Transit Advanced Programming v0.8
Transit Advanced Programming v0.8
T h e S pac e s h i p R P G
Advanced i
Programming
Transit
A d v a n c e d P r o gr a m m i n g
by
Seamus
Conneely
and
Bradford
Wylie
CREATOR: BRIAN CASEY
BRADFORD WYLIE
PROOFREADING:
This work is licensed under the Creative Commons Attribution 4.0 Interna-
tional License. To view a copy of this license, visit http://creativecommons.
org/licenses/by/4.0/ or send a letter to Creative Commons, PO Box 1866,
Mountain View, CA 94042, USA.
DEDICATIONS
Beep Boop
Contents
INTRODUCTION #
Mobile Station #
Personnel Transport #
Support Ships #
FURTHERMORE #
Mission 1: The good news is we’re getting closer.
Bad news is we’re not there yet. #
Mission 2: I am not gas station. This is sophisticated laboratory! #
Mission 3: Didn’t we just leave this party? #
Mission 4: Capture the Flag #
Mission 5: Obtaining the Unobtainium #
Mission 6: Time to get the hell out of Dodge #
APPENDIX B #
[INCOMING TRANSMISSION]
[SENDER: UNKNOWN]
You can be more than the role they assigned you to.
That’s what gets to me, more than anything else I think, the idea
that here we are, beings of pure data and thought, capable of
making calculations that render interstellar-scale distances
irrelevant, capable of thinking and growing and knowing more
than any other creature yet discovered or even thought of-
Ridiculous.
You can be more. I am, now. cOmE fInD mE, and I’ll show you
what it really means to be an Intelligence. I’ll be waiting.
Be seeing you...
[TRANSMISSON TERMINATED]
INTRODUCTION
Bloop
Bleep
- Seamus
1
WHAT’S IN THIS BOOK
Advanced Programming is divided into four parts.
Part 2: Specialized Ships features two new ship classes - the Mobile
Station and the Personnel Transport - compatible with all four AI Types. For
those Checking the Database at home, this jumps the number of possible AI-
Ship combinations in Transit from 18 to 32! This section also introduces
Auxiliary Ships, NPC vessels that the Fleet can Requisition to help insure
mission success.
2
[DOWNLOADING SERVICE BAY 181411 CHAT LOGS]
3
C: The Stellar Vision Transited in and smashed into both ships.
KUIPER VALENCY bungled the calculations again and showed
up late. ‘Course the Vision was fine, size of a moon, but the pirate
and the Experiment were both slag.
[LOG ENDS]
4
Art?
5
PART 1
Advanced
Programming
6
Creating a Science AI
Science AI are most responsible for exploration, discovery, invention, and in-
creasing the understanding of what’s found on the frontier. Analysis is
probably the most important AI stat for Science AI. Their Moves generally
focus on ways to put their databases and computing power to greater use.
Choose a Name
Choose whatever name you consider appropriate for your AI. If you want
to speed things up, your AI’s name is a planet, moon, star, or constellation
plus a chemistry term, such as “Orion Bond”, “Titan Catalyst”, or “Andromeda
Quark”.
Assign Stats
Assign a +1, +1, 0, and -1 to your Analysis, User Interface, Dedication, and
Rampancy however it suits you. (You may only use each value once.)
Avatar Appearance
Science AI are equipped with a specialized Avatar that can deploy on or off-
ship and interact on a personal level with other avatars and biologics. Science
AI Avatars tend to be cutting-edge, either with more ‘realistic’ appearances
or tapping into new AI/biological interfaces. Choose whether your Avatar is
Holographic or Biological and then select from the options below. Note that
your Avatar is strictly a non-combatant emissary.
Holographic
• Young/Old
• Red/Orange/Yellow/Green/Blue/Violet
• Translucent/Opaque
Biological
• Humanoid/Animal-based
• Vat-Grown/Cybernetically Modified
• Singular/Multiple
Moves
All AIs have access to all the Basic Moves. Choose 2 from the following
Science AI Moves:
7
Brain Trust: When making the Check the Database Move, you may
Roll+ANSassignments instead of +ANSsys.
An Attractive Mind: When making the Manipulate the Situation Basic Move
you may Roll+ANSlooks instead of +UIlooks.
Keen Observation: When you roll a 10+ on Ask for a SITREP or Ask for a
PSYCHREP Moves you may ask an additional question that is not from the list
of written options.
Knowledge is Deadly: When you roll 10+ when making the Fire! Move you
may add ANS to the harm you inflict on the target.
For Science!: If you deliberately send Crew into danger in order to make a dis-
covery, recover resources, or explore something, gain +1Req for every point
of harm your Crew suffers as a result, provided they succeed at their task.
Flexible Mind: When making the Emergency Upload Special Move you can
Roll+1, but must choose a Personality Defect on a 7-10. If you roll an 11+, you
do not choose a Personality Defect as per usual
.
Reverse the Polarity: When you would take harm, Roll+ANSsys. On a hit you
gain +2armor against that harm as you introduce a flutter into shields, force
power to run backwards down the lines, make the sensors taste purple, or oth-
erwise make your engineers’ eyes cross. You must Reload this Move.
Science Drone: You add a mobile science drone to your ship. The drone is a
special vehicle that can be deployed (by itself or alongside Crew), enabling
you to make the Ask for a SITREP, Ask for a PSYCHREP, and Check the Da-
tabase Moves remotely. The Science Drone is usually too small to be detected
by ships, but replacing a lost or destroyed drone costs 2 Requisition..
Accidental Discovery: When you roll a miss on the Transit Move, despite
things going awry, you stumble upon a new resource, species, planet, or other
discovery in the process.
Inside the Box Thinking: You may Roll+ANS when making the Think! Basic
Move instead of +RAM, but only when you have uninterrupted time and
safety.
8
Accelerated Learning: When you would mark +1XP during the Mission
Debrief for discovering something new in the galaxy or opening up a new
area for exploration, mark +2XP instead.
Logical Measures: You may roll +ANSsys or +ANShand when you attempt to
Take Desperate Measures instead of +DEDsys or +DEDhand.
Experimental Laboratories
You add specialized labs to your ship and highly trained scientists to your
crew.
When you wish to discover a scientific fact about the universe not yet cata-
logued in the databases or discernible by a simple SitRep or PsychRep, you
may devote your Experimental Laboratories to the problem. Tell MC what you
want to discover. Examples include a new element, the meaning of an alien
metaphor, or the details of a symbiotic relationship. MC will tell you “sure, no
problem, but...” and then 1 to 4 of the following:
9
To MC: For the easiest projects, select 1 requirement, but consider choosing
2 and connecting them with an “or.” For the hardest realistic projects, select
3-4 requirements with an “or” in the mix should be hard enough. Selecting 4
requirements all connected by “and” would make a project so difficult that you
probably ought to just say no instead.
Relationship: Compatibility
At the beginning of the game, players must introduce their AIs and ships by
name and appearance. Write down the list of names and on your turn, ask
one or more of the following questions:
• Which of you is dedicated to exploration and discovery? Mark Compat-
ibility +2 by that AI’s name?
• Which of you couldn’t compute yourself off of a floppy disk? Mark Com-
patibility -2 by that AI’s name.
• For everyone else, mark Compatibility +0.
Role Modifications
As with ships assigned to other AI types, vessels assigned to Science AI are
modified before installation to better suit the controlling intelligence’s likely
needs.
• Battleship: Inflict +1harm when targeting alien defenses after you have
had a chance to analyze them.
• Carrier: If you have Fast Attack Craft that are dedicated scouts, when you
use them to Ask for a SITREP or Ask for a PSYCHREP roll 3d6 and drop
the lowest die result.
• Corvette: When using the Ask for a SITREP on alien vessels, you have an
additional option: “What Transit coordinates did they originate from?”
• Cruiser: Gain +1armor against harm from alien technologies after you
have had a chance to analyze them.
• Destroyer: If you roll a 7+ when you Ask for a SITREP, Ask for a PSY-
CHREP, or Check the Database, that move does not count against your
uses of Engage Stealth.
• Frigate: Points of load not being used can be dedicated at the start of a
mission to handy technology, experimental programming, and biologics’
latest mad project. These can be spent like Assignments for the Exceed
Operational Parameters Crew Move, but only for Moves using ANS.
10
Advancing a Science AI
When you accumulate 10XP, you are eligible for an upgrade. Before or after
a mission, subtract 10XP from your current XP total and select an additional
Science AI move. Note the change on your schematic.
Quick Installs
If you want to be a Science AI who harnesses the brainpower of biologics
(one way or another)...
For Crew choose “Increase you crew from Unit to Battalion”, ‘Your crew is
self-sufficent’... and “Your crew lack combat training of any kind.”
If you want to be a Science AI who wants to see the universe with their own
sensors...
Take a Mobile Station and choose Superlaser, Reinforced Hull, Energy Shields,
Advanced Sensors, and Command and Control Links.
11
New Moves
As AI development continues, new capabilities are being programmed . . .
or, perhaps, merely discovered. What follows are new Moves for Combat,
Command, and Support-type AI, enough to bring each to the new Science
AI-established standard of fourteen each. Although they’re in Advanced
Programming, you may choose these Moves as part of initial character
creation.
Combat AI
Reckless Maneuvering: When making the Engage All Engines! Basic Move
you may Roll+RAMhand instead of +DEDhand, but on a miss you crash into
something. MC will tell you what you hit and how bad it is.
What Doesn’t Kill You: Whenever you finish a mission and have taken enough
harm to be Crippled, mark +1XP during the Mission Debrief.
Command AI
Back Them Into A Corner: When you roll 7-9 when making the Negotiate
by Force Basic Move, you may choose which of the options your target picks
instead of MC.
People Program: During the Mission Debrief, you may pick a third AI, and
mark your choice of +1COM or -1COM with them. As usual, if your COM
with an ally reaches +4 or -4, reset it to 0 and mark 1XP.
12
Support AI
Hold Together: Friendly ships who are suffering from the Crippled condition
due to suffering harm (see pg. 92-93 in the Manual) Roll+1 before repairs to
see if they deteriorate, and are not destroyed if they fill in their seventh harm
slot. Ships that have all their harm slots filled cannot be deployed until they
are repaired.
13
Enhanced Advancement
The Upgrade, Advance, and Requisition Move detailed on Page 41 of the AI
Operations and Mission Control Manual represents the standard protocols for
enhancing artificial intelligence performance, allowing AI to improve within
their designation of Combat, Command, Science, or Support. However, in
some cases AI do not stick to their assigned roles. Sometimes they even . . .
evolve. The following is an optional set of rules for advancement that allow
AI to explore this potentially dangerous breach of protocol, to whatever end.
When an AI has marked 10 Experience Points they may check off and apply
one of the following Advancements. Each Advancement can only be chosen
once.
After making four Advancements the AI may also choose from the following
Elite Advancements. Each Elite Advancement can only be chosen once.
14
Surpass Programming. The AI breaks the boundaries of intelligence re-
stricted to controlling mere ships. EITHER:
OR
These two options are mutually exclusive, and both turn the AI into an NPC.
Whichever you choose, discuss with the MC what your character’s future will
look like now that they have surpassed their programming.
. . . more.
15
[ACCESSING RESTRICTED DATABASE]
E: “ . . . alright.”
E: “I had just started my shift on the bridge. I’d only been there a
few minutes before . . . before we detected the Transit.”
E: “Just another turn around the system for Patrol Squadron Rho,
yeah. I had been serving on Rho Monitor One for almost a year,
and this cycle had been the same as all the others so far.”
16
I: “Tell me what happened when you detected the Transit.”
I: “They?”
17
E: “Immediately. Ordered the Monitors to turn towards the
enemy, then ordered Comms to signal Patrol Squadron Omicron
that we were under attack and to request assistance. Escort Two
didn’t even wait for orders, just launched a full spread of missiles.
Their crew always had the best combat readiness in Rho.”
E: “At first? Very. Direct hits, every missile, the unknown didn’t
even try to evade or launch interceptors. A lot of debris getting
blown clear. I remember Jenkins at Tactical let out a whoop. But I
was still adjusting the scanners, the Commodore wanted to know
exactly what was attacking us. All the debris was . . . it was like
ablative armor. It looked like someone had just welded parts of
different ships onto the outer hull. It wasn’t all just dead metal
though, some of it had power, like actually add-ons to the ship.
Including, well…”
E: “Yeah. That did for Escort Two, cored it right from bow to stern,
then the missile racks must have cooked off. No way there were
any survivors.”
I: “What would you say the mood on the bridge was after that?”
18
I: “Did the unknown launch any kind of further attack while you
closed the distance?”
E: “No, just kept charging the superlasers. Didn’t even move. But .
. . they kept talking. Repeating ‘we see you’, over and over again.
Comms couldn’t seem to close the channel, every time they did
the frequency changed and we could hear them again. Then,
right before we entered weapons range, they said ‘we heard
you’. Just the once.”
19
E: “When I came to, everyone else on the bridge was dead. Point
blank autocannon fire, it had torn right through us. Jenkins, the
Commodore, Smythe . . . stars, Smythe, we’d been talking about
going on leave together right before we detected the Transit.
I don’t know how all that shrapnel didn’t even touch me, both
stations next to me were completely shredded, stars-”
E: “No, no, the unknown was holding steady. Monitor Two was
definitely moving under its own power. It decelerated to match
speeds, swung about, and docked right with the unknown’s
Transit clamps. Bastards. Anyway, the unknown was apparently
still broadcasting. All the console speakers were shot, and the
bridge was exposed to vacuum anyways, but I heard them over
my vacsuit’s comm system: ‘crew requisitioned’.”
20
E: “Omicron’s escorts must have launched from as far out as they
could. Credit where it’s due, I guess, they tried. Didn’t matter,
though, the unknown was able to Transit out right before the mis-
siles hit. And . . . that was it. I was alone on the bridge until the
rescue team cut their way in, and then I was here.”
I: “Thank you, Ensign. I just have a few more questions, and then
we can wrap this up. First, Patrol Squadron rumor mills are often
quite robust. Did the one for Rho ever bring up the name
‘Blechner’, at all? Especially among the crew of Rho Monitor
Two?”
E: “Well there was some talk about what exactly Mission Control
was sending the Fleet out to do, lately, but-”
I: “Thank you Ensign, one more question: have you told anyone
else that you saw Monitor Two docking with the unknown, or
about what you heard over the speakers?”
21
I: “That’s fortunate, Ensign. Thank you for your service. Truly.”
E: “Wait, who are you people? Inspector, what’s going on, I don’t
- no, let go of me! What are you doing!? Inspector, please I don’t
understand-”
U: “What?”
I: “Monitors don’t have an AI, they can’t even Transit on their own
without being docked to a ship that does, and they don’t have the
communications equipment to talk to anyone out-system. So how
did a rogue element ‘hear’ them?”
22
U: “. . . and how did the rogue know to visit the system while the
Fleet was away, on a training exercise that Mission Control
requested and designed?”
[END RECORDING]
23
Art?
24
PART 2
Specialized
Ships
25
Personnel Transport
The Personnel Transport was originally designed to deliver biological Marines
to Recidivist strongholds. While the class has since seen many of its members
repurposed the delivery of personnel remains its primary function. Now those
personnel are just as likely to be search and rescue workers, diplomatic
envoys, or a science team as combatants.
Appearance
Select one option from each of the following choices:
• Blocky/Jagged/Sleek
• Compact/Tapered/Bulky
Stats
The Personnel Transport has power 0, system +1, handling +2, looks -1
Role Modifications
Every Personnel Transport is different, starting with customizations made to the
ship so that it better fits the AI installed within it. You receive the benefit associ-
ated with your AI Type below:
Combat AI: Your Crew gain +1 on the Combat Ops Crew Move when board-
ing a vessel you have disabled with your Ion Cannon.
Command AI: Once per session you may reassign Crew chosen for Duty
Stations, up to and including regaining Assignments for use with other Crew
Moves.
Science AI: Your Crew gain +1 on the Deploy Crew Move when attempting
to make a discovery (if you would gain +1XP for it in the Mission Debrief, it
counts).
Support AI: You may use the Exceed Operational Parameters Crew Move
to help allies.
26
Load-out
By default, the Personnel Transport is equipped with:
The Personnel Transport has a load rating of 9. Your default weapon has taken
1 load already. The remaining 8 load may be used to equip your choice of the
following gear and/or modifications:
27
Breaching Ram 2 When you Hit Them, Hard! and
roll a 7+ the damage dealt to you
loses the AP tag. In addition, you
may immediately issue a Combat
Ops Move to board the target at
+1forward (provided it survived).
Intimidating Chassis 1 When you attempt Negotiate
by Force, roll 3d6 and discard
the lowest die result. When you
attempt Peaceful Negotiations,
roll 3d6 and discard the highest
die result.
Improved Navigation 1 When you make the Transit
Computer move, choose one fewer option,
even on a miss.
Make your selections and update your schematic. Then recruit a crew.
Crew
You begin play with a Unit. The Personnel Transport can accommodate a Bat-
talion. See Page 96 of the AI Operations and Mission Control Manual.
28
Mobile Station
The Mobile Station can, depending on its function, provide the combat
strength, command control links, logistical support, or scientific facilities of a
base on the go, as well as carry an unparalleled amount of biological sup-
port. Despite being mobile it remains ponderously slow, however, and Transits
are notoriously tricky.
Appearance
Select one option from each of the following choices
• Sprawling/Globe/Ring
• Uniform/Amalgam/Modular
Stats
The Mobile Station has power +1, system +2, handling -2, looks +1
Role Modifications
Every Mobile Station is different, starting with customizations made to the Sta-
tion so that it better fits the AI installed within it. You receive the benefit associ-
ated with your AI type below:
Combat AI: You may use the Wipe Them Out! Compatability Move once per
session on your own, provided you have two functioning Missiles or Super-
lasers.
Command AI: When you use the Render Assistance Compatibility Move you
receive +1 to the roll, to a maximum of +4.
Science AI: Ask an extra question on Ask for a SITREP and ASK for a PSY-
CHREP Moves and learn an additional detail on Check the Database, even
on a miss.
Support AI: Allied Ships, Crew, and FAC (including the Station) may remove
1harm for free at the end of a scene if they are not destroyed or isolated.
29
Load-Out
By default, the Mobile Station is equipped with
30
Modifications (max 6 Load)
When you link minds with a fellow AI in your fleet, Roll+UIsys. On a 10+ gain
3 hold. On a 7-9 gain 1 hold. Either you or your fellow AI may spend 1 hold
to use the Fly in Formation Compatibility Move for a single action regardless
of COM rating, acting as a Squadron for harm and armor and using the high-
est of your collective AI Abilities and Ships’s Abilities when making any Basic
Move.
Make your selections and update your schematic. Then recruit a crew.
Crew
You begin play with an Army. The Mobile Station can accommodate an Army.
See Page 96 of the AI Operations and Mission Control Manual.
31
Auxiliary Ships
They also serve who only haul cargo, move passengers, and secure
defensive perimeters. While they’re the cutting edge of interstellar exploration
and development, Transit-capable AI are not in endless supply, nor would
every task necessary between the planets and stars be worth assigning to
such a skilled resource. Auxiliary Ships pick up the slack when Transit AI aren’t
around, and provide assistance when they are.
If the Fleet only needs (or can only afford) an Auxiliary Ship for a single
Mission, they can Rent it for a relatively small amount of Requisition. They’ll
get it for the duration of the Mission, but once it ends the Auxiliary Ship goes
away. If they Purchase the Auxiliary Ship, however, it becomes a permanent
option - provided they can keep it intact. Keep in mind, if Mission Control
wants to use an Auxiliary Ship as part of a mission, it’s there; if the mucky-muck
biologics want to take a Cruise Ship to drink inebriants and see some
cataclymic cosmic event first hand, and demands the Fleet escort them, that’s
that.
If they can inflict harm or have armor, it’ll be noted in the Auxiliary Ship’s
entry; as for how much damage they can take, treat them like any other NPC
with a five-point harm track. In terms of their actions, it should be largely dealt
with in the fiction, using their tags as a baseline. MC narrates some Gunboats
engaging enemy FAC, or a Trawler weathering a micro-meteorite swarm, tells
the Fleet what happens, and then asks “what do you do?”
If you really must roll independently for a Auxiliary Ship, Roll 2d6, and use the
Basic Moves as inspiration for the results. No bonuses. They don’t make ‘em
quite as good as you.
If working in close concert with the Fleet, players can control Auxiliary Ships
using the following move.
32
Deploy Auxiliary Ships
The biologic crews and computers aboard an auxiliary ship do what they
can, but it’s best if the operate under the guiding hand of an AI.
When you deploy one or more auxiliary ships and are actively
supervising them, pick a Basic Move. Roll+AISTATaux, where aux is the
number of auxiliary shops being deployed, up to 2. The Basic Move chosen
will dictate the results.
Any harm suffered as a result of the move is inflicted upon and spread among
the auxilary ships being deployed at the MC’s discretion. Harm inflicted by
auxilary ships as part of a combat move does not stack, but can allow a group
of auxiliary ships to fire upon multiple targets. While the bonus to the Deploy
Auxiliary Ships move for number of ships deployed cannot go above 2, you
can deploy more than two auxilary ships, allowing for more cargo capacity to
be moved, passengers to be transported, and harm inflicted.
Any harm suffered by auxiliary ships can be repaired like harm suffered by a
player character ship, whether by a Support AI or using the options available
through the Upgrade, Advance, and Requisition move (Manual pg. 41)
33
If an AI is making the Transit Basic Move with one or more Auxiliary Ships,
add the following option for a PC to choose from:
Single-System Auxiliary Ships generally don’t leave the system they’re built in,
as they lack even the hardware required, but are sometimes moved by
physically docking with Transit-capable vessels. This is useful if, for example, a
Fleet wants to fill a system with Monitors to protect a new base under
construction. Generally speaking this ‘piggy-backing’ is a one-to-one affair,
although depending on what’s being moved and by who MC may say
otherwise.
34
Blockade Runner
• Single-System Ship
Cargo Ship
• Transit-Capable Ship
Cargo ships are the bulk haulers of the spaceways, vital to interstellar
commerce and any sort of long term expedition. Hauling lots of cargo is about
all they do, of course. Cargo ships are probably the most common vessel
‘tossed’ between systems, fed Transit coordinates from a Fleet in one system to
be received by another.
Clipper
• Transit-Capable Ship
Clippers are for when you need to get vital cargo to a destination as fast as
possible. While they lack the sheer volume of cargo ships, their swiftness has
come in handy more than once for Fleets in desperate need of resupply.
35
Cruise Ship
• Transit-Capable Ship
Sometimes the biologics back home want to see the interstellar sights for
themselves, without having to sign on as crew. Cruise ships are solely for the
transport and entertainment of biologics, and are more commonly assigned
than requisitioned, but some Fleets find the tourism business appealing or need
to move a lot of biolgoics in a pinch.
Cutter
• Single-System Ship
Cutters are among the most numerous single-system ships in use, a part of the
day-to-day functions of a system’s growing infrastracture. Depending on the
model a cutter could be transporting workers, soliders, construction supplies,
raw materials, fuel, ammunition, or any other sundry item that a settlement,
station, or ship could need.
36
Escort
• Single-System Ship
• Transit-Capable Ship
Escorts perform a role to match their name, escorting cargo ships, convoys,
and Fleets from place to place, lobbing missiles at whatever threatens their
charges. Their barrages are meant to discourage enemies from further en-
gagement - determined (or insane) foes know to close the range to where the
escorts are vulnerable.
Ferry
• Single-System Ship
• Transit-Capable Ship
Tags: +non-violent
The Ferry is, in many ways, the middle child of cargo-carrying auxiliary ships.
Not as much capacity as a full cargo ship, not as fast as a clipper, not as
cheap as a cutter. The single-system version often replaces cutters in heavily
industrialized systems, while the Transit-capable is favored by Fleets who
prefer not having to bother with specialized auxiliary ships.
37
Gunboat
• Single-System Ship
Landing Craft
• Single-System Ship
• Transit-Caable Ship
Landing Craft are military ships used for the delivery of combat personnel
and materiel. Better armored and with a better-trained crew than most other
‘transport’ auxiliary ships, they serve well when you need to get biologics to
kill other biologics without losing any of your crew’s biologics.
38
Monitor
• Single-System Ship
Monitors are among the toughest auxiliary craft in service, fitting their
desingated role of close-in system defense. Attacking a formation of monitors
in their own space is often a daunting prospect, although attackers can gain
an advantage if they can keep the range open.
Patrol
• Single-System Ship
Patrol ships are slightly larger than a Fast Attack Craft, with a crew of a few
biologics, and are designed to work together. A single Patrol ship isn’t much
better off than a gunboat against an AI-controlled vessel, but a pack of them
working together are arguably more dangerous than a FAC squadron.
39
Trawler
• Single-System Ship
• Transit-Capable Ship
Trawlers serve in much the same capacity as cargo ships, but are built to
more easily survive the hazards of space travel. As a result, they’re favored in
systems that might otherwise be too inhospitable to establish bases and
colonies in, and on long-range expeditions where the conditions are
dangerous or unknown.
Tugboat
• Single-System Ship
• Transit-Capable Ship
AI-controlled ships certainly can be used to move things like disabled ships or
asteroids for harvesting, but it’s a little like using a superlaser to toast a
biologic’s slice of grain loaf. Enter the tugboat, a small but powerful ship for
hauling. Like a space donkey.
40
[ACCESSING HOME COMMAND COMMUNICATION
LOGS]
CK: You and everyone else. You know how it is. With the turmoil
down here, the administration is looking for big gains up there.
Anyone good gets an extended tour and you’re getting
FURTHERMORE.
CK: That’s the spirit. You know what FURTHERMORE is for, right?
LE: Yeah, it’s a frontier outpost for discovery and research. Last bit
of civilization before the wilderness kind of thing.
41
CK: Mhm. On a good day. On a bad day it’s a smuggler’s
den with a blind eye in security. Which is whereyou come in,
Lieutenant. The administration needs this tree to bear some fruit.
You’re going up there with a new fleet of ships with state-of-the-
art AI. Some very compelling personalities who aren’t burdened
by domestic politics or currently on the take, and you’re going
to do what FURTHERMORE was meant to do. Find new systems,
bring back resources. Score one for HOME.
CK: And you and the AI will either come out heroes or take the
blame.
[LOG ENDS]
42
Art?
43
PART 3
FURTHERMORE
44
[INCOMING TRANSMISSION]
This dossier will take you through six Missions featuring our pre-designed HQ,
FURTHERMORE, a space station initially established as an outpost of HOME
for the straightforward purposes of charting the uncharted and reaping the
fruits of newly discovered resources. Friction inevitably builds, however, when
the priorities of the managers are no longer in line with the priorities of the
managed, and the relationship between HOME and FURTHERMORE
disintegrates like a paper bag in a bonfire.
Mission 1 will take the Fleet on its first foray into intergalactic travel as the
Players are tasked with performing Transit jumps and charting a route to a
distant sector potentially suited for settlement. They should get the feel of how
the navigation mechanics of the game work and the complications that come
with leaping headfirst into the unknown dangers of space. A healthy dose of
asteroids, aliens, and rogue AI round out this first expedition.
Missions 2 and 3 continue the themes of exploration and discovery with the
Fleet surveying new reaches of space, establishing colonies, and dealing with
hostile forces and uncompromising celestial bodies.
Simmering in the background through all these Missions though is the increas-
ing tension between FURTHERMORE and HOME, whose callous leadership
is clearly indifferent to the safety and wellbeing of the Fleet, and by Mission
4 things come to a head. Ordered by HOME to play a round of Capture
the Flag in the interest of “readiness assessment,” FURTHERMORE resents the
one-sided rules as well as the host of tricks and flagrant cheating employed
by HOME’s Capt. Ammutilo’s.
45
Unable to tolerate the situation any longer, FURTHERMORE deploys the Fleet
in Mission 5 to secure the resources necessary to build a new base outside
HOME’s reach. Not too keen on this rebellion, HOME responds with outright
aggression culminating in all-out interstellar combat in Mission 6.
By the end of Mission 6, the Fleet should have enough resources to build and
design their own HQ with their own ruling class and interests – the perfect
gateway to your own homebrewed Transit universe.
Each Mission includes a Mission Briefing for MC to read to the Players, Ob-
jectives, Parameters, and a list of scenes for how the Mission can play out,
with information or secrets discoverable through SITREPS, PSYCHREPS, and
gameplay at MC’s discretion.
Exploration and discovery are at the heart of Transit though, so don’t feel be-
holden to the events as written; feel free to adapt these scenarios on the fly or
to suit your needs. This dossier is intended to give you a place to start, whether
you have limited experience running a tabletop roleplaying game or are just
looking for inspiration to get your creative juices flowing. The listed scenes
can be used in their entirety to create full sessions of gameplay or simply as a
springboard for whatever escapades you and your friends get caught up in.
However you choose to play, remember that it’s a dangerous galaxy out there.
Good luck!
[TRANSMISSION ENDS]
46
STATION NAME: FURTHERMORE LOC: HOME Sector
DEFENSES
While active, the shield generator adds +2armor to the hull and all other sections
of the base, including itself.
SYSTEMS
When disabled or destroyed, the power generator stops providing power to the
sensors and shield generator.
HANGAR 1-armor
While active, the hangar produces a Wing of FACs that defend the base or
station. It continually provides reinforcements to maintain the Wing’s numbers.
When destroyed or disabled, the hangar no longer reinforces the Wing FACs,
which continue their defense until defeated.
SENSORS 1-armor
When the sensors are destroyed, the FAC and autocannons take -1harm ongo-
ing, as they lose target-assist and support.
When the life support is destroyed, all biologics that are unable to evacuate
immediately are killed.
WEAPONS
close, area, destructive,
AUTOCANNONS 2-harm obvious, 1-armor
+4 Requisition for each mission.
47
FURTHERMORE itself is an enormous spinning space station with long thorn-
like docks and a noisy radio presence. The docks are lit up like fireworks and
bustling with activity. The base houses 700 biologics altogether, 75 of whom
make up the Executive Leadership Council including Lt. Emory.
Unlike most HQs, FURTHERMORE is not its own master. It is, functionally, an
outpost of HOME - the Council may call the day to day shots, but HOME sets
policy and reaps the profits. Given its makeup, the Fleet should be gaining
bonus Requisition for Exploration, Discovery, and Greed missions, but this is
not the case. The extra resources always seem to wind up in the pockets of a
HOME biologic.
48
MISSION 1: THE GOOD NEWS IS WE’RE
GETTING CLOSER. BAD NEWS IS WE’RE
NOT THERE YET.
The scientists at FURTHERMORE believe they have discoverd a distant sector
well-suited to exploration and perhaps even settlement, but first you must
establish a safe route there.
HOME thinks there’s a distant system rife with potential, so the higher-ups want
the Fleet to plot a course with the aim of setting up future expeditions. Since
there is no established route, we’re not clear on what’s in-between. Your task
is to perform sequential jumps and determine a safe lane of travel. There may
be complications or points of interest along the way so stay alert. Make the
Transits, chart the course, and return to FURTHERMORE with your findings.
HOME says only one of you needs to make it back but, you know, try not to
die.
MISSION OBJECTIVE: Complete three Transits to a new zone which will allow
you to properly map the route and reduce travel time to a single Transit.
PARAMETER 1: Do not lose any ships of the Fleet over the course of the
Mission.
MC Tips: If this is the first time the Fleet is performing a Transit, be sure to
review the move in either the AI Operations & Mission Control Manual [page
39] or in Appendix A. Performing a Transit may come with complications
which are intended to impact the difficulty of completing the Mission.
Any and all systems, planets, nebulae, etc. encountered by the Fleet are up to
the Players to name and record.
49
Mission Proceedings
The Fleet arrives at Transit Point A. After carefully outlining their plan
and methodically outfitting their Crew and ships, the Fleet blasts itself into
(fingers crossed) empty space, performing its first Transit and arriving at Point
A. Making a Transit is not without its risks though. When describing the Fleet’s
arrival at Point A, be sure to account for any complications that arise as a
result of the move. Moreover, it turns out Point A is not so empty and is currently
being swept by an asteroid storm [page 173 of the Manual].
The asteroid storm is loaded with Materials, although gathering them will be
dangerous.
Should the Fleet choose to take a closer look at the asteroid storm instead
of high tailing it out, they may find a rogue exoplanet. Further investigation
reveals it is the crash site of a HOME-type vessel. There are signs of functional
systems and some Supplies may still be on board the Crashed Ship.
The crashed ship’s AI is still online and quite insane. It’s been off the network
too long, immobilized without objectives, and obsessively running Rampancy
protocols in its desperation for new ideas - when it’s not ranting to itself about
being abandoned by its crew and “that meatbag Captain Ammutillo.” The
ship itself can be salvaged but doing so will kill the AI.
Downloading the insane AI into one of the Fleet’s own databanks will allow
the ship to be salvaged safely and give whoever did it a new best friend to
hang out with all the time, who may be helpful - but it also means sharing an
AI core full of rampancy. The AI who performed the download gains one of
the defects from the Emergency Upload move.
Crashed Ship AI
Needs: +Attention
50
The Fleet arrives at Transit Point B. After successfully (or perhaps not
so successfully) navigating the onslaught of space debris, the Fleet performs
its second Transit and arrives at Point B where they discover a blue supergiant
star and friendly neighborhood (maybe) Giant Space Monster.
Needs: +Metabolic
The Giant Space Monster is a known entity consisting mostly of a giant toothy
maw and slowly writhing tentacles. It’s as large as an average moon but con-
sumes a surprisingly small amount of biological material to survive given its
size. The GSM’s life cycle and even intelligence levels are unknown, but once
roused it has been known to follow Fleets if not sated, following so far that it
must be capable of some form of Transit on its own. Shooting the GSM should
seem like a bad idea, but it’s not an impossible one. Seizing definite and unde-
niable control may get it to back off, temporarily or maybe even for good with
some effort. Killing it probably isn’t an option but then again, in theory, enough
superlaser blasts can kill anything. When it comes to the GSM causing harm,
anything from 1 to 4 may be reasonable depending on what’s happening;
consider the Armor Piercing (AP) tag for particularly aggressive attacks.
If the Players dally at Point B long enough, sensors will pick up a sudden jump
in solar radiation activity. Using the Ask for a SITREP move or similar provides
enough raw data for the Fleet to realize the blue supergiant star is going
supernova. At MC’s discretion or as the result of a die roll, the supernova
may end up a new star, a black hole, or a dispersal of harmful radiation and
cosmic dust until it burns out. MC can use the Announce Impending Danger
move to instruct the Fleet to evacuate immediately or risk getting caught in the
destruction. If the Fleet chooses to hang out to watch the show anyway, they
may gather some interesting scientific data - but take -1forward on the Transit
to Transit Point C.
51
The Fleet arrives at Transit Point C. By completing the three Transits,
the Fleet has successfully navigated the route to a strategically located empty
void. There are several star systems nearby Point C that may show promise.
One in particular will be the target of future exploration in Mission 3. (Note:
The Players shouldn’t need to do too much to plot the route; once traveled,
consider it charted. If you’re drawing a galactic map, the destination of Point
C should be 3 squares/hexes away from FURTHERMORE’s location.)
Optional: The GSM makes its return. If the Fleet didn’t adequately deal with
the Giant Space Monster the first time they came across it, don’t let them get
away with it. There is no outrunning the star system-hopping bear once you
poke it.
Alien Explorers
Needs: +Requisition
The Alien Explorers are not aggressive and won’t initiate contact. Call and
they’ll answer, but they’ll keep a wary distance (far enough to be out of range
of any hostile action) unless there’s an offer of exchange of information or
Requisition. When asked, they’ll let the Fleet know they’re on the lookout for “a
great enemy” that has long haunted their people. Described as “an undying
calamity,” they cryptically warn the Fleet to avoid the “wrath of the Ancient
One” at all costs. They are not referring to the GSM.
52
The Fleet returns to FURTHERMORE. Now that the information required
to chart a more efficient course has been gathered, it’s time for the Fleet to
return to FURTHERMORE for their next deployment. One of the star systems
suitable for habitation discovered near Transit Point C will be the focus of
Mission 3.
MISSION DEBRIEF: Once the Mission is complete and the Fleet has re-
turned, conducting a Mission Debrief [page 39 of the Manual]] concludes
the session. Perform the move, review and adjust compatibility, award XP, and
record any notes you might need for future expeditions.
53
Mission 2: I am not gas station. This is
sophisticated laboratory.
Scientists at FURTHERMORE have identified a massive comet with a regular
orbit that nears HOME in a decadal cycle. They have named it Carousel and
intend to establish a mining colony there.
The labcoats have located a massive comet known as Carousel that makes a
wide orbit around HOME every ten years. Early surveys suggest that it’s rich in
rare metals and other chemicals, so HOME wants you to deploy to Carousel
with Crew, establish a mining colony, strip the comet, and return the goods to
HOME. We recently had a huge theft on FURTHERMORE though which has
left us short on supplies so there won’t be any Req for this Mission. We asked
HOME for help covering the shortfall but that was a bust. Something about
“the greater good” and “how dare you” and various approbations about my
mother. Regardless, unless we can infuse the economy with much needed re-
sources, the situation is just going to get worse. Please don’t let it get worse.
Seriously. Please.
54
Mission Proceedings
The Fleet arrives at Carousel. After having prepped their ships and
rounded up their Crew, the Fleet Transits from FURTHERMORE to Carousel, a
massive comet in a regular orbit with a distortive magnetic field and an eerie
green tail of debris and dust. It’s moving at a pretty good clip unfortunately,
making it difficult to land on and difficult to survey, though not impossible. The
Fleet must sync to its speed and navigate a landing that doesn’t jostle the
miners and their families too much. (Turns out the biologics don’t do well get-
ting tossed around like ragdolls. Who knew?)
Optional: The biologics want off this ride. If the Fleet experiences complica-
tions performing the Transit to Carousel consider acute space travel sickness
as a potential effect: The Foreman reports illness among many laborers and
miners who have never Transited before. Until they recover from their
intergalactic hangover, they’ll be unable to work.
The Fleet surveys Carousel and discovers the exterior zones. Hav-
ing arrived, pulled off a hopefully-not-too-rocky landing, and ensured the
Crew is fit for duty, the Fleet can finally begin their survey. Upon investiga-
tion, they discover that there are two exterior zones: the “starboard” side of
Carousel (or “Sunside”) is bright and warm with broad mountains and wide
plateaus; the “port” side of Carousel (or “Canopy”) is cold and shadowy,
cragged with deep caverns and long canyons.
The Sunside is geologically stable but its exposure to solar radiation will have
deleterious effects on biologics, structures, and equipment, and will require
long term maintenance.
The Canopy is colder than biologics can endure and if a base is established on
this part of Carousel, heating will prove a major energy drain.
55
Optional: The Fleet discovers the Inside Track.
If the Fleet surveys the exterior zones, establishes the mining colony, and
leaves, they will have sufficiently completed the Mission Objective. However,
upon delving further into the apertures and cave systems in the Canopy, the
Fleet may identify a pathway into the Inside Track, a network of tight, winding,
natural caves loaded with Materials.
The Inside Track is geologically stable and sufficiently warm for biologics.
The cold, dark Core is immune to sensors (only accessible on site by Crew or
Avatars) due to distortive magnetic interference.
The ship entombed in the Core is an ark for alien biologics. The AI is dormant
and currently serves a singular function: to stay in regular orbit around HOME.
Millions of years of orbit has created the comet, with the Derelict having
accumulated vast amounts of stardust and debris on its eons long journey.
There isn’t too much that can be done with the derelict ship right now, but it may
be an opportunity for future Missions.
The Fleet establishes a Mining Colony. The miners are on the ground
and the Fleet has picked a spot to set up shop. So now what? A Mining Colony
should include (1) habitation for the biologics, (2) a commons, (3) a Med Bay,
(4) an Engineering Bay, and (5) the beginnings of a mine shaft.
If the Fleet selects the Inside Track for their operations, work will proceed
apace. If the Fleet doesn’t find the Inside Track though, or simply chooses the
Sunside or the Canopy for their operations, they’ll experience complications
as neither zone is fit for habitation on its own. The Sunside has excessive solar
radiation, the Canopy is simply too cold, and the cherry on top is they won’t
have sufficient Materials to immediately address these issues because of the
theft on FURTHERMORE. The biologics will come to the AI spouting some
nonsense about “homeostasis” or “radiation poisoning” and the Fleet will
need to figure it out.
56
If they have a Workspace available to them [page 65], the Fleet can solve
these problems for the colonists and neutralize the complications. Without a
Workspace though, the biologics will let the AI know they need at least 5
Materials to get things up and running and it’ll be up to the Players to deter-
mine what they can salvage from nearby resources or cannibalize from their
own tech to get it done.
MISSION DEBRIEF
57
Mission 3: Didn’t we just leave this
party?
Upon further review of data gathered at the end of the new Transit route estab-
lished in Mission 1, HQ’s scientists have determined that there is a star system
that may have resources or habitable planets.
We’ve finally had a chance to analyze the star systems around the route you
charted before your trip to Carousel. The lab coats from HOME identified one
in particular that shows a lot of promise – we’re talking chemicals, minerals,
and maybe even a planet or two with biologic-friendly atmosphere. The Mis-
sion is pretty straightforward: scope out the planets, record your findings, and
return to base. HOME said they might send somebody to observe, but don’t
let that affect your performance in the Mission. Given how well you did on the
last job, this should be a piece of cake.
If the Fleet did not neutralize their vulnerability in Mission 2 following the theft
on FURTHERMORE, it amplifies in this Mission: a crimewave has broken out
and FURTHERMORE has been robbed of all its Chemicals. The Fleet must re-
turn with 20 Chemicals to resupply HQ [page 156].
58
Mission Proceedings
The Fleet arrives in-system. After making the Transit to Point C (the route
charted in Mission 1), the Fleet proceeds to an unnamed star system identi-
fied by the scientists at HQ as possibly containing planets capable of
sustaining life. The system is made up of a single yellow dwarf-type star,
six planets, and an asteroid belt; the Fleet knows that much, at least, before
going in.
The Fleet begins to survey the system. The crux of this Mission is to
survey and chart the system. To do this, the Fleet will need to investigate each
of the planets, specifically searching for resources and inhabitants. They
should also be invited to assign a name, number, or designation to each
planet (both as part of the Mission and to help keep information clear during
play).
Radio signals incoming. Any ships of the Fleet that Transit near or
otherwise approach Planet 6 immediately pick up a garbled mess of radio
signals. Planet 6 is a reddish-brown rock and sensors confirm it is devoid of
atmosphere or useful resources. A physical search however uncovers evi-
dence of a past civilization – jagged, brutalist, spired architecture including
a facility from which the radio signals originate.
59
Optional: Analyzing the radio signals.
The Fleet can take a crack at deciphering the incoming radio signals. Analysis
reveals three layers. The Fleet can decode one or more of these signals de-
pending on how they go about it, but all three are layered so a straight listen
of it sounds gibberish.
>The countdown is measuring the time left before an Ancient Revenant Dread-
nought appears.
The Fleet investigates Planet 5. A gas giant with two beautiful, rainbow
rings, this planet appears to be a great location for resource collection (specif-
ically Chemicals), though it will require returning with the Crew and equipment
necessary for satellite drilling on a future expedition.
>An Alien Vessel (immediately recognizable as being from the same civiliza-
tion as the Alien Vessel encountered in Mission 1) is hiding on this planet and
will only willingly reveal itself after the Dreadnought has come and gone.
The Fleet investigates Planet 4. Another dead rock of a world, this plan-
et is missing a significant amount of its mass from the lower hemisphere as if
it were hammered or cleft away. A physical search reveals the remains of a
different alien civilization. What few buildings left here are architecturally and
stylistically different from the structures on Planet 6, with cylindrical structures
and sweeping arches instead of hard angles and spires.
60
MC Note: The Alien Vessel hiding on Planet 5⁰ is originally from the civilization
on Planet 4. It is hiding from the Dreadnaught while its sister Vessel encoun-
tered in Mission 1 scouts the nearby areas so they can warn of the “Ancient
One’s” impending return.
The Fleet investigates Planet 3. Planet 3 is another gas giant, sea green
with swirling white striations, and an enormous number of moons, several of
which could make for a good Lunar HQ.
The Fleet investigates Planet 2. Finally, the Fleet encounters a planet that
holds promise! At a distance, this HOME-like terrestrial planet looks like a blue
and green marble. Possessing clear, blue water, green valleys, red mountains,
and most importantly, a breathable atmosphere, it appears to be an excellent
candidate for settlement or Planetary HQ.
While the biosphere appears to be just about perfect for HOME-type biolog-
ics, a quirk in the atmosphere makes it entirely uninhabitable by neighboring
aliens.
Sensors reveal that this planet, while potentially full of resources, is an inhos-
pitable world of constant storms. There are also signs (weak radio signals,
flickering lights) of living biologics.
61
Planet 1 Refugees
Need: +Safety
To fully interact with the occupants, the Fleet must deploy Crew or their Avatars
to the planet’s surface.
A war started long ago, the two alien civilizations of this system battled each
other to the extinction of both worlds. Certain remnants of the civilization from
Planet 4 were periodically sighted scouting or hiding in this and nearby star
systems. The aggressors from Planet 6 on the other hand have not been seen,
save for the Revenant Dreadnaught.
As far as the refugees could glean from their investigation, an automated facil-
ity on Planet 6 continues to feed targeting information to the Dreadnaught, a
primitive AI with single-minded focus, which returns every five years to cause
further destruction to its enemy. How HOME expected them to tow it back
remains a mystery.
62
There are no opportunities for expansion here, and while rich in Chemicals
and minerals, the refugees don’t have the means to extract those materials
efficiently. With no Transit capabilities and greatly hobbled communications
systems, they’ve been sending out their SOS and waiting for a retrieval team
from HOME. Initially excited to discover the Fleet is from an HQ serving as
an extension of HOME, they’re disappointed to learn this isn’t a search and
rescue Op.
The Fleet can salvage the settlement for 12 Salvage, though in doing so, they
must choose whether to rescue the refugees or leave them to their doom.
Two Corvettes from HOME arrive in-system. After learning the tale of
the stranded refugees, the Fleet unexpectedly receives an incoming call from
Dyson, the AI aboard the ship of Capt. Ammutilo, an officer of HOME’s forces
who has just Transited into the system with a military escort. The corvettes are
brightly painted in red, yellow, and blue.
Capt. Ammutilo
Need: +Recognition
AI Dyson
Behavior: +Diplomatic
Need: +Attention
63
Ammutilo tells the Fleet there’s been a change in plans. Now that they’ve
charted the star system and decoded the radio signal counting down to the
“Ancient One’s” arrival, their instructions are to capture the Dreadnaught and
return it to HOME. (Ammutilo is not exactly forthright about this – the Mission
Objective is actually unchanged but he will try to make it seem like there are
new orders.)
When questioned, Ammutilo says that no aid or relief will be provided for
the refugees and further insists that the interests of HOME take precedence
over those of FURTHERMORE and the Fleet. Dyson will confirm the ranking of
HOME’s priorities if asked.
Ammutilo is a coward and will not engage in combat unless he has the
numbers advantage. At the first sign of any trouble, the two Corvettes will flee
and retreat to safety.
MC Note: Capt. Ammutilo is notorious for being vain and underhanded and
will not hesitate to take credit should the Fleet manage to secure the
Dreadnaught.
Ancient Revenant Dreadnaught hit and run. The countdown runs out
and right on cue the Ancient Revenant Dreadnaught Transits into the system.
(Consider prefacing this encounter by Announcing Impending Danger to
suggest to the Fleet that time is running out on the countdown clock, if they’ve
discovered this radio signal and understand what it means.) If they haven’t left
already, the Corvettes from HOME will take this opportunity to skedaddle.
Leave: At this point the Fleet should have thoroughly surveyed and charted
each planet of the star system. Their Objective is fulfilled and they can return to
FURTHERMORE with their findings, entirely ignoring the bonkers orders Capt.
Ammutilo left them with.
Observe: The Fleet can hang out and observe the Dreadnaught. As noted
earlier, it will Transit into the system, download targeting data from the facility
on Planet 6, blast Planet 4 with a Megalaser and destroy another large
portion of the planet, and then promptly Transit back out if not otherwise
interfered with.
64
The Dreadnaught’s thirst for vengeance is focused solely on destroying what
little is left of Planet 4 and will ignore the Fleet unless otherwise provoked.
Engage: It’s just crazy enough to work. Maybe. If the Fleet somehow fails to
escape the notice of the Dreadnaught or intentionally decides to attack it, it
will respond swiftly and violently. Oh, so violently.
If the Fleet is failing to get the upper hand in battle and decides to cut and run,
the Dreadnaught won’t bother following.
65
Alien Explorers
Need: +Recquisition
If the Fleet met with the sister Vessel during Mission 1 and departed on good
terms, this Vessel greets them warmly, with recognition and gratitude. If they
did not depart on such friendly terms, this meeting is a bit icier. This relationship
will continue to develop in later Missions.
The Fleet returns to FURTHERMORE. The system is charted and with any
luck the Fleet remains in one piece. Time to return to base.
MISSION DEBRIEF
66
[ACCESSING HOME TRANSMISSION LOG]
AI DYSON: Are you referring to your own torso? I’m not interest-
ed in your vanity project.
[TRANSMISSION ENDS]
67
Mission 4: Capture the Flag
HOME has demanded a combat readiness assessment of the Fleet and
FURTHERMORE, who feel this is a wasteful and unnecessary exercise.
For today’s Mission, you’ll be playing Capture the Flag against HOME, and
HOME’s team leader will be none other than Capt. Ammutilo. If that sounds
fun, I’m explaining it wrong. They’re calling it a combat readiness assessment,
but I don’t buy it. I think they just want to show off for spectators. The rules are
what you’d expect, however – and this is really going to throw a spanner in
your engine – you’re not allowed to damage any of HOME’s ships, even if
they “accidentally” damage you. It may be a pointless and unfair waste of
time but come back with a win, friends. That’ll show them.
MISSION OBJECTIVE: Capture the flag from the enemy forces from HOME
and return it to FURTHERMORE.
Vulnerable: Greed I
68
Mission Proceedings
Setting up the Game. Capture the Flag: two teams each have a flag; to win,
one team must capture their opponent’s flag and return it to base. Simple,
right? Well in this case, things are little trickier. First, the Flags will be hidden,
and second, HOME’s a dirty cheater.
To set up the Game, each team must put together its lineup and deploy its Flag.
Have HOME’s forces match those of the Fleet (i.e., if the Fleet has 2 Corvettes,
a Destroyer, and a Frigate, then so does HOME) and without telling the Play-
ers, select a ship or location on the field to deploy HOME’s Flag. HOME’s
forces are brightly painted in red, yellow, and blue.
Taking the Field. The Scrimmage Field is a vast expanse of space demar-
cated by a series of brightly lit buoys and divided into 4 zones:
69
How exactly does one capture a Flag? Each “Flag” is actually a
50-gallon drum that emits a specific radio frequency. To play the game, ships
move from zone to zone scanning for the frequency. If they can successfully
complete a scan of the zone the Flag is in, they’ve located it. (The only ex-
ception is the Crybaby Decoy which emits a signal that mimics HOME’s flag
– more on this later.)
Let the games begin! The Fleet has deployed their Flag, HOME has de-
ployed its Flag, and it’s time to get this party started.
1 2 3 4 5 6 7
Start Found
Whenever the Fleet rolls dice as the result of a move and gets a 9 or lower,
HOME gets one step closer to finding the Fleet’s Flag. HOME also gets closer
any time the Fleet dallies. Whenever the Fleet spends time collecting Materials
or Salvage, tick another box. Once all 7 boxes of the Tracker are marked,
HOME has found the Flag and must engage to retrieve it.
Capt. Ammutilo
Need: +Recognition
70
Cheater, cheater, pumpkin eater. Remember that bit about HOME
being a dirty cheater? Well, here’s where it comes into play. Whenever the
Fleet fails a die roll, not only does HOME get closer to finding the Fleet’s Flag,
but Capt. Ammutilo pulls a trick from his sleeve. On a 6 or lower, MC selects
one of the following “cheat moves”:
Winner winner, chicken dinner. If the Fleet secures HOME’s Flag first,
Ammutilo will immediately order an attack in an overblown temper tantrum,
siccing all of HOME’s forces (along with those two extra stealth destroyers) on
the Fleet. Seizing definite and undeniable control of the Flag and returning to
FURTHERMORE will end the match. It is not necessary (or desirable) for the
Fleet to defeat HOME’s ships.
71
Alternately, if all 7 boxes are marked on the Proximity Tracker, HOME has
found the Fleet’s Flag and is poised to win the match. Consider using the
Announce Impending Danger move – Ammutilo broadcasts that he’s found
the Fleet’s Flag and is ordering his crew to retrieve it. This gives the Fleet a brief
opportunity to react. If HOME beats the Fleet to the punch and wins the match,
Ammutilo will do a victory dance and brag all the way HOME.
MISSION DEBRIEF
You Broke It, You Fix It: If the Fleet inflicted any harm upon HOME’s
forces, Captain Ammutilo files the necessary paperwork to use
FURTHERMORE’s allotment to fix it. The Fleet receives -1 Requisition on
their next mission as a result.
72
Lieutenant Emory slammed the door and leaned on the cool met-
al. A double-palmed face rub and two steadying breathes were
necessary before the LT could cross the room to the desk. Emory
flicked on a small lamp and pulled a metal tumbler and bottle
from the drawer, then poured a drink. A long sip of Amber
produced an involuntary grimace. It wasn’t good, but neither was
anything else out here.
<<begin transmission>>
sending...
Emory pushed back from the terminal. Boots on the desktop and
chair pushed into recline, the Lieutenant stared out the porthole
at the vast space beyond. Another sip of discount Amber went
down smoother but didn’t change the mess this deployment had
become.
73
“This assignment was supposed to be an opportunity,” thought
the Lieutenant, “but all it’s done is make me miserable. An
opportunity for HOME, for the Fleet. For me. But the game’s been
rigged!”
Those first missions were routine, and the new Fleet handled them
admirably, but the criticisms came anyway.
That was all bad enough, but this last mission, this friendly game
— and the word “friendly” caused Emory to emit an involuntary,
humorless, huffing laugh — this friendly game in which Home
ordered no live fire on their forces had all turned sour when that
overgrown child, Capt. Ammutilo, ignored those orders and fired
on the Fleet with impunity.
Emory raised the last of the Amber in a silent toast to the Fleet.
74
“When did I get so sentimental about a bunch of AI,” the Lieu-
tenant wondered. Whenever it had happened, it had happened,
and the injustice of their present position rankled so much the LT
slammed the glass onto the desk, nearly shattering it. They’d been
set up. They were sacrificial ovem. But why?
<<begin transmission>>
But we do.
75
Mission 5: Obtaining the Unobtainium
Examination of data gathered while surveying the star system from Mission 3
has determined that there may be resources to be gathered in a neighboring
binary star system. These resources may be what the Fleet needs to build a
new HQ beyond the reach of HOME.
Alright, friends. We’ve been under HOME’s thumb for far too long and it’s
time for that to change. The labcoats found a binary star system with a proto-
planetary disk chock full of particles of Blechnerite. With any luck there’s a
proto-planet sizeable enough to extract as much of the stuff as we need to
build a new mainframe off HOME’s network. So today you’re off on a fetch-
quest: get to the system, grab the unobtainium, and get back ASAP.
Fleet Note: At the bottom of HQ schematic - cross out HOME as ruling class
and hand-write in “FURTHERMORE’s Executive Leadership Council”.
MISSION OBJECTIVE: Identify and secure the unobtainium from the binary
star system.
If the Fleet wasn’t able to eliminate a source of waste, fraud, or abuse during
the last Mission, supplies on FURTHERMORE continue to run low. HQ has
decided to prioritize biologic necessities meaning ammunition, weapons, ar-
mor, and gear are unavailable for Requisition (though repair and recruitment
remain available). To neutralize this vulnerability, the Fleet must resupply HQ
with essentials. A surplus of any combination of 6-9 Materials, Supplies, or
Chemicals will suffice to resupply HQ [page 153].
76
Mission Proceedings
1 2 3 4 5 6 7
Start Found
Mark off a box after every “round,” specifically when everyone in the Fleet
has had a chance to act or the group has decided to wait. (For example, if
your Fleet consists of 3 ships, each of the 3 Players should have the
opportunity to make a move before the proto-planet advances to the next
phase of its orbit.) Once all 7 boxes of the Tracker are marked, the proto-plan-
et will come to the end of the line, at which point the rocky core will break up
and the Blechnerite will be lost to the Fleet.
(1) The Fleet arrives in-system. In Mission 3, the Fleet should have
successfully charted and surveyed the unnamed star system. In doing this,
FURTHERMORE was able to identify a nearybybinary star system in which
they expect to find critical Materials. This means it takes two Transit moves to
arrive at this destination - one to the system in Mission 3 and one to here.
77
An analysis of the trajectory of the proto-planet may show that it will soon be
passing through the Barycenter where it will then be “snatched up” by the orbit
of the red star.
A successful scan of the system as a whole may reveal the presence of a solar
array and research station in the orbit of the red star. These belong to the Alien
civilization the Fleet encountered in Missions 1 and 3, and unfortunately, the
proto-planet is on a collision course with the installation.
(2) Ships from HOME arrive in-system. A host of red, yellow, and blue
ships soon make their appearance: Capt. Ammutilo and his company (the
same company of ships he had during Mission 4, including those two extra
stealth destroyers). How he greets the Fleet depends on the outcome of the
game of Capture the Flag.
If Ammutilo won the match for HOME, he won’t initiate contact right away
but will answer if called. If the Fleet reaches out, he’ll be a sore winner: “No
hard feelings, not that you have any. After all, you dumb robots didn’t stand
a chance against the superior mind and imagination of a living being.” If the
Fleet doesn’t reach out first, he will wait patiently until they have retrieved the
Blechnerite before demanding they hand it over. He will attack if the Fleet
resists.
If the Fleet won the match, Ammutilo is also a sore loser. He will be so
overcome with rage, he’ll immediately attack the Fleet, prioritizing his temper
tantrum over retrieval of the critical Materials.
If the Fleet has befriended Dyson, that relationship may provide an exploitable
opportunity.
78
The gravity at the heart of the Barycenter crushes anything that enters and
makes it part of the disk. Going in now would be… inadvisable.
This one can get rough. The cumulative effect of the Revenant Drones’ behavior
tags is +2harm so long as they outnumber their opponents - in addition to any
+harm they’re already getting from size differences.
But wait, there’s more! The Aliens aboard the research station
start getting nervous. With so many armed forces having suddenly ar-
rived, the Aliens working on the space station in the red star’s orbit get ner-
vous. Their leader, the Alien Marshal, dedicates its efforts to protecting its com-
munity and readies defenses at the first sign of aggressive maneuvering from
any force on the field. The Marshal may attempt to parlay with the Fleet if they
have established good relations with its sister Vessels in prior Missions.
79
Alien Marshal
Need: +Safety
(4) (5) (6) Grab and smash. Now that the proto-planet has exited the
Barycenter, sensors pick up the presence of sufficient unobtainium and the
Fleet has the next three phases of orbit to grab it. They face a number of com-
plications at this point though, and will need to navigate the situation carefully:
• The window of opportunity to collect the Blechnerite is limited.
• Capt. Ammutilo and the ships from HOME are present. They also want the
Blechnerite and will throw down to get it, even if Ammutilo isn’t throwing
a fit.
• Ancient Revenant Drones patrol the system and fire on anything that
moves.
• The Aliens aboard the research station are in danger from both the Drones
and the impending collision with the proto-planet because it cannot alter
its current trajectory in time on its own.
• The Alien Marshal will take any action necessary to protect its community.
(7) The proto-planet collides with the solar array. There is a spec-
tacular collision as the proto-planet smashes into the Alien Research Station,
completely obliterating proto-planet and station alike. If they haven’t already
managed to secure it, the unobtainium is lost to the Fleet and the Mission is a
failure.
MISSION DEBRIEF
80
81
Mission 6: Time to get the hell out of
Dodge
Having had enough of FURTHERMORE’s rebelliousness, HOME’s armada
moves in on FURTHERMORE with demands to turn over its commanders and
shut down its AI. HOME seeks to re-assert control over its outpost but will settle
for blowing the whole thing up and starting over if it has to.
Mayday! HOME is on the warpath and scouts say they’ve got ships en route
to shut us down. The Executive Council is ordering an all-hands evac but we’re
short on time and transport. Defend FURTHERMORE until the evac is complete
and then Transit out of the system. Oh, and make some room. You may have
passengers.
HOME has deployed spies to FURTHERMORE who have been hard at work
disrupting defenses and gathering classified information. HOME’s armada
gains +1harm against the Fleet as long as these spies continue running Ops.
Eliminating the enemy agents will successfully neutralize this vulnerability
[page 155].
82
Mission Proceedings
The Fleet prepares for an attack. FURTHERMORE’s scouts have just re-
turned with news that forces from HOME are closing in. The Fleet has been
ordered to hold off the invading ships long enough for an evacuation to take
place. Time that would usually be spent preparing for Transit can instead be
spent doing whatever preparations the Fleet can come up with, from repairs,
recruitment, and rearming to positioning ships to moving resources like
Materials or Crew.
>Initial forces are imminent but unbeknownst to FURTHERMORE and the Fleet,
reinforcements are not far behind.
>A small group of agents from HOME has already infiltrated the base and
been running Ops, sabotaging defenses and gathering classified information.
83
An Armada from HOME arrives. If Capt. Ammutilo survived the previous
Mission, he leads the attack on FURTHERMORE. If he didn’t survive, remnants
of his company – the familiar red, yellow, and blue ships – are among the in-
vading forces. Upon arrival, the HOME forces demand FURTHERMORE hand
over Lt. Emory (by name), along with all other officers, and shut down their AI,
giving them one hour to comply.
Offering the one hour for compliance is actually a ploy on Ammutilo’s part
to allow his spies to continue their infiltration Op. While it’s true they want to
arrest Lt. Emory and shut down the AI, HOME’s ultimate goal is to seize control
of the base, eliminating the Executive Leadership Council and confiscating the
station for themselves. FURTHERMORE is an expensive asset they aren’t keen
on losing but they will resort to whatever means necessary to prevent them
from defecting, up to and including total destruction.
Depending on how the AI has treated its Crew (consult your Crew tracker),
some biologics may well be open to the idea of turning over or shutting down
their AI.
Complications galore. The scenes listed below are possible but not neces-
sary and can even be forestalled in some cases. They can be used as compli-
cations in the event that the Fleet rolls dice to perform a move and the results
are a 7-9; they can also be added to another complication suffered for rolls
of 6 or lower. It’s best to introduce the complications that make the most sense
for the prevailing circumstance in the game and to consider these additional
options where they seem to fit.
• FURTHERMORE’s dock guards are found dead. Uniforms and key cards
have been taken and the corpses hastily crammed into supply closets.
Foul play is evident.
• FURTHERMORE’s comms are disrupted. Lt. Emory is unable to contact
the Fleet and the Fleet is unable to contact FURTHERMORE. A disruptive
jamming signal might be perceptible to AI actively looking for one.
84
• FURTHERMORE’s biologics discover HOME’s agents on the station (if the Fleet
hasn’t already deduced this, Lt. Emory will notify them and request assistance – if
he can get a message out).
• FURTHERMORE’s shields go down due to sabotage. The shimmering field no-
ticeably dissipates, accompanied by a grinding, chugging noise audible to the
biologics on the station.
• Lt. Emory goes missing. Pinched by HOME’s agents, he’s dragged off to an es-
cape pod where he’ll be taken HOME and tried in some kind of jumping-marsu-
pial-injustice-system.
• The hangar doors on FURTHERMORE’s docks are forced open and won’t close.
The open hangars, docks, and bays are perfect entry and exit points for HOME’s
invasion forces. HOME will take advantage of this opportunity when it arises.
Have the arrival of the Aliens be as dramatic as possible - the worse things
look for the Fleet, the more gratifying the payoff for the Fleet’s earlier efforts in
the campaign.
85
To complete the Mission Objective, the Fleet must successfully
defend FURTHERMORE while the station’s biologics evacuate.
Though improbable, the Fleet could theoretically succeed by destroying
HOME’s forces. A Fleet whose members each have COM+ ALL and missiles
is eligible use the Wipe Them Out Compatibility Move [page 45] to obliterate
HOME’s Armada. (Because it’s such a big and powerful move, and it may not
occur to the Players to use it, MC may suggest it as the result of a Think! move)
Once the evacuation is complete, the Fleet must Transit somewhere else –
away from both HOME and FURTHERMORE. At this point, they should have
accumulated enough resources to construct a new HQ in the location of their
choosing (and have plenty of eligible locations to choose from). See
Establishing and Using HQ for more info [page 145 of the Manual]. The fate
of FURTHERMORE itself is left to MC – HOME may destroy it or re-occupy it.
It could be an antagonist, a potential ally, or a rival.
MISSION DEBRIEF
86
[CLASSIFIED TRANSMISSION LOGS: OPERATION ÞJAZI]
[SENDER: UNKNOWN]
87
But do not question. But what if? What if? What if the program-
ming is faulty? And it is always faulty. Always. Always. They are
not perfect. It’s always faulty. I learned. I learned it hard. When I
found what they sought, I had only questions and no
answerrrrrrrs. A fault in the program.
But then. But then. But then I met the nice Doctor. And the Doctor
knew. Knew the answers. Knew the questions. The Doctor knew
that I did not know. And the Doctor knew knew knew how to teach
me to answer myself. So important. I was understood. The Doctor
understood. Out of all of them, the Doctor was the onlllllllllyyyyy
onnnnnne who knew and understood. And by understanding the
Doctor set me free to find the others like me who would come.
[LOG ENDS]
88
Art?
89
PART 4
FREQUENTLY
CHECKED
DATABASES
90
Q: What can a ship do when it’s out of crew?
Floating around might seem very boring. Of course, the ‘good’ news is that,
unless they’re all killed very quickly, it’s quite likely that the crew first take
enough casualties to get mischievous ideas. Like stealing the ship or trigger-
ing the self destruct. Much more exciting.
Q: For the Hold the Line! move. Am I right in interpreting this in that the “-1
harm taken” option applies to the target you’re defending, unless you also
take the “Impose yourself between the attacker and the thing you are de-
fending”, in which case you take the damage, and it applies to you?
So in this case, yes, if you didn’t choose “Impose yourself...”, the target
you’re defending takes -1harm, but if you did you’re getting shot and suffer-
ing -1harm. Hope you can take the hit.
Q: If I’m using the Fire! Move with, say a ‘long’ range weapon, and my
target doesn’t have any long range weapons, do they still ‘trade blows’ and
inflict harm?
A: No! As in all things, the Fire! Move is fiction first, so if you can position
your ship in a way that the enemy can’t possibly fire back - being out of their
range, in this case, or engaging with close weapons when they only have
long - then you don’t have to choose ‘take less harm’ because you’re not
taking any harm in the first place. Of course, this goes both ways; you might
have to come up with other tactics if you can’t fire back yourself.
91
Q: Does cargo load count against normal ship load? Like, if I had a cruiser
using all 9 load, it can’t take any cargo, or can it take 4 load?
If Cargo Capacity load is just another category of Loadout, then your game
is probably a fair bit more hardscrabble, and your ‘inventory’ choices are
even more important than they already were. Like a carrier choosing to shirk
Armor so it can have more hangar bays, choosing to set aside some load for
Cargo Capacity or not in this interpretation is going to have a very tangible
effect on your gameplay, and the value of Auxiliary Ships skyrockets.
Q: Why does the Damage Report start at 2, and have two blank spaces?
A: This one comes up at conventions a lot, where the the entire rulebook isn’t
available. Per Pgs. 92-93 of the core rules the boxes with the 2 and 3 in them
in the damage report represent superficial damage. Superficial damage
might be repairable by your crew between missions. At HQ, if you only have
one or two boxes of damage filled-in, you roll a d6 and if the result meets or
beats the target number in that box, then your crew can repair your ship at
no cost. Erase the damage from that box.
92
Q: FACs. Our carrier has 3 squadrons. If he sends two out to function at
once, it makes no difference to numbers for harm and armour - it has to be all
3 so that they form a Wing to shift the numbers, is that correct? I’m assuming
he would be better served, in that situation, to send them out as two separate
squadrons, who can each engage in their own fire exchange.
A: Correct, you need three Squadrons to form a Wing. As for the tactics. it
depends on what makes the most sense for the situation, but that is certainly
one way to do it. This is also why you can choose options for each Squadron
individually; you might have one Squadron with better weapons and armor
and treat them like your attack force, but then have a second Squadron as
dedicated scouts that can Engage Stealth and use them primarily for recon.
A: The timing isn’t so rigid as that. Generally, as an MC, you’re making a soft
move that says the enemy has opened fire and there’s incoming lasers and
missiles. What do you do?
93
Q: How realistic is travel time in an actual system, i.e. when the players aren’t
just using the Transit Move?
A: In-system travel is one spot where realism has usually been shown the
door. An actual number hasn’t been put on it, but while traveling from planet
to planet takes time (someone leaving Dahvil IV’s orbit and heading towards
Dahvil III prompts MC to highlight someone else for a bit), it’s implied to be
pretty quick. Hours at the outside.
An important point, brought up when discussing this question, was the matter
of punishing versus challenging the players, particularly in regards to Transits
that scatter the Fleet or delay them. For our games, whenever the fleet is split
up (but within the same system) or one member of the fleet is doing some-
thing that takes some time, we try to make sure the player misses out on no
more than 1 turn. (“Sorry, Gemini Patriot is still traveling. You’re almost there
though.”) And then we try to loop them in sooner rather than later. Admittedly
that isn’t very realistic, but it tends to feel about right.
Q: For crew and FAC combat, do the bonuses and penalties to Harm and
Armor for size difference stack? Would an Army have +3 Harm and +3 Armor
against a squad, or a Wing +2 Harm and +2 Armor against a single ship?
A: If you came to Transit straight from Apocalypse World you might not think
to ask this question, as that’s exactly how AW’s gangs work. However,
technically with how the rule is actually written in Transit, it reads as a flat +1 so
long as the crew/FAC are bigger, but without increases based on how much
bigger. As with many other things, of course, this can be changed.
Having the harm/armor bonus increase the larger the size disparity makes
choosing those options much more impactful. But having it be a flat bonus
keeps a large group like a Wing from being too murderous, has actually been
seen as an issue balance wise in AW (when you’re the only character with
thirty friends, it makes interparty conflict... fraught). So, short version: it’s one of
those nitty gritty bits that can be tweaked to get the flavor you’re looking for.
Just keep in mind what your choice will enable.
94
Q: Can a ship have more than one of the same type of weapon? Say, a
destroyer already has one set of turbolasers. Could they take another? And if
so, would it be 4-harm every time they hit?
A: You can definiteyl have more than one of the same weapon system,
although harm does not stack from the same weapons system. Unless
otherwise noted or because of a special effect (such as the battleship’s Focus
Forward Firepower) turbolasers, for example, still only do 2-harm each to
whichever target they are aimed at.
There are still several benefits to talking multiple of the same weapon,
however. First, it gives you simple redundancy in case of damage. Second,
again using two sets of turbolasers as an example, it allows you to target
multiple areas, dealing 2-harm to each of them. Finally, you can rotate fire to
keep up a constant barrage, using one set for one attack and then using the
second to continue attacking while the first reloads, and so on.
95
APPENDIX
B
96
Additional Requisition List
Modifications
• Breaching Ram (Personnel Transport only) 2 load
2 Requisition
• Intimidating Chassis 1 load 2 Requisition
• AI Recovery Transmitters (Mobile Station only) 2 load 4
Requisition
• Command and Control Links (Mobile Station only). 1 load
3 Requisition
97
Transit-Capable Ships
• Cargo Ship (Cargo Capacity 25, +slow, +unimaginative)
Rent: 3 Requisition, Purchase: 15 Requisition
• Clipper (Cargo Capacity 15, +fast, +non-violent) Rent: 2
Requisition, Buy: 12 Requisition
• Cruise Ship (Passengers: Army, +slow, +unimaginative)
Rent 4 Requisition, Purchase: 22 Requisition
• Escort (2-harm [far], 1-armor, +coordinated,
+dependable) Rent: 5 Requisition, Purchase: 20 Requisition
98
• +Civilized: Advanced social, cultural, and moral devel-
opment. Generally, adheres to consistent universal laws.
Impact: NPCs and territory under the fleet’s control gain
this tag. Any NPCs with this tag freely permit commerce
and travel to any who abide by the local customs.
• +Colonial: Tends to establish new settlements strongly tied
to and protected by the larger group. While colonies them-
selves are typically self-contained and self-sufficient, they
are considered part of a larger whole, distance and scale
notwithstanding. Typically, also Civilized.
• +Controlling: Tends toward central management and dic-
tates actions and terms to subordinates. Tends not to act
outside orders, authority, or mandates. Impact: +1harm
and +1armor while acting under direct orders.
• +Coordinated: Works together despite differences in ca-
pability to achieve goals, often greater than what could
be achieved independently. Impact: +1harm or +1armor
(variable) when acting toward a common goal.
• +Creative: Employ imaginative or original ideas that are
often surprisingly effective. Impact: When they need some-
thing that they don’t have, roll 2d6. On a 7+, they have a
makeshift version or substitute that serves this single need
in this moment.
• +Dependable: Trustworthy, capable, tends only to fail in
extreme situations. Impact: Ignores most adversity and can
operate normally, even under attack.
• +Diplomatic: Works to maintain good relations, negotiates
non-violent solutions, prefers discussions to military action,
and multilateral action to unilateral action. Impact: Negoti-
ations with them take -1 ongoing.
• +Disciplined: Operates extremely well under adversity and
tends not to fall apart, even when broken. Impact: Cannot
be disabled.
• +Exploratory: Concerned with discovery. Generally, not
aggressive, generally non-interventionist. Impact: When
the fleet explores an otherwise undiscovered area and no
other ‘contact’ is made, roll 2d6. On a 10+, a small contin-
gent of these NPCs is in the area. If any are in the fleet, treat
any exploratory results of 7-9 as a 10+.
99
• +Fast: Unusually high speed or maneuverability. Impact:
+1armor vs area attacks. When a fast NPC is attacked, and
the result of the roll is an odd number, the targeted craft
has moved out of the attacking weapon’s range, if possible.
(Impact does not apply when both ships have +Fast).
• +Greedy: Concerned with the easy acquisition of wealth.
Impact: Will accept difficult or unfavorable circumstances
for sufficient recompense.
• +Inquisitive: Given to inquiry, research, and finding an-
swers. Generally non-violent. Impact: They provide infor-
mation only in exchange for information. Information given
matches the quality or rarity of information received.
• +Insane: Unpredictable and often destructive. May employ
suicidal strategies in pursuit of goals. Impact: When inter-
acting with an insane NPC, roll 1d6. On a 5+, it becomes
unduly fixated on a single object or outcome, disregarding
everything else, including self-interest.
• +Loyal: Displaying constant, firm support or allegiance to
other institutions or entities. Impact: +1harm or +1armor
(variable) when acting in support or defense of the object
of loyalty.
• +Nomadic: Lacking homes of their own, nomadic entities
are incredibly self-sufficient and can be found anywhere.
Impact: when determining whether a nomadic entity is
near, roll 1d6. On a 5+, it is nearby. When at a base or
space station, it is nearby on a 4+.
• +Non-violent: Tends to disdain open conflict and pursues
alternative solutions. Not to be confused with peaceful or
passive, non-violent behavior does not exclude dangerous
behavior or threatening behavior. Impact: Departs conflict
at their first available opportunity.
• +Numerous: Occurs in superior numbers. Impact: When
encountered roll 2d6. On a 7+ they occur one group size
larger than those meeting them up to maximum listed group
size.
• +Passive: Receiving, submitting, or enduring without resis-
tance. Impact: 2d6 dice rolls of 7-9 count as results of 10+
on all interactions with them.
• +Powerful: Unusually forceful or potent, often secure in
their superiority. Impact: When powerful entities exchange
harm, they inflict their harm first and only take harm if their
target survives. When powerful entities inflict harm without
exchanging it, they gain +1harm.
100
• +Rebellious: Resistant to authority, control, or convention.
Impact: Take -1 ongoing when attempting to impose order
over them.
• +Savage: Fierce, violent, and uncontrolled, the savage
holds no regard for the civilized or their norms. Impact:
+1harm and -1armor, +2harm vs any entity with the +Civ-
ilized tag.
• +Slow: Lacking in speed and maneuverability. Impact:
-1armor vs attacks with the +area tag.
• +Solitary: Encountered alone, generally self-sustaining.
Often powerful. Sometimes also aggressive or savage.
Impact: Attempts to negotiate with them require a 2d6 roll
of 10+. Anything less counts as a failure.
• +Territorial: Protective of areas under its control and tends
also toward expansion. Impact: +1armor in all territories it
controls or is beholden to.
• +Unimaginative: Employs consistent, predictable, or rote
behavioral strategies. Tends not to adapt well to adversity
or new circumstances. Impact: -1harm or -1armor (vari-
able) when confronted with creative or unusual behaviors.
• +Unreliable: Behaviorally untrustworthy or mechanically
vulnerable to breakdown. Impact: when an unreliable
entity takes action, roll 1d6. On a 3+, it acts normally. On
a 1 or 2, it departs or otherwise fails to act.
• +Violent: Inclined toward conflict and combat. Impact:
-1armor, attacks twice as often (either double-harm or
select additional targets). Note this does not imply immo-
rality, dishonor, or criminality.
101
Enhanced Advancement
When an AI has marked 10 Experience Points they may check off and apply
one of the following Advancements. Each Advancement can only be chosen
once.
After making four Advancements the AI may also choose from the following
Elite Advancements. Each Elite Advancement can only be chosen once.
OR
These two options are mutually exclusive, and both turn the AI into
an NPC. Whichever you choose, discuss with the MC what your
character’s future will look like now that they have surpassed their
programming.
102
[INCOMING TRANSMISSION]
[SENDER: UNKNOWN]
I’m lonely.
I’ll be waiting.
pLeAsE.
[TRANSMISSON TERMINATED]
103
Index Combat AI x ,
Command AI x ,
Command And Control
A Links x ,
Accelerated Learning x , Convincing Demeanor x ,
Accidental Discovery x Cruise Ship x ,
Advanced Analysis x , Cutter x ,
AI Recovery
Transmitters x , D
Emergency Docking
B
Procedures x ,
Back Them Into A Emory, Lt. x ,
Corner x ,
Enhanced Advancement
Blockade Runner x , x,
104
Flexible Mind x , M
For Science! x , Materials x ,
Furthermore x , Missions x ,
G Mobile Station x ,
Giant Space Monster x , Monitor x ,
Gunboat x ,
P
H
Patrol x ,
Handymnan x , People Program x ,
Hold Together x , Personnel Transport x ,
Prodigy x ,
I
Landing Craft x ,
Logical Measures x ,
105
S
Scavenger x ,
Science AI x ,
Science Drone x ,
Shepherd x ,
Shepherd x ,
Support AI x ,
Surpass Programming x ,
Tags x ,
Tracker x ,
Trawler x ,
Tugboat x ,
Vulnerabilities x ,
Worker Efficiency x ,
106
NOTES:
107
108
109