Rules

**CAMPAIGN RULES**

The main goal of the Last Prospector campaign is to locate your missing contact (the Prospector) and to help secure the big score he mentioned in his message. However, instead of having the scenarios follow a standard linear narrative, the players are given a lot of freedom to decide the order in which the scenarios are played. This is important because, based on their standing with some of the factions in the Honereb System, certain crews may have advantages to playing specific scenarios at specific times. So, in addition to keeping track of their crew as normal, the players will also need to keep track of which scenarios they have played, their standing with the various factions within the system, and the relative success of their investigations. All of these are explained more fully below. Included in the back of the book is a Last Prospector Campaign Sheet which will help players keep track of these things.

During the campaign, the crews will scour the system, searching for clues for the Prospector. Thus, during this campaign, every loot token has a double value. Players should roll for their loot tokens after each scenario as normal, gaining whatever money, gear, etc. they find. However, each loot token secured also increases the crew's total Investigation Score for the campaign. Crews gain 1 point to their Investigation Score for each loot token secured, plus an additional 1 point for any loot that turns out to be either 'Information' or 'Secret'. So, for example, if a crew secures 3 loot tokens, and they turn out to be Advanced Technology, Information, and Secret, the crew increases their total Investigation Score by 5.

The player that receives the highest Investigation Score each scenario gets to select the next scenario to be played. As the crews prepare to play the tenth and final scenario of the campaign, they will be able to 'cash in' their Investigation Score for bonuses in that scenario.

**FACTION STANDING**

As detailed in the data packet, most of the geography of the Honereb system is split between six factions: Penthalia Station (Pa), Honera, Saint Mollia (Molly), United Minerals Incorporated (UMI), The Freeholders League (FL), and the Darksiders. Each of these factions has their own culture, ideals, and needs.

Honereb is a small system, and even for independent crews who make a living keeping a low profile it is impossible to move around the system without attracting the attention of these factions. Over the course of the campaign, each crew will develop a reputation - a 'Standing' - with each of these factions. This may come about because of direct action either for or against the faction, or it may be that the crew's actions inadvertently aid or hinder that faction. As crews play through the scenarios, their standing with the different factions will change. Faction Standing is represented by a numerical value. At the start of the campaign, every crew has a standing of '0' with each faction, as the factions don't yet know who they are. If you are using the Last Prospector Campaign Sheet, you can go ahead and put a 0 under each faction. However, after each scenario, a crew's standing with at least some of the factions is likely to change, based on what happened in the scenario. This is spelled out in a short section at the end of each scenario, before the Loot and Experience section.

**FACTION STANDING BONUS CHART**

So, if you are playing in a scenario with several Darksider figures moving around, you might gain 1 Standing with the Darksiders if you managed to play the scenario without killing any of them, but conversely suffer a -1 Standing with the Darksiders for each figure you kill. However, since the scenario was set in a base contested between the Darksiders and the UMI, you might gain 1 Standing with the UMI if you kill any Darksiders. It can become a complicated web, but each scenario will spell out exactly how to raise or lower each Standing. Additionally, each scenario provides specific bonuses or penalties based on a crew's Standing with specific factions, noted in the Faction Advantage section. For example, in the above scenario, the crew that goes into the scenario with the highest Faction Standing with the Darksiders might gain a +2 to all initiative rolls. This becomes important when selecting the scenario order, as explained in the next section.

Finally, as crews reach different Standing levels with different factions, they gain special out-of-game bonuses that can be used during the campaign, as detailed in the chart below. Crews gain all applicable bonuses for all factions based on their Standing. So, if a crew has a Faction Standing of 6 with Pa and a 4 with Honera, they gain both bonuses for Pa and the 3-bonus for Honera.

One final note: A crew may only have a Faction Standing of 6 or higher with one faction at a time. If they already have a standing of 6 or higher and are called upon to increase another standing to 6 or above, they must lower one Standing to 5. The player may choose which to lower.