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The Ghost Ship Carthage Written by Wade Dyer, Ryan Schoon, and Nicolas Logue.

At 03:13 hours standard Haven time, on Octo 14th 1005 AX, the The ensuing experiments yielded a deadly nano-virus, Kormoria,
Archon medical frigate Carthage issued a general distress call. At which sowed death and madness among crew and captive alike.
5:05 hours on Octo 16th, Legion VESPER force Epsilon boarded the Shortly after VESPER force Gamma breached the Carthage, the
vessel. An hour later, the ship went silent, charted a course for deep vessels Archon master, Solaria, either in the grips of madness, or
space, and was never heard from again. in a vain gambit to save the rest of Haven from Kormoria, charted a
course into a vast uncharted region of space
Vital Emergency Stellar Protocol Expedited Recovery (VESPER)
Force After - Action Report on the Carthage Incident. Now, 108 years after its lonely sojourn, a homing beacon on the
Carthage pilots her back to the Haven system. The derelict ship
Adventure Background floats between trade routes, emitting a weak distress beacon, and
As the crucible of the Great War consumed the Archon Empire with remains unresponsive to all hails.
impunity, its searing heat gradually melted the Archons ironclad
ethics to slag. The Carthage began as a medical ship on a mission The Player Characters
of mercy to the Kaltorans of Haven, but as the Archons cause grew The Players take on the role of down-on-their luck salvagers in a
every more desperate, she received a dread new purpose: harvest ship that barely flies they need a big payday. When the call goes
Kaltoran refugees, and Nephilim prisoners of war to develop new out to investigate the ghost ship, most put sense before greed and
bio-weaponry for immediate deployment on the front. stay away from the job. But the Players dont have the luxury of
turning down a job as lucrative as this one.

1
PC Handouts
Give each PC a Character Sheet. DONT give them this maps yet (they will find it during the adventure).

Level 1

2
Level 2

3
4
Repair Healing
Change Out 14t + Maintenance; Heal 1 12t + First Aid; Stops Bleeding 10 + Extended Care; Heal all 1 2x 12t +
Change 1 Attribute, Wpn, Trait or new Spacecraft. and a Minor Condition (eg: Virus). May be performed during Combat. and a Minor Condition.
Requires: Workshop. Requires: Toolbox. Requires: Toolkit. Requires: Toolbox.

Quick Fix; Heal any 2 12 + Rebuild; Heal one 8 2x 14t + Paramedics; Heal any 3 12 + Surgery; Heal one 8 2x 14t +
Lucas Varenz
Req: Workshop, Only Heals Dmg dealt this Combat.
May only be rolled once per available Workshop.
and a Major Condition (eg: Lost Wing).
Requires: Workshop.
Req: Toolbox, Only Heals Dmg dealt this Combat.
Healing may be applied to multiple Characters.
and a Major or Minor Condition.
Requires: Workshop.
You dont talk about Varsphere. No one even knows you grew up
Must be performed directly after a Combat.
were 27, not bad. Still, you never really fit. The other guys in the
Must be performed directly after a Combat.
Maximum of 1 Paramedics Roll per 3 Characters.
May Retro any Trait for a Implant Trait.

there. As far as the crew knows, you were born in a Corporation designer suits could somehow smell Varsphere on you.
enclave on Alabaster
Spacecraft Environment 2, not in ruins of your peoples former home Personal Combat Environment
world. But you came
Atmosphere: fromAttribute
1 Engine smallDamage
beginnings, worse
(no Armour) at thethan
end ofsmall. From
each Turn. A fight
Zero with a senior
Gravity: Movingexecutive escalated
one space costs and you broke his jaw and
2 Movement.
nothing. You had 2aAttribute Damage that
vid screen (no Armour)
pickedat the
upendthree
of eachchannels
3rd Turn. on Hit -2
left him burned. That was it for you and the Corporation. That was it
-2 Hit and Range. No Overburden Penalty.
satellite downlink. All of them showed Corporate commercials Those for you trying to escape your Varsphere past, you ran.
Dust Cloud: Take Damage equal to your Velocity. Cover X: Defence +X
were your people -Hit out
-2 ifthere - not
you Attack yourDust
through mom
Cloud.and your drunk father
Difficult Terrain: Moving one space costs 2 Movement.
inGravity
the ruins of a world
Field: Gain +2that was.
Velocity when you enter a Gravity Field. Then you found a man down on his luck and bought a ship; The
May make a free Rotate of 45o towards the source of the Gravity Field.
Open/Close Door: Cost 2 Movement to Change.
Ransom from him for less than a months rent. Stupid bastard. Well,
Repair
Nebula: Healing
When you finallyRemove
madeanyitLocked
out On
Remove all Locked
ofOnEffects
Effects on
there, youyou.started in a mailroom.
you have applied to your Opponents.
thats what happens when youre bad at economics. You freelance
Change Out
You found the angles pretty
May have
14t +
quickly.
additional Maintenance;
Worked
GM defined yourHeal
effects.
12t +
way1 up the ladder. Personal
First
now but Combat
Aid; still Effects
Stopspretend
Bleeding 10 +
you were Extended
oneandofa Minor Care;
most Heal
theCondition. 1 2x 12tFor+ a
eliteallCorps.
Change 1 Attribute, Wpn, Trait or new Spacecraft. and a Minor Condition (eg: Virus). May be performed during Combat.
Blackmail
Requires: Workshop.may have played a role. Requires:
Object: Reduce Vel by 2, if not 1Junior executive
Toolbox.
or 2; take by (no
1 Attribute Dmg theArmour).
time you Bleeding:
while, you really were. Where you go from here, No one knows.
Requires: Toolkit. 1 Attribute Dmg (no Armour)
Requires: at the
Toolbox. start of your Turn.
Quick Fix; Heal anyHit2 -2 if you 12Attack + through an Object.
Rebuild; Heal one 8 2x 14t + Grabbing Target:
Paramedics; Heal any As with
3 Grabbed 12 + EffectSurgery;
but may removeHeal oneas a Free8 Action.2x 14t +
Req: Workshop, Only Heals Dmg dealt this Combat. and a Major Condition (eg: Lost Wing).
Spacecraft:
May Other
only be rolled once per available Spacecraft immediatly
Workshop. Requires:move into an adjacent space.
Workshop.
Req: Toolbox, Only Heals Dmg dealt this Combat.
Grabbed: 1 Action
Healing may be applied to multiple Characters.per Turn. and a Major or Minor Condition.
Requires: Workshop.
Must be performed directly after a Combat. Must be performed directly after a May Move with Target ifMayyou
Combat. have
Retro any higher
Trait for aStr.
Implant Trait.
Maximum of 1 Paramedics Roll per Gain 1 Additional Action if you remove this Effect.
3 Characters.
Spacecraft Effects Limited Vision: Targets gain Cover versus you:
Spacecraft Skils:
Primary Environment Personal Combat Environment
Equipment: Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
Boarded: May have up to 5 Boarded Effects applied to you.
Atmosphere:
+2 Wealth 1 At-2thePhysical
Engine start of your
Attribute -2(noMechanics
Opponents
Damage Turn they
Armour) at may -2of each
make
the end 1Medicine
Turn. Locked
Zero
Head On:
Gravity:
Set (Short Moving
Rangeone
Enemies Comms
gain (100km)).
Hit: +Lock
space costs On vs you.
2 Movement.
2Boarding
AttributeParty Attack
Damage (noagainst
Armour)you.
at the end of each 3rd Turn. Prone: Hit -2 Step
+1 Conversation -2On-2 Resolve
a failed
Hit and Attack Roll,+2
Range. Electronics
remove 1 Boarded Effect. -2 Psychology Flash Light (Small,
+1 Load 1, Reduce
Cover
No Overburden Penalty. Low Light Cover penalties by
Cost 2 Movement to Change.
-2
DustLeadership
Locked On:
Cloud: +1 Damage
Awareness
Enemies
Take gain equal
Hit: +Lock +2On Programming
to your vs you.
Velocity. -2 Astronomy 2 Steps
Cover X: in any area Movingofone
Defence 3).space costs 2 Movement while Prone.
+X
+1OnCulture
Fire: Hit-2
-2 ifSurvival
youDmg
1 Attribute Attack -2 Bio
(no through
Armour) Dust Tech
Cloud.
at the -2 Planetoids
start of your Turn. Electricians
Stealthed:
Difficult Terrain:ToolMoving
Beltnotone
May (Electronic
be space
Targeted Toolbox).
while
costs in Cover.
2 Movement.
Gravity Field: Gain +2 Velocity when you enter a Gravity Field. Portable Computer
Open/Close
Lost(Programming
Door: Cost
on Major Effect: Attack.
2 Movement to Toolbox).
Change.
May make a free Rotate of 45o towards the source of the Gravity Field. Lost next Turn if 1st Action is not a successful Stealth Action.
Attack Hit +RoF
Nebula:
Drone Action Remove any
*Damage Locked
Pick One: On Draw
*Attack, Effects
Wpn, on you.Set Up or Pull Down or
Reload, Suppressed: Maximum 1 Action this Turn.
Remove all
Move makeLocked On Stealth
a Analyse, Effectsor you have
Escape applied
Attack Roll. to your Opponents.
2 2 additional GM defined effects.
May have 14 Personal Combat2
Effects 2 20
Object: Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour). Bleeding: 1 Attribute Dmg (no Armour) at the start of your Turn.
4 Combat Hit
Personal -2 if3 you Attack through an Object.
Actions Grabbing Target: As with Grabbed Effect but may remove as a Free Action.
17 1 2
Spacecraft: Other Spacecraft immediatly move into an adjacent space. Grabbed: 1 Action per Turn.
3 4 Pick any 2 Actions Per Turn Bonuses from the same Action do not Stack 6
16 May Move with Target if you have higher Str.
Tactical Actions Gain 1 Additional Action if you
Range Actions remove
Melee this Effect.
Actions
Spacecraft Effects 1 13 3
Limited Vision: Targets gain Cover versus you:
Attack Light Cover (Low Light) or Attack
Heavy Cover (Blind, Pitch
RoF Black) vs You.
Boarded:
Full Move May haveMove
Move up to
+2 5 Boarded Effects applied toSnap you. Shot Damage Strike Damage
Hit +Ref
Move -2
+Extra Dice

Weapons At the start of your HitOpponents


End Dmg Turn they
Critmay make Rng1
Move
Clips Ammo LockedLoad On: RoF EnemiesWgtgain Type
Hit: +Lock OnMove
vs you.
& Variation Cost
Boarding Party Attack against you.
RailTake
Pistol
Cover +1 Cover Step
On a failed
Move Attack+2Roll, remove 3 1 Boarded4 Effect. 6
Spray Fire
Attack
6
Damage
Prone:
Hit6+Per +Extra RoF
2 Dice 1 +1 CoverCharge
Attack
1 Step Gun, Rail Damage Move +2 (Straight Line) 4
Armour vs Slow +1 (go Prone)
Move
Move -2 Cost 2 Movement to Change. Move
Damage +1 (per 4 Movement)
Locked On: Enemies gainSmall, Modification:
Hit: +Lock On vs you.Advanced Ammunition, Extended Clip, Personalised, Spare Clip.Moving one space costs 2 Movement while Prone.
Pick One: Draw Wpn, Reload, Hit +Per +Foc
OnPrep
Fire: 1 AttributeUn-Jam,
Recover Dmg (no Armour)
Set Up, Pull Down,at the start of Sighted
your Turn.
Shot Attack
Damage Stealthed:
Hit +Per
Range +Foc May notBlock
be Targeted whileImpair
in Cover. On Hit: Debuff Targets next
Use Stim or Skill Roll (Medical). Lost on Major Effect: Attack. Attack; Strong Hit -1
Strong Hits Requirements Benefits
Attack Lost next Turn if 1st Action is not a Hit
Damage successful
+Ref +Str Stealth Action.
Attack On Hit: Boost next Attack;
Effort
Analyse Primary
Attack or Vehicle
Hit
Crit+RoF
Skill, Does not Req Success ThrowYou may re-roll a singleHit
Damage
+Ref
die from this Skill Roll. Impair Impair On Hit: Pick One Debuff vs
Drone Action Recover
*Damage
Attribute Location +/-2
Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or Move
Range Suppressed:
+Str Maximum 1 Action this Turn. Move Target; Prone, Grab or Move 1
Critical Hit Move Attack, Hit, 1 use
make a Analyse, Stealthper RoF Attack Roll. Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
or Escape
Hit +Per Damage Hit +Ref +Str
Vs Highest Defence Attack*
Critical Boost
Stealth Stealth Attack, DoesBenot
On Hit: Cannot Req Hit
Targeted +1 Critical Damage
Overwatch Damage for this Attack vs all Targets with 0 Escape
*May Attack in a 180 Arc in Endurnace. Impair On Hit: Debuff Target; Loose
response to any Action. Move Grabbing Target.
Covering Fire Attack, Does not Require Hit, RoF 2+ 1 Ally gains Heavy Cover (+4) or +1 Cover Step until your next Turn.
Personal Combat Actions
Spacecraft Combat System Rolls Pick any 2 Actions Per Turn Bonuses from the same Action do not Stack

Highest Velocity (orTactical ActionsFirst


Size if Equal) Range Actions
Make 1 System Roll per Turn (Successful System Rolls may not be rolled again), Melee(orActions
Highest CPU Sensors if Equal) First
Command Engineering Attack Operations Attack Gunnery
Hit +Ref +Extra RoF Dice
Full Move Move Move +2 Snap Shot Damage Strike Damage
Move -2
Skill Roll Skill Roll Move Skill Roll Move Skill Roll
Remove 1 On FireAttack
Effect. Attack
Full Burn Rotate 45o+1 Cover Step Damage Hit Calibrate
+Per +Extra RoF Dice Add or remove 1
Preparation Reload orLine)
Move +2 (Straight Un Jam a Weapon.
Take Cover 8 Move
Alter Velocity = Eng.
Armour Control
vs Slow +1 (go Prone) Spray Regen
12-Crew Fire Shields. Damage Move -2
12-CPU Charge
Locked On Effect. Damage 8-Crew
Damage +1May
(perRoll Once per Weapon.
4 Movement)
Armour vs Boarding
Move+1 Move
Launch and Attack Attack with a Battery.
Manoeuvre Rotate 90Pick
Size x4Recover
o One: Draw Wpn, Reload,
Divert 14-Pow
A System Roll gains Str Hit +1. Hit +Per
Attack Dumb Fire vs Def with a Warhead.
Volley
Hit +Per +Foc
vsOnDef ShieldTargets
Dmg +1next
Prep Un-Jam,
Alter Velocity = EngSet
-2.Up, Pull Down,
Power Sighted
TakeShot
5 Shield Damage.
Damage Range +Foc Block at
Destroy this Warhead Impair Hit: Debuff
Use Stim or Skill Roll (Medical). the end of the Turn. May Roll
Attack; Strong Hit -1Once per Weapon.
Rotate 45o *4 Success, +2 Success
Direct Armour vsOnBoarding +1 next Attack;Combat Attackrequired Launch a Warhead. Damage
Lead the Attack with a Battery.
Hit +Ref +Str
Analyse 14-CrewAttack Hit: Boost Combat Area. Hit Seeker
Throwif Spacecraft leavesDamage
14-CPU* +Ref 8-Crew This WarheadsImpair
gains: Impair vsOnDef Range
Hit: Pick One +1Debuff vs
Crew Make System
Recover Jump
Roll at -2Location +/-2
Crit Attribute Range +Str Target May Roll
or Launch a Fighter. Move Lock On +6. Move Target; Prone, GrabOnce per 1Weapon.
or Move
Rotate 45o Boost next Attack;
Strafe VsArc
Highest Dmg that was Hit +Per
Repair 1 AttributeAttack* Damage
Bombard Hit +Ref +Str
Attack with 2 Batteries.
Stealth vs Def Stealth
Attack Front with aDefence
Battery. Patch Job 14-Crew
Overwatch Scan 14 Arc
-CPUin Crit Attribute Location
Escape+/-1 vsOnDef
Hit: Debuff
Size 1 or 2 dealt after your last Turn. *May Attack in a 180 Size Impair
4+ Hit -2Target; Loose
Range -1 On Hit: Cannot Be Targeted Damage
response to any Action. vs a Locked On Target. Move Grabbing Target.

Spacecraft CombatAttack
System Rolls
Roll Formula: 3d6 +Hit -2 per Rng Increment beyond 1st Targets Defence Free Critical Hit vs Target with 0 Endurance
Attack costs 1 Ammunition per RoF used (minimum 1)
Highest Velocity (or Size if Equal) First Make 1 System Roll per Turn (Successful System Rolls may not be rolled again), Highest CPU (or Sensors if Equal) First 5
Command Engineering Operations Gunnery
Skill Roll Skill Roll Skill Roll Skill Roll
6
Change Out 14t + Maintenance; Heal 1 12t + First Aid; Stops Bleeding 10 + Extended Care; Heal all 1 2x 12t +
Change 1 Attribute, Wpn, Trait or new Spacecraft. and a Minor Condition (eg: Virus). May be performed during Combat. and a Minor Condition.
Requires: Workshop. Requires: Toolbox. Requires: Toolkit. Requires: Toolbox.

Quick Fix; Heal any 2 12 + Rebuild; Heal one 8 2x 14t + Paramedics; Heal any 3 12 + Surgery; Heal one 8 2x 14t +
Req: Workshop, Only Heals Dmg dealt this Combat. and a Major Condition (eg: Lost Wing). Req: Toolbox, Only Heals Dmg dealt this Combat. and a Major or Minor Condition.
May only be rolled once per available Workshop. Requires: Workshop. Healing may be applied to multiple Characters. Requires: Workshop.
Must be performed directly after a Combat. Must be performed directly after a Combat. May Retro any Trait for a Implant Trait.
Maximum of 1 Paramedics Roll per 3 Characters.
Adam Blaze
You were always
Spacecraft good with machines. It was in your DNA. You grew
Environment Everyone in the system
Personal Combat knows this. What they dont know, what most
Environment
upAtmosphere:
in the underground PitAttribute
1 Engine Cities under
Damage the oceansatoftheyour
(no Armour) end ofhome world,
each Turn. Kaltorans dont talk
Zero Gravity: about,
Moving is that
one space costsa2 lot of the stronger memories,
Movement.
Kadash. A diver and 2 Attribute Damage (noyou
a gearhead, Armour) at the
fixed end of each
things others 3rd Turn.
couldnt the ones that get passed
Hit -2 down the DNA ladder, are bad. Really bad.
-2 Hit and Range. No Overburden Penalty.
puzzle out, but you never got over the not exactly claustrophobia
Dust Cloud: Take Damage equal to your Velocity. Cover X: Defence +X
but limits of that place.
Hit -2 ifYou knew through
you Attack every Dust
bulkheads
Cloud. graffiti, every rust You can see it in most of the eyes of the other Kaltorans you meet
Difficult Terrain: Moving one space costs 2 Movement.
stain dripping
Gravity Field: downGainevery bolt.when
+2 Velocity It was boring.
you enter a Gravity Field. out here-youre all running from something. Running from memories
May make a free Rotate of 45o towards the source of the Gravity Field.
Open/Close Door: Cost 2 Movement to Change.
that arent really even yours. Its a weird feeling, but not half as weird
Repair
Nebula: Remove any
Healing
You saved up money forLocked
Remove all Locked
On Effects
a trip to theon surface
you. and a ticket off
On Effects you have applied to your Opponents.
as the things youve seen out here. Maybe thats what the void offers,
Change
world. Out
Youre a Kaltoran, May
14t +
which GM
have additional Maintenance;
means
defined you have Healracial
1 12t +
memories. Personal
First Aid; Combat
something Stops Effects
odderBleeding + are. Extended Care; Heal all 1 2x 12t +
than who 10you
Change 1 Attribute, Wpn, Trait or new Spacecraft. and a Minor effects.
Condition (eg: Virus). May be performed during Combat. and a Minor Condition.
Requires: Workshop.
Object: Requires: Toolbox.
Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour). Bleeding:
Requires: Toolkit. 1 Attribute Dmg (no Armour)Requires:at the start of your Turn.
Toolbox.

Quick Fix; Heal anyHit2 -2 if you 12Attack + through an Object.


Rebuild; Heal one 8 2x 14t + Grabbing Target:
Paramedics; Heal any 3 As with Grabbed
12 + EffectSurgery;remove
but may Heal oneas a Free8 Action.2x 14t +
Req: Workshop, Only Heals Dmg dealt this Combat. and a Major Condition (eg: Lost Wing).
Spacecraft:
May Other
only be rolled once per available Spacecraft immediatly
Workshop. Requires:move into an adjacent space.
Workshop.
Req: Toolbox, Only Heals Dmg dealt this Combat.
Grabbed: 1 Action
Healing may be applied to multiple Characters.per Turn. and a Major or Minor Condition.
Requires: Workshop.
Must be performed directly after a Combat. Must be performed directly after a May Move with Target ifMayyou
Combat. have
Retro any higher
Trait for aStr.
Implant Trait.
Maximum of 1 Paramedics Roll per Gain 1 Additional Action if you remove this Effect.
3 Characters.
Primary
SpacecraftSkils:
Effects Equipment:
Limited Vision: Targets gain Cover versus you:
Spacecraft
-3 Wealth Environment
+1 have
Physical +2 Effects
Mechanics Personal Combat
(ShortEnvironment
applied to you.-1 Medicine Head Set Range
Light CoverComms
(Low Light)(100km)).
or Heavy Cover (Blind, Pitch Black) vs You.
Boarded: May up to 5 Boarded
Atmosphere:
-1 Conversation 1 AtEngine
-1theResolve
start of your
Attribute Damage+1 (no
Electronics
Opponents Turn they
Armour) at may
the end-1of Psychology
make 1
each Turn. Locked
Zero On:
Gravity:
Mechanics Tool Box (Mechanics Toolbox).
Enemies
Moving gain
one Hit:
space +Lock
costs On vs you.
2 Movement.
2Boarding
AttributeParty Attack
Damage (noagainst
Armour)you.
at the end of each 3rd Turn. Prone: Hit -2 Step
-1 Leadership On+2
-2 Awareness
a failed
Hit Attack Roll,+0
and Range. Programming
remove 1 Boarded Effect. -1 Astronomy History Book (Culture Toolbox).
+1 Cover
No
CostOverburden Penalty.
2 Movement to Change.
+2 Culture
Locked
Dust On:
Cloud: +1 Damage
Enemies
Take Survival
gain equal
Hit: +Lock -1OnBio
to your Tech
vs you.
Velocity. -1 Planetoids Cover X: Moving one
Defence +X space costs 2 Movement while Prone.
On Fire: Hit -2 if youDmg
Attack
(no through
Armour)Dust Cloud. Stealthed:
1 Attribute at the start of your Turn. Difficult Terrain: Moving
May notone
be space
Targeted while
costs in Cover.
2 Movement.
Gravity Field: Gain +2 Velocity when you enter a Gravity Field. Lost on Major Effect: Attack.
Open/Close Door: Cost 2 Movement to Change.
May make o Lost next Turn if 1st Action is not a successful Stealth Action.
3 Attack
2 a free Rotate of 45 towards the source of the Gravity
Hit +RoF
13 Field. 2 2 25
Nebula:
Drone Action Remove any
*Damage Locked
Pick One: On Draw
*Attack, Effects
Wpn, on you.Set Up or Pull Down or
Reload, Suppressed: Maximum 1 Action this Turn.
4 Remove all
Move makeLocked
3 On Stealth
a Analyse, Effectsor you have
Escape applied
Attack Roll. to your Opponents.
May have additional GM defined effects. 16
Personal Combat Effects 2
Object:4 Reduce2Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour). Bleeding: 1 Attribute Dmg (no Armour) at the start of your Turn.
Personal Combat HitActions
-2 if you Attack through an Object. 15 2
Grabbing Target: As with Grabbed Effect but may remove as a Free Action.
Spacecraft: Other Spacecraft
3 immediatly move into an adjacent
2 space. 14 Grabbed: 1 Action per Turn. 3
Pick any 2 Actions Per Turn Bonuses from the same Action do not Stack
May Move with Target if you have higher Str.
Tactical Actions Range Actions Gain 1 Additional Action if you remove
Melee this Effect.
Actions
Spacecraft Effects
Weapons Hit End Dmg Crit Rng Clips Ammo LimitedLoad Vision: RoF TargetsWgt Type versus
gain Cover & Variation
you:
Attack or Attack
Boarded:
Dual SMGs
Full Move May haveMove
Move +2 5 +1
up to 6 applied
Boarded Effects 3 toSnap 4
you. Shot 4
Damage 12 2 4 (+3d6)Light Cover
2 (Low
Strike Gun,Light) Heavy Cover
Self-Propelled,
Damage Ion (Blind,
Hit +Ref
Move -2
Pitch
+Extra RoF Black)
Dice vs 3You.
At the start ofLow
your Opponents Turn they may make 1 Move Locked
Tech, Works in Liquid, Energy, Modification: Dual Wield (Optional). On: Enemies gain Hit: +Lock OnMove
vs you.
Boarding Party Attack against you.
Knife
Take Cover +1 Cover Step
On a failed
Move Attack+1Roll, remove 3 1 Boarded3 Effect. -
Spray Fire
Attack
-
Damage
Prone:
Hit-+Per +Extra RoF
1 Dice 1 +1 CoverCharge
1 Step Melee
Attack
Damage
Move +2 (Straight Line) 0
Armour vs Slow +1 (go Prone) Move -2
MoveCost 2 Movement to Change. Damage +1 (per 4 Movement)
Move
Locked On: Enemies gainLow
Hit: Tech.
+Lock On vs you. Moving one space costs 2 Movement while Prone.
Pick One: Draw Wpn, Reload, Hit +Per +Foc
OnPrep
Fire: 1 AttributeUn-Jam,
Recover Dmg (no Armour)
Set Up, Pull Down,at the start of Sighted
your Turn.
Shot Attack
Damage Stealthed:
Hit +Per
Range +Foc May notBlock
be Targeted whileImpair
in Cover. On Hit: Debuff Targets next
Use Stim or Skill Roll (Medical). Lost on Major Effect: Attack. Attack; Strong Hit -1
Strong Hits Requirements Benefits
Attack Lost next Turn if 1st Action is not a Hit
Damage successful
+Ref +Str Stealth Action.
Attack On Hit: Boost next Attack;
Effort
Analyse Primary
Attack or Vehicle
Hit
Crit+RoF
Skill, Does not Req Success Throw You may re-roll a singleHit
Damage
+Ref
die from this Skill Roll. Impair Impair On Hit: Pick One Debuff vs
Drone Action Recover
*Damage
Attribute Location +/-2
Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or Move
RangeSuppressed:
+Str Maximum 1 Action this Turn. Move Target; Prone, Grab or Move 1
Critical Hit Move Attack, Hit, 1 use
make a Analyse, per
Stealth RoF Attack Roll. Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
or Escape
Hit +Per Damage Hit +Ref +Str
Vs Highest Defence Attack*
Critical Boost
Stealth Stealth Attack, DoesBenot
On Hit: Cannot Req Hit
Targeted +1 Critical Damage
Overwatch Damage for this Attack vs all Targets with 0 Endurnace.
*May Attack in a 180 Arc in Escape Impair On Hit: Debuff Target; Loose
response to any Action. Move Grabbing Target.
Tweak Attack, Hit, Non Infinite Clips or Ammo Gain +2 Endurance Damage on this Weapon for the remainder of the Combat (Stacks).
Personal Combat Actions
Spacecraft Combat System Rolls Pick any 2 Actions Per Turn Bonuses from the same Action do not Stack

Highest Velocity (orTactical ActionsFirst


Size if Equal) Range Actions
Make 1 System Roll per Turn (Successful System Rolls may not be rolled again), Melee(orActions
Highest CPU Sensors if Equal) First
Command Engineering Attack Operations Attack Gunnery
Hit +Ref +Extra RoF Dice
Full Move Move Move +2 Snap Shot Damage Strike Damage
Move -2
Skill Roll Skill Roll Move Skill Roll Move Skill Roll
Remove 1 On FireAttack
Effect. Attack
Full Burn Rotate 45o+1 Cover Step Damage Hit Calibrate
+Per +Extra RoF Dice Add or remove 1
Preparation Reload orLine)
Move +2 (Straight Un Jam a Weapon.
Take Cover 8 Move
Alter Velocity = Eng.
Armour Control
vs Slow +1 (go Prone) Spray Regen
12-Crew Fire Shields. Damage Move -2
12-CPU Charge
Locked On Effect. Damage 8-Crew
Damage +1May
(perRoll Once per Weapon.
4 Movement)
Armour vs Boarding
Move+1 Move
Launch and Attack Attack with a Battery.
Manoeuvre Rotate 90Pick
Size x4Recover
o One: Draw Wpn, Reload,
Divert 14-Pow
A System Roll gains Str Hit +1. Hit +Per
Attack Dumb Fire vs Def with a Warhead.
Volley
Hit +Per +Foc
vsOnDef ShieldTargets
Dmg +1next
Prep Un-Jam,
Alter Velocity = EngSet
-2.Up, Pull Down,
Power Sighted
TakeShot
5 Shield Damage.
Damage Range +Foc Block at
Destroy this Warhead Impair Hit: Debuff
Use Stim or Skill Roll (Medical). the end of the Turn. May Roll
Attack; Strong Hit -1Once per Weapon.
Rotate 45o *4 Success, +2 Success
Direct Armour vsOnBoarding +1 next Attack;Combat Attackrequired Launch a Warhead. Damage
Lead the Attack with a Battery.
Hit +Ref +Str
Analyse 14-CrewAttack Hit: Boost Combat Area. Hit Seeker
Throwif Spacecraft leavesDamage
14-CPU* +Ref 8-Crew This WarheadsImpair
gains: Impair vsOnDef Range
Hit: Pick One +1Debuff vs
Crew Make System
Recover Jump
Roll at -2Location +/-2
Crit Attribute Range +Str Target May Roll
or Launch a Fighter. Move Lock On +6. Move Target; Prone, GrabOnce per 1Weapon.
or Move
Rotate 45o Boost next Attack;
Strafe VsArc
Highest Dmg that was Hit +Per
Repair 1 AttributeAttack* Damage
Bombard Hit +Ref +Str
Attack with 2 Batteries.
Stealth vs Def Stealth
Attack Front with aDefence
Battery. Patch Job 14-Crew
Overwatch Scan 14 Arc
-CPUin Crit Attribute Location
Escape+/-1 vsOnDef
Hit: Debuff
Size 1 or 2 dealt after your last Turn. *May Attack in a 180 Size Impair
4+ Hit -2Target; Loose
Range -1 On Hit: Cannot Be Targeted Damage
response to any Action. vs a Locked On Target. Move Grabbing Target.

Spacecraft CombatAttack
System Rolls
Roll Formula: 3d6 +Hit -2 per Rng Increment beyond 1st Targets Defence Free Critical Hit vs Target with 0 Endurance
Attack costs 1 Ammunition per RoF used (minimum 1)
Highest Velocity (or Size if Equal) First Make 1 System Roll per Turn (Successful System Rolls may not be rolled again), Highest CPU (or Sensors if Equal) First
Command Engineering Operations Gunnery
Skill Roll Skill Roll Skill Roll Skill Roll 7
Remove 1 On Fire Effect.
Full Burn 8
Rotate 45o Damage 12-Crew Regen Shields. Calibrate 12-CPU
Add or remove 1
Preparation 8-Crew
Reload or Un Jam a Weapon.
Alter Velocity = Eng. Control Armour vs Boarding +1
Locked On Effect. May Roll Once per Weapon.
8
Change 1 Attribute, Wpn, Trait or new Spacecraft. and a Minor Condition (eg: Virus). May be performed during Combat. and a Minor Condition.
Requires: Workshop. Requires: Toolbox. Requires: Toolkit. Requires: Toolbox.

Quick Fix; Heal any 2 12 + Rebuild; Heal one 8 2x 14t + Paramedics; Heal any 3 12 + Surgery; Heal one 8 2x 14t +
Req: Workshop, Only Heals Dmg dealt this Combat. and a Major Condition (eg: Lost Wing). Req: Toolbox, Only Heals Dmg dealt this Combat. and a Major or Minor Condition.
May only be rolled once per available Workshop. Requires: Workshop. Healing may be applied to multiple Characters. Requires: Workshop.
Must be performed directly after a Combat. Must be performed directly after a Combat. May Retro any Trait for a Implant Trait.
Maximum of 1 Paramedics Roll per 3 Characters.

Athena
SpacecraftMarch
Environment Personal Combat Environment
You would have1 been
Atmosphere: a soldier
Engine Attribute your(noentire
Damage Armour)life. Youendwere
at the of eachbred
Turn. for working its way through
Zero Gravity: your
Moving one spacesynapses according to scans. Maybe
costs 2 Movement.
it, raised for it and2 Attribute
trainedDamage
for it.(noYour
Armour)
firstat campaign
the end of eachwas
3rd Turn.
destined you will lose it oneHit day.
-2 You bounced around from job to job for a
-2 Hit and Range. No Overburden Penalty.
to be your last. Some nerve agent the Nephs used on that swamp long time before Lucas brought you aboard The Ransom. He seems
Dust Cloud: Take Damage equal to your Velocity. Cover X: Defence +X
world made most Hitof-2your if youcompany go Dust
Attack through buggy.
Cloud.They mustered all of like a good enough Corp, but he has an edge. Everyone on board
Difficult Terrain: Moving one space costs 2 Movement.
you out. Field:
Gravity Couldnt trust
Gain +2 that youwhenwouldnt
Velocity you enter aone dayField.go mad like your
Gravity does. They dont know about the nerve agent. They dont know about
May make a free Rotate of 45o towards the source of the Gravity Field.
Open/Close Door: Cost 2 Movement to Change.
brothers in arms had. the ticking time bomb in your head. Between now and when it goes
Repair
Nebula: Remove any Locked On Effects on you.
Healing
off, youre going to fight, carouse and have the greatest life you can.
Remove all Locked On Effects you have applied to your Opponents.
Change Out
You arent sure May you wont
have
14t +
go mad
additional GMMaintenance;
either.
defined ThatHeal nerve +
1 agents12t still Personal
First Aid; Combat Effects 10 +
Stops Bleeding Extended Care; Heal all 1 2x 12t +
Change 1 Attribute, Wpn, Trait or new Spacecraft. and a Minor effects.
Condition (eg: Virus). May be performed during Combat. and a Minor Condition.
Requires: Workshop.
Object: Requires: Toolbox.
Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour). Bleeding:
Requires: Toolkit. 1 Attribute Dmg (no Armour)Requires:at the start of your Turn.
Toolbox.

Quick Fix; Heal anyHit2 -2 if you 12Attack + through an Object.


Rebuild; Heal one 8 2x 14t + Grabbing Target:
Paramedics; Heal any 3 As with Grabbed
12 + EffectSurgery;remove
but may Heal oneas a Free8 Action.2x 14t +
Req: Workshop, Only Heals Dmg dealt this Combat. and a Major Condition (eg: Lost Wing).
Spacecraft:
May Other
only be rolled once per available Spacecraft immediatly
Workshop. Requires:move into an adjacent space.
Workshop.
Req: Toolbox, Only Heals Dmg dealt this Combat.
Grabbed: 1 Action
Healing may be applied to multiple Characters.per Turn. and a Major or Minor Condition.
Requires: Workshop.
Must be performed directly after a Combat. Must be performed directly after a May Move with Target ifMayyou
Combat. have
Retro any higher
Trait for aStr.
Implant Trait.
Maximum of 1 Paramedics Roll per Gain 1 Additional Action if you remove this Effect.
3 Characters.
Primary
SpacecraftSkils:
Effects Equipment:
Limited Vision: Targets gain Cover versus you:
Spacecraft
-2 Wealth Environment
+1 have
Physical +2 Effects
Mechanics Personal Combat
(ShortEnvironment
applied to you.-2 Medicine Head Set Range
Light CoverComms
(Low Light)(100km)).
or Heavy Cover (Blind, Pitch Black) vs You.
Boarded: May up to 5 Boarded
Atmosphere:
-2 Conversation 1 AtEngine
+2theResolve
start of your
Attribute Damage-2(noElectronics
Opponents Turn they
Armour) at may +1of Psychology
make
the end 1
each Turn. Locked
Zero On:
Gravity:
Flash Light (Small, Load 1, Reduce On
Enemies
Moving gain
one Hit:
space +Lock
costs 2Low Light Cover penalties by
vs you.
Movement.
2Boarding
AttributeParty Attack
Damage (noagainst
Armour)you.
at the end of each 3rd Turn. Prone: Hit -2 Step
+1 Leadership On+1Hit
-2 a Awareness
failed Attack Roll,-2
and Range. Programming
remove 1 Boarded Effect. -2 Astronomy 2 Steps in any area of 3).
+1 Cover
No
CostOverburden Penalty.
2 Movement to Change.
-2 Culture
Locked
Dust On:
Cloud: -2Damage
Enemies
Take Survival
gain equal
Hit: +Lock -2 Bio Tech
On Velocity.
to your vs you. -2 Planetoids Mechanics
Cover X: Tool Box
Moving(Mechanics
Defence one
+X space costsToolbox).
2 Movement while Prone.
On Fire: Hit -2 if youDmg
Attack
(no through
Armour)Dust Cloud. Stealthed:
1 Attribute at the start of your Turn. Difficult Terrain: Moving
May notone
be space
Targeted while
costs in Cover.
2 Movement.
Gravity Field: Gain +2 Velocity when you enter a Gravity Field.
Open/Close Door: Cost
Lost on Major Effect: Attack.
2 Movement to Change.
May make o Lost next Turn if 1st Action is not a successful Stealth Action.
5 Attack
2 a free Rotate of 45 towards the source of the Gravity
Hit +RoF
13 Field. 2 1 3 35
Nebula:
Drone Action Remove any
*Damage Locked
Pick One: On Draw
*Attack, Effects
Wpn, on you.Set Up or Pull Down or
Reload, Suppressed: Maximum 1 Action this Turn.
3 Remove all
Move makeLocked
2 On Stealth
a Analyse, Effectsor you have
Escape applied
Attack Roll. to your Opponents.
May have additional GM defined effects. 2 20
Personal Combat Effects 1 2
Object:3 Reduce2Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour). Bleeding: 1 Attribute Dmg (no Armour) at the start of your Turn.
Personal Combat HitActions
-2 if you Attack through an Object. 15 1
Grabbing Target: As with Grabbed Effect but may remove as a Free Action.
Spacecraft: Other Spacecraft
2 immediatly move into an adjacent space. 13 Grabbed: 1 Action per
1 Turn. 2
Pick any 2 Actions Per Turn Bonuses from the same Action do not Stack
May Move with Target if you have higher Str.
Tactical Actions Range Actions Gain 1 Additional Action if you remove
Melee this Effect.
Actions
Spacecraft Effects
Weapons Hit End Dmg Crit Rng Clips Ammo LimitedLoad
Vision: RoF TargetsWgt Type versus
gain Cover & Variation
you: Cost
Attack Attack
Boarded:
Gauss
FullAssault
Move Rifle Move
May haveMove +2 5+4
up to 4 applied
Boarded Effects 4 toSnap 4
you. Shot 5
Damage 8 2 2 (+1d6)Light Cover
2 (Low
Strike Gun,Light)
Ion. orDamage
Heavy Cover (Blind,
Hit +Ref
Move -2
Pitch
+Extra RoF Black)
Dice vs 3You.
At the start ofEnergy,
your Opponents
Modification: TurnPersonalised.
they may make 1 Move Locked On: Enemies gain Hit: +Lock OnMove vs you.
Boarding Party Attack against you.
OldTake
SwordCover +1 Cover Step
On a failed
Move Attack-1Roll, remove 6 1 Boarded4 Effect. -
Spray Fire
Attack
-
Damage
Prone:
Hit-+Per +Extra RoF
1 Dice 1 +1 Cover3*Step Attack
ChargeMelee, Composite
Damage
Move +2 (Straight Line) 0
Armour vs Slow +1 (go Prone)
Move
Move -2 Cost 2 Movement to Change.
Move
Damage +1 (per 4 Movement)
Locked On: Enemies gain*Only ever On
Hit: +Lock requires
vs you.1 Hand, Modification: Low Quality, Personalised. Moving one space costs 2 Movement while Prone.
Pick One: Draw Wpn, Reload, Hit +Per +Foc
OnPrep
Fire: 1 AttributeUn-Jam,
Recover Dmg (no Armour)
Set Up, Pull Down,at the start of Sighted
your Turn.
Shot Attack
Damage Stealthed:
Hit +Per
Range +Foc May notBlock
be Targeted whileImpair
in Cover. On Hit: Debuff Targets next
Use Stim or Skill Roll (Medical). Lost on Major Effect: Attack. Attack; Strong Hit -1
Strong Hits Requirements Benefits
Attack Lost next Turn if 1st Action is not a Hit
Damage successful
+Ref +Str Stealth Action.
Attack On Hit: Boost next Attack;
Effort
Analyse Primary
Attack or Vehicle
Hit
Crit+RoF
Skill, Does not Req Success Throw You may re-roll a singleHit
Damage
+Ref
die from this Skill Roll. Impair Impair On Hit: Pick One Debuff vs
Drone Action Recover
*Damage
Attribute Location +/-2
Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or Move
RangeSuppressed:
+Str Maximum 1 Action this Turn. Move Target; Prone, Grab or Move 1
Critical Hit Move Attack, Hit, 1 use
make a Analyse, per
Stealth RoF Attack Roll. Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
or Escape
Hit +Per Damage Hit +Ref +Str
Vs Highest Defence Attack*
Critical Boost
Stealth Stealth Attack, DoesBenot
On Hit: Cannot Req Hit
Targeted +1 Critical Damage
Overwatch Damage for this Attack vs all Targets with 0 Endurnace.
*May Attack in a 180 Arc in Escape Impair On Hit: Debuff Target; Loose
response to any Action. Move Grabbing Target.
Coordinated Strike Attack, Hit An Ally gains Strong Hit +1 vs your Target with their next Attack (must be taken within 1 Turn) (does not Stack).
Personal Combat Actions
Spacecraft Combat System Rolls Pick any 2 Actions Per Turn Bonuses from the same Action do not Stack

Highest Velocity (orTactical ActionsFirst


Size if Equal) Range Actions
Make 1 System Roll per Turn (Successful System Rolls may not be rolled again), Melee(orActions
Highest CPU Sensors if Equal) First
Command Engineering Attack Operations Attack Gunnery
Hit +Ref +Extra RoF Dice
Full Move Move Move +2 Snap Shot Damage Strike Damage
Move -2
Skill Roll Skill Roll Move Skill Roll Move Skill Roll
Remove 1 On FireAttack
Effect. Attack
Full Burn Rotate 45o+1 Cover Step Damage Hit Calibrate
+Per +Extra RoF Dice Add or remove 1
Preparation Reload orLine)
Move +2 (Straight Un Jam a Weapon.
Take Cover 8 Move
Alter Velocity = Eng.
Armour Control
vs Slow +1 (go Prone) Spray Regen
12-Crew Fire Shields. Damage Move -2
12-CPU Charge
Locked On Effect. Damage 8-Crew
Damage +1May
(perRoll Once per Weapon.
4 Movement)
Armour vs Boarding
Move+1 Move
Launch and Attack Attack with a Battery.
Manoeuvre Rotate 90Pick
Size x4Recover
o One: Draw Wpn, Reload,
Divert 14-Pow
A System Roll gains Str Hit +1. Hit +Per
Attack Dumb Fire vs Def with a Warhead.
Volley
Hit +Per +Foc
vsOnDef ShieldTargets
Dmg +1next
Prep Un-Jam,
Alter Velocity = EngSet
-2.Up, Pull Down,
Power Sighted
TakeShot
5 Shield Damage.
Damage Range +Foc Block at
Destroy this Warhead Impair Hit: Debuff
Use Stim or Skill Roll (Medical). the end of the Turn. May Roll
Attack; Strong Hit -1Once per Weapon.
Rotate 45o *4 Success, +2 Success
Direct Armour vsOnBoarding +1 next Attack;Combat Attackrequired Launch a Warhead. Damage
Lead the Attack with a Battery.
Hit +Ref +Str
Analyse 14-CrewAttack Hit: Boost Combat Area. Hit Seeker
Throwif Spacecraft leavesDamage
14-CPU* +Ref 8-Crew This WarheadsImpair
gains: Impair vsOnDef Range
Hit: Pick One +1Debuff vs
Crew Make System
Recover Jump
Roll at -2Location +/-2
Crit Attribute Range +Str Target May Roll
or Launch a Fighter. Move Lock On +6. Move Target; Prone, GrabOnce per 1Weapon.
or Move
Rotate 45o Boost next Attack;
Strafe VsArc
Highest Dmg that was Hit +Per
Repair 1 AttributeAttack* Damage
Bombard Hit +Ref +Str
Attack with 2 Batteries.
Stealth vs Def Stealth
Attack Front with aDefence
Battery. Patch Job 14-Crew
Overwatch Scan 14 Arc
-CPUin Crit Attribute Location
Escape+/-1 vsOnDef
Hit: Debuff
Size 1 or 2 dealt after your last Turn. *May Attack in a 180 Size Impair
4+ Hit -2Target; Loose
Range -1 On Hit: Cannot Be Targeted Damage
response to any Action. vs a Locked On Target. Move Grabbing Target.

Spacecraft CombatAttack
System Rolls
Roll Formula: 3d6 +Hit -2 per Rng Increment beyond 1st Targets Defence Free Critical Hit vs Target with 0 Endurance
Attack costs 1 Ammunition per RoF used (minimum 1)
Highest Velocity (or Size if Equal) First Make 1 System Roll per Turn (Successful System Rolls may not be rolled again), Highest CPU (or Sensors if Equal) First
Command Engineering Operations Gunnery
Skill Roll Skill Roll Skill Roll Skill Roll

Full Burn 8
Rotate 45o Damage 12-Crew
Remove 1 On Fire Effect.
Regen Shields. Calibrate 12-CPU
Add or remove 1
Preparation 8-Crew
Reload or Un Jam a Weapon. 9
Alter Velocity = Eng. Control Armour vs Boarding +1
Locked On Effect. May Roll Once per Weapon.

Launch and Attack Attack with a Battery.


Manoeuvre Size x4 Rotate 90o Divert 14-Pow
A System Roll gains Str Hit +1.
Dumb Fire vs Def with a Warhead.
Volley vs Def Shield Dmg +1
Alter Velocity = Eng -2. Power Take 5 Shield Damage. Destroy this Warhead at
10
Change Out 14t + Maintenance; Heal 1 12t + First Aid; Stops Bleeding 10 + Extended Care; Heal all 1 2x 12t +
Change 1 Attribute, Wpn, Trait or new Spacecraft. and a Minor Condition (eg: Virus). May be performed during Combat. and a Minor Condition.
Requires: Workshop. Requires: Toolbox. Requires: Toolkit. Requires: Toolbox.

Quick Fix; Heal any 2 12 + Rebuild; Heal one 8 2x 14t + Paramedics; Heal any 3 12 + Surgery; Heal one 8 2x 14t +
Req: Workshop, Only Heals Dmg dealt this Combat. and a Major Condition (eg: Lost Wing). Req: Toolbox, Only Heals Dmg dealt this Combat. and a Major or Minor Condition.
May only be rolled once per available Workshop. Requires: Workshop. Healing may be applied to multiple Characters. Requires: Workshop.
Must be performed directly after a Combat. Must be performed directly after a Combat. May Retro any Trait for a Implant Trait.
Maximum of 1 Paramedics Roll per 3 Characters.
Beytah
All of yourEnvironment
Spacecraft memories were made in a lab. Every Emissary knows saw through
Personal the illusion.
Combat You were a chef for a while, a fixer of things-
Environment
this theoretically, 1but
Atmosphere: EnginefewAttribute
reallyDamage
KNOW(no itArmour)
like you
at thedo.
end You woke
of each Turn. up eventually,
Zero Gravity:a Corp Moving
recruiter tookcosts
one space you 2onMovement.
as scientific apprentice.
2 Attribute
during an implantation. Damage
While (no Armour)
those at the end
memories theyof each 3rd Turn. still
implanted Hit -2
-2 Hit and Range. No Overburden Penalty.
feel real, they dont feel like yours. Science was something you could trust. There were answers.
Dust Cloud: Take Damage equal to your Velocity. Cover X: Defence +X
Hit -2 if you Attack through Dust Cloud. Where there werent answers, there was doubt. Science doesnt
Difficult Terrain: Moving one space costs 2 Movement.
Thats Field:
Gravity probablyGainwhy you when
+2 Velocity dropped
you enterout of Field.
a Gravity the ambassadorial accept things blindly. You did well in that program and worked for
May make o towards the source of the Gravity Field. Open/Close Door: Cost 2 Movement to Change.
program in your first year.a You free Rotate
had ofa 45head full of thirty years worth the Corporation for a year. Thats where you met Lucas, both of you
Repair Healing
ofNebula:
memory, but youRemove knewanyyou
Remove all Locked
Locked
were On really
Effects on onlyyou. two. That glitch made
On Effects you have applied to your Opponents.
not quite fitting in. When he got booted from the Corporation, you
Change
you Out
different. BeingMay around 14t +
have additional Maintenance;
other GMEmissaries
defined Heal 1 you-like
unsettled 12t +
you Personal
First
resigned Aid; aCombat
Stops Effects later.
few Bleeding
months 10 + Extended
Now, and
maybe, Care;both
you Heal belong 12t +
all 1 2x aboard
Change 1 Attribute, Wpn, Trait or new Spacecraft. and a Minor effects.
Condition (eg: Virus). May be performed during Combat. a Minor Condition.
were
Requires:
Object: watching a magician
Workshop.
Reduce Vel by on2,stage,
if not 1 orand
Requires: you1 Attribute
Toolbox.
2; take were the Dmg only one who
(no Armour). Bleeding:
The Ransom-at least a little bit.
Requires: Toolkit. 1 Attribute Dmg (no Armour)
Requires: at the
Toolbox. start of your Turn.
Quick Fix; Heal anyHit2 -2 if you 12Attack + through an Object.
Rebuild; Heal one 8 2x 14t + Grabbing Target:
Paramedics; Heal any As with
3 Grabbed 12 + EffectSurgery;
but may removeHeal oneas a Free8 Action.2x 14t +
Req: Workshop, Only Heals Dmg dealt this Combat. and a Major Condition (eg: Lost Wing).
Spacecraft:
May Other
only be rolled once per available Spacecraft immediatly
Workshop. Requires:move into an adjacent space.
Workshop.
Req: Toolbox, Only Heals Dmg dealt this Combat.
Grabbed: 1 Action
Healing may be applied to multiple Characters.per Turn. and a Major or Minor Condition.
Requires: Workshop.
Must be performed directly after a Combat. Must be performed directly after a May Move with Target ifMayyou
Combat. have
Retro any higher
Trait for aStr.
Implant Trait.
Maximum of 1 Paramedics Roll per Gain 1 Additional Action if you remove this Effect.
3 Characters.
Spacecraft Effects Limited Vision: Targets gain Cover versus you:
Spacecraft Skils:
Primary Environment Personal Combat Environment
Equipment: Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
Boarded: May have up to 5 Boarded Effects applied to you.
Atmosphere:
-2 Wealth 1 At+1thePhysical
Engine start of your
Attribute -2(noMechanics
Opponents
Damage Turn they
Armour) at may +3of each
make
the end 1Medicine
Turn. Locked
Zero
Head On:
Gravity:
Set (Short Moving
Rangeone
Enemies Comms
gain (100km)).
Hit: +Lock
space costs On vs you.
2 Movement.
2Boarding
AttributeParty Attack
Damage (noagainst
Armour)you.
at the end of each 3rd Turn. Prone: Hit -2 Step
-3 Conversation -2On+1Hit
a Resolve
failed Attack Roll,-2
and Range. Electronics
remove 1 Boarded Effect. +1 Psychology Chemistry Kit (Bio Tech Toolbox).
+1 Cover
No
CostOverburden Penalty.
2 Movement to Change.
-2 Leadership
Locked
Dust On:
Cloud: +1 Damage
Awareness
Enemies
Take gain equal
Hit: +Lock -2 Programming
On Velocity.
to your vs you. -2 Astronomy FirstX:Aid Kit (Medicine
Cover Toolbox).
Moving one
Defence +X space costs 2 Movement while Prone.
-4OnCulture
Fire: Hit-2
-2 ifSurvival
youDmg
1 Attribute Attack +4 Bio
(no through
Armour)Dust Tech
Cloud.
at the -2 Planetoids
start of your Turn. Stealthed:
Difficult Terrain: Moving
May notone
be space
Targeted while
costs in Cover.
2 Movement.
Gravity Field: Gain +2 Velocity when you enter a Gravity Field.
Open/Close Door: Cost
Lost on Major Effect: Attack.
2 Movement to Change.
May make o Lost next Turn if 1st Action is not a successful Stealth Action.
2 Attack
4 a free Rotate of 45 towards the source of the Gravity
Hit +RoF
14 Field. 2 2 15
Nebula:
Drone Action Remove any
*Damage Locked
Pick One: On Draw
*Attack, Effects
Wpn, on you.Set Up or Pull Down or
Reload, Suppressed: Maximum 1 Action this Turn.
4 Remove all
Move make
2Locked On Stealth
a Analyse, Effectsor you have
Escape applied
Attack Roll. to your Opponents.
May have additional GM defined effects. 16
Personal Combat Effects 1 5
Object:4 Reduce2Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour). Bleeding: 1 Attribute Dmg (no Armour) at the start of your Turn.
Personal Combat HitActions
-2 if you Attack through an Object. 18 2
Grabbing Target: As with Grabbed Effect but may remove as a Free Action.
Spacecraft: Other Spacecraft
2 immediatly move into an adjacent space. 12 Grabbed: 1 Action per Turn. 2
Pick any 2 Actions Per Turn Bonuses from the same Action do not Stack
May Move with Target if you have higher Str.
Tactical Actions Range Actions Gain 1 Additional Action if you remove
Melee this Effect.
Actions
Spacecraft Effects
Weapons Hit End Dmg Crit Rng Clips Ammo LimitedLoad Vision: RoF TargetsWgtgain Cover
Type versus
& Variation
you: Cost
Attack or Attack
Boarded:
Acid,
FullShotgun
Move May haveMove
Move +2 5+2
up to 6 applied
Boarded Effects 3 toSnap 4*
you. Shot 5
Damage 4 1 2 (+1d6)Light Cover
3 (Low
Strike
Light)
Shell, Heavy Cover
Kinetic
Damage
(Blind,
Hit +Ref
Move -2
Pitch
+Extra RoF Black)
Dice vs3You.
At the start of
Bioyour Opponents
Tech, *Strong Turn they may
Hit (5-6)
Move
make 1 within first
vs Targets Locked Modification:
Range Increment, On: Enemies gain
Advanced OnMove
Hit: +Lock Extended
Ammunition, vs you.Barrel, Extended Clip.
Boarding Party Attack against you.
Baton
Take Cover +1 Cover Step
On a failed
Move Attack+4Roll, remove4* 1 Boarded1 Effect. -
Spray Fire
Attack
-
Damage
Prone:
Hit-+Per +Extra RoF
1 Dice 1 +1 CoverCharge
1 Step Melee, Hammer
Attack
Damage
Move +2 (Straight Line) 0
Armour vs Slow +1 (go Prone) Move -2
Move Cost 2 Movement to Change. Damage +1 (per 4 Movement)
Move
Locked On: Enemies gainBlunt, **Deal
Hit: +Lock On +2 Endurance Damage vs Targets with Armour 4 or greater.
vs you. Moving one space costs 2 Movement while Prone.
Pick One: Draw Wpn, Reload, Hit +Per +Foc
OnPrep
Fire: 1 AttributeUn-Jam,
Recover Dmg (no Armour)
Set Up, Pull Down,at the start of Sighted
your Turn.
Shot Attack
Damage Stealthed:
Hit +Per
Range +Foc May notBlock
be Targeted whileImpair
in Cover. On Hit: Debuff Targets next
Use Stim or Skill Roll (Medical). Lost on Major Effect: Attack. Attack; Strong Hit -1
Strong Hits Requirements Benefits
Attack Lost next Turn if 1st Action is not a Hit
Damage successful
+Ref +Str Stealth Action.
Attack On Hit: Boost next Attack;
Effort
Analyse Primary
Attack or Vehicle
Hit
Crit+RoF
Skill, Does not Req Success Throw You may re-roll a singleHit
Damage
+Ref
die from this Skill Roll. Impair Impair On Hit: Pick One Debuff vs
Drone Action Recover
*Damage
Attribute Location +/-2
Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or Move
Range Suppressed:
+Str Maximum 1 Action this Turn. Move Target; Prone, Grab or Move 1
Critical Hit Move Attack, Hit, 1 use
make a Analyse, peror Escape
Stealth RoF Attack Roll. Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
Hit +Per Damage Hit +Ref +Str
Vs Highest Defence Attack*
Critical Boost
Stealth Stealth Attack, DoesBenot
On Hit: Cannot Req Hit
Targeted +1 Critical Damage
Overwatch Damage for this Attack vs all Targets with 0 Endurnace.
*May Attack in a 180 Arc in Escape Impair On Hit: Debuff Target; Loose
response to any Action. Move Grabbing Target.
Spontaneous Growth Attack, Hit, Bio Tech This Attack does not use any Ammunition (must have the required Ammunition to make this Attack).
Personal Combat Actions
Spacecraft Combat System Rolls Pick any 2 Actions Per Turn Bonuses from the same Action do not Stack

Highest Velocity (orTactical ActionsFirst


Size if Equal) Range Actions
Make 1 System Roll per Turn (Successful System Rolls may not be rolled again), Melee(orActions
Highest CPU Sensors if Equal) First
Command Engineering Attack Operations Attack Gunnery
Hit +Ref +Extra RoF Dice
Full Move Move Move +2 Snap Shot Damage Strike Damage
Move -2
Skill Roll Skill Roll Move Skill Roll Move Skill Roll
Remove 1 On FireAttack
Effect. Attack
Full Burn Rotate 45o+1 Cover Step Damage Hit Calibrate
+Per +Extra RoF Dice Add or remove 1
Preparation Reload orLine)
Move +2 (Straight Un Jam a Weapon.
Take Cover 8 Move
Alter Velocity = Eng.
Armour Control
vs Slow +1 (go Prone) Spray Regen
12-Crew Fire Shields. Damage Move -2
12-CPU Charge
Locked On Effect. Damage 8-Crew
Damage +1May
(perRoll Once per Weapon.
4 Movement)
Armour vs Boarding
Move+1 Move
Launch and Attack Attack with a Battery.
Manoeuvre Rotate 90Pick
Size x4Recover
o One: Draw Wpn, Reload,
Divert 14-Pow
A System Roll gains Str Hit +1. Hit +Per
Attack Dumb Fire vs Def with a Warhead.
Volley
Hit +Per +Foc
vsOnDef ShieldTargets
Dmg +1next
Prep Un-Jam,
Alter Velocity = EngSet
-2.Up, Pull Down,
Power Sighted
TakeShot
5 Shield Damage.
Damage Range +Foc Block at
Destroy this Warhead Impair Hit: Debuff
Use Stim or Skill Roll (Medical). the end of the Turn. May Roll
Attack; Strong Hit -1Once per Weapon.
Rotate 45o *4 Success, +2 Success
Direct Armour vsOnBoarding +1 next Attack;Combat Attackrequired Launch a Warhead. Damage
Lead the Attack with a Battery.
Hit +Ref +Str
Analyse 14-CrewAttack Hit: Boost Combat Area. Hit Seeker
Throwif Spacecraft leavesDamage
14-CPU* +Ref 8-Crew This WarheadsImpair
gains: Impair vsOnDef Range
Hit: Pick One +1Debuff vs
Crew Make System
Recover Jump
Roll at -2Location +/-2
Crit Attribute Range +Str Target May Roll
or Launch a Fighter. Move Lock On +6. Move Target; Prone, GrabOnce per 1Weapon.
or Move
Rotate 45o Boost next Attack;
Strafe VsArc
Highest Dmg that was Hit +Per
Repair 1 AttributeAttack* Damage
Bombard Hit +Ref +Str
Attack with 2 Batteries.
Stealth vs Def Stealth
Attack Front with aDefence
Battery. Patch Job 14-Crew
Overwatch Scan 14 Arc
-CPUin Crit Attribute Location
Escape+/-1 vsOnDef
Hit: Debuff
Size 1 or 2 dealt after your last Turn. *May Attack in a 180 Size Impair
4+ Hit -2Target; Loose
Range -1 On Hit: Cannot Be Targeted Damage
response to any Action. vs a Locked On Target. Move Grabbing Target.

Spacecraft CombatAttack
System Rolls
Roll Formula: 3d6 +Hit -2 per Rng Increment beyond 1st Targets Defence Free Critical Hit vs Target with 0 Endurance
Attack costs 1 Ammunition per RoF used (minimum 1)
Highest Velocity (or Size if Equal) First Make 1 System Roll per Turn (Successful System Rolls may not be rolled again), Highest CPU (or Sensors if Equal) First
Command Engineering Operations Gunnery
Skill Roll Skill Roll Skill Roll Skill Roll 11
Remove 1 On Fire Effect.
Full Burn 8
Rotate 45o Damage 12-Crew Regen Shields. Calibrate 12-CPU
Add or remove 1
Preparation 8-Crew
Reload or Un Jam a Weapon.
Alter Velocity = Eng. Control Armour vs Boarding +1
Locked On Effect. May Roll Once per Weapon.
GM Eyes Only
Beyond this Point
GM Overview
The Ghost Ship Carthage is a spooky adventure involving Side Mission Hooks
encounters with mutated monsters and an ancient, deadly Archon. Besides Mr. Simmons paycheck, PCs may have different motivations
Dont be afraid to play up the horror angle! The Carthage is full of for taking the job. Completion of a side mission hook give that player
flickering lights, creepy noises, and lots of darkness help them +1 Current Influence, and 2 Spare Time Points.
feel immersed in the environment. The crux of this mission revolves
around the PCs interactions with Solaria, the ancient Archon captain Kaltoran PC Hook
of the Carthage. The Blaze family line, a clan with a storied history, was almost
extinguished in the War, their genetic memories lost. Evidence
Mysterious Benofactor: Mr Simmons. suggests several Blaze numbered among the Kaltoran refugees
The contact for this mission is a Corp who goes only by the name sheltered onboard the Carthage. Recovering their genetic
Mr. Simmons. Mr. Simmons either contacts them over their ships memories, or discovering their fate, would strengthen and
video feed, or they may meet with Mr. Simmons in person in a galvanise the tribe.
shady bar on whatever planet the PCs happen to be on. Mr. Simmons
is a mysterious, tight-lipped character. He provides the PCs with Legion PC Hook
coordinates to the ship, and gives them instructions to investigate A Legion PCs ancestor led the VESPER force charged with
what happened to the Legion VESPER team and salvage all of the recovering the Carthage. Slanderous accusations of incompetence,
medical equipment this ship was carrying. betrayal, and cowardice have besmirched the PCs family since
the ships disappearance. Evidence on board the vessel may
Keep Things Moving! vindicate their ancestor and redeem their familyhonour.
This mission is meant to act as an introduction to Fragged Empire.
Many of the mechanics may be new to the players, but dont let the Corporate PC Hook
PCs get bogged down. The tense horror of the adventure works best A Corp rival of the partys benefactor is interested in a particular
when the PCs are pushed from location to location without breaking piece of bio-tech, the ONIX (Occluding Neural Insurgence
up the pacing for long rules discussions. Xiphoid), and offers a Corp PC a handsome commission if they
can secret it off the Carthage forthem.
The best way to do this is to make use of a countdown an
event that forces the PCs to complete the mission within a certain Nephilim PC Hook
time frame. Anything that puts the PCs on a clock for this can work, The Kormoria virus was developed as a genocidal weapon
but here are two suggestions that will be referenced in the adventure: against the Nephilim. If any samples remain, their destruction is
of the utmost importance to any Nephilim PC.
1) Contested Claim
The PCs are informed by their Benefactor that other salvage Action
teams may be inbound to the Carthage. At some point during The main action of this adventure involves approaching, boarding,
the mission, when the pacing seems to be slowing down, the PCs and reconnoitering the labyrinthine corridors, trashed quarters,
get a sonar ping from their ship alerting them to the presence gutted medical bays, and burned-out laboratories of the Carthage.
of incoming salvagers. The PCs must finish their mission and As the PCs explore the ship, they will discover the secret of the
escape before the salvagers arrive. If they dont make it out in Carthages mission of genocide and the disastrous outbreak of the
time, the module may end with a combat. Kormoria virus. If they survive their encounter with the ancient
Archon captain, they will have made off with valuable pieces of data
2) Failing Reactor and bio-technology.
As the PCs explore the ship they will experience power surgers
(due to systems turning on as the PCs move about the ship). Threats/Encounters
When they discover the Engineering Room, a successful Turret
Mechanics or Electronics roll lets them know that the Reactor The first encounter initiates as soon as the PCs step foot
is beginning to melt down. If they wait too long, the ship will through the airlock an old VESPER Turret still remains active
go critical. Towards the end of the mission, the alarms on the after all of these years. Originally, it was placed to protect the
reactor sound, letting the PCs know it is time to escape. VESPER team as they moved through the ship, but it has been
programmed to fire upon any intruder. This encounter makes
for a solid introduction to Fragged Empires combat mechanics.

12
The Virus
The Kormoria virus is still active aboard the Carthage. If the PCs
let the virus out of containment, it will immediately awaken in
search of fresh hosts. It will spread like wildfire among the PCs,
focusing first on any Nephilim. If they do not receive the cure
from the Archon, then they can inadvertently infect the entire
Haven system.

Monstrous Experiments
The Archons experiments bred a handful of genetic horrors in
the form of mutated Nephilim POWs. These mutants have survived
throughout the decades by hiding within stasis tubes. When the
PCs first breach the ship, Solaria unleashes her unwholesome
creations to prowl the bulkheads and stalk any intruders. She
hides them behind high-tech holographic projections to mask
their appearances.

The Mutant Archon


The Kormoria virus didnt kill Solaria, the Archon captain of
the Carthage but it did drive her into a deep madness that
has hung over her for decades. In her madness, she seeks to
destroy the PCs as they travel through the ship but when they
reach her, she decides it may be more fun to experiment upon
them instead.

Legion Automated Turret


4 4 -4 8 3 3 30

2 4
10 22 -2 2
2 4 10 22 -4 0
0 4 16 4

Weapon Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Type & Variation Cost
Twin Autocannons +0 8 4 4 Inf - 2 6 (+5d6) 4 Gun 3
Lock On +8, Slow, Natural.

Race /Var /Trait Requirements Benefits


Turret NPC You are a Robot. You may not move.
Critical Hit Strong Hit: Critical Hit (Damage, Hit, 1 use per RoF) Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
Critical Boost Strong Hit: Critical Boost (Damage, Does not Req Hit) +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
Suppression Fire Strong Hit: Suppression Fire (Damage, Does not Require Hit, RoF 3+, Crit Dmg 4+) Non-Nemesis Target character is Suppressed.
Pulverise Str Hit: Pulverise (Damage, Does not Require Hit, Crit Dmg 5+) Permanently reduce 2 sections of physical Environmental Cover within 1 of Target by 1 Step.

13
Prologue Level One
When the PCs meet with Mr. Simmons, he is dressed to the nines Level One does have power, but it is not steady. Lights turn on
and adopts a cool, confident personality. He claims to have no as the PCs enter each room, but they flicker and bulbs burst from
information as to what happened on the Carthage, and the players rolling brownouts. Fuse boxes on the wall spark and some loose
must decide whether they believe him or not. What Mr. Simmons wires hang down from the ceiling, sparking as they touch metal.
does have is a map of the spaceship, salvaged from old Legion The setting is that of a horror film dark and cold. When the lights
records. Mr. Simmons doesnt believe anything sinister awaits the flicker off, the PCs will have to rely on their flashlights and sensors.
PCs on this mission, but he does believe all of the Archons medical
tech would fetch a high price on the black market, and is willing to The PCs Enter via the Air Lock
cut them in on the profits. The Carthage has enough power to respond to the airlock. After
depressurization is complete, the party is free to enter into the main
If the PCs do not have a ship, Mr. Simmons will provide them with foyer of the Carthage.
one, but any damage done to the vessel will be taken out of their
final paycheck, Pillars, and Walls
As a medical ship processing refugees, the foyer was surprisingly
Payment well decorated. It has the white, sterile feel of a hospital. Four large
Mr. Simmons agrees to fund the PCs operations for the next marble columns decorate the room. It would have once been a
few months if they can recover a large amount of medical tech welcoming place. But now the pillars are crumbling and the walls
(each Character gains 1 Current Influence, and Resource, OR 12 are dotted with high caliber bullet holes. An Awareness check of 12
Trade Boxes). He also offers a bonus (6 Trade Boxes) if the PCs can reveal the bullets all came from the south if this check is
retrieve the ONIX (Occluding Neural Insurgence Xiphoid) which is made the PCs can spot the turret before it fires upon them.
rumored to have been on board the Carthage.
Shortly after the PCs enter the Foyer, the encounter with the
The Race is On VESPER Automated Turret begins.
Mr. Simmons also informs them that he is not the only one
interested in salvaging the Carthage. He has heard rumor of Piles of Dead Kaltorans
other Corp sending out their own salvaging teams. As far as he Once the PCs have dealt with the turret and are free to explore
knows, he is the first to put a team into action, but the others the room, they will find piles of dead Kaltoran bodies. The bodies
might not be far behind. are lined up in heaps, like they were scrambling over each other to
escape something. Most likely, when the Legion Drop Ship entered
Scanning the Carthage the hanger, they began to fire upon the Kaltorans in the foyer with
When the PCs approach the Carthage it does not fire upon extreme prejudice.
them, nor does it respond to any attempt at communication.
It is emitting a faint SOS beacon, and a quick scan with a Hanger, and Drop Ship
successful Mechanics or Electronics check will reveal that the The hanger itself is full of boxes of Rejuvenator Vials (Bio Tech
ship does have limited power, and its atmosphere generators are roll of 12) a special serum that is, along with other medical
functioning. There two airlocks that they can attach to, both lead and research properties, able to re-grow lost limbs. The fact that
the PCs to Level One. the hanger contains so many boxes of this serum indicates the
suspicious nature of the Carthages research. Find Flesh Ruijuvinator
Vial in Boxes (can regrow limbs).

Legion Drop Ship


The other notable landmark in the hanger is the Legion VESPER
Drop Ship. The ship was small enough to dock inside of the
hanger, probably under the guise of delivering supplies. As soon
as they landed, the Drop Ship would have unloaded their Legion
strike force directly into the foyer. The lack of bullet holes and
dead Legion show they had little resistance.

The players find a Map of the Carthage on the Drop Ship.

Automated Turret
The automated turret attached to the Drop Ship will attack the
party right away if they enter the foyer or hanger. It was obviously
set up in this way to cover the VESPER forces disembarkment.

14
Bathrooms / Laundry / Kitchen
The several bathrooms, laundry rooms, and kitchens that can be Secret Diagnostic Chamber
found across Level One are also packed with dead Kaltoran bodies. It Inside this room, the Archons were storing the Kormoria virus
seems that many tried to hide from the Legion assault, but they were to secretly inject it into the refugees. If the PCs were stuck with
discovered. Many of these rooms are torn apart by bullet holes, as the needles and didnt already know they were infected, they
they were shredded from outside. Some show signs of fragmentation will find out here. There is no cure here, and no way to make a
and explosive damage, suggesting someone rolled grenades in to cure with the time available to them.
detonate in the middle of the helpless refugees. If the PCs dont realize what theyre looking at and accidently
open one of the canisters, the entire party becomes exposed to
*** the Kormoria virus. If not treated, it will eventually kill them, and
could possibly spread throughout the Haven system.
Decontamination Corridor
The only way to progress further into the ship is through the Medical Diagnostic Room
Decontamination Corridor. This long hallway was once used to This room is filled with diagnostic equipment that was used to
process refugees who were boarding the ship. A non-function scan the refugees as they passed through the corridor. Everything
conveyer belt stretches down the hallway, once used to force the that was supposed to be done for the good of the refugees was
refugees down the line, where robotic arms would undress, delouse, actually to extract data for the ships research experiments. Not
vaccinate, and take samples of their blood. Then, they would receive only was each refugee injected with the virus, they were also given
secret injections of the Kormoria virus. The hallway is lined on both a compound to make them weak and compliant. Dead scientist (a
sides with hidden one-way mirrors, so the scientists could observe mixture of strange races, and some Kaltoran) litter the floor, killed
the refugees from behind the glass. These mirrors are bullet proof. by the Legion VESPER force.
Part of the fate of the Blaze family can be found here in the
Like all of the rooms, the Decontamination Corridor activates as computerfiles with a Programming check of 12t.
the PCs move into it. The machines take time to warm up, and so
they do not swing into action until the first PC is about three-quarters Security Office
of the way through the hallway. That PC has a better chance to The security office is full of surveillance equipment and security
escape, but the others must make successful Physical check of 12 computers that are all booted down to protect themselves from a
or find themselves prodded by needles and possibly injected with the surge. It takes a successful Electronics check of 12 to boot them
Kormoria virus itself. If someone does become infected, symptoms back up (this takes some time). If the PCs are able to bring the
wont display for some time, but a Medicine check of 14 will reveal screens back to life, the PCs catch a glimpse of the 2nd Floor lab,
that they are infected with something terrible, and it is killing them. which looks like a fully functioning laboratory. It is all clean, and
well-kept, and they can see scientists moving about the lab, working
Hologram of Solaris on their every-day experiments. A check on the time stamp shows
Past the decontamination corridor is a small foyer where a that this is live footage not old tape. It is a holographic projection,
hologram of Solaris appears upon a pedestal. The hologram looks used to hide the truth.
too fake too friendly as it processes its greeting. The hologram Also within the security office they can find a security badge that
is barely functioning now. It flickers on and off, pieces of Solaris allows them to use the elevator leading to the 2nd Floor.
disappear and glitch into different shapes, and its voice bounces
between shrill to booming. The hologram mistakes them for refugees, Elivator
and assures them that if they simply move into the next room, and This elevator is locked behind incredibly difficult encryption and a
find their beds, they will be rewarded with kindness. DNA scanner. If the PCs dont have access to the living DNA required
to open the door at this point (from a dead scientist or guard using
Secret Door the Flesh Rejuvenation Fluid, or a security badge) they need to make
There are two other exits off of the hologram room. One a Programming check of 16.
is hidden behind a hologram of solid wall. A PC who passes a
successful Awareness check of 16 might notice the wall flickering ***
like the hologram of Solaris did. These doors lead to the Medical
DiagnosticRooms. Kaltoran Refugee Room
The Kaltoran Refugee Room is a slaughterhouse. Many Kaltorans
Secret Elivator were killed right in their beds the injections killed their will to even
This elevator cannot be hacked, and has not control consol. It fight back. The walls are splayed with bullet holes and the entire
will take the PCs to the third floor when Captain Solaris is ready room is trashed, the Legion were thorough.
to see them (after she has observed them enough to understand A dead Legion soldier lies on the floor of the kitchen, stripped of
their intentions and capabilities). weapons. The Kaltorans were at least able to take down one.

15
Nephilim Monster
6 4 -2 13 4 -1 3 40

5 4
+2 19 1 5
3 4 +2 17 7
1 14 1 -3 1

Weapon Hit End Dmg Crit Rng Clips Ammo Load RoF Wgt Type & Variation Cost
Massive Claws +1 10 5 - - - 1 1 5 Melee 3
Slow, Strong Hit: Massive Bash (Hit, Target has less Strength than you) Target is knocked Prone and Pushed 1, Natural.
Poison Spit +6 5 2 3* 5 2 0 2 (+1d6) 3 Shell, Chemical 3
*Strong Hit (5-6) vs Targets within first Range Increment, Natural.
Strong Hit: Synthetic Poison (Hit) Non Robot Target takes 3 Endurance Damage at the Start of their Turn until they receive Paramedics or
Extended Care (Synthetic Poison Effect can Stack up to 4 times).

Race /Var /Trait Requirements Benefits


Nephilim NPC
Critical Hit Strong Hit: Critical Hit (Damage, Hit, 1 use per RoF) Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
Vicious Nephilim Strong Hit: Vicious (Damage, Does not Require Hit) You gain +2 Hit against this Target character for the remainder of the Combat.

16
Level Two
The elevator out into Level Two leads directly into the Lab, which Nephilim POW Cages
is currently disguised by a hologram. The starboard side of the ship is lined with cages that look to have
held Nephilim POWs. They are mostly filled with dead Nephilim, who
Disguises Lab were killed by the experiments they ran. A few are still alive, and
There is a holographic projector atop the elevator, projecting a look like mutated versions of themselves, like the monster that they
fake image out into the room. The image shows a fully functional, found in the room. One of the larger cages had been broken open
clean, working lab. Scientists scurry back and forth, working on their probably where the monster escaped from.
experiments and talking back and forth.
***
A Kaltoran scientist can be seen pacing back and forth down the
middle of the laboratory. Something seems odd about this Kaltoran Kitchen
she walks in a strange manner, and her voice appears to be off This kitchen supported the crew while they were stationed on
(a Psychology check of 12 reveals that his expressions dont fit her the Carthage. Nothing is unusual about this kitchen, but it does
words). She seems to be talking in the direction of the PCs. She look like the crew of the ship were treated much, much better than
welcomes them to the lab and goes on to talk about all of the therefugees.
scientific advancements they have achieved here.
Crew Quarters
If the party moves outside of the elevator, along the outside edge The crew quarters hosted the bunks that the crew lived in while they
of the wall, they can get a glimpse of the room for what it really is. were stationed on the Carthage. Most of the beds have footlockers
The room is dark, desolate, and looks like a crypt. Dead scientists that contain equipment and valuables (4 Trade Boxes) that can be
take the place of the living ones. Acid-dissolved countertops and salvaged and taken back to the ship.
bullet-ridden lab tables fill the room. And the Kaltoran scientist
is revealed to be a mutated Nephilim monster, hiding beneath One of the beds belongs to a scientist who has an especially
theprojection. tightly locked footlocker. It requires a fingerprint scanner to open
luckily the scientist who owned the bunk can be found dead in the
Monster lab. Opening this footlocker shows the scientist had hid the ONIX
If the PCs wait long enough in the elevator, the Kaltoran will slowly away when the fighting first broke out.
approach them as she paces. If she gets close enough, the hologram
will falter and they will see the monster beneath the display. At Bathroom Laundry
this point, the monster is close enough to attack them with its The laundry room hasnt seen use for a hundred years, and the
massiveclaws. clothes that were left behind have been disintegrated by mold over
the years. The entire bathroom and laundry area seem to be covered
If the party leaves the elevator and approaches the monster, it will in that same black mold.
also attack them. If they sneak around the outside of the room, and
try to avoid the Kaltorans gaze, then they will have inadvertently ***
gained an advantage on the monster (gaining +2 Hit on all of their
Attacks made during their first Turn of combat). Engineering
The Engineering bay hosts all of the electronics, and mechanics
Theatre of the Mind Combat, Difficulty: 14 needed to keep the ship running. There are several monitors all
If your Session is taking longer than expected, feel free to use displaying the status of different pieces of the ship.
the Theatre of the Mind Combat rules (pg: 96) rather than minis.
Reactor is Failing.
Lab This is a good time to activate the Reactor is Failing countdown
Once the mutated Nephilim has been dealt with, the PCs are free clock. When the PCs enter, they see a few flashing red lights and
to explore the lab. There are many dead scientists who would have hear an alarm going off. A successful Mechanics or Electronics
the DNA required to open the secret elevator that leads to the third check of 12 tells the PCs that the reactor is melting down.
floor. This is also the best place to salvage medical equipment. Many
of the research devices that were being used are still in good shape, ***
despite the wear over the years. If the party is looking for the ONIX,
they will not find it here, but they may find records confirming that Where is the Bridge?
it is on the ship. At this point in the adventure the GM should inform the players
that there should be a 3rd Level to the ship. As they have not seen
Part of the fate of the Blaze family can be found here in the the bridge, or the captains quarters. Have them look at the map
computerfiles with a Programming check of 12t. handout to try to work out how to access it.

17
Secret Level Three
If the PCs have given up searching for the third floor, or dont
realize that it exists, give them some clear hints. Have them roll skill
rolls to realize the ship must be bigger than this, have them examine
the hand-out maps in further detail.

The Countdown Clocks (the reactor melting down, rival salvagers,


infected with the virus, etc...) should all be putting the pressure on
the PCs once they enter the third level of the ship.

Theatre of the Mind Combat Rules, Difficulty: 12 or 14


As this adventure is written for a single game session, and there
are lots of possible outcomes to this encounter, there may not be
time to have a tactical miniatures combat. Feel free to use the
Theatre of the Mind Combat rules (pg: 96) rather than minis.

Large Hologram of the Captain


When the PCs first approach the centre of the room, they see
what appears to be another hologram of Solaris, but much
larger than the one they saw earlier. He is seated in a chair,
and looks decrepit and sorrowful. Not much like the hologram
that they saw earlier, this was clearly recorded hundreds of
years earlier. It regularly flickers, and changes hue.

The captain inquires as to the intentions of the PCs. She


asks them a few questions, trying to gauge whether they
are good people or not.

What are your intentions here?

What did you hope to find?

What are your plans for the virus?

Why do you travel with a Nephilim?

Solaris may also Control any Legion


If Solaris is not satisfied with the PCs response, she will
command the Legion to answer truthfully (Resolve check of 14
to resist).

Solaris is Alive
Solaris is secretly still alive. She is hiding inside her own
hologram. She will only reveal herself once she is satisfied that
she understands the PCs intentions.

Solaris is sorrowful for her actions during the Great War, and has
been trapped up here for the past 108 years. She hopes that the
PCs are good people. If they are , she will hand them the cure
to the Kormoria virus. If they are no, she unleash her creations
on them as she quickly moves to the escape pod.

Solaris is Dieing
Solaris has been infected with the Kormoria virus, and too far
gone to be saved. Her chair is supporting her life.

18
Aftermath
Vats Contested Claim
These large vats are all filled with bubbling green fluid (Flesh During the conversation with Solaris, the PCs get the warning that
Rejuvenation Fluid), within living, still moving creatures inside. These another, larger, salvage crew is moving towards them. The PCs must
creatures cannot be clearly seen. race back to their ship to escape with whatever equipment they have
so-far been able to salvage. If they take too long, the new crew will
Huge Green Vat with a Creature Inside board the ship from the other open airlock, or start to fire directly at
This vat holds one of Solaris most vile creations a mutation their attached craft. This is not a winnable fight.
merged between an Archon and a Nephilim. This creature is a
failed experiment from long ago, when Solaris attempted to If they manage to escape before the salvage crew arrives, then the
clone herself so that she might have a source of replacement crew will chase them down as they flee (thinking that the PCs have
organs for her failing body. looted some valuable tech), and can segue into recurring villains for
the rest of the campaign.
Large Green Vats with Creatures Inside
Within these smaller vats lie the remains of the VESPER force Failing Reactor
that had attacked the Carthage. It looks like they were able As the PCs are speaking with Solaris, they get the warning that
to reach the 3rd floor, but they were unable to attack Solaris the reactor is about to fail, and cause the destruction of the entire
directly, as they were forced to obey her every word. ship. If they dont hurry and escape, they will go down with the
Carthage. They can jettison out through the Escape Pod (leaving their
Unused Escape Pod ship to burn) or they can attempt to escape just before the Carthage
Solaris will attempt to flee in the escape pod if the PCs put explodes into dust.
pressure on her. She will announce that she is going to jettison into
the Haven system, and take the Kormoria virus with her. Reversely, The Kormoria Virus
the PCs may decide to escape via the Escape Pod. If the PCs get infected with the Kormoria virus and do not receive
the cure from Solaris, then they have little time left. If they leave
The Escape pod will teleport any occupant to any nearby the Carthage and travel back to civilisation without proper safety
inhabitable location (eg: a planet). It is a one use system. measures, they can easily spread the infection throughout the Haven
system. This can take the campaign into a different direction, where
Large Purple Curtains the PCs must now race to discover a cure.
Large, ornate beutiful curtains that help to visualy seperate
thespace. The Fate of Solaris
If Solaris has decided that the PCs are worthy, and has given them
Captains Chair the cure to the virus, she will simply find a solitary location to await
Only Solaris can make use of this chair to command the ship. her eventual death as the ship is breaking down.

Large Bed, Bathroom, and Laundry If the PCs anger her, then madness takes over and Solaris (fueld
Looks very clean, and well kept. by the virus) and will either kill them or escape the ship via the
Escape Pod, brining the Kormoria virus with her. If she gets away
with the virus, then the PCs may continue into a campaign trying
to capture Solaris.

If news were to get out of a still living Archon, the PCs are sure
to draw a LOT of unwanted, and dangerous attention to themselves.

19
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Copyright (C) 2015 by Design Ministries.


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without prior written permission of Design Ministries.

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