Factions Overview
Faction Favours
On the second and fourth week of each Act the player may request assistance from their Faction leader in the form of Faction Favours. This replaces House Favours from the main rule book.
The players rolls 2D6 (adding any modifiers as decided by the Campaign arbitrator) and consults the table below.
2 - 3 : No effect
The Faction Leader ignores your worthless cries.
4 - 5 : Arms shipment
The player may spend up to 50 creds at the trading post up to a rarity value of 9. Any left over creds are lost.
6 - 8 : Faction Trainer
4 gangers / juves gain D6 EXP, roll separately for each fighter.
9 - 10 : Trainee
The player receives a Watchman / Deputy depending on Faction alignment.
11 - 12 : Reinforcements
The player receives a Special Officer / Enforcement Marshal depending on Faction alignment.