Outpost 5 Rules
Outpost 5 Rules
Outpost 5 Rules
2 OUTPOST 5
OUTPOST 5VERSION 1.0
ARTWORK
CREATED USING MIDJOURNEY AI
OUTPOST 5 3
HOW TO PLAY OUTPOST 5
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 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
6 OUTPOST 5
GAMEPLAY & EXPLORATION
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.
8 OUTPOST 5
COMBAT & DANGERS
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
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
10 OUTPOST 5
ADVANCEMENT
Every 5 missions the character survives they gain
the following benefits:
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
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
OUTPOST 5 13
OUTPOST 5 CHARACTER SHEET
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
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
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
OUTPOST 5 17
THE OUTPOST
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.
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
PORTAL EXPLOSIVE
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
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
EXPLOSIVE EXPLOSIVE
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
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
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
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
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
1X UNIT (5,000 CR) 1X UNIT (250 CR) 1X UNIT (1,000 CR) 1X UNIT (500 CR)
RESEARCH SCRAP
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
32 OUTPOST 5
OUTPOST
OUTPOST 55 33
ENTITIES
ENTITY DESCRIPTION
• 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
OUTPOST 5 35
HUMANS
36 OUTPOST 5
CRITTERS
OUTPOST 5 37
DROIDS
38 OUTPOST 5
ALIENS
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
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
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.
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
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.