A Tricky Campaign for Novice Players

By Aerilyn84, in Star Wars: Edge of the Empire RPG

Hello. In the last year, I've moved to a new area and have recruited players to participate in a game I'm running. Out of the 4 of them, only 1 has table top experience.

It's been interesting to say the least. Yesterday, I sent out an email to the players to address an issue the more experienced player brought up-- The hasty violence of the new guys. It seems that the three new guys, and ESPECIALLY two of them, are keen on killing anything and everything that might oppose them. They definitely connect with their characters violent tendencies, but have no real desire to set themselves up for long term success... which, IMO, is a big loss for the party as a whole. Especially since two of them (the most violent ones) aren't geared towards combat as a primary role.

The way it's hurting them the most is they aren't keeping any friends or contacts--they just want to go kill the loose ends. They had an inside man at a shipyard, wanted to kill him. They had a local bounty hunter who adored them, wanted to kill her. I usually play hands off as a GM, and thankfully my experienced player has talked some sense into them sometimes. They just aren't seeing the long term game the way I've come to over the years. And make no mistake... there have been PLENTY of mobs and bad guys for them to kill.

I sent out an email addressing the issue... and hopefully it will improve. All the players are pretty mature IRL, so I'm expecting improvement. Any thoughts?

What I actually came to ask for was advice on a campaign twist. Here's the background:

The characters have done two pretty significant jobs for a laborers union boss (a Weequay) on Ryloth-- he runs the work force of a shipyard the ripped off. They got to keep the ship and his union had a whole new ship to build.

Now, in my notes, the union boss is actually an ISB agent... and his original mission was to use the heroes as assets to undermine the Hutts monopoly on the local drug export. However, due to the paragraphs above (since the heroes have made many enemies on Ryltoh), they'd like to move away and get a fresh start--so here is what I'm thinking.

The boss is still an ISB agent... and his mission is to have the new flagship of the Sullustan Home Guard (a Marauder Class Corvette) stolen. This will allow Imperial intervention into SoroSuub security, and the Empire can use the Home Guard not just for the defense of Sullust, but for their goals in the region.

My agent will approach the heroes with the same job offer as before: Steal the ship. Payment is the ship, and it's good business for the union because their employer will get the contract for the new one. He will set them up on an abandoned mine he used to work out not too far from Ryloth but away from prying eyes. He can even throw in a line about the first job being a test.

Now HERE is where I need help (sorry for the long windedness!): In a proper setting, after the heroes steal the ship, ISB would run them down and take it from them. I don't want to yank it out of the heroes hands after 4-5 grueling sessions of leg work though. What are my options without breaking realism?

I was thinking have the heroes uncover the truth about the agent, but I'm unsure how.

Thoughts and comments welcome. Thanks guys.

EDIT: I think, instead of Union Boss being ISB, I'm going to have him be a Rebel Sleeper. Using the heroes as assets under the cover of being head of a Union still makes sense... and given SoroSuubs cooperation with the Imps at this time, the job is a reasonable one.

Unlike before, the heroes will be hired to steal the ship FOR the union, not as their own prize. (It may seem like a stretch for a cover story... but it can be said that the Union needs a well defended, mobile logistics head that can carry their "army" of skilled workers from job to job and not be tied to the success of this company or that company.) Their payment for the job will be negotiated before the heist itself. When they've done it, though, the Union Boss will be exposed a Rebel Agent and arrested by ISB right in front of them. This will give them another reason to flee the empire, it will make the ship properly theirs and it will introduce (and possibly tie them to) the Rebel Alliance in a tangible way.

(Knowing my players, I'm predicting they'll attemt to rip off the Union Boss anyways--no harm, no foul though. They might try to sell the ship... and I'll cross that bridge when I get there.)

I'm also thinking of moving away from a Marauder and giving them something like a big beefy transport with lots of cargo space for smaller vessels and lots of Customization Hard Points. That gives them something to upgrade and pour cash into and is a lot less conspicuous.

Edited by Aerilyn84

Leave it up to the dice. Give them a shot at keeping the ship, but don't make it a guaranteed win/loss either way.

Sounds like the players are coming from video games, where killing everything is expected and no social interactions last for more than a scene. I'd start with just being up front and ask them to rein it in, even telling them that some of the NPCs they're killing off could have been useful or valuable contacts in future. Sounds like that's what your email does, hopefully it will work.

To uncover the agent's true allegiance you'll need to weave in various ways they can gather this information, it needs to be a purposeful part of the whole plot. I'd give it a few more legs than this single plot and extend it into the next plot or even further. Ideally they won't really know the whole thing until after they capture the ship, if even then.

Some ways to leave clues: maybe the agent contacts them over holocom, and the Computers guy in the party can make a roll to notice a background image...the agent has his ISB contacts live on a different holocom, and if the Computers roll is good enough they can render it cleanly enough to make out a uniform, several Advantage might even get a face they can research.

They could spot the agent by accident at a cafe or diner meeting with someone suspicious, someone who carries themselves a little too formally and precisely...Knowledge Warfare or Underworld, or Streetwise, to make sense of it.

Once the players are suspicious, they may take matters into their own hands, putting a watch on the agent, searching his comm records, etc. If they confront the agent he can always say he deals with a lot of unsavoury customers, or even feign shock if shown some of his "contacts" are actually Imperials. He could even ask for the party's help..."OMG, what do I do? Ya gotta help me get rid of this guy!"

As for the ship, a Marauder is pretty big, they'd need a crew to run it properly. Apparently it has room for 12 starfighters, but maybe instead it could have maybe 4 starfighters, and a ship more in their league, maybe a sweetly tricked out YT-2400. If they are boarded by stormtroopers they can always try to set the self-destruct and escape in the freighter. If they didn't figure out the agent's ISB links, they'll have accomplished their mission (the union gets another contract) and still made out ahead with a new ship.

If they follow up with this agent again, then make the next job more explicit. They might begin to wonder why Imperial presence is always nearby whenever they do his jobs. But this kind of thing takes a bit of subtlety to work over 2 or 3 story arcs without blowing it right away.

BTW, I'm not sure about how the plot works for the Imperials. Were you saying the Imperials would use the re-re-captured Marauder against the Sullust system? If so, then blowing it might bring the party Alliance attention for jobs as well...

Edited by whafrog

whafrog has, as usual, given you an awesome list to work with. Allow me to add a bit more from my experience:

==Dealing with "Murdohobos"==

Or as I like to call it: "Ugh. Thud. Roll."

When you get people who go for combat first, they probably are used to video games (as whafrog mentioned). I've realized that there are a few ways of breaking newbies of this tendency.

1) There's Always A Bigger Fish: Give the party something that they shouldn't be able to defeat on their own or in a straightforward way. Maybe they are facing off against a pair of cortosis-plated droids with shields and heavy armor and will need specialized ion grenades or a really good slicer to stop them. Maybe attacking this guy leads to the snipers that were hiding to opening fire (if the players don't see them first, of course). Perhaps the person talking is a higher up, and any harm that comes to him means it'll come back on the party.

Remind them they aren't the biggest fish in the sea, and that might help.

2) Humility Helps: Sometimes, you need to purposely beat the party to teach them a lesson. If they go charging in after having a reputation of doing so, have the "villian" (i.e. whoever they are attacking, regardless of affiliation) be prepared for it. Have the party lose the fight and face the repercussions; maybe they'll be left for dead and sans gear in a back alley of Nar Shaddaa, or they'll wake up on a ship en route to a special prison. Sometimes this does backfire and the party will win (and feel invincible) or the party will be angry, but I've realized more often than not that a party that wins but is severely hurt will think before picking a fight again.

3) Reputation, Obligation, and a Living Campaign: My players have learned that I run living campaigns. The universe still spins on regardless of what they do, and what they do will have ramifications.

Ignore a job to bail some troops out of a hotzone? The planet is now glasses.

Skip out on smuggling medicine to a planet? It's now quarantined.

And so on...

The same is true for fights and killing people randomly. The goons they killed were some favourite yes men of a local Black Sun Vigo, and he doesn't like losing a good yes man. The woman who arrived with guards to speak wasn't trying to ambush them, but is under constant protection and was hoping for the party's help for something. Now that she's been killed, the party is now marked to be hunted.

The game mechanics already give you a way of handling this: the Obligation mechanic. Start raising party obligations or giving out new ones because of their actions and watch how fast they'll learn that burning bridges isn't always a good idea. . .

==Campaign Advice==

To be honest, a previous game I ran involved the party stealing a Marauder Corvette for the Alliance, and then they had to find a crew, get the thing running and fully equipped before joining back up with the Alliance Fleet (which was still bouncing around at that time). It sadly collapsed due to work schedules for everyone, but it was entertaining.

I agree there is a LOT of legwork that needs to be done before stealing such a ship on behalf of the players, but there's just as much afterward, especially for you as a GM. As you are concerned with that portion (and whafrog gave some nice ideas reminding you of the sort of hints you can drop or expand upon to show his true colors), here's a few things to remember to expand on Shawnancy's comment:

1) The party will need a crew. Even if the crew of the ship has enough people willing to defect, they're good. Otherwise they'll need people. It'll be hard to hold the ship if there's only four of them to run everything. . .

If they don't want to keep the ship, they can just sell the ship off to whomever they want, including the Hutts that ISB is trying to undermine or to the Rebellion that is a thorn in the side of the Empire! If they have high obligations, a "gift" of this caliber just may get them out of trouble or get them the attention that they can use later.

2) They will need to be prepared. A Marauder Corvette is a nice ship, but it's rather weak in comparison to most other capital-class ships. Without the proper crew, they'll be outgunned by just about everything, and without the proper supplies, it'll be dead in the water sooner rather than later.

It also doesn't help that pirates and other underworld groups would be looking forward to an opportunity to steal such a ship if word got out that it's so understaffed that it can barely be piloted.

If you haven't read it, look into Booster Terrik's Errant Venture. The TL;DR version is he captured a Star Destroyer and claimed it as salvage, which the New Republic couldn't argue, but they COULD argue the weaponry. Even with the weapons gutted out, the ship was plagued with high repair costs, systems that had to be cannibalized, and within a short time it was in a pretty bad state of disrepair. That may give you an idea of what sort of preparation and support a ship like that will require.

3) ISB isn't the Imperial Navy. If the group proves that they can be disposable assets (i.e. they get caught and ISB can claim they know nothing), ISB might not bother hunting them down afterward, but rather keep them "on call." Perhaps "the test" comment really is true: perhaps ISB wants more agents they can ignore, especially with the Rebellion. It's typical for governments to want to have such resources, and as long as ISB can keep tabs on them so they don't cause problems, they can probably get away with it.

Maybe ISB wants the party to sell it to the Rebellion so they can draw out another cell. Who knows!

Also remember that DeStab gets mentioned as a branch that's close to ISB, which can really make things interesting. My current campaign is based around a DeStab agent getting orders to cause chaos, and it involved disposable assets like this.

4) The Imperial Navy isn't Omniscient. Just because the party stole a Marauder doesn't mean that a trio of Star Destroyers is about to land on top of it to take it back. Even at the best of times, the Navy was busy. There's always an uprising, always pirate activity, and always something else that is more pressing or very political for the organization to worry about.

That said, while it's POSSIBLE the Navy might go after them, it won't be immediately unless ISB sells them out, and it might not be a very large force (a pair of gunships or lancers, maybe a vigil-class if you're lucky, but really not much), which brings us to the next point.

5) The Imperial Navy isn't All-Powerful. While the Empire tries to have people believe this is true, they aren't. Star Destroyers are often used for key planets as protection or assault. Look at the Battle of Hoth, for example; you had three Star Destroyers and Executor to attack the entirety of the Rebellion. You had much more at Endor, but that was to be the trap that ended the Rebellion (maybe a couple of dozen capital ships if memory serves correctly; been a while since I've seen the scene).

Point is, the big ships tend to be saved for big things while the smaller ships tend to be the primary set in the Outer Rim. Unless they really do big things, the chances of them seeing something that large is very small.

Another novel reference: in the second book of the Han Solo Trilogy, the Empire attacks Hutt Space, and the smugglers get their own armada to counter it. The Empire sent in three Dreadnaughts, four Nuetron-Star Bulk Cruisers, and two Carrack-class cruisers (not including the sixteen Guardian-class cruisers and all the TIEs). Granted, that's a pretty big fleet, but when you really think about it, that's a small force to capture, hold and police a section of space known for corruption, piracy and smuggler activity.

The thing to remember here: this was a mission that was PLANNED! This wasn't a reactionary "We are under attack, send reinforcements" situation, but rather "We're taking this area with what we have."

While the Empire has money to buy ships, there's never enough ships, crew, or even uncorrupt officials to have enough out there.

I'll stop yammering at this point.

If you want the TL;DR: there are many ways for the party to keep it if they play it smart, prepare, if the ISB wants them to have it to use later, and if you're not making the Empire omniscient.

Edited by LibrariaNPC

The hack and slash is kinda common for people new to RPGs, at least in my experience. In EtoE combat should be a last resort after other methods have failed.

This is going to sound rather harsh, it isn't meant to be though, just throwing some options out there. Sometimes you, the GM, have to beat them at their own game to get a point across.

If you wish to cut it back some, start pulling out all the "tricks" when they get in and out of combat.

Combat preparation is a luxury, due to the spontaneous eruption of it, the characters are rarely armed/armored for it. To do that would take preparation, and foresight. The characters literally have to walk around all armed and armored for such. In some environments this isn't possible, in others it causes strain damage and black dice to almost everything. The vast majority of the "good" weapons and armor are illegal, or restricted. I'm not saying the characters care much for the legality of their items, they are hoodlums after all, but the city police force cares, the harbor masters care, etc... Start cracking down on it.

Have the effects of combat take a toll, in both directions. They can lose their "in" with some organizations, finding out after the fact that the person they needed was the one they dusted. Organizations rarely make the same mistake twice, learning from the previous experiences. The first time the PCs bump into Jabba's goons, it is fairly straight forward. Let the PCs do what they do, kick the ever living crap out of the baddies. The second encounter with Jabba's goons should go a whole different route, because they are coming prepared for the player characters. If the characters have cybernetics or a droid, the bad guys bring ion weapons and shut them down quick like. If a player Ithorian caught them with the bellow, the bad guys maintain range. They bring adequate forces for the next encounter. They start sending out bounty hunters, that can snipe from vast distances and the characters don't even know they are there. That first hit is usually a doozy. I have a character who lost an arm to such an attack/ambush.

Obligation would start stacking, and the characters can't spend xp (they care about that), once it gets over 100 for the group (not individual). If you're ticking off a crime lord, they can be rather generous with the obligation in relation to what their lackeys are actually worth, being as the party has given up their right to bargaining the price having already taken the product.

The non-lethal weapons like the ones in Far Horizons don't require a lot to shut a person down. Nets, stuns, etc.. will take the player out of commission fairly quickly. Then the enemy just starts picking them apart while they can't do anything about it. Most weapons in general have "other properties", use them.

Sometimes you have to make an example. I'm not saying kill a character, usually it is enough to just beat them down so convincingly that self preservation should kick in and make them seek other alternatives to combat in the future. However, if they don't take the hint, have one (or more) die, or worse suffer permanent wounds like an ability point loss.

Edited by Shamrock

Sometimes you have to make an example. I'm not saying kill a character, usually it is enough to just beat them down so convincingly that self preservation should kick in and make them seek other alternatives to combat in the future. However, if they don't take the hint, have one (or more) die, or worse suffer permanent wounds like an ability point loss.

If it helps: the first game I ran with my current group had something like this. One of the players is used to always being a big tough guy in Warhammer, and is playing a Coynite Heavy in my campaign. I knew I needed something to make him think twice, so I took the Pirate Captain from the core book and made him an Ithorian. Between a Force Pike on Stun and Ithorian Bellow, I took the player out with a KO.

The character still prefers combat (as it's the Coynite way) compared to sneaking around, but as a player he's realized that running into combat isn't always the brightest idea unless he's really ready for it.

Sometimes you have to make an example. I'm not saying kill a character, usually it is enough to just beat them down so convincingly that self preservation should kick in and make them seek other alternatives to combat in the future. However, if they don't take the hint, have one (or more) die, or worse suffer permanent wounds like an ability point loss.

If it helps: the first game I ran with my current group had something like this. One of the players is used to always being a big tough guy in Warhammer, and is playing a Coynite Heavy in my campaign. I knew I needed something to make him think twice, so I took the Pirate Captain from the core book and made him an Ithorian. Between a Force Pike on Stun and Ithorian Bellow, I took the player out with a KO.

The character still prefers combat (as it's the Coynite way) compared to sneaking around, but as a player he's realized that running into combat isn't always the brightest idea unless he's really ready for it.

Maybe give in to it. Make them a "goon squad" for someone. Set the adventures to be combat heavy, but also up the ante, make the bad guys a challenge for them (start pulling the out of AoR, have them start being noticed by authorities/IMPs even.

You could have them go out on extortion missions, convincing store owners to pay for protection. This is where you can change it up a bit and start tugging at their heart strings. Have to dude's kids standing there while they are beating him up. Have the dude be super poor. etc... If you can get them to a point where they want to help the owners over their employer, you've accomplished something magical and thus narrative play should be epic for the situation.

Another option would be to get them to the core planets, like the under belly of Coruscant. They go do the extortion, or whatever the job is, and a rival of their boss' rigged their ship to explode (or otherwise took it out of commission for a good long time), maybe said explosion killed someone of importance and the ship was rigged to look like the players remotely set it off with the intent of killing said person.

Or perhaps their own boss set them up telling them to kill person of "no real importance", but in reality said person was someone of real importance, and they've assassinated him/her. Unknown to the players, but something they can figure out over time... maybe said person is a governor of some clout, but was using his/her position to smuggle drugs (or whatever), and actually running a crime ring. Their boss took it personal when they started invading his territory.

Either way, the rest of the adventure would be the getaway and could take weeks. They could have their faces planted on the 5 o'clock news, from security camera surveillance that caught them departing the ship, and they are wanted for "questioning". The players dealing with life on the run in a foreign city. Security cameras catching them every so often, cops (or Imps) being not far behind, especially if they create a scene.

This would put them on the run, where leaving a trail of dead bodies isn't the best idea, plus it will put murder charges on them and make it impossible to prove innocence irt the bomb. Limited knowledge of the environment, the IMPs locking the city traffic down, all off-planet ships being thoroughly scanned, an inquisitor hot on their trail, being stuck in some scuzzy ghetto filled with beings of a criminal bend... Think Boston after the marathon bombs.

This forces the virtues of playing the game outside of combat, and it's fun because combat is what got them into it. Get it to theme something close to Shadowrun and the Fugitive.

Then if they enjoy themselves, maybe they are not so itchy with the trigger fingers in the future.


To uncover the agent's true allegiance you'll need to weave in various ways they can gather this information, it needs to be a purposeful part of the whole plot. I'd give it a few more legs than this single plot and extend it into the next plot or even further. Ideally they won't really know the whole thing until after they capture the ship, if even then.

Some ways to leave clues: maybe the agent contacts them over holocom, and the Computers guy in the party can make a roll to notice a background image...the agent has his ISB contacts live on a different holocom, and if the Computers roll is good enough they can render it cleanly enough to make out a uniform, several Advantage might even get a face they can research.

They could spot the agent by accident at a cafe or diner meeting with someone suspicious, someone who carries themselves a little too formally and precisely...Knowledge Warfare or Underworld, or Streetwise, to make sense of it.

Once the players are suspicious, they may take matters into their own hands, putting a watch on the agent, searching his comm records, etc. If they confront the agent he can always say he deals with a lot of unsavoury customers, or even feign shock if shown some of his "contacts" are actually Imperials. He could even ask for the party's help..."OMG, what do I do? Ya gotta help me get rid of this guy!"

As for the ship, a Marauder is pretty big, they'd need a crew to run it properly. Apparently it has room for 12 starfighters, but maybe instead it could have maybe 4 starfighters, and a ship more in their league, maybe a sweetly tricked out YT-2400. If they are boarded by stormtroopers they can always try to set the self-destruct and escape in the freighter. If they didn't figure out the agent's ISB links, they'll have accomplished their mission (the union gets another contract) and still made out ahead with a new ship.

If they follow up with this agent again, then make the next job more explicit. They might begin to wonder why Imperial presence is always nearby whenever they do his jobs. But this kind of thing takes a bit of subtlety to work over 2 or 3 story arcs without blowing it right away.

BTW, I'm not sure about how the plot works for the Imperials. Were you saying the Imperials would use the re-re-captured Marauder against the Sullust system? If so, then blowing it might bring the party Alliance attention for jobs as well...

First of all, wonderful ideas. To answer your question about my plot, no-- The imps aren't going to use the Marauder against Sullust. In the lore, Sullust (more specifically SoroSuub) has an allegiance to the Empire in return for defense contracts that net the company billions. They also employ a small defense force called the Sullustan Home Guard.

Here is where my campaign differs: As SoroSuub is building up the Home Guard, the Empire is uneasy about a fleet in the area not directly under their control... particularly as more and more Sullustans are rooted out as treasonous. However, they can't reasonably swoop in and undermine a known critical ally of theirs--that would be bad for business with other contractors.

So ISB is essentially tasked to frame the Home Guard for incompetence (an op in which the heroes are used as assets). After the Marauder is stolen, the Imperial Navy can come in and say "Clearly, you're unfit to defend these sensitive contracts. We will take it from here." Now, the Home Guard is no longer a liability should Sullust as a whole defect, and the Empire has a new small fleet to leverage towards it's regional goals.

So originally, in my mind, ISB would allow the heist and then track down the heroes and the Marauder to demostrate their own competence--and essentially get control of the Home Guard with zero net loss to the fleet. But the ideas you've all proposed above are a suitable alternative to that thinking. Comprende?

If it helps: the first game I ran with my current group had something like this. One of the players is used to always being a big tough guy in Warhammer, and is playing a Coynite Heavy in my campaign. I knew I needed something to make him think twice, so I took the Pirate Captain from the core book and made him an Ithorian. Between a Force Pike on Stun and Ithorian Bellow, I took the player out with a KO.

The character still prefers combat (as it's the Coynite way) compared to sneaking around, but as a player he's realized that running into combat isn't always the brightest idea unless he's really ready for it.

I like this too. They actually haven't been beaten down senseless and I think, given the warning that I've issued, it's a good approach to any additional needless violence that might occur.

3) ISB isn't the Imperial Navy. If the group proves that they can be disposable assets (i.e. they get caught and ISB can claim they know nothing), ISB might not bother hunting them down afterward, but rather keep them "on call." Perhaps "the test" comment really is true: perhaps ISB wants more agents they can ignore, especially with the Rebellion. It's typical for governments to want to have such resources, and as long as ISB can keep tabs on them so they don't cause problems, they can probably get away with it.

Maybe ISB wants the party to sell it to the Rebellion so they can draw out another cell. Who knows!

Also remember that DeStab gets mentioned as a branch that's close to ISB, which can really make things interesting. My current campaign is based around a DeStab agent getting orders to cause chaos, and it involved disposable assets like this.

4) The Imperial Navy isn't Omniscient. Just because the party stole a Marauder doesn't mean that a trio of Star Destroyers is about to land on top of it to take it back. Even at the best of times, the Navy was busy. There's always an uprising, always pirate activity, and always something else that is more pressing or very political for the organization to worry about.

That said, while it's POSSIBLE the Navy might go after them, it won't be immediately unless ISB sells them out, and it might not be a very large force (a pair of gunships or lancers, maybe a vigil-class if you're lucky, but really not much), which brings us to the next point.

5) The Imperial Navy isn't All-Powerful. While the Empire tries to have people believe this is true, they aren't. Star Destroyers are often used for key planets as protection or assault. Look at the Battle of Hoth, for example; you had three Star Destroyers and Executor to attack the entirety of the Rebellion. You had much more at Endor, but that was to be the trap that ended the Rebellion (maybe a couple of dozen capital ships if memory serves correctly; been a while since I've seen the scene).

Point is, the big ships tend to be saved for big things while the smaller ships tend to be the primary set in the Outer Rim. Unless they really do big things, the chances of them seeing something that large is very small.

Another novel reference: in the second book of the Han Solo Trilogy, the Empire attacks Hutt Space, and the smugglers get their own armada to counter it. The Empire sent in three Dreadnaughts, four Nuetron-Star Bulk Cruisers, and two Carrack-class cruisers (not including the sixteen Guardian-class cruisers and all the TIEs). Granted, that's a pretty big fleet, but when you really think about it, that's a small force to capture, hold and police a section of space known for corruption, piracy and smuggler activity.

The thing to remember here: this was a mission that was PLANNED! This wasn't a reactionary "We are under attack, send reinforcements" situation, but rather "We're taking this area with what we have."

This is a really good point. I especially like the idea of using ISB as their semi-permanent handlers... because that is very ISBish and it also allows a greater arc for them to discover what's actually going on.

And you're right about the Navy and Empire at large not being invincible-- It's just easy to think that they can throw Interdictors and Supers at any problem that arises... but that's just not how it works.

Edited by Aerilyn84

Edit in original post with new idea. Take a look.

Edit in original post with new idea. Take a look.

Do you have access to Age of Rebellion yet? If so, you can pull from some of the capital ships there that are small enough to be piloted by your group, but large enough to be of interest, like a Gozanti Cruiser or even one of the Consular ships.

Your idea of a Rebel Agent might be of interest, but it'll really boil down to how you handle it and how well your players go with it and act upon it.

Edit in original post with new idea. Take a look.

Do you have access to Age of Rebellion yet? If so, you can pull from some of the capital ships there that are small enough to be piloted by your group, but large enough to be of interest, like a Gozanti Cruiser or even one of the Consular ships.

Your idea of a Rebel Agent might be of interest, but it'll really boil down to how you handle it and how well your players go with it and act upon it.

I do have the AoR book and it was the Gozanti Cruiser that inspired this idea. I think I'll end up going with it, but I need to check some of the numbers before I fully commit. Thanks for the reply.

Edit in original post with new idea. Take a look.

Do you have access to Age of Rebellion yet? If so, you can pull from some of the capital ships there that are small enough to be piloted by your group, but large enough to be of interest, like a Gozanti Cruiser or even one of the Consular ships.

Your idea of a Rebel Agent might be of interest, but it'll really boil down to how you handle it and how well your players go with it and act upon it.

I do have the AoR book and it was the Gozanti Cruiser that inspired this idea. I think I'll end up going with it, but I need to check some of the numbers before I fully commit. Thanks for the reply.

Anytime!

The Gozanti isn't a horrible ship because while it is old and sluggish, it's a cargo transport for all intents and purposes that gets pressed into the gunship class whenever it is needed by poor militaries.

If there's a specific ship in the EU/canon that you'd like to see, I'd be willing to stat it for you. My project for capital ships has stalled due to lack of time, the needs of my groups, and the fear of lack of interest here on the forums. That said, I'd be willing to break out my notes and stat things up if there's a ship you would prefer for your group instead.