Help With Some Characters and Rules?

By venkelos, in Star Wars: Age of Rebellion RPG

***WARNING*** This might be long, a bit involved, tedious, full of needless babble, and also cover some wide range of potentially unrelated material!!!

The rules for this game still sort of throw me, so I'm going to describe two character/NPC ideas, and then ask a few questions; hopefully, someone will step up, and assist in my learning more of this system? Thanks! Was thinking of splitting them into two threads, but now people can answer all my stuff in one go.

Commander Killgrave -- TIE Fighter Ace

Synopsis: So, a point of common belief, among some Star Wars fans, is that the Rebels have slightly crappy capital ships, but superior fighters, while the Empire has superior capital ships (Star Destroyers are almost seen as invincible, and we never see one defeated in conventional combat, in the movies), and TIE crumby fighters. Now, we know that this isn't entirely true, even with the inherent advantages an X-Wing might have over a TIE Interceptor, and while the Alliance will have their Luke Skywalker, and Wedge Antilles, the Empire must have their own equivalents (we just never get to see them, because they aren't as important, and it keeps the Empire faceless, soulless, and monolithic). Various sources reference "TIE Aces", even this book, but I've never seen much of one as a character, with backstory, ambitions, motives, or even a name. To that end, I wanted to slap together a Nemesis NPC a group of fighter pilots players could run into, occasionally, that would actually scare them, sort of like a Red Baron. His name is Commander Killgrave, call sign "Crossbones" and he is feared among the Alliance's pilots as the man who has killed the most Rebel personnel, barring Darth Vader. At one point, he even flew with Vader, back when the Dark Lord led fighter sorties; this is just one place where he forged his epic piloting skills. He, and Reaper Squadron (name pending), hound the Alliance, and hopefully a group of players, perhaps. Thing is, and this can ignore the somewhat unpopular space battle rules, what can I do to hammer this point home, and make him seem terrifying? I thought of giving them Defenders, my overall favorite fighter, prior to Legacy Era, but I'm hoping to not have to, keeping them with Interceptors. The 12-ship squadron could break up into three 4-ship Minion units, to be able to spread out their capabilities, against the enemy. Here come the questions:

  1. Among Minions- So, Killgrave would be a Nemesis (Antilles-analogue), or at least a Rival. How does he interact with a squad of Minions? Would he be part of one group? Use only the worst values? Would he be alone, and just the only target, until they shot him down? Picking him out, among other ships, visually, is one thing, but I don't know how easily they could try to gank him, among other TIE's, and how his own values work among theirs.
  2. Talents- I'm sort of looking at the Inquisitor, from F&D, as his baseline (what of it he'll need, when inside a fighter craft, which brings its own stats), and taking Defensive Driving 2, Situational Awareness, Field Commander, something along those lines; it seems weird for him to be challenging to a group of players, each of which might have a dozen talents, if he's only allowed two, three tops.
  3. Craft- I'm thinking Interceptors. Will they be good enough? I want the Alliance to dread detecting them, but preferably not through giving them TIE Defenders. I love that ship, but it almost feels like just doing it too be a jerk.
  4. Mother Ship- Well, I think TIEs are better than they are often maligned as being, but they don't have hyperdrives, and so they need to get around, somehow. The best of the best might demand the best ship, probably a Star Destroyer, but, much like the Defenders, I'm trying not to just go that route, and giving them a Star Destroyer for every action they are involved in. What other Imperial craft might ferry them around, big enough to carry their ships, and be of possible aide, but not so big as to be unfair, yet not too small as to get blown up, leaving the Interceptor pilots to die, in the void, as they can't go anywhere?

What would you do to make the Rebels fear this Ace, and his squadron?

Black Hat -- Chiss Slicer

Synopsis: It made me sad, the first time I saw the ad for that movie, and I wondered if they hacked my computer. Back in early Saga days, I built a somewhat more a-hole, Chiss version of the EU character Ghent. This Chiss used the name "Black Hat", as he learned Humans had once believed in magic, and "magicians" were often known to carry iconic, black top hats; what he seemed to do with their computers could often only be attributed to magic, as the Chiss was phenomenally intelligent, analytical, and knowledgeable of advanced computer technology. Back then, the Chiss had also not been named, yet, and Thrawn was the only whatever he was most people had ever seen, so he could play on the mystique. Here come the questions:

  1. What sort of good stuff does the Slicer talent tree give? I look at it, and it doesn't seem to throw much character stuff at me. Maybe not one of the better trees? Nothing decreases difficulties on Computer checks, Security checks, or seems to make you harder to detect/trace. Bypass might cover it, but it seems to reference Setback dice, and my perusal of the books only poorly explained how often these GM-allocated dice appear, and to what degree. I don't know how often every opposing system will have its own defensive slicer, to try and stop you, or what else is adding these black d6's, which seems to be what half the talents in the tree are there to get rid of. Not sure really how long it takes, the chances of success, or of getting caught would be; the narrative aspect seems to downplay concrete numbers, at least in this. I want to feel more like a slicer, and less like a defensive administrator, blocking the slicer.
  2. What other good options are there for "branching out", once you've gotten a lot of this tree? This build is more "something I'd like to play", as opposed to an NPC/obstacle, so a more "build it like a real character" angle would help. Any other good techie talents, on other trees? I accept that, in many cases, you'll draw talents from a few trees, to make a good, well-rounded character.
  3. How does the Holonet, or whatever Internet-analogue, work, in Star Wars? Some movies would have me believe I could hack Norad, or some other military system, from the comfort of my home, and if I bounce it off enough satellites, I might even get away from the house, before they descend upon it, looking for me. Regardless of how accurate that really is, in this game, how close to a system would you need to get, were you to be hired to steal intel from the Empire? Sneaking around, as a Chiss, might actually hurt, in this case, as they are rather humanocentric.

All right, that wraps it up, for now. Any help anyone feels like offering would be greatly appreciated. I'm still sort of hoping to try and run this, next fall, once college starts back up, but I'm still a ways from being able to even hope to. If these two character ideas can be made to work, though, I might be able to piece more together, and throw something up, for a fun game of Star Wars! Thank you very much, and also for bearing with me through the ridiculous block of text.

  1. Among Minions- So, Killgrave would be a Nemesis (Antilles-analogue), or at least a Rival. How does he interact with a squad of Minions? Would he be part of one group? Use only the worst values? Would he be alone, and just the only target, until they shot him down? Picking him out, among other ships, visually, is one thing, but I don't know how easily they could try to gank him, among other TIE's, and how his own values work among theirs.

Personally, I'd use the Squadron Rules from the GM Kit, allowing the minions and Killgrave to become a single "uber-character" This would keep the rolling and initiative tracking sane, make him a threat both alone and as a leader (wise skill and talent selection helps here), show that he can actually Lead and has been given the responsibility to do so, and makes him tough to target and damage as an individual. Additioanlly you can allow him to wing up with other craft whenever the situation allows, so wiping his wingmen wouldn't be an auto-win if he can just form up with another unit.

Talents- I'm sort of looking at the Inquisitor, from F&D, as his baseline (what of it he'll need, when inside a fighter craft, which brings its own stats), and taking Defensive Driving 2, Situational Awareness, Field Commander, something along those lines; it seems weird for him to be challenging to a group of players, each of which might have a dozen talents, if he's only allowed two, three tops.

The thing about Adversary's talents is it's not about the actual number as it is the tracking of those talent and making the character have a clearly defined purpose.

So keeping the number low helps ensure you as the GM can remember his talents. Because a talent the GM keeps forgetting to apply doesn't really count does it?

Also NPCs are generally more focused than a PC. Your PC pilot might have ranks in Skilled Jockey and Full Throttle, because you never know if he's going to be flying a high performance X-wing or a pregnant bantha of a G-9 rigger, so having a good spread of different talents allows him to at least have a talent or two that might help somewhere.

Killgrave, assuming he generally sticks to his TIE/Int, has almost no need for Skilled Jockey at all, and Full Throttle is also a bit redundant, but Talents like Situational Awareness and Defensive Driving will be of much more value to him. It's not about how many talents he has, it's about the talents he has applying in the encounters he will generally appear in.

Craft- I'm thinking Interceptors. Will they be good enough? I want the Alliance to dread detecting them, but preferably not through giving them TIE Defenders. I love that ship, but it almost feels like just doing it too be a jerk.

See above. It's not about his Schwartz, it's about how he handles it. Alone a TIE/D is only marginally better than an Assault Gunboat, because their stats are roughly the same. So it's a matter of what character you pair up with each craft, the talents and skill dice they have, and the tactics they employ.

Mother Ship- Well, I think TIEs are better than they are often maligned as being, but they don't have hyperdrives, and so they need to get around, somehow. The best of the best might demand the best ship, probably a Star Destroyer, but, much like the Defenders, I'm trying not to just go that route, and giving them a Star Destroyer for every action they are involved in. What other Imperial craft might ferry them around, big enough to carry their ships, and be of possible aide, but not so big as to be unfair, yet not too small as to get blown up, leaving the Interceptor pilots to die, in the void, as they can't go anywhere?

I like the the various Escort carriers myself. They are big and tough, but a Corvette can take them in a pinch, with the real strength being the fighter wing. So you can deploy a carrier with a pair of Vigil corvettes with a profile to stay back form the fight and use the reach of the fighters to engage targets. Vigils aren't huge, but they'll be enough, especially with the point defense rule, to keep the player's fighters from just going after the carrier.

What would you do to make the Rebels fear this Ace, and his squadron?

Compare Boba Fett to Capt. Phasma and you'll know. Despite trying to make one like the other, the screenwriters forgot a critical ability of Fett in ESB... Competency and the ability to use it to move the story forward. Phasma bumbled around and looked menacing, be she never actually did anything to show she knew what she was doing or to make her important to the story. Fett on the other hand, looked just as cool, but he also knew what the heck was going on, and what he needed to do, and he DID IT.

He figured out Han's docking claw trick, shadowed the Falcon without getting caught, figured out where it was going, and alerted the Empire in time for Vader to beat Han to Bespin. Essentially the entire Third Act of the film is because Fett knew how to do his job.

Later when Luke arrives on Cloud City, Fett notices and holds him back, but doesn't fight to the death. His job was to get Solo to Jabba. Fighting Luke for an hour and a half didn't do that. Making Luke circle around gave him time to get to his ship and escape. Fett 2, Heroes 0.

So, for Killgrave, make him skilled, make him tough, make him good at his job, and make him push the story forward. When you design your fighter encounter, sit down and imagine you are there in Killgrave's pilot's readyroom for the mission briefing. Go over the mission of TIE/Int Rho Squadron "Reapers" from launch to recovery. What are they trying to accomplish? How? What tactics will they use? What abilities do they have besides speed and laser cannons they can employ to accomplish the mission? What support will they have? If things go sideways what's plan B, C, and D that will allow at least some success? And how will that Success translate to what the players have to do not only in the encounter, but the next leg of the Adventure?

Don't be afraid to lay a little groundwork of course. Perhaps introduce him an adventure or two before hand. In a briefing have the players warned about a new unit that's been spotted lead by a wing leader that luma painted "Abandon all Hope" on his hull. Talk about how they cut another unit to ribbons and tell the players if they show up be on their toes. Don't feel obligated to actually have Killgrave show up though. Even when you do maybe the first time he won't be in a position for the players to engage him (and the players aren't his mission either, that's Alpha wing's problem). By the time the players are in a position to fight him, they'll know he's bad news, and if you can, have Killgrave send the players home with their tails between their legs.

Edited by Ghostofman

Definitely get into the mindset of Killgrave. One of the biggest thing you can do is make sure he has a hell of a reaction. Look into the OODA loop and see if you can get sind more ideas about him and what kind of background he has. He has the experience to push his TIE beyond recommended limits and knows exactly when to bring it back to safe conditions. Maybe for certain he and his squad use modified TIE fighters that do have a hyper drive. How freaked out would your players be if 12 TIE/Int all of a sudden dropped from hyper space? You're the GM, after all. Maybe his TIE isn't just black, it is nearly the complete absence of light, not glossy. It seems almost darker than the back drop of space it self. I like the idea of the Luma paint, but instead of a phrase, it was stenciled there. Images of X-wings, B-wings, a gun ship, a few speeder bikes, a bunch of humanoid silhouettes, that never made it into the reports because the only reason they know about him is two or three squadrons were able to get out transmissions about a TIE/Int with a weird signature for that particular fighter and being the cocky for pilots in X-wings they are did what they always do but never made it back. All you have are black box transmissions, but the number of fighters they were against was always garbled, varying between 3 and 45. If they look closer into it maybe they figure out that the number was based on the distance from target. At 1000 meters it shows the actual number, every 200 meters further it divides by 2 rounded down but always shows at least 3. Every 200 meters closer to the Reaper squadron, the black box information would show double the number of fighters. From the point of view of anyone reading the information from the black box it started as a 3 fighter sortie beyond 1400 meters, but as they continue to get closer and closer it jumps between 24 and 98 fighters depending on distance. All scan and radar data is corrupted and can't be deciphered at all. They just better watch their battle space and keep their heads on a swivel in case he shows up, and they'll know when they get the weird reading that this particular TIE/Int (or whatever fighter you choose) announces its presence when they get to that particular system.

The biggest thing I believe was brought up by Ghostofman. You don't get to be that big in the Empire by doing what you want. If they run into him and he's on a different op, have him cask in a backup squadron and he just continues mission.

Absolutely use the Squadron rules from the AoR GM kit. These will keep him alive quite handily. Have him spend advantages and such to make himself harder to hit. Somewhere around here is a collection of house rules for starship combat. Combine that with DarthGM (or was it GM Chris?)'s house rule, which allows a pilot to spend 3 strain on both himself and his ship to reduce damage by [Piloting Ranks+Handling].

I agree whole heartedly about using DarthGM's Snap Roll rules. We have been using them for quite a while now and have made space combat really enjoyable and makes a pilots skill work noting. Mixed with High G Maneuver from the Hotshot and either Second a wind or Rapid Recovery really let's a dedicated pilot shine.

Also, as others have said, the squadron rules are the way to go with a dedicated character abs minions.

Sorry to necro the thread, but it is mine, and still faster than asking more questions attached to this topic.

In space combat, do either Adversary or Fear make themselves known? If I were to use Reaper Squadron, I can imagine at least Commander Killgrave having Adversary, to reflect his badassery, though I'm not sure how to make the rest of the squad seem "better than average", but I don't know if Adversary works in space battles. Also, I can imagine their reputation preceding them, but I don't know if Fear works in space, and if a group could generate it, rather than, say, an environmental source (say fire), or a supernatural source (say Darth Vader).

So, could Killgrave use Adversary in space combat? Could his squad generate fear in the regular X-Wing pilots they go up against? Maybe even to the players? Sorry, they are both mechanics that, when thrown into space battle, with your stats, but also your ship's stats, confuse me. Thanks much.

You might want to try the tie hunter in age of rebellion:stay on target

Oh and you might want to take a look at the legends "red barron" http://starwars.wikia.com/wiki/Soontir_Fel

Part of me wants to yell "those were never a thing!", like TIE Phantoms, and a few other vessels, but who the hell am I, right? ;) Besides, I've seen references to it from 2011, even though this is the first time I've heard of them, so there's that. They aren't quite as nice as TIE Defenders, probably my favorite non-Legacy era starfighter, but they are similar, and I do like the idea, so maybe I will. Also, with h-drives, they don't need a carrier ship, which could, in some ways, assist them in "showing up, like the shadow of death", rather than a carrier jumping in, giving them away, and having to load/unload, while other enemy craft just jump to hyperspace. Thank you.

On the side, though, with shields, a good hyperdrive, and three assorted weapons systems, I don't really know where the TIE Defender is supposed to fall in, now. It still costs much more, and didn't come along till almost the Battle of Endor, but with the Empire hating fighter craft, and rarely innovating there (the Emperor only grudgingly allowed TIEs, in the first place, and they were made cheap, and in mass, intentionally, while it wasn't till the return of Thrawn, in EU, that the Imperial fighter craft really saw improvements), if they already had these Hunters before Yavin, originally the battle that showed the empire they needed an X-Wing-counter, I'm not sure why the Defender would ever have been designed.

Edited by venkelos

So, could Killgrave use Adversary in space combat? Could his squad generate fear in the regular X-Wing pilots they go up against? Maybe even to the players? Sorry, they are both mechanics that, when thrown into space battle, with your stats, but also your ship's stats, confuse me. Thanks much.

Adversary is the most useful, basic talent any NPC can have. No need to overthink if it works in space or not. If a character has ranks in Adversary, they are more challenging in combat, period. I would give Killgrave Adversary 2 at least; maybe even 3. Depends on how capable your PCs are or just how menacing you want him to be. Nothing scares players like rolling three red dice. If the rest of Reaper Squadron is minions, there's nothing saying they can't have a rank as well, to really illustrate how deadly they are.

As GM, you can call for Fear checks in any applicable situation. There's no hard stat on what generates fear. If this is a squadron of elite pilots that has been notoriously tearing through other groups, I would absolutely call for a Fear check the first time the PCs encounter them.

I agree with Ghostofman, make Killgrave a legend before the players encounter him. Have an entire session where the PCs come across the aftermath of skirmishes with nothing but wreckage that Reaper Squadron has left behind. But wait a session or two before you reveal him. Maybe a few missions later, the PCs are helping with retrieval operations after another devestating attack when the Reapers jump back in from hyperspace to ambush rescue crews. By now, the players will get that this is a real threat and be chomping at the bit to take them down.

I would argue in favor of using Defenders or Hunters over Interceptors. This is supposed to be an iconic group, not just a run-of-the-mill Imp squad. The best pilots get the best ships. And, like you said, a TIE squadron jumping into a battle from hyperspace is an unexpected surprise. It also means Reaper Squadron can follow a Rebel fleet around without need of a transport. That makes for some nasty hit and run tactics not normally seen from Imperial fighters. Hyperdrives also allow them to escape to fight another day, something a normal TIE squad can't do.

Sorry to necro the thread, but it is mine, and still faster than asking more questions attached to this topic.

In space combat, do either Adversary or Fear make themselves known? If I were to use Reaper Squadron, I can imagine at least Commander Killgrave having Adversary, to reflect his badassery, though I'm not sure how to make the rest of the squad seem "better than average", but I don't know if Adversary works in space battles. Also, I can imagine their reputation preceding them, but I don't know if Fear works in space, and if a group could generate it, rather than, say, an environmental source (say fire), or a supernatural source (say Darth Vader).

So, could Killgrave use Adversary in space combat? Could his squad generate fear in the regular X-Wing pilots they go up against? Maybe even to the players? Sorry, they are both mechanics that, when thrown into space battle, with your stats, but also your ship's stats, confuse me. Thanks much.

Yes, yes, and yes.

Yes, Adversary works in vehicle combat. If Killgrave were on speederbike it would work, so why not in a fighter? Any combat check made against him gets an upgrade, that includes gunnery.

Yes, anything fear inducing can require a fear check, so calling for a fear check before facing down the best the imperial starfighter corps has to offer is perfectly acceptable. Just run the numbers first, Fear can be crippling if the dice misbehave...

Yes, you can buff up his squadron if you like. On the side of the minions something simple like adding Vigilance and Discipline as group skills would probably do. If you wanted to add some additional Rival level group leaders from time to time with individual buffs, that's doable too.

Hi Venkelos,

I've been thinking this topic over and you've gotten a lot of great advice from others already.

But I'm going to try to address these questions from another angle which may be useful.

RE: Commander Killgrave :

I can't remember who mentioned it, but introducing this squadron "off screen" with after action reports and evidence of their capabilities is a great idea.

Since you are a new GM learning the rules, I'd recommend crafting 1 better adversarial pilot in upcoming encounters so that you can see how these talents and skills really work. It will also let you see how the players react to these skilled opponents.

Once you're more comfortable with the rules based on having a bunch of semi skilled patsies getting pasted by the players, THEN you can firm up the actual design for Commander Killgrave and the Reaper Squadron.

SHIP selection/Design .

I'm with you on the reservations regarding the TIE Defender (TIE/d), but its actually a very viable ship selection for your campaign. If this group is going to become as capable as you hint then there is no reason why they aren't THE group getting their hands on the first production run of these new fighters. The other reason for you to consider using the TIE/d is that it IS designed to be a match for an X-Wing (tactically speaking).

The TIE Interceptor (TIE/In) is a good option too. Chronologically it makes sense to hold off on introducing the TIE/d until later. Once everyone is more comfortable with space combat and the players are eating TIE/In's for breakfast, dropping a squadron of TIE/d's will be a natural way up the ante.

I strongly advise against introducing TIE/In's with "shields" and/or "hyperdrive." If your players are as Star Wars savvy as my group is you will break your campaign . If my GM were to drop a hyper-capable TIE/In into the game half of the group would revolt. Most of us would cry fowl (for about half an hour at LEAST) and it may break the suspenders of disbelief of us sufficiently for us to find a new GM.

Another option is to cobble together a more capable blended ship between the TIE/In and the TIE/d. There is a TIE model called the "TIE Advanced" which was used by Darth Vader in A New Hope . We don't have stats for it but it would be reasonable to imagine that a couple were put together for a super squadron, like you are describing. Again, once you're more comfortable with space combat, putting together a TIE Advance should be easy. (If it were me, I'd take the weapons compliment of a standard TIE Fighter and then use the body and defense stats for a TIE/d).

SQUADRON compliment :

Venkelos, most of the creative assumptions made about the Star Wars universe are based on our experiences in World War II, especially when it comes to space tactics. It helps me to get into my campaign as I remind myself of this fact. (That's important to me because I can't pull out contemporary tech and throw it up against my GM).

That said, our fighter tactics became pretty well established by the end of the war, because a LOT of experimentation took place in that conflict and this is what everyone figured out (especially the winners).

Fighters are going to fly in pairs with a shooter* and a defensive wingman.* Two of these pairs are going to fly together in a basic combat element; lets call it a "wing*" for now.

Normally, full strength squadron will be comprised of 4 of these wings* so your squadron is 16 ships. However the Galactic Empire is organizing their Squadrons in elements comprised of 12 ships . . . (No wonder they're losing :D ). So a typical Imperial Navy squadron is going to be three wing elements. Organizationally you can play around with 3 or 6 adversarial elements. (Play around with these numbers and groups and see what works for your group).

*(I'm making up most of these terms so take that into account when disseminating this information with others).

Reaper Squadron Platform.

The Vindicator and Interdictor Cruisers look good for your purposes. Both of these ships have stowage for 24 fighters. (Check out AoR pg 280).

The Reapers would obviously have 12 of these slots for their operations and the other 12 fighters would be assigned solely for perimeter defense of the Cruiser. (or you could have 8 fighters for defense with 4 Bombers assigned for offensive projection . . . but I'm getting lost in the weeds now).

Both of these cruisers are menacing enough, but not so much that they wouldn't be threatened by a squad of Rebel ships. For small unit action, plot wise, either of these ships would be manageable in a RPG campaign.

I really like the Vindicator for your purposes, but the added threat of the Indicator shutting down hyper travel in a system could amp up the threat level of the Reaper Squadron.

(As a player and I AM a player in the campaign that I'm participating with, the Imperial !-Class Star Destroyer++ terrifies me. As a player, if the GM drops one of those into the system, I am turning tail and running!) ++The exclamation point was a typo at first, but considering the threat level of that ship, I think I'll keep using the inverted 'I'.

Black Hat - Chiss SLICER

This is going to be mostly suggestions and a discussion of my assumptions regarding Information Technology (IT) tech in the Star Wars Universe (SWU). And to pull and modify a useful phrase from the Steve Jackson Games forums the acronym becomes "In MY Star Wars Universe (IMSWU). Here's my point up front. You have to make some decisions on how tech works IMSWU for YOUR campaign. I'll lay out some assumptions that I use and would use IMSWU if I were the GM.

WiFi is not used extensively in the military. It's an nice convenient method for civilians to access a civilian data platform, but it's not secure! Also remember how R2-D2 had to roll around looking for data panels to plug into? Imagine that most Imperial facilities will have these strategically placed. So physical security of these panels is important to IT security. Even Bespin locked its facility security in a similar manner. So step 1 is for a Slicer is to "plug into the system."

Networks DO have individuals (or robots) providing "in real time" monitoring and security. Sure there are also automated tools but their effectiveness will be dependent on the skill of the computer tech setting them up. So when I roll in with my slicer character and I'm getting ready to slice a system, the difficulty is based on 1) the guy who set up the system or 2) the skill of the team actively monitoring the network. Recall in The Empire Strikes Back that R2 was talking to the computer for the Bespin station. That computer was monitoring the network security (and making sure that R2 didn't drop the whole community into the gas giant). This is also true In Real Life (IRL). Part of the job of a Network Administrator is to monitor the network for intrusions and to shut them down.

Faster Than Light (FTL) coms and data transfer? We know that holograms can be (and are) used to communicate FTL in the movies. Also in A New Hope the Death Star had basic information relating to the Millennium Falcon blasting out of the Tatooine system. This suggests that information is being disseminated FTL routinely in the STU. I'm reminded of the TECS network that the US Government uses to record and disseminate information. I'm thinking that the Empire probably has a similar system located on Coruscant which the Imperial Navy taps into as needed. So in the previous example, it makes sense that the 'Falcon blasts out of and evades capture by a Star Destroyer. The Commander orders an incident report and files it with NavIntSec. Later the 'Falcon drops into the Alderan system and one industrious tech does a database query and notices . . . "Hmm, looks like this ship might be the YT-1300 we were interested in while Vader was at Tatooine."

In conclusion, I see Slicing being a opposed skill roll check. The more important the information the more red die used to protect it!

Hope this helps and good luck!