Forces
The galaxy is full of treasures, ripe for the taking, but you need the resources to be able to get them. In your galactic conquest, the resources and forces at your disposal are crucial to the success of your operations. These forces are divided up into three groups: Personnel, Vehicles, and bases.
PERSONNEL
People are everything. You could have an entire fleet of starships at your disposal but if you have no pilots, engineers, or gunners, you are left with a giant set of paperweights. The SWPRG system is already very specific on personnel requirements. Whether it be as crew for a ship, building fortifications, and eventually constructing starships, the personnel needs are already defined. As leaders, you will have the option to employ those personnel as you see fit.- Recruit: YGGGG - 5,000cr
- Soldier: YYGGG - 10,000cr
- Veteran: YYYGG - 15,000cr
- Elite: YYYYG - 20,000cr
- Operative: YYYYY - 30,000cr
CURRENT PERSONNEL
- ACTION TEAM #1 "Unnamed"
- Skill: Melee
- Level: Recruit
- Dice Pool: YGGGG
- Team Leader: Delmon Montag
- Source: This group was created in the Port Boomer training ground. They are a collection of individuals from various walks of life, some accompanying Silver Wing, others staying behind from the Thunderstrike, and others were provided by the Espers. They rallied under Delmon Montag, a Chandrillan Human who was wounded during the Battle of Hosnian Prime. Montag was interested in the Kajidic Hunters based off their bold tactics in the battle. He requested to his commander, Sgt Dia Suvan, if he could stay behind to support their effort and has been training the team ever since.
- ACTION TEAM #2 "Silver Wing"
- Skill: Piloting (Space)
- Level: Veteran
- Dice Pool: YYYGG
- Team Leader: Major Rogan Alder
- Source: The Fighting 42nd is a famous CORSEC Fighter Squadron charged with the defence of Corellian space. When the Imperial rule tightened on the planet, they were replaced by an Imperial Wings and relegate to airshows and other PR moments to keep up appearances. Anyone within CORSEC knew that the 42nd's days of fighting pirates and raiders was gone. It wasn't until a young CORSEC pilot, Kell Jesser, shook them out of their whiskey induced stupor with a call to battle. They are flying Mk.IV E-Wings, standard issue for CORSEC pilots. There had recently been 'acquired' by the former pilots and their resident mechanic, Ferrous, had the black boxes removed. They are currently based out of Port Boomer and willing to support Bren as he needs. They also lifted an older H-Wing which they use for gunboat and flak support.
Vehicles
Vehicles are considerably more straightforward than personnel but equally as important. Without access to starships, speederbikes, and vehicles your teams are going to struggle to find their way to their mission. Vehicles are an expensive investment but one that can pay their own worth time and time again. Vehicles are also costly to repair, so employing them in potentially dangerous situations could end up providing a hefty repair bill.CURRENT VEHICLES
- E-7 E-Wing Multi-Role Starfighter
- Quantity: 9
- Crew: 1 (per)
- Assigned To: Silver Wing
- Reference: Stay on Target - 52
- Status: Operational
- BTS-A2 "H-Wing" Long-range Strike Starfighter
- Quantity: 1
- Crew: 3
- Assigned To: N/A
- Reference: AoR Core Rulebook - 268
- Status: Operational
- Vindicator-Class Heavy Cruiser "Huntress"
- Quantity: 1
- Crew: 2,551
- Assigned To: Players
- Reference: AoR Core Rulebook - 268
- Status: Operational
BASES
Whether it is a listening post in the jungles of Onderon or a hidden hangar in the frigid tundra of Hoth, bases play a vital role to any strategic effort. These are the locations where you people and personnel can operate from and your extensive supply of resources can be protected. Your enemies will seek to deny you access to those resources through their own strategies so it is in your best interest to safeguard their locations and defend them. These bases could also act as a somewhat of a safe house for you or perhaps provide support to you while away on a task. With considerable investment, a base can provide certain benefits to units operating within the regions.Although bases are complex by design, the mechanic I am employing to build and upgrade bases is going to be a simplified version of the current base dynamic you have now. Instead of the multi-level upgrades, this mechanic will be a synthesized version which allows you to target specific needs and construct a base based off those needs. Bases can be upgraded through an investment of credits. They can be constructed from new or seized from your enemies, a lucrative but risky endeavour.
The upgrades for bases are done similar to talent trees for players. Like talent trees, when upgrading a tree the connecting points in the tree must be purchased before progressing to the next level. The cost for each level is shown in the tree. The bases are split into two types: Safehouses & Listening Posts.
Bases have three stats: Concealment, Tech, and Defense. Each represents their abilities, and in turn dice pool, that your action teams and you can draw upon when you are out in the galaxy.
- Concealment: The bases ability to hide itself. Whether its hidden in the jungle or hiding in plain sight, concealment is vital for installations which require secrecy and subterfuge to operate. Concealment sets the difficulty of an enemy perception check to locate the whereabouts.
- Tech: The technical infrastructure of a location. Tech is the amount of hardware that had been installed to assist the location with their goal. Tech is vital for players as they can use regionally based tech to access specific missions which glean some of the highest rewards.
- Defense: Defense is the physical infrastructure installed to safeguard a location. This is everything from cameras to security systems. Bunkers, barb wire, and laser cannons are all options which can be deployed for tech. For each level of tech, the players may discuss with the GM what security system or fortification they would like in place.
Unlike teams, bases don't have a dice pool. Instead they serve to support the Action Teams and players by supplementing their own dice pools for their tasks. Bases are regionally based. Those regions are broken down as: Deep Core, Core Worlds, Colonies, Inner Rim, Expansion Region, Mid Rim, Outer Rim, and Wild Space. Players and Action Teams only receive the benefits of the base if they are within that region.
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