5PH Readying for Battle (Patron)

Result

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"

Subcharts

Deployment Conditions (d100)

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.

Notable Sights (d100)

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).

Patron Mission Objectives (d100)

d100 Result

1-8

Access
You must reach a computer console in the exact center of the battlefield. Once there, you must gain access. This requires a roll of 1D6+Savvy, scoring a 6+. A Combat Action is required for each attempt, but up to two characters can make the attempt every round.

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
An item needed for the Quest is placed at the center of the table. A crew member must move into contact, take a Combat Action, and then move off the table.

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
Your objective is to drive off the enemy. To Win, you must Hold the Field.

• If the opposing AI is normally Cautious, Defensive, or Tactical, change it to Aggressive.

• Add +1 when determining the enemy numbers.

21-28

Deliver
A crew member of your choosing is carrying a package. The package must be delivered to the exact center of the table. A suitable marker or terrain feature should be placed there. Placing the package safely requires a Combat Action. 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 all enemies, you Win as long as the package is undamaged.

29-34

Eliminate
Select a random enemy figure. They are the target. If they are killed, you Win the mission. If the target would Bail from the battle (see p.114), put a marker next to them and leave them in place. For the next round, the target cannot move, but may shoot and fight normally. If you fail to kill them in this final round, they make good their escape, and the mission has failed.

35-38

Fight Off
There is no objective other than driving off the enemy. To Win, you must Hold the Field.

39-45

Investigate
Place 6 markers, scattered evenly around the table. None should be within 6” of a table edge. When a crew member moves within 1” of a marker, remove it from the table, then roll 1D6. If the roll is equal or below the number of markers removed so far, the objective has been achieved.

46-51

Move Through
You Win the mission if at least 2 crew members move off the opposing battlefield edge. If you drive off all enemies, you Win as long as you have at least 2 crew members remaining.

52-57

Patrol
Tally up the number of large terrain features (or equivalent clustered features) on the table and, using a suitable die, select 3 of them at random. During the battle, a crew member must end a move within 2” of each feature.

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
You will be accompanied by a VIP character (Reactions 1 / 4” / +0 / 3). They are unarmed and may never initiate a Brawl, but will defend normally. They cannot be given any equipment. The VIP must set up at least 12” from the center of the table. The enemy must set up 12” from the center on their side. Treat the VIP as another member of your crew. If the VIP spends a full round within 3” of the center of the table, you Win. If you achieve this within the first 4 rounds of the game, you earn an additional 2 credits in pay.

65-71

Rescue
Place a figure randomly Roll 1d6” from the center of the table. They will be ignored by the enemy until you move a crew member within 1”.

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
You Win the mission if at least 2 crew members move off the opposing battlefield edge. If you drive off all enemies, you Win as long as you have at least 2 crew members remaining.

78-85

Search
Put a token on each medium or large terrain feature. A character in contact with, inside, or on the feature may search it as a Combat Action.

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
Place the objective Roll 1d6” from the center of the table. To complete the mission, a crew member must begin their activation within 1” of the objective and not within Line of Sight of any enemy.

93-100

Sweep
Place three objectives spread evenly throughout the table. None may be within 6” of a table edge. If a crew member begins an activation within 1” of an objective, and no enemies are within 4”, the objective is removed. Once all three objectives have been removed, the mission is a success.

Enemy Encounter Tables (Patron) (d100)

d100 Result

1-25

Priority Target:
Roll on "Unique Individual Check"

Threats:
Roll on "Criminal Elements Subtable"

26-60

Priority Target:
Roll on "Unique Individual Check"

Threats:
Roll on "Hired Muscle Subtable"

61-75

Priority Target:
Roll on "Unique Individual Check"

Threats:
Roll on "Interested Parties Subtable"

76-100

Threats:
Roll on "Roving Threats Subtable"

Criminal Elements Subtable (d100)

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:
Roll on "Standard Enemy Weapons (Column 1)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

.

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:
Roll on "Standard Enemy Weapons (Column 1)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

.

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:
Blade: Melee
Roll on "Standard Enemy Weapons (Column 1)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

.

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:
Roll on "Standard Enemy Weapons (Column 1)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

.

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:
Blade: Melee
Roll on "Standard Enemy Weapons (Column 1)"
Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

.

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:
Blade: Melee
Roll on "Standard Enemy Weapons (Column 2)"
Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column C)"

.

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:
Roll on "Standard Enemy Weapons (Column 1)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

.

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:
Roll on "Standard Enemy Weapons (Column 2)"
Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

.

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:
Roll on "Standard Enemy Weapons (Column 2)" 
Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

.

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:
Blade: Melee
Roll on "Standard Enemy Weapons (Column 2)" 
Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

.

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:
Roll on "Standard Enemy Weapons (Column 1)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

.

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:
Roll on "Standard Enemy Weapons (Column 3)"
Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column C)"

.

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:
Roll on "Standard Enemy Weapons (Column 1)" 
Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

.

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:
Blade: Melee
Roll on "Standard Enemy Weapons (Column 1)" 
Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

.

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:
Roll on "Standard Enemy Weapons (Column 1)" 
Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

.

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.

Standard Enemy Weapons (Column 1) (d6)

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
Blade: +1 Dice in Brawl

6

Shotgun: 12" | 2 Shots | 1 Damage | Focused

Standard Enemy Weapons (Column 2) (d6)

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

Standard Enemy Weapons (Column 3) (d6)

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

Specialist Enemy Weapons (Column A) (d6)

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
Ripper Sword: +1 Damage, Melee

Specialist Enemy Weapons (Column B) (d6)

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

Specialist Enemy Weapons (Column C) (d6)

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

Hired Muscle Subtable (d100)

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column C)"

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:
Roll on "Standard Enemy Weapons (Column 1)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

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:
Roll on "Standard Enemy Weapons (Column 3)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

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:
Roll on "Standard Enemy Weapons (Column 3)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column C)"

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column C)"

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:
Blade: Melee
Roll on "Standard Enemy Weapons (Column 1)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column C)"

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column C)"

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column C)"

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:
Roll on "Standard Enemy Weapons (Column 3)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

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:
Blade: Melee
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

Interested Parties Subtable (d100)

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

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:
Roll on "Standard Enemy Weapons (Column 1)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

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:
Roll on "Standard Enemy Weapons (Column 1)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

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:
Roll on "Standard Enemy Weapons (Column 1)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

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:
Roll on "Standard Enemy Weapons (Column 1)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

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:
Roll on "Standard Enemy Weapons (Column 1)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

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:
Blade: Melee

Specialist Weapons:
Brutal Melee Weapon: Clumsy, Melee

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:
Roll on "Standard Enemy Weapons (Column 3)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

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:
Blade: Melee
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

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:
Roll on "Standard Enemy Weapons (Column 1)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

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:
Roll on "Standard Enemy Weapons (Column 3)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column C)"

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:
Roll on "Standard Enemy Weapons (Column 3)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column C)"

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

Roving Threats Subtable (d100)

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column B)"

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:
Roll on "Standard Enemy Weapons (Column 1)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

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:
Roll on "Standard Enemy Weapons (Column 2)"

Specialist Weapons:
Roll on "Specialist Enemy Weapons (Column A)"

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.

Unique Individual Check (d12)

d12 Result

1-8

None

9-11

Roll on "Unique Individual Subtable"

12

Roll on "Unique Individual Subtable"

and

Roll on "Unique Individual Subtable"

Unique Individual Subtable (d100)

d100 Result

1-6

Enemy Bruiser

A particularly unpleasant-looking individual.

Speed: * | Combat Skill: * | Toughness: +1 | AI: Guardian | Luck: 0

Weapons: Power Claw
Range: Brawl | Shots: - | Damage: +3 | Melee, Clumsy

7-12

Enemy Heavy

The enemy has opted to bring some additional firepower.

Speed: * | Combat Skill: * | Toughness: * | AI: Defensive | Luck: 0

Weapons: Rattle Gun
Range: 24" | Shots: 3 | Damage: +0 | Heavy

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:
Brutal Melee Weapon
Range: Brawl | Shots: - | Damage: +1 | Melee, Clumsy

Hand Cannon
Range: 8" | Shots: 1 | Damage: +2 | Pistol

18-22

Hired Killer

Will murder for credits.

Speed: 5" | Combat Skill: +1 | Toughness: 5 | AI: Aggressive | Luck: 1

Weapons:
Blade
Range: Brawl | Shots: - | Damage: +0 | Melee

Machine Pistol
Range: 8" | Shots: 2 | Damage: +0 | Pistol, Focused

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
Range: 12" | Shots: 1 | Damage: +0 | Pistol, Snap Shot

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:
Blade
Range: Brawl | Shots: - | Damage: +0 | Melee

Shotgun
Range: 12" | Shots: 2 | Damage: +1 | Focused

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:
Blade
Range: Brawl | Shots: - | Damage: +0 | Melee

Infantry Laser
Range: 30" | Shots: 1 | Damage: 0 | Snap Shot

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:
Blade
Range: Brawl | Shots: - | Damage: +0 | Melee

Hand Cannon
Range: 8" | Shots: 1 | Damage: 2 | Pistol

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:
Glare Sword
Range: Brawl | Shots: - | Damage: +0 | Melee, Elegant, Piercing

Hand Laser
Range: 12" | Shots: 1 | Damage: 0 | Pistol, Snap Shot

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:
Brutal Melee Weapon
Range: Brawl | Shots: - | Damage: +1 | Melee, Clumsy

Hand Cannon
Range: 8" | Shots: 1 | Damage: +2 | Pistol

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:
Machine Pistol
Range: 8" | Shots: 2 | Damage: +0 | Pistol, Focused

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:
Blast Pistol
Range: 8" | Shots: 1 | Damage: +1 | Pistol

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:
Brutal Melee Weapon
Range: Brawl | Shots: - | Damage: +1 | Melee, Clumsy

Shotgun
Range: 12" | Shots: 2 | Damage: +2 | -

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:
Glare Sword
Range: Brawl | Shots: - | Damage: +0 | Melee, Elegant, Piercing

Infantry Laser
Range: 30" | Shots: 1 | Damage: +0 | Snap Shot

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:
Plasma Rifle
Range: 20" | Shots: 2 | Damage: +1 | Focused, Piercing

70-75

K'Erin Warrior

A noble alien warrior seeking adventure.

Speed: 5" | Combat Skill: +2 | Toughness: 5 | AI: Aggressive | Luck: 1

Weapons:
Ripper Sword
Range: Brawl | Shots: - | Damage: +1 | Melee

Machine Pistol
Range: 8" | Shots: 2 | Damage: +0 | Pistol, Focused

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:
Marksman's Rifle
Range: 36" | Shots: 1 | Damage: +0 | Heavy

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:
Power Claw
Range: Brawl | Shots: - | Damage: +3 | Melee, Clumsy

Auto Rifle
Range: 24" | Shots: 2 | Damage: +0 | -

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:
Hand Gun
Range: 12" | Shots: 1 | Damage: +0 | Pistol

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:
Fangs: Damage: +1

92-96

Sand Runner

These fierce lizards can make surprisingly loyal companions.

Speed: 7" | Combat Skill: +0 | Toughness: 3 | AI:Guardian | Luck: 0

Weapons:
Fangs: Damage: +1

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:
Fury Rifle
Range: 24" | Shots: 1 | Damage: +2 | Heavy, Piercing

Time Constraints (d100)

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.

Extraction (d100)

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.