Deployment Conditions:
Roll on "Deployment Conditions"
Notable Sights:
Roll on "Notable Sights"
Time Constraints:
Roll on "Time Constraints"
Objective:
Roll on "Patron Mission Objectives"
Roll on "Enemy Encounter Tables (Patron)"
Extraction:
Roll on "Extraction"
d100 | Result |
---|---|
1-40 |
No Condition |
41-45 |
Small encounter: A random crew member must sit out this fight. Reduce enemy numbers by -1 (-2 if they initially outnumber you) |
46-50 |
Poor visibility: Maximum visibility is Roll 1d6+8 ”. Reroll at the start of each round. |
51-55 |
Brief engagement: At the end of each round, roll 2D6. If the roll is equal or below the round number, the game ends inconclusively. |
56-60 |
Toxic environment: Whenever a combatant is Stunned, roll 1D6+Savvy skill (0 for enemies). Failure to roll a 4+ becomes a casualty. |
61-65 |
Surprise encounter: The enemy can’t act in the first round |
66-75 |
Delayed: 2 random crew members won’t start on the table. At the end of each round, roll 1D6: If the roll is equal or below the round number, they may be placed at any point of your own battlefield edge. |
76-80 |
Slippery ground: All movement at ground level is -1 Speed. |
81-85 |
Bitter struggle: Enemy Morale is +1 |
86-90 |
Caught off guard: Your squad all act in the Slow Actions phase in Round 1. |
91-100 |
Gloomy: Maximum visibility is 9”. Characters that fire can be fired upon at any range, however. |
d100 | Result |
---|---|
1-20 |
Nothing special |
21-30 |
Documentation: Gain a Quest Rumor. |
31-40 |
Priority target: Select a random enemy figure. Add +1 to their Toughness. If they are slain, gain Roll 1d3 credits. |
41-50 |
Loot cache: Roll once on the Loot Table (p.131). |
51-60 |
Shiny bits: Gain 1 credit. |
61-70 |
Really shiny bits: Gain 2 credits. |
71-80 |
Person of interest: Gain +1 story point. |
81-90 |
Peculiar item: Gain +2 XP. |
91-100 |
Curious item: Roll 1d6. On a 1-4, it can be sold for 1 credit. On a 5-6, roll on the Loot Table (p.131). |
d100 | Result |
---|---|
1-8 |
Access Soulless crew can attempt it while being within 6”. Engineer or Bot crew can add an extra +1 to the roll. Rolling a natural 1 means the system is hardened against intrusion. Rolling a second natural 1 for access during the battle means the mission is a failure, as the system locks up. Engineers (only) ignore any natural 1s. Once accessed, you Win the mission. If you drive off all enemies, you must still roll to gain access, but you can use any remaining crew member. |
9-15 |
Acquire If the carrier becomes a casualty, roll 1D6: On a 1, the item is destroyed. Otherwise it can be picked up by spending a Combat Action at the location they fell. If you drive off the enemy, you can pick up the item at your own leisure. |
16-20 |
Defend • If the opposing AI is normally Cautious, Defensive, or Tactical, change it to Aggressive. • Add +1 when determining the enemy numbers. |
21-28 |
Deliver |
29-34 |
Eliminate |
35-38 |
Fight Off |
39-45 |
Investigate |
46-51 |
Move Through |
52-57 |
Patrol Once all 3 have been checked, you Win. If you drive off the enemy you can, of course, do this at your leisure. |
58-64 |
Protect |
65-71 |
Rescue At that point, they are treated like the VIP in the Protect mission description, and will act immediately in the phase in which they are freed. They must reach a table edge to complete the mission |
72-77 |
Secure |
78-85 |
Search Roll 1D6. A 5+ finds what you were looking for, and you Win. If the roll fails at every location, the item is not on the battlefield, and the mission cannot be Won. If you drive the enemy away, simply add up the remaining features and roll the dice all at once to see if the item was here. |
86-92 |
Sneak |
93-100 |
Sweep |
d100 | Result |
---|---|
1-25 |
Priority Target: Threats: |
26-60 |
Priority Target: Threats: |
61-75 |
Priority Target: Threats: |
76-100 |
Threats: |
d100 | Result | Result |
---|---|---|
1-10 |
Gangers Numbers: Resolve: {{4|5|6}+2} Panic: 1-2 | Speed: 4" | Combat Skill: +0 | Toughness: 3 | AI: Aggressive Organized gangs run many backwater settlements, fighting for control. Leg it: When a ganger is hit by a shot, they will retreat 3” away from the shooter. Weapons: Specialist Weapons: |
. You are facing some sort of outlawed enterprise or faction. When engaging any opponents from this list, there is an increased chance of a bounty being available. When setting up, roll 1D6. If the score is 1-3, that many bonus credits will be paid out if you Hold the Field after the battle. Career criminals also tend to get even. When rolling to see if a defeated criminal group becomes a Rival, you must roll 2D6, with a 1 on either die indicating you’ve acquired them as Rivals. If both dice score a 1, they hate you. They become Rivals AND will increase the numbers encountered by +1 in all battles. |
11-19 |
Punks Numbers: Resolve: {{4|5|6}+3} Panic: 1-3 | Speed: 4" | Combat Skill: +0 | Toughness: 3 | AI: Aggressive Disaffected delinquents but armed to the teeth. Careless: You are +1 to Seize the Initiative. Bad shots: Their shooting only Hits on a natural 6 Weapons: Specialist Weapons: |
. You are facing some sort of outlawed enterprise or faction. When engaging any opponents from this list, there is an increased chance of a bounty being available. When setting up, roll 1D6. If the score is 1-3, that many bonus credits will be paid out if you Hold the Field after the battle. Career criminals also tend to get even. When rolling to see if a defeated criminal group becomes a Rival, you must roll 2D6, with a 1 on either die indicating you’ve acquired them as Rivals. If both dice score a 1, they hate you. They become Rivals AND will increase the numbers encountered by +1 in all battles. |
20-27 |
Raiders Numbers: Resolve: {{4|5|6}+1} Panic: 1-2 | Speed: 4" | Combat Skill: +1 | Toughness: 3 | AI: Aggressive The only thing better than making something valuable is stealing it from someone else. Scavengers: Roll twice on the Battlefield Finds Table. Weapons: Specialist Weapons: |
. You are facing some sort of outlawed enterprise or faction. When engaging any opponents from this list, there is an increased chance of a bounty being available. When setting up, roll 1D6. If the score is 1-3, that many bonus credits will be paid out if you Hold the Field after the battle. Career criminals also tend to get even. When rolling to see if a defeated criminal group becomes a Rival, you must roll 2D6, with a 1 on either die indicating you’ve acquired them as Rivals. If both dice score a 1, they hate you. They become Rivals AND will increase the numbers encountered by +1 in all battles. |
28-33 |
Cultists Numbers: Resolve: {{4|5|6}+2} Panic: 1 | Speed: 4" | Combat Skill: 0 | Toughness: 3 | AI: Aggressive Fringe Space is full of odd, para-religious groups, congregating around this or that principle. They are often heavily armed, and up to no good. Intrigue: Roll 2D6 and add +1 if you killed a Lieutenant and/or Unique Individual. On a 9+, you obtain a Quest Rumor. Weapons: Specialist Weapons: |
. You are facing some sort of outlawed enterprise or faction. When engaging any opponents from this list, there is an increased chance of a bounty being available. When setting up, roll 1D6. If the score is 1-3, that many bonus credits will be paid out if you Hold the Field after the battle. Career criminals also tend to get even. When rolling to see if a defeated criminal group becomes a Rival, you must roll 2D6, with a 1 on either die indicating you’ve acquired them as Rivals. If both dice score a 1, they hate you. They become Rivals AND will increase the numbers encountered by +1 in all battles. |
34-43 |
Psychos Numbers: Resolve: {{4|5|6}+2} Panic: 1 | Speed: 6" | Combat Skill: 0 | Toughness: 4 | AI: Rampaging For some, life in space just drives them nuts. Homicidally so. Bad shots: Their shooting only Hits on a natural 6. Weapons: |
. You are facing some sort of outlawed enterprise or faction. When engaging any opponents from this list, there is an increased chance of a bounty being available. When setting up, roll 1D6. If the score is 1-3, that many bonus credits will be paid out if you Hold the Field after the battle. Career criminals also tend to get even. When rolling to see if a defeated criminal group becomes a Rival, you must roll 2D6, with a 1 on either die indicating you’ve acquired them as Rivals. If both dice score a 1, they hate you. They become Rivals AND will increase the numbers encountered by +1 in all battles. |
44-48 |
Brat Gang Numbers: Resolve: {{4|5|6}+2} Panic: 1-3 | Speed: 5" | Combat Skill: 0 | Toughness: 4 | AI: Aggressive Upper class fools who have decided to shoot up the neighborhood for fun. Careless: You are +1 to Seize the Initiative. 6+ Saving Throw. Weapons: |
. You are facing some sort of outlawed enterprise or faction. When engaging any opponents from this list, there is an increased chance of a bounty being available. When setting up, roll 1D6. If the score is 1-3, that many bonus credits will be paid out if you Hold the Field after the battle. Career criminals also tend to get even. When rolling to see if a defeated criminal group becomes a Rival, you must roll 2D6, with a 1 on either die indicating you’ve acquired them as Rivals. If both dice score a 1, they hate you. They become Rivals AND will increase the numbers encountered by +1 in all battles. |
49-51 |
Gene Renegades Numbers: Resolve: {{4|5|6}+1} Panic: 1-2 | Speed: 5" | Combat Skill: 0 | Toughness: 4 | AI: Cautious Devotees of post-growth genetic reconfiguration, they can take the form of everything from a woman with blue skin to cat-bear-people. Alert: You are -1 to Seize the Initiative Weapons: Specialist Weapons: |
. You are facing some sort of outlawed enterprise or faction. When engaging any opponents from this list, there is an increased chance of a bounty being available. When setting up, roll 1D6. If the score is 1-3, that many bonus credits will be paid out if you Hold the Field after the battle. Career criminals also tend to get even. When rolling to see if a defeated criminal group becomes a Rival, you must roll 2D6, with a 1 on either die indicating you’ve acquired them as Rivals. If both dice score a 1, they hate you. They become Rivals AND will increase the numbers encountered by +1 in all battles. |
52-57 |
Anarchists Numbers: Resolve: {{4|5|6}+2} Panic: 1-2 | Speed: 5" | Combat Skill: 0 | Toughness: 3 | AI: Aggressive Separatist groups violently opposing the state and the mega-corps. Stubborn: They ignore the first casualty of the battle when making a Morale check Weapons: |
. You are facing some sort of outlawed enterprise or faction. When engaging any opponents from this list, there is an increased chance of a bounty being available. When setting up, roll 1D6. If the score is 1-3, that many bonus credits will be paid out if you Hold the Field after the battle. Career criminals also tend to get even. When rolling to see if a defeated criminal group becomes a Rival, you must roll 2D6, with a 1 on either die indicating you’ve acquired them as Rivals. If both dice score a 1, they hate you. They become Rivals AND will increase the numbers encountered by +1 in all battles. |
58-64 |
Pirates Numbers: Resolve: {{4|5|6}+2} Panic: 1-3 | Speed: 5" | Combat Skill: 0 | Toughness: 4 | AI: Aggressive Space-faring looters who descend on colonies to raid, pillage, and enslave. Loot: Gain an extra Loot roll if Holding the Field Weapons: |
. You are facing some sort of outlawed enterprise or faction. When engaging any opponents from this list, there is an increased chance of a bounty being available. When setting up, roll 1D6. If the score is 1-3, that many bonus credits will be paid out if you Hold the Field after the battle. Career criminals also tend to get even. When rolling to see if a defeated criminal group becomes a Rival, you must roll 2D6, with a 1 on either die indicating you’ve acquired them as Rivals. If both dice score a 1, they hate you. They become Rivals AND will increase the numbers encountered by +1 in all battles. |
65-71 |
K'Erin Outlaws Numbers: Resolve: {{4|5|6}+2} Panic: 1-3 | Speed: 4" | Combat Skill: +1 | Toughness: 4 | AI: Aggressive The war-like K’Erin are an honorable people, though their outcasts frequently raid Human colonies. Stubborn: They ignore the first casualty when making a Morale check Weapons: |
. You are facing some sort of outlawed enterprise or faction. When engaging any opponents from this list, there is an increased chance of a bounty being available. When setting up, roll 1D6. If the score is 1-3, that many bonus credits will be paid out if you Hold the Field after the battle. Career criminals also tend to get even. When rolling to see if a defeated criminal group becomes a Rival, you must roll 2D6, with a 1 on either die indicating you’ve acquired them as Rivals. If both dice score a 1, they hate you. They become Rivals AND will increase the numbers encountered by +1 in all battles. |
72-79 |
Skulker Brigands Numbers: Resolve: {{4|5|6}+1} Panic: 1-2 | Speed: 4" | Combat Skill: 0 | Toughness: 3 | AI: Cautious Agile and gregarious, these rat-like humanoids show up almost anywhere in space. Alert: You are -1 to Seize the Initiative. Scavengers: Roll twice on the Battlefield Finds Table Weapons: Specialist Weapons: |
. You are facing some sort of outlawed enterprise or faction. When engaging any opponents from this list, there is an increased chance of a bounty being available. When setting up, roll 1D6. If the score is 1-3, that many bonus credits will be paid out if you Hold the Field after the battle. Career criminals also tend to get even. When rolling to see if a defeated criminal group becomes a Rival, you must roll 2D6, with a 1 on either die indicating you’ve acquired them as Rivals. If both dice score a 1, they hate you. They become Rivals AND will increase the numbers encountered by +1 in all battles. |
80-83 |
Tech Gangers Numbers: Resolve: {{4|5|6}+1} Panic: 1-2 | Speed: 4" | Combat Skill: 0 | Toughness: 5 | AI: Tactical Weird criminal syndicates who seem to view high-tech with an almost religious reverence. Loot: Gain an extra Loot roll if Holding the Field 6+ Saving Throw Weapons: |
. You are facing some sort of outlawed enterprise or faction. When engaging any opponents from this list, there is an increased chance of a bounty being available. When setting up, roll 1D6. If the score is 1-3, that many bonus credits will be paid out if you Hold the Field after the battle. Career criminals also tend to get even. When rolling to see if a defeated criminal group becomes a Rival, you must roll 2D6, with a 1 on either die indicating you’ve acquired them as Rivals. If both dice score a 1, they hate you. They become Rivals AND will increase the numbers encountered by +1 in all battles. |
84-90 |
Starport Scum Numbers: Resolve: {{4|5|6}+3} Panic: 1-3 | Speed: 4" | Combat Skill: 0 | Toughness: 3 | AI: Defensive Any starship port facility will have assorted low-lives and villains hanging around, waiting to see if today is the day they make it big. It rarely is. Friday Night Warriors: When a scum is slain, all allies within 6” will retreat a standard move at their base speed directly back towards their own battlefield edge. Weapons: |
. You are facing some sort of outlawed enterprise or faction. When engaging any opponents from this list, there is an increased chance of a bounty being available. When setting up, roll 1D6. If the score is 1-3, that many bonus credits will be paid out if you Hold the Field after the battle. Career criminals also tend to get even. When rolling to see if a defeated criminal group becomes a Rival, you must roll 2D6, with a 1 on either die indicating you’ve acquired them as Rivals. If both dice score a 1, they hate you. They become Rivals AND will increase the numbers encountered by +1 in all battles. |
91-94 |
Hulker Gang Numbers: Resolve: {{4|5|6}} Panic: 1 | Speed: 4" | Combat Skill: +1 | Toughness: 5 | AI: Aggressive Human-derived brutes possessing massive upper body strength. Often succumb to berserk fury. Ferocious: +1 to Brawling rolls when initiating combat. Aggro: If Hit by a shot and surviving, immediately move 1” towards the shooter Weapons: |
. You are facing some sort of outlawed enterprise or faction. When engaging any opponents from this list, there is an increased chance of a bounty being available. When setting up, roll 1D6. If the score is 1-3, that many bonus credits will be paid out if you Hold the Field after the battle. Career criminals also tend to get even. When rolling to see if a defeated criminal group becomes a Rival, you must roll 2D6, with a 1 on either die indicating you’ve acquired them as Rivals. If both dice score a 1, they hate you. They become Rivals AND will increase the numbers encountered by +1 in all battles. |
95-100 |
Gun Slingers Numbers: Resolve: {{4|5|6}+1} Panic: 1-2 | Speed: 4" | Combat Skill: +1 | Toughness: 3 | AI: Tactical Desperadoes eager to test their trigger skills against an opponent. Trick shot: Any natural 6 when they shoot allows an additional shot against the same target or another target within 2” Weapons: |
. You are facing some sort of outlawed enterprise or faction. When engaging any opponents from this list, there is an increased chance of a bounty being available. When setting up, roll 1D6. If the score is 1-3, that many bonus credits will be paid out if you Hold the Field after the battle. Career criminals also tend to get even. When rolling to see if a defeated criminal group becomes a Rival, you must roll 2D6, with a 1 on either die indicating you’ve acquired them as Rivals. If both dice score a 1, they hate you. They become Rivals AND will increase the numbers encountered by +1 in all battles. |
d6 | Result |
---|---|
1 |
Scrap Pistol: 9" | 1 Shot | Pistol |
2 |
Handgun: 12" | 1 Shot | Pistol |
3 |
Colony Rifle: 18" | 1 Shot |
4 |
Military Rifle: 24" | 1 Shot |
5 |
Scrap Pistol: 9" | 1 Shot | Pistol |
6 |
Shotgun: 12" | 2 Shots | 1 Damage | Focused |
d6 | Result |
---|---|
1 |
Colony Rifle: 18" | 1 Shot |
2-4 |
Military Rifle: 24" | 1 Shot |
5 |
Hand Laser: 12" | 1 Shot | Snap Shot | Pistol |
6 |
Infantry Laser: 30" | 1 Shot | Snap Shot |
d6 | Result |
---|---|
1-2 |
Hand Laser: 12" | 1 Shot | Snap Shot | Pistol |
3-4 |
Infantry Laser: 30" | 1 Shot | Snap Shot |
5-6 |
Blast Rifle: 16" | 1 Shot | +1 Damage |
d6 | Result |
---|---|
1 |
Power Claw: Melee, Clumsy |
2 |
Shotgun: 12" | 2 Shots | +1 Damage | Focused |
3 |
Auto Rifle: 24" | 2 Shots |
4 |
Clingfire Pistol: 12" | 2 Shots | +1 Damage | Focused, Terrifying |
5 |
Hunting Rifle: 30" | 1 Shot | +1 Damage | Heavy |
6 |
Handgun: 12" | 1 Shot | Pistol |
d6 | Result |
---|---|
1 |
Marksman's Rifle: 36" | 1 Shot | Heavy |
2 |
Auto Rifle: 24" | 2 Shots |
3 |
Shell Gun: 30" | 2 Shots | Heavy, Area |
4 |
Hand Flamer: 12" | 2 Shots | +1 Damage | Focused, Area |
5-6 |
Rattle gun: 24" | 3 Shots | Heavy |
d6 | Result |
---|---|
1 |
Marksman's Rifle: 36" | 1 Shot | Heavy |
2 |
Shell Gun: 30" | 2 Shots | Heavy, Area |
3 |
Fury Rifle: 24" | 1 Shot | +2 Damage | Heavy, Piercing |
4-5 |
Plasma Rifle: 20" | 2 Shots | +1 Damage | Focused, Piercing |
6 |
Hyper Blaster: 24" | 3 Shots | +1 Damage |
d100 | Result |
---|---|
1-14 |
Unknown Mercs Numbers: Resolve: {{4|5|6}} Panic: 1-2 | Speed: 5" | Combat Skill: +1 | Toughness: 4 | AI: Tactical The Fringe is crawling with mercenary bands looking to make credits for para-military work. Most are sort-of honorable, at least when dealing with other professionals. Lets just call it a day: If they are down to 1 or 2 figures remaining, they will accept ending the fight at the end of any round. Neither side Holds the Field in this case Weapons: Specialist Weapons: |
15-26 |
Enforcers Numbers: Resolve: {{4|5|6}} Panic: 1-2 | Speed: 4" | Combat Skill: +1 | Toughness: 4 | AI: Tactical While the term usually refers to Unity law enforcement, in Fringe Space it tends to mean any organized troops keeping the peace. Cop killer: If you ever fight Enforcers as Rivals, add +2 to their numbers Weapons: Specialist Weapons: |
27-34 |
Guild Troops Numbers: Resolve: {{4|5|6}} Panic: 1-2 | Speed: 4" | Combat Skill: +1 | Toughness: 4 | AI: Tactical Many of the various trade and tech guilds maintain their own private armies to enforce their interests in space. Intrigue: Roll 2D6, and add +1 if you killed a Lieutenant and/or Unique Individual. On a 9+, you obtain a Quest Rumor. Weapons: Specialist Weapons: |
35-39 |
Roid Gangers Numbers: Resolve: {{4|5|6}+1} Panic: 1 | Speed: 4" | Combat Skill: +0 | Toughness: 5 | AI: Aggressive Criminal gangs obsessed with body enhancement. They often form sub-communities where they communicate through incoherent gibberish. Careless: You are +1 to Seize the Initiative (for a final modifier of 0) Weapons: Specialist Weapons: |
40-42 |
Black Ops Team Numbers: Resolve: {{4|5|6}} Panic: 1 | Speed: 6" | Combat Skill: +2 | Toughness: 5 | AI: Tactical Highly trained, elite killers tasked with neutralizing the most dangerous targets. Who did you make angry this time? Tough fight: A random survivor gains +1 XP. Weapons: Specialist Weapons: |
43-46 |
War Bots Numbers: Resolve: {{4|5|6}} Panic: 0 | Speed: 3" | Combat Skill: +1 | Toughness: 4 | AI: Aggressive The CIM model war Bot, nicknamed ‘The Demon’, is a mainstay of high-tech, mech-infantry forces. Fearless: Never affected by Morale. 5+ Saving Throw (Armor) Weapons: Specialist Weapons: |
47-50 |
Secret Agents Numbers: Resolve: {{4|5|6}} Panic: 1-2 | Speed: 5" | Combat Skill: +1 | Toughness: 4 | AI: Cautious Likely to be spooks working for some powerful organization. Loot: Gain an extra Loot roll if Holding the Field Intrigue: Roll 2D6, and add +1 if you killed a Lieutenant and/or Unique Individual. On a 9+, you obtain a Quest Rumor. Weapons: Specialist Weapons: |
51-53 |
Assassins Numbers: Resolve: {{4|5|6}} Panic: 1 | Speed: 6" | Combat Skill: +2 | Toughness: 3 | AI: Aggressive Hired killers. The sort who would garrote themselves AND their grandmother if the job paid enough. Gruesome: Characters rolling for post-battle Injuries must apply a -5 to the roll. Tough fight: A random survivor gains +1 XP. Weapons: Specialist Weapons: |
54-59 |
Feral Mercenaries Numbers: Resolve: {{4|5|6}+2} Panic: 1-2 | Speed: 5" | Combat Skill: +0 | Toughness: 4 | AI: Aggressive Uplifted Humans merged with animal features, typically wolves. Quick feet: They add +1” to the distance for any Dash move. Weapons: Specialist Weapons: |
60-64 |
Skulker Mercenaries Numbers: Resolve: {{4|5|6}+3} Panic: 1-2 | Speed: 7" | Combat Skill: +0 | Toughness: 3 | AI: Cautious Rat-man humanoids. These pests will work for anyone paying, and are surprisingly loyal. Alert: You are -1 to Seize the Initiative (for a total of -2). Scavengers: Roll twice on the Battlefield Finds Table. Weapons: Specialist Weapons: |
65-74 |
Corporate Security Numbers: Resolve: {{4|5|6}+1} Panic: 1-2 | Speed: 4" | Combat Skill: +1 | Toughness: 4 | AI: Defensive The corporations pay better than the Unity armed forces, plus great dental insurance. 6+ Saving Throw. Weapons: Specialist Weapons: |
75-79 |
Unity Grunts Numbers: Resolve: {{4|5|6}+1} Panic: 1 | Speed: 5" | Combat Skill: +1 | Toughness: 4 | AI: Tactical While often dismissed as unimaginative cannon fodder, Unity troops are well-trained professionals. 6+ Saving Throw Weapons: Specialist Weapons: |
80-85 |
Security Bots Numbers: Resolve: {{4|5|6}+1} Panic: 0 | Speed: 3" | Combat Skill: +0 | Toughness: 5 | AI: Defensive Typical security bots used to guard all manner of installations and locations. Careless: You are +1 to Seize the Initiative (for a total of 0). Fearless: Never affected by Morale. 6+ Saving Throw Weapons: Specialist Weapons: |
86-90 |
Black Dragon Mercs Numbers: Resolve: {{4|5|6}+1} Panic: 1-2 | Speed: 5" | Combat Skill: +1 | Toughness: 4 | AI: Tactical Extremely professional, the Black Dragons have carefully cultivated a reputation for “clean” operations and high standards. Stubborn: They ignore the first casualty of the battle when making a Morale check. Weapons: Specialist Weapons: |
91-95 |
Rage Lizard Mercs Numbers: Resolve: {{4|5|6}} Panic: 1-2 | Speed: 4" | Combat Skill: +1 | Toughness: 5 | AI: Tactical The Rage Lizard mercenary unit specialize in boarding, and ship-board operations. Up close: If a Rage Lizard is within 1” of terrain, they may add +1 to Brawling rolls. Weapons: Specialist Weapons: |
96-100 |
Blood Storm Mercs Numbers: Resolve: {{4|5|6}} Panic: 1 | Speed: 4" | Combat Skill: +1 | Toughness: 4 | AI: Aggressive Outlawed in many systems, the Blood Storm merc company are cold-blooded killers. They will take any assignment that doesn’t involve an excessive amount of warcrimes. Ferocious: +1 to Brawling rolls when initiating combat Weapons: Specialist Weapons: |
d100 | Result |
---|---|
1-6 |
Renegade Soldiers Numbers: Resolve: {{4|5|6}+1} Panic: 1-2 | Speed: 4" | Combat Skill: +1 | Toughness: 5 | AI: Tactical Deserters, mutineers, and other scoundrels. These groups often declare themselves local warlords and overlords. Grudge: If encountered as Rivals, they bring one additional figure. Weapons: Specialist Weapons: |
7-13 |
Bounty Hunters Numbers: Resolve: {{4|5|6}} Panic: 1-2 Speed: 5" Combat Skill: +1 Toughness: 4 AI: Tactical Hunting down fugitives and people the warlords, governments, and gang bosses want found is a booming business, especially if you aren’t too fussed about the legality of it all. Intrigue: Roll 2D6 and add +1 if you killed a Lieutenant and/or Unique Individual. On a 9+, you obtain a Quest Rumor. Weapons: Specialist Weapons: |
14-17 |
Abandoned Numbers: Resolve: {{4|5|6}+1} Panic: 1-3 | Speed: 4" | Combat Skill: +0 | Toughness: 3 | AI: Aggressive Occasionally, a sort of sickness strikes crews in deep space for extended durations. The causes are unknown but they often seek out old acquaintances, attacking in an animal-like fever. Careless: You are +1 to Seize the Initiative. Cowardly: Lieutenants are affected by Morale dice. Weapons: Specialist Weapons: |
18-27 |
Vigilantes Numbers: Resolve: {{4|5|6}+1} Panic: 1-2 |Speed: 4" | Combat Skill: +0 | Toughness: 4 | AI: Aggressive Disgruntled locals who have decided to take matters into their own hands. Persistent: If encountered as Rivals, all rolls to remove them from Rival status are at -1. Weapons: Specialist Weapons: |
28-35 |
Isolationists Numbers: Resolve: {{4|5|6}+1} Panic: 1-2 | Speed: 4" | Combat Skill: +0 | Toughness: 3 | AI: Cautious Whenever a group of people declare that they are a political unit, inevitably a smaller group will declare that they will have nothing to do with the rest of them. Dogged: If reduced to only 1 or 2 figures, they become Fearless and will not flee. Weapons: Specialist Weapons: |
36-41 |
Zealots Numbers: Resolve: {{4|5|6}+2} Panic: 1 | Speed: 5" | Combat Skill: +0 | Toughness: 4 | AI: Aggressive Near-suicidal devotees to some cause, belief, principle, or brand loyalty. Ferocious: +1 to Brawling rolls when initiating combat. Weapons: Specialist Weapons: |
42-48 |
Mutants Numbers: Resolve: {{4|5|6}+3} Panic: 1-3 | Speed: 4" | Combat Skill: +0 | Toughness: 5 | AI: Aggressive The result of genetic warfare, black-site experiments, or hostile environments, these wretches are often treated with considerable prejudice. Needless to say, eventually some decide to fight back. Cowardly: Lieutenants are affected by Morale dice Weapons: Specialist Weapons: |
49-52 |
Primitives Numbers: Resolve: {{4|5|6}+2} Panic: 1-2 | Speed: 6" | Combat Skill: +1 | Toughness: 3 | AI: Aggressive For various reasons, space is full of groups of Humans or aliens existing on a pre-industrial level. Going medieval: Instead of normal weapons, each carries a Blade. Specialists carry a Brutal Melee Weapon Weapons: Specialist Weapons: |
53-56 |
Precursor Exiles Numbers: Resolve: {{4|5|6}} Panic: 1-2 | Speed: 6" | Combat Skill: +1 | Toughness: 4 | AI: Tactical The refined and elegant Precursors are rarely seen in Human space. Those that are met tend to be the outcasts, and those too wild to find a place in their serene home culture. Prediction: You cannot Seize the Initiative Weapons: Specialist Weapons: |
57-63 |
K'Erin Colonists Numbers: Resolve: {{4|5|6}+1} Panic: 1 | Speed: 5" | Combat Skill: +1 | Toughness: 4 | AI: Aggressive When this warrior-species decides to colonize a world, war almost inevitably follows. Stubborn: They ignore the first casualty of the battle when making a Morale check Invasion Threat Weapons: Specialist Weapons: |
64-68 |
Swift War Squad Numbers: Resolve: {{4|5|6}+2} Panic: 1 | Speed: 6" | Combat Skill: +0 | Toughness: 3 | AI: Aggressive Diminutive winged lizards who live in a highly ritualistic caste society. Unpredictable: Seize the Initiative roll is always unmodified. Weapons: Specialist Weapons: |
69-72 |
Soulless Task Force Numbers: Resolve: {{4|5|6}} Panic: 1 | Speed: 4" | Combat Skill: +2 | Toughness: 5 | AI: Tactical Alien robot species operating in an inter-linked hive mind of sorts. Inscrutable. 6+ Saving Throw Weapons: Specialist Weapons: |
73-76 |
Tech Zealots Numbers: Resolve: {{4|5|6}+1} Panic: 1-2 | Speed: 5" | Combat Skill: +0 | Toughness: 5 | AI: Aggressive Cultists who worship technology. Often brimming with poorly fitted cybernetics. Loot: Gain an extra Loot roll if Holding the Field 6+ Saving Throw Weapons: Specialist Weapons: |
77-83 |
Colonial Militia Numbers: Resolve: {{4|5|6}+1} Panic: 1-2 | Speed: 4" | Combat Skill: +0 | Toughness: 3 | AI: Cautious The armed militia of a colony is its first line of defense and often doubles as law enforcement. Occasionally, the distinction between “organized militia”, “armed criminal gang,” and “gun-toting lunatics” can be deceptively difficult to tell. Home field advantage: They always count as being in Cover if they are on their third of the table and are not within 12” of the shooter. Weapons: Specialist Weapons: |
84-88 |
Planetary Nomads Numbers: Resolve: {{4|5|6}+2} Panic: 1-2 | Speed: 6" | Combat Skill: +0 | Toughness: 3 | AI: Cautious On many habitable worlds, colonists will abandon civilization and go live among the dunes and jungles. They tend to react very poorly to interlopers. Alert: You are -1 to Seize the Initiative. Weapons: Specialist Weapons: |
89-100 |
Salvage Team Numbers: Resolve: {{4|5|6}+1} Panic: 1-2 | Speed: 4" | Combat Skill: +0 | Toughness: 4 | AI: Cautious A rival crew looking for salvage, and ready to fight for it. Scavengers: Roll twice on the Battlefield Finds Table Weapons: Specialist Weapons: |
d100 | Result |
---|---|
1-4 |
Converted Acquisition Numbers: Resolve: {{4|5|6}+1} Panic: 0 | Speed: 4" | Combat Skill: +0 | Toughness: 5 | AI: Aggressive Nightmarish cyborg race that replenishes their ranks through captives and corpses, enhanced with bolted-in weaponry and control circuitry. Careless: You are +1 to Seize the Initiative. Built-in: Always count as stationary when firing. Invasion Threat. +1. 6+ Saving Throw. Weapons: Specialist Weapons: You’ve stumbled into something dangerous in the area, and must fight for your life. Any valuables found will typically be remnants of some unlucky prior crew found in the vicinity. Enemies from this list never become Rivals. They are never accompanied by Unique Individuals. |
5-12 |
Converted Infiltrators Numbers: Resolve: {{4|5|6}+1} Panic: 0 | Speed: 4" | Combat Skill: +0 | Toughness: 4 | AI: Aggressive The Converted often send in adapted members of a prospective target species to scout and spy. Invasion Threat. 6+ Saving Throw Weapons: Specialist Weapons: You’ve stumbled into something dangerous in the area, and must fight for your life. Any valuables found will typically be remnants of some unlucky prior crew found in the vicinity. Enemies from this list never become Rivals. They are never accompanied by Unique Individuals. |
13-18 |
Abductor Raiders Numbers: Resolve: {{4|5|6}+3} Panic: 1 | Speed: 4" | Combat Skill: +0 | Toughness: 3 | AI: Aggressive The short, large-headed clone species known as the Abductors are despised throughout space. They insist they are abducting and mind-controlling other sapients for a higher purpose. Invasion Threat. Weapons: Specialist Weapons: You’ve stumbled into something dangerous in the area, and must fight for your life. Any valuables found will typically be remnants of some unlucky prior crew found in the vicinity. Enemies from this list never become Rivals. They are never accompanied by Unique Individuals. |
19-28 |
Swarm Brood Numbers: Resolve: {{4|5|6}+2} Panic: 0 | Speed: 6" | Combat Skill: +1 | Toughness: 4 | AI: Beast Multiple-limbed aliens that react to all other lifeforms with extreme violence. Pack hunters: All Brawls initiated by Swarm are resolved at the end of the Enemy Actions phase. Swarm will always attempt to gang up on prey, where possible. Invasion Threat Weapons:Claws: Damage +1 You’ve stumbled into something dangerous in the area, and must fight for your life. Any valuables found will typically be remnants of some unlucky prior crew found in the vicinity. Enemies from this list never become Rivals. They are never accompanied by Unique Individuals. |
29-34 |
Haywire Robots Numbers: Resolve: {{4|5|6}+2} Panic: 0 | Speed: 3" | Combat Skill: +0 | Toughness: 4 | AI: Rampage Occasionally, robots go berserk. This isn’t a problem when it’s a cat-sized cleaning device. It is a problem when the robot is a mining or construction bot. Careless: You are +1 to Seize the Initiative. 6+ Saving Throw Weapons: Smash You’ve stumbled into something dangerous in the area, and must fight for your life. Any valuables found will typically be remnants of some unlucky prior crew found in the vicinity. Enemies from this list never become Rivals. They are never accompanied by Unique Individuals. |
35-44 |
Razor Lizards Numbers: Resolve: {{4|5|6}+2} Panic: 1-2 | Speed: 6" | Combat Skill: +1 | Toughness: 3 | AI: Beast An over-sized lizard brimming with spikes and sharp teeth. Needle fangs: Armor Saving Throws are ignored. Weapons:Fangs You’ve stumbled into something dangerous in the area, and must fight for your life. Any valuables found will typically be remnants of some unlucky prior crew found in the vicinity. Enemies from this list never become Rivals. They are never accompanied by Unique Individuals. |
45-56 |
Sand Runners Numbers: Resolve: {{4|5|6}+1} Panic: 1-2 | Speed: 7" | Combat Skill: +0 | Toughness: 3 | AI: Beast Fast predators associated with desert planets. As they are somewhat trainable, they can be found on many Human worlds, though unfortunately, if set free, they revert to wild behavior very quickly. Leap: If they end a move within 3” of a Human, they may leap into contact as a Free Action. Weapons:Fangs: +1 Damage You’ve stumbled into something dangerous in the area, and must fight for your life. Any valuables found will typically be remnants of some unlucky prior crew found in the vicinity. Enemies from this list never become Rivals. They are never accompanied by Unique Individuals. |
57-63 |
Void Rippers Numbers: Resolve: {{4|5|6}} Panic: 1-2 | Speed: 5" | Combat Skill: +1 | Toughness: 5 | AI: Beast Swarms of extremely aggressive fish-like flyers. They can rip a man to shreds in moments. Gruesome: Characters rolling for post-battle Injuries must apply a -5 to the roll. Weapons:Fangs You’ve stumbled into something dangerous in the area, and must fight for your life. Any valuables found will typically be remnants of some unlucky prior crew found in the vicinity. Enemies from this list never become Rivals. They are never accompanied by Unique Individuals. |
64-69 |
Krorg Numbers: Resolve: {{4|5|6}} Panic: 1-2 | Speed: 5" | Combat Skill: +2 | Toughness: 6 | AI: Rampage These beasts resemble a bear from Old Earth, but with huge claws and a surly demeanor. Ferocious: +1 to Brawling rolls when initiating combat. Easy targets: +1 when firing at this enemy. 5+ Saving Throw. Tough fight: A random survivor gains +1 XP. Weapons:Claws: Damage +2 You’ve stumbled into something dangerous in the area, and must fight for your life. Any valuables found will typically be remnants of some unlucky prior crew found in the vicinity. Enemies from this list never become Rivals. They are never accompanied by Unique Individuals. |
70-77 |
Large Bugs Numbers: Resolve: {{4|5|6}+2} Panic: 1 | Speed: 5" | Combat Skill: +1 | Toughness: 5 | AI: Rampage Over-sized insects and other creepy-crawlies are a distressingly common sight throughout space. Easy targets: +1 when firing at this enemy. Stubborn: They ignore the first casualty of the battle when making a Morale check Weapons:Mandibles: Damage +1 You’ve stumbled into something dangerous in the area, and must fight for your life. Any valuables found will typically be remnants of some unlucky prior crew found in the vicinity. Enemies from this list never become Rivals. They are never accompanied by Unique Individuals. |
78-84 |
Carnivore Chasers Numbers: Resolve: {{4|5|6}+2} Panic: 1-2 | Speed: 6" | Combat Skill: +0 | Toughness: 4 | AI: Beast Fast pack predators. Will hunt any prey they can bring down. Alert: You are -1 to Seize the Initiative Weapons: Fangs You’ve stumbled into something dangerous in the area, and must fight for your life. Any valuables found will typically be remnants of some unlucky prior crew found in the vicinity. Enemies from this list never become Rivals. They are never accompanied by Unique Individuals. |
85-97 |
Vent Crawlers Numbers: Resolve: {{4|5|6}} Panic: 0 |Speed: 6" | Combat Skill: +2 | Toughness: 4 | AI: Rampage Homicidal alien lifeforms that like to lurk inside starships and on strange moons. Fate worse than death: If the post-battle Injury roll is death, the character cannot be saved, and no rerolls are possible for any reason Weapons: Claws You’ve stumbled into something dangerous in the area, and must fight for your life. Any valuables found will typically be remnants of some unlucky prior crew found in the vicinity. Enemies from this list never become Rivals. They are never accompanied by Unique Individuals. |
98-100 |
Distorts Numbers: Resolve: {{4|5|6}} Panic: 0 |Speed: 4" | Combat Skill: +0 | Toughness: 4 | AI: Beast Extra-dimensional horrors. It’s rumored they are the remnants of sapient beings who were lost in teleport accidents. Stubborn: They ignore the first casualty when making a Morale check. Shimmer: Move through terrain and solid obstacles. When slain, roll 1D6. On a 5-6, another Distort is placed 1D6” further away Weapons: Claws: Damage +3 You’ve stumbled into something dangerous in the area, and must fight for your life. Any valuables found will typically be remnants of some unlucky prior crew found in the vicinity. Enemies from this list never become Rivals. They are never accompanied by Unique Individuals. |
d12 | Result |
---|---|
1-8 |
None |
9-11 |
Roll on "Unique Individual Subtable" |
12 |
Roll on "Unique Individual Subtable" and Roll on "Unique Individual Subtable" |
d100 | Result |
---|---|
1-6 |
Enemy Bruiser A particularly unpleasant-looking individual. Speed: * | Combat Skill: * | Toughness: +1 | AI: Guardian | Luck: 0 Weapons: Power Claw |
7-12 |
Enemy Heavy The enemy has opted to bring some additional firepower. Speed: * | Combat Skill: * | Toughness: * | AI: Defensive | Luck: 0 Weapons: Rattle Gun |
13-17 |
Enemy Boss One of the worst has managed to climb to the top of the hierarchy. Bosses reduce Panic range by 1, but when slain, an extra Morale die must be rolled. Speed: * | Combat Skill: +1 | Toughness: +1 | AI: - | Luck: 1 Weapons: Hand Cannon |
18-22 |
Hired Killer Will murder for credits. Speed: 5" | Combat Skill: +1 | Toughness: 5 | AI: Aggressive | Luck: 1 Weapons: Machine Pistol |
23-25 |
Corporate Spook One of the mega-corps must be up to no good if they send these creeps. If all other enemies are slain or Bail, the Spook Bails as well. If the Spook is slain, you automatically receive a Corporate Rival. Speed: 5" | Combat Skill: +1 | Toughness: 4 | AI: Cautious| Luck: 1 Weapons: Hand Laser |
26-30 |
Bounty Tracker Someone is willing to pay money to have you brought in, warm, or cold. Speed: 5" | Combat Skill: +1 | Toughness: 5 | AI: Aggressive | Luck: 1 Weapons: Shotgun |
31-35 |
Callous Merc Bitter and disillusioned mercenaries sometimes strike out on their own. Speed: 4" | Combat Skill: +2 | Toughness: 5 | AI: Tactical | Luck: 1 Weapons: Infantry Laser |
36-41 |
Freelancer A troubleshooter hired to supervise an operation and take care of any intrusions. If the freelancer is slain in a Brawl, you may roll on the Loot Table (p.131) and claim the item for use immediately Speed: 4" | Combat Skill: +1 | Toughness: 4 | AI: Tactical | Luck: 1 Weapons: Hand Cannon |
42-44 |
Secret Agent Mysterious individual packing some state-of-the-art murder implements. Target: Randomly select a crew member. The agent will attempt to move towards and attack them, only firing at other targets if they are in the way or the priority target is not visible. May fire at the priority target, even if it is not the closest Speed: 6" | Combat Skill: +2 | Toughness: 4 | AI: Aggressive | Luck: 1 Weapons: Hand Laser |
45-48 |
Hulker Brawler A burly, post-Human uplift, brimming with strength and barely contained anger. Melee fighter: +1 to Combat Skill when Brawling Speed: 4" | Combat Skill: +1 | Toughness: 6 | AI: Aggressive | Luck: 0 Weapons: Hand Cannon |
49-53 |
Gunslinger One of any number of trigger-happy people that seem to congregate in Fringe Space. The best of them are frighteningly effective at their craft. Sharp shooter. +1 to Combat Skill when shooting Speed: 5" | Combat Skill: +1 | Toughness: 4 | AI: Tactical | Luck: 1 Weapons: |
54-56 |
Engineer Tech A quiet alien species fascinated with technology and gadgetry. Speed: 6" | Combat Skill: +1 | Toughness: 4 | AI: Cautious | Luck: 1 Weapons: |
57-61 |
Mutant Bruiser A misshapen beast of a creature, irregular in both body and temperament. Ferocious: +1 to Brawling rolls when initiating combat Speed: 4" | Combat Skill: +1 | Toughness: 4 | AI: Guardian | Luck: 1 Weapons: Shotgun |
62-65 |
Precursor Wanderer An alien mystic, brimming with psionic energies. One with the Flow: Moves before the Quick Actions phase. 6+ Saving Throw Speed: 7" | Combat Skill: +2 | Toughness: 4 | AI: Aggressive | Luck: 1 Weapons: Infantry Laser |
66-69 |
Hakshan Investigator Odd, suited aliens that trek the galaxy in search of something vitally important to their species. Speed: 5" | Combat Skill: +0 | Toughness: 4 | AI: Defensive | Luck: 1 Weapons: |
70-75 |
K'Erin Warrior A noble alien warrior seeking adventure. Speed: 5" | Combat Skill: +2 | Toughness: 5 | AI: Aggressive | Luck: 1 Weapons: Machine Pistol |
76-79 |
Nomad Scout A skilled tracker and shooter, hiring out to the starfolk for credits. Concealed: Always counts as being in Cover when fired upon. Speed: 6" | Combat Skill: +1 | Toughness: 4 | AI: Defensive | Luck: 0 Weapons: |
80-82 |
Cyborg Merc A mercenary stuffed full of cybernetic enhancements. Often contemptuous of the “meat-bags” they fight alongside. 6+ Saving Throw Speed: 7" | Combat Skill: +2 | Toughness: 6 | AI: Tactical| Luck: 1 Weapons: Auto Rifle |
83-85 |
Rogue Psionic Self-taught psionics are a substantial asset in a gun battle Speed: 4" | Combat Skill: +0 | Toughness: 4 | AI: Cautious | Luck: 3 Weapons: |
86-91 |
Gene Dog Enhanced versions of Earth-dog breeds, usually modified to withstand the environment. Loyal: When owner or Dog moves into a Brawl, it is not resolved until both have had a chance to act. If the owner is slain, the Dog becomes Fearless and remains in place, but attacks anyone that approaches within 8”. If all other enemies are slain or Bailed, it will also Bail. Speed: 6" | Combat Skill: +1 | Toughness: 4 | AI:Guardian | Luck: 0 Weapons: |
92-96 |
Sand Runner These fierce lizards can make surprisingly loyal companions. Speed: 7" | Combat Skill: +0 | Toughness: 3 | AI:Guardian | Luck: 0 Weapons: |
97-100 |
Mk II Security Bot The state-of-the-art in robotic security details. Targeting AI: May fire twice per round at the two closest visible targets. If only one target is visible, only one shot is taken. 6+ Saving Throw. Speed: 4" | Combat Skill: +2 | Toughness: 4 | AI: Guardian | Luck: 0 Weapons: |
d100 | Result |
---|---|
1-15 |
No time limit. |
16-45 |
The objective must be completed in the first 6 rounds after first contact with the enemy. |
46-70 |
The objective must be completed in the first 5 rounds after first contact with the enemy. |
71-85 |
The objective must be completed in the first 4 rounds after first contact with the enemy. |
86-100 |
No time limit. Extraction unknown. |
d100 | Result |
---|---|
1-30 |
The mission ends immediately. |
31-50 |
You must exit across any battlefield edge. |
51-70 |
You must exit across any battlefield edge within the next 3 rounds, or you will fail the mission. |
71-85 |
You must exit across the battlefield edge you arrived from. |
86-100 |
4 additional basic enemies arrive from the opposing battlefield edge. The mission ends when all figures exit across any battlefield edge OR after 3 game turns. |