Savage Scum and Villainy Jobs by Ship Type (d3)

d3 STARDANCER (Smuggler) CERBERUS (Bounty Hunter) FIREDRAKE (Rebel)

1

Roll d6 on [1:A faction war needs a delivery of weapons and supplies pastthe enemy line.;2:A fugitive will pay to be smuggled into the next system.;3:A Cult wants you to move their Chosen One past a Church/Legion checkpoint.;4:Living cargo needs to be transported, but is hard to contain and pin down once loose.;5:A client wants you to move a package for two weeks straight. No stopping. No peeking.;6:Transporting the goods is easy, but can you convince a socialite to give you the job?]

Roll d6 on [1:A Syndicate courier ran with his package. Nab him before he sells it to another Syndicate.;2:A Noble’s servant (with secrets) is running. Fight any others who want to claim the bounty.;3:Someone stole the Starsmith’s prototype vessel. Hunt them down.;4:A Legionnaire defector has been missing for years, but a rumor of their location surfaces.;5:The child of a diplomat was kidnapped in transit. Spring them from pirates.;6:A bounty is placed on a dangerous Way creature on Aketi.]

Roll d6 on [1:The Legion is holding an ally in a facility surrounded by toxic waters on Aleph.;2:The Hegemony has troops in place to keep local xenos in line. Run a blockade to get them supplies.;3:A local faction found your staging base and is using it, but you need it for an upcoming job.;4:A Hegemonic bureaucrat with incriminating info wants to defect, but needs help getting out.;5:Recruit a hotshot pilot who knows a secret route for your next job.;6:Important sympathizers have clandestine information to hand off at a fancy party.]

2

Roll d6 on [1:Someone wants you to accept a job for a faction, but give them the goods instead.;2:An ace pilot wants you to smuggle their custom, illegally modified racing ship to the start line past Guild inspections.;3:A simple job, except the cargo isn’t what they said it was, and it gets dangerous mid-trip.;4:Smuggle a Way creature to a planetside mystic. Just one problem—it has to be carried inside one of the crew.;5:Smuggle an artifact out of an archaeological dig.;6:Run a Guild trade embargo to get a key scientist off the planet.]

Roll d6 on [1:A large prison breakout happens on Isotropa Max Secure. Gotta catch them all.;2:A Scarlet Wolf assassin just inexplicably killed a large number of people. Get them.;3:A large bounty is out for someone who just blew up a chunk of a jumpgate. The person blamed claims they didn’t do it.;4:Find a lost researcher for the Guild (whether they want to come back or not).;5:Mendicants are hiding a former pirate. Fetch them for the Vignerons.;6:Extract a Guild member from the local Guild headquarters. Good luck.]

Roll d6 on [1:A Hegemonic defector is on the run with blueprints and plans.;2:You hear of an Ur artifact that might help your fight. Just one problem—it’s got weird effects and Way creatures guarding it.;3:Capture the plans for a new prototype Guild weapon from a secure data depot.;4:Raid a Guild convoy for much-needed supplies.;5:Disable some ground support for a strike against the Legion.;6:A Cult needs you to fend off the Church of Stellar Flame so their Chosen One can escape to safety.]

3

Roll d6 on [1:Transport of cargo requires a path through a pirate’s booby-trapped and patrolled turf.;2:An exiled ex-pirate stashed a treasure on Baftoma and will split it with whoever can get them there past pirates and back.;3:A mystic needs a crew to explore a newly formed Way line. Way beasties guaranteed.;4:A Sah’iir wishes to adopt xeno children as servants. They must be moved before they are registered with the Hegemony.;5:Priority shipment from Indri to Amerath can only make it in time if you cut through the Belt of Fire. ;6:A criminal gang needs to smuggle a message to a lifer in Isotropa Max Secure.]

Roll d6 on [1:Catch a Noble’s escaped pet and deal with it on the transport back.;2:A Syndicate leader wants to make an example of a gambler not making good on some large debts. No disintegrations.;3:A fugitive has gone to ground on an inhospitable planet or region of space.;4:A Cobalt Syndicate rabble-rouser is being hidden by his people.;5:Retrieve an item from a vessel captured by pirates. (Crew rescue optional.);6:A hacker has taken over some satellites. Disable their hacking and capture them.]

Roll d6 on [1:A key Noble or dignitary is visiting the sector. Assassinate or kidnap them.;2:The Memish are rebelling. Can you shut off the gate so the Hegemony doesn’t send battleships to pacify them?;3:A bounty hunter has a rebel leader. Stop them and get the leader back.;4:Help a terraforming settlement the Hegemony has abandoned.;5:A rebel leader has been released from prison. He may have key information from the inside, but it’s almost certainly a trap.;6:A rebel ship is damaged and hiding. They need you to escort them to safety.]