Imperial and Rebel Sector Fleets

By Samuel Richard, in Star Wars: Age of Rebellion RPG

So my small space combat group of pirates and murderers just completed their first score of raiding a small crimson dawn convoy. Now I'm trying to put them in a loose location, just a sector so they can get their bearings and allow me the GM to start filling out the geography and make it more than "we murder another convoy" campaign. Im thinking of placing the campaign in the Karthakk Sector in the outer rim known for Captain Nym and some minor trade routes for the PCs to start.

My question is that wookipedia reports the the rebels Karthakk Sector Force could "raise respectable fleets and Armies from its own resources." Now since the campaign is alot of space combat, its good idea to make a roster for both rebel and imperial fleet forces so I know what to pull out when they inevitability get involved with either Nym or the civil war.

What would those sector fleets look like? How powerful do yall think these two forces would be?

Cool! I'm actually doing a campaign starting on Lok!

Most of the information on the Karthakk sector comes from Star Wars Galaxies, an MMORPG, so take it with a grain of salt as far as force estimates go. I would suggest that you only really have minor Imperial fleets, or even just the occasional patrolling Vigil or something, appear, as Lok is really something of a backwater, but you could still use it as something as a staging ground for rebel fleets (probably of a modest size). I would suggest that you look up the Karthakk Sector on Wookieepedia and then check all of the systems linked in the sidebar to get an idea of the sort of population or Imperial presence. I picture Nym as a rebel privateer, as the bio says he raids shipping, mostly Imperial, but that is not absolute, obviously. I would not suggest that you have him raid Rebel shipping though, as he is a rebel sympathizer, and (at the very least, in my campaign) offered them material support.

One story idea is to have the Imperials discover the Rebels forces and dispatch a large fleet that the Rebels and Revenants must work together to defeat.

If you at all care about linking it to my campaign to get a little bit of lore for free, Lok was liberated a in 0 ABY, and Nym started building up his fleet from scratch again, as he had been grounded on Lok as a result of the Imperial presence, but since he had a tenuous agreement with the Imperial commander, he didn't act out until some intrepid insurgents approached him for assistance in destroying the Imperial's garrison, having destroyed all of the forces in Lok's main town, Lost Hope.

Then, around 1 ABY, he got those same intrepid insurgents to help him acquire a Vindicator-class as the first new ship in his fleet, and shortly after he received an experimental corvette (custom, if you want, I can send you the stats), aside from any ships he has captured.

None of this is Canon, or even Legends Canon, but it is some free lore if you want to take it.

Nym is a really interesting character, so if you haven't, I would suggest reading up on him on Wookieepedia.

2 hours ago, P-47 Thunderbolt said:

Cool! I'm actually doing a campaign starting on Lok!

Most of the information on the Karthakk sector comes from Star Wars Galaxies, an MMORPG, so take it with a grain of salt as far as force estimates go. I would suggest that you only really have minor Imperial fleets, or even just the occasional patrolling Vigil or something, appear, as Lok is really something of a backwater, but you could still use it as something as a staging ground for rebel fleets (probably of a modest size). I would suggest that you look up the Karthakk Sector on Wookieepedia and then check all of the systems linked in the sidebar to get an idea of the sort of population or Imperial presence. I picture Nym as a rebel privateer, as the bio says he raids shipping, mostly Imperial, but that is not absolute, obviously. I would not suggest that you have him raid Rebel shipping though, as he is a rebel sympathizer, and (at the very least, in my campaign) offered them material support.

One story idea is to have the Imperials discover the Rebels forces and dispatch a large fleet that the Rebels and Revenants must work together to defeat.

If you at all care about linking it to my campaign to get a little bit of lore for free, Lok was liberated a in 0 ABY, and Nym started building up his fleet from scratch again, as he had been grounded on Lok as a result of the Imperial presence, but since he had a tenuous agreement with the Imperial commander, he didn't act out until some intrepid insurgents approached him for assistance in destroying the Imperial's garrison, having destroyed all of the forces in Lok's main town, Lost Hope.

Then, around 1 ABY, he got those same intrepid insurgents to help him acquire a Vindicator-class as the first new ship in his fleet, and shortly after he received an experimental corvette (custom, if you want, I can send you the stats), aside from any ships he has captured.

None of this is Canon, or even Legends Canon, but it is some free lore if you want to take it.

Nym is a really interesting character, so if you haven't, I would suggest reading up on him on Wookieepedia.

Thanks for the advice. Nym will probably one of the first antagonists for the group because of their "manners", Ill read up on him.

Not specific to that sector you mentioned, but just my overall thoughts when considering "Fleets":

Empire:

The Empire has ample resources, so it can do a lot, but the question becomes how much do they need to do in THAT sector? If it's not strategically important... not a whole lot. If it's very important, expect a lot.

So your typical "important" rimward sector will have a relatively small resident fleet, with the ability to summon support from outside of the sector if required. Something like a pair of ISDs, an older Cruiser or two, and a dozen or so corvettes like the raider-class as well as your IPV patrols ships, skiprays, and so on. Enough to keep tabs on most of a sector, and respond to any serious issues, but not so much the Empire has to dedicate extensive resources (well, on the scale they measure by) for upkeep.

Rebellion:

The rebellion, with no standardization of any kind... who knows...

My personal take on it is the Rebellion is less about prolonged action and more about hit and run. As such, they keep their big cruisers waaaaay out where the Empire won't just stumble across them. So most "rebel sector fleets" if you can even call them that, will be very very small, composed of a Light Carrier and a couple escorts, a support ship, and not a heck of a lot more. Rebel doctrine is a bit different from Imperial with a big part being Fighters are expected to conduct missions without capital ship support. So the Rebellion will spend less time on a big battlegroup, and focus more on a small, highly mobile platform that can project it's fighters over the whole sector. That will allow them to hit targets anywhere while not advertising their full strength in-sector. That said, if the Rebellion needs to execute a major naval operation, like the Empire, they can call in heavier support from outside the sector.

Local forces:

Again, just my take: Local forces will have an authorization from the Empire that states what they are allowed to have for their own local defense and enforcement. Most of this authorization will focus on Hyperspace capability, with things like tonnage and weapons payload to follow. Internally which planets in a sector are authorized how many hyperspace capable ships should be a major point of prestige. Typically a planet will have one Frigate or possibly light cruiser and a few corvettes. A planet that is especially important or that has some clout (like a sector capital) will have a bit more, but again, mostly Corvette and Light Frigate type stuff over a heavy cruiser. Pirate activity in a sector would be dealt with either by the Empire, or by a coalition of several planet's PDFs. Now... non-hyperspace capable ships and small patrol ships will be less tightly regulated. So a planet might have plenty of small ships that can't leave the system.

This also might be a good explanation for the "ability to raise respectable forces locally." Perhaps due to various local issues, the local Authorization is unusually high, and civilian weapons permits are looser than other sectors. That would allow the local defense forces to have more ships available than usual, as well as allow for a more noteworthy force to be assembled from people and materiel available in-sector. Actually assembling a force would still require some effort, but compared to a more tightly regulated sector, it would be "easier."

28 minutes ago, Ghostofman said:

Not specific to that sector you mentioned, but just my overall thoughts when considering "Fleets":

Empire:

The Empire has ample resources, so it can do a lot, but the question becomes how much do they need to do in THAT sector? If it's not strategically important... not a whole lot. If it's very important, expect a lot.

So your typical "important" rimward sector will have a relatively small resident fleet, with the ability to summon support from outside of the sector if required. Something like a pair of ISDs, an older Cruiser or two, and a dozen or so corvettes like the raider-class as well as your IPV patrols ships, skiprays, and so on. Enough to keep tabs on most of a sector, and respond to any serious issues, but not so much the Empire has to dedicate extensive resources (well, on the scale they measure by) for upkeep.

Rebellion:

The rebellion, with no standardization of any kind... who knows...

My personal take on it is the Rebellion is less about prolonged action and more about hit and run. As such, they keep their big cruisers waaaaay out where the Empire won't just stumble across them. So most "rebel sector fleets" if you can even call them that, will be very very small, composed of a Light Carrier and a couple escorts, a support ship, and not a heck of a lot more. Rebel doctrine is a bit different from Imperial with a big part being Fighters are expected to conduct missions without capital ship support. So the Rebellion will spend less time on a big battlegroup, and focus more on a small, highly mobile platform that can project it's fighters over the whole sector. That will allow them to hit targets anywhere while not advertising their full strength in-sector. That said, if the Rebellion needs to execute a major naval operation, like the Empire, they can call in heavier support from outside the sector.

Local forces:

Again, just my take: Local forces will have an authorization from the Empire that states what they are allowed to have for their own local defense and enforcement. Most of this authorization will focus on Hyperspace capability, with things like tonnage and weapons payload to follow. Internally which planets in a sector are authorized how many hyperspace capable ships should be a major point of prestige. Typically a planet will have one Frigate or possibly light cruiser and a few corvettes. A planet that is especially important or that has some clout (like a sector capital) will have a bit more, but again, mostly Corvette and Light Frigate type stuff over a heavy cruiser. Pirate activity in a sector would be dealt with either by the Empire, or by a coalition of several planet's PDFs. Now... non-hyperspace capable ships and small patrol ships will be less tightly regulated. So a planet might have plenty of small ships that can't leave the system.

This also might be a good explanation for the "ability to raise respectable forces locally." Perhaps due to various local issues, the local Authorization is unusually high, and civilian weapons permits are looser than other sectors. That would allow the local defense forces to have more ships available than usual, as well as allow for a more noteworthy force to be assembled from people and materiel available in-sector. Actually assembling a force would still require some effort, but compared to a more tightly regulated sector, it would be "easier."

Thanks for the advice, especially your bit about Local Forces.

6 minutes ago, Samuel Richard said:

Thanks for the advice, especially your bit about Local Forces.

Just so you know where I'm coming form, Check out the WEG material on the Elrood and Tapani Sectors.

Elrood was rimward with a good, but not massive imperial presence. They had a lot of locally produced "cruisers" that were stat-wise more like corvettes, but not a heck of a lot more.

By comparison, Tapani noble houses each ruled a cluster of world in the sector, and they had more significant naval capabilities in the form of locally produced assault frigates and carriers, but their locally produced fighters lacked hyperdrive and have to dock with a carrier or frigate to move from system to system. Tapani was a much more coreward sector, more loyal to the Empire, had strategic value, and the noble houses were absolutely in competition with each other. So allowing them to have a respectable local force made sense for a lot of vastly different reasons.

Tapani's lack of hyperspace capable fighters is an important notation though. The Rebellion makes great use of using hyperdrive equipped fighters to wage a kind of guerilla war. An X-wing can hit a target virtually anywhere in the galaxy and needs comparatively little logistical support compared to a capital warship. So it would be a perfectly logical to make that a key part of any Imperial local forces authorization. Which sectors and worlds are authorized how many hyperspace capable fighters could be a big deal, and would be the sort of thing some planets might try and cheat on, finding ways to have more available hyperspace fighters than authorized without getting caught.

Again, in your sector that might also explain the local forces thing. If the Kubini PDF decided to cheat their authorization and stashed a dozen extra hyperfighters somewhere "for a rainy day" they also are going to have serious hesitation reporting their theft to the Empire...

For Karthakk's rebel force I would probably use a few old large CIS warships like Ruscants, Providences, Munificents, and Lucrehulks pus maybe a few Dreadnaughts or Assault Frigates for heavy power (Say 8 to 15 of these total) plus a large number of smaller cruisers, corvettes, and frigates. I wouldn't limit myself to known rebel ships either. Most Edge of Empire ships and fighters could easily end up in the hands of a rebel sector force either through allied outlaw shipyards, front corporations, or arms dealers.