Ganks as Sith Inquisitor Bodyguards/Hit Squad?

By Ender07, in Game Masters

I have a few questions based on a scenario I am coming up with for a future adventure. Would making a pair of Ganks be bodyguards to a Sith Inquisitor make any sense in SW? I invented a BBG Sith Inquisitor and I don't want to have him show up just yet, but I want my players to know that he is aware that they moved off-world from their original starting location. Here is the story:

The PC's are just arriving on Nal Hutta and will be crash landing into the swamps (Lost style, nose/tail, split group). They are trying to find a contact whom they have never met before ("the last Jedi"). Once they brandish their lightsabers in the city (which I know they will do at some point), the pair of Gank bodyguards will find them shortly thereafter, beat them into submission, then as the last person is passing out, one of them will say "...that was too easy. We should report back to the Inquisitor that this group isn't worth his time." And have them leave the group unconscious and bloodied in the street instead of capturing them.

I mainly don't want to introduce the BBG too early, and I want the PC's to know that even though they have gained some skills and talents, that they can't just jump into battle and expect to win every time...because some of them are starting to think that they can. I want to lay them out so they are aware that there are stronger, smarter enemies out there, and they are basically made of jello when they fight a coordinated military-esque team.

I know this may sound a bit mean or harsh, but I want to make sure they know that when they are challenged in the future it won't be easy, and they can't rely on their lightsabers for everything. I just don't know if this is the best way to go about it because if Force-sensitives were found, they would be executed right away...so just beating them up may seem like a cop out.

It would probably make more sense for an Inquisitor to hire them as bounty hunters rather than having them as personal bodyguards. Seeing as Inquisitors are the dogs of the Emperor, they would probably be rejected if they tried to rely on personal protectors. At best, an Inquisitor would have Stormtroopers with them if able. But the Empire does employ bounty hunters.

Also, my take on the Ganks is they're scary effective because they use their Gank comm implants, which allow for silent communication between users, which would prevent the PCs from hearing them name drop the Gank's employer.

Whatever works at your table. I don't think there is anything wrong with challenging your PCs in whatever fashion you feel is somewhat fair. If they are strictly sticking with lightsabers I don't think it's all that hard to challenge a group of PCs that rely solely on 'melee' combat myself.

It would probably make more sense for an Inquisitor to hire them as bounty hunters rather than having them as personal bodyguards. Seeing as Inquisitors are the dogs of the Emperor, they would probably be rejected if they tried to rely on personal protectors. At best, an Inquisitor would have Stormtroopers with them if able. But the Empire does employ bounty hunters.

Also, my take on the Ganks is they're scary effective because they use their Gank comm implants, which allow for silent communication between users, which would prevent the PCs from hearing them name drop the Gank's employer.

You're right, bounty hunters make more sense then bodyguards. And I know Ganks can communicate silently, but at the same time I'm thinking if I mention the Inquisitor then it will build the tension all the more.

I do have a slight problem if I change them over to bounty hunters though, it doesn't make sense that they would leave their quarry alone in the street after beating them as opposed to turning them in for the money. Any suggestions to tie them to the Inquisitor, but at the same time make them decide to essentially leave them laying there?

Whatever works at your table. I don't think there is anything wrong with challenging your PCs in whatever fashion you feel is somewhat fair. If they are strictly sticking with lightsabers I don't think it's all that hard to challenge a group of PCs that rely solely on 'melee' combat myself.

I don't want to kill anyone, I just want to make them realize they can't easily solve all problems with their lightsabers...I have let them know that it will be much more dangerous now that they are off the wilderness planet they started on, but they have already used them en route to that planet so I don't think they will take it very seriously.

Do you think that ambushing the PC's by shooting them in the back, thus allowing the Ganks each a free combat check before we roll initiative, would that be fair if they don't roll any perception checks?

Who said anything about killing? It's easily possible to challenge melee focused PCs without inflicting a single wound.

I wouldn't use a free shot they don't see coming. I'd have the Ganks with jetpacks start tossing Stun and Glop grenades at them with grenade launchers and let them see the attack coming they can't do anything about. When they're unable to move and are stunned they're going to quickly see just how vulnerable a melee focused PC is. Lightsabers can't deflect Blast effects.

Edited by 2P51

Who said anything about killing? It's easily possible to challenge melee focused PCs without inflicting a single wound.

I wouldn't use a free shot they don't see coming. I'd have the Ganks with jetpacks start tossing Stun and Glop grenades at them with grenade launchers and let them see the attack coming they can't do anything about. When they're unable to move and are stunned they're going to quickly see just how vulnerable a melee focused PC is. Lightsabers can't deflect Blast effects.

/facepalm ....grenades...how did I forget about grenades? BTW do you have stats on glop grenades? I don't think I've ever heard of those before...

It would probably make more sense for an Inquisitor to hire them as bounty hunters rather than having them as personal bodyguards. Seeing as Inquisitors are the dogs of the Emperor, they would probably be rejected if they tried to rely on personal protectors. At best, an Inquisitor would have Stormtroopers with them if able. But the Empire does employ bounty hunters.

Also, my take on the Ganks is they're scary effective because they use their Gank comm implants, which allow for silent communication between users, which would prevent the PCs from hearing them name drop the Gank's employer.

You're right, bounty hunters make more sense then bodyguards. And I know Ganks can communicate silently, but at the same time I'm thinking if I mention the Inquisitor then it will build the tension all the more.

I do have a slight problem if I change them over to bounty hunters though, it doesn't make sense that they would leave their quarry alone in the street after beating them as opposed to turning them in for the money. Any suggestions to tie them to the Inquisitor, but at the same time make them decide to essentially leave them laying there?

Remember, in Star Wars "bounty hunter" is a rather loose term to describe pretty much any blaster for hire. In this case the Gank "Bounty Hunters" could be more like a set of Private Military Contractors, a group of specialists the Inquisitor brought in because they'll fall easily and directly under his personal command. No need for anatomy measuring contests with Generals and Admirals, no concern they suddenly be deployed out from under him to some far flung warzone, no issues of entrenched training and doctrine getting in the way of the outside of the box thinking you'll need to take on a Jedi on the run, no issues with a smart personnel officer noticing you tend to choke out your underlings and shipping you only the stupidest most incompetent people possible (and thus get them out of places where they might do real damage).

So the explanation is really simple. The Ganks aren't paid by the toe-tag, they are paid a monthly salary. If they bring in the PCs or not, the Ganks are still gonna get paid. In this case, since the players are "nobodies" the Ganks probably just see the situation as something they can settle on their own and get back the usual grind instead of the Inquisitor going bonkers and leading them on some wild goose chase to find the lost valley of the dinosaurs Jedi or something like he did last time they brought in a glowstick waver.

I don't want to kill anyone, I just want to make them realize they can't easily solve all problems with their lightsabers...I have let them know that it will be much more dangerous now that they are off the wilderness planet they started on, but they have already used them en route to that planet so I don't think they will take it very seriously.

Do you think that ambushing the PC's by shooting them in the back, thus allowing the Ganks each a free combat check before we roll initiative, would that be fair if they don't roll any perception checks?

While that's certainly an option, I think you'll all be more satisfied if instead of just free hits you develop the Ganks with proper tactics and equipment for taking on threats like this.

It makes sense, these guys were brought in by the inquisitor specifically to handle things exactly like this because sometimes a Stormtroopers rigid training, doctrine, and supply systems aren't what you need.

Private hires on the other hand can be fine tuned.

Think about it... Give them Blaster Pistols as a backup. But for the primary, give them conventional rifles (core) and assault carbines (DC). Not amazing weapons, but adequate, and it'll send a "improved reflect doesn't concern me" message. Now, bump these up. Provide the regular rifles with Superior, and the Assault weapons with custom grips (SM) to compensate for the innaccurate. If you want to really up thier gae, give a couple of them sonic rifles.

Talents: Give them all Sniper Shot, so you can range extend range when needed, and Adversary 1 at least.

For armor, give them something practical, like armored clothing but with Cortosis to ensure they can each survive at least one turn of combat even against a lightsaber.

Support gear them too.

Use the third HP on their armor for an Optics package. Give them different kinds of grenades and other items too. Scanners, com jammers, comlinks, binders, stun, glop, smoke, and gas grenades. Don't forget to include extra ammo. Just like stormtroopers these guys can't end an encounter just because they ran dry. Also medical gear. Stimpacks for all and possibly even install a medic in the squad.

Finally, Cyber them up (they are ganks) Eyes, internal comlinks, and respirators all around. Other gear on a case by case.

Now... tactic them up.

They'll try and set up so the players are in a crossfire. This is both to keep the players off guard, but also to force the Jedi to have to choose between one group and another, no chaining through the entire squad. Each combat element will have 2 components. A long ranger with a rifle at Medium or long range, and a short ranger with an assault rifle. The Short ranger's mission is suppression and disruption. He'll chuck specialty grenades (smoke and gas) and auto-fire in an attempt to overwhelm and suppress the players. Use Advantage from these guys to apply as many setbacks as possible on the players. The Long Range guys are the ones actually trying to do damage and keep the players clinging to cover and not approach the short rangers. If you included sonic rifles (which you probably did) these guys will be at long range as well, really laying on the disruption.

If the players move up on the short rangers, they don't stick around, they immediately fall back and allow the long rangers a clear shot.

If possible, prioritize. If there's one player that's a known lightsaber nasty, they focus fire on him, only using blast and auto-fire to hit the other players secondarily. Once hes out, they work down, focusing on the medic next.

The idea is to totally overwhelm with wounds, strain, and debuffs. Focusing fire on the Jedi up front will either take him out, or drop his strain so low he can't do much. Using Gas and Sonics will cause massive strain damage and probably even keep the players from returning fire at all.

I suspect that if you run it properly, a team of 6-8 Rivals equipped and loaded out as I suggested can drop an entire unprepared party with no serious causalities of their own.

Edited by Ghostofman

They're in

Who said anything about killing? It's easily possible to challenge melee focused PCs without inflicting a single wound.

I wouldn't use a free shot they don't see coming. I'd have the Ganks with jetpacks start tossing Stun and Glop grenades at them with grenade launchers and let them see the attack coming they can't do anything about. When they're unable to move and are stunned they're going to quickly see just how vulnerable a melee focused PC is. Lightsabers can't deflect Blast effects.

/facepalm ....grenades...how did I forget about grenades? BTW do you have stats on glop grenades? I don't think I've ever heard of those before...

They're in Enter the Unknown. It's basically an Ensnare that works more or less automatically.

IMO, I would focus more on giving them good skills and talents, but not spend a whole lot on the weapons themselves. Good, with appropriate attachments, but no Superior or anything like that.

And don’t forget the grenade launchers, so that they can stand further back and not have to get into Short range to throw them.

Also look at Stokhli Spray Sticks, which have the active Stun quality, and therefore bypass all Soak. They’re also Long range. See http://swrpg.viluppo.net/equipment/weapons/1433/

A BlasTech LBR-9 Stun Rifle is also Long range, and although it does Stun Damage and therefore does not ignore Soak, you could add a Spread Barrel attachment to it and give it the Blast quality. Then there’s a scope attachment with the Sniper Shot talent, so that they can get back to Long range. See http://swrpg.viluppo.net/equipment/weapons/231/

Maybe the type of Glop Grenade these guys use also leaves a semi-permanent stain behind, as a not-so-subtle reminder of how easily they were taken down?

Edited by bradknowles