Operation Shadowpoint final Assault: What to do? SPOILER

By Erahard, in Star Wars: Age of Rebellion RPG

I am about to GM the final assault on Whisper Base included in the free adventure ¨Operation Shadowpoint¨. Together with another GM I want to run for about 10 players so that the fight is more epic. My idea is 2 divide the players in 2 groups: The first will probably include the more combat oriented characters/players who will take the fight out and look mor Moff dardano himself. The second will probably include the technician, diplomat, analyst...who will remain inside or near the base.

The first group objective is clear: Seek and capture/kill Moff Dardano who is in his away from the main fight. However I don't know what could the second group do. At some point some troopers will manage to enter into the base and I have prepared a dramatic fight in the corridors of the base for the second group but what could they be doing until that final moment? I had thought that the Technician/Analyst could be jamming the empires communications thus causing their combat checks against the players to be upgrade once.

Do you have any other tasks for my non-combat players to perform while the battle rages on outside? Anny game effects those tasks could have on the first group?

Thanks.

Jam communications, as you said.
But also, calibrate the base shields to withstand enemy fire.
Make sure the defense guns are operating at peak performance.
Coordinate the troops movements outside the base and oversee communications.

Also, remember, Whisper Base has defenses and shields, but since the base is designed to be stealthy, those are not made to run for any extended period, so alot of effort needs to be put in to keep them running throughout the entire assault.

Also, there's nothing to say that the Moff hasn't infiltrated the base with a spy or even a reprogrammed droid in preparation for the assault.

Good ideas! What do you think about the next game effects for those tasks?

- Calibrate the shields: ??

- Defense guns: Maybe reducing the Advantage cost for activating a critical?

- Troop coordinations: A boost dice to combat checks?

- Shield & Turrets maintenance: Since the adventure manages those in a narrative way which effect could have an inadequate maintenance of those?

Good ideas! What do you think about the next game effects for those tasks?

- Calibrate the shields: ??

- Defense guns: Maybe reducing the Advantage cost for activating a critical?

- Troop coordinations: A boost dice to combat checks?

- Shield & Turrets maintenance: Since the adventure manages those in a narrative way which effect could have an inadequate maintenance of those?

Well, shields is obvious: Fail and the base will take damage (possibly interfering with the other things on this list)

Defense guns: fail and you won't be able to attack the enemy with them for that round. After all, the base wasn't designed to have all those systems running at the same time, so they would just run out of power for a turn or two.

Troop Coordinations: Definately a boost to combat checks :) Or any other check for that matter. But even better, if they fail the test by alot, give the enemy boosts instead, as they have managed to intercept the communications.

Shield and turret maintenance: inadequate maintenance would give some black die to the use of them, IMHO.