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Xenocides
Jan 14, 2008

This world looks very scary....


V. Illych L. posted:

can't you counterspy or murder their spies or what have you? they now have a target for espionage, seems like an obvious place to put a dedicated hit squad and start attriting enemy teams

I am toying with the idea. Counterespionage only provides a minor bonus though +2. I need to see how long it lasts. If it works in perpetuity might be worth doing.


grandalt posted:

Well, we welcome Umbra officially to the Concordance. Military, we could be doing better and at least we know the location of one of the empire's strongest ships. With care, we can use this knowledge to strike where the empire is weaker.

I know they have at least three battlestars, one lol dreadnought class.

Pyroi posted:

Please tell me the Battlestar has a vent somewhere, about the size of a womp rat, that we can drop a bomb down and blow it all up in one go?

That is the even bigger and scarier ship they can build. It blows up planets. It has a weakness that fighters and character ships can attack.They aren’t allowed to build it until the initiative gets to at least 101 and cannot fire the planet killing gun until it reaches 201.


Omobono posted:

Battlestar = Star Destroyer I think. The Death Star is called Moloch here; it has an unprotected exhaust port.

Yeah, if you find the planet it was developed on and steal the secret plans to find the weakness. Yep.


nweismuller posted:

I think the Battlestar is more like a Super Star Destroyer than a Death Star, if I read it right.

I would say the regular battle star is probably a normal star destroyer and the dreadnought class battlestars are like the supers. The Empire is limited to two dreadnoughts, they cost maintenance, and they cannot be rebuilt if destroyed.

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oystertoadfish
Jun 17, 2003

just bumping this in case it offers some assurance to the players and the lper that their effort is not in vain - I loved the last lp of this and I love this one. I will calmly await further events

wedgekree
Feb 20, 2013
I think Xenocides said he was going on vacation for a week and a half ~ the 10th and that he and the other person eh was playing with wouldn't have internet access.

Andt his is really fun to read and follow! Looking forwards to more.

nweismuller
Oct 11, 2012

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

I am winning.
Yeah, I'm hoping it returns, but have just been waiting patiently for now. Thanks for your effort, Xenocides- I do appreciate it. :)

ClothHat
Mar 2, 2005

ASK ME ABOUT MY LOVE OF THE LUMPEN-GOBLITARIAT
protip: trust no links I post
I'm banging a fork and knife and chanting "more posts" over and over.

Xenocides
Jan 14, 2008

This world looks very scary....


Not dead. I was on vacation and then got back to find back home all my allergens decided to throw a welcome home bash when I got home and I ended up with the equivalent of bronchitis and most of my energy has been spent trying not to look like an idiot at work while in a perpetual Benadryl coma. It has gotten a little better. Working on an update now.

nweismuller
Oct 11, 2012

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

I am winning.

Xenocides posted:

Not dead. I was on vacation and then got back to find back home all my allergens decided to throw a welcome home bash when I got home and I ended up with the equivalent of bronchitis and most of my energy has been spent trying not to look like an idiot at work while in a perpetual Benadryl coma. It has gotten a little better. Working on an update now.

Welcome back, and glad you're feeling a bit better!

wedgekree
Feb 20, 2013
Welcome back, ugh on the bronchitis. Glad you're feeling better.

Xenocides
Jan 14, 2008

This world looks very scary....


Turn 6 Stellar Events

The failure of the Imperial Military to act to decisively attack Rebel units has been tied to suspected pro-Concordance elements discovered by Lao Chang.



Oh boy

Roll for General Vonder, d6 = 3, not implicated.
Roll for General Gamelin, d6 = 2, not implicated.

That could have been wonderful. The characters would be stuck in prison on Earth. Every turn there is a 50% chance of exoneration, 40% chance of staying in prison, and a 10% chance of execution. Would have thinned their numbers. This still may tie down the Imperial Military and the lowered tension means the Empire will not be able to as effectively react to a Rebellion this turn.



A new sovereign. Makimbe dealt with the Barbarian Invasion and is not pleased with repressive Imperial policy.



Freedom!

Jolee Bindo here is a good character. I want to snipe him before the planet goes into rebellion. I want this guy dethroned. A CHA 5 with a P&D bonus? Give him an escort and he can do Propaganda missions all day.



Initiative goes from 28 up to 43. 101 or up and the military game gets dicier for the Empire.
Victory Points go from -59 to -32
______________________________________________________________________________________________

Imperial Resources and Builds

Empire had 80.5 rp saved.

Taxation

Marat District is up for taxation. Good as that includes Xibalba and Umbra.

Procyon
Oisad: 26 RP (double)
Elfond: 0 RP (exempted)

Aerolis
Umbra: Concordance

Rotina
Xibalba: Concordance
Deepspace Station Omega: 1 rp

Stein
Menzel: 0 RP (exempted)
Dayan: 8.5 RP
Roca: 0 RP (exempted)

Groombridge
Morin: 8 RP
Tolkin: 11.5 RP
Raisa: 0 RP (exempted)

A lot of exemptions, basically everything with a 0 or higher loyalty got exempted

Total Taxation: 55 RP

Other Income

1 from Commerce Federation
2 from Area 551
4 from Rare Gems Mine
5 from Rare Metals Mine

Total: 12 RP

Total RP: 157.5

Maintenance: -6.5

Total RP: 151.5

Expenses

Upgrade GDNs on Oisad and Menzel to Level 2: 8 RP
Build GDN on Dayan: 1 RP

2 RP on Conscripts (Earth is now full, only place without full conscripts is Draconis III which lost its troops to the Barbarians and they only need one more unit).

No other expenses

Total RP: 140.5

The Empire looks to be stockpiling.

$1000 is added to Bounty Hunter purse bringing it back to +3 bonus. Imperial characters have $14,217 in spending money. Must be nice.
______________________________________________________________________________________________

Rebel Resources and Builds

Starting RP: 72

Income

3 RP from HyperMafia
2 RP from Free Traders

Total RP: 77

Expenses:

20 RP to build bases Delta and Echo (last two Rebel bases)

6 RP into $6000 bringing purse to $9040.

51 RP left.

I thought about building ships and troops on New Hope but decided it was better to focus on characters a little longer and get them their better ships and get the last bases up.

______________________________________________________________________________________________

My plan is to hit Draconis and Solaria with missions. There is an outside chance I can push Solaria into Rebellion this turn. Also send a team to align Makimbe. Also going to see if I can get a cell to find Pirate's Cove and send Mahoney's team there. If no planets can go into revolt teams will start putting down more cells as well. I toyed with the idea of hiring Legion mercenaries to shore up Umbra but decided against it for now. I might also send a team to influence Station Omega if I have one to spare. While its economy is almost non-existent it already at a +1 due to Xibalba shockwaves and putting it into Rebellion will push initiative up pretty cheaply. Controlling one side of the wormhole could also be a boon.

Dr. Snark
Oct 15, 2012

I'M SORRY, OK!? I admit I've made some mistakes, and Jones has clearly paid for them.
...
But ma'am! Jones' only crime was looking at the wrong files!
...
I beg of you, don't ship away Jones, he has a wife and kids!

-United Nations Intelligence Service

As someone who has no idea how initiative works, how exactly does high Initiative make your life easier? I'm not sure that was explained fully yet.

wedgekree
Feb 20, 2013
Good to haveyou back Xenocides! Ah well, this is a turn hopefully we can get some chaos going. If you can get some planets into Rebellion maybe the Empire won't have much luck chasing them for a bit. Good luck when it comes to getting the new leader! Hopefully that someone will be a great boon. Good luck with spreading the hope of freedom to the galaxy.

And any thoughts on what the Empire is stockpiling for? That's a lot of stuff they have saved..

Xenocides
Jan 14, 2008

This world looks very scary....


Dr. Snark posted:

As someone who has no idea how initiative works, how exactly does high Initiative make your life easier? I'm not sure that was explained fully yet.

As it stands now the Empire chooses who goes first in the military phase and can finesse it with ease. Double turns or whatever. Once it hits 101 it becomes random with the chance of the Rebels getting to choose going up as it rises. Once it reaches 201 the Rebels always have the initiative.

There are some downsides. A few Imperial units activate as the initiative goes up but denying the Imperials the choice as to who goes first can force them to play more cautiously and helps get more planets into Concordance.


wedgekree posted:

Good to haveyou back Xenocides! Ah well, this is a turn hopefully we can get some chaos going. If you can get some planets into Rebellion maybe the Empire won't have much luck chasing them for a bit. Good luck when it comes to getting the new leader! Hopefully that someone will be a great boon. Good luck with spreading the hope of freedom to the galaxy.

And any thoughts on what the Empire is stockpiling for? That's a lot of stuff they have saved..

Based on what he has said he wants to max out his stockpile for the end game when the Empire can really be hurting for income. He can also buy the Moloch/Death Star with it I suppose once Initiative reaches 101.

wedgekree
Feb 20, 2013
Control of the military phase means they can pick and choose what best fits thier needs each term. So yes, taking it away from them makes sense whenever we can get to that point. Also are you at the point where you can start hitting other sectors to hopefully deny htem the ability to get as many military assets there if you can ping pong more rebellions?

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
Glad that you are feeling better. Hmm, the stockpile of funds could be dangerous, but once we get the teams fitted up we will start moving things even more in our favor.

Also, I think we need to make sure we find the pirates. They are too useful to let the empire take them.

wedgekree
Feb 20, 2013

grandalt posted:

Glad that you are feeling better. Hmm, the stockpile of funds could be dangerous, but once we get the teams fitted up we will start moving things even more in our favor.

Also, I think we need to make sure we find the pirates. They are too useful to let the empire take them.

I don't htink (by the rules) the Empire can align with the pirates. They can try and sway them to remain neutral, but I don't think they can get the faction to join. GEnerally if the Empire locates the pirates, the nexts tep for them is assault fleet. So if they commit when the Reblelion hasn't stirred up lot of trouble elsewhere soon as the Empire can concentrate a fleet they get flattened.

Empire stockpiling funds is bad - articularly as the game gets mor eheated and the Rebellion can challenge them on more fronts as it gives them a greater reserve - particularly with them having deployed so many elite units already. At least going by my recollections of how the last game went.

Xenocides
Jan 14, 2008

This world looks very scary....


grandalt posted:

Glad that you are feeling better. Hmm, the stockpile of funds could be dangerous, but once we get the teams fitted up we will start moving things even more in our favor.

Also, I think we need to make sure we find the pirates. They are too useful to let the empire take them.

Also, if the Empire wants to stop the Pirates they need to commit Espionage missions to find them which means fewer missions targeting the location of New Hope. If the Empire does react and go after the Pirates (and if they want to they can beat them) it buy the Rebellion time. I am not sure what I hope they do.

wedgekree posted:

I don't htink (by the rules) the Empire can align with the pirates. They can try and sway them to remain neutral, but I don't think they can get the faction to join. GEnerally if the Empire locates the pirates, the nexts tep for them is assault fleet. So if they commit when the Reblelion hasn't stirred up lot of trouble elsewhere soon as the Empire can concentrate a fleet they get flattened.

Empire stockpiling funds is bad - articularly as the game gets mor eheated and the Rebellion can challenge them on more fronts as it gives them a greater reserve - particularly with them having deployed so many elite units already. At least going by my recollections of how the last game went.

Yeah, if the Empire hunts the pirates it will be to wipe them out. Odds are I would still get most of the pirate fleet (which would run) but would lose the income.

There is a maximum stockpile of 299.5 RP but the Empire will almost certainly start spending at that point. One concern the Empire faces is growing maintenance costs as their income drops and they build more elite units and dreadnoughts and level 3 GDNs that cost upkeep.

wedgekree posted:

Control of the military phase means they can pick and choose what best fits thier needs each term. So yes, taking it away from them makes sense whenever we can get to that point. Also are you at the point where you can start hitting other sectors to hopefully deny htem the ability to get as many military assets there if you can ping pong more rebellions?

My plan is to hit some new motherworlds to trigger some shockwaves in their colonies. The Travisians are unique in that their planets (except for Travisond) are all packed together. The Drak and the Solarians look to me to be the next good targets and they are spread out all over. There is something to be said for focusing on one district as you can tie down the military there but it is hard to do so I am probably not going to try. Having fires everywhere probably works better in any case.

wedgekree
Feb 20, 2013
I think it takes like.. Maybe 3-4 successes to 'locate' the Pirate's cove, so probably roughly two successful espionage missions on average if they have a good team and do well. So if they make it a prioritye they can do it pretty quickly.

I.. Think if the pirates commit it's like 1 RP per turn or so to the Rebellion and maybe a negative to the Empire and chance to spring a sloop or so in combat. So it's not a -huge- bonus to the Rebels and irritant to the Empire, so they could just decide they can weather the losses for a bit if thier priority is New Hope.

Xenocides
Jan 14, 2008

This world looks very scary....


wedgekree posted:

I think it takes like.. Maybe 3-4 successes to 'locate' the Pirate's cove, so probably roughly two successful espionage missions on average if they have a good team and do well. So if they make it a prioritye they can do it pretty quickly.

I.. Think if the pirates commit it's like 1 RP per turn or so to the Rebellion and maybe a negative to the Empire and chance to spring a sloop or so in combat. So it's not a -huge- bonus to the Rebels and irritant to the Empire, so they could just decide they can weather the losses for a bit if thier priority is New Hope.

2 successes and the second has to be in the right district.

Pirates give 0.5 RP per level of commitment so at maximum it is 2 RP a turn. You also get a chance based on their commitment level (10% per level to a maximum of 40%) for a pirate brig to jump in and help at each space battle going forward.

V. Illych L.
Apr 11, 2008

ASK ME ABOUT LUMBER

is there something to be said for hitting low-tension systems? i appreciate that tensions increase as you get active, but it seems as though making the empire's decision space more confused is a good in and of itself

wedgekree
Feb 20, 2013
I.. Think what tension does as it rises is make it easier for the Empir eto shift military forces around. So early on they have only a very limited ability to transfer units about as things rise up. As more revolts kick into action, it's easier for them to do so. It represents the increasing military threat and Imperial response by giving thierunits momre flexibility.

habituallyred
Feb 6, 2015
At very low levels character teams can even get told held up by red tape. The full table is on the first page of the previous thread.

Xenocides
Jan 14, 2008

This world looks very scary....


We hope to play again tomorrow.

If anyone is bored (shameless plug incoming) feel free to sign up to participate in my new lp: Wing Commander LP

Hope to have the Rebel Missions done this weekend.

wedgekree
Feb 20, 2013
Let's go and get ready to wing it as those rebel scum! Looking forwards to the next bit Xenocides.

Xenocides
Jan 14, 2008

This world looks very scary....


Still alive but due to sickness we have not had a chance to play much. Hopefully some time this weekend I can continue. Sorry everyone.

wedgekree
Feb 20, 2013
got it, feel better. Take your time! This is fun to read and keep up with. Glad you're feeling better and always a pleasure to read your stuff.

wedgekree
Feb 20, 2013
Looking forwards to seeing this updated and see how our erstwhile Rebel scum handle things.

Xenocides
Jan 14, 2008

This world looks very scary....


Turn 6 Rebel Missions Part 1
______________________________________________________________________________________________

Well, it has been a while. It took a while to remember what I was doing and I probably forgot some stuff.
______________________________________________________________________________________________

Imperial Search

Agnot Assassins attempt to locate contracts

Contract 1 targeting Koolet Ison: needs 2 or less. 1d10 = 4

Contract 2 targeting General Mardok: needs 2 or less. 1d10 = 5

Contract 3 targeting Lien Glon: Needs 1. 1d10 = 8

Imperials Search for Teams:

Scorpion Team

Imperials need a 6 or less. d10 = 8, whew, this team is on Travisond and it is crawling with Imperial troops.

Archer Team

Imperials need a 1. d10 = 5, failure.

Lightning Team

Not detected.

Friendship Team

Imperials need a 1. d10 = 8, failure.

Nebula Team

Not detected.

Tobori Bull Team

Detected but Umbra is Rebel occupied.

Saturn Team

Detected but Umbra is Rebel occupied.

Black Hole Team

Imperials need a 1. d10 = 1, team located. Fortunately only attack option is a conscript army.

3 conscripts attack.

Round 1

Team shields Dr. Weber. All the conscripts miss. Monk Undite and Lallejo Chan both wound a conscript and the team escapes.
______________________________________________________________________________________________

Mission Phase

My plan is to try to push the Solarian homeworld into revolt and possibly hit other Solarian worlds if possible.
______________________________________________________________________________________________

Nebula Team






Mission: Team is to provoke a coup on Solaria. Glon is mission leader. Team is given $4600.

Preliminary Action Step

New character!



I have come to support you in your crusade. It is time I fought for something I believe in.

Agelat is a big boost to this team. While it is kitted out exceptionally well for the Coup mission they only have mediocre pilots. Agelat fills that gap and provides firepower. He also reveals the location of Pirate's Cove so I do not need to search for it any longer. I will be sending Mahoney there to start winning them over. While I would like to send Agelat for his +2 bonus he is probably better off where he is.

Team also attempts to purchase a Consular Transport. The roll for availability is a success and $4400 buys them a new ship. The Sirius trades in for $500.



Beautiful ship, wish the nav computer had a bonus but no complaints about any other part of it. I was planning to buy it anyways but getting a 5 pilot makes me very happy.

1st Action Step

Ship leaves Draconis III which has no GDN due to the barbarians and hyperjumps to Solaria. Agelat evades the Solarian GDN and the team lands.

FASC 0

2nd Action Step

A local Solarian symposium distracts the military who have to provide security. The team is immune to searches and patrols are weak.

FASC 1

3rd Action Step

The symposia has the Solarians abuzz and excited. No angry civilian events.

FASC 2

4th Action Step

Slowdown. No FASC next step.

FASC 3

5th Action Step

Mission crisis. Team must roll Glon's COM or less or fail. As Glon as a COM of 0 I throw down a mulligan to reroll. No mulligans left.

Team is detected by local Imperial informant.

FASC 3

6th Action Step

Team is detected and there would be a search but team is immune to searches.

FASC 4

Final Step



FASC 4 + 1 for Glon's RNK + 1 for Glon's INT - 1 for planet being a democracy + 2 for Glon's special + 2 for Magnifico's special + 2 for Vermon's special + 2 for $200 in bribes = 13

d20 = 13, new elections are called and thanks to the Rebel team a Concordance sympathetic majority is established. Planet moves from 0 to +2 in support of Concordance. Level 1 Shockwave triggered. Kecsal in the same system moves from -2 to -1. Two other Solarian worlds are influenced. Karibden moves from 0 to +1. Ignis IV moves from 0 to +1.
______________________________________________________________________________________________

Friendship Team





Mission: Team is already on Solaria and will conduct a Propaganda mission. Federova is team leader. Team is given $200.

Preliminary Action Step

Sovereign recalled, no effect.

1st Action Step

Federova heals Ketres for five points bringing him back to full health.

FASC 0

2nd Action Step

Mission begins. Dr. Federova's laser pistol is damaged and cannot fire unless repaired or is automatically fixed after the mission. We will press on.

FASC 1

3rd Action Step

Monster attack! The remnant spirits or ghosts of a group of Solarians killed by the Empire haunt an area of the planet. They frighten the Rebel team but do nothing else.

If they run into an Imperial team they try to drain the life out of them.

FASC 2

4th Action Step

The symposia is still being talked about. No angry civilian events.

FASC 3

5th Action Step

Rebel special forces sabotage a Solarian conscript unit and blow up all of its weaponry. The distraction allows the team to repeat this step and the conscript unit is destroyed.

FASC 4

5th Action Step Take 2

Imperial informant spots the team and they are already detected. Imperials search and need a 1. 1d10 = 8

FASC 5

6th Action Step

Dr. Federova is arrested for speeding while fleeing the site of the Imperial search and is jailed.

FASC 6

Final Step



FASC 6 doubled to 12 + 3 for Ketres CHA + 1 for Ketres having high CHA + 2 for unrest level - 1 for natural environment + 1 for Ketres special + 2 for $200 in bribes = 20

d20 = 5, would be double success but only room for one level of success. Solaria moves from +2 to +3.
______________________________________________________________________________________________

Tobori Bull Team







Mardok and Ekud are shot up but the team just got a medical droid. I toyed with splitting the Canon off to join another team or form an independent one but realized it would not have a pilot or a ship so he will stay with the team for now. While he is less useful now that there are no Travisian worlds left to influence he does prevent civilian attacks.

Mission: Go to Solaria and Spark a Rebellion. Mardok is Mission Leader. Team is given $200.

Preliminary Action Step

Team acquires a new weapon.



Bagul tinkers with and creates an experimental and unreliable pistol. A lot of power though.

1st Action Step

Team takes off from Umbra. Bagul drives because Ekud is injured. Team hyperjumps to Solaria and is not detected on landing. Medical droid heals 2 hits each on Mardok and Ekud putting them 1 hit each out of wounded status. The Canon is the only available character to try to fix the ship and makes a shot in the dark attempt to remove its 1 hit but fails.

FASC 0

2nd Action Step

Symposia still has Solarians content. No angry civilian events.

FASC 1

3rd Action Step

Ship breaks. Ship cannot fly again until fixed.

FASC 2

4th Action Step

Bounty hunters. Need a 5 of less on d10 to attack. d10 = 10, no attack.

FASC 3

5th Action Step

Team encounters the angry spirits and is spooked but no effect.

FASC 4

6th Action Step

The angry spirits return and again do nothing.

FASC 5

Final Step



FASC 5 doubled to 10 + 1 for Mardok's RNK + 1 for Mardok's COU + 1 for $200 in bribes = 13

d20 = 6, planet rebels. Level 2 shockwave pushes both planets in the system (Moronica and Kecsal) from -1 to 0. Further shockwaves hit all three other Solarian planets and Karibden and Ignis IV go to +2 and Lipe goes to +1. Rebels build 3 Irregulars, a light cruiser, a frigate, and two heavy starfighters. The Rebellion also gains 24 RP.


______________________________________________________________________________________________

Saturn Team





This team is being reorganized. Onioc and Morgan were left alone with no ship. They will buy one, go pick up Weber, and go to Ignis IV for propaganda. This team is not built for that mission but if I can push them to +3 I can send another team to Spark a Rebellion there and further hit the Solarian worlds with shockwaves. If I can get Solaria into Concordance (doubtful but possible due to Imperial purge even) I may even be able to push all four worlds into revolt. I have no idea what to do with Morgan. With no Travisian worlds to use his abilities on he is basically dead weight. All he really contributes is a weak combat character which I guess is better then nothing.

Mission: Propaganda on Ignis IV. Weber is mission leader. Team is given $1700.

Preliminary Action Step

Sovereign recalled, no effect.

Team purchases an Auroran Freighter for $1500.



Pretty mediocre. I wanted to but the Martian Queen, the last good rebel spaceship left but could not afford it. After that the only ships left are the two Sirius ships and the Orbital Lighter I sold.

1st Action Step

Team takes off from Umbra and jumps to Gotica but is off-course.

FASC 0

2nd Action Step

Team flies in on sublight and lands on Gotica. Team is detected and fired on by the GDN but evades it. They land on the planet and pick up Dr. Weber.

FASC 0

3rd Action Step

The team takes off from Gotica and evades the GDN and hyperjumps to Ignis and lands undetected as the planet has no GDN.

FASC 0

4th Action Step

Mission begins. The late start hurts the team. No FASC next step.

FASC 1

5th Action Step

Mission Crisis. Weber must roll CHA or less or fail the mission. d6 = 4, mission is abysmal failure. Unrest drops from +2 to +1.
______________________________________________________________________________________________

We got through half of the mission phase (4 of the 8 teams). Hoping to play more soon.

wedgekree
Feb 20, 2013
Fairly good bit so far. Alas on the abysmal failure, but those happen. What you thinking of doing with the rest of the teams so far then if you have any plans? And yay for seeing this go on! whoo Xenocides.

Good luck getting the pirates.

cokerpilot
Apr 23, 2010

Battle Brothers! Stop coming to meetings drunk and trying to adopt Tevery Best!

Lord General! Stop standing on the table and making up stupid operation names!

Emperor, why do I put up with these people?
Good to see you back again

Xenocides
Jan 14, 2008

This world looks very scary....


Thanks, I am sending Mahoney to Pirate's Cove to start persuading them to get some income and the possibiity of pirate ships supporting in space battles. I am torn on the rest. I could have the sabotage/steal team try to sway Karibden from +2 to +3 and have Ison Spark a Rebellion there or have Ison plant a Rebel Cell or two and have the Steal team try to acquire resources again or sabotage something. That leaves just the Espionage team to ferret out another secret somewhere.

wedgekree
Feb 20, 2013

Xenocides posted:

Thanks, I am sending Mahoney to Pirate's Cove to start persuading them to get some income and the possibiity of pirate ships supporting in space battles. I am torn on the rest. I could have the sabotage/steal team try to sway Karibden from +2 to +3 and have Ison Spark a Rebellion there or have Ison plant a Rebel Cell or two and have the Steal team try to acquire resources again or sabotage something. That leaves just the Espionage team to ferret out another secret somewhere.

Steal semes to give only a small amount of income. Like maybe if you do -really- well one or two RP's from the game manual. If there's nothing else the Steal team can do sure but it seems risky for a small payoff given how that mission works. But, maybe sabotaging an Imperial unit is worthwhile - damaged units still need fixed, and that's RP's they gotta spend. If you kill a unit, even better.

I think that trying to spark Karibden is the good go-to. If it doesn't go well you can always put Ison to cells. But what are the probabilities as far as what you think of that working? Swaying if the team has a good chance of it semes like better payoff as far as jumping other systems which means the Empire has to spread out more. But if not great odds on the use of that team, probably better for steal or sabotage.

Xenocides
Jan 14, 2008

This world looks very scary....


wedgekree posted:

Steal semes to give only a small amount of income. Like maybe if you do -really- well one or two RP's from the game manual. If there's nothing else the Steal team can do sure but it seems risky for a small payoff given how that mission works. But, maybe sabotaging an Imperial unit is worthwhile - damaged units still need fixed, and that's RP's they gotta spend. If you kill a unit, even better.

I think that trying to spark Karibden is the good go-to. If it doesn't go well you can always put Ison to cells. But what are the probabilities as far as what you think of that working? Swaying if the team has a good chance of it semes like better payoff as far as jumping other systems which means the Empire has to spread out more. But if not great odds on the use of that team, probably better for steal or sabotage.

I would guess about 50% success chance on Propaganda with a small chance of abysmal failure.

wedgekree
Feb 20, 2013

Xenocides posted:

I would guess about 50% success chance on Propaganda with a small chance of abysmal failure.

Do you feel that's enough to make it worth pursuing, given that's bfeore the team has to run the gauntlet of things on the planet? Again, they might always draw another character. ro do you feel it's better to have them go for a sabotage or theft run and then use Ison to spread cells for later chaos? Ultimately think it's your call as to best use of personnel.

Also we should probably bail out Dr. Federer..

Xenocides
Jan 14, 2008

This world looks very scary....


wedgekree posted:

Do you feel that's enough to make it worth pursuing, given that's bfeore the team has to run the gauntlet of things on the planet? Again, they might always draw another character. ro do you feel it's better to have them go for a sabotage or theft run and then use Ison to spread cells for later chaos? Ultimately think it's your call as to best use of personnel.

Also we should probably bail out Dr. Federer..

Not sure, the 50% was factoring in (roughly) the odds of failing midway through. I think if they get to the final step it will be over a 50% chance of success.

Federova is fortunately pretty safe. Even if Solaria is occupied again by the Empire there is only a 10% chance of her being moved out of the jail and taken into Imperial custody. If the Rebels hold the planet there is a 70% chance of her being freed. If neither happens there is a 20% chance she is just let go at the beginning of the next Rebel Mission phase. If none of these happen (most likely) Ketres can just spend $100 and bail her out in the first step of his action phase.

nweismuller
Oct 11, 2012

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

I am winning.
Nice! I was waiting for this to continue. Thanks for getting back into it!

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
Excellent, the rebellion lives. And a suggestion, if Morgan is not providing much as an agent, have him work on getting money. Every little bit helps.

wedgekree
Feb 20, 2013
Also wasn't there a real cool new Sovereign you wanted to try and recruit?

Katanga Makimbe methinks was a target for Friendship Team

Xenocides
Jan 14, 2008

This world looks very scary....


grandalt posted:

Excellent, the rebellion lives. And a suggestion, if Morgan is not providing much as an agent, have him work on getting money. Every little bit helps.

Well, he would need a team for that. Sending him alone means any number of random events could just kill him.


wedgekree posted:

Also wasn't there a real cool new Sovereign you wanted to try and recruit?

Katanga Makimbe methinks was a target for Friendship Team

I forgot about him. He will probably have to wait a bit.

wedgekree
Feb 20, 2013

Xenocides posted:


I forgot about him. He will probably have to wait a bit.

Oh well, future rounds!

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Xenocides
Jan 14, 2008

This world looks very scary....


Turn 6 Rebel Missions Part 2
______________________________________________________________________________________________

Lightning Team





Mission: Propaganda Mission on Karibden. Prois is Mission Leader. Team is given $200.

Preliminary Action Step

Rebellion gets a Mulligan card.

1st Action Step

Team takes off from Dobell undetected and jumps to Karbiden and lands undetected (barely, glad it was the Solarian disk).

FASC 0

2nd Action Step

Monster attacks ignored.

FASC 1

3rd Action Step

Bounty Hunters. Need a 5 or less. d10 = 6, no attack.

FASC 2

4th Action Step

Team stumbles due to inexperience with this mission type. No FASC next step.

FASC 3

5th Action Step

Local sympathizers assist the team. +1 to FASC.

FASC 3 + 1

6th Action Step

Monster attack (ignored)

FASC 4 + 1

Final Step



FASC 4 doubled to 8 + 1 for modifier + 1 for Prois CHA + 2 for unrest + 1 for city environment + 2 for $200 in bribes = 15

d20 = 16, use mulligan for reroll. d20 = 10, unrest shifts from +2 to +3, ready for revolt.
______________________________________________________________________________________________

Scorpion Team






Mission: Spark Revolt on Karibden. Ison is Mission Leader. Team is given $200.

Preliminary Action Step

Sovereign recalled, no effect.

In Bulma's extra movement step they leave Travisond and are intercepted by the blockading fleet. A single fighter pursues but they get the drop on it and Bulma shoots it down. They then jump to Karibden. The GDN detects the ship and fires on it but misses. The team is detected.

1st Action Step

Local leaders are hesitant to rise up. -1 to FASC

FASC 1 - 1

2nd Action Step

Local leaders change their mind. +1 to FASC

FASC 2

3rd Action Step

Team runs into an enemy patrol. 4 conscripts attack the team. Not good as the entire team is wounded. Fortunately the conscripts are surprised.

Round 1
Bulma takes 1 hit and is wounded. Bulma and Ison wound one each and Machumen wounds the other 2.

Round 2
Conscripts all miss and all but one conscript is killed.

Round 3
The last conscript takes 8 hits and goes down.

FASC 3

4th Action Step

Things get difficult as the team hides. No FASC next step.

FASC 4

5th Action Step

The team continues to have to evade patrols. No FASC next step.

FASC 4

6th Action Step

A street fight erupts. six civilians attack the team. Machumen takes a hit and the team escapes.

FASC 4

Final Step



FASC 4 doubled to 8 + 1 for Ison's RNK + 1 for Ison's special + 1 for $200 in bribes = 11

d20 = 9, revolt goes off. A regular and an irregular unit spawn along with a light cruiser and a heavy starfighter.
______________________________________________________________________________________________

Archer Team





Mission: Persuade Pirate Princes to support Rebels at the Pirate's Cove. Mahoney is Mission Leader. Team is given $200.

Preliminary Action Step

Get a Mulligan. Back to one Mulligan for each side.

1st Action Step

Team leaves Dayan and the Hypermafia headquarters and jump to the Altair system through the wormhole. While entering the wormhole a GDN spots them and attacks. The Chiron Hawk takes 1 hit. The exit system has no GDN and the team arrives. Lindi fixes the combat droid to full health during the trip.

FASC 0

2nd Action Step

A pirate is actually a Rebel operative and shows up to help. If the civilian survives to the end get +1.

FASC 1

3rd Action Step

Enemy surveillance loses track of all teams....ummm....okay.

FASC 2

4th Action Step

Mission crisis, pirates resist. Mahoney must roll CHA or less. d6 = 3, success, +2 to FASC

FASC 3 + 2

5th Action Step

No monsters (there are no monsters at this location)

FASC 4 + 2

6th Action Step

Mahoney takes 1 hit from a pirate trying to stab her.

FASC 5 + 2

Final Step



FASC 5 doubled to 10 + 2 for modifier + 1 for civilian + 1 for Mahoney's CHA + 3 for Mahoney's special + 2 for $200 in bribes = 19

d20 = 14, Lindi uses reroll to hope for a double success. d20 = 18, one success. Pirates shift from 0 to +1. Half a resource point in RP and a 10% chance a pirate ship will assist in any space battle.
______________________________________________________________________________________________

Black Hole Team





Mission: Espionage on Moronica to uncover secret there. Undite is Mission Leader.

Preliminary Action Step

Free step. Team takes off from Gotica, jumps, and lands on Moronica undetected.

1st Action Step

Mission crisis. Undite must roll INT or less. d6 = 4, failure. Mulligan expended to reroll. d6 = 1, +2 to FASC

FASC 1 + 2

2nd Action Step

Item malfunction (no appropriate item available)

FASC 2 + 2

3rd Action Step

Team has trouble in investigation. No FASC next step.

FASC 3 + 2

4th Action Step

Attempts to infiltrate the Imperial computer network fail. - 2 to FASC

FASC 3

5th Action Step

A local sympathizer helps. +1 to FASC

FASC 4 + 1

6th Action Step

Undite is recognized. Team is detected.

FASC 5 + 1

Final Step

FASC 5 doubled to 10 + 1 for modifier + 1 for Undite's INT + 3 for Undite's special + 3 for Chan's special + 4 for Free Trader bonus + 3 for Hypermafia bonus = 25

d20 = 20, would be a normal success but a 20 always goes down a level so downgraded to failure.
______________________________________________________________________________________________

Other Missions

Elfond
Camp #1 will attempt Propaganda, needs 4 or less. d20 = 12, failed
Cell #1 is recovering from being suppressed.

Earth
Sleeper cell activates.
Camp #1 will attempt Propaganda, needs 1. d20 = 13, failed
Cell #1 attempts Espionage to determine composition of fleet orbiting Earth, needs 9 or less. d20 = 14, failed

Mars
Camp #1 will attempt to assassinate Chang, need 1. d20 = 19, failed

Neogea
Cell attempts to grow into camp, fails
Camp#1 attempts propaganda, needs 6 or less. d20 = 5, planet moves from 0 to +1.
Cell#1 attempts sabotage against 2nd line unit on planet, needs 2 or less. d20 = 6, failed.

Aquaria
Two cells attempt to grow into camps, one succeeds.
Camp #1 attempts propaganda, needs 4 or less. d20 = 11, failed.
Cell #1 attempts espionage on secret on planet, needs 9 or less. d20 = 1, success, secret is a dummy and is discarded.
______________________________________________________________________________________________

Rebel Combat

Newly rebelling planets have the option to attack Imperial ground troops and ships with automatic surprise.



Both planets are defended by 3 conscript units.

Solaria

Round 1:

Rebels deal 1 hit to each of the conscript units. They deal 1 hit back.

Round 2:

Rebels eliminate 2 units. Conscripts miss.

Round 3:

Last conscript eliminated. Solaria is currently in Rebel hands.

Karibden

Round 1:

Each rebel unit eliminates a conscript unit leaving only 1 left. Regular unit takes 1 hit.

Round 2:

Last conscript is eliminated with no damage received.
______________________________________________________________________________________________

Well, that was a successful turn. Two more planets into rebellion and I wonder how many troops the Imperials will commit to keep them out of Concordance. If the Imperials let the Rebels go first I am thinking of moving most of the fleet to Solaria to try to hold it. If the Imperials opt to go first to prevent my ability to move troops I might be able to scrape together enough in the way of forces to liberate a world or two. If I can free a planet or two it will be especially helpful because next turn is taxation for all Concordance planets. Not a huge gain (Rebel taxes are a quarter of the value compared to the Imperial half) but still worth considering. In other happy news the Concordance treasury just broke 100 RP. Time to start building an army and navy at New Hope.

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