For the adventure in mind I have the following thought:
The premise is that the players are hired to find some lost sites and return with the good. I have new players to the system and I am thinking this will be a good way to get some practice working on Skills. I would like any feedback people may have.
I am thinking about having skill checks being made every 1/2 week and the party will be using an AT-EST.
First, there is a Survival skill to find the location. I am not sure the difficulty yet.
Failure means, failure to locate during that 1/2 week.
Success = finding..with additional successes providing more goodies found in the lost bunker
Advantage can use boost (as with combat) for the next Survival roll OR for the following Pilot Planetary roll
Threat can be system strain OR setback for next roll or following Piloting roll
Next would be the Piloting roll
Failure means a failure to get said location in the 1/2 week and will need to roll for the following week
Success means getting there on time with extra success perhaps getting there early
Advantage can pass on boost to the next Piloting roll or the next Survival roll.
Threat means System strain or setback dice
Finally, a mechanics roll to repair any strain or physical damage.
I am thinking about allowing a failure to be a success but only if the Pilot chooses to take the number of failures as straight Hull damage.
I kinda plan for there to be a time limit for this and thus causing the players to make choices if things go too long especially if there is some other complications I throw in.