The Battle of Endor - Game ideas

By mwknowles, in Star Wars: Edge of the Empire RPG

Hi all,

I run a game where the players are imperial officers in a black ops squad, working for the empire countering the terrorist and rebel threat to the galaxy. :P

I am about to write the battle of Endor and drawing some blanks.

Heres what i have so far: The group is based on a secondary bunker base several (as yet untold) KM from the main bunker; this bunker serves as a refueling point and scouting depot (I havent said it isnt the main bunker yet because . . . . well you know!)

I will have a rebel force land close when the main event starts (using a large transport) and assault the base. I want it to be played over several missions.

The group (with stormtroopers) must defend the bunker/base. However i want the missions to end in a big push fro the rebels (i am using some reoccurring rebel villains here). I also want the missions to have choices where the group must pick between several groups/equipment/personnel and they will save the choice and lose the others. This will lead to an ending and a retreat from the moon with whatever they have gained (leading to a new campaign with limited resources!)

Any and all ideas would be very welcome!!

Thanks in advance!

How gruesome is your game's tone? Because a few Phalanxes of Ewoks will up and ruin anyone's good day.

Pretty gruesome!! Lol

I ran quite a large campaign on Endor and it was a blast. My party was sent to scout locations for the shield generator and ended up chasing a Condor Dragon on Speeder Bikes, fending off a Gorax attack on an Ewok village (including using all the traps we saw in RotJ.)

Possibly my favorite sessions ever.

Already had them "eliminate the locals" where they sealed a near of Condit dragons in a large cave, then murdered a family of Gorax with an AT-ST (they liked the 59points of damage they inflicted but not the 5 conflict for the force user!)

On 9/17/2019 at 12:00 PM, mwknowles said:

The group (with stormtroopers) must defend the bunker/base. However i want the missions to end in a big push fro the rebels (i am using some reoccurring rebel villains here). I also want the missions to have choices where the group must pick between several groups/equipment/personnel and they will save the choice and lose the others. This will lead to an ending and a retreat from the moon with whatever they have gained (leading to a new campaign with limited resources!)

I really like this core premise for your next campaign - kind of what I wanted from the Sequel Trilogy, a flipped script. The rebels are in power now, they are the New Republic, whilst the First Order are the guerrilla insurrection. I think there is a lot of interesting story space there, (I would probably still have the FO/Imperial Remnant be villains if I was running your game).

I think having the Battle have a mid point where the Death Star is seen exploding in orbit ala EA's Battlefront II. Then the mission drastically changes - part of the Imperial fleet is retreating, the rest is forced to back off or be destroyed piecemeal by the full might of the Rebel Armada, and Starfighter Corp.

The battle is no longer a defence, it's an Evacuation - Imperial Dunkirk against an active, and committed Rebel force. Y Wing's start making bombing Runs, the few TIEs available will only barely be able to cover a few transports escaping the Fleet group that your Players are part of. Your players will basically be decision makers about the last line of defence - sacrifice an ATAT, perhaps buy time for the Stormtroopers to evacuate, Let the ATST's escape and make the Scout Troopers hold the line, or the Players risk it all, in a dangerous battle that is escalating, with more and more Rebels arriving - remember the Rebel Starfighters will **** up anything your players can manage. Luke could literally show up demanding a surrender, and many Imperials will do so. This was a crushing defeat for the Empire, holding their forces together is a herculean task, especially as the Command net will breakdown into admirals squabbling, as there is no clear line of succession.

Yes exactly what I'm thinking. Need to decide on 3 or 5 discrete missions/linch pin events. My thinking is as the group's hold a secondary (unknown to them) bunker which is a fuel depot. They will have rebel agents trying to blow it up along with any heavy defence (currently 4 AT-ST but prob more later.) before attacking an mass.

I'm thinking it's all quiet with a few pcs running a scout mission where they get the chance to spot rebels (in thinking a cameo in the forest where solo and the group encounter the scout troopers and the speeder Chase happens. My pcs could be some of those scouts but knocked out)

Then they will have infiltrators to plant explosive in the bunker and an attack from (another set of) rebels.

As for then.... Not sure but love your ideas.

Thanks loads!!

22 hours ago, Spartancfos said:

I really like this core premise for your next campaign - kind of what I wanted from the Sequel Trilogy, a flipped script. The rebels are in power now, they are the New Republic, whilst the First Order are the guerrilla insurrection. I think there is a lot of interesting story space there, (I would probably still have the FO/Imperial Remnant be villains if I was running your game).

I think having the Battle have a mid point where the Death Star is seen exploding in orbit ala EA's Battlefront II. Then the mission drastically changes - part of the Imperial fleet is retreating, the rest is forced to back off or be destroyed piecemeal by the full might of the Rebel Armada, and Starfighter Corp.

The battle is no longer a defence, it's an Evacuation - Imperial Dunkirk against an active, and committed Rebel force. Y Wing's start making bombing Runs, the few TIEs available will only barely be able to cover a few transports escaping the Fleet group that your Players are part of. Your players will basically be decision makers about the last line of defence - sacrifice an ATAT, perhaps buy time for the Stormtroopers to evacuate, Let the ATST's escape and make the Scout Troopers hold the line, or the Players risk it all, in a dangerous battle that is escalating, with more and more Rebels arriving - remember the Rebel Starfighters will **** up anything your players can manage. Luke could literally show up demanding a surrender, and many Imperials will do so. This was a crushing defeat for the Empire, holding their forces together is a herculean task, especially as the Command net will breakdown into admirals squabbling, as there is no clear line of succession.

Whilst I haven't run Imperials, I am running a heavily war themed Clone game. So I have some ideas for making good battle scenarios - and a couple of tricks for running bigger battles - at least when not using the Mass Combat system.

Mission 1: Your standard Patrol makes sense, and it should feel like they are the Emperors finest. They are confident of this plan, as the Emperor knows the Rebels are here. They know they will win, as they are the Empire, in fact the only concern at this stage is they don't want the Rebels to know such elite forces are here - as that could tip off the Rebel Fleet and stop them committing.

Mission 2: The Rebel Fleet has committed, the bunkers are under attack. I don't think your players need to be at a "Secondary Refuelling Bunker" As the players will see through that, or feel needlessly tricked - a more reasonable solution in my mind, is that there are multiple Bunkers the Rebels could hit - it was a really big shield generator after all. So they defend a bunker, and they win (presumably to the rebels surprise) then they get reports of the Ewok uprising occurring, but the Empire is still winning. A good end point for this mission is the Death Star firing on the Rebel Fleet for the first time. The Empire has won. The Rebellion is finished. (I might even imply you are breaking away from Canon perhaps into an Empire against ExtraGalactic threats type story)

Mission 3: This one isn't particularly defined, in that they won't get a briefing. They are processing prisoners, suddenly there is a massive explosion as the Generator goes down, a 2nd wave of Rebels begins the attack to free their prisoners.

This is the battle they see the Death Star go up. This is the Turning Point, as the battle escalates from a well sprung Imperial Trap to the Dunkirk Evacuation - here is where my amended Progress Clocks come in(Based on this excellent RP system - https://bladesinthedark.com/progress-clocks ) Make one for upcoming threats - the Rebel forces overwhelming the base, the Rebel Fighters Clearing Orbit, the Imperial Fleet departure. This is how I handle a large scene behind the scenes, with the players able to spend Advantage, Success and Triumph to effect these Progress Clocks, or if they have actions that literally effect things, they can directly effect things.

Mission 4 is the Meat of the retreat, getting men and stuff into the shuttles. Rebel forces are escalating. Make several units - 3rd Stormtrooper Company, 2nd Scout Company, ATST Lance, ATAT, ask the players what they want each of these units to do. Rather than roll out all of these things behind the scenes what I do is assign a value between 1-3 for how effective this Unit is at that type of task (ATAT probably bad for scouting, Infantry struggle to Destroy Heavy Vehicles), and then Assign a Progress Clock to that Unit, and the Value is how many segments they can complete per round of player actions. For instance if the Stormtroopers are covering a Retreat against Rebel Troops the Stormtroopers would be 2 effectiveness - its normal for them to fight Rebel Troops. Each time they complete a 2/4 Progress Clock then a unit escapes. I do the same thing on the other side so I know when the Rebels are escalating or have broken through. This creates the Dynamic feel of a battle without rolling lots of things out which the players are not involved in.

Mission 5 - Getting their Ship away - I assume you have a pilot, as I always have a Pilot Player - the majority of the session is getting the Ship ready to Launch then escaping to Hyperspace and regrouping with their new battlegroup.