Table & Depth Levels
DepthNotes
1 – TopsideDeployment level. LoS-blocking terrain. Safest.
2 – The MidsInterior corridors. Most action happens here.
3 – The SinkTable 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.

Round Structure
  • I. Boiler Phase — Roll initiative (each player rolls best remaining unit's stat; most successes wins; tie = reroll). Alternate activating one unit each until all done.
  • II. Enemy Phase — Activate all Unalert hostiles (random move), then all Alert hostiles (per Motivations on unit card). Player with initiative draws and resolves one Event Card after all hostiles activate.
  • III. End Phase — Check win/round limit. Clear round effects. Resolve ongoing damage. Begin new round.
Combat Sequence
  • 1. Declare: Choose target. Declare melee or ranged. Ranged requires target within range + LoS. Melee requires base contact.
  • 2. Attack roll: Roll Muscle (melee) or Smarts (ranged) + weapon bonus dice. Max one bonus die source total.
  • 3. Defence roll: Roll Armour + gear bonus. Max one bonus die source total. Costs no Power.
  • 4. Resolve: More attacker successes = hit + weapon damage. More defender = miss. Tie = attacker wins. Neither scores successes (melee only) = both pushed 1" apart.
Criticals & Modifiers
Dice / SituationEffect
Critical High (8)+1 dmg per 8 on attack roll
Critical Low (1)Cancels one success (not a Crit High)
Ranged vs Prone targetTN +1
Melee vs Prone targetTN -1
Target in CoverTN +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.

Actions  ( ● = Noise )
ActionPWRDescription
Move1Move up to Move stat in inches.
Crawl1Move 2". Usable while Prone.
Run ●1Move +2" extra. Generates Noise.
Stand Up / Go Prone1Change prone state.
Jump1Leap gap or drop up to Move value.
Launch ●2Jump +2". Muscle test or fall to nearest lower depth/edge, placed Prone.
Climb1Ascend or descend up to Move value.
Scale ●2Climb +2". Muscle test or fall to nearest lower depth/edge, take 1 dmg + Prone.
Ranged Attack2Make a ranged attack.
Melee Attack1Make a melee attack while Engaged.
Disengage2Muscle test. Pass = free 1" move out of Engagement. Fail = cannot move.
Shove1Opposed Muscle test (must be Engaged). Win = push defender any direction up to your Muscle stat in inches. Lose/draw = both pushed 1" apart.
Use Item1Use a carried item or equipment.
Interact ●1Cycle Airlock / open or close door / interact with object / search MW hostile. Smarts test.
Extract Salvage ●*1Muscle test at Salvage site. Pass = 1 Salvage token. *No Noise on fail.
First Aid1Restore 1 Health OR remove 1 Condition.
Concentrate1+1D8 on next test. Max 2 tokens at once. Token consumed on use.
Rest1Remove 1 Exert OR 1 Blight. If Exerted this activation, can only remove Blight.
Exert0+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.

Dice & Target Numbers
  • Default TN: 6. Roll equal to or above = 1 success. Need 1 success to pass a Simple Test.
  • TN limits: Never below 2 or above 8. All modifiers stack.
  • Initiative: Each player rolls best remaining unit's stat. Most successes chooses activation order for the whole round. Tie = reroll.
Movement & Terrain
SituationRule
Small obstacle ≤1"Free to cross.
Difficult groundMove halved, minimum 1".
Impassable terrainCannot enter or pass through.
Friendly unitsMay pass through; cannot end movement overlapping.
Enemy unitsCannot pass through unless a rule explicitly allows it.
Fall — within same level1 dmg. Place directly below point of fall, Prone.
Fall — through 1 depth1 dmg + Prone at lower depth.
Fall — through 2 depths2 dmg + Prone.
Fall on another unitBoth take 1 dmg + Prone, placed 1" apart.
Forced fallPushed or knocked over edge = falls immediately, no test.
Engagement
  • Base contact with an enemy = Engaged. While Engaged, may only perform combat actions.
  • To do anything else, must first successfully Disengage (2 Power, Muscle test).
Doors
  • Open or close with a successful Interact action.
  • Closing a door on a unit: that unit takes 3 damage and is pushed to one side.
Noise & Alert
  • Each Noise event: advance Danger Tracker 1 space.
  • Any Unalert hostile within 6" of Noise source = immediately Alert.
  • Unalert hostile enters base contact with a Boiler = immediately Alert.
  • Unalert hostile takes any damage = immediately Alert.
  • Once Alert, always Alert (unless a rule states otherwise). Noise markers removed at End Phase.
Capacity, Power & Salvage
  • Each item/Salvage has a Size value using that many Capacity points. Each Salvage token = 1 Capacity.
  • Over Capacity: -1 max Power per point over. If max Power = 0, drop random items until 1 max Power remains.
  • Cannot begin a game over starting Capacity. Power refreshes fully each round.
Salvage Sites
D8TypeNotes
1–3ScrapTN = roll result. The Sink: +1 to quality roll.
4–5UsefulMax 4 extractions per site.
6–7ValuableDanger TN modifier: All Quiet +0 | Low +1 | Med +2 | High/Max +3
8RareQuality roll increases as Danger rises during the game.
Airlocks
TrackDanger LevelInteract TN
1–4All QuietCannot be used
5–9LowTN 7
10–15MediumTN 6
16–19HighTN 5
20MaximumAll Airlocks OPEN
  • Must be in base contact + successful Interact (Smarts test) to cycle. Cannot cycle at All Quiet.
  • Max 3 units per Airlock exit, then permanently locked. Seals automatically after each use.
  • A unit may cycle an Airlock to allow a different unit to exit through it.
Health, Wounds & Crew
  • 0 Health = Mortally Wounded. Place face down. Cannot act or move. Remains on table.
  • Searching MW hostile: Move into base contact + Interact action = gain listed Scrip from unit card.
  • Max 3 Boilers per mission. Must include 1 Boss.
  • Crews always deploy on Topside unless the scenario states otherwise.
Conditions
ConditionEffect
BurningBefore each action: Muscle test or take 1 dmg.
StunnedAll test TNs +2.
BleedingOn activation: Muscle test (TN 7) or take 1 dmg.
BlindedMay only perform 1 Action per activation.
PoisonedBefore each action: Smarts test or gain 1 Blight.
UnluckyRe-roll all successes once; keep the second result.
ExhaustedMovement -2", minimum 1".
PanickedStart 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.

Danger Tracker  (20 spaces / 5 sections)
TrackLevelEffect
1–4All QuietSite dormant. Airlocks cannot be cycled.
5–9LowSystems destabilise. Event Cards drawn normally.
10–15MediumStructural failures. Higher Salvage at deeper depths.
16–19HighSite collapsing. Airlock Interact TN reduced.
20MaximumTotal failure. All Airlocks open automatically.
  • Entering a new Danger section: the unit that caused the Noise immediately draws an Event Card + crew gains 1 Blight.
Hazards  (roll D8 to randomise)
D8HazardEffect
1Acid PoolEnter/end activation: 1 dmg (no armour) + Poisoned.
2Waste ChuteEnd activation within 1": move up or down 1 depth (D4: 1–2 up, 3–4 down) + 1 dmg.
3Metal PressEnd of each round: base contact = 2 dmg.
4Explosive ContainerTakes any damage: removed; all within 3" take 1 dmg (no armour) + Noise.
5Grav PoolEnter/end activation: Panicked + free 6" random move.
6Invasive FloraBase contact: causes Noise.
7Burn PitEnter/end activation: 1 dmg (no armour) + Burning.
8Dark EngineWithin 3": Smarts test before activating or move 3" toward own deployment area.
Blight  (shared crew value)
  • Gained when Danger enters a new section (+1), or from enemy abilities and scenario events.
  • Reduced by Rest action, certain Rations, or specific items.
Post-Game Blight Check
  • Roll 1D8 + current Blight + 1 per Mortally Wounded Boiler.
  • 1–10: No effect.  11+: Roll 2D8 on table below. Blight resets to 0 after (unless result says otherwise).
2D8Blight Manifestation Effect
2One random Boiler permanently lost from roster.
3One Boiler: -1D8 Muscle and -1D8 Smarts next mission.
4One Boiler cannot carry Salvage next mission.
5One random Boiler cannot carry Augments next mission.
6Boilers cannot deploy within 2" of each other next mission.
7All Boilers -1" movement in round 1 of next mission.
8Boss Perk cannot be used next mission.
9One random Boiler cannot Exert next mission.
10All Boilers max visibility 12" next mission.
11One random carried item destroyed.
12Remove 2 food/consumable items from stash.
13One random Boiler -1 Capacity next mission.
14One random base upgrade removed.
15+1 additional Blight per Danger Level gained next mission.
16All crew -1 Max Health for next 3 missions. Blight NOT reset.
Enemy Phase
Unalert Activation
  • Player without initiative picks first unit to activate; alternate until all Unalert done.
  • Roll D8 for direction. Move unit its full Move value in that direction. Result of 1 = unit does not move.
  • Stops at table edge. If already touching that edge, moves toward centre instead.
  • If movement reaches a climbable surface with distance remaining: unit Climbs.
  • Unalert units cannot perform Launch or Scale actions.
  • No Power tracking. One Move action only per activation.
Alert Activation
  • Player with initiative picks first unit; alternate until all Alert done.
  • Follow Motivations listed on unit card in order. Spend Power per action. Alert hostiles do not track Ammo.
  • When a rule is unclear: choose the action causing the most mayhem.
Event Card
  • Player with initiative draws one card after all hostiles have activated.
  • Face/number cards: check the current Danger level row and apply the appropriate effect.
  • Deck exhausted: reshuffle the discard pile into a new deck.
Mission Generation  (roll D8 per step)
StepDetails
1 ThemeSpecial environmental rule for the mission.
2 SalvagePlacement by quadrant and depth.
3 DeploymentAttacker/Defender zones. Roll off once before mission to determine who is Attacker/Defender.
4 AirlocksNumber and location.
5 HazardsTypes and locations.
6 HostilesPlacement. Draw one card per hostile slot to determine unit type.
7 Win ConditionsDefender rolls first, then Attacker. Each gets a separate objective + Scrip reward.
8 Game LengthD4: 1=5 rounds | 2–3=6 rounds | 4=7 rounds.
Post-Game Sequence
  • 1. Injuries: D44 per Mortally Wounded unit. +2 if crew achieved Win Condition; -2 if not. Apply modifiers before rolling.
D44ResultEffect / Duration
9–11Killed!Removed from roster. Gear lost to the void.
12–14Death's Door-1 Max Health. Permanent.
21Heavy Trauma-1D8 Muscle. Permanent.
22Rattled Brain-1D8 Smarts. Permanent.
23BlindedCannot use Ranged Weapons. 3 missions.
24Shattered ArmCannot use Two-Handed weapons. Permanent.
31Internal ScarringCannot Exert. Permanent.
32Damaged FiltersFirst Blight gain each mission +1 extra. 2 missions.
33Limping Gait-1" Movement. 2 missions.
34Cracked VisorAll Ranged weapon distances -2". 1 mission.
41Burned CircuitsBegins each mission with 1 Power already spent. 2 missions.
42Nerve DamageFirst Action each activation costs +1 Power. 1 mission.
43BatteredNo lasting injury. 1 mission.
44–46Insurance PayoutGain 35 Scrip. No injury.
  • 2. Transit Find: Roll 1D4 per non-Mortally Wounded Boiler (max 5 dice). Total = bonus Scrip.
1–45–89–1213–1516–1819–20
10 scr20 scr35 scr50 scr65 scr75 scr
  • 3. Blight Effects   4. Company Bond Track   5. Downtime — Spend Scrip, upgrade Quarters, buy/sell gear, trade with other players.
End-of-Game Unit Outcomes
StatusOutcome
Escaped via AirlockKeeps all Salvage and Items.
Alive, did not escapeLoses all Salvage collected. Keeps starting Items. Available next game.
Mortally WoundedLoses all Items and Salvage. Must roll on Injury table.
Crew achieves Win ConditionAll units treated as escaped via Airlock. Round limit -1 for remaining crew.
Weapon Keywords
KeywordEffect
Armor PiercingReduce defender Armour by 1D8 (minimum 1D8).
BladeCritical Highs inflict the Bleeding condition.
BluntAfter damage, target pushed 2" directly back.
ExplosiveDeals damage in a specified area rather than single target.
HeavyMay only be used once per round.
Long Reach (X")Attack without being Engaged, up to listed distance.
PistolMay be used while Engaged.
Powershot+1 damage when attacking within half the weapon's total range.
RifleCannot be used while Engaged.
ThrownTarget a point. Success = lands there. Fail = scatters 4" in random direction.
Two-HandedCrit Highs: all enemy units Engaged with attacker take 1 dmg (no chain effects).