.. But what so you do with them?
Sure you could take some troops with you to absorb some damage, or get them ready for a mass combat situation, but what if you wanted to send them out in the field? Well here is a simple tool I'm making that allows some troop autonomy and has the added benefit of resource gathering - something that i feel Age of Rebellion doesn't excel at. Sometimes players want credits, to get gear before a contribution rank is reached.
So I'm working on the Intel Opportunities Deckā¢
These are going to be printed out on cards that are drawn from a deck. Each one has a mission on it that the players can delegate to some minions or other allies. Each mission will have a skill that must be rolled, depending on what allies you assign they may have a good chance to succeed and earn a minor award for the players.
These mission rewards are intentionally small, meant to provide gear or credits that the players may find useful and help alleviate the need to loot every corpse to get "stuff", something i don't feel is very Star Wars like. These are also not meant to replace the players going out to do missions to acquire assets for them, such as a daring supply raid, but make the nameless rebel troops be something more than fodder.
Now this is assuming a few things - that the players are in charge, that they have a base, and most importantly they have some allies to actually send out.
I came up with this idea for a campaign I was doing, and drew some further inspiration from playing Star Wars Uprising.
Here is a sample of one such card text:
For the wounded.
To keep the rebellion going you need to keep the troops in top shape. Luckily the Empire is transferring medical supplies to an nearby outpost. It would be a shame if those supplies didn't make it..
Skill required: Ranged (Heavy)
Difficulty 1r 3p
Reward:
On a successful roll, uncancelled results earn:
Each success = 1 stimpack
Each advantage = 1 litre of Bacta
Triumph: gain additional bacta or stimpacks equal to success
Triumph: gain a medkit
Despair: One Unit sent on mission is permanently lost. This result can be applied more than once. If all units sent are eliminated by despair results, mission becomes a failure, regardless of dice roll.
Each card has a skill to roll. The above is a combat mission, so you could send a bunch of minion level rebel troops to get this: How many you send determines the likely success, but sending a bunch of the said rebel troops on a mission that requires Negotiate, they dont have that skill so they arent likely to succeed.
These missions also tie up the allies and thus can't be used during the gaming session. The results laid out also state how to interpret the rolls, and unless t says otherwise, results can only be applied once.
I will also work on a resource sheet, so if a mission awards, say 500 credits of weapons, you can bank it. Most of the missions will have credit value assigned to a particular gear type. This lets the quartermaster for instance, still use his abilities to acquire items. Contribition rank is seperate and the GM can still run missions for the larger or more specific rewards.
So, please P.E.A.C.H.*
Cheers,
That Blasted Samophlange
* Please Examine And Critique Honestly
P.S. Hopefully the leader or other books don't invalidate this project! ![]()