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Help wanted for a campaign :)
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denderan marajain
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PostPosted: Mon May 08, 2017 5:18 am    Post subject: Help wanted for a campaign :) Reply with quote

Hello Everyone Smile



I need your help again

Iam just about to design a campaign for my group and i have just come tot he point that i have a few questions



Unfortunately i can not upload PDF so i have to write it down Wink
You will find my previous work at the end oft he article



Date is about 3 months after Endor (Outer/Mid Rim)
80 Systems, 44 Inhabited



The Players should support the rebel cell mit their Battlegroups until a larger Fleet arrives to take the sector definitiveley. The Sector ist he crossroad oft wo major trade routes and the entrance into the Mid Rim. I give the players absolute freedom in what they want to do (Sandbox)



My Questions are the following



What defenses (Space, Ground etc.) should have planets
How big, in your opinion, should be a sector fleet
How big, in your opinion, should be an active rebel cell?






Thanks in advance for your valuable help!!!!



------------------------------------------------------------------------------------------------------------------------------

Sector Fleet (Imperial):

1 Battlestar-Class Carrier – Flagship (108 Starfighter)
1 Venator-Class Star Destroyer (192 Starfighter)
4 Harrow-Class Star Destroyer (144 Starfighter)
20 Chariot-Class Star Cruiser (240 Starfighter)
10 Dreadnaught-Class Heavy Cruiser (240 Starfighter)
20 Loronar Strike-Class Cruiser (240 Starfighter)
2 Sienar Fleets Immobilizer-Class Interdictor (48 Starfighter)
22 Lancer-Class Frigate
3 Tagge Industries-Class Ion Frigate (36 Starfighter)
10 Cantwell-Class Star Destroyer (216 Starfighter)



Total: 93 Capital Ships - 1488 Starfighter (124 Squadrons)






System (Capital)

Defense:

3 Golan I Space Platforms
Kuat Drive Yard’s Shipyard Mark III
Evakmar Docking/Repair Station
XQ 3 Space Station
2 Carrack-class Light Cruiser
2 Bayonet Cruiser
10 IR-3F Patrol Ships
4 Marauder Corvettes
12 Squadrons Starfighter (Ships / Space Stations)
6 Squadron Starfighter (Planet)
In System Patrol Ships (Guardian Light Cruiser, Law Light Patrol Craft)
Ground Weapons (6 Turbolaser – 6D, 4 Medium Ion Cannon 6D,
12 Double Heavy Laser Cannon – Starfighter Scale – 6D)
Planetary Shield (4 Base Shield Generator – 6D in all 4 Fire Arcs)
Imperial Drone Mark I (200)









System (Tourism)



Defense:
XQ 3 Space Station
1 Carack-class Light Cruiser
2 IR-3F Patrol Ships
1 Marauder Corvette
6 Squadrons TIE Fighter (Planet and Space Station)
In System Patrol Ships (Guardian Light Cruiser, Law Light Patrol Craft)




System ( Production, Research, Mining)


Defense:
2 Golan I Space Platforms
Evakmar Docking/Repair Station
XQ 3 Space Station
2 Carrack-class Light Cruiser
2 Bayonet Cruiser
5 IR-3F Patrol Ships
2 Marauder Corvettes
12 Squadrons Starfighter (Ships / Space Stations)
6 Squadron Starfighter (Planet)
In System Patrol Ships (Guardian Light Cruiser, Law Light Patrol Craft)
Ground Weapons (4 Turbolaser – 6D, 2 Medium Ion Cannon 6D,
6 Double Heavy Laser Cannon – Starfighter Scale – 6D)
Imperial Drone Mark I (100)








System (Agriculture)

Defense:
XQ 2 Space Station
2 IR-3F Patrol Ships
1 Bayonet-Class Cruiser
6 Squadrons TIE Fighter (Planet and Space Station)
In System Patrol Ships (Guardian Light Cruiser, Law Light Patrol Craft)








System (Shipyard – secret and uninhabited)

Defense:
2 Golan I Platform
Mobile Mining Facility / Shipyard Mark IV#
Evakmar Docking/Repair Station
Imperial Drone Mark I (100)
Golan Point Defense Station Mark I (10)
Parts of Battlegroup I (Resolute, Cantwell-Class Star Destroyer, 2 Lancer and 3 Ion Frigates
In System Patrol Ships (Guardian Light Cruiser, Law Light Patrol Craft )
2 Carrack-Class Light Cruiser
5 IR-3F Patrol Ships









Battlegroup I (Rapid Response Task Force):

Commander: Admiral Garrik Trier
Ships:

Battlestar-Class Carrier Tyrannt – Flagship
Venator-Class Star Destroyer Resolute
Harrow-Class Star Destroyer
2 Loronar-Class Strike Cruiser
2 Chariot-Class Star Cruiser
Dreadnaught-Class Heavy Cruiser
Cantwell-Class Star Destroyer
Immobilizer-Class Interdictor
3 Tagge Industries-Class Ion Frigate Silence/X/Y
4 Lancer-Class Frigates

Battlegroup II:

Commander: Vice-Admiral
Ships:

Harrow-Class Star Destroyer
Cantwell-Class Star Destroyer
2 Loronar-Class Strike Cruiser
2 Chariot-Class Star Cruiser
Dreadnaught-Class Heavy Cruiser
2 Lancer-Class Frigates
Immobilizer-Class Interdictor

Battlegroup III:

Commander:
Ships:

Cantwell-Class Star Destroyer
2 Loronar-Class Strike Cruiser
2 Chariot-Class Star Cruiser
Dreadnaught-Class Heavy Cruiser
2 Lancer-Class Frigates




Battlegroup IV:

Commander: Fleet Captain
Ships:

Harrow-Class Star Destroyer
Cantwell-Class Star Destroyer
2 Loronar-Class Strike Cruiser
2 Chariot-Class Star Cruiser
Dreadnaught-Class Heavy Cruiser
2 Lancer-Class Frigates

Battlegroup V:

Commander:
Ships:

Cantwell-Class Star Destroyer
2 Loronar-Class Strike Cruiser
2 Chariot-Class Star Cruiser
Dreadnaught-Class Heavy Cruiser
2 Lancer-Class Frigates



Battlegroup VI:

Commander: Fleet Captain
Ships:

Harrow-Class Star Destroyer
Cantwell-Class Star Destroyer
2 Loronar-Class Strike Cruiser
2 Chariot-Class Star Cruiser
Dreadnaught-Class Heavy Cruiser
2 Lancer-Class Frigates

Battlegroup VII:

Commander:
Ships:

Cantwell-Class Star Destroyer
2 Loronar-Class Strike Cruiser
2 Chariot-Class Star Cruiser
Dreadnaught-Class Heavy Cruiser
2 Lancer-Class Frigates




Battlegroup VIII:

Commander:
Ships:

Cantwell-Class Star Destroyer
2 Loronar-Class Strike Cruiser
2 Chariot-Class Star Cruiser
Dreadnaught-Class Heavy Cruiser
2 Lancer-Class Frigates



Battlegroup IX:

Commander:
Ships:

Cantwell-Class Star Destroyer
2 Loronar-Class Strike Cruiser
2 Chariot-Class Star Cruiser
Dreadnaught-Class Heavy Cruiser
2 Lancer-Class Frigates



Battlegroup X:

Commander:
Ships:

Cantwell-Class Star Destroyer
2 Loronar-Class Strike Cruiser
2 Chariot-Class Star Cruiser
Dreadnaught-Class Heavy Cruiser
2 Lancer-Class Frigates



------------------------------------------------------------------------------------------------------------




Rebell Cell:



Ships:

Resistence (Bulk Cruiser – Flagship)
6 Corellian Corvette
4 Trade Federation Missile Frigate
Lucrehulk Freighter
3 Techno Union Starship Armed Transport
5 Modified Class VI Bulk Freighter
Diverse Light Freighter (ca. 35)
5 Squadrons Z-95 Headhunter
5 Squadrons V-19 Torrent
7 Squadrons Y-Wing
5 Squadrons T-Wing
6 Squadrons Droid Starfighter
6 Squadrons Droid Starfighter Scarab

20 Capital Ships – 408 Starfighter (34 Squadrons)



Ground Troops:

3.000 Resistence Fighter
50 Rebel Commandos (Sabotage)


Last edited by denderan marajain on Wed May 10, 2017 8:19 am; edited 1 time in total
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evilnerf
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PostPosted: Mon May 08, 2017 11:52 am    Post subject: Reply with quote

Honestly? I'd half just about all of that. There is a lot of unnecessary clutter there. (I mean, is any campaign possibly going to visit 44 planets?) From a storytelling perspective, less is more. I'd turn the flag ship into a single Star destroyer (one that the players can get familiar with and learn to fear) with maybe 4 or 5 supporting capitols that patrol the planets. I'd also decrease the amount of Golans. The Capitol should have one maybe. Even coruscant only had what, 3 I think? And it seems like you want this to be a backwater.)

I'd start the rebel group with no more than 3 Capitol ships and have part of the plot be the players trying to get more.

If you can get your hands on it, the Darkstryder Campaign is similar to what you are doing. Might be a good idea to take a look and see what they did.
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denderan marajain
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PostPosted: Tue May 09, 2017 12:48 am    Post subject: Reply with quote

Hello Evilnerf !



Thanks for your answer but i think you have misunderstood a few things

The scenario is a sandbox and is intended to allow the players to decide everthing freely

I only work on all the planets, whether mining or tourism etc. the defense oft he respective system but this does not mean the players have to visit them all.



For this reason, there are ships that are firmly integrated into the system and on the other hand there ist the Sector fleet and for a sector with 80 systems, 6 capital ships would simply not enough



In Addition the rebels are currently conquering Territory (The scenario take place 3 months after Endor)



In my Star Wars universe, i have to say, there is fare more defens of immobile nature as this causes less cost. That is why Coruscant has more than 3 Golan Space Stations

The rebel cell has built up a small fleet for years

And my players already have battlegroups. We are currently playing Truce at Bakura


Their task will be to pave the way for a further fleet to conquer this sector.

I hope I could make it clearer for you?







But I am always happy about constructive criticism
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denderan marajain
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PostPosted: Wed May 10, 2017 6:19 am    Post subject: Reply with quote

Does no one really have anything to say?


I think this is a real pity since I have very much put on the collected knowledge of the forum

Maybe someone has something to say
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Zarn
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PostPosted: Wed May 10, 2017 6:56 am    Post subject: Reply with quote

I have plenty to say. However, building a sector the way you seem to prefer to do it, isn't really something I have much input on.

If you want to leverage this board by constructing a sector, go look over in the Locations part of this board. Grab the various planets that have been posted there. Make a sector out of them. See where you need moons, both dead and live ones. Consider rolling 'placeholders' from GG8 Scouts.

And personally, I too think you're way overshooting your sector fleet. In addition to that, if you want a Sith BBEG or Dragon running around, I would suggest having a unique ship in your fleet. Perhaps something like a Sith Battleship, maybe a Derriphan-class, or perhaps something like an archaic ship like from Xim the Despot's era, or maybe a Hapan Supernova Battle Cruiser.
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denderan marajain
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PostPosted: Wed May 10, 2017 8:18 am    Post subject: Reply with quote

@Zarn


Quote:
I have plenty to say. However, building a sector the way you seem to prefer to do it, isn't really something I have much input on.


Then say it. i am happy about any input you are able to give me

Quote:
If you want to leverage this board by constructing a sector, go look over in the Locations part of this board. Grab the various planets that have been posted there. Make a sector out of them. See where you need moons, both dead and live ones. Consider rolling 'placeholders' from GG8 Scouts.


That is a missunderstanding. i do not want to construct a sector. I have already done that.


Quote:
And personally, I too think you're way overshooting your sector fleet.


Can i ask why? How else should the Empire patrol and protect 80 systems?

Other sectors have 30 ISDs in their ranks alone. There are other capital ships not yet submitted.


Perhaps I have expressed myself badly

The most important questions i have are:

What defenses (Space, Ground etc.) should have planets and why?

How big, in your opinion, should be a sector fleet and why?

How big, in your opinion, should be an active rebel cell and why?


Maybe you or others can help me there??

I have the feeling we talk about sandbox setting past each other.

The Players do not have to defeat the whole Sector fleet just to be clear.

I have created systems with different tasks In order to have the right data it if necessary.

I hope I could enlightend all of you and you know what i am looking for Smile

Quote:

In addition to that, if you want a Sith BBEG or Dragon running around, I would suggest having a unique ship in your fleet. Perhaps something like a Sith Battleship, maybe a Derriphan-class, or perhaps something like an archaic ship like from Xim the Despot's era, or maybe a Hapan Supernova Battle Cruiser.


i have no idea what you are talking about? What is a BBEG? Why would i want an archaic ship in the imperial Sector fleet?
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CRMcNeill
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PostPosted: Wed May 10, 2017 11:06 am    Post subject: Reply with quote

BBEG = Big Bad Evil Guy.

I'm struck by the complete absence of ISDs in an Imperial Sector Group just after Endor. The Imp series is the mainstay in an Empire that values conformity. You've replaced it with the Battlestar, a blatant crossover, and the Harrow, which is essentially a Victory ISD as rendered by Dark Horse comics. The rest of your ships seem selected without regard to the deeper aspects of mission requirements or their actual backstory.

I'm a fan of the Sector Group Organization chapter in the ImpSB, and while I don't think it got everything right, it does provide a useful framework upon which to build. What you have here basically disregards that structure in favor of your own view of Sector organization and personal preference in ship types.

My input is contingent on the Sector Group in the ImpSB being the baseline standard to which all Sector groups adhere as best they can. If you feel differently, anything I have to say would not bear on what you are trying to do.
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denderan marajain
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PostPosted: Wed May 10, 2017 11:33 am    Post subject: Reply with quote

Quote:
BBEG = Big Bad Evil Guy.


Thanks for your explanation.


Quote:

I'm struck by the complete absence of ISDs in an Imperial Sector Group just after Endor. The Imp series is the mainstay in an Empire that values conformity. You've replaced it with the Battlestar, a blatant crossover, and the Harrow, which is essentially a Victory ISD as rendered by Dark Horse comics. The rest of your ships seem selected without regard to the deeper aspects of mission requirements or their actual backstory.


This is due to the location of the sector. An important sector indeed but the ISD Were recalled to the Fortress Worlds in the core and the actual Sector fleet is the "miserable" rest.

The leader of the sector is about to become a warlord himself and wants to leave the Empire.

Neither the Alliance nor the Empire have any idea about this.

Why do you think i selected without regard to the deeper aspects of mission requirements? i have revised the "official stats"

Quote:
I'm a fan of the Sector Group Organization chapter in the ImpSB, and while I don't think it got everything right, it does provide a useful framework upon which to build. What you have here basically disregards that structure in favor of your own view of Sector organization and personal preference in ship types.


Yes I have a separate view to look like a sector management should be but It is not about personal preferences in ship types But it is that I want to increase the difficulty slowly and i think i found the perfect ships for this .

Quote:
My input is contingent on the Sector Group in the ImpSB being the baseline standard to which all Sector groups adhere as best they can. If you feel differently, anything I have to say would not bear on what you are trying to do.


I am interested in what you and others would do personally not was the Imperial Sourcebook "says" because in my opinion it shows the status BEFORE Endor

I am really curious about what you would to about my 3 questions

What defenses (Space, Ground etc.) should have planets and why?

How big, in your opinion, should be a sector fleet and why?

How big, in your opinion, should be an active rebel cell and why?
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evilnerf
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PostPosted: Wed May 10, 2017 12:20 pm    Post subject: Reply with quote

I think the reason you aren't getting the answers you want is because frankly? There is no right answer. There are tons and tons of examples of sectors having little to no defenses, and the planets that do have a lot of defenses such as Kuat or Coruscant are incredibly vague on hard numbers,

You should figure out what you want out of the defenses story-wise and work backwards from there. What everyone here is trying to do is help you figure out what story you are trying to tell and best represent it,

Continuity wise? Your defenses could be exactly what you posted, could be half the number, or could be twice the number and you would be just as accurate, it's a big galaxy and no two sectors are exactly the same,
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CRMcNeill
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PostPosted: Wed May 10, 2017 1:04 pm    Post subject: Reply with quote

Personally, I take issue with the whole "your sector can be whatever you want it to be" mentality. There are certain key facts about Star Wars that make it Star Wars, and one of those is that the Empire is really big on uniformity and conformity, with ships, fighters and troops as close to identical as possible. So, saying that all of the other sectors conform to this model, EXCEPT that one right over there, throws off the whole premise of an authoritarian Empire ruling everything from the top. An Empire that permits individualization loses a key factor of the Empire itself.

So yes, you can twist yourself into knots explaining why your sector fleet is equipped with MonCal cruisers and X-Wings, but at that point, you've crossed the line from Star Wars into somebody's alternate universe fan fiction Star Wars. If that's the universe you want to game in, you're on your own.
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Whill
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PostPosted: Wed May 10, 2017 11:59 pm    Post subject: Reply with quote

denderan marajain wrote:
Does no one really have anything to say? I think this is a real pity since I have very much put on the collected knowledge of the forum. Maybe someone has something to say

Sorry, technical details like this are not really my bag. It is probably more detail than even needed because most PC campaigns are never going to encounter or consider the entire sector force. Maybe your campaigns are extremely large in scale and strategic in nature with PCs eventually commanding rebel forces in big fleet engagements. In my game large-scale battles like that are mainly a backdrop for PC actions.

And it seems it would be difficult for others to judge your sector fleet without knowing more details about the sector and the campaign.
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CRMcNeill
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PostPosted: Thu May 11, 2017 12:50 am    Post subject: Reply with quote

denderan marajain wrote:
An important sector indeed but the ISD Were recalled to the Fortress Worlds in the core and the actual Sector fleet is the "miserable" rest.

It's highly unlikely an important sector is going to lose ALL of its ISD's and certainly not in a three month window after Endor. It's even less likely they will have the time to acquire new capital ships (the Battlestar) to replace them. I don't recall the exact reference, but anywhere from 1/4 to 1/3 of the Imperial Navy was held in reserve in the Core Worlds, which adds up to thousands of Star Destroyers and several hundred thousand smaller combatants. The real drain was the warlords; suddenly, instead of a united front, the various Imperial factions had to guard not just their front against Alliance incursion, but also their flanks against the other warlords.

Quote:
The leader of the sector is about to become a warlord himself and wants to leave the Empire.

Neither the Alliance nor the Empire have any idea about this.

And this is all the more reason for him to hang onto as much of his firepower as he can. If he's already planning on going rogue, he's going to use every bureaucratic trick in the book to keep them, up to and including lying to High Command about them.

Quote:
Why do you think i selected without regard to the deeper aspects of mission requirements? i have revised the "official stats"

In other words, the information you provided above about ship types and numbers is useless because no one here but you knows what you changed and why. Not very helpful.

Quote:
I am really curious about what you would to about my 3 questions

What defenses (Space, Ground etc.) should have planets and why?

How big, in your opinion, should be a sector fleet and why?

How big, in your opinion, should be an active rebel cell and why?

There are too many unknown factors to give you a simple answer. Each system and sector is going to be different. What I suggest is, rather than coming up with hard numbers for each system, generate some random encounter tables for the various grades of planetary defense (light, average or heavy), with each type featuring a separate random encounter for first response (what the PCs encounter when first entering the system), reenforcements (what shows up a minute or two later after the first response calls for help), and planetary defenses ( what the players encounter when they go after the planet itself). A random table better represents the movement of ships within a sector while taking into account the relative importance of different worlds.
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Zarn
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PostPosted: Thu May 11, 2017 2:50 am    Post subject: Reply with quote

An active Rebel cell would likely be 2 - 5 people. Almost all clandestine cell-type organizations have held to that. https://en.wikipedia.org/wiki/Clandestine_cell_system

There are several ways how you could build a Rebel cell with many more 'members' - for instance, if a skilled Rebel slicer was working in a Droid repair center, the slicer might embed code in any Droid's personality matrix - essentially making them an asset for the Rebels.

Another way to have a Rebel 'cell' of a larger size might be if you could appropriate the necessary ships and have in effect a self-contained element that would travel the sector and steal or blow up (or both!) whatever they might get their hands on. Say, a Gozanti, and maybe a fuel tanker and a repair and manufacture ship. You'd likely need a couple of good slicers for faking BoSS records as well.

For Rebels, as opposed to the Alliance or the New Republic, the point is asymmetrical warfare. You don't oppose blasters with blasters - the New Order way outguns anything you might do except if you really concentrate your forces (and you don't want to do that) - but what you might do would be fast-moving sabotage and shock-and-awe (rapid dominance) operations where you're fighting against the OPFOR's will to fight and their logistical train rather than the OPFOR itself.

In the New Order's case, that's likely to be the officers - if you make the officers paranoid through striking high-value targets, they might get reactive and spread their forces thin to protect as much as possible - leading to possibly being able to defeat them in detail.

There's some precedent for replacing entire elements in a sector fleet's standard elements. This is mostly when a sector is capable of producing certain ships and so on in some numbers. One example would be the Corporate Sector's use of the IRD as opposed to TIEs, or the production and use of the Chir'daki Ugly. And, of course, any BBEG or Dragon needs a personalized ship - this IS Star Wars, after all.

http://tvtropes.org/pmwiki/pmwiki.php/Main/TheDragon

http://tvtropes.org/pmwiki/pmwiki.php/Main/BigBad

If you want a Mandalorian Dragon or BBEG, you might want to use some Mandalorian ships as a flagship and honor guard. If you want a Sith Dragon or BBEG, you might want to use older ships like I outlined before. Krennic had some unique ships that were assigned to him. An elite force should also be named - perhaps not like the 181st or the 123rd Nightstalkers, but something of that caliber. Or pick one from the list, and outfit the squadron accordingly.

The Pentastar Alignment might be something to pattern after, too.

It's still unclear for me how you've made 'a sector' - I would assume a sector might be something like 15-20 major systems, each with planets and moons, and perhaps a couple dozen minor systems all mapped. I haven't seen a list of neither major systems, nor planets and/or moons, or even a list of system primaries for your sector.
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evilnerf
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PostPosted: Thu May 11, 2017 12:39 pm    Post subject: Reply with quote

CRMcNeill wrote:
So yes, you can twist yourself into knots explaining why your sector fleet is equipped with MonCal cruisers and X-Wings, but at that point, you've crossed the line from Star Wars into somebody's alternate universe fan fiction Star Wars. If that's the universe you want to game in, you're on your own.


I wasn't arguing that any kind of craft can be used by the imperial, but let's say I did. I have seen tons of examples of X-wings and B-wings and especially Y-wings being used planetary defense forces and pirates.

Moreover let's say I was coming up with a campaign taking place in the New Republic era of the Legends Era, if I did want to do something new and different, I could have the villain be a Rebel Commodore who defected to the Empire and turned warlord, bringing his fleet with him. I think that would be perfectly reasonable within the Legends continuity,
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The Brain
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PostPosted: Sat May 13, 2017 11:04 pm    Post subject: Reply with quote

Basically how much hardware a planetary system fields can be summed up to two main factors. 1. How wealthy is it, 2. How militant is the government? Basically the old U.S./ USSR divide. Both had first rate large military organizations. With the U.S. having the bigger economy able to support theirs, while the USSR had a smaller economic output but the government was willing to expend a larger chunk of it on military expenditures.
As for non-standardized equipment the easiest explanations are either acquisitions made via the black market or captured spoils of war seized and put into service e.g. the huge amounts military hardware Nazi Germany captured early in WW II and reissued.
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