NPC Stats
Name Type Move Smarts Muscle Armor Health Power Base Equipment Special Rule
Scrap Grub Mutant 2" 2D8 1D8 2D8 4 4 25mm Scrap Pistol Pack Instinct
Salvage Ghoul Mutant 3" 1D8 2D8 2D8 4 4 25mm Scrap Knife Pack Instinct
Pipe Crawler Mutant 5" 1D8 2D8 2D8 4 4 25mm Fire Axe, Scrap Pistol
Maintenance Drone Clanker 4" 1D8 3D8 3D8 5 5 40mm Junk Launcher, Blast Maul Maintenance Directive
Federak Enforcer Soldier 4" 1D8 2D8 2D8 4 4 32mm Shock Baton, Scrap Pistol Intimidating Bulk
Federak Breacher Soldier 3" 1D8 3D8 2D8 4 4 32mm M7 Boarding Shotgun, Wrench Close Quarters Specialist
Federak Sniper Soldier 4" 2D8 1D8 1D8 3 3 25mm A44 Rifle Good Eye
Federak Commander Soldier 3" 2D8 2D8 2D8 4 3 25mm Snub Nose, Bayonet Inspiring Presence
The Lurrok Entity 3" 1D8 2D8 2D8 4 4 40mm Unarmed Attack Unarmed Frenzy
Void Egg Entity 4" 2D8 2D8 3D8 4 4 40mm Blast Maul Dark Void Reverb
Special Rules
Pack Instinct (Scrap Grub)
If another Scrap Grub is within 3", this unit gains +1D8 to Ranged Attacks.
Pack Instinct (Salvage Ghoul)
If another Salvage Ghoul is within 2", this unit gains +1D8 to Melee Attacks.
Maintenance Directive (Maintenance Drone)
When this unit begins its activation within 6" of a Salvage, it must move toward it if possible before targeting enemy units.
Intimidating Bulk (Federak Enforcer)
Enemy units Engaged with this unit suffer –1D8 to Disengage tests.
Close Quarters Specialist (Federak Breacher)
Gain +1D8 to melee attacks while Engaged or when attacking a target within 3".
Good Eye (Federak Sniper)
Gain +1D8 to Ranged Attacks targeting a unit on the same Depth level.
Inspiring Presence (Federak Commander)
Friendly Federak units within 3" gain +1D8 to melee attacks.
Unarmed Frenzy (The Lurrok)
If this unit begins its activation already Engaged with an enemy, it gains +2D8 Muscle and deals 2 damage.
Dark Void Reverb (Void Egg)
If this unit begins its activation in an Alert state within 3" of an Airlock, that Airlock cannot be cycled.
Melee Weapons
Name Size Stat Bonus Dmg Noise Keywords Notes SCR
Unarmed Attack 1 Muscle 1 Melee Free; no Capacity cost
Scrap Knife 1 Muscle 1 Melee, Blade 5
Bayonet 1 Muscle +1D8 1 Melee, Blade Re-roll failed attack dice vs NPCs once 7
Wrench 2 Muscle +1D8 1 Melee, Blunt 7
Metal Spear 2 Muscle 2 Melee, Long Reach (2"), Armor Piercing 14
Fire Axe 2 Muscle 2 Melee, Blade, Two-Handed Crit High = +1 additional damage 14
Shock Baton 1 Muscle 2 Melee Crit High = Stunned; +1 dmg vs Clankers 15
Blast Maul 3 Muscle 3 Melee, Two-Handed, Blunt 35
Frag Shield 3 Muscle 1 Melee On hit, all enemies in base contact with defender take 1 dmg 65
● = Generates Noise  ·  Blade: Crit Highs inflict Bleeding  ·  Blunt: target pushed 2" back after damage  ·  Two-Handed: Crit Highs deal 1 dmg to all Engaged enemies  ·  Long Reach: attack without Engaging, up to listed distance  ·  Armor Piercing: reduce target Armour by 1D8 (min 1D8)
Ranged Weapons
Name Size Stat Bonus Dmg Range Noise Ammo Keywords Notes SCR
Scrap Pistol 1 Smarts 1 8" 3 Ranged, Pistol 7
Armaca Rifle 2 Smarts 2 12" 3 Ranged, Rifle 20
Grenade 1 Muscle 3* 8" 1 Thrown, Explosive *All within 3". One use. Fail = scatters 4" 25
M7 Boarding Shotgun 1 Muscle +1D8 2 6" 3 Ranged, Powershot 25
Junk Launcher 2 Smarts D4 8" 4 Ranged, Powershot 25
Harpoon Launcher 3 Muscle +1D8 2 14" 3 Ranged, Heavy On hit, pull target up to 2" toward attacker 25
Scrap Rifle 2 Smarts +1D8 1 14" 2 Ranged, Rifle 28
Snub Nose 1 Muscle 2 6" 6 Ranged, Pistol 30
Jarvice Carbine 1 Smarts +1D8 2 14" 3 Ranged, Rifle +1 dmg vs Soldiers 30
A44 Rifle 2 Smarts +2D8 2 12" 3 Ranged, Rifle 35
Federak Service Rifle 2 Smarts +2D8 3 16" 3 Ranged, Rifle, Armor Piercing +1 dmg vs Entities 40
● = Generates Noise  ·  Pistol: usable while Engaged  ·  Rifle: cannot use while Engaged  ·  Heavy: once per round only  ·  Powershot: +1 dmg within half range  ·  Thrown: target a point; fail = scatters 4"  ·  Armor Piercing: reduce Armour by 1D8 (min 1D8)  ·  Ammo replenishes between games unless stated