Haulers (IB)

From Action
Jump to navigation Jump to search
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 ☐ Carrying Slings — Each PC gains +2 free Load usable only for cargo/rigging. ☐ Movable Lair — Relocate your base (berth/pad) as a downtime action. ☐ Coaches — +2 Credit payoff on scores that mainly involve passengers. ☐ Cover Operation — Reduce Heat by 2 per score. What’s your cover?Established Route — During downtime, roll dice equal to your Tier. Gain Credit equal to the highest result, minus your Heat. ☐ Fleet — Your cohorts have vehicles; they double their Credit from downtime activities. ☐ Hidden Paths — +1d Engagement on Stealth and Transport plans. ☐ Hub — Your base of operations. ☐ Informants — +1d to Gather Information for a score. Local contacts help you navigate unfamiliar terrain.Investments — During downtime, roll dice equal to your Tier. Gain Credit equal to the highest result, minus your Heat. ☐ 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.

Base: ☐,☐ Life support, ☐,☐ Independence, ☐,☐ Maneuver, ☐,☐ Hidden, ☐,☐ Secure.

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

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

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 +1 for strong hold) ☐,☐,☐,☐,☐,☐,☐,☐,☐,☐ Add Elite, Edge, or Type to one cohort

Cohorts

Each cohort needs this data.

Name:

☐ Gang or ☐ Expert.

Type: ☐ Adepts, ☐ Rooks, ☐ Rovers, ☐ Skulks, ☐ Thugs.

Edges & Flaws: ☐ Elite, ☐ Fearsome, ☐ Independent, ☐ Loyal, ☐ Principled, ☐ Animal, ☐ Savage, ☐ Unreliable, ☐ Wild.

Damage: (☐ Armor), ☐ Weak, ☐ Impaired, ☐ Broken.