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THINGS TO DO AND BILLS TO PAY

This supplement introduces 4 new Job types to the Starport Scum system, expanding the range of
options you have when setting up a randomly generated mission.

They follow the same 1-page structure as the existing jobs but each add a few new twists to the
formula.

Below is a “Job table” offering a way to pick a random job, using the tables in the core rules and
the new ones provided and the general nature of your crew.
Campaign crews begin as a Nobody unless you prefer to choose something else.
Use a D20.

While you are a Nobody, a roll of 16+ lets you pick your own job but you must deduct 1 Fistful of
credits from any reward received, due to the need to advertise your services.

Job Nobody Respectable Edge of the law Military freelancer Starport scum
Salvage 1-2 1-4 1-4 1 1-3
Security 3-4 5-6 5-7 2-4 4-5
Law 5 7-8 NA 5-7 NA
enforcement
Dirty job 6 NA 8-9 NA 6-9
Merc 7 NA 10-11 8-11 NA
Survey 8-9 9-12 12-13 12 10
Search 10-11 13-16 14-15 13-15 11-12
Recon 12-13 17-18 16 16-19 13
Bailing out 14 19 17-18 20 14-16
Face off 15 20 19-20 NA 17-20

EARNING A REP
After any job, roll a D6, on a 6, your Reputation will change to one of the choices above, based on
what fits the job you just finished.
You can only chose to be a Nobody again, if the job was a failure AND you had at least one
character die.

Example:
My crew is on the Edge of the Law and rolls a 6 after a Salvage mission for a local government.
We roll a 6 and I decide that our employer has need of dependable people with easily compromised
morals, shifting to become known as a Military Freelancer.

GUILTY PARTIES
If you wish to provide feedback, please reach me at runequester@gmail.com
Original “Scum” dice mechanics by Matthew Sparkes. Miniatures on cover by Angel Barracks
http://angelbarracks.co.uk/
SEARCH JOB

DESCRIPTION
Search jobs differ from Salvage in that you are hired to find a specific item or person and bring it
safely to your employer.

This may be more or less legal, the opposition generated will give you an indication, but you may
wish to ensure your ship is powered up and ready to burn orbit just in case.

THE BATTLE
Search missions almost always take place in an urban environment or inside a ship, structure or
facility.

Divide the table into 3 equal parts and pick two random locations in each as potential hiding
spots.
When a character moves into or adjacent with a hiding spot, a D6 roll of a 6 will reveal the target.
It can then be transported off the table.

If no location reveals the target, the mission is a bust, the quarry is long gone. Disengage and
move on.

THE ROLL
To set up the mission, roll 4D6 and assign the dice as you like.

ROLL EMPLOYER LOCATION ENEMY TARGET


1 Corporation Colony Mutants* Vital documents*
2 Local government Abandoned colony Salvage team* Digital data*
3 Anonymous client* Crashed ship* Gangers Private correspondence
4 Desperate family Research facility* Law men** Contraband*
5 Eccentric rich patron Downtown Corporate goons Person
6 Gang boss* Gang lair** Hired guns* Personal item

A * indicates a HEAT factor.


Add all HEAT factors together. If initial HEAT is 0, you arrive before any enemy has shown up.
Each turn, roll a D6 with a 4+ meaning a HEAT 1 enemy arrives.

REWARDS
Base pay if found: Two rolls on Loot table. 1 Fistful of credits per 2 HEAT.
Base pay if target is gone: 1 Fistful of credits.
Optionally you may repeat the job next campaign turn. If target is still not found, it is gone for
good.
RECON JOB

DESCRIPTION
You have been paid to go take a look around, get the lay of the land and report the information
back to your employer.
Not a bad deal at all, provided you can keep your heads down.

THE BATTLE
Typically takes place in a remote location but could be in an urban sprawl.

Enemies do not activate until fired upon or someone moves within 8” and line of sight.
Roll at the start of each turn, on a 6, all enemies activate.

Mark 3 locations on the table on the opposite table half, at least 8” apart.
You must reach two of these locations. Enemy figures should be scattered around their half of the
table.

THE ROLL
Roll 3D6 and assign as you see fit to generate the mission.

ROLL EMPLOYER LOCATION OPPOSITION


1 Local government* Rolling hills Mercenaries**
2 Corporation War torn** Pirates*
3 Mercenary outfit* Urban sprawl* Separatists*
4 Criminal boss* Isolated farm Armed yokels
5 Scientific institute Woodlands Angry nomads
6 Sector government** Rocky landscape Corporate security*

Each * indicates a HEAT factor.


Tally up all HEAT factors then add +1 to find the opposition level.

REWARDS
Base pay: Two rolls on the Loot table.
If HEAT level is 4 or higher, 2 Fistfuls of Credits in danger pay.
BAILING OUT

DESCRIPTION
Things have gone awry and it’s time to go!
Run like hell or fight your way through but we need to get to the shuttle NOW.

THE BATTLE
This can take place in a number of locations but almost invariably takes place inside a facility or
in a populated area.

The characters must attempt to exit the table from the opposing edge.
If desired, nominate a single location where the rescue vehicle is. If so, you can only exit there.

All player characters add +1 to all movement rolls.

THE ROLL
Roll 3D6 and assign the highest die to the last column, then assign the other two as desired to set
up the mission.

ROLL LOCATION OPPOSITION HOW ANGRY ARE THEY?


1 Colony Mercenaries** Irritated
2 Starport Law men* Irate*
3 Downtown Security guards* Angry*
4 Enemy hide out or base** Angry mob Furious*
5 Military base*** Alien commandos* Homicidal**
6 Research facility* Rival crew Genocidal***

A * indicates a HEAT factor.


When rolling for opposition add all HEAT factors together.
Add 1 additional Goon to the enemy force.

REWARDS
Base pay: If at least three characters escape, get 3 rolls on the Loot table to account for your ill-
gotten gains.
THE FACE OFF

DESCRIPTION
One of your old enemies have caught up to you and it’s time to rumble.

Nothing to gain but your honour or a grave stone on some forsaken rock.

THE BATTLE
This encounter almost always takes place in a populated area.
There should be a decently sized open space in the center of the table.

The two sides set up facing each other, 12” apart.

THE ROLL
Roll 3D6 and assign them as you see fit to set up the mission.

ROLL LOCATION ENEMY WHY DO THEY HATE YOU?


1 Back street* Mercenary outfit** Dispute over money
2 Bar Gang Debt owed
3 Downtown Rival crew* Spurned lover***
4 Colony outskirts Starport scum Long standing rivalry*
5 Starport Bounty hunter** Revenge from old mission*
6 Junk yard* Hired assassin** Wish I knew!***

Each * is HEAT factor, all of which are added together.


If no HEAT is generated, count as a 1 but reduce enemy size by 1. No rewards at all are provided
for such a weak Face Off.

REWARDS
You can scavenge 1 Fistful of credits off the bodies if you win and you may Ascend any one
character (as per the campaign rules) if you faced a HEAT 3 or higher enemy and hold the field in
the end.
TRIVIAL JOBS
If desired, you may send out a member of your crew to look for trivial jobs to do.

Any such crew member cannot take part in the tabletop battle but must still be counted when
calculating the enemy group size.
After the game, for each crew member choose to collect 1 Fistful of Credits or roll below:

Roll Job done


1 Waste of time
Nothing earned or the crew member blew the money on booze.
2-4 A bit of drudgery
Earn 1 Fistful of Credits.
5 Great job
Roll on the Loot table.
6 High risk
Roll on the Loot table but the character must roll for injuries as if they had gone Out of action
during the mission.

GAMBLING
After a mission, any Ace or Hero that did not go out of action during the battle can go gambling.
Goons would just blow any winnings on booze and agreeable company and Bruisers are too busy
polishing their guns.

Roll 1D6 below. You may do this up to 3 times for each character that wishes to gamble.

Roll Result
1 Lose 1 Fistful of Credits.
2-5 Break even and leave with what you had.
6 Win 1 Fistful of Credits.

A character with a gambling related trait can ignore the first 1 rolled but if they roll a 6, they
MUST gamble again (even if this takes them past 3 rolls).

INVESTING
You may opt to invest Credits in any venture you can think of, such as a local business, a trade
route or a gun smuggling ring.

Take the total Fistfuls of Credits invested and divide by 2, rounding down.
For that number of missions, roll below after finishing your encounter for your investment payoff.
Roll Result
1 Receive Nothing at all.
2-4 Receive 2 Fistfuls of credits in return.
5-6 Receive 3 Fistfuls of credits in return.
If you roll a 1 two missions in a row, all remaining investment payoff is lost.

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