Another one of my "stock" adventures I finished writing for my gaming group. Please feel free to provide constructive criticism. Also available on my Google Drive here .
Raiding Imperial Shipping
Dooma informs the party she has information about an Imperial weapons shipment coming out of the corporate sector. This would be a prime target for her Rebel cell, unfortunately, they are still recovering from the beating they took on their last mission. Coordinates have been provided where the convoy is expected to drop out of hyperspace for refuelling. This would be an excellent place for an ambush. The composition of the convoy is unknown, but logic would suggest there is one tanker, one cargo vessel and one light cruiser.
In order to successfully raid the convoy the team will have to devise a method to complete the following:
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Disable or Destroy the convoy escorts
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Board the bulk freighter
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Neutralize any guards on board
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Transfer the cargo
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Escape before reinforcements arrive
DISABLE OR DESTROY THE ESCORTS:
Along with the light cruiser escorting the convoy, there are also six TIE fighters. Ion cannons from the Skip-ray can be used to disable the ship. The TIE fighters will need to be destroyed.
Other options would include using a distress beacon to pose as a disabled ship and then take the cruiser from the inside while the convoy is refuelling.
BOARD THE BULK FREIGHTER & NEUTRALIZE THE CREW
Skullduggery (3 purple) can be used to bypass the hatch locks.
Mechanics (2 purple) can be used to cut the hatch open. This will kill everyone inside.
There is a squad of 12 stormtroopers on board guarding the cargo.
TRANSFER THE CARGO
Most of the cargo containers are full of standard issue E-11 blaster carbines.
A Brawn (2 purple) check will be needed to move the crates by hand
An EASY perception check (1 purple) will reveal the multiple crates of blasters
+1 Success = one crate of 5 heavy blaster rifles
+1 Advantage = noticing the tracking device in each crate
+2 Success / Triumph = One case of 12 demolition charges.
ESCAPE
The team will have 1d12 rounds of combat to disable the cruiser, destroy the tie fighters and board the ship before reinforcements arrive.