HALO Insertion Rules

By OriginalDomingo, in Star Wars: Age of Rebellion RPG

I am running a SpecForce/SpecOps special mission group campaign for the group. Our first session was a drop camp which involved an actual insertion from the upper atmosphere. I've created some fairly detailed rules to simulate the jump, which resulted in some serious fun (mostly for me as the players became very nervous about the fates of their characters moments into our first session).

Warning: These rules can be a bit dicey, so use them if that's your style. I've also included a much simpler single check variant. Constructive criticism is always appreciated.

https://www.dropbox.com/s/1ldfygk7sr7xp7p/Insertion%20Methods.pdf?dl=0

I'm really impressed by the amount of work you've put into this. But the jump is usually the way to get into the adventure, not the adventure in itself. I'd use a Cool check to time the chute deploying and/or a Coordination check to land in the right spot, and then get on with the actual adventure.

I think it depends on your players and campaign. I have a group that the build up of a run could be for the HALO jump. Either requisitioning gear, plotting insertion point or even have it occur following a space battle.

In fact I am thinking of using this as a very nice icing on an adventure...

Very nice! I do run a side game based around SpecFor characters. I'm sure this will help them. Thanks for the work.