Our group has completed Act I of Perlemian Haul and are about to board the freighter. However, there are a few glaring points within the adventure guide that seem like glaring oversights. Curious as to how the other GM's handled them.
- If the players are detected, the only real consequence is various blast doors aboard the ship being sealed. I would think that if rebels are detected aboard a secret imperial trade ship, all hell would break loose. I mean, the M226 is one of twelve cargo ships in the fleet, along with two Star Galleons. Wouldn't as SOS be sent out the fleet? Would troopers not be sent to take back the ship? Would fighters not be dispatched to scuttle the ship should it be lost to the rebels? The guide just pretty much states that after taking the control of the bridge "just drop out of hyperspace and meet your rebel allies". Really?
- Unless intership communication is not possible while in hyperspace? However, a scene from Rouge One where Cassian gets orders transmitted while in hypersapce makes me wonder if that is true.
Ways I am considering to deal with it... obviously intership combat can't happen in hyperspace. Maybe the rebel fleet could meet them at the point the whole cargo fleet is to drop out and ambush all the convoy? Destroy the star galleons/tie fighers, capture the 12 freighters. My rebels are based out of Arda I so perhaps Dust and Rust Squadrons could be dispatched to aid the rebels?
Or perhaps one of the cargo holds contains captured rebel starships. My team could man them and join the fight. Another cargo hold has captured rebels/slaves, which could be released to join the fight as well.
Any thoughts and ideas are appreciated.