2d10 | ACTION | CLIENT |
---|---|---|
2 |
Protect |
Local Politician |
3 |
Destroy |
Corporate (manufacturing) |
4 |
Kidnap |
Corporate (mining) |
5 |
Steal |
Corporate (technology) |
6 |
Deliver Passengers |
Merchant or Trader |
7 |
Smuggle Passengers |
Oppressed Cult |
8 |
Deliver Cargo |
Scholar or Academy |
9 |
Smuggle Cargo |
Criminal (Hutts) |
10 |
Rescue |
Criminal (other) |
11 |
Win a Tournament |
It’s Your Idea! |
12 |
Collect Bounty(alive) |
A Community in Need |
13 |
Collect Bounty (dead or alive) |
Rebel Alliance (local cell) |
14 |
Investigate / Reconnaissance |
Rebel Alliance (Command) |
15 |
Salvage |
Old Friend or Loved One |
16 |
Discover |
Imperial Military |
17 |
Assassinate |
Pirates |
18 |
Evacuate |
Desperate Rival or Enemy |
19 |
Repossess |
Planetary Governor |
20 |
Roll Twice, combining into a complex Heist |
Imperial Intelligence |
Heist (v2.0) - Action and Client (2d10)
Citation
by C. Steven Ross https://triumphdespair.wordpress.com/2013/04/03/h-is-for-heists-v2-0/