Regulus

Job Resolution
Each Job taken on by a crew is resolved with a sequence of 2d6 rolls made by the lead operative on the Job. The result of each roll introduces an accomplishment or twist which occurs during the course of the job, and rolls continue until the Job reaches a point of failure or success. However before all that can happen two things have to be established: the Job Type and Details, and the Crew Workup.
- Job Type; The basic type of crime of the Job. Regulus breaks this down into Arson, Assault, Capers, Cons, Heists, Hits, and Espionage.
- Job Details: The particulars of the job in moderate detail, nothing exact. What these are is based heavily on the type of job as listed below.
- Crew Workup: A sheet built by the lead operative player and the crew players, kind of like a character sheet for the crew working the job.
Once these are ready, the Director creates a Job Record for the Job and then the lead operative player can start making rolls on the resolution table.
Job Type
The type of job introduces the specific roll result table for incidents across a job, as five of the eleven incidents are specific to the job type itself. The other six are given on the general job Resolution Table/#The Resolution Table. You can find a general definition of the nature of each job type and it's particular result table below.
Arson
Not exactly always arson precisely, but Starfire is an impress destruction causing tool of the trade. Any job where the end result is to torch a ship, wing of a haven, or even a haven itself is considered Arson.
| 2d6 | Incident | Effects |
|---|---|---|
| 2 | Knockout | -1 Progress, Lose one crew |
| 3 | Type 1 | ? (see Type) |
| 4 | Bricked | No Progress, Major Consequence |
| 5 | Type 2 | ? (see Type) |
| 6 | Fumble | -1 Progress, Minor Consequence |
| 7 | Type 3 | +1 Progress, 1d6+1 companion Incident |
| 8 | Interruption | +1 Progress, 1d6+1 companion Incident |
| 9 | Type 4 | ? (see Type) |
| 10 | Perfect | +1 Progress |
| 11 | Type 5 | ? (see Type) |
| 12 | Windfall | +2 Progress, Postponed Minor Consequence |
Assault
Unlike a controlled Hit, as total assault on a target group or space. An assault on a ship for instance is not unlike Arson of a ship, but just uses another method. Also in this case you might be stealing said ship instead of destroying it.
| 2d6 | Incident | Effects |
|---|---|---|
| 2 | Knockout | -1 Progress, Lose one crew |
| 3 | Type 1 | ? (see Type) |
| 4 | Bricked | No Progress, Major Consequence |
| 5 | Type 2 | ? (see Type) |
| 6 | Fumble | -1 Progress, Minor Consequence |
| 7 | Type 3 | +1 Progress, 1d6+1 companion Incident |
| 8 | Interruption | +1 Progress, 1d6+1 companion Incident |
| 9 | Type 4 | ? (see Type) |
| 10 | Perfect | +1 Progress |
| 11 | Type 5 | ? (see Type) |
| 12 | Windfall | +2 Progress, Postponed Minor Consequence |
Caper
This is a catch all for jobs that don't fit into either the common types clearly. They might contain aspects of Cons, Heists, and Espionage all rolled together. As such this is the worst incident table, as so much can go wrong. On the other hand the rules for fallout of a caper are the best for the crew. You just have to complete the job!
| 2d6 | Incident | Effects |
|---|---|---|
| 2 | Knockout | -1 Progress, Lose one crew |
| 3 | Type 1 | ? (see Type) |
| 4 | Bricked | No Progress, Major Consequence |
| 5 | Type 2 | ? (see Type) |
| 6 | Fumble | -1 Progress, Minor Consequence |
| 7 | Type 3 | +1 Progress, 1d6+1 companion Incident |
| 8 | Interruption | +1 Progress, 1d6+1 companion Incident |
| 9 | Type 4 | ? (see Type) |
| 10 | Perfect | +1 Progress |
| 11 | Type 5 | ? (see Type) |
| 12 | Windfall | +2 Progress, Postponed Minor Consequence |
Con
Achieving victory through deception and trickery, the con is a tried and true job type for crews in the Network. While the Con is the spiritual sister of espionage, the con focuses fully on finiancial or material gain, while the latter is about secrets and information.
| 2d6 | Incident | Effects |
|---|---|---|
| 2 | Knockout | -1 Progress, Lose one crew |
| 3 | Type 1 | ? (see Type) |
| 4 | Bricked | No Progress, Major Consequence |
| 5 | Type 2 | ? (see Type) |
| 6 | Fumble | -1 Progress, Minor Consequence |
| 7 | Type 3 | +1 Progress, 1d6+1 companion Incident |
| 8 | Interruption | +1 Progress, 1d6+1 companion Incident |
| 9 | Type 4 | ? (see Type) |
| 10 | Perfect | +1 Progress |
| 11 | Type 5 | ? (see Type) |
| 12 | Windfall | +2 Progress, Postponed Minor Consequence |
Espionage
Ye ol' spycraft indeed good sir. Much like the con espionage is about deception and trickery, but the arena has moved from social to political in nature. The ultimate goal is secrets or information, and not a job meant to direct material or financial gain.
| 2d6 | Incident | Effects |
|---|---|---|
| 2 | Knockout | -1 Progress, Lose one crew |
| 3 | Type 1 | ? (see Type) |
| 4 | Bricked | No Progress, Major Consequence |
| 5 | Type 2 | ? (see Type) |
| 6 | Fumble | -1 Progress, Minor Consequence |
| 7 | Type 3 | +1 Progress, 1d6+1 companion Incident |
| 8 | Interruption | +1 Progress, 1d6+1 companion Incident |
| 9 | Type 4 | ? (see Type) |
| 10 | Perfect | +1 Progress |
| 11 | Type 5 | ? (see Type) |
| 12 | Windfall | +2 Progress, Postponed Minor Consequence |
Heist
They want to keep the thing, you want to get the thing. It is as simple as that, and probably half the jobs run by crews of the Network.
| 2d6 | Incident | Effects |
|---|---|---|
| 2 | Knockout | -1 Progress, Lose one crew |
| 3 | Type 1 | ? (see Type) |
| 4 | Bricked | No Progress, Major Consequence |
| 5 | Type 2 | ? (see Type) |
| 6 | Fumble | -1 Progress, Minor Consequence |
| 7 | Type 3 | +1 Progress, 1d6+1 companion Incident |
| 8 | Interruption | +1 Progress, 1d6+1 companion Incident |
| 9 | Type 4 | ? (see Type) |
| 10 | Perfect | +1 Progress |
| 11 | Type 5 | ? (see Type) |
| 12 | Windfall | +2 Progress, Postponed Minor Consequence |
Hit
A well protected and influential target needs eliminated. They have loads of security, numerous avenues of escape, and safeguards in place to protect them. Get passed all that, and one shot from your r-gun seals the deal.
| 2d6 | Incident | Effects |
|---|---|---|
| 2 | Knockout | -1 Progress, Lose one crew |
| 3 | Type 1 | ? (see Type) |
| 4 | Bricked | No Progress, Major Consequence |
| 5 | Type 2 | ? (see Type) |
| 6 | Fumble | -1 Progress, Minor Consequence |
| 7 | Type 3 | +1 Progress, 1d6+1 companion Incident |
| 8 | Interruption | +1 Progress, 1d6+1 companion Incident |
| 9 | Type 4 | ? (see Type) |
| 10 | Perfect | +1 Progress |
| 11 | Type 5 | ? (see Type) |
| 12 | Windfall | +2 Progress, Postponed Minor Consequence |
Job Details
The details of the job are determined and used by the Director to explain in the mechanics the aspects of each job. All jobs have at least these details:
- Difficulty: This is the amount of progress needed to be earned in rolling to complete the job. It varies from easy jobs of 3 difficulty, to legendary jobs of difficulty 7.
- Clock: The amount of time the job must be completed within, measured as allowed rolls on the resolution table. Time sensitive jobs are 3 rolls, and time insensitive jobs are as high as 7.
- Conditions: These are things that must be met for the job to be considered a success. The most common condition is that one crew gig type remains active at completion of the job (progress reaches difficulty).
Crew Workup
The Resolution Table
Here is the general resolution table, with the 5 slots that connect to the type of heist left blank. Just use the specific job table instead, but this explains the 6 general results that are applicable to all jobs. As a rule of thumb, even results are general ones and odd results are job specific. Also note that while the rules of 3, 5, 9, and 11 are specific to the job type, 7 is always the same no matter the fictional context and additional rules of the job. In general rolls of 7+ move you towards success and 6 or less drag you back towards failure by losing progress or generating none.
| 2d6 | Incident | Effects |
|---|---|---|
| 2 | Knockout | -1 Progress, Lose one crew |
| 3 | Type 1 | ? (see Type) |
| 4 | Bricked | No Progress, Major Consequence |
| 5 | Type 2 | ? (see Type) |
| 6 | Fumble | -1 Progress, Minor Consequence |
| 7 | Type 3 | +1 Progress, 1d6+1 companion Incident |
| 8 | Interruption | +1 Progress, 1d6+1 companion Incident |
| 9 | Type 4 | ? (see Type) |
| 10 | Perfect | +1 Progress |
| 11 | Type 5 | ? (see Type) |
| 12 | Windfall | +2 Progress, Postponed Minor Consequence |
Windfall
Not only did it go well, natural luck has blessed the crew. They get +2 progress towards job completion and take a Postponed Minor Consequence. Postponed means after any result without a consequence, they may take a Minor one to earn +1 progress.
Perfect
Perfect action, jobs going just as planned, +1 progress and nothing else to report.
Interruption
Perfect action, except interrupted! +1 progress and take another result rolled 1d6+1. This additional result does not move forward the job clock.
Fumble
Oops! A mistake of some measure. -1 progress, and suffer a Minor consequence.
Bricked
The crew hits a brick wall, hard! No progress and a major consequence!
Knockout
We lost Johnny! Remove a crew member from the job roster, and remove all but one of their contributions to the crew workup. Also -1 progress.
The Job Record Sheet
The Job record sheet created by the Director is a turn by turn record sheet for all the incidents that happened across the job. It tracks Progress, Threat, Heat, and so on as the incidents are rolled.
