It was explicitly clear that the Rebels were getting hammered up until that point. It's a little while since I've watched it but I don't remember Ackbar or his fleet taking down a star destroyer in that final battle scene when they were trapped between the ships and the fully operational death star.As regards number 3, the only reason the Rebels won is because the destruction of the Death Star threw the Imperial Forces into chaos. But by the time the Calamari arc came along major fleet battles were considered something to be avoided by the writers apparently. What sucks is I can think of two easy ways they could have included a fleet battle in the Calamari arc of The Clone Wars and included Ackbar as either a warship captain or task force commander role. So far in canon we have only actually seen Ackbar commanding a fleet or any kind of force in space combat in Return of the Jedi but I didn't seen anything showing he was incompetent IMO. Other things I expect them to buy would include better than standard equipment or other highly specialist items the Rebellion might not have enough of to really issue.ġ and 2 are both from Return of the JediAs for 3 it makes absolutely no sense to me for a fleet as badly outnumbered and outgunned as the Alliance's was to survive if it commander is incompetent. They have taken to it so I believe they will wish to customise it soon. They reached Contribution Rank 2 last session so got a light freighter as a reward. However I should consider allowing an expenses budget for operations, they have been trusted before with large amounts and made sure to bring most back. I am at the chronological point in the campaign now where the Rebellion is able to hand out more standard gear to its troops such as uniforms and sidearms. I have been rewarding them Duty points for bringing back gear, usually things they felt others needed more or they were fine without. The base has a quartermaster whom they have been making frugal use of (last session they only requested a handful of restraining bolts) and have been reliably returning gear. Room and board is covered currently as they operate out of a starfighter base. Of course they'll probably be expected to return with any change and they gear they don't expend. So the players get 10,000 credits to take with them to buy gear on the black market on location. Say the are going to some place where smuggling in credits will be easier then weapons. It's even possible that money might be assigned to the players. Likewise if you sign for a flamethower and then lose it, the QM is probably not gonna be happy, and will be hesitant to sign out the better gear to you later (and possibly give you a hit on Duty). ![]() ![]() So If you need a rocket launcher this adventure, but don't next, the QM can come back and demand it's return. It's also worth saying that players who check out equipment are expected to bring it back eventually. Likewise comlinks, field rations, clothing, ship repairs and fueling, and other day-to-day things shouldn't require the players to pay out of pocket. So if a mission sounds like it'll call for Blaster Carbines, the players should be able to go and pull some from the armory instead of having to go out and buy them. For example, weapons, field gear and mission essential hardware can be acquired through a quartermaster (the actual position, not the spec). BUT as the rebellion they also might be able to avoid spending money on stuff a smuggler campaign would need to buy. Offhand as the rebellion, they should probably be getting little pay. Higher payment from a third party however could act as a good dramatic incentive down the line though.Īre you charging for docking fees, food, ect, or just "expenses and personals" The Rebellion is cash strapped but a little more broad. ![]() I'm okay with paying them less than mercenaries however. One player has been trying to set up a small business on the side selling luxuries gathered on field assignments but I've glossed over that so far, I don't want to get bogged down in mercantile minutiae. Overall I'm trying not to encourage too much murder hobo behaviour and most of the characters are there for ideals. One did pick up a Scout trooper's sniper rifle once and another took some Stormtrooper carapace he customised to look more Alliance. They've mostly picked up easily pocketed gear such as stimpacks or things which would help their mission such as Imperial uniforms. They don't seem particularly loot happy and usually have been performing quick raids. Time can pass at a varying rate- sometimes hours will pass other times weeks.
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