SWURPG

The Dead Decks — Cargo Bay

Scene 1.2 — The Dead Decks

The cargo/entry deck of the derelict Sable Wake — the teaching combat. The party cycles in through the south airlock; the corrupted loader droid advances from the north corridor, cornering them against half-strapped manifest crates. Two frozen crew bodies, a deck terminal (the first log), and pervasive frost set the tone. The droid is mundane — the fake-out before the specimen hold.

Used in
The Sable Wake
Scene
Scene 1.2 — The Dead Decks
Grid
18×12 cells · 90 ft × 60 ft

The Dead Decks — Cargo Bay

Grid: 5 ft / squareN
Cargo Deck
Terrain Key
Wall
Blast door — Airlock (party entry)
Custom feature — Frozen crew body
Frozen ground (slippery)
Cargo container — Manifest crate (half-strapped)
Three-quarters cover (+5 AC / +5 DEX saves)
Crate — Cargo crate
Half cover (+2 AC / +2 DEX saves)
Difficult terrain
Light source — Flickering emergency strip
Control terminal — Deck terminal
Map Key
  • 1Airlock (party entry)
  • 2Corridor aft
  • 3Frozen crew bodyKnife AND blaster wounds — crew-on-crew, not an outside attacker. The first clue that the killer came from inside.
  • 4Frozen crew body
  • 5Manifest crate (half-strapped)
  • 6Manifest crate
  • 7Manifest crate
  • 8Cargo crate
  • 9Cargo crate
  • 10Cargo crate
  • 11Cargo crate
  • 12Flickering emergency strip
  • 13Flickering emergency strip
  • 14Flickering emergency strip
  • 15Flickering emergency strip
  • 16Deck terminalUse Computer DC 13 — pulls the first clean log (Day 3, Talvor) before the record degrades.
Legend
LGLoader gantry rail
SCSupply cabinet
GM-only enemy positioning (place the droid on the printed tile when it 'finds them,' NOT at scene-open — let the party investigate the bodies, crates, and terminal first): Corrupted loader droid at roughly [9, 1] (red, TR 3), entering from the north corridor. It advances in a straight line, corners the party against the manifest crates, and alternates its heavy manipulator (reach) with its cutting laser (40 ft). It does not retreat, fear, or negotiate. A Mechanics/Use Computer DC 15 (action) trips its maintenance lockout and shuts it down without a fight — reward the try. Scaling: default 1 loader; 2-3 PCs drop its HP to 32; 5-6 PCs add a lighter sentry droid (TR 1) that flanks from roughly [15, 6]. Loot: droid chassis parts (~250 cr); a shutdown loader strips for a Tier-I plating upgrade (Mechanics DC 14).

How to use this map

The cargo/entry deck of the derelict Sable Wake — the teaching combat. The party cycles in through the south airlock; the corrupted loader droid advances from the north corridor, cornering them against half-strapped manifest crates. Two frozen crew bodies, a deck terminal (the first log), and pervasive frost set the tone. The droid is mundane — the fake-out before the specimen hold.

The map is drawn at LEGO scale — each grid cell is 5 ft in-fiction and 1 inch on the printed page (matching the 3×3-stud LEGO minifigure footprint). Download the printable-tiles PDF to lay out the map at full physical size for tabletop play with miniatures or LEGO.

For the full encounter rules, scaling tables, and narrative framing, read Scene 1.2 — The Dead Decks in the The Sable Wake GM document.