Round 4 and things are starting to heat up.

The postings phase led to the first major shake-up with Del kern being removed from command of ground forces and replaced by Hallarn Yarn. This gives the People’s movement their first military command and takes one military command away from the Republicans.

Deals were made for this position involving a trading of clout from the People’s movement to the Luxon militia in exchange for an unopposed run at the Squadron Leader position.

X-3PO, a free protocol droid turned assassin was surprisingly promoted to the new “Head of Strategic Alliances” position, giving the Luxon Militia control over interactions with allied partners.

This left the Luxon militia in a position to gain two positions this round, but in a surprise move they back out of their unopposed run at the Squadron Leader job and instead gave it to Torryn Farr of the Republicans.

Wheels within Wheels……. 

Discussions were also had about podcasting these planning phases, as they are hilarious at times.

Oh, if anyone is interested. This is what the game board looks like during the planning phase. So many moving parts!




Imperial Phase

I place down my three “trap” cards, worlds where the first action hits imperial forces waiting in place and causes extra red and purple dice on rolls.

Intelligence update

Well, things are clearly heating up for the rebellion. The biggest news was that the Luxon blockade is over as the Empire has decided to invade and go after dissident elements.
The strategic map was covered in item updates, here’s a picture.


The key is as follows
Yellow – Diplomatic and intelligence missions
Purple – Ground Missions
Blue – Fighter missions
Green – Ground missions
Purple – Imperial actions

Conflict and problems were occurring across all sectors, from the Luxon invasion, the Nimbala breaking into civil war, Nadir and Zenith being blockaded and more. This was the first turn the rebels could not hope to deal with every issue, so difficult decisions had to be made.

The Plan

The Rebels wanted to cover a lot of ground, delay the Empire where they were strong and hit them where they were weak. So that formed the corner stone of their decisions for the rest of the phase. Tie the empire up, as a stand-up fight on all fronts will go badly for them fast.

The command team planned out every possible move, but that relied on everything going well…. As you will soon see, that was not the case.

Reminder, success points are as follows 1 for an advantage, 2 for a success and 5 for a triumph.

Oh, and Aurek team has been dispatched to investigate what the Empire is doing with the Crystals on Solitude X.

Strategic alliance Phase

The Alliance phase is new and uses the new alliance cards. There is only one action that the alliance commander can take, and that is negotiating with Alliance partners.
It is a social roll, and each “point” of success (uncancelled advantage = 1, Success = 2 and triumph = 5) allows the Alliance commander to activate one alliance partner during the round. They may take any action appropriate based on their alliance card (see below), but the Alliance Commander and the owner of the alliance leader must agree on that course of action. If they cannot agree, the alliance does not act (But may act later if they spend another point).

All alliance partners’ actions score half glory.
An average roll for Alliance Command (only one activation), so there is already a spanner in the works for the complex plan this turn. Making a quick decision the Alliance Commander decides the priority it to get the Wookies in the fight at Luxon.

The 2nd snag emerges as that is where the first imperial trap is waiting. So the Wookies walk right into an ambush laid by General Paulus of the Imperial Army. Not a good start and the wookies are rolling more negative dice than positives.  The Rebel commanders spend a fate point, a big call.
A miraculous roll and two successes, the Wookies successfully engage and blunt a part of the invasion of Luxon.

Logistics Phase

With a 2nd Special forces squad and a 3rd fighter squadron joining the alliance command from the last turns recruiting, pressure on Logistics Command to obtain the resources needed to fight has gone up dramatically.

Logistics command improves manufacturing,  now the alliance has one of each core resource available to purchase from in-house suppliers. A good start.

The rest of the management phase does not go well and the long term investments do not increase the overall income stream for the rebellion.

Smuggling goes smoothly, and for the first time the squadron escorting the smugglers does not suffer any casualties.  

Among other supplies, logistics also secures contracts to be able to buy Y-Wings and YT-class freighters. As the only fighters previously available for purchase were Z-95’s, this is a big upgrade. Still, with too much to do this turn, and not enough cash, the rebellion doesn’t buy any new fighters.

Intelligence Phase

Faced with a massive PR blitz from Imperial Intelligence in regards to the capture and death of Fleet Commodore Anto Salamon, Chief of Intelligence Nibb Nibb decided to hack the holonet on Talathen Prime during a news broadcast, and substitute his own message.

A difficult task, but Nibb Nibb is an expert hacker,  6 points of successes later and the Rebellion briefly seizes the airwaves to tell the truth of the Korvas raid and Salamon’s death.
With a lot of missions ahead this turn, Nibb Nibb gets Ged’Ruh to gather information to build up the intelligence pool. Ged fails to deliver any results, so Nibb Nibb cancels a planned mission for Sly and puts him on gathering intelligence, an excellent roll generates 8 intelligence points to be used this turn.

Diplomacy Phase


The Diplomatic core has been on a roll and that did not stop this turn.

Jah Dooza, Ithorian hippy and force sensitive was dispatched to Nimbala, to get to the bottom of the crisis. Rolling 11 points worth of successes the force just happened to drop him right where he needed to be. He encountered the Twi’Lek force user that had been sighted by him and Aurek team in the jungles of Axamar only a few months ago. A full report to command will be coming soon.

Gidd was sent to open a diplomatic station on the Chiss fortress world of Kronos. A modest success means that process will be successful, but no earl information was available.

Lianna Tell responded to a request to our new embassy on Cahn to help them with a problem. With 6 points of successes, it was quickly revealed that the “Devourer Cult” is not as malicious as the name sounds, but does have dissident elements within their faith they are having problems with. The cult has offered, that if the Rebellion helps them with their dissents, that they will help the Rebellion in turn.

This was another good round for the diplomatic team.

Fleet Command

After last turns stunning raid on Korvas, Fleet command opted for a more conservative option. A Victory Star Destroyer had been sighted near Samoth, in the process of deploying probe droids to scan the planet. As the Rebellion has few forces on Samoth, the plan was to hit this Star Destroyer hard and destroy it, in order to convince the Empire that Samoth was important to them.

Unfortunately, supplies of Starship fuel are low, so only 4 class sizes worth of ships are available for the mission. Due to “The Beast” bringing over his fleet, the Rebellion now has 4 CR-90 Corvettes and has sent them to do the job.

An excellent planning roll by Admiral Cracken sees the Empire losing initiative, unable to reinforce and without the majority of it’s fighter screen.

This should be a slam-dunk for the Rebel fleet, but this attack is occurring while Luxon is being bombed and Nadir and Zenith are blockaded.


Squadron Command


The post Blount era begins in fighter command with Torryn Farr taking over the planning duties for Squadron Command. I guess this means she won’t be getting to Echo base to say “Stand by ion control, fire” in our timeline.

However, the post-Blount era began poorly when X and Y-wings deployed from Zenith to interfere with the blockade ran straight into a prepared Imperial force. Another one of my “trap cards” was revealed and the planning roll was not good, giving the Empire 4 planning points to use to disadvantage the rebellion.

Lt Telsji commanded his squadron of Headhunters to Luxon to interfere in troop landings of the invasion. A close roll, but they will have the initiative and will deploy 2nd during this raid.


Ground Command


Del Kern has been demoted and is now a squad leader. Hallarn Yarn promised a new decisive era of tactics, but so far has failed to deliver.

Keel’s team has targeted the orbital base that has nearly finished construction around Selano. As the Imperial Fleet has moved away, it seems like a prime target. The goal is to break into the station, seize it and booby trap it to explode when recaptured if possible. A poor planning roll means the Empire will have extra reinforcements for the mission.
Del kerns team is deploying to Nimbala to target Czerka forces and fly the Rebellion flag. A modest roll means they will deploy 2nd.

Other


Recruitment gained three successes, and wants to recruit Operatives, Ground Commanders and Aces.


Training got 10 points to spend on training skills


R&D got 12 points to spend on Fighter research. 


Intelligence spent 5 points to find out exactly what was going on with a series of shipments going through Axamar’s Tane station recently. This was revealed to be dozens of self-contained survival pods, miniature bases that can be dropped from low orbit and act as hidden supply caches in hostile terrain. They were destined for Nimbala, and records show that hundreds have been deployed over the last few months.    
Well, that’s the turn planned out. RPG session starts this week as the team investigates the mystery of Solitude X. Ice caves, strange crystals, Imperial secrets, silent monks and spy games await.