Episode 3: Chaos in New Centriff

Episode 3: Chaos in New Centriff

8 hours prior to the Invasion of Theed, OOM-9 and EEK-176 descend upon New Centriff while a special unit task force silences Vis. New Centriff holds one of the three key relays for planet wide communication. An old and flawed system, its has several weak points with no redundancy. If Vis, New Centriff, and Parrlay fall without an alarm raised, Naboo will be completely caught off guard!

Barely trained, the locals find themselves under heavy attack and no way of getting word to Theed…

Role: Players will take on one of the following Roles for their daily occupation. They will be either a Freighter Pilot, Law Enforcement, or Technical Support for the communications system.

Race: Bith, Bothan, Cathar, Cerean, Droid Class 1, Droid Class II, Droid Class V, Duros, Human, Kel Dor, Nautolan, Rodian, Togruta, Twi’lek, Echani, Iktotchi, Kiffar, Mikkian, Theelin, Zeltron, or Zilkin. Note that humans are majority of the local population, but characters are exceptional individuals so allow some creativity if they can come up with a good back story.

Class: Berserker, Engineer, Fighter, Operative, Scholar, Scout.

Starting Gear: Traditional starting gear.

Its yet another quiet night in New Centriff. Comm chatter is quiet like normal. The Trade Federation fleet is still in system, but seems content to loiter like usual, no doubt eager to get their Plasma shipments they are do as soon as Naboo “comes to its senses”. Some live in fear of the situation, but most are just used to volatile situations mellowing out instead of boiling over at the last minute. Ever since the Gungan War about 100 years ago, no major clash has ever happened.

Starting Areas: Freighter Pilots start in the lounge or their room of a budget and seedy (by Naboo standards, its really not that bad) inn. Their ships are grounded by Naboo security during the night hours due to the untrust worthy Trade Federation in system. Launch hours are restricted to daylight hours.

Law Enforcement starts on Patrol. A single Flash Speeder has been issued, but no commanding officers are present. Instead, their officer is off watching the latest Boonta Eve Pod Race. Their bets are on a Dug named Sebulba. The players are left to their own devices.

Technical Support specialists are on the night shift. The comm station is always just barely able to keep up thanks to the greed of the former Naboo King Ars Veruna, who preferred to pocket credits rather than improve the quality of life for Naboo. Queen Amidala, recently elected, has promised to remedy the issue. But, with so many projects neglected, the communication system is backlogged by several years for more critical issues. The night is quiet, and the communication system flaking in and out like normal for this time of night. (The Trade Federation has been throwing sporadic weak jamming signals leading up to this moment to make it seem normal, but they don’t know that).

Local communication jamming commences quite suddenly, but players probably are not aware. Perception 20 to know something is wrong, 18 to notice (unless watching the Pod Race, then automatic). Nothing eminent or immediate happens however, so just seems to be another night on Naboo with a failing infrastructure. Any attempt to reach Vis, Parrlay, or Theed will result in failure, but not super uncommon for the past month.

Someone can attempt to make a run to the next town in a speeder, which will result in them missing the next stage of the scenario (but assured to survive!).

About half an hour later, a task force reveals itself in the town in a pincer movement. An AAT will creep up to the main comms station and fire a plasma shell into the main room. If any players are playing IT specialists, they should be up for a glass of water or bathroom break. Any street patrol characters will spot it, but apart from a surprise shot on it be unable to stop it from blasting the control room through a street level window.

At this point, the whole town will go into alert! In addition to the AAT now opening up with rockets, lasers, and cannons on anything that looks like a threat or a runner, another AAT is pushing in from the west side of town. Patrols of B1 Battle Droids roam the streets with a few destroyers holding major intersections. Players can attempt the following:

A) Stand and Fight! Simply put, the comm array is offline. There isn’t anything that can be done with that and the local jamming towers in place. At least not yet. Characters can only communicate by speaking to each other in person. B1 patrols roam in smaller numbers here, mostly to slow down runners. The patrol numbers are equal to the number of players in the game session, and each section of town has one.

B) Seek and Destroy the Jamming Towers! Localized jamming is still in effect, and removing those tower(s) would help organize resistance locally at the very least. On the outskirts of town, there is 1 tower for every 3 players present. The tower can be shut down from the access panel with a Technology DC12 test or destroyed if it suffers too much damage (AC 8, HP 10). These will be spread around town equally, so players may want to consider splitting up or using a fast means of transport.

C) Flee! Players can attempt to flee New Centriff. They must evade or defeat patrols, the Destroyer Droids, and AATs. Destroy as level 1s is quite unlikely, so it will be more successful if they focus on evading. Use the below sub options to build your fleeing narrative.

Ca)Evasion. Characters can attempt to run through the side alleys and storm drains by making a Lore DC12 or Stealth DC15 to slip away. If caught, run them into a patrol of battle droids. If someone rolls a natural 1, a Destroyer Droid takes a pot shot at that individual (just 1 attack) while everyone else scrambles to safety in the lesser known portions of the city left over from the Monarchy Wars (lots of secret tunnels and passages).

Cb) Escape. Characters can just try to book it.

Cb1) They can try to take a freighter (Pilot DC 12 base, but during take off the AAT’s will make a combined total of 3 shots with the Plasma Cannon. Use +10 attack with the freighter’s AC 18. For each hit, instead of rolling damage add +3 to the DC. If the pilot check fails, it crash lands in relative safety. If failed by 5 or more, the players take 1d10 fall damage and land back in the city. On a natural 1, the ship explodes!)

Cb2) Flash Speeder (or similar transport). Players can attempt to flee in small hover craft if they can get access to them. Pilot DC 12 base for the pursuit. However, each time they wiz past a patrol, droidika, AAT, etc, they will take shots at them, adding DC+2 for each success. (Have the player roll once, and then tick up the DC in secret as the narrative goes on until the speeder is destroyed or they escape!). If the DC becomes to difficult at a certain point, the speeder crashes and players must make a Dexterity Save DC15 or take 1d10 fall damage. They are then prone and on foot again (likely with droids nearby).

Cb3) Surrender/Captured. If they surrender or are captured, weapons are stripped from them and they are processed about 12 hours later into Camp 4, the same prison camp as from Episode 1. This gives a chance for new characters to mingle with old.

If players escape, they can join the underground resistance and meet old characters that did likewise, giving them a chance to mingle.

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

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
Export to Roll20
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.