Playbook:
Name:
HQ Upgrades
Quality Upgrades
Crew Upgrades
Training
2xp during downtime training
Name:
2xp during downtime training
You can store up to 4 intel between missions (any extra must be spent immediately).The first vault upgrade allows you to store 8 intel; the second vault upgrade allows you to store up to 16 intel.
Heat indicates how much attention your activities are attracting. If the track fills up, increase threat by one then clear the heat track.
Heat:
As the threat level increases, the more dangerous and desperate the conspiracy becomes. If the threat level ever reaches 5, the crew is destroyed by the full might of the conspiracy.
An expert has two actions and one investigative skill. They can be promoted to an agent when there is a vacancy.
Personnel can add new squads when the quartermaster spends two upgrades, or recruit replacements for promoted (or dead) squad members when the quartermaster performs a Recruit action.
Individual squad members are sometimes referred to as rookies. Personnel can choose to promote them to an expert any time after they reach 8 xp.
Manage crew XP, upgrades, and headquarters on the seperate Crew sheet.
Contacts can be acquired through missions or cultivated via long-term projects. The crew always starts with one.
You can use the *Acquire Assets* activity to hire outside personnel for an upcoming mission.
Create and track the crew's long-term projects. The agent assigned to lead the project rolls to advance the project clock.
You begin with two counter-agents and can only have two at a time working for you until you upgrade your network.
Create and assign counter-agents to long-term assigments. *Augment Mission*, *Expand Network*, *Recruit*, *Research Conspiracy*
Roll 1d for the assignment. Advance the clock according to the results. (1-3: One, and your counter-agent is wounded. 4/5: Two. 6: Three. Critical: Five.) A wounded counter-agent that gets wounded again will die.
Name:
| 3 | Need Help | ||
| 2 | -1d | ||
| 1 | Less Effect | ||
Rolling {{attr_num}} dice
{{dice}}
{{#rollLess() dice 4}}Mouse over roll to count sixes
{{/rollGreater() attr_num 1}} {{/rollGreater() dice 5}} {{/rollGreater() attr_num 0}} {{#rollLess() attr_num 1}}Rolling 0 dice
{{zero}}
{{#rollLess() zero 4}}Rolling {{attr_num}} dice
If critical, REDUCE stress by 1
{{/rollGreater() attr_num 1}} {{/rollLess() stress 1}} {{/rollGreater() attr_num 0}} {{#rollLess() attr_num 1}}Rolling 0 dice
Rolling {{attr_num}} dice
If critical, REDUCE stress by 1
{{/rollGreater() attr_num 1}} {{/rollLess() stress 1}} {{/rollGreater() attr_num 0}} {{#rollLess() attr_num 1}}Rolling 0 dice