Showdown at Centerpoint (45 page)

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Authors: Roger Macbride Allen

BOOK: Showdown at Centerpoint
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As Des crossed the distance between the edge of the colony proper and the cantina’s welcoming door, he could already hear the sounds coming from inside: loud music, laughter, chatter, clinking glasses. It was almost 1600 now. The day shift had two hours to go before quitting time, but the cantina was still packed with nightshift workers looking to have a drink or something to eat before they boarded the shuttles that would take them to the mines.

Des didn’t recognize any faces: the day and night crews rarely crossed paths. The patrons were mostly humans, with a few Twi’leks, Sullustans, and Cereans filling out the crowd. Des was surprised to notice a Rodian, too. Apparently the night crew were more tolerant of other species than the day shift. There were no waitresses, servers, or dancers; the only employee in the cantina was Groshik himself. Anyone who wanted a drink had to come up to the large bar built into the back wall and order it.

Des pushed his way through the crowd. Groshik saw him coming and momentarily dipped out of sight behind the bar, reappearing with a mug of Gizer ale just as Des reached the counter.

“You’re here early today,” Groshik said as he set the drink down with a heavy thud. His low, gravelly voice was difficult to hear above the din of the crowd. His words always had a guttural quality, as if he were speaking from the very back of his throat.

The Neimoidian liked him, though Des wasn’t sure why. Maybe it was because he’d watched Des grow up from a young kid to a man; maybe he just felt sorry Des had been stuck with such a rankweed for a father. Whatever the reason, there was a standing arrangement between the two: Des never had to pay for a drink if it was poured without being asked for. Des gratefully accepted the gift and downed it in one long draft, then slammed the empty mug back down onto the table.

“Ran into a bit of trouble with Gerd,” he replied, wiping his mouth. “I bit his thumb off, so they let me go home early.”

Groshik tilted his head to one side and fixed his enormous red eyes on Des. The sour expression on his amphibian-like face didn’t change, but his body shook ever so slightly. Des knew him well enough to realize the Neimoidian was laughing.

“Seems like a fair trade,” Groshik croaked, refilling the mug.

Des didn’t guzzle the second drink as he had the first. Groshik rarely gave him more than one on the house, and he didn’t want to abuse the bartender’s generosity.

He turned his attention to the crowd. The Republic visitors were easy to spot. Four humans—two men, two women—and a male Ithorian in crisp navy uniforms. It wasn’t just their clothes that made them stand out, though. They all stood straight and tall, whereas most of the miners tended to hunch forward, as if carrying a great weight on their backs.

On one side of the main room, a smaller section was roped off from the rest of the cantina. It was the only part of the place Groshik had nothing to do with. The ORO Company allowed gambling on Apatros, but only if it was in charge of the tables. Officially this was to keep anyone from cheating, but everyone knew ORO’s real concern was keeping the wagers in check. It didn’t want one of its employees to win big and pay off all his or her debts in one lucky night. By keeping the maximum limits low, ORO made sure it was more profitable to work the mines than the tables.

In the gaming section were four more naval soldiers wearing the uniform of the Republic fleet, along with a dozen or so miners. A Twi’lek woman with the rank of petty officer on her lapel was playing pazaak. A young ensign was sitting at the sabacc table, talking loudly to everyone around him, though nobody seemed to be listening to him. Two more officers—both human, one male, one female—also sat at the sabacc table. The woman was a lieutenant; the man bore the insignia of a full commander. Des assumed they were the senior officers in charge of the mission to receive the cortosis shipment.

“I see you’ve noticed our recruiters,” Groshik muttered.

The war against the Sith—officially nothing more than a series of protracted military engagements, even though the whole galaxy knew it was a war—required a steady stream of young and eager cadets for the front lines. And for some reason the Republic always expected the citizens on the Outer Rim worlds to jump at the chance to join them. Whenever a Republic military crew passed through Apatros, the officers tried to round up new recruits. They’d buy a round of drinks, then use it as an excuse to start up a conversation, usually about the glorious and heroic life of being a soldier. Sometimes they’d play up the brutality of the Sith. Other times they’d spin promises of a better life in the Republic military—all the while pretending to be friendly and sympathetic to the locals, hoping a few would join their cause.

Des suspected they received some kind of bonus for any new recruit they conned into signing up. Unfortunately for them, they weren’t going to find too many takers on Apatros. The Republic wasn’t too popular on the Rim; people here, including Des, knew the Core Worlds exploited small, remote planets like Apatros for their own gain. The Sith found a lot of anti-Republic sympathizers out here on the fringes of civilized space; that was one of the reasons their numbers kept growing as the war dragged on.

Despite their dissatisfaction with the Core Worlds, people still might have signed up with the recruiters if the Republic wasn’t so concerned with following the absolute letter of the law. Anyone hoping to escape Apatros and the clutches of the mining corporation was in for a rude shock: debts to ORO still had to be paid, even by recruits protecting the galaxy against the rising Sith threat. If someone owed money to a legitimate corporation, the Republic fleet would garnish his or her wages until those debts were paid. Not too many miners were excited about the prospect of joining a war only to have the privilege of not getting paid.

Some of the miners resented the senior officers and their constant push to lure naïve young men and women into joining their cause. It didn’t bother Des, though. He’d listen to them prattle on all night, as long as they kept playing cards. He figured it was a small price to pay for getting his hands on their credits.

His eagerness must have shown, at least to Groshik. “Any chance you heard a Republic crew was stopping by and then picked a fight with Gerd just so you could get here early?”

Des shook his head. “No. Just a happy coincidence, is all. What angle are they working this time? Glory of the Republic?”

“Trying to warn us about the horrors of the Brotherhood of Darkness,” was the carefully neutral reply. “Not going over too well.”

The cantina owner kept his real opinions to himself when it came to matters of politics. His customers were free to talk about any subject they wanted, but no matter how heated their arguments became, he always refused to take sides.

“Bad for business,” he had explained once. “Agree with someone and they’ll be your friend for the rest of the night. Cross them and they might hate you for weeks.” Neimoidians were known for their shrewd business sense, and Groshik was no exception.

A miner pushed his way up to the bar and demanded a drink. When Groshik went to fill the order, Des turned to study the gaming area. There weren’t any free seats at the sabacc table, so for the time being he was forced into the role of spectator. For well over an hour he studied the plays and the wagers of the newcomers, paying particular attention to the senior officers. They tended to be better players than the enlisted troops, probably because they had more credits to lose.

The game on Apatros followed a modified version of the Bespin Standard rules. The basics of the game were simple: make a hand as close to twenty-three as possible without going over. Each round, a player had to either bet to stay in the hand, or fold. Any player who chose to stay in could draw a new card, discard a card, or place a card into the interference field to lock in its value. At the end of any round a player could come up, revealing his or her hand and forcing all other players to show their cards, as well. Best hand at the table won the hand pot. Any score over twenty-three, or below negative twenty-three, was a bomb-out that required the player to pay a penalty. And if a player had a hand that totaled exactly twenty-three—a pure sabacc—he or she won the sabacc pot as a bonus. But what with random shifts that could unexpectedly change the value of cards from round to round, and other players coming up early, a pure sabacc was a lot harder to achieve than it sounded.

Sabacc was more than a game of luck. It was about strategy and style, knowing when to bluff and when to back down, knowing how to adapt to the ever-changing cards. Some players were too cautious, never betting more than the minimum raise even when they had a good hand. Others were too aggressive, trying to bully the rest of the table with outrageous bets even when they had nothing. A player’s natural tendencies showed through if you knew what to look for.

The ensign, for example, was clearly new to the game. He kept staying in with weak hands instead of folding his cards. He was a chaser, not satisfied with cards good enough to collect the hand pot. He was always looking for the perfect hand, hoping to win big and collect the sabacc pot that kept on growing until it was won. As a result, he kept getting caught with bomb-out hands and having to pay a penalty. It didn’t seem to slow his betting, though. He was one of those players with more credits than sense, which suited Des just fine.

To be an expert sabacc player, you had to know how to control the table. It didn’t take Des many hands to realize the Republic commander was doing just that. He knew how to bet big and make other players fold winning hands. He knew when to bet small to lure others into playing hands they should have folded. He didn’t worry much about his own cards; he knew that the secret to sabacc was figuring out what everyone else was holding … and then letting them think they knew what cards
he
was holding. It was only when all the hands were revealed and he was raking in the chips that his opponents would realize how wrong they’d been.

He was good, Des had to admit. Better than most of the Republic players who passed through. Despite his pleasant appearance, he was ruthless in scooping up pot after pot. But Des had a good feeling; sometimes he just knew he couldn’t lose. He was going to win tonight … and win big.

There was a groan from one of the miners at the table. “Another round and that sabacc pot was mine!” he said, shaking his head. “You’re lucky you came up when you did,” he added, speaking to the commander.

Des knew it wasn’t luck. The miner had been so excited, he was twitching in his seat. Anyone with half a brain could see he was working toward a powerful hand. The commander had seen it and made his move, cutting the hand short and chopping the other gambler’s hopes off at the knees.

“That’s it,” the miner said, pushing away from the table. “I’m tapped out.”

“Looks like now’s your chance,” Groshik whispered under his breath as he swept past to pour another drink. “Good luck.”

I don’t need luck tonight
, Des thought. He crossed the floor of the cantina and stepped over the nanosilk rope into the ORO-controlled gaming room.

RISE OF THE EMPIRE
(33–0 YEARS BEFORE
STAR WARS: A NEW HOPE
)

This is the era of the
Star Wars
prequel films, in which Darth Sidious’s schemes lead to the devastating Clone Wars, the betrayal and destruction of the Jedi Order, and the Republic’s transformation into the Empire. It also begins the tragic story of Anakin Skywalker, the boy identified by the Jedi as the Chosen One of ancient prophecy, the one destined to bring balance to the Force. But, as seen in the movies, Anakin’s passions lead him to the dark side, and he becomes the legendary masked and helmeted villain Darth Vader.

Before his fall, however, Anakin spends many years being trained as a Jedi by Obi-Wan Kenobi. When the Clone Wars break out, pitting the Republic against the secessionist Trade Federation, Anakin becomes a war hero and one of the galaxy’s greatest Jedi Knights. But his love for the Naboo Queen and Senator Padmé Amidala, and his friendship with Supreme Chancellor Palpatine—secretly known as the Sith Lord Darth Sidious—will be his undoing …

If you’re a reader looking to jump into the Rise of the Empire era, here are five great starting points:


Labyrinth of Evil
, by James Luceno: Luceno’s tale of the last days of the Clone Wars is equal parts compelling detective story and breakneck adventure, leading directly into the beginning of
Star Wars:
Episode III
Revenge of the Sith
.


Revenge of the Sith
, by Matthew Stover: This masterfully written novelization fleshes out the on-screen action of Episode III, delving deeply into everything from Anakin’s internal struggle and the politics of the dying Republic to the intricacies of lightsaber combat.


Republic Commando: Hard Contact
, by Karen Traviss: The first of the Republic Commando books introduces us to a band of clone soldiers, their trainers, and the Jedi generals who lead them, mixing incisive character studies with a deep understanding of the lives of soldiers at war.


Death Troopers
, by Joe Schreiber: A story of horror aboard a Star Destroyer that you’ll need to read with the lights on. Supporting roles by Han Solo and his Wookiee sidekick, Chewbacca, are just icing on the cake.


The Han Solo Adventures
, by Brian Daley: Han and Chewie come to glorious life in these three swashbuckling tales of smuggling, romance, and danger in the early days before they meet Luke and Leia.

Read on for an excerpt from a
Star Wars
novel set in the Rise of the Empire era.

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