Editing NiS/Post Game Phase
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==Terminology== | ==Terminology== | ||
'''''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 [[NiS/Continuing Encounters|Continuing Encounters]] | '''''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 [[NiS/Continuing Encounters|Continuing Encounters]] | ||
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Experience is handled exactly the same way it is handled in Necromunda. For details, see page 85 of the [http://www.specialist-games.com/necromunda/assets/lrb/1NECrules.pdf| Living Rule Book]. | Experience is handled exactly the same way it is handled in Necromunda. For details, see page 85 of the [http://www.specialist-games.com/necromunda/assets/lrb/1NECrules.pdf| Living Rule Book]. | ||
− | = | + | ===Collecting Income=== |
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− | ==Collecting Income== | ||
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. | 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. | ||
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''Special''<br> | ''Special''<br> | ||
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. | 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. | ||
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