Retreat

Retreat
Sometimes things go wrong and retreat becomes the only option. If the Pilots or a Group of NPCs choose to retreat, roll the die on the table below to find out what happens. If using Group Initiative, retreat may be chosen at the start of anyone in the group’s turn. The entire group must agree to retreat.
ROLL THE DIE:
Retreat
RollResult

20

Perfect Escape: The group makes a perfect escape from the situation to any location of their choice within the Region Map and cannot be pursued.

11-19

Escape: The group makes a safe escape from the situation to any adjacent location of their choice within the Map and cannot be pursued.

6-10

Dangerous Escape: The group escapes to any adjacent location of their choice within the Region Map, but at a cost. They must make a Tough Choice related to the situation.

2-5

Failed Escape: The group fails to retreat from the situation and are pinned down. They cannot retreat and must fight it out to the end.

1

Disastrous Escape: The group retreat to an adjacent location of their choice within the Region Map, but at a severe cost. They suffer a Severe Setback and may be pursued.
Roll Table
Salvage Union Workshop ManualPage 42