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CLASSIC ADVENTURE

ON THE WILD FRONTIER


Enter a world of post-apocalyptic weird fiction

1
2 3
1. reader!
Hello,
Here’s a quick rundown of what this book is and why it is the way it is. The place-
holder art is non-attribution required and royalty-free, but with that it does not
INTRO 3rd Level Blueprints ...........38
represent what this book is in a great way. Please keep this in mind. The final book will 4th Level Blueprints............39
What is this? ......................... 8
not look like this, I hope.
With that out of the way, this book represents what should become a role-playing What to expect?.................... 8 1st Level Recipes .................40
game set in an apocalyptic far future with a dash of the wild and weird west, science
fiction and fantasy (technically sans magic). It is built with an old-school renaissance Terminology ......................... 9 2nd Level Recipes................40
framework in mind.
THE GAME 3rd Level Recipes ................40
Also, recently it has come to my attention that the D&D setting of Spelljammer has a
region called wildspace (or it’s a broad term, I’m not sure). This book’s name has noth- Statistics...............................10 1st Level Powers..................41
ing to do with that and does not denote the same or similar thing, apart from both
relating to space, obviously. As far as I could find, the word itself is not copyrighted. 2nd Level Powers ................41
CHARACTER CREATION
Some pages are currently blank, most likely waiting for content to be formatted prop-
erly, copied over or due to layout issues. The ‘Chapter Title’ that’s supposed to be on the CLASSES EQUIPMENT
bottom of every page is currently not working because Affinity Publisher crashes
Inventory .............................42
whenever I try to add more than a few sections :(. Additionally there are no book- Ace................................... 14
marks yet until I get a new version of Publisher which supports automatically adding
Weapons ..............................42
them. Until then, use the Table of Contents as it hyperlinks to every chapter. At least it Tech’ead.......................... 16
should, there were bugs with it numerating the wrong pages for some reason.
IMPLANTS
Solitaire........................... 18

Chaplain.......................... 20
POISONS
Contact me on:
Aural ............................... 22 ANIMALS &VEHICLES
Twitter: @Spookonaut
Animals................................53
Instagram: @Spookonaut Hustler ............................ 24
Itch: thechaya.itch.io Vehicles ................................54
Troubleshooter............... 26
Discord: Chaya#4708
Crafts....................................54
ADVANCEMENT
Animal Equipment ..............54
All images are royalty free and non-attribution required. TECH, TONICS & POWERS
Artists: @Pexels: Alex Andrews, Miriam Espacio, Adrien Olichon, Edvin Richardson; Dogs .....................................55
@Pixabay: Unknown Artist; @Rawpixel: Public Domain Drawings; @Flickr: British Tech Blueprints List ............34
Library’s Collections Beasts of Burden .................55
Tonic Recipes List................35
Typefaces: Goudy Old Style by Frederic W. Goudy, Droid Serif and Droid Sans by Steve
Matteson
ADVENTURE
Aural Powers List ................36
Health & Grunge..................56
1st Level Blueprints ............37
Combat.................................56
2nd Level Blueprints ...........37

4 5
Derelicts...............................59 BEAST BUILDER
Landing Zones .....................61 Traits ....................................97

TRAVEL ALTERNATE RULES


Pursuit .................................63 SETTING
Space Travel ........................64 What is this? ......................103

SPACE COMBAT The galaxy .........................103

Salvaging Ships....................72 Regions of space ................103

Pursuit & Retreat .................72 Major Factions...................104

HIRELINGS Locales ...............................107

Stiffs .....................................74 Other species .....................107

Enforcers .............................75 Glossary of galactic terms.109

Specialists ............................76 GAME MASTER MODULE


SHIP BUILDING Designing a Derelict ..........111

Structures ............................84 SYSTEM CREATION


SETTLEMENT BUILDING SECTOR CREATION
Station Settlement ...............86 SETTLEMENT CREATION
BULK TRADE MISSION CREATION
Trading ................................90 Major Factions...................130
Bulk Crafting .......................91
FACTION PLAY
FRIENDS & FOES Minor Factions ..................132
Statistics...............................94
TABLE INDEX
Additional Information.......95

6 7
INTRO TERMINOLOGY ◆ Messy A: Roll 3 dice, record all
three.
◆ 2d6 Table: Roll 2 dice separately.
The Dice
One marks a row, the other a
This game uses six-sided dice in a vari-
WHAT IS THIS? robust ship creation tool.
ety of ways. You will generally need at
column of a table.
◆ d66: Roll two different color dice.
Wildspace is a role-playing game in Lead Your Crew least three such dice to play the game, One is the first number, the other
which players explore the galaxy, but having more won’t hurt. We call the second. Used in tables.
Hire crewmembers and mercenaries to
investigate ancient secrets, outwit this die the d6.
pull off impossible missions and strike The Game
enemies and get rich doing so.
back against blackhearts. Roll Nomenclature
This book holds all the rules to make Game Master
◆ 3d6: Roll 3 dice and try to meet or
that happen, as well as tools to facilitate Face Dangers exceed or go lower than some The Game Master or GM is one of the
creating an expansive, living and grow- The galaxy is a dangerous place and number. players in charge of running the game
ing world filled with interesting people, only the best and brightest (and lucki- ◆ Xd6: Roll X number of dice. You behind the scenes, playing all non-
cunning factions, deadly monsters, est) can survive its many challenges. might be required to add them up player characters, designing challenges
roaring spaceships and amazing tech. or take note of how many times and refereeing rules.
Explore Planets certain numbers appear.
Players
WHAT TO EXPECT? Countless varied planets dot the stellar
◆ Xd6+Y: Roll X dice, add Y to the
total. Everyone at the table, but primarily
You will play characters who must landscape. Each is home to unique those who create and play characters
animals and diverse features. Come up ◆ X-in-6: Roll 1 die, roll on or under
forever seek what is out there. Who are are referred as this. The GM, despite
X.
not willing to sit complacent and let life with your own or quickly create both being a player too, is considered separ-
star systems and the planets within ◆ Low: Roll 3 dice, record lowest. ately in the rules.
happen. They embark on glorious
adventure across the vastness of space. them using this book. ◆ Medium or Mid: Roll 3 dice,
record middle. Adventures
The dark void holds many secrets and
riches, guarded by a mysterious and
Delve Into Derelicts ◆ High: Roll 3 dice, record highest. What the players engage with during
Whether floating in space, within sessions of play. Everything from
unrelenting blight called The Wild. Still, ◆ Messy L: Roll 3 dice, record lowest
hollow moons or strewn across planet- exploring deep jungles to bartering on
you will march on towards the black, two.
ary surfaces, derelicts are remnants of a the market and spying on enemy meet-
the mere prospect of death in space will ◆ Messy H: Roll 3 dice, record
humanity aeons gone. Their bowels ings.
not hold you back. highest two.
hold treasures long forgotten, defenses
Create Characters indiscriminate and hazards in wait.
Choose among a number of classes with
unique skills and abilities. Pick out
Meet Friends & Foes
equipment, weapons and armor. Apart from humans and their factions,
the galaxy is home to alien life forms of
Acquire powerful implants, research
many kinds.
diverse powers, concoct mighty tonics
and construct amazing tech gadgets. Or, Manage a Settlement
create your own class using a helpful
tutorial. Construct or take over settlements on
planets, moons and in space stations.
Build a Ship Make your home away from home.
Build up a ship with your crewmates,
upgrade it over time, and make it truly
your own with special traits and a

8 9
THE GAME in safety, etc.
Both are marked as having a maximum
Skill Check
There are four special skills which are
number of points and the current influenced by your ability modifiers
amount, which changes as characters and rolled using X-in-6. These skills are
STATISTICS Health (HLT), determines how healthy
get hurt or heal, but cannot exceed the very broad but also applicable only to a
and sturdy you are. High Health charac-
maximum. niche of situations, which would put
Ability Scores ters can endure much, resist disease
Your maximum HP will not rise from its any character to the test and also
At their most elementary level, player and take more punishment. Low Health
initial score, but GP will with each level. present them with a clear risk. All skills
characters are defined by five ability characters quickly go down, are sickly
There is no penalty for having 0 current begin at a 1-in-6 and are increased
scores which determine their strengths and have trouble keeping up.
GP. Non-player characters, creatures through class bonuses and ability modi-
and weaknesses. These range from 3 to fiers.
Class & Level and the rest only have HP.
18 and each number has a correspond-
Classes are archetypes which define ◆ Traverse Dangerous Surfaces
ing modifier and confers additional
abilities and provide characters with (BRV): Sheer cliffs, spiky walls,
bonuses. exposed wiring, taut cables, etc.
unique features. Characters increase in
Bravado (BRV), how they act under ◆ Use/Disable Tech (KNO): Under-
might by acquiring experience and
pressure, their courage. High Bravado stand, activate, deactivate, jury rig
leveling up their class. Most characters
characters are cool, courageous and and disable tech, etc.
start at level one and can get as high as
find comfort in living life to the fullest. ◆ Hear/Find (SPR): Locate hidden,
level nine.
Low Bravado characters are meek and hear faint sounds, etc.
prefer to keep safe. Experience Points (XP) ◆ Force Move (SHO): Unjam doors,
Know (KNO), measures your dislodge debris, move heavy
In order to level up, charac- objects, etc.
Ability Scores
smarts and knowledge. High ters need to acquire experi-
Know characters have a great Value Modifier ence points through adven- Resistances
capacity for absorbing new ture. These are gained in a
3 -3 Ability Check When something awful would happen
information and utilizing old. variety of ways, but mostly by
4-5 -2 to you, we roll a resistance check using
Low Know characters lack taking risks and exploring the For everything not covered by specific
6-8 -1 3d6 to prevent or diminish it. Your
taught knowledge, and prefer unknown. Classes list the rules and is a roll-worthy risky action
resistance scores are determined by
other ways of getting to a solu- 9-12 0 amount needed to reach each performed by your character, you make
your class and level. The roll result
tion. level. Once a character gains an ability check by rolling 3d6 and
13-15 +1 must meet or be lower than your resist-
enough, they gain all benefits comparing it to a relevant Ability score.
Spirit (SPR), is all about your 16-17 +2 ance, much like an ability check.
of their new level. If you get on or under your score, it is a
inner psychology and how 18 +3 success. ◆ Death (Dth): When avoiding
you see others. High Spirit instant-kill events.
Grunge & Hit Points
characters can manipulate others and Attack & Defense
Characters have two pools of points ◆ Turret (Trt): When targeted by
handle their personal demons. Low turrets or similar machines.
which protect them from death. Hit Your class and level determine your
Spirit characters are prone to outbursts,
points (HP) are equal to your Health chances of hitting in combat with an ◆ Mobility (Mob): When attacks try
have difficulty in understanding them-
score and measure direct bodily harm. Attack Bonus score. You may also gain a to restrict movement, immobilize,
selves and fail to notice the emotions of freeze, etc.
HP is restored with first aid, care, rest bonus from your ability scores or a
others.
and medical attention. Grunge points particular combat situation. ◆ Plasma (Pla): When in danger of
Show (SHO), tells us about your physic- (GP) are more akin to weariness and plasma jets, high-pressure flames,
A character’s Defense score is determ- toxic sprays, etc.
ality and how you present yourself. dirtiness, and give you a buffer between ined by the armor they wear. Anyone
High Show characters are extravagant, getting in trouble and getting hurt. GP is ◆ Otherly (Oth): When facing invis-
attempting to attack them must over-
noticeable, and they command atten- restored through certain activities, such ible forces, mind-altering attacks,
come their Defense. the unfathomable, etc.
tion. Low Show characters are shy and as having fun, enjoying luxury, resting
prefer to stay out of the spotlight.

10 11
CHARACTER CREATION ↓1st die / 2nd die → 1-2
Languages
3-4 5-6
1-2 Lizardine Cavi Fringe
3-4 Wee Roach Computer
Here are the steps for creating a Wild- 7. Record Languages 5-6 Crystalline Ashen Secrets Tongue
space character. Use a character sheet
All classes speak a common language,
to record everything.
but some know a few more. Write down
which or roll on the list. Specializations
1. Roll Ability Scores
Title Description
Roll 2d6+4 for each of your abilities. It is 8. Purchase Equipment Captain Can grunge up Medium to give everyone +1 for a day, while on ship
up to you and the GM if they will be Navigator Travel time for space encounter rolls is reduced
You start with 3d6 x 10 Juice worth of
rolled in order or distributed per desire. Pilot +1 when piloting a ship or fighter
equipment. You may keep any remain-
Mechanic +1d6 repaired when doing emergency repairs
2. Choose a Class ing Juice if you have a container for it.
Doctor Heal High with first and +1 per day to one person
Select one of the classes from the follow- Some classes have weapon or armor Gunner +2 damage when using the ship’s guns
ing section. They determine your restrictions. Mate Once per trip heal 3d6 grunge, distributed as you wish among the crew
special abilities, attack bonuses, Enforcer +1 to attacks when fighting on the ship
languages, and resistance scores.
9. Record Defense and Move Chef Player characters need a quarter of food on ships with kitchens
Your armor, or lack thereof, determines Motivator XP gains on training are +10%
3. Record your Ability your defense score and character move. Listener *Better chance of determining space encounter distance*
Modifiers & Attack Bonus Check the armor table or write down Historian Can add anything to a sector, once per sector
Each ability score has a modifier used Defense 10 and Move 6 if you are not Armorer +1 damage against boarders, for all player characters
in certain dice rolls. Determine yours wearing any armor. Botanist Even a small greenery saves atmos
from the modifiers table in Basics and Maintainer You heal 3 grunge instead of 1 to the ship during scrubbing
note any special notes for your score
10. Specialization (Optional)
(page right). Pick a Specialization from the list
applicable to your character, if any. Bravado Modifiers Know Modifiers
Everyone’s starting attack bonus is +0, BRV Ranged hit Initiative KNO Languages Tech Items
These represent some sort of past
modified by Show, for melee attacks, 3 -3 -3 3 Common None
experience or talent. Each grants a
and Bravado, for ranged attacks. 4-5 -2 -2 4-5 Common None
bonus to an action or a special ability.
Record it on your sheet. 6-8 -1 -1 6-8 Common 1
4. Record Resistance Scores 9-12 None None 9-12 Common 2
Your class provides you with resistance 11. Details 13-15 +1 +1 13-15 +1 3
scores for each level. Write them down. 16-17 +2 +2 16-17 +2 4
Name your character, give them some
18 +3 +3 18 +3 5
5. Special Abilities motivation, and a bit of story.

Some classes need to record what and Now, they are ready for everything.
how much they have. The Tech’ead has Spirit Modifiers Show Modifiers
their blueprints, Chaplains know tonic SPR NPC Reaction Loyalty SHO Melee hit/dmg H Items
recipes, and Aural’s have a research 3 -3 4 3 -3 None
point limit. 4-5 -2 5 4-5 -2 None
6-8 -1 6 6-8 -1 1
6. Record HP, Roll GP 9-12 None 7 9-12 None 1
Your health points are equal to your 13-15 +1 8 13-15 +1 1
Health. Record your starting grunge 16-17 +2 9 16-17 +2 2
points by rolling 2d6. 18 +3 10 18 +3 3

12 Space Combat Space Combat 13


CLASSES Ace Class
Resistances
Ready & Willing
ACE
Level XP Attack Dth Trt Mbl Pls Oth
Starting at 2nd level, Aces may spend
1 0 +0 11 9 11 10 8
grunge when Traversing Dangerous
Surfaces and roll against grunge spent. 2 1000 +0 11 9 11 10 8
3 2000 +1 11 9 11 10 8
Evasion 4 4000 +1 12 10 12 11 9
Aces may move their full move when 5 8000 +1 12 10 12 11 9
withdrawing.
6 14000 +2 12 10 12 11 9
Pl

Fighter pilot 7 20000 +2 13 11 13 12 10


ac Ar

th
Starting at 4 level, Aces can fly fighters. 8 28000 +2 13 11 13 12 10
9 36000 +3 13 11 13 12 10
Catfall
eh t

Can negate damage from a less-than-


ol

deadly fall once a day.


de

Critical Hits
Aces roll an additional d6 when they
r

score a critical equal to their attack


bonus. Additionally, their chance of a
critical hit is improved by 1.

Grunge: High
Armor: Light, Medium
Tool: Simple, Advanced
An Ace laughs in the face of danger and
takes the proverbial plunge. They don’t
seem to show fear or are very good at
hiding it. Life is cheap and grim these
days and they’re not keen on waiting to
see if tomorrow will be any better.

Roll with it
Gain extra Move equal to 1 + Attack
bonus. Only applicable during combat.

Vehicular sacrifice
Can take damage instead of a vehicle
they are in.

14 Space Combat Space Combat 15


TECH’EAD amount of Tech Scrap, but can be used a
number of times equal to half the
Tech’ead’s level and may be recharged. Tech’ead Class
It can also only be used by Tech’eads.
Resistances
It takes 3 hours per level of blueprint to Level XP Attack Blueprint Language Dth Trt Mbl Pls Oth
craft single-use Tech, and 3 days per
1 0 +0 Level 1 9 11 8 10 7
level to craft multi-use Tech.
2 1000 +0 9 11 8 10 7
A workshop environment is required
Pl

3 2000 +0 Level 2 9 11 8 10 7
for crafting and recharging.
4 4000 +1 New 10 12 9 11 8
ac A

Languages 5 8000 +1 Level 3 10 12 9 11 8


Tech’eads start with Computer and 6 14000 +1 New 10 12 9 11 8
eh rt

learn new languages as they level up. 7 20000 +2 Level 4 11 13 10 12 9

Research Station 8 28000 +2 New 11 13 10 12 9


ol

Starting at 7th level, Tech’eads can 9 36000 +2 Level 5 11 13 10 12 9


de

attract fellow technicians to a research


station, granted they have one.
r

Grunge: Medium
Armor: Any
Tool: Any
A Tech’ead has spent their days picking
apart machine guts and trying to figure
out how they work. They get truly
intimate with lost technology and love
to experiment with it, with varying
results.

Tech use
Tech’eads can use Tech and create Tech
from Tech Scrap. They start with 3
known blueprints and must acquire
more on their own, though they are
limited by their level of understanding.
Constructing single-use Tech requires
Tech Scrap equal to its level. It can be
used by anyone and will break down
afterwards.
Multi-use Tech requires triple the

16 Space Combat Space Combat 17


SOLITAIRE Tech Averse
Solitaires may not use Tech.
Solitaire Class
Ambusher Resistances
If Solitaire’s surprise someone they gain Level XP Attack Tracking Dth Trt Mbl Pls Oth
a +4 to their attack and deal double 1 0 +0 1-in-6 10 8 11 9 10
damage.
2 1000 +0 10 8 11 9 10
Animal Tamer 3 2000 +0 10 8 11 9 10
Pl

Solitaire’s add their attack bonus to 4 4000 +1 2-in-6 11 9 12 10 11


animal reaction rolls.
ac A

5 8000 +1 11 9 12 10 11
6 14000 +1 11 9 12 10 11
Know Selfish/Communal
eh rt

7 20000 +2 3-in-6 12 10 13 11 12
Starting at 3rd level, a Solitaire can find
8 28000 +2 12 10 13 11 12
out if someone is selfish or communal
ol

by spending time with them. 9 36000 +2 12 10 13 11 12


de

Beast Master
Solitaires can tame and ride beasts
r

starting at 5th level. The animal must be


of ridable size.

Grunge: Medium Companion


Armor: Light, Medium Solitaires cannot hire or have compan-
ions, but they may tame a small animal
Tool: Simple
as such.
Not everyone fits in, you least of all,
having spent your days on the edges of
society. Each Solitaire is unique,
whether they hail from a lonesome
homestead, a forgotten tribe, or the
deadly frontier. You have a particular
understanding of human nature, and
your soul-searching lifestyle has left
you with a unique outlook.

Tracker
Solitaires can track in any terrain. The
chance to do so increases as they level
and they apply a Knowledge modifier.

Languages
A Solitaire starts with two additional
languages.

18 Space Combat Space Combat 19


CHAPLAIN be given food and lodging.

Congregation Chaplain Class


Starting at 6th level, a Chaplain may Resistances
gather the faithful into a flock
Level XP Attack Recipe Dth Trt Mbl Pls Oth
surrounding a location of worth.
1 0 +0 Level 1 9 9 8 10 12
Firster Aid 2 1000 +0 9 9 8 10 12
Chaplains heal high HP when perform- 3 2000 +1 9 9 8 10 12
Pl

ing first aid.


4 4000 +1 Level 2 10 10 9 11 13
ac A

Tonic Maker 5 8000 +1 10 10 9 11 13


eh rt

Chaplains can make various tonics 6 14000 +2 10 10 9 11 13


from ingredients, if they have the 7 20000 +2 Level 3 11 11 10 12 14
ol

proper recipes. The level of recipe they 8 28000 +2 11 11 10 12 14


can make depends on their level.
de

9 36000 +3 11 11 10 12 14
The number of ingredients required for
a single dose is equal to the level of the
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tonic. Ingredients can be bought, found


and foraged. Chaplains also add their
Know modifier to forage attempts when
looking for ingredients.
Grunge: Medium A cook’s kit or kitchen is required to
Armor: Any make tonics and production takes a full
Tool: Simple, Advanced day of work per recipe level.

In these constant troubling times there


are always those who turn to religion
and those who in turn provide them
with it. Chaplains speak the only truth
they know and strike back at the dark-
ness of human indecency and galactic
indifference with furious anger.

Vow
Chaplains take a vow not to use a
certain type of weapon. Pick one of the
following categories: Guns, melee,
lethal.

Hospitality
Chaplains are always welcome in
churches and similar locations. They
and their immediate companions might

20 Space Combat Space Combat 21


AURAL Untainted
Aurals start with one manifestation and
do not receive taints. However, they Aural Class
may not acquire Tech implants. Resistances
Level XP Attack RP Limit Dth Trt Mbl Pls Oth
Sanctuary
1 0 +0 3 11 8 9 9 12
Starting at 6th level, an Aural may
Pl

2 1000 +0 5 11 8 9 9 10
construct a sanctuary for similar folk.
3 2000 +0 8 11 8 9 9 10
ac A

Powers 4 4000 +1 10 12 9 10 10 11
Aurals gain access to special powers by
eh rt

5 8000 +1 13 12 9 10 10 11
researching the Wild. Research Points 6 14000 +1 15 12 9 10 10 11
(RP) are gained when they gather
ol

7 20000 +2 18 13 10 11 11 12
samples, and dead or living specimens.
8 28000 +2 20 13 10 11 11 12
de

A sample of the Wild provides RP equal


9 36000 +2 25 13 10 11 11 12
to its HD.
r

A dead specimen provides RP equal to


its HD x 2.
A living specimen provides RP equal to
its HD x 3.
Specimens must be examined in a
Grunge: Low laboratory to acquire RP. You may only
Armor: Light acquire RP from a species once. Each
Tool: Advanced, Fine research takes as many days as RP it
provides.
Some would considers Aurals to be
cursed, and some blessed. From a Using a power costs RP equal its level.
young age they begin to hear voices Aurals start the game with 3 RP and
unknown, some eventually going mad, cannot hold more RP than indicated.
others pushing past those trying years.
Those who overcome it can adapt and
live almost ordinary lives.

Wildfeel
Starting at 2nd level, an Aural is acutely
aware of the Wild in their vicinity.

Echolocation
An Aural’s Hear/Find starts at 3-in-6.

Lie Detector
Starting at 4th level, an Aural may Hear/
Find to determine if someone is lying.

22 Space Combat Space Combat 23


HUSTLER Back Attack
Damage done from behind is increased.

Den
Starting at 6th level, Hustlers may create
a den which attracts the seedy element.
Pl

Exploits
ac A
During combat, a Hustler can turn 6s
from their damage roll, which do not
cause damage, into exploits.
eh rt

An exploit is a minor maneuver against


your opponent, on the environment, or
ol

for nearby allies. The effects, efficacy


and plausability are up to the GM.
de
r

Grunge: Low
Armor: Light
Tool: Simple, Fine
They know exactly what makes others
tick and they use this knowledge to get
what they want. It doesn’t matter if it is
intriguing looks or sweet words, it
works. Money, fame, pleasure, luxury,
take your pick.

Counterfeit Personality
With the right tools Hustlers can
quickly muster up a passable disguise
that will trick anyone not paying close
attention.

In Every Port
You have a 3-in-6 chance of knowing at
least one person in any decent settle-
ment. Though, on a roll of 1 you are on
bad terms.

24 Space Combat Space Combat 25


TROUBLESHOOTER bonus to Shoot.

Fair Fighting Troubleshooter Class


Troubleshooters may not coup de grace Resistances
or attack the unarmed.
Level XP Attack Reflexes Dth Trt Mbl Pls Oth
Hospitality 1 0 +0 Extra Attack 10 11 9 8 8
A troubleshooter is usually welcome at 2 1000 +0 10 11 9 8 8
any lawman’s. They may also be given Extra Attack &
3 2000 +1 10 11 9 8 8
Pl

supplies, food, and lodging. Extra Move


4 4000 +1 11 12 10 9 9
ac A

Way of the Gun 5 8000 +1 Two Extra 11 12 10 9 9


Attacks
Troubleshooters may only use guns and
eh rt

6 14000 +2 11 12 10 9 9
knives.
Two Extra
ol

7 20000 +2 Attacks & Two 12 13 11 10 10


Extra Moves
de

8 28000 +2 12 13 11 10 10
9 36000 +3 12 13 11 10 10
r

Grunge: High
Armor: Any
Tool: Simple
When the galaxy is tough, you try to be
tougher. In this unforgiving galaxy
someone must bring balance and order.
You only trust two things in life: your-
self and the gun.

Woah, lucky...
Troubleshooters may sacrifice one item
per combat (as per shield rules) in addi-
tion to a shield.

Reflexes
Troubleshooters may forego their next
attack to do more this turn.

Duel Wager
Troubleshooters may increase their
chances of dying in a duel for an equal

26 Space Combat Space Combat 27


ADVANCEMENT 3d6 Manifestation
Manifestations
Description
3 Passive Defensive You gain +1 do Defense
4 Sticky Ends You can climb any surface
Experience 5 Tough Skin Roll against spirit to gain +1 Defense for an hour
Determining what triggers experience Training 6 Heightened You are always quick in combat. Quicker than Quick
gain for characters will impact player Each player character who spends a 7 Othervision Can see in limited/no/impossible visibility conditions
expectations and the very nature of the whole week training receives 100 XP. 8 Rejuvenation You heal Low/Mid/High health each day
game. It tells us what the game expects This time needn’t be continuous. The 9 Enhanced Increase an ability by 1
player characters to engage with and character may not do anything else of 10 Unnatural Healing Roll against Spirit to heal others for Low/Mid/High/Messy L
what it values. The default assumption note during this time. 11 Unnatural Cleaning Roll against Spirit to clean others for Low/Mid/High/Messy L
in Wildspace is for experience to be 12 Tougher Add an additional Mid Grunge
gained by travel, exploration and Leveling Up 13 Punch-Up Unarmed, deal Low/Mid/High damage
coming into contact with varied indi- Once a character gains the amount of 14
viduals. A table of players may change XP required for the next level they level 15 Drain Roll against Spirit to stun 1d/3d/6d HD of creatures for a round
the way experience is gained or adjust up the next time they have a few days of 16 Tendrils Gain natural weapons that deal High/Messy damage
the parameters to better suit their rest. During this time they may 17 Symbiosis No longer need food or water to survive
needs. continue gaining experience. Your 18 New You Your physical appearance changes completely
current XP does not reset.
The game assumes normal amounts of Taints
experience are gained in the Border- 2d6 Taint Description
lands, space between the relative safe 2 Paranoia You do not trust others anymore
Home and the certainly dangerous 3 Worst Luck Anything bad will happen to you first
Beyond. While in Home, players gain ½ 4 Uncouth Lower Grunge by High
the normal experience, and while in the 5 Open Wounds You do not benefit from First Aid
Beyond they gain 1½ more. 6 Strange Eyes Your eyes grow weird
Discoveries 7 Stigmata You gain visible body markings
Each player receives the full experience 8 Weariness You look older than you should
9 Attractor The Wild knows you’re here
when making discoveries.
10 Debility Lower an ability by 4
◆ Surveying an Unknown System: 11 Insomnia Rest doesn’t recover Grunge
100 XP 12 The Call On death you will turn Wild
◆ Surveying a Phenomena: 50 XP
◆ First Visit to a Settled World: 20 Wild Thing manifestations, you undergo change
XP and gain both a beneficial manifesta-
Those who come into contact with the
◆ Surveying a Derelict: 100 XP tion and detrimental taint. This is
Wild are bound to be irrevocably
unavoidable and resets your wild
Obstacles changed. Accumulation of wild points
points.
Each character involved receives an will trigger weird and alien manifesta-
equal portion of the experience after tions and taints. You gain a wild point You may gain the same manifestation
overcoming an obstacle. the first time a wild-infested location multiple times. Some will provide you
causes you grunge and health damage, with the effect once again, while others
◆ Foes grant XP dependant on for a maximum of two wild points per improve their already present effect.
their difficulty. such location. However, taints cannot be acquired
◆ Space combat grants XP to the twice. Reroll them or pick the nearest
entire crew based on enemy ships. Once you reach a number of wild points
one you do not already have.
equal to 5 + your current number of

28 Space Combat Space Combat 29


TECH, TONICS & POWERS Tonics
Despite their name they are not all
your current toxicity. Should you go
over your maximum Toxicity (equal to
your Show), the tonic that put you over
bottled liquids. They can come in a vari-
will have an opposite and negative
ety of styles, such as lozenges, concoc-
Some classes have the ability to create must do so in a workshop environment. effect on you.
tions, balms, oils, tinktures, creams,
wondrous items in a variety of ways.
◆ Single-Use Tech: Requires an pills, liqueurs, syrups, and so on. Toxicity lowers naturally at a rate of
Tech’eads manufacture Tech, gadgets amount of Tech scrap equal to the Anyone can imbibe tonics. one per day.
and machines from a bygone era. Chap- Tech’s blueprint level. It takes
lains concoct tonics, strange consum- three hours per level of blueprint Recipes Hands that Heal
ables with strong effects. Aurals to craft. As they level up, Chaplains gain access When making them, tonics can
research the Wild to gain powers, twist- ◆ Multi-Use Tech: Requires triple to more complex types of tonic recipes. purposefully be made to do the opposite
ing their very nature to suit their needs. the amount of Tech scrap. It can Recipes can be found before posessing of what they normally do. This might
be used a number of times equal adequate knowledge to understand not make sense for all tonics.
Tech to half the Tech’eads level (round
how to make them.
up) at the time of construction. It Such tonics also cause toxicity as per
Works the same way most items do and takes three days per level of normal, but reaching your maximum
Ingredients
must be carried around as part of the blueprint to craft. does not mean they become beneficial.
These are various rare herbs, roots,
character’s equipment. With some Rather, you simply cannot consume
Recharging barks, flowers, saps, fruits, vegetables,
limitations: normal tonics without triggering
Tech may only be recharged in a work- and so on. On their own they are
◆ Single-Use Tech: Can be used by shop environment. You must also have useless. Only a Chaplain my turn them toxicity.
anyone, but is worthless after use. enough Juice on hand. Recharging into something useful and must do so in
◆ Multi-use Tech: Can only be used always charges the item to full and a kitchen environment.
Powers
by Tech’eads. Has a number of requires Juice equal to the Tech’s blue- These are mystical abilities that Aurals
uses and may even be recharged Each dose of a particular tonic requires
print level x 100. It takes days equal to can activate in themselves, on others, or
using Juice. one ingredient per level of recipe.
its blueprint level. This process does not the world around them. They manipu-
Other than that they conform to regular Multiple doses can be made at the same
require supervision. late the world at some unknown level,
equipment rules, such as Bulky and time, given enough ingredients.
bending the laws of nature as we know
Heavy. Duration However, this is limited to half the
them.
After activation Tech will work or Chaplain’s level (round up) per produc-
They require at least one hand to use. produce an effect for a number of turns, tion cycle. Aurals do not need to learn their
Blueprint Level minutes, hours, or have a permanent powers, they know everything they can
Production takes a full day of work per
effect. Instant duration means it simply do starting from level one. However,
As they level up, Tech’eads gain more level of recipe.
does its thing. Some multi-use Tech they are limited by their own body and
and more understanding of the intrica-
cannot be used again until its previous Imbibing mind as utilizing these powers requires
cies of Tech, allowing them to utilize
function ceases. Depending on the type of medium for endless research and deep knowledge
better blueprints. It is possible to find a
the tonic, it might be easier or harder to of things most dare not dream about.
blueprint of a higher level than your Range
level allows. However, it is not possible consume. However, it always requires Research Points (RP)
Some Tech produces an effect over a two hands. Whether it be opening a
to utilize it until your level is high certain radius or can work while inside Powers are used by expending an
enough. pouch with pills, taking a sip from a
a radius centered around the user. abstract resource called Research
bottle, or applying balm topically.
Tech Scrap Worn Tech must be equipped and Points. Aurals may gain RP by research-
Touch Tech must come into contact Toxicity ing the Wild. This can be done on Wild-
Special Tech scrap is used to construct
with their target. Tech marked with (T) Tonics are powerful mixtures of who- infected particularly dangerous plant-
Tech and can be scavanged, looted or
can be thrown as any item. Be careful, knows-what and as such they can be life or wild-infected animals.
even traded for. These items have no
particular purpose and cannot be used multi-use thrown Tech must be harmful to the body. Each recipe has a ◆ Sample: A small bit of either
for anything else. Only a Tech’ead can retrieved after use. toxicity statistics which tells you by how provides RP equal to its HD.
turn them into something usable and much, a single applied dose, will raise ◆ Dead: A deceased specimen

30 Space Combat Space Combat 31


provides RP equal to its HD x 2.
◆ Living: A captured specimen
provides RP equal to its HD x 3.
Research
Specimens, living or dead, must be
examined in a laboratory environment.
RP may only be acquired from a single
species once, and each cycle of research
takes as many days as RP it provides.
RP Limit
Aurals can benefit from having so much
RP at once. This limit increases as they
level up.
Using any power expends RP equal to
its level.

32 Space Combat Space Combat 33


TECH BLUEPRINTS LIST 4th Level TONIC RECIPES LIST
Nano-Corpse
1st level 1st level
Grip Rocket (H)
Anti-Crush Snake Oil
Force Multiplier
Beacon Regenerator
Foodbox (Bl)
Charter Bitters
Door Maker
Flash Blue Mass
Hab (H) Elixir Salutis
Hibernator
Tech Detect 2nd Level
Tech-Jack Carminative
Universal Receiver Radalive
Energya
2nd Level Unidote
Visual Relay
Unlocker 3rd Level
Tripwire Revivor
Projector Antigone
Motion Sensor Ten Oils
Mind Scrambler
Firefoam

3rd Level
See-Througher
Hundred Foot Pole (Bl)
Gravitic Negater
Friction Skates
Force Field Wall
Flightpack (H)
Drone
Disguiser

34 Space Combat Space Combat 35


AURAL POWERS LIST 1ST LEVEL BLUEPRINTS Materializes a tent-like structure
capable of withstanding the elements. It
1st level Anti-Crush fits 6 comfortably, or up to 12 non-com-
fortably. It can be easily destroyed.
Soothe Duration: Permanent
Gills Range: Placed Hibernator (T)
Wild Growth Prevents a portal or similar from clos- Duration: Up to 1 hour
ing. Multi-use version may be deactiv- Range: 10 meter radius
Temper
ated.
Puts targets, up to 6 HD combined, to
Beacon sleep.
2nd Level
Duration: 1 hour Tech Detect
Molecular Modulation
Range: 1 km radius Duration: 6 hours
Sends out pulses in a wide area. User Range: 10 meters
3rd Level sets what equipment or sense can
Senses nearby powered tech.
notice the pulses.
Example
Charter Tech-Jack
Duration: 10 minutes
Duration: 1 hour
Range: Touch
Range: 5 km radius
Connects user to tech and enables
Small machine flies and circles the
limited communication between them.
larger area, constructing a map as it
does. The map appears as does the Universal Receiver
terrain from high up.
Duration: 6 hours
Can be made at a higher level to allow
more detail or usability. On level 2 it Range: 1 km radius
also shows elevation. On level 3 it offers Intercepts and plays back all tech-based
extreme detail. On level 4 a heat-based communications which happen to pass
map as well. On level 5 it highlights through its range of operation.
working tech.

Flash (T)
Duration: Instant or turns/level
2ND LEVEL BLUEPRINTS
Range: 5 meter radius, thrown Firefoam
Blinds creatures in its radius for a Duration: 5 turns
number of turns equal to its level, if the Range: 5 meter radius
creatures fail a save against mobility.
Releases a sticky foam over an area
Hab (H) which prevents movement and extin-
guishes fires.
Duration: Permanent
Range: Nearby Mind Scrambler

36 Space Combat Space Combat 37


Duration: 1 minute Disguiser Range: 30.48 meters Nano-Corpse
Range: 3 meter radius Duration: 6 hours A pole which extends up to 30.48 Duration: 24 hours
meters. The front will stop expanding if
Upsets up to 5 + blueprint level HD of Range: Worn Range: Touch
it meets enough resistance, at which
targets and disables motor functions if
Change the appearance of one indi- point it will extend out the back. Raises a corpse, up to double human
the targets fail a resist against mobility.
vidual to that of another. Appearance is size, which follows the user’s
Motion Sensor manually entered. See-Througher commands. As long as they are not too
Duration: 1 hour complex or easily misconstrued.
Duration: 1 hour Drone
Range: Worn
Range: 15 meter radius Duration: 1 hour
Head-mounted device which allows the
Detects movement through obstacles, Range: 100 meters
user to see through thick or thin materi-
including that of invisible creatures and
Minute and controllable flying machine als up to 5 meters away.
things.
which relays what it sees.
Projector
Flightpack (H)
4TH LEVEL BLUEPRINTS
Duration: 1 hour Door Maker (T)
Duration: 1 hour
Range: No range Duration: Instant
Range: Worn
Creates a lifelike, yet static, image of Range: Touch
Allows flight, but is loud and highly
your choosing.
visible. User can fly up to Move 10. Creates a portal in any surface.
Tripwire
Force Field Wall Foodbox (Bl)
Duration: 12 hours
Duration: 6 hours Duration: Permanent
Range: Up to 10 meters
Range: 2 meters Range: Touch
Two devices form a coherent and invis-
Creates an impenetrable wall of energy. Materializes a hundred days’ worth of
ible beam which signals a third device if
About 2 meters high and wide. Supplies.
broken.
Friction Skates Force Multiplier
Unlocker
Duration: 1 hour Duration: 10 minutes
Duration: Instant
Range: Touch Range: 5 meters from user
Range: Touch
Any footwear can ignore friction, when Creates several holograms of the user
Opens a single locked door or similar.
at a correct angle. which act independently of the user
Visual Relay and each other, but must remain close.
Gravitic Negater Commands can be issued upon activa-
Duration: 24 hours
Duration: 10 minutes tion and instead of an attack.
Range: 1 km
Range: User
Grip Rocket (H)
One device sends out an image of its
The user can move as if gravity is Duration: 1 hour
surroundings and another device
pulling them in another direction.
receives it. Range: Worn
Hundred Foot Pole (Bl)
3RD LEVEL BLUEPRINTS Duration: 1 hour
A levitating, fast-moving, two-seater
which can reach speeds up to 50 Move.

38 Space Combat Space Combat 39


1ST LEVEL RECIPES Unidote 1ST LEVEL POWERS
Duration: 6 hours
Bitters Toxicity: Medium
Gills
Duration: 2 hours Provides another roll against poisons, Duration: 24 hours
Toxicity: None toxins, etc. Range: User
Taker turns friendly for the duration.
Allow you to breathe where previously
3RD LEVEL RECIPES you could not.
Blue Mass
Duration: 1 hour Antigone
Soothe
Toxicity: 1d6 Duration: 24 hours
Duration: 6 hours
Improves Show and Bravado by 1d6, Toxicity: High
Avoids the effects of death for 1d6 Range: 10 meters
distributed as you wish. Also provides a
+2 bonus to resists against mobility. rounds. Roll upon death. Calm aggression in nearby creatures.

Regenerator Revivor Temper


Duration: Instant Duration: Instant Duration: 1 hour
Toxicity: Medium Toxicity: Medium Range: 5 meters
Heals 1d6 health points Heals 2d6 health points.
Change the surrounding area’s temper-
Snake Oil Ten Oils ature.

Duration: Instant Duration: 1 hour Wild Growth


Toxicity: Low Toxicity: High
Duration: 1 hour
Restores 1d6 grunge points. Your Show and Health modifiers are +5.
Range: Touch
2ND LEVEL RECIPES A plant immediately and violently
grows as much as it would in 10 years. It
Carminative dies afterwards.
Duration: Instant
Toxicity: Medium 2ND LEVEL POWERS
Restores 2d6 grunge points. Molecular Modulation
Energya Duration: 1d6 hours
Duration: 24 hours Range: Touch
Toxicity: High Shapeshift into a random beast.
Doubles overland move. Causes High
health damage afterwards which must
be healed through rest.

Radalive
Duration: 2d6 rounds
Toxicity: High
Brings back the recently deceased.

40 Space Combat Space Combat 41


EQUIPMENT Juice
Conversions
Ammo mAtmo Atmo
One Juice 1 1/5 1/10 1/100
One Ammo 5 1 1/2 1/20
INVENTORY attack roll ticks off a slot of appropriate One mAtmo 10 2 1 1/10
ammo. A roll of 3, or three 1s would tick One Atmo 100 20 10 1
There are no limits on how many items
three ammo slots. Once you tick your
you may carry, but do use common
last ammo slot, you are out of ammo. in your backpack. It holds 6 slots of Tech Scrap are bits and pieces of tech
sense and let the GM adjudicate.
Different weapons spend different assorted ammo that you do not need to which can be repurposed into function-
However, some items have special tags
amounts of ammo for every 1 rolled. declare the type of ahead of time, but ing items by the knowledgeable.
which restrict use:
rather once you take it out. When doing
Characters carry ammo in special Artechfacts are highly-valued bits of
Heavy (H): You cannot have multiple so, subtract as much ammo from your
ammo slots. When venturing forth you tech with unique properties. They can
heavy items in your inventory. party’s bulk ammo.
must pick one of the three ammo slot be weapons, armor, usable items,
Bulky (Bl): You can carry a number of options. Each option also includes Barter System consumables, and so on.
bulky items equal to your SHO modi- everything from the one above it.
Unless it’s a gift or received One of the most important
fier, with a minimum of one.
as payment, the only pieces of Tech are
Ammo slot options:
Big (B): Needs two hands to use/carry. way to trade for AtmoSpheres, or
♦ Pocket: 2 slots Atmos for short,
goods is through
WEAPONS ♦ Belt: 4 slots, -1 Reaction (people) barter, with Juice used to power
being the closest life-support
Alongside Heavy and Bulky, weapons ♦ Bandolier: 6 slots, Mv -1 (encoun-
thing to a currency, followed by Atmos systems of ships, stations,
use their own set of tags: ters & chases), -1 Reaction (people).
and Ammunition. Due to it being a bases, vehicles, and suits. They are
Incompatible with space suit and
◆ Loud (L): When used, it is heard flammable and slightly corrosive liquid, separated into two categories - Atmos
far and wide. armor.
Juice must be transported in suitable and Miniature Atmos (mAtmo). Atmos
◆ Quick (Q): You roll a separate ini- Ammo Box (H): 6 slots worth of ammo containers. get dirty and clogged with use, prompt-
tiative with others who are Quick. in backpack/storage. ing regular checks to see if they still
◆ Stun (S): This weapon will never Defense & Move function.
kill, and some might be immune to Choosing Bandolier would net you 12 Worn armor determines your Defense Juice is an ubiquitous orange liquid that
its damage. ammo boxes in total, reduce your score (Def) and Move (Mv). Your Move powers most everything that needs
◆ Short-Range (SR): Cannot be used encounter and pursuit move by 1 and determines how many meters you may powering. There is no known way of
from a distance. give you a -2 reaction penalty with move in combat and how much you can producing it, so salvage is the go-to
◆ Pierce (P): Lowers enemy Def by 1 people. travel per day during overland travel, method of acquiring it.
when attacking with it. Ammo in slots can be of different sorts, and modifies chase speed.
◆ Thrown (T): Can be easily thrown. for different weapons. In each ammo Tech Recharge
◆ Reload (R): Must spend Attack to slot write down how much ammo is in Tech Multiple use tech items may be
reload after use. it. Only weapons which use that exact The old folk left behind them treasure recharged in a workshop environment
◆ Defensive (D): Defense +1 against amount of ammo can use that slot. beyond value. Many of these items have by using Juice. Each recharge requires
melee attacks. For example, if you have pick the Belt you wondrous applications, yet few can Juice equal to the item’s blueprint level
have a total of six ammo slots. You could understand their worth, let alone use x 100 and takes days equal to its level.
Ammunition them. Tech isn’t simply minor items, it
fill three of those with 2 ammo and three
Some weapons utilize ammo which is is every piece of technology poorly Kits
with 3 ammo, for a total of 15 ammo. You
tracked with ammo slots (on your could use any weapon that requires understood by the people of today - When purchasing a kit, the buyer must
sheet). When making an attack roll with either 2 or 3 ammo. ships, devices, systems, weapons, specify which type of kit it is. The vari-
a weapon that uses ammo, each 1 on the machines, and everything else. ous kits are separated into three
The Ammo Box is a special item that fits

42 Space Combat Space Combat 43


categories and classes are limited as to exceed the worth of the bulk. General Items
which categories they may use.
If the need arises, cargo slots may be Item Juice Item Juice
Simple Kits divided into halves or quarters to fit Ammo box, empty 50 (H) Juice Lamp 40 (Bl)
parts of different bulk items into one Ammo, 1 piece 5 Leg Trap 50 (Bl)
◆ Trapper’s Kit: Can hunt and
cargo slot. Most of the time bulk items Arrows, 20 pcs 10 Lighter 50
forage at the same time. Does not
require besting the animal in are simply full slots of singular goods, Backpack 20 Makeup 50
combat, but only half food is and used primarily for trading. Binoculars 150 Medikit 100 (Bl)
received from it. Clothes, extreme 20 (Bl) Nails, bunch 5
Check the Bulk Trade section
◆ Survival Kit: +1 to Comm Antenna 500 (H) Rations, week 10 (Bl)
for info.
Foraging and Tra- Communicator 200 Razorwire, 15m 100 (Bl)
verse Dangerous Crowbar 50 (Bl) Rope, 15m 50 (Bl)
Surfaces.
Crafting
Detonator & Wire, 15m 20 (Bl) Sack 5
◆ Cook’s Kit: If you have access to a Supplies, day 1 Spikes, 5 pcs 10
Allows cooking in workshop and someone Grappling Hook 30 (Bl) Telescopic Pole, 3m 100
the outdoors. who knows a thing or two Hammer 20 Tent 20 (Bl)
Advanced Kits about crafting, you may Instrument 100 Toolbox 50 (Bl)
turn bulk goods into other Barrel, 250J, empty 50 (B) Watch 80
◆ Repair Kit: Allows bulk goods. See the Bulk Can, 50J, empty 25 (H) Whistle 10
repairs. Items chapter for more information. Jug, 10J, empty 10 Hinged Bag w/ Kit 200 (Bl)
◆ Research Kit: Allows research of mAtmo, full 10 Atmo, full 100 (Bl)
dead specimens for half RP or Armor & Weapon Repair
samples for full RP.
Armor or weapons with lowered scores Armor Weapons
◆ Tech Kit: +1 to Use/Disable Tech. may be repaired at a workshop envir- Armor J D Uses Trait Mv Weapon J Damage Ammo Traits
Fine Kits onment. This consumes materials Duster 20 11 6 Axe 30 High BT
◆ Demolition Kit: Allows working worth 1/10th of the item’s worth in Juice Armor Vest 100 12 5 Bow 30 Medium B
with explosives. Other than simply per point restored. Plate 200 13 4 Carbine 150 High 3 BL
lighting a fuse. Shell 500 14 H 3 Combat stick 5 Low BSQD
Implants
◆ Thieves’ Kit: Allows thievery and Powered Shell 1500 15 5J H 2 Explosive bundle 100 Messy A P
such. Some special Tech may be grafted Shield 50 +1 Bl Explosive stick 20 Messy H P
◆ Work Kit: Creates a workshop directly into your body, granting you Space Suit 250 12 1 mA 4 Flare gun 50 Medium 1 QR
environment for the purposes of unique benefits. This, of course, comes Space Armor 750 14 2 mA/5J H 2 Hammer 20 Messy L B
recharging Tech. at a potential cost. Each Tech Implant Knife 20 Low QT
installed adds a number of Rejection Knuckleduster 10 Low SQ
Bulk Items & Cargo Points, with the maximum determined Pickaxe 30 High BH
Ships, large vehicles, and even animals by your Health. Revolver 50 Medium 2 LQ
can carry much more stuff than the Rifle 250 High 3 BLPH
Whenever you roll versus Health and
regular person. These are called bulk Shotgun 100 Messy L 4 BL
roll on or below your Rejection score, it
items and their types are determined by Silent pistol 200 Low 1 Q
goes up by one. If it reaches the
the Bulk Items Table. Some represent Stun baton 20 High 5 S
maximum, you become a Tech-crazed
many similar but non-distinguishable Stun gun 50 Medium 2 S
murderer.
items, such as a bulk materials. Others Stun shot 20 Low 1 SQ
are a collection of some type of item, General Items Sword 50 Medium P
such as bulk equipment, which holds Whip 15 Medium SR
Clothes, extreme: Help the wearer not
any number of equipment items as long
die in extreme weather.
as the total value of it all does not
Comm Antenna: A big box with an

44 Space Combat Space Combat 45


extendable metallic antenna on top. twined wires with small blades evenly space suit does not require Juice, but conceal. Makes you quick and can be
Enables users with communicators to distributed along it. Very effective when with each day of operation the mAtmo thrown.
talk up to 1 km away. It stores 10 Juice coiled, dealing 1 dmg to anyone force- must be checked for clogging. Knuckleduster: An add-on for your
and requires 1 Juice per hour to func- fully attempting to escape it each turn. Space Armor: A bulky and heavily fists. Makes you quick and stuns, rather
tion. Spikes: Short and pointed metal sticks. armored version of a space suit. It than kills.
Communicator: A tiny device Used for climbing, blocking requires 2 mAtmo to operate and uses Pickaxe: A pointed chopping and pick-
placed over an ear. Used in doors, breaking rocks, secur- up 5 Juice per day. ing tool. Used in farming, construction
conjunction with a an antenna ing tents, and much more. and mining. It is heavy and requires
Weapons
to allow communication. Supplies: A day’s worth of two hands to use.
Detonator & Wire: A very food and water. Will go bad Axe: A long-hafted cutting tool.
Revolver: An
thin metal wire with a switch relatively quickly. Popular as a weapon due to its
ubiquitous
on one end and a small simplicity, cost, and splitting
Telescopic Pole: A handgun, used
explosive on the other end. potential. Requires two
collapsible rod with a everywhere. It is loud
Used to detonate other hands to use and can be
myriad applications. and it makes you quick.
explosives substances from a safe thrown.
Tent: Waterproof canvas and rope that Rifle: A scoped long gun. It is loud,
distance. Bow: A simple wooden
forms a tiny home. Protects against the requires two hands to use, negates 1
Instrument: Any musical instrument arc made to loose
elements. point of defense and is considered
that is easy to carry around. equally simple
Toolbox: Works like any kit, but just Heavy. Highly unsuitable in close quar-
projectiles. Requires
Juice Lamp: Any hand-held and sturdy once. ters.
two hands and
Juice-powered light source. Holds 4 Watch: A time-teller for the wrist. Shotgun: A long gun which fires small
arrows.
Juice and lasts four hours. pellets instead of single rounds. It is
Hinged Bag: Carries inside it one kit. Carbine: A long gun, suitable for most
Leg Trap: A devious all-metal pressure- Specify upon purchase. loud and requires two hands to use.
engagements, but can be a nuisance in
sensitive contraption which violently Silent Pistol: A sidearm with a special-
Armors the closest of quarters. Loud and
attaches to a victim’s limb, dealing Low ized barrel making it hard to hear. It
requires two hands to use.
damage. It comes with a short chain Duster: A thick and long coat worn all makes you quick.
which can further immobilize the trap Combat Stick: A long wooden stick.
over. Stun Baton: A stick that electifies a
and its victim. Simple and effective weapon for melee
Armor Vest: A sleeveless garment combat. Requires two hands, grants +1 target upon contact. It stuns, rather
Lighter: A tiny source of flame. It is made of durable intervowen fibers. than kills.
to defense against melee attacks, makes
unlikely to run out of Juice unless Stun Gun: The ranged cousin of the
Plate: Thick metal pieces worn over you quick, and stuns instead of killing.
damaged or extensively used. stun baton. It stuns, rather than kills,
clothing and distributed across the Explosive Bundle & Stick: One or
Makeup: Set of various brushes, body. but at range.
several explosives with a fuse. The fuse
substances, paints and other tools Stun Shot: A small device which holds a
Shell: A full-body suit of interlocking can be set, prior to battle, to explode in 1
used to enhance appearances. charge, much like the baton. It stuns
metal and synthetic-fiber armor. to 3 turns. Never on the one it is lit,
Medikit: A case filled with however. Needs a flame to light. and makes you quick.
Powered Shell: Even more armor
life-saving drugs and tools Negates 1 point of defense. Sword: Any type of long-bladed
stacked on top of each other with a
for use in the field. Heals weapon. It negates 1 point of defense.
Juice-powered motor to enable move- Flare Gun: Small gun which shoots a
recently lost HP by ment. Needs 5 Juice for every day it is single projectile that lights up the sky. Whip: A long and flexible weapon,
Medium + Know modi- used. Does not have a reserve tank. Makes you quick and must be reloaded usually made of leather. It can strike up
fier. The medikit is used
Shield: Any form of one-handed protec- after each use. to two squares away.
up after this.
tion. Made from wood or metal or Hammer: Long stick with a chunk of
Rations, week: Packed food anything else. metal on one end. Requires two hands
made to last for months. Enough
Space Suit: Slightly armored suit and to use.
to feed one person for a week.
helmet which creates an internal atmo- Knife: A small bladed weapon. Easy to
Razorwire: A length of thick inter- sphere. Unlike most Atmo-using tech, a

46 Space Combat Space Combat 47


IMPLANTS Implant
Enhancement Implants
Description Rejection
Adrenaline Actuator You are always considered quick 2
Akimbo Gain two additional hands 4
Tech that directly interfaces with your Audio Detailer Make out faint sounds 1
body is called an implant. All implants Collafiber Bonding All damage is reduced by 2 2
are installed via invasive surgery Jumping Leg You can jump high 2
performed by doctors and tech-ori- Metabolic Accentuator Food needs are halved 2
ented folk with specialized knowledge. Precision Eye +1 bonus when aiming 1
As such, a workshop or medical envir- Reactive Skin All damage is reduced by 1 1
onment must be present for the proced- Retracting Knife Knife is hidden in you 2
ure. Spectral Eye Can see one of: Electricity, heat, darkness 1
Speed Legs Your Move is +1 2
Procedure Upper Strengthening Can carry two heavy OR four bulky 2
Installing an implant takes a full day of Vacuum Lungs “Breathe” in vaccum for an hour 2
work and lowers your current health by Voice Scrambler Can tune to mimic voices 1
1d6, which must be recovered through
medical rest. NPCs do not suffer health
damage, but must still rest for 1d6 days.

Rejection Score
Your maximum rejection score is equal
to your maximum health and repres-
ents how many rejection points you can
take before going crazy.
Every enhancement implant gives you
a random or static number of rejection
points. These points cannot be lost.

Replacement Implants
Implants are usually not for sale. They
These are the most basic and do not are difficult to find and require extens-
accrue rejection points. They merely ive expertise to install without issues.
fulfill ordinary functions a body would Implants could also be constructed if
normally posess. They are your stand- one knows how.
ard limb, eye, finger, hand, and organ
replacements.

Enhancement Implants Replacement Implants


These actively improve upon who you Implant Description
are and provide abilities you would not Artificial Eye Restores sight
ordinarily have. These implants Cochlear Assistant Restores hearing
increase your rejection score by some Polymetal Column Fixes spine
amount, as indicated. Replacement Leg Replaces a leg
Servo Hand/Arm Replaces a hand/arm
Availability Voicebox Restores voice

48 Space Combat Space Combat 49


POISONS Name Price Penalty
Poisons
Resist Detect Symptoms Onset Success Failure

Coldout -2 2-in-6 Drowsiness 1d3 hours None Sleep


There exist many poisons and they are Application Dendroc -4 1-in-6 None 3d6 x 10 minutes None Pain
usually hard to find and even more Lophora -3 4-in-6 Euphoria 1 hour None Hallucinations
Poisons can be applied by ingestion,
difficult to purchase. While there are Parakon -2 4-in-6 Bitterness 1d6 hours 1d6 damage Paralysis
through drink or meal, or by blood,
many worlds with many recipes for Quickacine -3 2-in-6 Numbness 1d6 x 10 minutes 2d6 damage Death
through pricking or a bladed attack.
poisons using non-related ingredients, Relis -2 1-in-6 Cramps 3d6 minutes None Incontinence
they will all be grouped into several A bladed weapon coated with poison Slowacine -4 1-in-6 Pain 2d6 hours 3d6 damage Death
broad categories that produce the same can effectively poison one target on a Stinger -2 2-in-6 None 3d6 Minutes 1d6 damage 4d6 damage
effects. hit, after which it is gone. Poison
applied thusly evaporates from the
Poisoning Details blade in one day if not used.
Victims must resist against death and
apply a penalty relative to the poison
Poisons
used. A poison’s effect is applied on a Coldout: Induces sleep for 1d6 hours.
failed resist, but some poisons also Dendroc: Causes constant pain for 1d6
apply an effect on a success. hours.
One dose of poison is needed for one Lophora: Victim experiences vivid
victim. hallucinations for 1d6 hours.
Parakon: The victim’s body is para-
Price: The price in juice is what one
lyzed for 1d6 hours, but they retain
might expect to pay for this type of
consciousness.
poison at a well-stocked place of ill
repute. Actual prices may vary or Quickacine: The victim dies in 1d6
require a high level of trust. hours.
Resist Penalty: The number applied to Relis: The victim must promptly evacu-
the victim’s death resist, making it ate their bowels or suffer the
harder to endure the poison’s effects. consequences.
Detection: How likely someone is to Slowacine: The victim dies in 1d6 days.
notice the poison before it is admin- Stinger: The victim suffers HP damage.
istered. A poisoned knife might have a This ignores grunge on player charac-
visible sheen while a poisoned drink a ters.
conspicuous smell.
Symptoms: How the poison will mani-
fest, starting at half the onset time.
Onset: The most likely amount of time
needed for the poison to take effect.
Resist against death now to see what
will happen.
Success: On a successful resist, the
following effect occurs.
Failure: On a failed resist, the following
effect occurs.

50 Space Combat Space Combat 51


ANIMALS &VEHICLES Animals J d Slots
Animals & Vehicles
Spee Cargo Consumption HP Carry Additional
Dog 40 7 0 1/4 1d6 0
Both animals and vehicles share a Determines the amount of hull points Gundog 80 6 0 1/4 1d6 0
number of statistics which define them. and grunge points the vehicle or craft. Burro 100 5 1/2* 1/2 2d6 1
These are five times greater against Carrier 150 6 1* 1 2d6 1(2)
Juice Price Runner 200 9 1/4* 1 2d6 1(2)
person-sized weaponry.
How much they cost to purchase. This is Vehicles HP/GP
a basic cost which might change Defense Coach Buggy 1000 80 2 5 J (50) 5/5 5 (10) 1/3 Mv on rugged
depending on local fiscal conditions. The defense rating required to cause Overlander 3000 50 4 1 mA /10 J (100) 10/5 10 (20) 1/4 Mv on rugged
damage. Shuttle 10000 200 4 2 mA / 20 J (200) 20/5 10 (15) Can leave atmosphere
Speed
Additional Flyer 6000 120 1 10 J (100) 15/5 5 Can’t leave atmo
Functions as move does for characters,
Crafts
but is generally much greater. Space- Extra information that further defines
Fighter 15000 250 1 10 J (30) 10/15 1 See info
borne vehicles also have a Speed rating the vehicle or animal.
Defender 17000 150 1 20 J (60) 15/25 2 See info
which is used if they travel inside of
Crafts are a type of vehicle primarily Boarder 10000 400 1 50 J (0) 25/0 5 See info
atmospheres.
used in space combat. They have addi- Crafts
Cargo Slots tional statistics. Craft Damage Defense Ammo Additional Info
How many bulk items may be loaded Damage Fighter Medium 13 50 Has Weapon Slot. By default does Medium dmg
onto them. Some animals can only Defender Low 12 20 Provides +1 Defense to its mothership
The amount of harm they deal in space
carry a half or quarter of a cargo slot. Boarder None 11 None Allows boarding of other vessels
combat. Multiply by five if shooting at
Consumption living beings directly, but this gives a -3
to attacks. anyone else and medikits may be used everywhere and assist people by
For animals this represents the amount
on them. guarding them and tracking stuff
of feed or supplies they need per day. Ammo down.
For vehicles this is the amount of Juice Overland Travel
How much ammo the craft expends for ◆ Gundog: A bigger cousin to the
needed to pilot them for a day.
one space combat. Vehicles cannot travel on difficult dog. They are trained for the hunt
Some vehicles also have an mAtmo cost terrain and have reduce speed on and ready to kill.
which indicates how many mAtmo they Repair & Heal rugged.
need for each day of operation inside a Vehicles can be repaired on the field,
toxic atmosphere or vacuum. Flying vehicles and crafts may be
but only once. Repairwork done at a
compromised or grounded in severe or
Next to Juice and mAtmo, in paren- hangar or adequate facility can repair
extreme weather conditions.
theses, is the amount of either the to full.
vehicle can store without using up
cargo slots.
A vehicle or craft reduced to 0 HP has a ANIMALS
3-in-6 chance of being reduced to half
its worth in salvage. Such a vehicle or The listed animals do not represent
Carry specific species, but rather types of
craft is unrepairable.
How many regular-sized humanoids animals. The appearance, nature and
can fit inside the vehicle or on an A vehicle must be brought from 0 HP to particular characteristics will change
animal. half of its HP in order to function from species to species. For cargo slots
normally. One not brough to half can marked with an asterisk (*) check
The number in parentheses indicates
function, but will lose 1 HP for each day animal equipment.
additional seats should cargo slots not
of operation.
be used. ◆ Dog: Any small and hardy
Animals are healed the same way as companion. Usually four-legged
Hull & Grunge
and cute, they are found

52 Space Combat Space Combat 53


◆ Burro: A slow, but dependable fit any ship weapon. reduces the Move of carriers and ◆ Trained: Listens to commands
animal used by farming folk Defender: A protection-oriented craft burros by 1. and can act on its own in combat.
everywhere. What it lacks in ◆ Saddle Bags: Enable the animal to
used to augment a ship’s defenses by
speed it makes up for in carry up to its cargo slot value.
stubborness. drawing fire away from it. Only one
defender can provide its defense bonus ◆ Saddle and Bridle: Required for BEASTS OF BURDEN
◆ Carrier: The true buddy of any comfortable riding. Without them
planetary caravaneer. Some are at one time.
riders lose 1 grunge per day of Burro
ridden, but most ferry goods Boarder: A very simply designed attack
riding. Stubborn, slow, dependable.
around. tube of a craft with some sort of hull-
breaking apparatus on its front and ◆ Cart: A small, two-wheeled
◆ Runner: Fast and trained, they are animal-drawn vehicle. It can fit 2
HD 2 (7 hp) DEF 11 MV 5
perfect for enjoying nature and powerful engines on the back. It tries to Att 1 x kick (1d6) AtB +1
cargo slots, but requires one
charging into battle. animal for each cargo slot. It RS D9 T9 M8 P8 O7
reduces their Move by half on
VEHICLES Animal Equipment
Equipment Juice Price
normal terrain and by a quarter ML 6 Dsp N XP 10
on rugged. It cannot traverse ◆ Stubborn: Will defend itself, but
Same as the listed animals, these Dog Armor 20 difficult terrain. cannot be trained to do much
vehicles represent a type which fulfills Animal Armor 100 more.
a certain function. ◆ Wagon: A heavy animal-drawn
Saddle Bags 25
vehicle with four wheels. It can fit Carrier
◆ Coach Buggy: A topless and Saddle and Bridle 30 4 cargo slots, but requires one
sturdy wheeled vehicle suitable Cart 150 animal for each cargo slot. It Large, strong, ubiquitous.
for all sorts of terrain. Easy to Wagon 300 reduces their Move by half on
operate and very fast. normal terrain and by a quarter HD 2 (7 hp) DEF 11 MV 6
burrow into hulls to release its comple- on rugged. It cannot traverse Att 1 x kick (1d6) AtB +1
◆ Overlander: A large, enclosed
vehicle with a spacious back. They ment of combatants. difficult terrain. RS D9 T9 M8 P8 O7
can be sealed and operate non-
breathable conditions. ANIMAL EQUIPMENT DOGS ML 5 Dsp N XP 10
◆ Frightful: 4-in-6 chance it runs
◆ Shuttle: An aerodynamic flying ◆ Dog Armor: Custom-made light away from trouble.
armor which provides a defense
Dog
vehicle made to break atmosphere
and ferry people or goods to rating of 12. A breed of domestic pet used for hunt- Runner
planets. ◆ Animal Armor: Heavy duty ing and companionship. Fast, enduring, prideful.
◆ Flyer: A small, atmosphere- armor for larger animals which HD 1 (4 hp) DEF 11 MV 7
limited flying vehicle suitable for provides a defense rating of HD 3 (11 hp) DEF 12 MV 9
medium-distance trips. 13. It Att 1 x bite (1d6) AtB +0 Att 1 x kick (1d6) AtB +1
RS D8 T8 M7 P7 O6 RS D9 T9 M8 P8 O7
CRAFTS ML 7 Dsp IC XP 5 ML 8 Dsp N XP 20
These flying vehicles are ◆ Tracking: Excellent sense of ◆ Charger: Given sufficient
primarily made to fly in smell. Rare few things make it lose charging room, it and its rider can
a vacuum, but are also a target. attack for double damage.
capable of atmo- Gundog
spheric flight.
Bred for war and large game hunting.
Their number one
function is combat, HD 2 (7 hp) DEF 11 MV 6
however. Att 1 x bite (1d6) AtB +1
Fighter: A lightly- RS D9 T9 M8 P8 O7
armored single- ML 9 Dsp RC XP 10
seater with a front- ◆ Armor: Can wear animal armor.
facing turret. Can

54 Space Combat Space Combat 55


ADVENTURE wearing armor your Defense is 10. Your
choice of armor also determines your
Move, the amount you can move in a
able in an inopportune direction
determined by the middle die, meters
away equal to by how much you failed.
single combat turn and your speed for 1-2: overshot, 3: left, 4: right, 5-6: under-
HEALTH & GRUNGE Toxicity is lowered by 1 every day. overland travel. shot.
Tech Use: You must be able to use both
If damage drops you to between zero
and negative your Health modifier, you
COMBAT Melee Movement hands and see what you are doing. You
When in melee range with an oppon- may at most move 1 square before or
can choose to fall unconscious or A fight happens over a series of rounds,
ent, the only way to move away from after using Tech.
continue going. If you go below your each composed of individual character
them is to decide to Move from Melee Tech Disruption: If you are attacked
unconscious values, resist against turns. Each character gets one turn per
before rolling initiative. Then, on your before using tech, it is disrupted and
death. On a failure, you are a Dead Man round. Each round follows Combat
turn, pick one of the two: won’t work this combat.
Walking. On a success, you are also a Resolution.
Dead Man Walking, but may act up to a Withdrawal: Move backwards up to Critical: A natural 17 and 18 on attack
number of minutes equal to your Attack & Defense half your Move rate. There must be a rolls deals an additional d6 of damage
Health score. When you perform an attack in combat clear straight path behind you. or maximum damage.
you roll 3d6, add your attack modifi- Retreat: Turn and flee, moving up to Dual+ Wield: You receive -3 on your
First Aid & Recovery er(s) and try to beat or match your attack if you wield two weapons, -4 if
full Move rate. You may not attack and
Immediately after suffering HP opponent’s Defense score. The same is opponents gain a +2 to all attacks you wield three, -5 if you wield four,
damage, characters may be healed by done to you when attacked. Your against you. etc.. On a successful hit you deal
others for Medium+Know mod HP by Bravado modifier is added to your damage with each as determined by
using up a medikit. This takes about a ranged attack roll and your Show modi- Additional combat options their damage dice. You cannot Aim
minute and only recently lost HP may fier to melee attack rolls. If you succeed Ranged when dual-or-more-wielding.
Suppress: As an attack you may use
be healed in this way. on an attack roll you deal your Blindness: You cannot attack if you
your ranged weapon to force an enemy
weapon’s damage. Melee weapon cannot see.
HP is restored at a rate of 1 per day of into inaction. This always expends one
damage is further modified by your Helpless Opponents: Opponents who
rest. Unless medbays and doctors are box of ammo, but no more. The enemy
Show modifier. cannot move or act are automatically
around. will receive a penalty of -2 to -4 to their
Your Defense score is determined by the Defense, depending on your weapon, if hit for High damage when attacked.
Dead Man Walking armor you are wearing. If you are not they choose to act offensively on their Only roll damage dice.
As a dead man walking you may act on next turn. Not all creatures can be Unarmed Attacks: Unarmed attacks
your next turn unless you get hit again Combat Resolution Steps: suppressed. deal 1 damage (+ Show mod).
before it. After finishing your turn you 1. Declare Tech, Powers and Melee Aim Ranged: Take extra time to line up Unstable Surfaces: A -1 to -4 penalty to
immediately drop dead. You cannot be Movement a shot to receive a +1 or +2 on your ranged attacks, depending on the situ-
healed as a dead man walking, it’s too attack roll. However, you also receive a ation.
2. Roll initiative: 1d6 for each side.
late for you. -2 or -4 to your defense score until your Combat Maneuvers: To perform a
3. All participants with Quick roll a next turn. combat maneuver simply say what
Toxicity separate initiative, as teams.
Loose Attack: Strike without considera- non-damage-dealing action you wish to
Imbibing tonics raises your toxicity, as 4. Combat Sequence, winners first: tion and deal 1d6 instead of your usual perform against an opponent and roll
determined by the tonic in question. a. Enemy morale damage roll, but the attack is at -2 to hit.
Your maximum toxicity is equal to your b. Movement Throwing: Items can be thrown at
Show. Should your current toxicity go targets directly or on the ground
c. Ranged attacks
above your maximum, the last tonic beneath them. When simply trying to
you drank will have a negative effect d. Tech & Power use hit the ground you get a bonus of +1 to
and you will not be able to drink more e. Melee attacks +3 depending on the size of the target.
until your toxicity subsides. Other sides act: in initiative order Missing with a throw sends the throw-

56 Space Combat Space Combat 57


your attack as normal. If you hit, the gains an SPR modifier bonus. If the derelict is dangerous and slow as every
opponent decides if the maneuver will group has penalties to reactions of any wrong step could end in death. Charac-
happen or if they will take regular kind they are applied as well. Do not ters move at their Move rate x 5 in
attack damage. This may also be done to stack identical penalties, such as those meters per turn. Being so slow enables
player characters. from bandoliers. them to be on the lookout for trouble,
Sacrifice Shield: You may destroy your traps, hazards, and so on.
shield to negate all damage, but must Morale Group Move: It is assumed groups
decide to do so before damage is rolled. Most living beings encountered in the move at the speed of their slowest
Sacrifice Armor: Any armor’s defense galaxy have a will to live and are not member, lest they separate.
score may be lowered by X to reduce an quick to accept death as inevitable. If a Backtracking: Navigating previously
opponent’s attack damage by Xd6. This foe has a morale rating listen then they explored areas can be done more
must be done prior to the damage roll. will attempt to stop combat should it go quickly. Usually two to three times as
Additionally, soft armors may also sour for them. fast.
lower defense to reroll a mobility resist- Roll 2d6 and compare the result to their Searching: Carefully inspecting an area
ance check, and hard armors may reroll morale rating. Do not roll individually takes a long time. Each four squares a
a turret resistance check. for enemies of the same type, but rather character inspects takes one turn. Find-
Overcharge: Push your weapon to the for the whole group. If the result is ing something when searching depends
limit and increase your next attack by higher than their morale rating, they on how hidden it is. True secrets might
1d6, however, your weapon now deals will attempt to flee, surrender or require an X-in-6 chance or the player
damage lessened by one step. If done bargain to save their lives. Cornered explaining their actions at finding
when damage is Low, the weapon will foes who do not see a way out are likely something. All that is not properly
not be usable until repaired. to fight to the end. hidden or is merely obscured can be
automatically found this way.
Combat in the Dark Check for morale once when the enemy
loses their first combatant, and a second Resting: For every hour spent in the
In very dim conditions it might not be derelict, a character must rest for ten
time when they lose half their fighting
possible to effectively fight. Shooting minutes or gain a -1 penalty to attacks
force.
guns at shadows and swinging melee and damage for each rest missed.
weapons with lamplight in the distance
is an easy way to hurt your fellow crew- DERELICTS Traps & Hazards
members. The GM should set appropri- Dangerous ruins found across the Traps and hazards difer in that one is
ate penalties and consequences for galaxy. Be they buildings, ships, stations meaningfully placed to thwart progress,
such events. or whatever else, exploring them all is a while the other is the result of time,
similar venture. Time spent inside is neglect and ruination. Both are handled
Reactions tracked to make supply use, resting, the same way and present a similar
If encountering someone and the situ- light sources, tech, tonic and power challenge.
ation is not obviously hostile or friendly, durations relevant.
They are triggered when someone
make a reaction roll using the table
Time-Keeping performs a specific action, such as walk-
below. The character doing the talking
ing through a tripwire, blocking a laser,
Reactions Time inside is measured in 10-minute stepping on a specific part of the floor,
increments called derelict turns, kept disturbing a dilapidated beam, etc. Most
3d6 Reaction
track of by the GM. All actions taken such triggers have a 2-in-6 chance of
3-7 Hostile
cost precious time, the duration of actually activating the trap or hazard
8-9 Unfriendly, Wary
10-12 Neutral
determined usually by the GM, but when triggered. Some may have a
13-14 Somewhat Friendly
some baselines exist. higher chance of being triggered,
15-18 Helpful Movement: Exploring new areas of a depending on the circumstances.

58 Space Combat Space Combat 59


TRAVEL
immediately.
Both hazards and traps have obvious or
less obvious clues indicating their pres-
ence to the characters. A perfectly
hidden and deadly trap is no fun, but
one that requires lateral thinking and LANDING ZONES will have to make your way to the
actual location, with each zone prompt-
problem-solving is.
A spaceship is able to land and unload ing a travel roll to see how many
Passages, Portals & Doors in most places, but it might not be bene- supplies you spend along the way. This
ficial to do so near certain points of process includes the zone you started
Derelicts can have a variety of these. interests, such as derelicts. If you are at, unless you land Danger Close. Before
They can be open, missing, stuck, locked not using a map to navigate, approach- embarking, first decide how many
or hidden. ing a point of interest is performed supplies you will be bringing, your
Hidden: Cannot be seen normally. Must using zones. equipment, check travel modifiers, and
be found. Zones cover abstract distances from a whether you are going with animals or
Locked: Require either a key, a card, a place in concentric circles spreading vehicles.
power source, a code, or other mechan- out from it. Players decide in which of
ism. Zone Travel Modifiers
these they wish to land:
Type Dice (Base 3d6)
Stuck: Someone sufficiently strong or ◆ Danger Close: Land right on top Rugged Terrain +1 die
smart might be able to force them open. of it. Ancient sensors trigger Difficult Terrain +2 dice
Other methods could work as well, but ancient defenses as your ship
Guide or Map -1 die
all are bound to be noisy. tears through the sky and the roar
of engines attracts both flora and Ship Survey -1 die (encounters +1)
Doors Closing: For some reason, doors Cook Kit -1 die
fauna. This raises the random
have a tendency to close on their own encounter chance in and around Severe Weather +1 die
not long after being opened. Unstuck the place to 3-in-6 or more. Extreme Weather +2 dice
doors will become stuck again and
◆ Caution Close: You land not that
locked doors might relock. far away, but out of sight at least. Supply Roll
Encountering Inhabitants Chances are some automated
Groups, when travelling, use up food,
sensor or creature still picked up
Foes, friends, robots, plants, and much your approach. This raises the feed, and juice, collectively called
Searching an area is bound to reveal random encounter chance at the supplies. Every time supplies must be
more could live in derelicts and stumble
traps or hazards. location to 2-in-6, and the same for spent, the entire group does so, for each
upon characters or vice-versa.
a chance that something will member of the group, depending on
Tiny traps may also be present which The GM will usually roll once every two decide to visit the landing zone. their requirements.
can elude regular searching. These are turns to see if an encounter occurs. The ◆ Not Even Close: You land far
usually hidden withing other objects, Zone travel has you roll a number of
base chance for an encounter is 1-in-6 enough away to not upset anyone,
inside machines or corpses, are a part but still stir interest around the dice based on present conditions. The
and the encountering group will be 1d6
of something larger or simply master- landing zone. The landing zone base number of dice is three. Consult
x 10 meters away in a random direc-
fully hidden. They may require a Hear/ has a 2-in-6 chance of attracting the table to determine how many dice
tion, moving towards the players. If
Find roll to be detected, but a careful random encounters. you must roll while travelling.
they are aware of the players depends
enough approach is still enough to beat ◆ Starport: You land in a safe spot.
on the circumstances and their nature. Each die’s result must be below the
them. This does not affect any random
The base encounter chance can be encounter chance, but could be group’s Move to avoid spending
Traps and hazards usually inflict their very distant. supplies. However, a result of 6 always
modified by flying a ship close to the
damage without an attack roll. Some spends supplies. For every supply
derelict or some other form of disturb-
will require a save for either full or half ance.
Zone Travel spent, a day passes.
damage, and some to avoid dying Depending on your landing zone, you

60 Space Combat Space Combat 61


Most settlements are willing to sell
supplies, unless they are in dire straits.

Vacuum & Deadly


Atmospheres
Moving around in vacuum or within
atmospheric conditions unkind to life
requires the use of space suits and with
them mAtmospheres. mAtmo must
check for grunging up every four hours
of operation and be supplied with Juice.
The grunge up occurs on a 1-in-6 roll.
Animals & Vehicles may traverse in a day in average condi-
Death in open space occurs in less than
tions.
Animals consume feed or food and a minute, inside an atmoless space suit
vehicles consume Juice. Some animals Type of terrain, weather, and planet or non-breathable environment in less
consume less than 1 feed per day. will have an impact on this. than five minutes, and in barely-breath-
Vehicles have internal Juice tanks Each person or animal consumes 1 able environments at a rate of 1 HP per
which hold enough fuel for ten days. supply or feed, respectively, each day of minute.
They can be refueled from any Juice travel.
source. Despite vehicles usually having PURSUIT
a move value above 6, a result of 6 on Foraging & Hunting
the supply roll always spends supplies, If one group wishes to flee from
If conditions allow, the party may another, the other group can choose to
including Juice.
attempt to source food from flora or Each day without food lowers Grunge pursue.
If vehicles are utilizing mAtmo during track and kill edible fauna. To do this, by 2, and once it reaches zero it lowers
the trip, at the end of the trip check for If the pursuing group is faster, they
spend 1 supply as if you failed a supply Health by 1. This health loss can only be
grunge up for each mAtmo. On a 1-in-6 catch up with the fleeing group unless
roll. In non-zone travel, you must spend recovered by eating at a rate of 1 per
the mAtmo is depleted. In addition to the environment or special conditions
a day hunting and not travelling, but day. Grunge lost in this way can only be
this, mAtmo use up 5 Juice per day. would render them unable to do so.
you can forage while moving. recovered after bringing Health lost
Vehicles cannot traverse Difficult from starvation to full. If the fleeing group is faster, they can
Hunters track as a group, meaning the
terrain. lose sight of the pursuing group in a
best tracking skill is used. A successful NPCs and animals do not lose health,
day’s time. The pursuing group may
Non-Zone Travel Modifiers tracking skill will locate a random but will grow resentful and may leave
continue the pursuit from a distance,
animal in a position to attack it. or mutiny if they keep missing meals.
Type Move Modifier using tracking or other means. It is not
Rugged Terrain -25% daily move Foraging has a base 1-in-6 chance of
Difficult Terrain -50% daily move success or more if the terrain is particu- System Type Table
Guide or Map +25% daily move larly abundant with food or someone is System Description
Ship Survey +25% Mv (encounters +1) familiar with the planet. Each success- Black Hole -4 to warp travel roll when passing through, -2 when passing by
Cook Kit ½ food for 5 people ful forage roll brings in 1d6 of food. Debris Field -1 on the 10s die on event and sonar ping rolls
Severe Weather -25% daily move Each forager may bring an animal with Line Distance is ¼ shorter if followed
Extreme Weather -50% daily move them. That animal does not need to be Nebula Cloud Speed is rein in if passing through or by
Non-Zone Travel fed that day. Outlaw Country Will encounter outlaws on event roll if passing through or by
You may also forage for tonic ingredi- Supernova Remnant 1d6 damage for every square passed through or by
To determine travel distances when not
ents instead, finding 1d6 on a success. Trail Distance is ½ if followed
using zones, multiply Move by 5. The
Unkown System End travel here to discover system
result is how many kilometres a group
Starvation Wildspace Each square adds additional +1 to distance

62 Space Combat Space Combat 63


possible to flee during an ambush. planets present and the players will to destination. ◆ Badlands: Roll 10s die twice and
decide on their target. ◆ Boom Along: 50% more fuel spent keep the lowest.
SPACE TRAVEL Roll once against Hear/Find. On a and no Atmo check. Travel time is ◆ Backwater: No change.
halved (round up) ◆ Hubworld: Roll 10s die twice and
Spaceship travel between systems using success, you exit warp where you inten-
warp engines. To warp to another ded. On a failure you have no time to ◆ Rein In: Half fuel and 3-in-6 Atmo keep the highest.
alter course and emerge a number of check. Travel time is doubled
system consult the sector map and These modifiers compound, so if travel-
(round up)
decide how many squares you will planets in one direction by how much ling to a backwater in the beyond, you
travel. Diagonal movement is not you failed the Hear/Find roll. After every trip make a 1-in-6 check, for would roll two d6 for the column, pick
allowed. Roll 3d6 and if the result is each Atmo in use, to see if has grunged the lowest and apply a -1 to get the final
equal to or higher than 16 - distance, Space Travel In-System up and clogged. Such Atmos are useless result.
you roll on the travel encounter table. Using warp to travel between a system’s and need to be switched for new ones.
Otherwise, grunge up every ship planets is not viable since even the most
Supply Consumption
section by 1d6. experienced crews would overshoot
beyond the system itself and end up in Each passenger, prisoner, refugee, and
Distance in squares usually equals animal consumes their share of
deep space. Instead, the ship’s regular
travel time in days, but may be modi- supplies per day of travel. This can be
engines are used with travel between
fied by nearby systems and warp speed. reduced by having a kitchen and cook
planets taking a number of days. Fuel is
spent in the same way, as are Atmos. onboard.
Space Travel Encounter
1d6 Type Description Training
Fuel, Life-Support and Speed
1 Event! Event occurs
2 Shortcut Distance is halved A ship expends fuel depending on its A week of training during space travel
3 Stellar Dust All sections dealt 2d6 size for each day spent in travel. Addi- provides 100 XP. A character cannot
4 Sonar Ping You detect event tionally, it also depletes Juice as indic- engage in other activities during this
5 Setback Random module broken ated by its life-support systems. Atmos time, such as rest, recovery, projects,
6 Blow Out Warp cooldown doubled consume Juice by taking it from fuel etc.
tanks.
If the crew is familiar with the system The Event Roll
they may pick close to which planet Apart from being adjusted by nearby
If an event happens or you detect one
they leave warp. If they are not familiar systems (when warping), travel time
with sonar, roll on the event table. The
they can choose blindly or perform a may be changed by deciding on speed:
difference is that with a sonar event you
Sonar Survey of the system. Before you ◆ Keep On: Average fuel and life- know in advance what will be
roll the GM will explain the types of support expenditure, average time encountered and can choose to avoid it,
while a regular event has you exit warp
near it.
To roll on the event table, first roll a Event Table Results
single d6, this is the 10s die and determ-
Results with an exclamation mark (“!”)
ines the column, the second d6 is the 01s
require you to roll on a separate table.
die and determines the row. The 10s die
is modified depending on where you ◆ Barge: Miners or similar, trans-
are travelling to. porting raw resources.
◆ Beyond: -1 to the 10s die. ◆ Beautiful Phenomena: A rare and
exquisite sight. Everyone heals
◆ Borderlands: No change to the High Grunge.
10s die.
◆ Bounty Hunters: A ship or sev-
◆ Home: +1 to the 10s die. eral, looking for particular law-

64 Space Combat Space Combat 65


Roll Space Event breakers. ◆ Local Patrol: A ship or ships from
10s, nearby settlements on patrol.
then ◆ Claimed Derelict: A derelict in
00 10 20 30 40 50 60 70
01s the process of being delved into by ◆ Merchant Ship: A solo merchant
01
Infested Infested
Outlaws! Outlaws! Spaceplant! Refugees Barge
Large another party. ship looking for opportunities.
Phenomena Station Caravan
Destroyed Small
Stripped ◆ Collision!: The ship collides with ◆ Mining Colony: A station or ship
02 Spacebeast! Trap! Leftovers Collision! Warship
Station Caravan
Derelict something. On a sonar roll you engaged in extracting ore from a
03 Rogue Ship Escape Pod!
Flotsam /
No Event No Event
Claimed
Convict Faction simply avoid this. rock or other source.
Jetsam Derelict
Ship Patrol
Dangerous Bounty Mining Science ◆ Convict Ship: Prisoners en route ◆ No Event: Nothing happens.
04 No Event No Event No Event No Event
Outlaws Hunters Colony Vessel to a location. ◆ Ore-Rich Asteroid: A rock brim-
Distress Intact Unknown Beautiful Someone
05
Trap! Derelict Station
No Event No Event
Phenomena You Know
Courier ◆ Courier: Messenger between the ming with valuable ore.
Infested Ore-rich Distress Phenomena Merchant Faction stars. ◆ Outlaws!: Some type of outlaw is
06 Local Patrol Yacht
Derelict Asteroid Signal! ! Ship Scout
◆ Dangerous Outlaws: Criminal here and looking for a fight.
Infested Phenomenon! Event Outlaws! Event spaceship of superior firepower. ◆ Phenomena!: Some type of dan-
d6 Where is it going? d6 How strong are they? ◆ Destroyed Station: Formerly gerous stellar event is happening.
1 Straight at you! 2 WP to all. NPCs in fear 1 Superior inhabited, destroyed not too long On a sonar roll you can avoid by
2 Inhabited planet, there in d6 days 2 Only appears weak ago. not exiting in this system.
3 Inhabited planet, there in d6 weeks 3 Already in a fight ◆ Distress Signal!: A ship beacon ◆ Refugees: A small ship loaded
4 Inhabited planet, there in d6 months 4 Weak indicating distress is somewhere with folk running away from
5 Towards uninhabited planet 5 Daring (weak, but will try) in this system. misery.
6 Out of the system 6 On Par ◆ Distress Trap!: Same as Distress ◆ Rogue Ship: An ancient auto-
Signal, but it is outlaws laying an mated AI looking to destroy.
Collision! Event Spacebeast! Event ambush.
d6 What did you hit d6 What is it? ◆ Science Vessel: A laboratory ship
◆ Escape Pod!: A pod floating in doing research.
1 A rock: 2d6 damage to 3 sections 1 Space Blob
space. ◆ Small Caravan: A few ships and
2 Garbage: 2d6 grunge to each section 2 Space Squid
3 Debris: 1d6 damage to 3 sections 3 Keeper Swarm ◆ Faction Patrol: Ship or ships of a fewer guardians, ferrying goods.
major faction on regular patrol. ◆ Someone You Know: A figure
4 Trash: 1d6 grunge to each section 4 Conscious Space Mist
5 Anomaly: Warp is broken 5 Space Whale ◆ Faction Scout: A major faction from someone’s past flying in a
6 Corpses 6 Living City ship looking for something or recognizable ship.
someone. ◆ Spacebeast!: A mysterious gar-
Distress Signal! Event Spaceplant! Event ◆ Flotsam/Jetsam: Floating cargo, gantuan is passing through.
d6 Who is in distress? d6 What is it? either lost or ejected. ◆ Spaceplant!: Space greens carried
1 A station 1 Space Tree Grove ◆ Infested Derelict: A ship, in tat- by stellar winds.
2 A merchant ship 2 Comet Lillies ters, floating with the wild on it. ◆ Stripped Derelict: A derelict, very
3 Common Folk ship 3 Ice Rock Space Lichen ◆ Infested Phenomenon!: A highly recently stripped of all its worth.
4 Major Faction ship 4 Space Shrubbery dangerous space anomaly infected ◆ Trap!: Someone has set up a trap.
5 An alien ship 5 Grass Dazzle with the wild.
6 Roll twice 6 Fuel Eater ◆ Unknown Station: Curiously, a
◆ Infested Station: A station, brim- station not on any chart.
ming with the wild.
Escape Pod! Event Trap! Event ◆ Warship: Highly likely it belongs
d6 What kind of pod? d6 It’s a what? ◆ Intact Derelict: A ship, new or to a major faction with stakes in or
1 Civilian pod with one person 1 Outlaws running silent
old, drifting untouched. around the area.
2 Civilian pod with d6 people 2 Escape pod ◆ Large Caravan: Numerous cargo ◆ Yacht: A pleasure cruiser belong-
3 Outlaw pod with d6 outlaws 3 Trapped derelict ships and their entourage, ferry- ing to wealthy folk.
4 Civilian pod, infected, person dead 4 Outlaws pretending to be merchants ing goods.
5 Stasis pod from long ago 5 Junker boarders ◆ Leftovers: A battle occured here,
6 Alien pod with d6 aliens 6 Alien Outlaws now there is only debris.

66 Space Combat Space Combat 67


SPACE COMBAT sections. Characters currently located
where damage is done receive the same
damage.
weapons a bonus to hit until their next
turn, but the ship’s defenses receive
double that bonus as a penalty.
There are different types of events: Multiple Turrets: One person can util-
Like regular combat, space combat Damage ize multiple weapons, but each weapon
takes place over a number of rounds. Instant: Effect happens immediately. after the first receives a penalty. The
Damage done to the player ship targets
During each round opposing sides take Linger: Effect remains for a number of penalties are: -3, -4, -5, etc.
specific sections or modules and first
their turn, one after the other. During rounds. Situational Cover: Piloting the ship
depletes that section’s grunge, later hull.
the player turn, each character acts. A through appropriate space can provide
There is no penalty for having zero Spread: Effect spreads to sections or
single space combat round lasts around a penalty to attacks and a bonus to
grunge, but a section with zero hull is modules with passing rounds.
five to ten minutes. defenses between 1 and 3.
considered broken down and any
modules within it cannot be used Delay: Effect will occur on a timer. Critical Hits: Weapons deal more
Movement
normally. damage on attack rolls of 17 or 18. Roll
Ship positions, speeds, and movement Boarding
an additional 1d6 or deal maximum
are not measured during space combat. Damage done to other targets depletes Regular combat onboard ships begins damage.
Ships are considered to be in fighting their hull. Other targets explode upon when at least two sides engage. It lasts
reaching zero hull. Overcharge Weapon: Push a weapon
range unless combat events or actions one space combat round and is resolved to its limit and increase your next attack
make it not so. before continuing with regular space
A ship is composed of six sections by 1d6. However, after this attack, your
Characters on ships move at their Move combat. All regular combat rules apply.
representing unambiguous sides of weapon deals damage lessened by one
rate. Movement is done on a simple grid the ship, as observed from the back Player characters have a base 3-in-6 step. If damage is already Low, the
version of the ship, and each point of looking forward: chance each round to successfully weapon breaks.
move takes the character one module Fore, the front of the ship. board. Evasive Maneuvers: The pilot can
up, down, left, or right. A character may Port, the left-hand side. engage in fancy flying to provide a
move double their move rate if they do Top, the upper portion. Options in Space Combat boost to the ship’s defenses and double
not take any other action that turn. Bottom, the lower portion. Steady Ship: The pilot can provide all that as a penalty to attacks until their
Additionally, characters can only move Starboard, the right-hand side.
at half their move when leaving Aft, the back of the ship.
sections containing deadly threats.
Enemy Attacks & Combat
Ship Speed Events
A ship’s default speed is 6 and is modi- Enemy attacks can deal damage
fied by ship size and installed engine directly or create special events which
modules. the player crew must deal with. Events
Size: Penalty equal to ship size. (-1 to -6) have an array of effects and most will
Engine: Bonus equal to number of not disappear on their own.
engine slots. Large modules count as Enemy attacks roll 2d6 to determine
two slots. which section and deck the attack hits,
Attacking with smaller ships receiving damage to
the module closest to the deck result.
Characters can attack other ships and Regular damage attacks deal damage to
targets as normal, using the ship’s the whole section, and combat events
weapons and their bravado modifier. might target specific modules within
This must be done from the part of the them. Damage dealt to already broken
ship in which the bridge is located. sections splits damage to neighboring

68 Space Combat Space Combat 69


next turn. The maximum defense boarders immediately board and on a Weapon Damaged (Instant): Nearest day they do so.
bonus is 3. success they will board on their next turret module is dealt 1d6 damage. One
◆ Grunge Scrub: Heals 1 grunge per
turn. weapon is taken out. person per day of work.
Combat Events
Exploding Consoles (Instant): Deals Sensor Malfunction (Delay): Section is While healing grunge costs nothing,
Fire (Spread): Deals 1d6 damage and
1d6 damage to module and 2d6 damage hit for 1d6 damage. Starting next round, repairing consumes bulk materials.
spreads inside section every turn. Deals
to anyone there. Resist against plasma ship weapons suffer a -2 penalty on One bulk of materials repairs up to 20
2d6 damage to characters on a failed
for half damage. attacks. hull.
resist against plasma.
Atmosphere Venting (Linger): Deals Landing Gear Shot (Instant): Section ◆ Repair Work: Heals 1 hull per
Electrical Discharge (Delay): Deals
1d6 damage to module. 3-in-6 chance is hit for 1d6 damage. The ship can only person per day of work.
3d6 damage next turn.
each round that an Atmo in use is lost. land on average terrain. Repair work performed outside of an
Coolant Leak (Linger): Hits closest atmosphere consumes an additional
Cargo Blowout (Delay): Hits closest Ammunition Detonation (Delay,
turret module for 1d6. Weapons associ- mAtmo per person per day of work.
module with cargo space for 2d6 Linger): Section is hit for 1d6 damage.
ated with that turret cannot fire until
damage. If section still has grunge it will Each subsequent round lose 3d6 ammo Repair at a facility is usually quicker
resolved.
eject one slot of cargo in 2 rounds, from reserves. than doing it yourself, but depends on
Gas Leak (Spread): Deals 1d6 damage otherwise it will do so in 1. the standing of the starport. A starport
Superficial (Instant): Section is hit for
and spreads inside section every turn. can heal a number of hull equal to its
Sputtering Engines (Delay, Instant): 2d6 grunge only damage. Section’s max
Modules affected have deadly gas. standing + 1 on all sections per day.
Hits section with Engines for 1d6 grunge is reduced by the same amount
Tank Rupture (Linger): Hits closest damage. If not repaired within 3 rounds until fully repaired. Work speed does not improve if some
section with a fuel tank for 2d6 damage. the engines will be limited to Rein In sections are already at full hull. A star-
Lights Out (Instant): Entire ship is port charges 30 Juice per point of hull
The fuel tank loses damage x 10 of Juice speed until section is repaired.
without working lights. It is difficult to repaired.
each turn thereafter. This damage is on
Thruster Issues (Instant): Section is see and Move is reduced by 1.
the exterior of the ship. Grunge scrub is free during repairs and
hit for 1d6 damage. The ship’s Defense
Big Hole (Instant): Module is dealt 3d6 is -1. Emergency Repairs happens at the same rate. If only
damage and becomes unusable until The crew can undertake repairs during performing grunge scrub, a facility
Electrical Fire (Spreads): Deals 2d6 charges 10 Juice per section multipled
section is repaired. Anyone present space combat if they are in the appro-
damage and spreads inside section by ship size.
must resist against death or be blown priate location. Such repairs can only
every turn. Deals 2d6 damage to charac-
out into space. be done once per section for each effect.
ters on a failed resist against plasma State of the Enemy
Blockaded Passage (Linger): Module and half that on a success. Such repairs can only fix hull damage,
not grunge. After combat is over it could be import-
is dealt 1d6 damage and cannot be
Awkward Positioning (Instant): ant to determine the state of non-player
moved through or entered. Anyone Anyone with a repair kit may repair
Section is hit for 1d6 damage. The ship ships. This is based on the ship’s
inside is trapped. High, while anyone without will usually
is in a position difficult to attack from. remaining hull points.
Boarders (Instant/Delay): Enemies All attacks are at -1. repair lower amounts. Some types of
spacecraft damage might require ◆ Over 75% of hull: The ship is fine.
will penetrate the hull and enter the
Crew Down (Instant): Section is hit for specialized tools to repair or contain. ◆ Over 50% of hull: Two sections
ship. Ship’s current pilot must resist
1d6 damage. One NPC (or PC if no NPCs are broken down. Halve any ship
against mobility. On a failure the
are present) is knocked out. Scrubbing & Repair treasure.
Tools Outside of combat the ship can be ◆ Over 25% of hull: Four sections
scrubbed to heal grunge and repaired are broken down. Quarter any
Tool Description Juice Traits Ammo ship treasure.
Repair Kit Bag with repair tools 200 Bulky to heal hull damage. This can be done
by the crew or at appropriate facilities. ◆ Under 25% of hull: The ship is as
Cutter Handheld instrument for cutting 80 Low Dmg 2
good as gone.
Welder Handheld torch for welding 100 Low Dmg 2 Characters involved with scrubbing or
Extinguisher Large can of an anti-fire agent 50 Bulky 1 To determine which sections broke
repairs cannot do anything else for each
Materials For fixing holes 20 Bulky down roll a d6 for each. To return them

70 Space Combat Space Combat 71


to an operational state they must be Ship size increases the amount of treas- Warp Grappling
repaired in full. Divide the lost hull ure by multiplying each chunk:
If a ship is equipped with a warp
points evenly across the broken
◆ Size 2: 50% more. grapple it can listen for the telltale
sections. A broken section can be rolled
◆ Size 3: 100% more. sound of ships approaching in warp.
multiple times, requiring a majority of
Due to the nature of such travel a ship
repair time. ◆ Size 4: 150% more.
can be detected long before it comes
Depending on which modules break ◆ Size 5: 200% more. near. Activating the warp grapple at the
down the ship will be impacted in ◆ Size 6: 250% more. correct time will attach the grappling
different ways. ship to the target ship’s warp trail and
Salvage as Bulk Salvage
◆ Warp: Ship cannot travel out of position it close behind.
the system. Instead of salvaging them for what they
are, chunks can be extracted from a Combat in Warp
◆ Engines: Ship cannot travel inside ship as pure bulk salvage equal to their
the system. Fighting during warp functions the
full chunk amount, regardless of same as regular space combat. Any ship
◆ Life-Support: Crew can survive damage done to the ship. This always
for another day in space. can disengage warp and any other ship
takes half the time it would usually take. in combat can choose to do the same,
◆ Bridge: Ship cannot fire weapons.
For example, a partially destroyed ship emerging not far in highspace.
◆ Fuel Tank: Ship is left with 1d6 or with half treasure has a treasure chunk
less travel days of fuel.
worth 1d6 bulk parts. Instead of only
SALVAGING SHIPS salvaging half of 1d6 bulk parts, you can
salvage the full 1d6 as bulk salvage.
Extracting valuables from a ship, not
counting personal posessions of the PURSUIT & RETREAT
crew or simple storaged bulk goods,
takes time and effort. A ship’s treasure Pursuits occur when two sides are
is divided into chunks, usually worth a outside of combat range and one wishes
bulk number of something, squandered to flee.
by damage done to the ship. If the fleeing ship is faster than the
By default it takes one day of work per pursuer, it automatically succeeds. The
chunk for every 10 people involved. pursuer can continue the pursuit or
Your choice of location impacts time stop. If they continue, they can follow
taken: the target to their destination. They will
arrive a number of days late equal to
◆ Working in highspace takes the difference in their speeds.
twice as long.
If the fleeing ship is slower than the
◆ Working on the ground takes
thrice as long. pursuer, space combat occurs.
◆ Working at a starport takes half Retreat occurs when two sides are in
as long. space combat and wishes to flee.
Certain chunks do not require so much If the retreating ship is faster, they auto-
time and can be much more easily matically leave combat range in 1d6 -
obtained: Juice from fuel tanks, ammo Speed difference rounds.
from reserves, atmos, supplies, equip-
ment, tools, etc., all require a few hours If the retreating ship is slower, they
at most to salvage. cannot normally outrun the pursuer.

72 Space Combat Space Combat 73


HIRELINGS cower for the rest of the adventure.
A loyalty check is also made after an
Hirelings who organize in bands on
their own and work for money are
called enforcers. They can be hired to
adventure. On a failure, the stiff has
help out in mass combat, guard places,
decided that they’ve had enough of
STIFFS stiffs are more than happy not putting
such a life and will not work for their
or any other work appropriate for such
their necks on the line and just receiv- groups. They do not follow order follow
NPCs hired to assist characters during employer again.
ing regular wages. orders as individuals, but as a group.
adventures are called stiffs. They are
usually not particularly good at any one Crew Loyalty (Optional) Enforcers can usually be found in
Reactions
thing, rather, they excel at being Instead of checking loyalty for every
Arrange a deal with potential hires and Enforcers
mediocre. stiff individually on a ship’s crew, it can
roll 2d6 on the hiring reactions table. Monthly
be done for all of them at once. Crews Type AC Morale Wage
Level Up Modifiers may apply if the employer’s
have a base loyalty rating to which Detective 11 7 40 J
spirit is high enough, if they offer a good
Should a stiff prove themselves to be bonuses and penalties are applied Grunt 13 9 100 J
or bad deal, and if their reputation Gunman 11 8 50 J
more than average, going above and depending on recent events. After
precedes them. Heavy Gunner 12 9 80 J
beyond, showing courage and determ- dangerous events, such as battles, a
ination, they can ascend to level 1 of a single 2d6 loyalty check is made and is a Pacifist 11 8 20 J
random class. Since stiffs start off with success if the result is lower than or Regulator 10 7 10 J
Hiring Reactions
1d6 HP and do not gain GP, they follow equal to the loyalty rating. Rider, Heavy 12 9 100 J
2d6 Result
the grunge progression of their class, Rider, Light 12 9 80 J
2 or less Ill will Base Crew Loyalty: 10
but add it to HP instead. Sniper 11 7 80 J
3-5 Offer refused Apply a penalty of -1 for each of the Warrior 12 9 60 J
6-8 Roll again following:
Hiring larger settlements or seedy gatherings.
9-11 Offer accepted
Stiffs are found wherever there is civil- 12 or more Offer accepted, +1 loyalty
Someone was hurt, someone died, no
food, no fun, no pay, questionable leader- Morale
ization, usually where drink is cheap
and plenty. Despite their nature, stiffs Experience ship. Enforcers have a morale rating that
will not work for anyone, do determines how likely they are to
Should a stiff level up to a class they can Apply a bonus of +1 for each of the
everything, or accept any pay. surrender or run away when the going
begin gaining experience just like following:
gets tough. In their leader is killed, half
Wages and Upkeep anyone else. However, they only Recent bonus, paid leave, exemplary their forces fall or the situations seems
receive half the experience that player leadership, new equipment, ship to spell certain death, roll 2d6 against
Daily wages and other benefits of characters do. upgrade, well-paid. their morale. If you roll higher than
employment are decided upon hiring
their morale score, they will stop fight-
and negotiated later on should circum- Loyalty On a success, nothing happens and the
crew continues working as normal. ing and either flee, surrender or
stances change.
A stiff’s loyalty rating is determined by bargain.
Stiffs usually demand a fixed daily their employer’s SPR, but it may be On failure, the crew will make demands
regarding what they feel is lacking. Morale may be increased with better-
amount, food and lodging, and changed due to circumstance, as
These might include any of the bonus than-standard gear, good working and
adequate gear to carry out their determined by the GM.
triggers listed above, as well as demand- wage conditions, etc.
assigned tasks.
The GM rolls 2d6 to make a loyalty
ing a chef is hired, the ship receives a
Sharing Treasure check and the check is a success if the Wages and Upkeep
communal space, a medbay is installed
result is lower than or equal to the stiff’s Monthly wages are listed, but may be
No sane person would risk their lives if and a doctor is hired, and so on.
loyalty rating. Checks are most halved (round up) during peaceful peri-
not for the prospect of becoming rich. It commonly made if the stiff experiences If the roll fails by 5 or more, the crew ods and when there is little actual work
is normal practice for hirelings to a highly dangerous life-threatening will mutiny or leave. to do.
receive a half share of any treasure situation. On such an occasion a failed
received during adventuring. However, check would make them run away or ENFORCERS Monthly wages include food and gear. It

74 Space Combat Space Combat 75


does not include lodging, but enforcers Specialists the ship. They perform medium tracking.
can set up camp in most places. emergency repairs without a
Type Monthly Wage repair kit, and high with. During Loyalty
Cook 100 J regular repairs they repair 2 hull
Ship-Owning Enforcers Specialist loyalty can be checked
Cook’s Mate 25 J damage each day instead of 1.
If the hired enforcers own a ship big normally or as part of the Crew’s loyalty,
Doctor 200 J ◆ Gunner: Operate ship weapons
enough to transport them and serve as Engineer 50 J
as described under stiffs rules.
during combat. They have a +2 on
a mobile base of operations, simply add Gunner 100 J attack rolls.
the monthly wage of each enforcers Navigator 100 J ◆ Navigator: Skilled sonar operat-
together. This is the monthly wage for Nurse 50 J ors. They can navigate the ship
them to operate such a ship. Pilot 200 J during warp and generally in
Otherwise, enforcer bands too big for Pilot, Fighter 250 J space. Each navigator has their
Scientist 200 J own hoard of custom-made star
the player character’s ship cannot be charts.
ferried around. Spy 500 J
Technician 150 J ◆ Nurse: Assists a doctor.
◆ Detective: Armed with a silent Tracker 80 J ◆ Pilot: Pilots the ship. Has a +2 on
pistol and duster.
ship-related rolls.
◆ Grunt: Armed with a revolver, gear. Employers should organize
◆ Pilot, Fighter: Pilots fighters and
sword, and plate. lodging and work stations, unless the
similar craft. Has a +2 on ship-rel-
◆ Gunman: Armed with a revolver specialist has their own means or place ated rolls.
and duster. of living.
◆ Scientist: Works the lab. Each sci-
◆ Heavy Gunner: Armed with a ◆ Cook: Can staff a kitchen and pre- entists reduces research time by 1
shotgun and armor vest. pare food for up to ten people. day. A small lab can accommodate
◆ Pacifist: Armed with a stun baton, With the help of a cook’s mate, one scientists, while a large lab
stun gun and duster. they can double the number of can have three working at one
people served. People served does time.
◆ Regulator: Armed with knuckle- not count cooks and their mates.
dusters. ◆ Spy: Special folk who can gather
Rather, they are fed for ‘free’. A information, infiltrate locations,
◆ Rider, Heavy: Armed with a car- small kitchen can staff up to two etc.
bine and armor vest, riding an cooks and two mates, while a large
animal. kitchen triple that. Each cook can ◆ Technician: Can work a workshop
help make an additional dose of a to recharge tech and repair arms
◆ Rider, Light: Armed with a tonic, if you have the ingredients and armor. Each technician
revolver and armor vest, riding an and the kitchen isn’t used for lowers the time required to craft
animal. other things. single-use tech by 1 hour and 1
◆ Sniper: Armed with a rifle and day for multi-use tech. Techni-
◆ Cook’s Mate: Helps a cook out in cians can also repair the ship as
duster. the kitchen. well as an engineer. They may also
◆ Warrior: Armed with a bow, axe, ◆ Doctor: Works the medbay to heal craft from bulk items. Each techni-
and armor vest. the wounded, providing +1 to cian after the first decreases craft-
daily HP healing to each patient. A ing time by 1 day. A small work-
SPECIALISTS single doctor can handle up to shop can handle one technician,
three patients at any one time. If a while a large workshop can
Hirelings who do not go on adventures handle three.
nurse is present, the number of
or engage in combat (most), but rather patients is doubled. A small ◆ Tracker: An expert hunter with a
serve a niche or engage in a specific skill medbay can handle only one 2-in-6 tracking skill and the equip-
are called specialists. doctor and one nurse. A large ment of a sniper or warrior. Offer-
medbay can handle triple that. ing greater pay may attract a
Wages and Upkeep ◆ Engineer: Skilled workers who better tracker at a rate of double
Monthly wages include food and basic can perform effective repairs on the previous offer for each +1 to

76 Space Combat Space Combat 77


SHIP BUILDING When upgrading a ship to a bigger size,
you also have to pay the difference for
upgrading the plating. If you cannot,
of size, increases this by 100.
◆ Ammo: Every ship can store 50
ammo and each turret adds 100,
either don’t upgrade or lower the qual- or 200 for large turrets.
Spaceships are made either from Every capable person on a ship may use ity of plating. ◆ Atmos: Every ship can store 5
salvaged parts of ships fused together its weapons to attack targets. By default, atmos for each life-support sec-
or derelicts restored to adequate func- everyone uses a laser which deals Low Hull tion.
tionality. As such, ships can be acquired damage, uses up 5 Ammo per combat Starting hull is 2d6 on Size 1 ships and ◆ Weapons: Every ship starts with
in a vast array of configurations. per person using it. increases by 1d6 with each size four weapon slots equipped with
increase. Each section has its separate lasers.
Ship Modules Turret modules have to be installed on
a ship and, separately, on them ship hull and grunge points. Ship Traits & Faults
Each ship is constructed from a number weapons. Each combat round any
of modules. Modules are either small, Souls On Board Every ship has its quirks and unique
weapon can be used once. After
taking up one slot, or big, taking up two features. To randomly determine them
combat, each weapon used requires a Each ship can handle at most double the
slots. Every ship starts with a full deck roll a few times on the Ship Traits table.
certain portion of ammo be removed amount of creatures their life-support
of small modules that make up its core: For every trait, roll on the Ship Faults
from the reserves. system can manage, at double the
Bridge, Engine, Fuel Tank, Life Support, table.
Atmos. Stateroom modules are not
Sonar, and Warp. This makes the ship Upgrading Modules required to house people, but without If a trait grants the ship a module, that
Size 1, with a base 2d6 starting Hull and them grunge will not be replenished. module does not take up a slot. It also
When installing a second small module
Grunge points on all sections, and no NPCs do not replenish grunge, but cannot be upgraded.
you may connect it to the same small
special plating, granting Defense 10. rather health from staterooms and
module and turn them into a single (S) and (L) designate small and large
Ship modules make up a 6x6 grid. with large module by paying for the differ- communal spaces. A person cannot
modules.
the two-slot large modules having to be ence in cost. receive healing from more than one
stateroom and communal space at the ◆ Cryoberth: Also called a cryopod.
adjacent. A ship increases in size when
For example, a basic ship comes with a same time. It can practically suspend
it fills more than half the next deck with someone indefinitely for better or
single-slot fuel tank. Installing another
modules. Modules may be moved for worse.
single-slot fuel tank later on enables Reserves & Initial Slots
around when installing new ones.
you to combine them into a double-slot ◆ Hallway Turrets: These deal
Ships can have space allocated to
Each module has a price which includes large fuel tank by paying the difference Medium damage with a +2 to
certain stuffs, such as food and ammo, attacks. Their defense is 12 and
purchase and installation. Installation in cost, which is 500J in this case. without needing to store it in cargo they have 20 HP.
of each module takes a week + days slots.
equal to how many thousands of Juice Plating
they cost. (It would take take ten days to The only way to increase a ship’s ◆ Cargo: Every ship has two cargo
install a small sonar worth 3000 Juice.) slots without needing to build a
defense value is to purchase better plat-
cargo hold.
ing. Plating does not take up space, but
Turrets & Ship Weapons its price is dependant on the ship’s size. ◆ Food: Every ship can store 50 sup-
plies and each kitchen, regardless
Sample Size 1 Ship Sample Size 4 Ship
Section→ Section→ 5 - Star-
1 - Fore 2 - Port 3 - Top 4 - Bottom 5 - Starboard 6 - Aft 1 - Fore 2 - Port 3 - Top 4 - Bottom 6 - Aft
↓ Deck ↓ Deck board
1 Bridge Sonar Warp Life Support Fuel Tank Engine 1 Bridge Sonar Warp Life Support Fuel Tank Engine
2 2 Kitchen Stateroom Stateroom Medbay Fuel Tank Armor
3 3 Bay Communal Armor Workshop Security Turret
4 4 Laboratory Cargo Hold Cargo Hold Turret
5 5
6 6

78 Space Combat Space Combat 79


Ship Modules Ship Modules Kitchen: Filled with appliances for
Small Large preparing, cooking and storing food.
Bridge: The commanding heart of the
Section Juice Description Juice Description ship. From here it is piloted and Laboratory: Highly specialized clean
Bridge 5000 X No large version commanded. This is also from where spaces for performing experiments and
Engine 7500 Normal speed 20000 +50% faster the various weaponry is operated. doing research of all sorts.
Fuel Tank 1000 Stores 1000J 2500 Stores 5000J Engine: What powers thrusters, propul- Library: A repository of knowledge and
Life-Support 5000 10 folk / 1 Atmo / 10 J 10000 25 folk / 2 Atmo / 20 J sion and keeps the lights on. Colloqui- information.
Sonar 3000 Enables sonar 7000 Reroll Sonar Ping ally refered to as the ‘firebox’. Medbay: Everyone’s favorite place to
Warp 10000 Normal speed 30000 +50% faster have and least favorite place to visit. It
Fuel Tank: Large containers for hold-
Armor 2500*Sz +1d6 Grunge 5000*Sz +3d6 Grunge facilitates healing and recovery.
ing juice.
Arsenal 2000 Crew armed in-flight X No large version
Life-Support: A whole array of systems Secret: Cargo compartments hidden
Bay 3000 Fits 1 craft/vehicle 7000 Fits 3 crafts/vehicles
run by specialized machines fed atmo- inside the ship. Not detectable by most
Cargo Hold 1000 2 Cargo Slots 2000 6 Cargo Slots
spheres. It maintains the on-board means.
Communal 5000 +1 GP up to 5 crew 7500 +1GP up to 15 crew
Greenery 2000 Grows food or ingredients 5000 1 Atmo fewer needed environment livable and pleasant. Security: Systems for defending against
Kitchen 2500 Daily food needs are 2/3 3500 Daily food needs are 1/2 Sonar: An audio-based suite of sensors. boarders and unwanted guests.
Laboratory 7000 Enables research 10000 +2 RP per research Talented listeners can make out most Stable: Pens and cages for holding
Library 3000 Provides information X No large version anything from the celestial noise. animals big and small. They have
Medbay 6000 Allows healing 9000 +1 to healing Important during warp as it allows everything to prevent animals from
Secret X No small version 2500 2 Secret Cargo Slots detecting impactable objects. getting hurt during any situation, not
Security 4000 +1 Attack Vs Boarders 6500 +1d6 damage vs Boarders Warp: A powerful machine which can counting literal fire and explosions.
Stable 1500 2 Medium / 6 Small 3000 5 Medium / 15 Small propel the ship across vast distances Staterooms: Rooms for the crew.
Staterooms 2000 +1 GP up to 4 crew 5000 +1 GP up to 10 crew through poorly understood means. Provide privacy, personal storage and
Turret 2000 +2 Weapon Slots 4000 +5 Weapon Slots When warping, ships begin to disap- much-needed space.
Warp Grapple X No small version 6000 Enables Grappling pear and move in unusual ways, giving Turret: A rotating platform on which
Workshop 5000 Enables projects 7500 Projects take 2/3 time rise to the term ‘ghost-riding’. weapons are mounted.
Armor: All additional protection added Warp Grapple: A device which, in
Fuel Expenditure Ship Weapons to the ship. conjunction with sonar, can detect
Ship Size Fuel per Day Weapon J Dmg Ammo Traits Arsenal: Handy weapon lockers and ships travelling in warp and hijack their
1 10 Laser 500 Low 5 similar sources of armament. route, putting the grappling ship on the
2 20 Cannon 1000 Medium 10 same course in combat distance.
Bay: Large empty spaces positioned
3 40 Gatling 2000 High 15 Workshop: An area equipped with
close to the outer hull. Grandiose doors
4 80 Revolver Cannon 3500 Messy L 20 tools and equipment to aid in the
open to enable crafts or vehicles to
5 120 Missile 5000 Messy H 40 process of manufacture and repair.
enter or leave.
6 180 Torpedo 7000 Messy A 100
Electric Lasso 3000 Medium 20 Stun
Cargo Hold: Warehouses for ships.
Ship Plating Communal: Spaces dedicated to the
crew’s free time. They feature well-
Type Juice Defense
known games, comfortable furniture,
Basic Free Defense 10
Makeshift 1000*Sz Defense 11
and similar arrangements.
Overlaid 2000*Sz Defense 12 Greenery: Rooms designed to grow
Polarized 4000*Sz Defense 13 plants without natural light. If large
Ablative 8000*Sz Defense 14 enough they can offset atmosphere
oxygen production and help reduce
juice consumption.

80 Space Combat Space Combat 81


Ship Traits Ship Faults
Blazing Agile Defense +1 during evas- Always Armor provides 1(S) or Overheating Weapons cannot over-
11 Speed is +1 41 11 41
Engines Thrusters ive maneuvers Dirty 2(L) less grunge Weapons charge

Smuggling Has one secret cargo Luxurious Problematic When necessary, move Unreliable In-system travel takes a
12 42 Has a fancy stateroom 12 42
Compartments slot Guestrooms Gravity onboard is -1 Engines day extra

Drone Has a short-distance Auxiliary Engines work even Stiff Evasive maneuvers Bad Warp travel spends
13 43 13 43
Launcher automated scout Power with no hull Controls provide -1 defense Mileage fuel as one extra day

Magnetic Can reel in heavy Repair Poor Miniature One fewer starting
14 44 Can repair vehicles 14 Hear/Find is at -1 44
Harpoons objects in space Bay Sensors Hold cargo space

Sealed Bar & Heals 1 grunge for up Revenge Someone’s out to get Uncomfortable Communal has 1(S) or
15 Has 2d6 cryopods* 45 15 45
Cryoberths Lounge to 10 people Hunted you Design 3(L) less capacity

Outside Atmospheric Tinny Difficult to use comms Unusually


16 Can fit a single craft 46 Has a shuttle 16 46
Clamp Shuttle Communications to talk Damp

Aerodynamic Speed is +2 in atmo- Nutrient Can feed 5 people per Oppressive People don’t wish to Labyrinthine Cannot move straight
21 51 21 51
Frame spheres Dispenser day Mood spend time aboard Corridors between sections

Hallway Between two sections Escape Smelly There’s always a stench Prison
22 52 Has 2d6 escape pods 22 52
Turrets are turrets* Pods Scrubbers in the air Ship

Warp Cozy Up to 10 can enjoy Compulsory Even if not grunged up, No


23 Has a warp grappler 53 23 53 Cannot look outside
Grappler Kitchenette kitchen benefits Servicing requires a scrub Windows

Secure Can easily detain up to Surveillance Has a system of Stubborn On a 1-in-6 doors don’t Custom Plating costs are 20%
24 54 24 54
Brig three people System cameras Doors open Plating higher

Digital Diverse Can detect far more Disturbingly Encounter chance is +1 Faulty Emergency repair
25 The ship can talk 55 25 55
Mind Sensors than usual Noisy for zones Wiring inside repairs 1 less

Mining Default lasers are great Telescopic Can pick up items on Too If size matters, ship is Pea Laser weapons deal 1
26 56 26 56
Laser at cutting Arm the outside Big too big Shooters damage less

Expansive Two additional initial Automated Installed medbay Easily Damage from hitting Ungraceful Speed is -1 in-atmo-
31 61 31 61
Hold cargo slots Medbay doesn’t need doctor Breakable stuff is doubled Geometry sphere

Ancient Has a library filled with Ram Requires 25% less fuel Exotically Starports charge 10% Shining
32 62 32 62 Very easy to track down
Library old knowledge Scoop in-system Built extra for servicing Beacon

Assorted Has 3d6 x 100 worth of Enigmatic Shield- Takes 1 less dmg if Danger Bad stuff is more likely Unreasonable Ship might refuse to do
33 63 33 63
Closet equipment ing warp is not broken Magnet to happen to it Computer dangerous stuff

Opulent Sacred Stuffy Life-support has 2(S) or Really Ship has an enduring
34 Has a small greenery 64 34 64
Greenhouse Chapel Atmospherics 4(L) less capacity Infamous reputation

Stealth Ship can easily hide in Drug Can craft bulk drugs Aggressive Constantly
35 65 35 Reactions are at -1 65 You lose 10% more fuel
Coating space Lab into specific ones Appearance Leaking

All-Terrain Hidden Turrets not visible Cramped Staterooms have 1(S) or Pirate Outlaw rumors say it
36 Has a coach buggy 66 36 66
Vehicle Weaponry when out of combat Quarters 2(L) less capacity Prey holds great treasure

82 Space Combat Space Combat 83


SETTLEMENT BUILDING Structure Materials
Terrestrial Structures
Resources Furniture Work Units Additional
AA Turret 4 2 0 40 Ship weapon
Basement 0 4 1 50 No retrofitting
Should players wish to construct their not lost after construction is Church 3 5 3 100
own or add to an already existing complete, but one bulk of tools Civilian 2 5 1 50
terrestrial settlement, use settlement cannot be shared between Defense Turret 2 2 0 20 Ship weapon
building rules. If building from scratch, multiple under-construction
Defense Wall 1 1 0 2
some parameters must be met before buildings.
Farm 2 5 2 150 Plants / Cattle
starting. ◆ Work Units: An abstract unit Fort 10 10 2 500 Ship weapons
measuring the amount of work
The area has to be capable of support- Landing Pad 1 2 0 50
required to construct a structure.
ing a population, with access to water, Used in calculations. Mine 1 5 0 200 Explosives
resources and food. It might be difficult Outlook 0 2 0 10
◆ Workers: Construction requires at
to attract settlers otherwise. There Palisade 0 1 0 1
least one person working on it.
should also be no clear threats around. Resource Hut 1 4 1 200 Tools
◆ Wages: Workers working on Saloon 4 7 2 100 Goods
After securing the locale and finding a construction need to have their
Sheriff’s 1 5 1 50 Equipment
viable spot, plans should be drawn on needs met, represented by a Juice
cost. Stables 1 10 0 25
what will be built. At least one engineer Starport 5 5 1 200 Tools, Parts
should be present to oversee construc- ◆ Additional: Some buildings
Undertaker 4 5 1 50 Science, Medicine
tion of every two buildings currently require further bulk items or
other things to be completed. Warehouse 0 5 0 20
being constructed. Keep in mind Workshop 5 4 1 150 Science, Tools
construction cannot begin without all Building Bigger
necessary bulk items present. must be spent. Farm: Houses a family and produces
A building can be built bigger, up to five
The settlement will be considered a supplies in bulk at a rate of 1 every 100
times as big. Each increase (double, Structure List
backwater at best and badlands at days. It does not count towards the wall
triple, etc.) increases bulk item require-
worst. It takes a lot of hard work to AA Turret: Uses a ship-based weapon and palisade settlement building
ments by 50% (round up) and work
reach hubworld status. to shoot at flying targets. Must be number. Bigger farms increase the
requirement by 100%. Each increase in
manned. number of supplies produced.
size grants it that much more of
STRUCTURES whatever it offers by default, unless Basement: Adds a basement area to a Fort: A highly defended headquarters.
noted otherwise in the description. The building. Must be decided before a It can protect a wide area against
Constructing buildings is not easy and threats with ship weaponry. Each fort
maximum size of most buildings is 5. building is built.
requires several things. level houses 5 weapons.
Church: A place of worship, congreg-
◆ Resources: Most require a Construction Time ates thirty. Landing Pad: Its size determines the
number of bulk resources. These maximum ship size that can land and
To determine how many days construc- Civilian Building: Houses a family and
can be gathered locally, too. the initial pad can fit size 1 and 2 ships.
tion will last use this formula: may serve as a place of business.
◆ Materials: The second most Landing pads work in conjunction with
important part are materials, Time = Work Units / Number of Workers Defense Turret: Uses a ship-based
a starport. Many pads can be built
which each building will require a weapon to shoot at ground targets.
Worker Wages around one port.
number of. Must be manned.
To determine how much must be spent Mine: A series of underground tunnels.
◆ Furniture: Rare few buildings fit Defense Wall: High and strong. Four
for occupation would be complete on wages and worker upkeep use the It can extract ore at a rate of 1 bulk of
need to be built for each building in the
without furniture. following formula: ore for every 5 workers, every 100 days.
settlement to encircle them all. The
Bigger mines increase the number of
◆ Tools: Each structure being built Wages = Number of Workers * Time * 5 amount needed can be reduced if
requires a single piece of bulk ore extracted.
natural formations help with protec-
tools to be available. The tools are The result is the total cost in Juice that Outlook: Towers and such that serve as
tion.

84 Space Combat Space Combat 85


early warning signals. They do not Starport Sizes Station Modules
count towards the wall and palisade
Size 1: Refueling available. Module Materials Furniture Work Units Recycle Additional
settlement building number. Armor 2 0 2
Palisade: A simple fence. Good against
Size 2: Refuel & scrub.
Cargo Bay 8 0 30 Bay or Hold
animals and such. Four need to be built Size 3: Refuel, scrub, repairs. Can Chapel 3 4 80 Communal
for each building in the settlement to repair 1 HP on every section every day. Controller 6 2 150 Bridge
encircle them all. The amount needed Costs 10 Juice for each HP. Depot 5 0 20 Fuel Tank
can be reduced if natural formations Size 4: Refuel, scrub, repairs and spare Dock 2 0 20
help with protection. parts. Can repair 2 HP on every section Greenhouse 5 1 100 Greenery Plants
Resource Hut: Workers can use it to every day. Costs 10 Juice for each HP. Habitat 4 4 50 Stateroom
extract local resources at a rate of 1 Size 5: Refuel, scrub, repairs, spare Laboratory 6 1 100 Laboratory Science
resource per 2 workers every 50 days. parts and ship modules.Can repair 3 Life-Support 5 0 150 Life-Support See Info
Bigger huts increase the number of HP on every section every day. Costs Medbay 6 2 100 Medbay Medicine
resources extracted. 10 Juice for each HP. Mess 4 10 80 Kitchen
Saloon: Serves food, drink and offers Power Plant 10 0 200 Engine Exotics
tion can be harvested during construc- Saloon 6 5 100 Communal Goods
lodging. The bar area has a high seating
tion to meet initial needs. The GM will Sheriff’s 5 1 50 Security Equipment
and standing occupancy, but there are
provide from 1d6 to 3d6 bulk resources. Sonar 6 1 30 Sonar
only 2 rooms for about 5 lodgers. Bigger
If a settlement is built close to a cleared- Turret 4 0 50 Turret Ship Weapon
saloons double these numbers.
out derelict or similar structure, it can Workshop 5 2 150 Workshop Tools
Sheriff’s: A place for a sheriff and their
deputies. Fits around 3 cells. Doubles be used as a source of materials in
terrestrial settlements lack. While it do not have sections or decks laid out
amount of cells when bigger. much the same way.
functions like a settlement, building it is for ombat purposes. Anyone attacking a
Stables: Large enough to house 10 Padless Landing more akin to constructing a ship and station can choose to target any of its
animals. Farm animals do not need requires different bulk items and build- modules, hitting it on a successful
stables. Any ship can land near the settlement,
ing conditions. attack.
but a pad is required to use starport
Starport: The size of the port determ-
services. Stations modules must connect to each Hull & Grunge
ines what it can do. other when built, but otherwise have no
Undertaker: Disposes of the dead, takes Earnings size or shape restrictions. Each module has a number of hull
care of the injured and functions as a points determined by its size. Each size
Once a settlement reaches a modest Construction time and worker wages
laboratory. Size determines how many grants 1d6 of hull points.
size, any future wages are only multi- work the same.
projects and patients it can handle Grunge is added on by installing armor
plied by 3, instead of 5.
simultaneously.
Moons, Asteroids & Others modules. Armor modules are installed
Warehouse: Safely stocks up to 20 A settlement also provides its founders
to other modules, giving them 1d6
or owners with bulk goods at their Most of the rules concerning station
cargo slots. grunge for every size increase.
production rate. These represent building work the same when
Workshop: Can repair one vehicle at a
surplus that the settlement can comfort- constructing bases on dead moons, Power Plant Juice
time and helps with manufacturing and
ably produce and not grow wanting. A asteroids and similar stellar objects
techwork. Every station requires a power plant or
tax, in Juice, can also be instated, but which lack an atmosphere or livable
several to function. A power plant
Sourcing Locally would depend on traffic, major factions conditions.
consumes juice daily based on the
An area lush with natural resources, in the area, and so on.
Stations in Combat number of modules on the station.
used as the site of the settlement, can be However, armor modules and power
used to gather a number of bulk STATION SETTLEMENT Stations posess thrusters for minor
plants themselves do not count towards
resources for construction. orbit and placement changes, but lack
A space station is a viable settlement, this number. Bigger modules can count
sufficient propulsion to make a differ-
Depending on the abundance, a loca- but has unique problems which as more than one module for this
ence in combat scenarios. As such they

86 Space Combat Space Combat 87


purpose, calculated by dividing its size command responsible for ship traffic provides 3 jail cells and accommodates
by 2 and rounding up. For example, a and day-to-day operations. one deputy.
size 5 turret module would count as 3 Depot: Storage for juice reserves. Holds Sonar: A sensor array to detect incom-
modules for juice consumption. 1000 Juice. ing ships, threats, and the like. Bigger
Dock: Extended arms used by ships to sizes provide earlier warnings.
Life-Support
interface with the station. Its size Turret: A weapon platform for holding
These modules can support a number determine the size of ship that can dock, ship-sized weaponry. Each size fits one
of people living on the station as indic- starting with size 2 ships. weapon.
ated by their description. Listed is also a Greenhouse: Grows food for 10 Workshop: Enables repairs to be done,
Juice cost and number of Atmospheres. creatures. On two size levels (size 3 and as well as projects and crafting. Each
For every month of operation, the life- 5) it offsets Atmosphere consumption size level allows that number of concur-
support module consumes the indic- by 1 and 2 Atmos, respectively. rent projects and crafting jobs.
ated amount of Juice and performs a 1-
Habitat: Provides housing and civilian
in-6 check for each Atmosphere in use.
spaces for 5 people.
On a 1, the Atmosphere is clogged up
and must be exchanged for a new one. Laboratory: Allows research to be
performed, the number of simultan-
Unlike ships, life-support systems on eous projects determined by its size.
stations cannot handle more than their
Life-Support: Provides livable condi-
maximum.
tions by consuming juice. Each size
Travellers level provides for 20 creatures, takes 2
Atmos and consumes 100 Juice.
Do not include incidental visitors to the
Medbay: A place of healing and recov-
station for food, life-support and similar
ery. Requires one doctor and can heal
costs. If their stay turns long-term,
up to 4 people.
integrate them with the population
number. Mess: A kitchen and dining area to feed
the station’s population more effi-
Recycling ciently. Lowers supply consumption by
10% for up to 100 creatures. Size
Ship modules, installed or not, can be
changes the percentage, but not
repurposed to function as station
maximum number of creatures served.
modules and vice-versa. Small ship
To serve more creatures, build addi-
modules count as size 1 and large as
tional messes.
size 2. This always requires 1 bulk of
materials and 20 work units, but no Power Plant: Consumes juice monthly
other costs. to provide power to the station.
Requires 2 Juice for every module.
Module List Bigger modules count as more than one.
Armor: Provides 1d6 grunge points per Saloon: A place for gatherings, fun and
size level to one module. company. Accommodates up to 5 travel-
Cargo Bay: Fits one craft and ten cargo lers with food and lodging.
or no craft and twenty cargo. Sheriff’s: A security station for keeping
the peace. Requires a sherrif to func-
Chapel: A place of worship, congreg-
tion, and a number of deputies depend-
ates 30.
ing on the population. One deputy for
Controller: A station’s central
every 50 people. Each size level

88 Space Combat Space Combat 89


BULK TRADE Keep in mind that simply because a
settlement is not trading with some-
thing that they automatically desire it.
d6
Trade Availability
Item How Many?
1 Simple Equipment Up to 3d6 x 10 J
2 Advanced All else
Ships are able to transport large Halves & Quarters Stats as Desires
3 Juice 3d6 x 100
amounts of cargo and selling it bit by bit A settlement’s stats will indicate a desire 4 Ammunition 3d6 x 10
Bulk items can also be bought in halves
would be unreasonable. Bulk items for bulk items. 5 Atmo (mAtmo) 2d6 (x 10)
and quarters. Simply pay that portion of
ease this process and enable the crew to 6 Trade Goods Roll on Trade twice
the total. They take up that much space Low and high stats designate that settle-
buy certain items as bulk without
as well when calculating cargo slots. ments desire various things, how many
specifying exactly what they are during have equipment worth up to the indic-
depending on the stat’s modifier.
purchase. ated amount in quantities for personal
TRADING ◆ Low Bravado: Ammo, Equipment, use.
Specifics from Bulk To randomly determine what a settle- Explosives
Advanced equipment indicates that
Some bulk items are collections of ment has we roll on the Trade Availabil- ◆ High Bravado: Vehicles, Materials, they have all equipment in personal
unspecified items of one category. ity table a number of times as indicated Juice
quantities.
Single items may be removed from the by the settlement’s standing. A settle- ◆ Low Know: Tools, Cattle, Feed
bulk, reducing its Juice worth by the ment’s standing is determined by the Rolling equipment multiple times
◆ High Know: Science, Exotics, Parts
default cost of the item. GM arbitrarily or using the settlement means they have one random bulk item
creation rules in the GM Module part of ◆ Low Spirit: Drugs, Prisoners, available.
For example, from a bulk of equipment, a Animals
the book.
player can remove a lighter worth 50 J.
The 500-worth bulk of equipment would
◆ High Spirit: Art, Travellers,
Medicine
BULK CRAFTING
Current Standing’s impact on availabil-
be reduced by 50 and would be worth 450 With access to a workshop environ-
ity. Roll on the Trade Availability table ◆ Low Show: Supplies, Refugees,
Juice. Items can be removed from the Clothes ment, some bulk items can be conver-
the indicated number of times.
bulk as long as their cost does not exceed ted to others. This process takes a
-2: They currently have 1. ◆ High Show: Goods, Luxuries,
the bulk’s current value. number of days. The number of crafting
Furniture
-1: They currently have 2. projects that can be done simultan-
Bulk items which work this way are: ◆ Low Health: Roll 1/2/3 times on
Ammunition, Animals, Atmo, Equip- 0: They currently have 3. the Trade Availability table. They
+1: They currently don’t have 2. need this urgently. Settlement Stats
ment, Explosives, Feed, Juice, Medicine,
Supplies, and Tools. Additionally, roll two times on the Bulk ◆ High Health: Roll 1/2/3 times on Stat Mod Desires
Trade table to see their offer. the Trade Availability table. They
Vehicles work similarly. For example, 3 -3 Three low
+2: They currently don’t have 1. have this as surplus, it is available
three cargo slots of Vehicles could be at a 25% discount. 4-5 -2 Two low
three Coach Buggies or one Overlander. Additionally, roll four times on the Bulk
Trade table to see their offer. Space stations almost always need 6-8 -1 Two low

Creatures Atmospheres. 9-12 0 One low, One high


Standings -3 and +3 don’t have
anything and do have everything, 13-15 +1 Two high
Several items (Travellers, Prisoners, Trade Availability Table
Refugees and Specimens) do not have a respectively. 16-17 +2 Two high
Simple Equipment designates that they
price listed. This is because their prices 18 +3 Three high
can vary depending on circumstances, Duplicate results are not rerolled, they
Trade
but represent how much cargo space imply that the settlement has triple
Roll 2d6 1 2 3 4 5 6
they would occupy. This, of course, is something.
1-2 Feed Salvage Ore Resources Animals Goods
under the assumption they would be Backwaters roll with a -1 penalty on the 3 Supplies Parts Materials Cattle Clothes Equipment
transported where there is free cargo row die of the Trade Table, and 4 Tools Explosives Juice Refugees Travellers Furniture
space. Other accommodation can be Badlands roll with a -2 penalty. 5 Drugs Plants Prisoners Specimens Ammunition Medicine
made for them.
6 Exotics Vehicles Luxuries Art Science Pick One

90 Space Combat Space Combat 91


Bulk Crafting harder to substitute. supply per day.
# What & # What Produces What Days Explosives: Assorted explosive Resources: Any natural resources, such
2 Ore None 1 Materials 7 weapons, such as explosive sticks. This as timber, earth, clay, water, etc.
2 Salvage None 2 Materials 10 also includes those used for mining and Salvage: Remains of derelicts and old
1 Resources + 1 Materials 1 Furniture 10 similar work. tech. Unusable in its current state, but
1 Resources + 1 Materials 1 Tools 10 Feed: Food for animals. Not for human can be made into many things.
1 Ore + 1 Salvage 1 Parts 7 consumption. Science: Working machinery and tech
500 Juice + 1 Salvage 1 Ammo 14 Furniture: Recently constructed or with a multitude of uses.
2 Salvage None 1 Furniture 10 repurposed from derelicts. Any number Specimens: Caged creatures. Usually
6 Salvage None 1 Exotics 20 of, but includes everything from chairs special due to their features, unique-
1 Vehicle None 4 Salvage 7 and tables to beds and armoires. ness.
Goods: Various common items used by Supplies: Assorted food and water for
Bulk Items ordinary folk. Cutlery, lamps, spices, folk. Non-spoilable while in bulk.
Item Juice Description Item Juice Description spitoons, combs, mirrors, and so on. Tools: Any of the various tools used on
Ammunition 1000 200 pieces of Materials 400 Repairs 20 Hull Juice: Four barrels filled with 1000 Juice ships and beyond. Can also be kits.
Animals 400 Farm animals and such Medicine 500 Heals up to 100 HP total.
Art 2000 Assorted Ore 150 Mined, unprocessed Vehicle: Either one smaller vehicle,
Luxuries: The finer things in life. such as a buggy, or several bulk vehicles
Atmo 1000 10 Atmo or 100 mAtmo Parts 500 Ship, vehicle, etc.
Including fine jewellery, aged spirits, transported together and representing
By-Products 750 Furs, hides, bones, etc. Travellers X Three folk
extravagant clothes, rare spices, etc. a larger vehicle, such as an overlander.
Clothes 300 Common wear Plants 250 Seeds or grown
Drugs 2000 Recreational use Prisoners X Ten folk Materials: Various hard pieces, worth-
Equipment 1000 Any number worth up to Refugees X Five folk less on their own, but much needed in
Exotics 3000 Materials, plants, etc. Resources 100 Natural resources construction, manufacturing, repair,
Explosives 800 Any number worth up to Salvage 250 Extracted from derelicts etc.
Feed 50 100 days’ worth Science 1500 Machines and such Medicine: Assorted medical supplies.
Furniture 600 Made or salvaged Specimens X Living, strange creatures Used by doctors and such to treat injur-
Goods 250 Common items Supplies 100 100 days’ worth ies. Used up be replenishing health.
Juice 1000 Four barrels’ worth Tools 600 For various jobs Ore: Mined and unprocessed valuable
Luxuries 2500 Jewellery, fine drink, etc. Vehicle 1000 A vehicle or part of rocks with minerals. Useless until prop-
erly extracted and treated.
eously depends on the workshop and Atmo: Boxes filled with Atmospheres or
the number of people involved. mAtmos. They are full. Parts: Bits and pieces required for
vehicles, machines and ships to func-
Anyone engaged in crafting cannot do Cattle: Any farm animals used as cattle.
tion.
anything else worthy of note during Will usually be only a few. Consume
one feed or supplies daily. Travellers: Up to three folk paying for
that time.
transit. Each requires one supply per
Clothes: Assorted clothes for any
Bulk Items List day.
climate.
Plants: Either fully grown plants or
Ammunition: Two hundred pieces of Drugs: Assorted recreational drugs.
mere seeds for planting. Highly valu-
assorted ammo. Usable in any weapon. May be illegal in some places.
able on newly inhabited worlds or
Animals: Any farm animals or other Equipment: Any number of equipment blight-stricken places.
useful critters. Consume two feed or from the equipment list, as long as their
Prisoners: Up to ten secured criminals.
supplies daily. total worth is not over 1000 Juice.
Each requires one supply per day.
Art: Carefully packaged for secure Exotics: Special materials, parts, plants,
Refugees: Up to five folk escaping
transport. Paintings, sculptures, texts, and other items used in construction,
something or other. Each requires one
and so on. production, etc. Hard to find and even

92 Space Combat Space Combat 93


FRIENDS & FOES second value, multiplied by 5, indicates
the number found in a settlement, ship
or lair.
HD
Average HP per HD
Average HP
0 1
Treasure Type (TT) 1 4
STATISTICS Morale (ML) 2 7
The letter determines what kind of
Creatures, robots, and everything else Their morale rating which determines 3 11
wealth they possess. Might be present
has the following statistics. how likely they are to flee or surrender 4 14
on them or located in a lair.
when at half HP or when half friendlies 5 18
Defense (DEF) 6 21
are lost.
Their ability to avoid damage in
ADDITIONAL 7 25
combat.
Disposition (Dsp) INFORMATION 8 28
Determines how most such creatures 9 32
Hit Dice (HD)
usually act. Can be one or a combina- Robots and Animals 10 35
The number of d6 rolled to determine tion of the following: All robots can see in pitch black condi- 11 39
health. Average rolled health is listed in tions and operate in any atmospheric 12 42
◆ Reasonable / Impulsive (R or I):
parantheses. condition. 13 46
Do they think before acting or
not? Will they consider the con- 14 49
Attacks (Att) Animals can see normally in low-light
sequences. 15 53
conditions.
Attacks they may use during every ◆ Neutral (N): Have no strong opin- 16 57
round of combat. Square brackets indic- ions one way or the other. Most Example Monster Stat Block:
ate alternative attacks. animal are this.
Attack Bonus (AtB) ◆ Selfish / Communal (S or C): Do
they put themselves or others Name
What number they add to their attack ahead? Will they protect them- Text Description
rolls. selves only or fear for lives of
others. HD X (X hp) DEF X MV X
Move Rate (MV)
Experience (XP) Att 1 x weapon (1d6) AtB +X
The speed at which they move during
How much experience is awarded for RS DX TX MX PX OX
combat and outside of it, in meters per
defeating them. ML X Dsp XX XP X
turn.
Number Appearing (NA) NA xdx (xdx) TT X
Those with multiple forms of move-
◆ Ability One:
ment will have them listed in paren- Two values, the second in parentheses.
theses.
If the first value is zero, they are not
Resistances (RS) usually encountered in derelicts. If the
Their resistance values: second value is zero they are not Resistances & Attack
usually encountered outside of derel- HD Attack Bonus Death Turret Mobility Plasma Otherly
◆ D: Death icts. 0-1 0 8 8 7 7 6
◆ T: Turret 2-3 +1 9 9 8 8 7
In derelicts, the first value determines
◆ M: Mobility the number of them encountered. The 4-5 +2 10 10 9 9 8
◆ P: Plasma second value determines the number 6-7 +3 11 11 10 10 9
elsewhere nearby, probably a lair or 8-9 +4 12 12 11 11 10
◆ O: Otherly
hideout. 10-11 +5 13 13 12 12 11
Default values are listed in the Bestiary 12-13 +6 14 14 13 13 12
Resistances table. Outside of derelicts, the second value 14-15 +7 15 15 14 14 13
indicates the number encountered. The 16+ +8 16 16 15 15 14

94 Space Combat Space Combat 95


BEAST BUILDER Defensive: They are wary of threats
and other creatures and will keep a
distance, running away if they think
Step 7: Attacks
After traits you will either have the
types of attacks the creature has
danger is afoot.
already known or decide on them your-
It would make little sense for every Tiny: Up to the size of a household cat. Neutral: They usually do not care, self based on how the creature is shap-
creature to be found on every planet. Small: Around the size of a large dog. whether it is because of a lack of natural ing up. If not, determine them
Some are, for varying reasons, but most Medium: About as large as a deer. predators or good defensive capabilit- randomly.
will be endemic to their respective plan- ies.
Large: A bear or thereabout.
ets and not found anywhere else. The Aggressive: They are hard to scare or
beastiary will offer several default Huge: The size of an elephant. Beast Traits
threaten, and will engage if the situ-
creatures of various types and for vari- d66 Trait d66 Trait
Step 2: Defense ation is deemed winnable.
ous climates, but if you want to create 11 Agile 41 Legfull
A 1d6 roll will determine the defense Predator: They hunt and you are the 12 Aware 42 Legless
unique ones yourself, use these rules.
rating. The associated descriptions are prey. 13 Beautiful 43 Medicinal
You may decide on everything
common examples which could 14 Bendable 44 Non-Carbon
randomly, only on some, or pick what Step 5: Number Appearing
provide such a defense, but you needn’t 15 Bladeproof 45 Poison
you want.
pick exactly those. Since all creatures appear in the wilder- 16 Breath 46 Regenerating
ness, the number appearing rating is
Step 0: Where is it? 21 Burrowing 51 Resistant
Step 3: Move always 0 (X), with the X being the result 22 Carrying 52 Ridable
The beast is primarily characterized by from this table. As with all creatures,
A second d6 roll will give us the beasts 23 Charging 53 Sensory
its environment. How has it adapted to the number denotes how many are
speed. It can move this much in combat 24 Climbing 54 Sneaky
the local temperatures, the terrain, the usually encountered on their own, and
normally or sprint at double the rate. 25 Combo 55 Spitting
weather and general hardships. Keep that number multiplied by 5 to see how
Certain traits can modify move. 26 Cries 56 Sprinting
this in mind and weave it through the many creatures are located elsewhere, 31 Dissolves 61 Swallow
design process. Step 4: Demeanor & Morale most likely a lair or similar gathering 32 Fast 62 Thin
place. 33 Flight 63 Treasure
Step 1: Size This tells us how the beast is likely to act
when confronted or upon seeing 34 Food 64 Tripping
How large a creature is important as it Step 6: Traits 35 Gunproof 65 Venom
unknown creatures. Roll 2d6 for
also determines several other charac- These are additional abilities and char- 36 Intelligent 66 Weakness
demeanor, which also determines its
teristics, such as its HD, damage and acteristics that further define and
morale rating.
number of attacks. Roll 2d6 and look up
the results in that row for the aforemen- Frightful: They run away at the first
differentiate creatures. Randomly TRAITS
determine how many traits the creature
tioned stats. sign of disturbance. Agile: Its defenses are +1 against melee
has and then roll as many times on the
attacks.
traits table. You do not have to reroll
Beast Builder 2d6 Aware: It cannot be snuck upon.
duplicates, the results surely have some
2d6 Size HD Dmg Attacks Demeanor Morale NA Traits Beautiful: It is exceptionally nice to
fascinating explanation and will make
2 Tiny 0 1 1 Frightful 5 1 0 look at.
the creature doubly unique.
3 Small 1 1d6 1 Defensive 6 4d6 0
Bendable: It can squeeze through
4 Small 2 1d6 1 Defensive 6 3d6 1
5 Small 3 2d6 1 Defensive 6 2d6 1 Beast Builder 1d6
6 Medium 4 1d6 1 Defensive 6 1d6-1 2 d6 Defense Move Attack Poison Breath Sensory
7 Medium 4 2d6 1 Neutral 7 1d6 2 1 Soft Skin (10) 4 Bite Deadly Spray Fire Sound
8 Medium 5 3d6 1-2 Neutral 7 1d6-2 3 2 Hard Skin (11) 4 Kick Deadly Flesh Electricity Vibration
9 Large 5 2d6 1-2 Aggressive 8 2d6 3 3 Fast (12) 5 Impale Paralyzing Acid Heat
10 Large 6 3d6 1-2 Aggressive 8 3d6 4 4 Scaled (13) 5 Swipe Nauseating Spikes Radiation
11 Large 7 3d6 2 Aggressive 8 4d6 4 5 Carapace (14) 6 Grab Blinding Cold Smell
12 Huge 8+ 3d6+ 2+ Predator 9 2d6 x 10 5 6 Rocky (15) 7 Ram Sticky Binding Instinct

96 Space Combat Space Combat 97


surprisingly narrow spaces. living conditions. Paralyzing: Resist against mobility or Sensors
Bladeproof: Its skin is impervious to Poison: Excretes a substance when fall prone, unable to move a number or
Sound: Primarily works by hearing, not
blades. threatened or attacked. Cannot be turns equal to how much you failed.
sight.
Breath: It can, somehow, project an poisoned itself. Nauseating: Pass a health ability check
Vibration: It can detect the earth move,
attack from its mouth. This replaces one Regenerating: It regains HP equal to its or spend a turn losing your lunch and
branches rustling, etc.
of its attacks or adds an alternate attack. HD at the start of its turn. suffer a -1 on everything until the end of
combat or 1 hour. Repeat attacks do not Heat: It senses only differences
Roll on the table to determine type. Resistant: One or more elemental
repeat this effect. between hot and cold.
Burrowing: It can dig and move effects to not harm it.
Blinding: Resist against otherly or Radiation: It can detect different types
through the ground. Ridable: If tamed it could concievably
become blinded for a number of turns of radiation which are not infrared or
Carrying: If tamed it could serve as a be used as a riding animal. visible light. This could mean that it
pack animal. equal to how much you failed.
Sensory: It has an additional way of senses working machines, tech, gunfire,
Charge: It gains a +2 to its attack and perceiving the environment that is Sticky: Resist against mobility or
and similar disturbances.
+1d6 to its damage if it can move its full better than sight. Roll on the table. become unable to move unless you pass
a show ability check with a penalty Smell: It can recognize natural scents
move before attacking. Sneaky: It is hard to detect and can from afar.
equal to the beast’s HD. Repeat attacks
Climbing: It can climb anyhwere at its ambush. 4-in-6 chance to remain out of Instinct: It has some form of what
do not impose a penalty.
move speed. sight. would be called a sixth sense to detect
Combo: If two of its attacks hit (add an Spitting: It gains a ranged attack that Breath Attacks danger and threats.
attack if it has only one) it does an deals half its usual damage. It should The nature of the attack is up to you, as
unavoidable third damaging effect. not be able to attack more than 10 well as if the attack covers a conal area
Cries: Calls for help when threatened. meters away. or a line, and how long it is. In addition
Draws in Number Appearing / 2 in 1d6 Sprinting: It can sprint at move x 3. to dealing half the normal damage the
rounds. Swallow: On a critical hit it will swal- beast’s attacks do, breath attacks also
Dissolves: One of its attacks can destroy low its target and deal 1d6 damage per have the following effect:
some type of material. Weapons and round. Fire: It sets flammable materials and
armor lose potency each round until Thin: Its defenses are +1 against ranged objects on fire.
destroyed. attacks. Electricity: It deals double normal
Fast: Its move is +2. Treasure: Somehow it carries treasure damage to machines and can disable
Flight: It can fly. Roll move again for around. Roll on treasure type of your tech.
flight speed. choice. Acid: It dissolves metals.
Food: It is an exceptional source of Tripping: When it attacks it can knock Spikes: It impales targets on a hit and
nourishment. its opponent prone. Resist against immobilizes them if there is a hard
Gunproof: Its skin is impervious to mobility to avoid. surface behind them. If there is another
guns. Venom: Delivers a substance when creature directly behind the target, roll
Intelligent: It is highly intelligent for a attacking with a bite, impale or swipe. another attack to see if the other
beast. Roll for poison type. creature receives half damage of the
Legfull: It has more than the standard Weakness: Receives double damage first attack and the two are spiked
array of legs. from some infrequent source. together.
Legless: It slithers or has another form Cold: Extinguishes open flames, lowers
Poison Types
of locomotion. Move by 2.
Deadly Spray: Resist against death or Binding: Envelopes the creature in a
Medicinal: It holds unique beneficial die.
properties if properly studied. substance which prevents movement
Deadly Flesh: Resist against death if and attacks. Pass a show ability check
Non-Carbon: It is uniquely weird and eating raw flesh or die. on your turn to break free.
incompatible with standard food and

98 Space Combat Space Combat 99


ALTERNATE RULES giving unstable surface penalties to
melee attacks.
you will dodge. Simply separate the dice
into two hands or keep them together.
Shoving and such could prove to be
hazardous if the shover is floating. Any
Alternate Health Permanent Injuries may be removed by
such action would do the same to the
spending a week in a doctor’s care.
Instead of losing hit points, this system doer.
contextualizes Health more as an ability Movement Without Gravity
and renames HP as Health Points. Shoot - Kill - Dodge
Moving in an environment without
When hit for health damage, instead of When two or more combatants square
gravity can cause issues, especially in
subtracting as many points from your off and tensions rise - everyone itching
combat, where exact movement is often
HP, roll against your current HP if the to kill. In these situations combat does
paramount.
damage dealt is lower than or equal to not normally happen, but rather, a duel.
your current HP. On a success Running is not possible when
Each combatant in a duel rolls three
temporarily lower HP by 1. On a using magnetic boots, thus all
dice in secret and positions them left to
failure, temporarily lower HP by walking movement is halved.
right. The shoot die is leftmost, the kill
2 and receive an injury by Floating around can enable die in the middle, and the dodge die on
rolling 2d6 on the injury table. easy gliding around at full the right. Action has not happened yet
If damage dealt is higher than speed, but impairs defense and will only happen if any combatant
your current HP, resist against with a -2 penalty. decides to draw. Whoever does, the
death or die. On a success, you are other combatant must reroll one die. If
Shooting while floating sends
unconscious, your HP is lowered by nobody draws, no duel occurs.
the user backwards. If there are
4 and you receive an injury. handholds they may catch them- The three dice are then uncovered and
Healing heals HP back to its full value selves after 1 square of movement, compared between combatants, but
equal to Health as before. Once you heal otherwise they keep moving back- their placement cannot be changed.
to full, remove all injuries, unless they wards. The same is true for those being Shoot is compared to dodge on both
are permanent. Permanent injuries are shot, unless they are large or bigger or sides to determine who shoots who and
marked with an asterisk (*). In case of a robots suited for low-gravity. who shoots first. Your shoot must be
duplicate roll on the injury table, take higher than their dodge. However, the
Melee attack damage is not affected,
the result from the second column. In lower shoot score that still beats a
but it might be more difficult to strike,
case of a triplicate, you got lucky. dodge is quicker and thus shoots first.
depending on your situation. Consider
Getting shot before shooting lowers
your own shoot by one. If shot in this
Injury way, see if you still hit your target. The
2d6 Type 1st Time 2nd Time kill determines the damage you do if
2 Unlucky Doesn’t look bad, you die in 1d6 rounds Huh, you’re alive you hit. A kill score of one to five
3 Broken Fingers* -1 on Attacks -2 on attacks determines how much HP the target
4 Spine Injury Cannot carry Heavy items May only carry 1 Bulky item total will be left with, and a kill score of six
5 Lost Weapon Weapon is ruined Another weapon ruined (or item) kills them outright. If you have fewer
6 Armor Hole Armor defense -2 Armor is ruined HP than what you would be left with,
7 Flesh Wound -2 on everything in this combat -4 until end of combat
you die instead.
8 Stunned Cannot act for Low turns Knocked unconscious
9 Leg Injury Move is halved Move is quartered More than two
10 Arm Injury No BRV to attack, no SHO to damage -2 to all attacks If there are more than two combatants,
11 Head Blow* -2 to KNO -2 to SPR before revealing dice, you must choose
12 Heavy Bleed Receive first aid or die in 1d6 rounds Sorry, you’re dead who you will shoot and against whom

100 Space Combat Space Combat 101


SETTING
WHAT IS THIS? expected behaviors have arisen and
most people follow these. They have
Wildspace is a game wherein players
also given birth to larger concentrations
take on the roles of crewmembers
of power and control.
aboard a starship travelling the galaxy.
Humanity has reached its peak aeons
ago and almost died off in mysterious
REGIONS OF SPACE
circumstances. Now, from the ashes, Folks divide the galaxy based on the
civilizations rise again. With most four cardinal directions and three
records destroyed and no connections rough astrographic categories:
with the past, this new era of humanity ◆ Home: The centralmost region of
struggles to understand the ancient known space. It is the most
technology of their ancestors and densely populated, but also
survive in an inhospitable apocalyptic sufficiently explored and devoid of
spacescape. ancient resources, prompting folk
to travel ever so farther to attain
The titular wildspace is a disease wealth.
spreading through the galaxy. Its ◆ Borderlands: The outskirts of
origins and purpose are unknown, but civilization. Going away from
it has spread to the farthest reaches of Home in any direction will take
space, there is no escaping it. It you here. This is as far as people
consumes and becomes one with have spread and are able to
everything it touches, violating its maintain some sort of order.
essence and twisting its nature. ◆ Beyond: The rest of space.
Sparsely inhabited, and full of
New Humanity has found life in the wildspace and riches.
remains of cities, colonies, stations, an
ships of old, despite a lack of technolo-
The cardinal directions are:
gical understanding.
◆ The Western Range: The so-called
Frontier. Wildspace runs rampant
THE GALAXY here and blocks access to many
sources of tech, overrunning
Folk in the galaxy are spread out far,
entire formerly populated planets
wide, and thin, living in small filled with riches.
communes away from each other. Most
◆ The Eastern Fringe: Sectors
lead simple lives on the frontiers of neighboring the immense stellar
civilization, fighting against the phenomena which spans this part
elements, alien blights, wildspace, of the galaxy north to south,
marauding beasts, pirates, and other blockading travel for most ships.
threats. This massive ever-shifting storm
halts travellers and those who
Despite the apparent universal lawless- attempt the dangerous journey
ness, there is some order. Throughout either never come back or return
the years, rules, rituals, culture and to speak of unimaginable horrors.
On occasion, folk from beyond the

102 Space Combat Space Combat 103


Fringe come through, hawking fundamentalist beliefs enable them to damage. Though not directly concerned and everywhere, hiding in plain sight,
their never-before-seen wares. assert total control over the populace. with governing others, they do so by working on subverting other factions to
They are known for hiding their However, few will complain on life proxy as they lay claim to major finds of ensure freedom for all. These anarch-
faces with elaborate masks and
“inside the House”, be it because they ancient tech, wherever it may be. ists value free will and unopposed
apparatus.
truly offer peaceful living or because governance, every person for them-
◆ The Southern Growth: This you are scared to rebel. selves, for better or worse. Their
strange region is marked by many
members are known to sacrifice their
planets overgrown with plantlife,
much more than anywhere else. lives to deal serious blows to
More often than not it is proponents of control.
impossible to ascertain if a planet
even was previously inhabited.
The Wild is present here, but does
not seem to be as aggressive or
spread out.
◆ The Northern Wastes: Made
distinct by numerous fancy-
colored nebulae and clouds, it
makes for a poor place of
residence as the beautiful sights Those who suddenly find themselves in
wreak havoc on tech. Thanks to
Settlements under their banner are sacred Keeper territory have few
this it has become a haven for
undesirables and all who wish not controlled by Provosts, who oversee choices. Leave, if they can, or continue
to be found. Thus, travel is highly that everything goes according to scrip- living there, following their rules. The
dangerous. ture, how it is written in the Book of Keepers are known to force people into They accept anyone into their midst, if
Reason. Straying from the Reasonable unpayable debt by confiscating unlaw- you don’t smell like a rat, that is.
MAJOR FACTIONS Path and into decadence will lead to fully owned tech and imposing fines.
The actual Vale is a prophetic place they
There are many influential factions, complete dissolution, the same that Most end up serving long sentences in
seek, which will answer all questions,
each with a particular ideology, that happened to Old Humanity. what can easily be described as bonded
and if the right people reach it, it will
have laid down their roots across the labor, or just plain old slavery.
Peace is enforced by heavily armed and bring peace to the galaxy.
systems. Most focus their efforts on one armored Wardens, either local or trav- Their melee-only squads are led by
part of space, but do try their best to elling. They believe in the gun and how Overseers, who enforce the law with a The Southern Factions
spread. through proper use it can solve any steel fist. They utilize amazing weapon- The Red Line
problem. deactivaton tech to level the field
The Western Factions Unscrupulous Militant Preppers
during combat. Thankfully, they almost
The Silver Keepers
The House of Reason always take prisoners. RED & BLACK
Authoritative Religious Fundamentalists Greedy Technological Explorers
The Vale Not much of a society, more a roving
BLUE & WHITE SILVER & GOLD band of warriors hell-bent on proving
Lofty Wild Communers
While not as numerous and influential their worth. Their territory expands
The largest of the factions and most ORANGE & BROWN day-by-day, but only through conquest.
benign, at least that’s how they seem to as the House, the Keepers are a force to
be reckoned with. They have The true numbers of these idealistic You either fight them and lose some
the vast masses under their control. people, or wave a white flag and get
They are highly authoritative with strict proclaimed themselves the only true ragtag misfits are difficult to gauge.
guardians of ancient technology who They do not occupy territory or claim purged. The survivors of these wars of
rules controlling most aspects of daily challenge are loosely ruled, usually by
life. They believe that devotion to their have been tasked with finding and safe- ownership of anyone. They do not keep
guarding it. They believe technological books, as far as anyone knows, and women who are tasked to prepare the
religion will bring salvation to the settlement for future conflict. Despite
galaxy and help fight Corruption, which secrets could hurt the unguarded and have no official hierarchy. Members of
ignorant, causing unimaginable the Vale can surely be found anywhere their tribal nature and penchant for
is what they call Wildspace. Their

104 Space Combat Space Combat 105


combat, they do not fight fair and will overall strategy and workplan. vengeance on the truly unruly. coming and going through the
achieve victory by any means, because years.
it is victory that matters, not the fight. The Eastern Factions Factionless ◆ The Allmonger: A large ship
That said, they do not always fight, their Arch Loyal The Common & Free People many believe was built by the
settlements are open to trade and visita- Easterners. If true, it would be the
Haggling Sycophantic Acolytes Found everywhere, the factionless are first ship built after the fall of
tion most of the time. Just don’t be
living hard lives in harsher places. humanity. Its primary purpose is
surprised if someone wants to test your BORDEAUX & COPPER
Always watchful of the multitude of to serve as a port of call for Arch
mettle. Loyal ships travelling to and from
Merchants from beyond the Fringe who dangers that threaten their existence
visit Home and the Growth to trade. the Storm.
and simple way of life. They are protec-
They follow almost ritualistic rules ted by Sheriffs and their Deputies. ◆ Zoar Oasis: A small and desolate
concerning business, evoking esoteric moon speckled with transient
settlements, inhabited by Picaroon
names to bless deals and wear exquis- LOCALES ships and their crews during the
They follow a strong hierarchy, but posi- itely ornamented attire. A figurehead, off season.
tions are routinely changed because as or heads, beyond the Fringe rule them. Most of the major factions hold a system
they consider to be the center of their
we all know, Might makes Right. But apart from titles uttered during
prayer it is impossible to know more. operations. OTHER SPECIES
Their war bands are led by Chiefs and
their weapon of choice is everything. Twilight Picaroons ◆ Ananke City: Floating high above Ashen
an orange-tinted giant of a planet
is one big rock. In it lies the only Beings believed to have risen literally
The Growing Union Zealous Mystic Corsairs
city in Home and it is run by the from the ashes of destroyed worlds.
Protective Ardent Collectivists BRASS & BLACK House of Reason. They are roughly humanoid looking,
GREEN, RED & WHITE Free roaming mystics who fly the ◆ Breakpoint: If you have tech to but with gray and flaky skin, bulbous
dangerous Fringe Storm. They are pawn, this is the place for you. The eyes, and no hair.
Numerous and highly valued, this Keepers run this large stationtown
feared and revered by many, saving
assortment of cattle farmers, ranchers, orbiting a dead world. Broken Cavi
unfortunate ships trapped in the mists
growers, and their ilk rule the Growth. down ships usually become part of
and raiding ships on the Fringe. Their Small, rodent-like hairy beings of great
Despite mild and unassuming first the town itself.
ways are difficult to understand and intelligence. They can be found every-
impressions, the Union is well- ◆ Saloon: Your one true stop
they intend on keeping them that way. where as their size makes them the
equipped and more than ready to stand towards the West. Everyone who
perfect stowaway.
their ground should anyone attempt to seeks their fortune on the Frontier
The Northern Factions respects Saloon’s freefolk rules.
usurp their trade. Most smaller concen- Crystalline
Roun Dearn Not even the House dares impose
trations of folk manage to grow their
its will here. Extremely slow non-carbon-based life-
own food, but the rest depend on the Furtive Disciplined Siblinghood
◆ Big Iron: This monstrously large form. Only moves when you’re not
Union. They play the game smart and
NO COLORS ship is making circles around a looking. They posess unique and diffi-
do not overreach, being fully aware
deep red sun. Only a small cult to understand technology they use
their good standing and pleasant deal- Pirates, reavers, corsairs, thieves, fraction of it is inhabited, the rest to travel the stars without warp.
ings stem from a fair and largely non- outlaws, and all other mischievous occupied by the Wild. The Union
political attitude. elements are keen on calling the Wastes are making slow progress on Roachoids
their home. The Roun Dearn is a loose clearing it out and growing their
From the outside looking in, one would town. Child-sized and very hardy beings of a
collective of like-minded justice
separate them into three types of folk: cockroach appearance. They prefer to
runaways who settle and maintain a ◆ Dispute: The primary place of
Workers, shippers, and the commissary. congregation for the Red Line. Any keep their many secrets to themselves,
deep network of hidden towns and
However, to them the lines are much major rows between the families but are otherwise friendly.
outposts. Despite their nature they
more blurred and they are lateral in and tribes are settled here, on a
follow a strict set of rules and regula-
hierarchy, not vertical. The only upper desert planet. Its population Wee Folk
tions. Though these apply in all space, changes wildly depending as
body of the Union is the Commissariat, Legends tell us these human-like
members are known to exact everyone lives in their own ships,
an unknown group which handles the

106 Space Combat Space Combat 107


◆ Hulk: Huge ships stuck in space.
humanoids are in fact humans, techno-
logically shrunk long ago. Some grow
GLOSSARY OF GALACTIC
TERMS ◆ Juice: Ubiquitous fuel used to
up to be a meter tall. power all tech.
◆ Arc: Huge buildings buried by
◆ Junction: A working and known
Lizardine time.
beacon in safe space.
Cold-blooded humanoids found in hot ◆ Astrogation: Navigation through
the use of hand-drawn maps in ◆ Lines: High-traffic and high-speed
and humid places. They operate their routes between important
space.
own warp-capable ships, interiors settlements.
changed to suit their atmospheric ◆ Atmospheres: Ball-like tech used
by various systems to provide life ◆ Runaway: Ships that could not
needs. disengage warp. Forever lost to
support.
time and space.
Old Folk ◆ Backwater: A planet or system off
the beaten path. ◆ Shuttle: Smaller ships without
Marble-skinned former humans that warp which frequently ferry
have spent millenia underground. ◆ Badlands: A planet or system people to space and back.
forgotten, dangerous, with little of
Remnants of a bygone era, gone mad ◆ Sonar: Ship-mounted device used
worth, both or all three.
with time and isolation. to survey systems and subspace.
◆ Beacon: Catch-all term for
subspace locators. ◆ Subspace: The invisible part of
OTA space.
Organic Tech Alien, a non-humanoid, ◆ Beyond: All places away from the
Borderlands. ◆ Tech: All technology created by
carbon-based life form which can only Old Humanity that is still in
live by melding with technology. They ◆ Caravan: A collection of ships working order.
travelling together for protection
are moderately intelligent and prefer to ◆ Trails: Low-traffic routes between
in highspace.
not socialize. backwater towns.
◆ Dark Territory: Systems and
sectors away from known ◆ Warp: Form of travel used in
beacons. highspace in which ships travel at
extreme speeds by partly entering
◆ Dead Man’s Switch: Contraption subspace.
aboard ships used to prevent
runaways. ◆ Wilder: Any person infected with
the Wild.
◆ Derelict: Structures from ancient
times. Hold secrets and riches. ◆ Wildspace: The ever-present and
ever-spreading phenomena in the
◆ Firebox: Parts of a ship’s engines galaxy.
which heat up during travel. Some
prefer to have their quarters
nearby.
◆ Ghost-riding: Travelling via ship
using warp. Called thus because
ships seem to disappear when
activating their highspace engines.
◆ Highspace: All space far from
planets.
◆ Highwaymen: Outlaws who
operate in highspace, preying on
travellers.
◆ Hubworld: Frequented planets or
systems with working beacons.

108 Space Combat Space Combat 109


GAME MASTER MODULE DESIGNING A DERELICT
The type of derelict will impact its
Consider keycards, special keys and

Derelict Room
contents and dangers. Decide on one or 1d6 What Treasure
Principles of Play ◆ Delving Derelicts: An ancient 1-2 Empty 1-in-6
space station, an overgrown build- Derelict Type
3-4 Friend/Foe 3-in-6
A game master is as much a player as ing, or forever drifting space ship 1d6 Space Planet
5 Special None
anyone else, meaning that you are here are the best examples of derelicts, 1 Space Station Outpost
remnants of old humanity filled 6 Hazard 2-in-6
to have fun as well. While narrative 2 Research Lab Crashed Ship
circumstances might turn cruel and with riches and danger. These 3 Pleasure Yacht Underground
places might be filled with auto- devices to open up areas, provide short-
hazardous to the lives of player charac- 4 Military Vessel Civilian Refuge
mated defenses, deadly hazards, cuts, openings from the outside, etc.
ters the game is not about antagonizing other scavengers, etc. 5 Cargo Ship Research Base
the players. It is about testing their 6 Mining Barge Industrial Facility Derelicts in space almost always have
◆ Handling Outlaws: Some settle- no breathable atmosphere, but their
mettle in meaningful ways and the
ments might require help fending create your own.
glory of seeing who pulls through to off or getting rid of criminals, and life-support systems may still work if
win the day. offer recompense for the effort. Threats turned on. An atmo might already be
present, though players might have to
That said, there is a very thin line ◆ Faction Work: Groups with inter- While it may make sense to only popu-
secting interests oftentimes hire bring their own. Naturally, any sections
between what players perceive as fair late derelicts with robots and such,
outsiders to perform spywork, exposed to space will prove problem-
and unfair challenges. Keep the follow- consider that many forms of life have
wetwork or other dirty deeds. atic. The same could be done with light-
ing in mind when designing adventures evolved to inhabit these numerous
◆ Tech Retrieval: Amazing ing and doors, using Juice to activate
and playing the game. places, wherever they may be. With this
machinery requires amazingly power plants.
Forewarn and Present: The worst kinds in mind, try not to have the location
rare parts when it eventually
only have antagonists, but rather poten- If drawing a detailed-enough map,
of challenges and hazards are the ones breaks down. Individuals or
groups will call upon entrerpris- tially neutral or even possibly friendly remember the grid is 1x1 meter
the players never see or only trigger the
ing parties to acquire them. elements. squares. Each square is the width of a
bad effects of. It’s much more fun to
◆ Searching for Survivors: With common door and about enough for a
interact with a trap or feature than to
little to no way of communicating Map it Out single person, or two if you want to get
feel smug because they forgot to
across the stars it is often too late For planetary locales, a level-based more intimate.
mention searching a particular wall or
someone is noticed missing. Non- system will work best, with deeper
failed some roll. etheless, they will want to be Sources of Treasure
sections housing higher HD threats
Provide enough information and design found by those who care.
than the initial floors. Usually the level Most derelicts share features adventur-
adventures so that challenges stem ◆ Discoveries: While people can be equals HD, but not necessarily. ers will want to find. Most are usually
from interacting with the environment. found everywhere, for every located deep inside derelicts, prompting
A spiked pit should impale the greedy planet with them there is at least In ships it may prove troublesome to
one without and waiting to be hazardous searches.
and unwary, it should also protect a design in the same way. There are
found. several ways to achieve a similar effect. Power Plant / Engines: Bound to have
place of treasure and worth, not a
meaningless hallway. Figuring out how ◆ Colonial Misfortune: Colonists Ship-based threats may grow in some Juice as well as Tech Scrap. Fuel
might run into trouble before tenacity from the front of the ship to the tanks and fuel lines could be nearby.
to traverse past and especially how to
establishing themselves. Such back, or from the outside in. Simply
get the heaps of treasure across is half Armory / Turrets: Could contain
people usually need others to
the fun. secure their new home location. randomly and haphazardly arranging salvageable weapons and ammo
threats, regardless of their HD, might be reserves.
◆ Stellar Phenomena: Exploring
Types of Adventure these dangerous spatial
doable as well, as long as you provide Life-Support: Should have Atmo-
It might not be immediately apparent occurences might be profitable if plenty of opportunity to circumvent spheres and potentially be also turned
what sort of adventure one can have in paid to do so, or if they hold sections. A ship needn’t look the way it on to ease delving deeper.
the world of Wildspace, so here’s a short sources of profit. was imagined. Collapse passageways, Robots / Turrets: Might have
list of potential scenarios. create holes in walls, ceilings and floors. harvestable Tech Scrap.

110 Space Combat Space Combat 111


Stock the Derelict Movement in low-gravity environ- 3. Guardian: Activity triggers a 2. Barrel(s) of Juice: 1d6 x 100 Juice
ments is different and causes complica- robotic guardian or life form living within.
Decide on what each room will have.
tions, but also negates some. there.
This might be remains of whatever 3. Atmosphere or several of them.
function it served or indications of what Example Hazards 4. Hologram: A projection pretend-
4. Tech Scrap
it is now, if the place is or was inhabited. ing to be a threat or simply a sign of
1. Falling Debris: Inflicts 2d6 warning. 5. An Ammo Box
Empty: There is nothing worthwhile damage. Resist against mobility to
here, at least when it comes to inhabit- 5. Discharge: Old machinery spurts 6. Ancient Equipment
avoid.
ants, hazards or preconceived items. acid, coolant, plasma, or some other
Prepare a description though, and some 2. Gas Leak: Poisonous gas fills the hazardous discharge. Attacks for 3d6
ever-important fluff. room. Resist against death or die. damage.
Friend/Foe: Something or someone can 3. Harmless Gas Leak: Impedes 6. Paralysis: A sonic brain scrambler,
be found here. Pick randomly based on vision and may displace oxygen. stunning electroshocker, or something
location or choose yourself. 4. Give Way Floor: Opens and sends weirder renders a person or persons
to floor below. Maybe causes damage. unable to act for 1d6 rounds. Resist
Special: The weird, the wild, and the
against otherly to avoid.
tech. These rooms serve special func- 5. Suddenly exposed spike or
tions, hold unique tricks and offer new powered wiring: Attacks and deals 1- Example Special
possibilities. 3d6 damage.
1. Robot Guardian Station: Numer-
Hazard: Be it a trap or sign of decay, this 6. Blocking Rubble: Suddenly falls ous robots await activation.
room has something very dangerous. and separates characters.
More often than not, such elements are 2. Lying Hologram: A hologram can
7. Plasma Blowout: Extremely hot be activated, but it lies.
guardians of treasure or at least lead to
plasma jet bursts from a pipe and deals
seldom seen sections of derelicts, 3. Shifting Architecture: On its own
4d6 damage. Resist against Plasma to
which, naturally, are bound to hold or after activation, the room moves,
avoid.
treasure. rotates or otherwise changes where
8. Turret Pop-Out: A defense plat- doors are and where they lead to.
Treasure: If the room is inhabited,
form emerges and targets trespassers.
treasure is dependant on its treasure 4. Liquids: Strange liquids of
Use an appropriate turret.
type. Otherwise, roll randomly or place unknown origin and function are on
as you wish. Keep in mind that more 9. Coolant Leak: Resist against mobil- display.
dangerous levels or sections hold ity or have a part of your frozen in
5. Transfertube: A series of tubes big
greater treasure. place. It deals 1d6 damage every minute
enough for small items, big items, or
and sudden force may shatter affected
Tip: Ask yourself what each element even people are here. If they work, they
body part.
means in the grand scheme of things. could transport to other rooms.
Why is that robot there? Why are those Example Treasure Hazards & 6. Hidden Compartments: Seem-
creatures in that room? Where are their Traps ingly innocuous, there are secret items
friends? Who are their enemies? And so
1. Hidden Projectiles: A weapon or here.
on.
similar shoots in a particular direction. 7. AI Construct: Some form of artifi-
Gravity Attacks for 2d6 damage. cial intelligence is here and either will-
Space derelicts usually come without 2. Flash Alarm: Something triggers a ing to speak or made with time.
gravity. But, sometimes ancient gravity- loud and visible alarm. It also detonates
granting machines are still whirring, a series of flashes which blind for Low Example Treasure
powered by leftover Juice and activated rounds and negate hearing for 1d6 1. Tank(s) of Juice: 1d6 x 10 Juice
by recent presence. rounds. within.

112 Space Combat Space Combat 113


SYSTEM CREATION # of
Not
Habitable
Potentially
Habitable
Habitable Planets
Habitable
Moons Giants without Habitable Moons
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th
Star systems the players visit are or other 2 Hab Giant
presumed to be inhabited. If they are 3 Close Moon Giant
For each entry in the table in the row 4 Close Hab Moon Giant
not skip the settlement roll when creat-
corresponding to the number of planets 5 Close Hab Moon Giant Giant
ing a star system and, optionally, do not
in the system, roll on the appropriate 6 Close Hab Dead Moon Giant Giant
include habitable planets if the system
table. For example, in a system with six 7 Close Close Hab Dead Moon Giant Giant
has none.
planets, there would be one roll on the 8 Close Close Hab Dead Moon Giant Giant
Step 1: Number of stars Close, Hab, Dead, and Moon tables, and 9 Close Close Hab Hab Dead Moon Giant Giant Giant
two rolls on the Giant table. 10 Close Close Hab Hab Dead Moon Moon Giant Giant Giant
Roll 1d6 to determine the number of
11 Close Close Hab Hab Dead Moon Moon Giant Giant Giant Giant
stars using the table below. Step 4a: Planetary Distances 12 Close Close Hab Hab Hab Moon Moon Giant Giant Giant Giant Giant
The distance between planets, in days
Star Number Dead Planet Type of Giant
of ship travel is determined by adding
d6 Type of Star System d6 Type d6 Type
up the die results used in determining
1 Single 1 No atmosphere 1 Ice Giant
each planet type. For example, the
2 Single 2 Too hot 2 Gas Giant
distance between a Too cold (result of 2)
3 Single 3 Too cold 3 Brown Dwarf
Close Planet and Jungle (result of 4)
4 Binary 4 Too tectonic 4 Puff Ball
Habitable planet would be six days of
5 Binary 5 Too toxic 5 Hot Giant
travel.
6 Trinary 6 Too destroyed 6 Mysterious Giant
Step 5: Type of Settlement Close Planet Moon/Space Settlement
Step 2: Type of Star(s)
After rolling which type of habitable d6 Type d6 Type
For each star, roll on the following table 1 Lava Planet 1 Rocky Satellite
planet it is, roll on the table for that
to determine its type. 2 Metal Planet 2 Ice Moon
planet type to determine the settlement
on it. 3 Chtonian Planet 3 Space Station
Star Type 4 Dead Planet 4 Asteroid Base
d6 Type of Star After rolling which type of moon or 5 Cloudy Dead Planet 5 Wasteland Moon
1 Orange Dwarf space settlement it is, roll on the table 6 Cracked Planet 6 Garden Moon
2 Yellow Dwarf for that type. Wasteland, Garden and
Habitable Planet places landmass might protrude
3 Yellow-White Dwarf Ice moons roll on the same type of
d6 Type above, allowing some terrestrial
4 Red Dwarf planet table.
1 Desert Planet life.
5 Red Giant
Step 5a: Multiple Settlements 2 Ice Planet ◆ Jungle Planet: There are oceans,
6 Red Supergiant
3 Ocean Planet but this type of planet is character-
Consider increasing the number or size 4 Jungle Planet ized by endless swathes of hot,
Step 3: Number of Planets of settlements in plentiful hubworlds humid and lush jungle.
5 Wasteland Planet
Roll 2d6 to determine the total number and reducing the same in impoverished 6 Garden Planet ◆ Wasteland Planet: Barely livable,
of planets inside the system. Then badlands. this planet housed a significant
consult the Habitable Planets Table to ◆ Ice planet: A surface covered with population ages ago. They left
see which planets are habitable. Option- Habitable Planets ice, chilling mountains and rare behind toxic and dangerous ruins
unfrozen water. which stagnated planetary heal-
ally, turn some habitable planets ◆ Desert planet: Most of this planet
is a hot desert. Sand, rock, dried ◆ Ocean Planet: The vast majority ing.
unhabitable if you wish.
up riverbeds and canyons, scarce of this planet is covered with ◆ Garden Planet: This planet has
Step 4: Type of planet, moon vegetation and wildlife. water and deep oceans. In a few elements of all the other five plan-

114 Space Combat Space Combat 115


ets combined. giant and the planet before it.

Dead Planets Giant Planets


These planets used to house life or had ◆ Ice Giant: Large planet with no
the potential to, but outside influence solid surface, rather layers of
has made them barren and uninviting strange liquids and gases.
in a variety of ways. ◆ Gas Giant: Huge planet with nev-
erending storms making up its
Close Planets gaseous surface. Its depths impen-
etrable due to crushing pressure.
These planets orbit near their parent
star or stars and are almost always ◆ Brown Dwarf: A failed star,
extremely large and still warm.
highly unsuitable for convential life. They might have clouds of dust
◆ Lava Planet: Rivers and seas of around them and some even hide Desert Planet Garden Planet
molten rock and an atmosphere of orbiting planets and moons. d6 Locale Description d6 Locale Description
toxic gases make up most of this ◆ Puff Ball: Much larger than gas 1 Scorching Desert 1 Snowy Woodland
planet. giants but similarly dense, mean- 2 Remnant Dustbowl 2 Windy Crags
◆ Metal Planet: High concentrations ing their slowly evaporating layers 3 Bushy Badlands 3 Hillside Forest
of various metals, metallic rains may be approached. 4 Grand Gorge 4 Rainy Coastland
and strange atmospheric composi- ◆ Hot Giant: Very hot gas giants. 5 Cold Flats 5 Rolling Plains
tions make this planet difficult to
◆ Mysterious Giant: Sonar cannot 6 Roll on Rocky Satellite 6 Roll on another table
even approach.
determine what type of planet this Ice Planet Rocky Satellite
◆ Chtonian Planet: Former gas is, but it is very big.
giants with all of their gas stripped d6 Locale Description d6 Locale Description
away. They resemble other close 1 Frozen Floeland 1 Domed Base
planets and some may still be 2 Katabatic Lake 2 Carved Surface
shedding gas in a glorious display. 3 Lonesome Mountaintop 3 Grounded Station
◆ Cloudy Dead Planet: Same as 4 Tundra Hinterlands 4 Hole in Rock
dead planets but nigh impenet- 5 Chtonian Cavity 5 Dead Planet Atmotown
rable layers of gases occlude the 6 Roll on Ocean Planet 6 Transient Workplace
surface.
Ocean Planet Space Station
◆ Cracked Planet: Some ancient
catastrophe has left this planet in d6 Locale Description d6 Locale Description
ruins, losing parts of itself through 1 Underwater Habitation 1 Over Dead Moon
millenia. 2 Isolated Island 2 Over Gas Giant
3 Floating Shipyard 3 In Giant’s Rings
Moon or Space Settlements 4 Elevated Platforms 4 Observatory in Asteroid Ring
◆ Rocky Satellite: A settlement has 5 Muddy Cropland 5 Glass-Domed High-Population
sprouted on a lumpy less-than- 6 Roll on Ice Planet 6 Many Stations Stacked
moon-like object in orbit around a
gas giant. Jungle Planet Wasteland Planet
◆ Space Station: Manmade or d6 Locale Description d6 Locale Description
mansalvaged structure floating in 1 Verdant Rainforest 1 Repurposed Techland
orbit around a gas giant or its 2 Megatree Hollow 2 Floating Scrapland
moon. 3 Foggy Inlet 3 Impact Crater
◆ Asteroid Base: Same as rocky 4 Fetid Swampland 4 Radioactive Wasteland
satellite, except it is located in an 5 Stilted Wetland 5 Tidally-Locked Sanctuary
asteroid ring, between this gas 6 Roll on Ocean Planet 6 Roll on Rocky Satellite

116 Space Combat Space Combat 117


SECTOR CREATION Step 3a: Wildspace
Wildspace takes up a number of
make a nebula spreading east to west,
three squares in both directions from
its original square.
squares and is drawn as emanating
from its initial square. First, roll 1d6 to Step 4: Lines & Trails
A sector is a region of space encom- To keep things simple it is recommen-
determine the number of squares it will
passing many light years. For simpli- ded that borderlands sectors always These are the highways and byways of
spread out to. Then, roll 1d6 that many
city’s sake, the sector is drawn as a grid- neighbor home and the beyond. space. Charted, plotted, frequented
times to see where it has spread, follow-
based two-dimensional map. The map Spatially this does not make sense as the paths with beacons to ease travel.
ing the Wildspace Spread table.
is composed of a 6-by-6 square grid for a borderlands covers a vast area, but it is
Repeated results spread further in the First, roll 1d6 several times to see where
total of 36 squares, each being either simple to understand and draw maps
same direction. It is highly recommen- lines and trails connect on the map’s
empty space or one of many interesting for. You may disregard this.
ded you first roll to see where it spreads edges, leading to other sectors. The
features, such as star systems covered
Step 2: Roll Coordinates before putting pen to paper. sector’s location determines how many
in another section.
you roll and what they are.
Roll 4d6 ten times and record the results Step 3b: Nebulae
Step 0: Map Template of each roll, writing down the indi- ◆ Home: Roll 1d6 four times, each
Similar to wildspace, nebulae cover a result marks a line leading to
Draw or print out a 6x6 grid on your vidual numbers as they appear. For
large area, but are of more defined other home sectors and one lead-
paper of choice. In the back of this book example, the first roll is 2354, the
shapes. First, roll Medium to determine ing to the borderlands.
is a template and it is available as a second roll is 6213, the third roll is 2261,
how big the nebula is, in squares from ◆ Borderlands: Roll 1d6 three
separate download. and so on.
the originating square. Then roll on the times. Two of the results denote
Step 1: Sector Location If you wish for the sector to have fewer Nebula Shape table to determine its trails leading to other border-
features reduce the number of sets and shape. For example, a result of three on lands, and one a line leading
Decide where the sector is located by increase them to have more. its size and two on its shape would home. Nothing leads to the
choosing one of the three broad areas: beyond.

◆ Home: The central portion of the Step 3: Look Up Results


galaxy. Highly populated and the The first two numbers of each set tell us
safest. (+2 to 10s die) the row and column on the sector grid.
◆ Borderlands: Areas close to the On this square you will draw a symbol
untamed wilderness. (No change corresponding to the result on the
to 10s die) Sector Element table. For example, the
◆ Beyond: Everything else. (-1 to 10s set 2354 would put the sector element
die) on the square designated by row 2 and
All three options can exist in the north, column 3.
east, south, and west. Picking the direc-
The third number of each set give us the
tion will determine where the other
10s die, and the fourth number gives us
areas are on your map. Home is always
the 01s die. For example, the set 2354
towards the centre of the galaxy, the
would tell us to look up table entry ‘54’,
beyond away from it, towards a
a Black Hole.
cardinal direction, and the borderlands
between the two. Now, on the grid map itself draw the
corresponding symbol.
For example, if we decided to draw a
sector in the western borderlands, to Note that two of the results, Nebulae
the west of it would be the beyond, to and Wildspace, take up more than one
the east of it home, and north and south square of space. First draw every other
of it further borderlands sectors. symbol before following Step 3a and 3b
to draw these two.

118 Space Combat Space Combat 119


Wildspace Spread Nebula Shape ◆ Beyond: Do not roll. There are no Map Elements
paths here to follow.
d6 Direction d6 Shape Backwater: Settled space with maybe a
1 North 1 North to South After this is done, link these edge few settlements. These places are
2 East 2 East to West connections to inhabited systems. usually not rich or have much to offer.
3 South 3 Southeast to Northwest ◆ Lines only connect Hubworlds to Will have around Medium settlements.
4 West 4 Northeast to Southwest Hubworlds, Hubworlds towards Badlands: The real backsides of the
5 Northeast or Southwest 5 Circular home.
galaxy. Whoever lives here rarely does
6 Southeast or Northwest 6 Triangular ◆ Trails only connect Hubworlds so by choice. Will have around Low
to Backwaters, Backwaters to settlements.
Backwaters, and the closest of the
Sector Symbols two to further borderlands. Black Hole: Passing through a black
hole square gives a -4 to the warp travel
Backwater △ Nebula
Do not draw lines and trails through
nebulae, wildspace, black holes, outlaw
roll, and passing close to it gives a -2.
Black holes can have planets and stars
countries, or near supernova remnants.
Badlands Outlaw Country X Unless you have to.
within them, but they are not possible
to detect from afar.
Neither can be drawn diagonally, nor Debris Field: Passing through the field
Supernova
Black Hole can ships travel diagonally. gives a -1 to the 10s roll of the space
Remnant
event table. These are remnants of
Step 5: Factions (Optional)
Debris Field ⁖ Trails ‒‒‒ Assign a major faction to every
former planets and systems holding
many secrets but little chance of life.
hubworld, signifying a concentration of
Hubworld ◇ Uncharted System ? rule or some form of interest or pres-
Hubworld: Important systems and
planets with working beacons. Heard
ence. Assign a minor local faction or a from afar and frequented by caravans
Lines ‒‒‒ Wildspace small contingent of a major faction to
backwaters.
and the well-armed.
Lines: Beacon-connected highways
Step 6: Uncharted Systems between hubworlds. The calculated
Sector Element distance is only a quarter of its length.
(Optional)
01 Wildspace 31 Wildspace 61 Backwater Only applies to passage on lines.
02 Wildspace 32 Wildspace 62 Backwater Place uncharted systems into random
Nebula: Speed of ships is reduced to
03 Wildspace 33 Wildspace 63 Backwater or hand-picked coordinates. Consider
rein in if passing through or by. These
04 Wildspace 34 Wildspace 64 Backwater not drawing these on the map, instead
multispectral clouds span enormous
05 Badlands 35 Badlands 65 Hubworld let them be discovered if players pass
distances and obscure much.
06 Badlands 36 Badlands 66 Hubworld nearby.
11 Wildspace 41 Badlands 71 Backwater
12 Wildspace 42 Badlands 72 Backwater System Type
13 Wildspace 43 Debris Field 73 Backwater System Description
14 Wildspace 44 Debris Field 74 Backwater Black Hole -4 to warp travel roll when passing through, -2 when passing by
15 Badlands 45 Nebula 75 Backwater Debris Field -1 on the 10s die on event and sonar ping rolls
16 Badlands 46 Nebula 76 Backwater Line Distance is ¼ shorter if followed
21 Badlands 51 Supernova Remnant 81 Backwater Nebula Cloud Speed is rein in if passing through or by
22 Badlands 52 Uncharted 82 Hubworld Outlaw Country Will encounter outlaws on event roll if passing through or by
23 Backwater 53 Uncharted 83 Hubworld Supernova Remnant 1d6 damage for every square passed through or by
24 Backwater 54 Black Hole 84 Hubworld Trail Distance is ½ if followed
25 Backwater 55 Outlaw Country 85 Hubworld Unkown System End travel here to discover system
26 Backwater 56 Outlaw Country 86 Hubworld Wildspace Each square adds additional +1 to distance

120 Space Combat Space Combat 121


Outlaw Country: Any event roll while Example Sector For the first wildspace we rolled 2 for
travelling in or by will be the closest the spread and a 6 and 4 for the direc-
Here is an example sector located in the
outlaw result. These are systems like tion. For the second wildspace we rolled
western borderlands with the following
any other, but rarely do honest folk 4 for the spread and 6, 6, 3 and 4 for the
sets of 4d6 rolled:
venture there. direction. To the south we already had
Supernova Remnant: Passing through ◆ 4464: Backwater wildspace so we simply spread it
or by deals 1d6 damage to the ship ◆ 5412: Wildspace further in that direction.
(spread in any way) for every squared ◆ 4334: Wildspace We roll 1d6 three times to determine
passed. These are the remains of sector exits. We get a 5, 6 and a 3.
◆ 2422: Badlands
exploding stars and should be avoided
due to their many dangers. ◆ 3151: Supernova Remnant Home is to the east, the beyond to the
◆ 2365: Hubworld west and borderlands to the north and
Trails: Well-trodden paths between
south, so we add in lines and trails with
hubworlds and backwaters. Distance is ◆ 5665: Hubworld
that in mind.
½ if followed. Only for squares with the ◆ 1422: Badlands
trails themselves.
◆ 6255: Outlaw Country
Uncharted System: The players, their
◆ 5243: Debris Field
library and sector inhabitants don’t
really know what lies here, or the ones
Example Sector
that do are not willing to speak.
Wildspace: Each square of wildspace
passed adds 1 to the calculated distance.
It also marks the spread of the wild and
1 2 3 4 5 6
any systems within it will with utmost exit
certainly have it. Does not mean
systems outside cannot be affected. 1

2 ◇

4 △
5 ◇

6 X exit

exit

122 Space Combat Space Combat 123


SETTLEMENT CREATION d66 Description
Location Appearance
d66 Description
11 Frozen Floeland 41 Impact Crater
12 Radioactive Wasteland 42 Bushy Badlands
These rules can help generate a settle- Bravado: Determines how brave, 13 Scorching Desert 43 Carved Asteroid
ment to populate the galaxy easily. You aggressive or defiant a place is. If they 14 Katabatic Lake 44 Station over Gas Giant
do not need to follow all the rules. They have what it takes and are not afraid to 15 Arduous Cliffside 45 Floating Scrapland
are laid in in sequential order, each fight back. 16 Stilted Wetland 46 Windy Crags
building upon the previous one. ◆ High Bravado settlements have 21 Lonesome Mountaintop 51 Muddy Cropland
skilled gunfighters, battle-ready 22 Remnant Dustbowl 52 Hillside Forest
Step 0: Appearance folk, tech turrets, or other ways of 23 Overgrown Jungle 53 Verdant Rainforest
fighting back and defending
You may skip this step if you already 24 Station over Dead Planet 54 Rainy Coastland
themselves.
determined where the settlement is and 25 Dead Planet Atmotown 55 Grand Gorge
its surroundings when generating a ◆ Low Bravado settlements lack 26 Fetid Swampland 56 Megatree Hollow
militias, do not have many
system. Alternatively, the Location 31 Domed Moonbase 61 Rolling Plains
weapons, and are relatively meek
Appearance table can also be used to against opposition. 32 Foggy Inlet 62 Underwater Habitation
generate the look of any location or 33 Snowy Woodland 63 Temperate Woods
◆ Representatives are usually
simply to inspire. 34 Chinook Valley 64 Chtonian Cavity
sheriffs or other armed persons.
Whoever or wherever the people 35 Tundra Hinterlands 65 Repurposed Techland
Step 1: Size turn to when the going gets tough. 36 Cold Flats 66 Isolated Island
We determine size by population. The Know: Determines how smart, guidance, are criminal refuges, or recently had good fortune,
folk could be bunched up or scattered educated, or advanced a place is. If they easily succumb to outside acquired wealth, discovered
around, as conditions allow. Roll 2d6 have access to working tech or sources influence. something or built something new.
and apply a -1 if the settlement is a back- of knowledge. ◆ Representatives are usually ◆ Low Health settlements have
water, a -3 if badlands, and no modifier preachers or saloon owners. recently been in trouble, be it
◆ High Know settlements have a
for a hubworld. cadre of knowledgeable Wherever the people seek faith or outlaws, natural predation,
individuals, a high council, robotic comfort. disasters, infighting, or whatever
Settlement Size else.
assistance, or are actively doing Show: Determines how big, influential
2d6 Type Roll
research. and imposing a place is. If they have a Standing: Determines how rich the
2 Homestead 3d6
3 Boondock 1d6 x 10
◆ Low Know settlements lack source of power or powerful individu- place is. It tells us what goods and
more sophisticated tools, rely on als. services can be provided here.
4 Frontiertown 2d6 x 10
the basics, and are generally not
5 Neighborhood 3d6 x 10 ◆ High Show settlements have a Roll 3d6 six times in order to determine
aware of the functions of
6 Hamlet Low x 100 advanced tech. big shot, an influential baron, a the stats. For backwaters and badlands
7 Village 1d6 x 100 considerable workforce. apply a -2 or -4 penalty to each 3d6,
◆ Representatives are usually
8 Parish 2d6 x 100 ◆ Low Show settlemetns lack the respectively.
undertakers or elders. Wherever
9 Township Low x 1000 the people go to learn or seek affluent, appear poor, and do not
10 Town Medium x 1000 answers. attract outsiders. Step 3: Extrapolate
11 Bustling Town High x 1000 Spirit: Determines how religious, spir- ◆ Representatives are usually Think about how the settlement’s loca-
12 Faction Town Roll again traders or landowners. Whoever tion and stats impact the people, their
itual, or wise a place is. If they have a
the people go for money and customs, needs, fears and motivations.
Step 2: Stats place to congregate, if the people consider powerful.
believe in something. How come a well-armed high bravado
Settlements can have a set of stats just Health: Determines the current state of
like characters do, to help randomly ◆ High Spirit settlements have the settlement. It tells us how it has settlement has low health and standing?
faith, believe in a common goal, What force could overpower them? Why
determine what they are like. and do not easily give up. been faring recently.
do poor folk have access to such fire-
The stats and what they mean: ◆ High Health settlements have
◆ Low Spirit settlements lack power?

124 Space Combat Space Combat 125


Settlement Issues Attitudes Clothing
d66 Description d66 Description d66 Description d66 Description d66 Description d66 Description
11 Uninterrupted Drought 41 Lasting Famine 11 Agressive 41 Jumpy 11 Adventurous 41 Presentable
12 Outlaw Raids 42 Iron Fist Rule 12 Agitated 42 Kooky 12 Colorful 42 Questionable
13 Tech Breakdown 43 Freak Weather 13 Aloof 43 Lighthearted 13 Cool 43 Ragged
14 Corruption Within 44 Animal Attacks 14 Altruistic 44 Lofty 14 Dirty 44 Ready to ride
15 Nature Attack 45 The Wild 15 Arrogant 45 Meandering 15 Drab 45 Revealing
16 Ongoing Sickness 46 Disaster Recovery 16 Brazen 46 Nagging 16 Expensive 46 Shabby
21 String of Murders 51 Missing Person(s) 21 Careless 51 Pleasant 21 Fabricated 51 Soldierly
22 Lost Folks 52 Wilder Hunt 22 Cocky 52 Proud 22 Farmerly 52 Spaceworn
23 Local Feud 53 Missing Cattle 23 Conservative 53 Quiet 23 Gaudy 53 Stained
24 Missing Caravan 54 Stranded Spaceship 24 Cool 54 Reflective 24 Ill-fitted 54 Stylish
25 Cult Activity 55 Outlaw Haven 25 Creepy 55 Reserved 25 Leatherclad 55 Tattered
26 Lack of Supplies 56 Death of Leader 26 Cynical 56 Sensitive 26 Loose 56 Tight
31 Targeted by Revenge 61 Lost Expedition 31 Defensive 61 Shy 31 Makeshift 61 Uniform
32 Local has Stolen 62 Precious Artefact 32 Distracted 62 Slow 32 Masked 62 Unkempt
33 Drug Abuse 63 Strategic Location 33 Dreaming 63 Smooth 33 Mismatched 63 Utilitarian
34 Drunken Brawls 64 Unwanted Child 34 Frightful 64 Smug 34 Nice 64 Veiled
35 Mystery Abound 65 Annoying Phenomena 35 Grandiose 65 Sneaky 35 Patched-up 65 Wasteland
36 Otherworldly Events 66 Rambunctious Youth 36 Impatient 66 Suave 36 Plain 66 Working

What does it mean for a place to have your own. often have something to say or an opin-
high know and low spirit? Is it a den of ion to share.
mastermind criminals or scientists Step 5: Landmarks
Think of a few people who fit these
working for a major faction on some- Every place has something memorable, roles. Maybe have representatives of
thing dangerous? be it a unique natural formation, a different aspects be in some sort of
Why does a high standing settlement fascinating view, a quirky building or conflict, big or small.
have low bravado? How do they defend comprehensive architectural style. A
distinct location will be more easily Use the Attitude and Clothing tables to
themselves then? Why is nobody taking
remembered and referenced later on. If quickly generate random non-player
advantage of this? Are they being protec-
anything, take one of the high stats characters.
ted by somene else?
determined before as inspiration.
With questions like these every settle-
ment will quickly grow with possibilit- High bravado settlements might have
ies and narrative openings, as well as ship-sized weaponry scattered around
seem more alive. town. High spirit towns might be built
around a large and impressive church
Step 4: Issues made from exotic materials, featuring
unique murals.
Roll on the Settlement Issues table to see
what particular problem the settlement Step 6: Representatives
has been having. Attempt to incorpor-
ate the result with what you already In step 1 we mentioned representatives,
know about the settlement. Even if the important people for varying types of
results are at odds, it might create places. These people are usually well-
unique situations. In the end, you may known and easily recognizable. They
reroll, not have such issues or create stand out from the common folk and

126 Space Combat Space Combat 127


MISSION CREATION d66
The Who
Description d66 Description d66
The Opposition
Description d66 Description
11 Undertaker 41 Rancher 11 Locals 41 Wildlife
12 Saloon Owner 42 Miner 12 Local Leader 42 Outlaws
To quickly generate simple mission Table 3: The Opposition 13 Scavenger 43 Sheriff 13 Sheriff 43 Mercenaries
prompts or simply get ideas, use the 14 Deputy 44 Courtesan 14 Gang 44 Tech
This table gives us a reason why
following tables to generate missions, 15 Baron 45 Brewer 15 Wildspace 45 Deadly Hazards
completing the mission is not simple or
tasks, quests, and the like. 16 Merchant 46 Faction Agent 16 Lost in Space 46 Extreme Weather
easy. Something that stands in the way
or the very reason why the mission 21 Caravaneer 51 Doctor 21 Major Faction 51 Minor Faction
Table 1: The Mission
giver is unwilling to do it themselves. 22 Courier 52 Preacher 22 Phenomena 52 Space Ship
This table tells us what needs to be 23 Bounty Hunter 53 Explorer 23 Security System 53 Spy
done. On result 66 roll again. The new 24 Artisan 54 Labourer 24 Tech Security 54 Person You Know
result is the mission, but the intent 25 Captain 55 Stevedore 25 Disease 55 Religion
behind it is to create some sort of trap 26 Smuggler 56 Terrorist 26 Cult 56 Supernatural?
for the players. 31 Cultist 61 Elder 31 Lack of Info 61 Lack of Time
32 Scientist 62 Easterner 32 Ship Issues 62 Individual
Table 2: The Who 33 Southerner 63 Northerner 33 Bounty Hunters 63 Sabotage
This table provides a random person to 34 Maintainer 64 Pioneer 34 Hostages 64 Personal Secret
give out the mission or just a random 35 Musician 65 Child 35 Remoteness 65 Roll Thrice
person to be found anywhere. 36 Technician 66 Impostor! 36 Roll Twice 66 Mission Giver!

The table assumes everyone is a west-


erner or from Home. If playing
anywhere else, change the local
descriptor for ‘westerner’.

Mission
d66 Description d66 Description
11 Kill Someone 41 Stop Someone
12 Steal Something 42 Help Someone
13 Find Someone 43 Discredit Someone
14 Transport Someone 44 Investigate Someone
15 Sabotage Someone 45 Save Someone
16 Destroy Something 46 Stop Something
21 Find Cargo 51 Find Information
22 Find a Ship 52 Salvage a Ship
23 Steal a Ship 53 Destroy a Ship
24 Explore Derelict 54 Investigate a Crime
25 Transport Cargo 55 Transport Information
26 Smuggle Cargo 56 Transport Cargo Quickly
31 Capture a Creature 61 Kill a Creature
32 Explore the Wild 62 Guard an Event
33 Protect a Ship 63 Help Pioneer Effort
34 Establish Junction 64 Locate Pirates
35 Explore Dangerous Space 65 Find Something
36 Roll Twice! 66 It’s a Trap!

128 Space Combat Space Combat 129


FACTION PLAY some particular item of note to be
found and/or acquired.
Trade Lane: The system either already
Bureaucrat: Focused on numbers, stat-
istical success, and proper ways of
doing things. People such as these are
has plenty traffic and the faction is not usually cold to ordinary matters and
Factions are powerful or striving-to-be- Local Help: Powerful people from the getting a big enough piece from it or view the world through a particular,
powerful groups across known space. local communities or simply enough there is nary such activity and they cold lens.
They are separated into two types: ordinary people are assisting the wish it to change. Legend: Someone who has made a
Major factions, who hold dominion faction. name for themselves elsewhere and
over large swathes of sectors, and What do they need?
Propaganda: Extensive use of various was put here to perhaps recreate that
minor factions, who only wish they did. types of subjective material has instilled Despite the usual supremacy that major success. Their underlings usually see
fear, respect, biased perspective, or factions enjoy, local chapters frequently them in a very positive light and their
MAJOR FACTIONS manipulated opinions. have some need that prevents them name is maybe known to the locals as
Robot Force: Automated and metallic from fully realizing their plans. well.
While major factions may wield amaz-
ing power in total, the area they are fighters make up a part of the faction’s Bulk Items: They lack some stuff in Proselyter: Silver of tongue and with a
supposed to cover is big and slow to fighting force. bulk. This might be due to lack of trade, golden smile, they will attempt to
travel across. Thus, they rely on power Warship: A powerful and deadly ship is interference, or whatever else. enchant the populace, rather than use
projection to maintain a status quo striking fear across the system. Expertise: Knowledgeable individuals more destructive means. Nonetheless,
which suits them. They maintain a are not part of their cadre. They might they can be considered dangerous and
What do they want? will do what is best for the faction.
network of autonomous bases, led by not be able to formulate coherent
various individuals entrusted with There is something the big player really strategies, maintain production lines, or Visionary: People like these inspire
promoting the faction. wishes to acquire and the very lack of repair damaged equipment. greatness and unwavering respect.
this is causing them issues. They spout monologues of dreams to
To help flesh out a major faction’s pres- Firepower: Their troops lack proper
Faction Gone: A particular minor local combat equipment or are equipped come and obstacles to overcome.
ence in a sector, use the following
guidelines, but first decide which major or major faction is seriously interfering with smaller arms. Warleader: Battle-hardened and tactic-
faction is present or create your own. with their operations. Information: They lack either critical ally smart, they know what it takes to
Mining Station: A prime mining loca- knowledge of the system, its inhabit- subdue and how best to go about doing
The Big Asset tion is simply out of their grasp. ants, or what is going on outside the so.
Major factions are taken seriously Rebels Found: Finding their staunch system. Headquarters
because they have access to more of opponents would pave the way to Manpower: They are seriously under- Where is their center of power located.
everything than minor factions. What supremacy. powered when it comes to the neces-
particular ‘big asset of power assertion’ Results: Someone higher up is not sary numbers for such large operations. Asteroid: A base on or in an asteroid.
are they blessed with? pleased with how this branch of the Ships: While they usually have power- Usually difficult to find.
Artechfact: A powerful item is to blame faction is doing. They want more. They ful ships, they might not have enough to Moon: Either a domed base, under-
for their supremacy in the system. want results. perform all functions, such as transport, ground habitat or one of many settle-
The Thing: Despite everything the trade, patrols, etc. ments.
Brutality: Strict enforcement of rules,
cruel punishment, great shows of force. system has to offer, the faction wants Planet: A fortress much like a town.
Who is their leader?
Ship: A formidable and large space-
Major Faction Someone with recognizable credentials craft.
d6 Big Asset Want Need Leader HQ is usually set up as the local chapter’s
Station: A hub station with defenses.
1 Artechfact Faction Gone Bulk Items Baron Asteroid leader.
2 Brutality Mining Station Expertise Bureaucrat Moon Roll Twice: The faction has two HQ’s in
Baron: A wealthy landowner turned this system. Why and what this means
3 Local Help Rebels Found Firepower Legend Planet
politician, commander or something could be significant.
4 Propaganda Results Information Proselyter Ship
5 Robot Force The Thing Manpower Visionary Station
else is leading them. They value wealth
6 Warship Trade Lane Ships Warleader Roll Twice!
and personal power.

130 Space Combat Space Combat 131


MINOR FACTIONS last.
Support: They have unquestionable
Endemic to systems and rarely spread- support from the local people. While
ing further, minor factions play an not everyone is ready to fight or join up,
important role in the power struggles of the major faction knows they cannot
the people. There might be many gath- win over hearts.
erings of individuals with associated
needs scattered around the planets and Majority
moons, but only the ones with some Some portion of the population will be
power, influence and ability to wield it more numerous and usually represent
are big enough. the faction. This tells us also what is
Just like with major factions, use the important in this system and what is
following guidelines to help you flesh respected.
out the minor movers.
How do they do it?
The Big Asset How does the minor faction stand up to
Without this element, the minor faction the major one when the going gets
would not have enough power to tough, when changes must be made and
oppose a bigger player. when push comes to shove.

Great Leader: An individual or group Diplomacy: A carefully selected group


of who usually invoke great respect is capable of assuaging the major
among the populace and help them faction.
carry on. Guerilla: The minor factions prefers to
Numbers: They are numerous, too strike in ambush and uses fear to assert
much to handle outright and a force to themselves.
consider. Help: They are given outside help. Who
Power: They are able to effectively this is is usually kept secret.
defend themselves and fight, but maybe Insiders: A network of spies and
lack something to fully take over. informants help the faction keep peace
Secrecy: Where they are, who they are or avoid escalations.
and how they go about their business is Sabotage: They prefer to destroy assets
kept hidden from prying eyes. belonging to the major faction without
Status Quo: The way things currently direct engagement.
are is fine with the major faction, mean- Underhanded: Dirty tricks, theft, assas-
ing the minor faction can continue sinations, and so on are their tools of
existing. Conditions like these never the trade.
Minor Faction
d6 Big Asset Majority How
1 Great Leader Farmers Diplomacy
2 NUmbers Fighters Guerilla
3 Power Manufacturers Help
4 Secrecy Merchants Insiders
5 Status Quo Miners Sabotage
6 Support Religious Underhanded

132 Space Combat Space Combat 133


TABLE INDEX Derelict Type
Derelict Room
111
111
Star Type 114
Ability Scores 10 Distress Signal! Event 66 Star Number 114
Close Planet 115
Languages 13 Escape Pod! Event 66
Habitable Planet 115
Specializations 13 Outlaws! Event 66
Habitable Planets 115
Show Modifiers 13 Spacebeast! Event 66
Dead Planet 115
Bravado Modifiers 13 Spaceplant! Event 66
Moon/Space Settlement 115
Spirit Modifiers 13 Trap! Event 66
Type of Giant 115
Know Modifiers 13 Space Event 66
Desert Planet 117
Ace Class 15 Tools 70
Ice Planet 117
Tech’ead Class 17 Hiring Reactions 74
Ocean Planet 117
Solitaire Class 19 Enforcers 75
Jungle Planet 117
Chaplain Class 21 Specialists 76
Wasteland Planet 117
Aural Class 23 Sample Size 1 Ship 78
Garden Planet 117
Hustler Class 25 Sample Size 4 Ship 79
Rocky Satellite 117
Troubleshooter Class 27 Ship Plating 80
Space Station 117
Manifestations 29 Ship Modules 80
Wildspace Spread 120
Taints 29 Ship Weapons 80
Nebula Shape 120
Conversions 43 Fuel Expenditure 80
General Items 45 Ship Traits 82 Sector Element 120
Sector Symbols 120
Weapons 45 Ship Faults 83
System Type 121
Armor 45 Terrestrial Structures 85
Example Sector 123
Replacement Implants 48 Station Modules 87
Settlement Size 124
Enhancement Implants 49 Settlement Stats 91
Location Appearance 125
Poisons 51 Trade Availability 91
Settlement Issues 126
Animals & Vehicles 53 Trade 91
Attitudes 127
Crafts 53 Bulk Items 92
Clothing 127
Animal Equipment 54 Bulk Crafting 92
Mission 128
Reactions 58 Resistances & Attack 95
The Who 129
Zone Travel Modifiers 61 Average HP per HD 95
The Opposition 129
Non-Zone Travel Modifiers 62 Beast Builder 2d6 96
Major Faction 130
System Type Table 63 Beast Builder 1d6 97
Minor Faction 132
Space Travel Encounter 64 Beast Traits 97
Collision! Event 66 Injury 100

134 Space Combat Space Combat 135

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