Rather than being a full-fledged mission in its own right, this article provides suggestions for how the GM can use NPCs from previous scenarios and other elements to build up the Empire's pursuit of the PCs as they score more and greater victories for the Rebel Alliance.
-Nate
Star
Wars: Age of Rebellion: Backlash
This supplement provides
suggestions for how the forces of the Galactic Empire might escalate
their pursuit of the band of Rebel agents operating out of Tierfon
Base, possibly including any or all of the following elements.
NPCs from
Previous Scenarios
Each of the preceding Tierfon
Missions can provide NPCs who have a score to settle with the PC, as
detailed below.
While the PCs have likely gained
control of the espionage droid I-3PO from “Underground,” the
droid can still play an important role in this escalation, since
they could use it to work against those who are pursuing them.
The playboy Lieutenant Druun
Debah from “Turbulence” probably has a score to settle with the
PCs if he believes they stole victory from him. Given his
willingness to bend or break Imperial regulations, he's a good
candidate for setting off on a personal vendetta against them.
Any pirates who survived the
events of “Plunder”—and especially Captain Atisako
Fellum—could be willing to team up with the Imperials in order to
take revenge.
Lieutenant Ennis Dul'Tir, agent
of the ISB from “Turncoat,” is probably the best candidate to
lead these efforts. After all, he has the best access to
intelligence resources, and thus possibly to background information
about the PCs and their connections and activities.
The scientist Ebla Muir from
“Firestorm” is something of a wild card who can be added to
these machinations.
What Do the
Imperials Know about the PCs?
From the outset it's important to
determine how much the Imperials already know about the Rebel
operatives. Their two best sources of information are probably
footage from the hovercams at the race on Mon Cala (from
“Turbulence”) as well as any security footage from the secret
Imperial research facility on Nal Hutta (from “Firestorm”). With
that in mind, it's up to the GM to decide—based on the PCs'
background stories and any information they might have shared during
interactions with NPCs—just how much the Imperials can learn about
them.
Kidnapping Allies
for Leverage
One possibly early possibility is
that the Imperials resort to kidnapping previous allies of the PCs in
the hope of bringing them out into the open. The Tionese noblewoman
Gaea Rus from “Turbulence” is probably the best candidates for
this, since she is not holed up in any secret Rebel base. In this
case, the PCs would probably hear about her disappearance through
order channels—such as Tri-Nebulon News—a long with details
regarding where she was last seen, and thus might feel the need to
investigate the matter for themselves. At the GM's discretion, the
Imperials could also target NPCs from the PCs' background stories, if
they've revealed any candidates.
Bounty Hunters—Do
We Need Their Scum?
The GM could also take this
opportunity to introduce bounty hunters who are pursuing the PCs.
This could result in any case from any Obligation the PCs might have
incurred from their lives before joining the Rebellion. Alternately,
the Imperials could hire someone to keep an eye out for them on words
that they've previously visited. Presented below is a good example of
the types of beings that they could hire.
Zer
Noloss (Rival)
Brawn
2 Cunning 2 Presence 2 Agility 2 Intellect 2
Willpower 3
Talents: Sense
basic power, control upgrade (both types).
Soak: 3 Wound
Threshold: 12 Strain
Threshold: 13 M/R
Defense: 0
Skills: Cool
2, Discipline 2, Knowledge 2, Medicine 2, Perception 3, Ranged
(Heavy) 3, Ranged (Light) 2, Stealth 2, Streetwise 3, Survival 3,
Vigilance 3
Talents: Sense
Basic Power, Uncanny Reactions, Uncanny Senses
Abilities: Free
rank in Discipline; Ammonia Breather
Equipment:
Heavy clothing, blaster carbine, blaster pistol, breath mask,
survival kit, stimpack, comlink
Zer
Noloss is one of the Findsmen who is attunded to the
Force--although he would argue that it's just the mystical
tradition of his species. Whatever the case, he has an uncanny
ability to recognize danger before it arises, and he can sometimes
tell what his opponents are thinking. Both of those abilities he
uses to help recognize and pursue his quarry, and he hopes that
one of his apprentices will prove to be sensitive in the same way.
He is an especially good candidate for pursuing the PCs if any of
them have been revealed as Force-wielders.
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Gand
Findsmen (Minions)
Brawn 2 Cunning 2 Presence 1 Agility
2 Intellect 2 Willpower 3
Soak: 3 Wound
Threshold: 12 Strain
Threshold: 13 M/R
Defense: 0/0
Skills:
Cool 1, Discipline 1, Knowledge 1, Medicine 1, Perception 2,
Ranged (Heavy) 2, Ranged (Light) 1, Stealth 1, Streetwise 2,
Survival 2, Vigilance 2
Talents: Dodge
Abilities: Free
rank in Discipline; Ammonia Breather
Equipment: Heavy
clothing, blaster carbine, blaster pistol, breath mask, survival
kit, stimpack, comlink
These
Gand--who go by the name Gand, since they have not yet
distinguished themselves enough to earn individual names--are
apprenticed to Zer Noloss. While they aid him insofar as they can,
they are mostly with him to learn. As such, they are quite loyal
to their mentor and defer to him in all matters.
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Tracking Devices
Finally, keep in mind that
capturing and/or killing the PCs is not always the best option for
those who are pursuing them; after all, if the Imperials can manage
to plant a homing beacon aboard one of their starships, then they
could track them back to their secret base—a development that they
would follow up with probe droids sent to that world, possibly to be
followed by a full-scale invasion.