Heists (d10)

d10 Info

1

A slimy Hutt needs someone to salvage the computer core and memory banks from a wrecked cruiser that has been sealed away in The Vault of Altair [protected by space beasts], an artificially constructed, abandoned armory orbiting a fiery red sun.

2

An Imperial Intelligence Agent catches you in a dark corner, seeking your aid. The capital city of the planet Varlinaar [core world] has become a den of treachery and malcontent. One of the many entertainment arenas, which host races, card games, and animal fighting pits; has been harboring secret meetings which foment rebellion. The Emperor has shown benevolence and will absolve these traitors, but we need someone who can act quickly without Imperial bureaucracy and destroy this place [stellar phenomena make it difficult to access].

3

A local middle-man working for the dreaded Black Sun Syndicate is looking for a pair of quick eyes to discreetly check up on the activities and defenses of a group of pirates making their base of operations out of an abandoned mine. The Imperial patrols in the area are on the take, so they shouldn’t give you much trouble. [home of a legendary beast, protected by local aliens, surrounded by a junkyard]

4

One of the passengers, a short and squat Twi’lek man who has become embarrassingly drunk, blathers on about seeing the noted assassin droid PLX-8B on the Ptera star system [outer rim], a place unknown to you or your databanks. It has been in hiding there providing security for a small time brothel, though who knows how long it will stay there. If you can capture the droid alive, you might be able to find out the answers to questions plaguing your history [The droid is part of a Crew’s Obligation].

5

A family of Hutts are looking to sub-contract a reconnaissance mission to an abandoned fortress on an uninhabited wilderness preserve at the edge of the galaxy [droids protect it, volcano will soon explode]. Landing pads are at a premium, so you will need to use ground-based vehicles and you must avoid detection by the local sector rangers.

6

A slimy gangster by the name of Dulla the Hutt needs someone to steal a case of prototype blaster rifles from an Imperial outpost in the desolate wilderness in the Parada System (Coordinates 09, 17). Don’t worry though; you’ve got a good feeling about this.

7

A slimy gangster by the name of Fuga the Hutt needs someone to do a little recon on one of the heavily fortified space casinos owned by his rival, Dulla the Hutt, located in the Caarimon System (Coordinates 02, 15). An inside man secretly brought over to Fuga’s side will help you out.

8

Imperial Star Destroyer Commander Daraay has tracked down the location of a personal enemy of his and an arch- traitor to the Empire, a woman named Scoria Felis [Force sensitive exile]. She is hiding in the outer rim Tirsa Star System (Coordinates 07, 92) on an XQ planetary orbital platform [Hidden from the Force].

9

Palea Zapal, a prominent figure in the Rebel High Command, asks you to smuggle explosive devices onto the armed Imperial starship Gorgon and deliver them to waiting Rebellion agents. The starship is docked at the Sienar Fleet Shipyards in the Carrivar Star System (Coordinates 02 ,02). Many Bothans died to grant us the security codes to the starship.

10

The local governor of this colony, Ms. Lilla Harik, asks a clandestine task of you. Her unruly nephew has gotten himself into some trouble with the law whilst aboard the luxury space cruiser Aeon Rose and he needs to be smuggled off of the vessel as soon as possible. Luckily, the cruiser has been delayed due to meteorite damage and is only lightly guarded. It can be intercepted in the Yrrna Star System (Coordinates 01, 18).