NiS/Post Game Phase

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Terminology[edit]

Campaign Round: One campaign round is the time from one post-game phase to another post game phase. Within the campaign round, there can be any number of encounters which are seperated by a midgame phase, which is a shortened post-game phase. For more information on the midgame phase, see Continuing Encounters

Available Crewmen: any member of the crew who was not taken out of action at the end of the previous game is said to be available in the post game phase. Models who went out of action in a preliminary encounter but passed their toughness test to return to the fight have recovered enough to be available, so only those out of action at the end of the campaign round are unavailable.

Each available crewman can take 1 action in the post game phase. (Actions include such things like collecting income or searching for rare trade).

Injuries[edit]

Serious injuries are handled exactly the same way they are handled in Necromunda. For details see page 84 of the Living Rule Book.

Optional Rule
[This result replaces 16 on the serious injury table]

16: We Thought You Were Dead!
If this result is rolled, the GM should copy down the stats and equipment of the "deceased" ganger. In every post-game phase after this one, either the GM or the player may choose to roll a D6 for the crewman:

1D6
1: Grudge: the crewman is upset at being left for dead, and now seeks vengeance on his old crew. From now on, the GM may use him as a named villian. In addition, for this campaign round, the GM can add him to an encounter for free.
2-5: No Show: The crewman doesn't pop up, so everyone goes on thinking he is dead.
6: Surprise!: The captain comes back to the ship after making a run to the settlement only to find the crewman sitting in his chair, eating a cookie. Although he looks a little haggard, he seems to be in good spirits and is ready to shove off for more adventure. Roll for a serious injury immediately (re-rolling “dead” results), and add the crewman back to the ship with 2d6 bonus experience.

Experience[edit]

Experience is handled exactly the same way it is handled in Necromunda. For details, see page 85 of the Living Rule Book.

Negative Experience[edit]

In Necromunda, it is usually the case that as a ganger gets more experienced he gets better... but this is not always the case. In fact, the opposite often applies: as gangers live longer, they are more likely to pick up bad habits.

Certain less-than-heroic blunders will earn gang members negative experience points: once you have reached -10 xp, roll on the Bad Habits table.

Negative Experience Circumstances

  • Wound a member of your gang with friendly fire: -5 xp
  • Fail a break test: -1 xp
  • Fail a fear test against a model with a lower rank than you (i.e., if a ganger fails v. a Juve, or if a vetran ganger fails against a ganger): -1 xp
  • Weapon Explosion (not including dum dum rounds): -1 xp
  • Botch a Scenario (i.e., blow up your own territory gate, etc.): -5 xp
  • Wounding a Bystander: -5 xp

Bad Habits

  1. Lazy: The ganger refuses to run unless he is within 2" of the leader. If he has sprint, he may run, but he will not sprint. The ganger may charge as normal, but if the charge fails, only move him 4" (he slows up when he realizes he isn't going to make it.)
  2. Reckless: The ganger doesn't use cover to its fullest advantage. Reduce any negatives to hit from cover by 1 (i.e., Hard cover gives -1 to hit, partial is no modifier).
  3. Timid: The ganger will not attempt to escape pinning even if there is a model within 2". In addition, the ganger does not count as a model within 2" to assist others in escaping pinning.
  4. Sloppy: The ganger doesn't upkeep his weapons properly. Subtract 1 from all his ammo rolls.
  5. Coward: When the going gets tough, the ganger runs like a little girl. He may not rally if there is an enemy within 16", and if he is holding a loot counter when he breaks, he drops it.
  6. Wimp: Double the penalties for flesh wounds.

Collecting Income[edit]

The captain sets up the deals and collects the money, but it usually falls on the crew to do the grunt work of loading and unloading the goods for market. If too much of the crew is out of commission, the captain may have to sit on the goods or blow the profit to hire laborers to do the work of his crew.

A successful ship will have many different income streams: unfortunately, they all require work to generate. So, if a crew has too many laid up members, its income could be seriously effected.

Every income source requires a certain number of actions to generate it, and sometimes specifies a limitation on who can take the action (for instance, a cargo bay can be unloaded by a crewmen action with a juve "assistant" action).

The first step in collecting income is to assign enough available crewmen to work any and all of the income sources you want to collect. Once you have done this, figure out how many d6s in total you will be rolling to generate income, so you can roll them all at one time. (Note: you may want to use different colored dice so you can easily tell which dice are x10 and which are x5). For instance, if you are collecting from a cargo bay that produces 2d6x10 credits and a workshop that produces d6x5 credits, you'd roll 3d6 in total.

Next, with all the results on the table, note down how many doubles, triples, 4-, 5-, and 6-of-a-kind have been rolled, so you can apply them to the Trade Event table.

Finally, multiply the result by x5, x10, or x15 depending on the source to see how much profit you've made in total. Once you have got the gross profit, apply it to the income chart on pg 93 of the Living Rule Book to see how many credits go into the gang's stash.

[Rare trade table coming soon]

Trade[edit]

In the trade phase, the crew is allowed to purchase common items, recruit crewmen, and search for rare items and archetypes.

If an item or archetype has no Rarity Value, then it is a common item and can be purchased on any planet. In addition, common items don't take a lot of time to find, so it takes no actions to purchase a common item.

Rare items, on the other hand, are a different matter altogether: These are items that you have to do some hunting for if you want to purchase one. In order to purchase a rare item, you must send an available ganger to search for the item you are looking for. Every rare items has a Rarity Value which is a number that you must equal or beat on 2d6 to locate the item. For instance, to locate some contraband to trade (Rare 7), you must send out an available ganger, and roll a 7 or better on 2d6.

Bargain Hunting
Alternatively, instead of having a ganger search out for a particular rare item, you can send him to the bazaar and tell him to keep an eye out for some bargains. Roll once on the Necromunda Rare Trade Chart (pg 96 Living Rule Book). You can purchase the item rolled without paying the variable cost.

Captain's Advantage
A certain amount of clout and respectability comes along with being the captain of a warp jumper. Often, this means that merchants are more apt to trade with a captain than they would be with a lowly crewman. Captains get +2 when searching for a specific rare trade item, or they get d3 rolls on the rare trade chart.

Restocking[edit]

There are several different way to make a living on the Eastern Fringe, but many of them have something to do with transporting something from one place to another.

Instead of tracking how many tons of ore, or how many boxes of produce your ship can carry, NiS uses an abstract system that tracks the amount of profit that you can make from a load. Needless to say: different types of cargo have different profit margins, but usually more profit requires more risk or more work: so it is up to the captain to determine what, and how much, he is going to carry.

At the end of the post game phase, you must fill your holds with the cargo of your choice. This determines what you are going to be transporting for the following campaign round, which could effect things like trade or travel events. Each good is measured by how many d6xX credits you can transport in a standard Cargo Bay. (Smuggler Hatches can transport ½ the amount of a cargo bay.)

You can chose among the following types of cargo:

Goods
Goods come in all shapes and sizes: everything from cheese to electric razors. A cargo bay full of goods makes the gang 2d6x10 credits.

Contraband
Contraband is goods that the officials don’t want you, or the people, to have. This could range anywhere from weapons to drugs to xeno technology.

In order to carry contraband, you have to send a crewmen to make contact with a dealer. To locate the dealer, search for rare trade with a rarity of 7. If you roll a 2 on the rare trade roll, the authorities raid the meet and the crewman is locked up, missing the next game. However, he catches up with the ship in the following game.

Contraband brings in 3d6x10 credits per cargo bay. (1d6x10 + 1d6x5cr for smugglers hatches).

Raw Ore
While transporting raw materials doesn’t bring in the profit of good or contraband, it has one major benefit: it is hard to steal. Raw ore brings in 1d6x15 credits per cargo bay. Due to loading and unloading difficulties, smuggler hatches may not be filled with raw ore. Raw ore not be stolen or destroyed for any reason.

Special
The profit margin on raw ore assumes that the captain bought it off a merchant and is just transporting it. However, if the gang has the proper equipment (a mining rig), and is willing to put in the effort to mine the ore itself, cargo bays make 3d6x10 credits.

Plunder
Becuase you didn't have to pay any money to acquire with it, plunder is all profit, so a hold full of loot will make you a bucket of cash. Unfortunately it has to come from somewhere, and the Imperials don't much like it when you take it from good, tithe payin' folk (although they usually don't care much when you've stolen it from back from some no good outlaws). If the Imperial authorities discover plunder, for instance in a customs check, the confiscate the whole load, so you gain no income from it. Also, [some other semi-nasty legal consequence]. Plunder makes 4d6x10 credits per cargo bay (2d6x10 credits per smuggler hatch).

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