Mass Combat

## 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 the ability 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.
One enemy unit with the lowest force contribution rating
 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.
Two enemy units of the players' choice are 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.
The enemy unit with the highest force contribution rating is 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.
Two enemy units with the highest force contribution ratings are destroyed.

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.
One friendly unit with the lowest force contribution rating(If multiple decided by the GM)
 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
one step in future phases.
The friendly unit with the highest force contribution rating is destroyed(As dictated 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.
Two friendly units with the highest force contribution rating are destroyed.(As dictated by
the GM)