Let me first start off by saying this: The whole Iron Fist Pirates SB may seem overpowered to some. To others maybe not. But bear this in mind: the PC's in your campaign are never to gain control over them. These guys are designed to be (like my other SB's) tools for the GM. Character's getting too cocky for their own good? Need a shipment seized to get them in trouble with their Hutt boss? Throw the Iron Fist at them... While PC's can play a role in the Iron Fist, and can be part of the group, they should not be (in the creator's opinion) anything higher than a low level officer in the boarders corps, or a pilot in one of the fighter squadrons. Anything higher (such as commander of the Defender) just leads to power gaming. 'Nuff said. Enjoy the SB.


Questions & Answers

Q: Why would anyone want to go near this system?
A: They wouldn't. It's a dead system, serves no purpose except to house the pirate base. Remember, people who enter the system are watched, and if they snoop, they're nabbed... Let that be a warning.

Q: A) Are ships sent out to trade routes to 'find' quarry?
A: Yes. A favorite tactic used by Aggressor squadron is to park themselves in a frequently used hyperspace lane and wait for their prey to fall on their mass shadow and revert to realspace. For further details refer to the (forthcoming) tactics section.

Q: B) Commandeer the ship and bring it back to the asteroid?
A: No. Ships are not brought back to the base. They are sold, scrapped, used as spare parts for the fleets or 'adopted' into the fleets themselves.

Q: What does that squadron a micro-jump away do?
A: Protect the base, in case anyone with hostile intent shows up.

Q: Are they (Parry Squadron) at a starport facility? Or are they just drifting in space ready to leap into a situation?
A: Drifting in space.

Q: Drifting in space? That's going to look at tad dodgey to anyone who stumbles over them. Do they have a cover if anyone comes a asking?
Q: If you read the fleets page you'll notice that they're parked closer to the sun... and the sun gives off some nasty interference, that increases the closer you are to the sun. The Gauntlet is roughly 800SU away from the sun, at receives +3D to difficulty for sensors (See Gauntlet STATS). The fleet, parked at 200SU from the sun, receives roughly +10D to difficulty for incoming scans. Difficult to say the least. If somebody just happens to warp in 200SU from a star... well lets say they won't be around for long. Besides, there's always the "Oh, we were waiting for you! Yeah! That's right! It was an ambush! haha! F00led j00!" cover story.

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Implementation

Q: How can I use this base, and the attached pirate group, in my campaign?
A: Numerous different ways, some of which are outlined below:
  A) Your gaming group of ever-righteous Rebel commandos is tasked by High (Cheech and Chong style) Command to neutralize this bothersome group of pirates. They are given full operational movement, meaning that they can go about it any way they wish. As such they can infiltrate the pirates, join up with them, and then plant a bomb on the base's reactor. Ka-boom. Or detonate one of the cap ships inside the hangar. Ka-boom. PC's have a knack for thinking up crazy things, let them have at it.

B) Your group of always-evil (yeah, right) Imperial commandos is tasked with the same job as above. Search and destroy.

C) And finally my favorite option. Join up! For low level PC's, this group could provide a chance for initial improvement. Run and gun trooper? He'd do well in the boarders. Budding fighter pilot? One of the squadrons has his name written all over it. Knowledgable repair tech? Serving on a cap ship can be a learning experience. Tactical genius with cap ship driving in his future? Hrmph, well don't go *that* far lol. Then, once they have gotten past the point of "Storm trooper! Run!" and can stand up to a Stormie, make the typical GM move and 'make them choose!' muhaha! Do they remain 'evil' with the pirates? Independant to the bone (yay!)? Or righteous do-gooder Rebel (boo!)? Or how about rightfully established government Imperial trooper (hiss!)?

D) How about general PC terrorization? Got a smuggler PC who works for a Hutt? (Hmm, original storyline that!) Need him in some hot water? Have the pirates capture him, 'liberate' (Rebel style) his cargo, but decide to leave him his ship (because his humor is just oh so funny!). Now he owes his boss some major moolah... uh-oh...

E) Or something you think up, I can't do *everything* for you now can I? lol.
 

Q: What time frame is this whole thing set in?
A: <rubs hands together eagerly> This is the part I love... Which time frame? How about yours?! Did you notice any reference to a specific time frame? (Besides the words Imperial and Rebel) Not I says I. When I make SB's, I make 'em so that they can be used in any timeframe. This bunch o' fools was designed (in my mind anyway) to be classical era (ANH-ROTJ), but with some minor shuffling and changing, you can make it fit in any timeframe. TotJ? Well I dunno if you can go back that far, but it's certainly possible. Post Thrawn? Sure. A Thousand years past Thrawn? Why not. It is easily adaptable into your campaign, whatever it's timeframe may be.
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This is an original work by Ross Hedvicek