Profit in Danger Mini Campaign
Profit in Danger Mini Campaign
The fastest way back to the Eidolon from Trading Post 5 is by shuttle. Strapped into this one with
you is another crew, a tough-looking bunch led by their captain, Lohbac. You try to quell the
nausea from the jolting of the ramshackle vehicle as the crews make an attempt at small talk.
"What's that?" Wade asks Lohbac, who is idly rotating what looks like a dark glass shard in his
hands.
"It's part of the Gates of Ry'sa. We think it's some sort of fail-safe device, like a dead man switch.
We call it a Snuffer." There is something unpleasant about the 'Snuffer' as if it didn't quite fit into
the universe and somehow the universe knew it. Wade declines when Lohbac offers it to him.
Suddenly the shuttle shakes. Ahead, you see what you can only describe of as a 'wave', distorting
space and rushing towards you as you yell, "Brace for impact!"
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MISSION BRIEFING 1 – UNHAPPY LANDINGS
Your shuttle is swept along in the wave and you crash-land back into the asteroid you just left. The
pilot’s skills saved your lives but the shuttle is trashed. You hurry back to Trading Post 5 where
another evac shuttle is located. You find that the settlement is in a bad way; debris is strewn
everywhere and the settlers are in the midst of an evacuation. Daric informs you that the entire
star system has somehow shifted in space, the resulting wave pushing you off course and
damaging the trading post. The First Born have chosen to attack at the same time, deciding that
you're a threat they can no longer ignore.
Daric is abandoning the base to start anew on another rock. The other shuttle has taken some
hits, but Daric reckons it can be repaired with parts salvaged from around the camp. You'll need to
fix up the shuttle and get as many people off the base as you can.
PRIMARY OBJECTIVE has cost a lot of blood and toil to collect. You
Reward: Evacuation! must retrieve it before evacuating and get it
back to the core.
Your comrades are alive, but your own evac
shuttle (shown in red on the map) is damaged At the start of the game, place two
beyond repair and cannot be used. There is Data tokens on the roof of each of
another at the centre of the nearby the five large/square containers.
encampment that seems to have been shielded Traders inside these containers may
from the worst of the debris – your objective is make an Interact action to take a
to get it up and running and get out of here! token, provided they have suitable
equipment to store it on!
The shuttle is clamped to the roof of the central
container marked in green on the map, and has After the game, the data can be forwarded back
been fitted with additional thrusters so it can to the core for a reward of 5UA per token, or
they can be kept for a benefit in mission 3.
carry the container into orbit too.
Reward: Variable
To get this shuttle up and
running you will This is the last evac shuttle in the encampment,
need to find the and you’re not the only ones that want out!
required parts
located You may rescue any NPCs in play by ensuring
around the they are on board the shuttle or the attached
board container when it leaves. At the end of the
before game, starting with the first player, the players
taking may choose an NPC from those rescued and
off. pick one of the following options, continuing
until all NPCs have been chosen.
2
SPECIAL INSTRUCTIONS Note: It’s not required for gameplay purposes,
but if you have another Shuttle you could place
SETUP
it on top of the container as a visual reminder of
There are no airlock positions on this map – the
your objective!
evac shuttle is the only means of escape,
unless you’re going to trust your Teleporter! All REPAIRING THE SHUTTLE
Trader crews start on the map. Place one of The parts are represented by the Fuel and
your Traders in one of the positions marked in Ammo tokens from the Ships of Disrepute
green near the shuttle wreckage, and all other expansion. Ignore their normal rules for the
Traders in adjacent squares. purposes of this game.
No Drones are placed on Patrol Points at the
start of the game. Instead note the First Born
that start in play as shown on the map.
Once you have collected your NPCs, choose
four at random, not counting Zara, and place
the four Ammo tokens (representing shuttle
parts) into their item slots. Daric and Zara are
Count the 5 Fuel tokens as two parts, and
placed on the board at the start of the game as
the 10 Fuel token as four parts.
shown on the map – all other NPCs will enter
play later. A Trader carrying a part can install it by making
Place the two 5 Fuel tokens and two 2 Fuel an Interact action while on board the shuttle –
tokens into the shuttle wreckage. place the token onto the container roof to show
that it’s been installed. Once at least 8 parts are
Put the other two 2 Fuel tokens and the 10 Fuel installed the shuttle will be airworthy and you
token to one side. can escape.
In addition, don’t forget to use standard (non- To escape, there must be no enemies inside
First Born) equipment to fill the various crates in the container or engaged with anyone that is. A
the Trading Post as detailed in the Trading Post Trader on board the shuttle must then spend
5 rulebook. The same selection of tokens two consecutive actions in the same turn to
should be used for General Searches inside the take off. All characters inside the container or
containers. the shuttle on top are removed from the board –
they have escaped.
FIRST BORN ARRIVAL
All First Born arrive from Entry Points in this Keep note of how many parts were installed – it
game, with Drones and the True Born placed will affect your arrival during mission 2.
adjacent to the chosen point. All references to
Patrol Points will use Entry Points instead.
The Stasis Pods in this game are empty and
Lieges will not emerge from them.
3
FINDING PARTS and the other two unused Trading Post 5
Parts can be found in three places – the NPCs. Mixer will enter play owned by Daric.
wreckage of your shuttle, the shelves of the Other than Zara and Daric, you may swap any
containers, and in the pockets of the of these characters out for others from your
encampment’s inhabitants! collection. Set these NPCs aside at the start of
the game.
Wreckage: To retrieve a part from the
wreckage, a Trader must Interact with it and roll At the start of each NPC Phase one random
a die. Traders with the Tech or Engineer Class NPC will arrive at a random Patrol Point, if
may roll an additional die. available. Once these characters have been
defeated, they will not be re-used in this
One hit is required to retrieve one of the 2 Fuel mission, and any rule that would bring them into
tokens. If two hits are rolled, the Trader may play has no effect.
take one of the 5 Fuel tokens. If no hits are
rolled the Trader was unsuccessful. The NPCs are milling around in a panic. All
NPCs except Daric and Zara follow the rules for
Containers: Parts can be found in the seven Civilians in this game, ignoring their usual
containers on the board (not including the types. NPCs inside the central container are
central one) by making a General Search action waiting for evacuation and will not activate.
while inside. When you do this, roll the
Knowledge Die. On a 5 you find a 2 Fuel token Zara will still target the First Born as normal.
instead of a regular item. On a 6 you find a 10 However, whenever she would tag goods,
Fuel token. instead she will assist with the evacuation. She
will use her actions to Move towards the
If there are still parts to be found once all nearest unmarked NPC and attempt to
containers have been Searched, your Traders Persuade them (rolling 3 dice herself to match
must have missed something. Each container her own Persuade value) to leave the
may be Searched a second time, marked with a encampment. If successful, mark them with a
Reminder Counter. The second Search will Reminder Counter. Marked NPCs will not roll
only find the parts, without rolling, starting with for direction when they roll a Move result or
the smallest. following an Attack result – their movement will
NPCs: To retrieve a part from an NPC, you always be towards and into the central
must Persuade them to join you or give you the container.
item as normal. If attempting to Persuade them If there are no unmarked NPCs in play, or all
to give you the item, you may add 1 to your roll are inside the central container, Zara will use
– they are eager to help under the her actions to Move towards and into the
circumstances! Alternatively you can pay them central container herself.
5UA to give you the part without rolling.
Daric follows the same rules as Zara. Mixer will
NPCS only attack enemies, it will not attempt to
This mission uses 10 NPCs – Daric, Zara, two Persuade NPCs.
Game Hunters, two Prospectors, two Media,
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SETUP
5
MISSION BRIEFING 2 – BEING BRAVE IN A DANGEROUS
UNIVERSE
The Godly faction of the First Born are now at full alert and decide to eliminate you as a threat to
their plans. They've brought in the heavy guns, the Insane God and its Guardians, and you are
firmly in their sights! The First Born star system is fully mobile and making its way into Human
space. Your crew urge you to find a way to stop the First Born but your first instinct is to simply
survive. However, there won't be much to escape to if the First Born attack human space so you
decide to put on your hero hat and try to save the day!
There is a Knowledge Cluster at the far side of the base that you will need to access. It is an
archive of information that can only be accessed directly. You're hoping it will contain details on
how to power down the reactors of every asteroid base, stopping the First Born in their tracks.
PRIMARY OBJECTIVE pursuing you until you’re dead. If you can take it
Reward: Galaxy-Changing Information by surprise by counter-attacking now it might be
one less thing to worry about later!
Your objective is to infiltrate the First Born
temple and access their data. Hopefully the The Insane God and its Guardians
knowledge you’ve picked up so far in First Born automatically arrive on the board via Entry
space will allow you to interpret at least Point 1 (note, not Patrol Point 1) when the
something of use. Hostility reaches Aware.
To calibrate all the data, you will need to Keep note of which statistics inserts are in the
activate the First Born tech with runic stones – Insane God and Guardian boards at the end of
four to be inserted into the Command Console, the game – this will affect their statistics in
mission 3.
and four more inserted into the surrounding
Plinths following the normal rules. The Guardians can be defeated, and if this
The map includes six Stasis Pods. The eight happens they will not be used in mission 3. The
runes (four of each type) should be inserted Insane God can only be reduced to its fourth
statistics insert in this mission – it cannot be
into the pods at random before placing them
onto the board. This means that some pods defeated. Once it reaches this insert it will
retreat – immediately remove it from the board.
may have two runes, and some may have
none. SPECIAL INSTRUCTIONS
Once all eight runes are installed, the activation HASTY REPAIRS
requires a Trader to Interact with the Command How well you repaired the evac shuttle in
Console while there is also an unengaged mission 1 will affect its speed and the
Trader in contact with each Plinth. These four performance of its stealth tech as you approach
Traders should be marked with a Reminder this temple. If the shuttle was repaired poorly
Counter – they will take one fewer action in you’ll arrive late and the First Born will know
their next turn. When the Console is activated, you’re coming!
the Traders have accessed the data and can
make their escape. For each of the 16 parts that was not installed
into the shuttle, add 1 to the starting hostility of
Note that if playing with a single crew, you will this mission. Note that if you failed the primary
need at least one NPC from Mission 1 to have objective of mission 1, you must add 16 to the
joined you to complete this objective. If none starting hostility!
did, you’ll need to either give yourself one or
two at the start of this mission, or adjust the POWER SHARDS
rules to only require two or three plinths to be The two Power Shards in this mission follow the
attended while accessing the console. normal rules, accumulating energy like a Dyson
Reactor. Keep note of how many Energy
SECONDARY OBJECTIVE Counters are on the Shards at the end of the
Reward: A Weakened Foe game – this will affect the Power Shards in
mission 3. If they accumulate too much energy
The Godly have awoken one of their Insane you could be in trouble…
Gods. It’s hot on your heels and it won’t stop
6
SETUP
7
MISSION BRIEFING 3 - BLACK HOLE RUN
The secondary power systems are kicking in and it won't be long before the star system is fully
mobilised. However, the Knowledge Cluster offered a solution, albeit a dangerous one! It turns out
that the 'Snuffers' are not fail-safes but are in fact self-destruct devices. By using the Snuffers the
Gates of Ry'sa can open a direct conduit to a black hole, destroying the asteroid base and
hopefully crippling the whole star system. Lohbac's Snuffer was lost in the shuttle crash but your
scanners have picked up a familiar energy signature nearby. With the First Born on full alert and
the Talos and Cerberosa between you and the Gate your chances are slim. Both crews seem
surprisingly upbeat and not for the first time you wonder about the Trader mentality!
EPILOGUE
Your celebrations are short lived when you realise that another of the Asteroid bases has assumed
control and the invasion is still underway. You have slowed the First Born but they have
knowledge and resources you can only guess at and the coming onslaught is inevitable. However,
you've bought the nearest sector time to prepare, time to arm up and make plans, that's got to be
worth something. The mercenary part of your brain calculates that your heroism is worth at least
the down payment to a new ship! All in all this has turned out to be a surprisingly profitable venture
and isn't that what you're here for?
9
SETUP
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