Looking for Mission ideas for a group of republic commandos.

By Ace9530, in Star Wars: Edge of the Empire RPG

Hi there folks!

As the title suggest with a little hombre wing and mix and matching I'm taking my players through a campaign where they star as a squad of elite republic commandos. I've read the books by Karen Travis and so has 1 of the other 2 players. We are all very excited. However, as a Dm that likes immersion, I'm not being able to fully explore the starwars universe in my mission. Let me explain.

I am looking for the names of worlds affected by the clonewars, and mission suggestions. So far I've been coming up with names and saying they are small planets or moons in the outer rim, but if you could suggest a few planets affected, that'd be great.

Also, we've done 2 missions so far. First one was assassination of a Nemodian politician coercing small governments into giving up resources to the CIS. The second was a mission to make sure a deal between separatist and some cartel in the outer rim didn't take place. If the deal went through, the CIS was going to gain access to some space lanes the cartel owned.

Now I am looking for ideas. They can be as in depth, or as detail free as you'd like.

Thanks!

Can't go past real world for Covert ops ideas. Looks at WWII Commando Ops, especially Singapore, I find it a great source of war stories.

Basic ideas
* Stealing Fuel or Ammo.

* Sabotaging Imperial Supply lines

* Assassination/Renditioning of important targets.
* Hitting a Drug Cartel that is an ISB fundraising Operation.

* Exchanging hostages form arms.
* Poisoning Imperial Banquet guests.
* Getting supplies to Rebel Cells.

Does Netflix have a War genre? I'd just flip through that and read the movie summaries. Haha

Look at the duty List and try to come up with three mission types for each duty.

Intelligence:

  • hack something
  • intercept/steal something
  • question someone

supplies:

  • stuff to survive: food/water/medicine,
  • stuff to fight: Guns
  • stuff to get around: ships, vehicles

Support:

  • be the backup for another unit
  • be the backup for the backup that failed
  • be a diversion

space combat:

  • Pilot a ship
  • boarding crew duty
  • sabotage a ship

...and so on.

Then just think about a cool setting that you and your players will enjoy (wookiepedia), something that fits the story arc you have in your head (because I'm certain there is something connecting their missions in the long run) and fill in the blanks ;)

:ph34r: or steal from whatever source is similar enough :ph34r:

Movies to watch:

Kelly's Heroes

Three Kings

U-571

Where Eagles Dare

Operation Petticoat

Rescue civilians

Extract High Value Target

Plant Evidence

Investigate anomaly

Mission Impossible/A-Team/Person of Interest/Xfiles/Firefly, even Star Trek, they all had 'missions' that used 'specialists'.

You could even run a "Saving Private Ryan" mission where they are tasked both with hunting down a friendly target, convincing them to come home, and getting them out safely. Would have a balanced mix of exploration, social encounters and combat.

You could probably get some 'affected planets' from the Clone Wars Cartoon. I hear its pretty good, though I have not watched much of it.

The RCs seemed to be used for all kinds of missions. They could be deployed just prior to an invasion, tasked with sabotaging key targets (planetary shields/weapons, communications, power stations) before the Troops landed.

They could be deployed to either Sabotage or Locate droid factories/ship manufacturers for the CIS. Maybe all they have to do is plant a beacon and call in an airstrike.

Assassinating local leaders of the CIS/rebel forces. Arming/training local troops for battle against CIS forces. Stealing critical intel/invasion plans.

Several movies listed above have some great missions in them. 'Where Eagles Dare' in particular could be pretty awesome in the Star Wars universe. A lot of movies can be mined for mission ideas: I just ran my group through a butchered conversion of the last Riddick movie.

Just remember to have nothing go according to plan. Every mission should have a wrinkle in it at some point. Faulty intel, tougher opponents, a cameo appearance by Jedi that completely screw up the mission. Maybe a Jedi shows up and calls them off their mission to help him complete his different mission. You can just as easily have a Seperatist 'general' show up and throw a wrench in things (Greivous, Dooku, Ventress).

I would strongly suggest you find one planet for them to do an extended campaign on. Personally, if there is no connective tissue between missions, I find they don't really have much impact for me. So having their mission be "Liberate this planet from the Separatists" , and let them see the repercussions of their actions, is way more engaging.

I mean, don't get me wrong, you can totally do an episodic campaign, and honestly, having a squad of troopers is an easy way to explain it. Each week, a new jump, new planet, same war. That's got it's own appeal. But personally, I like some meta plot. So I would set up a series of missions, all turned around freeing one major city, or planet. Like, the capital city of Planet Blah Blah, and free the now imprisoned ruling body. Then you can do an entire set of missions that lead up to that liberation, and yay!, they've freed an entire civilization/planet! Woot!

I would strongly suggest you find one planet for them to do an extended campaign on. Personally, if there is no connective tissue between missions, I find they don't really have much impact for me. So having their mission be "Liberate this planet from the Separatists" , and let them see the repercussions of their actions, is way more engaging.

I mean, don't get me wrong, you can totally do an episodic campaign, and honestly, having a squad of troopers is an easy way to explain it. Each week, a new jump, new planet, same war. That's got it's own appeal. But personally, I like some meta plot. So I would set up a series of missions, all turned around freeing one major city, or planet. Like, the capital city of Planet Blah Blah, and free the now imprisoned ruling body. Then you can do an entire set of missions that lead up to that liberation, and yay!, they've freed an entire civilization/planet! Woot!

That would be pretty hard to do. If you have read the Republic Commando books, you see the commandos are moved around A LOT!

I would run each mission as an adventure, which could either take as long as they needed to get the job done, or put them on a time limit. Nothing like a mad dash to the wire to ensure that your brothers don't land in the middle of a droideka detachment that outnumbers them by 3 to 1.

Plus, you can always throw a wrench into the works by using some of the Nulls as NPCs from time to time or use whoever trained your PC's on Kamino as a mentor figure.

And depending on how far through the war they make it, they might hear rumors about a way to stop them from accelerated aging.....

I would strongly suggest you find one planet for them to do an extended campaign on. Personally, if there is no connective tissue between missions, I find they don't really have much impact for me. So having their mission be "Liberate this planet from the Separatists" , and let them see the repercussions of their actions, is way more engaging.

I mean, don't get me wrong, you can totally do an episodic campaign, and honestly, having a squad of troopers is an easy way to explain it. Each week, a new jump, new planet, same war. That's got it's own appeal. But personally, I like some meta plot. So I would set up a series of missions, all turned around freeing one major city, or planet. Like, the capital city of Planet Blah Blah, and free the now imprisoned ruling body. Then you can do an entire set of missions that lead up to that liberation, and yay!, they've freed an entire civilization/planet! Woot!

That would be pretty hard to do. If you have read the Republic Commando books, you see the commandos are moved around A LOT!

I would run each mission as an adventure, which could either take as long as they needed to get the job done, or put them on a time limit. Nothing like a mad dash to the wire to ensure that your brothers don't land in the middle of a droideka detachment that outnumbers them by 3 to 1.

Plus, you can always throw a wrench into the works by using some of the Nulls as NPCs from time to time or use whoever trained your PC's on Kamino as a mentor figure.

And depending on how far through the war they make it, they might hear rumors about a way to stop them from accelerated aging.....

I'm aware they move around a lot, I even pointed that out in the text you quoted. My point is that while that might work well for a tv show, it doesn't always work well for a gaming table. If each episode is totally independent of the others, there isn't any real connection. Again, that's fine, if you are trying to play an episodic campaign by design. Like they talked about on the O66 podcast, setting up campaigns like the A-Team, or Stargate SG-1 is great for that. Each episode, a new adventure, new badguy. But if your players are wanting more than just random encounters over and over (like I would as a player), I provided an option for how/why to create an actual campaign.

Besides, the troopers don't always move around. Plenty of examples from the Clone Wars of a squad being assigned to a particular planet/system for an extended period, because it was a long engagement that was taking months/years to complete.

Thank you all for the feedback! I really appreciate it. I prefer to have story arcs thsat last 2 or 3 sessions at most, because my group is very crazy and has wild schedules. So If we can have episodic sessions, we have fun. If it is spread out every other week, no one cares what happened the last session.

Keep the ideas coming!

Good advise I can give you, if you manage to get more coherency between sessions, with possible conspiracies brewing in the background or something the like that keeps the players interested or hooked, with sometimes mean cliffhangers between sessions, you will find that people tend to suddenly find more time for gaming sessions in their schedules :P

If each episode is totally independent of the others, there isn't any real connection.

Easiest choice: it only SEEMS like there is no real connection.

If you want, the easiest way is to drop some hints about something that doesn't fit together. Being ordered to retreat when they feel like they are winning the encounter, a seemingly name coming up again and again in data they find (be it a company name, a politicians family name or a specific merchant) or a crime sindicate or secret anti-republic force...

I would strongly suggest you find one planet for them to do an extended campaign on. Personally, if there is no connective tissue between missions, I find they don't really have much impact for me. So having their mission be "Liberate this planet from the Separatists" , and let them see the repercussions of their actions, is way more engaging.

I mean, don't get me wrong, you can totally do an episodic campaign, and honestly, having a squad of troopers is an easy way to explain it. Each week, a new jump, new planet, same war. That's got it's own appeal. But personally, I like some meta plot. So I would set up a series of missions, all turned around freeing one major city, or planet. Like, the capital city of Planet Blah Blah, and free the now imprisoned ruling body. Then you can do an entire set of missions that lead up to that liberation, and yay!, they've freed an entire civilization/planet! Woot!

That would be pretty hard to do. If you have read the Republic Commando books, you see the commandos are moved around A LOT!

I would run each mission as an adventure, which could either take as long as they needed to get the job done, or put them on a time limit. Nothing like a mad dash to the wire to ensure that your brothers don't land in the middle of a droideka detachment that outnumbers them by 3 to 1.

Plus, you can always throw a wrench into the works by using some of the Nulls as NPCs from time to time or use whoever trained your PC's on Kamino as a mentor figure.

And depending on how far through the war they make it, they might hear rumors about a way to stop them from accelerated aging.....

I'm aware they move around a lot, I even pointed that out in the text you quoted. My point is that while that might work well for a tv show, it doesn't always work well for a gaming table. If each episode is totally independent of the others, there isn't any real connection. Again, that's fine, if you are trying to play an episodic campaign by design. Like they talked about on the O66 podcast, setting up campaigns like the A-Team, or Stargate SG-1 is great for that. Each episode, a new adventure, new badguy. But if your players are wanting more than just random encounters over and over (like I would as a player), I provided an option for how/why to create an actual campaign.

Besides, the troopers don't always move around. Plenty of examples from the Clone Wars of a squad being assigned to a particular planet/system for an extended period, because it was a long engagement that was taking months/years to complete.

Ah, ok. I see your point. No, they didn't always move around. However, they could be pulled off of an original mission to be used in one that was deemed more important, as I think someone said earlier.

Plus, for my players at least, I would be able to give them more of the flavor of the setting, so to speak, if they could move around and see how the war was affecting the galaxy at large.

Good advise I can give you, if you manage to get more coherency between sessions, with possible conspiracies brewing in the background or something the like that keeps the players interested or hooked, with sometimes mean cliffhangers between sessions, you will find that people tend to suddenly find more time for gaming sessions in their schedules :P

If each episode is totally independent of the others, there isn't any real connection.

Easiest choice: it only SEEMS like there is no real connection.

If you want, the easiest way is to drop some hints about something that doesn't fit together. Being ordered to retreat when they feel like they are winning the encounter, a seemingly name coming up again and again in data they find (be it a company name, a politicians family name or a specific merchant) or a crime sindicate or secret anti-republic force...

This is the type of campaign I would probably run for a clone wars setting. Have them deployed to various places, then have some theme that ties the episodes together. Maybe some higher ranking commando keeps showing up right before something happens, or they catch a glimpse of the same Duros on every planet they go to.

Little clues the players can discover are a great way to make a seemingly episodic game into an epic campaign.

Edited by Vestij Jai Galaar

Neceothreadpost!!!!!

My group is finally getting together again. And I am most definitely going to be using your advice from here gentlemen. Thanks a ton!