Ok so I'm in session three of my first adventure with my players and there is a chance that some of the party may get captured by imperials. During this arc I want to introduce one of my main villains to the party, a Compnor agent who has served with both destab and the ISB. The main theory is that the players will want to break into an imperial holding facility, both to rescue some rebel captives and liberate a forger who specialises in ship transponders and ID markings. My idea is that my Agent will capture them during their infiltration attempt and decide to let them escape after murdering the rebel captives. Unbeknownst to the players they will be framed for this to make the rebellion look merciless by silencing captives.
What I don't want to do is railroad the players too much though, is it bad form if I manufacture their capture in such a way that they can't prevent it?
My other issue is a twofold obligation question, I have several players who may well be known to Compnor: a former clone trooper, an academy defector and an agitator/con artist type. Should I use their backstories obligations here or will it seem too unfair? The other players have almost no reason to be known to imperial security or compnor.
The second part of the issue is how to deal with the fallout of their escape, the agent wants them at large to spread fear of the rebellion among the populace so I'm planning to have them "star" in a holonet report accusing them of murdering prisoners and terrorism against the Empire. Should I add to their group obligation as a result of this? It seems reasonable that they'd have a price on their heads after this and that others might treat them differently.