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ROLL TRAIT description

During battle, visibility is reduced by 2”, or restricted to 1d6+8" if there are no other
1 Haze
visibility traits on this world.
2 Overgrown When setting up the table you must add 1d3+2 plant features.
3 Warzone When setting up the table, you must add 1d3+1 ruined buildings or craters.
When fighting opponents from the Criminal Elements Encounter Table, the
Heavily
4 encounter is reduced by 1. When rolling to see if they become Rivals, only roll a
enforced
single die as normal.
When fighting opponents from the Criminal Elements encounter list, add 1 to the
5 Rampant crime
number encountered.
6 Invasion risk Add +1 to all invasion rolls.
Imminent Add +2 to all invasion rolls and if the world is invaded, rolls for war progress are at
7 -1.
invasion
Lacks starship Cannot spend more than 3 credits per campaign turn on ship repairs.
8
facilities
9 Easy recruiting Add +1 to the roll when recruiting.
Medical
10 The cost for accelerated medical care is only 3 credits per character.
science
Technical Add +1 to all repair attempts.
11
knowledge
12 Opportunities Add +1 to the roll when searching for Patrons.
Booming When rolling for post-battle credit rewards, any 1 on the dice is rerolled until it
13 economy shows a score other than 1.

14 Busy markets Each campaign turn you may spend 2 credits once to roll on the Trade Table.
Bureaucratic When attempting to leave, you must roll 2d6. On a 2-4, you are delayed and cannot
15 leave this turn without a bribe equal to the roll in credits.
mess
Restricted
16 education
You must roll 6+ to be approved for Advanced Training in this world.

Expensive
17 education
The fee to enroll in Advanced Training is 3 credits.
Travel
18 restricted
No more than one crew member may take the Explore option each campaign turn.
Well protected
19 sector
This world cannot be invaded.

20 Gloom During battle, visibility is reduced by 4”, or restricted to 1d6+4" if there are no other
visibility traits on this world.

21 Bot All Bot upgrades are 1 credit cheaper.


manufacturing
22 Fuel refinery Traveling from this world costs only 3 credits.

23 Weapon Any weapon obtained through the Trade Table or purchased outright costs +1
licensing credit.
Import
24 restrictions
You cannot sell items in this world.

25 Military outpost Add +2 to invasion rolls. Add +2 when checking for war progress.
ROLL TRAIT description
26 Dangerous When rolling on the Roving Threats Encounter Table, increase the number of
opponents by +1.
27 Shipyards The cost of all ship components is reduced by 2 credits.
No plant features or water features may be used on the battlefield. Crew members
28 Barren
may not conduct the explore task unless you pay 1 credit for each.

29 Vendetta Opponents become your Rivals on a roll of 1 or 2.


system

30 Free trade One crew member per turn can roll twice when using the Trade Table, and choose
zone one result.

31 Corporate state +2 when rolling to find a Patron. Patrons are always Corporations. Failing a
mission means being blacklisted and you may not get Patrons here again.
Adventurous When successfully Recruiting, you may roll up one additional character and then
32 population choose who to hire.
Any character making a dash may opt to slide. They move 1d6" in a straight line,
33 Frozen and must move the full distance. If they collide with anything, they, and any
character they collide with, are knocked 1" in a random direction and become
stunned.
34 Flat No hills or raised ground on the battlefield.
The cost to travel from here is raised by 1d3 credits. You may roll for this each
35 Fuel shortage campaign turn.
36 Reflective dust All Laser, Beam, or Blast weapons are -1 to Hit at ranges exceeding 8".

37 High cost Your crew size counts as being 2 higher for the purpose of Upkeep costs.
You're only approved to stay for 1d3 turn. To extend your stay, you must obtain a
Membership license. Roll 1d6, requiring a 5+ or you may opt to pay 1d3 credits. Otherwise, you
38 Only must fight Enforcers rather than perform tasks for each campaign turn you remain
here without a license (this is an out of sequence encounter, and does not count as
the main Battle stage for the turn).
39 Null zone No Laser, Beam, or Blast weapons of any type works.
40 Crystals Place 2d6 crystals on the battlefield. If you don't have any, use rocks.
41 Fog All shots beyond 8" are -1 to Hit.

42 Civil Unrest +1 to all invasion rolls and -1 when searching for Patrons.
Densely When determining the amount of opponents to face in battle, increase the amount of
43 Populated opponents by 1. +1 when searching for Patrons or recruiting.
When setting the battlefield, place at least 2 cliffs or large rocks, or 5 individual
44 Mountainous
rocks on the battlefield.
Sparsely When determining the amount of opponents to face in battle, decrease the amount
45 Populated of opponents by 1. -1 when searching for Patrons or recruiting.

46 Wandering When rolling on the Roving Threats Encounter Table, increase the number of
Monsters opponents by +2.

47 Wet World When setting the battlefield, place 1d3 water terrain features on the battlefield.

48 Perpetual Maximum visibility is reduced by 3", or restricted to 12" if there are no other visibility
Nights traits on this world.
Scavenger When rolling on the Loot Table to gather loot after a battle, roll twice and pick the
49 World more favorable result.
50 Crowded Place twice the amount of terrain features, and at least 1d3+1 of those features
Megacities must be a structure.
ROLL TRAIT description
51 Deep Snow During battle, all movement is reduced by 1" down to a minimum of 3”.
All battles are fought on vessels. Reduce the battlefield size down to 1.5 feet by 1.5
52 Aquatic feet. When setting the table, do not add natural terrain features such as plants or
rocks.
53 Raging Storms Each campaign turn, roll 1d6. On a 5 or 6, the ship suffers 1d6 Hull Point Damage.
54 Molten When setting up the table you must add 2 environmental hazards.
55 Desert No plants or water features on the battlefield.

56 Hypergravity Range is reduced by half for all ranged weapons.

57 Domed Once each campaign turn, whenever one or more crew members perform the trade
Habitats task, gain 1 rumor.

Subterranean At the start of each new campaign turn, roll 1d10. On a 1-3 you must fight Mutants
58 Mutants from the Interested Parties encounter list before any other step. This is an out of
sequence encounter, and does not count as the main Battle stage for the turn.

59 Cyclones Each campaign turn, roll 1d6. On a 6, the ship suffers 2d6 Hull Point Damage.
Do not automatically restore ship Hull Points and recovering characters do not
60 Depleted World automatically remove campaign turns. You must spend credits in order to repair
ship Hull Points and remove campaign turns.
61 Frontier Colony When determining enemies for a non Rival battle, only roll on the Roving Threats
Encounter Table.
Supply
62 Shortage
Add +2 campaign turns to characters in the sick bay and bots needing repairs.

Generous The first time you arrive on this world, gain 3 credits.
63 Residents
All battles are fought inside caves. Reduce the battlefield size down to 1.5 feet by
64 Cavernous 1.5 feet. When setting the table, you must add 1d6 rocks features.
Exotic When fighting opponents from the Roving Threats encounter list, if you Held the
65 Creatures Field you may roll on the Loot Table twice and pick the more favorable result.
When fighting opponents from the Criminal Elements encounter list, add 1 to the
66 Warlords number encountered. Patron jobs always roll for hazards.
67 Decentralized Add +1 when searching for Patrons, recruiting, and all invasion rolls. If the world is
invaded, rolls for war progress are at -2.
Military Each campaign turn you may spend 2 credits once to roll on the Military Weapon
68 Stockpile Table as detailed during crew creation (p.28). When fighting opponents from the
Hired Muscle Encounter Table, the number of opponents is increased by 1.
Once each campaign turn, whenever two or more crew members perform the
69 Ancient Ruins explore task, gain 1 story point. When setting up the table, you must add at least
two ruins that are not standard city ruins.
Crashed Once each campaign turn, whenever one or more crew members perform the
70 Mothership explore task, gain 1 rumor. When fighting opponents from the Interested Parties
encounter list, add 1 to the number encountered.
71 Swamps When setting up the table you must add 1d6 plant features and 1d6 water features.
Disorienting When attempting to leave, you must roll 1d10. On a 1-4, you are delayed and
72 Poles cannot leave this turn.
Bot Assembly
73 Plant
Reduce the amount of campaign turns needed for bots to repair by 2.
Machine Add +1 to all invasion rolls. At the start of each new campaign turn, roll 1d6 for each
74 Uprising bot in your crew. On a 6, that bot leaves the crew.
75 Peaceful Missions do not provide any Danger Pay. When determining the amount of
opponents to face in battle, decrease that amount by 1.
76 Unstable When setting up the table you must add 1d3+1 difficult terrain. All movement is
Surface reduced by 1” down to a minimum of 3".
ROLL TRAIT description
Add +2 to the roll when recruiting. Whenever you successfully recruit, also gain 1
77 Slave Market Rival.
Add +1 to the roll for Danger Pay if the Patron is a Wealthy Individual or a
78 Black Market Secretive Group. Each campaign turn you may spend 2 credits once to roll on the
Low tech Weapon Table as detailed during crew creation (p.28).

Apocalypse This world will be destroyed in 1d3+1 campaign turns, starting with this turn. When
79 setting up the table you must add 1d3 environmental hazards.
80 Flying Terrors When attempting to leave, you must roll 1d10. On a 1-4, your ship suffers 1d6 Hull
Point Damage.
81 Difficult Whenever any crew members perform the explore task, they also gain 1 xp. When
Landscape setting up the table you must add 1d3+1 difficult terrain.
Add +1 to the roll when Recruiting. Add +1 when determining if there will be any
82 Mercenary Hub Unique Individuals. When fighting opponents from the Hired Muscle Encounter
Table, the number of opponents is increased by 1.
Roll once on the Roving Threats encounter list to determine what enemies infest
this world. At the start of each new campaign turn, roll 1d10. On a 1-2 you must
83 Infested battle the enemies that infest this world before any other step. This is an out of
sequence encounter, and does not count as the main Battle stage for the turn.

Government If a Patron is a Secretive Group, always roll for conditions. Each time you succeed
84 Corruption in any mission, gain 1 rumor.

You may not buy or sell Laser, Beam or Blast weapons on this world. When
85 Low-Tech determining enemy weapons in battle, enemies who normally roll for weapon
column 3 or specialist column C must roll for one of the other columns instead.
86 Hazardous When setting up the table you must add 1d3 environmental hazards.
Terrain
Volcanic When setting up the table you must add 1d3+2 rock features and 1 environmental
87 hazard.
88 Tropical When setting up the table you must add 1d6+2 plant features and at least 1 water
feature.
Each character with combat skill +3 or higher provides +1 when searching for
Gladiator Patrons. Those characters also roll twice and pick one outcome when doing the
89 Arenas trade or explore task. In battle, opponents are always accompanied by a Unique
Individual, even Roving Threats.
Each campaign turn you may spend 2 credits once to roll on the High-tech
90 High-tech Weapon Table as detailed during crew creation (p.28). When determining enemy
weapons in battle, always roll in weapon column 3 and specialist column C.
Nearby Add +1 to all invasion rolls. It costs one less credit to travel to a new world.
91 Wormhole However, doing so will remove all previous worlds visited, Patrons, and Rivals.
92 Dust Storms Visibility is restricted to 12”. All Laser, Beam, and Blast weapons are -1 damage at
ranges beyond 8”.
93 Luxury Drugs Each campaign turn you may spend 2 credits once to roll twice on the Loot
Consumables Subtable (p.133).
94 Luxury Planet Patrons are always wealthy individuals, and Patron jobs always roll for benefits.
Fortress Cities Give -2 to all invasion rolls. When fighting opponents from the Hired Muscle
95 Encounter Table, the number of opponents is increased by 1.
Recently When setting up the table, you must add 1d3+1 ruined buildings or craters. When
96 Conquered fighting opponents from the Criminal Elements Encounter Table, the number of
opponents is reduced by 1.
97 Harsh Climate Roll 1d3. That many crew members may not conduct tasks during the world steps.
98 Ghost Towns May not search for Patrons here and -1 when Recruiting.
Contested When setting up the table, you must add 1d3+1 ruined buildings or craters. Also,
99 Battleground add +2 to all invasion rolls.
100 Massive World Immediately reroll all world traits, but this time roll four traits instead of the normal
amount.

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