Hello,
I am currently running an Age of Rebellion campaign, which is set in a sector, which I created, on the corellian run. I incorporated some adventures (Friends like these, Shantipole...) but mostly the group is left to their own devices to achieve the goal, which is, to free the sector from it's tyrant Czarina, who couped her way onto ruling the whole sector by basically going red wedding on another noble house, and is now actively colluding with the Empire.
So far the group have made some allies (e.g. the Mandalorian clan Awaud, which is featured in friends like these, they made friends especially by freeing Nam Beroya and keeping up drinking with Teroch, as well as rescuing the kids from the Talz tribe - in case you're wondering, they split the party) and procured a Quasar class carrier for their squadron of 11 minions and 1 rival. They are surrently setting up a base on a remote planet inside the sector with lot's of dangerous wildlife.
Now we come to my houserule. I am a bit puzzled at the Training facility described in desperate allies. I get, that you can use the Minions from this facility in a job, but it doesn't really tell, which minions are an option, and what their group skills are. So I went with the idea, that the minions they acquired so far are basically pilots. So Group skills are Piloting (Space) and (Planetary) and Gunnery, as well as cool. Now they said they ask Teroch (who is very fond of the corellian in my group, don't ask, too much detail) to train their pilots, based upon the fact, that Teroch seems to be a pretty good fighter pilot, based upon the fact, that he is featured in FFG's X-Wing:
And Pilot Skill 7 is pretty good in that game, also you can extrapolate according to Wookieepedia, that he flew with Fenn Rau during the clone wars. And he's described as one of the Mando instructors or Aromorut.
So my group asked him and made the social check, which was 4d 2boost. They made it with a Triumph and Teroch is thrilled to get into a big conflict again.
Now I want to actually mirror Teroch's mandalorian methods on the fighter pilots he is training and came up with the following.
The Minion Group, trained by the base's training facility gets a talent tree, like the PCs, but it works only for the minion group. They gain XP (max 5 per use) by getting missions, either WITH the group or away from the group (results via mass combat check). They then can use these XP to continue on the tree, but the tiers are locked by the contribution rank of the group. The idea behind this is, that the small rebel cell slowly becomes a badass asset for the rebellion. Of course I am buffing my enemy minions in the same way. It's easy! Giving them more group skills, like cool for initiative, or talents like defensive driving!
Anyhow I wanted the fact, that they got a mandalorian as a trainer to reflect on the talents the minions get, and I thought he would also tech them stuff beside piloting. Thus, they don't become super effective aces, but good solid generalists, which can also somewhat hold their own in a ground fight.
So I started one of the trees, but wanted to have feedback from my fellow GMs about this first. I am well aware, that this does not stick right with some of you, but I doubt that they will ever finish the whole tree before the campaign's finished.
On another note I have yet to add lines between the talent blocks.
download it here:
https://www.dropbox.com/s/ouly3cmagn9vl0m/Teroch Instructor.pdf?dl=0
Edited by TheMOELANDER