Help with some Pre Gens

By machinebede1, in Star Wars: Age of Rebellion RPG

I'm trying to create pre-generated for a scenario for a group of four players. The concept is a Group of Commandos get ambushed at the end of a grab and bag mission in a large hostile city and have to survive and escape the city.

Ideally I wanted to use just AOR classes and specializations and each Pre-Gen would have an additional 100 xp after character creation to represent a well trained squad. My initial thoughts was to choose two specialities for each character. I've tentatively put together a Sharpshooter/Scout, Tactician/Medic, Sabatuer/Driver, and Commando/Heavy.

I am wanting to use Squadron combat rules as well. In planning there would be an additional 5 to 6 NPC minions to add to the squad for each character.

What suggestions do you have for Pregenerated characters? Do the specs make sense for a commando unit to you?

Do you expect the players to be familiar with the system? With roleplaying games in general?

Yes most of the group will be familiar with the system only 1 will not have played either EotE or AoR. But the one is having to listen to his other three friends talk about the system, he really wanted to join the normal campaign but we have scheduling conflicts for the regular game.

If you've got someone that hasn't ever played, I would be very careful with the talent selections for his character. Try to keep it simple; take lots of the same types of ranked talents and passive talents like Grit, Endurance, etc. Keep it simple...enumerate maybe 2 or 3 "special things" that the character can do (through talents) and leave the rest off. You don't wanna overwhelm the guy.

Instead of Commando/Heavy, I might go Commando/Infiltrator. You've got a Sharpshooter for your Ranged (Heavy), so it'd be nice for a melee specialist. (EDIT) Make the Commando a Human, and give him a non-career rank in Stealth to complete the package.

The Tactician can be Brawl, and Saboteur can go Ranged (Light).

Edited by awayputurwpn

I'd separate the tactician and medic specs, i don't see a squad leader doubling as medic cause he'd be distracted in his leading role by having to pay attention to healing the wounded. Maybe the saboteur could also be a medic as mechanic and medicine both benefit from intelligence and there is more synergy?

I don't see the driver spec being so fundamental here, it could be limited 3rd spec.

You can also think about going Knight-level play and give each character 150 xp, so there is room for a limited third spec.

For double specialization, I made some pre gens use about 25-33% of their bonus XP on a second specialization to reflect their teens/youth/young adult lives. The thought being their "main" career and specialization was what they have been doing as adults, whereas the younger ages weren't as committed as a career.

Example. Male human engineer-saboteur. To reflect his geeky/nerdy/intelligent personality growing up, though, he paid for access to the slicer talent representing playing video games and the occasional breaking into a computer system to change a bad grade or alter a bully's website to get him in trouble.

Conversely, his brother was the jock type, but also super smart. So he is now a doctor (EotE version) but gained a good bit of athletics and coordination as a young man.

So char gen consisted of spending all starting XP on characteristics, then about 60-70 on main career and specialization, then the rest of the hundred extra XP on fleshing out their back story.