5PH Determine Job Offers (Patron)

Result

The Client: Roll on "Patron Table"

Environmental Conditions: Roll on "Further Conditions"

The Danger Pay: Roll on "Danger Pay Table"

Time Frame: Roll on "Time Frame Table"

Subcharts

Patron Table (d10)

d10 Result

1-2

Corporation: +1 to roll on the Danger Pay Table

Conditions: Roll on "Conditions"

Benefits: Roll on "5PH Benefits"

Hazards: Roll on "5PH Conditions: Corp"

3-4

Local Government

Conditions: Roll on "Conditions"

Benefits: Roll on "5PH Benefits"

Hazards: Roll on "5PH Hazards"

5

Sector Government

Conditions: Roll on "Conditions"

Benefits: Roll on "5PH Benefits"

Hazards: Roll on "5PH Hazards"

6-7

Wealthy Individual

Conditions: Roll on "Conditions"

Benefits: Roll on "5PH Benefits: IW"

Hazards: Roll on "5PH Hazards"

8-9

Private Organization

Conditions: Roll on "Conditions"

Benefits: Roll on "5PH Benefits"

Hazards: Roll on "5PH Hazards"

10

Secretive Group: +1 to roll on the Time Frame Table

Conditions: Roll on "Conditions"

Benefits: Roll on "5PH Benefits"

Hazards: Roll on "5PH Hazards: SG"

Danger Pay Table (d10)

d10 Result

1-3

+1 Credit

4

+1 Credit.

If working for a Corporation, +1 Additional Credit.

5-7

+2 Credits

8

+1 Credits.

If working for a Corporation, +1 Additional Credit.

9

+3 Credits

If working for a Corporation, roll twice, picking the higher die when rolling for mission pay after the battle.

10

+3 Credits and roll twice, picking the higher die when rolling for mission pay after the battle.

Time Frame Table (d10)

d10 Result

1-4

This Campaign Turn

5

This Campaign Turn, unless working for a Secretive Group, then this, or the Next Campaign Turn

6-7

This, or the next Campaign Turn

8

This, or the following two campaign turns.

9

This, or the following two campaign turns unless working for a Secretive Group, then any time.

10

Any time.

5PH Benefits (d10)

d10 Benefits

1-7

No Benefits

8-10

Roll on "Benefits"

Benefits (d10)

d10 Result

1-2

Fringe Benefit - Roll on the Loot Table (p.131)

3-4

Connections - Gain a Rumor

5

Company Store - Roll on the Trade Table (p.79).

6

Health Insurance - Mark down 2 campaign turns of injury recovery, assigned as you see fit.

7

Security Team - Reduce enemy force numbers by 1

8-9

Persistent - Patron remains available if you travel.

10

Negotiable - If you accept this job, you may reroll the Danger Pay roll and pick the better of the two rolls.

Hazards (d10)

d10 Result

1

Dangerous Job Increase enemy force numbers by +1.

2-3

Hot Job - After the job, you will earn an enemy on 1-2 instead of the normal roll of a 1.

4-5

VIP - A random enemy will have +1 Toughness and a final Combat Skill of +2 (regardless of current value)

6

Veteran Opposition - Enemy is -1 to panic range.

7

Low Priority Reduce enemy force numbers by 1.

8-10

Private Transport - If you have Rivals, they cannot track you this campaign turn.

Conditions (d10)

d10 Result

1

Vengeful - If the mission fails, the Patron becomes a Rival.

2-3

Demanding Danger Pay is only upon success.

4

Small Squad You cannot deploy more than 4 crew.

5

Full Squad You must have 6 available crew.

6

Clean - You cannot ever have made law enforcement Rivals.

7-8

Busy - If the mission is a success, the Patron offers a new job next campaign turn.

9

One-time Contract - This Patron cannot be retained as a contact.

10

Reputation Required - You must have completed a prior Patron job on this world.

5PH Benefits: IW (d10)

d10 Result

1-4

No Benefits

5-10

Roll on "Benefits"

5PH Hazards (d10)

d10 Result

1-7

No Hazards

8-10

Roll on "Hazards"

5PH Hazards: SG (d10)

d10 Result

1-4

No Hazards

5-10

Roll on "Hazards"

5PH Conditions (d10)

d10 Result

1-7

No Conditions

8-10

Roll on "Conditions"

5PH Conditions: Corp (d10)

d10 Result

1-4

No Conditions

5-10

Roll on "5PH Benefits: IW"

5PH Deployment Conditions (Opportunity / Patron) (d100)

d100 Result

1-100

Further Conditions (d100)

d100 Result

1-5

Collateral damage restriction
You cannot deploy any weapon with a Shot rating of 3 or higher, or a Damage rating of 2 or higher.

6-10

Gas leaks
Any non-Area weapons-fire causes a cloud of gas to erupt around both shooter and target. The cloud is 2” across, persists for the rest of the round and blocks all visibility

11-14

Special Ammo Required
A special ammunition type is mandated. This is compatible with all non-Area weapons, but restricts all weapons to 1 Shot per round

15-18

Explosive Weapon Restriction
No Area weapons may be deployed

19-22

Hacking required to enter
Your crew begin off-map. Each character must roll 6+ on a 1D6+Savvy test to enter the table from your battlefield edge. Roll at the start of each round. If all characters fail, select one to enter.

23-26

Have to look humane
No Melee weapons may be deployed

27-30

Light weapons only
Only Pistol and Melee weapons may be deployed.

31-34

Cautious progress required
No Jump, Flight or Teleport devices may be deployed.

35-39

Heavy gear impractical
o Armor may be deployed.

40-44

Erratic lighting
At the start of each phase (Quick Action, Enemy Action, Slow Action) roll 2D6 to determine maximum visibility in inches

45-50

Electronic interference
No Screens or Gunsights may be deployed.

51-55

Environmental protection gear required
Except for Engineers and Soulless, no character may Dash.

56-59

Organics only
No Bots or Soulless may be deployed.

60-65

No Psionics
No Psionics may be deployed.

66-70

Flash flooding
Put a marker on a random battlefield edge. At the end of each round, move the marker 1D3” towards the opposite battlefield edge. Anything between the marker and the initial battlefield edge is flooded. Any character in this area is washed away and removed from battle, but does not take any damage or post-battle Injury results.

71-76

Unstable ground
At the end of each round, roll 1D6. On a 1, the area is shaken by tremors. All characters on the ground are Stunned. All characters on a terrain feature but within 1” of the terrain edge must roll 1D6, and if the roll exceeds their base movement speed, they fall down.

77-81

Watch your shots
No more than 4 crew may fire a weapon each round.

82-86

Scan before you progress
No more than 4 crew may move each round.

87-92

Special vision required
Special helmet visors only allow the character a visual range of 8+Savvy”. (8” for enemies)

93-100

Strict rules of engagement
You may not shoot at any target unless it shot at your crew last round OR is currently within 6”.