100% found this document useful (1 vote)
1K views14 pages

Core Space Reference Section

1) This section summarizes the skills represented by color-coded icons on character boards, including ranged skills like Sure Shot, Close Assault skills like Kata, Endurance skills like Walk it Off, and Stealth skills like Hard to Hit. 2) Skills provide special abilities when making attacks, reactions to taking damage or attacks, and other benefits. Higher levels of skills provide stronger abilities. 3) Examples of skills include adding extra dice to attacks, ignoring or reducing damage, restoring health, follow-up attacks, and protection from ranged attacks in cover.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
1K views14 pages

Core Space Reference Section

1) This section summarizes the skills represented by color-coded icons on character boards, including ranged skills like Sure Shot, Close Assault skills like Kata, Endurance skills like Walk it Off, and Stealth skills like Hard to Hit. 2) Skills provide special abilities when making attacks, reactions to taking damage or attacks, and other benefits. Higher levels of skills provide stronger abilities. 3) Examples of skills include adding extra dice to attacks, ignoring or reducing damage, restoring health, follow-up attacks, and protection from ranged attacks in cover.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 14

Reference - Skills

This section contains all the rules for the Skills shown on each Trader’s Class Board (and in some
cases their Character Board). Each is represented by a colour-coded icon that matches one of the
Skills in this section. For more information on how to use Skills in the game, see page 32.

Ranged Skills
skill level action
Sure Shot 1 Make a ranged attack at short range. This attack does not roll any dice
– it scores automatic hit, ignoring cover. rmour modifies the hit as
normal. You cannot Move in the same round that you use this Skill.
2 Make a ranged attack at medium range, even if you have Moved.
This attack does not roll any dice – it scores 1 automatic hit,
ignoring cover. rmour modifies the hit asnormal.
3 Make a ranged attack at medium range, even if you have Moved.
This attack does not roll any dice – it scores 1 automatic hit,
ignoring cover and armour.
Counter Shot 1 Reaction: Use after being targeted with a ranged attack. Make a
ranged attack against the attacker.
2 Reaction: se at any time after a target enemy has taken its first
action in the current round. Make a ranged attack against the target.
3 Reaction: Use at any time. Make a ranged attack against an
enemy with one extra combat die, and then make a Move action.
Marksman 1 Make a ranged attack.
2 Make a ranged attack with one extra combat die. After rolling the
dice, you can split the hits scored between up to two eligible targets
within range of your weapon and within short range of each other.
3 Make a ranged attack with two extra combat die. After rolling the dice,
you can split the hits scored between any number of eligible targets
within range of your weapon and within short range of each other.
Weapons 1 Passive: You may Reload as an effortless action.
Expert
Make a ranged attack, rolling 2 additional dice. You cannot Move in
the same round that you use this Skill.
2 Passive: You may make a Ranged Assault action with a pistol as
an effortless action.

se when making a ranged attack. ou may fire two different pistols


as a single action – add their dice together and subtract one die.
3 You can shoot a weapon from an enemy’s hand. Make a ranged
attack. This rolls two dice regardless of the weapon’s statistics
but must be within range and LoS as normal. If at least one hit
is scored, no damage is done, but a weapon of your choice is
removed from their dashboard and scattered. The weapon is
broken but can be Repaired as normal.

162
Close Assault Skills
skill level action
Kata 1 Use when making a close assault attack. Add 2 dice to the attack.
2 Use when making a close assault attack. Add 3 dice to the attack.
3 Use when making a close assault attack. Add 4 dice to the attack.
After rolling the dice, you can split the hits scored between any
number of enemies in base contact.

Disarm 1 Reaction: Use after being targeted with a close assault attack in
which you took no damage. The weapon that the attacker used is
removed from their dashboard and scattered.
2 Reaction: Use after being targeted with a close assault attack in
which you took no damage. The weapon that the attacker used is
removed from their dashboard and added to yours. If you do not
have space for it you may place it on top of your current items and
use it until you are no longer engaged with that enemy, at which
point it must be dropped or swapped with your items.
3 Reaction: As level 2. In addition you can make an immediate Close
Assault action with the stolen weapon, followed by a Move action
with no attacks of opportunity allowed.
e e es 1 Reaction: Use after being targeted with a close assault attack.
Ignore all hits scored.
2 Reaction: Use after being targeted with a close assault attack.
Ignore all hits scored. Then, make an immediate Close Assault
action against the attacker, rolling 1 additional die.
3 Reaction: Use after being targeted with a close assault attack. Ignore
all hits scored. Then, make an immediate Close Assault action against
the attacker, rolling 2 additional dice, followed by a Move action with
no attacks of opportunity allowed.
Combat 1 Passive: Ignore one hit scored against you during any attack
Expert of opportunity.

You sweep your enemy’s feet from under them. A target enemy in
base contact is knocked prone.
2 Passive: You may make a Close Assault action as an effortless action.

se when making a close assault attack to use a pistol or ri e


instead of a close assault weapon. Roll to hit as normal using the
weapon’s short range statistic, and add 2 dice to the attack. This
uses ammo as normal.
3 You burst out of combat. All enemies engaged with your character
can be pushed up to 2 inches away in a direction of your choice,
stopping if they hit a wall or other obstruction. No attacks of
opportunity are made, but each enemy pushed back suffers an
attack with 2 dice (armour applies as normal). Then, you may make
a Move action.
REFERENCE

163
Endurance Skills
skill level action
Walk it Off 1 Restore 1 Health.
2 Reaction: Use after being targeted with an attack. Reduce damage
sustained by 2.
3 Reaction: Use after being defeated. You are no longer defeated –
restore 1 Health, Stand Up, and you may then make a Move action.

Onslaught 1 Reaction: Use after scoring one or more hits on an enemy in close
assault. Make another Close Assault action.
2 Reaction: Use after scoring one or more hits on an enemy with
any attack. Make a Move if you wish, and then make another Close
Assault action.
3 Use during a Move action. You may ignore attacks of opportunity
during this Move, and you may make a close assault attack against
each enemy you come into contact with while moving.
Stubborn 1 Make a Move action.
2 Make a Move action followed by an Assault action.
3 Reaction: Use after being targeted with an attack. Ignore all hits
scored, and thenmake a Move action and an Assault action in
any order.

Impervious 1 Reaction: Use when another rule or Skill causes you to lose
any actions or miss your next turn. Ignore the effect.
2 Consider your physical armour value to be 2 higher than it currently is
until the end of the round.
3 Restore 1 Health. This may take you above your starting level as
long as there is space on your dashboard, for this game only. In
addition, you may not take any damage, be Knocked Back, or be
affected by any rule that causes you to lose actions or miss your
turn until the end of the round after the current one.

164
Stealth Skills
skill level action
Hard to Hit 1 While in cover, you cannot be damaged by ranged attacks until the
end of the round, although you can be targeted as normal.
2 While in cover or at more than short range, you cannot be
damaged by ranged attacks until the end of the round, although
you can be targeted as normal.
3 Make a Ranged Assault action followed by a Move action. You
cannot be damaged by any enemy ranged attacks until the end of
the round, although you can be targeted as normal.
Ambush 1 Reaction: Use when an enemy ends a move within 4 inches of you
and you are in full or partial cover. Make a Ranged Assault action
against that enemy. You may make a Proximity Move before or
after this action.
2 Reaction: Use when an enemy ends a move within 4 inches of you
and you are in full or partial cover. Make a Move action and then an
Assault action against that enemy. You may make a Proximity Move
before or after these actions.
3 Reaction: Use when an enemy ends a move within 4 inches of you
and you are in full or partial cover. Make a Move action, an Assault
action against any enemy, and then another Move action. You may
make a Proximity Move before, during or after these actions.
amou age 1 While you are in base contact with any wall you cannot be targeted
for the rest of the round. Enemies cannot enter base contact with
you. You do not block LoS to other characters in any way.
2 Make a Ranged Assault action. While you are in base contact
with any terrain you cannot be targeted for the rest of the round.
Enemies cannot enter base contact with you. You do not block LoS
to other characters in any way.
3 While you are not engaged with an enemy you cannot be
targeted for the rest of the round. Enemies cannot enter base
contact with you. You do not block LoS to other characters in
any way.

Reaction: At any time during the round you may interrupt play to
make a Ranged Assault action.
Fade to Black 1 Reaction: Use after being targeted with a ranged attack if you
are within 4 inches of cover. Move into cover.
2 Reaction: Use after being targeted with a ranged attack if you are
within 4 inches of cover. Move into cover, and ignore all hits scored in
that attack.
3 Reaction: Use at any time. Make a Move action into cover, ignoring
any attacks of opportunity, and make a Ranged Assault action, in any
order. You cannot be targeted for the rest of the round.
REFERENCE

165
Cunning Skills
skill level action
Distraction 1 Use when making a Ranged Assault action. The target loses 1 action
in its next turn in addition to any damage caused.
2 Make a Ranged Assault action. Any one enemy within short range
of the target misses its entire next turn in addition to any damage
caused. Then make a Move action.
3 Make a Ranged Assault action. You may then make a Move action
with the target model (you cannot use this Move to enter base
contact with an enemy), and it will miss its entire next turn in addition
to any damage caused. Then make a Move action yourself.
Evade 1 Reaction: Use when an enemy moves into base contact with you.
Make a Move action, ignoring attacks of opportunity.
2 Reaction: Use when an enemy moves into base contact with you. In
any order, make a Move action, ignoring attacks of opportunity, and
an Assault action.
3 Reaction: Use when an enemy moves into base contact with you.
In any order, make two Move actions, ignoring attacks of opportunity,
and an Assault action. The attacker cannot do anything further this
round, including using Skills.
Light Fingers 1 Reaction: Use after being targeted with a close assault attack in
which you took no damage. Take any item from the attacker’s item
tray other than the one they attacked with. If you do not have space
for it, it or another item you are holding must be dropped.
2 Reaction: Use after being targeted with a close assault attack.
Take any item from the attacker’s item tray other than the one they
attacked with. Items with the icon can be used immediately.
Otherwise, if you do not have space for it, it or another item you are
holding must be dropped.
3 Reaction: Use after being targeted with a close assault attack.
Take any item from the attacker’s item tray. Items with the
icon can be used immediately. Otherwise, if you do not have
space for it, it or another item you are holding must be dropped.
Then make an immediate Move or Assault action, ignoring
attacks of opportunity.
Persuasion 1 Make a Persuade action against an enemy Trader (with their
own default (not current) Skill statistic counting as their Per-
suade value) within short range and LoS, to try to dissuade them
from their mission. If successful, they miss their next turn.
2 Make a Persuade action against a non-Purge enemy within
short range and LoS, with 1 additional die. Targeted Traders use
their Skill statistic as above. The normal options apply (although
enemy Traders will not join you), and in addition you can
Persuade a character to miss their next turn.
3 Make a Persuade action against a non-Purge enemy within short
range and LoS, with 2 additional dice. Targeted Traders use their
Skill statistic as above. The same options apply as above,
except that Trader crew (not captains) can be persuaded to join
you, for the rest of this mission only. They will never attack their
old crew members. Like Civilians, you must roll the Chance Die
each round before activating them. On a result they will
return to their old crew.

166
Tech Skills
skill level action
Disrupt 1 Target an enemy Trader with the Tech Class within medium range.
They cannot use any Tech Skills this round.
OR
Target up to 2 Purge (rank 1-3 only) within medium range. They miss
their next turn.
2 All enemy Traders with the Tech Class within medium range cannot
use any Tech Skills this round.
OR
All Purge (rank 1-3 only) within medium range miss their next turn.
3 Target an enemy Trader with the Tech Class within medium range.
They cannot use any Tech Skills for the rest of the game.
OR
Target an enemy Trader with the Tech Class anywhere on the board.
They cannot use any Tech Skills for the rest of the round.
OR
All Purge (rank 1-3 only) within medium range miss their next two turns.
OR
All Purge (rank 1-3 only) on the board miss their next turn.
Assist 1 Target yourself or another member of your crew. They cannot be
harmed by ranged attacks for the rest of the round.
2 Target yourself or another member of your crew. They restore 2 Health.
3 You co-ordinate your team with vital intelligence. Target yourself
and two other members of your crew. Each character may make 1
action, resolved in any order.
Regulate 1 You can jam enemy sensors to remove a peg from the Hostility Tracker.
OR
You can apply one Repair Point to any item or machine in base contact.
2 Choose a Purge Entry Point and turn the counter over. Purge will
not enter from this point until the next Hostility level is reached. If this
Entry Point is rolled, roll again.
3 You hijack the Purge data stream and disrupt their mission
intelligence. Choose a point anywhere on the board. All
Purge (except Live Ones) within medium range of that point
immediately move as far as their actions will allow toward that
point (ignoring all targets and generating attacks of opportunity if
they leave base contact) and will not act further this round.
Hack 1 Shut down a Purge character (rank 1-2 only) within medium
range. Remove it from play.
OR
Lock or unlock any door you are in base contact with.
2 Shut down up to 2 Purge characters (rank 1-2 only) within
medium range. Remove them from play.
OR
Lock or unlock any door within medium range.
3 Shut down up to 2 Purge characters (rank 1-3 only) within medium
range. Remove them from play.
OR
REFERENCE

Take control of any Purge character (rank 1-3 only) within medium
range (place a Reminder Counter on them to remind you). It is
treated as part of your crew until it or this Tech character is defeated
or until the mission is over.
OR
Lock or unlock any one door on the board.

167
Augmented Skills
skill level action
Accelerate 1 Make a Move action.
2 Make two extra Move and/or Assault actions this turn. You may
make your other actions before, during or after these actions.
3 Make three extra Move and/or Assault actions this turn. You may
make your other actions before, during or after these actions.

Blast 1 You expel a focused percussive blast of energy from your limbs.
Make a ranged attack with the following statistics:
2 You expel the energy behind you to propel yourself up and forward.
Make two Move actions ignoring all intervening cover and characters.
3 You expel energy in all directions. All characters within short range
suffer an attack with 3 dice and are pushed away a number of inches
equal to the hits scored, with no attacks of opportunity.
Manipulate 1 You disrupt the mind of the enemy. Target an enemy in LoS. They
miss their next turn.
2 You disrupt the enemy’s equipment. Target an item held by an
enemy in LoS. That item immediately breaks.
3 You alter the environment around you. Perform one of the
following:

Move any small terrain item (such as a cargo crate or table) or


loose item token in LoS up to short range from its current location.

OR

Hurl any small to medium terrain item (like a vending machine


or table) in medium range and LoS up to short range from its
current location. If it hits a character, it will stop and an attack
roll of 4 dice is made against the target.
Energise 1 Boost your vitality. Make a Move action or Ranged Assault action.

OR

Restore 1 Health.
2 Boost your senses. Look at the top two Event Cards and then place
them back onto the deck in the same order. Then make a Move action.
3 Boost your speed and strength. Make a Move action, and before or
after it, either:

Make a close assault attack with 6 combat dice.

OR

Make a ranged attack with 4 combat dice.

OR

Make a ranged attack with 6 combat dice, but then lose 1 Health.

168
Machine Skills
Note: See page 138 for the full rules for Machines.

skill level action


Reroute 1 Reaction: Use after being defeated. You are no longer defeated –
restore 2 Health and Stand Up.
2 You can activate self-repair systems and restore 2 Health.
3 Use when in base contact with a wall that does not contain a door
or window. You can patch into the internal substructure to recharge.
Restore your Health to its maximum.
Scanners 1 Target a cargo crate within short range and LoS. Inspect the
contents and then put it back inside.
2 You can intercept Purge sensors and relay false data. Target any 2
Purge characters (rank 1-3 only) within medium range and make a
Move action with them in a direction of your choice.
3 You can send out a jamming pulse that blocks all transmissions and
micro control data. Reduce or increase the Hostility Tracker by 2
points. All other Traders with the Machine Class and Purge of rank
1-3 miss their next turn.
Bodyguard 1 Reaction: Use at any time. Make a Move action.
Protocol 2 Target a friendly character in base contact. They restore 1 Health.
While in contact, you may take any or all hits that they suffer on
yourself instead until the end of the round.
3 Reaction: Use at any time. Make two Move actions and a Close
Assault action, in any order. After the Close Assault action, if the
enemy has not been defeated, roll a combat die. If you score
one or more hits, the enemy is knocked prone.
Repair 1 Make a Repair or Clear Jam action on yourself or any other
character or equipment in base contact, with one automatic hit
added to the roll.
2 You can apply three Repair Points to yourself or any item or machine
in base contact.
3 Release a cloud of repair nanites. Fully Repair one object/heal any
Machine character in short range (including yourself), without rolling.
Any other objects, items or Machine characters in short range can
apply 1 Repair Point.
Overdrive 1 Take any action.
2 Take any two actions and then lose 1 Health.
3 You overload your power cells and self-destruct. Make a ranged
attack against each character within short range with 5 combat
dice. Make a ranged attack against each character in medium
range with 2 combat dice. After resolving the attacks roll the

Chance Die:

1-2: Every part of you and your equipment is destroyed. This character
is no more and is removed from the campaign permanently.

3-4: Every part of you is destroyed and this character is no more, as


REFERENCE

above. However, each of your equipment tokens is scattered from the


point where you stood. This equipment is broken, but can be Repaired.

5-6: Every part of your body and your equipment is destroyed, but
remarkably your AI chip-set is intact. Take the Objective token and
scatter it from the point where you stood. The character can be
restored in the Trade Phase as described on page 138.
169
Merg Skills
Note: See page 139 for the full rules for Merg.

skill level action


Charge 1 Make a Move action that ends in base contact with an enemy, and
then make a Knock Back action. Any hits on the Knock Back action
are applied as damage to the enemy in addition to the normal effects.
Armour applies as normal.
2 While making Move actions this round you can make a free close
assault attack on up to 3 characters that you enter contact with during
your Move, ignoring attacks of opportunity from these characters.
Disconnect 1 ou allow your natural rage to ood your body. or this turn you
can Move an additional 2 inches and roll 2 extra combat dice in
Close Assault. At the end of the turn, you become disconnected
from your handler.
2 ou fill your body with unbridled rage. or this turn you gain an extra
action. You can also Move an additional 2 inches and roll 2 extra
combat dice in Close Assault. Any enemies that you enter contact with
during your Moves this turn are knocked prone. At the end of the turn,
you become disconnected from your handler.
Heel 1 Make a Move action towards your handler via the shortest possible
route. If you enter base contact with your handler, any hits that your
handler suffers from attacks this round are taken on you instead
(armour applies as normal).
2 Make up to two Move actions towards your handler via the shortest
possible route. If you enter base contact with your handler, any hits that
your handler suffers from attacks this round are taken on you instead
(armour applies as normal). Your handler also restores 1 Health.
3 Make up to three Move actions (up to the normal 11 inch limit)
towards your handler via the shortest possible route. You may
move through other characters, making a free Knock Back
action on each one you pass through. If you enter base contact
with your handler, any hits that your handler suffers from attacks
this round are taken on you instead (armour applies as normal).
Your handler also restores 1 Health.
Sonic Roar 1 You use your modulated vocal chords to unleash a powerful blast.
All characters within short range suffer an attack with 1 combat die
that ignores armour. Augmented, Machine and Purge characters
are not affected.
2 You use your modulated vocal chords to unleash a powerful blast
that affects all matter. A single character (of any type except Purge
rank 4 and above) within medium range and LoS suffers an attack
with 2 combat dice that ignores armour. If the target survives they are
knocked prone.

170
Reference - Icons This character can Clear a Jam
Character Abilities as an effortless action.
Whenever making a Move action
(see page 22), this character can This character is massive.
move an additional number of
Massive characters can be seen
inches equal to the number inside
past/over smaller characters. Any
this icon. They are still limited to
character with a lower number in
the 11 inch maximum.
their Massive icon, or no Massive
Whenever making a Close Assault icon at all, will not block LoS to a
action (see page 25), this player Massive character, but may provide
rolls dice equal to the number cover following the normal rules.
inside this icon when unarmed.
If the Trader chooses to use a Massive characters reduce Knock
weapon, they use the weapon’s Back attempts against them by the
statistics instead. number shown in the icon. They
Whenever making a Ranged also add this many automatic hits
Assault action (see page 26), to their own Knock Back attempts.
this player rolls dice equal to the
number inside this icon when Massive characters increase their
unarmed. If the Trader chooses safe distance by a number of
to use a weapon, they use the inches equal to the number in their
weapon’s statistics instead. icon. They also cannot dive through
This character has a permanent windows unless the players agree
physical armour value (see page that a particular window is big
24) equal to the number inside this enough for them.
icon, when they are not wearing This is the rank of an NPC.
armour. If they wear armour, they
use whichever value is highest. Characters with this icon have
When this character moves into their actions ‘linked’. This means
contact with an enemy, it gets that any actions they take in their
an immediate free Close Assault turn must be of the same type.
action (see page 25). For example, a character with two
Once this character has been actions could move twice or shoot
defeated, the player can roll the twice, but couldn’t move and shoot
number of combat dice shown in in the same turn.
the icon in each Trader Phase. If a This character can carry ranged
hit is scored, the Trader may stand weapons, but cannot use them.
back up and restore Health equal
to the number of hits. This is their This character can carry close assault
activation for that round. This can weapons, but cannot use them.
only be done once per game. This character can carry equipment
This is used with the Climbing and tokens, but cannot use them.
Jumping rules on page 112.

The top number is the maximum


height or width in inches of objects
that the character can move up or
across as part of a normal Move
action – they do not need to Climb
them or spend any actions.
Reference

The bottom number is the


character’s safe distance for
Jumping down or across. Characters
with this ability can Move through
open windows without penalty – they Ammo Box
do not need to dive.

171
Item Attributes hen this item has been used, ip the
This item can be thrown at short range with token face down. There will often be an
the indicated number of dice. If the icon alternate effect on the back.
has an M or L next to it, it can be thrown at
medium or long range respectively. When this item has been used, discard it
and return the token to the pouch.
This item can be used as an effortless
action. This weapon can be Reloaded as an
effortless action.
This item is rare and cannot be bought. It
can only be found using the Search action This weapon cannot be Reloaded
during a mission. during the game – it is only Reloaded
between missions.
Burst Fire +1: You may add 1 combat
die to your attack, but you must remove 1 This item cannot be used in the same
extra ammo peg. mission that you find it – turn it face down
to remind yourself.
Burst Fire +2: You may add up to 2 combat
dice to your attack, but you must remove This weapon freezes the target and
the same number of extra ammo pegs. they miss their next turn. No dice roll
is needed. Roll dice as shown for
Full Charge Shot: You may empty any characters within 1 and 2 inches
your weapon in one powerful blast. This respectively. Any hits will freeze them
removes all ammo pegs. Either: too, regardless of armour or cover.

• Add 2 combat dice to your attack


if 4-5 ammo pegs were removed.
• Add 3 combat dice to your attack
if 6-7 ammo pegs were removed.

nfinite mmo: This weapon does not


use any ammo pegs and can be fired if
you have no ammo), but one peg must
still be added to the Hostility Tracker
from the supply.

Reliable: This weapon ignores


results.

Target Lock: This weapon ignores


partial cover, and can fire at
engaged characters at any range
without randomising the target.

Silent: This weapon does not add


a peg to the Hostility Tracker.

Dangerous: fter the shot is fired,


the user suffers an attack with a
number of combat dice equal to
the number in the icon.

Sustained Fire: If this weapon hits,


you may immediately make another
ranged attack with the same weapon
as an effortless action.
The second attack
must target the same
enemy, or an enemy within
short range of them.

172
All characters within short range of the Specific Item Notes
target, regardless of LoS, armour or mmo Bo : This item contains
cover, may not make Ranged Assault two batches of ammo. n first use
actions this round. No dice roll is needed. the token is ipped, and on second
use it is discarded. If this item has
This weapon scatters the target, with not yet been discarded at the end
no attacks of opportunity allowed. No of a campaign mission, it is refilled
dice roll is needed. The target can be automatically and placed face up in
scattered through a wall or terrain piece, the next mission.
but cannot end its move on top of it.
They cannot be scattered off of the oose mmo: The term ‘D6’ refers to
board, but can be scattered into mid-air a six-sided die. Roll the Chance Die to
if using multi-level terrain, in which case see how much ammo you restore with
they will fall from their current height. Roll this token.
dice as shown for any characters within
1 and 2 inches respectively. Any hits will Target Laser: This allows the
scatter them too. Note that this can be character to re-roll a single die rolled
used on a friendly character. as part of each ranged attack before
determining the result. This can avoid,
Equipment Notes or cause, a jam.
ere you will find a few additional notes on
various items to clarify their use. Laser Cutter: When using the rules
for doors on page 108, this allows a
Separating Items character to use an action to unlock and
Note that certain items are used separately open a locked door in base contact.
during games of Core Space, and should
therefore be kept separately between games, in Data Pad: When using the rules for
tubs or ziplock bags, for easy access. The item doors on page 108, this allows a
types are: character to use an action to hack
into and open or close a door within
• Small items: These are always used, and medium range (LoS not required).
can be kept in the item pouch.
• arge items: hese are only used when filling Tech Pack: This allows a Tech or
large crates and should be kept separately. Machine character to add one die to a
• Rare ( items: These are only used Repair roll (see page 114).
where indicated by the mission and should
be kept separately. Ship Parts: Ship Parts can be spent
• O ective green items: These are only in the Maintenance Phase to make the
used where indicated by the mission and number of repairs stated on the token,
should be kept separately. to the same or different systems.

Using Items Base ilities: Items such as the


Note that items do not have to be used on the Empathic Cuffs (Impervious Skill)
character holding them – they can also be used apply base abilities to a character
to benefit a friendly character in base contact. exactly as if they were on the
For example, you can use a Medi-Stim to restore character’s Trader Board.
a comrade’s health directly, without having to
pass it to them first. clusive tems: Some
weapons and items are
exclusive to a character,
species or Class, such as the
Storm Bracers exclusive to
the Merg. This will be marked
Reference

on the token as shown.

173
Quick Reference Effortless Actions (p. 30)
1 free per round, spend or Skill peg for more.
Order of Play
1. Hostility Phase
• Proximity Move – Move 1"
2. Trader Phase
• Use any item
3. Purge Phase
• Throw item (p. 31)
4. NPC Phase
• Pick up or drop item
5. Assessment Phase
• Give/take/swap item with other character.
Hostility Phase (p. 20) Skills (p. 32)
• Add 1 peg per 3 crews. During turn, spend X Skill pegs to use available
• Draw Event Card. Skill at X level. Max one Skill used per round
(incl. effortless actions).
Trader Phase (p. 21)
Take turns activating Traders. Each Trader • Passive Skills do not need pegs.
makes actions equal to each turn. • Reaction Skills only used when trigger
condition occurs.
• rone characters must Stand p first.
• Defeated characters cannot activate until
revived (p. 33).

Actions (P. 21) Attack Rolls (p. 23)


Move (p. 22) • Roll dice, 1 , others . = hits
Up to 4", max 11" per round. Enemies may • Reduce hits by cover (p. 15)
make an attack of opportunity if character • Reduce hits by armour value
leaves base contact. • Reduce target’s health by remaining hits/
any hits will defeat NPCs
Ranged Assault (p. 26) • 2+ = weapon jammed/broken
Make a ranged attack against target in range and
LoS. Discard ammo peg(s). One peg per round Blast Weapons (p. 31)
added to Hostility Tracker. Roll . Any hits = on target, blank = move
target point 1", = opponent moves target
Close Assault (p. 25) point up to 2". Then resolve like attack roll.
Make a close assault attack against target in
base contact. Weapon Statistics (p. 17)
Ranged Weapons
Knock Back (p. 28)
Roll or value against target in base
contact. Push target back 1" per hit, can Short Range Medium Range Long Range
follow up.
3+ hits = prone target. = no effect, target can Close Assault Weapons
Knock Back attacker.

Search (p. 28)


EITHER: Look in crate in base contact, take or Standard Hit Heavy Hit Thrown Weapon
swap items.
Armour
OR: Place in room and take token from pouch. Physical
Shield
Reload (p. 29)
Combat
se ammo token to refill mmo pegs.
Blast Weapons
Persuade (p. 29)
Within 1"
Roll dice equal to against target in base Target Point
contact. Hits must beat target’s . Within 2"
Success = target swaps item, joins crew, or other
(see mission). Skills
See pages 162-170.
Other (p. 29)
Interact, Stand Up, Don Armour, Clear Jam Icons
See pages 171-173.

176
PURGE PHASE (P. 34) CIVILIANS (P. 48)
ARRIVAL (P. 34) Roll :
Roll or for each type, top to bottom. Roll
for entry point. Place characters as close to Move in direction.
entry point as possible.

Rank 4+ - max 1 per game. Make Assault action against


closest target.
ACTIVATION (P. 35)
ighest rank first. Choose target, then take Then Move twice in direction. If
actions as per NPC Action Chart. no target, Move in direction.
Move into cover from nearest
Target closest non-Purge character. Prioritise
visible enemy.
targets in LoS and not in cover. Target is locked
for the turn. If no cover or no enemies, Move in
direction.
Assassins will target Captains if in LoS.
Join crew (p. 50) of closest Trader
NPC PHASE (P. 40) in short range and LoS. If no
Galactic Corps, Security, Gangs, then Civilians. Traders, Move in direction.
Each arrives and then activates, highest rank first. Move towards nearest unengaged
Trader in LoS. If they reach, may
Target highest priority enemy in base contact, swap item with target. If no Traders
then in LoS and not in cover, then those in cover, in LoS, Move in direction.
then elsewhere. If Hostility high enough for a Live
One, replace Civilian with Live
If shooting a target the NPC cannot damage, it
One, if available.
will choose another if possible.
TARGET PRIORITY
• Galactic Corps (p. 42)
1. Purge
• Security (p. 44)
2. Gangers/Traders
• Gangers (p. 46)
Will not move within 4" of Purge unless attacking.
ASSESSMENT PHASE (P. 20) If they start within 4" of Purge, any movement
• Remove Activation Counters. must be directly away until more than 4" away.
• Other ‘end of round’ effects. Other actions taken as normal.
• Pass Turn Counter.

NPC AI Action Chart


Is the target
NO engaged with the YES
NPC?
Is the target in The NPC will
the NPC’s LoS? YES
make a Close
Assault action
NO against target.

Does the NPC YES


The NPC will NO have a Shooting
Is the NPC’s
Move towards statistic?
Shooting statistic
target via
higher than their
shortest route.
YES NO Close Assault
NO statistic?
reference

NO Can the NPC


reach and attack YES
Has the NPC the target this turn?
The NPC will make
already moved
a Ranged Assault
this turn?
YES action against target.

177

You might also like