• No results found

TABLE 3-Z: ACTIVE AND ENEMY FORCES Force Strength Acting Force Enemy Force

Trivial O Significant 0 0  j  j Imp osi ng 0 0 0 Staggering 0 0 0 0 I Vast 0 0 0 0 0 I Overwhel ming 0 0 0 0 0 0 ♦ ♦ ♦ ♦ ♦ ♦

to lead and thus does not grant the upgrade. Some times, when a leader is cut off from his forces but has left commands that the force can continue to act on, that force may continue to upgrade a number of dice equal to half the commander’s Leadership skill rounded down. However, this only lasts as long as the commander’s orders are applicable to the cur rent situation.

Each phase, a new character may take the role of leader if the situation calls for it. If someone else takes over command in a situation, the fighting force can begin using the new character’s ranks in Leadership (assuming that leader has the proper authority to take charge of the forces).

STEP 4: UPGRADE DIFFICULTY DICE

Just as the ability of the check is upgraded a number of times equal to the acting force ’s comm ande r’s ranks in Leadership, the difficulty of the pool is upgraded a number of times equal to the enemy commander’s ranks in Leadership. The same restrictions outlined above regarding authority and new commanders apply to these upgrades as well.

STEP 5: BOOST AND SETBACK DICE

Once the ability and difficulty of the pool has been decided based on the composition and leadership of the two forces, Boost dice □ and Setback dice are added to the dice pool, based on other elements that may be affecting the battle. These can include the morale of the forces, circumstances on the battle field, actions of the PCs, and anything else the GM and players can come up with. Elements that benefit the acting force add □ to the pool, while elements that benefit the enemy force add ■ to the pool.

Table 3-3: □ and ■ in Mass Combat on page 73 offers a list of suggested reasons for adding □ and ■ to the Mass Combat check. These are just a jumping- off point to help the GM and players generate ideas about the kinds of things that may affect the check.

TABLE 3-3: □ AND ■ IN MASS COMBAT

Reason to Add ■ Reasons to Add

The acting force is in a defensible position (a fortress, a natural choke point, a trench system, etc.)

The enemy force is in a defensible position (a weaponized space station, a hardened bunker, a fortified vault, etc.)

The acting force has had ample time to prepare for the engagement (set traps or mines, prepared covered positions, distributed ammunition, etc.)

The acting force is caught off guard, under extreme pressure, or otherwise unprepared for the battle (weapons are locked away, troops are out of position, defense systems are cycled down, etc.)

Weather or stellar phenomena provide the acting force with cover, the element of surprise, or a distraction to the enemy force.

Weather or stellar phenomena disrupt o r distract the acting force or provide the enemy with cover or the element of surprise.

The acting force is well supplied with ammunitio n, tactical data, or equipment that is particularly useful for the task at hand.

The acting force is low on ammunition, lacks reconnaissance data about the environment, or is undersupplied.

The acting force has noncombatan t allies who provide useful support (carrying a steady resupply of ammunition or other supplies, acting as scouts or spotters, offering t heir knowledge of the battle site to the acting force, etc.)

The acting force is hindered by noncombatant involvement in the battle (noncombatants are aiding the enemy force, present possible civilian casualties to guard against, are taken as hostages by the enemy, etc.)

The acting force is lighting for more than just martial victory or personal gain (higher ideals like the protection of others, the freedom of the galaxy from tyranny, justice, etc.) This is a very subjective category, but inStar W ars, right makes might.

The acting force has particularly unheroic motives for its actions (conquest, pillage, vengeance, etc.)

RESOLVING THE POOL

 At the end of a given phase, the players construc t and roll the mass combat dice pool for that phase. The results of the check determine the success or failure of the acting force during that phase and may well have repercussions on later phases of the combat.

On a successful check, the acting force accom plishes its objectives for that phase of the battle or prevents the enemy force from achieving its goals. Such objectives could range from pushing back an enemy advance, maintaining a defensive perimeter against an invading enemy, or buying time for civil ians and noncombatants to evacuate the battlefield.  Ad dition al & can be spen t to achieve furth er goals

or to increase the magnitude of the success. In some cases, as with the civilian evacuation example, the GM may wish to define success in degrees. In this case, each additio nal & may mean a set number of civilians escape the conflict ahead of sched ule, which could lead to the battle lasting fewer phases than planned.

On a failed check, the enemy force accom plishes its objectives for that phase of the battle, or the acting force is stymied. Enemy objectives could include such activities as breaching the outer defenses of a hidden

Rebel base, destroying a shield generator protecting the acting force, o r successfully implem enting a coun ter-ambush against an attacking Rebel fleet.

O <$>, <§>, or ^ results can be spent nar ratively or by using the suggestions in Table 3-4: Spending O an d ($iin Mass Combat on page

74, and Table 3-5: Spending <§> and ^ in Mass Combat

Related documents