Loot and Scoot Incorporated
Version 1.0.1Best For
Groups that want cooperative extraction missions built around real-time pressure, hazardous grid movement, and campaign bookkeeping.
Core Mechanic
When an action is uncertain, roll 1d6: a 5–6 fully succeeds, a 2–4 succeeds with a minor complication, and a 1 fails with a major complication. Advantage or disadvantage adds dice and keeps the highest or lowest result.
One-die checks and nearly mechanical-free character creation make the first session easy to enter. The learning load sits in the salvage loop, where extraction timing and carrying limits feed the franchise economy. Managers also learn procedural worksite and hazard preparation, but none of these subsystems has deep character-build rules.
- Free to tryNothing freeNo free rules or starter
- Get it nowSold newIn print or as a legal PDF
- –IndexNo back-of-book index or page-keyed reference tables
- ✓GM guidanceA chapter on how to run the game
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- –Cross-referencesRules rarely point to each other by page
3 of 5 book tools found in the core book
Highlights
- Timed Mode uses a real countdown for salvage shifts, then converts the final escape into a 30-turn countdown.
- Encumbrance ties each recovered item's size and carrying method to movement, forcing the crew to balance profit against escape speed.
- Death triggers automated cloning that consumes organic material and CloneChips, keeping lethal hazards in play without ending the campaign.
Considerations
- The salvage phase is designed around mapped grid movement, and Timed Mode requires active timer management.
- Characters begin without mechanical build choices or an advancement track, so equipment and optional cloning mishaps carry most long-term differentiation.
- Campaign play centers on debt and hauling logistics, making economic bookkeeping part of every cycle.
Rules license Proprietary
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