FTL Nomad Quickstart
FTL Nomad Quickstart
NOMAD
SCIENCE FICTION
ROLE-PLAYING GAME
QUICK START
RULES
OMER GOLAN-JOEL
RICHARD HAZLEWOOD
JOSH PETERS
ROBERT GARITTA
FASTER THAN LIGHT:
NOMAD
QUICK START RULES
CREDITS
AUTHORS
Omer Golan-Joel, Richard Hazlewood, Josh Peters, and Robert Garitta
EDITORS
Omer Golan-Joel ,Richard Hazlewood, Josh Peters, and Robert Garitta
INTERIOR DESIGN AND LAYOUT
Omer Golan-Joel
COVER ART
MiaStendal
INTERIOR ART
JeShields
Public Domain Art
CHARACTER SHEETS
Anthony Hunter, Maximilian Schmuecker
PLAYTESTERS
Anthony Hunter and the North Georgia Gamers, Anthony Miller, Crimson Tim,
Christopher House, Ewan Spence,Maksim Smelchak, Neil Lucock, NiCola, Pavel
Pavlenko, Paul Elliott, Paul DeMelto, radwanhulman.com, Some guy with a
shotgun, Shurh
2
LEGAL DISCLAIMER
This book is copyrighted © by Stellagama Publishing, 2024. All rights reserved.
3
TABLE OF CONTENTS
Introduction 5
Basic Rules 6
Characters 8
Experience 16
Hero Points 17
Psionics 18
Combat 20
Environmental Hazards 27
Equipment 28
Vehicles 43
Starship Operations 51
Space Combat 55
Sample NPCs 62
4
INTRODUCTION
Starships riding fire across the sky. Heroes and villains exchanging laser fire.
Desperate spacers struggling against an alien monstrosity. Vast alien vistas, flying
cities, moonscapes, mad robots, and first encounters. High-action science-fiction
adventure that stimulates your sense of wonder. All of these create a rich tapestry
against which exciting role-playing adventures can take place. From the urban and
cybernetic near future to the interstellar far future, opportunities abound for
playing brave heroes and dastardly villains and facing the universe headfirst.
The quick start rules of Faster Than Light: Nomad introduce such a playing style,
permitting prospective players and Referees to try out the FTL: Nomad rules
before buying the full rules. This booklet includes everything necessary to run and
play thrilling space opera games – and much more is included in the full rules!
Playing this game requires this booklet, two or more ordinary six-sided dice,
writing supplies, and an active imagination. For a far more comprehensive science
fiction gaming experience, buy the full Faster Than Light: Nomad rules, available
from DriveThruRPG.
5
BASIC RULES
This chapter is the heart of FTL: Nomad. In it, we present the basics of the game,
from dangerous action resolution to the various Technological Ages.
6
ADVANTAGE AND DISADVANTAGE DICE
Various circumstances affect the skill roll. In cases where these circumstances are
significant, these rules apply Advantage Dice (+1D) and Disadvantage Dice (-1D).
When making a skill roll with Advantage and/or Disadvantage Dice, sum up all
Advantage Dice and subtract all Disadvantage dice from the sum. If the result is
positive, roll 2d6 + skill and an additional number of dice equal to that sum, and
choose the highest two dice. If the result is zero, simply roll 2d6 + skill. If the result
is negative, roll 2d6 + skill and an additional number of dice equal to the sum, and
choose the lowest two dice.
The same applies to any Damage rolls: Roll the normal weapon damage after a
successful hit and apply Advantage or Disadvantage dice to the total damage
normally.
We note Advantage and Disadvantage Dice as (+1D) and (-1D), respectively.
Multiple dice are noted in the same way, for example “+2D” or “-3D”.
Examples: If you have +2D and -3D on a skill throw, the total is -1D, which means
you roll 3d6 and choose the two lowest dice. If you have +3D and -1D on a skill
throw, the total is +2D, which means you roll 4d6 and choose the highest two dice.
A shotgun with a +1D damage bonus would roll 5D for damage and select the
highest four dice.
Some groups enjoy differentiating more difficult tasks from easier ones. This can
be easily modeled by adding Advantage or Disadvantage dice accordingly.
For example:
7
CHARACTERS
FTL Nomad characters are defined by their Skills, Archetype, and Talents. This
chapter describes how to generate characters and explains the various ability and
trait options available to player characters.
SKILLS
Characters in FTL Nomad are fundamentally described by seven basic skills:
Combat, Knowledge, Physical, Social, Stealth, Vehicles, and Technology. Each is
rated from level 0 to 5. These are broad skills meant to encourage adventuring and
the quick resolution of tasks. Some skills do have overlapping fields. For example,
one could fruitfully argue that Technology governs picking locks. However, the
same activity can be governed by Stealth. Either one is appropriate. As usual, the
Referee has final say in such matters, but we encourage a spirit of generosity in
such rulings.
Combat: This skill governs how competent the character is at committing violence
and surviving combat. Use Combat to resolve attacks with any weapon.
Knowledge: This skill describes the character’s general mental acuity and
willpower. As well, Knowledge reflects the character’s formal education, and
ability to perform tasks related to medicine, history, or astrophysics. This is also
the skill that governs psionic power use.
Physical: Whenever a character needs to exert themselves, use this skill. The
Physical skill governs heroic feats of athleticism, endurance, and physical
hardiness. Use it to resist the harmful effects of toxins and disease.
Social: This skill governs the character’s ability to productively interact with other
individuals socially, especially when risk is involved. Use this skill to lie, carouse, or
conduct high-stakes negotiations.
Stealth: Use this skill to perform any covert or larcenous activity, such as sneaking,
picking locks, or setting up an ambush. This is also the skill most often used to
detect whenever such activities are being attempted on the character.
Vehicles: Whenever a character must drive a car, fly an aircraft, or pilot a boat or
a starship, use this skill. The Vehicles skill covers routine maintenance and upkeep
of vehicles, but not in-depth repairs, unless a character’s archetype or talent
dictates otherwise.
Technology: This skill governs the use and repair of technology. Use it to repair
starship engines, operate sensors, and hack computers, as well as to build shelters
and makeshift traps.
8
HOW DO I NOTICE THINGS?
The FTL Nomad rules do not have a specific Notice or Perception skill. If the
Referee or Players want to know if their characters detect an ambush, clue, or
other useful bit of information, roll the relevant skill. To conduct an investigation
of a crime scene, use Knowledge. To read people’s reactions, use Social. To detect
an ambush, use the Stealth skill.
9
ARCHETYPES
An Archetype is the basic concept for your character, and the source of many of
the character’s special abilities. A character with a given archetype will be
knowledgeable in the general skills and competencies of their archetype. For
example, a Scout will know about wilderness survival, navigation, and camouflage.
A Soldier will know about military procedures, tactics, and formations. An
Engineer will be skilled in optimizing engines, making reliable repairs, and
rebuilding old vehicles from junkpiles. Some of the archetypes are less skill-
oriented than others, but all have broad applicability. In any case, we urge
Referees to be generous about when to apply archetype knowledge or
capabilities. Most of the archetypes presented here are standard science fiction
tropes, but Referees and players are encouraged to develop their own archetypes
to suit their own needs for their own campaigns.
Archetypes typically grant the character an Advantage Die in certain situations.
This Archetype bonus should apply whenever possible—with the notable
exception that they should not apply to Combat rolls. We have listed a just few
example situations where the Advantage Die can be applied. This is not a complete
list, and Referees are encouraged to be generous in granting the Archetype
Advantage Die.
These Quick Start rules include seven such Archetypes – more are available from
the full FTL: Nomad rules.
Agent: Spy, Detective, Bounty Hunter, Corporate Troubleshooter. This character is
well-versed in espionage, subterfuge, skullduggery, and conspiracies.
Examples: The character gains +1D when bribing officials, investigating for useful
data or clues, or skulking around trying to stay unnoticed.
Engineer: Gearhead, Techie, Greasemonkey, Miracle Worker. Whenever
something needs fixing, building, or optimizing, the Engineer is the one to call.
They are especially useful in situations where technology is central to the task at
hand.
Examples: Gain +1D whenever the character performs quick emergency repairs or
attempts to get more performance out of a piece of technology.
Merchant: Entrepreneur, Smuggler, Mover and Shaker, Free Trader. Merchants
know how to spot a moneymaking opportunity anywhere. Some might even be
honest.
Examples: Merchants gain +1D when brokering deals, finding buyers and sellers,
handling customs officials and clients, or following the money to the real power
players.
10
Pilot: Flyboy, Rocket-Jock, Tanker, Wheel-girl. This character is a natural with
vehicles and knows how to maximize the performance parameters of any vehicle
they are operating.
Examples: Gain +1D when attempting any vehicle stunts, flying in dangerous
storms, precise and risky maneuvers, plotting challenging courses, or any Pilot
Actions in starship combat.
Scholar: Doctor, Researcher, Scientist. These characters are well-educated and
have extensive knowledge in a broad range of esoteric and technical fields.
Examples: Gain +1D when examining archaeological remains, running sensor
analyses, doing high-energy physics, or trying to understand xenofauna behavior.
Scout: Courier, Surveyor, Explorer, Spacer. Scouts are well-versed in surveying,
navigation, and starship piloting. They might know a bit about xeno-biology or
long-lost human cultures than their colleagues might expect.
Examples: Scouts gain +1D when rolling for Surprise to avoid being ambushed,
plotting new FTL courses, navigating in the wilderness, or picking up a new
language from the natives.
Soldier: Marine, Grunt, Mercenary, Officer. This character is a professional, long-
service soldier. They are familiar with weapons, tactics, combat in a variety of
environments, and military procedures. Soldiers gain one Combat Talent at
character generation (see below).
Examples: Soldiers gain +1D when analyzing an enemy’s battle plan, navigating
military bureaucracies, or assessing the strength of an allied or enemy formation.
11
TALENTS
Talents represent special abilities that a given character has that would
differentiate them from their colleagues. Talents tend to be much narrower in
their application than Archetypes but are very useful in their specific contexts.
Human characters begin play with one Talent each. More are earned through
character advancement.
The Quick Start rules provide an interesting selection of Talents; many more are
available from the full FTL: Nomad rules.
COMBAT TALENTS
These talents make the character a dangerously trained specialist in their field.
Assault: Assault specialists receive training in the use of heavy weapons. Gain +1D
when using assault weapons, hunting tanks or other large vehicles, or when
attacking prepared enemy fortifications.
Berserker: When injured in combat but still conscious, the character may enter a
Rage. This grants them +1D to hit and +1D to damage in melee combat, but also
grants the character's enemies +1D to hit them. This lasts until the end of that
combat encounter.
Bodyguard: This talent allows the character to quickly move into harm’s way and
take a hit meant for a comrade. This works as an interrupting action, and uses the
bodyguard’s next Action in combat, if they survive.
Evasive Action: This talent reflects innate luck, unconscious skill, or lightning fast
reflexes. Once per battle, the character may avoid an otherwise successful attack
and take no damage. They may elect to use this ability after damage is rolled. This
talent can apply in vehicle combat as well as in personal combat.
Heavy Hitter: Once per battle, you may opt to inflict maximum damage with an
attack. You may use this ability after you have rolled damage.
Leader: Whether a natural, or an experienced, trained leader, this character
knows how to motivate people into doing things they might not normally do. They
gain +1D when attempting to rally troops and convince others to carry out their
orders. As an action in Combat, they may roll Social 8+. If the roll is successful, the
Leader generates Hero Points equal to the result of the roll, minus 7 (a result of 8
provides 1 Hero Point). These Hero Points can be distributed as a free action to
comrades during the battle, but disappear when the fight is over.
Marksman: The character is particularly adept at hitting where it counts most with
ranged weapons. After spending one Hero Point, add +2D to damage rolls with
ranged weapons.
12
Martial Artist: Your character is a highly trained martial artist. Their feet and fists
are lethal weapons. Add +1D to the damage rolls of all unarmed attacks.
Quick Draw: If the character has a weapon at the ready—in a quick-draw holster
or sheath, or just at hand—then they may make a rapid attack at the start of the
first round of combat, before the initiative order. They incur one Penalty Die on
the attack.
Sneak Attack: This character is well practiced at sneak attacks. When attacking a
completely unaware target in melee, gain +1D to hit, and +1D to the attack's
damage.
CHARACTER TALENTS
Ambidextrous: This character has an innate or learned ability to use their off-hand
equally as well as their dominant hand. This is useful in case of injury, among other
things. However, without the Two-Fisted Talent they can’t use a second weapon to
attack with their off-hand.
Awareness: Gain +1D on throws to avoid Surprise in combat. This does not refer
to setting up ambushes, where the Hunter Talent applies.
Beast Friendship: Gain +1D when identifying flora or fauna, as well as in Reaction
throws with (non-magical) animals.
Charming: This character’s natural habitat is a room full of people. Gain +1D when
carousing, networking, or making a good impression in social settings.
Empath: This talent represents an innate ability to relate to other sentient beings.
The character gains +1D on Reaction throws when interacting with humans and
sentient aliens.
Pet: The character has a special animal companion that is extremely loyal,
surprisingly intelligent, but not particularly obedient. Distribute 4 points among
Combat, Physical, Social, and Stealth skills, determine Stamina and Lifeblood
normally, and select two innate Talents for it. The Referee has final say on what
Talents are appropriate.
Immunity: The character has a very strong immune system. They gain +1D on
throws to resist the effects of poisons and disease.
Intimidating: Gain +1D to rolls made to intimidate and terrify opponents.
Mighty: The character is a physically powerful specimen. Gain +1D to all Physical
skill rolls when attempting feats of strength and athleticism.
13
Status: This character has some sort of innate social status or rank that provides
privileges. This may include special treatment, or higher-level security access. The
player and Referee should determine what the source of this status is.
PROFESSIONAL TALENTS
Ace Pilot: When piloting ships or other vehicles, this character gains +1D to
Position rolls.
Broker: You have an expert eye for merchandise and deal making. Gain +1D when
rolling to negotiate trade deals and haggle on prices.
Drone Operator: Whether a hard-working asteroid miner, a canny salvager, or a
combat photographer, this character is a gifted drone operator. They gain +1D
whenever they need to perform difficult tasks remotely with drones or other
remotely controlled robots.
Gambler: You know how to play games of chance very well. You also know how to
cheat, and how to spot a cheater. Gain +1D for Knowledge throws to win a game.
Gain +1D when using the Social skill to cheat, or to spot a cheater.
Hacker: Hackers are not just expert programmers. They are gifted improvisers who
understand how to build workarounds on the fly, and make computers do their
bidding. Gain +1D when attempting to hack a computer system, break encryption,
jam sensors, or counter sensor jamming.
Medic: This character has received enough life-saving medical training to act as a
combat medic. They gain +1D on rolls on the Triage Table.
Scholar: Gain +1D when dealing in a specific field of knowledge, such as biology,
physics, history, or mathematics. This includes research, experimentation, and
drawing conclusions. This Talent can be taken multiple times, each applying to a
different field of study.
Spacer: Some individuals are born in outer space, while others become so
acclimated that they could have been born there anyways. This character gains
+1D when attempting physical skills in zero-gravity, or whenever they are
operating in the vacuum of space.
Streetwise: The character is wise to the criminal element wherever they find
themselves. They gain +1D when attempting to fence stolen goods, find illegal
work, or make connections with criminals.
Tinker: This character spends all their free time tinkering with everyone’s gear.
Once per game session, each player character gains +1D when using their personal
equipment.
14
EQUIPMENT PACKAGES
The regular character design process leaves the purchase of equipment to the
players. This is fine for experienced players who have time to select their own gear.
However, to expedite this often-time-consuming process, we have pre-selected
equipment packages for new players, or for those times when selecting
equipment is too time consuming. Each of the equipment packages below began
with an average result of 7000 credits, and whatever money that was left over
remains with the player for later spending. These Equipment Packages are based
loosely on the character Archetypes, but it is not required that a character with a
given Archetype select the same Equipment Package.
Equipment Packages
Agent/Merchant Engineer Pilot
Bulletproof Vest Envirosuit Envirosuit
(4 Protection) (4 Protection) (4 Protection)
Stealth Pistol Gyrojet Pistol Gyrojet Pistol
(2d6, 2 reloads) (2d6+2, 2 reloads) (2d6+2, 2 reloads)
Backpack Backpack Backpack
LED Flashlight LED Flashlight LED Flashlight
OmniComm OmniComm OmniComm
Medkit Medkit Medkit
Omnicomp Omnicomp Breather Mask
Breather Mask OmniTool Omnicomp
Disguise Kit AntiRad (1 dose) Technical Tool Kit
Multiscanner Breather Mask AntiRad (1 dose)
Credits: 2795 Credits: 3845 Credits: 4025
15
EXPERIENCE
Heroic and determined characters may develop their talents quickly and become
living legends. To represent this, FTL: Nomad offers an experience system.
Characters gain 1 XP per adventure. Every 5 XP, the character rises in Rank.
The Ranks are:
1. Experienced (you start here)
2. Expert
3. Veteran
4. Elite
5. Legend
When they gain a new Rank, they may choose one of the following:
• Gain one skill point to add to any skill; you may not raise any skill beyond 5.
• Gain one Talent.
• Gain a Psionic power.
• Once per lifetime, a character may gain a second Archetype as a Rank
increase.
A player character may increase their Rank up to four times (up to Legend). Most
NPCs do not rise above the Expert level; higher Ranked NPCs are rare and unique.
16
HERO POINTS
Heroic starfarers sometimes survive ordeals that lesser people could not.
Each player starts each game session with 2 personal Hero Points. The group also
has an additional number of Hero Points equal to the number of player characters
present that session.
All Hero Point pools reset at the beginning of each session.
A player may use their personal Hero Points, and with the other players' consent,
points from the group pool at any time during a game.
By spending Hero Points, a character may:
• Reroll any single die throw. The player may choose the more favorable result.
This includes damage or penetration rolls, as well as Wound Triage rolls.
• Ask the Referee to reroll a single NPC's die throw, including damage or
penetration rolls. However, in this case, the second result stands. In this case,
only one Hero Point can be spent on any single Referee die roll.
• Activate a special Archetype or Talent ability, as noted in its description.
17
PSIONICS
Psionic powers are a staple of many science fiction genres, and we include a
shortened list in these quick-start rules for Referees to run such games with little
effort. More psionic powers are available in the full FTL: Nomad rules. There are
several psionic powers, and Referees should determine if any are to be excluded
from their campaign world. Psychic Healing, for example, can drastically change
the nature of combat if it is common in a game.
Each time a player character uses a psionic power, throw Knowledge. On a success,
they may continue to use it. On a failure, the power is not available for use until
the character has rested for 8 hours. Note that the Mystic and Alien archetypes do
not apply their +1D bonus to this Knowledge roll.
Only one psionic power can be used at a time.
If a power requires concentration to use or maintain, the psion must spend one
action per round concentrating. If the psion takes damage, the required
concentration is immediately broken.
Augmented Strength: Gain +1D to Physical throws, as well as all melee and
unarmed damage rolls for the rest of the battle.
Choke: Telekinetically grab one humanoid creature by its throat (or analogous
body part) and strangle them for 1D Damage every round, for a maximum of 5
rounds. The victim may throw Physical each round to break out of the chokehold.
Clairvoyance: This power allows characters to psionically watch and listen at a
spot they choose within Far distance. This power ignores solid objects, and the
character does not have to be familiar with the location in question. Whether or
not a psion can use Clairvoyance to familiarize themselves sufficiently for the Blink
power (above) is up to the Referee.
Empathy: Psions may read a target’s emotions and subtly affect them. This
includes changing a Near target’s NPC Reaction Roll result by one category up or
down, player’s choice.
Inspiration: When the psion uses this power, they gain +1D to their next roll,
regardless of what the roll is for. This power may only be used once per day.
Kinetic Blast: The psion generates a powerful if clumsy blast of telekinetic force!
This invisible telekinetic bolt of force does 4D damage with AV 3D. The target may
throw Physical (or Vehicles if in a vehicle) to completely avoid the attack.
Memory Block: To use this power, the psion must be within Near range of a target.
The target is allowed a Knowledge throw to avoid the effect. If the target fails the
throw, the psion may block out up to 15 minutes of the target’s memories. The
targeted memories must be targeted as a block for each use of this power. The
18
memories can only be unblocked by another psion using Memory Block on the
target.
Mind Shield: The psion may erect an invisible mental shield that protects
themselves and all allies within Near range any mind-affecting power or psionic
ability. The Mind Shield will last for ten minutes.
Telekinesis: The psion may move objects up to 100kg by the power of their brain.
Telekinetics may throw a heavy object at a target at Near range; such an attack
requires a Combat roll and causes 4D damage, with AV 3D.
Telepathy: This power allows the psion to read a Near target’s surface thoughts for
one minute.
19
COMBAT
In their voyages across the stars, Nomads will encounter all sorts of interesting
people. Some will be friendly. Others will not. Hopefully, all will be open to
negotiation, trade, and diplomacy. The following personal combat rules are for
those unfortunate times when diplomacy fails, and violence is required to solve
problems.
COMBAT SEQUENCE
1. Throw Stealth for Surprise.
1. If one party succeeds and the other fails, the successful group has
surprise and can choose the range of the encounter and has a free round
of actions.
2. If both groups succeed or fail, then there is no surprise, and the
encounter occurs at a randomly determined range: Roll 1D to determine
the range of the encounter: 1-4, Far, and 5-6, Near.
2. Initiative: Each character throws Combat as their Initiative score. Characters
act in order from highest to lowest.
3. Resolve Actions.
4. End of round, return to 3 until one side has fled, surrendered, or perished.
5. Roll on Wound Triage Table for any characters who took more than their
Stamina in damage.
SURPRISE
When two potentially hostile parties encounter one another without prior
knowledge, there is a chance that either group will be surprised. Each party
throws Stealth, using the highest Stealth value in the group. If one party succeeds
and the other fails, the successful side surprises the other and can choose the
range of the encounter: Far or Near. Once combat begins, the successful side also
enjoys one free round of action.
If both parties succeed or fail, there is no surprise. Roll 1D to determine the range
of the encounter: 1-4, Far, and 5-6, Near. If the encounter occurs indoors, the
range of the encounter is automatically Near. Apply +2D to the Surprise throw for
any party that has had ample time to set up an ambush. Apply -1D to the Surprise
throw for any party that has vehicles or that is a group of over 10 creatures.
20
Encounter Ranges
d6 Encounter Range
1-4 Far
5-6 Near
Surprise Modifiers
Situation Modifier
Time to Prepare an Ambush +2D
Vehicle in group, or group > 10 individuals +1D
INITIATIVE
At the beginning of combat, each character throws 2D and adds their Combat skill
for their Initiative score. Characters act in order from the highest to the lowest
Initiative score, and keep their Initiative score for the whole combat. Initiative
score ties go to Player Characters, unless the enemy has some sort of ability that
gives them extra speed.
21
Attacking: Roll the Combat skill to hit a target with a melee weapon at Close range,
to hit a target with a handgun at Close or Near range, or to hit a target with a rifle
at Near or Far range. See the Range Table below.
RANGES
To facilitate play and allow “theater of mind” gaming, FTL Nomad uses abstract
ranges:
Close: Up to 2 meters away. Melee range. A character may move this distance
without using any Combat Actions.
Near: Pistol range. A character may move anywhere within this distance by
expanding one Combat Action.
Far: Rifle range. A character must expend between 2 and 4 Combat Actions to
traverse this distance, at the Referee’s discretion.
Distant: Beyond rifle range. A character usually cannot traverse such a distance
within the short time span of personal combat.
Ranged Attacks Modifier Table
Weapon Close Near Far Distant
Handgun - - -2D Impossible
Assault -2D - -1D -2D
Rifle -3D - - -1D
Melee - Impossible Impossible Impossible
Heavy Weapon Impossible -1D - -
Thrown Weapon - -1D Impossible Impossible
Two Attacks: Characters may use both actions in a round to attack, in which case
the second attack incurs a penalty of -1D to hit. This penalty does not apply to
melee attacks.
Aiming: Characters may use one action to aim, and the other to attack, granting
+1D to hit. It is possible to begin aiming with a character’s second action in a
round, and conduct an aimed shot with their first attack the following round. If the
aiming character is hurt or distracted before they can attack, the aiming bonus is
lost. It is impossible to properly aim automatic fire.
Attack Modifiers: Attacking in dim light incurs -1D. Attacking in full darkness incurs
-2D. Attacking a prone target incurs -1D. Attacking an aware target with a Combat
skill of 3 or higher incurs -1D. Attacking a character behind cover incurs -2D (this
does not stack with being prone).
22
Ranged Attack Roll Modifiers Table
Situation Modifier
-1D on the second attack (ranged
Two Attacks this round
attacks only)
Aiming +1D
Dim Lighting -1D
Darkness -2D
Target Is Prone or Obscured -1D
-2D (does not stack with prone or
Target is Behind Cover
obscured target penalties)
-1D on the first two autofire attacks.
Automatic Fire Recoil -2D on the subsequent two autofire
attacks.
Target is aware, and has Combat 3 or
-1D (does not stack with cover)
higher
Automatic Weapons: An automatic weapon may attack twice per Action, using 5
bullets per attack. Note that it is possible to use both attack Actions in a single
round to spray down an area with automatic fire: this would mean a total of four
attack rolls, using 20 bullets.
Attacking with an automatic weapon incurs a -1D penalty on the first attack
action’s two rolls due to recoil. If a second automatic fire attack action is made, the
penalty for the next two rolls is increased to -2D.
Suppressive Fire: Instead of shooting at a target, a character may fire an automatic
weapon at a designated area to deter enemy movement in an area. Choose a
target area. Any combatants within Close range to it suffer an attack at -1D. Apply
other modifiers as well. However, do not apply the shooter's Combat skill to this
attack. This continues until the weapon runs out of ammunition or until the
shooter’s next round. Suppressive fire attacks consume 15 shots’ worth of
ammunition.
NPCs who are under suppressive fire must make a Morale check. If this forces
them to flee, they suffer another suppressive fire attack!
Characters may only perform one Suppressive Fire action per round.
Thrown Weapons: Thrown weapons, such as grenades, knives, and axes, may only
attack at the Close or Near ranges.
23
Grenades: Accurately throwing a grenade requires a Combat roll. If successful, the
target and any additional targets within Close range to the target suffer the
grenade’s effect. Targets may throw Physical to reduce the grenade’s Damage roll
by -1D. On a miss, the grenade will land in Near range to the target, but in a
random direction.
HEALING STAMINA
When combat is over, characters with Stamina remaining can recover their full
Stamina within 10 minutes of catching their breath and resting.
WOUNDS
Wounded characters roll once on the Wound Triage Table after the combat is over.
Each additional wound after the first modifies the roll by -1D, as described above.
DEATH
Characters that sustain more damage than twice their maximum Stamina (after
armor) die immediately. As well, any player character that takes more than three
wounds dies immediately.
24
HEALING WOUNDS
The Wound Triage Table indicates the amount of time wounded characters require
to heal. If characters who are healing wounds attempt strenuous physical activity
like combat, then they must roll Physical: on success, they take no additional
damage. If they fail, they re-open their wounds. Roll the healing period again and
add it to the amount of time originally required to heal.
25
Wound Triage Table
2d6 Result
3 or lower Death
Critical Injury: The character is incapacitated but will recover
after 6d6 weeks of medical care. Also, throw Physical to avoid
permanent damage. If failed, throw 1d6: 1-2, suffer obvious
4
scarring; 3, lose 1d3 fingers; 4, lose an eye; 5, lose an arm; 6,
lose a leg. Cybernetics from the Early Space Age and on may
replace lost limbs or organs.
Severe Injury: The character will recover after 3d6 weeks of
5-7
medical care.
Moderate Injury: The character will recover after 1d6 days of
8-10
rest or in one day with proper medical care.
Flesh Wound: The character will recover within 1 day of rest or
11-12
within 10 minutes with a Medkit.
MORALE
NPCs and xenofauna rarely fight to the death. Referees should consider rolling a
Morale check for monsters and NPCs after they suffer their group’s first death,
when they are surprised, after they take more than 50% casualties, and whenever
NPCs suffer unduly in combat.
To Check Morale: Both sides throw 2d6 and add their leader’s Social skill; apply
-1D if the NPCs’ leader has been killed. If one side’s result is greater than or equal
to two times the other side’s result, the losing side of the Morale check will flee.
Combatants get a free melee or ranged attack against fleeing opponents. PCs do
not roll for Morale; however, their NPC allies do.
26
ENVIRONMENTAL HAZARDS
Not all threats carry weapons. Nomads must sometimes contend with disease,
radiation, and extreme environments whilst exploring the distant stars. This
chapter provides simple rules for implementing these hazards in your game.
Sample pathogens
Pathogen Virulence Modifier Effect Interval
Pneumonia No Modifier Triage Roll at +2D 1d6 weeks
Anthrax -2D Triage Roll at -1D 1d6 days
Biological Weapon -3D Triage Roll at -3D 1d6 hours
Arsenic -1D Triage Roll -
Tranq Gas -2D Unconscious -
Mustard Agent -2D Triage Roll at -2D -
Animal Venom,
-1D Triage Roll -
Potent
FALLING
Characters suffer 1D Stamina damage for every 2m fallen. Roll on the Wound
Triage Table if a fall depletes Stamina. Halve this damage in low gravity conditions
and apply +2D to the Wound Triage roll in low gravities. In high gravity conditions,
damage is 2D per 2m fallen, and add a -2D penalty to the Wound Triage Roll. Falls
inflict no damage in microgravity conditions or very low gravities, such as on small
planetoids.
FIRE
A target attacked by a weapon with the Fire aspect must throw Physical or catch
fire. In this case, they take the weapon’s listed Damage every subsequent round,
unless the fire is put out. Putting out a burning character requires two full Actions
and a successful Physical throw. If fire-extinguishers or other means of dousing the
flames are readily available, the fire is automatically put out in one round.
27
EQUIPMENT
The following chapter provides details on a wide variety of equipment available at
various Tech Eras. The goal of this chapter is to provide a good sample of
equipment, not an exhaustive list. Referees are encouraged to add additional
equipment from other sources if the gear in question fits within the sort of
campaign setting, they are running. In that case, use existing the equipment prices
to estimate what the price of an imported piece of kit would cost.
TECHNOLOGICAL AGES
FTL Nomad classifies civilizations and worlds by their Technological Age. Each Tech
Age provides increasingly complex technology. Each Tech Age consists of two
periods, an Early and a Late stage, as noted below. Below is a broad overview of
each Tech Age.
No Technology: There is no significant tool-using species present in the world.
Early Primitive: Stone tools have been developed. There is no metallurgy, and
transportation is limited to human foot or simple watercraft. The culture may be
highly elaborate, but technical capabilities are limited.
Late Primitive: This Tech Age represents a period on Earth from Antiquity to the
Late Medieval period. Such a culture has mastered non-industrial metallurgy and
can build extensive and complex structures. However, most of society is still highly
agrarian.
Early Mechanical: This represents an Early Modern to Victorian level of
technology. The society has mastered important technologies such as gunpowder,
basic mass production, and eventually steam engines, trains, germ theory, and
ironclad watercraft.
Late Mechanical: The Late Mechanical Age is equivalent to Earth between 1900
and 1945. There are high levels of industrialization, and plenty of useful inventions
such as internal combustion engines, polymer plastics, mechanized warfare, and
heavier than air flight.
Early Atomic: With the advent of nuclear fission, the Early Atomic age marks the
moment when a society is capable of destroying itself through unlimited warfare.
This era is equivalent to Earth between 1945 and 1990. Cheap transistor
electronics, advanced vehicles, nuclear energy and nuclear weapons all make their
first appearance. Notably, some cultures are able to achieve limited spaceflight
using chemical rockets.
Late Atomic: Equivalent to Earth from 1990 to the near future. The computer has
revolutionized information technology, and affordable and portable computers
28
are commonplace and powerful. Genetic engineering becomes a more common
technology. While Earth only engaged in highly limited spaceflight in that period,
a Late Atomic world may colonize its own star system using nuclear-thermal
rockets (NTRs).
Early Space: Probably achieved by Earth in the late 21st century. An Early Space
civilization is capable of modifying the human body and efficiently colonizing its
entire star system. Fusion power, fusion rockets, cryogenic hibernation, and
cybernetics are all increasingly commonplace and affordable. Interstellar travel is
possible, albeit only at slower-than-light speeds in generation ships.
Late Space: Societies that are capable of limited faster-than-light (FTL) interstellar
expansion first emerge in the Late Space Age. Standard FTL Engines capable of
traversing two parsecs per week first become available in the Late Space Age.
Man-portable laser weapons, as well as basic powered armor, are also possible in
this Age. This is also the period where slow terraforming technologies begin to be
applied to entire worlds.
Early Interstellar: The Interstellar Age represents the start of well-developed
interstellar societies. Early shipboard gravity and partial inertial dampening
technology now permits high-G maneuvers on manned spacecraft. Walker
vehicles and powered infantry armor are common. Faster terraforming is now also
possible. True Artificial Intelligence emerges at the end of this era, and ushers in
the Advanced Interstellar era.
Advanced Interstellar: This Tech Age sees further development and refinement of
established interstellar societies. Advanced FTL Engines that are capable of
traversing 4 parsecs per week become available.
Early Galactic: These civilizations are now capable of colonizing large swathes of
their home galaxy. Full inertial dampening in high-G space fighters are standard.
Tractor beams, energy shields, and early true artificial intelligence all emerge and
revolutionize every aspect of manufacturing, architecture, and warfare. FTL travel
is now much faster: a ship with the best Early Galactic drive can travel up to six
parsecs, moving at a rate of one parsec every other day.
Late Galactic: Galactic society at its technological peak. Gravity generators small
enough to fit into personal vehicles are common. New FTL drives allow vessels to
transit a maximum of ten parsecs in ten days. Artificial Intelligences are now well-
developed and understood. The emergence of teleportation technology is poised
to revolutionize transportation and manufacturing.
Cosmic: The Cosmic Age denotes a time when technology becomes so advanced
that it is indistinguishable from magic. Harnessing the fundamental forces of the
universe at the sub-atomic level allows for materials to be created that defy the
laws of earlier physics. Faster-than-light communications become possible.
29
Defensive shields, later refined to personal shields are developed. Anti-matter
weapons are developed, and antimatter power systems revolutionize society
again. True AI eliminates the need for most crew positions on spacecraft. Vessels
are now powered by inertia-less, reactionless drives, and are capable of
instantaneous FTL travel of up to 50 parsecs per day.
ENCUMBRANCE
Instead of listing and tracking the mass of each item a character carries, in FTL
Nomad, character may carry a number of items equal to 10 + twice their Physical
skill without being encumbered. They may carry up to twice that number, but then
will suffer a -1D to all physical tasks. Most items that require one hand to use
count as one item. Two-handed items like rifles or heavy tools count as two items.
Tiny objects such as needles, compasses, or data-shards do not cost as “items” for
encumbrance purposes. Heavy objects such as body armor may count as more
than one item when not worn.
30
PERSONAL ARMOR
As weapons become increasingly lethal, armor improves to help those
unfortunate enough to be in combat survive the ordeal. The Protection rating of
the armor is subtracted from the weapon’s damage roll, as per Damage and
Healing (p. XXX). More armor options are available in the full FTL: Nomad rules.
Personal Armor
Suit Protection Cost (Credits) Encumb. Tech Age
Bulletproof Vest 4 150 1 Early Atomic
Ceramic Plates 8 300 2 Early Atomic
Envirosuit 4 700 2 Early Atomic
Spacesuit 6 2000 2 Early Space
Spacesuit, Advanced 6 4000 0 Early Interstellar
ARMOR TYPES
Bulletproof Vest: A lightweight ballistic armor for torso protection. Bulletproof
vests are easy to wear under clothes and are quite concealable.
Ceramic Plate: Modern heavy-duty ballistic-cloth armor. Commonly worn by
soldiers, well-equipped security, and Atomic Age mercenaries. Ceramic Plate
counts as two Items for encumbrance purposes and is not concealable.
Envirosuit: A full body sealed suit with attached filters and ports to attach oxygen
tanks as well. The envirosuit fully protects against airborne toxins and pathogens.
An envirosuit will absorb the first 20 rads of radiation exposure.
Space Suit: This is a standard space suit, much lighter and cheaper than a 20th
Century Terran space suit. A space suit carries life support supplies for up to 6
hours. It protects against Vacuum, Tainted, and Exotic atmospheres, as well as
airborne pathogens. Absorbs 60 rads.
Space Suit, Advanced: This represents the final evolution of the space suit. An
advanced space suit does not count as an item for encumbrance and provides life
support for 12 hours. It offers the same environmental protection as a regular
space suit.
31
PERSONAL AND SUPPORT WEAPONS
Interstellar adventurers face their adversaries with blades, bullets, and lasers.
Here we present a small sample of the common and iconic weapons used by
starfarers available in the full FTL: Nomad rules.
STAT EXPLANATIONS
Tech Age: The Tech Age when the weapon first becomes available.
Range: The weapon’s range classification: Melee, Handgun, Rifle, or Long-Range,
as discussed in the Combat Chapter.
Damage: The number of dice rolled for damage upon a successful hit. This is listed
as XD, where X is the number of dice rolled. Some weapons will add a small
modifier to the final roll. 3D+1 means roll three dice and add one to the final total
damage.
Magazine: The amount of ammunition the weapon holds. Reloading takes 1
Action.
Cost: The weapon’s cost in Credits.
Ammunition Cost: The weapon’s ammunition’s cost in Credits, per magazine.
Aspects: Any special weapon characteristics, see below.
WEAPON ASPECTS
Weapons have Aspects describing any special characteristics inherent to the
weapon, as noted on the table.
Automatic: This weapon may use automatic fire, as detailed in the Combat
chapter.
AV: The weapon is usable against vehicles, and has Anti-Vehicular (AV) dice, as
noted after the “AV” Aspect.
Blast: The weapon inflicts damage to all targets within Close range of its impact
point.
Blast, Greater: This weapon inflicts damage to all targets within Near range of its
impact point.
Bulky: Anyone attacking with this weapon incurs -1D to the Combat roll. Anyone
with Physical 1 or more can ignore this penalty for melee weapons. For ranged
weapons, only the use of a bipod or a tripod will remove this penalty. It takes 10
combat rounds to set up a tripod, and one Action to set up a bipod.
32
Fire: This weapon’s attacks cause Fire damage and may ignite the target, as per the
Environmental Hazards chapter.
Laser: At the Referee's discretion, laser weapon attacks through difficult
atmospheric conditions, such as thick smoke, incur a -1D penalty to attack rolls.
Scattergun: Each attack fills the air with a hail of small projectiles, either flechettes
or shot. Scatterguns enjoy a +1D to hit at Near or Close Ranges. Furthermore,
scatterguns attack anyone standing within Close range of the target. Roll to hit for
each eligible target. Armor ratings are doubled against scattergun attacks.
Stun: These weapons deal non-lethal damage and will incapacitate a living target
instead of killing it. If the target suffers a Wound from this weapon, no actual
wound is inflicted. Instead, the target falls unconscious.
Throwable: These weapons may be thrown out to Near range.
Two-Handed: This melee weapon requires both hands to wield, precluding the
use of a shield. All rifle-sized weapons must be wielded with two hands.
Zero-G: the weapon does not suffer a penalty for firing a weapon in zero-g
conditions. Other weapons suffer -1D in such conditions due to recoil. Lasers
automatically have the Zero-G Aspect.
33
WEAPON LISTS
The following section gives a sample of the wide variety of weapons available in
FTL: Nomad for characters to use when they engage in their violent adventures in
the stars.
MELEE WEAPONS
The following tried and true melee weapons are commonly available in an
interstellar society. Although there are many more efficient forms of inflicting
harm, melee weapons provide several advantages. Most polite societies that
frown upon armed civilians may be more tolerant towards carrying small melee
weapons. Moreover, in the close confines of a starship, it is often the blade, and
not the laser rifle, that is the most effective weapon. One-handed melee weapons
count as 1 point of Encumbrance. Two-handed weapons count as 2 points of
Encumbrance.
Melee Weapons
Cost
Weapon Tech Age Dmg. Aspects
(Credits)
Dagger Early Primitive 10 2d6 Throwable
Cudgel Early Primitive 10 1d6+2 -
Stun Prod Early Space 300 2d6 Stun
Cutlass Late Primitive 150 3d6 -
Vibroblade Early Interstellar 1000 3d6+2 -
Unarmed attack - - 1d6 -
Cudgel: A large baton, club, or mace.
Cutlass: A short, broad slashing sword with a slightly curved blade and basket-
guard hilt. Traditionally used by marines and pirates.
Dagger: A straight, short knife.
Stun Prod: A high-tech anti-riot weapon. The stun prod augments the basic
baton’s blunt force with an electric charge capable of stunning opponents.
Vibroblade: An intermediate-sized, one-handed, bladed weapon that uses
hypersonic micro-vibrations in the blade to create a deadly cutting edge.
34
PROJECTILE WEAPONS
Most interstellar societies are very familiar with projectile weapons, and we
present a variety of them that will be encountered in battles across the stars. Most
civil societies frown on carrying projectile weapons openly—though this does vary
from place to place. The population of a frontier settlement might expect every
civilian to carry a pistol for personal defense, for example. However, openly
carrying military-grade weaponry will immediately draw the attention of all but
the laxest law enforcement personnel. Any weapon with the Handgun range
category counts as 1 Encumbrance item. Other weapons are two-handed, and
count as 2 or more Encumbrance items.
Projectile Weapons
Ammo
Cost
Weapon Tech Age Range Dmg. Mag. Cost Aspects
(Credits)
(Credits)
Auto,
Gyrojet Rifle Early Space 900 Assault 3d6+2 20 15
Zero-G
Gyrojet Pistol
Early Space 400 Hand. 2d6+2 8 10 Zero-G
Light Late Auto,
1200 Rifle 3d6 100 125
Machinegun Mechanical Bulky
Pulse RifleLate Space 1000 Assault 3d6+3 40 30 Auto
Semi-Auto Late
150 Hand. 2d6 16 7 -
Pistol Mechanical
Early
Shotgun 200 Assault 4d6 6 10 Scatter.
Mechanical
Submachine Late
500 Assault 2d6 30 20 Auto
Gun Mechanical
Semi-Automatic Pistol: This is a handgun fed from a magazine. One pull of the
trigger fires one bullet. At the Referee's discretion, its ammunition, or even
magazines, may be interchangeable with those of a Submachine Gun.
Gyrojet: Designed for use in zero-G environment, gyrojet weapons fire small, self-
propelled rocket rounds. They have minimal recoil and work perfectly in hard
vacuum as well.
Light Machine Gun: This is the standard mid-tech squad-level support automatic
weapon and is typically belt-fed. Light machine guns count as two items for
encumbrance purposes.
Pulse Rifle: An advanced automatic rifle that fires electrically ignited, caseless,
high explosive, armor-piercing rounds. The ultimate in Late Space Age projectile
weaponry. The pulse rifle provides a high rate of fire and a large magazine
capacity.
35
Shotgun: A smoothbore weapon that fires shot pellets capable of hitting multiple
targets at once. Shotguns are effective short-ranged weapons, but are not useful
beyond Near Range, or against armored targets. These particulate stats represent
a pump-action weapon with an internal magazine.
Submachine Gun: This is a light automatic weapon that fires pistol rounds. It is
intended for close quarters combat.
ENERGY WEAPONS
Once the Early Space Age begins, energy weapons become viable replacements
for many projectile weapons. They have many advantages over their more rugged
forebears: energy weapons are lighter and have no recoil. This makes them ideal
for shipping over interstellar distances, as no mass is required for ammunition
weight. As well, they are suitable for zero-G combat since they produce no recoil.
Lastly, the removable batteries that power energy weapons are rechargeable from
a normal Space Age power grid, which makes logistics much simpler.
Energy Weapons
Ammo
Cost
Weapon Tech Age Range Dmg. Mag Cost Aspects
(Credits)
(Credits)
Laser Pistol Late Space 1500 Hand. 3d6 10 50 Laser
Laser Rifle Early Space 3500 Rifle 4d6 20 100 Laser, AV 1d6
Early
Stunner 600 Assault 3d6+1 10 10 Stun, Zero-G
Interstellar
36
HEAVY WEAPONS
Heavy Weapons refer to a catchall category of military support weapons for
infantry. These are usually high rate of fire weapons like machineguns, or anti-
vehicle weapons like rocket launchers. All heavy weapons are considered 2 or
more items each for encumbrance purposes. Some are only usable when fired
from a tripod or vehicle mount. Ammunition belts, magazines, and individual
rockets are each considered one item for encumbrance purposes.
Note that some of these weapons are often found mounted on vehicles.
Heavy Weapons
Cost Ammo
Weapon Tech Age Range Dmg. Mag. Aspects
(Credits) Cost
Disposable
Late Blast, Bulky,
Anti-Vehicle 200 Assault 4d6 1 -
Mechanical AV 4d6
Rocket
General
Late Auto, Bulky,
Purpose 1500 Rifle 3d6+3 100 150
Mechanical AV 2d6
Machinegun
Heavy Early Heavy
2000 5d6 100 200
Machinegun Mechanical Weapon
Support Heavy Bulky,
Early Space 5000 5d6 20 200
Laser Weapon AV 3d6+1
37
GRENADES AND EXPLOSIVES
Roll Physical to land a grenade near its target. Grenades may be thrown out to
Near range.
Roll Technology to properly set up an explosive charge for simple demolition.
More complex or larger explosions, like setting a directional shaped charge blast,
require a Technology roll at -1D (or more).
38
VEHICLE WEAPONS
These weapons are too large and bulky to be carried by individuals and are only
mounted on vehicles.
Vehicle Weapons
Ammo
Cost
Weapon Tech Age Range Dmg Mag Cost Aspects
(Credits)
(Cr.)
Autocannon, Late Heavy
10000 5d6 100 1000 Auto, AV 3d6+1
Light Mechanical Weapon
Late
Heavy Flamer 1000 Rifle 3d6 5 25 AV 2d6, Fire
Mechanical
Guided Anti- Heavy
Early Atomic 4000 5d6 4 200 Blast, AV 5d6
Tank Missile Weapon
Heavy
Laser Cannon Early Space 10000 5d6 100 100 AV 4d6+2
Weapon
Autocannon, Light: This weapon can fire bursts of shells at high rates of fire. It is
common to find this mounted on aircraft as a dogfighting weapon, as well as on
light armored vehicles as a support weapon for infantry.
Flamer Heavy: A brutal close-in anti-infantry weapon used to flush out
fortifications and defend against infantry attack in built-up areas. Vehicles that
carry flamethrowers are usually the first to be targeted by enemy infantry.
Guided Anti-Tank Missile: This vehicle mounted version of the portable anti-tank
missile launcher has a magazine of four missiles. A system like this is often
mounted on a light vehicle to give it significant anti-armor punch.
Laser Cannon: The Early Space Age’s replacement for all but the heaviest cannons,
this vehicle weapon is highly efficient, and can be recharged from any power grid.
This makes it the darling of logistics officers in any military where it is found.
39
GENERAL EXPLORATION EQUIPMENT
The following sample of adventuring equipment is readily available at starports of
the appropriate Tech Age.
Backpack (10 Credits; Early Primitive Age): A backpack does not count as an item
for encumbrance when worn. The items in the backpack still count towards
encumbrance. It takes one Action to remove an item from a backpack while in
combat.
Breather Mask (100 Credits; Late Mechanical Age): A dual-purpose gas/filter
mask apparatus that condenses thin atmospheres for comfortable breathing. It
also filters out tainted atmospheres and provides protection against airborne
toxins. Attachments for oxygen bottles make the Breather useful for operating in
oxygen-poor or poisonous atmospheres.
Chameleon Suit (2500 Credits; Late Interstellar Age): This full body suit can shift
its color patterns to blend in with the surroundings. It does not make a wearer
invisible, but at medium and long ranges the wearer will be almost impossible to
see and gains +2D to Stealth tests. It includes infra-red cloaking.
Disguise Kit (500 Credits; Early Mechanical Age): This kit consists of highly
personalized collections of makeup, clothing, wigs, and other accouterments that
allow a skilled user to not be recognized, or even pass as someone else. At more
advanced Tech Ages, Disguise Kits may include 3D printed latex masks (Late
Atomic Age), retina scanner spoofers (Early Space Age), or even holographic
enhancements designed to spoof facial recognition algorithms (Early Interstellar
Age). Increase the kit’s price by 100% for each of these listed features.
LED Flashlight (5 Credits; Late Atomic Age): A hand-held, rubberized, sturdy light
source with a variable light aperture. The 2m cone of light has a range of 50m, but
it can be adjusted to illuminate a 5m radius. Smaller, more expensive (20 Credits)
versions can be mounted on weapons or clipped to armor. A Late Atomic Age LED
Flashlight’s battery will last for 24 hours. By Early Interstellar Age, the battery will
last for a decade of continual use.
Medkit (100 Credits; Early Mechanical Age): This is standard issue in all survival
kits and can be found in ship’s lockers across known space. Medkits contain all the
necessary equipment and compounds to deal with minor trauma and easily
treatable emergencies.
Multiscanner (2500 Credits; Late Space Age): This hand-held sensor suite is a
combination of several functions: it can detect radiation, electromagnetic
emissions, metals, and a limited set of chemicals and biological compounds. It can
also perform standard blood tests. A Knowledge roll is required to make real use
of the data, but basic analysis is possible with the use of on-board software.
40
Night Visor (300 Credits; Late Atomic Age): This stylish set of eyewear combines
low-light and infra-red vision goggles into one handy device. Safety features
prevent blindness if the light level suddenly changes. Wearing a Night Visor
eliminates the disadvantages of working in dim light and reduces the penalty for
total darkness to -1D.
OmniComm (50 Credits; Early Space Age): Today’s smartphones will eventually
evolve into the OmniComm, which handles all your telecom needs in one device,
with holographic augmented reality capability. The OmniComm is able to
automatically integrate with whatever telecommunication networks are present
on a given world. Batteries last for a few days in the Early Space Age. By Early
Interstellar, batteries will last for months, if not years.
OmniComp (250 Credits; Early Space Age): A hand-held, light-weight computer
which evolved from both the laptop and the tablet computer. It functions much
like an OmniComm but is intended for more advanced content production and
computing tasks. Early Space Age batteries for these devices last for a few days;
Early Interstellar Age batteries last for months between recharging.
Omnitool (500 Credits; Late Space Age): An auto-adjusting, auto-fitting repair
tool. The Omnitool will fit exactly to any kind of bolt, screw or fastening device,
and also doubles as wire-cutters, small hacksaw, flashlight, and a myriad of other
tools. All this is packed into one item’s worth of encumbrance!
Radiation Detector (150 Credits; Early Atomic Age): A matchbox sized device that
displays radiation levels in a 10m radius. It also indicates the type of radiation if
that is important. The detector can also serve as an alarm, chiming loudly when
radiation levels are dangerous to humans. This feature can be shut off.
Thruster Pack (5000 Credits; Early Space Age): This wearable harness allows
maneuvering in zero-G conditions at normal movement rates. Characters and
objects moving by thruster pack are still subject to the laws of motion.
Trauma Tab (500 Credits, Late Space Age): A single-use medical application that
automatically allows a character who has suffered a Wound continue to fight.
However, the strain adds a -1D penalty to the Wound Triage Table roll after the
fight. At Late Interstellar age, this penalty is dropped.
41
PHARMACEUTICALS
The following is a sample of pharmaceuticals that are common in interstellar
markets.
Antirad: Administering this drug before exposure to radiation will prevent the
accumulation of rads for 1D6 hours. After being exposed to radiation, it removes
2D6 rads.
Fast Forward: This emergency life support drug dramatically slows the subject’s
metabolism; this drastically reduces life support costs and can keep a subject alive
for 1D days without the use of any cryogenic medical technology.
Hyper: A dangerous drug that allows a person to go 72 hours without sleep at full
alertness and functionality. The subject ignores Fatigue for the full duration.
Afterwards, the subject must sleep for 24 hours. Another dose of Hyperbefore the
24 hours is up forces a roll on the Wound Triage Table.
Ice: A combat drug used by many professional mercenaries; Ice gives a +2D bonus
to all morale checks. It is rumored that prolonged use of Ice will result in lack of
empathy and sociopathic behavior. Ice manufacturers vehemently deny such
calumnies.
SlowMo: This drug will heal one Wound in 10 minutes. This metabolic accelerator
can only be used safely once per week. It gets its name because those who take it
spend ten minutes watching the world go by very, very slowly. If it is used more
than once per week, roll on the Wound Triage Table with a -2D penalty.
Panacea: When using this drug, roll Knowledge 8+ to cure most diseases or
poisons. This drug does not work on tailored viruses or biological weapons.
Pharmaceuticals
Drug Tech Age Cost (Credits)
Antirad Early Space 1000
Fast Forward Early Space 200
Hyper Early Space 50
Ice Early Space 20
Panacea Late Space 50
Slow Motion Late Space 300
42
VEHICLES
Vehicles are a staple of science fiction adventure roleplaying. This chapter
provides rules on how vehicles operate in combat, as well as a sampling of vehicles
at varying technology ages. If Referees require more vehicle statistics than those
provided, we recommend using the sample vehicles as a guide and simply
assigning statistics to whatever vehicle is required.
VEHICLE STATISTICS
Agility: The vehicle’s maneuverability. A vehicle’s Agility score modifies its Position
rolls in combat as a fixed modifier, like a character’s skills. It also modifies Vehicles
skill rolls when attempting stunts or other difficult maneuvers in a vehicle. In FTL
Nomad, Agility is zero-averaged: most vehicles should not have a significant Agility
score. Having more than a +1 Agility or less than a -1 Agility indicates that a given
vehicle is especially nimble or clumsy, respectively.
Armor: The vehicle’s resistance to damage, whether arising from bulk or armor
plating. Armor is defined by two numbers Light Damage/Critical Damage: the first
number is the minimum number an attack’s AV dice require to cause a Light
Damage result. The second number is the AV dice result necessary to inflict Critical
Damage on the vehicle.
Cargo: The amount of cargo (in kilograms or tons) the vehicle can carry.
Crew/Passengers: How many crew and passengers the vehicle can carry.
Range: The maximum distance the vehicle can travel in kilometers, before
requiring refueling.
Speed: The vehicle’s top speed in km/h.
Tech Age: The Tech Age the vehicle may be manufactured in.
Tonnage: The number of tons required to transport the vehicle on a spacecraft.
Aircraft, Helicopters, and Jets take up three times this number unless they are
carried disassembled.
Weapon: The weapons commonly mounted on the vehicle.
43
COMMON VEHICLES
The following vehicles are a small sample of the sorts of vehicles that are available
in most science fiction settings. The Referee is welcome to vary the statistics of any
vehicle to make it suit a specific context, or to reflect different designs or the
condition of a very badly maintained vehicle, for example.
GROUND VEHICLES
Most of these vehicles need very little introduction, as they are common in our
Early-to-Late Atomic Age society here on Earth in the early 21st Century. Most of
these vehicles need good roads to operate safely at high speeds. On rough terrain,
halve or even quarter the listed speeds. Note that most of these ground vehicles
can take weaponry mounted on pintle mounts or ersatz tripod mounts.
Ground Car
Agility 0 The ground car is popular with civilians on
Armor 6/8 many worlds due to its rugged and simple
Cargo 250kg construction. They are ubiquitous with
Cost (Credits) 10000 models for sale or rental everywhere.
Crew/Passengers 1/4
Range 400km
Speed 160km/h
Tech Age Early Mechanical
Tonnage 2 Tons
Weapon None
Pickup Truck
Agility 0 A bigger version of the ground car with a
Armor 6/8 flat-bed cargo bay instead of passenger
Cargo 1 ton seating. Any passengers would sit in the
Cost (Credits) 15000 open bay. This is a ubiquitous vehicle and
Crew/Passengers 1/6 has a notable reputation for being able to
go anywhere, and in any condition. Many
Range 400km mercenary teams desperately get their
Speed 120km/h hands on pickup trucks and fit any manner
Tech Age Early Mechanical of weapons onto their flatbed. Some
Tonnage 4 Tons manufacturers are happy to see a new
Weapon None, typically market for their vehicles. Others are less
enthusiastic.
44
Armored Personnel Carrier
Agility -1 Introduced in the Mechanical Age,
Armor 12/16 Armored Personnel Carriers are
Cargo 2 tons essential to modern warfare,
Cost (Credits) 177,250 allowing infantry to keep pace
Crew/Passengers 2/8 with armored units.
Range 400km
Speed 60km/h
Tech Age Late Mechanical
Tonnage 5 Tons
Heavy Machinegun
(Damage 5d6, Auto, AV
Weapon 3d6). Some mount a Light
Autocannon (Damage 5d6,
Auto, AV 4d6)
AIRCRAFT
Heavier-than-air aircraft became feasible in the Late Mechanical Age. These
vehicles generate lift through some combination of rotors, propellers, or jet
engines, and all require an atmosphere to operate, unlike later Thruster vehicles.
Aircraft are purpose-built for their homeworld and will malfunction in a radically
different environment (throw Technology to avoid a crash or a restart).
Cargo Plane
Agility 0 This is a medium sized cargo
Armor 8/11 plane driven by two, three, or
Cargo 4000kg four propellers. It is very reliable
Cost (Credits) 250000 and rugged and can be found on
Crew/Passengers 2/20 any world where aircraft are
useful and cheap to operate.
Range 2000km
Speed 400km/h
Tech Age Late Mechanical
Tonnage 20 Tons
Weapon None
45
Helicopter
Agility +1 Introduced in the Late Mechanical
Armor 7/10 Age, the Helicopter is the first
Cargo 500kg heavier-than-air aircraft capable
Cost (Credits) 193500 of hovering and vertical flight. It is
Crew/Passengers 1/1 popular on Earth-like worlds for
search and rescue, law
Range 2100km enforcement, and supply runs to
Speed 250km/h remote settlements since it
Tech Age Late Mechanical doesn’t need a landing strip.
Tonnage 10 Tons
Weapon None
GRAVITY DRIVE
Gravitic Impellers are produced by Late Galactic Age Cultures. They are powered
by integral fusion Packs and require no fuel. They allow vertical flight. Impellers
generate an earth standard internal gravity field for the comfort of passengers.
Grav Car
Agility +2 The Grav Car is civilian
Armor 7/9 transportation in the Late Galactic
Cargo 1750kg Age. It is built on a small,
Cost (Credits) 170000 unarmored chassis. Its gravity
Crew/Passengers 1/5 drive gives it an impressive top
speed and allows hovering or
Range Unlimited vertical flight. The grav car can
Speed 1000km/h reach orbit in 1d6 hours. Its cabin
Tech Age Late Galactic is sealed.
Tonnage 5 Tons
Weapon None
46
VEHICLE COMBAT
BASIC PROCEDURE
In most cases, vehicle combat is a chase and is played out in turns. Each side
throws 1d6 + Vehicles + vehicle Agility; the vehicle with the higher result has
better Position for that turn. The Pursuer wins on a tie. A vehicle with Position may
attack normally, using the Combat skill to operate the vehicle’s weapons, or their
own weapons if they can shoot out a window. A vehicle without Position can still
attack, but all attacks are penalized by -2D. Range modifiers are not included, as
they fall under the general purview of Position in these rules. A chase lasts until
one side is caught or their vehicles are disabled, or 5 turns pass without either
being destroyed, at which point the Quarry escapes.
VEHICLE DAMAGE
Upon a successful hit, throw the weapon's AV dice. If the result of the throw is
greater than the vehicle’s first listed armor number, throw on the Regular Damage
table. If the result is greater than the second listed armor number after the slash,
throw on the Critical Damage table. For example, a Light Autocannon (3D+1 AVD)
attack on an Armored Personnel Carrier (Armor 12/16) would roll 3d6+1 to
determine damage. Any roll of 11 or less would result in no damage. A roll of 12-16
would result in a roll on the Regular Damage column of the Vehicle Damage Table.
A roll of 17 or more would result in a roll on the Critical Damage column of the
Vehicle Damage Table.
47
Weapon: One randomly determined weapon is disabled. A second hit on the same
weapon destroys it.
Locomotion: The vehicle suffers a hit to its movement systems. All Vehicles rolls
suffer a -1D penalty. The pilot must roll Vehicles to remain in control of the vehicle.
Loss of control means the vehicle will crash at the end of the round. A second hit
to Locomotion renders the vehicle completely immobile. Aircraft crash and are
Destroyed unless the pilot rolls Vehicles to land safely (if at all possible).
Electronics: The vehicle’s electronics are fried, all Technology and Combat throws
using the vehicle’s weapons and sensors suffer -2D. A second hit to Electronics
destroys them entirely.
Power Plant: The vehicle’s engine or power transfer systems are damaged. All
Vehicles and Technology rolls suffer a -1D penalty. Energy-based weapons cannot
be used. A second hit knocks the power plant out: the vehicle cannot move and
weapons cannot fire. Aircraft crash and are Destroyed unless their pilot rolls
Vehicles to land safely.
Critical: Roll on the Critical Damage column instead.
Knocked Out: The vehicle is rendered inoperable and is completely out of combat.
The crew takes no damage. Aircraft crash and are destroyed, but crew and
passengers can throw Physical to bail out in time.
Destroyed: The vehicle is destroyed. Apply a Wound to all crew and passengers
unless they throw Physical to bail out in time.
REPAIRING VEHICLES
Once combat is over, a character may roll Technology to return a damaged or
disabled system back to functionality. This consumes 1d6 units of mechanical or
electronic parts (as relevant). The Referee may decide that certain repairs require
a workshop or unique parts. Knocked Out vehicles can be salvaged or possibly
towed for repair in a workshop. Destroyed vehicles are unsalvageable.
During combat, a character may attempt to make quick repairs as an action. Only
one such repair action may be attempted per round. Roll Technology. The repair
will fail in 1D+1 rounds, and will require regular post-combat repairs should the
vehicle (or mechanic) survive combat.
48
COMMON STAR SHIPS
The following vessels are designed for the Interstellar Tech Age; they represent
common spacecraft used by many cultures across the typical space opera galaxy.
Defense Fighter
Hull Type End. Armor Crew Cargo Guns Agility
1 Day
Micro 14/17 1 0.5 5d6 +4
Travel x2
Travel Multiplier: x2
Modifications: FTL Drive
Cost: 1120000 Credits
The Defense Fighter is a common sight on frontier worlds. Tough little vessels,
these fighters have excellent acceleration, and the cutting edge FTL drive
provides additional inertial dampening for truly breakneck maneuvers. The ship
is otherwise incapable of FTL travel. The ship has minimal cargo space but
carries decent guns making it a serious threat to small and medium-sized craft.
Any colony world and many settled planets will have these ships on hand to
deter pirate, and force down questionable ships for inspection.
Shuttle
Hull Type End. Armor Crew Cargo Guns Agility
Small 1 Week 7/9 3 (7) 8 2d6 +3
Travel Multiplier: x1
Cost: 2.5 million Credits
A lightly armored and armed transfer vehicle. This shuttle is designed to move
people and cargo to and from space. Shuttles take up a bit of cargo space, they
are typically only found on larger vessels or based at a space station or
spaceport. It lacks the armor or weapons for rougher frontier areas.
49
Tramp Freighter
Hull Type End. Armor Crew Cargo Guns Agility
Scout 1 Month 14/17 4 (6) 64 4d6 0
Travel Multiplier: x1
Modifications: FTL Drive
Cost: 6.8 million Credits
The tramp freighter sacrifices Agility, Armor, and Guns for Cargo. Typically, a
vessel like this can make a tidy profit of 6000-7000 credits a month, more if the
crew/owners forego part of their salary to buy off the ship’s debt. This version
retains some weapons and armor to deal with unsavory types and is suited to
Frontier regions. Running cargo in risky systems can pay off: freight and
passenger rates are liable to be two or three time the normal rate for emergency
shipments via these dangerous systems.
Explorer
Hull Type End. Armor Crew Cargo Guns Agility
Picket 6 Months 18/21 10 (15) 64 4d6 0
Travel Multiplier: x1
Modifications: FTL Drive, Advance Sensors, Shuttle
Cost: 25.2 million Credits + Shuttle 2.5 million Credits; Total: 27.7 million Credits
Shuttle counts for 32 of the 64 total cargo spaces (32 spaces remaining)
The Explorer is an under-gunned picket hull that possesses increased Endurance
but reduces the armament even more. Propellant is sacrificed as well to allow a
suite of advanced sensors. The 15 passengers are explorers and scientists. The
shuttle can ferry field teams around a planet being investigated. Some missions
forgo this for more cargo and simply land the ship.
Gunship
Hull Type End. Armor Crew Cargo Guns Agility
Picket 3 Months 18/21 10 (15) 32 6d6 1
Travel Multiplier: x1
Modifications: FTL Drive
Cost: 28 million Credits
The gunship is a vessel much-loved by pirates. Small enough to land on a planet
for a raid of opportunity, yet with large enough guns to terrorize a small convoy
or space station. Its light armor does mean that it must flee when larger escorts
arrive. The 15 passengers comprise the boarding/looting party. The gunship is an
all-too-common sight on the wild frontier.
50
STARSHIP OPERATIONS
The Universe is full of adventure, treasures, artifacts, and mysteries! Other stars
may have friendly or hostile beings, ruins of ancient species long vanished, and
amazing planetary bodies for explorers to chart. Merchants buy and sell, and
fortunes can be made or broken among the stars. Wars rage between the stars.
Starship voyages are how humanity travels the universe. Advanced technologies
let these vessels exceed the speed of light, and thus travel between the stars takes
weeks instead of centuries. Players will beg, buy, or steal only the best for their
characters and guard their transportation jealously. In the course of a campaign a
ship may become a patchwork of improvements, repairs, and modifications. These
unique vessels may become characters themselves.
FTL TRAVEL
The technologies developed in the Space, Interstellar, and Galactic Technology
Ages permit faster than light (FTL) travel. FTL engines traverse a parallel dimension
known as hyperspace, allowing the ship to travel faster than the speed of light. A
gravity well, such as one generated by a star, is required on both ends of an FTL
transit.
Standard FTL engines, available at the Late Space Age, permit a ship to travel up to
2 parsecs in one transit. This takes a week and requires no additional fuel. The
ship, however, must recharge its FTL engine after each such transit, which requires
another week. Most captains use this recharging time to travel through the local
star system via the ship’s rocket engine, potentially docking with space stations or
landing on planets. More advanced FTL engines, available during the Late
Interstellar Age, permit traversing up to 4 parsecs per week-long transit, but are
usually unavailable to civilians. Galactic FTL engines, available during the Late
Galactic Age, may traverse up to 10 parsecs per transit. Cosmic Age Stargates let a
starship travel up to 50 parsecs within a day and are beyond the scope of these
rules.
FTL transit may be initiated anywhere outside an atmosphere. FTL transit typically
deposits the starship within 500,000km of a known and predetermined target
world, which means that it will have to travel at least 1d3 days to reach its
destination. This travel time is modified by the ship’s Travel Multiplier.
53
SHIP DAMAGE AND REPAIRS
Starship crews that survive combat or other hazards may have to repair the
damage their ship almost certainly has suffered.
Repairs are possible while the ship is in space but are more difficult and time-
consuming than repairs carried out in a starport or other suitable facility. However,
some damage is beyond the ability of even the most talented ship’s engineer to
handle.
SPACECRAFT REPAIRS TABLE
The following table lists the different Regular Damage results from Space combat,
and what is required for repairs. Note that Destroyed components are not
repairable. They must be replaced entirely.
Times given are for repairs in a facility. Double repair times if performing the
repairs in the field. Roll Technology to successfully accomplish a repair in the given
time. It is possible to attempt to repair a damaged component multiple times. The
time and money costs must be spent each time. It is only possible to attempt to
repair a disabled component once. If it cannot be repaired, it must be replaced, at
five times the cost of a disabled component.
Spacecraft Repairs Table
Regular
Damaged Disabled
Damage
Breaches can be repaired in 1d6 hours. Each breach costs
Breach
1d6x1000 Credits to fix.
There is no way to easily recover lost cargo, but damaged cargo
Cargo
holds can be repaired as breaches, above.
1d6 days and 2d6x10000
2d6 hours and 2d6x2000 Credits
Weapon Credits to bring disabled guns
to repair 1d6’s worth of Guns.
back online.
1d6+1 days and 2d6x5000
2d6 hours and 4d6x1000 Crredits
Engine Credits to repair engines that
to repair damaged engines.
have been disabled.
1d6 days and 3d6x10000
1d6 hours and 1d6x10000 Credits
Electronics Credits to restore an electronics
to repair a specific system.
system.
2d6 days and 3d6x10000
3d6 hours and 3d6x1000 Credits
Power Plant Credits to restore a disabled
to repair a damaged power plant.
power plant.
Ships that have suffered a Knocked Out result are salvageable for parts, but must
be towed to a starport to fully strip. Destroyed ships cannot be repaired.
54
SPACE COMBAT
Danger lurks among the stars, not only in the form of alien beasts and blaster-
wielding mercenaries, but also from pirate ships and hostile enemy craft. This
chapter covers the rules used when combating such threats.
CAPTAIN’S ACTIONS
The ship’s captain is an optional position, as in many cases the Pilot fulfills this role
in addition to piloting the ship. However, having a captain is useful to ships in
combat, especially larger ones. A Captain does not require a specific Archetype to
function. The Captain always acts first in each space combat turn.
Aid the Fleet: Throw Knowledge. If successful, the Captain gains 2 bonus dice, of
+1D each, which may be distributed to other vessels on the same side of the fight
as the Captain’s vessel. Each of these dice may be applied to any one roll another
vessel makes in their coming turn. For example, the Captain may grant a +2D to a
single fighter’s Position roll, or +1D each to two separate ships attacking a
common foe.
55
Magnificent Bastardo! The Captain uses some tactical acumen to make a daring
maneuver! The Captain’s ship needs to have the highest Position in the battle to
use this action. Roll Knowledge or Vehicles (player’s choice), with a -2D penalty. If
successful, the Captain has managed to take advantage of the ship’s position to
great effect: only the Captain’s ship may act this turn. In effect, the Captain’s crew
gets a free turn’s worth of actions. New Position rolls are required after this
maneuver is executed. The Captain can only be a Magnificent Bastardo once per
battle.
Lead Crew: Throw Social. If successful, gain 2 bonus dice, of +1D each, which the
Captain may distribute in the current turn. For example, the Captain may grant a
+2D bonus to a difficult shot the gunner wishes to perform, or a +1D bonus to the
Pilot’s next Position roll and a +1D bonus to an Engineer’s Damage Control Roll.
Self-Sacrifice: The Captain leads damage control efforts to prevent damage to the
ship, at great personal risk. After an attack does Regular or Critical Damage, the
Captain may opt to take a Wound instead. After the battle, roll on the Triage table
with a -1D after having sacrificed for a Critical Damage result (cumulative with
other Triage Table roll modifiers). The Self-Sacrifice action can only be performed
once per battle.
PILOT’S ACTIONS
The Pilot is a mandatory position; each spacecraft must have at least one Pilot,
though this crewmember does not need the Pilot archetype. They are required to
know how to pilot a ship, which might require specific Talents or character
training. The Pilot throws for Position every turn, and may perform one of the
following actions as well:
Attack Vector: Throw Vehicles and apply the ship’s Agility as a bonus; if successful,
the maneuver grants +1D to the Gunner’s next attack roll.
Disengage: The Pilot may attempt to escape the combat chase prematurely. To do
so, the escaping Pilot throws their Vehicles skill + their ship’s Agility, and the most
agile enemy ship’s Pilot throws their Vehicles skill + their ship’s Agility. If the
escaping Pilot’s roll is higher, they move to the edge of effective combat range. The
next round, the Pilot must perform a second successful Disengage action to
escape combat. Otherwise, the combat continues until 5 combat turns have
elapsed.
Evasive Maneuvers: Throw Vehicles, modified by the ship’s Agility, at -2D penalty.
On a success, the Pilot gains a pool of dice equal to half their Vehicles skill
(rounded up). They may apply the dice as Disadvantage Dice against different
enemy attacks on their ship. The pool lasts until it is depleted, at which point
another Evasive Maneuvers action can be attempted in a later round.
56
Engage FTL: The Pilot may attempt to prepare for faster-than-light transit. This
requires the Pilot’s attention for 2 turns, during which the Pilot may only throw for
Position. After that, the Pilot throws Vehicles to initiate an FTL transit, escaping
combat. Failure means the Pilot will have to retry the roll. For this action to work,
the ship must have a valid destination. It is possible to rush this action and engage
the FTL in one round: the Vehicles roll is penalized -1D.
GUNNER’S ACTIONS
On small spacecraft, the Pilot may fire the ship’s guns, but may not conduct
another Piloting action on the same turn (other than throwing for Position). A
separate Gunner allows for more complex gunnery actions alongside the Pilot’s
complex piloting actions. Note that these rules do not treat each turret separately;
there is usually only one attack roll per ship, made by its chief Gunner and using
the ship’s Guns rating for damage.
Fire Guns: The Gunner throws Combat. On a success, they hit the target ship and
apply full damage according to the attacking vessel’s Guns rating.
Launch Torpedoes: A ship may launch as many as half its full supply of torpedoes
per turn (round up). Torpedoes take that turn to travel to their targets and roll to
hit normally at the end of the next turn. Torpedoes ignore their target’s Position.
You must have a Weapons Lock (see below) to attack a target with torpedoes.
Point Defense: Each turn, a Gunner on a ship may engage a number of torpedoes
equal to the number of the ship’s Guns dice rating. This is a free action for ships
with Point Defense Grids. Roll a number of D6s equal to the Guns rating. On 4+ on
each D6, one torpedo is destroyed. For example, a Scout-sized vessel with a Point
Defense Grid and 5d6 guns may engage 5 torpedoes per turn. Ships without a
Point Defense Grid may use their weapons to shoot at Torpedoes, but this uses up
the Gunner’s action for the round.
Splitting Fire: By default, a spacecraft fires its weapons once per turn. However, a
ship may divide its Guns dice among different targets during a turn. Any single
attack must use at least 2d6 worth of Guns. For example, a ship with 6d6 in Guns
could make up to three attacks, each with 2d6 worth of Guns for damage. Each
attack is resolved separately.
Combining Fire: Two ships may combine their fire into a single more powerful
attack. Their Gun ratings must be within one die of each other. For example, if one
ship has 5d6 and the other 6d6, the two ships can combine their fire. One to-hit
roll is made with the highest Combat skill of the two ships’ Gunners, with +1D to
the roll. Each ship then rolls their individual Damage roll but use the higher of the
two results to determine the damage.
57
SENSOR OPERATOR’S ACTIONS
Ships with a crew of 4 or more must have a Sensor Operator. On smaller ships, the
ship’s Pilot may fulfill this role, but remember that the Pilot must then choose
between piloting actions and sensor operation actions each turn.
Spoof Torpedoes: Throw Technology to spoof an incoming torpedo, neutralizing it.
Each turn, the Sensor Operator may attempt this for each incoming torpedo, up to
a number of torpedoes equal to the Sensor Operator’s Technology skill.
Jam Sensors: The sensor operator may engage in electronic warfare to provide
“cover” for their ship. Both the ship’s Sensor Operator and the enemy ship’s
Sensor Operator throw their Technology skill. If the Sensor Operator who initiated
the jamming has a result that is equal to or greater than the target’s, the target
ship’s Gunnery Officer suffers a disadvantage dice penalty equal to the Sensor
Operator’s Technology skill to their next attack.
Scan: Throw Technology to detect vessels and other objects not already in
combat. In combat, the Scan action can be used to determine information about
another vessel (enemy or otherwise). As well, a Scan might be able to detect
reinforcements before they arrive, or ambushes before they are sprung.
Target Systems: Throw Technology. If successful, the ship’s Gunnery Officer may
target a specific system on the enemy ship in their next attack, pre-choosing
where the damage is applied to (if the attack is successful).
Weapons/Sensor Lock: Throw Technology. If successful, all Guns attacks by the
Sensor Operator’s ship and any allied ships against the target vessel enjoy +1D for
the round. Weapon Locks are required to fire torpedoes at a target. The torpedo
attacks do not gain the +1D bonus when they roll to hit the following round.
Break Sensor/Weapons Lock: throw Technology. If successful, an enemy’s sensor
or weapons lock on the ship is removed.
ENGINEER’S ACTIONS
Any character may perform basic engineering or maintenance actions on any ship.
However, only a character with the Engineer Archetype or relevant technical
Talents (Spacer, Rigger) may fill the Engineer bridge position and perform one of
the following actions per turn. The effects of the action last until the ship’s next
turn.
Brace for Impact: The Engineer manages to get all available crew to reinforce
systems and stand by with spares. All successful subsequent attacks against the
ship have their Guns dice reduced by 1D until the start of the ship’s next turn.
Damage Control: The ship’s Engineer may attempt to overcome damage to ship
58
systems by circumventing them and using backups, or by mobilizing assistant
engineers for damage control tasks. Throw Technology: on a success, a single
damaged or disabled system is completely—albeit temporarily—repaired. The
system will fail again within 1D hours due to the temporary nature of such repairs.
Optimize System: The Engineer is able to divert computing and electrical power
to a specific system: Sensors, Communication, Fire Control, or something more
unique to the specific ship. Any subsequent rolls with that system are made at +1D
until the ship’s next turn.
Overcharge Weapons: The Engineer disables the safeties on the ship’s guns,
increasing available Gun dice by 1D for the next attack. This requires a successful
Technology roll.
Redline Engines: the Engineer may throw Technology to increase the ship’s Agility
by +1 until the ship’s next turn.
DAMAGE
To determine damage, roll the dice indicated for the ship’s Gun rating. Compare
the total to the target’s Armor. If the total exceeds the first (left-most) armor
number, roll on the Regular Damage Column. If it exceeds the second (right-most)
number, roll on the Critical Damage Column.
RESULTS
Regular Damage results have three levels: when a system takes a single Regular
Damage hit, it is damaged. This means it is still somehow functional, though at a
suboptimal level. After two hits, the system is disabled: it no longer functions, but
can be restored by a damage control team while in combat. Finally, after three
hits, a system is completely destroyed. It can only be replaced.
59
Breach: The craft’s hull is compromised. A spacecraft will be fully exposed to
vacuum within 1d6 turns unless the breach is repaired. Anyone not wearing a
spacesuit will perish unless they make a Physical throw to don vacuum gear in
time. All actions by the crew in the turn the breach occurs and the following turn
are at -1D as they secure the ship and deal with the pressure loss. It is standard
procedure for all crew to don space suits when combat is expected.
Cargo: The cargo bay is hit. Roll 2d6-2 and multiply the result by 10. This is the
percentage of cargo destroyed. For example, a roll of (8 – 2) x 10 = 60% of the
ship’s cargo has been destroyed. This includes food and water supplies for the
crew. If there is no cargo on board, treat this result as a Breach.
Crew (Regular): 1D crew and passengers must throw Physical. Apply a Wound to
those who fail. Roll on the Triage table after the combat is over.
Weapon: The ship’s Guns rating is reduced by 1 die. A second and all subsequent
Weapon damage results reduce the ship’s Guns rating by another die. When the
ship’s Guns dice are depleted, the weapons are disabled. If another Weapon hit
occurs, the ship’s weapons are completely destroyed.
Engine: The vessel’s engines have been damaged. Subsequent Piloting and
Position rolls suffer a -1D penalty until repairs are carried out. A second Engine hit
disables the Engines: the ship is unable to alter its course or speed. In addition to
the -1D penalty from engine damage, the ship’s Agility is not counted for Position
or Piloting rolls. A third Engine hit destroys the Engine. The ship is dead in space
and has a Position value of zero.
Electronics: Some of the ship’s electronics are fried. Roll 1d6 and consult the table
below. A second hit on a given system (Comms/Sensors/Fire Control/Power)
disables the system.
60
Power Plant: The spacecraft suffers the effects of an Engine hit for one turn, then
back-up power is restored. However, Agility suffers a -1 penalty and reduce Guns
by 1 die. A disabled powerplant means that no weapons may be fired, and no
Sensor Operator actions are possible. However, the ship can still maneuver due to
its engines being self-contained systems.
Critical: roll on the Critical Damage column instead:
Knocked Out: the craft is rendered inoperable and is completely out of combat.
The crew takes no damage, but life support systems are out, and the ship has
begun to lose atmosphere. Time to find an escape pod!
Destroyed: the craft is destroyed. All crew and passengers must throw Physical to
abandon the ship in time. If they fail, they receive a Wound. They may try again
the next round and may receive another Wound if they fail again.
Crew (Critical): the vessel’s crew are hit by shrapnel, energy discharges, or intense
bursts of ionized gas. All crew and passengers roll Physical. Apply a Wound to
those who fail the roll. About one quarter (25%) of NPCs on board (crew and
passengers) are assumed to be rendered incapacitated with each Crew hit result.
61
SAMPLE NPCS
These NPCs are basic templates for Referees to use when necessary. Don’t
hesitate to add additional skills or abilities if an NPC does not have the skill that
the Referee thinks they should.
62
Belter Combat Know. Physical Social Vehicle Stealth Tech.
Stamina 20 1 1 2 0 2 0 2
Blade, Space Suit (6)
Investigative
Combat Know. Physical Social Vehicle Stealth Tech.
Journalist
Stamina 20 1 2 2 2 0 2 1
Comm, Semi-Auto Pistol (2d6)
Mercenary
Combat Know. Physical Social Vehicle Stealth Tech.
Gunman
Stamina 20 2 0 2 0 1 1 1
Pulse Rifle (3d6+3), Ceramic Plate Armor (8), Omnicomm, Dagger (1d6), Frag
Grenade (3d6+3)
63
ADVENTURE: LURIAN SPACE
PATROL
REFEREE INTRODUCTION
The Lurian Republic is the global government on the planet of Lur, on the frontier
of space. The populace of Lur like their government small and far from the
everyone’s daily lives. The Lurian Republic instead devotes much of its efforts to
policing the Lurian system, with its three gas giants, their scores of moons, a far
binary brown dwarf star, and two asteroid belts. To do this, it has established the
Lurian Space Patrol—referred to by everyone including its members as the Lurian
Rangers.
The Lurian system is relatively quiet, but it is on the frontier, so threats from afar
are not unknown. The player characters are a small group of Lurian Rangers who
are responding to a distress call from a science station on a gas giant moon. There
was an attack by raiders! After destroying a small squadron of drone fighters
meant to slow down any rescue, the Rangers arrive at the station and learn that a
group of scientists at the station have been abducted. The Rangers will have to
track the kidnappers to a deep space station now used as a smuggler’s den, rescue
the scientists, and try to learn why they were targeted in the first place.
This introductory adventure is meant for three-to-five players. We recommend
that the Referee read the entire adventure before running it. Some sample
characters are provided as part of the Players’ Briefing, but we encourage the
Players to instead take a few minutes and build their own characters.
64
1. VEBOS ALPHA STATION AMBUSH
The Ranger Scout is currently at full throttle. A distress call came in from Vebos
Alpha, a scientific research station on the moon Vebos of the gas giant Mari. You
diverted from your patrol route, and began a hard burn. ETA is 90 minutes. Just
another day in the Lurian System Patrol, or, as everyone calls it, the Lurian
Rangers.
You slung around the gas giant Mari to gain some speed. The moon Vebos is
visible. It’s small, with maybe 0.1G’s worth of gravity, and it’s coming up fast now.
The briefing from Control was pretty minimal: there was a conference at Vebos
Alpha, and then the distress call, and then nothing. Your scopes don’t show any
massive radiation or other evidence of a major explosion. There were no reports
of unknown vessels in the area.
Your scans pick up a lot of EM interference. Some of that is from the gas giant that
looms behind you, but it’s higher than normal.
Then, your image enhancers pick up three rocket flares, and you see them, diving
at you! Fighters!
ENEMY FIGHTERS
The raiders left a group of three fighters behind to slow down pursuit! They will
attack the moment the PCs’ ship enters the Vebos moon region.
Defense Fighter
Hull Type End. Armor Crew Cargo Guns Agility
1 Day
Micro 14/17 0 0.5 5d6 +3
Travel x1.5
Travel Multiplier: x1.5
Modifications: Automation
Cost: 1015000 Credits
65
VEBOS ALPHA STATION
The hangar is in disarray. There is evidence of weapons fire everywhere: scorch
marks, debris, and the wrecks of two security bots that did not survive the initial
onslaught. A harried man in a spacer jumpsuit meets you, shaking your hand. He’s
clearly injured, and has a bandage over his torso, his face blackened with soot. His
nametag reads Hakimi.
“Raiders. They came pretending to be a resupply trader. It was unscheduled, but
we don’t turn down merchants here, since we’re too far out from normal routes.
A dozen raiders. They hit us hard. Right in the middle of the conference. We’re a
research station. I’ve got preliminary reports: a four killed, a dozen wounded, and
six kidnapped—all of them visiting scientists from Lur. They grabbed them and
loaded them onto their ship, and gone.”
The Scientists: All from the Lurian institutions across the planet, and some visiting
from the nearby systems of Enke, Yama, and Basajaun
The Scientists
Nadine Touma: 27F, Planetary Oceanography
Iridia College, Enke
Nadine follows the patronage money on her planet. It has led her to Lur.
Shane Hillman: 61M, Astrophysicist
Lurian Astrogation Academy
Shane has crushed the careers of many to get where he is in his field.
Noah Brann: 31M, Xeno-microbiology
Iridia College, Enke
A slacker scientist who enjoys the perks of his position more than his work.
Tamar Pinera: 89F, Metadimensional Astronomy
Lurian Astrogation Academy
Old, unwilling to retire, and still travelling. Tamar still has much to offer.
Thomas Anderson: 41M, Medicine and medical Psionics
Lurian Astrogation Academy
A scientist and man of action, Dr. Anderson has been through a lot. He is taking
notice of what he sees and seems to handle being kidnapped better than most.
Mayra Reiss: 39F, Plasma physics
Meridian University, Basajaun
Mayra has been secretly undergoing psionic training in Telekinesis under Dr.
Anderson’s medical guidance. No one other than Thomas Anderson knows that
Mayra is psychic.
The PCs can help with the clean up, but there is no pursuit to be had right now.
The raiders came in one ship that has long since departed.
66
INFORMATION AND LEADS
Knowledge and Social are both appropriate skills for investigating the conference
attendees and the station’s staff. Referees should be generous when allowing
talents or archetypes to apply to skill rolls.
The staff at Vebos Alpha were hosting the conference on a variety of high-level
scientific topics. The conference had been going on for the better part of a week,
and was winding down in a few days.
An investigation of the kidnapped scientists’ quarters will reveal only that Dr. Reiss
was under Dr. Anderson’s medical supervision. There is no specific reason given,
and the station’s medical officer does have a note of that arrangement. It was
unusual, but did not raise any flags. For whatever reason, Dr. Reiss did not want to
disclose to anyone that she was psychic.
Astute players may realize that someone on the station may have tipped off the
raiders, and investigate this hypothesis. They would not be far off the mark. One
of the recent arrivals on a six month long contract, Technician Isaac Magrala, has
criminal connections. He believed that alerting his underworld contact would be
profitable: scientists away from their academies for a conference might indulge in
all sorts of illicit substances or activities. There was clearly an opportunity to make
some money here. What Magrala could not have anticipated was that the raiders
caught wind of this information, and decided to hit the station for their own
purposes.
Any interrogation of Magrala should be done by the book: the Lurian Rangers are
police, after all. He will reveal that his contact was on a deep space smuggling
station called Nox. The PCs will have heard of it. It’s an old station that was
discovered a few decades ago, and has served as a criminal haven for most of that
time. The Rangers tolerate Nox’ operation because it is a known quantity, and the
smugglers do not engage in any egregious criminal activity. At least, until now.
If the players are unable to make any headway in their investigation, they get a
lead dropped in their lap:
Twelve hours later, the PCs are contacted at Vebos Alpha by their controller, Lt.
Cmdr Moretta:
“Listen up Rangers. There’s a lead I want you to track down. We got some solid
intel that a free merchant trader just arrived at Nox, a smugglers den on the edge
of the system. They had some passengers that were definitely not smugglers. Get
to Nox and poke around. If you find the missing scientists, get them out of there.
Remember to try to blend in.”
It will take 2 days to travel from Vebos to Nox.
67
NOX STATION
Nox is an old deep space outpost that had always been some sort of haven for
criminals and smugglers even during the colonization of Lur. At some point in the
last few decades, it reprised this role. What you know is that the Lurian Republic
lets it operate so that it can keep an eye on the criminals operating on the fringes
of space. Better the snakes you know in the snake pit you know, after all.
The station is built into an ice asteroid: it’s not that large, and probably holds no
more than 100 people at any given time. It looks like it may have once been an ice
mining platform, but any of that infrastructure has been built over or salvaged.
There are buildings jutting out of the giant ice crystal in strange places, giving the
whole station a very old, very run down look to it.
There is an automated ping that your shuttle answers, and you are guided to a
landing platform/airlock. It’s semi-enclosed, and you can see a couple of other
shuttles at similar structures nearby. You’ve got a few pallets of contraband in the
cargo hold that was intended to get you through the door, but no one is here to
check you out. You are in a dank, cold and badly lit hangar. It’s not very large at all.
Through the mist from the shuttle’s thrusters mixing with the hangar’s cold air, you
can see at the far end of the chamber a pair of cargo doors. There’s a maintenance
droid in idle mode that comes online as you approach the cargo doors:
“Do you require air recycle or other services?”
The station’s plan is etched into a piece of carbon steel and mounted just beside
the doors leading out of hangar. See the Player Information Handout.
68
The hallways here are a chaotic mix between enclosed station superstructure, and
exposed chthonic ice with insulated rubber mats bolted to the ice to prevent
anyone from freezing to death. Cabling and pipes hang from the walls and ceiling,
drooping here and there. You see people: they keep to themselves as they avoid
eye contact and make their way down the halls in the other direction. Everyone is
armed. No one seems to be looking for trouble…
The PCs are free to look around Nox Station and conduct themselves as they see
fit. If they get into trouble, the station’s local security goons will treat them
roughly until they discover that they are Rangers. If that happens, the PCs will be
brought to the station boss for a pointed, though polite and civil conversation.
OPS
This hallway ends at a locked door with two security goons standing guard in front
of it. They carry high-end gyrojet pistols and are wearing visible combat armor.
They will not allow the PCs to pass unless they are already identified as Lurian
Rangers, and have an invitation to talk to Boss Collins.
At any time any of the main personnel can be in Ops. It’s a small office/bridge set-
up. The armory is here too. Boss Collins keeps the Ops center under tight security.
Nox station is too far away from everything for anything to go horribly wrong.
69
Main Nox Personnel
Keith Collins: Boss
Young, mid 20s. Ambitious and civil, but clearly he is too young to be in this
position—unless he’s utterly ruthless and talented.
He will be very curious as to why Lurian Rangers are here on his humble station.
Celeste Lee: Lieutenant
40F, spacer/smuggler/cargo overseer, bagman.
Lee is the dangerous and capable day-to-day overseer of Nox Station, and takes
special pride in her disciplined security goons. She will play nicely with the
Rangers, but if they let their guard down, she will send her men to rough them
up—just a little. It’s all in good fun, after all.
Cam Brown: Tech Chief
32M, keeper of all station tech.
Brown and his techs are constantly at work, keeping the venerable station
running. No one actually knows who built Nox. He is harried, tired, and easily
bribable for information, if the PCs can find him.
Vlad Losev: Bar Proprietor
Runs girls, moonshine, and some drugs.
Vlad is the Lurian Space Patrol’s snitch on Nox Station. He is well-paid to keep
tabs on the comings and goings on the station. The group of kidnapped scientists
that arrived a couple of days ago definitely raised some eyebrows. Losev does
not know why they were taken.
Station Security: Combat 2, Physical 1, Gyrojet Pistol (2d6), Ceramic Plates (8
protection), Stun Prod (2d6).
There are a few dozen men and women that Celeste Lee can call upon to serve
as station security. She’s put them through a “qualification course” which largely
consists of them learning to stun first, and ask questions later. The security
goons usually operate in pairs, or larger groups if necessary.
70
CARGO STORAGE
This is a large multi-storey open storage chamber, made entirely out of chain link
fencing, metal supports, gantries, and cargo elevators. It must be at least six, no,
eight storeys of platforms and semi-open storage units. Here and there you can
hear people moving about, but it’s not well lit. There are lights here and there, but
more shadows than anything. It is cold, though the air is fresh. They just don’t
believe in heating the cargo storage warehouse. As you examine the different
storage cages, you see that most are empty; some contain pallets covered in tarps,
or a pile of hardened cases all strapped down. Some have their own heating
systems attached, humming away quietly.
[It will take the PCs (1d6+3) x 10 minutes to search the cargo storage units to find
the tunnel to the secret are where the Autolye Freehold has set up. Roll 1d6 every
10 minutes. Every 1 on 6 is an encounter.]
Most of the cargo here is contraband: drugs and strange artefacts that are illegal
or highly regulated.
Cargo Storage Encounters
1d6 Encounter
1d6+3 toughs looking to cause trouble with the law. They have knives,
1 clubs, and one might have a pistol. Combat 1, Physical 1, Stamina 17,
Pistol (2d6), Leather Jackets (Protection 1), Daggers (2d6)
2 A pipe bursts: take 2d6 damage, roll Physical for half damage.
A predator wakes up when the PCs poke around its nesting area in a dark
corner!
Glowfang: Stamina: 15 Protection: 3 Damage: 2d6 (ignore 2 points of
3 Armor Protection when attacking). Combat 1, Physical 1, Stealth 2.
Attacks from ambush, and leaps from shadows. A short alligator-like
creature with slimy skin and rows of razor sharp fangs that glow white in
any light.
A malfunctioning security bot dubbed Tony: Stamina: 16, Protection: 2,
Combat 2, Physical- , Technology 1. Stun Prod (2d6), Stunner (3d6+1).
4 “Tony” is known to the locals, and they have developed a strange rapport
with the malfunctioning robot. Tony will only challenge the PCs if they
have their weapons out.
A thief looking to break into another cargo locker and retrieve something
valuable. Andy Frazer Combat 1, Social 1, Stealth 2, Stamina 14,
5 Lockpicks, Omnitool, SMG (2d6, auto), Envirosuit (4 protection). Andy will
be annoyed that he’s been found, but will do his best to lie about what
he’s doing: “It’s his cargo locker. He’s just lost his keys…”
4 Station Security Goons who have identified the PCs as Rangers. They
will ask nicely once that the PCs get back to their ship and never return to
6
Nox. Or else: Combat 2, Physical 1, Gyrojet Pistol (2d6), Ceramic Plates (8
protection), Stun Prod (2d6).
71
SECRET AREA
You can see an air current passing through a wall—it’s very cold, and what little
condensation there is tells you that something isn’t right. It takes a minute of
carefully moving the frigid mats and corrugated metal panels away to reveal the
truth: there is a small access tunnel here.
Moving through the tunnel, you see ahead that it widens into a chamber: this is
two storeys, with the middle being an open area, and then a balcony on three
sides. It is dark, and utterly freezing in here. Through the mist and the darkness,
you can see debris strewn about, and pillars holding the roof up. In one corner, a
pile of junk. There’s a metal ladder to the balcony, and you think you can hear
some electrical humming in here. It smells terrible, like rotting fruit.
BALCONY
There are a few small rooms here. It looks like a collection of holding pens opening
onto the balcony. Your footfalls make some noise as the metal groans and creaks
here and there.
You find one of the holding pens has been used recently: some discarded ship’s
rations packs littered here and there. And you see a few of those rubber mats on
the ground, used as beds. You also find one pen has a power hook-up that is still
live, but there is nothing here but some scrapes on the floor and some discarded
tubing and packaging.
This is where the Autolye Freehold moved their prisoners to immediately upon
arrival. Then they put Dr. Reiss into a cryotube, and moved her back onto their
ship.
If the PCs have alerted the Autolye Freehold agents to their presence on the
station, then there’s a boobytrap here: a bunch of directional mines intended to
kill the PCs in a horrific display. These are multiple bounding grenade-type mines:
3d6 damage, and roll Physical to evade for half damage. There are three of them!
Attempts to detect them before they detonate are made at -2D penalty.
If the PCs haven’t revealed themselves, then there’s no trap.
72
5x Autolye Freehold Agents: Combat 2, Physical 2, Social 1, Stealth 1. Gyrojet
Pistol (2d6), Bulletproof vest (4 protection), Stun Prod (2d6), Dagger (2d6).
The raiders are members of something called the Autolye Freehold. The Freehold
is a mystery that exists beyond the Lurian Republic, out in the high frontier. They
seem to have need of psychics, which definitely cannot be a good thing. They
masquerade as pirates, and steal psychics. The raiders thought that all the
scientists were psychics, but have now learned that only a handful of the students
and faculty who study at the Lurian Astrogation Academy are psychic. Their ship,
the Ebony, has already departed the system with their psychic prisoner Dr. Reiss.
The goal of those who stayed behind is to see who comes looking for her, and how
they go about it. They will not engage, unless they are detected.
However, they are spoiling for a fight. If the PCs give chase, they will lure them to
the secret cargo section in a thrilling chase, and set off the bombs. Otherwise, they
have strict orders not to fight.
HABS
The hab block is not luxurious in the slightest. There are multiple stairwells and
elevators. Each open onto a few storeys of hallways, with suites on either side of
the halls. The walls are bare concrete slabs with pipes and wiring hanging—no
rubberized insulation here. This is spacer construction, not dug out of the ice. As
you climb the stairs, you see that it’s in good shape, graffiti tags aside. The railings
are intact, and there aren’t any huge messes. Whoever runs the security in the hab
block must take it seriously. Anyone who passes you on the stairs keeps to
themselves. Discretion and anonymity among criminals is important, after all. It
smells of ozone in the stairwell.
Once in the hallways, you occasionally see people, but the doors are locked.
75
PLAYER HANDOUTS
76
Alejandro Gur
Combat 1, Knowledge 1, Physical 1, Social 1, Stealth 1
Archetype: Agent (+1D when bribing, investigating, skulking around, and getting
information)
Talents: Streetwise (+1D when dealing with criminals and criminal networks)
Stamina: 17 Encumbrance: 12
Equipment: Bulletproof Vest (4 Protection), Stealth Pistol (2d6, 2 reloads),
Backpack, Breather Mask, Disguise Kit LED Flashlight, Medkit, Multiscanner,
OmniComm, Omnicomp.
Cash: 2795 Credits.
Shay normally only brings 1-2 days of rations with him, due to encumbrance
limitations.
An aging investigator and ostensible team leader. Joined the Rangers despite his
shady past.
77
Leo Dunnam
Combat 2, Physical 1, Technology 1, Stealth 1
Archetype: Soldier (+1D when analysing tactics, battle plans, and dealing with
military and paramilitary bureaucracies)
Talents: Marksman (Spend a Hero Point and gain +2D to any damage roll with a
ranged weapon)
Stamina: 17 Encumbrance: 12
Equipment: Ceramic Plates (8 Protection), Pulse Rifle (3d6+3, 4 reloads), Semi-
Auto Pistol (2d6, 2 reloads), Backpack, Breather Mask, LED Flashlight, Medkit,
OmniComm, Chameleon Suit
Cash: 2651 Credits.
A small, wiry man in peak physical condition. A hardened combat veteran who
knows the rules and when to break them. Joined the Rangers because regular
civilian life wasn’t working out for him.
78
Amalia Boyor
Combat 1, Knowledge 1, Stealth 1, Vehicles 2
Archetype: Pilot (+1D on Vehicle rolls for stunts and maneuvers.)
Talents: Sneak Attack (When making a melee attack against a completely
unaware target, gain +1D to hit and +1D to damage)
Stamina: 17 Encumbrance: 12
Equipment: Envirosuit (4 Protection), Gyrojet Pistol (2d6+2, 2 reloads),
Backpack, Breather Mask, Medkit, LED Flashlight, OmniComm, Omnicomp,
Technical Tool Kit, AntiRad (1 dose)
Cash: 4045 Credits.
A young and energetic woman with a knack for piloting anything. She was
recruited into the Rangers out of school and hasn’t looked back.
79
Ranger Scout Ship
Hull Type End. Armor Crew Cargo Guns Agility
1 Month
Scout 18/21 4 8 5d6 +2
FTL Drive
Travel Multiplier: x1
Modifications: FTL Drive
Cost: 8.4 million Credits
This Lurian Ranger Scout ship is a fast and rugged vessel that is designed for a
small group of Rangers to get to trouble spots quickly and solve problems.
Although it has some firepower to deal with minor threats, the scout is not a
military vessel. In fact, most Ranger Scouts are older ships that can often pass
for civilian ships. This is helpful for more discreet Ranger operations.
80
Missing Scientists
Nadine Touma: 27F, Planetary Oceanography
Iridia College, Enke
Shane Hillman: 61M, Astrophysicist
Lurian Astrogation Academy
Noah Brann: 31M, Xeno-microbiology
Iridia College, Enke
Tamar Pinera: 89F, Metadimensional Astronomy
Lurian Astrogation Academy
Thomas Anderson: 41M, Medicine and medical Psionics
Lurian Astrogation Academy
Mayra Reiss: 39F, Plasma physics
Meridian University, Basajaun
81
Main Nox Important Personnel
Keith Collins: Boss
Young, mid 20s. Ambitious.
Celeste Lee: Lieutenant
40F, spacer/smuggler/cargo overseer, bagman.
Cam Brown: Tech Chief
32M, keeper of all station tech.
Vlad Losev: Bar Proprietor
Runs girls, moonshine, and some drugs.
82
NOX STATION OVERVIEW
83