TEXT: 1
  At 03:13 hours standard Haven time, on Octo 14th 1005 AX, the 
  Archon medical frigate Carthage issued a general distress call. At 
  5:05 hours on Octo 16th, Legion VESPER force Epsilon boarded the 
  vessel. An hour later, the ship went silent, charted a course for deep 
  space, and was never heard from again.
  – Vital Emergency Stellar Protocol Expedited Recovery (VESPER) 
  Force After - Action Report on the Carthage Incident.
  Adventure Background
  As the crucible of the Great War consumed the Archon Empire with 
  impunity, its searing heat gradually melted the Archons’ ironclad 
  ethics to slag. The Carthage began as a medical ship on a mission 
  of mercy to the Kaltorans of Haven, but as the Archons’ cause grew 
  every more desperate, she received a dread new purpose: harvest 
  Kaltoran refugees, and Nephilim prisoners of war to develop new 
  bio-weaponry for immediate deployment on the front.
  The Ghost Ship Carthage
  Written by Wade Dyer, Ryan Schoon, and Nicolas Logue.
  The ensuing experiments yielded a deadly nano-virus, Kormoria, 
  which sowed death and madness among crew and captive alike. 
  Shortly after VESPER force Gamma breached the Carthage, the 
  vessel’s Archon master, Solaria, either in the grips of madness, or 
  in a vain gambit to save the rest of Haven from Kormoria, charted a 
  course into a vast uncharted region of space…
  Now, 108 years after its lonely sojourn, a homing beacon on the 
  Carthage pilots her back to the Haven system. The derelict ship 
  floats between trade routes, emitting a weak distress beacon, and 
  remains unresponsive to all hails.
  The Player Characters
  The Players take on the role of down-on-their luck salvagers in a 
  ship that barely flies – they need a big payday. When the call goes 
  out to investigate the ghost ship, most put sense before greed and 
  stay away from the job. But the Players don’t have the luxury of 
  turning down a job as lucrative as this one.
  
  2
  PC Handouts
  Give each PC a Character Sheet. DONT give them this maps yet (they will find it during the adventure).
  Level 1
  
  3
  Level 2
  
  4
  
  5
  Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),    Highest CPU (or Sensors if Equal) First
  Targets Defence
  Free Critical Hit vs Target with 0 Endurance
  Attack Roll Formula:
  3d6 +Hit -2 per Rng Increment beyond 1st
  Attack costs 1 Ammunition per RoF used (minimum 1)
  Boost next Attack;
  Crit Attribute Location +/-1
  vs a Locked On Target.
  Open/Close Door:
  Cost 2 Movement to Change.
  Zero Gravity:
  Moving one space costs 2 Movement.
  No Overburden Penalty.
  Hit -2
  Personal Combat Environment
  Grabbing Target:
  As with Grabbed Effect but may remove as a Free Action.
  May Move with Target if you have higher Str.
  Gain 1 Additional Action if you remove this Effect.
  Grabbed:
  1 Action per Turn.
  Lost on Major Effect: Attack.
  Lost next Turn if 1st Action is not a successful Stealth Action.
  Stealthed:
  May not be Targeted while in Cover.
  Locked On:
  Enemies gain Hit: +Lock On vs you.
  Bleeding:
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Personal Combat Effects
  Cover X:
  Defence +X
  +
  Req: Toolbox, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  Maximum of 1 Paramedics Roll per 3 Characters.
  Healing may be applied to multiple Characters.
  Requires: Toolkit.
  May be performed during Combat.
  10
  12
  2x 12t
  2x 14t
  and a Minor Condition.
  Requires: Toolbox.
  First Aid; Stops Bleeding
  Paramedics; Heal any 3
  Extended Care; Heal all 1
  and a Major or Minor Condition.
  Requires: Workshop.
  Surgery; Heal one 8
  +
  +
  +
  Req: Workshop, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  May only be rolled once per available Workshop.
  12
  Quick Fix; Heal any 2
  +
  14t +
  12t +
  Healing 
  and a Minor Condition (eg: Virus).
  Requires: Toolbox.
  2x 14t
  and a Major Condition (eg: Lost Wing).
  Requires: Workshop.
  Maintenance; Heal 1
  Rebuild; Heal one 8
  Change 1 Attribute, Wpn, Trait or new Spacecraft.
  Requires: Workshop.
  Change Out
  +
  Repair
  Engineering
  Operations
  Gunnery
  Skill Roll
  Skill Roll
  Skill Roll
  Jump
  Combat
  Patch Job
  Preparation
  8-Crew
  Scan
  dealt after your last Turn.
  Repair 1 Attribute Dmg that was
  Reload or Un Jam a Weapon.
  May Roll Once per Weapon.
  Lead the
  Target
  Volley
  vs Def
  vs Def
  Shield Dmg +1
  May Roll Once per Weapon.
  Attack with a Battery.
  Attack Front Arc with a Battery.
  Range -1
  Attack with 2 Batteries.
  Hit -2
  May Roll Once per Weapon.
  Attack with a Battery.
  Range +1
  14-Crew
  14 -CPU
  14-CPU*
  vs Def
  Size 4+
  Bombard
  Bonuses from the same Action do not Stack
  Pick any 2 Actions Per Turn
  Move
  Move +2
  Hit +Per +Extra RoF Dice
  Move -2
  Hit +Per
  Range +Foc
  Range +Str
  Hit +Ref
  Move
  Recover
  +1 Cover Step
  Armour vs Slow +1 (go Prone)
  Hit +Per +Foc
  On Hit: Debuff Targets next
  Attack; Strong Hit -1
  Hit +Ref +Str
  On Hit: Pick One Debuff vs
  Target; Prone, Grab or Move 1
  Hit +Ref +Str
  On Hit: Debuff Target; Loose
  Grabbing Target.
  Pick One: Draw Wpn, Reload,
  Un-Jam, Set Up, Pull Down,
  Use Stim or Skill Roll (Medical).
  Hit +Per
  *May Attack in a 180 Arc in
  response to any Action.
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Damage
  Damage
  Attack*
  Damage
  Attack
  Hit +Ref +Extra RoF Dice
  Move -2
  Move
  Impair
  Damage
  Move
  Impair
  Impair
  Move +2 (Straight Line)
  Damage +1 (per 4 Movement)  
  Stealth
  Vs Highest Defence
  On Hit: Cannot Be Targeted
  Range Actions
  Melee Actions
  Tactical Actions
  Recover
  Attack
  On Hit: Boost next Attack;
  Crit Attribute Location +/-2
  Prep
  Take Cover
  Full Move
  Strike
  Snap Shot
  Spray Fire
  Sighted Shot
  Block
  Charge
  Stealth
  Analyse
  Throw
  Overwatch
  Escape
  Impair
  if Spacecraft leaves Combat Area.
  *4 Success, +2 Success required
  Highest Velocity (or Size if Equal) First
  Skill Roll
  Command
  Manoeuvre
  Full Burn
  Alter Velocity = Eng.
  Rotate 45o
  Alter Velocity = Eng -2.
  Rotate 90o
  Size 1 or 2
  Strafe
  8
  14-Crew
  Size x4
  Rotate 45o
  Hit +RoF
  Move
  Attack
  *Damage
  Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
  make a Analyse, Stealth or Escape Attack Roll.
  Drone Action
  Crew
  Direct
  Control
  Damage
  12-Crew
  Power
  Divert
  14-Pow
  A System Roll gains Str Hit +1.
  Take 5 Shield Damage.
  vs Def
  Dumb Fire
  Launch and Attack
  with a Warhead.
  Destroy this Warhead at
  the end of the Turn.
  Regen Shields.
  Armour vs Boarding +1
  Remove 1 On Fire Effect.
  8-Crew
  vs Def
  Seeker
  Rotate 45o
  Armour vs Boarding +1
  Make System Roll at -2
  or Launch a Fighter.
  Launch a Warhead.
  This Warheads gains:
  Lock On +6.
  Add or remove 1  
  Locked On Effect.
  Calibrate
  12-CPU
  Enemies gain Hit: +Lock On vs you.
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Object:
  Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
  Hit -2 if you Attack through an Object.
  Hit -2 if you Attack through Dust Cloud.
  Gravity Field:
  Gain +2 Velocity when you enter a Gravity Field.
  Atmosphere:
  1 Engine Attribute Damage (no Armour) at the end of each Turn.
  2 Attribute Damage (no Armour) at the end of each 3rd Turn.
  -2 Hit and Range.
  May make a free Rotate of 45o towards the source of the Gravity Field.
  Spacecraft Environment
  On Fire:
  Boarded:
  At the start of your Opponent’s Turn they may make 1 
  May have up to 5 Boarded Effects applied to you.
  Boarding Party Attack against you.
  On a failed Attack Roll, remove 1 Boarded Effect.
  Locked On:
  Spacecraft Effects
  Personal Combat Actions
  Spacecraft Combat System Rolls
  Dust Cloud:
  Take Damage equal to your Velocity.
  Remove all Locked On Effects you have applied to your Opponents.
  May have additional GM defined effects.
  Remove any Locked On Effects on you.
  Nebula:
  Spacecraft:
  Other Spacecraft immediatly move into an adjacent space.
  Difficult Terrain:
  Moving one space costs 2 Movement.
  Prone:
  Cost 2 Movement to Change.
  +1 Cover Step
  Moving one space costs 2 Movement while Prone.
  Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
  Limited Vision:
  Targets gain Cover versus you: 
  Suppressed:
  Maximum 1 Action this Turn.
  May Retro any Trait for a Implant Trait.
  Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),    Highest CPU (or Sensors if Equal) First
  Open/Close Door:
  Cost 2 Movement to Change.
  Zero Gravity:
  Moving one space costs 2 Movement.
  No Overburden Penalty.
  Hit -2
  Personal Combat Environment
  Grabbing Target:
  As with Grabbed Effect but may remove as a Free Action.
  May Move with Target if you have higher Str.
  Gain 1 Additional Action if you remove this Effect.
  Grabbed:
  1 Action per Turn.
  Lost on Major Effect: Attack.
  Lost next Turn if 1st Action is not a successful Stealth Action.
  Stealthed:
  May not be Targeted while in Cover.
  Locked On:
  Enemies gain Hit: +Lock On vs you.
  Bleeding:
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Personal Combat Effects
  Cover X:
  Defence +X
  +
  Req: Toolbox, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  Maximum of 1 Paramedics Roll per 3 Characters.
  Healing may be applied to multiple Characters.
  Requires: Toolkit.
  May be performed during Combat.
  10
  12
  2x 12t
  2x 14t
  and a Minor Condition.
  Requires: Toolbox.
  First Aid; Stops Bleeding
  Paramedics; Heal any 3
  Extended Care; Heal all 1
  and a Major or Minor Condition.
  Requires: Workshop.
  Surgery; Heal one 8
  +
  +
  +
  Req: Workshop, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  May only be rolled once per available Workshop.
  12
  Quick Fix; Heal any 2
  +
  14t +
  12t +
  Healing 
  and a Minor Condition (eg: Virus).
  Requires: Toolbox.
  2x 14t
  and a Major Condition (eg: Lost Wing).
  Requires: Workshop.
  Maintenance; Heal 1
  Rebuild; Heal one 8
  Change 1 Attribute, Wpn, Trait or new Spacecraft.
  Requires: Workshop.
  Change Out
  +
  Repair
  Engineering
  Operations
  Gunnery
  Skill Roll
  Skill Roll
  Skill Roll
  Bonuses from the same Action do not Stack
  Pick any 2 Actions Per Turn
  Move
  Move +2
  Hit +Per +Extra RoF Dice
  Move -2
  Hit +Per
  Range +Foc
  Range +Str
  Hit +Ref
  Move
  Recover
  +1 Cover Step
  Armour vs Slow +1 (go Prone)
  Hit +Per +Foc
  On Hit: Debuff Targets next
  Attack; Strong Hit -1
  Hit +Ref +Str
  On Hit: Pick One Debuff vs
  Target; Prone, Grab or Move 1
  Hit +Ref +Str
  On Hit: Debuff Target; Loose
  Grabbing Target.
  Pick One: Draw Wpn, Reload,
  Un-Jam, Set Up, Pull Down,
  Use Stim or Skill Roll (Medical).
  Hit +Per
  *May Attack in a 180 Arc in
  response to any Action.
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Damage
  Damage
  Attack*
  Damage
  Attack
  Hit +Ref +Extra RoF Dice
  Move -2
  Move
  Impair
  Damage
  Move
  Impair
  Impair
  Move +2 (Straight Line)
  Damage +1 (per 4 Movement)  
  Stealth
  Vs Highest Defence
  On Hit: Cannot Be Targeted
  Range Actions
  Melee Actions
  Tactical Actions
  Recover
  Attack
  On Hit: Boost next Attack;
  Crit Attribute Location +/-2
  Prep
  Take Cover
  Full Move
  Strike
  Snap Shot
  Spray Fire
  Sighted Shot
  Block
  Charge
  Stealth
  Analyse
  Throw
  Overwatch
  Escape
  Impair
  Highest Velocity (or Size if Equal) First
  Skill Roll
  Command
  Hit +RoF
  Move
  Attack
  *Damage
  Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
  make a Analyse, Stealth or Escape Attack Roll.
  Drone Action
  Enemies gain Hit: +Lock On vs you.
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Object:
  Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
  Hit -2 if you Attack through an Object.
  Hit -2 if you Attack through Dust Cloud.
  Gravity Field:
  Gain +2 Velocity when you enter a Gravity Field.
  Atmosphere:
  1 Engine Attribute Damage (no Armour) at the end of each Turn.
  2 Attribute Damage (no Armour) at the end of each 3rd Turn.
  -2 Hit and Range.
  May make a free Rotate of 45o towards the source of the Gravity Field.
  Spacecraft Environment
  On Fire:
  Boarded:
  At the start of your Opponent’s Turn they may make 1 
  May have up to 5 Boarded Effects applied to you.
  Boarding Party Attack against you.
  On a failed Attack Roll, remove 1 Boarded Effect.
  Locked On:
  Spacecraft Effects
  Personal Combat Actions
  Spacecraft Combat System Rolls
  Dust Cloud:
  Take Damage equal to your Velocity.
  Remove all Locked On Effects you have applied to your Opponents.
  May have additional GM defined effects.
  Remove any Locked On Effects on you.
  Nebula:
  Spacecraft:
  Other Spacecraft immediatly move into an adjacent space.
  Difficult Terrain:
  Moving one space costs 2 Movement.
  Prone:
  Cost 2 Movement to Change.
  +1 Cover Step
  Moving one space costs 2 Movement while Prone.
  Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
  Limited Vision:
  Targets gain Cover versus you: 
  Suppressed:
  Maximum 1 Action this Turn.
  May Retro any Trait for a Implant Trait.
  Lucas Varenz
  You don’t talk about Varsphere. No one even knows you grew up 
  there. As far as the crew knows, you were born in a Corporation 
  enclave on Alabaster 2, not in ruins of your peoples former home 
  world. But you came from small beginnings, worse than small. From 
  nothing. You had a vid screen that picked up three channels on 
  satellite downlink. All of them showed Corporate commercials Those 
  were your people - out there - not your mom and your drunk father 
  in the ruins of a world that was.
  When you finally made it out of there, you started in a mailroom. 
  You found the angles pretty quickly. Worked your way up the ladder. 
  Blackmail may have played a role. Junior executive by the time you 
  Primary Skils:
  +2 Wealth
  +1 Conversation
  -2 Leadership
  +1 Culture
  Head Set (Short Range Comms (100km)).
  Flash Light (Small, Load 1, Reduce Low Light Cover penalties by 
  2 Steps in any area of 3).
  Electricians Tool Belt (Electronic Toolbox).
  Portable Computer (Programming Toolbox).
  -2 Mechanics
  +2 Electronics
  +2 Programming
  -2 Bio Tech
  Equipment:
  were 27, not bad. Still, you never really fit. The other guys in the 
  designer suits could somehow smell Varsphere on you.
  A fight with a senior executive escalated and you broke his jaw and 
  left him burned. That was it for you and the Corporation. That was it 
  for you trying to escape your Varsphere past, you ran.
  Then you found a man down on his luck and bought  a ship; The 
  Ransom from him for less than a month’s rent. Stupid bastard. Well, 
  that’s what happens when you’re bad at economics. You freelance 
  now but still pretend you were one of the most elite Corps. For a 
  while, you really were. Where you go from here, No one knows.
  Hit
  +2
  Clips
  6
  Crit
  4
  Load
  2
  End Dmg
  3
  Ammo
  6
  Rng
  6
  RoF
  1
  Wgt
  1
  Cost
  4
  Weapons
  Rail Pistol
  Small, Modification: Advanced Ammunition, Extended Clip, Personalised, Spare Clip.
  Type & Variation
  Gun, Rail
  2
  2
  20
  14
  1
  2
  17
  6
  16
  3
  13
  2
  2
  3
  4
  1
  4
  3
  Requirements
  Strong Hits
  Benefits
  Effort
  Critical Hit
  Critical Boost
  Covering Fire
  You may re-roll a single die from this Skill Roll.
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  1 Ally gains Heavy Cover (+4) or +1 Cover Step until your next Turn.
  Primary or Vehicle Skill, Does not Req Success
  Attack, Hit, 1 use per RoF
  Attack, Does not Req Hit
  Attack, Does not Require Hit, RoF 2+
  -2 Physical
  -2 Resolve
  +1 Awareness
  -2 Survival
  -2 Medicine
  -2 Psychology
  -2 Astronomy
  -2 Planetoids
  
  6
  
  7
  Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),    Highest CPU (or Sensors if Equal) First
  Targets Defence
  Free Critical Hit vs Target with 0 Endurance
  Attack Roll Formula:
  3d6 +Hit -2 per Rng Increment beyond 1st
  Attack costs 1 Ammunition per RoF used (minimum 1)
  Boost next Attack;
  Crit Attribute Location +/-1
  vs a Locked On Target.
  Open/Close Door:
  Cost 2 Movement to Change.
  Zero Gravity:
  Moving one space costs 2 Movement.
  No Overburden Penalty.
  Hit -2
  Personal Combat Environment
  Grabbing Target:
  As with Grabbed Effect but may remove as a Free Action.
  May Move with Target if you have higher Str.
  Gain 1 Additional Action if you remove this Effect.
  Grabbed:
  1 Action per Turn.
  Lost on Major Effect: Attack.
  Lost next Turn if 1st Action is not a successful Stealth Action.
  Stealthed:
  May not be Targeted while in Cover.
  Locked On:
  Enemies gain Hit: +Lock On vs you.
  Bleeding:
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Personal Combat Effects
  Cover X:
  Defence +X
  +
  Req: Toolbox, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  Maximum of 1 Paramedics Roll per 3 Characters.
  Healing may be applied to multiple Characters.
  Requires: Toolkit.
  May be performed during Combat.
  10
  12
  2x 12t
  2x 14t
  and a Minor Condition.
  Requires: Toolbox.
  First Aid; Stops Bleeding
  Paramedics; Heal any 3
  Extended Care; Heal all 1
  and a Major or Minor Condition.
  Requires: Workshop.
  Surgery; Heal one 8
  +
  +
  +
  Req: Workshop, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  May only be rolled once per available Workshop.
  12
  Quick Fix; Heal any 2
  +
  14t+
  12t+
  and a Minor Condition (eg: Virus).
  Requires: Toolbox.
  2x 14t
  and a Major Condition (eg: Lost Wing).
  Requires: Workshop.
  Maintenance; Heal 1
  Rebuild; Heal one 8
  Change 1 Attribute, Wpn, Trait or new Spacecraft.
  Requires: Workshop.
  Change Out
  +
  Engineering
  Operations
  Gunnery
  Skill Roll
  Skill Roll
  Skill Roll
  Jump
  Combat
  Patch Job
  Preparation
  8-Crew
  Scan
  dealt after your last Turn.
  Repair 1 Attribute Dmg that was
  Reload or Un Jam a Weapon.
  May Roll Once per Weapon.
  Lead the
  Target
  Volley
  vs Def
  vs Def
  Shield Dmg +1
  May Roll Once per Weapon.
  Attack with a Battery.
  Attack Front Arc with a Battery.
  Range -1
  Attack with 2 Batteries.
  Hit -2
  May Roll Once per Weapon.
  Attack with a Battery.
  Range +1
  14-Crew
  14 -CPU
  14-CPU*
  vs Def
  Size 4+
  Bombard
  Bonuses from the same Action do not Stack
  Pick any 2 Actions Per Turn
  Move
  Move +2
  Hit +Per +Extra RoF Dice
  Move -2
  Hit +Per
  Range +Foc
  Range +Str
  Hit +Ref
  Move
  Recover
  +1 Cover Step
  Armour vs Slow +1 (go Prone)
  Hit +Per +Foc
  On Hit: Debuff Targets next
  Attack; Strong Hit -1
  Hit +Ref +Str
  On Hit: Pick One Debuff vs
  Target; Prone, Grab or Move 1
  Hit +Ref +Str
  On Hit: Debuff Target; Loose
  Grabbing Target.
  Pick One: Draw Wpn, Reload,
  Un-Jam, Set Up, Pull Down,
  Use Stim or Skill Roll (Medical).
  Hit +Per
  *May Attack in a 180 Arc in
  response to any Action.
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Damage
  Damage
  Attack*
  Damage
  Attack
  Hit +Ref +Extra RoF Dice
  Move -2
  Move
  Impair
  Damage
  Move
  Impair
  Impair
  Move +2 (Straight Line)
  Damage +1 (per 4 Movement)  
  Stealth
  Vs Highest Defence
  On Hit: Cannot Be Targeted
  Range Actions
  Melee Actions
  Tactical Actions
  Recover
  Attack
  On Hit: Boost next Attack;
  Crit Attribute Location +/-2
  Prep
  Take Cover
  Full Move
  Strike
  Snap Shot
  Spray Fire
  Sighted Shot
  Block
  Charge
  Stealth
  Analyse
  Throw
  Overwatch
  Escape
  Impair
  if Spacecraft leaves Combat Area.
  *4 Success, +2 Success required
  Highest Velocity (or Size if Equal) First
  Skill Roll
  Command
  Manoeuvre
  Full Burn
  Alter Velocity = Eng.
  Rotate 45o
  Alter Velocity = Eng -2.
  Rotate 90o
  Size 1 or 2
  Strafe
  8
  14-Crew
  Size x4
  Rotate 45o
  Hit +RoF
  Move
  Attack
  *Damage
  Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
  make a Analyse, Stealth or Escape Attack Roll.
  Drone Action
  Crew
  Direct
  Control
  Damage
  12-Crew
  Power
  Divert
  14-Pow
  A System Roll gains Str Hit +1.
  Take 5 Shield Damage.
  vs Def
  Dumb Fire
  Launch and Attack
  with a Warhead.
  Destroy this Warhead at
  the end of the Turn.
  Regen Shields.
  Armour vs Boarding +1
  Remove 1 On Fire Effect.
  8-Crew
  vs Def
  Seeker
  Rotate 45o
  Armour vs Boarding +1
  Make System Roll at -2
  or Launch a Fighter.
  Launch a Warhead.
  This Warheads gains:
  Lock On +6.
  Add or remove 1  
  Locked On Effect.
  Calibrate
  12-CPU
  Enemies gain Hit: +Lock On vs you.
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Object:
  Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
  Hit -2 if you Attack through an Object.
  Hit -2 if you Attack through Dust Cloud.
  Gravity Field:
  Gain +2 Velocity when you enter a Gravity Field.
  Atmosphere:
  1 Engine Attribute Damage (no Armour) at the end of each Turn.
  2 Attribute Damage (no Armour) at the end of each 3rd Turn.
  -2 Hit and Range.
  May make a free Rotate of 45o towards the source of the Gravity Field.
  Spacecraft Environment
  On Fire:
  Boarded:
  At the start of your Opponent’s Turn they may make 1 
  May have up to 5 Boarded Effects applied to you.
  Boarding Party Attack against you.
  On a failed Attack Roll, remove 1 Boarded Effect.
  Locked On:
  Spacecraft Effects
  Personal Combat Actions
  Spacecraft Combat System Rolls
  Dust Cloud:
  Take Damage equal to your Velocity.
  Remove all Locked On Effects you have applied to your Opponents.
  May have additional GM defined effects.
  Remove any Locked On Effects on you.
  Nebula:
  Spacecraft:
  Other Spacecraft immediatly move into an adjacent space.
  Difficult Terrain:
  Moving one space costs 2 Movement.
  Prone:
  Cost 2 Movement to Change.
  +1 Cover Step
  Moving one space costs 2 Movement while Prone.
  Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
  Limited Vision:
  Targets gain Cover versus you: 
  Suppressed:
  Maximum 1 Action this Turn.
  May Retro any Trait for a Implant Trait.
  Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),    Highest CPU (or Sensors if Equal) First
  Open/Close Door:
  Cost 2 Movement to Change.
  Zero Gravity:
  Moving one space costs 2 Movement.
  No Overburden Penalty.
  Hit -2
  Personal Combat Environment
  Grabbing Target:
  As with Grabbed Effect but may remove as a Free Action.
  May Move with Target if you have higher Str.
  Gain 1 Additional Action if you remove this Effect.
  Grabbed:
  1 Action per Turn.
  Lost on Major Effect: Attack.
  Lost next Turn if 1st Action is not a successful Stealth Action.
  Stealthed:
  May not be Targeted while in Cover.
  Locked On:
  Enemies gain Hit: +Lock On vs you.
  Bleeding:
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Personal Combat Effects
  Cover X:
  Defence +X
  +
  Req: Toolbox, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  Maximum of 1 Paramedics Roll per 3 Characters.
  Healing may be applied to multiple Characters.
  Requires: Toolkit.
  May be performed during Combat.
  10
  12
  2x 12t
  2x 14t
  and a Minor Condition.
  Requires: Toolbox.
  First Aid; Stops Bleeding
  Paramedics; Heal any 3
  Extended Care; Heal all 1
  and a Major or Minor Condition.
  Requires: Workshop.
  Surgery; Heal one 8
  +
  +
  +
  Req: Workshop, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  May only be rolled once per available Workshop.
  12
  Quick Fix; Heal any 2
  +
  14t +
  12t +
  Healing 
  and a Minor Condition (eg: Virus).
  Requires: Toolbox.
  2x 14t
  and a Major Condition (eg: Lost Wing).
  Requires: Workshop.
  Maintenance; Heal 1
  Rebuild; Heal one 8
  Change 1 Attribute, Wpn, Trait or new Spacecraft.
  Requires: Workshop.
  Change Out
  +
  Repair
  Engineering
  Operations
  Gunnery
  Skill Roll
  Skill Roll
  Skill Roll
  Preparation
  8-Crew
  Reload or Un Jam a Weapon.
  May Roll Once per Weapon.
  Bonuses from the same Action do not Stack
  Pick any 2 Actions Per Turn
  Move
  Move +2
  Hit +Per +Extra RoF Dice
  Move -2
  Hit +Per
  Range +Foc
  Range +Str
  Hit +Ref
  Move
  Recover
  +1 Cover Step
  Armour vs Slow +1 (go Prone)
  Hit +Per +Foc
  On Hit: Debuff Targets next
  Attack; Strong Hit -1
  Hit +Ref +Str
  On Hit: Pick One Debuff vs
  Target; Prone, Grab or Move 1
  Hit +Ref +Str
  On Hit: Debuff Target; Loose
  Grabbing Target.
  Pick One: Draw Wpn, Reload,
  Un-Jam, Set Up, Pull Down,
  Use Stim or Skill Roll (Medical).
  Hit +Per
  *May Attack in a 180 Arc in
  response to any Action.
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Damage
  Damage
  Attack*
  Damage
  Attack
  Hit +Ref +Extra RoF Dice
  Move -2
  Move
  Impair
  Damage
  Move
  Impair
  Impair
  Move +2 (Straight Line)
  Damage +1 (per 4 Movement)  
  Stealth
  Vs Highest Defence
  On Hit: Cannot Be Targeted
  Range Actions
  Melee Actions
  Tactical Actions
  Recover
  Attack
  On Hit: Boost next Attack;
  Crit Attribute Location +/-2
  Prep
  Take Cover
  Full Move
  Strike
  Snap Shot
  Spray Fire
  Sighted Shot
  Block
  Charge
  Stealth
  Analyse
  Throw
  Overwatch
  Escape
  Impair
  Highest Velocity (or Size if Equal) First
  Skill Roll
  Command
  Full Burn
  Alter Velocity = Eng.
  Rotate 45o
  8
  Hit +RoF
  Move
  Attack
  *Damage
  Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
  make a Analyse, Stealth or Escape Attack Roll.
  Drone Action
  Control
  Damage
  12-Crew
  Regen Shields.
  Armour vs Boarding +1
  Remove 1 On Fire Effect.
  Add or remove 1  
  Locked On Effect.
  Calibrate
  12-CPU
  Enemies gain Hit: +Lock On vs you.
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Object:
  Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
  Hit -2 if you Attack through an Object.
  Hit -2 if you Attack through Dust Cloud.
  Gravity Field:
  Gain +2 Velocity when you enter a Gravity Field.
  Atmosphere:
  1 Engine Attribute Damage (no Armour) at the end of each Turn.
  2 Attribute Damage (no Armour) at the end of each 3rd Turn.
  -2 Hit and Range.
  May make a free Rotate of 45o towards the source of the Gravity Field.
  Spacecraft Environment
  On Fire:
  Boarded:
  At the start of your Opponent’s Turn they may make 1 
  May have up to 5 Boarded Effects applied to you.
  Boarding Party Attack against you.
  On a failed Attack Roll, remove 1 Boarded Effect.
  Locked On:
  Spacecraft Effects
  Personal Combat Actions
  Spacecraft Combat System Rolls
  Dust Cloud:
  Take Damage equal to your Velocity.
  Remove all Locked On Effects you have applied to your Opponents.
  May have additional GM defined effects.
  Remove any Locked On Effects on you.
  Nebula:
  Spacecraft:
  Other Spacecraft immediatly move into an adjacent space.
  Difficult Terrain:
  Moving one space costs 2 Movement.
  Prone:
  Cost 2 Movement to Change.
  +1 Cover Step
  Moving one space costs 2 Movement while Prone.
  Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
  Limited Vision:
  Targets gain Cover versus you: 
  Suppressed:
  Maximum 1 Action this Turn.
  May Retro any Trait for a Implant Trait.
  Primary Skils:
  Head Set (Short Range Comms (100km)).
  Mechanics Tool Box (Mechanics Toolbox).
  History Book (Culture Toolbox).
  Equipment:
  Adam Blaze
  You were always good with machines. It was in your DNA. You grew 
  up in the underground Pit Cities under the oceans of your home world, 
  Kadash. A diver and a gearhead, you fixed things others couldn’t 
  puzzle out, but you never got over the… not exactly claustrophobia… 
  but limits of that place. You knew every bulkhead’s graffiti, every rust 
  stain dripping down every bolt. It was… boring.
  You saved up money for a trip to the surface and a ticket off 
  world. You’re a Kaltoran, which means you have racial memories. 
  Everyone in the system knows this. What they don’t know, what most 
  Kaltoran’s don’t talk about, is that a lot of the stronger memories, 
  the ones that get passed down the DNA ladder, are bad. Really bad.
  You can see it in most of the eyes of the other Kaltorans you meet 
  out here-you’re all running from something. Running from memories 
  that aren’t really even yours. It’s a weird feeling, but not half as weird 
  as the things you’ve seen out here. Maybe that’s what the void offers, 
  something odder than who you are.
  Hit
  +1
  +1
  Clips
  4
  -
  Crit
  3
  3
  Load
  2
  1
  End Dmg
  6
  3
  Ammo
  12
  -
  Rng
  4
  -
  RoF
  4 (+3d6)
  1
  Wgt
  2
  1
  Weapons
  Dual SMGs
  Knife
  Low Tech, Works in Liquid, Energy, Modification: Dual Wield (Optional).
  Low Tech.
  Type & Variation
  Gun, Self-Propelled, Ion
  Melee
  2
  2
  13
  16
  15
  2
  14
  3
  2
  4
  2
  3
  4
  3
  Requirements
  Strong Hits
  Benefits
  Effort
  Critical Hit
  Critical Boost
  Tweak
  You may re-roll a single die from this Skill Roll.
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Gain +2 Endurance Damage on this Weapon for the remainder of the Combat (Stacks).
  Primary or Vehicle Skill, Does not Req Success
  Attack, Hit, 1 use per RoF
  Attack, Does not Req Hit
  Attack, Hit, Non Infinite Clips or Ammo
  -3 Wealth
  -1 Conversation
  -1 Leadership
  +2 Culture
  +2 Mechanics
  +1 Electronics
  +0 Programming
  -1 Bio Tech
  +1 Physical
  -1 Resolve
  +2 Awareness
  +1 Survival
  -1 Medicine
  -1 Psychology
  -1 Astronomy
  -1 Planetoids
  3
  0
  25
  2
  2
  3
  
  8
  
  9
  Athena March
  You would have been a soldier your entire life. You were bred for 
  it, raised for it and trained for it. Your first campaign was destined 
  to be your last. Some nerve agent the Neph’s used on that swamp 
  world made most of your company go buggy. They mustered all of 
  you out. Couldn’t trust that you wouldn’t one day go mad like your 
  brothers in arms had.
  You aren’t sure you won’t go mad either. That nerve agent’s still 
  working its way through your synapses according to scans. Maybe 
  you will lose it one day. You bounced around from job to job for a 
  long time before Lucas brought you aboard The Ransom. He seems 
  like a good enough Corp, but he has an edge. Everyone on board 
  does. They don’t know about the nerve agent. They don’t know about 
  the ticking time bomb in your head. Between now and when it goes 
  off, you’re going to fight, carouse and have the greatest life you can.
  Primary Skils:
  Head Set (Short Range Comms (100km)).
  Flash Light (Small, Load 1, Reduce Low Light Cover penalties by 
  2 Steps in any area of 3).
  Mechanics Tool Box (Mechanics Toolbox).
  Equipment:
  Hit
  +4
  -1
  Clips
  5
  -
  Crit
  4
  4
  Load
  2
  1
  End Dmg
  4
  6
  Ammo
  8
  -
  Rng
  4
  -
  RoF
  2 (+1d6)
  1
  Wgt
  2
  3*
  Cost
  3
  0
  Weapons
  Gauss Assault Rifle
  Old Sword
  Energy, Modification: Personalised.
  *Only ever requires 1 Hand, Modification: Low Quality, Personalised.
  Type & Variation
  Gun, Ion.
  Melee, Composite
  2
  1
  3
  35
  13
  2
  1
  2
  20
  1
  15
  1
  2
  13
  5
  2
  3
  2
  2
  3
  2
  Requirements
  Strong Hits
  Benefits
  Effort
  Critical Hit
  Critical Boost
  Coordinated Strike
  You may re-roll a single die from this Skill Roll.
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  An Ally gains Strong Hit +1 vs your Target with their next Attack (must be taken within 1 Turn) (does not Stack).
  Primary or Vehicle Skill, Does not Req Success
  Attack, Hit, 1 use per RoF
  Attack, Does not Req Hit
  Attack, Hit
  -2 Wealth
  -2 Conversation
  +1 Leadership
  -2 Culture
  +2 Mechanics
  -2 Electronics
  -2 Programming
  -2 Bio Tech
  +1 Physical
  +2 Resolve
  +1 Awareness
  -2 Survival
  -2 Medicine
  +1 Psychology
  -2 Astronomy
  -2 Planetoids
  Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),    Highest CPU (or Sensors if Equal) First
  Targets Defence
  Free Critical Hit vs Target with 0 Endurance
  Attack Roll Formula:
  3d6 +Hit -2 per Rng Increment beyond 1st
  Attack costs 1 Ammunition per RoF used (minimum 1)
  Boost next Attack;
  Crit Attribute Location +/-1
  vs a Locked On Target.
  Open/Close Door:
  Cost 2 Movement to Change.
  Zero Gravity:
  Moving one space costs 2 Movement.
  No Overburden Penalty.
  Hit -2
  Personal Combat Environment
  Grabbing Target:
  As with Grabbed Effect but may remove as a Free Action.
  May Move with Target if you have higher Str.
  Gain 1 Additional Action if you remove this Effect.
  Grabbed:
  1 Action per Turn.
  Lost on Major Effect: Attack.
  Lost next Turn if 1st Action is not a successful Stealth Action.
  Stealthed:
  May not be Targeted while in Cover.
  Locked On:
  Enemies gain Hit: +Lock On vs you.
  Bleeding:
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Personal Combat Effects
  Cover X:
  Defence +X
  +
  Req: Toolbox, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  Maximum of 1 Paramedics Roll per 3 Characters.
  Healing may be applied to multiple Characters.
  Requires: Toolkit.
  12
  2x 14t
  Requires: Toolbox.
  Paramedics; Heal any 3
  and a Major or Minor Condition.
  Requires: Workshop.
  Surgery; Heal one 8
  +
  Req: Workshop, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  May only be rolled once per available Workshop.
  12
  Quick Fix; Heal any 2
  +
  Requires: Toolbox.
  2x 14t
  and a Major Condition (eg: Lost Wing).
  Requires: Workshop.
  Rebuild; Heal one 8
  Requires: Workshop.
  +
  Engineering
  Operations
  Gunnery
  Skill Roll
  Skill Roll
  Skill Roll
  Jump
  Combat
  Patch Job
  Preparation
  8-Crew
  Scan
  dealt after your last Turn.
  Repair 1 Attribute Dmg that was
  Reload or Un Jam a Weapon.
  May Roll Once per Weapon.
  Lead the
  Target
  Volley
  vs Def
  vs Def
  Shield Dmg +1
  May Roll Once per Weapon.
  Attack with a Battery.
  Attack Front Arc with a Battery.
  Range -1
  Attack with 2 Batteries.
  Hit -2
  May Roll Once per Weapon.
  Attack with a Battery.
  Range +1
  14-Crew
  14 -CPU
  14-CPU*
  vs Def
  Size 4+
  Bombard
  Bonuses from the same Action do not Stack
  Pick any 2 Actions Per Turn
  Move
  Move +2
  Hit +Per +Extra RoF Dice
  Move -2
  Hit +Per
  Range +Foc
  Range +Str
  Hit +Ref
  Move
  Recover
  +1 Cover Step
  Armour vs Slow +1 (go Prone)
  Hit +Per +Foc
  On Hit: Debuff Targets next
  Attack; Strong Hit -1
  Hit +Ref +Str
  On Hit: Pick One Debuff vs
  Target; Prone, Grab or Move 1
  Hit +Ref +Str
  On Hit: Debuff Target; Loose
  Grabbing Target.
  Pick One: Draw Wpn, Reload,
  Un-Jam, Set Up, Pull Down,
  Use Stim or Skill Roll (Medical).
  Hit +Per
  *May Attack in a 180 Arc in
  response to any Action.
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Damage
  Damage
  Attack*
  Damage
  Attack
  Hit +Ref +Extra RoF Dice
  Move -2
  Move
  Impair
  Damage
  Move
  Impair
  Impair
  Move +2 (Straight Line)
  Damage +1 (per 4 Movement)  
  Stealth
  Vs Highest Defence
  On Hit: Cannot Be Targeted
  Range Actions
  Melee Actions
  Tactical Actions
  Recover
  Attack
  On Hit: Boost next Attack;
  Crit Attribute Location +/-2
  Prep
  Take Cover
  Full Move
  Strike
  Snap Shot
  Spray Fire
  Sighted Shot
  Block
  Charge
  Stealth
  Analyse
  Throw
  Overwatch
  Escape
  Impair
  if Spacecraft leaves Combat Area.
  *4 Success, +2 Success required
  Highest Velocity (or Size if Equal) First
  Skill Roll
  Command
  Manoeuvre
  Full Burn
  Alter Velocity = Eng.
  Rotate 45o
  Alter Velocity = Eng -2.
  Rotate 90o
  Size 1 or 2
  Strafe
  8
  14-Crew
  Size x4
  Rotate 45o
  Hit +RoF
  Move
  Attack
  *Damage
  Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
  make a Analyse, Stealth or Escape Attack Roll.
  Drone Action
  Crew
  Direct
  Control
  Damage
  12-Crew
  Power
  Divert
  14-Pow
  A System Roll gains Str Hit +1.
  Take 5 Shield Damage.
  vs Def
  Dumb Fire
  Launch and Attack
  with a Warhead.
  Destroy this Warhead at
  the end of the Turn.
  Regen Shields.
  Armour vs Boarding +1
  Remove 1 On Fire Effect.
  8-Crew
  vs Def
  Seeker
  Rotate 45o
  Armour vs Boarding +1
  Make System Roll at -2
  or Launch a Fighter.
  Launch a Warhead.
  This Warheads gains:
  Lock On +6.
  Add or remove 1  
  Locked On Effect.
  Calibrate
  12-CPU
  Enemies gain Hit: +Lock On vs you.
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Object:
  Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
  Hit -2 if you Attack through an Object.
  Hit -2 if you Attack through Dust Cloud.
  Gravity Field:
  Gain +2 Velocity when you enter a Gravity Field.
  Atmosphere:
  1 Engine Attribute Damage (no Armour) at the end of each Turn.
  2 Attribute Damage (no Armour) at the end of each 3rd Turn.
  -2 Hit and Range.
  May make a free Rotate of 45o towards the source of the Gravity Field.
  Spacecraft Environment
  On Fire:
  Boarded:
  At the start of your Opponent’s Turn they may make 1 
  May have up to 5 Boarded Effects applied to you.
  Boarding Party Attack against you.
  On a failed Attack Roll, remove 1 Boarded Effect.
  Locked On:
  Spacecraft Effects
  Personal Combat Actions
  Spacecraft Combat System Rolls
  Dust Cloud:
  Take Damage equal to your Velocity.
  Remove all Locked On Effects you have applied to your Opponents.
  May have additional GM defined effects.
  Remove any Locked On Effects on you.
  Nebula:
  Spacecraft:
  Other Spacecraft immediatly move into an adjacent space.
  Difficult Terrain:
  Moving one space costs 2 Movement.
  Prone:
  Cost 2 Movement to Change.
  +1 Cover Step
  Moving one space costs 2 Movement while Prone.
  Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
  Limited Vision:
  Targets gain Cover versus you: 
  Suppressed:
  Maximum 1 Action this Turn.
  May Retro any Trait for a Implant Trait.
  Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),    Highest CPU (or Sensors if Equal) First
  Open/Close Door:
  Cost 2 Movement to Change.
  Zero Gravity:
  Moving one space costs 2 Movement.
  No Overburden Penalty.
  Hit -2
  Personal Combat Environment
  Grabbing Target:
  As with Grabbed Effect but may remove as a Free Action.
  May Move with Target if you have higher Str.
  Gain 1 Additional Action if you remove this Effect.
  Grabbed:
  1 Action per Turn.
  Lost on Major Effect: Attack.
  Lost next Turn if 1st Action is not a successful Stealth Action.
  Stealthed:
  May not be Targeted while in Cover.
  Locked On:
  Enemies gain Hit: +Lock On vs you.
  Bleeding:
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Personal Combat Effects
  Cover X:
  Defence +X
  +
  Req: Toolbox, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  Maximum of 1 Paramedics Roll per 3 Characters.
  Healing may be applied to multiple Characters.
  Requires: Toolkit.
  May be performed during Combat.
  10
  12
  2x 12t
  2x 14t
  and a Minor Condition.
  Requires: Toolbox.
  First Aid; Stops Bleeding
  Paramedics; Heal any 3
  Extended Care; Heal all 1
  and a Major or Minor Condition.
  Requires: Workshop.
  Surgery; Heal one 8
  +
  +
  +
  Req: Workshop, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  May only be rolled once per available Workshop.
  12
  Quick Fix; Heal any 2
  +
  14t +
  12t +
  Healing 
  and a Minor Condition (eg: Virus).
  Requires: Toolbox.
  2x 14t
  and a Major Condition (eg: Lost Wing).
  Requires: Workshop.
  Maintenance; Heal 1
  Rebuild; Heal one 8
  Change 1 Attribute, Wpn, Trait or new Spacecraft.
  Requires: Workshop.
  Change Out
  +
  Repair
  Engineering
  Operations
  Gunnery
  Skill Roll
  Skill Roll
  Skill Roll
  Preparation
  8-Crew
  Reload or Un Jam a Weapon.
  May Roll Once per Weapon.
  Volley
  vs Def
  Shield Dmg +1
  Attack with a Battery.
  Bonuses from the same Action do not Stack
  Pick any 2 Actions Per Turn
  Move
  Move +2
  Hit +Per +Extra RoF Dice
  Move -2
  Hit +Per
  Range +Foc
  Range +Str
  Hit +Ref
  Move
  Recover
  +1 Cover Step
  Armour vs Slow +1 (go Prone)
  Hit +Per +Foc
  On Hit: Debuff Targets next
  Attack; Strong Hit -1
  Hit +Ref +Str
  On Hit: Pick One Debuff vs
  Target; Prone, Grab or Move 1
  Hit +Ref +Str
  On Hit: Debuff Target; Loose
  Grabbing Target.
  Pick One: Draw Wpn, Reload,
  Un-Jam, Set Up, Pull Down,
  Use Stim or Skill Roll (Medical).
  Hit +Per
  *May Attack in a 180 Arc in
  response to any Action.
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Damage
  Damage
  Attack*
  Damage
  Attack
  Hit +Ref +Extra RoF Dice
  Move -2
  Move
  Impair
  Damage
  Move
  Impair
  Impair
  Move +2 (Straight Line)
  Damage +1 (per 4 Movement)  
  Stealth
  Vs Highest Defence
  On Hit: Cannot Be Targeted
  Range Actions
  Melee Actions
  Tactical Actions
  Recover
  Attack
  On Hit: Boost next Attack;
  Crit Attribute Location +/-2
  Prep
  Take Cover
  Full Move
  Strike
  Snap Shot
  Spray Fire
  Sighted Shot
  Block
  Charge
  Stealth
  Analyse
  Throw
  Overwatch
  Escape
  Impair
  Highest Velocity (or Size if Equal) First
  Skill Roll
  Command
  Manoeuvre
  Full Burn
  Alter Velocity = Eng.
  Rotate 45o
  Rotate 90o
  8
  Size x4
  Hit +RoF
  Move
  Attack
  *Damage
  Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
  make a Analyse, Stealth or Escape Attack Roll.
  Drone Action
  Control
  Damage
  12-Crew
  Divert
  14-Pow
  A System Roll gains Str Hit +1.
  vs Def
  Dumb Fire
  Launch and Attack
  with a Warhead.
  Destroy this Warhead at
  Regen Shields.
  Armour vs Boarding +1
  Remove 1 On Fire Effect.
  Add or remove 1  
  Locked On Effect.
  Calibrate
  12-CPU
  Enemies gain Hit: +Lock On vs you.
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Object:
  Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
  Hit -2 if you Attack through an Object.
  Hit -2 if you Attack through Dust Cloud.
  Gravity Field:
  Gain +2 Velocity when you enter a Gravity Field.
  Atmosphere:
  1 Engine Attribute Damage (no Armour) at the end of each Turn.
  2 Attribute Damage (no Armour) at the end of each 3rd Turn.
  -2 Hit and Range.
  May make a free Rotate of 45o towards the source of the Gravity Field.
  Spacecraft Environment
  On Fire:
  Boarded:
  At the start of your Opponent’s Turn they may make 1 
  May have up to 5 Boarded Effects applied to you.
  Boarding Party Attack against you.
  On a failed Attack Roll, remove 1 Boarded Effect.
  Locked On:
  Spacecraft Effects
  Personal Combat Actions
  Spacecraft Combat System Rolls
  Dust Cloud:
  Take Damage equal to your Velocity.
  Remove all Locked On Effects you have applied to your Opponents.
  May have additional GM defined effects.
  Remove any Locked On Effects on you.
  Nebula:
  Spacecraft:
  Other Spacecraft immediatly move into an adjacent space.
  Difficult Terrain:
  Moving one space costs 2 Movement.
  Prone:
  Cost 2 Movement to Change.
  +1 Cover Step
  Moving one space costs 2 Movement while Prone.
  Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
  Limited Vision:
  Targets gain Cover versus you: 
  Suppressed:
  Maximum 1 Action this Turn.
  May Retro any Trait for a Implant Trait.
  
  10
  
  11
  Beytah
  All of your memories were made in a lab. Every Emissary knows 
  this theoretically, but few really KNOW it like you do. You woke up 
  during an implantation. While those memories they implanted still 
  feel “real”, they don’t feel like yours.
  That’s probably why you dropped out of the ambassadorial 
  program in your first year. You had a head full of thirty years’ worth 
  of memory, but you knew you were really only two. That glitch made 
  you different. Being around other Emissaries unsettled you-like you 
  were watching a magician on stage, and you were the only one who 
  saw through the illusion. You were a chef for a while, a fixer of things-
  eventually, a Corp recruiter took you on as scientific apprentice.
  Science was something you could trust. There were answers. 
  Where there weren’t answers, there was doubt. Science doesn’t 
  accept things blindly. You did well in that program and worked for 
  the Corporation for a year. That’s where you met Lucas, both of you 
  not quite fitting in. When he got booted from the Corporation, you 
  resigned a few months later. Now, maybe, you both belong aboard 
  The Ransom-at least a little bit.
  Primary Skils:
  Head Set (Short Range Comms (100km)).
  Chemistry Kit (Bio Tech Toolbox).
  First Aid Kit (Medicine Toolbox).
  Equipment:
  -2 Wealth
  -3 Conversation
  -2 Leadership
  -4 Culture
  -2 Mechanics
  -2 Electronics
  -2 Programming
  +4 Bio Tech
  +1 Physical
  +1 Resolve
  +1 Awareness
  -2 Survival
  +3 Medicine
  +1 Psychology
  -2 Astronomy
  -2 Planetoids
  Hit
  +2
  +4
  Clips
  5
  -
  Crit
  3
  1
  Load
  1
  1
  End Dmg
  6
  4*
  Ammo
  4
  -
  Rng
  4*
  -
  RoF
  2 (+1d6)
  1
  Wgt
  3
  1
  Cost
  3
  0
  Weapons
  Acid, Shotgun
  Baton
  Bio Tech, *Strong Hit (5-6) vs Targets within first Range Increment, Modification: Advanced Ammunition, Extended Barrel, Extended Clip.
  Blunt, **Deal +2 Endurance Damage vs Targets with Armour 4 or greater.
  Type & Variation
  Shell, Kinetic 
  Melee, Hammer
  2
  2
  15
  14
  5
  1
  16
  2
  18
  2
  12
  2
  4
  4
  2
  2
  4
  2
  Requirements
  Strong Hits
  Benefits
  Effort
  Critical Hit
  Critical Boost
  Spontaneous Growth
  You may re-roll a single die from this Skill Roll.
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  This Attack does not use any Ammunition (must have the required Ammunition to make this Attack).
  Primary or Vehicle Skill, Does not Req Success
  Attack, Hit, 1 use per RoF
  Attack, Does not Req Hit
  Attack, Hit, Bio Tech
  Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),    Highest CPU (or Sensors if Equal) First
  Targets Defence
  Free Critical Hit vs Target with 0 Endurance
  Attack Roll Formula:
  3d6 +Hit -2 per Rng Increment beyond 1st
  Attack costs 1 Ammunition per RoF used (minimum 1)
  Boost next Attack;
  Crit Attribute Location +/-1
  vs a Locked On Target.
  Open/Close Door:
  Cost 2 Movement to Change.
  Zero Gravity:
  Moving one space costs 2 Movement.
  No Overburden Penalty.
  Hit -2
  Personal Combat Environment
  Grabbing Target:
  As with Grabbed Effect but may remove as a Free Action.
  May Move with Target if you have higher Str.
  Gain 1 Additional Action if you remove this Effect.
  Grabbed:
  1 Action per Turn.
  Lost on Major Effect: Attack.
  Lost next Turn if 1st Action is not a successful Stealth Action.
  Stealthed:
  May not be Targeted while in Cover.
  Locked On:
  Enemies gain Hit: +Lock On vs you.
  Bleeding:
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Personal Combat Effects
  Cover X:
  Defence +X
  +
  Req: Toolbox, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  Maximum of 1 Paramedics Roll per 3 Characters.
  Healing may be applied to multiple Characters.
  Requires: Toolkit.
  May be performed during Combat.
  10
  12
  2x 12t
  2x 14t
  and a Minor Condition.
  Requires: Toolbox.
  First Aid; Stops Bleeding
  Paramedics; Heal any 3
  Extended Care; Heal all 1
  and a Major or Minor Condition.
  Requires: Workshop.
  Surgery; Heal one 8
  +
  +
  +
  Req: Workshop, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  May only be rolled once per available Workshop.
  12
  Quick Fix; Heal any 2
  +
  14t+
  12t+
  and a Minor Condition (eg: Virus).
  Requires: Toolbox.
  2x 14t
  and a Major Condition (eg: Lost Wing).
  Requires: Workshop.
  Maintenance; Heal 1
  Rebuild; Heal one 8
  Change 1 Attribute, Wpn, Trait or new Spacecraft.
  Requires: Workshop.
  Change Out
  +
  Engineering
  Operations
  Gunnery
  Skill Roll
  Skill Roll
  Skill Roll
  Jump
  Combat
  Patch Job
  Preparation
  8-Crew
  Scan
  dealt after your last Turn.
  Repair 1 Attribute Dmg that was
  Reload or Un Jam a Weapon.
  May Roll Once per Weapon.
  Lead the
  Target
  Volley
  vs Def
  vs Def
  Shield Dmg +1
  May Roll Once per Weapon.
  Attack with a Battery.
  Attack Front Arc with a Battery.
  Range -1
  Attack with 2 Batteries.
  Hit -2
  May Roll Once per Weapon.
  Attack with a Battery.
  Range +1
  14-Crew
  14 -CPU
  14-CPU*
  vs Def
  Size 4+
  Bombard
  Bonuses from the same Action do not Stack
  Pick any 2 Actions Per Turn
  Move
  Move +2
  Hit +Per +Extra RoF Dice
  Move -2
  Hit +Per
  Range +Foc
  Range +Str
  Hit +Ref
  Move
  Recover
  +1 Cover Step
  Armour vs Slow +1 (go Prone)
  Hit +Per +Foc
  On Hit: Debuff Targets next
  Attack; Strong Hit -1
  Hit +Ref +Str
  On Hit: Pick One Debuff vs
  Target; Prone, Grab or Move 1
  Hit +Ref +Str
  On Hit: Debuff Target; Loose
  Grabbing Target.
  Pick One: Draw Wpn, Reload,
  Un-Jam, Set Up, Pull Down,
  Use Stim or Skill Roll (Medical).
  Hit +Per
  *May Attack in a 180 Arc in
  response to any Action.
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Damage
  Damage
  Attack*
  Damage
  Attack
  Hit +Ref +Extra RoF Dice
  Move -2
  Move
  Impair
  Damage
  Move
  Impair
  Impair
  Move +2 (Straight Line)
  Damage +1 (per 4 Movement)  
  Stealth
  Vs Highest Defence
  On Hit: Cannot Be Targeted
  Range Actions
  Melee Actions
  Tactical Actions
  Recover
  Attack
  On Hit: Boost next Attack;
  Crit Attribute Location +/-2
  Prep
  Take Cover
  Full Move
  Strike
  Snap Shot
  Spray Fire
  Sighted Shot
  Block
  Charge
  Stealth
  Analyse
  Throw
  Overwatch
  Escape
  Impair
  if Spacecraft leaves Combat Area.
  *4 Success, +2 Success required
  Highest Velocity (or Size if Equal) First
  Skill Roll
  Command
  Manoeuvre
  Full Burn
  Alter Velocity = Eng.
  Rotate 45o
  Alter Velocity = Eng -2.
  Rotate 90o
  Size 1 or 2
  Strafe
  8
  14-Crew
  Size x4
  Rotate 45o
  Hit +RoF
  Move
  Attack
  *Damage
  Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
  make a Analyse, Stealth or Escape Attack Roll.
  Drone Action
  Crew
  Direct
  Control
  Damage
  12-Crew
  Power
  Divert
  14-Pow
  A System Roll gains Str Hit +1.
  Take 5 Shield Damage.
  vs Def
  Dumb Fire
  Launch and Attack
  with a Warhead.
  Destroy this Warhead at
  the end of the Turn.
  Regen Shields.
  Armour vs Boarding +1
  Remove 1 On Fire Effect.
  8-Crew
  vs Def
  Seeker
  Rotate 45o
  Armour vs Boarding +1
  Make System Roll at -2
  or Launch a Fighter.
  Launch a Warhead.
  This Warheads gains:
  Lock On +6.
  Add or remove 1  
  Locked On Effect.
  Calibrate
  12-CPU
  Enemies gain Hit: +Lock On vs you.
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Object:
  Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
  Hit -2 if you Attack through an Object.
  Hit -2 if you Attack through Dust Cloud.
  Gravity Field:
  Gain +2 Velocity when you enter a Gravity Field.
  Atmosphere:
  1 Engine Attribute Damage (no Armour) at the end of each Turn.
  2 Attribute Damage (no Armour) at the end of each 3rd Turn.
  -2 Hit and Range.
  May make a free Rotate of 45o towards the source of the Gravity Field.
  Spacecraft Environment
  On Fire:
  Boarded:
  At the start of your Opponent’s Turn they may make 1 
  May have up to 5 Boarded Effects applied to you.
  Boarding Party Attack against you.
  On a failed Attack Roll, remove 1 Boarded Effect.
  Locked On:
  Spacecraft Effects
  Personal Combat Actions
  Spacecraft Combat System Rolls
  Dust Cloud:
  Take Damage equal to your Velocity.
  Remove all Locked On Effects you have applied to your Opponents.
  May have additional GM defined effects.
  Remove any Locked On Effects on you.
  Nebula:
  Spacecraft:
  Other Spacecraft immediatly move into an adjacent space.
  Difficult Terrain:
  Moving one space costs 2 Movement.
  Prone:
  Cost 2 Movement to Change.
  +1 Cover Step
  Moving one space costs 2 Movement while Prone.
  Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
  Limited Vision:
  Targets gain Cover versus you: 
  Suppressed:
  Maximum 1 Action this Turn.
  May Retro any Trait for a Implant Trait.
  Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),    Highest CPU (or Sensors if Equal) First
  Open/Close Door:
  Cost 2 Movement to Change.
  Zero Gravity:
  Moving one space costs 2 Movement.
  No Overburden Penalty.
  Hit -2
  Personal Combat Environment
  Grabbing Target:
  As with Grabbed Effect but may remove as a Free Action.
  May Move with Target if you have higher Str.
  Gain 1 Additional Action if you remove this Effect.
  Grabbed:
  1 Action per Turn.
  Lost on Major Effect: Attack.
  Lost next Turn if 1st Action is not a successful Stealth Action.
  Stealthed:
  May not be Targeted while in Cover.
  Locked On:
  Enemies gain Hit: +Lock On vs you.
  Bleeding:
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Personal Combat Effects
  Cover X:
  Defence +X
  +
  Req: Toolbox, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  Maximum of 1 Paramedics Roll per 3 Characters.
  Healing may be applied to multiple Characters.
  Requires: Toolkit.
  May be performed during Combat.
  10
  12
  2x 12t
  2x 14t
  and a Minor Condition.
  Requires: Toolbox.
  First Aid; Stops Bleeding
  Paramedics; Heal any 3
  Extended Care; Heal all 1
  and a Major or Minor Condition.
  Requires: Workshop.
  Surgery; Heal one 8
  +
  +
  +
  Req: Workshop, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  May only be rolled once per available Workshop.
  12
  Quick Fix; Heal any 2
  +
  14t +
  12t +
  Healing 
  and a Minor Condition (eg: Virus).
  Requires: Toolbox.
  2x 14t
  and a Major Condition (eg: Lost Wing).
  Requires: Workshop.
  Maintenance; Heal 1
  Rebuild; Heal one 8
  Change 1 Attribute, Wpn, Trait or new Spacecraft.
  Requires: Workshop.
  Change Out
  +
  Repair
  Engineering
  Operations
  Gunnery
  Skill Roll
  Skill Roll
  Skill Roll
  Preparation
  8-Crew
  Reload or Un Jam a Weapon.
  May Roll Once per Weapon.
  Bonuses from the same Action do not Stack
  Pick any 2 Actions Per Turn
  Move
  Move +2
  Hit +Per +Extra RoF Dice
  Move -2
  Hit +Per
  Range +Foc
  Range +Str
  Hit +Ref
  Move
  Recover
  +1 Cover Step
  Armour vs Slow +1 (go Prone)
  Hit +Per +Foc
  On Hit: Debuff Targets next
  Attack; Strong Hit -1
  Hit +Ref +Str
  On Hit: Pick One Debuff vs
  Target; Prone, Grab or Move 1
  Hit +Ref +Str
  On Hit: Debuff Target; Loose
  Grabbing Target.
  Pick One: Draw Wpn, Reload,
  Un-Jam, Set Up, Pull Down,
  Use Stim or Skill Roll (Medical).
  Hit +Per
  *May Attack in a 180 Arc in
  response to any Action.
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Damage
  Damage
  Attack*
  Damage
  Attack
  Hit +Ref +Extra RoF Dice
  Move -2
  Move
  Impair
  Damage
  Move
  Impair
  Impair
  Move +2 (Straight Line)
  Damage +1 (per 4 Movement)  
  Stealth
  Vs Highest Defence
  On Hit: Cannot Be Targeted
  Range Actions
  Melee Actions
  Tactical Actions
  Recover
  Attack
  On Hit: Boost next Attack;
  Crit Attribute Location +/-2
  Prep
  Take Cover
  Full Move
  Strike
  Snap Shot
  Spray Fire
  Sighted Shot
  Block
  Charge
  Stealth
  Analyse
  Throw
  Overwatch
  Escape
  Impair
  Highest Velocity (or Size if Equal) First
  Skill Roll
  Command
  Full Burn
  Alter Velocity = Eng.
  Rotate 45o
  8
  Hit +RoF
  Move
  Attack
  *Damage
  Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
  make a Analyse, Stealth or Escape Attack Roll.
  Drone Action
  Control
  Damage
  12-Crew
  Regen Shields.
  Armour vs Boarding +1
  Remove 1 On Fire Effect.
  Add or remove 1  
  Locked On Effect.
  Calibrate
  12-CPU
  Enemies gain Hit: +Lock On vs you.
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Object:
  Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
  Hit -2 if you Attack through an Object.
  Hit -2 if you Attack through Dust Cloud.
  Gravity Field:
  Gain +2 Velocity when you enter a Gravity Field.
  Atmosphere:
  1 Engine Attribute Damage (no Armour) at the end of each Turn.
  2 Attribute Damage (no Armour) at the end of each 3rd Turn.
  -2 Hit and Range.
  May make a free Rotate of 45o towards the source of the Gravity Field.
  Spacecraft Environment
  On Fire:
  Boarded:
  At the start of your Opponent’s Turn they may make 1 
  May have up to 5 Boarded Effects applied to you.
  Boarding Party Attack against you.
  On a failed Attack Roll, remove 1 Boarded Effect.
  Locked On:
  Spacecraft Effects
  Personal Combat Actions
  Spacecraft Combat System Rolls
  Dust Cloud:
  Take Damage equal to your Velocity.
  Remove all Locked On Effects you have applied to your Opponents.
  May have additional GM defined effects.
  Remove any Locked On Effects on you.
  Nebula:
  Spacecraft:
  Other Spacecraft immediatly move into an adjacent space.
  Difficult Terrain:
  Moving one space costs 2 Movement.
  Prone:
  Cost 2 Movement to Change.
  +1 Cover Step
  Moving one space costs 2 Movement while Prone.
  Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
  Limited Vision:
  Targets gain Cover versus you: 
  Suppressed:
  Maximum 1 Action this Turn.
  May Retro any Trait for a Implant Trait.
  
  12
  GM Overview
  The Ghost Ship Carthage is a spooky adventure involving 
  encounters with mutated monsters and an ancient, deadly Archon. 
  Don’t be afraid to play up the horror angle! The Carthage is full of 
  flickering lights, creepy noises, and lots of darkness – help them 
  feel immersed in the environment. The crux of this mission revolves 
  around the PCs interactions with Solaria, the ancient Archon captain 
  of the Carthage.
  Mysterious Benofactor: Mr Simmons.
  The contact for this mission is a Corp who goes only by the name 
  Mr. Simmons. Mr. Simmons either contacts them over their ship’s 
  video feed, or they may meet with Mr. Simmons in person in a 
  shady bar on whatever planet the PCs happen to be on. Mr. Simmons 
  is a mysterious, tight-lipped character. He provides the PCs with 
  coordinates to the ship, and gives them instructions to investigate 
  what happened to the Legion VESPER team and salvage all of the 
  medical equipment this ship was carrying.
  Keep Things Moving!
  This mission is meant to act as an introduction to Fragged Empire. 
  Many of the mechanics may be new to the players, but don’t let the 
  PCs get bogged down. The tense horror of the adventure works best 
  when the PCs are pushed from location to location without breaking 
  up the pacing for long rules discussions. 
  The best way to do this is to make use of a “countdown” – an 
  event that forces the PCs to complete the mission within a certain 
  time frame. Anything that puts the PCs on a clock for this can work, 
  but here are two suggestions that will be referenced in the adventure: 
  1) Contested Claim
  The PCs are informed by their Benefactor that other salvage 
  teams may be inbound to the Carthage. At some point during 
  the mission, when the pacing seems to be slowing down, the PCs 
  get a sonar ping from their ship alerting them to the presence 
  of incoming salvagers. The PCs must finish their mission and 
  escape before the salvagers arrive. If they don’t make it out in 
  time, the module may end with a combat.
  2) Failing Reactor
  As the PCs explore the ship they will experience power surgers 
  (due to systems turning on as the PCs move about the ship). 
  When they discover the Engineering Room, a successful 
  Mechanics or Electronics roll lets them know that the Reactor 
  is beginning to melt down. If they wait too long, the ship will 
  go critical. Towards the end of the mission, the alarms on the 
  reactor sound, letting the PCs know it is time to escape.  
  Side Mission Hooks
  Besides Mr. Simmons’ paycheck, PCs may have different motivations 
  for taking the job. Completion of a side mission hook give that player 
  +1 Current Influence, and 2 Spare Time Points.
  Kaltoran PC Hook
  The Blaze family line, a clan with a storied history, was almost 
  extinguished in the War, their genetic memories lost. Evidence 
  suggests several Blaze numbered among the Kaltoran refugees 
  sheltered onboard the Carthage. Recovering their genetic 
  memories, or discovering their fate, would strengthen and 
  galvanise the tribe.
  Legion PC Hook
  A Legion PC’s ancestor led the VESPER force charged with 
  recovering the Carthage. Slanderous accusations of incompetence, 
  betrayal, and cowardice have besmirched the PC’s family since 
  the ship’s disappearance. Evidence on board the vessel may 
  vindicate their ancestor and redeem their family honour.
  Corporate PC Hook
  A Corp rival of the party’s benefactor is interested in a particular 
  piece of bio-tech, the ONIX (Occluding Neural Insurgence 
  Xiphoid), and offers a Corp PC a handsome commission if they 
  can secret it off the Carthage for them.
  Nephilim PC Hook
  The Kormoria virus was developed as a genocidal weapon 
  against the Nephilim. If any samples remain, their destruction is 
  of the utmost importance to any Nephilim PC.
  Action
  The main action of this adventure involves approaching, boarding, 
  and reconnoitering the labyrinthine corridors, trashed quarters, 
  gutted medical bays, and burned-out laboratories of the Carthage. 
  As the PCs explore the ship, they will discover the secret of the 
  Carthage’s mission of genocide and the disastrous outbreak of the 
  Kormoria virus. If they survive their encounter with the ancient 
  Archon captain, they will have made off with valuable pieces of data 
  and bio-technology.
  Threats/Encounters
  Turret
  The first encounter initiates as soon as the PCs step foot 
  through the airlock – an old VESPER Turret still remains active 
  after all of these years. Originally, it was placed to protect the 
  VESPER team as they moved through the ship, but it has been 
  programmed to fire upon any intruder. This encounter makes 
  for a solid introduction to Fragged Empire’s combat mechanics. 
  GM Eyes Only
  Beyond this Point
  
  13
  Legion Automated Turret
  Turret
  Critical Hit
  Critical Boost
  Suppression Fire
  Pulverise
  You are a Robot. You may not move.
  Strong Hit: Critical Hit (Damage, Hit, 1 use per RoF) Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
  Strong Hit: Critical Boost (Damage, Does not Req Hit) +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Strong Hit: Suppression Fire (Damage, Does not Require Hit, RoF 3+, Crit Dmg 4+) Non-Nemesis Target character is Suppressed.
  Str Hit: Pulverise (Damage, Does not Require Hit, Crit Dmg 5+) Permanently reduce 2 sections of physical Environmental Cover within 1 of Target by 1 Step.
  NPC
  Hit
  +0
  Clips
  Inf
  Crit
  4
  Load
  2
  End Dmg
  8
  Ammo
  -
  Rng
  4
  RoF
  6 (+5d6)
  Wgt
  4
  Cost
  3
  Weapon
  Twin Autocannons
  Lock On +8, Slow, Natural.
  Type & Variation
  Gun
  Requirements
  Race /Var /Trait
  Benefits
  -4
  3
  3
  30
  8
  10
  2
  -2
  22
  10
  0
  -4
  22
  4
  4
  16
  4
  4
  2
  4
  0
  2
  4
  The Virus
  The Kormoria virus is still active aboard the Carthage. If the PCs 
  let the virus out of containment, it will immediately awaken in 
  search of fresh hosts. It will spread like wildfire among the PCs, 
  focusing first on any Nephilim. If they do not receive the cure 
  from the Archon, then they can inadvertently infect the entire 
  Haven system.
  Monstrous Experiments
  The Archon’s experiments bred a handful of genetic horrors in 
  the form of mutated Nephilim POWs. These mutants have survived 
  throughout the decades by hiding within stasis tubes. When the 
  PCs first breach the ship, Solaria unleashes her unwholesome 
  creations to prowl the bulkheads and stalk any intruders. She 
  hides them behind high-tech holographic projections to mask 
  their appearances.
  The Mutant Archon
  The Kormoria virus didn’t kill Solaria, the Archon captain of 
  the Carthage – but it did drive her into a deep madness that 
  has hung over her for decades. In her madness, she seeks to 
  destroy the PCs as they travel through the ship but when they 
  reach her, she decides it may be more fun to experiment upon 
  them instead. 
  
  14
  Level One
  Level One does have power, but it is not steady. Lights turn on 
  as the PCs enter each room, but they flicker and bulbs burst from 
  rolling brownouts. Fuse boxes on the wall spark and some loose 
  wires hang down from the ceiling, sparking as they touch metal. 
  The setting is that of a horror film – dark and cold. When the lights 
  flicker off, the PCs will have to rely on their flashlights and sensors. 
  The PCs Enter via the Air Lock
  The Carthage has enough power to respond to the airlock. After 
  depressurization is complete, the party is free to enter into the main 
  foyer of the Carthage. 
  Pillars, and Walls
  As a medical ship processing refugees, the foyer was surprisingly 
  well decorated. It has the white, sterile feel of a hospital. Four large 
  marble columns decorate the room. It would have once been a 
  welcoming place. But now the pillars are crumbling and the walls 
  are dotted with high caliber bullet holes. An Awareness check of 12 
  can reveal the bullets all came from the south – if this check is 
  made the PCs can spot the turret before it fires upon them.
  Shortly after the PCs enter the Foyer, the encounter with the 
  VESPER Automated Turret begins. 
  Piles of Dead Kaltorans
  Once the PCs have dealt with the turret and are free to explore 
  the room, they will find piles of dead Kaltoran bodies. The bodies 
  are lined up in heaps, like they were scrambling over each other to 
  escape something. Most likely, when the Legion Drop Ship entered 
  the hanger, they began to fire upon the Kaltorans in the foyer with 
  extreme prejudice. 
  Hanger, and Drop Ship
  The hanger itself is full of boxes of Rejuvenator Vials (Bio Tech 
  roll of 12) – a special serum that is, along with other medical 
  and research properties, able to re-grow lost limbs. The fact that 
  the hanger contains so many boxes of this serum indicates the 
  suspicious nature of the Carthage’s research. Find Flesh Ruijuvinator 
  Vial in Boxes (can regrow limbs).
  Legion Drop Ship
  The other notable landmark in the hanger is the Legion VESPER 
  Drop Ship. The ship was small enough to dock inside of the 
  hanger, probably under the guise of delivering supplies. As soon 
  as they landed, the Drop Ship would have unloaded their Legion 
  strike force directly into the foyer. The lack of bullet holes and 
  dead Legion show they had little resistance.
  The players find a Map of the Carthage on the Drop Ship.
  Automated Turret
  The automated turret attached to the Drop Ship will attack the 
  party right away if they enter the foyer or hanger. It was obviously 
  set up in this way to cover the VESPER forces disembarkment. 
  Prologue
  When the PCs meet with Mr. Simmons, he is dressed to the nines 
  and adopts a cool, confident personality. He claims to have no 
  information as to what happened on the Carthage, and the players 
  must decide whether they believe him or not. What Mr. Simmons 
  does have is a map of the spaceship, salvaged from old Legion 
  records. Mr. Simmons doesn’t believe anything sinister awaits the 
  PCs on this mission, but he does believe all of the Archon’s medical 
  tech would fetch a high price on the black market, and is willing to 
  cut them in on the profits.
  If the PCs do not have a ship, Mr. Simmons will provide them with 
  one, but any damage done to the vessel will be taken out of their 
  final paycheck,
  Payment
  Mr. Simmons agrees to fund the PCs operations for the next 
  few months if they can recover a large amount of medical tech 
  (each Character gains 1 Current Influence, and Resource, OR 12 
  Trade Boxes). He also offers a bonus (6 Trade Boxes) if the PCs 
  retrieve the ONIX (Occluding Neural Insurgence Xiphoid) which is 
  rumored to have been on board the Carthage. 
  The Race is On
  Mr. Simmons also informs them that he is not the only one 
  interested in salvaging the Carthage. He has heard rumor of 
  other Corp sending out their own salvaging teams. As far as he 
  knows, he is the first to put a team into action, but the others 
  might not be far behind.
  Scanning the Carthage
  When the PCs approach the Carthage it does not fire upon 
  them, nor does it respond to any attempt at communication. 
  It is emitting a faint SOS beacon, and a quick scan with a 
  successful Mechanics or Electronics check will reveal that the 
  ship does have limited power, and its atmosphere generators are 
  functioning. There two airlocks that they can attach to, both lead 
  the PCs to Level One. 
  
  15
  Bathrooms / Laundry / Kitchen
  The several bathrooms, laundry rooms, and kitchens that can be 
  found across Level One are also packed with dead Kaltoran bodies. It 
  seems that many tried to hide from the Legion assault, but they were 
  discovered. Many of these rooms are torn apart by bullet holes, as 
  they were shredded from outside. Some show signs of fragmentation 
  and explosive damage, suggesting someone rolled grenades in to 
  detonate in the middle of the helpless refugees. 
  ***
  Decontamination Corridor
  The only way to progress further into the ship is through the 
  Decontamination Corridor. This long hallway was once used to 
  process refugees who were boarding the ship. A non-function 
  conveyer belt stretches down the hallway, once used to force the 
  refugees down the line, where robotic arms would undress, delouse, 
  vaccinate, and take samples of their blood. Then, they would receive 
  secret injections of the Kormoria virus. The hallway is lined on both 
  sides with hidden one-way mirrors, so the scientists could observe 
  the refugees from behind the glass. These mirrors are bullet proof.
  Like all of the rooms, the Decontamination Corridor activates as 
  the PCs move into it. The machines take time to warm up, and so 
  they do not swing into action until the first PC is about three-quarters 
  of the way through the hallway. That PC has a better chance to 
  escape, but the others must make successful Physical check of 12 
  or find themselves prodded by needles and possibly injected with the 
  Kormoria virus itself. If someone does become infected, symptoms 
  won’t display for some time, but a Medicine check of 14 will reveal 
  that they are infected with something terrible, and it is killing them. 
  Hologram of Solaris
  Past the decontamination corridor is a small foyer where a 
  hologram of Solaris appears upon a pedestal. The hologram looks 
  too fake – too friendly as it processes its greeting. The hologram 
  is barely functioning now. It flickers on and off, pieces of Solaris 
  disappear and glitch into different shapes, and its voice bounces 
  between shrill to booming. The hologram mistakes them for refugees, 
  and assures them that if they simply move into the next room, and 
  find their beds, they will be rewarded with kindness.
  Secret Door
  There are two other exits off of the hologram room. One 
  is hidden behind a hologram of solid wall. A PC who passes a 
  successful Awareness check of 16 might notice the wall flickering 
  like the hologram of Solaris did. These doors lead to the Medical 
  Diagnostic Rooms.
  Secret Elivator
  This elevator cannot be hacked, and has not control consol. It 
  will take the PCs to the third floor when Captain Solaris is ready 
  to see them (after she has observed them enough to understand 
  their intentions and capabilities).
  Secret Diagnostic Chamber
  Inside this room, the Archons were storing the Kormoria virus 
  to secretly inject it into the refugees. If the PCs were stuck with 
  the needles and didn’t already know they were infected, they 
  will find out here. There is no cure here, and no way to make a 
  cure with the time available to them.
  If the PCs don’t realize what they’re looking at and accidently 
  open one of the canisters, the entire party becomes exposed to 
  the Kormoria virus. If not treated, it will eventually kill them, and 
  could possibly spread throughout the Haven system.   
  Medical Diagnostic Room
  This room is filled with diagnostic equipment that was used to 
  scan the refugees as they passed through the corridor. Everything 
  that was supposed to be done for the good of the refugees was 
  actually to extract data for the ship’s research experiments. Not 
  only was each refugee injected with the virus, they were also given 
  a compound to make them weak and compliant. Dead scientist (a 
  mixture of strange races, and some Kaltoran) litter the floor, killed 
  by the Legion VESPER force.
  Part of the fate of the Blaze family can be found here in the 
  computer files with a Programming check of 12t.
  Security Office
  The security office is full of surveillance equipment and security 
  computers that are all booted down to protect themselves from a 
  surge. It takes a successful Electronics check of 12 to boot them 
  back up (this takes some time). If the PCs are able to bring the 
  screens back to life, the PCs catch a glimpse of the 2nd Floor lab, 
  which looks like a fully functioning laboratory. It is all clean, and 
  well-kept, and they can see scientists moving about the lab, working 
  on their every-day experiments. A check on the time stamp shows 
  that this is live footage – not old tape. It is a holographic projection, 
  used to hide the truth.
  Also within the security office they can find a security badge that 
  allows them to use the elevator leading to the 2nd Floor. 
  Elivator
  This elevator is locked behind incredibly difficult encryption and a 
  DNA scanner. If the PCs don’t have access to the living DNA required 
  to open the door at this point (from a dead scientist or guard using 
  the Flesh Rejuvenation Fluid, or a security badge) they need to make 
  a Programming check of 16.
  ***
  Kaltoran Refugee Room
  The Kaltoran Refugee Room is a slaughterhouse. Many Kaltorans 
  were killed right in their beds – the injections killed their will to even 
  fight back. The walls are splayed with bullet holes and the entire 
  room is trashed, the Legion were thorough.
  A dead Legion soldier lies on the floor of the kitchen, stripped of 
  weapons. The Kaltorans were at least able to take down one. 
  
  16
  Nephilim Monster
  Nephilim
  Critical Hit
  Vicious
  Strong Hit: Critical Hit (Damage, Hit, 1 use per RoF) Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
  Strong Hit: Vicious (Damage, Does not Require Hit) You gain +2 Hit against this Target character for the remainder of the Combat.
  NPC
  Nephilim
  Hit
  +1
  +6
  Clips
  -
  5
  Crit
  5
  2
  Load
  1
  0
  End Dmg
  10
  5
  Ammo
  -
  2
  Rng
  -
  3*
  RoF
  1
  2 (+1d6)
  Wgt
  5
  3
  Cost
  3
  3
  Weapon
  Massive Claws
  Poison Spit
  *Strong Hit (5-6) vs Targets within first Range Increment, Natural.
  Strong Hit: Synthetic Poison (Hit) Non Robot Target takes 3 Endurance Damage at the Start of their Turn until they receive Paramedics or 
  Extended Care (Synthetic Poison Effect can Stack up to 4 times).
  Slow, Strong Hit: Massive Bash (Hit, Target has less Strength than you) Target is knocked Prone and Pushed 1, Natural.
  Type & Variation
  Melee
  Shell, Chemical
  Requirements
  Race /Var /Trait
  Benefits
  -2
  4
  -1
  3
  40
  13
  +2
  5
  1
  19
  +2
  7
  17
  1
  1
  -3
  14
  6
  4
  3
  4
  1
  5
  4
  
  17
  Level Two
  The elevator out into Level Two leads directly into the Lab, which 
  is currently disguised by a hologram.
  Disguises Lab
  There is a holographic projector atop the elevator, projecting a 
  fake image out into the room. The image shows a fully functional, 
  clean, working lab. Scientists scurry back and forth, working on their 
  experiments and talking back and forth.
  A Kaltoran scientist can be seen pacing back and forth down the 
  middle of the laboratory. Something seems odd about this Kaltoran 
  – she walks in a strange manner, and her voice appears to be off 
  (a Psychology check of 12 reveals that his expressions dont fit her 
  words). She seems to be talking in the direction of the PCs. She 
  welcomes them to the lab and goes on to talk about all of the 
  scientific advancements they have achieved here.
   
  If the party moves outside of the elevator, along the outside edge 
  of the wall, they can get a glimpse of the room for what it really is. 
  The room is dark, desolate, and looks like a crypt. Dead scientists 
  take the place of the living ones. Acid-dissolved countertops and 
  bullet-ridden lab tables fill the room. And the Kaltoran scientist 
  is revealed to be a mutated Nephilim monster, hiding beneath 
  the projection.  
  Monster
  If the PCs wait long enough in the elevator, the Kaltoran will slowly 
  approach them as she paces. If she gets close enough, the hologram 
  will falter and they will see the monster beneath the display. At 
  this point, the monster is close enough to attack them with its 
  massive claws.
  If the party leaves the elevator and approaches the monster, it will 
  also attack them. If they sneak around the outside of the room, and 
  try to avoid the Kaltoran’s gaze, then they will have inadvertently 
  gained an advantage on the monster (gaining +2 Hit on all of their 
  Attacks made during their first Turn of combat).
  Theatre of the Mind Combat, Difficulty: 14
  If your Session is taking longer than expected, feel free to use 
  the Theatre of the Mind Combat rules (pg: 96) rather than minis.
  Lab
  Once the mutated Nephilim has been dealt with, the PCs are free 
  to explore the lab. There are many dead scientists who would have 
  the DNA required to open the secret elevator that leads to the third 
  floor. This is also the best place to salvage medical equipment. Many 
  of the research devices that were being used are still in good shape, 
  despite the wear over the years. If the party is looking for the ONIX, 
  they will not find it here, but they may find records confirming that 
  it is on the ship.
  Part of the fate of the Blaze family can be found here in the 
  computer files with a Programming check of 12t.
  Nephilim POW Cages
  The starboard side of the ship is lined with cages that look to have 
  held Nephilim POWs. They are mostly filled with dead Nephilim, who 
  were killed by the experiments they ran. A few are still alive, and 
  look like mutated versions of themselves, like the monster that they 
  found in the room. One of the larger cages had been broken open – 
  probably where the monster escaped from. 
  ***
  Kitchen
  This kitchen supported the crew while they were stationed on 
  the Carthage. Nothing is unusual about this kitchen, but it does 
  look like the crew of the ship were treated much, much better than 
  the refugees. 
  Crew Quarters
  The crew quarters hosted the bunks that the crew lived in while they 
  were stationed on the Carthage. Most of the beds have footlockers 
  that contain equipment and valuables (4 Trade Boxes) that can be 
  salvaged and taken back to the ship.
  One of the beds belongs to a scientist who has an especially 
  tightly locked footlocker. It requires a fingerprint scanner to open – 
  luckily the scientist who owned the bunk can be found dead in the 
  lab. Opening this footlocker shows the scientist had hid the ONIX 
  away when the fighting first broke out. 
  Bathroom Laundry
  The laundry room hasn’t seen use for a hundred years, and the 
  clothes that were left behind have been disintegrated by mold over 
  the years. The entire bathroom and laundry area seem to be covered 
  in that same black mold. 
  ***
  Engineering
  The Engineering bay hosts all of the electronics, and mechanics 
  needed to keep the ship running. There are several monitors all 
  displaying the status of different pieces of the ship. 
  Reactor is Failing.
  This is a good time to activate the Reactor is Failing countdown 
  clock. When the PCs enter, they see a few flashing red lights and 
  hear an alarm going off. A successful Mechanics or Electronics 
  check of 12 tells the PCs that the reactor is melting down.
  ***
  Where is the Bridge?
  At this point in the adventure the GM should inform the players 
  that there should be a 3rd Level to the ship. As they have not seen 
  the bridge, or the captains quarters. Have them look at the map 
  handout to try to work out how to access it.
  
  18
  Secret Level Three
  If the PCs have given up searching for the third floor, or don’t 
  realize that it exists, give them some clear hints. Have them roll skill 
  rolls to realize the ship must be bigger than this, have them examine 
  the hand-out maps in further detail.
  The Countdown Clocks (the reactor melting down, rival salvagers, 
  infected with the virus, etc...) should all be putting the pressure on 
  the PCs once they enter the third level of the ship.
  ‘Theatre of the Mind’ Combat Rules, Difficulty: 12 or 14
  As this adventure is written for a single game session, and there 
  are lots of possible outcomes to this encounter, there may not be 
  time to have a tactical miniatures combat. Feel free to use the 
  Theatre of the Mind Combat rules (pg: 96) rather than minis.
  Large Hologram of the Captain
  When the PCs first approach the centre of the room, they see 
  what appears to be another hologram of Solaris, but much 
  larger than the one they saw earlier. He is seated in a chair, 
  and looks decrepit and sorrowful. Not much like the hologram 
  that they saw earlier, this was clearly recorded hundreds of 
  years earlier. It regularly flickers, and changes hue.
  The captain inquires as to the intentions of the PCs. She 
  asks them a few questions, trying to gauge whether they 
  are good people or not.
  “What are your intentions here?”
  “What did you hope to find?”
  “What are your plans for the virus?”
  “Why do you travel with a Nephilim?”
  Solaris may also Control any Legion
  If Solaris is not satisfied with the PCs response, she will 
  command the Legion to answer truthfully (Resolve check of 14 
  to resist).
  Solaris is Alive
  Solaris is secretly still alive. She is hiding inside her own 
  hologram. She will only reveal herself once she is satisfied that 
  she understands the PCs intentions.
  Solaris is sorrowful for her actions during the Great War, and has 
  been trapped up here for the past 108 years. She hopes that the 
  PCs are good people. If they are , she will hand them the cure 
  to the Kormoria virus. If they are no, she unleash her creations 
  on them as she quickly moves to the escape pod.
  Solaris is Dieing
  Solaris has been infected with the Kormoria virus, and too far 
  gone to be saved. Her chair is supporting her life.
  
  19
  Aftermath
  Contested Claim
  During the conversation with Solaris, the PCs get the warning that 
  another, larger, salvage crew is moving towards them. The PCs must 
  race back to their ship to escape with whatever equipment they have 
  so-far been able to salvage. If they take too long, the new crew will 
  board the ship from the other open airlock, or start to fire directly at 
  their attached craft. This is not a winnable fight.
  If they manage to escape before the salvage crew arrives, then the 
  crew will chase them down as they flee (thinking that the PCs have 
  looted some valuable tech), and can segue into recurring villains for 
  the rest of the campaign.
  Failing Reactor
  As the PCs are speaking with Solaris, they get the warning that 
  the reactor is about to fail, and cause the destruction of the entire 
  ship. If they don’t hurry and escape, they will go down with the 
  Carthage. They can jettison out through the Escape Pod (leaving their 
  ship to burn) or they can attempt to escape just before the Carthage 
  explodes into dust.
   
  The Kormoria Virus
  If the PCs get infected with the Kormoria virus and do not receive 
  the cure from Solaris, then they have little time left. If they leave 
  the Carthage and travel back to civilisation without proper safety 
  measures, they can easily spread the infection throughout the Haven 
  system. This can take the campaign into a different direction, where 
  the PCs must now race to discover a cure. 
  The Fate of Solaris
  If Solaris has decided that the PCs are worthy, and has given them 
  the cure to the virus, she will simply find a solitary location to await 
  her eventual death as the ship is breaking down.
  If the PCs anger her, then madness takes over and Solaris (fueld 
  by the virus) and will either kill them or escape the ship via the 
  Escape Pod, brining the Kormoria virus with her. If she gets away 
  with the virus,  then the PCs may continue into a campaign trying 
  to capture Solaris.
  If news were to get out of a still living Archon, the PCs are sure 
  to draw a LOT of unwanted, and dangerous attention to themselves.
  Vats
  These large vats are all filled with bubbling green fluid (Flesh 
  Rejuvenation Fluid), within living, still moving creatures inside. These 
  creatures cannot be clearly seen.
  Huge Green Vat with a Creature Inside
  This vat holds one of Solaris’ most vile creations – a mutation 
  merged between an Archon and a Nephilim. This creature is a 
  failed experiment from long ago, when Solaris attempted to 
  clone herself so that she might have a source of replacement 
  organs for her failing body.
  Large Green Vats with Creatures Inside
  Within these smaller vats lie the remains of the VESPER force 
  that had attacked the Carthage. It looks like they were able 
  to reach the 3rd floor, but they were unable to attack Solaris 
  directly, as they were forced to obey her every word.
  Unused Escape Pod
  Solaris will attempt to flee in the escape pod if the PCs put 
  pressure on her. She will announce that she is going to jettison into 
  the Haven system, and take the Kormoria virus with her. Reversely, 
  the PCs may decide to escape via the Escape Pod.
  The Escape pod will teleport any occupant to any nearby 
  inhabitable location (eg: a planet). It is a one use system.
  Large Purple Curtains
  Large, ornate beutiful curtains that help to visualy seperate 
  the space.
  Captains Chair
  Only Solaris can make use of this chair to command the ship.
  Large Bed, Bathroom, and Laundry
  Looks very clean, and well kept.
  
  20
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  www.fraggedempire.com
  for a full list of Fragged Empire products,
  free resources and tutorials.
  Copyright (C) 2015 by Design Ministries.
  ”Fragged Empire” trademarked by Wade Dyer.
  www.fraggedempire.com
  All rights are reserved. No part of this publication may be reproduced, 
  distributed or transmitted in any form or by any means, including 
  photocopying, recording or other electronic or mechanical methods, 
  without prior written permission of Design Ministries.
  Names, characters, places, and incidents featured in this publication 
  are fictious. Any resemblance to actual persons (living or dead), 
  events, institutions, or locales is coincidental.
  
SOURCE: textdata/thevault/Fragged Empire/Fragged Empire - The Ghost Ship Carthage.pdf