View Full Version : You're ship is caught in a tractor beam...

10 February 2002, 06:57 PM
...of an Imperial Star Destroyer, Victory class. You're are a Level 3 Human male soldier on board an Mu-3-class Troop Shuttle with a Level 3 Human Male Scoundrel and a Level 3 Trandoshan Male Soldier. You have an R2 Unit as well. You busted out of hyperspeed due to the Imp ships large mass...you believe that a human female, whom you're trying to find, is imprisoned aboard the star destroyer. Question...how do you escape, rescue the girl, and move on?

10 February 2002, 07:47 PM
that depends....

Is the party more of a shoot'em up type, or a bunch of sneaking around types...or the in your face bluff...

1 - shoot em up.
Get captured, then escape and rescue her.
Go into bay, crash ship for diversion, fight way to detention block.

2 - sneak
Hide in ship, steal uniforms, put binders on wookie...you get the idea.

3 - bluff
Use uniforms you have hidden, bluff way to detention block, fight way out if necessary.

Hey, if you are the GM I hope YOU have figured a way to do it.
Dont get me wrong, it may be the way the players come up with, but never present a problem that does not have at least one solution.


10 February 2002, 08:15 PM
Hmmm...here is what my players might try.

1. Fire a proton torpedo at the tractor beam to destroy the generator and escape the beam.
2. Fly directly at the bridge of the Star Destroyer like a madman and attach to the back side like Han Solo did in The Empire Strikes Back.
3. Enter the SD, using zero gravity suits to access a side hatch.
4. Stealthily rescue their comrade from under the SD crew's noses.
5. Float away with the garbage, again ala Mr. Solo.

10 February 2002, 09:13 PM
Well .. seeing as the girl is ON the Star Destroyer. The best way to do it would be the way Mr. Solo did it when the rescued Princess Leia from the Death Star (I know they didnt know it at the time but hey .. the situation is roughly the same).

They would pretty much have let the ship be captured. However, if you have any dudes that are force sensitive .. how about using the power of the schwartz .. I mean force. :D :p

They could affect the minds of two of the guards and coax them into handing their uniforms over. Then, disguised as stormtroopers, get into the prison bay and conduct a "prisoner transfer" ... real orginal dont you think? :p

However, unlike the movie, the heroes could fail their rolls when the try these things out. So, say for example the affect mind doesnt work, they would get captured and taken to a cell bay ... which they find out .. through a number of skill checks .. is right next to the cell bay where the girl is at. They would have to figure out a way out of the cell bay etc etc. This would get them using their skills that hey have assigned ranks to.

I am currently running a mission that requires my PCs to do this. They are finding it a little difficult .... some have even realised that they shouldve been a little more careful in the skills they chose and specialised more. They are barely getting through at the moment, the die have been good to them. Also, I have been rolling below 10 every time which kinda sucks. :mad:

Oh well. :rolleyes:

Random Axe
11 February 2002, 06:47 AM
Call me nuts, but by the way your question is phrased, it sounds like you're NOT the GM, and you're a PC looking for ideas on how to get out of (or into) this latest mess.

So here's what you do.

Hide everyone in the engine room, erecting a radiation-safety screen to block their life-scanning sensors. Simultaneously launch an escape pod rigged with explosives, so that if the SD doesn't decide to blow it away, it blows up anyway. This hopefully will have the effect of fooling the Imps into thinking there's no one alive on board yoru ship.

So the Imps tractor your ship onboard and send in a search team to doublecheck. Your characters find some way to distract or overpower the troops. You can then pretend you are the guards and say you found a prisoner (A la Solo & Luke with Chewbacca on the Death Star), or say you found nothing, and you go off exploring disguised as stormtroopers; or you simply sneak off the ship when no one is looking.

Then you find the detention centre (brig) to find your missing girl, and fake either a prisoner transfer to a new cell block or you fake an executive order to escort the prisoner to the commander for personal interrogation.

If all else fails, start blasting.

11 February 2002, 01:46 PM

I'm generally of the opinion that running around a Star Destroyer is really dangerous and that you're most likely to get killed. But if you've gotta do it...here's what I'd recommend.

1) Try stealth, and the instant steath fails, get the mission done as quickly as possible. Once the Imperials know what's up, they'll be organizing.

2) Keep moving. Stay in one place too long and you will get found and trapped.

3) Create diversions. Crash computer systems, blow up fighters, shoot up the cafeteria (that's sure to demoralize!), whatever. So long as the enemy is paying attention to something besides you.

4) Into the garbage chute! Don't take the expected route. It's too easy to block off with a legion of stormtroopers.

Keeping those rules in mind, you should be able to move around the destroyer without a huge amount of trouble. You will, however, have three problem spots.

1: Getting off of your ship. The Imperials are probably going to search the ship, and they're probably going to have troops waiting when you land to do just that. Take 'em quietly, then try stealing the uniforms. It also might be possible to head out of the ship in an alternate way and hide in the bay. Uniforms are a gamble, because if they catch on you're in trouble.

2: Getting into the detention cell. I don't see any way to do this without a massive firefight, unless you somehow arrange a prisoner transfer (which means hacking into the computer to change the orders, which still might not work if they double check with an officer somewhere). Shoot straight and fast, then leave quickly.

3: Getting away from the destroyer. They're probably going to shoot at you when you leave. Try to steal a good ship on the way out, and then hope for some bad gunning on the Imperial side.

12 February 2002, 02:42 AM
hmm..what i would do? i know that my players would do one of three things.

one player would let himself get captured while the other would hide. as the one player has a communications package as headgear (he is a slicer type and decided that cybernetics was the way to go), he would keep the players updated via subvocal communication, as well as give them the layout of the star destroyer as he sees it on his journey to the detention block.

the others would wait until the bay is mostly clear and then sneak off their ship. at this point the group will split up with a small portion heading to a secondary com center (as R2 and C3P0 did) where they will not be noticed and the stealtheir members heading two places..engineering and a laundry facility (tell me they don't have them :p ) to get uniforms so that they can move about fairly easily. in engineering areas they locate the weapons controls and disable the weapons and the tractor beams (one would argue that he would do it permanently) then the less stealthy group still hiding in the com center would head for the detention center via the route that the prisoner took.

meanwhile the prisoner would be trying to take apart his cell using his multitool finger (cybernetics rules with me allow for some interesting adaptions) and attempting to contact the other prisoner.

once the group finished their mission they would bast up the docking area and make haste off the star destroyer. the pilot would take this opportunity to empty his entire magazine of proton torpedoes at the bridge section and then beat feet for the nearest jump to anywhere.

chance to succeed as planned? 25% (and that is being generous), nothing ever goes as planned.

12 February 2002, 05:15 AM
lets see
I once got caugth by tractorbeams and ordered the pilot to shoot 3 proton torpedo's at the beams, luckaly my mission wasnt to rescue someone aboard that ISD.
In case of a rescuemission i wouldnt be doing that, i would try to con my way in.
or as told before let them capture me and once in detention break lose and make some distraction while you flee

13 February 2002, 07:50 AM
My take? Here goes:

Get captured by the beam. Since it's an imperial shuttle, try and bluff the guards who come on board. If all else fails, start shooting and hope that things work out for you... You could try and shoot out the tractor beam with a proton torpedo or something, but then you are still left unable to save the character on board the ship. Better to let your ship get captured and then work something out when on board the VSD.

Donovan Morningfire
13 February 2002, 12:14 PM
Was in a group under a similar scenario. Here's what we did, and from the sounds of your group may work for them as well. While we had a slightly larger group, it may still be plausible.

First, powered down and let us be taken aboard. When they come to inspect the ship, the firepower guys (in your case the Soldiers) do what the do best and start a running gun battle, leading away from the shuttle and just try to cause as much merry hell as possible. (Something that should be easy for PCs)

Second, the Scoundrel sneaks out of a side hatch or whatever, while the ruckus is going on, and proceeds to sneak about the ship. If he can snag an Imperial officer's uniform, that makes his job a lot easier. Get into the detention block (several ways of doing this). Option we used was the computer whiz sliced into the computers and arranged a prisoner transfer (the person we were after), and both he and another PC (slicer dressed as Imp officer, other PC as Stormtrooper) walked in, got the prisoner, and walked right out.

Meanwhile, after some prearranged signal/amount of time, the Soldiers start heading back for the shuttle. Ideally, if they can take out several power generators in engineering, all the better.

Group rondevous at the shuttle and blasts off, prisoner freed and lots of dead/embarrased Impies. :D

While that was overly simplified from what actually happened, it may provide a good basis for your PCs to run off of.

13 February 2002, 02:42 PM
The old "prisoner transfer gambit" has been used so many times, to such a degree of success that it kinda makes you wonder why it still works. Tho I do have a pet theory:

A long time ago, in a galaxy far, far away. . .

. . . there was a glimmer of intelligence in a young Imperial officer's eyes.


"Yes, Lieutenant. What is it?"

"Well, sir, I was going over some data and I thought you might find this interesting."

The captain crossed over to his young subordinate and leaned over his console. "Go ahead."

"Yes, sir. I was looking at ways to increase our prisoner retention in the detention area, as you requested. And it seems that during 62% of routine prisoner transfers, a prisoner has escaped, or been rescued." The captain nodded, and the Lieutenant continued. "Furthermore, from our data, 94% of all prisoners who escape or are rescued manage to get away from us during these transfers. Only 6% escape by other means."

"That's very interesting. I assume you saved all this information to a file?"

"Yes, sir. I did."

"Good." The captain again nodded, this time a bit more crisply than the last. "Delete it immediately."

"Sir?" The lieutenant was stunned. "I thought perhaps you could submit this data to Sector HQ?"

"I said delete it, Lieutenant!"

"But, but, Sir," he pleaded, "think of how many prisoner escapes we could prevent if this information was distributed among the Sector Commands."

The captain leaned in very close to his subordinate and lowered his voice almost to a whisper. "So what you're telling me, is that you would like to draft a report that would draw the attention of senior military commanders and politicians that not only outlines but highlights your inability to contain prisoners despite the fact that they haven't invented a new trick to accomplish their escapes in years? And further that when the same trick was played you couldn't even detect the pattern and put a stop to it without broadcasting your incompetence to the Imperial High Command? Is that what you want to do?"

The younger man swallowed hard. "Um... no, Sir. I guess don't."

The captain straightened and returned to other tasks. In his absence the lieutenant let out a long, slow breath that he hadn'r realized he was holding - and hit the delete key.

13 February 2002, 08:58 PM
Hehehe. I wouldnt be suprised if a lot Imps actually DID that Gully, since admitting to fault like that would often cause demotion, reallocation to crap locations ... or a potential choke hold by Dark Helmet .. I mean Darth Vader. :D

Such is the life of an Imperial Officer. Make sense to join the Rebellion dont it? If you get caught doing the wrong thing .. you end up the same way an Imperial doing the wrong thing would.

Wade Trenor
14 February 2002, 03:34 AM
I was unnerved when I saw Gulmyros' post. I had just put down "Tales from Mos Eisley Cantina: The Stormtrooper's Tale" where a very similar story was told, but with a less sympathetic CO. 8o

As for how to attempt the rescue? I'd go with the Bluff method. If another option is required, I'd support both Random Axe's or Donovan's ideas. Don't follow the path Solo and co took, as it only leads to a messy death in a trash compactor.