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<blockquote data-quote="Eltab" data-source="post: 7559909" data-attributes="member: 6803337"><p>You could substitute a "Q-ship" for the Imperial Strike Cruiser. Looks like a freighter to the naked eye, has a bunch of hatches that can pop open and dump a squadron of fighters, also disguised weapon mounts, also a bigger engine. The original design was intended at accompany important freighters (or convoys) and counter-attack pirates who got too ambitious or broke their under-the-table agreements for the Empire to turn a blind eye to them.</p><p></p><p>Pre-Clone Wars: a given Jedi is convinced the Sith are lurking out there somewhere. The Jedi Council thinks he is kidding himself / borderline paranoid. The PCs begin as friends / Paduwans of this Jedi and eventually realize the encounters with "self-trained" Force-users they have been dealing / fighting with are actually a string of failed Sith apprentices.</p><p></p><p>Alternate Universe: No Yuuzhon Vong or other Galaxy-Shaking Events. Luke manages to create a successful Jedi Academy. In the next generation, the New Republic is trying to pacify and reunite the former Imperial borderlands and farthest reaches. The PCs are at the end of a long supply + communications line, occasionally receiving orders or supplies but mostly on their own to uphold the Jedi Code, bring peace and order to the Galaxy.</p><p></p><p>Merchant / Smuggler campaign: In a low-Force campaign, work in the border zone between legitimate economic activity and the Underworld. Depending on era, the Underworld might be expanding or contracting (or quietly allied to the Empire). The theoretical goal is to create a successful business of some sort, which is not a front or puppet of any other group.</p><p></p><p>Early Empire / Rebels: find the fallen Jedi's old stuff and squirrel it away against future need, or collect it somewhere for a few people to study and learn what they can. Steal what you can from the Jedi Temple or similar Empire-locked-the-doors places.</p></blockquote><p></p>
[QUOTE="Eltab, post: 7559909, member: 6803337"] You could substitute a "Q-ship" for the Imperial Strike Cruiser. Looks like a freighter to the naked eye, has a bunch of hatches that can pop open and dump a squadron of fighters, also disguised weapon mounts, also a bigger engine. The original design was intended at accompany important freighters (or convoys) and counter-attack pirates who got too ambitious or broke their under-the-table agreements for the Empire to turn a blind eye to them. Pre-Clone Wars: a given Jedi is convinced the Sith are lurking out there somewhere. The Jedi Council thinks he is kidding himself / borderline paranoid. The PCs begin as friends / Paduwans of this Jedi and eventually realize the encounters with "self-trained" Force-users they have been dealing / fighting with are actually a string of failed Sith apprentices. Alternate Universe: No Yuuzhon Vong or other Galaxy-Shaking Events. Luke manages to create a successful Jedi Academy. In the next generation, the New Republic is trying to pacify and reunite the former Imperial borderlands and farthest reaches. The PCs are at the end of a long supply + communications line, occasionally receiving orders or supplies but mostly on their own to uphold the Jedi Code, bring peace and order to the Galaxy. Merchant / Smuggler campaign: In a low-Force campaign, work in the border zone between legitimate economic activity and the Underworld. Depending on era, the Underworld might be expanding or contracting (or quietly allied to the Empire). The theoretical goal is to create a successful business of some sort, which is not a front or puppet of any other group. Early Empire / Rebels: find the fallen Jedi's old stuff and squirrel it away against future need, or collect it somewhere for a few people to study and learn what they can. Steal what you can from the Jedi Temple or similar Empire-locked-the-doors places. [/QUOTE]
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