Conquering the verse, one parsec at a time.
Recommendations: 133
About the Project
On Veyr’s Fall, civilisation is dying quietly. Mega-corporations rule through puppet governments, bought officials, sabotage, and carefully managed lies. Every contract has a hidden patron, every favour has a price, and even honest soldiers sell what they must to survive. Our crew begins among the smoke, corruption, and neon markets of this collapsing world, taking whatever work keeps the ship flying. But Veyr’s Fall is only the first step. Beyond its poisoned skies lie rival colonies, distant trade routes, corporate secrets, lost survey teams, and uncharted planets waiting to be claimed. There is no set course. The crew may become mercenaries, fugitives, explorers, settlers, or something far more dangerous. Somewhere beyond the known lanes, a new world may offer a fresh beginning.
Related Game: Five Parsecs From Home
Related Company: Modiphius Entertainment
Related Genre: Science Fiction
This Project is Active
Game Five - The Jungle Leverage
Aster Vale Prospectives contacts The Redacted with a quiet and carefully worded offer.
One of their agents has been working undercover inside Verity Public Communications, investigating deleted media records, transport irregularities, and signs of interference with Aster Vale relocation operations.
Aster Vale claims the matter may involve missing corporate property, but they do not confirm details.
Their briefing is controlled and incomplete:
“The agent was investigating Verity interference in our relocation operations. His findings may relate to missing corporate assets. At this stage, we are not prepared to disclose more. Retrieve the agent. Retrieve his recording. Avoid public exposure.”
Battlefield – Northern jungle region.
Dense undergrowth and large trees. The crew arrive near the extraction location via Minnow Lander and must cover the remaining distance on foot.
The Minnow Lander starts at one end of the table with the rescue crew.
The Agent is located at the centre of the table in cover, hiding from the Kharth.
The Kharth are on the opposite side of the table looking for the agent.
The Kharth will move in a random direction until they see an enemy model; from then on, they will move towards the enemy if possible.
A crew member must move into base contact with the Agent and spend an action to verify his details. Once verified, the Agent will move and act in the same way as any other crew member.
Considerations
The lander has a maximum capacity of 6 occupants.
The lander can leave at any time.
Anyone left behind when the lander leaves is considered a casualty and must roll twice on the post battle injury /bot damage table and apply the worst result.
If the Agent is killed, the mission is a failure.
Objectives
The crew completes the primary objective if they:
• Locate the Aster Vale Agent
• Safely escort the Agent to the Minnow Lander
• The Lander leaves the battlefield with the Agent onboard
The VIP
Agent Corren
Corren is an Aster Vale intelligence operative embedded inside Verity as a low-level narrative auditor.
His assignment was to find suppressed footage, deleted broadcasts, and internal Verity discussions related to Aster Vale relocation projects. He wasn’t told everything, and he doesn’t know how closely his mission may connect to the missing colony package.
Corren discovered that Verity has been suppressing evidence of Kharth activity and that Tarsk Meridian has had direct contact with them. He recorded part of a meeting before his cover was blown.
Now he is wounded, frightened, and hiding near an off-grid Verity relay site.
Adam led a small team of The Redacted into the northern jungles of Veyr’s Fall. Accompanied by Caesar, Nyah, Scrapper and Mortimer, their mission was to locate and extract an undercover Aster Vale agent carrying valuable intelligence.
The Minnow Lander touched down in a secluded clearing, and the crew quickly moved into position. Scrapper used his jump belt to scout ahead, bounding over the dense undergrowth in search of the missing agent, while the others fanned out to secure the landing zone.
Initially, the operation went smoothly. That changed when a Kharth warrior spotted movement as the wounded agent struggled through the vegetation. Alerting its comrades, the warrior began closing in, joined by others determined to intercept their quarry.
Caesar reacted immediately, unleashing a thunderous burst from his Rattlegun. The rounds hammered into the Kharth, but their formidable armour held. Although the attack failed to bring them down, it succeeded in drawing half the warriors away from the agent and towards the Minnow Lander.
With the Kharth closing from several directions, the Redacted opened fire. Bullets and energy blasts tore through the jungle as the crew desperately covered the agent’s retreat. The sustained barrage took out two Kharth warriors, but the remaining reptiles kept advancing.
Under mounting pressure, the crew held their ground just long enough for the injured agent to stumble into the clearing. With everyone safely aboard, Adam ordered an immediate departure.
The Minnow Lander’s engines roared to life, lifting the craft above the jungle canopy as the surviving Kharth converged on the now-empty landing zone.
The mission was a success. The agent had been recovered alive, and The Redacted were heading back to civilisation.
The Agent’s Revelation
During the return flight, the wounded agent, Corren Vale, finally revealed why the Kharth had been hunting him.
While working undercover within Verity Public Communications, Corren had uncovered evidence that the corporation was deliberately concealing the presence of Kharth warriors on Veyr’s Fall.
More disturbingly, he had secretly recorded a meeting between a senior Verity representative, a Tarsk Meridian official and a Kharth war leader.
Corren explained that he had been investigating suspicious freight movements connected to Aster Vale relocation operations. Although he failed to locate the missing cargo, fragments of the recorded conversation suggested Tarsk had arranged covert transport routes while Verity suppressed any reports that might expose their activities.
Background
Aster Vale’s Real Interest
Aster Vale may be the closest thing to trustworthy inside the Heptagon. They genuinely want to get people off Veyr’s Fall and build new colonies.
But they are still a corporation.
The recording gives them leverage over Tarsk Meridian for transport terms, route access, and future relocation operations. It also gives them leverage over Verity, preventing media leaks about Aster Vale’s missing relocation cargo.
There is one more motive they reveal: Aster Vale wants viable Kharth biological material.
They are not trying to recover Kharth embryos. Instead, they want blood, tissue, marrow, reproductive cells, or other usable genetic samples. Their scientists believe these samples can be used to create Kharth-derived synthetic embryo lines for rapid-growth research.
The aim is to produce stronger, tougher, more aggressive military-colonist defenders for frontier settlements.
Is it corporate arrogance disguised as survival planning?
Aster Vale believes it can take the useful parts of a monster and grow them into something loyal.
It is almost certainly wrong.
Game Four - Post Battle
Aftermath: Bitter Medicine
Helix Dominion Consolidated, keen to keep the crew useful, provided medical aid for the wounded. Scrapper recovered quickly, his burned fur and pride healing faster than expected. Cara’s injuries were more serious. She survived, but Helix treatment left her on light duties for a short time while her condition stabilised.
With no immediate job forcing their hand, the crew divided their efforts.
Kevin, the newest member of The Redacted, a winged alien lizard whose talents were still being tested, headed out with Jane to keep the crew’s rivals off their trail. Their work was quiet and dangerous: false sightings, misleading rumours, broken leads, and just enough movement in the shadows to keep enemies guessing.
The rest of the crew turned to repairs, supplies, contacts, ship debt, and the growing question of how much longer they could afford to remain on Veyr’s Fall.
During this lull, the crew met with Marek Sable, a tired private investigator with one last worthwhile lead. Sable told them about a missing Aster Vale Prospectives resettlement package: several large containers of colony-starting equipment that had vanished after leaving Veyr’s Fall.
Aster Vale was trying to downplay the loss. Public confidence in its relocation programme was too valuable to risk. If people learned that an entire off-world settlement package had disappeared in transit, the dream of escape might collapse overnight.
To most people, it sounded like cargo fraud.
To The Redacted, it sounded like something much bigger.
The missing package included prefab colony modules, medical supplies, frozen embryos, food supplements, rapid-growth facilities, and memory and intelligence banks.
It was not just freight.
It was a future packed into containers.
Marek Sable put it plainly:
“You could work gutter contracts on Veyr’s Fall for years and never buy what is sitting in those containers. Aster Vale lost more than cargo. They lost a way out.”
At the same time, new job offers began to appear.
Helix, apparently satisfied with the crew’s usefulness, offered further employment. Adam was not pleased. Helix had helped treat Cara and Scrapper, but that did not make them trustworthy. If anything, Adam suspected the aid was just another chain disguised as generosity.
Aster Vale also made contact, offering work of its own. Unlike Helix, Aster Vale’s dream was built around leaving Veyr’s Fall behind and helping others do the same. That did not make them innocent, but it did make them different.
The crew now stood at a crossroads.
They could continue working for Helix, taking profitable jobs from a corporation Adam already distrusts.
They could turn toward Aster Vale and help with its dream of getting people with enough money off-world.
Or they could follow Marek Sable’s lead, locate the missing colony package themselves, and use it to escape Veyr’s Fall free from Helix, Aster Vale, and every other corporation trying to own their future.
________________________________________
The Mercy Audit
(Urgent)
Helix Dominion Consolidated contacts the Redacted, offering continued employment.
Helix does not want noisy criminals, wanted fugitives, or crews already under CivicSec scrutiny. This job requires a crew that can move through checkpoints, industrial zones, and transit control points without attracting attention.
Helix makes that clear.
Helix once ran a support programme called Mercy Continuance for wounded military veterans.
It provided prosthetics, organ stabilisers, trauma medication, anti-radiation treatment, pain suppression implants, and immune therapy to those injured in service.
The programme was less than successful.
Many veterans are now dying slowly from organ collapse, neurological damage, aggressive cancers, immune disorders, memory fragmentation, and implant rejection.
A group of surviving veterans who have named themselves The Ashen Company has seized an abandoned transit maintenance depot below an elevated freight line. From there, they have patched into old city infrastructure and are threatening to broadcast stolen Helix files through the transit announcement grid.
It is unconfirmed whether they have the ability to carry out that threat, but Helix does not want to take the risk.
________________________________________
The Jungle Leverage
(Urgent)
Aster Vale Prospectives contacts The Redacted with a quiet and carefully worded offer.
One of their agents has been working undercover inside Verity Public Communications, investigating deleted media records, transport irregularities, and signs of interference with Aster Vale relocation operations.
Aster Vale claims the matter may involve missing corporate property, but they do not confirm details.
Their briefing is controlled and incomplete:
“The agent was investigating Verity interference in our relocation operations. His findings may relate to missing corporate assets. At this stage, we are not prepared to disclose more. Retrieve the agent. Retrieve his recording. Avoid public exposure.”
________________________________________
The Price of Ash
(Quest)
Starting Lead
Source: Marek Sable, private investigator
Initial Location: Veyr’s Fall
Final Prize: A complete Aster Vale resettlement package
Opening Rumour
The crew hear the first details from Marek Sable, a tired private investigator with a talent for finding problems too dangerous for official channels.
He has been tracking several missing freight workers, forged route changes, and quietly deleted shipping records. At first, he thought it was a simple cargo theft.
Then he found the Aster Vale codes.
A major Aster Vale Prospectives resettlement package left Veyr’s Fall under sealed corporate clearance. It was supposed to be transferred through several off-world freight points before being delivered to a prepared launch corridor for a new colony venture.
It never arrived.
The cargo is already gone from Veyr’s Fall.
That means the crew cannot solve this by asking questions in back alleys or raiding a local depot. They need to leave the planet, follow the trail across several systems, and discover where the containers were taken.
Sable tells them:
“Aster Vale lost a future. Not a shipment. A future. They are pretending it is a delay because if people hear their way off Veyr’s Fall can vanish in transit, the whole relocation dream starts bleeding money.”
Aster Vale’s Position
Aster Vale is trying to downplay the loss.
Officially, there has been no theft, no crisis, and no risk to current or future relocation packages.
Their public statement is calm, polished, and false:
“A minor logistics irregularity has affected a limited number of support assets. Aster Vale Prospectives remains fully committed to safe, reliable, and dignified off-world resettlement.”
In reality, the missing containers are one of Aster Vale’s most valuable colony packages.
If the loss becomes public, clients may cancel, investors may panic, settlers may lose faith, and rival corporations may argue that Aster Vale is too young and unreliable to manage off-world relocation.
Aster Vale does not want a public rescue.
It wants the cargo found quietly.
The Missing Package
The resettlement package consists of several large containers designed to create the foundation of a new colony.
The package includes:
- Prefabricated habitat modules.
- Power and water systems.
- Atmospheric processors.
- Food supplements.
- Medical supplies.
- Frozen embryos.
- Education and technical archives.
- Cryogenic rapid-growth personnel facilities.
- Memory and intelligence upload banks.
- Novatek control systems.
- Civitas identity and social development frameworks.
- Helix biological support systems.
The most controversial part is the rapid-growth system.
These facilities allow specifically manufactured biological life forms to be transported in compact form, then grown rapidly to adulthood after arrival. During growth, memory banks upload language, technical skills, social knowledge, emotional development, and false personal histories.
When the grown subject wakes, they believe they have lived a normal life.
They do not know they were made.
Aster Vale calls this efficient settlement.
Helix calls it biological continuity.
Civitas calls it identity formation.
Novatek calls it memory integration.
The public would probably call it something else entirely.
The Conspiracy
The cargo was not lost by accident.
It was made to disappear after leaving Veyr’s Fall through a secret arrangement between Kordane Industrial Combine, Tarsk Meridian Transworks, and Verity Public Communications.
Kordane’s Motive
Kordane does not want people leaving Veyr’s Fall.
Every citizen who escapes is one less worker, debtor, contractor, miner, technician, or desperate labourer. Aster Vale’s relocation packages are dangerous because they make escape look possible.
Kordane wants the package stopped, dismantled, or hidden.
Tarsk Meridian’s Motive
Tarsk Meridian resents Aster Vale making money from transport and relocation.
Movement is supposed to belong to Tarsk: routes, fuel, freight permits, docking priority, transit contracts, tug fees, cargo insurance, and off-world migration corridors.
Aster Vale is building a private relocation pipeline.
Tarsk wants control of it.
Verity’s Motive
Verity wants the story.
It intends to reveal the loss when it can cause maximum damage, making Aster Vale look incompetent and Helix, Civitas, and Novatek look complacent.
Verity also wants the memory banks.
If it can edit the stored lives of future colonists, it can shape a population before that population even exists.
Quest Structure
This quest is split across several scenarios.
Each scenario takes the crew farther from Veyr’s Fall and closer to the missing colony package.
The crew earn credits after each mission through the normal post-battle rewards and any loot recovered.
________________________________________
Game Four - Bitter Medicine
Helix Dominion Consolidated contacts The Redacted with an offer.
A small mercenary unit has seized an old medical distribution depot on the edge of Greyhook District, a polluted industrial zone suffering from outbreaks of lung disease and chemical fever. Helix claims the depot is needed to restart local treatment deliveries, but the mercenaries have refused to leave.
According to Helix, the mercenaries were hired by criminal interests to loot medicine, extort sick citizens, and disrupt disaster relief.
The job is simple:
Clear them out. Secure the depot. Do not damage the medical equipment.
Helix offers strong payment, a medical voucher, and a promise to delay any current ship-debt pressure through corporate channels.
But when the crew approaches the depot, the mercenaries broadcast a warning:
“We are not thieves. We were hired to guard this place after Helix started moving bodies out the back door. Walk away.”
Battlefield – Greyhook Medical Distribution Centre.
Set the game around an abandoned or damaged medical depot.
Place one central depot building or cargo area as the key location.
Objectives
The crew completes the primary objective if they:
- Defeat or drive off the mercenaries.
- Control the depot at the end of the battle.
The crew entered the medical facility expecting a quiet sweep. At first, the place appeared abandoned, its corridors silent and empty. That changed the moment they reached the main central room.
Automatic weapon fire erupted from hidden mercenary positions, followed by a scorching burst from a flamethrower. Scrapper was caught in the blast and went down hard, his fur singed and burning.
Cara moved quickly to provide covering fire, giving the others a chance to drag Scrapper’s unconscious body to safety. For a moment it looked like the crew might stabilise the situation, but the mercenaries struck again. Cara was hit by flames in turn, set ablaze, and collapsed to the floor.
Chaos filled the close confines of the medical facility. Gunshots echoed from wall to wall, magnified by the narrow corridors and hard surfaces. More mercenaries pushed in, attempting to converge on the crew and trap them in a deadly crossfire.
What followed was a frantic struggle for control of the facility’s security doors. The Redacted opened and sealed doors in quick succession, desperately cutting off lines of fire and preventing the mercenaries from attacking from multiple directions at once.
With Scrapper and Cara down, Adam rallied the remaining crew. Through determination, discipline, and concentrated fire, The Redacted began to turn the fight. One by one, the mercenaries were driven back.
Bloodied, burned, and battered, the crew finally broke the enemy’s resistance and forced them from the facility.
The depot was cleared, but Bitter Medicine had lived up to its name.
Background
The mercenaries, known as Wardline Security, were originally hired by a local clinic board to protect the depot after rumours spread that Helix was concealing treatment failures.
Inside the depot are medical records, contaminated medicine batches, and several sealed cold-storage units. The mercenaries believe Helix wants the site cleared so it can remove evidence before investigators arrive.
Helix insists the mercenaries are lying.
Both sides have something to hide.
Behind the Scenes
Behind the Scenes
I just thought I would share a little of the ‘Behind the Scenes’ with how this campaign is going.
Basically, what I have done is enter all the background material into an AI program, and then, when we roll out the conditions of a scenario as per the Five Parsecs rules, I enter all those details into the same AI program. This includes things like who the employer is, what the pay is, who the enemy is, and what they are armed with.
I also add to that the outcome of the previous battle and the details from the post-battle phases.
Next, I ask the AI to generate a short description of the ‘contract’ that we have rolled out.
AI then does its magic to generate a very short briefing.
I take that briefing and format it into a player briefing, fine tuning some of the details.
I then ask the AI to generate a selection of different alternative short backgrounds for the moral dilemma of each mission.
I put those into a list that we will roll for AFTER the mission. This way we have no way of knowing if we are helping or hindering one faction of the Heptagon over the other.
For example, in the last mission, the ‘background’ could have been any of the following;
The Truth Roll 1D100
01-25
Verity Is Telling the Truth
The data contains proof of a planned attack on several poor districts. If delivered, thousands may evacuate in time.
Moral angle: The crew are doing the right thing, but the robots are following lawful orders to stop an “unauthorised broadcast.”
26 – 50
Verity Is Manipulating the Crew
The data is not a warning. It is a propaganda package designed to blame rebels, justify a crackdown, and redirect public anger away from the Heptagon.
Moral angle: Delivering it helps Verity control the truth and may get innocent people killed.
51 – 75
The Data Exposes Verity
A rogue Verity editor is using the crew to leak proof that Verity has been manufacturing public fear, editing casualty figures, and burying corporate crimes.
Moral angle: The crew are helping one faction inside Verity wage war against another.
76 – 100
The Data Is Incomplete
The packet contains real evidence, but Verity has edited it. Delivering it may save lives while also framing the wrong people.
Moral angle: Is partial truth better than silence?
Once we have established that, I then add that to the AI program to log it against all the other background information it has gathered. I have no idea where each of the members of the Heptagon has their allegiances, nor do I know if they can be trusted in the long run or if they will become persistent rivals that hunt us across worlds if we continually work against them. I also have no idea when doing a mission if I am actually working against who I think I am or if we are being lied to.
Why do I do this?
Well, I don’t want to know what is coming up next. Something that can be a bit tricky when GMing a campaign you are playing in. Doing it this way, I have absolutely no idea what we will need to do to gather the items we need to complete the ‘Acquired a viable colony package’ part of our objectives. This is probably the main story arc in this setting.
Game Three - The Dead Drop Broadcast
Verity Public Communications hires the crew for what it calls a critical information transfer.
A senior Verity editor claims that one of their internal news teams has uncovered evidence of a planned attack on several civilian districts. The information must be delivered to an old emergency broadcast relay before the window closes. Verity says its main network has been compromised, and the data cannot be sent remotely.
The job is simple:
Carry the data packet through the relay district and upload it at the public broadcast terminal.
The payment is generous, and having Verity on side could improve the crew’s public profile if they succeed.
But as soon as the crew enters the district, automated security systems activate.
Novatek-built security robots move to intercept them.
Someone does not want that message delivered.
Battlefield – Uplink Relay Tower 12.
Set the scenario in a civic communications district with a relay broadcasting station in the centre.
Objectives
A chosen crew member is carrying the package.
The package must be delivered to the exact centre of the table. Uploading the data packet safely requires a combat action.
If the carrier becomes a casualty, roll 1D6. On a 1, the data packet has been destroyed, otherwise it can be picked up by spending a combat action.
Scrapper was given the crucial task of carrying and uploading the data. Equipped with a jump belt, he was able to cover ground quickly, leaping over walls and broken terrain while the security robots moved to intercept him.
The rest of The Redacted took up supporting positions, accompanied by Jane, an old acquaintance of Adams and new member of the crew, while the others laid down long-range fire to keep the robots pinned. Cara advanced through cover, closing the distance before unleashing devastating blasts from her shotgun.
The crew’s aim was sharp. Robots fell one after another beneath a steady hail of bullets and laser fire, their metal bodies sparking and collapsing across the relay district.
Scrapper reached the upload point and completed the data transfer before taking cover. With the broadcast sent, the rest of the crew pressed the attack and mopped up the remaining robots.
By the end of the fight, the data was delivered, the machines were down, and Verity’s message had made it through.
Background
Verity Is Manipulating the Crew
The data is not a warning. It is a propaganda package designed to blame rebels, justify a crackdown, and redirect public anger away from the Heptagon.
Moral angle: Delivering it helps Verity control the truth and may get innocent people killed.
Post Battle – Round Three
We got incredibly lucky in this fight and managed to take out all the robots with little trouble. Our initial plan was to get the upload done and then leave, but in the end, with things going in our favour, we decided to finish off the droids to hold the field.
As it turns out, Verity seems to be about as trustworthy as Helix; at least they pay well.
With the mission successful, we once again concentrated on keeping our rivals distracted and tried to find some more gear for our crew. We didn’t manage to locate anything of vast value, but we did manage to recruit another crew member, this time an Alien, bringing our party up to 8 now.
Jane, the member who joined us on this mission, was acquired by using the ‘Once per campaign special rule to add another character at any point’.
I will do a proper Introduction to her and some pictures soon.
We were not able to locate any further missions from Patrons, so it looks like our next outing may well be back with Helix and the ‘Bitter Medicine’ mission we were offered previously.
After that, I think we may try to see if we can find a different Patron or two, as it feels a bit like we are supporting the wrong side in this.
Vehicles
Unfortunately, the game we had lined up to play this weekend to continue our campaign had to be postponed due to injury.
On the plus side, it did free up some time for me to do some Sci-fi Vehicles to help pretty up some future terrain layouts.
I printed these out in PLA on my K1 Max’s and then just painted them up with rattle cans before using a sponge to add some chipping and then just the odd bit of detailing here and there.
I will probably go back over them and add some more detailing later, but for now they look like pretty generic industrial vehicles that fit in with my somewhat downtrodden setting.
I actually printed a few of the chassis and multiples of the interchangeable ‘tool’ components so I can switch them around if needed.
The roofs are removable, allowing figures to be placed inside. Which reminds me I need to print out and paint some seated versions of our crew.
The larger explorer-type vehicle has room for 8 figures inside, and once again, the roof is removable.
Cerberus Class 4 Freighter
Part of the game is travelling from one planet to the next, and for this, you need some form of spacecraft.
It is not necessary to actually have a model to represent this ship. Still, I am completely for doing the unnecessary whenever possible, so I set about making a 28mm spaceship to represent the ‘Worn Freighter’ we rolled out when generating our starting crew.
Thankfully, the 2nd Dynasty has a range of 3D printable 28mm Starships, for which I bought the STLs some time ago.
On a side note, my crew also come from the 2nd Dynasty, and I like the way that they have various poses of the same model, including sitting and lying models. You will probably notice that I change from armed and unarmed models in some of the pictures. It really just depends on which model we pick up to use at the time, as to which gets photographed.
Anyway, back on topic, the ship.
Cerberus Class 4 Freighter
General Specifications
Length 54m (180 ft)
Beam 13.5m (45 ft))
Depth 10.5m (35 ft)
Crew capacity 8
Decks 3
Auxiliary Craft 1 x Minnow Lander (6 passenger capacity)
Escape Pods 2
Overview
The Cerberus Class 4 Freighter is a versatile medium-haul cargo vessel designed for independent operators, frontier merchants, survey teams, and colony-support missions. Building upon the proven design of the Class 3, the Class 4 introduces enhanced safety features and greater operational flexibility while retaining the rugged reliability that made its predecessor popular throughout settled space.
The most significant improvement is the addition of two dedicated escape pods mounted within the upper deck. While this increases crew survivability during emergencies, the modification comes at the cost of reduced accommodation space.
Crew Accommodations
Unlike the Class 3, which offered individual crew cabins and additional guest quarters, the Class 4 adopts a more utilitarian arrangement.
The upper habitation deck contains:
- 4 crew cabins, each fitted with 2 bunk berths
- Accommodation for a total crew of 8
- 4 large storage rooms replacing the former guest quarters
While less luxurious than its predecessor, the revised arrangement provides significantly more internal storage capacity for long-duration voyages and colonial operations.
Internal Layout
Lower Deck
The majority of the vessel’s internal volume is dedicated to cargo operations.
Features include:
- Large central cargo hold
- Heavy-duty side loading ramp
- Vehicle and pallet handling space
- Access to the Minnow lander
The cargo bay occupies the central section of the vessel and can handle a wide range of commercial and industrial freight.
Main Deck
The forward section houses the ship’s command and operational facilities:
- Spacious bridge
- Situation room and briefing area
- Fully equipped galley
- Crew recreation and dining facilities
Beneath these areas lie the vessels:
- Main data cores
- Servo banks
- Primary control systems
- Communications and sensor processors
Together, these form the ship’s central nerve centre.
Disclaimer - AI used to put image on a black background because I didn't have a large enough piece of black card.Upper Deck
The upper deck contains:
- Four bunk cabins
- Four storage rooms
- Two escape pods
- Access crawl spaces for maintenance
The layout is designed to maximise utility while ensuring rapid evacuation capability.
Engineering Section
Occupying the aft third of the vessel is a large engineering compartment built around the ship’s twin primary thrusters.
Features include:
- Full-height maintenance access
- Twin fusion drive assemblies
- Power distribution systems
- Environmental control machinery
- Tug Hauling Close Proximity Tractor Beam Arrays
The generous engineering space allows maintenance crews to service most major systems without the need for external dock facilities.
For those difficult-to-reach jobs, an Aft airlock is located between the main thrusters.
Disclaimer - AI used to put image on a black background because I didn't have a large enough piece of black card.Minnow Lander
Every Cerberus Class 4 is delivered with a standard Minnow utility lander.
Capabilities include:
- Crew capacity: 6 personnel
- Surface-to-orbit supply runs
- Emergency evacuation support
- Survey and scouting missions
The Minnow allows the freighter to conduct operations on worlds lacking developed starport infrastructure, making it particularly valuable for colonial and frontier work.
Disclaimer - AI used to put image on a black background because I didn't have a large enough piece of black card.I did have to modify the design of the original starship to include 2 escape pods and 4 large storage rooms on the upper deck. To do that, I had to reduce the number of cabins on the upper floor.
The original plan was to have the escape pods nearer the front, but by placing them there, it weakened the integrity of the design, causing the fore section to dip down a little and creating a gap in the top of the build.
Finally, a picture of the model as it currently stands. I may add a ship name to the front and possibly a logo of some sort.
As a little fun fact, Unit 57 was the name I gave to my little gang in Necromunda when it came out and it’s kind of stuck with me through multiple game systems. You will often see 57 on my terrain builds.
Painting Warbots
One of the things I really like about the 5 Parsecs system is that the opponents are all randomly generated. For the two missions that our crew has access to for the next round, we rolled out Warbots for one and Mercenaries for the other.
The Mercenaries, I have pretty much covered, as I can just use the Salvagers from the last game. They are generic enough to cover most Human types.
The Warbots, on the other hand, I just quickly printed out and applied a quick, simple paint scheme.
I had used Colour-shift paint on some Hummingbirds that I painted up to go with my Burrows and Badgers stuff and figured that I could use the same on the Warbots.
The Colour-shift Paint works best over a glossy black coat, so that’s what I did.
After that, I just painted the bits that were not armour plates with flat black and then highlighted them with a dark grey.
Finally, I dotted in the lenses with fluorescent paint that I had from when I did my Ghost Ship for my Pirates project.
I ended up doing 9 robots in total, which should be plenty.

































