Running objectives

As the supplement describes, the way to increase Frontline support is with objectives, which uses the rules for endeavours from rogue trader. If you lack the rogue trader rulebook you can simply give a +1 frontline support or each cleared objective and a -1 for each failed mission with no hope of success.

This is a very nice and simple way to do it and completely workable. But some people will want a deeper system so therefore i decided to use the endeavours from rogue trader. They have multiple parts to them, one can go above and beyond to get extra rewards and they are nice and broadly speaking simple in their use.

The first thing to note is that unlike in the core rules, this is not a business venture, this is a military objective for regimental command to clear. So keep that in mind when constructing the endeavours.

With **Requirements**, regimental commands superior officers will (usually) provide objectives that they have a chance to complete. For most battlefield objectives the only thing needed is ground forces and as such all normal regiments can clear that objective. But some objectives might require air or sea transport. Regimental command will have to solve that to proceed with their objectives.

Concerning **Endeavour size** most objectives will be lesser, even an objective with a mountain fortification with several bunkers in a mountain range will be considered a lesser objective. This is on the grand scale after all. The primary objective of the frontline, which usually is seize the enemies HQ will be a Grand endeavour partly because it is a big undertaking and partly to give the player group a big reward when clearing the mission.

Considering the **Objective**s part of an endeavour, with the example above each bunker should be an objective, with the fortification itself being the fulcrum as well as a separate objective.

Considering the above example and **Achievement points**, each of the bunkers would probably be counted as 100 points, with the fortification itself being the rest of the points. So with 4 bunkers the fort would be 500 points. Not necessarily because it is very hard but because it is the focus of the objective. The game builder is also free to set the achievement points limit lower so this endeavour might only be 700 points with 3 x 100 parts and the fort at 400.

Needless to say most mission themes will be military in nature, but do feel free to add in the odd one out. Going in to aid civilians, try to establish diplomatic relations or simply to scout out an area are fully valid Trade, Creed and exploration themes.

In **Resolving endeavours**, the mission is ended either in completion or failure. An utter failure would be to not finish a single objective in the endeavour while a mostly finished mission will be less detrimental to regimental commands reputation. Every 100 achievement points above the required still gives +1 frontline support, with the massive success impressing regimental commands superior officers so much that their future missions getting more resources, shown by the group getting more frontline support.

As for the worth of lesser endeavours though, put them on +1 frontline support. But instead put every enemy squad destroyed in moving towards the objective a 10 or 20 achievement points depending on how skilled they are. That way being thorough in finishing objectives is rewarded. But try to mix in objectives that are time critical.

Considering **Misfortunes**, this might be simpler to simply do with events, but then again the misfortunes are basically already events so do here as you like.

And finally, ship parts that raise achievement points for endeavours? Won't getting a ship be a massive boon to the regimental command? In theory yes, but there is also large costs to running a ship, as well as getting enough skilled crew and specialists. Considering this, the ship components who add to achievement points is a large part in raising profit factor in rogue trader.

My tip is simple. Allow upgrades to the command staff to reflect these upgrades, but remember to let them cost as much as getting the ship upgrades would and to add requirements and complications. Yes, you have a really impressive calculus logus cogitator bank, however this will need power and that is a massive hassle which requires a specialist or an entire maintenance squad to attend it. Perhaps even a large generator is needed, something that might take a long time or be impossible to set up in new fronlines?

Just consider if something makes sense, if it is too powerful, and if it is worth it. The balance is tough at times, but its easiest to find your own. And don't forget to ask your players what they want and think. Then consider it, don't just give it to them, at times players don't know what they want.

With that, you should be able to run mission objectives in regimental command.