- Home
- Dave Wolverton
Star Wars Missions 007 - Ithorian Invasion Page 4
Star Wars Missions 007 - Ithorian Invasion Read online
Page 4
Momaw Nadon looks at you as they do so, and he says softly, “My people need a leader who knows how to fight. You must show them the way.”
The Ithorians rush out of the armory, bearing weapons. One of them tosses you a shield — good protection when you’re running down a hall toward armed foes.
“To the command center!” one Ithorian shouts, and he rushes down a corridor. Several Ithorians follow him.
You chase after them, over an access bridge and up a hallway. Everywhere that you and your cohorts run, you see Ithorians by the score. They all begin to shout excitedly and raise their fists into the air.
You sprint toward the command center, and suddenly there is an explosion ahead. The Ithorian in front of you is cut down by blaster fire. Ahead and behind you, Ithorians and stormtroopers exchange fire.
You raise your shield. The corridor fills with smoke from the weapons. You fire blindly and rush forward. A blaster bolt shoots overhead, and you duck to the floor.
Ahead, dimly, you see where stormtroopers have thrown some chairs down into the hall as a barricade.
One of them spots you.
To fight the stormtrooper: Choose your weapon. Add your weaponry# to your weapon’s mid-range# for your confront#. Roll the 6-dice.
If your confront# is equal to or more than your roll#, add the difference to your MP total. It’s a perfect hit. You may now proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total. Add +1 to your confront# for your new confront#. Repeat the confront using the new confront# until you succeed.
Through the cover of the smoke, you rush toward the barricade. Other stormtroopers are wisely keeping their heads down. You want to get as close as possible.
To avoid being spotted: Your stealth# +1 is your confront#. Roll the 6-dice.
If your confront# is equal to or more than your roll#, add the difference +7 to your MP total. You quietly crawl through the smoke. You may now proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total. A stormtrooper spots you and shouts a warning, then jumps up to take aim. You must fight (below).
To fight the stormtrooper: Add your weaponry# to your weapon’s close-range# for your confront#. Roll the 6-dice.
If your confront# is equal to or more than your roll#, add the difference to your MP total. There’s one stormtrooper who won’t ever collect his retirement benefits. You may proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total. Add +1 to your confront# for your new confront#. Repeat the confront using the new confront# until the stormtrooper is just an unpleasant memory.
Blaster fire whips ferociously overhead. The Ithorians behind you are aiming high. You hope its because they know where you are. A thermal detonator comes rolling through the smoke toward you. You see that its red arming light is on. It’s going to explode!
To grab the detonator and lob it over the barricade into the midst of the stormtroopers: Add your strength# to your skill# +4 for your confront#. Roll the 12-dice.
If your confront# is equal to or more than your roll#, add the difference +4 to your MP total. The bomb lofts gently over the barricade. You may now proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total. Try again — quickly! Repeat this confront with the same confront# until you succeed.
Body armor flies everywhere. But two more stormtroopers are rushing at you through the smoke!
You raise your weapon and fire, but find that you’re out of ammo.
To reload under fire: Your skill# +1 is your confront#. Roll the 6-dice.
If your confront# is equal to or more than your roll#, add the difference to your MP total. The new ammo slips in easily. You may now proceed.
If your confront# is lower than your roll#, subtract 3 MP from your MP total. Add +1 to your confront# to get your new confront#. Repeat the confront until you have reloaded the weapon.
Fortunately, the Ithorians keep shooting over your head while you reload. Now it’s time for action! You decide to rush these guys, before they can get under cover.
To kick down the barricade and battle the stormtroopers: Your weaponry# + your weapon’s short-range# + your skill# + your strength# is your confront#. Roll the 12-dice.
If your confront# is equal to or more than your roll#, add the difference +7 to your MP total. You’re so good, you make these heroics look easy. You may proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total. Add +1 to your confront# for your new confront#. Repeat the confront using the new confront# until you succeed.
For making it this far alive, add 40MP to your MP total (60MP for Advanced Level players).
You rush into the command center with the Ithorians right behind you. A dozen Imperial workers are at various monitoring stations.
General Dewes, looking regal in his dark uniform, shouts to one of his men, “Captain, warn the fleet that we are under attack.” At the same moment, a lieutenant raises a sleek blaster and takes aim at you, as if you two were engaged in a gentlemanly duel.
But you must stop these men from warning the fleet at all costs! The Star Destroyers overhead could blow the Tafanda Bay to pieces.
You decide to disable the communications console, while diving away from your attacker.
You may disable the console with Power, smash the console with your strength, or shoot the console.
To disable the communications console (with Power)*: Choose your Object Movement Power. Your Jedi# + your Power’s low-resist# + your skill# +2 is your confront# Roll the 12-dice.
If your confront# is equal to or more than your roll#, add the difference +3 to your MP total. The console is disabled. You may now proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total. You must either smash the thing with your fists, or shoot it (below).
*Note: This counts as one of three Power uses you are allowed on this Mission.
To destroy the console with your fists: Add your strength# to your stealth# for your confront#. Roll the 6-dice.
If your confront# is equal to or more than your roll#, add the difference +4 to your MP total. You leap forward and slam your fist into the console. Sparks fly everywhere, but on a day like today, you feel lightning-proof. You may now proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total. Repeat the confront until you succeed.
To destroy the communications console with your weapon: Add your weaponry# to your weapon’s close-range# for your confront#. Roll the 6-dice.
If your confront# is equal to or more than your roll#, add the difference +4 to your MP total. You hit the bull’s-eye and may proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total. Repeat the confront until you succeed.
The console can never be repaired.
As you roll back to your feet, a dozen Ithorians rush into the room, bristling with weapons. The gun-happy lieutenant gets vaporized, and terrified General Dewes stands, looking pale.
Momaw Nadon enters the command center. He says coldly, “General Dewes, years ago I invited you here as an Imperial observer, to learn our ways, and to prosper from our medicines. You abused my hospitality. It is now time for the Empire to leave.”
General Dewes trembles, and shakes his head no. “I am a soldier under the Emperor’s command. I cannot simply order the fleets away.”
Momaw Nadon stalks toward the general, hands clenched into fists. You hand Momaw Nadon a blaster.
Momaw Nadon raises it to the general’s chest. At that moment, in the utter silence, you hear voices — thousands of Ithorian voices shouting in triumph. At that moment, at least, the Tafanda Bay is free. Mingled among those shouts, you hear gunfire. The Ithorians are defeating Imperial stormtroopers all over the ship.<
br />
You look up at a monitor and see a ship blasting out of one of the docking bays. A nearby Ithorian dives for a console and tries to lock a tractor beam on the fleeing ship. But he’s not familiar with the systems, and the ship gets away.
Momaw Nadon tells his people, “Lock down the city. I won’t have any more Imperials escaping. And get these prisoners to their cells.”
You glance up at a clock in the command center. It reads noon. The Rebels had promised to clear away Imperial Star Destroyers by noon.
You look to a monitor aboard that station, which shows the vessels in the sky overhead. You can still see the big blips of the Imperial Star Destroyers, but suddenly the screen goes white with hundreds of other blips, as Rebel ships drop out of hyperspace. You are tempted to stay and watch the engagement.
“Sir,” you say to Momaw Nadon. “I have business elsewhere.”
First, you must capture the Torturer. Then you will have time to find Grubba
You hear heavy gunfire coming from elevator shafts above. Momaw Nadon says, “I fear we all do.”
You rush down the hall to the hydrolift and jump in. Three Ithorians follow you. You press the button for Level 8. You have been told that is where the Torturer should be.
The hydrolift whirs and carries you upward.
It stops at Level 8, opening wide. You hear the cries of hundreds of Ithorian prisoners, still locked in their cells. The door opens into a room similar to the command center. Six long halls lead out from this room, which is crammed with locking mechanisms and monitors for watching the prison. The room is filled with smoke. A dozen dead Ithorians lay on the floor, and in the center of the room, standing over the bodies, you see three stormtroopers. At their center you see an alien, a lizard man with forest-green scales and a ridge of horns that spread out from his eyes. He wears only a utility belt and a brilliant red cape that identifies him as an Imperial torturer. His excruciatingly long claws are dripping with Ithorian blood. This must be Sir Heiff.
The stormtroopers whirl toward you. You raise your weapon to fire into their ranks, then decide your forces would do better if you spread out and don’t present a single target. You dive behind a console and fire.
To shoot the first stormtrooper: Add your weaponry# to your weapon’s mid-range# +4 for your confront#. Roll the 12-dice.
If your confront# is equal to or more than your roll#, add the difference +5 to your MP total. It’s a perfect shot. You may now proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total. Add +2 to your confront# to get your new confront#. Repeat the confront using the new confront# until you succeed.
The Ithorians are poor fighters. They stand in the elevator, shooting as fast as they can. Some of their shots are wild, and only one other stormtrooper goes down before the Ithorians are defeated.
You glance up, looking for Sir Heiff and the other stormtroopers, but both of them have taken cover and you can’t see them.
Suddenly, the lights in the room go off. You hear an evil laugh from Sir Heiff.
“Welcome to your nightmare,” he says in a deep, rasping voice. “In the icy forests of my home world, I would often hunt at night. You see, I am blinded now, like you are. But I can smell your sweat, your blood, your fear.”
You know that Heiff and the stormtroopers know where you are hiding. You scramble back in the darkness, listening intently.
Suddenly, off to your left, you hear the gentle clack of a stormtrooper’s battle armor as he sneaks toward you. Your back leg rubs up against a weapon on the floor. You pick it up, and toss it toward the stormtrooper.
The weapon hits the floor with a clatter, and the trooper whirls and fires. You see the flash of his blaster muzzle in the darkness.
To shoot the stormtrooper: Choose your weapon. Add your weaponry# to your weapon’s close-range# for your confront#. Roll the 6-dice.
If your confront# is equal to or more than your roll#, add the difference +7 to your MP total. It’s a perfect shot. You may now proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total. Add +1 to your confront# to get your new confront#. Repeat the confront with your new confront# until you succeed.
The stormtrooper goes down with a scream. At that moment, something enormous lands atop you. Claws rip into your arm.
Sir Heiff!
The alien struggles to rip your weapon from your grasp.
To retain your weapon: Add your strength# to your stealth# for your confront#. Roll the 6-dice.
If your confront# is equal to or more than your roll#, add the difference +5 to your MP total. You elude Sir Heiff with your weapon intact. You may now proceed.
If your confront# is lower than your roll#, subtract 7MP from your MP total. The weapon clatters away in the darkness. Choose one of your backup weapons to use for the remainder of this Mission.
After pushing the monster backward you roll to the floor. You shoot blindly in his direction, but in your own muzzle flash, you can no longer see the red-cloaked beast.
In the corridors, on the prison block, Ithorians plead to you, “Open the cells, let us out.”
You back up in the dark and stumble against a console. It has a heavy lever on it that will open the cell doors. “Maybe you can hunt me with tooth and claw,” you tell Heiff. “But you can’t stop all of us.”
You pull the lever. A heavy mechanical thud tells you that the bolts have opened on the locks.
Sir Heiff snarls in the darkness. You fire in his general direction, and though you miss, in the muzzle flash you see him leaping toward you.
You duck and fire.
Heiff lands beside you and bounds away.
You suddenly hear a hydrolift door hiss closed. You run toward it, fearing the Heiff has escaped.
Then you hear a sharp intake of breath, just ahead. It was a trick! He’s getting ready to attack.
You raise your shield to block his blow.
To block the blow: Add your skill# to your stealth# for your confront#. Roll the 6-dice.
If your confront# is equal to or more than your roll#, add the difference +5 to your MP total. Sir Heiff’s bloody claws leave a trail across your shield. You may now proceed.
If your confront# is lower than your roll#, subtract 8MP from your MP total. The shield is knocked back into your face, stunning you momentarily.
Now that you know where he is, you raise your weapon and fire.
To shoot the Torturer: Your weaponry# + your weapon’s close-range# +3 is your confront#. Roll the 12-dice.
If your confront# is equal to or more than your roll#, add the difference +10 to your MP total. You’ve hit him! You may now proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total. You missed, but you located Sir Heiff more clearly in the muzzle flash. Add +2 to your confront# to get your new confront#. Repeat the confront with this new confront# until you succeed.
Add 30MP to your MP total for defeating Sir Heiff (45MP for Advanced Level players).
The Ithorians rush out from their cells and fill the room. One of them turns on the lights.
Sir Heiff is lying in a pool of blood as crimson as his torturer’s robe. He is seriously injured.
“Finish me!” he shouts at you.
The stem Ithorians circle the Torturer.
You shake your head at Heiff’s plea for a merciful death. “You have made your living torturing innocent people,” you say. “I’ll leave you to Ithorian justice. I suspect they’ll treat you better than you deserve.”
You turn away from Sir Heiff. He begins to sob in fear of what the Ithorians will do.
“Can some of you help me?” you ask the Ithorian prisoners. “I’ve got one last piece of business here. Take me to the state rooms, where you keep your visitors.”
A dozen Ithorians escort you to the hydrolift and you head down through the city. To your surprise, the state rooms are in the lower leve
ls, near the landing bays.
All over the ship, you can hear jubilant Ithorian cries. The gunfire has almost completely died away.
The elevator opens into an enormous chamber. Inside are dozens of Ithorians. They have been firing a small laser cannon down a corridor. They are cheering, as if they’ve just won a great victory.
“Who are you shooting at?” you yell.
“Imperial agents,” one of the Ithorians says. “Bounty hunters — a man, a woman, and a Kubaz. They’re retreating toward the launch bays. They won’t get far!”
It must be Dengar, Udin, and Eron Stonefield. You rush down the hall, toward the launch bays. In the heavy smoke, you stumble and nearly fall. Ahead, you hear heavy gunfire and can see a door closing. It’s the blast door for the launch bay. If it closes, you won’t be able to get into the launch bay until the ship blasts off.
You sprint for the closing door, and try to dive through.
To dive through the door: Add your stealth# to your strength# for your confront#. Roll the 6-dice.