Junkyard Wars

CR90 Corvette comes to pick PCs up and take them back to Hoth (actually in a much larger fleet, but much of the fleet is staying on Mon Calamari). During the trip, they are to stop off at an old, abandoned mining operation (formerly supporting a shipyard]]] and scout it for a potential replacement to the Yavin base (abandoned after the destruction of the Death Star). The system in question is small and was mined out a long time ago. It has a small Elom presence, but it's basically very out of the way, and a small Rebel base might be able to be established safely. Additionally, the Elom there are unlikely to be pro-Imperial. Finally, the mining operation is actually pretty far removed from the remaining settlement, so they might be able to even slip in under the radar.

Upon entering the system, the mini-fleet (corvettes, Nebulon-B, some fighter escort) detects more recent activity than expected at the shipyard - essentially, smuggler's outpost and ship graveyard of sorts, basically abandoned (apparently). Legitimately could be an older base that was abandoned since this is not really on any common trade routes anymore. Actually occupied by Imperials that found the operation and drove off/killed the smugglers/pirates. Some stormtroopers still there, and the ISD/cruiser is still hanging about, hidden from scans because it is currently scoping out the planet at the L2 point.

The players head down to the settlement in a YT-1300 attached to one of the CR90s. ISD doesn't show itself until PCs are boots-on-ground. PCs are sent down with orders to check out the situation. While on the ground, ambushed by troopers and ISD comes out. Transport driven off by troopers in vehicles (Assault Shuttle and TIEs); fleet driven off by superior Imperial forces. Enough ships and scraps to hide in, but far superior Imperial numbers. Scans show that some ships are recoverable. PCs need to either hold out for rescue (long time coming) or steal a functional ship.

System Description

The system you're jumping into is a former human colony world. Centuries ago, humans colonized this system for mining and shipbuilding. Heavy metals and other rare resources were easily accessible in the dense asteroid field. After decade upon decade of mining and construction, however, the asteroids were mined out, and the gas giants were deemed too expensive to mine. The shipbuilder abandoned the system, and the system was abandoned shortly thereafter.

The system is small, having only 4 planets mostly centered very close to a young (and very hot) blue dwarf. The only interesting planet from a habitability perspective is a hot Jupiter orbiting at around 3 AU from the star, actually a little inside the human habitability zone. The planet itself is far too turbulent to be inhabitable; periodic great storms sweep across the upper atmosphere with supersonic winds strong enough to overcome all but the most powerful repulsor-stabilizer systems.

Despite being itself uninhabitable, the planet is accompanied by three interesting groups of satellites. The first is a large moon oddly orbiting the L2 Lagrangian point, forever in the shadow of the planet. Residual radiated heat from the gas giant keeps the moon cold but habitable. The main shipyard was once based on and around this moon, but the infrastructure (including the orbiting platforms) have long since been removed.

Though the L2 moon is odd and interesting, the most notable features of the system are the other planetoids shepherding the 3-AU gas giant, orbiting the L4 and L5 Lagragian points. Most of the planetoids at the L5 point were dense with heavy metals; after they were mined out, they crumbled and broke up, and the L5 point now is orbited by a single remaining main body (roughly 1000 km in diameter) with an extensive, if lumpy, ring system. The main body has been mined out to an incredible extent, leaving large hollow pockets in the silica. Scans of the system indicate that the surface is too unstable for landing craft. There is some abandoned mining equipment still on or in the planetoid, but no one has dared try to recover it because of the extensive debris field and the unstable nature of the body.

Finally, we come to the L4 Lagrangian point. The bodies shepherded to this orbit were more silicate-heavy, leaving them more stable after their richer elements were mined out. One of the bodies in particular, a fully spherical body nearly 1400 km in diameter, is heavily cratered. Scans indicate that the craters still hold reasonably breathable air, and the debris field filters out enough sunlight to keep the planetoid cool enough for life. This is the body that the Rebellion is most interested in as a potential base; the craters and debris field together should provide excellent protection from scans, and the planetoid is remote enough that it may be bypassed anyway.

Junkyard Description

The Rebels are sending you down to recon a former mining facility from the days when this system contained an active shipyard. The mine was shut down long ago, but the Rebel leadership wants to ensure that the planetoids are still uninhabited before considering setting up a base in this system. While the main moons of the planet are still sparsely inhabited, the population is fairly isolationist and wants nothing to do with the Empire. Since the system has very little in the way of marketable resources, the Empire has no interest in the system, either.

The facility you will be investigating is built into a double-impact crater on a slightly-terraformed worldlet. The atmosphere, though thin, is breathable for humans and similar life forms. The thin air is exceedingly cold and dry as well; only transported ice remains on the planetoid, with all other water apparently stored subsurface.

The initial sensor scans give you the rough layout of the facility, which is confirmed by your initial flyby. The majority of the facility is covered by a low translucent dome. Similar retractable domes apparently can cover the various landing pads, but all are currently retracted.


A) Large transport parking. The cargo-handling infrastructure appears to have long since been removed, and the landing pads are littered with derelicts in various states of disrepair.
There are about 23 ships in these bays. The count is approximate because some of the things in the bays are only ship-shaped.

B) Medium transport parking. Some evidence of cargo-handling infrastructure remains, but the drones appear to be disabled. Many of the sensor beacons appear to be broken or stripped. Again, the landing pads are littered with derelict vessels, many of which appear to be nothing more than stripped-out hulls.
There are about 16 ships in these bays.

C) Small transport parking. A few derelict ships are scattered about here as well, but the retaining walls appear to have partially collapsed in some of the landing bays. The resulting rubble has made some of the landing pads completely unusable until the floors are swept clean.
There are about 5 ships in these bays, with major components of maybe 3 more.

D) Small spacecraft parking. This area appears to have been taken over by the scrapped remains of a dozen or so speeders, four or five speederbikes, and some scrapped mining equipment.

E) Visitor parking. The wall between the main facility and the landing pads has apparently been reinforced by hull plating, probably stripped from various derelicts that were no longer useful for anything else. Scans indicated that the wall contained turreted blasters, but no power is currently flowing to the weapons. Given the state of the rest of the facility, it seems unlikely they are operational.

F) "Command." Scans indicate that this two-story building contains, for lack of a better word, the main offices of the scrapyard. Sensors, communications, sales, and other operational necessities are likely located inside this building.

G) Sensor masts. These towers stand roughly a story above the rest of the facility and are positioned to scan both the interior and exterior of the facility. Scans indicated the sensors are still operational, though they appear to be functioning only at a very low power level.

H) Reinforced wall. This wall between the visitor parking area and the facility proper has been reinforced against blaster fire. Maybe this wasn't the best neighborhood after all….

K) "The Bazaar." Scans indicated that this area of the interior contains a makeshift array of shelves, carts, and cases. Electronics and droid components seem to be stored here.

L) "The Junkyard." The majority of the facility, deemed "the Junkyard" by the techs on board the corvette, contains various bulk and durable items. Shield components, hull components, and similar rugged items are scattered in clusters of like components all around the facility.

M) Communications antenna. The antenna, apparently mostly intact, has been mounted to the apex of the main facility's dome.

N) Mine access. When this facility was used as a mining facility, this building housed the main shaft access. Since the mine was closed nearly a century ago, the mine is assumed to have long since collapsed.

Viable Ships

These are the ship records the PCs were able to find on the station's computers. Each of these ships is damaged in some way, but they are all viable escape routes.

Sentinel-class Landing Craft


Sentinels are larger landing-craft versions of the Lambda shuttles (like the Emperor's in Jedi).

This one is obviously an older alpha-model Sentinel, produced back before the War. She's probably seen some flight hours, and her markings are all old Republic insignia, significantly weathered. At first glance, it's obvious she could use a fresh coat of paint. She also looks like she was retired after some kind of skirmish - you can still see the blast burns on some of the old ablative plates, and a few pieces are fully burned away. She looks like she took some damage in the battle, but all in all, her hull's probably in decent shape for a 50- or 60-year-old ship. The only thing that really concerns you is the main stabilizer - she looks like she took a couple of good hits to that fin, and it may or may not take well to hard maneuvering.

Scale: Space Transport
Dimensions: 38 meters long
Crew: 2/1 skeleton; 3 gunners
Passengers: 75 troops
Cargo Capacity: 180 metric tons (total capacity, troops or cargo)
Consumables: 1 month
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: yes

Current conditions:

  • Pretty shot up, with damage to the hull plating (-1D base hull rating).
  • Stabilizer damage, but should still be controllable - just may not take well to hard maneuvers (roll for damage if flying hard maneuvers).
  • Sensor indications:
    • Shields are repairable but are currently at half power. Need new charging coil - easy fix, but need parts.
    • Missing ion cannon, but turret is present.
    • Interior is gutted (fitted for cargo, not passengers).

Mu-class Model 2 Shuttle


Though newer than the Sentinel, this Mu also looks like she's suffered a bit more obvious damage. She's set down on jackstands - it appears as though her s-foils are locked and fused in the open position. That might be an expensive repair since it would have to be done in orbit (or very well coordinated with the maintenance facility). However, if taken slowly out of atmo, she may well be a fine craft in open space. She doesn't appear to have any other hull damage, but the s-foil damage appears to be due to something like an object strike, not a weapons blast. That may complicate the repair further, as the entire stabilizer might need to be pulled to fix the servos, electronics, etc. in the joint.

This ship does appear to be a much more recent vessel, however, probably built within the last 15 years. She has Imperial markings, meaning her last service position must have been only a few years ago. However, on closer inspection, the markings are not completely correct for an Imperial shuttle - likely, this craft was last used by pirates and was either captured or abandoned after suffering the visible damage. Generally, a captured craft would be scuttled by the Imperials, not deposited in a junkyard like this one, so there is some mystery as to why the shuttle was abandoned here, though the jackstands may mean that it was just awaiting parts so that it could be repaired.

Scale: Space Transport
Dimensions: 20m long
Crew: 2/1
Passengers: 14
Cargo Capacity: 100 metric tons
Consumables: 6 months
Hyperdrive Multiplier: x2
Hyperdrive Backup: x20
Nav Computer: yes

Current conditions:

  • Port-side s-foil was crushed by some sort of debris impact, meaning it cannot retract for landing. The craft is currently sitting on jackstands with a makeshift loading ramp leading to the ship's entrance.
  • Sensor indications:
    • Electronics fried in port-side s-foil. Airfoils will not actuate in atmosphere. -2D maneuverability code in atmosphere.
    • Massive structural damage on the port side s-foil and ventral port main fuselage. -1D hull for all attacks from the port side.

Maka-Eeekai L4000 Transport


This is easily the oldest ship in the bunch. It may be 80 to 100 years old - that is, if it is an alpha model L4000. The thick layer of grime on the hull makes it kind of hard to tell, though. On the plus side, that grime easily covers up any markings that would still be present on whatever paint might be left.

There is no visible damage on the vessel, but it would be hard to detect minor scoring or similar damage under the grime on the hull. Since this is an older ship, there may be other issues that aren't visible to the naked eye. A closer inspection would be required to ensure that the ship is fully operational.

Scale: Space Transport
Dimensions: 66m
Crew: 2; 2 gunners; minimum 1
Passengers: 9
Cargo Capacity: 140 metric tons
Consumables: 6 months
Hyperdrive Multiplier: x2
Hyperdrive Backup: none
Nav Computer: yes

Current conditions:

  • Filthy
  • Sensor indications:
    • Rusty
    • Turrets fused forward
    • Weapon coils burnt out

Dynamic-class Freighter


This is the newest of the nearby and apparently-operational vessels. It also is the most obviously damaged. This freighter was (very obviously) in a massive firefight. The craft took massive fire to the dorsal and port surfaces. It seems likely that the dorsal fire breached the cargo hold. Thankfully, on the Dynamic freighters, the cargo hold is airlocked to the rest of the ship; if this were a YT-series, the entire ship may have vented atmosphere.

While this ship is badly damaged, it does appear to be flyable. The landing legs are locked, and the craft is sitting on a landing pad; had the craft been adrift in space, recovery would likely have been uneconomical. This ship may have been flown in with the expectation that it would be repaired because of its very young age.

Repairs on this ship will likely be very expensive. However, this ship is by far the most modern vessel on the pads, and the accommodations may well be the nicest around among ships of its size.

Scale: Space Transport
Dimensions: 27m long x 26m wide
Crew: 2; 2 gunners; 1 skeleton
Passengers: 6
Cargo Capacity: 60 metric tons
Consumables: duration without resupply
Hyperdrive Multiplier: x3
Hyperdrive Backup: none
Nav Computer: yes

Current conditions:

  • Serious laser damage, particularly to the dorsal and port surfaces.
  • Blown turrets, both dorsal and port.
  • Sensor indications:
    • Turbolaser pump chambers are half-burned-out, reducing damage dice considerably.
    • Faster sublight engines
    • Faster hyperdrive
    • Smuggling compartment
    • Reinforced shields
    • Shield coils blown

Wayfarer-class Medium Transport


This Wayfarer is an older vessel, by the looks of her at least 40 years old. She looks to be in pretty good shape for her age, though; she's even reasonably clean, considering her placement in a dusty, nasty junkyard. She has no markings and must have been sitting in this junkyard for a reasonably long time; either there is something wrong with her that isn't obvious at first glance or the asking price was too high.

This Wayfarer, like 99%+ of all of the Wayfarers ever built, appears to have the standard hanger module attached. The fittings appear secure from a distance with no sign of the telltale port-45-list of a badly-hitched module.

Scale: Space Transport
Dimensions: 82m
Crew: 10/1 skeleton
Passengers: 6
Cargo Capacity: 220 metric tons
Consumables: 3 months
Hyperdrive Multiplier: x2
Hyperdrive Backup: x14
Nav Computer: yes

Current conditions:

  • None visible.
  • Sensor indications:
    • Blown seals on hanger module prevent the module from holding atmosphere. After breaking atmo, all air in the module will vent to space within 5 minutes.

Space Master-class Medium Transport


This Space Master is a relatively new ship, considering; she's probably only 20 years old. She's still marked as a Sullust trade ship, which means she was probably retired due to operating costs. Like all of the Space Master-class freighters, she's shaped like the bastard love-child of a YT-1300 and a Nebulon-B Frigate. The weak point of any design like that is, of course, the main spar connecting the crew section to engineering. This ship doesn't show any buckling or bowing of the spar, so her structural integrity is probably still good. There aren't any cargo modules currently attached to the spar, but the Space Master was a very popular vessel, and the cargo modules are widely available and relatively inexpensive.

Scale: Space Transport
Dimensions: 80m long
Crew: 8/skeleton 1
Passengers: 4
Cargo Capacity: 19,000 metric tons
Consumables: 3 months
Hyperdrive Multiplier: x2
Hyperdrive Backup: x10
Nav Computer: yes

Current conditions:

  • Missing cargo modules.
  • Sensor indications:
    • Hyperdrive Controller damage
    • High Hours Engines
    • Missing Medical

Session Outline

Promotions on Mon Calamari

Promotions and commendations
Venn: Commander
Tam: Lt. JG
Rourke: Chief
Sidara: Master Sgt, Purple Heart
Orden: Lt. JG
Kane: Lt.
"Silver Star w/ Aleraanian Cluster"

Arrival in Tipara System

Corvette named "Hammerhead"

8000 feet ASL, 2-3 Celcius
Door (H) cracked about 2.5 meters

dead sullust in command, also stormtroopers
hid in bazaar
put together laser cutter
found by stormtroopers; ran and hid toward south
- rourke injured (side), Venn grazed and hit chin on i-beam, bit tongue
found more DB in center - sullust x2, human x2, twilek, rodian
Kane found PDA in nicer-dressed human's pocket
Kane left thermal detonator for guards - shrapnel event
Hack into system, find out about ships
Try to get to Dynamic - under heavy guard. Spotted, need to run; head back north
Go steal 3 speeders, 2 speederbikes from D. Fly up above crater.
Tam positioned at B; trying to get aboard Mu and send it up using program Orden wrote
Tam then takes Sentinel
Orden & Venn go to A - send speeder at Lambda, then try to get aboard a ship.
Rourke and Kane do same at Dynamic.
Tam badly injured by e-web, manages to make the Mu after 4 minutes. Crawls off under debris, but not in good shape, and Imperials hunting him down. Got to e-web and laced it down, shooting at Imperials. Crawled onto Sentinal slowly after firefight.

Meanwhile, Rourke and Venn drop down, head for L4000. Second round running, gets shot in the back, but blast vest takes it all. Makes it to ship. Coughs, but starts.

Orden sends speederbike, takes out e-web; Kane shoots other, taking it out. Drop down and run for Dynamic. Makes it, but Orden take a hit on the leg. Takes off; mishap locks turbolaser turret straight down. Second mishap dodging returning Lambda results in engine cutout and refire.

Clusterfuck of collisions - takes out Dynamic (amazing roll on Lambda pilot's part)
Venn picks up Kane and Orden.

Sentinel finally raised shakily skyward. Makes it to orbit, then drifts. Dock, find Tam badly shot up. Head to Belderone to try to get some repairs patched together.

Decide to sell L4000 for money to repair Sentinel.

Tam's Actions in Junkyard Escape

Meanwhile, Tam is trying to execute his part of the plan. His goal is to launch the Mu on a preprogrammed course, with any luck drawing away at least some of the guard protecting the other servicable craft. He would then make his way to the Sentinel and do his best to get it into orbit for a rendezvous with the other captured ships.

Upon launching himself over the crater wall, Tam learned that the guard wasn't as light as expected in the medium-transport lot. Four separate E-Web emplacements had been stood up by the defending stormtroopers. The only real advantage was that the majority of their fire arc had been positioned to defend the entrance, not the crater; after all, that's what the shuttles were for. He was also lucky enough to take out one of the emplacements with his rocketing speederbike, giving him a momentary surprise-induced respite from the heavy fire. Hiding in the debris field, he managed to make it nearly to the Mu shuttle and his first mission objective. Unfortunately, this is where Charlie showed up to dance the foxtrot.

Just as Tam began to break for the Mu, one of the stormtrooper patrols cleared nearby cover on their routine patrol. They managed to get the drop on him, firing and damaging his armor, and more importantly, forcing him to circle behind cover again. As he circled to the other side of the Mu to try again, the patrol managed to get eyes on him again. Their shots this time managed to connect with his left arm and his helmet (blowing his comm unit apart in the process).

Tam was relatively safe while on board the Mu, but he had no way to communicate with the rest of the team. They were still depending on him to launch the decoy. He analyzed the situation and decided to take the risk. Firing off some of his autoinjector doses, he programmed the Mu to launch after a short delay (thanks to Orden's preprogrammed instructions). He then fought his way off the Mu, in the process setting off his final stun grenade underneath the nearest E-Web emplacement. He quickly swung the gun over toward another emplacement, locked it down, and tied off the trigger, blanketing the neighboring position with suppressing fire. Using that as a distraction, he circled around toward another position. As he closed in, the fire team managed to rake a shot across his blast vest. He took the fire team down (thanks in part to his drug-enhanced senses), but his blast vest was essentially so much rubbish.

With three of the four known E-Web emplacements down, Tam then tried to get to the Sentinel. While he made that run, one of the Stormtrooper patrols made it to the lashed-down E-Web and realized there was no one occupying the position. That stormtrooper grabbed the blaster and fired wildly at the sprinting Tam. As luck would have it, he managed to land a lucky (but solid) volley, dropping Tam mere meters from the entrance to the Sentinel.

In desperation, Tam tripped the last of his autoinjector doses, pumping enough synthetic adrenaline into his bloodstream to let him crawl his way onto the Sentinel. Still clutching his now-useless blaster rifle, he slammed the door shut just seconds before a stormtrooper fire team would have reached the ship. Tam then bled his way onto the bridge and somehow managed to drag himself into the pilot's chair, barely managing a shaky liftoff as the stormtroopers pelted the Sentinel's armor with blaster fire.

Tam passed out at the station after managing a rough course to orbit. A few minutes later, he woke up briefly to comm the team, whose status he still wasn't sure about. He then decided he wasn't quite through passing out yet, so he returned to finish that up.

When the team finally docked with the Sentinel in orbit, they found Tam slumped at command still loosely clutching his blaster-riddled blaster rifle. The team quickly removed him to the L4000 for treatment.

Rourke's analysis of Tam's condition isn't good. He's been shot repeatedly. His chest armor is completely destroyed, and his left arm is badly injured. Most of his equipment is damaged or destroyed, including his blaster rifle and the portable scanner he had been carrying. She also pulls the empty autoinjector off of him, a surprising find due to the expense of purchasing one and keeping it stocked. She spends the next few hours in medical with Tam, stabilizing him enough that he can make it back to better hospital facilities on Belderone.

Tam on Belderone

After his hospital stay on Belderone, Tam was reduced to being armorless, cashless, and nearly weaponless on an unfamiliar planet while still ostensibly responsible for the lives of his teammates. With his personal equipment still stored back on Hoth, his Rebel-loaned equipment damaged beyond usefulness, and his autoinjector emptied, Tam determined that he desperately needed to acquire some new equipment. Venn had given him leave for more than a week to recover, so Tam took advantage of the free time to ingratiate himself with local law enforcement, such as it is. With Belderone located so close to the Tion Cluster (and, hence, contested space), the planet is rife with smugglers, and the laws are loosely enforced at best.

Tam spent some time identifying some smugglers currently on-world, then brought Orden into the loop to help him determine if any of them were working at cross-purposes with the Rebellion. She was able to identify three particular wanted individuals who appeared to habitually attack Rebel freighters, either as privateers for the Empire or simply believing them to be easier pickings, she could not tell for sure. Only later did she think to question why Tam was asking about these individuals….

Meanwhile, Tam borrowed armor and weaponry from the ship, quietly hunting down two of these smugglers and apprehending them for the bounties on their heads. In the process, he managed to anger a local bounty hunter (by apprehending his man out from under him). Thankfully, the local bounty hunter, a Rodian named Quiila, was unable to identify or tail Tam… for the moment.

In return for his actions, Tam was able to get his hands on 3,500 credits. He also stole some items from the smugglers' hauls, specifically a blaster carbine and a blaster rifle.

Orden interrupted Tam's hunt for the third smuggler, confronting him about his side job. She wasn't happy about his use of her intelligence for personal gain, though she was at least partially convinced he was doing this for the team. She was at least convinced enough that she agreed not to disclose his activities to the rest of the team.

Tam spent the last day of his freedom hunting down some additional "necessary equipment" before returning to help finish the repairs on the newly-christened Prospect.

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