CCG: Rules: The Fame Deck
From SSDC, Inc.
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THE FAME DECK
Hotspot Cards
Each Hotspot represents an active mercenary presence on the listed planet. These steady assignments are the backbone of a mercenary company and provide revenue to run the organization.
Each Hotspot may appear only once in your Command Display. Each Commander may play one of each Hotspot.
- Revenue: These numbers represent the basic amount of Credits produced once that card is activated in the Command Display. Use only the revenue number appropriate to your deck: Legit or Criminal. This number is also the activation or reactivation Fame Point cost.
- Subsector: The Hotspot is located in this subsector. Hotspots are grouped by subsector in your Command Display.
- Sector Rating: This number indicates the strictness of the laws on that Hotspot and the degree of law enforcement. A level 9 Hotspot has strict laws and effective law enforcement. The local police blast first and ask questions later. A level 1 Hotspot is a den of liars, cutthroats and pirates. Law is generally dictated by the business end of a pulse cannon.
Mission Cards
Battlelords prove themselves, and gain glory for the company, by completing missions. You assign missions to each of your squads during the Assignment Phase. There are three types of missions: Face Missions, Regular Missions and Defense Missions.
Face Missions involve sending a squad to another Commander’s Hotspot to talk trash about that Commander’s mother (or some other vile insult that no REAL merc would stand for).
Defense Missions are assigned to those you want to stay at home and defend against the illegal, immoral, underhanded, boneheaded activities of the lackies of other Commanders.
Regular Missions are represented by Mission cards.
If the mission is a Face Mission or Defense Mission, the Commander simply states that a given squad has such an assignment. FACE MISSIONS AND DEFENSE MISSIONS DO NOT REQUIRE ANY CARD PLAY. A Regular Mission requires the play of a Mission card. If a Mission card is used, the card must be assigned to (placed next to) a Battlelord in the Command Display. There is no cost for assigning a mission, but once assigned, it may not be transferred to another Battlelord.
- Affiliation: Missions are either Criminal, Legit or Neutral.
- Primary Goal and Fame Payoff: This the most desired result of the mission or the most desired location to perform the mission. If the primary goal is satisfied, a completed mission produces the listed number of Fame Points.
- Secondary Goal and Fame Payoff: If the primary goal is unattainable, this is the fallback objective. If the secondary goal is satisfied, a completed mission produces the listed number of Fame Points.
- Requirements: If a number of skills are presented, your squad must have two of these skills to complete the mission. Other requirements are explained on the cards.
- Abilities Payoff: These statistical bonuses or skills are gained by the Battlelord upon completion of the mission.
Your affiliation affects which Missions you may assign. A Legit Mercenary Company Commander may not assign any Mission marked “Criminal”. A Criminal Mercenary Company Commander may not assign any Mission marked “Legit”. Everyone may assign “Neutral” Missions, Face Missions or Defense Missions.
Some missions are further marked Peaceful. Certain Battlelords may or may not be allowed to use these missions.
No Battlelord may gain the skill and ability benefits from more than two Mission cards. Further, the third or more Mission
card completed by one Battlelord generates only one Reputation Point (not ten as usual).
Wild Event Cards
Wild Event cards are random events. They may only be played during certain phases, as noted on each card. Their effects take place immediately. When the same or different Commanders play more than one Wild Event card at the same time, the Wild Event cards take effect in reverse order of play.
Battle Cards
Battle cards represent the vagaries of life and death during combat. They generally modify combat totals. No Commander may play the same Battle card twice in one Skirmish round.
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