Proposed Campaign Rules
The preceeding nine scenarios can be combined into a sort of campaign, with one player running the crew of the Beowulf, and the other player running the crew of the Intrepid.
Run through each scenario in order. During the Merchant scenarios, the Intrepid player runs the antagonists. During the Scout scenarios, the Beowulf player runs the antagonists. Between scenarios, each player's crew changes based on victory or defeat, as described below. Once all four of each type of scenario has been run, the two players pit their surviving crews head to head in Combined Scenario 5. The victor of the Combined Scenario is the victor of the campaign.
Between Scenarios:
A player's crew can grow more or less powerful between scenarios, depending on victory or defeat.
-VICTORY-
A player that achieves a victory may create a new character to permanently join his crew. A character is generated as per Traveller Book 1 and, if both players agree, Traveller Supplement 6.
-DRAW-
When a game ends in a draw, a player may generate a new character, as above, to temporarily join the crew, but only insofar as the new character replaces a "wounded" character that is forced to sit out the next scenario (see "wounded" below). Note that a player only receives such a "temporary" character if wounding would otherwise force that player to field fewer than four characters in the next scenario.
-DEFEAT-
When a game ends in defeat, a player receives a new character to temporarily replace any wounded characters, as in "Draw", above. However, the player's opponent chooses the replacement character from either Supplement 1: 1001 Characters or Supplement 6: Citizens of the Imperium. Note that players only receive "temporary" characters when wounding would otherwise fource them to field fewer than four characters in the next scenario.
-WOUNDING-
A "light" wound is defined as a wound that reduces no characteristic to "0". When a character receives a "light" wound, that character fully recovers in time for the next scenario.
A "serious" wound is defined as a wound that reduces one characteristic to "0". When a character receives a "serious" wound, that character starts the next scenario with a "light wound" -- the injured statistic is only raised halfway between 0 and its full value.
A "critical" wound is a defined as a wound that reduces two characteristics to "0". When a character receives a "critical" wound, that character misses the next scenario.
"Death" occurs when all three characteristics are reduced to "0". In this instance, the character misses all remaining scenarios.
-MINIMUM CREWS-
Each crew is assumed to be working on a starship, and therefore must fulfil a specific skill set. At the bare minimum, a crew must always have the following skills fulfilled:
PILOT: One crew member must be the Starship's pilot. This character must have, at minimum, Pilot-1.
ENGINEER: One crew member must be the Starship's Engineer. This character must have, at minimum, Engineer-1.
MEDIC: One crew member must be the starship's Medic. This character must have, at minimum, Medic-1.
GUNNER: One crew member must be the starship's Gunner. This character must have, at minimum, Gunnery-1.
It is possible for one character to take two of the above positions, but not three. A single character, for example, with the skills Pilot-1, Medic-1 and Gunnery-1 could fill the roles of Pilot and Medic, or Pilot and Gunner, but not all three roles of Pilot, Medic and Gunner. The pre-generated characters' roles are defined in the scenarios, and any characters that "replace" wounded pre-gens need to have the skill set required to replace that character. Continue generating characters until you generate one with the required skill(s).
-STARTING CREWS-
It's possible to play the campaign with custom-generated crews. In that case, fulfill each of the above skill-sets, but one of th characters must also be the "Owner". In the case of the Beowulf, the "owner" is a Merchant that received a Free Trader as a mustering-out benefit. In the case of the Intrepid, the owner is a Scout that received a Scout as a mustering-out benefit.
-PRE-GENERATED CREWS-
What follows are the full Traveller stats for the pre-generated crews used in the scenarios above.
Beowulf
Type A Free Trader Beowulf
"Captain Jamison"
Merchant Captain-779C99-----Age 38-----5 terms----Cr 24,000
Dagger-1 Cutlass-1 Vacc Suit-1 Pilot-2 Type A Free Trader (30 yr)
BodyPistol-1 SMG-1 Electronic-1 Middle Psg
"Termite"
Merchant 3rd Off-575995-----Age 22-----1 term-----Cr 60,000
Med-1 Engnrng-3 Low Psg
"Cookie"
Merchant 3rd Off-9C3853-----Age 22-----1 term-----Cr 25,000
Steward-1 BodyPistol-1 Gunnery-1 AutoRifle-1
"Flatline"
Merchant 4th Off-794754-----Age30------3 terms----Cr 6,000
SMG-1 Vacc Suit-1 Med-1 Dagger
Intrepid
Type S Scout Intrepid
"Skipjack"
Scouts-----------658985-----Age 34-----4 terms----Cr10,000
Pilot-1 Engnrng-1 JackoT-2 Computer-1 Shotgun-1 Type S Scout, Shotgun, Low Psg
"Humpback"
Scout------------87C6A9-----Age 30-----3 terms----Cr70,000
Pilot-1 Air/Raft-1 JackoT-2 Nav-1
"Tex"
Scout------------888966-----Age 26-----2 terms----Cr 30,000
Pilot-1 Gunnery-1
"Tylenol"
Scout------------78642B-----Age 22-----1 term-----Cr30,000
Pilot-1 Air/Raft-1 Medical-1