AOR Missions Ideas

By Tilaso, in Game Masters

Greetings!

Running an Age of Rebellion game night (friend's going away) and looking to do some great missions to send this guy off well.

My opening scene is more or less going to the intro to Expendables 3 (rescuing a guy from a Hutt train) and I am looking for some other ideas for missions.

An easy alternative is recommend your favorite war/action movies.

Thanks!

Well have you thought about the Mission Impossible movies?

Have a CO go seemingly rogue leaving your pc blamed for a mission gone wrong except he was actually a double agent playing both sides against each other whilst he snuck off to sell the secrets his now all but dead team stole with only your players having any chance of figuring it out and putting the searching Imperials back on his trail whilst you escape offworld...

Ice Station Zero set on Hoth, where you have the chance to prevent the rebels new base being discovered albeit whether you reveal Solo & Chewie's encounter is set a few months afterwards is up to you?

The Navarone series involves a mission to take out a new superweapon and targeting system that can fire hyperspatial missiles to shoot targets passing in neighbouring Star systems even bombard a planet and their only hope is your rag tag band of surviving Rebels can sneak in and blow up the defences so they can destroy it completely!

Have you watched any of the Leverage TV series?

Now imagine them a rebel cell...

Edited by copperbell

You might want to ask in the AoR section.

Just a thought.

You might want to ask in the AoR section.

Just a thought.

They don't have a GM specific forum over there, and the OP was probably hoping to be more clandestine about their mission ideas so that their players won't just stumble in and read about the next game.

But hey, it's more fun to condescend to people than actually help them, right?

To the OP, I don't know how serious you plan on having your own game, but the old G.I.JOE cartoon would have a ton of fun little ideas for quick and easy missions.

You might want to ask in the AoR section.

Just a thought.

They don't have a GM specific forum over there, and the OP was probably hoping to be more clandestine about their mission ideas so that their players won't just stumble in and read about the next game.

But hey, it's more fun to condescend to people than actually help them, right?

Sorry if it came off as condescending, but it really wasn't.

I was merely suggesting that he might get more responses there since that section is specifically about AoR.

Team has to infiltrate DS while the Endor battle is underway to exfiltrate a vital deep cover operative with information about the Empire's contingency plans should the emperor die.

Watch Kelly's Heroes. There's easily four episodes worth of content in that movie. All very appropriate to a ragtag group of Rebel scum. The movie is set during World War II (the Galactic Civil War). Clint Eastwood (the party face) captures a German Colonel (an Imperial Army Captain or Major would work just fine) and discovers the German Colonel (the Imperial Army Officer) is carrying several solid gold bars (shiny phat l00t). Clint Eastwood (the party face) gets the German Colonel drunk (uses Charm and/or Coercion) and the German Colonel reveals there are 14,000 gold bars (a lot of phat l00t) stored inside a vault (in a vault) at the town of Clermont, behind German lines (at a nondescript town on a planet held by the Empire). The heroes (the party) is made up of a ragtag bunch (ragtag bunch) of specialists who band together out of a common sense of greed.

Depending on how many sessions you'd want to lay out you could have the following episodes:

Episode I - Capturing the Imperial Officer, questioning the Imperial Officer, escaping with (or without) the Imperial Officer. If pressed for time, you could always skip right to Episode II, introducing Episode I in a more narrative sense.

Episode II - Forming the crew. Poking around a Rebel base for a variety of bonuses (and gear) to assist the party in their heist. This could easily be molded in with Episode III.

Episode III - Travelling to the Imperial Base. Perhaps this planet has hostile atmospheric conditions and/or wildlife. Perhaps the party runs into Imperial patrols (or scavengers / pirates / raiders / etc.). A number of encounters should impede their progress and require the players take a number of days to reach the location (preferably on foot or speeder).

Episode IV - Sneaking through the town (or fortress / where ever you have placed the vault). Perhaps civilians are willing to aid (or disrupt) player activities. If you want to incorporate an encounter with the Tiger tank (as seen in the movie) use an AT-ST or an AT-AT (a Saber -class assault tank would also work). However, emphasize to the players that they are on the clock. Perhaps Rebel forces are preparing to bombard the town (likely destroying the loot in the process). Perhaps an Imperial Star Destroyer is en route to the planet (to collect the loot or similarly, destroy the town). Maybe a marauding band of scum have also discovered the loot (and want it for themselves). Introduce some additional party competing for the loot and keep track of how much time the party spends conducting the heist. If they take too long, introduce the complicating element. If it is something the party clearly cannot overcome (like a Star Destroyer) skip right to Episode V!

Episode V - ESCAPE! If you are looking to provide a satisfying end, perhaps the party got out with all the loot. If you want to leave an "awwwww man" moment at the end (and keep the rest of the party, minus your departing friend, on the hook) perhaps the loot is generously "liberated" by a Rebel (or Imperial) military official.

Hope that's something to get the juices flowing. Have fun!

Edited by NoDebate

Fantastic ideas! Thanks guys.

Also no GM subforum in AOR.

Behind Enemy Lines: A rebel ace pilot has been shot down in hostile territory. No one get left behind; It's up to you to track her down before the Empire does.

You're on a much needed furlough on a very minor world in the outer rim that serves as a breadbasket for a hub in the sector.

The Empire suddenly invades you have no idea why nor given any reason to suspect they know they're there but you end up having to help the locals as the Empire commence a BDZ forcing you to scramble to your hidden hangar and hopefully evacuate as many refugees as you can and still escape the Imperial Blockade which has no idea there's a rebel presence on the planet. (Thinking variation of Red Dawn meets Red movies!)

Why have they attacked?

If its not because of the Rebel Alliance what brought them down on this otherwise agricultural garden world?

Why are they prepared to raze it and why threaten the nearby Hub that depends on this world for its food?

Might this provide the Rebel Alliance with a new base to operate from or new recruits?

Maybe this world has secrets the Empire will stop at nothing to either acquire or destroy... are you willing to find out?

Edited by copperbell