I've always been a sucker for systems in video games like Assassin's Creed or Dragon Age: Inquisition that involve sending characters on missions, and I wanted to bring that into our group's game now that the story supports it. My AoR party has reached a situation where they've started to accrue some NPCs under themselves and are going to be fairly autonomous within the Rebellion. They're going to be able to collect allied NPCs, and I'd like to come up with a somewhat simple system I can use to determine the chance of success of their allies on their missions, and I'd love any thoughts or feedback anyone has. Here are my initial ideas:
Building the Dice Pool
The party will have a handful of 'named' NPCs that can be sent on missions, as well as a pool of 'squads,' representing a handful of troops or a piece of equipment such as a landspeeder, walker, starfighter, et cetera. With the pool being limited, the party has to decide how to best allocate their forces.
On any given mission, the party selects a leader NPC, plus the number of support troops they'd like to send with. The NPC, plus each squad or equivalent of soldiers adds a 'characteristic' to the check. The skill of the leader NPC is reflected in how many ranks of "Leadership" this pool of dice gets. These dice are then combined like a skill check - higher number being the number of dice, lower number being the upgrades. Boost dice are added situationally, as well as for improved equipment as the party secures more and better pistols, rifles, armor, et cetera.
The difficulty would be determined by what the party is doing and how many enemies they're going to be facing. Setbacks and Upgrades can be situational, as well as representing entrenched Imperial positions or competent Imperial leadership, and the difficulty would be made known to the party while they're allocating resources. (I might provide a strategist NPC to help handwave this so that the party doesn't have to rely on Knowledge (Warfare) or Streetwise checks, but I don't want to add a whole recon system.)
Example:
Two planets over, a group of laborers have started protesting their Imperial taskmasters. They've called for support in case the Imperials start a fight. The party elects to send Hoan "Rickety" Cardell, an ally of Leadership 1, along with two squads of troopers. Rickety plus two squads equals 3. Rickety is Leadership 1 and comes from a background of leading laborers against the Empire, so he'll gain a boost die. The positive dice pool would now be 1Y, 2G, 1B.
The Empire has a large number of troops present, so this is a Hard mission. There's no significant leadership, so no upgrades. However, the Empire is itching for a fight, so there's a Setback. The total dice pool would then be 1Y, 2G, 1B, 2P, 1Blk.
NPCs get 5 exp per mission. 2 Advantage or a Triumph can be spent to get them another 5 exp. This can only be gained once per mission. Additional ranks of leadership cost 5x the rank being purchased.
Advantages could be spent on morale, giving a boost to that NPC if he has another mission next session, as well as experience as noted above. It could also find supplies or weapons potentially worth credits for the party. Triumphs or 3 Advantages could mean a bonus squad or squad's worth of materiel is captured or acquired.
For each setback, a squad/squad's worth of materiel is wounded or damaged and left out of the pool next session. A despair can be used to destroy/kill a squad, removing it permanently from the pool, or wound an NPC for one session. Two despairs can capture or perhaps kill an NPC, at the GM's discretion.
Closing thoughts
I started by looking at mass combat rules for ideas, and I know I've eclipsed them a bit in terms of complexity, but these are rolls I can make when the party's not present, as they won't know how well the mission went until the NPC checks in, likely at the beginning of the next session.
I'd love to hear any thoughts, suggestions, constructive criticism on this! Thanks for reading!