AOR GMs: How do YOUR rebel players acquire new gear?

By Khyrith, in Star Wars: Age of Rebellion RPG

Question for other AOR GMs: besides the Duty mechanic and Contribution threshold rewards , how do you handle your players getting the resources / opportunities to acquire new gear?

This applies from mundane stuff (backpacks, frags, reloads) to major items (weapon / armor / starship attachments, high price weaponry, etc). The galaxy of sourcebooks and supplements provides a deep pool of cool gear that players would want. But how do rebel players - who don't get "paid for the job" like 'Edge crews - get the credits to even try a roll to find an item on their wishlist? Or get the credits to pay for a modification to an attachment that they somehow acquire. The "feel" of an AOR campaign is that of a ragtag insurgency cobbling together what they can to fight the Empire. BUT, we see rebel / resistance troops in movies, TV shows, etc that are uniformly equipped and armed.

(1) Do you establish a "per diem" that they get paid by the Rebellion by session or mission, allowing them to purchase equipment on the open market? If so, what is that pay scale? Does it increase as the characters go up in Contribution ?

(2) Do you allow them to "sign out" equipment from a base or starship quartermaster / supply room / arms room? If so, how is that limited? (rarity, cost, do they have to return it)

(3) Of course, I recognize the "loot the stormtroopers for their stuff" option, ala a certain fantasy RPG that's been around for decades, but that limits them to Imperial gear.

(4) other options ?

In my games, I believe in letting the players have all the toys but it comes with great responsibility. Ill let them take ships or large shipments of stuff and sell em off to smugglers and criminals for a good fraction of the price. They generally loot and sell what they can however Ill occasionally give them their paycheck for 300/400 credits for every "mission" they do. I wont increase it unless they move their characters into leadership roles and they already have plenty of credits.

They have a lot of credits but I make sure to charge em fines and other stuff often. Every time they land their ship on planet, its a docking fee. Every time they bring big weapons into a city, they are confiscated and it takes a huge fine/bribe to get em back.

In addition, I allow a limited requisition system to be in effect but any damaged goods gets charged if they arent consumables and the players have to sink alot of resources and credits to ensure their quertermaster is well stocked so they can take stuff.

TL:DR: I let my rebels have alot of goodies and cash but the empire has more and the galaxy is always charging credits for something.

6 hours ago, Khyrith said:

Question for other AOR GMs: besides the Duty mechanic and Contribution threshold rewards , how do you handle your players getting the resources / opportunities to acquire new gear?

This applies from mundane stuff (backpacks, frags, reloads) to major items (weapon / armor / starship attachments, high price weaponry, etc). The galaxy of sourcebooks and supplements provides a deep pool of cool gear that players would want. But how do rebel players - who don't get "paid for the job" like 'Edge crews - get the credits to even try a roll to find an item on their wishlist? Or get the credits to pay for a modification to an attachment that they somehow acquire. The "feel" of an AOR campaign is that of a ragtag insurgency cobbling together what they can to fight the Empire. BUT, we see rebel / resistance troops in movies, TV shows, etc that are uniformly equipped and armed.

(1) Do you establish a "per diem" that they get paid by the Rebellion by session or mission, allowing them to purchase equipment on the open market? If so, what is that pay scale? Does it increase as the characters go up in Contribution ?

(2) Do you allow them to "sign out" equipment from a base or starship quartermaster / supply room / arms room? If so, how is that limited? (rarity, cost, do they have to return it)

(3) Of course, I recognize the "loot the stormtroopers for their stuff" option, ala a certain fantasy RPG that's been around for decades, but that limits them to Imperial gear.

(4) other options ?

In the campaign I'm in we get paid generally after every mission. Our pay scales up with our rank too. Start off at Flight Officer at like 200 credits, then move on up usually to lieutenant commander with 1k pay. Plus we also had the option to buy stocks in a company, so that's some more income for us.

We also don't do anything with contribution either, at least not yet.

I'm pretty generous with credits after missions (I always think the PCs won't know what to do with the cash, but they always seem to find something worthwhile to pool their resources towards).

I also allow the Quartermaster to requisition gear for a mission. If she succeeds on the roll, the Alliance will lend her the gear in question. Advantages can be spent to have the alliance include cheap consumable stuff like grenades and stimpacks.

Our crew is part of the Rebellion, and we're sent on missions frequently. But we're also a bunch of renegades, smugglers, and killers, so we take jobs from our criminal contacts, or we just decide on a job to pull to get money (usually at the Empire's expense). The Rebellion has been paying for ship repairs and refueling, which is great, but all our "walking around money" comes from doing nefarious biz. :) If you can get your hands on a starship that someone, ahhhhhh, doesn't need anymore, that's a great source of revenue, even if you have to sell it at half price!

On 12/20/2019 at 4:44 PM, Khyrith said:

Question for other AOR GMs: besides the Duty mechanic and Contribution threshold rewards , how do you handle your players getting the resources / opportunities to acquire new gear?

This applies from mundane stuff (backpacks, frags, reloads) to major items (weapon / armor / starship attachments, high price weaponry, etc). The galaxy of sourcebooks and supplements provides a deep pool of cool gear that players would want. But how do rebel players - who don't get "paid for the job" like 'Edge crews - get the credits to even try a roll to find an item on their wishlist? Or get the credits to pay for a modification to an attachment that they somehow acquire. The "feel" of an AOR campaign is that of a ragtag insurgency cobbling together what they can to fight the Empire. BUT, we see rebel / resistance troops in movies, TV shows, etc that are uniformly equipped and armed.

(1) Do you establish a "per diem" that they get paid by the Rebellion by session or mission, allowing them to purchase equipment on the open market? If so, what is that pay scale? Does it increase as the characters go up in Contribution ?

(2) Do you allow them to "sign out" equipment from a base or starship quartermaster / supply room / arms room? If so, how is that limited? (rarity, cost, do they have to return it)

(3) Of course, I recognize the "loot the stormtroopers for their stuff" option, ala a certain fantasy RPG that's been around for decades, but that limits them to Imperial gear.

(4) other options ?

My Hotshot/Pilot/Wing Commander get from duty new ships, a higher rang and squadron to command, and a staff position on a base, which we first had to establish, etc

We got supplies like missiles and torpedoes once in a while from the Alliance, but at the same time brought back tons of requisitioned resources for the war effort, tons credits and information. The assumption of HQ and the GM was that a rebel cell is supposed to work most of the time on their own and deal with resource acquisition on their own.
If we would have played a military campaign instead then pay would have been used for private stuff, while the Alliance would hand out the gear, from mundane to major items and everything in between.

So it really depends imho in what role the players have within the Alliance. One thing is sure our group did everything to be loved by Alliance Support Services, including raids , escort missions and detective work for them. Gave is in the end a C-Roc with an retrofitted hangar bay as a duty reward. Our mothership from the battle of Hoth till Endor.

So I would with what makes sense within your campaign. If your group has access to mundane stuff directly from rebel supplies than sure, duty rank should apply for that as well. If your group visits other cells just once a year or something than they are on their own for the mundane stuff most likely, but are a perfect target for huge rewards like Ships or super rare and/or pricey gear.

Furthermore naturally the Rebels can pay agents as well for their missions ... or agents can donate to the cause and play style that is more about supporting the alliance than getting support from the alliance. Lastly mixing with Edge of Empire works fine for such small rebel cells as well. You can do paid jobs to bring food on the table and explosives for a rebellion. Stealing from the corrupt and giving to the poor is a classic theme of rebellions. For such groups influence and recognition might be the biggest duty reward. They might be acting in general Independent, but calling for the big guns as support might safe the day one day.

Edited by SEApocalypse

Steal it. Duh.

11 minutes ago, Voltron64 said:

Steal it. Duh.

My OP was meant to apply to gear that they WANT, from their ceaseless paging through of supplements. So if Player A wants Attachment C for his weapon, armor, or spaceship, how does he come up with the credits (as listed in the item description) to acquire it?

The big thing here is whether the PCs are the leaders (and possibly the entirety) of their cell or whether they are the agents of a larger organized cell under NPC management. In the case of the former, outside of Duty-based "gifts" from the greater Rebellion, it's up to them to figure out how to fund their operations. They need to set up their own contacts in various (black) markets, find some way to sustain themselves without revealing themselves to the Empire, and there can be a lot of Edge-type aspects to the game. IT can be rather complex and I would only recommend "the full experience" of it for experienced players (for less experienced players that want this type of campaign, a few well-connected NPCs can help get them started and then fade away as the group grows). In the case of the PCs being the grunts of a larger cell, the group mainly does missions as assigned and gets "paid" with whatever the cell has on-hand with the GM having far greater control (this is best for newer players).