5PH Salvage Points of Interest (d100)

d100 Result

1-5

Reveal: Obstacle

Effect: Acid, industrial waste, radiation or collapsing ceilings. A hazardous obstacle immediately extends 2” in every direction of the marker. This may affect nearby figures. All figures in the area take a Damage 0 hit that ignores any Screens worn. The area remains dangerous for the rest of the battle. Enemies will not voluntarily move into an obstacle

Tension Adjustment: Reduce by 2

6-10

Reveal: Environmental threat

Effect: Some old equipment that is falling apart and ready to spew something dangerous all over, unless you can just… The crew member makes a 1D6+Savvy test. On a 5+ they prevent the leak. Otherwise the crew member and all figures within Roll 1d6” of them take a Damage 1 hit ignoring Screens. The danger does not remain

Tension Adjustment: Reduce by 1

11-14

Reveal: Map readouts

Effect: You find a local map that gives you a better idea of your surroundings. Randomly select a Point of Interest on the table, and move it 4” in any direction.

Tension Adjustment: Reduce by 1

15-19

Reveal: Secure device

Effect: You find a secured lockbox of some sort. Place a marker indicating the box where the Point of Interest was. A crew member that moves into contact may make a 1D6+Savvy test. A roll of 5+ opens the box granting a Loot roll (usable immediately).

Tension Adjustment: No immediate modifier. Each failed attempt to open increases Tension by 1

20-23

Reveal: The air is thick in here

Effect: You keep thinking you heard something.

Tension Adjustment: Increase by 3

24-28

Reveal: Dead spacer

Effect: Whoever this was, they didn’t make it. Roll once on the Loot table to see if there is any useful kit left. You may use anything you find immediately.

Tension Adjustment: Increase by 1

29-32

Reveal: We need to hurry

Effect: Best not to linger in a place like this

Tension Adjustment: Increase by 1 for each remaining Point of Interest

33-36

Reveal: Dead end

Effect: There’s nothing here.

Tension Adjustment: Reduce by 1

37-41

Reveal: Information station

Effect: You find a computer, library, or diary that can shed some light into this place. Mark the item in the same location as the Point of Interest marker. A character in contact may make a 1D6+Savvy test to decipher it and receive the Tension reduction listed on the right.

Tension Adjustment: Reduce Tension by the modified Savvy die roll.

42-46

Reveal: Hot find

Effect:You find some good salvage, but someone clearly came through here already. Receive Roll 1d3 Salvage units.

Tension Adjustment: Increase by 1 per Salvage unit just found

47-50

Reveal: Survivors discovered

Effect: Someone is alive here after all! Place Roll 1d3 Hardened Colonists (core rules, p.172). They will fight alongside you for the rest of the mission. If at least one of them survives the mission or exit the battlefield, claim +1 Story Point.

Tension Adjustment: Increase by 2

51-54

Reveal: Hornets’ nest

Effect: The scanner is suddenly beeping like crazy. Place a Contact marker near the revealing crew member

Tension Adjustment: Reduce by 2

55-59

Reveal: Lure?

Effect: A dangerous find, but oh so tempting. Place a Contact marker randomly 6” from the crew member. When a crew member moves into contact with it, roll 1D6. On a 1-3, place Contact markers equal to the roll. On a 4-6, receive Salvage units equal to the roll.

Tension Adjustment: Reduce by 1

60-64

Reveal: All clear

Effect: This sector has been abandoned for some time.

Tension Adjustment: Reduce by 3

65-68

Reveal: Incursion

Effect: The Converted are here! A 6 figure Converted Acquisition team (core rules, p.101, Roving Threats table: 4 basic, 1 specialist, 1 lieutenant) will arrive at the start of next round. They are placed at the center of a random battlefield edge and will fight both sides. They can reveal Contacts the same way you can and are treated as hostiles by any existing enemies. They ignore Points of Interest. If you are already fighting Converted troops, you are in for an especially bad day, as these are simply reinforcements, and will join any existing foes to fight you.

Converted Acquisition

Numbers: Resolve: {{4|5|6}+1}

Panic: 0 | Speed: 4" | Combat Skill: +0 | Toughness: 5 | AI: Aggressive

Nightmarish cyborg race that replenishes their ranks through captives and corpses, enhanced with bolted-in weaponry and control circuitry.

Careless: You are +1 to Seize the Initiative.

Built-in: Always count as stationary when firing.

Invasion Threat. +1.

6+ Saving Throw.

Weapons:
Colony Rifle: 18" | 1 Shot

Specialist Weapons:
Rattle gun: 24" | 3 Shots | Heavy

Tension Adjustment: Reduce by 3

69-74

Reveal: Cache

Effect: You find a small pile of interesting-looking bits of scrap. Receive Roll 1d3 Salvage units.

Tension Adjustment: No Change

75-78

Reveal: Security bot

Effect: You’ve found an old inactive security robo… oh wait! Oh no! The crew member makes a 1D6+Savvy test. On a 6+, you can shut down the robot before it activates. If this fails, place a Mk II Security Bot (core rules, p.107). The bot will happily shoot at both sides, moving first in each Enemy Action phase. On a natural 6, you manage to program the bot to fight on your side, though it remains AI controlled. (No, you can’t keep it afterwards.)

Panic: 0 | Speed: 3" | Combat Skill: +0 | Toughness: 5 | AI: Defensive

Typical security bots used to guard all manner of installations and locations.

Careless: You are +1 to Seize the Initiative (for a total of 0).

Fearless: Never affected by Morale.

6+ Saving Throw

Weapons:Infantry Laser: 30" | 1 Shot | Snap Shot

Tension Adjustment: Reduce by 2

79-82

Reveal: Creature

Effect: Ow! Ow! Nice doggy! Ow!” A Sand Runner (core rules, p.107) hops out of its hiding place. Place it on the Point of Interest marker. The crew member may make a 1D6+Savvy test. On a 5+, the creature likes you and will fight on your side for the rest of the mission. It has a Reaction score of 3 (Bots and Soulless must modify the roll by -3. Swift by +1). If the roll fails, it is hostile and will attack both sides.

Panic: 1-2 | Speed: 7" | Combat Skill: +0 | Toughness: 3 | AI: Beast

Fast predators associated with desert planets. As they are somewhat trainable, they can be found on many Human worlds, though unfortunately, if set free, they revert to wild behavior very quickly.

Leap: If they end a move within 3” of a Human, they may leap into contact as a Free Action.

Weapons:Fangs: +1 Damage

Tension Adjustment: No Change

83-85

Reveal: Rival trap

Effect: It was all a set-up! Randomly select one of your Rivals. 6 of them (4 basic, 1 specialist, 1 lieutenant) will arrive from the center of a random battlefield edge at the start of the next round. Remove all enemy figures and Contact markers. Tension is permanently set to 0 for the rest of the mission. If you have no Rivals, ignore this event, but increase Tension as indicated to the right.

Tension Adjustment: Permanently set Tension to 0 if a Rival shows up. Increase by 3 otherwise.

86-91

Reveal: Valuable find

Effect:Sometimes it pays to look. You find goods worth Resolve: {Roll 1d3+1} Credits

Tension Adjustment: No Change

92-96

Reveal: Interesting find

Effect:This will need to be examined later. After the mission, you may make a Loot roll.

Tension Adjustment: No Change

97-99

Reveal: Evac time

Effect: The entire site is unstable, collapsing or being filled with something bad. The danger area immediately extends into a 1” radius from where the Point of Interest was. At the end of every future round, it will extend 1D6” in every direction. Immediately remove all figures and Contact Markers caught in the danger zone as casualties, while Points of Interest caught in the area are destroyed.

Tension Adjustment: Reduce by 10

100

Reveal: Doomsday protocol

Effect: You have uncovered something dreadful: A nano-swarm doomsday device intended to purge the site in case of an accident. Run! Place a Contact Marker at the location of the Point of Interest marker to represent the swarm. At the end of every future round, it moves 1D6” towards the nearest figure to it (crew, enemy, or Contact Marker). If it makes contact, the target is destroyed (crew become casualties), and another swam is created and immediately moves as described above. The swarms cannot be destroyed or held at bay and no known defensive device protects against contact.

Tension Adjustment: Reduce by 10