When you reach the Vortex roll one die and teleport to:
1: Crags
2: Warlock's Cave
3: Village
4: Temple
5: Plain of Peril
6: Warp Gate
SPACE FORTRESS
You may visit one of the following:
Robo-Doc - Heal up to the starting quota of Lives at a cost of one Gold each.
Rogue Trader - You may buy any available purchase card from the trader, as follows:
Gyro-Compass - 2 Gold
Mining Laser - 2 Gold
Combat Enviro-Suit - 3 Gold
Jet Pack - 4 Gold
Chainsword - 5 Gold
Poweraxe - 5 Gold
Psi-Helmet - 5 Gold
SENTINEL OUTPOST
The Sentinels police the Timescape. Roll one die.
1: Judged a threat to the space/time continuum. Move to the Vortex next Turn.
2: Imprisoned - see rule 8.
3-4: Pay fine of 2 Gold or be imprisoned.
5-6: Judged innocent - Move to any space on the Timescape board next turn.
NEXUS
Draw five Adventure cards. Choose one you wish to encounter and discard the others.
RAD ZONE
Roll one die:
1: Mutate - gain 2 Craft
2: Mutate - lose 1 Craft
3: Radiation Poisoning - lose 2 Lives
5: Mutate - lose 1 Strength
6: Mutate - gain 2 Strength
WARP DEMON
You must fight this horrific creature. He has Strength 12 and Craft 12. You may choose which type of combat to fight. If you lose, lose 1 Life. If you win, gain 2 points of the attribute used in the combat - either Craft or Strength.
DEATH WORLD
Roll one die:
1: Poison atmosphere - lose one Life.
2: Fight an Alien - Craft 9.
3: Fight an Alien - Strength 9.
4: Draw one Adventure card.
5: Draw two Adventure cards.
6: Draw three Adventure cards.
If you defeat an Alien here, gain 1 point of the attribute used in the combat - either Strength or Craft.