If a group of players want to start with the Y-Wings as there starting asset is there a published adventure that works well with that choice?
Y-Wings as a starting asset
That depends on whether that's only Y-Wings they're using?
The only adventures I remember involving Y-Wings was an old WEG Star Wars introductory box set involving Edan and the adventure at the back of the Star Wars RPG they released which involved escaping from a rebel base after first recruited and arrive to discover the imps about to bust in!
This might work better if you give us a better idea of your PCs obligation and/or motivations?
Why Y-Wings?
If you're using Duty have them spend it on a Carrier so they have a means of escape and a reasonable chance of finding a replacement Fighter as Y-Wings only get you so far but at least they shouldn't automatically ID you as Rebels unless you're flying X-Wings and/or dumb enough not to keep a low profile in between missions?!
Then there's their reason for playing their character are they in the middle of a battle between the Empire and multiple Rebel groups on several worlds or formed after the Empire bdz'd their home world for reasons they only uncover during your game?
Edited by copperbellI'm thinking in terms of the core rule book. It offers the choice of a Lambda shuttle, Y-Wings, or a small base of operations when the party is created. I was curious how well the Y-Wings tie in to the published adventures.
So long as your not required to transport cargo then any adventure should be fine.
Yes, the adventure "Rebel Breakout" in the West End Games D6 Star Wars Roleplaying Game rulebook had the Rebel PCs escape in four Y-wings (two-seater models). You can probably find it on the 'net someplace. If not, let me know here since I did a conversion for it from D6 to the current FFG system.
MTFBWY!
You don't have to have a pre-written adventure refer to the Y-Wings; they gave then regardless. That said, the first chapter or Onslaught at Arda I might work well, though I confess I've not read that in much detail or any of the other Rebellion themed adventures. Though anything with space/atmospheric combat written in takes an interesting twist when you have a few two-seater fighters instead of a freighter or shuttle.
Thanks all,
I guess I was just looking for an adventure that featured some ship to ship combat. (attacking a convoy, etc) I figure if the PCs are given some fighters as an asset, they would probably invest XP in Skills and Talents for space combat. I'd like an adventure that would allow them to use those skills so they feel like it was a good investment. It doesn't specifically have to be Y-Wings, that's just what the rulebook gives them.
Looks like I will have to get creative.
Edited by shmittyStrongholds of Resistance has a modular encounter that features fighters heavily. Several sections of Onslaught at Arda I feature parts that can utilize fighters as well.
Sounds like something the Order 66 podcast might have dealt with, there was a resources thread that may help how about Tales of the Hydian Way?
I rewrote "Rebel Breakout" for the FFG system, the link is below.
As for using Y-Wings, pretty much everything is fine so long as you aren't hauling cargo. If that's the case, you'll need to do a little adjustment to the narrative to make it something smaller for the Y-Wings to carry.
When I ran a squadron based game (several times in the past), there are three approaches that work well in my experience.
- The squadron has an out of the way base - nothing as good as the base as a starting resource - just a quiet hangar on the south side of nowhere
- The squadron is a floater - sent from one command to another on an as-needed basis.
- The squadron is assigned to a fleet, and has carrier support on a rotating basis.
Having a base of operations isn't the same as having a (game term) Base. It's just a safe place to park, and maybe store a few things. Let them save up and convert it to a proper Base later. (Either with Duty or with credits - either saved pay, or acquired asset liquidation, aka "loot".)
Great tips there, having a "home" to come back to is definitely a good idea, even if it's just for repairs and re-supply.
When I ran a squadron based game (several times in the past), there are three approaches that work well in my experience.
- The squadron has an out of the way base - nothing as good as the base as a starting resource - just a quiet hangar on the south side of nowhere
- The squadron is a floater - sent from one command to another on an as-needed basis.
- The squadron is assigned to a fleet, and has carrier support on a rotating basis.
Having a base of operations isn't the same as having a (game term) Base. It's just a safe place to park, and maybe store a few things. Let them save up and convert it to a proper Base later. (Either with Duty or with credits - either saved pay, or acquired asset liquidation, aka "loot".)
What mix of in ship versus out of ship time did you use with your squadron based campaigns?
I'm thinking of using the Rebel Breakout conversion to get them their Y-Wings and then they can spend some time acquiring a base. I think I may modify the Whisper Base missions from the beginner game box for that. The goal would be that by the time they reach their first Duty milestone, the base would be minimally up and running.
Has anyone thought about turning Whisper Base into a Separatist holdout?
The reason the Empire doesn't know about it, is because when Vader shut down the droid forces they were instead shuttled back to their main base leaving a skeletal crew of living Separatists who witnessed the Empire's reprisal so stayed in hiding overlooked because the only colony on the world was on the other side of the planet...
So a listening outpost with access to Separatist resources long forgotten except by a rebel team and their ISB Nemesis fortunately he doesn't know about the listening post...
I sarted a mini-campaign while following-up from beginner game, so they have the mission to bring Whisper Base in full function and also start spying on the Empire
it's an expanded version of Operation Shadowpoint, where i added some other adventure on the mix (like Perlemian Haul and Dead in Water) and expanded some events while adding special ones (ie the Jedi quest for kyber crystal and approach of Verala Mishar on the base...)
it's running fine at the moment
back in Topic:
in my very old WEG campaign a couple of player started with an Y-Wing and one of them with an X-Wing, while other with a freighter (it was a very big group, while i was still at school x_x ). After some evolution of the game, they ended up using only the Cutter's Way (heavily modified since the "original" version). Rarely they use the X-Wing (heavily modified) as a wingman and because X-Wing pilot is better than Luke+Vader+Ahsoka+Wedge+Poe...
So long, i can't really help you, but i think group starting with Y-Wing assett it's a really interesting choice; half of the player does'nt need to get Pilot skill (while co-piloting they can be gunner, navigator, scanner expert, etc) and other ones just need high agility and one or two pilot skill, 'cause pilot is not "needed" for normal use; even in combat, is not needed (you don't need to roll to evade attacks, just to fly on difficult area of space or to make special maneuver).
You can let them start with "slightly modified and specialised version": the Ace/Pilot of course will be the one doing the hard work (ie fighting, exploring dangerous area, etc) so he could have one with slight better handling or sensors; one could be the "gunner" and have better weapon; one could have lower speed but higher armor, shield and ht/ss (and probably piloted by worse pilot), etc.
You can also use some custom rules/custom attachment for something useful in the campaign, like having one of them doing astrogation calculation (and roll) and then transmit jump cohordinate to everyone else, or letting one of them "shielding" his wingman by putting themself on the way.
You can give them a very simplified base (ie a "docking station") or create a "space bar" where they can hang out while not in mission...
As long as they are not a completely isolated rebel cell, they will have some sort of contact with the rebellion, which is either a Base, like Arda I or Hoth or a fleet.
If they are super spec ops, or just not well connected, there will probably be - as others mentioned - some bar right past the edge of nowhere where they have an agreement with the town or a pc originates from there, or the hangar owner is an old friend, or at least something where they can get a full nights rest in a comfortable bed.
I think there are lots of planets or moons where there is absolutely nothing except one overpriced gas station. Altough, that would be closer to a "base", but maybe ol' Gus, the Gas-Station-Gammorrrean leaves the landing field to the pcs much later in the campaign?
When I ran a squadron based game (several times in the past), there are three approaches that work well in my experience.
- The squadron has an out of the way base - nothing as good as the base as a starting resource - just a quiet hangar on the south side of nowhere
- The squadron is a floater - sent from one command to another on an as-needed basis.
- The squadron is assigned to a fleet, and has carrier support on a rotating basis.
Having a base of operations isn't the same as having a (game term) Base. It's just a safe place to park, and maybe store a few things. Let them save up and convert it to a proper Base later. (Either with Duty or with credits - either saved pay, or acquired asset liquidation, aka "loot".)
What mix of in ship versus out of ship time did you use with your squadron based campaigns?
I'm thinking of using the Rebel Breakout conversion to get them their Y-Wings and then they can spend some time acquiring a base. I think I may modify the Whisper Base missions from the beginner game box for that. The goal would be that by the time they reach their first Duty milestone, the base would be minimally up and running.
2/3 of missions were in-ship missions in my last campaign. (Mid-Rebellion)
Some were sneak-n-peek, some were capital ship assaults, some were area denial.
The rest was a mix of smash-n-grab, recruiting, supply chains, and leveraging hutts.
The smash-n-grabs were using a captured Lambda... get in, pass themselves off as Navy Officers (Albeit white tunic non-human officers) and do a combination of intel, prisoner rescue, and recruiting by kidnap.
I tended to attach them to a fleet. When the players are all in fighters you've generally not got much in the way of diplomat/intel types, so attaching them to a small rebel squadron gives them a place to repair and re-arm and someone to provide mission objectives.
A logistics type group based on the Perlemian route is a good start - the main rebel sources of support, funding and supply at the early rebellion come from Brentaal and Alderaan; yes, all right, death star explodes, but both of those get knocked out in a single day.
I tended to attach them to a fleet. When the players are all in fighters you've generally not got much in the way of diplomat/intel types, so attaching them to a small rebel squadron gives them a place to repair and re-arm and someone to provide mission objectives.
I agree 100%.
Given their starting Duty, this seems like a logical story place for them to begin as well. It'll allow you to build up the player's comfort with managing their ships as well if they're basically rentals per Magnus' suggestion.