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wedgekree
Feb 20, 2013
Well, we have folks to use Friendship Team on

What are your tentative plans this round for the Rebel Missions phase as far as using the teams on?

And those Battlestar cannons look nasty. That makes one of them outgun our entire fleet.. Oh, wait, we don't have a fleet at all yet.

wedgekree fucked around with this message at 00:42 on Jun 4, 2018

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Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
I can't imagine actually playing this game in person; it seems all turn steps take quite a bit of time.

habituallyred
Feb 6, 2015
El Presidente is superior to the Archon. I don't know if he is superior enough to justify moving our teams.

wedgekree
Feb 20, 2013
Yeah, moving the teams would be somewhat.. Problematic as of now, with the vikings and the death cannons and the battlestars.

He does have one hella sweet mustache though

Xenocides
Jan 14, 2008

This world looks very scary....


wedgekree posted:

Well, we have folks to use Friendship Team on

What are your tentative plans this round for the Rebel Missions phase as far as using the teams on?

And those Battlestar cannons look nasty. That makes one of them outgun our entire fleet.. Oh, wait, we don't have a fleet at all yet.

Split the diplomatic teams into three teams. At least one each on the Archon and El Magnifico. Work on the Free Traders some more. I am toying with sending the team on Mars to Earth to set up cells there if the Empire focuses on building in the District Capitol which they probably will so they have more stuff to throw at the barbarians. Earth has almost no defenses and having cells on the planet could be a big help later on. There are probably only two or three ships in orbit and only conscripts on the surface. The only strong danger is the GDN.


wedgekree posted:

Yeah, moving the teams would be somewhat.. Problematic as of now, with the vikings and the death cannons and the battlestars.

He does have one hella sweet mustache though

Nah, moving teams is pretty easy right now as long as you avoid strong GDNs and big orbital fleets.

Gamerofthegame posted:

I can't imagine actually playing this game in person; it seems all turn steps take quite a bit of time.

Yeah, I have only ever played in VASSAL. We take longer than we need to too just chatting a lot. We also have not done any mega-sessions. Mostly I just take notes and screenshots and try to flesh it out later.

Fat Samurai posted:

We must gain EL PRESIDENTE's support, no matter the cost.

I think that is doable.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

Xenocides posted:

I am toying with sending the team on Mars to Earth to set up cells there if the Empire focuses on building in the District Capitol which they probably will so they have more stuff to throw at the barbarians. Earth has almost no defenses and having cells on the planet could be a big help later on. There are probably only two or three ships in orbit and only conscripts on the surface. The only strong danger is the GDN.

How does the game deal with hidden movement? I guess you're not saying "I roll to avoid your patrols on Mars", right?

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Fat Samurai posted:

How does the game deal with hidden movement? I guess you're not saying "I roll to avoid your patrols on Mars", right?

That's exactly what happens. Character movement is not, generally speaking, hidden information. The detection status is what represents the opposing side knowing something more than "they're on Earth, somewhere".

Xenocides
Jan 14, 2008

This world looks very scary....


Fat Samurai posted:

How does the game deal with hidden movement? I guess you're not saying "I roll to avoid your patrols on Mars", right?

There is not much hidden movement. He knows my team is on Mars. What is in a fleet is hidden and whatever is in the Rebel Secret bases (nothing at the moment) is also hidden. Your team though cannot be searched for unless it is detected. Detected teams also increase the tension level. The tension mechanic keeps the Empire from rushing stormtroopers to every planet Rebel teams are working on though sometimes tensions levels are high enough that it is still possible. If a planet gets too hot you generally want to leave.

I am guessing there is a 30-40% chance of being detected in an average mission by random events.

wedgekree
Feb 20, 2013
Good luck with the diplomatic teams. And getting cells on Earth this early in the game (as well as the ones on Mars) will be nice long term.

Xenocides
Jan 14, 2008

This world looks very scary....


Turn 2 Resources and Builds
______________________________________________________________________________________________

Imperial Turn

The Sakayama District is up for taxation.

Lai, Mir, and Neogea are double taxed.

The Empire is desperately hurting for money. Normal Imperial taxation is half the resource value (top number). Double is the full value but pushes unrest up by +1. You can also exempt a world from taxation and the planet gets a -1 to unrest.

Taxation

Lalande System
Lai - 21 (double)
Pindi - 0 (Occupied)

Draconis System
Draconis II - 0 (Occupied)
Draconis III - 0 (Occupied)

Wolf System
Einstein - 7

Vega System
Mir - 21 (double)

Canis System
Vulcan - 2.5
Neogea - 26 (doubled)
Ercoth - 7.5

Total from taxation - 85



Other Sources:

Commerce Federation: 0
Hyper-Mafia: 1
Slavers Cartel: 4
Area 551: 2
Crystalloid Plague: 1
Rare Gems Mine: 4
Rare Metals Mine: 5

Total from other sources: 17

Total Income: 102
Treasury before: 0
Total Treasury: 102

That is actually pretty good. About as high as it would be without double taxation but bonus for the Rebel side is three planets had their unrest increased.

Expenses

Maintenance: 3 (5 Stormtrooper units and 1 Star Marine unit)

GDN: 2 (Built level 0 on Lai and Einstein)

Conscripts: 42 spent on 42 conscript units (one was purchased on every world on which it was allowed I believe).

Batres
24 (4 1st Line Units built )
27 (Naval units)

Though I am not positive I would guess that is a second basestar and possibly a destroyer. Probably a good call on the basestar. Their bonus against light starship fire makes them very hard for the little longships to hurt.

Total Expense: 98

Treasury Remaining: 4

1 RP is converted to $1000 and invested in the Bounty Hunter purse.

3 RP left in treasury.

Imperials are going to be short on mission money again. They are also not going to be able to fix everything again. He might be planning to max out conscripts on all worlds as I toyed with doing in the last game.
______________________________________________________________________________________________

Rebel Turn

Rebel Treasury: 9.5

No taxation. Taxation only comes for the Rebels on turns the Imperial tax their Central District so Turn 7 is the next taxation turn.

Other Income:

Free Traders: 1 RP

Total Treasury: 10.5

Convert 1 RP into $1000 leaving 9.5 RP.

Rebel Income is simple.

Xenocides fucked around with this message at 17:50 on Jun 9, 2018

Xenocides
Jan 14, 2008

This world looks very scary....


Turn 2 Rebel Missions
______________________________________________________________________________________________

Search

All detected Rebel teams are vulnerable to Imperial searches.

Scorpion Team on Mars, detected on 2 or less. d10 = 5
Archer Team on Drasperon, detected on 1. d10 = 8
Tobori Bull Team on Neogea, detected on 2 or less. d10 = 9
Lightning Team on Aquaria, detected on 2 or less. d10 = 4

Got lucky there.

All organic character with less than half their hits gone also get 1 healing.

I reorganize the teams on Umbra. Lien Glon and Lesard Ketres and the Laian dog are now Friendship Team and have the Sirius 7000. Nebula Team is now Selrach Ekud and Canon Tessenn with no ship. The newly formed Saturn Team is Dr. Federova and Onioc with the Orbital Lighter.

Rebel Special Character Missions

Cell on Mars: Activates and attempts an Espionage mission to find the Hyper-Mafia. FASC 4, d20 = 7, failure

Cell 1 on Aquaria: Activates and attempts an Espionage mission to find the Hyper-Mafia. FASC 4, d20 = 8, failure
Cell 2 on Aquaria: Activates and attempts sabotage on 2nd line unit on the planet. FASC 2, d20 = 10, failure
______________________________________________________________________________________________

Saturn Team





Mission: Propaganda and Diplomacy on Umbra. Federova is Mission leader. Team is given $200.

This is dangerous. Both of these characters are wounded but Onioc is tough. Federova needs to take a time out as she is half wounded but I want to get Umbra itching for Rebellion quickly so I think the risk is worth it.

Preliminary Action Step

Sovereign recalled, no effect.

1st Action Step

Team is attacked by 5 angry Imperial loyalists. Onioc shields the doctor. Onioc disables 2 civilians and wounds 2 more. The team decides not to run and get detected. Onioc takes 1 hit and disables 2 more civilians. In the third round he defeats the last one.

FASC 1

2nd Action Step

An ice lynx ambushes the team and Onioc is wounded and is up to 8 out of 12 hits before he can defeat the creature.

FASC 2

I need repairs.

3rd Action Step

Team takes phase off for Onioc to repair himself. Needs an 8 or less on d10 and heals the value rolled if it succeeds. d10 = 6, Onioc is repaired back to only having 2 hits.

FASC 2

4th Action Step

Propaganda goes well. Repeat step.

FASC 3

4th Action Step Take 2

Imperial Intelligence discovers the mission and shuts it down. Mission aborted and team is detected. I decide to mulligan the roll and cancel the effect. No mulligans left.

Patrol from the Conscript group finds the team and 4 conscripts attack. Onioc spots them and gets the drop on them. Onioc avoids damage and wounds 3 of the attackers and kills 1 when surprising them. In the second round 2 more are eliminated. The last conscript gets a shot on Onioc and gets a hit bringing him to 3 and Onioc wins the fight.

FASC 4

5th Action Step

Team is doing very well. Repeat step.

Normally these are good but I am worried a really bad event could hurt this team.

FASC 5

5th Action Step Take 2

A malfunction afflicts the team's Orbital Lighter and its engine fails. It cannot be flown until it is repaired.

FASC 6

6th Action Step

Ice lynxes go into hibernation. No more monsters this mission. Not a big help at this point.

FASC 7

Final Step



FASC 7 doubled to 14 + 3 for Federova's CHA + 1 for CHA being four or higher - 2 for unrest + 1 for sovereign support - 1 for not having a Travisian on the team + 2 for $200 = 16

d20 = 15, unrest moves from -2 to -1.
______________________________________________________________________________________________

Nebula Team




Mission: Influence Archon Morgan on Umbra. The Canon is Mission Leader. Team is given $400.

Preliminary Action Step

Sovereign recalled, no effect.

1st Action Step

Friendly doctor assists the team. Every organic members heals two hits. Both had one hit each so that was nice.

FASC 1

2nd Action Step

Medical aid again. Thanks but no thanks.

FASC 2

3rd Action Step

Mission crisis. Tessenn must roll CHA or less on a d6 (3 or less). d6 = 2, Success gives a +2 to FASC.

Okay, that scared me.

FASC 3 + 2

4th Action Step

Skip next action step due to delays meeting with the Archon.

FASC 4 + 2

6th Action Step

Team is detected by passerby. Imperial Intelligence is informed.

FASC 5 + 2

Final Step



FASC 5 doubled to 10 + 2 for modifier + 1 for Tesenn's CHA + 1 for sovereign support - 1 for unrest + 2 for Tesenn being nobility here + 2 for $400 = 17

d20 = 3, spectacular success. The archon moves 2 spaces from +1 to +3. At +4 he commits to the Rebellion.

You are right Canon. The oppression of our people is cruel but is it the Universe's will that we rebel now?


______________________________________________________________________________________________

Friendship Team





Mission: Influence El Magnifico towards the Rebellion on Cots. Lien Glon is mission leader and the team is given the last $400.

Preliminary Action Step

Team gets an extra action step in prelim step.

Team takes off from Umbra and is detected but Glon convinces control they are civilian. Ship hyperjumps to Cots and is detected on landing but Glon convinces them that it is a civilian ship yet again.

1st Action Step

Mole in Imperial intel blocks operation against team. No automatic shut down events.

FASC 1

2nd Action Step

Ketres is recognized from his films and team is detected.

FASC 2

3rd Action Step

Team has to pay $60 in unexpected bribes to meet with Magnifico.

FASC 3

4th Action Step

More bribes eat up $50.

Nice planet they got here. Must be lucrative to work for this Magnifico guy. Padding his Swiss bank account?

FASC 4

5th Action Step

Bounty Hunter events cancelled.

FASC 5

6th Action Step

Skip next step (no effect)

FASC 6

Final Step



FASC 6 doubled to 12 + 4 for Glon's CHA + 1 for Glon's RNK - 2 for planet's unrest + 2 for Glon's special + 1 for Ketres special + 1 for $200 = 19

d20 = 3, spectacular success. El Magnifico moves from 0 to +2 Rebel support.

So under this new Concordance my people will not have their money spent on the Empire's bloated projects and we can spend it all on our own. This is intriguing.
______________________________________________________________________________________________

Tobori Bull Team





Mission: Plant Rebel cells on Earth while the fleet and the troops are away. Mardok is mission leader. No money is available.

Preliminary Action Step

Sovereign recalled, no effect.

1st Action Step

Team is tracked leaving the planet but Mardok convinces the GDN they are a civilian ship. Team makes hyperjump to Earth. Fleet tries to track the ship and we find there are only a pair of sloops remaining at Earth. Mardok evades their ships but the GDN picks up the ship. Mardok would try to bluff but tension is so high at Earth (it is always at least 6) that it is impossible right now. Mardok dives for the surface but the ship take a single hit before it can hide and land amidst the chaos. Team is still detected.

FASC 0

2nd Action Step

Malfunction of non-weapon item (no effect).

FASC 1

3rd Action Step

A group of human supremacists are offended by a Drak and a Chapine visiting 'their planet' and 5 of them attack. Mardok takes 2 hits and Bagul take 1. Bagul takes out 2 and Mardok only wounds 1 (his rifle is not usable in Hand to Hand fight). The team escapes after one round.

One advantage of being detected is it running away cannot make it worse.

FASC 2

4th Action Step

A group of thieves jump Mardok and steal his laser rifle. It is lost.

FASC 3

5th Action Step

Monster attacks. The underworld on Earth is ruled by a secret society of psychics called the Necromancers. One of them attacks the team from the shadows. Combat uses INT but all non psychics (everyone except Avsari and Linori Lindi) half their INT giving Mardok a 2 and Bagul a 1. The Necromancer has a 6 INT and can take 4 hits. The Necromancer hits each of the team for 1 hit. Each team member hits the Necromancer for 1 hit each. The team flees their attacker.

I really hope these mess with Imperial missions on Earth.

FASC 4

6th Action Step

No FASC next step (no effect)

FASC 5

Final Step



FASC 5 doubled to 10 + 4 for Mardok's RNK - 3 for Earth's unrest + 2 for Earth's size + 1 for city environment = 14

d20 = 11, one sleeper cell is placed on Earth.
______________________________________________________________________________________________

Scorpion Team






Mission: Plant Rebel cells on Elfond, Ison's old home planet he used to rule. Ison is team leader and no money is given.

Preliminary Action Step

Sovereign recalled, no effect.

Bulma uses her extra action to take off from Mars. The ship is detected leaving and the GDN fires on it but Bulma evades. The ship hyperjumps to Elfond. The GDN detects the ship landing but is unable to fire due to low tension. The ship lands.

1st Action Step

Lose non-character item. (no effect)

FASC 1

2nd Action Step

Local members of Ison's old government assist. +1 to FASC.

FASC 2 + 1

3rd Action Step

An old friend gives Ison $56.

FASC 3 + 1

4th Action Step

Another friend gives $63.

FASC 4 + 1

5th Action Step

Monster, while traversing between underwater cities a giant amoeba attacks the team. The giant amoeba has a STR of 4 and an END of 14 and you are NOT ALLOWED to run as its pseudopods prevent it and you are automatically surprised. This could wipe a team if you are unlucky.

I am glad this is a strong team.

The team guards the medical droid. Ison takes 2 hits in the first round. Bulma's plasma sword blocks an attack on her. Machumen gives 1 hit, Ison 2, and Bulma 1.



Ison is moved to the back row to avoid being wounded again and losing stats right before the mission ends. Machumen takes a hit and Bulma dodges a hit due to her high AGI. Machumen deals 7 hits (rolled snake eyes) and Bulma deals 1 hit.

Machumen takes 1 hit from the wounded amoeba and then both finish it off with ease. Total damage is 2 hits each to Machumen and Ison.

FASC 5 + 1

6th Action Step

An Amoeba approaches. Command?

drat it

Ison and the medical droid both hide in the back row. Machumen takes 1 hit in the surprise round and Bulma would have taken 2 but dodged again. Machumen deals 1 hit and Bulma deals 4.

Machumen takes another hit bringing him to 4 out of 12. Machumen deals 3 hits and Bulma 3 as well. That wounds it weakening its STR and it has 3 hits left.

Machumen takes another hit bringing him to 5. One more and he is wounded but Machumen deals 1 hit and Bulma 2 to kill it.

When I was President I wanted to exterminate these things but I was told they were vital to the ecosystem. Why did I listen?

FASC 6 + 1

Final Step



FASC 6 doubled to 12 + 1 for modifier + 5 for Ison's RNK - 1 for unrest + 2 for being Ison's home + 1 for Ison being nobility = 20.

d20 = 9, two sleeper cells are formed on Elfond.
______________________________________________________________________________________________

Archer Team





Mission: Persuade Free Traders on Drasperon to support Rebellion Mahoney is Mission leader. No money.

Preliminary Action Step

New character activated.



My expertise is yours.

While grateful for any team member this would be amongst the bottom of my choices. I would really like some Avsari or one of the Espionage specialists. He could function well as an Espionage team leader but there is no one to back him up and his combat skills are almost non-existent. I would prefer one of the more combat oriented characters. I am tempted to fly him (and probably Onioc) to New Hope to be their own team and just do General Research missions going forward. Probably not too soon though.

1st Action Step

Monster, seems to be a theme. Security robots. You roll to see what kind of robots attack. This is a combat android identical to the one the team has.

Greetings brother, time to facilitate communications and bring about the termination of hostilities.

Mahoney and my droid take a hit and the enemy takes 2 hits. The team is already detected so there is no harm in fleeing.

FASC 1

2nd Action Step

Team is detected. Since they are already detected there is an automatic search. Need 1 on d10. d10 = 3.

FASC 2

3rd Action Step

Skip next action step.

FASC 3

5th Action Step

Free Traders are skeptical of Rebel chances. -1 to FASC.

FASC 4 - 1

6th Action Step

Character escapes from jail (no effect).

FASC 5 - 1

Final Step



FASC 5 doubled to 10 - 1 for modifier + 1 for Mahoney's CHA + 2 for faction's commitment + 6 for Mahoney's special = 18

d20 = 2, faction moves 2 steps from +2 to +4. Free Traders pledge full support to the Rebel Concordance. 2 RP a turn and +4 on Espionage missions permanently.

I screwed up. Should have done the cells after this mission so their Espionage missions would have gotten this bonus. Oh well.


______________________________________________________________________________________________

Lightning Team





Mission: Steal Resources on Ercoth. Prois is Mission leader. No money.

The arrival of Stormtroopers on the planet made Aquaria too dicey. I chose Ercoth as it is in Sakayama District so the Empire is distracted plus it is an ice world so Huat gets bonuses to stats.

Preliminary Action Step

Solarian disk suffers mechanical failure and must be repaired.

1st Action Step

Prois attempts to fix the ship needing 4 or less on d10. d10 = 1, ship repaired.

FASC 0

2nd Action Step

The disk evades the GDN and hyperjumps to Ercoth. The GDN is evaded and the ship lands.

FASC 0

3rd Action Step

A group of 6 locals attacks the team. The team is surprised. Prois and Huat each take 3 hits. Prois is wounded. The team runs and is detected.

Ouch

FASC 1

4th Action Step

Random character takes 2 hits. Hits Huat.....thankfully as that would have killed Prois. Both characters are now wounded.

FASC 2

5th Action Step

Unexpected expenses. Pay $50 or take a -5 on FASC

FASC 3 - 5

6th Action Step

Aborting mission. With this there is a good chance the team will fail badly enough to be attacked by an enemy team. This team will probably stand down entirely next turn to get fully healed.
______________________________________________________________________________________________

All good missions except the last one. Bringing the Free Traders on guarantees a modest income every round which will hopefully help.

grandalt
Feb 26, 2013

I didn't fight through two wars to rule
I fought for the future of the world

And the right to have hot tea whenever I wanted
Well, well, well. Looks like the empire has evil sorcerer problem at its heart. No wonder things are going poorly with it.

Also, nice work on getting the rulers up for grabs to like you. Shouldn't take too much to get them and get an edge over the empire.

wedgekree
Feb 20, 2013
You played a tough round pretty well! Most missions were successful, and the Empire didn't have much to steal. So you did pretty good here. And the Battlestar that the Empire just built does get those giant cannons.. I'd hate to run into that thing in a fight.

So now every Imperial world has at least a garrison unit. And that's still a ton of income that the Empire has, wow. We've got to try and lower that gradually. And that's a lot of elites. Surprised that they weren't doing repiars on anything.

Good luck with the rulers. Both would be nice to have, particularly early! And yay Free Traders.

TheGreatEvilKing
Mar 28, 2016





Judging from Endobell those Necromancers are opposed to the Empire, rather than its cats-paw.

wedgekree
Feb 20, 2013
Also ow we took a lot of hits over in those fights. Hope these aren't going ot mean half our teams are inactive next turn. Nicely played Xenocides.

Xenocides
Jan 14, 2008

This world looks very scary....


Minor Factions Report

by Alex Weber

A number of smaller factions may sway the tide of the war. There are plans on both sides to influence them for gain or weaken them to prevent them from siding with their enemies. Some naturally sway to one side or the other. We will give you a primer on them in case you are called upon to interact with them either peacefully or violently.

In game terms minor factions are on a +4 to -4 spectrum with +4 or -4 being alliance with the Rebels or the Empire respectively. Most have a much smaller range due to the nature of the faction
______________________________________________________________________________________________

The Adim Agnot Society

The Adim Agnot Society is a century and a half old. It is a religious assassination sect. They believe in an afterlife where each soul is powered by its life essence. Great beings have greater power. They manipulate this by using a ritual murder. If done correctly which involves arcane rituals beforehand and during the killing, timing the kill, and ensuring the killed is 'powerful' enough to be worth it. Once performed the Adim Agnot assassin can 'steal' the life essence of the murdered to make them a more powerful being in the next life and the murdered soul will be their slave. Most of the assassins come from the descendants of a small group of founding families. These families imagine they will rule the afterlife.

Some suspect that the higher ups use their dogma to control the younger members of the Society without believing it but there is no evidence to support this. The religion also involves the use of hallucinogenics and sometimes psychic powers and many in these trances see the enslaved souls they have killed, building faith in their eventual destiny.

The Society accepts solicitations for murder from those who know how to contact them. The Empire knows where Agnot Keep is as do some in the higher ranks of the Commerce Federation and the HyperMafia. A fee is paid for the assassination and one attempt is made after which the assassin is dead (either in the attempt or by their own hand). If the attempt fails the contract is cancelled with no refund. Another contract can be purchased. Assassins tend to be methodical and careful in their attacks. While succeeding will earn them the life essence most want to live to acquire more.

Their religion is repugnant and their actions despciable. If we can locate Agnot Keep we should raze it to the ground and destroy these criminals.



In game terms the side that the Society favors can have one contract out for each level of support so the Imperials can have a maximum of 3 contracts and the Rebels 1. Each contract costs $500 with a $50 discount for each level of support. The targets are secretly chosen by the buyer. Every search phase the assassins roll a d10 for each contract. On a roll of a natural 1 the assassin strikes and launches an assassination mission with a FASC of 4. The Society could swing to the Rebel side but only allows one contract and, if used to attempt to kill an Imperial character there is a 1/6 chance that the Rebels will be tied to it and the planet on which the attempt occurs will drop -1 in unrest. The Society is mostly an Imperial asset to make potshots at Rebel characters.

The Society never entirely commits to either side.

If Rebel troops take the planet with Agnot Keep on it they can suppress the society for 1d6 turns as it relocates and increase unrest on the planet. Agnot Keep is on Neogea but the Rebels cannot influence it or raid it until they find it via Espionage mission. There is a Stellar Event card where the Empire raids the Society and pushes it towards the Rebels as well.

______________________________________________________________________________________________

The Avsari Order

Full name is the Most Noble and Loyal Monastic Order of the Avsari. It was founded on the frigid planet Avsar in 3 P.S. by a group of psychics seeking to organize to share knowledge and training techniques and to create a cadre of skilled warriors dedicated to protecting the Empire and its people. There is a rumor that the founders based it on a society from an old 20th century Earth entertainment series but this theory is questionable at best. It is autonomous and the Empire has no legal jurisdiction on Avsar. Trainees live on Avsar and hone their bodies, minds, and spirits.

There are three levels in the monastic order. At the bottom are neophytes. Neophytes are usually brought in a few years before adolescence (nine or ten is normal for a human) and taught. They stay on Avsar except for occasional trips to visit their families (if they desire). Training involves how to use a plasma sword in conjunction with their psychic abilities to fence and fight with them. Most develop their psychic abilities enough that they can block laser shots or even deflect them back at their attacker. They also learn a martial arts style called the Avsari Weirding. This is used in conjunction with their plasma swords to turn their body into a weapon. In addition the Avsari philosophy of life is taught. Life is revered amongst almost all of the Avsari. They see themselves as selected to protect and aid others. Neophytes also usually select areas of specialization like piloting, diplomacy, combat, and others.

Once their training is complete they become a full Monk. At this stage most go out into the Empire to right injustices, defend the defenseless, and represent the oppressed. Most Imperial citizens revere them. Most Imperial politicians and officers are wary of them. They choose their own missions and usually act independently though occasionally the High Council of the Avsari will assign a monk a mission. They have fought the barbarian raiders, brought down slavers, removed criminal organizations, and defended the defenseless.

A monk who has served well or has great power will be chosen to become a Master. Most Avsari never reach this stage and there is no shame or dishonor in this. Some Masters serve on the High Council. Others continue their work elsewhere. All Masters have the right to a hearing before the Avsar High Council whenever they wish so the travelling Masters serve as the eyes and ears of the Council.

A few Avsari lose their idealism or never fully develop it. Most stay in the Order. A few go wild and have to be put down. Usually an Avsari Master is assigned this duty.

There is currently a schism in the Order. The Order exists to "defend the people of the Empire" and there are debates as to whether to emphasize "people" or "Empire". The High Council has refused to condemn the Rebel Concordance despite Imperial prodding. The Emperor's son, Master Pantaleon, is one of the most powerful Avsari but his questionable morality has kept him off the High Council though he has also kept his arch-rival Master Edwards off the High Council as well and their rivalry and that of their followers is shaking Avsar. A few Avsari monks have allied with the Rebellion and the Empire and more are expected to do so.

Most of the monks are honorable and are horrified by the excesses of the Empire but some are unsure if openly supporting the Rebellion is the best course or seeking Imperial reform is the better course for the people. The Emperor is annoyed by Avsari intransigence and their refusal to condemn the Rebellion and those of their number working for it.



In game terms the Avsari can go between -3 and +4 (game board has misprint there). They can go heavily Imperial but will never commit. They can commit to the Rebellion. This will bring their planet into the Concordance which is good for points though it has no economic value. Once it commits to the Rebels it also gives the Avsari legion, the most powerful STR ground unit in the game. Some units can take more hits but 8 is the equivalent of a basestar's firepower on ground and the unit is elite giving it other bonuses.

There is the possibility that a random event can cause the Empire to crack down on the Order which means the legion never appears but the Rebels get other bonuses.

No military unit can go to Avsar until it joins the Rebels or experiences a crackdown. No team can go to the planet unless it includes an Avsari. Avsari masters (each side gets one) get a bonus in persuading the Order.

______________________________________________________________________________________________

Barbarians

The Minoplisians have removed themselves from consideration as an ally due to recent events. When the Empire defeats the current invasion it will be at least a decade before they can recover. The Minoplisian minority on the planet Einstein were all killed in the fighting and by vengeful citizens.



The Barbarians are the only faction that can fully commit to either side. If you win them over you get half of the troops seen in the invasion on your side. You also get an unrest penalty for daring to ally with them. They are basically a dead faction now. Their ships and units will never move and once they are gone no more will come.
______________________________________________________________________________________________

The Bounty Hunters Guild

When a dangerous criminal runs they can be difficult to find. Jurisdictional issues make it easy to escape the law by jumping from planet to planet and criminals will often hide on asteroids or moons. When you need a fugitive found you contact the Bounty Hunters Guild and put a price on their head. The Guild regulates conflict over who can claim a bounty, promulgates bounty offers, and screens candidates to join the Guild. The Imperials have begun to establish a fund bounty hunters can collect from and list known Rebels that need to be caught. All the names and images of our most important operatives and many of our minors ones are known to the Guild. As the Empire increases the size of the purse we can expect bounty hunters to grow more active in attacking our teams and operations.



Bounty Hunters appear due to random events during missions. Each step has a 3% chance of triggering an attack. Each $1000 in the bounty hunter purse gives a 10% chance of a bounty hunter attack occurring up to 50% at $5000. The purse loses 10% each turn as well. If a character is captured a payment based on their rank must be paid immediately or the bounty hunter will let the captive go in disgust. Each level the faction leans towards the Imperials also adds 10% for a maximum of 80%. There is an event that allows Rebels to put bounties on Imperials but the odds never get as high for the Rebels in triggering an attack. An attack is either an abduction mission or an attack by a bounty hunter team using stun weapons.

Both sides know where the base is on Roca.

______________________________________________________________________________________________

The Commerce Federation

The Commerce Federation operates as combination bank, stock market, and court for the most powerful megacorporations in the Empire. All are run by Imperial loyalists and most of their boards of directors come from the ranks of the Imperial nobility. The corporations that make up the Commerce Federation control over 60% of interplanetary trade.

The Commerce Federation was initially formed as a power conglomerate to get notice in the Senate and to prevent unfair trade restrictions from individual planets looking to unfairly protect local industry. It quickly dwarfed the power of the planetary governments and now actively lobbies for subsidies, biased acquisition of government contracts, and tax exemptions and reductions. They form monopolies and do all they can to get non-Federation trade restricted. Most citizens of the Empire dislike the Federation as it can operate like a bully but its tendrils are everywhere and are difficult to avoid.

For a corporation to join the Federation it has to demonstrate its power by meeting a complex formula involving value of assets, yearly profits, and other factors. Admissions are rare as those at the top jealously guard their power. The corporations also commits acts of industrial espionage and sabotage against each other but there are rules to the game that prevent corporate wars from breaking out. Corporations hire freelance operatives to pull off data heists, sabotage missions, and acquire each others technology. These operatives are called Shadowrunners though the origin of this name has been lost over the years.

The Federation is the only organization other then the Empire legally allowed to operate military starships and they operate six sloops to shepherd important shipments. Corporations often hire the sloops for specific missions and pay a rental fee to the Federation as a whole as well as the operating cost for the ship. They also have a legion of combat androids that protects the ComFed Building (more like an arcology) on Aurora.

The Commerce Federation is a blight on all fair practices of Commerce. The declaration of the Concordance calls for it to be removed along with the Empire as the two are equally vile. We expect the Empire to send representatives to the Commerce Federation to seek funding and access to their military forces to support their war effort. Ideally we should capture Aurora and acquire the data and valuables stored there for the Concordance effort.



The Commerce Federation starts out neutral. For each -1 they donate 1 RP to the Empire each turn. If they fully commit to the Empire they give 4 RP each turn and also give the Empire six sloops and their android legion. The Rebels can stop this income by capturing Aurora and get 10 RP for wiping out the faction. They can never side with the Rebels.
______________________________________________________________________________________________

That is 5 out of the 10 factions. Will do the others in another post another day. To be continued......

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
If the rebels only get tax every seven turns do they actually get much from capturing planets? It's how they win the game and all, sure, but it seems kind of bizarre.

Xenocides
Jan 14, 2008

This world looks very scary....


wedgekree posted:

You played a tough round pretty well! Most missions were successful, and the Empire didn't have much to steal. So you did pretty good here. And the Battlestar that the Empire just built does get those giant cannons.. I'd hate to run into that thing in a fight.

So now every Imperial world has at least a garrison unit. And that's still a ton of income that the Empire has, wow. We've got to try and lower that gradually. And that's a lot of elites. Surprised that they weren't doing repiars on anything.

Good luck with the rulers. Both would be nice to have, particularly early! And yay Free Traders.

Can only do repairs at the end of the turn, not in the build phase so you have to have leftover money then.


wedgekree posted:

Also ow we took a lot of hits over in those fights. Hope these aren't going ot mean half our teams are inactive next turn. Nicely played Xenocides.

Lightning Team will probably be down but that should be it. I need to rest Dr. Federova and some point but I found I needed her this round.


TheGreatEvilKing posted:

Judging from Endobell those Necromancers are opposed to the Empire, rather than its cats-paw.

I expect them to be a greater nuisance to the Empire then to me. This is the last time I anticipate a mission on Earth for the forseeable future.

grandalt posted:

Well, well, well. Looks like the empire has evil sorcerer problem at its heart. No wonder things are going poorly with it.

Also, nice work on getting the rulers up for grabs to like you. Shouldn't take too much to get them and get an edge over the empire.

It looks like the rulers will join the Rebels before their planet does. When a sovereign commits to the Rebels their planet goes up +2 in unrest. If this does not push the planet into Rebellion the Sovereign is dethroned. This is not necessarily a bad thing as it lets the character off the leash of being a sovereign and they function as a regular character. The downside is that their commitment level goes away for initiative and victory purposes when dethroned but I think I would rather have more characters.

wedgekree
Feb 20, 2013

Gamerofthegame posted:

If the rebels only get tax every seven turns do they actually get much from capturing planets? It's how they win the game and all, sure, but it seems kind of bizarre.

The Rebels (I think) if a planet fully supports the Concordance get tax income from it during normal phases, but generally less than the Empire does. Also if a planet goes into revolt they can get some income and assets from it.

And nice writeup on the minor factions. Fun to read and nice job of fleshing them out!

Think the Empire is going to wipe out the remaining barbarians this round?

And nice on getting a cell on earth. Hopefully that will be a long term irritance.

Xenocides
Jan 14, 2008

This world looks very scary....


Gamerofthegame posted:

If the rebels only get tax every seven turns do they actually get much from capturing planets? It's how they win the game and all, sure, but it seems kind of bizarre.

It is every six turns. You just skip the first one (assumed in the initial RP you start with).

They actually tax just as much as the Empire as each Imperial planet is only taxed once every six turns. They are just taxed on a rotating basis instead of all at the beginning of the year. The Rebel tax rate is lower at 1/4 of the planet value compared to the Empire which can modify taxation but the default value is 1/2.

A lot of the Rebel RP comes from putting a planet into rebellion as you immediately get the planet's full resource value in units and get an equivalent amount in RP. If the mission that triggers the Rebellion does better then normal you can get double that value but it is hard to do with that mission.

wedgekree
Feb 20, 2013

Xenocides posted:


A lot of the Rebel RP comes from putting a planet into rebellion as you immediately get the planet's full resource value in units and get an equivalent amount in RP. If the mission that triggers the Rebellion does better then normal you can get double that value but it is hard to do with that mission.

My memories of the first game was that the Rebellion got some of the RP going to thier stored income, some going to th eimmediate creation of military assets on the planet, which they had to use to immediately buy units there. So it turned into most often trying to incite a revolt and then evacuating what military assets you could to build up forces.

habituallyred
Feb 6, 2015
Once you get a good lead on upcoming events with general research could you use the good doctor to reveal monster encounters before you run missions on new planets? I seem to recall that general research can also unveil monsters. Knowing in advance if a planet has smog or killer robots could come in handy.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

Xenocides posted:

All good missions except the last one. Bringing the Free Traders on guarantees a modest income every round which will hopefully help.

2 leaders almost on board, 1 faction with full support and some sleeper cells which are going to have bonus to their operations? And the Empire has to start pressing worlds for money? Nice. IIRC, is a much better start than the Rebellion got last run.

EDIT: Also, the Empire s doing a horrible job of keeping their planets secure. Did you get a monster attack in every mission?

Fat Samurai fucked around with this message at 17:49 on Jun 11, 2018

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Do missions on Earth have some advantages of any kind for the rebel player? Because if so, a sleeper cell this early is a really good windfall.
Turns out space Khan did us a solid after all.

wedgekree
Feb 20, 2013
Missions on earth are super dangerous just as Earth is probably almost always the most heavily defended system in the galaxy - but missions done there can have really nice results - what we get this early is a wy to disrupt things the Empire does on Earth or make them have to keep forces there as our cell can continuously harrass them. SO it's an ongoing passive threat, particularly if it can make more cells.

megane
Jun 20, 2008



Can you assassinate the Emperor or other important imperial guys on Earth?

Xenocides
Jan 14, 2008

This world looks very scary....


megane posted:

Can you assassinate the Emperor or other important imperial guys on Earth?

Maybe. Cells can only do Sabotage and Espionage missions but cells can try to grow up and become camps and then can do many more missions including assassinations. If the Emperor enters the game and commits to the Empire then yes, a camp can try to kill him. Low odds but worth trying.

wedgekree
Feb 20, 2013
So presuming your Earth based cell doesn't get suppressed are you going to try and expand it quick or have it do missions early on? Spawn more cells?

Xenocides
Jan 14, 2008

This world looks very scary....


Minor Factions Continued
______________________________________________________________________________________________

The Free Traders

A loose secret organization of space merchants, most running a single ship or a small organization, struggling to make ends meet under the oppressive policies the Commerce Federation has enacted. They function as a communication resource for each other to pass on warnings, opportunities, and to share contracts. The Commerce Federation has a lot of the space trade tied up and other large corporations fighting tooth and nail to join the Federation make up most of the rest. The Free Traders operate on the fringes taking the leavings the others leave behind. Honest work can be hard to find and almost profitless when it is so many turn to smuggling to avoid the unfair taxation and tariffs that make their jobs nearly profitless.

When the war began they were neutral but have since pledged their support to the Concordance. They pass on information they receive to our agents and funnel some supplies to the Concordance.



They have fully committed and cannot be moved back. They give a bonus of RP equal to half the value of their commitment and a bonus to Espionage missions of their commitment. Basically a bonus of +4 to Espionage and 2 RP for the rest of the game. Technically the Empire does not know where their base is but it would be basically pointless for them to find out now as they cannot influence it or do anything to it.
______________________________________________________________________________________________

The HyperMafia

The HyperMafia functions as a council of crimelords who run organized crime throughout Imperial space. It is used to resolve disputes over territories, end gang wars, and keep the law out of their business. They traffic in prostitution, slaves, narcotics, weapons, protection rackets, money laundering, and the like. They are currently led by Nicolai Grachenko and meetings are often held at his estate. Attendees include the Mafia, the Tongs, the Triads, the Yakuza, the Ragnari Bloodknives, the Aquarian Leviathans, and many others. The Rebellion has not yet found their base but it is possible we could come to an arrangement with them. This would likely hurt the new government once these ties came to light. Currently the Empire is receiving minor support from this organization.



The Hypermafia can move back and forth but never fully commits. The big draw is a bonus to RP and Espionage missions equal to their current commitment level. The base starts out unknown but the Empire got Franco Giovanelli as a character so they have the location. As a player I know where it is but cannot do missions there until I find it. It is tempting. The RP especially and the Espionage bonus could be a big help. With the Free Trader bonus if the Rebels max out HyperMafia support it would be a flat +7 on all Espionage missions. That is a lot. The downside is that the Hypermafia's support counts against you for VP at the end of the game. Not a lot but it is a penalty.
______________________________________________________________________________________________

The Legion of Fortune

An organization of mercenaries that hire out elite units to organizations willing to pay. Most of the Legion is drawn from retired Imperials, retired pirates, retired bounty hunters looking for a steady paycheck, and others trained in war looking for work. The pay is better then the Imperial army but getting in requires proving yourself. The Empire allows them to exist because sometimes it is useful to be able to hire elite troops to deal with missions that could be politically problematic if handled by a unit of Stormtroopers or Star Marines. They have also been hired by planetary governments, corporations, and members of the Imperial nobility to put down rebellions, fight in local wars and dynastic struggles, and the like. They were once hired by the Free Traders to take out a group of quasi-legal tax collectors on a new colony.

The Legion does refuse to work for the HyperMafia and other criminal organizations. Concordance representatives have approached the Legion about hiring them and they have no objections.

The Legion is made up of three brigades. While they do not have the punch of the larger Stormtrooper or Star Marine groups they are impressive brigade level units.



Any team can spend a step at the Legion HQ to hire a Legion. The base cost is $6000 but goes down or up $1000 if the Legion is for or against you (respectively). A contract lasts for 6 turns (one year). The Legions are brigade sized so they only take up half a space compared to most ground units. They are also the only reliable way for the Rebels to get elite ground units before attacking from New Hope (the only place they can build elite ground units and capital ships). The Empire might need the muscle or might buy them to keep the Rebels from hiring them. If you lose a brigade they shift one step against you.

Neither of us can realistically afford them right now. Their base moves as well at the beginning of each year.

______________________________________________________________________________________________

Pirate Princes

Piracy has been on the rise as the oppressive nature of the Empire and the Commerce Federation have been strongly felt. Pirates range from vicious murderering thieves to antiheroes who steal for a cause (or claim to). Most pirates do not kill their victims unless forced to fight. They generally just want to grab the cargo and leave. Unlike the HyperMafia that has all sorts of 'understandings' at many levels with the Empire the Pirates are fiercely fought. The Commerce Federation's lobbyists and propagandists point them out as a great threat to the peace.

A number of the most powerful pirate bands have united to form the Pirate Princes. The Buccaneers of Thergol, the Gonaxian Raiders, the Ragnari Band, the Merry Defenders, and the Anomalites are the most powerful. They pool their resources to maintain their ability to be able to manufacture military grade light starships. Pirate brigs are easily a match for the ubiquitous Imperial sloops.

The Concordance has put out feelers to make a deal with the pirates. This was not a clearcut decision and there was a lot of wrangling over it in the Concordance government. While the Concordance does not support piracy but is willing to bring the pirates on board as privateers operating under guidelines to prevent unnecessary bloodshed and avoiding purely civilian targets. With letters of marque they can continue to profit and supply the Concordance with their loot in exchange for promises of amnesty after the war.

Concordance propaganda is slowly trying to turn the Pirates into courageous freedom fighters. The main problem we face is that we have not found Pirates Cove, their secret base, and are unable to begin serious negotiations.



The Pirates never support the Empire. Each commitment level towards the Rebels means 1 RP a turn and a cumulative 10% chance of a pirate brig appearing to assist in any space combat the Concordance is involved in. If the Empire finds Pirate's Cove and attacks it it is defended by six brigs and a pirate brigade and it joins the Concordance. If the Cove falls the faction basically ceases (no more income or random pirate ships) to exist but any units that escape the Cove become permanent Rebel units.

I thought about using some of my Espionage missions to try to locate the pirates but there is a character (Agelat) that should pop up at some point that automatically gives me their location. I also do not want to point an arrow at them. If the Empire ignores them they are more likely to survive. Once the barbarians are dealt with the Empire's fleets will probably not have much to do and if they can find the Cove they could take it out. If I can keep them off the radar until Imperial forces cannot be spared their income and random ship help may last the rest of the game.

______________________________________________________________________________________________

The Slaver's Cartel

The ownership of sentient beings is illegal under the Stellar Constitution but the Empire ignores this as it can. In Imperial secret projects and resource centers Imperial taskmasters force enslaved workers to labor for the glory of the Empire. HyperMafia leaders, Imperial nobles, cruel mine owners, Commerce Federation executives, and others with no sense of morality, enough money, and ways to hide what they are doing buy and sell slaves. Some seek sex slaves, some laborers, some skilled workers that cannot quit for a competitor, and others use them for debauched bloodsports like underground gladiator games, and other sadistic activities.

The Red Hand, more commonly known as the Slaver's Cartel, is a central organization for slaving activities. They tag, classify, and sell slaves. Most are fitted with implants or debilitating collars to prevent escape. Their base is a massive camp we have not yet found. Slaves are acquired in many ways such as prisoners the Empire or corrupt governments "lose" in the system to make a profit for someone, people taken for unpaid debts by the HyperMafia, the Slaver's Cartel occasionally kidnaps groups on sparsely populated planets to get laborer stock, or from specialized kidnap operations to fill certain needs or wants (people with special technical or scientific skills, attractive individuals of all ages and genders and species, exotics from worlds outside the Empire, and people who would serve well as gladiators or in the other brutal games played for the pleasures of the jaded elites).

Officially the Empire denies there is slavery or that it is rare and that they are cracking down on it but it is feeding them and the Slaver's Cartel serves the Empire well. The Concordance vows to smash the Cartel and end slavery.



The Slaver's Cartel never fully commits but always leans Imperial. The Empire gets 2 RP per level of commitment making it the best paying minor faction in the game. They know its location from the beginning and the Rebels do not. The Empire wants to push it up to the maximum of -3 (6 RP a turn) while the Rebels, if they found it, could push it down to -1 and only 2 RP a turn. Better yet, they can find it and destroy the concentration camp and earn 10 RP for the mass recruitment that follows.
______________________________________________________________________________________________

That is it for minor factions. We are hoping to do Imperial Missions and maybe military actions as well tomorrow or Thursday so hope to have a new update soon.

Xenocides
Jan 14, 2008

This world looks very scary....


wedgekree posted:

So presuming your Earth based cell doesn't get suppressed are you going to try and expand it quick or have it do missions early on? Spawn more cells?

The Earth cell will probably do Espionage to start to start finding minor factions. If I can convert it into a camp I may try to use it to plant more cells. The problem is that any camp I build will probably be raided pretty quickly. It is probably going to be hope to convert to a camp on a turn where there is something interesting is there to do and then get beat back down into a cell afterwards. The Empire might use Espionage missions to suppress the cell or try to kill it. I am okay with that as long as it is keeping the Imps from doing other missions.

wedgekree
Feb 20, 2013

Xenocides posted:

The Earth cell will probably do Espionage to start to start finding minor factions. If I can convert it into a camp I may try to use it to plant more cells. The problem is that any camp I build will probably be raided pretty quickly. It is probably going to be hope to convert to a camp on a turn where there is something interesting is there to do and then get beat back down into a cell afterwards. The Empire might use Espionage missions to suppress the cell or try to kill it. I am okay with that as long as it is keeping the Imps from doing other missions.

Sounds good. It still means the Empire has to spend resources to tamp down on it, which isn't bad for this early in the game. good luck with it! And I remember the pirates from the last game, they were cool to see participate.

Good luck expanding your presence and building up infrastructure and starting to hit the Empire on a localized basis.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

Xenocides posted:

If the Emperor enters the game and commits to the Empire then yes, a camp can try to kill him. Low odds but worth trying.

Lazy Emperor. That’s how you get Rebels

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
I think the assumption is that the Emperor is not necessarily convinced the matter needs his personal attention until things get more clear, not that the Emperor is anything but supportive of his own continued rule.

Xenocides
Jan 14, 2008

This world looks very scary....


nweismuller posted:

I think the assumption is that the Emperor is not necessarily convinced the matter needs his personal attention until things get more clear, not that the Emperor is anything but supportive of his own continued rule.

Yeah, he is opposed to the Rebellion. Just not convinced he should take time off from his Emperorly duties to be hands on. It is possible his character will never show up.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
I like my interpretation better. He's Commodus, he is busy enjoying the admittedly pretty sweet gig of being an Emperor and can't be arsed to deal with this poo poo. :colbert:

Xenocides
Jan 14, 2008

This world looks very scary....


Turn 2 Imperial Missions

Search

Only search possible is on Umbra for Gamma Team (you can only search for a detected enemy team if you control the planet, have military units or rebel camps, or have a team on planet.

Due to high INT on the Rebel teams and the small size of the planet I only need a 5 or less on a d10 to succeed. d10 = 10

Disappointing. If I had found them I could have tried for assassination of General Vonder.
______________________________________________________________________________________________

Beta Team





Mission: Coup on planet Einstein Gamelin will be Mission leader and no money.

Makes sense. They were already there and Einstein is a valuable planet and has already suffered from double taxation and Barbarian occupation.

Preliminary Action Step

Sovereign recalled, no effect.

1st Action Step

Heavy crowds hinder the team (monster). -2 modifier to FASC.

FASC 1 - 2

2nd Action Step

Rebel Intelligence loses track of the team. They become undetected (probably meaningless).

FASC 2 - 2

3rd Action Step

Rebel informant finds the team. Team is detected (that was quick).

FASC 3 - 2

4th Action Step

Local help from the crashed survivors from the initial invasion of the barbarians help. +1 to FASC.

FASC 4 - 1

5th Action Step

Due to the recent invasion and the still-orbiting barbarian ships elections are delayed. Go back one action.

FASC 5 - 1

4th Action Step Take 2

A memorial for those lost in the attack is held. No monster (heavy crowds).

FASC 6 - 1

5th Action Step Take 2

Monster (no effect)

FASC 7 - 1

6th Action Step

Team succeeds in getting pro-Imperial party strong support. Repeat this step.

FASC 8 - 1

6th Action Step Take 2

No effect

FASC 9 - 1

Final Step



FASC 9 - 1 for modifier + 1 for Gamelin's COM + 1 for Gamelin's RNK + 1 for Gamelin's INT + 1 for city environment - 1 for Democracy = 11

d20 = 9, success, the new elections sweep a pro-Imperial government into power. Unrest moves from 0 to -2.



Planet moving two spaces triggers shockwave effect. Would hit one other planet in system and one other human planet. No other planet in system so randomly select human planet. Cots is hit and goes from -2 to -3.

That is El Magnifico's planet. Very sad.
______________________________________________________________________________________________

Alpha Team






Alpha Team is reorganized to include Lord Anaxim who the team will have to go pick up.

Mission: Propaganda and Diplomacy on Lai. Anaxim is Mission leader. No money.

The team is on Lai. It is the just liberated district capitol. I am guessing the plan is to try to undo the damage the recent double taxing did and have the team be in position to be sent out as military commanders if needed.

Preliminary Action Step

Sovereign recalled, no effect.

1st Action Step

Team flies to Batres and pics up Anaxim.

FASC 0

2nd Action Step

Team returns to Lai.

FASC 0

3rd Action Step

No monster attacks.

FASC 1

4th Action Step

No event next step.

FASC 2

5th Action Step

No event.

FASC 3

6th Action Step

No FASC next step (no effect)

FASC 4

Final Step



FASC 4 doubled to 8 + 2 for Anaxim's CHA + 1 for high charisma on team + 2 for planet unrest + 1 for city environment = 14

d20 = 13, success, unrest moves back to -3.
______________________________________________________________________________________________

Gamma Team






Mission: Team is sent to Cots to persuade El Manifico to support the Empire. Vonder is team leader.

Preliminary Action Step

Team gets an item.



Vonder gets a laser rifle.

1st Action Step

Team hyperjumps to Cots.

FASC 0

2nd Action Step

Medical aid, no effect.

FASC 1

3rd Action Step

El Magnifico is impressed by his esteemed visitors. Repeat step.

FASC 2

3rd Action Step Take 2

An etiquette failure offends El Magnifico. - 1 to FASC.

FASC 3 - 1

4th Action Step

Nana gets $94 from a happy listener to her show.

May the Universe bless you sweetie.

FASC 4 - 1

5th Action Step

Vonder offers to join in Magnifico's military parade. Repeat step.

FASC 5 - 1

5th Action Step Take 2

Parade eats up audience time. Skip next step.

FASC 6 - 1

Final Step



FASC 6 doubled to 12 - 1 for modifier + 1 for Vonder's RNK + 1 for Vonder's COM - 2 for Magnifico's commitment + 3 for planet's commitment = 14

d20 = 10, success. Magnifico moves from +2 down to +1.

You make good points my friend. The Empire has been good to me.
______________________________________________________________________________________________

Delta Team





Mission: Persuade the Archon on Umbra to support the Empire. Shushi is mission leader.

This is probably a setup to attack Nebula Team in the next Rebel Mission phase with an abduction mission.

Preliminary Action Step

Free action step.

Team hyperjumps to Umbra but the jump is miscalculated and the crew is lost.

1st Action Step

The team finds their way out and arrives at Umbra.

FASC 0

2nd Action Step

Repeat action step.

FASC 1

2nd Action Step Take 2

An ice lynx attacks the team. The team sets weapons on stun to get the bonus for Baben.

The ice lynx attacks Baben with surprise and inflicts 5 hits, wounding him. Shushi takes 1 hit. The team deals 1 hit each.

In round 2 Baben takes another hit. The team stuns the beast but Baben is at 6 hits out of 8. She needs healing.

FASC 2

3rd Action Step

Mission crisis. Roll Mission leaders CHA or lower or fail the mission. Need a 2 or less on a d6. d6 = 2, success and team gets a +2 to FASC.

FASC 3 + 2

4th Action Step

Another ice lynx attacks the team. Baben is screened this time. Shushi takes a hit and misses the lynx.

In round 2 both sides miss, Shushi would have taken a hit but high AGI saved him. The team tries to flee but fails.

Shushi takes another hit and the team escapes. Team is detected and both members are 1 hit from being knocked out and 2 from being killed.



I would have aborted the mission but they press on.

FASC 4 + 2

5th Action Step

Skip next step.

Just needed one more ice lynx. :(

FASC 5 + 2

Final Step



FASC 5 doubled to 10 + 2 for modifiers - 3 for sovereign's commitment + 1 for planet commitment = 10

d20 = 20, abysmal failure, insult is offered and the sovereign moves +1 pushing the Archon to +4. Archon Morgan commits to the Rebels.

The Empire threatened me and my people to try to win my support. Raise the Holy Guard! We Travisians have been repressed long enough. We have proved our loyalty and this is how it is repaid? NO MORE!!!!!

This immediately places the Archon on the planet as a character along with the Umbra Holy Guard unit (first Rebel military unit).

The planet also shifts +2 from -1 to +1. This triggers a shockwave which will influence one other Travisian world. Mir on the opposite side of the Empire goes from -1 to 0.

Because the Archon committed to the Rebels but his planet did not go into Rebellion he is removed from power and is dethroned. He functions as a regular character from here on out and the sovereign marker is removed from the planet.



Well, this could be interesting. The Archon's troops are specialized in ice worlds so they have a STR of 3 here instead of 2. The only ground unit that can get to the planet are some stormtroopers on Oisad, the district capitol. If the stormtroopers arrive I can grab one of the team members on the planet (probably Onioc with a COM of 3) and double the strength if the stormtroopers show up. The only leaders they could use are Baben and Shushi and their COM is lowered to 0 due to their just sustained injuries. There is a good chance the Holy Guard could beat them even with the conscripts supporting. Even more beautifully Earth has no ground unit reserves to send to Oisad so only a limited number of troops could be brought in next turn unless tension shoots up. Interesting possibilities.

Well, first military combat of the game between the Empire and the Concordance is probably imminent.

TheGreatEvilKing
Mar 28, 2016





If the Holy Guard holds the planet can we send it into rebellion?

wedgekree
Feb 20, 2013
Wow, first combat pretty early! Presuming we hold the planet for a round,t hat means it fully commits tot he Concordance right?

And does the Empire have anything else they can throw our way to try and hold the place or blockade it? And does the planet have a GDN that is operational or not? That might mess with them if they try and land things after we hold it.

And.. Other than that, not a really bad session for them. They dealt with a bit of unrest well, and are in a position to secure the rest of the sector. If they'd just had the team abort they'd have been doing pretty well. But, their missions mostly went well and they dealt with the unrest pretty handily.

wedgekree fucked around with this message at 07:25 on Jun 14, 2018

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
What happens if the Rebels destroy the Imperial troops? Military occupation? Does the planet flip because it’s leaning Rebel?

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wedgekree
Feb 20, 2013

Fat Samurai posted:

What happens if the Rebels destroy the Imperial troops? Military occupation? Does the planet flip because it’s leaning Rebel?

My.. Peripheral memory of the rulebook is that there is a phase where a planet can 'flip' to the Concordance provided it is in Revolt/Rebellion and has not been quelled by Impmerial troops/the planet is not contested.

Presuming the Empire does not win the military fight and the Rebels are uncontested in holding the planet I -think- it flips to the Concordance at the end of phase.

Presuming that there's combat if you win is it possible to capture the Imperial characters or not?

wedgekree fucked around with this message at 09:25 on Jun 14, 2018

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