Rebel Breakout Conversion Questions

By angelicdoctor, in Star Wars: Age of Rebellion RPG

I am planning on running the old West End Games' Rebel Breakout adventure using Age of Rebellion rules and I have come upon a few things I am having a difficult time with in my conversion efforts. Your thoughts on how I, as the game master, can apply AoR rules to the following situations would be greatly appreciated.

Encounter 5: The Cave-In.

  • I am thinking that I should allow a Medium Athletics check to avoid falling down and being buried. How much damage should a buried character take?
  • Those that avoid falling and being buried still risk being hit by falling debris. Should the debris get to roll a combat check say at Short range? What would be the positive dice I should add to its pool? What should be the damage? Should this be adjudicated differently?

Encounter 6: Firefight

  • During the attack, a missed shot from a stormtrooper hits a pipe which emits steam. I am thinking adding +1 for concealment.
  • The steam also might injure a PC. Should the steam get a combat check or should I apply the Fire, Acid, Corrosive rules from EotE? Perhaps the PCs get to roll an Athletics check to avoid taking damage? What rating should I give the steam?

That is all for the moment. I am quite tired and need to turn in shortly. Thanks, all.

Edited by angelicdoctor

Encounter 5

There are several methods you could take with this. Personally, I like the idea of having the failure/Threat determine damage. Start with a base damage. 6 (soakable) sounds fair. And have them take additional damage equal to the number of extra failure generated in the result.Additionally they suffer a number of strain equal to the threat generated. On a despair find something fitting on the critical injury chart and apply that.

For the debri question, I would take a similar approach. Whenever possible, put the rolling power into the player's hands. So rather than occasionally making attacks against a player, instead call for coordination or agility checks and calculate the resulting damage similar to the cave-in approach..

Encounter 6

The missed shot affect sounds exactly like something I would use to flavor advantages/threats being used. The handy chart in the CRB (I'm away from both my beta book and my EotE core book so I can't quote the page) that talks about using Advantages to grant an enemy a setback and threats to give your players a setback, steam from a pipe sounds like perfect flavor text for this.

Actually hurting a PC could give a way of describing a despair. I would have a despair or maybe 3+ threat (or maybe 2 advantage on an NPC's attack) cause the burn quality on a player. I don't use the burn quality enough to tell you what the rating should be, nor do I recall off the top of my head if soak applies, so if it doesn't, maybe burn 3. If you go the despair route, have an NPC or two in the encounter with the adversary talent so you actually have a chance of this happening. Otherwise, save your dark side destiny points for this occasion. Despairs are rare in my game,

I love your suggestions. Very simple and elegant. Thanks. I shall have to use your recommendations as models to follow for the remaining encounters contained in this introductory adventure.

Okay, I've worked on the following conversion notes for Rebel Breakout. Let me know what you think.

Episode One: Deo's Route

Encounter 1: Stormtroopers! notes:

Need NPC stats for R2-D0. See AoR Beta entry on pg. 221 Astromech.

Encounter 2: Into the Tunnels notes:

N/A

Episode Two: A Dangerous Tour

Encounter 3: The Mynock Nest notes:

Use Mynock stats from EotE, pg. 413.

Encounter 4: Heavy Blaster Blues notes:

Use 3 times the number of Stormtrooper to PCs in minion groups of 3 each. Use Heavy Repeating Blaster from AoR Beta book, pgs. 117-118. Use Stormtrooper Specialty Corps: Storm Commando stats on AoR Beta pg. 217 for the gunner.

Encounter 5: Cave-in notes:

Cave-in requires an Athletics check made at Average difficulty to avoid falling prone and becoming buried alive. Each additional Failure equals one extra damage. Each additional Threat results in one Strain suffered each. Despair results in a Critical Injury. Base damage is 6.

Those who remain standing must roll an additional Coordination or Agility check to avoid falling debris using the same damage results as above.

Successful Easy Brawn rolls will remove a buried PC.

Encounter 6: Firefight notes:

A squad of 3 Stormtrooper minions engages the PCs in a firefight in the corridor at medium range. Roll Vigilance for Initiative. A combat check on either side may result in a blasted steam pipe on a Threat or Advantage result depending on the actor. Until the characters and/or the stormtroopers move to another corridor, all shall suffer two setback when aiming for their opponents due to the steam.

If the PCs achieve at least two additional advantage or a Triumph, the steam from the pipe comes into contact with one of the stormtroopers with a burn rating of 3. This effect may work in reverse to the advantage of the stormtroopers as well. A result of Despair on a missed shot from a PC may also activate this hazard to the PCs detriment instead of the stormtroopers. The steam will continue to be a hazard until the affected actors move to another area.

Encounter 7: Subterranean Explosion notes:

To access the PA system, the actor must roll a successful Hard Computers skill check.

Encounter 8: Firestorm notes:

To open the blast door, the actor must roll a successful Average Mechanics or Hard Skullduggery check.

To avoid becoming overcome by the heat, the players must make an Easy Resiliance Check. Failure means that the character suffers strain equal to the number of Failures. Threat adds a number of setback dice to any checks made while still in the presence of the heat and despair may result in a critical injury.

At the other end of the corridor, a PC must make an Average Mechanics or a Hard Skullduggery check to open the blast door.

Episode Three: Across the Chasm

Encounter 9: The Main Shaft notes:

The Winch

In order to climb down successfully to level 2 (D), the players must make successful Easy Athletics checks. To get the winch working requires an Easy Mechanics check.

Getting to level 2 (E) requires an Average mechanics check to attach an additional rope or cable to the winch and an additional Average mechanics check to get the winch working. Any uncanceled threat may mean that the winch breaks free but catches in a tangle of cables and remains usable. Multiple threat means that the winch shorts out leaving whatever is hanging half way between level 1 and level 2. Despair means that the clutch slips without warning and stops three levels down and just before the flames. A successful Easy mechanics check gets the winch working again.

Stormtroopers Arrive

Add one setback to either the stormtroopers or players if cover is taken either at the top level or second level.

Use the Imperial Army Officer stats for Barezz.

Stormtroopers and PCs are at medium range from each other.

If the PCs make their way across the chasm using Deo's net, each round spent on the net means that the PC shall need to make successful Easy Athletics checks to hang on. After the third round successfully climbing on the net the PCs make it to the other side. Any PC hit by a blaster bolt and the Stormtroopers achieve a Triumph on the roll means that that character is shot off of the net unless they make a successful Average Coordination check to hang on as a reaction. Characters who fail this check may try another Easy Coordination check to try and grab onto something before being engulfed in the flames below. If failed again, they may try another time but increases the difficulty by one step until they fall past the 4th level. Any character falling past the 4th level becomes engulfed in the flames and must make a new character. While characters are on the net, the troopers suffer not the setback die to hit.

If Barezz has any uncanceled threat as he makes his throw, allow a PC a chance to kick the thermal detonator off the edge with a successful Hard Brawl check.

Episode Four: Final Flight

Encounter 10: The Cavern

Tiree is suffering from a Critical Injury that will require an Average Medicine check to get him back on his feet.

Escape Ship

Use Y-Wing stats per AoR Beta on page 181. PCs need to make successful Easy Perception checks to locate the Y-Wing fighters 'hidden' in the cavern. PCs without the astromech must make successful Average Astrogation checks to punch in the correct hyperspace coordinates. Pilots must make successful Average Piloting (Space) checks to make it out of the cavern unscathed. Despair results in a minor collision with the cavern walls and/or ceiling on vehicle's way out. Uncanceled threats results in an equal number of system strain. Failure results in hull trauma in association with scratching the surfaces of the walls or ceiling without actually colliding with the surfaces.

Rescuing Stranded or Captured Rebels

As above, pilots must make successful Average Piloting (Space) checks to avoid damaging the craft while they attempt any rescues.

Into the Wild Blue Yonder

Attempting to fly through the tunnels will require pilot checks as above. Trading shots with the AT-ATs resolve as normal per combat rules between vehicles. AT-AT stats on page 179 of AoR Beta book.

Edited by angelicdoctor