Approaches to Interdicted Planets

By LibrariaNPC, in Star Wars: Edge of the Empire RPG

One of the story hooks I've always had on the back burner (and that came up in previous games but wasn't explored very much) was the concept of interdicted planets, where nothing is supposed to go in or out at the extreme level or many steps (scans, customs, etc) have to be taken in order to get in.

From my own readings, interdictions range from one or two larger ships in orbit (ISDs, for example) or a number of smaller ships/stations in orbit to ensure nothing gets by. I remember reading somewhere that smaller capital ships, like Carrack-class vessels, and some larger (but less reliable) vessels like Victory-class Star Destroyers gets used for this purpose.

Getting through this is possible in multiple way, including, but not limited to:

--Running right through and hoping to not get shot down.

--Having falsified credentials.

--Stealing a ship and breaking in.

--Using a falsified transponder to get past the ships.

--Fighting through.

So tell me: am I missing something somewhere, or am I pretty spot on with my thoughts here?

Looks about spot on to me...

But "Running through" means the Blockading ships will know where the Runners have landed unless there are overriding reasons. Like atmospheric interference that can block ship scanners, or some really awesome cloaking device (which begs the question: Why not use to sneak past?), or some thing else.

Stealth trajectory: try and slip through quietly by locating a weak spot in the blockade and drifting through like a meteor.

Derp n Dash: hire a second team to create a distraction while the players try and get through.

Personal space issues: follow an authorized ship through (bulk freighters are perfect) so closely you blend in with them on sensors

Holy smoker: Plot a hyper jump that drops you out past the blockade and in the planets atmo.

But getting past the blockade isn't the hard part. That'll be finding a place to land where they don't just blast you from orbit.

Edited by Hedgehobbit

Stealth trajectory: try and slip through quietly by locating a weak spot in the blockade and drifting through like a meteor.

Yeah, "hidden hyperspace route" is a favorite in the EU.

Interdicting with ships is expensive. Use a minefield set into orbit around the planet (repulsorlift allowing for coverage of areas that regular orbits wouldn't work so well with). Those few ships that are cleared to pass through have the appropriate IFF transponder. You could try to fake it the transponder and sleaze through, but the consequences of failure would be pretty bad.

Han Solo does it in one of the trilogy books - I believe the first in his trilogy - by dashing past it, and then flying close to the terrain which was molten rock with high radiation and metal contents. The pursuing ship's sensors couldn't pick his ship out from the 'interference'.

It also depends on the type of interdiction. If it's basic patrols and ships, space is pretty **** big so its easier to avoid. The idea is put a lot of mass between you and the sentry ships. I suspect that things like Interdictor ships are pretty much Imperial-only, and they're most often used to block of the well-mapped routes. Less well known routes would certainly be the way in, but they would be harder in difficulty.

If one wanted to get into a system using little-known or a series of micro jumps, that would be the way to do it. This is where a skilled Astrogator could really make their mark, because these approaches would be at least a Hard difficulty, perhaps even higher and certainly upgraded.

It also depends on the planet.

Are they themselves responsible for the strict control or is it an outsider?

Sometimes during a crisis a planets ruling body might decide to do that.

How many cities and/or spaceports are there?

Not every town has a spaceport, not every ship can land in a flat field.

Sometimes there are no empty/safe places to land in except the ports.

How is the infrastructure?

Can you make a drop outside and then use the roads/rails to bring in the goods or is there too much wilderness?

Edited by segara82

Holy smoker: Plot a hyper jump that drops you out past the blockade and in the planets atmo.

Also, if the planet is interdicted by Interdictors, this one fails.

I would say try to sneak through. Use Knowledge and Perception checks to find a weak spot in the sensor net, or use Computers to try to create a weak spot. Then use Pilot (space) to burn through. Once you're in atmosphere, use Pilot (space), Computers and Mechanics checks to fly close to the surface of the planet, confuse the sensors of any pursuers or do some jury-rigging to the ship's engines to help evade pursuing ships.

Holy smoker: Plot a hyper jump that drops you out past the blockade and in the planets atmo.

That one carries more than just "smashed into a hyperspace grease spot" as a danger. They'd still probably be spotted coming out of hyperspace by sensors.

Also, if the planet is interdicted by Interdictors, this one fails.

Also note that depending on the extend of the planet's gravity well (and if the failsafe's on the hyperdrive are actually working properly), and any other bodies around the planet (like moons and large asteroids), you'll be pulled out of hyperspace well before you hit atmo.

It also depends on the planet.

Are they themselves responsible for the strict control or is it an outsider?

Sometimes during a crisis a planets ruling body might decide to do that.

How many cities and/or spaceports are there?

Not every town has a spaceport, not every ship can land in a flat field.

Sometimes there are no empty/safe places to land in except the ports.

How is the infrastructure?

Can you make a drop outside and then use the roads/rails to bring in the goods or is there too much wilderness?

This is all very, very true.

I know that Interdiction and Blockade are pretty synonymous (one is the military action to restrict supplies while the other restricts access of general trade goods), so we'll go with some examples from the films and movies:

--In Episode I, we have the blockade over Naboo keeping goods and people from coming in an out. It consists of a fleet (armada?) of Lucrehulk cruisers with Vulture Droids to ensure the blockade is kept.

We see it "overcome" by boarding a capital ship under truce and then sneaking aboard a transport heading to the planet.

--There's at least one episode of The Clone Wars where a planet is blocked off by the Seperatists and it was a slugfest to even get through it. Plenty of ships of varying sizes and shapes were ensuring that nothing passed.

--In The Courtship of Princess Leia, Dathomir is interdicted by Warlord Zsinj. This one ensures that not only no one gets in, but that NOTHING leaves the surface. This interdiction was mostly Star Destroyers and other capital ships with some satellites.

Han snuck past this by using a transponder from one of Zsinj's ships to get close, a powerful comm jammer, hiding in a collapsing ship and riding it down to the planet.

Granted, all of these options involve the interdiction/blockade being in space and how they were worked around.

With ground forces watching to ensure nothing gets in, one of my favorites was from one of the X-Wing novels:

--Rogue/Wraith group(s) waited for a meteor shower, had enough velocity to match the meteors, powered down and coasted along until they were beneath the radar range before powering up and flying again.

In the end, it seems that the extend of interdiction and the possibility of success rest with how well the organization is equipped, trained, and prepared compared to how well the person sneaking past has prepared and how skilled they are.

I would say try to sneak through. Use Knowledge and Perception checks to find a weak spot in the sensor net, or use Computers to try to create a weak spot. Then use Pilot (space) to burn through. Once you're in atmosphere, use Pilot (space), Computers and Mechanics checks to fly close to the surface of the planet, confuse the sensors of any pursuers or do some jury-rigging to the ship's engines to help evade pursuing ships.

This is a good overall mechanical approach.

--Knowledge skills could work, and will depend on how it is spun (Galactic Civil War to determine methodology, Underworld to know typical spacing, etc).

--Perception and Computers (sensors) both work when looking for an opening that could work for the run.

--Computers can be used to slice into the opponents systems to jam sensors and comms, tweak a transponder to aid with access, or do some "homework" in advance to learn who's doing it and how.

--Piloting (Space). With some great narration, you can use the treacherous terrain rules mixed with the barrage mechanics from Age of Rebellion to make it a one roll check that is both interesting and deadly. Speed+Silhouette in difficulty, add setbacks based on how "dense" the "terrain" is, offer boost dice for rolls made to prepare (the aforementioned checks). Enough disadvantages/despairs deal hits with the weapons fired,

Piloting can also be used to "dock" with something and use it's shadow to mask your entry. I can see Mechanics being used for spoofing, but you might need more time than you're given, and it may be easier to just turn off the engines instead.

Also hypering in far from the system and sneaking up to observe how the interdiction is being done. Maybe tractor in a bunch of asteroids to hide among to get in.