Spending a Triumph during "planning" on a Coaxium Heist

By Mark Caliber, in Game Masters

First, sorry for the prolonged absence, but I've been gaming almost every night non-stop for two weeks now (give or take) and I really haven't had time to even VISIT this site, let alone getting caught up. (Mind you a lot of that gaming was X-Wing and though my record is 0-8, I'm beginning to get comfortable with that game and hoping for a win on Monday).

So here's the setup.

Special Operations Group "DC-01" after suffering some recent casualties and having met up with the main Rebel Fleet, finds that the alliance needs them to pick up 150 EC of hyper fuel (aka: Coaxium) and return it to the fleet. The Rebels have already sent out three groups to attempt this acquisition but all three teams failed as the Empire is flagging large purchases of the product.

It's a race against time as the Rebel fleet can't hyper very far on the fuel they have and the Empire is systematically combing the sector for the beleaguered remnants of the Fleet.

The team was given half a dozen options (all local to Mon Cal) that "might" work and the team has decided to acquire the hyper fuel by stealing it from the Corporate Sector (Three and a half parsecs away).

One of the surviving members of DC-01 is from the Corporate Sector and has dated information on the sector.

However, as a part of the planning phase one of the players generated a Triumph, which has not been spent yet.

Doing my research for the next session, it is obvious to me that the Corporate Sector Authority (CSA) is running the sector out of Bonadan (S3) which has 10 starports serving as staging points for ships operating in sector and then shipping product to the core.

So if there's going to be a big pile of Coaxium, it's going to be on or about Bonadan.

As for Security, it's going to be mostly Tiss'Sharl hired guns, operating Scyck & Kirax Fighters with a handful of Y-Wings. Weapon loadouts are going to be Ion canons & stun blasters, with most of their efforts being ground forces directed toward controlling "human" resources. (I could say sophont resources but it's going to be mostly "human"). :o

So what I'm looking for is a benefit; Intel, a contact, or some other resource that will greatly help the players.

The Team has a VCX-100 with a CL 1 Hyperdrive and a standard loadout. They lost the shuttle recently (sniff) so that resource is GONE.

The team is 1 Kel Dor Diplomat, 1 Pantoran Farm Boy (Okay Pilot {Planet} & Marksman), 1 Human Pilot/Mechanic, 2 R3 Astromechs (One programmed for Slicing and another is Mechanically inclined). There is possibly 1 Twi'lek spy, and a TBD new teammate.

You're suggestions are greatly appreciated. Thanks!

Edited by Mark Caliber
I found the name of the controlling entity: CSA already. Thanks for playing!
6 hours ago, Mark Caliber said:

First  , sorry for the prolonged absence, but I've been gaming almost every night non-stop for two  weeks now (give or take) 

Jeebus man! Are you ok? Do we need to call the police? Or perhaps GM protective services?

6 hours ago, Mark Caliber said:

So   what  I'm looking for is a benefit; Intel, a contact, or some other resource that will greatly help the players.    

CSA huh?

Some company IDs and transit paperwork would go a long way, at least getting them dirtside with minimal hassle and fees...

Solid time/date/location on a shipment is an obvious one...

What about guard behavior and shift schedule? They pros, or do they party it up after the "indentured employees" get secured for the night? When are day shift pilots going to swap out for the night shift?

Bonadan ain't far from Trian. Bet there's already a combat capable unit of Trianni in the neighborhood that could back you up. If nothing else I bet a pair of those sexy long range patrol ships of thiers would be great cover for your escape...

7 hours ago, Ghostofman said:

Jeebus man! Are you ok? Do we need to call the police? Or perhaps GM protective services? 

I wasn't aware that RPG's and Table Top games were controlled substances!

And I DON'T have a problem! No. I'm doing fine!

I can quit any time I want to.

I just don't want to quit! ;)

CSA. I can at least rely on Wookieepedia for being a resource.

I have taken a look at the Trianni but I didn't pick up anything beyond "Independent" and "Separate." Nothing indicating that the Trianni would be interested in CSA's internal affairs. However, good neighbors do spy on each other. I'll have to mull this over a bit more.

Access to credentials makes sense. The big thing they would need is a registered transponder for the ship (which means getting their ship registered internally with the CSA). But I am tacking on a "Ghost" Transponder on their VCX-100 so I think this could work. I figure most of the CSA sector transports are going to be smaller, but my assumption is that the ships hauling cargo in and out of CSA jurisdiction are all Action IV's.

Yeah, the obvious answer is the day and time for the arrival of the next Coax shipment (via an aforementioned Action IV). I usually like to wrap this type of intel into an adventure though. (e.g.: Contact 'X' is friendly to our cause and with a suitable 'retirement incentive' he might be able to get us the info we need. He's known to hang out and Location Y. Good luck!).

Ghost of a Man, this is the type of discussion that I'm looking for. I'm otherwise trying to scramble to get the basic adversarial stats and data laid out for this adventure and I need help working out plot hooks.

Overnight I had the thought of pointing the PC's at a smuggler's location that I'm calling "The Boot." It's basically an unremarkable uninhabited world just outside and rimward of Zygerria that was used by half a dozen smuggler crews to leach off of the CSA and smuggle in contraband (food & medical supplies) to the workers. (And occasionally smuggling one or two refugees out at a time). But I figure with the added security measures put in place by the CSA all of the smugglers have "disappeared." They went in on a run and never came back. (Call it exposition).

I have also decided that the CSA employs a couple of Mandelorian Soldier's of Fortune. And with equal trepidation, I HOPE the PC's don't go Toe to Toe with one of them! But I digress.

Alright, back on topic. I figure that the CSA is a pretty insular organization and operate with a lot of "Trade Secrets" that they DON'T want anyone to know about. But I also need to remember that they're not infallible.

  1. So lazy substandard guards (Imperial Academy rejects). Check!
  2. Corrupt Administrators. Yep.
  3. Two timing Zygerrian slavers. Definitely.
  4. Warry suspicious neighbors in the Trianni. Check.
  5. Disgruntled Honor tainted Mandos. Possible?
  6. Blood Thirsty Tiss'Sharl . . . for added depravity.

That's what I've got so far . . . and a deadline.

Another detail about "The Boot."

This location is known because one of the supporting NPC's is from the Corporate Sector (sort of a former indent) who escaped and later did some work as an anti CSA smuggler. But that was a long time ago . . .

But to my point, that might be a source of useful information for the PC's as well . . .

I've got this wrapped up and figured out.

For those of you participating, thank you!