Part Two - Order out of Chaos

 

Session One - Random Events

Part Two deals with the larger picture, after things start gaining momentum on their own, most of which will not be a issue till about ten years have passed. During this time the PC's will be charting space, placing their special units, and structuring the rebellion. During this second stage of the rebellion the number of recruits will be the PC's main concern and where to put them. Part Two deals with the PC's being on the defensive, trying to avoid a confrontation with GC units until they are strong enough. Not strong enough to take on a fleet, but strong enough to take on the entire GC.

Part Two: Session 1-1: Random Encounters

Most of what will take place from this point on will be directed by the PC's and how they want to proceed. But there are monthly rumors that they will have to address and times when things will slow down and the PC's will want something to do… In this case they will have missions similar to what they have already experienced, but with a few minor changes. There is always something going on somewhere, but until the PC's have built a network of spies, most will happen without their knowing about it. To determine where these events take place, in each quadrant, roll on a (d6) and the specifics are up to the GM's discretion;

1 Prime world, or where ever the PC's have a unit in place.

2 Secondary world, that is in the prime sector.

3 Major world, in one of the outlying sectors.

4 Secondary colony, in one of the major outlying sectors.

5 Minor world, at the edge of the region, on a minor trading route.

6 Distant colony, far from the center of the region.

In each quadrant there is up to 25 regions, which gives the PC's a 4% chance, per team of spies, to hear a rumor, if they do, roll on the table below to see what's happening.

Rumors (d100)

01 - 07 Army movement

08 - 14 Factory

15 - 22 Fleet movement

23 - 24 Governor

25 - 34 Merchant

35 - 41 Mining colony

42 - 49 Military outpost

50 - 51 New Colony

52 - 58 Patrol / survey ship

59 - 61 Pirates

62 - 68 Rebel Faction

69 - 75 Research Lab

76 - 82 Security Council

83 - 89 Starbase

90 - 97 Starport

98 - 00 Trouble at home

Part Two: Session 1-2: Army Movement

A rumor about army movements can range from the placement of one, to an actual military campaign against colonists somewhere. Unless the PC's have armies to oppose these movements they will be helpless to prevent their actions. Until Part Three, the PC's will not necessarily want to oppose these movements, as it means committing their forces and drawing a line in the sand. Later on though they will have to deal with these issues, but for now they might just want to keep track of what is where;

01 - 08 10k infantry placed on colony

09 - 18 Reinforcements

19 - 27 Upgrade, mechanized units being taken to outpost

28 - 36 Upgrade, artillery units

37 - 45 Upgrade, airforce

46 - 54 Upgrade, Interplanetary

55 - 58 Upgrade, Colony defenses

59 - 63 Upgrade, orbital platform (after war starts, otherwise - satellite)

64 - 74 Supply depot/ supply line established

75 - 85 Military outpost construction

86 - 92 Military training base, mock combat

93 - 00 Remote outpost 1k

In the case of upgrades, the PC's, or their units may try to intercept, or sabotage the convoy, or equipment and nullify the threat altogether. If "The Company" is operating, is automatic.

Part Two: Session 1-3: Factories

Rumors about Factories are usually mundane, such as locating a specific type; roll (d6) on table below;

1 Discovered Location

2 Construction of new plant

3 Accidental destruction

4 Working on upgrade

5 Equipment Factory

6 Military Factory

The PCs may want to locate certain types of factories though, like military weapons factories for example, these are all located in the Alpha quadrant and none are penal colonies, but usually on prime colonies. There is not one factory on Gal-prime, as they don't like the pollution they cause, which is why all of the non-military factories are found on minor worlds and major worlds usually have all starship factories. In the outer quadrants, the more hazardous factories can be found, like plastics, refineries, power cell, etc… Most of these worlds are penal colonies and have hazardous atmospheres.

If the PCs decide to sabotage military factories, they will cause that region to go on alert, if they are really successful they may start the war too early. The only way the rebels could successfully sabotage the GCs efforts to get ready for a war, without making them suspicious, is to attack factories in the outer quadrants that build vital parts that are later used to assemble something on a planet in the Alpha Quadrant. For example, sabotaging a power cell plant, would prevent the GC from building blasters. In a sense, the outer quadrants build the parts and the actual product is assembled on a world in the Alpha quadrant. Blowing up all of the power cell plants though would raise suspicion, but if the rebels are careful they can do considerable damage to the GC war machine, so long as they don't concentrate on one type of factory, or one type of product.

Part Two: Session 1-4: Fleet Movements

Fleet movements will not be important until the rebels start an all out confrontation and then movements will coincide with rebel movements and attacks, GC fleet movements will always be reactionary. Instead of random encounters, or rumors, have movements correspond with events taking place…

1 Responding to pirates.

2 Looking for PC's (if not careful about jump flash).

3 Searching system where rebel faction are operating.

4 Patrol fleet, doing routine manuvers.

5 Moving to a region that has gone on alert.

6 Just doing training maneuvers.

There will always be a lot of fleet movements, but it will make the game more interesting if the PC's feel that the GC is scouring known space for them and they are only one jump ahead, or are headed off in the other direction. If the GC gains the ability to sense a cloaked ship is nearby though, this may not be far from the truth. If the PC's get serious about these rumors though, they are usually about a fleet that has docked at a star base for refueling and re-supply, giving the PC's (d6) days to respond to the rumor.

Part Two: Session 1-5: Governor

Keeping track of the rumors about the governor of a region may give the PC's the opportunity to diplomatically influence the region, without resorting to terrorist activities. The problem will be that like all politicians, a good day, may be followed by a bad day, so while the PC's may get invited to dinner this month, next month it might be an invitation to a lynching. The governor should be considered as a unreliable friend, at the best of times, prone to changes in temperament, alliances, and political influence, depending on the shift in the political wind. This will be the case except where the PC's station a Jedi, the Jedi have the ability to stabilize the politics in the region and even influence it to some extent. A Jedi will lower the morale factor of a region, while the special forces team will raise it, with both present on a world, the morale factor remains steady. (see session 3 for specifics)

A governor will be more worried about the presence of GC fleets in their space than ground forces as the GC has a tendency of bombarding rebellious worlds. The rebels will interact with governors primarily with the Jedi, who will come and go and attend important functions, as they do not pose a outright threat, they usually operate unmolested. Spies when they reach the 10th level will assassinate the governor of the world, which may, or may not be beneficial to the rebels. The Captain and Commander (PCs) will sometimes be invited to dine with the governor, as a sign of respect, or as a request by a general, with the governors mansion being neutral ground, almost.

The PCs when they visit a governor for these state visits, should be aware of the morale factor, if it is low, the PCs do not have to worry, as it will be a friendly visit. If it is high though, the governor will take the opportunity to kill, or capture the PC's, when neutral 21-79, the governor will not initiate action against the PCs, but another faction, like a security officer, or fleet captain might, depending upon the mission. Sometimes governors are replaced and offer the PCs a serious ally if they can rescue him from the security force, who will be taking him to GC prime for questioning and punishment. Some rebel factions have pseudo governors and can be dealt with the same way, though the difference in their morale factor is 80-100 means they are strongly independent.

Part Two: Session 1-6: Merchants

The merchants in the GC are of five different types and interaction with them differs; Guild leaders, who remain on their home world and are basically stock brokers, they are aloof and may not ever enter the game. Major merchants control the shipping lanes to and from prime worlds, they have clout with the GC and are always provided with an escort of five starships to each convoy, this also means that their cargo is inspected more often and interaction with the PCs will usually cause them to report the incident. Major merchant carriers, that transport cargo from prime worlds to the outlying colonies can be bribed, the success factor is dependant upon a roll against the PC's Bribery skill, failure results in being reported. Minor merchants will accept a bribe, but it is usually not necessary unless they are transporting cargo for the rebels, these merchants will either agree, or disagree, based on the PCs Bribery skill, but will not report indiscretions. The other type of merchant is the pirate, their bribe is payment for the risk, and a failure just means the price goes up and the PC has to roll over. Typical bribes are 5000 credits.

Rumors about merchants will usually be about pirates, but the GM can toss in some non-relevant info like merchants being caught smuggling, trade wars, etc…

 Part Two: Session 1-7: Mining Colony

Rumors about mining colonies, consist of location, number on planet, type of ore mined, and sometimes the delivery of prisoners, regular, or special. A special prisoner may be a rebel leader, or a group of NPC's that might interest the PCs and make them want to order a break out. Of all the planets in GC space, mining colonies are the greatest number, while asteroid mining is more profitable, the GC uses these for penal colonies, rather than give the prisoners ships which they might possibly escape with. Every sector has a mining penal colony and if the rebels want to hurt the GC by attack them, the few that have radioactive deposits offer the best targets.

Part Two: Session 1-8: Military Outposts

Rumors about military outposts consist of location, strength, type, war games, or action against the populous of a planet. In some cases the PCs may want to have spies, or special forces teams harass, or sabotage the outpost, or garrison.

Part Two: Session 1-9: New Colony

The establishment of a new colony can either be, beyond the border, in which case the colony will become a prime one and the border moved. It could be a regular colony, in which case the PCs may be welcome to visit and trade with. Some times it will be a penal colony and the PCs may want to intercept the colony ship, or rescue the prisoners, which will be easier as the guards will not be secure behind fences and gun emplacements.

Part Two: Session 1-10: Patrol / Survey ships

These ships make for easy targets, but keeping track of them will also let the PCs know of their schedule. Survey ships however are possibly more of a threat to the rebels, if the starbase is found, or one of their outposts…

 Part Two: Session 1-11: Pirates

Pirates offer the PCs a unique opportunity, they need the pirate ships and crews for the rebellion and if it is a successful pirate they will have a secret base somewhere that the PCs can use. The PCs will need to follow a pirate to their base and confront them there, a roll against a PCs Leadership skill will determine if the pirates join the cause. The only way to determine if the base is secret enough, is to plant a spy satellite close by and after three months see if anyone has come by. If the PCs do not think of this, they risk the base being found within a year (1 on a d6). Typically a pirate will be of three types;

Smuggler  No base, living on their ship and smuggling between minor worlds. The PCs will need to catch this pirate on the surface of a planet.
Pirate  Will have a base with (d6) ships in various repair and enough crew to man half of them, typically the more ships, the longer they have been operating and the safer the base will be.
Rebel  Pirating is just a way to fund the mini-rebellion, with (2d10) ships the pirate will have a base with half the crews needed and the same number of civilians at the base. The GC will be actively hunting these pirates and unless operations are suspended for a year, the base will be found.

The rebels will actually recruit most of their ships and crews from pirates, without them they will not be able to manufacture and man enough ships to be a serious threat to the GC. Typically there are (d10) smugglers, (d6) pirates, and at least one rebel faction per region of space. By recruiting them all the PCs can obtain 2500 ships and half that in crewmembers. These will all be light cruiser class, but the rebels can manufacture the larger ships they will need. They will also gain several hundred support and merchant class ships and a civilian population of 250,000. The PCs will have to recruit rebels, but the others can be recruited by NPC's.

Part Two: Session 1-12: Rebel Factions

The PCs need the rebel factions on their side, to fill command positions within their armies, each army that the PCs place on a planet that does not have RF commanders is just another target to the local rebels and a 10% loss of armsmen will occur each year. With RF commanders the PCs need only place a 1000 troops on a planet (prime world) to effectively counter a GC army of 10 times that size. Without RF commanders the PCs will need an army of equal, or larger size. An RF army will not be able to over run a GC army, but will nullify their presence. Rumors will consist of locating these rebel factions and names of their leaders (roll against Streetwise skill), the PCs will then have to hang out in their favorite bar and in (d6) days will be able to meet with them, the PCs Leadership skill will determine if they are recruited, if not they can try again next year. Putting a special forces team on the planet will gain a (+1) modifier per year of success.

Part Two: Session 1-13: Research Facilities

The rebels will want to put a high priority on planets that have Research Facilities. Rumors will consist of locations of these worlds, of which there is at least one in each region. In the outer quadrants the facilities are doing dangerous experiments and are usually not located on a colony, sometimes the planet is barely inhabitable, being low gravity, a desert planet, etc… There can be up to ten facilities (d10) on a planet, if there is more than one, there will also be a military outpost, if more than five, there will be (d6) satellites in orbit and a starport-B, with (d6) ships in orbit, or patrolling the system. Rumors may also describe the type of research being carried out, (d100 / 3, ignore xeno sciences, count from top of skills list, down).

Besides rescuing the scientists and recruiting them for rebel purposes, the rebels can stop the GC from gaining new tech levels. In some cases if the GC has captured one of the rebel units, or ships, they will be trying to examine the equipment, the PCs must intercede or the GC will learn more about the rebellion. To capitalize on these opportunities the PCs will need to place special forces teams on all the planets that have research facilities. This will pose somewhat of a problem, as the teams will require the support of a starship, without it, eventually they will get caught having to steal their supplies.

Part Two: Session 1-14: Security Council

Rumors about the security council will be about it's members, where they are responding to an uprising, where they have ships patrolling, the status in finding the PCs, but most importantly, where their annual meeting is being held. In this case the PCs will have a week to prepare for the meeting, but if they do not already have a team on that starbase, then there will not be much they can do. The security council will be the PCs biggest threat to a successful rebellion, as they are the ones who will coordinate efforts and attacks against the PCs, their bases, and the rebellion as a whole.

Part Two: Session 1-15: Starbase

Rumors about starbases will not be very informative, but will give the PCs knowledge about safe places like a bar, people they should contact, etc… Once in a while though a rumor about a visiting VIP may offer the PCs an opportunity, the VIP could be a security council member, fleet commander, general, merchant guild member, governor, etc… In this case the rebels may want to kidnap the VIP, not to hold them ransom, but to take them out of the picture. The GM should have several VIPs like General Ty'poff that can't be captured, or that will escape, as they didn't get where they are by being stupid. This will build a group of Arch-Villains that will thwart PC plans, but not the rebellion outright. These will be the ones that capture PCs, torture them, or set traps for them, playing these arch-villains will give the game a little more personality and allow the GM to take better control over the outcome of the campaign.

General Ty'poff has been described, but the other arch-villains are left to the GM to develop, as each will have their own ideas about the campaign. It is suggested that the GM fully create these NPCs, rolling up characters and giving them somewhat of a personality, this way if the NPC needs to roll against an ability, or skill, it will help develop their personality, rather than just be a random determination. More about arch-villains is covered in Part Two - Session 6

Part Two: Session 1-15: Starports

Rumors about starports will consist mainly about cargo shipments, flight arrivals and departures, but the one thing the PCs might be most interested in is about fleet upgrades. Starports house star ship factories and the PCs SF teams can sabotage GC efforts to rebuild, repair, or upgrade their starships. Some of this will take place on, or near a starbase, but the equipment and techs will come from the starports.

Part Two: Session 1-16: Troubles at home

These rumors are meant to get the PCs to return to somewhere, either the Cirrus starbase, another base, or meet up with a special unit in the field. Rumors can be about rouges, the council turning against them, the Federation doing something stupid, a special unit needing help, etc… In each case though the PCs will need to handle the situation personally, or it will get out of hand. In some cases it may be the result of an arch-villain responding to a rebel attack, which the special unit will need help, or be caught. When this rumor is determined the GM should give the PCs a certain amount of time (d6) weeks, (d10) days, etc…, to respond, or the trouble will become a serious problem that threatens the rebellion as a whole.

Part Two: Session 1-18: Spatial Anomalies

Spatial Anomalies can be encountered once per day (1 on a d6) when passing through uncharted space, if the PCs have not passed through an area previously. As the sensors can pick up most spatial anomalies the ship will simply need to drop to sublight, recalculate and make a detour. There are some anomalies though that the ship may encounter that will be more than just a waste of time… If the PCs are passing through GC territory do not bother to roll on this table as most anomalies will have beacons, or have been dealt with by the GC already.

(d100)  Anomaly  Description
2-D pond Somewhat like quicksand in space, if the ship passes through this, it will collapse a warp field and the ship is stuck until the PCs figure out that the shields need to be remodulated to compensate.
Aliens  The PCs can meet an exploring alien race if they are outside the GC border, or one that has been previously mentioned in the campaign, or discover one that has avoided detection by the GC within their border.
Black Hole  If the ship passes too close, it can be sucked in.
Chaotic Space The laws of physics go awry in chaotic space, the sensors will need to be readjusted before plotting a course out. A ship can only last (d100) hours depending on the strength of this area. Not detectable by ships sensors until it is too late… Unless an NPC is specifically assigned to study this phenomena the navigator will have a (-d6) modifier to their skill roll.
Dark Matter Encountered as a dense cloud that can hide something else, or as comets that can pass through the shields and inflict damage to the hull.
Dimensional  A tear in the fabric of space has caused a dimensional rift, where the PCs can meet themselves, or another race (d100) will determine if they are hostile (80-100), xenophobic (61-79), uncaring (41-60), curious (21-40), or benign (01-20). Roll (d6 + 5) to determine TL and strength.
Entity  Something large and hungry, a space dwelling entity that feeds on asteroids, ships, whatever comes across it's path. May have developed extraordinary features to capture starships.
 Ion Storm A strong surge of solar radiation that has passed the preumbra of a solar system. On a scale from one to ten (d10) an eight or nine will collapse a warp field, a ten will cause radiation sickness and damage ship systems. Will last (4d6) hours, at level ten the crew can only survive for ten hours.
Lost in Space The PCs find a starship that is derelict and drifting in space, possibly a ruse by pirates.
Opps  Here is where one of the crewmembers has made a mistake and it causes the ship to stop for repairs, or in some cases to make them go off course, etc… One example is an engineer activating the temporal drive, to see what it will do…
Patrol Ship Sometimes the PCs may come across a patrol ship, survey vessel, or fleet that is travelling outside of the GC border, in this case the PCs may want to investigate and make sure it is not a threat.
Quantum Singularity Similar to black holes and string fragments, this is a spatial anomaly that will effect different laws of physics, either canceling them out, or being a concentrated influence. In this encounter the starship may pass close enough to the singularity to trap, or endanger the ship.
String Fragment  Similar to a black hole, in reverse, the string fragment will exert massive gravitational pressures.
Wormholes  Unpredictable both in appearance and final destination, going into one may end the campaign.

 

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