Campaign Turn
This is an expanded version of the normal campaign turn. If we house rule in extra detail and narrative, I'll put the new steps in here and mark them bold.
Step 1
Travel
Flee Invasion (pg69) if one is occuring
2d6, 8+ to leave without fighting an Invasion Battle
Choose to Travel (pg69)
$5 in fuel for ship or $1 per crew for passage
Starship Travel Event (pg70)
d100 table
New World Arrival (pg72)
Check Rivals
5+ the Rival follows you
Dismiss Patrons
Only persistent Patrons follow
Check Licensing Requirements
5+ License is required (costing $1d6 or get a forged one)
World Traits
d100 table
Step 2
World
Upkeep (pg76)
Crew
$1 for up to 6 crew, $1 for each additional
Ship Debt
Debt is increased $1 if less than $31, otherwise by $2. If debt is $75 or more then 2d6 of 2-6 and ship is seized by authorities.
Ship Repairs
1 hull point is repaired. Additional repairs cost $1 per hull point.
Medical Care
Crew in sickbay and bots in repair reduce time by 1 turn. Additional turns can be bought off for $4 each.
Crew Tasks (pg76)
Up to 2 crew can be assigned to the same task
Find a Patron - Go look for someone to hire the crew.
1d6+Crew sent+$ spent+existing Patrons. 5= 1 new, 6= 2 new Patrons.
Train - Go to the gun range and the gym.
Get +1XP for that crew member
Trade - Try to score some new equipment.
d100 table (pg79), 1 roll per crew sent, additional rolls $3 each.
Recruit - Expand your crew.
If <6 then each member sent recruits a new member. Otherwise 1d6+Crew sent = 6+ to recruit a new member.
Explore - See the sights around town.
d100 table (pg80), 1 roll per crew sent.
Track - Look for a Rival for a Showdown.
if 1d6+Crew Sent+$ spent = 6+ then you Showdown with Rival of choice in Step 3
Repair your Kit - Try to fix broken items.
1d6+Savvy+$ spent+1 if Engineer. 6+=repaired, natural 1=destroyed.
Decoy - Help avoid Rivals finding you.
Each crew member gives +1 to roll for Rivals tracking you down.
Job Offers (pg83)
Specifically Patron Jobs
Roll Patron
Roll Danger Pay
Roll Time Frame
Roll Benefits, Hazards and Conditions
Quartermaster (pg 85)
Assign equipment between crew members and your stash as you wish
Rumours (pg85)
Choose Battle
Check for Rivals
1d6⇐Rivals then you must battle a random Rival instead of doing any other kind of job.
If Rivals have not tracked you down you may:
Step 3
Tabletop Battle
If not an Invasion
Deployment Conditions (pg88)
Notable Sights (pg89)
If not an attack by a Rival
If attacked by a Rival
Invasion (pg92)
Hold out for 6 rounds against +2 enemies, there are no win conditions. Any crew leaving the table prematurely are casualties.
Number of Enemies (pg93)
2d6, take higher result with modifiers
If you face 3-6, one will be a Specialist
If you face 7+, two will be Specialists
If you face 4+, one will be a Lieutenant
If not facing Roving Threats or an Invasion then 2d6 of 9+ and you also get a Unique Individual
Set up Terrain (pg 108)
For 2×2 area, at least 2 Large, 4 Small and 2 Linear terrain pieces
At least 2 should be climbable
At least 1 should offer a high elevation firing position
At least 1 should be enterable
Randomly Choose Side
Set up Enemy (pg111)
Based on their AI
Battle
Seize the Initiative (pg112)
Round
Reaction Roll (pg113)
(Deployed Crew d6 rolls, ⇐Reaction to activate for Quick, otherwise Slow)
Quick Actions
Optional Move then optional Combat in that order (using two Free Actions and you get no Combat action). May Snap Fire.
Enemy Actions
Optional Move then optional Combat in that order based on AI
Slow Actions
Optional Move then optional Combat in that order (using two Free Actions and you get no Combat action)
End Phase (pg 114)
Optional, after round 2 and round 4 you may roll for a Battle Event (pg116)
Step 4
Post Battle Sequence
Rivals (pg119)
If you didn't fight a Rival on 1d6 of 1, they become a Rival
If you fought a Rival, 1d6 of 4+ and they stop being Rivals. +1 if you Held the Field, +1 if you Tracked them, +1 if you killed a Unique Individual
Patrons
Quest (pg120)
If you fought a mission that was part of a Quest, 1d6 ⇐3 the Quest fails, 4-6 get a Quest Rumour, 7+ conclude the Quest, the next Quest mission will be a Straight Up Fight with +1 enemies that are fearless
Add +1 to this roll for every Quest Rumour. -2 if you did not win the battle
If you got 4+ rol 1d6, on 5+ the next Quest mission is on another World.
Payoff (pg120)
Earn 1d6 for the battle unless it's an Invasion.
If it's a concluding Quest roll 2d6 and take the higher and add +1.
If you completed the objective and it wasn't a Rival fight, treat any roll of 1 or 2 as a 3.
Battlefield Finds
Invasion
Loot
Injuries
Experience (pg123)
Advanced Training (pg124)
Acquisitions (pg125)
$3 per roll on the Military Weapon, Gear or Gadget Table (pgs28-29)
$1 to buy a Handgun, Blade, Colony Rifle or Shotgun
3 undamaged items may be sold for $1 each
You may acquire a ship if you don't have one
You may get ship upgrades
Campaign Event
Character Event
Galactic War Progress (pg126)