Sarone

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  1. It has been a couple of months. How are you all doing?
  2. My responses in RED My Responses in Blue Ok, now that my responses are logged, I think that there might be a few more game mechanics added before additional facilities/rooms/Levels are added. Imperial detection: As seen in Empire Strikes Back, rebel bases will get detected. Depending on time frame, the base can either be logged for later missions or get attacked at the first chance. Smaller bases usually will avoid detection, but a successful group will quickly see themselves being hunted. As such, the base will dictate the battlefield and type of mission the Empire might use to attack with. Personnel: The manpower of the base, this will indicate how many people are on site. In addition, depending on the type of facilities being used, specialists such as mechanics and doctors might be brought in to help the base out and provide additional services and support. Two big limiting factors for the base are supplies and quarters. Having too few personnel, especially for critical activities and missions, can add setback dice to an NPC's combat check to represent the heavy workload. Supplies: Divided into different resources, the two biggest are parts and consumables, specifically food and ammunition. Supplies either have to made on site or acquired from else where. Quarters: This details how many people can stay on a base. There various levels, ranging from sparse population to overcrowded. Having too may people and not enough space can also add setback dice due to the overcrowded situation and strain on resources. Morale: A sliding scale, morale can go from terrible to great. This can be used either as grand sum of boost and setback dice or as a way to neutralize various dice. This also represents how committed the troops are to the cause should the Empire attack. Hopefully my responses come off good. While the argument could be made that the Rebellion wants to keep bases small, that isn't always the case. Especially on planets that are either known to be rebellious or are unknown to the Empire.
  3. What are your thoughts about my critique?
  4. One area that could use a boost for the game is an Imperial sided campaign, one with the PCs defecting to the Alliance. That seems likely to be covered here.
  5. On the surface, that might be true. However, one method of information extraction has been torture and discomfort of the target. Having access to the medical not only helps the interrogator keep the target alive longer, but it will also help in pushing the boundaries and limits of the target. Kind of scary to consider what talents the Interrogator might have access to. Makes it worse when the possibility of some Dark Side being based on them coming out later.
  6. Good job with this. Just curious, have you consulted with any military veterans on this? I have included some recommendations and ideas in case you want to use them. Hopefully this becomes helpful for you. For power generation: Hydro-electric power should be available, as well. It would be reliant on running water, either above or below ground. Coal/Fuel based generators should also be considered, especially in places that lack technology and other renewable forms of power. Basic Facilities: Hydroponics bay should also provide a morale boost or two. Not only would the food be fresher, but having a green space can be a place for meditation and comfort. Research area- like the version in the official books, a research area can be useful for a base. I'm putting it as a catch-all, but a research area will be dedicated to one specific skill area. Multiple research areas could stack, giving a better bonus for specialized topics, or be focused on wide range of information Minor Landing area/platform- Unlike the Hangar, this is an open air that is "outside". The biggest restriction is securing the area, but the trade off is that larger vehicles can land. To me, this should be ranked from 1, which represents fused earth/cleared field to ones used by various civilized planets for the large cargo liners and such. More the military, these tend to be small enough to avoid detection or dismissed as too small to hinder an operation. Core Server (Light)- A more specialized version of the Computer core, Core Servers are used to compile and coordinate information on a few topics. Usually, it is assigned to specific rooms that share a common theme (logistics, personnel, research, communication, and so on). Major Expansions Hydroponics Farm/facility- A larger version of the hydroponics bay, this is intended to provide long term sustenance. Some facilities are also used for export, especially items that are hard to find or extinct. Major Landing Area/Platform- Same as the Minor version, including the facility rank, a Major trades off concealment for capacity. Training range- The bigger cousin to a practice range, the training range is for vehicles and unit training. Has to be specifically designated for a unit type (troop, ground vehicle, artillery, and air vehicle). This boosts a facilities defense as it represents unit being extremely familiar with the terrain as well as provide a decoy for an invading force.
  7. What are you asking about specifically? For the campaign I ran, I used the concept of the NPCs being moved into an Old Republic research building. I had given it the reinforced advantage, since that would be the hardest modification to make (from my perspective). Otherwise, I would say use both the Edge base building options as well as the Age options.
  8. Ok, do you reread what you posted? And read what other's have posted? Let me recap: The main villain is trying to keep his future assault secret. He doesn't tell anyone but his adjutant, who happens to be a rebel spy. In regards to the other ships, this is supposed to be a training exercise. That is already a bad idea even if it succeeds. On the surface, the Imperials will have taken out the "shipyard" on the way in. During that time, the Adjutant flees, but whether anyone else will know about it or not is up in the air. At this time, one of the Raiders and several TIEs might be destroyed, rendering certain option unavailable for the IMPs. After landing the invasion force, in which the commander of the squadron leads the ground forces, the Imperials are engaged by opposition forces. These forces, at best, are made up of Mandalorians, pirates, slavers, and various civilians. The biggest IF is if or when the Imperials find the foundry. If they should not discover it by the times the Rebel Fleet arrives, the squadron will flee. In which case, the imperials on the surface are forced to surrender or be destroyed. That means a defeat for the Imperials. If the Imperials find the foundry, then that will need to be broadcasted to the squadron. That is never mentioned as happening. Now that is covered, here is why the Imperials might not investigate the battle, let alone send a "significantly larger force": The Imperial squadron manages to get their invasion force ambushed on the ground by Mercs and Pirates, then get ambushed by the rebel fleet. That is either a bad operation for the imperials or a good one for the rebels. Point goes to the rebels. The Rebel fleet might "stick around" to evacuate the "ground force". They can also make the battlefield more in their favor with mines, auto turrets, and other ambush specific tactics. This puts the battlefield advantage more in their favor. Now, Imperial command could send a larger force, but the clock is running. Ambush 101 states that the attacking force, the ambushers, need to move out before enemy reinforcements arrive as soon as possible. Usually this is about four hours minimum, up to twenty four hours. Assuming the Imperials can get a task force assembled, where will it be coming from? How many operations will be impacted? If ships and troops are assigned for a retaliation attack, could the rebels exploit it? This further delays the Imperial response. Depending on how the Grand Moff reacts, this operation may just as well be pinned on bad leader ship and bad intelligence. Losing up to one Raider Corvette, several TIEs, and a ground force is never easy, but trying to chase ghosts can very well cost more manpower and resources. Finally, should the Imperials attack, then they have to hit hard and fast. Otherwise, not only will the Imperials lose more, but it can also spread knowledge, manpower, and expertise of an experienced ship builders and modders into the galaxy. In essence, they may not be stupid, but the Imperials have bigger fish to fry than some foundry that may or may not be there based on possibly faulty intelligence. Especially if said rewards are outweighed by the risks of losing more ships, equipment, and personnel for the Imperials.
  9. In addition, the Rebel fleet is monitoring major ship movements. If they were to try and take out the base with a significant fleet, like an actual Star Destroyer, it would be a tempting target. In fact, if I also remember correctly, not only did he tell few people outside the chain of command, but he may not have told his second in command, unless that was part of the overall plot. Actually, there is a way to hurt the Gladiator. It's in one of the side missions that makes it an extremely valuable opportunity. The biggest point in the Group's favor is that the Galactic Empire doesn't know WHAT is there. The after action, supposedly, is that impression is that the Main Villain received intelligence about rebel activity. Said Villain acted on it, only to be ambushed both in space and on the ground. The Villain is either captured or killed, who also happened to get quite a bit of equipment and personnel captured and killed. Up until this point, the Empire knew it was a site of a CIS shipyard that was destroyed in a space and ground battle. And just because there is a current location of a Rebel fleet doesn't mean squat when it is the site of an ambush and the fleet will have left by the time the Empire reacts.
  10. Not quite. By my calculations a while back, should the PCs succeed at all Mass Combat checks, the rebel reinforcements will arrive just as the Imperials are landing their forces. Depending on how the combat goes, one of the Raiders should be disabled with most TIEs being destroyed. Heck, if the PCs are as chaotic as they should be, I do not have any doubt they wouldn't try to inflict come damage on the Guardian. Depending on how such a group is setup, having access to some heavy ordnance might not be out of the question. That's before asking some mercs to help out. If evac was the goal, then sure. But it sounds like the command for the various organizations want to keep access to the base and shipyard.
  11. Player and faction derived. One group of mercs that the PCs could ask for help from want ships. The battlefield is a multi-stage fight that is in the hands of the defender. If anything, between the Republic wrecks, the CIS droids, and the players initiative, there should be little going against the defenders should everything work out. If anything, the biggest problem isn't surviving the assault but preventing the surviving Imperials from escaping. Having a possible Rebel repair depot and supply base is an attractive target, The only thing I can think of is if the Imperials had called in some favors for more specialized units to be assigned to the operation. ISB agents, Imperial Engineers, and Inquisitors can make the encounter interesting. Have special units get assigned at the last minute. The various Imperial Factions could all have a vested interest in this operation succeeding.
  12. The biggest obstacle is the fact you have to convince the one of the leaders to step and the rest to step down. That's on top of them backing said leader. If it goes sideways, then there are fewer engineers to work with. Especially if the side deals are implemented.
  13. The problem is also in the rule systems used by D20 and Saga Edition. More precisely, the use of feats, bought Force Powers, and skill points demonstrated the power struggles in said system. This is further compounded by WotC's history of book bloat, poor play testing, and skewed rules. With FFG, the system is more akin to the Shadowrun based karma. It provides a bit more balance for standard level play, while Knight-level plays differently. At minimum, while a Force-user might have access to the Force and various Force powers/abilities, a Face or skill monkey character will be more specialized.
  14. Let me put it this way: The Empire captures your character and their fate depends on the source setting. If you go for Edge of the Empire, your character goes to a detention center, maybe Kessel, but gets out after awhile. If the character is from Age of Rebellion, then either summary execution or ISB gets involved. And if you go for Force and Destiny, count on Inquisitors and Darth Vader, along with the before mentioned, to get involved. Likewise, only get the career decks and books for a spec you will be using. Otherwise, they can be a money waste. Finally, Age is designed for heroes and military style campaigns. Going with this book can help you into the "Big **** Heroes" as well as pull off some other stunts. In addition, I would honestly say the Edge can be useful, as it describes some alternative locations for the Rebels to use, which scum forces might be open to helping the rebellion. Finally, Beyond the Rim offers an adventure that the Rebels would be interested in partaking.
  15. Dead in the Water does deal a little with the Hutts. In fact, it even has an angle for getting Edge characters in an Age campaign. For my own campaign, the Hutt in Dead is one of the benefactors for the group. Her angle is to get back into Hutt politics, especially as the Empire isn't as strong as it wants everyone to think (the campaign is set one year before A New Hope).