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In ISS Vanguard, “The radiation levels keep rising!” is a warning in the Atropos scouting decision at Log 62—not a persistent meter during free exploration. You must choose whether to abort the landing and go to Log 68 or let it proceed and go to Log 74. The first abort is penalty-free; proceeding can expose the crew and Lander to danger unless the Lander meets the Logbook’s stated attribute checks.
The practical choice depends on whether your Lander qualifies for the safe shortcut, whether you still have the first penalty-free abort available, and whether your group is willing to attempt the hazardous landing track. The thresholds below are board-game rules, not real radiation measurements.
Where does the “radiation levels keep rising” warning happen?
The warning appears in the official ISS Vanguard Logbook during the Atropos scouting run. Log 65 directs players to Log 62, where the Scout Craft flight recorder reports that radiation is rising near a shifting forcefield. The scene presents a specific landing decision: abort and go to Log 68, or proceed and go to Log 74.
This is a branching scenario, not an ongoing exploration condition that you can wait out. The Logbook does not direct you to search for an item, repair a meter, or pause until the warning clears. Follow the chosen Logbook branch and its instructions instead.
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The rules discussed here come from Awaken Realms’ corrected Logbook file dated May 31, 2023. Check the printed Logbook’s icons and instructions as you play; the attribute symbols are important, and the icon descriptions should not be guessed from the warning text alone.
Should you abort the landing or let it proceed?
If the Lander does not meet both of Log 74’s shortcut thresholds, or you want to avoid exposing the crew to the landing procedure, aborting is the lower-risk immediate option—provided this is the first time you resolve Log 68. This is a recommendation based on the documented consequences, not a guarantee about the campaign’s later events.
Choose Log 68 to abort or Log 74 to proceed. The players discuss the choice, and the Recon Section player breaks a tie. Before deciding, check the Lander’s printed attributes, whether the first penalty-free abort is still available, and how much risk your group is prepared to accept.
| Choice | Immediate result | Key consideration |
|---|---|---|
| Abort: Log 68 | Planetary Exploration ends and Ship Management begins on Ship Book page 25. | The first resolution of Log 68 returns without a penalty. A later resolution can place a Mission Failed token on the Lander. |
| Proceed: Log 74 | Check the Lander’s attributes; qualifying Landers go directly to Log 103, while others face the Landing track and Danger-die procedure. | The procedure can cause crew injuries or deaths, damage the Lander, or force progress back. You may retreat before each Danger-die roll. |
What happens if you abort at Log 68?
Aborting ends Planetary Exploration and sends the group to Ship Management, using page 25 of the Ship Book. Mark the first unmarked box in Log 68 when instructed. On the first resolution, the group returns without a penalty. That protection does not apply indefinitely: resolving Log 68 again later places a Mission Failed token on the Lander.
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The scenario’s dialogue suggests returning with a better Lander and more shielding. One fictional Scout Craft speaker says, “I’d need a better lander, and a lot of shielding, but I think it would be possible.” Treat that as story dialogue, not a mechanical promise that a particular upgrade can be bought separately or that returning will guarantee success.
If you are uncertain whether your group has already used the penalty-free resolution, check the Log 68 boxes and campaign record before deciding. Do not assume every abort is free, and do not assume this branch permanently blocks a future attempt at Atropos; the cited Logbook passages do not establish either outcome.
What does Log 74 require before the landing?
At Log 74, first compare the Lander’s two relevant attribute icons with the values printed on the Lander. If it has at least 6 on the shield-style icon and at least 5 on the navigation-style icon, go straight to Log 103.
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There is a separate check during the hazardous landing: a shield-style value of 5 or more prevents the effect of the “Radiation Level Rises” Danger-die result. Do not confuse that protection with the 6-and-5 shortcut. The shortcut avoids the landing procedure by meeting both Log 74 thresholds; the 5-point shield threshold only prevents that particular result’s effect if the group is rolling on the track.
How does the hazardous landing track work?
If your Lander misses either shortcut threshold, Log 74 sends the group through the Landing track and repeated Danger-die rolls. Read each instruction in order: the track can involve more than radiation, and a result may add Lander Damage markers or move the marker backward.
- Set the Landing marker. Start it two spaces left of its starting position, moving it as far left as possible, as Log 74 directs.
- Decide whether to retreat before rolling. Before each Danger-die roll, the procedure allows you to retreat to Log 68. Consider this option again at every roll; you are not required to continue merely because you began the landing.
- Roll the Danger die and resolve the Forcefield result. Apply the specific instruction shown for the result, including any damage or backward movement. Then move the Landing marker one space right and repeat as directed.
- Continue until the track resolves. Keep following the Forcefield and track instructions until you reach the successful space or another Logbook instruction redirects you.
- On success, clear Lander Damage markers and go to Log 103. The success instruction tells you to discard those markers before proceeding.
The chance of trouble is not limited to a single radiation result. Other Forcefield results can affect the Lander or the track, so a crew protected from the radiation-rise effect may still face other hazards. The Logbook does not support assigning a win rate or a probability to the overall landing from these instructions alone.
What happens if “Radiation Level Rises” is rolled?
If the shield-style attribute is at least 5, this result’s effect is prevented. Otherwise, each Crewmember rolls three Injury dice and resolves them using the Logbook’s fatal-combination instructions. If all crew die, the branch goes to Log 76.
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Use the printed Logbook’s illustrated dice table to identify fatal combinations. The text extraction of the rule does not preserve the dice-face symbols reliably, so do not rely on a verbal substitute or guess at the symbols. Resolve the dice exactly as shown in your copy.
Log 76 has serious consequences: remove Crewmembers from Crew boards, place a Mission Failed token, flip the current non-Basic Lander to its Damaged side, and proceed to Ship Management. The danger is therefore not just a temporary radiation warning. It can affect both the crew and the Lander, and failure has campaign consequences.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.How should you decide based on your Lander and campaign state?
Use this quick decision sequence before choosing a branch:
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- Check both Log 74 shortcut icons. If the Lander has at least 6 on the shield-style icon and 5 on the navigation-style icon, it can go directly to Log 103.
- If it misses either threshold, assess the risk of the full track. The crew may face three Injury dice each on an unblocked radiation-rise result, and other Forcefield outcomes can affect the Lander or track.
- Remember the retreat option. If you proceed, you can still choose to retreat to Log 68 before each Danger-die roll. Reassess rather than treating the initial choice as irrevocable.
Practical recommendation: If the Lander misses the shortcut checks and the crew wants to limit immediate risk, use the first penalty-free abort if it remains available. If the group proceeds, do so with a clear understanding that the 5-point shield protection applies only to the radiation-rise result, not to every possible Forcefield hazard.
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Is this warning about real-world radiation?
No: the phrase in this article identifies a fictional game event in ISS Vanguard. Do not use the game’s attributes, dice, or Logbook steps to make real-world safety decisions. For an actual radiation emergency, CDC guidance is to get inside, stay inside, and stay tuned to official instructions.
The physical Logbook is part of the ISS Vanguard board game, whose components and rules support this branching scenario. A purchase does not itself change the encounter; use the Logbook and campaign state you are playing with to resolve it.
Frequently Asked Questions
Why does Log 65 send the scouting run to Log 62?
The official Logbook’s Atropos sequence directs the scouting run from Log 65 to Log 62, where the flight-recorder warning and landing decision are presented. Follow those references in your copy rather than treating the log numbers as a general exploration rule.
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No. The warning at Log 62 comes before the choice between Log 68 and Log 74. The Landing track procedure is part of the proceed branch at Log 74 if the Lander does not qualify for the direct route to Log 103.
Are the Log 74 attribute numbers radiation limits?
No. They are fictional attribute thresholds that control how this board-game scenario resolves. They do not represent radiation exposure limits or a real measurement.
Can I use the game’s five-point shielding rule for a real radiation emergency?
No. It only modifies one Danger-die result in the Log 74 scenario. Real emergencies require official public-safety guidance, not board-game rules.

