Hi All,
I am about to start my Edge of the Empire Campaign, and one of my players has come up with an excellent back story for his character which has posed a small problem.
The campaign is going to be set 2 years after Order 66 was issued. His character, who was once a Clone Commando, was part of a sect which found out about the "tumor" in each of the Clones (as per Clone Wars Series), and developed their own drug (highly addictive) which disables the tumor from "spreading". It was not until Order 66 was issued that his Squad realised what was going on, and started asking why they weren't affected. There were several squads who were part of this sect which, at the time Order 66 was issued, has been spread out across the galaxy (possibly at the behest of Palpatine who foresaw what was going on, and so minimised the risk). The commando Unit was discovered not following the Order and so was set upon by other Clones. The player character's squad also had a Jedi and their Padawan travelling with them at the time, and he was given orders to stay with her until they dealt with the problem. The squad was overwhelmed and player character and the Padawan fled, finding assistance in the form of a smuggler (one of the other PCs). A fire-fight ensues, and the group blast off.
The problem that I have is that Commando Armour is potent, and secondly there are no stats for them. I have taken that the stats are that of powered armour. However, that's 5000cr worth of gear which seems a little unfair compared to the rest of the team.
Could I just hand wave that (after all, I'm giving the Padawan her own lightsaber) and give a bonus to each character's starting credits? Have people tried this and found it too unbalancing?
Could I apply some type of penalty for the armour being damaged? Where are rules for using damaged armour?
Any offer of advice or assistance would be great.