Operation — Session 1
Run the operation
Scene Tracker
Retaliation
Applying sets the Scene Tracker to the size the result calls for and writes it to the Ledger.
The Influence Test
Close the operation
If you cannot finish that sentence, Influence did not change.
Step 1 · Resources and Credits
Step 2 · Assets and income
An Asset is something the crew owns that earns while they are not working — a chop shop, a warehouse, a clinic, a haulage contract. It is also a fixed address, which is the trade: every Asset is somewhere a faction can come and find them, and Zine 3 prices that in.
Each one earns a fixed income per downtime cycle, costs a fixed amount to run whether it is earning or not, and holds a fixed amount of Resource Units. Buying one costs its typical value up front.
| Tier | Costs to buy | Earns / cycle | Costs to run | Storage | What it looks like |
|---|---|---|---|---|---|
| 1 | 50,000–250,000 Cr | 5,000 Cr | 2,000 Cr | 50 RU | Workshop, stock room, van, repair garage, clinic. |
| 2 | 1–10 million Cr | 40,000 Cr | 20,000 Cr | 500 RU | Regional factory, warehouse, fleet, laboratory, service center. |
| 3 | 50–250 million Cr | 400,000 Cr | 250,000 Cr | 5,000 RU | Vehicle plant, logistics hub, port, research campus, utility complex. |
| 4 | 1–10+ billion Cr | 4,000,000 Cr | 3,000,000 Cr | 50,000 RU | Mech network, strategic warehouses, airlift fleet, national research grid. |
A Tier 1 Asset nets 3,000 Cr a cycle and pays for itself in roughly twenty downtimes. A Tier 3 nets 150,000 and is the reason a Corporation notices the crew exists. Record where it is — Retaliation needs somewhere to arrive.
Step 3 · Fabrication
Step 4 · Salvage and fabrication log
Add an Important Local
Tier, Best Use, Provides and Risk come from the Zine 1 roster. Stress has 3 boxes; when all three fill, resolve a Burn.