Chaos on Kessel (EoD)

*Reference Book: Star Wars Saga Edition Scum and Villainy*

*Main Page: Escape or Die*

*Preceded by Getting Off Kessel*

**SETUP:** This encounter serves as the climax of "Escape or Die."

Once the heroes have bribed a supply shuttle pilot into being Helpful, he agrees to land his shuttle on the landing pad during the heroes' next rest period, load as many inmates as he can aboard, and fly them all to Nar Shaddaa. Because landing without authorization will draw fire from the guards in the towers, though, he insists that the heroes stage a riot to distract the guards. Unfortunately, Solvek and his gang take advantage of the chaos to settle the bounty hunter's score with the heroes.

Set up the map as indicated (see below). The heroes can set up anywhere in the landing pad, inside the fences.

### Read-Aloud Text

The action begins when the landing pad controller notices an inbound shuttle and relays this information to the guards.

***Your rest period on the landing pad is interrupted by a strident alarm, accompanied by a guard's voice on the loudspeaker. All inmates exit the landing pad immediately!" That's the signal-the prisoners nearest the guards rush the gates, trying to batter their way through.***

***Across the landing pad, you see the bounty hunter, Solvek, motion to his cronies. They begin moving toward you.***

## Encounter Setup

* (S) Solvek
* (G) 12 Guards (as Heavy Stormtroopers)
* (P) 20 Prisoners (as Thugs, Rebel Troopers, Elite Rebel Troopers, or Assassins)

### Tactics

Solvek does not have time to be tricky. He sends his troops (Rebel Troopers) to Grapple the heroes and waits for an opportunity to Aim (so he gets the benefit of his Deadeye Feat). If the combat comes to him, Solvek tries to keep his opponents Flanked between him and his troops.

Once the rioting starts, the guards immediately recognize that a prison break might be occurring and make sure that all the doors are locked. The guards on the ground (in the fenced-off areas, or inside the building) hold their stations unless someone gets through the gates, in which case they use deadly force.

The guards in the towers, meanwhile, open fire on any prisoner who is actively engaged in fighting a guard; if no prisoners are in line of sight, the tower guards open fire on any prisoners who do not lie flat on the ground.

### Features of the Area

The area around the landing pad has the following features:

**Illumination:** The landing pad and the interior of the building are well lit, but the tunnels into the mines are not lit at all.

**Fences:** Most of the fences are electrified, except for at the various gates. Each round a character touches an electrified fence, make an attack roll (1d20+5) against the target's Fortitude Defense. If the attack succeeds, the target takes 2d6 Stun damage and is pushed 1 square directly away from the fence. If the attack fails, the target takes half damage.

**Doors:** All doors in the facility are locked (DC 25 Mechanics check; DR 5, 15 Hit Points).

**Gates:** Each gate is locked (DC 25 Mechanics check; DR 5, 15 Hit Points). A character can attack through the gate at a -2 penalty, or batter down the gate (DR 3, 25 Hit Points).

**Guard Towers:** Once inside, it takes 10 squares of movement to reach the guard platform at the top of the tower.

**Assembly Area:** The guard stations in the infirmary and processing center look into the assembly area. Anyone in a guard station can remotely unlock the door from this area to the landing pad as a Move Action.

**Processing Center:** This area is used for searching prisoners. Anyone in the guard station can remotely unlock the door from this area to the assembly area as a Move Action.

**Holding Cell:** The guards use the holding cell to detain prisoners who have been caught with contraband or who otherwise are in need of disciplinary action. (They keep prisoners here until they establish control over any other prisoners who might still be in the landing pad area.)

**Infirmary:** This area is used to treat minor injuries (which means applying a Medpac and sending the inmate back to work). Inside a locked cabinet (DC 20 Mechanics check; DR 3, 10 Hit Points) are a total of eight Medpacs. Anyone in the guard station can remotely unlock the door from this area to the assembly area as a Move Action.

**Surgery:** This area is used to treat major injuries and, occasionally, to conduct lifesaving surgery. The prison doctor (as Rebel Trooper but substitute Treat Injury for Initiative) is normally in here. Unless the heroes have made previous arrangements with him, he leaves as soon as the alarm sounds.

*Continued in Conclusion*