Difference between revisions of "Haulers (IB)"

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'''Haulers Only Upgrades'''   
 
'''Haulers Only Upgrades'''   
☐ Carrying Slings — Each PC gains +2 free '''Load''' usable only for cargo/rigging. 
+
# '''Carrying Slings''' — Each PC gains +4 '''Load''' at heavy loadout.   
☐ Movable Lair — Relocate your base (berth/pad) as a downtime action.   
+
# ☐ '''Coaches''' — +2 '''Credit''' payoff on operations that mainly involve passengers.   
☐ '''Coaches''' — +2 '''Credit''' payoff on scores that mainly involve passengers.   
+
# ☐ '''Cover Operation''' — Reduce '''Heat''' increase by 2 each operation. ''What’s your cover?''
☐ '''Cover Operation''' — Reduce '''Heat''' by 2 per score. ''What’s your cover?''
+
# ☐ '''Hidden Paths''' — +1d Engagement on '''Transport''' plans.   
☐ '''Established Route''' — During downtime, roll dice equal to your '''Tier'''. Gain '''Credit''' equal to the highest result, minus your '''Heat'''. 
+
# ☐ '''Informants''' — +1d to '''Gather Information''' for a score. ''Local contacts help you navigate unfamiliar terrain.''   
☐ '''Fleet''' — Your cohorts have vehicles; they double their '''Credit''' from downtime activities. 
+
# ☐ '''Luxuries''' — +1d Engagement on '''Social''' plans.   
☐ '''Hidden Paths''' — +1d Engagement on '''Stealth''' and '''Transport''' plans.   
+
# ☐ '''Small Package''' — +1d Engagement on '''Deception''' plans.   
☐ '''Hub''' — Your base of operations. 
+
# ☐ '''Suppliers''' — +1d to '''Acquire Asset''' rolls. ''You have established contacts with distant suppliers.''   
☐ '''Informants''' — +1d to '''Gather Information''' for a score. ''Local contacts help you navigate unfamiliar terrain.''   
+
# ☐ '''Ubiquitous  Vans''' — +1d Engagement on '''Stealth''' plans.   
☐ '''Investments''' — During downtime, roll dice equal to your '''Tier'''. Gain '''Credit''' equal to the highest result, minus your '''Heat'''. 
+
# ☐ '''Wagon Train''' — +2 '''Credit''' payoff on scores that focus on cargo.
☐ '''Luxuries''' — +1d Engagement on '''Social''' and '''Deception''' plans.   
 
☐ '''Mobile Hub''' — As a downtime activity, relocate your lair and swap between the '''Hidden''', '''Secure''', and '''Quarters''' improvements. 
 
☐ '''Secret Approaches''' — +1d Engagement on '''Occult''' and '''Transport''' plans.   
 
☐ '''Suppliers''' — +1d to '''Acquire Asset''' rolls. ''You have established contacts with distant suppliers.''   
 
☐ '''Turf''' — Reduces the '''Credit''' cost multiplier to advance crew '''Tier'''. ''(May be taken multiple times.)''  
 
☐ '''Wagon Train''' — +2 '''Credit''' payoff on scores that focus on cargo.
 
  
 
{{ : Include Crew Commonalities (IB) }}
 
{{ : Include Crew Commonalities (IB) }}

Revision as of 21:06, 25 October 2025

Icarus BurningIcarus Burning logo
Starfox's Blades in the Dark hack

Haulers are long-haul movers and discreet couriers—lane-runners who thread storms, audits, and embargoes to get people and cargo where they must go. They thrive on dynamic, risky itineraries where adaptability and logistics win the day: contracts, charters, and the occasional quiet shipment.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Credit

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Guidance: Each PC may add +1 action rating to Helm, Micro, or Rig (up to a max rating of 3).
  2. Drovers: All of your cohorts gain the Rovers type for free — if they’re already Rovers, they instead become Elite.
  3. Factor: Advancing your Tier costs half the usual Credit. Who is backing you, and why?
  4. Hidden Routes: You maintain hush-hush corridors and timing windows. Improve the starting Position of your Engagement Roll by one step for Transport Operations.
  5. Rig Bosses: All your vehicles gain Armor. In vehicle conflicts, you gain improved effect for speed and maneuver.
  6. Spacehound: +1d to Resolve actions among vehicle technicians and crews.
  7. Spacewise: Gain +1d to resist with Insight.
  8. Additional Playbook: Select another crew playbook. You may now choose its Upgrades and Special Abilities. Immediately gain access only to the Crew XP track.

Crew XP

At the end of each session, for each item below, mark 1 XP (or mark 2 XP if that item occurred multiple times):

  1. Execute a transport operation or acquire new clients or contracts.
  2. Contend with challenges above your current station.
  3. Bolster your crew’s reputation or develop a new one.
  4. Express the goals, drives, inner conflict, or essential nature of the crew.

Crew Upgrades

Starting Upgrades Cohort (Rovers), one Shuttle or Runabout.

Haulers Only Upgrades

  1. Carrying Slings — Each PC gains +4 Load at heavy loadout.
  2. Coaches — +2 Credit payoff on operations that mainly involve passengers.
  3. Cover Operation — Reduce Heat increase by 2 each operation. What’s your cover?
  4. Hidden Paths — +1d Engagement on Transport plans.
  5. Informants — +1d to Gather Information for a score. Local contacts help you navigate unfamiliar terrain.
  6. Luxuries — +1d Engagement on Social plans.
  7. Small Package — +1d Engagement on Deception plans.
  8. Suppliers — +1d to Acquire Asset rolls. You have established contacts with distant suppliers.
  9. Ubiquitous Vans — +1d Engagement on Stealth plans.
  10. Wagon Train — +2 Credit payoff on scores that focus on cargo.

Common Crew Upgrades

Available to all crews. See Crew Playbooks for an explanation of all terms below.

Base: ☐,☐ Life support, ☐,☐ Power, ☐,☐ Maneuver, ☐,☐ Gravity, ☐,☐ Camouflage, ☐,☐ Security.

Assets: ☐,☐,☐,☐ Investment — Reduces the base cost of improving Tier, before multiplication.

Installations: ☐,☐ Quarters, ☐☐☐☐ Training, ☐,☐ Vault, ☐,☐ Venue, ☐,☐ Prison, ☐,☐ Workshop, ☐,☐ Medical, ☐,☐ Hangar.

Vehicles: ☐,☐ Shuttles (needs hangar), ☐,☐ Fighters (needs hangar), ☐,☐ Runabouts.

Quality: ☐ Documents, ☐ Gear, ☐ Implements, ☐ Supplies, ☐ Tools, ☐ Weapons.

Vices: ☐ Faith, ☐ Gambling, ☐ Luxury, ☐ Obligation, ☐ Pleasure, ☐ Stupor, ☐ Weird.

Cohorts ☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐ Cohort: (Max 2 per tier). Each cohort begins with one Flaw. ☐ Add Edge or remove flaw from one cohort. Repeatable

Cohorts

Each cohort is either a Team or an Expert with one Type and one Flaw. A maximum of 2 cohorts for each Tier. Each cohort needs this data.

Name:

Team or ☐ Expert. This is where your initial upgrade investment is checked.

Type: First type is free. You can add one additional Type by spending an upgrade. ☐ Agents, ☐ Engineers, ☐ Marines, ☐ Scientists, ☐ Security, ☐ Winghands.

Edges. Each cohorts can add edges as if they were upgrades. ☐ Armored, ☐ Elite, ☐ Fearsome, ☐ Independent, ☐ Loyal.

Flaws. Each cohorts can remove flaws at the cost of an upgrade: ☐ Ally, ☐ Compromised, ☐ Intelligent, ☐ Principled, ☐ Savage, ☐ Unreliable, ☐ Wild.

Damage: Cross one box per level of harm: (☐ Armor), ☐ Weak, ☐ Impaired, ☐ Broken.