CREW EXPENDABLE
If you thought the Company was bad…
A corporate cosmic horror roleplaying game of expendable crews, manufactured people, collapsing colonies, and things mankind was not meant to monetize.
YEAR 2190
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THEATER OFF-WORLD
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ICA STATUS RESTRICTED
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FIELD TOTTENHEIM
FILE 001 // ORIENTATION
What Is Crew Expendable?
Crew Expendable is a science-fiction cosmic horror tabletop roleplaying game set in the year 2190, where corporations dominate human civilization, manufactured beings serve alongside humans, and deep-space research has opened the door to something older than humanity.
Crew Expendable is a science-fiction cosmic horror tabletop roleplaying game set in the year 2190, where corporations dominate human civilization, manufactured beings serve alongside humans, and deep-space research has opened the door to something older than humanity.
FILE 002 // CORE PILLARS
Three Pillars
Pillar 01
Corporate Dystopia
Eight megacorps own the contracts, the medicine, the ships, and the future. The Earth Compact maintains the appearance of law. The corporations maintain everything else.
Pillar 02
Manufactured Humanity
Artificial Persons run the machines humans cannot survive. Biological Persons bleed, dream, remember — and obey. Many never learn what they are.
Pillar 03
Cosmic Contamination
Corporate research systematically produces Mythos-tier consequences. The horror is not greed alone — it is the institutional process by which contamination cannot be contained.
CMC // DEPLOYMENT BAY
Brief defiance, expensively purchased, against a backdrop that doesn't change… or does it?
CMC // DEPLOYMENT BAY
Campaign Modes
One ruleset, six ways to die. Crew Expendable supports radically different tables — from marine deployments to noir investigations to lonely frontier survival.
Mode
Military Horror
Compact Marine Corps against the unknown. Standardized gear, expendable squads, things the briefing did not mention.
Mode
Noir Investigation
Auditors, Runners and ARAs working rain-slick colonies and corporate facilities where every answer costs more than the question.
Mode
Frontier Survival
Homesteaders, junkers and salvage crews living beyond regulated space, where help is never coming.
Mode
Corporate Espionage
Internal security, sabotage and the quiet wars between Tier 1 megacorps that the public is told were "resolved through negotiation."
Mode
Synthetic Identity
Play an AP or Bio uncertain of their own directives. Discover what you are. Decide what to do about it.
Mode
Cosmic Horror
Anomalous Knowledge, Drift, and the slow contamination of everyone who studies what the Tottenheim Field really is.
FILE 004 // FIELD ARCHIVE — SAMPLE
Recovered Imagery

FILE 004 // FIELD ARCHIVE — SAMPLE
FILE 005 // RESTRICTED REGION
The Margin & the Tottenheim Field
Beyond regulated space lies The Margin — the boundary around the Tottenheim Field, where physics fails, ships disappear, and corporate research continues anyway.
Publicly, the Field is a beautiful astronomical curiosity. The operational reality — ship losses, anomalous physics, researcher psychological effects, and the Progenitor remains buried at Lothos — is hidden behind the public framing.
▣ ICA INTERNAL // EYES ONLY
"The wage slaves really do have something to bitch about… and it is far worse than they know. But there are vastly worse things out there. The corporations are the local face of cosmic indifference."
— Consolidated Design State, Setting Thesis