The Ghost Ship Carthage

Transcription

The Ghost Ship Carthage
The Ghost Ship Carthage
Written by Wade Dyer, Ryan Schoon, and Nicolas Logue.
At 03:13 hours standard Haven time, on Octo 14th 1005 AX, the
Archon medical frigate Carthage issued a general distress call. At
5:05 hours on Octo 16th, Legion VESPER force Epsilon boarded the
vessel. An hour later, the ship went silent, charted a course for deep
space, and was never heard from again.
– Vital Emergency Stellar Protocol Expedited Recovery (VESPER)
Force After - Action Report on the Carthage Incident.
Adventure Background
As the crucible of the Great War consumed the Archon Empire with
impunity, its searing heat gradually melted the Archons’ ironclad
ethics to slag. The Carthage began as a medical ship on a mission
of mercy to the Kaltorans of Haven, but as the Archons’ cause grew
every more desperate, she received a dread new purpose: harvest
Kaltoran refugees, and Nephilim prisoners of war to develop new
bio-weaponry for immediate deployment on the front.
The ensuing experiments yielded a deadly nano-virus, Kormoria,
which sowed death and madness among crew and captive alike.
Shortly after VESPER force Gamma breached the Carthage, the
vessel’s Archon master, Solaria, either in the grips of madness, or
in a vain gambit to save the rest of Haven from Kormoria, charted a
course into a vast uncharted region of space…
Now, 108 years after its lonely sojourn, a homing beacon on the
Carthage pilots her back to the Haven system. The derelict ship
floats between trade routes, emitting a weak distress beacon, and
remains unresponsive to all hails.
The Player Characters
The Players take on the role of down-on-their luck salvagers in a
ship that barely flies – they need a big payday. When the call goes
out to investigate the ghost ship, most put sense before greed and
stay away from the job. But the Players don’t have the luxury of
turning down a job as lucrative as this one.
1
PC Handouts
Give each PC a Character Sheet. DONT give them this maps yet (they will find it during the adventure).
Level 1
2
Level 2
3
4
Healing
Repair
Change Out
14t
Quick Fix; Heal any 2
12
Change 1 Attribute, Wpn, Trait or new Spacecraft.
Requires: Workshop.
Req: Workshop, Only Heals Dmg dealt this Combat.
Lucas
Varenz
May only be rolled
once per available Workshop.
+
+
Maintenance; Heal 1
12t
and a Minor Condition (eg: Virus).
Requires: Toolbox.
Rebuild; Heal one 8
and a Major Condition (eg: Lost Wing).
Requires: Workshop.
2x 14t
+
First Aid; Stops Bleeding
10
+
Paramedics; Heal any 3
12
May be performed during Combat.
Requires: Toolkit.
You don’t talk about Varsphere. No one even knows you grew up
there. As far as the crew knows, you were born in a Corporation
Spacecraft
Environment
enclave
on Alabaster
2, not in ruins of your peoples former home
world.
But you came
fromAttribute
smallDamage
beginnings,
worse
From
1 Engine
(no Armour)
at thethan
end ofsmall.
each Turn.
Atmosphere:
Damage that
(no Armour)
at the
of eachchannels
3rd Turn. on
nothing. You had 2aAttribute
vid screen
picked
upendthree
-2 Hit and Range.
satellite downlink. All of them showed Corporate commercials Those
Take Damage equal to your Velocity.
Dust Cloud:
were your people -Hit out
- not
yourDust
mom
-2 ifthere
you Attack
through
Cloud.and your drunk father
inGravity
the ruins
of a world
was.
Gain +2that
Velocity
when you enter a Gravity Field.
Field:
Must be performed directly after a Combat.
May make a free Rotate of 45o towards the source of the Gravity Field.
Repair
Effects on
Nebula:
When you finallyRemove
madeanyitLocked
out On
ofOnEffects
there,
youyou.started in a mailroom.
Remove all Locked
you have applied to your Opponents.
14t +
12t +
Change
Out
Maintenance;
You found the angles
pretty
quickly.
Worked
yourHeal
way1 up the ladder.
May have
additional
GM defined
effects.
Change 1 Attribute, Wpn, Trait or new Spacecraft.
and a Minor Condition (eg: Virus).
Requires: Workshop.may have played a role. Requires:
Toolbox.
Blackmail
executive
by (no
theArmour).
time you
Reduce Vel by 2, if not 1Junior
or 2; take
1 Attribute Dmg
Object:
an Object.
Quick Fix; Heal anyHit2 -2 if you 12Attack
Rebuild;
Heal one 8
2x 14t +
+ through
Req: Workshop, Only Heals Dmg dealt this Combat.
and a Major Condition (eg: Lost Wing).
Spacecraft:
Other
Spacecraft immediatly
into an adjacent space.
May
only be rolled once per available
Workshop.
Requires:move
Workshop.
Spacecraft Effects
2
start
of your
Opponent’s
Turn they
make
1Medicine
1 At
Engine
Attribute
Damage
Armour)
at may
the end
Turn.
-2thePhysical
-2(no
Mechanics
-2of each
Attack
2Boarding
AttributeParty
Damage
(noagainst
Armour)you.
at the end of each 3rd Turn.
Resolve
Electronics
On-2
a failed
Attack Roll,+2
remove
1 Boarded Effect. -2 Psychology
-2
Hit
and
Range.
+1 Damage
Awareness
+2On Programming
-2 Astronomy
Enemies
gain equal
Hit: +Lock
vs you.
Take
to your
Velocity.
Hit
-2 ifSurvival
youDmg
Attack
Dust
Cloud.
-2
-2 Bio
Tech
-2 Planetoids
1 Attribute
(no through
Armour)
at the
start of your Turn.
Gain +2 Velocity when you enter a Gravity Field.
May make a free Rotate of 45o towards the source of the Gravity Field.
Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
Object:
4 Combat Hit
-2 if3 you Attack through an Object.
Personal
Actions
17
Spacecraft:
Other Spacecraft immediatly move into an adjacent space.
3
4
Surgery; Heal one 8
2x 14t
+
and a Major or Minor Condition.
Requires: Workshop.
May Retro any Trait for a Implant Trait.
Personal Combat Environment
A fight
with a senior
escalated
and you broke his jaw and
Movingexecutive
one space costs
2 Movement.
Zero
Gravity:
Hit -2
left him burned. That
was it for you and the Corporation. That was it
No Overburden Penalty.
for you trying to escape your Varsphere past, you ran.
Cover X:
Difficult Terrain:
Then you found
Open/Close Door:
Ransom from him
Healing
Defence +X
Moving one space costs 2 Movement.
a man down on his luck and bought a ship; The
Cost 2 Movement to Change.
for less than a month’s rent. Stupid bastard. Well,
that’s what happens when you’re bad at economics. You freelance
10 +
Personal
Combat
Effects
First
Aid; still
Stopspretend
Bleeding
Extended
Care;
1 2x 12tFor+ a
now
but
you were
oneand
ofa Minor
theCondition.
most Heal
eliteallCorps.
May be performed during Combat.
Requires:
Toolkit.
Requires:
Toolbox.
Bleeding:
1
Attribute
Dmg
(no
Armour)
at
the
start
of
your
Turn.
while, you really were. Where you go from here, No one knows.
As with
but may remove
as a Free
Grabbing Target:
12 + EffectSurgery;
Heal one
8 Action.2x 14t +
Paramedics;
Heal any
3 Grabbed
and a Major or Minor Condition.
Req: Toolbox, Only Heals Dmg dealt this Combat.
Grabbed:
1
Action
per
Turn.
Requires: Workshop.
Healing may be applied to multiple Characters.
Targets gain Cover versus you:
Locked
On:
Enemies
gain
Hit: +Lock
On
vs you.
space
costs
2 Movement.
Zero
Gravity:
Head
Set (Short Moving
Rangeone
Comms
(100km)).
Hit
-2 Step
+1
Cover
Prone:
Flash Light (Small,
Load 1, Reduce
No Overburden
Penalty. Low Light Cover penalties by
Cost 2 Movement to Change.
2 Steps
3).space costs 2 Movement while Prone.
Movingofone
Defence
+X
Cover
X: in any area
Electricians
Beltnotone
(Electronic
Toolbox).
Stealthed:
May
be space
Targeted
while
in Cover.
Difficult
Terrain:ToolMoving
costs
2 Movement.
Lost(Programming
on Major Effect: Attack.
Portable Computer
Toolbox).
Open/Close
Door: Cost
2
Movement
to
Change.
Lost next Turn if 1st Action is not a successful Stealth Action.
Maximum 1 Action this Turn.
Suppressed:
Personal Combat
Effects
2
2
Bleeding:
1 Attribute Dmg (no Armour) at the start of your Turn.
Effect but may remove as a Free Action.
Grabbing Target: As with Grabbed
1
Grabbed:
1 Action per Turn.
Bonuses from the same Action do not Stack
14
May have
2 additional GM defined effects.
+
were 27, not bad. Still, you never really fit. The other guys in the
designer suits could somehow smell Varsphere on you.
Limited Vision:
Attack
Hit +RoF
Remove any
Locked
On Draw
Effects
you.Set Up or Pull Down or
*Damage
Pick One:
*Attack,
Wpn, on
Reload,
Move
make
a Analyse,
Escape
Attack
Roll. to your Opponents.
Remove all
Locked
On Stealth
Effectsor you
have
applied
Nebula:
Drone Action
2x 12t
Personal Combat Environment
Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
Equipment:
Spacecraft Skils:
Environment
Primary
May have up to 5 Boarded Effects applied to you.
Boarded:
Gravity Field:
+
Extended Care; Heal all 1
and a Minor Condition.
Requires: Toolbox.
Move with Target ifMayyou
have
Retro
any higher
Trait for aStr.
Implant Trait.
Must be performed directly after a May
Combat.
Maximum of 1 Paramedics Roll per Gain
3 Characters.
1 Additional Action if you remove this Effect.
Must be performed directly after a Combat.
Atmosphere:
+2
Wealth
+1 Conversation
-2
Leadership
Locked
On:
Dust
Cloud:
+1OnCulture
Fire:
Req: Toolbox, Only Heals Dmg dealt this Combat.
Healing may be applied to multiple Characters.
Must be performed directly after a Combat.
Maximum of 1 Paramedics Roll per 3 Characters.
+
Pick any 2 Actions Per Turn
20
2
6
May Move with Target if you have higher Str.
Gain 1 Additional Action if you
remove
this Effect.
Melee
Actions
1
3
13
Spacecraft Effects
Limited Vision:
Targets gain Cover versus you:
Attack
Light Cover (Low Light) or Attack
Heavy Cover
(Blind,
Pitch
vs You.
Hit +Ref
+Extra
RoF Black)
Dice
May haveMove
up to
you. Shot
Move
+2 5 Boarded Effects applied toSnap
Boarded:
Damage
Damage
Full Move
Strike
Move -2
Move
At the start of your
Turn they
LockedLoad
On:
Hit: +Lock
OnMove
vs you.
Weapons
HitOpponent’s
End Dmg
Critmay make
Rng1
Clips
Ammo
RoF Enemies
Wgtgain Type
& Variation
Cost
Boarding Party Attack against you.
Attack
Attack
Prone:
Move +2 (Straight Line)
+1 Cover Step
Hit6+Per
+Extra RoF
RailTake
Pistol
3 1 Boarded4 Effect.
6
6
2 Dice
1 +1 CoverCharge
1 Step Gun, Rail Damage
4
Move
On a failed
Attack+2Roll, remove
Damage
Cover
Spray Fire
Damage
+1
(per
4
Movement)
Armour vs Slow +1 (go Prone)
Move -2
Cost 2 Movement to Change.
Move
Move
Modification:
Locked On:
Enemies gainSmall,
Hit: +Lock
On vs you.Advanced Ammunition, Extended Clip, Personalised, Spare Clip.Moving one space costs 2 Movement while Prone.
16
Tactical Actions
Range Actions
Pick One: Draw Wpn, Reload,
Recover
Set Up,
Pull Down,at the
1 AttributeUn-Jam,
Dmg (no
Armour)
Use Stim or Skill Roll (Medical).
OnPrep
Fire:
start of Sighted
your Turn.
Shot
Attack
Damage
Hit +Per +Foc
Stealthed:
Hit +Per
Range +Foc
May notBlock
be Targeted whileImpair
in Cover. On Hit: Debuff Targets next
Attack; Strong Hit -1
Lost on Major Effect: Attack.
Requirements
Benefits
Lost next Turn if 1st Action
is not a Hit
successful
Attack
Damage
+Ref +Str Stealth Action.
Attack
On Hit: Boost next Attack;
+Ref
Damage
Impair
On Hit: Pick One Debuff vs
Primary
or Vehicle
Skill, Does not Req Success
a singleHit
die
from this Skill Roll.
Attack
Hit
Impair
ThrowYou may re-roll
Recover
Crit+RoF
Attribute Location +/-2
Range
+Str
Maximum 1 Action this Turn.
Suppressed:
Move
Move
Target; Prone, Grab or Move 1
*Damage
Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
Strong Hits
Effort
Analyse
Drone Action
Critical Hit
Critical
Boost
Stealth
Covering Fire
Attack,
Hit, 1 use
RoF Attack Roll. Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
make a Analyse,
Stealthper
or Escape
Hit +Ref +Str
Hit +Per
Damage
Attack*
Vs Highest Defence
On Hit: Debuff Target; Loose
*May Attack in a 180 Arc in
Impair
Attack,
DoesBenot
Req Hit
+1 Critical Damage
Endurnace.
Overwatch
On Hit: Cannot
Targeted
Damage for this Attack vs all Targets with 0 Escape
Grabbing Target.
response to any Action.
Move
Attack, Does not Require Hit, RoF 2+
1 Ally gains Heavy Cover (+4) or +1 Cover Step until your next Turn.
Move
Stealth
Personal Combat Actions
Spacecraft Combat System Rolls
Pick any 2 Actions Per Turn
ActionsFirst
Highest Velocity (orTactical
Size if Equal)
Full Move
Full Burn
Take
Cover
Command
Move
Skill Roll
8
Bonuses from the same Action do not Stack
Range Actions
Make 1 System Roll per Turn (Successful
System Rolls may not be rolled again),
Engineering
Snap Shot
Move +2
Skill Roll
Rotate 45o+1 Cover Step
Damage
Move
Alter Velocity
= Eng.
Control
Armour
vs Slow +1 (go Prone)
Operations
Attack
Damage
Move
Remove 1 On FireAttack
Effect.
12-Crew
Spray Regen
Fire Shields. Damage
Armour vs Boarding
+1
Move
Strike
Skill Roll
Hit Calibrate
+Per +Extra RoF Dice
12-CPU
Move -2
Melee(orActions
Highest CPU
Sensors if Equal) First
Attack
Damage
Move
Attack
Gunnery
Hit +Ref +Extra RoF Dice
Move -2
Skill Roll
Add or remove 1
Charge
Locked On Effect.
Preparation
Damage
Reload orLine)
Un Jam a Weapon.
Move +2 (Straight
8-Crew
Once per Weapon.
Damage +1May
(perRoll
4 Movement)
Move
Manoeuvre
Prep
One: Draw Wpn, Reload,
o
Divert
Rotate 90Pick
Size x4Recover
Un-Jam,
Power
Alter Velocity
= EngSet
-2.Up, Pull Down,
Use Stim or Skill Roll (Medical).
A System Roll gains
Str Hit +1. Hit +Per
Attack
14-Pow
Dumb Fire
Sighted
TakeShot
5 Shield Damage.
Range +Foc
Damage
vs Def
Launch and Attack
with a Warhead.
Block at
Destroy this Warhead
the end of the Turn.
Volley
Impair
Attack with a Battery.
Hit +Per +Foc
vsOnDef
ShieldTargets
Dmg +1next
Hit: Debuff
May Roll
Attack; Strong
Hit -1Once per Weapon.
Direct
Analyse
Crew
Rotate 45o
Armour vsOnBoarding
+1 next Attack;Combat
Hit: Boost
14-CrewAttack
Make System
Roll at -2Location +/-2
Jump
Recover
Crit Attribute
or Launch a Fighter.
*4 Success, +2 Success
Attackrequired
+Ref
Combat Area. Hit Seeker
14-CPU*
Throwif Spacecraft leavesDamage
Range +Str
Move
8-Crew
Launch a Warhead.
This WarheadsImpair
gains:
Lock On +6.
Damage
Lead
the
Impair
Target
Attack with a Battery.
Hit +Ref +Str
Range
vsOnDef
Hit: Pick
One +1Debuff vs
May Roll
per 1Weapon.
Target; Prone,
GrabOnce
or Move
Strafe
Stealth
Size 1 or 2
Rotate 45o
VsArc
Highest
vs Def Stealth
Attack Front
with aDefence
Battery.
Patch
Range -1 On Hit: Cannot Be Targeted
Repair 1 AttributeAttack*
Dmg that was Hit +Per
14-Crew
14 Arc
-CPUin
Scan
*May
Attack in a 180
Overwatch
dealt after your last
Turn.
Damage
response to any Action.
Boost next Attack;
Crit Attribute Location
Escape+/-1
vs a Locked On Target.
Damage
Bombard
Hit +Ref +Str
Attack with 2 Batteries.
vsOnDef
Hit: Debuff
Hit -2Target; Loose
Grabbing Target.
Spacecraft CombatAttack
System
Rolls
Roll Formula:
Highest Velocity (or Size if Equal) First
Command
Skill Roll
Job
3d6 +Hit -2 per Rng Increment beyond 1st
Attack costs 1 Ammunition per RoF used (minimum 1)
Targets Defence
Skill Roll
Operations
Skill Roll
Size Impair
4+
Move
Free Critical Hit vs Target with 0 Endurance
Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),
Engineering
Move
Highest CPU (or Sensors if Equal) First
Gunnery
Skill Roll
5
6
Change Out
14t
Quick Fix; Heal any 2
12
Change 1 Attribute, Wpn, Trait or new Spacecraft.
Requires: Workshop.
Req: Workshop, Only Heals Dmg dealt this Combat.
May only be rolled once per available Workshop.
Must be performed directly after a Combat.
+
+
Maintenance; Heal 1
12t
and a Minor Condition (eg: Virus).
Requires: Toolbox.
Rebuild; Heal one 8
and a Major Condition (eg: Lost Wing).
Requires: Workshop.
2x 14t
+
First Aid; Stops Bleeding
10
+
Paramedics; Heal any 3
12
May be performed during Combat.
Requires: Toolkit.
Req: Toolbox, Only Heals Dmg dealt this Combat.
Healing may be applied to multiple Characters.
Must be performed directly after a Combat.
Maximum of 1 Paramedics Roll per 3 Characters.
Adam Blaze
Spacecraft
Environment
You were always
good with machines. It was in your DNA. You grew
upAtmosphere:
in the underground
PitAttribute
Cities under
oceansatoftheyour
world,
1 Engine
Damage the
(no Armour)
end ofhome
each Turn.
2 Attribute
Damage (noyou
Armour)
at the
end of each
3rd Turn.
Kadash. A diver and
a gearhead,
fixed
things
others
couldn’t
-2 Hit and Range.
puzzle out, but you never got over the… not exactly claustrophobia…
Take Damage equal to your Velocity.
Dust Cloud:
but limits of that place.
knew through
every Dust
bulkhead’s
graffiti, every rust
Hit -2 ifYou
you Attack
Cloud.
stain
dripping
bolt.when
It was…
boring.
+2 Velocity
you enter
a Gravity Field.
Gravity
Field: downGainevery
May make a free Rotate of 45o towards the source of the Gravity Field.
Repair
Remove any
On Effects
you.
Nebula:
You saved up money
forLocked
a trip
to theon surface
and a ticket off
Remove all Locked
On Effects you have applied to your Opponents.
14t +
12t +
Change
Out
Maintenance;
Healracial
1
world.
You’re a Kaltoran,
which GM
means
you
have
memories.
May
have additional
defined
Change 1 Attribute, Wpn, Trait or new
Spacecraft.
and
a Minor effects.
Condition (eg: Virus).
Requires: Workshop.
Requires: Toolbox.
Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
Object:
an Object.
Quick Fix; Heal anyHit2 -2 if you 12Attack
Rebuild;
Heal one 8
2x 14t +
+ through
Req: Workshop, Only Heals Dmg dealt this Combat.
and a Major Condition (eg: Lost Wing).
Spacecraft:
Other
Spacecraft immediatly
into an adjacent space.
May
only be rolled once per available
Workshop.
Requires:move
Workshop.
Must be performed directly after a Combat.
Primary
SpacecraftSkils:
Effects
Spacecraft
-3
Wealth Environment
+1 have
Physical
+2 Effects
Mechanics
May
up to 5 Boarded
applied to you.-1 Medicine
Boarded:
start
of your
Opponent’s
Turn they
make
1
Attribute
Damage
Armour)
at may
the end
each
Turn.
Atmosphere:
-1 Conversation 1 AtEngine
-1theResolve
+1 (no
Electronics
-1of Psychology
Attack
2Boarding
AttributeParty
Damage
(noagainst
Armour)you.
at the end of each 3rd Turn.
-1 Leadership
Awareness
Programming
On+2
a failed
Attack Roll,+0
remove
1 Boarded Effect. -1 Astronomy
-2
Hit
and Range.
+2
Culture
+1 Damage
Survival
-1OnBio
Tech
-1 Planetoids
Locked
On:
Enemies
gain equal
Hit: +Lock
vs you.
Take
to your
Velocity.
Dust
Cloud:
Hit
-2 if youDmg
Attack
Cloud.
1 Attribute
(no through
Armour)Dust
at the
start of your Turn.
Gain +2 Velocity when you enter a Gravity Field.
o
May make
13 Field.
2 a free Rotate of 45 towards the source of the Gravity
On Fire:
Gravity Field:
3
4
3
2x 12t
+
Surgery; Heal one 8
2x 14t
+
and a Major or Minor Condition.
Requires: Workshop.
May Retro any Trait for a Implant Trait.
No Overburden Penalty.
Defence +X
Cover X:
You can see it in most of the eyes of the other Kaltorans you meet
Difficult Terrain: Moving one space costs 2 Movement.
out here-you’re all running from something. Running from memories
Open/Close Door: Cost 2 Movement to Change.
that aren’t really even yours. It’s a weird feeling, but not half as weird
Healing
as the things you’ve seen out here. Maybe that’s what the void offers,
Personal
Effects
+ are. Extended Care; Heal all 1 2x 12t +
First
Aid; Combat
Stops
something
odderBleeding
than who 10you
and a Minor Condition.
May be performed during Combat.
Requires:at
Toolbox.
Bleeding:
1 Attribute Dmg (no Armour)
the start of your Turn.
As
with
Grabbed
Effect
but
may
as a Free
Grabbing
Target:
12 +
Surgery;remove
Heal one
8 Action.2x 14t +
Paramedics; Heal any 3
and a Major or Minor Condition.
Req: Toolbox, Only Heals Dmg dealt this Combat.
Grabbed:
1
Action
per
Turn.
Requires: Workshop.
Healing may be applied to multiple Characters.
Requires: Toolkit.
Move with Target ifMayyou
have
Retro
any higher
Trait for aStr.
Implant Trait.
Must be performed directly after a May
Combat.
Maximum of 1 Paramedics Roll per Gain
3 Characters.
1 Additional Action if you remove this Effect.
Equipment:
Limited Vision:
Targets gain Cover versus you:
Personal
Combat
Light
CoverComms
(Low Light)(100km)).
or Heavy Cover (Blind, Pitch Black) vs You.
Head Set
(ShortEnvironment
Range
Locked
On:
Enemies
gain
Hit:
+Lock
On
vs you.
Moving
one
space
costs
2 Movement.
Zero
Gravity:
Mechanics Tool Box (Mechanics Toolbox).
Hit
-2 Step
+1
Cover
Prone:
History Book (Culture Toolbox).
No
Penalty.
CostOverburden
2 Movement
to Change.
Moving one
Defence
+X space costs 2 Movement while Prone.
Cover X:
Stealthed:
May notone
be space
Targeted
while
in Cover.
Difficult
Terrain: Moving
costs
2 Movement.
Lost on Major Effect: Attack.
Open/Close Door: Cost
2
Movement
to
Change.
Lost next Turn if 1st Action is not a successful Stealth Action.
2
Maximum 1 Action this Turn.
Suppressed:
Personal Combat Effects
Bleeding:
1 Attribute Dmg (no Armour) at the start of your Turn.
Grabbing Target: As with Grabbed Effect but may remove as a Free Action.
Grabbed:
1 Action per Turn.
Bonuses from the same Action do not Stack
16
May have additional GM defined effects.
+
Extended Care; Heal all 1
and a Minor Condition.
Requires: Toolbox.
Everyone
in the system
knows this. What they don’t know, what most
Personal Combat
Environment
Kaltoran’s
don’t talk
about,
is that
of the stronger memories,
Moving
one space
costsa2 lot
Movement.
Zero Gravity:
Hit -2 down the DNA ladder, are bad. Really bad.
the ones that get passed
2
Attack
Hit +RoF
Remove any
Locked
On Draw
Effects
you.Set Up or Pull Down or
*Damage
Pick One:
*Attack,
Wpn, on
Reload,
Move
make
a Analyse,
Escape
Attack
Roll. to your Opponents.
Remove all
Locked
On Stealth
Effectsor you
have
applied
Nebula:
Drone Action
+
Reduce2Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
Object:4
15
-2 if you Attack through an Object.
Personal Combat HitActions
Spacecraft:
Other Spacecraft
immediatly
move
into
an
adjacent
space.
3
2
14
Pick any 2 Actions Per Turn
25
2
2
3
May Move with Target if you have higher Str.
Gain 1 Additional Action if you
remove
this Effect.
Tactical Actions
Range Actions
Melee
Actions
Spacecraft Effects
Weapons
Hit
End Dmg
Crit
Rng
Clips
Ammo
Type versus
& Variation
LimitedLoad
Vision: RoF TargetsWgt
gain Cover
you:
Attack
or Attack
Heavy Cover
(Blind,
Pitch
vs 3You.
Hit +Ref
+Extra
RoF Black)
Dice
Dual
SMGs
6 applied
3 toSnap
4
4
12
2
4 (+3d6)Light Cover
2 (Low
Gun,Light)
Self-Propelled,
Ion
May haveMove
up to
Boarded Effects
you. Shot
Move
+2 5 +1
Boarded:
Damage
Damage
Full
Move
Strike
Move -2
Move
Move
At the start ofLow
your
Opponent’s
Turn
they
may
make
1
Locked
On:
Enemies
gain
Hit:
+Lock
On
vs
you.
Tech, Works in Liquid, Energy, Modification: Dual Wield (Optional).
Boarding Party Attack against you.
Attack
Attack
Prone:
Move +2 (Straight Line)
+1 Cover Step
Hit-+Per
+Extra RoF
Knife
3 1 Boarded3 Effect.
1 Dice
1 +1 CoverCharge
1 Step Melee
0
Move
On a failed
Attack+1Roll, remove
Damage
Damage
Take Cover
Spray Fire
Damage +1 (per 4 Movement)
Armour vs Slow +1 (go Prone)
Move -2
Cost 2 Movement to Change.
Locked On:
OnPrep
Fire:
Move
Enemies gainLow
Hit: Tech.
+Lock On vs you.
Pick One: Draw Wpn, Reload,
Recover
Set Up,
Pull Down,at the
1 AttributeUn-Jam,
Dmg (no
Armour)
Use Stim or Skill Roll (Medical).
start of Sighted
your Turn.
Shot
Move
Moving one space costs 2 Movement while Prone.
Attack
Damage
Hit +Per +Foc
Stealthed:
Hit +Per
Range +Foc
May notBlock
be Targeted whileImpair
in Cover. On Hit: Debuff Targets next
Attack; Strong Hit -1
Lost on Major Effect: Attack.
Requirements
Benefits
Lost next Turn if 1st Action
is not a Hit
successful
Attack
Damage
+Ref +Str Stealth Action.
Attack
On Hit: Boost next Attack;
+Ref
Damage
Impair
On Hit: Pick One Debuff vs
Primary
or Vehicle
Skill, Does not Req Success
You may re-roll
a singleHit
die
from this Skill Roll.
Attack
Hit
Impair
Throw
Recover
Crit+RoF
Attribute Location +/-2
Range
+Str
Maximum 1 Action this Turn.
Suppressed:
Move
Move
Target; Prone, Grab or Move 1
*Damage
Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
Strong Hits
Effort
Analyse
Drone Action
Critical Hit
Critical
Boost
Stealth
Tweak
Attack,
Hit, 1 use
per
RoF Attack Roll. Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
make a Analyse,
Stealth
or Escape
Hit +Ref +Str
Hit +Per
Damage
Attack*
Vs Highest Defence
On Hit: Debuff Target; Loose
*May Attack in a 180 Arc in
Impair
Attack,
DoesBenot
Req Hit
+1 Critical Damage
Escape
Overwatch
On Hit: Cannot
Targeted
Damage for this Attack vs all Targets with 0 Endurnace.
Grabbing Target.
response to any Action.
Move
Attack, Hit, Non Infinite Clips or Ammo
Gain +2 Endurance Damage on this Weapon for the remainder of the Combat (Stacks).
Move
Stealth
Personal Combat Actions
Spacecraft Combat System Rolls
Pick any 2 Actions Per Turn
ActionsFirst
Highest Velocity (orTactical
Size if Equal)
Full Move
Full Burn
Take
Cover
Command
Move
Skill Roll
8
Bonuses from the same Action do not Stack
Range Actions
Make 1 System Roll per Turn (Successful
System Rolls may not be rolled again),
Engineering
Snap Shot
Move +2
Skill Roll
Rotate 45o+1 Cover Step
Damage
Move
Alter Velocity
= Eng.
Control
Armour
vs Slow +1 (go Prone)
Operations
Attack
Damage
Move
Remove 1 On FireAttack
Effect.
12-Crew
Spray Regen
Fire Shields. Damage
Armour vs Boarding
+1
Move
Strike
Skill Roll
Hit Calibrate
+Per +Extra RoF Dice
12-CPU
Move -2
Melee(orActions
Highest CPU
Sensors if Equal) First
Attack
Damage
Move
Attack
Gunnery
Hit +Ref +Extra RoF Dice
Move -2
Skill Roll
Add or remove 1
Charge
Locked On Effect.
Preparation
Damage
Reload orLine)
Un Jam a Weapon.
Move +2 (Straight
8-Crew
Once per Weapon.
Damage +1May
(perRoll
4 Movement)
Move
Manoeuvre
Prep
One: Draw Wpn, Reload,
o
Divert
Rotate 90Pick
Size x4Recover
Un-Jam,
Power
Alter Velocity
= EngSet
-2.Up, Pull Down,
Use Stim or Skill Roll (Medical).
A System Roll gains
Str Hit +1. Hit +Per
Attack
14-Pow
Dumb Fire
Sighted
TakeShot
5 Shield Damage.
Range +Foc
Damage
vs Def
Launch and Attack
with a Warhead.
Block at
Destroy this Warhead
the end of the Turn.
Volley
Impair
Attack with a Battery.
Hit +Per +Foc
vsOnDef
ShieldTargets
Dmg +1next
Hit: Debuff
May Roll
Attack; Strong
Hit -1Once per Weapon.
Direct
Analyse
Crew
Rotate 45o
Armour vsOnBoarding
+1 next Attack;Combat
Hit: Boost
14-CrewAttack
Make System
Roll at -2Location +/-2
Jump
Recover
Crit Attribute
or Launch a Fighter.
*4 Success, +2 Success
Attackrequired
+Ref
Combat Area. Hit Seeker
14-CPU*
Throwif Spacecraft leavesDamage
Range +Str
Move
8-Crew
Launch a Warhead.
This WarheadsImpair
gains:
Lock On +6.
Damage
Lead
the
Impair
Target
Attack with a Battery.
Hit +Ref +Str
Range
vsOnDef
Hit: Pick
One +1Debuff vs
May Roll
per 1Weapon.
Target; Prone,
GrabOnce
or Move
Strafe
Stealth
Size 1 or 2
Rotate 45o
VsArc
Highest
vs Def Stealth
Attack Front
with aDefence
Battery.
Patch
Range -1 On Hit: Cannot Be Targeted
Repair 1 AttributeAttack*
Dmg that was Hit +Per
14-Crew
14 Arc
-CPUin
Scan
*May
Attack in a 180
Overwatch
dealt after your last
Turn.
Damage
response to any Action.
Boost next Attack;
Crit Attribute Location
Escape+/-1
vs a Locked On Target.
Damage
Bombard
Hit +Ref +Str
Attack with 2 Batteries.
vsOnDef
Hit: Debuff
Hit -2Target; Loose
Grabbing Target.
Spacecraft CombatAttack
System
Rolls
Roll Formula:
Highest Velocity (or Size if Equal) First
Job
3d6 +Hit -2 per Rng Increment beyond 1st
Attack costs 1 Ammunition per RoF used (minimum 1)
Engineering
Skill Roll
8
Damage
Control
12-Crew
Highest CPU (or Sensors if Equal) First
Operations
Skill Roll
Rotate 45o
Alter Velocity = Eng.
Size Impair
4+
Move
Free Critical Hit vs Target with 0 Endurance
Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),
Command
Full Burn
Targets Defence
Move
Gunnery
Skill Roll
Remove 1 On Fire Effect.
Regen Shields.
Armour vs Boarding +1
Calibrate
12-CPU
7
Skill Roll
Add or remove 1
Locked On Effect.
Preparation
8-Crew
Reload or Un Jam a Weapon.
May Roll Once per Weapon.
8
Change 1 Attribute, Wpn, Trait or new Spacecraft.
Requires: Workshop.
Quick Fix; Heal any 2
Req: Workshop, Only Heals Dmg dealt this Combat.
May only be rolled once per available Workshop.
Must be performed directly after a Combat.
12
+
Rebuild; Heal one 8
and a Major Condition (eg: Lost Wing).
Requires: Workshop.
2x 14t
Paramedics; Heal any 3
+
Armour)
the end of eachwas
3rd Turn.
it, raised for it and2 Attribute
trainedDamage
for it.(noYour
firstat campaign
destined
-2 Hit and Range.
to be your last. Some nerve agent the Neph’s used on that swamp
Take Damage equal to your Velocity.
Dust Cloud:
world made most Hitof-2your
go Dust
buggy.
if youcompany
Attack through
Cloud.They mustered all of
you
out. Field:
Couldn’t trust
youwhenwouldn’t
dayField.go mad like your
Gain +2 that
Velocity
you enter aone
Gravity
Gravity
May make a free Rotate of 45o towards the source of the Gravity Field.
brothers in arms had.
Repair
Remove any Locked On Effects on you.
Nebula:
Remove all Locked
On Effects you have applied to your Opponents.
14t +
Change
Out
1 agent’s12t still
+
You aren’t sure May
you
won’t
go mad
either.
ThatHeal
nerve
have
additional
GMMaintenance;
defined
Change 1 Attribute, Wpn, Trait or new
Spacecraft.
and
a Minor effects.
Condition (eg: Virus).
Requires: Workshop.
Requires: Toolbox.
Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
Object:
an Object.
Quick Fix; Heal anyHit2 -2 if you 12Attack
Rebuild;
Heal one 8
2x 14t +
+ through
Req: Workshop, Only Heals Dmg dealt this Combat.
and a Major Condition (eg: Lost Wing).
Spacecraft:
Other
Spacecraft immediatly
into an adjacent space.
May
only be rolled once per available
Workshop.
Requires:move
Workshop.
Must be performed directly after a Combat.
Primary
SpacecraftSkils:
Effects
Spacecraft
-2
Wealth Environment
+1 have
Physical
+2 Effects
Mechanics
May
up to 5 Boarded
applied to you.-2 Medicine
Boarded:
start
of your
Opponent’s
Turn they
make
1
Attribute
Damage
Armour)
at may
the end
each
Turn.
Atmosphere:
-2 Conversation 1 AtEngine
+2theResolve
-2(no
Electronics
+1of Psychology
Attack
2Boarding
AttributeParty
Damage
(noagainst
Armour)you.
at the end of each 3rd Turn.
+1 Leadership
Programming
On+1Hit
a Awareness
failed
Attack Roll,-2
remove
1 Boarded Effect. -2 Astronomy
-2
and Range.
-2
Culture
-2Damage
Survival
-2
Bio
Tech
-2 Planetoids
Locked
On:
Enemies
gain equal
Hit: +Lock
On Velocity.
vs you.
Take
to your
Dust
Cloud:
Hit
-2 if youDmg
Attack
Cloud.
1 Attribute
(no through
Armour)Dust
at the
start of your Turn.
Gain +2 Velocity when you enter a Gravity Field.
o
May make
13 Field.
2 a free Rotate of 45 towards the source of the Gravity
5
2
2
May have additional GM defined effects.
+
2x 14t
and a Major or Minor Condition.
Requires: Workshop.
May Retro any Trait for a Implant Trait.
20
Pick any 2 Actions Per Turn
Tactical Actions
Personal
Effects 10 +
First
Aid; Combat
Stops Bleeding
Extended Care; Heal all 1 2x 12t +
and a Minor Condition.
May be performed during Combat.
Requires:
Toolkit.
Requires:at
Toolbox.
Bleeding:
1 Attribute Dmg (no Armour)
the start of your Turn.
As
with
Grabbed
Effect
but
may
as a Free
Grabbing
Target:
12 +
Surgery;remove
Heal one
8 Action.2x 14t +
Paramedics; Heal any 3
and a Major or Minor Condition.
Req: Toolbox, Only Heals Dmg dealt this Combat.
Grabbed:
1
Action
per
Turn.
Requires: Workshop.
Healing may be applied to multiple Characters.
Move with Target ifMayyou
have
Retro
any higher
Trait for aStr.
Implant Trait.
Must be performed directly after a May
Combat.
Maximum of 1 Paramedics Roll per Gain
3 Characters.
1 Additional Action if you remove this Effect.
Equipment:
Limited Vision:
No
Penalty.
CostOverburden
2 Movement
to Change.
Mechanics
Tool Box
Toolbox).
Moving(Mechanics
one
2 Movement while Prone.
Defence
+X space costs
Cover
X:
Stealthed:
May notone
be space
Targeted
while
in Cover.
Difficult
Terrain: Moving
costs
2 Movement.
Lost on Major Effect: Attack.
Open/Close Door: Cost
2
Movement
to
Change.
Lost next Turn if 1st Action is not a successful Stealth Action.
start of Sighted
your Turn.
Shot
1
3
35
2
1
2
May Move with Target if you have higher Str.
Gain 1 Additional Action if you
remove
this Effect.
Range Actions
Melee
Actions
Clips
Ammo
Type versus
& Variation
Cost
LimitedLoad
Vision: RoF TargetsWgt
gain Cover
you:
Attack
Attack
Heavy Cover
(Blind,
Pitch
vs 3You.
Hit +Ref
+Extra
RoF Black)
Dice
5
8
2
2 (+1d6)Light Cover
2 (Low
Gun,Light)
Ion. orDamage
Damage
Strike
Move -2
Move
Locked On:
Enemies gain Hit: +Lock OnMove
vs you.
Spacecraft Effects
Weapons
Hit
End Dmg
Crit
Rng
Gauss
4 applied
4 toSnap
4
May haveMove
up to
Boarded Effects
you. Shot
+2 5+4
Boarded:
FullAssault
Move Rifle Move
At the start ofEnergy,
your Opponent’s
TurnPersonalised.
they may make 1
Modification:
Boarding Party Attack against you.
Attack
Prone:
+1 Cover Step
Hit-+Per
+Extra RoF
OldTake
Sword
6 1 Boarded4 Effect.
1 Dice
Move
On a failed
Attack-1Roll, remove
Damage
Cover
Spray Fire
Armour vs Slow +1 (go Prone)
Move -2
Move
ever On
requires
Locked On:
Enemies gain*Only
Hit: +Lock
vs you.1 Hand, Modification: Low Quality, Personalised.
Pick One: Draw Wpn, Reload,
Recover
Set Up,
Pull Down,at the
1 AttributeUn-Jam,
Dmg (no
Armour)
Use Stim or Skill Roll (Medical).
Targets gain Cover versus you:
Personal
Combat
Light
CoverComms
(Low Light)(100km)).
or Heavy Cover (Blind, Pitch Black) vs You.
Head Set
(ShortEnvironment
Range
Locked
On:
Enemies
gain
Hit:
+Lock
vs you.
Moving
one
space
costs
2Low
Movement.
Zero
Gravity:
Flash Light (Small, Load 1, Reduce On
Light Cover penalties by
Hit
-2 Step
+1
Cover
Prone:
2 Steps in any area of 3).
Maximum 1 Action this Turn.
Suppressed:
Personal Combat Effects 1
Bleeding:
1 Attribute Dmg (no Armour) at the start of your Turn.
Grabbing Target: As with Grabbed Effect but may remove as a Free Action.
Grabbed:
1 Action per
1 Turn.
Bonuses from the same Action do not Stack
Reduce2Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
Object:3
15
-2 if you Attack through an Object.
Personal Combat HitActions
Spacecraft:
Other Spacecraft
immediatly
move
into
an
adjacent
space.
2
13
OnPrep
Fire:
Surgery; Heal one 8
working
its way through
your
according to scans. Maybe
Moving one
spacesynapses
costs 2 Movement.
Zero Gravity:
-2 You bounced around from job to job for a
you will lose it oneHit day.
No Overburden Penalty.
long time before Lucas brought you aboard The Ransom. He seems
Defence +X
Cover X:
like a good enough Corp, but he has an edge. Everyone on board
Difficult Terrain: Moving one space costs 2 Movement.
does. They don’t know about the nerve agent. They don’t know about
Open/Close Door: Cost 2 Movement to Change.
the ticking time bomb in your head. Between now and when it goes
Healing
off, you’re going to fight, carouse and have the greatest life you can.
2
Attack
Hit +RoF
Remove any
Locked
On Draw
Effects
you.Set Up or Pull Down or
*Damage
Pick One:
*Attack,
Wpn, on
Reload,
Move
make
a Analyse,
Escape
Attack
Roll. to your Opponents.
Remove all
Locked
On Stealth
Effectsor you
have
applied
3
+
Personal Combat Environment
You would have1 been
a soldier
your(noentire
Youendwere
Engine Attribute
Damage
Armour)life.
at the
of eachbred
Turn. for
Atmosphere:
Nebula:
Drone Action
12
Req: Toolbox, Only Heals Dmg dealt this Combat.
Healing may be applied to multiple Characters.
Must be performed directly after a Combat.
Maximum of 1 Paramedics Roll per 3 Characters.
SpacecraftMarch
Environment
Athena
On Fire:
Gravity Field:
and a Minor Condition.
Requires: Toolbox.
May be performed during Combat.
Requires: Toolkit.
and a Minor Condition (eg: Virus).
Requires: Toolbox.
Attack
Damage
Attack
Step
1 +1 Cover3*
Damage
ChargeMelee, Composite
Move +2 (Straight Line)
Damage +1 (per 4 Movement)
Cost 2 Movement to Change.
Move
Moving one space costs 2 Movement while Prone.
0
Hit +Per +Foc
Stealthed:
Hit +Per
Range +Foc
May notBlock
be Targeted whileImpair
in Cover. On Hit: Debuff Targets next
Attack; Strong Hit -1
Lost on Major Effect: Attack.
Requirements
Benefits
Lost next Turn if 1st Action
is not a Hit
successful
Attack
Damage
+Ref +Str Stealth Action.
Attack
On Hit: Boost next Attack;
+Ref
Damage
Impair
On Hit: Pick One Debuff vs
Primary
or Vehicle
Skill, Does not Req Success
You may re-roll
a singleHit
die
from this Skill Roll.
Attack
Hit
Impair
Throw
Recover
Crit+RoF
Attribute Location +/-2
Range
+Str
Maximum 1 Action this Turn.
Suppressed:
Move
Move
Target; Prone, Grab or Move 1
*Damage
Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
Strong Hits
Effort
Analyse
Drone Action
Critical Hit
Critical
Boost
Stealth
Coordinated Strike
Move
Stealth
Attack,
Hit, 1 use
per
RoF Attack Roll. Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
make a Analyse,
Stealth
or Escape
Hit +Ref +Str
Hit +Per
Damage
Attack*
Vs Highest Defence
On Hit: Debuff Target; Loose
*May Attack in a 180 Arc in
Impair
Attack,
DoesBenot
Req Hit
+1 Critical Damage
Escape
Overwatch
On Hit: Cannot
Targeted
Damage for this Attack vs all Targets with 0 Endurnace.
Grabbing Target.
response to any Action.
Move
Attack, Hit
An Ally gains Strong Hit +1 vs your Target with their next Attack (must be taken within 1 Turn) (does not Stack).
Personal Combat Actions
Spacecraft Combat System Rolls
Pick any 2 Actions Per Turn
ActionsFirst
Highest Velocity (orTactical
Size if Equal)
Full Move
Full Burn
Take
Cover
Command
Move
Skill Roll
8
Bonuses from the same Action do not Stack
Range Actions
Make 1 System Roll per Turn (Successful
System Rolls may not be rolled again),
Engineering
Snap Shot
Move +2
Skill Roll
Rotate 45o+1 Cover Step
Damage
Move
Alter Velocity
= Eng.
Control
Armour
vs Slow +1 (go Prone)
Operations
Attack
Damage
Move
Remove 1 On FireAttack
Effect.
12-Crew
Spray Regen
Fire Shields. Damage
Armour vs Boarding
+1
Move
Strike
Skill Roll
Hit Calibrate
+Per +Extra RoF Dice
12-CPU
Move -2
Melee(orActions
Highest CPU
Sensors if Equal) First
Attack
Damage
Move
Attack
Gunnery
Hit +Ref +Extra RoF Dice
Move -2
Skill Roll
Add or remove 1
Charge
Locked On Effect.
Preparation
Damage
Reload orLine)
Un Jam a Weapon.
Move +2 (Straight
8-Crew
Once per Weapon.
Damage +1May
(perRoll
4 Movement)
Move
Manoeuvre
Prep
One: Draw Wpn, Reload,
o
Divert
Rotate 90Pick
Size x4Recover
Un-Jam,
Power
Alter Velocity
= EngSet
-2.Up, Pull Down,
Use Stim or Skill Roll (Medical).
A System Roll gains
Str Hit +1. Hit +Per
Attack
14-Pow
Dumb Fire
Sighted
TakeShot
5 Shield Damage.
Range +Foc
Damage
vs Def
Launch and Attack
with a Warhead.
Block at
Destroy this Warhead
the end of the Turn.
Volley
Impair
Attack with a Battery.
Hit +Per +Foc
vsOnDef
ShieldTargets
Dmg +1next
Hit: Debuff
May Roll
Attack; Strong
Hit -1Once per Weapon.
Direct
Analyse
Crew
Rotate 45o
Armour vsOnBoarding
+1 next Attack;Combat
Hit: Boost
14-CrewAttack
Make System
Roll at -2Location +/-2
Jump
Recover
Crit Attribute
or Launch a Fighter.
*4 Success, +2 Success
Attackrequired
+Ref
Combat Area. Hit Seeker
14-CPU*
Throwif Spacecraft leavesDamage
Range +Str
Move
8-Crew
Launch a Warhead.
This WarheadsImpair
gains:
Lock On +6.
Damage
Lead
the
Impair
Target
Attack with a Battery.
Hit +Ref +Str
Range
vsOnDef
Hit: Pick
One +1Debuff vs
May Roll
per 1Weapon.
Target; Prone,
GrabOnce
or Move
Strafe
Stealth
Size 1 or 2
Rotate 45o
VsArc
Highest
vs Def Stealth
Attack Front
with aDefence
Battery.
Patch
Range -1 On Hit: Cannot Be Targeted
Repair 1 AttributeAttack*
Dmg that was Hit +Per
14-Crew
14 Arc
-CPUin
Scan
*May
Attack in a 180
Overwatch
dealt after your last
Turn.
Damage
response to any Action.
Boost next Attack;
Crit Attribute Location
Escape+/-1
vs a Locked On Target.
Damage
Bombard
Hit +Ref +Str
Attack with 2 Batteries.
vsOnDef
Hit: Debuff
Hit -2Target; Loose
Grabbing Target.
Spacecraft CombatAttack
System
Rolls
Roll Formula:
Job
3d6 +Hit -2 per Rng Increment beyond 1st
Attack costs 1 Ammunition per RoF used (minimum 1)
Highest Velocity (or Size if Equal) First
Engineering
Skill Roll
8
Manoeuvre
Size x4
Damage
Control
Rotate 90o
Alter Velocity = Eng -2.
Divert
Power
Highest CPU (or Sensors if Equal) First
Operations
Skill Roll
Rotate 45o
Alter Velocity = Eng.
Size Impair
4+
Move
Free Critical Hit vs Target with 0 Endurance
Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),
Command
Full Burn
Targets Defence
Move
Gunnery
Skill Roll
12-Crew
Remove 1 On Fire Effect.
Regen Shields.
Armour vs Boarding +1
Calibrate
14-Pow
A System Roll gains Str Hit +1.
Take 5 Shield Damage.
Dumb Fire
Skill Roll
12-CPU
Add or remove 1
Locked On Effect.
Preparation
8-Crew
vs Def
Launch and Attack
with a Warhead.
Destroy this Warhead at
Volley
vs Def
Reload or Un Jam a Weapon.
May Roll Once per Weapon.
Attack with a Battery.
Shield Dmg +1
9
10
Change Out
14t
Quick Fix; Heal any 2
12
Change 1 Attribute, Wpn, Trait or new Spacecraft.
Requires: Workshop.
Req: Workshop, Only Heals Dmg dealt this Combat.
May only be rolled once per available Workshop.
Must be performed directly after a Combat.
+
+
Maintenance; Heal 1
12t
and a Minor Condition (eg: Virus).
Requires: Toolbox.
Rebuild; Heal one 8
and a Major Condition (eg: Lost Wing).
Requires: Workshop.
2x 14t
+
First Aid; Stops Bleeding
10
+
Paramedics; Heal any 3
12
May be performed during Combat.
Requires: Toolkit.
Req: Toolbox, Only Heals Dmg dealt this Combat.
Healing may be applied to multiple Characters.
Must be performed directly after a Combat.
Maximum of 1 Paramedics Roll per 3 Characters.
Beytah
Spacecraft
All of yourEnvironment
memories were made in a lab. Every Emissary knows
this
theoretically, 1but
fewAttribute
reallyDamage
KNOW(no itArmour)
like you
woke
Engine
at thedo.
end You
of each
Turn. up
Atmosphere:
2 Attribute
Damage
(no Armour)
at the end
of each
3rd Turn. still
during an implantation.
While
those
memories
they
implanted
-2 Hit and Range.
feel “real”, they don’t feel like yours.
Dust Cloud:
Take Damage equal to your Velocity.
Hit -2 if you Attack through Dust Cloud.
That’s Field:
probablyGainwhy
you when
dropped
of Field.
the ambassadorial
+2 Velocity
you enterout
a Gravity
Gravity
o towards the source of the Gravity Field.
May make
free Rotate
program in your first
year.a You
had ofa 45head
full of thirty years’ worth
Repair
Locked
On really
Effects on
you. two. That glitch made
ofNebula:
memory, but youRemove
knewanyyou
were
only
Remove all Locked
On Effects you have applied to your Opponents.
14t +
12t +
Change
Out
Maintenance;
Heal 1 you-like
you
different. BeingMay
around
other GMEmissaries
unsettled
you
have additional
defined
Change 1 Attribute, Wpn, Trait or new
Spacecraft.
and
a Minor effects.
Condition (eg: Virus).
Requires:
Workshop.
Requires:
Toolbox.
were
watching a magician
on2,stage,
you1 Attribute
were the
one who
Reduce Vel by
if not 1 orand
2; take
Dmg only
(no Armour).
Object:
an Object.
Quick Fix; Heal anyHit2 -2 if you 12Attack
Rebuild;
Heal one 8
2x 14t +
+ through
Req: Workshop, Only Heals Dmg dealt this Combat.
and a Major Condition (eg: Lost Wing).
Spacecraft:
Other
Spacecraft immediatly
into an adjacent space.
May
only be rolled once per available
Workshop.
Requires:move
Workshop.
Spacecraft Effects
2
4
start
of your
Opponent’s
Turn they
make
1Medicine
1 At
Engine
Attribute
Damage
Armour)
at may
the end
Turn.
+1thePhysical
-2(no
Mechanics
+3of each
Attack
2Boarding
AttributeParty
Damage
(noagainst
Armour)you.
at the end of each 3rd Turn.
Electronics
On+1Hit
a Resolve
failed
Attack Roll,-2
remove
1 Boarded Effect. +1 Psychology
-2
and Range.
+1 Damage
Awareness
-2
Programming
-2 Astronomy
Enemies
gain equal
Hit: +Lock
On Velocity.
vs you.
Take
to your
Hit
-2 ifSurvival
youDmg
Attack
Dust
Cloud.
-2
+4 Bio
Tech
-2 Planetoids
1 Attribute
(no through
Armour)
at the
start of your Turn.
Gain +2 Velocity when you enter a Gravity Field.
o
May make
14 Field.
4 a free Rotate of 45 towards the source of the Gravity
2
Surgery; Heal one 8
2x 14t
+
and a Major or Minor Condition.
Requires: Workshop.
May Retro any Trait for a Implant Trait.
Hit -2
No Overburden Penalty.
Science was something you could trust. There were answers.
Defence +X
Cover X:
Where there weren’t answers, there was doubt. Science doesn’t
Difficult Terrain: Moving one space costs 2 Movement.
accept things blindly. You did well in that program and worked for
Open/Close Door: Cost 2 Movement to Change.
the Corporation for a year. That’s where you met Lucas, both of you
Healing
not quite fitting in. When he got booted from the Corporation, you
10 +
12t +
Personal
Effects later.
First
Aid; aCombat
Stops
Extended
Care;both
Heal belong
all 1 2x aboard
resigned
few Bleeding
months
Now, and
maybe,
you
a Minor Condition.
May be performed during Combat.
Requires:
Toolkit.
Requires:
Toolbox.
Bleeding:
1
Attribute
Dmg
(no
Armour)
at
the
start
of
your
Turn.
The Ransom-at least a little bit.
As with
but may remove
as a Free
Grabbing Target:
12 + EffectSurgery;
Heal one
8 Action.2x 14t +
Paramedics;
Heal any
3 Grabbed
and a Major or Minor Condition.
Req: Toolbox, Only Heals Dmg dealt this Combat.
Grabbed:
1
Action
per
Turn.
Requires: Workshop.
Healing may be applied to multiple Characters.
Targets gain Cover versus you:
Locked
On:
Enemies
gain
Hit: +Lock
On
vs you.
space
costs
2 Movement.
Zero
Gravity:
Head
Set (Short Moving
Rangeone
Comms
(100km)).
Hit
-2 Step
+1
Cover
Prone:
Chemistry Kit (Bio Tech Toolbox).
No
Penalty.
CostOverburden
2 Movement
to Change.
FirstX:Aid Kit (Medicine
Toolbox).
Moving one
Defence
+X space costs 2 Movement while Prone.
Cover
Stealthed:
May notone
be space
Targeted
while
in Cover.
Difficult
Terrain: Moving
costs
2 Movement.
Lost on Major Effect: Attack.
Open/Close Door: Cost
2
Movement
to
Change.
Lost next Turn if 1st Action is not a successful Stealth Action.
2
2
Maximum 1 Action this Turn.
Suppressed:
Personal Combat Effects
1
Bleeding:
1 Attribute Dmg (no Armour) at the start of your Turn.
Grabbing Target: As with Grabbed Effect but may remove as a Free Action.
Grabbed:
1 Action per Turn.
Bonuses from the same Action do not Stack
16
May have additional GM defined effects.
+
saw
through
the illusion.
You were a chef for a while, a fixer of thingsPersonal
Combat
Environment
eventually,
recruiter
tookcosts
you 2onMovement.
as scientific apprentice.
one space
Zero Gravity:a Corp Moving
Limited Vision:
Attack
Hit +RoF
Remove any
Locked
On Draw
Effects
you.Set Up or Pull Down or
*Damage
Pick One:
*Attack,
Wpn, on
Reload,
Move
make
a Analyse,
Escape
Attack
Roll. to your Opponents.
Remove all
Locked
On Stealth
Effectsor you
have
applied
Nebula:
Drone Action
2x 12t
Personal Combat Environment
Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
Equipment:
Spacecraft Skils:
Environment
Primary
May have up to 5 Boarded Effects applied to you.
Boarded:
Gravity Field:
+
Extended Care; Heal all 1
and a Minor Condition.
Requires: Toolbox.
Move with Target ifMayyou
have
Retro
any higher
Trait for aStr.
Implant Trait.
Must be performed directly after a May
Combat.
Maximum of 1 Paramedics Roll per Gain
3 Characters.
1 Additional Action if you remove this Effect.
Must be performed directly after a Combat.
Atmosphere:
-2
Wealth
-3 Conversation
-2
Leadership
Locked
On:
Dust
Cloud:
-4OnCulture
Fire:
+
Reduce2Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
Object:4
18
-2 if you Attack through an Object.
Personal Combat HitActions
Spacecraft:
Other Spacecraft
immediatly
move
into
an
adjacent
space.
2
12
Pick any 2 Actions Per Turn
15
5
2
2
May Move with Target if you have higher Str.
Gain 1 Additional Action if you
remove
this Effect.
Tactical Actions
Range Actions
Melee
Actions
Spacecraft Effects
Weapons
Hit
End Dmg
Crit
Rng
Clips
Ammo
Type versus
& Variation
Cost
LimitedLoad
Vision: RoF TargetsWgtgain Cover
you:
Attack
Light)
or Attack
Heavy Cover
(Blind,
Pitch
vs3You.
Hit +Ref
+Extra
RoF Black)
Dice
Acid,
6 applied
3 toSnap
4*
5
4
1
2 (+1d6)Light Cover
3 (Low
Shell,
Kinetic
May haveMove
up to
Boarded Effects
you. Shot
Move
+2 5+2
Boarded:
Damage
Damage
FullShotgun
Move
Strike
Move -2
Move
At the start of
Opponent’s
they may
make 1 within first
Locked Modification:
On:
Enemies gain
Hit: +Lock Extended
OnMove
vs you.Barrel, Extended Clip.
Bioyour
Tech,
*Strong Turn
Hit (5-6)
vs Targets
Range Increment,
Advanced
Ammunition,
Boarding Party Attack against you.
Attack
Attack
Prone:
Move +2 (Straight Line)
+1 Cover Step
Hit-+Per
+Extra RoF
Baton
4* 1 Boarded1 Effect.
1 Dice
1 +1 CoverCharge
1 Step Melee, Hammer
0
Move
On a failed
Attack+4Roll, remove
Damage
Damage
Take Cover
Spray Fire
Damage +1 (per 4 Movement)
Armour vs Slow +1 (go Prone)
Move -2
Cost 2 Movement to Change.
Move
Locked On:
OnPrep
Fire:
Move
**Deal
Endurance Damage vs Targets with Armour 4 or greater.
Enemies gainBlunt,
Hit: +Lock
On +2
vs you.
Pick One: Draw Wpn, Reload,
Recover
Set Up,
Pull Down,at the
1 AttributeUn-Jam,
Dmg (no
Armour)
Use Stim or Skill Roll (Medical).
start of Sighted
your Turn.
Shot
Attack
Damage
Moving one space costs 2 Movement while Prone.
Hit +Per +Foc
Stealthed:
Hit +Per
Range +Foc
May notBlock
be Targeted whileImpair
in Cover. On Hit: Debuff Targets next
Attack; Strong Hit -1
Lost on Major Effect: Attack.
Requirements
Benefits
Lost next Turn if 1st Action
is not a Hit
successful
Attack
Damage
+Ref +Str Stealth Action.
Attack
On Hit: Boost next Attack;
+Ref
Damage
Impair
On Hit: Pick One Debuff vs
Primary
or Vehicle
Skill, Does not Req Success
You may re-roll
a singleHit
die
from this Skill Roll.
Attack
Hit
Impair
Throw
Recover
Crit+RoF
Attribute Location +/-2
Range
+Str
Maximum 1 Action this Turn.
Suppressed:
Move
Move
Target; Prone, Grab or Move 1
*Damage
Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
Strong Hits
Effort
Analyse
Drone Action
Critical Hit
Critical
Boost
Stealth
Spontaneous Growth
Move
Stealth
Attack,
Hit, 1 use
peror Escape
RoF Attack Roll. Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
make a Analyse,
Stealth
Hit +Ref +Str
Hit +Per
Damage
Attack*
Vs Highest Defence
On Hit: Debuff Target; Loose
*May Attack in a 180 Arc in
Impair
Attack,
DoesBenot
Req Hit
+1 Critical Damage
Escape
Overwatch
On Hit: Cannot
Targeted
Damage for this Attack vs all Targets with 0 Endurnace.
Grabbing Target.
response to any Action.
Move
Attack, Hit, Bio Tech
This Attack does not use any Ammunition (must have the required Ammunition to make this Attack).
Personal Combat Actions
Spacecraft Combat System Rolls
Pick any 2 Actions Per Turn
ActionsFirst
Highest Velocity (orTactical
Size if Equal)
Full Move
Full Burn
Take
Cover
Command
Move
Skill Roll
8
Bonuses from the same Action do not Stack
Range Actions
Make 1 System Roll per Turn (Successful
System Rolls may not be rolled again),
Engineering
Snap Shot
Move +2
Skill Roll
Rotate 45o+1 Cover Step
Damage
Move
Alter Velocity
= Eng.
Control
Armour
vs Slow +1 (go Prone)
Operations
Attack
Damage
Move
Remove 1 On FireAttack
Effect.
12-Crew
Spray Regen
Fire Shields. Damage
Armour vs Boarding
+1
Move
Strike
Skill Roll
Hit Calibrate
+Per +Extra RoF Dice
12-CPU
Move -2
Melee(orActions
Highest CPU
Sensors if Equal) First
Attack
Damage
Move
Attack
Gunnery
Hit +Ref +Extra RoF Dice
Move -2
Skill Roll
Add or remove 1
Charge
Locked On Effect.
Preparation
Damage
Reload orLine)
Un Jam a Weapon.
Move +2 (Straight
8-Crew
Once per Weapon.
Damage +1May
(perRoll
4 Movement)
Move
Manoeuvre
Prep
One: Draw Wpn, Reload,
o
Divert
Rotate 90Pick
Size x4Recover
Un-Jam,
Power
Alter Velocity
= EngSet
-2.Up, Pull Down,
Use Stim or Skill Roll (Medical).
A System Roll gains
Str Hit +1. Hit +Per
Attack
14-Pow
Dumb Fire
Sighted
TakeShot
5 Shield Damage.
Range +Foc
Damage
vs Def
Launch and Attack
with a Warhead.
Block at
Destroy this Warhead
the end of the Turn.
Volley
Impair
Attack with a Battery.
Hit +Per +Foc
vsOnDef
ShieldTargets
Dmg +1next
Hit: Debuff
May Roll
Attack; Strong
Hit -1Once per Weapon.
Direct
Analyse
Crew
Rotate 45o
Armour vsOnBoarding
+1 next Attack;Combat
Hit: Boost
14-CrewAttack
Make System
Roll at -2Location +/-2
Jump
Recover
Crit Attribute
or Launch a Fighter.
*4 Success, +2 Success
Attackrequired
+Ref
Combat Area. Hit Seeker
14-CPU*
Throwif Spacecraft leavesDamage
Range +Str
Move
8-Crew
Launch a Warhead.
This WarheadsImpair
gains:
Lock On +6.
Damage
Lead
the
Impair
Target
Attack with a Battery.
Hit +Ref +Str
Range
vsOnDef
Hit: Pick
One +1Debuff vs
May Roll
per 1Weapon.
Target; Prone,
GrabOnce
or Move
Strafe
Stealth
Size 1 or 2
Rotate 45o
VsArc
Highest
vs Def Stealth
Attack Front
with aDefence
Battery.
Patch
Range -1 On Hit: Cannot Be Targeted
Repair 1 AttributeAttack*
Dmg that was Hit +Per
14-Crew
14 Arc
-CPUin
Scan
*May
Attack in a 180
Overwatch
dealt after your last
Turn.
Damage
response to any Action.
Boost next Attack;
Crit Attribute Location
Escape+/-1
vs a Locked On Target.
Damage
Bombard
Hit +Ref +Str
Attack with 2 Batteries.
vsOnDef
Hit: Debuff
Hit -2Target; Loose
Grabbing Target.
Spacecraft CombatAttack
System
Rolls
Roll Formula:
Highest Velocity (or Size if Equal) First
Job
3d6 +Hit -2 per Rng Increment beyond 1st
Attack costs 1 Ammunition per RoF used (minimum 1)
Engineering
Skill Roll
8
Damage
Control
12-Crew
Highest CPU (or Sensors if Equal) First
Operations
Skill Roll
Rotate 45o
Alter Velocity = Eng.
Size Impair
4+
Move
Free Critical Hit vs Target with 0 Endurance
Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),
Command
Full Burn
Targets Defence
Move
Gunnery
Skill Roll
Remove 1 On Fire Effect.
Regen Shields.
Armour vs Boarding +1
Calibrate
12-CPU
11
Skill Roll
Add or remove 1
Locked On Effect.
Preparation
8-Crew
Reload or Un Jam a Weapon.
May Roll Once per Weapon.
GM Eyes Only
Beyond this Point
GM Overview
The Ghost Ship Carthage is a spooky adventure involving
encounters with mutated monsters and an ancient, deadly Archon.
Don’t be afraid to play up the horror angle! The Carthage is full of
flickering lights, creepy noises, and lots of darkness – help them
feel immersed in the environment. The crux of this mission revolves
around the PCs interactions with Solaria, the ancient Archon captain
of the Carthage.
Mysterious Benofactor: Mr Simmons.
The contact for this mission is a Corp who goes only by the name
Mr. Simmons. Mr. Simmons either contacts them over their ship’s
video feed, or they may meet with Mr. Simmons in person in a
shady bar on whatever planet the PCs happen to be on. Mr. Simmons
is a mysterious, tight-lipped character. He provides the PCs with
coordinates to the ship, and gives them instructions to investigate
what happened to the Legion VESPER team and salvage all of the
medical equipment this ship was carrying.
Keep Things Moving!
This mission is meant to act as an introduction to Fragged Empire.
Many of the mechanics may be new to the players, but don’t let the
PCs get bogged down. The tense horror of the adventure works best
when the PCs are pushed from location to location without breaking
up the pacing for long rules discussions.
The best way to do this is to make use of a “countdown” – an
event that forces the PCs to complete the mission within a certain
time frame. Anything that puts the PCs on a clock for this can work,
but here are two suggestions that will be referenced in the adventure:
1) Contested Claim
The PCs are informed by their Benefactor that other salvage
teams may be inbound to the Carthage. At some point during
the mission, when the pacing seems to be slowing down, the PCs
get a sonar ping from their ship alerting them to the presence
of incoming salvagers. The PCs must finish their mission and
escape before the salvagers arrive. If they don’t make it out in
time, the module may end with a combat.
2) Failing Reactor
As the PCs explore the ship they will experience power surgers
(due to systems turning on as the PCs move about the ship).
When they discover the Engineering Room, a successful
Mechanics or Electronics roll lets them know that the Reactor
is beginning to melt down. If they wait too long, the ship will
go critical. Towards the end of the mission, the alarms on the
reactor sound, letting the PCs know it is time to escape.
12
Side Mission Hooks
Besides Mr. Simmons’ paycheck, PCs may have different motivations
for taking the job. Completion of a side mission hook give that player
+1 Current Influence, and 2 Spare Time Points.
Kaltoran PC Hook
The Blaze family line, a clan with a storied history, was almost
extinguished in the War, their genetic memories lost. Evidence
suggests several Blaze numbered among the Kaltoran refugees
sheltered onboard the Carthage. Recovering their genetic
memories, or discovering their fate, would strengthen and
galvanise the tribe.
Legion PC Hook
A Legion PC’s ancestor led the VESPER force charged with
recovering the Carthage. Slanderous accusations of incompetence,
betrayal, and cowardice have besmirched the PC’s family since
the ship’s disappearance. Evidence on board the vessel may
vindicate their ancestor and redeem their family honour.
Corporate PC Hook
A Corp rival of the party’s benefactor is interested in a particular
piece of bio-tech, the ONIX (Occluding Neural Insurgence
Xiphoid), and offers a Corp PC a handsome commission if they
can secret it off the Carthage for them.
Nephilim PC Hook
The Kormoria virus was developed as a genocidal weapon
against the Nephilim. If any samples remain, their destruction is
of the utmost importance to any Nephilim PC.
Action
The main action of this adventure involves approaching, boarding,
and reconnoitering the labyrinthine corridors, trashed quarters,
gutted medical bays, and burned-out laboratories of the Carthage.
As the PCs explore the ship, they will discover the secret of the
Carthage’s mission of genocide and the disastrous outbreak of the
Kormoria virus. If they survive their encounter with the ancient
Archon captain, they will have made off with valuable pieces of data
and bio-technology.
Threats/Encounters
Turret
The first encounter initiates as soon as the PCs step foot
through the airlock – an old VESPER Turret still remains active
after all of these years. Originally, it was placed to protect the
VESPER team as they moved through the ship, but it has been
programmed to fire upon any intruder. This encounter makes
for a solid introduction to Fragged Empire’s combat mechanics.
The Virus
The Kormoria virus is still active aboard the Carthage. If the PCs
let the virus out of containment, it will immediately awaken in
search of fresh hosts. It will spread like wildfire among the PCs,
focusing first on any Nephilim. If they do not receive the cure
from the Archon, then they can inadvertently infect the entire
Haven system.
Monstrous Experiments
The Archon’s experiments bred a handful of genetic horrors in
the form of mutated Nephilim POWs. These mutants have survived
throughout the decades by hiding within stasis tubes. When the
PCs first breach the ship, Solaria unleashes her unwholesome
creations to prowl the bulkheads and stalk any intruders. She
hides them behind high-tech holographic projections to mask
their appearances.
The Mutant Archon
The Kormoria virus didn’t kill Solaria, the Archon captain of
the Carthage – but it did drive her into a deep madness that
has hung over her for decades. In her madness, she seeks to
destroy the PCs as they travel through the ship but when they
reach her, she decides it may be more fun to experiment upon
them instead.
Legion Automated Turret
-4
8
10
22
-2
2
4
10
22
-4
0
0
4
16
4
4
2
4
2
Weapon
Twin Autocannons
Hit
End Dmg
Crit
+0
8
4
Lock On +8, Slow, Natural.
Rng
4
Clips
Inf
3
3
30
4
Ammo
-
Load
2
RoF
6 (+5d6)
Wgt
4
Type & Variation
Gun
Cost
3
Race /Var /Trait Requirements Benefits
Turret
NPC
You are a Robot. You may not move.
Critical Hit
Strong Hit: Critical Hit (Damage, Hit, 1 use per RoF) Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
Critical Boost
Strong Hit: Critical Boost (Damage, Does not Req Hit) +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
Suppression Fire
Strong Hit: Suppression Fire (Damage, Does not Require Hit, RoF 3+, Crit Dmg 4+) Non-Nemesis Target character is Suppressed.
Pulverise
Str Hit: Pulverise (Damage, Does not Require Hit, Crit Dmg 5+) Permanently reduce 2 sections of physical Environmental Cover within 1 of Target by 1 Step.
13
Prologue
Level One
When the PCs meet with Mr. Simmons, he is dressed to the nines
and adopts a cool, confident personality. He claims to have no
information as to what happened on the Carthage, and the players
must decide whether they believe him or not. What Mr. Simmons
does have is a map of the spaceship, salvaged from old Legion
records. Mr. Simmons doesn’t believe anything sinister awaits the
PCs on this mission, but he does believe all of the Archon’s medical
tech would fetch a high price on the black market, and is willing to
cut them in on the profits.
Level One does have power, but it is not steady. Lights turn on
as the PCs enter each room, but they flicker and bulbs burst from
rolling brownouts. Fuse boxes on the wall spark and some loose
wires hang down from the ceiling, sparking as they touch metal.
The setting is that of a horror film – dark and cold. When the lights
flicker off, the PCs will have to rely on their flashlights and sensors.
If the PCs do not have a ship, Mr. Simmons will provide them with
one, but any damage done to the vessel will be taken out of their
final paycheck,
Payment
Mr. Simmons agrees to fund the PCs operations for the next
few months if they can recover a large amount of medical tech
(each Character gains 1 Current Influence, and Resource, OR 12
Trade Boxes). He also offers a bonus (6 Trade Boxes) if the PCs
retrieve the ONIX (Occluding Neural Insurgence Xiphoid) which is
rumored to have been on board the Carthage.
The Race is On
Mr. Simmons also informs them that he is not the only one
interested in salvaging the Carthage. He has heard rumor of
other Corp sending out their own salvaging teams. As far as he
knows, he is the first to put a team into action, but the others
might not be far behind.
Scanning the Carthage
When the PCs approach the Carthage it does not fire upon
them, nor does it respond to any attempt at communication.
It is emitting a faint SOS beacon, and a quick scan with a
successful Mechanics or Electronics check will reveal that the
ship does have limited power, and its atmosphere generators are
functioning. There two airlocks that they can attach to, both lead
the PCs to Level One.
The PCs Enter via the Air Lock
The Carthage has enough power to respond to the airlock. After
depressurization is complete, the party is free to enter into the main
foyer of the Carthage.
Pillars, and Walls
As a medical ship processing refugees, the foyer was surprisingly
well decorated. It has the white, sterile feel of a hospital. Four large
marble columns decorate the room. It would have once been a
welcoming place. But now the pillars are crumbling and the walls
are dotted with high caliber bullet holes. An Awareness check of 12
can reveal the bullets all came from the south – if this check is
made the PCs can spot the turret before it fires upon them.
Shortly after the PCs enter the Foyer, the encounter with the
VESPER Automated Turret begins.
Piles of Dead Kaltorans
Once the PCs have dealt with the turret and are free to explore
the room, they will find piles of dead Kaltoran bodies. The bodies
are lined up in heaps, like they were scrambling over each other to
escape something. Most likely, when the Legion Drop Ship entered
the hanger, they began to fire upon the Kaltorans in the foyer with
extreme prejudice.
Hanger, and Drop Ship
The hanger itself is full of boxes of Rejuvenator Vials (Bio Tech
roll of 12) – a special serum that is, along with other medical
and research properties, able to re-grow lost limbs. The fact that
the hanger contains so many boxes of this serum indicates the
suspicious nature of the Carthage’s research. Find Flesh Ruijuvinator
Vial in Boxes (can regrow limbs).
Legion Drop Ship
The other notable landmark in the hanger is the Legion VESPER
Drop Ship. The ship was small enough to dock inside of the
hanger, probably under the guise of delivering supplies. As soon
as they landed, the Drop Ship would have unloaded their Legion
strike force directly into the foyer. The lack of bullet holes and
dead Legion show they had little resistance.
The players find a Map of the Carthage on the Drop Ship.
Automated Turret
The automated turret attached to the Drop Ship will attack the
party right away if they enter the foyer or hanger. It was obviously
set up in this way to cover the VESPER forces disembarkment.
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Bathrooms / Laundry / Kitchen
The several bathrooms, laundry rooms, and kitchens that can be
found across Level One are also packed with dead Kaltoran bodies. It
seems that many tried to hide from the Legion assault, but they were
discovered. Many of these rooms are torn apart by bullet holes, as
they were shredded from outside. Some show signs of fragmentation
and explosive damage, suggesting someone rolled grenades in to
detonate in the middle of the helpless refugees.
***
Decontamination Corridor
The only way to progress further into the ship is through the
Decontamination Corridor. This long hallway was once used to
process refugees who were boarding the ship. A non-function
conveyer belt stretches down the hallway, once used to force the
refugees down the line, where robotic arms would undress, delouse,
vaccinate, and take samples of their blood. Then, they would receive
secret injections of the Kormoria virus. The hallway is lined on both
sides with hidden one-way mirrors, so the scientists could observe
the refugees from behind the glass. These mirrors are bullet proof.
Like all of the rooms, the Decontamination Corridor activates as
the PCs move into it. The machines take time to warm up, and so
they do not swing into action until the first PC is about three-quarters
of the way through the hallway. That PC has a better chance to
escape, but the others must make successful Physical check of 12
or find themselves prodded by needles and possibly injected with the
Kormoria virus itself. If someone does become infected, symptoms
won’t display for some time, but a Medicine check of 14 will reveal
that they are infected with something terrible, and it is killing them.
Hologram of Solaris
Past the decontamination corridor is a small foyer where a
hologram of Solaris appears upon a pedestal. The hologram looks
too fake – too friendly as it processes its greeting. The hologram
is barely functioning now. It flickers on and off, pieces of Solaris
disappear and glitch into different shapes, and its voice bounces
between shrill to booming. The hologram mistakes them for refugees,
and assures them that if they simply move into the next room, and
find their beds, they will be rewarded with kindness.
Secret Door
There are two other exits off of the hologram room. One
is hidden behind a hologram of solid wall. A PC who passes a
successful Awareness check of 16 might notice the wall flickering
like the hologram of Solaris did. These doors lead to the Medical
Diagnostic Rooms.
Secret Elivator
This elevator cannot be hacked, and has not control consol. It
will take the PCs to the third floor when Captain Solaris is ready
to see them (after she has observed them enough to understand
their intentions and capabilities).
Secret Diagnostic Chamber
Inside this room, the Archons were storing the Kormoria virus
to secretly inject it into the refugees. If the PCs were stuck with
the needles and didn’t already know they were infected, they
will find out here. There is no cure here, and no way to make a
cure with the time available to them.
If the PCs don’t realize what they’re looking at and accidently
open one of the canisters, the entire party becomes exposed to
the Kormoria virus. If not treated, it will eventually kill them, and
could possibly spread throughout the Haven system.
Medical Diagnostic Room
This room is filled with diagnostic equipment that was used to
scan the refugees as they passed through the corridor. Everything
that was supposed to be done for the good of the refugees was
actually to extract data for the ship’s research experiments. Not
only was each refugee injected with the virus, they were also given
a compound to make them weak and compliant. Dead scientist (a
mixture of strange races, and some Kaltoran) litter the floor, killed
by the Legion VESPER force.
Part of the fate of the Blaze family can be found here in the
computer files with a Programming check of 12t.
Security Office
The security office is full of surveillance equipment and security
computers that are all booted down to protect themselves from a
surge. It takes a successful Electronics check of 12 to boot them
back up (this takes some time). If the PCs are able to bring the
screens back to life, the PCs catch a glimpse of the 2nd Floor lab,
which looks like a fully functioning laboratory. It is all clean, and
well-kept, and they can see scientists moving about the lab, working
on their every-day experiments. A check on the time stamp shows
that this is live footage – not old tape. It is a holographic projection,
used to hide the truth.
Also within the security office they can find a security badge that
allows them to use the elevator leading to the 2nd Floor.
Elivator
This elevator is locked behind incredibly difficult encryption and a
DNA scanner. If the PCs don’t have access to the living DNA required
to open the door at this point (from a dead scientist or guard using
the Flesh Rejuvenation Fluid, or a security badge) they need to make
a Programming check of 16.
***
Kaltoran Refugee Room
The Kaltoran Refugee Room is a slaughterhouse. Many Kaltorans
were killed right in their beds – the injections killed their will to even
fight back. The walls are splayed with bullet holes and the entire
room is trashed, the Legion were thorough.
A dead Legion soldier lies on the floor of the kitchen, stripped of
weapons. The Kaltorans were at least able to take down one.
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Nephilim Monster
6
4
5
4
3
4
1
Weapon
Massive Claws
Poison Spit
-2
13
+2
19
+2
17
14
4
-1
3
40
1
7
1
-3
1
Hit
End Dmg
Crit
Rng
Clips
Ammo
Load
RoF
Wgt Type & Variation
Cost
+1
10
5
1
1
5
Melee
3
Slow, Strong Hit: Massive Bash (Hit, Target has less Strength than you) Target is knocked Prone and Pushed 1, Natural.
+6
5
2
3*
5
2
0
2 (+1d6)
3
Shell, Chemical
3
*Strong Hit (5-6) vs Targets within first Range Increment, Natural.
Strong Hit: Synthetic Poison (Hit) Non Robot Target takes 3 Endurance Damage at the Start of their Turn until they receive Paramedics or
Extended Care (Synthetic Poison Effect can Stack up to 4 times).
Race /Var /Trait Requirements Benefits
Nephilim
NPC
Critical Hit
Strong Hit: Critical Hit (Damage, Hit, 1 use per RoF) Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
Vicious
Nephilim
Strong Hit: Vicious (Damage, Does not Require Hit) You gain +2 Hit against this Target character for the remainder of the Combat.
16
5
Level Two
The elevator out into Level Two leads directly into the Lab, which
is currently disguised by a hologram.
Disguises Lab
There is a holographic projector atop the elevator, projecting a
fake image out into the room. The image shows a fully functional,
clean, working lab. Scientists scurry back and forth, working on their
experiments and talking back and forth.
Nephilim POW Cages
The starboard side of the ship is lined with cages that look to have
held Nephilim POWs. They are mostly filled with dead Nephilim, who
were killed by the experiments they ran. A few are still alive, and
look like mutated versions of themselves, like the monster that they
found in the room. One of the larger cages had been broken open –
probably where the monster escaped from.
***
A Kaltoran scientist can be seen pacing back and forth down the
middle of the laboratory. Something seems odd about this Kaltoran
– she walks in a strange manner, and her voice appears to be off
(a Psychology check of 12 reveals that his expressions dont fit her
words). She seems to be talking in the direction of the PCs. She
welcomes them to the lab and goes on to talk about all of the
scientific advancements they have achieved here.
If the party moves outside of the elevator, along the outside edge
of the wall, they can get a glimpse of the room for what it really is.
The room is dark, desolate, and looks like a crypt. Dead scientists
take the place of the living ones. Acid-dissolved countertops and
bullet-ridden lab tables fill the room. And the Kaltoran scientist
is revealed to be a mutated Nephilim monster, hiding beneath
the projection.
Monster
If the PCs wait long enough in the elevator, the Kaltoran will slowly
approach them as she paces. If she gets close enough, the hologram
will falter and they will see the monster beneath the display. At
this point, the monster is close enough to attack them with its
massive claws.
If the party leaves the elevator and approaches the monster, it will
also attack them. If they sneak around the outside of the room, and
try to avoid the Kaltoran’s gaze, then they will have inadvertently
gained an advantage on the monster (gaining +2 Hit on all of their
Attacks made during their first Turn of combat).
Theatre of the Mind Combat, Difficulty: 14
If your Session is taking longer than expected, feel free to use
the Theatre of the Mind Combat rules (pg: 96) rather than minis.
Lab
Once the mutated Nephilim has been dealt with, the PCs are free
to explore the lab. There are many dead scientists who would have
the DNA required to open the secret elevator that leads to the third
floor. This is also the best place to salvage medical equipment. Many
of the research devices that were being used are still in good shape,
despite the wear over the years. If the party is looking for the ONIX,
they will not find it here, but they may find records confirming that
it is on the ship.
Part of the fate of the Blaze family can be found here in the
computer files with a Programming check of 12t.
Kitchen
This kitchen supported the crew while they were stationed on
the Carthage. Nothing is unusual about this kitchen, but it does
look like the crew of the ship were treated much, much better than
the refugees.
Crew Quarters
The crew quarters hosted the bunks that the crew lived in while they
were stationed on the Carthage. Most of the beds have footlockers
that contain equipment and valuables (4 Trade Boxes) that can be
salvaged and taken back to the ship.
One of the beds belongs to a scientist who has an especially
tightly locked footlocker. It requires a fingerprint scanner to open –
luckily the scientist who owned the bunk can be found dead in the
lab. Opening this footlocker shows the scientist had hid the ONIX
away when the fighting first broke out.
Bathroom Laundry
The laundry room hasn’t seen use for a hundred years, and the
clothes that were left behind have been disintegrated by mold over
the years. The entire bathroom and laundry area seem to be covered
in that same black mold.
***
Engineering
The Engineering bay hosts all of the electronics, and mechanics
needed to keep the ship running. There are several monitors all
displaying the status of different pieces of the ship.
Reactor is Failing.
This is a good time to activate the Reactor is Failing countdown
clock. When the PCs enter, they see a few flashing red lights and
hear an alarm going off. A successful Mechanics or Electronics
check of 12 tells the PCs that the reactor is melting down.
***
Where is the Bridge?
At this point in the adventure the GM should inform the players
that there should be a 3rd Level to the ship. As they have not seen
the bridge, or the captains quarters. Have them look at the map
handout to try to work out how to access it.
17
Secret Level Three
If the PCs have given up searching for the third floor, or don’t
realize that it exists, give them some clear hints. Have them roll skill
rolls to realize the ship must be bigger than this, have them examine
the hand-out maps in further detail.
The Countdown Clocks (the reactor melting down, rival salvagers,
infected with the virus, etc...) should all be putting the pressure on
the PCs once they enter the third level of the ship.
‘Theatre of the Mind’ Combat Rules, Difficulty: 12 or 14
As this adventure is written for a single game session, and there
are lots of possible outcomes to this encounter, there may not be
time to have a tactical miniatures combat. Feel free to use the
Theatre of the Mind Combat rules (pg: 96) rather than minis.
Large Hologram of the Captain
When the PCs first approach the centre of the room, they see
what appears to be another hologram of Solaris, but much
larger than the one they saw earlier. He is seated in a chair,
and looks decrepit and sorrowful. Not much like the hologram
that they saw earlier, this was clearly recorded hundreds of
years earlier. It regularly flickers, and changes hue.
The captain inquires as to the intentions of the PCs. She
asks them a few questions, trying to gauge whether they
are good people or not.
“What are your intentions here?”
“What did you hope to find?”
“What are your plans for the virus?”
“Why do you travel with a Nephilim?”
Solaris may also Control any Legion
If Solaris is not satisfied with the PCs response, she will
command the Legion to answer truthfully (Resolve check of 14
to resist).
Solaris is Alive
Solaris is secretly still alive. She is hiding inside her own
hologram. She will only reveal herself once she is satisfied that
she understands the PCs intentions.
Solaris is sorrowful for her actions during the Great War, and has
been trapped up here for the past 108 years. She hopes that the
PCs are good people. If they are , she will hand them the cure
to the Kormoria virus. If they are no, she unleash her creations
on them as she quickly moves to the escape pod.
Solaris is Dieing
Solaris has been infected with the Kormoria virus, and too far
gone to be saved. Her chair is supporting her life.
18
Aftermath
Vats
Contested Claim
These large vats are all filled with bubbling green fluid (Flesh
Rejuvenation Fluid), within living, still moving creatures inside. These
creatures cannot be clearly seen.
During the conversation with Solaris, the PCs get the warning that
another, larger, salvage crew is moving towards them. The PCs must
race back to their ship to escape with whatever equipment they have
so-far been able to salvage. If they take too long, the new crew will
board the ship from the other open airlock, or start to fire directly at
their attached craft. This is not a winnable fight.
Huge Green Vat with a Creature Inside
This vat holds one of Solaris’ most vile creations – a mutation
merged between an Archon and a Nephilim. This creature is a
failed experiment from long ago, when Solaris attempted to
clone herself so that she might have a source of replacement
organs for her failing body.
Large Green Vats with Creatures Inside
Within these smaller vats lie the remains of the VESPER force
that had attacked the Carthage. It looks like they were able
to reach the 3rd floor, but they were unable to attack Solaris
directly, as they were forced to obey her every word.
Unused Escape Pod
Solaris will attempt to flee in the escape pod if the PCs put
pressure on her. She will announce that she is going to jettison into
the Haven system, and take the Kormoria virus with her. Reversely,
the PCs may decide to escape via the Escape Pod.
If they manage to escape before the salvage crew arrives, then the
crew will chase them down as they flee (thinking that the PCs have
looted some valuable tech), and can segue into recurring villains for
the rest of the campaign.
Failing Reactor
As the PCs are speaking with Solaris, they get the warning that
the reactor is about to fail, and cause the destruction of the entire
ship. If they don’t hurry and escape, they will go down with the
Carthage. They can jettison out through the Escape Pod (leaving their
ship to burn) or they can attempt to escape just before the Carthage
explodes into dust.
The Kormoria Virus
Large Purple Curtains
If the PCs get infected with the Kormoria virus and do not receive
the cure from Solaris, then they have little time left. If they leave
the Carthage and travel back to civilisation without proper safety
measures, they can easily spread the infection throughout the Haven
system. This can take the campaign into a different direction, where
the PCs must now race to discover a cure.
Large, ornate beutiful curtains that help to visualy seperate
the space.
The Fate of Solaris
The Escape pod will teleport any occupant to any nearby
inhabitable location (eg: a planet). It is a one use system.
Captains Chair
Only Solaris can make use of this chair to command the ship.
Large Bed, Bathroom, and Laundry
Looks very clean, and well kept.
If Solaris has decided that the PCs are worthy, and has given them
the cure to the virus, she will simply find a solitary location to await
her eventual death as the ship is breaking down.
If the PCs anger her, then madness takes over and Solaris (fueld
by the virus) and will either kill them or escape the ship via the
Escape Pod, brining the Kormoria virus with her. If she gets away
with the virus, then the PCs may continue into a campaign trying
to capture Solaris.
If news were to get out of a still living Archon, the PCs are sure
to draw a LOT of unwanted, and dangerous attention to themselves.
19
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Copyright (C) 2015 by Design Ministries.
”Fragged Empire” trademarked by Wade Dyer.
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All rights are reserved. No part of this publication may be reproduced,
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without prior written permission of Design Ministries.
Names, characters, places, and incidents featured in this publication
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