Rules

## Destiny Points and Triumph / Advance Cost

* 1 Advantage or 1 Triumph
	+ Recover 1 strain
	+ Add 1 blue die to the next allied active character's check.
	+ Notice a single important point in the ongoing conflict, such as the location of a blast door's control panel or a weak point on an attack speeder.
	+ Inflict a Critical Injury with a successful attack that deals damage past soak (advance cost may vary).
	+ Activate a weapon quality (advance cost may vary).
* 2 Advantage or 1 Triumph
	+ Perform an immediate free maneuver that does not exceed the two maneuver per turn limit.
	+ Add 1 black to the targeted character's next check.
	+ Add 1 blue to any allied character's next check, including that of the active character.
* 3 Advantage or 1 Triumph
	+ Negate the targeted enemy's defensive bonuses (Such as the defense gained from cover, equipment, or performing the Guarded Stance maneuver) until the end of the current round.
	+ Ignore penalizing environmental effects such as inclement weather, zero gravity, or similar circumstances until the end of the active character's next turn.
	+ When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing wounds or strain. This could include hobbling him temporarily with a shot to the leg, or disabling his comlink. This should be agreed upon by the player and the GM. and the effects are up to the GM (although Table 6-10: Critical Injury Result is a good resource to consult for possible effects). The effects should be temporary and not too excessive.
	+ Gain +1 melee or ranged defense until the end of the active character's next turn.
	+ Force the target to drop a melee or ranged weapon he is wielding.
* 1 Triumph
	+ Upgrade the difficulty of the targeted character's next check.
	+ Upgrade any allied character's next including that of the current active character.
	+ Do something vital, such as shooting the controls to do the nearby blast doors to seal them shut.
* 2 Triumph
	+ When dealing damage to a target, have the attack destroy a piece of equipment the target is using, such as blowing up his blaster or destroying a personal shield generator.
* 1 Threat or 1 Defeat
	+ The active character suffers 1 strain
	+ The active character loses the benefits of a prior maneuver (such as from taking cover or assuming a Guarded Stance) until he performs the maneuver again.
* 2 Threat or 1 Defeat
	+ An opponent may immediately perform one free maneuver in response to the active character's check.
	+ Add 1 blue to the targeted character's next check.
	+ The active character or an allied character suffers 1 black on his next action.
* 3 Threat or 1 Defeat
	+ The active character falls prone
	+ The active character grants the enemy a significant advantage in the in the ongoing encounter, such as accidentally blasting the controls to a bridge the active character was planning to use for his escape.
* 1 Despair
	+ The character's ranged weapon immediately runs out of ammunition and may not be used for the remainder of the encounter.
	+ Upgrade the difficulty of an allied character's next check, including that of the current active character.
	+ The tool or melee weapon the character is using becomes damaged (see page 172 of the core rule book.).

## Recruitment Rules

Every planet is a potential ground for recruiting new troops. However every planet has it's complications when recruiting. The following are the mechanics for recruiting new troops, designating troop types, and the costs for equipping them properly.

#### Assembling the recruitment pool

**Step 1: The ability dice**

The addition of ability(g) and Difficulty(p) dice to the pool represents the Rebels' current clout and influence with the populace. Rebels must spend influence points(which are gained through various missions and application of credits) in exchange for Ability die. Each point of influence is equal to one ability die, and any amount of influence can be spend on a recruitment check.

**Step 2: The difficulty dice.**

The addition of difficulty dice is based upon the imperial presence on the system in which the recruitment is happening. As The Empire is everywhere the base difficulty is always easy(1p). However for every significant planetary or starship force that is deployed on world 1p is added to the check.

**Step 3: Upgrade Ability Dice**

The ability and difficulty of the pool represent the populaces' willingness to hear the alliance out, and the imperial resources that have been put into place to stop them, upgrades to either pool represent how well the recruiter speaks and how well the Imperials can find and break up the "unlawful gathering." Even when the Empire deploys its' most fearsome war machines and employs it's most dangerous agents, there are some who can cut through all the noise and convince people to fight for their homes. The ability of the dice pool is upgraded a number of times equal to the acting recruiters' leadership check. However- the recruiter must be present and in person for the upgrades to apply, if they are forced away or incapacitated during the attempt their upgrades do not kick in.

**Step 4: Upgrade Difficulty dice**

Just as the ability of the check is upgraded a number of times equal to the recruiters' ranks in leadership, the difficulty of the pool is upgraded a number of times equal to the coercion check of the imperial commander responsible for the planetary garrison. The restrictions outlined above regarding their personal presence do not apply, as it is primarily based upon the reputation of the commander rather than any active threat.

**Step 5: Boost and Steback dice**

Once the ability and difficulty of the pool has been decided based on the influence, imperial presense, leadership and coercion ranks of all involved parties- boost (b) and setback dice(blk) are added to the dice pool, based on other elements that may be affecting the recruitment. These can include previous actions taken by the alliance or Empire, economic circumstance, loyalties, and general attitude toward the idea of fighting and war. It is vitally important that the GM keep track of all these as they can have a major effect on the attempts.

#### **Resolving the pool**

At the end of the recruitment attempt, the results of the check determine the success or failure of the attempt and the repercussions of said attempt.

On a successful check the recruiter has successfully swayed the populace and is then able to roll 1d100 per success generated. For instance, if the PC rolled 3 successes they are allowed to roll 3d100. The total number generated by this is the ammount of REBEL RECRUITS gained.

On a failure the Empire has discovered the recruitment attempt and the Rebels must immediately pull out, forcing them to leave empty-handed. Advantage, triumph, threat or despair results can be spent narratively or by using the suggestions in the table below.

### Spending Advantage & Triumph

* 1 adv- Add +5 soldiers to the final roll if successful, or add 1 blue die to the next check for recruitment on this world.
* 2 adv- Add +10 soldiers to the final roll if successful. or The Rebels' efforts to befriend the populace has spread much farther, immediately gain 1 influence.
* 3 adv-Add +30 soldiers to the final roll if successful. Or gain 3 influence.
* Triumph- The alliance immediately gains one free rebel hero of their choice.

#### Spending Threat & Despair

* 1 Threat- Remove -2 soldiers to the final roll if successful or Add one black die to the next recruitment check on this world.
* 2 Threat- Remove -5 soldiers to the final roll if successful or Lose 1 influence(If possible)
* 3 threat-Remove -15 soldiers to the final roll if successful or Lose 3 influence(If Possible)
* Despair- Immediate mass battle check involving the gathered civilians and all available rebel forces against an imposing(3p) Imperial force led by an Imperial Colonel.

## Training Troops

Training troops requires one of two things, an instructor or a facility to do so. Having both just makes everything easier however. Firstly select who is doing the training, this could be a PC or a hero character. This character will be unavailable for one week while they train the new recruits(Unless a narrative event occurs wherein they would show up for a mission.) Next, select the type of troop they are training, the trainer must fulfill the minimum trainer requirements in order to even attempt the training, as some troop types have training regimens that go beyond what most individuals are capable of.

Training facilities are required in order to train troops more efficiently, as without them for every troop that is successfully trained, one of each piece of Utilized gear(Which can be found on the troop training information table) is required. If the troops are trained at a training facility- it is generally assumed that the facility managed to acquire the supplies necessary in order to properly equip and deploy the troopers.

Training facilities without an instructor provide a base 2 ability die to any training rolls, needless to say, not exactly ideal.

### Assembling the dice pool

#### Step 1: The Positive dice

Ability dice simply put represent the trainers' personal ability in training their troops. Firstly, the trainer must take their ranks in knowledge warfare, these become green ability die. This represents their personal knowledge of what they're teaching. Then those are upgraded with ranks in leadership, as this represents their own personal ability to train and teach. Additional instructors can be added if required, and they lend their own ability and skill die to the pool, however they also are out for a week.

#### Step 2: The Negative dice

The negative dice pool is represented in the general skill level of the troop being trained. More competent troop types are obviously more difficult to train, whilist less experienced troop types are easier to train. Difficulty dice are upgraded to red challenge die only when there is a supply shortage. Upgrade once for every week that a supply shortage has been happening.

#### Step 3: Boost and Setback dice

Boost and setback dice are applied just as in any other situation, for the various environmental, mental or other effects on the check.

### Resolving the Pool

On a successful recruitment roll consult the table and look for the "Turnout rate." For every success made, convert the following amount of rebel recruits to the troop type desired. Note however that you do not have to take ALL of the turned-out recruits made in a roll, for instance if you managed to get 3 successes, when training the rebel troopers, you could deccide that you only want 20 troopers, and the last ten remain as recruits. This ensures flexibility and ensures control over your own troops.

On a failure however, the recruits wash out and no new troops are gained. Advantage, Triumph threat and despair can be spent in the following ways.

### Spending Advantage & Triumph

1 adv- Add 1 additional blue dice to the next training roll by the trainer. Or

2 adv- (TBC)

#### Current Troops

The Alliance currently has access to the following troop types:

―Flight Leader Trel Skutu

1 sergeant

## Mass Combat Rules

Although the majority of conflicts between the Rebel Alliance and Galactic Empire were smaller skirmishes waged against a superior foe, there were in fact exceptions to this rule. The fact is that the Galactic Civil War spanned the entire known galaxy, and although rare, the Alliance found itself at times fielding large military forces to combat the Empire directly on occasion. This section provides rules to allow for larger encounters using the Star Wars roleplaying dice to abstractly represent the conflict and the PC's role in it. These rules facilitate interesting and unexpected battle outcomes without bogging gameplay down with too many details. They are adjustable to fit battles on many different scales- from small engagements with several squads to massive battles involving battallions of troops and the massive war machines of The Empire.

To run a mass battle check a series of checks are mad across the course of the scene, usually by the acting commander on the side of the rebellion. These Mass Battle checks follow the rules for checks laid out in chapter 1 of the Age of Rebellion core rulebook, however the number of dice are determined by the details of the battle instead of the stats of individual characters. The outcomes of these checks inform how the battle unfolds, from who is currently winning or losing to determining specific events on the battlefield.

At it's core, a Mass Combat check represents the climax of a portion of a battle between an active force(usually the PC's side of the battle) and the enemy force (the side constituted by the PC's adversaries.) Success on a mass combat check means that the active force has achieved success in their objective during that portion of the battle, while failure indicates temporary defeat.

It is also important to note that Spark of Rebellions' method of managing the Rebellions' resources at large is not nearly as abstract as the rules from Fantasy Flight games are. Therefore the following also represents how to utilize the resources touched upon throughout this chapter in mass battle scenarios.

To Determine when to roll a mass combat check during a battle, the game master should first break the battle's timeline into phases(And- in this case discuss in detail with the players what the situation is, what their strategy would be, and any details that they know about the oncoming battle.) Similar to a round of combat(see Chapter VI of the age of rebellion core rulebook) a phase is a period of time during which a meaningful change could occur in the battle. Unlike a round of combat, however, a phase represents a length of time that differs from battle to battle based on the individual circumstances and the sizes of the forces involved.

There are two main ways to break a battle into phases.

**Time:** The GM chooses an ammount of time (ten minutes for smaller battles to an hour or longer for larger battles) for each phase to last, After this ammount of time elapses in the game world, the GM- or friendly commander- rolls a mass combat check to determine how the battle phase resolved.

**Events:** A GM who already has a more structured idea of how the battle should develop can instead break it into a series of noteable events. Each of these events should mark a change in the battle.(For example at the Battle of Hoth, phases delineated by event might include the landing of the empire, the approach of the ATATs, the breaching of the base, and the escape to space.) When using event-based phases, the GM rolls a Mass Combat check at the Transition between each phase and the next to determine how the battle has unfolded and may affect the phases to come.

When planning a mass combat, or through narrative or deliberate action a Mass Combat would be initiated the GM and players should determine what constitutes a victory or defeat for the active force during each phase. As success or failure of the mass combat check will narrate the outcome of that phase. What those outcomes are should be defined beforehand,. The GM should also consider and discuss what the PCs can do in each phase to facilitate a victory for their own side of the battle and prepare encounters for them accordingly. As with all checks in an Age of Rebellion game, the GM may have to think quickly in case the dice offer unexpected results.

### Building the pool

To perform a mass combat check the GM creates a dice pool based on the current states of the active force and the enemy force, and any other battlefield conditions that might affect the outcome. The GM then rolls the pool and determines the course of the battle during that phase, based on the results. To build the mass combat dice pool use the same process and building a pool for a check, but the factors that tedetermine the number of each die type are added to the pool as detailed below.

#### **Step 1: The Ability dice**

The addition of ability and difficulty dice to the pool represents the physical realities of the opposing force: how well trained they are, whether or not they have vehicles, and what kinds of gear they have. These realities are determined by consulting the troop types and vehicles being brought into the battle- and are entirely dictated by the competency bonus, something we will touch upon later.

Green ability dice are added to the pool based on the makeup of the acting force, which comprises all of the infantry, vehicles, and starfighters working together on the acting side of the conflict. The stronger, larger and better trained the acting force is, the more green die get added to the pool. This only counts the forces that are actively participating in the battle during the phase, it doesn't involve forces currently in abses or hangers or on other fronts.

In order to gauge the force strength of either force one must look to the "Force Contribution rating" of all available units. Each unit contributes a certain amount to the force which can be referenced below.

#### **Step 2: The difficulty dice**

Once all of the green ability dice have been added to the pool, add Difficulty dice based on the force strength of the enemy force(see above) the larger and more well armed the enemy force is, the more difficulty dice get added to the pool. As with the ability dice this only applies to forces participating in the battle during the current phase.

#### **Step 3: Upgrade Ability dice**

While the ability and difficulty of the pool represent the tangible elements of the battle, upgrades to the pool represent how those elements are being controlled and lead. A good enough leader can turn the tide of battle, and a bad leader can mean disaster in even the most mundane situations.

The ability of the dice pool is upgraded a number of times equal to the acting force's commander's ranks in the Leadership skill. The leader must be able to command the forces during that phase of the battle to gain the upgrade. If a leader's communications are knocked down, he is seperated from his forces, or his command ship is disabled, he is unable to lead and thus does not grant the upgrade. Sometimes when a leader is cut off from his forces but has left commands that the force can continute to act on, that force may continue to upgrade a number of dice equal to half the commander's leadership skill rounded down. However this only lasts as long as the commander's orders are applicable to the current situation.

Each phase, a new character may take the role of leader if the situation calls for it. If someone else takes over command in a new situation, the fighting force can continue using the new character's ranks in leadership(Assuming that leader has the proper authority to take charge of the forces).

#### **Step 4: Upgrade Difficulty dice**

Just as the ability of the check is upgraded a number of times equal to the acting forces's commander's ranks in leadership, the difficulty of the pool is upgraded a number of times equal to the enemy commander's ranks in leadership. The same restrictions outlined above regarding authority and new commanders apply to these upgrades as well.

#### **Step 5: Boost and Setback Dice**

Once thea bility and difficulty of the pool has been decided based on the composition and leadership of the two forces, blue boost dice and black setback dice are added to the dice pool, based on other elements that may be affecting the battle. These can include the morale of the forces, circumstances on the battlefield, actions of the PCs, and anything else the GM and players can come up with. Elements that beneift the acting force add blue die to the pool, while elements that benefit the enemy force add black die to the pool.

The following table describes reasons to use blue and black die in mass combat.

natural choke point, a trench system etc)
 The acting force has had ample time to prepare for
the engagement (Set traps or mines, prepared covered
positions, distributed ammunition, etc)
otherwise unprepared for the battle (weapons are locked away, troops
 Weather or stellar phenomena provide the acting force
with cover, the element of suprise, or a distraction to the
enemy force.
 The acting force is well supplied with ammunition, tactical data,
or equipment that is particularly useful for the task at hand.
 The acting force has noncombatant allies who provide useful
support (carrying a steady resupply of ammunition or other
supplies, acting as scouts or spotters, offering their knowledge
of the battle site to the acting force, etc)
battle(noncombatants are aiding the enemy force, present possible
civilian casualties to guard against, are taking as hostages by the
 The acting force is fighting for more than just martial victory
or personal gain(higher ideals like the protection of others,
the freedom of the galaxy from tyranny, justice etc.) This is a
very subjective category, but in *Star Wars, right makes might.*
(Conquest, pillage, vengence, etc.)

#### **Resolving the pool**

At the end of a given phase, the players construct and roll the mass combat dice pool for that phase. The results of the check determine the success or failure of the acting force during that phase and may well have repercussions on later phases of the combat.

On a successful check, the acting force accomplishes its objectives for that phase of the battle or prevents the enemy force from achieving its goals. Such objectives could range from pushing back an enemy advance, maintaining a defensive perimeter against an invading enemy, or buying time for civilians and noncombatants to evacuate the battlefield. Additional successes can be spent to achieve further goals or to increase the magnitude of the success. In some cases, as with the civilian evacuation example, the GM may wish to define successes in degress. In this case each additional success may mean a set number of civilians escape the fonlict ahead of schedule, which could lead to the battle lasting fewer phases than expected.

On a failed check, the enemy force accomplishes its objective for that phase of the battle, or hte acting force is stymied. Enemy objectives could include such activities as breaching the outer defenses of a hidden rebel base, destroying a shield generator protecting the acting force, or successfully implementing a counter-ambush against an attacking Rebel Fleet.

Advantage triumph threat or despair results can be spent narratively or by using the suggestions below.

The PCs notice a key feature of the enemy force (an enemy officer
weapon emplacement, support vehicle, etc) and its' position on
the battlefield.
 2 Adv or 1 Triumph
force's defenses. Add blue die to the next Mass Combat check as
the acting force exploits this weakness.
The PCs perform a particularily heroic act or do something with minor
but lasting consequences for the cause of the Rebel Alliance(acquire
enemy materiel or intel; rescue or otherwise aid a neutral party, thereby
swaying that person or group's position on the Rebellion; etc.) When
the battle is over, the PCs each increase their duty by one.
 3 Adv or 1 Triumph
trees, a valley, a rock formation, etc) affords the acting force some cover.
The acting force may downgrade the difficulty of the next Mass Combat
check once as it utilizes this vital feature.
The acting force disables an important piece of enemy hardware, destroying
a heavy weapon or item of equipment htat provided the nemy force an
advantage in the battle.
The leader of the acting force makes a rousing speech to inspire the troops
or enacts a cunning plan. The acting force may upgrade the ability dice on
its' next Mass Combat check once.
Up to 100 points of the enemy force are immediately destroyed
A hero character of the PCs' choice immediately gains +15 EXP for
 1 Triumph
close to abandoning its' post. On the next Mass Combat check, any triumph
generated causes the enemy force to abandon its' post and run.
A noteable NPC within the acting force performs a particular feat of heroism.
This provides the acting force with a tangible benefit and the NPC becomes
a free hero character.
Reinforcements arrive to support the acting force. These increase the force
strength of the acting force by one step in future phases.
Up to 200 points of the enemy force are immediately destroyed
A hero character of the PC's choice immediately gains +20 EXP for the
 2 Triumph
force strength of the acting force by two steps in future phases.
A dramatic narrative moment gives the PCs the chance to singlehandedly
change the entire course of the battle. This could be anything from a chance
encounter with the neemy commander; a dogfight with the enemy force's top
ace; to infiltration and slicing the enemy force's comms sattion, redirecting
enemy reinforcements away from the battle. The options here are endless
and entirely dependent on the circumstances of the narrative.

The fog of war creates confusion on the battlefield. Add black die to the next mass
combat check as the acting force struggles to differentiate allies from enemies.
 2 Thr or Despair
suffer black die on their next skill check.
One of the PCs involved with the acting force(Chosen at random or as determined
by the GM to fit the narrative) suffers an unfortunate accident on the field of battle
(falling debris, a stray round, friendly fire etc) the PC suffers 4 wounds.
One of the Hero characters involved with the acting force(Chosen at random or as
determined by the GM to fit the narrative) suffers 4 wounds.
 3 Thr or Despair
difficulty of its next mass combat check once.
The enemy force disables an important piece of the acting force's hardware,
destroying a heavy weapon or piece of equipment that provided the acting force an
advantage in the battle.
The enemy force gains a significant advantage in the battle due to a blow to the
command of the acting force(the commander is wounded, crucial equipment is
damaged, etc.) Downgrade the ability dice in the next mass combat check once.
 1 Despair
by the GM to fit the narrative) is grievously hurt in the fighting and suffers one
critical injury.
A notable NPC or hero character within the acting force suffers a grievous critical
injury. This deprives the acting force of a tangible asset and seriously endangers
someone important to the PCs.
Communications are disrupted, and orders are garbled. The commander of the
acting force cannot clearly communicate orders to the troops. Unless another officer
or respected leader who can communicate to the acting force steps in to take the
commander's place, the acting force does not upgrade the ability of the dice pool
due to its commander's ranks in leadership the next Mass Combat check.
Reinforcements arrive to support the enemy force, increasing its force strength by
 2 Despair
traitor and joins the enemy force. Decrease the force strength of the acting force by
one step and increase the force strength of the enemy force by one step.
Sizable reinforcements arrive to support the enemy force, increasing its' force
strength by two steps.
 A hero character participating in the battle is killed in the line of duty.

## Expanded Base Rules

The majority of these rules are a copy of sorts from the Desperate Allies source book for Age of Rebellion. However this version is meant to be used specifically with this particular campaign.

Bases are perhaps one of the most important aspects of the war against The Empire. They are rare and they are expensive, but they are *vital* to the Alliances' survival. The grand majority of rebel bases are little more than small, remotely located and hidden away hidey-holes from which to resupply, rest, or hide.

There are other much more expensive and much larger bases are more elaborate, acting as training fields for new troops, housing entire fighter squadrons, even providing the alliance with valuable weapon and vehicle manufacturing capabilities.

Inherently however the rules for base management and building are largely narrative in fashion and require an application of common sense. A large rebel complex cannot be hidden on Coruscant but, could very well be on Hoth.

As the campaigns against The Empire intensify on the various worlds the Alliance liberates bases will become more and more functional and larger in scope over time. Usually this happens through financial application or willful assistance by the native population.

### What Sort of Base to Build

Whenever a base is built the players must first start with what sort of base they intend on building. Each has its' own strengths and weaknesses, and each has its' place in the tactical scheme of things.

#### Core BaseCost: 50,000 Credits

A core base is a standard outpost for operations on a planet. It includes bunk space for all team members and NPCs, as well as a kitchen/Mess hall. The base is capable of obtaining basic utilities from a local urban system or, if isolated, from an independent water well and power generator.

The base includes a crew to assist in administrative and housekeeping operations, it also includes a landing pad, or if a space station a landing bay, to house the teams' vehicles.

A core base has the following abilities.

1. Resupplies task forces to full after resting for one week.
2. Allows the PCs to buy and sell through the bases' on site quartermaster however prices cannot be negotiated or altered.
3. Allows the PCs to recover wounds and critical injuries in a safe and secure place.
4. Allows the PCs' to repair ships and vehicles as if at a docking port, however prices cannot be negotiated or altered.
5. Provides a means of storing the party's personal vehicles(however further upgrades are required to house permanent star-fighters and/or ground vehicles)
6. Can house upwards of 50 individuals, this can be upgraded.

The core bases' weaknesses are

1. Take 1 black die on any mass battle checks to defend a core base as they are generally somewhat vulnerable to attacks and raids.
2. Whenever an Imperial spy makes an attempt to locate a rebel base- core bases are automatically the first that they will find.

#### Safe House

Cost: 25,000 credits

Safe houses are designed to accommodate a small number of people deep within enemy territory for the purposes of providing them with a place for private communications, storage of contraband, and a storage area for escape vehicles. A safe house is primarily geared to help with saboteurs, scouts and even propagandists.

The Safe houses' strengths are

1. Upgrades the difficulty of checks made to locate a safe house by imperial agents twice.
2. Provides a place for PCs to rest and recover in enemy territory
3. Upgrades difficulty to locate persons or contraband hidden in safe houses three times.
4. Provides 1 blue for all survival, streetwise and stealth checks made to scout out the enemy.

The Safe houses' weaknesses are

1. The safe house is incapable of defending against mass battle checks, if it is discovered and assaulted the occupants MUST attempt to retreat.
2. The safe house can hold a total of 10 people at most. It cannot be upgraded to accommodate more.
3. The safe house can only hold ONE space vehicle of silhouette 4 or less.

#### Training Camps

Cost: 100,000 credits

Training camps are among the largest rebel bases that can be built and bought. They can hold a platoon of rebel soldiers, provide for their training, and are some of the most well defended bases the rebel alliance can have. A training camp is the only base capable of actually training recruits to become the various troop types fielded by The Rebellion.

A training camp has the following strengths

1. Can train recruits into any of the troop types known to The Rebellion.
2. Due to its' incredibly hardy defenses a training camp upgrades the positive die on all mass battle checks to defend it once. Further upgrades can improve this even further.
3. Automatically has the hangar and repair bay, Armory, and Training Facility upgrades.
4. Add 1 blue die to Knowledge(warfare) checks to train recruits.

The training camp has the following weaknesses.

1. The training camp is very easy to find, imperial spies upgrade positive die twice to locate a training camp
2. A training camp adds 1 black die for recruitment checks on the planet it's stationed on. (As the populace is more concerned about openly supporting such a base for fear of imperial reprisal)
3. 1 blue die is granted to imperial gunnery teams bombarding the base from orbit or with artillery.

#### Meeting Center

Cost: 25,000 credits

The meeting center is an unusual example of a base, used to conduct diplomatic negotiations with worlds seeking help from the alliance against The Empire, the meeting center isn't so much a base as a neutral ground that the Rebellion just so happens to maintain.It is an ideal, non-threatening venue where two parties can sit down and talk without fear. Therefore a meeting center is usually very lightly armed- if it's armed at all.

A meeting center has the following strengths

1. Upgrade all negotiation, charm, coercion and deception checks made at a meeting center by 1.
2. Provides a living space for any amount of player characters, NPC alliance members, and foreign delegates as required. More so it allows for the storage, repair and resupply of all parties' ships.
3. The Empire cannot attack a Meeting center without risking open rebellion from the planet that it is based on.

A meeting center has the following weaknesses

1. Cannot fight back in the instance of a mass battle check, all residents must try and escape.
2. As a meeting center is a somewhat public venue- the Empire will always know about it.
3. Imperial heroes and inquisitors are also welcome at these venues to contribute "Their side of the debate".

#### Hidden Fortresses

Cost: 2,000,000 credits

A hidden fortress is the most expensive, most hidden and most powerful base the Alliance could ever build, borrow or steal. It is the source from which all rebel operations are coordinated, it is the place where its' brightest minds, it's strongest heroes and it's most valuable facilities are located. Usually a hidden fortress is on a world that is unknown to The Empire, or where the populace is extraordinarily sympathetic to the cause of The Rebellion.

A Hidden Fortress has at least one of every upgrade that a base can have- and still has room to upgrade from there. However the initial construction of a hidden fortress is EXTREMELY expensive- to this end it is not likely that The Alliance will be able to simply build such a thing- it must be taken, given, or otherwise earned.

Strengths of a hidden fortress

1. One of every possible base upgrade, with room for even more as each upgrade allows.
2. Imperial spies must upgrade the difficulty checks to locate a hidden fortress three times.
3. A hidden fortress grants 2 blue die to the encryption or decryption of information.
4. A hidden fortress grants 1 blue die when making checks to train new recruits
5. A hidden fortress grants a permanent 25% discount on all purchased goods and repairs when bought at the fortress.
6. Upgrade checks to defend a hidden fortress through mass battles twice. Checks to attack one are upgraded in difficulty once.
7. A Hidden fortress is the only base capable of housing production facilities.

A hidden fortresses' weakness is this.

Upgrade the difficulty on checks to evacuate and retreat from a hidden fortress once. Also, for every threat made on that check 10 soldiers of any level are left behind, captured or killed in the attempt- rather than just 5.

### Rebel Base upgrades

Unless stated otherwise in the upgrade description or base description Rebel Base can take any of the following upgrades.

Altered core focus. (Difference in costs between bases)

The rebel bases' core focus changes, and the base effectively grows or shrinks to change to whatever the Rebellion calls upon it to do. When the core focus changes the base is completely overhauled, it maintains its' upgrades, however it it loses the previous functions of its' previous self, changing to the new strengths and weaknesses of the new base. However- functionally specific upgrades will cease to be and be scrapped.

#### Enhanced Security

Cost: 10,000 credits

Base security improves, better protecting the rebels within(and their secrecy) When the upgrade is purchased select one of the following.

* All buildings(or doors within the space station) gain electronic locks that can be opened only with a hard (3 purple dice) computers check.
* The base gains reinforced armor, giving it an armor value of 2(weapons unable to inflict more than 2 planetary scale damage cannot damage the buildings)
* The base gains reinforced shields, granting it defense 2 against weapon attacks from the outside.
* The base gains security cameras that can be accessed from a central control room
* The base gains a concealed heavy repeating blaster turret that covers the main entrance and has a gunnery skill of 2 and an agility of 0(if unassisted it rolls 2g for gunnery checks)

#### Base Defenses

Cost: 20,000 credits

Unlike base security base defenses are meant to repel much larger scale attacks. When the upgrade is purchased select one of the following

* The base gains a wall with medium laser cannon turrets surrounding it. Automated guns have a gunnery skill of 3 and an agility of 0(Unless otherwise manned) The walls give the base an armor value of 5. In a mass battle check this adds 1 blue die to defense.
* The base gains a shield generator that grants the base ranged defense 5. However the shield generator has no effect at planetary short range. In a mass battle check this adds 1 blue to defense.
* The base can gain a battleship ion cannon. The ion cannon must be manned by someone and fired with a gunnery check.

#### Medical Facility

Cost: 6000 credits

The base includes an infirmary, stocked to handle battlefield injuries and other medical crises.

The Medical facility has cots and treatment space for five patients, medical supplies(allowing characters to perform medicine checks without penalty) and two bacta tanks with supplies of bacta.

This upgrade can be taken up to three times, increasing the number of patients it can accomodate by five and the number of bacta tanks by one each time.

This upgrade prevents up to 5 soldiers per level from dying due to threat in mass battles.

#### Hangar and Repair Bay

Cost: 8,500 credits

The base includes a hangar where mechanics can store and repair vehicles and droids.

The Hangar holds a number of vehicles with a combined silhouette of 30 and no single vehicle larger than silhouette 5. It also includes a full set of mechanics' tools (allowing characters to perform mechanics checks to heal droids or repair vehicles or starships without penalty) and an oil bath for droids. When used to repair starships or vehicles the character repairs 2 additional hull trauma or 2 additional system strain on a successful check.

This upgrade may be taken up to two additional times, either to add additional landing bays or to increase the combined silhouette limit of the original by by 15. (Although the maximum vehicle size remains at silhouette 5)

#### Armory

Cost: (R) 9,500 credits

The base includes a substantial store of weapons, armor and basic military equipment sufficient to properly outfit a full squad of soldiers for an extended period.

Equipment and tools necessary to keep gear in good repair are also present (allowing characters to perform mechanics checks to repair and modify weapons and armor without penalty). The facility is also stocked with any weapons and equipment that would have a modified rarity of 5 or lower. Access to gear with a higher rarity is subject to GM discretion

This upgrade can be taken only once.

This upgrade cannot be used on Safe houses or Meeting Centers.

#### Training Facility

Cost: ???? Credits

The base features living quarters to accommodate a full platoon of soldiers, as well as equipment and facilities necessary to train them to serve in the Rebel Alliance. This includes combat simulators, lecture halls and gyms. Trainees typically occupy the facility at all times.

The players may call upon the trainees or heroes to assist with a current mission. In addition, when selecting this upgrade choose one of the following skills:

* Brawl
* Gunnery
* Knowledge(warfare)
* Melee
* Ranged(Light)
* Ranged(Heavy)

This skill is the training curriculum's focus and counts as a career skill for all Heroes operating out of that base. For an additional 10 EXP spent by a PC that career skill can also be taken by said PC when occupying the base.

#### Laboratory

Cost: 5000 credits

The base is equipped with lab facilities where scientists and engineers can safely conduct experiments, create new devices, and seek various technological breakthroughs.

A laboratory includes a full suite of scientific implements (allowing characters to perform computers, knowledge, medicine and mechanics checks for experimental purposes without penalty).

Additionally, characters in a laboratory add 2 advantage to such checks thanks to the safety equipment.

This upgrade can be taken only once.

#### Command and control center

Cost: 4000 credits

The base possesses a dedicated space from which people can broadcast to the whole base, track the activities of agents in the field, and monitor information about the base and its surroundings.

The facility grants occupants 1 blue die on computers, leadership and vigilance checks.

This upgrade can only be taken once.

#### Research Library

Cost: 3000 credits

The base has a set of computers, databases or other informational archives that allow its occupants to reference relevant materials as necessary.
A research library contains reference materials on all manner of subjects (allowing characters to make knowledge checks to acquire information without penalty)

This upgrade can only be taken once.

#### Barracks

Cost: 1000 credits

Doubles the amount of troops that a base can hold every time this upgrade is purchased.

This upgrade can be taken 5 times.

### Empire Bases

The Empire with its' vast and practically infinite resources also has the ability to set up bases. However theirs are significantly more numerous and are used by The Empire to enforce its' grip on the countless star systems it holds.

There are three types of Imperial Bases.

* Outposts
* Garrisons
* Military Commands

All of these bases are uniformly designed, capable of being built on any planet that can be inhabited by living beings. And while their layouts might be slightly different from example to example depending on terrain, they all have the same amenities.

#### Outposts

Outposts are partly The Empires' way of keeping an eye on a region, enforcing its' will on lesser cultures, and banishing the officers to find themselves on the wrong side of politics. Typically they are not manned by more than 50 troops and tech officers, as well as a compliment of a single shuttle, two walkers and a squadron of speederbikes.

#### Garrisons

Garrisons are the most common base employed by the Imperial Army. These bases are utilized to maintain hold on an entire planet, coordinating operations to keep the populace in line. They can hold upwards of 500 troops in every base, as well as a complement of 4 AT-ST walkers, one AT-AT, a speederbike squadron(10 bikes) a Wing of TIE fighters and two Lambda class shuttles.

#### Military Command

Usually used to cement hold on an entire sector Military commands essentially serve as the command and control base for an entire sector of space. Rivalled only by an Imperial Star Destroyer in its' compliment a military command is usually commanded by no less than a General or a Moff. Nearly 1500 combat troops can be seen stationed at these bases at any one time, and can be deployed to see to any task that is beneath the various Imperial fleets that act in The Galaxy.

A standard compliment includes 12 AT-ST walkers, Two AT-ATs, Five Speederbike squadrons and as many as two wings of TIE fighters and bomber respectively, and any number of other workhorse craft- and sometimes even a corvette or two for good measure.

Military commands are the only place Imperial task-forces are able to refuel and resupply, meaning that wherever there's a command, there is likely an Imperial fleet nearby- ready to annihilate any rebel dissidents it hears of.

## Technology and R&D

The Alliances' ability to wage war is primarily dependent upon the proper combination of troops, strength and the right application of resources. These resources include the technolgoies that are developed, begged for bought and stolen. These technologies can vary, from weapons and armor, to ships and medical breakthroughs. The Alliances' development arm is just as important as the army or navy, and it is through these that millions of lives are saved and freed from the tyranny of the Imperial war machine.

### **Acquisition of Technology**

The alliance has many ways of acquiring technology- none of which are easy or cheap. However the most common is acquisition through alliance and trade. Allies to the Rebellions' cause will sometimes donate the schematics and blueprints of various techs to the alliance in the interests of strengthening not only the rebellion but themselves as well. This is an example of a narrative acquisition.

Sometimes some more mercenary groups will offer to sell the schematics for a profit, this is the most common occurrence.

However- The Rebellions' fight against The Empire sometimes leads it to deprive its' enemy of particularly nasty or helpful pieces of technology. Certain missions will grant The Rebellion technologies just the same.

And finally, the Rebellion can deploy its' own scientists to conduct their own research and development, a method that is costly and time consuming, but will produce some of the most powerful gear and vehicles available. The mechanics of which will be touched upon later.

### **Building the Items**

In order to build items the Alliance must have "Build slots". Build slots are acquired through alliances with capable production companies, facilities within bases, and even the lending of said facilities from liberated and loyal worlds.

Build slots vary, however. Gear can only be built in Gear slots, Vehicles in Vehicle slots, Starfighters in starfighter slots and so on. On the mission select screen on roll20 there is a section that shows the total ammount of build slots and what is being built in each. A pog is placed in the slots, with a name-tag attached to it, this shows what is being built at any given time.

The available gear table shows how long it takes to build any particular piece of tech, when a piece of equipment is placed in that slot it cannot be changed or replaced until the tech is complete. A counter in the red balloon attached to the pog shows how many days until the tech is completed.

When the gear is completed it goes directly into the armory, and can be used for any purpose from then on.

#### Alliance Can Currently Build

Below is a full list of all available gear, vehicles, and ships that The Alliance can build.

 Civilian Airspeeder

### **The Research Process**

Several factors go into the proper development of new gear, most of it requires in-depth discussion with the GM and quite a bit of compromise. However, if you can think of a piece of tech it can probably be built, within reason of course. This could be weapons, armor, vehicles and ships, this allows for home-brew gear to be created and legally available through an abstract system.

Step one is to take an existing item or vehicle, it can be anything you could want...next requires in-depth discussion with the GM, the exact modifactions and changes made to the item are so vast and so unknown that it is literally impossible to cover all possibilities here. Moreso- the item of interest could very easily be made completely from scratch or cover an area that is not even mechanically touched upon by any other thing ever.

However what the GM will work out with you is the following.

The individual heading up the research

The ammount of time it will take to come up with a working prototype

The ammount of credits it is predicted to take. (This could go higher or lower depending on circumstances.)

And the difficulty class of the item. The more in-depth and extreme the item might be from the norm, the more difficult it will be to figure out.

In a nutshell, the object is to- over the course of several weeks make research checks, you must roll the relevant skill based upon what is being built. This could be anything from Mechanics, Medicine, Knowledge(warfare) Knowledge(xenology) Computers and so on. The goal is to gather a certain amount of successes in order to succeed in the research and crack what you're looking for. Every week a certain amount of credits are also drained as a result of the research. The longer the research takes the more expensive the week-to-week costs will be.

#### **Step 1: The Positive Dice**

This is as simple as denoting the acting scientist, denoting the relevant skill and applying it to the positive dice pool. However, it is important to note that the acting scientist will not be available for any mission while they are researching for a week. Any assists from any other character will also tie the assistant up for a week.

#### **Step 2: The Negative Dice**

The negative dice come from the natural difficulties and problems that arise from any research process. It is comprised of purple and red die that can change depending on generated threat or despair. However the base difficulty is determined after discussion with the GM.

#### **Step 3: Boost and Setback Dice**

Boost and Setback dice can be applied based upon a few factors, such as the use of certain facilities, NPC assistance, or even results in some missions. Negative setback dice can come from those same sources, such as incompetent helpers, damaged or unreliable tools, and the use of threat on any checks.

#### **The Results**

Every success generated on a successful check fills up the progress stat by one. Progress varies depending on the tech being researched, but the general minimum is 10, and it could go as high as 50. After the roll is complete an ammount of credits equal to "Budget" is drained from the rebel savings.

On a failure the progress bar does not proceed, and the budget is still drained.

Research can be cancelled at any time and for any reason, and the scientist involved can immediately be reassigned to a new or existing project, lending their dice pool to the cause.

Seen below are ways that Advantage, threat triumph and despair can be spent on Research checks. (TBC)