Round 4 and things are
starting to heat up.
The postings phase led to
the first major shake-up with Del kern being removed from command of ground
forces and replaced by Hallarn Yarn. This gives the People’s movement their
first military command and takes one military command away from the
Republicans.
Deals were made for this position involving a trading of clout from the People’s movement to the Luxon militia in exchange for an unopposed run at the Squadron Leader position.
X-3PO, a free protocol droid turned assassin was surprisingly promoted to the new “Head of Strategic Alliances” position, giving the Luxon Militia control over interactions with allied partners.
This left the Luxon militia in a position to gain two positions this round, but in a surprise move they back out of their unopposed run at the Squadron Leader job and instead gave it to Torryn Farr of the Republicans.
Deals were made for this position involving a trading of clout from the People’s movement to the Luxon militia in exchange for an unopposed run at the Squadron Leader position.
X-3PO, a free protocol droid turned assassin was surprisingly promoted to the new “Head of Strategic Alliances” position, giving the Luxon Militia control over interactions with allied partners.
This left the Luxon militia in a position to gain two positions this round, but in a surprise move they back out of their unopposed run at the Squadron Leader job and instead gave it to Torryn Farr of the Republicans.
Wheels within
Wheels…….
Discussions were also had
about podcasting these planning phases, as they are hilarious at times.
Oh, if anyone is
interested. This is what the game board looks like during the planning phase.
So many moving parts!
Imperial Phase
I place down my three “trap”
cards, worlds where the first action hits imperial forces waiting in place and
causes extra red and purple dice on rolls.
Intelligence update
Well, things are clearly
heating up for the rebellion. The biggest news was that the Luxon blockade is
over as the Empire has decided to invade and go after dissident elements.
The strategic map was
covered in item updates, here’s a picture.
The key is as follows
Yellow – Diplomatic and intelligence
missions
Purple – Ground Missions
Blue – Fighter missions
Green – Ground missions
Purple – Imperial actions
Conflict and problems were
occurring across all sectors, from the Luxon invasion, the Nimbala breaking
into civil war, Nadir and Zenith being blockaded and more. This was the first
turn the rebels could not hope to deal with every issue, so difficult decisions
had to be made.
The Plan
The Rebels wanted to cover a
lot of ground, delay the Empire where they were strong and hit them where they
were weak. So that formed the corner stone of their decisions for the rest of
the phase. Tie the empire up, as a stand-up fight on all fronts will go badly
for them fast.
The command team planned out
every possible move, but that relied on everything going well…. As you will
soon see, that was not the case.
Reminder, success points are
as follows 1 for an advantage, 2 for a success and 5 for a triumph.
Oh, and Aurek team has been
dispatched to investigate what the Empire is doing with the Crystals on
Solitude X.
Strategic alliance Phase
The Alliance phase is new and
uses the new alliance cards. There is only one action that the alliance
commander can take, and that is negotiating with Alliance partners.
It is a social roll, and each
“point” of success (uncancelled advantage = 1, Success = 2 and triumph = 5)
allows the Alliance commander to activate one alliance partner during the
round. They may take any action appropriate based on their alliance card (see
below), but the Alliance Commander and the owner of the alliance leader must
agree on that course of action. If they cannot agree, the alliance does not act
(But may act later if they spend another point).
All alliance partners’ actions score half glory.
All alliance partners’ actions score half glory.
An average roll for Alliance
Command (only one activation), so there is already a spanner in the works for
the complex plan this turn. Making a quick decision the Alliance Commander
decides the priority it to get the Wookies in the fight at Luxon.
The 2nd snag emerges as that is where the first imperial trap is waiting. So the Wookies walk right into an ambush laid by General Paulus of the Imperial Army. Not a good start and the wookies are rolling more negative dice than positives. The Rebel commanders spend a fate point, a big call.
The 2nd snag emerges as that is where the first imperial trap is waiting. So the Wookies walk right into an ambush laid by General Paulus of the Imperial Army. Not a good start and the wookies are rolling more negative dice than positives. The Rebel commanders spend a fate point, a big call.
A miraculous roll and two successes,
the Wookies successfully engage and blunt a part of the invasion of Luxon.
Logistics Phase
With a 2nd Special
forces squad and a 3rd fighter squadron joining the alliance command
from the last turns recruiting, pressure on Logistics Command to obtain the
resources needed to fight has gone up dramatically.
Logistics command improves manufacturing, now the alliance has one of each core resource available to purchase from in-house suppliers. A good start.
The rest of the management phase does not go well and the long term investments do not increase the overall income stream for the rebellion.
Smuggling goes smoothly, and for the first time the squadron escorting the smugglers does not suffer any casualties.
Logistics command improves manufacturing, now the alliance has one of each core resource available to purchase from in-house suppliers. A good start.
The rest of the management phase does not go well and the long term investments do not increase the overall income stream for the rebellion.
Smuggling goes smoothly, and for the first time the squadron escorting the smugglers does not suffer any casualties.
Among other supplies,
logistics also secures contracts to be able to buy Y-Wings and YT-class
freighters. As the only fighters previously available for purchase were Z-95’s,
this is a big upgrade. Still, with too much to do this turn, and not enough
cash, the rebellion doesn’t buy any new fighters.
Intelligence Phase
Intelligence Phase
Faced with a massive PR blitz
from Imperial Intelligence in regards to the capture and death of Fleet Commodore
Anto Salamon, Chief of Intelligence Nibb Nibb decided to hack the holonet on
Talathen Prime during a news broadcast, and substitute his own message.
A difficult task, but Nibb Nibb is an expert hacker, 6 points of successes later and the Rebellion briefly seizes the airwaves to tell the truth of the Korvas raid and Salamon’s death.
A difficult task, but Nibb Nibb is an expert hacker, 6 points of successes later and the Rebellion briefly seizes the airwaves to tell the truth of the Korvas raid and Salamon’s death.
With a lot of missions ahead
this turn, Nibb Nibb gets Ged’Ruh to gather information to build up the
intelligence pool. Ged fails to deliver any results, so Nibb Nibb cancels a
planned mission for Sly and puts him on gathering intelligence, an excellent roll
generates 8 intelligence points to be used this turn.
Diplomacy Phase
The Diplomatic core has been on a roll and that did not stop this turn.
Jah Dooza, Ithorian hippy and force sensitive was dispatched to Nimbala, to get to the bottom of the crisis. Rolling 11 points worth of successes the force just happened to drop him right where he needed to be. He encountered the Twi’Lek force user that had been sighted by him and Aurek team in the jungles of Axamar only a few months ago. A full report to command will be coming soon.
Diplomacy Phase
The Diplomatic core has been on a roll and that did not stop this turn.
Jah Dooza, Ithorian hippy and force sensitive was dispatched to Nimbala, to get to the bottom of the crisis. Rolling 11 points worth of successes the force just happened to drop him right where he needed to be. He encountered the Twi’Lek force user that had been sighted by him and Aurek team in the jungles of Axamar only a few months ago. A full report to command will be coming soon.
Gidd was sent to open a
diplomatic station on the Chiss fortress world of Kronos. A modest success means
that process will be successful, but no earl information was available.
Lianna Tell responded to a request to our new embassy on Cahn to help them with a problem. With 6 points of successes, it was quickly revealed that the “Devourer Cult” is not as malicious as the name sounds, but does have dissident elements within their faith they are having problems with. The cult has offered, that if the Rebellion helps them with their dissents, that they will help the Rebellion in turn.
This was another good round for the diplomatic team.
Fleet Command
After last turns stunning raid on Korvas, Fleet command opted for a more conservative option. A Victory Star Destroyer had been sighted near Samoth, in the process of deploying probe droids to scan the planet. As the Rebellion has few forces on Samoth, the plan was to hit this Star Destroyer hard and destroy it, in order to convince the Empire that Samoth was important to them.
Unfortunately, supplies of Starship fuel are low, so only 4 class sizes worth of ships are available for the mission. Due to “The Beast” bringing over his fleet, the Rebellion now has 4 CR-90 Corvettes and has sent them to do the job.
An excellent planning roll by Admiral Cracken sees the Empire losing initiative, unable to reinforce and without the majority of it’s fighter screen.
This should be a slam-dunk for the Rebel fleet, but this attack is occurring while Luxon is being bombed and Nadir and Zenith are blockaded.
Squadron Command
The post Blount era begins in fighter command with Torryn Farr taking over the planning duties for Squadron Command. I guess this means she won’t be getting to Echo base to say “Stand by ion control, fire” in our timeline.
Lianna Tell responded to a request to our new embassy on Cahn to help them with a problem. With 6 points of successes, it was quickly revealed that the “Devourer Cult” is not as malicious as the name sounds, but does have dissident elements within their faith they are having problems with. The cult has offered, that if the Rebellion helps them with their dissents, that they will help the Rebellion in turn.
This was another good round for the diplomatic team.
Fleet Command
After last turns stunning raid on Korvas, Fleet command opted for a more conservative option. A Victory Star Destroyer had been sighted near Samoth, in the process of deploying probe droids to scan the planet. As the Rebellion has few forces on Samoth, the plan was to hit this Star Destroyer hard and destroy it, in order to convince the Empire that Samoth was important to them.
Unfortunately, supplies of Starship fuel are low, so only 4 class sizes worth of ships are available for the mission. Due to “The Beast” bringing over his fleet, the Rebellion now has 4 CR-90 Corvettes and has sent them to do the job.
An excellent planning roll by Admiral Cracken sees the Empire losing initiative, unable to reinforce and without the majority of it’s fighter screen.
This should be a slam-dunk for the Rebel fleet, but this attack is occurring while Luxon is being bombed and Nadir and Zenith are blockaded.
Squadron Command
The post Blount era begins in fighter command with Torryn Farr taking over the planning duties for Squadron Command. I guess this means she won’t be getting to Echo base to say “Stand by ion control, fire” in our timeline.
However, the
post-Blount era began poorly when X and Y-wings deployed from Zenith to
interfere with the blockade ran straight into a prepared Imperial force.
Another one of my “trap cards” was revealed and the planning roll was not good,
giving the Empire 4 planning points to use to disadvantage the rebellion.
Lt Telsji commanded his squadron of Headhunters to Luxon to interfere in troop landings of the invasion. A close roll, but they will have the initiative and will deploy 2nd during this raid.
Ground Command
Del Kern has been demoted and is now a squad leader. Hallarn Yarn promised a new decisive era of tactics, but so far has failed to deliver.
Lt Telsji commanded his squadron of Headhunters to Luxon to interfere in troop landings of the invasion. A close roll, but they will have the initiative and will deploy 2nd during this raid.
Ground Command
Del Kern has been demoted and is now a squad leader. Hallarn Yarn promised a new decisive era of tactics, but so far has failed to deliver.
Keel’s team has targeted
the orbital base that has nearly finished construction around Selano. As the
Imperial Fleet has moved away, it seems like a prime target. The goal is to break
into the station, seize it and booby trap it to explode when recaptured if
possible. A poor planning roll means the Empire will have extra reinforcements
for the mission.
Del kerns team is
deploying to Nimbala to target Czerka forces and fly the Rebellion flag. A
modest roll means they will deploy 2nd.
Other
Recruitment gained three successes, and wants to recruit Operatives, Ground Commanders and Aces.
Training got 10 points to spend on training skills
R&D got 12 points to spend on Fighter research.
Intelligence spent 5 points to find out exactly what was going on with a series of shipments going through Axamar’s Tane station recently. This was revealed to be dozens of self-contained survival pods, miniature bases that can be dropped from low orbit and act as hidden supply caches in hostile terrain. They were destined for Nimbala, and records show that hundreds have been deployed over the last few months.
Well, that’s the turn
planned out. RPG session starts this week as the team investigates the mystery
of Solitude X. Ice caves, strange crystals, Imperial secrets, silent monks and
spy games await.