Insurgency Rules

By KnightErrantJR, in Star Wars: Age of Rebellion RPG

I'm going to be taking over an Age of Rebellion game soon, and I was thinking of having the PCs be Rebel agents sent to a system trying to drum up an insurgency against the local Imperials, and I came up with some thoughts on how to model managing the insurgency itself.

Obviously, the first step is to know that there is an insurgency/rebellion that is local that you can work with to achieve your goals. These missions are going to be a bit more standard, between tracking down, meeting with, negotiating with, and proving to your allies that you can help.

Insurgency Phase

So my idea is to have an "insurgency phase" at the beginning of the session. In this phase, the PCs will talk to the insurgent cell, and make a leadership check to make sure they will do what they are asked to do, and a Knowledge War to plan an operation.

The difficulty will be based on the "Threat Level" of the local Imperials. It will start low, so it won't be too hard to pull of simple actions.

I also wanted to track how long before the insurgency has enough momentum to topple the local Imperials, and the Imperials are weak enough for the final push. To this end, I want to track "victory points."

I also want different actions to do different things, and to have those actions be assigned when the Leadership check is made. For example:

Gather Supplies: 1 victory point if successful, threat level increases by 1 if unsuccessful.

Free Political Prisoners: 2 victory points if successful, threat level increases by 2 if unsuccessful.

Covertly Eliminate Corporate Assets: 3 victory points if successful, threat level increases by 3 if unsuccessful.

Covertly Eliminate Imperial Assets: 4 victory points if successful, threat level increases by 3 if unsuccessful, by 1 even if successful.

Overtly Take Out Corporate Asset: 4 victory points if successful, threat level increases by 3 if unsuccessful, by 1 even if successful.

Overtly Take out Imperial Asset: 5 victory points if successful, threat level goes up by 4 if successful, 2 if successful.

If the previous insurgent action was a failure, there is a setback die to the check. If the insurgency attempts the same action for two insurgency actions in a row, you gain a setback die. For each PC that doesn't participate in the Insurgency Action, the action takes a setback die.

I'm thinking about 100 victory points means the planet/system is ready to turn and you can move to your end game, which will be more standard adventures again. Once you take care of the insurgency action for the session, the PCs will still have a normal mission, possibly one that will help to ease the threat level before the next insurgency action is taken.

Each PC that takes part in the insurgency action makes a one roll combat check to see how they came out, which will likely affect them through the rest of the session on the "normal" mission. The one roll combat check doesn't need to be a combat check, however, just something that would make sense for what the character is doing to contribute to the mission as a whole.

Advantages might grant additional victory points, while a triumph on the Warfare check might yield a new asset that the party can use in their other missions. Threats on an unsuccessful check might erase victory points, and Despair might mean that members of the insurgency challenge the PCs violently, or a stealth squad of Imperials is waiting in the headquarters, or a bounty hunter has tracked them down, and this has to be dealt with before moving into the "normal" mission for the evening.

Threat Level

Threat level would start out at an appropriate level for the level of occupation on a world. If the Imperials are fairly certain they have a firm grip on the world, it might only start out at 2.

Once threat level reaches 5, each additional threat level actually upgrades the check. So a threat level 10 mission would require five red dice in opposition. Threat levels above 10 add setback dice for each level, so for a threat level 12 mission, you would roll five red dice and two black ones.

More Consequences

The other thing I'm thinking of doing is having the PCs make a fear check if they fail the insurgency phase, to reflect their shaken confidence in light of the overall insurgency goals, which would then affect them during their "normal" mission for the night.

I really like this idea. I would leave the checks at the beginning of the session to be assigning assets for the rebels. Then, for higher profile missions, the pcs will take it on. It would be tough to balance the missions so that the possibility of failure is real an I'd doesn't mean a tpk.

Let us know how it goes!

This is great stuff you've got in progress!

Out of curiosity, how many Victory points would you assign something like "Recruiting Insurgency members/allies," or "Bolstering member morale"? Also, how much Threat? I imagine a botched recruitment drive would raise Threat, but interaction with existing members seems safe enough, so long as you don't get any Despair.

Edited by RedfordBlade

Since this is a narrative system, will you be telling the players, "You earned 2 victory points", or just telling them they accomplished goal X? I would suggest you keep track of the victory points as a GM and give out clues such as, "Looking at the local holonet political discussions it appears you are gaining some ground", when the players hit 30 victory points, for example. At 80 victory points you might see some rioting against the Imperials in the streets, anti-Imperial graffiti prevalent, etc. That makes it more immersive then, "You've got 90 points almost there!".

This is great stuff you've got in progress!

Out of curiosity, how many Victory points would you assign something like "Recruiting Insurgency members/allies," or "Bolstering member morale"? Also, how much Threat? I imagine a botched recruitment drive would raise Threat, but interaction with existing members seems safe enough, so long as you don't get any Despair.

Since there isn't as much physical risk involved, I'm thinking now that I might allow "Membership Drive" and "Rally the Troops" as special actions that take place a a specific point in the process.

Membership Drive

I think Membership Drive would be available to use only at 0 victory points, 25% of total victory points, and 75% of total victory points. Unlike the other actions, the whole party doesn't need to be a party to the Membership Drive, but one must make a Charm test and another must make a Leadership test of the Charm test is successful. I think it would be worth a variable amount depending on the point when it was used.

0% of Victory Points = +1 Threat for a failure, 2 victory points for a success

25% of Victory Points = +2 Threat for a failure, 3 victory points for a success

75% of Victory Points = +3 Threat for a failure, +1 Threat for a success, 4 victory points for a success

From a narrative point of view, the PCs would be able to tell that unless they had passed one of those thresholds, most of the people that are actually excited about the insurgency, rather than scared of it, just aren't likely to join. They could get this feedback from the current membership as well.

Rally the Troops

PCs may attempt to Rally the Troops at any time, although they suffer the same setback die that they would normally suffer if they perform it as their Insurgency Action twice in a row. Unlike a normal Insurgency Action, if successful, Rally the Troops does not increase victory points, nor does it increase threat, but it may be used to remove a setback die for each success on the Leadership roll. The GM may reward victory points for advantages if he wishes to do so, just like with a normal Insurgency Action.

If the Rally the Troops roll fails, instead of removing setback dice, an additional setback die is added to the next Insurgency Action. Threats may be used to remove Victory Points, as the words of the speaker ring false and lead to people leaving the Insurgency.

Just some quick thoughts on those two actions, and how they might work. How does it sound?

Since this is a narrative system, will you be telling the players, "You earned 2 victory points", or just telling them they accomplished goal X? I would suggest you keep track of the victory points as a GM and give out clues such as, "Looking at the local holonet political discussions it appears you are gaining some ground", when the players hit 30 victory points, for example. At 80 victory points you might see some rioting against the Imperials in the streets, anti-Imperial graffiti prevalent, etc. That makes it more immersive then, "You've got 90 points almost there!".

I think at the beginning, I would explain that some actions are worth more than other actions, and also riskier, and that I am keeping track, and obviously the threat level, since that will by nature be more transparent, but not what the actual totals are as the game is going. As you said, some narrative clues once in a while should come up, and the insurgents themselves would be handy for getting a feel for the pulse of the planet/system.

Really like this idea. Would the players be the overall commanders for this cell or would separate groups go out on raids/mission while the PC's do their own but under the orders from the PC's so they won't know how they did until they got back?

What happens when the threat level rises too high or they meet with consistent failure? Will all the agents be killed on mission, tortured to reveal the location of the secret rebel base?

Some great ideas here, thanks for sharing.

Would drop threat level tracking and tie it directly to victory points. easy at 0-10, harder as more victory achieved. The more the population rebels, the more resources and attention empires puts into quelling it. Instead the "big" events with automatic threat (and possibly botched mission) would add setbacks and more obstacles to player's mission and/or next insurgency action.

They are on schedule per Earth modern customs of asymmetrical warfare: been "at war" with the Empire for twenty years, and the Empire is just starting to notice them :)