Difference between revisions of "Squadron (IB)"
| Line 27: | Line 27: | ||
| === Crew Upgrades === | === Crew Upgrades === | ||
| '''Starting Upgrades'''    | '''Starting Upgrades'''    | ||
| − | + | ☑ Security,   | |
| + | ☑ Workshop,   | ||
| + | ☑ Medical,  | ||
| + | ☑ Hangar,  | ||
| + | ☑ Shuttles, | ||
| + | ☑ Fighters,  | ||
| + | two ☑ ☑ of choice. | ||
| '''Squadron Only Upgrades''' | '''Squadron Only Upgrades''' | ||
Latest revision as of 16:30, 28 October 2025
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| Starfox's Blades in the Dark hack | 
Squadron crews are fighter wings and strike flights—mercenary or militia pilots who fly intercepts, escorts, strikes, and SAR from hangars, carriers, and hab pads. Every sortie tests nerve, timing, and formation discipline; victory brings honor, contracts, and Credit.
Heat & Wanted Level
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
Credit
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
Special Abilities
- Hot stick: Each PC may add +1 action rating to Helm, Interface, or Mark (up to a max rating of 3).
- Bogeymen: Treat each Wanted Level as if it were an Investment Crew Upgrade.
- Contract: When you advance your Tier, it costs half the usual Credit. Who is your patron/contract authority, and why do they back you?
- Formation: On a group action, multiple 6s from different rolls count as a critical success.
- Stormrider: When you’re at war (−3 Faction status), PCs gain +1d to vice/devotion rolls and still get two downtime actions instead of one.
- Warbird: Gain +1d to resistance rolls while on or protecting a vehicle.
- Wingmen: All of your cohorts gain the Rovers type for free (if they’re already Rovers, add another type).
- Additional Playbook: Select another Crew Playbook. From now you may 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):
- Execute a successful interception, escort, strike, or smash-and-grab in support of a flight plan.
- Contend with challenges above your current station.
- Bolster your crew’s reputation or develop a new one.
- Express the goals, drives, inner conflict, or essential nature of the crew.
Crew Upgrades
Starting Upgrades ☑ Security, ☑ Workshop, ☑ Medical, ☑ Hangar, ☑ Shuttles, ☑ Fighters, two ☑ ☑ of choice.
Squadron Only Upgrades
- ☐ Uniform — Identifiable kit with +2 Quality.
- ☐ Bounty — +2 Credit payoff on scouting and attack operations.
- ☐ Exercises — Your Spacer cohorts gain Elite merit.
- ☐ Insertion — +1d Engagement on Stealth plans.
- ☐ Logistics — +1d Engagement on Assault plans.
- ☐ Prestige — +1d Engagement on Social plans.
- ☐ Profiteering — +2 Credit payoff on escort and transport operations.
- ☐ Space Force — Reduce Heat gain by 2 on space operation.
- ☐ Supply Chain — +1d Engagement on Transport plans.
- ☐ Way of War — Killing in vehicle combat does not increase Heat.
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.