Recruitment and Training

## 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.

### ***All fresh recruits have the following stats.***

fail on all discipline checks made to resist fear when there
is no leader.
force contribution
rating increases by
30 when 2 adv is spent in a mass battle check by an allied commander.

## 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 the higher required skill- as indicated in the troops' info box, 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 instructor.

2 adv- Upgrade the next training roll made by this instructor, or Gain 1 additional squad based on turnout

3 adv- 1 Squad becomes a named squad(Mechanics to come)

1 Triumph- Gain 1 free hero character

1 threat- Add 1 black die to the next training roll by the instructor.

2 threat- upgrade the difficulty of the next training roll made by this instructor

(TBC)

#### Current Troops

The Alliance currently has access to the following troop types:

x success
―Flight Leader Trel Skutu

x Success
1 sergeant

cannot be
deployed in
urban enviornments