Avoiding Undue Attention (AFC)

*Reference Book: Star Wars Saga Edition Unknown Regions*

*Main Page: A Fool's Charge*

*Preceded by Looking for Trouble*

Once the heroes determine that the fighters came from O'reen, they can plot a course for that planet. Unless they drop out of Hyperspace right next to the world, they remain undetected by the orbital patrols. Any heroes who are Trained in Knowledge (Tactics) can make a DC 15 check to deduce that their best option would be to drop out of Hyperspace near the edge of the system and slowly cruise toward O'reen, allowing them get a better look at their destination and reducing their chances of being detected by the enemy.

After the heroes approach within sensor range of the planet, they can see that O'reen is not as deserted as Old Republic records had suggested- in fact, a fearsome-looking battlecruiser orbits the world. Further investigation shows that the cruiser is in the process of being refurbished; surrounding it are dozens of smaller battle frigates and repair barges. These other vessels are of much older designs than the galactic standard, but they vastly outnumber and outgun the heroes. In addition, several patrol ships are skirting the planet, ostensibly to keep anyone from getting too close. All in all, it looks like a small assault force is being assembled, although for what purpose, the heroes can only guess.

Depending on how much information the characters have gained, they have several options for getting by the patrol ships. First, they might simply attempt to slip past the ships using a mix of speed and deft maneuvering, but that will be difficult, and if they fail, the entire planet is alerted to their presence. Another option is to find a blind spot in the patrol ships' flight patterns and sensor equipment, then fly through that hole without drawing attention. If the heroes previously salvaged a flight computer or shifted an enemy pilot's Attitude to Helpful, they can transmit the clearance code they acquired and slip past in plain sight. Using the code identifies their ship as friendly, an added benefit that might prove helpful later.

### I Felt the Element of Surprise Would be Wiser...

It is possible that the heroes decide to pop out of Hyperspace as close to O'reen as possible. Although doing so can provide a military advantage, it also carries a much greater degree of risk, since the ship has to skirt dangerously close to the planet's mass shadow. Plotting a Hyperspace jump to exit with in orbit of a planet increases the DC of the Use Computer check by 10, but if successful, the ship gains the benefit of a Surprise Round. If the Use Computer check is failed by 10 or more, the ship suffers from minor structural stress and power feedback, which causes no damage but provides the enemy with a Surprise Round.

### Finding Paydirt

Once the heroes reach the surface of O'reen, they must track down the cargo that was stolen from the transport ship. Given that the natives are fairly xenophobic, the heroes suffer an unfavorable circumstance penalty to social interactions unless they take the time to alter their appearance so they look like the natives- a simple deception, since the O'reenians are Near-Humans. Even then, any heroes who are not well versed in military procedures might have difficulty, since most O'reenians treat them with the same disdain and scorn usually heaped on civilians.

Eventually, the heroes learn that the contents from the most recent acquisition by the Star Corps' supply raids are held in an analysis station just inside the outermost perimeter of Orbital Deployment Center. Because the garrison-city is heavily guarded and has greatly restricted access, the heroes must come up with an inventive way to get past the guards. Once they are within the perimeter, they can find the analysis station more easily. It is not heavily guarded, and Orbital Deployment Center residents tend to assume that anyone walking around with an armed escort belongs on the site.

*Continued in Armed Withdrawal*