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Fragged Empire 2e - Adventure 01 - Eat Cake

The document is a playtest core lore book for a tabletop role-playing game, detailing character creation, pre-made characters, and gameplay mechanics. It includes information on character stats, skills, equipment, and various scenarios for gameplay. Additionally, it provides details about a spacecraft used by the characters, including its specifications and capabilities.

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0% found this document useful (0 votes)
714 views40 pages

Fragged Empire 2e - Adventure 01 - Eat Cake

The document is a playtest core lore book for a tabletop role-playing game, detailing character creation, pre-made characters, and gameplay mechanics. It includes information on character stats, skills, equipment, and various scenarios for gameplay. Additionally, it provides details about a spacecraft used by the characters, including its specifications and capabilities.

Uploaded by

starrsaphyre
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Play Test

* Core Lore Book *

1
Created by Wade Dyer

www.fraggedempire.com

2
4 Pre-Made PCs
» Jacob Vibe
5 » Tatiana Goldsmith
6 » Gralish-Nak
7 » Ajax Crassus
8 » Spacecraft: Pay Day

10 Overview
» Expected Timeline
11 » NPCs
» Pressures
» Looted Gear
» Max Endurance Damage

12 Maps
» For PCs
14 » For GM

16 Part 1: Wake Up

Part 2: Welcome Party

18 Part 3: Cargo Bay 4a

20 Part 4: Breathless Escape

Part 5-7: Rooms

34 Part 8a: Foyer Fight


36 Part 8b: Space Fight

38 Epilogue

39 Tertiary NPC Stats

40 Acknowledgements

3
Jacob Vibe, Lv 2 Kaltoran Captain

Ex tra Equipment:
» Hand Comm (Trinket, Communicate (digital data, visual,
audio, access a Stream, etc...) with Comm devices over 300
Kilometres of unobstructed space).
» Flash Light (Trinket, 0 or 1 Handed, Remove all Low Light Cover
from yourself and a Splash 1 area within 10 spaces of you).
» Leadership, Awareness and Stealth Toolboxes.
» High Tech Rounds (‘+1 Rng, all Personal Weapons’, Already
added onto your Weapons).

Skills:
-1 Wealth +4 Stealth +2 Small Arms
+1 Persuasion +0 Mechanics +1 Heavy Arms
+2 Leadership -1 Electronics -1 Tactical
+1 Psychology -1 Computers -1 Exotic
+0 Culture +0 Bio-Tech +1 Command
+1 Physical +0 Medicine +0 Engineering
+0 Resolve -1 Astronomy -1 Operations
+3 Awareness +0 Planets +1 Gunnery

Strength 3 1 Armour Outfit + = 3


Reflexes 4 2 Endurance 10+(Str x5) + 3 = 28
Mobility 3 3 Defence 10 + Ref + = 14
Focus 2 4 Recovery Grit + 1 = 5
Intelligence 2 5 Combat Order Int + = 2
Grit 4 6 Grit Re-Rolls Grit + 1 = 5

Weapons Hit Dice Hit Range End Dmg Crit Dmg Weapon Type Acquire Resources
Dual Gauss Pistols 5d6 +3 4 4 3 Gun, Gauss 9t, 12t 3
Small, May Attack with the Reposition Action, Reload +1, Limited Vision Cover -1, Mod: Dual Wield.
Grenade 3d6 +3 3 4 5 Shell, Kinetic. 10t 0
Sidearm, Small, 1 Handed, Splash 1, Physical Cover -2, Max Range Str x5, Cost 1 Munition, May not Reload, Must Draw before each use, Limited Vision Cover -1.

Strong Hits Requirements Benefits


Effort You may re-roll a single die from this Roll.
Critical Hit Once per Attack. All damaged characters suffer your Weapon’s Critical Damage (-target’s Armour) to a random (roll 1d6) Attribute.
Critical Boost +1 Critical Damage vs all damaged characters with 0 Endurance (Stacks).
Persevere Gain a Recovery.

Notes:
Kaltoran Limited Vision Cover -1, all Weapons (Already added onto your Weapons).
You share genetic memories with your ancestors and may use Skills to perform Ancestral Memory Arcane Skill Rolls (see Core Rule Book pg: 24).
Inspirational Aura 2: All allies gain +2 personal Hit and End Dmg (Does not Stack).
Outfit Vs Double: +1 Armour.
-1 Armour at 0 Endurance.

4
Tatiana Goldsmith, Lv 2 Corp Hacker

Equipment:
» Hand Comm (Trinket, Communicate (digital data, visual,
audio, access a Stream, etc...) with Comm devices over 300
Kilometres of unobstructed space).
» Flash Light (Trinket, 0 or 1 Handed, Remove all Low Light Cover
from yourself and a Splash 1 area within 10 spaces of you).
» Wealth, Electronic and Computer Toolboxes.
» AMP - Locker (Small, You and all allies gain Lock On (+1 Hit
and End Dmg, Stacks). Already added onto your Weapons).

Skills:
+4 Wealth -1 Stealth +1 Small Arms
-2 Persuasion -2 Mechanics -2 Heavy Arms
-2 Leadership +3 Electronics +2 Tactical
-1 Psychology +3 Computers -2 Exotic
+2 Culture -2 Bio-Tech -2 Command
+2 Physical -1 Medicine +1 Engineering
-2 Resolve -1 Astronomy +3 Operations
+1 Awareness -1 Planets -2 Gunnery

Strength 2 1 Armour Outfit + = 2


Reflexes 4 2 Endurance 10+(Str x5) + = 20
Mobility 4 3 Defence 10 + Ref + 1 = 15
Focus 2 4 Recovery Grit + = 2
Intelligence 4 5 Combat Order Int + = 4
Grit 2 6 Grit Re-Rolls Grit + = 2

Weapons Hit Dice Hit Range End Dmg Crit Dmg Weapon Type Acquire Resources
Antimatter SMG 4d6 +3 4 5 3 Gun, Antimatter. 14t, 1Kn 3
Small, 1 Handed, Munition Boost (+1d6 Hit), Max Range 30, Lock On (+1 Hit and End Dmg).
Combo - Alt Fire Mode 2d6 +1 4 4 5 Gun, Unstable. 14t 1
Small, 1 Handed, Sidearm, Mounted, When this or the Mounted Weapon Reloads the other regains 1 Munition (if it is allowed to Reload),
Attacking deals 4 General Damage to you, Lock On (+1 Hit and End Dmg).

Strong Hits Requirements Benefits


Effort You may re-roll a single die from this Roll.
Critical Hit Once per Attack. All damaged characters suffer your Weapon’s Critical Damage (-target’s Armour) to a random (roll 1d6) Attribute.
Critical Boost +1 Critical Damage vs all damaged characters with 0 Endurance (Stacks).
Quick Tech You complete this technical task VERY quickly.

Notes:
Aug - Tech 2 of your Toolboxes are built into your arm: Electronics and Computers.
Programmer +2 to all non-Spare Time, non-Attack Rolls connected to writing and editing programs.
Enemy characters increase the difficulty of removing Locked On by +2 (normally 12, Stacks).
Outfit Once per combat: +4 Armour vs an Attack (Stacks).

5
Gralish-Nak, Lv 2 Nephilim Medic

Ex tra Equipment:
» Hand Comm (Trinket, Communicate (digital data, visual,
audio, access a Stream, etc...) with Comm devices over 300
Kilometres of unobstructed space).
» Flash Light (Trinket, 0 or 1 Handed, Remove all Low Light Cover
from yourself and a Splash 1 area within 10 spaces of you).
» Bio-Tech, Medicine and Astronomy Toolbox.
» Flesh Rejuvenator (Small, 1 Handed, Counts as a Medicine
Toolbox, Once per session; A Medicine Skill Roll Heals +1
Attribute damage and grants a Recovery).

Skills:
-2 Wealth -2 Stealth -2 Small Arms
-2 Persuasion -2 Mechanics -2 Heavy Arms
-2 Leadership -2 Electronics +1 Tactical
+2 Psychology -1 Computers +2 Exotic
-4 Culture +4 Bio-Tech +2 Command
+2 Physical +3 Medicine -2 Engineering
+1 Resolve +3 Astronomy +1 Operations
-2 Awareness -2 Planets -2 Gunnery

Strength 3 1 Armour Outfit + = 3


Reflexes 2 2 Endurance 10+(Str x5) + = 25
Mobility 3 3 Defence 10 + Ref + = 12
Focus 3 4 Recovery Grit + 4 = 6
Intelligence 5 5 Combat Order Int + = 5
Grit 2 6 Grit Re-Rolls Grit + = 2

Weapons Hit Dice Hit Range End Dmg Crit Dmg Weapon Type Acquire Resources
Clever Plan 3d6 +1 2 4 - Special, Combat Smarts. 10t, 2 Kn 2
1 Handed, Strong Hit (4-6), All damaged enemies are Locked On until an appropriate Skill Roll of 12 is made (Does not Stack), Invisible Attack,
Support Damage. Cover -1, Innate, Modifications: Personalised, Technique.
Nasty Bite 3d6 +3 1 4 4 Melee, Arc-Fire. 2x 10t, 14t 1
Sidearm, 1 Handed, Max Rng: 1, Build Momentum, Invisible Attack, Energy, Pierce, Natural, Modifications: Personalised, Accessible.

Strong Hits Requirements Benefits


Effort You may re-roll a single die from this Roll.
Critical Hit Once per Attack. All damaged PCs suffer your Weapon’s Critical Damage (-target’s Armour) to a random (roll 1d6) Attribute.
Critical Boost +1 Critical Damage vs all damaged PCs with 0 Endurance (Stacks).
Advise Clever Plan, Hit An ally may immediately move 2 spaces (Stacks) and gains Strong Hit +1 on their next Attack (Does not Stack).

Notes:
Extra Limbs Perk: You have 2 extra usable hands.

6
Ajax Crassus, Lv 2 Legion Engineer

Ex tra Equipment:
» Hand Comm (Trinket, Communicate (digital data, visual,
audio, access a Stream, etc...) with Comm devices over 300
Kilometres of unobstructed space).
» Flash Light (Trinket, 0 or 1 Handed, Remove all Low Light Cover
from yourself and a Splash 1 area within 10 spaces of you).
» Resolve, Mechanic and Planets Toolboxes.
» OMNI Holo Map (Small, Counts as a Planets Toolbox, You
may generate a crude map of your general area (outline of
passages, rooms, doorways, etc...)).

Skills:
-2 Wealth -2 Stealth -2 Small Arms
-2 Persuasion +4 Mechanics +2 Heavy Arms
+0 Leadership +1 Electronics -2 Tactical
-2 Psychology -1 Computers +1 Exotic
-1 Culture -1 Bio-Tech -2 Command
+1 Physical -2 Medicine +1 Engineering
+3 Resolve -2 Astronomy -2 Operations
+1 Awareness +2 Planets +2 Gunnery

Strength 5 1 Armour Outfit + 1 = 4


Reflexes 3 2 Endurance 10+(Str x5) + = 35
Mobility 2 3 Defence 10 + Ref + = 13
Focus 2 4 Recovery Grit + = 4
Intelligence 2 5 Combat Order Int + = 2
Grit 4 6 Grit Re-Rolls Grit + = 4

Weapons Hit Dice Hit Range End Dmg Crit Dmg Weapon Type Acquire Resources
Phase Beam MG 3d6* -2 2** 4** 4 Gun, Phase Beam. 12t, 14t 3
Large, Munition Boost (+2d6 Hit), *Attacks are always applied to the first non-adjacent intervening character (as if triples were rolled) in
addition to your target, Energy, **Sighted Shot gains: End Dmg +Reflexes and loses Range +Focus, Modifications: Extended Barrel.
Haymaker Punch 3d6 +3 1 2 3* Melee, Steel. 7t, 14t 0
Sidearm, 1 Handed, Max Range 1, Build Momentum, Invisible Attack. *+1 Crit Dmg vs PCs with 0 Endurance, Natural, Modifications: Accessible.

Strong Hits Requirements Benefits


Effort You may re-roll a single die from this Roll.
Critical Hit Once per Attack. All damaged PCs suffer your Weapon’s Critical Damage (-target’s Armour) to a random (roll 1d6) Attribute.
Critical Boost +1 Critical Damage vs all damaged PCs with 0 Endurance (Stacks).
Tweak This Weapon gains +2 End/Shield Dmg until the end of Combat (Stacks).

Notes:
Legion You may function in Space hostile environments for 5 minutes a day, You may function in Arctic hostile environments.
-1 Armour at 0 Endurance.
Aug - Fortitude Reduce all Endurance damage against you by 1 (Stacks) to a minimum of 1.

7
PC’s Spacecraft
» Cost: 4 Influence per PC.

Mover short-range haulers are a common sight in Corp space. Subsystems & Rooms:
Often ferrying goods between factories, space stations and remote » Airlock(s).
colonies. They are not known for their speed, armaments or even » Autopilot.
efficiency, but they are well regarded for their low production cost » Armoury.
and ability to be modified. » Comm System.
» Life Support.
Your team purchased their spacecraft for cheap from a Dray Mining » Scanner.
Consortium scrap house. Once the bullet holes in the synth steel hull » Living Space: Bunks.
were patched up and the blood from the previous owners washed out, » Escape: Pods.
it has become your home. » Stasis Chamber.

Pay Day Hull 3 1 Power 3 4 Defence 10 + Eng + = 12 1st Phase Order Velocity +
“Mover Mk XII” Spacecraft Engines 2 2 CPU 4 5 Shield 10+(Pow x5) + = 25 2nd Phase Order CPU + = 4
Crew 3 3 Sensors 3 6 Armour 3 + = 3 Cargo Space Hull +2 + 3 = 8
Regen Power + = 3 Munitions 3

Weapons Hit Dice Hit Range Shield Dmg Crit Dmg Mount Type & Variation Influence
Missile (Operations) 3d6 -2 1 5 5 2 Ordnance - Warhead, Kinetic. 1
Defence: 18, Armour: 3, Durability: 1, Bodies: 3, Move: 4, Individual, No Munitions, Max Range 1, Lock On (+8 Hit, +2 Shield, Strong Hit (5-6)).
Ion Turrets (Gunnery) 3d6 +2 2 2 4 3 Battery - Ion. 1
Lock On (+4 Hit and +2 Shield Damage), Energy.
Broadside Hacking Array 3d6 -2 4 3 4 2 Battery - Hacking Array. 2
(Gunnery) Fire Arc: Sides, Lock On (+4 Hit and +2 Shield Damage), Munition Boost (+1d6 Hit).
Strong Hit: Shaken - Calibrate: All damaged enemy ships have -1 to all System Rolls until a Successful Calibrate System Roll is performed
(Stacks up to -4).

Notes Description Influence


Corporation 1
Hunk of Junk Complication: NPCs like to laugh at your spacecraft, 14t to Remove this Trait. -1
Directed Shields Strong Hit: Ward: Gain +1 Armour (Stacks) against the next Attack that hits you before your next Turn. 1
Scripted Targeting -1
(No Jump Drive) May not open Jump portals or use the Combat Jump System Roll. 18t to acquire a Jump Drive. 0

8
9
Overview Expected Timeline
Denovo IV is a Frankenstein’s monster of a space station that 1 » The PCs awaken from cryo-sleep as they approach the
sits at the very edge of the Haven system. Floating through its Denovo IV station, and must repair some minor damage.
incredibly wide orbit with very little thrust, it is a cobbled-together
miss-match of old space crafts from the Great X’ion War and the 2 » The PCs meet Margetz’s twin heavy security robots
modern era. Be-Bop and Troop, along with one of her Cake Bots.
They talk to Margetz and are directed to Cargo Bay 4a
Legionnaire, Corp, Ursai and Kaltoran ships are all a part of this to collect the jump drive.
station, held together by a sea of wires and support struts. The
mother of this marvellous abattoir is Margetz Victorz; an eccentric 3 » The PCs arrive at Cargo Bay 4a to discover Embrace
Legion mechanic who retired from society after the Corp colonization family pirates taking the jump drive. The two groups are
battlefields on the brutal jungle world of Mishpacha. The paranoid goaded into a fight by Margetz.
Margetz now lives alone on Denova IV with only her many mechanical
contraptions to keep her company. 4 » After a victorious fight the PCs discover Margetz’s
double-cross and must now make their way back
One of the player characters (PCs) was contacted two weeks ago through the maze-likes station as she tries to kill them
by Margetz with an offer for a rare jump drive. Margetz is running with the station itself.
desperately low on supplies and is willing to trade the rare artefact
for food, fuel and a few Corp credits. The PCs have been on the hunt 5 » If the PCs go back the way they came Margetz will
for a jump drive for months, and a deal like this doesn’t come along detonate a small explosive along a glass walkway. The
often. So the crew set a course for the one week trip out to Denovo PCs must quickly back up behind a sealed door to avoid
IV and slipped into cryo-sleep. being sucked out into the void of space.

Unfortunately for the PCs Margetz has double-crossed them and 6 » Must stop a reactor meltdown or escape a locked room.
has also sold the jump drive to a band of cannibalistic Kaltoran
pirates from the Embrace family. She hopes to pit the two groups 7 » On returning to their ship Margetz offers to let them go
against each other and to kill the survivors; taking their payments with the jump drive if they leave their payment.
and adding their ships to Denovo IV.
8a » If the PCs just leave Margetz will attempt to shoot them
Arriving at the station the PCs will be greeted by the paranoid down once they’re clear of the station. There will be
Margetz’s large security robots Be-Bop and Troop before being a change in difficulty depending on how many Weapon
directed to a cargo bay to collect the jump drive. At the cargo systems the PCs have disabled.
bay the PCs will be drawn into a fight with the Embrace family and
discover Margetz’s double-cross. They must then make their way 8b » If the PC confront Margetz directly they will have to fight
back through the maze-like station as Margetz attempts to kill them her security robots as the insane Margetz triggers the
with the station itself. station to self-destruct.

On return to their ship the PCs must decide to either directly


confront Margetz and her security robots, or to take their prize
and leave.

***

Text marked in green and blue is to be read out by the


GM to the Players at an appropriate time. Green is a general
description of a scene, and blue are words spoken by an NPC.

» This Adventure is designed for PCs with an average of 4 to 6


Current Resources and Influence.
» Expected number game sessions: 3.

10
NPCs Pressures
Margetz Victorz To keep the adventure moving forward at a steady pace the GM
A brilliant Legion engineer who was a rising star among her peers should maintain a constant amount of small pressure on the PCs as
but whose mind broke during the fierce Corp colonisation wars on they travel through the station. Don’t ever allow the PCs to feel like
Mishpacha after the deaths of her two closest friends. they have unlimited time to explore every room.

At first she comes across as a friendly but eccentric person who Time pressures should start once the PCs have defeated the Embrace
is fixated on personal security. But her awkward and shy smiles only family pirates in Cargo Bay 4a as Margetz will start to slowly drain
serve to hide her deep desperation and evil plans. Living alone so the oxygen from the room. Margetz may also try to blow up the space
far out in space is unsustainable, but she is completely unwilling to station during the final part of the adventure if the PCs do not fly away.
live among other people… an unresolvable dilemma that has driven
her to lure the PCs and the Embrace family pirates out into her trap. » Throughout the adventure, the PCs will suffer small amounts
of Skill Roll Damage that will reduce their Max Endurance.
» The PCs are very unlikely to encounter Margetz face-to-face. » This damage will make the combats towards the end of the
» Margetz will spend all of her time hidden in a safe room. adventure more difficult, and may even result in Attribute
If a PCs attempts to get to her she will blow up the Damage if they suffer enough harm.
connecting passageway. » All of this lost Max Endurance will be recovered once they
» Stats for Margetz can be seen on pg: 39. have a chance to rest on their spaceship at the end of
the adventure.
Be-Bop & Troop
Margetz’s primary security robots are named after her two best » If the Players become too comfortable you may have a room
friends that died on Mishpacha. Their deaths were at the hands that they are in suddenly start to decompress.
of feral Nephilim while they were throwing a cheesy surprise » This should deal -2 Max Endurance Damage to all characters,
birthday party for Margetz that was also doubling as her regiment’s possibly even -4 if they fail a Skill Roll (ie: Physical to
end-of-tour celebration. quickly dash out of the room, Resolve to hold their breath,
Mechanics to quickly prevent the decompression, etc...).
Margetz will greet the PCs with Be-Bop & Troop when they first » If the Players become overly strained due to Max Endurance
enter, and when they attempt to leave Denovo IV, as a sign of force. loss, you should feel free to have them find medical supplies
in a room; healing +1d6 Max Endurance.
» Stats for both robots can be found on pg: 34.
» The PCs can use their Comm devices to talk to each other
Cake Bot through 1 or 2 walls, but this should become increasingly
A monowheeled eccentric robot maid that is a reflection of difficult through 3 or more walls.
Margetz’s broken mind and inability to move beyond her tragic past.

» Stats for Cake Bots can be found on pg: 34. Looted Gear
Captain Deborah Embrace » See Rule Book pg: 42 for full Loot rules.
The sadistic captain of the cannibalistic Kaltoran pirates is a lady
of many words and no redeeming moral qualities. Even if Margetz was » Looted items can be used by any PC until the end of the
not planning on double-crossing them, she would have attempted to adventure or until they need to be reloaded (if they’re a
kill and eat Margetz as soon as her team had secured the precious Weapon), and may be perminantly held by any PC if they wish
jump drive for themselves. to allocate some of their current Resources.
» Looted items can be changed into Loot Boxes, which can in-turn
» Deborah will fight to the death, as failure to defeat the PCs be exchanged for Current Resources at the end of the adventure.
will result in her team turning on her.
» Once Deborah dies her team will flee Denovo IV on their
spacecraft that is docked near Cargo Bay 4a. Max Endurance Damage
» Stats for her and her team can be found on pg: 18.
» See Rule Book pg: 99 for full Skill Roll Damage rules.

» Max Endurance loss can only be healed by having prolonged


quality downtime (ie: a meal and 8 hours of healthy rest).

11
Map: Denovo IV
» Player handout.

12
13
Map: Denovo IV
» For the GM’s eyes only!

14
Room Room
1 Glass Walkway 14 Messy Galley
2 Shrine Room 15 Bot Bay
3 Auxiliary Reactor A 16 Spare Cabin
4 Cargo Bay 4a 17 Cargo Bay 1b & Med Bay
5 Rusty Recycling Plant 18 Cleaning Bot Bay & Waste Storage
6 Armoury & Firing Range 19 Auxiliary Life Support
7 Weapon Control Room 20 Server Core
8 Workshop 21 Gym
9 Hydroponics & Auxiliary Reactor B 22 Primary Foyer
10 Comm Station 23 Junk Room
11 Interdiction Web System 24 Private Room
12 Brig 25 Safe Room & Margetz
13 Morgue

15
Part 1: Wake Up Part 2: Welcome Party
The first thing you notice is the red flashing lights as your eyes The Denovo IV station finally comes into view through the
flicker open. You can barely feel your body as warmth slowly windows of your bridge. Slowly twirling through space, it looks
returns to you following your week-long cryogenic sleep. Heat is like a giant bloated doughnut-shaped carcass of patched together
pumped through the gel that surrounds you, shifting it from freezing ships. The visage of it is reminiscent of a battlefield, with scraps
to comfortable. Turning your head slightly you catch a glimpse of of metal floating around it in wide arcs. With your naked eye you
a crewmate in a similar pod. Several tubes are protruding from can easily see that the station is made up of Kaltoran, Corp, Legion
their mouth and nose. You feel the same tubes in your own orifices. and ancient Ursai ship hulls, all held together by a sea of wires,
struts and peeling paint.
There is not much time to process your surroundings as the
plexi glass of your coffin-shaped cryogenic pod shifts to the side As you ponder as to the amount of time that must be dedicated
as you feel and smell the metal plating of the interior of your ship. to simply holding the stations together, a screen on your bridge
The gel is sinking back into holes in the plastic grating that you’re monitor blinks and lights up with docking procedures. It’s time to
resting on, leaving you in your underwear and more than a little go in.
cold and hungry. You blink as feeling returns to your body and you
pull out the various tubes. » An Astronomy or Command Skill Roll of 12 is required to
safely dock with the station.
You have been asleep for a week and remember that you’re on » Failure: Your ship suffers -4 Max Shields as it collides with
your way to the Denovo IV space station in the outer reaches of debris.
the Haven system to trade supplies for a rare jump drive from a
quirky Legion hermit named Margetz. As your ship edges towards the station’s docking clamp a
heavy turret swivels towards your position from the remnants of
It is then that you notice that the blinking red lights are an an ancient Legion gunship. Its battle-worn hull still carrying its
alarm; there is an issue on the ship. century-old military emblems and markings.

The following scene is designed to start this adventure off with » A Culture Skill Roll of 14 will tell you that this gunship is from
some light drama and to give you and your players a chance to a lost squadron, and the Legion high command would be very
become familiar with their character’s Skills and Fragged’s Skill Roll interested in knowing how it came to be a part of this station.
mechanics. Ask each of your Players what they would like to do,
possibly offering some suggestions. After stepping through the station’s airlock into a large foyer
area, you and your group are greeted by two bulky combat robots,
» A Computers, Mechanics or Electronics Skill Roll of 10 will each sporting powered up twin gatling guns built into their arms.
inform you that the external sensor array has been damaged. One is marked with the words “Be-Bop” and the other “Troop”.
» The threat is not critical, but it will need to be fixed in order They have no visible eyes, but instead have several lenses on
for the ship to correct its course. various parts of their body that light up with use. Their bulky
» A Physical Skill Roll of 12 to perform a spacewalk out to the frames are a sea of muscle-like cords and armour plating.
array to bring in the broken parts for repair.
» The PCs spacecraft has some emergency spacesuits. Your host appears to be a little paranoid about security and is
» A Mechanics Skill Roll of 12 with a Toolbox to salvage a spare keen to show her strength.
component from another system to replace the broken parts
on the array. » A Psychology Skill Roll of 10 will tell you that the owner of
» An Electronics Skill Roll of 12 with a Toolbox to rewire the the station is paranoid about security due to fear.
ship’s com system to work as a short range array. » Your host will not hesitate to attack if she feels threatened.
» An Astronomy Skill Roll of 12 to recalibrate the array. » A Psychology or Mechanics Skill Roll of 14 will tell you that
» A Planets Skill Roll of 12 to determine that the array was these two robots have been crafted with care and skill.
damaged by a micro asteroid. » They are most likely named after friends/family of your
» This would not be an issue if they had a jump drive. host Margetz.
» A roll of 10 with any suitable Skill may be used to Assist
another character: granting them +1 to their roll (Stacks).

The red lights dim and finally wink out as the computer is able
to provide an accurate course to the station. It will only be 2 hours
now, just enough time to grab some breakfast and do some light
maintenance on the ship.

16
As you’re taking in this tense situation a third brightly coloured Once the PCs have finished unloading their cargo for Margetz and
pink robot on a single monowheeled leg enters the room with a are ready to collect the jump drive:
large birthday cake in one hand and a glowing orb in the other.
The orb flickers to life; projecting the holographic image of your The holographic image of Margetz vanishes and the Cake Bot
Legion contact. The image is grainy with small fragments of the offers more cake to the party while motioning for them to follow
primary colours making up the whole. The head of a muscular and it through the station. The two larger robots will maintain their
well-scared female Legion gazes at the party with a thick lens positions and aim on the party as you leave the foyer towards
attached to her right eye. the cargo bay.

“Ah I see you have finally arrived. You’re 43 minutes and 23 As the Cake Bot travels along it will project a holographic map
seconds late. Unfortunate. I will have to do a search of your ship of the station out in front of itself and make constant comments
to insure you haven’t brought anything that could compromise the about birthdays and cake. Cargo Bay 4a is on the other side of
safety of the station... wait... no... we are friends. Please follow my the station.
Cake Bot to cargo bay 4a to collect your jump drive, and you can
leave your payment on the floor in front of you. And please, have “Happy birthday to you. I have fashioned this sugar-free cake in
some delicious birthday cake.” order to sustain your flesh-like bodies for another cycle. Please
ingest at your leisure.”
Margetz will chat with the PCs while they unload their payment “Cake is lovely, birthdays are lovely and you are lovely.”
for the jump drive (4 Freight Trade Goods of food, water and other “Yes… Be-Bop and Troop will be there, they would never miss
supplies). The robots will attack (pg: 34) if any character fires a your birthday.”
weapon or attempts to sneak out of the room. “Cakes should be every colour of the rainbow.”

“It’s a good thing you arrived when you did... yes very good. The hallways for the station are unsettlingly odd, and can
Some shady rogues also wanted to purchase the jump drive. I told quickly make one queasy if they pause to take them in. Walls
them no as I don’t deal with shady rogues.” of thick armour plating, rooms made from a cockpit with seats
hanging upside down and their belts dangling.
» If asked about the cake, Margetz will say that it is a gift and
that everyone loves birthday cake (this is her honest opinion). Just outside of the entry foyer you cross a bridge. You walk
» Margetz will end the call if pushed on this topic. on steel beams with glass filling up most of the walkway, clearly
» A Wealth Skill Roll of 14 will allow the PCs to pay for the jump revealing the dark void of space beneath your feet. Best not be
drive on its arrival to the foyer from the cargo bay. too squeamish.
» Gain a +2 bonus to their roll if they offer to pay half now.
» A Persuasion Skill Roll of 12 will reveal that the ‘shady » The Cake Bot will sound an alarm if any of the PCs attempt
rogues’ were Kaltoran pirates, and that Margetz was about to to deviate from their direct route to Cargo Bay 4a without
accept their offer as the PCs were late. passing a Stealth Skill roll of 14.
» Margetz will not respond well to being bossed around with a
Leadership Skill Roll and will end the call.
» A Psychology Skill Roll of 16 will reveal that Margetz is
keeping a secret from the PCs.
» She will end the call if pressed on what this may be.
» A Psychology Skill Roll of 18 will reveal that Margetz is laying
a trap for the PCs. But if they want the jump drive they will
have to play along for now.
» A Culture or Awareness Skill Roll of 12 will reveal that the
cake has been freshly made, most likely by the robot that
is carrying it.
» An Awareness, Stealth, Electronics or Computers Skill Roll of
12 will reveal that the two large robots are very observant and
will require a Stealth Skill Roll of 18 to sneak past.
» A Culture or Planets Skill Roll of 12 will tell you that the
station appears to be desperately low on supplies.
» Granting a +2 bonus to any non-threatening negotiations.
» A Stealth Skill Roll of 18 is required to leave the current
area unnoticed by the robots.

17
Part 3: Cargo Bay 4a
» Have all PCs perform an Awareness Skill Roll as they With this, the Kaltoran pirates are quick to attack the party.
approach Cargo Bay 4a. Read the following text if at least
1 character rolls a 12 or more, otherwise skip ahead to the It is now obvious that Margetz double-crossed both sides, selling
description of the room. the jump drive to both and goading you into fighting each other.

As you approach the cargo bay you hear loud voices laughing and » A Culture Skill Roll of 12 will reveal that these Kaltorans are
arguing on the other side of the door. A particularly loud female cannibalistic pirates from the notorious Embrace family. They
voice rises above the others, speaking in the Kaltoran tongue. can not be reasoned with unless the PCs are willing to give
up the jump drive.
“Stop eating dat cake and grab those straps you pack of thud » An Awareness Skill Roll of 10 will reveal that many of these
cow arses! We gota move this into the ship before that wretched Kaltorans are wearing jewellery made from the bones and
Legion sends her bots back here! skin of other sentient species, including Legion, Remnant
and Nephilim.
» A Stealth Skill Roll of 14 will allow a character to sneak into the » A Mechanics or Bio-Tech Skill Roll of 12 will reveal that the
cargo bay unnoticed for a short time, gaining a Surprise Round. red barrels are filled with bio-fuel that will deal 4 General
Damage in a Splash 1 area if damaged by a Crit Dmg 4+ attack.
A half-dozen Kaltoran pirates are moving about the cluttered
cargo bay in a disorderly fashion. Some are eating slices of cake, The pirates will attempt to flee when their captain and 1st Mate
others are strapping down a large jump drive to a hover trolly, are slain, falling back towards their ship. The PCs will not be able
while a few are moving boxes about to create more room. Just to follow the pirates onto their ship as they will close and lock their
as you’re taking all of this in, Margetz’s voices booms over a airlock (even if it means abandoning some of their own crew) and
loudspeaker as the Cake Bot whirls away. take off.

“Oh no, those shady rogues I was talking about are here to steal A Balanced Combat for 4 PCs will include:
the jump drive. Quick, you need to stop them!” » Deborah Embrace.
» 1st Mate.
» x2 Embrace Pirates troop groups.

Embrace Pirates Hit Dice Hit Range End Dmg Crit Dmg Type & Var Res Defence Endurance Armour Durability Bodies Attribute
Wicked Blades 3d6 +6 1 5 4* Melee, Steel. 2 12 12 3 4 2 2 (5 Mob)
1 Handed, Max Range 1, Build Momentum, Invisible Attack, *+1 Crit Dmg vs characters with 0 Endurance, Munition Boost (+1d6 Hit), Modification: Flurry.
Notes: Henchmen Group, Fierce, Acrobatics (You never fall prone, Strong Hit: Jump Flip (Once per Action) Move 3 spaces and ignore all Difficult Terrain that you can
jump past).

1st Mate Hit Dice Hit Range End Dmg Crit Dmg Type & Var Res Defence Endurance Armour Durability Bodies Attribute
Blaster 2d6 +7 3 7 4 Shell, A D C. 2 13 20 4 4 1 2 (5 Mob)
Pierce, Modification: Personalised.
Notes: Troup Group (altered), Body Guards (altered) (Aura 2: You may shift hits on Captain Deborah Embrace on to your Body).

Captain Deborah Embrace Strength 3 1 Focus 3 4 Defence 10 + Ref + = 12 Combat Order Int + = 3
Skilled Character Reflexes 3 2 Intelligence 3 5 Endurance 10+(Str x5) + = 25 Grit Re-Rolls Grit -2 + 3 = 3
Mobility 3 3 Grit 2 6 Armour 3 + = 3 Munitions per Weapon per Turn = 1
Durability 6 Recovery Grit + = 3 Actions per Turn = 3

Weapon Hit Dice Hit Range End Dmg Crit Dmg Type & Variation Resources
Custom Irradiated Rifle 2d6 +5 6 6 5 Gun, Irradiated. 3
Strong Hit (5-6), Attacking deals 4 General Damage to you, Modification: Personalised, Familiar.

Notes Description
Kaltoran Visibility Cover -1, all Weapons.
Killer +1d6 Hit vs characters who have Attribute damage (Does not Stack).
Inner Darkness +1 Grit Re-Roll point for every 2 Complications that you have (Stacks up to +2).

18
19
Part 4: Breathless Escape Part 5-7: Rooms
» Hand the PCs the map of the station from pg: 12. 1) Glass Walkway (on Return)
Only read the following section after the PCs have had their
With the death/departure of the final pirate all of the doors encounter with the pirates in Cargo Bay 4a.
slide closed with an ominous click and a beep as Margetz
locks you in. You also notice the absence of an ever-familiar With a crackle and a faint buzz, Margetz’s familiar voice comes
hum that is the constant companion of all who travel the over the ship intercom system.
stars... your host has turned off the atmospheric regulators.
“Against all expectations, you have survived my little trap, but
Luckily the pirates have already loaded the heavy jump drive now our encounter must come to an end. Leave the jump drive
onto a hovering trolley. It is too big to fit through the door that where it is and I will allow you to leave my station in peace...”
you entered through, but there is a larger nearby door that is wide
enough to allow its passage. You must move quickly to bring the Have all of the PCs perform a Psychology, Awareness, Heavy Arms
precious cargo to your ship before Margetz can drain the air from or Tactical Skill Roll. If at least 2 different Skills roll pass a 12 or
the room. better, read the following:

» The PCs may perform a post-combat First Aid roll. Through the glass, on the outside of the station, you see a pair
» This requires a Medicine Skill Roll of 12, with a -2 penalty of small blinking lights attached to an ancient Kaltoran warhead.
to the roll if the person performing it is also attempting to Margetz is trying to stall you so that she can blow up the walkway
heal themselves. and vent you into space. You back up quickly or perish!
» This will Heal 2 points of Attribute Damage to each PC that
was dealt to them within the past 5 minutes. If a PC acts quickly they will gain a +1 bonus to any Skill Roll to
» Only one successful First Air roll may be performed per escape the situation. The PCs will need to quickly back the jump
5 minutes. drive up and seal a door behind them to survive this encounter.
» The PCs will regain all lost Endurance at the end of the
combat as soon as they have a chance to breath for a Read the following text when you choose to have the
few minutes (ie: once they have left the cargo bay room). warhead explode:

» PCs who linger in Cargo bay 4a for too long, or who return, With a deceptively muffled explosion, a small section at the far
will suffer -2 Max Endurance damage from oxygen loss. end of the glass walkway is ripped out into space but is quickly
» -1 if they’re a Legion (as they ‘may function in Space followed by more sections of glass, metal struts and debris as
hostile environments for 5 minutes a day’). the chamber starts to decompress. A blast door at the far end of
» -1 if they’re a Palantor or Zhou as they do not need to the walkway slams shut as boxes start to fly through the air out
breathe, but Margetz is trying to hack them or is turning into the void of space. The hovering trolly with the jump drive is
up the station’s heat. unmoved, as its artificial gravity system locks it in place.
» Two Mechanics, Electronics or Computers Skill Rolls of 12 will
open the locked door out of Cargo Bay 4a into room 5. » The PCs must reach rooms 10, 18, 2, 6, 5, 3 or 4 to survive.
» Increase the difficulty of this roll to 14 to move into Rooms 6 or 5 would be best. The Foyer is sealed off.
locations 22 or 23. This will also take some time and drain » Have all PCs in turn describe how they are attempting to
-2 Max Endurance. escape the current situation. Have each one perform a Skill
Roll of their choice.
The PCs may move the jump drive by pushing the trolly around » A Physical Skill Roll of 12 will allow a PC to quickly dash
the space station, but they will need to make sure there is enough to a door.
room as it takes up 2x2 squares of space (which is larger than » A Resolve Skill Roll of 12 can be used to keep calm and
some doors). take fewer breaths as they cautiously move to a door.
» An Awareness Skill Roll of 12 can be used to look for
handholds to slowly make your way to a door.
» A Mechanics Skill Roll of 14 can be used to jam boxes into
the entryway of the walkway, buying all PCs a little more
time and giving them a safety net.
» A Planets Skill Roll of 10 to navigate the changing pressures.
» Passing a Roll by 2 or more allows a PC to also move the jump
drive trolley or help another PC who failed their Skill Roll.
» All PCs suffer -2 Max Endurance damage from exhaustion and
shock, and -6 if they failed their Skill Roll.

20
2) Shrine Room 3) Auxiliary Reactor A
The clean white door to this room is beutiful and ancient. The only entryway into this small room is via a round rusty
They’re of a round iris design, and are locked. hatch that is coated in peeling red paint and locked by a
solid-holo padlock.
» A Culture Skill Roll of 12 will reveal this room looks to be of
some importance as it is well maintained. » An Awareness or Electronics Skill Roll of 12 will reveal that
» An Awareness or Mechanics Skill Roll of 12 will reveal that there are lots of power cables coming out of this room.
there are security blast doors that can snap down over the » A Mechanics Skill Roll of 16 with a Toolbox can be used to
doorways to this room. cut open the hatch.
» A Mechanics or Electronics Skill Roll of 14 with a Toolbox » An Electronics or Computers Skill Roll of 12 with a Toolbox
will open the door by destroying the lock and permanently can be used to disable the solid-holo padlock.
disabling the blast doors.
» Fail: will trigger the blast doors to snap down over both Thick blue cords covered in thin hard plastic run through the
entrances to this room. tight entryway to this room. Just beyond you can see that they are
» A Mechanics Skill of 16 with a Toolbox and 30 minutes will haphazardly attached to a number of massive batteries that are
cut open a blast door. built into the walls. The entire room radiates a soft heat as various
monitors display energy readouts on the station. Thick wires run
Unlike the rest of the station this room is swept clean and devoid along the walls and twitch from activity… this room looks to be
of rubbish, it is also empty of adornment and furniture except incredibly unsafe and rarely visited.
for a medium-sized red ammo box in the centre of the room.
A holographic picture frame slowly rotates through a number of » A Culture or Electronics Skill Roll of 12 will reveal that this is
poorly taken photos of Legion soldiers in various scenes of rest an Auxiliary Reactor for the space station.
and merriment. » A Physical, Mechanics or Electronics Skill Roll of 10 can be
used to pull random cables out to disable the reactor.
The photos tend to depict three particular Legion, one being an » The reactor overloads and deals -1d6 Max Endurance
augment-free and happy Margetz. Another is of a smaller Legion damage to all characters near the room.
male with a ponytail and a cracked tooth jovial grin. The last is » An Electronics or Computers Roll of 14 can be used to disable
of a solemn woman with a shaved head and scars upon her face, the reactor.
she is wearing a necklace of bullets and Nephilim teeth. This same » Failure: the reactor overloads and deals -1d6 Max Endurance
necklace is wrapped around the base of the picture frame. damage to all characters near the room.
» Disabling the reactor deals -5 Max Shield damage to the
Most of the photos look to be taken at a Legion barracks in a space station, affects the doors of room (8) and causes the
jungle. One particular photo of a cheesy birthday party stands out, lights to flicker on and off at random for the remainder of
The stoic Legion and the smaller male are grinning from ear-to-ear the adventure.
as they are presenting Margetz with a giant multi-coloured birthday » When the lights are off, all characters gain Light Low Light
cake and brightly coloured hat. Cover and +1 to all Stealth Rolls.

» Loot: The red ammo box holds a collection of personal 4) Cargo Bay 4a.
trinkets and valuables. Including a small red cylindrical » PCs who linger in Cargo bay 4a for too long, or who return,
Astrogrix Projector. Utility item with the words ‘Troop’s Lucky will suffer -2 Max Endurance damage from oxygen loss.
Eye’ scratched into the side. » -1 if they’re a Legion (as they ‘may function in Space
» Together they can be turned into a ‘Money Trade Good’. hostile environments for 5 minutes a day’).
» Margetz will be angered with the PCs if they disrupt this room, » -1 if they’re a Palantor or Zhou as they do not need to
giving them a -2 penalty to all Persuasion and Leadership breathe, but Margetz is trying to hack them or is turning
Skill Rolls in relation to her. up the station’s heat.
» A Psychology or Culture Skill Roll of 10 will reveal this room » Two Mechanics, Electronics or Computers Skill Rolls of 12 will
to be a personal shirne of Margetz towards her two lost open the locked door out of Cargo Bay 4a into room 5.
friends. A Skill Roll of 14 will reveal that Margetz has most » Increase the difficulty of this roll to 14 to move into
likely gone mad with grief over her loss. locations 22 or 23. This will also take some time and drain
» A Roll of 16 will grant +1 to all social interactions with -2 Max Endurance.
Margetz during this encounter.

Utility Item Notes Acquire Resources


Astrogrix Projector Small, Counts as an Astronomy Toolbox, Once per combat: Your next Attack gains +6 Range. 12t 0

21
5) Rusty Recycling Plant 6) Armoury & Firing Range
You can hear the sound of grinding gears and the thudding of The curved doors to this room are elegant and loud head-thumping
machines beyond the thick rusty metal doors to this room. Legion grunge music can be heard through the walls.

» Two Mechanics, Electronics or Computers Skill Rolls of 12 » No Skill Roll is required to open the door to this room.
will open the locked door out of Cargo Bay 4a into this room.
» An Awareness Skill Roll of 12 will reveal that this is some When the doors open up a steel flat depiction of a Corp
kind of automated recyling plant. springs up from the floor at the far end of the room. Its face is
covered in numerous knuckle-like indentations, bullet holes and
Grinding gears against plastic and metal gives this place a energy burns.
migraine inducing atmosphere. It is dusty and smells of oil and
grease. In the centre of the room is a large rusty machine that is This long room is separated into three firing range lanes, with
filled with grinding saw-like gears that are crunching and splitting holographic short walls between them. Bullet casings and weapon
several pieces of metal and trash. There are several chutes coming heat-sink cells litter the floor, and there’s a fine coating of lead
from the ceiling aimed at these gears and as the group is looking debris on the walls. The sweet smell of synthetic gun oil and
around a ball of rubbish comes down to be slowly ripped apart grease also permeates the air.
by the machine.
Lining the far wall are several large guns not meant to be held
In the far corner there is another machine, but this one is made by anyone but a fully ripped Legionnaire, many of them look
up of a number of large transparent tanks. The furthest tank is to weigh over forty-five kilograms. The pièce de résistance is a
filled with dirty brown water, while the closest one looks to be crescent-shaped blade hanging by a steel cord within a box of
filled with cleaned water. This is obviously some kind of water transparent steel. It has curved ridges along the black metallic
purification system, but it is so rusted and leaky that a sizable blade that reflects the light in odd patterns, and a carapace
amount of the dirty water has spilled out onto the floor. Best be handle. A sign resting upon it says “feed regularly.” Many of the
careful to not slip over in the muck. guns here have suffered from years of neglect and are covered in
rust, or are in various states of disrepair. But a couple look like
» An Awareness or Planets Skill Roll of 12 will reveal that they could still fire.
Margetz is slowly draining the atmosphere from this room.
» PCs who linger will suffer -2 Max Endurance damage from » Loot: The following weapons are easily accessable (see Rule
oxygen loss. Book pg: 167): Little Nipper (Pistol), Dual Protectron X (SMG),
» -1 if they’re a Legion (as they ‘may function in Space Artemis (Rifle) and Apollo (AR).
hostile environments for 5 minutes a day’). » Every two weapons may count as a ‘Loot Trade Good’.
» -1 if they’re a Palantor or Zhou as they do not need to » The box holding the crescent blade is attached to the wall
breathe, but Margetz is trying to hack them or is turning and has no obvious lock. A Culture, Mechanics or Bio-Tech
up the station’s heat. Skill Roll of 12 will reveal that the box is not made of metal,
but of a rare organic material that was produced by the
Nephilim for their Genocrats during the Great War.
» A Culture or Bio-Tech Skil Roll of 16 with a Toolbox is
required to open the box.
» The crescent blade is hungry and will bite the first
person to hold it: pass a Physical or Bio-Tech Skill Roll
of 14 or suffer -4 Max Endurance damage (-2 if they’re
a Nephilim).
» Can be turned into a single ‘Money Trade Good’.

Weapon Hit Dice Hit Range End Dmg Crit Dmg Weapon Type Acquire Resources
Hungry Crescent Blade 3d6 +3 1 0 +Focus 3 Melee, Monomolecular. 10t, 12t, 12t 1
Sidearm, 1 Handed, Max Range 1, Build Momentum, Invisible Attack, Pierce, Physical Cover -1, Modification: Personalised, Powerful 1.
Strong Hit: Puncture (Once per Attack) All damaged characters suffer a Critical Hit that deals at least 1 damage no matter their Armour.

22
7) Weapon Control Room
There are several weapon control rooms dotted throughout the
space station. Read the description of these, starting with A for the
first encountered room (B for the second, and so forth).

» All doors require an appropriate Skill Roll of 12 to unlock.


» An appropriate Skill Roll of 14 will disable the combat systems
in each room; reducing the combat power of space station
(see pg: 36).

A) Kaltoran ‘BAG’ Room D) Corp Ammunition Room


Above the scratched metal door to this chamber is a painted This door is already partially open and there is a circular hole
sign that says “BAG.” A curious phrase. in it that looks as if someone fragged the door a long time ago.
The Corp’s familiar smiley face is on the top right.
Just beyond the door is a large combat chair and a targeting
computer. The thick heavy screens are currently showing a gritty Stepping inside you discover a tall room whose ceiling extends
picture of your spacecraft… already locked on and ready to be three stories up. Shelves made of hard plastic hold ammunition
fired upon. You can also see tactical readouts of the debris that boxes. Each of them is numbered and codified in a particular
surround the station, along with an active program to automatically order. Despite being old, much of this chamber is very well kept.
target and attack any material that gets to close. The chairs are A banging sound can be heard as a forklift drone is currently
worn and much of the stuffing looks to have been taped back on clanging against the wall with a box of ammunition. It looks to
it. There is a tally of sorts on the left wall which currently shows have been doing this for a long time as the wall is marred and
the number 33. worn. The floors have intricate colour-coded walking paths each
with a number attached to them. A pure example of Corp efficiency
B) Nephilim Torpedo Bay
The door to this room stands in stark contrast to the surrounding E) Legionnaire Gun Room
walls. Black metal with deep grooves surround the door seal, A large thick red Legion door stands before you, with bolts the
almost like it is more of a plug than a door. size of your fist holding it in place. This was obviously once part
of a warship.
Blood has stained the dark crevices and a humid and heavy
smell seeps out from within. Just beyond the door the floor is Stepping inside you’re greeted by a spacious metal and red
moist with a flesh-like substance; organic and with long veins room that is dominated by a single large cannon that is facing out
stretching across and into the ceiling. Several large transperent into space through a far wall. A loading mechanism can be seen
organic cylinder containers pulse with a rhythmic beating and through transparent steel floor panelling. The weapon would have
blue glow. Wiping away the condensation reveals a black and stored dozens of person-sized shells in its prime, but now looks
green monstrous head with dull eyes peering back at you. It is to only hold two spares… with each one packing enough explosives
curled into a fetal position, with a carapaced body and six limbs. to down a ship if they were to bypass their shields. There are no
It appears to be in some form of coma as it doesn’t respond to nearby computer terminals, but there are data readouts on the
stimuli. There are several cords hanging from the ceiling each weapon itself. It looks to be in working order.
one glowing at the end of them with pale sickly green. They have
sharp needles at the end of them. A wet holographic screen is at F) Palantor Space Raid Pods
the farthest end of the chamber. It resembles an eyeball staring The door to this room is an opaque green holographic force field
back, but the dark iris of it reveals the immediate space outside that emanates a searing heat.
the station.
This silvery room has a sombre look about it. A black powder
C) Twi Far Weapon’s Centre covers every square inch and moving about kicks up plumes of
The white iris door slides open with a sputter. The other side obscuring specks. Along the far wall are metallic tube-shaped
stands as a drastic contrast to the other parts of the ship. Silver robots that are mounted onto rails as part of an anti-ship weapon
and brass metallic wires are woven together like a beautiful system. The tubes are covered in a black plastic-like coating
tapestry. Winding up and around to form a great tree in the middle that is disintegrating and spreading throughout the room. A large
whose branches hang down with little flecks of light fading in computer system dominates a nearby wall, it is not covered in
and out. There are holographic screens of various shapes. Some black as it looks to be protected by an invisible force field that
are flickering and others and blank. As everyone steps forward burns anything that comes nearby.
a humming will occur that is accompanied by soft clicking of
hidden mechanical devices. They form a melody with the sounds » An appropriate Skill Roll of 16 (not 14) will disable the combat
of a music box. system in each room.

23
8) Workshop 9) “Reactor Melt Down”
The large black doors to this room look to be sturdy and will Hydroponics & Auxiliary Reactor B
require some work to bypass. The door to this room is rusty and and has a heavy-duty locking
system. But hangs slightly ajar and can be simply walked through.
» An Awareness or Electronics Skill Roll of 12 will reveal long
blue power cords powering the magnetic locks of this door. » A Mechanics or Electronics Skill Roll of 14 will reveal that
» If the reactor at location (3) is disabled then the PCs will the locks are in working order and the door can be remotely
gain a +4 bonus to their Skill Rolls to enter this room. opened and closed.
» Two Skill Rolls of 16 with Toolboxes, or Three Skill Rolls of » An Electronics or Computers Skill Roll of 16 with a Toolbox
14, from the following skills are required to unlock this room’s will cut the remote access to one door before Margetz
doors; Physical, Mechanics, Electronics and/or Computers. can activate the locks on all doors and trigger the reactor
meltdown (see below).
A mechanics paradise. Inside this room there are a large number » A Psychology Skill Roll of 14 will reveal that this door was
of heavy-duty tools and materials that would be used to maintain intentionally left open and unlocked for some unknown reason.
and expand the station.
The room is pitch black until someone steps in. It then lights
A cursory glance over the room and a number of data sheets up with vibrant periwinkles and violets emanating from eight large
on a table shows that Margetz was working on several projects; rectangular aquariums. Humidity makes it difficult to breathe and
rebuilding an aquaponics setup, improvements of a water treatment a steady flow of steam makes it hard to see.
subsystem, and the dismantling and addition of a new spacecraft
to her home… most likely the PCs or the pirates. On the far wall The aquatic tanks are thick and magnify the creatures within
is a holographic display that shows the blueprints for a number of them. Tendrils graze the glass walls and leave glowing chemical
spacecraft that Margetz has already assimilated into the station, marks upon them that quickly disappear. The creatures themselves
studying them may give some helpful insights. are difficult to perceive through the mist of the water, but their
silhouettes suggest creatures of great size.
» Loot: two Mechanics, one Electronics, Bio-Tech and a
Planets Toolbox. Rusted steel panels line the floor holding up your weight from
» All four of these count as a ‘Loot Trade Good’. a depth below. Through the grated floor you see large pylons that
» Loot: Expensive ARK power transference coil. stretch down from each aquarium into a flooded bubbling chamber
» Counts as a ‘Loot Trade Good’. that is now glowing with an eerie jade green.
» Loot: Each PC may perform a suitable Skill Roll of 12 (ie:
Mechanics on the diagrams, Planets on the materials being A control panel sits alongside each aquarium. A series of
used, etc...) in this room to acquire a Research Unit. holographic screens show the current temperature and power
» Any Skill Roll of 16 in this room will also reveal that Margetz is output. The temperature shows 76.5o C with power output at
a technical genius and has been cannibalising ships for years. 35.2%. It is then that everyone notices the series of small flashing
» An Awareness or Planets Skill Roll of 12 will reveal that warning signs on each screen.
Margetz is slowly draining the atmosphere from this room.
» PCs who linger will suffer -2 Max Endurance damage from With a thud and an ominous click, the doors to the chamber slam
oxygen loss. shut as a familiar crackling voice echoes over an intercom system.
» -1 if they’re a Legion (as they ‘may function in Space
hostile environments for 5 minutes a day’). “If I can’t have the Jump Drive, then neither shall you!”
» -1 if they’re a Palantor or Zhou as they do not need to
breathe, but Margetz is trying to hack them or is turning
up the station’s heat.

24
10) Comm Station
The door to this room looks to be of Corp design, and is secured
With a loud ‘clank’ the doors to the room slam shut and lock as with a set of complex digital locks.
the reactor in the flooded chamber below starts to overload. The PCs
must now rush to escape the chamber and possibly also prevent » A Culture or Electronics Skill Roll of 12 will reveal that forcing
the reactor meltdown. Ensure your Players clearly understand the or cutting this door will trigger a security system that seals
situation before you ask each of them in turn to describe how they the door with a forcefield.
are going to attempt to resolve the situation. » An Electronics Skill Roll of 14 with a Toolbox will disable
the forcefield if Auxiliary Reactor A has been turned off.
» Each time a PCs fails a Skill Roll (or chooses to not perform » An Electronics or Computers Skill Roll of 16 with a Toolbox
one); all PCs suffer -1 Max Endurance damage. will unlock this room.
» After all PCs have attempted 3 (or 4) Skill Rolls the reactor
will explode, killing everyone in the room. This room is reminiscent of an archaic telephone operating
systems, with a bank of six computers occupying a central platform
» The reactor is located under the floor, and partially covered in and a dozen thick wires with quarter-inch connectors at the end of
water (that is used as part of its cooling system). them along the floor. Holes above the various computers suggest
» This water is very hot (-8 Max Endurance damage to that these wires can hard link various subsystems into this room’s
anyone who enters, or performs a Skill Roll in it). primary terminal.
» The reactor overloading is not an automated system, Margetz
is remotely controlling the reactor to meltdown. A microphone is placed at either end of the primary console
with noise suppression panels attached to the walls, and below the
» A Persuasion or Leadership Skill Roll of 14 can be used central desk large spacecraft-grade communication subsystems
to distract Margetz from overloading the reactor; allowing for all of the prominent species within the Haven system can be
all other PCs to perform 1 more Skill Roll before the clearly seen.
reactor explodes.
» A Physical Skill Roll of 12 can be used to climb down through » The PC’s personal comm systems can not transmit through
a manhole into the flooded chamber beneath the room. this room’s walls.
» A Physical, Mechanics, Small Arms or Heavy Arms Skill Roll » A Culture or Awareness Skill Roll of 12 will reveal what thick
of 12 can be used to smash an aquarium and pour cold water wires are attached to each of the various communication
into the below chamber. subsystems, granting all PCs a +2 bonus to the below
» This will reduce the Max Endurance damage by 2 per Skill Rolls.
broken aquarium. » An Electronics or Computers Skill Roll of 12 will reveal that
» +1 aquarium can be smashed by increasing the Skill Roll for many years Margetz has been luring ships to the station
difficulty by +1. with fake signals and messages. All of this looks to have
» If 3 or more aquariums are broken at once then the room ended six months ago when her system was attacked by
will be flooded with hot steam (-1 Max Endurance damage Palantor hackers. This event has contributed to Margetz’s
and -1 to each PCs next Skill Roll). current desperation due to a lack of supplies.
» If 6 or more aquariums are broken then all PCs suffer -2 » An Electronics Skill Roll of 14 will reveal that the Embrace
to all future Skill Rolls in this room as they must avoid the Family pirate ship is hovering at the very edges of the
squirming tentacled creators. station’s sensor range.
» A Planets Skill Roll of 12 will remove this penalty. » Loot: Each PC may perform a suitable Skill Roll of 16 (ie:
» A Resolve or Medicine Skill Roll of 14 will allow a person to Computers or Electronics to look over the comm data.) in this
work within the hot water in the flooded chamber. room to acquire a Research Unit.
» This will also reduce the Max Endurance damage by 4.
» An Awareness Skill Roll of 10 will inform you that the water
in the aquariums is cold, and could be used to cool the hot
water below.
» A Mechanics Skill Roll of 20 with a Toolbox will open a door
by cutting it.
» The door’s magnetic locks are being powered by the reactor.
» Three Mechanics, Electronics or Computers Skill Roll of 14
will power down the reactor.
» Increase the difficulty of this Roll by +2 if the chamber is
still flooded with hot water.
» Reduce the difficulty by -4 if the chamber is not flooded.
» This will unlock the doors and power down the room.

25
11) Interdiction Web System 12) Brig
The narrow black door to this room has violet and blue dust-like The thick red door to this room has been reinforced with various
residue that glitters and shifts under the light. It looks as if some metallic plates and a large “X” has been burned into a central
gravitational phenomena occurred within the room and the hinges panel as a warning against entry.
of the door have been slightly pulled inward. The steel frame is
bent and twisted like it was superheated and manipulated. There » A Culture Skill Roll of 12 will reveal that this is door from a
is a large low-tech padlock on the door that looks to be new, and Legion Brig.
has the key sitting within it. » An Electronics, Computers or Mechanics Skill Roll of 14 with
a Toolbox will open this door.
» Any Psionic character will sense (without a Skill Roll) that
there is a high density of Ley Dust behind this door. Just beyond the door is a room with curved walls and steel
» An Astronomy or Planets Skill Roll of 14 will reveal that the wires crisscrossing around each other to act as a barrier between
dust is a rare mineral known as Copsiumus, and is most well the group and a number of small alcoves built into the walls. One
known for its use in jump drives as a conductor of Ley Dust. of the alcoves is occupied by the corpse of a Corp pilot in a faded
» Loot: A Planets Skill Roll of 12 with a Toolbox will allow a grey uniform, while another houses an emaciated Kaltoran with a
character to gather a small amount of the Copsiumus, which missing leg. The room is illuminated by hanging light bulbs that
will count as a single ‘Money Trade Good’. flicker as the group enters. The floor is cracked with a large caved
in rusted hole in the centre of the chamber. A computer terminal
The walls in this small room are covered in large hexagonal is attached to the wall on the far side near one of the alcoves.
black mirror panels. Some of them are shattered and pieces of this The cracked screen flickers with green text that is indecipherable
glass-like black material lay on the floor. Coloured dust floats about due to damage.
the room, but does not float with air patterns as you move about.
» The Kaltoran is a captured Embrace family pirate. Margetz
The whole place is under black lights and it appears as if any tortured him to gain the contact detailes needed to lure in his
other light is stopped just a few inches from the source. It almost crew to the station. He ate his own leg out of desperation, as
feels like being underwater. The very air has a thick humid feel Margetz did not bring him any food,
to it. Just as your eyes finish adjusting to the room images start » His name is Aviram Embrace, and he will be cooporitive if
to flicker within the air; scenes of old childhood friends, past the PCs are non-threatening.
jobs, quite moments of respite back on your ship… and flashes of » A Medicine Skill Roll of 12 will reveal that his is dehydrated
unfamiliar Legion warriors flickering between firing their guns at and has internal bleeding that will kill him if he is moved
unseen foes and celebrating a birthday with a cheesy cake and before receiving serious medical attention.
brightly coloured hats. » A Medicing Skill Roll of 14 with a Toolbox, or a Roll of 12
with a Workshop, will save him.
» All characters who enter this room must pass a Resolve Skill » Loot: If Aviram is saved and released at the end of the
Roll of 14 to not be unnerved. Failure will result in 2 Max adventure all PCs will gain a Networking unit.
Endurance damage. » A Culture Skill Roll of 10 will reveal that the Corp corpse is
» A Mechanics, Electronics or Computers Skill Roll of 16, or from the missing Dray Mining Consortium hauler called the
an Astronomy or Planets Skill Roll of 12, will reveal that Golden Star.
this room is housing an Interdiction Web subsystem that can » Margetz has booby trapped the cell doors, they will release an
pull ships out of jump space. Damaging this subsystem will electric jolt (dealing 2 damage (no Armour) to a random (1d6)
be dangerous. Attribute, along with 2 Max Endurance damage) if tampered
» A Mechanics, Electronics, Computers or Planets Skill Roll of with or forced.
14 will destroy this subsystem. » An Electronics Skill Roll of 14 will disable the booby trap
» This will reduce the Defence of the Grav-Net Nodes by 4. and open a cell door.
» Any roll of 12 or lower will result in the PCs moving forward » An Awareness or Computers Skill Roll of 12 will reveal that
through time for 30 minutes. there is a key card in the computer terminal.
» A Roll of 6 or lower will result in the PCs moving forward » This key card can be used to unlock 3 electronic/digitally
through time for 1 week: The space station is powered down locked doors without a Skill Roll before Margetz cancels
and a mess, with junky and broken parts strewn across the its clearance.
floor. Somebody other than Margetz is living here now. » A Computers Skill Roll of 14 with a Toolbox will grant access to
» Loot: Each PC may perform a suitable Skill Roll of 14 (ie: the computer terminal (by linking its screen to your personal
Psychology to understand the meaning of the visions, computer), which can be used to unlock any cell door.
Astronomy to understand how the Ley Dust is distorting time
and linking the minds of the characters, etc....) in this room to
acquire a Research Unit.

26
13) Morgue 14) Messy Galley
The door has several attempts at painting a red Legionnaire The doors to this room are unlocked and open.
skulls upon it. It looks like the creator gave up after several poor
attempts and now there is just a colleague of lop-sided skulls This room could have been a kitchen. Probably was at one
leering at the group. The door is not locked. point but it looks like an explosion of buttercream frosting and
raw sugar dough has detonated. The wall is dripping with these
As the door opens a breeze can be felt from various vents sweet substances and a crazed Cake Bot is working tirelessly over
on the top corners of the white walls. The place is immaculate the counter whipping up some more cream. The floor is sticky
and smells of sodium hypochlorite. Several frosted-white plastic and slick from the heavy whipping cream which is thick upon
drapes hang from ceiling around a number of aluminium beds with the ground. Moving around in this place will take some patience.
white sheets draped over large humanoid forms. Some of them After the Cake Bot notices the group it buzzes about the room and
have since lost their white cleanliness and are stained with shades speaks in a high-pitched squeaky tone:
of crimson and violet. Several jars of organs float in jars on a shelf
and nearby desk. Several holo-pads lay scattered upon the desk, “Oh, oh my, visitors set upon my little ode to the chiefs of
each displaying 3d-rendered images of various Legion and robotic beyond times and dead times. How quaint! How marvellous! How
parts. Seemingly connected and contrasted against each other. stupendous! I shall get my best apron on and serve you something
special. The other guests shall be arriving shortly and we shall
» A Psychology, Bio-Tech or Medicine Skill Roll of 12 will reveal have the grandest of birthdays with the grandest of cakes! Let me
that this is where Margetz has been studying augmentations, whip up something delicious for you!”
taking them from her victums and breaking the best down
to be added to her own body or to be installed into her The Cake Bot begins making another cake with various random
various robots. supplies around the kitchen. The apron Cake Bot dons on says
» A Psychology Skill Roll of 14 will reveal that Margetz has “Kiss the Chef!”
attempted to eat small portions of the bodies, but has been
unable to walk down the path of canabalism to fulfil her » It is easy to see that Margetz is desperate for healthy food,
needs. It also looks like Margetz had an assistant who was as the kitchen only looks to be stocked with supplies that are
skilled with knives. used for the creation of cakes.
» A Bio-Tech Skill Roll of 14 will reveal that Margetz is rather » The Cakes the Cake Bot creates are safe to eat.
gifted with the electronic and mechanical components, » The Cake Bot will flee if attacked.
but despite the bodies being well-prepared and their » An Awareness Skill Roll of 12 will reveal that there is a
augmentations expertly removed, she lacks skill with the security camera in the corner of the room that is allowing
organic integration systems. Margetz to watch the group.
» A Medicine Skill Roll of 14 will reveal that these bodies
have been expertly disected by some kind of robot.
» An Awareness or Stealth Skill Roll of 16 will reveal that there
is a medical robot secretly clinging to the roof of the room.
» The spider-like medical robot will attack the PCs as soon as
it is spotted, or as soon as they guess that they are not alone.
» This will most likely give it a Surprise Round.

Medical Robot Strength 3 1 Focus 4 4 Defence 10 + Ref + = 14 Combat Order Int + = 4


Nemesis Character Reflexes 4 2 Intelligence 4 5 Endurance 10+(Str x5) + = 25 Grit Re-Rolls Grit -2 + 2 = 2
Mobility 3 3 Grit 2 6 Armour 3 + -1 = 2 Munitions per Weapon per Turn = 2
Durability 10 Recovery Grit + = 2 Actions per Turn = 4

Weapon Hit Dice Hit Range End Dmg Crit Dmg Type & Variation Resources
Appendages (Sword) 3d6 +5 1 10 4 Melee, ARK Mining Hammer, Poison. 4
1 Handed, Max Range 1, Build Momentum, Munition 1: Crit Dmg -1 and Splash +1 (Stacks), Modification: Dual Wield - Mixed.
Strong Hit: Burn; All damaged characters suffer 3 General Damage (Stacks) at the start of their Turn until an appropriate Skill Roll of 12 is made.

Notes Description
Beast You may move 2 spaces at the start or end of your Turn.
Nemesis Ignore 1st Suppressed per Turn.
Swift
Duck & Dodge Four times per combat: +3 Armour vs an Attack (Stacks).

27
15) Bot Bay 16) Spare Cabin
The twin heavy green doors to this room are surrounded by The massive black old airlock door to this room is sealed
reinforced hull plating and six large vents, but the doors appear to with a rusty locking wheel at its centre, and a powered-down
be unlocked as they’re slightly ajar. atmospheric regulator computer off to the side.

» High tempo music can be heard from the room. » A Physical or Mechanics Skill Roll of 14 will open this door.
» An Awareness or Stealth Skill Roll of 14 will reveal that these » A Computers or Planets Skill Roll of 12 can be used to
doors are trapped. activate the atmospheric regulator. This will reveal that this
» A sensor hidden in one of the vents will trigger if an organic is not an airlock out into space, and can be used to prevent
character touches the door, sending out a plume of green gas. Max Endurance damage from oxygen loss in the nearby area.
» All nearby characters must pass a suitable Skill Roll of 14 » A Skill Roll of 14 will return 2 Max Endurance damage from
(ie: Physical or Resolve to hold their breath, Bio-Tech or oxygen loss.
Medicine with a Toolbox to quickly counter the effects of
the gas, etc...) or suffer 6 Max Endurance damage. This dimly lit room has several bunk beds along the nearby wall,
» A Bio-Tech Skill Roll of 14 will disable the trap. but a lack the sheets and pillows along with a thin layer of dust
and rubbish makes one think that Margetz has never had guests.
A multitude of red and green-lit lenses light up the room, along While mildew and sweat are the two words that aptly describe
with a single near-blinding overhead white light in the roof. The much of the well-used lounge portion of this room.
lenses are attached to red and blue wires sprouting from a number
of combat robots in various states of disrepair. These robots look Pieces of clothing hang on wires between the bunk beds. There
to be much like those that greeted you on entry to the station, but is a giant widescreen monitor with a gaming system on the right
luckily they all appear to be inactive. wall that is held together with heavy-duty engineering tape. A
couch covered in cans and food scraps is resting against the
The room is an organised mess. Robot parts lay on the ground. opposite wall to the monitor and appears to be a legionnaire army
Arms, legs, and wires are twisted and knotted together. There are bed converted into a couch. There is a paused program running on
several large tables with old robots on them and boxes of tools the screen as everyone enters. It appears to be a planetary-based
Several square steel cans line either side of the room with writing combat flight simulator.
on them such as ‘wires’ and ‘memory chips.’ A metallic arm with
a welding tool hangs from the ceiling and it looks like the latest » A Physical or Gunnery Skill Roll of 16 is required to beat
find was an old Dray Mining Consortium repair bot that is strewn Margetz’s high score on the game.
about one of the tables. Its insides are placed meticulously off » An Awareness Skill Roll of 12 will reveal that there is a
to the side. security camera in the corner of the room that is allowing
Margetz to watch the group.
There is an old jukebox in the corner with a spring poking out of
where a volume knob used to be. It is playing a high tempo melody
with vibrant percussion instruments and electronic rhythms. A
cheap oil-stained poster of the Haven system dominates one wall,
with the planet Mishpacha torn out.

» A suitable Skill Roll of 14 can be made within this room to gain


insights into the construction of Margetz’s security robots.
Have each Player choose a Skill and justify its use, if they
succeed they will gain one of the below advantages against
Be-Bop and Troop (pg: 34).
» +2 Hit.
» +2 End Dmg.
» +2 Defence.
» +2 Combat Order.
» Once per Combat (after Attack Roll is made): Strong Hit +1.
» Once per Combat (after Attack Roll is made): +1 Crit Dmg.
» Loot: All PCs can gain 1 Loot Box of robot parts.

28
17) Cargo Bay 1b & Med Bay 18) Cleaning Bot Bay & Waste Storage
The yellow and white Corp manufactured door is sealed with a The rusted metal doors to this chamber are sealed shut with
keycard and thick hydraulic locks that can not be cut. multiple mechanical locks, but each one is simplistic and/or
poorly made.
» An Electronics or Computers Skill Roll of 14 with a Toolbox
and 5 minutes will unlock this door. » A Physical or Mechanics Skill Roll of 14 with a Toolbox and 10
minutes will cut the many locks in a timely manner.
Cabinets line the side walls in this once high-tech Corp med » Fail: will still open this door, but it will take three times as
bay. Many of them look opened in a hurry and with some large long, which will be an issue if a character is escaping the
amount of frustration. Many of the cabinets are empty except explosion along the Glass Walkway.
for a few bandages and gauze. A tin cup filled with coffee is on » An Awareness Skill Roll of 12 will reveal a strong chemical
the top shelf of one of the cabinets. Dead plants sitting within smell emanating from around this door.
ceramic pots are in every corner. They look to have been for
some medicinal purpose. Several Corp and Legion medical books The stillness of this many-sectioned room is haunting. Several
lay open on a nearby table. On closer inspection it can be seen chains hold half-dozen monowheeled automatons aloft. Each one
that these books look to cover body augmentations and Legion numbered with a rough-painted red number and wearing a dirty
anatomy. The Corp medical books look to be missing some pages apron. Several cords are connected to their backs and heads with
and all of the people’s faces have been scribbled out by red ink. a holographic display showing how charged each one is. There is a
Legionnaire poster near a number of cabinets and mops on the far
A few small crates occupy the centre of the room. There are side of the room that depicts a Legionnaire flexing and the phrase
chalk markings on the ground as well as a holographic notepad “A clean space is a prepared space”.
sitting upon a small paint can atop one of the crates. It looks like
Margetz has plans to change this room from a mixed med and » If a robot is removed from their recharge cradle they will
cargo bay to a computer lab. Network cables can be seen poking attempt to leave the room towards the Glass Walkway,
out from behind a partially dismantled wall along the edge where possibly exposing the room to the vacuum of space. A
you entered the room. Physical Skill Roll of 12 will stop them.
» A Computers Skill Roll of 12 can be used on the Robots to
A large container sits along the far wall, with a variety of ship gain the name of a single Room from the map.
parts sprawled accross the floor. That half of the room is like a » A Computers Skill Roll of 16 can be used on the Robots to
maze and many of the materials look to be precariously balanced extract security protocols which will grant a +2 bonus to the
upon each other. A cleaning drone is currently scrubbing the floor next two Skill Rolls used to open doors.
with a loud industrial polisher. The spot where it is cleaning looks
worn and this drone must have been doing this same activity for Read the following if a character explores an edge chamber.
some time.
An automated door opens and a stench hits you harder than
» It is easy to see that Margetz is desperate low on supplies. a high-calibre rail slug. A light mist escapes from the doorway,
» An Awareness Skill Roll of 12 will reveal that there is a sticking to those who were close to it as it opened. The room
security camera in the corner of the room that is allowing has a steel grated floor with a swirling black oil-like liquid just
Margetz to watch the group. below. Several cylinder vats with thick transparent plastic tops are
» A Physical Skill Roll of 12 is required to move through the present within the room. The contents within all have an oil-like
second half of this room. quality with several bits of debris that look like coffee grinds.
» Fail: Boxes of parts fall, causing -2 Max Endurance damage. There are yellow and black hazard labels on the walls as well as
» Loot: A dose of Flesh Rejuvenator can be found under a box. around every vat. Three cabinets are also present, each one with
» Loot: A Computer Toolbox can be found, along with a ‘Loot Solid-Holo chains keeping them shut.
Trade Good’ of valuable parts.
» A Physical or Resolve Skill Roll of 12 is required to resist the
fumes.
» Fail: Suffer -2 Max Endurance damage.
» An Electronics or Computers Skill Roll of 12 will unlock a
cabinet. Each one stores a range of highly explosive cleaning
chemicals that will deal 5 General Damage when ignited.

Utility Item Notes Acquire Resources


Flesh Rejuvenator Small, 1 Handed, Counts as a Medicine Toolbox, Once per session; A Medicine Skill Roll Heals +1 Attribute damage and grants 14t 0
a Recovery.

29
19) Auxiliary Life Support
Read the below section if the PCs approach from rooms 18 or 20, Read the below section as the PCs explore further into the area.
or leaving from inside 19:
This is an excellent room to have found, as it contains an
The ill-fitting door to this room is ajar and can be simply auxiliary life support system that Margetz has been using to drain
walked through, but the dust and dirt on the floor suggests that it oxygen out of the station!
has not been used for some time.
The pumps are working overtime and red warning lights are
» An Awareness Skill Roll of 12 will reveal that the door is rigged blinking across the L-shaped control panel. As you look over
with a large single-use trap, with a triggering mechanism in the machine the air suddenly starts to leave the room at an
the door that will discharge an electric shock. accelerated rate, Margetz is attempting to stop you from interfering
» Any character near this door when it is opened will need with her plans by suffocation!
to pass a Physical Skill Roll of 14 (12 if they’re a Twi-Far)
to reduce the damage from -6 Max Endurance to -2 You will need to move quickly to leave the room or attempt to
Max Endurance. counter Margetz’s control.
» An Electronics Skill Roll of 14 will disable the trap, and
a Physical Skill Roll of 12 will allow a person to safely Ensure your Players clearly understand the situation before you
trigger the trap. ask each of them in turn to describe how they are going to attempt
to resolve the situation.
Read the below section if the PCs approach from room 23:
» Each time a PC fails a Skill Roll (or chooses to not perform
This large external door is heavy set and has a large yellow one); all PCs suffer -2 Max Endurance damage.
“X” painted across its midsection. There is a control panel off to » Each additional use of the same Skill will increase the
the side, with large thick buttons that can be easily used while in difficulty of that roll by +2.
a space suit. » Any PC can leave the room instead of attempting a Skill
Roll, this will remove them from danger and inflict -4 Max
» No rolls are required to enter this door. Endurance damage on them.
» A Planets or Medicine Skill Roll of 10 will reveal that there is » Two successful Skill Rolls of 12 difficulty per PC will
a safe airlock on the other side of the door. result in the Margetz losing control over the auxiliary life
support system.
This airlock is a curved room with green lens sensors looking » The PCs can then use the system to heal 1d6 Max Endurance
down from the ceiling. All doors to this place have large yellow to each character.
“X” marks on them, and there are several spacesuits on the right » After all PCs have attempted 3 Skill Rolls the oxygen will
side of the chamber inside a locker. Oxygen tanks are just below leave the room and Margetz will vent the chamber dealing 15
them though one or two look to be cracked. One of the spacesuits Max Endurance damage to all present PCs.
looks to be fit for a Legion and is in good repair… the others, not » All further Max Endurance damage is also increased by 1
so much. for the remainder of the adventure.

The wall and floor are white with painted markings. This airlock » A Persuasion or Leadership Skill Roll of 12 can be used to
once belonged to a large Corp tourist ship, as it is covered in distract Margetz over comms.
Corp security warnings and instructions. There also looks to have » A Culture Skill Roll of 12 can be used to help another person
once been large advertisement display panels along the walls, but to navigate the Corp-made computer system.
Margetz has long since removed these. » A Physical or Resolve Skill Roll of 12 can be used to steady
your mind and body against the pressures of the situation.
» A Culture or Wealth Skill Roll of 12 will reveal that the Corp » A Mechanics, Electronic or Planets Skill Roll of 12 can be
would be very interested in knowing that one of their ships used to boost the oxygen output from the auxiliary life
ended up here, and may offer a small bounty. support system.
» The Oxygen tanks can be used to heal 1d6 Max Endurance to » A Computers Skill Roll of 12 can be used to interfere with
each character. Margetz’s digital hold over the system.

30
20) Server Core 21) Gym
The door to this room is a semi-transparent forcefield that is There is no door to this room.
emanating a warm red glow. The room beyond looks to be some
kind of server room. There are thick power cords running into this This long room has padded grey floors, walls adorned with
room along the roof, tampering with them could bring down the cheesy Legion posters and a large slightly-cracked mirror that
door, but this could also affect the equipment in the room. leans against an open set of gym lockers. Exercise equipment
peppers the floor, large punching bags adorned with pictures of
» Touching this forcefield will deal -2 Max Endurance damage. Corp and Nephilim hang from the ceiling in the centre of the
» Cutting the power will grant access to the room, but will room, and several doors appear to lead off to shower rooms. The
diminish the power inside the room. exercise weights being used are impressive, even for a Legion, and
» An Electronics or Computers Skill Roll of 16 will shut down it is evident that Margetz spends much of her time here.
the forcefield.
» Using a Disruptor Weapon or shutting down Auxiliary » A Psychology Skill Roll of 12 will grant insight into Margetz’s
Reactors A and/or B will reduce the difficulty of this roll character and grant +1 to all social interactions with Margetz
by -2 each. during this encounter.

Read the following if the power was not cut to this room. 22) Primary Foyer
These large red blast doors are imposing, and look to be strong
This room is the final destination for many of the wires that enough to deflect heavy weapons. The ground beneath them are
weave about this chaotic station, all coalescing together into the well-worn from trolleys moving cargo into your current Cargo Bay.
base of a large spherical computer core that dominates the centre
of the room. Sharp lashes of electricity leap out of the core, If the pirates fled into this room, then these doors are unlocked
earthing themselves on one of four thick plastic-coated metal and open.
rods that fence in the sphere. Several of the larger wires on the
ground leap and move as if snakes, writhing about with each » Two Mechanics, Electronics or Computers Skill Rolls of 12
electrical jolt. Alongside the central core are several mechanical will open the locked door out of Cargo Bay 4a into this room.
keyboards, each one coated in thick plastic and with buttons so » This will also take some time and drain -2 Max Endurance.
large that they can be used by a person wearing gloves.
Moving forward you are hit with a potent, but slight, smell of
» A Computers Skill Roll of 12 will reveal the name of any room Methane. The floor has crisscrossed steel tiles with scratch marks
on the map. A Roll of 14 will grant +1 to all Electronic and and worn corners. Pillars divide the room from an identical section
Computer Skill Rolls against Margetz and the station during on the other side. The pillars themselves have numbered scratch
this encounter. marks all over them, too numerous to count, but probably all too
» Disabling the Server Core deals -1 CPU damage to the haphazardly made to convey any accuracy. Long tapestries of the
space station. Legionary emblem hang from the ceiling. The walls are red and
look to be made from the hull of an ancient Legion warship. They
Read the following if the power was cut to this room are lightly decorated with party flags, and painted with various
greetings in a wide array of languages.
As the red forcefield flickers and fades a low winding down hum
emenates from the room as it’s lights dim. On the far end the group can see a circular airlock with an
upside-down warning sign on it. Out of all of the features in this
This chamber is the final destination for many of the wires that room this airlock seems to be the most recently installed system,
weave about this chaotic station, all coalescing together into the and it looks like the pirates have opened up the control panels and
base of a large spherical computer core that dominates the centre hacked it to secure their control over it.
of the room. Four thick plastic-coated metal rods fence in the
sphere, and larger wires cover the ground like vines. Alongside the The pirates docked with this room before they entered Cargo Bay
central core are several mechanical keyboards, each one coated 4a. Once their companions inside the station are dead, they will
in thick plastic and with buttons so large that they can be used by undock and move away from the station. The PCs will not be able to
a person wearing gloves. stop them from leaving.

» An Electronics Skill Roll of 14 with a Toolbox will return some » An Awareness Skill Roll of 12 will reveal that there is a
power to this room. security camera in the corner of the room that is allowing
» A Computers Skill Roll of 12 will reveal the name of any Margetz to watch the group.
room on the map.
» Destroying the Server Core deals -1 CPU damage to the
space station.

31
23) Junk Room 24) Private Room
The short passage to this heavy-set door is filled with boxes The blue door to this room is well-built and has no handle
and bags of junk. Predominantly crates of empty food cans, or control panel. The only notable feature fist-sized hole in
bundles of wire, old clothes and several red barrels. Clearing the the centre of its form. You instinctively know not to trust this
way will take some time. seemingly innocuous entrance.

» Two Mechanics, Electronics or Computers Skill Rolls of 12 » Placing a hand into the fist-sized hole, or attempting to open
will open the locked door out of Cargo Bay 4a into this room. this door from Room 23 will trigger an explosion.
» This will also take some time and drain -2 Max Endurance. » All nearby characters must pass a Physical Skill Roll of
» A Mechanics or Bio-Tech Skill Roll of 12 will reveal that the 16 or suffer -10 Max Endurance damage as they are thrown
red barrels are filled with bio-fuel that will deal 4 General into the hot black water below Room 23. Passing this Skill
Damage in a Splash 1 area if damaged by a Crit Dmg 4+ attack. Roll will still inflict -4 Max Endurance damage.
» This explosion will seal the doorway closed, and require
A room that looks like it is teetering towards falling apart at three suitable Skill Rolls of 12 to open up.
any second. There is a constant vibration emanating from the
floor. Grates serve as the floor space and a few meters just below At the centre of this dark room is a holographic display of
a large pool of hot black water. It bubbles and pops erupting in a two spacecraft. One is of unknown design, the other is clearly
foul smell. Several filters move across the water, but they are too your ship.
dirty to do any good here. The walls are covered in tubes. Some
of them have a yellowish paste upon them that must have sealed Margetz looks to be running a deep scan on your vessel;
a hole or two. analysing its shields, weapons, processing power and construction.
The program is currently at only 12% towards completion and can
There are several doorways into side rooms, one is connected be easily stopped with the push of a button.
to an airlock that leads to a walkway outside of the station. The
oddest thing about this room though is the welded-in bathroom » Stopping this scan will grant your ship +2 Defence vs
stalls just near the entry point. Large enough to contain a Denova IV.
Legionnaire and riddled with old graffiti. An odd room indeed. » A Computers Skill Roll of 12 with a Toolbox will reveal that
Margetz is not primarily scanning your ship for a combat
» An Awareness or Physical Skill Roll of 14 will allow a character advantage, but is looking for specific parts that could be
to safely navigate this room with junk falling down upon them. added to her station.
» Fail: Suffer -1 Max Endurance damage. » An Awareness or Planets Skill Roll of 12 will reveal that
» A Mechanics or Bio-Tech Skill Roll of 12 with a Toolbox will Margetz is slowly draining the atmosphere from this room.
reveal that the black water below the grates is a synthesized » PCs who linger will suffer -2 Max Endurance damage from
coolant, most likely from a broken industrial or military-grade oxygen loss.
reactor. There are most likely several rooms and systems » -1 if they’re a Legion (as they ‘may function in Space
below this one, but they are no longer accessible. This station hostile environments for 5 minutes a day’).
is in desperate need of repair. » -1 if they’re a Palantor or Zhou as they do not need to
» An Awareness or Planets Skill Roll of 12 will reveal that breathe, but Margetz is trying to hack them or is turning
Margetz is slowly draining the atmosphere from this room. up the station’s heat.
» PCs who linger will suffer -2 Max Endurance damage from » There is an obvious security camera in the corner of the room
oxygen loss. that is allowing Margetz to watch the group.
» -1 if they’re a Legion (as they ‘may function in Space » An Awareness Skill Roll of 16 will reveal a noise coming from
hostile environments for 5 minutes a day’). a nearby room (25); this is Margetz secretly moving out of
» -1 if they’re a Palantor or Zhou as they do not need to her room and most likely towards Room 22 as she seeks to
breathe, but Margetz is trying to hack them or is turning escape the PCs. If the PCs are decisive they will be able to
up the station’s heat. catch up with her.
» An Awareness Skill Roll of 12 will reveal that there is a
security camera in the corner of the room that is allowing
Margetz to watch the group.

32
Part 5: Leave the Loot
25) Safe Room & Margetz » Scene is set in the introductory Foyer where the PCs first
Thick glass panels on either side of you break this doorway entered the space station.
up into three segments. On the other side of these panels are
spherical droids held aloft by steel wires. Their eyes shine an Heavy breathing and footfalls on the steel floor echo through
ultraviolet light on individuals as they enter. A pre-recorded the familiar foyer as you move with excitement towards the airlock
female Corp voice emits from a speaker above. leading to your spacecraft and safety. The Jump Drive moves
forward on its hovering platform, and it is anxiety-inducing as
“Please enter in one at a time. Do not leave the chamber till the valuable object slowly makes its way over the door-lip into
decontamination is complete. Thank you and we hope you enjoy the room and towards the airlock.
your stay on the Shooting Star.”
The crackling of the intercom of the space station breathes yet
After the voice clips off, a grid of red lasers fill the space and more tension into the air as Cake Bot’s familiar voice chirps out:
go over every inch of any person within it. Afterwards, a green
light appears above the doorway, and a ding can be heard as a “Greetings, thank you for choosing *insert company name here*
holographic display projects medical data for scanned persons, for your weekend. Please wait a moment while I put you on…”
along with a fee to enter that is based on their current armament
of weapons. The greeting is cut off as Margetz’s voice booms over the bot’s.
It is a voice teetering on desperation.
» The door’s process will most likely delay the party long
enough for Margetz to escape out into the station to escape “War and peace are on the same coin. Just on different sides.
the PCs. People think of probability as static. 50/50 they would say for a
» An Awareness Skill Roll of 16 will reveal Margetz secretly coin toss. Yet with such binary choices thinking creatures often
moving out towards Room 22 or 24 as she seeks to escape. choose the side with the most entropy. A coin toss comes up one
» A Wealth Skill Roll of 12 will be required by most PCs to enter side more than another. Despite the odds or maybe in rebellion to
this room. expectation. Let’s toss the coin and make an outcome we all come
» Increase this difficulty to 14 if they’re a: Kaltoran, Remnant away slightly better.
or armed with a 2 handed Heavy Weapon.
I apologize for the earlier violence. It is in my nature as a
Of all the rooms this seems the most lived in. Sporting a put Legion. What we were created for. Regardless, leave the payment
together bunk bed of steel with many aged pillows forming a for the Jump Drive and we can part ways with something to be
cushioning layer on the top bunk where Margetz must sleep. Just thankful about and also a cerebellum to think about it with. Deal?”
below the bed is a large computer. One that looks to have been
built, torn apart, and is currently in the process of being put Right now Margetz is feeling cornered and is very much a sore
together again. Wires leak out of the system and onto the floor loser. She needs the PCs supplies. This is a great place to pull on
making it an excessive tripping hazard. the heartstrings of the character concerning Margetz’s situation; her
broken heart and mind, a used and discarded soldier that was treated
The walls are littered with screens of various make and models. like a pawn, and her desperation to survive. For every sombre scene
Most of them are damaged and have cracks on the screen. One that was explored back in the station there is a story that can be
looks to have been shot. Regardless the view screens that are still fleshed out and remembered. Bring these to the forefront of your
in working order show the different rooms of the station. Below player’s minds to make this scene more dramatic.
them are sticky pads of papers with words marking the rooms
with the Legionnaire military alphabet. There is one screen that » If the PCs do not wish to pay Margetz for the Jump Drive;
is the same moving picture again and again. Several Legionnaire Be-Bop and Troop exit the airlock to face the PCs in combat.
soldiers in a jungle barracks getting ready to pose for a picture » Proceed to ‘Part 8a: Foyer Fight’ on pg: 34.
and laughing during the process.
» If the PCs pay Margetz for the Jump Drive; she will allow
» A Computers Skill Roll of 12 will reveal the name of any room them to leave the space station without a fight... but then
on the map. engage them with the station itself as they leave.
» A Computers or Planets Skill Roll of 12 will turn on life » Proceed to ‘Part 8b: Space Fight’ on pg: 36.
support and prevent Margetz from draining the atmosphere.
» An Awareness Skill Roll of 12 will reveal that someone was in
this room just before you arrived, and they must be nearby.

33
Part 8a: Foyer Fight
Be-Bop and Troop will exit the airlock to block the path of the PCs. Margetz will have to rewatch her dearest friends (Be-Bop and
Troop) be killed in combat. A psychological tense scene where she
» The airlock to their ship may be unlock with a suitable Skill is forced to watch her nightmares made manifest. The desperation in
Roll of 12. her voice will be apparent as the bots begin to fall;

» At the end of each PCs Turn a digital voice will count down “Not again please no. Not again. Not this time. Please!”
from 40. “Thousands dead drifting among the wreckage. Silent and still
» Once this number reaches 0 this portion of the space in the emptiness of space. I wanted to swim to them. Bring them
station will explode, killing all PCs. ashore and have them play again. Just like when we were young.”
» The PCs will need at least ‘10’ (6 if they leave the Jump “Goodby farest friend, go boldly into.... argha!!!!!!”
Drive behind) on the countdown to open the airlock and “No.... Be-Bop/Troop! Do not leave me alone... not again.”
enter their ship.
» Margetz will stop the countdown once the PCs leave. A Balanced Combat for 4 PCs will include:
» Be-Bop (and Cake Bot).
» Troop.

Be-Bop Strength 4 1 Focus 4 4 Defence 10 + Ref + -1 = 12 Combat Order Int + = 3


Skilled Character Reflexes 3 2 Intelligence 3 5 Endurance 10+(Str x5) + 8 = 38 Grit Re-Rolls Grit -2 + = 0
Mobility 3 3 Grit 2 6 Armour 3 + = 3 Munitions per Weapon per Turn = 1
Durability 9 Recovery Grit + 3 = 2 Actions per Turn = 2

Weapon (Select One) Hit Dice Hit Range End Dmg Crit Dmg Type & Variation Resources
Phase Beam AR 4d6 +0 3* 5* 4 Gun, Phase Beam. 2
Energy, *Sighted Shot gains: End Dmg +Reflexes and loses Range +Focus, Lock On (+2 Hit), Modification: Aim Assist.
Cake Bot (Assistant) 3d6 +4 4 8 - Companion, Support, Special, Mock. 2
Defence: 14, Armour: 3, Durability: 2, Bodies: 1, Mobility: 5, Individual, Support Damage. Cover -1, Lock On (+1 Hit and End Dmg),
Modification: Professional, Tac Assist, Personalised, Familiar.
Strong Hit: Decoy: All damaged characters suffer Strong Hit -1 on their next Attack if it is not against you (Stacks).

Notes Description
Brute
Mini Boss You’re equal in power to 2 PCs (normally 1).
Immortal Reduce all Endurance and Attribute damage (after armour) against you by 2 to a minimum of 1 (Stacks).
Well-Supplied

Troop Strength 4 1 Focus 4 4 Defence 10 + Ref + -1 = 12 Combat Order Int + = 3


Skilled Character Reflexes 3 2 Intelligence 3 5 Endurance 10+(Str x5) + 8 = 38 Grit Re-Rolls Grit -2 + = 0
Mobility 3 3 Grit 2 6 Armour 3 + = 3 Munitions per Weapon per Turn = 1
Durability 9 Recovery Grit + = 2 Actions per Turn = 2

Weapon (Select One) Hit Dice Hit Range End Dmg Crit Dmg Type & Variation Resources
Arc-Fire Rifle 2d6 +4 6 4 4 Gun, Arc-Fire Bolts. 2
Strong Hit (5-6), Energy, Pierce, Lock On (+4 Hit and +2 End Dmg), Modification: Aim Assist.
Multi-Missile Launcher 3d6 +1 3 6* 5* Shell, Micro Bots. 1
(Combo - Grenade Launcher) Mounted, Splash 2, Cover -1, Max Range 20, Cost 1 Munition, May not Reload, 2 Uses, *May only damage targets that are Locked On, Lock On (+2
Hit and +4 End Dmg), Modification: Damage Assist.

Notes Description
Brute
Mini Boss You’re equal in power to 2 PCs (normally 1).
Doomsday Once per Turn: Your next Attack gains ‘+1d6 Hit and +4 End Dmg’ or ‘+2 End Dmg and Splash +2’.
Str Hit - Lock Strong Hit; Target Lock - NPC; Two characters are Locked On until an appropriate Skill Roll of 12 is made (Does not Stack).

34
35
Part 8b: Space Fight
Margetz will power up the weapons of her station to attack the Fighting Denovo IV will be a difficult fight, but the PCs are expected
PCs as they attempt to fly away. Margetz is desperate to destroy the to have damaged the station from the inside before this point.
PCs and loot their ship for parts and supplies. She knows that their
escape will most likely mean her death. 3) Auxiliary Reactor A
» -5 Max Shield.
» The PCs will need to destroy both Grav-Net Nodes to be able
to leave the Battlemap. 7) Weapon Control Rooms
» The combat ends once the PCs leave the combat area. » A) Destroy 1 Turret.
» The PCs will not be able to destroy Denovo IV, only its Nodes. » B) -2 Missile Bodies.
» C) -2 Hit, Turret.
» At the end of each Turn the Grav-nets will reduce the current » D) Start combat with 1 Munition, not 3.
Velocity of the PC’s spacecraft by 1. » E) -2 Shield Dmg (Min 1), Turret.
» If their Velocity is reduced to 1; Denovo gains +1d6 Hit vs » F) Destroy 2 Turrets.
them with all Weapons.
» If their Velocity is reduced to 0: Their engines will shut 11) Interdiction Web System
down and they will be unable to move until both Grav-Nets » -4 Defence, Grave Net Node.
are destroyed.
20) Server Core
A Difficult Combat for PCs with 4 Influence will include: » -1 CPU.
» x1 Denovo IV.
24) Private Room
» Gain +2 Defence vs Denova IV.

Denovo IV Hull 5 1 Power 4 4 Defence 10 + Eng + = 10 1st Phase Order Velocity +


Outclassed Spacecraft Engines 0 2 CPU 3 5 Shield 10+(Pow x5) + = 30 2nd Phase Order CPU + = 3
Crew 3 3 Sensors 3 6 Armour 3 + 2 = 5 System Rolls +2 + = +2
Durability 8 Regen Power + = 4 Grit Re-Rolls 2 + = 2
Munitions 3

Weapons Hit Dice Hit Range Shield Dmg Crit Dmg Mount Type & Variation Influence
6x Node - Turret 3d6 +3 4 4 4 - Ord - N, H Tech, B, M M. 2 (12)
Defence: 16, Armour: 3, Durability: 3, Bodies: 1, Move: -, Individual, Lock On (+2 Hit, Crit Loc +/-1), May Deploy Warheads from this Weapon’s
Body, Modifications: Familiar, Long Barrel, Targeting Assist.
x2 Grav-Net - - - - - - Ordnance - Node, Network. -2 (-4)
(Node - Weak Spot) Defence: 18, Armour: 4, Durability: 1, Bodies: 1, Move: -, When this Node dies you may perform -1 System Roll during your next Turn, Enemies
double their Range Increment penalties against you, Modifications: Hidden.
x2 Targeting Nodes - - - - - - Ordnance - Node, Tower. -2 (-4)
(Node - Weak Spot) Defence: 14, Armour: 3, Durability: 3, Bodies: 1, Move: -, When this Node dies you suffer -2d6 Hit Dice on all Attacks during your next Turn.
Modifications: Defence Grid.
Missiles 3d6 +3 1 7 5 3 Ordnance - Warhead, Cluster. 2
Defence: 18, Armour: 3, Durability: 1, Bodies: 6, Move: 4, Individual, No Munitions, Max Range 1, Lock On (+6 Hit, Strong Hit (5-6)).
Modifications: Practiced, Powerful, Extra Tubes.

Notes Description Influence


Outclassed Objective: The PCs win when they destory 2 ‘Grav-Net’ Weak Spot Nodes - allowing them to fly off the Battlemap. -
Junker Subsystems: No Jump Drive or Escape Pods. 0
Overpowered For your enemies to win they must destroy 2 specific Weak Spot Nodes (normally 1). -
Missile Boat The Deploy System Roll may Deploy +1 Warhead Body (normally 1, Stacks). 1
Space Station Your Engines are immune to damage, Complication: Stationary: Your Velocity is always 0. 0
Treat your Engines as 2 higher when calculating Defence boosts from Obstructions.

36
37
Epilogue
Endings come sooner than most expect. Sailing across the stars
with the Jump Drive the only conclusion to be drawn is to move
forward. A Kaltoran spaceport embedded in an asteroid named “Iron
Beetle” in the Liberty Belt is the closest port to have the new drive
installed. It is a safe place to rest, refuel and do some other repairs
to the outer hull of the ship. The coming days draw a further curtain
on the tale. Margetz is dealt with depending on how she was left.
Below are a few suggestions…

If the Station is Heavily Damaged


The Embrace Family pirates having smelled blood in the waters
will return soon after to dispatch Margetz and to turn the station into
another pirate family home of blood and suffering.

PCs Inform the Authorities


If the PC decide to shed some light on the situation concerning
Margetz, different factions will respond.

» The Corp will offer a bounty for the information and seek to
imprison and destroy the station that she held so dear.
» Each PC gains 2 ‘Money Trade Goods’.
» The Legion will capture Margetz and seek rehabilitation
her while salvaging the station for spare parts. While this
won’t have any financial restitution it will provide networking
opportunities for future work.
» Each PC gains 2 Networking units.
» The Kaltorans will assassinate Margetz and take over her
station. Their ability to survive anywhere is a boon in the
loneliest places of space.
» Each PC gain 1 ‘Loot Trade Good’.
» Each PC gains 1 Networking unit.
» The Remnant will capture Margetz and seek to heal her mind
and give her a new home. They will destroy the station.
» Each PC gains 1 Networking unit.
» At a later time a healed Margetz will attempt to seek
forgiveness from the PCs and make amends for her actions.
» The Palantor will kill Margetz and strip the station for
valuable parts, and they will share some of what they learn
with the PCs.
» Each PC gain 2 Research units.
» Nephilim, Twi-Far and Zhou have little interest in Margetz or
the station.
» Each PC gains 1 Networking unit.

Clients who were hesitant to give jobs to the group before now
come clamouring back in order to take advantage of their new ability
to jump through space to new star systems. The jobs won’t be easier,
but at least work will be steady and the locales more exotic.

38
Tertiary NPC Stats
A Balanced Combat for 4 PCs will include: A Easy Combat for 4 PCs will include:
» x1 Embrace Ship. » x1 Margetz.

Embrace Ship Hull 3 1 Power 3 4 Defence 10 + Eng + = 15 1st Phase Order Velocity +
Rival Spacecraft Engines 5 2 CPU 1 5 Shield 10+(Pow x5) + = 25 2nd Phase Order CPU + = 1
Crew 3 3 Sensors 4 6 Armour 3 + 2 = 3 System Rolls +2 + = +2
Durability 9 Regen Power + = 3 Grit Re-Rolls 2 + = 2
Munitions 3

Weapons Hit Dice Hit Range Shield Dmg Crit Dmg Mount Type & Variation Influence
Broadside 2d6 +1 3 6 4 2 Battery, Metal Slugs. 2
Fire Arc: Sides, Lock On (+2 Hit), Munition Boost (+3d6 Hit).
Keel Cannon 3d6 +4 3 7 5 1 Battery, Ion. 2
Fire Arc: Front, Lock On (+2 Hit), Cost 1 Munition, Energy.
Swarm Missiles 4d6 +4 1 7 4 3 Ordnance - Warhead, Kinetic. 1
Defence: 12, Armour: 3, Durability: 4, Bodies: 3, Move: 3, Individual, No Munitions, Max Range 1, Lock On (+2d6 Hit), Bodies lose 1 Durability when
they make a successful Attack Roll (Bodies are normally destroyed).

Notes Description Influence


Junker Subsystems: No Jump Drive or Escape Pods. 0
A Trap! Mark 6 spaces on the battle map. When an enemy ship moves over one of these spaces they will suffer 5 General Damage on a 1d6 roll of 3 or more. -
A Calibrate System Roll success may be spent to remove one of these spaces.
Primitive Your CPU is immune to damage. 0

Margetz Strength 5 1 Focus 4 4 Defence 10 + Ref + 1 = 14 Combat Order Int + = 5


Nemesis Character Reflexes 3 2 Intelligence 5 5 Endurance 10+(Str x5) + 16 = 51 Grit Re-Rolls Grit -2 + 2 = 5
Mobility 3 3 Grit 5 6 Armour 3 + 2 = 5 Munitions per Weapon per Turn = 2
Durability 16 Recovery Grit + = 5 Actions per Turn = 3

Weapon Hit Dice Hit Range End Dmg Crit Dmg Type & Variation Resources
Custom Gauss AR 5d6 +3 5 11 4 Gun, Unstable. 3
Reload +1, Modifications: Familiar, Well Maintained.
Augmented Punch 3d6 +2 1 11* 4 Melee, ARK Mining Hammer 3
Innate, 2 Handed, Max Range 1, Large, *Sighted Shot gains: End Dmg +Strength, Gain Light Mental Cover (does not allow Stealthed) until your next
Turn against any enemy that you damage (Does not Stack).
Munition 1: Crit Dmg -1 and Splash +1 (Stacks).
Modifications: Familiar, Heavy, Block, Powerful.

Notes Description
Nemesis May perform 3 Actions per Turn, Ignore 1st Suppressed per Turn.
Legion -1 Armour at 0 Endurance.
Armoured Tank
Armageddon At the end of Turn 4 all enemies suffer 6 General Damage.
Vulnerability Weapons with the Disrupt Strong Hit option gain +2 Hit and End Dmg vs you (Does not Stack).
Ultimate Plan At the end of every 3rd Turn you gain Strong Hit +1 until the end of combat (Stacks).

39
Acknowledgements
Created by
Wade Dyer

Writing
Mitchell Wallace

Published by
Design Ministries

Copyright (C) 2023, by Design Ministries.


”Fragged Empire” and ”Fragged System” trademarked by Wade Dyer.

ISBN: 978-0-9946098-7-8
Version 1.00

All rights are reserved. No part of this publication may be


reproduced, distributed or transmitted in any form or by any means,
including photocopying, recording or other electronic or mechanical
methods, without prior written permission of Design Ministries.

Names, characters, places and incidents featured in this publication


are fictitious. Any resemblance to actual persons (living or dead),
events, institutions, or locales is coincidental.

www.fraggedempire.com

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