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6 Parsecs Now

Five Parsecs From Home is a solo-oriented science fiction adventure game where players build a crew and engage in various missions inspired by popular franchises. The document outlines the game's rules, character definitions, terrain types, and gameplay mechanics, emphasizing ease of reference and playability. Future updates and community engagement through platforms like Patreon and Discord are also mentioned to enhance the game's content and player experience.

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jason.moskel
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© © All Rights Reserved
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0% found this document useful (0 votes)
144 views88 pages

6 Parsecs Now

Five Parsecs From Home is a solo-oriented science fiction adventure game where players build a crew and engage in various missions inspired by popular franchises. The document outlines the game's rules, character definitions, terrain types, and gameplay mechanics, emphasizing ease of reference and playability. Future updates and community engagement through platforms like Patreon and Discord are also mentioned to enhance the game's content and player experience.

Uploaded by

jason.moskel
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

1

TABLE OF CONTENTS
Version 1.17

INTR 3 WEAPONS AND GEA 26

FUTURE GAME UPDATE 5 CHARACTER CREATIO 30

PERMISSION 6 STORY POINT 39

CHARACTER DEFINITION 7 THE CAMPAIGN TUR 40

THE STARS OF THE STORY 8 CAMPAIGN REFERENC 55

TERRAIN TYPE 9 ENCOUNTER 62

THE GAME TUR 12 LOO 79

MOVEMEN 14 COMPETITIVE GAME 81

ENEMY MOVEMENT 15 ASSORTED CLARIFICATIONS 83

COMBA 17 DESIGNER NOTE 84

RUNNING AWA 20 VERSION NOTE 85

PROBLEM SOLVIN 21

GAME REFERENC 22

UNUSUAL SITUATION 23

DIFFICULTY SETTING 25
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INTRO

Five Parsecs From Home is a solo-oriented science ction adventure game.

Build a crew, out t them and take them to the stars.


Undertake odd jobs for shady characters, get in gun battles, make a few bucks and eventually
die in some place nobody wants to visit.

It is heavily inspired by franchises such as Trigun, Mass E ect, Fire y, Borderlands,


Warhammer 40.000 Rogue Trader, Laserburn and Traveller.

This is the second edition of the rules.


As they are frequently updated, check in the back to nd a change-log of updates.

The rules are presented to be as easy to reference and use in play as possible.

We have opted to use a single-column layout for ease of screen-reading, particularly with the
popularity of tablet devices for gaming PDF’s.

All feedback, questions and suggestions can be directed to the author at


nordicweaselgames@[Link]

Norms

The rules assume a human player against opponents controlled by the game system.
We call these “The Enemy”.
Typically, the enemies are randomly generated, but as a campaign progresses, you may gain
long-term rivals that wish to see you dead.

The game is intended to be played as a campaign game, though one-o battles are possible.

The game proceeds in “Turns” which end when every model on each side has had a chance to
do something.

Where possible, rules terms are indicated in Bold text, while titles and names are given in
Italics.

Game Scale

Each miniature gure represents a single character in the game world.

We use the terms “character” and “ gure” interchangeably in the game rules.

You can use any scale of gures you enjoy.


Movement and weapon ranges can generally be left the same regardless of scale.
They should play ne in both 15mm and 28+mm scale.
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Players in 6mm and 10mm scale will nd that movement and shooting is ne, but things like
climbing terrain features may seem a bit excessive in the smaller scales.
If so, restrict horizontal movement to half normal pace.

Regardless of scale, you will need to be able to tell each gure apart, whether through poses,
sculpting or markers on the base of the gure.

A game turn represents a few moments of time when a lot of shooting is happening and a
couple of minutes when you are just sneaking around. It is not intended to be xed.
Weapon ranges are heavily condensed. Realistically, you could re at far greater distances but
between the generally poor visibility in old spaceship wrecks, combatants lacking formal
training and the hasty nature of hip- ring, I felt that shorter ranges were justi ed.

In any event, in the space opera lms, shows and games that inspired the rules combat takes
place at fairly personal distances!

Players using the metric system can multiply all measurements by 2 for Centimeters.
This will produce distances that are a little shorter than they should be, but is easier to do on
the y.

Where to keep up with us

I regularly communicate through the Wargame Vault email noti cation system, but you can also
follow our blog at
https:// [Link]

We also have a Discord server at [Link]

Finally we have started creating announcements on twitter at [Link]

Special thank you’s

To all the cool people who supported the game and contributed when it countered.

Photos generously supplied by the community with a special thank you to Jason, Schyler, Je
and “Abnatha” etc.
If I forgot you, please yell at me.

Jason for the “blue” record sheet and Chris for the campaign tracking sheet.

My wife and occasional co-writer Traci Morrissette.

To my good friends David Platt and Javier Gonzalez for countless moments of inspiration over
the years.

The keen-eyed nit-pickers Jason and Bill.

All the various wonderful people who have emailed me with ideas or just to say thank you.

Ivan Sorensen
nordicweaselgames@[Link]
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FUTURE GAME UPDATES

There are a number of updates and improvements in the pipeline for Five Parsecs From Home,
including updating and expanding the various tables, alien player characters, more variety to
enemy encounters, new mission types and much more.

In order to fund these updates, I have created a Patreon page where you can donate to have
new gaming content created every month.

[Link]

With your help and support, Five Parsecs will continue to grow and develop with exciting new
concepts and ideas.

Updating during a campaign

It’s entirely possible an update will come out while you are playing a campaign.
While you can always nish up your campaign before updating, the following guidelines tend to
work well:

Apply any changes to how characters are created, level up etc. going forward only.
It’s almost always easier to not try back-dating things.

If a weapon, item or gadget changes, begin using the new rules right away.
If an item now does something completely di erent and the old option is still usable under the
rules, you can keep it but note the item as “Mark I” of whatever it is.
Any new examples of the same item will use the new rules.

When random tables change, just start using the new version next time you roll on that table.

New planetary rules are applied next time you travel.


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PERMISSIONS

By purchasing these rules through the Wargame Vault, you receive the following permissions:

* To have the PDF printed for personal use through any commercial print service.

* To create hand-outs and reference sheets for personal use. You may reproduce up to 5
pages of content for use in a club, store, demo game or similar.

* You may create and distribute additional content for the rules, such as missions, house
rules and so forth, provided it is not done commercially and is clearly indicated as
NOT being an o cial Nordic Weasel Games product.

* You may quote from the rules as needed for reviews, blog posts and similar discussion.

If you have needs that go beyond these permissions or wish to create a commercial product
compatible with / based on these game rules, please contact me at
nordicweaselgames@[Link]
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CHARACTER DEFINITIONS

Ability scores

Each of our characters is rated in ve fundamental ways.


Next to each Ability is listed the starting value for a new character and the maximum possible
for a human player character.

Abilit Star Max

Reaction 6
Spee 4 8”
Combat Skil + +5
Toughnes 6
Savv + +5

Reactions is used to determine when a character can act during the turn.
Speed is straightforward: How far you can move in tabletop inches.
Combat Skill is added to all attack dice rolls.
Toughness is what enemies have to roll above to damage you.
Savvy covers technical aptitude, wits and a bit of charm. It’s often used away from the
battle eld.

Luck Points

Particular characters may have (or develop) an unusual sense of Luck.


On the battle eld, this works to avoid a potentially lethal injury.

Weapon ratings

Weapons are rated in three ways:

*Range
*Shots
*Damage

Range is the longest distance, in tabletop inches, you may attack from.
Shots is the number of attack dice you get to roll.
Damage is the number added to the damage roll.

Weapons may have additional traits granting special rules, abilities or exceptions.
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THE STARS OF THE STORY

Five Parsecs From Home is a bit of an unusual game.

Any game with procedural generation has the potential to create an unusual streak of luck (or
disaster).
You might have multiple easy encounters only to be demolished by 3 ghts against assassins
in a row.
Maybe you can’t nd new weapons to save your life. Maybe your entire crew ends up dead.

In such situations, you will have to determine what to do as a player.

Some players are going to relish going into an overwhelming ght with one guy, armed with a
handgun, a smarmy attitude and a pack of gum.
Others will feel dejected that the dice just ended their campaign.

How you feel about things depends on your views of gaming, but we are going to present a
few options. You may employ each once per campaign.
Write them on an index card and when each has been used, simply strike it o the list.

If you opt to use these options, they can NEVER be regained and cannot be restored for any
reason in this campaign.
To gain new uses, you have to start completely from scratch.

If this sort of thing feels like it isn’t as grim and gritty as you like, ignore it.

Ducked at the right time!

A character that was just removed from the battle eld returns unharmed in the place
they occupied or as close as possible.

Looked worse than it was!

Ignore a roll on the campaign Injury table. Character recovers immediately.

Did you ever meet my mate?

Add a new character to your team immediately, even mid-battle.


Place the model within 6” of any table edge.
They can act immediately.

Kill Shot!

One character making a shot will hit and kill their target automatically.

Rainy day fund!

Immediately add 1D6 Credits to your Stash.


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TERRAIN TYPES

Gaming terrain can take a number of forms.


If this sounds overly legalistic, don’t worry:
A quick glance at any piece in your collection should tell you what it is considered to be.

I nd it helpful to de ne these terms up front, since many other game rules rely on this.

You are of course encouraged to create unusual or imaginative terrain types for your speci c
gaming situation.

Linear Individual
Any wide feature that a miniature cannot A single piece of terrain that a gure cannot
generally be placed on top of. climb.

Examples include hedgerows, walls, sandbag Examples include barrels, individual trees
barricades and similar. and sign posts.

Area Block
Features that cover a space on the table and A terrain piece that can be climbed or
can have miniatures placed within them. otherwise interacted with, but which gures
cannot enter into.
Examples include forest, bushes and rubble.
Examples include boulders, sealed shipping
Area features may be designated as containers or locked-up buildings.
Di cult.
Interior
Field
An enclosed terrain piece that gures can
Similar to an Area feature but ground level. enter inside.
Field features may be designated as
Di cult or Impassable. Examples include buildings, tunnels and
caves.
Examples include mud, water or lava pools.

Interaction

Block and Linear features can generally be climbed.

Area features can be entered as can many Field features.

The Movement rules chapter discusses how this in uences movement.


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Lines of sight

A Line of Sight is an imaginary line between two gures, establishing if they can see and re
upon each other.

In most cases, visibility is obvious.


Leaning down and getting a look from behind one of the gures will give you a “true” Line of
Sight picture if in doubt. A string or laser can also be used.

Lines of Sight are always mutual

If due to some unforeseen rules quirk only one gure has a legal Line of Sight, both gures can
see each other.

Shooting across Linear obstacles

Linear obstacles are ignored for Line of Sight purposes if the target gure is clearly visible
with no coverage.
This is typically the case when the shooter is placed on a raised terrain feature, such as a
rooftop.

To re across a Linear terrain feature either the rer or the target must be within 3” of the
feature.
Otherwise the feature blocks Line of Sight.

Shooting past things

If the Line of Sight is obscured by a stray item, such as an Individual feature (a rock or tree is
often the culprit) Line of Sight is not blocked as long as they are at least partially visible.

Shooting past people

If Line of Sight is partially obscured by another gure, Line of Sight is blocked regardless of
which side the intervening gure belongs to.

Area features

Line of Sight into an Area feature terminates at the nearest edge.


Any gure placed in the feature but touching an edge can see and be seen from that side.

Figures within an Area feature and not touching an edge cannot see gures on the outside.
Figures within the same Area feature can see each other if they are within 3”.
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Cover

A gure is considered to be in Cover for combat purposes if any of the following are true:

* Line of sight crossed any terrain feature


* Positioned within an Area feature
* In contact with a terrain feature that partially obscures sight.

Adjudicating things on the table

In general, the game plays best if you are somewhat generous with Lines of Sight as well as
being somewhat generous with Cover.

In other words:

If in doubt, allow the shot to be made but count it as Cover.


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THE GAME TURN

Each turn consists of three phases:

*Quick actions
*Normal actions
*Slow actions

To begin the turn, roll a number of D6 equal to the number of your characters.

Assign each of the dice to one of your characters.

Any character assigned a die equal or below their Reaction score will act in the Quick Action
phase.
Characters that were assigned a die higher than their Reaction score will act in the Slow
Action phase.
Note that every character always gets to act.

All Enemies will act in the Normal Action phase.

The turn ends when all characters on both sides have acted.

Actions

During a phase, player gures can act in any order desired.

Enemy gures begin with the gures closest to the players table edge, then working their way
back.

When acting, a gure may Move and then perform a Combat action.
A gure may opt to forego either option but cannot perform them in reverse order.

Stunned

If a gure is Stunned, they may Move OR perform a Combat action, not both.

Stunned Enemies will always re at the nearest target if one is visible. They will not enter
Brawling combat.

If not, they will retreat to try and get into better cover or behind a terrain feature.

Remove a Stun marker after the gure has acted.


Characters can accumulate multiple Stun markers. If a character accumulates 3+ Stun markers
simultaneously, they are knocked out and removed from play.

In the event a Stunned character is attacked in Brawling combat, remove all Stun markers but
the attacker receives a +1 dice bonus for every Stun marker that was removed.
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Snap re

Characters that are eligible to act in the Quick Action phase may opt not to do so.

This allows them to either re when an Enemy moves or to delay until the Slow Action phase.
If a moving Enemy is Stunned, they lose the ability to re this turn.
Firing during an Enemy move prevents the ring character from moving this turn.

Characters that do not nd an opportunity to re in the Enemy phase can Move OR Fire in the
Slow Action phase, not both.
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MOVEMENT

When moving, a gure may move up to their Speed in tabletop inches.

Terrain features do not typically reduce movement speeds but Di cult Terrain will consume
an additional 1” of movement allowance for every full 2” moved in it.

Di cult Terrain includes forest, swamp, rubble and sand.

A gure cannot move directly through another gure at any time.

Opening doors costs 1” of movement. Climbing through a window or hole costs 2”.

Dash

Characters that do not intend to re can Dash, allowing them to move an additional 2”.
Enemies will do so to reach cover or move into range. An Enemy with a ranged weapon will
not Dash if they are able to re at a target.

Proximity

If a gure moves into contact with one or more opponents, they engage in a Brawl which is
resolved immediately. No other actions are permitted.

Figures may enter a Brawl when Dashing.

Moving up and down

Vertical obstacles can be traversed by simply paying the height of the obstacle in inches.
For example, crossing a 2” tall wall uses 2” of movement allowance.
Figures cannot end a move part-way up a surface or wall.

A descent of 1” or less can be performed for free.


Any longer drop requires the character to either climb down or Jump.
Jumping down more than 1” ends the characters turn.

Jumping does not require any available movement, meaning a character can move to an edge
and jump down.

Jumping down 3” or further in icts a Damage 0 hit.

Characters can leap over a gap up to 2” wide, counting it as part of their standard movement.
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ENEMY MOVEMENTS

The way the Enemy moves on the eld requires a bit of explanation, as we need to inject a
modest amount of “arti cial intelligence” into the proceedings.

It is assumed that the player will make snap decisions based on what is reasonable.
You may of course role play the opposition based on their type.

Enemies operate according to one of four broad types:

Cautious

Cautious Enemies will attempt to stay in cover whenever possible.


Figures with an opponent in sight and range will remain where they are and re.
Otherwise, they will advance in or behind terrain features, trying to establish lines of re to
opposing gures.

They will attempt to engage targets at as close to maximum range as possible and will not
advance voluntarily within 12” of opposition.
As a general rule, they will not enter Brawling combat.

Aggressive

Aggressive Enemies with opponents in sight will advance at least half a move towards them,
attempting to remain in cover if possible.
Enemies that are unable to see any opposition or which are within 12” will advance as fast as
possible towards the nearest opponent, attempting to enter into a Brawl.

They will not enter a Brawl with an enemy that has higher Combat Skill.

Heavy weapon gures will not move if they have a line of sight to a target.

Tactical

Tactical Enemies will advance at half pace, always retaining cover where possible.
They will cross open ground at full pace if needed.
They will attempt to close to within 12” of their opponents, then will move to out ank and get
clear lines of re where possible.

If within one move and possessing higher Combat Skill, they will attempt to Brawl, otherwise
they will re.

Tactical enemies will attempt to remain within 3” of a friendly gure when possible.
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Rampage

Rampage Enemies will move as fast as possible towards the closest opponent and will
always attempt to enter Brawling combat.

Rampagers with Heavy weapons will stand still and re if in sight of a target.

Defensive

Defensive Enemies will advance to weapons range, but will remain in their initial half of the
table and will remain in cover or behind terrain whenever possible.

Once in position, they will re from those positions and will move to Brawl if opponents enter
their terrain features and they have equal or better Combat Skill.
If a terrain feature with friendlies has been entered by the players forces, those within adjacent
features will move to reinforce.

Beast

Beast Enemies will always attempt to move as far as possible towards the nearest opponent,
while remaining in cover.
They will only break cover if they can enter a Brawl.

When possible, Beasts will attempt to remain within 2” of a friendly gure, attacking the same
targets.

Guardian

Guardian Enemies are attached to another gure and must always remain within 3” of that
gure if possible.
They will move at the same pace and attack the same targets and with the same methods
( re / Brawling) where possible.
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COMBAT

A gure may re any single weapon carried as a Combat Action.


Unless within 3” of a visible opponent, you may re at any visible target.
Figures within 3” of a visible opponent MUST attack a target within 3” of them.

Weapons with multiple shots may resolve them one at a time. If the target is destroyed, you
may select another target within 3” of the original.

To hit, roll 1D6, adding the Combat Skill of the rer.


The target number to hit is:

Within 6” and in the open 3+


Within weapon range and in the open 5+
Within weapon range and in cover 6+

If the modi ed score is equal or above the target number, the shot hits.
Missed shots have no e ect.

Brawling

Figures in physical (base) contact with each other will ght in a Brawl rather than ring.

Each character rolls 1D6, adding their Combat Skill.


Add +1 if carrying a Melee weapon or +0 if carrying a Pistol weapon.
Characters lacking either must minus 1.

The lower total su ers a hit.


On a draw, both characters take a hit.

If either character scored a natural, unmodi ed 6, they in ict a hit on the opponent.
If either character scored a natural, unmodi ed 1, their opponent in icts a hit upon them.

These special hits are in addition to any in icted from the combat itself.

Resolve hits using the highest Damage value of any Melee or Pistol weapon carried.
Characters with no suitable weapon strike with Damage 0.

A character that eliminates their opponent can move 2” in any direction, but cannot enter a
new Brawl.
This move is taken immediately, even during the opponents turn.

Stunned opponents

If a character is engaged in a Brawl while Stunned, the Stun markers are removed but the
opponent receives a +1 bonus per Stun marker.
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Multiple opponents

In some cases an attacker might end up in contact with multiple opponents.


Select randomly who ghts rst. Resolve the combat normally with the outnumbering side
getting a +1 bonus to the roll.

If the lone ghter wins, they do not get a 2” bonus move, but must instead ght the remaining
opponent. No bonus applies in this case.

Only 2 combatants can ght against a single attacker. In the unlikely event a single attacker
manages to contact 3 or more opponents in a single move, randomly select one that is pushed
back 1”.

Resolving hits

If a character is hit, regardless of the source, roll 1D6 and add the Damage rating of the attack.

If the result equals or exceeds Toughness the character becomes a casualty and is removed
from play.

A roll that is less than Toughness will push the target 1” directly away from the attacker unless
blocked by terrain or other gures.
Mark the gure as Stunned.

A Stunned character may move OR re when next active.


Remove one Stun marker after the gure has acted.
Characters can accumulate multiple Stun markers. Any character with 3+ markers is knocked
unconscious and removed from the battle, though they do not have to roll for post-game
injuries.

Toughness 7+

If a combatant has 7+ Toughness, many attacks will be unable to in ict any harm beyond
Stunning them.
When taking a hit from any attack, reduce Toughness by 1 for the rest of the battle.
This is applied until the Toughness score has been reduced to a 6.

Luck

If a character with Luck would be removed as a casualty, they lose 1 point of Luck instead.

The character is immediately moved 1D6” in a random direction and is otherwise unharmed.

Luck is regained automatically after each battle.


If a character has multiple points of Luck, they all have to be depleted before they can become
a casualty.
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Enemy ring

Enemies always re at the easiest target to hit and will prefer a closer target to a distant one.
If the Enemy goal is to kill a mission target, they will always re at the intended target above all
else.

Aiming

If a character is not Stunned and does not move, they can shoot more accurately.
When shooting, pick up any 1’s on the hit dice and roll them again once.

Tactical, Cautious and Defensive Enemies will try to Aim when shooting from cover.
Aggressive and Psycho Enemies will not remain in place to Aim.

Panic re

A character may opt to expend all their available ammunition as quickly as possible.
This is unlikely to be very accurate, but in an emergency it can be helpful.

The character is limited to ring at half the weapon base Range (ignoring all range
enhancements that may be applicable).
Conduct attacks as normal but roll 2 additional Shots.
Attacks are resolved one at a time, with each being directed at the closest available target at
that moment.

After the volley is completed, the weapon (and all identical weapons carried) is out of
ammunition for the rest of the battle.
The character may re other weapons as normal and will replenish their ammo load-out after
the battle.

This option is never used by Enemies.


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RUNNING AWAY

At the end of each game turn, the Enemy will test Morale if they lost any gures during the
turn just played.

Roll a number of dice equal to the number of gures that were removed due to combat
(shooting, brawling, explosions etc.).
Casualties from environmental hazards are not counted.

Every die that falls equal or below the Panic range for the Enemy type indicates one of them
will Bail.

Apply each die to an Enemy gure, starting with the gures closest to the Enemy table edge.
These gures Bail and are removed from play.
Figures that Bail do not count as “killed” for any purposes and do not trigger additional Morale
dice to be rolled.

Any enemy Lieutenants are una ected by Morale dice, if they are applied to them.
If they are the only gures remaining, do not test any further.

Some Enemy types have a Panic score of 0 indicating that they ght to the death, unless a
factor raises their Panic score to 1 or more.

Fearless

Some Enemies are Fearless. They will never Bail regardless of circumstances.
Unlike Lieutenants, Fearless troops do not have Morale dice applied to them. Simply skip
them and apply the die to the next closest gure to the Enemy table edge

Player morale

Player forces do NOT test Morale. Instead, you may abandon the ght by moving crew o any
table edge.
Note that you do not have to ee o your own original table edge, though if ghting on an
interior map such as a spaceship hull or underground complex you will have to move to a
reasonable exit.

Once a crew member leaves the table, they cannot return during the battle. Moving the nal
crew member o the table ends the ght.
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PROBLEM SOLVING

Players inclined towards more fantastical scenarios may end up with all manner of things
happening: Doors that need opening, computers that need hacking and strange alien animals
that need calming.

This section o ers a few quick solutions to handle these situations as they arise.
Pick whichever ts your situation best.

This section is completely optional and will not come up in typical play.
It is intended for creative players to toy with.

Performing a test typically prevents the gure from attacking that turn.

Quick test

Determine if the test is Easy or Hard, then roll a D6.


An Easy test is passed on a roll of 3+ while a Hard test is passed on a roll of 5+.

Opposed test

Roll a D6 for each gure with the higher roll prevailing.


On a draw, the action is unresolved this turn.

Wits test

Set a Challenge Rating from 2 to 7.


Roll 1D6 and add the Savvy score of the character.
If the result is equal or better, the test is passed.

Risk and fumbles

Rolling a 1 on the die (before modi ers) Stuns the character.


If a test is deemed Risky, rolling a 1 in icts a Damage 0 hit as well.
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GAME REFERENCE

The turn sequence Firing

Roll D6 equal to crew size and assign each die to Must re at closest target if within 3” of enemy.
a character.
Assigned D6 roll equal or under Reactions acts in To hit, roll D6+Combat Skill:
Quick Action Phase.
Enemies act in Normal Action Phase. Open within 6” 3+
D6 assigned over Reactions acts in Slow Action Open within range 5+
Phase. Covered target within range 6+

Actions
Brawling
A gure may move, then attack.
Stunned gures may move OR attack. Roll 1D6+Combat Skill.
Remove one Stun marker after acting. +1 Melee / -1 no weapon.

Loser takes a hit. Both on a draw.


Moving
In ict additional hit if rolling 6.
Su er additional hit if rolling 1.
Move up to Speed in inches, vertical or
horizontal.
Damage
Di cult terrain cost +1” per 2” moved.

If entering contact, Brawl. 1D6+Damage.


Target eliminated if die is a 6 or modi ed score
Move +2” if not ring. equals or exceeds Toughness.
Survivor is pushed 1” back and Stunned.

Morale

At the end of each turn roll 1D6 per casualty.


Dice that are equal or below Panic range cause 1
gure to Bail.
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UNUSUAL SITUATIONS

This section covers various unusual situations that can occur during the game.
In most cases you can resolve such cases yourself, but if you prefer a bit of guidance, we’re
here to help.

Crashing into things

Some rules can force a character to move randomly.


Random moves are not reduced by Di cult terrain.

If the character moves into a Linear, Block or Individual terrain feature, the character ceases
moving.
If more than 1” remained of the random move distance, they become Stunned.

If a character randomly moves into contact with another character, the stationary character is
pushed 1” in a random direction.

Impossible locations

Teleportation and similar can cause a character to end up some place that is impossible, such
as inside a solid obstacle.

If so, the character su ers a Spatial Shift and is moved 2D6” in a random direction.
The character is automatically Stunned when this happens.

If a teleporting character would end up in the exact spot occupied by another character, both
su er a Spatial Shift.

Note that ending up on a Field terrain piece that is dangerous, such as a pool of acid or a
chasm is completely possible. The character becomes a casualty immediately.

Equal distance

When determining opponent actions, you may run into two possible options, locations or
targets being equal whether due to value, distance or some other factor.

If so, simply roll a D6 with 1-3 representing one possibility and 4-6 representing the other.

If two combat targets are equal in all other respects, opponents will re on a character that
red a weapon last turn over one that didn’t.
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Cover is made of people!

If a line of sight is partially obscured by another character from either side, the shot is
considered to be blocked.

Mind your re

Characters that attempt to target an area of e ect weapon where it would strike allies must roll
a 5+ on 1D6 to do so.

If the ring character has ever been in an argument or ght (by way of random event) with the
character in the target area, they may re automatically.

Re-rolling dice

Any die can be re-rolled only once, unless the rules explicitly state otherwise.
The new result stands even if it is worse.

If the rules state you may “roll twice” you can roll two times and then select either result.
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DIFFICULTY SETTINGS

If you wish to adjust the di culty of a campaign up or down, you can use the options
presented in this chapter to tailor things to your liking.

These options are intended to be as modular as possible.


They can be changed mid-campaign without too much trouble, though we recommend not
changing options mid-game.

The left column o ers options to make the game easier, while the right column o ers options to
make the game harder.

REDUCE DIFFICULTY INCREASE DIFFICULTY

Enemies must roll OVER Toughness to in ict All Enemies gain +1 Toughness.
casualties.

When activating a gure, roll 1D6 per Stun Player cannot Snap Fire.
marker.
If the roll is equal or below Reactions, the marker
is removed.

Gain +1 Credit after each battle. Enemies cannot be Stunned.

Each character gains +1 XP after each battle. Increase Enemy squad sizes by 1 in encounters

Reduce Enemy squad sizes by 1 in encounters. No Enemy penalty for Heavy weapons.

Re-roll one Injury roll after each encounter. Each character gains -1 XP after each battle.
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WEAPONS AND GEAR

The following covers a collection of typical weapons and gear your characters may nd
themselves armed with.

Note that not all items may be readily found or purchased.


Some items are included for later use and for scenario design.

Character limits

A character can wear 1 type of Armor and 1 Screen.

Each character may carry up to 1 Pistol plus up to 2 other weapons.

A character may have no more than 2 Implants and once applied, they cannot be lost,
destroyed or removed.

A weapon can have only 1 Gun Mod. Once tted, Gun Mods cannot be removed or reversed.

A weapon can only be tted with 1 Sight. Sights can be moved to another weapon, but if the
weapon is damaged, lost or destroyed, any tted Sight is also subjected to the same fate and
must be repaired separately.

Weapon Traits

Weapons can have the following Traits, modifying how they function.

Are Resolve all Shots against the initial target. They cannot be spread.
Then resolve one Shot against every gure within 2”.
Clumsy -1 to Brawling if opponent has higher Speed.
Elegant When Brawling, the ghter may re-roll the die. Enemies will always re-roll if they
have a lower total than their opponent. They will not re-roll 6’s however.
Focused All Shots must be against a single target.
Heavy -1 penalty to Hit if the rer moved this turn.
Impact If target is Stunned, place a second Stun marker.
Melee +1 to Brawling rolls.
Pistol No penalty to Brawling.
Snap shot +1 to Hit within 6”.
Terrifying Any target hit must retreat 1D6” away from the rer.
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Weapon Range Shots Damage Notes

Hold Out pistol 4” 1 0 Pistol


Melee

Hand gun 12” 1 0 Pistol

Scrap pistol 9” 1 0 Pistol

Machine pistol 8” 2 0 Pistol


Focused

Hand cannon 8” 1 2 Pistol

Hand laser 12” 1 0 Snap Shot


Pistol

Colony ri e 18” 1 0 -

Ri e 24” 1 0 -

Infantry laser 30” 1 0 Snap Shot

Shot gun 12” 2 1 Focused

Hunting ri e 30” 1 1 Heavy

Marksmans ri e 36” 1 0 Heavy

Auto ri e 24” 2 0 -

Rattle gun 24” 3 0 Heavy

Blast pistol 8” 1 1 Pistol

Blast ri e 16” 1 1 -

Hyper blaster 24” 3 1 -

Plasma ri e 20” 2 1 Focused

Fury ri e 24” 1 2 Heavy

Shell gun 30” 2 0 Heavy


Area

Cling re pistol 12” 2 1 Focused


Terrifying

Hand amer 12” 2 1 Focused


Area

Blade Brawl - 0 Melee

Brutal melee Brawl - 1 Melee


weapon Clumsy

Ripper sword Brawl - 1 Melee


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Weapon Range Shots Damage Notes

Power claw Brawl - 2 Melee

Glare sword Brawl - 0 Melee


Elegant

Suppression maul Brawl - 1 Melee


Impact

Quest clues and rumors

You may obtain Quest Rumors in the campaign.


If your crew does not currently have a Quest (which will be the case at the start of the
campaign) these are Rumors that can lead you to nding a Quest.

If your crew is on a Quest, any new Rumors are instead treated as Clues which help towards
resolution of the Quest you are currently on.

Once you nish the Quest, any Rumors obtained are again treated as Rumors.
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Gear Function

Frag Vest +1 Toughness while worn. Armor item.

Combat Armor +1 Toughness and +1 Reactions while worn. Armor item.

Communicator When making your initiative roll at the start of the turn, you may roll one additional die, then
discard any one die.

Puri er Purify water to sell for 1 Credit per campaign turn.

Fixer One-use. Repair a destroyed piece of equipment.

Nano-Doc One-use. A character does not have to roll on Injury table after a game.

Concealed blade If beginning action within 2” of an enemy, attack with +0 to hit and Damage 0.
Then move away at normal Speed.

Assault blade Gun Mod. Attach to gun to give it Melee Trait with Damage 1. Will win on a draw.

Booster pills One-use. Recover from Stun, then move at double Speed this turn.

Loaded dice Crew member may Gamble as a campaign turn job. Earn 1D6 Credits but if the roll is a 6,
crew member loses the dice and must roll on Injury table.

Frakk grenades 3 grenades. Single-use. 6” / 2 shots/ Damage 0 / Heavy / Area.

Dazzle grenades 3 grenades. Single-use. 6”. All characters within 2” of target point are Stunned.

Gadget Function

Screen generator Screen. If struck by a non-melee weapon, roll 5+ on 1D6 for the screen to de ect.

Displacer Use once per mission. Pick target location in sight. Move character to a point 1D6” away
from that in a random direction. May not move but can attack after arriving.

Insta-Wall Use once per mission. Put a marker within 3” and then place a 2” long barricade so it is
touching the marker, but oriented in any direction desired.
The wall lasts for the rest of the battle, is man-height and impervious to re.

Duplicator Single-use. Take any piece of equipment and create a perfect duplicate.

Battle visor Visibility past obstacles is increased to 5”.

Stabilizer Fit to any weapon to negate Heavy penalty.

Jump belt May jump up to 9” directly forward and up to 3” into the air instead of moving normally.

Stealth gear All shots at wearer are -1 to hit, unless rer is within 12”. Armor item.

Sonic emitter Always on. All enemies within 5” su er a -1 penalty to Firing rolls.

Stim-pack Single-use when character would become a casualty. Remain on table but become
Stunned.

Seeker sight Sight. Fit to any non-melee weapon to grant a +1 hit bonus when Firer isn’t moving.

Distraction bot Use once per battle at the start of the turn. Pick an enemy that cannot act this turn.
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CHARACTER CREATION

To create a squad, you need characters.


This chapter will walk you through the process to get your campaign started.

A typical starting squad has 6 characters.


If you want the game to be harder or easier, modify the number up or down 1.

They each begin with the following pro le:

*Reactions 1
*Speed 4
*Combat Skill 0
*Toughness 3
*Savvy 0

To generate the story for our characters, we provide 3 tables to generate Background,
Motivation and Class.
Roll on each table to establish who the character is.

The E ect column will note bonuses to your pro le. Add these up as normal.

The resources column provides a bit of starting cash.


This is not speci c to that character, all available credits can simply be combined into one pool.

Some rolls will give you Patrons, Rivals or Quest Rumors.


These are explained further in the campaign rules. Rivals are enemies your crew has made in
the past, who have followed you to the starting world.
Patrons are potential business contacts on the starting world.
Quest Rumors are rolled for during the campaign turn. They represent information that could
potentially lead you to a rewarding mission.

When starting out, simply note these aspects down. Their function will become clear when you
go through the campaign turn sequence later.

All Rivals are rolled on the “Unknown Rivals” table in the Encounter chapter.
Patrons are rolled using the rules in the Campaign chapter. Simply roll up any starting Patrons
when you set up your rst game world. They are all local to your starting world.

The Starting Rolls column o ers extra rolls on the various equipment tables.

It’s worth noting that some results will be more desirable than others.
Not everybody was born with the same opportunities.

Note that the tables intentionally do not depend on each other.


You can have a character that grew up in a high tech environment and became a primitive
outcast. Be creative and come up with a story as to how that went down.
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The one in charge

Once you have created all of your characters, pick one to be the Leader.
This character receives 1 point of Luck and will never leave the crew through random events,
though they can certainly be slain.

Roll Background E ect Resources Starting rolls

1-4 Peaceful high tech colony +1 Savvy +1D6 credits -

5-9 Overcrowded dystopian giant city +1 Speed - -

10-13 Low tech colony - - +1 Low Tech Weapon roll

14-17 Mining colony +1 Toughness - -

18-21 Military brat +1 Combat Skill - -

22-25 Space station - - +1 Gear roll

26-29 Military outpost +1 Reactions - -

30-34 Drifter - - +1 Gear roll

35-39 Lower classes of mega-city - - +1 Low tech weapon roll

40-42 Wealthy merchant family - +2D6 credits -

43-46 Frontier gang +1 Combat Skill - -

47-49 Religious cult - Patron -


+1 Story P.

50-52 War torn hell hole +1 Reactions - +1 Military Weapon roll

53-55 Tech guild +1 Savvy +1D6 credits +1 Hi-Tech Weapon roll

56-59 Subjugated colony on alien world - - +1 Gadget roll

60-64 Long term space mission +1 Savvy - -

65-68 Research outpost +1 Savvy - +1 Gadget roll

69-72 Primitive or regressed world +1 Toughness - +1 Low Tech Weapon roll

73-76 Orphan utility program - Patron -


+1 Story P.

77-80 Isolationist enclave - 2 Quest -


Rumors

81-84 Comfortable mega-city class - +1D6 credits -

85-89 Industrial world - - +1 Gear roll

90-93 Bureaucratic class - +1D6 credits -


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Roll Background E ect Resources Starting rolls

94-97 Wasteland nomads +1 Reactions - +1 Low Tech Weapon roll

98-100 Alien culture - - +1 Hi-Tech Weapon roll

Roll Motivation E ect Resources Starting rolls

1-8 Wealth - +1D6 Credits -

9-14 Fame - +1 Story P. -

15-19 Glory +1 Combat Skill - +1 Military Weapon roll

20-26 Survival +1 Toughness - -

27-32 Escape +1 Speed - -

33-39 Adventure - +1D6 credits +1 Low Tech Weapon roll

40-44 Truth - 1 Rumor -


+1 Story P.

45-49 Technology +1 Savvy - +1 Gadget roll

50-56 Discovery +1 Savvy - +1 Gear Roll

57-63 Loyalty - Patron -


+1 Story P.

64-69 Revenge +2 XP Rival -

70-74 Romance - 1 Rumor -


+1 Story P.

75-79 Faith - 1 Rumor -


+1 Story P.

80-84 Political - Patron -


+1 Story P.

85-90 Power +2 XP Rival -

91-95 Order - Patron -


+1 Story P.

96-100 Freedom +2 XP - -
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Roll Character class E ect Resources Starting rolls

1-5 Working class +1 Savvy - -


+1 Luck

6-9 Technician +1 Savvy - +1 Gear Roll

10-13 Scientist +1 Savvy - +1 Gadget Roll

14-17 Hacker +1 Savvy Rival -

18-22 Soldier +1 Combat Skill +1D6 Credits -

23-27 Mercenary +1 Combat Skill - +1 Military Weapon


Roll

28-32 Agitator - Rival -

33-36 Primitive +1 Speed - +1 Low Tech Weapon


Roll

37-40 Artist - +1D6 Credits -

41-44 Negotiator - Patron -


+1 Story P.

45-49 Trader - +2D6 Credits -

50-54 Starship crew +1 Savvy - -

55-58 Petty criminal +1 Speed - -

59-63 Ganger +1 Reactions - +1 Low Tech Weapon


Roll

64-67 Scoundrel +1 Speed - -

68-71 Enforcer +1 Combat Skill Patron -

72-75 Special agent +1 Reactions Patron +1 Gadget Roll

76-79 Trouble shooter +1 Reactions - +1 Low Tech Weapon


Roll

80-83 Bounty hunter +1 Speed 1 Rumor +1 Low Tech Weapon


Roll

84-88 Traveller - - +1 Gear Roll

89-92 Explorer +2 XP - +1 Gear Roll

93-96 Punk +2 XP Rival -

97-100 Scavenger - 1 Rumor +1 Hi-Tech Weapon


Roll
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Crew equipment

You will receive the following equipment:

*3 rolls of your choice on the Military or Hi-Tech Weapon tables.


*3 rolls on the Low Tech Weapon table.
*1 roll on the Gear table.
*1 roll on the Gadget table.
*1 Credit per crew member recruited.

Any equipment obtained from these tables, regardless of the source, go into a central Stash
and can be issued and distributed to your characters as you see t.

This equipment, plus any additional rolls granted by the character creation process, can be
distributed as desired.

Roll Low-Tech weapon Roll Military Weapon Roll Hi-Tech Weapon

1-30 Hand gun 1-10 Hand gun 1-20 Blast pistol

31-55 Ri e 11-35 Ri e 21-35 Blast ri e

56-70 Shot gun 36-60 Auto ri e 36-45 Fury ri e

71-80 Hunting ri e 61-70 Rattle gun 46-55 Cling re pistol

81-90 Blade 71-80 Shell gun 56-65 Hand amer

91-100 Brutal melee 81-90 Blast ri e 66-75 Power claw


weapon

91-95 Suppression maul 76-90 Glare sword

96-100 Hand Cannon 91-95 Suppression maul

96-100 Hand Cannon


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Roll Gear Roll Gadgets

1-15 Frag Vest 1-10 Screen generator

16-25 Combat Armour 11-20 Displacer

26-30 Communicator 21-25 Insta-Wall

31-40 Puri er 26-35 Duplicator

41-45 Fixer 36-50 Battle visor

46-55 Nano-Doc 51-65 Stabilizer

56-60 Concealed blade 66-70 Jump belt

61-70 Assault attachment 71-75 Stealth gear

71-75 Booster pills 76-80 Sonic wave emitter

76-80 Loaded dice 81-90 Stim-pack

81-95 Frakk grenades 91-95 Seeker sight

96-100 Dazzle grenades 96-100 Distraction bot


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Personal possession table

When starting the campaign, select which character is your favorite or “primary” character.
This does not have to be the Leader.

Roll once on the table below to see what you begin the game with.
This item may be a family heirloom, a custom job, a gift or a stolen prototype as you see t.
It cannot be given away or sold and you will likely never nd another.

Roll Item E ects

1-5 Marksmans pistol A nely made hand gun.


Range 15”. Shots 1. Damage 0. Pistol.
Will not jam or malfunction.

6-10 Grav dampener A belt with a low-power grav modulator.


Character su ers no falling damage.

11-15 Fine blade Unity Marine fencing saber.


Melee weapon. Damage 1.
Re-roll 1s when Brawling.

16-20 Body wire Implant. Re ex-enhancing implants.


Character raises initial Reactions by +1.

21-25 Mk II translator Roll an additional D6 whenever you Recruit.

26-30 Cybernetic eye Implant. If visibility is reduced due to smoke, fog or


darkness, increase the distance by +4”.

31-35 Gift from old lover Whenever the character is Stunned, roll 1D6.
On a 6, they think of their old ame and shrug o the Stun
marker immediately.

36-40 Nerve-adjusters Implant. Gene-mechanical tampering to reduce


susceptibility to pain.
When rolling for post-battle Injuries recovery, you may
modify the D100 roll by up to 5 points.

41-45 Precursor beam pistol An elegant pistol of alien design.


Range 10”. Shots 1. Damage 1. Pistol.
A 6 on the Hit roll in icts 2 hits on the target gure.

46-50 Genetic defenses Implant. Gene-therapy increasing resilience to toxins.


Add +1 to any attempt to avoid or resist poisons.
Typically, this is either a Toughness or Savvy test.

51-55 Favor in high places Someone from your past history owes you something.
If you ever nd yourself in trouble with any kind of
authorities, your old friend will bail you out. Once.

56-60 Night-sight implants Implant. Modi ed eye-sight allows the character to see in
the dark without penalty.
Has no e ect on smoke or similar impediments.
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Roll Item E ects

61-65 Auto-sensor A shoulder-mounted sensor, capable of tracking nearby


movements.
If the character is attacked in close combat, they may re a
Pistol weapon at the attacker.
This shot hits only on an unmodi ed roll of a 6.

66-70 Hot-shot pistol A custom pistol ring highly illegal ammunition.


Range 12”. Shots 1. Damage 2. Pistol.

71-75 Frag screen Screen. Tiny belt device o ering a dampening eld against
kinetic impacts.
Reduce the Damage rating of any Area e ect or explosion
by 1 against this character. This can result in negative
Damage.

76-80 Old friend An old friend who just might show up to help you out.
Once per battle, you may roll a D6:
On a 6, your friend shows up to help you.

Roll them up as a normal character. They may roll once on


the Military Weapon table, in addition to any items rolled on
the character creation tables.

The characters abilities will never change, but they may


potentially help you multiple times though they have to
recover from any Injuries sustained normally.

They are not otherwise part of your crew and will never hand
out any items or equipment.

81-85 Tweaked gun sight Sight. Of particularly ne quality.


May be tted to any non-Pistol weapon.
Increase Range by +2” and re-roll 1’s when ring.

86-90 Shift suit A soft body-suit of shimmering material.


When ring at this character, only natural 6’s will hit unless
the rer is within 12”. Armor item.

91-95 Kiranin Crystals A handful of strange, glowing crystals.


If thrown on the ground during a ght, they will shatter in a
shower of bright lights and sparks.
This will paralyze any enemies you are facing, preventing
them from acting for one full turn, though they may defend
normally in close combat.
The item is obviously only usable once.

96-100 Lucky dice Earn 1 Credit each campaign turn from petty gambling.
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Flavor details

Finally, roll on the Crew tables below.


These rolls are purely to add character, they will not in uence game play.
They are however highly recommended.

Roll Our ship is Roll We met through Roll We are best


characterized as

1-18 Worn freighter 1-10 Hired by random 1-12 Lovable rogues


member of the group

19-30 Retired troop 11-20 Pursuit of random 13-21 Consumate


transport group members professionals
motivation

31-35 Strange alien vessel 21-30 Being in trouble with 22-28 Cut-throat outlaws
authorities

36-44 Upgraded shuttle 31-40 A common enemy 29-34 Defenders of the


down trodden

45-53 Retired scout ship 41-50 A common cause or 35-48 Opportunistic


belief scoundrels

54-59 Re-purposed science 51-65 A random meeting in 49-58 Starport scum


vessel a bar

60-69 Battered mining ship 66-75 A previous job 59-72 Somewhat honorable
bandits

70-79 Unreliable merchant 76-90 Mutual protection in 73-87 Somewhat


cruiser a hostile universe forgettable

80-85 Former diplomatic 91-100 Being old war 88-100 A blank slate
vessel buddies

86-93 Ancient low tech craft

94-100 Built from salvaged


wrecks
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STORY POINTS

Story Points are a powerful resource which may be used to adjust things more to your liking,
give you a lucky break or just tweak the story to work better.

* Before rolling on any table outside combat, you may spend 1 Story Point to roll twice and
pick the result you prefer.

* Any time an item, character ability or similar requires a die roll to work and fails, you may
spend 1 Story Point to have it succeed after all.

* Any time you roll for something, you may spend a Story Point to roll again, but the new result
must be accepted.

* You may spend a Story Point to obtain 1D3 Credits.

Each of these uses should be accompanied by a small narrative explanation of how the event
came to pass.

Starting the campaign

When creating a new campaign, begin the game with 1D6+1 Story Points.

If this is your rst time playing Five Parsecs title roll twice and pick the better score.

If you own legal copies of Five Parsecs, Five Klicks AND Five Leagues, go ahead and add +1 to
the total.

These cannot be used during the character creation process of your initial crew.

Your reputation develops

At the start of every third campaign turn, add +1 Story Point.

A bitter day

If you Hold the Field after a battle but one of your characters is killed, add +1 Story Point.
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THE CAMPAIGN TURN

The game is played in a series of Campaign Turns.

Each such turn may represent a few days, a few weeks or even several months.
Think of a Campaign Turn as an episode in a television show.

The focus on the Campaign Turn is a tabletop battle, though quite a few other things will take
place around it.

Each Campaign Turn is played by going through the following steps. Steps labelled with A are
done before you ght the tabletop battle for the turn, while steps labelled with B are done after
the battle.

A-1 Flee Invasion B-1 Resolve Rival status


A-2 Determine if we travel B-2 Resolve Patron status
A-3 New world arrival B-3 Get Paid
A-4 Pay for upkeep B-4 Battle eld Finds
A-5 Pay for medical care B-5 Check for Invasion
A-6 Assign and resolve crew tasks B-6 Determine what Loot we found
A-7 Determine job o ers B-7 Determine injuries and recovery
A-8 Assign equipment B-8 Experience and Leveling
A-9 Resolve any Rumors B-9 Do your shopping
B-10 Roll for Campaign events
Play out a tabletop battle B-11 Roll for Character events
B-12 Check for galactic war progress

This chapter will go through each step in the order they are accomplished each turn.

A- Flee Invasio If Invaded

If the campaign play has told you this world is being Invaded, you must attempt to ee.
Roll 2D6. A score of 8+ is required to get safely o -world.

If the roll fails, skip Upkeep, Crew tasks, Job o ers and Rumor resolution. Proceed to the
Encounter section of the rules where you will ght an Invasion Battle.

If you survive or make the roll, you make it o -world and travel to a new planet as indicated
below. No payment, shopping or Campaign Events takes place while you ee but you may roll
up a Character Event.

If you lack the 5 Credits needed to travel, you ed on an evacuation ship. You lose any Credits
you do have plus 1D6 items from your Stash and equipment (chosen by you to represent
bribes, losses, things left behind etc.)

Regardless of how you leave, all Rivals, contacts and Patrons on this world are lost.
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A- Determine if we trave Player choice

Each Campaign Turn takes place in a single star system.


At the beginning of a Turn you may always decide to Travel, leaving behind the world you were
on.

This essentially allows you to start fresh on a new world, which may be bene cial if you’ve
made a lot of people angry.

It always costs 5 Credits (fuel and other costs) to travel to a new world.
If you do not have the money, you are stuck until you do.

You may opt to return to a world you’ve played on before, reinstating all Patrons and Rivals
that were left behind.
If you are interested in returning, keep a record of the world.
Index cards can work well for this.

A- New world arriva If you traveled

If you have traveled to a new world, move through the following steps in order before doing
anything else.
Players who prefer a simpler game with less to track may view anything past the rst four steps
as optional.

Check for Rivals


Any Rivals you have will roll 1D6.
On a 5+ they opt to follow you, otherwise they remain behind.

Dismiss Patrons
All Patrons remain behind unless they are Persistent.

Check for licensing requirements


Roll 1D6. On a 5-6 the world requires a Freelancer License to perform Patron jobs.
Roll 1D6 to determine how many Credits this will cost.
Once purchased, it remains in e ect for perpetuity, even if you return to the world later on.

You may attempt to obtain a forged License. Select a crew member and roll 1D6+Savvy.
If the score is a 6+, you obtain a License for free.
If the roll is a 1 before modi ers, you must add a Rival on this world, as local law enforcement,
crime bosses or business cartels take a dim view of your actions.
Only one attempt is permitted.
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Check for world conveniences


Roll 1D6 on the table below. The result applies as long as you remain on this world.

1 Easy recruiting +1 bonus to Recruiting rolls.


2 Medical science Additional medical care costs only 3 Credits.
Technical knowledge +1 bonus to Repair rolls.
Opportunitie +1 bonus when rolling to nd a Patron rolls.
Booming econom When rolling for get paid after a mission, any die rolling a 1
may be re-rolled. Quests roll twice, re-roll either die if it’s a
1 and then pick the highest score.
Any modi ers are applied as normal.
Busy markets Each turn you may purchase one roll on the Trade table
for 2 Credits, without requiring an action to be taken.

Check for problems


Roll 1D6 on the table below. The result applies as long as you remain on this world.

1 Invasion risk Add +1 to all Invasion Threat rolls.


2 Imminent invasion Add +2 to all Invasion Threat rolls.
Rampant crime When ghting criminal elements, add +1 to the number of
opponents you face.
Nothing notable No special e ects.
Nothing notable No special e ects.
Nothing notable No special e ects.

A- Pay for Upkee Always do this step

You must pay Upkeep for your crew, representing paychecks, booze, food or anything else you
like to imagine.
This is 1 Credit if you have 4-6 crew plus 1 additional Credit per crew member past 6.

Example:
A crew of 5 pay 1 Credit. A crew of 8 would pay 2 additional Credits (for a total of 3)

Alternatively, you may sell equipment to pay Upkeep. For each item sold, you gain 1 Credit
worth of Upkeep.

For each Credit you are short, one crew members will refuse to do any jobs for you this Turn.
You do not have to count crew members in Sick-Bay.

You can opt to kick out any crew Member at this stage.
Pick one item they carry that is returned to your Stash, they take the rest with them.
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A- Pay for medical car Always do this step

If you have crew in Sick-Bay, you may now pay 4 Credits to remove 1 turn from a single
character’s recovery time.
This can be done as often as you can a ord it, thanks to the wonders of modern medicine.

A- Assign and resolve crew Task Always do this step

Characters in Sick-Bay now mark o one Turn from their duration.


If this was their last Turn in Sick-Bay, they can rejoin the crew for the encounter but cannot
perform a Job this Turn.

Each crew member that isn’t in Sick-Bay can take on a Task now.
You may assign up to two characters to any one Tasks.
A character may opt to simply sit around on the ship and do nothing, if desired.

Available Tasks are:

*Find a Patro Go look for someone to hire the crew.


*Trai Go to the gun range and the gym.
*Trad Try to score some new equipment.
*Recrui Expand your crew.
*Explore See the sights around town.
*Trac Look for a Rival for a showdown.
*Repair your kit Try to x broken items.

Find a Patron:

To nd a Patron roll 1D6 and add the number of crew members who are looking.
After rolling, you may opt to spend Credits. Each Credit earns a +1 bonus.

If the roll is a 5 or higher, you’ve found a Patron to hire you.


If the roll is a 6 or higher, you’ve found two and may choose either job.

After generating all job details, you may opt to turn the job down if you end up not liking it.

If the crew has an old Patron among their contacts, each Patron adds +1 to the roll.
If one job is o ered, it will always be a random, existing Patron.
If two jobs are o ered, one will be a random, existing Patron, the other will be from a new
Patron.

Train:

Each crew member that trains earns 1 Experience Point.


If this causes them to Level Up, resolve it immediately. Huzzah!
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Trade:

For each crew member trading, roll once on the Trade table to see what presents itself.

You can get additional rolls by spending 3 Credits each.


At least one crew member must be Trading to permit this expenditure.

Recruit:

If your crew has LESS than 6 members currently, you can automatically recruit a new character
for each crew member sent recruiting (until you are back to 6 members).

If you have 6 or more crew members, roll a D6, adding the number of crew members sent to
recruit.
A score of 6 or higher allows a new recruit to be added.

You must pay a Hiring Fee of 2 Credits per new recruit.

Recruits have the basic pro le and come armed with a hand gun.
Roll on the background tables as normal, but ignore any bonus credits. If they had money, they
wouldn’t be hanging out waiting to be hired.

Explore:

Each crew member exploring rolls once on the Exploration table at the end of this chapter.

Track:

If you have Rivals, you can attempt to Track some of them down.

Roll 1D6, adding the number of crew that are Tracking.

If the result is a 6 or higher, you have located a Rival of your choice, allowing you to ght a
battle against them this turn.

You may spend Credits to obtain a +1 bonus per Credit to the roll.

Repair your kit:

If you have had items destroyed, you can attempt to repair them.
Roll 1D6 and add the Savvy skill of the character doing this job.
You may spend Credits on spare parts. Every 1 Credit grants a +1 bonus.

On a 6+, the item is repaired and is usable again.


A roll of 1 before modi ers always fails this roll. A failed roll means the item is beyond xing.
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A- Determine Job o er If you acquired a Patron

If you received a job o er from a Patron, you need to determine the details of the job.

Proceed through the following steps using a D10 for each table.

Rol Patron i Notes


1-2 Corporation +1 to Pay Roll. Has Conditions on a 5+.
3-4 Local government -
5 Sector government -
6-7 Wealthy individual O ers Bene ts on a 5+.
8-9 Private organization -
10 Secretive group +1 to Time roll. Is Hazardous on a 5+.

Next roll to determine the pay rate o ered.


This pay is “Danger Pay” and is on top of any normal battle earnings.
Unless stated otherwise, it is paid even if the mission fails, but only if the mission is attempted.

Rol Danger Pay


1-4 +1 Credit
5- +2 Credits
9 +3 Credits
10+ +3 Credits and roll twice, picking the higher die when rolling for mission pay.

Third step is to determine the time frame for the job.


This is the number of campaigns turns you have to nish the job.
If the job isn’t done when the time runs out, it counts as a failure.

Rol Time
1-5 This turn
6-7 This or next turn
8-9 This or following 2 turns.
10 Any time.
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The Patron may o er an additional Bene t, the job may carry an additional Hazard or there
may be Conditions to account for.
If you have worked for this Patron before, the Bene t (if any) always remains the same.
Roll 1D10 for each category. An 8+ means a roll is required.

Bene ts apply ONLY if the mission is a success.

Rol Bene t E ects


1-2 Fringe bene t Roll on the Loot table.
3-4 Connections Gain a Rumor.
5 Company store Roll on the Trade table.
6 Health insurance Mark down 2 turns of injury recovery, assigned as you see t.
7 Security team Remove one Enemy.
8-9 Persistent Patron remains available if you travel.
10 Negotiable If you accept this job you may re-roll the Pay roll and pick the
better of the two rolls.

Rol Hazard E ects


1-2 Risky job Increase Enemy force numbers by +1.
3-4 Hot job After the job, you will earn an Enemy on 1-2 instead of the normal
roll of a 1.
5 VIP A random Enemy will have +1 Toughness and a nal Combat
Skill of +2 (regardless of current value)
6 Veteran opposition Enemy is -1 to Panic range.
7 Low priority Reduce Enemy force numbers by 1.
8-10 Private transport If you have Rivals, they cannot track you this turn.

Rol Condition E ects


1 Vengeful If the mission fails, the Patron becomes a Rival.
2-3 Demanding Bonus Pay is only upon success.
4 Small squad You cannot deploy more than 4 crew.
5 Full squad You must have 6 available crew.
6 Clean You cannot ever have made law enforcement Rivals.
7-8 Busy If the mission is a success, the Patron o ers a new job next turn.
9 One time contract This Patron cannot be retained as a contact.
10 Reputation required You must have completed a prior Patron job on this world.
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A- Assign equipmen Always do this step

At this stage, you can re-assign any equipment for your crew.
Characters can trade items, leave items in your Stash or take items from the Stash.
Stashed items are not available during a battle.

Any character just recruited cannot take, give away, trade or Stash any item this Turn.

Once assignments are complete, each character is equipped with their assigned items until the
following Campaign Turn begins.

A- Resolve any rumor If you have Rumors

You may nd Rumors as you play.

If you are not currently on a Quest, roll a D6 at this stage.


If the roll is equal or below the number of Rumors, remove all Rumors.

You have now received a Quest which you may pursue immediately.
Until the Quest is resolved, any time you would receive a Rumor, you receive a Quest Clue
instead.
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Play out a tabletop battle

Tally up the number of Rivals you have and roll a D6.


If the roll is equal or lower than the number of Rivals, one of them has tracked you down and
you will have to ght them.
This will prevent you from doing whatever you had wanted to do this turn. Quests and Rumors
remain but a Patron job will fail if the time has expired.

Select the most appropriate Rival or pick at random.

If no Rival nds your crew but you have acquired a Patron, tracked a Rival or obtained a
Quest, you have a mission to play out.

If none of these apply, you will ALWAYS play an Opportunity Mission.

Proceed to the Encounter section of the rules and ght out a table top battle.
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B- Resolve Rival statu Always do this step

After a battle that you won, roll 1D6.

On a 1, the opponents you just fought become your Rivals and should be noted for this world.
If you fought against an existing Rival and held the eld, roll a D6, adding +1 if you Tracked
them down. Add +1 if you killed a Uniqued Individual.
On a 5 or better, they’ve had enough and you can remove them from the Rival list.
Skip this step for Invasion Battles or opponents from the Roving Threats encounter tables.
B- Resolve Patron statu If you did Patron job

If you succeeded in a Patron mission, you may add the Patron to your list of contacts on this
planet, unless it was a One time contract.

When you travel to a new world, all Patrons become unavailable, unless they are Persistent.
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B- Get pai Always do this step

Earn 1D6 Credits in pay, loot, bounty or salvage.


If you won the mission, treat any roll of 1 or 2 as a 3.

If you did a Patron job, add the Pay bonus to the total (danger pay and expenses).
Some Patrons will allow additional rewards upon completion.

If you nished a Quest, roll the die twice, pick the better score and add +1 to the total.

If you nished an Invasion Battle, you receive no payment.

B- Battle eld nds If you Held the Field

If you Hold the Field after the battle, you may search the battle eld for anything worth
collecting.
This is in addition to any Loot you might be allowed to claim.

Roll once on the table below and add whatever you roll to your inventory.

Rol Find
1-15 Weapon
Randomly select a slain (but not Bailed) Enemy from the battle. You may keep
any weapons they were carrying.
16-2 Stim pack
You nd a standard issue Stim Pack (See gear section of the rules)
26-40 Curious data stick / Invasion Evidence
You obtain a Quest Rumor. If the Enemy is an Invasion Threat, you instead
nd Invasion Evidence. Earn +1 Credit and add +1 when rolling for Invasion in
the next step.
41-5 Personal trinket
On each planet you visit in the future, roll 2D6. On a 9+ you nd the owner and
receive a Loot roll as payment.
51-75 Debris
1D6 units of mildly valuable junk. Each campaign turn, roll 1D6 per unit of
debris. Every 6 means you’ve found a buyer and can turn 1 unit into 1 Credit.
76-90 Vital info / Invasion Evidence
Turn this in to get a Corporate Patron automatically on this world. If the Enemy
is an Invasion Threat, you instead nd Invasion Evidence. Earn +1 Credit and
add +1 when rolling for Invasion in the next step.
91-100 Nothing of value
Not a thing.
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B- Check for invasion If you fought Invasion Threat

If the Enemy you just battled is an Invasion Threat (listed in their pro le in the Encounter
chapter) you must roll to see if the world is Invaded.
Roll 2D6. Add +1 if you acquired Invasion Evidence in the previous step.
Modify by -1 if you Held the Field.

On a score of 9+, the world is about to be invaded!


Next campaign turn, you must follow the Flee Invasion campaign step.

B- Determine what Loot we foun Always do this step

Roll once on the Loot table to see what you’ve earned.


Note that some opponents may not logically carry anything of value. If so, you may assume the
item is acquired in their lair, found en-route or something you barter for.

If you just nished a Quest, roll twice and claim both items.
If you just played an Invasion Battle, you receive no Loot.

Some circumstances may o er additional rolls.

B- Determine injuries and recover Always do this step

Any character that became a casualty in the game must roll for their injuries.
If a character was knocked out (from su ering 3 Stun results simultaneously) no roll is required.
Luck points are recovered automatically.

Roll Result E ects Campaign Turns in


Sick bay

1-5 Gruesome fate Dead and all carried equipment is -


broken.

6-15 Death or permanent Dead or removed from campaign. -


injury

16-30 Equipment loss Random carried item is broken. -

31-45 Crippling wound Require 1D6 Credits of surgery or 1D3


su er -1 permanent reduction to
highest of Speed or Toughness.

46-54 Serious injury No long term 1D4

55-80 Minor injuries No long term 1

81-95 Knocked out No long term -

96-100 School of hard knocks Earn 1 Experience Point -

Broken equipment should be added to your Stash where you may attempt to repair them.
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B- Experience and leveling u Always do this step

Each character that participated in a battle will now earn Experience Points (XP).
Characters “survived” if they did not become a casualty.

Became a casualty +1 First character to in ict a casualty +1


Survived but crew ran away +2 Killed Unique Individual +1
Survived and Held the eld +3 Crew completed a Quest +1

Your crew Held the eld if any of your gures remain on the table at the end, while all
opponents have ed or been killed.

Track the accumulated Experience Points for each character.


Experience Points are cashed in to increase the Abilities of a character.
The listed cost will increase the score by +1.

The cost depends on the Ability you are increasing.

Skil XP Cos Maximum No Ability can exceed the Maximum


value listed.
Reactions 7 6
Combat Skill 7 +5
Speed 5 8”
Savvy 5 +5
Toughness 6 6

Luck 10 4
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B- Do your shoppin Always do this step

You may pay 3 Credits to receive a roll on the Low-Tech Weapons table, Gear table or
Gadget table in the character creation chapter.
You may purchase more than one roll per Campaign Turn.

You may also purchase any number of Hand Guns, Blades, Colony Ri es or Shotguns for 1
Credit each.

B-1 Roll for Campaign even Always do this step

Roll on the Campaign Event table at the end of this chapter.

Apply the result.


If the event makes no sense in your current situation, ignore it.
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B-1 Roll for Character even Always do this step

Select a random character and roll on the Character Event table at the end of this chapter.
Any character is eligible as long as they are part of your crew, even if they are in Sick Bay.

Apply the result.


In some cases an event may end up not making any sense. If so, tweak or ignore it as needed.
If an event is completely inapplicable, simply add +1 XP to the character.

B-1 Check for galactic war progres If worlds have been Invaded

If you are tracking any worlds that were previously Invaded, roll 2D6.

Rol Resul E ect


2-4 Lost to Unity The world is lost to the enemy and cannot be visited again.
5-7 Contested No progress.
8-9 Making ground Add +1 to all future rolls on this table.
10+ Unity victorious The world can now be visited again. Due to increased troop
presence, all future Invasion Threat rolls on this world are at -2.
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CAMPAIGN REFERENCE

Upkeep: Rumors:

1 Credit per crew not in Sick-Bay. D6 equal or below Rumor count grants Quest.

Action - Find a Patron: Get paid:

D6+crew. Pay 2 Credits for +1. 1D6 Credits.


+1 per known Patron. Winners can’t roll below 3.
6+ to succeed. Patron +1 Credit.
Quest nish rolls twice and picks best.
Action - Train:
Loot:
Gain one XP.
Roll once. Twice if nishing Quest.
Action - Trade:
Rivals:
One Trade roll per crew.
Pay 3 credits for bonus roll. Opponents become long-term Rival on roll of 1.
Rivals defeated are removed on 5+
(+1 if Tracked).
Action - Recruit:
Rivals will attack you on D6 roll equal or lower
than number of Rivals.
Automatic if below 6.
At 6+, roll D6+Crew. Experience:
6+ hires a new member.
Pay 2 Credits each.
Earn 1 XP for becoming a casualty in the battle.
Earn 1 XP for in icting the rst casualty.
Action - Explore:
Earn 1 XP for in icting casualty on enemy leader.
Earn 1 XP for completing a Quest.
One Explore roll per crew. Earn 2 XP for surviving but failed morale.
Earn 3 XP for surviving and holding the eld.

Action - Track: XP allows Advancing your Abilities

D6+crew. Pay 1 Credit for +1. Shopping:


6+ to succeed.

2 Credits to roll once on either Low-Tech Weapon


or Gear tables.
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The campaign tables

Roll Trade result Roll Trade result

1-4 Roll on the Low Tech Weapons table in 53-56 Local currency*
the character creation chapter. Equal to 2 Credits but can only be
spent on this world.

5-8 Roll on the Gear table in the character 57-59 Quality food and booze*
creation chapter. Recruit a new character automatically.

9-11 Instruction book* 60-64 Bits of scrap*


One crew member may read it, earning Sell for 1 Credit.
+1 XP.

12-16 Medical Supplies* 65 Worthless trinket.


Reduce one characters Sick-Bay time by Useless.
1 turn.

17-20 Local Maps. 66-68 Luxury trinket*


Only usable on this planet. Add +1 to all May be used to add +2 to recruiting
Quest completion rolls. roll or to allow a Trading crew member
to roll twice, picking either result.

21-24 Basic Supplies* 69-72 Contraband*


Eliminates character upkeep for one If you accept it, you earn 3 Credits
turn. from the sale but earn a Rival (law
enforcement or criminal gang)

25-29 Stim Pack* 73-77 Gun upgrade kit*


See Gear section for rules. Fit to one weapon of choice.
+1” Range permanently.

30 Useless trinket. 78-80 Trade goods*


Worthless. Each time you arrive at a new planet,
roll 1D6 to determine the Credit value
of the goods there, if sold.
On a roll of a 1, the goods have
perished and are no longer sellable.

31-33 Roll on Loot table and obtain the item 81-83 Fuel*
indicated. Obtain 1D6 Credits worth of fuel. This
cannot be sold again, only used to
o set travel costs.

34-36 Repair kit* 84 Tourist garbage.


Repair one item automatically. No value.

37-39 Rare nd 85-88 Box of grenades.


Pay 2 Credits to get a roll on the Receive 2 Frakk grenades.
Personal Possessions table in the
character creation chapter.
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Roll Trade result Roll Trade result

40-42 Basic rearm. 89-90 Odd trinket.


Obtain your choice of Handgun, Ri e or Pay 1 Credit to obtain it.
Shotgun. Roll 1D6. On a 6, you may roll on the
Alien Artifact table.
On any other score, its garbage.

43-45 Spare ammo* 91-93 Military fuel cell*


May be used by a crew member before a No cost when you travel next time.
battle. Crew member may re-roll all 1’s
when shooting.

46-49 Hot tip. 94-97 Insider information*


Obtain 1 Rumor. +2 bonus to the roll when searching for
Patrons.

50-52 Spare parts* 98-100 Army surplus.


Roll 1D6 for the number of parts. Obtain your choice of an Auto Ri e,
Each part can be used to add +1 to a Blast Pistol or Glare Sword.
Repair roll.

Rolls on the Trade table represent your crew bartering things you have found along the way for
new, interesting goods. Of course, not all deals are great and sometimes you get fooled.

Whatever you roll is available for use immediately.

Items marked with * are single-use items and are discarded after you decide to use them.
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Roll Explore Roll Explore

1-5 Find a good deal and roll on the Trade 51-55 Got a few drinks. No e ects.
table.

6-10 Meet a patron who o ers a mission. 56-60 I don’t have a gambling problem!
Discard 1 item from characters
equipment or crew stash.

11-15 The character eats bad food. Must 61-65 Overheard some talk. Gain a Rumor.
spend 1 turn in sick-bay.

16-20 Gain a Rumor. 66-70 Pick a ght. Add a Rival to your list.

21-25 Meet someone and have a nice chat. No 71-75 Found a trainer. Character earns +2 XP.
e ects.

26-30 See the sights, enjoy the view. No e ect. 76-80 Information broker.
Buy up to 3 Rumors for 2 Credits each.

31-35 Make a new friend. Add a character to 81-85 Arms dealer.


the crew. Purchase rolls on the Military Weapons
table for 3 Credits each.

36-40 Time to relax. No e ects. 86-90 Hot tip. Earn +3 Credits if you do an
Opportunity Mission this turn.

41-45 Possible bargain. Give up a weapon of 91-95 Just needs a little love.
choice, then roll a 6 to get a Loot roll. Roll on Gadget table but item needs 3
Otherwise, earn 1 Credit. Credits worth of spare parts before it
will work.

46-50 Alien merchant. Trade an alien artifact for 96-100 Get in a bad ght.
a roll on the artifact table. Character must spend 1D3 turns in
sick-bay and loses one item of carried
equipment (player choice)
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Roll Campaign events Roll Campaign events

1-5 You’ve met a friendly doc who doesn’t 51-55 You urgently need to buy more supplies
ask too many questions. for the ship.
If you have characters in Sick-Bay, pay 2 Lose 1D6 Credits.
Credits for each turn you want to shorten If you don’t have enough money, lose
someone’s stay. all that you do have.

6-10 A chance meeting turns into a new ally. 56-60 A local group is sympathetic to your
Add a new character to the group. crew.
+1 Story Point.

11-15 Things are pretty quiet, but one of your 61-65 Keeping your ears open has paid o .
crew seems to have had an adventure. Gain two Rumors.
Roll on the Character Event table for a
random crew member.

16-20 You’ve managed to mouth o to the 66-70 An old nemesis has tracked you down.
wrong person. Select a Rival that was resolved or who
Add a new Rival. were left behind on a former world.
They show up on this world.
When ghting this old foe, add +1 to
their squad size in combat.

21-25 A shady guy o ers you a deal. 71-75 You sell o some cargo from the last
Discard any one piece of equipment and planet.
then roll on the Trade table. Earn 1D6 Credits.

26-30 One of the crew found something 76-80 You’ve managed to settle things with
interesting. one of your old “friends”.
Gain one Rumor. Resolve and remove one Rival.

31-35 You’ve met an admirer who is eager to 81-85 An alien merchant o ers you a great
join. deal.
If you wish, you may add a single Pay 5 Credits, then roll on the Alien
character to your crew. Artifact table.
They will have no ability score advances
and come with no equipment.

36-40 Equipment malfunction. 86-90 You’ve earned a bit of a lousy rep.


A random item in your stash is Select a patron at random who will no
Destroyed. longer work with you.

41-45 The tax man is taking an interest in your 91-95 The crew has decided its time for a
business conduct. new person in charge.
Lose 1D6 Credits or discard two items of You may pick the new leader.
equipment. Add 4 XP which may be spent
immediately if desired.
The old leader must roll 1D6: On a 1,
they leave the campaign permanently.

46-50 You’ve made some new business 96-100 The recent encounters proved to be an
connections. excellent learning opportunity.
Add a Patron. Every crew member earns +1 XP.
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Roll Character events Roll Character events

1-5 All this endless violence is depressing 51-55 You have some business to attend to.
you. The character is unavailable for 2
The character refuses to join any campaign turns.
missions this or next campaign turn. When they return, they receive 1D6 XP
Get +1 Story Point. and a Loot roll.
Where did they go?

6-10 You make some local friends. 56-60 You are starting to wonder if it is time
The character earns +1 XP. to move on.
Track that you’ve had a personal mile
stone and add +1 Story Point.
If the character has a second
milestone in their career, they leave the
campaign permanently.

11-15 You get a letter from home. 61-65 You develop a rivalry with a random
The character spends the rest of the day member of the crew.
thinking about their childhood and earns The two characters will refuse to work
+1 XP. together on any tasks, though they will
Roll 1D6: On a 5-6, you also receive a ght normally in battle.
new Quest. If you were friends, ignore this roll.

16-20 You get in an argument with a random 66-70 The local food is doing you good.
crew member and it turns ugly. If in Sick-Bay reduce your stay by 1
Each character rolls 1D6+Combat Skill. turn.
The lower score (both on a draw) must Otherwise, earn +1 XP.
spend 1 turn in Sick-Bay thinking things
over.

21-25 You’re not sure you’re the same person 71-75 It’s time for a make over!
you were before. This could be a drastic new
Roll on the Motivation table. This is now appearance, hair-style or style of
the characters Motivation going forward. dress.
Ignore any equipment and resource rolls Should be presented on the miniature
but do apply the new ability score in some way, but does not a ect the
modi ers if any. game rules.

26-30 While hanging around a cafe, you 76-80 Your adventuring has taught you
overhear a Rumor. always to be on the lookout for
trouble.
Next time the character increases
Reactions, reduce the cost by 3.

31-35 You’ve made friends with a random crew 81-85 You start taking physical exercise a lot
member. more serious.
You both receive +1 XP and may end any Next time the character increases
rivalry you have. Speed, reduce the cost by 3.

36-40 You pick up an unusual hobby. 86-90 Time on the range always does one
+1 Story Point and the character is good.
bound to talk about it a lot. Next time the character increases
Combat Skill, reduce the cost by 3.
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Roll Character events Roll Character events

41-45 You spend some time thinking about 91-95 You undergo a tough training course,
your recent adventures. hardening your body and soul.
Earn +2 XP. Next time the character increases
Toughness, reduce the cost by 3.

46-50 You get hurt while working on the ship. 96-100 You have nally found true love in this
Spend 1 turn in Sick-Bay. bleak universe.
If characters Motivation was Romance,
gain 1D6 XP.
Regardless get +1 Story Point and it’s
a rather nice thought, isn’t it?
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ENCOUNTERS

Encounters fall into the following types:

*Patron missions
*Rival missions
*Quest missions
*Opportunity missions
*Invasion Battles

From the Campaign Turn sequence, you will know what type of mission to play each turn.
If nothing else presented itself, you will always do an Opportunity mission.

The Encounter system will require a bit of player judgement.

To set up an Encounter, follow the steps below:

*Determine Quest progress


*Determine opposition
*Determine mission target
*Set up battle area

Determine Quest progress

If you are engaged in a Quest, roll a D6.


If you have obtained any Quest Clues, add +1 for each clue you have accumulated.

On a modi ed score of 1, 2 or 3, this place is a dead end.


Fight an Opportunity Mission and continue the Quest next turn.

On a modi ed score of 4, 5 or 6, obtain a Quest Clue and ght an Opportunity Mission.

On a score of 7 or higher, you’re at the conclusion of the Quest.


Win an Opportunity Mission and collect your rewards.
When rolling for your opposition, add +1 to the number of opponents faced.
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Determine opposition

If you are ghting a Rival or Invasion, you will usually know who you are ghting already.

If not, roll on the Opposition table at the end of this chapter. You can also use that table to set
up new, unexpected Rivals you may have made in the campaign so far.

Deployment conditions

Roll 1D6. On a 4+ a Deployment Condition applies to the encounter.


Roll 1D10 on the table below and apply the result.

Rol Conditio E ect


1 Small encounter A random crew member must sit out this ght.
Reduce Enemy numbers by 1 (2 if they now outnumber you)
2 Poor visibility Maximum visibility is 1D6+8”. Re-roll at the start of each turn.
3 Brief engagement At the end of each game turn roll 2D6. If the roll is equal or below
the turn number, the game ends inconclusively.
4 Toxic environment Whenever a combatant is Stunned, roll 1D6+Savvy skill (0 for
Enemies). Failure to roll a 4+ becomes a casualty.
5 Surprise encounter The Enemy can’t act in the rst turn of the game.
6 Delayed 2 random crew members won’t start on the table.
At the end of each game turn, roll 1D6: If the roll is equal or below
the turn number, they may be placed at any point of your own
table edge.
Slippery ground All movement at ground level is -1 Speed.
Bitter struggl Enemy Morale is +1.
Caught o guard Your squad all act in the Slow Phase in turn 1.
1 Gloomy Maximum visibility is 9”. Characters that re can be red upon at
any range however.
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Notable sights

Roll 1D6. On a 4+ a Notable Sight applies to the encounter.


Roll on the table below and apply the result.
Do not roll on this table for Invasion Battles.

The item is placed 2D6+2” from the center of the table and can be acquired by moving into
contact with it and foregoing any other actions that turn.

Rol Conditio E ect


1 Documentation Gain a Quest Rumor
Priority targe Select a random Enemy gure. Add +1 to their Toughness.
If they are slain, gain 1D3 Credits.
3 Loot cach Roll once on the Loot table.
Shiny bits Gain 1 Credit.
5 Person Gain +1 Story Point.
6 Curious item Roll 1D6. On a 1-4, it can be sold for 1 Credit.
On a 5-6, roll on the Alien Artifact table.

Determine mission target

If you are on a Patron job, roll 1D10 on the table below to see what you have to do.

Rol Missio
Delive
A crew member carries a package which must delivered to a target point.
The package can be handed o or picked up o the ground as a Non Combat Action instead
of ring.
The target point is placed randomly 1D6” from the center of the table.
Eliminate
A randomly select opponent must be slain. If the Enemy ees, leave the target gure on the
table and play one nal turn. The target will not move but will re normally.
If you do not kill them in this nal turn, the mission is failed.
Clea
A crew member must exit across the Enemy table edge.
Secur
A terrain feature placed in the center of the eld must be held for 2 turns by your crew, while no
enemies are within the feature.
Protec
You will be accompanied by an additional character (Reactions 1 / 4” / +0 / 3). Unarmed.
The Enemy will move towards and attack them but they may not be red upon unless they are
the closest target AND more than 2” from any of your visible crew.
To win the character must survive and you must hold the eld.
6-1 Patro
Fight a normal battle and hold the eld at the end.
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If you are ghting a Rival or Invasion mission, you will be here simply to ght o the bad guys.

Opportunity missions will feature some sort of objective, usually something the locals want
you to go secure, defend or capture. Roll on the table at the end of this chapter.

The encounter can take place while approaching the objective, so you don’t have to portray the
objective on the gaming table, if you lack suitable terrain pieces or miniatures.
It is included on the tables to help establish the atmosphere surrounding the battle, as well as
inspire your choice of tabletop scenery.

Creative players may wish to establish the scenario around the objective, though in man-to-
man skirmish games like this, players typically set about eliminating the opposition rst,
rendering the objectives moot.

If you are engaged in a Quest, you can use the same table, the goal representing some step
towards resolving the over-arching Quest.

In Opportunity, Rival, Invasion and Quest missions, you win if you Hold the Field, meaning
when no Enemies remain, you still have a crew member standing. Nice and simple!

In a Patron Job, if you ful ll your objectives you may escape o any table edge and count as
winning.

Seize the initiative

After both sides have set up, the player may attempt to Seize the Initiative.

Roll 2D6.
Add the highest Savvy score of any crew member.
Add +1 if you are outnumbered.
When ghting opponents from the Hired Muscle encounter tables -1.

Many opponent types will add a bonus or penalty to the roll.

On a total of 10+, you’ve caught the opposition at footed:


Each character in your crew may either take a normal move or may re before the game
begins.
Any shots taken only hit on a natural roll of a 6.
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Set up battle area

Set up the terrain in any manner that ts your table and the objective, if you wish to take it into
account.

We have not provided an explicit scenario generator, since this tends to create di culties for
players with limited terrain collections.
Instead, ensure having at least 8 decent sized terrain features on a 3x3 foot table. Scattering
some individual pieces, such as rocks, trees and crates helps add to the immersion.

Set up the enemy rst, then set up the players forces, ensuring no gures are within 18” of
each other at the beginning of the game.

Aggressive and Rampage enemies will set up in one “blob” with 1“ between each gure.

Tactical and Defensive Enemies set up divided evenly among 3 “teams”. Teams are placed 8”
apart. Team members should be 1-2” apart depending on terrain.

Cautious Enemies are set up in two “groups”, 6” apart. Members should be 1.5-2” apart.

Beast Enemies are set up in pairs. Divide the table in 3 roughly equal parts and place one pair
in each, evenly spaced. Each pair should have 2” between gures.

Determine opposition

If you are ghting a Rival or Invasion, you will usually know who you are ghting.
Pick the most appropriate entry from the encounter tables presented in this chapter.
If you are not sure or have acquired an unexpected Rival, roll twice and pick the more
interesting or appropriate.

Once a Rival has been established, they will always be the same type.

Otherwise, you will need to generate the opposition for the mission you are about to undertake.
First, roll D100 on the Enemy Category table, then go to the appropriate sub-table and roll
D100 again. This will give you the exact type of bad guys.

The table provides all of the ability scores needed to run the Enemy in a battle, along with any
special rules that apply to the encounter.

The AI column indicates the type of AI to use:

A Aggressive R Rampage
C Cautious T Tactical
D Defensive B Beast
G Guardian
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Custom Enemy tables - Optional rule

If you have a strong story going on, you may nd that some foes are more (or less) appropriate
to your campaign.
If so remove up to three entries on each Enemy table and then ll the vacant slots with any
existing enemy type.

Number of opponents

To determine the number of opponents you will be facing, roll 2D6 and pick the higher of the
dice.
Add the modi er listed under Numbers in the Enemy table. This is the number of opposing
gures you will be ghting.
Modify this based on the size of your crew in the eld:

Cre Modi er
7+ +1
5-6 0
1-4 -1

Specialists and Leaders

If you encounter 1-2 opponents, no Specialists will be present.


If you encounter 3-6, 1 Specialist will be present.
If you encounter 7+, 2 Specialists will be present.

These are armed di erently from the rest of the opposition and will roll separately for their
weapons when these are determined.

If you encounter 4 or more opponents, one will be a Lieutenant.


They carry a Blade in addition to their normal weapon and increase their Combat Skill by +1.
If the opponents encountered are animals that do not use weapons, the Lieutenant will be a
pack leader. Increase Combat Skill by +1 but make no other changes.

Note that these gures are upgrades to Enemies already generated. They are not added in
addition to the number of opponents you already rolled for.

Unique individuals

Unless ghting an Invasion battle or an enemy from the Roving Threats encounter table, roll
2D6.

If you have more than 6 crew members for this battle, add +1 to the roll for every crew member
beyond 6.
Add +1 if ghting opponents from the Interested Parties encounter tables.
On a roll of 9+, the opposition is accompanied by someone unusual.
If so, roll on the Unique Individual table.
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This gure is always in addition to those normally encountered.


If the gure has Guardian AI it must be attached to an Enemy gure. This will be the
Lieutenant if one is present, otherwise just pick a random non-Specialist gure.

All Unique Individuals are FEARLESS.

Encounter Category

Elemen Opportunit Patro Ques Unknown Rival


Criminal elements 1-30 1-25 1-15 1-50
Hired muscl 31-60 26-60 16-40 51-80
Interested parties 61-80 61-75 41-70 81-100
Roving threat 81-100 76-100 71-100 -

Encounter tables

Ability scores are S = Speed, C = Combat Skill, T = Toughness.


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Criminal Elements

You are facing some sort of outlawed enterprise or faction.

When engaging any opponents from this list, there is an increased chance of a bounty being
available.
When setting up roll 1D6.
If the score is 1-3, that many bonus Credits will be paid out if you Hold the Field after the
battle.

Career criminals also tend to get even.


When rolling to see if a defeated criminal group becomes your Rivals, you must roll 2D6 with a
1 on either die indicating you’ve acquired them as Rivals.
If both dice score a 1, they HATE you. They become Rivals and will increase the Numbers
encountered by +1 in all battles.

Rol Enem Number Pani A Weapons


1-10 Gangers +2 1-2 4” +0 3 A 1A
Organized gangs run many backwater settlements, ghting for control.
11-19 Punks +3 1- 4” +0 3 A 1A
Disa ected delinquents but armed to the teeth.
Careless. You are +1 to Seize the Initiative.
Bad shots. Their shooting only hits on a natural 6.
20-2 Raider +1 1- 4” +1 3 A 2A
The only thing better than making something valuable is stealing it from someone else.
Scavengers. Roll twice for Battle eld Finds.
28-3 Cultist +2 4” +0 3 A 1
Fringe space is full of odd para-religious groups, congregating around this or that principle. They
are often heavily armed and up to no good.
Intrigue. Roll 2D6 and add +1 if you killed a Lieutenant and / or Unique Individual. On a 9+, you
obtain a Quest Rumor.
35-4 Psycho +2 1 6” +0 4 R 1
For some, life in space just drives them nuts. Homicidally so.
Bad shots. Their shooting only hits on a natural 6.
44-4 Brat gang +2 1- 5” +0 4 A 2C
Upper class cretins who have decided to shoot up the neighborhood for fun.
Careless. You are +1 to Seize the Initiative.
49-5 Gene renegade +1 1- 5” +0 4 C 1B
Devotees of post-growth genetic recon guration, they can take the form of everything from a
woman with blue skin to cat-bear-people.
Alert. You are -1 to Seize the Initiative.
52-5 Anarchist +2 1- 5” +0 3 A 2B
Separatist groups violently opposing the state and the mega-corps.
Stubborn. They ignore the rst casualty in the battle for Morale purposes.
58-6 Pirate +2 1- 5” +0 4 A 2A
Space-faring looters who descend on colonies to raid, pillage and enslave.
Loot. Gain +1 Loot roll if Holding the Field.
65-7 K’Erin Outlaws +1 1 4” +1 4 A 2A
The war-like K’Erin are an honorable people, though their outcasts frequently raid human
colonies.
Stubborn. They ignore the rst casualty in the battle for Morale purposes.
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72-7 Skulker brigand +3 1- 6” +0 3 C 1B


Agile and gregarious, these rat-like humanoids show up almost anywhere in space.
Alert. You are -1 to Seize the Initiative.
Scavengers. Roll twice for Battle eld Finds.
80-8 Tech gangers +1 1- 4” +0 5 T 3C
Weird criminal syndicates who seem to view high-tech with an almost religious reverence.
Loot. Gain +1 Loot roll if Holding the Field.
84-9 Starport scum +3 1- 4” +0 3 D 1A
Any starship port facility will have assorted low-lives and villains hanging around, waiting to see if
today is the day they make it big. It rarely is.
91-9 Hulker gang +0 1 4” +1 5 A 1A
Human-derived brutes possessing massive upper body strength. Often succumbs to berserk
fury.
Ferocious. +1 to Brawling rolls when initiating combat.
95-10 Gun slingers +1 1- 4” +1 3 T 1B
Desperadoes eager to test their trigger skills against an opponent.

Hired Muscle

Someone has hired goons to stop you from achieving whatever it is you are trying to do.

Being paid professionals, you are -1 to any attempt to Seize the Initiative.
This is cumulative with any modi ers listed below.

Rol Enem Number Panic A Weapons


1-1 Unknown Mercs +0 1-2 5” +1 4 T 2B
The Fringe is crawling with mercenary bands looking to make a bit of Credits for para-military
work. Most are sort-of honorable, at least when dealing with other professionals.
15-26 Enforcers +0 1-2 4” +1 4 T 2A
While the term usually refers to Unity law enforcement, in Fringe space it tends to mean any
organized troops keeping the peace.
27-34 Guild troop +0 1- 4” +1 4 T 2C
Many of the various trade and tech guilds maintain their own private armies to enforce their
interests in space.
Intrigue. Roll 2D6 and add +1 if you killed a Lieutenant and / or Unique Individual. On a 9+,
you obtain a Quest Rumor.
35-3 Roid-gangers +1 1 4” +0 5 A 1A
Criminal gangs obsessed with body enhancement. They often form sub-communities where they
communicate through incoherent gibberish.
Careless. You are +1 to Seize the Initiative (for a nal modi er of 0).
40-42 Black ops team +0 1 6” +2 5 T 3A
Highly trained, elite killers tasked with neutralizing the most dangerous targets. Who did you
make angry this time??
Tough ght. A random survivor gains +1 XP.
43-4 Battle Bots +0 3” +1 4 A 3C
The CIM model battle robot, nicknamed the Demon, is a mainstay of high-tech mech-infantry
forces.
Fearless. Never a ected by Morale.
Armored. When taking a hit, roll 1D6. On a 5-6, the hit is de ected but target is Stunned.
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47-50 Secret agent +0 1- 5” +1 4 C 2C


Likely to be spooks working for some powerful organization.
Loot. Gain +1 Loot roll if Holding the Field.
Intrigue. Roll 2D6 and add +1 if you killed a Lieutenant and / or Unique Individual. On a 9+,
you obtain a Quest Rumor.
51-53 Assassins +0 1 6” +2 3 A 1B
Hired killers. The sort who would garrote themselves AND their grandmother if the job paid
enough.
Gruesome. Characters rolling for post-game Injuries must apply a -5 to the roll.
Tough ght. A random survivor gains +1 XP.
54-5 Feral mercenaries +2 1- 5” +0 4 A 2B
Uplifted humans merged with animal features, typically wolves.
60-64 Skulker mercenaries +3 1-2 7” +0 3 C 2C
Rat-man humanoids. These pests will work for anyone paying and are surprisingly loyal.
Alert. You are -1 to Seize the Initiative (for a total of -2).
Scavengers. Roll twice for Battle eld Finds.
65-7 Corporate securit +1 1- 4” +1 4 D 2B
The corporations pay better than the Unity armed forces plus great dental insurance.
75-7 Unity grunt +1 5” +1 4 T 2C
While often dismissed as unimaginative cannon fodder, Unity troops are well trained
professionals.
80-85 Security bots +1 0 3” +0 5 D 2A
Typical security robot used to guard all manner of installations and locations.
Careless. You are +1 to Seize the Initiative. (for a total of 0)
Fearless. Never a ected by Morale.
86-9 Black Dragon mercs +1 1-2 5” +1 4 T 2C
Extremely professional, the Black Dragons have carefully cultivated a reputation for “clean”
operations and high standards.
Stubborn. They ignore the rst casualty in the battle for Morale purposes.
91-9 Rage Lizard merc +0 1- 4” +1 5 T 3B
The Rage Lizard mercenary unit specialize in boarding and ship-board operations.
96-10 Blood Storm mercs +0 1 4” +1 4 A 2B
Outlawed in many systems, the Blood Storm merc company are cold-blooded killers. They will
take any assignment that doesn’t involve an excessive amount of warcrimes.
Ferocious. +1 to Brawling rolls when initiating combat
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Interested Parties

Another group has taken an interest in the job you are doing.

Add +1 when rolling for Unique Individuals.


During Quest missions, when rolling for the number of opponents, re-roll any die scoring 1
once.

Rol Enem Number Panic A Weapons


1- Renegade soldiers +1 1- 4” +1 5 T 2B
Deserters, mutineers and other scoundrels. These groups often declare themselves local
warlords and overlords.
7-1 Bounty hunter +0 1- 5” +1 4 T 1B
Hunting down fugitives and people the warlords, governments and gang bosses want found is a
pretty booming business, especially if you aren’t too fussed about the legality of it all.
Intrigue. Roll 2D6 and add +1 if you killed a Lieutenant and / or Unique Individual. On a 9+,
you obtain a Quest Rumor.
14-1 Slave trader +1 1-3 4” +0 3 A 1A
These scumbags raid colonies and sell the captives into slavery on other worlds. Rumors say
some are even purchased by corporates for black-site research but surely that must be baseless
accusation.
Careless. You are +1 to Seize the Initiative.
Cowardly. Lieutenants are e ected by Morale dice.
19-2 Vigilante +1 1- 4” +0 4 A 2A
Disgruntled locals who have decided to take matters into their own hands.
28-3 Isolationist +1 1- 4” +0 3 C 1A
Whenever a group of people declare that they are a political unit, inevitably a smaller group will
declare that they will have nothing to do with the rest of them.
36-4 Zealot +2 5” +0 4 A 1A
Near-suicidal devotees to some cause, belief, principle or consumer good.
Ferocious. +1 to Brawling rolls when initiating combat.
42-4 Mutants +3 1- 4” +0 5 A 1A
The result of genetic warfare, black-site experiments or hostile environments, these wretches are
often treated with considerable prejudice. Needless to say, eventually some decide to ght back.
Cowardly. Lieutenants are e ected by Morale dice.
49-5 Primitives +2 1- 6” +1 3 A Blade / Brutal melee weapon
For various reasons, space is full of groups of humans or aliens existing on a pre-industrial level.
Use listed weapon in place of regular / Specialist weapons.
53-5 Precursor exile +0 1- 6” +1 4 T 3B
The re ned and elegant Precursors are rarely seen in human space. Those that are met tend to
be the outcast and those too wild to nd a place in their serene home culture.
Prediction. You cannot Seize the Initiative.
57-6 K’Erin Colonist +1 5” +1 4 A 2A
When this warrior-species decides to colonize a world, war almost inevitably follows.
Stubborn. They ignore the rst casualty in the battle for Morale purposes.
Invasion Threat.
64-6 Swift war squa +2 6” +0 3 A 1B
Diminutive winged lizards who live in a highly ritualistic caste society.
69-7 Soulless task force +0 4” +2 5 T 3C
Alien robot species operating in an inter-linked hive mind of sorts. Inscrutable.
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73-7 Tech zealots +1 1- 5” +0 5 A 3C


Cultists who worship technology. Often brimming with poorly tted cybernetics.
Loot. Gain +1 Loot roll if Holding the Field.
77-8 Colonial militi +1 1- 4” +0 3 C 2B
The armed militia of a colony is its rst line of defense and often doubles as law enforcement.
Occasionally, the distinction between “organized militia”, “armed criminal gang” and “gun toting
lunatics” can be deceptively di cult to tell.
84-8 Planetary nomads +2 1- 6” +0 3 C 2A
On many habitable worlds, colonists will abandon civilization and go live among the dunes and
jungles. They tend to react very poorly to interlopers.
Alert. You are -1 to Seize the Initiative.
89-10 Salvage tea +1 1- 4” +0 4 C 2B
A rival crew looking for salvage and ready to ght for it.
Scavengers. Roll twice for Battle eld Finds.

Roving Threats
You’ve stumbled into something dangerous in the area and must ght for your life.
Any valuables found will typically be remnants of some unlucky prior crew, found in the vicinity.

Enemies from this list never become Rivals.


They are never accompanied by Unique Individuals.

Rol Enem Number Panic A Weapons


1- Converted acquisitio +1 0 4” +0 5 A 2B
Nightmarish cyborg race that replenishes their ranks through captives and corpses, enhanced
with bolted-in weaponry and control circuitry.
Careless. You are +1 to Seize the Initiative.
Built-in. Always count as stationary when ring.
Invasion Threat. Test at +1.
5-1 Converted in ltrators +0 4” +0 4 A 1A
The Converted often send in adapted members of a prospective target species to scout and spy.
Invasion Threat.
13-18 Slaver raider +3 1 4” +0 3 A 2A
The short, large-headed clone species known as the Slavers are despised throughout space.
They insist they are abducting and mind-controlling other sapients for a higher purpose.
Invasion Threat.
19-2 Swarm brood +2 6” +1 4 B Claws (Damage 1)
Multiple-limbed aliens that react to all other lifeforms with extreme violence.
Pack hunters. All Brawls initiated by Swarm are resolved at the end of the Phase. Swam will
always attempt to gang up on prey where possible.
Invasion Threat.
29-3 Haywire robot +2 3” +0 4 R Smash (Damage 0)
Occasionally robots go berserk. This isn’t a problem when its a cat-sized cleaning device. It is a
problem when the robot is a mining or construction bot.
Careless. You are +1 to Seize the Initiative.
35-4 Razor lizards +2 1-2 6” +1 3 B Fangs (Damage 0)
An over-sized lizard brimming with spikes and sharp teeth.
45-5 Sand runners +1 1- 7” +0 3 B Fangs (Damage 1)
Fast predators associated with desert planets. As they are somewhat trainable, they can be
found on many human worlds, though unfortunately if set free they revert to wild behavior very
quickly.
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57-6 Void ripper +0 1- 5” +1 5 R Fangs (Damage 0)


Swarms of extremely aggressive sh-like yers. They can rip a man to shreds in moments.
Gruesome. Characters rolling for post-game Injuries must apply a -5 to the roll.
64-6 Krorg +0 0 5” +2 6 R Claws (Damage 2)
These beasts resemble a bear from Old Earth, but with huge claws and a surly demeanor.
Ferocious. +1 to Brawling rolls when initiating combat.
Easy targets. +1 when ring at this Enemy.
Armored. When taking a hit, roll 1D6. On a 5-6, the hit is de ected but target is Stunned.
Tough ght. A random survivor gains +1 XP.
70-7 Large bugs +2 1 5” +1 5 R Mandibles (Damage 1)
Over-sized insects and other creepy-crawlies are a distressingly common sight throughout space.
Easy targets. +1 when ring at this Enemy.
Stubborn. They ignore the rst casualty in the battle for Morale purposes.
79-8 Carnivore Chasers +2 1- 6” +0 4 B Fangs (Damage 0)
Alert. You are -1 to Seize the Initiative.
Fast pack predators. Will hunt any prey they can bring down.
85-97 Vent crawlers +0 0 6” +2 5 R Claws (Damage 0)
Homicidal alien lifeforms that like to lurk inside starships and on strange moons.
98-10 Distorts +0 4” +0 4 B Touch (Damage 3)
Extra-dimensional horrors. Its rumored they are the remnants of sapient beings who were lost in
teleport accidents.
Stubborn. They ignore the rst casualty in the battle for Morale purposes.
Shimmer. Move through terrain and solid obstacles.
When slain, roll 1D6. On a 5-6, another Distort is placed 1D6” further away.
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Enemy weapons

Each opponent is listed with a Weapon Code and a Specialist Code.


To determine the weapon carried by the basic opponents (except Specialists) roll once below.
Then roll for the Specialist weapon if available.

Enemies with Aggressive AI carry a Blade in addition to any listed weapons, unless their
Combat Skill is +0.
Enemies with Psycho AI always carry a Blade in addition to any other weapon.

Some enemies have a speci c weapon listed and always carries that. No roll is made.
If two weapons are listed, the second is for Specialists.

Varied armaments optional rule:

Optionally split the non-Specialist opponents into two groups and roll for the weapon carried
by each group. This requires tracking which Enemy has which weapon, but can lead to a more
varied and interesting battle.

Rol Weapon Weapon Weapon 3


Scrap pistol Colony ri e Hand laser
Hand gun Ri e Hand laser
Colony ri e Ri e Infantry laser
Ri e Ri e Infantry laser
Scrap pistol+Blade Hand laser Blast ri e
Shot gun Infantry laser Blast ri e

Rol Specialist Specialist Specialist C


Power claw Marksmans ri e Marksmans ri e
Shot gun Auto ri e Shell gun
Auto ri e Shell gun Fury ri e
Cling re pistol Hand amer Plasma ri e
Hunting ri e Rattle gun Plasma ri e
Hand gun+Ripper sword Rattle gun Hyper blaster
1
2
3
4
5
6
1
2
3
4
5
6
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Unique Individuals

If the mission indicates that you have encountered someone Unique, roll below.
They may be accompanying the opposition for any reasons you can think of:
Hired help, a specialist to help them out or it may be the real leader.

Unique Individuals are FEARLESS and will not be a ected by Morale dice.
Note that they may follow a di erent AI routine than the group they are accompanying.

Many Unique Individuals have Luck.

Enemy Bruisers, Heavies and Bosses use the basic pro le for the opponents encountered,
but with the modi cations given below. Weapons will replace those normally carried.
AI will be the same as the basic type unless listed otherwise.

Rol Enem A Luc Weapon


1- Enemy Bruise - - +1 P 0 Power Claw.
A particularly unpleasant looking individual.
7-1 Enemy Heav - - - D 0 Rattle Gun.
The enemy has opted to bring some additional repower.
13-1 Enemy Boss - +1 +1 - 1 Hand Cannon. Brutal Melee.
One of the bad guys has managed to climb to the top of the hierarchy.
Bosses reduce Panic range by 1, but when slain, an extra Morale die must be rolled.
The Boss ignores Morale dice personally.
18-2 Hired Kille 5” +1 5 A 1 Machine pistol. Blade.
Will murder for Credits
23-2 Corporate Spook 5” +1 4 C 1 Hand laser.
One of the mega-corps must be up to no good if they send these creeps.
If all other enemies are slain or Bail, the Spook Bails as well. If the Spook is slain, you
automatically receive a corporate Rival.
26-3 Bounty Tracke 5” +1 5 A 1 Shot gun. Blade.
Someone is willing to pay money to have you brought in, whole or in pieces.
31-3 Callous Mer 4” +2 5 T 1 Infantry laser. Blade.
Bitter and disillusioned mercenaries sometimes strike out on their own.
36-4 Freelance 4” +1 4 T 1 Hand cannon. Blade.
A trouble-shooter hired to supervise an operation and take care of any intrusions.
If slain in Brawl, you may roll for an Alien Artifact and claim it immediately.
42-4 Secret Agent 6” +2 4 A 1 Hand laser. Glare sword.
Mysterious individual packing some state of the art murder implements.
Target. Randomly select a crew member. The agent will attempt to move towards and attack
them, only ring at other targets if they are in the way or the priority target is not visible. May re
at the priority target, even if it is not the closest.
45-4 Hulker Brawler 4” +1 6 A 0 Hand cannon. Brutal melee weapon
A burly post-human uplift, brimming with strength and barely contained anger.
Melee ghter. +1 to Combat Skill when Brawling.
49-5 Gun Slinger 5” +1 4 T 1 Machine pistol
One of any number of trigger-happy people that seem to congregate in Fringe space. The best of
them are frighteningly e ective at their craft.
Sharp shooter. +1 to Combat Skill when shooting.
54-5 Engineer Tech 6” +1 4 C 1 Blast pistol
A quiet alien species fascinated with technology and gadgetry.
6
2
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2
7
0
5
5
1
4
8
3
6
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57-6 Mutant Bruiser 4” +1 5 P 1 Shot gun. Brutal melee weapon.


A misshapen beast of a creature, irregular in both body and temperament.
Ferocious. +1 to Brawling rolls when initiating combat
62-6 Precursor Wanderer 7” +2 4 A 1 Infantry Laser. Glare sword.
An alien mystic, brimming with psionic energies.
One with the Flow. Moves before the Quick Action Phase.
66-6 Hakshan Investigator 5” +0 4 D 1 Plasma ri e
Odd suited aliens that trek the galaxy in search of something vitally important to their species.
70-7 K’Erin Warrior 5” +2 5 A 1 Machine pistol. Ripper sword.
A noble alien warrior seeking adventure.
76-7 Nomad Scout 6” +1 4 D 0 Marksmans ri e
A skilled tracker and shooter, hiring out to the starfolk for Credits.
Concealed. Always counts as being in cover when red upon.
80-8 Cyborg Merc 7” +2 6 T 1 Auto ri e. Power claw.
A mercenary stu ed full of cybernetic enhancements. Often contemptuous of the “meat-bags”
they ght alongside.
83-8 Rogue Psionic 4” +0 4 C 1 Hand gun
Self-taught psionics are a substantial asset in a gun-battle.
Psionic. If you lack the Psionic test rules, treat as Luck 3 instead.
86-9 Gene Dog 6” +1 4 G 0 Fangs (Damage 0)
Enhanced versions of Earth-dog breeds, usually modi ed to withstand the environment.
Loyal. When owner or Dog moves into a Brawl, it is not resolved until both have had a chance
to act. If owner is slain, Dog becomes Fearless and remains in place but attack anyone that
approaches within 8”. If all other enemies are slain or Bailed, it will also Bail.
92-9 Sand Runner 7” +0 3 G 0 Fangs (Damage 1)
These erce lizards can make surprisingly loyal companions.
97-10 Mk II Security Bot 4” +2 5 G 0 Fury Ri e
The state of the art in robotic security details.
Targeting AI. May re twice per turn at the two closest visible targets. If only one target is
visible, only one shot is taken.
1
9
5
5
9
2
1
5
6
0
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Opportunity Mission Terrain Objectives

Roll Mission target Roll Mission target

1-3 Power generator 52-54 Supply depot

4-6 Ancient technology 55-57 Cross road

7-9 Alien structure 58-60 Graveyard

10-12 Dimensional portal 61-63 Mining site

13-15 Computer 64-66 Factory machinery

16-18 Security system 67-69 Doomsday device

19-21 Water puri er 70-72 Vehicle

22-24 Farm animals 73-75 Farm elds

25-27 Dig site 76-78 Nano fabricator machine

28-30 Farm house 79-81 Statue

31-33 O ce building 82-84 Lockbox or safe

34-36 Store 85-87 Land mark

37-39 Religious site 88-100 Someone’s turf

40-42 Bridge

46-48 Communications device

49-51 Run down structure


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LOOT

The Loot table will often be referred to by the rules.


If the battle suggests it, use the Alien table instead. Simply roll D100 and see what you get.
Roll Loot Function

1-5 Weapons Roll twice on the Weapons table that best ts the encounter.

6-10 Broken Weapons Roll twice on most tting Weapons table. Must be Repaired.

11-15 Gadgets Roll twice on the Gadget table.

16-20 Gear Roll twice on the Gear table.

21-24 Alien artifact Roll on the Alien Artifact table.

25-29 Common stu Receive 1D3+1 Credits.

30-34 Bionic parts Implant. When rolling for post-battle Injuries, reduce sick time
by 1 turn. Add +1 to players choice of Speed or Toughness.

35-39 Psi-Chems Implant. Permanent +1 to Reactions.

40-44 Nano-Booster Implant. Permanent +1 to Speed.

45-49 Strange artifact Pay 3 Credits to analyze item, then roll on Alien Artifact table.

50-54 Enhancement implant Implant. Character receives one-time bonus of 2D3 XP.

55-58 Robo-Rabbits foot Carrier receives +1 Luck as long they have the item.

59-63 Alien relics 1D6+1 Relics. Once per campaign turn, trade one away to earn a
roll on the Trade table.

64-68 Pile of coins Earn 2D6 Credits

69-72 Teach-bot Single-use. Character earns +1D6 XP.

73-76 Captive Can join your squad as a new character. Comes with no
equipment or resources.

77-80 Upgrade kit Gun Mod. Increases Range by +2”.

81-85 Spare parts Repair one item with no cost. Single-use.

86-90 Colonist rations +1 Story Point and crew does not require Upkeep next turn.

91-95 Recreational supplies Can be sold for 1D6 Credits and crew does not require Upkeep
next campaign turn.

96-100 Novelty stu ed Completely worthless.


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Roll Alien artifact Function

1-5 Flex-armor If the character does not move, they count as +1 Toughness.
Armor item.

6-10 Neural implants Implant. Character ignores Stun results.

11-15 Genetic Recon g kit Reduce any one ability score by 1 and raise another ability score
by 1. Single-use.

16-20 De ector eld Screen. Ignore rst time character would become a casualty
each battle.

21-25 Death Ray Weapon: 12” / 1 shot / +3 Damage.

26-30 Dodge Suit When character moves, they are -1 to be hit until their next turn.
Armor item.

31-35 Transmuter SIngle-use. Put in any item and turn it into a randomly rolled
Alien Artifact.
If another Transmuter is rolled, the item inserted is destroyed but
you retain the original Transmuter.

36-40 Shiny bits Ooooh shiny. If you can tear yourself away long enough, sell for 3
Credits.

41-45 Transcender Single-use. User gets +1 XP and crew gets +2 Story Points.

46-50 Time distorter Single-use. Prevents every enemy from acting this turn.

51-55 Upgrade goop Gun Mod. Gun receives +1 Hit bonus.

56-60 Hover board User may move up to 9” per turn and y over terrain up to man-
height, but cannot re while using it.

61-65 Meditation rod Gain +2 Story Points.

66-70 Slave collar Single-use. Turns a single defeated enemy grunt into an ally that
will join your crew.

71-75 Alien multi-tool Take a full turn to cut a hole in any terrain feature big enough to
enter.

76-80 Shard gun Weapon. 18” / 2 shots / +1 Damage.


Each natural 6 to hit allows another shot.

81-85 Grav inger Use once per battle. Every character AND terrain feature within
6” is pushed 3” directly away from user.

86-90 Alien combat serum Single-use. For the entire battle, the character gains +2 Speed
and +2 Reactions.

91-95 Recon gurable gem Sell for 1D6 Credits and a roll on the Trade table.
stones

96-100 Kroxian Do NOT push the red button. Sell for 5 Credits however.
Disintegration Module
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COMPETITIVE GAMES

We use the term Competitive to mean two players ghting a battle against each other, rather
than a single player using the AI systems.

This can function in a few di erent ways, detailed below.

One player commands the bad guys

One player uses their normal campaign forces, while the other simply takes control of the bad
guys in the mission being played.

The normal AI rules can be ignored in this case.

This is the simplest way to play, as it requires no special rules or circumstances to resolve.

As a human opponent typically presents a tougher ght, the player undertaking the mission
receives 1 bonus Experience Point, awarded to a character of their opponents choice.

Two players using their campaign forces

You may both be playing a Five Parsecs campaign and decide to have your squads meet and
ght it out.

To do so, simply go through the campaign steps as normal but instead of generating a random
opposition force to ght, you will ght each other.

When agreeing to play a Competitive game, ignore Rivals, Patrons and Quests for this turn.
You may resume any Quest in the following campaign turn.

A wide universe

If agreed upon, you could even ght a Competitive game against a crew generated in a
di erent campaign game such as Salvage Crew or Gang Warfare.
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The turn sequence

The basic turn structure requires a bit of modi cation for Competitive games.

Omit the Reaction roll.


At the BEGINNING of each turn, the player with the fewest gures on the table gains Initiative.
If equal, determine at random.

Instead, the turn takes place in Phases, each correlating to a Reaction score.

Example:
If you have gures with Reaction scores of 1, 2 and 3, you would have 3 Reaction phases.

Figures act in the Phase corresponding to their Reaction score.


Thus, all characters with Reactions 3 would act in the Reaction 3 Phase.

Starting with the highest Reaction Phase number, during each Phase, the player with
Initiative may choose to go rst or last.
Carry out any activations as normal, then progress to the next Reaction Phase until all
characters have acted.

Example of turn:
I have initiative.
In the Reaction 3 phase, I choose to go rst.

I can act with any gures I have that are Reactions 3, my opponent will then act with any of their
gures that are Reactions 3.

Next is the Reactions 2 phase. I choose to go last this time.


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ASSORTED CLARIFICATIONS

This section covers a few common questions regarding the campaign game.

Items, encumbrance and you

Items that are not considered to be weapons or Armor items do not “weigh” anything and
characters can carry any number.

Duplicate item bonuses

A character cannot get a bonus twice for having two of the same item.

The Stash

Any items assigned to the Stash are accessible at any time during the campaign turn, but
cannot be accessed during a battle.

Looting bodies

Except if a rule tells you, you cannot loot weapons o fallen enemies.
If a crew member is killed, you can keep their items and redistribute them (but remember some
injury table results will break items)

Sick Bay

A character that has their recovery time reduced to 0 during the campaign turn (whether from
sick bay, health care or other sources) cannot perform a crew job this turn (such as searching
for Patrons).
They can however join the crew in battle this turn.

Keeping track of who you know

Players should keep track of any people they know on a given world, along with any pertinent
information.
For Rivals this includes what type of opponent they are (if this has been determined).
For Patrons, this includes all known details.
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DESIGNER NOTES

So here we are again. had a lot of “1 in 6 chance of something


The goal of the original Five Parsecs From Home interesting happening”.
was to provide something really unique:
A set of sci campaign rules for the sort of The experience system is more straight forward
“Traveller meets Fire y by way of Trigun” gaming now and should be very easy to understand.
I always fancied but never found great rules for. It does add a bit of record keeping, but from my
experience, players tend to enjoy tallying up
In a lot of ways it succeeded and requests for an experience points and seeing how close they are
updated version have been a pretty common to upgrading their character.
refrain.
I’ve gone back to it multiple times and always The character creation is still largely unchanged,
found myself getting stuck on it. Eventually, I but the characters tabletop performance will
realized I had to break an early promise and do re ect their origins at least a little bit better.
something drastic.
The biggest shock might be the page count. The
The way I saw it, Five Parsecs had the following new book is under half the page count of the old
issues: booklets combined. A lot of that is ruthlessly
pruning things that are not needed.
*It was a supplement that was (at the time) longer Having hacking rules is great, but they never
than the game it was supplementing. That’s a bit came up in the game. Better to just let players
bonkers in itself and nobody enjoys ipping add this detail on their own than clutter up page
pages between multiple booklets. count.

*FiveCore is a wonderful system, but over a As a result, the new game should be meaner,
campaign, the amount of special rules and leaner and easier to manage than before.
exceptions can pile up and make it di cult to get The system is easy to learn and requires very little
to grips with. “brain power” to play, while also managing a
bunch of enemy troopers.
*More importantly, since the game is mostly Campaigns now have an explicit economic
played solo, I felt strongly that the basic rules aspect, something that some players voiced a
should be as simple as at all possible. desire for.
The campaign play will add all the complexity
that is required. All in all, it’s maybe easy to miss how many small
improvements are hidden throughout this game.
*Finally, if everyone is playing it solo anyways, I
might as well write the rules with that in mind With a much more compact page-count, I think it
from the beginning. will also prove far less daunting. Having to digest
People wanting to play with friends won’t need the FiveCore 3rd edition rules AND the Five
any additional notes, just line up your squads and Parsecs booklet is a lot of reading before you get
have at it. to the table.
If this revision has done only one thing, I hope it
The result then is this game. is to get more people actually rolling dice.
I’ve tried to drive complexity out of the system
wherever possible. It’s always a bit risky to mess with something
Some things, such as the psionic table are gone. people like, but I hope you’ll agree it was a good
I realized that some of the tables had literally move.
never come up in the games I’d played. Peace and Love
On the upside, a lot of the existing tables should Ivan Sorensen
be more interesting now: A lot of results now nordicweaselgames@[Link]
have concrete bene ts where before, the rules
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Brawling timing has been clari ed.


VERSION NOTES Brawling vs multiple opponents has an
explicit system now.
Version 1.17 Stunned opponents grant a bonus to
Campaign steps are now numbered and Brawling now.
should be easier to navigate. Panic re option added.
Battle eld Finds added to rewards.
Toughness 7+ clari ed.
Version 1.16 Area weapon trait clari ed.
Replacing “droid” with “bot” so Disney Elegant weapon trait added.
doesn’t sue me for billions of dollars. Terrifying weapon trait redone.
Several new weapons added.
Version 1.15 Invasion system added.
Various typo xes.
Character equipment limits added by item Version 1.11
type. Deployment conditions table now has 10
All equipment lists have been updated to entries.
account for the new item types.
Buying weapon rolls now costs 3 Credits.
Story points now adds a loyalty bonus. Version 1.10
“Old fashioned blade” is now just called a Various typos corrected.
Blade. Squad sheet added, courtesy of Jason.
There were two items called a Shift Suit. One Permissions page added.
has been renamed to Dodge Suit. Intro pages reorganized a little.
Handguns, blades, colony ri es, shotguns Aiming is no longer optional and is available
now purchasable. to Enemies.
Experience updated.
Half ability score points removed.
Version 1.14 Permanent injury result on damage table
Stash is now a formal rules term and should rewritten.
appear appropriately in bold. All events and items that awarded half ability
Quest rumors and clues make more sense increases rewritten.
now. 3 stuns now equal KO.
The Freedom and Fame motivations no Luck ability score added.
longer start you with a Rival. Enemy Dashing clari ed.
You can now buy rolls on both the Gear and
Version 1.13 the Gadget tables.
The couple of half stats in the background Guidelines added for updates during a
table has been removed. campaign.
Background tables have had “Enemy” xed Starting crew is now 6.
to read “Rival”. Line of Sight rules rede ned a bit.
Numerous typos and bad wordings xed.
Bonus XP and Rival elimination bonus is now Version 1.09
for Unique Individual, not for Boss. Tech skill renamed to Savvy.
The chance of getting useless items on the “New world arrival” sequence added, with
Trade table is reduced. rolls for Licensing and World Conveniences.
Final mission in Quest now adds +1 to
Version 1.12 opponent numbers.
MASSIVE new enemy tables. “Oddball characters” page removed in
Unique Individuals for enemies. preparation for future updates.
Morale rules changed to be similar to Five Reworked and expanded Trade table.
Leagues.
Defensive AI mode added. Version 1.08
Guardian AI mode added. Campaign enemies are now called Rivals.
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Assault blade xed. Player forces no longer subject to Morale.


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Notable Sight table slightly tweaked. Version 1.031


New Patron system added. Transfer rules for Bug Hunt added.
Patron missions
Rumors cannot be converted to Quest clues. Version 1.03
Numerous corrections.
Version 1.07 Terrain rules added.
Clari ed upkeep and travel. Di cult situations rules added.
Can now spend multiple credits to track Brawling rules updated.
enemies. Movement cost for doors and windows.
Story points now cannot be used during Competitive game rules.
initial character creation.
Enemy leaders clari ed and expanded. Version 1.02
“Holding the eld” clari ed. New AI rules.
Patron mechanics clari ed. Di culty settings changed.
Killing an Enemy boss adds +1 to resolve Recruiting limit raised by 1.
that enemy. Tech ability score added.
Post-game injury table changed. Character creation tables expanded.
Encounter numbers increased for many Added Problem Solving section.
enemies. Added Dash move rule.
Broken weapons can now be repaired. Stun rule updated and clari ed.
You can now pay for extra medical care. Reaction rolls are now dice pools.
Quests pay +1 Credit now. Enemies with Heavy weapons are no longer
Hand Cannon now appear on the generation forced to move.
weapon tables. Oops! Relaxed injury table.
“Berserk Mode” story option replaced. Bonus XP for Tough opponents.
Detail for climbing and jumping down.
Added “Stars of the story” rule.
New Brawling mechanic.

Version 1.06
Starting character attributes improved.
Additional entry added to Enemy table.
Deployment Conditions table added.
Multiple weapon rolls can be purchased per
turn.
Notable Sights table added.
Story Points added.
Seize the Initiative rule added.
Crew upkeep costs reduced.
Event and reward tables have small tweaks
to them.
Table of contents should have links now.

Version 1.05
Clari ed turn sequence.

Version 1.04
Personal Items table added.
Expanded and slightly tweaked Character
and Campaign Events tables.
Enemies are now led by a Boss.
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