Star Wars: The Unsung Heroes

Setting: The Unsung Heroes campaign is a fun way of exploring the Star Wars cinematic universe as a variety of heroes that made the scenes happen. For each main screen character with plot armor to succeed, potentially dozens of minor characters had to exist. This is intended to be a low level campaign with an end result of a large quantity of player characters to be picked from.

This campaign format is an excellent way for players to explore the vast character creation ability in SW5e (found for free on www.sw5e.com). Each Act and chapter will allow for additional character creation or use existing characters from previous sessions so long as the restrictions to not exile them (for example, if a scenario says “Exclude Ewoks”, then Ewok characters cannot be selected). No character is allowed to advance to a higher level than 4. 5e, in my opinion, is best suited to low levels as it’s not particularly balanced on the high end. DM discretion can override this of course, but the goal of this Unsung Heroes Campaign is to explore the many races and classes in the SW5e setting.

Stats can be generated by Array or Point Buy.

Monster Manual is included at the end of each Chapter. It can be expanded by clicking on the arrow to the left of their name.

Act 1 Episode 5: The Pillaging of Spinnaker

As the Queen and her escort flee the planet to avoid capture, the citizens are left to fend for themselves! Militias made up of police officers and volunteers rapidly assemble and try to form an effective resistance!

Meanwhile, the Trade Federation is eager to reclaim the shipments of plasma they have been promised. Desperate to make up lost profits, Nute Gunray has OOM-9 remotely oversee the invasion of Spinnaker. As the main hub for storing plasma and doubling as a minor refinery, it is packed to capacity with fresh, raw plasma ready for export through Theed’s spaceport.

Ironically, it was funded by the Trade Federation as part of the agreement and they know it very well…

Role: Players can play any character previously made in prior episodes! They will resume their roles and goals depending which side of the invasion they fall on.

Race: Any previous

Class: Any previous

Starting Gear: Traditional starting gear.

Planet wide communication has fallen! Apart from short range communication and old school radios, nothing else works! The holonet is no longer accessible either. Runners in Flash Speeders keep the underground in touch and haphazard resistance strings across the main continent.

Resistance characters (or at least resistance adjacent) find themselves stuck in the turmoil! Naboo is a fairly wealthy planet, and substantial reward is offered once the occupation ends to those willing to fight for them! Some may do it for the money. Some for the cause. Regardless, they are in it together!

These characters are tasked with stealing or sabotaging as much plasma as possible.

Trade Federation characters are tasked with acquisition of as much plasma as possible, securing the space stations for occupation, and quelling the resistance.

Starting Areas: Resistance fighters are literally underground in one of the many labyrinth like tunnels that web underneath the oldest cities of Naboo from its many royal wars that took place during its ancient history. Some have been rediscovered and are now in use to thwart the Trade Federation.

From here, the players have a chance to meet the underground resistance led by Mariek Panaka, wife of Captain Panaka. She is hiding with her nephew Gregar Typho and helping coordinate the underground due to her rank in the royal guard.

Resources are incredibly limited. Unless a player is in the guard themselves, a DC12-18 charisma related check (as appropriate) will be necessary to acquire. Speeders themselves will ONLY be released to player characters if an incredibly well put together plan for stealing plasma or hardware is concocted.

They have a few ways they can go around doing this:

  1. Steal Plasma: The Trade Federation is pushing through local security fast and hard! Civilians are not exempt from being targeted and the streets are total chaos. Players can attempt to navigate the crowd with a Pilot Check DC16 (do in three stages to get there, load up, and the last stage for leaving) per run. After six stages the Trade Federation will arrive at the reserves!
  2. Attack the Trade Federation: In an attempt to buy time and make the invasion costly, players can attempt to fight! No less than three AATs, two BTTs, six Destroyer Droids, and roughly 250 B1 Battle Droids are forcing their way into the city. Ten vulture fighters are providing support, and if a pocket of resistance is too stubborn they will strafe it with lasers and missiles.
  3. Escort Citizens to Safety: Players can try to convince panicking citizens to follow them underground or into the surrounding forest, escaping the path of the mighty Trade Federation. This can be done with a large variety of skills.

Feel free to keep introducing elements of B to cause chaos and disruption with the player plans of course. This one is going to be more of a loose scenario where characters can develop their morale standing on war, civilians, and some potential last stands if players are interested in some drama. A couple things of note are below. Some are canon, others are assumed (and has no canon contradicting it that I know of).

  • Mariek Panaka is the Wife of Captain Panaka. The future Captain Gregar Typho is their nephew. Their family has a long proud tradition of serving in the Royal Guard. Typho will take action somewhat behind the scenes, but not direct fighting (his aunt won’t let him, saying he is too young).
  • The plasma is stored very, very securely. Blowing up the city is nigh impossible. Your players will try, but the joy of armored vats and transport units will keep it to a minimum. Also, no, it’s in an inert form for extended storage, it’s much harder to energize and weaponize than normal.
  • Spinnaker has a sprawling network of hidden tunnels. If the Trade Federation finds them, it’s over for the entire resistance in this city! Players should exercise extreme caution when entering or exiting them.
  • The spaceport, as mentioned earlier, was funded, designed, and built by the Trade Federation as part of the plasma export agreement. It is riddled with its own fair share of secret passages and lockdown codes. Feel free to get creative if the players try to hide in the spaceport. It should very much feel like they are not on the home field advantage.

The goal of resistance players is to just do what they can and then get to safety. The goal of trade federation players is to take over the city.

NABOO GUARD

Medium human, varied alignment

Armor Class 13 (combat suit)

Hit Points 9 (1d8+1)

Speed 30 ft.

STR 12 (+1)

DEX 12 (+1)

CON 12 (+1)

INT 12 (+1)

WIS 12 (+1)

CHA 12 (+1)

Skills Perception +2

Damage Vulnerabilities None

Damage Resistances None

Condition Immunities None

Senses Passive Perception 12

Languages Galactic Basic

Challenge 1/4 (50 XP)

TRAITS

ACTIONS

Blaster Pistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 4 (1d6+1) energy damage.

Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage.

REACTIONS

FLASH SPEEDER

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Large construct, unaligned


Armor Class 17

Hit Points 74 (8d12+16)

Speed 60 ft.


STR

16 (+3)

DEX

26 (+8)

CON

15 (+2)

INT

10 (+0)

WIS

18 (+4)

CHA

7 (-2)


Saving Throws Str +5, Con +4

Damage Vulnerabilities Ion

Damage Resistances Psychic

Damage Immunities Poison, Necrotic

Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, disease

Senses passive perception 14

Languages –

Challenge homebrew I don’t know. Maybe like a 5 or 6


TRAITS

Circuitry

The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Operated

by a Pilot & Gunner roll a separate initiative for both

Piloted

The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. Pilot Controls movement, & Ram action.

Gunner

The construct requires an active gunner to operate the vehicles weaponry. Gunner controls Blaster Cannon.

Freedom of Movement

The Flash Speeder ignores difficult terrain and can pass through occupied hostile spaces

Vulnerable Interior

The Flash Speeder’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

ACTIONS

Pilot. of the Flash Speeder can use the Ram action. They may also attempt Stealth Checks with a +3.

Ram. Any creature within the AAT’s movement path must make a DC 19 Dexterity saving throw, taking 13 (2d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.

Gunner. can make one attack using the Blaster Cannon.

Blaster Cannon. Ranged Weapon Attack: range 150/300 ft., one target. Damage (4d10+6) energy damage, with an additional 4d6 damage if the target is not alert.

B1 SERIES, B1-X

Medium droid, unaligned

Armor Class 15 (armor plating)

Hit Points 16 (3d8+3)

Speed 30 ft.

STR 11 (+0)

DEX 16 (+3)

CON 12 (+1)

INT 14 (+2)

WIS 10 (+0)

CHA 9 (-1)

Skills Perception +2

Damage Vulnerabilities Ion

Damage Resistances Necrotic, Poison, Psychic

Condition Immunities poison, disease

Senses darkvision 60 ft., passive Perception 12

Languages Binary, Galactic Basic

Challenge 1/2 (100 XP)

TRAITS

Battle Droid Swarm

When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack against that creature.

Circuitry

The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

ACTIONS

Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 6 (1d6+3) energy damage.

Stock Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage.

REACTIONS

Redirect Attack. When a creature the battle droid can see targets it with an attack, the battle droid chooses another battle droid within 5 feet of it. The two battle droids swap places, and the chosen battle droid becomes the target instead.

AAT

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Huge construct, unaligned


Armor Class 19

Hit Points 168 (16d12+64)

Speed 30 ft.


STR

20 (+5)

DEX

22 (+6)

CON

19 (+4)

INT

10 (+0)

WIS

14 (+2)

CHA

7 (-2)


Saving Throws Str +9, Con +8

Damage Vulnerabilities Ion

Damage Resistances Psychic

Damage Immunities Poison, Necrotic

Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, disease

Senses passive perception 12

Languages –

Challenge 13 (10,000 XP)


TRAITS

Circuitry

The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Operated

by a Pilot & Gunner roll a separate initiative for both

Piloted

The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. Pilot Controls movement, Ram action, & Rocket launchers

Gunner

The construct requires an active gunner to operate the vehicles weaponry. Gunner controls Plasma Cannon & Medium Repeating Blasters

Freedom of Movement

The AAT ignores difficult terrain and can pass through occupied hostile spaces

Vulnerable Interior

The AAT’s interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

ACTIONS

Pilot. of the AAT can use the Ram action and make 1 attack utilizing the Rocket Launcher

Ram. Any creature within the AAT’s movement path must make a DC 17 Dexterity saving throw, taking 26 (4d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.

Rocket Launchers (6/day Reload 1 turn). Ranged weapon range 100/400 DC 14 launches a barrage of rockets at a target and any creature within 10 feet Taking 6d6 kinetic damage on a failed save and half as much on a successful one

Gunner. can make two attacks using the medium repeating blasters

Medium Repeating Blasters. Ranged Weapon Attack: +10 to hit, range 120/240 ft., one target. Hit: 25 (4d10+6) energy damage.

Plasma Cannon (Recharge 5-6). The AAT launches a plasma shell 150/300 ft range target must be at least 15 ft away from the AAT. Blast has a 15 foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 52 (8d12) fire damage on a failed save, or half as much damage on a successful one.

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