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Post-Pirates of Prexiar
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MrNexx
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PostPosted: Wed Feb 01, 2017 9:54 am    Post subject: Post-Pirates of Prexiar Reply with quote

So, the group left off having escaped from the Pirates of Prexiar*, the next step would seem to be going on the raid against the imperial prison that PoP talked about. Now, I don't want to send a small group of pretty green players against an Imperial prison, even with significant back-up, but I do want to have them be part of it, so I was thinking something along the lines of a raid against a secondary garrison, or getting a slicing droid into some satellite location.

What kinds of things would you suggest? What kind of opposition?


*I changed a couple things about the adventure (there was no ambush by AT-PTs, since it made little sense that it could be set up in time, and Vangar didn't have time to get his corvette to the ship, partially because I ran out of time before the library closed).
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Sutehp
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PostPosted: Wed Feb 01, 2017 1:59 pm    Post subject: Reply with quote

There's always reconnaissance and gathering intel before the raid. Maybe the PCs can steal the plans/blueprints of the prison from a different Imperial facility, one that's not as heavily guarded. In addition, maybe the PCs also have to approach the perimeter of the prison surreptitiously and get holos of the outer defenses (which aren't in the blueprints), while acquiring the blueprints at the satellite facility is needed to account for the inner defenses and prison layout.

As for what the PCs can do during the raid, if they're a bunch of greenhorns as compared to the rest of the Rebel raiders, they can always be assigned to backup. If you have Rebel Alliance Sourcebook, you'll remember Operation: Cobalt, which was a raid on an Imperial space station to steal an Imperial scandoc decoder machine. It was composed of four teams of SpecForce soldiers: the Infiltrator Team (which was disguised as Imperial soldiers so they could disable the shields and as many guns as possible just before the strike), White Team (which was tasked to steal the decoder), Black Team (which was tasked to destroy the station's power generator) and finally Red Team (which was a backup/reserve force to be sent in in case one of the other teams needed reinforcement). So maybe your PCs can serve as the equivalent of Red Team in your prison raid. This has the advantage of your greenhorn PCs going up against lessened defenses because the other teams have already softened them up earlier in the raid.

And if you don't want to pit the PCs against stormtroopers, maybe the prison is guarded by Imperial Army Regulars instead, who (at least by reputation) are not as elite as stormtroopers.

How's this?
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WillTasker
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PostPosted: Wed Feb 01, 2017 4:02 pm    Post subject: Reply with quote

(I played this mission a decade ago so my memory is a bit fuzzy but...)

Going by what you played, what about having the players come back as scouts to advise the Rebel troops on how to attack the base (think of ye olde military commanders who'd stand on far hilltops and give orders) ... and something goes wrong, and they have to go down there in the thick of it to "fix" whatever it is. (A master release for the prison doors doesn't work and the players have to slice it themselves? An escape shuttle can't land because of blaster fire and they have to cover the ship?)

I do remember making the lead pirate (A barbel?) a minor reoccurring character hoping for revenge, but eventually the players became so skilled that the guy turned into a punching bag after a few years of playing.
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Raven Redstar
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PostPosted: Wed Feb 01, 2017 4:43 pm    Post subject: Reply with quote

One way to avoid the pirate captain becoming a punching bag is to give him more mooks, better ships, fancier equipment, and raise his skills every time he gets his butt kicked.
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MrNexx
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PostPosted: Thu Feb 02, 2017 11:32 am    Post subject: Reply with quote

Raven Redstar wrote:
One way to avoid the pirate captain becoming a punching bag is to give him more mooks, better ships, fancier equipment, and raise his skills every time he gets his butt kicked.


So far, they've heard his name and seen his ship... otherwise, they fought no-name pirates in the dark in a jungle.

And I like the idea of reconnaissance and regular army, Sutehp. Maybe a raid on a planet-side architectural office to get the information, with a slicer droid in tow to actually acquire the info?
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WillTasker
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PostPosted: Thu Feb 02, 2017 2:37 pm    Post subject: Reply with quote

Raven Redstar wrote:
One way to avoid the pirate captain becoming a punching bag is to give him more mooks, better ships, fancier equipment, and raise his skills every time he gets his butt kicked.


I remember "buffing" his stats a few times but somehow the dice never worked in his favor.
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MrNexx
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PostPosted: Wed Mar 15, 2017 9:24 am    Post subject: Reply with quote

So, it's Spring Break, and the kids wanted to play again.

I decided that, after their run-in on Prexiar, they'd have an adventure at Dxun... an escort mission. Their job was to cripple the launch facility on Dxun, so a raid on Onderon could go forward. They were equipped with a protocol droid whose job it was to do reprogramming for a covert disabling, but how they went about it was up to them.

They decided to pose as delivery people, having their Infiltrator on the comm to Con them into letting them land. Some really good roles got them to land, then they direct the labor droids who came for the shipment to smuggle them deeper into the base (after a convenient reprogramming from their protocol droid, who I need to write up).

Dropped off outside the Flight Control room, with their Infiltrator dressed in a Imperial Uniform, the team waits. The infiltrator goes in with their astromech droid, informing the small team inside that they are to surrender their posts to him, and report to the barracks for some mandatory training. An excellent roll, and the troopers groan and b**** about training, but head out.

The party tries to hide... and one of them rolls snake eyes on his massive 2D+2 Perception. Questioned about why he's there, he manages to roll box-cars and an extra five to convince them that he's just checking on the cargo (after all, the cargo box was sitting right there). Content, they head off to the barracks, and the team gets the protocol droid in and lets it get to work, while they take up positions to watch the door.

The protocol droid keeps rolling a 1 on the wild die, while all his other dice are fantastic... like, mostly 5's and 6's and maybe a 3. But he rolls a 1 on the wild die THREE TIMES. IN A ROW. IN FRONT OF THE PLAYERS.

So that's when the alarm goes off, because the Imperials got to their barracks, were questioned why they were away from their post, and realized what happened. So, in a few more minutes, a squad of stormtroopers arrives at the door.

Up steps the infiltrator again, while everyone else hides behind some furniture. He claims that the room was empty when he got there, that he was securing the room with the astromech droid he had on hand, and that they better go looking for those infiltrators. Rolling fantasticly (he dropped a force point on this, since 5 Stormtroopers would've had them outnumbered), and the corporal agrees they should go look... but posts two of his unit to guard the room.

After a couple minutes (when the droid was finished), the infiltrator orders the stormtroopers inside, while a brief melee and a few blaster bolts drop them. The party then runs back to their ship, passing the stormtroopers at a T-Junction, resulting in them fleeing in a hail of gunfire... until TWO stormtroopers roll snake-eyes on their Running skill AT THE SAME TIME. They plow into each other, and the last one gives chase, yelling into the comm and firing at them until HE rolls snake eyes on HIS running roll.

The party beats feat, getting into their Ghtroc freighter. One of them runs to the laser turret, shooting the cannon into the walls above the hallways, trying to slow retreat by creating debris; my line "The building, amazingly enough, doesn't dodge" is met with laughs, and they take off... right into the TIE patrol of the system. While the pilot and the astromech frantically try to calculate a jump to lightspeed, the gunner shoots miserably at the TIEs... the TIEs, for their part, hit the ship twice, once crippling their only weapon, and the second time damaging the hyperdrive, so the calculation takes even LONGER, which was met with even more rage.

Finally, they escape into hyperspace. Their mission is complete, with time to spare, but their ship was damaged AND identified... they're going to have a hard time using their ship again against the Imperials, especially once the raid on Onderon happens.
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Sutehp
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PostPosted: Wed Mar 15, 2017 11:36 am    Post subject: Reply with quote

That adventure must have been awesome to play. That Wild Die can be a bastard sometimes.
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garhkal
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PostPosted: Wed Mar 15, 2017 1:32 pm    Post subject: Reply with quote

Sutehp wrote:

And if you don't want to pit the PCs against stormtroopers, maybe the prison is guarded by Imperial Army Regulars instead, who (at least by reputation) are not as elite as stormtroopers.

How's this?


Sounds like a plan. However to slightly correct you, regular book listed army troops seem to be a little higher skill than book listed regular stormies... Dunno why though.

Sutehp wrote:
That adventure must have been awesome to play. That Wild Die can be a bastard sometimes.


True dat. I have had some game sessions where a combat i had planned out to Potentially be a REAL grinder (challenging as heck), but still winable by the party if they put their heads together, go the opposite, and wound up almost being a walk over in parts, cause of the dice not co-operating. WHILE other times, a combat that looked (on paper) to be a walk over, became a 'grinder' for the party.. All cause their dice were cold as a frost box and mine were hot as a barbeque..
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Sutehp
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PostPosted: Wed Mar 15, 2017 6:33 pm    Post subject: Reply with quote

garhkal wrote:
Sutehp wrote:

And if you don't want to pit the PCs against stormtroopers, maybe the prison is guarded by Imperial Army Regulars instead, who (at least by reputation) are not as elite as stormtroopers.

How's this?


Sounds like a plan. However to slightly correct you, regular book listed army troops seem to be a little higher skill than book listed regular stormies... Dunno why though.


Ugh, if the Imp Army Regulars are better statted than supposedly elite stormtroopers in a book as early as Rules of Engagement (which is the only place I know where Army Regulars are statted) then the Stormtrooper Villain Decay set in far earlier than I knew.

And with Rogue One cementing the Villain Decay by showing Chirrut Imwe beating the crap out of those stormtroopers with a staff, I'm thinking those poor stormies are never going to recover. Crying or Very sad

Obi-wan Kenobi wrote:
And these blast points, too accurate for Sand People... Only Imperial stormtroopers are so precise.


Crying or Very sad

But yeah, if Regulars are better statted than stormtroopers, just switch the stats. Problem solved.
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garhkal
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PostPosted: Wed Mar 15, 2017 10:55 pm    Post subject: Reply with quote

IRC it was the base book that started that.. Then it followed into the Imp source book, then into rules of engagement.
This is as per the base 2e rules book.
A straight army trooper has
3d dex, 4d+1 blaster, dodge, 3d+2 heavy weapon and grenade

A stormie has 3d dex, 4d blaster (S) rifle 5d), brawl parry 4d, dodge 4d. No grenade, no heavy weapons. But their -1d from their armor drops those skills down to 3d dodge, 3d brawl parry, 3d blaster (S) 4d rifle.

An army trooper has 3d+1 str with 4d brawl.
A stormie has just 2d str and 3d brawl..

Then as per the 2e R&E base book.
Stormies all stats 2d (so their dex drops), 4d in blaster (no rifle spec any more), 4d dodge, brawl parry, and 3d brawl. STILL suffer -1d to those skills from armor.

Typical army trooper dex drops to 3d (still 1d above the stormie), skills are exactly the same, and Str is exactly as it was above, but brawl actually increased to 4d+1.???

ISB and RoE kept the stats the same as the R&E rule book...
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Sutehp
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PostPosted: Thu Mar 16, 2017 4:37 pm    Post subject: Reply with quote

Yeah, when it comes to my campaign, I'm gonna reccommend that my GM switch the stats. There is absolutely no reason for Imperial Army Regulars to have better stats than stormtroopers, who are supposed to be a elite pure infantry unit (at lease before the Villain Decay set in).

Rules of Engagement really should have fixed this, but I guess by then, the idea of stormtroopers being a bunch of crunchy cannon fodder mooks for the PCs to mass slaughter had already set in when the first edition of Star Wars D6 came out. Rolling Eyes Crying or Very sad
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garhkal
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PostPosted: Thu Mar 16, 2017 11:21 pm    Post subject: Reply with quote

Hence why to ME (at least), those book listed stats on stormies are ONLY USED for fresh out of storm trooper academy level troopers.. Even ones who have been out 7 mo to 1 yr, are better...
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