Outpost 5 Rules

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OUTPOST 5

A SCI-FI RPG ABOUT EXPLORING, SCAVENGING & SURVIVAL

THE NAMELESS DESIGNER


CONTENTS
INTRODUCTION THE SETTING
Section Page
How to Play Outpost 5 4 In a grim dystopian future where elite mega-corpora-
Core Mechanics 6 tions are all powerful, earths resources are rapidly
Gameplay & Exploration 7 being depleted to support the planets vast techno-
Health & Stress 8 logical infrastructure and over-population.
Combat & Dangers 9
However, there is hope for mankind with the recent
CHARACTERS discovery of interstellar travel providing new oppor-
Section Page tunities to explore and harvest resources in the
Characters 10 cosmos.
Character Creation 12 You are a downtrodden citizen looking for a new
Character Sheet 14 opportunity in life. With your fellow crew-mates you
have purchased rights to a sector of land on a newly
OUTPOST
discovered planet in a distant galaxy and owe the
Section Page
Sector Map 16 corporate a group 200,000 credit debt. Your home-
The Outpost 18 base is designated Outpost 5.
Outpost Phase 19 Your task is to turn Outpost 5 into a viable venture
Research 20 by securing sufficient resources to re-pay your debt;
Alien Technology 21 defending the outpost from threats and exploring
your sector for new opportunities. Failure to achieve
EQUIPMENT & RESOURCES
this goal will result in termination of your lease and
Section Page
Fire Arms 22 potential imprisonment for corporation debts.
Explosives & Close Combat 23 However, upon arrival at your home-base you realise
Armour & Survival 24 that humans are not the first visitors to this planet
Scanners & Medical 25 with evidence of previous civilisations of an alien
Comms & Vision 26 origin.
Tools & Equipment 27
Resources 28
Droids, Personnel & Vehicles 29 DESIGNERS NOTE

REFEREES SECTION I had a vision of creating a rules light sci-fi game of


Section Page exploration; action; tactics coupled with some
Mission Creation 30 strategic elements such as base management
Entities 34 drawing upon influences from Classic Traveller
Humans 36 (RPG); Aliens (film) and X-Com (video game).
Critters 37
This zine represents a ‘minimum viable product’ of
Droids 38
this larger idea.
Aliens 39
Research Base Map 40 The rules light nature of the game is intended to
Research Base Area Descriptions 42 offer enough flexibility to be played as a theatre of
the mind ‘old school’ style role-playing game or
adopted for a miniatures based tactical skirmish
experience.

2 OUTPOST 5
OUTPOST 5VERSION 1.0

DESIGN & LAYOUT: THE NAMELESS DESIGNER


WEBSITE: HTTPS://WWW.NAMELESS-DESIGNER.ITCH.IO/

ARTWORK
CREATED USING MIDJOURNEY AI

OUTPOST 5 3
HOW TO PLAY OUTPOST 5

PLAYER PRINCIPLES REFEREE PRINCIPLES


Players: The players portray the role of citizens who Referee: The referee is the story-teller, narrator,
have left their previous careers for a new life in the adjudicator of the rules and controls other entities in
cosmos. the world. The referee’s primary aim is to provide an
engaging experience for the group.
Playing the Game: Some helpful principles to adopt
when playing the game are: Running the Game: Some helpful principles to adopt
when refereeing the game are:
• Think/act as the character, role-playing is optional
• Work collaboratively with crew mates to succeed • Create a living world for the players to explore
• Ask questions, explore, make discoveries • Create a level of plausibility so things make sense
• Consider risks, make plans and aim to survive • Constantly give players decisions to make
• Combat is unpredictable and deadly, explore all • Ensure the players have information to consider
solutions to a problem options, risks and consequences
• Approach challenges in a manner of your • Give players freedom to accomplish tasks in a
choosing manner of their choosing
• Reward creative thinking and clever plans
• Potential dangers should be sign-posted
• Dice rolls are not always required especially when
exploring and interacting
• Make rulings when necessary to keep the game
flowing using common sense and good judgement

4 OUTPOST 5
BEFORE THE GAME ENDING THE GAME
Players: Players should create ten characters Ending the Game: The game switches between mis-
between the group; create the sector map and decide sions and outpost phases until 12 cycles have
their first mission. elapsed; the players abandon the colony or the
colony is destroyed through some misfortune.
Referee: The referee will create the mission site map
and mission details for the first mission and agree Winning: If the players have acquired sufficient funds
with the players the style of game (theatre of the to repay the debt then they have successfully com-
mind role playing game vs. tactical skirmish game) pleted the objectives of the game.
to be played.
Losing: If the players fail to acquire sufficient funds
PLAYING THE GAME to repay the debt then the outpost is considered
uneconomic to continue investment and is closed.
The game is separated into two phases; missions
and outpost phase. CONTINUING THE ADVENTURES

Missions: Missions are the heart of the game and New Game: Players can restart the game with a new
involve the players exploring a mission site in order or existing crew.
to complete an objective. Successful completion of Continuing Adventures: You can use these rules as a
missions should generate additional resources for basis for creating further space exploration
the group. Missions are played in real time. A brief adventures.
mission report (2-3 bullet points) should be written
after each mission.

Outpost Phase: During this phase the players will act


as a group to make decisions over the running of the
outpost. Each outpost phase takes 1 cycle (a calen-
dar month):
• Buying or selling new equipment
• Hiring contractors (should characters die)
• Choose a project for the outpost to focus on
• Players choose their next mission
The referee will also generate a random event each
cycle which provides a new mission option.

IMPORTANT NOTE FOR THE REFEREE


This booklet provides various adventure prompts
which are used to generate missions, sites,
encounters and challenges for the players.
A key part of the referees role is to develop these
prompts and build an ongoing narrative arc linking
missions and events so the players feel like a story
is unfolding as they play.

OUTPOST 5 5
CORE MECHANICS
CHECKS TARGET NUMBER TABLE
Checks are made when attempting something risky Difficulty Target Number
Very Easy 0 (automatic success)
or when avoiding or opposing something.
Easy 5
Skill Check: Roll d20 + Skill Die to equal or exceed a Moderate 10
Challenging 15
number on the Target Number Table to succeed. Difficult 20
Failure will result in some consequence such as a Very Difficult 25
setback, time or loss of resources Impossible 30

Skill Die: These are rated from 0 (no skill) through


d4, d6, d8, d10, d12 (character maximum) and d20 REACTION TABLE
(entity maximum) and represent expertise or d20 Outcome
aptitude at a subject and improves your chance of 01 Terrible outcome, hostile
02-03 Very bad outcome, aggressive
success
04-07 Poor outcome, defensive
Advantage/Disadvantage: Awarded at the discretion 08-13 Indifferent outcome. cautious
14-17 Good outcome, favourable
of the referee based on situational factors. Roll the 18-19 Very good outcome, friendly
Skill Check twice taking the highest result 20 Excellent outcome, helpful
(advantage) or lowest result (disadvantage)

Critical Success/Failure: Rolling a natural 20 is a FATE TABLE


critical success and results in a more positive out- d20 Outcome
come. Rolling a natural 1 is a critical failure and 01-03 No and some complication/constraint
results in a worse outcome 04-06 No
07-09 No but some opportunity
REACTION AND FATE 10-11 Interruption or circumstance change
12-14 Yes but some complication
Reaction Table: Used to determine the outcome of 15-17 Yes
random or uncertain events outside the players 18-20 Yes and some assistance or benefit
control. The referee rolls a d20 and interprets the
outcome based on the situation being checked

Fate Table: Used to determine the outcome of


random questions when the referee wants to leave
the answer to chance. The referee rolls a d20 and
interprets the outcome to the event being checked.

6 OUTPOST 5
GAMEPLAY & EXPLORATION

GAMEPLAY SEQUENCE EXPLORATION & TIME

Mission Start: Referee sets the scene by covering Time: The game is played in real time.
mission objectives and details known intelligence.
Movement: Players and entities can move up to their
Gameplay: Referee presents a scene; the players will move speed in feet during their turn. Mission maps
make a decision on their course of action and the are marked in 5ft squares.
outcome of these actions are determined before play
Distance: These are rated in distance bands as
moves onto the next scene.
follows; Close (5ft), Short (to 30ft), Medium (to
Turns: Missions are structured into turns during 120ft), Long (to 240ft) and Far (to 480ft).
which players can take one action such as:
Searching: Die rolls are not made for searching. If a
• Exploring their immediate area character is actively looking for something in the
• Moving up to their move score (measured in feet) right area they find it.
• Using a skill
• Using equipment Chases: Tactics and skill checks can be used to
• Interacting with something increase the distance between groups before one
• Standing guard side escapes.
• Other actions proposed by the player
Encumbrance: Each character can carry 8 slots
Random Encounters: Every 15 minutes of real time, worth of items.
the referee rolls a d6 with a random encounter occur-
Equipment Usage: Some items have a usage limit
ring on the result of a 1. The referee is encouraged to
and are depleted through use.
use a physical timer to raise tension.
Equipment Wear: When equipment is used and a crit-
Mission End: The mission ends when the players exit
ical failure is rolled the equipment is damaged for
the map. Players should take it in turns to write a
the remainder of the mission.
brief mission report (2-3 bullet points is sufficient).

OUTPOST 5 7
HEALTH & STRESS

HEALTH STRESS

Injury: When someone is injured deduct the damage Stress: Whenever someone is exposed to something
from the armour score until this is zero then their shocking; gruesome; frightening or terrifying they
health score. Damage is rated at 1 (minor), 2-3 may be asked to make a will save or lose 1 stress.
(medium), 4+ (major).
Panic: When someones stress score has been
Death: When someones health score has been reduced to zero or below they panic and must roll on
reduced to zero or below they are critically wounded the Panic Table. If they fail another stress tested they
and must roll on the Wounds Table. If they are injured must immediately head to the exfil site and leave the
again then they die immediately. mission.

Rest & Recovery: Characters regain all health at the Recovery: Characters regain all stress at the end of
end of each mission when they have returned to each mission when they have returned to base.
base. Health may also be recovered using medical Stress may also be recovered using medical aids or a
aids. The referee may introduce consequences (i.e. command check from another player (once per ses-
addiction) from an over-reliance on medical aids. sion). The referee may introduce consequences (i.e.
addiction) from an over-reliance on medical aids.

WOUNDS TABLE PANIC TABLE


d6 Wound Outcome d6 Wound Outcome
1 Dead You die a horrible ugly death 1 Panic Immediately head to exit and leave
2 Fatal Injury Take one last action then die 2 Frightened Disadvantage for rest of mission
3 Major Injury Disadvantage for rest of mission 3 Paranoid Next combat attack random person
4 Medium Injury Disadvantage for next 1hr 4 Nervous Random crew will save or -1 stress
5 Minor Injury Disadvantage for next 30 mins 5 In Control Aware of tension gain 1 stress
6 Tough it out Shake it off gain 1 health point 6 Focus Advantage on checks for mission

8 OUTPOST 5
COMBAT & DANGERS

COMBAT DANGERS & ENCOUNTERS

Initiative: Opposing groups roll d6 with the highest Entity Interactions: The referee will play the role of
group acting first. A free action occurs first when: the entity and consider their motivations, checks
• One side has surprised the other can be used to support but not decide social inter-
• A person was standing guard as their last action actions

Hazards & Traps: These will generally be obvious


Combat Actions: Combatants take one action per
and can be overcome through player interactions.
turn such as:
Checks can be used to overcome or avoid physical
• Engaging in close quarters combat
effects
• Using a fire-arm
• Moving up to their movement distance in feet Conditions: Covers various types of ailments.
• Taking cover Fortitude (physical) or Will (mental) skill checks will
• Using a skill be required to avoid a condition otherwise the char-
• Using equipment or interacting with an object
acter is impaired and acts at disadvantage until
cured. Extreme conditions may lead to death unless
Attacking: Roll a d20 + Skill Die (CQC or Fire-Arms)
cured within a certain timeframe (i.e. deadly poison)
to equal or exceed the opponents defence score. On
a success deduct weapon damage from opponents
armour score until this is zero then their health
score until this is zero DOWNTIME
Critical Success or Failure: Rolling a natural 20 is Characters must spend 1 week after each mission
considered a critical success and does the critical resting and relaxing before they can undertake a
weapon damage. Rolling a natural 1 results in a new mission. Failure to observe this will lead to
weapon jam/break with that weapon being inopera- exhaustion (see conditions) and/or stress (loss of
tive for the remainder of the mission. stress points).

OUTPOST 5 9
CHARACTERS
OUTPOST 5 CHARACTER SHEET
CHARACTER DESCRIPTION
GALACTICORP MEDICAL RECORD MOVE 30
CURRENT MAX CURRENT MAX

Characters are the players persona during the game. NAME SHELLY CARTER 2 2 3 3
OCCUPATION SCIENTIST
Each character is defined by a set of statistics which AGE 40
HEALTH
CURRENT MAX
STRESS
CURRENT MAX

are described as follows: DESCRIPTION SMART, 10 10 0 0


QUIRKY, ECCENTRIC
DEFENCE ARMOUR

• Name: The characters name SKILLS 13/30


ATTRIBUTES SKILL DIE PHYSICAL SKILL DIE KNOWLEDGE SKILL DIE
Agility D4 Athletics Aliens D4
• Occupation: The characters former occupation Command Close Combat Computers
Fortitude D4 Engineering Medicine D6
Senses D6 Fire Arms Negotiation
• Age: The character starts at 20 years old and can Strength Piloting Science D6
Will D8 Survival Technology
age up to 45 years at character creation
EQUIPMENT
• Description: Three keywords to describe the char- HAND-GUN
RNG: MED | DAM 1-2 | SHOTS 12
AMMO CLIP

acters appearance, motivation or personality RIGHT HAND PACK PACK

• Health (HLT): The characters physical health,


when this is zero they are dead. This starts at 2
and 5 is the maximum score WORN READY PACK PACK

• Stress (STS): The characters mental fortitude,


when this is zero they panic. This starts at 2 and 5 MISSIONS SURVIVED 0 CREDITS 3,000
CATCH PHRASE “I HAVE NO SPECIAL TALENTS. I AM ONLY PASSIONATELY CURIOUS”
is the maximum natural score (ignores aids)
ATTRIBUTE SKILLS TABLE
• Defence (DEF): The target number required to hit a
character in a combat situation. This starts at 10. d6 Attribute Description
1 Agility Reflexes, Speed, Throwing
• Armour (ARM): A score which reflects armour 2 Command Personality, Leadership
3 Fortitude Toughness, Resist, Endurance
worn, this absorbs damage 4 Senses Perception, Awareness
• Move (MVE): Movement distance in feet per turn 5 Strength Power, Might
6 Will Will Power. Mental Fortitude
• Skills: The characters proficiency in three areas; PHYSICAL SKILLS TABLE
attribute skills; physical skills or knowledge
d6 Attribute Description
skills. These are rated on skill die ranging from 0 1 Athletics Run, Climb, Swim, Jump
(start and minimum) to d4, d6, d8, d10 to d12 2 Close Combat Hand to Hand combat
(maximum). Characters can increase skills 30 3 Engineering Fix, Repair, Build things
times in total 4 Fire Arms Fire-Arms, Guns
5 Piloting Pilot Vehicles or Drones
• Equipment: Token cards which shows the charac- 6 Survival Survival, Navigating, Tracking
ters equipment, limited to 8 items maximum KNOWLEDGE SKILLS TABLE
d6 Attribute Description
• Missions Survived: Number of missions survived
1 Aliens Knowledge of Aliens
• Credits: Personal wealth in credits. 2 Computers Using Computers, Hacking
3 Medicine First Aid, Medicine, Biology
• Catch Phrase: The characters catchphrase. 4 Negotiation Persuasion, Charm
5 Science Knowledge of Sciences
6 Technology Knowledge of Technology

10 OUTPOST 5
ADVANCEMENT
Every 5 missions the character survives they gain
the following benefits:

• Health +1 (max 5 score*)


• Stress +1 (max 5 score*)
• Defence +1 (max 15 score*)
• Upgrade 2 skills (max 30 increases)
* Max score does not reflect the benefit of any
equipment

OUTPOST
OUTPOST 55 11
CHARACTER CREATION
1. CHARACTER STARTING STATS ATTRIBUTES TABLE
• Starting Stats: Characters start with the d6 Attribute
following statistics; Health 2; Stress 2; Defence 1 Agility
2 Command
10; Armour 0; Move 30; Age 20
3 Fortitude
• Attributes: Roll d6 on the Attributes Table twice 4 Senses
and increase the attribute score from 0 to d4 to 5 Strength
6 Will
d6 to d8 to d10 to d12 (if same skill is rolled)
• Occupation: Roll d6 on the Occupation Table. OCCUPATION TABLE
Make a note of any benefits (Page 13) d6 Outcome
1 Android
2 Corporate
2. SERVICE TERM 3 Engineer
• Age: Add 5 years to your age. When a character 4 Explorer
reaches age 45 they leave their service ending 5 Marine
character creation 6 Scientist

• Career Progress: Roll d6 on the Career Progress CAREER PROGRESS TABLE


Table and apply the results as noted below
d6 Occupation
• Death: The character dies in service, start again 1 Death
2 Quits
• Quits: The character quits the service. Goto 3 Service Ends
Leaves Service. 4 Full Term
5 Full Term
• Service Ends: Roll d6 on the Attributes Table and 6 Promoted
relevant (Career) Skills Table (Page 13) for your
career. Goto Leaves Service.
3. LEAVES SERVICE
• Full Term: Roll d6 on the Attributes Table and
• Leaves Service: The
relevant (Career) Skills Table for your career.
character leaves their
Goto Re-enlist.
current service. Roll d6
• Promotion: Roll d6 on the Attributes Table and on the Leaving Benefits
twice on the (Career) Skills Table for your career. Table for every service
Change your occupation to the next one down on term completed.
the promotions section of the (Career) Skills
Table. Goto Re-enlist.

4. RE-ENLIST LEAVING BENEFITS TABLE


• Reenlisting: The charac- d6 Outcome Description
ter may elect to reenlist 1 No collection Forgotten, gain nothing
and go back to the 2 Leaving Gift 500cr award
Service Term section or 3 Reward Choose 1 item under 500cr
leave and goto the 4 Recognition Choose 1 item under 1,000cr
Leaves Service section. 5 Bonus Gain 1,000cr
6 Payout Gain 2,000cr

12 OUTPOST 5
ANDROID CORPORATE ENGINEER

Description: Humanoid robot Description: Smartly dressed Description: Blue collar workers
which services amongst employees of corporations. A and general workforce members.
humans. Can be unnerving. company person, despised. Practical but often ignored.
Benefits: Androids gain +1 Benefits: Corporates gain +1 Benefits: Engineers gain +1
Health, Computers skill and Defence, Negotiation skill and Stress, Engineering skill and
Technology skill. Computers skill. Technology skill.
ANDROID CAREER TABLE CORPORATE CAREER TABLE ENGINEER CAREER TABLE
d6 Skills Promotion d6 Skills Promotion d6 Skills Promotion
1 Athletics Android Mk I 1 Athletics Corporate 1 Computers Engineer
2 Close Combat Android MK2 2 Computers Senior 2 Engineering Senior Eng.
3 Engineering Android Mk3 3 Negotiation Manager 3 Negotiation Lead Eng.
4 Fire Arms Android Mk4 4 Piloting Dept. Head 4 Piloting Principle Eng.
5 Piloting Android Mk5 5 Survival Commissioner 5 Science Head of Eng.
6 Survival Android Mk6 6 Technology Minister 6 Technology Director

EXPLORER MARINE SCIENTIST

Description: Star explorers, Description: Combat force Description: Academically gifted


adventurous sort with practical specialising in military and knowledgeable in their area
skills. Saw an alien once. operations. Gung-ho approach. of expertise. Often aloof.
Benefits: Explorers gain +1 Benefits: Marines gain +1 Benefits: Scientists gain +1
Defence, Aliens skill and Health, Fire-Arms skill and Stress, Science skill and
Survival skill. Athletics skill. Medicine skill.
EXPLORER CAREER TABLE MARINE CAREER TABLE SCIENTIST CAREER TABLE
d6 Skills Promotion d6 Skills Promotion d6 Skills Promotion
1 Aliens Explorer 1 Athletics Marine 1 Aliens Scientist
2 Athletics Surveyor 2 Close Combat Sergeant 2 Computers Associate
3 Close Combat Captain 3 Engineering Lieutenant 3 Medicine Doctor
4 Fire Arms Pathfinder 4 Fire Arms Captain 4 Engineering Senior
5 Negotiation Ranger 5 Piloting Colonel 5 Science Principal
6 Survival Elite 6 Survival Major 6 Technology Professor

OUTPOST 5 13
OUTPOST 5 CHARACTER SHEET

GALACTICORP MEDICAL RECORD MOVE


CURRENT MAX CURRENT MAX

NAME
OCCUPATION HEALTH STRESS
CURRENT MAX CURRENT MAX
AGE
DESCRIPTION
DEFENCE ARMOUR

SKILLS
ATTRIBUTES SKILL DIE PHYSICAL SKILL DIE KNOWLEDGE SKILL DIE
Agility Athletics Aliens
Command Close Combat Computers
Fortitude Engineering Medicine
Senses Fire Arms Negotiation
Strength Piloting Science
Will Survival Technology

EQUIPMENT

LEFT HAND RIGHT HAND PACK PACK

WORN WORN/READY PACK PACK

MISSIONS SURVIVED CREDITS


CATCH PHRASE
OUTPOST 5 CHARACTER SHEET

GALACTICORP MEDICAL RECORD MOVE


CURRENT MAX CURRENT MAX

NAME
OCCUPATION HEALTH STRESS
CURRENT MAX CURRENT MAX
AGE
DESCRIPTION
DEFENCE ARMOUR

SKILLS
ATTRIBUTES SKILL DIE PHYSICAL SKILL DIE KNOWLEDGE SKILL DIE
Agility Athletics Aliens
Command Close Combat Computers
Fortitude Engineering Medicine
Senses Fire Arms Negotiation
Strength Piloting Science
Will Survival Technology

EQUIPMENT

LEFT HAND RIGHT HAND PACK PACK

WORN WORN/READY PACK PACK

MISSIONS SURVIVED CREDITS


CATCH PHRASE
SECTOR MAP
1. SECTOR MAP TEMPLATE
• Print Sector Map: Print the Outpost 5 Sector
Map which is a 20x20 square grid. Outpost 5
should be marked at coordinates (10,10) (i.e.10
squares along and 10 squares down)
TERRAIN TABLE
d6 Terrain
2. ADD TERRAIN 1 Mountain, Hills
• Mark Terrain: Roll d6 times on the Terrain Table. 2 River, Lake
3 Wilderness Forest
For each terrain roll 2d20 to determine both the 4 Valley
start and end coordinates and draw this terrain 5 Craters, Deep
between both points on the map 6 Swamp, Marsh

POINTS OF INTEREST TABLE


d6 Point of Interest
3. ADD POINTS OF INTEREST 1 Resource
• Mark Points of Interest: Roll d6 times on the 2 Ruin
3 Crashed Object
Points of Interest Table. For each Point of Inter- 4 Buried Structure
est roll 2d20 to determine their coordinates and 5 Settlement
mark these on the map 6 Anomaly

SIGHTINGS TABLE
d6 Sighting
4. ADD SIGHTINGS 1 Life Signs
• Mark Sightings: Roll d6 times on the Sightings 2 Evidence of Activity
Table. Then roll 2d20 to determine their coordi- 3 Strange Readings
4 Communication Message
nates and mark these on the Sector Map. Each 5 Spaceship
sighting lasts d6 weeks before it disappears. 6 Structure
Mark this number next to the sighting.
RANDOM ENCOUNTERS

MOVING AROUND THE MAP Random Encounters: For each day or night of travel
roll d6 on the Random Encounter Table. On an
On Foot: Players can move 1 grid square per day. encounter roll d6 to determine the opponent.
Land Vehicles: Vehicles can move up to their range RANDOM ENCOUNTER TABLE
in squares per day which costs 1 power. Land
d6 Result Opponent
Vehicles cannot travel through terrain areas. 1 Encounter, roll d6 for opponent Aliens
2 Sighting, roll on sightings table Droids
Flying Vehicles: Vehicles can move up to their
3 Sighting, roll on sightings table Critters
range in squares per day. This costs 1 power. Flying 4 No Encounter, no action Critters
Vehicles may travel over terrain areas. 5 No Encounter, no action Humans
6 No Encounter, no action Humans

16 OUTPOST 5
OUTPOST 5 SECTOR MAP
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

10 O5

11

12

13

14

15

16

17

18

19

20

LOCATIONS & COORDINATES MAP LEGEND

(10,10) OUTPOST 5 M MOUNTAIN TERRAIN


R RIVER TERRAIN
F FOREST TERRAIN
V VALLEY TERRAIN
C CRATER, DEEP TERRIN
S SWAMPS, MARSHES TERRAIN
O5 HOME BASE
X POINTS OF INTEREST = X
? (x) SIGHTINGS (x = no. of weeks before disappears)

OUTPOST 5 17
THE OUTPOST

SAMPLE OUTPOST 5 (‘TRIGGS POINT’)


Element 0 | Food 30 | Materials 0 |
Power 10 | Research 0
Vehicles: Lunar Buggy x2, Small Shuttle x1

Characters: Dallas, Ripley, Lambert, Brett


Current Balance: 5,000cr
Debt: 200,000cr

OUTPOST Starting Resources: Each outpost starts the game


with 30 Food, 10 Power and 5,000 credits. The group
Outpost Facilities: Outpost 5 is a state of the art
also starts with 2x Lunar Buggies and 1x Small Shut-
automated facility fully equipped to support a small
tle.
colony of people. It includes automated facilities for
resource gathering; production; research and storage Power Deficit: If power is zero then equipment
requiring power cannot be charged.
Resources: Each outpost has six types of resources
to collect and manage. Food Deficit: If food is zero then all characters lose 1
health and stress temporarily until the food score is
• Element (E) rare element which can only be found
back in surplus. If this occurs for a second cycle
during missions and is used in construction of
then all checks are made at disadvantage.
special equipment.
RESOURCES VALUE
• Food (F) used to feed the population. 1 food feeds
Resource Value
1 person per cycle. Element 5,000
Food 250
• Materials (M) resources used for construction
Materials 1,000
projects. 1 material can be broken down into 20 Power 500
scrap. Research 2,000
Scrap 50
• Power (P) used to power vehicles. 1 power is used
EVENTS TABLE
when a vehicle travels its full range.
d6 Source Nature
• Research (R) knowledge, lore and information 1 Resources Disaster or Disease
gained. 2 Outpost Conflict or Threat
3 Other Settlement Loss or Destruction
• Scrap (S) recyclable materials that can be used 4 Terrain Opportunity or Gain
for manufacturing. 5 Character Trade or Alliance
6 Entity Discovery or Arrival

18 OUTPOST 5
OUTPOST PHASE
EXPLORATION TABLE
1. TRADE/HIRE
d6 Outcome
• Buy/Sell: A corporate freighter will visit every 1 Encounter, roll on opponents table (page 16)
cycle to buy/sell resources and equipment (See 2 All quiet, nothing found
Equipment Pages 22-29). Scavenged items are 3 Signals, roll on sighting table (page 16)
sold for 50% of their cost, except for resources 4 Signals, roll twice on sighting table (page 16)
which are sold at 100% cost. 5 Finding, roll on point of interest table (page 16)
6 Contact, roll twice for points-interest (page 16)
• Hiring Contractors: Players may hire additional FARMING TABLE
contractors if characters have been injured or d6 Outcome
killed. A one-off recruitment fee is payable for 1 Failure, lose d6 food resources
the hiring of contractors. 2 Minor Success, gain d6 food resources
3 Medium Success, gain 2d6 food resources
4 Medium Success, gain 3d6 food resources
5 Major Success, gain 4d6 food resources
2. CHOOSE PROJECT 6 Bounty, gain 5d6 food resources
• Choose Outpost Project: Each cycle the group MANUFACTURING TABLE
can decide to focus the outposts resources on d6 Outcome
one key project from the following options. 1 Production error, costs double resources
• Exploration: Explore the area for sightings or 2 Production slow, additional cycle delay
points of interest 3 Production as expected, order processed
• Farming: Focus on growing foodstuffs 4 Production speedy, order is ready in 2 weeks
5 Production excellent, costs are halved
• Manufacturing: Use available resources to 6 Production efficiency, half cost & ready in 2 wks
build own equipment which will be available
MINING TABLE
at the start of the next outpost phase
d6 Outcome
• Mining: Scour area for additional materials
1 Disaster, lose d6 material resources
• Power Generation: Focus on harnessing 2 Uncertain, gain d6 & lose d6 material resources
power through renewable energy sources 3 Minor Success, gain d6 dis. material resources
• Research: Focus on researching new ideas. 4 Medium Success, gain d6 material resources
This requires data collected from a mission 5 Major Success, gain d6 adv. material resources
• Project Outcome: Roll d6 on the relevant project 6 Excellent Success, gain 2d6 material resources
table to determine the outcome. POWER GENERATION TABLE
d6 Outcome
1 Disaster, lose d6 power resources
2 Uncertain, gain d6 then lose d6 power resources
3. NEW EVENT 3 Minor Success, gain d6 dis. power resources
• New Event: The referee will roll a new random 4 Medium Success, gain d6 power resources
event as a mission opportunity for the players. 5 Medium Success, gain d6 adv. power resources
Roll 2d6 on the Events Table (Page 18) and use 6 Major Success, gain 2d6 power resources
the results to spark an idea.These events only RESEARCH TABLE
last d6 weeks before disappearing or escalating. d6 Outcome
1 Disaster, lose d6 dis. research resources
• Choose Next Mission: The players should 2 Error, research data is corrupt no loss or gain
choose their next mission. It is recommended 3 Uncertain, gain d6 & lose d6 research resources
that the real life game session ends here to 4 Minor Success, gain d6 dis. research resources
allow preparation for the next game session. 5 Medium Success, gain d6 research resources
6 Major Success, gain d6 adv. research resources

OUTPOST 5 19
RESEARCH

RESEARCH MANUFACTURING

• New Research: Research points can be spent to • Manufacturing Alien Technology: These items can
unlock the following list of alien technology be built through the manufacturing project stage
projects. as long as the required resources are available.

• Recharge: It costs power points to recharge alien


technology items between each mission.
ALIEN TECHNOLOGY PROJECTS
Name Description Research Manufacturing Cost Recharge
Points Element Materials Power Power Cost
Energy Gun Advanced firearm, injures & stuns 3 1 5 1 1
Laser Sword Slices through solid objects 3 1 5 1 1
Energy Shield Energy shield improves defence 3 1 5 1 1
Psionic Helmet Mind controls entities 3 1 5 1 1
Portal Gun Rift can pass through solid objects 3 1 5 1 1
Nuclear Grenade Powerful grenade 3 1 5 1 1
Cortex IO Can sense and read minds 3 1 5 1 1
Anti Gravity Gun Can levitate heavy objects 3 1 5 1 1
Re-Animator Animates dead creatures 3 1 5 1 1
Plasma Rifle Alien weapon, fires plasma bolts 3 1 5 1 1

20 OUTPOST 5
ALIEN TECHNOLOGY
Description: 1 handed dDescription:
for construction
1 handed
ENERGY GUN alien hand-gun firing an
LASER SWORD alien melee laser sword,
RANGE: MED | DAM 2-3 RANGE: CLOSE | DAM 2-3
energy pulse which can capable of slicing
stun opponents (fortitude through solid objects.
save vs attack roll or
miss a turn).

STUN

Wrist bracelet which can dHumanoid


for construction
shaped helmet
ENERGY SHIELD create an force field of
PSIONIC HELMET containing advanced
DEFENCE +4 | ARMOUR +4 RANGE: MED
energy in the shape of a technology.
shield. Gives bonus to
Allows user to mind
both defence (user is
control another on a
harder to hit) and armour
successful opposed
(absorbs damage).
MIND CONTROL will/skill check.

Advanced 2 handed Powerful hand-grenade.


PORTAL GUN weapon, when fired
NUCLEAR GRENADE
When thrown causes
RANGE: MED RANGE: LONG | DAM 3-6
opens a portal in time explosive damage to
and space allowing anyone in medium range.
people to step through
solid objects.

PORTAL EXPLOSIVE

Humanoid shaped helmet Advanced 2 handed


CORTEX IO made of living flesh,
ANTI-GRAVITY GUN weapon, when fired it is
RANGE: FAR RANGE: MED
wires and technology. capable of levitating
When worn can sense the heavy objects (vehicle
presence of others of sized) for a few moments
focus and read the to a few minutes.
thoughts of one entity.
SENSE/READ MINDS ANTI-GRAVITY

Advanced 1 handed Advanced 2 handed


RE-ANIMATOR weapon, when fired on a
PLASMA RIFLE weapon of alien origin
RANGE: LONG RANGE: LONG | DAM 3-6
dead body causes them which fires bolts of
to re-animate in an plasma. Powerful and
enraged zombie like state destructive. Causes
and will attack the near- explosive damage to
est person until killed target and those close by.
ANIMATES PLASMA
again.

OUTPOST 5 21
FIRE ARMS
Weapons do fixed damage, the first number is the standard damage on a hit. The second is damage on a critical hit.
FIRE-ARMS Build Cost
(Scrap)
Name Cost Hands Range Dmge Shots Features S
Pistol 500 1H Med 1-2 12 - 5
SMG 1,000 1H Long 1-2 6 Rapid Fire: Attack target twice 10
Shotgun 500 2H Med 2-3 2 Spread Fire: May attack two targets next to 5
each other
Assault Rifle 2,000 2H Far 1-2 6 Rapid Fire: Attack target twice 20
Sniper Rifle 3,000 2H Far 2-4 10 Armour Penetration: Damage 1 health first 30
Slow: Takes 1 turn to aim
Heavy Machine 5,000 2H Long 2-3 6 Spread Fire: May attack two targets next to 50
Gun each other Heavy: Reduces move by 10.
Flame Thrower 1,000 2H Short 1-2 6 Fire: Fire damage which burns items close by. 10
Tranquiliser Gun 1,000 1H Short N/A 1 Knock Out: Fortitude save vs attack roll or 10
knocked out for d10 minutes
RPG Launcher 5,000 2H Far 2-4 1 Explosive: Damage to everything within short 50
range.
Ammunition 50/100 - - - - 3x Ammo Clips (50cr)/3x Rockets (100cr) 1/2

HAND-GUN SMG SHOTGUN ASSAULT RIFLE


RANGE: MED | DAM 1-2 | SHOTS 12 RANGE: LONG | DAM 1-2 | SHOTS 6 RANGE: MED | DAM 2-3 | SHOTS 2 RANGE: FAR | DAM 1-2 | SHOTS 6

RAPID FIRE SPREAD FIRE RAPID FIRE

SNIPER RIFLE HEAVY MG FLAME THROWER TRANQ GUN


RANGE: FAR | DAM 2-4 | SHOTS 10 RANGE: LONG | DAM 2-3 | SHOTS 6 RANGE: SHORT | DAM 1-2 | SHOTS 6 RANGE: SHORT | DAM N/A | SHOT 1

ARMOUR PENETRATION, SLOW


SPREAD, HEAVY FIRE DAMAGE KNOCK OUT

FIRE-ARM ATTACHMENTS Build Cost


RPG LAUNCHER AMMO CLIP (Scrap)
RANGE: FAR | DAM 2-4 | SHOT 1 Name Cost Description S
Silencer 500 Silent 5
Barrel 1,000 Increase range by 1 10
Optics 2,000 +1 skill die to attack 20
Magazine 500 Double ammo capacity 5
Stock 1,000 Flash Light 10
Under Barrel 1,000 Grenade Launcher (1) 10
EXPLOSIVE On a natural 1 of fire-arms check, attachment broken

22 OUTPOST 5
EXPLOSIVES & CLOSE COMBAT
Weapons do fixed damage, the first number is the standard damage on a hit. The second is damage on a critical hit.
EXPLOSIVES Build Cost
(Scrap)
Name Cost Range Damage Usage Features S
Smoke Grenade 100 Medium N/A 3 Smoke: Obscures 30ft area for d10 minutes 1
EMP Grenade 200 Medium N/A 3 EMP: Electronics inoperative for d10 minutes 2
Stun Grenade 200 Medium N/A 3 Stun: Fortitude save or disadvantage for d10 mins 2
Frag Grenade 200 Medium 2-3 3 Explosive: Damage to everything within short range 2
Mine 200 Close 2-3 2 Explosive: Damage to everything within short range 2
C4 Explosive 400 Close 3-6 1 Explosive: Damage to everything within short range 4

CLOSE QUARTERS COMBAT WEAPONS Build Cost


(Scrap)
Name Cost Range Damage Features S
Knuckle Duster 50 Close 1-2 - 1
Knife 100 Close 1-2 - 1
Baton 100 Close 1-2 - 1
Stun Baton 500 Close 1-2 Stun: Fortitude save or disadvantage for d10 mins 5
Axe 100 Close 1-2 - 1
Breach Hammer 200 Close 1-2 Knock Out: Fortitude save vs attack roll or ko’d for d10 mins 2

SMOKE GRENADE EMP GRENADE STUN GRENADE FRAG GRENADE


RANGE: MED | DAM 1-2 RANGE: MED| DAM 1-2 RANGE: MED | DAM 1-2 RANGE: MED| DAM 2-3

SMOKE EMP SMOKE EXPLOSIVE

MINE C4 EXPLOSIVE KNUCKLE DUSTER KNIFE


RANGE: CLOSE | DAM 2-3 RANGE: CLOSE | DAM 3-6 RANGE: CLOSE | DAM 1-2 RANGE: CLOSE | DAM 1-2

EXPLOSIVE EXPLOSIVE

BATON STUN BATON AXE BREACH HAMMER


RANGE: CLOSE | DAM 1-2 RANGE: CLOSE | DAM 1-2 RANGE: CLOSE | DAM 1-2 RANGE: CLOSE | DAM 1-2

STUN, ELECTRICAL KNOCK OUT

OUTPOST 5 23
ARMOUR & SURVIVAL
ARMOUR & SURVIVAL EQUIPMENT Build Cost
(Scrap)
Name Cost Arm/Def Description S
Tech Overalls 100 1 Heavy duty work overalls 1
Hazard Suit 2,000 2 1hr of oxygen, protects from hazardous, can attach to o2 tank 20
Vac Suit 8,000 2 1hr of oxygen, used space walks, can attach to o2 tank, slow* 80
Flak Jacket 1,000 2 Body armour 10
Personal Armour 2,000 3 / +1 Personal armour, gives +1 Defence 20
Power Armour 10,000 4 / +2 Power armour, uses 1 power per mission, gives +2 Defence 100
Tactical Shield 1,000 2 / +2 Must be carried in 1 hand to be effective, gives +2 Defence 20
Mag Boots 500 - Walk on metal or magnetised surfaces, capable of space walk. 5
Jet Pack 3,000 - Allows wearer to fly for 10 minute periods 30
Oxygen Tank (o2) 300 - Gives 12 hrs of oxygen if used with another device 3
Water Breather 300 - Gives 1hr of oxygen underwater, can be attached to oxygen tank 3
Gas Mask 500 - Filters out air impurities, lasts 3hrs 5
Gas Mask Filter 100 - Replacement gas mask filter, lasts 3hrs (pictured next page) 1
*Slow: Move score -10 when worn

TECH OVERALLS HAZARD SUIT VAC SUIT FLAK JACKET


ARMOUR +1 ARMOUR +2 | OXYGEN (1HR) ARMOUR +2 | O2 (1HR) | -10 MOVE ARMOUR +2

PERSONAL ARMOUR POWER ARMOUR TACTICAL SHIELD MAG BOOTS


ARMOUR +3 | DEFENCE +1 ARMOUR +4 | DEFENCE +2 ARMOUR +2 | ARMOUR +2 MAGNETISED BOOTS

JET PACK OXYGEN TANK WATER BREATHER GAS MASK


FLIGHT | 3X10 MIN SESSIONS OXYGEN (12HRS) WATER BREATHE (1HR) AIR FILTER (3HRS)

24 OUTPOST 5
SCANNERS & MEDICAL
SCANNERS & MEDICAL EQUIPMENT Build Cost
(Power/Scrap)
Name Cost Usage Description P S
First Aid Kit 500 3 Medical aids, heals 2 health per use 5
Anti Radiation Pills 200 3 Reduces radiation impact for 1hr 2
Anti Anxiety Pills 200 3 Medical aid, recover 1 stress per use 2
Stimulant Injection 500 3 Adrenaline boost, advantage for 10 mins 5
Medical Scanner 5,000 - Used for human medical diagnosis, close range 1 40
Bio Scanner 5,000 - Used to detect life-signs, range far 1 40
Cyber Scanner 3,000 - Used for android performance diagnosis, close range 1 20
Environment Scanner 3,000 - Used for environmental readings, range far 1 20
Motion Tracker 5,000 - Used to detect motion, range far 1 40

FIRST AID KIT ANTI-RAD PILLS ANTI-ANXIETY PILLS STIMULANT


HEALS 2 HEALTH ANTI RADIATION (1HR) HEALS 1 STRESS ADVANTAGE (10 MINS)

MEDICAL SCANNER BIO SCANNER CYBER SCANNER ENVIRO-SCANNER


RANGE: CLOSE RANGE: FAR RANGE: CLOSE RANGE: FAR

GAS MASK FILTER MOTION TRACKER


AIR FILTER (3HRS) RANGE: FAR

OUTPOST 5 25
COMMS & VISION
COMMS & VISION EQUIPMENT Build Cost
(Power/Scrap)
Name Cost Description P S
Long Range Comms 5,000 May communicate long (planet wide) distances 1 40
Personal Comms 1,000 May communicate short (mission site) distances 10
Personal Locator 500 Can be detected from long (planet wide) distances 5
Emergency Beacon 2,000 Can be detected from far (solar system) distances 1 10
Signal Jammer 5,000 Blocks comms at mission site 2 15
Personal Computer 5,000 Use for hacking, data capture, data analysis 1 40
Tactical Vision 2,000 Helmet/or goggles with thermal and night vision 1 10
Locator Tracker 2,000 Used to track personal locators and emergency beacons (planet) 1 10
Signal Flare Gun 200 2 flare capacity, used for signalling purposes 2
Light Sticks x10 200 Illuminates a 30ft (short) area for 12 hrs 2
Flash Light 100 Range medium, lasts for 6hrs 1
Body Camera 1,000 Captures video and sound locally, can stream to personal computer 10

LONG RANGE COMMS PERSONAL COMMS PERSONAL LOCATOR EMERGENCY BEACON


RANGE: PLANET RANGE: MISSION SITE RANGE: PLANET RANGE: SOLAR SYSTEM

SIGNAL JAMMER PERSONAL COMPUTER TACTICAL VISION LOCATOR TRACKER


RANGE: MISSION SITE DATA CAPTURE/ANALYSIS THERMAL/NIGHT VISION RANGE: PLANET

SIGNAL FLARE GUN GLOW STICKS FLASH LIGHT BODY CAMERA


RANGE: FAR | DAM 1-2 | SHOTS 2 LIGHT | RANGE: SHORT | 12 HRS RANGE: MED | CHARGE (6HRS)

26 OUTPOST 5
TOOLS & EQUIPMENT
TOOLS & EQUIPMENT Build Cost
(Power/Scrap)
Name Cost Description P S
Crowbar 200 Heavy duty tool, useful for prying things open 2
Science Kit 1,000 Used for collecting physical samples 10
Survival Bag 500 Protects wearer from heat or cold 5
Hand Drill 1,500 Power tool used for drilling holes, 2 handed 1 5
Hand Welder 1,500 Power tool used for welding objects, 2 handed 1 5
Electronic Tool Kit 500 A set of tools for working on electronic devices or droids 5
Paracord 200 Lightweight strong rope (200ft in length) 2
Recon Drone 5,000 Flying drone, use with computer to view video. 1hr battery 1 20
Combat Drone 10,000 Flying drone with assault rifle, use with computer. 1hr battery 2 80
Mini Turret 2,500 Mini SMG turret will fire at any moving objects within range 1 20

CROWBAR SCIENCE KIT SURVIVAL BAG HAND DRILL


TOOL USED FOR SAMPLE COLLECTION PROTECTS FROM HEAT/COLD DRILLING TOOL 2-HANDED

HAND WELDER ELECTRONIC TOOL KIT PARACORD RECON DRONE


WELDING TOOL 2-HANDED TOOL KIT FOR ELECTRONICS 200FT RANGE: SITE | 1HR

COMBAT DRONE MINI TURRET


RANGE: SITE | 1HR RANGE: LONG | DAM 1-2 | SHOTS 6
RANGE: FAR | DAM 1-2 | SHOTS 6

RAPID FIRE RAPID FIRE

OUTPOST 5 27
RESOURCES

RESOURCES
Name Buy/Sell (cr) Description
Element 5,000 Rare element
Food 250 Foodstuffs and sustenance
Materials 1,000 Raw materials used for construction
Power 500 Power cells, batteries, capacitors used to power equipment
Research 2,000 Data, notes, artefacts or information
Scrap 50 Recyclable scrap materials

ELEMENT FOOD MATERIALS POWER

1X UNIT (5,000 CR) 1X UNIT (250 CR) 1X UNIT (1,000 CR) 1X UNIT (500 CR)

RESEARCH SCRAP

1X UNIT (2,000 CR) 1X UNIT (50 CR)

28 OUTPOST 5
DROIDS, PERSONNEL & VEHICLES
DROIDS Build Cost
(Power/Scrap)
Name Cost Description P S
Loader Droid 2,000 Transporter robot (see page 38 for statistics) 1 10
Oracle AI 20,000 Artificial Intelligence computer (see page 38 for statistics) 2 180
Tracker Droid 3,000 Exploration droid (see page 38 for statistics) 1 20
Android 10,000 Create new android character 1 5
Worker Droid 5,000 Manual labour droid (see page 38 for statistics) 1 40
Combat Droid 20,000 Armed combat droid (see page 38 for statistics) 2 180
PERSONNEL RECRUITMENT FEE
Name Cost Description
Corporate 3,000 Former corporate employee, create new corporate character
Engineer 5,000 Former technician, create new engineer character
Explorer 5,000 Former explorer, create new explorer character
Marine 7,500 Former marine, create new marine character
Scientist 10,000 Former scientist, create new scientist character
VEHICLES Build Cost
(Power/Materials)
Name Cost People Range Storage Description P M
Quad Bike 5,000 1 10 10 Small off-road 4 wheeled vehicle 1 40
Lunar Roving Buggy 20,000 4 20 20 Medium off-road 4 wheeled vehicle 2 180
APC 50,000 8 40 40 Armoured personnel carrier, land based 5 450
Small Shuttle 100,000 8 40 100 Small flight shuttle 10 900
Large Transport 200,000 16 40 200 Large flight transport, can carry a vehicle 20 1800

OUTPOST 5 29
MISSION CREATION

MISSION DESIGN PRINCIPLES • Interaction: Include things for the players to find,
interact, avoid or overcome such as; secret areas;
This is the place where the mission takes place.
a mystery; entities; environmental challenges;
Suggested design principles to follow are:
artefacts or objects.
• Sandbox: Consider the mission site an open
• Ecology: If the adventure site is inhabited by enti-
environment populated with different elements
ties then consider; food and water sources; light
which the players can explore in a manner of their
or power sources; where they work; rest or play.
own choosing.
There is no need to aim for realism but give the
• Theme: Give each mission site a strong theme or site some degree of plausibility. Clever players
unusual feature, make each site memorable. may decide to use these factors to their advantage
(i.e. poisoning or cutting off food sources).
• Story: Tell a story or give clues about the sites
history or nature through discovery of information • Factions & Encounters: If the site is populated
from décor, encounters or objects. then think about which areas entities occupy and
how they interact with other elements of the site.
• Exploration: Give players choices about where to
explore. Good examples to include are multiple • Cohesion: Bring these details together to create a
entrances; exits; branching pathways; several hubs cohesive view of the adventure site linking
or levels; changes in elevation; loops; secret elements together where possible.
passages; choke-points or gated areas that can be
accessed later.

30 OUTPOST 5
1. MISSION SITE DESCRIPTION 2. MISSION SITE MAP
1. Mission Site: Roll 2d6 on the Mission Site Table • The following terms are used; Area (single
to determine the mission site type and immedi- room); Level (single level of a building/location);
ate geographical features Passages (routes connecting areas or levels)
and Features (contents of areas)
2. Mission Site Theme: Roll 2d6 on the Mission
Site Theme Table to determine the current • Draw the following on A4 squared paper with
theme and something about the sites past each square representing 5 feet of distance
3. Description: Write three bullet points about the 1. Dice Drop: Randomly drop a set of polyhedral
mission site covering; Description (initial dice (d4, d6, d8, d10, d12 & d20) on the A4 page
appearance); Discoverable info (what lies
within); Secret info (origin, history, lore). 2. Create Areas: Using a pencil, draw a square
shape around each die. The number of the die
MISSION SITE TABLE result represents the size of the square in 10ft
d6 Mission Site Area Geography squares on the map (size to your map)
1 Underground Lair Underground, Depths 3. Create Passages: Connect each shape by draw-
2 Lost Settlement Wilderness, Forested
3 Crashed Wreckage Swamp, Hazardous ing a line to the nearest shape, do not cross any
4 Colony/Base Mountains, Cold lines
5 Alien Structure Plains, Warm 4. Repeat: Repeat steps 1-3 once to add 6 more
6 Facility/Laboratory Water, Underwater
areas and passages. Areas which appear on-top
MISSION THEME TABLE of each other will represent a multi-story area
d6 Theme History 5. Large Areas: If two shapes add up to 10+ also
1 Ancient, Primitive Abandoned, Out-dated connect these as long as they do not break or
2 Alien, Infested Disaster, Accident
3 Defence, Laboratory Polluted, Infected replicate another line
4 Advanced Tech, AI Overgrown, Wild 6. Passage Details: Adjust area connectors as fol-
5 Hazardous, Revered Lost, Forgotten lows; Odd to Odd (passage blocked or gated);
6 Ravaged, Wild Conquered, Destroyed
Odd to Even (passage is direct and clear) and
Even to Even (passage is indirect, erase original
line and reconnect via another area)
7. Entrance Point: Will be the lowest numbered
area
8. Review: Review and refine detail as as you wish
9. Number Areas: Give each area a number start-
ing from the entrance point and working away
which will link to area descriptions page of
information created further ahead
10. Map: Using your pencil outline, finalise the
map by amending re-drawing the square boxes
into more interesting shapes so the areas fit the
theme of the adventure site.
For larger maps repeat the above steps for each
level and link these maps together.

OUTPOST 5 31
3. STOCKING THE MISSION SITE IMPORTANT NOTE FOR THE REFEREE
Write the following information on the Mission Site The mission creation process is used to generate
Description page. lots of prompts for the features of each area. A
1. Create Challenges: Create 2d6 challenges by key part of the referees role is to develop these
rolling 2d6 on the Challenge Table and then prompts by adding further thematic detail and
write this prompt under the area description. linking these elements together so they feel plau-
Roll d12 to determine which area each challenge sible and consistent.
occurs Furthermore, it has been left open to the referee to
2. Create Encounters: Create 2d6 encounters and determine the number of entities appearing to
roll 2d6 on the Encounter Table and then write create a suitable challenge for the players.
this prompt under the area description. Roll d12 However, not every encounter has to be fair.
to determine which area each encounter occurs

3. Create Discoveries: Create 2d6 discoveries and CHALLENGE TABLE


roll 2d6 on the Discovery Table and then write d6 Theme Challenge
this prompt under the area description. Roll d12 1 Hi-Tech, AI Terrain, Environment
to determine which area each discovery occurs 2 Organic, Plant Defence
3 Low-Tech, Mechanical Security, Alarm
4. Mission Site Features (Optional): Roll d6 on 4 Containment Barrier, Lock
each column of the Mission Site Features Table 5 Harassing Mystery, Enigma
and place these suggestions on your map at a 6 Dangerous Alien, Weird
point of your own choosing
ENCOUNTER TABLE
5. Name Areas: Name each area to give you an d6 Theme Entity
idea of its purpose. Remember to make the posi- 1 Controlling Critter
tion of rooms next to each other seem plausible 2 Investigating Critter
3 Resource Gathering Human
6. Area Descriptions: Review all of your prompts 4 Surviving Droid
and write a few bullet points for each area 5 Escaping Droid
6 Hunting Alien
covering Description (initial appearance); Dis-
coverable info (what can be found when
searching); Secret info (hidden information). DISCOVERY TABLE
d6 Theme Object
Continue to add, amend, change and refine the 1 Corporate Power Cells
details until you are satisfied with the results. This 2 Environmental Research, Data
is where the effort should be made to polish the 3 Weapon Food, Materials
detail so you have a plausible thematic mission 4 Science Elements
site with lots of challenges for the players. 5 Alien Artefact, Equipment
6 Ancient Equipment

MISSION SITE FEATURES TABLE


d6 Exploration Entity Resource Dangers
1 A dead end Something that attacks Plant life, Vegetation Insect, vermin
2 A secret passage Something that hides A food/water source Human
3 A loop Something that hassles A power source Critter
4 A choice of paths Something that helps A light source Mystery or misleading
5 Gated area Something that hinders A natural resource Droid
6 Secret exit Something that follows An artefact Alien

32 OUTPOST 5
OUTPOST
OUTPOST 55 33
ENTITIES
ENTITY DESCRIPTION

Entities are creatures and intelligent life-forms that


the players may encounter in the game controlled by
the referee. They are grouped as follows”

• Humans: Other human beings who occupy or are


visiting the world; they may belong to different fac-
tions such as; mega-corporations; imperial navy;
space pirates; settlers, traders or explorers.

• Critters: Non-intelligent creatures and animals


that naturally inhabit the planet you are visiting
and are part of their eco-system.

• Droids: Robots, androids, drones or AI life-forms.

• Aliens: Intelligent extra-terrestrial creature from


another planet with evidence of civilisation, travel ARACHNID
and technology . HLT 3 | STS - | DEF 10 | ARM 3
MVE 30 | SKL 0
ENTITY STATS
Description: Armoured arachnid creatures con-
Entities are defined by a set of statistics which trolled by a hive mentality, appears in large num-
reflects their physical and mental makeup similar to bers
characters as follows: Combat: Claws 1-2
• Name: Entity Name Equipment: None

• Health (HLT): Physical health, when this is zero


they are dead • Description: A brief description of the entity cover-
ing its appearance, motivation or personality
• Stress (STS): Mental fortitude, when this is zero
they panic and flee the encounter. Robots may not • Combat: Details of their combat capability
possess a stress score describing nature of attack, number of attacks,
range, damage and any special features
• Defence (DEF): The target number required to hit
an entity in a combat situation • Equipment: A list of any equipment carried by the
entity.
• Armour (ARM): A score which reflects any armour
worn, this absorbs damage DESIGNING NEW ENTITIES

• Move (MVE): Movement distance in feet per turn • The referee can use existing entity statistics as a
starting point for designing new or different
• Skills (SKL): Entities have a general skill score
variations of entities which may appear in the
rated from 0 to d4, d6, d8, d10, d12 or d20 maxi-
game.
mum which is applied to skill checks where their
nature may give them an advantage

34 OUTPOST 5
ENTITY SKILL CHECKS

The entities skill score should be applied to checks


where the entities nature gives them an advantage
otherwise the action may not be permitted or 0 is
used.

For example: A Raptor critter (a physical creature of


speed and power living by instinct) has a skill of d6.

• This could be applied to combat and athletic


checks due to the physical nature of the critter

• This would not apply if the Raptor was attempting


to negotiate as it has limited means of under-
standing or communication, 0 is used

• The referee would not even permit a skill check


for a Raptor to use computers or technology as it
is beyond its understanding.

OUTPOST 5 35
HUMANS

1. SETTLER 2. RAVAGER 3. EXPLORER


HLT 2 | STS 2 | DEF 10 | ARM 1 HLT 2 | STS 2 | DEF 10 | ARM 2 HLT 2 | STS 3 | DEF 10 | ARM 1
MVE 30 | SKL 0 MVE 30 | SKL 0 MVE 30 | SKL 0
Description: Humans from earth Description: Pirates, with no Description: Human explorer,
seeking a new start in life in the regard for the law, potentially seeker of new opportunities in
stars dangerous the cosmos
Combat: Pistol Combat: SMG, Knife Combat: Pistol, Knife
Equipment: Tech Overalls Equipment: Flak Jacket Equipment: Vac Suit

4. SURVIVOR 5. CORPORATE 6. MARINE


HLT 2 | STS 2 | DEF 10 | ARM 1 HLT 2 | STS 2 | DEF 11 | ARM 0 HLT 3 | STS 2 | DEF 10 | ARM 2
MVE 30 | SKL 0 MVE 30 | SKL 0 MVE 30 | SKL 0
Description: Human who has Description: Corporate employee Description: Professional sol-
crashed landed on the planet and representing their company’s diers capable of dealing with a
looking for assistance interests, often bad news stand up fight or a bug hunt
Combat: Knife Combat: Fist Combat: SMG
Equipment: Emergency Beacon Equipment: Personal Computer Equipment: Flak Jacket, Ammo

36 OUTPOST 5
CRITTERS

1. FERAL 2. MONGREL 3. INSECT SWARM


HLT 1 | STS 1 | DEF 12 | ARM 0 HLT 2 | STS 1 | DEF 10 | ARM 2 HLT 5 | STS 2 | DEF 15 | ARM 0
MVE 25 | SKL 0 MVE 40 | SKL d4 MVE 30 | SKL 0
Description: Small primitive Description: Roaming wolf life Description: Flying insectoid
creatures who survive on scraps predator, feeds on other swarm infestation covering a
and scavenging. Operate in large creatures and animals 10x10 area
packs Combat: Fangs 1-2, Night Vision Combat: Bites 1-2, Swarm (act at
Combat: Fangs 1-2 Equipment: None disadvantage)
Equipment: None Equipment: None

4. ALIEN RAPTOR 5. ARACHNID 6. DEEP WYRM


HLT 3 | STS 3 | DEF 14 | ARM 0 HLT 3 | STS - | DEF 10 | ARM 3 HLT 5 | STS 2 | DEF 10 | ARM 2
MVE 50 | SKL d6 MVE 30 | SKL d4 MVE 30 | SKL d6
Description: Savage man-sized Description: Armoured arachnid Description: Large worm like
creature resembling a bird. Oper- creatures controlled by a hive creatures who tunnel within the
ates in small hunting packs. mentality, appears in numbers earth seeking sustenance
Combat: Claws 1-2 Combat: Claws 1-2 Combat: Bite 2-3, Swallow, Acid
Equipment: None 1-2 (if swallowed)
Equipment: None
Equipment: None

OUTPOST 5 37
DROIDS

1. LOADER (LODR–01) 2. ORACLE (ORAC-7E) 3. TRACKER (TRKR-99)


HLT 3 | STS - | DEF 10 | ARM 1 HLT 1 | STS - | DEF 10 | ARM 0 HLT 2 | STS - | DEF 10 | ARM 4
MVE 20 | SKL 0 MVE - | SKL d10 MVE 20 | SKL 0
Description: Simple transporter Description: Portable AI unit with Description: Tracked wheeled
robot used for carrying equip- an eccentric personality profile. robot fitted with scanning
ment Cannot perform physical tasks devices. Used for exploration
Combat: None Combat: None Combat: Welding Tool (Close 1-2)
Equipment: Carries 30 slots of Equipment: None Equipment: Bio-Scanner, Welder,
equipment Video Feed, Environment Scanner

4. ANDROID 5. WORKER DROID 6. COMBAT DROID


HLT 3 | STS 2 | DEF 10 | ARM 0 HLT 2 | STS - | DEF 10 | ARM 3 HLT 4 | STS - | DEF 12 | ARM 4
MVE 30 | SKL d6 MVE 40 | SKL d4 MVE 30 | SKL d8
Description: Android with a Description: Strong mechanically Description: Bipedal armoured
human-like in appearance and framed droid used for manual combat droid
fitted with an emotion chip. tasks, follows commands. Combat: 2x mounted heavy
Combat: Not programmed for Combat: Hands (Close 1-2) weapons (Far 2-3)
combat (allegedly) Equipment: May be carrying a Equipment: Bio-Scanner, Environ-
Equipment: May use equipment resource. ment Scanner

38 OUTPOST 5
ALIENS

1. PARASITE 2. GREY ALIEN 3. CLONER


HLT 1 | STS - | DEF 15 | ARM 0 HLT 1 | STS 3 | DEF 10 | ARM 0 HLT 4 | STS 2 | DEF 10 | ARM 0
MVE 30 | SKL 0 MVE 30 | SKL 0 MVE 30 | SKL d6
Description: Small spider like Description: Small grey skinned Description: Sentient alien life
creature, seeking a warm alien explorers. Humanoid in form that imitates and then
blooded creature to act as a host appearance with large heads. assimilates other creatures
for a new alien life form Appear in small numbers Combat: Assimilate (grapple then
consumes)
Combat: Ingest (attaches then Combat: Stun-Gun (Fortitude
Equipment: Can use equipment
ingests) save or stunned for encounter)

4. SKELETOID 5. APEX HUNTER 6. MOSS MONSTER


HLT 2 | STS 2 | DEF 12 | ARM 0 HLT 6 | STS 3 | DEF 14 | ARM 4 HLT 10 | STS 3 | DEF 10 | ARM 0
MVE 40 | SKL d4 MVE 40 | SKL d8 MVE 20 | SKL d6
Description: Deadly alien entity Description: Hunter from another Description: Large plant based
operating with a hive mentality. world, possess alien technology alien species. Absorbs living
Acid explosion upon death (acid Combat: Vibro-Axe (2-3), Energy creatures. Grows after feeding
attack to close people) Gun (Far 2-3), Tactical Helmet (+1 Combat: Absorb (1-2), Gas Cloud
Combat: Claw (1-2) skill die for fire-arms) (Fortitude save or choke, 30ft)
Equipment: None Equipment: Alien Armour (+4) Equipment: None

OUTPOST 5 39
RESEARCH BASE SIGMA-7
GALACTICORP RESEARCH FACILITY, NATURE OF RESEARCH UNKNOWN

ENTRANCE

5
1
3
4
2
X

7 9
8
X
6
12
X

X BLOCKED DOOR
10 11
ROOM/CORRIDOR

ACCESS SHAFT

AREA KEY RANDOM ENCOUNTERS (D6) STRESS SAVES


1. FACILITY ENTRANCE 7. SECURITY AIRLOCK 1. JAMESON MAKE A WILL 10 SAVE OR
2. LECTURE HALL 2. D4 HUSKS LOSE 1 STRESS WHEN:
8. OPERATIONS CENTER
3. BREAKOUT AREA 3. D6 HUSKS • FIRST SEE A CORPSE
9. STORAGE
4. REST QUARTERS 4. D4 SCAVENGERS • FIRST MEET A HUSK
10.RESEARCH AREA
5. HOLDING CELL 5. D6 SCAVENGERS • FIRST MEET QRIX
11.RESEARCH AREA
6. SAFE ROOM 6. ALIEN • FIRST MEET PLANT
12.GENERATOR ROOM
• EXTREME TENSION

MAP CREATED USING DUNGEON SCRAWL (https://probabletrain.itch.io/dungeon-scrawl)

40 OUTPOST 5
PLAYER INFORMATION
BACKGROUND MISSION OBJECTIVES
• Sigma 7 is a Galacticorp funded science facility, • Search Research Base Sigma 7
the nature of their research is unknown • Find out why contact has been lost
• Contact was lost with Research Base Sigma 7 • Identify the nature of any potential threat
following of an SOS message 2 days ago • Rescue any surviving scientists
• As the nearest outpost, you have been offered a
20,000cr bonus to investigate

ENTITIES
JAMESON SCAVENGERS
HLT 2 | STS 3 | DEF 10 | ARM 0 HLT 2 | STS 2 | DEF 10 | ARM 2
MVE 30 | SKL d6 MVE 30 | SKL d4
Description: Senior Researcher, Description: Local scavengers
last of the humans left alive on who heard the SOS message and
the Research Base. Focussed on looking for equipment to steal.
self-preservation. Combat: SMG (1-2)
Combat: Pistol (1-2) Equipment: Flak Jacket, carry d6
Equipment: Bio Scanner stolen resources per group

ALIEN (QRIX) HUSKS PLANT (KARSANTHANIS)


HLT 5 | STS 3 | DEF 13 | ARM 2 HLT 3 | STS - | DEF 12 | ARM 0 HLT 50 | STS 10 | DEF 12 | ARM 0
MVE 30 | SKL d8 MVE 30 | SKL 0 MVE 10 | SKL d8
Description: Sentient alien-plant
Description: An intelligent Description: Infected humans
like mass, wants to feed and
humanoid with a lizard-like skin. who now resemble zombie-like
grow
Its piercing gaze hints at a mind creatures their flesh covered in a
Combat: Multiple creepers (1 per
as sharp and cunning as the sickly green plant-like material
person) (HLT 2 | MVE 50) assimil-
claws it conceals operating under the commands
ates (grapples then automatically
Combat: Weapons (if found) or of Karsanthanis.
causing 1 damage per turn) turn-
Claws 1|2 Combat: Claw 1|2. Gas explosion ing victims into Husks
on death (agility 10 or 1 damage)

OUTPOST 5 41
RESEARCH BASE SIGMA 7 AREA DESCRIPTIONS
RESEARCH BASE SIGMA 7
The abandoned futuristic research base lies in eerie silence, its once cutting-edge equipment now powered
down, leaving the rooms empty and dark. Flickering emergency lights cast long shadows, signaling that all is
not as it should be.

1. FACILITY ENTRANCE 4. REST QUARTERS


A broken external airlock door looms ominously, its The low hum of 14 sleeping pods and washroom
twisted metal frame a warning of potential danger facilities fills the rest quarters with an offer a reju-
inside. Red emergency lights are flashing on and venating slumber.
off. • Two corpses can be found in the sleeping pod
• An airlock is inside with a tall locker on one wall both contain sign of plant infection
• External door has been forced open (by the • One corpse has a golden key-card (all-access)
Scavengers) • (Secret) Sleep pods reveal number of
• Locker contains 2x Haz Suits researchers (14) and are powered independently
• (Secret) Emergency lighting suggests lockdown
protocols are in effect

2. LECTURE AREA 5. HOLDING CELL


The once pristine lecture hall lays in shambles, the A dark and foreboding holding cell holds a solitary
remnants of looted technology scattered haphaz- figure inside, surrounded by a cold darkness
ardly amidst overturned desks and broken glass. A • Security door sealed, requires a gold key-card or
human corpse lies slumped over a desk in a grue- can be broken into or hacked (challenging 20)
some state. • An alien creature (Qrix) is locked and starving in
• d6 research data (notes, files, data) can be one cell, it does not speak the human tongue
found revealing details of the alien plant life • (Secret) Qrix was sent to capture the biological
• A silver key-card can be found on the corpse weapon before his ship crashed. His over-riding
• (Secret) Data shows details of the aliens growth mission will be to destroy the alien plant as it
• (Secret) Hidden access hatch to 11 has now been awoken. He will try and retrieve
his weapons.

3. BREAKOUT AREA 6. SAFE ROOM


This kitchen and break-out area gleams with sterile The reinforced walls of this safe room provide a
efficiency, its stainless steel surfaces spotless. An sanctuary of security inside, its shelves stocked
inactive droid stands guard, frozen in time, awaiting with essential supplies. An electronic lock triggers
the return of its busy human counterparts a hidden panel and silently safeguards its contents
• Door to room sealed shut (target 15), silver key- from the dangers outside
card required • Accessible from a hidden panel hidden in the
• Cleaning droid (BUTLR-8) is in low-power mode corridor between rooms 2-10
• If awoken will act as a tedious overly zealous • The last survivor (Jameson) is inside hiding,
butler and servant, constantly cleaning awaiting an opportunity to escape
• 2d6 food can be acquired • (Secret) Jameson believes Qrix faked the crash
• (Secret) Alien plant and husks will ignore droids to get the biological weapon inside the facility

42 OUTPOST 5
BACKGROUND EVENTS ENTITIES OBJECTIVES
• The facility found a crashed alien star vessel • Qrix wishes to escape and eliminate the plant
• An alien life form (Qrix - considered a threat) plus • The husks are former scientists and now tools
a captive sentient alien plant (Karsanthanis - a commanded by the plant
biological weapon) were found • Karsanthanis wishes to feed its insatiable
• Karsanthanis was awoken from its dormant state hunger, grow and control more husks
and infected the research facility • The last lone survivor Jameson wants to escape
• Karsanthanis feeds on the bases power supply • Scavengers are looting the place

7. SECURITY AIRLOCK 10. RESEARCH AREA


The silent and empty hi-tech airlock echoes with This futuristic science research area was once a
emptiness. A large storage lockers stands to atten- labyrinth of glowing equipment and bustling scien-
tion leading all the way up to air vents in the ceiling. tists. It is now overshadowed by an eerie, other-
• Storage locker contains 2x Haz Suits worldly green that blankets the walls and floor, as
• Plant life had expanded up to door to area 11 the alien plant-like growth has spread its tendrils
but looks dry and withered here and taken hold.
• (Secret) Alien plant is allergic to de-contamina- • Alien plant growth reacts to human contact and
tion gases from the air vents attracts d6 husks from area 11
• (Secret) Qrix’s possessions can be found hidden
here (Psionic Helmet, Laser Sword & Energy
Shield)

8. OPERATIONS CENTRE 11. RESEARCH AREA


This hi-tech control centre operations room is a The futuristic science research area is a scene of
chaotic scene of destruction, its once sleek walls horror, its laboratory rooms overrun with an other-
and consoles are blackened by fire. Sparks hiss and worldly alien plant-like growth that has blanketed
fly from exposed electronics as the results of the the walls and floor, and consumed all in its path. A
fire suppression system which now floods the room. number of twisted, zombie-like corpses covered in
• Water from fire suppression system has flooded the same plant like material lay on the ground
surface creating a hazard (agility 10 to avoid). • Alien plant reacts to human contact and will
• Two humanoid corpses lies on the ground awaken 6 husks whilst creeper vines will try and
• (Secret) Workstations could be fixed but require entrap the characters and convert them to husks
power. They will show evidence of the past 72 • (Secret) Alien plant grows with power and will
hours and reveal the alien as innocent weaken when its hunger cannot be satiated

9. STORAGE 12. GENERATOR ROOM


The towering shelves of this storage area stretch A large power generator rumbles and hums, its
from wall to wall with various containers holding sleek surfaces obscured by an alien plant-like
precious cargo and supplies growth that pulses with a sickly glow, leeching its
• Open lockers contain 2d6 equipment items energy and spreading its tendrils throughout the
• 2 decontamination gas cannisters are sealed room, as if it had claimed the machine as its own.
and isolated from other storage lockers Two lifeless bodies lie on the ground.
• Locked storage (target 15) contains d6 weapons • Corpses are dormant husks
• d6 power cells may be scavenged
• (Secret) Cutting off this supply will prevent the
creature from growing further.

OUTPOST 5 43
OUTPOST 5
In a grim dystopian future where elite mega-corporations
are all powerful, earths resources are rapidly being
depleted to support the planets vast technological
infrastructure and over-population.
However, there is hope for mankind with the recent
discovery of interstellar travel providing new
opportunities to explore and harvest resources in the
cosmos.
You are a downtrodden citizen looking for a new
opportunity in life. With your fellow crew-mates you
have purchased rights to a sector of land on a newly
discovered planet in a distant galaxy and owe the
corporate a group 200,000 debt. Your home-base is
designated Outpost 5.
Your task is to turn Outpost 5 into a viable venture
by securing sufficient resources to re-pay your debt;
defending the outpost from threats and exploring your
sector for new opportunities. Failure to achieve this
goal will result in termination of your lease and
potential imprisonment for corporation debts.
However, upon arrival at your home-base you realise that
humans are not the first visitors to this planet with
evidence of previous civilisations of an alien origin.

EXPLORE • SCAVENGE • SURVIVE


HTTP://NAMELESS-DESIGNER.ITCH.IO/OUTPOST-5
44 OUTPOST 5

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