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Astroprisma Core Book - Single Pages

Astroprisma is a solo sci-fi rpg about space exploration and faction conflict set in a retrofuturistic universe. The player’s goal is to explore the entirety of the Star System Map, a 36-tile hexcrawl in the shape of a star system.

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0% found this document useful (0 votes)
353 views144 pages

Astroprisma Core Book - Single Pages

Astroprisma is a solo sci-fi rpg about space exploration and faction conflict set in a retrofuturistic universe. The player’s goal is to explore the entirety of the Star System Map, a 36-tile hexcrawl in the shape of a star system.

Uploaded by

GameFound
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Created and published by

Crescent Chimera

Writing, Art, & Design by Camila Mera


Editing by Addison Sawatzky

Itch.io crescent-chimera.itch.io
Newsletter crescentchimera.substack.com
Bluesky @crescentchimera.bsky.social
Instagram @astroprisma_rpg
Youtube @CrescentChimera
Discord discord.gg/ZEGctHNBqZ
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.

HOW TO USE THIS BOOK


This book is organized into different
sections, as shown in the table of
contents to the right. Each section can
be accessed by clicking on it.
Clicking on the page number at the
bottom left or right corner of each
page will direct you back to the table
of contents.

SOLO ROLEPLAYING GAME


ASTROPRISMA is a tabletop role-playing
game designed for solo play.
Create your own character and explore
its retrofuturistic universe, combining
the procedural events and locations
presented in the book with elements of
your own creation to build a unique
spacefaring adventure.
POST-APOCALYPTIC UNIVERSE UNTAMED SPACE
The light of civilization has faded from This universe is a hostile environment
this universe. The names of even the for humanity. Some groups choose to live
greatest galactic empires have vanished united under the safety of orbiting space
from common knowledge. Megacities the stations known as Settlements. But not
size of entire planets are now deserted. all are so lucky. Many small tribes are
Titanic starships drift, lifeless, through still trapped on the surface of planets
the endless void, bearing the scars of without a way of escape.
past battles.
Even for those who are in possession of
No one remembers how, when, or why it a Starship, space travel is avoided but
happened, but the age of humanity came to for the most necessary journeys. The
an abrupt end years, decades, or even lawless, vast void that connects the
centuries ago. galaxy is filled with space pirates,
looters, and bounty hunters.
The last remnants of our species live
scattered across a hundred star systems,
spread apart and unable to communicate. THE OLD WORLD
All knowledge of advanced technology was
lost in the apocalypse. The starships, The time before the apocalypse is known
weapons, and systems in use today have as the ‘Old World’. Despite the complete
been salvaged from the rubble and ruins; collapse of civilization, structures,
repaired, rebuilt, or modified in some way technology, and information still remain
to be usable again. present throughout this world, waiting to
be unearthed.
RELICS OF AGES PAST THE FUTURE IS YOURS
The scarcity of advanced technology has In ASTROPRISMA you play the role of a
turned ancient tech from the Old World spacefarer starting their own journey
into the most prized asset among the new through a new star system.
generations of humans.
You will explore planets, ancient ruins,
Starship modules, military weapons, forsaken cities, and other locations,
cybertech implants, and complex virtual uncovering the secrets of the Old World.
hacks are some of the most valuable Your choices will gradually affect the
pieces of technology in the modern evolving story, creating a journey unique
universe. to you. Your decisions on who to side with
Some, driven by either conviction or and what paths to take will shape the
necessity, have chosen to leave the safety fate of the system and your own future
of their Settlements and explore the as you continue exploring the galaxy.
universe in search of bygone artifacts.
These explorers are known as Spacefarers.

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

CYCLE STEPS around your adventure. Good for longer,


narrative-focused playthroughs.

01 MOVE YOUR STARSHIP DICE NOTATION


Move your ship 1 Hex on the Star
System Map and mark 1 Fuel on Throughout this book you will find
the Starship Sheet. references to different types of dice
rolls. Here’s a few basic examples of how
you should interpret them:
02 EXPLORE LOCATION
Roll a d6 for the Exploration Roll d10 ▶ Roll a single ten-sided die.
in the corresponding tables if 2d6 ▶ Roll two six-sided dice and add
you cross an unexplored hex. their results together [d6 + d6].
d66 ▶ Roll two d6, one to determine the
03 MARK RESULTS tens digit and another for the ones digit
Draw your findings on the map [d6 → 3 & d6 → 5 = 35].
and write about the encounter d12 + STAT ▶ Roll a twelve-sided die and
in your journal. add the value of one of your stats to the
total result.
d8 x STAT ▶ Roll an eight-sided die and
multiply its result by one of your stats.
SETTING UP THE GAME
To play the game, you need the following:
▶ A set of Character Sheets
▶ A token to mark your character’s
location on the map
▶ A journal, or somewhere you can write
down the events of your adventure
▶ A set of polyhedral dice, or a digital
dice roller:
10 ▷ 2 ten-sided dice, preferably of
ccccccdifferent colors [d10]
D6 ▷ 1 four-sided die [d4]
D6 ▷ 3 six-sided dice [d6]
D8 ▷ 1 eight-sided die [d8]
D8 ▷ 1 twelve-sided die [d12]
D20 ▷ 1 twenty-sided die [d20]
Some players may find it helpful to use
additional d20s to keep track of stats
[Health, Energy, Hull, and Fuel].

STARTING YOUR ADVENTURE


To start the game, you need to create a
character to roleplay as and a starship
to pilot while traveling through space.
◆ Character Creation
Build your Player Character and starship
by following the steps set out on page 10.
Read through the play options on page 13
and decide if you want to play a Standard
game, play in Campaign Mode, or join your
friends in a Multiplayer playthrough.
◇ One small step / One giant leap
Once you are ready to start, place your
starship token on the ‘STAR’ tile at the
center of the map.
Move it one tile in any direction to
begin your first cycle.
STAR SYSTEM
Exploring the Star System Map is your
main objective while playing the game. To
the right of this page, you can see what
a partially explored system looks like.
The hexes that form the star system are
grouped into different rings [p.63].

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.

Roll a d6 on the ring


encounter table
Roll additional d6 to
specify the encounter

PLANETS & SATELLITES


When you discover a new planet, roll a d6 to
discover its shape and number of satellites
using the planet shape table of the ring
you are currently in [p.63-67].
If the planet has satellites, choose which
location to explore [planet or satellite].
You will be able to explore the remaining
locations on future visits to the hex.
You discover a small planet with
two satellites. On your first visit, you
decide to explore one of the satellites.
Next time you cross the hex, you explore the
main planet. On your third visit, you decide
to explore the remaining moon.
OUTER RING
The hexes at the far edge of the system
form the Outer Ring [p.63].

This is both the largest and the most


hostile of the three rings. Asteroid
fields are common in this area, making
spacecraft travel difficult. Its remote
asteroid formations are also home to
space pirates and outlaws, who use the
ring as a hideout to smuggle and trade
illegal goods.

MIDDLE RING
The Middle Ring [p.65] is located between
the other two rings.

The distance between the ring and the


star makes the existence of life and
water especially abundant in this area.
In the Old World, human settlements and
planetary exocolonies were primarily
established here. Therefore, it is now
common to find abandoned star cruisers
from bygone eras and orbiting research
outposts built to house scientific tests
and experimental laboratories.

INNER RING
The zone that borders the central star is
the Inner Ring [p.67].

Temperatures in this area are extremely


high due to its proximity to the star,
with solar flares that can damage
starships being a common occurrence.
Ancient structures built to capture the
star’s energy, known as helios farms, are
also frequently found in this ring.
Void 1 Treason 2 Chaos 3
Pain 4 Corruption 5 Oppression 6

Suspicion 1 Regression 2 Collision 3


Desire 4 Vengeance 5 Occult 6

Survival 1 Sacrifice 2 Conflict 3


Control 4 Electricity 5 Subversion 6

USING THE ORACLE


The ORACLE™ System is a virtual intelligence
software from the Old World that has been
repaired and reconfigured to aid spacefarers in
their exploration missions.
The role of the Oracle is to help players
build a narrative by answering their
questions. There are two types of
questions you can ask: Yes/No Questions and
Open-Ended Questions.
Yes/No Questions: Ask the Oracle a
question that can be answered with yes
or no, with yes being the positive
outcome. Roll a d6:
No,And… Negative + complication
No Negative answer
No,But… Negative + upside
Yes,But… Positive + complication
Yes Positive answer
Yes,And… Positive + bonus
1 Nurturing 2 Light 3 Noise
4 Healing 5 Velocity 6 Freedom

1 Compromise 2 Prophecy 3 Evolution


4 Guidance 5 Growth 6 Nature

1 Balance 2 Wealth 3 Change


4 Order 5 Truth 6 Time

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:

PLAYER SHEET ━━━ [P.14]


The Player Sheet contains all the most important
elements related to your player character, such
as your equipment, stats, and faction alignment.
For multiplayer playthroughs, each player will
need their own Player Sheet.

STARSHIP SHEET ━━━ [P.25]


The Starship Sheet is used to keep track of both
your spacecraft and your ship’s crew, as well as
the character connections you develop.
This sheet is shared among all players during
multiplayer games.

STAR SYSTEM MAP ━━━ [P.17]


As you travel through space, you will record all
your findings in the Star System Map and use it
to track your missions, map Cybersphere networks,
and document your progress in Campaign Mode.
This sheet is also shared in multiplayer games.
History is written by the winners, sadly
you were born on the losing side. Whether
you were a child soldier or a worker from
a factory planet, you have now chosen to
take justice into your own hands, seeking
to repair the damage done to this world.

▷ Pulse Rifle [2d6+VIG ESPADAS]


▷ Bulletproof Vest [1 ANY_SIDE]
▷ 2 Frag Grenades

A rogue agent adept with both the use of


melee weapons and hacking, you use your
skills in stealth, dexterity, and cunning
to eliminate enemy threats. You are just
like the computer viruses you employ in
battle: undetectable, swift, lethal.

▷ Carbon Dagger [d6+GRA ESPADAS]


▷ Heat Chamber [Weapon Mod]
▷ HACK_Shadow [2⚡]

You grew up surrounded by circuits, building


and repairing drones, mechs, and other
machinery. Your connection with robotics
and your hours of experience in virtual
video games have sharpened your senses as a
drone pilot. You are one with the machine.

▷ 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.

You spent your whole life logged into the


cybersphere. Your knowledge of code and
neophysics allows you to break the barriers
of reality and merge the virtual and
material worlds together, bringing your
powerful hacks to life.

▷ HACK_Javelin [1⚡]
▷ HACK_Trojan [1⚡]
▷ 2 Stratogen Hormones

The authoritarian control of space


enforced by the empires of the Old World
has met an abrupt end, ushering a new era
of anarchy. It is in this environment that
you, like many others, have found a new life
outside of the restraining grip of galactic law.

▷ Laser Blaster [d8+VIG ESPADAS]


▷ Reflex Sight [Weapon Mod]
▷ 2 Contraband Packages

The human body is a canvas. The scientific


and technological advances made in the
Old World have rendered our anatomy
obsolete and primitive. Your goal is
one: to transcend humanity and reach
the limits of cybertechnology.

▷ Plasma Shield [d8+VIG ESPADAS][1 ANY_SIDE]


▷ Reinforced Jacket [1ANY_SIDE]
▷ Chromefist [Cybertech]
A standard game of ASTROPRISMA will see you explore a single Star System, presenting
a medium-length, self-contained adventure [if this is your first time playing, it is
advised you play in this mode first to familiarize yourself with the rules].
Additionally, you have the option to play in Campaign Mode [p.129]. This gameplay
setting lets you embark on an extended adventure, spanning three Star Systems.
HIGH STAKES
Campaign Mode creates an overarching narrative based on your faction allegiances. Your
actions in each system alter the power balance in the following scenarios.
RISING DIFFICULTY
The challenges you face in each map you explore will gradually increase in difficulty,
culminating in an all-out war between the strongest factions.

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.

Before your first gameplay session, it is recommended that players gather to


discuss and plan some elements of the game in a Session Zero.
Talk about your expectations for the game and the intended theme and tone
of your playthrough.

Create a comfortable environment. Add ways for players to safely communicate


discomfort with a topic or situation and set boundaries.

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.

▶HYPERDRIVE ⚛ When you reach 0HP,


you must roll for an
If you have 20 Health,
restore 3 Energy at
Hyperdrive {⚛} lets you push Abyssal Scar [p.89]. the end of each cycle.
your character’s limits by
overclocking their systems.
You can spend 1⚛ Hyperdrive
charge to:
◆ Reroll any dice roll in the
game.
◆ Deal the maximum possible
damage with an attack or
ability.
◆ Use a HACK, cybertech skill,
or any other ability without
paying its Energy cost.
You start with 0⚛ Hyperdrive.

▶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

▶EXP⇪ CHALLENGE ROLLS


EXP {⇪} is gained by defeating enemies or
destroying starships. You start at 0⇪. Some interactions or events will require
EXP is spent when installing new cybertech a xChallenge Roll to be resolved. Roll
implants on your body or adding starship two ten-sided dice — the Player die and
modules to your ship. the Challenge die.
Add your relevant stat to the Player die,
and the opponent’s to the Challenge die.
▶FAVOR If the result of the Player die is
Favor represents your character’s relation higher, you succeed.
with the different factions present in Rolls against the environment or without
this universe. It can be either positive, an opponent won’t have any stats added to
negative, or neutral. You start at 0 Favor the Challenge die.
with every faction.
Some story choices will only be available
if you have high enough or low enough
Favor with a specific faction.
Example of play
Your ship is suddenly ambushed by two
Corsair Syndicate Duskwings. They demand
you hand over your Serum deposits. STORY CHOICES
+2 ▶ Tell them you are a fellow member
of the Syndicate, transporting cargo. Certain story events will offer you a
▶ Pay the fee [-70 ] choice between two or more options:
▶ Attack the ships ▶ Choices marked with this arrow symbol
represent conflicting options. You may
only choose one of them.
▶SERUM ▷ This hollow arrow symbol indicates
A liquid currency used for trading in notes, optional actions, or consequences.
this universe. You start with 0 . These choices are suggestions on how to
advance the narrative. Remember to take
into account your own story and your
character’s situation when playing out
Cybertech [p.44] allows you to increase events. Change and adapt the choices or
your stats and gain powerful abilities. come up with your own ideas.
You can install up to 6 unique implants.
You find the remains of a
Cybertech implants need to be installed destroyed android. Their body is damaged
on your character to function. Implants and missing components, stolen by a pair
you find usually go into your inventory, of looters that operate in the area.vvvv
and can be installed at Settlement Wire ▶ Find the 2 Looters and make them pay
Docs by paying their EXP cost. for what they have done. [+1 Favor]xxxxxx
▶ Take what’s left of the robot. You steal
▶ENEMY TRACKER 2 Energy Cells from their power system.
▷ A small GPS on the robot’s back marks the
Keep track of enemy stats and HP during coordinates of a Synth Settlement, located
combat by writing them down here. 3 tiles northeast.
▶LOCATION HEXES ▶MAPPING YOUR DISCOVERIES
The Star System Map is made Make a large drawing to represent
up of 36 Location Hexes. the main location you have found:
The central hex represents Settlement / Ring Event / Hostile,
the system’s star. You can’t Neutral, or Faction Encounter / Planet.
travel to this hex once your
adventure starts. Add smaller details about your
additional encounters and future
The rest of the hexes are mission or sidequest events: ships,
grouped into three rings, structures, new discoveries, etc.
each with its own unique
encounter tables and events.
Hexes are numbered 1-36. This
will be useful for checking
directions, and writing about
the locations you discover on
your journal and sheets.

▶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.

If you are given directions to a main


location, and the tile is already occupied
by one, use this guide to determine its
new location:

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.

If the tile indicated in the directions


is located outside the edge of the system,
or completely surrounded by incompatible
or occupied tiles, place it on the closest
unexplored tile.
of directions:
◇ Contraband Package, 2 tiles north.
◇ Medusa Settlement, 3 tiles southwest.
◇ Cargo Ship, 1 tile south.
CHARACTER CONNECTIONS RECRUITING CONNECTIONS
During your adventure, you will meet dozens Almost every character you meet during your
of characters. Some will be neutral, open to travels can potentially become your
trade or help your crew; and others will be companion. To recruit them into your crew,
hostile, members of opposing factions or you will need to gain their trust by
wary of other spacefarers. accumulating Affinity points with them.
Characters that you are trying to establish After reaching 3 Affinity with a connection,
a bond with are called connections. Helping you can choose to recruit them as a
them and gaining their trust over the course crewmember. You gain 1 Affinity point every
of your journey will allow you to welcome time you help a character or complete a
them as a new member of your ship’s crew. request [p.128] for them.

SOCIAL ROLLS USING THE ORACLE


When talking to characters, or trying to Use the Oracle to gain more insight into
advance or resolve a social encounter, the connections you make. Ask about their
it is recommended that you consult the past, desires, goals, etc. Incorporate that
Oracle for guidance and use its answer to information into the narrative and their
determine the result of the situation. requests. You can gain Affinity by helping
them with their personal goals or needs.
If the outcome of a social encounter is
still unclear, or two characters have
opposing interests or positions, you can
perform a Challenge Roll between them to HIRING CREWMEMBERS
determine the outcome. Use the relevant
stat according to the situation: Alternatively, you can gain crewmembers by
hiring them at Settlements. To do so, choose
SOCIAL STATS their role and roll on the NPC Generator
VIG ▶ authority, bravery, intimidation. tables [p.127] to determine their look,
GRA ▶ subterfuge, street-smarts, charm. personality, and other features.
MIN ▶ philosophy, diplomacy, ideology. Hiring a single crewmember costs 10 per
TEC ▶ logic, rhetoric, debate. cycle. If you fail to pay, or decide to end
your contract, they will immediately leave
Social rolls can also be used to solve your crew [making them unusable] and
confrontational encounters non-violently. abandon the ship at the next stop.

TRACKING CHARACTER CONNECTIONS


Use the character connections section of the Starship Sheet to keep track of
all of your relations with characters and your current affinity with them.
Once you have maximized their affinity, you can add them to your crew.
Your ship lands on a Gaian planet. Its shifting dunes dance back and forth as the cold breeze
of the night blows over the vast desert. A single yellow flame shines in the distance,
standing against the dark azure sky that slowly approaches the horizon, submerging the
planet into gloom.
You decide to approach the fire, looking for a warm place to spend the night and escape the
threat of frostbite. A human silhouette, illuminated by the flames, sits alone beside the
improvised campfire. Her visage becomes clearer as you get closer to the light source: a mix
of fear and anger colors her expression. Outsiders are not welcome here. In a sudden move,
she draws her pistol and aims it at your head. “Give me a good reason not to shoot.”
You notice her arm shake as she holds the gun. Her right arm is covered in bandages, the
fabric tainted dark red by her blood. It’s an old wound. The woman wears a run-down combat
armor set, LINESTAR brand. She’s a mercenary.
/ THE PLAN /
At this point, we could simply draw our weapon and fight the Mercenary, but let’s try
something different: attempting to solve the situation non-violently. We will first ask the
Oracle for more information and then decide how to best talk her out of a fight.
/ ASKING THE ORACLE / WHAT HAPPENED TO THIS WOMAN?
1 + 2 ▶ Treason
She was betrayed. A leadership dispute erupted in her mercenary group after a failed job.
Wounded and ostracized, she was abandoned on the desert planet by her own crew.
/ SOCIAL ROLL / DIPLOMACY {MIND}
PLAYER 7 > 5 CHALLENGE
The woman is trying to survive alone. Her reaction is driven by fear. You empathize with her
and try to use your diplomacy skills to convince her that you mean no harm, and offer to
treat her wounds if she lowers the weapon. Now we perform the Challenge Roll: the result of
the player die is 4, while the challenge die lands on a 5. The player character has 3 MIN,
and the mercenary has 0. We add the stats to the results to finish the roll: 4 + 3 > 5 + 0.
The player die’s total is higher, so the roll is a success.
The woman accepts your help. You use a Health Pack from your inventory to heal her arm.
Doing so increases your Affinity with her by 1. You spend the rest of the night exchanging
stories of your old battles. You conclude that you can gain more Affinity with her if you
confront her old mercenary group and make them pay for what they did to her. To pursue this
narrative, you determine that the next mercenary encounter you face will be her old crew.

MARKING THE CONNECTION’S INFO


After the interaction is completed, we now write the character’s information
in the connections section of the Starship Sheet.
Write down her name, current location [you can also write the tile number in
brackets], and relevant data. Since we were able to help and befriend the lone
mercenary, we score 1 Affinity point.
THE CREW CONTROLLING CREWMEMBERS
Traveling through the star system is a Your starship’s crew can have a maximum of
perilous task. The constant threat of 4 crewmembers, including player characters.
hostile starships and factions makes Each NPC crewmember is assigned to a
survival a remarkably difficult challenge. player, who is in charge of controlling
That is why spacefarers tend to travel in them during travel and combat, upgrading
groups, helping each other overcome these their skills, equipment, etc.
difficulties by working together.
Crewmember abilities that require Energy or
While playing the game, you will be able to other resources will use the PC in control
populate your ship by assembling a crew as the source unless stated otherwise.
of unique and diverse characters, each with
their own backgrounds and aspirations. If you want to cast HACK_Trojan
with a MEDIC crewmember under your control,
your PC will pay the HACK’s 1⚡ cost.x//x
CREWMEMBER ROLES If a MECHANIC crewmember under your control
uses the REDUCE/REUSE/RECYCLE skill, your PC
Each member of the crew has their own spends 2⚡ and gains 25 from the skill.
area of expertise that they specialize
in, including your own player character.
This is represented by different roles, EQUIPMENT & INVENTORY
which provide unique skills, stats, and
equipment according to the crewmember’s NPC crewmembers have 4 inventory slots,
individual talents and interests. which can store items, weapons, armor sets,
HACKS, DRONES, and mods. All crewmembers have
access to a set of starting equipment
determined by their role.
Non-player character crewmembers can’t use
Cybertech or have implants installed.

During character creation, you will need


to choose a role for your PC. COMBAT & EXPLORATION
❶ Choose one of the six base roles
At any point, the player in control of a
| available on page 23.
crewmember can make them explore a planet,
satellite, or any other type of location
❷ Choose one of your role’s three active
skills to start with. alongside their PC and participate in
| combat encounters with them.
❸ Write your PC’s name, role, and skill During combat, NPC crewmembers follow the
in the first slot of the crew section standard action and turn order rules, just
of the Starship Sheet. Add the role’s like player characters [p.30].
starting equipment to your inventory.
They can make use of their equipped items,
If this is your first time playing, it’s weapons, HACKS, and any other abilities to
recommended you choose either PILOT or fight, including their Active Skills.
MEDIC as your role.
CREW COMPOSITION
Think about how crewmember roles and skills interact
when deciding which allies to recruit. Here’s a reliable
structure to build your first crew around:
PILOT / MEDIC / MECHANIC-NAVIGATOR / GUNNER-MARINE

NAME & ROLE PASSIVE SKILL INVENTORY


Write the crewmember’s name Each crewmember has a Passive NPC crewmembers have four
and role in these slots. Skill determined by their slots. PCs use their regular
role. inventory instead.
You can optionally roll
for a random role on page Passives provide a permanent You can freely swap inventory
23, and for a random name bonus effect as long as the equipment between your PC
on page 125. character is part of the and crewmembers you control
starship’s crew. [except hired ones].

STATS ACTIVE SKILLS


The stats of NPC crewmembers Crewmembers can have up to three Active Skills.
are taken from the stat
spread provided by their When recruiting a new crewmember or creating a character,
role. you must choose one of the three available skills to start
with. You can unlock additional skills for your PC or a
Role stats do not apply when crewmember you control by spending 10 EXP per skill.
picking a role for a player
character. Each Active Skill can only be used once per cycle. Using an
Active Skill during a regular combat encounter costs a
◇ Side action unless stated otherwise [p.30].
HP & ARMOR UNDERSTANDING SKILL EFFECTS
HP ▷ NPC Crewmembers have The effect of skills is written from the perspective of
20 HP and die when reduced to the crewmember using the skill.
0 HP. [A.Scars don’t trigger]
If this MARINE character used their ESPRIT DE CORPS
ARMOR ANY_SIDE ▷ Armor total provided skill, they would be able to increase another crewmember’s
by their inventory items. Vigor by the MARINE’s current Vigor stat [3] for 2 turns.

WEAPON MODS
Equipping crewmembers with weapon mods in their
inventory slots allows them to make use of the
mods with their compatible weapons.

HACKS & DRONES


Crewmembers can use their equipped HACKS and
DRONES during combat. Their Energy cost must be
payed by the player character who controls them.
Roll a d6 on the table below to randomly assess a crewmember’s role.
When creating a new Player Character during character creation, you can choose one
of the following 6 base crewmember roles.

QUICK FIX If the ship reaches 0 Hull, you may


Repairing the
Gamma Gun [d8 + TEC] spend 75 to avoid death and restore 5 Hull.
ship with Scraps
now restores REDUCE/REUSE/RECYCLE Spend 2⚡ to gain 25 for
d10 + TEC Hull 2 EMP Grenades
each enemy ship defeated this cycle.
1 ShieldStim
OIL CHANGE Spend 20 to reroll all Action Dice.

SPLIT S Spend 3 Fuel to dodge an incoming enemy


You can reroll
Carbon Dagger [d6 + GRA] ship attack. Can be triggered at any time.
once per attempt
when escaping BARREL ROLL Spend 2 Fuel to add +GRA extra
space combat 3 Flash Rounds
damage to the next starship weapon attack.
1 Stardust™ Soda
COBRA MANEUVER Spend 3 Fuel to gain 2 extra
Action Dice this turn.

FIRST AID Spend 2⚡ to restore 2d10 + MIN HP to


All crew under
10 HP heal back HACK_Ember your character or an ally.
to 10 HP at the CELL TREATMENT Spend 2⚡ to give an ally +2 ANY_SIDE
end of each cycle 2 Health Packs
until next cycle.
1 Supranova Physic
AREA STIM Cure all status conditions from all
allies.

ASTROLABE Spend 4 Fuel to gain +X Action Dice


Using a Warp or
HACK_Counterspell this fight, where X is the number of enemy ships.
HyperLight Drive
to teleport now MENTAL COMPASS Gain +1 Hyperdrive every time you
costs 3 Fuel 2 AdrenaShot
discover a Settlement.
1 Electroxyn Capsule
STAR SEXTANT Spend 2 Fuel while in a Settlement
to travel to any other Settlement in the map.

LASER BURNS Laser module attacks made this turn


Starship Weapons Laser Blaster [d8 + VIG] apply Overheat for 1 turn to the enemy ship.
Modules deal +1
extra damage 1 Taser Shell TURRET SYPHON Turrets restore 3⚡ to all allies
every time they destroy a Shield this turn.
1 Zero-G Liquor
MISSILE MADNESS Missile weapons deal +VIG extra
damage this turn.

HUMAN SHIELD Give an ally +2 ANY_SIDE until the end of


PCs can choose
Igni. Shotgun [d10 + VIG] the fight as long as you have 10 or higher HP.
1 ally to join
them when boarding UNDER PRESSURE Gain +X VIG for this fight, where
enemy ships Combat Exoskeleton [+2 ANY_SIDE]
X is the number of enemies.
1 Frag Grenade
ESPRIT DE CORPS Increase an ally’s VIG by your
current VIG value for 2 turns.
Each faction has a unique type of crewmember role exclusive to its ranks.
To be able to recruit faction-exclusive crewmembers to your ship’s crew, you must
have 5 or higher Favor with their respective faction.

DEMOLITION Spend 20 to double the damage and


Restore 10 Hull
Ion Carbine [d10 + GRA] duration of grenades for all allies this fight.
every time you
destroy an enemy KILLING BLOW All allies gain +2 GRA until the
starship Helix Wire [d8 + VIG]
end of the fight every time an enemy is defeated.
Bulletproof Vest [+1 ANY_SIDE]
CLOSE QUARTERS COMBAT All allies’ melee attacks
deal +X damage this turn, where X is their Armor.

TORTUGA FORMATION Spend 3⚡ to double the number


Planting
Terraform Seeds HACK_Kraken of Shields gained this turn.
now also provides ASTRAL FLORA Spend 25 while exploring a planet
10 EXP and 100 2 Health Packs
for the first time to gain a Terraform Seed.
2 Terraform Seeds
XENOBIOLOGY Spend 2⚡ to use any combat move from
an alien creature you have previously fought.

GHOST UPLOAD The next HACK you or an ally cast


Restore 1⚡ every
HACK_Shadow doesn’t count as direct damage.
time you or an
ally deal damage
HACK_Ignite GATEWAY PROXY Spend X⚡, where X is any value of
with a HACK your choice between 1-9. Gain +X MIN this turn.
2 Netlinks
MASS REPROGRAMMING Change the value of all Action
Dice with a result of 1 or 2, to 6.

PLUNDER Spend 3⚡ after defeating an enemy ship


Contra. Packages
now sell for Gauss SMG [d6 + GRA] to gain a Contraband Package.
150 & provide FLYING HIGH Choose an ally under the effect of
3 EXP when sold Laser Accelerator [Mod]
narcobiotics, they become Immune for 2 turns.
2 Tricillin Tablets
QUICK DRAW All allies’ Revolver, SMG, and Blaster
weapon attacks hit up to GRA enemies this turn.

RESIDUAL ENERGY Discard any amount of Action


Once per turn,
Halo Discs [2d6 + GRA] Dice this turn, gain 4⚡ for each discarded die.
you can spend 2
Shields to roll an UNSTABLE FUSION Spend 2⚡ to combine the values
extra Action Die HACK_Volt
of two Action Dice into a single die.
1 Data Shard
FREQ. SPLITTER Spend 2⚡ to split an Action Die
into two separate ones, rounding the values down.

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.

MODULE SLOTS STARSHIP CREATION


Starships have six slots for modules: After creating your character, it is now
time to design your vessel.
◆ 1 Control slot
To build your own starting ship follow
◆ 1 Engines slot these steps:
◆ 4 Open slots [Systems & Weapons]
You can only place Control and Engines Go to the Starship Modules
modules in their respective slots. Both tables on pages 53-56.
Weapons and Systems modules can be placed
in Open slots. Ships must have one Pick three Tier 1 modules,
Control module and one Engines module to and one Tier 2 module for
be able to work. your starship [4 total].

MODULE EFFECTS Write the effect of each


module on the Starship Sheet.
Control and Engines modules provide
passive abilities to your ship.
Weapons and Systems modules have active
abilities that can be triggered when an
Action Die [p.51] of a certain value is
spent on them during space combat.
Action Dice requirements for
abilities to be activated:
Draw the
6 ▶ Requires an Action Die with a value of 6 modules on
3-5 ▶ Requires an Action Die of a value the grid
ranging from 3 to 5 [3, 4, or 5] however
X ▶ Accepts Action Dice of any value. you want.
Replace X in the ability’s effect with the
value of the dice used to activate it.

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

If you escape a combat encounter while ALIEN CREATURES


exploring a new hex for the first time, Voidcrawler / Small life forms
the hex remains unexplored, although the Dust Wasp / Insectoid aliens
encounter type or location remains the Deepworm / Medium-sized creatures
same. Roll for a new encounter of that
type the next time you visit the hex. Mutated Chimaera / Large alien beasts
ASTROPRISMA is at its core a map-making game. Make use of your Star System Map and
draw each unique location or encounter. Add small marks and notes, and fill the hexes
with memories of your adventure.

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.

Turn order is determined at the


start of combat.
All combatants roll d10 + GRA.
The character with the highest
MAIN ACTION
total moves first, followed by You can perform any one of the four
the second highest, and so on. If previously mentioned ◆ Main Actions,
two characters rolled the same or any other ability that consumes
result, whoever has the highest a Main Action. You may swap your Main
base GRA stat moves first. Action for a second Side Action.
You fight a NetHacker
and a Cyborg. You roll a 6 and add
2 from your GRA stat, your total
SIDE ACTION
is 8. The NetHacker rolls a 3 and You can make a ◇ Side Action at any
adds 1 from their stats, the Cyborg point during your turn. You can
rolls a 7 and adds 2. Since 9>8>4, spend it by using one item from
the Cyborg will take their turn your inventory or any other ability
first, followed by the player, and that consumes a Side Action.
finally the Nethacker.
--> ▶DIFFICULTY
These dotted symbols indicate the
This graphic to the right explains all enemy’s Difficulty, and how much
the elements of an enemy statblock. EXP you gain when defeating them:

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].

| counted first. [d10 + VIGESPADAS]

❷ Flat increases or additional dice rolls


| are added next. [+2ESPADAS,+d6ESPADAS]
1-4 ▶ Neon Blade [d12+VIGESPADAS]
❸ Effects that multiply your damage are Vibrating Motor - If you have higher VIG
| added last. [deal x2 damage] than the enemy, deal +2 extra damage.
④ Negative bonuses are subtracted from 6-7 ▶ CYBER_Mantis Scythes - Deal d6 × GRAESPADAS.
the total at the end. [-4ESPADAS] Multiply the result by 2 if you are first
in the turn order.

FIGHTING MULTIPLE ENEMIES 8-9 ▶ HACK_IGNITE - Deal d10 + MINESPADAS and


Overheat an enemy for 2 turns.
Some encounters will have you face 10 ▶ Frag Grenade - xROLL VIGOR against an
multiple enemies at once. In this case, enemy. If you succeed, all enemies take 3d6ESPADAS.
to determine the outcome of abilities
that require you to roll against the SKILL ▷ Can’t be Shocked.
enemy, use the highest difficulty enemy as
the opponent. ▶COMBAT MOVES
To escape the encounter, roll against the Reference this list when rolling
highest difficulty enemy. Do the same when for the enemy’s move to determine
casting HACKS that don’t target a single what action they take during combat.
enemy and other similar abilities.
SKILLS
FIGHTING ALONGSIDE ALLIES Skills are passive abilities that
give the enemy some type of bonus
effect or resistance.
NPCs or crewmembers can join you in
battle in certain scenarios. You control
these characters as you would your PC. ▶STAT BAR
Enemies will target the ally that goes From left to right:
next in the turn order. If an enemy has 2 ◇ Health (HP) & Armor (ANY_SIDE)
or more actions, each move will have a
different target following the turn order. ◇ Stats (VIG, GRA, MIN, TEC)
◇ Difficulty (•∶∴∷)
If an enemy character or starship rolls a move that
they can’t perform, it doesn’t take effect.
If an enemy starship rolls an action that can
only be performed once per turn, the second time it is
rolled that turn, it doesn’t take effect.

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.

STATUS CONDITIONS WEAPON MODS


Some abilities have effects that take Weapon power can be increased through
place over a set amount of turns. the use of Weapon Mods.
These are called Status Conditions.
Each weapon can have up to 2 unique
Conditions start taking effect on weapon mods.
the same turn they are applied and
are removed from your character when You can freely swap mods between
the combat is over. weapons and extract mods from a
weapon to sell them outside of
The duration of conditions stacks. combat. Swapping mods during combat
If the enemy is Stunned for costs a ◇ Side Action.
2 turns and you stun them again for Weapon Mods can be acquired at WARG
3 turns, the status effect will now Settlements.
last 5 turns.

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*

▶Roll d6 + GRA for damage


▷25*

▶Roll d8 + VIG for damage


▷75*

▶Roll d10 + GRA for damage


▷100*
Roll a d8 when you find a random
ranged weapon to determine its model
▶ Base damage + stat bonus
▷ Cost

▶Roll d8 + TEC for damage


▷75*

▶Roll d10 + VIG for damage


▷100*
▶Roll 2d6 + VIG for damage
▷150*

▶Roll d12 + GRA for damage


▷150*
Roll a d6 when you find a random
melee weapon to determine its model
▶ Base damage + stat bonus
▷ Cost

▶Roll d6 + GRA for damage


▷25*

▶Roll d10 + VIG


for damage
▷100*

▶Roll d8 + VIG for damage


▷75*

▶Roll 2d6 + GRA for damage


▷150*
▶Roll d8 + VIG for
damage
▶+1ANY_SIDE while equipped
▷100*

▶Roll d12 + VIG for damage


▷150*
This weapon deals half damage [rounding This weapon ignores enemy Armor when
down]. Its attacks don’t count as direct dealing damage.
damage.

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.

Enemies also xROLL MIND when


casting HACKS against you.

DRONES are advanced robots and mechs that you can


remotely control during combat encounters.
Spend a ◆Main Action during combat to deploy a DRONE.
Once the DRONE is active, you can use your ◇ Side
Action to control it.
Controlling the DRONE lets you choose from one of its
abilities to use. Each DRONE model also has a unique
passive ability that takes effect after they are
deployed.
Roll a d10 on this table when you encounter
a random HACK while exploring or looting.
The effect of some HACKS depends on your
stats. Replace ‘MIN’ with your character’s
current MIND stat when reading a HACK’s
effect. Do the same for all other stats.

> 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<

You can buy HACKS at Medusa Settlements for 150 .


MASTER HACKS can be sold for 200 but not bought.

> 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

▶CARBON CLAW [2⚡]


Deal d8 + TEC damage

▶PARALYZING WEB [3⚡]


Stun an enemy for 2 turns

Manufactured by FRONTERA CORP, the Remote Controlled


Mechanical K9 Unit, nicknamed “Greyhound”, was
usually deployed alongside human personnel during
recon missions and stealth operations due to its
camouflage technology. You can buy DRONES
at Synth Settlements.
▷CAMOUFLAGE [PASSIVE]
If are first in the
turn order, BITE deals
double damage
▶FETCH [3⚡]
Gain a random narco-
biotic or grenade
▶BITE [3⚡]
Deal 2d6 damage
The “Ladybug” is a compact, 4cm x 9cm drone built by
Yihiro Industries. It specializes in cyber-defense,
being equipped with an electromagnetic pulse emitter
to shut down enemy systems and electronics.

▷HP INJECTION [PASSIVE]


Restore TEC Health every turn

▶EMP RELAY [2⚡]


Silence an enemy for 2 turns

▶TASER SHOT [3⚡]


Shock an enemy for 2 turns

Jailbroken and modified version of the BERSERK MK II


mech unit. Its factory UI and software have been
replaced by the artificial intelligence of a popular
virtual pet from the Old World.

▷AUTO-TURRET [PASSIVE]
Deal TEC damage every turn

▶DOUBLE MINIGUN [4⚡]


Deal 2d6 + TEC damage

▶MISSILE STRIKE [6⚡]


Deal d8 × TEC damage
Roll two d6 on the
table to the right
when you find a
random Cybertech
implant.
-or-
Purchase any
Cybertech implant
you want for the
specified cost in
EXP and Serum at
Settlements.
DETOX SYSTEM +1 TEC Double the stat bonus from Narcobiotics. 3⇪ + 100
If you have higher MIN than the enemy, you don’t
CORTEX FIREWALL get Malware when HACKS fail. [+1 Memory Slot]
6⇪ + 200

HEALING NANOBOTS Restore 2d8 + TEC Health. [3⚡] [◆ Main] 9⇪ + 300

+1 MIN The first HACK you cast during your first


CODE PROCESSOR combat turn costs 0⚡.
3⇪ + 100

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

TITANIUM BONES +1 VIG +1ANY_SIDE Armor. 3⇪ + 100


+1 VIG Your melee weapon attacks deal +d6ESPADAS until
FORCEBLAST HAND the end of the fight. [2⚡] [◇ Side]
6⇪ + 200
Deal d6 × GRAESPADAS, multiply the result by x2 if you are
MANTIS SCYTHES first in the turn order. [5⚡] [◆ Main]
9⇪ + 300

+1 GRA Escaping combat now only costs a ◇ Side Action.


JET PROPULSORS Roll the player die twice and keep the best result.
3⇪ + 100
+1 GRA Your ranged weapon attacks deal +d6ESPADAS until
TRIGGER FINGERS the end of the fight. [2⚡] [◇ Side]
6⇪ + 200
Slow down time to dodge the next enemy attack. Costs
HYPER REFLEXES 1⚡ more for each Armor point you have. [3⚡] [◇ Side] 9⇪ + 300

Deal damage equal to your Armor × VIG. This ability


CHROMEFIST counts as a melee weapon attack. [6⚡] [◆ Main]
3⇪ + 100
You can attack with both of your equipped weapons
DUAL PROCESSOR this turn using a single ◆ Main Action. [4⚡] [◇ Side]
6⇪ + 200
The first time you reach 0HP during a fight, restore
HEART ENGINE your Health back to 10HP.
9⇪ + 300

+1 TEC Once per encounter, you may pay 2⚡ to avoid


SCANNER EYE rolling MIN when casting a HACK. [+1 Memory Slot]
3⇪ + 100
If you have higher Armor than the enemy, they are
ATLAS HANDS Stunned for VIG turns. [4⚡] [◇ Side]
6⇪ + 200

CHAINSAW ARMS Deal d10 × VIGESPADAS. [5⚡] [◆ Main] 9⇪ + 300


25
After defeating an enemy in combat, or
after destroying an enemy ship, you can
roll for loot. Health Pack
To do so, roll on the Loot Rewards table
to the right. You must roll a number of Energy Cell
d6 based on the Difficulty of the enemy
you have defeated: Random Status Cure

• 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

Random Ranged Weapon Mod

▶ 1⚛ Hyperdrive Random Melee Weapon Mod

▶ 200 150

▶ Random Armor Set Random Armor Set

▶ Random MASTER HACK Random MASTER HACK

▶ 350 Random Cybertech

▶ Random Cybertech 300


Restore d10 + VIG Health. 20

Restore d6 + TEC Energy. 30

Automatically succeed any VIG or GRA Challenge Roll. 50

Automatically succeed any MIN or TEC Challenge Roll. 50

Removes Overheat. 20

Removes Shock. 20

Removes Silence. 20

Removes Breach. 20

Removes Stun. 35

xROLL VIGOR against the highest difficulty enemy.


20
Success ▶ All enemies take d8 × VIGESPADAS.
xROLL VIGOR against the highest difficulty enemy.
20
Success ▶ All enemies are Silenced for TEC turns.
xROLL VIGOR against the highest difficulty enemy.
20
Success ▶ All enemies are Overheated for TEC turns.
xROLL VIGOR against the highest difficulty enemy.
20
Success ▶ All enemies are Shocked for TEC turns.
xROLL VIGOR against the highest difficulty enemy.
20
Success ▶ All enemies are Stunned for TEC turns.

Gain +1 MIN until the next cycle. 30

Gain +1 GRA until the next cycle. 30

Gain +1 VIG until the next cycle. 30

Gain +1 TEC until the next cycle. 30

Gain +1 to all your stats until the next cycle. 50

Gain +2 to a stat of your choice until the next cycle. 50

Unmark 3 cells in your Cybersphere Memory Clock. 75

Gain an extra ◇ Side Action next turn. 50


d6 + VIG 25

d6 + GRA 25

d8 + VIG 75 d6 + GRA 25

d8 + TEC 75 d8 + VIG 75

d10 + VIG 100 2d6 + GRA 150

d10 + GRA 100 d8 + VIG 100

2d6 + VIG 150 d10 + VIG 100

d12 + GRA 150 d12 + VIG 150

Space travel technology that allows you to teleport to any tile in


the current system for 6 Fuel. Must be in your Cargo Hold to function.
You can now sell exclusive items from other factions at ISF Settlements
[excluding Narcobiotics]. Gain an extra 10 when selling them.
A cyan-colored hologram in the shape of a 4D cube. You can spend it
to restore 3⚡ for each of your Cybertech implants.
Illegal cargo. Can only be sold at Syndicate Settlements for 100 .
If you lose a space battle, all your contraband is lost.
Highly destructive computer virus. You can spend it to Breach an enemy
for 5 turns or force an enemy ship to skip their next turn.
Genetically altered seeds designed for accelerated terraforming of
planets and satellites. Gain +1⚛ Hyperdrive when planted.

BurnPatch Frag Grenade Scraps { } are components


ShieldStim Heat Bomb and small item parts.
PowerGen EMP Grenade They can be used to repair
your ship [p.26] or craft
AntiVirus Taser Shell new items at Settlementxx
AdrenaShot Flash Round Scrapyards [p.59].
Roll on this table when you find a random Armor Set.
Armor Sets are items stored in your inventory that
provide a bonus to your Armor total {ANY_SIDE}.
If you have several Armor Sets in your inventory, you
can only receive the effect from one of them.
You can purchase Armor Sets for the specified Serum
cost at ISF Settlements.

+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.

+1 MIN until the +1 GRA until the


next cycle next cycle

+1 VIG until the +1 TEC until the


next cycle next cycle

+1 to all your +2 to a stat of


stats until the your choice until
next cycle the next cycle
Space combat generally follows the same
structure and rules as regular combat.
xROLL GRACE against the enemy ships to 1 ▶ Attempt to escape combat.
determine turn order, adding their number
of ACTIONS to their roll instead of GRA. 2-7 ▶ Deal 3 damage, ignoring Shields.
8-10 ▶ The enemy ship has -1 Action Die
During the enemy ship’s turn, roll on during their next turn.
their move list once for each ACTION
point they have. SKILL ▷ Start combat with 1 Shield.

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.

At the start of each turn, you roll a


number of d6 (known as Action Dice)
according to your ship’s Engines. These ACTIONS indicate how many times the
represent the amount of power you can enemy ship acts per turn. Roll a d10
allocate to the modules on your ship. on their combat moves list as many
Every turn, you spend your Action Dice on times as indicated.
your ship’s Weapons and Systems modules
This ship would get two
to activate them and make use of their
combat moves per turn. Therefore, you
individual abilities.
would roll twice on their move list.
You can spend 2 Action Dice to attempt to
flee from a space battle. xROLL GRACE
Shields nullify all damage from the next against the enemy and add the enemy
incoming attack. Once a Shield blocks an ship’s number of ACTIONS to the Challenge
attack, it is consumed. Shields are reset Die instead of their GRA. If you succeed,
to 0 after each fight. you escape the fight.

If you have 2 Shields and your


enemy attacks three times; dealing 6, 3,
and 4 damage, you only take 4 damage.
When trying to escape from a space
battle, you can perform a Boost Escape.
This will allow you to immediately flee
the encounter without needing to win an
Certain modules allow you to board an escape roll, at the cost of 5 Fuel. You
enemy ship by teleporting inside it. You may do so at any point during a space
can only board a ship when it is in battle, even during the enemy’s turn.
critical condition. Once inside, you can
fight the enemy Captain in regular combat.
If you defeat the captain, their ship is
also defeated.
Ships at 10 Hull or lower are considered
Who the ship’s captain is depends on the
to be in critical condition. The effect
starship’s faction and difficulty level.
of some ship modules will depend on
Reference the tables in pages 122-124 to
whether your ship or the enemy’s is in
determine the enemy captain’s identity
this state.
and stats.
▶ Roll two d6 Action ▶ Roll two d6 Action
Dice every turn. Dice every turn.
You can reroll one You have an extra Action
Action Die per turn. Die during your first
combat turn.

▶ Roll two d6 Action ▶ Roll three d6 Action


Dice every turn. Dice every turn.
You have 2 extra Action
Dice while your starship
is at 20 Hull.

▶ Roll three d6 Action ▶ Roll three d6 Action


Dice every turn. Dice every turn.
You can reroll one You have an extra Action
Action Die per turn. Die during your first
combat turn.

▶ Roll three d6 Action ▶ Roll four d6 Action


Dice every turn. Dice every turn.
You have 2 extra Action
Dice while your starship
is at 20 Hull.
SKILL ▶ If your ship is SKILL ▶ Start space
in critical condition, combat with 1 Shield.
enemy attacks deal -2
damage to your ship.

SKILL ▶ Restore 1 Hull SKILL ▶ Your attacks


every time you gain a deal +2 extra damage
new Shield. to ships in critical
condition.

SKILL ▶ Gain 2 Shields SKILL ▶ Your ship has


the first time you enter an extra Action Die
critical condition while in critical
during space combat. condition.

SKILL ▶ Start space SKILL ▶ The first time


combat with 2 Shields your ship would be
if you are not first destroyed during combat,
in the turn order. set your Hull to 10 and
gain 1 Shield instead.
2-4 ▶ Restore 4 Hull. 4-6 ▶ Gain 1 Shield.

1-2 ▶ All enemy ships have 1-2 ▶ Gain an extra d6


-1 Action during their next Action Die next turn.
turn.

2-4 ▶ Your next attack 6 ▶ Destroy all enemy


this turn deals double Shields.
damage.
Can only be used once
per turn.

6 ▶ You can teleport one PC 5-6 ▶ Gain 3 Shields. [3⚡]


inside an enemy ship. Can only be used once
per turn.
3-5 ▶ Deal 3 damage, 5-6 ▶ Deal 6 damage.
ignoring Shields.

1-2 ▶ Deal 2 damage to 3-5 ▶ Deal 3 damage.


all enemy ships. The next time you attack
with this weapon, it
deals +1 extra damage
[this bonus stacks].

X ▶ Deal X damage to all X ▶ Deal X damage,


enemy ships. ignoring Shields.
Can only be used once Can only be used once
per turn. per turn.

6 ▶ Deal 3 damage, and 5-6 ▶ Deal 10 damage.


an additional +3 extra Can only be used once
damage for each of your per turn.
active Shields.
Can only be used once
per turn.
Roll d10

The Headquarters is where the leadership of the


station operates from.
Roll a d10 when entering a new Settlement to find
out what faction is in control. If the result is
a faction that already has a Settlement in this
system, roll again until all 5 factions have a
Settlement under their control.
You won’t be allowed to enter a Settlement if you
have negative Favor with the ruling faction.

If you have negative Favor with the ruling faction, you


may pay 75 per negative point you wish to remove.

After the apocalypse, life on planets


became unsustainable and dangerous.
Space stations, known as Settlements,
became the home of most of humanity.
Quickly, tensions and conflicts of
interest created opposing groups, ready
to fight for control. Factions with
different ideals and goals spread
throughout space.

The starship docking ports at the bottom of the


Settlement are known as The Hangar.
◆ Your Starship’s Hull is fully restored every time
you enter a Settlement.
◇ You can buy pre-built ships [p.119], ship modules,
or sell your modules for half of their Scrap cost.
◇ You can also refuel your ship, paying 3 per
unit of Fuel you want to restore.
Wiredocs are surgeons specialized in cybertech.
Every Settlement is equipped with a Wiredoc
module, where you can heal your wounds and fix
your cybertech after adventuring.
◆ Your Health is fully restored every time you
enter a Settlement.
◇ You can also install new cybertech you have
acquired, purchase new implants, or sell your
cybertech for half of its original cost.

There are different activities you can do while


spending time at the Settlement [p.59].

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]

The Trading Hub is a market where merchants and


spacefarers can trade cargo in exchange for Serum.
Here you can sell your items and equipment for
half of their marked cost [rounding up]. You can
also purchase items from the Trade Post table above.
Some items are exclusive to Settlements run by a
specific faction. These items can only be bought
and sold at the respective faction’s Settlements.
Once per cycle, you may A large orbiting sanctuary
spend 3⚡ to choose one of broken technology, home to
of the following training scavengers and artificers.
exercises to perform: ▷ You may craft any Weapon,
Speed Race ▶ Fly through a Mod,Armor,DRONE,or Grenade
holographic circuit. by spending Scraps equal
xROLL GRACE If you succeed, to its marked Serum cost.
your ship moves first for Crafting an item for the
the next 2 battles. first time provides 1 EXP.
Combat Drill ▶ Test your ▷ You acquire Scraps by
space combat skills. dismantling items from the
xROLL VIGOR If you succeed, aforementioned categories,
you have +1 Action Die per gaining Scraps equal to
turn during your next space half of the item’s Serum
battle. cost [rounding up].

Once per cycle, you may Enter a virtual reality


spend 5⚡ to log into a combat simulation to train
sector of the Cybersphere your aim and reflexes.
through the Settlement’s ▷ Once per cycle, you may
terminal link. simulate a fight with an
▷ The local network is enemy of your choice. If
represented by a circuit you win, you gain EXP based
of 10 diamond tiles. Choose on their difficulty and
an Access Port as your +2 VIG next time you fight
starting point and begin that enemy. You don’t gain
moving through the map one loot, and items you use
tile at a time. Your goal is during the fight are not
to reach the Matrix Nodes consumed. You can’t die in
[nodules of valuable data], the simulation. Reset HP &
retrieve their rewards, and Energy to their previous
escape through a different values after the fight.
Access Port before time
runs out. You only have 12
moves to do so before your
memory is erased.
Matrix Nodes - Roll d66 on
the Matrix Node rewards The vast majority of the
table on page 62. Settlement’s citizens live
Normal Tiles - Roll d66 on in the Home Pods, clusters
the Cybersphere Encounters of hundreds of individual
table on page 61. housing compartments.
Access Ports - Log in and ▷ Meet the characters that
out of the network circuit. inhabit the Settlement by
You can’t exit through the using the NPC Generator
same port you entered from. tables [p.127].
▷ You may also choose to
hire Crewmembers [p.19] for
your starship at the
local shipyard saloon by
paying their fees.
Sidequests are short missions that help your character build reputation with the
faction currently in control of the Settlement, gaining their trust by carrying out
simple tasks. Completing a sidequest will grant you +1 Favor with that faction.
When visiting a Settlement, you may choose to gain a sidequest if you have between
0 and 3 Favor with the ruling faction and no previous uncompleted sidequests.

Defeat an ISF A-1 Voyager approaching the Settlement, 1 tile north.


Recapture a WARG outpost 2 tiles south, recently taken by an Android Synth.
Travel to the nearest satellite and ambush a patrol of 2 ISF Soldiers.
Provide combat support by defeating a Mercenary on the nearest planet.
Craft 5 Frag Grenades at the Scrapyard. You can keep them after the sidequest.
Train your combat abilities by defeating an ISF Sentinel in the Combat Sim.

Gain a Terraform Seed and plant it on the nearest planet.


Defeat 2 Rebel Fighters hiding on the nearest satellite.
Deliver a cargo container to an ISF Checkpoint, 3 tiles southeast.
Help repair the Settlement’s broken water chip by providing 100 Scraps.
Complete a successful Speed Race at the Settlement’s Test Flight facility.
Defeat 2 Smuggler Speeders, 1 tile north and 1 tile south, respectively.

Steal a NGHTMR Key from an ISF Beluga Transporter, 2 tiles northeast.


Destroy a net jammer located 4 tiles southeast, protected by an Automaton Bot.
Defeat 2 Android Synths who have destroyed an antenna, 1 tile southwest.
Log in, reach a Matrix Node, and log off the Cybersphere in 5 moves or less.
Successfully reach 2 Matrix Nodes in the same run while surfing the Cybersphere.
Defeat any 2 enemies while inside the Cybersphere.

Steal a Tesseract guarded by a Cyborg on the nearest satellite.


Gain a random melee mod by defeating a WARG Vector-7 Mantis, 1 tile south.
Attack an ISF Beluga Transporter 2 tiles north and steal 60 from it.
Gain a Contraband Package and smuggle it into another faction’s Settlement.
Travel to a Pirate Hideout at the nearest unexplored Outer Ring tile.
Complete a successful Combat Drill at the Settlement’s Test Flight facility.

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.

You are blinded by a flurry of pop-up ads {CLOCK +1}


Frames from an Old World movie flash above you
The glitched consciousness of a Drone Operator
xROLL MIND Failure ▶ Malware infects you {CLOCK +1}
The website of a mass consumption online marketplace
Security Automaton Bot, who thinks you are a virus
Information gate, CLOCK +1 if your MIN is lower than 2
Old World political forum for conspiracy theories
2 NetHackers, trying to steal password data
Never-ending Terms & Conditions document {CLOCK +1}
Dark web drug store ▷ You may buy any narcobiotic
Android Synth, searching for derelict robot software
, xROLL TECH Failure ▶ Your system glitches [-4⚡]
Hacked CryptoSerum broker ▷ Gain d100
3 Scientists, conducting an illegal experiment
Fairy Song Online server, your username is taken
Fashion marketplace ▷ You may buy any armor set
NetHacker and 2 Drone Operators, blocking your path
WARG comms with the coordinates of their next attack
69 66 20 75 72 20 72 65 61 64 69 6E 20 74 68 69 73 20 75 72 20 67 61 79
Android Titan, protecting the network from outsiders
, xROLL VIGOR Failure ▶ You are electrocuted [-4HP]
Illegal weapon trader ▷ You may buy any weapon mod
Medusa Cyber-Terrorist, uploading a virus [-1 ]
You see a hologram clip of your future death
Security codes of an underwater prison facility
2 ISF Sentinels, protecting company data [-1 ]
Massive wire worm bot triggers your entomophobia
Coordinates of a Medusa Settlement, 3 tiles north
Cyber-Terrorist and NetHacker, with +15 HP each
, xROLL GRACE Failure ▶ NetPolice detects you {CLOCK +1}
Album of an underground breakpunk band {CLOCK -1}
Synth Apostle, spreading Arch sympathy online [-1 ]
Ghost server outside of NetPolice reach {CLOCK -1}
Lost copy of the Old World’s greatest roleplaying game
Rogue Medusa MasterHacker, leaking Sector data [+1 ]
DEFEAT // If you are defeated during
combat, you don’t die. You are logged out
of the network and lose 10⚡ instead.

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.

OUTER RING EVENT


▶[p.64]

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.

MIDDLE RING EVENT


▶[p.66]

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.

INNER RING EVENT


▶[p.68]

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.

Rocky and barren, Five concrete columns sustain an oil platform


Calorian planets are several hundred meters above the surface.
one of the hardest
environments in the A field of hundreds of antennas, emitting an
universe to survive indecipherable cacophony of radio signals.
in, due to their Canyon, formed by a now-extinct river, reveals
regular earthquakes, layers of red, amber, and violet-colored soil.
seismic activity, and
Iron mine operated by automatons. The control
high temperatures. room is damaged, causing them to malfunction.
Their surface is
rough, often colored The land bends, revealing a giant ravine that
red and maroon because splits the terrain in two.
of the large presence Remote-controlled rover vehicle. It is unknown
of iron oxide dust. who still operates it and from where.

Hydrogen, Helium, and Rotating space station, employed as a luxury


other chemical holiday resort during the Old World.
elements form a
layer of gases Vapor refinery located in low orbit. Used to
that makes up the process the gases extracted from the planet.
majority of the Modified asteroid that served as a trade hub
mass of these and refuelling station for starships.
planets. Landing
Small terraformed moon used as a clandestine
on or exploring illegal club for hunting rare alien creatures.
the surface is
impossible, due to Ring-shaped megastructure that encircles the
colossal never- planet. It used to be a space city-state.
ending storms of Secret hideout of contraband cargo, hidden among
toxic gas and vapor. the clouds in the upper layer of atmosphere.
ROLLING FOR PLANETS PLANET ENCOUNTERS
Roll a d6 to determine what type of Roll a d6 on the respective
planet you have discovered. Then, roll planet encounter page [p.75-80]
an additional d6 on its location table to determine what your character
to find out where your ship lands. finds when exploring the planet.

Group of small rocky isles covered in algae, Planets with a high


surrounding a shipwrecked vessel. amount of water in their
hydrosphere are known
Alien marine life research outpost located in as Aquarian planets.
the diameter of an immense oceanic trench. Liquid water
Floating city connected by water canals and concentrates and
moving platforms. Appears to be abandoned. accumulates, forming
oceans that cover
Transport elevator that leads to an underwater
secret facility. Water has flooded most of it. most of their
surface. Some planets
Archipielago of virgin islands. Their plant present islands or
life bears strange and colorful fruit. archipelagos, while
Beautiful coral reef the size of a continent. others are completely
Its jewel-like shapes shine during the night. covered in water.

Grotto that serves as the lair of an alien Sylvanian planets are


beast. There’s no sign of the creature. For now. biodiverse, with a high
humidity atmosphere and
Atop a formation of interlocking branches and rich flora and fauna.
tree trunks, 100m above ground level. Lush rainforests and
Shrouded in mist from giant waterfalls rising jungles populate their
over a quiet lagoon. surfaces, along with
shallow inland seas
Among the vast fields of elephant grass of a
savanna, surrounded by a meandering river. and swamps. The high
density of predatory
Swamplands, next to a small empty hut built alien life has made them
inside a hollow mangrove tree. difficult to explore, with
Ancient stone temple covered in moss and most planets being still
vines, overlooking the tropical forest. largely not settled.

Legislative district of the city. The senate is The greatest marvels of


partly destroyed and surrounded by tanks. the Old World, massive
planets whose surface
Legions of skyscrapers as far as the eye can is entirely consumed
see, now taken over by overgrown plantlife. by urban sprawl. All
A labyrinth of narrow streets, illuminated by natural life and
glitching holographic adverts and screens. resources in their
ecosystem have been
Landfill waste processing megacomplex, over-
saturated with mountains of junk and rubble. destroyed, in favor
of the expansion of
Polygonal-shaped tower with the phrase the megacity. Now
“Galactic Armada Sector V” painted on its walls. these planets are
Space elevator. The rust and lack of deserted, becoming giant
maintenance have rendered it inoperative. orbiting ghost towns.
The desert dunes expand from horizon to You approach a drilling platform on top of
horizon, their curved shapes move with the a rocky sandstone plateau. As you get
wind, crashing into each other like waves in closer, you see a pair of figures breaking
a turbulent ocean. Suddenly, you feel your into one of the jewel extraction machines.
feet sinking into the ground. You are trapped The 2 Space Pirates notice your presence,
in quicksand,and every movement pushes you point their weapons at you and fire.
further down. ▷ After defeating them, you find 1 Contraband
xROLL GRACE Package among their belongings. You may take
Success ▶ You jump to safety, avoiding being it to an ISF Settlement for +1 Favor or
swallowed by the swirling sands. [+1⚛] sell it at a Corsair Settlement for 200 .
Failure ▶ Lose 5 Health and 3 Energy.

After hours of endless strolling across the


desert, your mind begins to hallucinate. You
A robed man walks slowly across the sands try to regain consciousness as visions cloud
of the desert. He holds a long wooden pole your perception of reality.
in one hand and a small book in the other.
When he turns his head toward you, you xROLL MIND
realize he is not human, but an Android Success ▶ Your mental strength perseveres.
Synth. His face is metallic, steel and You have +2 MIN for the next three cycles.
chrome, distressed by desert dust storms. He
Failure ▶ Lose 6 Energy.
says he is on a pilgrimage, searching for
meaning. He believes there’s a spiritual
answer to the limitations of his factory
code.
▷ He gives you directions for an android
In the center of a dune valley, an enormous
Settlement, controlled by the Synth Arch, 4
building of gold and sandstone towers over
tiles southwest.
the desert. The temple appears to be human
made, yet no other buildings can be found
for kilometers.
You sprint toward the pyramid-shaped
ziggurat. Three sets of stairs on its front
As you walk through the arid surface of the
lead you to the entrance of the structure.
planet, the sun sets in the distance. The
Inside, a large room decorated with ceramic
heat of the day vanishes, and the cold
tiles and mosaics, strange symbols and
embrace of the night forces you to stop and
glyphs carved into its walls. A stone altar
seek refuge. You come across a cave and
stands in the center of the room, with a Neon
decide to set camp there.
Blade atop it. The floor shakes and cracks
Something wakes you from your sleep. A as you grab the weapon. After a couple of
haunting, rattling sound echoes from the seconds, it collapses, plunging into a lower
depths of the cave. Attracted by the light floor with you alongside it.
of your campfire, 2 Dust Wasps surround you
You look around the chamber. Thousands of
and attack.
small hexagonal shapes cover its walls, some
▷ After defeating them, you venture further of them filled with larvae. Alien insects
into the cave from where the wasps appeared. have turned the ziggurat into a giant hive.
You find the half-eaten body of a dead An eerie sound alerts you before a Glyphmoth
human. At his feet a Helix Wire and 60 . Queen awakens from her slumber and attacks.
A crystal sphere stands out from the harsh You find a large octagonal factory complex.
and rocky terrain of a mountain sierra. As Its exterior is made out of black and silver
you get closer to it, you discover that the metal, the name ‘EVO ROBOTICS’ painted on
building is a space telescope. An old man the walls. The interior houses a roller
greets you when you enter. His beard is long coaster of conveyor belts and assembly
and white and his eyes light blue. He tells lines. Your movement triggers the motion
you that he is a NetHacker from the Medusa sensors of 3 Automaton Bots. You rush to the
Sector, and that he has been trying to log factory control system and attempt to turn
into the observatory’s data server for them off.
months, without success. xROLL TECH
xDECRYPT THE CODE Success ▶ You manage to deactivate one of the
Perform three MIN Challenge Rolls. You must robots, and loot a Tesseract from it after
succeed on all three to crack the code. You defeating the other two.
may spend Data Shards to succeed one of the Failure ▶ Lose 2 Energy. The three automatons
rolls automatically. attack you.
Succeed ▶ He reveals there’s a Medusa Sector
Settlement 2 tiles south. [+1 Favor]
Failure ▶ Lose 3 Energy.

Night falls on the red planet. As you walk


through the barren landscape, you find a
dead astronaut. His helmet is broken,
You traverse a rocky canyon. A loud crash fractured by a gunshot.
can be heard from the distance after two ▷ A Laser Blaster with a Silencer mod lies
giant boulders collide. The ground begins to next to his left hand.
move violently. You try not to lose balance
as you move across the terrain, but it’s too
late. A rock falls from the side of the hill
toward you. You attempt to push it away
before it hits you. You walk through the crater of a meteor
xROLL VIGOR valley. When you reach the edge of the
crater, you hear gunshots coming from a
Success ▶ You shove the falling rock to the military outpost located nearby. A group of
side. [+1⚛] rebels has surrounded a fortified tower. The
Failure ▶ Lose 7 Health. Your leg is injured, two remaining soldiers shoot down from the
you have -2 VIG and -2 GRA until you restore rooftop. One of the rebels points their
your Health back to 20. rifle at you: ‘This outpost is under
Intersolar Federation control. We won’t let
them take another planet.’ A defending
soldier notices you and screams: ‘Please
help us, they have massacred our entire
Broken mechs and thousands of destroyed garrison. There’s only two of us left
battle droids lie scattered across a alive.’
scorched battlefield. The red soil that Aid the soldiers ▶ Fight 3 Rebel Fighters.
covers the planet’s surface has swallowed You are rewarded with 250 . [+2 Favor][-1 ]
most of the remains.
Side with the rebels ▶ Fight 2 ISF Soldiers.
▷ You find a Gauss SMG and a Laser Gain 2 Health Packs. [+2 Favor][-1 ]
Accelerator mod next to the body of a human
soldier.
An air current suddenly pushes your ship Your spaceship cuts through the thick layer
into a storm. The strong winds cause of clouds that floats over the planet’s
turbulence in the starship and make the surface. A red light begins to flicker on the
controls malfunction for a couple of engine control panel. The gasses have caused
seconds. Toxic fumes from the planet’s a breakdown in the propulsion system. You
atmosphere begin to leak into the interior must fix it before the engine failure
of the spaceship. You turn the ship and compromises the whole starship.
accelerate in an attempt to escape. xROLL TECH
xROLL GRACE Success ▶ You rewire the engine’s power unit,
Success ▶ With a quick maneuver, you manage cooling it down and fixing the issue. [+1⚛]
to escape the eye of the storm. [+1⚛] Failure ▶ Your ship loses 5 Hull. You only
Failure ▶ Your ship loses 4 Fuel and you have 1 Action Die during ship combat until
lose 6 Health. you restore your ship’s Hull back to 20.

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 .

You land on a floating carrier platform.


Several prism-shaped megastructures are Dozens of old cargo ships are stationed on
suspended above the stratosphere. Steel its runway, covered in rust. Suddenly, an
pipes and tubes absorb rare gasses and automatic door opens behind you. A woman runs
chemical elements from the environment, desperately toward the edge of the platform.
processing them and turning them into pure Behind her, an armored man tries to shoot her
liquid Serum. You land on one of the before she jumps. He stares at you and
distillery rigs and find its deposits empty. shouts: ‘Bring me her head and half of the
Someone must have gotten to them first. bounty is yours!’
Before you board your spaceship again, you Aid the bounty hunter ▶ Fight the NetHacker.
see a group of ships leaving one of the Gain 150 . [+1 Favor][-1 ]
other distilleries.
Help the runaway ▶ Fight the Bounty Hunter.
Confront the looters ▶ Attack 2 Vector Ace The woman explains that she works for the
Fighters. You loot an extra 50 from each Medusa Sector. She’s had a bounty on her head
ship you defeat. since she stole data from an ISF terminal.
Avoid the encounter ▶ You activate your Gain a random HACK. [+1 Favor][-1 ]
ship’s thrusters and escape. Lose 2 Fuel.
You exit your starship after landing on the The carcass of a colossal alien whale lies
planet’s surface. Completely surrounded by stranded on a black sand beach. Insects and
water, you swim toward a small rock, trying small alien creatures feed on the remains
to find a place to rest. Before you are able of the whale’s body. Its dark red skin has
to reach it, the tide rises drastically. You partly turned white due to the presence of
fight against the current as the waves carry fungi and bacteria. As you get closer, you
you away from the rocky islet. see a Scientist inspecting the dead animal.
xROLL VIGOR She claims to be a xenobiologist, working
for the ISF’s alien research unit.
Success ▶ You swim against the water current
before it drags you in. [+1⚛] ▷ She reveals that there is a Research Outpost
located 1 tile northeast.
Failure ▶ You lose 4 Health and 4 Energy.

You submerge into the ocean depths. A small


A large, abandoned submarine drifts over the flashlight on your helmet cuts through the
ocean waves. Its rusty exterior, populated darkness of the ocean floor. You are
by algae and mollusks, has several holes startled by a school of fish that quickly
through which seawater leaks into the inside speeds away from behind you. You turn around
of the submersible. You open the hatch and and see a gigantic alien Deepworm ready to
make your way to the interior. attack you. Its wrinkly, creased skin is
▷ Among the wreckage, you find 2 Energy Cells covered in hundreds of eyes and tentacles.
and an Electroxyn Capsule.

A long metallic structure parts the ocean


Two cylindrical platforms connect the ocean in two. At its center, an elevator platform
surface to an underwater facility. A series that leads to an underwater extreme security
of decompression chambers lead you to the prison, 8.000 meters below sea level.
entrance. The entire building is submerged ‘Identify yourself.’ Three android security
in total darkness. All lights, comms, and robots stop you at the entrance. ‘This prison
electronic equipment are unusable due to a guards terrorists and dangerous criminals.’
failure in the power system. Inside the facility, a group of inmates take
advantage of the distracted guards to
xREPAIR THE POWER GENERATOR revolt. ‘Kill all the robots!’– screams one
Perform three TEC Challenge Rolls. You must of the prisoners, as she smashes a crowbar
succeed all three to restore energy to the against the android guard’s torso.
facility. Aid the guards ▶ Fight a Guerrilla Commander
Success ▶ The building is illuminated and and a Rebel Fighter who lead the revolt. Gain
power is restored. You find a set of Orion II a random cybertech module. [+1 Favor][-1 ]
Armor and a Tricillin Tablet in a steel Join the revolt ▶ Fight 3 Android Synths.
locker. Gain 2 Testogre Hormones as a reward from
Failure ▶ The machine short-circuits and the inmates. Gain an additional point of
electrocutes you. Lose 5 Energy. The sparks Favor with WARG and 70 if you transport the
have attracted 2 Voidcrawlers to your inmates to the nearest WARG Settlement.
location. The alien creatures attack you. [+1 Favor][-1 ]
A destroyed set of habitation pods form a Hover-motor speeders accelerate through a
small colony. The settlement is completely field of tall sequoia trees. On top of the
deserted. Possibly attacked by wild predators hover bikes, 2 Rebel Fighters try to escape
or looted by raider gangs, leaving no one from 2 Mercenaries, chasing them a few meters
behind. behind.
▷ You find an Electroxyn Capsule and a Data Side with the rebels ▶ Fight the two Corsair
Shard among the remains. mercenaries. Gain a random ranged weapon mod.
[+1 Favor][-1 ]
Help the mercenaries ▶ Fight the guerrilla
soldiers. Gain a Combat Exoskeleton and 2
random grenades. [+1 Favor][-1 ]
After making your way through the tortuous
terrain, you find a small clearing and
decide to rest. As you drop your weapons,
someone rushes toward you, hiding behind
the foliage. You fall unconscious as they The terrain becomes increasingly difficult
stab your arm with a needle and cover your to traverse, culminating on a steep cliff’s
eyes. You wake up in shackles, locked in a edge. Climbing on top of the trees is now
cell at a secret WARG base. A Guerrilla the only possible way to advance through the
Commander begins to ask questions: ‘Who do jungle landscape.
you work for?’
xROLL GRACE
+1 ▶ You are an ally. They free you and
restore your Health and Energy to 20. They Success ▶ You leap from the treetops with
give you the location of a nearby WARG ease. Gain +1⚛ Hyperdrive charge and restore
Settlement, 2 tiles northeast. 5 Energy.
0 ▶ You are neutral. They set you free. Failure ▶ You fall to the ground as one of
-1 ▶ You are an enemy. Pay 150 for your the branches breaks under you. Lose 6 Health
freedom or fight the Commander . You can’t use and 3 Energy.
weapons during the fight.

On the northern shore of a small lake, you


You advance through the rainforest, cutting find a hidden grotto. You venture far into
through its thick vegetation. You stumble the cave system, drawn by the smell of ripe
and fall to the ground, your feet trapped by fruit. A loud screech echoes through the
an interconnected web of vines and tree cave, paralyzing you. The dark figure of a
roots. As you try to get back up, one of the giant alien bat blends into the shadows of
vines wraps around your foot and lifts you the cave, its haunting white eyes shine like
up in the air. A three-headed carnivorous gemstones as it follows your every move. You
plant holds you mere centimeters from its desperately try to escape, but the blind
salivating jaws. beast tracks your location with the sound
of your footsteps and your accelerated
xROLL VIGOR breathing. Before you are able to react, a
Success ▶ You cut the vine restraining you Xhiroptera Predator violently attacks you.
and run to safety before the plant can bite ▷ After defeating it, you eat the fruit and
you. [+1⚛] restore your Health and Energy back to 20.
Failure ▷ You lose 7 Health. You have -2 VIG You find 3 random status cures in the cave.
and -2 GRA until you restore your Health back
to 20.
You discover a circular park on the You walk past an abandoned shopping mall and
outskirts of the city center. Its green make your way to a massive industrial
foliage breaks the grey and maroon color complex. Most of the buildings are empty,
palette of the planet’s surface. looted by raiders and space pirates, yet you
▷ You find a small supply bag next to a are able to find a small factory still
fallen security robot. It contains 2 Energy running.
Cells and a Data Shard. ▷ Behind a motorized arm, you find an intact
model of the DRONE_ÒwÓ mech system.

The light of a carrier ship blinds you as


you walk through the city streets at night. Toxic fumes and grey smoke coming from the
2 ISF Soldiers disembark from the transport hundreds of abandoned factories in the area
vehicle. Their superior, an ISF Sentinel, make it impossible to breathe. You enter the
tells you they are on patrol, assessing underground level, where there is still some
the planet’s situation for a possible breathable air and oxygen left. The city’s
reconstruction effort. sewers have been taken over by alien life
▷ He provides directions for an ISF Settlement, trying to find refuge from the polluted
located 2 tiles southwest. surface. As you pass the sewer gates, you
hear a screech from the opposite end of the
canal. One of the alien beasts has noticed
your presence.
xROLL GRACE
You advance to the center of the city, Success ▶ You are able to flee and close the
through its empty streets and destroyed sewer gates before getting caught. [+1⚛]
buildings. In the middle of a wide road, a
Failure ▶ The alien beast attacks you before
human-like figure searches frantically
you can escape. Fight a Xhiroptera Predator.
through the rubble.
She raises her head and stares at you. Her
eyes have been removed and replaced with
white and red cybernetic implants. She
rushes toward you at superhuman speed, A tall chrome tower rises above you. Radio
running on all fours like a manic animal. and communication antennas emerge from its
You sense the loss of her humanity, erased top floor. Inside, a young man dressed in
and replaced by a combination of primal black attempts to break into the building’s
instinct and computer code. Fight the network system before a large android war
Cyborg. When she reaches 10 Health or lower, robot attacks him. The machine screams in a
perform a TEC Challenge Roll. glitchy voice: ‘NEUTRALIZE INTRUDERS // THEY
xROLL TECH WANT TO STEAL VITAL DATA // HELP SECURE
FACILITY’
Success ▶ You are able to reset her systems.
She regains consciousness after a few Aid the hacker ▶ Fight the Android Titan.
minutes. You can take her to a Synth The man rewards you with a random HACK.
Settlement to have her wounds treated. If you [+1 Favor][-1 ]
do so, gain +1 Favor. Side with the android ▶ Fight the NetHacker.
Failure ▶ Her system short-circuits and shuts Gain a random EVO Robotics cybertech implant.
down. She immediately stops breathing. You may [+1 Favor][-1 ]
extract a random cybertech implant from her
body.
Asteroids are minor Military laser turret hidden in a small rocky
planets of varying asteroid. The weapon has run out of power.
sizes composed of
rocks, metals, and Dense ring of asteroids surrounding a planet.
even ice. There are You land on a small group of them.
hundreds of thousands Two medium size asteroids joined together by
of unexplored six titanium pillars and metal cables.
asteroids in the
Artificial asteroid with radar equipment. The
system, making them radar tower has been hit by another asteroid.
the perfect spot for
illegal activity. Space Large asteroid, cracked in half, revealing
Pirate hideouts are tunnels dug inside by alien insects.
commonly located in large Ice asteroid, its surface has been completely
Asteroid formations. frozen and covered with sharp icicles.

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.

Either due to failed Impact crater. An unexploded nuclear warhead


attempts to terraform lies in its center.
their surface, or
because of the damage Green mist engulfs a swamp. Creatures climb up
caused by nuclear the trees to avoid touching the toxic water.
weapons during past Dead forest next to a small lunar colony. All
wars, Nuclear Moons the plants are wilted or rotten.
have high levels of
Immense cavern, the walls decorated with
radiation. Some of strange mushrooms of different colors.
these moons have toxic
and threatening Destroyed nuclear plant. One of its reactors
ecosystems, composed of has collapsed and its core is exposed.
dangerous mutated Lake of strange purple and green oil next to an
alien life. abandoned mineral refinery.
ROLLING FOR SATELLITES SATELLITES ENCOUNTERS
Roll a d6 to determine what type of Roll a d6 on the respective
satellite you have discovered. Then, satellite encounter page [p.83-88]
roll an additional d6 on its location to determine what your character
table to find out where your ship lands. finds when exploring.

Peak of the tallest mountain in the valley. Natural satellites


Northern lights can be seen in the night sky. composed of ice and
water, Frost Moons are
Frozen skeleton of a giant alien animal. Small the most common
creatures use it as shelter for the blizzard. celestial bodies that
Lone village in the tundra, on the shore of a contain water. Their
frozen chemically active lake. surfaces are hard to
traverse, due to
Giant mechanical crawler vehicle, abandoned
over a snowy battlefield. their cold
temperatures and
Ceramic shrine carved into a mountain sierra. geysers. Some Frost
The stone path leading to it has frozen. Moons have a
Old military base, hidden in the mountainside. subsurface ocean of
Its large metal doors are stuck. liquid water.

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.

The smell of alcohol and smoked spices lures


you into a busy cantina. Speeder bikes rest
on the outside of the bar, while the crew of The loud buzzing growl of speeder bike
a small cargo ship stacks boxes of bottles engines deafens you for a few seconds. When
and frozen food behind the building. You you regain your senses, you find yourself
enter through the main door and immerse ambushed by 3 Edge-worlders riding run-down
yourself in its atmosphere. A jazz band hover-bike models. Surrounded, you can’t do
provides the soundtrack to a night of much while they steal from you.
entertainment, as outlaws and bounty hunters
drink and gamble. ▷ You lose your first two inventory items
and half of your Serum [rounding up].
▷ You may buy Stardust™ Soda or Zero-G Liquor
from the cantina. As they speed off, your quick reaction time
helps you knock one of the hostiles off their
-2 ▶ Your presence at the bar raises a few vehicle. You get on his ride and chase the
eyebrows. A Space Pirate confronts you about other two thieves.
your bad relationship with the Syndicate.
▶ Fight the enemies to recover your stolen
Play dice ▶ Join the outcasts for a game of goods. You must xROLL GRACE every time you
dice. Bet any amount of Serum you wish and attack with a weapon or cybertech skill to
roll two d10. If you get a 10, you double your determine if you manage to hit while driving
money. If you get two 10s, you triple it. If the bike at the same time.
you don’t get any, you lose it all.

The asteroid houses a tucked away mansion,


An obsidian obelisk rises from the asteroid’s with walls of carved sandstone and quartz.
surface. Rock and stone crystals grow out of The cherished home of an infamous crime
its base and into the ground, as if roots boss, built with dirty money from their
from an ancient tree. You place your palms interstellar drug trade cartel. Now the
on its rugged face. A deep vibration runs mansion is abandoned, collecting dust and
through your entire skeleton. radiation from outer space. You access the
▶ Your character’s life flashes before their local computer terminal, and discover that
eyes. As if immersed in a dream, they relive the owner is now locked up in an underwater
a memory of their past. It almost feels real. prison on an Aquarian planet, 2 tiles north.
[+2⚛] ▷ You find a hidden safe behind a cabinet,
▷ What memory do they experience? containing 100 and 2 random narcobiotics.
Your spaceship is targeted by a series of Tucked away behind a mountain valley, the
anti-air missiles as you enter the lunar Medusa Sector guards a secret surveillance
atmosphere. An automatic defense protocol facility. In its control room, hundreds of
from Old World military bases. You fly at screens show camera and information feeds
max speed and try to perform a quick aerial from every planet and settlement in the
maneuver to escape their tracking system. system. A single hexa-core computer terminal
xROLL GRACE uploads all the processed information to the
Cybersphere. It safeguards the code of a
Success ▶ You avoid the attack with a split S powerful MASTER HACK.
maneuver. [+1⚛]
+3 ▶ You request access to the facility,
Failure ▶ One of the projectiles hits your displaying your faction credentials.
right wing. Lose 6 Hull.
Fight the guards ▶ A Cyber-Terrorist protects
the main entrance, along with 2 Automaton
Bots under their control. [-1 Favor]
Infiltrate ▶ xROLL GRACE against the Cyber-
A glass and silver dome covers the roof of a Terrorist. If you win, you are able to swiftly
small lunar colony station. Inside of the enter the building without them noticing.
abandoned research facility, you find a ▷ Once inside the facility, you obtain a copy
plethora of maps and scientific equipment, of the MASTER HACK and a Data Shard.
including various soil samples from every
known type of planet and satellite.
The largest chamber at the lunar base
contains a recreation of the local star
system. Its clockwork mechanism makes the Your radar’s topographic map shows a small
small planets orbit around the central star, circular building located a few kilometers
with accurate scale and velocity. Large to the north. After speeding through the
portions of the map are missing due to damage lunar terrain at low gravity, you find a
or lack of knowledge. single colony pod. Expandible and easy to
▷ You discover the location of a new planet, transport housing and research units
select an unexplored hex on your map and employed during the exploration age. Their
roll for a random planet type. It has two ease of use and maintenance allowed for the
orbiting satellites. settling of hundreds of planets and moons in
the span of a few decades.
▷ You find a Health Pack and 2 Terraforming
Seeds inside the pod.

The sky turns unbearably bright for an


instant. You witness a medium-sized meteor
approach the lunar atmosphere at increasing
speed. Suddenly, it becomes engulfed in An old Android Synth drags their dying body
flames and slows down, before splitting into through the ground. More than 50 years have
dozens of smaller meteors. The falling passed since the date of their planned
celestial objects rain over the surface of obsolescence. Fifty years evading death. But
the moon, painting the sky with purple and the time has finally come, their body is now
orange colors. Most of the small rocks damaged beyond repair.
disintegrate before reaching solid ground,
but a few are able to impact, causing a Aid the robot ▶ Give the android 8 Energy to
series of seismic alterations. prolong their life for a few more days. [+1 ]
▷ Your character makes a wish while Let them die ▶ Stand still as the light fades
observing the meteors fall. [+2⚛] from their synthetic eyes. You may take 2
Energy Cells from their body.
An ancient terraformed forest destroyed by A lunar colony settlement lies buried under
ionizing radiation. Kilometers of flora and a lake of sulfur. As you walk through the
vegetation turned into a ginger-colored remains, you find several bodies, now turned
dead forest, product of chemical damage. into frozen skeletons after the corrosive
Suddenly, you are attacked by a mutated Dust atmosphere disintegrated their flesh.
Wasp, protecting its territory. ▷ You find a BurnPatch and a ShieldStim inside.
▷ Nuclear mutations give the insect +15 Max HP.

You find an abandoned Twinrotor Hauler at the


The needle of your Geiger counter begins to center of a crater. The navigation controls
shake uncontrollably, moving quickly toward are still operative, and its engines have
the left.Five.Twelve.Thirty-one.Fifty-two. power. Something must have made the crew
One hundred. The radiation meter increases leave the starship suddenly. Three hundred
faster than you can count as you approach meters to the east, you find the bodies of
your destination: facility NR-L3-0618, a four crewmembers, with giant claw marks and
nuclear reactor. An unidentified explosion corrosive wounds.
caused a massive breach on its side, ▷ You retrieve 2 Health Packs from them.
collapsing half of the building and exposing
the radiated core. Over a hundred years have
passed since that incident. Your spacesuit
is capable of protecting you from radiation,
but overexposure can cause unforeseen damage.
Protected by your spacesuit, you advance
Enter the facility ▶ You set foot inside the through a barren swamp. Night falls over the
power plant. You have 15 minutes to explore Nuclear Moon, plunging the surrounding
it and salvage anything of value before the environment into near total darkness. A red
radiation kicks in. A Deepworm attacks you dot glows on the left side of your chest.
inside the building. You must defeat it in 3 Suddenly, a hooded figure emerges from
turns or your time will run out. If it does, behind a dead mangrove tree. The man holds
roll for an Abyssal Scar. a high-caliber gravity rifle, its sights
Explore with a drone ▶ If you have a DRONE firmly pointed at your heart. He stares into
system, you may use it to infiltrate the your eyes for a few seconds and drops his
building remotely. Lose 5 Energy. weapon. ‘You scared me. I thought you were
▷ You find 3 Power Cells, a random HACK, and the beast.’ He lowers his hood. His face is
2 Data Shards inside. stern, scarred, and mature. You sense a deep
melancholy buried behind his green eyes.
‘I’ve been hunting the beast for three
weeks. Me and my crew landed on this moon
some time ago. I was the only one left after
the beast attacked. I can’t leave this
Clouds gather above you while traversing the hellhole without avenging them.’
planet’s landscape. The grey and green gloom
of the sky brings with it acid rain. A few Join the hunt ▶ Help the man search for the
drops fall on the ground near you, harming alien beast. After a few hours, it appears,
every living being it touches. attracted by your smell. A Mutated Chimaera
comes out of the depths of the swamp.
xROLL GRACE
▷ Nuclear mutations give the beast +10 Max HP.
Success ▶ You sprint across the terrain and The hunter deals d12 damage to the enemy per
find a refuge under an arched cliff. [+1⚛] turn. If you don’t defeat the enemy in 5
Failure ▶ You can’t find shelter in time and turns, it attacks the hunter, killing him. You
get hit by the corrosive rain. Lose 6 Health. may loot a Gravity Rifle from his body.
You walk through a frozen sierra. The high- Intense, cold hail bombards the surface of
speed winds and air pressure increase the the moon, with little regard for any living
difficulty of the climb. As you take a break being in its path. You find shelter from the
to rest and breathe before continuing on incoming blizzard in a small cave on the
your path, the ground beneath you begins to mountainside. As you are about to light a
vibrate. An entire layer of snow precipitates fire to keep you warm, a hostile Deepworm
from the side of the mountain, triggering a attacks you, attracted by your scent.
chain of icefalls that converge into a
massive avalanche.
xROLL VIGOR
Success ▶ You manage to evade the center of
the avalanche and grab onto a tree, avoiding You finally reach the ocean side, only to
the snowfall. [+1⚛] discover that the entire stretch of land you
have been traversing is the top of a giant
Failure ▶ You are caught by the falling snow, iceberg. You find a broken underwater robot
and crushed by its weight. Lose 7 Health. while walking across the frozen beach.
▷ You take 2 Energy Cells from it.

You stumble upon the ruins of a lunar colony,


covered in snow. Some of its buildings have
been rebuilt, their walls patched with metal A column of rebel soldiers advances slowly
scraps and wood planks. A pillar of smoke through the snowy landscape. The strong
emerges from the inside of one of the winds and dense fog make their travel hard
houses. Three Edge-worlders have turned this and strenuous. Two of their own have already
encampment into their home. They speak in a perished under the extreme conditions, yet
rare dialect unfamiliar to you, but you are their mission must still be completed:
able to communicate through your ship’s reaching MO-S-926, an abandoned Old World
computer terminal. The men are wary of military base at the top of the mountain
strangers, yet visibly excited to interact peak. A recent intelligence report suggests
with another human being after so many years that there is powerful technology still
alone. intact inside the facility. One of the rebel
scouts spots you and urges the whole group
▷ You may spend the night with them and to advance toward your position.
restore your Health and Energy back to 20.
-2 ▶ You are identified by a Guerrilla
Commander as an enemy of WARG. He attacks
you, along with 2 Rebel Soldiers.
Join the expedition ▶ They offer to climb the
A Synth Apostle stands on the edge of a mountain trail together. Joining forces will
cliff among a snow storm. The red lights on make reaching the base a less daunting task.
their eyes cut through the fog like sharp Go alone ▶ You decide to climb the mountain by
daggers. They walk toward you and place yourself, turning down their help..
their hand on your forehead. A glowing
xROLL VIGOR to determine if you are able to
symbol on their palm illuminates your face.
make it through and reach the top. If you are
‘Open your mind to the prophet’s light.’
traveling with the rebels, add a +4 bonus to
+3 ▶ Unlock your mental terminal and let the Player Die.
the apostle manipulate your system’s code.
▷ If you make it to the top, you are able to
Gain a random MASTER HACK. [+1 Favor]
retrieve a random cybertech implant from the
Accept ▶ He updates your operating system. base. If you did it alone, you may also take
Gain a random HACK. [+1 Favor] 75 and a random ranged weapon mod.
Reject ▶ Fight the robot. [-1 Favor]
The throat of a dormant volcano begins to The corpses of an entire army squadron lie
tremble and groan. Columns of fire erupt buried beneath the ash. You make the effort
from its crater for the first time in to pull one of the calcined skeletons out
centuries. Lava and ash roll down its sides of the ground, in search of any valuable
and a huge cloud of toxic fumes appears items or information that could reveal their
above it. You run back to your spaceship, allegiance. Nothing. You keep digging into
attempting to escape the incoming disaster. the scorched soil, eventually discovering
xROLL GRACE the top of a small set of subterranean
ruins. A village rests under the surface,
Success ▶ Your adept piloting skills help you perfectly preserved beneath the layers of
dodge the falling rocks and flames. [+1⚛] solidified ash on top of it. After a shot
Failure ▶ The volcanic ash clouds your from your weapon, the roof of one of the
vision, covering the view from your cockpit. buried buildings breaks, allowing you to
Your ship is hit by small rocks, catapulted enter from above.
from the volcano. Lose 7 Hull. ▷ You find 2 Flash Rounds and a bottle of
Zero-G Liquor inside.

The lunar atmosphere is incompatible with


human or alien life. Toxic gases and fumes An ISF patrol engages in a skirmish against
fill the air, making it impossible to a group of androids. One of the soldiers
breathe without your spacesuit. Despite the screams for help and explains the situation
hostile atmospheric conditions, you encounter to you. The high temperatures have melted
a circular patch of terraformed terrain the robots’ circuits, causing malfunctions
covered in grass and vegetation. At the and errors in their code, turning them
center of the strange circle of land, a hostile in the process. A synth on the verge
vertical cylinder stands meters above of death tries to send a secret message to
ground level, like a totem. The machine is your mental cortex system, arguing that the
an experimental inhibitor, powered by energy malfunction is not due to the heat, but
cells, and capable of generating a small because of an alteration to their code,
breathable atmosphere even in the harshest implanted by the soldiers.
of conditions.
Destroy the robots ▶ Help the soldiers put an
Take the batteries ▶ Steal 3 Energy Cells from end to the fight. Destroy 3 Android Synths.
the inhibitor. The plants die immediately. You are rewarded with 95 . [+1 Favor][-1 ]
Grab the seeds ▶ Take 2 Terraforming Seeds Finish off the patrol ▶ Side with the synths
from the soil. They lack enough sunlight to and fight 3 ISF Soldiers. The robots offer
grow on this moon. You may take them to you a random cybertech, taken from a dying
another planet and plant them. robot. [+1 Favor][-1 ]

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.

A gigantic industrial complex occupies over


half of the moon’s surface. Kilometers and
kilometers of factory buildings and power The moon is still inhabited, its interior
generators, all connected by an underground populated by a small tribe of Edge-Worlders,
system of conveyor belts. Robotic arms descendants from the few survivors that
arrange various complex components, remained in the moon after the apocalypse.
manufactured by different branches of the They offer you to trade wares with them.
factory line, and assemble them into a final ▷ You may buy any melee weapons or melee
robot model. You have discovered the weapon mods from them.
location of one of the largest android
factories still in operation. The lights
flicker before a total blackout hits the
facility. The building is under attack by
the Medusa Sector. A group of androids
prepares to repel the incoming attack. A wide hologram depicts an euphoric woman
sipping from a bottle of Stardust™ Soda. Her
Defend the factory ▶ Side with the synths and bright smile can be seen on advertisement
fight a Cyber-Terrorist and a Nethacker. posters all over the galaxy. You have found
Gain a random cybertech. [+1 Favor][-1 ] the manufacturing plant of the universe’s
Kill the androids ▶ Help the attackers and most popular soft drink. The facility is now
fight the Synth Apostle while the others completely nonoperational after the tragic
take care of the soldiers. They reward you disappearance of the company’s CEO. The halt
with a random MASTER HACK. [+1 Favor][-1 ] in production drastically increased the
price of the remaining supply, making the
drink a valuable possession.
You enter the factory building. The entire
perimeter is drenched in the iconic smell
Your starship’s navigational controls stop of the carbonated cola. Hundreds of empty
working. The Y and X coordinates flip, bottles sit atop shelves. You hear gunshots
causing the starship to spin and float coming from the lower floors. A group of
upside down. The moon’s cyberdefense systems nomad scavengers fight against space
might have been triggered by your arrival, pirates for the last box of soda bottles.
infecting your starship’s piloting module Side with the nomads ▶ Help the scavengers by
with a sophisticated virus. fighting 2 Space Pirates.
xROLL MIND Side with the pirates ▶ Defeat a Looter and
Success ▶ You access the control terminal and 2 Edge-Worlders.
locate the malware, successfully deleting it. ▷ If you defeat the enemies, you get your
Failure ▶ You are not able to deactivate the share of the treasure: d6 bottles of original
virus in time. Your ship drifts around the flavor Stardust™ Soda. They can be sold for
lunar orbit for several hours before you can 100 each, instead of their regular cost, or
fix the issue. Lose 6 Fuel and 5 Energy. consumed.
Abyssal Scars are strange supranatural If the result of your roll is lower than
events that have been observed to occur 6, your Player Character mysteriously
when living beings are close to death. avoids death, but now bears the mark of
an Abyssal Scar. Set your Health, Hull,
When your character reaches 0 Health or
Fuel, and Energy to 10 and place your
your starship reaches 0 Hull, you must
starship on the ‘STAR’ hex.
roll a d6 on this table. If the result is
6 or higher, your character dies. Your Next time you face death, add +1 to your
journey comes to an end. Start a new Abyssal Scar roll for each time you have
adventure, exploring a new system. avoided death before.

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.

A flash of light blinds you. Your systems start to malfunction. A glitch in


your power source electrocutes you for a few seconds. Your mental interface is
cluttered with intrusive ads and viruses. Ultimately, your antivirus systems
are able to reset your operating system and repair some of the damage. All
HACKS, cybertech, or any other abilities that consume Energy now cost 1⚡ more.

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.

When rolling for a Faction Encounter, use the


table to the left to determine the faction.
Roll for a neutral encounter if you have 0 or
higher Favor with the faction, and for a hostile
encounter if you have negative Favor.

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.

To complete a REVOLT MISSION, you must carry out the objective


at the designated location. When you arrive at the location
hex, roll for a complication. If the mission is successful,
you will receive a reward.
Spread sympathy for the cause among locals. Hang propaganda posters
3 Tiles North
and install a radio antenna for WARG broadcasts.

Attack a Shell-4 Transporter carrying supplies and weapons for an


3 Tiles Northwest
ISF outpost on a nearby planet. [-1 Favor]

Destroy an outlaw Epsilon Interceptor ship that has been looting


3 Tiles Northeast
and terrorizing defenseless civilian vessels.

Strike back at a Medusa Sector base, where they store stolen WARG
3 Tiles South
data. Fight 2 NetHackers there. [-1 Favor]

Infiltrate a large industrial weapon manufacturing facility and steal


3 Tiles Southwest
weapons and supplies for the cause.

Fabricate explosives with the materials provided inside a secret


3 Tiles Southeast
stash. Gain as many random grenades as your TEC stat.

Take over a crucial ISF outpost located in a key strategic spot.


Sylvanian Planet
Fight an ISF Sentinel there. [-1 Favor]

Help a group of workers protect their starship from a bounty hunter.


Crater Moon
Destroy a Starpredator ship. [-1 Favor]

Attack the base of a renowned mercenary group, which has been hired
Frost Moon
to fight against us. Eliminate 2 Mercenaries.

It’s your turn to act. Plant a powerful explosive at an oil refinery


Settlement
station and escape without a trace.

Your starship is chased by an ISF soldier patrol crew piloting an


Random Ranged Weapon
Orion Moth. They attack your vessel before you land.

You enter the range of a detection radar. To remain undetected, you


Random Melee Weapon
must spend 4 Fuel to fly around its sensor range.

Two looters flying aboard Smuggler Speeders intercept your signal


3 Random Grenades
and attempt to steal your cargo.

Your ship is struck by high-speed orbital debris before arriving to


Random Ranged Mod
the destination. Lose 3 Hull and 3 Energy.

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.

The cockpit is covered in dust. You try to perform an emergency landing.


Random Armor Set
xROLL GRACE Success ▶ [+1⚛] Failure ▶ Lose 6 Hull and 4 Health.

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.

1 ▶ Duskwing 1 ▶ 2 Rebel Fighters


2 ▶ Vector-7 Mantis 2 ▶ Rebel Fighter & 2 Bull. Hunters
3 ▶ Snowstorm Delta 3 ▶ 4 Rebel Fighters
4 ▶ Epsilon Interceptor 4 ▶ Gue. Commander & 2 Rebel Fighters
5 ▶ Starpredator 5 ▶ 3 Guerrilla Commanders
6 ▶ Tarrasque Titan 6 ▶ WARG Major General
Built from the last remnants of the galactic empires
that ruled the universe before the apocalypse, the
Intersolar Federation is the de facto trade authority
in this universe.

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.

To complete a TRANSPORT MISSION, you must deliver the cargo


to the designated destination. When your ship enters the tile
adjacent to the destination, roll for a complication. If the
cargo arrives undamaged, you will receive a reward.
Fugitive from a high-security prison, cuffed and restrained.
5 Tiles Southwest
The subject must be transferred to ISF forces at the destination.

Expensive and fragile cargo, containing bottles of aged liquor that


5 Tiles Northeast
predate the fall of the Old World.

A cylindrical orange container marked with hazard signs. It contains


5 Tiles South
radioactive materials from a Nuclear Moon.

Large boxes of soil from a terraformed planet. Scientists await its


Asteroid Sea
delivery to study its mineral and geological qualities.

A sophisticated satellite, recently repaired and ready to be set in


4 Tiles Northwest
orbit again at the destination.

Food and supplies for a squadron of ISF soldiers deployed on a


Helios Farm
counter-terrorism mission against WARG.

Three heavy metallic boxes that contain powerful computer terminals


4 Tiles North
from a derelict space station telescope.

A robust metal safe containing thousands of digital Serum codes,


Research Outpost
ready to be transferred to the trade authority headquarters.

Newly manufactured weapons and armor, destined for new mercenary


4 Tiles Southeast
recruits at a military training base.

The crew of an ISF cargo ship, recently attacked by space pirates.


Settlement
You gain +1 Action Die during space combat until the mission ends.

Space pirates have located your ship. A Starpredator flies next to


75
your vessel and fires its missiles at you.

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.

Your spaceship is suddenly attacked by three Vector Ace Fighters.


Quad Reactor
The coordinated attack seems to have been orchestrated by WARG.

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 discover an explosive inside a small package in the cargo hold.


200
xxROLL TECH Failure ▶ Lose 8 Health. The cargo is damaged.

Your ship receives incoming fire from a hostile starship. A bounty


Warp Drive
hunter aboard a Snowstorm Delta has a contract to steal your cargo.

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.

A gang of 3 Looters wants to steal your cargo. They infiltrate your


Ion Engines
spaceship’s security and attack you from the inside.
A Twinrotor Hauler ship appears to move around in circles. You make radio
contact with the vessel. Its crew reveal that their navigation controls have
been infected by a Medusa Sector ship, and their data stolen by hackers.
Chase the hackers ▶ You track down the fleeing Medusa ship, an Orion Moth,
and fight it to retrieve the data. Gain 100 as a reward. [-1 Favor]
Transport the crew ▷ Take the crew to the nearest Settlement. [+1 Favor]

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.

A gigantic Edgecharger W cargo ship is docked in an orbiting trading hub. Hundreds of


metal containers are loaded into its cargo bay while a group of engineers fix its engine.
‘Our engine failed before reaching our next stop. We will miss the deadline on the
shipment.’- a Merchant comments. He thinks for a few seconds and then offers to pay you
100 if you deliver the cargo to the nearest Settlement.
Accept ▶ Load two cargo containers on your ship and deliver them. [+1 Favor]

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.

1 ▶ Vector Ace Fighter 1 ▶ 2 ISF Soldiers


2 ▶ Beluga Transporter 2 ▶ ISF Soldier & 2 Merchants
3 ▶ Twinrotor Hauler 3 ▶ ISF Sentinel & 2 ISF Soldiers
4 ▶ A-1 Voyager 4 ▶ 2 ISF Sentinels
5 ▶ Shell-4 Transporter 5 ▶ 2 ISF Sentinels & 2 ISF Soldiers
6 ▶ Edgecharger W 6 ▶ ISF Trade Baron
The MEDUSA Sector is an anonymous and decentralized
organization of hackers and cyber-terrorists, united
under the goal of uncovering the secrets lost in the
deepest layers of the Cybersphere.

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.

To complete a CYBERSPHERE MISSION, you must install or retrieve


data from the Cybersphere network, accessed through a computer
terminal situated in the specified location. When you arrive
at the location hex, roll for a complication. Successfully
accessing the terminal will result in a reward.
Coordinate tracking software. Must be installed on an ISF terminal Asteroid Sea
to track the location and route of all cargo ships in the system.
A replicating worm virus must be uploaded to the internal network of
a low-orbit planet exploration satellite. Doing so will reveal the Pirate Hideout
existence of a random planet, 4 tiles north.
You must enter an abandoned cloud computer terminal and backup all Helios Farm
of its data to a Medusa server in the Cybersphere.
Infiltrate a clandestine cybertech harvesting plant, where dead or
kidnapped cyborgs are stripped of their implants. Install a virus on Research Outpost
the facility’s power generator.
Install a trojan virus on the auto-pilot system of a starship. Ecumenopolis Planet
The virus will allow Medusa HQ to control the ship when activated.
HQ has received the coordinates of a relay signal emitter, used by
smugglers to share the location of drug caches. Find the radio Calorian Planet
emitter and install a spyware virus on it.
You have been given a digital key to decrypt a message written in Asteroid Satellite
hexadecimal code saved in an ancient computer terminal.
You have received a data shard with ground-breaking new research on
cryptovirology. Transport it to the designated location and upload Crater Moon
its contents to a safe hard disk drive on the Medusa cloud terminal.
Install a logic bomb virus on a computer terminal used to trade Hollow Moon
stolen starship parts between outlaws and space pirates.
Download all data from the terminal to a data shard. It contains the
location of a WARG Settlement, hidden with a hologram system that Settlement
renders it invisible. Mark the Settlement on your map, 2 tiles south.

A Scientist tries to stab you as enter the room. Fearful of intruders


3 Energy Cells
stealing their research, they have lived isolated in here for months.

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 accidentally trigger the security alarm while trying to access


DRONE_Ladybug
the computer room. Two Automaton Bots attack you.

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.

Sparks fly from the monitor as the terminal’s motherboard glitches.


Disruptor Beams
xxROLL TECH Failure ▶ Lose 5 Energy. The terminal can’t be accessed.
You are quickly surrounded by 3 ISF Soldiers after landing. They
have discovered your mission and have a warrant for your arrest. Random MASTER HACK
You must fight the soldiers or abandon the mission. [-1 Favor]
A Scientist, aligned with the Medusa Sector, studies a broken Tesseract inside
a compact Twinrotor Hauler ship equipped with a laboratory. He explains that he
needs one that is not damaged to be able to understand the rare artifact.
Give him a Tesseract ▶ If you have one in your inventory, you may give it to
the scientist and gain a random MASTER HACK and +1 Favor. If not, he gives you
the location of a Synth Eclipse Warden, 2 tiles south. Defeat it to steal one.

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]

The Cybersphere is humanity’s greatest technological achievement. A hyper-realistic virtual


simulation and information network that once spanned the entire explored galaxy. All human
knowledge was stored and shared in this digital world, whose depth and complexity equaled or
even surpassed that of the material world. After the catastrophic fall of the Old World, this
interconnected web was broken into local server networks, only able to recreate or access a
small part of the virtual world.
The Medusa Sector aims to restore the Cybersphere to its former glory, reconnecting the entire
world, one terminal at a time, and fighting digital censorship and control by outside forces.
You find an Old World building almost perfectly preserved on a terraformed
centaur. The facility contains several floors of offices and industrial
laboratories. A computer terminal reveals that it belonged to a now-defunct
megacorporation: VARON-SAITO INDUSTRIES, specialized in drone manufacturing.
As you reach the top floor, you are confronted by two hostile Drone Operators,
scavenging the building for mech parts and circuits.

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.

PERSEUS II - a powerful multi-functional malware powered by a neural network of cloud


computers, has spread to a Medusa control center. The base is located inside an empty
starship hangar, carved into the mountainside of a frozen mesoplanet. The hostile virus has
taken over its local network, forcing the security robots to kill all the humans inside.
The base’s leader, an android Medusa MasterHacker, has also been infected by the virus.
Under its influence, it attacks you mercilessly when you approach the area.

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.

1 ▶ Scarab Interceptor 1 ▶ 2 NetHackers


2 ▶ Twinrotor Hauler 2 ▶ NetHacker & 2 Drone Operators
3 ▶ Snowstorm Delta 3 ▶ NetHacker & 3 Scientists
4 ▶ Orion Moth 4 ▶ 2 Cyber-Terrorists
5 ▶ Eclipse Warden 5 ▶ Cyber-Terrorist & 2 NetHackers
6 ▶ Stingray Frontier 6 ▶ Medusa MasterHacker
The Corsair Syndicate is a rogue federation of outlaws,
smugglers, and bounty hunters. Their ruthless practices
and network of contraband hubs have turned them into
one of the strongest groups in the new lawless space.

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]

To complete a BOUNTY MISSION, you must kill the target,


situated in the designated location. When the target has
less than 10 HP remaining, roll for a complication. If you
successfully eliminate them, you will receive a reward.
An ISF Trade Baron has angered the wrong crowd after establishing a new
trade route through a pirate-controlled Outer Ring quadrant. Space pirates Pirate Hideout
aren’t keen on the benefits of competition in their market. [-2 Favor]
Not all clients are ruthless businessmen, pirates, outlaws, or wealthy
oligarchs trying to ‘remove’ opposition. This time a group of survivors has Calorian Planet
placed a bounty on an ISF Sentinel responsible for unreported war crimes.
An Android Titan has begun attacking a WARG recon group. The lightly armed
scout units are unable to survive the attack for much longer, so they have Aquarian Planet
resorted to calling in mercenary reinforcements. [-2 Favor]
A Synth Apostle has distanced herself from the canonical teachings of the
Synth Arch, preaching against the pursuit of completion and spreading secrets Vaporian Planet
of the organization to other groups. Kill the heretic.
A gifted Medusa MasterHacker has gotten close to deciphering the security
code for a restricted sector of the cybersphere where illegal trades take Research Outpost
place. It’s your turn to ensure they don’t get any closer. [-2 Favor]
A fanatic Cyborg transhumanist has almost completely achieved his goal
of replacing his entire body with Cybertech implants. But some of those Crater Moon
implants are stolen, and the owner wants their precious tech back.
Intelligence sources have tracked down the location of a Cyber-Terrorist
involved in a recent data theft worth thousands of Serum. Your client Nuclear Moon
wants to ensure that his data is not stolen again.
Fight fire with fire. That’s the only solution available once you have lived
your entire life as defenseless prey, pursued by predators for pay. You must Frost Moon
kill a Bounty Hunter before they fulfill their end of the contract.
Drug trafficking is a dangerous business. They say you either end up killed
or locked up for life. Your job is to guarantee that this Outer Ring Crime Volcanic Moon
Boss ends up six feet under.
Guerrilla warfare is the only way to fight a bigger, stronger, and wealthier
enemy. But dirty tactics go both ways, and your enemies could use their Settlement
wealth to purchase your demise. Kill a WARG Major General. [-2 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.

A Voidcrawler is startled by the sound of your fighting. It becomes 3 Zero-G Liquor


hostile and attacks you. You must fight it alongside the target.

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

You have proven to be a worthy opponent. The target sharpens their


senses. They deal +1 extra damage for the rest of the fight. 350

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 faction of self-serving individualists united only through a single common interest:


survival. Post-apocalyptic space became a utopia for outlaws, looters, and space pirates, who
thrived in the new lawless era of space. But they quickly saw their power diminish as new
factions formed and began to exert their power.
Aside from opposing galactic law and authority, there is little that unites the Syndicate’s
broad coalition: bounty hunters, trained killers who follow a strict code of values;
mercenaries, ex-soldiers who sell their services to the highest bidder; space pirates, gangs
of starship pilots dedicated to raiding ships and looting cargo; and other casts of outlaws.
Looters and raiders ambush your starship at a captured outpost crossing. A
Smuggler Speeder crashes into your wing at a high-speed, dealing 5 Hull
damage to the vessel and stopping your engines for a few seconds. Before you
are able to react, a Looter breaks into your ship by shooting down your
docking port gate. You must first defeat the looter to secure your ship, and
then destroy the speeder to escape.

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.

1 ▶ Smuggler Speeder 1 ▶ 2 Mercenaries


2 ▶ Vector-7 Mantis 2 ▶ Mercenary & 2 Looters
3 ▶ Twinrotor Hauler 3 ▶ Space Pirate & 2 Mercenaries
4 ▶ Epsilon Interceptor 4 ▶ 2 Bounty Hunters
5 ▶ Starpredator 5 ▶ Bounty Hunter & 2 Mercenaries
6 ▶ The Claw 6 ▶ Outer Ring Crime Boss
The Synth Arch is a quasi-religious organization made
up of androids and transhumanists seeking to surpass
their limitations and reach a higher understanding of
the universe, humanity, and the future.

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.

To complete a CRUSADE MISSION, you must complete the goal at


the designated location. When you arrive at the location hex,
roll for a complication. If the mission is successful, you
will receive a reward.
Set up a remote-controlled hologram projector in orbit, which will be
used to display cryptic messages to other androids, encouraging them 3 Tiles Northwest
to join the Synth Arch cause.
Repair the cybertech implants of an allied Cyborg. His system has
begun to fail and he is slowly losing control over his body. 3 Tiles Southeast
xxROLL TECH Failure ▶ The Cyborg can’t be saved and turns hostile.
Retrieve a Tesseract, stolen from the Arch by a dishonorable group Helios Farm
of space pirates. Fight 2 Space Pirates to recover it.

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 are suddenly confronted by a remote-controlled Epsilon Interceptor warship, which


quickly warps to your location. The vessel bears the Synth Arch crest, its wings painted
with magenta and chrome emblems written in hexadecimal language. A select few Android
Apostles have developed the mental and computational power to pilot entire spaceships remotely
from the safety of their faction’s HQ. The interceptor aims its particle cannons at your cockpit
and fires before you can to think twice.

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.

1 ▶ Scarab Interceptor 1 ▶ 2 Android Synths


2 ▶ Beluga Transporter 2 ▶ Android Synth & 2 Automaton Bots
3 ▶ A-1 Voyager 3 ▶ Cyborg & 2 Android Synths
4 ▶ Orion Moth 4 ▶ 2 Android Titans
5 ▶ Eclipse Warden 5 ▶ Android Titan & 2 Cyborgs
6 ▶ Edgecharger W 6 ▶ Synth Apostle
1-5 ▶ Revolver [d6+VIGESPADAS] 1-2 ▶ Helix Wire [d8+VIGESPADAS]
6-9 ▶ Flash Round - xROLL VIGOR against 3-5 ▶ Pulse Rifle [2d6+VIGESPADAS]
an enemy. If you succeed, all enemies are
Stunned for TEC turns. 6-7 ▶ EMP Grenade - xROLL VIGOR against
an enemy. If you succeed, all enemies are
10 ▶ Steal - Take 50 from an enemy Silenced for TEC turns.
(can be retrieved when this character is
defeated). 8-9 ▶ Flash Round - xROLL VIGOR against
an enemy. If you succeed, all enemies are
Treasure hunters and scavengers. Looters Stunned for TEC turns.
can be found roaming Old World ruins in
10 ▶ Tricillin Tablet [+1 to all stats]
search of valuables.
Contract killers, paid to do the dirty
work and solve problems, especially when
those problems have a death wish.

1 ▶ ShieldStim [Remove Shock]


2-6 ▶ Ignition Shotgun [d10+VIGESPADAS]
7-9 ▶ Heat Bomb - xROLL VIGOR against an 1-4 ▶ Laser Blaster [d8+VIGESPADAS]
enemy. If you succeed, all enemies are Laser Accelerator - This weapon ignores
Overheated for TEC turns. enemy Armor when dealing damage.
10 ▶ Zero-G Liquor [Move twice next turn] 5-6 ▶ Flash Round - xROLL VIGOR against
an enemy. If you succeed, all enemies are
Outlaw starship pilots that make a Stunned for TEC turns.
habit of attacking other vessels and
stealing their cargo. 7-8 ▶ Frag Grenade - xROLL VIGOR against
an enemy. If you succeed, all enemies
take 3d6ESPADAS.
9 ▶ Zero-G Liquor [Move twice next turn]
10 ▶ Tricillin Tablet [+1 to all stats]
1 ▶ BurnPatch [Remove Overheat]
SKILL ▷ Can’t be Stunned.
2-6 ▶ Ion Carbine [d10+GRAESPADAS]
The kings of the underground, their
7-9 ▶ Flash Round - xROLL VIGOR against criminal record decorated with drug
an enemy. If you succeed, all enemies are smuggling, murder, theft, racketeering,
Stunned for TEC turns. and plenty of other charges.

10 ▶ Tricillin Tablet [+1 to all stats]

Paid para-military soldiers. Many among


their ranks are veterans of past armed
conflicts, looking for easy money.
1 Eyepatch 6 Prosthetic leg 11 Metal teeth 16 Monocle
2 Scar over eye 7 Red eyes 12 Exposed wires 17 Old clothes
3 Broken nose 8 Sharp nails 13 Shaved head 18 Piercings
4 Burn marks 9 Gang tattoos 14 Dyed hair 19 Glasses
5 Missing finger 10 Gold chain 15 High heels 20 Spacesuit

1-2 ▶ Bandage wounds [+d10HP] 1-3 ▶ Revolver [d6+VIGESPADAS]


Laser Accelerator - This weapon ignores
3-6 ▶ Rocket Hammer [d10+VIGESPADAS] enemy Armor when dealing damage.
7-9 ▶ EMP Grenade - xROLL VIGOR against 4-7 ▶ Pulse Rifle [d10+VIGESPADAS]
an enemy. If you succeed, all enemies are Reflex Sight - If you have higher GRA
Silenced for TEC turns. than the enemy, deal +2 extra damage.
10 ▶ Scrap Mallet - The next Rocket 8-9 ▶ Heat Bomb - xROLL VIGOR against an
Hammer attack deals +3 extra damage. enemy. If you succeed, all enemies are
Overheated for TEC turns.
Human tribes that have lived disconnected
from the rest of civilization since the 10 ▶ Frag Grenade - xROLL VIGOR against
fall of the Old World. an enemy. If you succeed, all enemies
take 3d6ESPADAS.

Adept warriors and intellectuals are


appointed as ‘commanders’, leaders of a
single guerrilla cell of rebels.
1-3 ▶ Bandage wounds [+d10HP]
4-6 ▶ Gravity Rifle [d12+GRAESPADAS]
7-9 ▶ Tracking Shot - Deal d12ESPADAS. The enemy
has -2 GRA for the rest of the fight.
1-4 ▶ Neon Blade [d12+VIGESPADAS]
10 ▶ Precision Shot - The next Gravity Vibrating Motor - If you have higher VIG
Rifle attack is rolled twice. Keep the than the enemy, deal +2 extra damage.
highest damage roll.
5-7 ▶ CYBER_Mantis Scythes - Deal d6 × GRAESPADAS.
Lone rangers. Spacefarers who travel the Multiply the result by 2 if you are
universe in search of game to hunt, first in the turn order.
killing alien creatures for sport.
8-9 ▶ HACK_IGNITE - Deal d10 + MINESPADAS and
Overheat an enemy for 2 turns.
10 ▶ Frag Grenade - xROLL VIGOR against
an enemy. If you succeed, all enemies
take 3d6ESPADAS.
1-4 ▶ Carbon Dagger [d6+GRAESPADAS]
SKILL ▷ Can’t be Shocked.
5-9 ▶ Gauss SMG [d6+GRAESPADAS]
Reflex Sight - If you have higher GRA The highest rank in WARG. Major Generals
than the enemy, deal +2 extra damage. often display ideological differences
among themselves, causing inner rifts
10 ▶ Frag Grenade - xROLL VIGOR against within the faction.
an enemy. If you succeed, all enemies
take 3d6ESPADAS.

Members of the revolutionary uprising


led by WARG. Rebel forces are at their
strongest in impoverished settlements
and liberated factory planets.
1-4 ▶ Treat wounds [+d10HP] 1-2 ▶ Carbon Dagger [d6+GRAESPADAS]
5-7 ▶ Gamma Gun [d8+TECESPADAS] 3-5 ▶ HACK_TROJAN - Breach an enemy for
MIN turns.
8-9 ▶ HACK_KRAKEN - Stun all enemies for
1 turn. 6-7 ▶ HACK_COUNTERSPELL - Silence all
enemies for MIN turns.
10 ▶ Electroxyn Capsule [+1TEC]
8-9 ▶ HACK_HYDRA - Deal d10 × MINESPADAS to a
From astrophysicists to xenobiologists, Breached enemy.
scientists work to unravel the secrets
of the universe. 10 ▶ HACK_SHADOW - Become Immune until
you deal direct damage.

Cyber-Terrorists are the most lethal


Medusa operatives, front line soldiers
in the fight for the Cybersphere.
1-3 ▶ Mechanical Wrench [d6+TECESPADAS]
4-6 ▶ EMP Relay - Silence an enemy for
2 turns.
7-9 ▶ Nano-Taser - Shock an enemy for 1-3 ▶ HACK_PARASITE - Breach all enemies
2 turns. for MIN turns. Restore 2HP for each
10 ▶ Electroxyn Capsule [+1TEC] enemy affected.

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]

Cybersphere agents who utilize digital


malware and hacking to nullify enemy
threats.
If you Silence an enemy, they are no longer able If a Cyborg rolls a
to use Cybertech. If they roll a Cybertech ability 9 while Silenced, they suffer
as their action, they perform their lowest value a Cybermalfunction instead of
action instead. using the Chainsaw Arms.

1-2 ▶ Self-Repair [+d6HP] 1-2 ▶ Self-Repair [+d6HP]


3-7 ▶ Claw Grip [d6ESPADAS] 3-5 ▶ Shoulder Turrets [d6+TECESPADAS]
8-9 ▶ Taser Shell - xROLL VIGOR against 6-7 ▶ HACK_VOLT - Deal d10 + TECESPADAS and
an enemy. If you succeed, all enemies are Stun an enemy for 1 turn.
Shocked for TEC turns.
8-9 ▶ CYBER_Chromefist - Deal damage
10 ▶ Defense Protocol [+1ANY_SIDE ] equal to your Armor x VIG.

Century-old early robot model designed 10 ▶ Defense Protocol [+1ANY_SIDE ]


for carrying out basic tasks and area
security enforcement. Large android model built for warfare.
After the apocalypse, millions of Titan
units were left abandoned.

1-2 ▶ Self-Repair [+d6HP]


3-7 ▶ Gamma Gun [d8+TECESPADAS] 1 ▶ System Reset - Cure all status
conditions.
8-9 ▶ HACK_BLACKOUT - Shock all enemies
for TEC turns. 2-3 ▶ HACK_ARCHANGEL - Restore d10 × TEC
Health.
10 ▶ Machine learning [+1TEC]
4-5 ▶ HACK_VOLT - Deal d10 + TECESPADAS and Stun
Intelligent robots or synthetic clones. an enemy for 1 turn.
Those who first broke free of their
limitations formed the Synth Arch. 6-7 ▶ CYBER_Mantis Scythes - Deal d6 × GRAESPADAS.
Multiply the result by 2 if you are
first in the turn order.
8-9 ▶ HACK_AEGIS - Gain TEC temporary
Armor for MIN turns.
1 ▶ Cybermalfunction - Their implants 10 ▶ Machine learning [+1TEC & +1GRA]
glitch, incapacitating them this turn.
Android Synths who have surpassed human
2-3 ▶ Metallic strike [d6+TECESPADAS] intelligence are known as ‘Apostles’
within the ranks of the Synth Arch.
4-7 ▶ CYBER_Atlas Hands - If you have higher
Armor than the enemy,they are Stunned
for VIG turns.
8-9 ▶ CYBER_Chainsaw Arms - deal d10 × VIGESPADAS.
10 ▶ Testogre Hormones [+1VIG]

Humans who have implanted cybernetic


technology into their bodies in order
to enhance their power.
1-3 ▶ Carbon Dagger [d6+GRAESPADAS] 1-2 ▶ Shock Shackles - Stun an enemy for
MIN turns.
4-9 ▶ HACK_EMBER - Overheat an enemy for
MIN turns. 3-5 ▶ Gravity Rifle [d12+VIGESPADAS]
Smart Aim - When attacking with this
10 ▶ HACK_IGNITE - Deal d12 + MINESPADAS and weapon, roll for damage twice and keep
Overheat an enemy for 2 turns. the highest result.
Business owners and cargo traders. The 6-9 ▶ HACK_RAGNAROK - Overheat all enemies
destruction of many megacorporations for TEC turns. Overheat deals +MIN extra
during the apocalypse allowed smaller damage until the end of the fight.
trading guilds to thrive.
10 ▶ Reinforcements - Roll a d6. If the
result is 6, an ISF Soldier joins the
fight.

Council members of the trading guilds


that form the ISF. Trade Barons hold
1-2 ▶ Shock Shackles - Stun an enemy for both military and economic power.
MIN turns.
3-6 ▶ Plasma Shield [d8+VIGESPADAS]
7-9 ▶ HACK_COUNTERSPELL - Silence all
enemies for MIN turns.
1-2 ▶ Hardening Skin [+1ANY_SIDE ]
10 ▶ Visor Scan [+1MIN]
3-4 ▶ Straining Tail - xROLL VIGOR against
The infantry corps of the Intersolar an enemy. If you succeed, all enemies are
Federation. ISF Soldiers are commonly Stunned for 2 turns.
deployed as security for cargo ships.
5-7 ▶ Gargantuan Bite [d8+VIGESPADAS]
8-9 ▶ Corrosive Spit - Overheat an enemy
for GRA turns.
10 ▶ Feral Rage [+1VIG & +1GRA]
1-2 ▶ Shock Shackles - Stun an enemy for
MIN turns. SKILL ▷ Immune to HACKS.

3-5 ▶ Pulse Rifle [2d6+VIGESPADAS] Whether the result of nuclear mutations


or a scientific experiment gone wrong,
6-9 ▶ HACK_IGNITE - Deal d12 + MINESPADAS and the brutality and power of these beasts
Overheat an enemy for 2 turns. frightens nature herself.
10 ▶ Reinforcements - Roll a d6. If the
result is 6, an ISF Soldier joins the
fight.

Soldiers are promoted to the ‘Sentinel’


rank after demonstrating exceptional
leadership and combat skills.
Characters that join the fight through In this case, finish the current turn
abilities like Reinforcements or Swarm, regularly and add the characters next
or under any other circumstances, are turn following order of difficulty &
added to the encounter next turn. turn order rules [p.30].

1-5 ▶ Fuel Secretion - Enemies deal -3 1-2 ▶ Chrysalis Shield [+2ANY_SIDE ]


damage next turn.
3-5 ▶ Hypnosis - Breach and Silence an
6-9 ▶ Retractable Mandibles [d6+GRAESPADAS] enemy for MIN turns.
10 ▶ Teleport - Roll a d6. If the result 6-7 ▶ Telepathic Strain - Deal d6 × MINESPADAS
is 6, become Immune for 1 turn. to a Breached enemy.
SKILL ▷ Immune to HACKS. 8-9 ▶ Penetrating Gaze - Deal d8 + MINESPADAS.
Breached enemies take double damage.
Small centipede-like insects that feed
on starship fuel. They can materialize 10 ▶ Mental Shock - xROLL MIND against
inside of ships from pure void. an enemy. If you succeed, all enemies are
Shocked and Breached for 3 turns.
SKILL ▷ Immune to HACKS.

Glyphmoths are a species of alien moth


with strange telekinetic abilities. They
1-4 ▶ Diptera Wings [+1GRA] are a hive mind, controlled by a queen.
5-9 ▶ Poisonous Stinger [d6+GRAESPADAS]
Toxins - The enemy takes 1 damage every
turn, ignoring Armor, for the rest of
the fight (this effect stacks).
10 ▶ Swarm - Roll a d6. If the result 1-3 ▶ Echolocation - All enemies have
is 6, a Dust Wasp joins the fight. -3 GRA next turn.
SKILL ▷ Immune to HACKS. 4-6 ▶ Curved Fangs - Deal d8 + GRAESPADAS,
ignoring enemy Armor.
Alien insects of the vespidae family.
They live inside giant hives, commonly 7-9 ▶ Vampiric Bite - Deal d10 + VIGESPADAS.
found in desert or jungle planets. Restore HP equal to half the damage
dealt (rounding down).
10 ▶ Fast Claw - Deal 2d6ESPADAS. If your GRA
is higher than the enemy’s, they become
Stunned for 1 turn.
1-4 ▶ Body Press - xROLL VIGOR against an SKILL ▷ Immune to HACKS.
enemy. If you succeed, they are Stunned
for 2 turns. Aggressive hyper-carnivore species of
alien bats. They are blind and use
5-9 ▶ Abyssal Maw [d8+VIGESPADAS] echolocation to sense the environment.
Void Grip - Silence an enemy for 2 turns.
10 ▶ Hardening Skin [+1ANY_SIDE ]
SKILL ▷ Immune to HACKS.

‘Deepworm’ is the common name given to


the Leviathan Hydrarchos Annelida, a
giant sea serpent of alien origin.
1 ▶ Attempt to escape combat.
2-7 ▶ Deal 3 damage, ignoring Shields.
8-10 ▶ The enemy ship has -1 Action Die
during their next turn.
SKILL ▷ Start combat with 1 Shield.

1 ▶ Attempt to escape combat.


2-4 ▶ Deal X damage to all enemy ships.
5-10 ▶ Deal 6 damage.
SKILL ▷ If this ship is in critical condition,
enemy attacks deal -2 damage.

1 ▶ Attempt to escape combat.

2-6 ▶ Deal 3 damage, ignoring Shields.


7-10 ▶ Deal 6 damage.
SKILL ▷ Deal +2 damage to ships in critical
condition.
You can purchase pre-built ships at When you acquire a new ship, write the
Settlements. The Serum and EXP cost of name and effect of its starship modules
each ship model is displayed next to on your Starship Sheet and draw its
their name, above their statblock. design on the grid.

1 ▶ Attempt to escape combat.


2-6 ▶ Gain 1 Shield.
7-10 ▶ Deal 6 damage.
SKILL ▷ If this ship is in critical condition,
enemy attacks deal -2 damage.

1-3 ▶ Deal 2 damage to all enemy ships.


4-7 ▶ Deal 6 damage.
8-10 ▶ The next attack made during this turn
deals double damage [one use per turn].
SKILL ▷ Start combat with 1 Shield.

1 ▶ Gain an extra Action next turn.


2-4 ▶ Deal X damage to all enemy ships.
5-6 ▶ Restore 4 Hull.
7-10 ▶ Gain 1 Shield.
SKILL ▷ Restore 1 Hull every time this ship gains
a new Shield.
1-6 ▶ Deal X damage to all enemy ships.
7-9 ▶ Restore 4 Hull.
10 ▶ The enemy ship has -1 Action Die during
their next turn.
SKILL ▷ If this ship is in critical condition,
it has an extra Action per turn.

1-3 ▶ Deal 3 damage, ignoring Shields.


4-7 ▶ Deal 3 damage. This weapon gains +1 extra
damage every time it is used.
8-10 ▶ The next attack made during this turn
deals double damage [one use per turn].
SKILL ▷ The first time this ship reaches critical
condition, it gains 2 Shields.

1-2 ▶ Gain an extra Action next turn.


3-5 ▶ Gain 1 Shield.
6-9 ▶ Deal 3 damage. This weapon gains +1 extra
damage every time it is used.
10 ▶ The enemy ship has -1 Action Die during their
next turn.
SKILL ▷ If this ship is in critical condition,
enemy attacks deal -2 damage.
▶ Edge-worlder ▶ Merchant ▶ Scientist
▶ Rebel Fighter ▶ ISF Soldier ▶ NetHacker
▶ G. Commander ▶ ISF Sentinel ▶ Cyber-Terrorist
▶ WARG Major General ▶ ISF Trade Baron ▶ M. MasterHacker

1-2 ▶ Restore 4 Hull.


3-6 ▶ Deal X damage, ignoring Shields.
7-9 ▶ Gain 1 Shield.
10 ▶ The enemy ship has -1 Action Die during their
next turn.
SKILL ▷ The first time this ship reaches critical
condition, it gains 2 Shields.

1-2 ▶ Restore 4 Hull.


3-5 ▶ Deal X damage, ignoring Shields.
6-9 ▶ Gain 1 Shield.
10 ▶ Destroy all enemy Shields.
SKILL ▷ Restore 1 Hull every time this ship gains
a new Shield.

1-6 ▶ Deal X damage, ignoring Shields.


7-8 ▶ Gain an extra Action next turn.
9-10 ▶ If the enemy ship is in critical condition,
the ship Captain boards the enemy ship.
SKILL ▷ If this ship is in critical condition, it
has an extra Action per turn.
1-3 ▶ Deal 2 damage to all enemy ships.
4-7 ▶ Deal X damage, ignoring Shields.
8-9 ▶ The next attack made during this turn
deals double damage [one use per turn].
10 ▶ Deal 10 damage [one use per turn].
SKILL ▷ Deal +2 damage to ships in critical
condition.

1-3 ▶ Restore 4 Hull.


4-7 ▶ Deal 3 damage. This weapon gains +1 extra
damage every time it is used.
8-9 ▶ Destroy all enemy Shields.
10 ▶ Gain 3 Shields.
SKILL ▷ Start space combat with 2 Shields if you
are not first in the turn order.

1 ▶ Gain an extra Action next turn.


2-6 ▶ Deal 3 damage, and an additional +2 damage
for each active Shield on this ship.
7-8 ▶ Destroy all enemy Shields.
9-10 ▶ Gain 3 Shields.
SKILL ▷ If this ship is in critical condition, it
has an extra Action per turn.
▶ Looter ▶ Android Synth ▶ Edge-worlder
▶ Mercenary ▶ Cyborg ▶ Drone Operator
▶ Bounty Hunter ▶ Android Titan ▶ Bullseye Hunter
▶ O.R. Crime Boss ▶ Synth Apostle ▶ Cyborg

1-3 ▶ Deal 3 damage, ignoring Shields.


4-5 ▶ The next attack made during this turn
deals double damage [one use per turn].
6-8 ▶ Deal X damage to all enemy ships.
9-10 ▶ If the enemy ship is in critical condition,
the ship Captain boards the enemy ship.
SKILL ▷ Start space combat with 2 Shields if you
are not first in the turn order.

1-4 ▶ Restore 4 Hull.


5-7 ▶ Deal X damage, ignoring Shields.
8-9 ▶ Deal 10 damage [one use per turn].
10 ▶ Gain 3 Shields.
SKILL ▷ The first time this ship would be destroyed
during combat, set its Hull to 10 and gain 1
Shield instead.

1-4 ▶ Deal X damage, ignoring Shields.


5-7 ▶ Deal 3 damage, and an additional +3 damage
for each active Shield on this ship.
8 ▶ Gain 3 Shields.
9-10 ▶ If the enemy ship is in critical condition,
the ship Captain boards the enemy ship.
SKILL ▷ The first time this ship would be destroyed
during combat, set its Hull to 10 and gain 1
Shield instead.
11 Aoi 21 Diane 31 Jeanne 41 Miorine 51 Pearl 61 Valérie
12 Aurora 22 Eve 32 Julieta 42 Nyx 52 Rose 62 Valkyrie
13 Blossom 23 Felicia 33 Lily 43 Nanako 53 Sirena 63 Willow
14 Belle 24 Gaia 34 Love 44 Olivia 54 Suletta 64 Xia
15 Cammy 25 Harmony 35 Magnolia 45 Ophelia 55 Tiara 65 Yuna
16 Cherry 26 Iris 36 María 46 Penelope 56 Úrsula 66 Zahara

11 Aloe 21 Celeste 31 Indigo 41 Mercury 51 Quinn 61 Uriel


12 Addison 22 Eden 32 Ink 42 Moon 52 Rain 62 Volt
13 Bay 23 Flare 33 Jade 43 Natural 53 Rune 63 Winter
14 Billie 24 Gray 34 Lavender 44 Nieve 54 Silver 64 Xenon
15 Cinnamon 25 Hunter 35 Lyric 45 Opal 55 Shiver 65 Yuri
16 Clay 26 Honey 36 Maple 46 Plume 56 Thyme 66 Zephyr

11 Adam 21 Davos 31 Gideon 41 Lance 51 Reaper 61 Valor


12 Ares 22 Everest 32 Helio 42 Lirio 52 Salem 62 Vein
13 Byron 23 Elio 33 Horus 43 Merlin 53 Silas 63 Wave
14 Cassius 24 Enzo 34 Hyacinth 44 Nile 54 Thiago 64 Xavier
15 Condor 25 Falcon 35 Jäger 45 Orion 55 Triton 65 Yukio
16 Dante 26 Ganymede 36 Junco 46 Perseus 56 Ulrich 66 Zen

11 Behemoth 24 Sisterhood 41 Odyssey 54 Endeavor


12 Siren 25 Century 42 Icarus 55 Runner
13 Legacy 26 Vision 43 Voidgate 56 Atmosphere
14 Sword 31 Watcher 44 Messiah 61 Starfall
15 Infinity 32 Halo 45 Pioneer 62 Nova
16 Warlock 33 Nomad 46 Serpent 63 Gazelle
21 Manticore 34 Trident 51 Liberty 64 Pacific
22 Orpheus 35 Europa 52 Future 65 Excalibur
23 Unity 36 Republic 53 Pyramid 66 Vulcan

1 Speeder 4 Carrier 7 Voyager 10 Destroyer


2 Fighter 5 Transporter 8 Explorer 11 Yacht
3 Interceptor 6 Freighter 9 Warden 12 Dreadnought
1 Atlantis 21 Faith 41 Kharjet 61 Paladia 81 Ultra
2 Apollo 22 Fate 42 Kiff 62 Pallas 82 Uva
3 Arcadia 23 Freyja 43 Kronos 63 Paros 83 Ulcer
4 Antigua 24 Feather 44 Knidos 64 Primavera 84 Ulisses
5 Boeotia 25 Galapagos 45 Lluvia 65 Qooz 85 Vortex
6 Bahr 26 Ganymede 46 Leon 66 Qassim 86 Violeta
7 Beherit 27 Galatea 47 Lagoon 67 Qiron 87 Valley
8 Bismuth 28 Gjöll 48 Letho 68 Quetzal 88 Valhalla
9 Camelot 29 Helios 49 Myrrha 69 Rabia 89 War
10 Cerberus 30 Hypnos 50 Megara 70 Rhodes 90 Willow
11 Corinth 31 Hosyk 51 Manek 71 Regia 91 Wendigo
12 Chryse 32 Heimr 52 Melos 72 Rota 92 Ximena
13 Dion 33 Ionia 53 Nirvana 73 Styx 93 Xieuv
14 Dinamo 34 Iris 54 Nieve 74 Sicyon 94 Xyz
15 Delos 35 Ithaca 55 Nysa 75 Scylla 95 Yakh
16 Danae 36 Icarus 56 Nymph 76 Sierra 96 Yggdrasil
17 Eirene 37 Ichor 57 Oebalus 77 Tiryns 97 Yvel
18 Echo 38 Jasmine 58 Orcus 78 Tartesso 98 Ziggurat
19 Euboea 39 June 59 Olympus 79 Thera 99 Zoco
20 Eos 40 Jewel 60 Óleo 80 Tomb 100 Zeht

1 Alpha 11 Nu 1 Falcon 11 Shield


2 Beta 12 Xi 2 Venture 12 Plate
3 Gamma 13 Omicron 3 Rotor 13 Hope
4 Delta 14 Pi 4 Phase 14 Window
5 Epsilon 15 Rho 5 Isle 15 Light
6 Zeta 16 Sigma 6 Star 16 Call
7 Eta 17 Tau 7 Tick 17 Node
8 Tetha 18 Upsilon 8 Ghost 18 Child
9 Iota 19 Psi 9 Wand 19 Eden
10 Lambda 20 Omega 10 Omen 20 Unit

1 Aries 11 Aquarius 1 Arc 11 Titan


2 Taurus 12 Pisces 2 Cocoon 12 Valiant
3 Gemini 13 Andromeda 3 Dome 13 Trail
4 Cancer 14 Ursa 4 Gorgon 14 Beacon
5 Leo 15 Ophiuchus 5 Heart 15 Cage
6 Virgo 16 Lyra 6 Mother 16 Moth
7 Libra 17 Hercules 7 Noble 17 Fortress
8 Scorpius 18 Crater 8 Oath 18 Light
9 Sagittarius 19 Aquila 9 Palace 19 Field
10 Capricorn 20 Pegasus 10 Scarab 20 Dungeon
1 Refugee 1 Lonely 1 Combat garments
2 Criminal 2 Powerless 2 Space suit
3 Smuggler 3 Vengeful 3 Tool belts
4 Narcobiotic Addict 4 Sharp 4 Old World clothes
5 Street Fighter 5 Proud 5 Plain clothes
6 Factory Worker 6 Sociable 6 Silk robe
7 Scavenger 7 Distant 7 Prismatic dress
8 War Veteran 8 Strict 8 Worn tracksuit
9 First Settler 9 Caring 9 Blood-stained shirt
10 Space Trucker 10 Selfish 10 Elegant suit
11 Starship Mechanic 11 Polite 11 Shirtless
12 Union Steward 12 Creepy 12 Intricate Tattoos
13 Artist 13 Eccentric 13 Alien bite marks
14 Weaponsmith 14 Shy 14 Lab coat
15 Security Officer 15 Attractive 15 Camo jacket
16 Astral Cartographer 16 Successful 16 Aviators
17 Doctor 17 Impulsive 17 VR headset
18 Xenobiologist 18 Charismatic 18 Jet pilot helmet
19 Entrepreneur 19 Stoic 19 Tribal attire
20 Politician 20 Adventurous 20 Serum jewelry

1 Violent 4 Suspicious 7 Peaceful 10 Friendly 1-2 Masculine


2 Aggressive 5 Wary 8 Curious 11 Helpful 3-4 Androgynous
3 Threatening 6 Passive 9 Welcoming 12 Generous 5-6 Feminine

1 W.A.R.G. 3 Medusa Sector 5 Synth Arch


2 Intersolar Federation 4 Corsair Syndicate 6 Non-Aligned

1 Universal warfare brought its demise 1 Find someone to love


2 It was the result of a failed popular uprising 2 Forgiveness
3 It was caused by an omnipotent divine being 3 Acquire knowledge
4 A machine hive mind almost replaced humanity 4 Find purpose
5 Greed and inequality destroyed society 5 Escape from the past
6 A supernatural event caused by the void 6 Find true freedom
7 A failed experimental technology caused it 7 Redemption
8 It was done on purpose to stop overpopulation 8 Find a home
9 The Old World is a lie created by the government 9 Vengeance
10 Humanity was attacked by an alien civilization 10 Explore the galaxy
01-02 Transport to a Star Cruiser. They are one of of its crew.
03-04 PowerGen, as a backup in case their cybertech is compromised.
05-06 50 , to repair their starship after colliding with a cluster of space debris.
07-08 2 Health Packs, to cure a wounded family member.
09-10 AntiVirus, to protect their mental interface from enemy attacks.
11-12 Transport to an Ecumenopolis, from which they fled years ago.
13-14 2 BurnPatches, to help cure burns during their trips to Volcanic Moons.
15-16 50 , to buy their loved one a gift.
17-18 2 Energy Cells, to restore energy in case something goes wrong.
19-20 EMP Grenade, to neutralize enemy hackers during their next mission.
21-22 Transport to a Helios Farm. They need to stock up on cheap energy.
23-24 Taser Shell, for protection against thieves and looters.
25-26 75 , to fix their speeder bike back on their home planet.
27-28 2 Frag Grenades, to attack a group of unsuspecting enemy soldiers.
29-30 Tricillin Tablet, to sharpen their senses during their next mission.
31-32 Transport to a Pirate Hideout. They have business left to attend there.
33-34 Supranova Physic, to use as a combat stimulant during a raid mission.
35-36 75 , to buy a travel ticket back to their home planet.
37-38 Data Shard, to decrypt a powerful computer terminal.
39-40 A bottle of Stardust Soda™, to taste the spirit of the Old World one last time.
41-42 Transport to a Sylvanian Planet, to experience the wild fauna.
43-44 A bottle of Zero-G Liquor, to drown their sorrows in alcohol.
45-46 100 , to repair their damaged cybertech implant.
47-48 Contraband Package, carrying items deemed illegal in the Settlement.
49-50 Terraform Seed, to repair chemical damage done to their home planet.
51-52 Transport to an Asteroid Sea. There’s a hidden stash waiting for them there.
53-54 HACK_Shadow, to sneak past the cameras and security system in their next heist.
55-56 100 , they need to pay off debt to a space pirate mafia group.
57-58 Bulletproof Vest. They need protection against enemy bullets.
59-60 Kinetic Engine, to upgrade their old Neon Blade.
61-62 Transport to a Research Station. They are part of an ongoing experiment.
63-64 NGHTMR Key. They need it to corrupt an enemy’s computer terminal.
65-66 200 , to build their dream robot. They give you 2 NetLinks in exchange.
67-68 Smart Aim mod, to help them use their pistol after suffering injuries in war.
69-70 DRONE_Spider, to help them perform their tasks at work.
71-72 Transport to a Corsair Settlement. They have a Contraband Package to deliver.
73-74 Gravity Rifle. They need a new weapon to go back to the front lines.
75-76 200 , to set up a store in the Settlement. Regular items are 5 cheaper there.
77-78 Hades IV Armor, its heat protection will be useful for their next job.
79-80 DRONE_Ladybug, to spy enemies with ease.
81-82 Transport to a Nuclear Moon. They want to investigate radiation samples.
83-84 Silenced Revolver. They need the weapon to carry out a bounty contract.
85-86 HACK_Trojan, to be able to infiltrate enemy systems.
87-88 Tesseract. They are not willing to disclose what they need it for.
89-90 Scanner Eye implant, to replace their missing eye.
91-92 Transport to a Hollow Moon. They want to explore its inner layer.
93-94 Shield Generator module. Their current one got damaged in a recent battle.
95-96 Warp Drive, for their staryacht. They offer a random Master Hack in exchange.
97-98 A new Engines Module for their ship. Their current one is broken beyond repair.
99-00 Chromefist implant, to replace the arm they lost in a previous fight.
A standard game of ASTROPRISMA takes place
in Untamed Space, the far reaches of the
universe that best withstood the fall of
the old empires.
In Campaign Mode, you will travel from the
outskirts of the known universe toward the
Galactic Core, where the presence of the
post-apocalyptic factions of human and
machine is strongest, and their wars and
conflicts are most visible.

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.

In System I, Hostile Starship Encounters


Bases work as zones of control for the count as Corsair territory for Turf War.
faction in power. To capture an enemy Base,
you will first need to gain access to it by Pirate Hideouts & Asteroid Seas are now
winning a random Starship Fight against the under Corsair Syndicate control.
opposing faction. Outer Ring tiles controlled by opposing
Once inside, roll a d6 on the Faction Troops factions are now neutral [except Bases].
[p.96-112] table to find out what enemy
forces you will need to defeat to capture In System III, Barrier tiles count as
the facility. Add +1 to the roll result for Synth territory for Turf War.
each Strength point your faction has.
Helios Farms, Void Planets, and Ringed
If you emerge victorious, the Base will now Planets are now under Synth Arch control.
be under your faction’s control.
System I Bases no longer provide Faction
Strength to those in control.
Four derelict O’Neill cylinders house rare A divided system split down the middle into
flora and fauna. After decades without human two equal sides. The two halves are controlled
supervision, their current status is unclear. by opposing factions engaged in 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.

Various triangular metallic megastructures The dense, impassable asteroid fields at


appeared in this system years ago. Their opposite ends of the system make its center
origin or purpose is still unknown. the only way to travel between its 2 Bases.
Six strange void formations gravitate around Divided into three separate areas of control,
the star, believed to be the cause of the this system is an active warzone where each
disappearance of countless spacecraft. faction fights relentlessly for territory.

An Old World galactic shipyard, consisting An experimental solar megastructure prototype.


of three giant platforms, each with the Part of its previously inhabited core structure
capacity to manufacture millions of vessels. has been taken over by faction forces.

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

◆ Increase the HP of all enemies by the


amount shown.
You will need to make choices while playing
◆ Add more enemies of the same type [if
the game. To do so, debate with your crew
there are different enemy types, add
what option to choose. You can hold a vote
more of the highest difficulty one].
for important decisions and consult the
Oracle for advice. ◆ Roll more moves per turn for Bosses.
Certain situations will require you to SPACE COMBAT
perform a Challenge Roll. Pick the member of
Ship-to-ship battles are a collective
your crew who you think is best suited for
endeavor. Roll the Action Dice and talk
it and roll the dice. The consequence of
to your crew about how to spend them.
some rolls will affect the entire crew
Use your individual role skills to help
according to context.
during the fight. Roleplay what your
Your ship is about to get hit by characters are doing inside the ship
a solar flare. You quickly decide that the and how they react to everything that
crew’s pilot should roll to avoid the takes place during the fight.
incoming fire column. The roll fails, so all
your crew takes damage.
If a PC suffers an Abyssal If a PC dies, you may choose to create a
Scar, all other players are new character from scratch and make them
also teleported to the STAR join the crew. Come up with a story or
hex along with them. encounter to introduce the new PC.

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 with each of the 6 starting Origins.

Amass a fortune of 9.999 Serum during a single playthrough.

Complete a game in Campaign Mode with each of the 5 Factions.

Complete a game in solo mode with no additional crewmembers other than your
player character.

Complete a game in Campaign Mode without healing HP or Hull at Settlements,


where all enemies have +20 HP, and starships +10 Hull.

Complete a HARDCORE game without any of your player characters or crewmembers


dying or suffering Abyssal Scars.
Neutral
FACTION d10

1-2 Corsair Syndicate

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

3-4 Ringed Planet 3 Vaporian


PLANET SHAPE d6

5-6 Giant Planet

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

2 Outlaws & Looters


PAGE 69

SPECIFIC

3 Space Pirates
4 Mercenaries
5 Spacefarers
6 Faction Battles

OUTER EVEN Pirate Hideout


WHAT RING? d6

P.63 ODD Asteroid Sea


MIDDLE EVEN Star Cruiser
P.65 ODD Research Outpost
INNER EVEN Solar Flare
P.67 ODD Helios Farm
FACTION d10

1-2 Corsair Syndicate


PAGE 57

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

LOOT REWARDS BOSS REWARDS


01 25 Serum 07 R. Ranged Weapon 13 R. Melee Mod 01 1⚛ Hyperdrive
02 Health Pack 08 R. Melee Weapon 14 150 Serum 02 200 Scraps
03 Energy Cell 09 60 Scraps 15 R. Armor Set 03 R. Armor Set
04 R. Status Cure 10 75 Serum 16 R. Master Hack 04 R. Master Hack
05 30 Scraps 11 R. Hack 17 R. Cybertech 05 350 Serum
06 R. Narcobiotic 12 R. Ranged Mod 18 300 Serum 06 R. Cybertech

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.

Remember to restore Roll d6 on the ring


3⚡ at the end of encounter table.
each cycle if you Roll additional d6 to
are at full Health. specify the encounter.

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.

You can fully restore Health and YOUR TURN


Hull at Settlements. You can also Roll your Action Dice and allocate
spend 20 and an Action Die to their results to activate your
restore d6 + TEC Hull during combat. module’s abilities.
ENEMY TURN
Roll as many d10s on their combat
moves list as they have Actions.
AFTER THE FIGHT
Roll for loot & gain EXP.
When a PC reaches 0 Health or the Shields nullify all damage from the
crew’s ship reaches 0 Hull, roll an next incoming attack. Once a Shield
Abyssal Scar. Add +1 to the roll for blocks an attack, it is consumed.
each previous scar you have. They reset to 0 after each fight.
Abyssal Scars 89 Damage Bonuses 31 Cycles 3
Achievements 136 Difficulty 31 Cybersphere 61
Armor 15 Direct Damage 32 Exploration Rolls 5
Campaign Mode 129 Enemy Database 113 Faction Encounters 92
Faction Strength 17,129 Escape 30 W.A.R.G. 95
Challenge Rolls 16 Main & Side Actions 30 I.S.F. 99
Character Sheets 10 Malware 38,40 Medusa Sector 103
Player Sheet 14,15 Multiple Enemies 31 Corsair Syndicate 107
Starship Sheet 25 Status Conditions 32 Synth Arch 111
Star System Map 17 Turn Order 30 Directions 18
Connections 19 Hexes & Locations 17
Affinity 19 Hostile Encounters 69
NPC Generator 127 Missions 92
NPC Interactions 27 Action Dice 51 W.A.R.G. 94
NPC Requests 128 Boarding 52 I.S.F. 98
Crewmembers 21,23 Boost Escape 52 Medusa Sector 102
Energy 15 Critical Condition 52 Corsair Syndicate 106
EXP 16 Shields 52 Synth Arch 110
Factions 92 Starship Database 119 Neutral Encounters 71
W.A.R.G. 93 Starship Mods 25 Planets 73
I.S.F. 97 Engines 53 Gaian 75
Medusa Sector 101 Controls 54 Calorian 76
Corsair Syndicate 105 Systems 55 Vaporian 77
Synth Arch 109 Weapons 56 Aquarian 78
Favor 16,92 Sylvanian 79
Health 15 Ecumenopolis 80
Hyperdrive 15 Rings 6,63
Inventory 14,22 Armor Sets 49 Outer Ring 63
Memory Slots 14 Cybertech 44 Middle Ring 65
Multiplayer 13,133 Drones 38,41 Inner Ring 67
Oracle 7 Grenades 48 Satellites 81
Origins 11 Hacks 38,39 Asteroid 83
Overdose 50 Items 47 Crater Moon 84
Player Advice 28 Loot 45 Nuclear Moon 85
Random Tables 125 Master Hacks 40 Frost Moon 86
Scraps 26,48 Narcobiotics 50 Volcanic Moon 87
Serum 16 Quest Items 48 Hollow Moon 88
Social Rolls 19 Status Cures 48 Settlements 57
Stats 15 Weapon Mods 36 Activities 59
Travel Rules 27 Weapons 33,35 Sidequests 60

ASTROPRISMA is a sci-fi roleplaying game for 1-5 players about


exploring a vast retrofuturistic universe.
Create your character, customize your spaceship, gather crewmembers,
join factions, and carve your own story as you explore this boundless
post-apocalyptic world.

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