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Source: scenario-01-first-contract.md (markdown kept in kit)

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]
POIContentsNotes
A — Warehouse2× Scrapper, loose loot (1d6×10 CR)Antenna on roof (mark task)
B — Office1× Bandit, filing cabinet (intel chip, 25 CR)Noise attracts Yard
C — Yard1× Perimeter Guard, 1× NSV static turret, handler packageObjective (primary danger lane)
D — ParkingEmpty unless clock ≥2: 1× BanditFlank route
E — LoadingMed loot: 1× Bandage, 1× TourniquetQuiet entry
F — Clinic2× Bandage, surgical kit (1 use)Optional heal stock

Insertion

Roll WIS DC 12 (group uses best roll).


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.


GM notes


Loot summary

ItemValue / effect
Handler packageObjective
Intel chip25 CR or Keep Case
CR stashes10–50 CR
MedsSee loadouts.html / loadouts.md