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Credits

Trailblazer’s Toolkit
LEAD DESIGNER & WRITER LEAD GRAPHIC DESIGNER
Ivan Sorensen Michal E. Cross
EDITOR GRAPHIC DESIGNERS
Richard Gale, Bryce Johnston Christopher Webb, Stephanie Toro Gurumendi
GRAPHIC DESIGNERS AUDIO AND VIDEO PRODUCER
Mark Whittington, Tom Hutchings Steve Daldry
COVER ART & INTERIOR ART DEVELOPMENT COORDINATOR
Christian Quinot Jason Enos
PROOFREADER DEVELOPERS
Bill Hamilton Ethan Heywood, Jono Green
PROJECT MANAGER 2D20 DEVELOPER
Chris Birch Nathan Dowdell
CHIEF CREATIVE OFFICER QA TESTERS
Chris Birch Dominic Westerland, Samantha Laydon, Nathan Perry
CHIEF OPERATIONS OFFICER SENIOR PROJECT MANAGER
Rita Birch Gavin Dady
MANAGING DIRECTOR PROJECT MANAGERS
Cameron Dicks James Barry, Chris Shepperson
HEAD OF PRODUCT ASSISTANT PROJECT MANAGERS
Sam Webb Matias Timm, Haralampos Tsakiris
HEAD OF CREATIVE SERVICES OPERATIONS MANAGER
Jon Webb Benn Beaton
CREATIVE COORDINATOR FACTORY MANAGER
Kieran Street Martin Jones
FINANCIAL CONTROLLER SENIOR PRODUCTION OPERATIVE
Luc Woolfenden Drew Cox
LOGISTICS AND PRODUCTION MANAGER PRODUCTION OPERATIVES
Peter Grochulski Alex Taylor, Anthony Morris, David Hextall, Joshua Froud, Luke
ART DIRECTORS Gill, Thomas Bull
Katya Thomas, Kris Auburn, Rocio Martin Perez CUSTOMER SERVICE AND ACCOUNTS MANAGER
STUDIO COORDINATOR Lloyd Gyan
Rocio Martin Perez CUSTOMER SERVICE AND OFFICE MANAGER
LEAD 3D DESIGNER Shaun Hocking
Jonathan La Trobe-Lewis CUSTOMER SUPPORT REPRESENTATIVE
SENIOR 3D DESIGNERS Chris Dann
Christopher Peacey, Domingo Díaz Fermín WEBSTORE MANAGER
3D DESIGNER Kyle Shepard
Joana Abbott DATA ANALYST
Benn Graybeaton
BOOKKEEPER
Valya Mkrtchyan
WITH THANKS TO
Bill Hamilton, Jason Daniel Smith, Traci Morrissette, Javier
Gonzales, David Platt, The folks who were on Discord every
Thursday
PRINTED IN LITHUANIA BY STANDARTU
Modiphius Entertainment Ltd,
39 Harwood Road, London. SW6 4QP PRODUCT CODE
Tel +44 207 736 7020 MUH052042
ISBN
WWW.MODIPHIUS.COM 978-1-912743-55-1

5 Parsecs From Home is copyright Ivan Sorenson. No part of this book may be reproduced or transmitted in any form or by any electronic or mechanical means,
including photocopying, recording or by any information storage and retrieval system, without the express written permission of the author and publisher, except
where specifically permitted by law. Artwork and graphics © Modiphius Entertainment. All Rights Reserved.
The Modiphius logo is a registered trademark of Modiphius Entertainment Ltd., 2021. Any unauthorised use of copyrighted material is illegal. Any trademarked
names are used in a fictional manner; no infringement is intended. This is a work of fiction. Any similarity with actual people and events, past or present, is purely
coincidental and unintentional.

2
Contents

Table of Contents
Trailblazer’s Toolkit. . . . . . . . . . . . . . . . . . . . . . . . . 2 After the Battle . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Table of Contents. . . . . . . . . . . . . . . . . . . . . . . . . . 3 The Three-way Battle!. . . . . . . . . . . . . . . . . . . . . . 25
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
ExpandedCo-op Battles. . . . . . . . . . . 26
Welcome, Freelancers. . . . . . . . . . . . . . . . . . . . . . . 4
The Job . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Introductory Campaign. . . . . . . . . . . . 6 The Location. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Getting Started. . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Rivals. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Your First Fight. . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Objectives and Conditions . . . . . . . . . . . . . . . . . . . 26
Campaign Turn 1. . . . . . . . . . . . . . . . . . . . . . . . . . . 7 The Enemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Campaign Turn 2. . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Initial Deployment. . . . . . . . . . . . . . . . . . . . . . . . . 27
Campaign Turn 3. . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Fighting the Battle. . . . . . . . . . . . . . . . . . . . . . . . 27
Campaign Turn 4. . . . . . . . . . . . . . . . . . . . . . . . . . 10 Tough Fight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
The Aftermath. . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Name Generation Tables. . . . . . . . . . 12
Notes and Variants. . . . . . . . . . . . . . . . . . . . . . . . 29
Ship Names Generation. . . . . . . . . . . . . . . . . . . . . 12
World Names Generation. . . . . . . . . . . . . . . . . . . . 13 AI Variations. . . . . . . . . . . . . . . . . . 30
Colony Names Generation . . . . . . . . . . . . . . . . . . . 14 How to Use the New AI . . . . . . . . . . . . . . . . . . . . . 30
Corporate Patron Names. . . . . . . . . . . . . . . . . . . . 15
Enemy Deployment Variables. . . . . . . 32
Progressive Difficulty. . . . . . . . . . . . 16 Escalating Battles . . . . . . . . . . . . . . 34
Option 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Option 2. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Elite-level Enemies. . . . . . . . . . . . . . 36
Principles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Difficulty Toggles. . . . . . . . . . . . . . . 18 Elite-level Rivals. . . . . . . . . . . . . . . . . . . . . . . . . . 37
Strength-adjusted Enemies. . . . . . . . . . . . . . . . . . 18
Elite Composition . . . . . . . . . . . . . . . . . . . . . . . . . 37
Slaves to the Star-grind. . . . . . . . . . . . . . . . . . . . 18
Enemy Weapon Notes. . . . . . . . . . . . . . . . . . . . . . . 38
Hit Me Harder. . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Elite-level Rewards. . . . . . . . . . . . . . . . . . . . . . . . 38
Time is Running Out. . . . . . . . . . . . . . . . . . . . . . . . 20
Elite-level Enemy Tables. . . . . . . . . . . . . . . . . . . . . 38
Starting in the Gutter. . . . . . . . . . . . . . . . . . . . . . 20
Reduced Lethality. . . . . . . . . . . . . . . . . . . . . . . . . 20

Player vs Player. . . . . . . . . . . . . . . . 21
Setting up a PvP Battle. . . . . . . . . . . . . . . . . . . . . 21
Before the Battle. . . . . . . . . . . . . . . . . . . . . . . . . 21
Initiative. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Other Resources. . . . . . . . . . . . . . . . . . . . . . . . . . 22
Power Ratings . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Setting up the Battle. . . . . . . . . . . . . . . . . . . . . . . 23
Fight!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Ending the Battle. . . . . . . . . . . . . . . . . . . . . . . . . . 24

3
Introduction

Introduction

Welcome, Freelancers may get you thinking about how to modify the
rules yourself. If you come up with something
Welcome to the first expansion for Five
really clever and fun, why not send it to me,
Parsecs from Home 3rd edition. Here you
Ivan Sorensen, at nordicweaselgames@icloud.
will find a treasure trove (or smugglers
com
compartment) crammed with new options
to customize and enhance your game, Included in this expansion:
with particular emphasis on tailoring your
• Introductory Campaign – A gentle
experience, and adding more challenge and
introduction to teach the core game
detail. With these tools, you will be able to
rules a little bit at a time.
play and adventure in new ways – both solo
and with friends. • Name Generation Tables – Random
tables to name things in your campaign.
How to Use this Expansion Pack
• Progressive Difficulty Increases –
Start by simply reading through the different
Options to ramp up the challenge of
options. Once you have a feel for what is in
your campaign.
here, you can consider which options would
suit your game, and which of the expansion’s • Difficulty Toggles – Numerous options to
new activities you’d like to try. Don’t be afraid toggle the exact level of challenge.
to experiment. The options presented here
Introduction

• Player vs Player Battles – Take on your • Enemy Deployment Variables – Set up


friend’s crew in a pitched battle. the enemy in unexpected ways.
• Expanded Co-op Battles – Two crews take • Escalating Battles – As a battle
on a determined enemy together. progresses, the opposition intensifies.
• AI Variations – More random AI • Elite-level Enemies – Much tougher
behaviors on the battlefield. enemy tables to really make your battles
a nail-biter.

Where to keep up with us


You can keep up with the latest updates for Five Parsecs from Home Deluxe Edition at www.
modiphius.net/pages/five-parsecs
Ivan Sorensen may be contacted at nordicweaselgames@icloud.com – you are more than welcome to
email with questions, suggestions, ideas, or just to tell me how your game went.
General news and updates can be found at https://fivemennormandy.blogspot.com
You can support development of new games and material at https://www.patreon.com/nordicweasel
Introductory Campaign

Introductory
Campaign
If you or a friend are learning the core rules 3. If you start out with Patrons, Rumors
of the game before advancing to the optional or Rivals, set them aside but keep
rules in the rest of this expansion, this track of them. These mechanics are not
introductory campaign will guide you through introduced until you have a bit more
each step of the core rules. This campaign experience.
will allow you to focus on learning a few new
concepts at a time, integrating each aspect Your First Fight
of the rules before moving on to the next
As you return from shore leave, your crew is
one. Before starting, print out the reference
ready and raring to go. You’ve been grounded
and record sheets from the back of the core
for a while now, waiting for the navigation
rulebook. The reference sheets will help you
computer to be reset, and there’s only so
during games, while the record sheets are
much gambling you can do before you end up
used to keep your adventures organized. Don’t
bored, broke, or shot.
worry if they look confusing at first, you’ll
learn how to use each part in turn. When you start walking towards the shipyard,
you realize that the workers are looking
Getting Started nervous and tense. Something is amiss. As
you turn the corner, you see a gang of local
To start out, you need to create your crew. First,
scumbags hoping to make their name by
work through the Character Creation chapter
taking you out. This will be a good opportunity
of the core rulebook (p.12). If you have
to practice your skills, it seems.
miniatures already picked out, go ahead and
choose species for each character; otherwise No campaign steps are done this turn. Before
you can use the First-timer, Standard, or you proceed, read the core rulebook on how
Random methods, as you prefer. to move and shoot with your characters
(pp.37-48; the Weapons Table, p.50; and any
1. Roll up your characters one at a time
special gear you have, pp.53-58).
using whichever method you are
happy with, and assign miniatures for Once you have created your crew, it is time
each of them. Choose fitting names for to get them into a fight. Don’t worry – this is a
everybody. training battle to help you learn the basics of
how to fight in Five Parsecs From Home.
2. Remember to figure out how many
story points you have and write down
all of your details on the record sheets
from the back of the book.

6
Introductory Campaign

We are not using any of the campaign Campaign Turn 1


rules at this point. Consult the “Set up the
Jobs are a bit hard to come by, but your
Battlefield” section of the core rulebook
mechanic tells you they know a guy who
(p.108) to learn how to set up a table for play.
needs some dirty work done. A squad of
Don’t worry about Deployment Conditions,
security robots have been hacked and are now
Notable Sights, objectives or anything else.
firing on anyone that approaches, so he needs
Just focus on creating a fun and pleasing-
someone to go in and blow them to pieces. It’s
looking battlefield to fight over.
a bad job, but it’s a paying job, and that’s what
This is a straight-up fight against an enemy you need right now.
gang. The enemy consists of:

ENEMY NUMBER PANIC SPEED COMBAT TOUGHNESS AI WEAPON


SKILL

Starport
4 1-3 4" +0 3 A Hand gun
Scum

Specialist 1 1-3 4" +0 3 A Shotgun

Once you have set everything up, review the Before the Battle
Battle Round mechanics (p.112) to see how
No steps are done before the battle.
rolling your Reaction dice works. Don’t worry
about Seizing the Initiative – we are not using The Battle
that rule yet.
• Set up the battlefield using the rules in
The fight goes on until every opponent is the core rulebook (pp.108-110).
removed from the table, you are completely
• Do not roll for Deployment Conditions
defeated, or you manage to flee the table by
or Notable sights.
moving across a battlefield edge.
• Do not roll for Unique Individuals.
Any of your crew members that were knocked
out during the fight are assumed to recover • You should roll to Seize the Initiative
just fine. No experience points or other post- (p.112) and can add a +1 bonus to the
battle functions are carried out. Simply gather roll.
up your terrain, and prepare for your first real
Your mission objective is the Fight Off mission
campaign turn!
(p.90).

ENEMY NUMBER PANIC SPEED COMBAT TOUGHNESS AI WEAPON


SKILL

Security Hand
4 0 3" +0 5 D
Bot laser

7
Introductory Campaign

Eager players
If you are feeling confident, have a fifth bot show up at the center of the enemy battlefield edge
at the start of round 3. If you do this, give +1 XP to the crew member that destroys the fifth bot.
Note: These enemies use a different AI type than the scum in the last battle (see the “Defensive”
Enemy Movement AI type p.43).

As enemies without a Panic range do not Bail Before the Battle


(p.114), you will have to destroy all of them Take a look at the World steps in the core
to win. rulebook (p.76), paying particular attention
to the steps below, then carry out only these
After the Battle listed steps in order:
Consult the Post-battle Activities in the core
1. Carry out the “Pay for Medical Care” step
rulebook (p.119). Take a moment to look over
ONLY (p.76)
the whole section, then read and carry out
only the steps listed below. 2. Assign and Resolve Crew Tasks (pp.76-82)
you can pick from the following options: Train,
4. Get Paid (p.120)
Trade, Recruit, Explore, Repair your kit.
5. Battlefield Finds (only if you Held the Field)
4. Assign Equipment (p.85)
(pp.120-121)
7. Gather the Loot (p.121) The Battle
• Set up the battlefield using the rules in
8. Determine Injuries and Recovery
the core rulebook (pp.108-110).
(pp.121-122)
• Roll on the Deployment Conditions
9. Experience and Character Upgrades (p.123)
Table (p.88).
Campaign Turn 2 • Do not roll for Notable sights or Unique
Individuals.
With a little coin in your pocket, it’s time to
start making some preparations. Back when • You will roll normally to Seize the
the ship crashed on Terseus-9, you lost a lot Initiative (p.112).
of your old gear, and if you are going to take
• Your mission objective is the Patrol
on more challenging jobs, you’ll need to
mission (p.90).
know the lie of the land. You found a small
mercenary job to take on: some isolationist
colonists have turned militant and are
threatening to blow up a hyper-rail station.

ENEMY NUMBER PANIC SPEED COMBAT TOUGHNESS AI WEAPON


SKILL

Isolationist 4 1-2 4" +0 3 C Colony rifle

Specialist 1 1-2 4" +0 3 C Auto rifle

Hand
Leader 1 1-2 4" +1 4 C
cannon

8
Introductory Campaign

After the Battle 2. Decide Whether to Travel (p.69)


Complete the following campaign steps from 3. Starship Travel Event (pp.70-72)
the core rulebook:
4. New World Arrival steps (pp.72-75)
4. Get Paid (p.120)
Note that you do NOT have to pay the normal
5. Battlefield Finds (only if you Held the Field) travel costs this one time.
(pp.120-121)
Carry out the following steps of the World
7. Gather the Loot (p.121) sequence (see p.76):
8. Determine Injuries and Recovery 1. Upkeep and Ship Repairs (p.76)
(pp.121-122)
2. Assign and Resolve Crew Tasks (pp.76-82).
9. Experience and Character Upgrades (p.123) For this campaign turn, options are limited to
Train, Trade, Recruit, Explore, Repair your kit.
11. Purchase items (p.125)
4. Assign Equipment (p.85)
12. Roll for a Campaign Event (p.125)
13. Roll for a Character Event (p.126) The Battle
Set up the next battle.
Campaign Turn 3 • No Deployment Conditions apply, but
It seems the jobs here are drying up, so roll to see if a Notable Sight is found
it’s time to go. That’s the entire point of a (p.89).
starship, right? As you drift into the departure
• Do not roll for Unique Individuals. You
lane, you hear a few of the crew speculating
will roll to Seize the Initiative at a -1
about their paychecks once you make
modifier (p.112).
landfall. The news reports have declared that
the world you are headed to is a battle zone. • Your mission objective is the Secure
One of the mining guilds has offered you a mission (p.91).
decent paycheck to see off some corporate
• The enemy should all be set up in or
mercenaries, and it seems like as good a job
behind terrain features providing them
as any.
Cover (p.39; see also “Line of Sight”,
Before the Battle p.38).
You will travel to a new world this campaign
turn. Carry out the following Travel steps (see
p.69 of the core rulebook):

ENEMY NUMBER PANIC SPEED COMBAT TOUGHNESS AI WEAPON


SKILL

Mercenary 3 1-2 5" +1 4 T Military rifle

Specialist 1 1-2 5" +1 4 T Rattle gun

Machine
Leader 1 1-2 6" +1 4 T
pistol, Blade

9
Introductory Campaign

After the Battle Rumors


Complete the following campaign steps:
You may have obtained Rumors either during
4. Get Paid (p.120) character creation or from event tables. If so,
pay attention to World step 5 (p.85) where
5. Battlefield Finds (only if you Held the Field)
you will roll to see if they lead you to a Quest.
(pp.120-121)
Once they do, you can pursue the Quest at
7. Gather the Loot (p.121) any time. Unlike a Patron job, it is not time-
sensitive.
8. Determine Injuries and Recovery
(pp.121-122)
The Battle
9. Experience and Character Upgrades (p.123)
This campaign turn, you will roll up a mission
11. Purchase items (p.125) using the tables in the rulebook from p.87
onwards. If you have obtained a Patron job or
12. Roll for a Campaign Event (p.125)
a Quest, you may pursue them now, otherwise
13. Roll for a Character Event (p.126) you will fight an Opportunity mission.
• Use the standard rules for determining
Campaign Turn 4 the encounter and opposition, including
Doing odd jobs for the locals isn’t really checking for Unique Individuals.
cutting it any longer. It’s time to start getting
• Note that any opponent that would
in with the power brokers of Fringe Space.
normally have a Combat Skill of +2
Before the Battle or higher is reduced to +1 during this
mission.
You will remain on the world you are currently
on. Complete the following campaign steps: • Pay attention if the enemy you fight is
noted to be an Invasion Threat.
1. Upkeep and Ship Repairs (p.76)
2. Assign and Resolve Crew Tasks (pp.76-82). After the Battle
For this campaign turn, options are limited Complete the following campaign steps:
to Find a Patron, Train, Trade, Recruit, Explore,
4. Get Paid (p.120)
Repair your kit.
5. Battlefield Finds (only if you Held the Field)
3. Determine Job Offers (pp.83-84)
(pp.120-121)
4. Assign Equipment (p.85)
6. Check for Invasion! if you fought an
5. Resolve Any Rumors (p.85) Invasion Threat (p.121)
7. Gather the Loot (p.121)
8. Determine Injuries and Recovery
I already have a Patron (pp.121-122)
If you received Patrons during character
9. Experience and Character Upgrades (p.123)
creation, roll up a job for each of them
now and pick the one you’d like to take 11. Purchase items (p.125)
this campaign turn. The other jobs do not
12. Roll for a Campaign Event (p.125)
generally remain available, but each Patron
will add a +1 bonus when rolling to get a 13. Roll for a Character Event (p.126)
Patron job in future turns.

10
Introductory Campaign

Campaign Turn 5 After the Battle


It’s a big and dangerous universe out there, Complete the full post-battle sequence listed
but you’ll be fine, kid. Unless you won’t. Either on p.68 of the core rulebook.
way… see you at the next starport.
Onwards and Upwards
Before the Battle Congratulations, you have completed the
Go through the full sequence listed on p.68 of tutorial game, and are now ready to continue
the core rulebook. You may travel if you like. your campaign and explore the universe.

The Battle If you would like to use the Story Track, read
p.153 of the core rulebook and set the clock
You will use all the standard rules in the
to 5 Ticks. Collect 2 story points for making it
rulebook to generate your encounter this turn.
this far.
No more training wheels, spacer!
Name Generation Tables

Name
Generation
Tables
If you are a little stuck for inspiration or you Ship Names Generation
enjoy seeing what the dice come up with,
Your ship is called “The…” (roll D100 twice)
you can use the tables below to generate a
few quick names. Simply roll D100 on each Example: 34 and 57 would produce The
of the columns below to name your ship, the Majestic Raccoon.
world you are visiting, or the colony you are
If you prefer a more traditional naval feel, only
exploring.
generate part 1, and optionally add “The” at
the front.
Example: 54 would be The Loyal.

D100 PART 1 D100 PART 2


01-04 Exuberant 01-04 Otter
05-08 Chivalrous 05-08 Traveler
09-12 Dependable 09-12 Badger
13-16 Adventurous 13-16 Hedgehog
17-20 Fierce 17-20 Weasel
21-24 Invincible 21-24 Dingo
25-28 Plucky 25-28 Explorer
29-32 Determined 29-32 Rabbit
33-36 Majestic 33-36 Way
37-40 Brave 37-40 Ferret
41-44 Independent 41-44 Cougar
45-48 Reliable 45-48 Pathfinder
49-52 Proud 49-52 Beaver
53-56 Loyal 53-56 Mongoose
57-60 Furious 57-60 Raccoon
61-64 Courageous 61-64 Squirrel
65-68 Ambitious 65-68 Scout
69-72 Regal 69-72 Tidings
73-76 Stalwart 73-76 Possum
77-80 Fearsome 77-80 Hamster
81-84 Magnificent 81-84 Intruder
85-88 Unsurpassable 85-88 Outrider
89-92 Inexhaustable 89-92 Hawk
93-96 Indispensable 93-96 Falcon
97-100 Curious 97-100 Wasp

12
Name Generation Tables

World Names Generation


The world you are arriving at is named (roll
D100 to establish system name, then roll 1D6
to establish the planet number within the
system):
Example: 43 and 3 would mean we are on
the world of Gough III

D100 WORLD

01-04 Samsonov
05-08 Foch
09-12 Pershing
13-16 Cadorna
17-20 Monash
21-24 Mackensen
25-28 Falkenhayn
29-32 Byng
33-36 Lanrezac
37-40 Allenby
41-44 Gough
45-48 Currie
49-52 Danilov
53-56 Joffre
57-60 Petain
61-64 Brusilov
65-68 Potiorek
69-72 Putnik
73-76 Fuller
77-80 Birdwood
81-84 Moltke
85-88 Sarrail
89-92 Goltz
93-96 Maude
97-100 Nivelle

13
Name Generation Tables

Colony Names Generation


If you need to know the name of the colony
you are visiting, roll D100 twice.
Example: 72 and 19 means you have arrived
at scenic Willet’s Road.

D100 PART 1 D100 PART 2

01-04 Ingram’s 01-04 Ridge


05-08 Larsen’s 05-08 Peace
09-12 Greenway’s 09-12 Sanctuary
13-16 Mustaine’s 13-16 Mile
17-20 Kevill’s 17-20 Road
21-24 Duplantier’s 21-24 Hope
25-28 Sattler’s 25-28 Preserve
29-32 Hetfield’s 29-32 Point
33-36 Friden’s 33-36 Landing
37-40 Ryan’s 37-40 Creek
41-44 Gossow’s 41-44 Valley
45-48 Parkes’ 45-48 Gorge
49-52 Hegg’s 49-52 Redemption
53-56 Dickinson’s 53-56 Rise
57-60 Shelton’s 57-60 Drift
61-64 Scalzi’s 61-64 Field
65-68 Lindberg’s 65-68 Place
69-72 Willet’s 69-72 Port
73-76 Halford’s 73-76 Hills
77-80 Baker’s 77-80 Salvation
81-84 Lee’s 81-84 Prayer
85-88 Cavaleras’ 85-88 Isolation
89-92 Plant’s 89-92 Reach
93-96 Nasic’s 93-96 Entry
97-100 Bryntse’s 97-100 Rest

14
Name Generation Tables

Corporate Patron Names


If you have picked up a Corporate Patron, why
not make a roll to see what they are called.
Roll D100 twice.
Example: A roll of 11 and 47 means we will
be working for Calibrated Acquisitions.

D100 PART 1 D100 PART 2

01-04 Interstellar 01-04 Implementations


05-08 Agile 05-08 Solutions
09-12 Calibrated 09-12 Sequences
13-16 Synergistic 13-16 Aggregates
17-20 Customized 17-20 Enterprises
21-24 Unified 21-24 Deliveries
25-28 Galactic 25-28 Composites
29-32 Optimized 29-32 Amalgamations
33-36 Accelerated 33-36 Connections
37-40 Xenomorphic 37-40 Executives
41-44 Diversified 41-44 Holdings
45-48 Conglomerated 45-48 Acquisitions
49-52 United 49-52 Logistics
53-56 Responsive 53-56 Resolutions
57-60 Integrated 57-60 Defenses
61-64 Universal 61-64 Securities
65-68 Associated 65-68 Procurements
69-72 Incorporated 69-72 Proficiencies
73-76 Dynamic 73-76 Resources
77-80 Reactive 77-80 Operations
81-84 Advanced 81-84 Accounts
85-88 Optimized 85-88 Assets
89-92 Sector 89-92 Interactions
93-96 Extra-solar 93-96 Equities
97-100 Orbital 97-100 Investments

15
Progressive Difficulty

Progressive
Difficulty
In the standard campaign, the foes you You could combine both systems, but this is
face are generated randomly and do not likely to be deadly around campaign turn 20
generally increase in challenge. In effect, or so.
the rules present the universe such as it is,
without factoring in what you are bringing to Option 1
the battle. With this chapter, you can create
This option is inspired by Lance McMillan’s
a curve similar to a video game, where the
post on the Five Parsecs from Home
challenge increases as you play.
Facebook page. Apply both the highest
Two versions are presented here: one that Respawn and the highest Strength entry
does not require new rules other than the that applies to you. Example: If you are in
table below, and one that takes advantage campaign turn 10, you would apply both
of the new rules in this book. Under both Strength 2 and Respawn 2.
systems, simply tally how many missions you
If the table has been cleared of enemies, no
have fought so far and apply the relevant
Respawning enemies can be placed. You win
modifications applicable to the CURRENT
the encounter.
campaign turn.

CAMPAIGN MODIFICATIONS CAMPAIGN MODIFICATIONS


TURN TURN

Respawn 1 – The first basic


enemy to be slain is replaced
at the end of the round.
4 12 Respawn 3
Replacements arrive from
the center of the enemy
battlefield edge.

Strength 1 – Add 1
Strength 3 – Add 2 basic
5 additional basic enemy to 15
enemies and 1 Lieutenant
each encounter

Respawn 2 – As Respawn
8 1, but the first two basic 16 Respawn 4
enemies slain are replaced

Strength 2 – Add 2 Respawn 5; Strength 4 – Add


10 additional basic enemies to 20 2 basic enemies, 1 specialist,
each encounter 1 Lieutenant

16
Progressive Difficulty

Option 2
Note: In the below table, “elite-level enemies”
refers to the new elite-level enemies option
on page 36 of this expansion, not the Elite
Opposition in the core rulebook.

CAMPAIGN MODIFICATIONS CAMPAIGN MODIFICATIONS


TURN TURN

Apply the “Strength Adjusted Apply the “Armored Leaders”


3 Enemies” difficulty toggle 8 and “Veteran” difficulty toggles
(p.18) (p.18)

Encounters now use elite-level


Begin using the Deployment
4 14 enemies on a D6 roll of 4+
Variables chapter (p.32)
(see p.36)

Apply the “Actually Specialized” Encounters now use elite-level


5 and “Better Leadership” 16 enemies on a D6 roll of 3+
difficulty toggles (p.19) (see p.36)

Begin using the Escalating Encounters always use elite-


6 20
Battles chapter (p.34) level enemies (see p.36)

17
Difficulty Toggles

Difficulty
Toggles
The campaign game in Five Parsecs from Money is Tight
Home is built to be unpredictable, but fairly Upkeep costs change to 0 credits for a single
easy-going on the player, both to facilitate crew, 1 credit for a crew of 2-4 figures, and +1
shorter campaigns and to avoid crews being credit for each crew member past 4.
ground into the dirt from the start. However,
Taking Find a Patron or Repair your kit actions
after a while you may find the game getting
costs 1 credit.
too easy with an experienced crew, or you may
just prefer a tougher game overall. Below are You do not receive 1 point of free Hull Point
some options you can use to adjust game play repair each turn. All repairs must be paid for
to a difficulty that suits your needs. unless granted by a random event or similar.
Whenever you would roll 1D6 for credits,
Strength-adjusted Enemies roll 1D6-1 instead (minimum score 1). This
This option is useful if you want to avoid applies both during character creation and
setting up a battle just to fight 2 witless during game play. Any modifiers to the roll are
scummers. applied normally.
Instead of rolling for the number encountered, Slower Progression
always assume the enemy rolled equal to the
The Upgrade Table is adjusted as follows:
number of crew you brought to the fight. Any
bonuses (from enemy numbers, difficulty ABILITY XP MAXIMUM
adjustments, etc.) are added to that number. SCORE COST LEVEL

Example: if your enemy has a +2 Numbers Reactions 8 4


modifier from the enemy tables, and you Combat Skill 8 +3
brought 5 crew, you will face 7 enemies.
Speed 5 8"
Slaves to the Star-grind Savvy 5 +5
These options are useful if you like the general Toughness 8 5
level of opposition in the game, but you
would like money or progression to be a bit Luck 10 3
tighter. This can better convey the struggle of
the scrappy underdogs trying to make it big.
You are encouraged to use both options listed
below, but they can be used independently.

18
Difficulty Toggles

Hit Me Harder Armored Leaders


Lieutenants receive a 5+ Armor Saving Throw.
The following options increase the quality
Normal rules apply if they would already
of enemies faced, without increasing the
receive a Saving Throw.
total number of troops to the table. You are
encouraged to use all four at the same time, Better Leadership
but you may opt to use only one or two.
• The base roll to face a Unique Individual
Veteran is 7+, not 9+.
Select one basic enemy. They are a veteran • For enemy types that cannot be
fighter and will increase their Combat Skill by accompanied by a Unique Individual,
+1. Make sure you use a miniature you can the roll is still made. If it succeeds, a
keep track of. randomly selected enemy figure has
their Combat Skill and Toughness both
Actually Specialized raised by +2 (to a maximum of Combat
Enemy specialist figures have a minimum Skill +4, Toughness 6).
Combat Skill of +1 and Toughness 4. Raise
their scores to match if the scores are currently
lower.
Difficulty Toggles

Time is Running Out Starting in the Gutter


These options help add a bit of urgency to Use these option for the full “zero to hero”
the battle, requiring the player to take a more experience. You can use one, two, or all three,
aggressive approach. The options can be used depending on what fits your story.
simultaneously, but this might make some
• When creating your crew, begin with
missions very difficult to win.
only 3 Low-Tech Weapons rolls and
They are Paying us by the Hour your choice of a Gear OR Gadget roll.
You receive any items gained from the
• When setting up, roll 2D6, pick the
character creation tables as normal.
You
lowest die and add 5 (for a final total of
do not receive any free Military/Hi-Tech
6-11).
rolls, and do not receive the normal 1
• After the conclusion of this round, the credit per crew member.
only objectives that can still be achieved
• In a campaign with a standard crew size
are Defend and Fight Off. Using this
of 6, begin with only 3 crew.
option, remaining objectives cannot be
automatically finished after the enemy • Begin the game without a ship. You’ll
is cleared out. have to scrape together the cash to
Instead, continue gameplay normally purchase one. See the “Getting a New
until the objectives are completed or the Ship” section in the core rulebook
time runs out. (p.60).

There’s Movement all over the Place Reduced Lethality


At the end of each round, including the
Of course, you may also want to make the
first, roll 1D6. If the roll is equal to or below
game less fatal. These options can be used to
the round number that just elapsed, one
make the campaign easier overall, or can even
additional enemy figure shows up. This means
be incorporated with the use of many of the
that from round 6 onwards a new enemy will
options in this chapter.
arrive every round.
• Before rolling for post-battle injuries, If
Place the arriving enemy at the center of a
you have two or more injured characters
random battlefield edge (roll 1D6: 1-2 left
you may select one to be exempt from
edge, 3-4 enemy edge, 5-6 right edge). The
rolling. They simply have a complete
first enemy that arrives is a basic enemy,
recovery with no Sick Bay time required.
the second is a specialist, with all remaining
This option can be used for either a
reinforcements being basic enemies.
biological character or a Soulless or Bot
Fickle Scans at your discretion.
Any Notable Sight that has not been • If only one character is injured, you must
investigated by the end of round 3 is removed suffer the result as normal.
from play.

20
Player vs Player

Player vs Player

If you and your friends both have tough crews, Player versus player encounters usually take
maybe it is time to face each other, to see place in a neutral location, meaning not on
who’s top dog! the world currently visited by either crew.
This might be a moon colony, orbital station,
These rules allow you to run the occasional
starport back alley, abandoned ship, crash site,
player versus player battle and integrate it
or research station. The crews are assumed to
into your campaigns as part of your on-
have arrived by shuttle and no world-specific
going adventures. It is not intended as a full
rules apply for the battle.
“warband campaign” system where multiple
players are fighting for dominance, though Of course, players may agree to travel to the
you could no doubt use it as a starting point. same game world from their campaigns. If
We will refer to player versus player battles as you are playing Five Parsecs from Home with
PvP in this section. friends and they agree, you can always opt
to visit a world that any of your friends have
Setting up a PvP Battle generated in their campaign.
You may agree to a PvP battle at any time.
Such encounters may come about for a
Before the Battle
number of reasons: Pick one that you like, or Each crew will go through the normal pre-
roll on the table below: battle campaign steps on their own, though
D100 BATTLE REASON
you should not worry about tracking down
ROLL
Rivals or finding a Patron if you intend to play
A chance encounter in the field a PvP battle this campaign turn. Rivals will not
01-25 interfere in a PvP battle.
turns hostile.
The two crews were hired by The number of crew you may bring to the
26-40
opposing sides. battle is equal to the lowest campaign crew
Both crews have jobs in the same size selected, though players may agree to use
41-50 location, but one crew was hired more crew, if desired. Bringing 6 crew each
to clear out all contacts. tends to produce a more enjoyable battle.
A long-standing personal rivalry
51-75 Note that you can agree to a battle despite
flares up.
The crews have jobs in the same not being able to field the full number due to
76-85 location and the objectives sick-bay.
interfere with each other. Example: If one campaign uses a crew size
Each crew is after the same thing of 4 and the other uses a crew size of 6, each
86-100
in this location. player brings 4 crew to the battle, unless we
agree otherwise.

21
Player vs Player

Initiative
In PvP battles, you use initiative points to
Cinematic Game Option:
allow players to push their troops further Players who want a more dramatic battle in
into the heat of battle. Each player receives can agree to give each side 3 initiative points
1 initiative point at the start of each round. to start with.
During the battle, an initiative point can be
used to do any of the following during your
own action: Other Resources
USE NOTES
Story points and “Stars of the Story” options
Fire +1 shot with any cannot be used in a PvP battle.
Spend before rolling
weapon and reroll 1s
to Hit Power Ratings
to Hit

Double Speed for one To help balance things, we use a new term
move called Power Rating to quantify how strong
each crew is. This is a rough estimation of the
Remove all Stun relative combat capabilities of the two sides.
Usable only when that
markers from a crew Each side will determine their Power Rating,
figure is selected to act
figure counting only figures actually fielded in the
Count a lost brawl as a battle.
draw instead
Player vs Player

FACTOR POWER RATING INITIATIVE


DIFFERENCE POINTS
Per figure fielded +1
1-2 1
Per figure with +2
+1 additional 3-4 2
Combat Skill or above
5-6 3
Per figure with Rattle
+1 additional
Gun or Hyper Blaster 7-8 4
Per figure with 5+ 9+ 5
+1 additional
Saving Throw or better

Example: A figure with +2 Combat Skill and a


Setting up the Battle
Rattle Gun would count for a total of 3 Power • Deployment Conditions are not rolled
Rating on their own. for.
Compare the Power Rating of the two sides • Each player rolls and places a Notable
and consult the table below to see how many Sight on the table. Note that Priority
additional initiative points the outgunned targets (see p.89) do NOT increase their
side receives at the start of the game. Toughness upon discovery. Unless
agreed upon, Notable Sights can only be
obtained by the player that placed them.
Player vs Player

• Each side determines an objective as


Enemy Actions
normal, using the Opportunity Mission If any AI controlled forces are present, they act
Objectives Table (p.89). normally in this phase.
• Players will take it in turns deploying 2 Slow Actions
figures from their crew, starting with the
• The First Player must select one or two
lower initial Power Rating. Determine
characters able to act in this phase
randomly if ratings were equal.
(based on the Reaction dice they were
• The roll to Seize the Initiative is made assigned) and carries out their actions.
normally but instead of the normal
• The Second Player must select one or
advantage, a player that passes the roll
two characters able to act, and carries
gains 1 additional initiative point at the
out their actions.
beginning of the game. It is possible for
both players to succeed. • Continue alternating until all eligible
characters have acted.
Fight!
PvP battles use a modified version of the
Ending the Battle
normal round sequence. • Morale dice are only used for AI
controlled forces (if any are present).
• At the beginning of the first round,
randomly determine who is the First • At the end of each round, 2D6 are
Player. You can represent this with any rolled. If the roll is lower than the round
token you like. At the end of each round, number just completed, the battle is
hand the token over so the other player over at the end of the following round.
becomes the First Player. Any objectives that were not completed
by then will be failed.
Reaction Roll
• Note that players may agree to end the
• The First Player rolls and assigns their
battle at the end of any round, provided
dice as normal.
no third parties are on the table. Any
• Then the Second Player rolls and assigns objectives not completed at that time
their dice. are failed, and neither side counts as
Holding the Field.
Fast Actions
• Figures can be retreated off the
• The First Player must select one or two
battlefield edge during a battle, as
characters able to act in this phase
normal.
(based on the Reaction dice they were
assigned) and carries out their actions.
After the Battle
• The Second Player must select one or
• PvP battles never result in Rivals.
two characters able to act, and carries
out their actions. • Each crew is paid normally. A crew that
completed its objectives receives the
• Continue alternating until all eligible
normal pay bonus for winning a battle.
characters have acted.

24
Player vs Player

• Battlefield Finds are not available. Each If you would like to randomize the presence of
crew receives 1 Loot roll, with a bonus a third party, roll D100 on the table below:
roll awarded to a crew that fought D100 THIRD PARTY
against an enemy with 5+ Power
Rating. 1-40 Deployed on neutral
battlefield edge
• Injuries and Experience is handled
normally, and crews receive campaign 41-60 As above, but add +1 specialist
and character events as usual. and +1 Lieutenant

61-70 Deployed within 6" of the


The Three-way Battle! center of the battlefield
This system can be used with a neutral third 71-80 Arrives at the start of round
party without too much difficulty, though this 3 from a randomly selected
works best if you are playing in a considerate neutral battlefield edge
and friendly manner when AI questions come
up. A third player or GM is ideal for handling 81-90 At the start of the game, roll
the intruders. 1D6. At the beginning of the
round equal to the die roll, the
Roll up the enemy as normal, and deploy enemy arrives from a randomly
them along a neutral battlefield edge. They selected neutral
should not begin within 12” of figures from battlefield edge.
either crew, and should be placed as evenly as
possible. 91-100 Deployed on neutral battlefield
edge. At the start of round 3,
They will act normally, selecting all targets 1D6 additional basic enemies
based on their AI. The third party does not arrive from the same battlefield
distinguish between the two crews, treating edge. If 5-6 arrive, one will
them as one force for the purposes of any be a specialist.
target selection. As players are likely to gang
up on the third party, add +1 basic enemy While a third-party force is present on the
and +1 specialist to the number normally battlefield, players may not agree to end the
encountered. battle prematurely, though a player could
retreat off the battlefield edge as normal.
The third party is always accompanied by a
Unique Individual, unless they are from the
Roving Threat Encounter Table.

25
Expanded Co-op Battles

Expanded
Co-op Battles
The Job • A newly created crew can also simply
choose to begin their campaign on a
A co-op battle allows two crews to team up
world in a friend’s campaign.
on the an epic mission against strengthened
opposition. Such missions are usually To play an Opportunity battle, simply agree
Opportunity or Invasion battles, though see to do so during this campaign turn. Neither
the options for Rivals below. Patron and Quest player will be attacked by Rivals while
missions are specific to a single crew and pursuing a co-op battle (but see below). Note
cannot be played as co-op by default (though that as jobs can take place off-world, you may
you could house-rule this if you are eager to agree to play a co-op Opportunity battle even
do so). if you are not on the same world. If so, both
crews are assumed to have shuttled to the
The Location location (a moon, space station, or similar). No
World traits will be in effect.
The location of a co-op battle can be
determined in the following ways: If you have previously agreed that you are on
the same world and an Invasion takes place,
• You may agree that the battle takes
each crew will have to flee, but you may agree
place on any neutral ground, such as
to fight the Invasion battle together.
a moon base, frontier colony, orbital
station, or similar. In this case, no World
traits will apply. The two crews are
Rivals
assumed to rely on shuttle transport to If both crews have Rivals, you may instead
get to the location. opt to have a showdown against a coalition
of your enemies. Each crew should randomly
• Alternatively, you may agree to play the
select one of their Rivals. The two selected
encounter on a specific world that exists
Rivals have decided to team up to take you on.
in either campaign. If your friends are
playing Five Parsecs from Home, you
may always opt to travel to a world they
Objectives and Conditions
are currently on. This uses the normal If fighting against Rivals or an Opportunity
rules for travel, but you do not roll for mission, a Deployment Condition is rolled up
licensing or World traits. Instead you will normally (see p.88 of the core rulebook). Roll
automatically apply the same conditions twice on the Notable Sights Table, placing one
already established when the world item 1D6+3” to the left of the center of the
was established in the first player’s battlefield, and the other item 1D6+3” to the
campaign. right of the center.

26
Expanded Co-op Battles

The objective is always to Fight Off your and Slow Actions phases, the two players take
opponents: To Win, at least one crew member it in turns to select and act with an eligible
must Hold the Field. Against Rivals, treat this figure, starting with the player who has the
as a Showdown (a straight-up fight, with no fewest figures to use in that phase.
modifications).
Enemies act in the Enemy Actions phase,
according to the normal rules.
The Enemy
Each player rolls up an enemy type as normal; Wave 2 Arrival
you will face both of these enemies. If fighting At the beginning of round 3, before Reaction
Rivals, you will face an enemy force from each dice are rolled, the second wave arrives. Roll
Rival type. 1D6:On a 1-2 they are placed along the left
battlefield edge, on a 3-4 they are placed
• Generate each force as normal, but
along the enemy battlefield edge, on a 5-6
increase the number faced by +2.
they are placed along the right battlefield
• Label the numerically larger force as edge.
Wave 1 and the second as Wave 2. If
They will set up within 4” of the center of the
they are equal, randomize which is
selected edge.
which.
• Generate one additional Unique Wave 3 Arrival
Individual, and add them to Wave 2. Roll 2D6 at the end of every round, starting
with round 3. If the combined roll is below the
• These two waves are the known
round number just finished, it turns out the
opposition.
enemy has brought additional forces.
Initial Deployment Roll up a new force using the Hired Muscle
enemy tables. Add one additional specialist
Co-op battles are best played on a 3-foot
figure. A roll for Unique Individuals is not
square battlefield to allow the battle a little
made: the third wave is automatically
more space to unfold. If using the terrain
accompanied by one.
guidelines on p.109 of the core rulebook,
place 4 large, 6 small, and 4 linear terrain Roll 1D6 to determine where this force arrives
items to make the battlefield a bit more from: On a 1-2, they are placed along the left
cluttered than normal. battlefield edge, on a 3-4, they arrive from the
player’s battlefield edge behind them, on a
Forces should set up no closer than 24” apart.
5-6, they are placed along the right battlefield
Set up the Wave 1 enemies first, then place
edge. If rolling the same battlefield edge used
the crew figures. The two crews set up on the
by Wave 2, the third wave is placed on the
same battlefield side, but must be separated
opposite battlefield edge.
by at least 8”.
There is no roll to Seize the Initiative.

Fighting the Battle


The two crews are considered to be a single
force for the duration of the battle. When a
round begins, each player rolls for Reactions
and assigns their dice normally. The dice pools
are kept separate. In each of the Quick Actions

27
Expanded Co-op Battles

Make it Quick Tough Fight


From the end of round 6 onwards, if the table
Opponents are always counted as having a
is completely cleared of enemy forces, the
Panic range of 1, meaning they will only flee
game ends even if Wave 3 has not yet arrived.
if a 1 is rolled on the Morale dice. Each enemy
Setting Notes Wave is considered separate for Morale
purposes. For example, casualties in Wave 1
You may end up with forces that are not
only cause Morale dice to be rolled for Wave 1.
compatible with each other in the Unified
Space setting. For example, nobody would Opponents with Cautious or Defensive AI are
willingly work with the Converted. You may treated as Tactical AI instead.
opt to resolve these questions any way you
like (the non-Converted force are actually The Aftermath
infiltration cyborgs), or swap out one of the
As long as at least one crew figure Holds the
enemy forces to fit better. This is left up to the
Field, both crews are assumed to have done so
players to decide.
and Won. All remaining steps are conducted
normally except for the following:

28
Expanded Co-op Battles

Resolve Rival Status Notes and Variants


This step is conducted normally.
Separate Enemy Teams
Get Paid Campaign difficulty and crew size adjustments
Each crew receives +1 when rolling for credits. may be applied to each of the two initial forces
individually. In effect, each player rolls up their
Battlefield Finds own enemy, which is then placed as Wave 1
Each crew may roll on the table. and 2 respectively.

Check for Invasion! Increased Challenge


Make this check if any of the enemies faced If you want a greater challenge, add one
were an Invasion Threat. Roll once, adding +1 additional Lieutenant to Waves 1 and 2, then
per enemy Wave that had the Invasion Threat add two additional basic enemies to Wave 3.
trait.

Gather the Loot


Each crew rolls a Loot item as normal. One
player makes an additional Loot roll, with both
crews obtaining this item.

29
AI Variations

AI Variations
The default AI is diceless to keep the game
Impossible or Stupid Actions
moving as quickly as possible. If you prefer a The system may suggest an action that is
less predictable battle environment, you can impossible to carry out or which would make
use this system to determine enemy actions. no sense in the current context of the game.
In such circumstances, the player will have to
Using these rules, enemies with the Beast,
inject some logic. After all, enemies will not
Rampage, and Guardian AIs function as they
wander off cliff-sides or charge into lava pools.
would currently. No changes are made.
If in doubt, the figure will remain in place and
How to Use the New AI fire at a visible target.
• Enemies still activate in the normal Cautious AI
order.
Base condition: If in Cover and visible
• When an enemy figure is selected to opponents are within 12”, move away to the
act, check if the base condition for the most distant position that remains in Cover
AI type applies. If it does, it will take and in range and retains Line of Sight to an
the listed action. Otherwise, roll 1D6 opponent, then fire.
to determine what actions the enemy ROLL ACTION
takes.
1 Retreat a full move, remaining in
• As usual, resolve all actions by each Cover. Maintain Line of Sight if
figure completely before the next possible.
enemy is selected to act.
2 Remain in place or maneuver
Group Actions within current Cover to fire.
• Any group of enemies where a given 3 Remain in place or maneuver
figure is within 2” of another – for within current Cover to fire.
example in a skirmish line – will obey
the same die roll instead of rolling for 4 Advance to within 12" of the
each figure. nearest enemy and fire.
Remain in Cover.
• If any figure in the group would be
subject to the base condition, they all 5 Advance to within 12" of the
follow that option. nearest enemy and fire.
Remain in Cover.

6 Advance on the nearest enemy


and fire, ending in
Cover if possible.

30
AI Variations

Aggressive AI Defensive AI
Base condition: If able to engage an opponent Base condition: If in Cover and opponents in
in brawling combat this round, advance to do the open are visible, remain in position and
so. fire.
ROLL ACTION ROLL ACTION

1 Maneuver within current 1 Remain in place to fire.


Cover to fire.
2 Maneuver within current
2 Maneuver within current Cover to fire.
Cover to fire.
3 Maneuver within current
3 Advance to the next forward Cover to fire.
position in Cover. Fire if eligible.
4 Maneuver within current
4 Advance and fire on the nearest Cover to fire.
enemy. Use Cover.
5 Advance to the next forward
5 Advance and fire on the nearest position in Cover.
enemy. Fastest route.
6 Advance and fire on the nearest
6 Dash towards the nearest enemy. Use Cover.
enemy. Fastest route.

Tactical AI
Notes:
Base condition: If in Cover and within 12” of
“Next forward position” means the next Cover
visible opponents, remain in position and fire.
or terrain feature that is closer to the player’s
ROLL ACTION side and in front of the figure in question.
1 Remain in place to fire. “Use Cover” means the figure will attempt to
2 Maneuver within current remain in Cover or out of sight. A move in the
Cover to fire. open will be done by Dashing if it will bring
the figure into Cover. The figure will only end
3 Advance to the next forward a move out of Cover if the end of the move is
position in Cover or not in sight of player figures.
move to flank.
“Maneuver within Cover” means the figure
4 Advance to the next forward will move within or behind the current terrain
position in Cover or feature in order to get the best shot possible
move to flank. (preferring targets in the open over targets in
5 Advance and fire on the nearest Cover). If the figure is not in Cover currently, it
enemy. Use Cover. will move to find Cover, Dashing if needed.

6 Advance and fire on the nearest


enemy. Use Cover.

31
Enemy Deployment Variables

Enemy
Deployment
Variables
With this system, the enemy will frequently Set up both sides normally and roll to Seize
set up in a way that befits a more cunning the Initiative. If you fail, roll D100 on the table
opposition force: Attempting to outflank you, below, using the AI type to calculate which
sneaking up on you, or bursting out from deployment type the enemy will use.
where you least expect it during the mission.
If you successfully Seize the Initiative, the
This both provides a greater challenge and
enemy will always use the Line (i.e. standard)
makes scenarios more unpredictable.
deployment option.

AI TYPE

Deployment Aggressive Cautious Defensive Rampage Tactical Beast

Line 01-20 01-30 01-25 01-20 01-20 -


Half flank 21-35 31-40 - 21-25 21-30 01-15
Improved positions - 41-50 26-40 - 31-40 16-20
Forward positions 36-50 - 41-45 26-45 41-50 21-35
Bolstered line 51-60 51-70 46-60 46-65 51-60 36-45
Infiltration 61-80 - 61-70 66-75 61-70 46-65
Reinforced - 71-90 71-85 76-80 71-80 66-70
Bolstered flank 81-90 - 86-90 81-90 81-90 71-80
Concealed 91-100 91-100 91-100 91-100 91-100 81-100

The core rulebook section on deployment Arriving enemies without ranged attacks
(p.110) still applies as normal when should be placed as close to a crew member
determining how individual enemy figures as possible within the feature.
are placed relative to each other.
When placing figures arriving from
concealment or infiltration, they should be
placed anywhere within or directly behind the
feature that would permit them to fire on at
least one crew member. 


32
Enemy Deployment Variables

DEPLOYMENT EFFECTS

Line Enemy deployment remains as is.


Randomly select a neutral battlefield edge. The half of the enemy forces closest
to this battlefield edge is removed from the battlefield and set up near the
Half flank
center of the selected battlefield edge. 
No enemy may be set up closer than
12" to a crew figure.
Each enemy figure is moved to be in or directly behind the nearest terrain
Improved positions
feature that would provide Cover while still providing a firing position.
Each enemy figure is moved to be in or directly behind the closest terrain
Forward positions
feature that lies ahead of their position.
Enemy deployment remains as is.
If you are outnumbered or have equal
numbers, generate one additional basic enemy figure to the force. 
If you
Bolstered line
outnumber the enemy, generate one additional basic enemy and one
additional specialist enemy figure to the force.
Remove half the enemy figures from the table. At the end of round 2, roll 1D6:


1. Place the figures on the tallest terrain feature.

2. Place the figures in the terrain feature closest to the left battlefield edge.

3. Place the figures in the terrain feature closest to the right battlefield edge.
Infiltration
4. Place the figures in the terrain feature closest to the most forward enemy
figure.

5. Place the figures in the terrain feature closest to the center of the table.

6. Place the figures in the terrain feature closest to your battlefield edge.
Remove half the enemy figures from the table. 
At the end of each round, roll
1D6: If the roll is equal to or below the round number just played, the removed
Reinforced figures arrive from the center of the enemy battlefield edge. The arriving
reinforcements are accompanied by two additional basic enemies. 
If the table
has no enemies on it after a reinforcement roll is made, the mission ends.
Randomly select a neutral battlefield edge. The half of the enemy forces closest
to this battlefield edge is removed from the table and set up near the center of
Bolstered flank
the selected battlefield edge. 
Generate one additional specialist enemy for the
flanking force.
No enemy may be set up closer than 12" to a crew figure.
Remove the enemy forces from the table and divide them into three
groups.
Mark the 6 largest terrain features on the table from 1 to 6 (using
Concealed
tokens or dice). At the end of rounds 2, 3, and 4 select a random terrain feature
from those marked, and place one enemy group within the feature.

33
Escalating Battles

Escalating
Battles
This option caters to a more cinematic Note that it does not matter how many of the
experience when fighting a battle. As you above factors took place. If any of them took
engage with the enemy forces and push them place, an Escalation check is performed. Roll
back, they will fight back harder, bring up D100 according to the main AI type, then
reinforcements, or rush forward to storm your consult the table below. During the battle, no
position. more than 3 Escalation rolls are made. Once
the third roll has been made, this table can be
At the end of each round during combat, you
ignored.
will carry out an Escalation check if any of the
following things happened during the round
just completed:
• Any enemy figures were removed from
play
• No shots were fired and no brawl took
place
• A crew member reached an objective
• At the end of round 1, if the enemy is
currently outnumbered by 3 or more.

Escalation Aggressive Cautious Defensive Rampage Tactical Beast

Morale increase 01-15 01-10 01-20 01-10 01-10 01-10

Fighting intensifies 16-30 11-15 21-40 11-20 11-25 11-15

Reinforcements! 31-45 16-40 41-50 21-45 26-30 16-35

Regroup - 41-55 51-65 - 31-45 -

Sniper! - 56-70 66-75 - 46-60 -

Ambush! 46-60 - - 46-60 - 36-80

Covering fire 61-70 71-80 76-90 - 61-85 -

Unconventional 71-80 81-100 91-100 61-65 86-100 -


tactics

Rush attack 81-100 - - 66-100 - 81-100

34
Escalating Battles

Variation Mode – Optional Rule


If you prefer more variation, apply the following rule:
If you roll an Escalation result that has
already happened during the current battle, ignore it and count it as no result. However, his does
NOT count as one of the three possible escalations during a battle.

ESCALATION EFFECTS

The Panic range for remaining enemies is reduced by -1 (1-3 becomes


1-2, 1-2 becomes 1, and 1 becomes Fearless). The effect lasts for the
Morale increase
rest of the battle. 
If the enemy is already Fearless, treat as Fighting
intensifies on this table. 


Select a random enemy figure. Their Combat Skill is increased by +1.


Fighting intensifies Their Toughness is increased by +1 (to a maximum of 5). The effect
lasts for the rest of the battle.

2 additional basic enemies arrive from a random battlefield edge


(Roll 1D6: 1-2 left side, 3-4 right side, 5-6 enemy edge). Place them at
Reinforcements! the center of the indicated battlefield edge. 
If the enemy has a base
Combat Skill of +0, 3 enemies arrive instead, one of which
will be a specialist.

Each enemy will make a standard bonus move. Each will attempt to
move to the most distant position that is in Cover, has Line of Sight
Regroup to at least one crew member, and is in weapons range.
If the enemy
is currently outnumbered, place an additional basic enemy figure
adjacent to a random enemy figure.

Place an additional enemy figure on the tallest terrain feature on the


Sniper! table. The figure is armed with a Marksman’s Rifle and increases their
Combat Skill by +1 (to a maximum of +2).

Randomly select either the crew figure furthest to the left of the
battlefield or furthest to the right. Place two new basic enemy figures
Ambush!
half-way between the side battlefield edge
and the selected crew figure.

Select the enemy closest to your battlefield edge. They will move up
to 3" to establish the best possible shot without leaving Cover, then
Covering fire
throw a Frakk grenade (if within 6") or fire their weapon (otherwise). If
firing a weapon with only 1 shot per round, add +1 to the Hit roll.

Next round, all crew members are counted as having a


Unconventional tactics
Reaction score of 1.

Each enemy moves a full move immediately, entering brawling


combat if possible. If the enemy is currently outnumbered, two
Rush attack
additional basic enemies are placed adjacent to the enemy figure
closest to the enemy battlefield edge.

35
Elite Level Enemies

Elite-level
Enemies
An experienced crew loaded up with modded
guns will eventually outshoot the scummers Rules Conflicts
and pirate rabble they encounter in Fringe
Note: If there is a conflict between this
Space as a matter of routine. Once you know
expansion and the core rulebook, this
you’re top dog, it’s time to kick things up a
expansion takes precedence regarding Elite
notch with elite-level enemies.
enemies. You may, of course, house-rule any
These updated enemy tables take the place other answer to suit your campaign.
of the regular encounter tables in the core
rulebook. They contain the same types of
You are welcome to swap back and forth
enemies, so if you already have models that
as well. You may want to use the updated
you like to use for nomads or mercenaries,
versions of some enemies, but not others,
you can keep on using them. Instead, these
or use the Elite-level special rules for a new
tables focus on beefing up the opposition
version with the old stats (or vice versa).
and making them stronger, better armed,
and more devious. Along with stronger foes,
you will also get slightly improved rewards
Principles
after the battle, making it a more worthwhile When creating these updated tables, a few
prospect. core principles were kept in mind:
While the core rulebook encounters lean • Avoiding the temptation to flood the
towards being leniency, these aim to be table with bad guys. While most of
tougher. If you are getting trounced, focus on the encounters do raise the numbers
the objective and get out of there! compared to the core rulebook (and in
a few cases, dramatically so), I wanted
It is up to you when to “graduate” to these
to avoid people having to paint huge
tougher enemies in your campaign. If you feel
hordes of models to play with these new
encounters have become a bit too predictably
lists. In most cases, where encounter
easy or you win several fights with no
size has increased, it has done so by 1-2
casualties, it is probably time to consider it. Of
figures.
course, as many players enjoy a brutal fight,
you may also simply choose to start here. • Upgrading foes to feel actively mean,
Should you prefer a more gradual approach, making life more difficult for your crew.
you could add a die roll for each encounter. If you play these encounters and end
A D6 result of a 4+ might indicate an Elite up shaking your fist at me, that could be
opponent. called a job well done!

36
Elite Level Enemies

• Applying variations to how dangerous


Specialists
the upgrades are. While all enemies • These are armed with the specialist
are upgraded, there are still distinct weapon for their type.
differences in how dangerous these
• If Combat Skill is +0, increase it to +1.
upgrades are; some will be seriously
dangerous while others are only slight Lieutenant
adjustments compared to the original
• These are armed with the basic weapon
versions.
for their type, plus a Blade.
Complexity • Combat Skill is increased by +1.
These encounter tables do feature more
• They are Fearless.
special rules than the regular versions. As
players moving to these are assumed to • If the character is normally armored,
be experienced with the game system, this increase their Armor Saving Throw by
should not be too much of a shock. Review 1. Otherwise add a 5+ Armor Saving
each encounter carefully as some of the new Throw.
rules apply during the set-up sequence.
Captain
Elite-level Rivals • These are armed with the basic weapon
for their type, plus a Ripper Sword.
Elite-level enemies are more persistent. When
traveling to a new world, roll 1D6 for each Elite • Combat Skill is increased by +1.
Rival you have: On a 4+ they opt to follow you
• They are Fearless.
to the new world.
• If Toughness is less than 5, increase it to
Elite Composition 5.If the character is normally armored,
increase their Armor Saving Throw by
When facing elite-level enemies, roll up their
+1. Otherwise add a 5+ Armor Saving
size as normal. If the size would be less than 4
Throw.
figures, increase it to 4. The opposing force is
comprised as shown on the table below: Unique Individuals
Basic Enemies If you outnumber the enemy, they are
automatically accompanied by a Unique
• These are armed with the basic weapon
Individual. If you do not outnumber them, roll
for their type.
normally but a 7+ is required instead of the
usual 9+.

ENEMY SQUAD BASIC SPECIALISTS LIEUTENANTS CAPTAIN


SIZE ENEMIES

4 3 1 - -
5 2 2 1 -
6 3 2 1 -
7+ 3+ 2 1 1

37
Elite Level Enemies

Leadership following rewards are designed to be modest


While Lieutenants or Captains are present, improvements over standard rewards. A crew
enemy Morale is improved according to the so tough they are handling these foes need
table below. Use the highest rank present: little additional reward beyond the respect of
other crew captains!
A Panic range of 0 indicates the enemy is
Fearless, unless another modifier raises the Better Loot
Panic range.
When rolling for Loot, you may make one
These bonuses only apply as long the additional roll beyond the usual amount
character in question is on the battlefield. allowed, then select which one of the rolled
items you do not receive. This means you
Enemy Weapon Notes would typically roll twice and pick either
result. If you were allowed two items normally,
In some cases, enemies may carry more than
you would roll three times and pick two, and
one ranged weapon. For AI purposes, ignore
so forth.
this while moving; as long as the enemy is
in range of one of their weapons, the AI is Patron Pay
satisfied it is in range. If both weapons are in
Any Patron job will pay +1 credit in additional
range, it will opt for the weapon with the most
Danger Pay (see p.83 of the core rulebook),
shots first, highest damage second, unless
as long as you manage to kill at least one
specifics are stated otherwise.
opponent.
Some enemy profiles will state that they
replace specific weapons. Roll for their Quest Rewards
armaments normally. If one of the weapons If finishing a Quest, you receive one additional
generated is listed in the enemy profile Loot item.
as being replaced, they will carry the
replacement weapon instead. Brutal Fight
If your entire crew are casualties in a battle,
For example, if the profile states that they
select one crew member of your choice that
replace all Scrap Pistols with Handguns, this
receives +1 XP.
change happens if you roll Scrap Pistols on the
weapons table. Otherwise, nothing happens.
Elite-level Enemy Tables
Elite-level Rewards When facing an elite-level enemy, use the
updated tables on pp.39-52 in place of the
While facing off against Elite enemies is
tables in the core rulebook.
primarily a question of a tougher challenge,
it is only fair that greater rewards follow.
However, after fighting Elite enemies, the
LEADERSHIP NORMAL PANIC RANGE MODIFIED PANIC RANGE
Lieutenant 1-3 1-2
Lieutenant 1-2 1
Lieutenant 1 1
Captain 1-3 1
Captain 1-2 1
Captain 1 0

38
Elite Level Enemies

Elite Criminal Elements • Gang feuds: Career criminals also tend


You are facing some sort of outlawed to get even. When rolling to see if a
enterprise or faction. defeated criminal group becomes a
Rival, you must roll 2D6, with a 1 on
• Bounty pay: When engaging any
either die indicating that you have
opponents from this list, there is an
acquired them as Rivals.
If both dice
increased chance of a bounty being
score a 1, they hate you; they become
available. When setting up, roll 1D6. If
Rivals AND will increase the numbers
the score is 1-3, that is the number of
encountered by +1 in all battles.
bonus credits paid out if you Hold the
Field after the battle.

Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons

01-10 Gangers +3 1-2 4" +1 4 A 1A


Organized gangs run many backwater settlements, fighting for control.
Bug Out: When a ganger is Hit by a shot, they will retreat 3" away from the shooter.
Clack Clack: If the enemy would be armed with Scrap Pistols or Handguns, replace two with
Shotguns. Shotgun specialists add an Assault Blade.
Back Alley fighting: Gangers entering a brawl do not reduce their movement for crossing
difficult terrain.
11-19 Punks +4 1-2 5" +0 4 A 1A
Disaffected delinquents, but armed to the teeth.
Careless: You receive +1 to Seize the Initiative.
Style over substance: Punks with Military Rifles or Scrap Pistols swap them for Machine Pistols.
Git ’im!: A Punk attacking a Stunned target receives +1 to all shooting rolls.
20-27 Raiders +3 1-2 5" +1 4 A 2A
The only thing better than making something valuable is stealing it from someone else
Scavengers: If you Hold the Field, you may claim an additional roll on the Battlefield Finds Table
Always prepared: Any Raider with a Pistol-type weapon also carries a Blade.
Secure the goodies: Raiders within 4" of an objective or notable sight marker will not Bail, and
receive +1 to shooting and brawling rolls.
28-34 Cultists +4 1 5" +1 3 A 1A
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: After the mission, roll 2D6. Add +1 if you killed a Lieutenant, Captain, or Unique
Individual. On a 9+ you obtain a Quest Rumor.
Fire makes it better: Lieutenants and Captains carry a Clingfire Pistol in addition to their regular
weaponry.
Destroy the unbeliever: Every time a Cultist is slain, select a random enemy with Line of Sight
to the attacker. They will immediately fire on the attacker, Hitting only on 6s.
35-43 Psychos +4 1 6" +0 4 R 1B
For some, life in space just drives them nuts – homicidally so.
Fire frenzy: Unless firing an Area weapon, Psychos receive +1 shot with any weapon they use,
but will Hit only on a natural 6. All shots must be against the same target.

Eager to go: At the start of the Enemy phase, the Stunned Psycho closest to your battlefield edge
removes 1 Stun marker.
Goes boom: Any Psycho with a Scrap Pistol also carries Frakk Grenades. If in range of both
weapons, the Psycho will throw a grenade if they can hit more than one target with it.

39
Elite Level Enemies
Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons

44-48 Brat Gang +2 1-2 5" +1 4 A 2C


Upper class fools who have decided to shoot up the neighborhood for fun.
Careless: You receive +1 to Seize the Initiative.
Armor vests: 5+ Saving Throw.
Best guns daddy could buy: Specialists receive +1 to shooting Hit rolls.
49-51 Gene Renegades +2 1-2 5" +0 4 C 1B
Devotees of post-growth genetic reconfiguration, they can take the form of anything from a
woman with blue skin to cat-bear-people.
Alert: You receive -2 to Seize the Initiative.
Teeth and claws: Gene Renegades count as having Blades when brawling. Replace actual Blades
with Ripper Swords.
Like a predator: At the start of the Enemy Actions phase, select a random Gene Renegade in
Cover. If there is a position within 5" that would allow them a shot at a crew member without
Cover, move them there, then activate them.
52-57 Anarchists +3 1-2 5" +0 4 A 2B
Separatist groups violently opposing the state and the mega-corps.
Stubborn: The first two casualties in the battle do not force a Morale check.
Explosive politics: Two basic enemies carry Frakk Grenades and will use them if in range.
Fight the power: Anarchists receive +1 to Hit rolls when shooting at or brawling with your crew
captain.
58-64 Pirates +3 1-2 5" +1 4 A 2A
Space-faring looters who descend on colonies to raid, pillage and enslave.
Loot: Gain an extra Loot roll if Holding the Field.
Breach tactics: Lieutenants, Captains and 2 random basic enemies all carry Shatter Axes.
Ship fighting techniques: A Pirate winning a brawl may immediately fire their weapon as a
bonus action.
65-71 K’Erin Outlaws +2 1 5" +1 4 A 2A
The warlike K’Erin are an honorable people, though their outcasts frequently raid Human
colonies.
Stubborn: The first two casualties in the battle do not force a Morale check.
Para-military: Replace the weapon of one basic enemy with an Auto-Rifle.
Regain our honor: At the beginning of the Enemy Actions phase, each K’Erin within 8" of a crew
member rolls 1D6. On a 1-2, they immediately move 4" towards the nearest crew member as a
free move and then activates normally.
72-79 Skulker Brigands +4 1-2 6" +1 3 C 1B
Agile and gregarious, these rat-like humanoids show up almost anywhere in space.
Alert: You receive -2 to Seize the Initiative.
Scavengers: If you Hold the Field, you may claim an additional roll on the Battlefield Finds Table
(core rulebook p.121).
Pack tactics: If a Skulker is able to fire at a crew member that was already fired upon during the
current Enemy Actions phase, they will do so even if they are not the closest target. Add +1 to all
Hit rolls when doing so.
80-83 Tech Gangers +2 1-2 5" +1 5 T 3C
Weird criminal syndicates who seem to view high-tech with an almost religious reverence.
Loot: Gain an extra Loot roll if Holding the Field.
Overcharged weapons: In odd-numbered rounds (1, 3, 5, etc.) Hand Lasers and Infantry Lasers
gain +1 Damage, while Blast Rifles gain Piercing.
Tech Armor: 4+ Saving Throw.

40
Elite Level Enemies
Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons

84-90 Starport Scum +4 1-2 5" +0 3 D 1A


Any starship port facility will have assorted lowlifes and villains hanging around, waiting to see if
today is the day they make it big. It rarely is.
Friday night warriors: When a Scum is slain, all allies within 6" will retreat 5" directly back
towards their own battlefield edge, exiting the table if they reach the edge.
The one in charge: Scum are always accompanied by a Unique Individual.
Cornered rats: Scum within 6" of a crew member receive a temporary bonus of +1 to Combat
Skill and Toughness.
91-94 Hulker Gang +1 1 5" +1 5 A 1A
Human-derived brutes possessing massive upper body strength, they often succumb to berserk
fury.
Ferocious: When initiating a brawl, roll twice and pick the highest roll.
Wrecking crew: All Hulkers strike with Damage 1 (Melee, Impact) when brawling. Hulkers with
Melee weapons add +1 Damage and add the Impact trait.
Aggro: If a shot fails to overcome a Hulker’s Toughness score, they are NOT pushed back.
Immediately move them 2" towards the shooter, initiating a brawl if they make contact. Hulkers
are not Stunned by shooting attacks.
95- Gun Slingers +2 1-2 5" +1 4 T 1B
100
Desperados eager to test their trigger skills against an opponent.
Trick shot: When firing a non-Area weapon, every natural 6 on the Hit dice allows an additional
shot. Keep making shots as long as 6s keep being rolled.
Downtown shooting style: If the target is within 8", roll 1 additional shot.
Count the shells: Lieutenants and Captains carry a Machine Pistol in addition to their regular
armaments.
Elite Level Enemies

Elite Hired Muscle • Paid professionals: Apply a -1 modifier


Someone has hired goons to stop you from when you try to Seize the Initiative.
achieving your goal. Alternatively, they may
• Well supplied: Lieutenants and Captains
have been hired to bother whoever is paying
receive a 4+ Armor Saving Throw,
you.
replacing any existing protection they
would have.

Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons


01-14 Unknown Mercs +2 1-2 5" +1 4 T 2B
The Fringe is crawling with mercenary bands looking to make credits for paramilitary work. Most
have some measure of honor, at least when dealing with other professionals.
Let us just call it a day: If the Mercs are reduced to 1 or 2 remaining figures, you may call a
truce at the end of any round. The battle ends and you do not Hold the Field.
Tacti-cool: Two basic enemies have sighted weapons, adding +1 to Hit rolls when shooting.
Supporting fire: If you defeat a Merc in a brawl, randomly select a Merc with Line of Sight to the
winner. They will fire immediately as a bonus action, Hitting only on a natural 6.
15-26 Enforcers +2 1 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.
Cop killer: Enforcers always become Rivals after a battle.
Blast and clear: Two basic enemies have under-barrel Shotguns fitted to their weapons. They will
fire the Shotgun if they are in range, and the other weapon if not.
Subdue: Enforcer strikes when brawling receive the Impact trait.
27-34 Guild Troops +2 1-2 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: After the mission, roll 2D6. Add +1 if you killed a Lieutenant, Captain, or Unique
Individual. On a 9+ you obtain a Quest Rumor.
Well supplied: All troops receive a 5+ Armor Saving Throw.
Profit focused tactics: Guild troops within 6" of an objective or point of interest count as +1 to
Toughness.
35-39 Roid-Gangers +2 1 6" +1 5 A 1A
Criminal gangs obsessed with body enhancement. They often form sub-communities where they
communicate through incoherent gibberish.
Careless: You receive a +1 bonus to Seize the Initiative.
100% Protein: All Roid-Gangers carry a Blade. If an additional Blade is rolled, replace it with a
Ripper Sword.
Brutes: When initiating a brawl, Roid-Gangers add +1 to the die roll.
40-42 Black Ops Team +1 1 6" +2 5 T 3A
Highly trained, elite killers tasked with neutralizing the most dangerous targets. Who did you
make angry this time?
Fire teams: When firing, if any friendly Black Ops is within 3", reroll 1s on the firing dice unless
using an Area weapon.
Low light vision: In reduced visibility conditions, Black Ops can see clearly out to 12".
Go! go! go!: At the end of each Enemy Actions phase, if any Black Ops are visible without Cover,
select one such figure at random. They will move 6" to get into Cover, while maintaining Line of
Sight to at least one crew member.

42
Elite Level Enemies
Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons
43-46 War Bots +1 - 4" +1 4 A 3C
The CIM model War Bot, nicknamed “The Demon”, is a mainstay of high-tech, mech-infantry
forces.
Fearless: Never subject to Morale tests.
Armored shell: 5+ Saving Throw.
Following Fire: When firing weapons with 1 shot per round, if the initial shot Hits but fails to
knock out the target, the War Bot immediately fires again at the same target. Only one additional
shot can be gained.
47-50 Secret Agents +1 1 5" +1 4 C 2C
Likely to be spooks working for some powerful organization.
Costly Loot: If you Hold the Field, gain an additional Loot roll but add an unspecified Rival.
Upgraded sights: When firing a weapon with 1 shot on the profile, Secret Agents receive +1 to
Hit against targets in Cover.
Intrigue: After the mission, roll 2D6. Add +1 if you killed a Lieutenant, Captain, or Unique
Individual. On a 9+ you obtain a Quest Rumor.
51-53 Assassins +1 1 6" +2 4 A 1B
Hired killers. The sort who would garrote themselves AND their grandmother if the job paid
enough.
Gruesome: Characters rolling for post-battle injuries must apply a -5 modifier to the roll.
Stopping Power: Replace all Scrap Pistols and Handguns with Hand Cannons.
Evasive tactics: All shots against Assassins in the open are -1 to Hit.
54-59 Feral Mercenaries +3 1-2 5" +1 4 A 2B
Uplifted Humans merged with animal features, typically wolves.
Quick Feet: Dash moves add +4" move distance instead of +2.

Shoot to kill: One basic enemy replaces their weapon with a Blast Rifle. This trooper gets a +1
bonus to Hit when shooting.
Dog Fight: Feral Mercs receive +1 Combat Skill if brawling within 4" of an ally.
60-64 Skulker Mercenaries +4 1-2 7" +1 4 C 2C
Rat-man humanoids. These pests will work for anyone who pays and are surprisingly loyal.
Sniff them out: You cannot Seize the Initiative.
Firefight standard: Replace Hand Lasers with Infantry Lasers. One basic enemy has a sight (+1
to Hit).
Chemical fog: Visibility is always limited to 9" for crew (unless it would be lower due to other
circumstances). Skulker Mercs are never restricted by visibility limits.
65-74 Corporate Security +2 1-2 5" +1 4 D 2B
The corporations pay better than the Unity armed forces, plus great dental insurance.
Armor vests: 5+ Saving Throw.
Flash bangs: Each round, one Security trooper in range will throw a Dazzle Grenade. If multiple
Security troopers are in range, select at random.
Covering fire: Each Enemy Actions phase, the first time a trooper Stuns a target, a random
trooper in range and Line of Sight will immediately fire at the same target. This is a bonus action
and does not limit regular actions.
75-79 Unity Grunts +2 1 5" +1 4 T 2C
While often dismissed as unimaginative cannon fodder, Unity troops are well-trained
professionals.
Armor vests: 5+ Saving Throw.
Standard issue: Replace Colony Rifles or Hand Lasers with Needle Rifles.
Shock tactics: At the start of each Enemy Actions phase, select a random Grunt within Line of
Sight and range. They will fire, move, and then fire again.

43
Elite Level Enemies
Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons
80-85 Security Bots +2 - 4" +1 5 D 2A
Typical Security Bots used to guard all manner of installations and locations.
Really careless: You may add +2 when rolling to Seize the Initiative.
Robot punch: All Bots can punch: Melee, Damage 1.
Bots: 5+ Saving Throw and Fearless.
86-90 Black Dragon Mercs +2 1-2 5" +1 4 T 2C
Extremely professional, the Black Dragons have carefully cultivated a reputation for “clean”
operations and high standards.
Stubborn: The first two casualties in the battle do not force a Morale check.
Back up armaments: Specialists, Lieutenants, and Captains all carry Glare Swords.
Consumate professionals: Specialists have +2 Combat Skill.
91-95 Rage Lizard Mercs +1 1-2 5" +1 5 T 3B
The Rage Lizard mercenary unit specialize in boarding and ship-board operations.
Up Close: If a Rage Lizard is within 1" of a terrain feature, add +1 to brawling rolls.
Burn ’em out: Each Basic enemy carries a one-use Hand Flamer in addition to their main
weapon, and will fire it the first time they are in range.
Aggressive tactics: A Rage Lizard that activates within 5" of a crew member may fire their
weapon and then move to brawl in the same activation.
96- Blood Storm Mercs +1 1 5" +1 5 A 2B
100
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 war crimes.
Ferocious: +1 to brawling rolls when initiating combat.
Uncreative tactics: All basic enemies carry Ripper Swords.
Finish them off: A crew member defeated in a brawl and having no allies within 3" will be
unable to benefit from any rerolls or modifiers to the post-battle injury roll, and the injury roll
cannot be bypassed by any means.
Elite Level Enemies

Elite Interested Parties • On the trail: If encountering an


For reasons of their own, another group has Interested Party during a Quest mission,
taken an interest in the job you are doing. add +1 to the number encountered.
• Mastermind: Add +1 when rolling to
see if a Unique Individual is present.

Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons


01-06 Renegade Soldiers +2 1-2 4" +1 4 T 2B
Deserters, mutineers, and other scoundrels. These groups often declare themselves local warlords
and overlords.
Grudge: If encountered as a Rival, add +1 to the number encountered.
Scrap armor: All receive a 6+ Armor Saving Throw.
S
Suppressing fire: Renegade soldiers firing an Auto-rifle or Rattle Gun add +1 shot.
07-13 Bounty Hunters +2 1-2 5" +1 4 T 1B
Hunting down fugitives and people that the warlords, governments and gang bosses want found
is a booming business, especially if you aren’t too fussed about the legality of it all.
Intrigue: After the mission, roll 2D6. Add +1 if you killed a Lieutenant, Captain, or Unique
Individual. On a 9+ you obtain a Quest Rumor.
Hunting tools: Replace any Scrap Pistols with Dueling Pistols.
The mark: Randomly select a crew member. Bounty Hunters receive +1 to all shooting and
brawling attacks versus this character.
14-18 Abandoned +3 1-3 5" +0 4 A 1A
Occasionally, a sort of sickness strikes crews in deep space for extended durations. The causes are
unknown, but they often seek out old acquaintances, attacking in an animal-like fever.
Careless: You receive +1 to Seize the Initiative.
Swarming: Every 5-6 on the Morale dice results in another basic enemy being placed on the
battlefield. Place them within 1" of the most distant enemy figure.
Cowardly: Lieutenants are affected by Morale dice normally.
19-27 Vigilantes +2 1-2 4" +1 4 A 2A
Disgruntled locals who have decided to take matters into their own hands.
Persistent: If fought as Rivals, when rolling to resolve Rival status after the battle, a 5+ is required
to remove them.
Discouragement: One basic enemy replaces their ranged weapon with a Shotgun.
Angry mob: If 3+ Vigilantes are within 2" of each other or on/within the same terrain feature,
Panic range is reduced by -1.
28-35 Isolationists +2 1 4" +1 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.
Dogged: If reduced to only 1 or 2 remaining figures, the remaining Isolationists become Fearless.
Militia gear: Replace Scrap Pistols and Handguns with Colony Rifles for basic enemies.
Keep off: When shooting at crew in/on/behind a terrain feature within 8" of the shooter, add +1 to
Hit rolls.
36-41 Zealots +2 1 5" +0 4 A 1A
Near-suicidal devotees to some cause, belief, principle, or brand loyalty.
Ferocious: +1 to brawling rolls when initiating combat.
Excitable: Lieutenants and Captains carry an additional Hand Flamer and will fire them in
preference to other weapons, if in range.
The Prophecy!: Every time a 6 is rolled on a Morale die, the Zealot closest to the player’s battlefield
edge gains +1 Combat Skill for the rest of the battle.

45
Elite Level Enemies
Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons
42-48 Mutants +4 1-2 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 fight back.
Cowardly: Lieutenants are affected by Morale dice normally.

Scrap war: Specialists, Lieutenants and Captains carry a Brutal Melee Weapon.

Underdog: If the enemy is currently outnumbered on the battlefield, count Combat Skill as +1.
49-52 Primitives +4 1-2 6" +1 4 A -
For various reasons, space is full of groups of Humans or aliens existing on a pre-industrial level.
Going medieval: Instead of normal weapons, each enemy carries a Blade. Specialists, Lieutenants,
and Captains carry a Brutal Melee Weapon.
Rush job: Dash moves add +3" to movement, instead of the customary +2".
Sneaking in: In rounds 1 and 2, all Primitives are counted as being in Cover, regardless of their
position on the table.
53-56 Precursor exiles +1 1-2 6" +2 4 T 3B
The refined and elegant Precursors are rarely seen in Human space. Those that are met tend to be
the outcasts and those too wild to find a place in their serene home culture.
Prediction: You cannot Seize the Initiative.
High-tech weapons: Replace Auto Rifles with Plasma Rifles, and Rattle Guns with Hyper Blasters.
Spite: When a Lieutenant or Captain becomes a casualty, they immediately fire any Pistol carried at
the nearest crew member before dying. This shot can be taken even if defeated by brawling.
57-63 K’Erin Colonists +3 1 5" +1 4 A 2A
When this warrior species decides to colonize a world, war almost inevitably follows.
Stubborn: The first two casualties in the battle do not force a Morale check.
It’s for woodwork: All Colonists carry Ripper Blades.
Invasion Threat.
64-68 Swift War Squad +4 1 7" +1 3 A 1B
Diminutive winged lizards who live in a highly ritualistic caste society.
Unpredictable: No modifiers can be applied to the Seize the Initiative roll.
We like the sound: Two basic enemies replace their weapons with Needle Rifles.
The stars say to stay: Once two Swift have been removed due to Morale failures, the remaining
enemies become Fearless.
69-72 Soulless Task Force +1 1 4" +2 5 T 3C
Alien robot species operating in an inter-linked hive mind of sorts. Inscrutable.
Force screen: Lieutenants and Captains receive a Saving Throw even against Piercing weapons.

Armored chassis: 6+ Armor Saving Throw.

Inter-link: If a Soulless fires at a target that any other Soulless had already fired upon this round,
they fire 1 additional shot.
73-76 Tech Zealots +2 1-2 5" +1 5 A 3C
Cultists who worship technology. Often brimming with poorly fitted cybernetics.
Loot: Gain an extra Loot roll if you Hold the Field.

Tech sidearms: Lieutenants and Captains carry a Blast Pistol. 

Part machine: 6+ Armor Saving Throw.
77-83 Colonial Militia +3 1-2 4" +1 3 C 2B
The armed militia of a colony is its first 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 difficult to tell.
Home field advantage: All crew shots over 12" range count as being in Cover.

Defensive armaments: One basic enemy replaces their weapon with a Fury Rifle. 

Delaying action: Militia figures within 6" of a visible crew member may fire, then retreat a full
move.

46
Elite Level Enemies
Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons
84-88 Planetary Nomads +3 1-2 6" +1 3 C 2A
On many habitable worlds, colonists will abandon civilization and go live among the dunes and
jungles. They tend to react poorly to interlopers.
Alert: You are -3 to Seize the Initiative.

Silent killers: One basic enemy replaces their weapon with a Needle Rifle.
Hunting shot: Weapons with a shot characteristic of 1 gain the Critical trait.
89-100 Salvage Team +2 1-3 4" +1 4 T 2B
A rival crew looking for salvage and ready to fight for it.
Scavengers: If you are allowed to roll for Battlefield Finds after the battle, you may roll twice.

Hard entry: Two basic enemies carry Flak guns in addition to their main weapon and will fire them
in preference if in range. All Lieutenants and Captains carry Shatter Axes.
Here for the goods: Enemies within 6" of an objective or Notable Sight when activated will move
directly towards the item, then fire, taking one shot more than usual.

Elite Roving Threats • At least they don’t bear grudges:


You’ve stumbled into something dangerous in Enemies from this list cannot be Rivals.
the area and must fight for your life.
• All the same: Enemies from this list are
Any valuables found will typically be remnants not accompanied by Unique Individuals,
of some unlucky prior crew. except on the Insanity difficulty setting
(core rulebook, p.65).

Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons


01-04 Converted Acquisition +2 0 4" +1 4 A 2B
Nightmarish cyborg race that replenishes their ranks through captives and corpses, enhanced
with bolted-in weaponry and control circuitry.
Careless: You receive +1 to Seize the Initiative.
Built-in: Weapons remove Heavy trait.
Armored: 5+ Armor Saving Throw.

Invasion threat
05-12 Converted Infiltrators +2 0 4" +1 4 A 1A
The Converted often send in adapted members of a prospective target species to scout and spy.
Infiltrators: At the end of each Enemy Actions phase, select a random Infiltrator that is not visible
to any crew member. They immediately move towards the closest crew member. If any terrain
feature lies between the Infiltrator and the selected crew, place them in the middle of (or directly
behind) the terrain feature. If there are no intervening features, move them into the feature
occupied by the crew member or (if in the open) within 4".
Armored: 5+ Armor Saving Throw.
Invasion Threat.
13-18 Abductor Raiders +4 1 4" +1 3 A 2A
The short, large-headed clone species known as the Abductors are despised throughout space.
They insist they are abducting and mind-controlling other sapients for a higher purpose.
Scurry: If firing at an Abductor in the open and missing, the target immediately takes a normal
move towards Cover.
Capture plans: Specialists add Stun trait to any weapon carried.
Invasion Threat.

47
Elite Level Enemies

Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons


19-28 Swarm Brood +5 0 6" +1 4 B Claws
Multiple-limbed aliens that react to all lifeforms with extreme violence.
Claws: Melee, Piercing, Damage 1.

Pack hunters: Each time the Swarm initiates a brawl, the nearest enemy within 8" will
immediately move 4" towards the target.
Dodge: Shots at Swarm in the open and over 9" away are -1 to Hit.
Invasion Threat.
29-34 Haywire Robots +3 0 5" +0 4 R Smash
Occasionally robots go berserk. This isn’t a problem when it’s a cat-sized cleaning device. It is a
problem when the robot is a mining or construction bot.
Smash: Melee, Damage 2.
Heart of steel: 6+ Armor Saving Throw. Immune to Stun.

Careless: You receive +1 to Seize the Initiative and robots do not receive Cover unless they are in
or immediately behind the terrain feature.
35-44 Razor lizards +4 1-2 6" +1 3 B Fangs
An oversized lizard brimming with spikes and sharp teeth.
Fangs: Melee, Piercing, Damage +0.

Pointy bits: A character winning a brawl by only 1 point takes a Damage +0 Hit.

Slither and sneak: Razor Lizards suffer no movement reductions for terrain features and can
move over obstacles up to 2" height with no movement penalty. They can Jump down from a
feature up to 3" height with no damage or movement reduction.
45-56 Sand Runners +4 1-2 7" +0 3 B Chomp
Fast predators associated with desert planets. As they are trainable, they can be found on many
Human worlds, though unfortunately, if set free, they revert to wild behavior quickly.
Chomp: Melee, Damage 1.
Leap: If a Sand Runner finishes a normal move within 3" of a crew member, it will leap into
brawling combat as a Free Action.
They can hear you breathe: Any time two or more 6s are rolled on the Reaction dice at the start
of the round, an additional Sand Runner is placed on the table 1D6" from the center in a random
direction.
57-63 Void Rippers +3 1 5" +1 5 R Teeth
Swarms of extremely aggressive fish-like flyers. They can rip a man to shreds in moments.
Teeth: Melee, Damage +0. 

Gruesome: When rolling for post-battle injuries, apply -5 to the roll. Bots and Soulless are not
penalized.

Hover: Rippers are assumed to float 1" above the terrain and are not inhibited by any ground
features, including Impassable ones. They never trigger any form of Environmental Hazard.
64-69 Krorg +1 0 5" +2 6 R Rip and
tear
These beasts resemble a bear from Old Earth, but with larger claws and a surly demeanor.
Rip and tear: Melee, Damage 2.

Ferocious: +1 to brawling when initiating the combat.
Hulking brute: Immune to Stun. +1 to Hit when shooting at a Krorg when one is in the open.

48
Elite Level Enemies

Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons


70-78 Large bugs +5 1-2 5" +1 5 R Mandibles
Oversized insects and other creepy-crawlies are a distressingly common sight throughout space.
Mandibles: Melee, Stun, Damage 1.

Easy targets: +1 to Hit when shooting at Bugs.
Wave attacks: Each time a Bug is removed due to Morale loss, another Bug arrives. Each time a
Bug is destroyed, roll 1D6. On a 5-6, another Bug arrives.
Use a random direction roll in the center
of the table to determine which battlefield edge the Bug arrives from.
79-84 Carnivore Chasers +4 1-2 7" +1 4 B Teeth
Fast pack predators. Will hunt any prey they can bring down.
Teeth: Melee, Damage +0.

Keen senses: You cannot Seize the Initiative. 

Latch on: A crew member that loses a brawl takes one additional Hit.
85-97 Vent Crawlers +2 0 6" +2 4 R Claws
Homicidal alien lifeforms that like to lurk inside starships and on strange moons.
Claws: Melee, Piercing, Damage 1.
Fate worse than death: If a post-battle injury roll indicates the character has died, they cannot
be saved and no rerolls are possible for any reason.
We call them that because: At the start of round 1, before Reaction dice are rolled, roll 1D6 for
every Area terrain feature. Every 5-6 causes a Vent Crawler to be placed within the feature.
Corroding
98-100 Distorts +1 0 4" +0 4 B
Touch
Extra-dimensional horrors. It’s rumored they are the remnants of sapient beings who were lost in
teleport accidents.
Corroding touch: Melee, Piercing, Damage 3.

Shimmer: Distorts ignore all terrain and obstacles when moving, regardless of height. 

Displace: When a Distort is slain, roll 1D6. On a 5-6, place a new Distort 1D6" directly behind the
slain enemy, away from the attacker.

49
Elite Level Enemies

Elite Unique Individuals Individuals always roll separately, based


All Unique Individuals follow these rules: on their own AI. If using the Enemy
Deployment Variables or Escalating
• They are Fearless and unaffected by
Battles, those rolls are based on the
Morale.
main enemy AI.
• They may follow a different AI routine.
• Many of them have Luck and follow the
If using the AI Variations rule, Unique
same battle rules as player characters.

Roll Enemy Speed Combat Skill Toughness AI Luck Weapons


Power Claw,
01-06 Enemy Bruiser - - +1 G 0
Shotgun
A particularly unpleasant-looking individual.
Bruisers have the base profile of the enemy fought, with the above changes. Listed weapons replace
those normally carried.
Overbearing: If the Bruiser rolls a natural 6 when brawling, the opponent is knocked back 3".
07-12 Enemy Heavy - - - D 0 Plasma Rifle
The enemy has opted to bring some additional firepower.
Heavies have the base profile of the enemy fought, with the above changes. Listed weapons replace
those normally carried.
Rock ’n’ Roll: Add +1 shot if stationary and firing.
Hand Cannon,
13-17 Enemy Boss - +1 +1 - 1
Shatter Axe
One of the worst has managed to climb to the top of the hierarchy.
Bosses have the base profile of the enemy fought, with the above changes. Listed weapons replace
those normally carried.
Authority figure: Reduce Panic range by -1, but when slain, an additional Morale die must be
rolled.
Machine Pistol,
18-22 Hired Killer 6" +2 5 A 1
Glare Sword
Will murder for credits.
Following fire: When firing, every natural 6 allows the Hired Killer another shot against the same
target or a different target within 4" of the initial target.
23-25 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.
Fidgety: If the Spook is the only remaining enemy figure, they flee the battle.

Employee evaluation: If the Spook is killed, add 1 Rumor and a Rival.
State of the art gear: 5+ Screen Saving Throw.
Shotgun,
26-30 Bounty Tracker 6" +2 5 A 1 Suppression
Maul
Someone is willing to pay money to have you brought in, whole or in pieces.
Target priority: Randomly select a crew member at the start of the first Enemy Action phase. The
Bounty Tracker will always attempt to close with and attack that character.

50
Elite Level Enemies
Roll Enemy Speed Combat Skill Toughness AI Luck Weapons
Infantry Laser,
31-35 Callous Merc 5" +2 5 T 1
Glare Sword
Bitter and disillusioned mercenaries sometimes strike out on their own.
Stay in the fight: If struck by a ranged attack and surviving, the Callous Merc immediately fires at
the attacker.

Seen it all: No Stun markers can be placed on the Merc if they already have one.
Blast Pistol,
36-41 Freelancer 5" +2 4 T 1
Ripper Sword
A troubleshooter hired to supervise an operation and take care of any intrusions.
Interesting kit: If you slay the Troubleshooter in a brawl, make a Loot roll and claim the item for
use immediately.
Calculating: When rolling for Reactions each round, one of your dice is set to a 6 automatically.
The rest are rolled normally.
Various, Glare
42-44 Secret Agent 6" +2 4 A 2
Sword
Mysterious individual, packing some state-of-the-art murder implements.
Combination weapons: When activated each round, roll 1D6 to determine weapon for that
round: 1-2 Plasma Rifle, 3-4 Fury Rifle, 5-6 Flak Gun.
Flak Gun, Shatter
45-48 Hulker Brawler 5" +1 6 A 0
Axe
A burly post-Human uplift, brimming with strength and barely contained anger.
Overpowering: Roll twice and pick the highest roll when brawling.
Brute rush: If struck by ranged attacks, and the roll versus Toughness is a natural 1, the Brawler
moves a full move directly towards the shooter, attempting to engage them in a brawl. This can only
happen once per weapon attack, and resolves after all shots from the attacker are resolved.
Hand Cannon,
49-53 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 effective at their craft.
Slinging guns: May fire both pistols in the same round. Resolve the Hand Cannon first. Different
targets may be selected.
54-56 Engineer Tech 6" +1 4 C 1 Blast Pistol
A quiet alien species fascinated with technology and gadgetry.
Weapon upgrades: Each Enemy Action phase, pick a random enemy figure. They may reroll 1s
when firing this phase.
Shotgun, Brutal
57-61 Mutant Bruiser 4" +1 5 G 1
Melee Weapon
A misshapen beast of a creature, irregular in both body and temperament.
Ferocious: +1 bonus when initiating a brawl.
Hurl: If a brawl ends as a draw, the Bruiser hurls their opponent 1D6" in a random direction. The
target is then Stunned. This happens instead of both figures taking a Hit as normal.
Infantry Laser,
62-65 Precursor Wanderer 7" +2 4 A 1
Glare Sword
An alien mystic, brimming with psionic energies.
One with the flow: When activated normally, the Wanderer fires their weapon immediately, then
moves and then fires a second time.
Predictions: When declaring any shot against the Wanderer, roll 1D6. On a 5-6, the shot cannot
be taken (and another target cannot be selected), and the Wanderer immediately takes a half move
and then fires once at the would-be attacker.

51
Elite Level Enemies

Roll Enemy Speed Combat Skill Toughness AI Luck Weapons


66-69 Hakshan Investigator 5" +1 4 D 1 Plasma Rifle
Odd, suited aliens that trek the Galaxy in search of something vitally important to their species.
Driven: If a Notable Sight is present on the table and has not yet been claimed, the Investigator
adds +1 to all shooting and brawling rolls.

Armored suit: Not affected by any environmental threats. All weapons count as Damage +0
against the suit.
Machine Pistol,
70-75 K’Erin Warrior 5" +3 5 A 1
Ripper Sword
A noble alien warrior seeking adventure.
Master fencer: A brawl ending in a draw is treated as a win by the Warrior.
Hunting Rifle,
76-79 Nomad Scout 6" +1 4 D 0
Blade
A skilled tracker and shooter, hiring out to the starfolk for credits.
Concealed: Always counts as being in Cover when fired upon.

Deadly accuracy: +1 to Hit bonus when shooting.
Auto Rifle, Power
80-82 Cyborg Merc 7" +2 6 T 1
Claw
A mercenary stuffed full of cybernetic enhancements. Often contemptuous of the “meat-bags”
they fight alongside.
Built-in armor: 5+ Armor Saving Throw. If negated by Piercing weapon, the Merc still receives a
saving throw on a 6.
Nerve overrides: Remove a Stun marker when activating, instead of afterwards.
Hand Gun, Hold
83-85 Rogue Psionic 5" +0 4 C 3
Out Pistol
Self-taught Psionics are a substantial asset in a gun battle.
I just knew how to: Allies within 3" of the Psionic may reroll 1s when firing.
86-91 Gene Dog 6" +1 4 G 0 Fangs
Enhanced versions of Earth-dog breeds, usually modified to withstand the environment.
Fangs: Melee, Piercing, Damage +0.

Loyal: When someone engages the owner in a brawl, the Dog immediately moves a full move to
enter the same brawl. If it succeeds, it will fight the attacker instead of the owner. If the owner is
slain, the Dog will remain in place, attacking anyone that comes within 8". If the Dog is the only
remaining enemy on the battlefield, it will flee.
92-96 Sand Runner 7" +1 4 G 0 Chomp
These fierce lizards can make surprisingly loyal companions.
Chomp: Melee, Damage 1. 
Leap: If a Sand Runner finishes a normal move within 3" of a crew
member, it will leap into brawling combat as a Free Action.
Fury Rifle, Power
97-100 Mk II Security Bot 5" +2 5 G 0
Claw
The state of the art in robotic security details.
Targeting AI: May fire twice per round. Shots must be taken at each of the two closest visible
targets. If only one target is visible, only one shot is taken.

Armored chassis: 5+ Armor Saving Throw.

52
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