| Depth | Notes |
|---|---|
| 1 – Topside | Deployment level. LoS-blocking terrain. Safest. |
| 2 – The Mids | Interior corridors. Most action happens here. |
| 3 – The Sink | Table surface. Most dangerous. Best Salvage (+1 to quality roll). |
Measure true 3D distance between units at different depths. 2.5–3" per level is a good guide.
D8 Direction: roll D8 to determine a random direction. On a result of 1, Unalert NPCs do not move.
| Dice / Situation | Effect |
|---|---|
| Critical High (8) | +1 dmg per 8 on attack roll |
| Critical Low (1) | Cancels one success (not a Crit High) |
| Ranged vs Prone target | TN +1 |
| Melee vs Prone target | TN -1 |
| Target in Cover | TN +1 |
| Friendly in contact with either combatant | +1 die per friendly (each side counts their own) |
| Crit Low, firing into melee (hit) | Damage applied to random Engaged unit |
LoS: eyeline view to target. Cover: target obscured by terrain. Visibility: max measurable distance a unit can see — some rules impose a limit on this independently of LoS.
TN limits: never below 2 or above 8. All modifiers stack.
| Action | PWR | Description |
|---|---|---|
| Move | 1 | Move up to Move stat in inches. |
| Crawl | 1 | Move 2". Usable while Prone. |
| Run ● | 1 | Move +2" extra. Generates Noise. |
| Stand Up / Go Prone | 1 | Change prone state. |
| Jump | 1 | Leap gap or drop up to Move value. |
| Launch ● | 2 | Jump +2". Muscle test or fall to nearest lower depth/edge, placed Prone. |
| Climb | 1 | Ascend or descend up to Move value. |
| Scale ● | 2 | Climb +2". Muscle test or fall to nearest lower depth/edge, take 1 dmg + Prone. |
| Ranged Attack | 2 | Make a ranged attack. |
| Melee Attack | 1 | Make a melee attack while Engaged. |
| Disengage | 2 | Muscle test. Pass = free 1" move out of Engagement. Fail = cannot move. |
| Shove | 1 | Opposed Muscle test (must be Engaged). Win = push defender any direction up to your Muscle stat in inches. Lose/draw = both pushed 1" apart. |
| Use Item | 1 | Use a carried item or equipment. |
| Interact ● | 1 | Cycle Airlock / open or close door / interact with object / search MW hostile. Smarts test. |
| Extract Salvage ●* | 1 | Muscle test at Salvage site. Pass = 1 Salvage token. *No Noise on fail. |
| First Aid | 1 | Restore 1 Health OR remove 1 Condition. |
| Concentrate | 1 | +1D8 on next test. Max 2 tokens at once. Token consumed on use. |
| Rest | 1 | Remove 1 Exert OR 1 Blight. If Exerted this activation, can only remove Blight. |
| Exert | 0 | +1 Power this round only. Place Exert token. Future activations: -1 Power per token until removed with Rest. Max 2 tokens. |
A unit may take the same action multiple times unless stated otherwise. When Power = 0, activation ends immediately.
| Situation | Rule |
|---|---|
| Small obstacle ≤1" | Free to cross. |
| Difficult ground | Move halved, minimum 1". |
| Impassable terrain | Cannot enter or pass through. |
| Friendly units | May pass through; cannot end movement overlapping. |
| Enemy units | Cannot pass through unless a rule explicitly allows it. |
| Fall — within same level | 1 dmg. Place directly below point of fall, Prone. |
| Fall — through 1 depth | 1 dmg + Prone at lower depth. |
| Fall — through 2 depths | 2 dmg + Prone. |
| Fall on another unit | Both take 1 dmg + Prone, placed 1" apart. |
| Forced fall | Pushed or knocked over edge = falls immediately, no test. |
| D8 | Type | Notes |
|---|---|---|
| 1–3 | Scrap | TN = roll result. The Sink: +1 to quality roll. |
| 4–5 | Useful | Max 4 extractions per site. |
| 6–7 | Valuable | Danger TN modifier: All Quiet +0 | Low +1 | Med +2 | High/Max +3 |
| 8 | Rare | Quality roll increases as Danger rises during the game. |
| Track | Danger Level | Interact TN |
|---|---|---|
| 1–4 | All Quiet | Cannot be used |
| 5–9 | Low | TN 7 |
| 10–15 | Medium | TN 6 |
| 16–19 | High | TN 5 |
| 20 | Maximum | All Airlocks OPEN |
| Condition | Effect |
|---|---|
| Burning | Before each action: Muscle test or take 1 dmg. |
| Stunned | All test TNs +2. |
| Bleeding | On activation: Muscle test (TN 7) or take 1 dmg. |
| Blinded | May only perform 1 Action per activation. |
| Poisoned | Before each action: Smarts test or gain 1 Blight. |
| Unlucky | Re-roll all successes once; keep the second result. |
| Exhausted | Movement -2", minimum 1". |
| Panicked | Start of activation: must Move toward nearest Airlock (costs Power). |
| Pickled † | Causes Noise when performing a Move or Crawl action. |
| Prone ‡ | Face up. May only Crawl or Stand Up. |
| Mortally Wounded ‡ | Face down. Cannot act or move. |
Remove Conditions: First Aid removes 1 Condition. † Pickled: removed when the granting item is removed. ‡ Prone: use Stand Up action. Mortally Wounded: resolved in post-game only.
| Track | Level | Effect |
|---|---|---|
| 1–4 | All Quiet | Site dormant. Airlocks cannot be cycled. |
| 5–9 | Low | Systems destabilise. Event Cards drawn normally. |
| 10–15 | Medium | Structural failures. Higher Salvage at deeper depths. |
| 16–19 | High | Site collapsing. Airlock Interact TN reduced. |
| 20 | Maximum | Total failure. All Airlocks open automatically. |
| D8 | Hazard | Effect |
|---|---|---|
| 1 | Acid Pool | Enter/end activation: 1 dmg (no armour) + Poisoned. |
| 2 | Waste Chute | End activation within 1": move up or down 1 depth (D4: 1–2 up, 3–4 down) + 1 dmg. |
| 3 | Metal Press | End of each round: base contact = 2 dmg. |
| 4 | Explosive Container | Takes any damage: removed; all within 3" take 1 dmg (no armour) + Noise. |
| 5 | Grav Pool | Enter/end activation: Panicked + free 6" random move. |
| 6 | Invasive Flora | Base contact: causes Noise. |
| 7 | Burn Pit | Enter/end activation: 1 dmg (no armour) + Burning. |
| 8 | Dark Engine | Within 3": Smarts test before activating or move 3" toward own deployment area. |
| 2D8 | Blight Manifestation Effect |
|---|---|
| 2 | One random Boiler permanently lost from roster. |
| 3 | One Boiler: -1D8 Muscle and -1D8 Smarts next mission. |
| 4 | One Boiler cannot carry Salvage next mission. |
| 5 | One random Boiler cannot carry Augments next mission. |
| 6 | Boilers cannot deploy within 2" of each other next mission. |
| 7 | All Boilers -1" movement in round 1 of next mission. |
| 8 | Boss Perk cannot be used next mission. |
| 9 | One random Boiler cannot Exert next mission. |
| 10 | All Boilers max visibility 12" next mission. |
| 11 | One random carried item destroyed. |
| 12 | Remove 2 food/consumable items from stash. |
| 13 | One random Boiler -1 Capacity next mission. |
| 14 | One random base upgrade removed. |
| 15 | +1 additional Blight per Danger Level gained next mission. |
| 16 | All crew -1 Max Health for next 3 missions. Blight NOT reset. |
| Step | Details |
|---|---|
| 1 Theme | Special environmental rule for the mission. |
| 2 Salvage | Placement by quadrant and depth. |
| 3 Deployment | Attacker/Defender zones. Roll off once before mission to determine who is Attacker/Defender. |
| 4 Airlocks | Number and location. |
| 5 Hazards | Types and locations. |
| 6 Hostiles | Placement. Draw one card per hostile slot to determine unit type. |
| 7 Win Conditions | Defender rolls first, then Attacker. Each gets a separate objective + Scrip reward. |
| 8 Game Length | D4: 1=5 rounds | 2–3=6 rounds | 4=7 rounds. |
| D44 | Result | Effect / Duration |
|---|---|---|
| 9–11 | Killed! | Removed from roster. Gear lost to the void. |
| 12–14 | Death's Door | -1 Max Health. Permanent. |
| 21 | Heavy Trauma | -1D8 Muscle. Permanent. |
| 22 | Rattled Brain | -1D8 Smarts. Permanent. |
| 23 | Blinded | Cannot use Ranged Weapons. 3 missions. |
| 24 | Shattered Arm | Cannot use Two-Handed weapons. Permanent. |
| 31 | Internal Scarring | Cannot Exert. Permanent. |
| 32 | Damaged Filters | First Blight gain each mission +1 extra. 2 missions. |
| 33 | Limping Gait | -1" Movement. 2 missions. |
| 34 | Cracked Visor | All Ranged weapon distances -2". 1 mission. |
| 41 | Burned Circuits | Begins each mission with 1 Power already spent. 2 missions. |
| 42 | Nerve Damage | First Action each activation costs +1 Power. 1 mission. |
| 43 | Battered | No lasting injury. 1 mission. |
| 44–46 | Insurance Payout | Gain 35 Scrip. No injury. |
| 1–4 | 5–8 | 9–12 | 13–15 | 16–18 | 19–20 |
|---|---|---|---|---|---|
| 10 scr | 20 scr | 35 scr | 50 scr | 65 scr | 75 scr |
| Status | Outcome |
|---|---|
| Escaped via Airlock | Keeps all Salvage and Items. |
| Alive, did not escape | Loses all Salvage collected. Keeps starting Items. Available next game. |
| Mortally Wounded | Loses all Items and Salvage. Must roll on Injury table. |
| Crew achieves Win Condition | All units treated as escaped via Airlock. Round limit -1 for remaining crew. |
| Keyword | Effect |
|---|---|
| Armor Piercing | Reduce defender Armour by 1D8 (minimum 1D8). |
| Blade | Critical Highs inflict the Bleeding condition. |
| Blunt | After damage, target pushed 2" directly back. |
| Explosive | Deals damage in a specified area rather than single target. |
| Heavy | May only be used once per round. |
| Long Reach (X") | Attack without being Engaged, up to listed distance. |
| Pistol | May be used while Engaged. |
| Powershot | +1 damage when attacking within half the weapon's total range. |
| Rifle | Cannot be used while Engaged. |
| Thrown | Target a point. Success = lands there. Fail = scatters 4" in random direction. |
| Two-Handed | Crit Highs: all enemy units Engaged with attacker take 1 dmg (no chain effects). |