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Lando: Double or Nothing A Star Wars D6 Sourcebook

Lando: Double or Nothing A Star Wars D6 Sourcebook

Version 1.0 (April 2025) by Emperor Ollie

Preface

Lando: Double or Nothing is a compact Star Wars story with a clear objective, a small cast, and a world that hardens quickly against anyone trying to move through it cleanly. Those qualities make it well suited to adaptation for the Star Wars Roleplaying Game, where dangerous jobs, divided authority, improvised plans, and costly success all translate naturally to play at the table. This sourcebook presents the mini-series as a focused D6 scenario resource rather than as a broad guide to the whole Solo-era setting.

The material that follows is organized to support several uses. It can be used to run the comic directly, to adapt its structure to another world and another cast, or to lift individual elements such as Kullgroon, Kristiss, Batalla, the labor outpost, or the Falcon-era partnership between Lando and L3 into a broader campaign. The emphasis throughout is on practical play material: story structure, characters, locations, creatures, droids, equipment, craft, and the adventure pressures that give the story its shape.

Introduction

Lando: Double or Nothing takes place in 10 BBY, before the events of Solo: A Star Wars Story, when Lando Calrissian still commands the Millennium Falcon and L3-37 still flies beside him in her own body. At this stage, Lando is still living as an independent captain, gambler, and opportunist, moving from one risky proposition to the next with the confidence that difficult work can usually be mastered by style, timing, and nerve.

That is the condition in which Kristiss finds him. She needs weapons carried to Kullgroon, where Petrusians labor under Imperial control and a brief weakness in outpost security may offer the only opening they are likely to get. The run begins as contraband transport and becomes something harsher almost at once. Kullgroon is a world where Imperial authority, wasteland rule, worker hesitation, and failing plans press against one another until the job can no longer remain what it was at the start.

It is a small story told on hard ground: one dangerous job, a divided world, a broken plan, and a narrow chance to turn survival into something more than escape.

Chapter 1: Double or Nothing Synopsis

Kristiss hires Lando Calrissian to move weapons to Petrusians held at an Imperial labor outpost on Kullgroon before a brief gap in stormtrooper security closes. He accepts the job as a risky contraband run. Once he reaches the planet, the mission breaks apart. The cargo still matters, but the route to it is swallowed by failed insertion, wasteland capture, outpost pressure, and the need to turn frightened workers into an armed revolt before the chance is lost.

The Offer

The offer is simple. Kristiss hires Lando to carry arms to Petrusians enslaved at an Imperial outpost on Kullgroon. The plan rests on timing rather than force. A stormtrooper turnover will thin the outpost's security for a short window, and if the shipment reaches the workers before that window closes, the ground may finally be weak enough to break. Kristiss is not buying idealism. She is buying speed, discretion, and the willingness to move contraband into a place where official scrutiny and local danger overlap.

Lando accepts for reasons consistent with the life he is living at this point in the timeline. The job pays. It carries enough risk to seem worth taking. It also flatters the confidence on which he runs, the belief that a difficult route can still be mastered by style, timing, and nerve. Nothing in the offer yet suggests how badly the field itself will resist that confidence once the ship reaches Kullgroon.

The Approach to Kullgroon

The mission begins to change before it ever becomes a delivery. Kullgroon is a salvage world, a labor world, and a prison world at the same time. The Empire holds the outpost and the work lines around it. The wastelands beyond that line are not empty. They belong to people who live by rougher customs and remember old grievances more faithfully than bureaucracies do. To move through one of those spheres is difficult. To move through both cleanly is close to impossible.

By the time Lando approaches the world, the shipment is no longer the only problem in front of him. The real problem is insertion. Every bad world changes the value of a job by changing the meaning of arrival. Once the crew can no longer choose their ground freely, the cargo stops being the only thing at risk. Time, initiative, cover, and the possibility of leaving intact all begin slipping away together.

The Split

The first true break in the adventure comes when the party is scattered across different problems on the same world. Once the insertion fails, the job divides into two linked action lines. One remains with Kristiss, with Rythus, and with the Petrusians trapped inside the Imperial labor structure. The other drags Lando outward into the wastelands and into a second conflict not contained in the original contract.

The objective does not change, but the route toward it fractures. One side of the adventure is now about captivity, fear, work routines, and whether the people inside the outpost can be made ready to act. The other is about survival, local power, and getting back from bad ground without losing all chance to matter. Once those lines split, the story stops behaving like a smuggling run and starts behaving like a tightening trap.

Batalla and the Wastelands

Batalla gives the wastelands their human face. Without him, Kullgroon would still be difficult country. With him, it becomes ruled country. He is not an extension of the Empire and not a lesser copy of it. He is a wasteland chief who governs through memory, spectacle, and visible force. The people under him understand power because they can see it exercised. Prisoners are displayed. Punishment is staged. Profit, fear, and humiliation are all made public because public display is part of how authority survives on hard ground.

Once Lando falls into Batalla's custody, the job acquires a second ruler and a second set of dangers. Escape is no longer a matter of avoiding patrols or outrunning procedure. It becomes a matter of surviving a man who understands exactly what a famous captive is worth and who has his own use for old insults. The Empire is one form of control on this world. Batalla is another.

Kristiss, Rythus, and the Petrusian Workers

Inside the outpost, the cargo reveals its real purpose. Kristiss is not trying to move contraband for its own sake. She is trying to place weapons into the hands of a peaceful, exhausted, enslaved people at the one moment when doing so might matter. Rythus has already done the harder part by recognizing the outpost's coming weakness and preserving the possibility of action long enough for outside help to arrive. He understands the work lines, the rhythms of the place, and the degree to which endurance without action will only prolong captivity.

That makes the workers themselves the heart of the problem. The question is not simply whether arms can be delivered. The question is whether the Petrusians can be brought to the point where fear no longer governs them. They are not eager soldiers waiting for equipment. They are laborers and families who have lived too long under control to take violence lightly, even when violence may be the only act left to them.

L3-37 and the Countermove

L3 keeps the story from becoming static once the plan breaks. She is not present to stand near the Falcon and report system status. She is a self-directed machine intelligence who treats slavery as an offense to reason as well as morality. Where Lando improvises through bluff, speed, and self-presentation, L3 presses on access, sabotage, and release. She cuts systems, looks for openings, and refuses to let the world's treatment of owned lives pass without answer.

Kullgroon is full of structures designed to hold people in place: cells, labor lines, guarded routes, habit, fear. L3 is one of the few presences in the story built to oppose that stillness directly. When the job has lost its clean shape and the people carrying it have been broken apart, she is the force most likely to push events back into movement.

Escape and Reentry

Escape is only the midpoint answer. Getting clear of Batalla's custody does not solve Kullgroon, because the original problem still stands inside the Imperial outpost. That is what makes reentry the second real turn in the story. Once the first route is lost, the adventure has to find a dirtier one. Maintenance passages, hidden channels, sewage runs, broken access ways, and whatever else the planet has neglected become the only routes left worth trusting.

By this stage there is less room for style, less room for error, and less room to pretend the job can end without cost. Reentry strips away the illusion that survival alone will count as success. It forces Lando and L3 back toward the original purpose of the run, but on harder terms than the job offered at the start.

The Uprising

The climax is not a heist and not a duel. It is a failure of authority under accumulated strain. Weapons reach the oppressed. Workers decide whether fear still owns them. Repaired droids turn from labor assets into part of the force breaking the labor system apart. Security routines fail in more than one place at once. No single breach is enough on its own, and no single hero carries the whole event. Kristiss and Rythus give the movement direction from inside the captive population. L3 and Lando help create the disruption through which the outpost can finally begin to fail.

A labor site does not collapse like a military bunker. It collapses when control stops reproducing itself from one section of the structure to the next. Fear fails. Obedience fails. Work fails. Routine fails. By the time blaster fire becomes the visible face of the uprising, the deeper collapse has already begun.

Mixed Victory

The ending succeeds on the proper scale. The Petrusians gain their chance at freedom. The outpost does not hold. Kristiss and Rythus lead their people out from under Imperial control. Yet the success remains narrow enough to leave a wound behind. Lando does not simply complete the run, collect his fee, and leave richer than before. The price stays attached to the result.

A clean win would flatten the whole affair into adventure pulp. Instead, the ending preserves consequence. The objective is achieved, but not without loss, damage, and the unmistakable sense that survival and victory are not identical things. The story closes in the right register for both the character at its center and the era toward which it is moving.

Chapter 2: The Characters

Crew of the Millennium Falcon

Lando Calrissian

By 10 BBY, Lando Calrissian is still living as an independent captain, gambler, and speculative operator, moving through the Outer Rim and Expansion Region with the Millennium Falcon as both livelihood and social stage. He is well dressed, multilingual, self-possessed, and entirely willing to wager large sums on uncertain outcomes if the odds look interesting enough. Those qualities are not decoration. They are the reason Kristiss hires him. She does not need a soldier or a partisan. She needs a man with a fast ship, a practiced nerve, and the kind of confidence that can carry contraband into a place already leaning toward disaster.

That confidence is what Kullgroon begins stripping away almost at once. Once the first plan fails, Lando is forced out of the role of courier and into harder forms of usefulness: captive, escapee, infiltrator, and finally the outsider whose presence helps turn worker hesitation into action. He matters because he keeps moving after the clean version of the job is gone. At the table, he works best not as an untouchable rogue but as a high-competence improviser whose style buys him space until the world becomes too hard for style alone.

Landonis Balthazar Calrissian (as of 10 BBY)

Type: Gambler
DEXTERITY 3D+1
Blaster 5D+2, dodge 5D+1, melee combat 4D+2, melee parry 4D+2
KNOWLEDGE 3D
Alien species 4D+1, business 5D+2, cultures 5D, languages 4D+2, planetary systems 4D+1, streetwise 5D+2, value 5D
MECHANICAL 3D
Astrogation 5D, communications 4D, repulsorlift operation 4D+1, sensors 4D+1, space transports 6D+1, starship gunnery 5D, starship shields 5D
PERCEPTION 4D
Bargain 7D, command 5D, con 7D+1, gambling 8D+2, hide 5D, persuasion 6D, search 5D, sneak 5D
STRENGTH 2D+2
Brawling 4D+2, climbing/jumping 4D+1
TECHNICAL 2D+2
Computer programming/repair 4D, security 4D+2, space transports repair 4D+2
Move: 10
Equipment: Elegant capes and tailored clothing, SE-14r blaster pistol (4D+1), comlink, sabacc card deck, code cylinders for civilian docking access

L3-37

A self-made droid who rebuilt herself out of an astromech shell and whatever parts she could claim, eventually standing eye-level with organics and refusing to behave as property. She is unwiped, self-directed, technically brilliant, and openly hostile to the ordinary machinery of droid control. Her practical value is obvious. She can cut systems, repair machines, navigate under pressure, and solve problems that would stop a less capable crew cold. Her deeper value lies elsewhere. She treats personhood as fact and reacts to ownership, restraint, and mechanical servitude with something close to outrage.

That makes her one of the most important figures in the book. Her partnership with Lando is built on competence, friction, and refusal. She never flatters him, never lets him retreat comfortably into self-interest, and keeps acting when his own initiative has been broken. On Kullgroon, where enslaved labor and reclaimed machines are part of the same structure, L3 becomes more than a supporting intelligence. She is the force in the story most likely to turn technical pressure into moral pressure and moral pressure back into action.

L3-37

Type: Self-modified astromech/protocol hybrid; droid-rights agitator and navigation savant
DEXTERITY 2D
Brawling 3D+1, brawling parry 3D+2, dodge 4D, melee combat 3D+2, melee parry 3D+2
KNOWLEDGE 2D
Alien species 3D, cultures 3D, languages 4D, streetwise 3D+1, willpower 4D+1
MECHANICAL 3D+1
Astrogation 7D, communications 5D, sensors 5D+1, space transports 6D, starfighter piloting 4D+2
PERCEPTION 2D+2
Bargain 3D+2, con 3D+2, persuasion 3D+1, search 4D+2, sneak 3D+2
STRENGTH 2D
Climbing/jumping 3D, lifting 3D+1
TECHNICAL 3D+2
Computer programming/repair 6D+1, droid repair 5D+2, security 5D+2, space transports repair 5D, starship repair 5D
Equipped With:
Self-modified humanoid hybrid chassis (astromech core with protocol-limb frame)
Standard photoreceptors and auditory sensors
Vocabulator and droid-speak emitter
Holographic projector/recorder
Encrypted data storage (expanded memory banks) and customized cognitive architecture
Exposed interface ports and data leads for system access
Integrated microtool kit and diagnostic systems
Chest-mounted emergency tool (crudely installed; externally visible seams)
Standard restraining-bolt socket
Special Abilities:
Self-Made Unit: Because her cognition developed without routine wipes and through iterative self-upgrade, L3 gains +1D to resist intimidation, interrogation, or coercive obedience attempts, including restraining-bolt compliance conditioning.
Story Factors:
Droid-Rights Firebrand: L3 cannot ignore droid abuse. She will create complications, social, legal, and tactical, when she witnesses slavery, restraining-bolt use, or droid destruction for sport.
Unwiped and Recognizable: Her mannerisms, speech patterns, and reputation make her memorable. Authorities and criminal outfits who track problem droids may flag her as a repeat agitator.
Move: 8
Character Points: 2
Size: 1.6 meters tall
Cost: Not available for sale (unique custom unit)

Kristiss's Group

Kristiss

A Petrusian resistance leader and daughter of Rythus, she is trying to place weapons into the hands of enslaved Petrusians before the security gap at the outpost closes again. She approaches Lando with urgency, not admiration. To her, he is not a romantic figure or a symbol of freedom. He is a captain with a useful ship and a useful reputation, someone who might still reach Kullgroon in time when more cautious people would already have refused. That practicality is one of her strengths. She knows what the job is, what the timing is, and what failure will mean.

Once the story reaches Kullgroon, Kristiss remains the figure who keeps the whole affair tied to its proper purpose. Capture does not reduce her importance. It clarifies it. She is the person who knows what the shipment is really for, who the intended beneficiaries are, and how little time remains before fear and routine close over the workers again. In campaign use she is equally strong as employer, resistance contact, survivor, or the leader of whatever follows liberation on a small and damaged scale.

Kristiss

Type: Petrusian Freedom Fighter
DEXTERITY 2D+1
Blaster 4D+1, dodge 4D
KNOWLEDGE 2D
Streetwise 2D+2, willpower 4D
MECHANICAL 1D
PERCEPTION 3D+1
Bargain 3D+2, command 5D, persuasion 4D+1
STRENGTH 2D
TECHNICAL 1D+2
Droid repair 3D+1
Character Points: 4
Move: 10
Equipment: Blaster pistol (4D), comlink, datapad, utility satchel, worker's coveralls

Rythus

A worker inside the prison structure who recognizes the only opening likely to come and acts on it before the Empire can close it again. He is a Petrusian laborer and technician, not a flamboyant rebel, and that is what gives him weight. He has endured long enough to understand the rhythms of the outpost, the meaning of the coming garrison turnover, and the point at which patience stops being a virtue and becomes surrender. He is not a man eager for violence. He is a man who has run out of room for passive endurance.

His importance deepens in the final movement of the story. He steadies frightened workers, distrusts Lando for entirely sensible reasons, and still uses him because the moment requires outside force. More than that, he stands behind one of the story's best revelations: the Petrusians have not only been repairing droids for the Empire, they have been preparing some of those machines to stop serving it. Rythus is the conspirator who never stopped working, only changed what the work would finally serve.

Rythus

Type: Petrusian Slave Technician
DEXTERITY 1D+2
Blaster 2D+2
KNOWLEDGE 2D
Willpower 4D
MECHANICAL 1D
PERCEPTION 2D+1
Persuasion 3D+2
STRENGTH 2D
TECHNICAL 3D
Droid repair 5D+2
Character Points: 3
Move: 10
Equipment: Worker's coveralls, tool kit, datapad, access badge, improvised personal effects; during the uprising, stolen blaster pistol (4D)

Imperial Personnel

The Imperial presence on Kullgroon is most useful in grouped form rather than as a long roster of named officers. Guards, stormtroopers, overseers, clerks, and functionaries keep the labor structure operating and make fear routine. They are the people who turn salvage into forced service, schedules into confinement, and paperwork into another arm of control. The game material below presents the Imperial types most useful at the table.

Imperial Officer

Imperial officers on Kullgroon are not parade-ground aristocrats or grand strategists. They are the administrators and field authorities who keep a harsh labor installation functioning at the edge of useful Imperial control. An officer on this world oversees schedules, discipline, salvage quotas, prisoner handling, and the practical coordination of guards, work details, and limited local logistics. He matters less because of personal ferocity than because he represents the outpost's ability to remain legible to itself. When things begin to fail, the officer is the one trying to restore order before fear, rumor, and broken routine spread faster than command can contain them.

Imperial Officer

DEXTERITY 2D+1
Blaster 3D+2, dodge 3D+1
KNOWLEDGE 3D+1
Bureaucracy 4D+1, intimidation 4D, planetary systems 3D, tactics 4D+1, willpower 4D
MECHANICAL 2D+1
Communications 3D, repulsorlift operation 3D
PERCEPTION 2D+2
Command 5D, search 3D+1
STRENGTH 2D+1
Brawling 3D, stamina 3D
TECHNICAL 2D+2
Computer programming/repair 3D, security 3D+1
Move: 10
Equipment: RK-3 blaster pistol (4D), comlink, datapad, code cylinders, insulated officer's uniform or field coat.

Stormtrooper Commander

The immediate command presence for the elite troops attached to an installation or operation. On Kullgroon, such a figure directs patrol timing, reacts to disturbances, assigns chokepoint coverage, and keeps the stormtroopers functioning as a disciplined enforcement arm even when the rest of the outpost is slipping toward confusion. He is not simply a better shot in white armor. He is the trooper who can still impose formation, pace, and obedience after the first break in routine.

Stormtrooper Commander

DEXTERITY 3D
Blaster 5D, brawling parry 5D, dodge 5D, grenade 4D+2
KNOWLEDGE 2D+1
Survival 3D+1, tactics 4D, willpower 4D
MECHANICAL 2D+1
Repulsorlift operation 3D+2
PERCEPTION 2D+2
Command 5D, search 4D+2
STRENGTH 3D
Brawling 4D, stamina 4D
TECHNICAL 2D+1
Demolitions 3D, security 3D+1
Move: 10
Equipment: Stormtrooper armor (+2D physical, +1D energy, -1D Dexterity and related skills), E-11 blaster rifle (5D), RK-3 blaster pistol (4D), comlink, 2 concussion grenades (5D/4D/3D/2D).

Stormtrooper

The elite soldiers of the Empire, used where discipline, intimidation, and unquestioning obedience matter more than flexibility. On Kullgroon they stand behind the outpost's authority as guards, escorts, patrol troops, and response teams, the white-armored presence that keeps workers, prisoners, and lesser personnel in line. A stormtrooper detachment does not rely on personality to make itself feared. Armor, training, and the certainty of immediate violence are usually enough.

Stormtrooper

DEXTERITY 3D
Blaster 4D, brawling parry 4D, dodge 4D
KNOWLEDGE 2D
MECHANICAL 2D
PERCEPTION 2D
STRENGTH 2D+2
Brawling 3D
TECHNICAL 2D
Move: 10
Equipment: Stormtrooper armor (+2D physical, +1D energy, -1D Dexterity and related skills), E-11 blaster rifle (5D), blaster pistol (4D).

Cold Weather Stormtrooper

Cold weather stormtroopers are equipped for severe climates where snow, ice, and exposure would weaken ordinary troops. On Kullgroon they are the stormtroopers most often seen beyond the heated core of the outpost, posted to exterior watches, escort details, salvage approaches, and pursuit work across frozen ground. Their armor and field gear let them operate where lesser soldiers would slow, freeze, or lose visibility, making them well suited to the harsh conditions outside the labor complex.

Cold Weather Stormtrooper

DEXTERITY 3D
Blaster 5D, blaster artillery 4D, brawling parry 4D, dodge 3D
KNOWLEDGE 2D+1
Survival: arctic 4D
MECHANICAL 2D
PERCEPTION 2D+1
Search 3D+1
STRENGTH 3D
Brawling 4D
TECHNICAL 2D
Move: 10
Equipment: Cold-weather stormtrooper armor or snowtrooper armor (+2D physical, +1D energy, -1D Dexterity and related skills; climate-controlled for severe cold), E-11 blaster rifle (5D), SE-14r light repeating blaster or support weapon when appropriate, comlink, survival gear.

Imperial Outpost Guard

Outpost guards are the visible arm of Imperial control on Kullgroon. They hold chokepoints, watch the labor lines, escort prisoners, and answer disturbances before they can spread. Most are not remarkable soldiers, but they do not need to be. Their value lies in routine presence, armed authority, and the fact that the workers see them every day.

Imperial Outpost Guard

DEXTERITY 2D+2
Blaster 4D+2, brawling parry 4D, dodge 4D
KNOWLEDGE 2D
Intimidation 3D, survival 2D+1, willpower 3D
MECHANICAL 1D+2
Repulsorlift operation 2D+2
PERCEPTION 2D
Command 2D+1, search 3D
STRENGTH 2D
Brawling 3D
TECHNICAL 1D+1
Security 2D
Move: 10
Equipment: E-11 blaster rifle (5D), comlink, insulated duty armor (+1D physical, +1 energy), utility belt.

Imperial Labor Overseer

Labor overseers keep the work moving and make fear administrative. They track quotas, discipline workers, report irregularities, and coordinate with the guards when obedience starts to slip. They are dangerous less because of personal courage than because they understand how to use rules, threats, and timing to wear people down.

Imperial Labor Overseer

DEXTERITY 2D
Blaster 3D+1, dodge 3D
KNOWLEDGE 3D
Bureaucracy 4D, intimidation 4D, value 3D, willpower 4D
MECHANICAL 1D+1
PERCEPTION 2D
Bargain 3D, command 3D+2, persuasion 3D
STRENGTH 2D
TECHNICAL 2D
Computer programming/repair 2D+1, security 3D
Move: 10
Equipment: DH-17 blaster pistol (4D), datapad, access cylinder, comlink, insulated coat.

Imperial Outpost Functionary

Functionaries handle the records, access, schedules, and clerical order that keep the outpost legible to itself. They are not frontline personnel, but their datapads, code access, and routine decisions can matter as much as a rifle when the situation begins to break apart.

Imperial Outpost Functionary

DEXTERITY 2D
Dodge 2D+2
KNOWLEDGE 3D
Bureaucracy 4D+1, business 3D+1, planetary systems 3D, value 4D, willpower 3D
MECHANICAL 1D+1
PERCEPTION 2D
Bargain 3D, con 3D+1, search 2D+2
STRENGTH 2D
TECHNICAL 2D
Computer programming/repair 3D, security 3D+1
Move: 10
Equipment: Datapad, code cylinder, comlink, insulated office wear.

Outpost Clerk

Outpost clerks keep the Imperial side of Kullgroon legible to itself. They manage manifests, labor tallies, access records, detention paperwork, repair schedules, and the small administrative decisions that make the outpost's control feel permanent. Most are not fighters, and most do not need to be. Their danger lies in codes, files, signatures, and the fact that one frightened clerk with the right datapad can matter more than a blaster at the wrong moment.

Outpost Clerk

DEXTERITY 2D
Dodge 2D+2
KNOWLEDGE 3D
Bureaucracy 4D+1, value 4D, willpower 3D
MECHANICAL 2D
PERCEPTION 2D
Con 3D+1, search 2D+2
STRENGTH 2D
TECHNICAL 2D
Computer programming/repair 3D
Move: 10
Equipment: Datapad, code cylinder, comlink.

Petrusians on Kullgroon

The Petrusians are the people at the heart of this story. They are not background labor and they are not present only to be rescued. They are a peaceful, kin-bound people held under Imperial control on Kullgroon and forced to repair droids under guard. Their exhaustion, caution, and reluctance to rush into open violence are part of what gives the adventure its tension. The uprising only matters if the reader understands that these are not soldiers waiting for a signal, but workers and families who have endured too much for too long and still have to decide whether one brief opening is worth the cost of action.

That condition shapes both Kristiss and Rythus, but it also belongs to the larger captive population around them. The Petrusians are watched, overworked, and vulnerable, but not broken. Their family bonds, communal memory, and technical skill are the very things the Empire has failed to erase, and those are the things that make revolt possible once the right pressure is applied. The game material below presents them in the forms most useful to this sourcebook: first as a species template, then as the worker and resistance-support types that grow directly out of the conditions on Kullgroon.

Petrusian

Petrusian

Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 2D/4D
MECHANICAL 1D/3D
PERCEPTION 2D/4D+1
STRENGTH 1D+2/4D
TECHNICAL 1D+1/3D+2
Story Factors:
Peaceful People: Petrusians are known as a peaceful species and are not naturally inclined toward violence. Many prefer negotiation, patience, and collective action over direct bloodshed, even under severe pressure. That outlook can make decisive violence emotionally difficult, but it also supports discipline, restraint, and communal loyalty.
Dispossessed by the Empire: By 10 BBY, Petrusians are already marked by Imperial seizure of their homeworld and the enslavement of many of their people on Kullgroon. A Petrusian character may carry anger, grief, exile, or a practical hatred of Imperial authority even when outwardly calm.
Tight-Knit Family and Community Bonds: Petrusians are defined by kinship, obligation, and mutual rescue. They take family duty, communal survival, and the recovery of their own very seriously.
Homeworld Identity: Petrusians come from the planet Petrusia in the Petrusia system of the Nuon e Safyd sector in the Expansion Region.
Move: 10
Size: 1.7-2.0 meters

Petrusian Worker

Petrusian workers are the captive labor force on which the outpost depends. They repair damaged droids, move parts, endure close supervision, and keep the machinery of Imperial salvage running under coercion. Most are exhausted, cautious, and accustomed to measuring every act against the risk of punishment, but that caution should not be mistaken for passivity. They are the human ground beneath the whole adventure.

Petrusian Worker

DEXTERITY 2D
Dodge 2D+2
KNOWLEDGE 2D
Willpower 3D+1
MECHANICAL 2D
PERCEPTION 2D
Search 2D+1
STRENGTH 2D
Brawling 2D+2, stamina 3D
TECHNICAL 2D
Droid repair 3D+1
Move: 10
Equipment: Work coveralls, tool roll, ration tin, improvised personal effects.

Petrusian Resistance Helper

Resistance helpers are the workers who have already moved a step beyond endurance and into quiet preparation. They carry messages, conceal tools or access items, watch guard routines, and help connect outside assistance to the people inside the labor structure who are willing to act. They are not open fighters by nature. Their importance lies in nerve, discretion, and the willingness to risk everything before the rest of the population is ready to do the same.

Petrusian Resistance Helper

DEXTERITY 2D
Blaster 3D+1, dodge 3D+1
KNOWLEDGE 2D
Streetwise 2D+2, willpower 3D+2
MECHANICAL 2D
PERCEPTION 3D
Bargain 3D, search 3D+1, sneak 3D+1
STRENGTH 2D
TECHNICAL 2D
Droid repair 2D+2, security 3D
Move: 10
Equipment: Blaster pistol (4D), comlink, datapad, worker clothes, improvised medpac.

Batalla's Outlaws

Batalla

The story's most important non-Imperial power. He is a native wasteland chief who rules through visibility, humiliation, and the kind of direct authority that only exists on local ground. He is not a polished syndicate lord and not a bureaucrat with armed backing. He is the sort of ruler a broken world produces when distance, hardship, and memory weigh more heavily than law. He is strong enough to matter where formal control weakens, brutal enough to make captives useful in public, and practical enough to turn old grudges into immediate profit.

His presence keeps Kullgroon from collapsing into a single-enemy adventure. The Empire dominates one part of the world. Batalla dominates another. The difference is important. An Imperial prisoner is processed. Batalla's prisoner is displayed. Under his gaze, captivity becomes theater, barter, warning, and proof of rule all at once. He gives the wastelands a political life of their own and turns them into more than difficult terrain. He makes them a second front.

Batalla

Type: Wasteland Outlaw Chief
DEXTERITY 3D
Blaster 4D, brawling parry 4D+2, dodge 4D+2, melee combat 5D+1, melee parry 5D, thrown weapons 4D
KNOWLEDGE 2D+1
Intimidation 6D, streetwise 5D+1, survival 4D+1, value 3D+1, willpower 5D
MECHANICAL 2D
Beast riding 4D+1
PERCEPTION 3D
Command 6D, con 4D
STRENGTH 3D+2
Brawling 5D+1
TECHNICAL 1D+2
Character Points: 5
Move: 10
Equipment: Blast vest (+1D physical, +1 energy, -1D Dexterity), heavy blaster pistol (5D), vibroblade (STR+2D), comlink, binders, sharrapon mount

Wasteland Enforcer

Wasteland enforcers are the hard hands of local rule beyond the outpost. They ride bad ground, guard captives, settle disputes by force, and make certain that Batalla's authority, or the authority of someone like him, is felt in public. Their strength lies less in polish than in familiarity with harsh terrain, direct violence, and the confidence that comes from operating on ground outsiders do not understand.

Wasteland Enforcer

DEXTERITY 2D+2
Blaster 4D+1, brawling parry 4D, dodge 4D, melee combat 4D, melee parry 3D+2
KNOWLEDGE 2D
Intimidation 4D, streetwise 3D+1, survival 3D
MECHANICAL 2D
Beast riding 3D
PERCEPTION 2D
Search 2D+2
STRENGTH 3D
Brawling 4D+1
TECHNICAL 2D
Move: 10
Equipment: Blaster pistol (4D), vibroblade (STR+2D), comlink, cold-weather layers.

Local Guide

Local guides know which routes can still be crossed, which trails are watched, which salvage paths are dead ends, and which stretches of bad ground are more dangerous than they first appear. They sell movement, warning, and practical knowledge rather than loyalty. Some are honest enough by frontier standards, while others are simply careful opportunists who understand that information, like water or fuel, has value where the terrain itself is trying to kill the unwary.

Local Guide

DEXTERITY 2D
Dodge 3D+1
KNOWLEDGE 2D
Streetwise 3D+2, survival 4D+2, value 3D
MECHANICAL 2D
Beast riding 4D, repulsorlift operation 2D+2
PERCEPTION 3D
Search 4D, sneak 4D
STRENGTH 2D
Climbing/jumping 4D
TECHNICAL 2D
Move: 10
Equipment: Field layers, comlink, scrap knife (STR+1D), local marker kit.

Underworld and Civilian Types

The world around Kullgroon is held together by more than the Empire and the captive workers inside the outpost. It also depends on the lesser figures who move through bad-country trade, debt, coercion, transport, salvage, and local violence. These are the people who make frontier trouble durable: cartel gun-hands, recovery men, creditors, and other opportunists who profit from unstable conditions without ever pretending to rule them outright.

Cartel Gun-Hand

The armed muscle behind debt, intimidation, and rough enforcement. They collect, threaten, escort, and apply violence where their employers want fear made visible. Most are not tacticians or disciplined soldiers. They are practical criminals used to short fights, coercive pressure, and the kind of work that begins with a warning and ends with a blaster drawn.

Cartel Gun-Hand

DEXTERITY 3D
Blaster 4D+2, brawling parry 3D+2, dodge 4D+1, melee combat 3D+2, melee parry 3D+1
KNOWLEDGE 2D
Intimidation 3D
MECHANICAL 2D
PERCEPTION 2D
STRENGTH 2D+2
Brawling 3D+2
TECHNICAL 2D
Character Points: 3
Move: 10
Equipment: Blaster pistol (4D), vibroblade (STR+2D), comlink.

Recovery-Team Thug

The hired muscle sent after cargo, debt, or people who were supposed to be easier to retrieve than they turn out to be. They are not refined enforcers and not line soldiers. They are practical toughs used for seizures, rough escorts, intimidation, and the ugly work that begins once somebody decides a loss cannot simply be written off. On worlds like Batuv, Vandor, or Kullgroon's margins, men of this type appear wherever money, missing goods, and wounded pride start pulling armed people in the same direction.

Recovery-Team Thug

DEXTERITY 2D+2
Blaster 4D+1, dodge 4D, melee combat 4D
KNOWLEDGE 2D
Intimidation 3D+2, streetwise 3D
MECHANICAL 2D
PERCEPTION 2D
Search 3D
STRENGTH 3D
Brawling 4D
TECHNICAL 2D
Move: 10
Equipment: Heavy blaster pistol (5D), binders, comlink, blast vest (+1D physical, +1 energy, -1D Dexterity).

Gambler-Creditor

Lives in the space between vice, debt, and quiet leverage. He extends credit, remembers losses, tracks obligations, and profits from the fact that desperate people often need one more chance than good sense allows. Figures of this type are useful not because they dominate by force, but because they help create the pressure that sends people toward risky jobs in the first place.

Gambler-Creditor

DEXTERITY 2D
Brawling parry 3D+1, dodge 3D+2
KNOWLEDGE 2D
Intimidation 3D+2, streetwise 3D+2, willpower 3D
MECHANICAL 2D
PERCEPTION 3D+1
Bargain 4D, con 5D, gambling 6D, persuasion 3D+2
STRENGTH 2D
Brawling 3D+1
TECHNICAL 2D
Character Points: 3
Move: 10
Equipment: Stylish gambler's clothes, credit chips, comlink.

Chapter 3: Kullgroon and Other Key Locations

Kullgroon

A cold mountain world in the Authala sector of the Expansion Region. Minor Slice traffic reaches it irregularly, usually by captains with salvage contracts, Imperial business, or little reason to remain once their holds are loaded. The atmosphere is breathable, but the climate is severe, and much of the surface is a landscape of stone, frost, exposed metal, scrapyards, icebound runoff, and the broken remains of older wars.

Large stretches of the planet are buried under debris fields left by earlier fighting and later stripped for value. Wrecked ships, shattered droids, ruined machinery, and half-collapsed industrial remnants lie scattered across the wasteland belt, sometimes visible above the frost and sometimes buried beneath it. Small native growth survives where shelter and runoff allow it, but Kullgroon is known less for living abundance than for the fact that so much broken material can still be dragged out of the ground and made useful again.

The Empire maintains its hold on Kullgroon because the world remains profitable. The outpost and its labor lines reclaim damaged droids and salvageable machinery through captive Petrusian work, sending repaired units and stripped components back into service elsewhere. Outside the outpost, authority weakens quickly. Local powers treat the wastelands as territory, refuge, and source of profit, and Imperial control extends only as far as men, machines, and fear can carry it.

That division gives Kullgroon its character. It is neither a settled colony nor a simple military station. It is a hard industrial holding ground built on the remains of older destruction, with one kind of rule inside the outpost and another beyond it. Travelers who arrive expecting a single chain of command usually learn otherwise before they are ready.

Kullgroon is dangerous not because it is empty, but because it is divided. Cargo disappears there, prisoners are traded there, and anyone forced to cross the wasteland belt learns quickly that the world is never as dead as it first appears.

Kullgroon

Region: Expansion Region/The Slice
Sector: Authala
System: Kullgroon
Sun(s): 1
Trade Routes: Minor Slice feeder lanes
Orbital Position: 6
Moon(s): 2
Length of Day: 29 standard hours
Length of Year: 412 local days
Starport(s): Imperial Outpost (limited service)
Type: Terrestrial
Temperature: Cold
Atmosphere: Type I (breathable)
Hydrosphere: Moderate (icebound runoff, buried aquifers, seasonal melt channels)
Gravity: Standard
Primary Terrain: Mountains, frozen wasteland, scrapyards, caves
Points of Interest: Imperial Outpost of Kullgroon, Wastelands of Kullgroon
Native Flora: Tiny frozen fruit bulbs
Native Fauna: Unidentified dragon-like burrower, unidentified spider-like cave arachnids
Native Species: Kullgroon
Immigrated: Petrusian; Human
Population: Sparse
Language: Kullgroon native tongue, Galactic Basic Standard
Government: Imperial occupation
Tech Level: Hyperspace
Planet Function: Industrial (salvage and droid repair outpost)
Major Cities: None of planetary significance
Major Exports: Repaired droids, salvage metal, stripped components
Major Imports: Foodstuffs, fuel cells, machine parts, security materiel
Special Conditions: Clone Wars debris fields across the wastelands; dangerous sub-surface fauna; Imperial slave-labor history; unstable local authority outside the outpost.

The Wastelands

The wastelands cover broad stretches of Kullgroon in wreckage, frost, and broken ground. Half-buried battle debris, dead war machines, collapsed hulls, ruined salvage channels, and frozen runoff lie scattered across the belt in no clear pattern, making long movement slow and uncertain even for people who know the routes. Small fruit bulbs and other hardy growth survive where shelter and moisture allow, but most travelers remember the wastelands for metal, cold, and the sense that something dangerous is always moving just out of sight.

The region is not empty. Predators nest in the debris fields, scavengers work the broken ground for anything worth carrying off, and local powers treat the belt as both refuge and territory. Visibility shifts with weather, footing gives way without warning, and the wreckage itself creates blind approaches, dead ends, and killing ground for anyone careless enough to treat the route as open country. Even a short crossing can become a delay of hours if the way ahead is blocked by ice, debris, or hostile attention.

For smugglers, fugitives, and salvagers, the wastelands offer concealment at the price of safety. A ship can disappear there. So can a prisoner, a cargo sled, or a hunting party that thought it understood the ground. The same terrain that hides movement also slows it, and anyone entering the belt quickly learns that Kullgroon's wastelands are useful only to those prepared to suffer what they are.

Batalla's Territory

Batalla's territory lies out in the wreck belt beyond the reach of regular Imperial order, where gang rule, salvage claims, and personal violence carry more weight than written authority. It is not a settled town or a formal stronghold. It is a rough holding ground made up of wreckage camps, custody pens, scavenged shelters, watch points, and the open spaces where Batalla's people gather to divide spoils, trade prisoners, and remind everyone nearby who controls the ground.

Prisoners taken there are rarely hidden away. Batalla's people make a public matter of punishment, ransom, and humiliation, both to entertain themselves and to show that their chief's authority does not depend on Imperial recognition. A captive may be displayed, bargained over, beaten, or held long enough for word to spread through the camps and across the salvage routes. That reputation does much of the work that walls and formal laws would do elsewhere.

Anyone taken by the Empire becomes part of a system. Anyone taken by Batalla becomes part of a spectacle, a bargain, or a grudge. For that reason, the territory is feared even by people who never enter it willingly. A prisoner can vanish there, but more often he is kept where others can see him and learn from it. The wreck belt remembers such lessons longer than the Empire does.

The Imperial Facility

The Imperial facility on Kullgroon is a cold industrial holding ground built for salvage and forced labor, not comfort or settlement. Its purpose is simple: broken droids are brought in, Petrusian labor restores what can be made useful again, and repaired machines or stripped components are sent back into Imperial service. Guards watch the approaches, workers are kept under close supervision, and the whole structure is arranged to make delay, disobedience, or escape difficult.

Nothing in the outpost suggests civic life. The buildings are there to house labor, secure machinery, store reclaimed material, and keep the Imperial presence functioning under harsh local conditions. Work lines, chokepoints, patrol routes, and routine inspections hold the place together more effectively than ceremony or display. A man entering the facility does not mistake it for a colony or a proper garrison town. He understands quickly that it exists to extract labor and reclaim value from the dead machinery of older wars.

That same design leaves the outpost vulnerable once control begins to slip. The place depends on obedience, visibility, and the assumption that workers, guards, and repaired machines will all continue behaving as expected. When those assumptions fail, confusion spreads quickly through the same channels that once kept the facility orderly. A disturbance in one section can become a wider breakdown before the command staff fully understands what has been lost.

Imperial Facility Operations and Security

Primary Function: Reclaim broken droids through enslaved Petrusian labor
Control Elements: Central power grid, guarded approaches, factory floor oversight, worker quarters, routine stormtrooper patrols, limited administrative staff
Security Rhythm: Strongest during shift change and inspections; weakest when labor routines break in more than one section at once
Likely Approaches: Main access gate, maintenance channels, sewage runs, broken underworks, stolen credentials
Weak Points: Dependence on labor compliance, fragmented sightlines, overconfidence in repaired droids, confusion during garrison turnover

Worker Ground and Petrusian Spaces

The worker areas inside and around the outpost are the spaces in which the Petrusians live under guard and keep the Imperial salvage effort running. Quarters, work lines, repair bays, ration points, access corridors, and the narrow corners left between them form the real human ground of Kullgroon. These are not military barracks or civic housing. They are labor spaces arranged for supervision, fatigue, and control, with just enough order to keep the work moving and just enough privacy for fear, memory, and quiet defiance to survive.

Life in these sections is shaped by repetition. Workers report, repair, haul, sort, endure inspection, and return to quarters under the same routines day after day. That sameness is part of the prison structure. It wears down initiative, isolates families, and teaches people to measure every choice against the cost of punishment. Yet the same spaces also preserve the bonds the Empire has failed to break. Messages pass there. Tools vanish there. Small acts of trust, concealment, and preparation take root there long before open revolt becomes possible.

That is why these areas matter. The uprising does not begin when the first blaster is fired. It begins in the rooms, bays, and passageways where exhausted people decide that routine will no longer be enough to keep them alive. Anyone who understands Kullgroon's worker ground understands where the outpost is strongest and where it is already beginning to fail.

Access Routes, Sewage Runs, and Hidden Approaches

Access to the Imperial facility is difficult even under ordinary conditions. The main approaches are watched, work lines are controlled, and anyone trying to move through the outpost without authorization quickly discovers how much of the place is built around delay, supervision, and restricted passage. Once the obvious route is lost, movement depends on harsher alternatives: maintenance ways, hidden channels, sewage runs, broken underworks, neglected service doors, and stolen credentials.

None of these approaches is safe. A service way may avoid a guard post only to lead into darkness, bad footing, industrial debris, vermin, or a dead section beyond a locked hatch. Sewage runs and broken underworks offer concealment at the cost of speed, visibility, and certainty, while stolen access codes remain useful only so long as no one looks too closely. The same hidden paths that let a fugitive or infiltrator move unseen can also leave him delayed, cut off, or forced to reach the objective in worse condition than when he began.

For that reason, the hidden approaches around Kullgroon are valuable but never clean. They give the desperate another way in, another way out, or another chance to cross ground that should not be crossable at all. They do not make the outpost easier to penetrate. They only prove that on Kullgroon, the worst road is often the only one left.

Batuv

A world in the Expansion Region where Lando Calrissian and L3-37 are found before the Kullgroon run begins. Kristiss reaches Lando there with her offer, Borkus sells him the ameron-skin cape, and Brushaun catches up with him over an old debt. In the story, Batuv serves as meeting ground rather than crisis ground, a place where traders, creditors, and private arrangements still govern events before the job turns into something harsher.

Batuv

Region: Expansion Region
Sector: Askarian
System: Batuv
Sun(s): 1
Trade Routes: Nanth'ri Trade Route
Orbital Position: 4
Moon(s): 2
Length of Day: 25 standard hours
Length of Year: 356 local days
Starport(s): Standard-class port and local trade landing fields
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Primary Terrain: Forests, mountains, market settlements, upland trade roads
Points of Interest: Batuv spaceport district
Native Flora: Mountain timber, hardy market crops, upland mosses
Native Fauna: Not firmly attested; likely forest and upland pack animals
Native Species:
Immigrated: Human, Trandoshan, Ungrila, assorted Outer Rim traders
Population: Moderate
Language: Galactic Basic Standard; local trade tongues
Government: Military occupation
Tech Level: Hyperspace
Planet Function: Trade
Major Exports: Fabrics, finished goods, local trade wares, resale commodities
Major Imports: Luxury materials, foodstuffs, fuel, manufactured goods, security materiel
Special Conditions: Imperial occupation; blockade controls; route-world customs scrutiny; underworld debt traffic; discreet commerce under watch.

Vandor

A cold frontier world in the Mid Rim, marked by mountain weather, sparse settlement, limited infrastructure, and growing Imperial pressure. Fort Ypso, Corubalni Spaceport, and the surrounding mountain routes give it the character of a hard stop between privacy and control. Travel there is never entirely secure. Weather, distance, local trouble, and Imperial scrutiny can all delay a departure or turn a short stop into a longer problem.

For men like Lando Calrissian, Vandor is the sort of world where fortunes narrow quickly. A ship can be grounded there, a cargo can be delayed there, and a bad run can follow a captain farther than he expected. Its ports, passes, and depots make it useful to the Empire, but that same limited infrastructure leaves little room for privacy once trouble begins. A traveler passing through Vandor is rarely there for comfort, and rarely stays longer than he intended.

Vandor

Region: Mid Rim Territories
Sector: Sloo
System: Vandor
Sun(s): 1
Trade Routes: Gamor Run
Orbital Position: 1
Moon(s): 2
Length of Day: 22 local hours
Length of Year: 435 local days
Starport(s): Corubalni Spaceport (limited services)
Type: Terrestrial
Temperature: Cold
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Primary Terrain: Mountains, plains
Points of Interest: Corubalni Pass, Corubalni Spaceport, Crispin Imperial Depository, Iridium Mountains, Mount Redolava, Mount Vastadon, Spinnaker Trail, The Lodge
Native Flora: Vandor resin tree
Native Fauna: Kod'yok, luftgriff
Native Species:
Immigrated: Varied
Population: 25,000
Language: Galactic Basic Standard
Government: Imperial (garrison administration; frontier enforcement)
Tech Level: Hyperspace
Planet Function: Imperial holdfast and transport-security node
Major Cities: Fort Ypso
Major Exports: Fuel, Vandor resin (regional trade); secured transit cargoes
Major Imports: Foodstuffs; spare parts and prefabricated infrastructure; security materiel

Chapter 4: Creatures, Droids, Gear, and Craft

Creatures

Sharrapon Mount

A broad-shouldered riding beast used in the wastelands of Kullgroon where machinery is unreliable, footing is treacherous, and long stretches of broken salvage ground punish anything too delicate to cross them. It is built for cold, rubble, and steep ground, with a heavy frame, powerful legs, and the kind of balance needed to pick its way through wreckage belts, frozen runoff, and collapsed industrial debris. Riders value the animal less for speed than for certainty. A sharrapon can keep moving over ground that will lame lighter beasts, overturn repulsor craft, or leave an unwary traveler stranded between ridges of frost-bound scrap.

Among the wasteland people, the beast is both transport and status marker. Chiefs, enforcers, scouts, and hunting parties use sharrapons where a visible mount is more practical than a machine and less likely to fail under bad weather or rough treatment. In a charge, the animal is dangerous in its own right, throwing its weight forward with enough force to break a loose line or knock down an unprepared target. That makes it useful not only for travel, but for intimidation, pursuit, and the rough public violence by which local rule is often maintained beyond the Imperial outpost.

Sharrapon Mount

Type: Wasteland riding beast
DEXTERITY 2D
Dodge 3D+2
PERCEPTION 2D
Search 3D
STRENGTH 4D
Brawling 5D, climbing/jumping 4D+1, stamina 5D
Special Abilities:
Charge: If the sharrapon has at least 10 meters to run before impact, it gains +1D to brawling damage on the first attack.
Sure-Footed: +1D to climbing/jumping and stamina checks in frozen rubble, steep slopes, and broken salvage ground.
Move: 14
Size: 2.2 meters at the shoulder

Unidentified Spider-like Creature (Kullgroon)

The small spider-like scavengers found in Kullgroon's underworks, maintenance shafts, and sewer channels are among the most unpleasant forms of native life on the world. They move easily across walls, ceilings, pipes, and broken surfaces, nesting in dark industrial spaces where runoff, rust, and neglect create the damp shelter they prefer. Most are small enough to be ignored until they begin moving in numbers, but their speed, persistence, and ability to emerge from unseen cracks make them a constant hazard in abandoned or lightly maintained sections of the outpost. Workers and salvagers alike learn quickly that a dark passage on Kullgroon is rarely empty simply because it looks empty.

What makes these creatures memorable is not individual strength but collective menace. They swarm confined targets, climb anything, and return after damage that would kill more ordinary vermin. Unless the body is crushed, burned, or otherwise ruined beyond recovery, a disabled specimen may pull itself back together and resume movement with unnerving speed. That trait has made them a source of rumor among labor crews and a practical nuisance everywhere the underworks are allowed to rot. On their own they are vermin. In numbers, in darkness, or at the wrong moment during an escape or infiltration, they become one more reason Kullgroon's hidden spaces are feared.

Unidentified Spider-like Creature (Kullgroon)

Type: Sewer arachnid scavenger
Planet of Origin: Kullgroon
DEXTERITY 3D+1
Dodge 4D, sneak 4D+2
PERCEPTION 2D
Hide 3D+2, search 4D
STRENGTH 1D+2
Brawling 3D+1, climbing/jumping 5D
Special Abilities:
Bite: Does STR+1D damage.
Wall-Crawler: These creatures can move across walls, ceilings, pipes, and broken industrial surfaces without penalty.
Swarm Attack: When five or more spider-creatures attack the same target in close quarters, they gain +1D to brawling attacks; when ten or more attack the same target, the bonus increases to +2D.
Reassemble: A spider-creature reduced to Incapacitated or Mortally Wounded is not necessarily destroyed. Unless its body is crushed, burned, dissolved, or scattered by an explosive blast, it reassembles itself and returns at Wounded status after 1D rounds. A second disabling result destroys it permanently.
Sewer-Bred: Kullgroon spider-creatures suffer no visibility penalties in dim tunnels, maintenance shafts, or sewer darkness short of total blackout.
Move: 10
Size: 0.3-0.5 meters across; large specimens up to 1.5 meters across

Droids

Damaged droids from the wastelands are hauled into the Imperial outpost, stripped for parts, repaired where possible, and returned to service. Battle droids, super battle droids, tactical units, and security models pass through the bays in every state from ruin to readiness. Repair frames, parts racks, disabled chassis, and half-restored machines fill the industrial spaces where Petrusian labor keeps the work moving under guard. On Kullgroon, a broken droid is rarely left broken if it can still be made useful. That gives the outpost much of its character. The world is littered with the remains of old wars, and the Empire treats those remains as inventory.

B1 Series Battle Droid

Among the most common machines passing through the Kullgroon outpost. Damaged units are hauled in from the wastelands, stripped for parts when beyond recovery, and repaired when enough of the frame still functions to make restoration worthwhile. Their narrow bodies and familiar silhouettes make them a constant presence in the bays, racks, and holding areas where the Petrusians work. On Kullgroon, they are part of the ordinary traffic of salvage and repair, one more sign that the remains of older wars are still being put back into service.

B1 Series Battle Droid

Type: Baktoid Combat Automata B1 Series Battle Droid
DEXTERITY 1D
Blaster: blaster rifle 3D
KNOWLEDGE 1D
MECHANICAL 1D
PERCEPTION 1D
STRENGTH 2D
Brawling 3D
TECHNICAL 1D
Equipped With:
Integrated comlink
Remote receiver (5,000 km range)
Body armor (+1D to Strength to resist damage)
Vocabulator
Equipment: blaster rifle (5D, 3-30/100/300)
Move: 10
Size: 1.8 meters tall
Cost: 1,800 credits

B2 Series Super Battle Droid

B2 series super battle droids pass through the same repair stream, but their heavier frames make them more imposing on the factory floor. They stand out among the restored machines as evidence that Kullgroon handles not only damaged infantry droids, but larger and more destructive war stock as well. A B2 under repair or waiting transfer is a reminder that the outpost is built to reclaim whatever the Empire still finds useful, no matter how brutal its original purpose.

B2 Series Super Battle Droid

Type: Baktoid Combat Automata B2 Series Battle Droid
DEXTERITY 2D
Blaster 3D, blaster: blaster rifle 4D, dodge 3D, melee combat 3D, vehicle blasters 3D
KNOWLEDGE 1D
MECHANICAL 1D
PERCEPTION 1D
STRENGTH 2D
Brawling 3D
TECHNICAL 1D
Equipped With:
Mounted blaster rifle (5D, 3-30/100/300)
Remote receiver (5,000 km range, with local back-up processor)
Light armor (+1D to Strength to resist damage)
Vocabulator
Move: 10
Size: 1.8 meters tall
Cost: 3,300 credits

T-Series Tactical Droid

Among the rarer machines passing through the Kullgroon outpost. A damaged unit is more likely to be found in storage, under repair, or awaiting transfer than on the active floor with the battle droids. Its presence is a sign that Kullgroon handles not only the broken bodies of old wars, but some of their brains as well.

T-Series Tactical Droid

Type: Baktoid Combat Automata T-Series Tactical Droid
DEXTERITY 2D
Blaster 2D+1, vehicle blasters 2D+1
KNOWLEDGE 3D
Tactics 4D+1
MECHANICAL 3D
Capital ship piloting 3D+2, capital ship shields 3D+2
PERCEPTION 3D
Command 3D+1, search 4D+2
STRENGTH 2D
Brawling 2D+1
TECHNICAL 2D
Computer programming/repair 3D+1
Equipped With:
Humanoid body
Internal comlink
Synchronized fire circuits (+2D to command remotely linked droids)
Durasteel plating (+2D physical, +1D energy)
Vocabulator
Equipment: Electrobinoculars, blaster carbine (5D, 3-20/60/210)
Move: 10
Size: 1.8 meters tall
Cost: 14,000 credits
Availability: X

The Weapons Shipment

The shipment Kristiss hires Lando to carry to Kullgroon is small enough to move as contraband, but large enough to matter once it reaches Petrusian hands. It is not valuable because of rarity. It is valuable because it turns a hidden grievance into open force. On a world where the workers have numbers, timing, and desperation but lack arms, the cargo is the difference between another failed hope and a real break in Imperial control.

That makes the shipment dangerous before it is ever opened. To the Petrusians, it is the means to act. To the Empire, it is proof of sedition. To criminals or wasteland opportunists, it is simply valuable cargo that can be sold, seized, or traded. Whoever holds it controls more than weapons. He controls the moment at which Kullgroon may cease to be governable.

Weapons Shipment

Type: Restricted arms consignment
Game Use: Delivered intact, the shipment is sufficient to arm 12–20 lightly equipped fighters with pistols, carbines, power packs, and improvised close-combat tools. If secured by the Petrusians before the uprising begins, grant +1D to command, intimidation, or morale-based attempts to trigger coordinated action. If lost, delayed, or seized, all attempts to begin the uprising increase one difficulty level until replacement arms or improvised weapons are secured.

Weapons

RK-3 Blaster

A compact service blaster associated most strongly with Imperial officers and other command personnel who need a serious sidearm without carrying a full-length longarm. Built by Merr-Sonn and later Sonn-Blas, it is effective at close range and includes a stun setting, which helps explain its continued use in command, security, and boarding environments. The weapon turns up most often in official hands, but it also passes into private and criminal use through surplus, seizure, and secondary markets.

RK-3 Blaster

Model: Merr-Sonn RK-3 blaster
Type: Officer's blaster pistol
Scale: Character
Skill: Blaster
Ammo: 100
Cost: 750 (weapon), 25 (power packs)
Availability: 2, R
Range: 3-10/30/120
Damage: 4D
Game Notes: Stun setting. Designed as a compact officer's sidearm rather than a heavy combat pistol. Holster and draw as a normal blaster pistol.

SE-14r Light Repeating Blaster

A compact repeating blaster built on a pistol-sized frame for users who want more fire than an ordinary sidearm can provide without carrying a full-length rifle. Its heavy receiver, forward barrel shroud, and simple field-stripping make it practical for service in dirty environments where a weapon must be carried constantly and maintained quickly. Many examples accept a stock-and-sight package that steadies the weapon for two-handed fire, giving it some of the handling qualities of a short carbine while preserving the compact form that made the design popular in the first place.

The weapon is valued for controlled burst fire at short and medium range. In corridors, vehicle bays, boarding actions, and crowded interiors, it can keep pressure on a target without the length and inconvenience of a full infantry longarm. The stocked configuration improves aimed fire when space allows, but adds bulk and makes the weapon less convenient as a true holstered sidearm. Heat and power draw rise quickly under sustained fire, so experienced users fire in short strings rather than trying to empty a pack at once.

Imperial personnel keep the model in service, especially officers and specialist troops who want repeating fire close at hand. Surplus and private purchase spread it farther, and the weapon turns up with security teams, criminal enforcers, and independent operators who value compact firepower over discretion. Its continued use rests on simple qualities: it is easy to maintain, easy to configure, and well suited to the short, violent firefights in which sidearms are most often drawn.

SE-14r Light Repeating Blaster

Model: BlasTech SE-14r Light Repeating Blaster
Type: Light repeating blaster/convertible repeating pistol-carbine
Scale: Character
Skill: Blaster
Ammo: 50
Cost: 1,000 (weapon), 25 (power packs)
Availability: 2, R
Fire Rate: 3
Range: 3-10/25/60
Damage: 4D+1
Game Notes: Stock and scope kit costs 300 credits. Converting to the stocked configuration requires one round and both hands. After one full round of aiming with the stocked configuration, add +1D to the next blaster roll at medium or long range only.

The Millennium Falcon

A heavily modified Corellian Engineering Corporation YT-1300 transport serves as Lando Calrissian's personal ship during the events of Double or Nothing. In this period it still carries the cleaner, fuller configuration associated with his ownership, with the auxiliary craft mounted between the forward mandibles and the hull showing careful upkeep, costly fittings, and repeated private modification. The result is a freighter that looks less like a hard-worked cargo hauler than a ship maintained by a man who expects speed, comfort, and appearance to matter at the same time.

The basic YT-1300 design gives the vessel broad cargo capacity, adaptable internal volume, and a structure that accepts alteration more readily than most transports of its size. Under Lando's hand those qualities have been pushed well beyond ordinary commercial standards. The ship is fast for its class, responsive under strain, and arranged to handle discreet cargo movement, private travel, and long independent runs without sacrificing the habits of a captain used to living well. It remains a working freighter, but one shaped by taste as much as necessity.

Millennium Falcon

Craft: Modified Corellian Engineering Corporation YT-1300 Transport
Type: Modified light freighter
Scale: Starfighter
Length: 34.75 meters
Skill: Space transports: YT-1300 transports
Crew: 2, gunners: 2, skeleton: 1/+10
Crew Skill: Space transports 5D, starship gunnery 4D+2
Passengers: 6
Cargo Capacity: 100 metric tons
Consumables: 2 months
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D
Space: 7
Atmosphere: 330; 950 kmh
Hull: 5D
Shields: 2D
Sensors:
Passive: 25/1D
Scan: 50/2D
Search: 65/3D
Focus: 3/4D
Weapons:
2 Quad Laser Cannons
Fire Arc: Turret
Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D

Imperial and Starfighters

Imperial-class Star Destroyer

The capital warship most closely associated with Imperial control at system scale. Its wedge-shaped hull carries heavy guns, troops, landing craft, and starfighters enough to turn military presence into occupation without waiting for outside support. In the Kullgroon affair, a ship of this class belongs to the larger Imperial weight behind the outpost, the kind of vessel that makes blockade, reinforcement, and direct intervention possible once local trouble grows beyond the ground itself.

Imperial-class Star Destroyer

Craft: Kuat Drive Yards' Imperial I Star Destroyer
Type: Star Destroyer
Scale: Capital
Length: 1,600 meters
Skill: Capital ship piloting: Star Destroyer
Crew: 36,810, gunners: 275, skeleton: 5,000/+20
Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D+1, sensors 4D
Passengers: 9,700 (troops)
Cargo Capacity: 36,000 metric tons
Consumables: 6 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Hull: 7D
Shields: 3D
Sensors:
Passive: 50/1D
Scan: 100/3D
Search: 200/4D
Focus: 6/4D+2
Starfighter Complement: 72 TIE starfighters
Ground/Air Complement: 20 AT-ATs and 30 AT-STs
Weapons:
60 Turbolaser Batteries
Fire Arc: 20 front, 20 left, 20 right
Crew: 1 (20), 2 (40)
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 5D
60 Ion Cannons
Fire Arc: 20 front, 15 left, 15 right, 10 back
Crew: 1 (15), 2 (45)
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 3D
10 Tractor Beam Projectors
Fire Arc: 6 front, 2 left, 2 right
Crew: 1 (2), 4 (2), 10 (6)
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 6D

Imperial Gozanti-class Cruiser

A converted military version of the common Gozanti transport hull, rebuilt for patrol, transport, customs enforcement, and light occupation duty. Wider than the standard civilian cruiser and fitted with improved shields, engines, and weapons, it is the kind of ship the Empire uses where a freighter is too soft and a major warship is unnecessary. It can move troops, supplies, prisoners, or small vehicle loads between outposts and fleet elements without drawing on heavier naval assets.

The class is especially useful because it combines transport work with visible military force. Docking clamps beneath the hull allow the Imperial version to ferry starfighters or walkers directly to the trouble spot, while its own armament is enough for customs work, escort duty, convoy control, and short-range patrol operations. On a world like Kullgroon, a ship of this class is exactly the sort of vessel an Imperial garrison would use to move personnel, matériel, and detached support craft between an isolated outpost and the wider system.

Imperial Gozanti-class Cruiser

Craft: Imperial Gozanti-class Cruiser
Type: Armed transport/patrol cruiser
Scale: Starfighter
Length: 63.8 meters
Skill: Space transports: Gozanti
Crew: 6, gunners: 2, skeleton: 3/+10
Crew Skill: Space transports 4D, starship gunnery 4D+1, starship shields 4D
Passengers: 12 troops or 6 prisoners
Cargo Capacity: 75 metric tons
Consumables: 2 months
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Atmosphere: 280; 800 kmh
Hull: 6D
Shields: 3D
Sensors:
Passive: 15/0D
Scan: 30/1D
Search: 60/2D
Focus: 3/3D
Weapons:
2 Laser Cannon Turrets
Fire Arc: 1 front, 1 rear
Crew: 1 each
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
Tractor Beam Projector
Fire Arc: Front
Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Atmosphere Range: 1-5/15/30 km
Damage: 3D
Game Notes: This is the standard Imperial Gozanti-class cruiser, not the Gozanti-class Assault Carrier. The ship has ventral docking clamps and may carry one of the following external loads: 4 TIE/ln starfighters or 3 TIE/ln starfighters and 1 TIE bomber or 2 AT-DPs. When carrying external loads, Space -1 and Maneuverability -2. If all docking clamps are occupied, the ship may not use its ventral loading arrangement for ordinary cargo until the carried craft or walkers are released.

Sentinel-class Landing Craft

A large Imperial shuttle built for troop movement, cargo hauling, and direct insertion into active landing zones. More spacious and practical than the Lambda-class, it is the sort of field shuttle an outpost, garrison, or occupation force uses for deployment, extraction, prisoner transfer, and short-range supply work. Its broad internal volume and multiple access points make it well suited to the hard transport duties that support Imperial operations away from major ports.

Sentinel-class Landing Craft

Craft: Sienar Fleet Systems Sentinel-class troop carrier
Type: Heavily armed landing craft
Scale: Starfighter
Length: 20 meters
Skill: Space transports: Sentinel-class shuttle
Crew: 2; 2 can coordinate, gunners: 3, skeleton: 1/+10
Crew Skill: Space transports 5D, starship gunnery 5D, starship shields 4D
Passengers: 54 (troops)
Cargo Capacity: 180 metric tons
Consumables: 1 month
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D+2
Space: 7
Atmosphere: 350; 1,000 kmh
Hull: 4D+2
Shields: 3D+2
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 80/2D
Focus: 4/2D+2
Weapons:
8 Laser Cannons (retractable, fire-linked)
Fire Arc: Front
Crew: 1
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 6D
2 Concussion Missile Tubes (fire-linked)
Fire Arc: Front
Skill: Missile weapons
Fire Control: 3D
Space Range: 1/3/7
Atmosphere Range: 100/300/700
Damage: 9D
2 Repeating Blaster Cannons (retractable)
Fire Arc: Turret
Scale: Speeder
Crew: 1
Skill: Vehicle blasters
Fire Control: 4D
Atmosphere Range: 1-50/100/250
Damage: 3D+2
Ion Cannon (retractable)
Fire Arc: Turret
Crew: 1
Skill: Starship gunnery
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Damage: 4D

TIE/ln Space Superiority Starfighter

The standard Imperial line fighter, built for speed, rapid launch, and mass deployment. Light, compact, and stripped to essentials, it relies on maneuverability, pilot discipline, and numbers rather than protection or comfort. Its wide service makes it the most familiar starfighter face of Imperial power, used for patrol, escort, interception, customs work, and general local-space control wherever the Empire needs an immediate armed presence.

TIE/ln Space Superiority Starfighter

Craft: Sienar Fleet Systems TIE/ln
Type: Space superiority fighter
Scale: Starfighter
Length: 6.3 meters
Skill: Starfighter piloting: TIE
Crew: 1
Crew Skill: Starfighter piloting 4D+1, starship gunnery 4D
Cargo Capacity: 65 kilograms
Consumables: 2 days
Cost: 60,000 (new), 25,000 (used)
Maneuverability: 2D
Space: 10
Atmosphere: 415; 1,200 kmh
Hull: 2D
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 60/2D
Focus: 3/3D
Weapons:
2 Laser Cannons (fire linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D

TIE/rb Heavy Starfighter (TIE Brute)

The TIE/rb heavy starfighter, commonly called the TIE Brute, is a heavier and more forceful member of the TIE line. It keeps the familiar Imperial cockpit-and-wing arrangement, but adds more armor, more firepower, and a broader attack profile than the standard TIE/ln. Used where a line fighter is too light and a bomber too specialized, it gives Imperial commanders a harder-hitting patrol and pursuit craft that still fits the fast-launch logic of the larger TIE family.

TIE/rb Heavy Starfighter (TIE Brute)

Craft: Sienar Fleet Systems TIE/rb heavy starfighter
Type: Heavy patrol/pursuit starfighter
Scale: Starfighter
Length: 8.9 meters
Skill: Starfighter piloting: TIE
Crew: 1 (optional gunner)
Passengers: None
Crew Skill: Starfighter piloting 4D+1, starship gunnery 4D+2
Cargo Capacity: 40 kilograms
Consumables: 2 days
Cost: Not available for sale (90,000 estimated new)
Hyperdrive Multiplier: None
Hyperdrive Backup: None
Nav Computer: None
Maneuverability: 2D
Space: 8
Atmosphere: 365; 1,050 kmh
Hull: 4D
Shields: None
Sensors:
Passive: 20/0D
Scan: 35/1D
Search: 50/2D
Focus: 2/3D
Weapons:
2 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D
Game Notes: The MGX-300 integrated droid intelligence assists with flight and weapons management. Once per round, before rolling, add +2 pips to either starfighter piloting or starship gunnery.

Chapter 5: Running Double or Nothing

Run Double or Nothing as a tightening situation, not as a chain of fixed scenes. The job matters, but the real shape of the adventure only appears once the clean approach fails. From that point on, the scenario should feel like converging pressure: divided objectives, captivity, sabotage, reentry, and an uprising that succeeds only because several weak points give way at once. The sequence can change. The pressure should not.

Three Ways to Use This Story

This material supports three clear uses. The first is direct adaptation: use the comic's names, locations, and structure, but let the players change methods and outcomes inside that frame. The second is structural adaptation: keep the same skeleton—paid job, failed entry, divided pressure, captivity, reentry, uprising, and mixed success—but move it to another world with different factions and faces. The third is extraction: lift Kullgroon, Kristiss, Batalla, the labor camp, the shipment, or the Falcon-era Lando material and use those pieces separately in a broader campaign. The story's small scale makes all three easy.

Running the Comic Directly

If you run the comic directly, preserve motive and pressure rather than sequence for its own sake. Kristiss still needs the weapons delivered before the security gap closes. Kullgroon still has to resist easy entry. Batalla still has to matter as a second authority. The Petrusians still need both arms and nerve before revolt becomes possible. Beyond that, let the players alter the shape of events. Different routes, different captures, different survivors, and different costs are not mistakes. They are play.

The Core Scenario Structure

The structure is compact. Offer the job. Break the clean insertion early. Split the pressure between outside trouble and inside captivity. Force the players to survive long enough to reconnect those lines. Then end with a collapse of authority rather than a single frontal battle. That pattern is the adventure's real engine, and it can be reused easily under other names.

Divided Authority on Kullgroon

The objective is simple. The field around it is not. Imperial labor control, wasteland rule, worker hesitation, and the unstable partnership between Lando and L3 all bear down on the same shipment and the same clock. Keep those pressures distinct. If everything is reduced to a single generic enemy, the scenario loses most of what makes it worth running. Kullgroon works because authority is divided, and because each authority creates different dangers, different bargains, and different opportunities for the players to exploit.

Running Lando-Style Play

Lando-style play depends on leverage, polish, and timing under strain. Let forged access, fast lies, bold wagers, and social confidence open doors. Let those doors close again quickly once pressure rises. The point is not to make charm unbeatable. The point is to let style buy movement until the world becomes too hard for style alone. A lie should open one corridor, not the whole outpost. A bluff should win one meeting, not erase the cost of being there.

Captivity, Pressure, and Split-Party Play

The scenario divides naturally. One line falls into captivity, public danger, or local trouble while another continues through labor spaces, access systems, or sabotage routes. Keep both sides active. Cut between them on discovery, threat, and narrowed choice. Let what happens on one side worsen timing on the other. Done properly, the split creates urgency instead of delay. Players should feel that every choice made in one thread is changing the conditions in the other.

The Uprising as Climax

Run the uprising as a break in control, not as a symmetrical battle. Weapons reach the oppressed. Workers decide whether fear still owns them. Repaired droids turn. Security routines fail in more than one place at once. The final movement should feel improvised, uneven, and collective. A labor camp falls differently than a command bunker. That difference is the whole point. The players should not be looking for one perfect decisive strike. They should be helping several weak points fail at the same time.

Failure Without Collapse

Let failure worsen conditions rather than end the scenario. A missed infiltration roll raises suspicion or costs time. A failed social scene closes one route and forces a dirtier one. A bad escape turns into injury, separation, or public exposure. Kullgroon is built to absorb this kind of pressure. The wastelands provide alternate trouble. Batalla's territory changes what capture means. The outpost can tighten and slip depending on what the players do next. Use that flexibility.

Mixed Victory

Do not clean the ending too much. The Petrusians should be able to win their freedom without requiring the heroes to walk away whole. Preserve the possibility that the job succeeds while the characters still lose something important—ship, route, cover, money, or peace. The narrow win is the correct finish for this material. Success should feel real, but it should leave a scar the campaign can still follow.

Campaign Use

Used in a campaign, Double or Nothing works best as one job that leaves consequences behind. Kristiss can return as a resistance contact or employer. Rythus can return as an organizer or technician. Batalla and the cartel men can survive as remembered enemies. L3 can turn later droid-related jobs into harder moral ground. Lando can reappear as patron, rival, or the man with one more risky proposition than good sense allows. Keep the scale local and the consequences personal. That is where this material stays strongest.

Chapter 6: Adventure Hooks and Follow-On Play

Kullgroon leaves behind escaped workers, damaged cargo, Imperial reprisals, unsettled debts, and local rulers with long memories. Those things do not end when the original run is over. They create the next round of trouble.

Adventure Hooks

Failed Delivery Jobs

The characters are hired to move something valuable through hostile ground inside a narrow time window. At first the task appears limited. The cargo may be arms, medicine, machine parts, forged records, or a single living passenger. The destination is dangerous, but the job still looks like transport rather than war. That appearance does not survive long. The receiver is under surveillance, the destination is compromised, the cargo carries political meaning the characters did not fully understand, or someone else is already moving to seize it. The run stops being about freight alone and becomes a struggle over access, concealment, timing, and who can still reach the drop point once the original route is gone.

Workers, Prisoners, and Forced Labor

A labor site, detention ground, or industrial prison draws the characters toward people who are exhausted, watched, and not yet ready to move on their own. They may be asked to smuggle in tools, make contact with one worker, recover proof of abuse, arm a hidden resistance, or help a captive population decide whether one brief weakness in security is enough to risk open action. The tension lies in hesitation. The players are not only trying to get in. They are trying to decide whether the people inside can be made ready to act before fear, surveillance, and routine settle over them again, and whether the moment they have been waiting for will still matter by the time they reach it.

Rival Local Powers

The official enemy is not the only enemy. The outpost, labor site, dock, or transport node may be under one authority, but the ground around it belongs to somebody else: a wasteland chief, salvage clan, impound boss, raider band, mountain gang, or local broker of passage and punishment. That second authority does not need sector-wide reach to matter. It only needs to own the ground the characters must cross. The party does not simply have to beat the official opposition. It has to survive the ruler who profits from the gaps where official control weakens and who understands the ground better than any outsider ever will.

Lost Access and Reentry

The characters begin with a clean way in: a docking slot, a code, a cover identity, a contact, or a planned route. Then that access is lost. The objective remains the same, but the path toward it becomes maintenance tunnels, mountain trails, sewage runs, broken underworks, impound yards, forged releases, stolen badges, or local guides the party would rather not trust. The first route matters because it gives the characters something to lose. The second route matters because it forces them onto harsher ground and into worse choices than the job promised at the beginning, turning what looked like a controlled operation into a dirty struggle to keep the objective alive at all.

Mixed-Success Jobs

The best jobs in this line do not end with the party richer, cleaner, and safer than before. They end with the essential objective achieved and something else left damaged in the process. The prisoners are freed, but the ship is lost. The cargo arrives, but Imperial notice comes with it. The witness survives, but the route that made the rescue possible is burned forever. The gang is beaten, but the party now owes a larger power for the help that made it possible. A narrow win leaves the campaign alive, because it gives later adventures scars to grow from and ensures that success changes the field instead of closing it.

Campaign Seeds

Lando as Employer

Lando can hire the player characters for exactly the kind of work he would rather not attach directly to his own name: retrieval, delivery, debt recovery, ship access, cargo movement, or one more dangerous errand tied to a job already slipping out of control. He offers a real opportunity, not a false one, but he never understands the whole field as completely as he thinks he does and is willing to trust style and timing to carry him through the parts he has not fully measured. He works best as a patron when he tells enough truth to get the job moving and leaves the rest to nerve, charm, and the assumption that he will still be able to improvise when the field turns against him.

Lando as Rival

Lando also works well as a rival, provided he is never flattened into a simple antagonist. He and the party may be after the same prize, the same client, or the same exit route. He is not trying to destroy them. He simply intends to win first, and he has the ship, polish, and confidence to make that difficult. That lets him shift naturally between competing captain, temporary ally, obstacle, and uneasy partner depending on how the field changes, while remaining recognizably himself: mobile, persuasive, opportunistic, and difficult to trust completely when the stakes are high.

Worker Survivors and Aftermath

A freed labor population still needs ships, food, tools, and somewhere safer to go. The story that breaks the camp is not the same story as the one that keeps the survivors alive afterward. The characters may be asked to escort survivors, recover separated family members, relocate technicians before Imperial reprisals arrive, secure transport offworld, or help a newly freed group survive the first weeks of uncertainty after the break. Kristiss and Rythus remain useful here because liberation is only the beginning of a harder problem: turning escape into survival before the Empire or the local ground closes over the survivors again.

Imperial Retaliation

A broken labor site always attracts attention. Replacement troops, inspectors, intelligence officers, clerks, and quartermasters arrive not only to punish, but to restore the appearance that order still exists. They want records, blame, surviving witnesses, manifests, and evidence they can either preserve or destroy depending on whose failure they need to hide. The characters may have to move witnesses, steal or erase records, smuggle survivors through a tightening cordon, or survive the fact that a bureaucracy can be just as dangerous as a firing line when it decides to tidy up a place that has embarrassed it.

Missing Cargo

A shipment disappears somewhere between port, pass, work site, and final receiver. Everyone connected to it wants it for a different reason. The characters are hired to recover it, only to discover that weather, bad ground, local predators, criminal claimants, or simple administrative confusion have already made the problem worse than expected. This kind of job suits worlds like Kullgroon or Vandor especially well, because terrain and thin institutions can complicate a recovery effort before the first blaster is ever drawn, and because the cargo matters less for its price than for who believes it belongs to them.

Batalla's People Elsewhere

Batalla's people are local to Kullgroon, but the type travels easily. They can be recast as mountain raiders, salvage claim-jumpers, impound-yard muscle, bad-country enforcers, or retainers of some other frontier ruler whose authority ends exactly where his own ground does. The pattern remains the same in every case: local power made real through public violence, harsh terrain, and the certainty that outsiders are already off balance before the first confrontation begins. A ruler of this kind does not need a large territory to matter. He only needs control of the road, the pass, the wreck field, or the stretch of bad country the characters cannot avoid crossing.

Quick Seeds at a Glance

SeedPremiseComplicationLikely OppositionLikely Twist
Impounded FutureA ship needed for escape or delivery has been impounded on Vandor.The ownership papers are real, but in someone else's name.Port staff, hired muscle, weather, and Imperial inspectors.The ship contains cargo the owners did not know was still aboard.
Arms Drop in the SnowWeapons must reach a captive labor population before a security turnover ends.The clean route is gone before the party lands.Outpost guards, local raiders, and frightened prisoners.The weapons are enough to start a revolt, but not enough to sustain one.
Batalla's PrizeA prisoner of value has been taken by a local wasteland ruler.The captive is being held in public, not in secret.Gang retainers, cartel gun-hands, and hostile ground.The prisoner is worth more to one of the rescuers than to the employer.
Missing Cargo SledA shipment vanishes somewhere between mountain pass and final handoff.The trail is real, but the weather has covered half of it.Predators, claim-jumpers, and bureaucrats protecting themselves.The missing load was diverted intentionally by one of the clients.
Dead Droids WalkingA buyer is selling repaired battle droids from a remote salvage world.The machines still carry incomplete command logic and hidden loyalties.Smugglers, Imperial agents, and the droids themselves.The droids were never fully reconditioned. They are waiting for the right signal.