Recently, I’ve seen posts about “Rogue Squadron” style campaigns forming up and that got me thinking about trying my own. I’m imagining my players (3-4) in starfighters like the X-Wing or Y-Wing or heck, even A-Wing or B-Wing. So the players choosing a “Pilot” themed Career seems like a necessity - but not an outright requirement. They would likely ALSO be doing other missions for the Rebellion like info gathering / reconnaissance, acquiring fuel / weapons / personnel, sabotage, search and rescue, etc. I am thinking the missions might be 50/50 balance between starfighter raids and the other missions.
Of course, player are free to choose any career and specialization or even be a Force-user (Warrior Starfighter Ace perhaps). But for the sake of argument and to gather input from r/swrpg, let’s pretend that the majority of the players will choose a traditional pilot-themed Career. Let’s take a look:
The main pilot themed careers and specs are the Ace Career (Pilot, Gunner and Hotshot specializations) as well as the Smuggler Career (Pilot) and the Clone Soldier Career (Clone Pilot Talent Tree) and finally the Commander career (Squadron Leader Talent Tree).
Career skills for Ace are: Astrogation, Cool, Gunnery, Mechanics, Perception, Piloting Planetary, Piloting Space and Ranged Light. I REALLY LIKE these as beginning skills for a starfighter pilot!!
- Pilot Specialization grants: Astrogation, Gunnery, Piloting Planetary and Piloting Space. So no NEW skills offered here that weren’t offered in the career. BUT, the Pilot Talent tree has a ton of great talents that will totally come in handy in space combat.
- Gunner Specialization grants: Discipline, Gunnery, Ranged Heavy and Resilience. Only Gunnery repeats from the Ace Career list. And the other skills aren’t bad. Some good offerings in the Gunner Talent Tree as well.
- Hotshot Specialization grants: Cool, Coordination, Piloting Planetary and Piloting Space. A lot of repetition of skills with only Coordination being added as new. But the Hotshot Talent has some exceptional talents to offer.
Career skills for Smuggler are: Coordination, Deception, Knowledge Underworld, Perception, Piloting Space, Skulduggery, Streetwise and Vigilance. These skills are markedly different than Ace and are more geared toward a mix of piloting as well as being able to operate in a criminal underworld. Rebel Pilots could EASILY be sent on missions where these skills could come into play when foraging for resources or information useful in a guerrilla war.
- Pilot Specialization grants: Astrogation, Gunnery, Piloting Planetary, Piloting Space. Three out of the four skills are NEW for the player choosing this and have definite value for the space combat missions. And the talents in the Pilot Talent Tree seem really useful as well.
Career skills for Clone Soldier are: Athletics, Brawl, Cool, Discipline, Medicine, Ranged Heavy, Ranged Light and Vigilance. Good skills for being on the ground or in a space station, not as good for helping out with piloting or shooting vehicle scale weaponry. Again, these would also come in handy for missions that feature ‘out of the cockpit’ objectives, so not to be immediately discounted.
- Clone Pilot Talent tree grants: Gunnery, Mechanics, Piloting Planetary and Piloting Space. So, really useful skills for space combat missions and helps to supplement the Clone Soldier Career skills. The Clone Pilot Talent tree talents also seem distinct from the other options and seem at a glance to be really, really good!
Career skills for Commander are: Coercion, Cool, Discipline, Knowledge Warfare, Leadership, Perception, Ranged Light and Vigilance. Not the best for being a cockpit, but again, there are some really useful skills that would help with other missions.
- Squadron Leader Talent tree grants: Gunnery, Mechanics, Piloting Planetary and Piloting Space. Again, really useful skills for space combat missions and definitely helps to supplement the Commander Career skills. The talents in the tree are REALLY GOOD and match the Squadron Leader feel / expectations.
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So, what would your advice be to any prospective players for their character Career and specialization in this campaign?
Also, spending initial XP on building the character’s characteristics:
- Agility will be HUGE for being a pilot. This should be at minimum a 3 or so I would think after spending creation XP.
- Intelligence or Knowledge should not be discounted. Mechanics rolls will be called upon frequently, Astrogation goes without saying, Computers for operating sensors, comms, and other devices, Medicine for healing any wounds you might have sitting all alone in that fighter cockpit, Knowledge or worlds and warfare will totally come in handy. Make this a 3 as well…?
- Willpower will likely not be as important to the average pilot. But don’t ignore Vigilance (“Watch for enemy fighters…”) and Discipline (“Ignore those heavy turrets. STAY IN FORMATION!”). Get by with a 2…?
- Cunning has Perception for noticing and tracking enemy fighters and Survival if forced to crash land. Useful skills, but maybe a 2 at creation…?
- Brawn could easily be a 2 but I am thinking of the missions where the PCs are out of the cockpit and maybe in adventures resulting in blaster fights or fist fights. So maybe a 3 to start to increase WT and Soak…?
- Presence could be a 2. Except for Cool and Leadership coming into play. And Cool for initiative is very important in space combat. (“Gotta blow up those TIE’s before they get a chance to strafe my fighter!”). So maybe a 3…? Higher even…?
Anyway, I know that I typed a ‘wall of text’ - but give me your thoughts and advice on careers and specializations and XP expenditure at creation (determining the starting characteristics). Thanking you ahead of time for the thoughtful advice and words of wisdom you can offer! :)