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Adventure - Bacta Heist
Adventure - Bacta Heist
Mini-Adventure Module
Jeff Greening
Table of Contents
Episode 1
Heatherdowns Hotel
Page 4
Episode 2
The Tallaani Shipyards
Page 8
Episode 3
Seizing the Bacta
Page 17
Episode 4
The Trap is Sprung
Page 23
Index
Page 25
Credits
Converted from “The Bacta Heist” by West End Games
Conversion by Jeff Greening
When the Rebel Alliance was routed
from Echo Base, it was forced to
abandon a large amount of vital
supplies. The Alliance, now
recovering from that setback, is
suffering a severe bacta shortage.
The call has gone out to Rebel
operatives – as well as privateers,
mercenaries and smugglers – to
focus their efforts on obtaining
bacta for the Alliance’s pilots and
soldiers.
Introduction
“The Bacta Heist” is designed for a
group of four to six Rebel Characters.
The characters need to capture a bacta Episode One:
transport and deliver its precious cargo
to the Rebel Alliance. First, they need The characters arrive at the Heatherdowns
Hotel and Track on the planet Tallaan to
to steal the Manta-class starfighters
meet a Rebel sympathizer, Hamar-
necessary to capture the transport. Chaktak. Hamar is a Herglic merchant who
offers to help them steal a bacta transport
Modification Options to embarrass the Empire and assist the
Alliance. In reality, he intends to betray
With some modifications this them and claim the insurance for the
adventure can suit other types of transport (which he owns).
Characters. A group of bacta pirates,
smugglers or privateers would clearly
find the target vessel a worthy prize. Episode Two:
With some additional modifications,
The characters infiltrate an orbiting repair
the bacta transport would make an depot at the Tallaan Shipyards in order to
excellent target for a team of Alliance steal several Manta starfighters, which
SpecForce troops. they will need for the hijacking.
Hamar’s suite is located on the 22nd Try to introduce Hamar to the characters
floor. The suite consists of a sleeping before this adventure starts. He is the
chamber for himself and his assistant sort of Herglic who hedges his bets, and
Valka, and a large entertainment area may well have performed some relatively
safe services for the cell in the past (but
with a tranparisteel wall overlooking nothing to suggest he owns a bacta
the track. This tastefully decorated shipping operation).
area is filled with over-sized stuffed
repulsor-couches, comfortable hover-
chairs, and several greel wood tables. The Bacta Heist 4
Hamar’s Plan
Following the race, Hamar gets down hull and capture the ship from the inside.
to business, and tells them what they Finally they must flee into hyperspace to
must do to capture a supply of bacta – transfer the bacta to the Alliance.
intercept and hijack a bacta transport
en-route to its hyperspace jump
without harming its precious cargo. To Hamar suggests that the best place to
pull this off , the characters must first obtain Mantas is the Tallaan Shipyards
go to the Tallan shipyards and steal a Orbital Starfighter Repair Depot, both
few Manta class Starfighters. Using because its security is relatively light, and
the starfighters unique magnetic because he has managed to obtain a
docking capabilities , they can attack schematic of the complex, which he
the transport and attach to it’s hull. provides (Pages 11-12). Also on the map
Then, using zero-g suits, the characters are coordinates for the orbital depot and a
can cut a hole through the transports time. Hamar notes that the best time for
the attack comes in two days, when its
orbit carries it farthest from the docked
Imperial Star Destroyer Razor, giving the
players extra time to escape the system
Rolling the results of the race are similar with the Mantas.
to rolling for initiative before combat.
Each creature / rider pair makes a skill roll When the characters are prepared to
based on the creatures’ Brawn and the launch their stolen Mantras, they signal
riders piloting skill. Compare the results to one of Hamar’s container ships present in
determine the winner.
the shipyards. The container ship then
Name Skill Odds begins to lumber away from the shipyards,
passing the depot. Using the Mantas’
Wishful Thinking 5-2
magnetic clamps, the characters land on
My Princess 4-1 the passing container ship to piggyback
into hyperspace to the rendezvous point.
Fanciful Illusion 5-1
Last Gala 12-1 Once away, they can plan their strike on
the bacta transport. Hamar claims to have
Triumpha 5-4 access to the shipping manifests and
Second Wind 7-1 schedule of a smaller independent bacta
shipping company.
Lady Avallia 10-1
Thunderbird 4-1
After the characters arrive at the Using Lamuir VII's moon for cover, the
rendezvous, Hamar invites them to characters attack the transport with the
land in his corvette, the Crusader, and Mantas. The transport is escorted by six
join him for a briefing. Hamar's techs TIE fighters. After dealing with the TIEs,
get to work repairing any of the they land the Mantas behind the cockpit
Mantas that need further servicing. but in front of the bacta holding modules.
Using plasma cutters, the characters are to
enter the transport, subdue any guards,
and take control of the vessel before
escaping to hyperspace and another
rendezvous with Hamar.
Preparations
Before the characters depart, they have an
opportunity to repair any damage to their
own ship. As Hamar mentioned, his tech
staff has seen to repairs on the Mantas. In
addition, Hamar loans the following
equipment to the characters:
• 1 Vacuum suit / player
• 1 breath mask / player
• 1 plasma cutter / player
• 2 stimpacks / player
Trouble Arrives
When things are at their most tense,
the Freeworlds cavalry arrives. As the
assault on the transport began, the
convoy broadcast a distress call back to
Lamuir IV. Lamuir IV planetary law
enforcement dispatches a Tapani class
assault frigate to give assistance. A
Average [ ] Computers Check (if
the characters gain access to the
cockpit) reveals the frigate's approach If the characters react quickly enough,
vector. they can plot a hyperspace route with an
Average [ ] Astrogation Check and
escape. As the frigate closes, it demands
the characters power down the transport's
engines and prepare for boarding. If the
characters resist (remember, their ship
should be nearby), the frigate opens fire
with ion cannons in an attempt to disable
the characters' ship and the transport.
26
The Bacta Heist
Index 2: Station Staff
Print and cut out for reference during encounters
Index 3: Station Ships
28
The Bacta Heist
Index 4: The Imperial Forces
Print and cut out for reference during encounters
Index 5: Capital Ships
Orbital Starfighter
Repair Dome
(Cross Section)
B-12 Bacta
Transport