This might be quite a long post, so please bare with me.
My group have just gotten a new player.
I am running them through Pirates of Prexier, to recover some supplies.
They do NOT know the supplies are for a covert Rebel Operation, as I am setting them up for something later.
I have given the Pirates a Gozanti transport, with upgraded engines, so hopefully give the new player some experience with Space Combat.
They have snuck into the camp, and found the supplies.
The new player has decided to sneak onto the ship, and either sabotage it, or subdue (Specifically NOT kill) the crew, potentially forcing them to take the ship, and him, to the authorities, so he can turn them in, and allow the rest of the group to escape.
This means it splits the party in a bad way.
I would prefer he do not succeed.
The Big Bad pirate boss is NOT on the ship. (They do know this in character, but I think they may have forgotten... which works for me)
I was going to have a 8-12 pirates on the ship, one of which will retreat to the cockpit and call for help from the pirates in the camp.
This prevents him forcing the ship to depart with him on board, but does not stop him sabotaging it.
What kind of adversaries should I throw at him, to give him a beating, and make him think retreat would be a better option at this point, and fleeing with the rest of the group?
Side note. The players will be ambushed at their own ship as per the printed adventure (im scrapping the ATST ambush entirely), so the rest of the group might need his help, but if he is not with them, they might have a hard time of it.
The pirates will have some Cloakshape Fighters to harrass them as they leave, but having the party split in such a manner could cause me some significant headaches, as narrativly, the characters would have no drive to find the new guy and retrieve him, as they hired him for this job specifically.. and I presumed he would remain with the crew after the fact.
(Although I am sure they would find him, as my group are reasonable, but it feels abit forced)
I have chosen from the adversay decks, the Pirate Crew, Pirate Captain, Shipjackers and Swoop Gangers to use as stats for the Pirates. But what else can I throw into the mix to make this new player think twice?
Note: The player is a Zabrak ShiiCho warrior, with a Vibrorapier, formerly a padawan but has not used his powers in 10 years. Only has access to Force Enhance and Move, and nothing over the top on either. FR1, but uses Enhance to boost his brawn to make him more effective in Melee. The player has stated he would always try and disarm and subdue over maim and kill.
Suggestions?