Four hours prior to Episode 1, the forces of OOM-9, EEK-176, and the special commando team collapse on the city of Parrlay in a three pronged assault. Arriving as quickly as they could, the heroes that escaped New Centriff rapidly approach the city. They were too late to stop the assault, but they could assist.
More importantly the national treasure, The Bardottan Sphere, is at risk of being looted by the greedy Trade Federation! With local communications jammed, three droid forces, and a trapped city full of civilians, the fight is truly desperate!
Droid forces intend to annihilate all communications for the planet so Theed can be invaded. With a tight time schedule and high risk of alarms being raised in Theed, they too must race against the clock to secure their goals!
Race: Droid Class I-V, Human, or any Character from Act 1 Episode 2 or 3.
Class: Berserker, Engineer, Fighter, Operative, Scholar, Scout.
Starting Gear: Combat Suit, Blaster Pistol (with 1 extra power cell) or traditional starting gear if applicable.
Parrlay is a fine city. Hosting one of the most prestigious art colleges on the planet, it is highly decorated. Fancy inlays adorn most of the architecture in the streets and buildings. It is slightly marred by the columns of combat droids and screaming civilians fleeing their homes, but at least it looks good while disaster strikes!
Starting Areas: Naboo Characters that were able to flee to Parrlay arrive in speeders, but too late! The attack is already well underway! For my group’s last session, three officers escaped in a Flash Speeder. I decided they took their unarmed speeder and got it swapped out at a police station for an armed one each, but you do as you see fit as the GM!
- The goal of Parrlay fleeing units is to secure The Bardottan Sphere. It is a national treasure, equivalent to the Constitution of the United States. Even if a character is thinking about selling it, they don’t know where to even begin to do so. If they do save the Sphere, they will be handsomely rewarded by the Naboo nobility at the end of Act 1!
New Naboo Characters will start in the city, similar to the setting in Episode 3. They will be equipped with 8 Naboo Soldiers as followers.
- Their goal is to take out the jamming towers. These characters will get bonus reinforcements for each tower neutralized. After each tower is destroyed (AC12, 10 HP) these players may attempt a Persuasion of DC 10. If they succeed, three additional Naboo Soldiers (see end of scenario) join them as followers. Followers that survive stay with the character.
Trade Federation Characters from Episode 2 will start coming from the west.
- Their goal is to silence the main station like before! If they succeed, they will get to gain additional Wargear (upgraded tank optics for a +2 attack bonus, another weapon or munition type like frag missiles, that kind of thing. GM discretion).
New Trade Federation forces work under OOM-9 coming from the east.
- Their goal is to ensure no one escapes. They are to lock down all city gates and intersections. If they succeed, they will gain promotions from Episode 2. It is not intended to allow original Episode 2 Characters to double up!
Battle wise, setup a city map. If you don’t have terrain, or a map, just use household objects like tissue boxes, stacks of books and other things to make a dense urban environment.
Set up the main communication tower in the center. It must be destroyed by the Trade Federation ASAP! A single squad or tank firing at it will destroy, no need to roll. Until it is destroyed, all Trade Federation forces suffer -2 to Attack. Once destroyed, this penalty is removed.
Make sure the Bardottan Sphere is well marked. No Trade Federation characters are interested in this sphere. Freighter Pilots are not either. Naboo characters will regard it reverently. If the Bardottan Sphere is secured (either hidden or taken off map), remaining Naboo forces will gain a +2 attack bonus.
Setup 1 Jamming tower per Naboo player (both from Parrlay and New Centriff). Scatter them around the city perimeter.
Pockets of guards, civilians, and B1 Battle Droids are everywhere. Just assume they are taking care of things themselves and use them as needed to drive the narrative. Otherwise ignore them.
Squads of Droids will be operating in the area. There should be one squad per Naboo player. Spread these out at random across the city as the attack is already underway. These consist of one of the following 50 or less point squads:
- 1 Battle Droid Officer and 4 Battle Droid Snipers.
- 1 Battle Droid Officer and 10 Battle Droids.
- 3 Battle Droid on STAPs
- 1 Destroyer Droid
- 1 AAT
More squads will spawn as needed. It is encouraged for to pressure the players into acting fast. Consider spawning up to one additional squad at the edge of the map for every three players each turn if they are dragging their feet. After the tower is destroyed, the goal of the Trade Federation is to seal everyone in the city.
WOTC Star Wars Miniatures is a fairly simplified game. This is a good introduction game to tabletop games for new players. The following bullet points are the main highlights and are enough to get you through the game.
- Use a d20 for all rolls. AC is just like sw5e system.
- Characters get two actions a turn. Move, Attack, and Interact (as appropriate). Only Move and Interact can be doubled up on.
- All weapon ranges are 12 spaces (or inches if you have no grid map) except for Melee weapons, which are range 1. There is no long range or penalties for using range to attack in Melee.
- Default movement speed is 6 spaces or inches per move action unless stated otherwise.
- Damage is static, it is not randomized with rolls.
- You MUST target the closest enemy model not in cover unless you have an ability that says otherwise.
- If something is intervening but you can still reasonably see the model (such as a corner of the building, friendly model in the way, etc) the target gains +4 AC against that attack.
If all jamming towers are silenced, then both sides of Naboo players may share their objectives and rewards (for New Centriff forces, roll for each tower AFTER the last one falls for recruiting Naboo Soldiers). They are encouraged to work together, with communication getting easier as more towers fall.
Custom WOTC AAT Card (Didn’t exist in WOTC)
Cost: Something more than 50
Hit Points: 140
Defense: 14
Attack: +8
Damage: 20
Special Abilities:
Damage Reduction 10
Missiles 30 (target and each adjacent model rolls a d20, on 11+ they take no damage. On 10 or less they take 30 damage. Replaces Attacks).
Rigid




