[Missions and Operations] Reinventing the wheel?

Sin

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Hi. I thought I'd make this thread with hopes of potentially helping the FL and AFLs out with the reorganization of the missions and operations. I'm not sure how bent we are on reinventing the wheel, but there is a source book out there for all things Rebellion, granted it comes from the Rebel Alliance, I think a lot of the information might still be useful. The Age of Rebellion was an edition of the Star Wars tabletop RPG, here are some things the book that comes with it says about missions and operations as they pertain to rebels.

*DISCLAIMER*
This is a lot of typing as I couldn't find the source to be obtainable via any legitimate means online, apparently you have to buy the book or download it illegally some how. So I'm re-writing a lot of content from this book and it may take me a few days to get it all done. So please bare with me and if you want I'll post letting you guys know when I perform and update. Thanks.


REBEL BATTLES
Countless skirmishes, battles, and incidents occur between the Rebellion and their enemies without name or fanfare. While the Imperium may strive to meticulously record and report nearly every incident, Rebel records are not as complete. The Rebellion demands regular reports, as any military would, but with so many irregular forces and operations, details and incidents are often omitted or underreported.

Battles and operations are important to the day-to-day success of the Rebellion. Though they may not have much galactic significance on their own, they are important to local operations, morale, and the lives of those involved.

REBEL TACTICS
Rebel tactics share some of the same basic ideas and methods, though the exact execution varies by force size and proficiency. It is up to the tacticians and local commanders to adapt successful tactics to their own units and situations. Training is a never-ending process, and Rebel leaders do their best to improve any unit's battlefield abilities.

CELL NETWORKS
On staunch Imperium worlds, strong support of and for the Empire combined with a high degree of security makes Rebel operations and recruitment efforts extremely dangerous to individuals involved and their relatives and friends. Dissidents and resistance fighters find it difficult or impossible to meet, whether openly or covertly, in large groups. On these worlds, the Rebellion tries to build a cell network of clandestine agents and sympathizers.

Most of the network members are native to the city or planet in question. Intelligence agents of the Rebellion may be imported to get the network going and to hold some of the higher levels in order to coordinate with other cell networks in the region and the Rebellion itself. Occasionally, a cell network is established by a local resistance operation, and then becomes tied to the Rebellion. These networks may have different configurations contrary to the ideal Rebellion format.

Cell networks are established to protect the secrecy of the operatives and their fellow agents. Most individuals in the network have no idea how big the actual network is, or who else is involved beyond their immediate cell. A typical cell holds three people (sometimes four), with two people connected to lower-level cells, and one person connected to the cell above them. Upward connections are blind, meaning that they don't know the identity of the person above them. Orders flow down through the network, while return information is through blind drops and other techniques up the chain of cells. The top cell communicates with an area coordinator. The area coordinator relays orders from the network leader. The network leader oversees several area coordinators. For safety reasons, the network leader is isolated from the case officer at the local Rebellion command. The case officer manages the network and analyzes data and operations for signs of Imperium infiltration.

Cell networks can produce irregular results. Depending on the position and jobs of the cell network operatives, they can be a treasure trove of data, or simply provide the Rebellion with basic manpower to carry out simple intelligence gathering and the occasional sabotage or civil disobedience operation. Ultimately, the cell network helps to grow the Rebellion in many different ways and to counter Imperium activity in its area of operation.

COMMANDO RAIDS/SPECFORCE OPERATIONS
These are the surgical strikes of the Rebellion. They carry out targeted attacks against specific Imperium operations or locations, often in coordination with other Rebel attacks or activities in the area. These operations are often among the most highly planned and well-executed attacks the Rebellion can muster. They handle the toughest operations, including raids on Imperium bases and outposts, securing landing zones for invasion forces, ambushing important enemies, and commandeering enemy starships. These troops are typically well-briefed with their theater of operations. They know the terrain, the enemy, the allies, and the mix of economics and culture within their target area. These soldiers are a very limited asset. Therefore, raids are rarely carried out simply for wanton destruction of Imperium assets. Specific goals are always set. It might be the acquisition of information, disabling a ship or important vehicle, rescuing captured personnel, or causing confusion and havoc prior to a larger attack.

FLEET DETACHMENT RAID
Although the Rebellion prefers to avoid large-scale fleet engagements, it recognizes the need for the Rebellion Fleet to exist and to remain active and engaged in the war. Detachments are regularly ordered from the main fleet to support Rebellion forces in the completion of their operations and missions. They most commonly perform raids against vulnerable Imperium targets.

Rebellion intelligence identifies and produces the majority of targets, sending them to Rebellion leaders for assessment and tactical planning. Given the importance of the fleet, detachment raids are carefully planned, with every detail scrutinized to avoid Imperium traps and maximize their damage potential. Detachments raids are well known for bolstering morale within the Rebellion and their allies, with a stalwart show of strength and support.

Raids typically target Imperium installations, from distant listening posts to small battlestations, and small fleet or convoy actions. These targets are normally well-known in advance, either by location, flight pattern, or both. The Rebels avoid targeting one area too many times to avoid potential Impemrium traps set on repeated targets.

Detachments typically use on to three frigates or cruisers, supported by corvettes, gunships, and armored freighters. A few feature starfighter carriers beyond the capital ships, though these are rare. The carriers boost starfighter strength significantly, and are often deployed as their own task forces with a few escort vessels.

HIT-AND-FADE ATTACKS
The hit-and-fade is the most reoccurring Rebel attack there is. Theoretically, they can come via small unit assaults, starfighter squadron attacks, or even fleet raids. No matter how the attack is carried out, the idea remains the same: strike the target swiftly and escape before the target knows what hit them. The speed and accuracy of the ambush are the key fundamental components to the tactic's success.

Generally speaking, hit-and-fade attacks are intended to inflict a large amount of damage in a short amount of time. More advanced attacks will be accompanied by a raid, which attempts to secure a specific item, vehicle, or starship. The most important part in planning this type of attack is to achieve an accurate estimate on how much time Rebel forces will have on scene before enemy reinforcements arrive to destroy or repel them.

Hit-and-fade attacks are a trademark to the Rebellion's starfighter squadrons, utilizing these attacks against larger enemy vessels. However, saboteurs and commandos are also intimately familiar with these tactics. Well-orchestrated attacks that occur time and time again can frustrate enemy units and their commanders to the point where they start to alter their tactics, defenses, and planning.

The Rebellion is careful not to use these attacks too often in any given area or against specific target types. Remaining ever aware of the Imperium's ability to employ traps. The use of decoys and false information to draw out attackers and ambush them is a tactic commonly used by the Imperium. Alternatively, some Imperium commands create rapid response forces that are capable of responding almost immediately to any reported attacks.

SABOTAGE
Sabotage is another very common Rebel tactic. While most Imperial targets or other enemy assets could be targeted at any time, this method works best when coupled with other attacks or activities, in order to achieve maximum effect. Sabotage is typically carried out by those sympathetic to the Rebel cause in enemy territory, Rebel commandos, secret Rebel cells, or individual Rebel spies.

It's often coordinated with hit-and-fade attacks or other tactics utilized by the Rebel militia to strike a devastating blow against an enemy ship or force. The impact of the strike may be for the long or short term. It might just be intended to take down a shield generator for a few precious moments or open blast doors for incoming raiders. Then again, it might be intended to disable a walker or starship or inhibit the enemy over the long term. Well-timed and well-executed acts of sabotage often confuse and demoralize the enemy.

Saboteurs of the Rebellion must always have a reasonable escape plan, so they can live to fight another day. Depending on the task at hand, the saboteur may blend in with enemy forces and withdraw with them, or find his own way out. Undercover agents and sympathizers tend to sneak back into the shadows in order to protect their identity and avoid the risk of being caught. If they're exceptionally skilled at what they do, or very lucky, they may perform several acts of sabotage without the enemy ever knowing they're there.

Sabotage, as one might expect, is usually carried out via using explosives. That said, there are more intellectual ways to inflict sabotage. A saboteur might be able to hook up to a network and reprogram vital systems, starship or vehicle navcomps, or even enemy droids, using them against the enemy. Practically any tactic that damages the Imperium or an enemy of the Rebellion counts as sabotage.

SPECIAL OPERATIONS MISSIONS
Anything deemed to be a special operations mission runs the gamut of operational occupations. These missions are all those really strange missions that don't really fall under any particular type of mission or maybe they encompass many aspects of all mission types. Typically, special operations fall outside of normal military assignments, sabotage, or intelligence activities, but as previously stated it's possible that it just involves all of them. Most missions that involve Jedi or are of a Force-related nature always fall under special operations . . . whether it's investigating Jedi artifacts or strange Force-imbued artifacts (or beings). Unorthodox rescue or recruitment missions, particularly in extremely hard to reach areas, also fall under special operations.

SPIES AND INTELLIGENCE OPERATIONS
Rebel intelligence has to pull from an array of resources to gather information on Imperium and related enemy actions across the galaxy. Spies are regularly autonomous, under cover agents who feed information to the Rebellion whenever they can safely do so. The Imperium is constantly watching for spies and maintains a hardcore counterintelligence operation that aims to flush them out. Most true spies are proficient in their given areas of expertise, but struggle if their situation is changed abruptly, causing them to go underground or flee for their lives. They aren't typically jack-of-all-trades operatives, and they often need to be extracted from deteriorating situations before they turn into all out rescue missions.

STARFIGHTER STRIKES
A Rebel starfighter attack is a common and classic tactic. These strikes have been successful time and time again to be an extremely effective hit-and-fade attack. Most starfighter strikes are well-planned, utilizing heavily analyzed intelligence data to orchestrate the assault.

These strikes are typically carried out by one or two squadrons. They may operate from the same base or starship, or it's possible that they could rendevous to the target of interest ahead of time. Seeing how starfighters are a scarce resource for the Rebellion, it is not irregular for squadrons that are unfamiliar with each other to be brought in and tasked with working together. This is especially true in larger assaults.
 
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Loco

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While we haven't always broken them down into specific "types", Rebel missions have (and will) run the gamut covering all of these broad catagories at one point or another. Especially with the recent changes (namely the loose alliance of several Indie factions and the Hutts) we've adopted very much a cell structure with a few larger "fleets" or location based groups for the heavier lifting, and few limbs know what the others are doing (I damn sure can't keep track of it all). It's all very loose and informal and allows all of the various groups involved, big and small, to carry out a variety of different types missions and effects on the battlefield. Though if Naboo showed anything it's that we can still bring a fair amount of fire power into the fray at once if we need to.

Generally, for RP purposes we device missions into "packs" which often contain two or more of the different types of missions described above, with the ultimate goal of completing all the missions in a pack advancing our cause in some significant way. The reason everything is stripped down right now is that, due to relative inactivity and an almost total lack of any punching power in the Rebel faction, few of our previous mission packs actively targeted the Imperials, which in turn led to even less activity and stagnation- it's something we're actively working to rectify, and the results will start showing very soon.
 

Sin

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Sounds good, looks like you guys have it all figured out. I guess I'll just type of the remaining bits from the book for future references for anyone desiring to create their own mission or operation, maybe for an independent faction or something that is more rebel/militia oriented.
 

Loco

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What we could do, once you get things written up, is add it as articles in the Rebel Database. I would caution against verbatim excerpts from the book, however, since the site is very careful not to run afoul of any copyright laws.
 

Sin

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Alright, that might make things a little easier for me. Instead of just retyping it all I can summarize it. Haha.

I was only retyping it for legitimacy, don't want people think I'm just pulling this stuff out of my cargo hold.
 

Sin

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Alright @Loco all the information is there. Not sure if it helps or not, but there it is.
 
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