25 To Rescue PDF
25 To Rescue PDF
In the midst of the Clone Wars, Separatist invaders lay siege to the planet Christophsis, pounding Republic defenders throughout the
planet’s crystalline cities. During the fighting, clone forces learn that the enemy has captured 25 technicians and other civilians. In a
hastily arranged rescue mission, nearby heroes must rush to save as many prisoners as possible before a starship arrives to transport
them offworld. With the majority of clone troops and Jedi engaged elsewhere, it’s up to the heroes to carry the day on their own.
In this encounter, the heroes must rescue captured technicians and civilians from battle droids intent on shipping them to a processing
and work facility offworld. The heroes are assumed to be members of, or at least associated with, the Republic armed forces. This
encounter uses the Christophsis map from the Star WarsMiniaturesClone Wars Starter Set. A similar map may also be found in
the Clone Wars Scenario Pack.
Although this encounter is specifically designed for use in the Clone Wars battle of the planet Christophsis, it can be readily adapted to
other battles, eras, and locations. The GM may replace the unit and character stats in this encounter or simply rename the ones
provided, if they are similar enough. Suggestions for different eras include:
Old Republic: Replace the Separatists with Sith or Mandalorian military units, and replace the clones with Republic troops or Jedi. The
encounter could be on Taris or an Outer Rim world invaded by the Mandalorians.
Dark Times or Rebellion Era: Replace the Separatists with Imperial stormtroopers, slavers, or bounty hunters, and replace the clones
with Rebel troops or operatives. Outer Rim worlds under Imperial martial law or the control of an outlaw/warlord are suitable locations.
New Jedi Order: Replace the Separatists with Yuuzhan Vong and Peace Brigade characters, and replace the clones with New
Republic, CorSec, Jedi, or similar groups. Any planet invaded by the Yuuzhan Vong is an appropriate location.
Legacy Era: Replace the Separatists with Imperial troops and Sith from Darth Krayt’s Empire, and replace the clones with Jedi,
Imperial Knights, or Galactic Alliance personnel. Dac (Mon Calamari) or any other world suffering Krayt’s oppression is an appropriate
location.
During the course of the encounter, the other heroes will gain the opportunity to direct groups of prisoners as they rescue captives from
the droids. Each of these groups also acts as a follower, once under the hero’s control. A hero may direct only one squad at a time,
though the hero may exchange or hand off a group to another character at the start of their own turn.
Setup
The heroes are already on or near the battlefield when they observe or receive reports of droids escorting prisoners to an embarkation
area. If the heroes are members of the Republic armed forces or are Jedi, they are ordered to attempt a rescue immediately. If the
heroes are operating on their own, they receive a request from Republic forces for aid in rescuing prisoners. The heroes are provided
directions, if necessary. By the time they see the prisoners, they are just outside the embarkation area. See the encounter map for hero
and GM character setup locations.
The droids cannot begin embarking the prisoners until the starship arrives at the start of the third round of combat. The ship docks at
the top of the tall building; the embarkation zone is at the base of the structure. Once prisoners are moved into the loading zone, they
are immediately transported up to the ship via a rapid repulsorlift system and out of the heroes' influence. The loading zone may be put
out of commission by overriding the control computer from any station with a DC 25 Use Computer check (the computer’s attitude is
hostile), or by dealing 50 points of damage to the zone.
Read-Aloud Text
When the heroes reach the exterior of the embarkation area, read the following aloud.
Turning the corner, you catch sight of two large groups of prisoners moving toward the massive doors of the embarkation facility. They
are escorted by a number of battle droids. The doors lie across a bridge that spans a depression filled with massive green crystals.
Smoke billows up from below, often obscuring the bridges and ramps.
The prisoners do not seem injured, though they are dirty and tired and show the signs of having marched through the battle-damaged
streets. Debris is scattered throughout the area, with crystal shards ranging from boulder-sized to building-sized blocking portions of
the streets.
Have the heroes make a Perception check. If they make DC 15, they determined that not all 25 prisoners are within view. If they make
DC 20, they realize that there is a mix of B1 battle droid types escorting the prisoners, including standard B1 droids, security B1 droids,
and rocket-equipped B1 droids.
Speed 6 squares
Melee by weapon +9
Ranged blaster rifle +9 (3d8, 1-square splash) or
Ranged blaster rifle +10 (3d8, 1-square splash) with Careful Shot
Fighting Space 2x2; Reach 1 square
Base Atk +4; Grp +10
Atk Options Careful Shot
Special Actions Point Blank Shot
Abilities Str 12, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Special Qualities squad traits
Feats Armor Proficiency (light), Careful Shot, Coordinated Attack, Point Blank Shot, Weapon Proficiency (pistols, rifles, simple
weapons)
Skills Initiative +9, Perception +9
Possessions clone trooper armor (+6 armor, +2 equipment), blaster rifle, comlink
Squad Traits -- The melee attack of a squad is an area attack that affects all squares within reach. The ranged attacks of a squad are
considered to have a 1-square splash. Area attacks deal an extra 2 dice of damage against a squad. A squad cannot be grabbed or
grappled.
This squad is under the control of one of the heroes and acts on the hero’s turn using a Follower Action (see page 35 of CWCG).
Control of the squad may be transferred to another hero as long as the hero appears worthy of the squad's obedience or is in the chain
of command, but the squad does not gain additional actions if transferred during a combat round.
The three escorts continue to direct the prisoners toward the embarkation zone and attempt to stun any who try to escape. The battle
droids also defend themselves but will not fire through the prisoners, since they are under strict orders to avoid injuring the prisoners.
The two on duty within the facility take up defensive positions and coordinate their attacks with other droids once combat reaches the
embarkation facility.
The rocket-equipped droids are escorting one set of prisoners (see map). Once combat begins, one of the droids aids the security droid
in corralling the prisoners and directing them toward the embarkation zone. The other two rocket droids use their rocket packs to attack
the heroes from high above the street or otherwise move to more advantageous positions.
The two security battle droids escorting prisoners do everything they can to direct the prisoners to the embarkation area. They do not
engage the heroes unless confronted directly or they have an opportunity that is too good to pass up. The two security battle droids
within the embarkation zone attack any heroes entering the area. If any prisoners escape, the droids attempt to stun them.
The combined firepower of four heavy super battle droids is impressive. They swivel to target you with arm-mounted twin lasers and a
hulking missile launcher.
B2-Series Heavy Super Battle Droid Squad CL 5
Abilities Str 14, Dex 12, Con —, Int 11, Wis 11, Cha 7
Special Qualities droid traits, squad traits
Talents Keep Them at Bay*
Feats Armor Proficiency (light), Charging Fire, Rapid Shot, Toughness, Weapon Proficiency (heavy weapons, rifles, simple weapons)
Skills Perception +8
Systems walking locomotion, remote receiver, backup processor, synchronized fire circuits, 2 hand appendages, integrated comlink,
plasteel shell (+2 armor)
Possessions wrist blasters (as blaster rifle), missile launcher arm (as missile launcher) with 4 missiles
Squad Traits -- The melee attack of a squad is an area attack that affects all squares within reach. The ranged attacks of a squad are
considered to have a 1-square splash. Area attacks deal an extra 2 dice of damage against a squad. A squad cannot be grabbed or
grappled.
* See The Clone Wars Campaign Guide.
The squad immediately advances to engage the heroes, targeting the most obviously threatening characters first. The droids avoid
making attacks that would damage any of the prisoners. If their initial attacks are ineffective, the squad uses Keep Them at Bay as
often as possible.
A droid very similar to the heavy super battle droids is clearly in charge here. Although it is issuing orders to subordinate droids, is also
clearly not afraid to participate in the battle. The droid swings its guns toward you.
B2-Series Super Battle Droid Commander CL 4
Abilities Str 14, Dex 12, Con —, Int 14, Wis 11, Cha 7
Talents Droid Defense, Keep Them at Bay*
Feats Armor Proficiency (light), Charging Fire, Rapid Shot, Toughness, Weapon Proficiency (heavy weapons, rifles, simple weapons)
Skills Knowledge (tactics) +11, Perception +9, Use Computer +11
Systems walking locomotion, remote receiver, backup processor, synchronized fire circuits, 2 hand appendages, integrated comlink,
plasteel shell (+2 armor)
Possessions wrist blasters (as blaster rifle), missile launcher arm (as missile launcher), 2 unguided missiles, 2 guided missiles
Availability Military; Cost 6,000 credits
* See The Clone Wars Campaign Guide.
The commander positions itself so that it can see as many droids as possible, thereby maximizing the use of Droid Defense. It uses its
missiles as much as possible, but it avoids making attacks that would damage the prisoners.
Prisoners
The prisoners are a diverse group of nonheroic technicians, civilians, and other personnel that the Separatists find useful as labor or
sources of information. Although the droids are under orders to avoid injuring the prisoners, they will not hesitate to stun or incapacitate
the captives to prevent them from escaping. Prisoner squads typically have four prisoners each but may be adjusted by the GM as
circumstances warrant, such as if some prisoners are already lost
to the transport ship.
Prisoner Squad CL 3
Speed 6 squares
Melee unarmed +2 (1d4)
Ranged by weapon +2
Base Atk +2; Grp +7
Abilities Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 13
Special Qualities squad traits
Feats Skill Focus (Mechanics, Use Computer), Skill Training (Knowledge [technology], Use Computer), Weapon Proficiency (simple
weapons)
Skills Gather Information +7, Knowledge (technology) +7, Mechanics +12, Use Computer +12
Possessions none
Squad Traits -- The melee attack of a squad is an area attack that affects all squares within reach. The ranged attacks of a squad are
considered to have a 1-square splash. Area attacks deal an extra 2 dice of damage against a squad. A squad cannot be grabbed or
grappled.
Prisoner Tactics
The prisoners move on the initiative of the battle droids or the hero they are currently following, but they may not take more than one
turn in a round simply by switching between heroes. The prisoners follow all instructions from the droids until their escorts are
destroyed, or until one of the heroes moves adjacent to a squad of prisoners and no droids are adjacent. Squads that are adjacent to
both droids and heroes will not move. Squads adjacent only to a hero will follow that hero's instructions and become that hero’s follower
until escorted out of danger (typically the map edge). The prisoners move on the hero’s turn, using Follower Actions (see page 35
of CWCG).
Conclusion
The encounter concludes once all of the prisoners have been moved either into the loading zone and off the map (by the Separatists) or
off the map edge and out of danger (by the heroes). If the heroes have access to starships, the GM may wish to give them the
opportunity to chase down the transport to free the remaining prisoners.
Streets: The debris-strewn streets provide cover and difficult terrain as indicated on the map.
Light Smoke: At the start of each round, roll 1d20. On a result of 1 to 10, continue play normally. On a result of 11 to 20, smoke billows
up from below, granting concealment to characters on the map areas marked bridge, ramp, and walkway for the duration of the round.
Characters exposed to the light smoke are attacked (1d20+5) against their Fortitude Defense. If an attack succeeds, the character
takes 1d3 points of damage and moves –1 step on the condition track.