Scenarios

Random Scenario Table
 3-4
 5-6
 7-8
 9-10
 11-12
 13-14
 15-16
 17-18
 19-20

1 THE BOTCHED DEAL
You put the ship down in some sheltered hills and proceeded to the town on foot. It is a
run-down, dust-bowl kind of place, the home of criminals, low-lifes, and the desperate.
The plan was simple – make the trade as quickly and quietly as possible and get out of
there. Unfortunately, someone else must have been tipped off, because as soon as you came
within sight of the dealers, all hell broke loose.
SET-UP
This scenario is set on the outskirts of a small town. One small building should be placed
in the centre of the table. Six more should be placed around the centre one in a very rough
circle. The rest of the table should be filled up with scatter terrain such as crates, run-down
or wrecked vehicles, waste bins, etc.
Depending on the type of terrain you have, the loot token placed in the centre of the
table should either be inside, or on top of, the central building. This should be a physicalloot token. The other loot tokens should be placed as normal. After loot tokens are placed,
each player should place one ruffian (see page 149) adjacent to a loot token of their choice.
SPECIAL RULES
Any time a player rolls a 1–4 for their Initiative Roll, they may place one ruffian adjacent
to any building. All ruffians follow the standard rules for uncontrolled creatures.
The Target Point for this scenario is the closest loot token, whether or not it is being
carried.
LOOT AND EXPERIENCE
Players should roll for loot as normal after the scenario.
Crews gain experience as normal for this scenario.

2 SALVAGE CREW
The space battle ended quickly. The pirate fighters raked the small cargo ship from stern
to bow and sent it tumbling down to the planet below. As the pirates moved off, you came
out of the shadows of the small moon and descended quietly down after the stricken ship.
The chance of anyone surviving the crash are almost zero, but the chance of interesting
salvage is much higher.
SET-UP
This scenario is set in a swamp. Place a small, crashed spaceship, or at least a large piece of
one, in the centre of the table. Several other pieces of wreckage should be scattered around.
The rest of the table should be densely packed with boggy pools, stunted trees, and tangled
growth.
Place the crews as normal. Do not place the loot token that would normally be in the
centre of the table, but place the other loot tokens as normal.
SPECIAL RULES
The wrecked spaceship still has some one of its automatic defence systems working. At the
end of each turn it makes a +3 Shooting attack against the nearest figure that is in line of
sight of the wrecked ship. The crews can neutralize this defence system by making an attack
(shooting or hand-to-hand) against any part of the ship. Treat the ship as having Fight +0,
Armour 20, Health 1. If the ship is reduced to 0 Health, the defence system is destroyed
and makes no further shooting attacks.
A figure in contact with the ship may attempt to unlock it as though it were a physicalloot token (all bonuses and special powers that apply to unlocking physical-loot tokens
apply to this roll as well). If the figure succeeds, immediately place a loot token adjacent
to the figure; roll randomly to see if it is a physical-loot or data-loot token. If it is physical,
treat it is unlocked. If it is data, it is locked. Only one loot token can be recovered from
the ship in this way.
After the first turn, whenever players roll for Initiative, if the player who rolls lowest rolls
an odd number, then that player must place one ryakan (see page 149) on the table in a
table corner of their choice.
LOOT AND EXPERIENCE
Roll for loot after the game as normal, though a player that secures the loot token recovered
from the ship receives 50cr in addition to whatever is rolled for that token.
Experience is gained as normal with the following additions:
• +5 experience points for each ryakan killed by the crew.
• +25 experience points for the crew that successfully reveals the loot token in the ship.

3 STEAM VENTS OF
THE UNDERCITY
The gang took your credits, but the weapons they delivered were useless junk. Perhaps they
thought you would have left the planet by the time you realized, or maybe they thought
you wouldn’t risk going down into the undercity to pursue them. Either way, they were
badly mistaken.
SET-UP
Place six steam vents (these should be about 1” square), so that they form a rough circle
around the middle of the table, with each vent being about 6–8” away from the centre.
The rest of the table should be a crowded, industrial wasteland, filled with random
structures, broken machinery and other refuse.
Place crews on the table as normal. Place a physical-loot token in the exact centre of the
table. The other loot tokens should be placed following the normal rules, except that each
player must place at least one token inside the circle of steam vents.
Finally, place one sewer-dragon (see page 151) adjacent to the central loot token.
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SPECIAL RULES
Before the first turn, select two steam vents at random, and place an 8” diameter cloud of
steam over each of them. Figures may move through clouds of steam normally, but figures
may not draw line of sight into, out of, or through a cloud.
At the start of each turn after the first, randomly select one steam vent, and place a new
cloud over it. If a figure is within 1” of a steam vent when it releases a cloud, they suffer a
+3 attack. If they are under or in contact with the cloud, but not within 1” of the vent
when the steam is released, they suffer a +0 attack. If a steam vent already has a cloud over
it, it can still be selected, and figures suffer attacks as normal, but the cloud otherwise stays
the same.
At the end of each turn, roll a die for each cloud. On a 12+ the cloud dissipates and
should be removed.
Any time a player rolls a 1 or 2 on their Initiative Roll and the sewer-dragon is on the
table, the player who lost Initiative may immediately move the sewer-dragon up to 4”. This
can take the sewer-dragon out of combat, and no figure may force combat during this
move. Otherwise the sewer-dragon follows the normal rules for uncontrolled creatures.
Players that want to add even more chaos to this scenario should consider using the
Unwanted Attention rules from Chapter Six: Bestiary (see page 141), but treat all figures
rolled on the table as ruffians, to represent the various gang members attacking.
There is no Target Point for this scenario.
LOOT AND EXPERIENCE
Loot should be rolled for after the scenario as normal.
Experience is gained as normal with the following additions:
• +5 experience points whenever a member of the crew suffers an attack due to steam
(to a maximum of +20).
• +25 experience points if a member of the crew kills the sewer-dragon.

4 DATA VAULT
The rumours of a mostly intact data vault hidden below the surface of a remote moon have
launched a race among the independent crews. It is a race you intend on winning!
SET-UP
This scenario requires 25 columns (paint pots or small building blocks work well for this).
Arrange the columns in a square 5 x 5 grid, with the centre column placed in the exact
centre of the table. Each column should be about 4” away from its neighbours. The grid
should form a diamond shape in relation to the table, so that each of the four corners of
the grid points towards the centre point of one of the table edges.
The areas outside of the grid should be filled with rubble, either rocks or industrial
debris. Some small rocks or industrial rubble should be scattered throughout the grid.
Crews should be placed on the table as normal. One distinctive data-loot token should
be placed on or adjacent to the central column; this is the central loot token for the
scenario. Each player should then place two additional data-loot tokens following the
normal rules, except that they must all be on (or adjacent to) a column. No physical-loot
tokens are used during this scenario.
SPECIAL RULES
Any figure equipped with a deck that is adjacent to a column may spend an action to
attempt to move the central data token. This follows the same rules as unlocking a dataloot token. If successful, the player may move the central loot token to any column
adjacent to the token’s current column. The central loot token can be moved this way
regardless of whether or not it has been unlocked. Once the central loot token has been
picked up, it may not be moved in this fashion anymore.
After turn one, whenever a player rolls an even number for their Initiative Roll (i.e. 2,
4, 6, 8, etc.) they must select one figure that is within 2” of a column. That figure suffers
an immediate +0 shooting attack as one of the columns suffers a violent electrical short.
The Target Point for this scenario is the central column.
LOOT AND EXPERIENCE
Roll for loot after the game as normal.
Experience is gained as normal with the following additions:
• +20 experience points if the crew uses a deck to move the central loot token from
one column to another during the scenario.

5 SKYMINE
Your heart sank as the ship broke through the clouds and you caught your first view of the
skymine. At one time it must have been a wonder, a giant floating city, held aloft by a
strange combination of ancient technology and ‘hard air’. Now though… the whole city
seems to list slightly to one side, and most of it appears rusted, battered, and broken. As
you approach, you see a couple of bits break away from the bottom and slowly drift down
into the clouds. According to your intel, only the top dozen levels of the mine are still in
use; most of it, the actual air-mining facilities, were completely abandoned. If it weren’t for
the rumours of valuable tech contained in those abandoned levels, you wouldn’t even risk
landing on the station.
SET-UP
This scenario takes place on the lowest level of the mine, where the sides are open to the
air, and there are several broken holes in the floor. Start by placing 5 irregular holes on the
table. These should be roughly 3” in diameter (circles of paper work fine). The rest of the
table should be crowded with broken machinery, bits of wall, and piles of rubble.
The edges of the table within 3” of a corner represent staircases. Instead of starting table
edges, players have starting corners. If playing with 2 players, each player is assigned two
adjacent corners, and may set up all of their figures within 3” of either corner. If playing
with 3 or 4, each player has one corner and must set up all of their figures within 6” of
their corner.
Place loot tokens as normal. The central token should be a physical-loot token.
SPECIAL RULES
Unlike most games, it is possible for a figure to be forced off the table in this scenario. Any
time a figure moves into contact with the table edge or a hole, or is pushed back while
already adjacent to either, it must immediately make a Move Roll (TN12). If the figure
fails, it tumbles off the table into the clouds below. Thankfully, due to heavy air, such
figures fall very slowly, and can be picked up after the game. These figures are out of the
game, but do not have to roll for Survival. They return for the next game with no adverse
effects. Figures that pass their Move Roll stop at the edge and do not fall. Figures that can
fly never fall and pass their Move Rolls automatically.
A figure can exit the table via their starting staircase to secure loot. A figure cannot be
pushed off a table edge within 3” of a corner.
Whenever players roll for Initiative after the first turn, any roll of 1–3 indicates a heavy
gust of wind (reduce this to 1–2 if playing with more than 2 players). Use the die with the
lowest roll to indicate the direction of the gust (the point over the number on the d20, see
Random Direction page 58, for examples). Each player makes Move Rolls (TN12) for each
of their figures. On a success, nothing happens. On a failure, move the figure 2” in the
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indicated direction. They will stop if they hit any terrain at least 1” high. Otherwise move
them over any terrain. If they are moved to the edge of the table or a hole, they must roll
for falling as explained above.
There is no Target Point in this scenario.
LOOT AND EXPERIENCE
Loot should be rolled for after the game as normal
Experience should be gained as normal with the following addition:
• +10 experience points for each member of the crew that involuntarily falls off the
table via a table edge or a hole (to a maximum of +40).

6 THE BROKEN FENCE
It’s a quiet, pastoral planet, out on the edge of nowhere, and you visit it from time-to-time
because it is the home of one of your best contacts – a fence who asks no questions and pays
top credits. This time, however, as you set down in a quiet valley, you received no reply to
your transmissions; nothing but static. Grabbing your gear, you lead your crew cautiously
over the hills, until you can look down on their house. At first, nothing seems amiss, other
than the general quiet, but as you look closer, you notice a couple of holes in the perimeter
fence. A moment later, you spot something reddish-brown moving quickly and close the
ground. It flashes around a corner and disappears into the house before you got a good look.
As you are trying to decide what to do, one of your crew taps you on the shoulder and
points. Another crew is moving down a hill from the opposite side of the valley. You make
up your mind quickly. You’ve got to get in there and investigate. If your contact is alive,
they may need help, if they’re dead, there is probably some valuable loot down there.
SET-UP
Place a small house or other building in the exact centre of the table. A fence 2” high
surrounds the house, creating a square about 16” a side. There should be two holes, only
a couple of inches wide, in the fence. In a two-player game, these holes should be on the
sides that face the table edges not used as the player’s starting edges. In games featuring
more than two players, place the holes in two different randomly determined sides. The
area inside the fence should be mostly clear. The area outside the fence should be filled
with rocks, trees, a couple of small out-buildings, and maybe a worn-down vehicle or two.
The central loot token should be placed inside the building if the terrain allows it. If
not, place it on top of the building. Each player must place at least one of their two loot
tokens within the perimeter of the fence. Otherwise follow the normal rules for placing
loot.
Place one ferrox (see page 144) next to each corner of the house.
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SPECIAL RULES
The fence around the house is electric, but damaged. At the end of each turn, roll on the
Broken Fence Event Table to see if an electric charge pulses through the fence, or if any
new uncontrolled creatures arrive.
Uncontrolled creatures inside the perimeter of the fence will never move outside of it.
Never count figures outside of the fence when determining their actions. When determining
the actions of uncontrolled creatures outside of the fence, only count crewmembers inside
the fence if the uncontrolled creatures has line of site to a hole in the fence – it will move
towards and through that hole to reach them.
The fence can be climbed following the normal rules. A figure standing adjacent to the
fence may attempt to make a new 2” hole following the same rules as for unlocking a
physical-loot token. A figure adjacent to, or inside, the house may attempt to deactivate
the fence by following the same rules as for unlocking a data-loot token. If the fence is
deactivated, treat all Fence Pulse results on the event table as no event.
The Target Point for this scenario is the nearest loot token.

Broken Fence Event Table
 3-4
 5-6
 7-8
 9-12
 13-14
 15-16
 17-18
 19-20

LOOT AND EXPERIENCE

Roll for loot after the game as normal. Experience is gained as normal with the following

additions:

• +5 experience points for each uncontrolled creature killed by the crew (to a

maximum of +30).

• +20 experience points if a member of the crew deactivates the fence.

7 THE STARPORT RAID!
You have nearly concluded the deal when alarm klaxons sound all over the station. ‘Raid!’
shouts your contact, just before they turn and flee down a corridor. In an instant the busy,
but peaceful, station turns into chaos. People run in every direction, some discarding
everything they were carrying, others taking the opportunity to loot. Gathering your crew
around you, you race for the hanger. The pirates have come…
SET-UP
The table should contain four small spaceships (about 4” by 6” will do, but any size is fine
as long as they don’t completely take up the table). These should be numbered 1–4. The
rest of the table should be crowded with cargo, machine parts, small vehicles, etc. Before
setting up any loot or crew, each player has the option to place one repairbot (see page 149)
anywhere adjacent to a spaceship. After this, crewmembers and loot tokens should be
placed as normal.
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SPECIAL RULES
At the start of each turn after the first, the primary player for that turn rolls a die. If the
result is a 1–4, then the spaceship that corresponds to that number fires up its lift engines
(if it isn’t gone already). All figures within 4” of that spaceship immediately suffer a +4
attack. Determine the Damage from this attack as normal; move the figure directly away
from the spaceship a number of inches equal to the amount of the Damage. Then halve
the Damage, rounding down, and apply that to the figure as actual Damage. For example,
if the Damage roll was 9, the figure is moved 9” directly away from the spaceship and takes
4 points of Damage. The edge of the table, or any terrain over 1” high, stops this movement,
otherwise, move the figure over any shorter terrain or other figures. At the end of the turn
after the turn in which a ship fires its lift engines, remove it from the table.
If the number rolled at the beginning of the turn is 5+, add the current turn +2 to the
roll (so +4 at the beginning of the of the second turn, +5 and the beginning of the third,
etc.) and compare the result to the Unwanted Attention Table found in Chapter Six:
Bestiary (see page 141). Place any figures dictated by the table following the rules in the
Unwanted Attention section.
Figures may only exit the table by moving off the table edge opposite the one where
their crew started. Any figure that exits the table in this manner is assumed to have made
it to their ship and escaped.
LOOT AND EXPERIENCE
Loot should be rolled for after the scenario following the normal rules; however, any figure
that was reduced to 0 Health during the scenario, but survived, has been rounded up by
the pirates. The crew may pay a bribe of 40 credits to get this crewmember back; otherwise
they are treated as killed for campaign purposes.
Experience is gained as normal for this scenario with the following additions:
• +5 experience points for each member of the crew that escapes by moving off the
table.
• +5 experience points for each pirate (of any type) that is killed by the crew (to a
maximum of +30).

8 THE DERELICT
WARSHIP
What an incredible stroke of luck. The derelict warship fell out of warp-space just minutes
before you were due to jump out of the system. It looks old, and was obviously badly
mauled in a fight, but sensors indicate that there are still large portions of the ship with
atmospheric integrity. There is no doubt that, in a matter of hours, every independent crew
within three systems will be swarming over the hull, but you’ve got a head start – a chance
to get in there, grab the best stuff, and be away before the competition arrives.
SET-UP
Players should choose starting table edges before the terrain is set up. Once that is done,
place a heavy wall straight down the middle of the table, cutting the deployment areas of
both players in half. This wall should have three doorways – one in the exact centre of the
wall, and the other two each 8” on either side of the central doorway. All of these doorways
are open at the start of the game.
The rest of the table should be crowded with small sections of broken wall, broken
machinery, cargo containers, etc. Place the central loot token in the middle doorway. The
other loot tokens should be placed following the normal rules except that each player must
put one loot token on either side of the central wall. After the loot tokens are placed, each
player has the option to place one repairbot (see page 149) on the table next to either of
the loot tokens their opponent placed.
If playing this scenario with three or four players, place two walls on the table so that
the table is divided into quarters. The centre doorway should open onto all four sections.
Each of the two walls should contain two doorways so that each quarter is connected to
the two adjacent quarters by both the central door and one other doorway. Otherwise, play
the scenario as written.
SPECIAL RULES
Any figure that is standing adjacent to a doorway, with no figures actually in the doorway
and no enemy figures within 1” of the doorway, may spend an action to close the door.
This door remains closed until another figure adjacent to the doorway spends an action to
open it. There are no limitations on the position of other figures when opening a door.
There is no way to lock a door in this scenario. An uncontrolled creature that is adjacent
to the doorway when activated will spend their first action to open the door if it is closed.
At the end of each turn, the primary player should roll on The Derelict Warship Event
Table below. The players should immediately apply the results from the table. Figures may
only exit the table off their crews’ starting table edge.
The Target Point for this scenario is the central doorway.

Derelict Warship Event Table
 3-4
 5-8
side of the wall, and a random table edge on that side of the wall. All figures on that side of
the wall must make a Move Roll (TN18). If they fail, move them a number of inches equal to
the amount by which they failed the roll straight towards the randomly selected table edge.
They will move over any terrain 1” or shorter. Any larger terrain or the edge of the table will
 9-12
reduced to a maximum of 12”. If this result is rolled again, the lights come back on to full
 13-14
attack. Doors can be opened again as normal. If a loot token is in a doorway when this
 15-16
(see page 149) anywhere on the table they wish, so long as it is at least 2” from any other
 17-18
 19-20
7. When the countdown reaches zero, the warship explodes and any figures remaining
on the table are automatically reduced to 0 Health. If this result is rolled a second time,
immediately reduce the countdown by 2.

LOOT AND EXPERIENCE
Any figure that recovers at least one loot token during this scenario may select one of those

loot tokens and make two rolls for it; the player may select which roll to use for that loot

token. Other loot tokens should be rolled for as normal.

Experience is gained as normal with the following addition:

• +5 experience points for each member of the crew that exits the table after turn 3.

Increase this to +10 if a figure exits the table after the Reactor Core Meltdown has

begun.

9 THE OVERGROWN
FACTORY
This was once a giant industrial complex a century or more ago. Now the roofs of most of
the buildings have collapsed, the pavement has cracked, and the lush vegetation of the
surrounding jungle has crept in to reclaim large sections. If you listen carefully, you can
almost hear the creeper vines slowly crushing the concrete into dust.
After a long march, you finally reach your goal: a vast, broken factory that once
manufactured weapons for one of the great empires. Inside, plants and machinery mingle
together to create a strange maze, where vines wrapped around chains dangle from the
remains of the ceiling. Suddenly, there is a coughing, grinding noise, and sections of the
factory suddenly spring into life!
SET-UP
This scenario takes place inside a ruined factory that has been partially reclaimed by jungle.
The table should be a dense maze of broken walls, large machines, and plants. Crews and
loot tokens should be placed following the standard rules. The loot token in the centre of
the table should be a physical-loot token.
SPECIAL RULES
At the start of the Creature Phase during the first turn, place a warbot (see page 152) at
the centre point of a random table edge that was not used as a starting edge. (In a fourplayer game, place it in a random table corner.) Although the warbot is somewhat battered
and its armour corroded, it is still functioning at its normal levels of lethality.
At the end of each turn, each player must select one crew member (from any crew), then
roll on the Overgrown Factory Event Table and apply the result to that that figure
immediately. No figure may be selected two turns in a row.
Players can also use the Random Encounter rules found in Chapter Six: Bestiary (see
page 140) if they want to bring even more chaos to this scenario.
The Target Point for this scenario is the centre of the table.

Copied Factory Event Table
 5-8
 9-12
 13-15
 16-18
 19-20
receives Trade Goods (50cr).

LOOT AND EXPERIENCE

Any player that secures loot tokens in this scenario may trade one of them for a roll on the

Advanced Weapon Table (see page 80), instead of the normal loot table. Otherwise, loot

should be rolled for as normal.

Experience is gained as normal for this scenario with the following additions:

• +10 experience points if the crew causes 1 or more points of Damage to the warbot.

• +30 experience points if the crew kills the warbot.

10 FIRE MOON
Once upon a time, it seemed that every remote and inhospitable corner of the galaxy
contained a scientific research station. Now, nearly all of those stations are abandoned, most
of them lying in ruins due to the harshness of the surrounding environment. However, it is
that remoteness and inaccessibility that makes them so interesting. These stations often
contained cutting edge – read: very expensive – technology, and with most looters unable to
reach them, any station is a potential treasure trove. Which is why you’ve come to this dark,
uninhabited sector, and set down on a moon criss-crossed with burning rivers of lava.
SET-UP
Place two rivers of lava, about 2” wide, so that the form a wiggly ‘X’ across the table, with
each end of the ‘X’ running off one of the table corners. The rest of the table should be
filled with the ruins of a research station and large hunks of volcanic rock.
Crews and loot tokens should be placed on the table following the standard rules.
Each player should take two magmites (see page 146) and place them off the table
adjacent to their deployment area.
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SPECIAL RULES
Anytime a figure enters a river of lava, for any reason, it immediately suffers 5 points of
Damage, and may make an immediate free move to the closest unoccupied spot outside of
the lava. Every time a figure activates while standing in the lava river, they suffer 5 points
of Damage and must make a Will Roll (TN18) or be reduced to a maximum of one action
during their activation. Figures with Flying or Levitate can move above the lava and do not
suffer any of these penalties.
Whenever a player makes an Initiative Roll and the result is evenly divisible by three (i.e.
3, 6, 9, 12, 15, 18), they must place one of their magmites on the table if they have one
remaining. The magmite may be placed anywhere in, or adjacent to, a lava river, and more
than 1” away from any crew member. Each player may place a maximum of two magmites
during the game. The magmites suffer no Damage or other penalties for moving through
lava. These magmites are uncontrolled creatures.
The atmosphere of the moon is extremely thick and filled with ash, which makes
breathing and exertion difficult. Anytime a figure wants to make a second (or third) move
during a single activation, they must first make a Will Roll (TN10). If they fail, they do
not move and the action is lost. Figures that have a filter mask, or who do not need to
breath, such as robots, may ignore this rule.
LOOT AND EXPERIENCE
Roll for loot as normal after the scenario.
Experience is gained as normal with the following additions:
• +10 experience points for each magmite killed by the crew.
• +20 experience points for each magmite not placed by the player during the game
(of their initial two).