(repost from SWRPG reddit)
Hey Guys! I've been playing FFG star wars rpg's since the beginning of 2015 and have EOTE, AoR, and Onslaught at Adra 1. I've been GM-ing a long on-going campaign with my players for months now as we all learn the system and the world of tabletop (This is a first for all of us and we love it!) My favorite thing about tabletops is that you can incorporate all of the best things you love about video game mechanics and LORE and leave out all the annoying junk. You can play how you want which is amazing. Anyway my players and I LOVE star wars Battlefront and with the new trailers for the new game coming out I had the idea to make a campaign based on the style of battlefront. So here it is: I would love advice and feedback.
My PCs have been slowly building up a resistance force on Mandalore (called the Brotherhood of Mandalorians) and helping jumpstart the Rebel Alliance. They have run a few missions building up reputation among the rebels and gathering supplies and resources. All while they did this they've been building enemies within the Empire as well. Once they have successfully sparked a rebellion I plan on bringing down the might of the Empire as a full invasion for their finale.
The premise will be that the Alliance is secretly dry docked North of the city of Keldabe. The Empire has found out and sent an invasion force to find them. The Brotherhood of Mandalorians (Itching to strike at the Empire) launches a counter attack that the PCs will be a part of, while the Alliance prepares to flee. Eventually the Brotherhood will need backup and the Alliance will surprise the Empire by being fully operational and join the assault. From there we proceed to numerous event seeds that the PCs can partake in to sway the course of the battle. As far as the ending, well I think that's up to the PCs. If they can find a way to win I'll let them. If the Mass Combat checks result in the Empire winning I will switch to a "battle of Hoth" haul-ass outta there mission.
My idea is to have the Brotherhood defending from the capital city while the Empire deploys its forces across a large battlefield. The Brotherhood will be using early versions of the rebel equipment since I eventually want them to assimilate into the Alliance. This makes it easier for me to stat out the vehicles, like X-wings and the lot. My players will be a squad that will heavily affect the sway of the battle. There will be 4 or 5 command posts spread across the map.
Moves (Each requires an action to perform on the player's turn )
1. Call in a shuttle. Anyone can spend their action portion of their turn to call in a shuttle. The shuttle will arrive in 3 turns. There are two types of shuttles:
a. Medical – A medical shuttle comes equipped with some emergency medical supplies and has a medic on board that can evac a wounded person. The Medic cannot stay on the field.
b. Reinforcements – These shuttles can bring 1 squad of NPC Soldiers that can act independently or be used by a PC. The shuttle will also bring some weapons and ammo including the chance for a heavy weapon (Roll d20. 1-10 = Rocket Launcher 11-20 = Heavy repeating blaster) This Shuttle can also be used for evac and transport to other areas on the battlefield.
2. Call in an airstrike. Anyone can spend their action to call in an airstrike on a specific location. If the target is in medium or close ranged anyone can call it in. If the target is in long or further range the PC must be using binoculars. Anyone in Engaged range of the target is subject to take fire. The airstrike will arrive next turn but have a cooldown of 3 turns (Based on status of the battle) There are two types of airstrikes:
a. Airstrike – A squadron of ties/ x-wing rain canon fire on the target.
b. Bombing Run – Bombers drop ordinance on a target.
Command Posts
Shuttles can only land safely at Command posts. If a shuttle is called to a non – command post they will have to make a check to land safely and if they fail there will be a cooldown of 3 turns.
To capture a command post at least one PC must be within close range of it and no enemies can come in close range for 3 turns. If they do, the capture must start over.
Command posts will also be supplied in accordance with the flow of the battle and vehicles and supplies will be dropped off if they can be.
Every so often I will make a mass combat check to see how the rest of the battle is going and let the players decide their next course of action from there.
I will also throw choices at the players too like Rebels will call for back up but there will also be an open command post for the taking and the players must decide which to go for. Each choice will affect the battle in some way.
Combat
Here’s where I feel like I need the most advice. My idea is that most of the general soldiers will die in one successful hit on a combat check so that the battle keeps moving and the players don’t get killed by just soldiers. I want them to feel heroic and I want the setting to feel massive and battlefront-y where the heroes can take on a lot of stormtroopers and eventually go after At-STs and such. Obviously bosses and commanding officers will be harder to kill. Any suggestions on how to keep battles fluid and fun would be greatly appreciated.
Any suggestions or comments in general would be greatly appreciated. Thanks guys! Happing RPG-ing!

