All standard attacks are now 1/2 actions, but the modifiers have been changed to +10 single shot, +0 semi automatic, -10 fully auto. Rules follow standard DH2/OW/BC combat mechanics: Teams kept in reserve will not be rolled for. This is mostly for narrative purposes and will help grow the reputation of each team for good or bad.
Furthermore, it will also affect how NPCs view them and interact with them in game.įurthermore, upon completion of a mission I will roll 1d10 to determine how well the other deployed Reaper teams did. What team the PCs are on will determine what roll they play in missions.
Critical failures in missions could see them placed on a lower tier team while critical successes may raise them accordingly. Their success or failures during missions will determine how they advance over the course of their careers as Reapers. PCs will start the game as Reaper Team 3. The most prestigious of the teams is always Reaper Team 1 here, the most skilled, accomplished, and veteran Reapers are placed. A Reaper frigate can hold any number of strike teams, but they more often than not operate in teams of six. Updated Play Mechanics- Reapers operate in specialized strike teams.