Sunday, March 8, 2026

Combining Warriors of the Red Planet and 13 Parsercs Rpg - The Barsoomian Way



Integrating Warriors of the Red Planet with Thirteen Parsecs (often referred to as 13P) is a very natural fit, as both games are rooted in the "Old School" design philosophy.



While they use different core engines, their shared DNA makes them highly compatible for a "Sword & Planet" campaign.

System Compatibility

  • Engine Foundations: Warriors of the Red Planet is a traditional OSR (Old School Revival) game based on the original fantasy RPG rules. Thirteen Parsecs uses the O.G.R.E.S. engine (Old-school Generic Roleplaying Engine System).

  • The "Feel": Both systems prioritize high adventure, ruling-over-rules, and a lean mechanical footprint. Because Thirteen Parsecs is designed to be a "New Class of Old School," it shares the same bounded accuracy and power scales as Warriors of the Red Planet.

How to Play Them Together

Since Thirteen Parsecs is a toolkit for any sci-fi subgenre, you can use it to "crunch up" the more minimalist Warriors setting:

  • Character Archetypes: You can easily swap classes. For example, use the Mystic Knight or Psychic from 13P to replace or augment the Mentalist in Warriors.

  • Starship & Tech Rules: Warriors is lighter on technical vehicle rules. You can use the robust Starship Creation and Combat rules from Thirteen Parsecs to handle the high-flying airships of Mars or Venus without breaking the math.

  • Conversion: Since both use standard attributes (Strength, Dexterity, etc.) and similar Armor Class/Target Number logic, you can usually port monsters and NPCs between them with zero math. If a Martian creature in Warriors has a 4 HD (Hit Dice), it will function effectively as a Level 4 threat in 13P.

Why Combine Them?

If you find the "Original Fantasy" bones of Warriors a bit too restrictive for high-tech encounters, Thirteen Parsecs provides the Skill System and Career Training that can give your planetary heroes more specialized utility outside of combat.

Since both games are built on the foundational "Old School" six-attribute chassis, you can port characters with almost zero math. The primary goal is to map the flavor of Warriors of the Red Planet (WRP) onto the slightly more granular 13 Parsecs (13P) engine.

1. Attribute Mapping

Both systems use the standard range (3-18). You can port your Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma directly.

  • Saving Throws: 13P uses a unified "Save" based on the O.G.R.E.S. engine. Use the character's Level + Attribute Modifier to hit a Target Number (usually 15 for difficult tasks).


2. Class Conversion Table

Because 13P is a toolkit, you can "build" a WRP class using its archetypes and career paths.

WRP Class13P ArchetypeSuggested 13P Career
Fighting ManSoldierMercenary or Gladiator
ScoundrelOperativeSmuggler or Scout
ScientistTechnicianEngineer or Medic
MentalistPsychicMystic or Telepath

3. Integrating Features

To make the character feel truly "Red Planet" while using 13P rules, apply these three mechanical tweaks:

  • The "Barsoomian" Perk: Every character from WRP should receive a +1 bonus to all Athletics and Leaping checks in 13P to represent the lower gravity of a dying world.

  • Weapon Scaling: Use 13P's weapon damage (e.g., 1d6 for light, 1d8 for medium). Treat WRP Radium Pistols as 13P Blaster Pistols, but keep the WRP "Misfit" rule (exploding on a natural 1) to maintain the high-stakes feel of ancient tech.

  • Mentalism vs. Psionics: Use the 13P Strain system for Mentalists. Instead of WRP's "Daily Uses," allow the character to push their powers by taking 1d4 non-lethal damage per level of the effect used beyond their safe limit.


4. Health and Armor

  • Hit Points: You can keep your WRP Hit Points as-is. Both systems scale similarly per level.

  • Armor Class: 13P typically uses Ascending AC. If your WRP character has a Descending AC of 5, their 13P Armor Rating is 15.





Thirteen Parsecs: Beyond the Solar Frontier Rpg By Jason Vey Campaign- Hard-ish Sci-Fi Campaign: The Icarus Debt NPC's, Starship details, and Adventures

 To craft a compelling campaign for Thirteen Parsecs: Beyond the Solar Frontier, you need to lean into the "Hard-ish Sci-Fi" aesthetic: grimy cockpits, looming corporate shadows, and the terrifying silence of the void.

In this setting, space isn't just a backdrop—it’s an antagonist. Here is a campaign framework titled "The Icarus Debt."


Campaign Concept: The Icarus Debt

The crew starts not as heroes, but as indentured salvage contractors for the Acheron Holdings corporation. You own a ship, but you don't own it. Between fuel costs, air filtration taxes, and interest, you are one bad haul away from being spaced.

The Hook

While scavenging a "dead" sector 11 parsecs out, the crew recovers a black-box data core from a vanished exploration vessel, the S.S. Venturer. The data suggests that the "Frontier" isn't empty—it’s being intentionally vacated by something much older than humanity.


1. The Core Conflict: Pressure from All Sides

A good Thirteen Parsecs campaign should balance three specific types of tension:

  • Environmental: The ship is breaking down. Every jump requires a "jury-rig" roll.

  • Political: Three rival factions (The Sol Hegemony, The Belt Syndicates, and Acheron Holdings) all want the Venturer’s data.

  • Existential: Something in the deep black is "listening" to faster-than-light comms.


2. Key Locations

LocationDescriptionThe "Vibe"
Station 13A hollowed-out asteroid serving as the last refueling stop.Blade Runner meets a submarine.
The Ghost NebulaA graveyard of pre-war ships and high radiation.Claustrophobic and eerie.
New EdenA corporate-owned "paradise" planet where the air is filtered and the debt is eternal.Sterile, high-tech, and oppressive.

3. Campaign Progression (The Three Acts)

Act I: The Scavengers

The crew takes "bottom-feeder" jobs to pay off their weekly ship debt.

  • Mission 1: Salvage a derelict freighter. Discover it wasn't a mechanical failure; the crew killed each other.

  • Mission 2: Outrun a Syndicate debt collector through an ice-asteroid field.

Act II: The Signal

The black box is decrypted. It contains coordinates to a "Parsec 14"—a jump point that shouldn't exist.

  • The Twist: Acheron Holdings sends a "Safety Liaison" (an assassin) to join the crew and oversee the recovery.

  • The Gameplay: Managing internal ship politics while navigating uncharted space.

Act III: The Threshold

The crew arrives at the coordinates. They find a massive, non-human megastructure—a "Gate"—that is currently waking up.

  • The Choice: Do you sell the coordinates to clear your debt, or destroy the Gate to prevent whatever is on the other side from coming through?


4. Mechanic Spotlight: The "Oxygen vs. Credits" Die

In this campaign, introduce a Resource Die. Every time the crew spends credits or takes a long journey, they roll a $d10$. On a 1 or 2, the die shrinks (to a $d8$, then $d6$). If it hits zero, the ship suffers a critical life-support failure. This forces the players to choose between safety and profit.

GM Tip: Never make the ship feel safe. Describe the hum of the engines changing pitch, the smell of ozone in the vents, and the way the stars look just a little too distant.

 To make your ship feel like a lived-in pressure cooker, you need NPCs who bring their own baggage. These characters are designed with "competing interests"—they help the players run the ship, but they also have reasons to compromise the mission.

To kick off The Icarus Debt, you need a mission that feels like a "paycheck" but quickly turns into a "survival horror" scenario. This mission introduces the crew to the mechanics of salvage, radiation management, and the creeping dread of the Frontier.


Mission Title: The Iron Husk

Objective: Board the derelict freighter Caldwell’s Folly, retrieve its high-grade Deuterium fuel rods, and extract before its decaying orbit pulls it into a gas giant’s gravity well.

The Setup

  • The Client: A middle-manager from Acheron Holdings named Vance. He offers to shave 10,000 Credits off the ship’s debt if you bring back the rods.

  • The Hook: Vance "forgets" to mention that the Caldwell’s Folly was carrying a classified biological cargo.


1. The Approach (Skill Challenge)

The Caldwell’s Folly is tumbling. To dock, the pilot must succeed on a Complex Maneuver Roll.

  • Success: Smooth docking at the main airlock.

  • Failure: The ships collide. The Icarus takes Hull Damage, and the crew must enter through a jagged breach in the "Lower Engineering" deck (the most dangerous part of the ship).

Environmental Hazard: The Cold Void

Since the ship is powered down, the temperature is dropping. Every 10 minutes of real-time play, have the players roll a $d20$. On a 1-5, their suits' heaters flicker, causing 1 point of Fatigue.


2. The Interior: Three Key Zones

The ship is a maze of floating debris and frozen droplets of... something dark.

ZoneDescriptionThe Threat
The BridgeFlickering holos and the frozen remains of the Captain.A security turret is still active but "blind"—it fires at any sound over a whisper.
Medical BaySmashed glass and "Growth" on the walls.This is where the Secret Data Core is hidden, guarded by the Venturer's first casualty.
EngineeringThe Fuel Rods are here, glowing a soft, deadly blue.The deck is magnetized. Heavy gear (like Jax’s shotgun) sticks to the walls.

3. The Encounter: "The Drifter"

While the crew is pulling the fuel rods, Mags picks up a frantic signal on the internal comms. It’s not a person—it’s the ship’s AI, screaming in binary.

  • The Enemy: A "Drifter." This is a crew member who was exposed to the Venturer’s data signal. They aren't a zombie; they are "phase-shifted." They move sporadically, appearing to teleport 2–3 feet at a time (like a lagging video feed).

  • The Twist: The Drifter isn't trying to eat them; it’s trying to "plug" them into the ship’s computer to "show them the Truth."


4. The Climax: The Death Throes

As soon as the last fuel rod is pulled, the Caldwell’s Folly groans. The gravity well of the gas giant has caught it.

  • The Clock: You have 4 Rounds to reach the Icarus.

  • The Complication: The docking clamps are frozen shut. Silas needs to use a plasma torch to cut the ship free while Jax holds off the phase-shifting Drifters emerging from the vents.

The Reward & The Price

  • The Credits: If successful, the debt is reduced.

  • The "Loot": In the Med-Bay, they find a Strange Vial labeled Project Icarus. If Dr. Thorne sees it, he will try to hide it from the rest of the crew.

  • The Fallout: The Icarus’s sensors now show a permanent "Ghost Signal" following the ship at a distance of exactly 13 Parsecs.


GM Tip: During the "Cold Void" rolls, play a low-frequency ambient drone in the background. If the players take too long to argue about who carries the rods, increase the volume.


The Crew of the Icarus

1. Silas "Rust" Vane (Chief Engineer)

A veteran of the Belt Wars who treats the ship's reactor like a temperamental god. He’s more comfortable talking to a plasma manifold than a human being.

  • The Vibe: Greasy overalls, smells like recycled ozone, constantly chewing on synthetic nicotine.

  • The Secret: He’s been skimming "surplus" fuel to sell on the black market to pay for his daughter’s medical treatment back on Mars.

  • Utility: Can fix any mechanical failure, but every "miracle" repair increases the ship’s Debt by 500 credits.

2. K-76 "Kaye" (Android Navigator)

An outdated, decommissioned labor unit that was illegally re-sleeved with navigation software. Kaye is prone to "existential glitches."

  • The Vibe: Calm, overly formal, but occasionally stares at the stars for hours without blinking.

  • The Secret: Their memory banks contain a hidden map of Acheron Holdings’ restricted black sites—they are literally "stolen property."

  • Utility: Grants a $+2$ bonus to navigation rolls, but if the ship is scanned by Corporate patrols, there is a 15% chance Kaye is detected.

3. Dr. Aris Thorne (Exobiologist / Medic)

A high-society defector who claims they grew tired of New Eden. In reality, Aris is a disgraced researcher who knows too much about what the black box contains.

  • The Vibe: Sharp, clinical, and judgmental of the crew’s hygiene.

  • The Secret: They are addicted to "Stim-Z," a proprietary corporate sedative. If they run out, their hands shake, making surgery dangerous.

  • Utility: Can heal injuries and identify alien artifacts, but requires expensive medical supplies to stay "functional."

4. "Mags" Marek (Sensors & Comms)

Young, twitchy, and incredibly talented at "listening" to the void. Mags is a "Void-sensitive"—someone who claims they can hear the Ghost Nebula.

  • The Vibe: Oversized headphones always on, caffeine-jittery, terrified of silence.

  • The Secret: The "voices" Mags hears aren't hallucinations; they are encrypted signals from the Venturer that only their specific brain-mapping can pick up.

  • Utility: Can detect stealth ships and anomalies others miss, but long-range scanning causes Mags to take Stress damage.

5. Jax Lowery (Security / Heavy)

A former Acheron Holdings enforcer who "retired" early. Jax is the muscle the crew needs when a salvage op turns into a firefight.

  • The Vibe: Scarred, carries a modified kinetic shotgun, surprisingly soft-spoken until the shooting starts.

  • The Secret: Jax is an undercover informant for the Belt Syndicates. Their job is to make sure the black box ends up in Syndicate hands—not the crew's.

  • Utility: Provides a massive advantage in combat encounters, but will occasionally "suggest" detours that benefit his secret employers.

  • In Thirteen Parsecs, the vastness of the frontier doesn't just wear down the ship's hull; it erodes the crew's sanity. Using a Stress & Trauma system turns the psychological toll of deep-space salvage into a tangible gameplay mechanic.

    The Stress Tracker

    Every character has a Stress Track (1–10).

    • Gain Stress: When missing a critical roll, witnessing a "Drifter," running low on Oxygen, or taking a "Debt Penalty."

    • The Breaking Point: When Stress hits 10, the player must roll on the Acute Breakdown Table. After a breakdown, their Stress resets to 5, but they gain a permanent Trauma Strain.


    I. Acute Breakdown Table (Rolling at 10 Stress)

    Roll $1d6$ when a character snaps in the heat of the moment.

    RollResultEffect
    1CatatonicThe character freezes for $1d4$ rounds. They can do nothing but stare into the void.
    2ParanoidThe character believes another crew member is "compromised." They refuse help or healing for the rest of the mission.
    3Vent RageThe character lashes out at the nearest object (or person). Deal $1d6$ damage to the ship's console or an ally.
    4Compulsive RepairThe character becomes obsessed with a minor mechanical flaw, wasting their next two turns fixing something that isn't broken.
    5The Void CallThe character begins opening an airlock or removing their helmet to "hear the star better." Must be physically restrained.
    6Cold ClarityThe character suppresses all emotion. They gain an immediate success on their next action, but gain 2 Permanent Trauma Strains.

    II. Permanent Trauma Strains

    Trauma Strains are the long-term scars of the Frontier. They can only be removed by spending massive amounts of Credits on "Neural Re-mapping" at a high-end Corporate facility like New Eden.

    • Phantom Alarm: You constantly hear a low-oxygen alarm. $-1$ to all Sensor and Comms rolls.

    • Agoraphobia: You feel exposed in open spaces. You take $+2$ Stress whenever you are outside the ship (EVA).

    • The Shakes: Your hands won't stay still. $+1$ Difficulty to all Repair and Medical rolls.

    • Corporate Zealot: You become obsessed with the Debt. You refuse to participate in any mission that doesn't have a guaranteed Credit payout.

    • Void-Touched: You start finishing other people's sentences. It’s creepy. You have a $-2$ to all Social/Persuasion rolls with "normal" humans.


    III. Reducing Stress: "The Shore Leave"

    Between missions, players can reduce Stress, but it always comes at a cost.

    "The Grime & The Glory" Choice:

    • Cheap Synthetic Alcohol: Reduce 3 Stress. Cost: 50 Credits. Risk: Roll $1d6$; on a 1, wake up with a "Hangover" penalty for the first half of the next mission.

    • Neural-Dampers: Reduce 6 Stress. Cost: 500 Credits. Risk: No physical side effects, but it adds to the Acheron Holdings Debt.

    • Meaningful Connection: Talk it out with a crew member. Both players reduce 2 Stress. Risk: You must share a "True Secret" about your character's past.


    Managing the Crew's NPCs

    Remember, your NPCs (Silas, Kaye, etc.) have Stress tracks too. If Silas hits 10 Stress, he might sabotage the engines so the ship has to stay docked at a station where he feels safe. If Mags snaps, they might broadcast the ship's location to the "voices" in the nebula.


NPC Interaction Table

Use this table when the crew spends a "Long Jump" together to see how tensions flare.

Roll (d6)Interaction
1Kaye glitches and accidentally vents 10% of the oxygen. Silas is furious.
2Dr. Thorne is caught stealing meds from the emergency locker.
3Mags swears they heard the players' names in the static of a dead star.
4Jax and Silas get into a physical fight over "stolen" rations.
5Kaye shares a piece of forbidden corporate data with a player they trust.
6A "Quiet Moment": Two NPCs bond over a shared hobby, lowering the ship's Stress level.

Saturday, March 7, 2026

Davy Crockett Mini Nuke Stats For The Cepheus Engine & Hostile Rpg

 

This artwork brings the "Used Future" of Hostile to life. I’ve visualised the M577-A1 "Scorpion" in the "Sun-Bleached Frontier" scheme, complete with desert-tan paint and the hand-painted "Grim Reaper" motif you selected.

You can see the crew in their bulky hazmat suits preparing the Davy Crockett smoothbore launcher. The desolation of the lunar colony backdrop and the "Broken Atom" stencils capture the desperate nature of deploying a mini-nuke in the frontier.

Gemini said

If you’re running a Hostile campaign (or any 2D6-based Cepheus Engine game), introducing a "tactical" nuclear weapon is a quick way to turn a sci-fi thriller into a high-stakes disaster movie.

In the gritty, industrial world of Hostile, the M388 Davy Crockett isn't a high-tech laser; it’s a blunt, terrifying relic of "Cold War 2.0" thinking—cheap, dirty, and devastatingly effective for colony defense or clearing out "biological infestations."

Weapon Profile: M388 Davy Crockett (Tactical Nuke)

The Davy Crockett is a recoilless gun system that fires a sub-kiloton nuclear projectile. In Hostile, this is often mounted on a Weyland-style rover or a heavy tripod for perimeter defense.

StatisticValue
Weapon TypeHeavy Support / Tactical Nuclear
Range2 km (Smoothbore) / 4 km (Rifled)
Damage12d6 (Ground Zero) / 6d6 (Outer Blast)
Blast Radius150m (Lethal) / 400m (Radiation/Heat)
Weight34 kg (Projectile) / 150 kg (Launcher)
CostNot for Sale (Corporate/Military only)

Mechanics & Effects

Using a nuke in a tabletop RPG is less about "rolling to hit" and more about "managing the aftermath."

  • The Blast (Thermal/Overpressure): Everything within the 150m "Ground Zero" takes 12d6 damage. Unless you are inside a reinforced bunker or a starship-grade hull, survival is unlikely. Vehicles are typically flipped or crushed.

  • The Flash: Anyone looking toward the blast without specialized polarized visors (standard for Marine Heavy Suits) must pass a Difficult (10+) END check or suffer permanent blindness.

  • Radiation (The "Dirty" Part): * The Davy Crockett is notorious for its high neutron output.

    • Characters within 500m take 2d6 Rads per round unless protected.

    • In the Hostile setting, this leads to Radiation Sickness (STR/END loss) and requires immediate anti-rad meds.

Combat Integration for Referees

In Hostile, space is a corporate asset. Using a Davy Crockett inside a colony dome or near valuable mining equipment is a "firing offense" (literally).

Referee’s Note: The Davy Crockett has a massive "Minimum Safe Distance." If the wind is blowing the wrong way or the operator misses the roll, the players are just as likely to die from the fallout as the target is from the blast.


Potential Plot Hooks

  • The Lost Crate: A colonial transport crashed in the outlands carrying three M388 warheads. The players are hired to recover them before scavengers (or a rival corp) find them.

  • The Last Stand: The players are pinned down by a swarm of xenomorphic threats. The corporate handler gives them the "Red Box"—a Davy Crockett—with instructions to use it only as a last resort.

  • Broken Arrow: A disgruntled security officer has barricaded himself in the life-support wing with a mini-nuke, demanding a shuttle off-world.

  • Gemini said

    In the rugged, "Used Future" aesthetic of Hostile, you need a vehicle that is expendable, high-torque, and capable of outrunning a mushroom cloud.

    The most lore-appropriate choice for a Davy Crockett mount is a modified M577-A1 "Mule" Light Utility Vehicle. Unlike the heavy APCs used by the Marines, the Mule is a stripped-down, open-frame rover designed for colonial security and hazardous environment transport.

    The M577-A1 "Scorpion" (Nuclear Support Variant)

    The "Scorpion" is a field modification of the standard Weyland-Yutani utility rover. The rear cargo bed is replaced with a heavy-duty reinforced tripod and a hydraulic recoil-dampening system to house the Davy Crockett smoothbore launcher.

    StatisticValue
    ChassisLight Wheeled / All-Terrain
    Speed90 km/h (Road) / 50 km/h (Off-road)
    Armor4 (Front) / 2 (Sides/Rear)
    Hull/Structure10 / 10
    Crew2 (Driver, Gunner)
    Cargo4 M388 Warheads in lead-lined canisters

    Key Features

    • Recoil Compensators: Because the Davy Crockett is a recoilless gun, it vents a massive "backblast" of hot gas. The Scorpion is fitted with a heat-shielded cab to prevent the crew from being cooked when the weapon is fired.

    • Radiation-Hardened Avionics: The vehicle’s electronics are shielded against the EMP (Electromagnetic Pulse) generated by its own payload, ensuring the engine doesn't die immediately after detonation.

    • Survey Sensors: Equipped with a telescopic mast featuring thermal imaging and a Geiger counter to help the crew identify targets and avoid drifting fallout plumes.

    Tactical Limitations

    • The "Glass Cannon": The Scorpion has almost no armor. It is designed to drive to a ridge, fire, and retreat immediately. If it takes a direct hit from a portable missile or heavy autocannon, the unshielded warheads in the back make for a very bad day.

    • Backblast Hazard: Anyone standing within 30 meters directly behind the vehicle when it fires takes 4d6 heat damage from the venting gases.


    Using the Scorpion in a Session

    In Hostile, combat is fast and lethal. To represent the difficulty of using such a primitive "dumb" nuke, use the following checks:

    1. Deployment: Setting the tripod and calculating the trajectory (considering wind/gravity) requires a Routine (6+) Gunnery (Artillery) check.

    2. The "Get Out" Phase: Once the projectile is away, the driver must make an Average (8+) Drive check to navigate difficult terrain while retreating at top speed to avoid the 150m lethal pressure wave.

    Equipment Note: The crew should always be equipped with Rad-Suits or Heavy Combat Suits. Even with the shielded cab, the "Scorpion" is a dirty ride.

     In the Hostile RPG, a nuke isn’t a "win button"—it’s a catastrophic moral choice. This campaign framework, titled "The Redline Protocol," focuses on a crew of blue-collar contractors caught between a corporate cover-up and an extinction-level biological threat.


    Campaign Title: The Redline Protocol

    Setting: The Tartarus Sector (a cluster of industrial moons on the "Rim")

    Player Roles: Colonial Security, Roughnecks, or a "Sanitation" Team.

    The Premise

    The players are "Liquidators" working for the United Nations Space Command Agency (UNSCA) or a private PMC like Weyland-Yutani. Their job is to respond to "Broken Arrow" events—situations where experimental bio-hazards have breached containment and conventional military force has failed.

    The campaign revolves around one specific M577-A1 "Scorpion" Rover (The "Last Resort") and its limited supply of four M388 Davy Crockett warheads.


    Act 1: The Long Walk

    The campaign begins with the players being dropped onto the mining moon of Acheron-V. The colony has gone dark. Their mission isn't to save people—it's to "Sanitize" the primary atmospheric processor which has been overrun by a fast-evolving fungal parasite or xenomorphic entity.

    • The Conflict: The players must escort the Scorpion Rover across 200km of hostile terrain. The rover is slow, the terrain is treacherous, and the local "fauna" is attracted to the vehicle's engine vibration.

    • The Hook: They find a group of survivors in a reinforced bunker directly beneath the target zone. If the players fire the Davy Crockett to stop the infestation, they kill the survivors.

    Act 2: Corporate Treachery

    After the first successful (or failed) deployment, the players discover that the "infestation" was a controlled experiment gone wrong.

    • The Twist: A rival corporate "Black-Ops" team (using the Stealth Paint Scheme) arrives to steal the remaining Davy Crockett warheads. They don't want to sanitize the moon; they want the nukes to destroy a competing company's orbital elevator.

    • The Gameplay: High-stakes vehicle combat. The players must use their Scorpion's sensors to play "cat and mouse" in a dust storm against stealth-coated predators.

    Act 3: The Fallout

    The final act focuses on the consequences. The players are now "Loose Ends." Their own employer has disavowed them to avoid a war crimes tribunal.

    • The Finale: The players must choose: Do they use their final warhead to destroy the corporate HQ (killing thousands but ending the threat), or do they try to escape the sector with the evidence of the company's crimes?

    • The Mechanics: Radiation sickness is now a factor. The Scorpion is battered, the lead lining is failing, and the players are coughing up blood (STR/END loss). It becomes a race against their own bodies.


    Campaign Flavor: The "Hostile" Rules of Engagement

    To keep the tension high, use these specific campaign rules:

    1. Authorization Codes: The Davy Crockett cannot be fired without a 12-digit "Permit-to-Fire" code. These codes are held by a "Company Man" NPC or must be hacked under fire (Expert 12+ Computer check).

    2. The Wind Factor: Every time they prep a shot, the Referee rolls 2d6. On a 12, the wind shifts. If they fire, the fallout will blow back onto the players' retreat path.

    3. Moral Weight: At the end of every session where a nuke was used, players must make a Mojo/Sanity check. In Hostile, you don't just "walk off" being a nuclear executioner.


    Character Motivation Table

    RoleWhy are they here?
    The DriverPromised a "clean slate" and a ticket to Earth if they finish the tour.
    The GunnerA disgraced artillery officer who knows exactly what these shells do to a human body.
    The MedicArmed with a briefcase full of Rad-Away and a guilty conscience.
    The TechThe only one who knows how to bypass the "Safety Interlocks" on the Scorpion.