SWMG 2014 Act II: Town

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Star Wars MegaGame 2014
Star-wars-logo.jpg
Alpha GM
Lisa
Beta GMs
Adam, Mark, Benjamin, Brendon
Game Time
Saturday, 5 PM - 1 AM slot
Game Year
Post Order 66
Mechanics
Character Creation · Turning Points
Plot
Act I
Entry · One Ping Only
Act II
IT'S ALIVE! · FLIP ZE SWITCH!
Denouement
Coda
Collaboration Notepads
By Group
Adam's Group · Mark's Group
Ben's Group · Brendon's Group
Other
Cerebro's Stats · Enemies

Act II City Locations:

Depending on what track the players took to get into the secret passage, a few changes will be made to each of these locations. The most significant and universal change is the nature of the enemies and survivors. If they made friends with either the imperials or the gangers, their friends will we the survivors and the other group with be the enemies. If both groups don't like them, random civilians will be survivors while both gangers and imperials will be enemies

Small groups of soldiers will be going around as kill teams trying to enforce order with very eager trigger fingers. They will still help agains the wild animals though, particularly if the players appear to be "following orders and staying in line." Their rationality will depend on their starting disposition to the players

Pairs of swoop gangers will be flying around "cleaning up the town" by attacking animals and anyone that looks at them funny. They'll have no sense of collateral damage, but won't target the players if they act "deferential" enough. Their rationality will depend on their starting disposition to the players.

Plenty of civilians will also be in the streets or in their homes, in various states of rationality and combat effectiveness.

The Secret Passage:

Imperial Version: The players depart into the storage room to find a small (five man) team of Imperial Troopers preparing to enter after the characters. They tell the players all hell is breaking loose up above as the obelisk is glowing red and town has erupted in chaos. They'll listen to the players explanations of what happening and/or what they need to do, than call for the lieutenant. They tell the player's the troopers will hold the door and keep the droids at bay and away from the building's reactor. The LT mentions, however, they could really use help upstairs. Go directly to safehouse.

Gang/None Version: The closet you found the secret door in is empty, just as the player's left it. The general alarm and a comm unit left on a shelf should make it obvious to the players they can't just go to the reactor and wait it out. The gadgeteer, however, will realize the power conduit to Cerebro passes through the room. With a couple good rolls he can build a small explosive that will cut the power then the designated comm number is called.

When they finally sneak out of the imperial building, they will eather meet a small group of gang members, who will give them czerka heavy pistols, or will find a survivor, who will give them 'sport' pistols.

The Obolisk:

The players must eaither find a way to knock down the firmly implanted obolisk (would take constuction equipment or simmilar) or must assend the increasingly creepy tower and remove the focusing crystals. (fear rolls, telekenetic attacks, maybe force specter). Tower may be defended by one or two enemies. No survivors will be found here. If this location is not explored prior to Dragon's Assault, the Sith Dragon will destroy the obelisk upon arrival.

The Safehouse:

Imperial: The Imperial Building is the safehouse. They have been trying to let in carefully screened and disarmed civilians while keeping out the animals and armed crazies, particularly the gangs. Note: if the Imperial Building is the safe house, Cerebro is more focused on his attacks, the building is under siege and various infultraters will attempt to gain entry.

Gang: The gang's safehouse is at the swoop garage. They have a couple of guys with rifles up on the roof, and the rest defending the fenced off parking lot as well as they can. They're doing their best to take people in to defend them against the beasts, but they won't take imperials.

Civilian: The safehouse is at Hans' Sporting Goods. (remove the sporting good store encounter). A couple of hunters are up on the roof, while the windows are being boarded up with gunports for civilains to use. Hans doesn't trust the gangs or the imperials, but will take anyone else who doesn't appear totaly crazy.

In every case, the leader of the safehouse will make an appeal to locating missing members of their group around the town, rally them, and send them back to help defend the safehouse. Each safehouse as a supply of basic weapons and equipment the group can use for their missions. Bystanders from any location can be brought to the safehouse for lightside points.

The Armory:

Outside of town, there is a training range where the Imperials store quite a number of weapons, including a couple of heavy repeaters and missile launchers. In another mission is needed, or if they players ask, the safe-house leader will indicate the weapons stored in there would really help keep the place secure. In addition, if Dragon's Assault has already occurred, it will be mentioned that the missile launchers should be able to actually penetrate it's hide.

The armory is under siege by wild animals, though good timing and some kind of distraction will make it possible to get in. Inside two imperials and two civilians (potentially injured) will be inside, armed with rifles. The key was on the rangemaster, who was outside and got devoured by animals. PCs can break into the vault to retrieve the weapons and a couple of power sleds.

The Cantina:

A large bar and grill called The Flaming Cantina is inside town. The people inside, both gangs and civilians, managed to blockade the doors and windows against the beasts, but then turned on each other. Now an unsteady peace holds as each group fortifies a room or corner of the cantina. The PCs must talk down each group into going with them, and letting them work together to make a run for the safe-house. There are several injured. The number of survivors vs. dead will be based on how long the obelisk was up. If the obelisk is still up, infighting will break out during the escape.

Hans' Sporting Goods:

(Only use if Imperial or Gang) Owned by hunter Uno Hans, Hans' Sporting Goods is a good place to recover low-end weaponry and survival goods. A number of civilians, including Hans himself, will be defending the building. The enemies know about these weapons and gear aswell, and are trying to fight their way in to recover them for themselves. If this location is explored after Dragon attacks, it will be clear to the PCs the building cannot survive a direct attack by the dragon. the PCs must talk their way in the back door, and convince the civilian leader, Hans, that the store needs to be abandoned in favor of the safehouse

The Starport

The PC's ship is here, but slow and unarmed, it's less then useless right now. The only other ship docked here, a YT-1300 fighter, took off as soon as things started going down. The animals are running wild around the wide open expanse of the spaceport, but with so much space, the density isn't as heavy as it is in some parts of town. A number of people and droids can be found huddling in various outbuildings or cargo barricades. A few imperials and gang members can also be found here reacting accordingly.

Most important after Dragon Attacks, the Spaceport also contains a trio of automated quadguns. The PCs will have to sneak and/or talk their way past the civilian & imperial survivors in the command building to get at the AA activation controls. Once activated, the AA guns will drive the dragon off to the far side of the town and away from both safe houses.

The Airspeed Hanger:

Not important until after Dragon Attacks, there is a crate with a pair of Imperial T-47 Airspeeders. If the PCs can convince a pair of pilots to go with them, they can pull these aircraft out of storage and get them launched against the dragon. If the players choose to go up against the Dragon themselves, this can be used as the climax, otherwise, it will simply pull off the dragon until later. If these are launched with the AA already running, the dragon should be destroyed.