X-Wing/TIE campaign

By NicoDavout, in Star Wars: Age of Rebellion RPG

Hello everyone,

I started to write an outline of my TIE campaign where the main PCs are pilots fresh from the academy. Later they are supposed to turn into X-Wing RS style group.

I am sketching adventures, variety of flight missions, but I am having problem with coming up with some interesting adventures between the combat missions. For now I have such ideas:

- There is a spy in the base/on the ISD,

- Posted on unfriendly planet where they need to impress citizens,

- Their transport ship crashed in the wilderness,

- Corruption in the base, supplies are missing,

- Testing new TIE-models, things go bad...

Maybe someone could share his ideas?

I am also more than happy to hear about the experience of other GMs who run/ran such campaign?

Thank you in advance!

Just based on my groups' experience and anecdotes from here: every player needs to learn the heck out of the vehicle rules. They all need to understand chases really well, and know every action and maneuver they should be using.

Assuming that your group wants to be the "good guys," your tension and conflict are built-in as Imperials. You've got Finn's internal conflict from TFA in almost any situation where their evil overlord/commander orders them to do something morally questionable. They'll need to find another way, convince the populace/target that not all Imps are evil murdering puppy-killer scum, and then convince their commander that whatever they did was better for the Empire than whatever the original plan was. This could be as simple as:

  • Inspecting cargo shipments through customs
  • "Appropriating" land for a CAS/gunnery practice range
  • Winning the hearts and minds of the people to help recover a lost probe droid
  • Liaising with Imperial Army, Stormtrooper, or Navy assets
  • Sector sweeps and patrols that disrupt normal spacelane traffic
  • Relations with the ground crew that services their fighters

And so on... If you haven't already, watch something like Baa Baa Black Sheep or Battlestar Galactica for inspiration.

Pretty well covered by snuffy, but as a military guy, there are a variety of air missions that might be flown by pilots.

1.) Patrol: This means the pilots have to fly what is probably a routine patrol over an area of space supposedly controlled by their side. Patrols typically focus on detecting enemy activity, most often enemy air assets, but it could also include looking for enemy ground activity as well. (Key check: Vigilance to detect something is off)

2.) Attack Run: This means the ship is given designated targets (typically ground targets, but could also be enemy starships, logistics stations, etc). The missions is to go in, destroy a target, and leave. (Key check: Gunnery to hit a target)

3.) Air Support: Similar to flying a patrol, only it is being done in support of ground troops. This is chiefly concerned with enemy aircraft that might want to attack your friendlies. The friendlies might be required to take a location or escort a package or person somewhere. (Key check: pilot to engage and gunnery to destroy enemy fighters)

4.) Reconnaissance: Often done with stealthy ships, though can be done with fast ships as well, or through trickery to disguise a ship as a civilian or friendly craft. The goal is to gather information about the strength and disposition of enemy forces and then leave, most preferably without the enemy being aware. (Key check: Perception to use eyes and sensors to notice details of enemy disposition)

5.) Escort: Another craft needs protection from enemy craft. This might mean escorting a VIP shuttle, or a giant supply convoy filled with vital supplies, or a squadron of bombers on an attack run. (Key check: Vigilance to detect incoming attacks, Pilot to gain the advantage, and gunnery to destroy enemies)

6.) Inspection: Similar to a patrol, this mission typically involves checking civilian craft with visuals and scanners to ensure only those who belong at said location are there. Typically looking for enemy agents and criminals. (Key Check: Perception to detect contraband, Knowledge: Warfare or Underworld to aid in knowing where to look for contraband)

7.) Ground Support: Similar to air support, but instead of focusing on enemy air assets, this mission is focused on enemy ground assets that might threaten friendly troops in the field. Troops can call in strikes or request information from the higher vantage point. This can get tricky because you don't want to hit friendly forces, or mistake friendlies for enemies. (Key Check: Perception to notice and relay information, Knowledge Warfare to relay enemy activity and likely plans, Gunnery to destroy enemy and fire at designated points)

8.) Search and Rescue (or Search and Salvage): This mission involves flying a search pattern to locate an EVA pilot (or key technology or even scrap) or pilot in a damaged craft to bring them in safely. (Key checks: Perception to notice and locate targets, Mechanics or Pilot to safely tractor people or cargo to safety)

These are sort of tailored to the Star Wars RPG above to give you some ideas. Obviously you can string and mix and match the 8 mission types into larger epic combat encounters (maybe you must first escort a team in, then provide ground support while they do their mission, then air support when enemy fighters show up, then escort them out, etc). If you want a look at how the real military classifies various combat air patrols, there is a link below:

https://en.wikipedia.org/wiki/Combat_air_patrol
https://en.wikipedia.org/wiki/Aerial_warfare

Another way to approach this is to ensure that you have some missions that encompass the various duties selected by your players. Some of these might require your squadron to be more like Wraith Squadron, where not all missions are exclusively from within the cockpit. Pilots might have to reach a location, land, do some commando stuff while others cover them, and then get back safely.

The important thing is to mix it up. Don't stick them in the same starship all the time, and don't give them the same mission profiles all the time. These are PCs, heroes. They aren't the rank and file that ONLY specialize in one mission type or one aircraft. Having them switch from Imperials to Rebels is great too. I'd really suggest making sure they have some high value Rebel commanders they are aware of and have a bad opinion of as Imperials, that they later have to work for as Rebels, and play with their expectations versus the reality of who those people are and why they do what they do. Especially if they take down a Rebel ace or two, that'd make for some great drama trying to win the respect and trust of their new rebel allies.

Thank you for your posts. Great ideas and tips.

I want to start with some typical TIE Fighter missions from the old computer game, but with time change the group into an Imperial Rogue or Wraith squadron slash SpecForce. Setting the story around Isard-Zsinj-Thrawn time period would make things interesting as the pilots could see the Empire falling due to the betreyals, incompetence, and when they would be close to lose faith of it, bam!, Thrawn appears bringing new order and rules.

I think that each mission should be followed with one non-combat story. I was also thinking that for the character creation, they must take one specialization from the Ace career (as a primary one) plus they get for free one non-combat specialization from EotE which would represent their non-military life. For example, a Hotshot / Trader could be a PC whose family are traders, so he as a kid travelled a lot and knows something about it. Players who want to play with the force could take Ace from F&D but I would limit their force powers to Enhance, Influence, Foresee or Sense where it can be explained as unconscious use of the force, having a feeling, sixth sense, adrenline rush, etc.

I was also thinking that for the character creation, they must take one specialization from the Ace career (as a primary one) plus they get for free one non-combat specialization from EotE which would represent their non-military life.

I would switch this around. Allow them to start as any Career/Spec they want to represent their past civilian life, then give everyone a free Ace spec. This will make for more diverse and well-rounded characters since they'll have a broader spread of career skills and cheaper access to new, non-Ace specs if they so choose.

An all Ace team would only be able to take the Ace specific Signature Abilities, further limiting your team's range.

Thematically, it makes sense as no one grows up as an ace pilot, they have different skills and backgrounds before they begin training. And it's not impossible for someone to choose to start as an Ace, they would just be really good at it with two specs from the get go.

I was also thinking that for the character creation, they must take one specialization from the Ace career (as a primary one) plus they get for free one non-combat specialization from EotE which would represent their non-military life. For example, a Hotshot / Trader could be a PC whose family are traders, so he as a kid travelled a lot and knows something about it. Players who want to play with the force could take Ace from F&D but I would limit their force powers to Enhance, Influence, Foresee or Sense where it can be explained as unconscious use of the force, having a feeling, sixth sense, adrenline rush, etc.

It's your game, of course, but I wouldn't require the PCs to do anything. Sure, a certain amount of buy-in is required to ensure everyone is on the same page, but limiting people's character choices often squeezes the fun out of it as well. Beware of handing things (especially Specializations) out for free; messing with game balance can have unforeseen consequences. If the party all know that they're playing pilots or aircrew, that's a character concept, not a career. You could build any number of possible Specializations into that concept, and your party will have more fun if they're free to conceptualize.

KRKappel really nailed it as far as mission planning (even if his terminology is somewhat skewed :D ). If you want your game to be fairly light-hearted, then mixing in downtime and off-duty non-combat play is a great way to blow off steam between missions. On the other hand, if you want a grittier feel be aware that there's a tremendous amount training, rehearsal, and logistics that go into combat missions. Even though your pilots have earned their wings, they'll still be pulling all of the lousy details and most boring missions until they prove themselves. Frankly, that sort of thing isn't much fun to role-play, but you could throw some lines in at the beginning of each session to reinforce their status as they slowly work their way up the ladder.

"Your egos are still smarting from the CAG's @ss-chewing after you spilled his kaf in his lap and dropped his croissants in the waste-bin. The XO's dry-cleaning wasn't done on time, so he started reaming you just as soon as you bowed and scraped your way out of the CAG's office. The smirks on the faces of the senior pilots standing around just made it that much more painful... You're all almost asleep on your feet from the extra duty last night or from squaring away each other's kit for inspection. When CPT Steinhauer walks up to you and nonchalantly mentions that you're all scheduled for another 6 hours in the simulators it's all you can do to keep from groaning."

You may want to check out the TV show Black Sheep Squadron for adventure ideas.

Edited by TEK

Definitely agree with allowing them some variation in ships. Varying from bomber to fighter to recon missions helps keep the game fresh.

I would strongly, strongly advise allowing each a 'wingman' or two using the Gamesmaster's Kit squad rules. At least whilst they're fresh out of the Imperial Academy, and flying a basic TIE/ln, the wingman rules giving them an extra 6 hit points and either a point of defence or a boost die when attacking goes a long way to helping them take on better craft. Like...anything heavier than a battered Z-95 with one gun not working and a half-drunk jawa at the stick.

And yes, I'd play up the "order and security" aspect. Yes, rebel alliance, yes, freedom and justice, but there are plenty of people out there who are glad to see an Imperial ship in the darker parts of the galaxy. Taking on pirates, or seperatist holdouts, or general-purpose anarchists and ne'er do wells who are shooting up commercial ships is a perfectly genuine use of the navy's time, and the sort of thing a new squadron would be assigned to - because the more....ethically flexible?...jobs would be assigned to people the fleet's commander has learned to trust not to balk at it.

  • Start with escorts, or customs inspections, or piracy hunting. Easy and ethically pleasing jobs.
  • Then hunting down smugglers and 'suspected rebel informants' - which leaves the opportunity for them not to have the opportunity to, or to be ordered not to, take prisoners. Or to take them, and hand them over to the Imperial Security Bureau. Didn't they seem like nice people?
  • Maybe intra-imperial skirmishes. A corrupt planetary commander, but you're shooting at your own, and not everyone in the "enemy" squadrons wants to be there.
  • A critical strike mission against a terrorist/rebel position - one where prosecuting it is vital but involves serious collateral damage. Obviously it was the rebel's decision to essentially use human shields, and the Empire won't be cowed by this, but that's only so much comfort when you're pegging concussion missiles into the middle of a refugee camp.
  • Then, maybe a systems defence fleet that's either in a civil war - but one side is a clearly corrupt and oppressive regime...but it's backed by a major imperial corporation - Czerka, TaggeCo or Seinar - and they want a return on their investment and screw the ethics of it.

Essentially, let the "oh, hell, we're the bad guys, aren't we?" feeling sneak up on them, and - once it's really starting to get to them, start to throw harder choices at them.

  • A known wingman NPC, and a personal friend, of one or more PCs, defects. Shoot him down.
  • You're pretty sure you're force sensitive. If any Imperial Senior Officer - or worse yet, an Inquisitor, finds out, you're a dead man. Guess who's travelling across the sector on board a ship in your task force?
  • A straight out 'punitive' strike with no good reason for it other than the Empire decided to prove a point.
Edited by Magnus Grendel

Can't really toss up any ideas, but I will say I do hope that they manage to play pro-Imperial, for a while, at least. It can be so easy, as a player, with our nigh-omniscient view of the Star Wars universe, to say "well yes, the Empire IS evil. Palpatine is a toxic Sith Lord, building weapons of mass destruction, in a bid to hold control over the entire galaxy, while many of his direct underlings are either already corrupt, or total sycophants" and lose the people who do see the Empire as an actually good government. The Republic, before it, was powerless, ineffectual, and filled with so many thousands of different types of people, who were SO different, in so many ways, that it couldn't really do anything, and that was before the political corruption. if the Rebellion wants to just bring that back, it might not be any better than the alternative (if you've read EU novels of the time frame, in fact, it isn't.)

I'm not going to sit here, and try to say that the Empire is great, or even a great idea, and as said, WE can see that its leadership is, in fact, tainted, and corrupt, but a lot of that is hidden from "regular people", in the Empire, and there are plenty of people within it that really do just want to do what's best for everyone; their efforts simply often get railroaded by the monsters, at the top. Even some military atrocities, well, we try to justify them, to a degree, in real life. Same here.

And now I'm done preaching. Just hope that, in a game where they've already been decided to see the light of the Rebellion, and join it, to fight the Empire, that the Empire isn't just made to seem like a mustache-twirling, Saturday morning cartoon villain. It was one of my least favorite parts of TFA; the bad guys, again, just seem bad, and extremely so, for no real reason. There's plenty of bad to see, in the Empire, same as in the Rebellion, or even our own real-life parallels, but I'll hope that at least certain elements of the Empire they are in actually try to look effectual, and out to do what's right, even if it could later be revealed that that "right" had been misrepresented, obfuscated, by the top-jerks in the faction.

Hope they have fun, and such. ;)

Edited by venkelos

your bread and butter is the Ship combat rules. learn them. make sure the players know them.

The problem with conveting a video game is that the "hero" has a lot more durability then they do with RAW. A single stock transport with a single laser cannon, can wreck havok with an entire squadron of TIE fighters.

also why, despite my love of the X-wing series of games, this will never work in an RPG unless the rules are drastically redone

  • You're pretty sure you're force sensitive. If any Imperial Senior Officer - or worse yet, an Inquisitor, finds out, you're a dead man.

If the person in question is loyal to the Empire, wouldn't they just try to recruit him?

  • You're pretty sure you're force sensitive. If any Imperial Senior Officer - or worse yet, an Inquisitor, finds out, you're a dead man.
If the person in question is loyal to the Empire, wouldn't they just try to recruit him?

TIE-Fighter (spacesim) suggest so, Rebels shows the empire recruiting force sensitives direct from the academy as well. So yeah, the witch hunt is only on when the witches can not recruited into the ranks of the witch hunters. Legends has Palpatine's hands. Canon has Vader's Inquisitors. There is plenty of career options for force sensitives within the empire. The empire just hunts down opposing force sensitives without mercy.

Maybe someone could share his ideas?

I'm a stay-at-home mom, who also enjoys all things Star Wars with my family and friends. This includes RPGs, like FFG's products. I recently drank the Kool-Aid on Age of Rebellion and am finding it to be a challenge with better-than-expected outcomes from some simple playtesting.

I hope you can value my insights, as a female gamer, despite asking for a male point-of-view.

As I understand your question, your playgroup (how many?) are Aces (which specializations?), and you'd all like to tell compelling and engaging stories with this cast. To the heart of your question, you want some non-starship encounters or seeds. Am I correct?

I wonder how many non-starship skills have been chosen. For example, what species-specific skill ranks were used? Is this a party of Dugs, Duros, and Sullustans, where their species' starting abilities already heavily factor into the career specializations? Is anyone wanting to use the Force, perhaps as their own career path from the Force and Destiny Core Rulesbook specialization (Warrior: Starfighter Ace), as a way to break repetition among skills and talents? How about any other piloting-skilled specializations; what is open to players- just one or more of six Ace specializations (If so, how are you handling the Beast Riders?)? What weapons, armor, and other gear are available to players, or is this just drawing from Stay on Target- Ace Career and CRBs (side question: do you, in fact, have regular access to this book?)?

Maybe knowing a little more about your players' characters may help us steer something in a unique direction. A group of all Mon Calamari Aces may suddenly have different agendas when a Quarren Squadron Leader takes the helm. If the whole party is a walking Agility and Willpower+Strain Machine, what about Presence or Cunning? The Empire, and known, long-term enemies, will begin to notice these deficiencies (or should, to propel story arcs and new directions or new duties). What are the party duties?

I like the suggestion from Stay on Target about building a definitive nemesis. Have you done this for one or more players or the group? Is there a recurring nemesis pilot or similar flyboy thorn in their collective sides? Maybe, more gold can be mined from a fresh, new nemesis character, around whom you build in advantages and plot hooks against your players' weaker points outside of piloting, navigation, or gunnery.

Pgs. 75-76 offer more direction about doing things other than flying, too, from Stay on Target.

This are my opinions, and I hope they can help.

Maybe someone could share his ideas?

I'm a stay-at-home mom, who also enjoys all things Star Wars with my family and friends. This includes RPGs, like FFG's products. I recently drank the Kool-Aid on Age of Rebellion and am finding it to be a challenge with better-than-expected outcomes from some simple playtesting.(...)

I did not ask only for the males opinion :) .

The question is for my future campaign which I am sketching now. Since I run my games on Roll20 and unfortunately there the players have a tendency to drop out fast, I always aim to start with 5-6 players, so at least a core group of 3 is left after first sessions.

This is going to be Imperial campaign so Humans only. This of course may make to create some additional Human sub-species like Corellians to offer some diversity. I thought that maybe Arkianians would be allowed into Imperial service? Maybe female Human with Twilek stats?

I would like players to take the five Ace specializations without Beast Rider plus Starfighter Ace if someone wants to play force-user. However, I do not want to make it force campaign at all, so I want to limit the use of the force only to Force Powers that can be explained as natural abilities. So, Enhance for sure, part of the Influence and Sense trees. Something like Corran Horn before he became a Jedi, the player can use them but they are explained as "luck", "great reflex", "natural charm", "sixth sense", etc.

I have Stay on Target, a great book. For now I have only sketched the first two seasons which are based on TIE Fighter first two campaigns plus non-combat interludes. I want to make at least 1 "flying" adventure per 1 "non-combat" adventure, so the campaign allow all types of characters to develop.

I am still not decided on Nemesis, I hesitate between the Imperial nemesis like admiral Harkov and Zaarin or Rogue squadron. I am also not sure if I want to evolve the group into some kind of Wraith or Rogue squadron or keep them flying with showdown at Endor.

Thanks for sharing!

This is going to be Imperial campaign so Humans only. This of course may make to create some additional Human sub-species like Corellians to offer some diversity. I thought that maybe Arkianians would be allowed into Imperial service? Maybe female Human with Twilek stats?

I'd probably avoid correllians. That is - by all means be correllian narratively, but if the campaign is going to be 70% plus spent in the cockpit of a snubfighter, then correllans are just human-but-better.

Force & Destiny Starfighter Ace is, as noted, a good substitute for Beast Rider. It gives you a fair selection of different pilot archetypes:

  • Driver
  • Pilot
  • Gunner
  • Squadron Leader
  • Rigger
  • Hotshot
  • Starfighter Ace (F&D)

all of whom play surprisingly differently to one another. "Rigger" is very nice for a rebel squadron but probably won't get to strut their stuff whilst still in the Empire's service as (elite units aside) you don't get assigned "your" TIE fighter.

I'd figure on an Imperial nemesis - they shouldn't really be dealing with a true 'nemesis level' opponent until they're far enough down the campaign that they're probably thinking of defecting.

If you want an interesting option for an opponent who can 'follow them' consider a pirate/bounty hunter. A viable opponent early on might be a pirate group preying on merchant ships that the corporations request imperial protection for, and subsequently said group ends up 'cutting a deal' with the empire - becoming a viable opponent for them as rebels.

Edited by Magnus Grendel

This is going to be Imperial campaign so Humans only. This of course may make to create some additional Human sub-species like Corellians to offer some diversity. I thought that maybe Arkianians would be allowed into Imperial service? Maybe female Human with Twilek stats?

I'd probably avoid correllians. That is - by all means be correllian narratively, but if the campaign is going to be 70% plus spent in the cockpit of a snubfighter, then correllans are just human-but-better.

Force & Destiny Starfighter Ace is, as noted, a good substitute for Beast Rider. It gives you a fair selection of different pilot archetypes:

  • Driver
  • Pilot
  • Gunner
  • Squadron Leader
  • Rigger
  • Hotshot
  • Starfighter Ace (F&D)

all of whom play surprisingly differently to one another. "Rigger" is very nice for a rebel squadron but probably won't get to strut their stuff whilst still in the Empire's service as (elite units aside) you don't get assigned "your" TIE fighter.

I'd figure on an Imperial nemesis - they shouldn't really be dealing with a true 'nemesis level' opponent until they're far enough down the campaign that they're probably thinking of defecting.

If you want an interesting option for an opponent who can 'follow them' consider a pirate/bounty hunter. A viable opponent early on might be a pirate group preying on merchant ships that the corporations request imperial protection for, and subsequently said group ends up 'cutting a deal' with the empire - becoming a viable opponent for them as rebels.

Yes, the Rigger spec is rather for later when they get their "own" starships. As for the Sqd Leader it will require some discussion within the group who will take it, as this person in theory will start with a bit higher rank.

As for an Imperial nemesis, it will be the nemesis who will defect (admiral Harkov archtype) and they will have to help hunt him down.

Why they should think about defecting? They are fighting on the good side, protecting the galaxy!

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As for the Sqd Leader it will require some discussion within the group who will take it, as this person in theory will start with a bit higher rank.

Not necessarily. Bonuses from things like 'form on me' could easily represent the canny veteran or the 'eyes up' scout providing warnings to his wingmen; the commander speciality does not necessarily have to be the one in charge.

In fact, for the first couple of missions, I'd consider having an NPC Rival or Nemesis-level squad leader to command and assist. That way (a) you as the GM have an in-game piece to direct them and pull their backsides out of the fire whilst they're getting used to the mechanics, and (b) you can have him get shot down covering their retreat at some suitably emotive point. Or turn out to be a sadistic commander that defects with some pirates and they end up hunting down. That's fun too.

As for the Sqd Leader it will require some discussion within the group who will take it, as this person in theory will start with a bit higher rank.

Not necessarily. Bonuses from things like 'form on me' could easily represent the canny veteran or the 'eyes up' scout providing warnings to his wingmen; the commander speciality does not necessarily have to be the one in charge.

In fact, for the first couple of missions, I'd consider having an NPC Rival or Nemesis-level squad leader to command and assist. That way (a) you as the GM have an in-game piece to direct them and pull their backsides out of the fire whilst they're getting used to the mechanics, and (b) you can have him get shot down covering their retreat at some suitably emotive point. Or turn out to be a sadistic commander that defects with some pirates and they end up hunting down. That's fun too.

I would go even further:

A Wing consist usually of 72 fighters, A squadron in star wars is usually 12 fighters, each of those units usually has indeed someone with a higher rank as commander, but flights, the sub-units of 3 or 4 fighters have usually as well on guy in charge of the flight. So there is plenty of room to create a full wing of hotshots or at least a full squadron with an NPC squadron commander, while giving out a player squadron leader control over his own flight.

This would be as well an elegant solution to give players access to a few minions in the later stages of the game when each player controls his own flight and can apply the squadron rules to form up a few minions on his six as meat shield and extra firepower.

At even later stages of the game I would go full 181st / rogue squadron and introduce a full squadron of nemesis or at least rivals as wingmen for the players. Wingman are such an important thing in fighter combat and the rules even reflect this and allow for pretty awesome backscratching and control of the battlefield via Gain the Advantage (GtA).

Edited by SEApocalypse