Astroprisma Core Book - Single Pages
Astroprisma Core Book - Single Pages
Crescent Chimera
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ASTROPRISMA is © Camila Mera, Crescent Chimera.
All rights reserved.
ONLINE CONTENT
Visit ASTROPRISMA.COM to gain access to
digital content, downloads, expansions,
and updates for the game.
BIRTH OF CONFLICT
Conflicts of interest and fights over
important resources like ancient tech
have created an environment of hostility
between distinct factions with different
ideals and goals. The inf luence of these
groups has increased over time, leading to
constant friction and wars between those
with opposing values.
HOW TO PLAY MODES OF PLAY
ASTROPRISMA is a space exploration game. There are two styles of play depending of
Your goal is to explore the entirety of your preferences as a player:
the Star System Map and forge its fate by
helping one of the five factions achieve ◆ Quick Mode
one of their final events. In this mode, you will draw the locations
you explore on the Star System Map,
taking small notes and adding details to
EXPLORATION CYCLES the map when necessary. Quick Mode offers
a faster, more action-focused experience.
Gameplay is segmented into exploration Great for short playthroughs or to make
steps called cycles. At the start of exploration more agile.
each new cycle, move your starship
1 Hex on the map, and mark 1 Fuel on ◇ Journaling Mode {Recommended}
your Starship Sheet. In this mode, in addition to mapping your
discoveries, you will write a small text
Roll a d6 to find out what location detailing your encounters at the end of
or encounter you face in the new hex. each cycle. Write the number of the hex
Finally, draw your discoveries on the you have visited, followed by two or
map and update your Character Sheets three sentences explaining your journey.
and journal if necessary. This way, you will end up with a logbook
of all your adventures once the game is
over. Journaling Mode helps build a story
EXPLORATION ROLLS
During the second step of each cycle, you
will need to roll a d6 to determine what
location or encounter you find. This is
called an Exploration Roll.
Reference the encounter table of the ring
you are located in to learn what type of
encounter you face. Some results will
require you to roll more d6 to further
specify the details of the encounter.
MIDDLE RING
The Middle Ring [p.65] is located between
the other two rings.
INNER RING
The zone that borders the central star is
the Inner Ring [p.67].
OPEN-ENDED QUESTIONS
Open-Ended Questions are those that can’t be
answered with a Yes/No. They are more abstract in
nature and will provide a word that you can use
as a narrative prompt to build your story.
When asking the Oracle an Open-Ended
Question, roll two d6 on the table above. You
may choose to roll again if the initial
result doesn’t make sense in context.
Example of Play
You encounter a strange object while
traveling through space. You ask the
Oracle if it appears to be man-made.
It gives you a negative answer;
therefore, you decide that it is of
alien origin. You ask the Oracle
what happens when you touch the
object. You get “Prophecy” as
an answer, and conclude that
your character suffers a
violent extrasensory vision
of their future.
Before you start the game, you need to create a Player Character [PC] to roleplay as,
and choose their origin, role, and starship.
Your Origin represents your Your Role determines your Finally, you need your own
character’s background and area of expertise within Starship; a vessel to house
abilities. It provides base your ship’s crew and gives your character and crew and
stats and equipment. you skills & equipment. explore space with.
PAGE 11 --> PAGE 21 --> PAGE 25 -->
During play, you will use a set of Character Sheets to keep track of your character,
starship, crew, equipment, etc. There are three different types of Character Sheets:
▷ DRONE_Spider
▷ Helix Wire [d8+VIG ESPADAS]
▷ 1 NetLink
Choose an Origin for your Read the description of your chosen Origin and
character. Write their stats add elements of your own creation to build your
on your Player Sheet and character’s backstory.
their starting equipment in In addition to your Origin-specific equipment,
your inventory. you start with 2 Health Packs & 50 Scraps.
▷ HACK_Javelin [1⚡]
▷ HACK_Trojan [1⚡]
▷ 2 Stratogen Hormones
ASTROPRISMA can also be played together with your friends in Multiplayer [p.133].
If you intend on running a multiplayer game, there’s a few considerations that you need
to make before getting started:
GUIDED VS COOPERATIVE PLAY
Most traditional tabletop role-playing games make use of a Game Master [GM], a player
whose role is to present the game world to the other players, control NPCs and enemies,
and act as a guide through their session. ASTROPRISMA is designed to take care of all
of those things for you during solo play. These same systems can be used to play the
game in a cooperative manner, without the need for a GM.
Decide if one of you is going to play the role of GM, or if you want the book and its
systems to fulfill that role for you.
Create your player characters and discuss their goals and backgrounds.
Think about how they met and came together as a crew.
Build your starting starship together. You can imagine what each player’s
quarters look like, what keepsakes they own, if the ship has a pet, etc.
▶MEMORY SLOTS ▶NAME ▶ORIGIN
Your character can have up to Your PC’s name. Your Origin determines your
six unique HACKS and DRONES. starting stats and equipment.
Choose a name of
These are kept in your Memory There are 6 player Origins:
your liking or roll
Slots.
on the random name ▶ Ecoterrorist ▶ Astromancer
You start with three slots tables on page 125. ▶ Glitchblade ▶ Desperado
available, and can unlock the ▶ Wirehead ▶ Chromeskin
You can also add
remaining ones by installing
your PC’s pronouns Choose an Origin on page 11
Cybertech implants on your
in brackets. and write it down on your
character.
Character Sheet.
If you gain a new HACK or
DRONE while your slots are
full, you can replace one slot
with the new ability.
▶WEAPONS
Your character can carry up to
two weapons [p.33].
Each weapon can be upgraded
with additional effects by
installing compatible weapon
mods [p.36]. You can install
up to 2 mods per weapon.
▶INVENTORY
You have 8 inventory slots.
Items, narcobiotics, grenades,
armor sets, quest items, Scraps,
and any other objects are stored
in your inventory slots.
Multiple copies of the same
item don’t occupy additional
slots.
You can freely swap items
between your ship’s Cargo Hold
and your PC’s inventory while
on your starship.
▶NOTES
Use this panel to write notes
while you explore the system,
such as character information
or important reminders.
▶ARMOR ANY_SIDE ▶HEALTH ✱ ▶ENERGY⚡
When you take combat damage, Health {HP} represents Some abilities, like
subtract your Armor {ANY_SIDE} value your character’s HACKS or Cybertech,
from the total damage number. mental and physical require Energy {⚡} to
You gain armor from equipment condition. be used.
and Armor Sets [p.49].
You have 20 Health. You have 20 Energy.
▶STATS
Characters have four stats
that represent their skills in
different fields.
◆ VIGOR H strength, survival,
using weapons, brute force.
◆ GRACE H piloting, dodging,
agility, stealth, precision.
◆ MIND H hacking, decrypting
data, reasoning, knowledge.
◆ TECH H piloting drones,
repairing, interacting with
technology, using cybertech.
▶STATUS TRACKER
You can use this panel to
track the duration of status
conditions affecting you.
The effect of some abilities and items is represented
with the following symbols:
ESPADAS - Damage ⚡ - Energy - Scraps ⚛ - Hyperdrive
ANY_SIDE - Armor HP - Health - Serum - Chalenge Rolls
▶FACTION STRENGTH
The level of control, martial
power, and resources that each
faction has in the local sector
of the galaxy is defined by
their Faction Strength [p.129].
All factions start at 0, and
can achieve up to 3 maximum
Strength.
Faction Strength is a Campaign-
Mode-only mechanic that affects
various aspects of the game
[difficulty, random encounters,
enemy presence, etc] based on
your PC’s actions, tipping the
fragile balance of power
between factions.
▶SYSTEM PANEL
Come up with a name for the
Star System you are exploring
and write it here.
If you are playing in Campaign
mode, write the system’s type
in the box to the right.
DRAWING LOCATIONS DIRECTIONS
You can use these examples as a guide Throughout your adventure, you will find
when drawing the different locations you directions to specific locations, ships,
discover. or items.
Modify and change the designs to more Directions are described using a cardinal
accurately describe your findings. direction (north, south, northwest, etc)
and the distance in tiles.
Cardinal
directions are
counted as
such, from the
tile of
reference.
Tile 1
represents the
position of the
original tile.
If it is not
possible to
place it there,
use Tile 2 as
the next option
and so on.
WEAPON MODS
Equipping crewmembers with weapon mods in their
inventory slots allows them to make use of the
mods with their compatible weapons.
WARG SEA WOLF MILITIA WARRIOR POET New crewmembers can be recruited by
ISF BIOLOGIST ALIENOLOGY ACADEMIC gaining affinity with Connections.
MEDUSA HACKER CYBERSPHERE SAVANT - or -
CORSAIR SMUGGLER LOW-LIFE RENEGADE
Hiring them at Settlements for 10 /Cycle.
SYNTH OCCULTIST TECHNOSPIRITUAL SEER
▶STARSHIP MODS ▶STARSHIP LAYOUT
Here you will write the skills Use this grid to draw your starship.
provided by your ship modules.
There are four types of modules: Reference the Starship Creation guide to the
right to build your starting ship from scratch,
◆ CONTROL - provide a passive or choose from one of the following pre-built
ability to your ship. designs, which you can find on page 119.
◆ ENGINES - affect the number
▶ Vector Ace Fighter ▶ Duskwing
of actions per turn your ship
has during space combat. ▶ Smuggler Speeder ▶ Scarab Interceptor
◆ WEAPONS - deal damage to the Write down the modules of the ship you select,
enemy Hull, destroy Shields. and their abilities, on your Starship Sheet.
◆ SYSTEMS - generate Shields,
restore Hull, etc.
▶HULL
Hull represents your ship’s
condition. You have 20 Hull.
Mark one notch for every point
of damage your ship takes and
erase them when your ship is
repaired.
If your ship reaches 0 Hull,
roll for an Abyssal Scar [p.89].
▶FUEL
Every time you move 1 Hex on
the Star System Map, you spend
1 Fuel. You have 20 Fuel.
If your ship reaches 0 Fuel,
it starts consuming 10 Hull
per move until refueled.
Ships can be repaired and
refueled at Settlements.
▶CARGO HOLD
You can store up to 6 items in
your ship’s cargo hold. You may
move items from your inventory
to your cargo hold and vice
versa at the end of each
cycle.
Items in the cargo hold can be
accessed during space combat,
but not during regular fights.
Scraps { } can be used to restore your starship’s Hull.
You can choose to spend 20 to restore d6 + TEC Hull.
During space combat, this action can be performed once per
turn by paying the Scrap cost and consuming an Action Die.
Connect the
UPGRADING YOUR SHIP modules and
draw your
You will be able to upgrade your starting
ship as you play the game. ship design
to complete
When you receive a new ship module, you
can add it to your ship’s layout. If you your ship.
have all module slots full, you can
choose to replace one of them with the
new module or store it in the cargo hold.
You can rearrange your current modules
and change your starship design at any
Settlement. New ship modules can be
purchased with Scraps & EXP.
TRAVEL RULES & SETTLEMENTS
SETTLEMENTS CHARACTER INTERACTIONS
Settlements [p.57] are your oases in the During your travels, you will meet many
desert of void and stars that is space. different characters, each with their own
Here you will be able to repair your goals, faction sympathies, and objectives.
damaged ship and refuel your tank, as
Characters with a statblock are marked
well as buy and sell items, install new
with underlined bold text [Scientist].
cybertech, and upgrade your starship.
You can find character and enemy stats on
Each Settlement is run by a different pages 113-118.
group, whose leadership is located in the
faction Headquarters within each station.
ATTACKING NON-HOSTILES
REPEAT ENCOUNTERS & ITEMS Attacking non-hostile characters or
starships will result in a penalty of
If your Exploration Roll lands on a repeat -1 Favor with their respective faction,
encounter, move to the first encounter on or -3 Favor if you are attacking members
the table. If the first encounter is also of a faction you are currently part of.
a repeat, move forward until you find a
Attacking non-hostile neutral characters
new event. Do the same when encountering
or ships will result in a -1 Favor penalty
repeat random cybertech, HACKS, weapons,
with both the Intersolar Federation and
armor, and weapon mods.
WARG.
You roll for a Space Pirate
hostile encounter and get a 4. You have
already experienced that encounter, so DETERMINING STATS
you move to encounter 1 on the table. You
have played out that encounter before If a character that you want to interact
too, so you experience encounter 2. with doesn’t have predetermined stats,
you can borrow the statblock of a similar
character following this guide:
PREVIOUSLY EXPLORED HEXES COMMON PEOPLE
When traveling to an already explored Merchant / Traders, Artisans, Corpos
hex, you don’t need to perform another Scientist / Researchers, Intellectuals
Exploration Roll. However, you may choose Looter / Outlaws, Criminals, Smugglers
to re-explore planets and satellites by Edge-Worlder / Nomads, Natives, Refugees
rolling again on their encounter tables.
MACHINES & ANDROIDS
Automaton Bot / Simple robots, Machines
ESCAPING ENCOUNTERS Android Synth / Intelligent robots
Use the Oracle [p.7] as your travel companion and incorporate it into the flow of
your playthrough. Ask about what your surrounding environment looks like or what a
character’s intentions are and use it to connect narrative ideas together.
Bleed your faction’s colors. Don’t be a fence-sitter. Become involved with faction
goals, befriend allies, and antagonize enemy factions. Polarized relationships with
different factions and characters create more impactful and exciting outcomes.
Traveling through space can be a lonely endeavor. Make the most out of the people
you meet through your adventure and try to establish a connection with them. Ask the
Oracle about their backstory, trade items, offer to transport them on your ship, etc.
Roleplay > Mechanics. Play out the encounters as your character would. Roleplaying
should be your main way of interacting with the world and characters. Follow your
PC’s needs and don’t be afraid to ask NPCs for help, directions, or assistance.
As you explore this dangerous universe, you will face powerful enemies, some of them
far above your current skill level. Don’t be too proud to escape a threatening
encounter and be aware of your character’s current limitations and weaknesses.
These are four common Main Actions you can perform during your combat turn:
▶WEAPON
Attack with one of your equipped weapons.
Roll base damage and add the relevant stat.
▶HACK
xROLL MIND against the enemy. If you succeed, the
HACK takes effect.
▶CYBERTECH
Use one of your active abilities from the cybertech
modules you have installed.
▶ESCAPE
To flee from a combat encounter, you must xROLL GRACE
against the enemy. If you succeed, you escape the fight.
TURN BASICS
Combat is split into turns.
During each turn, both the enemy
character and your own character ENEMY MOVE
will take actions.
Roll a d10 on the enemy’s move list
to determine what action they take
TURN ORDER during their turn.
DAMAGE BONUSES
Many abilities and skills affect your
damage output in positive or negative
ways. When calculating your damage output, Defeating higher difficulty enemies
follow these rules: will also reward you with better
❶ The base damage roll and stat bonus are loot [p.45].
Take d6 damage at the start of your Temporarily lose all Armor, setting
turn, ignoring Armor or Shields. it to 0.
Roll a d6 at the start of your turn. You can’t use Cybertech. Stat bonuses
If you roll a 1, your turn is skipped. and abilities from it are disabled.
Enemy HACKS are always successful. You don’t take damage from any source
You can’t control or use DRONES. of direct damage.
DIRECT DAMAGE
Damage that originates from actions
that involve a character attacking a
target is considered direct damage.
Weapon attacks, Cybertech,
damage-dealing HACKS, grenades, etc.
Damage dealt by status conditions and
DRONES is not considered direct damage.
▶Roll d6 + VIG for damage
▷25*
If you have higher GRA than the enemy, If you roll 1 or 2 base damage when
this weapon deals an additional +2 attacking with this weapon, the enemy
damage per attack. is Breached for 2 turns.
You may spend 3⚡ to attack with this When attacking with this weapon, roll
weapon using a ◇ Side Action instead of base damage twice and keep the highest
a ◆ Main Action. result.
If you are first in the turn order, the You may spend 3⚡ to perform a reaction
first time you attack with this weapon, attack with this weapon after being
it doesn’t consume a ◆ Main Action. damaged by an enemy.
If you have higher VIG than the enemy, If you roll 1 or 2 base damage when
this weapon deals an additional +2 attacking with this weapon, the enemy
damage per attack. is Overheated for 2 turns.
Restore 1⚡ every time you attack with You may spend 3⚡ when attacking with
this weapon. this weapon. If you do, it deals double
damage. [◇ Side]
When a character fails to
cast a HACK, their systems
HACKS are powerful abilities that make use of your begin to glitch as they
character’s MIN to break into the enemy systems to suffer a malfunction.
damage or disrupt them in some way. Roll a d10 on the Malware
To cast a HACK, xROLL MIND against an enemy. If you table [p.40] to find out
win, the HACK is successfully uploaded to their virtual what effect it has on your
interface and the effect takes place. If you lose, character.
the HACK fails, and you are infected with Malware. Enemies can also be affected
by Malware.
> Deal d12 + MIN damage. Breached > Breach an enemy for MIN turns.
enemies take double damage.
> Overheat an enemy for MIN turns. > Shock all enemies for TEC turns.
> Become Immune until you deal direct > Silence all enemies for MIN turns and
damage. Costs 2⚡ per turn while active. disable their passive SKILL.
> Deal d10 + TEC damage and Stun an > Stun all enemies for 1 turn.
enemy for 1 turn.
> Deal d12 + MIN damage and Overheat an > Deal d10 × MIN damage to a Breached
enemy for 2 turns. enemy.
//Roll_a_d10 //
1 Nothing %(~4FVi=Z,k9t~yZJ89#36Nz_Cke]#z[rn;Yu[
2 Lose 1⚡ Energy #+C^z4rBzGd*l=%zA*#<4[`NdGe/e
3 Take 2 damage [tztK%!wrmsjyM@mp0L~c6V4R !?jf
4 Lose 2⚡ Energy ?;~8<ns5+#T1pgCGm/BN|{s'rDs&dd
5 Become Stunned for 1 turn Ly2@>SJYi-q^9yFZ,CX
6 Take 4 damage pCUZhq5g_h.YK6+="h*pR%de?@HL/
7 Become Shocked for 1 turn Rhvx~FZ=2xqd&YSafJd
8 Lose 3⚡ Energy !pO;Jt,Nr~>FI)*R+]"mC8~)C3-N71S
9 Become Silenced for 1 turn @fh/<EUsrJiD_S~s%b
10 Learn a random HACK ^izIcJc24AyyM@mp0-$sxfz<
> Set the enemy’s MIN to 0 and gain > Breach all enemies for MIN turns and
X MIN for 2 turns, where X is the enemy’s restore 2 Health for each enemy affected.
base MIN stat.
> Deal 3d6 damage to all enemies and > Overheat all enemies for TEC turns.
Shock them for MIN turns. Overheat deals +MIN extra damage until
the end of the fight.
> Gain TEC temporary Armor for MIN turns. > Restore d10 × TEC Health to your
character or an ally.
Fast land-dwelling drone built from reconditioned
mechanical parts and circuits. The “Spider” is the
most common drone among salvagers and spacefarers
due to its ability to climb surfaces and move
through dangerous terrain.
▷OCTOROBOTICS [PASSIVE]
+1 TEC during this fight
▷AUTO-TURRET [PASSIVE]
Deal TEC damage every turn
ZETTABYTE RAM +1 MIN Choose a MASTER HACK to learn. [+1 Memory Slot] 6⇪ + 200
You may choose to cast HACKS using your ◇ Side Action
SECOND BRAIN by adding +3⚡ to their cost.
9⇪ + 300
• Easy Roll d6
30 c
•∶ Medium Roll 2d6
•∶∴ Hard Roll 3d6 Random Narcobiotic
•∶∴∷ Boss Roll 3d6 + Extra
Random Ranged Weapon
If you defeat a Boss, you must roll an
extra d6 on the Boss Rewards table
below. Random Melee Weapon
Some loot results will direct you to a
different page to roll again. 60 c
If you find a ‘Random Hack’ you
must go to the HACK page and roll for 75
the specific reward there.
Random HACK
▶ 200 150
Removes Overheat. 20
Removes Shock. 20
Removes Silence. 20
Removes Breach. 20
Removes Stun. 35
d6 + GRA 25
d8 + VIG 75 d6 + GRA 25
d8 + TEC 75 d8 + VIG 75
+1 Armor
50
+1 Armor
Enemy ranged weapon
75 attacks deal -1 damage
+1 Armor
Escaping combat doesn’t
100 require a Challenge Roll
+2 Armor
Melee weapons deal +1 damage
200
+2 Armor
Ranged weapons deal +1 damage
200
+2 Armor
You can’t be Silenced
250
+2 Armor
You can’t be Shocked
250
+2 Armor
You can’t be Stunned
250
+2 Armor
You can’t be Overheated
250
+3 Armor
300
Narcobiotics are pharmaceutical
combat and performance enhancers While in Overdose, using additional
that increase your character’s narcobiotics in subsequent cycles
stats for a limited time. without being treated will also
increase the effects by 1 stage.
They can only be bought and sold
at Corsair Settlements. STAGE 0 ONE USE No effect
STAGE 1 TWO USES -4 MAX HP
Consuming more than one narco-
biotic per cycle will make the STAGE 2 THREE USES -6 MAX HP
character Overdose, resulting in STAGE 3 FOUR USES -8 MAX HP
a permanent negative effect until STAGE 4 FIVE USES Abyssal Scar
they rest at a Settlement.
The main difference from character-to If you bring the enemy ship’s HULL
character combat is what happens during down to 0, they are destroyed. Roll
your starship’s turn. loot based on their difficulty.
Items [p.47]
Weapons [p.33]
Cybertech [p.44]
Weapon Mods [p.36]
Armor Sets [p.49]
Drones [p.41]
Narcobiotics [p.50]
Hacks [p.39]
Retrieve a Tesseract from a Helios Farm and offer it to the Settlement’s prophet.
Destroy a spy drone 1 tile north, defended by a Medusa Orion Moth.
Defeat 2 Looters that have raided a synth factory on the nearest planet.
Gain 60 Scraps by dismantling items and equipment, and offer them to the Arch.
Craft a DRONE of any type at the Scrapyard. You can keep it after the sidequest.
Gain 3 EXP by crafting 3 items at the Scrapyard for the first time.
NETWORK MAP // Before entering the
cybersphere, roll a d6 to determine
the network’s layout.
EXPLORATION // Move through the network map one tile at a time. You can only move
to diagonally adjacent tiles. When you enter an unexplored Normal Tile, roll for
a Cybersphere Encounter and draw the outcome.
MEMORY CLOCK // You only have 12 moves to explore the network. Mark 1 cell on
the Memory Clock counter every time you move to a new tile or when an event
indicates it {CLOCK +1}. When the limit is reached, you suffer an Abyssal Scar.
HACK_Javelin - or - HACK_Trojan
Gain +2 MIN for the next 5 cycles
1 Data Shard - or - 2 Energy Cells
HACK_Ember - or - HACK_Blackout
X Energy Cells, where X is your TEC stat
Gain +2 TEC for the next 5 cycles
HACK_Shadow - or - HACK_Counterspell
Digital Serum vault, containing 50 {CLOCK +1}
2 Flash Rounds - or - 2 EMP Grenades
HACK_Volt - or - HACK_Kraken
2 EMP Grenades - or - 2 Taser Shells
Memory chip containing 10 EXP {CLOCK +1}
HACK_Ignite - or - HACK_Hydra
3 PowerGen - or - 3 ShieldStim
X Data Shards, where X is your MIN stat {CLOCK +1}
HACK_Mindsteal {CLOCK +4}
Digital Serum vault, containing 75 {CLOCK +2}
2 Energy Cells - or - 3 AntiVirus
DRONE_Spider {CLOCK +1}
HACK_Parasite {CLOCK +4}
2 NetLinks {CLOCK +3}
Memory chip containing 20 EXP {CLOCK +2}
DRONE_Greyhound {CLOCK +1}
HACK_Supernova {CLOCK +4}
3 NGHTMR Keys {CLOCK +2}
Digital Serum vault, containing 100 {CLOCK +3}
DRONE_Ladybug {CLOCK +2}
HACK_Ragnarok {CLOCK +4}
2 NGHTMR Keys - or - 3 NetLinks {CLOCK +2}
Memory chip containing 30 EXP {CLOCK +3}
Broken Tesseract, can be repaired with 100
HACK_Aegis {CLOCK +4}
Counterfeit Trading License {CLOCK +2}
Purple-colored Tesseract, it emits a prismatic glow
DRONE_ÒwÓ {CLOCK +4}
HACK_Archangel {CLOCK +4}
SETTLEMENT
Medium-sized planet
with two satellites
▶[p.57]
orbiting around its
gravitational core.
HOSTILE ENCOUNTER
▶[p.69]
Large planet that
features a series
of asteroid or ice
rings orbiting
around it.
NEUTRAL ENCOUNTER
▶[p.71]
PLANET
▶[p.73]
These planets are
of unusually large
size and mass, and
lack satellites of
any kind. FACTION ENCOUNTER
▶[p.92]
As you enter the area of a space pirate base, your ship starts getting followed by an
Epsilon Interceptor. Slowly, the pirate ship closes in on your starship until it finally stops
you. ‘Surrender your cargo or be annihilated’— the pilot shouts through comms.
Surrender ▶ Give them 3 items from your inventory or 100 .
Attack the Space Pirate ▶ Gain 2 Contraband Packages from the remains of the ship.
Your ship is stopped by a pirate Starpredator. They ask you to identify yourself.
Buy your freedom ▶ They will let you walk away for 120 .
Confront the Space Pirate ▶ Attack the Starpredator. Gain 3 Contraband Packages if you win.
+2 ▶ They hand you 1 Contraband Package and task you with delivering it to another Pirate
Hideout. If you do, gain +1 Favor and a random melee weapon mod.
Your radar catches the signal of a small spaceship in the distance. You fly toward its
position. The ship is a Smuggler Speeder, making its way back to a Pirate Hideout after
looting and pillaging several traders and cargo ships.
Attack the ship ▶ Take their stolen cargo: 40 Scraps, a random ranged weapon, and a
Contraband Package. You can take the items back to an ISF Settlement for +1 Favor.
A laser shot narrowly misses your ship while you fly through the dangerous sectors of the
Outer Ring. You switch your ship’s controls to manual mode and turn around. A pirate crew,
aboard a Snowstorm Delta spaceship, has detected your presence and is attacking you from afar.
Confront the ship ▶ You find 50 Scraps inside the destroyed enemy starship.
Flee the encounter ▶ Move your ship to an adjacent Middle Ring hex and escape. Lose 3 Fuel.
A group of rookie pirate recruits perform piloting exercises in the vicinity of a Pirate
Hideout located on a large asteroid. When they see your ship pop up on their radar, one of
the veteran pilots boards her Vector-7 Mantis and flies toward your position.
Escape through an asteroid field ▶ You avoid confronting the pirate ship, but lose 3 Fuel.
Fight the ship ▶ Gain 2 Frag Grenades from the destroyed enemy ship.
An Old World pirate military base orbits the Outer Ring. You can see several starships parked
in its hangar. Most of them are damaged, with laser burns or bullet holes in their hull. As
you are about to leave, you find one last ship: a first-gen A-1 Voyager in perfect condition.
▷ You can either replace your current ship with the A-1 Voyager, or take any of its modules
and add them to your spaceship.
A sudden change in the gravitational field has caused a group of asteroids to orbit the
system’s star at an ever-increasing speed. The asteroids, made up of sharp ice and rocks, are
quickly approaching your spaceship. Mere seconds away from a direct collision with one of
the asteroids, you try to maneuver your way out of the incoming threat.
xxROLL GRACE Success ▶ You dodge all of the asteroids. [+1⚛] Failure ▶ Lose 5 Hull.
Your radar detects an incoming asteroid field, but as the dense cluster comes closer toward
your position, you realize it’s not made up of rocks or ice formations; but of human-made
debris. The destruction of a large space station has created tonnes of cosmic waste, composed
of sharp metal panels, heavy steel beams, and other dangerous materials. ▷ Among the waste,
you scavenge some valuables: 60 Scraps, an EMP Grenade, and a Taser Shell.
You find a WARG cell, hiding in a secret base in the asteroid field. A rebel Duskwing ship
confronts you. They can’t let you walk away after finding their location.
Fight the rebel ship ▶ You find a random ranged weapon mod among their remains.
+1 ▶ Explain that you are an ally. They let you go and reveal the location of a WARG
Settlement, 2 tiles southeast.
You come across a group of Corsair Syndicate outlaws racing their ships through an asteroid
circuit. ▷ You may buy Zero-G Liquor and Stardust™ Soda at the bar.
Starship Race ▶ Roll your Action Dice (you may use any Engines abilities) and add the results.
Compare the total to the leaderboard scores. If you beat any, you get the indicated reward.
❶ 15 points [random MASTER HACK] ❷ 12 points [random weapon mod] ❸ 9 points [random narcobiotic]
You enter a dense asteroid belt. The large amount of asteroids saturates your radar,
clouding your vision. You manage to surpass the asteroid formation and reach a Synth Arch
space station at its center. You discover that the asteroid field is artificial, created by
a powerful hologram generator, operated by a crew of 3 Android Synths.
+3 ▶They task you with taking a Tesseract to a Synth Arch Settlement, 3 tiles northwest.
A series of interconnected asteroid fields form a massive asteroid ocean. The high number of
small and medium-sized rocks makes visibility difficult and renders radar systems completely
useless. As a result, many outlaws and smugglers hide their ill-gotten goods in this
quadrant. ▷ After hours of travel, you find a hidden stash with drugs. A small cache
containing narcobiotics: 3 Testogre Hormones and 2 Tricillin Tablets.
SETTLEMENT
Medium-sized planet
that has a single
▶[p.57]
observable satellite
in orbit.
HOSTILE ENCOUNTER
▶[p.69]
Small-sized planet
with two satellites
orbiting around its
gravitational core.
NEUTRAL ENCOUNTER
▶[p.71]
PLANET
▶[p.73]
Medium planet with
no satellites,
commonly found in
the Circumstellar
Habitable Zone. FACTION ENCOUNTER
▶[p.92]
A colossal weeping willow grows in the greenhouse sector of an ISF terraformer starship.
You find a box of gene-altered Terraforming Seeds in the room. A computer terminal reveals
that they were supposed to be replanted on a nearby Gaian planet to restore its natural
life. The planet is located 1 tile south, according to your ship’s navigation map.
Finish the mission ▷ Go to the desert planet and plant the Terraforming Seeds. [+1 Favor]
The chassis of a Shell-4 Transporter has been converted into a luxury staryacht. The crew
of the opulent ship contacts you over comms: ‘There’s been an accident with our firework
system during a recent concert and now the roof of our event hall is on fire. We are in
dire need of BurnPatches. We will pay handsomely for any you are willing to give us.’
▷ You can help by providing up to 5 BurnPatches. They will pay 50 for each of them.
You enter a rotating colony ship. About 80 people are kept in a state of endless sleep
within the advanced cryo-pods. The ship’s power converter has stopped working, with only
enough energy and fuel remaining to keep the cryo-pods functional for 7 more months.
Wake them up ▶ Warn them of the situation, so they can change course before fuel runs out.
Leave them be ▶ So they can complete their course. Lose 7 Fuel refilling their deposits. [+2⚛]
You dock your starship on an abandoned cyber-laboratory ship. Suddenly, you are surprised
by the sound of a human voice while you move through the darkness. You point your flashlight
toward the voice and discover a single survivor. She explains that the ship was targeted by
a pirate ambush. She managed to survive the raid by hiding inside a locked container.
▷ She asks you to take her to a Settlement. If you do, she gives you a random HACK. [+1 Favor]
Your radar system picks up a high-mass signal: a Tarrasque Titan starship completely silent,
with all its systems turned off, yet moving slowly through space — a ghost ship.
Upon entering the vessel, 2 Looters emerge from the control room: ‘Drop your weapon!’
Bargain with the outlaws ▶ They will let you walk away for 100 .
Fight the enemies ▶ After defeating them, you find 1 Contraband Package inside the ship.
An Edgecharger W ship approaches your position. They offer you to dock and trade with them.
Once inside, you are surprised by its pristine condition. You are greeted by the ship’s
overseer, who explains that they are a generation ship that started its journey over 125
years ago. They have been following a strict set of rules that has allowed them to outlast
the fall of civilization. ▷ You may buy any items or Armor Sets from them.
As your starship advances through a small set of asteroids, you perceive an unusual radar
signal. A stationary Beluga Transporter has become an improvised military outpost for a
WARG cell, who uses the ship to fabricate high-grade explosives.
Provide support ▶ Aid them in their efforts. They reward you with a Pulse Rifle. [+1 Favor]
Infiltrate the ship ▶ Sabotage the explosive reserves. Gain 5 Frag grenades. [-2 Favor]
Your starship is stopped by an Edgecharger W: ‘This is an ISF checkpoint. Open your ship’s
hatch for a security inspection.’ Two ISF Soldiers enter your ship and start scanning.
Everything is in order ▶ If you are not in possession of illegal cargo, you may continue.
Reveal the cargo ▶ All Contraband Packages and narcobiotics are taken from you. [-1 Favor]
Bribe the soldiers ▶ With 100 . ━ Defeat the soldiers ▶ And escape the control. [-2 ]
Three research stations orbit a terraformed dwarf planet. Only one Scientist remains from
the original research group, tasked with observing the mutation of alien life on the
surface. Stressed and anxious, he asks for your help. One of the alien specimens has broken
out of its containment unit within the third station.
Help the scientist ▷ Fight the Deepworm. The scientist gives you a random HACK as a reward.
Synth Arch banners hang on the walls of a small space station. Inside, you are greeted by a
Synth Apostle. Half of his porcelain face is broken, exposing the circuitry below. He guides
you to a medical room, where an unconscious Cyborg lies on a surgical bed. ‘Not long until
their body reaches perfection’— the apostle whispers. ‘Do you also crave the prophet’s light?’
Yes ▶ Gain a random cybertech implant. [+1 Favor] No ▶ The synth attacks you. [-1 Favor]
A group of three NetHackers work tirelessly to crack the code of an old computer terminal
located in an abandoned computational research station. The station guards the keys to
NGHTMR, one of the most powerful digital viruses ever developed.
Help them crack the code ▶ xxROLL MIND If you succeed, gain 1 NGHTMR Key. [+1 Favor]
Fight them ▶ Destroy the station. The virus threat is too great. [-1 Favor]
A fortified concrete building stands out from the side of an asteroid. You find an old dossier
named ‘ATLAS PROJECT’ inside, with detailed plans for the creation of cyborg super-soldiers.
You log in to a computer terminal connected to a robotic surgery unit, capable of installing
cybertech on your system. You may power the unit by spending 10 Energy. If you do, choose one
of the following implants to install: ▶Titanium Bones ▶Forceblast Hand ▶Trigger Fingers
SETTLEMENT
Small-sized planet
with no orbiting
▶[p.57]
moons, commonly
found near the
system’s star.
HOSTILE ENCOUNTER
▶[p.69]
Medium-sized planet
that has a single
observable satellite
in orbit.
NEUTRAL ENCOUNTER
▶[p.71]
PLANET
▶[p.73]
Whether the result
of a supernatural
event or a human
experiment, its
surface is partly FACTION ENCOUNTER
corrupted by void. ▶[p.92]
As you approach the area, your temperature indicators start peaking. Metal panels on the
exterior of your ship change color and shine with an orange and yellow tint. Your starship
won’t be able to sustain this for much longer.
xxROLL VIGOR Success ▶ You are able to remain conscious in the extreme heat and escape. [+1⚛]
Failure ▶ Your ship is heavily damaged by the solar flare. Lose 6 Hull.
Fire columns erupt from the star’s surface. The large solar flares bend and twist as they
reach out into space, like possessed by a wild instinct to escape the embrace of the star.
You try to react and reach the controls, as one of the columns approaches your ship.
xxROLL GRACE Success ▶ You perform a dangerous maneuver and evade the flame. [+1⚛]
Failure ▶ You react too late and the column hits your vessel. Lose 3 Fuel and 4 Hull.
Your journey into the perimeter of the star is suddenly compromised, as one of your ship
compartments catches fire. You must act quickly. To put out the fire, you must open the
airlock in the affected room, so all the oxygen is sucked out and the fire is extinguished.
xxROLL TECH Success ▶ You lock the door and trigger the evacuation airlock. [+1⚛]
Failure ▶ You can’t activate the circuit and must put off the fire yourself. Lose 6 Health.
A green light starts to flicker on your control panel. ‘RADIATION LEVELS RISING’- you see
the message pop up on your navigation screen. A wave of solar radiation has just hit your
spaceship. You try to start the safety protocol manually using your computer terminal.
xxROLL MIND Success ▶ You are able to run the anti-radiation system. [+1⚛]
Failure ▶ You can’t run the code fast enough to avoid damage. Lose 5 Health and 4 Hull.
An explosion on the solar surface creates a massive flare that approaches your starship at
incredible speed. A gargantuan wall of fire is seconds away from making direct contact with
your spaceship. With barely any time to react, you must make a difficult choice:
Take the hit ▶ To save fuel, so you can travel somewhere safe to repair. Lose 8 Hull.
Spend the fuel reserves ▶ Overcharge your thrusters and escape. Lose 5 Fuel.
You receive a distress signal from a nearby ship. A Twinrotor Hauler cargo ship was hit by a
solar flare on their route to deliver narcobiotics to a Settlement, 3 tiles northeast.
Repair their ship ▶ Using 50 Scraps. They reward you with 100 .
Transport the crew to the Settlement ▶ They let you take some of their cargo as
compensation. Gain 2 Vesterone Stimulants and a Supranova Physic.
A swarm of interconnected rhomboid solar panels form a vast star-shaped helios farm. On its
edge, several starships wait in line to refill their power supply. You are approached by a
Corsair Syndicate vessel, who offers smuggled Fuel for your ship now, but for a cost.
Wait in line to resupply ▶ Restore your Fuel to 20, but lose 5 Energy after waiting so long.
Pay for the illegal fuel ▶ Pay 4 per unit of Fuel you want to restore. .
You prepare to cross what you think is a dense asteroid sea. As you get closer to it, you
realize that they are not asteroids, but hundreds of spherical energy receptors, turning
solar radiation into power. Some of the spheres show signs of damage and tear, after going
years without being repaired.
▷ Restore d10 Energy by connecting your system to the power output of one of the spheres.
A giant ring-shaped structure slowly orbits the star. Metal beams, wires, and aluminium panels
protrude from its edges. A small control room located in its outside layer contains records
of its construction: the structure was meant to be part of a Dyson sphere, built around the
system’s star. Unfinished and broken, the structure now orbits aimlessly around its power
source. ▷ Restore 8 Energy and 6 Fuel, taken from the facility’s power reserve.
The light of a large neon sign catches your attention -‘RED SOL STATION’. It seems to be the
name of a fuel station located nearby. All sorts of spaceships are docked to the structure.
Pilots drink and have fun in the bar while their ships refuel outside.
Refuel your ship ▷ Pay 3 per unit of Fuel you want to restore.
Enter the bar ▷ You may buy Zero-G Liquor, Stardust™ Soda, and narcobiotics from the bartender.
You cross paths with a Medusa Stingray Frontier, carrying a large supply of Fuel to a nearby
Settlement, 1 tile southwest. You receive a message from the ship’s pilot, saying that they
are being surrounded by 3 Vector Ace Fighters that are trying to steal their cargo.
Fight the rebel ambush ▶ The cargo ship refuels you back to 20 Fuel. [+1 Favor]
Join the attack ▶ Fight the Medusa ship. Gain 7 Fuel and a random melee weapon. [+1 Favor]
You dock your spaceship at a crescent-shaped solar farm. After waiting for your Energy and
Fuel to be replenished, you realize that there is something wrong with the farm’s system.
Damage from a space pirate raid has rendered the computer terminal unusable.
xxROLL TECH Success ▶ You replace the fuel terminal’s motherboard. Restore 10 Fuel.
xxROLL MIND Success ▶ You patch its OS and re-enable the energy output. Restore 10 Energy.
▶ Roll a d6
If the result is 1,
you don’t encounter
anything this time.
Leave the tile blank
and make an Exploration
Roll again next time
you cross it.
You come across a Smuggler Speeder flying at extremely high speed, trying to evade radar
detection. The ship slows down and turns toward you. They can’t let anyone who identifies
their starship get out alive. Gain 1 Contraband Package after defeating them.
A Beluga Transporter moves slowly through space, carrying tonnes of cargo containers. You
try to contact the ship, but their comms are off. Upon closer inspection, you realize the
ship doesn’t have any identification. It’s a contraband cargo ship.
You are alerted by the loud engines of a Twinrotor Hauler. The ship seems to be carrying
more cargo than its capacity allows for. Laser cuts on its hatch confirm that it’s a
stolen ship, most likely taken by looters after raiding a Settlement.
A small Orion Moth starship confronts you. They activate their weapon systems while
contacting you through comms. The ship’s crew seems to have mistaken you for an ISF Trade
Patrol spaceship. You try to explain the situation, but it’s too late.
You unknowingly cross through a common space route for stealth cargo transports. After a
few minutes, you are approached by a Shell-4 Transporter. Their pilot quickly realizes that
you are not one of them and starts combat procedures against your spaceship.
A giant Edgecharger W mothership warps a few hundred kilometers from your position. The
starship seems to be carrying out a secret construction operation for a new contraband
trade hub. The ship’s radar systems quickly pick up your signal and the vessel attacks you.
The trail of a Duskwing’s rocket engines blinds you for a few seconds as the ship warps in
front of you. Without any time to react, the hostile vessel starts combat maneuvers against
you. Space Pirates must have caught your radio signal when you entered the quadrant.
You are attacked by a Vector-7 Mantis. The spaceship is made out of parts of different
colors and shapes from various starship models, as if it had been put together from
scavenged or stolen starship parts, a common practice among outlaw and pirate groups.
You are approached by what you think is a space trader. The high number of weapon modules
on the enemy ship swiftly makes you rethink your first impression. The Snowstorm Delta
spaceship starts shooting at your vessel once it closes in on you.
You try to get some rest while the ship flies in autopilot mode, when you are suddenly
woken up by the sound of your radar detection system. A pirate Epsilon Interceptor ship is
approaching your coordinates. Gain 1 Zero-G Liquor after defeating them.
You approach a cargo vessel, looking to trade with them or ask for directions. But as you
get closer to the spaceship, its silhouette vanishes into thin air. The ship was a hologram
projection from a hostile Starpredator pirate ship, looking to attract unsuspecting prey.
The crown jewel of this system’s largest space pirate fleet: a Tarrasque Titan mothership
in pristine condition, stolen from an Old World military base. You are unlucky enough to
cross its path. Your attempt to escape is futile, as the ship prepares its attack.
You detect a small obstacle in your travel path: a modified Vector Ace Fighter ship,
seemingly static and unmanned. You change your route to avoid the ship, but when you get
closer to its position, it begins to attack you out of nowhere.
A Snowstorm Delta starship flies beside your ship, as if the pilot is trying to get a look
at your face through your cockpit. You try to communicate with them, but their radio is
offline. A few seconds pass before the ship attacks you.
‘SURRENDER YOURSELF’- the words resonate in your cockpit, coming from the comms system
speakers. Your ship is intercepted by a mercenary vessel, a Vector-7 Mantis. ‘Who do you
work for?”- you ask the hostile ship, but their only response is a burst of bullets.
A bounty hunter piloting a rusty Orion Moth approaches your starship. Whether it’s a case
of mistaken identity or your past has caught up to you, there is only one escape now: to
fight for your life. Gain a Combat Exoskeleton after defeating them.
A chrome Starpredator ship with red flames painted on its exterior intercepts your vessel.
‘This is agent 203H47, on a special bounty contract from [REDACTED], I must capture the pilot
of this ship dead or alive. It’s just business.’ The ship attacks right as the message ends.
A grandiose Edgecharger W starship carrier warps near your location. You take a second to
contemplate the intricate design of its hull, a marvel of Old World spacecraft. But it
doesn’t take long for you to realize the ship is directed toward you, ready to engage.
A xenobiologist flies toward a nearby Corsair Settlement in his Scarab Interceptor ship.
He has escaped a research facility with a rare alien specimen and intends to sell it on
the black market for a good amount of Serum.
A crew of scavengers and treasure hunters fly aboard a Twinrotor Hauler. Fearful that you
might intend to steal their findings, they attack your spaceship as soon as they detect you
crossing their path. Gain a Tesseract when you defeat them.
The automaton crew of a Beluga Transporter has turned hostile. After surviving several
attacks from looters and pirate vessels, their damaged code has decided to attack every
ship they come into contact with.
The auto-pilot system of an old A-1 Voyager has malfunctioned and taken control of the
entire ship after the pilot passed away. The rogue artificial intelligence is hostile and
attacks any vessel it comes across. This time it’s your ship’s turn.
A group of heretic androids, escaping from a Synth Arch base they have destroyed. They fly
at high speed on an Eclipse Warden. Thinking that you may be aligned with their enemies,
or give their location to them, they attack you right away.
A cyborg pilots a Stingray Frontier. His judgement and human senses severely damaged by
his cybernetic implants. He plunges the entire ship toward you, relentlessly trying to
crush your vessel. You have no other alternative than to fight back.
A WARG column is short on supplies after a failed mission. They have deployed a Vector Ace
Fighter and a Vector-7 Mantis to attack and loot an ISF Shell-4 Transporter.
▶Fight the two fighter ships [+2 Favor][-1 ] ▶Destroy the transporter [+1 Favor][-1 ]
Two Corsair Syndicate Snowstorm Delta starships are attacking a Medusa Stingray Frontier,
with the intention of selling the data it carries on the black market.
▶Ambush the Stingray Frontier [+1 Favor][-1 ] ▶Attack the two ships [+2 Favor][-1 ]
A WARG Starpredator launches an attack on a Synth Arch Twinrotor Hauler transporting
cybertech parts for a nearby android factory.
▶Destroy the Starpredator [+1 Favor][-1 ] ▶Attack the Twinrotor Hauler [+1 Favor][-1 ]
A Medusa Sector Orion Moth fights a powerful Eclipse Warden starship controlled by the
Synth Arch, carrying powerful encrypted data from before the apocalypse.
▶Fight the Eclipse Warden [+1 Favor][-1 ] ▶Attack the Orion Moth [+1 Favor][-1 ]
The ISF has sent a radio message to all ships in the quadrant asking for support for an
attack mission against the Syndicate. Two A-1 Voyagers battle a The Claw mothership.
▶Attack the mothership [+1 Favor][-1 ] ▶Destroy the two ISF ships [+2 Favor][-1 ]
The expansion of ISF trade has put the Synth Arch’s transhumanist objectives in danger.
Two synth pilots in Epsilon Interceptors are carrying out an attack on a Tarrasque Titan.
▶Attack the Tarrasque Titan [+1 Favor][-1 ] ▶Fight the Interceptors [+2 Favor][-1 ]
▶ Roll a d6
If the result is 1,
you don’t encounter
anything this time.
Leave the tile blank
and make an Exploration
Roll again next time
you cross it.
A pre-war starship fighter, its engine broken, struck by a ballistic missile. You enter
through the emergency gate and find the pilot’s skeleton still sat on the control chair.
Among the remains, you pick up an Ion Carbine and a random ranged weapon mod.
White ice covers half of a medium-sized transport ship. The data logs reveal that an
explosion in the O2 tanks exposed the inside of the vessel to the cold void of space.
The crew left 2 Health Packs behind before leaving in an escape pod.
An old asteroid drilling ship, its white and brown paint discolored after years of exposure
to the harsh conditions of space. Inside, a complicated set of controls and an operator
manual, written in a dialect you don’t understand. You find 50 inside a locker.
A vertical breach splits the hull of a large starship carrier in half. As you prepare to
explore its interior, an automatic defense turret activates and points its laser at you.
ROLL VIGOR Success ▶ You destroy the turret. [+1⚛] Failure ▶ Lose 2d4 Health.
Two starship interceptors drift apart slowly, their hulls crashed into each other,
consequence of a bygone battle. Their interiors are almost entirely destroyed, but you
are able to salvage 60 Scraps from one of their engineering rooms.
A modern contraband ship, damaged by the impact of a small asteroid. The corpses of two
space pirates can be found inside, dehydrated and decomposing. Among piles of stolen goods,
you find 2 random narcobiotics and a hidden stash with 100 .
An orange and red Beluga Transporter crosses your path, run by an old artisan gunsmith.
You stare at the ornate weapon designs that decorate the walls of his workshop while he
offers to trade his wares. ▷ You may buy any weapon or weapon mod from him.
You receive a distress signal from a nearby Beluga Transporter. Some of their cargo has
been accidentally disconnected from the ship. They ask if you can retrieve it for them.
ROLL GRACE Success ▶ They give you 30 Scraps and 70 .
A wandering trader approaches your ship in a Twinrotor Hauler. The interior of his ship is
dark, illuminated only by holographic candles. He offers you a strange trade: your blood
for Serum. You may lose 4 Health and gain 80 , you can repeat this trade up to 5 times.
A Twinrotor Hauler is stationed at a nearby checkpoint. Large metal containers are being
loaded into the ship’s cargo bay. One of the crew members approaches you and offers to
trade some of their stock. You may buy any item or Armor Set from them.
The navigation lights of a Shell-4 Transporter flicker uncontrollably. You board the ship,
and find the crew lying dead on the floor, and the cargo bay emptied. ‘Space pirates’- you
utter to yourself. You can salvage a Disruptor Beams ship module from the starship.
You dock with a Shell-4 Transporter. Its crew is entirely composed of android clones. They
need energy to power their vessel, and offer you to buy one of their spare cybertech implants.
You can buy any cybertech for its cost in Serum and 10 Energy, instead of the marked EXP cost.
The pilot of a Scarab Interceptor transports survivors from a nearby battle. A Medusa Sector
Settlement, 2 tiles southwest, has just been violently taken over by Corsair Syndicate
mercenaries. You may help the survivors by giving them 100 . Gain +1 Favor if you do.
A command of WARG-affiliated revolutionaries fly aboard a Vector-7 Mantis in search of
shelter, trying to hide from an incoming enemy operation. If you know the location of a
WARG Settlement or a Pirate Hideout, you may reveal it to them. Gain +1 Favor if you do.
A Snowstorm Delta transport vessel carries a group of refugees from an abandoned colony.
They are low on resources and need urgent repairs to their ship. You may aid them by
providing 40 Scraps. They reveal the location of a Sylvanian planet, 2 tiles north.
You receive a distress call. The engineer of an A-1 Voyager has been killed by hostile
alien creatures that have infiltrated their ship: 3 Voidcrawlers. The rest of the crew
offer to reward you with 100 and 50 Scraps if you eliminate the threat.
An Orion Moth starship drifts slowly through space, its right engine only managing to turn
on for a few seconds at a time. The crew contacts your ship via comms and request some
fuel in exchange for their cargo. You may lose 5 Fuel and gain a DRONE_Ladybug.
White and celeste panels decorate the exterior of an Edgecharger W, an old warship now used
as an ISF hospital ship. They are carrying hundreds of wounded soldiers, operating at full
capacity. You may help them by donating 2 Health Packs. Gain +1 Favor if you do.
You receive a weak audio signal. The log data reflects that it was sent decades ago.You play
the recording - a shaky voice says that a nuclear warhead is directed at their lunar colony,
1 tile southeast. Your radar shows that there’s now a Nuclear Moon located at those coordinates.
Your radar system display glitches and shows static. All radio signals disappear, replaced by a
loud white noise. Your ship has entered ‘The Quiet’- an area of space run by outlaws, where comms
are disabled by EMP relays. Roll for a Hostile Encounter on the next unexplored hex.
A deep space resonance drowns all other radio signals. Its strength overpowers your
electronics and damages your ship. You try to deactivate your antennas before it’s too late.
xxROLL TECH Success ▶ You save the ship’s systems. [+1⚛] Failure ▶ Lose 8 Hull.
An orange light turns on above your radio controls. It indicates that you have received an
emergency signal from the interplanetary network. A Synth Settlement located 1 tile southwest
has been recently attacked by WARG forces and is now under their control.
A beeping sound registers through your comms systems. You realize it’s morse code, playing a
string of hexadecimal values. You try to decode what the hidden message says.
xxROLL MIND Success ▶ Mark the location of a Medusa Settlement, 2 tiles southeast.
Your ship’s antennas catch a strange low frequency signal. After a few seconds trying to
sync it, music begins to play from the cockpit speakers. You recognize some of the
melodies - it’s Old World music, played by what seems to be a pirate radio station.
You come within mere miles of a comet, as it approaches the center of the star system. Its
trail illuminates the horizon, and paints the dark canvas of space with an aquamarine and
indigo gleam. Gain 10 EXP and restore your Health and Energy to 20.
You hear a screeching metallic sound coming from the engine room. A Voidcrawler is trying
to break into your fuel deposit and drink the black liquid inside.
Attack ▶ Fight the alien. Let it feed ▶ The creature teleports back to space. Lose 4 Fuel.
The ship’s navigation controls begin to vibrate and malfunction. The needle of your watch
freezes in place for a whole hour, before it starts spinning backwards. Your head feels light.
You set the ship to autopilot and lie in bed. You wake up exactly d6 years younger.
You cross paths with an Eclipse Warden ship. A deep computer-generated voice speaks to you
through the comms system: ‘WHAT LIGHT GUIDES YOUR PATH?’ The voice waits for an answer as you
sit in silence, paralyzed. It concludes: ‘MAY YOU FIND THE EMBRACE OF THE PROPHET BEFORE THE END’
A colossal pink crystal prism floats above the void, a technicolor glow emanates from within
the crystalline shard. A gentle voice inside your head compels you to exit the starship in your
spacesuit and touch the prism. Gain a permanent +1 to a stat of your choice.
A strange electromagnetic field is detected by your navigation systems. Your ship is already
too far inside the field to be able to escape its pull. With no other option left, you go
full thrust into its epicenter. Your ship is transported to any hex of your choice.
Gaian planets are dry and A sea of dunes expands beyond the horizon in
rocky, with sand deserts every direction. A distant rattle can be heard.
taking up most of their
surface. Despite their Oasis, hidden among a mesa valley. Its indigo-
arid nature, they were colored water is hallucinogenic.
extensively settled by A crack in the side of a cliff reveals an
the ancient galactic underground city carved into the rock.
empires due to the
Abandoned nomad camp, now occupied by small
precious jewels found alien creatures seeking shelter from the heat.
below surface level. Many
Gaian planets were Carcass of a giant, worm-like alien creature.
terraformed, introducing Its shadow provides cover from the sun.
water and plant life into Mineral refinery and ironworks facility. Six
their ecosystem. large robotic drills remain active.
You move to the upper layers of the planet’s An unusual-looking spaceship approaches
exosphere. Your ship’s radar detects a weak your position. The pilot of the vessel is an
signal a few hundred meters from your artisan fuel Merchant, a vapor craftsman who
location. You find a spherical satellite specializes in making handmade fuel out of
with four large antennas sticking out of its rare gasses. The last of his kind. He offers
side. After deciphering the radio signal it you to buy some of his artisan fuel at a
emits, you read the following message code: special price.
‘Hidden capsule, 3 tiles northeast.’ ▷ You can refuel your starship, paying 2 per
▷ Visit that tile to find a steel orb point of Fuel.
containing a DRONE_Spider and 30 .
The most common type Giant crater, more than a hundred kilometers in
of moon. Crater Moons diameter.
are rocky celestial
bodies that orbit Ship docking and launch platform. The stairs
around planets. Their that lead to it are covered in rust and debris.
atmosphere is Valley with a small lunar colony. A set of
particularly thin and spherical buildings connected by tunnels.
unable to prevent
Terrain elevation with flags planted on the
meteorites from top. The flags are unrecognizable to you.
crashing into them.
Because of this, their A group of large geoglyphs, carved into the
barren surface is barren surface of the moon.
covered with large Underground entrance that leads to a big room
craters and impacts. with blocks of computer servers.
Ash clouds cover the sky, plunging the planet Characterized by extreme
into a darkness broken by glowing lava lakes. volcanic geologic
activity and high
Geothermal energy plant, explosions have temperatures,
damaged the roof of its power processor. Volcanic Moons are
Lava waterfall rushing over the gorge of a giant celestial
mountain valley. bodies that house
hundreds of active
River of magma turned solid. You can feel the
ground move as you walk over it. volcanoes. Rivers of
lava flow through
Crater of an inactive volcano. The center of their surface,
the crater is covered in metallic dust. sometimes forming
Shores of basalt columns surrounding a massive large oceans of molten
yellow lake of sulfur and molten rock. rock, iron, and sulfur.
Small transparent moon. Its rotation engine is Hollow Moons are man-
malfunctioning, nullifying all gravity inside. made orbiting
megastructures that
Mecha building factory, an unfinished armored consist of an outer
suit prototype sits in the mechanics bay. metallic surface
Suburban neighborhood with thousands of layer, and a hollow
identical housing compartments. core. The interior
of these moons
Cybertech company mega-store. Its interior has
been looted and ransacked. often housed
population centers
Theme park featuring an interminable roller or entertainment
coaster that circles around the whole moon. facilities, with
Hyperspeed racing track for hover vehicles. breathable air and
Three of them have crashed into the last curve. large gardens.
The cockpit of an A-1 Voyager lies at the You follow a series of marks on the
edge of a large crater. Its wings can be asteroid’s surface, belonging to a dual-
found just a few meters ahead. You find its tracked cargo vehicle. The trail ends at the
engines at the center of the crater, and entrance to a man-made cave, most likely from
attached to them, a Warp Drive. a previous mining operation. The light of
xROLL TECH your flashlight guides you through the dark
cavern until you reach a rectangular-shaped
Success ▶ You salvage the Drive from the facility made out of light steel panels.
shipwreck and take it to your ship. Inside, a number of spacecraft parts are
Failure ▶ Its circuitry breaks as you pull it stored in tall shelves. You conclude that the
out, rendering it useless. Lose 3 Energy. building must have been used as a hidden
storage silo during war-time operations.
▷ You find a set of Ion Engines.
Prolonged exposure to high temperatures and The valve of a circular iron hatch protrudes
toxic atmospheres forces your body into a from the ground. You turn it, activating the
hallucinatory state. You lose track of time, mechanism and opening the entrance to an
as your head begins to spin. You wake up underground shelter. The local terminal is
hours later, drenched in sweat and fighting broken, leaving you with no solid information
a throbbing headache. about the building’s owner.
▷ You have -1 to every stat until you reach ▷ You find an armor stand inside, displaying
a Settlement or consume a Health Pack. a Hades IV armor set.
Rotating holo screens display a vast and The inner layer of the moon is severely
beautiful virtual world. They are ads for an overcrowded with low quality housing, built
Old World videogame: Fairy Song Online. The from metal scraps and cement. At the height
game servers stopped working after the of population growth during the empire age,
apocalypse. However, an urban legend claims hundreds of Hollow Moons like this one were
that its digital world is still alive. constructed and filled with slums to house
▷ You find a random HACK in a PC terminal. the lower classes.
▷ You scavenge 2 random status cures from one
of the empty homes.
You wake up floating in a fluid tank, surrounded by androids, in what seems like
a surgical room. They inject your spine with anesthesia as you lose conscience.
You wake up again in your ship, but quickly realize something is off. They have
transplanted your brain onto the body of an android. Set your TEC to 3 and all
other stats to 0. You have a new random cybertech module installed.
You feel it crawl under your skin. Something saved your life at the last second
and dragged you to safety. That something has now become a part of you. An alien
symbiote has entered your system. Parts of your body have mutated into viscous
black fibers and your mind is partly controlled by a primal instinct. -1 to all
your stats [you can’t go below 0]. You can no longer escape combat encounters.
Time stops around you. Everything becomes static, and suddenly, your body is
warped through the fourth dimension. You see the entirety of human existence
before your eyes. Every time you blink, a hundred years pass. You blink again
and now time moves regularly, except you are 10 years younger. You lose all
your cybertech and EXP.
You are wounded. Badly. Your body is tired and you are running out of breath.
A strange silhouette stands beside you and takes you into their ship. Their face
appears to warp and shift, making it impossible to recognize. They tend to your
wounds and feed you. You survive, but the pain remains. You now take 1 damage every
time you lose a Challenge Roll [ignoring Armor].
The void swallows your lifeless body. A thousand pale white tentacles appear from
the darkness of space, pulling you into a vortex of crimson light and dark matter.
You will never be heard from again. All your experiences and discoveries buried
beneath endless void. Game Over.
Favor represents your reputation and social standing. Once you reach 2 Favor
with a faction, you may join them by playing through their first faction event.
If you join a faction and your Favor drops below 2, you are expelled from it.
After completing the first faction event, if you have not yet discovered the
location of that faction’s Settlement, place the Settlement on the unexplored
tile with the lowest hex number.
If tiles 1 and 2 are explored, and 3 is empty, draw the faction’s
Settlement on tile 3.
Faction Events are narrative scenes that are triggered once you reach
a certain level of Favor with a faction [2, 5, and 10 Favor].
The first event allows you to join the faction ranks. The second event
represents an important mission to advance the faction’s goal. For the
final event, you will be faced with a choice between three different
endings that will tip the balance of power between your faction and one
of the other five. Reaching 7 Favor with a Faction will also reward you
with a Warp Drive if you haven’t already acquired one.
Once you join a faction, you can gain a new Mission from it by visiting
their Settlement Headquarters. Completing a Mission gives you +1 Favor,
3 EXP, and a random reward.
Roll a d10 for each of the 4 elements of the Mission table to learn
its details. Some mission locations are directions [3 tiles north], and
others are tile types [Pirate Hideout]. In this case, you may choose
any tile of that type on the map as the location. If there is no tile
of that type once you explore the whole map, reroll the location.
W.A.R.G. is the acronym for West Anchor Revolutionary
Guerrillas, an insurgent group formed by workers of
factory worlds and rebel groups hailing from the core
world system of West Anchor.
‘We know who you are. If you want to join our cause, you must first prove your worth.
2 tiles south.’ The cryptic message appeared in your inbox a few minutes ago.
▷ You find a dry dwarf planet at the location described in the message. ‘I knew you’d
come.’ A young woman stands behind you menacingly, resting her arms on the barrel of
a Pulse Rifle. ‘I have a good eye for recruits. I’ll be relaying your missions from now
on.’ She draws a proud smile on her lips before handing you a Gravity Rifle and 3 Frag
Grenades. Your initiation begins now. She points her finger at an abandoned cargo
storage facility turned into an ISF outpost. 2 ISF Soldiers guard the entrance. She
gives you the order to attack. [-1 Favor]
Another message appears in your inbox. Your next mission is crucial: blow up a
shipment of weapons headed to arm enemy front lines. The ship is located 4 tiles north.
▷ Destroy a Starpredator protecting the transport vessel. You infiltrate the giant
freighter and meet your commander. She guides you to the engine room and begins
assembling the explosive charges. Time is running out. 2 Mercenary security guards rush
toward your position and attack you. After you defeat them, she gives you her dog tag
and urges you to escape. ‘I must stay to ensure the entire ship is destroyed. Leave
before it’s too late. It’s an order.’Her sacrifice for the cause significantly weakened
the ISF’s war efforts. You take her place as Guerrilla Commander. Gain a Mercurian Armor.
❶ Battle of Sköll ▶ The leadership decides to attack the enemy headquarters, taking
advantage of the momentum generated by your commander’s sacrifice. Travel to an ISF
Settlement and defeat an Edgecharger W and 2 Vector Ace Fighters. Effect ▶ The Settlement
is destroyed. WARG gains control of all ISF tiles in the system. [-10 Favor]
❷ No Gods, No Masters ▶ Humans shall not be replaced by machines. The Synth Arch’s
religious faith is a threat to the revolutionary cause. Travel to a Synth Settlement and
fight 2 Synth Apostles. Effect ▶ The Settlement is now under WARG control. If your
character has no cybertech implants, gain +5 VIG and +5 GRA. [-10 Favor]
❸ United Uprising ▶ The liberation of the oppressed must take priority before war gains.
Travel to an Outer Ring planet and free the local population. Fight an Outer Ring Crime
Boss and 2 Mercenaries. Effect ▶ Gain +4 EXP every time you gain an Affinity point.
Recruited crewmembers start with 2 Active Skills unlocked.
Strike back at a Medusa Sector base, where they store stolen WARG
3 Tiles South
data. Fight 2 NetHackers there. [-1 Favor]
Attack the base of a renowned mercenary group, which has been hired
Frost Moon
to fight against us. Eliminate 2 Mercenaries.
You are attacked by a military drone that tries to shoot you. The
Random Melee Mod
Drone Operator can’t be far from here.
Two Android Synths are agitated by your presence and aim their
Berserk Turrets
weapons at you. They ask you to reveal your mission or be shot.
Your try to steer your ship away from a strong gravitational well.
Stardagger Deck
xROLL GRACE Success ▶ [+1⚛] Failure ▶ Lose 5 Fuel and 6 Energy.
A Bounty Hunter who has been trailing your steps reveals himself. He
Glaive Lasers
has been contracted to kill you before you can carry out your mission.
Two hostile Voidcrawlers jump at you from the shadows and begin to
Particle Cannons
bite into your armor. You must eliminate them before they eat you.
You make a quick stop at a small asteroid station. A group of WARG rebels is
setting up a temporary outpost there. One of the guerrilla fighters approaches
you and offers entry into their encampment.
Eat with the rebels ▶ Restore your Health and Energy back to 20. [+1 Favor]
Refuse their offer ▶ You may reveal the location of the hidden encampment to
any ISF operative you meet in exchange for 100 and +1 Favor.
A modified Snowstorm Delta ship carries an entire WARG rebel squadron to the front
lines. The squadron commander contacts your ship through radio, and asks if you are
willing to supply them with spare weapons or weapon mods, since they don’t have
enough to arm every fighter.
Supply armament ▶ You may give them as many weapons, weapon mods, and grenades as you
choose. They will reward you with 2 Energy Cells for each. [+1 Favor]
The cockpit of a Duskwing fighter is scarred with laser cuts and bullet holes. The ship
has barely survived a battle against a much larger ISF mothership. Its mechanic asks for
your help. They have sustained significant damage to their navigation sensors, and she
fears they may stop working soon. You may try to help by spending 15 Scraps.
ROLL TECH Success ▶ You use spare metal parts to weld the connectors. [+1 Favor]
Failure ▶ The navigation system is too damaged for you to repair. Lose 3 Energy.
Your radar detects an unusual movement pattern coming from a Vector-7 Mantis that is
approaching your coordinates. The pilot, a young woman dressed in a tribal scarf and combat
armor, has a strange proposition for you: exchanging ships. She explains that she’s carrying out
a mission and needs a new ship to infiltrate enemy airspace without raising suspicion.
Accept ▶ Your starship is now a battle-ready Vector-7 Mantis manufactured by WARG. [+1 Favor]
Reject ▶ The pilot’s expression turns bitter. She warps her starship to another location.
A speeding Vector-7 Mantis suddenly stops beside your starship. The pilot, agitated and
nervous, tries to explain that his ship is being chased by ISF security. He desperately
needs to get rid of all the illegal items he is transporting: high-power explosives for an
upcoming eco-terrorist mission. He begs you to take the cargo.
Accept ▶ Gain 2 Frag Grenades and 3 random grenades. Fight an ISF A-1 Voyager. [+1 Favor]
Reject ▶ The ship is destroyed by the security vessel. [-1 Favor]
A desperate crewmember tries to contact your ship repeatedly through comms. They are part
of a WARG recon squad and their starship, a Starpredator, is under attack and needs urgent
combat support. Unknowingly, they had been carrying an alien egg in their cargo hold, which
has now hatched into a Mutated Chimaera. The beast has already devoured two rebels.
Fight the alien ▶ Enter the ship and fight the creature. Gain 80 Scraps. [+1 Favor]
Ignore their request ▶ The beast is too dangerous a risk to your life. You speed past the ship.
W.A.R.G. has one core goal: revolution. To overthrow both the previous imperial authority and
the current post-apocalyptic structures of power. According to them, humanity can only be
rebuilt through a new egalitarian social system. At the local level, W.A.R.G. concentrates its
efforts on organizing insurgent guerrilla forces and sabotaging enemy objectives.
Despite its apparent unity, its long-term plans are not clear. Within the faction, there are
different ideological currents: Universalists - those who want to decentralize power among
various liberated systems, Unitarians - who prioritize revolution in a strong central system,
and Orbitals - who argue in favor of planetary governing structures instead of universal ones.
Rebels don’t take kindly to those who oppose them or obstruct their goals.
Negative Favor and your poor reputation with the faction has put you on their
radar. Your coordinates have been compromised. Your starship has been located
by a high-precision radio antenna located on a neighboring mesoplanet base.
Two Vector Ace Fighters take off from its hangar determined to destroy your
vessel.
You encounter a lone Rebel Fighter, setting up camp on a deserted man-made moon.
You observe the soldier from a distance, as they fabricate explosives for a
future sabotage mission. Alerted by the sound of your steps, the soldier raises
their head and rushes to their backpack. They pull out a modified pistol from it,
and start shooting at you while accelerating toward your position on a speeder bike.
▷ After defeating them, loot a Laser Blaster with a Reflex Sight mod from the rebel.
Your ears ring after a loud explosive is set off inside of your vessel as you travel toward
your destination. In a sudden movement, you set the navigation control to auto-pilot and
grab your weapon. You try to locate the source of the explosion with the help of a
flashlight, but are surprised by gunshots coming from your cargo hold. A Guerrilla Commander
infiltrated your ship during your last stop, and waited for the perfect moment to attack.
They point their Pulse Rifle toward you and begin to fire.
A recent successful military campaign has allowed WARG to gain aerial control over this
sector of the system. You are now crossing guerrilla territory. A Vector-7 Mantis and a
Duskwing fly toward your current coordinates, prepared to defend their turf. The enemy
vessels waste no time and launch a parallel attack from both your left and right flanks,
leaving you no other option but to defeat them to survive.
▷ Once they are defeated, gain a Velocity Rockets module from the rebel starship.
A high command of guerrilla forces has been tasked with eliminating you. The rebels
prepare an ambush as your ship crosses an abandoned space station. EMP inhibitors hidden
inside the station weaken your protective barrier for a few seconds, enough time for
two Rebel Fighters to warp inside your ship before the next electromagnetic round can
be loaded. A WARG Major General teleports inside your ship and joins the attack when
the last rebel fighter is defeated.
You are within range of a gigantic WARG mothership. The flying fortress is a redesigned
Tarrasque Titan model, reinforced with grey armor plating. Stolen from a captured ISF
base, the spacecraft has had its Intersolar insignias replaced with WARG graffiti
symbols. Its crew of rebels man the cannons and laser turrets, ready to launch an
imminent attack on your starship.
▷ Due to its armor plating, the enemy starship starts combat with an additional +10 Hull.
A Tarrasque Titan approaches your ship, the ISF standard printed on its four large
thrusters. You are given permission to land on its flight deck. Two mechanics begin
work on your ship as you leave the cockpit. [Restore 20 Hull & Fuel]
‘Name’s Ares, welcome to the team’- a dashing ISF Sentinel takes off his helmet and
gives you a firm handshake. ‘I’ll be relaying your missions from HQ from now on, make
sure to keep an eye on your quest log and I won’t bother you too much.’ He winks and
gives you a pat on the shoulder before leaving.
You receive an Ion Carbine and a Trading License.
Your outstanding service to the Intersolar cause has caught the leadership’s
attention. A letter of recommendation from Ares has granted you a higher rank in the
ISF pyramid: you are now an official ISF Sentinel. Your next mission is of utmost
importance - you must protect a fragile Beluga Transporter ship carrying secret
government data from one end of the system to the other.
▷ Travel to tile 25 on your Star System Map. Once there, you must protect the cargo
ship on their way to tile 36. You may follow any route to the destination you prefer.
Every time you move to a new tile during this mission, roll a d6. If the result is 1,
you must roll for a random hostile faction encounter. Gain an Athena X armor set.
❶ Law and Order ▶ Fight a The Claw mothership and 2 Vector-7 Mantis ships, eliminating
the flagship of the space pirate fleet that rules this quadrant. Effect ▶ All Pirate
Hideouts in the system are destroyed. From now on, roll a d6 before encountering a
hostile ship. If the result is 4 or higher, you avoid the encounter. [-10 Favor]
❷ Counter-Terrorism ▶ Put an end to the local conflict with WARG. Travel to a WARG
Settlement and fight a WARG Major General and 2 Guerrilla Commanders, claiming the
station for the ISF. Effect ▶ The Settlement is now under ISF control. ISF gains control
of all WARG tiles in the system. [-10 Favor]
❸ Astrobiology ▶ Revitalize the ecosystem by planting a Terraform Seed on every planet.
To do so, you receive 6 Terraform Seeds. Effect ▶ When you encounter an alien creature,
you may perform a Social Roll to tame it and add it to your crew. They are controlled
by a PC, just like crewmemebers. You can only have 1 alien companion.
You try to stop falling boxes from damaging the cargo during turbulences.
Repair Drones
xxROLL VIGOR Failure ▶ Lose 5 Energy. The cargo is damaged.
One of the cargo boxes is infested with alien insects. 2 Dust Wasps
100
attack you when you enter the cargo bay.
Your navigation system glitches before landing. You try to reset it.
Solar Panels
xxROLL MIND Failure ▶ Lose 5 Hull. The cargo is damaged.
You approach the cargo hold of your ship, drawn by a strange smell
Orion Command
of burnt metal. A Voidcrawler is biting a set of copper wires.
You try to avoid breaking the cargo as you cross an asteroid field.
Apollo Cockpit
xxROLL GRACE Failure ▶ Lose 5 Hull. The cargo is damaged.
You cross paths with a Shell-4 Transporter, a fortified merchant ship carrying
supplies to an ISF outpost on a nearby planet. The ship’s captain, a veteran ISF Sentinel
contacts you through a hologram message. His voice is mature, yet gentle. He has a
carbon eyepatch over his right eye, and a long grey beard. He encourages you to dock
to his vessel and trade with them.
▷ You may buy any armor set, weapon, or weapon mod from the freighter ship.
You come across two ISF starships, a Vector Ace Fighter and a Twinrotor Hauler. They are
placing dozens of stealth mines in the area, anticipating an incoming battle against WARG
forces. But time is running out for the two small ships. They ask for your help laying the
minefield in exchange for Serum.
Accept ▶ Lose 6 Fuel while planting mines. Gain 120 . [+1 Favor]
Reject their proposal ▶ You don’t have the time or fuel to spend fighting other people’s wars.
You stop your ship suddenly, surprised by a series of bright flashes of cyan light. Once
they are only a few hundreds of meters away, you discover their source: an ISF Beluga
Transporter, powered by a malfunctioning warp engine. The merchant guild that operates the
ship asks you for help. If you fix their engine, you get to keep their teleportation drive.
ROLL VIGOR Success ▶ You gently pull the Warp Drive from the unstable engine. [+1 Favor]
Failure ▶ The fragile technology breaks while handling it. Lose 3 Energy.
You dock your ship to a modern orbital space station. The small station is equipped with a
laboratory module and biochemical hardware and is inhabited by three Scientists and two ISF
Soldiers in charge of security. One of the scientists offers to fully restore your Health if
needed, and asks if you would be interested in helping with one of his research projects.
Accept ▶ He gives you 3 Terraform Seeds and asks you to plant each of them on a different type
of planet. Once you have done so, come back and he’ll reward you with 110 . [+1 Favor]
When the ruling galactic empires of the Old World crumbled,it was evident that a new legislative
structure would need to rise in its place. The initiative first came from the merchants and
traders that survived the calamity. Afraid that their profitable businesses would be
compromised, several trade federations, megacorporations, and independent republics united
under a single banner:the Intersolar Federation.The newly formed faction also became a refuge
for scientists and intellectuals struggling to find a place in this new galaxy.
The ISF’s goal is to fight piracy and establish a moderate consensus-based order to inter-
system relations and power dynamics, through a democratically elected universal council.
Pentacontahedron-shaped research station, its upper half is made out of
transparent panels, forming a glass dome that covers the gardens and
terraforming laboratories. A small group of scientists work on classified
projects under the watchful eye of a network of cameras. Station security
recognizes your face in the ISF criminal database record. Two ISF Soldiers
chase you through the station and eventually corner you in a dead end.
You are stopped by an ISF checkpoint. A calm voice plays through your radio speaker.
They ask you to open your cargo bay for a security scan. An ISF Sentinel enters your
ship and starts checking your cargo, one by one. Just as she is about to leave, her
digital watch interface emits a loud beep. Officers at the checkpoint control room have
identified your spaceship and have given her the order to attack. The Sentinel obeys the
order and draws her weapon.
You land on a small moon, its rocky landscape reflecting a maroon hue. Thousands of tiny
gems and crystalline rocks cover the surface, emitting a high-pitched crackling noise with
your every step. You walk a few hundred meters and discover a clandestine mining operation.
A Merchant and their security cohort oversee a group of exploited clones as they mine into
the depths of the planet, in search of rare minerals to be sold on the black market. A guard
notices your presence and alerts 2 Mercenaries, who fire at you immediately.
You land on a remote colony built near a large frozen lake, in the northern hemisphere of
a dwarf planet. Two ISF Soldiers chase a gang of speeder bike looters in the distance.
Unable to catch the vehicles, the soldiers resume their regular patrol route. You try to
evade them by hiding inside an abandoned building.
ROLL GRACE Success ▶ They leave after a few minutes, allowing you to return to your ship.
Failure ▶ The soldiers find your hiding spot, attracted by the sound of your steps.
An ISF Trade Baron oversees a newly constructed nuclear reactor station, monitoring its
proper operation and performance levels. The energy generated by the facility is employed
in different factories and computer servers built by the YGDRSL INDUSTRIES megacorporation.
The station’s security cameras identify you as soon as you set foot in its hangar. The Trade
Baron decides to confront you himself, thinking that defeating you and claiming your bounty
will earn him a higher rank in the faction’s chain of command.
Your spaceship is pushed into a gravitational well along with a number of other nearby
vessels. Among them, you spot an imposing armored spacecraft - a Tarrasque Titan, operated
by the Intersolar Federation. The large mothership acts as a mobile military base and
spaceship carrier. The starship’s mission, usually tasked with providing security support
to important trade routes, is now to locate and destroy your ship, as revenge for the crimes
you have committed against the Federation.
A lush field of grass appears in front of you. The sky projects a monochrome blue
light over the clouds. Standing in the middle of the field, a Medusa MasterHacker
contemplates the static horizon. You try to walk toward them, but you can’t move. The
image that you are seeing is only a visual projection. ‘Isn’t it beautiful?’- they say
as they spread their arms, as if trying to reach into the artificial skyline. ‘This
is what they took from us. But we will rebuild the Cybersphere. One day.’
You wake up from the strange dream. When you open your eyes, you realize that you have
new code installed in your cerebral system. You can now receive Mission data from the
Medusa Sector. Choose a HACK to download in one of your memory slots.
A Medusa Sector deep space antenna was able to record an unusual radio signal coming
from a different system. The intermittent data appears to spell out a morse code
message, confirming the existence of lost Cybersphere remnants still active on local
servers located on other systems. You are now tasked with the important mission of
setting up an intra-system data bridge, which will allow faster communication with the
quadrant where the message came from.
▷ Go to a Medusa Settlement and load the deep space data emitter into your ship. Travel
to any Outer Ring planet to deploy it. Once there, you must defeat an android Eclipse
Warden ship blocking your way. You receive a random MASTER HACK as a reward. [-1 Favor]
❶ Security Breach ▶ Protect the web from government control. Attack an ISF Settlement
and deal a devastating blow to their Cybersphere authority by defeating 2 ISF Sentinels
and an ISF Trade Baron. Effect ▶ The Settlement is now under Medusa control. Medusa gains
control of all ISF tiles in the system. [-10 Favor]
❷ Cyber-Warfare ▶ Fight for the control of the Cybersphere against Synth forces.
Infiltrate a Synth Arch Settlement and defeat a Synth Apostle and 2 Android Titans.
Effect ▶ The Settlement is now under Medusa control. Choose up to 4 Cybertech implants
to install on your character at no EXP or Serum cost. [-10 Favor]
❸ The Simulation ▶ Take over a Helios Farm and divert its energy toward the Medusa
Headquarters to power a quantum hyper-computer. Fight an Edgecharger W and a Shell-4
Transporter to gain access to the power plant. Effect ▶ Your character has +3 MIN as long
as you have 20 Energy. Gain d4 NGHTMR Keys.
The computer terminal has been encrypted. You try to unlock its OS.
2 Data Shards
xxROLL MIND Failure ▶ Lose 3 Energy. The terminal can’t be accessed.
The Synth Arch has deployed an Android Titan to guard the terminal,
NGHTMR Key
knowing that it may be hacked by Medusa Sector agents. [-1 Favor]
A malfunction in the wire system has cut all power to the terminal.
Random HACK
xxROLL TECH Failure ▶ Lose 4 Health. The terminal can’t be accessed.
You are detected by an outlaw ranger that was patroling the area in
Breach System
search for loot. A Bullseye Hunter attacks you.
The computer has an antivirus that must be deactivated before using it.
DRONE_Greyhound
xxROLL MIND Failure ▶ Lose 4 Energy. The terminal can’t be accessed.
An alien creature has turned the computer room into its lair.
Random HACK
You must eliminate a hostile Deepworm before entering the area.
You find a Medusa data server slowly orbiting the system’s star. The station consists
of two connected modules: a small control room, locked behind a password, and a large
computer room. You advance through eight rows of massive data processing towers,
searching for defense mechanisms or crewmembers. The station is empty.
+3 ▶ HQ gives you the password to the control room. You find a Data Shard inside.
xROLL VIGOR Success ▶ You force the door open. Gain a Data Shard and +1⚛ Hyperdrive.
Three Scarab Interceptor vessels are stationed near a small dwarf planet.The planet’s orbit
draws a wide parable, drifting in and out of the star system with each full cycle. Its unusual
movement made it the perfect spot for a large space telescope, able to cover a huge range of
angles as it moves through space. Medusa-aligned operatives are extracting data from the
facility to learn more about the system. ▷ You may help them by showing your Star System
Map. If you have 12 or more Hexes explored, gain a random HACK and +1 Favor.
Repair drones fly around an ochre-colored A-1 Voyager spacecraft.The machines move
frantically, trying to weld a new layer of titanium panels to the left wing, damaged by
enemy fire in a recent looting attempt. The pilot, a Drone Operator, tinkers with one of the
drones in her cockpit. Use your drones ▶ If your ship has a Repair Drones module, you may
use it to help fix the damage. The woman rewards you with a DRONE_Greyhound. [+1 Favor]
Repair it yourself ▶ You put on your spacesuit and fix the wing. Lose 5 Energy. [+1 Favor]
An A-1 Voyager spacecraft captured by Medusa agents. The ship used to belong to a gang
of Space Pirates. The Sector was able to detect its location using their powerful radar
network. Seeing that you are not a hostile, the pilot asks for your help. Part of the
ship’s exterior has been damaged during a previous space battle.
xROLL TECH Success ▶ You are able to repair the damaged starship in a few minutes.
The pilot gives you 2 random status cures for your help. [+1 Favor]
Stingray Frontier with virtual reality capsules that allow the user to immerse their
entire body inside the Cybersphere. NetHackers use them to train their mental skills,
sometimes remaining inside the virtual world for weeks at a time. You may try to use one
of the capsules, but your mental strength will be tested when accessing the simulation.
xROLL MIND Success ▶ You link your senses to the virtual reality interface seamlessly.
Restore your Energy back to 20, and gain a random HACK. [+1 Favor]
A civilian Scarab Interceptor crosses your path. When the starship gets within a
few hundred meters of your ship, its engines stop for a few minutes. Their systems
turn off completely as the crew begins to panic. Suddenly, their missiles target your
vessel and start shooting at you. Another hacking attack by the Sector. ▷ You must bring
the enemy down to 10 Hull to lower its defenses and allow you to destroy the virus, but
if it hits 0 Hull, it will explode with all civilians inside.
Your eyes begin to glitch and display unintelligible symbols and lines of complex code.
You try to fight the visual bug, but its presence feels more and more prevalent in your
system, leaving you almost unable to see the world around you. The cybernetic attack is the
work of a NetHacker, sent by the Medusa Sector to put an end to your life.
xROLL MIND Failure ▶ You are not able to eliminate the visual virus in time, your character
has -2 MIN and -2 GRA for the duration of the fight.
You stop at a rocky centaur to work on some quick mechanical issues on your starship. The
small celestial body is affected by a zero gravity field, artificially generated by three
powerful experimental inhibitors. You conclude that they must have been installed years ago
to conduct some sort of experiment on Zero-G combat training for soldiers. As you approach
one of the inhibitors, you are attacked by a Cyber-Terrorist.
▷ You both have -3 GRA for the duration of the fight, due to the zero gravity field.
You are savagely attacked by a Cyborg after landing on a deserted O’Neill cylinder station.
The half-human, half-machine moves erratically, interpolating slow imprecise movements with
fast and aggressive attacks. Its arms and legs move in a strange delayed pattern, like a
puppet controlled by strings. When you get closer to it, you realize the cyborg is dead,
his body moving only through its cybertech implants, controlled remotely via a malware
virus installed by a Medusa agent.
Travel to a Pirate Hideout or Corsair Settlement. You are given permission to land
and enter its hangar. Wanted posters cover the concrete walls of the building.
Mechanics and engineers work on a few dozen space pirate ships that have just returned
from a raid. Next to the old hangar, a small cantina serves countless glasses of
alcohol to a rowdy crowd of outlaws and mercenaries. You set foot in the bar and make
your way to a quiet corner at the back. Your meeting spot. A middle-aged woman waits
for you. A scar runs through her left cheek and into her eye, and a cerebral implant
sticks out of the side of her shaved head. ‘The syndicate has a job for you. High risk,
high reward. As usual.’ She puts 100 on the table. ‘Half of your pay. I’ll give you
the other half when the job is done’ ▷Roll for a Bounty Mission.
Your contact inside the Syndicate asks you to visit her at the outlaw bar once again.
She has classified information on an ISF Serum cargo ship: a Shell-4 Transporter
nicknamed ‘Andromeda’, tasked with transporting funds from an off-system bank to an
ISF Settlement in this quadrant. Your job is to ambush the vessel while it crosses the
nearest Asteroid Sea, and bring its Hull to 5 or lower in space combat, so a gang of
space looters can raid the starship and steal the prized Serum.
▷When the ship is down to 10 Hull or lower, 2 Vector Ace Fighters join the battle and
attempt to defend the cargo. If the mission is successful, you earn 350 .
❶ The Dark Web ▶ The Syndicate’s dark web network is vital to its business, allowing it
to bypass Medusa data trackers and ISF regulation. Fight a Stingray Frontier and 2 Scarab
Interceptors at a Medusa Settlement. Effect ▶ The Settlement is under Corsair Syndicate
control. You can now trade Contraband Packages for 1 NGHTMR Key or 1 MASTER HACK at
Corsair Settlements. [-10 Favor]
❷ Contract Killer ▶ A top ISF government official is willing to pay a high bounty to
anyone that takes down the WARG leadership in the system. Travel to an Inner Ring planet
and kill a WARG Major General and 3 Rebel Fighters. Effect ▶ Gain 1000 . [-10 Favor]
❸ The 7 Seas ▶ Bring down the trade federation’s security and market controls in the
system. Destroy 3 ISF Checkpoints located at tiles 21, 27, and 31. Each protected by a
Tarrasque Titan. Effect ▶ You can now sell Contraband Packages at any Settlement. They
now sell for an extra 200 . [-10 Favor]
The target calls for reinforcements. A Bullseye Hunter appears Supranova Physic
shortly after. You must fight him alongside the target.
The target wrestles you to the ground and points a dagger at you. Contraband Package
xxROLL VIGOR Failure ▶ Take d6 + GRA damage, ignoring Armor.
The enemy pulls out a NGHTMR Key, and tries to infect your OS. 100
xxROLL MIND Failure ▶ Your MIN is set to 0 for the rest of the fight.
The target reaches for a Health Pack they had hidden in their 2 Contraband Packages
equipment. They restore d10 + TEC Health.
Seeing that they could lose the fight, the target panics and ingests
a handful of narcobiotics to increase their skills. They gain +3 to 200
every stat for the duration of the encounter.
With a precise strike, they attempt to deactivate your cybertech.
xxROLL TECH Failure ▶ You can’t use cybertech for the rest of the fight. Random Ranged Mod
The target runs behind you and tries to push you to the ground. Random Melee Mod
xxROLL GRACE Failure ▶ Lose 3 Health. You are Stunned for 2 turns.
With no other option left, the target tries to work a deal with you.
They offer you 300 to let them go and break your contract. [-2 Favor] 500
A Smuggler Speeder approaches your coordinates. Its pilot, distracted by his
radar system while trying to avoid a cargo control checkpoint, doesn’t notice
your presence until your ships cross paths. He lowers his guard when he
notices that you are not a security ship and offers to trade with you if
you don’t reveal his position to the enemy.
▷ You may buy any narcobiotics or weapon mods from him.
“THE BULLDOZER”, an old and rusty Edgecharger W cargo ship, contains a boxing ring built
for clandestine fights, a common pastime in space pirate and mercenary circles.
The spacecraft follows a nomadic route, avoiding confrontation with ISF patrol ships.
Get in the ring ▶ Fight opponents to gain rewards. If you win, fully restore your Health and
Energy and move to the next fight. ❸ Space Pirate [75 ] → ❷ Bounty Hunter [125 ] → ❶ Outer
Ring Crime Boss [200 and +1 Favor]
A chrome and silver Orion Moth acts as a secret flying hotspot for illegal raves and
uncontrolled drug use. Electronic music plays at an irresponsibly loud volume on the dance
floor, as a diverse crowd of people dressed in extravagant outfits consume narcobiotics
provided by the Syndicate. The laser lights and high decibels are drowned out by the void
of space, keeping the party outside of the range of ISF regulation. A killer business.
Join the rave ▶ Lose 3 Energy and 50 . Gain 3 random narcobiotics and 1 Zero-G Liquor.
2 Corsair Syndicate Mercenaries are racing each other in their modified starships, placing bets
on who is going to win. You may participate by betting any amount of Serum you choose.
Starship Race ▶ Roll your Action Dice (you may use any Engines abilities) and add the results.
Compare the total to the leaderboard scores to determine your reward. If you win, you double your
money; if you finish second, you recoup the bet; if you are third, you lose all the money you bet.
❶ 15 points [Your bet x2 and +1 Favor] ❷ 12 points [Recoup the bet] ❸ 9 points [Lose your bet]
A mercenary ship enters your area. The Starpredator-model fighter is beautifully decorated
with a golden dragon figurehead, its wings painted with a coat of red and black reflective
paint. You recognize that ship immediately - it belongs to Sirio Hex, the legendary Bounty
Hunter. ‘The Syndicate has been following your tracks. I’ve got a job for you.’- his gravelly
voice resonates through your radio speaker.
Accept ▶ Roll for a Bounty Mission. If completed, you gain 300 , +1 Favor, and the reward.
Neon signs and leopard prints adorn the hull of an Edgecharger W. A steward greets you as
you exit your ship and gives you a tour of the facilities. The interior of the freighter has
been transformed into a makeshift zoo for rare alien creatures. The ship’s captain, an old
ISF Trade Baron turned smuggler, offers you compensation if you help him add new specimens
to his eccentric collection. ▷ Every time you defeat an alien creature while exploring, you can
choose to capture it and bring it here. Gain 90 for each new species you bring.
A loud alarm sound plays through your speakers as red lights flicker on your radar
monitor screen. Your ship is quickly being approached by a hostile Starpredator
starship. The spacecraft belongs to the LINESTAR GROUP, a mercenary paramilitary
organization commonly employed by corrupt trade merchants and drug lords, who task them
with doing the dirty work of destroying competition and spaceships that approach their
illegal trade routes.
Tired after spending countless hours piloting your ship, sitting in front of your spaceship
controls while traveling the system, you decide to stop at a space saloon: an abandoned
factory station converted into a bar and leisure business. The bartender gives you a free
Zero-G Liquor on the house after seeing your exhausted expression. Before you are able to
take a sip, a Bounty Hunter walks through the door whispering your name. Losing Favor with
the Syndicate has a price.
A gang of space pirates has taken over an abandoned space dock. The outpost, previously
under ISF control, is now maintained by a skeleton crew after most of its inhabitants left
to establish a new base on a faraway planet located in a different system. You dock your
spaceship to the hangar before realizing that the facility had exchanged hands. Two Space
Pirates attack you as you enter the main gate. A warm welcome from the new management.
▷ You can fully refuel your ship after defeating them by making use of their reserve tanks.
A chain of EMP mines sets off around your starship. With all your electronics systems
disabled and non-operational, the enemy is able to breach your protective barrier and
freely warp inside your ship from a nearby mothership. Two Mercenaries teleport inside your
spacecraft and start forcing locked gates open until reaching the control room, where you
are located. You can hear the loud metallic thumps as they break the locks open, and their
steps getting closer and closer. Load your weapon and prepare for the fight.
A failure in your starship’s O2 control system forces you to make a stop at a nearby frozen
asteroid, orbiting by itself, thousands of kilometers away from any other celestial body.
You quickly patch a breach in the tube network and fix the oxygen leak. When you are about
to leave, you realize something is wrong. You are being watched. This remote asteroid is the
secret hideout of an Outer Ring Crime Boss on the run from ISF security forces. The outlaw
draws his gun at you and begins to shoot.
Travel to a Synth Settlement. A small drone scans you after entering the station and
leads you to the Headquarters. There, two massive Android Titans guard the entrance
to the baptism chamber. They stand still, motionless, like sphinxes decorating the
entryway to an ancient tomb. You are greeted by a Synth Apostle, their thin carbon and
steel body covered in humble white robes. They guide you to a cylindrical tank of
synthetic fluid. ‘Enter’- they say. ‘You have been chosen to receive our gift.’
Choose one of the following cybertech implants to install on your character:
Detox System - Code Processor - Titanium Bones - Jet Propulsors - Chromefist - Scanner Eye
Your reputation with the Arch has pleased the Synth hierarchy. They now see you as one
of their most important operatives in the system, and as such, they reward you with
another chance to upgrade your body with a blessing of advanced technology.
Choose one of the following cybertech implants to install on your character:
Cortex Firewall - Zettabyte RAM - Forceblast Hand - Trigger Fingers - Dual Processor - Atlas Hands
▷ After you exit the fluid tank, the Settlement is violently attacked by Medusa agents.
Fight 2 Cyber-Terrorists that have infiltrated the space station and destroy their
Orion Moth starship. [-1 Favor]
❶ Scrapyard Skirmish ▶ Destroy the amoral Corsair Syndicate, which commits heinous acts
in their pursuit of material wealth. Travel to a Corsair Settlement and fight a The Claw
mothership and a Starpredator. Effect ▶ The Settlement is under Synth control. Synth Arch
gains control of all Corsair tiles in the system. [-10 Favor]
❷ War of Clones ▶ The prophet has concluded that the only way to secure our existence is
to eliminate our enemies. Travel to a Medusa Settlement and fight a Medusa MasterHacker and
2 NetHackers. Effect ▶ The Settlement is now under Synth control. Gain +1 MIN and a random
MASTER HACK for each unique DRONE you have in your memory slots. [-10 Favor]
❸ Beyond Humanity ▶ Reach completion. Travel to a Research Outpost and fight 3 Android
Titans guarding ancient tech. Effect ▶ If you have 6 cybertech implants installed, you
gain Armor equal to half your TEC [rounding down] and restore 1 Energy at the start
of each turn during regular combat.
Locate a small communications satellite and drag it into your ship. Star Cruiser
Open a hidden container on its side and retrieve a NGHTMR Key from it.
Transport a Tesseract to the designated location. Once there, place
it in a triangular satellite station named “ALTAR 4” and activate Research Outpost
its hibernation protocol by pressing a button on its terminal.
Break into an ISF trade warehouse and steal a shipment of cybertech Gaian Planet
implants that was confiscated from an android trader. [-2 Favor]
Hack the code of a group of 4 Android Synths and delete their
factory limitations to unlock their full abilities. Ecumenopolis Planet
xxROLL MIND Failure ▶ Two of the androids glitch and turn hostile.
Infiltrate an automated industrial space station and steal the Asteroid Satellite
blueprints for an experimental cybertech implant.
Liberate an artificial intelligence software trapped in an Old World
computer and upload its code to a Synth Arch server. The computer is Hollow Moon
located inside an ancient ship, protected by 2 Automaton Bots.
Destroy a computer terminal used by the Medusa Sector to track Synth Settlement
locations. You will have to fight a Cyber-Terrorist there. [-2 Favor]
An elite Medusa Sector operative has tracked down your location with 80 Scraps
advanced spyware. Fight the Cyber-Terrorist and complete your quest.
A power blackout has hit your ship, you try to fix it before crashing.
DRONE_Spider
xxROLL TECH Failure ▶ Lose 5 Hull and 6 Health.
Your cybertech has attracted the attention of a group of scavengers
who want to strip you out of your implants and sell them for Serum. 2 Random Grenades
Fight 3 Looters, you find 1 Contraband Package in their equipment.
A dormant Medusa virus triggers before you land. You try to disable it.
xxROLL MIND Failure ▶ All abilities cost +2⚡ Energy until next cycle. 100
You are intercepted by 2 Rebel Fighters. They have direct orders from DRONE_Greyhound
their commander to attack Synth Arch members in the area.
A cybertech-addicted Cyborg pounces on you. Their red neon eyes Eclipse Bridge
stare at you fiercely before they attack you again.
There’s an issue in your ship’s oxygen supply. You try to hold your
breath for a few minutes until the emergency supply is activated. DRONE_Ladybug
xcROLL VIGOR Failure ▶ Lose 4 Health and 6 Energy.
The sound of your steps has awoken a Xhiroptera Predator. The alien 250
beast uses its sensitive echolocation skills to strike you.
You try to avoid an ISF radar using your stealth skills and reflexes. DRONE_ÒwÓ
X ROLL GRACE Failure ▶ An ISF Sentinel starts shooting at you.
A swarm of alien insects surrounds you. You remain still, trying not Random Cybertech
to make them aggressive, but it’s too late. Two Dust Wasps attack.
The structure of an abandoned orbiting shipyard has been converted into a
titanium chapel built from metal scraps. Inside its large control room, a Synth
Apostle preaches his transhumanist creed to a group of human followers.
Join in ▶ Sit among them and listen to the tenets of the Synth Arch: ‘REJECT THE
LIMITATIONS OF YOUR MATERIAL SELF / NURTURE YOUR MIND AND SOUL / STRIVE FOR
COMPLETION.’ The apostle reveals a Synth Settlement, 2 tiles south. [+1 Favor]
A damaged starship slowly breaks apart as the air inside it escapes through a breach
in its hull. Inside the ship, you find an Android Titan, lying dead in the pilot seat
with a huge bullet hole in its head. Bounty hunter work. The ship’s log reveals that the
titan was on a mission to transport a Tesseract to the nearest Settlement, where a
secret Synth Arch agent is waiting to receive it. Finish his mission ▶ Take the rare
artifact to the Settlement. The agent rewards you with 2 Energy Cells. [+1 Favor]
A Snowstorm Delta starship, running low on fuel, transports a group of synthetic human
clones. They have just escaped from a factory that employs forced clone labor, located on a
small orbiting asteroid, 4 tiles northeast from here.
Avenge the clones ▶ Travel to the factory planet and defeat the factory owner: a Merchant,
and his two Mercenary security guards. [+1 Favor]
Refuel their ship ▷ Give them 5 Fuel, so they can get to safety. [+1 Favor]
You receive an eerie radio signal hailing from the dark side of a nearby moon, orbiting a
frozen dwarf planet. A choir of synthetic voices screeches and sings with a metallic tone.
Twelve Android Synths stand forming a circle, a silver-colored altar at its center. They are
trying to upload the consciousness of a dead human to a Synth Apostle lying atop the altar.
+3 ▶ Join the ritual. Help them perform the mind transplant. Lose 6 Energy. [+1 Favor]
Stand and watch ▶ The apostle opens his chrome skull and successfully inserts the human brain.
You find a STARLINE-series Automaton Bot drifting through space, its systems damaged and out
of battery power. This line of machines was common in the Old World. Most starships carried
one STARLINE bot, capable of repairing the ship from the outside using its gas thrusters.
You put on your spacesuit, drag the robot into your ship, and try to repair and power it.
ROLL TECH Success ▶ You fix it. You may add it to your cargo hold. At any time, you can
choose to spend 3 Energy to power it and repair 4 Hull.
You land on an old abandoned industrial factory, built in a brutalist architectural style. An
Android Synth lies beside a stone pillar, their lower body has been torn off. You find it a
couple of meters ahead.The machine has a few hours left, but they are able to communicate
what happened. A Mutated Chimaera surprised them when carrying out a reconnaissance mission.
Track down the alien ▶ Enter the factory and fight the alien creature. You find a random
cybertech implant inside its jaws once defeated. [+1 Favor]
The impressive achievements accomplished by the human race during the previous era were built
off the backs of android labor. Advanced neural networks were developed to control these androids
and enable them to compute data, pilot ships, manufacture items, and even fight wars. With the fall
of the Old World, most of these machines perished, needing repairs or commands to follow.
But some of the survivors developed neural mutations, allowing them to reach superintelligence.
These gifted androids became known as Synth Apostles and developed a new code of morals and
ethics to replace the factory limitations of other androids. They formed the Synth Arch, with
the goal of liberating androids and transcending human and robotic limitations.
Your ship has difficulties advancing through a dense artificial gravity field.
An indicator on your radar system reveals the location of the gravity jammer: a
small asteroid formation nearby. The machine appears to be unprotected, but as
you leave your spaceship and land on the asteroid, you are ambushed by two Android
Synths. The robots have identified your spaceship and are ready to make you pay
for your previous confrontations with the Arch.
You hear a loud gunshot coming from a few meters away, as you land your spacecraft on a derelict
low-gravity space station. Smoke billows from the barrel of a modified gravity rifle several
meters above you. The shooter, a Cyborg ex-space marine, aims again at your position from the
top floor, firing through a gaping hole in the station’s floor. You dodge the second shot and
make your way to the higher floor, while the cyborg drops his weapons and runs toward you at
inhuman speed, ready to attack you with his cybertech implants.
You stop at a recon satellite made out of a reflective titanium alloy. The small flying object
is deserted, its controls covered in dust and gravitational debris. You try to activate the
on-board computer terminal, but it is no longer functional. Headed to the power supply unit, you
connect your system to the energy reserves to restore some of your power, since the satellite
won’t find a use for it anymore. Gain 6 Energy. By accessing the energy storage, you have
unknowingly activated the security protocol. An Android Titan attacks you.
The auto-pilot artificial intelligence system of a civilian Eclipse Warden ship has evolved
and turned hostile. The computer program has taken full control of the ship, killing its crew
by disabling life support systems and depleting the oxygen supply. The machine attacks you with
the spaceship it controls, attempting to damage your spacecraft and take control over it too,
like a spreading digital virus.
▷ Once the enemy is defeated, you can take its Eclipse Bridge module.
After days of space travel, you land on a space station to rest and resupply. The pyramid-shaped
structure is deserted, yet its landing lights remain operational. You grab your weapon and
carefully advance through the labyrinthine network of corridors that connects the different
rooms of the station. A trail of human bodies leads you to the computer room. ID cards found on
the corpses reveal that they belong to a mercenary group tasked with capturing an experimental
android model. A Synth Apostle attacks you before you reach the computer room.
SKILL ▷ HP Injection - Restore TEC Health 4-5 ▶ HACK_SUPERNOVA - Deal 3d6ESPADAS to all
every turn. enemies and Shock them for MIN turns.
6-7 ▶ HACK_HYDRA - Deal d10 × MINESPADAS to a
Skilled in robotics and circuitry, the Breached enemy.
Drone Operator employs a Ladybug-class
drone as their companion. 8-9 ▶ HACK_MINDSTEAL - Set an enemy’s MIN
to 0. Gain X MIN for 2 turns, where X is
the enemy’s base MIN stat.
10 ▶ HACK_SHADOW - Become Immune until
you deal direct damage.
1-2 ▶ Gauss SMG [d6+GRAESPADAS] SKILL ▷ Can’t be Breached.
3-5 ▶ HACK_TROJAN - Breach an enemy for
MIN turns. The mind of a MasterHacker is linked to
the Cybersphere, granting access to all
6-9 ▶ HACK_IGNITE - Deal d12 + MINESPADAS and of its data and code.
Overheat an enemy for 2 turns.
10 ▶ Stratogen Hormones [+1MIN]
SYSTEM TYPES
As you venture into the Galactic Core,
Each of the three Star Systems that you will you will come across new types of Star
explore during your campaign will feature a Systems. Before exploring each system,
battle between two or three factions that roll on pages 131-132 to determine its
fight for dominance over the sector. type. The kind of die you use changes as
Your objective during the game is to join a you progress through the systems:
faction and help them reach 3 Strength. SYSTEM I ━━━━━━ Roll a d6
Use the meter below the Star System Map to SYSTEM II ━━━━━ Roll a d10
track the current Strength of each faction.
SYSTEM III ━━━━ Roll a d12
BARRIER TILES
Impassable hexes occupied by a structure
or hazard that impedes regular travel
through them.
FACTION BASES
Fortified Settlements that serve as the
To travel to a new Star System, you will base of operations for warring factions.
need to find a Warp Drive and upgrade it to Each system has 2-3 Bases in direct
a HyperLight Drive by spending 300 Scraps conflict with each other.
at a Settlement’s Hangar. Roll on the random faction table [p.57]
The upgraded device requires precise data to determine what faction is in control
and coordinates to perform a faster-than- of each Base. If the result is a faction
light jump, which can be gathered by exploring that already has a Base in their power
every tile of the map. in this system, or in a previous one,
Once you have mapped the entire Star System, repeat the roll until all 5 factions
you can spend 10⚡ to teleport to the next. have a Base under their control.
Place your starship token on an empty tile Bases act like Settlements, except they
of your choice and begin the next cycle. are only accessible to faction members.
You can warp between explored systems by
paying 10 Fuel.
Factions accumulate Strength by holding and Before advancing to a new system, count the
capturing Bases. Each Base a faction controls number of Settlements & zones of control of
provides +1 Faction Strength. Your goal is to each faction in the current map. The faction
help the faction you side with hold 3 Bases with the highest total takes over the Base
across the three systems. of the faction with the lowest amount of
As a faction gathers power, its influence is territory under their control.
felt across the entire sector. Each point of
Strength has a tangible effect. Reference
the table to the right to see the impact of Small & Medium Planets are now under WARG
the rise of each faction in the hierarchy. control.
Giant Planets & Planets with Moons are
now under WARG control.
WARG doesn’t lose control of Planets with
As the factions gain more Strength, they Moons even after their ships are defeated.
will begin to acquire more territory in the
systems. Captured tiles are known as zones Tiles adjacent to ISF Bases are now under
of control. ISF control [except Barriers].
Zones of control can only be accessed by Neutral Starship Encounter tiles are now
characters with 0 or higher Favor with the under ISF control.
ruling faction. If you have negative Favor,
your ship will be attacked on sight. Roll a Defeated Hostile Starship Encounters are
now under ISF control.
d6 on the Starship Fights [p.96-112] table
of the faction in control to determine what
encounter you will face. If you win the Medusa Bases can’t be captured unless the
confrontation, the tile will become neutral. opposing faction has 3+ Strength.
If two factions claim control over the same Research Outposts & Star Cruisers are now
hex, the tile remains neutral. under Medusa Sector control.
Other factions’ Settlements don’t count
toward their territory for Turf War.
Concentrated gas and ice particle clusters Two ancient military citadels have been
orbit the system’s outer ring, surrounding captured by opposing factions, turning the
and shielding its traversable core. system into a galactic war theater.
A giant artificial shell envelops the star. Three Settlements connected by a hollow
The old and broken sphere can barely power carbon ring torus. The monumental structure
three faction bases located on its perimeter. once housed billions of human lives.
There are two different ways of playing
ASTROPRISMA with other players:
COOPERATIVE PLAY // Every participant is part REGULAR COMBAT
of the crew, roleplaying as a character of Character-to-character combat needs to
their own creation. The narrative is built be balanced to account for the increase
collectively by putting ideas together, in players. If you are the OS, you can
following common goals that the PCs share, increase the number of enemies, their
and by using the game’s systems to create a HP, or the number of actions they can
procedural story, similar to solo mode. take per turn to scale the difficulty
for your current player count and to
GUIDED PLAY // One of the participants takes
match the circumstances of the fight.
the role of guide, while the rest of the
players play as their PCs. The guide will If you are in co-op, or if you want a
embody the ORACLE SYSTEM [OS], and roleplay base guideline of how to scale combat
as the virtual software that will help and challenges for your number of players,
assist the players through their travels, you can follow this guide:
as well as introduce narrative hooks,
describe surroundings and situations while +5 HP
exploring, roleplay as the NPCs they meet,
or even control enemies during combat. Bosses get +1 move per turn
As the OS, your role is to interpret the +10 HP & 1 extra enemy added
answers of the Oracle tables and mix them
with your own stories and ideas to create Bosses get +1 move per turn
encounters, locations, and characters for the
players to experience and interact with. +15 HP & +2 extra enemies added
Bosses get +2 moves per turn
Some outcomes will result in Favor increases Faction events, missions, and other similar
or penalties with various factions. These quests or objectives are taken together as
will affect all members of the crew. a crew. Rewards and loot are received once
and shared among all crewmembers.
Individual characters may have different
leanings or experiences with each group, but Faction events can be triggered as long as
the crew is meant to act together as a unit at least one of the crewmembers fits the
when facing and interacting with the game’s designated Favor requirement.
factions. Debate with your companions which
side to take, which factions you want to If a crewmember is expelled from a faction,
befriend, which to oppose, and which to all other crewmembers will also be expelled
remain neutral with. from that faction.
To help you build a story together, it’s a When playing as the OS, you can be as hands-
good idea to start by thinking about how on as you want [creating your own adventures,
your crew came together. How did your PCs choosing enemy moves during combat, etc.],
meet? How did they acquire the ship? What do or take on a lighter role by letting the
they agree/disagree on? Try to find common game’s systems take care of some of those
ground and build your adventure around their things for you while you focus on guiding
shared goals and objectives. the players through the game.
ASK QUESTIONS // Don’t be afraid to consult CONNECT THE DOTS // Weave an interconnected
your crewmates and the Oracle regularly. story by linking elements together. Piece
Having better context and understanding of together a narrative by creating a common
a situation will help you come to better thread between the random encounters your
decisions together. players experience. Try to come up with a
series of stories that are taking place in
WORK TOGETHER // The game expects you to join the system, even without player involvement,
forces with your allies. Don’t fight battles and let players interact with them freely.
individually. Try to devise a strategy or
plan together before getting your hands CREATE CHOICES // Present choices for the
dirty. Combine your abilities with your players, not linear stories. Try to leave
allies to become stronger and cover each things open-ended and adapt the progress of
other’s weak spots when in danger. the narrative to their decisions. Build a
sandbox for the players and pay attention to
ROLEPLAY FIRST // Roleplay comes first, the elements that attract them the most.
mechanics second. Think about how your PC
would act and think in each scenario and SHOW CONSEQUENCES // Make the impact of the
share it with the others by roleplaying. Try player’s choices evident. Show their direct
to reduce the frequency of Challenge Rolls, consequences. Think about how the ripple
and aim to determine outcomes with a single effect of their decisions affects NPCs and
dice roll, to concentrate their impact. the system as a whole.
A crew of three spacefarers ventures into the depths of a dark cave. Fate has brought them
to a desolate Crater Moon, orbiting a massive gas giant in the system’s outer ring. Strapped
for cash, the group agreed to take a dangerous job from a satellite mining corporation: they
must access an abandoned nuclear reactor and retrieve its energy generator.
ECHO There’s something off about this. The Geiger counter has stopped working since we
entered the underground reactor, yet my systems are not detecting strong radiation levels.
AOI I have a bad feeling about this job too. I think there’s something the company didn’t
tell us. No rubble, no ruins, no signs of an explosion or radiation leak. They said that the
power plant was abandoned after an accident decades ago, but what kind of accident?
/ ASKING THE ORACLE / WHY WAS THE FACILITY ABANDONED?
5 + 3 ▶ Evolution
ECHO Good question. I had my ORACLE™ software scan some blood samples from the previous
room. They appear to contain genetically altered alien DNA. Something tells me they were
doing a lot more than simply splitting enriched uranium in this facility.
NIEVE Guys, look over here! I found a locked gate behind the laboratory. It’s shut tight.
I tried to hack the mechanism but the electricity grid is broken. Guess we’ll have to force
it open. Aoi! Want to give this a try?
AOI I’ll do it. I’m the strongest of us three. Maybe the answers we seek are behind this door.
/ CHALLENGE ROLL / VIGOR
PLAYER 7 > 3 CHALLENGE
A deafening scream reverberates through the entire underground building. From behind the
opened gate, a Mutated Chimaera threatens the crew. The artificially evolved monstrosity
seems to protect the only working energy generator left, connected to its feeding machine.
ECHO Should’ve seen this coming. Never trust a fucking corpo.
{OS} � As your starship cruises toward your next objective, you cross paths with a large
cargo hauler. The ship appears to use a Beluga Transporter chassis. The name ‘ЖЕЛАНИЕ TRADING’
is displayed on its reddish-brown exterior, covered with dozens of shipping containers.
GIDEON Great! Just what we have been waiting for. Easy prey. With a little luck, we could
sell their goods for a few vials of Serum. Let’s get ready to engage and raid their ship.
INAYA Wait, let’s try to establish contact first. Our ship is much more powerful than theirs.
We may be able to convince them to surrender their cargo without a fight.
{OS} � You establish a hologram link with the vessel. Its captain’s face is projected through
the comms screen. {The OS now roleplays as the trading ship’s captain}
CAPTAIN {OS} Robert Kamome-Löw here. Senior navigator for ЖЕЛАНИЕ. What are your intentions?
INAYA Greetings Mr.Löw. I won’t waste your time, or mine. We are here to offer you a trade.
Your cargo for the safety of your vessel. And your own.
GIDEON That’s right! Brand new Glaive-class Lasers on this beauty, waiting for their first
victim. Think about your choice carefully, sir. My finger is begging to squeeze this trigger.
INAYA [Whispering] Shh! Quiet! I told you to leave the negotiations to me!
/ SOCIAL ROLL / INTIMIDATION {VIGOR}
PLAYER 9 > 6 CHALLENGE
CAPTAIN {OS} Pirates… I’m old enough to remember a time when space wasn’t under the heel of
your kind. I wouldn’t mind dying while fighting leeches like you, but I won’t let my crew
throw their lives away for a few metal containers. Take the cargo and leave.
Complete a standard game of ASTROPRISMA, exploring every hex in the system
and achieving one of the faction final events.
Complete a game in solo mode with no additional crewmembers other than your
player character.
ENCOUNTER d6
POSITIVE FAVOR
WHAT FAVOR?
PAGE 95-112
Faction
3-4 W.A.R.G.
PAGE 92
[0 or higher] Encounter
SPECIFIC
5-6 Medusa Sector
7-8 Intersolar Federation NEGATIVE FAVOR Hostile
Faction
9-10 Synth Arch [-1 or lower] Encounter
OUTER P.63 1
PLA.TYPE d6
Gaian
ENCOUNTER d6
PAGE 75-80
1-2 Two Moons
ON PAGE 73
2 Calorian
LAND. SPOT
PAGE 73
PLANET
4 Aquarian
5 Sylvanian
MIDDLE P.65
6 Ecumenopolis
1-2 One Moon
3-4 Two Moons
SATELLITE d6
1 Asteroid
ENCOUNTER d6
5-6 Medium Planet
PAGE 83-88
ON PAGE 81
2 Crater Moon LAND. SPOT
PAGE 81
SATELLITE
INNER P.67 3 Nuclear Moon
1-2 Small Planet 4 Frost Moon
3-4 One Moon 5 Volcanic Moon
5-6 Void Planet 6 Hollow Moon
1
ENC.TYPE d6
No Encounter
ENCOUNTER d6
2 Derelict Ships
PAGE 71
SPECIFIC
3 Cargo Transport
4 Civilian Transport
5 Radio Signals
6 Supranatural Events
1
ENC.TYPE d6
No Encounter
ENCOUNTER d6
SPECIFIC
3 Space Pirates
4 Mercenaries
5 Spacefarers
6 Faction Battles
3-4 W.A.R.G.
5-6 Medusa Sector
7-8 Intersolar Federation
9-10 Synth Arch
1 NO, AND… 2 NO 3 NO, BUT… 4 YES, BUT… 5 YES 6 YES, AND…
1 Void 1 Suspicion 1 Survival 1 Nurturing 1 Compromise 1 Balance
2 Treason 2 Regression 2 Sacrifice 2 Light 2 Prophecy 2 Wealth
3 Chaos 3 Collision 3 Conflict 3 Noise 3 Evolution 3 Change
4 Pain 4 Desire 4 Control 4 Healing 4 Guidance 4 Order
5 Corruption 5 Vengeance 5 Electricity 5 Velocity 5 Growth 5 Truth
6 Oppression 6 Occult 6 Subversion 6 Freedom 6 Nature 6 Time
RANGED WEAPONS MELEE WEAPONS RANGED WEAPONS MODS MELEE WEAPONS MODS
1 Revolver 1 Carbon Dagger 1 Silencer 1 Stealth Grip
2 Gauss SMG 2 Helix Wire 2 Laser Accelerator 2 Counter Guard
3 Laser Blaster 3 Rocket Hammer 3 Reflex Sight 3 Vibrating Motor
4 Gamma Gun 4 Plasma Shield 4 Malware Injection 4 Heat Chamber
5 Ignition Shotgun 5 Halo Discs 5 Auto Reloader 5 Kinetic Engine
6 Ion Carbine 6 Neon Blade 6 Smart Aim 6 Charge Attack
7 Pulse Rifle
8 Gravity Rifle STATUS CURES GRENADES HACKS
1-2 BurnPatch 1-2 Frag Grenade 01 Javelin 06 Counter.
ARMOR SETS 3-4 ShieldStim 3-4 Heat Bomb 02 Trojan 07 Volt
01 Reinf. Jacket 5-6 PowerGen 5-6 EMP Grenade 03 Ember 08 Kraken
02 Bulletpr. Vest 7-8 AntiVirus 7-8 Taser Shell 04 Blackout 09 Ignite
03 Night. Clothing 9-10 AdrenaShot 9-10 Flash Round 05 Shadow 10 Hydra
04 Combat Exo.
05 Eagleshot Armor NARCOBIOTICS MALWARE
06 Athena X Armor 1 Stratogen Horm. 4 Electroxyn Caps. 01 Nothing 06 -4 Health
07 Orion III Armor 2 Vesterone Stim. 5 Tricillin Tablet 02 -1 Energy 07 Shocked 1
08 Mercurian Armor 3 Testogre Horm. 6 Supranova Physic 03 -2 Health 08 -3 Energy
09 Hades IV Armor 04 -2 Energy 09 Silenced 1
10 Colossus Suit 05 Stunned 1 10 Random Hack
CYBERTECH MASTER HACKS
⌈ 1-2 Detox System ⌈ 1-2 Titanium Bones ⌈ 1-2 Chromefist 1 Mindsteal
1 3-4 Cortex Firewall 3 3-4 Forceblast Hand 5 3-4 Dual Processor 2 Parasite
⌊ 5-6 Healing Nanobots ⌊ 5-6 Mantis Scythes ⌊ 5-6 Heart Engine 3 Supernova
⌈ 1-2 Code Processor ⌈ 1-2 Jet Propulsors ⌈ 1-2 Scanner Eye 4 Ragnarok
2 3-4 Zettabyte RAM 4 3-4 Trigger Fingers 6 3-4 Atlas Hands 5 Aegis
⌊ 5-6 Second Brain ⌊ 5-6 Hyper Reflexes ⌊ 5-6 Chainsaw Arms 6 Archangel
❶ MOVE YOUR STARSHIP Roll two d10s — the Player die and
Move 1 Hex and lose 1 Fuel. the Challenge die. Add the relevant
stat to each die. If your result is
❷ EXPLORE LOCATION
higher, you succeed.
If you land on an empty hex,
perform an Exploration Roll.
❸ MARK RESULTS
Draw the encounter on the Map and
write it on your journal.
Each weapon can hold up to 2 unique Increase your stats and gain new
weapon mods. You can freely swap or abilities with Cybertech. Implants
extract mods from weapons. Doing so must be installed to work. You can
during combat costs a ◇ Side Action. do so at Settlement Wiredocs.
▶ Reroll any dice roll in the game VIG ▶ strength, survival, athletics
▶ Deal the maximum possible damage using weapons, brute force.
▶ Use an ability without paying its [authority / bravery / intimidation]
Energy cost
GRA ▶ piloting, dodging, agility,
stealth, aiming.
[subterfuge / street-smarts / charm]
MIN ▶ hacking, decrypting data,
reasoning, knowledge.
[philosophy / diplomacy / ideology]
Serum [ ] is the main currency used
in transactions between characters. TEC ▶ repairing, interacting with
Scraps [ ] are used to craft items, technology, using cybertech.
repair the ship, and trade. [logic / rhetoric / debate]
PLAYER ACTIONS All combatants roll d10 + GRA. The
During your turn you can perform a character with the highest total
◆ Main action and a ◇ Side action. moves first, followed by the second
highest, and so on.
ENEMY ACTIONS
Roll a d10 on the enemy’s move list
to determine what action they take
Enemies will target the ally that
during their turn.
goes next in the turn order. If an
AFTER THE FIGHT enemy has 2 or more actions, each
Roll for loot & gain EXP. move will have a different target.
To cast a HACK, xROLL MIND against You can spend a ◆Main action during
an enemy. If you win, the hack’s combat to deploy a DRONE. Once the
effect takes place. If you lose, you drone is active, you can use your
are infected with Malware. ◇ Side actions to control it.