| Stat | Drives | Derived |
|---|---|---|
| STR | Melee (STR weapons), drag | Equip Slots = 5+STR+Suit |
| PRE | Ranged attacks, hacking, repair, salvage | Max Stress = PRE+5 |
| TGH | Disease/poison saves | Max HP = TGH+5 |
| AGI | Melee (AGI weapons), jumping | Move = AGI+5 inches |
| Class | Role / Free Gear | Max Debt |
|---|---|---|
| Engineer | Repair, hack; free Breach Kit or Electronic Toolkit | 200cr |
| Corpsec (S.O.) | Combat; free Grenade or Knife | 250cr |
| Expert | Versatile; free Torch or Fabricator | 300cr |
| Med Tech | Healing; free Scalpel (weapon) + pick Medkit or Fabricator | 200cr |
| C.L.O. | Android support; free Torch or Fabricator | 350cr |
| Ex C-Marine | Combat+; free T-98XML rifle + free Grenade or Torch | 200cr |
| Service IV | Android; specialism grants free gear | — |
| Recruit | Any L1 skill; free Torch | 150cr |
| Name | Effect |
|---|---|
| Bring to the Table | Gain 1 free Item (no weapons). |
| Circle Back | Reroll any die (yours or another's). |
| Bleeding Edge | Deal max damage on an attack. |
| Game Changer | Cancel one Critical or Fumble. |
| Paradigm Shift | Auto-pass one test. |
| Sick Day | Remove Downed model; auto-passes Death Save, still rolls Injury. |
On activation: Move then Action (Move must come first). Triggered effects resolve at activation start, before Move.
| Roll | Rule |
|---|---|
| Standard test | d20 + modifiers ≥ 12 = success (DR12). |
| Fumble | Natural 1 = always fail + gain 1 Stress. |
| Critical | Natural 20 = always success. Criticals deal max damage; also breach Vac Suit. Triggers Morale test on target. |
| Modifiers | Stats + Skills + Flaws + Weapon keywords. All stack. |
| AF(X) | Roll X dice, take best. Rolling any 1 still Fumbles. |
| Condition | Modifier |
|---|---|
| Target in cover (any obscuring) | −3 to hit |
| Shooting into melee (attacker in melee) | Cannot |
| Targeting into melee | −3 to hit |
| Throw weapon up to 6" | −3 to hit |
| Ranged weapon used in melee | Counts as 1H Makeshift |
| Zero-G hit, no Zero-G skill | Pushed back 1" |
| Service | Cost |
|---|---|
| Heal to max HP | 25cr (or take 1 Strike if at max Debt) |
| Remove 1 Injury | 100cr (or 5 XP) |
| Remove all Stress | 5 XP |
| Roll | Injury | Roll | Injury |
|---|---|---|---|
| 1 | Space Adaptation Sickness: −1 AGI tests | 11 | Stress: +1 Stress start of every Job |
| 2 | Phage: Death Save end of each Job until healed | 12 | Concussed: −1 all rolls next Job |
| 3 | Microplastic Sickness: −1 TGH until healed | 13 | Sprained Ankle: −1 AGI next Job |
| 4 | Internal Bleeding: auto-fail Death Save if Downed next Job | 14 | Bruised Eye: −1 PRE next Job |
| 5 | Broken Bones: −1 AGI | 15 | Bruised Ribs: −1 TGH next Job |
| 6 | Anxiety: −1 PRE | 16 | Discombobulated: swap 2 stats randomly |
| 7 | Weak: −1 STR | 17 | Forgetful: lose 1 random piece of gear (permanent) |
| 8 | Maimed: −1 HP | 18 | Only a Flesh Wound: no Injury |
| 9 | Lost Limb: 1H weapons only; −1 Equip Slot | 19 | Host Disease: quarantine; skip next Job, then removed |
| 10 | Missing Eye: ranged max range −3" | 20 | Space Flu: gain Diseased condition |
| # | Suit | Armour | Slots | Cost | Special |
|---|---|---|---|---|---|
| 1 | R&R Standard | 1 | +1 | 10cr | — |
| 2 | EXOgen Reinforced | 1 | +2 | 20cr | — |
| 3 | ARMAX Industrial | 2 | +3 | 40cr | Auto-repairs first breach each Job |
| 4 | MK Milsec | 3 | +2 | 100cr | Ammo takes 0 slots |
| 5 | OMNI Fire Rescue | 2 | +2 | 80cr | Ignore Burn condition |
| 6 | Conglom-O Emergency | 0 | +1 | 5cr | Only 3 Oxygen |
| 7 | Bootleg Consec | 3 | +4 | 50cr | Only 2 Oxygen |
| 8 | Secondhand R&R | 0 | +1 | 2cr | Roll d20 start of Job; on 1 = starts breached |
| Weapon | Dmg | Mod | Special | Cost |
|---|---|---|---|---|
| Fists | 1 | STR | — | Free |
| Makeshift Weapon | 1D4 | STR | — | Free |
| Knife | 1D4 | AGI | Cruel | 5cr |
| Scalpel | 1D3 | AGI | Critical hit → Bleeding | 1cr |
| Breach Axe | 1D6 | STR | Cruel | 10cr |
| Boarding Pick | 1D8 | STR | Cruel | 15cr |
| Stun Baton | — (1D4 on class sheets*) | STR | Target DR12 or Stunned | 10cr |
| Spanner | 1D4 | STR | — | 2cr |
| Hand Welder | 1D6 | STR | Also seals doors/hulls | 50cr |
| Weapon | Dmg | Mod | Special | Cost |
|---|---|---|---|---|
| Spacewalk Spear | 1D8 | AGI | Reach | 10cr |
| Power Tool | 1D8 | STR | — | 5cr |
| Eviscerator (melee) | 1D8 | AGI | Reach, Bleeding | 25cr |
| Ripper | 1D10 | STR | Reach, Devastating | 50cr |
| Item | Dmg | Special | Cost |
|---|---|---|---|
| Grenade | 1D6 | Explode; miss on 5+ d6 = Hull Breach | 5cr |
| Molotov | 1D6 | Explode, Burn | 2cr |
| Smoke Bomb | — | Explode, Smoke, Template | 3cr |
| Glue Bomb | — | Explode; within 3" AGI DR12 or Stuck | 10cr |
| R&R Breach Charge | 1D10 | Explode; detonates start of Round 2 after placed | 25cr |
| Weapon | Dmg | Mod | Special | Ammo | Cost |
|---|---|---|---|---|---|
| D5223 Pistol | 1D8 | PRE | Reload5, Jam | 5 shots/1cr | 10cr |
| Auto 10 | 1D6 | STR | Reload3, AF2 | 5/1cr | 15cr |
| Blast Lazer | 1D4 | STR | Reload12, Cruel | 12/5cr | 5cr |
| Biocleaner | 1D6 | TGH | Cruel | — | 25cr |
| Weapon | Dmg | Mod | Special | Ammo | Cost |
|---|---|---|---|---|---|
| T-98XML† | 1D8 | PRE | AF3, Ranged18, Reload8, Jam, AP | 8/5cr | 50cr |
| MXX14 Shotgun† | 1D10 | STR | Explode, Reload6 | 6/5cr | 30cr |
| BIG | 1D10 | TGH | Burn, Reload4 | 4/2cr | 45cr |
| Incendiary Blast Rig | 1D12 | STR | Burn, Reload, Ranged6 | 1/15cr | 50cr |
| M52B Burst Rifle† | 1D10/1D8 | STR/PRE | Dual mode: Shotgun (Explode,Reload5) / Rifle (AF3,Reload8,Jam) | Dual | 100cr |
| Harpoon Launcher | 1D12+3 | STR | Reload1, Devastating | 1/1cr | 100cr |
| Eviscerator Launcher | 1D12 | STR | Reload2, Bleeding, AP | 2/10cr | 100cr |
| Keyword | Effect |
|---|---|
| AP | Ignores all Armour. |
| Bleeding | 1 HP dmg/activation (ignores Armour) until healed. |
| Burn | TGH DR12 or on fire: 1 dmg/activation. Action to extinguish. |
| Bulky | Needs STR ≥ +3; else −6 to rolls. |
| Cruel | Always deals at least 1 damage. |
| Devastating | Natural 20 kills targets with <20 starting HP. |
| Explode | On Fumble: max damage to user, weapon destroyed. |
| Jam | On Fumble: Jammed (not dropped). AGI action to clear; Fumble to clear = weapon breaks. |
| Reach | Attack at 2" without triggering counter-attack. |
| Reload(X) | Fires X times before needing to reload (Action + give up Move). |
| Two-Handed | Takes 2 Equipment Slots. |
| Item | Effect | Cost |
|---|---|---|
| BioScanner | Reveal hidden enemies. | 50cr |
| Infrared Goggles | +1 Ranged Attacks. | 40cr |
| Exo Suit | +2 STR when worn. | 180cr |
| Breach Kit | Repair Vac Suit + refill Oxygen (DR12 PRE). | 40cr |
| Electronic Toolkit | Required for Repair & Hacking computers. | 50cr |
| HUD | +1 to attacks with compatible guns (†). | 60cr |
| MEDKIT | Action: heal Downed model 1D4 HP or remove Bleeding/Poisoned/Diseased. | 150cr |
| Science Kit | +1 PRE on Job/objective tests (not attacks). | 50cr |
| Torch | Light to 12". | 20cr |
| Fabricator | Convert any Item into another Item or Ammo (not suits/weapons). | 150cr |
| Duc Tape | Repair Vac Suit breach (one use; no O2 refill). | 20cr |
| Fire Foam Gun | Extinguish 1" of fire. 10 uses. | 30cr |
| d10 Table 1 | → go to |
|---|---|
| 1–2 | Table 2: Items |
| 3–6 | Table 3: Ammo |
| 7 | Table 4: Consumables |
| 8–9 | Table 5: Weapons |
| 10 | Strange Tech (pg 57) |
+1 XP per crew member for each: