mission is off the records which means I cannot vouch for you if you're caught, understood? Get there, do the purchase and return home. You should arrive 8-10 hours prior to the meet time.

Anything from you guys? Alright then, I'll let you get to it then, you have two hours, so get yourself prepped. Good luck.

Three Days of Downtime
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

• Encourage them to browse the station.
• See if Joe wants to add any furnishings to the apartment.
• See if Jenn wants to spend any credits on stuff for apartment, clothes, you know - girl stuff.

Thursday, January 25, 2024

Mr. Wick & the Package
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

You enter the reception area for Mr Wick. It's a large room with chairs and couches set up around the room. On the other side of the room from where you walk in is a secretary at her desk, Synergy, you know her as Sherri, a young woman in her mid 20's. She sees you enter the room and smiles - "Welcome back sister" (it's just the nickname she calls you by) you two have become friends since you started working for Mr. Wick. Who is this you have with you?

She smiles . . . "Go on up, he is expecting you and nice to meet you mr Rakku.

You take the Skylift (the elevator) up to the Sky Deck office. Soft elevator music plays over the speakers. With a *ding* the lift comes to a stop and the doors slide open with a woosh.

Mr. Wicks office is enormous and is located on the Sky Deck which is the upper most level of Vanguard Station. The skylift elevator is used to access to the Sky Deck office. When on the station itself, Jerrick spends most of his time here.

The office is furnished with comfortable chairs that face each other, three on each side for visitors to sit in. Mr Wicks desk is usually covered with various papers . . . contracts, work orders, shipping manifests and such. This room is extremely comfortable. The far wall of the office is a large window that reaches nearly from floor to ceiling and has a beautiful view of the planet Elrood. Cylinder lights hang from the ceiling giving the room a soft glow.

Only those close to Mr. Wick have clearance to use the skylift elevator that leads to this floor, Synergy, you personally have your own code that if noone is at the secretary desk, you can punch your personal code into the keypad on the wall to activate the skylift, everyone else must check in with his secretary below to be allowed up to this level and only Mr. Wick can grant access to the skylift elevator. Those who are close to Mr. Wick, those he trusts basically have an open door policy to this office.

Jerrick greets you both, welcome back Synergy - he walks over to you to give you an embrace and tells you "glad you're ok". He then glances over at you Jasper "ahh, welcome Mr. Rakku, glad to finally meet you . . . may I call you Jasper"? Well, come in, make yourself comfortable, fix yourself a drink if you like. He motions over towards a medium sized refreshment station that sits along the wall to the right as you enter the office from the Skylift. It various bottles of wine and glasses and such.

He lets Synergy know that her payment for the mission, 5,000 credits has been deposited into her bank account.

Synergy, I got your report, but go ahead and give me a brief rundown on what you personally found out. How deep is Teemo in with this new Galactic Empire?

(The reason Wick wants to know is from time to time he does business with or through Teemo and he does not want to be associated with this new Empire in any way).

1) So you stole an Imperial Omicron-class Attack Shuttle? "he chuckles" Yea, we will have to do something about that ship you brought back, he laughs. No worries, I already have people on it as we speak setting it up with a new transponder. (Basically you can keep the name Valyrie if you like or change it to something else) but the transponder will be totally different. No one will know this ship used to belong to the Empire.

2) Offers Jasper a job. Sets him up with an aprtment. If your friends with Synergy, you're friends with me, you're hired. Tells Sherri (his secretary that when Jasper comes down, have someone escort him to his new apartment.

3) Jasper, Is there anything that I didn't find out already that you want to tell me? We don't keep secrets here - one thing I demand from my people is truth above all else. Trust me I know everything about you . . . it's what I do but . . . there is always something that records don't cover. Is there anything I need to know about?

People who work for me have free reign, You live for free, I furnish your ship with fuel and maintenence free of charge. You a paid accordingly for each mission. I take care of my people but . . . if you ever cross me, I will kill you, quickly and quietly. Like I said, honesty and loyalty are what I stand for and it goes both ways. There are no secrets between us that can affect me, this station or this business. I'll never send you on missions that involve you committing a crime or doing anything Illegal - I don't recognize the Empire as a force of law and order though. If you agree to all of this then you'll be well taken care of.

4) Now, on to some unpleasant news. Jerrick looks at you Synergy, a package arrived for you three months ago, but since you were undercover I had no way of delivering it to you, so I kept it here locked up in my safe until your return. He walks over, presses a few keys on the safe and opens it, retrieving a package from it. He brings it back over and sits it on the deck. It's addressed to you Synergy. His face takes on a saddened appearance as he slides the package over to you.

Inside the package is a letter and a sealed metal box with your sisters name engraved on it (Hera).
• (Your sister had it set up upon her death that this package would be delivered straight to you) "Let Jennifer read the letter out loud"
Metal Box: You open the box. You've heard of these before, you instantly recognize it from your sister telling you about them years ago. It's a Holocron and you recognize the second item as your sisters lightsaber. When you see your sisters lightsaber, it kind of hits home at this point. It is a white hilt with metal trim. (If activated, it has a green blade).

After the package opening . . .
Mr. Wick says: The word that I have is, she was killed defending the Jedi Temple when the Clone Troopers attacked the Jedi Temple. She was trying to save a group of younglings but they were all killed including your sister. I'm sorry Synergy.

When the meeting concludes, Mr. Wick tells Synergy to take a few days, gather her thoughts and when she is ready then Mr. Wick can line you guys up with another mission. He lets Jasper know that he added a get started fund in his account.

(Joe, you can check that using your datapad - you'll see he gifted you 2,000 credits to let you purchase items that you need)

• When the meeting is over, and Jasper takes the Skylift down, someone is waiting for him to escort him to apartment 3B.
• Describe his apartment when he gets there.

Allow for any last roleplaying . . .

And this concludes Episode One of Rise of the Empire.
We hope you enjoyed the liveplay.
All of our contact information is down below in the description. We will see everyone next time. Have a great day.

• Tell Joe about the blog, have him read about Mr. Wick and Vanguard Station, look at all the various shops and businesses.
• Give both of them links to blog and maybe include key links. Possibly add this info to there handouts.

EXPERIENCE: 5CP

Mos Shuuta
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

Entering the city is done through the southern section of Mos Shuuta through the southern gate. Four Gamorrean guards are posted here. They do not hinder you, they just stare at you closely.

Warehouse Besh: This Warehouse is currently closed and securely locked with an Imperial Security system. Looking through the windows you can see it's Rows of shelving are filled with cargo that has been reprimanded by the Customs team that work for Overseer Brynn. Each crate is methodically scanned and tagged so that when the customers pay the important fees, or the Hutts demand its release, a cargo Droid can locate the crate and bring it to the customs office. A terminal located in one corner of the building allows access to the database of cargo, and it's clear that some of these cases have been stored here for many years.

Customs Office: This squat Building located between Warehouse Besh and Dockingbay Besh is the small, dingy field office for the spaceport customs team. The office is rarely used, few Mos Shuuta natives can afford the steep import fees, and if Teemo objects to a package being retained, then it is personally delivered to his palace, though the unfortunate officer who gets the job rarely returns. Beyond the waiting room and counter are a set of offices, untouched for so long that dust has settled on the furniture, and a large supply room, with racks of smaller detained packages and on one wall, a set of body armor and flamer, obviously used for controlling mynock infestations.

Barracks: This is where Teemo's guards and such bunk at. Two dozen of Teemo's Gamorrean guards dwell here. At any given time, six of them are malingering about. Should anyone actually manage to fight or sneak inside, a careful search reveals 75cr worth of cash and a great deal of worthless garbage.

Dewback Stables: A human woman so dark she seems burned black by Tatooine two suns precides over the Dewback stables. Her name is Clarelle and she has a short temper and no patience for anyone who does not know how to ride a Dewback. Six of the giant lizards are in Residence at the moment, and Clarelle rent's them out for a hundred credit per day each.

Water Tower: The water tower is the tallest structure in Mos Shuuta. Climbing to the top of the tower would give anyone an excellent view of the entire town.

Teemo's Palace: Teemo the Hutts opulent palace is enormous and strikingly designed. It is guarded by more gamorreans, security droids, and a large amount of servants, supplicants, and guests fill its many halls and galleries.

Electrogate: The only way off the rocky bluff of Mos Shuuta is the large stone gate at its southwest corner. The gate is guarded by a normally dormant electrogate and a group of four Gamorreans.

Slagworks: Three Gamorrean overseers oversee the wretches who labor in the Slagworks. The Slagworks consist of several mineshafts descending into the Mos Shuuta Bluff as well as a smelting facility where the ore removed from the mines is converted into a usable state. In the guard house is a small box with three stem packs and a tool kit containing two emergency repair kits it looks like these items have been placed here so that the Gamorreans can tend to the needs of the workers and the machinery, but judging from the amount of dust on them the guards have never even touched them. About two dozen workers of various species labor in the shafts or the smelting facility at any given time.

Bath House: Sand gets everywhere, and most species that call Mos Shuuta home are unadapted to the course substance. The bath house is a communal building, with a large central pool of diethyl ether peroxide for bathers to cleanse themselves in. Surrounding the central pool are air shower cubicles, useful for either a pre-bath cleanse or a post bath cleanse.

Shantytown: A riot of ramshackle tents, huts, and hovels clinging to outcroppings of rock, The Shantytown represents the dwellings of Mos Shuuta's poor population. The various islands of the shantyttown are connected to Mos Shuuta proper by rickety rope bridges with planks of rusting scrap metal.

Vorn's Junk Shop: The junk shop is immediately obvious by the scrapyard adjoining the low pourstone building. As you step inside. you see a hunched old human male lurking behind a low counter covered with disassembled droid and machine parts. The man glances up at you. then turns to a garbage can-shaped R5 droid standing at his side. He kicks the droid and shrieks “You're supposed to tell me when I have customers. you bucket of bolts! Go outside and finish stripping that speeder bike wreck." The droid trundles off with a surly “boooop‘ and the man turns to you. “Welcome, customers! As you can see," he points to points at the racks and shelves and enormous buckets full of scrap metal and parts, “l have anything you could want...for the right price."

R5-K3: Gets mistreated bad by Vorn.

Banking Terminal: The flickering cracked screen on the outdated terminal can dispense both standard galactic credits and information reports, if you can get it to work reliably. Poor quality communication links, decaying chips, and reduced power availability makes the transmission speed incredibly poor, and it's not uncommon for the data to time-out before transactions complete or before all of an article is displayed.

Offworld Trader's: Just across the alley from Vorn's Junk Shop is the off-world traders, marked by a rusty old stylized rocket ship. Bengara the male Twi'lek proprietor, specializes in fine goods from off world, including luxurious clothing, exotic art objects, and difficult to find food stuffs and spices. In short Off World Traders has anything one could want, but absolutely nothing useful, and always at too high a price.

Bounty Office: While bounty posters are shown outside Teemo's palace, the cantina, and the spaceport, a building by the electrogate serves as both the town's jail, meeting point for the various bounty hunters that pass through the mesa, and it's surrounding areas. Behind a security screen, a twi'lek and human update the various information screens with the latest bounties and updated leads. They have a small cafe containing a couple of thousand credit sticks but the majority of their money is stored safely in Teemo's palace, to which they have a small service duct which a small transport droid runs back and forth in it. At the far end of the building are a series of cells, lined with metal to cause their inhabitants to suffer in the desert heat.

Power Station: This large domed building forms the corner of a small grouping of properties, most of which are among the better lit and cooler buildings in Mos Shuuta. Getting close to the building, you can hear the thrum of its generators, their Ducts delving deep into the planet's crust, drawing on the heat from the planet's core. Large metal tubes burst out of the molded sand walls of the station itself, some thrusting into the air, before ejecting a network of cables that run to different segments of the mesa. Other tubes form a shiny walkway between the nearby buildings, while others dive back underground, carrying power conduits to the spaceport and slagworks. The power station is a popular gathering point in the early hours, as Jawas hang around eager to trade with the owners who bring their droids to the station to be recharged.

Baba's Grill: It's hard to see the inside of Baba's Grill, a small property built next to the power station. That's because there is always a crowd of people outside the shop, and it's not uncommon to queue for 30 minutes to get to the front and order one of the few items Baba has on sale, Bantha Burger's and Dewback Ribs. Baba himself is a fairly old Rodian, and spends his time in the back of the shack cooking, leaving the sourcing of meat, maintenance of the grills and serving of the customers to his younger son Yaga. Yaga is a fast-mouth fool with his fingers in more pies that he can honestly manage. From buying bantha's poached from the moisture farms, to storing contraband under the counter, to sharing rumors he heard off the customers, Yoga seems determined to get into trouble with Teemo without intentionally doing so.

Desert Survey Office: This unassuming sandstone building is dominated by large metal door, though to enter the building, you have to find the smaller door around the side complete with a tiny plaque stating "scouts welcome". The inside of the building is a high ceiling chamber with fans hanging from the roof and ventilators working hard to keep the expanse cool. The owner of the building keeps an aging podracer in the building, the metal doors acting as the garage entry for the device. The walls are covered in maps, recruitment posters and various bits of junk, Tuscan Raider rappings, a series of Krayt Dragon scales. The furniture here is well worn, it's a popular place for people to come for a few hours to cool down and listen to the owner Tars Vulnrick tell stories about his old life as a podracer and then as an explorer.

Acevedo's Weapons: It said that Acevedo has been selling weapons to the bounty hunters, moisture farmers and Teemo's body guards for longer than Mos Shuuta has been a city. Various locations have served to act as his store, but he currently owns a store near the slagworks. A particularly ugly and scarred Trandoshan, Acevedo has a penchant for antique weapons, and he is almost always armed with something older that his customer and he is constantly cleaning or maintaining old weapons. He has some morals, and is unwilling to sell to a common street Thug, and is unlikely to sell his prize antiques to someone who doesn't look capable of using them or looking after them. He keeps a stock of modern weapons on the wall of his shop, but all are unloaded and unpowered, and sell for at least twice their market value.

Moisture Vat Pumping Station: What looks at first glance to be a tin roof garage adjacent to the mesas's important water tower is perhaps the most important building in Mos Shuuta. Designed to accommodate even the largest hover transports and small land speeders used by the outlying moisture farms, it contains all the equipment needed to pump water supplies from the vaporators used by the farmers, purifying and storing the water as it does so. Surveillance cameras feed video and sound to both Teemo's Palace and the spaceport control tower, so both know when a delivery is made and by whom.

Trader's Ledge: Hanging from the northern side of the mesa, in the shadow of docking bay Aurek is a series of rickety wooden platforms, held a loft by gigantic gas balloons. On the canyon floor hundreds of feet below are piles of Dewback dung, sweating and rotting in the sunlight of Tatooine's double sons. A small processing plant pumps the gas up to the balloons, providing a floating platform for the verpine trader Vl'grax to land his small freighter shuttle on. Vl'grax runs an irregular cargo service to the other cities on Tatooine such as Moss Espa and Mos Eisley. Because he doesn't land on the mesa itself, overseer or Brynn is unable to restrict his movements or his carrying capacity, and Vl'grax would be the easiest way of retrieving illegal items in his insect like sensibilities would extend to transporting anything other than food and water.

Bunkhouse: Mos Shuuta doesn't have much of a transient population, visitors find there is little to interest them and quickly move on. The few travelers, ones stranded here due to dust storms, or technical difficulties with their craft. Indeed, Mos Shuuta is the last safe location before the wide expanse of the dune see.

There are a few options for where to stay. You can attempt to woo the attentions of Teemo the Hutt, and potentially find yourself contracted to a lifetime and servitude to him for a single night's accommodation and entertainment. You can get stupidly drunk in the dingy Cantina and pass out, and hope the bartender doesn't throw you out over the mesa's edge, or you can pay to sleep in the bunkhouse. This moderate, two-story building is not in the most hospitable location, the thick accurate smoke from the slagworks blankets the building day and night. The ground floor is a modest eatery, run by the bunk houses owners, while a separate external staircase leads to the bunkhouse, a long room, devoid of any features beyond the sleeping cots and air shower cubicle.

Medical Center: While Teemo has his own medical center, as do the Clone Troopers garrisoned in the armored bunkhouse, the general population of Mos Shuuta have to make do with this rundown facility. A victim of one too many mob attacks, with gangs of residents attempting to get at the injured parties within its walls have left the window smashed and boarded up and the heavy blast steel door hanging from its hinges. Within the room is a small waiting area, a reception office, and a medical officers office, and the main surgery room. Wind blown sand is heaped into every corner and the remaining recovery bed and bacta tank have seen better days. The center's Bothan doctor El'Jaameer, inherited the facility from her father and is struggling to cope with such rudimentary facilities. With dwindling supplies and limited funds to release her Contraband drugs from the customs office, her bedside manner borders on furious.

Surveillance Bunker: Beyond a vague customs presence, and the Imperial appointed spaceport overseer, Brynn, the Galactic Empire has very little influence in Mos Shuuta leaving it to Teemo and his gamorian guards to maintain peace. That is not to say that the Empire doesn't ignore Mos Shuuta in its entirety. It's elevated location on the edge of the Dune Sea gives it a commanding views across the terrain, and unbeknownst to the Mos Shuuta residence, a heavily armored and well camouflaged surveillance bunker is built into the cliff face below the spaceport communications building. The bunker is manned by a rotating shift of three groups of Clone Troopers, all of whom have survival and battle experience in the Jundland Wastes, and most are trained spotters and snipers. Most residents presume the clone Troopers they see occasionally patrolling the streets are part of the spaceport security staff.

Jawa Traders: Under the torn cell barge Wings strung between three buildings is a small market stall where Jawa's gather, tugging at the clothes of passerby's and swarming towards droids and vehicles that stop for too long outside the stall. Get past their scavenger nature and their lack of basic language skills, and you'll find that the Jawas here are well connected, exchanging items with the other tribes in the dune sea. Their stock is constantly changing, and cheap, though not always in the best condition.

Spaceport Control Facility: This facility is a low squat building clinging to the edge of the Mos Shuuta bluff. It is guarded by spaceport security droids and run by overseer Brynn.

Escaping Tatooine
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

Have Jasper roll a D6 to see how many rounds it takes to make the jump to hyperspace.

Gladiator-class Star Destroyer
Z-95 Headhunter

However Synergy wants to do this, they both need to head back to Vanguard Station which is a 9 day hyperspace trip.

Current contents of the shuttle:
• Portable Holobooth
• Ration & Water Packs (2 Months)
• 6 Headset Comlink
• 10 Heat Stick
• 4 MB450 Macrobinoculars
• 4 Side Glasses
• 4 Wrist Comm
• 2 Merr-Sonn Munitions, Inc 773 Firepuncher Sniper rifle
• 4 Medkit
• 4 Survival Pack
• 36 Glow Rods
• 5 Tasari Breath Mask
• 3 Portable Heater
• 6 BlasTech Industries E-11 Stormtrooper Blaster Rifle
• 6 BlasTech Industries DH-17 Blaster Pistol

Tables, Charts & Links
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

Advanced Skills
Astrogation Times
Combat
Damage
Damage Charts
Difficulty Checks
Healing
Improving Abilities
Improving Skills
Initiative
Medpacs & Medkits
Ship Combat
Specialized Skills

Droid Repair
Droid Sequence
Grenades
Improving Specializations
Jumping/Climbing
Lifting
Mishaps: Hull
Mishaps: Hyperdrive
Mishaps: Maneuverability
Mishaps: Sublight Drive
Mishaps: Weaponry
Movement
Repair Skills
Rolling Actions
Rounds