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  1. Finally posted the Refugee Camp and Landing Pad.
  2. I like a lot of this. At the moment, I'm thinking a boost of +5 to Army Power per quality level (reflecting morale and conscripts freeing up professional soldiers for active combat missions). Poor and Common Quality boost the Disaster Rolls (poor hygiene, flammable materials, etc.) It can act like a Marketplace for trinkets (maybe Hail Mary "Does anybody have a Leman Russ Vanquisher Transmission Switch?" Logistics rolls at -30, underworld contacts/missions, and rumors of enemy troop movements (testing Scrutiny at a penalty to see if they're bogus or not). And it'll require the most time to Pack Up. This is a lot of effects, so I'm gonna think it over and try to narrow it down more later.
  3. Pearldrum: Thanks for the wording Clarification. I'll update the original post accordingly. The Medicae Tent may not be important from a fluff point of view but it is something that would be required to keep the forces at fighting strength. Ranoncles: I hadn't considered the followers... Might have to make a note of that one. Maybe something like "Refugee Camp" would do? What do you think the in-game effect of it would be? Lazarus: Wow, that's a lot. I'll give quick and dirty answers here, and I may not have time for all the questions, but here goes. Keep in mind this is not an FFG official system and I'm working through the specifics with my own players still. We regularly have discussions to balance the system out and throw other ideas away. That's why I ask if anyone raises problems, they propose solutions as well. Determining R: The group's Requisition rating AT THE TIME they establish the base. My group went AWOL as orders were to evacuate their planet before the Orks destroyed the army. They consciously stayed behind to fight the enemy as Guerrillas. I set their R rating at their base Requisition at the time, plus the bonus one of the characters with Munitorum Influence got (she knew people). When one player asked about using Charm to get a further increase, I threw in a retreating platoon of soldiers and let him roll to convince them to stay in an extended test, getting harder every round. Every DoS gave them +1 R. After that, that was it- no more R points unless gathered in an epic quest like freeing slaves or linking up with another group of Guerrillas and convincing them to join forces. Determining S: S is just a catch-all term for military grade supplies- food, ammo, fuel, etc. rather than tracking each of these things individually. Yeah, troops can scavenge for food and civilian supplies, but military grade stuff should be rarely rewarded like Profit Factor in RT. Based on the fact my group commanded a small tank platoon, had almost all their gear and some loot stowed in the tanks, I gave them 10 S to start, followed by 2d10 representing them looting a blown up and abandoned base in their next session. The Low Costs reflect the Pack Up rule. My group is running a Guerrilla Army. Poor and Common Quality buildings are Lean-to's and Tents (respectively) with just the supplies they need to fulfill their functions. Good and Best Quality are solid and military purpose structures (respectively), cannot be moved, and are established in a mission. If the group sees a Green Tide coming, they have to decide to risk everything for the solid structures or write off these resources and relocate to safety. (Need to formalize that Good/Best rule still... will do that in a few). Linguistics: I see this as something requiring a Special quest to get an NPC with that specific skill. In your case, maybe a disillusioned Gue'vesa? Space Marines: Hmmmmm... I'd think they would provide that boost in combat power to 80 if (narratively or by chance) you roll UNDER ATTACK on the Disaster Chart and have good relations with the Astartes. Outside of that is a good question as Astartes will not feature in my game. I'm open to suggestions, of course. Garage: Thanks for your thoughts. Will take a look and readjust. Fortifications: See above Brig: The Best Quality Brig is literally a building built with the specific intention to be a military prison- the walls are made to resist vox transmissions spies might send and all escape attempts short of a tank shell. Every aspect of a Best Quality Building is set up to fulfill a military roll. My players thought the same thing when they found one while scouting a town and actually locked themselves in a cell without any help or prompting from me. Had to send a comrade outside the cell (who they didn't think to give fingerprint access) for explosives to get them out 24 hours later, and one of them suffered horrible burn damage from the Melta charges. Mechanized Regiments and Vehicles: I would make the Garage a Required Building that consumes 1 supply per session per "Light" vehicle (Sentinels, Tauros) they use and 2 per "Heavy" (Chimera, Leman Russ) they use. This includes sending the vehicle out on a patrol with NPCs. Keeping the vehicles parked at home uses no supplies. Knowing how rarely I give out Supplies (the group has found 3 Supply since I made this system), this keeps my group from becoming their own independent tank battalion when the whole system is built to represent a Guerrilla army. If your players are not cut off (initially) then maybe they get regular supply drops that mitigate this expense. If they use their supply drops to salvage wrecked vehicles and their supply drops stop... well, that's bad right there Chapel: Good suggestion. Until something better comes along, I'll include it.
  4. Posted the bare bones of the building system in Home Brews. I ended up using the Rogue Trader ship-building system as the basis to work off of.
  5. So my game has gone COMPLETELY off the rails when my players decided to turn their tank regiment into a Guerrilla army against an enemy invasion, so I had to come up with a new system to build and manage an army base. Knowing this, I drew a lot of inspiration from the ship-building system from Rogue Trader. In this case, the group's flat Requisition ® rating stands in the place of Ship Points and represents the number of Guerrillas/Partisans the group can recruit and effectively command. Supplies (S) stands in the way of Power and represents military grade supplies- everything from Ration Bars to Standard issue tents to Lascannon rounds. --------------------------------------------------------------------------------------- Finally, I changed Crew Rating to Army Rating. This isn't a literal translation but a quick and dirty guide to the army's effectiveness. 10 = Angry mob 20 = PDF 30 = Guardsmen 40 = Veteran Guardsmen 50 = Tempestus Scions 60 = Space Marine Scouts Any assignments delegated to NPCs should roll for success/failure based off of this rating. --------------------------------------------------------------------------------------- A feature I added is Packing Up. If the Guerrilla Base is discovered by the enemy or a better location for the base is found, certain buildings can be Packed Up and transported to whatever location the group wants to make use of as their new home base. Packing up takes a number of hours equal to the Requisition rating. Poor and Common Quality Structures are considered Lean-tos and Tents, and can always be packed up unless otherwise noted. Poor quality structures reduce the cost of buildings by half (rounded up, to a minimum of 1). Good and Best Quality Structures are represented as solid structures with foundations. Unless specified, they cannot be packed up and cost no R points. They must be found and defended. Their S cost is increased x 1.5 (rounded up or down at GM's discretion) for Good and x 2 for Best Quality. --------------------------------------------------------------------------------------- Disaster Chart - Once per session, the GM should roll on this chart, adding +1 to the roll for every Critical Structure in the Forward Base the group is missing. If all bases are established, subtract 1 from the roll. 1-3: No effect. 4: Hunger: The group's food stores are empty, having been consumed by the army, gone rotten, or eaten by pests. The group must immediately locate and seize a new food supply or suffer 1d10 damage to their Army Rating as soldiers die of hunger and thirst, or desertion sets in. 6-7: Disease Outbreak: The group must make a Trade (Chymist) test at -20 to craft a Cure for the disease or take 1d10 damage to their R rating. 8-9: Fire!: A fire breaks out in the camp, dealing 1d10 damage to the group's S rating, and sending a plume of smoke up into the sky, visible for kilometers in all directions. The squad may roll a Command Test at -10 to coordinate Fire Fighting efforts in the confusion, reducing the damage by 1d5 to a minimum of 1.Regardless, it may be a good time to Pack Up and move. If the group does not Pack Up the base, the next Disaster Roll is considered a 10 automatically. 10: UNDER ATTACK!: The enemy launches a surprise attack on the base, in sufficient strength (Treated as Army Level 40) and ferocity to potentially wipe out the Guerrilla Army. The group must stand and fight or abandon the base. Having (and sacrificing) a Watchpost within 10km or more of the base grants 1d5 Hours to Pack Up and evacuate as the Watchmen delay the attack. Having (and sacrificing) a Base Camp within 10km grants an additional 1d5 hours to pack up. Having, manning (and sacrificing) any Fortifications grants an additional hour of time per Craftsmanship level of the Fortifications. 11+: As above, but the enemy brings a heavy unit to bear- a Squiggoth, Baneblade, Daemon Prince, or Tantalus leads the attack against your forces with a cadre of elite warriors (Army Level 50 or GM's discretion), and Watchposts/Base Camps in range grant 1d5-2 Hours to pack up, to a minimum of 0. Having, manning (and sacrificing) any Fortifications grants an additional hour of time per Craftsmanship level of the Fortifications. --------------------------------------------------------------------------------------- Please note that this is a living, breathing document. I will be adding buildings, tweaking others and making adjustments as they come to me. I am also open to taking suggestions from the community. Knowing all that, here's what I've set up... --------------------------------------------------------------------------------------- Necessities - Like the Engines, Life Support, and Quarters of the Rogue Trader ships, the group MUST have one of each of these in their primary base AT ALL TIMES. Barracks - R 3, S 3 Provides a dedicated shelter to the PCs and a squad of subordinate soldiers. Common Quality grants AP 8 cover. Poor Quality reduces costs by 1, provides shelter and no cover bonus. Good Quality increases R and S costs by 1 but provides AP 10 cover and Kitchen facilities. Best Quality increases R cost by 2, has AP 10, and has indoor plumbing, negating the need for Latrines. Command Center - R 3, S 7 The command hub of the Guerrilla forces. Players can deploy unassigned soldiers (Unused R) to the field (GM Note: This has no in-combat effects, but narratively the GM should make their actions felt. "Because you deployed this squad, they intercepted these Kroot that you would've had to fight.") A Good Quality CC has a com array, allowing the group to listen in on wide range Vox Channels to gather intel (transmissions from refugee groups, other Guerrilla armies, or potential long-range mission objective for the group to complete). Best Quality CCs are equipped with an Astropath Relay for keeping in touch with Imperial High Command and a satellite uplink. Making a Tech-Use Test at -20 allows the group access to still image picts of potential mission sites or troop buildups. Medicae Tent - R 4, S 3 Medicae Tests in the Camp are never below +10 for First Aid or -10 for Extended/Surgery. Good Quality increases the Cost to R 4, S 3 and adds +10 to the modifiers. Best Quality has all the trappings of a hospital, granting a further +10 and can reattach lost limbs (if the limb is brought back with the wounded soldier) in an Extended Test. Latrines - R 1, S 1 If you have to ask, you're a sick, sick person. Cannot have Poor Quality. Good Quality provides some privacy and AP 6 cover. Best Quality has indoor plumbing, AP 8 cover and rolling "Disease Outbreak" on the Disaster chart has no effect. Cannot be Packed Up. Armory - R 2, S 5 A secure ammunition and weapon supply. The group can roll Logistics to find weapons and items of Rare Availability or lower. Poor Quality is more a pile of weapons and clips than an organized system, a grab bag of goodies; all weapons are considered Poor Quality from mishandling and the best items being picked over by other soldiers. Common Quality has some organizational system behind it, and players can choose to roll between Common and Poor Quality items. Good Craftsmanship is adequately supplied and categorized, granting AP 12 cover. Best Quality allows the squad to roll for Good Quality items. --------------------------------------------------------------------------------------- Optional Buildings Forge - R 1, S 4 Grants +10 to Trade (Armourer) Tests to make items. Good and Best Quality increase the bonus by +5 and +10, respectively. Poor Quality increases the Disaster roll by +1. Watch Post - R 1, S 1 A defensive building meant to provide advance warning of enemy movement and attacks. Equipped with a Heavy Stubber or Long-Las, they must be within Vox range of the HQ. Good and Best Quality grant 1 and 2 additional hours to delay an enemy attack on the UNDER ATTACK! Disaster roll. Garage - R 8, S 8 A vehicle Garage set up to make repairs to and salvage ruined vehicles. Poor Quality Garage grants Rush Jobs an additional +30 to Repair tests but the vehicle being repaired gains the Ramshackle trait, and parts may need to be retrieved via missions. Common Quality allows standard repairs at +0, and missions for critical parts are only necessary for Critically Damaged vehicles. Good Quality Garage grants +10 to repairs. Best Quality Garage Grants +20 to Repairs and players can roll Logistics at -10 to find special vehicle ammunition that may have been mis-labeled in the back. Base Camp - R 3, S 8 A field camp for operations outside the main base. Provides shelter for 8, a Watch Post, basic Medicae needs, and Vox communications. Good Quality base camps are camoflaged civilian structures, granting +20 to Stealth tests to avoid detection by the enemy and snare traps for capturing enemy scouts. Best Quality are almost self-sufficient Forts, granting AP 16 cover from walls and allowing Logistics rolls at -20. Foraging Field - R 3, S 8 A field of wild fruits, vegetables or grains waiting to be harvested in the wild. The players will not need to go on foraging missions to resupply food if Hunger is rolled on the Disaster chart as long as this is under their control. Poor Quality fields are disease hotbeds and poorly concealed, adding +1 to the Disaster chart. Good and Best Quality Fields are efficiently run farms, granting +1 and +2 S points per game session. Cannot be Packed Up. Brig - R 3, S 5 A secure structure for holding POWs or persons of interest. Good Quality provides a +10 to Interrogation Tests. Best Quality requires nothing short of Melta Charges to break out of. Fortifications - R 4, S 4 Fortifications for defending the Main Base. Poor Quality is little better than rolls of barbed wire, slowing down attackers, provides no AP to defenders and can be Packed Up. Common Quality grants AP8 from packed dirt and sandbags, negating Blast weapons, and cannot be Packed Up. Good and Best Quality grants AP12 and 16 from solid walls, but do not negate Blast. Chapel - R 1, S 6 A building dedicated to the worship of the God-Emperor of Man. Common Quality grants +5 to the Army Rating whenever UNDER ATTACK! is rolled on the Disaster Chart. Good Quality grants +10 to the defensive Army Rating whenever UNDER ATTACK! is rolled. Best Quality grants +10 to the Army Rating at all times. Building a Poor Quality Chapel is unheard of and considered an affront to the God-Emperor of man. Landing Pad - R 5, S 8 A flat surface that can be used to fly in shipments of supplies or reinforcements via Valkyrie dropships or Arvus Lighter cargo shuttles. Poor Quality is little better than a flat grassy surface, poorly concealed and unable to handle heavy traffic, bringing only +2 Army Strength and adding +1 to the Disaster roll. Common Quality grants +3 Army Strength and +1 S per game. Good Quality should be considered a civilian landing pad used by nobility or merchants, granting +3 Army Strength an +1 S per game, along with a +5 to Logistics rolls for items. Its control tower (if intact) counts as a Watchpost. Best Quality should be considered a dedicated Guard or PDF site, granting +10 Army Strength, +2 S per game, and +10 to Logistics rolls for items the group can "Order" for delivery in 2d10 hours. Its control tower (if intact) counts as a Watchpost. Refugee Camp - R 10, S 10 A collection of tents, shelters and hovels built by civilians fleeing the war zone. People are constantly coming and going as the war zone becomes more precarious, but those that stay provide extra manpower for operations. The Refugee Camp grants +5 to the Army Rating as civilians work for their food, freeing up trained soldiers from menial tasks to fight in the field. The Camp is a hotbed of disease, adding +1 to Disaster Rolls. Finally, Logistics tests to acquire non-weapon items in the Camp may be made at -20. Poor Quality Refugee Camps are pits of squalor, adding +2 to Disaster Rolls and only +3 to the Army Rating. Good Quality sees the civilians form militias for self-defense, boosting Army Rating by +7. Best Quality boosts the Army Rating by +10 and adds +0 to the Disaster roll as civilians have all the modern comforts and medical care they need..
  6. What's one system (Fear, Insanity, Logistics, etc.) the Only War System overemphasizes when compared to modern military life? What's one system Only War UNDERemphasizes when compared to the modern army?
  7. I am giving the players one Stronghold for crafting advanced weapons, healing critical injuries, etc. with the caveat of "As difficult as it is for the Orks to get there, it takes you just as long to leave." If they spend all their time in the Green Zone, the Orks will become too numerous to stop and the Guard will write the planet off as unable to be reclaimed. They have to take risks outside this base - establish outposts, accomplish objectives, reclaim war materials - in order to convince the eventual Imperial scouting party that, yes, the planet can be reclaimed and shouldn't just be written off. I think this is striking that balance between giving my players what they want and keeping the narrative moving.
  8. Lynata: Thanks for the low-down on the bare necessities. I definitely think I was getting too far ahead of myself when I tried to make things too fancy with the Vox Center idea. I am working on a tier system so a lot of these things are going to be rearranged, but freeing prisoners with technical skills or finding PDF holdouts is going to be the name of the game. Lupa: Also, thanks for the input on Guerrilla war. Once I have the basics of the system figured out, I'm going to make sure their next session is to scout other locations for smaller bases. If the group chooses to put all their eggs in that one basket because it's more secure (on paper at least- that supply depot won't stand up to a Looted Tank for long), then so be it. That's their choice. My biggest concern is developing a fair system for them to make use of. If they establish this base and they go straight home, I fully intend for the horde to follow them. That'll learn 'em!
  9. Hey all! So a question for all of you: My group has found itself stranded on a hostile planet as an Ork Horde rampages across the surface. The PDF has been routed and the Navy has turned tail and run to get reinforcements. My players have decided to set up shop in a secluded Supply Depot (long since looted) and decided to change the campaign from open warfare to Guerilla war. Not only have they decided to go Marbo on the Orks, but they want to turn the Depot into a fortress for an insurgent army, intending to lead an offensive on the Greenskins when the Guard comes back. They wanted to know if I could facilitate this change in the game. I didn't say no to this request, as I'm always eager to provide the stories my players want to be part of (as long as they work for it). But I did say I'd need time to come up with what may be the most difficult system for the group- building a base for a hidden army. If the regiment has a safe-ish place in the mountains or jungle to set up a hidden base camp, I was starting to wonder what sort of upgrades the group could invest in, how they would be self supporting, and these other things. The system I came up with, they get so many points to spend between sessions, and then earn more points for successful mission completion (which allows me to slow their exp growth to prevent getting more OP). Some buildings I've come up with (a Vox Center) require special items (a Command and Control Suite from a wrecked vehicle) and reveal the location of other Guardsmen. Others (Barracks) just cost points and don't do much (Regiment can support another squad of NPCs). So yeah, GMs and players, imagine you're now building a small base for an insurgent Guard army. What sort of buildings would you include in your base? What kind of effects would you have? Would the cost of materials be High, Moderate, or Low? Would it require a special item retrieved narratively?
  10. Ah, is good you came this time of year! Is VERY depressing in the winter!
  11. Arctic world with Kriegsmen, eh? I can imagine the carpet of frozen Guardsmen they leave behind on the march from tunnel complex to tunnel complex just from exposure alone. But in all seriousness (and semi-related) don't forget the importance of things like geothermal vents and hot springs to keep the men alive. They could be just as tactically important on this world as an oasis on a sand trap planet. Besides, the Tau would hardly need stealthsuits if the visibility is bad enough from the snowstorms.
  12. TPK. Excellent. Well, the CSMs could be taken care of narratively. Have a friendly squad vox and say they're closing in on the sound of battle. The squad has to survive a few more turns. Mind you, the friendlies only provide an avenue for escape, not real support. If the party takes it, maybe then incorporate the above plan to capture Fort Suicide? If they ran, it's their punishment for getting an entire squad wiped out AND retreating in the face of the enemy. If they succeed in killing the CSMs, it's their reward because they're so competent. Definitely introduce some enclosed enemy vehicles to prevent the One-shotting again. Not that that didn't sound awesome, but you'll want to get it through their heads that if they walk into this fort guns blazing, they are dead. All of them. This is something they're going to have to get done in a long campaign. Do some research on old fashioned "Star Forts" (not the sci-fi kind, but the old European fortresses). Notice how they have two lines of defense and the overlapping fields of fire. Now take that style, make the interior all castle-y (cause it's 40K, so why the f not?). Note the locations of the Armory, the different barracks, the vehicle garage and the command center, all of which should be in the inner walls. Now, GUARD THAT MAP WITH YOUR LIFE. File it away with the troop/vehicle count and don't pull it out until their commander tells you that he/she is prepared to order the attack. They only get a partial map of the OUTER defenses, a FULL map of the entire region they are approved to operate in (with the targets of opportunity and their base camp/friendly village highlighted/circled) and a psychological profile of the enemy commander- what does high command know about the commandant- is he paranoid, is she lazy, are they prone to executing their own soldiers for failure or retreat? Under what conditions will they call for reinforcements (a mission failure for the players)? Make half of these things true, and split the other half between half-truths and outright lies spread by the enemy. Your squad has to find out what's really going on in the commander's head. Some mission-of-the-week objectives could be: Cut base communications (demolish an antennae/"telegraph" line outside the fort's) Make contact and forge alliances with local Partisans who hate each other (Hatfields vs McCoys). Infiltrate and map out the base's interior for the eventual assault (only do this one if the entire group has Deceive or Stealth). Acquire heavy explosives to break through the inner walls of the fort once the attack begins. Destroy auxiliary solar panels powering the fort. As for why all these valuable targets (antennae, power plant) are outside the base's defenses, maybe this fort is far behind the front lines? It was never expected to be in the middle of the fighting so they never moved any of these assets, and it's the best place for the enemy to halt an upcoming Imperial offensive.
  13. I would shy away from making multiple worlds to hop between. It's a lot of work, and if not done right, it doesn't make the setting come alive. By all means, make an imaginary sector if you don't like Spinward. Give it a few planets that the regiment may have heard of (a mustering world the regiment went to before being deployed, another world wholly dedicated to its Naval Shipyards, and the squad's homeworld if they made one up). But instead of splitting your time and resources between multiple planets, make one crucial, Jupiter-sized Earth-like planet that the squad will be fighting on. You can fill it with detail, make only a few maps, and can redeploy the squad to a new zone with different conditions (mud, ice, jungle) whenever necessary.
  14. Considering this thread was started two weeks ago, this advice may be a bit late for you, but here it is anyway. Guerilla Regiment, okay. Your players should be made to live off the land as much as possible. Returning to base to roll Logistics is a luxury for them. Make sure they are regularly deployed behind enemy lines for extended periods of time, expecting little or no support from high command. Give them a nebulous, seemingly impossible objective to complete- Conquer or Destroy Fort Suicide before the next full moon! When they get to within visual distance of the Fort, they see it's a death trap for their limited numbers. Heavy weapons, trenches, bunkers, even a few tanks. They'll know this is a long term goal to accomplish. Point out a number of other objectives in the area that they can accomplish to make the assault on the base succeed. Destroy a bridge that crosses a valley to cut it off from reinforcements. Blow up a dam to flood and destroy the first line of defenses. Observe the frequency of patrols the enemy launches- allowing them to set up ambushes to cut down on the number of men in the fort (say 200 even, plus 20 men guarding each of the targets of opportunity; keep track of any kills they make that count towards the Fort's total- at 100, the commander there hunkers down and calls for reinforcements). Finally, give them a small base camp to operate out of- an old cave that can't be seen from the air or a secluded village that is pro-Imperial. Keep track of the group's rations and ammunition with all the scrutiny of a tax collector, and warn them when you note that they're getting low on either. If they fight you about this, remind them that they can roll Survival to try and hunt/forage for food or craft primitive weapons to use in hunting or combat like spears and bows.
  15. For Question 1, have you seen "Black Hawk Down"? If so, go watch it again. If not, go watch it. In both cases, pay special attention to the convoy scenes, where the trucks and humvees are driving through the city, constantly under fire. That's your players. They are big, fat targets with heavy (but not the heaviest) guns, full of squishy infantry. In modern warfare, something like the Chimaera is not used to break enemy lines. It's used to EXPLOIT a break in enemy lines. The group should probably be paired with heavy infantry or Tanks, with a friendly rivalry between the two groups. The tanks are the first wave attack that breaks the enemy line wide open, then the Mechanized Regiment pushes forward at full speed to drive deep into enemy territory. When they hit something they can't kill, they hold position until the tanks catch up and engage. And the cycle repeats. Conversely, when there's a break in the Guard's line, your players will be the group that can get there fastest to plug the hole until reinforcements arrive. So what can go wrong with this formula? A lot. Tanks are half as fast as the APC, so your players may find themselves holding against impossible odds until the cavalry arrives. Or there's the fact that, as fast as your players are in the APC, the situation on the ground changes rapidly. They're racing across the field to engage a squad of Ork Nobz, the group spends their time strategizing and forming the perfect plan, they get over the hill... and there's a Battlewagon fighting with the Nobz. FInally, there's fuel. GW doesn't have a system for keeping track of it, but it's a huge consideration with vehicles. So I automatically assume the vehicles have two days of fuel in them. Even if they're parked the whole time, the gas tank has a leak or something. After two days in the field, the squad needs to get fuel either trucked in from a depot or they need to scrounge for it. ----------------------------- For massive battles, the best advice I can give you is to prepare a series of six premade encounters, in order from easiest to hardest, generic to unique. The squad leader has to roll Tactica Imperialis to find opportunities, so every Degree of Success they roll "unlocks" the encounter. On a Failure, they engage a nearby squad of troopers- an easy win and one that isn't worth anything. Each of the success encounters is worth one point. If the squad has 3+ points at the end of the battle, they win and played a huge part in it. If they have 2 or less, it's a draw or a close defeat. Either way, it's as much narrative as it is actual encounters. My only hard and fast rule for massive battles is that the squad should never encounter the enemy general. Best to leave your evil overlord alive to fight another day.
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