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Contents
INTRODUCTION..................................................................................................................................................................................................... 4

TIMELINE, HISTORY, AND GAME SETTING ........................................................................................................................................................ 4

CHAPTER 1 - GAME OVERVIEW .......................................................................................................................................................................... 7

What You Will Need In Order To Play ...................................................................................................................................7

How to Play the Game ...............................................................................................................................................................7

Rules Of Play..............................................................................................................................................................................9
Salvage Company Structure....................................................................................................................................................9
Turn Sequence ........................................................................................................................................................................9
Strategy Points ........................................................................................................................................................................9
Fog Of War ...........................................................................................................................................................................10

Movement .................................................................................................................................................................................11
Exclusion Zone Rule.............................................................................................................................................................11
Merging Units Together........................................................................................................................................................12
Infantry Embarking Onto a Vehicle......................................................................................................................................12
Vehicle Crew Disembarking.................................................................................................................................................12
Movement Restriction from Terrain .....................................................................................................................................12

Shooting ....................................................................................................................................................................................13
Visible Targets and Range ....................................................................................................................................................13
Infantry Screen Rule .............................................................................................................................................................13
Shooting At Infantry .............................................................................................................................................................13
The ‘Returning Fire’ Rule.....................................................................................................................................................14
Vehicles Shooting .................................................................................................................................................................15
Machine gun (front 180 o).....................................................................................................................................................15
Shooting At Vehicles ............................................................................................................................................................15
VEHICULAR DAMAGE TABLE .......................................................................................................................................16
INTERNAL DAMAGE TABLE ..........................................................................................................................................17
SUPERSTRUCTURE FAILURE TABLE ...........................................................................................................................17

Weaponry .................................................................................................................................................................................18
Description Range Special rules ...............................................................................................................................19
Equipping Infantry With Weapons .......................................................................................................................................20
Difficult to Obtain Rule ........................................................................................................................................................20
Very Difficult To Obtain Rule ..............................................................................................................................................20

Hand-To-Hand Combat (Knuckle Time!) .............................................................................................................................20


Engaging In Melee ................................................................................................................................................................21
Playing Out A Melee ............................................................................................................................................................21
Combat Roll ..........................................................................................................................................................................21
Bravery Tests ........................................................................................................................................................................23
The ‘Exclusion Zone’ Rule and Melee Combat....................................................................................................................24
Assaulting Vehicles ..............................................................................................................................................................24

Company Loyalty.....................................................................................................................................................................25
LOYALTY TEST CONDITIONS........................................................................................................................................26
The Retreating Infantry Rule ................................................................................................................................................26
Permanent Changes To A Company’s Loyalty Score...........................................................................................................26

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Gathering Valuable Salvage On The Battlefield ...................................................................................................................27
Recovering Salvage from a Salvage Counter........................................................................................................................27
Loading The Recovered Salvage Onto A Vehicle ................................................................................................................28
Transporting The Salvage To The Drop Zone ......................................................................................................................28

CHAPTER 2 – MANAGING YOUR COMPANY ................................................................................................................................................... 30

Salvage Crew............................................................................................................................................................................30
Setting Up and Equipping Your Salvage Company..............................................................................................................31
Employing New Crew Members...........................................................................................................................................32
Skill/ Upgrade Points Available After Recruitment..............................................................................................................32
Skills and Upgrades ..............................................................................................................................................................33
BIO Crew Skill List ..............................................................................................................................................................33
MEKK Crew Upgrades List..................................................................................................................................................35

The Company Boss and Company Shareholders..................................................................................................................36


Boss Skill List .......................................................................................................................................................................36
Vices .....................................................................................................................................................................................37
Placing a bounty on the head of a company boss..................................................................................................................38

Equipment for Your Salvage Company.................................................................................................................................39


Equipment – Special Descriptions ........................................................................................................................................40
Vehicles And Heavy Equipment Available On The Outer Rim............................................................................................41
Demolition ‘Bot ....................................................................................................................................................................41
Salvage Dog ..........................................................................................................................................................................42
Phoenix .................................................................................................................................................................................43
Arachnid................................................................................................................................................................................43

Company Assets .......................................................................................................................................................................44

Bank Loans...............................................................................................................................................................................46

CHAPTER 3 - GAME MISSIONS.......................................................................................................................................................................... 47

Mission Deployment And Maintenance Costs For Your Crew............................................................................................47


Recovery/Repair Rolls for Infantry Casualties .....................................................................................................................48

Determining A Mission............................................................................................................................................................48

1) Salvage Rights Mission........................................................................................................................................................49


Introduction...........................................................................................................................................................................49
Deployment & Salvage Counters..........................................................................................................................................49
Condition 1 ...........................................................................................................................................................................50
Condition 2 ...........................................................................................................................................................................50

2) Salvage Raid! .......................................................................................................................................................................50


Introduction...........................................................................................................................................................................50
Deployment & Salvage Counters..........................................................................................................................................51

3) Fight Over An Asset ............................................................................................................................................................52


Introduction...........................................................................................................................................................................52
Deployment...........................................................................................................................................................................52

4) Rescue/ Recovery Mission...................................................................................................................................................53


Introduction...........................................................................................................................................................................53
Deployment...........................................................................................................................................................................54
Winning Conditions ..............................................................................................................................................................54

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FINAL THOUGHTS ............................................................................................................................................................................................... 55

RULE CHANGES AND NEW MATERIAL FROM VERSION 2.0 TO 3.0 .............................................................................................................. 56

ACKNOWLEDGEMENTS ..................................................................................................................................................................................... 56

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This game has been designed for the use of both 25mm and
15mm miniatures.

All movement and firing distances displayed will be in inches for


use with the 25mm miniatures. Directly next to these measurements
will be a number in brackets. Example: [7] representing inches for
15mm miniatures. Therefore the example 12” short [7] represents a firing
distance of 12 inches for 25mm figures and a firing distance of 7 inches for a
15mm figure.

We may have overlooked some distances so all you need to do is convert


by multiplying the inches by 60% or .6 and then round up or down.
Example: 12 x .6 = 7.2 or 7.

We would appreciate it if you let us know about any errors you may find.

Introduction
You are a Star Mogul and the owner of a newly formed Salvage Crew. The outer rim is a treasure trove of lost
or abandoned property. Your mission is to stake your claim by force if necessary to these forgotten riches.

Salvage Crew: Star Mogul is a set of rules for use with the 25mm and 15mm scale, table-top sci-fi war games
miniatures manufactured by Mega Miniatures at www.MegaMinis.com (The 15mm line as of March 2011 is in
pre-production and should be available this summer).

Timeline, History, and Game Setting

<Welcome enquirer! Excerpt from: 575 Pan Galactic Archive - basic history. Sub Ref: Salvage
recovery recruitment.>
After the discovery of the Tachyon Drive by the Tread Lightly Corp. in 2227, the era of slow and difficult
expansion to the stars was over for mankind. Previously, only a small number of great expeditions to the stars
were undertaken with manned crews after the ‘pale blue dots’ - Earth-like planets - began to be discovered back
in the 2020s.
The journey times of the ‘Great Expeditions’ lasted decades. No word of their success or failure could be received
until long after any events had occurred. Nevertheless, despite some dramatic failures, many of the colonists
involved in these expeditions succeeded, and word did get back to Earth that humanity had finally broken free
from its cradle and was living and developing its culture on other worlds.

All this took a long time to accomplish - the Tachyon drive changed all that. A revolution in space travel
occurred for all the nations of the Earth shortly after its discovery as the details of the technology were leaked,
bought or stolen. Mankind was already well established throughout the home system by 2227, with working
colonies on several of Jupiter’s moons, Mercury, the Asteroid Belt and Earth’s Moon. The terra-forming and
settlement of Mars into a wider more accessible habitation for humanity was also well under way.

After 2227, numerous nations and groups began building their own armadas of star ships, mostly with the
intention of colonizing even further afield than previously achieved by the Great Expeditions. For many more pale-
blue dots had been seen since they first began to be discovered, and the new technology quickly became readily
affordable. Earth was a crowded place and the prospect of establishing a fresh vibrant society with planet-wide
and unchallenged resources elsewhere was an enticing prospect for many political and/or religious organizations
who found it difficult to gain ground on Earth. Out amongst the stars, power was not yet held tightly in the grip of
the largest governments and corporations.

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A race began with the intention of colonizing space and large sums of money were offered to Earth’s civilians to
enlist in the ranks of the many armadas leaving for the outer colonies.
This time became known as the ‘Young Exodus’, as most of the colonists were chosen for their youth and vigor.
The call of the colonies lured many out into space to an uncertain future, but many saw the benefits over a
crowded and stifling life on Earth.

The colonies were initiated, some over 100 light years from Earth. However, a number of them reported
discovering evidence of ancient relics from a long dead civilization, which was compounded even further when the
evidence was collated and the results seemed to indicate the different colonies were reporting evidence from
what were the relics of the same civilization! The ruins and artifacts discovered proved to be more than 400,000
years old. The discovery came initially as a shock for much of humanity. Besides the many scientific/archeological
forays to discover further evidence, many saw it as an opportunity to get rich quick, and sought to discover
valuable artifacts among the alien ruins, of which there seemed to be many. With the help of the Tachyon drive, it
was possible for small groups to begin combing the ever-expanding frontier of space for more of these valuable
alien relics. A new gold rush began, led by factions emerging from the original human colonies established during
the Great Expedition phase, who found themselves in the best position to capitalize on the momentous
discoveries to be found amongst the ruins of the ancient ‘Mimjip’ civilization.

By 2340 mankind appeared to be creating an empire amongst the stars - a source of great hope and joy among
humanity! Earth was in the process of successfully regulating its population and its biosphere, and finally seemed
to becoming, at least for the time being, a healthy global ecosystem. Except for the efforts of the ‘dissention’, the
global economy was also largely healthy, and very few went without food or life’s necessities. The home system,
although crowded, prospered well and a golden age seemed to descend for an entire generation.

The independence of the colonies was not seen as a problem initially by the home system, but more a necessity
due to the logistical problems of maintaining control over them. The colonies were also motivated to declare some
independence from the home system as the support they received turned into offers of trade. This was acceptable
for all concerned - for a while. Then the discovery of the ‘Forge’ at Alpha Centauri occurred and relations broke
down rapidly. The ‘Alpha Forge’, as it became known, was an orbiting starship construction platform the Mimjipani
race had left behind. Its technology relied upon the gathering of rare elements from the local asteroid belt which
were then shaped and tempered slowly into a near indestructible starship hull deep in the fires of Alpha Centauri
itself. It was the outer colonists that discovered the forge and worked out its operating procedure, but the obvious
military implications of the new starship hulls became apparent quickly to Earth and the governing bodies of the
home system. Using heavyweight diplomatic and economic muscle, the council of Earth attempted to obtain
possession of the forge for itself. The whole situation deteriorated badly not long thereafter when earth’s council
declared all members of the newly formed ‘Federal Union’ on the Outer Rim in violation of their legal obligations
and sent in a cohort of storm troopers to obtain the Forge by force. The assault was repelled, just barely, by the
efforts of a lieutenant engineer Thomas Redcloud (awarded the ‘Gold Aurora’), who fixed the entire docking area
to self destruct, catching the storm trooper reinforcement party off guard and allowing the defenders to
consolidate their defenses in time.

After this, the Frontier Union organized the Alpha Forge with heavy artillery in case Earth tried to take this
valuable artifact by storm again. There was no declaration of war – the Frontier Union had no army. So they had
no choice but to organize one in response to the actions of Earth, and also, the growing number of slave raids by
the Hydrissian ‘devourer’ cult on the fringes of known space that began in 2442 (ref. ‘Hydrissians’). The Frontier
Defense Force (FDF) was organized and ties with the home system became much more restricted as the colonies
strove for self sufficiency.

Around this time, shortly after the century turned to the 2400’s, a new threat loomed on the horizon. The discovery
of the ‘Mimjip Pathogen’ reared its ugly head, though too late for many on the frontier. Somewhere among the
exploration and exploitation of the ancient Mimjip ruins a deadly virus had been released. The virus had lain
dormant for many thousands of years, and was probably thought of as an innocuous infection by the ancient
Mimjipani race. The accidental release of this virus had devastating consequences on humanity as it lay semi-
dormant for several decades before it was discovered and made itself felt. By this time it had spread throughout
the colonies and throughout the home systems. The resulting pandemic killed many millions, and has brought
mankind’s fledgling empire among the stars to its knees.

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Entire space colonies have now lain deserted for decades and much that was built has now been laid to waste.
Finally, in more recent years, the Mimjip pathogen seems to have played itself out, and cases are becoming much
rarer. Perhaps only those who are naturally able to fight the virus have survived. Nevertheless, the road is now
open for those who are brave enough, or perhaps foolish enough, to begin the process of rebuilding what was
lost.

This is where you come in! With enough money to buy a salvage starship, and employ a rough and ready crew,
you can see the opportunities that await someone who can survive on the Outer Rim and gather the resources left
behind from the ruins of two empires, one human, one alien.

Will you accept the challenge of the distant stars and set up your own company on the frontiers of deep space?
The council of Earth, the Frontier Union and Humanity needs people like you, people who have enough grit to
take up the challenge, heed the call of the distant stars, and become a Star Mogul! <End of recruitment file,
visit your nearest FU administration department for further information, please insert another credit …>

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Chapter 1 - Game Overview
What You Will Need In Order To Play
• Pencil and paper
• Handful of six-sided dice referred to as (D6)
• Measuring tape or yardstick.
• Table-top or floor space area, at least 4’x4’
• This rule set
• A clip board to keep your notes tidy
• The provided 2D paper Starter Salvage Crew figures.
• The provided 2D Salvage Pile counters, and 2D Deployment zones.
• Various ruined buildings or structures. Free 3D paper buildings will be available in May 2011.

Note: When asked to roll 1D6 that means one dice. 2D6 is two dice and so on. Sometimes a plus or minus sign
appears after the number 6 such as 1D6+3 meaning after rolling one die add three to the results. 1D6-2 means to
roll one die and subtract two from the total. If you roll a 1 on a D6 and then subtract 2 equaling -1 or any negative
number you simply failed your roll.

How to Play the Game


Salvage Crew: Star mogul, Ruins of an empire’ is usually played out on a tabletop or on the floor. You will need a
space of at least 4 feet x 4 feet to play out a good game with at least two players. If there are more than two
players present you will need a larger playing area to accommodate the larger number of models in play. A
salvage company may typically consist of 10 – 20 infantry models and 1 – 6 vehicle models (see Salvage Crew
Starter Unit page 57).

The game setting takes place around 2450 AD and is all about each player creating their own salvage company
out on the wild frontiers of known space, maintaining it like a business through adversity and hopefully to the
heights of success. With crew members to pay wages to and equipment to buy and maintain for your crew to use,
you will find yourself running out of money quickly if you cannot find a way to earn some hard cash out on the wild
frontiers of the Outer Rim.

You (the salvage company boss) will create your company from the meager funds you have accumulated through
years of gritty adventuring in space. Once you have attracted a suitable set of crew members and purchased the
equipment you think you will need to start out in your new profession, it will be time to begin chasing rumors and
news reports of lost space colonies, crashed star freighters or alien artifact sites. Though don’t think it will be as
easy as just arriving and collecting anything valuable! There are many other salvage companies and opportunists
out there who are also desperate for a quick cash haul. You will be competing against them for your share of any
valuables, and that means you are going to have to get nasty. You will need the best equipment and finest crew
to succeed.

A game of Salvage Crew: Star Mogul usually begins with the random positioning on the playing area of valuable
items that are to be fought over by the players. These items are called ‘salvage counters’ and represent piles of
debris, industrial equipment or even small ruined buildings where any items of value will need to be sorted or
‘recovered’ from. This work is most commonly carried out by your salvage crew members.

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After the salvage counters have been positioned at the start of the game, all players will place their own Drop
Zone marker upon the playing area. Each player only has one of these normally and it represents the area on the
field of battle where a player’s salvage crew and equipment are dropped off onto the planet surface by a drop
ship, in readiness for the coming fight. Also, once the valuable items have been ‘recovered’ from salvage
counters, a player will need to get them back to their ‘Drop Zone’ in order to have them airlifted out. This is carried
out by a players ‘cargo vehicles’ which are essential equipment for a salvage company boss! You can then sell
the salvage later at a handsome profit margin (hopefully).

That is a player’s primary goal in the game – to extract as much salvage as you can during a game in this fashion
and make as much money as possible afterwards when you sell what you have recovered.

However, a player must also attempt to prevent the opponents from gathering salvage in the same manner. If a
player cannot do this then they will find themselves with little salvage to sell, and also playing against more
formidable opponents in subsequent games as the competition builds their force faster than them because they
will have more money available to them.

So, a player will have to engage opponents in fire fights, and even in hand to hand combat as well, in the hope
that they can weaken and disrupt the activities of the competition during that game and obtain more salvage to
sell.

Each player takes it in turns to perform actions (like moving and shooting) with the models within their salvage
company. But there is a twist – the ‘turns’ players take are interrupted midway with a random dice roll on the ‘Fog
of War’ table which can allow a player the ability to increase their level of activity for that turn – OR it can have the
opposite effect and allow the opponents to be active instead. In this way a player can be active even when it isn’t
their turn! This aspect of the game gets even better with more than 2 players as you can end up being more
active on your opponents’ turns than you can during your own! This adds a level of unpredictability during a game
that keeps all players involved at all times.

A player can leave a game at any time by ‘calling down their drop-ship’ to collect all crew, equipment and salvage
in the drop zone. This should not be taken lightly as this imparts advantages to those players still left in the game.
The level of competition for the remaining salvage will be reduced for those players – making their lives easier.
Also, if a player has crew and equipment left outside of the drop zone as they call their drop ship in, they will be
left behind. This can have a devastating effect on the loyalty of the rest of your salvage crew as your salvage boss
will be seen as a bad leader. However – if a player’s company is in dire straights, calling down the drop ship might
be the only course of action before the player sees their whole salvage company wiped out!
The game ends when all but one of the players has called down their drop ship and evacuated their salvage
company from the battlefield. The last player standing on the field has the advantage of being able to rally all crew
and equipment back to their drop zone without leaving anything behind. However, any remaining salvage must be
left, unless it is already loaded onto a cargo vehicle, as the opponents may shortly be carrying out an orbital
bombardment of the area to neutralize competition. A common practice among cut-throat salvage companies on
the Outer Rim.

Once the game is over each player can sell whatever valuable salvage they gained either to the local government
or on the black market. The money obtained from such sales is used to employ new crew, buy new equipment or
if a player is unlucky, just cover the expenses from the last mission.

There are other game ‘missions’ that will occur as well. All of them revolve around obtaining valuables from the
field of battle. You might find yourself in a head on battle with an opponent for the ownership of an abandoned
manufacturing plant, or valuable alien artifact site. Or you might find yourself acting under the employment of the
local law forces to investigate reports of smuggling in a particular area. You might even find yourself doing the
smuggling!

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Rules Of Play
Salvage Company Structure

Your army or Salvage Company is divided into units. A unit will be either a VEHICLE(s), or a group of
INFANTRY. All units will come under one of these two categories.

Infantry units must have at least 4 models in them at the start of the game. Units of vehicles may have any
number of models in them at the start of the game.

Players take it in turns to maneuver their armies across the board to obtain their goals, usually in search of
valuable salvage. Though often there are other stakes to play for, depending on the mission that has been
decided upon by the players. Each player ‘turn sequence’ is as follows:

Turn Sequence
1) Phase 1: Perform actions like moving and shooting.
2) Fog of War phase: Roll a dice to determine random occurrence.
3) Phase 2: Perform actions like moving and shooting
4) Work out hand to hand combat.
Then the opponent has their go – move back to point 1).

Strategy Points
Each player turn, a player has a number of strategy points (SPs) to spend on operating his entire force. The
number of strategy points available to each player represents the level of strategic influence on the battle that the
company boss has. Influenced by factors such as his or her overall level of awareness of the ongoing situation,
the size of his/her force and any skills that may be employed to swing the battle in a favorable way.

The number of strategy points available to a player on each of his/her turns is equal to the number of units
that player has in play currently (less any units that are fleeing or have been completely destroyed) with 2
added to it. (No. of units currently in play +2).

So the number of available SPs for each player will be individually tailored to their salvage company, and liable to
change whenever units are lost or vehicles destroyed. A new tally should be made at the start of each of your
turns to see how many units you have in play.
Skills that your company boss (you) may be able to employ may also add to the number of strategy points you
have available each turn.

Strategy points will be spent, most of the time, on a unit performing one of the following actions:
• movement (including embarking/disembarking a vehicle)
• shooting
• recovering salvage from a salvage counter
• loading salvage onto a cargo vehicle
• rallying fleeing units (compulsory)
• merging units together
• regrouping after melee

There may be other actions not listed here that can be performed during a game that will cost SPs. These will be
detailed later in the appropriate section.
Other actions may occur during a player’s turn, or even during the opponent’s turn, that DO NOT require SPs to
be spent on them, but these will be the results of either special abilities, or specific reactions against specific
occurrences. (The most common being the ‘return fire’ allowed by an infantry unit being first fired upon by an
enemy infantry unit, during the enemy turn - see ‘The ‘Returning Fire’ Rule on page 14).

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Each strategy point may be spent on the actions of only one unit within the player’s force. All models
within that unit must perform the same type of action if they are able. Those that cannot perform the action
will do nothing while that SP is spent and the action is carried out by the rest of the unit.

Furthermore, each player turn is divided into two halves: Phase 1 and Phase 2. No more than half the available
strategy points can be spent in each phase. If there is an uneven number of strategy points available – the odd
point is available only in Phase 1. (i.e.: round up!)

e.g.: A force with 9 SPs would spend 5 in Phase 1 and 4 in Phase 2.

In any of your phases, you may spend the available SPs on any of your units you like, in any order until all the
SPs available to you that phase have been used. So, spending SPs on shooting, movement, recovering salvage,
rallying retreating infantry or any other action may happen in any order you wish. You cannot spend more than
2 SPs on the same unit in one phase,

Fog Of War
The purpose of dividing the player turn into halves in this manner is to allow the FOG OF WAR ROLL on the ‘Fog
of War Table’. This aspect of the game can add unpredictable events that simulate the confusion and lack of
strategic awareness experienced by members of a salvage crew involved in the ongoing battle at ground level.
The presence of high technology, and sophisticated sensing and imaging equipment on the field does not
necessarily mean that salvage crews will have an entirely accurate view of the proceedings!
It should be mentioned that this can be an important part of player strategy – especially if they can use it to
confound or counter the efforts of the other player(s).
After the player whose turn it is has finished spending their SPs for Phase 1, the dice are rolled, and a result
determined immediately from the ‘FOW’ table shown below.
Fog of War Table
(Roll 2D6 and add the scores.)
Result

2 – 3 You gain +2 Strategy Points (SPs) to be spent IMMEDIATELY, before the next phase
occurs. Otherwise they are lost. They may not be spent on the same unit.

4 – 6 You gain +1 Strategy Points (SPs) , to be spent IMMEDIATELY, before the next phase
occurs. Otherwise it is lost.

7 No result, carry on into next phase.

8 – 10 Your opponent(s) gains +1 SP, to be spent IMMEDIATELY, before the next phase occurs.
Otherwise it is lost.

11 – 12 Your opponent(s) gains +2 SP, to be spent IMMEDIATELY, before the next phase
occurs. Otherwise they are lost. They may not be spent on the same unit.

Strategy points gained from the FOW table in this way may be spent on units IN ADDITION to their normal
allowance of SPs per turn. If you gain SPs from FOW during the opponent’s turn (results 8 – 12 on the 2D6)
they do not affect your total SPs available when your next turn comes around. They are effectively free.

Neither player may take any actions during the Fog of War phase other than those that are a result of, or
are directly related to, the spending of any free SPs granted by the FOW roll that turn.

After the FOW results are worked out, the player whose turn it is moves onto phase 2 of his turn, and spends his
remaining strategy points. Unused strategy points are not carried over into the player’s next phase or turn.

After this, it is the other player’s turn.

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Movement
Your force will consist of a number of different groups of infantry and vehicles. Each group, or unit should
preferably be organized so that it plays a role upon the battlefield (e.g.: offence, defense, salvage acquisition).
Each vehicle is also a separate unit. Vehicles should also be purchased with a particular battlefield role in mind.

If you spend one strategy point on movement, then one of your units gets to perform its movement, though you
may opt to have some of the models in the unit stand still , as long as they stay within 4” [2.5] of the unit leader
(see ‘Exclusion Zone’ rule below ’).

Humanoid, bipedal infantry (including bipedal MEKKs) will normally move up to five (5) inches per
strategy point spent, and vehicles will move anywhere up to twenty (20) inches per point depending upon
the type of vehicle. [12] in 15mm scale.

Ground vehicles may alter their facing as far as they wish at any point during their movement, but they are
restricted in the number of times they can turn like this every time they have 1 SP spent on moving them. The limit
on the number of times per SP a ground vehicle can make a turn of any arc is called the ‘turning’ score’. Flying
vehicles are dealt with a little differently.

Whenever you spend SPs on Flying vehicles’ movement, that model is also limited in the amount it can turn its
directional facing by the ‘maneuvers’ score. This maneuver score is mentioned in each flying vehicles’ individual
description, along with its movement score. When a flying vehicle maneuvers, it can turn anything up to, but no
more than 45o (half a right angle) for every maneuver point it has available whenever an SP is spent on its
movement. Once a flying vehicle has used up its allocation of available ‘maneuvers’ during a move, it can no
longer turn and must do any further movement in a straight line. It is a good idea to mark the bases of flying
vehicles with the eight points of the compass (just tiny dabs of white paint at 45o to each other) which will help you
turn your flying vehicles accurately and clearly during a game. Mark one of these points boldly, so that you can
determine which direction the model is facing at all times. See the diagram below.

If a flying vehicle has the description ‘freedom of movement’, then


it has an unlimited number of maneuvers available whenever it
moves, and may change its facing as and when it wishes during its
movement.

Some flying vehicles also have a ‘minimum movement’ value in


inches due to the powerful engines they employ whilst moving.
This is the minimum movement the vehicle must move when an
SP is spent on it moving. Flying vehicles cannot finish their
movement on obstacles or other models. If a flying vehicle has no
choice but to end its move on a terrain feature on the board that is
higher than 2” then it will crash into it and receive 3D6 damage. If
the terrain feature is less than 2” high, or if the move ends on a
model – just shorten the vehicles movement enough to avoid a
crash.

Exclusion Zone Rule

One of the models in an infantry unit should be nominated ‘unit leader’ and a second model nominated as ‘2nd in
command’. Infantry models in an infantry unit must try at all times to keep their base or a part of it, within the unit
leaders exclusion zone - a 4” [2.5] radius around the unit leader. The only time this rule may be intentionally
broken is during a sprawling hand to hand combat – which is detailed later in the ‘hand to hand combat’ section. If
for any reason an infantry model finds itself entirely outside of the unit leaders exclusion zone, all models in the
unit must try to move back into contact with the exclusion zone as soon as possible.

If the unit leader should die, then the 2nd in command should be nominated to take over as normal. If this model
should die as well, then promote another (3rd) leader, but to continue operating as normal on the playing area, a

11
‘company loyalty test’ must be made for the unit at the start of each of your phases. Full rules for the ‘LOYALTY
TEST CONDITIONS’ appear on page 25.
Vehicles do not need to be organized into units since each vehicle is a unit.

Straggler models
Sometimes a model may find itself alone on the battlefield at the start of one of your phases and is unable to
move to a friendly unit leader’s exclusion zone that phase. If this occurs then they become subject to the
‘Straggler Rule’. That model may only stay where it is currently located, or it may fall back steadily directly to
the drop zone at full speed. It costs no SPs to move the model across the playing area during each of your
phases (movement occurs in phase 1 and phase 2 only). The model may only shoot if it is ‘returning fire’. If
any model in a similar unit type that is within its leader’s exclusion zone approaches within 4 inches [2.5] of
the ‘straggler’ model, the model becomes a fully functioning normal unit member again, and may be moved
automatically into a position that puts it within the leaders exclusion zone, AND also in base contact with the
unit member that appeared within 4 [2.5] inches initially. (Or as close as possible to it). The unit the model
joins may be a different one to its original unit.

Merging Units Together


Two or more units may merge into one larger unit during one of your phases by moving all the models involved to
within 4” [2.5] of the model that is nominated as the leader of the new unit. This costs 1 SP to perform. The new,
larger, unit is not created until the SP is spent.

Infantry Embarking Onto a Vehicle


For an infantry unit to embark upon a vehicle, the vehicle must have the designation ‘transport’ in its description.
The vehicle should have in its description the ‘passenger capacity’ which does not include the vehicle crew. For
the infantry to get on the vehicle, the vehicle must remain stationary for the entire phase the troops are
embarking. The infantry must move onto the vehicle so this will cost 1 SP to perform. The infantry do not need to
start in base to base with the vehicle, they may move in from some distance during the embarking move. As soon
as the infantry models are in base contact with the vehicle they may then immediately embark. Infantry may start
the game embarked upon a vehicle. A vehicle may not carry passengers if it is carrying salvage, or vice
versa.

Vehicle Crew Disembarking


Vehicle crews or passengers can disembark by spending 1 SP. Place the models anywhere within 2” [1] of the
vehicle. The crew and/or passengers then become a new infantry unit and must nominate a leader. If the crew
and passengers disembark you may have the crew form a different unit than that formed by the passengers. This
all still only costs 1 SP to perform. The unmanned vehicle and crew combined now count as one unit in total for
the purpose of calculating how many SPs that player has to spend each turn. Vehicle crew with the ‘engineering’
skill will have to disembark if they wish to avoid a penalty when using that skill to repair a vehicle.
Vehicle crew will become ‘stragglers’ if their vehicle is destroyed while they are outside of it. If more than one
crewmember becomes a straggler treat them all as independent models.

Movement Restriction from Terrain


Infantry and vehicle movement may be restricted by dense or difficult terrain. This will result in a reduction in the
movement allowed (in inches) for the respective models. Players should decide, before the game starts, which
terrain features on the board constitute movement restrictions, and also how much each feature actually restricts
movement. E.g.:

Difficult Terrain (scrub, light woods, mud, climbing a hill): Infantry, -1” per SP spent; ground vehicles -2” or -3” per
SP spent

Very Difficult Terrain (Marsh, very steep hill, dense wood, crater): All movement halved.

12
Shooting
All weapons, whether they are carried by infantry or mounted on a vehicle have a damage dice roll. For instance,
the Arclight Blaster will inflict 1D6 + 6 damage to a target when it hits. To determine if the weapon hits the target,
the operator needs to make a weapon skill check on 2D6. (In this case a small arms weapon skill check, as that
is the category in which the Arclight Blaster falls) If the result is equal to or lower than the operator’s skill level,
and it is within the weapons range, then the attack is successful. Remember that skill in one weapon category
(e.g.: small arms, heavy weapons or heavy artillery) is not transferable to another category – they are different
skills. Each skill covering the variety of weapons in each category.
Spending 1 Sp on a unit shooting means all models in that unit must shoot if they can. However they may choose
different enemy models as targets, even if the targets are attached to different enemy units. Individual models in a
unit may be picked out, and fired upon, as long as they are within line of sight, and within the weapon range. A
model base (friend or foe) will block line of sight for firing. For infantry blocking line of sight, take the base size, for
vehicles take the vehicle ‘footprint’ on the table.

Infantry models may only shoot one of their equipped weapons every time an SP is spent on their unit shooting.
Vehicles may shoot all of their weapons.

Visible Targets and Range


To determine if a target is visible or not, get down at eye level on the table and see if there is a significant portion
of the model visible. A rule of thumb is that at least one third of the model base must be showing to be targeted,
regardless of whether it is infantry or a vehicle. For flying vehicles, one third of the model itself should be visible
as the base itself is often hidden at ground level on the tabletop.
This rule will be subject to varying interpretation at times, so common sense, as well as fair play and fun should
rule the hearts of both players involved when determining visibility.
If a target is out of weapon range, it is not visible.

To hit a target at short range, roll the skill dice normally to determine a hit. If the target distance is long range,
then reduce the skill level by –2 on the 2D6 skill dice roll when determining a hit.
Also, if shooting at a target in short range, and your model base has a higher elevation on the playing area than
the highest point of the target model by more than 3”, (e.g.: due to standing on a hill, or on a wall) you may add
+1 to the shooter’s weapon skill.

Vehicles have ‘firing arcs’ which may restrict what can be fired upon by the weaponry mounted on the vehicle.
This is detailed below in the ‘vehicles shooting’ section.
An infantry model has a 360o firing arc.

Infantry Screen Rule


A model based on the ground (not flying vehicles) cannot shoot at a target through two intervening models (either
friend or foe) if the intervening model’s bases are less than 1” apart. Also remember that you need to see at least
one third of the targets base to be able to target that model. In this way, your infantry models can form an ‘infantry
screen’ that may be used to protect units, including vehicles, that are directly behind them, as seen from a
shooting model.

Shooting At Infantry
If a shooting attack is successful and the target is an infantry model, then follow this procedure to determine if the
target model is removed from play:

1. Roll the weapon damage dice as stated for that weapon.


2. Add the target’s resilience score and the target’s armor score together, also add any modifiers that may
apply. This will give us the target’s defense score.
3. If the weapon damage exceeds the target’s total score of resilience, armor and modifiers, (i.e.: the target’s
defense score) then the target has been seriously hurt or killed, and is removed from play.

13
4. If the weapon damage equals the targets total score of resilience, armor and modifiers, (i.e.: the target’s
defense score) then the target has been ‘wounded’ (if it is a BIO) or ‘damaged’ (if it is a MEKK). It may
still play a part in the battle if there is somebody friendly on the field with the ‘battlefield medic’ skill (or the
‘technician’ skill if the victim is a MEKK). Lay the injured figurine on its side until it has been attended to by
the medic/ technician. Wounded or damaged crew may not be shot at by the enemy, they are
considered ‘down’ and probably dead by enemy crewmembers who will probably have more
‘lively’ opponents nearby to deal with at that point!

Humanoid creatures generally have a resilience score of 3.

Light armour has a value of 3.


Medium armour has a value of 5.
Heavy armour, or battle armour may have a value of 7 or more.

The target’s total defense score may also be modified by the following types of cover:
1. Light cover (hedges, fences, foliage) = +1 modifier
2. Heavy cover (barrels, buildings, walls, rocks) = +2 modifier
Note: It is worth using building corners as cover. Even though they are vertical, they can still provide
heavy cover for an infantry model. Cover bonuses are not cumulative.

Other defense score modifiers may count, such as a BIO having ‘biomechanical implants’ (which give a bonus
to resilience).

If the target is removed from play in this fashion, they may not necessarily be dead. After the game, the company
boss can roll a recovery/repair roll to see if his recruit recovers. On a roll of 1 – 4 on 1D6 (for BIOS), the target
recovers and may be used in the next game. On a 5 – 6, he’s dead. If the target is a MEKK, this recovery/repair
roll may only be successful on a 1 or 2 on 1D6. This is because although tough and resilient, MEKKs once
knocked out of action will have suffered very heavy damage and probably rendered useless. They do not have
the bio’s ability to self heal. See more on the ‘Recovery/Repair Rolls for Infantry Casualties’ in Chapter 3 - Game
Missions.
A unit may shoot at an enemy unit that is engaged in melee with a third, friendly unit, but a loyalty test must be
made by the shooting unit in order to do so.
Bear in mind that if you shoot at enemy models that are engaged base to base with your own troops, you may hit
your own troops and even suffer a drop in company loyalty as a result. Enemy infantry that are shot at while
already engaged in hand to hand combat may NOT invoke the ‘returning fire’ rule (see below). If you DO
shoot at enemy models that are engaged base to base with your own troops, then for every successful hit, roll a
1D6 – if the result is a 1 or 2 then you have hit your own crew member, and must then roll the damage dice and
resulting effects as if the fire had been made by an enemy. Otherwise the aim is true.

The ‘Returning Fire’ Rule

When a unit is fired upon by another unit, a gun battle may ensue. Any infantry models in a unit, not engaged
base to base in melee, may return fire immediately after any members of their unit are fired upon by another
unit. At no SP cost.

A vehicle unit may return fire immediately after being fired upon by another unit, provided that the unit being
shot at is also within the vehicles ‘firing arc’. However ’heavy artillery’ class weapons may not ‘return fire’
they are too cumbersome to engage in fire-fights.
Before a unit can return fire, casualties must be determined for the initial shooting by the antagonistic (first) unit.
Only then, if there is anybody left alive, may the targeted unit return fire. Therefore a unit may get to shoot at the
Wounded/damaged
enemy during the enemy’sInfantryphase. models and the ‘Coup de Grace’
Any enemy infantry models that come into base to base contact with your wounded/damaged infantry models
may
Whendeliver a ‘coup
returning de can
fire you grace’.
shootProvided you have
at any model in thenoenemy
‘healthy’
unit infantry models within 3” to protect your fallen
that is visible.
comrade. For more about wounded models and medics, please refer to the ‘medic’ skill in the ‘crew skills’ section
later. Wounded
Lastly, models
if your unit may be fire
is returning shotonatan
only on theunit
enemy phase
that they become
is partially ‘wounded’.
engaged Wounded
in melee with models
some ofdoyour
not own
count
as infantry
recruits, screen.
then your unit must make a loyalty test to do so. However, they may return fire automatically (without a
loyalty test) on any models in that enemy unit that are further than 3” [2]from any of your own infantry models.

14
Vehicles Shooting
Weapons mounted on vehicles have a ‘firing arc’ measured in degrees – usually either 90o or 180o. A weapon
firing arc is based on the side of the vehicle associated with the weapon. For instance, a pivot mounted machine
gun on a ‘salvage dog’ truck might have the designation…

Machine gun (front 180 o)

Which would mean that it can fire at any target within a 180o arc of the front of the vehicle.
Another example would be machine gun (left flank 90o), which would mean that it could fire at any target in a 90o
arc on the vehicles left flank. The following diagram illustrates the different weapons firing arcs for vehicle
mounted weaponry.

Vehicle crew must only use the weapons


equipped with the vehicle, while they are
aboard the vehicle. E.g.: You cannot equip a
‘salvage dog’ cargo truck crewmember with a
heavy weapon, and have that model use it
whilst being a ‘gunner’ on the salvage dog.
(See the ‘Equipment – Special Descriptions’
section later for more on the ‘salvage dog’.)
Vehicles can shoot over the heads of friendly
infantry models that have bases wholly or
partially within 3” of the vehicle.

Shooting At Vehicles
A vehicle is a unit. Troops inside a vehicle
cannot be shot at (though they may take
damage as a result of the vehicle itself taking
damage – see the internal damage table
later). A vehicle cannot be shot at through a
screening infantry unit as long as the models
in the screening infantry unit are 1 [.5] inch
apart or less, otherwise two models further
than 1 [.5] inch apart represent a gap which
does not screen the vehicle. Flying vehicles may ignore this rule when shooting at enemy vehicles as they have
the ability to target from the air, which ignores this land based infantry screen. Flying vehicles cannot be screened
in this way.
When shooting at a ground based vehicle you must determine which side of it presents the largest target. This is
the side of the vehicle that must be shot at. If there is any doubt, roll a dice to settle the issue.

When shooting at a flying vehicle you must determine which side of the vehicle is being shot at. You should do
this by marking the base of a flying vehicle model with the eight points of the compass, as described in ‘flying
vehicle movement’ above. The eight points on the base will help determine which side of the flying vehicle
presents itself to the attacker as per the ‘front’, ‘sides’ and ‘rear’ delineations appearing in the diagram on page
11.

Just as infantry are hurt by dice rolls that either equal or exceed the model’s resilience score using the damage
dice, vehicles are damaged by a dice roll that exceeds their armor value. All vehicles have an armor value for
the front, rear, either side (flanks) and top. The top armor is only a viable target to flying vehicles that are in line of
sight and within 12 [7] inches; or infantry within 12 [7] inches that are positioned in a building (or equivalent)
which raises them at least 3 [2] inches above the top of the vehicle model chassis (not including aerials and other
paraphernalia that are attached.)

For every point that the damage dice roll exceeds the vehicle armor value, a roll on the vehicular damage
table is made. For example, a vehicle with 8 armor value on its left flank is hit by a Tachyon rifle, which does 11

15
points of damage. This means 3 dice rolls are made on the vehicular damage table (11-8=3). Each dice roll on the
vehicular damage table is made by rolling 1D6.

Furthermore, all vehicles in the game fall under one of two categories: either civilian class or military class. The
only difference this makes is that civilian class vehicles can have their armor score permanently reduced by
enemy fire as the makeshift armor that is bolted and welded onto these vehicles is shot off and blown apart. This
is represented by results 1 to 3 on the vehicular damage table (shown below). Military class vehicles have much
better armor, which is designed to withstand battlefield damage. Therefore, the first three results on the vehicular
damage table are ignored if the vehicle falls under the military class in its description.

Additionally, each vehicle has a superstructure score that can also be reduced by enemy fire. When the
superstructure score is reduced to 0, that vehicle will suffer a catastrophic failure, represented by a roll on the
superstructure failure table (page 17).

VEHICULAR DAMAGE TABLE


(Roll 1D6)
1. Lose 1 armor point permanently on the side of the vehicle taking fire (only applies to civilian class vehicles)
2. Lose 2 armor points permanently on the side of the vehicle taking fire (only applies to civilian class vehicles)
3. Lose 3 armor points permanently on the side of the vehicle taking fire (only applies to civilian class vehicles)
4. Lose 1 superstructure point permanently
5. Lose 2 superstructure points permanently
6. Internal damage! Roll on the INTERNAL DAMAGE table below

Two salvage groups shoot it out!

16
INTERNAL DAMAGE TABLE
(Roll 1D6 – only results 1, 2, and 6 are cumulative)
1. Crew hurt – all vehicle crew suffer from a small explosion in the cab, or a dramatic drop/increase in
pressure. All vehicle crew make a RES test by rolling 1D6. Compare the result with each crew members’
resilience score. If the dice roll is higher than the crew RES, then that crew member dies. This will
probably curtail one of the vehicle functions. Either movement or weaponry. Until another person can
take over the role – this replacement must have the appropriate skills. The replacement may come from
an infantry unit nearby. Resize the infantry unit - this reduction in unit size does not count for infantry
unit casualties. If the vehicle is a ‘demolition ‘bot’ then just deduct 2 from the superstructure points
instead.
2. Weapons system shut down permanently – roll randomly to determine which weapon on the vehicle
is effected, if there is more than one weapon equipped on the vehicle. Ignore if no weapons present.
3. Immobilized – may be repaired by someone with ENGINEER skill (the driver may have this skill).
Repairs may be attempted during the next phase, and each phase thereafter. The engineer must remain
within 1 [.5] inch of the vehicle and may not engage in shooting or fighting while repairing the vehicle.
The vehicle may still shoot, but may not move or turn facing. If the vehicle is a flying vehicle, it
becomes very difficult to manage instead, and the pilot must make a ‘pilot’ skill check at the start of each
turn to operate the vehicle normally. If the check is failed then the pilot loses control of the difficult
vehicle and crash lands anywhere within 8” [5] of its current position (but not on an enemy model). The
pilot must make a RES test (see result 1). If the pilot survives then that model will escape the wreckage
and have to make their way across the battlefield as per the ‘straggler’ rule.
4. Power core leak – movement permanently reduced by 25% (round up). Not cumulative with multiple
power core leak results. ‘Throttle bonus’ also halved. Minimum movement score also reduced by 50%.
5. Severe power core leak – movement permanently reduced by 50%.(round up) Not cumulative with
multiple power core leak results. ’Throttle’ bonus lost entirely. Minimum movement score also reduced
by 50%.
6. Internal explosion – superstructure suffers 6 damage points and the crew AND any passengers are
hurt (as result #1). This result is cumulative with other internal explosion results. If superstructure is
reduced to zero, then roll once on the superstructure failure table below.

SUPERSTRUCTURE FAILURE TABLE

(Roll 1D6)

1. KABOOM! – the vehicle explodes, the driver and crew/passengers are fried with no post-game
recovery/repair roll. All models within 3 [2] inches of the vehicle take 1D6 + 5 damage.
2. – 5. Vehicle smashed beyond repair – this vehicle will remain on the battlefield as wreckage
forevermore. If the driver makes a successful ‘vehicle driving’, ‘dangerous driving’ or ‘pilot’ skill roll
he/she and any passengers may eject immediately (see below). If not, he/she and all passengers
suffer severe wounds and are removed from play but may still make a recovery/repair roll after the
game. If passengers and driver bail out in time, the driver may join the passengers to create a
larger infantry unit.
6. Power core failure – a chain reaction builds deep within the vehicle’s power unit. At the start of
the next phase that occurs, regardless of which player’s turn it is, the vehicle goes KABOOM! (see
result #1). Eject rule: If the driver/ pilot make an immediate “driver” or “pilot” skill test. If successful
all vehicle passengers and crew can eject from the vehicle and land directly anywhere within 2 [1]
inches of the vehicle. From that point on, they are on their own and follow the ‘straggler’ rule. Pilots
and drivers may only be armed with ‘small arms’.
At the start of the next phase a flying vehicle will move 10 inches in the direction it is facing. The
point where it starts is the point where the pilot may have ejected the previous phase and the point
where it stops is the point where the explosion will occur. If the skill test is failed, the pilot/driver
and passengers are fried and cannot be brought back with a survival/repair roll after the game.

17
Weaponry
There are 3 different categories of weapon in the game:
1. small arms – this is a catch-all classification for a wide variety
of firearms that might be carried by infantry. It might range from
automatic rifles and pistols, shotguns, and small hand-held
energy weapons. There are a few notable exceptions, the
arclight blaster for instance, that also fall into the small arms
category.
2. heavy weapons – this covers the heavier weaponry that might
be carried by infantry and also sometimes mounted on vehicles.
Examples include the mini-gun, the SPM (self-propelled
missile), and infantry cannons. These weapons invariably have
their own particular damage dice roll and also usually have
other rules that apply, detailed in the separate descriptions for
each weapon that appears below.
3. heavy artillery – these weapons are mostly found mounted on
vehicles due to their extreme size. They also have individual
damage dice and rules pertaining to each weapon, covered
under the description for that weapon (see below). Most of
these weapons have restrictions on the number of times they
can fire per player phase/ turn due to the need to reset or
recharge the powerful ammunition for each shot. They are only
found in the hands of infantry on very rare occasions.

Small Arms

Damage Number
Description Dice of hits Range Special rules/notes
Covers ordinary small arms, such as rifles, pistols, shotguns and small
General small 12”short [7] energy weapons not covered elsewhere in the rules. At least 50% of all
1D6+4 1
arms 24” long [14] infantry models must be equipped with ‘general small arms’ due to the
scarcity of all other weapons.
Arclight 13” Short [8] See ‘Difficult to Obtain Rule’ rule, page 20.
1D6+6 1
blaster 26” Long [15]

15” Short [9] See ‘Difficult to Obtain Rule’ rule, page 20.
Flechette rifle 1D6+4 2
30” Long [18]
Avenger 19
(close assault 1D6+5 1 12” Short [7] Standard FDF military sidearm. Very high rate of fire.
rifle) 18” Long [11]
Uses ‘throw grenade’ skill to hit accurately. Roll double 6 on skill check
Frag - 1 8” [5] and drop the grenade at your feet. BOOM! May be equipped along with
1D6+4 (1” radius) [.5] another weapon. Effects all models with base partially or wholly within 1”
Grenade blast radius of strike point. May be ‘lobbed’ over obstacles less than 3”
EMP - high and 2” deep at non-visible targets. Apply a –2 modifier to thrower’s
special ‘grenade’ skill level if target is not visible.
EMP grenade – effects MEKK only. Roll 1D6+2 and compare against
MEKK ‘resilience’ score. If the result is higher then the MEKK has been
‘shut down’. Treat as ‘wounded/damaged’. May be used on civilian class
vehicles also. If hit, roll 1D6. A result of 1 means the vehicle has been
immobilized (as result 3 on the ‘internal damage table’).
Sniper Rifle 2D6 or 1 24” short [14] Special – see description in the ‘Equipment for Your Salvage Company’
4D6 48” long [28] section later.

18
Heavy Weapons

Damage Number
Description Dice of hits Range Special rules
Strafe – pick a target and divide the number of hits as evenly as possible
16” Short [10]
Mini-gun 1D6+4 1D6+1 amongst the target and every figure visible within 3 inches. May be
32” Long [20]
mounted on vehicles. May be carried by any infantry.
22mm light 18” Short [11]
3D6-2 1
infantry cannon 34” Long [20] May be carried by any infantry. Needs no physical augmentation to use.
75mm pump-
14” Short [8]
action infantry 3D6 1 May only be carried by warbots, or infantry if they are using physical
26” Long [15]
cannon augmentation in the form of a powered battle suit.
HEPAC: high-
energy particle 18” Short [11] May only be carried by warbots, or infantry if they are using physical
2D6+3 1
accelerator 32” Long [20] augmentation in the form of a powered battle suit.
cannon
‘Gnasher’ missile – high explosive 2D6 damage to all models with base
partially or wholly within 1” blast radius of strike point.
‘Bonesaw’ missile – Armour piercing 1D6+3 damage.
varies ‘Shocker’ missile – EMP delivery system. Effects MEKK crew within 1”
Self-Propelled 16” short [10] blast radius of strike point. Roll 1D6+2 and compare against the MEKKs
1
Missile 32” long [20] resilience. If the result is higher, then the MEKK has been shut down.
Count it as ‘wounded’. May be used on civilian class vehicles also – if
hit, roll 1D6. A result of 1 means the vehicle has been immobilized (as
result 3 on the ‘internal damage table’).
1D6+5 Choose a visible target within range – this may be a spot of open ground
Cluster 15” Short [9] or scenery. Blast radius: All models within 2 inches of the target are
1
Bomb 2” [1] 24” Long [14] damaged.
radius May be used by any infantry or mounted on vehicle.

Heavy Artillery: May Only Be Mounted On Vehicles

Description Damage Number Range Special rules


Dice of hits
Blast radius:
Choose any target within range, target need not be visible – this
NOVA 1 shot per 20” Short [12] may be a spot of open ground or scenery. Roll to hit. All models
3D6-2
bombard phase 36” Long [22] wholly or partially within 1 inch of the target are damaged. Roll
damage individually for each model affected. May not be used in
the ‘Fog of War’ phase due to its slow rate of fire.
Blast radius:
Anti-matter 12” Short [7] 3D6+3 at short range to all within (or partially within) 2”
1 shot per
cascade 1-3D6+3 24” Long 14] 2D6+3 at long range to all within (or partially within) 2”
phase
howitzer 48” Extreme [29] 1D6+3 at extreme range to all within (or partially within) 2”
Extreme range is minus 3 to weapon skill when shooting.

1 shot per 20” Short [12] May not be used in the ‘Fog of War’ phase due to its slow rate
Tachyon rifle 4D6+2
phase 33” Long [20] of fire.

Note- Blast radius: Weapons that have a blast radius effect models even with only a small part of their base
within the radius of effect. Roll separate damage dice for each model caught by the blast. Where the target is a
spot of open ground or scenery, place a marker there while working out damage. Target must be visible unless
otherwise stated.

19
Self Propelled Missiles: A missile launcher can only be fired once per phase as it has to be reloaded for each
shot (it costs no SPs to load). If the user fails the skill check then the missile is wasted as it fails to ‘lock on’ the
target.
Vehicle mounted weaponry can shoot over the heads of friendly infantry with base wholly or partially within 3
inches of the vehicle model.
Number of hits – refers to the number of times a target will be struck by a bullet/ missile from that weapon
whenever a single successful shot is scored on the target by the shooter of the weapon. For example – one hit
from a flechette rifle will hit the target twice. Each hit doing 1D6+4 damage independently.

Equipping Infantry With Weapons


Although it would be lovely to be able to arm your salvage company to the teeth, there are rules regarding the
amount of weapons allowed for the company based on how many crew members are in that company.

Difficult to Obtain Rule


Arclight blasters and flechette rifles come under the ‘difficult to obtain’ rule. This means that for every one
arclight blaster or flechette rifle purchased for your salvage company as a whole, there must be at least 3 other
crew members (including vehicle crew) with weapons present in your company that are not equipped with a
flechette rifle or arclight blaster.

Very Difficult To Obtain Rule


All heavy weapons follow the ‘very difficult to obtain’ rule. This means that for every one heavy weapon you
purchase for your company as a whole, there must be at least 4 other crew members (including vehicle crew) with
weapons present in your company that are not equipped with a heavy weapon.

Example 1) If you have two infantry models in your company armed with heavy weapons, you must have at least
8 other infantry models in your company that are not equipped with heavy weapons.
Example 2) In order to get 1 arclight blaster and 1 flechette rifle in your salvage company, You would need a
minimum of 8 models. 6 armed with small arms and the 2 models that are to be equipped with the arclight blaster
and flechette rifle.

Weapons mounted on vehicles are not included in this rule.

It is up to you where you place these weapons within the different infantry units comprising your force. You may
place them all within one unit if you wish, or spread them more evenly among your units – as long as the ‘difficult
to obtain’ and ‘very difficult to obtain’ rules are adhered to.

Hand-To-Hand Combat (Knuckle Time!)

When opposing infantry units draw close to each other on the battlefield, things get very heated, and hand-to-
hand (melee) combat may well result. This requires a distinct set of rules to deal with how units meet in melee
combat, and which factors determine the outcome, i.e. who wins. Hand-to-hand combat is usually a short, violent,
and decisive occurrence. Crew-members will typically use knives, iron bars, chains or any other basic hand
weapon. This type of weapon delivers no bonus in melee. More powerful weapons exist that do give a bonus in
melee combat. These weapons add a bonus to your ‘Combat Rating’ and are detailed in their individual
descriptions in the ‘equipment section’ later.

All infantry models exert a zone of control (ZOC) in a radius of 3 inches out from the model’s base, in a 360° arc.
If one of your infantry models enters an enemy ZOC (i.e. part of your infantry model’s base is within 3 inches of
one or more enemy infantry model’s bases, and no impassable obstacles lie between them), then your model
must halt, and you must decide once your entire unit’s movement is complete whether or not to enter into hand-
to-hand combat with the enemy model(s). Entering into hand to hand costs no SPs. It is very likely that you will
have several models from the same unit in this situation at this point (as many as possible even!). If you decide to
enter your unit into combat, then you may immediately move your models that are within the enemies’ ZOC into

20
base-to-base contact with the enemy model(s). This is a free move. Alternately, you may perform one of the
following actions:

• shoot at the enemy unit that has some of its models within your ZOC - which costs one SP and requires
you succeed in a loyalty test if there are friendly models engaged in base to base melee with the target
enemy unit’.
• your entire infantry unit may ‘voluntarily retreat’. (See the ‘
• The Retreating Infantry Rule’ in the Company Loyalty’ section later in this chapter.)

Engaging In Melee
Once the decision has been made by one of the players to initiate a melee, move all the models owned by that
player (and that are positioned within the enemy ZOC) up to base-to-base contact with the enemy models. He/she
may choose individual opponents specifically, but you must spread the melee as evenly as possible amongst
those models engaged, e.g. you can’t pile all your models up against only one enemy model if there are several
enemy models to in range to choose from. The enemy models cannot move while this takes place.

If only some of your models move forward into base to base melee with the enemy unit, this may leave some of
your models outside of your unit leaders’ ‘exclusion zone’. This is OK, but the situation must be corrected as soon
as the melee is over. They cannot move away but they can shoot into the melee if they wish (for 1 SP). For details
of how to correct this see the ‘The ‘Exclusion Zone’ Rule and Melee Combat’ section later in this chapter.

Playing Out A Melee


Once the models are positioned base-to-base for fighting they cannot take any further action other than melee or
retreating. The first melee phase occurs at the end of that player turn, after phase 2 finishes and at the end
of every subsequent ‘phase 2’ until the melee is resolved and the survivors disengage. Melee is worked out
on an individual model basis. Both players nominate a part of the melee to work out (i.e. a group of base-to-base
figures) and then move on after that bit is worked out to another part of the melee. It is therefore advisable to set
up the models engaged in a melee with this in mind to make it easier to calculate the results. Models cannot
shoot while engaged base to base in melee.

The diagram to the left illustrates how a melee might be


arranged in little, easily handled bunches. Parts A, B and
C. Note that the models are spread out as evenly as
possible amongst the available opponents.

Combat Roll
Models that are engaged base-to-base in a chosen part of a
melee all fight at the same time by adding their hand-to-
hand combat skill score along with their defense score
(NOTE: defense score = resilience score + armor score)
to obtain their combat rating and then adding 1D6+2 to the
total. The result is the COMBAT ROLL, which is then
compared to the opponent’s combat roll. Also, various other
modifiers may be applied to the combat rating depending on
equipment and other skills.

Condition Combat rating modifier

1. If model is attacked while defending heavy/light


passable cover such as a low wall, barrels, +2
barricade, low wire fence or hedge.

2. Model has powerful melee weapon* +?

*A powerful melee weapon will add a nice bonus to the combat rating, depending on its type.

21
Each model rolls the combat roll dice once for each enemy model it is facing in melee that it is in base to base
contact with.
The winner of the melee is the one with the highest combat roll. If the loser’s score was beaten by only 3 points or
less (e.g.: 18 beating 15), the loser is only wounded/ damaged – lay the figure on its side; hopefully a battlefield
medic or technician will arrive to help the model. If the loser’s score was beaten by 4 or more points, he has been
severely incapacitated or killed and is removed from the game. If the combat roll for each model is the same,
neither model is hurt and they continue fighting.

A single model may be engaged in base to base melee with multiple opponents. He/she may try to kill all of
them in the same melee phase but for every subsequent opponent after the first the model must deduct –3 from
its combat rating. This is cumulative, so against the third opponent deduct –6, the fourth –9 etc. Order of
opponents is chosen by the player with the most models involved, (determine who chooses with a dice roll if the
number of models engaged is the same on both sides This can occur because large models may count as
multiple models, demobots for instance count as 4 models).

Melee example –
A salvage company boss wearing HADES armor has a total ‘combat rating’ of 22. She is attacked by three
enemy salvage crew (A, B and C) in melee. Enemy A has a CR of 13, enemy B has a CR of 14 and enemy C has
a CR of 17.
The order the melee is worked out is chosen by the enemy, as the company boss is outnumbered. This means
the company boss cannot pick and choose the order of opponents to her advantage!
The enemy player decides that the best way to give his weakest crew a chance of hurting the company boss is to
send up his best fighters first, as they have a chance of beating the boss’ high CR. This will reduce the boss’ CR
score for the weaker members of the group. He might just as well have decided to try the opposite strategy –
sacrificing his weakest fighters first to enable the best fighter a good chance of winning!

So enemy C vs the boss – C rolls a 2 on the 1D6+2 combat roll. The boss rolls a 1. Enemy C (Combat Roll:
17+4=21) does not have a high enough combat roll to beat the boss (Combat Roll: 22+3=25). The boss also
beats enemy C by more than 4 points, so enemy C is ‘killed’.

However, against the second opponent the boss’ CR is now only 19. Enemy B rolls a 4 giving him a combat roll
of 14+6=20. The boss then rolls a 2, giving her a combat roll of 19+4=23 – not enough to kill enemy B, but
enough to wound him. Enemy B is lain flat and now needs a medical attention to function normally again.

Against the third opponent the boss’ CR is now only 16. Enemy A rolls a 5 giving him a combat roll of 13+7=20.
The boss rolls a 1 giving her a combat roll of 16+3=19. The boss has been wounded by enemy A. The HADES
armor model is lain upon its side and must await medical attention.

Hints and Tips: Avoid being ‘Outclassed’ in melee - Be very cautious about sending
your weakest melee fighters into hand to hand combat with powerful enemy fighters.
They can find themselves completely outclassed and unable to contend against a high
enemy combat rating. If this occurs they will stand no chance at all of hurting the enemy
on their own. However, sacrificing weak melee fighters against a powerful opponent is a
good way of reducing the enemy CR to a manageable level. The above combat example
illustrates this.

22
Large models and hand to hand combat –
Some large models count as more than one model when in hand to hand combat. The demobot, for
instance counts as four models. This means that an opponent must have more than four models engaged
in base to base melee to ‘outnumber’ the demobot and decide the order of combat. Otherwise, the player
owning the demobot gets to choose the order.

Also, counting as more than one model affects whether a unit will be outnumbered or not during a bravery
test at the end of the melee phase (see below). For instance – a demobot and a salvage crew member
count as 5 models for a bravery test.

Note that a large model that counts as more than one model does not affect the penalty modifiers for
fighting multiple opponents. So, a lone salvage crew member fighting a demobot will not suffer -9 to his
CR (for fighting four opponents), he will fight with his normal CR.
If the demobot were fighting two opponents it would suffer a -3 to its CR against the second opponent.

Often, a large model, usually a huge robot type, may be described as both a ‘mekk’ and a ‘vehicle’. The
demobot and the asteroid miner ‘cyclops’ for example. If this is the case then the model fights in hand to
hand as normal infantry, using a CR score, but takes damage like a vehicle.
When the large model loses a round of hand to hand combat count up how many points it lost by.
Compare its combat roll result with the enemy combat roll result. The difference is the number of rolls
on the ‘vehicle damage table’ the large model will take.
For example, a demobot and a salvage company boss are fighting. The demobot scores a 23 on its
combat roll, the salvage company boss scores a 25. The demobot will suffer 2 rolls on the vehicle damage
table.

A large model described as both a ‘vehicle’ and a ‘mekk’ cannot suffer more than a
maximum of 12 rolls on the vehicle damage table during the same hand to hand combat
phase. This does not apply to models only described merely as a ‘vehicle’. These are ordinary vehicles
and cannot fight in melee (the salvage dog for instance). There is no limit to the number of rolls on the
vehicle damage table these models can be subjected to in a single phase. See the ‘assaulting vehicles’
section shortly.

Bravery Tests
At the end of the melee phase, after all combat rolls have been made and casualties worked out, both units must
make a bravery test by rolling 1D6 and adding their loyalty score to the result. Both units then add the following
modifiers to this result to try and beat their opponent’s combined score:
Bravery
Condition Modifier Count all of your infantry models in
1. Outnumbered by the enemy -2 units still wholly, or partially engaged
2. Outnumbered by the enemy 2:1 or more -4 at the end of a melee when working
3. Your entire unit has battle armor +2 out the ‘outnumbered’ modifier. Even
4. Each casualty caused this phase in the melee +1 if your models belong to more than
5. Each casualty received this phase in the melee -1 one unit.

The final scores are compared. If the loser loses by 3 points or more, then the unit will retreat immediately,
directly towards their drop zone for twice their normal movement score (for medium infantry, this would be 10 [6]
inches as their movement score is 5 [3] inches per phase). This ‘retreat’ maneuver does not cost SPs to perform.
It is covered in more detail in the ‘Company Loyalty’ section.
If the loser loses by less than 3 points, the combat will continue into the next turn’s melee phase.

23
If any of the units involved in the melee lose 33% or more of their number in one melee phase, they do not need
to take a loyalty test. The bravery test at the end of each phase of melee takes precedent. Also, an infantry unit
engaged in melee that takes 33% or more casualties in one phase due to enemy shooting must take a normal
loyalty test. (Shooting casualties will not take place in the melee phase).
On subsequent phases, if there are enemy infantry models within your ZOC at the start of your phase 1 or phase
2, then the models in your infantry unit must immediately either:
• join into base to base melee with the enemy if possible
• shoot at the enemy unit that has some of its models within your ZOC - which costs one SP and requires
you succeed in a loyalty test if there are friendly models engaged in base to base melee with the target
enemy unit
• your entire infantry unit may ‘voluntarily retreat’. (See the ‘
• The Retreating Infantry Rule’ in the Company Loyalty’ section on page 25).

Engaging in melee or retreating in this fashion costs no SPs. If you try to shoot into a melee but fail the
loyalty test, your models that are attempting to shoot will stand and do nothing for the rest of this phase. This will
still cost you one SP.

If you find yourself at the start of your phase 1 or phase 2 with some of your infantry models belonging to a unit
involved in a melee that are suddenly without melee opponents (because they have killed them for example), but
are also outside the enemy ZOC, you may move those models for free up to their normal movement value to
enter into an enemy ZOC. At that point the normal rules for entering an enemy ZOC apply for these models OR
you can spend 1 SP and make a successful loyalty test and have these models stand and shoot at the enemy unit
that their unit is engaged in melee with. It is entirely legal to have some models in the same unit shooting in this
fashion and some advancing into the enemy ZOC to fight in hand to hand melee . No other actions may be taken
by these models unless the player opts to ‘voluntarily retreat’ the entire unit (see page 26 for more info).
Enemy infantry models that you shoot at while already engaged in base to base melee combat may NOT
invoke the ‘return fire’ rule. Though enemy models in the unit not in base to base melee may ‘return fire’.
Bear in mind that if you shoot at enemy models that are engaged in melee base to base with your own troops, you
may hit your own troops and even suffer a drop in company loyalty as a result. If you DO shoot at enemy models
that are engaged base to base with your own troops, then for every shot fired, roll a 1D6. If the result is a 1 or 2
then you have hit your own crew member, and must then roll the damage dice and resulting effects as if the
fire had been made by an enemy. Otherwise the aim is true.

The ‘Exclusion Zone’ Rule and Melee Combat


Movements during melee may leave some infantry unit members outside the leader’s exclusion zone at the end of
a phase. This has no effect until the melee is over and one unit wins. The ‘unit exclusion’ rule applies to the
winning unit where models outside the leader’s 4” [2.5] exclusion zone at the end of a melee must be moved back
to within 4” [2.5] of the leader during that players next phase. This represents the unit regaining its composure
after a sprawling melee. It costs 1 SP to perform as per normal movement, except it is compulsory. On the
phase the unit regroups the unit may not shoot unless to ‘return fire’.

If the losing unit retreats while there are members outside the leader’s exclusion zone as they start to retreat, then
the models outside the exclusion zone will actually flee in a disorderly rout due to their lack of cohesion and terror.
This means they are removed from the playing area for the rest of the game – in effect they are overwhelmed by
the enemy as they are caught ‘out on a limb’ and cannot participate fully in the retreat maneuver that the rest of
their unit will be engaged in at that time. Remove them from play.

Assaulting Vehicles
Vehicles exert no ZOC so none of the above rules apply. To assault a vehicle (eg. to attack it with a hand
weapon) just move an infantry model to within 2 [1] inches of it. You then immediately have the choice to attack or
not. To successfully hit, the model must roll its hand to hand combat skill roll (on 2D6) with a +2 bonus to skill
level.
Special hand to hand (melee) weapons always have a damage dice roll in their description that only applies when
assaulting vehicles. To assault a vehicle effectively you need equipment that will allow you to damage one (e.g:
cyber knuckles). Flying vehicles cannot be assaulted in this way.
A vehicle driver, driving a ground based vehicle, may run over enemy infantry by moving the vehicle into base to
base contact with the enemy model on his phase (if it isn’t already), and rolling equal to or under his/her ‘vehicle

24
driving skill’ level on 2D6. If the roll succeeds, the driver impacts the enemy model which will suffer 2D6 damage,
Compare this against the infantry model’s defense score as per normal shooting damage. If the driver rolls a
double number that is equal to or under their driving skill level then he/she gets the ‘Road Kill’ bonus. Add a
further 1D6 to the damage roll. These rules do not apply to large models described as both ‘Mekk’ and
‘Vehicle’. These models (the demobot for example, or the asteroid miner ‘cyclops’) fight in hand to hand
normally but take damage like a vehicle. See the description of ‘large models and hand to hand combat’
on page 24.

Ramming other vehicles – A ground based vehicle may be used to ram another ground based vehicle. When
this happens both vehicles come to a halt and automatically take 2D6 damage on the vehicle side that is making
contact. ‘Road kill’ does not apply. Also although a mekk/vehicle class model (e.g: Demobot) cannot ram another
vehicle, if it is rammed itself then both models take 2D6 damage.

Company Loyalty
Every company commands a level of loyalty and respect from its members. A beloved and successful boss will be
able to bring out the bravest and best in its employees when they are thrown into pressing circumstances. A
disrespectful and thoughtless employer will find his crew difficult to control and reluctant to risk their lives in the
face of the enemy.

The ‘Company Loyalty’ score reflects the general feelings held by the employees towards you and your salvage
company, as well as their morale. Your score will start off fairly average, but with your successes, failures and
behavior towards your crew as you play out numerous games and build a company history, your company loyalty
will alter, for good or ill. It has to be said though, that sometimes, you will just have to cut your losses. People will
have to be left behind in the scramble to escape from a bad mission, and other times the dice will just not go your
way. At these times your company loyalty may well take a dive. However there are numerous ways to improve
your loyalty score besides conducting successful missions. For example, obtaining fame amongst the outer star
systems by means of inviting media reporting crew to cover the exciting battles you engage in (this makes
GREAT entertainment for the masses, who will love you for it). Paying your salvage crew large amounts of money
may also increase their loyalty towards you. Several skills that are available specifically to your company boss
may also affect loyalty, positively or negatively – this will be detailed in the individual skills listings that appear in
the further rules section later.

Company loyalty score ranges between 3 and 17. Your new salvage
company will start with an unmodified company loyalty score of 10.

Most often when a loyalty test is required during a battle, the troops making the test are being pushed to their
psychological limits by the events unfolding around them. For instance, if they come under heavy enemy fire and
lose more than 33% of their unit members in one phase.

To make a company loyalty test, you must roll equal to or under your company loyalty score using 3D6. An 18
result is always a failure. However, when a
unit engaged in melee combat needs to
make a loyalty test, called a ‘Bravery Test’.
The test is made differently – in this case, the
player would roll 1D6 + COMPANY
LOYALTY SCORE and add or subtract
various modifiers from the result and then
compare it with the opponent’s bravery test
dice roll, being made at the same time, to
see who wins the combat. Bravery tests are
detailed more closely in the section
previously on melee combat. (Page 21)
Appearing below are the most common
conditions under which a loyalty test would
be made. Note: vehicles do not need to
make loyalty/ bravery tests – only infantry
units make loyalty/ bravery tests.

25
LOYALTY TEST CONDITIONS
1) Losing 33% or more of a unit’s number in one phase resulting from enemy fire. Roll the dice as soon as
the 33% casualties line is crossed. And instead of any bravery tests that may need to be rolled this turn as
a result of losing melee combat.
2) When you wish to shoot at an enemy unit which is also engaged in a hand-to-hand melee containing
other members of your own salvage crew. Failure means you have still spent the SP.
3) At the end of a phase of hand-to-hand combat, both sides must roll a special loyalty test, called a
‘bravery test’ to see which one wins and which one flees.
4) Company Boss dies on the field – all units make a loyalty test or retreat back to ‘drop zone’. (see below)

The Retreating Infantry Rule


A failed loyalty test, or bravery test will result in that unit retreating rapidly for twice its normal movement score as
directly as possible back to the drop zone for one phase. (See Chapter 3 - Game Missions for more on your ‘Drop
Zone’.) Any models outside of the unit leaders 4” exclusion zone as the unit starts to retreat will flee in panic and
play no further role in the game. Thereafter at the start of each of your phases that unit must make another
compulsory loyalty test to try and regroup the unit or retreat again back toward the drop zone for a normal
movement distance.
A unit that is ‘retreating’ in this way cannot ‘return fire’ if fired upon by an enemy unit. Nor does the unit have to
make any further loyalty tests if it suffers further casualties while retreating.
In order to regroup the unit, you must wait until your next available phase (not the melee phase) and
spend one SP on making a compulsory loyalty test to see if they regroup. If they do, they may stop
retreating and behave as they would do normally on the phase after the unit successfully regroups.
Once the retreating unit reaches, and is entirely within, the drop zone they will automatically rally, as if they had
successfully made a loyalty test to do so. And may move and behave within the drop zone as they normally would
in the larger playing area, as they wait hopefully for the boss to send the drop ship to pick them up (which would,
incidentally, end the game and possibly leave some of your other units permanently abandoned elsewhere on the
playing area). They will not leave the drop zone again unless a loyalty test is made to get them to leave it. (This
loyalty test costs no SPs as it is performed in conjunction with a normal move).
So, in order to get the regrouped unit to leave the drop zone, you would have to spend one SP on moving it out of
the drop zone (as normal), and make a loyalty test at the same time. This loyalty test only applies to units that
have retreated back to the drop zone due to failed loyalty tests, it does not apply to other units that may be in the
drop zone voluntarily, so you will need to keep track if there are a number of units in your drop zone.

Voluntary Retreat
An infantry unit may voluntarily retreat at the start of any one of your phases, even if it is engaged in a
melee with an enemy unit. In which case, just treat it as if the unit had fled due to casualties as described
above. This costs no SPs.
Permanent Changes To A Company’s Loyalty Score
The orders that a salvage crew receives and the actions of the company boss may well have a permanent affect
on company loyalty, whether it be positive or negative. Below is a list of permanent alterations to the loyalty score
that may commonly occur. Only apply these alterations after the game and not during. You should keep a record
of them as they occur during the game so you will remember afterwards.
Permanent
affect on loyalty
1. Deliberately shooting into hand-to-hand combat containing your salvage crew. -1
2. Quitting the drop zone and finishing the game before all your crew members
are gathered there. (Leaving crew, not equipment, behind in a mission) -1
3. Successful mission (you win!) +1
4. Unsuccessful mission (you lose) -1
5. Winning a revenge mission (i.e. you lost the last game played against this same
enemy company and managed to win this one and gain revenge) +2
6. Bribery/ pay bonus – by paying ALL crewmembers a bonus of 400cr each. +1
This will not work if some crew do not get paid in this way.

26
Gathering Valuable Salvage On The Battlefield
The game largely revolves around the fact that your
company has to make a profit in order to secure its
continued survival on the interstellar frontier. There are
many ways to achieve this which are dealt with in the
individual missions that are chosen before a game is
played. You might find your company acting as
mercenaries for a higher power or they may be hired for
some clandestine task, but most often your company will
find itself battling another company for the salvage rights
of valuable artifacts in exotic environments on the fringes
of known space.
Different missions are detailed later in the rules and each mission description contains special rules that will be
applicable in those situations. However in this section we will deal with the commonly employed rules concerning
recovering salvage.

In games where the object is to obtain valuable salvage, use the 2D paper salvage counters found in the template
section near the end of this book to represent potential salvage recovery areas.

You can also create your own salvage counters. The basic idea is that it should represent a static artifact or a big
pile of junk in which a valuable items sit buried, perhaps left behind at one of the many, now deserted, space
colonies or maybe scattered across an area after a star freighter crashed. Other examples would be left over
remnants of a fierce battle or a previously undiscovered site containing alien relics, use your imagination to give
the scenario an interesting background that fits in with the game!
Your crew makes a living scavenging such left over artifacts. It is up to your crew to recover them and get them
back to your drop-zone, where you can airlift them out to sell them later for a profit.

Additionally, the number of salvage counters, their individual values (in credits), and their positions on the board
will vary. These are also outlined separately in each individual mission.

Recovering Salvage from a Salvage Counter


In order for the valuable items in a salvage counter to be recovered, you must have at least two infantry models
or the appropriate equipment in base-to-base contact with the salvage counter for one entire phase, with the
models doing nothing else but searching that salvage counter. However this does not guarantee that the salvage
will be found immediately. The more crew or equipment you have in contact with the salvage counter the better
your chances of finding the valuables. Your chance of acquiring the valuable salvage in this fashion is determined
by a dice roll.

Each phase that you spend one Strategy Point (SP) on a unit recovering salvage allows you to roll the dice to
recover salvage. The dice rolled is two six-sided dice. You must roll equal to or under a number determined by
a combination of the following factors (some or all of which may be in play at the time):

o For each infantry model in base-to-base contact with the salvage counter add +1 to the number. For
instance, if you have 3 infantry models in base-to-base contact with the salvage counter, for one entire
phase and you spend one SP on that unit manhandling salvage, you need to roll a 3 or less on 2D6 in
order to recover the valuables.
o If a demolition robot is in base-to-base contact with the salvage counter, and it is employing one or more
“grubby maulers” add +3 for each grubby mauler.
o If the demolition robot has the upgrade ‘super charge’ add +2.
o If the leader of a unit in contact with the salvage counter successfully uses the skill ‘salvage hound’ add
+2.
o Any of the crew searching are equipped with ‘salvage recovery gear’ add +1 for each model.
Different units may combine scores on the same salvage counter to increase the chances of recovering the
salvage.

Example:-
A player spends 1 SP on searching a salvage counter.

27
A demolition robot (1st unit) employing one grubby mauler (+3) and 2 infantry models (+2) in a 2nd unit are working
together on the salvage counter for one phase. They will need to roll 5 or under on 2D6 to discover the valuable
salvage during that phase. In the next phase, more SPs may be spent in the same manner, ad infinitum, until the
valuables in that salvage counter are recovered.

‘Demobots’ armed with grubby maulers are useful in this role. Grubby maulers are only employed by demobots–
they are basically huge and immensely powerful robotic hands designed for industrial labor. They are detailed
more closely later on in the description on demobots.

Loading The Recovered Salvage Onto A Vehicle


Once the salvage has been recovered it may immediately be loaded onto a ‘cargo vehicle’, as long as that vehicle
hasn’t moved during that phase. It takes a minimum of two infantry models, each within base to base contact with
the salvage counter AND within 2” [1] of the cargo vehicle, to load salvage onto the vehicle. It costs 1 SP to load
recovered salvage from one salvage counter onto a cargo vehicle. The vehicle must remain stationary for the
entire phase the salvage is loaded, so be careful where, and how you park it. The cargo vehicle may shoot its
weaponry while it is being loaded.

Cargo vehicles are designated as such in their individual descriptions. Cargo vehicles have a limit on the amount
of salvage they can accommodate – usually either one or two loads (one ‘load’ being the salvage recovered from
one salvage counter). Demobots can load salvage onto a vehicle at the same cost of 1 SP and be within 4” [2.5]
of the cargo vehicle, if they are equipped with at least one ‘grubby mauler’. Demobots may also carry recovered
salvage back to the drop zone at normal movement. One piece of salvage per ‘grubby mauler’, but may not use
their ‘grubby mauler’ for any other purpose until they relinquish the recovered salvage they are carrying.

Also, if salvage is recovered from a salvage counter but no cargo vehicle is within 2” [1], then the recovered
salvage may be ‘held over’ until a friendly cargo vehicle arrives within 2” [1]. Place a token on or near the salvage
counter to represent the fact that it has been recovered, and make a note of its value. When the cargo vehicle
arrives, the models nearby cannot load the salvage until the next phase as the vehicle must remain stationary for
one entire phase while this takes place. For example, the vehicle would arrive on the player’s 1st phase, sit
stationary for a 2nd phase while the salvage is loaded, and only in the player’s 3rd phase would it move away. If
the vehicle moves again in the 2nd phase then the salvage is not loaded.

Transporting The Salvage To The Drop Zone


The journey back to the drop zone can only start on the next phase after the salvage was loaded onto a cargo
vehicle. A demobot must also wait till the next phase before picking up the recovered salvage if it is planning on
transporting the recovered salvage rather than loading it onto a vehicle. This is an ordinary movement that will
require SPs to be spent in order to be performed. Once the cargo vehicle reaches, and is entirely within, the drop
zone the salvage may be unloaded immediately upon arrival, whereupon the cargo vehicle or demobot must stop
and perform no other actions that phase. It costs no SPs to unload.

We like to represent unloaded salvage in the drop zone with cargo crate scenery miniature item DEAL-1103. You
may also use the 3D paper crates specifically the smallest found on the last page of this rules book in the
template section. This also allows units some cover if they should find themselves defending the drop zone.

If the cargo vehicle is intercepted by the enemy while carrying salvage, the salvage on board may only be
captured by the enemy if the vehicle or demobot is destroyed, whereupon the vehicle or demobot becomes like
another salvage counter and all the normal rules apply for recovering salvage from that model. Leave the model
of the destroyed vehicle on the playing area to act as a salvage counter. The value of the counter is the same as
the original cargo.

If there is no cargo transport available to carry the salvage back to the drop zone, then you may use infantry to
slowly carry/drag it across the playing area. You will need a minimum of 4 infantry models to move the recovered
salvage from one salvage counter, but they will be severely encumbered and will only be able to move slowly. All
models in the unit that are in base to base, or partially within 1” [.5] of the salvage counter as it was recovered
may load up with salvage immediately. (No SP cost) Those models in the unit that were further away must spend
that unit’s next movement action standing where they are as they are loaded up with salvage by their comrades,
in order to count for the number of models involved. All the other models that were within 1” [.5] of the salvage

28
counter may move during that action. The movement penalty depends on the number of infantry models you have
working on moving the salvage.

Number of infantry models involved Movement penalty


4 to 5 - 3”
6 to 10 - 2”
above 10 - 1”

Infantry involved in hauling salvage in this way may shoot their weapons, but cannot do so efficiently. They will
suffer a –2 penalty on weapons skill rolls. If the unit receives casualties as it is hauling salvage and has its
numbers reduced below 4 it must leave the salvage where it is. Place a marker on the board to represent it, it now
belongs to neither player. Treat it as newly recovered salvage for purposes of loading onto a cargo transport. It
may be picked up by an appropriately equipped unit belonging to either player provided there are no unwounded
enemy infantry models within 3” [2].

You may steal unloaded salvage from an enemy player’s drop zone in a similar way, if there are no enemy
models in the drop zone and you have infantry models there. Treat each pile of salvage as you would normally
a ‘load’ of recovered salvage. Your infantry can haul it away, or they can load it onto a nearby cargo vehicle. If
you get it back to your drop zone, add it to your pile!

29
Chapter 2 – Managing your company
Salvage Crew
Your salvage company will largely consist of hard-bitten recruits that you have employed to gather salvage and
perform other tasks that will help your company be successful. These recruits are experienced fighters and
survivors who are often found in the seedier and more disreputable places around the fringes of known space.
Each one of your crew members is an individual character with their own skills, weapons and armor. However,
they will not join your cause for nothing and will expect you to pay them well for their services every time you send
them on a mission. They will also expect you to buy the best equipment you can to help them achieve success for
your salvage company. This will all come out of your pocket – your meager resources that you have acquired
through years of adventuring on the Outer Rim. Spend it wisely and you will be successful, squander it at your
peril!

The skills that a recruit possesses will define the role that they play within your company, whether it be a pilot,
technician, or just plain old grunt. Skill levels will increase naturally from battlefield experience (this is detailed
later) except for MEKK crew members, who require upgrades to be purchased.

Not all of your crew members will be biological life forms (BIOs). Some of them may be warbots or other semi-
sentient programmed machines (known as MEKKs). MEKKs work in the same way as biological recruits, but have
a different method of improving their skill set called UPGRADES that effect things like weapon skill, speed of
movement across the board and other abilities. As with bio skills, they are ranked between 2 and 10, but any
increase in upgrade level must be purchased in the form of combat software upgrades, which cost money and are
not learned by battlefield experience, as is the case with BIOs.

The full descriptive list of skills and upgrades (for both BIOs and MEKKs) and their related costs are detailed later
in the ‘Skills and Upgrades’ section starting on Page 32.

Each crew member’s abilities are summed up by the following statistics:


1. Name
2. Skills All crew member’s skills are rated between 2 and 10. In order to successfully employ a skill, the
crew member has to roll equal to or under their skill level on two six-sided dice (2D6). A roll of 11 or 12 is
always a failure.
3. Weapon skill Works exactly the same as all other skills and can be in a variety of weapons categories,
such as small arms weapons and heavy weapons. Weapons skill with one category of weapon is not
transferable to another category.
4. Movement This is the number of inches across the playing area that may be moved by that model
whenever it moves. It makes sense to group models with the same or similar movement rate together in
units to make your force move more efficiently.
5. Armor Usually classed as either light (3), medium (5) or heavy (7). The armor score (in brackets) is
added to the crew member’s resilience score (#6 below) when they are taking damage from an attack.
6. Resilience A measure of how well the recruit is able to withstand combat damage. For most humans,
this value will be 3. When damage is sustained, the resilience score is added to the armor score (along
with modifiers for cover etc.) to obtain the Defense Score (DEF). This is then compared to the damage
roll being suffered.
The role of armor and resilience is more fully detailed later in the chapter on shooting.
(Adding armor, resilience and any appropriate modifiers together gives the Defense Score.)

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Each recruit in your company will be a different character based upon their skills, armor and weaponry, so it’s a
good idea to paint your miniatures in easily recognizable color schemes that will help you to differentiate individual
figures within each group.

Setting Up and Equipping Your Salvage Company

This section of the rules deals with how to set up and organize the type of salvage crew normally found in
areas of the frontier dominated largely by the human race. This type of salvage crew is known simply as a
‘human’ salvage crew. Though there may be non-human crew members included. To create a human
salvage crew your company boss MUST be human.

After investing the spoils of years of adventuring, into your new business, you will be the proud owner of a
scavenger-class salvage starship, and a bank account with a grand total of 30,000 credits. From this meager
beginning you must forge a new destiny for yourself and your company among the stars!

The first thing you need to know is how, and on what, to spend your money in order to create a salvage crew to
do the work that is going to make you very wealthy and enable you to retire in the manner in which you would like
to become accustomed.

To find your crew you will need to visit every dark and seedy dive joint you’ve ever frequented in the Outer Rim in
order to find a few spacers crazy or desperate enough to accept the wages you are offering. If you are hoping to
employ any MEKK crew, you will have to visit the ‘metal muscle’ markets where a large array of ex-industrial/
military robots may be found for sale. These rusted, clapped out and often pitiful looking robots can be purchased
and repaired. Once they are equipped with weaponry they can be sent into battle.

When you first employ a new salvage crew member, you have the choice of whether they will be classed as either
average, experienced or veteran. MEKK crew members are treated a little differently than BIO crewmembers as
they have a different set of skills called ‘upgrades’. MEKK recruits cannot be used as unit leaders unless the
entire unit is composed of MEKKs, as they do not have civil rights and are not recognized as citizens on the Outer
Rim. No self-respecting citizen would allow a pile of nuts and bolts to order them around!

When organizing your crew-members into infantry units you cannot create an infantry unit with less than 4
members. Vehicle units can have any number of vehicles in a unit.

This section of the rules deals with how to set up and organize the type of salvage crew normally found in areas
of the frontier dominated largely by the human race. This type of salvage crew is known simply as a ‘human’
salvage crew. Though there may be non-human crew members included.

‘BIO’ and ‘MEKK – In this section the term ‘bio’ refers to normal human crew. However, it is really a ‘catch
all’ term to denote any salvage crew member that is a biological organism. For instance, other living alien
crew are also ‘bio’.
Also, in this section the term ‘mekk’ refers to the warbots/ robots that are often employed in human salvage
crews. However, ‘mekk’ is also really a ‘catch all’ term used to refer to any salvage crew member that is
robotic/ mechanical in nature. For instance, other living alien races to be introduced in the game use their
own robots that are also mekks which cannot be obtained in human space.

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Employing New Crew Members

The following rules apply specifically to human salvage crew. However, the ‘skills’ and ‘upgrades’ listed here are
fairly universal for other races too. Exact details will be featured in specific rules for those races appearing in
accompanying rules expansions for Salvage Crew: Star Mogul.

When a BIO or MEKK crew member is first employed (this will take
place in between games in readiness for your next game) they will
have either 7 (average), 12 (experienced) or 16 (Veteran)
skill/upgrade points to distribute as you see fit amongst the skills/
upgrades detailed in the lists below. Additionally, there are a few
basic skills which are known a little by ALL crew members to start
with, for instance ‘Hand to Hand combat’. The level of skill that all
crew start with in these skills is entirely free, and is marked in
brackets after the skill title as ‘Free Points’. The first point you
spend on a crew members new skill/ upgrade will raise that skill
to 2 points initially (2 being the least you can roll on a skill check of 2D6).

When you wish to employ a new salvage crew member, you must spend the following, depending on the
experience level of the crew member you have decided to employ:

Average (7 skill points) Experienced (12 skill points) Veteran (16 skill points)
Human crew member 600 cr 900 cr 1200 cr
Warbot crewmember 1000 cr 1400 cr 1800 cr

Skill/ Upgrade Points Available After Recruitment


1. average: skill/upgrade points: 7
2. experienced: skill/upgrade points: 12
3. veteran: skill/upgrade points: 16

Once you have spent the money on your crew members, you can then assign their points as you wish amongst
the skills/upgrades in the skill/upgrades lists appearing below.

After skill /upgrade points have been assigned, money must now be spent on equipping crew members with
weaponry and armor according to the costs in credits listed along side each entry in the equipment table, which
appears below, after the ‘skills and upgrades lists’. Bio crew and MEKK crew have different equipment available
so they have different lists.

All these expenses are added together to build an effective salvage crew that you will then field on the table
against your opponents. Just make sure that you leave yourself enough money to cover your deployment
expenses for your first game – and maybe even enough for a rainy day – in case you experience a bad patch.
Deployment expenses are covered in the section on ‘game missions’. They represent your crew wages an
equipment maintenance costs.

Hints and tips – It is a good idea to give your units roles to play. Create at least one unit designed and
equipped for recovering salvage and another unit that can shoot at the enemy effectively. Later, after a
successful mission or two you might want to create a specialist melee unit.

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Statistics And Equipment Of New Recruits
When first recruited, all humanoid bio crew usually have the following stats:

Resilience: 3
Armour: 3 (light)
Movement: 5” [3]
Weapon: General small arms. (Shotgun, pistol or similar)

When first recruited, all warbot/ mekk crew usually have the following stats:

Resilience: 5
Armour: 4 (they nearly always come from their last job with metal chassis armour.)
Movement: 5” [3]
Weapon: General small arms. (Shotgun, pistol or similar)

Other races and beings may have different scores when first recruited, or even different skill options. These will
be detailed in further rules expansions. For instance, the alien race to be introduced known as the ‘Hydrissians’,
whose culture grants them a different set of statistics and skills, as well as other interesting quirks.

Skills and Upgrades


When you decide to invest money in hiring new crew members, you have the opportunity to give them skills and
abilities that are relevant to the way you run your salvage company. This also applies to MEKK crew members
who have upgrades instead of skills to represent their different talents and abilities on the battlefield.

SKILLS are specific to BIO crew, and UPGRADES are specific to MEKK crew, the two types are not
interchangeable. The full, current list of skills and upgrades and their relevant descriptions appears below. New
skills will be added in later rules expansions, or may be added by you. If you add your own skill types, check with
your opponents before a game to see if they are OK about you using your new skill type.

All skills and upgrades are rated between 2 and 10. A skill test, to employ that skill in the relevant situation,
requires that you roll equal to or under the skill score on 2D6.
A result of 11 or 12 is always a failure, a double 1 is always a success. Skills are only employed on YOUR
turn, unless you are lucky enough to get some free SPs on the opponents FOW phase.

After each game, a Bio crewmember may learn from his/her experiences. You may add 1 skill point to any skill
(from the skill list) you like for that crew member after the game. MEKK crewmembers can only increase the level
of their upgrades by purchasing new software. You may invest 1 point on a MEKK upgrade, from the ‘upgrade list’
for the cost of 300 credits.
Any crew member may start an entirely new skill/upgrade between games by investing a point into it. A new skill/
upgrade will always start at 2 points instead of 1, as 2 is the lowest number you can roll on a 2D6 skill/upgrade
check.

BIO Crew Skill List

1. Small arms The crew member may employ any weapon falling under the small arms category. In order
to shoot and successfully hit a target, 2D6 are rolled and if the score is equal to or under the crew
member’s skill, the shot has hit the target.
2. Heavy weapons The crew member may employ any weapon falling under the heavy weapons category.
3. Heavy artillery The crew member may employ any weapon falling under the heavy artillery category.
Many of these weapons are mounted on vehicles, hence the crew member must also usually be in the
vehicle to employ this skill. Drivers and pilots will find this skill useful.
4. Driving vehicles This skill enables the crew member to drive any ground-based vehicle. No skill test is
needed to see if they successfully drive – the skill is automatic. However the player may opt to roll a

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driver’s skill test once per phase, immediately before the vehicle is moved and benefit from a display
of driving expertise which will astound onlookers and allow a bonus to the vehicle’s movement rate for
that phase. This skill must be employed along with an ordinary movement. Each different vehicle type will
allow a different movement bonus when this skill is employed. This bonus appears under the vehicle’s
description as “throttle”. If the skill test is failed, there are no ill side effects, although if a double 6 is rolled
then the engine pops a gasket, breaks the drive shaft or something, which will immobilize the vehicle.
See the ‘immobilized’ result on the ‘INTERNAL DAMAGE TABLE’ on page 17. There may be other times
during the game when a driving skill test is required, but these will be mentioned in the appropriate
section.
5. Pilot This skill enables a crew member to pilot any flying vehicle. There is no test required to do so. The
‘throttle’ rule mentioned above also applies in the same way to the pilot’s skill while in control of flying
vehicles. There may be other times during the game when a pilot test is required, but these will be
mentioned in the appropriate section.
6. Hand-to-hand combat (Free Points 5) The level of this skill dictates how dangerous the crew member is
when fighting hand-to-hand. This skill is used as described earlier in the section on hand-to-hand combat.

Hints and tips – Do not neglect spending skill points on hand to hand combat. Even a one or two point
difference in combat rating can mean everything in a close run melee. Also – always have at least 1 medic
in your salvage crew or you will be frequently leaving wounded crew behind. Consider a technician too if
you employ mekks.

7. Medic The crew member has the ability to act as a battlefield medic and tend the needs of the wounded.
If this model reaches base to base contact with a wounded BIO model during your turn (phase 1 or phase
2 only, not the FOW phase) and also makes a successful skill test then the wounded BIO model recovers
and may continue functioning as if it is no longer wounded. A medic need not spend an SP moving toward
any infantry model that requires medical attention as long as the wounded model is within the medic’s unit
leader’s exclusion zone. Otherwise the player will have to spend 1 SP so the medic can reach the injured
model. The distance that can be traveled is restricted by the medics movement score. The medic may
also use the skill upon him/her self. A wounded model recovered in this way (and possibly the
accompanying medic too) only to find that it is outside of the unit leaders’ ‘exclusion zone’ will be treated
as a ‘straggler’ model (See page 11). Models cannot shoot on the phase they are ‘patched up’ after being
wounded.
8. Battle suit use In order for a crew member to use a battle suit, they must have this skill at any skill level.
Each type of battle suit will also have extra abilities that may be used by making a battle suit-use skill
check. For instance, the HADES battle suit ‘stim-chem’ system enables the user to add +1 to their
resilience score when suffering any kind of damage if the user can make a successful skill check. Other
battle suit types are available and will be detailed in later additions to these basic rules.
9. EVA This skill can only be used in conjunction with power armor use. It is required at any skill level for
power armor troops to perform extra vehicular activity out in space while wearing their power armour,
usually during spaceship boarding actions which occur in specific missions.
10. Hard-as-nails Having this skill means that the model is extremely tough and difficult to kill. A successful
hard-as-nails roll will add +1 to resilience when that model is taking any kind of damage. Additionally if a
double number is rolled on the 2D6 skill check, the model may add +2 instead. This double number must
still be equal to or less than the model’s hard-as-nails skill level. The skill test may be made during melee
combat too, to add the same bonuses to the model’s combat roll instead.
11. Technician This skill works in exactly the same way as the medic skill, but it is only useable on warbots
or androids. It is not useable on BIOs that are not described as androids.
12. Engineer A model with this skill has the ability to repair vehicles if they are immobilized or repair vehicle
weaponry if the ‘weaponry shut down’ result occurs on the ‘internal vehicle damage table’. The model
must remain in contact with the vehicle throughout one entire phase on that player’s turn in order to roll
the dice and see if the repairs can be made. The skill check cannot be made during the FOW phase or
the melee phase, nor can it be made on the phase the damage occurred. To make effective repairs the
engineer must roll equal to or under his skill roll. The driver of the vehicle may have engineering skill, and
may employ it on his vehicle without disembarking from it, helped by damage control systems, but will
suffer a –3 modifier to his/her skill level. If the damage is not too bad, then the driver may be able to
overcome the problem by (for example) thrashing the engine for the rest of the game, ‘working’ the clutch
mechanism or maneuvering carefully in order to avoid exacerbating the problem further.

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Flying vehicles that have become ‘difficult to manage’ due to an ‘immobilized vehicle result’ may be fixed
in the same way by the pilot, but the –3 penalty still applies. Obviously, the pilot cannot disembark from a
flying vehicle!
13. Salvage Hound Given to an infantry unit leader only. They have an uncanny sense for knowing where
on a battlefield valuable salvage might be found. If this model is searching for salvage, and can make a
‘salvage hound’ skill check add 2 to the number required for the salvage recovery dice roll.
14. Military Discipline Given to an infantry unit leader. He/she has served in the colonial defense forces and
may pass some of that training onto the other members of their unit. Deduct –3 from loyalty check dice
rolls (or add +3 to bravery test dice rolls) for that unit only, if the leader can make a Military Discipline test
first.
15. Grenade throwing (Free points 4) Enables the model to throw grenades accurately. It works just like
shooting a gun. If the skill check is passed, the grenade lands where the thrower intends. If not, then
ignore the grenade entirely. However, if the model rolls a double 6, he/she drops the grenade at their feet,
which promptly explodes, delivering damage to the model and those around according to the grenade
type.
16. Nimble Given to any infantry model. If hit by a missile or bullet, roll the skill check and if a double number
comes up (that is below or equal to the models skill level), then that model has ‘dodged the bullet’ so to
speak. It may also be used in melee combat to dodge a wounding or incapacitation if the model loses a
round of melee. Cannot be used if the model wears heavy armor (e.g.: a battle suit).
17. Sniper Required to use the sniper rifle. Use like a normal weapons skill. If a double number is rolled that
is equal to or under your skill score then the damage is 4D6 instead of 2D6. (See equipment section for
further details page 39).

MEKK Crew Upgrades List


Upgrades with (d) next to them are the only upgrades available to demolition ‘bots.

1. Small arms The crew member may employ any weapon falling under the small arms category. In order
to shoot and successfully hit a target, 2D6 are rolled and if the score is equal to or under the crew
member’s skill, the shot has hit the target.
2. Heavy weapons (d) The crew member may employ any weapon falling under the heavy weapons
category.
3. Heavy artillery (d) The crew member may employ any weapon falling under the heavy artillery
category. Many of these weapons are mounted on vehicles, hence the crew member must also usually
be in the vehicle to employ this skill. Drivers and pilots will find this skill useful.
4. Hand-to-hand combat (Free Points 5) The level of this skill dictates how dangerous the crew member
is when fighting hand-to-hand. This skill is used as described earlier in the section on hand-to-hand
combat.
5. Medic The crew member has the ability to act as a battlefield medic and tend the
needs of the wounded. If this model remains in base to base contact with a
wounded BIO model for one entire phase and also makes a successful skill test
then the wounded BIO model recovers and may continue functioning as if it is no
longer wounded. The skill cannot be used on the MEKK medic using it. For further
details, refer to the ‘medic’ entry in the BIO skills list above.
6. Technician This skill works in exactly the same way as the medic skill, but it only
works on warbots and androids. It is not applicable to BIOs that are not described
as androids. MEKKs cannot use this skill on themselves. Androids (which are classed as BIOs and will
be covered in a forthcoming rules-set expansion) can use the skill on themselves instead of the medic
skill if they wish.
7. Engineer The engineer upgrade works exactly the same way for MEKK crewmembers as the engineer
skill does for bio crewmembers.
8. Super Charge (d) May have one of two effects: either add +2 to the salvage recovery roll for a demobot
(only applies to demobots), OR may add +3 inches to movement (applicable to both demobots and other
mekks), cumulative with movement bonus from being equipped with ‘tracks’.
9. Damage Control nanobots (d) This skill works as a ‘self heal’ for the user. The nanobot implant
manages physical damage on the MEKK employing this upgrade. If the MEKK is ‘damaged’ in the battle,
it may self repair on the next phase if it can roll the nanobot upgrade check on 2D6. This upgrade works
in the same way as the ‘engineer’ skill for a demobot, or the ‘technician’ skill for any other MEKK.

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10. Self preservation override(d) Allows a second loyalty/bravery test for any MEKK that fails its initial
loyalty/bravery test. Even if the model finds itself alone after the rest of its unit flees. (If this occurs treat
the model(s) that succeeded the loyalty test as a separate unit from then on. Nominate one of the
models as the new unit leader).

The Company Boss and Company Shareholders


Your company boss represents you. A determined and tough individual, versed in the harsh ways of survival on
the Outer Rim, and veteran of many escapades and close scrapes. Having worked in the salvage industry long
enough to learn the ropes and also having attracted a cadre of close and reliable friends over the years, it is now
time for your boss to lend truth to the old adage known throughout the frontiers – ‘The salvage industry attracts
old space dogs like a black hole’.
Your company boss is not alone in running your salvage company. He/she may have up to two close comrades in
arms, both ‘veterans’, that are also shareholders in the company. These two people are known as the
‘shareholders’ and they will fill the shoes of the company boss if he/she should die upon the field. If this should
happen and any of the two shareholder ‘slots’ are left unfilled, then new shareholders may be drafted from the
rank and file crew members of the company.

Bosses and shareholders cost nothing to recruit and cost nothing to deploy on the field. Their wages are
considered to be written in to all other deployment costs and salvage counter values arising during the game and
are thus ignored. The company boss and the shareholders may, or may not, be deployed on the field during a
game, it is your choice. If they are deployed they must each act as either the leader for an infantry unit, or any
crew member for any vehicle (provided they have the required skills to fill the role).

If the boss is deployed on the field, then your company will gain a company loyalty bonus of +1 for
that game only. The boss and shareholders must lead any units they accompany.

MEKKs in human salvage companies cannot be the company boss or shareholders as they are not currently
recognized as true citizens of society on the Outer Rim and have no civil rights. Most of them do however
appreciate the significance of earning an honest credit. They can often be seen throughout the Outer Rim paying
for goods and services despite widespread discrimination against them.

When your company is first formed your boss will have the same basic skills and equipment available as any
other new recruit. However, your boss will start with 18 skill points to spend. These points may be spent on
skills from the BIO skill list OR may be spent on the ‘Boss skill list’ which is only available exclusively to the
company boss. Even other shareholders may not use these skills unless they are promoted to company boss by
the unfortunate demise of the last boss. There can only be one company boss at any time. In all other respects
the shareholders are just like normal crewmembers. A shareholder promoted to company boss does not get 18
skill points to spend, he/she must rely on the skills that they have garnered previously.

The Boss skill list appears below, along with full descriptions. Boss skills do not require the boss to be present on
the field unless the skill description indicates so.

Boss Skill List


1) Salvage Appraisal Roll this skill check before the game starts. Roll individually for each salvage counter
present on the field. Success enables you to look at the value of that individual salvage counter.
2) Bargaining Roll this skill check at the end of the game for every salvage counter you manage to recover.
Enables you to increase its value by 10% due to your slick and tenacious bargaining powers.
3) Old army buddies Create profiles for 5 human crew members. Each one with 14 skill points to spend and
each equipped with 1800 credits worth of equipment from the equipment list. You may add to this amount
from your own funds if you wish when drawing up the list. Before a game you can make a skill check to see if
one of your army buddies shows up to help you out and relive ‘the old days’. If you roll a double number that
is equal to or below your skill level you can add another one of your army buddies to the ranks. If you roll a
double 1, then they will all show up for a grand re-union! Your buddies may join infantry units, or lead them as
you see fit. You may also use them as vehicle crew provided they have the required skills. Once all your army
buddies are dead this skill will be defunct. It’s a good help though if you only have a small company. Army
buddies cost nothing to deploy.

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4) Reckless Your boss may only be kept off the field for a game by rolling this skill check and failing. If the boss
is present on the field then the normal bonus to company loyalty does not apply due to your crew’s fear of
what suicidal enterprise the boss might be sending them on. However, the unit that the boss leads will gain a
+4 bonus to loyalty due to his/her ability to spur nearby comrades on into dangerous situations.
5) Strike Force Any unit that the boss is leading/attached to may act as a ‘strike force’. Roll at the start of the
opponents turn. Success means that once during your opponents’ turn, that unit may have 1 Sp spent on it.
This may occur at any time during the opponents phase 1, phase 2 or in between actions taking place as a
result of the fog of war table. (Though you have to give your opponent a chance to finish their current action).
6) Able Commander You may subtract 1 from the ‘Fog of War’ table dice roll result on your turn if you can
make this skill check immediately before the FOW roll is made. Your boss’ battlefield wisdom and experience
helps to push things in your favor. Also, if you roll a double number, which is equal to or less than your boss’
skill, you may subtract 2 points instead.
7) Military Service Your boss has the benefit of years of military discipline after serving in the Frontier Defense
Force, and has passed some of this training onto your crew. If any of your units fails a company loyalty
test/bravery test, then you can roll a skill check to see if you can add +2 to your loyalty score for that test. The
new, modified result now applies.
8) Fame Your exploits make great entertainment for the masses back on earth and the rest of the home
systems. If you roll your skill check at the start of a game, you can attract a crew of media reporters to make a
holo-program of your latest dangerous adventure. The boss must be used on the field for this game. At the
end of every game involving media reporting you will gain +1 to your company loyalty score, as well as a
1D4x500 credit bonus from the media company for providing them with a great story.

Vices
Your company boss, being a grizzled veteran, may have picked up bad habits along the twisted and rocky path to
success. The ‘vices’ skill list is like a ‘negative’ skill list. For every 1 skill point invested in a vice for your company
boss you may add 1 skill point to another skill of your choice. (The first point spent on a vice will make that vice
skill level 2. This is because this is the minimum number you can roll on 2D6 when making a skill check.)
You may make this trade-off at any point in between games, but remember, vices do not go away, and they can
cause trouble. Vices are usually a compulsory skill test before every game. Bosses from other factions and races
might have their own particular vices not featured here.

1) Drunkard – Your boss has a bad habit of committing ill advised errors of judgement due to his/her habit
of imbibing large volumes of potent alcoholic beverages. Roll a skill check before every game. If
successful you must roll a 1D6 and consult the table below to see what effect this has:

Drunkard table – roll 1D6


1 - 2: Reduce company loyalty score by 1 point for the entire game due to the offensive nature of
recent behaviour in the eyes of your crew.
3: Reduce the value of any salvage you acquire during this game by 5% due to the pathetic
bargaining attempts of the boss.
4 – 5: Too drunk to take a part in the mission. Though other boss skills that do not require a
presence on the field may be used at a –3 modifier to the skill level.
6: Temperance prevails! Maybe the boss is turning over a new leaf?! Until next time……..

2) Womanizer/Man-eater Before the start of each game make a skill check. If successful then the boss has
succumbed to their womanizing/man-eating tendencies and has attempted to seduce 1D6-3 crew
members. The crew members may be any sex. Unfortunately for the boss the rather combustible series of
relationships only serves to offend the crew members involved. At the start of each game, before the eyes
of your opponent, remove 1D6-3 crew members of your choice permanently from your roster.
3) Manic depressive Roll a skill check before the start of the game. If successful, then the boss is far too
depressed to make any sort of appearance, including using any other boss skills. The boss may take no
part in this mission at all. Ho hum….

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4) Wastrel Your boss has a licentious and extravagant lifestyle away from the battlefield. This adds a level
of secret admiration at times from the crew members, but this grand lifestyle has its consequences. Roll
the skill check before every game. If successful then add +1 to company loyalty for that game only, but
any financial rewards gained from that mission suffer a drop in value of 40% as the profits are wasted on
gambling, whores and wildly extravagant gestures.

Placing a bounty on the head of a company boss


Any company boss can elect to place a bounty on the head of another company boss. All you have to do is pay
the bounty money immediately from your finances to the Frontier Union Law Enforcement Division who will then
offer the sum for any bounty hunters to claim. The amount of the bounty is then marked upon the target boss’
company roster. The bounty may be increased by other company bosses. If that company boss dies at the hands
of another company during a game, the boss of that company may claim the bounty.

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Equipment for Your Salvage Company

These costs are to be spent one time only for each model being recruited. A model may not normally be equipped
with more than one weapon (including melee weapons) unless the extra weapon is either ‘grenades’ or ‘general
small arms’.
For example – you could equip a crew member with two ‘general small arms’ weapons (though the model
could only fire one at a time!). Or you could equip a model with a wrecking ball and a ‘general small arms
weapon’. You could also equip a model with a heavy weapon and grenades ( again, only one weapon could
be used at a time.)

Infantry equipment: (not available to MEKK crew unless the entry appears also in ‘warbot equipment list’
below)
HADES battle suit: armour value = 7, cost of 1200 credits (cr)
Medium infantry armour: armour value = 5, cost of 300 cr
Light infantry armour: armour value = 3, cost of no cr (free!)
Salvage tools: cost of 200 cr
Bio Mechanical upgrade: +1 to RES score - 600 cr. Once only.

Infantry weapons – available to Bio and MEKK crew unless specifically stated.:
Grenades, for one crew member: 350cr (one time only cost – per grenade variant).
General small arm: free
Avenger 19 assault rifle: 200cr
Arclight blaster: 300cr
Flechette rifle: 300cr
Minigun: 800cr
22mm Light infantry cannon: 850cr
75mm pump action heavy infantry cannon: 1500cr
HEPAC cannon: 2200cr
Missile launcher (launches either ‘Gnasher’, ‘Bonesaw’ or ‘Shocker’ missiles): 1100cr
Cluster bomb: 790cr
Demolition lance and protective shield (melee weapon): 2500cr
Wrecking ball (melee weapon): 300cr
Sniper rifle: 600cr – ‘special class’ see description below.

Vehicle only weapons:


NOVA bombard: 3500cr
Anti matter cascade howitzer: 4000cr
Tachyon Rifle: 5000cr.

Warbot equipment:
Tracks add +3 to warbot movement (vroom…!): 500cr
Cyber knuckles – (melee weapon) +2 to combat rating in melee, 1D10+2 damage to vehicles: 1000cr
Reinforced body – add +2 to armour value: 1,100cr
Twin small arms weapons – enables the model to wield, and shoot at the same time, two ‘general small
arms’ weapons. Cost includes 2nd weapon: 400cr. (Other weapons in the ‘small arms ‘category may not be
equipped with this.)
Salvage tools: 200cr per crew member equipped

Vehicles and heavy equipment – (d) = demolition bot equipment:


Salvage dog, ‘Arachnid’ gun platform and ‘Phoenix’ flying vehicle – see below in ‘Vehicles and Heavy
Equipment’ for info.
Demolition ‘bot (d)– see below for statistics: 5,500cr
Demolition ‘bot Heavy weaponry (d): 3,500cr for Nova Bombard, 5000cr for Tachyon Rifle

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Equipment – Special Descriptions
Equipment can be swapped between crewmembers in between missions as long as the crew member receiving
the equipment can use it.

HADES battle suit ‘Humanoid Augmentation Dangerous Environment Suit’. Power assisted and heavily armored
with reinforced plasteel. Has an armor value of 7. Used by human salvage crew to operate in very dangerous
environments, and also as an EVA (extra vehicular activity) suit during ship to ship boarding actions in the
vacuum of space. The HADES suit contains a ‘stim-chem’ system that can be employed by the suit user when
experiencing personal harm. If the user can make a ‘Battle Suit’ skill check during any phase in the game, then
the chemical stimulation system will boost the operators RES score by 1 point. This may be done only once per
phase. It is often enough to help the suit user bear the brunt of massive damage inflicted and keep operating the
suit during the vital moments that may save the users life.
Medium armor Usually a military issue BIFFA suit (‘Body Integral Fire-Fight Armor’). Other types exist as well.
Often worn by ex-military crew. Gives armor value of 5.
Salvage Tools A crew member may be equipped with salvage tools to make them more effective when
extracting salvage from a salvage counter. Salvage tools can be anything like metal cutting torches, power
chainsaws, steel grinders, bolt cutters, winches and ropes/chains or even just a crow bar. Salvage tools allow +1
to the ‘salvage recovery roll’ for each model in base to base contact with the salvage counter. A crew member
equipped with salvage tools may only be armed with ‘general small arms’.
Grenades There are two types of grenades available to humans – Frag and EMP. Grenades are the only
weapon that may be equipped alongside another weapon. The cost to equip a crewmember with grenades of a
particular type is 350cr. This cost is paid once only, when the crewmember is first employed (a crate of grenades
goes a long way!). A crewmember may be equipped with more than one type of grenade, as long as the cost is
paid to equip that model. The ‘grenade throwing’ skill is not available to MEKK crew, so they cannot be equipped
with grenades.
Bio-mechanical upgrade Given to a Bio crewmember only. Replaces primary muscle groups with cybernetic
matrix. Increases strength and physical resilience. Gives +1 to RES score and it is a permanent physical
alteration so it cannot be swapped between crewmembers. Cannot be purchased more than once per model.
Demolition Lance and protective shield A long spear used by FDF elite units to bestow fearsome melee
capability to a soldier wearing a battle suit. The lance tip is charged with searing plasma that explodes upon
discharge. The combat shield is usually equipped with the lance to provide the soldier protection while advancing
into melee contact. The demolition lance adds a +2 combat rating in melee. The combat shield also adds +1 to
the model’s armor score (and hence another +1 to combat rating). This equipment can only be used by a
crewmember wearing a battle suit or a MEKK crew member. The demolition lance will do 2D6 to vehicles.
Wrecking ball Yeah! A giant steel ball on the end for a chain! For wrecking stuff! Wielded with two hands and
only useable by crew wearing a battle suit, or MEKK. Does 3D6-2 damage to vehicles and adds +2 to combat
rating. Does not incur deployment/maintenance costs as its just a big metal ball. (Well, maybe a can of metal
polish and a rag or something if your crewmember likes that sort of thing!).
Sniper Rifle The sniper rifle. Standard issue with laser sighting. Though it is listed as ‘small arms’ in the
weapons list, this weapon is in a class of its own. To use it a model must have the ‘sniper’ skill instead of ‘small
arms’ skill. To hit the target, the user must roll their sniper skill check (with appropriate modifiers for range). If
successful, then the rifle will do 2D6 damage. However, if a double number is rolled on the skill check that is
equal to or under the users skill level, then the rifle does 4D6 damage to the target. It is useless against vehicles.
NOVA bombard Nuclear Ordnance. Artillery incorporating a nuclear explosive device. Delivers shockwave and
intense heat over a small area 1” radius from impact point. Takes a while to load, so can only be used once per
phase.
Anti-Matter cascade Howitzer Sets up a destructive antimatter particle wave. This reacts with positive matter
(baryons) with destructive force. A much larger version has been developed for the growing FDF space fleet due
to the fact it will eliminate force fields.
Tachyon Rifle Uses the same technology as the ‘Tachyon drive’ which most human starships currently use as
propulsion devices. Tachyon particles are ‘faster than light’ particles. Directed in a beam, they can create
instability in normal matter very quickly, causing explosive bursts. The tachyon rifle does not distinguish between
different types of matter as it effects them. Flesh or plasteel are all effected the same. Also being developed by
the FDF for use as starship weaponry.

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Cyber knuckles Originally invented for the MEKK gladiators in the fighting pits of Geryon 4, the technology has
become widespread wherever MEKKs are used in close combat. The FDF now has a heavier version equipped to
its cohort of elite assault MEKKs. The X12 cult of androids also makes regular use of them. They are powered to
deliver a hydraulic trigger blow at the point of impact, as well as a high voltage/amperage jolt. Cyber knuckles
may be equipped alongside one ‘general small arms’ weapon. A MEKK may also equip cyber knuckles with a
heavy weapon as an extra weapon! Bios may not do this as they cannot replace limbs with weapons/equipment.
Cyber knuckles add +2 to combat rating in melee combat (hand to hand) and also do 2D6 damage when
assaulting ordinary vehicles. Also, if a model using cyber knuckles scores the lowest possible score of 3 on the
1D6+2 for its combat roll in hand to hand combat, the enemy model must make an immediate resilience test (roll
equal to or under RES score on 1D6) or die of shock with no chance of recovery rolls at all at the end of the
game! If the enemy model is described as a ‘vehicle’ and a ‘mekk’ (the demobot for instance) then they
immediately suffer 1 roll on the internal damage table instead.

Vehicles And Heavy Equipment Available On The Outer Rim


All equipment and vehicles may be ‘retro fitted’, which means that if you purchase a weapon or upgrade, you do
not have to use it in a game. If you do this then you must fall back on the basic ‘free’ weapons etc. that the vehicle
comes with when purchased without any upgrades. Equipment can be sold again in between games for half its
original price.

Vehicle deployment costs include the wages of any vehicle crew included. When you buy a vehicle you will also
need to pay some crew to operate it. Vehicles and heavy equipment are always repaired fully in between games.

Demolition ‘Bot
Military class, cargo/recovery, vehicle, mekk Cost: 5500cr.
Armor values (front, side, rear & top): 8
Superstructure: 7
Deployment cost: 400cr (+150cr for each heavy artillery)
Crew: none
Movement: 6” [3.5]
Throttle: none
Combat Rating: 14 (+2 for armor upgrade. +3 for each grubby mauler)
Turning score: Unlimited, treat in same way as infantry.

Demobots count as a ‘cargo vehicle’ only if they are equipped with two ‘grubby maulers’.

Special notes:
1) Add +2 to all armor values if armor upgrade installed. (cost: 1000cr)
2) Grubby Maulers – the demobot does not need the ‘hand to hand combat’ skill in order to fight in melee. It has
a normal combat rating of 14. Add +2 if it is equipped with ‘extra armor’ and +3 for each ‘grubby mauler.’ Each
grubby mauler counts as a weapon. If one of them suffers a ‘weapons shut down’ result on the internal damage
table, then it cannot be used for recovering salvage anymore.
3) May mount heavy artillery – see below.
4) It cannot ‘ram’ another vehicle, it attacks in melee as per infantry instead.
5) Ignore any references to a ‘driver’ on the vehicle damage tables.
6) Counts as 4 models in hand to hand combat.
7) Is classed as a MEKK, so benefits from MEKK recovery rolls.
8) Treat as a civilian class vehicle for EMP attacks.
9) Makes loyalty and bravery tests as a normal MEKK would do.
The demobot is a gigantic robot that comes equipped with huge powerful hands, called grubby maulers, which
are very useful for searching through salvage piles as detailed earlier in the section on ‘recovering salvage from a
salvage counter’. If the grubby mauler is used as a weapon against vehicle armor, then it will deal 4D6 damage to
whatever it strikes if both grubby maulers are equipped. If only one grubby mauler is equipped, then damage will
be 3D6. Grubby maulers also add +3 to the combat rating for each grubby mauler when used against infantry in
hand to hand combat. Treat the demobot as an infantry model in a melee situation. If the demobot loses a
combat, for every point the winner beats the demobot’s combat rating score by, roll once on the ‘vehicle
damage table’.

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When demobots are first purchased, their upgrades are treated in the same way as warbots, i.e. 10 points to
spend initially. There are, however, certain upgrades that a demolition bot cannot obtain due to its enormous size.
For instance the ‘technician upgrade’ or ‘tracks’. The upgrades available to demobots are annotated with a small
(d) in the upgrade description.

Demobots may also replace one, or both grubby maulers with heavy artillery for the following costs.

Nova Bombard: +3,500 cr per weapon.


Tachyon Rifle: +5,000 cr per weapon.

The ‘very difficult to obtain’ rule does not apply to these weapons.

This does mean though that the replaced grubby mauler cannot be used for recovering salvage. A Demobot may
comfortably search for salvage (or load it onto a cargo vehicle) with only one grubby mauler, and blast away at
the enemy with one heavy weapon fitted to the other limb, provided one SP is spent on either activity. If the demo
bot has no grubby maulers equipped then it cannot recover salvage. If it is equipped with none or only one grubby
mauler, it is not classed as a cargo vehicle. A demobot needs both grubby maulers equipped in order to carry
recovered salvage back to the drop zone on its own. Demobot weapons have a firing arc of 360o.

Hints and tips – Demobots are very useful, and very tough, They are an important element
of most human salvage companies due to their fearsome hand to hand capability, as well as
their usefulness in recovering salvage. The best way to kill them in hand to hand combat is
probably to ‘gang up’ on them with at least 5 salvage crew, though it can be costly!
If you don’t have a few tough melee specialists to respond to the demobot then stand back
and hammer it with heavy artillery!

Salvage Dog
Civilian class cargo/ recovery vehicle. Transport. Cost: 4000cr.

Armor values: Front: 9; side, rear & top: 8


Movement: 8” [5]
Superstructure: 6
Deployment cost: 250cr
Crew: 2 (1 driver, 1 gunner)
Cargo capacity: 2 without passengers.
Passenger capacity: 4 without cargo
Throttle: 3”
Turning score: 1

Not designed for use by MEKK crewmembers.


May only be crewed by BIO crewmembers.

The salvage dog is used widely by salvage companies as a cargo vehicle for recovered salvage. It is easy to load,
as well as small and robust enough to take enemy small arms fire. However it must be protected from enemy
heavy weaponry as it will fold like a tin can if hit by anything larger than an arclight blaster. The salvage dog can
take many forms, and are often converted from other mining vehicles. They can be equipped with weapons, but
are restricted to small arms fixtures as they are not designed for offensive roles. With this in mind, a salvage dog
can be equipped with a light machine gun (counts as ‘general small arms’, doing 1D6+4 damage) for 200 cr, or
an arclight blaster for 400cr.
These weapons are mounted on a rotating pivot with a firing arc of ‘front 180o’. Salvage Dogs usually have a
crew of two: the driver, and a crewmember manning the machine gun while salvage is loaded. Space inside the
salvage dog is usually very cramped.

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Phoenix
Civilian class flying vehicle. Cost: 2500cr

Armor values: Front, side, rear & top: 6


Movement: 15” [9]
Throttle: 3”
Superstructure: 5
Maneuvers per SP: 3
Deployment cost: 250 cr (includes equipped heavy weapon)
Crew: 1 (1 driver)
Cargo capacity: 0
Passenger capacity:0

Primary weapon: May be armed with one of any heavy weapon in the heavy weapons list for the listed
equipment cost. Weapon firing arc – Front 180o.

Not designed for use by MEKK crewmembers. May only be crewed by BIO crewmembers.

The Phoenix is a flying utility vehicle that is often used by law enforcement and private companies for use in
scouting, patrolling perimeters, or crowd control. Other variants exist that have been converted for light haulage or
medical response. The vehicle moves very fast, but can take little punishment. If used on the battlefield they are
more effective if used in a team working to eliminate a particular target.

Arachnid
Static gun platform. Cost: 1000cr.

Armor values: None


Movement: None
Superstructure: None
Deployment cost: 200cr (+100 for a heavy weapon or +150 for
heavy artillery attached)
Crew: 1 gunner

Primary weapons: Nova bombard: +3500cr, Tachyon Rifle: +5000cr, Super Mini-gun:+1500cr, Missile
launcher: +1100cr

360o Firing arc

Not designed for use by MEKK crewmembers. May only be crewed by BIO crewmembers. Counts as a
vehicle for EMP attacks. Treat as an ‘infantry base’ for all other attacks.

The arachnid gun platform is a static, open turret mounted weapons system. It is essentially a well protected seat
with a heavy weapon or heavy artillery attached to it. Mounted on a robust tripod, this equipment is primarily used
in a static defense role. The cost mentioned above is for the seat only – you must purchase a heavy weapon, or
heavy artillery to attach to it, the cost of which is the same as that appearing in the ‘equipment list’ section. The
‘Super minigun’ is available as equipment for this item. Classed as a ‘heavy weapon’ this is a twin array version
of the normal minigun that acts in the same way, but due to its savage rate of fire has the following stats:

Name Damage Hits Range Special


Strafe – pick a target and divide the
Super minigun 1D6+5 1D6+1 16” short [10] number of hits as evenly as possible
32” Long [20] amongst the target and every figure visible
within 3 inches.

Deployment cost does not include the crew on this item. The platform offers a +2 armor bonus to the gunner, who
is otherwise exposed to enemy fire. The gunner may not wear a battle suit/ heavy armor. If the gunner is

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wounded, ignore it. If the gunner dies, roll a 1D6 and if the result is 4-6, then the gun has been destroyed as well.
On a 1-3 the gun is still operational and any infantry model with the appropriate weapons skill may jump in and
operate it. Any crewmember with ‘heavy weapon’ skill, and not wearing battle armor can use the platform if it has
no operator by moving into base contact. The gunner can vacate the platform during your phase 1 or phase 2 (no
SP cost) at which point the gunner is then treated as a ‘straggler’.
Also, the arachnid gun platform may be deployed directly from the lower hull of a drop ship as it is approaching its
landing position at the start of a game. The gun platform also comes issued with short burst rocket thrusters for
just such a rough landing. This is often likened to playing ‘bowls’ (an old Earth game) by those who do not have to
endure it. This allows the company boss to deploy a maximum of 2 gun platforms (all that can be fitted to the drop
ship’s outer hull) to the surface in this fashion immediately before the game starts (during his/her initial
deployment) anywhere entirely within 18” [11] of their drop zone marker. However due to the hazardous nature of
this deployment, you must make a ‘bad landing’ dice roll. Roll 1D6 for each gun deployed in this fashion. If you
roll a 1 then the platform, and the gunner, have been smashed to oblivion on a very hard object, as the company
boss misjudges the timing of the release and ‘bowls’ the gun platform. If the gunner has any pilot skill, then they
may roll this skill check to negate the effects of the ‘bad landing’ roll.
The arachnid gun platform will be picked up automatically at the end of the game by your drop ship. Even though
it sits outside your drop zone at that point the deployment mechanical on the underside of your drop ship can also
be employed to scoop up the platform in very short order.

Company Assets

An important aspect of Salvage Crew: Star Mogul are company assets. Especially if you want your company to
become large and successful. Company assets come in various types and are gained by fighting your enemies
for them in the ‘Game Missions’ that are detailed in Chapter 3, starting on page 47. Most of them contribute
somehow to the wealth of your company each time you play a game, at the end of the game. Some may also
provide equipment for you to use.
If you obtain an asset for your company, then note it down on your roster under ‘assets’ and write down any notes
that apply to it. Most assets have a given action/function that occurs every time you play a game. Assets may be
sold for 25% of their market price as shown below.

Here is a list of the currently available company assets, others will be added in later expansions to Salvage Crew:
Star Mogul.
1) Ore Mine: (price 40,000 cr.) The Outer Rim has many active ore mines. On occasion one will become
available for purchase, or may become abandoned for some reason. If you are lucky enough to obtain an
ore mine, it will contribute 1D6-1 x 500 credits to your funds each game, at the end of the game. Ore
mines are gained by either purchasing one, or by capturing one from an opponent in a game.
2) Base/ Headquarters: (price FREE) All players may set up a base of operations immediately when the
player creates a new salvage company. It may be in an asteroid field, or an a moon, or just about
anywhere else there is some real estate to grab and nobody is going to shoot at you for doing so. Bases
allow your crew proper rest and recuperation in between missions. If you do not have a base, then all
crew recovery dice rolls suffer a +1 penalty. Your base can be attacked and stolen from you by another
player (who must destroy it immediately upon capture unless they do not have a base themselves). If this
happens, then you may set up another base in between games, but it will cost you money to do so. Also,
you may spend up to 3200 cr FREE on defensive crew/ equipment for your first base only, in case it is
attacked. This is not transferable in any way other than to act as help in a game where your base is
attacked. The cost of setting up a base (other than your first one, which is free) is 5,000 Cr. You can only
have one base at a time. You cannot trade a base in for cash.
3) Alien artifact site The race of alien creatures known as the ‘Mimjip’ left few objects or tools behind upon
their disappearance nearly half a million years ago. Much of their architecture still remains, but the
machines and devices they must have had seem to have mostly been taken with them to whatever
mysterious destination they went to. This fact has been the source of great puzzlement and speculation
among researchers, colonists and explorers on the far flung reaches of the Outer Rim. Opportunists and
adventurers are still nonetheless drawn to the tales of incredible artifacts and priceless tools that have
been found in seemingly random places throughout the Spartan ruins of the Mimjip Empire. Your salvage

44
company will possibly be lucky enough to hear about a site containing Mimjip artifacts. Though there is
little doubt that when the details of the claim are broadcast by the Frontier Union you and your crew will
not be the only hopeful party trying to get a slice of the vast riches that may be waiting. Alien artifacts
must usually be fought over using the ‘alien artifact’ mission mentioned below in the ‘missions’ section.
If you succeed in acquiring a site containing the remains of ancient alien culture, then continued digging
and searching in the area will usually yield a steady stream of alien items. Most of which will be seemingly
mundane. The most common artifact found amongst the ruins of the Mimjip empire is the apparently
useless items that have become known as ‘telescopic bottles’. Although these can be sold on to research
facilities for a tidy sum. Every time you play a game, roll a 1D6 and consult the following table to see what
your research group has found at your alien artifact site.

Mimjip artifact recovery table (roll 2D6)


Result
1-2 Nothing has been found this time around.
3-6 Empty containers and a couple of other odd items. You sell them to a research institute for
1D6 x 300 cr.
7-9 Interesting find! A metallic disc with buttons, or something of similar potential, who knows
what purpose it was made for? You sell it to a research institute for 1D6 x 800cr.
10-11 Superb find! A series of delicate objects/ tools in a container. Some of them look like they
could be of advanced technology. You sell them to a research institute for 1D6 x 1200cr.
12 Your crew accidentally unleash an ancient pathogen while digging around in the ancient
ruins! Attempts to flee from the site back to your salvage starship only entail your company
boss quarantining the alien artifact site until your next mission. For each Bio crew member
you have, roll 2D6. If you roll a 2 or 3, that crew member dies after contracting the virus.
The whole episode has a terrible effect on crew loyalty before it is over. Reduce your crew
loyalty by 1 point permanently.

4) Manufacturing plant: (price 60,000 cr.) Abandoned manufacturing facilities have become a feature of
life across the Outer Rim, as large companies and small entrepreneurs have seized opportunities to
supply growing colonies only to have their operations succumb to unexpected difficulties. Whether from
environmental mishaps, the Mimjip pathogen or interference from alien species, the events usually lead to
the abandonment of the colony. This opens up the possibility that other opportunistic individuals might, at
some point in the future, return to the site and fire up the manufacturing equipment for their own ends. If
your company gets their hands on a manufacturing plant, then they can use it to produce items of
equipment. This will help cut the costs of buying any new equipment, including vehicles and weaponry, by
25% as many of the parts can be fabricated ‘in house’.
5) Junk Yard: (price 40,000 cr.) A company boss that owns a junk yard has the facilities at his/her
disposal to process low value items that other salvage companies would not consider valuable enough to
spend time gathering during a mission. Semi-precious scrap metal, discarded recyclable plasteel or
trashed computer parts might all yield a cash bonus using the specialized processing equipment found at
a junk yard. When any mission is played – the junk yard owner may have an extra salvage counter placed
on the playing area in a random fashion (see the ‘Rescue/ Recovery Mission’ on page 53 for random
placement of buildings/ terrain). This counter represents salvage that only a junk yard owner would
consider valuable, and may not be recovered by a non-junk yard owning player. The value of the counter
will be 2D6 x 1000cr, and does not count toward the number of salvage counters required to gain the
salvage rights in that mission. You should roll the value only when it is revealed by recovering it, or by
using the ‘salvage assessment’ skill. Also this salvage is not subject to the 50% reduction in value if you
do not gain the salvage rights in that mission – you may sell it on for its full value after the game.

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Bank Loans
Your company may fall on hard times if you have a run of bad missions. However, there are numerous financial
institutions that will happily give you a loan using your salvage starship as collateral. The chief financial institution
among the frontier systems is the ‘Frontier Union Banking Authority/Retrievers’ or FUBAR for short. If the state of
the finances of your salvage company really are ‘beyond all recognition’ then you may wish to take out a loan
from FUBAR.

The bank, in its continuing commitment to customer service, will only loan you an amount that is as much as your
entire deployment costs at the end of the last game you played multiplied by 4.
However, you will be expected to pay back a rip-off 25% interest on the amount you borrow, effective
immediately. This amount must be paid back to the bank within the next 2 missions you undertake, so
keep track of how many missions you’ve played. (Or ask a friend if you can’t trust yourself).

E.g.: If you wish to borrow 20,000cr, you will have to pay back 25,000cr to the bank within the next two missions
you undertake.

You may only have one loan at any time. Minimum loan is 2,000cr.

As a security measure, you will have a ‘puppeteer’ chip implanted into your skull. If you cannot make the
payments in this time, the chip will exert its own personality over yours which will render you at the mercy of the
chips own android ‘puppeteer’ personality. Your salvage starship also will have a puppeteer navigator program
which will act to pilot the starship to a location where FUBAR may take forceful possession of it. In the past, it has
been rarely possible to eradicate the puppeteer program from a starship databank without damaging the ship
irrevocably. Tampering with the puppeteer chip inside the skull has always resulted in death.
However, it is rumored that the renegade half-man, half-machine ‘Asteroid Miners’ are adept at dealing with these
security arrangements.
Needless to say, anyone breaking the terms of the loan and surviving will not be able to get another loan
anywhere on the Outer Rim, and if they cannot find a way to remove the ‘puppeteer ware’, they will have their
company dissolved by FUBAR. This will be a sad day indeed, as you (as a player) will need to start another
company from scratch with another boss entirely.

Fulfilling the terms of the loan will mean further loans may be taken out in the future under the same conditions.
The ‘puppeteer ware’ will be removed.

46
Chapter 3 - Game Missions

The Drop Zone A drop zone is a small section of the playing area that acts as a drop off and pick up point for
your recovered salvage and salvage crew, all of which is performed by a “drop ship”, which ferries salvage and
crew members back and forth from the planet’s surface and into orbit where it can connect with your main
company starship. The conditions affecting the position of your drop zone will be outlined separately in each
individual mission. Normally, you get to choose the location of your drop zone, as long as it is not within 15” of
either a salvage counter or an enemy drop zone. A drop zone should be represented by a point on the board
(place a penny, or similar small token at the required point). Normally the drop zone extends in a 6” radius
around this point.

Mission Deployment And Maintenance Costs For Your Crew


A game of Salvage Crew: Star Mogul is played using one of a number of available missions to ‘set the scene’.
These missions are all detailed later in this section of the rules. Every time a player fields his salvage company in
a game, he/she will have to spend money on wages for deploying infantry, or on maintenance costs to maintain
vehicles and warbots.
This means that even before a game starts that player is incurring expenses which must be covered by the
acquisition of salvage or other valuable items during the game.

All models have a ‘deployment cost’ which covers crew wages for bio crew, maintenance costs for MEKK crew
or maintenance costs for equipment/vehicles. The following list shows the amounts you will need to pay each
model before a game. Add together all of the costs that apply to each individual model in your company, then add
all of those together to find your total ‘deployment cost’.

Deployment costs
1) For Bio crew only - each skill point the model has:x10cr. So if a bio crewmember had 7 skill in heavy
weapons and 6 in hand to hand you would need to pay 130 cr (7 + 6 is 13 x 10 = 130). Don’t count the
basic skills that have ‘free points’ unless they have been increased beyond their normal ‘free points’ level.
2) If model wears a battle suit: +100cr.
3) If model is equipped with a heavy weapon: +100cr.
4) If model is equipped with a heavy artillery weapon: +150cr.
5) If model is a warbot (regardless of how many upgrades it has): +150cr
6) If model is equipped with a melee weapon that can damage vehicles (e.g.: cyber knuckles): +50cr.

Vehicles each have an individual deployment cost mentioned in the description for that piece of equipment.
You should make a note of your current deployment costs on your salvage company roster. The deployment cost
is deducted from company funds immediately before a game starts. Don’t forget to allow for this amount when you
are purchasing new crew and equipment in between games.

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Recovery/Repair Rolls for Infantry Casualties
After each game, infantry models that have been removed from play as casualties may only have been
wounded/damaged. They may be available for the next game if a ‘recovery roll’ can be made to determine if they
can be healed or repaired. Also, any infantry or vehicle crew left outside a 6” radius from your drop zone marker
as you call in your drop ship and end your game are also considered ‘lost’ or ‘dead’ so they also benefit from the
same recovery rolls as the already wounded and ‘dead’ members of your crew.
For BIO crewmembers recovery roll, roll 1D6 at the end of the game. A result of 1-4 means the model has healed
or returned to your company and is available for use in the next game.
For MEKK crewmembers recovery roll, roll 1D6 at the end of the game. A result of 1-2 means the model has been
successfully repaired or returned to your company and is available for use in the next game. The recovery roll is
lower for MEKK crew because although they are usually more resilient/difficult to kill, once they are removed as
casualties they will have suffered a very heavy level of damage that is difficult to repair.

The recovery/repair roll is not available to destroyed/damaged or abandoned vehicles, though it is available to
vehicle crew.

Any models that lie anywhere on the field outside of a 6” radius from your drop zone at the end of the
game will be considered ‘lost’ or ‘dead’ and be subject to a recovery roll before your next game.
Unless you are the last player on the field. In which case all your surviving models and equipment
have time to return to your drop zone to be extracted from the battlefield and only those that were
wounded or killed need to make a recovery/repair roll.

Recovered crew members keep whatever personal equipment they had originally.

Determining A Mission

When playing a game of Salvage Crew: Star Mogul the players must first determine which mission is to be
played. This is done by rolling a 1D6 and consulting the table below:

Mission table - roll 1D6


1-3 Salvage rights mission: If one company is smaller than the other by 750
deployment cost or more, then see the ‘Salvage Raid’ mission.
4 Fight over an asset: Roll 1D6 again to see what you will be fighting over:
1-2: Ore Mine
3-4: Manufacturing plant
5: Junk yard
6: Alien artifact site
5 Asset raid! Both players roll a dice. The highest result means that player may choose
whether to attack one of the other players assets. In which case use the ‘fight over an
asset’ mission, but the fight will be over one of the other player’s assets instead. The
winning dice roller may just decide to ignore this result if they wish, in which case treat
as result 4.
6 Rescue/Recovery mission. This mission should only be played out where there
are two players available. If there are more than two players then play out a ‘Salvage
Rights’ mission instead or re-roll on the table.

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1) Salvage Rights Mission
Introduction
Open salvage has been broadcast across the Outer Rim by the Frontier Union on either a crashed star freighter,
an abandoned space colony, an old battle field or maybe an alien archaeological site. Two or more players have
raced to the remote site where the discovery has been made, and deployed upon the surface to recover the
salvage present and, hopefully, claim the salvage rights. The site may not have a breathable atmosphere, in
which case the players may choose to only use crew members equipped with battle armor or other similar
hermetically sealed suits. This is entirely up to the agreement between the two players. Vehicles should be used.

If a player can gain the salvage rights, then the Interstellar Frontier Union Government will pay big money for what
they recover. In order to gain the salvage rights, however, a salvage company will have to recover OVER 50% of
the salvage present to prove their claim, which means getting it back to their drop zone and having it airlifted out
via their drop ship while under heavy fire, no doubt, from the competition, who will not be too happy at the
prospect of losing the salvage rights, and hence making very little or no money at all from the mission.

Deployment & Salvage Counters


1) For this game, you will need to deploy 1D6 plus one for each player present salvage counters in your playing
area immediately after all other scenery has been set up, and in a random fashion agreed to by all players. To
determine a random region on the playing area divide the area into 6 parts, give each part a number and roll on a
1D6. (See the ‘Rescue/ Recovery Mission’ on page 54 for a diagram on how to do this).

2) Cut up a small piece of paper for each salvage counter and mark a value in credits on it, one for each salvage
counter. To determine the value of each counter, roll 3D6 and multiply by 1000 credits. Then take the paper
pieces and fold up, and place them in a hat. Then randomly pick the pieces out one by one and place each one
under a separate salvage counter, so that none of the players knows the value of any of the salvage counters.
They will find out when they recover that salvage counter. As they do so they must declare the value to the other
players. They should keep the piece of paper with the container that the salvage is being kept in (usually on a
salvage dog), to keep track of where the different valued items are on the playing area.

3) Now each player rolls a dice, and the player with the highest score gets to choose who goes first to deploy his/
her salvage crew on the playing area. Then the second highest, and so on. A player must now decide where to
place the Drop Zone Marker. This 6” [3.5] marker is that players’ drop zone (or DZ). The marker may not be
placed within 15” [9] of either a salvage counter, or another players’ drop zone marker. Otherwise it may be
placed in any unobstructed location anywhere on the board.

Once all players have placed their drop zone markers, they then take the same player order to deploy all their
forces entirely within their own drop zones. If a player cannot fit all their forces within their drop zone initially, then
they must move some of their force out of the drop zone on their first available phase, allowing the placement of
the remainder of their force to take place on their second phase. Anything not deployed after the end of that
players second phase (i.e: the end of the first turn) cannot be deployed for that game as the drop ship will have to
take off and remain out of harms way until called down again when the game ends.

Flying vehicles may be deployed anywhere within 10” [6] of the drop zone marker, due to their high speed. No
more than two flying vehicles may be deployed by any player in any one phase.

4) The players then roll the dice to randomly determine who goes first. The game then starts, as normal, with
players attempting to gather as much salvage as they can and bringing it back to their drop zone. Any player can
end the game at any time during one of their phases (not the melee phase) by calling their drop ship down to
immediately pick up all equipment (including salvage loaded onto cargo vehicles), crew and all recovered salvage
within or touching their drop zone marker template. Any healthy or wounded crew left outside of the 6” radius
will be left behind which will mean a –1 drop in loyalty score permanently.
All crew models left behind (along with all models removed from play as casualties) will be considered as ‘lost or
dead’ and must make a recovery roll in order to return safely to your company for your next game. If they fail, they
are lost forever. Ending the game in this fashion is not something to be taken lightly, just because you have a
salvage counter in your drop zone. The following conditions apply at the end of the game:

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Condition 1
If you have OVER 50% of all the available salvage counters in or touching your drop zone marker as the game
ends, then you have gained the salvage rights and can cash in the salvage you’ve collected for its full value.
Your opponent(s), in this case, will only get half of the value of any salvage they have in their drop zone, as the
Frontier Union will not recognize their salvage rights and they will need to sell any salvage they have gained on
the black market. Unclaimed salvage is not captured by the last player on the field.

Condition 2
If you have 50% or under of all the available salvage counters in or touching your drop zone marker as you call
your drop ship down (usually because things are going really badly for you) then you have ‘quit the field’,
leaving behind anything you own that remains outside of the drop zone template, which will mean recovery rolls
for any infantry you have left behind. You have forfeited the salvage rights, and the game may continue without
you if there are more than two players playing, or if there are only two players then the game ends. Quitting the
field does not mean you have lost the game.

The Frontier Union will not recognize your salvage rights and will consider your company as opportunistic pirates,
acting like vultures on more legitimate companies’ claims. You will have to sell any salvage you have gained on
the black market at a measly half of its value, as will every other player who quits the field with 50% or less of the
available salvage.

If nobody has managed to claim the salvage rights by the end of the game, then all players will have to sell their
ill-gotten gains on the black market for 50% of its full value.

The last player will not need to abandon any of his/her crew left outside of the DZ as the game ends, as he/she
will have time to pick them up. Unlike the other player(s) who quit the field beforehand, possibly leaving behind
crewmembers/ equipment if there are any left outside or not touching the drop zone template when the drop ship
arrives. The last player does not need to roll recovery rolls for infantry left outside of the drop zone
template. Though they must still roll recovery rolls for killed and wounded/damaged infantry models.

If the last player present on the field has salvage loaded on a cargo vehicle outside of their drop zone they get to
keep whatever is loaded on that vehicle as it races back to the DZ in time to be picked up by the drop ship.

The last player on the field does not capture whatever unclaimed salvage is left upon the field. They too will leave
in short order as the opponent(s) will possibly be incinerating the entire area from orbit in an attempt to eliminate
the local competition. This is common practice on the cutthroat frontier.

The winner of the game is the player who gained the most credits from the salvage they recovered,
regardless of who gained the salvage rights.

2) Salvage Raid!
Introduction
Where one player’s deployed salvage company is a lot smaller than another player’s deployed company and a
‘salvage rights’ mission is determined, then a RAID is played. This might occur if one company is smaller than
another, OR if one company deliberately deploys only a small section of their entire available units. Both players
should be aware of the opponents deployment size before a game. Raids can be dangerous for the smaller
salvage company – they have to enter the area of the salvage zone very rapidly in a fast moving drop ship and
deploy quickly onto the surface before the larger company has had a chance to react fully and prepare its force.
In this mission, the smaller company is raiding the salvage claims of the larger company. The salvage boss in
charge of the raiders has, on this occasion, a sympathetic contact high up in the echelons of the Frontier Union
Acquisitions Department. If ‘evidence’ of a salvage find can be gained by the raiders, then the salvage rights will
be granted by this official.

All the raider need do is obtain 25% or more (rounding up) of the available salvage counters, bring it back to the
DZ and escape with it. At which point he/she will gain 200% of those counter’s values in credits, and the
opponent, who is defending their claim, will only gain 50% of the value of any counters that lie within their DZ (or
on any cargo vehicles they own) as the game ends.

50
For example, if there were 6 salvage counters, then the raiding force would need 25% of 6 (rounded up), or 2
salvage counters in order to win the salvage rights.

All the larger force need do is to gather the normal 50% or more of the available salvage counters to obtain the
salvage rights. The larger company in this mission has been surprised and so cannot deploy forces with
more than 200% of the deployment costs of the smaller company. They have not had the time to assemble
their entire force!

Deployment & Salvage Counters


1) For this game, you will need to deploy 1D6 plus one for each player present salvage counters in the playing
area immediately after all other scenery has been set up, and in a random fashion agreed to by both players.

2) Cut up a small piece of paper for each salvage counter and mark a value in credits on it, one for each salvage
counter. To determine the value of each counter, roll 3D6 and multiply by 1000 credits. Then take the paper
pieces and fold them up, and place them in a hat. Then randomly pick the pieces out one by one and place each
one under a separate salvage counter, so that none of the players knows the value of any of the salvage
counters. They will find out when they recover that salvage counter. As they do so they need not declare the
value to the other players, but if they keep it secret, they should keep the piece of paper with the container that
the salvage is being kept in (usually on a salvage dog), to keep track of where the different valued items are on
the playing area.

3) Now the smaller force decides whether they wish to deploy first or second on the playing area. The first player
to deploy must now decide where to place the Drop Zone Template. This template, and everything touching or
within it is that players’ drop zone (or DZ). For the larger force, the marker may not be placed within 15” [9] of
either a salvage counter, or another players’ drop zone marker. Otherwise it may be placed in any unobstructed
location anywhere on the board.
For the smaller force, the DZ marker may be placed anywhere on the board, except within 15” [9] of a salvage
marker.

Also, the smaller force gains the following advantages at the start of the game, depending on the following
differences in deployment cost between the two companies.

Deployment cost difference.


<750cr: The game does not qualify for a raid - the two forces are considered roughly
equal. Play a normal salvage rights mission.
=>750cr: Smaller force gets +2 SPs during their first turn.
This is due to the speed of deployment and element of surprise that the smaller
force has initially.
>1100cr: Smaller force gets +4 SPs during their first turn
This is due to the speed of deployment and element of surprise that the smaller
force has initially
These free SPs may be spent with no restrictions on their use. You may use them to move a unit above and
beyond its normal SP limits per phase.
If there are more than two players in a game then each of the smaller companies deployment costs
should be compared with the deployment costs of the largest company to determine which advantages
the smaller companies will benefit from.

Once all players have placed their drop zone markers, they then take the same player order to deploy all their
forces within their own drop zones.

If a player cannot fit all their forces within their drop zone initially, then they must move some of their force out of
the drop zone on their first available phase, allowing the placement of the remainder of their force to take place on
their second phase. Anything not deployed after the end of that players second phase (i.e: the end of their first
turn) cannot be deployed for that game as the drop ship will have to take off and remain out of harms way until
called down again when the game ends.

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Flying vehicles may be deployed anywhere within 10” [6] of the drop zone marker, due to their high speed. No
more than two flying vehicles may be deployed by any player in any one phase.

The players then roll the dice to randomly determine who goes first.

4) The game then starts, as normal, with players attempting to gather as much salvage as they can and bringing it
back to their drop zone. Any player can end the game at the start of any one of their phases by calling their
drop ship down to immediately pick up everything within or touching their drop zone – including salvage
containers, equipment and crew members.

The same conditions apply at the end of the game as apply to a normal salvage mission – except the different
amounts of salvage required by each player in order to gain the salvage rights.

The winner of the game is the player who gained the most credits from the salvage they recovered,
regardless of who gained the salvage rights.

3) Fight Over An Asset


Introduction
A new valuable asset has become available and the location has been broadcast throughout the Outer Rim in the
hope that one or more salvage companies might capitalize on this useful resource for the greater benefit of
mankind’s growing empire among the stars.
The type of asset available is determined by rolling on the ‘mission table’. The asset will be either an ore mine a
manufacturing plant, a junk yard or an alien artifact site. You can represent these features on the playing area
with appropriate scenery if you wish, but other than that, they will take no further part in the game that is played
out. The players may also choose to make the site a hazardous environment with no breathable atmosphere, in
which case only crew members equipped with battle armour or other similar hermetically sealed suits may be
used. This is entirely up to the agreement between the two players. The players should also decide whether
vehicles may be used. Bear in mind that salvage equipment is usually designed to operate in a wide variety of
hostile environments.

Deployment
Each player rolls a dice and the player with the highest score gets to choose who goes first to deploy his/her
salvage crew on the playing area. Then the second highest dice roll deploys, and so on. A player must now
decide where to place the Drop Zone Marker. This marker, and everything within 6” around it is that players’ drop
zone (or DZ). The marker may not be placed within 15” [9] of another players’ drop zone marker or another
player’s model. Otherwise it may be placed in any unobstructed location anywhere on the board.

A ‘fight over an asset’ game is basically a straight fight between two salvage companies. The winner will get to
keep the asset and mark it down on their roster. The winner of the asset cannot use it to produce money for this
game.

Also – if one company is significantly larger than the other(s) then the smaller company (or companies) may elect
to start the game in a defensive position (You must still nominate a drop zone, even though you are not deploying
within it initially). Assume that the smaller company reached the area first and had time to set up defensive
positions. Use the following table to determine the deployment of the smaller company. Allow the smaller
company to set up first.

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Deployment cost difference.
<600cr: The game does not qualify - the two forces are considered roughly equal. Neither player gets a
bonus.

=>600cr: Smaller force gets 6”of heavy cover to deploy wherever they wish on the table before the
game starts. This cover will be linear objects like walls, barricades of even buildings. The
deploying player may place their infantry behind these obstacles in cover before the game starts.
>1200cr: Smaller force gets 12”of heavy cover to deploy wherever they wish on the table before the
game starts. This cover will be linear objects like walls, barricades of even buildings. The
deploying player may place their infantry behind these obstacles in cover before the game starts.

For every further 600 point difference, add +6” of hard cover.

If there are more than two players in a game, then each of the smaller companies’ deployment costs
should be compared with the deployment costs of the largest company to determine which advantages
the smaller companies will benefit from.

The winner is the company that has the largest force left on the playing area at the end of the 5th turn. Normal
infantry count as 1, battle suited infantry and wardroids count as 2. All vehicles count as 4. Add +1 to these scores
for a company that is significantly smaller than the other (i.e.: <600cr deployment cost) as they have arrived first
and have had time to prepare their defenses. Total up the points using this guideline to find out who has the
largest force left. The losing player will call in their drop ship automatically at the end of the 5th turn. Unless they
call it in on an earlier turn. The normal rules for ‘calling your drop ship’ apply (see 1) Salvage Rights Mission
earlier in this chapter). Count recovery rolls the same as in a 1) Salvage Rights Mission.

4) Rescue/ Recovery Mission


Introduction
This mission should only be played out where there are two players available. If there are more than two players
then play out a ‘Salvage Rights’ mission instead or re-roll on the missions table.
The role of a salvage company is often varied, and, at times does not involve salvage recovery at all, but may
resemble more the behavior of a band of mercenaries or pirates. When these opportunities come along, they
often involve the promise of gaining large sums of money, and are not to be turned down by the successful
company boss.

For this mission you will need some small, simple bunkers, buildings or enclosures to act as prisons, and
some miniatures to represent captives, and/ or stashes of valuable items.

One of the players (roll randomly) has decided to diversify their activities to make some money. This player has
decided to engage in some lucrative, but illegal smuggling. At the same time they have also been offered a large
sum of money by an important local patron to act as a guard over a number of prisoners. This player has set up a
hideaway in a remote corner somewhere on the Outer Rim in order to carry out their plans. Anything for a fistful of
credits!
The other player has been hired by the Frontier Union to investigate claims that illegal activity is going on the
area. Though it is an elite force, the Frontier Defense Force is small and undermanned and recruitment levels are
low. One method of solving this problem is hiring salvage crews to perform policing duties during times when
manpower in the FDF is over stretched.
This player must investigate the area, and stop any illegal activity, which will be detected shortly after the area is
entered. The player must recover any prisoners, or illegal goods they find and get them back to their drop zone
where they will be immediately airlifted.

53
The guarding player cannot play with a force that has deployment costs any larger than 800 points more than the
investigating players force, as they have been caught off guard by the unexpected arrival of the investigators.
Also, if the investigating player’s force is the larger of the two then the following cover bonuses apply for the
defenders.

Deployment cost difference.


<600cr: The game does not qualify - the two forces are considered roughly equal.

=>600cr: Smaller force gets 6” [3.5] of heavy cover to deploy wherever they wish on the table
before the game starts. This cover will be linear objects like walls, barricades of even buildings.
The deploying player may place their infantry behind these obstacles in cover before the game
starts.

>1200cr: Smaller force gets 12” [7] of heavy cover to deploy wherever they wish on the table before
the
game starts. This cover will be linear objects like walls, barricades of even buildings. The
deploying player may place their infantry behind these obstacles in cover before the game starts.

For every further 600 point difference, add +6” [3.5] of hard cover.

Deployment
The guarding player deploys and will have the ‘valuables/captives’ stashed inside the buildings. There should be
a door on each building that the investigators will need to blow open. To determine the number of buildings roll
1D6 and half the result (round up) and then add one. (i.e: 1D3 +1) When placing the buildings, you should
divide the playing area into 6 equal parts and roll randomly to determine which part each building should be
placed within.

The guarding player may place one of their units within 5” [3] of any
of the buildings, and the rest within a drop zone, which cannot be
deployed within 10” of a building or 15” [9] of the opponent’s drop
zone. This drop zone represents a surface encampment, set up by
the guarding player. The investigating player must deploy their
entire force within their drop zone, which cannot be within 15” [9] of
either a building or the opponents drop zone.
The number of captives/stash available for recovery on the board
should be determined by rolling a dice. Roll on the table below: The
guarding player may not move the prisoners from their prisons.

Roll 1D6
The result of should be distributed throughout the available buildings evenly
1 – Six captives.
2 – Four captives and three stashes of valuables.
3 – Two captives and five stashes of valuables.
4 – Three captives and four stashes of valuables.
5 – Seven stashes of valuables.
6 – Five captives and two stashes of valuables

Winning Conditions
In order to win, the investigator will have to recover from the building(s), and bring back to their drop zone as
much of the available stash/captive models as they can. In order to recover these from the building(s) you must

54
move some of your crew into base to base contact with the building doorway (or within 2” either side of it). Then
roll (at the start of your phase) as if recovering salvage from a salvage counter. If successful, then the door has
been blown/ cut through, and the contents recovered.

If a stash is recovered, then you must load it on the back of a cargo vehicle, which means the vehicle, and the
recovering crew, must remain stationary for one entire phase (as per recovering salvage rule). It may also be
carried by infantry in the same way recovered salvage may be.
If a captive is recovered then represent him/her with an appropriate model. On the phase the door is blown, they
will join the nearest friendly unit, or become ‘stragglers’ (see the ‘stragglers’ rule on page 11) and move towards
your drop zone immediately. They cannot shoot or do anything else. They are considered to have the following
stats:

Resilience: 3
Armour (Light): 3
Movement: 6” [3.5]

Alternately you can have them jump onto the back of a cargo vehicle and drive them back to your drop zone
quickly to have them air lifted out. Consider them loaded onto the vehicle as soon as the door is blown. For every
one point of cargo capacity available on a cargo vehicle, there are four spaces available for captives or ‘stashes’
of valuables – captives only take up one of these spaces, whereas one ‘stash’ of valuables takes up two spaces.
Note: ‘Stashes’ are not the same as the recovered contents of a ‘salvage counter’ in the ‘salvage rights’ mission.

For example, a Salvage Dog, which only has one cargo capacity, would have four spaces available - enough
room for either four captives, or two stashes, or any combination of both.
As soon as the captive/stash is safely within your drop zone, you may unload it there. Beware, as the enemy can
shoot the captives while they are held here, or the stash can be stolen in the same way that recovered salvage
may be stolen from the drop zone, as mentioned in the ‘Transporting The Salvage To The Drop Zone’ section.
Captives do not count as enemy infantry, so stash can be stolen if a captive is within 4” [2.5] of it. Any vehicle
used to carry the captive/ stash back to the drop zone must be entirely within the drop zone to unload their cargo.

Note that the guarding player may well shoot at the captives to prevent the investigator rescuing them, but the
guard will not receive any rewards for those captives either. Captives may be shot at while traveling on the open
back of a cargo vehicle (not all cargo vehicles are open backed). If this occurs, then consider the captives as
being in heavy cover (+3 to defense score).
The rescuing player may not shoot at the captives. The guarding player may not shoot at the captives until the
captives have escaped their prison and their representative models are on the playing area.

The game ends when one of the players ‘quits the field’ (see the 1) Salvage Rights Mission for more
information). At this point their drop ship will leave the area, and anything outside of a 6” [3.5] radius from their
drop zone marker will be left behind. The remaining player will be able to leave the field after the game with
whatever equipment and crew they have left on the playing area. They will also gain whatever stash and captives
remain on the playing area.

Both players will each be rewarded by their employers according to how well they perform. The investigating
player will receive 6500cr for each captive rescued, and 5000cr for each stash captured. The guarding player will
receive half of these amounts for each item/ captive not captured. (3250cr and 2500cr respectively)
The winner is the player who gets paid the most!

Final Thoughts
Some elements of Salvage Crew: Star Mogul are new concepts in wargaming. Observant readers will note that
some of the vital elements of the game actually take place in between games away from the playing area.
Spending your ill gotten credits on new troops, managing assets and allocating new skill points are all going to
take place without a gaming buddy there to make sure you don’t bend the rules to help you in the next fight. The
temptation will arise for most players to do this at some point, especially if your beloved salvage company just
took a savage thrashing from that smug chap at the local club. Therefore it is wise that all players manage their
assets and create their new rosters immediately after each game in a transparent manner.

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Rule Changes and New Material from Version 2.0 to 3.0
o The only dice used in the game are now six sided.
o Tachyon Rifle weapon affects many models in a straight line beyond first model.
o 2D paper salvage counters added.
o 2D paper deployment zone template added.
o 3D paper wooden crates.
o Hydrissian and Asteroid Miners removed; to be re-introduced in their own books.
o Salvage Dog speed increased with no cargo, reduced with cargo.
o Demobot now able to carry recovered salvage to the drop zone.
o 15mm figure rules included next to 25mm rules for distance and affect area.

Acknowledgements
Illustrations: Chas Gillen and Melvin Grace
Cover: Chas Gillen based on an idea by Harvey Lafever
Sculpting: Rod and Bill Tyson
Game Designed by: Rod and Heidi Tyson
Painted figure images: Roger O’Dell
Writing: James Gilstrap
Writing: Johnny Lauck

Salvage Crew: Star Mogul and all contents of this publication are © 2010 Discount Hobby, Inc. all world wide
rights reserved.

Johnny Lauck: President


Mega Miniatures
7321 Pine Brook St.
Augusta, Mi. 49012 USA

Further hints and tips for playing Star Mogul.


1) Always put your heavily armored infantry forward as a screen for the more lightly armored crew. This
way the light infantry can operate behind the front line on collecting salvage or moving to a
strategically important area.
2) Don’t be afraid to pull out early and call your drop ship down. Don’t be afraid to pull out early and call
your drop ship down. This may make for a quick game, but you avoid losing a lot of crew and
equipment if the situation seems to be going badly. We have had games that only lasted around 30
minutes when this happens. At other times the game will last several hours as the players slug it out
over who gets the valuables.
3) If you take a pounding in a game and your salvage company is on its last legs, you many find that
even a bank load won’t help you out of the problem. It is at this point you should consider dissolving
your company, and selling your salvage starship. The endeavors of your company boss have come to
naught and its time for a change of career. You can always start another company, commanded by
another grizzled veteran of the Outer Rim. There is no shortage of them across the wild frontier.
4) When a small company meets a really big company, the two players involved need to agree on a
game size that will make both players comfortable. We have included regulating factors in the
missions where possible to mitigate the David and Goliath scenario, but there will be rare times when
player tact is required. It is a game, and both players should go gentle on each other up until the point
where dice start being rolled!
5) During a ‘salvage rights’ mission, try to engage your opponent so that their units are ‘tied up’. That
way they will be reluctant to call in their drop ship to end the game because they will leave behind a lot
of crew and equipment. At the same time, you must try to obtain over 50% of the available salvage
counters with other elements of your company so you can claim the salvage rights before your
opponent ends the game. Easier said than done no doubt…….

56
Transmission 01: You must be tough as nails to
get this far after reading such a lengthy rules book. That
quality will only serve you well when you take your Salvage
Crew for the first time out into the outer rim.
I received your transfer of 5,000 Credits to consult you
on the development of your very own Salvage Crew. Your
Credits are well spent as I have plenty of experience being
a retired former Star Mogul myself.
Please don’t be so formal and call me by my nick-name
“Supervike” and not my real name Jim Gilstrap.

Transmission 02: I have forwarded the information of a newly formed Salvage Crew below
whos Mogul goes by the name Dirty John Cleveland. His company, National Cygnar Salvage, is
located near that infamous mining colony located on one of the moons of Cygnar. Do you
remember the one destroyed when they improperly used the highly volatile chemical
drydeathinal? Anyways, John got up and running recently with a 30,000 credit investment. His
Salvage Crew consists of two main units and a free roaming demobot. I was able to pull this
information from a non-secure transmission.

Asset Initial COST


1 Dirty John (Boss) free Arclight Blaster 300, Medium Armor 300, BioMechanical upgrade 600

Procurement Squad
3 average humans (Dee Nova, Randall Xil, and Geoff Travers) 1800
1 Experienced Human (Sanford Mont) 900, 4 Salvage tools 800

Asset Protection Squad


3 average humans (Red Stover, Dain Robb, and Laurie Saul) 1800
3 Avenger 19 600, 3 Medium armor 900
1 Experienced Warbot 1400, cyber knuckles 1000, minigun 800,
1 Veteran Leader Shareholder free (Jor-don Scutt), HADES battlesuit 1200
22mm l. inf. cannon 850

1 Demobot 5500, armor upgrade 1000

TOTAL INITIAL COST: 19750


Beginning Balance 30000 credits
Less Initial Cost 19750 credits
Balance available 10250 credits

This Balance is important, as your deployment costs for each mission, and any upgrades or
replacements come from this value. Of course, any recovered Salvage Counters add to this, so
get Salvaging! Running your own Salvage Crew isn’t cheap! So, that dwindling bank balance will
dwindle even more on the first mission.

Total DEPLOYMENT COSTS


Procurement Squad 620
Asset Protection Squad 1400
Demobot 400
Deployment cost 2420

On their first mission, National Cygnar Salvage (NCS) will subtract 2,420 from the Balance
Available 10,250 and leaving 7,830 Credits remaining.

57
Dirty John
Boss (veteran) www.MegaMinis.com item DEAL-1138
Movement 5
Armor 5
Resilience 4
(has bio-mechanical upgrade)
Defense Rating 9
+-modifiers
Combat Rating 17
+- modifiers
Hand-to-hand combat 8
The level of this skill dictates how dangerous the crew
member is when fighting hand-to-hand. This skill is
used as described earlier in the section on hand-to-
hand combat.

Grenade throwing 4
Enables the model to throw grenades accurately. It
works just like shooting a gun. If the skill check is
passed, the grenade lands where the thrower intends. If
not, then ignore the grenade entirely. However, if the
model rolls a double 6, he/she drops the grenade at
their feet, which promptly explodes, delivering damage
to the model and those around according to the
grenade type.

Small arms 5
The crew member may employ any weapon falling
under the small arms category. In order to shoot and
successfully hit a target, 2D6 are rolled and if the score
is equal to or under the crew member’s skill, the shot
has hit the target.

Hard-as-nails 4 Dirty John isn’t afraid to enter any dangerous business,


Having this skill means that the model is extremely as long as it can make him money. He’s had a long
tough and difficult to kill. A successful hard-as-nails roll history with business ventures consisting of robotic
will add +1 to resilience when that model is taking any
salesman and repair to supplying Asteroid Miners with
kind of damage. Additionally if a double number is rolled
on the 2D6 skill check, the model may add +2 instead. black market goods. This latest venture seems to agree
This double number must still be equal to or less than with his carefree wheeling and dealing nature.
the model’s hard-as-nails skill level. The skill test may
be made during melee combat too, to add the same
He can be effective in the field, but risking the Boss is
bonuses to the model’s combat roll instead.
always something to think twice about. Suggested
skill/equipment upgrades. Adding to the Salvage
Appraisal and Bargaining skills will only increase the
upside profit margins.
Salvage Appraisal 5
Roll this skill check before the game starts. Roll Initial cost: As the Boss, there is no cost for Dirty
individually for each salvage counter present on the
field. Success enables you to look at the value of that
John. However the initial equipment costs of the
individual salvage counter. Arclight Blaster 300, Medium Armor 300, and Bio
Bargaining 5 Mechanical Upgrade 600 TOTAL 1200.
Roll this skill check at the end of the game for every
salvage counter you manage to recover. Enables you to
increase its value by 10% due to your slick and
Deployment cost: none as the boss. Dirty
tenacious bargaining powers. John often attaches himself as leader of the
procurement squad.
Equipment:
Arclight Blaster
Medium Armor

58
Transmission 03: Now let old Supervike walk you
through creating a character and we will use Salvage Crew
Shareholder Jor-don Scutt as our next example below.

There are always three choices of what type of human


or mekk you can add to your Salvage Crew. Earlier in the
rules we talked about those three types being Average,
Experienced, and Veteran. Each has a specific cost and
point value that you can apply to their skills.

Transmission 04: Jor-dan Scutt is a Veteran. Therefore you will have 16 skill points to spend
on him. From this initial 16 skill point balance you must spend 1 skill point PER skill to add it to your
characters roster unless it is a free skill such as “Hand to hand” and “Grenade Throwing”.

Remember that the skills “Hand to Hand” and “Grenade Throwing” are free to all BIO Salvage
Crew members. Both of these skills have a free starting value of 5 for “Hand to Hand” and 4 for
“Grenade Throwing”. You can add points to these starting numbers if you wish using your skill point
balance of 16.

We will do this and increase Jor-dan’s “Hand to Hand” skill from the free starting value of 5 to 7.
This will cost us 2 skill points from our starting Veteran 16 point allotment. We are now down to 14
points to spend.

Next we have decided to keep the “Grenade Throwing” skill at the free starting value of 4 so we
still have 14 points to spend.

Remember that anytime you buy a NEW skill, it automatically starts at the lowest level of 2.

We will be purchasing 4 additional skills for Jor-dan, thus spending 4 skill points from our balance
of 14 points bringing us down to 10 points. The new skills will be “Battlesuit Use”, “Hard-as-nails”,
“Heavy Weapons”, and “Technician”.

Jor-dan owns in his equipment list a HADES battlesuit. In order for him to wear and use the suite
he must have the skill “Battlesuit Use” because not just anybody can climb inside and know how to
operate it. We will spend an additional 1 skill points and apply it to the “Battlesuit Use” that had a
starting value of 2 bringing it up to 3. His balance from 10 points minus 1 point is now down to 9
points.

Since Jor-dan is in a protective HADES battlesuit, he might as well be able to haul and use a
heavy weapon. Therefore the “Heavy Weapons” skill must be purchased and we will spend 3 skill
points on it bringing our previous balance of 9 down to 6 skill points remaining to spend. Remember
he spent three and it had a starting value of 2 so its new value is 5.

We have invested a lot of money into Jor-dan, so we might as well spend some more to help
insure that he is formidable. The skill “Hard-as-nails” helps make Jor-dan more resilient to enemy
fire. Let’s spend 3 points on this skill bringing our balance of 6 points down to 3 points. “Hard-as-
nails” had a starting value of 2 plus the 3 we purchased for a total skill value of 5.

Lastly, we will add 3 skill points to the skill “Technician” that had a starting value of 2 and is now
worth 5. This will cost us 2 skill points bringing our balance from 3 down to 0. All 16 veteran skill
points have now been spent and applied.

59
Jor-dan Scutt
Shareholder
Asset Protection Squad Leader (veteran) www.MegaMinis.com item DEAL-1111

Movement 5
Armor 7
Resilience 3
Defense Rating 10
+-modifiers
Combat Rating 17
+- modifiers
Hand-to-hand combat 7
The level of this skill dictates how dangerous the crew
member is when fighting hand-to-hand. This skill is
used as described earlier in the section on hand-to-
hand combat.

Grenade throwing 4
Enables the model to throw grenades accurately. It
works just like shooting a gun. If the skill check is
passed, the grenade lands where the thrower intends. If
not, then ignore the grenade entirely. However, if the
model rolls a double 6, he/she drops the grenade at
their feet, which promptly explodes, delivering damage
to the model and those around according to the
grenade type.

Technician 5
This skill works in exactly the same way as the medic
skill, but it is only useable on warbots or androids. It is
not useable on BIOs that are not described as androids.

Hard-as-nails 5 Jor-don Scutt worked as a technician for Dirty John’s robot rental
Having this skill means that the model is extremely business and jumped at the chance to be part of the Salvage Crew.
tough and difficult to kill. A successful hard-as-nails roll Wearing his HADES armor, Jor-don Scutt has blossomed into a
will add +1 to resilience when that model is taking any
ruthless enforcer that protects the assets of the company. He
kind of damage. Additionally if a double number is rolled
on the 2D6 skill check, the model may add +2 instead. efficiently leads the AP (Asset Protection) Squad.
This double number must still be equal to or less than
the model’s hard-as-nails skill level. The skill test may Suggested Equipment/Skills upgrades or adding grenades and Hand
be made during melee combat too, to add the same
to Hand skill would only increase his Protection value.
bonuses to the model’s combat roll instead.
Battle suit use 3
In order for a crew member to use a battle suit, they Initial cost: As a Shareholder there is no cost for Jor-don.
must have this skill at any skill level. Each type of battle However the initial equipment costs of the HADES Battlesuit 1200,
suit will also have extra abilities that may be used by the 22mm Light Cannon 850 TOTAL 2,050
making a battle suit-use skill check. For instance, the
HADES battle suit ‘stim-chem’ system enables the user
to add +1 to their resilience score when suffering any Deployment cost: none for Jor-don as a shareholder but
kind of damage if the user can make a successful skill Hades Battlesuit 100, Heavy Weapon 100 TOTAL 200
check. Other battle suit types are available and will be
detailed in later additions to these basic rules.

Heavy weapons 5 Equipment:


The crew member may employ any weapon falling HADES battlesuit
under the heavy weapons category.
22mm light cannon

60
Red Stover
Asset Protection Squad (average) www.MegaMinis.com item DEAL-1148

Movement 5
Armor 5
Resilience 3
Defense Rating 8
+-modifiers
Combat Rating 14
+- modifiers
Hand-to-hand combat 6
The level of this skill dictates how dangerous the crew
member is when fighting hand-to-hand. This skill is
used as described earlier in the section on hand-to-
hand combat.

Grenade throwing 4
Enables the model to throw grenades accurately. It
works just like shooting a gun. If the skill check is
passed, the grenade lands where the thrower intends. If
not, then ignore the grenade entirely. However, if the
model rolls a double 6, he/she drops the grenade at
their feet, which promptly explodes, delivering damage
to the model and those around according to the
grenade type.

Small arms 7
The crew member may employ any weapon falling
under the small arms category. In order to shoot and
successfully hit a target, 2D6 are rolled and if the score
is equal to or under the crew member’s skill, the shot
has hit the target.

Red was not sure what he wanted to do Notes: Starting off on basically the same skill sets,
with his life and inevitably hitched a ride these Asset Protection Specialists provide a critical
element to aiding and protecting the Procurement
to the outer rim to give salvage a try. Squad. They also understand that disrupting
Selling off some of his possessions to pay competitors activities are also vitally important to the
his way as he went. A chance encounter overall success of the company.
with Dirty John at a pawn shop yielded a
job offer. Red got a job, Dirty John got Suggested upgrades: Adding grenades would increase
firepower, allowing each member to pursue their own
Red’s soul. skill sets, adding much needed diversity to the group.

Initial cost: 600, Avenger 19 assault rifle 200,


Medium armor 300 , TOTAL 1100

Deployment cost: 170

Equipment:
Avenger 19 assault rifle
Medium Armor

61
Dain Robb
Asset Protection Squad (average) www.MegaMinis.com item DEAL-1150

Movement 5
Armor 5
Resilience 3
Defense Rating 8
+-modifiers
Combat Rating 14
+- modifiers
Hand-to-hand combat 6
The level of this skill dictates how dangerous the crew
member is when fighting hand-to-hand. This skill is
used as described earlier in the section on hand-to-
hand combat.

Grenade throwing 4
Enables the model to throw grenades accurately. It
works just like shooting a gun. If the skill check is
passed, the grenade lands where the thrower intends. If
not, then ignore the grenade entirely. However, if the
model rolls a double 6, he/she drops the grenade at
their feet, which promptly explodes, delivering damage
to the model and those around according to the
grenade type.

Small arms 7
The crew member may employ any weapon falling
under the small arms category. In order to shoot and
successfully hit a target, 2D6 are rolled and if the score
is equal to or under the crew member’s skill, the shot
has hit the target.

Dain has a very colorful past. With Notes: Starting off on basically the same skill sets, these
an early release from Exitus, the penal Asset Protection Specialists provide a critical element to
aiding and protecting the Procurement Squad. They also
colony moon, he was fortunate enough to understand that disrupting competitors activities are also
have landed a job thanks to Dirty John. vitally important to the overall success of the company.
Then again, out here in the outer rim,
you take what you can get. Dain was Suggested upgrades: Adding grenades would increase
sent to prison for his involvement in the firepower, allowing each member to pursue their own skill
sets, adding much needed diversity to the group.
theft of Frontier Defense Force property.
Dirty John has rightly placed him in the Initial cost: 600, Avenger 19 assault rifle 200,
Asset protection squad rather than the Medium armor 300 , TOTAL 1100
procurement squad.
Deployment cost: 170

Equipment:
Avenger 19 assault rifle
Medium Armor

62
Laurie Saul
Asset Protection Squad (average) www.MegaMinis.com item DEAL-1152

Movement 5
Armor 5
Resilience 3
Defense Rating 8
+-modifiers
Combat Rating 14
+- modifiers
Hand-to-hand combat 6
The level of this skill dictates how dangerous the crew
member is when fighting hand-to-hand. This skill is
used as described earlier in the section on hand-to-
hand combat.

Grenade throwing 4
Enables the model to throw grenades accurately. It
works just like shooting a gun. If the skill check is
passed, the grenade lands where the thrower intends. If
not, then ignore the grenade entirely. However, if the
model rolls a double 6, he/she drops the grenade at
their feet, which promptly explodes, delivering damage
to the model and those around according to the
grenade type.

Small arms 7
The crew member may employ any weapon falling
under the small arms category. In order to shoot and
successfully hit a target, 2D6 are rolled and if the score
is equal to or under the crew member’s skill, the shot
has hit the target.

Laurie is fresh out of security school Notes: Starting off on basically the same skill sets, these
back on the home planet Earth. She is Asset Protection Specialists provide a critical element to
aiding and protecting the Procurement Squad. They also
eager to prove herself as a reliable and understand that disrupting competitors activities are also
dedicated professional Salvage Crew vitally important to the overall success of the company.
team member. This single career
minded young woman is not interested in Suggested upgrades: Adding grenades would increase
any long term relationships as she firepower, allowing each member to pursue their own
skill sets, adding much needed diversity to the group.
expects to be spending a lot of time on
salvage missions and making a name for Initial cost: 600, Avenger 19 assault rifle 200,
herself in the business. Medium armor 300 , TOTAL 1100

Deployment cost: 170

Equipment:
Avenger 19 assault rifle
Medium Armor

63
Warbot “CiN D617”
Asset Protection Squad (experienced) Mekk www.MegaMinis.com item DEAL-1098

Movement 5
Armor 4
Resilience 5
Defense Rating 9
+-modifiers
Combat Rating 18
+- modifiers
Hand-to-hand combat 6
The level of this skill dictates how dangerous the crew
member is when fighting hand-to-hand. This skill is
used as described earlier in the section on hand-to-
hand combat.

Heavy weapons 6
The crew member may employ any weapon
falling under the heavy weapons category.

Damage Control nanobot 4 Notes: Purchased from a Frontier Defense Force Scratch
This skill works as a ‘self heal’ for the user. and Dent sale, CiN D617 has been a solid infantry Bot. With
The nanobot implant manages physical the Nanobot Damage control system, and the heavy machine
damage on the MEKK employing this
upgrade. If the MEKK is ‘damaged’ in the
gun, the addition to the AP squad has been invaluable.
battle, it may self repair on the next phase if
it can roll the nanobot upgrade check on Suggested future upgrades, for added speed, tracks may be a
2D6. This upgrade works in the same way great addition
as the ‘engineer’ skill for a demobot, or the
‘technician’ skill for any other MEKK. Initial cost: Experienced Warbot 1400, Cyberknuckles 1000,
Mini-Gun 800, TOTAL 3,200

Deployment cost: Warbot 150, Heavy Weapon 100,


Cyberknuckles 50, TOTAL 300

Equipment:
Cyberknuckles
Minigun

64
Sanford Mont
Procurement Squad Leader (experienced) www.MegaMinis.com item DEAL-1141

Movement 5
Armor 3
Resilience 3
Defense Rating 6
+-modifiers
Combat Rating 14
+- modifiers
Hand-to-hand combat 8
The level of this skill dictates how dangerous the crew
member is when fighting hand-to-hand. This skill is
used as described earlier in the section on hand-to-
hand combat.

Grenade throwing 4
Enables the model to throw grenades accurately. It
works just like shooting a gun. If the skill check is
passed, the grenade lands where the thrower intends. If
not, then ignore the grenade entirely. However, if the
model rolls a double 6, he/she drops the grenade at
their feet, which promptly explodes, delivering damage
to the model and those around according to the
grenade type.

Small arms 5
The crew member may employ any weapon falling
under the small arms category. In order to shoot and
successfully hit a target, 2D6 are rolled and if the score
is equal to or under the crew member’s skill, the shot
has hit the target.

Driving vehicles 2 A seasoned ‘junk man’, Sanford Mont has not


This skill enables the crew member to drive any ground- shown any urge to climb the ladder of success,
based vehicle. No skill test is needed to see if they seemingly to enjoy the hands on approach of
successfully drive – the skill is automatic. However the
player may opt to roll a driver’s skill test once per
appraising and gathering of Salvage. He leads
phase, immediately before the vehicle is moved and the Procurement Squad with enthusiasm, always
benefit from a display of driving expertise which will on the look out for the next big thing.
astound onlookers and allow a bonus to the vehicle’s
movement rate for that phase. This skill must be
employed along with an ordinary movement. Each
Suggested upgrades: More defensive armor
different vehicle type will allow a different movement wouldn’t be out of place, as well as paying
bonus when this skill is employed. This bonus appears attention to the various skills that make Salvage
under the vehicle’s description as “throttle”. If the skill more lucrative.
test is failed, there are no ill side effects, although if a
double 6 is rolled then the engine pops a gasket, breaks
the drive shaft or something, which will immobilize the Initial cost: 900 for experienced human, 200
vehicle. See the ‘immobilized’ result. There may be for Salvage tools, TOTAL 1100
other times during the game when a driving skill test is
required, but these will be mentioned in the appropriate
section. Deployment cost: 200

Salvage Hound 5 Equipment:


Given to an infantry unit leader only. They have an Pistol
uncanny sense for knowing where on a battlefield
Light Armor
valuable salvage might be found. If this model is
searching for salvage, and can make a ‘salvage hound’ Salvage Tools.
skill check add 2 to the number required for the salvage
recovery dice roll.

65
Dee Nova
Procurement Squad (average) www.MegaMinis.com item DEAL-1139

Movement 5
Armor 3
Resilience 3
Defense Rating 6
+-modifiers
Combat Rating 12
+- modifiers
Hand-to-hand combat 6
The level of this skill dictates how dangerous the crew
member is when fighting hand-to-hand. This skill is
used as described earlier in the section on hand-to-
hand combat.

Grenade throwing 4
Enables the model to throw grenades accurately. It
works just like shooting a gun. If the skill check is
passed, the grenade lands where the thrower intends. If
not, then ignore the grenade entirely. However, if the
model rolls a double 6, he/she drops the grenade at
their feet, which promptly explodes, delivering damage
to the model and those around according to the
grenade type.

Small arms 5
The crew member may employ any weapon falling
under the small arms category. In order to shoot and
successfully hit a target, 2D6 are rolled and if the score
is equal to or under the crew member’s skill, the shot
has hit the target.

Later on in her years, Dee is an ex-Frontier


Defense Force combat pilot. She is eager to
pursue a career in the lucrative field of salvaging
after her war injuries have forced her out of the
military.

Suggested upgrades: More defensive


capabilities, attention to the Medic skill, and
diversifying the individuals would go a long way
into making this crew member more effective.

Initial cost: 600 for average human, 200 for


Salvage tools, TOTAL 800

Deployment cost: 140

Equipment:
General Small Arms
Light Armor
Salvage Tools.

66
Randall Xil
Procurement Squad (average) www.MegaMinis.com item DEAL-1145

Movement 5
Armor 3
Resilience 3
Defense Rating 6
+-modifiers
Combat Rating 12
+- modifiers
Hand-to-hand combat 6
The level of this skill dictates how dangerous the crew
member is when fighting hand-to-hand. This skill is
used as described earlier in the section on hand-to-
hand combat.

Grenade throwing 4
Enables the model to throw grenades accurately. It
works just like shooting a gun. If the skill check is
passed, the grenade lands where the thrower intends. If
not, then ignore the grenade entirely. However, if the
model rolls a double 6, he/she drops the grenade at
their feet, which promptly explodes, delivering damage
to the model and those around according to the
grenade type.

Small arms 5
The crew member may employ any weapon falling
under the small arms category. In order to shoot and
successfully hit a target, 2D6 are rolled and if the score
is equal to or under the crew member’s skill, the shot
has hit the target.

Randall once owned a lucrative fabrication shop before


the ruthless Mephalian race destroyed and looted all that
he owned. He hopes one day, with the credits from his
share of the salvage, to re-open his fabrication business.
However, this time around he will make sure the new
shop is mobile and can relocate whenever a threat is
near.

Suggested upgrades: More defensive capabilities,


attention to the Medic skill, and diversifying the
individuals would go a long way into making this crew
member more effective.

Initial cost: 600 for average human, 200 for Salvage


tools, TOTAL 800

Deployment cost: 140

Equipment:
General Small Arms
Light Armor, Salvage Tools.

67
Geoff Travers
Procurement Squad (average) www.MegaMinis.com item DEAL-1142

Movement 5
Armor 3
Resilience 3
Defense Rating 6
+-modifiers
Combat Rating 12
+- modifiers
Hand-to-hand combat 6
The level of this skill dictates how dangerous the
crew member is when fighting hand-to-hand. This
skill is used as described earlier in the section on
hand-to-hand combat.

Grenade throwing 4
Enables the model to throw grenades accurately. It
works just like shooting a gun. If the skill check is
passed, the grenade lands where the thrower
intends. If not, then ignore the grenade entirely.
However, if the model rolls a double 6, he/she drops
the grenade at their feet, which promptly explodes,
delivering damage to the model and those around
according to the grenade type.

Small arms 5
The crew member may employ any weapon falling
under the small arms category. In order to shoot and
successfully hit a target, 2D6 are rolled and if the
score is equal to or under the crew member’s skill,
the shot has hit the target.

Geoff is Dirty John’s Uncle and only surviving family


member. When Dirty John lost his right arm in a chemical
fire a few years ago, Geoff being the talented trader, was
able to procure a cyber replacement from contacts he has in
the asteroid miner community.

Suggested upgrades: More defensive capabilities, attention


to the Medic skill, and diversifying the individuals would go a
long way into making this crew member more effective.

Initial cost: 600 for average human, 200 for Salvage


tools, TOTAL 800

Deployment cost: 140

Equipment:
General Small Arms
Light Armor
Salvage Tools.

68
Demolition Robot “Sycamore”
Cargo Vehicle www.MegaMinis.com item DEAL-55003

Movement 5
Armor 10
Superstructure 9
Combat Rating 22
Special notes:
2) Grubby Maulers – the demobot does
not need the ‘hand to hand combat’ skill
in order to fight in melee. It has a normal
combat rating of 14. Add +2 if it is
equipped with ‘extra armor’ and +3 for
each ‘grubby mauler.’ Each grubby
mauler counts as a weapon. If one of
them suffers a ‘weapons shut down’ result
on the internal damage table, then it
cannot be used for recovering salvage
anymore.
4) It cannot ‘ram’ another vehicle, it
attacks in melee as per infantry instead.
5) Ignore any references to a ‘driver’ on
the vehicle damage tables. The Demobot was re-built by Geoff Travers using various
6) Counts as 4 models in hand to hand acquired parts. The name Sycamore is in memory of a
combat. favorite pet Lizoid Uncle Geoff once owned. Sycamore is a
7) Is classed as a MEKK, so benefits from beast when it comes to gathering salvage or in Hand-to Hand
MEKK recovery rolls. combat. More practically, having the dual grubby maulers
8) Treat as a civilian class vehicle for allows the Demobot to serve as a cargo vehicle, getting
EMP attacks. Salvage to the Drop Zone.
9) Makes loyalty and bravery tests as a
normal MEKK would do. Suggested Upgrades: Adding offensive firepower makes
The demobot is a gigantic robot that sense, but not until another Cargo Vehicle can be obtained.
comes equipped with huge powerful
hands, called grubby maulers, which are Initial cost: 5,500 plus armor upgrade 1,000
very useful for searching through salvage , TOTAL 6,500
piles as detailed earlier in the section on
‘recovering salvage from a salvage Deployment cost: 400
counter’. If the grubby mauler is used as a
weapon against vehicle armor, then it will
deal 4D6 damage to whatever it strikes if
both grubby maulers are equipped. If only
one grubby mauler is equipped, then
damage will be 3D6. Grubby maulers also
add +3 to the combat rating for each
grubby mauler when used against infantry
in hand to hand combat. Treat the
demobot as an infantry model in a
melee situation. If the demobot loses a
combat, for every point the winner
beats the demobot’s combat rating
score by, roll once on the ‘vehicle
damage table’.

69
We meet again! The skill descriptions in the Starter
Salvage Crew rosters above are also provided elsewhere
in this book and also in the free WORD format “Salvage
Crew Roster Sheets” at www.MegaMinis.com

Their redundancy only serves to help you familiarize


yourself with the skills rules. Future releases of Salvage
Crew Alien Race books and Supplements will also
contain illustrated and simple to use starter rosters. We
welcome any revised roster sheet submissions of your
design to be given away free at our website.

So what is in store for future releases of Salvage Crew products? In 2011, we will be focusing
on releasing several issues of “Salvage Crew Roleplayer”. This is a free magazine devoted to
Salvage Crew examples of play, 3D and 2D paper scenery and minis, optional rules, questions
and answers, and other assorted goodness. A line of 15mm figures are in the works too and will
be released periodically.

In 2012, we will release more Roleplayer magazines


plus the Hydrissian, Mephalian, and Asteroid Miner books.
Several reasons for the delay in getting these add on books
out is because new molds have to be created for the entire
miniatures line. In addition, artwork needs to be created
and rules need to be developed. The Salvage Crew game is
about being a star mogul and building a company, and not
about building armies to destroy salvage crew operations.
Outside forces such as the Mephalian will be run as
encounters in the game and not a single player run unit.

Speaking of conventions, if any of you decide you want to


run Salvage Crew at a show, e-mail me at
(Scheduled for release May 2011)
MegaMinis@yahoo.com and I will post the show name,
location, date, and your contact information. We are not in the position to supply prizes as we are
a small company but we will support you with publicity on our website and I am certain everyone
will have a good time.

I will be devoting the next four years to Salvage Crew and expect to release approximately 8
faction books, a dozen Roleplayer Magazines, and various other compilations.

Anyone interested in checking out or joining our forum you can find us moguls at
www.AlphaForgeForum.com I look over the forum at least once a week. Some of your
questions might make it into the Roleplayer Magazine under a Q&A article. Hope to see you
there! In the meantime, the salvage isn’t going to procure itself. Make yourself useful and get
back to work digging through that pile of junk. Daddy needs a new dierilium encrusted pistol
holder made from the finest lizoid skin.

70
Section 1 - Star Mogul: Salvage Company Roster.
Company Boss: NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience Defense Combat


(RES): (DEF): Rating (CR):
Primary Weapon: Weapon damage:
EQUIPMENT/ NOTES:

Skill1: Skill2:
Skill3: Skill4:
Skill5: Skill:6

Shareholder 1: NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience Defense Combat


(RES): (DEF): Rating (CR):
Primary Weapon: Weapon damage:
EQUIPMENT/ NOTES:

Skill1: Skill2:
Skill3: Skill4:

Shareholder 2: NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience Defense Combat


(RES): (DEF): Rating (CR):
Primary Weapon: Weapon damage:
EQUIPMENT/ NOTES:

Skill1: Skill2:
Skill3: Skill4:

FINANCES:

TOTAL COMPANY FUNDS TOTAL COMPANY NET COMPANY WORTH:


CURRENTLY AVAILABLE: DEBTS/ LOANS: (funds – debts) :
Total Company Deployment costs:

ASSETS OWNED: REVENUE PER GAME ASSET RESALE VALUE:


GENERATED:

71
Section 2 - Star Mogul: Salvage Company Roster.
Squad Number/ name ______________ Squad Deployment cost :

Squad Leader: NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience Defense Combat


(RES): (DEF): Rating (CR):
Primary Weapon: Weapon damage:
EQUIPMENT/ NOTES:

Skill1: Skill2:
Skill3: Skill4:

2nd in command NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience Defense Combat


(RES): (DEF): Rating (CR):
Primary Weapon: Weapon damage:
EQUIPMENT/ NOTES:

Skill1: Skill2:
Skill3: Skill4:

Grunt 1 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience Defense Combat


(RES): (DEF): Rating (CR):
Primary Weapon: Weapon damage:
EQUIPMENT/ NOTES:

Skill1: Skill2:
Skill3: Skill4:

Grunt 2 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience Defense Combat


(RES): (DEF): Rating (CR):
Primary Weapon: Weapon damage:
EQUIPMENT/ NOTES:

Skill1: Skill2:
Skill3: Skill4:

Grunt 3 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience Defense Combat


(RES): (DEF): Rating (CR):
Primary Weapon: Weapon damage:
EQUIPMENT/ NOTES:

Skill1: Skill2:
Skill3: Skill4:

Grunt 4 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience Defense Combat


(RES): (DEF): Rating (CR):
Primary Weapon: Weapon damage:
EQUIPMENT/ NOTES:

Skill1: Skill2:
Skill3: Skill4:

72
Section 2(A) - Star Mogul: Salvage Company Roster.
Squad Number/ name ______ :

Grunt 5 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience Defense Combat


(RES): (DEF): Rating (CR):
Primary Weapon: Weapon damage:
EQUIPMENT/ NOTES:

Skill1: Skill2:
Skill3: Skill4:

Grunt 6 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience Defense Combat


(RES): (DEF): Rating (CR):
Primary Weapon: Weapon damage:
EQUIPMENT/ NOTES:

Skill1: Skill2:
Skill3: Skill4:

Grunt 7 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience Defense Combat


(RES): (DEF): Rating (CR):
Primary Weapon: Weapon damage:
EQUIPMENT/ NOTES:

Skill1: Skill2:
Skill3: Skill4:

Grunt 8 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience Defense Combat


(RES): (DEF): Rating (CR):
Primary Weapon: Weapon damage:
EQUIPMENT/ NOTES:

Skill1: Skill2:
Skill3: Skill4:

Grunt 9 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience Defense Combat


(RES): (DEF): Rating (CR):
Primary Weapon: Weapon damage:
EQUIPMENT/ NOTES:

Skill1: Skill2:
Skill3: Skill4:

Grunt 10 NAME: RACE: MOVEMENT: DEPLOYMENT COST:

Armour: Resilience Defense Combat


(RES): (DEF): Rating (CR):
Primary Weapon: Weapon damage:
EQUIPMENT/ NOTES:

Skill1: Skill2:
Skill3: Skill4:

73
Section 3 - Star Mogul: Salvage Company Roster.
Vehicles/ Heavy Equipment:
Equipment 1)
TYPE: Speed: Throttle:
Armour: Turning score:
Front: Maneuvers:
Left side: Cargo capacity:
Right side: Deployment cost:
Rear: Main Weapon:
Top: Damage:
SUPERSTRUCTURE POINTS: Gunners skill:
CREW1: CREW2:
NAME: RACE: MOVEMENT: DEPLOYMENT NAME: RACE: MOVEMENT: DEPLOYMENT
COST: COST:
Armour: (RES): (DEF): (CR): Armour: (RES): (DEF): (CR):

Primary Weapon Primary Weapon


Weapon: damage: EQUIPMENT/ NOTES: Weapon: damage: EQUIPMENT/ NOTES:

Skill1: Skill2: Skill1: Skill2:

Skill3: Skill4: Skill3: Skill4:

Equipment 2)
TYPE: Speed: Throttle:
Armour: Turning score:
Front: Maneuvers:
Left side: Cargo capacity:
Right side: Deployment cost:
Rear: Main Weapon:
Top: Damage:
SUPERSTRUCTURE POINTS: Gunners skill:
CREW1: CREW2:
NAME: RACE: MOVEMENT: DEPLOYMENT NAME: RACE: MOVEMENT: DEPLOYMENT
COST: COST:
Armour: (RES): (DEF): (CR): Armour: (RES): (DEF): (CR):

Primary Weapon Primary Weapon


Weapon: damage: EQUIPMENT/ NOTES: Weapon: damage: EQUIPMENT/ NOTES:

Skill1: Skill2: Skill1: Skill2:

Skill3: Skill4: Skill3: Skill4:

74
For best results when printer menu comes up make sure
the “NONE” feature is checked under “SCALING”. © 2011 Discount Hobby, Inc.
45LB Matte Photo Paper is highly recommended for all rights reserved.
durability and print quality. 20lb printer paper will work too. www.MegaMinis.com

A metal version
of this figure
available at
MegaMinis.com
item
MEM-55003
For best results when printer menu comes up make sure
the “NONE” feature is checked under “SCALING”. © 2011 Discount Hobby, Inc.
45LB Matte Photo Paper is highly recommended for all rights reserved.
durability and print quality. 20lb printer paper will work too. www.MegaMinis.com

A metal version A metal version A metal version A metal version A metal version
of this figure of this figure of this figure of this figure of this figure
available at available at available at available at available at
MegaMinis.com MegaMinis.com MegaMinis.com MegaMinis.com MegaMinis.com
item item item item item
DEAL-1148 DEAL-1152 DEAL-1150 DEAL-1138 DEAL-1111

A metal version A metal version A metal version


A metal version A metal version
of this figure of this figure of this figure
of this figure of this figure
available at available at available at
available at available at
MegaMinis.com MegaMinis.com MegaMinis.com
MegaMinis.com MegaMinis.com
item item $1.50
item item
item
DEAL-1139 DEAL-1141 DEAL-1142 DEAL-1145
DEAL-1098
For best results when printer menu comes up make sure
the “NONE” feature is checked under “SCALING”. © 2011 Discount Hobby, Inc.
45LB Matte Photo Paper is highly recommended for all rights reserved.
durability and print quality. 20lb printer paper will work too. www.MegaMinis.com

A metal version A metal version A metal version A metal version A metal version
of this figure of this figure of this figure of this figure of this figure
available at available at available at available at available at
MegaMinis.com MegaMinis.com MegaMinis.com MegaMinis.com MegaMinis.com
item item item item item
DEAL-1148 DEAL-1152 DEAL-1150 DEAL-1138 DEAL-1111

A metal version A metal version A metal version


A metal version A metal version
of this figure of this figure of this figure
of this figure of this figure
available at available at available at
available at available at
MegaMinis.com MegaMinis.com MegaMinis.com
MegaMinis.com MegaMinis.com
item item $1.50
item item
item
DEAL-1139 DEAL-1141 DEAL-1142 DEAL-1145
DEAL-1098
Be sure to purchase the Starter Salvage Crew Special
item number MEM-55000 featuring Dirty John and the rest of the gang.
available exclusively at www.MegaMinis.com in our online stores.

A $56 value with a reduced price of only $45 plus shipping.

While you are there, remember to download your complimentary


copies of these other supplements.
25mm Drop Zone Template (DZ)
Courtesy of www.MegaMinis.com
15mm Drop Zone Template (DZ)
Courtesy of www.MegaMinis.com 25mm Debri Pile (DP)
15mm Debri Pile (DP)

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