All your Bases?

By copperbell, in Star Wars: Age of Rebellion RPG

Just received my copy of Desperate Allies and taking a look at rebel Bases and was wondering how you handled that?

So far I'm thinking Far Horizons handled it better, you can use your starting duty to obtain your base or ship and spend excess of 5 duty to improve it.

This obviously requires more than 1 player to go along with this, if only 1 player does if that base is lost that duty can be used to arrange for a new base excluding any bought upgrades not due to duty. So that ship you started off with turns out to be formerly imperial owned, due to another player messing up they lose that ship but the player whose duty was used to obtain it has a chance for something else (whilst the player who screwed things up may have to start a new character if it was deliberate or have to redeem themselves before they get close enough to endanger the next base or ship?)

Too much?

I figure the base could be a ship, but not to be involved in combat unless your players forget this is Age of Rebellion and regardless of which side you're on there's always someone willing to take your toys away if you're not careful...

Now to (finally) listen to that Order 66 episode on this subject!

Edited by copperbell

I'll reserve commentary until you listen to the episode(s), and see if your opinions are changed in any way...

;)

Odd finally finished listening to the Episode, I really need another listen at the Homestead episode.

Can't help feeling this needs a book of its own to cover all of these and maybe some imperial options since I can see this being usable but needs further discussion to iron out the differences.

The more I think about this the more I agree it should merit obligation more than duty.

The secrecy part really needs to be underlined makes me wonder how they'll address this in the force & destiny books especially after that comment about Jedi academies!

Edited by copperbell