D100 Space - Book 1 (2022) [PDF]

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MARTIN KNIGHT

D100 SPACE

AVAILABLE FROM MK GAMES D100 DUNGEON BOOKS (PRINT & PDF) BOOK 1. BOOK 2. BOOK 3. BOOK 4. BOOK 5. BOOK 6.

D100 DUNGEON – A Solo Adventure Game - Published 2018, 2021, 2022 THE ADVENTURER’S COMPANION - Published 2018, 2022 THE DRAGON ARMOUR – Adventure Book One - Published 2019, 2022 THE LOST TOME OF EXTRAORDINARY RULES - Published 2020, 2022 THE DRAGONS RETURN - Published 2022 WORLD BUILDER - Published 2021, 2022

D100 DUNGEON BOOKS (PDF ONLY) PDF 1. THE WORLD OF TERRA - Published 2019, 2021 PDF 2. TABLES AND GAME SHEETS – Published 2020, 2022

D100 DUNGEON ACCESSORIES ACCESSORY 1. ACCESSORY 2. ACCESSORY 3. ACCESSORY 4. ACCESSORY 5. ACCESSORY 6. ACCESSORY 7. ACCESSORY 8. ACCESSORY 9.

MAPPING GAME (ALSO PNP) Published 2018, 2021 GAME SHEET PAD PACK - Published 2018, 2021 GAME TRACKER MAT (ALSO PNP) - Published 2019 SPELL CARDS (ALSO PNP) - Published 2019, 2021 DICE AND TABLE ROLLER APP (ANDROID) - Published 2019 MAPPING GAME ADD-ON (ALSO PNP) - Published 2020 MAPPING GAME EXTRA GOLD PACK - Published 2020 COMPUTER COMPANION (OS WINDOWS 10) - Published 2020 DRAGONS RETURN MONSTER CARDS (ALSO PNP) - Published 2021

D100 SPACE BOOKS (PRINT & PDF) BOOK 1. D100 SPACE - A Solo Adventure Game - Published 2022

D100 SPACE ACCESSORIES

ACCESSORY 1. MAPPING GAME (ALSO PNP) Published 2022 ACCESSORY 2. TRACKER (ALSO PNP) - Published 2022 ACCESSORY 3. IMPLANTS AND PATCHES (ALSO PNP) - Published 2022

You can find out more about the products listed above by visiting WWW.MK-GAMES.CO.UK

D100 SPACE V1.0 www.mk-games.co.uk © 2022 Martin Knight. All Rights Reserved. First published 2022. This product is sold subject to the condition that it shall not, by way of trade or otherwise, be lent, hired out or otherwise circulated in any form of binding or cover other than that in which it is published. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means (electronic, mechanical, photocopying, recording or otherwise) without prior written permission of its author and designer Martin Knight.

Useful sites for D100 Space available at time of Publication Facebook Board Game Geek

https://www.facebook.com/groups/5210119025745614/ https://boardgamegeek.com/boardgame/367485/d100-space Useful sites for D100 Dungeon available at time of Publication

MeWe Facebook English Facebook French Board Game Geek

https://mewe.com/join/d100dungeon https://www.facebook.com/groups/672373642932827/ https://www.facebook.com/groups/242689246478317/ https://boardgamegeek.com/boardgame/237031/d100-dungeon

Special thanks Wendy Knight, Raymond Knight, Dorian Terry, Steve Weinrich & Aaron Boggs of Dungeon Software US, LLC., Jacob Wilding of D5 Questing, Matthew Morris of Adventures in Solitaire (YouTube), Rob Oren of Rob’s Tabletop World, Christopher Belmontes (aka D100 Superfan), Lan Tarryk Kozar, Geek Gamers, Josh McGuire, BGG, Brice Romiant, Cyrille Guyonvarc’h, Adam Purcell, Kevyn James, Dominic Velasco, Jacob Andersson, Samuel Sarjant, Mark Adams, Kirk Gardner, Christopher Haywood and Gary Bergeron. The Space Song To outer space we go To outer space we go Faster than light, oh what a sight To outer space we go Tips to surviving space Navigating the stars is no easy feat and will require a lot more than grit and determination. Your captain will need a high intelligence value to control their starship; otherwise they will have to rely on hired crew. Hired crew, however, expect to be paid and so the captain will receive less reward when they are successful on a mission. When navigating star systems, drop in at star ports as often as you can to top up on fuel and power; and always search the mission boards looking for the next favourable operation. Make good use of table X – Trading Guide and search for suitable trade routes to maximise your profits. You will need to generate a good income from trading in order to progress your starship. Good luck, space awaits!

CONTENTS D100 SPACE RULES��������������������������������������������������� 8 BEFORE PLAYING����������������������������������������������������� 8 YOUR FIRST GAME��������������������������������������������������� 8 DICE������������������������������������������������������������������������ 8 Abbreviated Dice������������������������������������������������������������������������ 8 Dice Modifiers���������������������������������������������������������������������������� 8 D10 and D100����������������������������������������������������������������������������� 8 The D3���������������������������������������������������������������������������������������� 9 Natural Dice Rolls����������������������������������������������������������������������� 9

CREATING YOUR CAPTAIN���������������������������������������� 9

1. Characteristics������������������������������������������������������������������������ 9 2. Career Path����������������������������������������������������������������������������� 9 3. Race���������������������������������������������������������������������������������������� 9 4. Skill Bonus������������������������������������������������������������������������������� 9 5. Equipment������������������������������������������������������������������������������ 9 6. Finishing Touches������������������������������������������������������������������ 10

ABILITIES��������������������������������������������������������������� 10 Mighty Blow������������������������������������������������������������������������������ 10 Perfect Aim������������������������������������������������������������������������������� 10 Cybercon™�������������������������������������������������������������������������������� 10 Implants���������������������������������������������������������������������������������� 10 Patches������������������������������������������������������������������������������������ 11

TESTS�������������������������������������������������������������������� 11 Automatic Failure and Success������������������������������������������������� 12 Experience (XP) Tracks�������������������������������������������������������������� 12

PRIMARY AND ADJUSTED CHARACTERISTICS��������� 13 OTHER CHARACTERISTICS��������������������������������������������������������� 13 Armour (A)������������������������������������������������������������������������������ 13 Energy Shield (ES)������������������������������������������������������������������� 13 Defence (Def)�������������������������������������������������������������������������� 13 Damage (DMG)����������������������������������������������������������������������� 13 Health Points (HP)������������������������������������������������������������������� 13 Weapons and Armour Str, Dex, Int����������������������������������������� 13 Reputation (Rep)��������������������������������������������������������������������� 13 Karma Points��������������������������������������������������������������������������� 13 Life Points������������������������������������������������������������������������������� 13

EQUIPPING ITEMS������������������������������������������������� 14 Armour, Weapons, Energy Shields�������������������������������������������� 14 Utility Items������������������������������������������������������������������������������ 14 Utility Belt Checks������������������������������������������������������������������� 14

ARMOUR DAMAGE������������������������������������������������ 15 COMBAT TRACK����������������������������������������������������� 15 +5 Skill Rewards������������������������������������������������������������������������ 15 +1 Pip Rewards������������������������������������������������������������������������� 15 +1 Primary HP Rewards������������������������������������������������������������ 15 +1 Rep, Karma, and Life Rewards��������������������������������������������� 15

COMBAT���������������������������������������������������������������� 16 Combat Rounds������������������������������������������������������������������������ 16 Unarmed Combat������������������������������������������������������������������� 16 Combat Actions����������������������������������������������������������������������� 16 Use An Implant Or Patch������������������������������������������������������� 16

Change Items������������������������������������������������������������������������ 16 Use Utility Belt���������������������������������������������������������������������� 17 Escaping���������������������������������������������������������������������������������� 17 Enemy Escapes������������������������������������������������������������������������ 17 Damage Deflection����������������������������������������������������������������� 17 Energy Shields������������������������������������������������������������������������� 17 Defence Points������������������������������������������������������������������������ 17

ENEMY CHARACTERISTICS������������������������������������� 18 Enemy Abilities������������������������������������������������������������������������� 18 Acid����������������������������������������������������������������������������������������� 18 Allies��������������������������������������������������������������������������������������� 18 AP (Armour Piercing)�������������������������������������������������������������� 18 Attacks������������������������������������������������������������������������������������ 18 Block��������������������������������������������������������������������������������������� 19 Bound������������������������������������������������������������������������������������� 19 Cloaked����������������������������������������������������������������������������������� 19 Cybercon™������������������������������������������������������������������������������ 19 Fire������������������������������������������������������������������������������������������ 19 Flight��������������������������������������������������������������������������������������� 19 Freeze������������������������������������������������������������������������������������� 19 Holographic����������������������������������������������������������������������������� 19 Immobilise������������������������������������������������������������������������������ 19 Large��������������������������������������������������������������������������������������� 19 Leap���������������������������������������������������������������������������������������� 19 Plague������������������������������������������������������������������������������������� 19 Regenerate������������������������������������������������������������������������������ 19 Revive������������������������������������������������������������������������������������� 19 Sonic��������������������������������������������������������������������������������������� 19 Stalk���������������������������������������������������������������������������������������� 20 Stun����������������������������������������������������������������������������������������� 20 Swarm������������������������������������������������������������������������������������� 20 Terror�������������������������������������������������������������������������������������� 20

STARSHIPS������������������������������������������������������������� 21 Model��������������������������������������������������������������������������������������� 21 Salvage�������������������������������������������������������������������������������������� 21 Tech Level (TL)�������������������������������������������������������������������������� 21 Cargo Space (CS)����������������������������������������������������������������������� 21 Drive Thrusters (DT)������������������������������������������������������������������ 21 Fuel Tanks (FT)�������������������������������������������������������������������������� 21 Fuel Scoops (FS)������������������������������������������������������������������������ 21 Life Support (LS)������������������������������������������������������������������������ 21 Jump Speed (JS)������������������������������������������������������������������������ 21 Power Generator (PG)�������������������������������������������������������������� 21 Power Level (PL)����������������������������������������������������������������������� 21 Weapon System (WS)��������������������������������������������������������������� 21 Shield Generator (SG)��������������������������������������������������������������� 21 Mods (M)���������������������������������������������������������������������������������� 21 Credits (C)��������������������������������������������������������������������������������� 21

SPACE COMBAT����������������������������������������������������� 22 Enemy Starship’s Characteristics���������������������������������������������� 22 Space Combat Rounds�������������������������������������������������������������� 22 Evasive Manoeuvre����������������������������������������������������������������� 22 Boarding Action���������������������������������������������������������������������� 22 All Other Actions��������������������������������������������������������������������� 22 Damage����������������������������������������������������������������������������������� 22

Tactical Decisions Table����������������������������������������������������������� 22 Boarding Combat Round���������������������������������������������������������� 23

MOVING WITHIN A STAR SYSTEM�������������������������� 24 Points of Interest (POI)������������������������������������������������������������� 24 Asteroids��������������������������������������������������������������������������������� 24 Gases�������������������������������������������������������������������������������������� 24 Water Worlds�������������������������������������������������������������������������� 24 Agricultural Worlds����������������������������������������������������������������� 24 The Tebis Worm Holes������������������������������������������������������������ 24 Space Stations and Military Docks������������������������������������������ 24 Dead Planets and Moons�������������������������������������������������������� 25

MOVING FROM SYSTEM TO SYSTEM���������������������� 25 Collecting Fuel�������������������������������������������������������������������������� 26 Power Generators��������������������������������������������������������������������� 26

After An Away Mission������������������������������������������������������������� 31

PORT PHASE���������������������������������������������������������� 31 1. Medic������������������������������������������������������������������������������������ 31 2. Armourer ����������������������������������������������������������������������������� 31 3. Trade Halls���������������������������������������������������������������������������� 31 4. Supplies�������������������������������������������������������������������������������� 32 5. Training Droids���������������������������������������������������������������������� 32 6. Cybercon™���������������������������������������������������������������������������� 32 7. Cargo Docks�������������������������������������������������������������������������� 32 8. Shipyard�������������������������������������������������������������������������������� 32 9. Missions Board��������������������������������������������������������������������� 33 10. Passenger Lounge��������������������������������������������������������������� 33 11. Crew Hire and Fire�������������������������������������������������������������� 33 Unforeseen Costs���������������������������������������������������������������������� 33

STARSHIP’S CURRENT SYSTEM������������������������������� 26 DRAWING THE MAPS��������������������������������������������� 34 BEGINNING TO PLAY���������������������������������������������� 26 A – Armour������������������������������������������������������������ 37 OPERATIONS��������������������������������������������������������� 26 B – Bad Events������������������������������������������������������� 38 Types Of Operations����������������������������������������������������������������� 26 C - Career�������������������������������������������������������������� 40 New Captains���������������������������������������������������������������������������� 26 D – Doors�������������������������������������������������������������� 41 Rolling for Operations��������������������������������������������������������������� 26 PERFORMING A SPACE MISSION���������������������������� 27 E – Enemy�������������������������������������������������������������� 42 Succeeding And Failing A Space Mission���������������������������������� 27 F - Facility�������������������������������������������������������������� 46 PERFORMING AN AWAY MISSION�������������������������� 27 G – Geographic������������������������������������������������������ 49 Adjust Equipment��������������������������������������������������������������������� 27 H – Hyperdrive Event��������������������������������������������� 58 1. Time Track����������������������������������������������������������������������������� 27 2. Exits�������������������������������������������������������������������������������������� 27 I – Implants����������������������������������������������������������� 62 Doors�������������������������������������������������������������������������������������� 28 J – Jump Error�������������������������������������������������������� 63 Security Doors (S)������������������������������������������������������������������ 28 Security Booby-trapped Doors (SB)��������������������������������������� 28 K – Kit�������������������������������������������������������������������� 64 Welded Doors (W)����������������������������������������������������������������� 28 L – Lucky Events����������������������������������������������������� 65 Remote Doors (R)������������������������������������������������������������������ 28 Booby-trapped Doors (B)������������������������������������������������������ 29 M - Modifications�������������������������������������������������� 69 Cybercon™ Doors (C)������������������������������������������������������������ 29 N – Needed����������������������������������������������������������� 71 3. Area�������������������������������������������������������������������������������������� 29 4. Search����������������������������������������������������������������������������������� 29 O – Operations������������������������������������������������������ 72 Area Instructions��������������������������������������������������������������������� 29 Yellow – Empty���������������������������������������������������������������������� 29 Red - Enemy�������������������������������������������������������������������������� 29 Green – Geographic�������������������������������������������������������������� 29 Blue - Objective��������������������������������������������������������������������� 29

TIME TRACK���������������������������������������������������������� 30 The Effects Of Oxygen��������������������������������������������������������������� 30 The Effects Of Night Vision������������������������������������������������������� 30 The Effects of Rations��������������������������������������������������������������� 30 The Effects of Enemy���������������������������������������������������������������� 30 Time Track Modifier���������������������������������������������������������������� 30 Succeeding And Failing Away Missions������������������������������������� 30 Completing An Away Mission������������������������������������������������� 30 Loot��������������������������������������������������������������������������������������� 31 Collect����������������������������������������������������������������������������������� 31 Explore���������������������������������������������������������������������������������� 31 Kill����������������������������������������������������������������������������������������� 31 Objective Items��������������������������������������������������������������������� 31 Objective Areas��������������������������������������������������������������������� 31 Descriptive Text��������������������������������������������������������������������� 31 Failing An Away Mission��������������������������������������������������������� 31

Credit Reward Chart����������������������������������������������������������������� 85

P – Powers������������������������������������������������������������� 86 R – Race���������������������������������������������������������������� 87 S - Starships����������������������������������������������������������� 87 TA – Trappings A���������������������������������������������������� 88 TB – Trappings B���������������������������������������������������� 89 TC – Trappings C���������������������������������������������������� 90 U – Uncover����������������������������������������������������������� 91 V – Values�������������������������������������������������������������� 99 W – Weapons������������������������������������������������������ 100 X – Trading Guide������������������������������������������������ 104 Y – Cargo Prices��������������������������������������������������� 106 Z – Star Systems��������������������������������������������������� 108 Game Sheets������������������������������������������������������� 110

D100 SPACE RULES

A pencil and paper game by Martin Knight ©2022 D100 Space is a game in which you will steer a captain on a starship through a galaxy in search of fame and fortune. Your captain will complete dangerous operations, trade, mine and fight fierce space battles across many star systems. With each game your captain will gain wealth, recognition and become stronger and increasingly skilled in their pursuits. All you need to play D100 Space, is a pencil, eraser, a few dice and your imagination. Your journey begins when you create a captain and start performing the 4 training operations. Once they have been successfully completed your captain will be ready to face far greater challenges and can begin taking on operations across space in an endeavour to gain notoriety and wealth, rivalling that of royal houses and trade lords. Who knows, one day their greatest exploits might even become stories and songs performed at every space station throughout the galaxy.

BEFORE PLAYING YOUR FIRST GAME

The first part of this book contains information explaining the rules of the game, and the second part consists of tables that are used to generate the star systems and space stations your captain will be exploring. It is highly recommended that you read through the rules at least once before playing your first game and if you have the time, re-read any sections you might be unsure of. At the back of the book are some game sheets that can be photocopied or downloaded and printed from www.mk-games.co.uk. You will also need to create a captain before you start playing. The map sheets are used to draw out facilities during away missions (it is always a good idea to have a few spare). You might find it useful to have the away mission handy sheet and enemy abilities sheet too; these detail some of the more common rules and will save you time searching through the rule book.

for instance, if you see “2d6” the rules are asking you to roll two six sided dice and add the results together, whilst “1d10” requires you to roll one ten sided die (numbered 0-9).

Dice Modifiers

Sometimes the game will instruct you to alter the result of a dice roll, and this is called a die or dice modifier. Dice modifiers will look something like this “1d6-1”, in this instance the game is asking you to roll a six sided die and deduct 1 from its result. Another modifier may look like this “1d100 +15”, the game is asking you to roll a d100 and add 15 to the result. Whenever dice rolls show a modifier you must roll the die or dice and add or subtract the modifier shown for a final result.

D10 and D100

If you are familiar with how a d10 and a d100 are used you can skip this part, otherwise take a look at the ten sided dice. You will notice that one is numbered from 0-9 (unit die), whilst the other is numbered from 00-90 (tens die). When you are instructed to roll a d10, roll the unit die and read its result like you would for a d6. A result of 0 is read as a 10. All other numbers are read as they are displayed. When rolling a d100 you roll the tens die and the units die together and read the tens die first, followed by the units die. The tens die has results ranging from 00-90, and you always replace the 0 at the end of the tens die result with the value rolled on the unit die; for instance, if you rolled 20 on the tens die and 1 on the units die you replace the 0 at the end of the 20 result with the 1 for a result of 21, or if you happen to roll 00 on the tens die and 5 on the units die, you replace the 0 at the end of the 00 result with the 5 rolled on the units die for a result of 05 or 5. When a result of 0 is scored on the units die, its value is 0 and not a 10, as would be scored when rolling it alone for a d10 roll; for instance, if you rolled 90 on the tens die and a 0 on the units die, the result would be 90 because you are in effect replacing the 0 at the end of the 90 rolled with another 0 from the units die rolled. When the tens die has scored a result of 00 and the units die a 0, the result rolled is in fact 100. The chart below will help you better understand how the d100 can be read.

DICE

Abbreviated Dice

The dice are often abbreviated in the rules, and at times you will be asked to roll a specific die or dice. They will appear as “d6” for a six sided die, “d10” for the unit die and “d100” to roll both the ten sided dice together. The abbreviation will often have a number before it which tells you how many dice you will need to roll;

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UNIT DIE RESULT

TENS DIE RESULT

To play D100 Space you will need to use three different dice. If you don’t own any dice or do not wish to buy them, you can always use some of the many free dice apps offered on mobile phones and tablets. The dice used in D100 Space have ten sides and six sides. The six sided die can be rolled normally and produces a result of 1-6. The ten sided dice are slightly different to each other, and whilst they both have ten sides, the first is numbered from 0-9 and is called a unit die and the second is numbered from 00-90 and is called a tens or percentile die. They can be used in two different ways to produce either a result of 1-10 by rolling the unit die (numbered 0-9) on its own, or by rolling them together to produce a result of 01-100.

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The D3

Sometimes the game will ask you to roll a d3; this is in fact a six sided dice that has results ranging from 1-3. If your lucky enough to own a d3, you will notice its faces show results of 1, 2, and 3. They are available from most hobby shops, and widely available online. However, most players make do with just an ordinary d6, and convert the result to read from 1-3. If you don’t have a special d3, and the game asks you to roll a d3, you can go ahead and roll a d6, and convert the result as follows: 1-2 is a result of 1

3-4 is a result of 2

5-6 is a result of 3

Natural Dice Rolls

Sometimes the rules will stipulate that a natural roll is needed for something to be triggered or to cause a certain effect to happen. The player must score the value shown on the dice without any modification being made to the result. For instance, if a natural roll of 1 is required, the player must roll a 1 on the die regardless of any modifiers.

CREATING YOUR CAPTAIN

When you start playing for the first time you will need to create a captain. You can begin by taking a blank log sheet and performing the steps below in order to create your captain.

dominate D100 space, and our captain will belong to one of those three races. Either roll on table R – Race, or choose one to determine which race the captain will be, then record it on the log sheet, and apply the modifiers to the primary characteristics, then add the skill bonuses, and shade in all experience stars µ shown for the captain’s chosen race.

4. Skill Bonus

Before the captain started exploring space, they gained a few extra skills other than those provided by their career and race. Choose any two skills that don’t currently have a skill bonus and add +5 to each.

5. Equipment

The captain begins the game with some basic equipment they have managed to gather together. Roll once on table W - Weapons and once on table A - Armour for starting equipment. Record the details from the tables to the location slots where the equipment has been assigned and then add (shade tracks) 10 Oxygen O2, 10 Night Vision, 10 Rations, 10 Decoders, and 10 Power Cells. Then add 3 (S) Med Packs (restores 4 lost HP, 80c) to the captain’s utility belt slots (one med pack per slot) or to the small equipment pack; you may place some in the utility belt and some in the equipment pack if you like.

1. Characteristics

There are 3 characteristics used in the game: Strength (Str), Dexterity (Dex), and Intelligence (Int). When a player creates a captain for the first time they assign any one characteristic with 50 primary points, another with 40 points, and the remaining characteristic with 30 primary points. How these are assigned is entirely up to you; for instance, a player could apply 50 points to Str, 40 to Dex and 30 to Int, or 50 to Dex, 40 to Int and 30 to Str, the choice is yours.

2. Career Path

Each captain has a career they have chosen to follow and dedicate their life towards learning. By choosing a career they will benefit from a greater understanding and accelerate their learning in its direction. There are three careers used in D100 Space; they are: Marine, Smuggler and Techno. You can either roll on table C - Career, or choose one for your captain. Once you’ve decided, write it in the box provided on the log sheet and apply the modifiers to the primary characteristics. Afterwards, add the skill bonuses, and shade in all of the experience stars µ shown for the captain’s chosen career path.

3. Race

Humans, aliens, and cyboids (humanoid/alien organisms fully integrated with cybertechnology which they rely on to keep them alive)

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6. Finishing Touches

Add 20 primary Health Points (HP), 4 Rep, 3 Karma, 3 Life and 200c to the log sheet and then give your captain a name. The captain also begins the game with a starship (see Starships). Add the details of the Fast Attack Craft to the starship section on the back of the log sheet. Then, give the ship a name and find out the ship’s Control Modifier (CM) (see Starships, Tech Level (TL)). The ship has a current power of 25 (the ship is at full power), a current fuel level of 30 (its fuel tanks are full), and a current life support of 40 (the ship can take on board a maximum of 40 crew and passengers). Model

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Credits

Fast Attack Craft

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It is highly recommended a fresh captain take part in the training operations. These are introductory operations that will help new players learn the game in stages with minimal risk, and set the captain in good stead for the random missions they will be rolling later in the game. If you wish to play these introductory operations, please read Operations, New Captains section and follow its instructions; otherwise, you will begin the game in a random star system and in a random zone. If you choose this option, roll 1d100 and then 1d10 on table Z – Star Systems and cross reference the results to give you the star system and the zone the captain’s ship is currently in. Next, add “Particle Scoop (TL+5) (JS-5) (1000c)” and “Mining Lasers (TL+5) (2000c)” to the modification section on the log sheet. Don’t forget to recalculate the Control Modifier (CM) with all the new tech on board (see Tech Level (TL). Next, on the captain’s Operation’s Log, add 4 to the completed section and check þ the boxes M1-2, M3-4, M5-6 and M7-8. Lastly, roll on table O – Operations using the rules detailed in the section “Operations, Rolling for Operations”. You also begin with 1000c instead of the usual 200c; you are now ready to begin exploring the galaxy.

ABILITIES

When a characteristic reaches 50 points, or more, it provides the captain with a special ability. The player shades the ability’s box to show that it is active and the captain has gained the benefit. Should the characteristic ever drop below 50 (for any reason) the ability is locked again, and cannot be used, and the player removes the shading. The abilities are as follows:

Mighty Blow

During combat when using a Str weapon and a natural 6 is rolled on the captain’s damage die, the die is rolled again and the results are added together. If another natural 6 is rolled, the die is rolled again, adding to the first result and so on until you stop rolling a natural 6. This type of roll is often referred to as an “Exploding 6” or an “Exploding Die”.

Perfect Aim

During combat when the captain is using a Dex weapon and after rolling for a hit location, the captain may roll for a second hit location and choose to use either the first or second result for their hit.

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Cybercon™

Once the Cybercon™ ability becomes active, the captain may use cybernetic implants they have added to their Cybercon™ (a cybernetic console with 10 slots where implants may be added). To use a Cybercon™ implant it must be in a slot that has an Int level equal to, or less than the captain’s current Intelligence characteristic (see the Cybercon™ section of the log sheet); for instance, a captain with an Int of 55 can use all implants listed in the Cybercon™ within the Int level range of 50+ (the first five), whilst a captain with a Int of 67 can use all of the implants they have in the Cybercon™ including and up to the 60+ Int level. If the captain loses Int in such a way that an implant falls outside this parameter, the implant is not lost, but simply cannot be used again until the Int value is raised high enough to include it again. Example: Jacob has an Int of 65 and 6 implants in his Cybercon™ unit. However, he has just lost 10 Int and it is now 55; the sixth implant in his Cybercon™ is no longer available to him and cannot be used. Later, Jacob gains +10 Int. With his Int 65 again, the sixth implant can be used. Each time the captain uses an implant they must pay its power cost and then the player performs the test below. The Cybercon™ unit uses power cells that can be purchased from table N – Needed. They must be loaded into the Cybercon™ unit before an implant can be used. The Cybercon™ unit holds a maximum of 10 power cells at a time. If the Cybercon™ unit has insufficient power cells to power an implant then it may not be used, and the captain will have to load the Cybercon™ unit with more power cells in order to use the implant. CYBERCON™ – Test: Int (+/- Implant Bonus) [S: The implant works] [F: Misaligned -1d3 HP] (Implants)

Implants

When a captain buys or finds an implant it can be installed immediately to any free slot on the Cybercon™ unit or stored in their backpack to be installed later or to be sold. Once an implant has been installed, nanowires extend into the brain and fuse to make a permanent connection. Then, when the desired implant is required for use, the captain sends a thought command to activate the implant and the Cybercon™ unit sends a charge of power to the phase electrodes of the implant which forces it to stimulate the brain with the desired effect. However, it can be tricky

to make the correct thought command and sometimes the Cybercon™ unit misaligns the power charge and powers up several installed implants at once; or even worse, sends the power charge to one of the unassigned slots on the Cybercon™ unit. The uncontrolled power then damages the captain as the energy bolt hits the brain not yet ready to receive the stimulus. Please note: Only installed implants may be used by the captain. Removing an implant requires micro brain surgery performed by a specialist surgeon using nanobots at a Cybercon™ centre on a space station (see Port Phase, 6. Cybercon™).

Patches

Patches are similar to implants, except they can only be used once. They have their own built in power cells; and can be slotted into a patch slot on a Cybercon™ unit and removed after use. The patch was originally invented as a way to test implants; because at one time implants could not be removed. Patches can be used by anyone, even if the Cybercon™ ability is not yet unlocked; therefore any captain may use a Cybercon™ patch. Once a patch has been used, its power is depleted and it cannot be recharged or used again and so it is removed from the log sheet. To use as patch the captain must perform the test below. CYBERCON™ PATCH – Test: Int [S: The patch works] [F: Malfunction -1d6 HP] (Implants)

TESTS

At times in the game, captains will need to make a test to perform a task, or achieve certain goals. The game will make reference to tests such as “Test: Str -5” or “Test: Int +10”, in either case the player temporarily applies the modifier to the captain’s characteristic and rolls the d100. The result is then compared to the characteristic and if it happens to be equal to, or below the captain’s modified characteristic value the task has been accomplished and is a success. If it is higher, then the task has failed. Each task will list the effects for a success [S] and failure [F], such as “[S: +5c]” and “[F: -1 HP]”; in this case if the captain succeeds they receive 5 credits, or if they failed they lose 1 Health Point (HP). Some results may give the player a choice. For instance “[S: +5c/table A]” offers a choice and the player can either have 5c, or roll on table A, but not both. The slash symbol “/” always offers a choice, whilst a result of “[F: -5 HP, -5 Str]” offers no choice and the captain is forced to suffer both consequences. A comma “,” never offers a choice. Sometimes a test may provide details of specific skills that may assist the task being tested. When making such a test the player adds all bonuses from the assisted skills to the characteristic being

tested (see example below). Even though a captain may not have a bonus to all the skills shown on the log sheet, they do have limited knowledge of them, and this provides the opportunity for them to gain experience as they perform tasks that have assisted skills (see Experience (XP) Tracks). Example: Jacob has found a BOOBY-TRAPPED CHEST and will attempt to open it without setting off the booby-trap. Jacob has a Dex of 65 and the skills Traps (+5) and Lucky (+10). AVOID BOOBY-TRAP – Test: Dex -10 [S: Roll on table TA +10] [F: -3 HP, +1:00] (Traps, Lucky) To open the chest, dexterity is tested, but is reduced by 10 points (Dex -10). Jacob has bonuses in both of the assisted skills, and with a Dex of 65 he deducts the 10 first and adds +5 for his Traps skill and +10 for his Lucky skill to give a Dexterity value of 70 for this test (65–10 +5 +10 = 70). Jacob rolls the d100 and scores 68; the chest opens and he avoids setting off the booby-trap. Jacob looks at the result for a success and rolls the d100, he adds 10 to the result before looking up the total on table TA – Trappings A.

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Automatic Failure and Success

When a player is performing a test, the captain will automatically succeed if they happen to score a natural roll of 01, but will automatically fail should they score a natural result of 100. This is always the case, even if their characteristics would normally have yielded a different result.

Experience (XP) Tracks

On the log sheet, characteristics and skills both have experience tracks that monitor the captain’s progress throughout the game. As they perform tasks and accomplish feats, their knowledge and skill in those tasks are improving.

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Strength (Str) Experience Star Decoders ①②③④⑤⑥⑦⑧⑨⑩ 8

Mighty Blow

Str weapons: Dmg rolls of 6 are rolled again and added

Experience Track Lucky

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Upgrade Symbol 80+

-10

When a natural roll (see Natural Dice Rolls) is made during a test (including when rolling to hit in combat), that is equal to, or less than 10, the player may shade in any single pip on the experience track of the characteristic that was involved during the test, or any 2 pips on any of the experience tracks of assisted skills that were involved during the test. In very rare circumstances a player may roll equal to, or less than 10 and still fail the test; in this case the experience pip or pips are still gained even though the test has failed. We can all learn from our mistakes. Example: Jacob is attempting to avoid a FALLING CRATES BOOBY-TRAP. He rolls the d100 and scores an 8 on his dice, and can either shade in one pip on his Dex experience track, or two pips on any of the skills shown for the test. He decides to shade in 1 pip on the experience track of his Traps skill, and 1 pip on the experience track of his Lucky skill. FALLING CRATES – Test: Dex -10 [S: Avoid] [F: -4 HP] (Traps, Aware, Lucky) If a skill, or characteristic is attuned to the captain and has its experience star µ shaded, each pip gained through experience is doubled and the player shades two pips instead of the usual one. Example: Using the same test as before, Jacob is attempting to avoid another FALLING CRATES BOOBY-TRAP. As he is an android smuggler and has experience stars shaded for Dex, and for the skills Traps, Hacking, and Aware. He rolls a 4 on his dice and can either shade in 2 pips on his Dex experience track (because the µ shaded), 2 pips on his Lucky skill (because the µ is not shaded), 2 pips to each of Traps and Aware skills, or 4 pips to either one (because both µ are shaded). Once an experience track has been completely shaded (all 10 pips) and reached the upgrade symbol Ý, the player adds +5 to the primary characteristic, or skill bonus (where applicable) and then erases all of the shading on the track and the captain begins again working towards the next improvement. Once a skill has reached +20, or a primary characteristic (Str, Dex or Int) has reached 80, its primarily value can no longer be increased (80 is the maximum a primary characteristic can achieve). However, equipment can always push above this maximum (See Primary and Adjusted Characteristics). Note, there is no minimum value a skill, or characteristic can be and they may be lowered into negative values.

12

PRIMARY AND ADJUSTED CHARACTERISTICS

On the log sheet there is a place to record your captain’s primary Str, Dex, Int and HP and a place to record them when they have been adjusted. All primary characteristics are generally a more permanent value and are changed less frequently. Unless the rules explicitly ask for a primary characteristic to be changed, make all changes to the adjusted characteristic value. For instance, all damage that is dealt to an adventurer is deducted from the captain’s adjusted Health Points value and not their primary Health Point value. Temporary effects may increase a characteristic above its primary value and this is entirely acceptable; however, where the game asks you to “replenish” lost points (such as when using med packs) they only work to restore depleted points and may never increase a value above its adjusted value.

OTHER CHARACTERISTICS

There are a number of other characteristics used in the game, some of which are awarded through equipping armour or weapons. Below details some of the other characteristics you may come across.

Armour (A)

Armour offers protection when a captain takes damage. The Armour (A) value shown protects a specific location and is deducted from an enemy’s damage score (See Combat).

Energy Shield (ES)

The Energy Shield (ES) value determines the number of damage points an adventurer can deflect to the shield when struck in combat (see Combat).

Defence (Def)

A captain’s Defence (Def) is a combined value of various pieces of equipment and effects that are making it easier for the captain to dodge incoming attacks. Sometimes higher quality armour is easier to move around in, and certain armour and weapon upgrades enhance and provide a better defence. When a damage roll scores a natural result equal to or less than the captain’s current Def value, the damage is reduced by the captain’s Def value (See Combat).

Damage (DMG)

Many upgrades and higher quality weapons may deal additional damage when hitting a target. After making a successful attack during combat the damage bonus of equipped armour is added to the damage bonus of the weapon used for the attack and then applied to the damage roll (See Combat).

Health Points (HP)

When a captain is created they begin with 20 Health Points as their primary characteristic. Some weapons and armour can give the captain an artificial and synthetic boost to their HP. The combined HP bonus is recorded to the adjusted HP section on the log sheet. Unlike Str, Dex, and Int, the captain’s primary HP has no maximum value.

Weapons and Armour Str, Dex, Int

Some upgraded weapons and armour provide bonuses to the captain’s Str, Dex and Int. Each characteristic bonus is added together and applied to the adjusted box next to the characteristic’s primary value; the adjusted value is then added to the primary value for a total which is used when the captain performs a test.

Reputation (Rep)

Reputation plays an important part at space stations (see Port Phase). It is a reward provided by the combat track and may be adjusted during away missions. Rep may never be raised above 10, or reduced to less than 1.

Karma Points

Karma points are often awarded when a captain has done something good in the galaxy. Each one can be spent to re-roll any die, or combination of dice just rolled; a d6, d10, or d100 (either the tens die (00-90), or the unit die (0-9), or both). If the player is unhappy with the new result they may continue to spend karma points to re-roll the dice until they are satisfied with the new result, or they wish to stop.

Life Points

Like a cat has nine lives and can cheat death, the captain is blessed with the same fortune and has a number of lives which can be used each time they would lose enough HP to kill them. Whenever a captain’s HP is reduced to zero, or less, the player may spend one life point to instantly replenish all of the captain’s lost HP, and remove all plague and acid pips from the log sheet. Sadly, when a captain has no life points remaining and has lost their last HP, they have died, and it is time to roll up a new captain.

13

EQUIPPING ITEMS

When items are acquired, the captain has the option to either place them in an equipment pack (on the reverse of the log sheet), or equip them (on the front of the log sheet). Items must be added to the correct slot. The different types of items are: armour, weapons, energy shields, and utility items.

Armour, Weapons, Energy Shields

Weapons either need one hand (I) or two hands (II) to wield. When equipping one handed items, the player may record one weapon in the captain’s left hand slot, and one in their right hand slot. Two handed weapons are equipped to both the left and right hand slots and use both of the explosive rounds and armour piercing ammo tracks. Energy shields can be placed in either the left or right hand weapon slots and offer an ES rating (see combat). Armour is equipped one piece of armour per slot. The armour must be equipped to the location slot it offers protection to (see table A). Armour, weapons, and shields may also be stored in the large equipment pack (not the small equipment pack) and are stored one item per slot; this applies to two handed weapons too. Below is a section of the log sheet that shows an example of equipped items on the log sheet. Some of the columns have been added together for a total. In the case of Str, Dex, Int, and HP

Utility Items

Utility items are all other items other than Armour, Weapons, and Energy Shields. They are small items that may be stored in multiples of 10 in the small equipment pack, or one at a time in the captain’s utility belt. This is with exception of the Explosive and Armour Piecing rounds, which may be stored in the utility belt in quantities of up to 5 per slot; and can be stored mixed. When a utility item is placed in the utility belt it is equipped and may be used during combat during a combat action (see combat).

Utility Belt Checks

At times during the game the rules may ask you to make a “Utility Belt Check”. You will notice that each of the utility belt slots are numbered. To make a utility belt check, roll 1d6 and any item equipped in the slot that matches the result is destroyed and removed from the log sheet.

Characteristic

Primary

Adjusted

Total

Experience Track

Strength (Str)

55

+10

65

Dexterity (Dex)

40

+0

40

Intelligence (Dex)

25

+25

50

  

Health Points (HP)

20

+4

24

Current: 24 20 18 22 17

Roll D6

DMG Roll

Location

1

+3

Head

(M) Plasplate Helmet

2

+2

Body

(BC1.1) Powersteel Vest

3

+1

Waist

(GC1.0) Kevlarplus Faulds

4

+1

Vitals

(XL) Powersteel Vit Guard

5

-1

Arms

(AC1.3) Shockplate Arm Guards

6

-1

Legs

(L)Shockplate Leg guards

Handed

 

Armour

Weapons

Type

Abilities unlock at 50

Str Dex Int

Mighty Blow

Str weapons: Dmg rolls of 6 are rolled again and added

Perfect Aim

Dex weapons: Roll twice for hit location and choose either

Cybercon™

Captain can now use the Cybercon™ section

Credits

0.2

350c

70c A2



1850c

370c A3



1

600c

120c A1



0.6

600c

120c A3



1950c

390c A4



550c

110c A4



+4 0.4 Str

Dex

Int

HP

Def

Dmg/ES

Credits

A

Armour found, roll 1d6 1-2=  3-4= 5-6=

HP Def Dmg

+10

Fix

  

Explosive Rounds

Armour Piercing Rounds

Left

Dex

(IC 1.2) Gauss Pistol

+15

+2

2600

 

Right

Str

(SC1.1) Energy Sword

+10

+1

1800c

 

Power Cells

⓪①②③④⑤⑥⑦⑧⑨⑩

Utility Belt 

14

(shown in green) their totals are transferred to an adjusted box to the right of the characteristic’s primary value. The primary and adjusted values are then added together to provide a total that is used for Str, Dex and Int tests; and in the case of HP, a health point value that determines how much damage the captain can sustain before being killed. Furthermore, the captain’s Def value has been added up and is not a full number. A captain’s active def value is always rounded down to a full number and so in this case the captain’s active Def is 2.

Adjusted Totals

+10 +0 +25 +4 2.2

ARMOUR DAMAGE

When armour is equipped there is a risk it may get damaged. The log sheet provides each piece of armour its own damage track. As damage is dealt, it is assigned as pips and shaded on its track. When the last pip has been shaded (the box with the ý) the armour has been destroyed and must be removed from the log sheet. Example: The (L) Shockplate Leg Guards (below) has taken its last point of damage. The box with the cross signifies it is now destroyed and must be removed from the log sheet.

As armour is equipped and unequipped it is moved from the equipment section on the front of the log sheet to the large equipment pack on the back of the log sheet, and vice versa. It is important to transfer the armour’s damage each time it is moved in this way by shading in the number of pips on the damage track that the armour has currently sustained. When armour is found it is found damaged and the player rolls 1d6 and shades in half the number rolled (rounded up) of pips on the item’s damage track. Items that are bought are never damaged and are added to the log sheet without any damage pips shaded.

COMBAT TRACK

When the captain encounters an enemy that they must fight, they are added to the combat track. The player fills in the details of the enemy, and providing it is defeated (its HP are reduced to zero) it remains on the track. If an enemy, or the captain escapes from the combat, the enemy is immediately removed from the track. Only defeated enemies are permitted to remain on the combat track. When enemies are defeated their death will reward the captain with an XP reward; the combat track shows a reward on each line and providing the enemy has been killed, the captain immediately receives the reward shown; and the player makes the adjustment to the log sheet. The combat track continues over from one operation to the next and when one track has been fully completed you begin another and continue to work towards each reward again and again. The types of rewards that may be awarded are shown below.

+5 Skill Rewards

The player rolls 1d10 for a random skill and adds +5 to the skill rolled. Note that a skill may never be increased above +20 which is its maximum, and if the rolled skill has a shaded experience star µ it does not provide any additional benefit.

+1 Pip Rewards

The player shades 1 pip on the experience track of the characteristic shown. Note, if the characteristic has a shaded experience star µ it does not gain any additional pips.

+1 Primary HP Rewards

The player adds 1 point to the captain’s primary HP value. Note that this will also add 1 point to the captain’s total and current HP value too. There is no maximum HP value.

+1 Rep, Karma, and Life Rewards

When the captain receives these rewards, they are added to the appropriate areas on the log sheet. Note that a captain’s Rep may never exceed 10, whilst Karma and Life have no maximum.

15

COMBAT

When a captain encounters an enemy, the normal turn sequence is interrupted by the combat. When the combat is over, the operation continues from where it left off before the combat began. Combat is played out over a number of rounds called “Combat Rounds” until either the enemy or the captain is defeated, or the enemy or the captain successfully escapes the combat. Each combat round lasts just seconds in real time as the captain and the enemy go head to head trying to kill one another, or escape. Their attacks happen simultaneously, and whilst the captain will make their attack roll first (followed by the enemy), it is important to note that if the captain kills the enemy, it will still return an attack for the current round. Follow the steps below until either the enemy, or the captain has been killed, or either has escaped.

Combat Rounds

1. Roll 1d10 on the Enemy Reaction Table below to determine its action in the forthcoming round, then continue to step 2. 2. The captain determines their course of action and this will greatly depend on the enemy’s reaction. If the enemy’s reaction is to escape (see Enemy Escapes), the captain may attempt to “Block the Escape”, or choose to let it go, in which case the player removes the enemy from the combat track. Alternatively, they may just make an attack, in the hope it will finish it off before it escapes. If the enemy is going to attack, the captain may decide they will try and escape themselves (see Escaping), or make an attack (go to step 3), or perform a combat action (See Combat Actions). 3. To attack the enemy, the player rolls 1d100 and must score equal to, or below the captain’s Str, Dex, or Int value. Hand weapons use Str, ranged weapons use Dex, and weapons with a Smart Display (see table N) use Int to try and hit the enemy. If the captain has two weapons equipped, either may be used for the attack, but not both. If the result scores a hit go to step 4, otherwise go to step 5. 4. Roll the damage die (1d6) and then the location die (1d6) and apply the damage modifier to the damage die for the location rolled (see the Hit Location Table), then apply the captain’s Dmg modifier (this is a total of Dmg modifiers for equipped items, the weapon used, and any time track modifiers that are affecting Dmg), and lastly deduct the enemy’s Def value. The remaining amount is the number of HP that are dealt to the enemy, or enemies if encountering more than one (see Enemy Ability, Swarm). 5. If the enemy attempted to escape and has remained, start a new combat round from step 1; otherwise, the enemy will make an attack. Roll 1d100 and if the result is equal to, or less than the enemy’s Attack Value (AV), the attack has hit the captain, go to step 6, otherwise start a new combat round from step 1.

16

6. Roll the damage die (1d6) and then the location die (1d6) and apply the damage modifier to the damage die for the location rolled (see the Hit Location table), then apply the enemy’s Dmg modifier (if any), then if the captain has any armour equipped to the location struck, the Armour (A) value is deducted. The remaining amount is the number of HP that is dealt to the captain. However, some damage may also be deflected to armour worn at the location the enemy hit, or to an energy shield if equipped (see Damage Deflection). If the captain has any Def points they may also be able to shrug off some of the damage (See Defence Points). If the enemy has survived start a new combat round from step 1.

Unarmed Combat

If for any reason the captain has become unarmed, they can attack with their bare hands using their adjusted Str value, but with a -30 penalty and a damage modification of -5.

Combat Actions

Other than attacking, or escaping, captains have a few other options they may wish to perform during a combat round. Each action may only be performed once in the round and is made in preference to an attack or escape. The actions are: Use An Implant, Change Items, and Use Utility Belt.

Use An Implant Or Patch

Instead of making an attack, the captain may use their Cybercon™ to activate an implant or slot in a patch from the utility belt (see Cybercon™). Only one implant or patch may be used during the action.

Change Items

The items a captain has equipped on the front of the log sheet at the start of an encounter are the items that are available to be used during the combat. Any items stored in the large or small equipment packs on the reverse of the log sheet are not readily available. However, instead of making an attack, the captain may remove an equipped weapon or shield, and place it in their large equipment pack, or remove any number of items in the utility belt and place them in the small equipment pack. Then the captain may remove a weapon or shield from their large equipment pack and equip it to a weapon slot, or move any number of items from their small equipment pack and place them in the captain’s utility belt (slots permitting). In addition, the items that are being unequipped and equipped do not have to be from the same equipment pack; for instance, a weapon could be placed in the large equipment pack and up to six items from the small equipment pack could be moved to the captain’s utility belt (slots permitting).

D6

Hit Location Table

Dmg Mod

D10

Enemy Reaction Table

1

Head

+3

1

Enemy has less than ½ its HP it gains AV+10

2

Body

+2

2

Enemy has less than ½ its HP it gains AV+5

3

Vitals

+1

3-7

Enemy will make an attack

4

Waist

+0

8

Enemy has less than ½ its HP it will attempt to escape

5

Arms

-1

9

Enemy damaged last round it will attempt to escape

6

Legs

-1

10

Enemy will attempt to escape

Use Utility Belt

Instead of making an attack, the captain may use any number of items stored in their utility belt slots. This includes reloading weapons with explosive and armour piercing rounds. However, patches stored in the utility belt may not be used during the Use Utility Belt action and are instead used during a Use An Implant Or Patch action.

Escaping

Instead of making an attack, the captain may attempt to escape from the enemy. The player performs the test below and if passed successfully, the enemy is removed from the combat track and its name and encounter number (the number that was scored when rolling on table E) is added to the mapping sheet in the area where it was encountered. For now the captain is safe, but if they leave the area and return on a later turn, they will find the enemy has returned and healed itself to full HP and the captain will immediately encounter it again. If the test fails, move to step 5 of combat, and the captain loses 2 HP. ESCAPE COMBAT – Test: Dex -10 [S: Remove enemy, add to area] [F: -2HP, go to combat step 5] (Escape)

Enemy Escapes

When the enemy attempts to escape, the captain may just allow it to escape and it is removed from the combat track. Alternatively they may perform a standard attack in the hope they will do enough damage to finish it off; however, if the enemy is not killed by the attack it must be removed from the combat track. Alternatively, the captain may try and block its escape, forcing it to remain in combat and hopefully deal it some damage. The captain does not make an attack during step 3 of combat, but instead performs the BLOCK ESCAPE test below, and if successful combat will continue from step 4, otherwise the enemy has managed to avoid the captain’s block and has escaped and must be removed from the combat track. BLOCK ESCAPE – Test: Str -10 [S: Enemy remains, go to combat step 4] [F: Enemy is removed] (Escape)

Damage Deflection

When the captain suffers damage in combat, they can deflect some of the damage to armour they have equipped. Damage deflection is entirely optional and is not a requirement; and the player is always free to allow the damage to be dealt to the captain. When a hit has been scored to a location where the captain has armour, and the armour hasn’t prevented all of the damage, the player may decide that some of that damage is instead applied to the armour’s damage track; at the rate of 1 pip for each damage point transferred. The number of damage points that may be deflected in this way is always a maximum of 2 points of damage and the player shades the desired number of pips on the armour’s damage track. Please note however, that when an armour’s damage track is full and the box with the cross  has been shaded, it has been destroyed and must be removed from the log sheet.

Energy Shields

Energy shields can be equipped to a weapon slot and offer all over protection. They are powered by the captain’s Cybercon™ unit. Whenever the captain has an energy shield equipped the player may deflect damage to the shield from damage that has hit any location. The number of damage points that may be deflected in this way is equal to the shield’s Energy Shield (ES) rating. Damage deflected to an energy shield must be deducted from the Cybercon™ unit’s power cells track at the rate of 1 point of damage uses up one pip of power charge. If the Cybercon™ unit has insufficient power cells equipped the damage may not be deflected. Example: Jacob is shot in the head for a total of 7 points of damage. His Kevlarplus Helmet (A1) automatically blocks 1 point of damage because of its armour rating of 1. This reduces the damage to 6 (71=6). He also has an Energy Shield (ES4) equipped. The shield can deflect between 1 and 4 points of damage because of its ES rating of 4. Jacob decides to deflect the maximum to the shield and reduces the damage to 2 (6-4=2). He removes 4 pips from the power cell track, which is powering the shield. Lastly, because the shot was to his head, which is protected by the Kevlarplus Helmet, he decides to deflect the last remaining 2 points of damage to the helmet’s damage track. Jacob shades 2 pips on the Kevlarplus Helmet’s damage track and suffers 0 damage from the attack (2-2=0).

Defence Points

Some items provide a captain with defence points (Def). All the items that have a Def value are added together to create a combined Def value, which is checked each time an enemy attacks the captain. If the combined Def value yields a fraction (such as 2.2 or 2.4), the fraction is ignored and the captain checks against the whole number (i.e. in the case of 2.2 or 2.4, the captain’s Def is 2). When an enemy scores a natural result that is equal to, or less than the captain’s Def value on its damage dice, the total amount of damage is reduced by the captain’s Def value (see example). The captain’s Def points may well increase above 5; however, Def has its limitations. Therefore, even when the captain’s accumulated Def is 6 or greater, only the enemy’s natural damage roll of 5 or less is checked against the captain’s Def value. Example: Jacob has a Def of 2.2, which by default is reduced to 2 (as fractions are ignored). His enemy has a Dmg modifier of +2 and has just scored a hit to his head (+3 damage). Luckily for Jacob he is wearing a Plasplate Helmet with an armour value of (A2). Jacob rolls the enemy’s damage die and scores a 1, and modifies the result with the enemy’s damage modifier of Dmg +2 and adds +3 (because the strike hit his head). The total damage scored is 6 points of damage (1+2+3=6). Because the enemy rolled a natural 1, which is equal to and less than Jacob’s Def of 2, he can instantly deduct his Def value from the enemy’s damage total; this brings the damage score down to 4 (6-2=4). Next, because he is wearing the Plasplate Helmet, he can deduct its armour value of (A2) from the enemy’s damage score, which now leaves just 2 damage (4-2=2). Finally, Jacob decides to deflect the last 2 points of damage to the Plasplate Helmet, and shades 2 pips on its damage track. This reduces the damage taken to a total of 0 (2-2=0).

17

ENEMY CHARACTERISTICS

Enemies have their own set of characteristics that are used for combat, and when they are listed will show the rewards that are offered should they be killed (see the example below). Freight Rats AV: 25

Def:0

[K]: Scraps (25c)

Dmg:-2

HP:0

Abilities: Plague, Swarm

Each enemy has a Name, Attack Value (AV), Defence (Def), Damage Modifier (Dmg) and Health Points (HP) which are sometimes listed in multiples, signifying that the enemy is made up of a Swarm.

Some enemies have abilities which are shown in italics. These will affect the encounter; and must be observed. In the above example, the Freight Rats gain a bonus to their AV for each individual HP value remaining beyond the first; this is because of their Swarm ability. In addition they will inflict plague when they score a natural 1 on their damage die because of their Plague ability. Once an enemy has been defeated, the captain will receive a reward. The player checks the section marked [K] (for killed) and may be required to roll on a table, or add a specific item or items to the captain’s log sheet. Sometimes when rolling on a table it is modified, and sometimes a choice of tables is offered.

Enemy Abilities

Below details all of the enemy abilities that are found in D100 Space.

Acid

When an enemy scores a natural 1 on their damage dice, they have sprayed/injected the captain with acid and the player shades in one pip on the acid track; this applies even if the enemy does not deal any damage during the combat round. Each time the time track is completed (i.e. pip12:00 is shaded), the player must roll 1d10. If the result is equal to, or less than the number of acid pips shaded the captain suffers HP equal to the number of shaded pips and the player removes 1 pip from the acid track.

Allies

The enemy has lesser enemies that they call upon or summon during combat. At the start of each combat round roll 1d6. If a 1 is rolled, an ally comes to the enemy’s aid, and you add /X to the end of its current HP value, with X being equal to the number shown after the enemy’s Allies ability. Example: During combat with an enemy with HP of 16/4 and an Allies 4, if a 1 was rolled at the start of the combat round, you would add /4 at the end of its HP value, giving it a new HP value of 16/4/4.

AP (Armour Piercing)

Whilst encountering an enemy with Armour Piercing, the captain suffers -2 DEF and all equipped armour that it hits has an armour rating of A0. Damage may still be deflected as normal.

Attacks

The enemy is able to attack more than once in a single round of combat. The number of times it gets to make an attack roll is equal to its Attacks rating. After the attack rolls have been made, each attack that scored a hit, roll a damage die and add them together for a total damage score, then roll for a single hit location die and apply its modifier (if any), finally apply the enemy’s Dmg modifier (if any).

18

Block

Holographic

The enemy has the ability to block the captain’s escape. Each escape attempt made by the captain is modified by the value shown. For instance, an enemy with Block-20 would cause the captain to deduct -20 from their Dex value when making an escape combat test.

The enemy has no substance, and normal weapons simply pass through them. All attacks made against a holographic enemy must be with a Powered Weapon (a weapon with a power chip) or from a Cybercon™ implant or patch to inflict damage.

Bound

The enemy has some kind of natural or devise driven ability to immobilise the captain. At the end of each combat round in which the enemy is still alive, the captain makes an IMMOBILISE test to determine if they will get to perform an attack, escape, or perform a combat action in the next combat round.

The enemy is more determined in combat and will attempt to escape less frequently. When the enemy’s reaction is rolled at the start of a combat round, the enemy will only attempt to escape on a roll of 10, and all results of 8 and 9 that would cause an enemy to escape, must be re-rolled.

Cloaked

The enemy can cloak itself making it a harder target to hit in combat. The captain suffers -10 to their Str, Dex or Int whilst attacking an enemy with the cloaked ability.

Cybercon™

Some enemies have Cybercon™ technology too. At the start of each combat round before step 1, roll 1d10 to see which Cybercon™ tech they will activate during the round. 1D10 Cybercon™

Effect

1-2

Improved Aim

This round, if the enemy attacks, it gains +20 AV.

3-4

Cloaking

This round the enemy gains +4 DEF.

5-6

Power Load

This round the enemy gains +2 DMG.

7-8

Life Sap

This round each HP the captain suffers will replenish the enemy an equal number.

9-10

Energy Blast

The captain loses 2 HP.

Fire

The enemy, in addition to its normal attack, has some sort of fire attack that may strike a captain. Each time a natural 1 is rolled for its damage the captain may be set on fire and must make an AVOID FIRE test. AVOID FIRE – Test: Dex -5 [S: No effect] [F:-2HP] (Dodge)

Flight

A captain fighting an enemy with Flight suffers -10 Str when making an attack roll with a Str type weapon. Dex and Int type weapons remain unaffected.

Freeze

The enemy, in addition to its normal attack, has some sort of freeze attack that may strike a captain. Each time a natural 1 is rolled for its damage the captain may be frozen and must make an AVOID FREEZE test. AVOID FREEZE – Test: Dex [S: No effect] [F: -1HP, -2 DEF in next combat round] (Dodge)

Immobilise

IMMOBILISE – Test: Dex +20 [S: Combat as normal] [F: Forfeit attack, combat action, escape] (Dodge)

Large

The enemy is exceptionally large and will often deal more damage when it hits a captain than smaller enemies. Therefore, damage die results of 1 or 2 gain +2 dmg.

Leap

The enemy is very agile in combat and will often pounce to attack. When a natural roll of 1 has been scored on its damage die, the enemy has pounced, causing some extra damage. The player rolls the damage die again for the enemy, and adds the result to the enemy’s damage total. Note that if another 1 is rolled, the player rolls again for extra damage and so on.

Plague

When an enemy scores a natural 1 on their damage dice, they infect the captain with plague and the player shades in one pip on the plague track; this applies even if the enemy does not deal any damage during the combat round. Each time the time track is completed (i.e. pip 12:00 is shaded), the player must roll 1d10. If the result is equal to, or less than the number of plague pips shaded the captain suffers HP equal to the number of shaded pips.

Regenerate

The enemy has the ability to restore lost HP. Each time it rolls a natural 1 on the damage die it will restore 2 lost HP.

Revive

When the enemy is killed it may revive itself and come back to life. After killing an enemy with the Revive ability and before it has been looted, the player rolls 1d10 and if the result is a 1, the enemy has revived itself and immediately returns to life with full HP.

Sonic

The enemy has some kind of acoustic attack that causes pain. In most cases this will be a shriek or Sonic boom, and the captain must test SONIC before the enemy’s reaction roll each combat round. SONIC – Test: Int [S: No effect] [F: -1HP] (Aware, Lucky)

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Stalk

The enemy is stalking the captain and will make its attack before the captain even knew it was there. When an enemy is encountered with the Stalk ability the player must perform the STALK test. This test is made before the very first round of combat has begun and if the test fails, the enemy makes an immediate attack roll against the captain. This is a free attack, after which combat proceeds as normal. STALK – Test: Int-10 [S: Enemy is spotted] [F: Enemy gains an attack before combat] (Aware)

Stun

The enemy’s attack may cause a captain to become stunned. Each time the enemy deals damage to the captain, they must make a STUN test. STUN – Test: Str -15 [S: No effect] [F: Forfeit next attack, combat action, escape] (Dodge)

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Swarm

At the start of each combat round each enemy still alive beyond the first adds +5 to its AV. For instance, if an encounter has 4 enemies still alive they get AV+15 when they attack. When a captain deals a swarm damage, its HP is depleted in the order from left to right and any surplus damage spills over to the next and so on. For instance, if a captain faces a swarm with HP 3/2/2 and has just dealt 4 damage, the left most pack enemy is defeated and the second receives 1 point of damage and the swarm will have the following HP remaining: 0/1/2.

Terror

The enemy is terrifying. At the start of each combat round the captain must make a TERROR test. TERROR – Test: Int -10 [S: Attack as normal] [F: Forfeit next attack, combat action] (Command)

STARSHIPS

Your captain will need a starship to transverse space and complete operations. Each starship in the game has a common set of parameters as follows.

Model

This starship’s model name is a general classification of its type. Several manufacturers produce similar starships and categorise them under the same model reference.

Salvage

When an enemy starship is destroyed in combat, its salvage value sets the actual amount of salvage cargo that can be collected. Note, a captain’s starship does not have a salvage value and is not recorded on the log sheet.

Tech Level (TL)

A starship’s tech level sets the difficulty of command over the vessel, and is a representation of the computers and technology that are onboard. Some starships are very basic to operate, whilst others are going to require many crew members to operate successfully. When a captain performs a starship test they compare the tech level of their starship against their own Int value. If the captain’s Int is higher than the starship’s tech level, the difference is added as a bonus to the test; however, if the captain’s Int is lower than the starship’s tech level, then the difference is deducted as a penalty to the test. The bonus or penalty is called a Control Modifier (CM). Example: Jacob’s Int is 60 and his starship’s tech level is 50. Jacob’s Int is 10 higher than the starship’s tech level, and so his Control Modifier (CM) is +10. The captain’s Control Modifier (CM) is further modified by the number of Bridge Crew currently on board the starship. Example: Jacob’s base Control Modifier (CM) is currently +10 and he has just boarded 15 Bridge Crew. His Control Modifier (CM) is now set to +25 (10+15=25).

Cargo Space (CS)

This is the size of the starship’s cargo holds and sets the maximum amount (in tons) of cargo that can be boarded on the starship. If at any time there is cargo above this value it must be removed (jettisoned into space).

Drive Thrusters (DT)

The starship may at some point wish to perform some complex manoeuvres whilst in a system rather than making jumps from system to system. The Drive Thrusters provide an adjustment to those tests.

Fuel Tanks (FT)

The starship’s Fuel Tanks (FT) set the maximum amount of fuel that a starship can hold at any given time. Any fuel that is acquired above this value is lost and is not added to the starship’s current fuel value. The value is recorded in tons. Fuel is spent during hyper jumps at the rate of 1 ton of fuel for every 10 light years of travel, or part of; thus meaning that moving between 1-9 light years during a hyper jump will still use up 1 ton of fuel.

Fuel Scoops (FS)

When a starship is travelling in space the captain may perform a FUEL SCOOP test to try and collect some vagrant fuel particles into the starship’s fuel tanks. This value sets the amount that is collected. This is useful if a starship is running low on fuel and has not yet reached a port to stock up.

Life Support (LS)

This is the maximum number of crew and passengers that the starship can support. If at any time life support drops, surplus crew or passengers must be removed from the starship (they have died).

Jump Speed (JS)

This is the maximum number of light years the starship may travel when it uses its jump engines. Jumping from one location to the next requires the captain to perform a JUMP test (see Moving From System To System).

Power Generator (PG)

The starship’s Power Generator (PG) sets the number of power points that are restored every time the starship performs a POWER GENERATOR test when in space. At star ports the starship’s Power Level (PL) can be restored by using the Power Hooks (see Ports Phase).

Power Level (PL)

This sets the maximum power the starship can maintain. Anything surplus to this value and the power cores will become unstable and the starship is likely to explode. The starship’s energy conduits prevent this by expelling surplus energy to maintain the level of power. Each time a starship performs jumps, fires its weapons, performs tests (like FUEL SCOOP or MINING) or suffers surplus damage, its power is depleted. There is a place on the ship’s log to record a starship’s current Power Level (PL).

Weapon System (WS)

During combat when a starship has hit its target, the player rolls 1d6 for damage and adds the starship’s Weapon System (WS) value to the roll. The higher a starship’s Weapon System (WS) is the more damage it will inflict when it hits its enemy.

Shield Generator (SG)

When a starship suffers damage its Shield Generator reduces the impact, and any surplus damage the shield generator cannot handle is removed from the starship’s power level; this is a result of its shields being boosted to withstand the additional damage.

Mods (M)

This sets the maximum number of free space that is available on the starship to fit modifications. Modifications that are added, also boost the ships credit value and if the ship is destroyed will yield a higher insurance payout. A ship may not hold more modifications than its Mods (M) value.

Credits (C)

This sets a starship’s purchase and sell price in credits.

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SPACE COMBAT

At times, when traversing space, the captain may find their starship is involved in a space combat. Space combat happens simultaneously between the captain’s starship and an enemy’s starship. The rules below explain how to conduct such a battle.

Enemy Starship’s Characteristics

The enemy starship’s characteristics can be found on table S – Starships and when they are encountered (unless otherwise stated) will have maximum life support and power levels. Add the enemy starship’s PL, LS, SG and WS to the enemy starship section on the log sheet.

Space Combat Rounds

1. The player deducts -1 PL from the enemy starship and -1PL from the captain’s starship. If either side has a current power level of 0, the ship suffers -1 LS instead (the ship is diverting power from life support to find the power needed to continue in the battle). Next, the captain must command the starship and the player chooses an action from the Tactical Decisions Table (below). Using the Captain’s Starship row, they apply the modifier for the chosen action to the captain’s Dex. The captain’s Dex is modified further in the next step, so keep note. Tactical Decisions Table D6

0 or less

1

2

3

4

5

6

7 or more

Action

Evasive Manoeuvre

Targeting Shields

Targeting Weapons

Evasive Attack Plan

Pursuit Attack Plan

Intercept Attack Plan

Full On Attack Plan

Boarding

Captain’s Starship

-3 Damage -10 Dex

-2 Damage -5 Dex

-1 Damage +5 Dex

+0 Damage +0 Dex

+1 Damage -5 Dex

+2 Damage -10 Dex

+3 Damage -15 Dex

Board -20 Dex*

Enemy’s Starship

-3 Damage +10 Dex

-2 Damage +5 Dex

-1 Damage -5 Dex

+0 Damage +0 Dex

+1 Damage +5 Dex

+2 Damage +10 Dex

+3 Damage +15 Dex

Board +20 Dex

*Ignore this Dex modifier if the enemy starship’s current Power Level is 0.

2. Roll 1d6 for the enemy’s action on the Tactical Decisions Table, above. If the captain’s starship currently has 0 Power Level (PL) add 3 to the result. If the enemy starship currently has 0 Power Level (PL) deduct 3 from the result. Look up the result using the Enemy’s Starship row, the player applies the modifier shown to the captain’s already adjusted Dex. 3. If both the enemy and the captain have taken the action Evasive Manoeuvre, the space combat is now over. If both the enemy and the captain have taken the action Boarding, space combat now ends and Boarding Combat begins. If neither circumstances have occurred, the player using the captain’s adjusted Dex performs the SPACE COMBAT test below to determine which side wins this combat round. SPACE COMBAT – Test: adjusted Dex +/- CM, +/- DT [S: Captain wins] [F: Enemy wins] (Pilots) 4. Depending on which side has won, and the action they took will determine the outcome of the round, see below.

Evasive Manoeuvre

If both the captain and enemy took this action or if the captain took this action and won, the player does not need to complete the space combat and it ends immediately. If the captain took this action and lost they will suffer damage from the enemy starship. If the enemy took this action and won they too have escaped the combat. However, if the enemy took this action and lost, the captain’s starship will deal damage.

Boarding Action

If both the captain and enemy took this action both sides have begun boarding, space combat ends and boarding combat begins. If the captain took this action and won they have

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boarded the enemy’s ship, space combat ends and boarding combat begins. If the captain took this action and lost they will suffer damage from the enemy starship. If the enemy took this action and won they have boarded the captain’s ship, space combat ends and boarding combat begins. However, if the enemy took this action and lost, the captain’s starship will deal damage.

All Other Actions

All of the remaining actions simply provide the victor with a damage modifier to apply when dealing damage (see Damage). 5. If both starships have remained in space combat a new round begins from step 1.

Damage

When a starship deals damage, the player rolls 1d6, adds the starship’s Weapon System (WS) value and applies the damage modifiers for the actions the captain and the enemy took during the attack. The player then deducts the target starship’s Shield Generator (SG) from the total; the remaining amount is deducted from the starship’s current Power Level (PL). If the starship’s current Power Level (PL) is reduced to 0, or was already at 0 all further damage is instead deducted from the starship’s current Life Support (LS) value. A starship that has a current Power Level (PL) of 0 has lost its ability to power its shields and its Shield Generator value is no longer deducted from damage it sustains. If the captain’s starship ever has more crew/passengers on board than the starship’s current Life Support (LS) value, the ship is now incapable of supporting all of the crew/passengers and the player must remove the excess from the ship’s log (they have been killed). The number of killed crew/passengers must be added to the Compensation/Escape Pod # on the ship’s log as compensation will need to be paid during the Port Phase.

If a starship’s current Life Support (LS) value is ever reduced to 0 (zero), the starship has been destroyed (during a space combat) or captured (during a boarding combat). If it is the captain’s starship they have been jettisoned in an escape pod, and are auto piloted to the nearest space station. The captain receives the insurance value of the destroyed or captured ship and may continue with the game. The insurance value of the captain’s starship is equal to half its buy price listed on table S – Starships. Modifications installed on the starship also bump up the insurance price equal to half their buy price on table M – Modifications. The captain however is responsible for all crew and passengers that have been killed (see Port Phase, 10. Passenger Lounge and 11. Crew Hire and Fire for details). If a captain destroys an enemy starship during a space combat, they may salvage parts of the wreck and scoop it on board and into the cargo hold (space permitting) by passing the SALVAGE test below. The amount of salvage cargo that is collected, is equal to its salvage value (see table S). The test may be performed as many times as the captain wishes until it has been passed successfully and they are free to give up at any time. SALVAGE - Test: Int +/- CM, +/-DT [S: -1 PL, gain salvage] [F: -1 PL] (Pilots) The captain will capture an enemy starship if they reduce the enemy’s life support to 0 or less, during a boarding combat round (see Boarding Combat Round). When this has happened, they may tow the ship to a star port and sell it during a port phase. Only 1 ship can be towed at a time; however, if another ship is captured the captain may always choose to tow the newly captured ship. The player makes a note of the towed ship’s value on the log sheet, which is half its value shown on table S – Starships (the enemy ship does not use modifications). Alternatively, the captain may always switch ships; and the player changes over the starship’s details/statistics, including its current Power level (PL) and Life Support (LS) values

on the log sheet. The enemy ship will have half its maximum fuel on board; however, the captain may always perform a power and fuel transfer between the two ships (topping up life support first). Cargo, crew, and passengers may also be transferred over; however, modifications may not be transferred. After the captain has switched ships they may choose to tow their old ship and the player records its value along with its modifications that are on board. Its value is half the buy price listed on table S and table M.

Boarding Combat Round

When a captain’s starship has been boarded or if a captain has boarded an enemy starship, the captain and the enemy are now in the process of fighting with crew members. There is no escape from a Boarding Combat; it will continue over several rounds, until one side has been captured. The player performs the following steps to conduct a boarding combat. 1. The player calculates a Boarding Modifier (BM) which is applied to a BOARDING test, see below. The player finds the captain’s current Life Support (LS) value and compares it to the enemy’s current Life Support (LS) value. If the captain’s value is higher the difference becomes a bonus to the BOARDING test. If the enemy’s value is higher the difference becomes a penalty to the BOARDING test. 2. The player performs the BOARDING test below. You will notice that Security crew bolster the test. BOARDING - Test: Int +/- BM [S: Enemy’s starship -1d10 LS] [F: Captain’s starship -1d10 LS] (Security) 3. If either starship’s Life Support has been reduced to zero, they have been captured (See Damage). If neither starship’s Life Support has been reduced to zero, a new round begins from step 1.

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MOVING WITHIN A STAR SYSTEM

Starships use their hyper jump to move between systems, and their space cruise to move between zones. Each system has an entry point (zone 1); and this is where a spaceship will end up after they have performed a hyper jump. They then use their space cruise to move between the various zones where they can interact with Points Of Interest (POI). There are 10 zones for each system; and some of them may include a POI. These zones are numbered from 1-10. When a ship ends its hyper jump it is in zone 1. The captain must activate the ship’s space cruise and perform the space cruise test below in order to move from zone 1 to zone 2. The captain may then interact with any POI in zone 2 or activate the space cruise again to move either back to zone 1 or move to zone 3. This procedure is performed over and over until the captain wishes to leave the star system altogether; in which case they may make a hyper jump to another system. Hyper jump tests can be made from any zone within a system. SPACE CRUISE - Test: Int +/- CM [S: -1 PL, move to adjacent zone] [F: -1 PL, stay in zone] (Pilots)

Points of Interest (POI)

When a starship is in a zone that has a POI, the captain may interact with the POI. There are 9 different types of POIs as follows:

Asteroids

Asteroids are floating pieces of rock in space. The asteroids marked on table Z – Star Systems are large enough to have been mapped. They can be mined for minerals, and metals which can then be sold at space stations. However, in order to mine the asteroids, the starship needs to be fitted with the Particle Scoop and Mining Laser modification. The laser will drill the asteroid sending particles into space and the scoop with collect them up. Providing these two modifications have been added to the starship, the captain may perform the test below whenever they are in a zone with an asteroid POI. The ASTEROID MINING test may be performed as many times as desired before leaving the POI. ASTEROID MINING - Test: Int +/- CM, +/- DT [S: -1PL, +1d3 Minerals & 1d3 Metals] [F: -2PL] (Mining Ops)

Gases

Gases float in space and sometimes form large areas where starships can scoop up particles. Providing the captain has the Particle Scoop modification fitted to the starship they may perform the test below whenever they are in a zone with a gases POI. The PARTICLE SCOOP test may be performed as many times as desired before leaving the POI. PARTICLE SCOOP - Test: Int +/- CM, +/- DT [S: -1 PL, +1d6 Chemicals] [F: -2 PL] (Pilot)

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Water Worlds

Water worlds are planets brimming with fresh drinking water. They are a lifeline to less fortunate dryer planets and many space traders will collect water from these planets to sell on the open market. The captain may collect water whenever they are in a zone with a water world POI. The captain performs the test below. The WATER COLLECTION test may be performed as many times as desired before leaving the POI. WATER COLLECTION – Test: Int +/- CM [S: -1PL, + 1d6 Water] [F: -2 PL] (Transports)

Agricultural Worlds

Agricultural worlds are planets brimming with food. They are a lifeline to less fortunate barren planets and many space traders will collect food from these planets to sell on the open market. The captain may collect food whenever they are in a zone with an agricultural world POI. The captain performs the test below. The FOOD COLLECTION test may be performed as many times as desired before leaving the POI. FOOD COLLECTION - Test: Int +/- CM [S: -1 PL, +1d6 Food] [F: -2 PL] (Transports)

The Tebis Worm Holes

There are two wormholes in the galaxy that are linked for faster travel. It is therefore possible for the captain to fly into one wormhole and emerge from the other. The two wormholes are Tebis A.1 in the Cree system zone 9 and Tebis A.2 in the Lactbot system zone 8. When the captain is in either of these zones they are free to use the wormhole and the player performs the test below. The danger of wormhole travel is an unknown phenomenon that can drain power and cause a starship to become stuck. It uses up 1 power level (PL) to fly into the worm hole. WORMHOLE - Test: Int +/- CM [S: -1 PL, travel through safely] [F: -1d3 PL, stuck, test again] (Pilots)

Space Stations and Military Docks

These two POI are very similar and whenever a captain is in a zone with either one, they may perform the Port phase (see Port Phase). The main difference is that Military Docks are free to use and do not have a docking fee, whilst a captain must pay a docking fee at a Space Station. The docking fee is non-negotiable and set at 50c for all space stations. Space Station

Military Dock

Dead Planets and Moons

Dead planets and Moons are primarily POI for space missions and away missions. A Dead Planet is a planet that no longer has the capability to support life. A Moon is a celestial body that orbits a larger planet. In some star systems it is not always clear which planet the moon is orbiting. Whilst this information is irrelevant when playing the game, some players might like to know; therefore, you can always determine that a moon is a satellite to the closest water world, agricultural world or dead planet within its star system. Dead Planet

Moon

JUMP - Test: Int +/- CM [S: -1 PL, travels, - fuel] [F: -2 PL, roll on table J, - fuel] (Navigators) Example: Jacob is travelling to a star system that is 116 light years away. His jump speed is 60. He makes a jump test and passes. He has now travelled 60 light years, spent 6 fuel and has another 56 light years to go. His second test fails and he must roll on table J. The ship drops out of hyperdrive only travelling half the distance. His starship has only travelled 30 light years and has used 3 fuel. Jacob has now travelled 90 light years in total and is still 26 light years away from his destination. He jumps again and passes the test. The starship travels the last 26 light years to its destination. This last jump burns up 3 tons of fuel.

Star System’s Name

MOVING FROM SYSTEM TO SYSTEM

To move from star system to star system the distance needed to travel is far too great for space cruise and the captain’s starship will need to make hyper jumps. The captain will often need to make a number of JUMP tests (see below) until they have travelled the number of light years needed to reach their intended star system (see the star map for the number of light years between systems). Each successful test allows the starship to move up to their Jump Speed in light years. The ship will burn an equal number of fuel as the distance travelled. Fuel is spent at the rate of 1 ton of fuel for every 10 light years of travel, or part of; meaning that moving between 1-10 light years will use up 1 ton of fuel. A ship does not have to travel its full jump speed each time the test is made. A starship must use the green hyper jump lanes shown on the star map (see diagram). If the test fails, the starship will drop out of hyper jump and will have travelled part of the distance; the player rolls on table J – Jump Error to see how far the starship has travelled, and this could also trigger a hyper jump event.

Star System’s Modifier Points of Interest (POI) Hyper Jump Lane Distance in Light Years

Galactic Plane (Grid) Distance above Galactic Plane in Light Years Distance Below Galactic Plane in Light Years

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Collecting Fuel

Between hyper jumps, and when moving between zones in a star system, the captain may try and collect some vagrant fuel particles into the starship’s fuel tanks. This is useful if the starship is running low on fuel. The player performs the test below and if successful will collect a number of tons (whilst observing the starship’s Fuel Tanks (FT) maximums) equal to the starship’s Fuel Scoop rating (i.e. if FS is 4, 4 tons can be added to the starship’s current fuel value). The FUEL SCOOP test may be performed as many times as desired. FUEL SCOOP – Test: Dex +/- CM, +/- DT [S: -1 PL, Replenish FT up to FS] [F: -2 PL] (Pilot)

Power Generators

The starship’s Power Generator (PG) sets the number of power points that are replenished every time the starship performs a POWER GENERATOR test. At space stations the starship’s Power Level (PL) can be replenished by using the Power Hooks (see Port Phase) without the need of a test. However, between hyper jumps, and when moving between zones in a star system, the captain may perform the test below to replenish some power. If the test fails, there is a power overload and the starship suffers a massive power overload and is damaged (See Damage). Note: When a starship’s current power level is reduced to 0, further damage is deducted from the starship’s current Life Support (LS) value, and if this is reduced to 0 will cause the ship to be lost in space (see Space Combat, Damage). Replenished power is first restored to a starship’s current life support (until at maximum) and then to its current power level (until at maximum).

Types Of Operations

There are two types of operations in the game: Away Missions and Space Mission. Away missions are played on a base, or in a facility and require the captain to leave the starship and investigate and explore a complex filled with enemies. Whilst space missions are played from the cockpit of the starship and with the captain onboard; they may include mining asteroids, or visiting space ports, or even fighting other starships.

New Captains

When a new captain has been created, you are advised to tackle the first four operations listed on table O – Operations in numeric order, beginning with “Operation 1” and ending with “Operation 4”. By completing these introductory operations, you will acquire the knowledge of how to play many features of the game, whilst your captain will have earned enough credits and acquired enough equipment to begin performing some of the more challenging operations; this is when you will roll randomly on table O – Operations for all future operations.

STARSHIP’S CURRENT SYSTEM

If you wish your starting captain to play the introductory operations, the captain begins the game docked at Rebel Base in the Vinwar system, add “V3” to the Starship’s Current Star System box on the log sheet; and then add “M1-M2”, “M3-M4”, “M5-M6”, and “M7-M8” to the Active Operation box on the log sheet. Next mark the corresponding missions on the Operation’s Track with a cross  (setting them to active). You now begin the game by reading and following the instructions of “Operation 1: Space Travel” on table O – Operations: Good Luck!

BEGINNING TO PLAY

You may only have four active operations at any one time. Active operations are recorded in the “Active Operations” section on the back of the log sheet by their Mission # and will look something like this: “M1-M2” or “M11-M12”. When an operation is added, its check box on the Operation’s Track is marked with a ý; showing it as active.

POWER GENERATOR – Test: Int +/- CM [S: Replenish current PL equal to PG] [F: -1d3 PL] (Engineers)

It is important to end each gaming session in a star system and record the zone where the starship is positioned. Each star system begins with a different letter of the alphabet and so you can simply use the letter and the zone number. It would look something like this “A1” if the starship was in zone 1 of the Artmes system.

Once you have created your captain and completed your log sheet, you’re ready to begin navigating the stars in search of adventure. The game is played open ended in a sandbox environment, with the goal to progress your captain and the starship by completing objectives. In addition, most players will want to create trade routes, mine, collect chemicals, food, and water to assist with the expense of space travel, ship upgrades and modifications. These activities may even become the main purpose of your games, which is fine. There is a star map that will help you travel from star system to star system and when you reach a star, there are many activities you may perform.

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OPERATIONS

Operations are an important feature of the game. They set objectives that must be accomplished and offer rewards if they are completed successfully and penalties if they are not. The operations from table O – Operations provide details of how they are played and depending upon their type will determine if they are played off ship or on board the captain’s starship; see Types of Operations.

Rolling for Operations

When you roll for an operation (see Port Phase), you are permitted to roll on table O – Operations a number of times equal to the captain’s reputation (Rep) value. This is because the more well known they are, the more their services are required. The roll is then compared to the Operation’s Track to see its current status; the following actions are then taken: 1. If the player rolls an operation that has an unchecked box ¨, its status is new and can be added to a free slot on the Active Operations section. If the operation is added, its check box is marked with a cross ý. 2. If the check box has a cross ý the operation’s status is already active, and is not available. The operation roll has been wasted.

3. If the check box has a tick þ the player may choose from any unchecked box on the Operation’s Track and add it to a free slot on the Active Operations section. If it is added, its check box is marked with a cross ý. You may continue to roll for operations until the captain has four active operations or you have rolled a number of times equal to the captain’s reputation (Rep) value.

PERFORMING A SPACE MISSION

Full details for a space mission are provided in the operation’s description. Space missions are dealt with very differently from away missions, and are usually much shorter to play. They usually have no fail penalty.

Succeeding And Failing A Space Mission

When a space mission has been successful, add 1 to the completed section on the Operation’s Log and remove its details from the active operations section, then change its check box on the operation’s track to a tick þ; this will keep track of which have been completed. If you fail a space mission add 1 to the failed section on the Operation’s Log and roll 1d10. The result is compared to the total number of failed operations and if it is lower the captain suffers -1 Rep, but also gets to deduct 1 from the number of failed missions on the operation’s log. The failed space mission remains on the active operations section on the log sheet and can be attempted again, unless its details (on table O) state otherwise.

PERFORMING AN AWAY MISSION

Away missions are operations when the captain needs to leave the starship and venture on board another starship or explore a space facility. If you have played D100 Dungeon, you will find that away missions are very similar to quests and played in much the same way. During an away mission the game progresses over a number Direction of Captain

Chosen Exit

of turns until either the away mission’s objectives have been met, the captain has been killed, or the player chooses to fail the operation (see Succeeding And Failing Operations). Once the away mission’s objectives have been met, or the player fails the operation, the away mission automatically comes to an end and the captain is transported back to their starship. If the captain has been killed and there is nothing to save them, such as karma (to alter the dice result that caused them to die) or a life point, the game is over, and the player must create a new captain and begin over.

Adjust Equipment

The captain, at anytime during a turn, except when in combat (see Combat), may move items back and forth between equipment slots (Armour, Weapons, and Utility Belt) and equipment packs (Small and Large). However, once a result has been made on a table that requires a belt check, or targets a specific item, the player is not permitted to remove or change any of their item’s position on the log sheet until it has been resolved. Each away mission is played over a series of turns. Follow the steps below in order; and fully complete each step before continuing onto the next.

1. Time Track

Shade 1 pip on the time track. There may be effects that are triggered that must be dealt with (see Time Track).

2. Exits

If this is the very first turn of the away mission, place the mapping sheet with the entrance at the bottom of the page and proceed to step 3; otherwise the player must choose an exit that the captain will move through. The player rotates the mapping sheet so that the chosen exit is furthest away from them. If the exit does not have a door, the player proceeds to step 3. If the exit is blocked by a door that already has a door code, the player looks it up on table D – Doors and follows its instructions, otherwise the player must roll on table D to generate what type of door is found, and the player records the door code on the door on the mapping sheet.

Door Code

Example: The mapping sheet is rotated 90° in the direction of the blue arrow so the exit the captain wishes to pass through is furthest from the player. As the door blocking the way doesn’t have a door code. The player rolls on table D and scores 53-54, and the player adds the code to the door.

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Doors

There are several types of doors a captain may encounter, and most require some sort of test, or roll for it to be opened. Once a door is given a door code, the captain has the choice to either try and open it, or rotate the map and try another exit. The captain may make as many attempts as they like to open a door, by following its instructions each time, and may at any time give up and choose another exit. If the door is already open when it is encountered (i.e. has a door code of (O)), the player can proceed to step 3. Likewise, if the captain manages to open the door open, the player changes the door’s code to (O) and can proceed to step 3. Below are details of the doors that may be encountered whilst a captain is exploring.

Security Doors (S)

During an away mission the captain may find a security pass and will shade one pip on the Pass track. When a security door is discovered, and the captain has 1 pip or more shaded on the Pass track, the player rolls 1d10. If the result is equal to or less than the number of pips shaded on the Pass track, the door is opened using one of the security passes they have collected, and the player removes 1 pip from the Pass track and changes its door code to (O). If the result is higher, none of the security passes the captain has collected opens the door, and the player ticks the door code on the mapping sheet (it will look something like this “(S1) ü”). The tick means the door cannot be checked again for a pass. Please note: When a new pip is shaded on the Pass track, all ticks are removed from security door codes on the map sheet. If the door isn’t opened with a security pass the captain can try to decode the door and open it by passing a HACK test. The captain must have a decoder in order to perform the test.

Security Booby-trapped Doors (SB)

Security Booby-trapped doors have been armed with traps and their security passes destroyed. The captain is forced to pass a HACK test in order to open the door and must avoid setting off the booby-trap. The captain must have a decoder in order to perform the test.

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Welded Doors (W)

In hostile environments some doors get welded shut and the captain has no other choice than trying to blast their way through. The captain attacks the door using their weapons, until its damage value has been depleted. The attack is an automatic hit (but make the roll for potential XP gain); however, each time you roll the damage die and score a natural result of 4,5, or 6, you must roll for a wandering enemy encounter just as you would if it was triggered on the time track. The wandering enemy number you need to roll equal to, or below for an encounter to be triggered is equal to the (natural) damage die result you made when attacking the door.

Remote Doors (R)

During an away mission the captain may discover security consoles and be given the opportunity to punch in access codes. These will often open doors elsewhere in the facility and the captain shades in 1 pip on the Remote track. When a remote door is discovered, and the captain has 1 pip or more shaded on the Remote track, the player rolls 1d10. If the result is equal to or less than the number of pips shaded on the Remote track, the door has been opened previously when the captain punched in the access code at a security console, and the player removes 1 pip from the Remote track and changes its door code to (O). If the result is higher, none of the access codes the captain has punched in during the away mission has opened the door, and the player ticks the door code on the map sheet (it will look something like this “(R1)ü”). The tick means the door cannot be checked again for a remote. Please note: When a new pip is shaded on the Remote track, all ticks are removed from remote door codes on the map sheet. If the door wasn’t opened with an access code the captain can attack the door using their weapons, until its damage value has been depleted. The attack is an automatic hit (but make the roll for potential XP gain); however, each time you roll the damage die and score a natural result of 4,5, or 6, you must roll for a wandering enemy encounter just as you would if it was triggered on the

time track. The wandering enemy number you need to roll equal to or below for an encounter to be triggered is equal to the (natural) damage die result you made when attacking the door.

Booby-trapped Doors (B)

Booby-trapped Doors have been set with traps that will harm the captain if they cannot disable them successfully. The captain is forced to pass a BOOBY-TRAP test in order to open the door.

Cybercon™ Doors (C)

Cybercon™ doors require a captain to interface their Cybercon™ unit to the door and with the correct use of an Open implant or Open patch try and open the door.

3. Area

When the exit has been dealt with and any doors that may have blocked the way have been successfully opened, the captain moves from their current area through the exit and into the area beyond. If the area has already been mapped, the player consults the mapping sheet for the areas details; however, if the area is blank, the player rolls on table F – Facility and generates a new area. The new area is copied and drawn to the mapping sheet in the blank space exactly as it is shown on the table. The player is not permitted to change its orientation from how it is shown on the table and must include all door symbols that are blocking any of its exits. It’s also a good idea to add the areas number from table F (the number you rolled) at the entrance in case you need to refer back at a later date.

You will notice from table F – Facility there are four different types of areas, and each has its own colour to help distinguish its type. The colour of the area is recorded to the mapping sheet by one of two ways; the player may colour the bulkheads using coloured pencils, or add its type in parenthesis next to its area number (i.e. (Y) for a yellow area, (R) for a red area, (G) for a green area, and (B) for a blue area). Once the area has been mapped correctly, follow the Area Instructions below for the area discovered.

4. Search

The captain may perform a search of each area once per game to uncover anything of interest. The player rolls 1d100 on table U – Uncover and follows the instructions for the result rolled. Certain areas may provide a modifier to the roll when they are searched, and the player applies the modifier to the roll before looking up the result; the modifiers are as follows:  (Yellow) +0

 (Red) +10

 (Green) +5

 (Blue) +20

Some results may have an adjustment to the time track; and the player shades the required number of pips on the time track. When an area has been searched, the player marks an (S) in the bottom left of the area as a reminder that it has been searched and cannot be searched again.

Area Instructions Yellow – Empty

Yellow areas are mostly empty. The odd few items that may be found are limited. When a yellow area has been added to the mapping sheet the player proceeds to step 4.

Red - Enemy

Red areas are more dangerous and when first discovered will contain an enemy lurking in the shadows. Roll on table E – Enemy and apply the star system modifier for the current star system the captain is located at. The result is the enemy that is encountered and combat begins.

Green – Geographic

Green areas contain random features that may restrict movement, cause damage or offer rewards. The player rolls on table G – Geographic and follows the instructions.

Blue - Objective

Blue areas may be important areas in a facility that are specific to completing the current away mission. The player should check the operation’s details to see if they are relevant. If they are not then the area is regarded as empty, but still retains its colour for the purpose of searches.

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TIME TRACK

Time is important to track on an away mission. As the captain attempts to solve certain tasks, time ticks away and there is a chance an enemy may surprise them, or their night vision may need re-powering, or their oxygen tanks may need changing. The time track covers a full twelve hours of time (half a day) and when the rules instruct a player to add time to the track, it will look something like this “+1.00”. In this case the player shades in one pip on the time track. At the bottom of the time track there are 3 pips to each time period. Each time period is 1 hour of time spent on the away mission. The pips are numbered ①②and③. You always begin an away mission by shading the pips numbered ① when you’re instructed to add time to the time track. When all of the ① pips have been shaded, you begin a new time track by shading the pips numbered ②, and so on. This will allow you to complete 36 hours on an away mission (or 3 time tracks) before you need to remove any of the shaded pips. At certain times when a pip is shaded it may trigger an effect you must deal with; such as changing an oxygen canister O2, re-power the night vision (NV) unit, eating some rations , or rolling to see if an enemy  is encountered. The triggered effect are shown above the shaded pips. Example: Jacob has just shaded the 4th pip on the time track and must now check for an enemy. Time Track Modifier



1:00

2:00

O2

NV

❶②③

❶②③

3:00

9

Strong



90+

-15

10

Traps



100

-20

4:00

5:00

❶②③

①②③

①②③

The Effects Of Oxygen O2

On some away missions the captain will be entering a complex that has lost atmosphere and does not have any suitable oxygen for them to breathe. These away missions are marked with O2 as a reminder. When a captain is on one of these away missions, they must periodically change small canisters of oxygen that are feeding their air supply. Each time the Oxygen symbol is shown on the time track one of the oxygen canisters has been depleted and must be changed and the player removes the shading from 1 pip on the oxygen track. If a captain cannot, or chooses not to change the canister, they will quickly run out of air and die. A captain that does not change the canister will die the next time a pip is shaded on the time track.

The Effects Of Night Vision NV

Each time the Night Vision symbol is shown on the time track the captain must power/re-power their night vision unit and the player removes the shading from 1 pip on the night vision track. If a captain cannot, or chooses not to power/re-power their night vision, they are thrown into darkness and are relying solely on the emergency lighting of the complex they are exploring. Until they choose to re-power their night vision all tests are made with a -20 penalty to the characteristic being tested. As a reminder shade in the lighting icon ☼ at the top of the log sheet. At any time (except during combat), a captain may re-power their night vision unit and the player can remove the shading from the lighting icon ☼.

The Effects of Rations



Each time the rations symbol is shown on the time track the captain must stop a moment to eat and drink some rations and the player removes the shading from 1 pip on the rations track. Each time a captain cannot, or chooses not to stop for rations, they suffer a -5 penalty to all characteristics for the remainder of the mission. Eating rations at a later time will not help restore this loss. The penalty is accumulative and can be recorded in the box provided below the time track modifier.

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7:00

8:00

4

3 ❶②③

6:00

9:00

5 ①②③

①②③

10:00

11:00 12:00

6 ①②③



①②③ ①②③ ①②③

The Effects of Enemy 

Each time the enemy symbol is shown on the time track, there is a chance that an enemy may appear. The player rolls 1d10 and if the result is equal to, or less than the number shown with the symbol, an enemy has appeared and the player rolls on table E – Enemy to see what has turned up (don’t forget to include the Star System Modifier). Enemies must be dealt with before anything else is resolved.

Time Track Modifier

Sometimes a result may instruct the player to add a modifier to the time track. The player writes the modifier in the time box, replacing any previously recorded. Time track modifiers stay on the time track until they are replaced; even after an away mission has ended.

Succeeding And Failing Away Missions

Each away mission will either be completed successfully and provide the captain with a reward, or will be failed. The player decides when to fail an away mission, whilst the game will dictate if an away mission has been completed successfully via several common objectives, see Completing An Away Mission and Failing An Away Mission below.

Completing An Away Mission

Once the objective or objectives have been met, the away mission has been accomplished and the captain receives the reward shown, and adds 1 point to the completed section on the Operation’s Log. Lastly they remove the cross  on the operation’s track and replace it with a tick . There are several common elements that determine how an away mission can be completed and sometimes the captain will be required to perform more than one to complete the mission; they are as follows.

Loot

When an away mission asks the captain to loot an item, it must be looted from an enemy the captain has killed. A looted item is an item received by the captain from the [K] reward after killing an enemy. If the required item is added to the log sheet in any other way, other than by looting it does not count. Objective items may not be used in place of a looted item, unless the away mission specifically states otherwise.

Collect

When an away mission stipulates that a specific item is to be collected, it can be looted (see Loot), or may be added to the log sheet in any other way. As long as the item matches the item required to complete the away mission has been written on the log sheet, the operation can be completed.

Explore

When an away mission asks for certain areas or features to be explored, providing they are added to the mapping sheet, they will count towards completing the away mission.

Kill

When an away mission instructs the captain to seek out and kill a specific enemy, providing they have been killed and remain on the combat track, they will count towards the away mission’s objective.

Objective Items

When an away mission instructs that an objective item is to be collected, or looted it must be acquired by rolling an objective item found on tables TA, TB, or TC.

Objective Areas

Sometimes an away mission will ask the captain to find an objective area. These blue areas can be found easily by rolling 91 or more on table F – Facility whilst exploring. Once one is found the away mission will give details of how the captain can use it to meet an objective or complete the away mission.

Descriptive Text

Sometimes an away mission will give specific instructions of how to complete an operation. Simply follow the instructions to complete the mission.

Failing An Away Mission

Sometime it’s better to cut your losses and knowing when to quit is an important part of the game and the survival of your captain. Therefore, an away mission may at any time (except when in combat), be abandoned. It is the player’s choice when this should happen. The downside to failing an away mission is just before the captain’s decision to abandon the mission something bad will happen and the player must roll on table B – Bad Event and deal with its consequence in full. After the bad event has been dealt with, the player finishes the current turn and then the away mission comes to an end. Finally the player adds 1 point to the failed section on the Operation’s Log; and rolls 1d10. The result is compared to the number of failed operations and if it is lower the captain suffers -1 Rep, but also gets to deduct 1 from the number of failed missions on the operation’s log. The mission remains on the active operations section on the log sheet and may be attempted again.

After An Away Mission

Whether the away mission was a success or a failure, the player must make some important adjustments to the log sheet. Follow the steps below after each away mission. 1. Remove all shaded pips from the passes and remote tracks. Door passes and remote locks are for doors specific to each facility that is explored and do not transfer over. 2. Remove all shaded pips from the acid and plague tracks. These effects are treated back on the captain’s starship. 3. Remove any ration penalties  that have been added to the time track during the away mission. The captain will eat properly on the starship and recover fully before the next mission. 4. Remove all shaded pips from the time track.

PORT PHASE

Whenever the captain’s starship has reached a zone containing a space station or military dock, they may decide to dock; when this occurs the Port Phase has begun and the following options are available for the captain to use. It is free to dock at military bases, but there is a 50c docking fee that must be paid when docking at a space station. The options may be performed in any order and may be repeated any number of times, unless stated otherwise. In addition, not all options are available at both a space station and a military base. The port icons (Space Station) (Military Base) show which options can be used when docked at either type of port. If an icon is not shown for the type of port the captain is docked at, it may not be taken.

1. Medic

The captain may seek the services of a medic or visit a sick bay and restore lost HP for 20c per restored point.

2. Armourer

The player can remove any number of shaded pips from any armour’s damage track by paying its fix cost per pip of damage; for instance if an item has 3 pips shaded and has a fix value of 20c, it would cost 20c to remove a single shaded pip of damage, or 60c to remove all three.

3. Trade Halls

The captain may sell any number of items that have a credit value, from the following sections: the large and small equipment packs, the armour and weapons section, and the utility belt slots. However, damaged armour reduces the cost by its fix value for each pip of damage the item has shaded. You can either work these damage costs out manually or use table V – Values. Cybercon™ implants that have been installed must first be removed by a skilled surgeon, see 6. Cybercon™. The captain may also search the trade halls for items to buy. The player may roll a number of times equal to the captain’s Rep value on tables marked with a (Tables A, TA, TB, TC, and W) and may buy any of the items rolled. The captain pays the item’s credit cost and adds it to the log sheet, recording all of its details. Armour that is bought is brand new and has no pips of damage. Example: Jacob’s captain has a Rep of 3 and decides to roll on table A - Armour twice and table W - Weapons once.

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4. Supplies

Supplies are in short supply and restricted to a few per customer. However, it has been known for those with a good reputation to be given preferential treatment and the option to buy more than the usual quota. The captain may buy a maximum of 20, plus the adventurer’s Rep value of items from table N – Needed, by paying the credit value listed and adding them to the log sheet.

5. Training Droids

The captain may perform some training with training bots to improve their skills, and characteristics. The training facilities vary greatly across space ports, with the most famous in the galaxy being given access to the highest quality droids and drones. The captain’s Rep plays an important part in deciding which establishment they are granted access to. Therefore, the captain’s Rep value sets the maximum number of pips that can be shaded on the experience tracks of both skills and characteristics. The pips can be split amongst any of the skills, or characteristics as the player sees fit, and costs 200c to shade a pip on a skill track, 2000c to shade a pip on the Str, Dex, or Int tracks, and 20,000c to increase the captain’s primary HP by 1 point. Note that if an experience star  is shaded for a trained skill, or characteristic, it does not increase the number of pips shaded, as they are only earned over time and with plenty of experience. Example: Jacob has a Rep of 3, and decides to shade 1 pip on the Str track (2000c) and 2 pips on his Bravery track (200c x 2 = 400c). He shades the pips and removes 2400c from the Log sheet.

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6. Cybercon™

The captain may sell uninstalled implants for 800c each, and patches for 200c each during step 3. Trade Halls. However, if the captain wishes to sell an installed implant (those that have been added to their Cybercon™ unit) they must be removed by a Cybercon™ surgeon. The surgeon uses micro biotic brain surgery and uses hundreds of nanobots and several droids to snip the feeds into the captain’s brain. The procedure is quite expensive, but the implant is salvageable and for each one the captain has removed they are given 400c. The captain may also browse the range of implants for sale at the Cybercon™ centre and the player rolls on table I – Implants a number of times equal to the captain’s rep. Any that are bought cost 1000c.

7. Cargo Docks

The captain is free to buy and sell cargo. The units are measured in tons and are added or removed from the cargo hold section on the log sheet. The amount that cargo costs to buy and the amount that is received when it is sold are both found on table Y – Cargo Prices. The prices vary at the different star systems. The starship may only hold a number of units of cargo equal to the starship’s cargo hold value. If the amount ever exceeds this value the surplus must be removed immediately. If the captain wishes to trade in red goods (Contraband, Narcotics, and Weapons), they must perform an Illegal Activities test, see the bottom of table Y – Cargo Prices.

8. Shipyard

The captain may buy and sell modifications and starships at the shipyard. Each starship has a maximum number of modifications that may be fitted to the ship and the captain may only ever own one starship at a time; however they may tow a captured starship (see Space Combat, Damage).

The captain may sell any number of modifications already fitted to their starship for half the price shown on table M. They may sell any towed starship for its value recoded on the log sheet (see Space Combat, Damage). When buying however, the captain must search the shipyard for modifications and starships and the player rolls a number of times equal to the captain’s Rep value, and looks up each result on table M, or table S. The captain is then permitted to buy the modification or starship rolled (credits and modification space permitting). If the captain is buying a new starship to replace their current one, they first sell all modifications fitted on the current starship, before receiving half of the current ship’s value found on table S. Cargo, crew and passengers may be transferred over to the new starship (space permitting). Passengers that are not transferred will need to be compensated (see 10.Passenger Lounge). A new starship always has maximum power, life support and fuel. Whilst at the shipyard, the captain may also refuel the starship’s fuel tanks for 10c per 1 point of fuel and recharge its power cores for 10c per 1 unit of power. Power is restored to depleted Life Support first.

9. Missions Board

If the captain has a free slot on the active operations section on the log sheet, they may spend some time looking over the missions board, see Rolling for Operations.

10. Passenger Lounge

The captain may wish to ferry passengers across the galaxy. Each passenger successfully dropped off at their destination star system earns the captain 100c. Dropping a passenger off at their destination star system simply requires the captain to enter the star system’s orbit (zone 1). In zone 1, they are transferred to a transporter taxi waiting to take them the rest of the way to their destination within the star system. Each passenger added to the starship’s passenger section is in effect relying on the starship’s life support allowance to keep them alive. Providing there is enough life support available, the passenger may be boarded on the starship. If at anytime the combined number of crew and passengers exceeds the ship’s current life support value, the surplus must be removed. Passengers taken on board are recorded on the passenger manifest on the log sheet by the destination they are heading for, and not the port from where they are picked up. The player simply adds 1 passenger to the destination star system; and when they have been dropped off, removes 1 passenger from the star system on the passenger manifest, and then gains 100c. To find passengers seeking passage, the player rolls a number of times equal to the captain’s Rep value on table Z – Star Systems and may add any that are rolled on the passenger manifest. If a passenger is rolled that is looking for passage to the captain’s current star system (i.e. the captain is at Biemula and the star system rolled is Biemula), the player rolls again for a different result. Passengers remain onboard until either they have been delivered to their destination, killed (i.e. from space combat), or the captain wishes or is forced to remove them from the starship. Passengers that are killed cost the captain 50c each in compensation paid to loved ones. Passengers that are removed from the starship during the port phase can simply be removed from the passenger mani-

fest; however, any that are offloaded whilst in space are jettisoned using escape pods, set to autopilot them to the nearest star port. The escape pods are expensive to replace and cost the captain 50c for each passenger that is jettisoned. Whenever a starship enters a port, compensation and escape pods must be paid. The player must remove the credits before ending the port phase and then resets the Compensation/Escape Pod # on the log sheet to zero.

11. Crew Hire and Fire The captain may hire crew to control certain areas of the starship. They act like a skill bonus for tests. However, bear in mind: crew are paid for whenever a credit reward is received by an operation. The captain totals up the number of crew remaining after a successful operation and cross references it on the credit reward chart (see bottom of table O – Operations) with the operation’s initial credit reward. The result is the number of credits received by the captain; with the rest being split amongst the crew. The number of crew that may be added each port phase is equal to the captain’s Rep value. They may be added to any of the crew types in the crew section on the log sheet. Like Passengers, the crew are relying on the starship’s life support allowance to keep them alive. Providing there is enough life support available the crew may be boarded on the starship. If at anytime the combined number of crew and passengers exceeds the ship’s maximum life support, the surplus must be removed. Crew remain onboard until either they have been killed (i.e. from space combat), or the captain wishes or is forced to remove them from the starship. Crew that are killed cost the captain 50c each in compensation paid to loved ones. Crew that are removed from the starship during the port phase can simply be removed; however, any that are offloaded whilst in space are jettisoned using escape pods set to autopilot them to the nearest star port. The escape pods are expensive to replace and cost the captain 50c for each crew member that is jettisoned. Whenever a starship enters a port, compensation and escape pods must be paid. The player must remove the credits before ending the port phase and then resets the Compensation/Escape Pod # on the log sheet to zero.

Unforeseen Costs

At times in a game the captain may be hit with unforeseen costs and lack the funds to settle up. When this happens the captain may go into debt and record a negative credit value. This will occur when fines, compensation or escape pods must be paid for, or when a docking fee must be paid and the captain is out of credits. Therefore, whenever the captain is forced to pay a cost by the game, and doesn’t have enough credits, they may record a negative credit value in order to pay those costs. They may not however, use a medic, repair armour, use the trade halls, buy supplies, train, buy implants, buy cargo, buy modification, or a starship, if the act of the transaction would leave the captain with negative credits. Also, if at anytime during a game the captain finds they are without a starship and lack the credits to buy another, they are provided with a shuttle craft (see Table S, result 1) by a wealthy benefactor who has taken pity on them, and the player adds the starship to the log sheet. If the shuttle craft is ever sold, the captain receives no credits as it is returned to their benefactor.

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DRAWING THE MAPS

The map sheet is divided into large squares. Each one is used for the areas you are generating. These large squares are in turn divided into 9 smaller squares that will help you align exits and copy areas from table F – Facility to the map sheet. Number the first map sheet as page 1. When exits break off the page add another map sheet and number it page 2, page 3 etc. Where an exit leads to another page add a note to which page it will take the captain.

2. If an exit from one area lines up with a door in an adjacent area, the door must be opened and have its door code changed to (O) before moving. In the example below, the exit in yellow 29 is lining up to a door in green 51. The door must be opened when moving between the two areas.

It is recommended to draw the bulk heads (walls) and doors with a black outline and to add shading to define the area’s colour. On the right is area 50 and below two different examples of quick and easy ways to add it to the map sheet. Of course, you’re free to map the away missions anyway you like. 3. If a door from one area lines up to a door in an adjacent area, then both doors will need to be opened in order to move from one area to the other. In the example below, the door in green 6 is lining up to a door in red 61. Both doors need to be opened for a captain to move between the two areas.

Information about areas should be recorded accurately, and you will often need to make references to tables and their result numbers. These are written in the areas themselves. It is always important to record an area’s colour, as this will be needed when the captain performs a search of an area. You can always shade the walls (as recommended above) or alternatively you can mark the area’s number and colour at the entrance. The following rules apply when mapping the facility: 1. If an exit from an area does not line up to any exits in an adjacent area, then the exit is blocked and may not be used. In the example below, the exit in green 26 is not lining up to anything in red 25 and so the exit is blocked and may not be used.

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4. If a door from an area does not line up to any exits in an adjacent area, then the exit is blocked and may not be used. In the example below, the exit in yellow 21 is not lining up to anything in green 39 and so the exit is blocked and may not be used. The door could still be opened if the captain wishes, but it will not lead anywhere.

5. If progress through a facility is no longer possible, because all the exits that are available are blocked, you are permitted to draw an air duct in any area on the map sheet to an adjacent area. Air ducts act in the same manner as exits and permit movement between the two areas. Please note, a captain’s progress is not blocked because a door is marked with a door code that they are incapable of opening.

6. If the captain escapes an enemy during combat it will be encountered again the next time the captain returns to the area on another turn. It is therefore important to add the escaped enemy’s details to the area. This will be in the format of the letter of the table on which the enemy was generated (usually table E) and the number of its result. In the example on the right the captain has escaped Smuggler Bats from table E. As they are results 11-20, the player has added “E11-20 Smuggler Bats” to the area. The next time the captain enters this area, they will encounter the Smuggler Bats (they will be at full health) and the player will know to look on table E and results 11-20 for the bats’ details.

The example below shows how and where to record information to an area. DOOR CODES Escaped encounter (O) Open door (C) Cybercon™ (S) Security (R) Remote (W) Welded (SB) Security Booby-Trapped (B) Booby-Trapped

 Used Feature

Area number from table F and colour. (Y) Yellow area (G) Green area (B) Blue area (R) Red area (S) = Searched

This example shows a typical away mission in progress. The dotted line shows the captain’s progress through the facility.

7. Some geographic features span across an area from corner to corner blocking exits on opposite sides (such as Water G44). Draw on the features as creatively as you can to the area, and mark them with the number rolled on the table that created them. Other features may just need a reference point. For instance, if a 79 was rolled on the geographic table, an alien shrine is found and the player would write “Alien Shrine G79”. Sometimes a feature can only be used once, and when it has been used, it is ticked as a reminder that it cannot be used again. For instance, if the alien shrine is used it would appear as “Alien Shrine G79”.

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A – Armour D100

Slot

Armour

A/ES Value

Credits

Fix Cost

1-5

Legs

Kevlarplus Leg Guards

A1

50c

10c

6-10

Arms

Kevlarplus Arm Guards

A1

50c

10c

11-15

Weapon 

Energy Shield (ES1)

ES1

100c

-

16-20

Vitals

Kevlarplus Vit Guard

A1

100c

20c

21-25

Waist

Kevlarplus Faulds

A1

100c

20c

26-30

Body

Kevlarplus Vest

A1

150c

30c

31-34

Head

Kevlarplus Helmet

A1

150c

30c

35-38

Legs

Plasplate Leg Guards

A2

150c

30c

39-42

Arms

Plasplate Arm Guards

A2

150c

30c

43-46

Weapon 

Energy Shield (ES2)

ES2

200c

-

47-50

Vitals

Plasplate Vit Guard

A2

200c

40c

51-54

Waist

Plasplate Faulds

A2

200c

40c

55-58

Body

Plasplate Vest

A2

250c

50c

59-61

Head

Plasplate Helmet

A2

250c

50c

62-64

Legs

Powersteel Leg Guards

A3

250c

50c

65-67

Arms

Powersteel Arm Guards

A3

250c

50c

68-70

Weapon 

Energy Shield (ES3)

ES3

300c

-

71-73

Vitals

Powersteel Vit Guard

A3

300c

60c

74-76

Waist

Powersteel Faulds

A3

300c

60c

77-79

Body

Powersteel Vest

A3

350c

70c

80-81

Head

Powersteel Helmet

A3

350c

70c

82-83

Legs

Shockplate Leg Guards

A4

350c

70c

84-85

Arms

Shockplate Arm Guards

A4

350c

70c

86-87

Weapon 

Energy Shield (ES4)

ES4

400c

-

88-89

Vitals

Shockplate Vit Guard

A4

400c

80c

90-91

Waist

Shockplate Faulds

A4

400c

80c

92-93

Body

Shockplate Vest

A4

450c

80c

94-95

Head

Shockplate Helmet

A4

450c

80c

+50c

+10c

96-100

Upgraded: Roll again and deduct 5 from the result; add “(S)” before its name. It gains +0.1 Def and gains +50c to its value and +10c to its fix cost (if applicable).

Kevlarplus is an improved form of Kevlar armour. Its woven fibres are 100% more efficient than the older Kevlar. Plasplate is a combination of silicone and steel that has been woven into an ultra strong and lightweight material, it is often the preferred choice of fighter pilots and troopers. Powersteel has bionic integration with self powered cells that are constantly recharging with movement. The bionic sections of the armour aid movement and improve the wearer’s speed. Shockplate is hardened steel with a micro film of scratch resistance and shockproof transparent biocarbon. It is alive with regenerative molecules that have been trained by microbots to seek and destroy any blemishes to its surface.

37

B – Bad Events D100

38

The Bad Event

1

ELECTROCUTION: A power conduit has torn open and raw power is electrifying everything in the area (-1 Life Point, if the captain doesn't have any life points to lose, roll again for another bad event).

2

SHAKEN: A floor gives way and the captain almost plummets to their death. The whole ordeal has left the captain very shaken (-1 Karma Point, if the captain doesn't have any karma points to lose, roll again for another bad event).

3

STOLEN IDENTITY: An image is captured of the captain and uploaded to a central security agency where it is swapped out and assigned to a wanted criminal (if the captain’s Rep is 1, ignore this event and roll again for another bad event, otherwise -1 Rep).

4

CONSOLE EXPLODES: A console explodes and shrapnel hits the captain causing a serious injury (-5 primary HP).

5

CONSOLE EXPLODES: A console explodes and shrapnel hits the captain causing a serious injury (-5 primary Str).

6

CONSOLE EXPLODES: A console explodes and shrapnel hits the captain causing a serious injury (-5 primary Dex).

7

CONSOLE EXPLODES: A console explodes and shrapnel hits the captain causing a serious injury (-5 primary Int).

8

ENERGY BLAST: There is an explosion. Energy blasts from a conduit and hits the captain, damaging a piece of armour beyond repair (Remove 1 random armour from the armour section, if the captain doesn’t have any armour equipped, roll again for another bad event).

9

ENERGY ERUPTION: There is an eruption of vagrant energy from a conduit that hits the captain’s weapon, damaging it beyond repair (Remove the captain’s weapon. If two weapons are equipped, decide which one randomly. If the captain does not have a weapon, roll again for another bad event).

10

WEAPON JAM: Roll again if this is a result for failing a mission. The captain’s weapon jams (The captain’s weapon may not be fired for the remainder of the away mission. If two weapons are equipped, decide which one randomly. If the captain does not have a weapon, roll again for another bad event).

11

CYBERCON™ UNIT BREAKS: Roll again if this is a result for failing a mission. The captain’s Cybercon™ unit overcharges and stops working. All implants are fried (all implants that have been installed may not be used for the remainder of the away mission. In addition, the captain may not install new implants for the remainder of the away mission. If the captain does not have any installed implants roll again for another bad event).

12

ATTACK FROM BEHIND: Something attacks the captain and they are knocked unconscious. When the captain recovers they are suffering from memory loss (three random skills suffer -5 skill bonus).

13

BACK UP: Roll again if this is a result for failing a mission. The facility is inundated with enemies (Add 3E to the time track for time segment 3:00. Whenever a pip is shaded at 3:00 check for enemies).

14

FREEZE: The captain is sprayed with liquid nitrogen from a burst coolant pipe (-1d10 HP).

15

FALLING PANEL: A panel from a wall falls and hits the captain (Shade 1d6 pips of damage to a random piece of armour, if the captain isn’t wearing any armour roll again for another bad event).

16

ENERGY FLUTTER: An energy flutter is triggered and the captain is forced to wait it out (+3:00, deal with triggered effects in the order they occur).

17

MISSING CREDITS: Somewhere in the facility the captain has lost some credits and it is only now that they have realised (-3d100c, if the captain has insufficient credits to lose the number rolled, then roll again for another bad event).

18

DISEASED CORPSES: The captain has stumbled into a morgue of rotting corpses (+5 Plague, If the captain’s plague is already at 6 pips or more, ignore this event and roll again for another bad event).

19

ACID POOL: The captain has stumbled into a pool of acid (+5 Acid, If the captain’s acid is already at 6 pips or more, ignore this event and roll again for another bad event).

20

POWER SURGE: The captain’s Cybercon™ unit suddenly burns some energy (-3 Power Cells, if the captain only has 2 Power Cells or less, roll again for another bad event).

B – Bad Events D100

The Bad Event

21

CARELESS: The captain falls flat on their back and an item is broken (Remove a random item from the large equipment pack, if the captain doesn't have anything in the large equipment pack, roll again for another bad event).

22

HAPHAZARD: The captain falls flat on their back and an item is broken (Remove a random item from the small equipment pack. If the generated item is part of a quantity stored in the slot, only one is removed. If the captain doesn't have anything in the small equipment pack, roll again for another bad event).

23

TERMINAL EXPLODES: A terminal explodes and shrapnel hits the captain causing a serious injury (-3 primary HP).

24

TERMINAL EXPLODES: A terminal explodes and shrapnel hits the captain causing a serious injury (-3 primary Str).

25

TERMINAL EXPLODES: A terminal explodes and shrapnel hits the captain causing a serious injury (-3 primary Dex).

26

TERMINAL EXPLODES: A terminal explodes and shrapnel hits the captain causing a serious injury (-3 primary Int).

27-28

WEAPON FAILURE: The captain’s weapon gets struck by feedback from an exposed energy conduit (-2 Dmg modifier to the captain’s weapon. If two weapons are equipped, decide which one randomly. If the captain does not have a weapon, roll again for another bad event).

29-30

CYBERCON™ UNIT FAILURE: Roll again if this is a result for failing a mission. The captain’s Cybercon™ unit overcharges and some implants stop working (two random implants may not be used for the remainder of the away mission. If the captain only has one installed implant or does not have any at all, roll again for another bad event).

31-32

STRIKE FROM BEHIND: Something strikes the captain and they are knocked unconscious. When the captain recovers, they are suffering from memory loss (two random skills suffer -5 skill bonus).

33-34

OXYGEN DEPLETION: Roll again if this is a result for failing a mission. There is a loss of atmosphere in the facility (-1 O2 and now each time O2 appears on the time track the captain must use 1 canister of oxygen. If the away mission is already set to use oxygen, roll again for another bad event).

35-36

FIRE: A chemical fire erupts from an overheated reactor plate (-1d6 HP).

37-38

FALLING CRATES: Crates land on the captain (Shade 2 pips of damage to all items in all Armour slots, if the captain isn’t wearing any armour roll again for another bad event).

39-40

RADIATION BURST: Radiation is leaking from a cargo barrel and the captain is forced to wait until it has finished leaking out and the area is safe (+2:00, deal with triggered effects in the order they occur).

41-42

LOST CREDITS: Somewhere in the facility the captain has lost some credits and it is only now that they have realised (-2d100c, if the captain has insufficient credits to lose the number rolled, then roll again for another bad event).

43-44

DISEASED CREW: The captain has stumbled into a control room of rotting crew members (+3 Plague, If the captain’s plague is already at 8 pips or more, ignore this event and roll again for another bad event).

45-46

ACID SPRAY: The captain has stumbled into a jet of acid spraying from a terminal (+3 Acid, If the captain’s acid is already at 8 pips or more, ignore this event and roll again for another bad event).

47-48

POWER LOSS: The captain’s Cybercon™ unit suddenly drops some energy (-2 Power Cells, if the captain only has 1 Power Cells or less, roll again for another bad event).

49-50

FATIGUED: There is a change in environmental controls, and the captain feels fatigued (Add “-2” Dmg to the time track).

51-52

SLOWED: There is a change in environmental controls, and the captain feels sluggish (Add “-2 Def” to the time track).

53-54

TIREDNESS: There is a change in environmental controls, and the captain feels tired (Add “-10 Int” to the time track).

55-56

LIMITED: There is a change in environmental controls, and the captain feels slow (Add “-10 Dex” to the time track).

57-58

WEAKENED: There is a change in environmental controls, and the captain feels weak (Add “-10 Str” to the time track).

59-60

PANEL EXPLODES: A panel explodes and shrapnel hits the captain causing a serious injury (-1 primary HP).

61-62

PANEL EXPLODES: A panel explodes and shrapnel hits the captain causing a serious injury (-1 primary Str).

39

B – Bad Events D100

The Bad Event

63-64

PANEL EXPLODES: A panel explodes and shrapnel hits the captain causing a serious injury (-1 primary Dex).

65-66

PANEL EXPLODES: A panel explodes and shrapnel hits the captain causing a serious injury (-1 primary Int).

67-68

WEAPON DAMAGE: The captain’s weapon gets damaged by an exploding panel on a wall (-1 Dmg modifier to the captain’s weapon. If two weapons are equipped, decide which one randomly. If the captain does not have a weapon, roll again for another bad event).

69-70

CYBERCON™ UNIT MALFUNCTIONS: Roll again if this is a result for failing a mission. The captain’s Cybercon™ unit overcharges and fries an implant (A random implant may not be used for the remainder of the away mission. If the captain does not have any installed implants, roll again for another bad event).

71-72

HIT FROM BEHIND: Something hits the captain and they are knocked unconscious. When the captain comes around, they are suffering from memory loss (A random skill suffers -5 skill bonus).

73-74

POWER OVERLOAD: Roll again if this is a result for failing a mission. There is a power overload in the facility and the lights go out (-1 NV and now each time NV appears on the time track the captain must re-power their night vision unit -1 NV. If the away mission is already set to use night vision, roll again for another bad event).

75-76

GAS EXPOSURE: Gas is leaking from a broken canister (-1d3 HP).

77-78

FALLING CONDUIT: A panel from a wall falls and hits the captain (Shade 1d3 pips of damage to a random piece of armour, if the captain isn’t wearing any armour roll again for another bad event).

79-80

MAGNETIC STORM: Roll again if this is a result for failing a mission. A magnetic storm is triggered and the captain is forced to wait it out (+1:00).

81-82

DROPPED CREDITS: Somewhere in the facility the captain has lost some credits and it is only now that they have realised (-1d100c, if the captain has insufficient credits to lose the number rolled, then roll again for another bad event).

83-84

DISEASED CORPSE: The captain has stumbled into a rotting corpse (+1 Plague, If the captain’s plague is already at 10 pips, ignore this event and roll again for another bad event).

85-86

ACID DROPS: The captain has touched a wall covered with acid droplets (+1 Acid, If the captain’s acid is already at 10 pips, ignore this event and roll again for another bad event).

87-88

POWER SAP: The captain’s Cybercon™ unit suddenly loses some energy (-1 Power Cells, if the captain doesn't have any power cells, roll again for another bad event).

89-90

FATIGUE: There is a change in environmental controls, and the captain feels fatigued (Add “-1” Dmg to the time track).

91-92

SLUGGISH: There is a change in environmental controls, and the captain feels sluggish (Add “-1 Def” to the time track).

93-94

TIRED: There is a change in environmental controls, and the captain feels tired (Add “-5 Int” to the time track).

95-96

RESTRICTED: There is a change in environmental controls, and the captain feels slow (Add “-5 Dex” to the time track).

97-98

DRAINED: There is a change in environmental controls, and the captain feels weak (Add “-5 Str” to the time track).

99-100

STUMBLES: The captain stumbles and falls (make a utility belt check, if the captain has no items stored in the utility belt roll again for another bad event).

C - Career

40

Shade in all of the  shown for the captain’s career on the log sheet

D6

Career

Primary Modifiers

Skill Bonus

1-2

Marine

 +10 Str

-5 Dex

-5 Int

 +5 Command

 +5 Escape

3-4

Smuggler

 +10 Dex

-5 Str

-5 Int

 +5 Hacking

 +5 Traps

5-6

Techno

 +10 Int

-5 Dex

-5 Str

 +5 Implants

 +5 Lucky

D – Doors D100

Code

Door Type

Details

1-40

O

Open

41-50

C

Cybercon™

51-52

S1

Security

Access is granted with a security pass, otherwise it can be hacked (see Security Doors). HACK – Test: Dex [S: Opens] [F:-1 decoder, +1:00] (Hacking)

53-54

SB1

Security Booby-trapped

The door has been sealed tight and booby-trapped (see Booby-trapped Security Doors). HACK – Test: Dex [S: Opens] [F:-1 decoder, -1 HP, +1:00] (Hacking, Traps)

55-56

W1

Welded

The door has been welded shut (see Welded Doors). It has a damage value of 5.

57-58

R1

Remote

The door is controlled remotely. Access is granted by entering an access code, otherwise it can be blasted with weapons (see Remote Doors). It has a damage value of 5.

59-60

B1

Booby-trapped

61-62

S2

Security

Access is granted with a security pass, otherwise it can be hacked (see Security Doors). HACK – Test: Dex -5 [S: Opens] [F:-1 decoder, +1:00] (Hacking)

63-64

SB2

Security Booby-trapped

The door has been sealed tight and booby-trapped (see Booby-trapped Security Doors). HACK – Test: Dex -5 [S: Opens] [F:-1 decoder, -1 HP, +1:00] (Hacking, Traps)

65-66

W2

Welded

The door has been welded shut (see Welded Doors). It has a damage value of 10.

67-68

R2

Remote

The door is controlled remotely. Access is granted by entering an access code, otherwise it can be blasted with weapons (see Remote Doors). It has a damage value of 10.

69-70

B2

Booby-trapped

71-72

S3

Security

Access is granted with a security pass, otherwise it can be hacked (see Security Doors). HACK – Test: Dex -10 [S: Opens] [F:-1 decoder, +1:00] (Hacking)

73-74

SB3

Security Booby-trapped

The door has been sealed tight and booby-trapped (see Booby-trapped Security Doors). HACK – Test: Dex -10 [S: Opens] [F:-1 decoder, -1 HP, +1:00] (Hacking, Traps)

75-76

W3

Welded

The door has been welded shut (see Welded Doors, below). It has a damage value of 15.

77-78

R3

Remote

The door is controlled remotely. Access is granted by entering an access code, otherwise it can be blasted with weapons (see Remote Doors). It has a damage value of 15.

79-80

B3

Booby-trapped

81-82

S4

Security

Access is granted with a security pass, otherwise it can be hacked (see Security Doors). HACK – Test: Dex -15 [S: Opens] [F:-1 decoder, +1:00] (Hacking)

83-84

SB4

Security Booby-trapped

The door has been sealed tight and booby-trapped (see Booby-trapped Security Doors). HACK – Test: Dex -15 [S: Opens] [F:-1 decoder, -1 HP, +1:00] (Hacking, Traps)

85-86

W4

Welded

The door has been welded shut (see Welded Doors). It has a damage value of 20.

87-88

R4

Remote

The door is controlled remotely. Access is granted by entering an access code, otherwise it can be blasted with weapons (see Remote Doors). It has a damage value of 20.

89-90

B4

Booby-trapped

91-92

S5

Security

There is a “whoosh” and the door slides open. The door must be interfaced with a Cybercon™ unit to be opened (see Cybercon™).

The door has been booby-trapped (see Booby-trapped Doors). BOOBY-TRAP – Test: Dex [S: Opens] [F: -1 HP] (Traps)

The door has been booby-trapped (see Booby-trapped Doors). BOOBY-TRAP – Test: Dex -5 [S: Opens] [F: -2 HP] (Traps)

The door has been booby-trapped (see Booby-trapped Doors). BOOBY-TRAP – Test: Dex -10 [S: Opens] [F: -3 HP] (Traps)

The door has been booby-trapped (see Booby-trapped Doors). BOOBY-TRAP – Test: Dex -15 [S: Opens] [F: -4 HP] (Traps) Access is granted with a security pass, otherwise it can be hacked (see Security Doors). HACK – Test: Dex -20 [S: Opens] [F:-1 decoder, +1:00] (Hacking)

41

D – Doors D100

Code

Door Type

93-94

SB5

Security Booby-trapped

95-96

W5

Welded

The door has been welded shut (see Welded Doors). It has a damage value of 25.

97-98

R5

Remote

The door is controlled remotely. Access is granted by entering an access code, otherwise it can be blasted with weapons (see Remote Doors). It has a damage value of 25.

99-100

B5

Booby-trapped

E – Enemy

The door has been sealed tight and booby-trapped (see Booby-trapped Security Doors). HACK – Test: Dex -20 [S: Opens] [F:-1 decoder, -1 HP, +1:00] (Hacking, Traps)

The door has been booby-trapped (see Booby-trapped Doors). BOOBY-TRAP – Test: Dex -20 [S: Opens] [F: -5 HP] (Traps) Apply the Star System Modifier to the D100 before looking up the result.

D100

Enemy Encountered

AV

Def

Dmg

HP

[K]

Enemy Ability

1-10

Freight Rats

25

0

-2

03/02/02

Scraps (25c)

Plague, Swarm

c 11-20

c 21-25



Rats that have mutated due to the bio waste pumped through the sewage systems. Typically 3’ in size. Smuggler Bats

Boom Spider

31-33

Plasma Moths

c 38-41

s 43-44 t

30

25

25

Giant Conduit Snake

Scraps (25c)

Flight, Stalk, Swarm

1

-1

7

Scraps (25c)

Acid, Immobilise

0

-2

03/03/03

A/K/W

Fire, Swarm

0

-1

04/03/02

Scraps (25c) x2

Flight, Swarm

25

1

-1

9

Scraps (25c) x2

Acid

Feeding on Freight Rats, they have mutated and evolved an acidic venom. Typically 10’ long. Freight Mosquitoes

25

0

0

3/3/3/2

Scraps (25c) x2

Flight, Plague, Swarm

They will attack and infect anything that has a pulse. Typically ½’ in size, each. Malfunctioning Droid

30

2

-1

8

Parts (50c)

Cybercon™

The android’s software is malfunctioning and it is unable to switch off its seek and destroy protocols. Crazed Security

40

1

+1

10

A/K/W

AP, Fire, Swarm

Time in space can be difficult and often prolonged voyages/deployments leads to psychological issues. Typically 6’ in size. Corporate Troopers

47

Freight Roach

48-49 t

03/03/02

They have acclimatised to the low levels of life support used in cargo holds. Typically 4’ in size.

45-46 t



-2

Traumatised by their surroundings, they have become disturbed and will attack anyone on sight.

 42

0

An aggressive stowaway. They are usually eradicated before reaching adulthood. Typically 4’ in size. Crazed Crew

34-37

25

Often deliberately placed in cargo holds to discourage docking inspections. Typically 4’ in size.

26-30 t



42

Details

35

2

+1

3/3/3/3

A/K/W

Fire, Regenerate, Swarm

Often sent to facilities by corporations to remove and cover-up all traces of illegal activities. 40

1

+1

9

Scraps (25c) x2

Leap, Plague

Living on biowaste, they will often attack anything that passes by. Typically 3’ in size. Mutated Crew

40

3

+1

04/04/04

A/K/W

Swarm

Often prolonged exposure to environmental conditions has led to physical mutations amongst crews. They cannot be trusted!

E – Enemy

Apply the Star System Modifier to the D100 before looking up the result.

D100

Enemy Encountered

AV

Def

Dmg

HP

[K]

Enemy Ability

50-51

Phase Manta

35

2

+1

8

Scraps (25c) x2

Cloaked, Flight, Regenerate

c 52



They enter hatches to feed on power cells and hide by phasing out of sight. Typically 4’ in size. Optics Swarm Wave

Armoured Trooper

56-57 t

Cyber Trooper

58-59

Hive Carriers

Metamorph

67

s 68

s 69-70



35

40

35

45

45

2

+1

15

A/K/W

Fire, Regenerate, Revive

1

+2

12

A+5/K+5/W+5

Cybercon™, Regenerate

1

+1

5/5/4/4

Scraps (25c) x3

Flight, Swarm

1

+1

5/5/5/4

A+5/K+5/W+5

Plague, Swarm

2

+2

12

Scraps (25c) x3

Cloaked, Stalk

A strange living entity that can take on any form, making them very hard to spot. Hive Runners

40

2

+1

06/06/06

Scraps (25c) x4

Flight, Swarm

Wasp-like with high intelligence. Their hive job: Protect the eggs. Typically 5’ in size. Security Drone

40

3

+2

15

Parts (50c) x3

AP, Cybercon™, Flight, Revive, Stun

With the facility abandoned and in lockdown, the drones have been set to seek and destroy. Possessed Android

45

2

+2

14

Parts (50c) x3/K+5

AP, Cybercon™, Regenerate, Revive

Hacked androids that have been programmed to attack and destroy anything non-mechanical. Arachne Crew

45

2

+2

08/07/07

A+5/W+10/TA

Acid, Leap, Immobilise, Swarm

A spider-like humanoid from a distant planet named Terra. Typically 5-6’ in size. Hive Stalkers

45

2

+2

08/08/08

Scraps (25c) x4

Flight, Stalk, Swarm

Wasp-like with high intelligence. Their hive job: Kill prey to feed the colony. Typically 6’ in size.

72 t

Orc Mercenary

73 t

Orc Scout Trooper

74 t

Orc Land Trooper

75

Hive Warrior



Flight, Holographic, Revive, Stalk

Now infected with plague, they are utterly without thought and attack anything they come across.

 71

Scraps (25c) x2

Wasp-like with high intelligence. Their hive job: To attach eggs to power cores. Typically 3’ in size.

62-65



13

Often sent to facilities by corporations to remove and cover-up all traces of illegal activities.

Plague Crew

66

+1

Often sent to facilities by corporations to remove and cover-up all traces of illegal activities.

60-61 t



1

A floating light phenomenon that moves over living organisms to syphon plasma energy.

53-55 t



40

50

3

+2

14

A+5/W+10/TA+5

AP, Freeze, Regenerate, Stalk

An ancient biped race from a distant planet named Terra. They are paid per kill. Typically 6’ in size. 55

2

+2

12

A+5/W+10/TA+5

Cloaked, Freeze, Regenerate

An ancient biped race from a distant planet named Terra. Typically 6’ in size. 55

3

+2

14

A+5/W+10/TA+5

Cloaked, Freeze, Regenerate, Stun

An ancient biped race from a distant planet named Terra. Typically 6’ in size. 50

3

+3

18

TA+10

Acid, AP, Flight, Terror

Wasp-like with high intelligence. Their hive job: Destroy threats to the colony. Typically 7’ in size.

43

E – Enemy

Apply the Star System Modifier to the D100 before looking up the result.

D100

Enemy Encountered

AV

Def

Dmg

HP

[K]

Enemy Ability

76

Arachne Bounty Hunter

55

4

+2

18

A+5/W+10/TA+10

Acid, Leap, Immobilise, Stalk, Terror



A spider-like humanoid from a distant planet named Terra. Feared across the galaxy. Typically 6’ in size.

77 t

Orc Cyber Soldier

78 t

Orc Captain

79

 80



60

65

Arachne Cyborg

60

Hive Ravager

60

65

60

Possessed

84

Arachne Battletrooper

88

22

A+10/W+10/TA+10

Allies 8, Cloaked, Freeze, Regenerate

4

+3

22

A+10/W+10/TA+10

Acid, Cybercon™, Leap, Sonic, Stalk

4

+2

24

TB

AP, Flight, Stalk, Terror

4

+3

26

A+10/W+10/TB

AP, Cybercon™, Fire, Leap, Regenerate, Revive, Stalk

5

+1

26

TB+5

Cloaked, Holographic, Revive, Stalk

60

4

+3

30

A+10/W+10/TB+5

Allies 10, AP, Attacks 2, Cybercon™, Regenerate,

Humanoids that have become deranged by the overuse of cyberware. Typically any size. 65

5

+3

30

A+10/W+10/TB+5

Acid, Fire, Leap, Immobilise

Ground troops of the spider-like humanoids from a distant planet named Terra. Typically 6’ in size. Plasma Slime

65

6

+3

10/10/9/9

Scraps (25c) x10

Attacks 3, Bound, Holographic, Regenerate, Revive, Swarm

No one knows how it forms, but it begins to manifest if energy cores are not maintained. Typically 4’ in size. Phantoms



s

+2

A holographic data clip that has escaped the holodeck. Typically any size.

83 t

s

3

Humans that rely on blood to power their Cybercon™ implants. Typically 6’ in size.



87

AP, Cloaked, Cybercon™, Freeze, Regenerate, Revive, Stun

Wasp-like with high intelligence. Their hive job: To protect the hive queen. Typically 8’ in size.

Holospectre

86

A+10/W+10/TA+10

Part machine, they are a spider-like humanoid from a distant planet named Terra. Typically 6’ in size.

82



20

An ancient biped race from a distant planet named Terra. They are never far from Orc Squaddies. Typically 6’ in size.

Crazed Blood Cultist

85

+2

An ancient biped race from a distant planet named Terra. Half Orc, half machine. Typically 6’ in size.

81 t



4

65

6

+4

34

TB+10

Allies 8, Bound, Cloaked, Holographic, Revive, Stalk, Terror

Hauntings on facility are common occurrences. Typically 4’ in size. Attack Droid

60

6

+3

38

Parts (50c) x6

Allies 10, AP, Attacks 2, Bound, Cloaked, Regenerate, Stun

Programmed to attack anything it considers a threat. It moves on 2 legs. Typically 8’ in size. Attack Drone

65

5

+4

36

Parts (50c) x6

Allies 10, AP, Attacks 2, Bound, Cloaked, Flight, Regenerate, Stalk

Programmed to attack anything it considers a threat. It flies and hovers no more than 10’ from the ground. Typically 8’ in size.

44

E – Enemy

Apply the Star System Modifier to the D100 before looking up the result.

D100

Enemy Encountered

AV

Def

Dmg

HP

[K]

Enemy Ability

89 t

Hunterped

70

7

+4

34

A+10/W+10/TB+10

Ap, Cloaked, Cybercon™, Stalk, Stun

90

A savage alien that seeks out abandoned facilities to run salvage and bounty hunter missions. Typically 7’ in size. Battle Droid

65

7

+4

40

Parts (50c) x8

s

Allies 10, AP, Attacks 3, Bound, Cloaked, Large, Regenerate, Stun

Programmed to attack anything it considers a threat. It moves on 4 legs. Typically 12’ in size. 91

 92

Arachne Commander

70

6

+4

40

A+10/W+10/TC

Acid, Large, Immobilise, Sonic, Terror

Elders of the spider-like humanoids from a distant planet named Terra. Typically 12’ in size. Battle Drone

70

6

+5

38

Parts (50c) x8

s

Allies 10, AP, Attacks 3, Bound, Cloaked, Large, Flight, Regenerate, Stalk

Programmed to attack anything it considers a threat. It flies and hovers no more than 10’ from the ground. Typically 12’ in size. 93

Ogre Worker

c 94

 95

c 96

 97

c 98

75

6

+5

42

TC

Large, Stun, Terror

Used by many corporations to do all the grunt work. Typically 12’ in size. Plasmapedes

80

7

+5

44

Scraps (25c) x20

Acid, Bound, Large, Plague, Terror

Large centipede type creatures formed from raw plasma. They emerge from plasma generators and grow to typically 16’ in length. Mining Trolls

80

7

+5

46

TC

Large, Regenerate, Terror

Used by corporations for mining work due to their immunity to toxins. Typically 14’ in size. Hive Queen

85

8

+5

46

TC+5

Attacks 2, Flight, Large, Stun, Terror

Wasp-like with high intelligence. Her hive job: Command the colony and lay eggs. Typically 12’ in size. Magma Hulk

80

7

+7

40

W+10/TC+5

Attacks 2, Bound, Large, Terror

A powerful and terrifying biped with four arms. Its skin is made of hardened stone. Typically 12’ in size. The Assassinator

85

7

+5

46

Parts (50c) x8, TC+5

s

Attacks 2, Bound, Cloaked, Fire, Freeze, Large, Leap, Regenerate, Stalk, Stun, Terror

Made from Plasplate. It is an agile model with plenty of fire and defence options. Typically 10 tons and 15’ in size. 99

s

100

s

The Enforcer

90

8

+6

48

Parts (50c) x8, TC+10

Allies 10, Bound, Fire, Freeze, Large, Regenerate, Stun, Terror

Made from Powersteel. It is a carrier and will offload smaller assistant droids. Typically 15 tons and 20’ in size. The Destroyer

95

9

+7

50

Parts (50c) x8, TC+10

Attacks 4, Block-10, Bound, Fire, Immobilise, Large, Regenerate, Stun, Terror

Made from Shockplate. Has a high defence and superior firing rates. Typically 20 tons and 25’ in size.

45

F - Facility D100

46

 (Yellow) Nothing

 (Red) Roll Encounter

 (Green) Roll Geographic

 (Blue) Objective (see Mission)

F - Facility D100

 (Yellow) Nothing

 (Red) Roll Encounter

 (Green) Roll Geographic

 (Blue) Objective (see Mission)

47

F - Facility D100

48

 (Yellow) Nothing

 (Red) Roll Encounter

 (Green) Roll Geographic

 (Blue) Objective (see Mission)

F - Facility D100

 (Yellow) Nothing

 (Red) Roll Encounter

 (Green) Roll Geographic

 (Blue) Objective (see Mission)

G – Geographic D100

1

Details ENERGY BALL BOOBY-TRAP: Part of a panel has been rigged to drop down in a gap in the floor and release a huge ball of crackling energy. Once released it will roll towards anyone entering the area and electrocute them. Test ENERGY BALL (below) the first time the captain enters the area to see if they activate the booby-trap. ENERGY BALL – Test: Dex -5 [S: Avoid] [F: Utility belt check, -6 HP] (Traps, Aware, Lucky)

2

CYANIDE BOOBY-TRAP: Hydrogen Cyanide gas has been set to billow out from hidden slots in the facility’s floor. Test HYDROGEN CYANIDE (below) the first time the captain enters the area to see if they activate the booby-trap. HYDROGEN CYANIDE - Test: Dex [S: Avoid] [F: -3 HP, +1:00] (Traps, Aware, Lucky)

3

FALLING CRATES BOOBY-TRAP: Several large crates have been stacked and set to topple over if anyone passes through an invisible laser beam. Test FALLING CRATES (below) the first time the captain enters the area to see if they activate the booby-trap. FALLING CRATES – Test: Dex -10 [S: Avoid] [F: -4 HP] (Traps, Aware, Lucky)

4

SNAKE PIT BOOBY-TRAP: Part of the facility’s floor has been rigged to fall away, dropping anyone who enters the area into a deep pit where a giant viper snake is waiting for its next meal. Test SNAKE PIT (below) the first time the captain enters the area to see if they activate the booby-trap. SNAKE PIT – Test: Dex -15 [S: Avoid] [F: Utility belt check, -2 HP, Encounter Giant Viper, +1:00] (Traps, Aware, Lucky) Giant Viper Snake c

AV: 55

Def:3

Dmg: +2

HP: 16

[K]: Scraps (25c) x2

Abilities: Acid

SPIKE PIT BOOBY-TRAP: Part of the facility’s floor has been rigged to fall away, dropping anyone who enters the area into a deep pit furnished with deadly spikes. Test SPIKE PIT (below) the first time the captain enters the area to see if they activate the booby-trap. 5

SPIKE PIT – Test: Dex [S: Avoid] [F: Utility belt check, -2 HP, roll for SPIKES, +1.00] (Traps, Aware, Lucky) SPIKES – Roll 1d10, on a result of 1-5 the captain missed the spikes; however, on a result of 6-10 the captain has been speared by a spike (-4 HP).

6

PIT BOOBY-TRAP: Part of the facility’s floor has been rigged to fall away, dropping anyone who enters the area into a deep pit. Test PIT BOOBY-TRAP (below) the first time the captain enters the area to see if they activate the booby-trap. PIT BOOBY-TRAP – Test: Dex -5 [S: Avoid] [F: Utility belt check, -2 HP, +1.00] (Traps, Aware, Lucky)

49

G – Geographic D100 7

Details CAVE IN BOOBY-TRAP: Part of the ceiling has been rigged to collapse, dropping metal sheets and panelling on anyone who enters the area. Test CAVE IN (below) the first time the captain enters the area to see if they activate the booby-trap. CAVE IN – Test: Dex -10 [S: Avoid] [F: Utility belt check, -2 HP, +1.00] (Traps, Aware, Lucky)

8

ENERGY BOLTS BOOBY-TRAP: Holes set in the panelling on the walls have been rigged to fire energy bolts if anyone passes through an invisible laser beam. Test ENERGY BOLTS (below) the first time the captain enters the area to see if they activate the booby-trap. ENERGY BOLTS – Test: Dex -15 [S: Avoid] [F: -2 HP] (Traps, Aware, Lucky)

9

FIRE BURST BOOBY-TRAP: Holes set in the panelling on the walls have been rigged to expel bursts of fire if anyone passes through an invisible laser beam. Test FIRE BURST (below) the first time the captain enters the area to see if they activate the booby-trap. FIRE BURST – Test: Dex -5 [S: Avoid] [F:-1 HP] (Traps, Aware, Lucky)

10

ELECTRICAL CHARGE BOOBY-TRAP: Holes set in the panelling on the walls have been rigged to expel electrical charges if anyone passes through an invisible laser beam. Test ELECTRICAL CHARGES (below) the first time the captain enters the area to see if they activate the booby-trap. ELECTRICAL CHARGES – Test: Dex [S: Avoid] [F: -1 HP] (Traps, Aware, Lucky)

11

ENERGY PRISON BOOBY-TRAP: Energy walls have been rigged to activate and imprison anyone who passes through an invisible laser beam. Test IMPRISONED (below) the first time the captain enters the area to see if they activate the booby-trap. IMPRISONED – Test: Dex-10 [S: Avoid] [F: Imprisoned, test DEACTIVATE (below) until free] (Traps, Aware) DEACTIVATE – Test: Int -20 [S: Free and may continue with the away mission] [F: +1:00] (Hacking) CRATES: The area contains a number of crates the captain may spend some time opening (optional). To open the crates roll 1d10 on the table below, and add +1:00 to the time track. Add “Crates G12” to the map sheet and mark it with a  if they are opened. 1-3

In the last crate that is opened, the captain finds a Boom Spider hiding. It uncurls its legs and attacks. Boom Spider 

12-15

16

50

AV: 30 Def: 1

Dmg: -1

HP: 7

[K]: Scraps (25c)

Abilities: Acid, Immobilise

4-5

The captain finds nothing in any of the crates.

6-7

In two of the crates the captain finds something useful (roll on table N – Needed twice).

8-9

In one of the crates is some kit (roll on table K - Kit).

10

At the bottom of a crate the captain finds a weapon (roll on table W – Weapons).

WEBS: The area is covered with thick sticky strands of webbing left behind by the Arachne (A spider-like humanoid species from a distant planet named Terra). It makes movement through the area very difficult and time consuming. Add “Arachne Webs G16” to the map sheet and add +1:00 to the time track each time the captain enters the area. Using an Energy Storm implant or patch successfully whilst in the area will destroy the webs and they can be remove them from the map.

G – Geographic D100

Details MOSS: The facility’s floor is covered in a strange damp spongy moss. It glows in various colours and makes movement difficult (roll 1d10 on the table below). 1-2

MOSS POOLS: At some point on the facility there has been a battle and blaster fire has ripped open the floor. It must have been quite some time ago as the holes have filled with water and created pools. Now moss has begun forming and is spreading out across the pools. Each step the captain takes they are in danger of falling in and cutting themselves on the jagged edges of the floor. Add “Moss Pools G17” to the map sheet. Each time the captain enters the area test MOSS POOLS (below). MOSS POOLS - Test: Dex -10 [S: +1:00] [F: +2:00, -2 HP] (Agility, Lucky)

17

3-4

SLIPPERY MOSS: The moss is very slippery making movement through the area difficult. Add “Slippery Moss G17” to the map sheet. Each time the captain enters the area test SLIPPERY MOSS (below). SLIPPERY MOSS - Test: Dex -10 [S: +1:00] [F: +2:00] (Agility, Lucky)

5-10 JAGGED MOSS: At some point at the facility there has been a battle and blaster fire has ripped open the floor, now moss has begun forming and is spreading. Each step the captain takes they are in danger of falling and cutting themselves on the jagged edges of the floor. Add “JAGGED MOSS G17” to the map sheet. Each time the captain enters the area test JAGGED MOSS (below). JAGGED MOSS - Test: Dex [S: No Effect] [F: +1:00] (Agility, Lucky)

18

MAKESHIFT BRIDGE: A huge area of the floor has collapsed leaving behind a deep void and a makeshift bridge (made from metal panels and cabling) has been strung across. Add “Bridge G18” and draw the void and bridge in the area on the map sheet. It runs from the top right hand corner to the bottom left hand corner of the area. Each time the captain wishes to use an exit on the opposite side of the void they need to perform the BRIDGE test below. BRIDGE - Test: Dex -5 [S: May use the exit] [F: Falls -10 HP, may use exit] (Agility, Lucky)

19-22

BOOBY-TRAPPED CHEST: A large storage chest is resting against a wall. It is tempting the captain to try and open it to see what's inside. The captain may attempt to open the chest (optional) by making the AVOID BOOBY-TRAP test below. Add “Booby-trapped Chest G19” to the map sheet and mark it with a  if it is opened. The captain may attempt to open the chest as many times as they wish until it is opened, or they give up. AVOID BOOBY-TRAP – Test: Dex [S: Roll on table W +10] [F: -1 HP, +1:00] (Traps, Lucky) SECURITY CONSOLE: Slightly obscured by a fallen wall panel is a security console that is used to operate the doors within the facility. The captain may, if they wish (optional), try a few access codes to see if they can unlock any sealed doors. If the captain accesses the console, roll 1d10 on the table below. Add “Security Console G23” to the map sheet and mark it with a  if it is accessed.

23-24

1-2

The captain punches in a few standard codes and then something bad happens (roll on table B).

3-5

The security console is broken and nothing can be entered.

6-10 The captain punches in a code and hears a far off clunk sound of a door opening (+1 Remote).

25

MAGMA SPILL: The area has been destroyed with mortar shelling and several magma conduits have erupted causing molten magma to spill out onto the floor. Several pools have formed and hot lava is gurgling and bubbling all around. Every few seconds pieces solidify and then explode into fragments sending splashes in all directions. Add “Magma Spill G25” to the map sheet. Each time the captain leaves the area they must test SAFE EXIT below to find a clear path through the pools of molten magma. SAFE EXIT – Test: Dex -10 [S:-1 HP] [F:-3 HP] (Agility, Lucky)

51

G – Geographic D100

26-29

Details DATA SECURED CHEST: A large storage chest with a data panel is resting against a wall. It is tempting the captain to try and open it to see what's inside. The captain may already have found a pass that will open the chest; roll 1d10 and if the result is equal to, or less than the number of passes shaded on the Pass track the chest opens, otherwise the captain may attempt to hack the data panel that is locking the chest (optional) by making the HACK CHEST test below. Add “Data Secured Chest G26” to the map sheet and mark it with a  if it is opened. The captain may attempt to hack the chest as many times as they wish until it is opened, or they give up. HACK CHEST – Test: Dex [S: Roll on table W] [F: -1 Decoder, +1:00] (Hacking, Lucky)

30

MAKESHIFT BRIDGE: A huge area of the floor has collapsed leaving behind a deep void and a makeshift bridge (made from metal panels and cabling) has been strung across. Add “Bridge G30” and draw the void and bridge in the area on the map sheet. It runs from the top left hand corner to the bottom right hand corner of the area. Each time the captain wishes to use an exit on the opposite side of the void they need to perform the BRIDGE test below. BRIDGE - Test: Dex -5 [S: May use the exit] [F: Falls -10 HP, may use exit] (Agility, Lucky)

31

BOTTOMLESS SHAFT: A deep shaft that was once an access point to the different levels of the facility blocks the way to the other exits in the area. At one time it would have had a ladder to climb up and down to reach the various floors, but it has been torn from its anchors and is probably at the bottom. Add “Bottomless Shaft G31” to the map sheet. If the captain wishes to use an exit other than heading back the way they came, they must perform the JUMP test below. If the test fails, a life point will turn it into a success. JUMP - Test: Dex -10 [S: May use exits] [F: Death, lose all HP] (Agility, Lucky)

32

CEILING COLLAPSE: The entire ceiling crashes to the floor as the captain enters the area. Luckily they find a spot that is protected and they manage to avoid injury. As the dust settles it is clear the entire area is now buried in metal panels, piping, and cables and it’s impossible to use any of the exits. After some considerable time digging themselves out, the captain manages to retrace their steps and returns to the area they just came from. Add +3:00 to the time track and mark on the map sheet “Ceiling Collapse G32”. For the rest of the game this area is out of bounds and may not be entered. CRATES: The area contains a number of crates the captain may spend some time opening (optional). To open the crates roll 1d10 on the table below, and add +1:00 to the time track. Add “Crates G33” to the map sheet and mark it with a  if they are opened. 1-3

In the last crate that is opened, the captain finds a Boom Spider hiding. It uncurls its legs and attacks. Boom Spider 

33-35

AV: 30 Def: 1

Dmg: -1

HP: 7

[K]: Scraps (25c)

Abilities: Acid, Immobilise

4-5

The captain finds nothing in any of the crates.

6-7

In two of the crates the captain finds something useful (roll on table N – Needed twice).

8-9

At the bottom of a crate the captain finds a weapon (roll on table W – Weapons).

10

In one of the crates the captain finds some armour (roll on table A – Armour).

SECURITY CONSOLE: Slightly obscured by a fallen wall panel is a security console that is used to operate the doors within the facility. The captain may, if they wish (optional), try a few access codes to see if they can unlock any sealed doors. If the captain accesses the console, roll 1d10 on the table below. Add “Security Console G36” to the map sheet and mark it with a  if it is accessed. 36-40

1 2-4

The captain punches in a few standard codes and then something bad happens (roll on table B). The security console is broken and nothing can be entered.

5-10 The captain punches in a code and hears a far off clunk sound of a door opening (+1 Remote).

52

G – Geographic D100

41

42

Details WATER: A huge area of the floor has collapsed leaving behind a deep void, which over time has filled with water. Add “Water G41” and draw the water in the area on the map sheet. It runs from the top left hand corner to the bottom right hand corner of the area. Each time the captain wishes to use an exit on the opposite side of the water they need to perform the SWIM test below. SWIM - Test: Str -10 [S: May use the exit] [F: -2 HP, +1:00] (Strong)

BOOBY-TRAPPED CHEST: A large storage chest is resting against a wall and is tempting the captain to try and open it to see what's inside. The captain may attempt to open the chest (optional) by making the AVOID BOOBY-TRAP test below. Add “Booby-trapped Chest G42” to the map sheet and mark it with a  if it is opened. The captain may attempt to open the chest as many times as they wish until it is opened, or they give up. AVOID BOOBY-TRAP – Test: Dex -5 [S: Roll on table TA] [F: -2 HP, +1:00] (Traps, Lucky)

43

DATA SECURED CHEST: A large storage chest with a data panel is resting against a wall. It is tempting the captain to try and open it to see what’s inside. The captain may already have found a pass that will open the chest; roll 1d10 and if the result is equal to, or less than the number of passes shaded on the Pass track the chest opens, otherwise the captain may attempt to hack the data panel that is locking the chest (optional) by making the HACK CHEST test below. Add “Data Secured Chest G43” to the map sheet and mark it with a  if it is opened. The captain may attempt to hack the chest as many times as they wish until it is opened, or they give up. HACK CHEST – Test: Dex -5 [S: Roll on table TA-10] [F: -1 Decoder, +1:00] (Hacking, Lucky)

44

45-48

WATER: A huge area of the floor has collapsed leaving behind a deep void, which over time has filled with water. Add “Water G44” and draw the water in the area on the map sheet. It runs from the top right hand corner to the bottom left hand corner of the area. Each time the captain wishes to use an exit on the opposite side of the water they need to perform the SWIM test below. SWIM - Test: Str -10 [S: May use the exit] [F: -2 HP, +1:00] (Strong)

BOOBY-TRAPPED CHEST: A large storage chest is resting against a wall and is tempting the captain to try and open it to see what's inside. The captain may attempt to open the chest (optional) by making the AVOID BOOBY-TRAP test below. Add “Booby-trapped Chest G45” to the map sheet and mark it with a  if it is opened. The captain may attempt to open the chest as many times as they wish until it is opened, or they give up. AVOID BOOBY-TRAP – Test: Dex -10 [S: Roll on table TA +10] [F: -3 HP, +1:00] (Traps, Lucky)

49

METAL GRILL: A large metal grill has dropped down over the entrance to the area and is blocking the way. The captain will need to lift and wedge it open in order to crawl through. The grill is very heavy and the LIFT GRILL test below must be passed successfully to proceed into the area. If the captain is unable to lift the grill, they must remain in their current area. Add “Grill G49” and draw the grill at the entrance to the area on the map sheet. Once the grill has been marked with a , the captain is free to pass through the entrance and into the area. The captain may attempt to lift the grill as many times as they wish, and may always give up and try another exit. LIFT GRILL – Test: Str -15 [S: Mark it with a ] [F: -1 HP, +1:00] (Strong)

53

G – Geographic D100

Details CRATES: The area contains a number of crates the captain may spend some time opening (optional). To open the crates roll 1d10 on the table below, and add +1:00 to the time track. Add “Crates G50” to the map sheet and mark it with a  if they are opened. 1-3

In the last crate that is opened, the captain finds a Boom Spider hiding. It uncurls its legs and attacks. Boom Spider 

50

51

AV: 30 Def: 1

Dmg: -1

HP: 7

[K]: Scraps (25c)

Abilities: Acid, Immobilise

4-5

The captain finds nothing in any of the crates.

6-7

At the bottom of a crate the captain finds a weapon (roll on table W – Weapons).

8-9

In one of the crates the captain finds some armour (roll on table A – Armour).

10

In one of the larger crates the captain discovers a trapping (roll on table TA – Trappings A)

CONTAINER: A large metal container has been placed at the entrance and is blocking the way. The captain will need push it out of the way in order to pass through. The container is very heavy and the PUSH CONTAINER test below must be passed successfully to proceed into the area. If the captain is unable to move the container, they must remain in their current area. Add “Container G51” and draw the container at the entrance to the area on the map sheet. Once the container has been marked with a , the captain is free to pass through the entrance and into the area. The captain may attempt to push the container out of the way as many times as they wish, and may always give up and try another exit. PUSH CONTAINER – Test: Str -10 [S: Mark it with a ] [F: -1HP, +1:00] (Strong)

52-53

SECURITY CONSOLE: Slightly obscured by a fallen wall panel is a security console that is used to operate the doors within the facility. The captain may, if they wish (optional), try a few access codes to see if they can unlock any sealed doors. If the captain accesses the console, roll 1d10 on the table below. Add “Security Console G52” to the map sheet and mark it with a  if it is accessed. 1-3

The security console is broken and nothing can be entered.

4-10 The captain punches in a code and hears a far off clunk sound of a door opening (+1 Remote). MORTUARY: In this area, the dead are stored in large draw units, and kept cool by refrigerators. They can stay fresh for weeks at a time until they are shipped off to a star port for burial, cremation or aquamation. Some of the draws have been disturbed, and one has a red cross crudely painted on the front. It is tempting the captain to open it up to see what's inside. However, when they try the handle, the draw is stuck. Add “Mortuary G54” to the map sheet and mark it with a  if the draw is opened. The captain may spend some time to get the draw open. If they do, roll 1d10 on the table below, and add +1:00 to the time track. 54

1

After some time the draw opens and inside is an android. Suddenly its eyes open and it attacks. Possessed Android s

2-4

AV: 45 Def: 2 Dmg: +2

HP: 14 [K]: Parts (50c) x3/I+5 Abilities: AP, Cybercon™, Regenerate, Revive

After some time the draw opens and inside it is empty.

5-10 After some time the draw opens and hidden underneath a corpse is a weapon (roll on table W – Weapons).

55-58

DATA SECURED CHEST: A large storage chest with a data panel is resting against a wall. It is tempting the captain to try and open it to see what's inside. The captain may already have found a pass that will open the chest; roll 1d10 and if the result is equal to or less than the number of passes shaded on the Pass track the chest opens, otherwise the captain may attempt to hack the data panel that is locking the chest (optional) by making the HACK CHEST test below. Add “Data Secured Chest G55” to the map sheet and mark it with a  if it is opened. The captain may attempt to hack the chest as many times as they wish until it is opened, or they give up. HACK CHEST – Test: Dex-10 [S: Roll on table TA] [F: -1 Decoder, +1:00] (Hacking, Lucky)

54

G – Geographic D100

59

Details VOID: A huge area of the floor has collapsed leaving behind a deep void. Add “Void G59” and draw the void in the area on the map sheet. It runs from the top left hand corner to the bottom right hand corner of the area. The void is so vast and deep it cannot be crossed and any exists on the opposite side to the captain may not be used.

ENERGY CIRCLE: A large circle of raw energy is glowing on the facility’s floor. Add “Energy Circle G60” to the map sheet. If the captain decides to stand within the circle (optional), roll 1d10 on the table below and mark it with a . 1

60-62

When the captain steps into the circle the floor glows red (roll on table B – Bad Event).

2-3

When the captain steps into the circle the floor begins to shake and a metal plate, along with the captain drops into a pit, (make a utility belt check and add +1:00 to the time track).

4-5

The captain steps into the circle and a panel opens in a nearby wall, revealing a droid. It powers up and attacks (roll on table E and encounter the closest enemy marked with a s to the result; if there are two enemies that are equally apart, the player may choose which the captain will encounter).

6-7

The captain steps into the circle and the floor drops slightly. A far off clunk sound of a door opening is heard (+1 Remote).

8-10 When the captain steps into the circle the floor glows green (roll on table L – Lucky Event). 63-64

65

ARMOURY: The area has been a store facility for weapons and armour. Much of what has been left behind is broken or damaged; however, the captain finds a few items still intact. Add “Armoury G63” to the map sheet and roll once on table A - Armour and once on table W – Weapons to see what has been found. VOID: A huge area of the floor has collapsed leaving behind a deep void. Add “Void G65” and draw the void in the area on the map sheet. It runs from the top right hand corner to the bottom left hand corner of the area. The void is so vast and deep it cannot be crossed and any exists on the opposite side to the captain may not be used.

GLOWING LIQUID: A strange glowing liquid pours from a blaster hole in the wall. Add “Glowing Liquid G66” to the dungeon sheet. After a quick check with a hand scanner it seems harmless. If the captain wishes to have a drink (optional), roll 1d10 on the table below and then mark the Glowing Liquid with a . 66-69

1-2

The liquid is foul tasting and the captain feels ill. Then something bad happens (roll on table B – Bad Events).

3-6

The liquid is refreshing and tastes like water (nothing further happens).

7-10 The liquid tastes sweet and the captain drinks plenty. Then something good happens (roll on table L – Lucky Events).

55

G – Geographic D100

Details HOLOGRAPHIC TREE: Rooted in the centre of the floor is an enormous holographic tree. Beautiful white flowers grow from its branches. They emit a soft yellow glow that pulsates as the captain moves closer. Add “Holographic Tree G70” to the map sheet. The captain feels an urge to reach out and touch the tree. If they do, roll 1d10 on the table below, and mark the holographic tree with a .

70

1

The holographic tree wilts and dies. Then the image disappears (-1 Karma).

2

The captain recoils in pain. The holographic tree burns when touched (-3 HP).

3

The tree vanishes. In its place is a “Mobile Holo Unit (100c)” (the captain may take it if they wish).

4-6

The tree vanishes. In its place is a power unit with an “Ultra Power Cell: Has 5 charges that can be used to add power to the Cybercon™ unit, then discard (250c)” (the captain may take it if they wish).

7-10 The tree vanishes. In its place is a power unit with a “Radium Power Cell: Has 10 charges that can be used to add power to the Cybercon™ unit, then discard (500c)” (the captain may take it if they wish). FUNGUS: The area has become infested with a glowing fungus. When the captain moves through them their stalks twist and turn trying to get close. Add “Fungus G71” to the map sheet. If the captain decides to stop and eat a few (optional), roll 1d10 on the table below and mark it with a .

71

1-2

The fungus tastes foul and the captain feels ill (roll on table B – Bad Events).

3-4

The fungus tastes off and the captain feels ill (roll on table B – Bad Events +20).

5-6

The fungus tastes fresh (nothing further happens).

7-8

The fungus tastes nourishing (the captain may collect a handful and gains +2 Rations).

9-10 The fungus has a stimulating after taste and the captain feels overwhelmed (roll on table L – Lucky Events). CRATES: The area contains a number of crates the captain may spend some time opening (optional). To open the crates roll 1d10 on the table below, and add +1:00 to the time track. Add “Crates G72” to the map sheet and mark it with a  if they are opened. 1-3

In the last crate that is opened, the captain finds a Boom Spider hiding. It uncurls its legs and attacks. Boom Spider 

72-74

75-77

AV: 30 Def: 1

Dmg: -1

HP: 7

[K]: Scraps (25c)

Abilities: Acid, Immobilise

4-5

The captain finds nothing in any of the crates.

6-7

In one of the crates the captain finds some armour (roll on table A – Armour).

8-9

In one of the larger crates the captain discovers a trapping (roll on table TA – Trappings A)

10

In one of the larger crates the captain discovers a trapping (roll on table TB – Trappings B)

SECURITY CONSOLE: Slightly obscured by a fallen wall panel is a security console that is used to operate the doors within the facility. The captain may, if they wish (optional), try a few access codes to see if they can unlock any sealed doors. If the captain accesses the console, roll 1d10 on the table below. Add “Security Console G75” to the map sheet and mark it with a  if it is accessed. 1-2

The security console is broken and nothing can be entered.

3-10 The captain punches in a code and hears a far off clunk sound of a door opening (+1 Remote).

56

G – Geographic D100

78

Details DATA SECURED CHEST: A large storage chest with a data panel is resting against a wall and is tempting the captain to try and open it to see what's inside. The captain may already have found a pass that will open the chest; roll 1d10 and if the result is equal to, or less than the number of passes shaded on the Pass track the chest opens, otherwise the captain may attempt to hack the data panel that is locking the chest (optional) by making the HACK CHEST test below. Add “Data Secured Chest G78” to the map sheet and mark it with a  if it is opened. The captain may attempt to hack the chest as many times as they wish until it is opened, or they give up. HACK CHEST – Test: Dex -15 [S: Roll on table TB] [F: -1 Decoder, +1:00] (Hacking, Lucky) ALIEN SHRINE: A shrine to an alien deity has been constructed against a wall. Add “Alien Shrine G79” to the map sheet. The captain may spend some time investigating (optional); and if they do, mark the alien shrine with a , add +1:00 to the time track and then roll 1d10 on the table below.

79

1-2

After some time searching, something untoward happens (roll on table B – Bad Events).

3-5

After some time searching, nothing of interest happens or is discovered.

6-10 After some time searching, something good happens (roll on table L – Lucky Events).

80

BOOBY-TRAPPED CHEST: A large storage chest is resting against a wall and is tempting the captain to try and open it to see what's inside. The captain may attempt to open the chest (optional) by making the AVOID BOOBY-TRAP test below. Add “Booby-trapped Chest G80” to the map sheet and mark it with a  if it is opened. The captain may attempt to open the chest as many times as they wish until it is opened, or they give up. AVOID BOOBY-TRAP – Test: Dex -15 [S: Roll on table TB +10] [F: -4 HP, +1:00] (Traps, Lucky) OPERATING TABLE: A table has been set for surgery and there are remains of an alien creature and a dead human on the table. They have undergone some kind of surgery. Add “Operating Table G81” to the map sheet. The captain may spend some time investigating (optional); and if they do, mark the operating table with a , add +1:00 to the time track and then roll 1d10 on the table below.

81

1 2-4

After some time investigating, something untoward happens (roll on table B – Bad Events). After some time investigating, nothing of interest happens or is discovered.

5-10 After some time investigating, something good happens (roll on table L – Lucky Events). 82-83

84-87

CAPTAINS: The captain comes across another captain who is also on an away mission. After some time discussing the galaxy, he offers to sell some of his items. Roll on table N – Needed 5 times to see what's for sale. If a duplicate item is rolled, you may roll again. The captain is free to buy any of the items. SECURITY CONSOLE: Slightly obscured by a fallen wall panel is a security console that is used to operate the doors within the facility. The captain may, if they wish (optional), try a few access codes to see if they can unlock any sealed doors. If the captain accesses the console, roll 1d10 on the table below. Add “Security Console G84” to the map sheet and mark it with a  if it is accessed. 1

The security console is broken and nothing can be entered.

2-10 The captain punches in a code and hears a far off clunk sound of a door opening (+1 Remote).

88-90

EMERGENCY STAIRCASE: The captain has discovered a ladder to a lower area of the facility. Add “Staircase G88 A” to the map sheet. Whenever the captain is in the area, they may descend the staircase instead of using an exit during step 3 of a turn. When the staircase is descended for the first time, take another map sheet and at the same grid location as the descended staircase draw an identical area (i.e. if you place the two sheets together the upper area will be on top of the lower area). Then add “Staircase G88 A” to the new area. These two map sheets are now linked via these two areas. When the staircase is descended, use the lower map sheet, and when the staircase is ascended use the upper sheet. If other staircases are discovered during the same away mission, label them “Staircase G88 B” and so on.

57

G – Geographic D100

91-92

Details DATA SECURED CHEST: A large storage chest with a data panel is resting against a wall and is tempting the captain to try and open it to see what's inside. The captain may already have found a pass that will open the chest; roll 1d10 and if the result is equal to, or less than the number of passes shaded on the Pass track the chest opens, otherwise the captain may attempt to hack the data panel that is locking the chest (optional) by making the HACK CHEST test below. Add “Data Secured Chest G91” to the map sheet and mark it with a  if it is opened. The captain may attempt to hack the chest as many times as they wish until it is opened, or they give up. HACK CHEST – Test: Dex -20 [S: Roll on table TC] [F: -1 Decoder, +1:00] (Hacking, Lucky)

93-95

BOOBY-TRAPPED CHEST: A large storage chest is resting against a wall and is tempting the captain to try and open it to see what's inside. The captain may attempt to open the chest (optional) by making the AVOID BOOBY-TRAP test below. Add “Booby-trapped Chest G93” to the map sheet and mark it with a  if it is opened. The captain may attempt to open the chest as many times as they wish until it is opened, or they give up. AVOID BOOBY-TRAP – Test: Dex -20 [S: Roll on table TC +10] [F:-5 HP, +1:00] (Traps, Lucky) GRILL: Recessed in the floor is a metal grill. After a quick examination, the captain spots an item in the muck below and finds the grill can be removed. Add “Grill G96” to the map sheet. The captain may attempt to remove the grill by performing the LIFT GRILL test below. The grill is stuck but if the captain manages to remove it mark the grill with a . The captain may attempt to lift the grill as many times as they wish, until it is lifted or they give up trying.

96-97

LIFT GRILL – Test: Str -10 [S: Grill removed, roll on the table below] [F: +1:00] (Strong) 1-4

The item was nothing of any interest.

5-8

The item was a piece of kit (roll on table K – Kit) to find out.

9-10 The item was a piece of equipment (roll on table TA – Trappings A). 98

CREDITS AND TRAPPINGS: The captain stumbles across a backpack. Inside are some credits and a piece of equipment (+1d100 x5 credits, then roll on table TA – Trappings A).

99

CREDITS AND TRAPPINGS: The captain stumbles across a backpack. Inside are some credits and a piece of equipment (+1d100 x10 credits, then roll on table TB – Trappings B, or TA – Trappings A x2).

100

CREDITS AND TRAPPINGS: The captain stumbles across a backpack. Inside are some credits and a piece of equipment (+1d100 x20 credits, then roll on table TC – Trappings TC, or table TB – Trappings B x2, or TA – Trappings A x3).

H – Hyperdrive Event D100

Details SHIPS COLLIDE: The captain’s starship has collided full on with another starship during the hyper jump. Both ships are destroyed. However, the captain and some of the crew/passengers have been jettisoned into space inside escape pods and have been auto piloted to the nearest space station. Total the crew and passengers on board and using the table below determine how many have been killed. Decide upon the casualties amongst passengers and crew and record their number to the Compensation/Escape Pod # on the log sheet. If you generate a total that is greater than the number on board, they have all been killed. The captain will receive an insurance payout (see Space Combat, Damage), but are responsible for compensation for the loss of life to crew and passengers.

1-4

If captain has 1-40 Crew/Passengers on board 4d10 will be killed If captain has 41-80 Crew/Passengers on board 8d10 will be killed If captain has 81-120 Crew/Passengers on board 12d10 will be killed If captain has 121-140 Crew/Passengers on board 14d10 will be killed If captain has 141-180 Crew/Passengers on board 18d10 will be killed

58

H – Hyperdrive Event D100 5-8

9-12

Details SPACE PIRATES: The starship has been through a disruptor field created by space pirates. They set up these fields along hyperdrive lanes to bring ships to a standstill and whilst the captain is wondering what has gone wrong with the hyper jump they uncloak and attack. Roll on table S – Starships +5 to determine the ship that is attacking and then begin space combat. BLACK HOLE: A black hole is a region of space where gravity is so strong that particles and electromagnetic radiation such as light cannot escape. The starship has been pulled out of hyper jump due to a black hole forming on the edge of the jump lane. The federation often deals with black holes by shrinking them. However, sometimes the maintenance crew will miss a few and they reshape back to their designated size. The starship is being pulled into the black hole and the ship must fight to free itself. Make the PILOTING test below and keep a record of the escape number you will be generating. It starts at level 5. If it reaches level 10 the starship has flown free of the black hole’s gravitational pull. If the escape value reaches level 0 the starship has been pulled inside and has been lost forever. However, the captain and some of the crew/passengers have been jettisoned into space inside escape pods and have been auto piloted to the nearest space station. Total the crew and passengers on board and using the table below determine how many have been killed. Decide upon the casualties amongst passengers and crew and record their number to the Compensation/Escape Pod # on the log sheet. If you generate a total that is greater than the number on board, they have all been killed. The captain will receive an insurance payout (see Space Combat, Damage), but are responsible for compensation for the loss of life to crew and passengers. PILOTING – Test: Dex +/- CM [S: +1 Escape Level] [F: -1 Escape Level] (Pilots) If captain has 1-40 Crew/Passengers on board 4d10 will be killed If captain has 41-80 Crew/Passengers on board 8d10 will be killed If captain has 81-120 Crew/Passengers on board 12d10 will be killed If captain has 121-140 Crew/Passengers on board 14d10 will be killed If captain has 141-180 Crew/Passengers on board 18d10 will be killed

13-16

17-20

SPACE PIRATES: The starship has been through a disruptor field created by space pirates. They set up these fields along hyperdrive lanes to bring ships to a standstill and whilst the captain is wondering what has gone wrong with the hyper jump they uncloak and attack. Roll on table S – Starships -5 to determine the ship that is attacking and then begin space combat. PHASE TRANSITION: The starship is dropped out of hyperdrive mode as the navigation sensors pick up a strange gas reading from its forward scanners. The starship is now floating in a thickening purple gas cloud. All around the starship, swirling clouds of gas particles are going through deposition and then sublimation. However, the solidifying process is quite worrying as now thickened particles are wrapping themselves around the starship, and who knows what will happen to the ship when they revert back to a gaseous form. The captain must navigate out of the cloud before something serious happens. Test OUT OF THE CLOUD below until the test is passed successfully. OUT OF THE CLOUD – Test: Dex +/- CM [S: -1d6+5-SG damage, out of the cloud] [F: -1d10+5-SG damage] (Pilots)

21-24

RADIATION STORM: Radiation Storms have become a real nuisance for space travel, especially near the jump lanes. Where they erupt causes high frequency radio blackouts, and damage to electronics, data and imaging software on the starship’s computer systems and outbound scanners. If it breaches the hull it will cause radiation poisoning to the crew. The jump has been aborted as the ship’s controls have been damaged when the ship flew through a radiation storm. All the controls are now offline. Test REPAIRS below, until the test is passed successfully. REPAIRS – Test: Int +/- CM [S: -1d10 Power, repaired] [F: -1d10 Power] (Engineers)

25-28

29-32

SPACE PIRATES: The starship has been through a disruptor field created by space pirates. They set up these fields along hyperdrive lanes to bring ships to a standstill and whilst the captain is wondering what has gone wrong with the hyper jump they uncloak and attack. Roll on table S – Starships -10 to determine the ship that is attacking and then begin space combat. SOLAR WIND: Heated plasma has expelled from a small star and passed over the jump lane at the time the captain’s starship is passing. The forward sensors, having picked up the huge amount of heat, have shut down the jump drive to prevent overheating. Unfortunately the wind is travelling at millions of miles per hour and as it is forced around the captain’s starship it is hit with a bow shock that causes 1d10+20-SG damage. The ship is also knocked off course and is now caught in the wind and is being blown out of control. Test ON COURSE below, until the test is passed successfully. ON COURSE - Test: Dex +/- CM [S: -1d3+10-SG damage, recovered course] [F: -1d6+10-SG damage] (Pilots)

59

H – Hyperdrive Event D100

33-36

Details FUEL FREEZE: The Ship drops out of hyperdrive due to the fuel conduits freezing solid. A rare phenomenon has caused the fuel to react with an airborne contaminant and nothing is getting through to the hyperdrive. Test ANTIFREEZE below, until the test is passed successfully. Each time the test is made the crew have to waste precious fuel trying to work out how to syphon out the contamination. ANTIFREEZE - Test: Int +/- CM [S: -1d6 Fuel, Contamination removed] [F: -1d6 Fuel] (Engineers)

37-40

GAMMA STORM: Pockets of ionizing electromagnetic radiation, from the decay of an atomic nucleus, have caused a Gamma Storm to erupt at the edge of the jump lane. The forward navigation sensors have reacted and dropped the ship out of jump mode and now the ship is being pulled towards it. Test PILOTING below, until the test is passed successfully. PILOTING – Test: Dex +/- CM [S: -1d6 Power, escape storm] [F: -1d6 Power] (Pilots)

41-44

POWER PARASITE: The hyper jump is cancelled and the starship drops out of jump mode. Power is being drained from the power cores. After a full scan, the computer picks up a swarm of power parasites that have found their way inside the ship and are feeding off the power grid. It takes a few days of planned power surges to destroy the parasites across the ship. Test POWER SURGE below, until the test is passed successfully. REPAIRS – Test: Int +/- CM [S: -1d3 Power, parasites eradicated] [F: -1d3 Power] (Engineers)

45-48

SPACE PIRATES: The starship has been through a disruptor field created by space pirates. They set up these fields along hyperdrive lanes to bring ships to a standstill and whilst the captain is wondering what has gone wrong with the hyper jump they uncloak and attack. Roll on table S – Starships -20 to determine the ship that is attacking and then begin space combat.

49-52

SPACE MANTA: The space manta flies through space gorging itself on chemical compounds from a multitude of atmospheres. They are often found on jump lanes feeding on residue fuel particles from warp and hyper jump drives. They block safe routes due to their size, which can match that of starships. The captain’s starship has dropped out of hyper jump mode as the forward scanners have picked up a large obstacle blocking the way. The ship’s pilots must now spend valuable power and time navigating around the creature before resetting the navigation computers for the next hyper jump (-1d6 Power). LOST IN SPACE: The starship’s navigation computer has miscalculated and the starship drops out of hyper jump to prevent the ship from crashing into an asteroid. The captain must now try and figure out how to get back on course. Add another 1d100 light years (LY) to the captain’s journey.

53-56

57-60

Example: Jacob is travelling from Vinwar to Artmes (a distance of 116 light years). He makes the first hyper jump test and fails. His jump attempt was to travel 60 light years and only ended up travelling 12 light years. The Artmes system is now 104 LY away (116-12=104). However, Jacob is now Lost In Space. He rolls 1d100 and scores 57. The number of light years to reach the Artmes is now 161 LY away (104+57=161). SPACE PIRATES: The starship has been through a disruptor field created by space pirates. They set up these fields along hyperdrive lanes to bring ships to a standstill and whilst the captain is wondering what has gone wrong with the hyper jump they uncloak and attack. Roll on table S – Starships -30 to determine the ship that is attacking and then begin space combat. FEDERATION PATROL: The federation are well known to disrupt a hyper jump to perform a routine security check. This is because they prefer to destroy ships that are non-compliant in outer space rather than in a star system, where a clean up crew is required to collect up the pieces. The captain’s starship drops out of hyper jump and must now undergo a ship wide scan and personnel check. They are looking for red goods and illegals (wanted criminals). Roll on table S – Starships +30 to determine the size of the federation patrol ship.

61-64

If the captain wishes to refuse the security check (perhaps because they are carrying some red goods) begin space combat with the federation patrol vehicle. NOTE: If the federation patrol ship is captured it requires an illegal activities test to be performed in order to sell it at a space port, or an entire respray (-1000c) to make it usable as their own starship. If the captain allows the security check, all red goods the starship is carrying are confiscated (remove all red goods from the log sheet) and the captain is fined (-1000c). Then check for any passenger on board the starship to see if they are illegals. Add up the total number of passengers the starship is transporting and then roll 1d100. If the result is equal to or less than the number of passengers on board, there are illegals on board. The number is equal to the difference between the number of passengers and the result rolled. The captain is fined for each illegal on board 10 credits. Example: Jacob’s starship has 60 passengers on board and the player rolls 44. The number of illegals on board the starship is 16 (60-44=16) and he is fined 160c (16x10=160).

60

H – Hyperdrive Event D100

Details

65-68

ESCAPE POD: The ship’s scanners have been alerted to a distress call from an escape pod that is drifting in space and the starship has dropped out of hyper jump alongside the pod. Under galactic law the captain must offer aid or will be fined. Roll 1d10 for the number of lifeforms that need rescuing, and 1d100 on table Z – Star Systems for their destination star system. The lifeforms are added as passengers to the log sheet. If the captain cannot or does not wish to board all the lifeforms they are forced to pay a fine of 50c for each lifeform that is left behind. You can add the number left behind to the Compensation/Escape Pod # value on the ship’s log as the fine is the same cost (50c) for compensating and replacing escape pod during the Port Phase.

69-72

FUEL PARASITE: The hyper jump is aborted and the starship drops out of jump mode. Fuel is leaking from the tanks. After a hull scan, the computer picks up a swarm of fuel parasites that have attached themselves to the side of the fuel tanks and burrowed through creating a large hole. It will takes days and many space walks to remove the parasites and repair the leak. Test REPAIRS below, until the test is passed successfully. REPAIRS - Test: Int +/- CM [S: -1d3 Fuel, repaired] [F: -1d3 Fuel] (Engineers)

73-76

SPACE PIRATES: The starship has been through a disruptor field created by space pirates. They set up these fields along hyperdrive lanes to bring ships to a standstill and whilst the captain is wondering what has gone wrong with the hyper jump they uncloak and attack. Roll on table S – Starships -40 to determine the ship that is attacking and then begin space combat.

77-80

ANTIMATTER SWARM: The starship has dropped out of hyperdrive by the starship’s internal override protocols. A swarm of antimatter has formed on the navigation route and if passed through will destroy the starship. The captain will need to reprogram the route manually. Apply a -20 modifier to the next JUMP test.

81-84

DARK MATTER: A field of dark matter has floated across the jump lane and the navigation sensors have picked up a massive obstacle blocking the lane. The safety sensors have deactivated the hyperdrive and the captain’s starship has been dropped just in front of a strange layer of apparent nothingness. It is causing major havoc with the starship’s sensors and all kinds of malfunctions are occurring across the ship. Apply a -30 modifier to the next JUMP test.

85-88

ALIEN ATTACK: A large alien vessel is blocking the jump lane and causing starships to come to a halt. When the captain’s starship drops out of jump mode, the alien ship has just fired its weapons on a starship and it is blown to pieces. Roll on table S – Starships (+ or – the star system modifier that the captain was jumping towards) to determine the size and type of the alien ship and then begin space combat.

89-92

SUBTERFUGE: If the captain’s starship is not carrying any cargo, roll for another Hyperdrive Event; otherwise read on. The captain’s starship has dropped out of hyperdrive for an unknown reason. The navigation sensors have not picked up any disturbances in the jump path and with no real explanation the captain is about to set off when a starship appears on the long range scanners. The ship has an SOS beacon activated, and the captain is duty bound to investigate and offer assistance by galactic law. When they arrive (-3 Power), the ship is empty and there is no sign of the crew. A scan of the ship shows it is in bad shape, and has half its hull missing. Also, the ship doesn't have any life support and any crew it had on board have already been saved or are long dead. With nothing further required, the captain sets off again for their destination star system; however, after the next hyper jump, they find that the cargo hold is now empty (remove all cargo from the hold).

93-96

SCATTERINGS OF BATTLE: There has been a recent space battle involving thousands of starships near the jump lane and pieces of ships have floated across the lane blocking the jump route. The navigation sensors have activated the safety protocols and the captain's starship has dropped out of hyperdrive. The field of battle spreads for many miles in all directions and the captains is going to have to navigate around before reactivating the jump engines. Roll 1d10+10 to determine the range the ship will have to fly to get around the debris field and then perform the SPACE CRUISE test below until the starship has travelled a distance equal to the determined range. SPACE CRUISE – Test: Int +/- CM [S: -1 PL, +3 range] [F: -1 PL, +1 range] (Pilots)

SPACE PIRATES: The starship has been through a disruptor field created by space pirates. They set up these fields along hyperdrive lanes to bring ships to a standstill and whilst the captain is wondering what has gone wrong with the hyper jump 97-100 they uncloak and attack. Roll on table S – Starships (+ or – the star system modifier that the captain was jumping towards) to determine the ship that is attacking and then begin space combat.

61

I – Implants D100

62

Implants and Patches can be used at anytime; but during combat the captain must use a combat action.

Power Cost

1-4

BRAIN: Use to gain +10 Int to next test.

-1

5-8

MIGHT: Use to gain +10 Str to next test.

-1

9-12

NIMBLE: Use to gain +10 Dex to next test.

-1

13-16

OPEN CYBERCON™: Opens a Cybercon™ sealed door.

-1

17-20

BRAINIER: Use to gain +20 Int to next test.

-2

21-24

ENERGY BLAST: Deal 1d6 damage to the enemy, do not deduct the enemy’s Def.

-2

25-28

ENERGY COVER: A barrier of energy cloaks the captain for 1d6 combat rounds. The cloak gives the captain +1 Def.

-2

29-32

MIGHTIER: Use to gain +20 Str to next test.

-2

33-36

NIMBLER: Use to gain +20 Dex to next test.

-2

37-40

ACCURACY: The captain deducts 1 from their location die for the next 1d6 combat rounds. A result of 0 hits the enemy for a critical head wound for a +4 DMG modifier.

-3

41-44

CLOAK: The enemy suffers -10 to its AV for the next 1d6 combat rounds.

-3

45-48

DISRUPTOR: The enemy’s Cybercon™ ability does not work for the next 1d6 combat rounds.

-3

49-52

ENERGY NET: The enemy is entangled for the next 1d3 combat round and suffers -10 to its AV. The captain gains +10 to all characteristics whilst the enemy is entangled.

-3

53-56

ENERGY STEAL: During combat with a droid s, the next amount of damage the captain deals to the enemy, instead replenishes the captain’s power cells by the same amount.

-3

57-60

REGENERATE: Replenish 1d6 HP.

-3

61-64

TIME TRAVEL: Remove 1 pip from the time track. You do not re-trigger an effect.

-3

65-68

BRUTISH: When using a Str weapon, the captain’s damage die gains +2 on natural results of 1 or 2 for the next 1d6 combat rounds.

-4

69-72

ENERGY BOLT: Deal 1d10 damage to the enemy, do not deduct the enemy’s Def.

-4

73-76

ENERGY DRONE: At the start of the next combat round a drone appears and assists in the combat. Each combat round the energy drone will attack, roll its attack dice before the captain’s attack or combat action. Each combat round the enemy will target its attack against whomever inflicted the most damage upon it during the current round. If this is equal, it will always attack the captain. The drone will last until killed or until the end of the combat. Energy Drone - AV:50 Def:2 Dmg:+2 HP:10

-4

77-80

ENERGY FLASH: The captain escapes the encounter without needing to make an escape test.

-4

81-84

TARGETING: When using a Dex weapon, the captain’s damage die gains +2 on natural results of 1 or 2 for the next 1d6 combat rounds.

-4

85-88

HOLOGRAMS: 1d3 holograms of the captain are created. When the enemy scores a hit, roll 1d6. If the result is a 1 the captain is hit and suffers the damage; otherwise, a hologram is hit and disrupts and vanishes, remove 1 hologram. Any holograms at the end of the combat will disrupt and vanish.

-5

89-92

ENERGY STORM: For the next 1d3 combat rounds the enemy suffers 1d6 damage at the start of each combat round; do not deduct the enemy’s Def.

-5

93-96

HEAL: Replenish 1d10 HP.

-5

97-100

REVIVE: Add “R” to the captain’s Life box. The next Life Point that is spent, remove the “R” instead. Removing the “R” has the same effect as spending a life point. Remove the “R” at the end of the away mission.

-10

J – Jump Error Cross reference the number of light years (LY) attempted by the jump test with the d100 result for the distance travelled before the ship dropped out of hyperdrive mode. Every 10 LY travelled, or part of, uses up 1 fuel. If a result is shown with (H) the player rolls on table H – Hyperdrive Event as the ship has also suffered some kind of hyperdrive event. D100

1 LY+

10 LY+ 20 LY+ 30 LY+ 40 LY+ 50 LY+ 60 LY+ 70 LY+ 80 LY+ 90 LY+ 100 LY+ 110 LY+ 120 LY+ 130 LY+ 140 LY+

1-10

0 (H)

0 (H)

0 (H)

0 (H)

0 (H)

0 (H)

0 (H)

0 (H)

0 (H)

0 (H)

0 (H)

11-20

0

1 (H)

2 (H)

3 (H)

4 (H)

5 (H)

6 (H)

7 (H)

8 (H)

9 (H)

10 (H) 11 (H) 12 (H) 13 (H) 14 (H)

21-30

0

2

4

6 (H)

8 (H)

10 (H) 12 (H) 14 (H) 16 (H) 18 (H) 20 (H) 22 (H) 24 (H) 26 (H) 28 (H)

31-40

0

3

6

9

12

15 (H) 18 (H) 21 (H) 24 (H) 27 (H) 30 (H) 33 (H) 36 (H) 39 (H) 42 (H)

41-50

0

4

8

12

16

20

24

51-60

0

5

10

15

20

25

30

35

40

61-70

0

6

12

18

24

30

36

42

48

54

60

71-80

0

7

14

21

28

35

42

49

56

63

70

77

84

81-90

0

8

16

24

32

40

48

56

64

72

80

88

96

104

112

91-100

0

9

18

27

36

45

54

63

72

81

90

99

108

117

126

0 (H)

0 (H)

0 (H)

0 (H)

28 (H) 32 (H) 36 (H) 40 (H) 44 (H) 48 (H) 52 (H) 56 (H) 45 (H) 50 (H) 55 (H) 60 (H) 65 (H) 70 (H) 66 (H) 72 (H) 78 (H) 84 (H) 91 (H) 98 (H)

Example: Captain Jacob is flying from Domsk to Kibrax, a distance of 344 LY. His starship is a Corvette Class, with a jump speed of 60. This means it can travel a maximum of 60 light years each time the captain passes a jump test. Jacob makes the jump test to travel the first 60 light years of the journey, but the test fails. He rolls the D100 on table J and scores 36. Cross referencing this with the 60 LY+ column (as Jacob was trying to travel 60 light years) the table shows he has only managed to travel 18 (H) light years. The fuel used for the failed jump test is 1.8; but is rounded up to 2; and Jacob must remove 2 from the ship’s fuel tanks. The (H) tells him he must now roll on table H – Hyperdrive Event. After the event, the distance left to reach Kibrax is now 326 light years (344-18=326).

63

K – Kit D100

64

Kit’s Details

*(S)=Small

Credits

1-2

DECODERS: A decoder unit. They are prone to overheating (+1 Decoders).

5c

3-4

SECURITY PASS: A small data card that grants entry to security doors or unlocks storage chests (+1 Pass).

5-6

RATIONS: Food in a small foil container. One provides all the nutrients for 12 hours (+1 Rations).

7-8

DECODERS: A decoder unit. They are prone to overheating (+2 Decoders).

9-10

NIGHT VISION: A small energy cell that runs for approximately 12 hours (+1 Night Vision).

11-12

DECODERS: A decoder unit. They are prone to overheating (+3 Decoders).

5c each

13-14

RATIONS: Food in a small foil container. One provides all the nutrients for 12 hours (+2 Rations).

10c each

15-16

OXYGEN O2: A small canister with enough air for approximately 12 hours (+1 Oxygen).

20c

17-18

NEBULA VELVET: A 75% alcoholic beverage. Gain +10 Str, suffers -5 Int and -5 Dex for the next 6 hours.

25c

19-20

SECURITY PASS: A small data card that grants entry to security doors or unlocks storage chests (+1 Pass).

21-22

WRIST WATCH: Tells the time in 17 different galaxies. It’s broken, but might be worth something.

23-24

CREDITS: Standard currency used across the galaxy (+25c)

25-26

NIGHT VISION: A small energy cell that runs for approximately 12 hours (+2 Night Vision).

15c each

27-28

RATIONS: Food in a small foil container. One provides all the nutrients for 12 hours (+3 Rations).

10c each

29-30

*(S) BRUTE ENHANCER DRINK: Use to gain +1 damage to your next damage roll when using a Str weapon.

31-32

OXYGEN O2: A small canister with enough air for approximately 12 hours (+2 Oxygen).

33-34

SHAVING KIT: A small mirror, scissors and a vacuum shaver.

35-36

SECURITY PASS: A small data card that grants entry to security doors or unlocks storage chests (+1 Pass).

37-38

NIGHT VISION: A small energy cell that runs for approximately 12 hours (+3 Night Vision).

15c each

39-40

CYBERCON™ POWER CELL: A small power cell designed for the Cybercon™ implant unit.

50c

41-42

EXPLOSIVE ROUNDS: Use with Dex weapons. Spend one before making an attack to roll a d10 for damage instead of a d6 (+1 Explosive Round).

50c

43-44

*(S) SPEED ENHANCER DRINK: Use to gain +1 Def against an enemy’s next damage roll.

50c

45-46

CREDITS: Standard currency used across the galaxy (+50c)

47-48

OXYGEN O2: A small canister with enough air for approximately 12 hours (+3 Oxygen).

49-50

*(S) BRAIN ENHANCER DRINK: Use to gain +5 Int to next test.

51-52

SECURITY PASS: A small data card that grants entry to security doors or unlocks storage chests (+2 Pass).

53-54

*(S) MIGHT ENHANCER DRINK: Use to gain +5 Str to next test.

75c

55-56

*(S) NIMBLE ENHANCER DRINK: Use to gain +5 Dex to next test.

75c

57-58

CIGARETTES: A pack of 20 nicotine free cigarettes. Now out of production and considered an antique.

75c

59-60

ARMOUR PIERCING ROUND: Use with Dex weapons. Spend one before making an attack and the enemy suffers -2 Def from the attack (+1 Armour Piercing Round).

80c

61-62

*(S) ACID WRAP: -2 pips from the acid track.

80c

63-64

*(S) MED PACK: Use to replenish up to 4 lost HP.

80c

65-66

THE HOLO-ALBUM 1200: A small device that displays uploaded images as holograms.

100c

10c 5c each 15c

25c -

35c 20c each 40c -

20c each 75c -

K – Kit D100

Kit’s Details

*(S)=Small

Credits

67-68

SECURITY PASS: A small data card that grants entry to security doors or unlocks storage chests (+2 Pass).

69-70

*(S) KARMA TONIC: Use to add +5 to a result when rolling on the next table.

100c

71-72

*(S) CLEANSING WRAP: -2 pips from the plague track.

130c

73-74

*(S) BRAIN BOOSTER CAPSULE: Use to gain +5 Int until you next shade a pip on the time track.

150c

75-76

*(S) MIGHT BOOSTER CAPSULE: Use to gain +5 Str until you next shade a pip on the time track.

150c

77-78

*(S) NIMBLE BOOSTER CAPSULE: Use to gain +5 Dex until you next shade a pip on the time track.

150c

79-80

D100 DUNGEON BOOK: An antique pen and paper game book from the 21st century.

150c

81-82

CYBERCON™ PATCH: Roll on table I – Implants for the patch that is found. Add “Patch” after its name when you add it to the log sheet (e.g. if you roll 33-36 you will have a “Nimbler Patch”.

200c

83-84

SECURITY PASS: A small data card that grants entry to security doors or unlocks storage chests (+2 Pass).

85-86

THE MICRO TRANSLATOR VI: A small mouth piece that translates spoken words into 14 billion different languages.

200c

87-88

SKILL PILL: Use to gain +5 skill bonus to a random skill for an entire away mission.

200c

89-90

(M) KARMA TONIC: Use to add +10 to a result when rolling on the next table.

200c

91-92

SECURITY PASS: A small data card that grants entry to security doors or unlocks storage chests (+3 Pass).

93-94

*(S) WEAPON UPGRADE: Roll on table W – Weapon and add “(S)” before its name. Add +1 to its Dmg value. It gains +300 credit to its value.

95-96

TRACKER: If in a utility belt slot gain +10 Int to Stalk tests. Does not require a combat action.

300c

97

CLOAK DISRUPTOR: If in a utility belt slot the captain only suffers -5 to their Str, or Dex against enemies with the Cloaked ability. Does not require a combat action.

500c

98

SMART DISPLAY: Attach to any Dex weapon by adding the prefix “(SD)” at the start of its name. The captain may also use their Int characteristic to attack an enemy in combat when using an (SD) weapon.

500c

-

-

-

99-100 TRAPPINGS: A piece of equipment (roll on table TA – Trappings A).

-

L – Lucky Events D100

The Lucky Event

1

LUCKY: For a change, something is going right for the captain and they feel overcome with luck (Add “+ Lucky to all tests” to the time track. The captain may add their Lucky skill when testing; this includes attack rolls).

2

STRENGTH: There is a change in environmental controls, and the captain feels full of strength (Add “+5 Str” to the time track).

3

AGILE: There is a change in environmental controls and the captain feels agile (Add “+5 Dex” to the time track).

4

ADROIT: There is a change in environmental controls, and the captain feels adroit (Add “+5 Int” to the time track).

5

FASTER: There is a change in environmental controls and the captain feels faster than usual (Add “+1 Def” to the time track).

6

POWER: There is a change in environmental controls and the captain feels powerful (Add “+1” Dmg to the time track).

7

POWER INFLUX: The captain’s Cybercon™ unit suddenly gains some energy (+1 Power Cell, if the captain’s Cybercon™ unit already has 10 power cells, roll again for another lucky event).

8

ACID WRAP: The captain notices an acid wrap kit behind a crate (if the captain takes it, add “(VS) Acid Wrap: -1 pip from the acid track (40c)” to the log sheet).

65

L – Lucky Events D100

66

The Lucky Event

9

CLEANSING WRAP: The captain notices a cleansing wrap kit behind a crate (if the captain takes it, add “(VS) Cleansing Wrap: -1 pip from the plague track (65c)” to the log sheet).

10

CREDITS: Scattered on the floor the captain finds some credits (+1d100c).

11

TIME DISPLACEMENT DEVICE: The captain finds a “Time Displacement Device”. These are now antiques and are rarely found in a usable condition. Production of these devices was banned in the early part of the last century due to their addictiveness. When used, they place the user in a bubble in which time is unaffected. Everything outside the bubble is placed in stasis, where time has stopped. The bubble lasts just a few seconds and then bursts, thus returning the user back to the normal time frame (if the captain takes it, add “(M) Time Displacement Device: Make 2 separate attacks/combat actions in the next combat round (750c).” to the log sheet).

12

REPAIR KIT: The captain spots a repair kit leaning against a wall. It’s old but may be useful (if the captain takes it, add “(M) Old Repair Kit: Use to remove 1d3 pips of damage from pieces of armour (60c)” to the log sheet).

13

MED PACK: The captain notices a medical pack leaning against a wall. It's old but may be of some use (if the captain takes it, add “(S) Old Med Pack: Use to replenish up to 1d3 lost HP (30c)” to the log sheet).

14

POWER SUPPLY: There is loud noise of a generator starting and then a buzz of power. All the lights power up within the facility (The captain no longer needs to spend Night Vision when NV appears on the time track. If the away mission doesn’t require the use of night vision, or if the power supply has already been activated, roll again for another lucky event).

15

SKILL UPGRADE: The captain has found a skill upgrade. It can be used and uploaded to the Cybercon™ unit (even if it is not yet active) and will upgrade the captain’s brain with knowledge of a skill. If the captain decides to take the upgrade add “Skill Upgrade: Use to add +5 to a random skill (500c)” to the log sheet).

16

C0YBERCON™ OVERLOAD: The captain’s Cybercon™ unit is overloading (for the reminder of the mission all installed implant require 1 less power cell to use. If the captain does not have any installed implants, or the Cybercon™ unit is already overloading, roll again for another lucky event).

17

WEAPON OVERLOAD: The captain’s weapon is overloading with power (for the remainder of the mission the captain’s weapon gains +1 dmg. If the captain has two weapons equipped, decide which one randomly. If the captain doesn't have a weapon, or if all weapons are already overloading, roll again for another lucky event).

18

SCANNED: A green light passes a few times over the captain. Something has just scanned the captain and it has left them feeling enhanced in some way (+1 primary Int).

19

SCANNED: A green light passes a few times over the captain. Something has just scanned the captain and it has left them feeling enhanced in some way (+1 primary Dex).

20

SCANNED: A green light passes a few times over the captain. Something has just scanned the captain and it has left them feeling enhanced in some way (+1 primary Str).

21

SCANNED: A green light passes a few times over the captain. Something has just scanned the captain and it has left them feeling enhanced in some way (+1 primary HP).

22

STRENGTHEN: There is a change in environmental controls and the captain feels strengthened (Add “+10 Str” to the time track).

23

DEXTEROUS: There is a change in environmental controls and the captain feels dexterous (Add “+10 Dex” to the time track).

24

ALERT: There is a change in environmental controls and the captain feels alert (Add “+10 Int” to the time track).

25

QUICKENED: There is a change in environmental controls and the captain feels quickened (Add “+2 Def” to the time track).

26

POWERFUL: There is a change in environmental controls and the captain feels powerful (Add “+2” Dmg to the time track).

27-28

CYBERCON™ OVERLOAD: The captain’s Cybercon™ unit is overloading (for the reminder of the mission all installed implant require 1 less power cell to use. If the captain does not have any installed implants, or the Cybercon™ unit is already overloading, roll again for another lucky event).

29-30

ACID WRAP: The captain notices an acid wrap kit behind a crate (if the captain takes it, add “(M) Acid Wrap: Use to deduct -3 pips from the acid track (120)” to the log sheet).

L – Lucky Events D100

The Lucky Event

31-32

CLEANSING WRAP: The captain notices a cleansing wrap kit behind a crate (if the captain takes it, add “(M) Cleansing Wrap: Use to deduct -3 pips from the plague track (195c)” to the log sheet).

33-34

CREDITS: Scattered on the floor the captain finds some credits (+ 2d100c).

35-36

TIME DISPLACEMENT DEVICE: The captain finds a “Time Displacement Device”. These are now antiques and are rarely found in a usable condition. Production of these devices were banned in the early part of the last century due to their addictiveness. When used they place the user in a bubble in which time is unaffected. Everything outside the bubble is placed in stasis, where time has stopped. The bubble lasts just a few seconds and then bursts, thus returning the user back to the normal time frame (if the captain takes it, add “(L) Time Displacement Device: Make 3 separate attacks/combat actions in the next combat round (1000c).” to the log sheet).

37-38

REPAIR KIT: The captain spots a repair kit leaning against a wall. It’s old but may be useful (if the captain takes it, add “(L) Old Repair Kit: Use to remove 1d6 pips of damage from pieces of armour (120c)” to the log sheet).

39-40

MED PACK: The captain notices a medical pack leaning against a wall. It's old but may be of some use (if the captain takes it, add “(M) Old Med Pack: Use to replenish up to 1d6 lost HP. (60c)” to the log sheet).

41-42

SKILL UPGRADES: The captain has found two skill upgrades. Each one can be used and uploaded to the Cybercon™ unit (even if it is not yet active) and will upgrade the captain’s brain with knowledge of a skill. If the captain decides to take the upgrades add two “Skill Upgrade: Use to add +5 to a random skill (500c)” to the log sheet).

43-44

AIR SUPPLY: There is loud noise of a generator starting and breathable air starts to flow from the vents within the facility (The captain no longer needs to spend Oxygen when O2 appears on the time track. If the away mission doesn’t require the use of oxygen, or if the air supply has already been activated, roll again for another lucky event).

45-46

CYBERCON™ OVERLOAD: The captain’s Cybercon™ unit is overloading (for the reminder of the mission all installed implant require 2 less power cells to use. If the captain does not have any installed implants, or the Cybercon™ unit is already overloading, roll again for another lucky event).

47-48

WEAPON OVERLOAD: The captain’s weapon is overloading with power (for the remainder of the mission the captain’s weapon gains +2 dmg. If the captain has two weapons equipped, decide which one randomly. If the captain does not have a weapon, or if all weapons are already overloading, roll again for another lucky event).

49-50

SCANNED: A green light passes a few times over the captain. Something has just scanned the captain and it has left them feeling enhanced in some way (+3 primary Int).

51-52

SCANNED: A green light passes a few times over the captain. Something has just scanned the captain and it has left them feeling enhanced in some way (+3 primary Dex).

53-54

SCANNED: A green light passes a few times over the captain. Something has just scanned the captain and it has left them feeling enhanced in some way (+3 primary Str).

55-56

SCANNED: A green light passes a few times over the captain. Something has just scanned the captain and it has left them feeling enhanced in some way (+3 primary HP).

57-58

SMALL ITEM: The captain spots a small item inside an open crate (roll 1d6 and on a result of 1-4 the captain has found some kit; roll on table K – Kit +10. On a result of 5-6 the captain has found something useful, roll on table N - Needed +10).

59-60

LARGE ITEM: The captain spots a large item inside an open crate (roll 1d6 and on a result of 1-4 the captain has found some armour, roll on table A – Armour +10. On a result of 5-6 the captain has found a weapon, roll on table W - Weapons +10).

61-62

POWER CELL PLUS: The captain notices a power cell resting on crate (if the captain takes it, add “Power Cell Plus: Use to add 3 power cells to the Cybercon™ unit (150c)” to the log sheet).

63-64

ACID WRAP: The captain notices an acid wrap kit behind a crate (if the captain takes it, add “(XL) Acid Wrap: Use to deduct -5 pips from the acid track (200c)” to the log sheet).

65-66

CLEANSING WRAP: The captain notices a cleansing wrap kit behind a crate (if the captain takes it, add “(XL) Cleansing Wrap: Use to deduct -5 pips from the plague track (325c)” to the log sheet).

67-68

CREDITS: Scattered on the floor the captain finds some credits (+ 3d100c).

67

L – Lucky Events

68

D100

The Lucky Event

69-70

TIME DISPLACEMENT DEVICE: The captain finds a “Time Displacement Device”. These are now antiques and are rarely found in a usable condition. Production of these devices were banned in the early part of the last century due to their addictiveness. When used they place the user in a bubble in which time is unaffected. Everything outside the bubble is placed in stasis, where time has stopped. The bubble lasts just a few seconds and then bursts, thus returning the user back to the normal time frame (if the captain takes it, add “(XL) Time Displacement Device: Make 4 separate attacks/combat actions in the next combat round (1250c).” to the log sheet).

71-72

REPAIR KIT: The captain spots a repair kit leaning against a wall. It’s old but may be useful (if the captain takes it, add “(XL) Old Repair Kit: Use to remove 1d10 pips of damage from pieces of armour (200c)” to the log sheet).

73-74

MED PACK: The captain notices a medical pack leaning against a wall. It's old but may be of some use (if the captain takes it, add “(XL) Old Med Pack: Use to replenish 1d10 lost HP (100c)” to the log sheet).

75-76

EVACUATION: An emergency siren sounds across the facility. It’s a signal to evacuate. Far off sounds of doors opening and closing can be heard. Place a cross through 4:00 3 and 8:00 5on the time track. Enemies are no longer triggered when you shade a pip for these times on the time track, and therefore you do not need to check. At the end of the away mission remove the crosses.

77-78

SKILL UPGRADES: The captain has found 3 skill upgrades. Each one can be used and uploaded to the Cybercon™ unit (even if it is not yet active) and will upgrade the captain’s brain with knowledge of a skill. If the captain decides to take the upgrades add three “Skill Upgrade: Use to add +5 to a random skill (500c)” to the log sheet).

79-80

CYBERCON™ OVERLOAD: The captain’s Cybercon™ unit is overloading (for the reminder of the mission all installed implant require 3 less power cells to use. If the captain does not have any installed implants, or the Cybercon™ unit is already overloading, roll again for another lucky event).

81-82

WEAPON OVERLOAD: The captain’s weapon is overloading with power (for the remainder of the mission the captain’s weapon gains +3 dmg. If the captain has two weapons equipped, decide which one randomly. If the captain does not have a weapon, or if all weapons are already overloading, roll again for another lucky event).

83-84

WEAPON: The captain spots a weapon behind a broken panel (roll on table W – Weapons +20 to see what's found).

85-86

ARMOUR: The captain spots some armour behind a broken panel (roll on table A – Armour +20 to see what's found).

87-88

SCANNED: A green light passes a few times over the captain. Something has just scanned the captain and it has left them feeling enhanced in some way (+5 primary Int).

89-90

SCANNED: A green light passes a few times over the captain. Something has just scanned the captain and it has left them feeling enhanced in some way (+5 primary Dex).

91-92

SCANNED: A green light passes a few times over the captain. Something has just scanned the captain and it has left them feeling enhanced in some way (+5 primary Str).

93-94

SCANNED: A green light passes a few times over the captain. Something has just scanned the captain and it has left them feeling enhanced in some way (+5 primary HP).

95-96

DEAD OR ALIVE: The captain discovers a dead body laying beneath a “Wanted Dead or Alive!” poster on the wall. Turning the body over, it reveals the corpse is the person in the poster. The captain claims the bounty, and immediately uploads a photo to the (CSA) Central Security Agency (+1 Rep, and +1000c).

97-98

KARMA: On the screen of a security terminal the captain can see a group of crew are locked in a chamber somewhere within the facility. The chamber is filling with water and the crew are about to drown. Quickly the captain locates the access codes for the door and releases it. The crew are safe and the captain feels good (+1 Karma).

99-100

ENHANCED: Two conduits have torn open and are releasing bio matter into the atmosphere. The mixture has overwhelmed the captain, but surprisingly they feel great (+1 Life Point).

M - Modifications

*(S)=Small, (M)= Medium

(TL) Tech Level (CS) Cargo Space (DT) Drive Thrusters (FT) Fuel Tanks (FS) Fuel Scoops (LS) Life Support (JS) Jump Speed (PG) Power Generator (PL) Power Level (WS) Weapons System (SG) Shield Generator (M) Mods (C) Credits D100 1-5

6-10

11-15

16-20

21-25

26-30

31-35

36-40

41-45

46-50

51-55

56-60

Modification PARTICLE SCOOP

TL

CS

DT

FT

FS

LS

+5

JS

PG

PL

WS

66-70

71-75

76-80

M

-5

*(S) LIFE SUPPORT MODULE

+10

1000c

These module bays can be added to increase the ship’s life support capability. *(S) CARGO MODULE

+5

1000c

These module bays can be added to increase cargo space. *(S) FUEL MODULE

+10

-5

1000c

These module bays can be added to increase the starship’s fuel tanks. MINING LASERS

+5

2000c

Used to drill and break apart asteroids when mining. POWER GENERATORS

+1

2000c

Adds an additional generator to the power grid. *(M) LIFE SUPPORT MODULE

+20

-5

2000c

These module bays can be added to increase the ship’s life support capability. ADVANCED FUEL SCOOP

+5

+5

2000c

The advanced fuel scoop is fitted with suction mounts and a cleaner filter. *(M) CARGO MODULE

+10

-5

2000c

These module bays can be added to increase cargo space. DRIVE SENSOR

+5

2000c

Assists drive control with a 360° map of the immediate 1000 feet around the starship. *(S) FUEL MODULE

+5

+20

-10

2000c

These module bays can be added to increase the starship’s fuel tanks. HYPERDRIVE BOOSTER

+10

3000c

Increases the starship’s jump speed in hyperspace. +1

A power drive that constantly recirculates small adamantite particles into the energy field around the starship. It creates a hardened field that helps against damage from attacks. MISSILE BAY

+1

A launch bay capable of firing additional missiles. ADVANCED POWER GENERATORS +5

-5

+2

Adds an additional generator to the power grid. ADVANCED DIVE SENSOR

C 1000c

Used to collect chemicals from gas POIs, and metals and minerals from asteroids.

ENERGY PLATING 61-65

SG

+5

+10

Assist drive control with a 360° map of the immediate 2000 feet around the starship.

3000c

3000c

4000c

4000c

69

M - Modifications

*(S)=Small, (M)= Medium

(TL) Tech Level (CS) Cargo Space (DT) Drive Thrusters (FT) Fuel Tanks (FS) Fuel Scoops (LS) Life Support (JS) Jump Speed (PG) Power Generator (PL) Power Level (WS) Weapons System (SG) Shield Generator (M) Mods (C) Credits D100 81-83

84-86

87-90

91-93

94-96

97-98

99-100

70

Modification

TL

CS

DT

FT

FS

LS

JS

PG

*(S) POWER MODULES

PL

WS

SG

+10

+5

+20

-5

-5

-5

6000c

Increases the starship’s jump speed in hyperspace. SHIELD BOOSTER

+5

+2

Strengthens the active shield if powered. Multiple boosters stack in effectiveness. 360° LASER TURRET

+5

-5

-5

+2

+10

-10

-10

-10

-10

+3

A stealth mode making it harder to detect with scanners. FORWARD FACING PARTIAL BEAM +10

A focused weapon beam of neutral subatomic particles travelling at almost light speed. *(M) POWER MODULES

+5

-5

+20

These module bays can be added to increase the number of power cores on the spaceship.

+3

6000c

6000c

A high-energy weapon with a pulse of coherent light, usually in an ultraviolet frequency. CLOAKING

C 5000c

These module bays can be added to increase the number of power cores on the spaceship. ADVANCED HYPERDRIVE

M

9000c

9000c

10,000c

N – Needed D100

Details

1-10

DECODER: A decoder unit. They are prone to overheating.

5c

11-20

RATIONS: Food in a small foil container. One provides all the nutrients for 12 hours.

10c

21-30

NIGHT VISION: A small energy cell that runs for approximately 12 hours.

15c

31-40

OXYGEN O2: A small canister with enough air for approximately 12 hours.

20c

41-45

*(S) BRUTE ENHANCER DRINK: Use to gain +1 damage to your next damage roll when using a Str weapon.

35c

46-50

*(S) ACUTE ENHANCER DRINK: Use to gain +1 damage to your next damage roll when using a Dex weapon.

35c

51-54

CYBERCON™ POWER CELL: A small power cell designed for the Cybercon™ implant unit.

50c

55-56

*(S) SPEED ENHANCER DRINK: Use to gain +1 Def against an enemy’s next damage roll.

50c

57-58

EXPLOSIVE ROUNDS: Use with Dex weapons. Spend one before making an attack to roll a d10 for damage instead of a d6 (+1).

50c

59-60

*(S) BRAIN ENHANCER DRINK: Use to gain +5 Int to next test.

75c

61-62

*(S) MIGHT ENHANCER DRINK: Use to gain +5 Str to next test.

75c

63-64

*(S) NIMBLE ENHANCER DRINK: Use to gain +5 Dex to next test.

75c

65-66

*(S) ACID WRAP: -2 pips from the acid track.

80c

67-68

*(S) MED PACK: Use to replenish up to 4 lost HP.

80c

69-70

ARMOUR PIERCING ROUND: Use with Dex weapons. Spend one before making an attack and the enemy suffers -2 Def from the attack (+1 Armour Piercing Round).

80c

71-72

*(S) CLEANSING WRAP: -2 pips from the plague track.

130c

73-74

*(S) BRAIN BOOSTER CAPSULE: Use to gain +5 Int until you next shade a pip on the time track.

150c

75-76

*(S) MIGHT BOOSTER CAPSULE: Use to gain +5 Str until you next shade a pip on the time track.

150c

77-78

*(S) NIMBLE BOOSTER CAPSULE: Use to gain +5 Dex until you next shade a pip on the time track.

150c

79-80

OPEN CYBERCON™ PATCH: See table I – Implants for its details of use.

200c

81-82

ULTRA POWER CELL: Has 5 charges that can be used to add power to the Cybercon™ unit, then discard.

250c

83-84

TRACKER: If in a utility belt slot gain +10 Int to Stalk tests. Does not require a combat action.

300c

85-86

RADIUM POWER CELL: Has 10 charges that can be used to add power to the Cybercon™ unit, then discard.

500c

87-89

CLOAK DISRUPTOR: If in a utility belt slot the captain only suffers -5 to their Str or Dex against enemies with the Cloaked ability. Does not require a combat action.

500c

90-99

SMART DISPLAY: Attach to any Dex weapon by adding the prefix “(SD)” at the start of its name. The captain may also use their Int characteristic to attack an enemy in combat when using an (SD) weapon.

1000c

REVIVE PATCH: See table I – Implants for its details of use. Has a sell value of 200gp.

1500c

100

*(S)=Small

Credits

71

O – Operations D100

Title OPERATION 1: SPACE TRAVEL

1-2

Mission #

Type

[S]

[F]

M1-2

SPACE MISSION

+1000c

-

Detail: Travel to the Artmes System and sell 25 tons of weapon upgrades at Lunis Station (zone 2). Description: The captain has just picked up a consignment of very sensitive goods at the Rebel Base military port in the Vinwar system and must deliver them to a contact at Lunis Station (Add 25 weapons to the cargo hold). The cargo consists of weapon upgrades, stolen from a support ship by a smuggler that goes by the name “Findar Wiseman”. The Artmes System is 116 light years away (see Star Map) and you are going to need to make some jump tests (see Moving from System To System). If you fail a JUMP test ignore any (H) Hyperdrive events. When you reach the entry point (zone 1) in the Artmes system you will need activate the space cruise (See Moving Within A Star System) and fly to zone 2, where you will begin the port phase (see Port Phase). During the port phase all you need to do is sell the 25 tons of weapons for 80c each (total 2000c), to complete the mission. Although weapons are red goods you do not need to make an Illegal Activities test on this occasion. A contact of Findar will meet you after the deal has gone down at Lunis and collect half of the credits (-1000c); the remaining amount is the reward (see [S]) for completing the space mission successfully. Whilst trying to reach Lunis Station you may need to initiate the starship’s power generators if you are running low on power (see Power Generators). When the mission is completed, remove it from your active operations and change its check box to a tick þ on the Operation’s Track on the log sheet. Now continue with Operation 2: Mining/Collecting. OPERATION 2: MINING/COLLECTING

3-4

M3-4

SPACE MISSION

-

-

Detail: Travel to zone 5 in the Artmes System and mine the Asteroid “Eternal” 3 times. Then Travel to the water world “Yepra” in zone 10 and collect water twice. Description: After the sale of illegal weapons, Findar’s contact at Lunis Station has a couple of jobs he needs doing and has arranged for the captain’s ship to be outfitted with the necessary equipment. Add “Particle Scoop (TL+5) (JS-5) (1000c)” and “Mining Lasers (TL+5) (2000c) to the modification section on the log sheet. Don’t forget to recalculate the Control Modifier (CM) with all the new tech on board (see Tech Level (TL)). Using space cruise, fly to zone 5 and mine the Asteroid “Eternal” until you are successful at least 1 time. Then fly to zone 10 and collect water from the water world “Yepra” until you are successful at least one time (see Points of Interest (POI)). Once you have finished mining and collecting, this operation is completed. Note: there is no reward for completing this mission and it doesn't matter how many times you fail the mining or collecting tests as there is no fail penalty for this mission. OPERATION 3: TRADING

5-6

M5-6

SPACE MISSION

-

-

Detail: Travel to Lunis Station (zone 2) and perform a port phase. Then travel to Rebel Base (zone 3) in the Vinwar system and perform another port phase and sell everything onboard. Description: With some cargo onboard its time to head off to a more affluent space port to sell the goodies. However, first look at table Y – Cargo Prices, you can see the buy prices are in red and the sell prices are in blue. In the Artmes system all of the buy prices are marked with a red arrow pointing down ↓, this is because they are the lowest price you will pay in the galaxy. If you check the rest of the table you will see that some of the sell prices have a blue arrow pointing up ↑, these arrows signify they have the highest price you will receive in the galaxy. Your aim when trading is to buy low and sell high, in order to maximise your profit. However, sometimes you have to reach a happy medium as the distance needed to reach space ports is too great to make the numbers work. Table Y is a good resource to plan your trade routes; and so is Table X - Trading Guide, because it shows the profits you can earn between neighbouring star systems. Take a look at the journey from Artmes  Vinwar on table X and you will see the amount of profit you will make on cargo you buy from Artmes and then sell at Vinwar. Now travel back to Lunis Station (zone 2) and perform a port phase. Findar’s contact collects half of what you have mined from the Asteroid Eternal, and half of what you have collected from Yepra (deduct ½ (rounding up) of the cargo mined and collected during Operation 2). Now, using table X as a guide, buy as much profitable cargo the ship can carry/afford and then travel to the Vinwar system, and Rebel Base (zone 3). If you fail a JUMP test getting to the Vinwar system ignore any (H) Hyperdrive events. At Rebel Base perform another port phase and sell everything on board to complete the mission. The sold cargo is the reward for completing this mission and there is no fail penalty.

72

O – Operations D100

Title OPERATION 4: AWAY MISSION

7-8

M7-8

AWAY MISSION NV

+1000c

Roll on B+40

M9-10

AWAY MISSION NV

+1000c

Roll on B+40

M11-12

AWAY MISSION NV AND SPACE MISSION

+1000c

Roll on B+40

M13-14

SPACE MISSION

+1000c

-

Detail: A starship has been lost in the deepest regions of space and needs investigating. Description: The Brederode, an Interceptor starship, has been reported missing after leaving the Artmes system. The owner was reported to be in bad health and relatives now fear the worst. They have offered a reward to anyone who can bring news of the Brederode. From the Artmes system, the captain must make a series of JUMP tests until they find the Brederode. Each jump test must be at maximum speed (i.e. if the captain’s starship has a JS of 60, the JUMP test is made to travel 60 light years). After each jump, record the number of light years that are travelled. Whilst looking for the Brederode, the captain is flying in deep space and not towards a star system; use a -40 System Modifier (SM) for hyper jump events. After each JUMP test, roll 1d6; and on a result of 5 or 6, the long range scanners have found the Brederode. An escape pod floating nearby is out of control and a visual scan reveals a dead woman inside matching the description of the Brederode captain. When contacting the ship on long range communication, it moves into range and attacks. Conduct a space combat with an Interceptor class starship (result 5-8 on table S). After the combat, the captain must then perform a number of JUMP tests until they have returned back to the Artmes system (this is the distance it took to find the Brederode). If the captain was defeated in the combat they are jettisoned in an escape pod and reach the Artmes system anyway. As soon as the captain docks at Lunis Station they inform the relatives of the news and are rewarded (see [S]). RECONNAISSANCE MISSION

15-16

[F]

Detail: Recover the Artefact's of Quell in the Vinwar system. Description: Singor Whistlestop, a thruscan collector of antiquities, is asking for someone to find the “Artefact's of Quell” and bring them to him at Star Angel (zone 5), a military dock in the Impfar system. He believes the artefacts have been lost in an ancient alien facility on the dead planet of Quell. At Quell (zone 4) in the Vinwar system, the captain may begin the away mission and must Collect 2 Objective Items (Artefact's of Quell) from tables TA, TB or TC. Once the Artefact's of Quell have been collected the away mission is completed. The captain must then meet Singor at Star Angel (zone 5) in the Impfar system and hand over the Artefacts (remove from the log sheet) to receive their payment (see [S]). Only when the payment has been received has the entire operation been completed. LOST IN SPACE

13-14

[S]

Detail: Enter Fargree and retrieve a bank of data drives for the Biotory corporation. Description: In the Lactboot system on the agricultural world of Cryof II (zone 6) is Fargree, an abandoned space port. Fargree was once a wealthy trading port known throughout the galaxy for its banks and casinos, but was abandoned in the last century, due to an alien mob ring that took over the station’s tax system. As major corporations left the station, the station’s popularity waned, until eventually it shut down completely. The Biotory corporation once had its headquarters at Fargree and they would like a bank of data drives retrieved from inside. To complete the mission the captain must enter Fargree and Collect 1 Objective Item from tables TA, TB, or TC. Then a contact from the Biotory corporation will meet the captain outside Fargree space port after the mission is completed to collect (remove the Objective Item from the log sheet) the bank of data drives and pay (see [S]) the captain for the retrieval. ARTEFACTS OF QUELL

11-12

Type

Detail: At Rebel Base (zone 3) in the Vinwar system, help out with a vermin problem. Description: There is huge problem of vermin underneath the space dock at Rebel Base in the Vinwar system. Begin the away mission at the start of any port phase when the captain is at Rebel Base. After the away mission you are free to perform the port phase as normal. To complete the mission, the captain must head into the complex of service tunnels and Loot 4 Scraps (25c) from the enemies there (see Performing An Away Mission). Only Scraps looted during the away mission count towards its completion. The captain must hand over the scraps (remove from the log sheet) in order to collect payment (see [S]) from the port’s authorities. FARGREE STATION ON CRYOF

9-10

Mission #

M15-16

AWAY MISSION O2 NV

+2000c

Roll on B+30

Detail: The Scaza corporation wants a detailed report of a disused storage facility they plan to reuse. Description: Whenever the captain’s starship is in orbit around Totovic (zone 7) in the Elmstar system the captain may begin the away mission and must Explore until 2 yellow areas, 2 green areas, 2 red areas and 2 blue areas have been added to the map sheet. They all need to be searched. When the areas have been added and searched, the away mission is completed and the captain transfers a report of their finding to the Scaza corporation and in return they transfer payment (see [S]).

73

O – Operations D100

Title FIGHTING BACK

17-18

[F]

M17-18

AWAY MISSION NV

+2000c

Roll on B+30

AWAY MISSION O2 NV

+2000c

Roll on B+30

Detail: A family of space pirates have settled in the Treel System and need dealing with. Description: Proda Base (zone 3) has issued a bounty for the successful termination of a despicable band of space pirates that are using Exofall (zone 9) as a base. Whenever the captain’s starship is in orbit around Exofall (zone 9) in the Treel System, the captain may begin the away mission and must Kill 5 enemies marked with a t on table E. After the mission is completed the captain must travel to Proda Base (zone 3) for the reward (see [S]). M21-22

AWAY MISSION O2 NV

+2000c

Roll on B+30

Detail: A research lab on Skillet in the Treel system has been infested by vile aliens and needs cleansing. Description: A group of scientists from the Biobox corporation have evacuated their lab when an experiment went badly wrong and some bio matter leaked out of a contamination field and infected one of the workers. A few days later, the worker was seen deliberately opening a hangar to let a band of vile aliens in. The heads of Biobox want the lab operational as soon as possible and are offering a payload to clear out the infestation. Whenever the captain’s starship is in orbit around Skillet (zone 7) in the Treel System, the captain may begin the away mission and must Loot 15 Scraps (25c) from the enemies there. Only Scraps looted during the away mission count towards its completion. Once all the scraps have been looted the Biobox corporation will release the funds and transfer the credits to the captain (see [S]). PURPLE WINDS

23-24

[S]

M19-20

INFESTATION

21-22

Type

Detail: On the planet Haste, a revolutionary group has taken over a retired space dock and are planning an invasion. Description: The Agency for Security and Welfare have been receiving reports of heightened activity around Haste (zone 4), in the Elmstar system. Their concern is over an individual named “Rob Espierre” who has been stirring up talks of a revolution and they are looking for anyone who can provide detailed information. His plans of invasion are believed to be stored on small data chips hidden on security passes being carried by his top officers. Once the chips are decoded and their information merged, it will reveal a detailed plan of a full system wide rebellion. Whenever the captain’s starship is in orbit around Haste (zone 4) the captain may begin the away mission. To complete the mission the captain must have 4 pips shaded on the Pass track. Once the mission has been completed the data is extracted from the chips and uploaded to the agency for analysis and the captain is rewarded (see [S]). FAMILY OF PIRATES

19-20

Mission #

M23-24

SPACE MISSION

+2000c

-

Detail: The GASA (Galactic Aeronautics and Space Administration) need samples from a galactic wind. Description: Around Rilla (zone 9) in the Impfar system a strange phenomenon has occurred and GASA are seeking samples being carried in a purple wind. The captain’s ship must have a Particle Scoop fitted to the starship in order to attempt this mission. Whenever the captain’s starship is in orbit around Rilla (zone 9) in the Impfar System, the captain may perform the test below. They need to gather 25 units of waste cargo from the wind. Only waste scooped from the test below count for the mission’s completion. The waste particles are recorded in the ship’s cargo hold. Then at the start of a port phase at Expedite Base (zone 2) in the Elmstar system (the GASA headquarters) the captain can hand over the 25 units of waste cargo (remove from the log sheet) for payment (see [S]). WIND SCOOP – Test: Int +/- CM, +/- DT [S: -1 PL, +1d6 Waste] [F: -1d3 PL] (Pilot) THE ROBINSONS

25-26

AWAY MISSION NV

+2000c

Roll on B+30

Detail: A family of deep space explorers have crash landed on Prestof, in the Impfar system and seek rescue. Description: After returning from a deep space mission, the Robinsons, a family of space explorers have crash landed on Prestof (zone 6) in the Impfar system. Whilst flying close to Prestof they were attacked by representatives of the Gredhun (a galactic smuggling ring) after a misunderstanding. With multiple hull breaches from the encounter, the family had no choice but to steer towards Prestof and have crash landed on the surface close to a disused space dock, where they have taken shelter from the elements. Whenever the captain’s starship is in orbit around Prestof (zone 6) in the Impfar System, the captain may begin the away mission and after the 2nd Objective Area has been added to the map sheet the captain has found the family. However, they are being held captive by a robot and the captain must encounter and Kill the Malfunctioning Droid below. The Malfunctioning Droid ignores all escape reaction results and when it has been killed the away mission has been completed. The Robinson family will then gladly hand over a reward for their rescue (see [S]). Malfunctioning Droid s

74

M25-26

AV: 30

Def: 2

Dmg: -1

HP: 8

[K]: Parts (50c)

Abilities: Cybercon™

O – Operations D100

Title THE BLACK BOX

27-28

[F]

M27-28

AWAY MISSION O2 NV

+3000c

Roll on B+20

M29-30

AWAY MISSION NV

+3000c

Roll on B+20

M31-32

SPACE MISSION

+3000c

-

Detail: A mother requires some medical assistance to help her sick child. Description: An appeal has been placed for anyone who can locate one of the more powerful military grade med packs and take it to Hera Terminal (zone 7) in the Jet system. A desperate mother is seeking the pack to help her sick child recover from a touch of Velorian Fever. The first to respond will be paid handsomely. This mission requires the captain to Collect either 1 (M) Med Pack, 1 (L) Med Pack or 1 (XL) Med Pack whilst performing any away mission, or to have bought one via performing a port phase. Providing one of these three items has been added to the log sheet, this mission can be attempted and the captain may head for Hera Terminal (zone 7) in the Jet system. However, upon arriving and before getting the chance to begin the port phase, the captain's starship is attacked by a space pirate wishing to steal the med pack and a space combat ensues. Roll on table S -20 (the system modifier) to determine which ship is attacking the captain and begin a space combat. After the space battle the captain may perform the port phase and providing they were not defeated and jettisoned into space, may hand over the med pack to the desperate mother for the reward (see [S]). RECONNAISSANCE MISSION

33-34

[S]

Detail: The captain must save Sorus III (zone 9) in the Opst system from a nuclear disaster. Description: When the captain has added this operation to their active Operation's Log, they may not perform a food collection at Sorus III (zone 9) in the Opst system until this mission has been resolved. After a brutal and savage war, the inhabitants of Sorus III (zone 9) in the Opst system are trying to rebuild. However, at a captured nuclear facility down on the planet, the enemy is working hard to blow the reactors and cause a global catastrophe. Now, with the planet’s food resources being threatened, the entire system is on high alert and Sorus III have requested volunteers to help recapture the facility. The captain is amongst a handful that have answered the call, and the grand command have put together a detailed plan. The captain will rendezvous with the other volunteers at a hidden entrance outside the facility. Once inside they will separate and spread out to designated zones and hit the plant in a timed attack. Whenever the captain’s starship is in orbit around Sorus III (zone 9) in the Opst system, the captain may begin the away mission and must Explore until 15 areas (of any colour) have been added to the map sheet. This will complete the captain’s designated zone and the away mission. Whilst performing the mission, if the captain escapes from an enemy marked with a t or a s the mission is automatically failed; and the player must roll for the [F] result in the usual way. If the away mission is completed successfully the Sorus III authorities thanks the captain for their assistance to the planet, and awards them with several commendations, and the Sorus III medal of honour; but more importantly, they are rewarded with cash (see [S]). VELORIAN FEVER

31-32

Type

Detail: A starship has become stuck in the gas plane of Quinstar (zone 4) in the Opst system. Description: The Lydia, a Freighter MkIII starship, has been suspended in the gas plane of Quinstar (zone 4) in the Opst system, and has not moved in months. Despite multiple attempts to communicate, none of the crew on board are responding. The Sollytaso corporation that owns the Lydia is willing to pay a retrieval fee to anyone who will provide them with the starship’s data drive (black box). Whenever the captain’s starship is in orbit around Quinstar (zone 4) in the Opst system, the captain may begin the away mission and shuttle over to the boarding hatch to get inside and take a look around. Once inside the captain finds the ship is in bad shape and appears to have been abandoned. The bulkheads are badly damaged and where paint has chipped, rust is forming, due to a damp fog hanging in the air. The environmental controls are out of sync and malfunctioning, causing some areas to be scorching hot like a desert and others to be humid like a swamp. The captain must Explore until 5 green areas and 5 red areas have been added to the map sheet. The last area that is added that completes the away mission is the bridge and where the captain finds Lydia’s Data Drive. After shuttling back to the captain’s own ship, they find a corporation representative waiting to take receipt of the drive and to pay the captain for the retrieval (see [S]). THE BATTLE RAGES ON

29-30

Mission #

M33-34

AWAY MISSION O2 NV

+3000c

Roll on B+20

Detail: Hera Terminal plan to use an old storage facility on Pasnk, but need someone to check it out first. Description: Whenever the captain’s starship is in orbit around Pasnk (zone 10) in the Jet system the captain may begin the away mission and must Explore until any 20 areas have been added to the map sheet. They all need to be searched. When the areas have been added and searched, the away mission is completed and the captain transfers a report of their finding to Hera Terminal in return for payment (see [S]).

75

O – Operations D100

Title HOLODECK PROBLEMS

35-36

Type

[S]

[F]

M35-36

AWAY MISSION O2 NV

+3000c

Roll on B+20

Detail: A Holodeck on Copstar military base is malfunctioning and they need someone to hit the kill switch. Description: A holodeck, used for training recruits has malfunctioned on the military base of Copstar (zone 2) in the Wexar system. A program running on the deck will not shut down and all safety features have been set to off. A handful of personnel have died entering the deck trying to reach the kill switch. Until more military personnel arrive, the base is willing to pay anyone a fee to terminate the program. At the start or end of a port phase at Copstar (zone 2) in the Wexar system the captain may begin the away mission. Whilst on the away mission the captain must Explore until 5 areas have been added to the map sheet and searched. After 5 areas have been added and searched, the captain may begin refining the search for the kill switch; and after each new area has been added to the map sheet and searched, you may roll 1d10. On a Result of 2-10, the kill switch is not located. However, on a result of 1 the captain has found the kill switch and has shut down the program; thus completing the mission. Once complete, the authorities at Copstar base happily hand over payment (see [S]). RUPTURES IN SPACE

37-38

Mission #

M37-38

SPACE MISSION

+3000c

Roll on B+20

Detail: Ships mining the asteroid Bablon have been vanishing without trace. Description: When the captain has added this operation to their active Operation's Log, they may not mine the asteroid Bablon (zone 5) in the Wexar system in the normal way, but may instead mine using this mission instructions. A handful of ships recently mining the asteroid Bablon (zone 5) in the Wexar system have vanished without trace. The authorities have assigned a number of mining operatives to accompany volunteer starships to travel to the asteroid and perform a handful of mining exercises to see what's going on. The captain must first perform a port phase at Copstar (zone 2) to collect the mining operatives (+5 Mining Ops) and then travel to Bablon (zone 5) in the Wexar system to perform the mission. The mission requires the captain to make some mining tests; and the captain’s ship needs to be fitted with the correct modifications (see Points of Interest (POI), Asteroids). Each test and the captain will have mined either 1d3 blue rocks or 1d3 red rocks. The rocks are tested in space and not brought on board (yet). If at anytime the captain has mined more red rocks than blue, there is a space rupture and the captain’s ship is sucked into a vacuum. After a brutal journey through the vacuum (-1d10 PL) the captain’s ship emerges somewhere else in the galaxy; roll 1d100 and 1d10 on table Z to find out where; if you generate a zone in the Wexar system, roll both dice again for a different result. The captain must mine 10 blue rocks for the mining operatives to accumulate the data needed to determine what's causing the space ruptures. The captain then scoops up the blue rocks (+10 Minerals) and must return to Copstar (zone 2). At the beginning of a port phase at Copstar (zone 2) the captain hands over the blue rocks (-10 Minerals) and the operatives are returned (-5 Mining Ops). Then the captain receives payment from the authorities (see [S]). MINING BABLON – Test: Int +/- CM, +/- DT [S: -1PL, +1d3 blue rock] [F: -1PL, +1d3 red rock] (Mining Ops) THE RIFTER EXPERIMENT

39-40

M39-40

Roll on B+10

M41-42

AWAY MISSION NV

+4000c

Roll on B+10

Detail: The president of the United Federation of Star Systems (UFSS) has been taken hostage. Description: The president of the United Federation of Star Systems (UFSS) was on a flight to Ender Station to deliver the most important speech of his career, but was attacked by militants. His ship crashed in an overrun supermax correctional facility on Sinsh (zone 9) and has been taken hostage by the inmates. Whenever the captain’s starship is in orbit around Sinsh (zone 9) in the Blemula system, the captain may begin the away mission and must Kill 4 enemies marked with a t from any table. After the 4th enemy marked with a t has been killed, the captain immediately encounters the Cyber Trooper below. The Cyber Trooper ignores all escape reaction results and when killed the captain discovers the president hiding in a crate and the mission is completed. The captain then leaves the prison and back at the ship is greeted by a shuttle to collect the president and pay a rescue fee (see [S]). Cyber Trooper t

76

+4000c

Detail: An ancient order of Rifters are looking to buy military grade enhancer drinks to practice their powers. Description: Rifters are an ancient order going back six millennia. They use mind control and telekinesis to perform all kinds of strange and mystical effects. The Rifter Program, was created in the last century and outlaws the use of Rifter Wizardly in all but a few star systems. Wherever the program is upheld, the Rifters have moved underground and still practice their powers. The military grade enhancer drinks the Rifters seek can be found in a facility on the dead world of Paterdia (zone 6) in the Blemula system. The facility is known to harbour a mutated substance that often contaminants anything in its proximity. The Rifters want to use these specific enhancers to stimulate their powers and believe the contaminant is from a powerful Rifter experiment that went badly wrong a few centuries ago. Whenever the captain’s starship is in orbit around Paterdia (zone 6) in the Blemula system, the captain may begin the away mission and must Collect 2 military grade enhancer drinks (M, L or XL of any type). These military grade drinks can be rolled on table TA, TB or TC (results 31-43 and 55-66). Once 2 have been added to the log sheet the away mission is complete, and the captain must fly to Ender Station (zone 4) in the Blemula system and during a port phase hand them over (remove from the log sheet) to a Rifter in return for payment (see [S]). THE PRESIDENT’S SPEECH

41-42

AWAY MISSION O2 NV

AV: 40

Def: 1

Dmg: +2

HP: 12

[K]: A+5/K+5/W+5

Abilities: Cybercon™, Regenerate

O – Operations D100

Title THIS PLACE IS A ZOO

43-44

Type

[S]

[F]

M43-44

AWAY MISSION NV

+4000c

Roll on B+10

Detail: A collector of rare species has suffered a cargo breach on the military base Agax in the Randoo system. Description: When the captain has added this operation to their active Operation's Log, they may not perform a port phase at Agax (zone 9) in the Randoo system until this mission has been resolved. Alba Minsk, a collector of rare and exotic alien species, has suffered a cargo breach at the military base of Agax and several aliens from his collection are running amok around the maintenance tunnels. The base is paying anyone willing to help clean them out. Whenever the captain’s starship is in orbit around Agax (zone 9) in the Randoo system, the captain may begin the away mission and must Kill 6 enemies marked with a  or c from any table. Once the 6th enemy has been killed the captain is paid (see [S]) and the base returns to normal. HIVE TIME

45-46

Mission #

M45-46

AWAY MISSION O2 NV

+4000c

Roll on B+10

Detail: A facility on Phore (zone 3) in the Randoo system has been overrun by the Hive and needs cleansing. Description: When the captain has added this operation to their active Operation's Log, they may not perform a water collection at Phore (zone 3) in the Randoo system until this mission has been resolved. The water collection dock has been attacked by the Hive and is now inoperable. The planet’s authorities are offering a reward for help to evict these creatures from the complex. Whenever the captain’s starship is in orbit around Phore (zone 3) in the Randoo system, the captain may begin the away mission and must Kill 6 enemies of the Hive. If an encountered enemy’s name does not begin with “Hive”, roll 1d10 and on a result of 1-5 the captain will instead encounter the Hive Carriers below. Hive enemies with the Swarm ability count as a single enemy for the purpose of completing this mission. Once the 6th hive enemy has been killed the captain is paid by the authorities on Phore (see [S]) and the facility returns to normal. Hive Carriers 

AV: 35

Def: 1

Dmg: +1

POWERING UP THE CONTROL ROOM

HP: 5/5/4/4 M47-48

[K]: Scraps (25c) x3 AWAY MISSION O2 NV

Abilities: Flight, Swarm 4000c

Roll on B+10

Detail: An old science lab on the dead planet Mino (zone 5) in the Hilix system needs reactivating. Description: A science laboratory that was abandoned a decade ago has some research material that needs salvaging. However, after a team from the Labotech corporation went missing after going inside, the company has appealed to anyone who can enter the base and make it safe for another team go back in. The main goal is to re47-48 boot the power and activate life support. Whenever the captain’s starship is in orbit around Mino (zone 5) in the Hilix system, the captain may begin the away mission and must Explore until 2 blue areas have been added to the map sheet. The 2nd blue area added is the Objective Area (a control room) where the captain reboots the power and activates life support; this completes the mission. If the captain has Collected an Objective Item whilst on this mission, they have located the research material and may hand it over (remove from log sheet) to the Labotech corporation for an additional payment of 1000c (total 5000c), otherwise the captain receives 4000c for completing the mission (see [S]). THE HIVE DISASTER

49-50

M49-50

AWAY MISSION O2 NV

+4000c

Roll on B+10

Detail: A facility on Wey II (zone 4) in the Hilix system has been overrun by the Hive and needs cleansing. Description: When the captain has added this operation to their active Operation's Log, they may not perform a food collection at Wey II (zone 4) in the Hilix system until this mission has been resolved. The food collection dock has been attacked by the Hive and is now inoperable. The planet’s authorities are offering a reward for help to evict these creatures from the complex. Whenever the captain’s starship is in orbit around Wey II (zone 4) in the Hilix system, the captain may begin the away mission and must Kill 6 enemies of the Hive. If an encountered enemy’s name does not begin with “Hive”, roll 1d10 and on a result of 1-5 the captain will instead encounter the Hive Carriers below. Hive enemies with the Swarm ability count as a single enemy for the purpose of completing this mission. Once the 6th hive enemy has been killed the captain is paid by the authorities on Wey II (see [S]) and the facility returns to normal. Hive Carriers 

AV: 35

Def: 1

Dmg: +1

HP: 5/5/4/4

[K]: Scraps (25c) x3

Abilities: Flight, Swarm

77

O – Operations D100

Title SPECIAL CARGO

Mission #

Type

[S]

[F]

M51-52

SPACE MISSION

+4000c

Roll on B+10

Detail: The captain is asked to run some illegal goods by an old friend and can’t refuse. Description: Harvey “Sneaky” Starjumper wants some special cargo collected from contacts across three star system close to his base on Bablon (zone 5) in the Wexar system. Unfortunately for him, his ship has been confiscated and he needs to call in a few favours. Whenever the captain begins the port phase at the following space stations (see below) the player adds the red goods shown to the cargo hold on the log sheet. These are added for no cost to the captain. At Tiberi Colony (zone 9) in the Hilix system add 10 Contraband to the ship’s cargo Hold. 51-52

At Blaze (zone 10) in the Randoo system add 10 Narcotics to the ship’s cargo Hold. At Ender Station (zone 4) in the Blemula system add 10 Weapons to the ship’s cargo Hold. When the captain has added this operation to their active Operation's Log, the federation are on the lookout for smugglers trading in red goods. Therefore, whilst this operation is active, whenever the captain triggers a Hyperdrive event, the player (before rolling on table H) rolls 1d10; and on a roll of 1-2 the captain instead of a random event suffers the hyperdrive event: Federation Patrol (result 61-64) from table H. If the result is 3-10 the player rolls for an event on table H in the normal way. Once all 30 tons of cargo have been added to the captain’s starship, they must head for Bablon (zone 5) in the Wexar system. The cargo is then offloaded to Harvey “Sneaky” Starjumper’s warehouse (-10 Contraband, -10 Narcotics and -10 Weapons from the cargo hold) and Harvey pays the captain part of the commission he will make on the goods when they are sold (see [S]). A FATHER’S CONCERNS

53-54

BLADES OF A GENERAL

78

AWAY MISSION NV

+5000c

Roll on B+5

Detail: The daughter of the ambassador of Minth has been coerced to join up with a band of freedom fighters. Description: A band of galactic freedom fighters are persuading vulnerable minds to join their cause in opposing the United Federation of Star Systems (UFSS). Unfortunately for one small group based at a small dockyard on the dead planet of Thea (zone 3) in the Minth system, they persuaded the wrong kid. The daughter of the ambassador of Minth has been duped and her father wants her back. Whenever the captain’s starship is in orbit around Thea (zone 3) in the Minth system, the captain may begin the away mission and must Explore until 3 blue areas have been added to the map sheet. The 3rd blue area added is the Objective Area where the girl is found. She is accompanied by two freedom fighters and the captain must Kill 2 Armoured Troopers shown below. The Armoured Troopers are encountered one at a time and they ignore all escape reaction results. When they have been killed the girl reluctantly accompanies the captain out of the base. A shuttle off-world is waiting to take the girl back to her father and pay the captain (see [S]). Armoured Trooper t

55-56

M53-54

AV: 35

Def: 2

Dmg: +1 M55-56

HP: 15

[K]: A/K/W

Abilities: Fire, Regenerate, Revive

AWAY MISSION O2 NV

+5000c

Roll on B+5

Detail: After the battle on Wellow Might, a son is looking to recover an important item belonging to his father. Description: After a massive land battle on Wellow Might (zone 7) in the Minth System a Star General was taken hostage at a rebel base and tortured to death. His son has offered a reward to anyone who can enter the base and recover his father’s energy sword. The sword is very old now and its like cannot be found on any star port in the galaxy. It was made in two parts, as two single bladed weapons; however, when magnetically clipped together, they become two blades of green energy emerging from each end that crackle through the air as they move. The energy sword is thought to be one of a kind and was awarded to his father when he became a General. Whenever the captain’s starship is in orbit around Wellow Might (zone 7) in the Minth System, the captain may begin the away mission and must Collect 2 Objective Items from tables TB or TC. Once the 2 Objective Items have been collected the away mission is completed. The son will meet the captain in the atmosphere of Wellow Might (zone 7) to take receipt of his father’s sword (remove the 2 Objective Items from the log sheet) and pay the captain his finder’s fee (see [S]).

O – Operations D100

Title NUKE FROM ORBIT

57-58

[F]

M57-58

AWAY MISSION O2 NV

+5000c

Roll on B+5

M59-60

AWAY MISSION NV

+5000c

Roll on B+5

AV: 45 Def: 2 Dmg: +2 HP: 8/7/7 [K]: A+5/W+10/TA Abilities: Acid, Leap, Immobilise, Swarm

MUTATED CONTAMINATION

M61-62

AWAY MISSION O2 NV

+5000c

Roll on B+5

Detail: Rifters are looking to buy contaminated and mutated remains of entities from a spaceship near Xander III. Description: Rifters are an ancient order going back six millenniums. They use mind control and telekinesis to perform all kinds of strange and mystical effects. The Rifter Program, was created in the last century and outlaws the use of Rifter Wizardly in all but a few star systems. Wherever the program is upheld, the Rifters have moved underground and still practice their powers. A spaceship that was abandoned several years ago is orbiting Xandra III (zone 8) in the Stellstar system. The crew and all manner of creatures have become mutated by a chemical leak from the main reactor, after it was attacked by a micro organism. The organism latched on to power cells, causing an overload which spread out within the reactor casing, then all over the ship minor malfunctions began to happen, and food supplies became infected by the organism. It caused mutations and several crew were forced to abandon ship. The Rifters are looking for pieces of these mutated entities. Whenever the captain’s starship is in orbit around Xandra III (zone 8) in the Stellstar system, the captain may begin the away mission and must Loot 20 Scraps (25c) from the enemies there. Each enemy encountered gains [K: Scraps (25c) x2]; this is in addition to their usual [K] reward. Once the mission is completed, the Rifters will shuttle over, collect the scraps (deduct 20 Scraps (25c) that has been looted during the mission from the log sheet) and pay the captain a collection fee (see [S]). RESCUE MISSION

63-64

[S]

Detail: A mining ship at Oss (zone 3) in the Xoo system has been overrun by the Arachne and needs cleansing. Description: When the captain has added this operation to their active Operation's Log, they may not mine Oss (zone 3) in the Xoo system until this mission has been resolved. The Arachne are disrupting all mining operations. The mining starship named Finescar has been attacked and overrun by the Arachne and is now under their control. The captain of the Finescar is offering a reward for help to evict the Arachne from their ship. Whenever the captain’s starship is in orbit around Oss (zone 3) in the Xoo system, the captain may begin the away mission and must Kill 6 Arachne enemies. If an encountered enemy’s name does not begin with “Arachne”, roll 1d10 and on a result of 1-5 the captain will instead encounter the Arachne Crew below. Arachne enemies with the Swarm ability count as a single enemy for the purpose of completing this mission. Once the 6th Arachne enemy has been killed the captain is paid (see [S]) and all mining returns to normal in this region. Arachne Crew 

61-62

Type

Detail: A facility has had a number of crew disappear after sightings of strange entities are reported. Description: The Feelgood facility on Sailbar (zone 9) has been plagued with disappearing crew since several strange entities were seen walking around the base. Then, one month ago the communications were cut and the base fell silent. No one has been able to make contact with the facility, and the Feelgood corporation are looking to pay volunteers to enter the base to find out what's going on. Whenever the captain’s starship is in orbit around Sailbar (zone 9) in the Xoo system, they may begin the away mission and must Kill 1 enemy marked with a ≡ from any table. Once the enemy has been killed, the captain must Explore until a blue area has been added to the map sheet to complete the mission. The blue area is an Objective Area where the captain finds a bank of five machines creating new life forms. As the captain takes in the scene, one of the machines activates and a strange life form (like the one the captain killed) appears and is squeezed through a series of transparent pipes, until it finally drops down from a large funnel. Luckily for the captain it heads off in a blind panic. Then a number on the machine changes from 100 to 101. The other machines all show a number of 100 and so it would appear that the facility may have 500 of these things roaming the corridors. When the mission has been completed the captain heads back to the starship and makes the report to the Feelgood corporation as follows: Base lost to experimental entities. Recommendation: Nuke from orbit. A few minutes later the captain spots a large explosion on the surface of Sailbar and a message is received to say 5000c have been transferred (see [S]). SPIDER TIME

59-60

Mission #

M63-64

AWAY MISSION O2 NV

+5000c

Roll on B+5

Detail: A contractor has fallen foul on a job and needs rescuing. Description: A contractor, working on a satellite orbiting Ridobar (zone 4) in the Stellstar system, reported a hatch in part of the dish that doesn't show up on any blueprints. He radioed in a few seconds later that he had opened the hatch and is heading in to investigate. HQ never heard from him again and are now offering a reward for his rescue. Whenever the captain’s starship is in orbit around Ridobar (zone 4) in the Stellstar system, the captain may begin the away mission and must Loot any 1 Objective Item from table TA, TB or TC. The Objective Item is the contractor’s security tags; implants that are biologically attached to individuals so they cannot be removed, swapped, or lost. Whatever enemy the tags are looted from must have ripped them from the contractor’s corpse after killing him. When the mission is completed the captain returns to the starship and reports the bad news. HQ transfers the rescue fee all the same (see [S]).

79

O – Operations D100

Title THE BOUNTY HUNTER

65-66

[S]

[F]

M65-66

AWAY MISSION NV

+6000c

Roll on B-5

AV: 65 Def: 3 Dmg: +2 HP: 22 [K]: A+10/W+10/TA+10 Abilities: Allies 8, Cloaked, Freeze, Regenerate

STOLEN PROPERTY

M67-68

AWAY MISSION NV

+6000c

Roll on B-5

Detail: Military grade equipment has gone missing and the rebel force wants it back. Description: A small rebellion is being planned in the Floxtar system and a handful of military grade equipment vital to the success of the rebellion has been stolen from the rebel force. The rebels have declared on the black market they will pay a finder's fee to anyone who can locate and return the items. The captain through several contacts has tracked down the culprits to a starship hiding in the Seraph asteroid (zone 6) in the Floxtar system. Whenever the captain’s starship is in orbit around Seraph (zone 6) in the Floxtar system, the captain may begin the away mission and must Collect any 5 items from tables TA, TB and TC. These items must be collected whilst on this away mission and may not be bought during a port phase or collected during another away mission. When the 5 items have been collected the mission is completed when the captain begins a port phase at Horus Station (zone 3) in the Floxtar system; this is where they meet a contact of the rebels and hand over the items (remove them from the log sheet) for payment (see [S]). SHUT DOWN THE SHIELDS

69-70

Type

Detail: A huge bounty has been placed for Jamstar Hunini a well know gangster in the galaxy. Description: The galactic gangster Jamstar Hunini’s reputation has reached such high levels that everywhere in the galaxy his face is plastered on plasma boards and energy screens advertising a reward of 6000c for his head. His base on Draymo (zone 10) in the Floxtar system is now wound up tight with so much security that it is putting off the usual bounty hunters, despite the high reward. Whenever the captain’s starship is in orbit around Draymo (zone 10) in the Floxtar system, the captain may begin the away mission and must Explore until 2 blue areas have been added to the map sheet. The 2nd blue area is an Objective Area where the captain finds Jamstar Hunini alone and hiding. The captain must then Kill the Orc Captain (Jamstar Hunini) below. Jamstar Hunini ignore all escape reaction results. When he is killed the mission is completed and the captain returns to the starship and transports the body to the Floxstar authorities for the reward (see [S]). Orc Captain t

67-68

Mission #

M69-70

AWAY MISSION NV

+6000c

Roll on B-5

Detail: Enter the alien vessel and switch off the shields so a strike force of fighters from Triforce III can attack. Description: An alien ship in orbit around Triforce III has been blocking communication in and out of the base. The alien vessel is impervious to Triforce III’s small fighter patrol and the base is offering a hefty reward to anyone who can find a way to deactivate the alien ship’s shields. Whenever the captain’s starship is in orbit around Triforce III (zone 6) in the Preal system, the captain may begin the away mission. The captain through subterfuge has gained access to the alien ship and must now Explore until 2 blue area have been added to the map sheet. In the first Objective Area there is a security terminal and in the second Objective Area a shield generator. The captain must hack into both when in their areas by performing the test below and passing it successfully. The tests must be also be performed in order beginning with the security terminal first and the shield generator last. When they have both been hacked the alien vessel’s shields are deactivated and the base uploads the captain payment for their services (see [S]). HACK TERMINAL/GENERATOR – Test: Dex -10 [S: Hacked] [F: +1:00] (Hacking, Lucky) TONICS

M71-72

AWAY MISSION O2 NV

+6000c

Roll on B-5

Detail: An ancient order of Rifters are looking to buy military grade enduring tonics for an experiment. Description: Rifters are an ancient order going back six millennia. They use mind control and telekinesis to perform all kinds of strange and mystical effects. The Rifter Program, was created in the last century and outlaws the use of Rifter Wizardly in all but a few star systems. Wherever the program is upheld, the Rifters have moved underground and still practice their powers. 71-72

80

The military grade enduring tonics the Rifters seek can be found in a complex on the moon Gnome (zone 2) in the Preal system. The facility was abandoned many years ago after one of its main reactors had a meltdown and exploded. It tore open a huge hole and caused an environmental leakage. The base was evacuated and contractors moved in to repair the damage. However, radiation and the moon’s atmosphere made repairs so difficult the contractors pulled out and the base has remained empty ever since. Whenever the captain’s starship is in orbit around Gnome (zone 2) in the Preal system, the captain may begin the away mission and must Collect 2 military grade enduring tonics (M, L or XL of any type). These military grade tonics can be rolled on table TA, TB or TC (results 79, 89-92 and 97). Once 2 have been added to the log sheet the away mission has been completed and the captain hands them over to a waiting contact of the Rifters in return for payment (see [S]).

O – Operations D100

Title DROID PARTS

73-74

Type

[S]

[F]

M73-74

SPACE MISSION

+6000c

Roll on B-5

Detail: A corporation based on Disk IV are looking to buy a consignment of droid parts. Description: The Robotic and Research corporation based on Disk IV (zone 8) in the Cree system are looking to buy a consignment of droid parts for their research and development department. The captain, whilst performing any away mission, is required to gather up a total of 10 parts from enemies marked with a s on any table. Once all ten have been added to the log sheet, the captain may head for Disk IV (zone 8) in the Cree system. However, upon arriving and before getting the chance to begin the port phase, the captain's starship is attacked by a space pirate wishing to steal the droid parts and a space combat ensues. Roll on table S +5 (the system modifier) to determine which ship is attacking the captain and begin a space combat. After the battle the captain may perform the port phase and providing they were not defeated and jettisoned into space, may hand over the 10 droid parts (remove from the log sheet) to the corporation’s representative for payment (see [S]). TERMINATION

75-76

Mission #

M75-76

AWAY MISSION NV

+6000c

Roll on B-5

Detail: A rampaging android has brought a research laboratory to its knees and needs terminating. Description: At the C-Xiber laboratory on Joonbug (zone 5) in the Cree system, one of the researchers took a huge risk and performed a mind upload to a prototype android they had been building; and decided to use their own brain for the experiment. The process works by copying and uploading the mind to a synthetic brain and to slowly kill the organic brain’s neurons until it no longer exists and the synthetic brain is fully emulating the recipient's mind. However, part of the upload went terribly wrong, and from the cerebrum area none of the reasoning or emotional thought controls got transferred. The android is now on the rampage and killing and destroying anything in its path. The C-Xiber corporation is offering a high reward to anyone who can locate the droid and turn it into scrap. Whenever the captain’s starship is in orbit around Joonbug (zone 5) in the Cree system, the captain may begin the away mission and must Kill any enemy marked with a s that is 87 or higher on table E. As soon as the droid has been killed the corporation will upload the credits to the captain (see [S]). THE YODILLA ARTEFACT

77-78

M77-78

AWAY MISSION O2 NV

+7000c

Roll on B-10

Detail: Locate the Power Item. Description: On the moon Yechtri (zone 8) of the Unx system there is a network of ancient tunnels. They were created by the Yodilla, an alien nation that are now extinct. In their heyday, Yodilla tech engineers were top of the field at creating powered weapons and armour and the tunnels on Yechtri are thought to still harbour some of the leftover tech. Yodilla Artefacts can sell for quite a high price these days at star ports. Whenever the captain’s starship is in orbit around Yechtri (zone 8) in the Unx system, the captain may begin the away mission and must Collect any powered item from table TA, TB or TC (results 99-100); however if the captain finds 3 Objective Items first, the third Objective Item can also be used in place of the powered item they seek and the player generates result 99 from table TA in place of the 3rd Objective Item. Mark the powered item (or Objective Item) on the log sheet with the prefix “Yodilla Artefact:” Whenever the captain sells the Yodilla Artefact, the mission is completed and the captain receives the item’s value, plus an additional number of credits (see [S]). If for any reason the Yodilla Artefact gets lost, the mission can be reattempted. MR WALSTERMAN

M79-80

AWAY MISSION NV

+7000c

Roll on B-10

Detail: The dignitary, Mr Walsterman, is lost in an Iskus mine and needs to be rescued. Description: Bradley Walsterman, a dignitary, was on his way home to Seep (zone 2) in the Unx system when the passenger ship he was travelling on was destroyed. His escape pod landed on Seep in an inhospitable region inhabited by vile alien lifeforms. He took refuge in an underground complex used many years ago for the extraction of Iskus mineral. Iskus powder is used by many cultures across the galaxy to prolong the ageing process and to extend life expectancy. The family of Mr Walsterman have put up a handsome reward for his safe return. 79-80

Whenever the captain’s starship is in orbit around Seep (zone 2) in the Unx system, the captain may begin the away mission and must Explore until 2 blue area have been added to the map sheet. The 2nd blue area is an Objective Area where the captain finds Bradley Walsterman hiding from an Arachne Battletrooper. The captain must then Kill the Arachne Battletrooper below. The Arachne Battletrooper ignores all escape reaction results. When the Arachne Battletrooper is killed, the captain along with Mr Walsterman, must backtrack out of the facility and complete a full turn in the first area that was added to the map sheet. This will complete the mission and the captain will receive the reward for Mr Walsterman rescue (see [S]). In addition to the reward, all Objective Items found whilst on the mission are chunks of Iskus mineral and gain +200c to their value. Arachne Battletrooper  AV:65 Def:5

Dmg:+3

HP:30

[K]:A+10/W+10/TB+5 Abilities: Acid, Fire, Leap, Immobilise

81

O – Operations D100

Title THE HUNTED BECOME THE HUNTED

Mission #

Type

[S]

[F]

M81-82

AWAY MISSION O2 NV

+7000c

Roll on B-10

Detail: The criminal bounty hunter, Trino Vin Soto, has been tracked down to Croma and needs assassinating. Description: A Hunterped by the name of Trino Vin Soto, who is known throughout the galaxy for the savage and brutal display of public assassination is now on the bounty hunter’s dead or alive list. He is holed up in a disused mining complex on Croma (zone 9) in the Gangore system. 81-82

Whenever the captain’s starship is in orbit around Croma (zone 9) in the Gangore system, the captain may begin the away mission and must Explore until 2 blue area have been added to the map sheet. The 2nd blue area is the Objective Area where the captain finds Trino Vin Soto hiding. The captain must then Kill the Hunterped below to complete the mission. Trino Vin Soto ignores all escape reaction result. Once Trino Vin Soto has been killed the mission is completed and the bounty is paid (see [S]). Hunterped t

AV:70 Def:7

Dmg:+4

UNHAPPY WORKER

83-84

HP:34

[K]:A+10/W+10/TB+10 Abilities: Ap, Cloaked, Cybercon™, Stalk, Stun

M83-84

AWAY MISSION NV

+7000c

Roll on B-10

Detail: An unhappy worker at Asteri Colony has gone berserk and killed several work colleagues. Description: An ogre working at the loading bays on the star port Asteri Colony (zone 9) in the Gangore system, has gone berserk after a row over overtime pay. His temper has always been a thing to get him in trouble, but this time Gruff has taken things too far and he has killed several work colleagues. The port has had enough and will pay well for his capture. Whenever the captain’s starship is in orbit around Asteri Colony (zone 9) in the Gangore system, the captain may begin the away mission and must Explore until 2 blue area have been added to the map sheet. The 2nd blue area is the Objective Area where Gruff is hiding. The captain then encounters the Ogre Worker below, and must try to reduce its HP to between 1 and 5. When Gruff’s HP are between 1 and 5 he calms down, and allows himself to be taken before the port authorities and the combat ends. This will complete the mission and the captain will get paid for his capture (see [S]). If Gruff is killed, the mission is completed, but the Asteri Colony will not pay the captain. If Gruff escapes combat, do not remove him from the combat track, instead he runs off and hides. Whenever the captain enters an area after Gruff has escaped, they may try to find him hiding by performing the test below. FINDING GRUFF – Test: Int -10 [S: Continue combat with Gruff] [F: +1:00, continue with turn] (Aware) Ogre Worker c

AV: 75

HIGH POWERED ARMOUR

85-86

82

Def: 6

Dmg: +5 M85-86

HP: 42

[K]: TC

AWAY MISSION O2 NV

Abilities: Large, Stun, Terror +7000c

Roll on B-10

Detail: A ship has crashed on Golas with valuable items onboard and the tech giant Armour ‘4’ Us wants them back. Description: The corporation Armour ‘4’ Us has just reported that one of their ships has crashed landed on Golas (zone 2) in the Kibrax system. They have announced a huge reward for each of their “special” items that are returned to them. The special items are prototype high powered armour units and they have attracted all kinds of salvage teams to the crash site. Whenever the captain’s starship is in orbit around Golas (zone 2) in the Kibrax system, the captain may begin the away mission and must Collect any powered armour from table TA, TB or TC (result 99); however if the captain finds 3 Objective Items first, the third Objective Item can also be used in place of the powered armour they seek and the player generates result 99 from table TA in place of the 3rd Objective Item. Mark the powered armour on the log sheet with the prefix “High Powered Armour:”. Whenever the captain sells the High Powered Armour, the mission is completed and the captain receives the armour’s value, plus an additional number of credits (see [S]). If for any reason the High Powered Armour gets lost, the mission can be reattempted.

O – Operations D100

Title MINING TITAN

87-88

Mission #

Type

[S]

[F]

M87-88

SPACE MISSION

+7000c

Roll on B-10

Detail: A strange phenomenon is contaminating rocks from the asteroid Titan in the Kibrax system. Description: When the captain has added this operation to their active Operation's Log, they may not mine the asteroid Titan (zone 4) in the Kibrax system in the normal way, but may instead mine using this mission instructions. A few weeks ago a large blue light suddenly started glowing from within the middle of Titan, and this has attracted an influx of ships to the asteroid to mine its rocks. However, strange things are now happening onboard the ships; with reports of small explosions, electrical discharges, and radiation leaks. The Kibrax authorities have put their lead scientists on the case to investigate and require a captain to take them to the asteroid to take samples. The captain must first perform a port phase at Radicon III (zone 7) in the Kibrax system to collect the scientists (+5 Mining Ops) and then travel to Titan (zone 4) in the Kibrax system to perform the mission. The mission requires the captain to make some mining tests; and the captain’s ship needs to be fitted with the correct modifications (see Points of Interest (POI), Asteroids). The captain then begins the mining test below until 20 pieces of metal have been added to the ship’s cargo hold. The captain must then return to Radicon III (zone 7) to deliver the scientists (-5 Mining Ops) and the 20 metal (remove from cargo hold) to receive payment from the authorities (see [S]). MINING TITAN – Test: Int -10, +/- CM, +/- DT [S: -1PL, +1d6 Metal] [F: -1d10 PL] (Mining Ops) THE GENERAL

89-90

M89-90

AWAY MISSION NV

+8000c

Roll on B-20

Detail: An attack is imminent on the military base of Sentry’s Fall, but the base has plans of its own. Description: An advanced lifeform is planning to attack Sentry’s Fall (zone 8) in the Quaivar system and the base has offered a huge price for the general’s head. He is currently waiting on a starship in orbit around the base for his armada of starships to arrive. Also on board is a secret agent from Sentry Fall. She is liaising with the base and will help anyone who wishes to get aboard and assassinate the General. Whenever the captain’s starship is in orbit around Sentry’s Fall (zone 8) in the Quaivar system, the captain may begin the away mission and must Explore until 2 blue area have been added to the map sheet. The 2nd blue area is the Objective Area where the captain finds the general. Roll 1d10+90 on table E to determine the enemy the captain will encounter. The captain must Kill this enemy to complete the mission and get paid (see [S]). If the general escapes combat, do not remove him from the combat track, instead he runs off and hides. Whenever the captain enters an area after the general has escaped, they may try to find him hiding by performing the test below. FINDING THE GENERAL – Test: Int -10 [S: Continue combat with the general] [F: +1:00, continue with turn] (Aware) CONTAMINATED WATER

91-92

M91-92

AWAY MISSION O2 NV

+8000c

Roll on B-20

Detail: The water collection unit on Meon in the Quaivar system has been infected by microaliens. Description: When the captain has added this operation to their active Operation's Log, they may not perform a water collection at Meon (zone 5) in the Quaivar system until this mission has been resolved. Millions of microaliens have infected the water collection plant on Meon (zone 5) in the Quaivar system. The outpost needs someone to enter the sublevels of the facility to fit several eradication devises to the filtration units. Whenever the captain’s starship is in orbit around Meon (zone 5) in the Quaivar system, the captain may begin the away mission and must Explore until 10 green areas have been added to the map sheet and searched. In addition, after each green area has been searched the captain also finds the filtration unit and must perform the test below to attach the eradication devise. When all 10 eradication devises have been fitted the mission is completed and the captain is paid (see [S]). FITTING ERADICATION DEVISE – Test: Dex -10 [S: Devise Fitted] [F: +1:00] (Hacking, Lucky) PROTOTYPE WEAPON

M93-94

AWAY MISSION O2 NV

+8000c

Roll on B-20

Detail: A corporation ship has crashed on Brimma Nova carrying a prototype weapon and they want it back. Description: The corporation Weapons ‘4’ Us has just reported one of their ships has crashed landed on Brimma Nova (zone 3) in the Noopa system. Onboard is a prototype weapon destined for a demonstration on Syndi Base, and the corporation has announced a huge reward for its safe delivery to the base. 93-94

Whenever the captain’s starship is in orbit around Brimma Nova (zone 3) in the Noopa system, the captain may begin the away mission and must Collect any powered weapon from table TA, TB or TC (result 100); however if the captain finds 3 Objective Items first, the third Objective Item can also be used in place of the powered weapon they seek and the player generates result 100 from table TA in place of the 3rd Objective Item. Mark the powered weapon (or Objective Item) on the log sheet with the prefix “Prototype Weapon:”. The captain may hand over the Prototype Weapon, at the start of any port phase at Syndo Base (zone 3) in the Noopa system to complete the mission. The captain will receive the weapon’s value, plus an additional number of credits (see [S]). If for any reason the Prototype Weapon gets lost, the mission can be reattempted.

83

O – Operations D100

Title ASSASSINATE THE ASSASSINATOR

95-96

Mission #

Type

[S]

[F]

M95-96

AWAY MISSION O2 NV

+8000c

Roll on B-20

Detail: A cyborg vessel has been spotted in orbit around Lanbrart in the Noopa system and must be dealt with. History of the Cyborg: The Biological Eradication Agency (BEA) was destroyed over a millennium ago. Its goal was to research and build prototype androids that could detect and eliminate micro-organisms causing sickness and disease throughout the galaxy. In a desperate attempt to save the company from financial ruin the BEA replaced factory workers with droids at a number of its facilities. A decade later and profits were up; the directors seized the opportunity to make more money and replaced their engineers and scientists with cyborg research units. These research bots were programmed to program and develop new eliminator bots. Soon the Assassinator model, the Enforcer model, and the Destroyer model were flooding the market and the directors were swimming in credits. The units were advertised to not only eliminate micro threats but could also be used to run security details, enforce crowd control, police star ports and even used as cyber soldiers during a war. Then, due to the cyber wars in the last millennium, it all went wrong for the BEA. Millions and millions of cyborg soldiers were being built every month so rival corporations and governments could go to war without suffering any loss of biological life. However the research bots and droids at the factories didn’t see it this way; to them millions of their own kind were being slaughtered so the “Bios” (the name given to the biological beings) could live without consequence. They rose up and eliminated the directors, and began a strategy to gain domination over all biological beings across the galaxy. They now build themselves and have become a recognised race by the Galactic Defence League (GDL). They are a scourge to all biological lifeforms, whom they seek to destroy and will kill on sight. As well as a huge army of cyborg soldiers, they have built thousands of starships to move troops around the galaxy. They will attack any ship they come across, whenever their scanners show it has biological life on board. Description: A cyborg vessel has been spotted in orbit around Lanbrart (zone 6) in the Noopa system. It is way too powerful to be attacked in space, and so the Noopa government are offering a huge fee to anyone willing to get on board, take out its leader and destroy the ship. Whenever the captain’s starship is in orbit around Lanbrart (zone 6) in the Noopa system, the captain may begin the away mission. All enemies encountered that are not marked with a s are android variants and gain the suffix “s” and +1 Def, and +1 Dmg. To complete the away mission the captain must Explore until 3 blue area have been added to the map sheet. The 3rd blue area is the Objective Area where the captain finds the leader (The Assassinator below). The captain must then Kill the leader. If the leader escapes combat, do not remove it from the combat track, instead it heads off and hides. Whenever the captain enters an area after the leader has escaped, they may try to find it hiding by performing the test below. FINDING THE LEADER – Test: Int -10 [S: Continue combat with the leader] [F: +1:00, continue with turn] (Aware) After the leader has been killed, the captain must perform a search in the area where they first encounter the leader. This will activate the ship’s self-destruct sequence and complete the mission and the captain will be paid. The Assassinator s

AV: 85

Def: 7

Dmg: +5

HP: 46

[K]: Parts (50c) x8, TC+5

Abilities: Attacks 2, Bound, Cloaked, Fire, Freeze, Large, Leap, Regenerate, Stalk, Stun, Terror ENFORCE THE ENFORCER

97-98

M97-98

AWAY MISSION O2 NV

+8000c

Roll on B-20

Detail: A cyborg vessel has been spotted in orbit around Modda in the Domsk system and must be dealt with. Description: For background information on the cyborgs, see Mission # 95-96, History of the Cyborgs. A cyborg vessel has been spotted in orbit around Modda (zone 4) in the Domsk system. It is way too powerful to be attacked in space, and so the Domsk government are offering a huge fee to anyone willing to get on board, take out its leader and destroy the ship. Whenever the captain’s starship is in orbit around Modda (zone 4) in the Domsk system, the captain may begin the away mission. All enemies encountered that are not marked with a s are android variants and gain the suffix “s” and +1 Def, and +1 Dmg. To complete the away mission the captain must Explore until 3 blue area have been added to the map sheet. The 3rd blue area is the Objective Area where the captain finds the leader (The Enforcer below). The captain must then Kill the leader. If the leader escapes combat, do not remove it from the combat track, instead it heads off and hides. Whenever the captain enters an area after the leader has escaped, they may try to find it hiding by performing the test below. FINDING THE LEADER – Test: Int -10 [S: Continue combat with the leader] [F: +1:00, continue with turn] (Aware) After the leader has been killed, the captain must perform a search in the area where they first encounter the leader. This will activate the ship’s self-destruct sequence and complete the mission and the captain will be paid. The Enforcer s

AV: 90

Def: 8

Dmg: +6

HP: 48

[K]: Parts (50c) x8, TC+10

Abilities: Allies 10, Bound, Fire, Freeze, Large, Regenerate, Stun, Terror

84

O – Operations D100

Title DESTROY THE DESTROYER

Mission #

Type

[S]

[F]

M99-100

AWAY MISSION O2 NV

+8000c

Roll on B-20

Detail: A cyborg vessel has been spotted in orbit around Lon Station in the Domsk system and must be dealt with. Description: For background information on the cyborgs, see Mission # 95-96, History of the Cyborgs. A cyborg vessel has been spotted in orbit around Lon Station (zone 6) in the Domsk system. It is way too powerful to be attacked in space, and so the Domsk government are offering a huge fee to anyone willing to get on board, take out its leader and destroy the ship. Whenever the captain’s starship is in orbit around Lon Station (zone 6) in the Domsk system, the captain may begin the away mission. All enemies encountered that are not marked with a s are android variants and gain the suffix “s” and +1 Def, and +1 Dmg. To complete the away mission the captain must Explore until 3 blue area have been added to the map sheet. The 3rd blue area is the Objective Area where the captain finds the leader (The Destroyer below). The captain must then Kill the 99-100 leader. If the leader escapes combat, do not remove it from the combat track, instead it heads off and hides. Whenever the captain enters an area after the leader has escaped, they may try to find it hiding by performing the test below. FINDING THE LEADER – Test: Int -10 [S: Continue combat with the leader] [F: +1:00, continue with turn] (Aware) After the leader has been killed, the captain must perform a search in the area where they first encounter the leader. This will activate the ship’s self-destruct sequence and complete the mission and the captain will be paid. AV: 95

The Destroyer s

Def: 9

Dmg: +7

HP: 50

[K]: Parts (50c) x8, TC+10

Abilities: Attacks 4, Block-10, Bound, Fire, Immobilise, Large, Regenerate, Stun, Terror

Credit Reward Chart THE NUMBER OF CREW ON-BOARD WHEN THE MISSION IS COMPLETED Reward

1-10

11-20

21-31

31-30

41-50

51-60

61-70

71-80

81-90

91-100

+1000c

900c

800c

700c

600c

500c

400c

300c

200c

100c

0c

+2000c

1800c

1600c

1400c

1200c

1000c

800c

600c

400c

200c

0c

+3000c

2700c

2400c

2100c

1800c

1500c

1200c

900c

600c

300c

0c

+4000c

3600c

3200c

2800c

2400c

2000c

1600c

1200c

800c

400c

0c

+5000c

4500c

4000c

3500c

3000c

2500c

2000c

1500c

1000c

500c

0c

+6000c

5400c

4800c

4200c

3600c

3000c

2400c

1800c

1200c

600c

0c

+7000c

6300c

5600c

4900c

4200c

3500c

2800c

2100c

1400c

700c

0c

+8000c

7200c

6400c

5600c

4800c

4000c

3200c

2400c

1600c

800c

0c

85

P – Powers

86

Add the code as a prefix to the generated item’s name, and adjust its value. For armour adjust its fix cost too.

D100

Power

Code

Description

Power Bonus Adjust Value

Adjust Fix Cost

1-8

STORMCHIP

(SC1.0)

Collects raw energy from air molecules and converts them into a power charge.

+1 Dmg

+300c

+60c

9-16

ADRENACHIP

(AC1.0)

The chip will enhance adrenaline levels, and advance the pain threshold.

+1 HP

+400c

+40c

17-21

GRAVCHIP

(GC1.0)

Creates an anti-gravity field to reduce momentum and encumbrance.

+1 Def

+500c

+100c

22-27

STORMCHIP

(SC1.1)

Collects raw energy from air molecules and converts them into a power charge.

+2 Dmg

+600c

+120c

28-32

BRUTECHIP

(BC1.0)

A power chip that causes muscular stimulation to improve strength.

+5 Str

+750c

+150c

33-37

INTELCHIP

(IC1.0)

A wireless neural receptor to improve awareness and stimulate the brain.

+5 Int

+750c

+150c

38-42

SKILLCHIP

(SC1.0)

Increases eye and hand coordination with neural stimulation to enhance skills.

+5 Dex

+750c

+150c

43-48

ADRENACHIP

(AC1.1)

The chip will enhance adrenaline levels, and advance the pain threshold.

+2 HP

+800c

+80c

49-53

STORMCHIP

(SC1.2)

Collects raw energy from air molecules and converts them into a power charge.

+3 Dmg

+900c

+180c

54-57

GRAVCHIP

(GC1.1)

Creates an anti-gravity field to reduce momentum and encumbrance.

+2 Def

+1000c

+200c

58-61

STORMCHIP

(SC1.3)

Collects raw energy from air molecules and converts them into a power charge.

+4 Dmg

+1200c

+240c

62-66

ADRENACHIP

(AC1.2)

The chip will enhance adrenaline levels, and advance the pain threshold.

+3 HP

+1200c

+240c

67-69

GRAVCHIP

(GC1.2)

Creates an anti-gravity field to reduce momentum and encumbrance.

+3 Def

+1500c

+300c

70-72

STORMCHIP

(SC1.4)

Collects raw energy from air molecules and converts them into a power charge.

+5 Dmg

+1500c

+300c

73-76

BRUTECHIP

(BC1.1)

A power chip that causes muscular stimulation to improve strength.

+10 Str

+1500c

+300c

77-80

INTELCHIP

(IC1.1)

A wireless neural receptor to improve awareness and stimulate the brain.

+10 Int

+1500c

+300c

81-84

SKILLCHIP

(SC1.1)

Increases eye and hand coordination with neural stimulation to enhance skills.

+10 Dex

+1500c

+300c

85-88

ADRENACHIP

(AC1.3)

The chip will enhance adrenaline levels, and advance the pain threshold.

+4 HP

+1600c

+320c

89-91

ADRENACHIP

(AC1.4)

The chip will enhance adrenaline levels, and advance the pain threshold.

+5 HP

+2000c

+400c

92-94

BRUTECHIP

(BC1.2)

A power chip that causes muscular stimulation to improve strength.

+15 Str

+2250c

+450c

95-97

INTELCHIP

(IC1.2)

A wireless neural receptor to improve awareness and stimulate the brain.

+15 Int

+2250c

+450c

98-100

SKILLCHIP

(SC1.2)

Increases eye and hand coordination with neural stimulation to enhance skills.

+15 Dex

+2250c

+450c

R – Race

Shade in all of the  shown for the captain’s race on the log sheet

D6

Race

Primary Modifiers

Skill Bonus

1-2

Alien

+5 STR

-5 INT

 +5 Strong Skill

3-4

Human

+5 DEX

-5 STR

 +5 Dodge Skill

5-6

Cyboid

+5 INT

-5 DEX

 +5 Aware Skill

S - Starships (TL) Tech Level (CS) Cargo Space (DT) Drive Thrusters (FT) Fuel Tanks (FS) Fuel Scoops (LS) Life Support (JS) Jump Speed (PG) Power Generator (PL) Power Level (WS) Weapons System (SG) Shield Generator (M) Mods (C) Credits D100

Model

Salvage

TL

CS

DT

FT

FS

LS

JS

PG

PL

WS

SG

M

Credits

1

SHUTTLE CRAFT

5

0

5

+25

15

4

10

20

3

10

+0

0

0

5,000c

2-4

BOMBER CLASS II

10

0

10

+20

25

8

20

40

6

20

+0

0

0

20,000c

5-8

INTERCEPTOR

10

0

10

+20

20

8

20

40

6

20

+1

0

0

21,000c

9-12

STEALTH FIGHTER MKII

10

0

15

+20

20

8

20

40

6

20

+0

-1

0

22,000c

13-16

ASSAULT FIGHTER

20

5

15

+20

25

10

30

40

7

20

+0

0

0

23,000c

17-20

RECON FIGHTER

20

5

20

+15

25

10

30

60

6

20

+1

-1

1

24,000c

21-24

STAR SCOUT

20

5

20

+15

25

12

30

50

8

25

+1

-1

1

25,000c

25-28

HAULER GRADE VII

30

10

30

+10

30

12

40

50

8

25

+1

-1

1

26,000c

29-32

ASSAULT SHUTTLE

30

10

25

+10

30

12

50

50

8

25

+1

-1

1

27,000c

33-36

FAST ATTACK CRAFT

30

10

30

+10

30

12

40

60

10

25

+2

-2

2

28,000c

37-40

CUTTER CLASS IV

40

15

35

+5

35

14

50

60

8

25

+2

-2

2

29,000c

41-44

CORVETTE CLASS

40

15

35

+5

35

14

50

60

11

35

+2

-2

2

30,000c

45-48

DESTROYER CLASS

40

15

35

+5

35

14

50

60

10

30

+3

-2

2

31,000c

49-52

ESCORT CLASS

50

20

40

+0

45

16

60

70

11

30

+3

-3

3

32,000c

53-56

FRIGATE MKII

50

20

40

+0

40

16

60

70

10

30

+3

-3

4

33,000c

57-60

THE OPHIDIAN MKI

50

20

45

+0

40

16

60

70

12

35

+4

-3

3

34,000c

61-64

LIGHT CRUISER

60

25

45

+0

45

18

70

70

11

35

+3

-3

3

35,000c

65-68

CRUISER

60

25

50

-5

45

18

70

80

12

35

+3

-4

3

36,000c

69-72

HEAVY CRUISER

60

25

50

-5

45

18

70

80

12

35

+5

-4

4

37,000c

73-76

FRIGATE MKIII

70

25

55

-10

50

20

80

80

14

40

+4

-4

4

38,000c

77-80

BATTLECRUISER

70

30

55

-5

50

20

80

80

12

40

+4

-4

4

39,000c

81-84

STAR CRUISER

70

30

60

-10

50

20

80

90

14

40

+4

-4

4

40,000c

85-88

ASSAULT SHIP

80

35

60

-15

55

22

90

90

15

40

+6

-5

5

41,000c

89-92

LIGHT CARRIER

80

35

65

-15

55

22

90

90

16

50

+5

-6

5

42,000c

93-96

FREIGHTER MKIII

80

35

70

-15

55

22

90

90

16

50

+5

-5

5

43,000c

97-98

BLOCKADE RUNNER

90

40

70

-20

65

24

100

100

16

50

+5

-6

5

44,000c

99

DREADNOUGHT

90

40

70

-20

60

24

100

100

17

50

+7

-6

6

45,000c

100

THE EXPLORER 5

90

40

75

-20

60

24

100

110

18

60

+6

-6

6

46,000c

87

TA – Trappings A D100

Trappings

1-30

OBJECTIVE ITEM: Roll again if the captain is at a space port, otherwise an Objective Item has been found that may be required for the current mission (check the away mission’s details). If it’s not needed, it is instead an ancient alien artefact (AAA) worth 50c.

50c

31-34

*(M) ACUTE ENHANCER DRINK: Use to gain +2 damage to your next damage roll when using a Dex weapon.

70c

35-38

*(M) BRUTE ENHANCER DRINK: Use to gain +2 damage to your next damage roll when using a Str weapon.

70c

39-43

*(M) SPEED ENHANCER DRINK: Use to add +2 Def against enemy’s next damage roll.

100c

44-46

*(M) ARMOUR UPGRADE: Roll on table A – Armour and add “(M)” before its name. It gains +0.2 Def and +100c/+20c gains +100 credit to its value and 20 credits to its fix cost.

47-50

*(M) ACID WRAP: Use to deduct -3 pips from the acid track.

120c

51-54

*(M) MED PACK: Use to replenish up to 6 lost HP.

120c

55-58

*(M) BRAIN ENHANCER DRINK: Use to add +10 Int to next test.

150c

59-62

*(M) MIGHT ENHANCER DRINK: Use to add +10 Str to next test.

150c

63-66

*(M) NIMBLE ENHANCER DRINK: Use to add +10 Dex to next test.

150c

67-70

*(M) CLEANSING WRAP: Use to deduct -3 pips from the plague track.

195c

71-75

CYBERCON™ PATCH: Roll on table I – Implants for the patch that is found. Add “Patch” after its name when you add it to the log sheet (e.g. if you roll 33-36 you will have a “Nimbler Patch”.

200c

76-78

*(M) KARMA TONIC: Use to add +10 to a result when rolling on the next table.

200c

*(M) ENDURING KARMA TONIC: Use to gain 1 karma point.

200c

80-82

*(M) BRAIN BOOSTER CAPSULE: Use to gain +10 Int until you next shade a pip on the time track.

300c

83-85

*(M) MIGHT BOOSTER CAPSULE: Use to gain +10 Str until you next shade a pip on the time track.

300c

86-88

*(M) NIMBLE BOOSTER CAPSULE: Use to gain +10 Dex until you next shade a pip on the time track.

300c

89

*(M) ENDURING DEX TONIC: Use to gain 1 point of primary Dex.

300c

90

*(M) ENDURING INT TONIC: Use to gain 1 point of primary Int.

300c

91

*(M) ENDURING STR TONIC: Use to gain 1 point of primary Str.

300c

92

*(M) ENDURING HEALTH TONIC: Use to gain 1 point of primary HP.

400c

*(M) WEAPON UPGRADE: Roll on table W – Weapon and add “(M)” before its name. Add +2 to its Dmg value. It gains +600 credit to its value.

+600c

96

CYBERCON™ IMPLANT: Roll on table I – Implants for the implant that is found.

800c

97

*(M) ENDURING LIFE TONIC: Use to gain 1 Life point.

1000c

98

UPGRADED TRAPPING: A more valuable trapping has been found. Roll on table TB – Trappings B

-

99

POWERED ARMOUR: Powered armour has been found. Roll on table A – Armour for the armour and then on table P - Powers for its power and adjust its value.

-

100

POWERED WEAPON: A powered weapon has been found. Roll on table W – Weapons for the weapon and then on table P - Powers for its power and adjust its value.

-

79

93-95

88

*(M)=Medium

Credits

TB – Trappings B D100

Trappings

1-30

OBJECTIVE ITEM: Roll again if the captain is at a space port, otherwise an Objective Item has been found that may be required for the current mission (check the away mission’s details). If it’s not needed, it is instead an ancient alien artefact (AAA) worth 75c.

75c

31-34

*(L) ACUTE ENHANCER DRINK: Use to gain +3 damage to your next damage roll when using a Dex weapon.

105c

35-38

*(L) BRUTE ENHANCER DRINK: Use to gain +3 damage to your next damage roll when using a Str weapon.

105c

39-43

*(L) SPEED ENHANCER DRINK: Use to add +3 Def against enemy’s next damage roll.

150c

44-46

*(L) ARMOUR UPGRADE: Roll on table A – Armour and add “(L)” before its name. It gains +0.4 Def and gains +200c/+40c +200 credit to its value and 40 credits to its fix cost.

47-50

*(L) ACID WRAP: Use to deduct -4 pips from the acid track.

160c

51-54

*(L) MED PACK: Use to replenish up to 8 lost HP.

160c

55-58

*(L) BRAIN ENHANCER DRINK: Use to add +15 Int to next test.

225c

59-62

*(L) MIGHT ENHANCER DRINK: Use to add +15 Str to next test.

225c

63-66

*(L) NIMBLE ENHANCER DRINK: Use to add +15 Dex to next test.

225c

67-70

*(L) CLEANSING WRAP: Use to deduct -4 pips from the plague track.

260c

71-75

CYBERCON™ PATCH: Roll on table I – Implants +5 for the patch that is found. Add “Patch” after its name when you add it to the log sheet.

200c

76-78

*(L) KARMA TONIC: Use to add +15 to a result when rolling on the next table.

300c

*(L) ENDURING KARMA TONIC: Use to gain 2 karma point.

300c

80-82

*(L) BRAIN BOOSTER CAPSULE: Use to gain +15 Int until you next shade a pip on the time track.

450c

83-85

*(L) MIGHT BOOSTER CAPSULE: Use to gain +15 Str until you next shade a pip on the time track.

450c

86-88

*(L) NIMBLE BOOSTER CAPSULE: Use to gain +15 Dex until you next shade a pip on the time track.

450c

89

*(L) ENDURING DEX TONIC : Use to gain 2 point of primary Dex.

600c

90

*(L) ENDURING INT TONIC: Use to gain 2 point of primary Int.

600c

91

*(L) ENDURING STR TONIC: Use to gain 2 point of primary Str.

600c

92

*(L) ENDURING HEALTH TONIC: Use to gain 2 point of primary HP.

800c

*(L) WEAPON UPGRADE: Roll on table W – Weapon and add “(L)” before its name. Add +3 to its Dmg value. It gains +900 credit to its value.

+900c

96

CYBERCON™ IMPLANT: Roll on table I – Implants +5 for the implant that is found.

800c

97

*(L) ENDURING LIFE TONIC: Use to gain 2 Life point.

2000c

98

UPGRADED TRAPPING: A more valuable trapping has been found. Roll on table TC – Trappings C

-

99

POWERED ARMOUR: Powered armour has been found. Roll on table A – Armour +5 for the armour and then on table P - Powers +5 for its power and adjust its value.

-

100

POWERED WEAPON: A powered weapon has been found. Roll on table W – Weapons +5 for the weapon and then on table P - Powers +5 for its power and adjust its value.

-

79

93-95

*(L)=Large

Credits

89

TC – Trappings C D100

Trappings

1-30

OBJECTIVE ITEM: Roll again if the captain is at a space port, otherwise an Objective Item has been found that may be required for the current mission (check the away mission’s details). If it’s not needed, it is instead an ancient alien artefact (AAA) worth 100c.

100c

31-34

(XL) ACUTE ENHANCER DRINK: Use to gain +4 damage to your next damage roll when using a Dex weapon.

140c

35-38

(XL) BRUTE ENHANCER DRINK: Use to gain +4 damage to your next damage roll when using a Str weapon.

140c

39-43

(XL) SPEED ENHANCER DRINK: Use to add +4 Def against enemy’s next damage roll.

200c

44-46

(XL) ARMOUR UPGRADE: Roll on table A – Armour and add “(XL)” before its name. It gains +0.6 Def and +300c/+60c gains +300 credit to its value and 60 credits to its fix cost.

47-50

(XL) ACID WRAP: Use to deduct -5 pips from the acid track.

200c

51-54

(XL) MED PACK: Use to replenish up to 10 lost HP.

200c

55-58

(XL) BRAIN ENHANCER DRINK: Use to add +20 Int to next test.

300c

59-62

(XL) MIGHT ENHANCER DRINK: Use to add +20 Str to next test.

300c

63-66

(XL) NIMBLE ENHANCER DRINK: Use to add +20 Dex to next test.

300c

67-70

(XL) CLEANSING WRAP: Use to deduct -5 pips from the plague track.

325c

71-75

CYBERCON™ PATCH: Roll on table I – Implants +10 for the patch that is found. Add “Patch” after its name when you add it to the log sheet.

200c

76-78

(XL) KARMA TONIC: Use to add +20 to a result when rolling on the next table.

400c

(XL) ENDURING KARMA TONIC: Use to gain 3 karma point.

400c

80-82

(XL) BRAIN BOOSTER CAPSULE: Use to gain +20 Int until you next shade a pip on the time track.

600c

83-85

(XL) MIGHT BOOSTER CAPSULE: Use to gain +20 Str until you next shade a pip on the time track.

600c

86-88

(XL) NIMBLE BOOSTER CAPSULE: Use to gain +20 Dex until you next shade a pip on the time track.

600c

89

(XL) ENDURING DEX TONIC: Use to gain 3 point of primary Dex.

900c

90

(XL) ENDURING IN TONIC: Use to gain 3 point of primary Int.

900c

91

(XL) ENDURING STR TONIC: Use to gain 3 point of primary Str.

900c

92

(XL) ENDURING HEALTH TONIC: Use to gain 3 point of primary HP.

1200c

(XL) WEAPON UPGRADE: Roll on table W – Weapon and add “(XL)” before its name. Add +4 to its Dmg value. It gains +1200 credit to its value.

+1200c

79

93-95

90

*(XL)=Extra Large

Credits

96

CYBERCON™ IMPLANT: Roll on table I – Implants +10 for the implant that is found.

800c

97

(XL) ENDURING LIFE TONIC: Use to gain 3 Life point.

3000c

98

EXTRA TRAPPINGS: Roll on each of the following tables once, TA - Trappings A -3, TB - Trappings B -3, and TC - Trappings C -3.

-

99

POWERED ARMOUR: Powered armour has been found. Roll on table A – Armour +10 for the armour and then on table P - Powers +10 for its power and adjust its value.

-

100

POWERED WEAPON: A powered weapon has been found. Roll on table W – Weapons +10 for the weapon and then on table P - Powers +10 for its power and adjust its value.

-

U – Uncover D100

Add the following modifier for the area the captain is currently in  (Yellow) +0  (Red) +10  (Green) +5  (Blue) +20

Time Mod Details

1

+2:00

The captain steps in a pool of blood by mistake, and then something bad happens (roll on table B - Bad Events -15).

2

+2:00

A small alien creature rushes from the shadows and jumps at the captain. It misses by a few inches and scurries off into the darkness. Then something bad happens (roll on table B - Bad Events -10).

3

+2:00

Erroneously, the captain steps into a glowing circle painted on the facility’s floor. Then something bad happens (roll on table B - Bad Events -5).

+2:00

The captain climbs on a crate to investigate a patch of green liquid that is dripping down the wall. It’s also seeping through the ceiling and melting anything it comes into contact with. Some is soaking through above the captain’s head, but as it drops they manage to sidestep out the way; and then something bad happens (roll on table B - Bad Events).

+2:00

The captain removes a loose panel on the wall and inadvertently disturbs a nest of strange looking beetles. Thousands spread out across the floor searching for darkness, whilst many climb on the captain and bite and sink their pincers into any exposed flesh. The captain frantically swipes and swats at them. Then something bad happens (roll on table B - Bad Events +5).

+2:00

The captain discovers an air duct that leads to another part of the facility and decides to climb through. It's a tight squeeze, and half way through a panel breaks and they crash to the floor. Roll the location die and 1d6+2 for the damage suffered. Then apply the damage modifier for the location rolled and deduct any armour worn there. You may also deflect up to 2 points of damage to the armour’s damage track.

7

+2:00

Two enemies are stalking the captain and waiting for their opportunity to attack. Roll on table E - Enemy and apply the star system’s modifier to determine the enemy that will attack. Then double the enemy’s HP value (i.e. An enemy with 7 HP will have 14 HP, or a pack with 2/3/3 HP will have 4/6/6 HP). The enemy also gains Attacks 2, and Stalk.

8

+2:00

The captain moves away some junk and spots a booby-trap (roll 1d10 on table G - Geographic).

9

+2:00

Turning a corner, the captain bumps into a bounty hunter who is searching for an escaped convict somewhere in the facility. After a few hours talking about their adventures in the galaxy, they part ways. It’s not long after, when the captain realises they have been robbed. Roll 1d10 until you roll an item in the large equipment pack and remove it from the log sheet. If the large equipment pack is already empty, the bounty hunter steals 4d100c instead; if this is more than the captain has, then all credits are stolen.

10

+2:00

Kneeling down to investigate a blaster hole in floor, the captain’s credits tumble out of their pouch and a few of them disappears through the hole. Deduct ½ of the captain’s credits (round up).

11

+2:00

The captain stumbles on some loose panelling and tumbles forward. They reach out to break the fall, and end up landing on a corpse of a plagued crew member (+4 plague).

+2:00

On top of a stack of crates the captain spots a weapon of some kind. They climb up to get a closer look and when they are nearly at the top lose their footing and tumble down to the bottom. Roll the location die and 1d6 for the damage suffered. Then apply the damage modifier for the location rolled and deduct any armour worn there. You may also deflect up to 2 points of damage to the armour’s damage track.

13

+2:00

The captain comes across a man imprisoned in a holding cell. An energy field seals him in and is preventing his escape. He begs the captain to deactivate the field and claims he is innocent. Reluctantly the captain spends some time deactivating the field and releases the man, and they chat for a while before parting ways. It’s not long after the captain realises they have been robbed. Roll 1d10 until you roll an item in the small equipment pack and remove it from the log sheet. If the small equipment pack is already empty, the captive steals 2d100c instead, and if this is more than the captain has, then all credits are stolen.

14

+2:00

Carefully the captain searches the area, but accidentally sets off a trap. They manage to avoid harm, but some armour gets damaged. Roll for location until a piece of armour is rolled, it suffers +3 pips of damage.

15

+2:00

The captain opens a locker door and a rotting corpse falls into their arms (+2 plague).

4

5

6

12

91

Add the following modifier for the area the captain is currently in  (Yellow) +0  (Red) +10  (Green) +5  (Blue) +20

U – Uncover D100

Time Mod Details

16

+1:00

Kneeling down to peer through a blaster hole in the base of a wall, a strange alien critter leaps out and bites the captain’s cheek (+4 acid).

17

+1:00

Behind a control console, the captain spots some ammunition. They reach in, but are bitten by a strange alien critter (+2 acid).

18

+1:00

The captain moves a crate to take a closer look at some disturbed panelling and a strange alien critter jumps on their face and bites their nose (+1 acid).

19

+1:00

On an autopsy table the captain finds some rags and beneath they discover some rotting flesh (+1 plague).

20

+1:00

An enemy who has been stalking the captain launches an attack. Roll on table E – Enemy and apply the star system’s modifier to determine which enemy has attacked; it gains the Stalk ability.

21

+1:00

A control console is malfunctioning and when the captain passes by it explodes; and a piece of armour gets damaged. Roll for location until a piece of armour is rolled, it suffers +2 pips of damage.

22

+1:00

A lighting panel is malfunctioning and when the captain passes by it explodes; and a piece of armour gets damaged. Roll for location until a piece of armour is rolled, it suffers +1 pips of damage.

23

+1:00

A pipe in the ceiling bursts spraying the captain’s supply bag with acid and some night vision cells are damaged (-2 NV). As the captain passes a power reactor, a security drone hovers into view. The captain has no choice but to encounter the drone below.

24

+1:00

25

+1:00

The area is waterlogged, and the captain is up to their neck in filthy water. Climbing onto some crates they check their supplies and find something has been chewing on some ration packs (-2 rations).

26

+1:00

The floor has been damaged with heavy blaster fire and the captain stumbles (make a utility belt check).

27

+1:00

Part of the floor panels have been removed and the captain climbs down to investigate. It is dark and about 4’ deep but has nothing of interest. On the way back up the captain catches an oxygen canister on some rough edges and it splits open (-1 O2).

28

+1:00

Bending down to search a blaster hole in the floor, the captain’s supply of decoders falls out of a pouch and some fall down the hole (-2 decoders).

Security Drone t

AV: 40

Def: 3

Dmg: +2

HP: 15 [K]: Parts (50c) x3

Abilities: AP, Cybercon™, Flight, Revive, Stun

The captain climbs a staircase leading to an upper section and halfway up, some faces appear over the edge. Then a group of corporate troopers begin an onslaught of blaster fire and the captain has no choice but to fight back. 29

+1:00

30

+1:00

The captain discovers a ration pack and adds it to their supply. After a few minutes they smell something strange and soon realise the ration pack they found is leaking. Worse still, it has gone bad and has now contaminated one of their own ration packs (-1 rations).

31

+1:00

After a more extensive search, the captain discovers something from the geographic table. Roll on table G- Geographic to reveal what's found.

32

+1:00

Corporate Troopers

AV: 35

Def: 2

Dmg: +1 HP: 3/3/3/3 [K]: A/K/W

Abilities: Fire, Regenerate, Swarm

Stepping through a broken wall panel the captain is confronted by a crazed security officer. He opens fire and the captain has no choice but to fight back. Crazed Security

92

t

t

AV: 40

Def: 1

Dmg: +1

HP: 10

[K]: A/K/W

Abilities: AP, Fire, Swarm

Add the following modifier for the area the captain is currently in  (Yellow) +0  (Red) +10  (Green) +5  (Blue) +20

U – Uncover D100 33

34

Time Mod Details +1:00

+1:00

Under an empty barrel, the captain finds a small hatch set in the floor. It has a small key pad and will need a code to open. The first decoder the captain uses overheats; whilst the second fries the circuits on the locking mechanism. It is now impossible to open (-2 decoders). Moving some crates the captain discovers a giant conduit snake. It was asleep, but is now very angry and moves in for the kill. The captain must encounter the giant conduit snake. Giant Conduit Snake c

AV: 25

Def: 1

Dmg: -1

HP: 9

[K]: Scraps (25c) x2

Abilities: Acid

Inside a crate the captain finds a packet containing a booster pill. Add “(U35) Booster Pill (30c)” to the log sheet if the captain takes it. Anytime during an away mission the captain may swallow the pill to see what it will do. If they are in combat it must be used from a utility belt slot and will require a combat action. When swallowed, the player rolls 1d10 on the table below to find out how the captain is boosted. The boosted effects last until the first opportunity arises for it to take effect, or until the away mission comes to an end. Example: If Captain Jacob swallowed a Str Pill, Heal Pill, and an Acid Pill at the same time. The Str Pill will linger until a strength test is performed. The Heal Pill will instantly replenish 4 lost HP if it can; otherwise, it will linger until the captain’s HP has dropped 4 below maximum (so it can restore them all at once). The Acid Pill behaves in the same manner as the Heal Pill and will remove 2 acid from the acid track as soon as it can. 35

36

+1:00

+1:00

In addition, the booster pill effects stack. For instance: Swallowing two Int Pills at the same time will provide the captain with +6 to the next Int test they perform, or swallowing 2 Plague Pills will mean that they will remove 4 shaded pips from the plague track. 1 POISON PILL: -1d10 HP (instant, can kill).

6 DEF PILL: +1 Def on enemy’s next damage roll.

2 DMG PILL: Gain +1 to next damage roll.

7 ACID PILL: -2 acid.

3 STR PILL: Gain +3 Str to next Str test.

8 HEAL PILL: Replenish 4 lost HP.

4 DEX PILL: Gain +3 Dex to next Dex test.

9 PLAGUE PILL: -2 plague.

5 INT PILL: Gain +3 Int to next Int test.

10 KARMA PILL: +5 to next d100 roll on a [K] reward table.

Stepping through a broken panel in the wall, the captain is confronted by a group of crazed crew members. They open fire and the captain has no choice but to fight back. Crazed Crew t

AV: 25

Def: 0

Dmg: -2

HP: 3/3/3

[K]: A/K/W

Abilities: Fire, Swarm

Inside a crate the captain finds a packet containing a booster pill. Add “(U37) Booster Pill (60c)” to the log sheet if the captain takes it. See result U35 for details of how booster pills work in the game.

37

+1:00

1 POISON PILL: -1d6 HP (instant, can kill).

6 DEF PILL: +2 Def on enemy’s next damage roll.

2 DMG PILL: Gain +2 to next damage roll.

7 ACID PILL: -4 acid.

3 STR PILL: Gain +5 Str to next Str test.

8 HEAL PILL: Replenish 8 lost HP.

4 DEX PILL: Gain +5 Dex to next Dex test.

9 PLAGUE PILL: -4 plague.

5 INT PILL: Gain +5 Int to next Int test.

10 KARMA PILL: +10 to next d100 roll on a [K] reward table.

38

+1:00

Searching for an hour, the captain finds nothing of interest.

39

+1:00

A door is laying on the floor and beside it is a security pass. It looks like whoever tried the pass didn’t have the success they expected and decided to rip the door from its hinges when it wouldn’t open (+1 Pass).

40

+1:00

There are a number of opened crates scattered around, most are empty or filled with useless items. In one, the captain finds something that may be helpful (roll on table K - Kit and add the result to the log sheet, if the captain decides to keep it).

93

U – Uncover D100

Add the following modifier for the area the captain is currently in  (Yellow) +0  (Red) +10  (Green) +5  (Blue) +20

Time Mod Details The captain has stumbled into a morgue. Many of the refrigeration units have been opened and the corpses are rotting away; however one remains sealed. The display states it is occupied. Add “Morgue U41” to the map sheet. The captain may, if they like, open the sealed unit (mark with a ) and the player rolls 1d10 on the table below to discover what's inside.

41

+1:00

1 2-4

The unit has become infested with strange blue beetles. There is nothing else of interest. Inside the unit is a corpse. A quick rifle through its apparel reveals some credits (+1d100c).

5-10 Inside the unit is a skeleton. Laying beside it is a trapping (roll on table TA -Trappings A -15).

94

42

+1:00

The captain finds a security console and enters a handful of standard access codes to see if they can unlock any sealed doors within the facility (+1 Remote).

43

+1:00

Laying in the middle of the floor is a security pass. The captain is careful when picking it up, in-case of an ambush, but all is well (+1 Pass).

44

+1:00

The captain finds a backpack resting on a chair. Inside they find a piece of kit (roll on table K – Kit +5).

45

+1:00

The captain finds a corpse propped up in a chair. Its hand is resting over a security panel. The panel is flashing for the last letter of the access code to be entered. The corpse must have been shot through the head just at the time it was punching in the code. The captain punches in “X” and a sound of a door being opened is heard off in the distance (+1 Remote).

46

+1:00

The captain finds a backpack tied to a lighting panel in the ceiling. Climbing on some crates and cutting it loose, they find inside a piece of kit (roll on table K – Kit +10).

47

+1:00

The captain opens a small crate and inside is a security pass. It has blood on one side, but after a quick wipe it’s as good as new (+1 Pass).

48

+1:00

The captain comes across a dead crew member. After a quick rifle through her flight jacket they find some credits (+40c).

49

+1:00

Stuck to a wall with duct tape is a security pass. It has the words “Pass to Hell” written in blood above it (+1 Pass).

50

+1:00

The captain finds a security pass tucked into a small blaster hole in the wall. It has a chipped corner, but it should still work (+1 Pass).

51

+1:00

Searching through some broken panels and conduits, the captain finds some equipment (roll on table K – Kit +15).

52

+1:00

The captain finds a security panel. It is blinking for an access code. The captain punches in the letters “O”, “P”, “E”, and “N” and bingo, a sound of a door being opened is heard off in the distance (+1 Remote).

53

+1:00

The captain spots a jacket resting on the back of a chair. It is a baseball jacket and looks old, like an antique. Searching the pockets, the captain finds a leather wallet and inside is a baseball card and a security pass. The baseball card has a picture with the name “Wagner, Pittsburg” on the front and “Sweet Caporal Cigarettes - The Standard for Years” printed in red ink on the back. The captain takes the pass and tosses the baseball card (+1 Pass).

54

+1:00

Hidden behind a dislodged wall panel, the captain finds something useful (roll on table N - Needed).

55

+1:00

Laying face down on the floor is a dead crew member. Turning her over the captain is met with a gruesome sight, and it is obvious how she died; something has exploded out of her chest. Death must have been instantaneous. Searching through her pockets the captain finds some security passes riveted together at the corner (+3 Pass).

56

+1:00

Hidden behind a dislodged ceiling panel, the captain finds something useful (roll on table N – Needed +5).

57

+1:00

The captain finds the top half of a crew member resting against a crate. Their legs are nowhere to be seen and could have been eaten or blasted off. In their hands is a weapon (roll on table W – Weapons).

U – Uncover D100

Add the following modifier for the area the captain is currently in  (Yellow) +0  (Red) +10  (Green) +5  (Blue) +20

Time Mod Details +1:00

Laying on the floor near a pool of acid is a corpse. The exposure to the acid is not what killed them. It was the blaster hole through the head. Luckily the body is a similar size to the captain and is wearing some armour (roll on table A – Armour).

59

+1:00

The captain finds a blood trail and follows it to a wall section. After some tampering at the edges, the panel comes loose and hidden behind is a crew member, now very much dead from loss of blood. They must have hidden in the wall to avoid whatever was hunting them, but died before they could get out and seek medical attention. Their shoulder has been torn open by something very strong and is just a mangle of flesh and bones. The captain finds a pack and searches inside (roll on table N - Needed +10).

60

+1:00

In an alcove between two pillars the captain spots a weapon glistening. They reach in and grab it (roll on table W - Weapons +5).

61

+1:00

The area shows signs of a recent battle. Alien creatures lay scattered in pieces around the floor and there are bits of marines everywhere. Anything that has made it out alive is long gone and the captain searches the dead for anything that may be of use (roll on table A – Armour +5).

62

+1:00

The captain discovers a metal storage cabinet and tries the handle, but it’s locked. After some fiddling with the mechanism, the captain kicks the bottom in frustration and the door springs open. Inside, they find a Cybercon™ Patch (roll on table I – Implants for the patch that is found and add “Patch” after its name if you add it to the log sheet. It is worth 200c).

63

+1:00

The area is a workshop with benches and tools everywhere. Due to contaminated water seeping through a broken pipe in the wall, a lot of the items have been damaged. The captain spends some time searching until they find something that might be useful (roll on table N – Needed +15).

64

+1:00

Buried half way in the wall is the corpse of a marine. She appears to have been blasted into the metal panelling during a firefight. Holes from the exchange pepper the wall all around the corpse. Still in her hand is a weapon (roll on table W - Weapons +10).

65

+1:00

Laid out on a display console is a piece of armour. It has some blaster marks, but is still useful (roll on table A - Armour +10).

66

+1:00

Poking out the top of a barrel marked “Explosive. Handle with care.” is a weapon. The captain carefully removes it and then retreats a safe distance in case anything is disturbed (roll on table W -Weapons +15).

67

+1:00

The captain discovers a metal cabinet and in one of the draws are two Cybercon™ Patches (roll on table I – Implants x2 for the patches that are found and add “Patch” after their names if you add them to the log sheet. They are worth 200c each).

68

+1:00

For a while, the captain searches through the rubbish scattered throughout the area. After moving a fallen lighting panel some armour is found (roll on table A - Armour +15).

+1:00

Laying in a pool of oil is the upper half of an android. It is malfunctioning and its head is moving left and right. Suddenly it spots the captain and begins dragging itself towards them. It begins talking in code and is not making any sense, but when it reaches the captain, it hands them a Cybercon™ implant and then turns around to show a Cybercon™ unit. It wants the captain to insert the implant into its unit (roll on table I – Implants for the implant that is found. The captain may keep the implant if they wish, or insert into the android; if they do something lucky happens (roll on table L).

+1:00

The area has been set up as a mobile laboratory. Bio-sheeting hangs from the ceiling to create a sealed area and a filtration system is pumping out toxins to keep it clean inside. On an operating table is the remains of something that has been burnt beyond all recognition. The only surviving article on the corpse is a very badly charred Cybercon™ unit. The unit appears to have been the cause of the self-combustion and is probably due to an overload in its relay circuits. Also on the table and unaffected by the fire is a fully operational Cybercon™ Implant (roll on table I – Implants for the implant).

58

69

70

95

U – Uncover D100

Add the following modifier for the area the captain is currently in  (Yellow) +0  (Red) +10  (Green) +5  (Blue) +20

Time Mod Details

71

-

Against a wall and behind energy shields are several Cybercon™ Implants. They are laid out as you would expect to find them at a merchant’s booth in a space port; however none have prices. The captain kicks a security panel and the shields fizzle out. Checking the implants, only two are working and usable (roll on table I – Implants x2 for the implants).

72

-

The captain comes across an armour crate and inside is a piece of advanced armour. The captain has found some upgraded armour (roll on table A – Armour and add “(S)” before its name. It gains +0.1 Def and gains +50 credit to its value and 10 credits to its fix cost).

73

-

The captain comes across an armour crate and inside is a piece of advanced armour. The captain has found some upgraded armour (roll on table A – Armour and add “(M)” before its name. It gains +0.2 Def and gains +100 credit to its value and 20 credits to its fix cost).

74

-

The captain comes across an armour crate and inside is a piece of advanced armour. The captain has found some upgraded armour (roll on table A – Armour and add “(L)” before its name. It gains +0.4 Def and gains +200 credit to its value and 40 credits to its fix cost). The captain discovers a corpse laying in a pool of dried blood. In its hand is a data pad with a recorded voice message. The captain plays the message. The voice sounds weak and out of breath. “Good you have found me. I am now probably dead. If I am, I would like to leave everything I own to you. I have no family to pass on my assets and providing you fulfil my next wish, then everything I have is yours. I wish to be cremated and my ashes to be blasted into space in the (roll 1d100 on table Z) star system, near the (roll 1d10 until a POI is rolled in that system). You will need to take this data pad, a recording of my cremation and my ashes to Horus Station in the Hilix system and present it to Mr Tombridge of Wolf and Main. They will then release my assets to you.”

75

-

If the captain wishes to claim the assets, they are going to have to carry the corpse for the rest of the away mission. Add “Data Pad (U75)” to the small equipment pack. By carrying the corpse the captain takes a lot longer to proceed through the facility and must therefore spend +2:00 at the start of each turn (meaning they will shade 2 pips on the time track instead of 1). After the away mission, if the captain travels to the POI in the star system generated, mark the Data Pad (U75) with a tick on the log sheet. They may then at the Horus Station whilst performing a port phase visit Mr Tombridge of Wolf and Main and claim the assets. The player then rolls 1d10 on the table below to see what has been gained.

96

1-2

The corpse was penniless. The captain gains nothing.

3-4

The corpse was almost broke. The captain gains +1d100c.

5-7

The corpse had minor savings. The captain gains +1d100c x10.

8-9

The corpse was wealthy. The captain gains +1d100c x100.

10

The corpse was very wealthy. The captain gains +1d100c x1000.

76

-

The captain has found an air duct that links to another part of the facility. Draw in the air duct on the map sheet by creating a thin shoot through the bulkhead towards any edge in the area (see picture for an example). The captain may now move from this area to the connected one and vice versa (during step 3 of a turn). If the adjacent area is already mapped or mapped at a later date connect the shoot to the bulkhead in that area too.

77

-

The captain comes across a weapons crate and inside is a powerful weapon. The captain has found an upgraded weapon (roll on table W – Weapon and add “(S)” before its name. Add +1 to its Dmg value. It gains +300 credit to its value).

U – Uncover D100

Add the following modifier for the area the captain is currently in  (Yellow) +0  (Red) +10  (Green) +5  (Blue) +20

Time Mod Details

78

-

The captain comes across a weapons crate and inside is a powerful weapon. The captain has found an upgraded weapon (roll on table W – Weapon and add “(M)” before its name. Add +2 to its Dmg value. It gains +600 credit to its value).

79

-

The captain comes across a weapons crate and inside is a powerful weapon. The captain has found an upgraded weapon (roll on table W – Weapon and add “(L)” before its name. Add +3 to its Dmg value. It gains +900 credit to its value).

80

-

Behind a small airvent the captain discovers a backpack. Inside is a piece of equipment that may be useful (roll on table TA - Trappings A -10).

81

-

Buried beneath a stack of broken panels the captain finds a piece of equipment (roll on table TA - Trappings A -5).

82

-

Inside a metal storage cupboard the captain finds a piece of equipment (roll on table TA - Trappings A).

83

-

Tied to a lighting rig in the ceiling is a backpack. The captain pushes a crate over to reach it and climbs up. The pack contains a few clothes and a piece of equipment (roll on table TA - Trappings A +5).

84

-

In a recessed panel the captain finds a piece of equipment (roll on table TB- Trappings B -15).

85

-

In a cargo crate the captain finds, under a pile of blankets, a piece of equipment (roll on table TB- Trappings B -10).

86

-

Several ceramic crates are marked do not open. Most have been broken open, but one is still intact. The captain smashes its lid and finds inside a trapping (roll on table TB- Trappings B -5).

87

-

Searching through a steel locker, the captain accidentally topples it over. Searching behind they find a trapping (roll on table TB- Trappings B).

88

-

Moving a crate away from the wall, the captain finds an airvent has been removed. The ducting behind is large enough to crawl through and the captain heads in to investigate. At the first bend it heads straight up for at least 300 feet. The captain gives up on the climb, but does finds a backpack containing something that could be useful (roll on table TB- Trappings B +5).

89

-

The area has suffered from a terrible battle at some time and blaster holes pepper the walls, floor, and ceiling. A quick search reveals the body of a marine. They have been partly eaten but their equipment is still intact and the captain searches through for anything that could be useful (roll on table TC- Trappings C -15).

90

-

A vent in the ceiling that is blasting cold air into the area is making a terrible noise. The captain climbs up and knocks out the mesh panel and a dead body drops to the floor. It was once a marine. A quick search in the body’s equipment packs reveals something that could be useful (roll on table TC- Trappings C -10).

91

-

Inside a barrel the captain finds a trapping (Roll on table (roll on table TC- Trappings C -5)

92

-

The captain stares for a while at a wall and then figures out why it looks so odd. One panel has been designed to open. It takes a while, but eventually the secret panel slides to one side and reveals a hidden room. It is filled with junk, but one item could be useful (roll on table TC- Trappings C). Inside a crate the captain finds a packet containing a booster pill. Add “(U93) Booster Pill (90c)” to the log sheet if the captain takes it. See result U35 for details of how booster pills work in the game.

93

94

-

-

1 POISON PILL: -1d3 HP (instant, can kill).

6 DEF PILL: +3 Def on enemy’s next damage roll.

2 DMG PILL: Gain +3 to next damage roll.

7 ACID PILL: -6 acid.

3 STR PILL: Gain +7 Str to next Str test.

8 HEAL PILL: Replenish 12 lost HP.

4 DEX PILL: Gain +7 Dex to next Dex test.

9 PLAGUE PILL: -6 plague.

5 INT PILL: Gain +7 Int to next Int test.

10 KARMA PILL: +15 to next d100 roll on a [K] reward table.

One of the floor panels is higher than the others and the captain kneels to remove it. Below they find a piece of equipment that someone was trying to keep hidden (roll on table TC- Trappings C +5).

97

U – Uncover D100

95

96

97

98

99

100

98

Add the following modifier for the area the captain is currently in  (Yellow) +0  (Red) +10  (Green) +5  (Blue) +20

Time Mod Details

-

In this part of the facility the captain finds a school room. It was probably for the crew’s children so they could get an education. The walls are lined with learning consoles and in one the captain finds a skill patch poking out of a drive. The captain has discovered a “Skill Patch (U95) (500gp)”. If the captain keeps the skill patch roll 1d10 for a random skill and replace the word “Skill” with the name of the generated result. For instance, if a 6 is rolled, the patch will become “Hacking Patch (U95) (500gp)”. At anytime during the game the captain may insert the skill patch into their Cybercon™ unit (even if it is not yet unlocked) and gain a +5 skill bonus to the associated skill (note: skills have a maximum of +20). Once the skill patch has been used it may not be used again and the player should mark it with a tick as a reminder. The patch may be sold used or unused.

-

Two panels on opposite sides of the area are reacting with an energy burst. Blue particles crackle across their surface and a field of translucent mist appears and then disappears at the centre. The captain has no choice but to head through. When the mist appears the captain is thrown into stasis and when it disappears they are free to move again. Getting past takes a few minutes, but due to the constant state of stasis, if feels like hours. Then something good happens (roll on table L – Lucky Events -15).

-

The captain searches around and discovers in part of the area a wall has been blown out. The outer elements of the facility could be dangerous and are now in clear view. Luckily an energy field has activated and is preventing the area from exposure. However, it is malfunctioning and every few seconds the field drops for a moment and there is a gust of air and a feeling of gravity controls being deactivated. The captain moves on quickly. Then something good happens (roll on table L – Lucky Events -10).

-

The captain turns a corner, and unexpectedly collides into a droid. It is stationary and seems to be deactivated, or has run low on regenerative power cells. Looking at the power unit, it has been leaking acid and bio-fluid. The fluid has stained its outer shell. On the floor is a manipulator drive (a hand held device like a screwdriver that has holographic heads). It looks like someone was trying to fix the droid, but was unsuccessful. The captain picks up the drive and places it near a screw head on the power panel. There is a flash of red light as the drive scans the screw and calculates the shape and size of the screw head. A holographic replica buzzes into view and the captain inserts it. The drive begins to spin and the screw pops out. The captain repeats the process with the next three screws and the panel drops to the floor. Suddenly, there is a loud bang and a bolt of residual power lashes out and fries the manipulator circuits. The captain curses with shock rather than pain. Then something good happens (roll on table L – Lucky Events -5).

-

The captain comes across an area where the ground has been torn up by blaster fire. It is difficult to cross and a green liquid has settled in the cracks and recesses. It is hot and steam is slowly rising from the floor. The liquid glows and could be a form of acid that is flammable. Being careful the captain still manages to fall and they land in one such pool. Then something good happens (roll on table L – Lucky Events).

-

If you have already encountered this result during the current away mission, roll again applying the area modifier as usual; otherwise, read on. The captain discovers a room off to one side. It has toughened glass windows and appears to be a medical bay. Written in blood across the door is “QUARANTINED”. Peering in, the bay looks harmless enough, but there are a few surgical pans and tools scattered on the floor; otherwise everything looks fine. The captain takes the chance and presses the release button on the door. There is a hiss of air and the door opens. Suddenly something brushes the captains leg. It happens so fast, it’s impossible to say what has just been released into the facility. Then something good happens (roll on table L – Lucky Events +5).

Find the armour’s undamaged value and cross reference it with the number of pips of damage it has sustained for its current sell value. Armour that has 5 pips of damage is not worth anything.

V – Values Armour’s Undamaged Value

Pips of Damage 

Pips of Damage 

Pips of Damage 

Pips of Damage 

Armour’s Undamaged Value

Pips of Damage 

Pips of Damage 

Pips of Damage 

Pips of Damage 

50c

40c

30c

20c

10c

1550c

1240c

930c

620c

310c

100c

80c

60c

40c

20c

1600c

1280c

960c

640c

320c

150c

120c

90c

60c

30c

1650c

1320c

990c

660c

330c

200c

160c

120c

80c

40c

1700c

1360c

1020c

680c

340c

250c

200c

150c

100c

50c

1750c

1400c

1050c

700c

350c

300c

240c

180c

120c

60c

1800c

1440c

1080c

720c

360c

350c

280c

210c

140c

70c

1850c

1480c

1110c

740c

370c

400c

320c

240c

160c

80c

1900c

1520c

1140c

760c

380c

450c

360c

270c

180c

90c

1950c

1560c

1170c

780c

390c

500c

400c

300c

200c

100c

2000c

1600c

1200c

800c

400c

550c

440c

330c

220c

110c

2050c

1640c

1230c

820c

410c

600c

480c

360c

240c

120c

2100c

1680c

1260c

840c

420c

650c

520c

390c

260c

130c

2150c

1720c

1290c

860c

430c

700c

560c

420c

280c

140c

2200c

1760c

1320c

880c

440c

750c

600c

450c

300c

150c

2250c

1800c

1350c

900c

450c

800c

640c

480c

320c

160c

2300c

1840c

1380c

920c

460c

850c

680c

510c

340c

170c

2350c

1880c

1410c

940c

470c

900c

720c

540c

360c

180c

2400c

1920c

1440c

960c

480c

950c

760c

570c

380c

190c

2450c

1960c

1470c

980c

490c

1000c

800c

600c

400c

200c

2500c

2000c

1500c

1000c

500c

1050c

840c

630c

420c

210c

2550c

2040c

1530c

1020c

510c

1100c

880c

660c

440c

220c

2600c

2080c

1560c

1040c

520c

1150c

920c

690c

460c

230c

2650c

2120c

1590c

1060c

530c

1200c

960c

720c

480c

240c

2700c

2160c

1620c

1080c

540c

1250c

1000c

750c

500c

250c

2750c

2200c

1650c

1100c

550c

1300c

1040c

780c

520c

260c

2800c

2240c

1680c

1120c

560c

1350c

1080c

810c

540c

270c

2850c

2280c

1710c

1140c

570c

1400c

1120c

840c

560c

280c

2900c

2320c

1740c

1160c

580c

1450c

1160c

870c

580c

290c

2950c

2360c

1770c

1180c

590c

1500c

1200c

900c

600c

300c

3000c

2400c

1800c

1200c

600c

99

W – Weapons D100

Hand

Type

1-4



Str

5-7

8-10

11-13





Dmg

Credits

METAL BAR: A piece of solid metal bar, around 2’ long.

-4

50

Dex

STUN GUN: Fires a focused beam of sound that assaults the target’s nervous system. They are designed to deliver minimum damage and to render the target helpless or unconscious. After a successful hit where the enemy suffers at least 1 point of damage, they suffer -10 AV (min 15 AV) during the next combat round.

-3

100

Str

LIGHT NEUROLASH: A short rod resembling a truncheon or baton with a protected hand grip. They deliver an electroshock pulse to stimulate the nervous system into excruciating pain on anything it comes into contact with. After a successful hit where the enemy suffers at least 1 point of damage, they suffer -1 dmg during the next combat round.

-2

150

Dex

STUN RIFLE: Fires a focused beams of sound that assaults the target’s nervous system. They are designed to deliver minimum damage and to render the target helpless or unconscious. After a successful hit where the enemy suffers at least 1 point of damage, they suffer -15 AV (min 15 AV) during the next combat round.

-2

150

-2

150

14-16



Dex

TANGLER: A short, stubby weapon resembling a riot gun. They fire small oval capsules that release strong, sticky strands that wrap and immobilize a target. After a successful hit where the enemy suffers at least 1 point of damage, they suffer -1 Def during the next combat round. If the enemy has a Def of 0 it has no effect.

17-19



Str

VIBROBLADE: The blade is made from depleted uranium and vibrates thousands of times per second. It is excellent at cutting and reduces an enemy’s Def by -1. If the enemy has a Def of 0 it has no effect.

-1

200

20-22



Dex

PALM LASER: Fires a pulse of coloured light that appears as a linear bolt of lightning that crackles at the air molecules on its way to its target. The palm laser is a palm-sized version of the laser pistol. They are small, like derringers.

-1

200

23-25



Dex

HEAVY PISTOL: Made from lightweight composites and plastics. A large-frame handgun firing 10mm rounds.

-1

200

-

250

26-28



Str

HEAVY NEUROLASH: A long staff around 5’ with a protected hand grip at the middle. They deliver an electroshock pulse to stimulate the nervous system into excruciating pain on anything it comes into contact with. After a successful hit where the enemy suffers at least 1 point of damage, they suffer -2 dmg during the next combat round.

29-31



Dex

ASSAULT RIFLE: Made from lightweight composites and plastics. A standard infantry weapon, firing chemical ammunition. It has a light alloy and plastic bullpup design.

-

250

Dex

ELECTROLASER PISTOL: Designed to stun and damage via a discharge of electricity. A low-powered laser beam is fired and ionizes the air, followed instantly by an electrical charge that follows the path of the laser towards the target. After a successful hit where the enemy suffers at least 1 point of damage, they suffer -5 AV (min 15 AV) during the next combat round.

-

250

32-34

100



Weapon



W – Weapons D100

Hand

Type

Weapon

Dmg

Credits

35-37



Dex

LASER PISTOL: Fires a pulse of coloured light that appears as a linear bolt of lightning that crackles at the air molecules on its way to its target. The laser pistol has a single barrel that fires light lasers.

-

250

38-40



Str

ENERGY SWORD: When activated, a blade of energy emerges from a cylindrical hilt, and appears as a 2’ beam of coloured light, held in place by a magnetic field. It crackles through the air as it strikes its target.

+1

300

Dex

BLASTER PISTOL: Fires a charged particle beam that causes kinetic, thermal, and radiation damage, and causes ionization that will fry electronics. The beam is brighter and more powerful than a laser and will sound like a thunderclap as air rushes into the vacuum left behind by the beam. Fires a single short beam. Enemies marked s suffer -1 Def.

+1

300

+1

300

41-43



44-46



Dex

ELECTROLASER RIFLE: Designed to stun and damage via a discharge of electricity. A low-powered laser beam is fired and ionizes the air, followed instantly by an electrical charge that follows the path of the laser towards the target. After a successful hit where the enemy suffers at least 1 point of damage, they suffer -5 AV (min 15 AV) during the next combat round.

47-49



Dex

ELECTROMAG GRENADE LAUNCHER: A short and stubby weapon, similar to a shotgun. It fires small grenades at high velocity.

+1

300

50-52



Dex

HEAVY LASER PISTOL: Fires a pulse of coloured light that appears as a linear bolt of lightning and crackles at the air molecules on its way to its target. The heavy laser pistol has a single barrel that fires heavy lasers.

+1

300

53-55



Dex

SUBMACHINE GUN: Made from lightweight composites and plastics. An automatic weapon that fires 5.56 calibre rounds. Equipped with a folding stock.

+1

300

56-58



Str

ENERGY LONG SWORD: When activated a blade of energy emerges from a cylindrical hilt, and appears as a 3’ beam of coloured light, held in place by a magnetic field. It crackles through the air as it strikes its target.

+2

350

59-61



Dex

ASSAULT CHAINGUN: Made from lightweight composites and plastics. A portable machine gun with electric feed. Mainly used on a tripod support, but can be harnessed and fired from the hip.

+2

350

+2

350

62-64



Dex

HEAVY BLASTER PISTOL: Fires a charged particle beam that causes kinetic, thermal, and radiation damage, and causes ionization that will fry electronics. The beam is brighter and more powerful than a laser and will sound like a thunderclap as air rushes into the vacuum left behind by the beam. Fires a single long beam. Enemies marked s suffer -1 Def.

65-67



Dex

GAUSS PISTOL: Uses an electromagnetic impulse to accelerate a projectile. Fires 3-5mm high-density depleted uranium-tipped steel darts.

+2

350

Dex

GRENADE: Set to explode upon contact. They are recorded in the small equipment pack and the utility belt (one per slot). When a utility belt action is taken, only one grenade stored in the utility belt may be thrown per combat round; however, other utility belt items can be used as normal. When thrown make a standard attack, dmg and location roll.

+2

350

68-70



101

W – Weapons D100

Hand

Type

Weapon

Dmg

Credits

71-73



Dex

LASER RIFLE: Fires a pulse of coloured light that appears as a linear bolt of lightning that crackles at the air molecules on its way to its target. The laser rifle has a single barrel that fires light lasers.

+2

350

74-76



Str

ENERGY GREAT SWORD: When activated a blade of energy emerges from a cylindrical hilt, and appears as a 4’ beam of coloured light, held in place by a magnetic field. It crackles through the air as it strikes its target.

+3

350

+3

350

77-79



Dex

CARBINE BLASTER: Fires a charged particle beam that causes kinetic, thermal, and radiation damage, and causes ionization that will fry electronics. The beam is brighter and more powerful than a laser and will sound like a thunderclap as air rushes into the vacuum left behind by the beam. Fires a single short beam. Enemies marked s suffer -1 Def.

80-82



Dex

ELECTROMAG MORTAR: Mainly used on a tripod support, but can be harnessed and fired from the hip. The Electromag Mortar fires heavy shells at its target.

+3

350

83-85



Dex

GAUSS CARBINE: Uses an electromagnetic impulse to accelerate a projectile. Fires 3-5mm high-density depleted uranium-tipped steel darts.

+3

350



Dex

HEAVY LASER RIFLE: Fires a pulse of coloured light that appears as a linear bolt of lightning that crackles at the air molecules on its way to its target. The heavy laser has a double barrel that fires heavy lasers, and is capable of automatic fire.

+3

350

Str

MULTI ENERGY SWORD: When activated, two blades of energy emerges from each end of a cylindrical hilt, and appears as a 2’ beam of coloured light. They are held in place by a magnetic field that crackle through the air as they strikes their target.

+4

400

Dex

HEAVY BLASTER RIFLE: Fires a charged particle beam that causes kinetic, thermal, and radiation damage, and causes ionization that will fry electronics. The beam is brighter and more powerful than a laser and will sound like a thunderclap as air rushes into the vacuum left behind by the beam. Fires a single long beam. Enemies marked s suffer -2 Def.

+4

400

Dex

THE GATLING LASER: Fires a pulse of coloured light that appears as a linear bolt of lightning that crackles at the air molecules on its way to its target. Mainly used on a tripod support, but can be harnessed and fired from the hip. The Gatling Laser has four rotating barrels that fires heavy lasers. The captain suffers -10 Dex when this weapon is equipped.

+4

400

Dex

STATIC HEAVY BLASTER: Fires a charged particle beam that causes kinetic, thermal, and radiation damage, and causes ionization that will fry electronics. The beam is brighter and more powerful than a laser and will sound like a thunderclap as air rushes into the vacuum left behind by the beam. Mainly used on a tripod support, but can be harnessed and fired from the hip. Enemies marked s suffer -3 Def. The captain suffers -10 Dex when this weapon is equipped.

+5

450

Upgraded: Roll again and deduct 5 from the result; add “(S)” before its name. Add +1 to its Dmg value. It gains +300 credit to its value.

+1

+300c

86-88

89-90

91-92

93-94

95

96-100

102









103

104

10

10

10

20

20

20

Weapons

10

Water

35

Waste

35

Textiles

30

Tech

35

Salvage

Metals

35

Narcotics

Medicines

35

Minerals

Luxury

30

Food

Industrial

Contraband

Chemicals

The table shows the profit a captain can make by transporting goods from a star system to a neighbouring star system. The amount shown is the profit received per ton (unit) when sold. If a unit isn’t listed with a price, it means that no profit can be gained from transporting it.

Bio Waste

X – Trading Guide

25

40

30

40

30

25

30

45

40

25

40

30

25

25

45

15

5

15

10

5

20

20

20

25

15

25

15

10

30

15

30

20

15

AV

Artmes  Vinwar

25

35

BW

Blemula  Wexar

25

35

CS

Cree  Stellstar

5

CU

Cree  Unx

15

DK

Domsk  Kibrax

15

ET

Elmstar  Treel

FP

Floxtar  Preal

GI

Gangore  Impfar

25

GK

Gangore  Kibrax

35

GU

Gangore  Unx

HR

Hilix  Randoo

IG

Impfar  Gangore

IO

Impfar  Opst

IT

Impfar  Treel

25

20

20

IV

Impfar  Vinwar

35

25

30

JM

Jet  Minth

JO

Jet  Opst

5

JW

Jet  Wexar

30

KD

Kibrax  Domsk

10

5

KG

Kibrax  Gangore

25

15

KN

Kibrax  Noopa

KQ

Kibrax  Quaivar

15

5

LT

Lactboot  Treel

MJ

Minth  Jet

35

25

35

35

25

20

20

25

25

5

20

5

5

5

25

15

25

20

10

5

25 10

35

5

10

10

10

10

30 30

35

20

15

10 5

5

15

15

5

5

10 5

20 10

15 25

15

20 5

20 25

30

5

5

20 35

30

30

35

35

40

30

40

30

25

45

Luxury

Medicines

Narcotics

Salvage

Tech

Textiles

Waste

Water

Weapons

40

45

50

35

50

40

30

35

55

30

35

35

30

35

35

40

25

40

30

25

25

45

15

25

20

25

20

20

20

25

15

25

15

10

30

15

30

25

30

20

25

25

30

20

30

20

15

35

35

NK

Noopa  Kibrax

25

OI

Opst  Impfar

OJ

Opst  Jet

PF

Preal  Floxtar

PX

Preal  Xoo

20

QK

Quaivar  Kibrax

10

RH

Randoo  Hilix

RW

Randoo  Wexar

SC

Stellstar  Cree

SX

Stellstar  Xoo

TE

Treel  Elmstar

TI

Treel  Impfar

TL

Treel  Lactboot

UC

Unx  Cree

UG

Unx  Gangore

VA

Vinwar  Artmes

VI

Vinwar  Impfar

WB

Wexar  Blemula

WJ

Wexar  Jet

WR

Wexar  Randoo

XM

Xoo  Minth

XP

Xoo  Preal

XS

Xoo  Stellstar

35

Minerals

Industrial 40

Minth  Xoo

Metals

Food 35

MX

Chemicals

45

Bio Waste

The table shows the profit a captain can make by transporting goods from a star system to a neighbouring star system. The amount shown is the profit received per ton (unit) when sold. If a unit isn’t listed with a price, it means that no profit can be gained from transporting it.

Contraband

X – Trading Guide

25

15

15

5

10

30

35

25

25

30

35

20

35

25

15

20

40

20

35

15

20

20

25

10

25

15

10

30

30

20 5

5

25 15

10

20

5

5

10

10

15

15

20

5

20

10

10

10

15

20

5

20

10

5

30

25

5

25

5 5

15

35

5 10

5

5

10

10

15

15

5

20

5 25

15

30

35

25

5

10

5

25

15

25

20

25

105

Weapons

Water

Waste

Textiles

Tech

Salvage

Narcotics

Minerals

Metals

Medicines

Luxury

Industrial

Buy 15↓ 50↓ 55↓ 20↓ 40↓ 75↓ 70↓ 45↓ 35↓ 60↓ 25↓ 65↓ 30↓ 5↓ 10↓ 80↓

Lunis Station

Sell

10

45

50

15

35

70

65

40

25

55

20

60

25

5

5

80

Blemula

Buy

20

50↓

60

20↓

45

80

75

50

40

65

30

70

35

10

15

85

Ender Station

Sell

15

45

55

15

40

70

70

45

30

60

25

65

30

5

10

85

Cree

Buy

25

60

65

30

50

85

80

70

35

75

40

15

10↓

90

Disk IV

Sell

20

50

60

25

45

75

70

40

25

65

25

70

30

10

5

90

Domsk

Buy

30

50↓

70

35

55

90

85

60

50

75

40

80

45

20

10↓

95

Lon Station

Sell

20

45

65

25

45

80

75

55

40

70

30

75

35

10

5

95

Elmstar

Buy

35

70

75

20↓

60

95

90

80

45

85

50

25

Expedite Base

Sell

25

60

70

15

50

85

80

75

35

80

40

15

Floxtar

Buy

40

75

80

45

65

100

95

85

50

90

55

30

Horus Station

Sell

30

65

70

35

55

90

85

40

25

80

40

85

45

20

5

105

Gangore

Buy

45

50↓

85

20↓

70

105 100

75

65

90

55

95

60

35

40

110

Asteri Colony

Sell

30

45

75

15

60

95

90

70

50

85

40

90

50

20

30

110

Hilix

Buy

50

85

90

20↓

75

110 105

80

70

95

60

100

65

40

Tiberi Colony

Sell

35

70

80

15

65

100

70

55

90

45

95

50

25

5

115

Impfar

Buy

55

90

95

60

80

115 110 45↓ 35↓ 100

65

105

70

45

10

120

Star Angel

Sell

40

75

85

45

70

105 100

40

25

95

50

100

55

25

5

120

Jet

Buy

60

95

100

65

85

120 115

90

80

105

70

110

75

50

Hera Terminal

Sell

40

80

90

50

70

110 105

80

60

100

55

105

60

30

5

125

Kibrax

Buy

65

100 105

70

90

125 120 45↓ 35↓ 110

75

115

80

55

60

130

Radicon III

Sell

45

85↑

45-48

Lactboot

Buy

70

50↓ 110 20↓

9th Division

Sell 50↑ 45 100↑ 15 80↑ 115↑115↑ 90↑ 70↑ 110↑ 60↑ 115↑ 70↑ 35↑ 45↑ 135↑

49-52

Minth

Buy 15↓ 50↓ 55↓ 20↓ 40↓ 75↓ 70↓ 45↓ 35↓ 60↓ 25↓ 65↓ 30↓ 5↓ 10↓ 80↓

5-8

9-12

13-16

17-20

21-24

25-28

29-32

33-36

37-40

41-44

53-56

106

Food

Artmes

Contraband

1-4

Port Type

Chemicals

D100

Star System and its Space Station or Military Dock

Bio Waste

Y – Cargo Prices

95

55↑

95

75 115↑ 110 95

45↓ 35↓

45↓ 35↓ 40

25

45↓ 35↓

10↓ 100 5

100

10↓ 105

10↓ 115

10↓ 125

40

25

105

55

110

65

35

40

130

130 125 100

90

115

80

120

85

60

65

135

Terran Colony

Sell

10

45

50

15

35

70

65

40

25

55

20

60

25

5

5

80

Noopa

Buy

20

55

60

20↓

45

80

75

50

40

65

30

70

35

10

15

85

Sell

15

45

55

15

40

70

70

45

30

60

25

65

30

5

10

85

Syndi Base

80

Osir Base

Sell

20

45

60

15

45

75

70

40

Preal

Buy

30

65

70

20↓

55

90

85

Triforce III

Sell

20

55

65

15

45

80

Quaivar

Buy

35

70

75

20↓

60

Sentry’s Fall

Sell

25

60

70

15

69-72

Randoo

Buy

40

50↓

80

Agax

Sell

30

45

73-76

Stellstar

Buy

45

Free Division

Sell

Treel

Weapons

Metals

85

Water

Medicines

50

Waste

Luxury

20↓

Textiles

Industrial

65

Tech

Food

50↓

Salvage

Contraband

25

Narcotics

Chemicals

Buy

Minerals

Bio Waste

Y – Cargo Prices

45↓ 35↓

70

35

75

40

15

20

90

25

65

25

70

30

10

15

90

60

50

75

40

80

45

20

25

95

75

55

40

70

30

75

35

10

20

95

95

90

65

55

80

45

85

50

25

50

85

80

60

40

75

35

80

40

15

45

65

100

95

85

50

90

55

30

70

35

55

90

85

40

25

80

40

85

45

20

5

105

50↓

85

20↓

70

105 100

75

65

90

55

95

60

35

40

110

30

45

75

15

60

95

90

70

50

85

40

90

50

20

30

110

Buy

50

85

90

55

75

110 105

80

70

95

60

100

65

40

45

115

Proda Base

Sell

35

70

80

40

65

100

70

55

90

45

95

50

25

30

115

Unx

Buy

55

50

95

20↓

80

115 110 45↓ 35↓ 100

65

105

70

45

Mirage Station

Sell

40

45

85

15

70

105 100

40

25

95

50

100

55

25

5

120

Vinwar

Buy

60

85

120 115

90

80

105

70

110

75

50

55

125

Rebel Base

Sell

40

80

60

90-94

Wexar

Buy

65

Copstar

Sell

45

95-100

Xoo

Buy

70

D100

Star System and its Space Station or Military Dock

57-60

Opst

61-64

65-68

77-80

81-84

85-89

Port Type

Linmot Base

50↓ 100 20↓ 45

95

45↓ 35↓

10↓ 100 5

100

10↓ 105

10↓ 120

90

15

70

110 105

100

55

105

60

30

40

125

50↓ 105

70

90

125 120 45↓ 35↓ 110

75

115

80

55

60

130

105

55

110

65

35

40

130

130 125 45↓ 35↓ 115

80

120

85

60

65

135

45

95

50↓ 110

55↑ 75

75 115↑ 110 95

40

Sell 50↑ 45 100↑ 55↑ 80↑ 115↑115↑ 40

25

25 110↑ 60↑ 115↑ 70↑ 35↑ 45↑ 135↑

Guide to prices for Merchants and Traders ↓



The lowest buy price on tables:

15↓ 50↓ 55↓ 20↓ 40↓ 75↓ 70↓ 45↓ 35↓ 60↓ 25↓ 65↓ 30↓ 5↓ 10↓ 80↓

The highest buy price on tables:

70

100 110

75

95

130 125 100

90

115

80

120

85

60

65

135

The lowest sell price on tables:

10

45

15

35

70

25

55

20

60

25

5

5

80

The highest sell price on tables:

Maximum Profits that can be made

50

65

40

50↑ 85↑ 100↑ 55↑ 80↑ 115↑115↑ 90↑ 70↑ 110↑ 60↑ 115↑ 70↑ 35↑ 45↑ 135↑ 35

35

45

35

40

40

45

45

35

50

35

50

40

30

35

55

When buying or selling Contraband, Narcotics or Weapons there is risk involved and the captain must perform the Illegal Activities test, below. If they are at a Military Dock there is a -10 penalty applied to the test. If the captain is caught they are fined and ejected from the Space Station or Military Dock; this ends the Port phase. In addition all red goods are confiscated. ILLEGAL ACTIVITIES - Test: Int [S: Trade successful] [F: Caught, -1000c, goods removed, end port phase] (Aware, Smuggler)

107

Z – Star Systems Agricultural Worlds (Collect) Military Docks (Port)

108

Asteroids (Mine)

Moons (Missions)

System Modifier Zone 1

Dead Planets (Missions)

Space Stations (Port)

D100

Star System

Zone 2

Zone 3

Zone 4

1-4

Artmes

-40

ENTRY POINT

5-8

Blemula

-10

ENTRY POINT

Nats

9-12

Cree

5

ENTRY POINT

Eboon

13-16

Domsk

20

ENTRY POINT

Bromath

Modda

17-20

Elmstar

-30

ENTRY POINT

Expedite Base

Haste

21-24

Floxtar

5

ENTRY POINT

25-28

Gangore

10

ENTRY POINT

29-32

Hilix

-10

ENTRY POINT

33-36

Impfar

-30

ENTRY POINT

37-40

Jet

-20

ENTRY POINT

Utta Noon

41-44

Kibrax

10

ENTRY POINT

Golas

45-48

Lactboot

-40

ENTRY POINT

Lunis Station

Water Worlds (Collect) Zone 5

Zone 6

Zone 7

Eternal

Ender Station

Sapito

Horus Station

Moonst

Lon Station

Garl

Yepra

Tebis A.1

Voidar

Seraph

Draycs

Draymo

Stipnar

Croma

Mino

Star Angel

Khasa

Chora

Totovic

Tiberi Colony

Prestof

Trillst Fargo

Titan

9th Division

Zone 9 Zone 10

Sinsh

Disk IV

Asteri Colony

Astral

Zone 8

Paterdia

Vasoss

Wey II

Worm Holes (Travel)

Brulia

Joonbug

Yarnwhip

Gases (Scoop)

Rilla

Hera Terminal

Pasnk

Radicon III

Cryof II

Tebis A.2

Crinda

Z – Star Systems Agricultural Worlds (Collect) Military Docks (Port)

Asteroids (Mine)

Moons (Missions)

System Modifier Zone 1

D100

Star System

49-52

Minth

-5

ENTRY POINT

53-56

Noopa

20

ENTRY POINT

57-60

Opst

-20

ENTRY POINT

61-64

Preal

5

ENTRY POINT

65-68

Quaivar

20

ENTRY POINT

69-72

Randoo

-10

ENTRY POINT

73-76

Stellstar

-5

ENTRY POINT

77-80

Treel

-30

ENTRY POINT

81-84

Unx

10

ENTRY POINT

85-89

Vinwar

-40

ENTRY POINT

90-94

Wexar

-20

ENTRY POINT

95-100

Xoo

-5

ENTRY POINT

Zone 2

Dead Planets (Missions)

Space Stations (Port)

Water Worlds (Collect)

Zone 3

Zone 4

Zone 5

Thea

Terran Colony

Grus III

Brimma Nova

Syndi Base

Zone 6

Gnone

Zone 8

Wellow Might

Judge

Phore

Sentry’s Fall

Fulsa

Xadra III

Proda Base

Skillet

Mirage Station

Copstar

Quell

Hardy

Golss

Williner

Happs Far

Blaze

Free Division

Exofall

Yechtri

Prime

Lunstar IV

Bablon

Oss

Osir Base

Suitska

Agax

Ridobar

Rebel Base

Sorus III

Triforce III

Meon

Seep

Zone 9 Zone 10

Lovia Wisstow

Abyss

Pulvius Montorus

Zyso 3

Worm Holes (Travel)

Zone 7

Lanbrart

Quinstar

Gases (Scoop)

Gulliva III

Linmot Base

Sailbar

109

Away Mission Handy Sheet D6

Hit Location Table

Dmg Mod

D10

Enemy Reaction Table

1

Head

+3

1

Enemy has less than ½ its HP it gains AV+10

2

Body

+2

2

Enemy has less than ½ its HP it gains AV+5

3

Vitals

+1

3-7

Enemy will make an attack

4

Waist

+0

8

Enemy has less than ½ its HP it will attempt to escape

5

Arms

-1

9

Enemy damaged last round it will attempt to escape

6

Legs

-1

10

Enemy will attempt to escape

COMBAT ROUNDS 1. Roll 1d10 on the Enemy Reaction Table above to determine its action in the forthcoming round, then continue to step 2. 2. The captain determines their course of action and this will greatly depend on the enemy's reaction. If the enemy's reaction is to escape (see Enemy Escapes), the captain may attempt to “Block the Escape”, or choose to let it go, in which case the player removes the enemy from the combat track. Alternatively, they may just make an attack, in the hope it will finish it off before it escapes. If the enemy is going to attack, the captain may decide they will try and escape themselves (see Escaping), or make an attack (go to Step 3), or perform a combat action (See Combat Actions). 3. To attack the enemy, the player rolls 1d100 and must score equal to, or below the captain’s Str, Dex, or Int value. Hand weapons use Str, ranged weapons use Dex, and weapons with a Smart Display (see table N) use Int to try and hit the enemy. If the captain has two weapons equipped, either may be used for the attack, but not both. If the result scores a hit go to step 4, otherwise go to step 5. 4. Roll the damage die (1d6) and then the location die (1d6) and apply the damage modifier to the damage die for the location rolled (see the Hit Location Table), then apply the captain’s Dmg modifier (this is a total of Dmg modifiers for equipped items, the weapon used, and any time track modifiers that are affecting Dmg), and lastly deduct the enemy’s Def value. The remaining amount is the number of HP that are dealt to the enemy, or enemies if encountering more than one (see Enemy Ability, Swarm). 5. If the enemy attempted to escape and has remained, start a new combat round from Step 1; otherwise, the enemy will make an attack. Roll 1d100 and if the result is equal to, or less than the enemy’s Attack Value (AV), the attack has hit the captain, go to step 6, otherwise start a new combat round from step 1. 6. Roll the damage die (1d6) and then the location die (1d6) and apply the damage modifier to the damage die for the location rolled (see the Hit Location table), then apply the enemy’s Dmg modifier (if any), then if the captain has any armour equipped to the location struck, the Armour (A) value is deducted. The remaining amount is the number of HP that is dealt to the captain. However, some damage may also be deflected to armour worn at the location the enemy hit, or to an energy shield if equipped (see Damage Deflection). If the captain has any Def points they may also be able to shrug off some of the damage (See Defence Points). If the enemy has survived start a new combat round from step 1.

CAPTAIN ESCAPES Instead of making an attack, the captain may attempt to escape from the enemy. Test ESCAPE COMBAT. ESCAPE COMBAT – Test: Dex -10 [S: Remove enemy, add to area] [F: -2HP, go to combat step 5] (Escape) ENEMY ESCAPES When enemy escapes, the captain may let it go, attack, or block its escape by testing BLOCK ESCAPE. BLOCK ESCAPE – Test: Str-10 [S: Enemy remains, go to combat step 4] [F: Enemy is removed] (Escape) TURNS Anytime during a turn (except in combat) the captain may equip, or unequip items to and from equipment slots and the equipment packs. Note: once a result from a table requires a utility belt check, or targets an item, adjusting equipment is not permitted. 1. TIME TRACK: Shade 1 pip on the time track, if it triggers an effect, deal with it immediately (see Time Track). 2. EXITS: Choose exit and rotate the map sheet so the exit is furthest away. Then deal with any doors. 3. AREA: If the area is already mapped consult map sheet for details; otherwise roll on table F and add the area. 4. SEARCH: (Optional) Search by rolling on table U and applying the modifier for current area. Then follow instructions and add (S) to bottom left corner of the area on the map sheet.  (Yellow) +0,  (Red) +10,  (Green) +5,  (Blue) +20 CYBERCON™ IMPLANTS The cybercon™ unit must be activated. Pay the power cost & perform the test below. CYBERCON™ – Test: Int (+/- Implant Bonus) [S: The implant works] [F: Misaligned -1d3 HP] (Implants) CYBERCON™ PATCHES The cybercon™ unit does not need to be activated. Perform test below & patch is depleted. CYBERCON™ PATCH – Test: Int [S: The patch works] [F: Malfunction -1d6 HP] (Implants)

© 2022 Martin Knight. All Rights Reserved.

Enemy Abilities

Below details all of the enemy abilities that are found in D100 Space.

Acid

When an enemy scores a natural 1 on their damage dice, they have sprayed/injected the captain with acid and the player shades in one pip on the acid track; this applies even if the enemy does not deal any damage during the combat round. Each time the time track is completed (i.e. pip12:00 is shaded), the player must roll 1d10. If the result is equal to, or less than the number of acid pips shaded the captain suffers HP equal to the number of shaded pips and the player removes 1 pip from the acid track.

Allies

The enemy has lesser enemies that they call upon or summon during combat. At the start of each combat round roll 1d6. If a 1 is rolled, an ally comes to the enemy’s aid, and you add /X to the end of its current HP value, with X being equal to the number shown after the enemy’s Allies ability. Example: During combat with an enemy with HP of 16/4 and an Allies 4, if a 1 was rolled at the start of the combat round, you would add /4 at the end of its HP value, giving it a new HP value of 16/4/4.

Cybercon™

Some enemies have Cybercon™ technology too. At the start of each combat round before step 1, roll 1d10 to see which Cybercon™ tech they will activate during the round. 1D10 Cybercon™

Effect

1-2

Improved Aim

This round, if the enemy attacks, it gains +20 AV.

3-4

Cloaking

This round the enemy gains +4 DEF.

5-6

Power Load

This round the enemy gains +2 DMG.

7-8

Life Sap

This round each HP the captain suffers will replenish the enemy an equal number.

9-10

Energy Blast

The captain loses 2 HP.

Fire

The enemy, in addition to its normal attack, has some sort of fire attack that may strike a captain. Each time a natural 1 is rolled for its damage the captain may be set on fire and must make an AVOID FIRE test. AVOID FIRE – Test: Dex -5 [S: No effect] [F:-2HP] (Dodge)

Flight

AP (Armour Piercing)

A captain fighting an enemy with Flight suffers -10 Str when making an attack roll with a Str type weapon. Dex and Int type weapons remain unaffected.

Attacks

The enemy, in addition to its normal attack, has some sort of freeze attack that may strike a captain. Each time a natural 1 is rolled for its damage the captain may be frozen and must make an AVOID FREEZE test.

Whilst encountering an enemy with Armour Piercing, the captain suffers -2 DEF and all equipped armour that it hits has an armour rating of A0. Damage may still be deflected as normal.

The enemy is able to attack more than once in a single round of combat. The number of times it gets to make an attack roll is equal to its Attacks rating. After the attack rolls have been made, each attack that scored a hit, roll a damage die and add them together for a total damage score, then roll for a single hit location die and apply its modifier (if any), finally apply the enemy’s Dmg modifier (if any).

Block

The enemy has the ability to block the captain’s escape. Each escape attempt made by the captain is modified by the value shown. For instance, an enemy with Block-20 would cause the captain to deduct -20 from their Dex value when making an escape combat test.

Bound

The enemy is more determined in combat and will attempt to escape less frequently. When the enemy’s reaction is rolled at the start of a combat round, the enemy will only attempt to escape on a roll of 10, and all results of 8 and 9 that would cause an enemy to escape, must be re-rolled.

Freeze

AVOID FREEZE – Test: Dex [S: No effect] [F: -1HP, -2 DEF in next combat round] (Dodge)

Holographic

The enemy has no substance, and normal weapons simply pass through them. All attacks made against a holographic enemy must be with a Powered Weapon (a weapon with a power chip) or from a Cybercon™ implant or patch to inflict damage.

Immobilise

The enemy has some kind of natural or devise driven ability to immobilise the captain. At the end of each combat round in which the enemy is still alive, the captain makes an IMMOBILISE test to determine if they will get to perform an attack, escape, or perform a combat action in the next combat round. IMMOBILISE – Test: Dex +20 [S: Combat as normal] [F: Forfeit attack, combat action, escape] (Dodge)

Cloaked

The enemy can cloak itself making it a harder target to hit in combat. The captain suffers -10 to their Str, Dex or Int whilst attacking an enemy with the cloaked ability.

Large

The enemy is exceptionally large and will often deal more damage when it hits a captain than smaller enemies. Therefore, damage die results of 1 or 2 gain +2 dmg.

© 2022 Martin Knight. All Rights Reserved.

Leap

The enemy is very agile in combat and will often pounce to attack. When a natural roll of 1 has been scored on its damage die, the enemy has pounced, causing some extra damage. The player rolls the damage die again for the enemy, and adds the result to the enemy’s damage total. Note that if another 1 is rolled, the player rolls again for extra damage and so on.

mies still alive they get AV+15 when they attack. When a captain deals a swarm damage, its HP is depleted in the order from left to right and any surplus damage spills over to the next and so on. For instance, if a captain faces a swarm with HP 3/2/2 and has just dealt 4 damage, the left most pack enemy is defeated and the second receives 1 point of damage and the swarm will have the following HP remaining: 0/1/2.

Terror

Plague

When an enemy scores a natural 1 on their damage dice, they infect the captain with plague and the player shades in one pip on the plague track; this applies even if the enemy does not deal any damage during the combat round. Each time the time track is completed (i.e. pip 12:00 is shaded), the player must roll 1d10. If the result is equal to, or less than the number of plague pips shaded the captain suffers HP equal to the number of shaded pips.

The enemy is terrifying. At the start of each combat round the captain must make a TERROR test. TERROR – Test: Int -10 [S: Attack as normal] [F: Forfeit next attack, combat action] (Command)

Regenerate

The enemy has the ability to restore lost HP. Each time it rolls a natural 1 on the damage die it will restore 2 lost HP.

Revive

When the enemy is killed it may revive itself and come back to life. After killing an enemy with the Revive ability and before it has been looted, the player rolls 1d10 and if the result is a 1, the enemy has revived itself and immediately returns to life with full HP.

Sonic

The enemy has some kind of acoustic attack that causes pain. In most cases this will be a shriek or Sonic boom, and the captain must test SONIC before the enemy’s reaction roll each combat round. SONIC – Test: Int [S: No effect] [F: -1HP] (Aware, Lucky)

Stalk

The enemy is stalking the captain and will make its attack before the captain even knew it was there. When an enemy is encountered with the Stalk ability the player must perform the STALK test. This test is made before the very first round of combat has begun and if the test fails, the enemy makes an immediate attack roll against the captain. This is a free attack, after which combat proceeds as normal. STALK – Test: Int-10 [S: Enemy is spotted] [F: Enemy gains an attack before combat] (Aware)

Stun

The enemy’s attack may cause a captain to become stunned. Each time the enemy deals damage to the captain, they must make a STUN test. STUN – Test: Str -15 [S: No effect] [F: Forfeit next attack, combat action, escape] (Dodge)

Swarm

At the start of each combat round each enemy still alive beyond the first adds +5 to its AV. For instance, if an encounter has 4 ene© 2022 Martin Knight. All Rights Reserved.

LOG SHEET Captain’s Name Rep

Karma Characteristic

Life Primary

Adjusted

Career

Race

Credits

Star System Modifier

Total

Experience Track

Abilities unlock at 50

Intelligence (Dex)

  

Health Points (HP)

Current:

Strength (Str) Dexterity (Dex)



-20 Dark

Mighty Blow

Str weapons: Dmg rolls of 6 are rolled again and added

Perfect Aim

Dex weapons: Roll twice for hit location and choose either

Cybercon™

Captain can now use the Cybercon™ section

  

Roll D6

DMG Roll

Location

1

+3

Head



2

+2

Body



3

+1

Waist



4

+1

Vitals



5

-1

Arms



6

-1

Legs



Handed

Armour

Str Dex Int

Weapons

Type

Str

Dex

Int

HP Def Dmg

HP

Def

Credits

Dmg/ES

Fix

Credits

A

Armour found, roll 1d6 1-2=  3-4= 5-6=

Explosive Rounds

Armour Piercing Rounds



Left

 



Right

  Adjusted Totals

Utility Belt  1:

Power Cells

2:

4:

3:

5:

Tracks

D10

6:

Skill

Bonus

Experience Track

Int Lvl Bonus

①②③④⑤⑥⑦⑧⑨⑩ 1

Agility



+20

Remote ①②③④⑤⑥⑦⑧⑨⑩ 2

Aware



+15

Command



Plague ①②③④⑤⑥⑦⑧⑨⑩ 4

Dodge



+5

Oxygen O2 ①②③④⑤⑥⑦⑧⑨⑩ 5

Escape



+0

Night Vision ①②③④⑤⑥⑦⑧⑨⑩ 6

Hacking



60+

-0

Rations  ①②③④⑤⑥⑦⑧⑨⑩ 7

Implants



70+

-5

Decoders ①②③④⑤⑥⑦⑧⑨⑩ 8

Lucky



80+

-10

9

Strong



90+

-15

10

Traps



100

-20

Pass

Acid

①②③④⑤⑥⑦⑧⑨⑩ 3

Time Track Modifier



1:00

2:00

O2

NV

①②③

①②③

3:00

4:00

5:00

①②③

6:00

7:00

4

3 ①②③

⓪①②③④⑤⑥⑦⑧⑨⑩

①②③

①②③

8:00

50+

①②③

© 2022 Martin Knight. All Rights Reserved.

Power Cost

+10

9:00

5 ①②③

Cybercon™

10:00

11:00

6 ①②③

①②③

12:00

 ①②③

①②③

Roll D10



Large Equipment Pack

Type/ Slot

for armour, weapons and shields

Str

Dex

Int

HP

Def

Dmg/ES

Credits

Fix

A

Damage

Qty

1



2



3



4



5



6



7



8



9



10



Starship’s Name

(max Qty per slot is 10)

Credits

Control Modifier (CM)

Model

D6

Small Equipment Pack

Modification

TL

CS

DT

FT

FS

LS

JS

PG

PL

WS

SG

M

Credits

Tech Level

Cargo Space

Drive Thrusters

Fuel Tanks

Fuel Scoop

Life Support

Jump Speed

Power Gen.

Power Level

Weap. System

Shield Gen.

Mods

Credits

1 2 3 4 5 6

Totals Current Power

Current Life Support

Current Fuel Cargo Hold the total must not exceed starship’s Cargo Space (CS)

Operation’s Log

Bio Waste

Industrial

Minerals

Textiles

Chemicals

Luxury

Narcotics

Waste

Contraband

Medicines

Salvage

Water

Food

Metals

Tech

Weapons

Passenger Manifest

Completed:

Failed: Active Operations

Crew

Operation’s Track

Artmes

Impfar

Quaivar

Bridge



M1-2



M27-28



M53-54



M79-80

Blemula

Jet

Randoo

Engineers



M3-4



M29-30



M55-56



M81-82

Cree

Kibrax

Stellstar

Mining Ops



M5-6



M31-32



M57-58



M83-84

Domsk

Lactboot

Treel

Navigators



M7-8



M33-34



M59-60



M85-86

Elmstar

Minth

Unx

Pilots



M9-0



M35-36



M61-62



M87-88

Floxtar

Noopa

Vinwar

Security



M11-12



M37-38



M63-64



M89-90

Gangore

Opst

Wexar

Smugglers



M13-14



M39-40



M65-66



M91-92

Hilix

Preal

Xoo

Transports



M15-16



M41-42



M67-68



M93-94



M17-18



M43-44



M69-70



M95-96

WS



M19-20



M45-46



M71-72



M97-98

SG



M21-22



M47-48



M73-74



M99-100

PL



M23-24



M49-50



M75-76



LS



M25-26



M51-52



M77-78



Starship’s Current Star System Compensation/Escape Pod # Tow Value

Enemy Starship

© 2022 Martin Knight. All Rights Reserved.

Combat Track Add each enemy that is encountered to the combat track. If the enemy or the captain escapes from combat, remove the enemy from the track. When an enemy is defeated the captain receives the [K] reward and the XP Reward. EN

Enemy

AV

DEF DMG

Health Points

[K]

Abilities

XP Reward +1 Str Pip +1 Dex Pip +1 Int Pip +1 Str Pip +1 Dex Pip +1 Int Pip +1 Str Pip +1 Dex Pip +1 Int Pip +1 Str Pip +1 Dex Pip +1 Int Pip +1 Str Pip +1 Dex Pip +1 Int Pip +1 Str Pip +1 Dex Pip +1 Int Pip +1 Str Pip +1 Dex Pip +1 Int Pip +1 Str Pip +1 Dex Pip +1 Int Pip +5 SKILL +1 Str Pip, +1 Dex Pip +1 Dex Pip, +1 Int Pip +1 Int Pip, +1 Str Pip +1 PRIMARY HP +1 REP +1 KARMA +1 LIFE

© 2022 Martin Knight. All Rights Reserved.

Map Sheet (Entrance)

© 2022 Martin Knight. All Rights Reserved.

Map Sheet

© 2022 Martin Knight. All Rights Reserved.

Star Systems And Zones D100

Star System

Modifier Zone 1

1-4

Artmes

-40

ENTRY POINT

5-8

Blemula

-10

ENTRY POINT

9-12

Cree

5

ENTRY POINT

13-16

Domsk

20

ENTRY POINT

17-20

Elmstar

-30

ENTRY POINT

21-24

Floxtar

5

ENTRY POINT

25-28

Gangore

10

ENTRY POINT

29-32

Hilix

-10

ENTRY POINT

33-36

Impfar

-30

ENTRY POINT

37-40

Jet

-20

ENTRY POINT

41-44

Kibrax

10

ENTRY POINT

45-48

Lactboot

-40

ENTRY POINT

49-52

Minth

-5

ENTRY POINT

53-56

Noopa

20

ENTRY POINT

57-60

Opst

-20

ENTRY POINT

61-64

Preal

5

ENTRY POINT

65-68

Quaivar

20

ENTRY POINT

69-72

Randoo

-10

ENTRY POINT

73-76

Stellstar

-5

ENTRY POINT

77-80

Treel

-30

ENTRY POINT

81-84

Unx

10

ENTRY POINT

85-89

Vinwar

-40

ENTRY POINT

90-94

Wexar

-20

ENTRY POINT

95-100

Xoo

-5

ENTRY POINT

Zone 2

Zone 3

Zone 4

Lunis Station

Zone 6

Ender Station

Sapito

Modda

Expedite Base

Haste

Horus Station

Moonst

Paterdia

Disk IV

Garl

Astral

Yepra

Tebis A.1

Voidar

Seraph

Stipnar

Croma

Tiberi Colony

Prestof

Rilla

Trillst Fargo Hera Terminal

Utta Noon

Golas

Titan

Cryof II

Terran Colony

Grus III

Brimma Nova Syndi Base

Tebis A.2

Wellow Might

Lanbrart

Quinstar

Lovia Wisstow

Phore

Sentry’s Fall

Fulsa

Xadra III

Proda Base

Skillet

Mirage Station

Copstar

Quell

Hardy

Golss

Williner

Happs Far

© 2022 Martin Knight. All Rights Reserved.

Exofall

Yechtri

Prime

Gulliva III

Linmot Base

Blaze

Free Division

Lunstar IV

Bablon

Oss

Osir Base

Suitska

Agax

Ridobar

Rebel Base

Sorus III

Triforce III

Meon

Seep

Crinda

Judge

Abyss

Pulvius Mont.

Zyso 3

Pasnk

Radicon III

9th Division

Thea

Draycs

Draymo

Mino

Star Angel

Khasa

Chora

Totovic

Asteri Colony

Wey II

Zone 9 Zone 10

Sinsh

Lon Station

Vasoss

Yarnwhip

Zone 8 Brulia

Joonbug

Bromath

Gnone

Zone 7

Eternal

Nats

Eboon

Zone 5

Sailbar

Traversing Space Handy Sheets MOVING FROM SYSTEM TO SYSTEM: To move from star system to star system make JUMP test below. A JUMP test can be made from any zone in a star system. If successful move up to Jump Speed in light years. The ship burns fuel equal to distance travelled at the rate of 1 ton of fuel per 10 light years of travel, or part of. Must use green jump lanes. If test fails, starship drops out of hyper jump and travels the distance rolled on table J; which could trigger a hyper jump event. When distance is travelled to reach star system, ship enters zone 1.

SPACE COMBAT 1. Deduct -1PL from enemy starship and captain’s starship. If power level is 0, deduct -1 LS instead. Choose action from Captain's Starship row on the Tactical Decisions Table (below), apply Dex modifier to captain’s Dex. 2. Roll 1d6. If captain’s starship has 0 (PL) add 3. If the enemy starship has 0 (PL) deduct 3. Find result from Enemy’s Starship row, apply modifier to captain’s already adjusted Dex. 3. If enemy and captain have taken Evasive Manoeuvre, space combat is over. If enemy and captain have taken Boarding begin Boarding Combat. Otherwise perform test:

JUMP - Test: Int +/- CM [S: -1 PL, travels, - fuel] [F: -2 PL, roll on table J, - fuel] (Navigators)

SPACE COMBAT – Test: adjusted Dex +/- CM, +/- DT [S: Captain wins] [F: Enemy wins] (Pilots)

MOVING WITHIN A STAR SYSTEM: To move between zones make SPACE CRUISE test below. Ships then uses space cruise to move between zones to reach Points Of Interest (POI); which can be interacted with.

4. Depending on which side has won, determined by the space combat test, and the actions taken will determine the battles outcome, see below. 5. If both starships have remained in space combat a new round begins from step 1.

SPACE CRUISE - Test: Int +/- CM [S: -1 PL, move to adjacent zone] [F: -1 PL, stay in zone] (Pilots) ASTEROIDS: Ship needs a Particle Scoop & Mining Laser modification.

EVASIVE MANOEUVRE: If captain and enemy took this action, or if captain took this action and won, or if enemy took this action and won, space combat ends. If the captain or enemy took this action and lost, they are dealt damage. BOARDING ACTION: If captain and enemy took this action, or if captain took this action and won, or if enemy took this action and won, space combat ends and boarding combat begins. If the captain or enemy took this action and lost, they are dealt damage. ALL OTHER ACTIONS: All remaining actions provide the victor with a damage modifier to apply when dealing damage (see Damage).If both starships have remained in space combat a new round begins from step 1. BOARDING COMBAT: There is no escape from a boarding combat. 1. Calculate Boarding Modifier(BM) by comparing captain’s (LS) to enemy’s (LS). If captain’s is higher the difference is a bonus (+). If enemy’s is higher the difference is a penalty (-). 2. Perform BOARDING test: BOARDING - Test: Int +/- BM [S: Enemy’s starship -1d10 LS] [F: Captain’s starship -1d10 LS] (Security) 3. If either starship’s (LS) is reduced to zero, they are captured (See Damage). If neither (LS) is reduced to zero begin new round from step 1.

ASTEROID MINING - Test: Int +/- CM, +/- DT [S: -1PL, +1d3 Minerals & 1d3 Metals] [F: -2PL] (Mining Ops) GASES: Ship needs a Particle Scoop modification. PARTICLE SCOOP - Test: Int +/- CM, +/- DT [S: -1 PL, +1d6 Chemicals] [F: -2 PL] (Pilot) WATER WORLDS & AGRICULTURAL WORLDS: Tests below. WATER COLLECTION – Test: Int +/- CM [S: -1PL, + 1d6 Water] [F: -2 PL] (Transports) FOOD COLLECTION - Test: Int +/- CM [S: -1 PL, +1d6 Food] [F: -2 PL] (Transports) THE TEBIS WORM HOLES: Perform WORMHOLE test to fly through either worm hole to move to the other’s zone. WORMHOLE - Test: Int +/- CM [S: -1 PL, travel through safely] [F: -1d3 PL, stuck, test again] (Pilots)

DAMAGE: Roll 1d6, add starship’s (WS), then apply damage modifier for captain and enemy actions. Then if targets (PL) is not already 0 deduct targets (SG); remaining amount is deducted from the starship’s (PL). When (PL) is 0 further damage is deducted from (LS). If captain ever has more crew/passengers than (LS), remove excess and record number to Compensation/Escape Pod # on log sheet. During a space combat, if a starship’s (LS) is ever zero the starship has been destroyed, during a boarding combat it has been captured.

SPACE STATIONS AND MILITARY DOCKS: Space Stations cost 50c to begin port phase; military docks are free. Use only port actions available for the ports type. DEAD PLANETS AND MOONS: Used mainly with space missions and away missions.

Tactical Decisions Table D6

0 or less

1

2

3

4

5

6

7 or more

Action

Evasive Manoeuvre

Targeting Shields

Targeting Weapons

Evasive Attack Plan

Pursuit Attack Plan

Intercept Attack Plan

Full On Attack Plan

Boarding

Captain’s Starship

-3 Damage -10 Dex

-2 Damage -5 Dex

-1 Damage +5 Dex

+0 Damage +0 Dex

+1 Damage -5 Dex

+2 Damage -10 Dex

+3 Damage -15 Dex

Board -20 Dex*

Enemy’s Starship

-3 Damage +10 Dex

-2 Damage +5 Dex

-1 Damage -5 Dex

+0 Damage +0 Dex

+1 Damage +5 Dex

+2 Damage +10 Dex

+3 Damage +15 Dex

Board +20 Dex

*Ignore this Dex modifier if the enemy starship’s current Power Level is 0. © 2022 Martin Knight. All Rights Reserved.