AoR RPG Battle Grounds Module

By Dusty27, in Star Wars: Age of Rebellion RPG

First off I understand that the rebellion is fighting a guerrilla war against the empire but it seems to me that eventually instances of battles of attrition would break out as the rebellion gains territory. These instances are fertile ground for types of conflict that I haven't seen yet (forgive me if such are available and unknown to me; that would be the best!).

Basically I would like to see a module book or pack or community fabricated source for a battle that in many ways mirrors Arathi Basin. Basically an overview map that shows the area with control points, forces, and supplies. Then separate maps that you can pull out for each of the control point areas (formally Farm, Stable, ect.). Then supported content in the form of simple missions that can be under taken to support the battle from the characters (kinda of Rebels and Rogue Squadron inspired).

Missions Types

Repairing a bridge

Defending a medic camp being evacuated

Raiding enemy supply depots

Rescuing prisoners from imperial detention centre

Capturing / Defending control points

Decimating the enemy moral by stealth, sniper, or artillery kills

Sabotaging AT-AT or air field of Ties

Rescuing a downed supply transport

Such a battleground would allow for more thematic sniping and guerrilla stealth harassment when there is an effective line to fall back towards. I think a reasonably easy ways of tracking the distribution of forces and supplies could could be dreamt up. Something like Arathi Basin meets BF4 but with the thick starwars theme we all like. Something like Battlefront!

I just want to put this out as I believe it hold considerable potential and is a particular market that generates alot of proven interest. I am very interest in any feedback anyone might have regarding this.

Edited by Dusty27

Onslaught at Arda I's first episode does describe a large-scale assault on a Rebel base, and includes the mass combat rules. Some of the objectives include using weapon emplacements to delay the attack and trying to destroy some AT-ATs - ideas that can be used in what you say. The rest wouldn't need new rules, per se, as the means to create a game like that has already been provided, it just depends on how well you use them. I would be interested in Battlefront-esque large battle adventures, although that would be more strategy than roleplaying, I suspect.

On a partially related note, has anyone experimented with the mass combat rules and PvP?

Are "strategy" and "roleplaying" mutually exclusive, though? I would say you could have a pure roleplaying experience that is exceptionally heavy on strategy. Especially if you're in some sort of command situation, and/or if you've got a good vantage point on a tactical situation (and the ability to communicate to relevant parties), you can do all that strategy stuff in-character.

I haven't experimented with PvP, but I've seen it done. It can work, but I would issue a warning.

Myself, I like ruling in favor of the PCs: in other words, I enjoy playing with a bias towards the PCs. When a PC is fighting another PC, I can't have a bias, and I feel like the game would devolve into a cold & hard mechanics situation. Arbitrary things like range bands, length of combat rounds, how to spend Threat/Advantage, and "I'd like to try this but not sure how the rules would support it" make the system incredibly easy for a GM to run for a group of players, but potentially very nasty as a tactical, PvP wargame.

That being said...if you have a very mature group of players that can agree on how to spend Threat & Advantage, and not argue about what the rules allow and don't allow, then it could be a very fun situation.

To the OP, I would suggest that you could use Duty/Contribution Rank as your primary mechanic for a distribution system.

On a partially related note, has anyone experimented with the mass combat rules and PvP?

Not PvP but I did use them in my last game (that was not Arda).

I'm still getting used to interpreting the checks, but they were generally functional.

It doesn't really do "mass combat" so much as it compresses a battle down in a way the players can manipulate it in between more conventional encounters.

So to use the OPs example it would go kinda like this:

Encounter: Repairing a bridge

Mass combat check (modified by how the bridge encounter went)

Success = next encounter is Raiding enemy supply depots

Failure = Defending a medic camp being evacuated

Run encounter.

Mass Combat Check

Success = Bonus to Capturing / Defending control points

Failure = Penalty to Capturing / Defending control points

Run encounter

The whole idea is that the GM can still direct the battle. Echo Base will fall no matter what, it's just a matter of if the players will escape with 5 transports of supplies, or 5 crates.

Edited by Ghostofman