Scenario 01 — First Contract
EEZ 01: Kreslia Port (Baltic)
Map: Industrial yard (6 POIs) · Time: ~90 min · Players: 1–6
Objective: Retrieve handler package from POI C and exfil at Gate 7.
Briefing (read to players)
Contract came through the Quartermaster. Dead drop in the old processing yard at Kreslia Port — a bankrupt coastal Zero on the Baltic. Package is in the guard office. Intel says scrapper activity is light. Exfil is Gate 7 on the east fence.
Standard rules: if you don't make Gate 7, you don't keep the kit. The Zero takes everything. Keep Case only on failure.
Handler task (optional): Mark the warehouse antenna (POI A) for Tinkerer rep. +50 CR on exfil.
Map — 6 POIs
[POI D: Parking]
|
[POI A: Warehouse]---[POI B: Office]---[POI C: Yard/Guard]
| |
[POI E: Loading] [POI F: Clinic]
|
[GATE 7 — EXFIL]
| POI | Contents | Notes |
|---|---|---|
| A — Warehouse | 2× Scrapper, loose loot (1d6×10 CR) | Antenna on roof (mark task) |
| B — Office | 1× Bandit, filing cabinet (intel chip, 25 CR) | Noise attracts Yard |
| C — Yard | 1× Perimeter Guard, 1× NSV static turret, handler package | Objective (primary danger lane) |
| D — Parking | Empty unless clock ≥2: 1× Bandit | Flank route |
| E — Loading | Med loot: 1× Bandage, 1× Tourniquet | Quiet entry |
| F — Clinic | 2× Bandage, surgical kit (1 use) | Optional heal stock |
Insertion
Roll WIS DC 12 (group uses best roll).
- Success: Choose POI A, E, or F as entry. No clock tick.
- Fail: Start at Parking (D). +1 exfil clock segment.
Exfil clock
Start at 0. Max 3.
| Tick +1 when… |
|---|
| Unsuppressed gunfire (first time per encounter) |
| Failed DEX stealth (opposed by Perimeter Guard WIS +3) |
| Searching POI after package recovered |
| Perimeter Guard calls backup (first contact) |
| Contractor patrol spawn check fails but clock still hot (+1 on 4+) |
Rival operators: See enemies-rival-operators.md. Sector 2+ only — roll d6 on 5+ when trigger fires (unsuppressed gunfire, alarm, player Nat 1 on move, or exfil clock hits 2).
At clock 3: Gate 7 is hot. Roll d6: 1–3 = 2× Bandit at gate; 4–6 = 1× Perimeter Guard.
Exfil resolution
Reach Gate 7 and spend 1 full round at the gate without taking damage.
- Success: Keep all gear + loot. Handler package = +100 CR, +1 Quartermaster rep.
- Fail to exfil: Keep Case only. Insurance per
hideout.md.
GM notes
- Target 2–3 combats total. If players are cautious, one fight is fine.
- If TPK looming, offer surrender (lose all gear except Keep Case) or drag to exfil (half speed).
- First op: remind players of PEN vs armor before Contact at POI C.
- Turret lane at POI C should punish open movement, not auto-wipe. Telegraph arc and dead ground clearly.
- Playtest log: total time, deaths, exfil yes/no, loadout picked, clock final value.
Loot summary
| Item | Value / effect |
|---|---|
| Handler package | Objective |
| Intel chip | 25 CR or Keep Case |
| CR stashes | 10–50 CR |
| Meds | See loadouts.html / loadouts.md |