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Vomkrieg

Our epic star wars campaign

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This concept had occurred to me though more as a really cool one off day long game experience where the same group of players starts with Armada, then on to X Wing and ends with IA. My biggest stumbling block is that while I own every X Wing ship I won't get my Armada till next week and I don't have AI at all. I think if I attempt this (in the distant future) I'll use a somewhat more streamlined rules system. That said this set you've developed is amazing. I'm just not sure I could get as consistent and enduring a group as you have to have them learn that complex of rules.

 

Yeah, our group is so old school, all in our later 30's and have known each other since high school. Basically, 20 year long friends, so keeping the group together should be easy as for us. 

Feel free to steal any ideas and concepts you want. 

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End phase round 1


Well, we finally go through the first full round of the game. 1 week on planning/politicking, 2 weeks board gaming and 2 week role-playing. That seems like a pretty good balance for our gaming group and is keeping the content quite fresh. 

 

Mission reports


Well the team conducted a number of missions, whether they were abstracted diplomacy/intelligence missions using the dice system, table top encounters using the board/miniature games or the roleplaying sessions. 

 

  • Logistics generated four supply from investments to be used next turn
  • Intelligence forces sabotaged a "Empire Day" fly-by on Zenith, causing tie-fighters to collide midair during the parade flyover (2 Glory)
  • Lianna Tell had an amazing diplomatic mission to Selano, removing all imperial support and creating some rebel support (2 Glory)
  • Delta Squad attacked a military base on Korvas was bombed during the Empire day celebrations while it had a skeleton crew. (8 Glory for Leader, 2 for squad members)
  • A chief aide to the Moff was assassinated heading to Talathen VII for Empire day celebrations when his Lambda Shuttle was shot down by Z-95's. (8 Glory)
  • Czerka shipping was raided and a GR-75 stolen from Nimbala. (5 Glory, 2 Supply, 1 GR-75)
  • Alpha Squad conducted a clandestine operation (wishbone) on Selano, full report here. (10 Rebel fleet Favour)
  • Bravo Squad conducted a rescue operation on Fraxan to recapture Roark Garnet. During this mission misleading information about their location of the rebel base was planted. (Imperial focus shifted to Kronos)
  • Due to no operations being conducted on Talathen Prime or Luxon during Empire Day, rebellion support dropped on those planets. 

Purchasing

 

R&D had 1200 credits to purchase supplies for Special Forces, and purchased an e-11 Blaster, Marksman Barrel and Combat coat. These are now available for any special forces mission

 

R&D also has 3 point to spend for the Roleplaying group, but we decided to spend those during the RPG session. 

 

Training would normally purchase at this time, but we hadn't fulled formed the rules at that point. They upgraded four pilots from rookies to veterans. 

 

Clout and the draft. 

 

The Luxons and Repubnlican's entered this round at a major disadvantage. Not only had they not saved any clout from the previous round, they also earned less clout from having more people in "glory" positions, rather than behind the scenes pulling strings. As Commander of both Recruitment and Training, the People's movement player gained more clout than the others, also the Basra conglomerates player was in a close second.

Clout earned from turn one

 

Luxon Militia - 17 Clout

Republicans - 20 Clout

Bastra Consortium - 25 Clout

People's Movement - 32 Clout

 

 

Six characters were available. Recruitment had asked to find "ground pounders" so several were in the recruitment pool, as well as the captain of the GR-75 captured at Nimbala, and the operatives who coordinated "operation Wishbone". 

 

The head of recruitment opted for all the recruitment pool to be revealed, as well as blind bidding. 

 

Hallarn.png

 

Hallarn Yarn was considered by the group the top recruit in this weeks draft. With reasonable stats in all three categories, the reliable trait, special forces and spying skills, and the Chief of Staff's favour. He seemed like an excellent candidate for many jobs, and potentially a senior leader of the future.

The people's movement spent a lot of clout to secure his services. 

 

Garn.png

 

Next up was Garn Dravis. The Basra Consortium said it was doubling down and the areas it already controlled and invested a significant amount to secure his services. 

 

An unusual character, Garn is a average smuggler but a reasonable combatant. But the addition of a decent medium transport was what motivated the Consortium to procure his services. 

 

fenn.png

Fenn Singnis is next up, a hero most of you will recognize from Imperial Assault. His character card reflects his persona in that game. He's a one man commando strike team, or an excellent addition to Special Forces.

The Luxon Militia, seeing a man who fit's their ideology to a tee, went all in on signing this man up to their cause. 

 

 

torryn.png

 

Toryn Far has the distinction of being one of only four human females with speaking lines in the original trilogy. A smart character who excels at coordinating others actions, she would be an asset to any area, but excels at coordinating starfighter operations.

The Republicans spent their stack of Clout to secure her loyalty. 

 

 

Gaxx.png

 

 

Gaxx is the most one dimensional character in this group, but he's really good at what he does. In Imperial assault, he uses the "wookie" cards and is a melee wrecking ball. Just don't expect him to conduct a fine tea ceremony. 

 

The People's movement put in a modest bid for him. But considering that both the Luxons and Republicans were tapped out, it's not surprising he went cheaply. 

 

ged.png

 

Finally, Ged'Ruh Srazz, a Twilek who can hold his own in a fight, but who's specialty is blowing stuff up. 


Continuing the plan of "doubling up", his services went to the Basra Consortium, who now have a strong grip on Intelligence and Logistics command. 



 

Glory Scores for Round one

 

In addition to the rewards mention above, each player gets 1 glory for participating in a table top battle, even if they have no troops involved. It's a little "attendance bonus".


So final Glory Scores are


Bastra Consortium - 4 Glory

People's Movement - 6 Glory

Luxon Militia - 15 Glory

Republicans - 15 Glory


Their is a clear split among the factions, with one group getting Glory now and banking it, and the others playing a longer game of building up their faction by getting more clout early on. I'm really interested to see how this shifts during the campaign. 


 

End of Turn one!

 

We conducted the planning/strategy phases for turn 2 on the same night. That report will be up in a few days. 

Edited by ithkrall

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Wow, I'm floored by how awesome this is!  My friend and I already have a ton of X-wing, we recently picked up an Armada core set each, and after reading your set up for your gaming group I purchased Age of Rebellion and downloaded the files you shared from Dropbox.  It's time for us to organize a Rebellion in another sector of the galaxy, I hope!  (Also, guess I'd better dust off my old West End books.)

 

I can't wait to read more of the storytelling your gaming group creates with this setup.

Edited by John Edwards

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Strategy phase two

Here is the sector board at the start of turn two. The changes to popular support have been made, as well as the addition of the "pink" colour to represent the growing "Devourer cult" on Cahn. The Devourer Cult is a doomsday style cult that worships the black hole in Talathen sector. They will play a roll in this story as it progresses. 
 

map%2Bround%2B2.jpg

The map was covered in mission icons, and the forces of the rebellion could only deal with about half the activity available. This is a planned feature, as the rebels cannot be every where and the Empire needs to have some wins :)

Assignments

Our new recruits received their postings, with Hallarn yarn being put in command of a special forces squad, supported by Gaxx and Fenn Signis. 

Toryn Farr joined fighter command as a squadron leader, Ged'Ruh joined the intelligence services and Garn Dravis was posted to logistics command. 

Overall goals

The Rebellion wanted to heat it up this turn, and hit some soft imperial targets with full force. Also of priority was stopping imperial investigations near the main rebel base on Axamar, and preventing the Empire from completing it's base construction on Selano
 

Strategy Phase

 

Alpha team: The player character group was assigned to investigate an imperial expedition to some ruins on Axamar. Their are rumours of lost Jedi temple sites on the planet, so it was deemed important to keep that information out of Imperial hands. 

Logistics: Kresh, the director of logistics succeeded admirably in increasing the overall wealth of the rebellion while his finance officer, Tressk got some short term wealth by speculating.

Roark garnet lost some escorts during his smuggling run but brought home three additional supplies. Garn Travis, in his first smuggling run ever, brought home five supply points.

This gave the rebellion ample supplies to run all it's missions this turn. 


Note: I have just rewritten the logistics system to be something quite different. We will introduce the new trading, manufacturing & smuggling card based mini-game in the next full turn of the game. 

Intelligence: Nibb Nibb only generated one point for the intelligence pool, but was bailed out by Sly who earned five points. Six points was enough to support the actions this turn as well as ask for information on what a group of bandits are doing in the boneyard. 

Ged'Ruh's first mission was to demolish the construction efforts on Selano. With 1 Success and 4 advantages, this mission should succeed with some interesting consequences. 

Diplomacy: Lianna Tell attempted to open diplomatic relations with Solitude X in an effort to find out why the Empire is interested in them. While she did not succeed in creating a diplomatic station, she did find out a little about what the empire is after. 

Fleet Command: Reports of Imperial ships using a relay beacon near a small asteroid cluster in deep space reached the rebellion from it's new spy in the fleet (Dana, from operation wishbone). 

Mustering the full force of the Rebel fleet, as well as spending some fleet favour to obtain additional support, the fleet planned an attack. With significant intelligence support the Admiral made an excellent roll, generating 8 tactical points. 

He spent those to hold initiative for the battle, to deploy second, and in flanking positions, and for the Imperial ships to start stationery. 

Squadron Command: Lt Blout and Torryn Farr put their heads together and came up with a brilliant plan to attack the Imperial flight school on Fraxan. Their brilliant plan netted no sucesses, so the plan boiled down to "fly in and shoot them".

Typical Blout


Ground command:

General Del Kern worked with Hallarn Yarn on a plan to disrupt Czerka operations on Nimbala, while freeing twi'lek slaves from oppression. An amazing roll generated 11 strategy points to spend. 

The ground operation will have initiative, infiltrators, deploy 2nd, cut off enemy reinforcements, and reduce overall strength of the defenders. Should be a cake walk. 


Recruitment: An exceptional roll from Evo Tras generated four successes. He wants to recruit fighter aces, fleet officers, diplomatic agents and Ithorians. Chances are, he will get one of each in next turns recruitment pool.

Training: Another phenomenal roll generating 14 training points to be spent in the end phase. 14 points is enough for many X-wing pilot skill cards, crew cards, or a few armada crew cards. 

R&D: Nun Diem turned his focus to Star fighter teach, generating 9 points to spend on X-wing upgrades. That's 2-3 good cards that can be added to the x-wing equipment pool in the end phase. Gartoka added two more points to the special category for the role-playing team to use. 

End: An up and down turn for the rebels, a lot of amazing successes and a few non results. Still, they are set up well for the battles ahead, well, asides from the first report
 

Z-95's attack Imperial training grounds

With no successes on this roll, it was going to be a straight fight. 8 Headhunters, including Blout, with concussion missiles vs 6 Academy Ties and Snattercat, our named chiss hero pilot using the Darth Vader card and equipped with missiles, stealth device, accuracy compensation and Elusiveness. 

In retrospect, I should probably have had a 7th academy tie as those missiles really do add up in points. 

 

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Our forces deployed opposite each other, with a small mine field in between. Turn one we drove towards each other and on turn two I banked the Tie fighters across the line of the mines in order to speed down the line and attack half the Headhunters while the others played catch up.

This seemed quite clever at the
 time, the problem is, it invariably left me at range 3 of the the headhunters, where they were at their most deadly due to their concussion missiles. 

I mean seriously, compare these formations. The Tie's are moving in coordination, while the headhunters are sprawled around like a bunch of drunken baboons. 

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Yet, formation flying helps you little when target lock + focus concussion missiles are fired against ties. Still, no one could fire a missile on snattercat thanks to her amazing pilot skill and elusiveness. 

Still, she did 8 points of damage in 5 turns of fighting, but not a single point of hull damage. Due to the irregular flight patterns of the headhunters, it was difficult for her to stay on one target without being exposed to fire from many other headhunters. 

It's also worth mentioning how important pilot skill is. Having the headhunters fire first was catastrophic on many turns. A tie at range one of a headhunter exploded to a missile from another headhunter at range 3 on no less than three occasions.

In the end, Blouting, the act of rushing head long into danger and randomly turning with no care for formation actually defeated the empire. It broke up their formations and reduced it to a brawl, and invariably, when a tie had got good position on one headhunter, it was in perfect missile position for another. 


Snattercat eventually called a retreat when the 4th tie fighter exploded from a missile, leaving the score Rebels 4, Empire 0.

Still, the empire has received it's first ship upgrade. Tie Advanced fighters, and the rebels will be seeing more of these in the future. 

 

 

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Next update. The fleet conducts a ramraid, and special forces conduct a rescue. 

Edited by ithkrall

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Kudos ithkrall!! You have put an unbelievable amount of work into this - where do you find then time???

What did you use for the graphics work?

 

Very, very impressive, I really like the way you've strung it all together. Like others, alas I don't have a group gamers close or regular enough to give something like that a crack - would love to.

 

It's almost convinced me to buy Imperial Assault too. 

 

Subscribed to Blog!

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Kudos ithkrall!! You have put an unbelievable amount of work into this - where do you find then time???

What did you use for the graphics work?

 

Very, very impressive, I really like the way you've strung it all together. Like others, alas I don't have a group gamers close or regular enough to give something like that a crack - would love to.

 

It's almost convinced me to buy Imperial Assault too. 

 

Subscribed to Blog!

 

Where did i find the time? I'm a communications contractor, and i'm currently between contracts, so asides from job hunting I don't have much else to do right now ;) (I have interviews next week, but it's been quiet these last few months, but don't worry, when i work I do earn quite well when i work, so i'm not starving or anything, it's just I have to balance the good times with the lean times)

 

The graphic design stuff was all done on Microsoft publisher of all things. It's pretty basic, but surprisingly useful once you get the hang of it. Having worked in many public sector communications roles, I've gotten used to it, as it's normally easier to get on a standard office computer than in-design or another high quality design tool. 

I've got about 25 years of gaming under my belt, and a Masters in Defence and Strategic studies, so the idea of making a "grand strategy game" that looks at all facets of a war has been something i've wanted to do since I was about 12. Star Wars has always been my favorite fandom, and when X-wing came out I thought about doing this solely for X-wing, but decided it wasn't enough. When Imperial Assault and Armada were announced, I got inspired to pull it all together. 

I actually did up a proposal (here) and sent it to my gaming group outlining what i was thinking of a showing some initial ideas. I wasn't going to push on and do all this work for nothing :)  But they were really keen to give it a go and it took off from there. Now that proposal was nearly a year ago, I held off designing the game until Armada came out as I wanted to see exactly how it would fit before committing to ideas. 

 

I'm also modifying and updating the game as we play it as well and getting feedback. The most recent major revisions are here and are the new logistics rules, using a card based system. That stuff is all work in progress, but I like how it is shaping up. Should add another dimension to the war as they struggle for resources and have to make decisions based on that. After all, logistics wins wars :)

Edited by ithkrall

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I meant to add more questions but hit the wrong button - ooops!

same about Social skills - Willpower & presence?

                    Mental skills - Intellect  & Cunning?

 

Are you able to provide anymore info on "Andy's Map Game" used in forming your sector? (Can we get to the same point using the old West End Games Planet info or is it something entirely different?)

 

Do your four primary senior faction leaders have characteristic statistics? Chief of Staff?

 

I love what you've done and would like to be able to replicate it.

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I have a couple of questions:

Your abbreviated Characteristics - is martial prowess an average of Brawn and Agility?

 

 

I meant to add more questions but hit the wrong button - ooops!

same about Social skills - Willpower & presence?

                    Mental skills - Intellect  & Cunning?

 

Are you able to provide anymore info on "Andy's Map Game" used in forming your sector? (Can we get to the same point using the old West End Games Planet info or is it something entirely different?)

 

Do your four primary senior faction leaders have characteristic statistics? Chief of Staff?

 

I love what you've done and would like to be able to replicate it.

 

Sort of, it's more abstract than that, but you could certainly use those as a rough guide for what their stats would look like. It also represents skills as well (although the keywords also help there). In general though, their actual stats and skills may be slightly higher than the reference cards. 

And yeah, i'd use those stat pairings, but as I said, it's a little more abstract, if i use these characters in RPG's i'll look at the character card as a guide, not as "the full stats" if that makes sense. 

Faction leaders have no stats, as they make no direct rolls. I deliberately wanted to abstract them so that the players always felt like they were working through people. The Chief of Staff is the GM and also makes no rolls, so again, role-playing, hand-waving and fudging numbers when and if needed. 

The map game was a little independent game called "the quiet year", i'd forgotten what it was called at the time I wrote the pitch. I've uploaded the notes for the cards i used the map we made here, the rules are straight forward, as below.  

 

Take a standard card deck, sort the suits into piles and shuffle each pile. Put Spades on top, Hearts second, clubs third, and diamonds on the bottom. Spades are planets in the sector, hearts factions, clubs locations and bases, and diamonds are extra detail and events.

Turn over one card  and hand it to the player on your left. Read the left most section on the matching reference sheet to that player and get them to describe the thing on the card, when they are done, move to the next column of the same card and ask that question to the player on their left and so on. The GM counts as a player and contributes to discussions. While everyone can suggest ideas when it's someones turn, they get the final say (subject to Gm approval below)

Draw the results on a white board or big piece of paper. (also, make loads of notes as the gm to write up later as a reference guide). After you've asked all the questions on a card, draw a new one and give it to the person to the left of the one who received the previous card. This means you will also be able to draw cards as the GM and start off a segment. 

GM can veto any idea that's too wacky or stupid and would harm the game. (Like a player suggesting a faction of the rebellion is a horde of Dark jedi, or that one of the planets is coruscant, or that a race on a planet is immune to the force, or that there is a world that venerates Jar Jar binks as a god, you know, dumb and broken stuff that may seem funny at the time, but will make the world just that much worse to play in). Use the veto in a positive way, like "ok, we can't have Coruscant in the sector, but what about another city world? What would make it different from Coruscant?"

It takes a fair few hours, but it's a lot of fun if you set good ground rules and encourage your players to be creative. It also really invests them in the setting, as they built it, they own it.  

Edited by ithkrall

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Thank you for the quick response.

 

I'm very intrigued with what you have done and I plan to eventually make a pitch to our gaming group to do the same (well, similar anyway! :) )

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Fleet attack on deep space training station


After rolling a lot of sucesses on his planning roll, this was going to be a short and swift action. The empire has been well and truly caught with it's pants down, as the end of round two photo below shows. 


I'd like to note that from here on in, the battles will be getting harder. The training period is over, so this should be the last "turkey shoot", unless the players roll exceptionally. From now on, an "even roll" on a planning mission will have them outnumbered and outgunned. it's only fair, they are the rebels after all.
 

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This missions fielded 8 stands of z-95s (3 Speed, 4 shoot, 4 hull, 1 red anti-ship, escort), A nebulon B support refit (borrowed from the rebel fleet), a CR90 and a CR90b vs two Victory I's with no fighter screen. It was never going to be a straight up fight, but I really wanted to test how the empire would perform in from such a terrible position.

 

 

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The Rebels came in a lot slower than I expected, so by the time we got to engagement range, I had managed to swing both Star destroyers around, and found myself able to target two ships most rounds with side and rear arcs. I didn't manage a single frontal shot in the whole game :(


Splitting formation was a mistake, I should have turned both ships the same way at slightly different speeds. This allowed the rebel fleet to focus fire on one Star Destroyer. The poor guy on the right of this picture.

Accidentally, the Nebulon B crashed into the Victory on the right, which prompted us to go to the "ramming" rules.

As a result, this mission ended in a hail of ramming at point blank and fighter attacks against un-shielded quarters. I find it quite pleasing that I managed to damage each of the rebel capital ships, knocking down most of their shields and forcing some to use engineering orders.  

 

 

CHsY18AUYAAB1fW.jpg

 

 


Still, a hopeless fight is a hopeless fight, and when the Victory on the right exploded, it was close to "go-home" time. So I called the mission a solid Rebel victory, even though one Victory managed to jump to lightspeed to escape.

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Special forces free slaves on Nimbala

This was another massively successful planning roll, no reinforcements, open deployment for the scum forces, enemy troops reduced in number/quality and infiltrators ready to pop up from ambush. I set myself the goal of taking down at least one character before the rebels murdered everyone.

 

IMG_3123.JPG


The game used one of my many sci-fi maps. It's worth noting that imperial assault plays very differently in big open spaces, range matters so much more. 


The czerka force consisted of two group of low level mercs (rebel troop stats), 2 elite trandoshans, 4 normal ones, A czerka boss (Elite Imperial officer), two super-battle droids (Elite Stormtroopers with no special abilities) and a landspeeder (E-Web with 8 move and no rapid fire).

As you can tell, i'm making a lot of adjustments to the game to fit the narrative story we are telling.

The Rebels objective was the prison cell holding wookie captives in the top right

 

IMG_3124.JPG


The Rebels were led by Hallarn Yarn (bottom right) who was using the Valiant Commander cards. The squad also contained Mark Keel, a Mon Calamari sniper (beside Hallarn) using the Bothan cards, Gouda Cheesa, a Rodian gunfighter (top left) using the gunfighter cards, Gaxx, a Wequey enforcer (right) using the Wookie cards and finally Fenn Signis (top right), using his own card deck and powers.


The rebels started off by kicking open the external barracks and murdering the people inside. I rocketed my landspeeder and Trandoshan's out to face the threat. 

 

IMG_3126.JPG



And was suddenly ambushed by Twi'lek saboteurs out of ambush. Turns out the Rebel Saboteur's are really good at scragging things. 

 


 

IMG_3128.JPG


Early on, I had some pressure on Hallarn and Keel with a tight group fo four Trandoshan blasting away with shotguns. Good use of Keel's mobility, Hallarn's orders and Gouda's insane short range firepower dealt with that threat.

 

IMG_3130.JPG

 

 

Meanwhile, Fenn and Gaxx decided to rush the prison complex and were met by gangsters and the battle-droids. 

 

 

IMG_3132.JPG


It turns out the havoc fire and cleave make very short work of tightly packed enemy troops. In a short amount of time, the back of the Czerka forces were broken, but not before Gaxx was wounded. 


 

IMG_3134.JPG



The elite Trandoshans rushed to defend their employer, and Gaxx smashed their face in with cleave and multiple attacks. Turns out melee is pretty damned brutal in this game and that the Wookie cards can make you into a tank that deals horrific damage...... I shouldn't be surprised. But this game went from feeling like a real fight, to a murderous blood splattered glee fest for the Rebels in two turns. 

 


 

IMG_3136.JPG


 

 

The mission ended with the freeing of a large clan of wookies that were kept prisoner at the facility. In exchange for the transportation of the old, weak and infirm off world, the Wookie leader, Attatark agreed to return and help fight for the rebellion with some of his clan. These Wookies will join the recruitment pool in a few turns time.


That's it for the battle's this round.

As mentioned, from here on in, the difficult goes up. I deliberately made the first few turns easier because I know the games a lot better than my players. In story terms, it also represents the empire being unprepared in the sector for rebellion, but the loss of Wookie slaves, a training squadron and a STAR DESTROYER, will really wake them up. 

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New Logistics System 

 

So' i've rewritten the logistics system for the campaign. the original system was quite abstract, and pretty damned bland. It didn't really give the 4X ( eXplore, eXpand, eXploit, and eXterminate) feeling to the campaign that I was after. You know, like civilization where you develop tech, build infrastructure, get units and kick butt. 

 

So I completely reworked it into a card driven system that use's building, trading a resource management. The rules are below, and all the resources for the new system are in this folder.

Please note, that like most things in this campaign, this is entirely off the top of my head and has undergone zero play-testing whatsoever at this time.

In this article, i've posted sample cards. These are not all the cards in the deck, but all the common cards are there (with the yellow saber marking)

Here is the updated logistic command, note the new head of manufacturing job, and production areas, as well as contracts. Also, smugglers have been moved to their own board. 


Logistics.png



Phases for Logistics command

1. Replenish supplies and income
2. Commander actions
3. Assign smugglers, escorts and make smuggling rolls
4. Purchase supplies 
5. Assign supplies to chief of staff
6. End phase


REPLENISH SUPPLIES:

 

  • Place a number of “Credits” cards on the logistic board equal to the current income value 
  • Then place basic resource cards equal to the manufacturing values for each basic resources in the production pool 
  • Layout the trading map
  • Shuffle the common, illicit and rebel decks
  • Deal out facedown common cards equal to the yellow boxes on each planet, illicit cards equal to the red boxes, and rebel cards equal to the green boxes
  • Shuffle each planet deck and deal one card face up on top of the stack
  • Deal out cards as described above to the local supply. Add cards for the planets Kronos, Cahn and Solitude X if the Rebels have established a diplomatic station there and have more influence than the Empire on that world. Place these cards face up
 
 
trademap.png
 
 
 

COMMANDER ACTIONS:


The Director of Logistics, Head of Manufacturing and Head of Finances may do the following actions

  • Long term investment. Make a mental roll. You may then increase your income by one point. The cost of this improvement is the new income score in Galactic credits. This cost is reduced by 5 for each triumph, 2 for each success, 1 for each advantage to a minimum of one credit. The cost is increased by 5 for each despair, 2 for each failure, and 1 for each disadvantage. (Director, Finances only)
  • Short term financing. Costs one galactic credit to take this action. Make a mental roll. Gain galactic credits equal to (5 for each triumph, 2 for each success, 1 for each advantage) divided by two.(Director, Finances only)
  • Support smugglers. Make a hard mental roll. Each success adds one boost dice to each smuggling roll this turn, each triumph adds one skill dice to each roll. (Director only)
  • Improve manufacturing capacity. Make a mental roll. You may then increase your manufacturing capacity in one area by one point. The cost of this improvement is the new score times five in Galactic credits. This cost is reduced by 5 for each triumph, 2 for each success, 1 for each advantage to a minimum of one credit. The cost is increased by 5 for each despair, 2 for each failure, and 1 for each disadvantage. (Director, manufacturing only)
  • Enforced overtime. Make a mental roll. You may improve the production of an number of manufacturing areas by one equal to (5 for each triumph, 2 for each success, 1 for each advantage) divided by two. No area may improve production by more than one each turn.(Director, manufacturing only)


ASSIGN SMUGGLERS


Smuggling.png
  • Assign each smuggler in your smuggling pool to one planet. Only one smuggler may visit each planet per turn. 
  • Consult fighter command on escorts. If a squadron is on escort duty it is used for this turn. This action does not cost any resource cards. 
  • Each fighter assigned to the mission allows one reroll of the despair dice on a mission failure at the cost of the fighter being destroyed. 
  • Make a smuggling roll, if you fail roll the despair dice and check the results. Then end that smugglers action. The difficulty is based on the wold visited, one for low risk worlds, two for medium risk worlds, and three for high risk worlds. 
  • If you pass move to the next phase. For each triumph or two success rolled gain one galactic credit. 

rebel%2Band%2Billicit.png


PURCHASE SUPPLIES

  • Players with rich characters now receive one galactic credit each. They may give this to logistics command and receive one clout. Or they may hold on to it and use it later. 
  • Reveal all supply cards on each world visited
  • Purchase cards in any order. 
  • You may purchase any cards from the local supply at the listed cost
  • You may purchase any cards from the production pool facilities at the listed cost
  • You may purchase any cards on successful visited worlds up to your ship carrying limit. Resolve immediately cards and contracts do not count towards this limit. 
  • A HWK or Firespray can carry two cards, other light transports three cards, and a GR-75 five cards
  • Place all purchased cards into your stores
  • Rich players with credits may now purchase supplies from the local supply or manufacturing if any remain. 
contracts.png


SUPPLY CHIEF OF STAFF


  • Decide which cards you are making available this turn and give them to the Chief of Staff. He will manage their expenditure in consultation with the command staff
  • Rich players may give their purchased cards to the Chief of staff or send them to the stockpile. They may not keep resources between turns. 
  • Any cards you do not give to the chief of staff go into your stockpile and may be used again next turn. This includes unspent galactic credits.

 

resources.png

 

END PHASE

 

  • Any unpurchased cards from manufacturing go back to the deck
  • All cards unpurchased from local supply go back to their decks
  • All cards unpurchased from planets go back to their decks
  • Trade map is removed from the board. 
  •  
Edited by ithkrall

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I have decided to implement ideas used from playing "Twilight Struggle" into a campaign.  Primarily, using event cards to 'force' the rebel players to interact with the imperial players, and vice versa.  Also, would require less of a use of a GM, and the goal is to eventually not need one all together.

 

Thinking of using a strategy where each player has 5-7 (or maybe even 10) cards, and each card has some bonus, or value.  But their is an event on the card that triggers if conditions are met, and helps specifically one side.

Conditions would be if the rebel player is playing an imperial event card, or if a rebel player is playing the card for it's event rather than for its strategic value/cost.  All players would draw from the same deck.

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I have decided to implement ideas used from playing "Twilight Struggle" into a campaign.  Primarily, using event cards to 'force' the rebel players to interact with the imperial players, and vice versa.  Also, would require less of a use of a GM, and the goal is to eventually not need one all together.

 

Thinking of using a strategy where each player has 5-7 (or maybe even 10) cards, and each card has some bonus, or value.  But their is an event on the card that triggers if conditions are met, and helps specifically one side.

Conditions would be if the rebel player is playing an imperial event card, or if a rebel player is playing the card for it's event rather than for its strategic value/cost.  All players would draw from the same deck.

That sounds like an excellent idea for this type of campaign. I'm curious as to what scale of events you would have on these, would they be full scale operations or just events that would affect those operations?

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I dunno, each card has a value that might be used as currency or represent a die roll, or modify a potential die roll.

Events would increase in value/potency as the cards value increases.

Ideally it would make tough decisions for the players involved.

"Sabatoge Imperial Day Parade" might be an event for example, but a better example would be a system of crisis's that rebels can kick off forcing the empire's hand trying to put out the flames. Occupy the empire with busywork and then launch an attack on an isolated squadron/unprotected outpost.

What events the rebels trigger and how they effect the local population could affect the "flavor" of the rebel cell in the area.

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I have decided to implement ideas used from playing "Twilight Struggle" into a campaign.  Primarily, using event cards to 'force' the rebel players to interact with the imperial players, and vice versa.  Also, would require less of a use of a GM, and the goal is to eventually not need one all together.

 

Thinking of using a strategy where each player has 5-7 (or maybe even 10) cards, and each card has some bonus, or value.  But their is an event on the card that triggers if conditions are met, and helps specifically one side.

Conditions would be if the rebel player is playing an imperial event card, or if a rebel player is playing the card for it's event rather than for its strategic value/cost.  All players would draw from the same deck.

As someone with his spare map for twilight struggled pinned to the wall of his gaming room, I approve of this concept :)  (I got a hardback deluxe map as the one in the box never sat well)

The key stone to those Twilight struggle cards though is the dual-effect as you mentioned. Either playing for the cool bonus and giving up the op points, or getting the op points and triggering an event in their favour. 

If you could get that key dynamic working, it could be really cool. Look forward to seeing more. 

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