How did you run... Escape from Mos Shuuta/Long Arm of the Hutt

I’m about to run “Escape from Mos Shuuta” … for six other players!

The pregenerated characters are not a problem, as I had already downloaded the two extra pregens which were available on-line at FFG’s website. (And still are? I haven’t checked recently.)

My main concern is balancing the opposition for six PCs, particularly as this will be only the second time that I’ve ever run this game system. I want to keep up the tension without overwhelming the party.

The opening encounter in the cantina is clear (one Gamorrean thug per PC) and the encounter to gain the McGuffin is a social encounter.

But should I add: more guards at the spaceport control centre, a third stormtrooper minion group, and more security droids in the landing bay/in the ship?

What about the space battle? There is only a limited number of weapon stations on the Krayt Fang, so would adding a third TIE fighter minion group be too much? Should I instead wait to see if the party disposes of the first two minion groups easily, and if so, then send in a third TIE fighter group “as belated back-up”?

Bonus question from a space battle noob: does the pilot have to use a manoeuvre to actually get the Krayt Fang to move, or is that part of the Evasive Manoeuvres/Stay on Target options during a dogfight?

Yes, one minion per PC is rough guideline. In spaceport control, they may attempt stealth or social checks, which means more minions won’t really matter (if they succeed). In same way you describe, could have two more come out of a door if combat starts. Of course, there are the security droids at the front door.

In space, more PCs on board can influence the battle still. GIve them the “other ship battle actions table 7-7” from CRB p.237. (Do you have a Core Rulebook?) It gave our face and extra mechanic something to do.

Space battle is abstract in this system. Each round is a while, and the ships are assumed to be flying about within their range bands all the time, unless they are at speed 0. Only if the pilot wants to go faster/slower, or change range bands relative to his enemy does she need to spend a maneuver to Fly (CRB p.232). Note that Krayt Fang has a copilot seat, meaning both pilot and copilot can do “pilot-only” maneuvers/actions, though two ship maneuverers in the same round will always incur a cost of 2 system strain.

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I agree with Filbert. Spaceport only needs some backup if combat erupts, using the same guideline of 1 minion / PC.
Space is a bit different, unless you give them some starfighters to sit in, escorting the Fang I wouldn’t give them more fighters. They could end up destroying the lonely frieghter.

Could always do the GM-favored: hold reinforcements in the background and if the PCs easily eliminate the current enemies, add another Tie fighter or two. For reference, my PC group of 4 was able to destroy the 2 sets of 2 Ties by just using Stay on Target, taking about half damage to their Hull Threashold.

Later in another battle, when I gave them Fire Discipline, Scan Enemy, and Boost Shields actions, they were able to take out similar enemies and took only one hit.

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