More info to comeā¦
Spy Network
A PC could want to build a spy network, allowing him to access information that he could not otherwise, or send his spies on specific missions. Here are the initial rules.
Min Rank | CR Cost | Description |
---|---|---|
3 | 1 | Create a spy network |
- | 1 | Improve a spy network |
Spy network base mechanics
TBD
Spy network improvements
Name | Effects |
---|---|
TBD | TBD |
Rewards (OLD/TEMP)
These are old guidelines about CR rewards; stuff should be migrated elsewhere.
Required Rank | Rewards* | Cost |
---|---|---|
any | Elite soldier squadron: 8 minions (soldiers) + 1 rivals (squad leader/sergeant) | 1 |
any | Personal Starfighter, light freighter | 1 |
3+ | Starship Squadron: 11 minions (pilots) + 1 rivals (Wing Commander) | 1 |
5+ | Nemesis (follow the rule of PC creation, then add 40xp * CR used )1 |
1 |
5+ | Corvette or Gunship | 1 per player in the team |
7+ | Elite Starship Squadron: 9 minions (pilots) + 2 rivals (aces) + 1 nemesis (Wing Commander) | 1 |
9+ | Cruiser | 1 per player in the team |
12+ | Small Battleship (example: Victory-Class Star Destroyer) | 1+ per player in the team |
15+ | Battleship (example: Imperial I-Class Star Destroyer) | 1+ per player in the team |
23+ | Big Battleship (example: Praetor Mark II-class battlecruiser) | 1+ per player in the team |
35+ | Huge Battleship and battle stations (example: Super Star Destroyer) | 1+ per player in the team |
45+ | Unique project (like building a Death Star or something) | 1+ per player in the team |
- 1 The XP related to NPCs are simple guides; a player or a GM could choose a NPC from a book and modify it a bit. Everything is at the discretion of the GM. The GM should consider that the higher CR, the stronger the NPC.
- *All starship comes in fully crewed and equipped with standard equipment.