Saturday, August 10, 2019

Tierfon Mission: Backlash

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.

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.


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.



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