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Crew of The Skylark
Crew of The Skylark
Crew of The Skylark
Overview
This booster contains a complete new crew for Core Machines
Space – Weaver and the crew of the Skylark! This crew includes a new Trader species and
Class - Machine. The Machine in the Skylark crew
The set contains four new Traders. They are is MAC. As well as the rules below, Machines also
balanced against the others and can be fielded as use a new set of Skills, found on the back page of
a complete starting crew. Alternatively they can be this booklet.
individually mixed and matched with the Traders
across the rest of the range to build your own Note that MAC can only be given the Machine Class,
personalised crew. and can only wear Machine armour in his armour slot,
as shown on his Board.
Each unused Trader can also be used as a Civilian by
using the reverse of their Character Board.
Event Cards
This booster also contains some new Event cards, Using Machines in Core Space
designed to give a helping hand to the crew that Most of the time, Machine characters are used just
draws them. As well as a new card, there are like any other in the game. However, there are a few
also two new Assistance cards. Unlike all extra rules to be aware of below. These rules apply
other cards, when these are drawn, do not show to characters with the Machine species on their
the other players. These cards provide a unique Trader Board and/or characters with the Machine
advantage and are kept by the player with the Class Board.
Turn Counter to use later.
• Machines have access to the Repair action and
These new cards can be shuffled into the Event can also be Repaired themselves.
Deck whenever you want to add an interesting twist • Machines can still use their Skills while defeated.
to your games. • Machines are able to self-destruct using the
Overdrive Skill, Level 3. If a 5-6 is rolled
Equipment on the Chance Die when using this Skill,
This expansion includes a selection of new the character’s chip-set will remain intact,
equipment tokens. These should all be shuffled in allowing the character to be ‘revived’ after the
with the others of their type, separating out the large game even though their body is destroyed.
and/or rare tokens as normal. This is done in the Trade Phase after the
mission as follows:
Note that the tokens with ‘AUG’ shown on the front can The player may hire one of the available Traders
only be used by Augmented characters, and items with at half the normal price (rounding up).
‘MECH’ on the front can only be used by Machines. The new Trader’s Career track is advanced
the same number of times as the destroyed
Machine’s.
The new Trader is automatically given the
Class Board of the destroyed Machine, with
the same Skills selected.
The Shield Module and Neoflex Plate
in this expansion include an icon that
you may not have seen before:
2
Repair Actions Roll one combat die. Each hit will allow you to
In Core Space, items and machines will often apply 1 Repair Point. If this is not enough to fully
become damaged and need to be repaired. repair the equipment place a Reminder Counter
Repairing is an action that can only be taken by next to the item to track the Repair points.
Machine characters or those with the Tech Class. More actions can be used to further Repair the
equipment and increase this number.
All items that can be repaired will require a number of
Repair Points to be spent. For mission objectives this For damaged Machine characters, Repairing them
will be detailed in the mission briefing, but otherwise will add Health pegs so there is no need to track this
use the following numbers: with counters.
Here we go again, thought Marlowe. They were in a nightclub called the Amoral Elephant on one
of the worst Hive stations in the sector. As always, they were in the middle of one of Weaver’s dodgy
deals and it was fast turning ugly.
“It’s not too late to leave.” he said to his captain. Weaver turned and gave an ironic smile. They were
surrounded by goons in the VIP section of the Elephant and it was very much too late to leave. Marlowe,
as an Augmented human, was a living weapon, but these were hard men and they were all armed and
looking for an excuse.
Opposite them was the nightclub owner, suave but as thin as a rake and with a nasty smile. He stooped
Crew of the Skylark
to open a metal crate and lifted out a long, ugly looking rifle. He had a side-line in gun running.
“This has a boring serial number for a name but in the common parlance it’s known as a ‘skin reverser’.”
Marlowe groaned inwardly. He wanted nothing to do with any of this.
“How many ya got?” asked Weaver. Marlowe darted his eyes at Weaver, both pleading and threatening,
but Weaver wasn’t listening. He handed the nightclub owner a piece of paper with a number on it.
They left the nightclub two crates heavier and Marlowe was furious. This was the reason the Skylark
had such a high turnover.
“This will be our last trip together.” said Marlowe. Weaver lit up a cigar and looked Marlowe in the eye.
“You’ve said that before. Do what you’ve got to do. No one looks after anyone in this life.”
3
MISSION BRIEFING - MARKET CRASH
Weaver is up to his usual tricks. He is meeting a contact at a trading outpost who has in their possession
a device that can allegedly hack into and manipulate the galactic stock exchange. The machine is broken
but Weaver figures it must still be worth something and he has hired a machine, known as MAC, as a
mercenary in the hopes that it can repair the device.
However, the Galactic Crime Commission are also aware of the device and they immediately hire other
Trader crews to stop Weaver – that device could cause untold damage! The Traders must apprehend
Weaver before he can affect the markets of the local sector with his dodgy speculation!
If Weaver is defeated at the end of the game, the Any member of the Skylark crew can Interact with
crew that defeated him (if any) gains a 3UA bonus the Civilian to take the device. As it is broken, they
(whether or not Weaver’s objective was completed). will need to Repair it (see page 3). This can be done
Weaver is automatically Apprehended – he must roll with MAC or any other character with the Tech Class,
in the Extraction Phase as normal. and requires 3 Repair Points.
Secondary Objective Any member of another crew can only take the
Reward: Whatever you can find device from the Civilian by Persuading them.
This mission only has one goal, but there’s no harm If the Civilian is defeated, leave the Objective token on
in picking up a little salvage along the way… the floor where it can be picked up as normal.
UNCOMFORTABLE CRIMINALS
However, the other crews taking part in this mission
Weaver may be morally grey, and MAC is a
are working on behalf of the GCC and cannot go
mercenary, but Faye and Marlowe have their
around looting willy-nilly. Only the Skylark crew can
reservations about this job. In this mission all
Search crates in this mission – the other crews can
enemy Traders may use the Persuasion Skill Level
only make general Searches.
1 (see the rulebook) against Faye and Marlowe
even if they don’t have it.
4
NPCS • Gangers on the other hand do not consider
It is recommended to use the Galactic Corps and Traders from the Skylark crew to be enemies,
Ganger NPCs in this mission if you have them. If you do: and will not target a Trader from the Skylark
crew unless it or its crew members attack the
• Galactic Corps and Security only consider Gangers first.
Traders from the Skylark crew to be enemies,
and will not target a Trader from another crew Otherwise, these NPCs act as normal.
unless it or its crew members attack the Galactic
Corps, Security, or Civilians first.
Set Up
5
Crew of the Skylark
Weaver
Name: Jonathan Weaver; Species: Human;
Age: 42.
Faye
Name: Faye Millicent; Species: Human; Age: 19.
6
Mac
Name: MAC; Species: Machine (Human origin);
Age: approx. 150.
Marlowe
Name: Marlowe Chibueze; Species: Human (Augmented);
Age: 38.
The Skylark
The Skylark is a small but powerful tug, similar
in design to the Poseidon. It has
had many modifications over
the years and has a reputation
for fast deliveries. Its captain will
run the ship at full speed
through Core Space, which
is reckless and almost
unheard of.
7
Machine characters are Artificial Intelligences usually hosted in a mechanical body – in other
words, robots. Machine characters come in all shapes and sizes. Due to their modular nature
machines often share similar skills, are excellent at repairing other machines and can be immune to
certain ill effects that damage organic life forms.
Machine Skills
skill level action
Reroute 1 Reaction: Use after being defeated. You are no longer defeated – restore
2 Health and Stand Up.
2 You can activate self-repair systems and restore 2 Health.
3 Use when in base contact with a wall that does not contain a door or
window. You can patch into the internal substructure to recharge. Restore
your Health to its maximum.
Scanners 1 Target a cargo crate within short range and LoS. Inspect the contents
and then put it back inside.
2 You can intercept Purge sensors and relay false data. Target any 2 Purge
characters (rank 1-3 only) within medium range and make a Move action
with them in a direction of your choice.
3 You can send out a jamming pulse that blocks all transmissions and micro
control data. Reduce or increase the Hostility Tracker by 2 points. All other
Traders with the Machine Class and Purge of rank 1-3 miss their next turn.
Bodyguard 1 Reaction: Use at any time. Make a Move action.
Protocol 2 Target a friendly character in base contact. They restore 1 Health. While
in contact, you may take any or all hits that they suffer on yourself instead
until the end of the round.
3 Reaction: Use at any time. Make two Move actions and a Close
Assault action, in any order. After the Close Assault action, if the
enemy has not been defeated, roll a combat die. If you score one or
more hits, the enemy is knocked prone.
Repair 1 Make a Repair or Clear Jam action on yourself or any other character
or equipment in base contact, with one automatic hit added to the roll.
2 You can apply three Repair Points to yourself or any item or machine in
base contact.
3 Release a cloud of repair nanites. Fully Repair one object/heal any Machine
character in short range (including yourself), without rolling. Any other
objects, items or Machine characters in short range can apply 1 Repair Point.
Overdrive 1 Take any action.
2 Take any two actions and then lose 1 Health.
3 You overload your power cells and self-destruct. Make a ranged attack
against each character within short range with 5 combat dice. Make a
ranged attack against each character in medium range with 2 combat
dice. After resolving the attacks roll the Chance Die:
1-2: Every part of you and your equipment is destroyed. This character is
no more and is removed from the campaign permanently.
3-4: Every part of you is destroyed and this character is no more, as above.
However, each of your equipment tokens is scattered from the point where
you stood. This equipment is broken, but can be Repaired.
5-6: Every part of your body and your equipment is destroyed, but
remarkably your AI chip-set is intact. Take the Objective token and
scatter it from the point where you stood. The character can be restored
in the Trade Phase as described on page 2.