I'm putting together a 10 Episode Age of Rebellion game for my play group. The PC's will be part of a Wraith Squadron-type unit (fight pilots with commando talents), but I've having some trouble figuring out some story elements.
I'm thinking of using the Jewel of Yavin Adventure mod as Episodes 6-7-8, then what either (or both) of the PC's commanding officers (the commander of the unit, and their flight leader) to turn on the PC's, destroy the ship they've been using as a base, steal the Jewel and leave the PC's for dead, and then Episode 10 will involve the PC's getting revenge and killing the traitors - I may use the learn to play adventure as template for that one.
What I need help with is coming up a compelling way to tie those ending events together. Originally I wanted the traitors to be Imperial spy's but I may just have them want out of the war and he/they see the Jewel as a way to retire. But I can't figure out a reason why the Rebel Alliance would want the Jewel in the first place, or what a good a substitute for the Jewel in that adventure would be.
If people are interested I'd be happy to share more info on the structure of the ten Episodes, NPC info I have already, some mission ideas I have etc.... I could use some help coming up with 2-3 more "Wraith Squadron" missions to send the PC's on before I get to the Jewel of Yavin story line.