Ending Conflicts
6.9 Ending Conflicts
The conflict ends when one side retreats or is defeated (meaning all of their side’s wound circles are filled up). A defeated individual, squad or swarm cannot participate in the conflict any longer, though players can still grant a die from their Action Pool to other players’ maneuvers if they have any left.
Half (rounded up) of every PC’s unused charge dice remain while all unused strike dice are turned into action dice (up to the Action Pool’s limit—any extra dice are discarded). The Action Pool remains at that level.
All of the conditions granted or inflicted by powers (like Poisoned and Shielded) vanish at the end of a conflict.
If you have Awesome Tokens left over at the end of a conflict, you can trade each one for one of the following benefits. Any Awesome Tokens you don’t spend are lost.
- Keep all your charge dice instead of half of them. Your character is emotionally pumped up and ready to wreak more havoc.
- Fill your Action Pool to the maximum. Your character skips off the smoldering battlefield where others limp and crawl from exhaustion.
- Keep up to 3 of your strike dice in your Strike Pool instead of converting them to action dice. In the story, your character takes something away from the conflict that will help in the next one (single-use weapons like grenades, the element of surprise, righteous anger, a battle suit, etc.). You’ll have to spend an Awesome Token at the end of the next conflict to keep strike dice again.
You can spend Awesome Tokens in this manner for other PCs as well.
