Covert Ops vs. Shadowing: Counterintelligence Tools for Imperial Play
A living list of opposed covert actions to balance narrative weight and mechanical tension when COMPNOR and ISB track insurgents who know how to disappear.
🕶️Shadowing Isn’t Just Stealth: The Narrative-Mechanical Weight of Passive Surveillance
Tracking a rebel is easy — until they start watching back.
Designing effective shadowing in Star Wars RPG — especially in asymmetric campaigns where Imperial agents monitor insurgent activity — demands far more than a Stealth check.
Real passive surveillance is a complex, multi-layered operation that blends Deception (to maintain a credible persona), Stealth (to avoid oversaturation), Perception (to maintain awareness from a distance), and Computers (to reconstruct digital footprints after the rebel vanishes).
A passive tail isn't invisible — it's credible, forgettable, and just barely present.
This approach emerged from the development of the Imperial Officer Sourcebook and was first applied in the narrative arc of Jaseb, an ISB operative who chose to monitor — rather than confront — a suspected rebel cell.
⚙️ The Core Dilemma🧠
Shadowing in narrative terms is subtle, continuous, and psychologically taxing. But mechanically, the Star Wars FFG/EDGE system encourages discrete rolls and short scenes — not 24-hour operations that span multiple skill demands. Representing realistic surveillance thus requires a modular, cross-skilled approach.
Skills Involved in Realistic Shadowing:
🟩 Deception:
Maintaining a believable persona. The agent must appear natural — not hidden, but harmless.🟦 Stealth:
Avoiding oversaturation. Even with a cover, agents must not appear too often, nor linger near high-risk moments.🟨 Perception:
From a safe distance, the observer must read subtle cues, anticipate direction changes, and detect counter-surveillance.🟧 Computers:
After the fact, digital forensics reveal what the rebel accessed or planted — surveillance doesn't end on the street.
Operational Standard: 24h Shadowing Cell
Sustainable passive tailing over a full cycle requires at least four operatives:
3 rotating agents maintaining coverage in staggered shifts
1 operations lead, overseeing coordination, contingencies, and data relay
This structure minimizes exposure, preserves cover identities, and allows reaction capacity without compromising the mission.
Design Takeaway:
Shadowing should not be simplified to a Stealth roll. It is a complex orchestration, where exposure, timing, and credibility are as fragile as the intel being chased.
Want to reflect that in play? Treat shadowing as a multi-skill extended test, where failure doesn’t mean discovery — it means compromise. And compromise has consequences.
Interpreting Tests: Passive vs. Opposed
In most cases, when a skill is used without direct interference, the player rolls the skill against the default difficulty of Average (🔷🔷) — this is indicated with ❌ None in the action description.
This represents challenges posed by environmental factors, routine barriers, or indirect resistance.
However, when an action is contested by an active adversary — such as an ISB agent tailing the character or a security officer monitoring terminals — the test becomes opposed, as indicated by ✅ [Skill]. In such cases:
The difficulty dice are set by the relevant skill or attribute of the opponent.
The GM determines the opposing skill based on context. For example:
A spy trying to avoid surveillance may face Perception or Computers.
A forger planting documents might face Discipline of the target officer.
A rebel operative creating a distraction may trigger Vigilance or Discipline checks in imperial troops.
📌 Use narrative logic to determine if resistance is passive (❌) or active (✅), and choose the appropriate opposing skill based on the adversary’s method and role.
List of Covert Ops Actions
This action list was developed in alignment with the Behavioral Signatures and Tactical Profiles framework published at:
🟦 Calculation — “Architect”
🟦 Check Every Detail – Preparatory
🟦 Study Local Terrain – Preparatory
🟩 Expressive — “Voice”
🟩 Craft a Legend – Preparatory
🟩 Practice a Charming Persona – Preparatory
🟩 Ready a Disguise – Preparatory
🟩 Distracting Clothing – Preparatory
🟩 Design a Training Game – Preparatory
🟩 Study the Programmer – Preparatory
🟧 Logistics — “Gear”
🟧 Create a Local Intelligence Network – Preparatory
🟧 Improvise Security – Preparatory
🟧 Improve Camouflaged Clothing – Preparatory
🟧 Create Forged Documentation – Executory
🟧 Make a False Code Cylinder – Executory
🟧 Create Portable Camouflage – Executory
🟧 Create Passkey – Preparatory
🟨 Manipulative — “Web”
🟨 Encrypt Data – Preparatory
🟨 Set Spyware – Executory
🟨 Ready a Distraction – Executory
🟨 Disguise a Vehicle – Executory
🟨 Hand Off a Tail – Executory
🟨 Targeted Sleight of Hand – Executory
🟥 Survival — “Ghost”
🟥 Fashion Improvised Lockpicks – Preparatory
🟥 Improve Usability – Preparatory
🟥 Avoid Surveillance – Executory
🟫 Aggressive — “Blade”
🟫 Implant Malicious Code – Executory
🟦 Calculation — “Architect”
🟦 CHECK EVERY DETAIL (Preparatory – 1 hour)
Skill: Skulduggery (🔷🔷)
Opponent: ❌ None
Context: Pre-mission analysis
Effect: If successful, the character may use Skulduggery instead of Leadership during the operation.
Note: This action examines logs, patterns, and operational records to anticipate enemy behavior.
🟦 STUDY LOCAL TERRAIN (Preparatory – 2h or more)
Skill: Stealth (🔷🔷)
Opponent: ✅ Perception
Context: Area reconnaissance
Effect: Grants 1 automatic ✨ on all Stealth checks made within this area during the mission.
🟩 Expressive — “Voice”
🟩 STUDY THE PROGRAMMER (Preparatory – 1 hour)
Skill: Computers (🔷🔷)
Opponent: ❌ Discipline
Context: Captured code analysis
Effect: The character studies another programmer’s source code and comments to understand their mindset and behavior.
Grants 🟦 on a social check made against that programmer later in the same session.
🟩 DESIGN A TRAINING GAME (Preparatory – 2 hours)
Skill: Computers (🔷🔷)
Opponent: ❌ None
Context: Base or hideout
Effect: The character creates a tactical electronic game to keep the team sharp during downtime.
Players may spend 1 maneuver to gain 🟦 on 1 check.
💀 If the action generates a Despair, the creator suffers 2 strain.
🟩 CRAFT A LEGEND (Preparatory – 2 hours)
Skill: Deception (🔷🔷)
Opponent: ❌ Discipline
Context: Cover identity creation in base
Effect: Grants 🟦 on checks to detect the false identity.
Can be used multiple times to create layered legends.
🟩 PRACTICE A CHARMING PERSONA (Preparatory – 1 hour)
Skill: Deception (🔷🔷)
Opponent: ❌ None
Context: Personal training
Effect: Grants 🟦 to one Charm or Negotiation check during this encounter.
🟩 READY A DISGUISE (Preparatory – 30 minutes)
Skill: Skulduggery (🔷🔷)
Opponent: ✅ Vigilance
Context: Base or hideout
Effect: Prepares a complete disguise for rapid use. Grants 🟦 against detection checks.
💀 On failure or 💀 result, the kit is damaged and must be rebuilt.
🟩 DISTRACTING CLOTHING (Preparatory – 1 hour)
Skill: Stealth (🔷🔷)
Opponent: ✅ Perception
Context: Urban zone or tracking area
Effect: Enemies automatically add ⚠️ to Perception checks after the flashy item is discarded.
🏅 May be spent to cause pursuers to lose the character completely.
🟨 Manipulative — “Web”
🟨 ENCRYPT DATA (Preparatory – Action)
Skill: Computers (🔷🔷)
Opponent: ❌ or ✅ Computers
Context: Personal or allied datapad
Effect: Creates custom encryption to protect data from unauthorized access.
Each 💥 adds 🟦 to enemy decryption checks for the rest of the session.
🟨 SET SPYWARE (Executory – Action)
Skill: Computers (🔷🔷)
Opponent: ✅ Computers
Context: Imperial or public terminal
Effect: Installs a hidden spyware program capable of logging usage and accessed files over the last 24 hours.
Each 💥 reveals a system user.
Retrieving the data requires a new Computers check with 🟦🟦.
🟨 READY A DISTRACTION (Executory – Variable)
Skill: Deception (🔷🔷)
Opponent: ❌ Perception
Context: Infiltration or distraction scenario
Effect: Creates tactical distractions (noise, movement, visuals) to divert attention.
Adds 🟦 to opponents’ Discipline or Perception checks to resist distraction.
🟨 DISGUISE A VEHICLE (Executory – 1 hour)
Skill: Skulduggery (🔷🔷)
Opponent: ✅ Perception
Context: Watched garage or hangar
Effect: Cosmetically alters a vehicle and spoofs its transponder signature.
Grants ⚠️ to all Perception checks targeting the vehicle for the remainder of the session.
🟨 HAND OFF A TAIL (Executory – 10 minutes)
Skill: Stealth (🔷🔷)
Opponent: ✅ Perception
Context: Urban area with surveillance
Effect: Discreetly transfers a tail to an allied operative.
During this time, the ally gains assistance on Stealth checks made to shadow the target.
🟨 TARGETED SLEIGHT OF HAND (Executory – 1 hour)
Skill: Stealth (🔷🔷)
Opponent: ✅ Perception
Context: Crowded zone or target vicinity
Effect: Hides an item on someone else without their knowledge — useful for bugs, weapons, disguises.
After 1 hour of observation, perform a Stealth (DD) check to plant the item, adding 🟦 to detection attempts.
🟨 PROVOCATIVE BEHAVIOR (Executory - 1 hour+)
Skill: Deception (🔷🔷)
Type: Executory
Opponent: ✅Discipline
Description: The character attempts to advance their agenda through seemingly innocuous behavior, adopting eccentric or repetitive actions that provoke passive surveillance agents to reveal themselves.
🟧 Logistics — “Gear”
🟧 CREATE PASSKEY (Preparatory – 30 minutes)
Skill: Computers (🔷🔷)
Opponent: ❌ None
Context: Secure hideout
Effect: After bypassing an electronic security system, the character can create functional false access keys for use by allies.
Requires a separate Computers check.
Each key costs 50 credits.
🟧 CREATE A LOCAL INTELLIGENCE NETWORK (Preparatory – 4 hours)
Skill: Skulduggery (🔷🔷)
Opponent: ✅ Streetwise
Context: Urban area or among civilians
Effect: Creates a local contact network capable of providing useful information.
Each 💥 generates 1 contact.
Each ✨ provides relevant Knowledge as automatic information.
💀 May indicate a contact is lost or compromised.
🟧 IMPROVISE SECURITY (Preparatory – 2 hours)
Skill: Skulduggery (🔷🔷)
Opponent: ✅ Skulduggery
Context: Secure interior or hidden location
Effect: Quietly enhances the security of a site (e.g., hidden sensors in clothes or behind walls).
Adds ✨ to checks to detect security breaches.
🟧 IMPROVE CAMOUFLAGED CLOTHING (Preparatory – 2 hours)
Skill: Stealth (🔷🔷)
Opponent: ✅ Perception
Context: Field or base under surveillance
Effect: Enhances stealth clothing using ambient materials (light-absorbing fabrics, native foliage).
Grants automatic ⚠️ to detect the spy.
🟧 CREATE FORGED DOCUMENTATION (Executory – 1 hour)
Skill: Deception (🔷🔷)
Opponent: ❌ Discipline
Context: Base or dock with imperial agents
Effect: Carefully crafts falsified documents such as orders, authorizations, cargo manifests, warrants, or scandocs.
Removes 🟥 from Skulduggery (DD) checks involving the use of these forged documents.
🟧 MAKE A FALSE CODE CYLINDER (Executory – 1 hour)
Skill: Deception (🔷🔷)
Opponent: ❌ Computers
Context: Classified access point
Effect: Creates or alters an imperial code cylinder to spoof identity and access restricted areas.
Grants 🟦 to related access checks during use.
🟧 CREATE PORTABLE CAMOUFLAGE (Executory – Maneuver)
Skill: Stealth (🔷🔷)
Opponent: ✅ Perception
Context: Urban or interior facility
Effect: Deploys a foldable structure that visually replicates the environment (up to 2 combined Silhouettes).
Increases difficulty to detect the spy.
Requires 1 maneuver to set up or pack.
Automatically destroyed if attacked.
🟥 Survival — “Ghost”
🟥 FASHION IMPROVISED LOCKPICKS (Preparatory – 1 hour)
Skill: Skulduggery (🔷🔷)
Opponent: ❌ None
Context: Improvised hideout
Effect: The character creates makeshift lockpicking tools using items like comlink parts or exposed wiring.
Until the end of the session, these tools remove 🟥 from Skulduggery checks to open mechanical locks.
🟥 IMPROVE USABILITY (Preparatory – 1 hour)
Skill: Computers (🔷🔷)
Opponent: ❌ None
Context: Local enhancement for allies
Effect: Creates a visual overlay or simple instructions to allow others without technical skill to operate a program.
Allows a character with no ranks in Computers to perform one relevant check as if they had 1 rank during the session.
🟥 AVOID SURVEILLANCE (Executory – Maneuver)
Skill: Stealth (🔷🔷)
Opponent: ❌ Computers
Context: Spaceports, monitored installations, or urban zones
Effect: Leverages familiarity with security layouts, surveillance cameras, and logging systems to avoid being recorded.
Does not make the spy invisible but renders them undetectable by electronic surveillance.
Grants 🟦 to all checks to detect the character via surveillance media during this session.
🟫 IMPLANT MALICIOUS CODE (Executory – Action)
Skill: Computers (🔷🔷)
Opponent: ✅ Computers
Context: Enemy or remote terminal
Effect: Inserts a malicious code designed to infect devices connected to the target system — datapads, droids, projectors, etc.
Each 💥💥 or 🏅 inflicts 1 level of damage according to Table 5–4: Repairing Gear (Age of Rebellion, p. 172).
Designer Notes:
This is a living document — new actions will be added over time as tactical roles and asymmetric campaigns evolve. The primary goal of including opposed tests in this format is to reinforce mechanical balance and narrative credibility, particularly in Imperial-focused campaigns where players operate within the system and rebels are more than disposable minions.
🎲 Upcoming: Situational Modifiers and Tactical Adjustments
This is a living ruleset. Future updates will incorporate situational modifiers such as:
Boost Dice (🟦) for preparation, coordination, or contextual advantages
Setback Dice (🟥) for environmental risks, stress, or countermeasures
Difficulty upgrades (🔷 ➜ 🟨) in presence of elite adversaries or reinforced zones
Conditional triggers tied to operational assets, weather, or political exposure
📌 These modifiers aim to deepen mechanical realism while preserving narrative flow — especially in asymmetric play, where the Rebel's initiative or the Imperial's reach reshapes the tactical landscape from moment to moment.