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Commanders and Flagships: PDF Released


Back in September I let the community know I was working on something I called Commanders and Flagships. If you missed that AMM Commanders and Flagships is a fan made supplement to enhance your Rebellion in the Rim campaigns. Inside Commanders and Flagships you will find: six brand new commander categories, three new ship titles for each ship, faction specific fleet commands to make each faction feel unique, and new Flagship abilities that correspond with commander categories. You can add in or drop out any of the content found in Commanders and Flagships to your liking.


I had hoped before releasing this to the community I could have made printable cards to be used for the supplement, and to make it look a lot nicer. However life just keeps getting in the way and prevents me from working on it to often, and decided I would release after I finished updates to fall more in line with 1.5. If the community becomes really driven or inspired by the content I could revisit it latter to add in these features. I want to talk a little bit about why I did this and some of the aspects of Commanders and Flagships.





When I first got my hands on a copy of Rebellion in the Rim and cracked open the rule book I knew I was very excited to play a campaign. I got a few games into one that fell apart due to Covid. I really enjoyed it, it felt kind of like a light RPG system, and I like my RPGs to have a good amount of variety with character options and so the idea to make more commander categories was born, and Commanders and Flagships would soon follow.


Commanders and Flagships Introduces six new commander Categories: Commandant, Force Sensitive, Diplomat, Guerrilla, Siege Master, and Commodore. I showed off the Commandant in the September preview he uses veteran tokens in new and interesting ways deblending on his abilities. The Force Sensitive was probably the hardest as I wanted it to feel powerful, but not broken. I think I found a good middle ground with powerful abilities, that require you to spend a destiny token. The Force Sensitive can take an ability to help them have at least one token in every game, but if you have a Force Sensitive in your game destiny tokens are going to become a hot commodity. Diplomat is a defensive second player option. The Guerrilla uses raid tokens and boarding teams to greater effect. The Siege Master is all about attrition Warfare with condition card, and heavy weaponry. Lastly the Commodore is used to impower your flagships command tokens.





I was eventually lead to think you know what ships that have names seam so much more iconic, so I think the flagship should always equip a title just for a little more flavor. This idea lead me to make 3 new titles for each ship to have even greater pool of titles to pull from when building your list. A few of my favorites are probably the Seer for the MC-30 a title that lets you spend a defense token while attacking to set a die to any face, or the Shadow to the Raider that can lose 1 shield and exhaust the title to prevent it defense tokens from being targeted by accuracies during that attack, but its expensive for a title and requires an engineering token to ready.


From here I was lead to say what if I made flagships even more unique, and the idea of flagship auras was born. Flagship auras are given based off of your commander category. For example if you have a commander with a Tier II Espionage ability your flagship can use the Tier II Espionage aura that prevents ships attacks from being obstructed by obstacles or other ships.





Lastly I just wanted to make the factions feel more unique, and fleet commands just seamed to fit the bill. With this rule came the idea that in order to really make this work allow each flagship to take a fleet command using the flag bridge card. Maybe you are the empire and have Fanatical Pilots in your starfighters this allows them after attacking a squadron to suffer one damage to deal a damage to one squadron at distance one of them. Maybe your rebellion is Built on Hope giving friendly ships the ability to resolve a special crit inspiring their friends in combat. Ether way the factions should feel more unique then ever in a game of Rebellion in the Rim.


Commanders and Flagships was a fun little project for me and I hope that you enjoy it in your games. Playtesting was limited sadly and I am welcome to feedback. You can send any feedback you have to SLCarmada@gmail.com. Keep enjoying the game we all love, the PDF for Commanders and Flagships is below; and until next time have a great week!


Commanders and Flagships was designed to bring more variety and flavor to Rebellion in the Rim campaigns you can view and download the Commanders and Flagships PDF here.




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