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content:official:rules:after_the_mission [2017/07/23 18:50] – created curufea | content:official:rules:after_the_mission [2017/11/06 15:39] (current) – curufea | ||
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====== After the Mission ====== | ====== After the Mission ====== | ||
+ | | << [[Ending The Mission]] << ^ [[Table of Contents]] | >> [[Death]] >> | | ||
Hooray! We won! Or Boo-hoo, we lost. | Hooray! We won! Or Boo-hoo, we lost. | ||
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on the right to see what special reward they get for | on the right to see what special reward they get for | ||
overwhelming success. | overwhelming success. | ||
+ | ===Overwhelming Success Chart=== | ||
+ | ^ 2d6 ^ REWARD ^ DESCRIPTION | | ||
+ | | 2 | Second Helping | Each hero may keep an additional prize from the enemy ship | | ||
+ | | 3 | Caught the Admiral’s Eye | Replenish Luck and pools before requisitions. Luck and pools one level deeper next mission | ||
+ | | 4 | Gambling | Each character has the opportunity to bet as much of their total credits as they like and roll 2 dice (luckable) a result of 10 breaks even, 11 doubles their bet and 12 triples it! | | ||
+ | | 5 | Cash Reward | Each hero is awarded a bonus of 2d6 (luckable) x 100 credits | | ||
+ | | 6 | Supply Ship | There is a bonus round of Requisitions this campaign turn | | ||
+ | | 7 | Personal Equipment Upgrades | There is another round of upgrades this campaign turn for personal equipment only | | ||
+ | | 8 | Ship Upgrades | There is another round of upgrades this campaign turn for ship’s modules only | | ||
+ | | 9 | Private Tutelage | A veteran offers to give the heroes tips and advice. Each hero gains an additional 2d6x10 Experience points (luckable) | | ||
+ | | 10 | Specialized Tutor | A specialist offers to teach the heroes the finer points of one of the skills. Roll a die to see which skill is being taught: \\ 1: Athletics 2: Combat 3: Engineering 4: Piloting 5: Science 6: Heroes’ choice (not each hero) \\ It costs half as much experience to gain a level in the listed skill this turn. Each hero may use this benefit a maximum of once per campaign turn. | | ||
+ | | 11 | Bonus Luck | Each character has their Luck value increase by one permanently | | ||
+ | | 12 | Hero’s Choice | Each hero may select one result from this list | | ||
===== Capture ===== | ===== Capture ===== | ||
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they lose all gear and are issued new equipment as if | they lose all gear and are issued new equipment as if | ||
they’d died. | they’d died. | ||
+ | ===== Spoils ===== | ||
+ | |||
+ | |||
+ | The heroes may each claim one item each of captured | ||
+ | enemy spoils in a successful engagement. This item | ||
+ | could be a module, piece of personal equipment or a | ||
+ | Cargo Bay Item. | ||
+ | |||
+ | ===== Heal Damage to Characters and Ships ===== | ||
+ | |||
+ | |||
+ | Remove all used and damage markers from the ship | ||
+ | and remove all hull damage and character damage. It | ||
+ | is a good idea to record the modules and equipment | ||
+ | on the heroes’ ship. | ||
+ | |||
+ | ===== Adjust any End of Campaign Turn indicators ===== | ||
+ | |||
+ | |||
+ | Many campaign books have Campaign Indicators that | ||
+ | represent the big picture of how things are going | ||
+ | in an ongoing struggle between the heroes and | ||
+ | their enemies. Depending on the campaign and the | ||
+ | indicators this could have an effect on anything from | ||
+ | requisitions to enemy skill levels or equipment. | ||
+ | ===== Replenish Luck and Pools ===== | ||
+ | |||
+ | This is always the final step in a campaign turn. Reset | ||
+ | your starting Luck and Pools to their fresh state. | ||
+ | | << [[Ending The Mission]] << ^ [[Table of Contents]] | >> [[Death]] >> | | ||
+ | {{tag> |