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Hey all, I'm running a game in my spare time of where all the PCs are stormtroopers. I have the first couple sessions down, but I was looking for any and all ideas related to this topic. Possible missions (sessions are timed at 4 hours real time), equipment not found in the books a trooper might carry, ect. Consider these less endless ranks of imperial troopers, and more like specialist squads. They each have a sniper, a demo, a rifleman, ect. So they aren't all using stock DC-17s, and they aren't all the same class/subclass.

any help or ideas are much appreciated!

 

Links to the session records for the Fireteams is here:
Alpha

Impala (Hasn't had a session yet)

 

Check it out and tell me what you think!

Edited by Comic Collector Shop

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Anything you see in a war movie really, especially special forces-style ones.  You can use the real-life time limit to your advantage; if they don't accomplish the mission the target escapes or they are recalled or something, this will encourage swift play and raise the dramatic tension.  The Timothy Zahn books Allegiance and Choices of One both include a small Stormtrooper team performing similar operations, and the Republic Commando books by Karen Traviss are focused on the Grand Army of the Repubic's commando units during the Clone Wars.

 

One important thing is to have the environment working against the players as well as the enemy.  A battle or raid gets much more interesting (and will have less of an emphasis on pure combat abilities) if you force the players to operate in different conditions.  Use urban, arctic, arid, forested, jungle, toxic, mountainous, swampy, desolate, underwater, shipboard, zero-G, toxic, and vacuum environments.  Add in dangerous flora, vicious predators, stampeding herds, natural disasters, oblivious civilians, neutral observers, and even rival operatives.  Have them assassinate, intimidate, kidnap, rescue, sabotage, hack, scout, observe, ambush, evacuate, salvage, instigate, and destroy their targets.  Even specializations like Ambassador or Quartermaster can be useful if the PCs have to interact with NPCs outside of their chain of command.  If their mission is taking place within a larger confrontation, you can give socially-oriented characters the task of coordinating with supporting friendly units, have technically-proficient characters operate transport vehicles or wage cyberwarfare, and let the stealthers scout out enemy positions.  Players will upgrade the abilities that they find most useful, and if combat is the only thing you're doing, the party will all end up as trigger-pullers, regardless of the spec.

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Anything you see in a war movie really, especially special forces-style ones.  You can use the real-life time limit to your advantage; if they don't accomplish the mission the target escapes or they are recalled or something, this will encourage swift play and raise the dramatic tension.  The Timothy Zahn books Allegiance and Choices of One both include a small Stormtrooper team performing similar operations, and the Republic Commando books by Karen Traviss are focused on the Grand Army of the Repubic's commando units during the Clone Wars.

 

One important thing is to have the environment working against the players as well as the enemy.  A battle or raid gets much more interesting (and will have less of an emphasis on pure combat abilities) if you force the players to operate in different conditions.  Use urban, arctic, arid, forested, jungle, toxic, mountainous, swampy, desolate, underwater, shipboard, zero-G, toxic, and vacuum environments.  Add in dangerous flora, vicious predators, stampeding herds, natural disasters, oblivious civilians, neutral observers, and even rival operatives.  Have them assassinate, intimidate, kidnap, rescue, sabotage, hack, scout, observe, ambush, evacuate, salvage, instigate, and destroy their targets.  Even specializations like Ambassador or Quartermaster can be useful if the PCs have to interact with NPCs outside of their chain of command.  If their mission is taking place within a larger confrontation, you can give socially-oriented characters the task of coordinating with supporting friendly units, have technically-proficient characters operate transport vehicles or wage cyberwarfare, and let the stealthers scout out enemy positions.  Players will upgrade the abilities that they find most useful, and if combat is the only thing you're doing, the party will all end up as trigger-pullers, regardless of the spec.

That had been part of the idea with the limited time. They have 4 hours to complete the mission, and if they fail to do so, they have 1 hour to extract or heir are stranded (the entire fireteam dies)

I was also thinking of having them run the gambit from police actions (Now Beru, what do you want me to do? I can't arrest him, the only one who did anyhting here today was you. Do you want to go to the shelter, Beru?) to offensive actions. I hadn't considered doing shipyard stuff though, could be an interesting blend of zero-g and regular combat.

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(Now Beru, what do you want me to do? I can't arrest him, the only one who did anyhting here today was you. Do you want to go to the shelter, Beru?)

 

That was a great clip!  :lol: 

 

Some of the most interesting scenarios are the ones you can't win through combat (or at least, combat alone).  Make sure it makes sense for what the group is supposed to be though, crack stormcommandos probably won't be the ones responding to domestic disturbances on the edge of the Dune Sea, or conducting traffic stops looking for Jawa droidjackers...  :P

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Some of the most interesting scenarios are the ones you can't win through combat (or at least, combat alone).  Make sure it makes sense for what the group is supposed to be though, crack stormcommandos probably won't be the ones responding to domestic disturbances on the edge of the Dune Sea, or conducting traffic stops looking for Jawa droidjackers...  :P

 

The point is that they aren't crack commandos though. They are stormtroopers, just not all riflemen. That way the players dont feel constricted to making a limited kind of character.

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One important thing is to have the environment working against the players as well as the enemy.  A battle or raid gets much more interesting (and will have less of an emphasis on pure combat abilities) if you force the players to operate in different conditions.  Use urban, arctic, arid, forested, jungle, toxic, mountainous, swampy, desolate, underwater, shipboard, zero-G, toxic, and vacuum environments. 

This will also define weapons and gear both in and out of the book.

Some obvious examples:

Jungle will focus on lightweight and small gear. Carbines that won't get caught on vines and plants, scout armor that won't get hot and heavy. Oddball weapons like riot guns and spreadfire barrels that may allow for a "hit on a miss."

 

High radiation zone play havoc with energy weapons. (Spend 2 Threat to damage the weapon 1 level.) Vibro-weapons might be a better alternative.

 

Water... scuba gear and blaster spearguns. You can also have concussion and sonic weapons do more interesting things over fragmentation.

 

Zero-G.... Spacetrooper armor anyone?

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There's a number of possibilities, including using other books from Age of Rebellion as well as some from Force and Destiny.

 

The first is the role of the squad itself, which is interesting.  By the sounds of it, they are more like the Imperial Army troopers, not full storm troopers since the Storm troopers are exclusively focused on combat.  Have you looked into seeing about attaching either storm trooper team or make them part of a security detachment?

The second ties into the nature of the military.  Based on my experience in the Army, there is a bit of a rivalry between units as to which is better, or more successful.  In addition, some units are media and glory hogs, getting the glory while the PCs are doing all the dirty work.

 

This ties into the third approach, one that is prevalent in the Empire: bureaucracy and corruption.  There is quite a bit of politicking among high command and officers, especially with the politically connected and endorsed.  How the PCs handle worthless officers and questionable orders  can be interesting and might, eventually, flip the PCs to the Rebellion or the Hutts.  This would go especially true if the PCs are participating in a few of the more "problematic" situations.

 

To me, depending on how the beginning of the campaign goes, missions involving guarding VIPs would be a way to get the more talkative PCs involved.  Infiltration missions, both executing and preventing, would allow an interesting approach, especially if they are missions where no shots being fired would be preferred.

 

Also, is there a limit on species?  Certain species, while looked down upon, are allowed or forced to join.  In addition, if the PCs want to "tinker" with their gear, make it a challenge where the PCs have to get the CO or quarter master on their side.  This goes especially true if a few of their escort and protection details allow them to get in with the local governor or moff.

 

However, the only thing I can see a problem with is what to do about Force sensitives and the Imperial agents.  But that would be decided by the PCs actions and yours.

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There's a number of possibilities, including using other books from Age of Rebellion as well as some from Force and Destiny.

 

The first is the role of the squad itself, which is interesting.  By the sounds of it, they are more like the Imperial Army troopers, not full storm troopers since the Storm troopers are exclusively focused on combat.  Have you looked into seeing about attaching either storm trooper team or make them part of a security detachment?

The second ties into the nature of the military.  Based on my experience in the Army, there is a bit of a rivalry between units as to which is better, or more successful.  In addition, some units are media and glory hogs, getting the glory while the PCs are doing all the dirty work.

 

This ties into the third approach, one that is prevalent in the Empire: bureaucracy and corruption.  There is quite a bit of politicking among high command and officers, especially with the politically connected and endorsed.  How the PCs handle worthless officers and questionable orders  can be interesting and might, eventually, flip the PCs to the Rebellion or the Hutts.  This would go especially true if the PCs are participating in a few of the more "problematic" situations.

 

To me, depending on how the beginning of the campaign goes, missions involving guarding VIPs would be a way to get the more talkative PCs involved.  Infiltration missions, both executing and preventing, would allow an interesting approach, especially if they are missions where no shots being fired would be preferred.

 

Also, is there a limit on species?  Certain species, while looked down upon, are allowed or forced to join.  In addition, if the PCs want to "tinker" with their gear, make it a challenge where the PCs have to get the CO or quarter master on their side.  This goes especially true if a few of their escort and protection details allow them to get in with the local governor or moff.

 

However, the only thing I can see a problem with is what to do about Force sensitives and the Imperial agents.  But that would be decided by the PCs actions and yours.

I have read a few novels where stormtroopers took on policing action in outer rim worlds. They weren't terribly good ("Put down that blaster, trooper. Would you want to help the faceless goon who just shot your hotel attendant?") at that role, but they did it.

 

The newest canon states that stormtroopers are primarily but not exclusively human. This is more open to non-humans than previous works allowed.

I only allowed non-force sensitive humans for this campaign. I've had bad experience with force sensitives in the past.

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I have read a few novels where stormtroopers took on policing action in outer rim worlds. They weren't terribly good ("Put down that blaster, trooper. Would you want to help the faceless goon who just shot your hotel attendant?") at that role, but they did it.

 

 

The newest canon states that stormtroopers are primarily but not exclusively human. This is more open to non-humans than previous works allowed.

I only allowed non-force sensitive humans for this campaign. I've had bad experience with force sensitives in the past.

 

 

 

Just curious, was that with this system or just the previous systems (the West End Games and the WotC systems)?

 

It seems like FFG made force sensitives less overpowered, but I have yet to play long enough for a Force sensitive to be an issue.

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The second ties into the nature of the military.  Based on my experience in the Army, there is a bit of a rivalry between units as to which is better, or more successful.  In addition, some units are media and glory hogs, getting the glory while the PCs are doing all the dirty work.

Oh, yeah. Think Delta Force versus Navy Seals versus Green Berets versus Recon Rangers, etc….

Then there’s the PMCs that used to be Navy Seals or Green Berets, or whatever.

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I have read a few novels where stormtroopers took on policing action in outer rim worlds. They weren't terribly good ("Put down that blaster, trooper. Would you want to help the faceless goon who just shot your hotel attendant?") at that role, but they did it.

 

 

The newest canon states that stormtroopers are primarily but not exclusively human. This is more open to non-humans than previous works allowed.

I only allowed non-force sensitive humans for this campaign. I've had bad experience with force sensitives in the past.

 

 

 

Just curious, was that with this system or just the previous systems (the West End Games and the WotC systems)?

 

It seems like FFG made force sensitives less overpowered, but I have yet to play long enough for a Force sensitive to be an issue.

 

Essentially, the guy who most wanted to play a force sensistive, was too lazy to look up how to actually run them while we were all still learning the game. It ended... poorly.

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Essentially, the guy who most wanted to play a force sensistive, was too lazy to look up how to actually run them while we were all still learning the game. It ended... poorly.

 

 

 

Ah, that kind of player.  Can't blame you there.  The good news is that a player can still go Force sensitive, but it should be something that everyone is good with first before authorizing the investment.

 

That's about the best thing I can say about FFG.  They set the Force users up as someone who has to train into the abilities, not just be granted them.

 

Hopefully there's an opportunity for a worthy player to play a Force user.

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A Force-sensitive Stormtrooper would be interesting.  Allows the possibility of being noticed by an Inquisitor and maybe granted some special... privileges if they were to train under the Inquisitor for a time.  Maybe start with the Force Emergent from AoR or Force Exile from EotE before moving into the FaD area.  Force and Destiny has a lot of information that can overwhelm easily.  Starting with the Emergent or Exile could give that Force-sensitive PC a chance to learn how to use Force powers, the Force die, etc.  From there that person could decide whether or not they would want to train further.

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Stormtroopers missions might not just be wartime missions. You could easily expand missions to "police actions".

  • Illegal smuggling warehouse needs raided before the smugglers get away with their goods.
  • Asteroid base occupied by miners who are encroaching in an off limits belt need removed.
  • Rogue bounty hunter group has had their license revoked and thus need hunted down.
  • ISB needs a squad to help him as he tracks down serial killer robots.....that turn out to be programmed by a meglomaniac scientist.
  • Protective services detail for a senator who has had death threats (is the senator secretly a Rebel?).
  • Boring security duty at a spaceport suddenly turns exciting when Rebel terrorists attempt a raid.

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Stormtroopers missions might not just be wartime missions. You could easily expand missions to "police actions".

  • Illegal smuggling warehouse needs raided before the smugglers get away with their goods.
  • Asteroid base occupied by miners who are encroaching in an off limits belt need removed.
  • Rogue bounty hunter group has had their license revoked and thus need hunted down.
  • ISB needs a squad to help him as he tracks down serial killer robots.....that turn out to be programmed by a meglomaniac scientist.
  • Protective services detail for a senator who has had death threats (is the senator secretly a Rebel?).
  • Boring security duty at a spaceport suddenly turns exciting when Rebel terrorists attempt a raid.

 

I like the secretly a rebel bit. Makes me think he's all snidely whiplash.

 

They could be tasked to find out who has been on Korraban stealing Sith artafacts

That's a good one.

 

Hi,

I like the way you're going here. Great minds think alike.

I wrote a few modules where the PC's are Storm Commandos I'm the 50th.

You can take a look at the modules here:

https://app.box.com/s/yeabou6jt02qbnpcrjxnoja5uqvgn3i3

Thanks, I'll check it out

 

 

Anyone have thoughts on custom armor? I'm thinking of including a bodyglove/laminate armor combo and such. I'll post what I have here when I'm done with the ideas.

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New imperial equipment: Giant Afro pick

This seems extremely … racist … to me.Are we really going to go there?

New imperial equipment: Giant Afro pick

This seems extremely … racist … to me.Are we really going to go there?
So.. I take it you have never seen the movie Spaceballs.

I assure my referencing the movie was with no racist intent, merely referencing a humourous movie. If you watch any of Mel Brooks' movies you Will see some controversial humour, but it is with intent of taking the piss out of things.

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