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content:official:rules:after_the_mission [2017/07/23 18:50] – created curufeacontent: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  only |
 +| 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>official rules missions}}
content/official/rules/after_the_mission.1500861020.txt.gz · Last modified: 2017/07/23 18:50 by curufea