Campaign Post-Battle Cheat Sheet
Post-Battle Sequence
- Injuries, Deaths & Madness — For every figure reduced to 0 Health during the battle, roll on the Injury & Death table. For every figure that collapsed due to a Terror Check, roll on the Madness table. Any leftover Power or Skill Dice remaining in the Fate Pool may be used to reroll a result — but only once, and the second result must be accepted.
- Experience — Every surviving figure earns 1 XP. The scenario also provides a bonus XP pool; each surviving figure may receive at most 1 additional XP from this pool (excess is lost). In rare cases a figure may earn a further 1 XP for completing a specific in-scenario objective. Maximum XP per figure per battle is 3 (typically 1–2). Check the Experience Tier table; for each new tier reached the figure chooses an upgrade.
- Research — This step is scenario-specific. See the scenario rules for details. (Not tracked in Gothic Garrison.)
- Reorganise & Re-equip — Any figure may change equipment freely. You may retire any officer or soldier and recruit replacements, provided you remain within the current recruitment cap. If you have lost your officer, create a new Tier-0 replacement; soldiers may be retained. Choosing to start completely fresh (new list) resets all XP. The recruitment cap may increase from officer tier upgrades.
- Unit Power Ranking — Sum the tiers of all active figures (officer + soldiers). Starts at 0; rises as XP is accumulated over the campaign.
Injury & Death
Roll when a figure reaches 0 Health.
| Roll | Result |
|---|---|
| 1 | Dead — Removed from roster permanently. |
| 2–3 | Permanent Injury — Roll on the Permanent Injury table. |
| 4 | Slow Recovery — Starts the next game with −3 Health. |
| 5+ | Flesh Wound — Starts the next game with full Health. No lasting effect. |
Permanent Injury
Roll when the Injury & Death result is 2–3.
| Roll | Result |
|---|---|
| 1–2 | Leg wound — −1 Speed (permanent). |
| 3–4 | Arm wound — −1 Melee (permanent). |
| 5–6 | Shakes — −1 Accuracy (permanent). |
| 7–8 | Jitters — −1 Courage (permanent). |
| 9–10 | Internal Injuries — −1 Health (permanent). |
Madness
Roll when a figure collapses due to a Terror Check.
| Roll | Result |
|---|---|
| 1 | Permanently Insane — Removed from roster permanently. |
| 2 | Episode of Madness — If the controlling player rolls the same number on both dice on an Initiative Check while this figure is on the table, it counts as a monster for that turn. It activates in the Monster Phase following normal monster rules. This can only happen once per game. |
| 3 | Spy for the Harvestmen — If this figure is part of your unit, one random opponent starts the game with an extra Monster Die in their Fate Pool. No player may receive more than one Monster Die in this way. |
| 4 | Cursed — This figure now critically fails a Melee or Accuracy Check if both the Power Die and Skill Die show 1 or 2, even if Critical Failure rules are not in use. |
| 5 | Imbalanced — This figure receives −3 to all Checks to avoid falling. |
| 6–7 | Confused — Any time this figure chooses to Dive for Cover, it moves in a random direction instead. |
| 8–10 | Nagging Doubt — −1 Health (permanent). |
Experience Tier
+5 Recruit and +10 Recruit are officer-only options.
| XP Total | Tier | Upgrade (choose one) |
|---|---|---|
| 5 | 1 | +1 Courage |
| 10 | 2 | +1 Health, or New Attribute, or +5 Recruit† |
| 18 | 3 | +1 Melee, or +1 Accuracy, or +10 Recruit† |
| 30 | 4 | +1 Courage |
| 45 | 5 | +1 Health, or New Attribute, or +5 Recruit† |
| 65 | 6 | +1 Courage, or +1 Health, or New Attribute, or +5 Recruit† |
| 100 | 7 | +1 Courage, or +1 Health, or New Attribute, or +5 Recruit† |
| 150 | 8 | +1 Courage, or +1 Health, or New Attribute, or +5 Recruit† |
| 200 | 9 | +1 Courage, or +1 Health, or New Attribute, or +5 Recruit† |
† Officer only. +Recruit increases the unit's recruitment budget for the campaign.