Starting Group Resources for Clone Wars SpecOps Team

By Veino, in Star Wars: Age of Rebellion RPG

Alright, everyone. I'm starting a PBP Clone Wars campaign on a different site set in the early days of the Clone Wars, with what is essentially a special operations unit made of Jedi, Clones, and non-clone specialists. Clones are issued equipment, volunteers are as normal, and I'm still working on the Jedi thing. I think it'll be pretty limited. Their unit is based out of a Venator, but they won't be commanding that one initially. It's something for them to work towards.

So, what I'm working on is the best options to give them for starting group resources. I'm trying to think what gives them some level of autonomy and usefulness for the PC's particular squad. Does anyone have suggestions for options, or a credit range for ships? What are your thoughts?

If they are a covert missions team, give them a light freighter and a cover story. If they're an action team, give them a Firespray.

1 minute ago, RLogue177 said:

If they are a covert missions team, give them a light freighter and a cover story. If they're an action team, give them a Firespray.

That's a pretty decent idea, especially with working out of a Venator. They have room for it.

I'd go with a LAAT/i instead of the Firespray.

-Nate

On ‎3‎/‎2‎/‎2019 at 3:58 PM, Veino said:

Clones are issued equipment, volunteers are as normal, and I'm still working on the Jedi thing. 

Go with Duty as the primary mechanic instead of Obligation and Morality. That way you can use the Contribution Rank to determine the kind of equipment they can be issued. While Jedi and Contractors won't be formally "Military" they are for all intents and purposes, so they'd all be able to pull from the republic inventory. And as a spec-ops unit, that inventory could be literally anything the republic deemed them worthy of. This will work in two directions as for you it'll give you a method of supplying them without having to keep track of a budget, and for the players it will give them a method of telling you what activities they want the campaign to include.

Generally speaking you're on the right track though.

Clones would (usually) Get Laminate armor with mission specific attachments, and be able to pull most standard gear from inventory, though it would usually be the "republic" flavor of everything (so like a Blaster Rifle would almost always be a DC-15, the Armor would almost always be Clone armor, ect). The only time they'd get non-standard gear is when going on an especially covert assignment they'd have to get off the shelf options available to anyone so as not to stand out.

Volunteers would likewise get access to similar options, though it might vary a bit more to represent them buying their own gear or otherwise preferring "civilian accessible" equipment they might be more comfortable with. I'd still have them get majority of pre-mission gear via "issuing" rather then shopping trips just to avoid having to micro manage budgets. They tell the QM what they need and the QM gets it for them pulling from an unspoken expense account attached to their contract.

Jedi would also be issued the majority of their gear, but, if they are being true to the source material.. they usually won't be getting much. Standard kit for a Jedi is: Lightsaber, Fully stocked Jedi Utility Belt, Robes or clothing of appropriate type to match mission, and a mission-specific item or two as required. That's about it. But it makes sense. They don't usually need heavy armor, they have reflect. They don't need a jetpack, they can jump. They don't need a grappling hook, they have move.

On ‎3‎/‎2‎/‎2019 at 3:58 PM, Veino said:

So, what I'm working on is the best options to give them for starting group resources.  I'm trying to think what gives them some level of autonomy and usefulness for the PC's particular squad.

You already decided that... you're giving them a "base." Granted it's their own section of a Venator-class Star Destroyer, but it's in-game function is roughly identical to a base of operations. That gives them exactly what you need them to have. Access to resources, intelligence, materiel, medical care, mechanics, vehicles, and anything else they need on a by-mission basis. Not to mention a place to park recurring allied NPCs.

Their autonomy will be field. At their "base" the Republic will still assign them missions and expect them to be carried out. Republic Special Operations Command/The Senate/Chancellor will determine the priority of the mission and what resources are available (or in other words, the players will get missions that match their contribution rank). They'll probably even provide a recommended plan of action. But... as Specs... it's up to the players to finalize it and execute. If the players get halfway through the mission and decide to climb up to the objective from below instead of rappelling down from above as suggested... that's their decision to make. If they decide they'll capture required explosives on mission instead of hauling in a stack of thermal detonators on their backs... that's their decision to make. If they want to infiltrate by posing as a civilian big game hunting expedition instead of a night high altitude grav-chute drop... you get the idea.

On ‎3‎/‎2‎/‎2019 at 3:58 PM, Veino said:

Does anyone have suggestions for options, or a credit range for ships?

They get whatever ship they need that matches the mission on a by-mission basis.

Typically, they'll probably be doing official-on-the-books operations and get a LAAT/i with a flight crew and they'll be hypered-in via the Venator or a smaller ship, probably a CR-25 or Acclamator (again, this all depends on mission parameters). If it's got the "door guns" or not it up to you, but in the Clone Wars series they show the door gun beam cannons are often not mounted, or replaced with mission specific hardware.

The LAAT would probably be followed closely by the Nu-class shuttle, as this is a good official activity shuttle, and a good small craft for both non-combat operations (like say VIP security detail) and for more covert operations where the players need to insert/extract quietly and effectively without the multi-ship complexities of a LAAT.

Finally, you'll need your Twilight, a junky civilian ship that isn't a combat ship by any means at all. This is more your deniable covert operations ship intended to go places and do things that the official craft can't. By all means it's a civilian ship. It's got a BoSS registry to a small hauling company based in the outer rim, one of the players is the licensed operator, and it doesn't have anything on it even remotely suggesting it's conducting military operations.

Of course the players don't actually "own" any of these ships. They are Republic Property.

Edited by Ghostofman
On 3/4/2019 at 9:27 AM, Ghostofman said:

....

That was an incredibly helpful answer, thank you. I see what you mean with the Venator too, and I'll definitely work with the Duty mechanic as things develop. I'm a little rusty with Duty, since usually my players before have used Obligation for a more EotE feeling campaign. How well does Duty function in a mixed group?

Also, what are your opinions on letting members of the Jedi Order start with a basic lightsaber?

3 hours ago, Veino said:

How    well does Duty function in a mixed group?  

Fine. In the case of a Clone War campaign, easy solution is to give it to everyone.

The trooper has it because he does.

The PMC has it because it's in his contract.

The Jedi because service to the Republic is what they do.

So it's totally functional to stack on Duty. If the scum and space wizards want obligation and morality on top, ok, but not required.

4 hours ago, Veino said:

Also,  what are your opinions on letting members of the Jedi Order start with a basic lightsaber? 

If you want Jedi, just run it at Knight level. Jedi gets a saber, non Jedi get enough starting credits to fill several footlockers of kit. And they all get XP to make sure their skills match space commandos.