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The document provides background lore for a space-themed board game called Space Wreckers. It describes how humanity discovered a crystal called Lodestone that enabled faster-than-light travel and colonization of the galaxy. However, the Lodestone's power faded over time, stranding many ships. A synthetic replacement called Satzonite was created but had unintended side effects. The Galactic Reclamation League was formed to aid stranded ships, and the game centers around their space crews engaging in missions.

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100% found this document useful (1 vote)
122 views47 pages

Space+Wreckers+Rulebook+v1 0

The document provides background lore for a space-themed board game called Space Wreckers. It describes how humanity discovered a crystal called Lodestone that enabled faster-than-light travel and colonization of the galaxy. However, the Lodestone's power faded over time, stranding many ships. A synthetic replacement called Satzonite was created but had unintended side effects. The Galactic Reclamation League was formed to aid stranded ships, and the game centers around their space crews engaging in missions.

Uploaded by

orig1001
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/ 47

Space wreckers

BETA VERSION 1.0 – DO NOT PUBLISH

Space Wreckers

Contents
The Lore ..........................................................................................................................................................4
Origins .........................................................................................................................................................4
Foxtrot-20-M .............................................................................................................................................5
The Galactic Reclamation League.......................................................................................................5
Introduction .................................................................................................................................................... 7
The Miniatures........................................................................................................................................... 7
The Board ................................................................................................................................................... 7
The Game .................................................................................................................................................... 7
The Future… ................................................................................................................................................ 7
Rules – Actions & Effects ..........................................................................................................................8
Turn Sequence ..........................................................................................................................................8
Actions......................................................................................................................................................... 9
Game Principles ..................................................................................................................................... 12
Crew Generation......................................................................................................................................... 14
Composition ............................................................................................................................................. 14
Specialty ................................................................................................................................................... 17
Traits .......................................................................................................................................................... 19
Crew Status................................................................................................................................................. 20
Embodiments ............................................................................................................................................... 21
Aliens ............................................................................................................................................................ 22
Mutations ..................................................................................................................................................... 23
Psychic Abilities......................................................................................................................................... 24
Beasts ............................................................................................................................................................26
Equipment .....................................................................................................................................................27
Rules – Turn Sequence & Objectives .................................................................................................. 32
Board Features .......................................................................................................................................... 33
Objectives .................................................................................................................................................... 34
Deployment ................................................................................................................................................. 37
First Turn ................................................................................................................................................. 40
Post Game .................................................................................................................................................... 41
Injury .......................................................................................................................................................... 41
Discovery ................................................................................................................................................. 42
Experience Progression ..................................................................................................................... 43
Abilities .................................................................................................................................................... 44

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Training..................................................................................................................................................... 45
Glossary ....................................................................................................................................................... 46

Created & Written by Hector Clegg

All rights reserved.

Permission granted to reproduce for personal and educational use only.


Commercial copying, hiring, lending is prohibited.

Copyright © 2023 Hector Clegg.

Visit www.SpaceWreckers.com to discover more…

Or email Info@spacewreckers.com

Socials

https://www.instagram.com/spacewreckers/

https://www.reddit.com/r/spacewreckers/

https://twitter.com/Spacewreckers

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The Lore

Origins

In the year 2127, the Earth encountered an becoming spectral vessels lost in the
ironic cosmic event. A meteor, bearing an cosmos.
unimaginable bounty, collided with the
Yet humanity's spirit is not so easily
planet. The devastation it brought to Earth
broken. The epochs bore witness to
was catastrophic but from the wreckage a
creation and collapse, collectivity and
great discovery was made. Rippled
disorder, tyranny and democracy,
throughout the meteor like seams of glass
exploitation, and cooperation.
was a novel crystal completely new to
science. The crystal, given the name After nearly half a century - a pivotal twist.
Lodestone, emanated an immense and The inception of a synthetic Lodestone,
brilliant aura. Humanity, ever adaptive, named after its creator, Satzonite was
discerned its application in pioneering supplied across the galaxy. While it didn’t
refraction-propulsion technology. With capture the full vigor of the original, it was
earnest, we created Light engines that a beacon in dark times. It restored
propelled us at unparalleled speeds. interstellar travel albeit in a limited
capacity.
The vastness of the galaxy was rendered
attainable. In the ensuing decades, our However, this solution wasn’t without its
race spread across the galaxy, marking perils. Unlike Lodestone, Satzonite energy
each location with the indelible touch of leaked and permeated nearby materials.
human exploration, colonization, and, Extended exposure led to unforeseen
occasionally, exploitation. consequences particularly in living things.
Mutations and illnesses began to manifest
Lodestone, with its exceptional properties
and, although now better understood, the
and value, instigated an astronomical 'Gold
dangers continue to cast a long shadow on
Rush'. It was the fuel of dreams, the anchor
those who venture among the stars.
of ambitions. But as all flames eventually
falter, so too did the power of the One enterprise that emerged from these
Lodestone. In what became known as "The adversities was the Galactic Reclamation
Dimming"; the once vibrant energies League (G.R.L.), of which member space
inexplicably faded, the machines and crews are colloquially termed the Space
starships that depended on it stumbled Wreckers. This organization, with its vast
and failed. The Lodestone, once the array of crews, provides a service of
epitome of promise, now lay inert. reclaiming what was lost during The
Dimming, for a price.
A bleak new age fell upon the galaxy.
Societies built on the back of this precious It could be a treasured heirloom or a
resource found themselves isolated humiliating secret, the G.R.L will broadcast
amidst the void. Space stations, once the task to all nearby member crews (and
bustling hubs, were abandoned or sometimes the odd rogue crew by
repurposed as makeshift colonies. Many, mistake!) and the item will be retrieved by
bound to the Lodestone's promise, were any means necessary. Even in such
trapped when its light faded, their crafts structured organizations, the vastness of
space allows for certain... discretions.

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While the G.R.L. mandates peaceful In contrast, Panacea grew from a vision of
collaboration, there's always a corner of egalitarian prosperity. A planet
the galaxy where shadows obscure the transformed into a utopian colony, its
truth. governing council promised peace,
perfection, and equity. However, whispers
Foxtrot-20-M of a more nefarious nature have begun to
permeate the gleaming paragon city.
The Galactic Reclamation League offers its Then there's Murgatroyd, situated in a
affordable services across most of the particularly ominous patch of space. Now
travelled Milky Way. For the sake of orderly under the zealous dominion of 'Mother's
administration, the G.R.L. has divided the Children', this theocracy venerates the
galaxy into 17,576 quadrats, each of Lodestone like a divine relic. Their
comparable size. They’ve set their stall on monopoly on Satzonite production further
175 of these space parcels. One such amplifies their might in Foxtrot-20-M and
parcel, where your story unfurls, is the abroad.
quadrat Foxtrot-20-M – a neighbor to
Earth's own quadrat. Lastly, a word of advice: keep your
distance from Magna Droidia. A fortress-
It's in Foxtrot-20-M that your Space planet and haven for those seduced by the
Wrecker crew, along with countless idea of becoming more machine than man.
others, hustle amidst a starry maze, where Holding the keys to bodily augmentations,
the line between fortune and ruin is as thin their society is not exactly welcoming to
as cosmic dust. the organic purists among us. Governed by
Foxtrot-20-M isn't just another number in the iron fists of the Emporoid and the
the cosmic postcode. It boasts several Augconsul, it's a place where humans risk
notable destinations. Neomorrah, a becoming obsolete.
bustling metropolis stretching over an Within the vast expanse of Foxtrot-20-M,
entire planet, was born following Earth’s the cosmic tally reaches a staggering sixty
initial exodus. This city-planet stood as a million planets, give or take a moon.
beacon during the harrowing days of The Naturally, even in this heartland of human
Dimming and remains a hub, drawing folks expansion, there exists a tapestry of
like moths to a flame. Offering something enigmas and dangers that would boggle
for everyone, Neomorrah attracts an even the most seasoned spacefarer.
assortment of characters, from smugglers
& slavers to nobles & aristocrats.

The Galactic Reclamation League

Once a modest endeavor birthed during Across the galaxy, it stands as the
the golden age of interstellar travel, the indisputable choice for the dirtiest of jobs.
G.R.L. has since burgeoned into a colossal
Founded by a shadowy figurehead and
entity. Offering an affordable service to
steered by a sophisticated AI program,
those who misplaced their belongings in
the organization has solidified its status.
the vastness of space, the G.R.L. was
As a Space Wrecker crew, you exist on
ideally placed to capitalize on the havoc
the fringes of this behemoth. Having
that followed in the wake of The Dimming.
signed up as an independent contractor,

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enticed by the promise of regular and Your crew, a mosaic of individuals, each
lucrative chore contracts, you must with their unique skills honed from
navigate the perils of a galaxy strewn storied lives before the G.R.L.
with wreckage.
Amidst the formidable competition of over
On Monday you might be salvaging a lost 7,500 GRL-sanctioned crews and
family heirloom from the den of a countless rogue agents, you must wield
voracious Larcenid. While on Thursday ruthlessness and cunning to carve out a
you might be chest deep in the hull of a living in this cosmic expanse.
sunken pleasure cruiser crash-landed on
one of the many swamp-planets. Fingers
crossed you make it back to Neomorrah
for happy hour at the Dripping Spigot.

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Introduction

Space Wreckers is a miniature agnostic skirmish game telling the story of a luckless crew of
interstellar odd-job men and women scraping a living in a dark fantasy science fiction galaxy.

The Miniatures
You can enjoy this game with any miniatures you may already have or any you plan to buy. The
game system allows for any number of models in each crew and an incredible variety in
building and outfitting your crew members.

The game is designed so that progressing your crew does not dictate that you increase your
crew size or change their loadout and appearance.

The Space Wreckers setting is home to many thousands of registered Wrecker Crews and many
thousand more unregistered vessels, so you are free to craft any narrative you want.

The Board
Each chore mission is fought across a battlefield scattered with buildings, ruins, machinery,
trenches, vegetation, rocky outcrops, and any other type of terrain you can think of.

There are millions of planets in the travelled galaxy each with unique environments and
features.

The game is typically played on a 3-feet by 3-feet board, but this can be reduced to 2-feet by 2-
feet if there is a high density of terrain with varied elevation and sight blocking features.

A board with relatively little elevation should be fought on a larger table but realistically all
sizes of board and all types of terrain can create a thrilling and balanced game.

Try combining terrain themes to create a new planet or outpost each time you run a campaign.

The Game
During a game players will need to track their fighter’s Hit Points (HP), durability (Toughness),
experience points (XP) gained and any statuses that may affect their fighters.

You may track these figures however you prefer. We like to use a d20 to track each fighter’s HP,
a d6 (or higher) for their durability, we make note of each XP gained and use a variety of colored
d6 to indicate a change in the status of each fighter. This also includes indicating when a fighter
has been activated each turn. When the rulebook mentions a ‘Marker’ or a ‘Token’ you can use
any indicator you have available.

The Future…
This is the free Beta version of the Space Wreckers rulebook. We invite you to provide feedback
about your experience playing our game. Please let us know if anything is confusing, too
powerful or weak, too expensive, unfun or doesn’t play how it is intended.

Please also drop into our website and social medias with any ideas you want to see
incorporated into the final rulebook which will be available in the future.

Most of all; enjoy this game, spread it with your friends and hit us up on our social media!

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Rules – Actions & Effects

A human, mutant or alien crew member, prior to any modifications, will have the following stat-
line:

Movement Strength Toughness Hit Points Intelligence

Standard 4 2 2 15 4

Movement – The maximum distance in inches that your fighter can move in a single action.

Strength – The additional damage applied with weapons in melee combat.

Toughness – The total amount of damage that can be negated in a single turn.

Hit Points – The amount of damage a fighter can take before it is removed from the game and is
out of action.

Intelligence – The value, in combination with the current Hit Points, to determine if Solve and
Manifest actions are successful.

Turn Sequence

•Each match that you play is


Game refered to as a 'Game'

•Each 'Game' is made up of multiple


(normally 4 or 5) 'Turns'
Turn •A full 'Turn' is when all fighters of
all players have been activated
once

•During a 'Turn' each fighter can


be 'Activated' alternating
Activation between each player

•When 'Activated' each fighter


has up to two actions that it
Action can make

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Actions

Move Move up to the maximum for the fighter's 'Movement' value


Engage Move into combat with an enemy fighter up to maximum 'Movement' value.
Shoot Fire a ranged weapon at a suitable target
Attack Attack enemy target with equipped melee weapons
Disengage Escape from melee combat up to 2” - take 2 damage
Manifest Manifest a spell
Solve Misc. action to open doors, chests etc and solve puzzles or discover hidden items
Duck behind cover and remain hidden. Unable to be targeted at a range of 6" or
Hide greater

Move

Move the fighter up to its maximum movement value.

The fighter may climb any surface unless stated otherwise but must finish its movement on a
flat surface. A climbing fighter can use two movement actions in sequence to finish the second
movement action on a flat surface.

A climb action is made at half a fighter’s movement value (rounding up).

A fighter can move through a friendly crew fighter but cannot move through an enemy crew
fighter. The fighters base must remain in contact with the game board when determining
whether a fighter can move around an enemy fighter.

Engagement

A fighter engages an enemy when it moves into base contact with it. The fighter automatically
deals 1 damage to the enemy fighter when it engages in combat.

Combat

When engaged in base contact with an enemy fighter the fighter is deemed to be in ‘Combat’.

To fight in combat, the fighter must have an action available to them this turn. Moving into base
contact with an enemy with no subsequent action means that the fighters are engaged in
combat, but combat has not yet begun.

All attacks and blocks are made at the same time and resolved at the end of each combat
action.

Damage dealt by each fighter is equal to the strength plus weapon damage (plus any additional
modifiers).

Damage is reduced by subtracting the target’s Toughness from the damage dealt. If the fighter
can Block the block value is then subtracted.

Here is an example:

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Fighter A has a strength of 2 so adds 2 to its weapon damage of 3 for a total of 5

Fighter B has a Toughness of 2 so the damage taken is reduced to 3

Fighter B can block 1 damage so it is reduced further to 2

Fighter B loses 2 Hit Points

Fighter B has no remaining Toughness to mitigate damage for that turn.

Strength is applied once per combat action rather than per weapon.

During your combat action the enemy fighter automatically makes a deferred combat action in
response. Whilst the two fighters attack each other simultaneously the enemy defers its combat
action and loses 1 action in the next activation to represent its Combat action during your turn. If
two attack actions are made against an enemy that enemy makes two deferred combat action
but still has the option to make 1 Disengage action in the next activation. A Stunned fighter
cannot make this Disengage action.

Each fighter can only make 2 deferred combat actions each turn. Any further combat actions
made against the fighter cannot be responded to. This situation may occur if multiple fighters
are in combat with the same fighter, in that scenario the activation order of fighters will be
important. A ‘Stun’ effect will replace a deferred combat action.

In a single turn a fighter can only mitigate damage equal to its modified Toughness value. All
damage dealt above this figure would reduce a fighter’s Hit Points.

A fighter that is equipped with an item that has a ‘Block’ value can mitigate their damage taken
by an amount equal to the ‘Block’ value in each Activation.

A fighter not equipped with a melee weapon can make 1 bare-handed attack during combat.

Disengage

A fighter may disengage from combat by using a disengage action. The fighter may then move
up to 2” away from the combat but takes 2 damage from the enemy fighter as it escapes.

Shooting

The fighter may fire a ranged weapon at any target that is in range and visibility.

Every gun can be one of three subtypes: Pistol, Rifle & Cannon.

This will affect the range of the weapon but does not affect the damage or effect.

Ranged Weapon Type Max. Range (Inches) Carrying Requirement


(Hands)
Pistol 8” 1
Rifle 12” 2
Cannon 16” 3*

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*A cannon does not require 3 hands to fire. A cannon is unwieldy and cannot be easily swapped
with a side weapon (if able to carry) such as a 1 handed melee weapon. There may be items or
abilities that allow a fighter to utilize both a cannon and an additional weapon.

A valid ranged shot at a target always hits but is altered depending on the distance from the
target and whether the target is in cover.

All guns have two equal ranges: Lethal & Pot-shot

Ranges Lethal Pot-shot

Pistol 4" 4"


Rifle 6" 6"
Cannon 8" 8"

Measure from the base of your fighter to the base of the enemy fighter to establish the range.

When shooting at the target fighter it can either be ‘In Cover’ or ‘Exposed’.

A target fighter will be considered ‘In Cover’ if half or more of the fighter's base is obscured by
terrain AND the terrain obscuring the base at any point is at least 1cm tall.

When shooting at a target consult the table below to determine any damage modifiers to apply.

Exposed In cover
Lethal +2 Damage -1 Damage
Pot-shot No modification -2 Damage

For each hit apply the damage profile and effects of the weapon and/or special ammunitions.

A fighter can only shoot one ranged weapon in each action but may hold more than one if able.

Damage is reduced by subtracting the target’s Toughness from the damage dealt. In a single
turn a fighter can only mitigate damage equal to its modified Toughness value. All damage dealt
above this figure would reduce a fighter’s Hit Points.

Some items provide Ranged Block which will mitigate their damage taken by an amount equal
to the ‘Block’ value each time it takes damage in shooting.

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Solve

To move through obstacles, complete puzzles and take objectives a fighter must successfully
Solve. Take the current HP and add the Intelligence. This figure must meet or exceed the
relevant Solve figure e.g. [Solve 15].

A fighter may need to use two consecutive Solve actions to meet the Solve threshold. Both
actions must be made in the same activation, each Solve figure is added to the previous Solve
figure.

A fighter may also need to defer the Solve to complete three or more consecutive Solves to
meet the threshold. Retain the Solve figure for the next turn.

An additional friendly fighter may make an assisted Solve. The friendly fighter must also qualify
to make a Solve action on the interactive. The friendly fighter makes a Solve or double Solve
action, this value is then retained and will be added to the Solve value of the friendly fighter.

The friendly fighter that Solves last must undertake the Solve action i.e., capture the objective,
remove the barrier.

Manifest

A Manifest action is a type of Solve action. It uses the same system but can only be used to
manifest psychic abilities.

Only a fighter that has a psychic ability may choose to manifest a spell – See ‘Psychic Abilities’

Hide

A fighter may choose to take cover and hide. A hidden fighter cannot be targeted by ranged
weapons at a distance greater than 6” even when visible to the enemy.

Whenever the hidden fighter next takes an action, it automatically loses the hidden benefit until
it next uses a Hide action.

Game Principles

Fear

A fighter may become fearful, for the duration this fighter loses 2 Intelligence and deals 1 less
damage in each of its combat and shooting actions.

Stunned

A fighter that becomes stunned loses an action in their next activation.

Knock-back

A fighter that is knocked back is moved 2” directly backwards from the origin of the knock-back.

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If a fighter is knocked-back into base contact with a wall or terrain feature it becomes Stunned.

If a fighter is knocked-back into base contact with a fighter of the same crew the knock-back
distance ends and both fighters become Stunned.

Falling

A fighter that is knocked-back off the edge of a platform will Fall. A fighter that falls is placed
directly underneath the edge from which it fell. It also suffers damage equal to the distance it
fell in inches.

Jumping Down

A fighter can jump down from a platform. The fighter uses an action to complete a jump down
and the fighter is placed directly underneath the edge from which it jumped. A fighter cannot
jump down from a platform that is at a height greater than 4 inches.

Flying

A fighter that has the ability to fly can move horizontally, diagonally, and vertically up to its full
movement value. Fighters with ‘Fly’ can move through friendly and enemy fighters.

Jumping

A fighter can jump over a gap in terrain that is less than 1”.

You now know how to play Space Wreckers! let’s create your crew!

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Crew Generation

To generate your crew configuration, select a ‘Composition’ then a ‘Specialty’ and finally a ‘Trait’.

Unless specified, only one of each can be selected and some come with restrictions or
advantages.

The crew’s ‘Composition’ choice will alter how the crew can be built and the structures within
the crew.

The crew’s ‘Specialty’ will affect the gameplay mechanics and allow your crew to complete
functions within and outside the game.

The crew’s ‘Trait’ will further refine its strengths and weaknesses.

Certain ‘Composition’ choices will give the crew a ‘Rogue’ status.

Composition

Tyrannical Leadership

The leader rules with an iron fist, dragging the crew along by sheer force of will and intimidation. Fearful not to
provoke the wrath of the captain, the crew fall in line and throw themselves into their work. The leader is
extremely powerful and often succeeds through competence alone. However, when the going gets tough and
the head of the snake is severed, the crew may find themselves lost.

Benefit – The fighter designated as the crew Limitation – If the crew leader is taken out
leader gains an additional 3 of any stat (or 1 of action the remainder of the active crew
Toughness and 1 of any other stat) becomes ‘Fearful’ for the rest of the game.

Attuned

Harboring and nurturing multiple potent psychic users this crew recognizes the power of versatility. After
prolonged Satzonite exposure a mutation of the brain is extremely rare, but in those fortunate enough not to
become a dribbling mess, unusual powers of the mind may be unlocked. This crew has attracted multiple of
these anomalies and harnesses them to good effect. Although mentally formidable these crew members are
predictably rather feeble.

Benefit – Up to three psychic users are Limitation – All fighters in the crew have a
permitted, one for each psychic school. reduced Strength and Toughness of 1.

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Pack Alpha

Preferring to command a pack of loyal and highly trained beasts rather than a human crew who can argue and
talk back. This menagerie of mayhem sows’ chaos in opposing crews as they frantically attempt to understand
how a pack of animals can be so well organized.

Benefit – No restrictions on beasts, any Limitation – Only one human model is


number and species are allowed. Beasts permitted.
can make Solve actions.

Inspiring Leadership

The leader is enigmatic and has built a crew of trustworthy and capable individuals. As the lynchpin of the crew,
the leader personifies their strengths and embraces their weaknesses. The crew regards each other as family
and rallies behind the leader to face any challenge.

Benefit – The fighter designated as the crew Limitation – If the crew leader is taken out
leader can select two ‘Embodiments’. of action the remainder of the crew
becomes ‘Stunned’ for the next turn.

Jack of all Trades

This crew has been around the block a few times and has the scars to prove it. There aren’t many others with
the breadth of expertise of these seasoned wreckers. Often, they get the job done through tenacity and cunning.

Benefit – This crew can select an additional Limitation – This crew may not select a
‘Specialty’. ‘Trait’.

One-man Army

A lone wolf, the solo-juggernaut. A crew would only slow them down. Risking the dangers of solo space flight
and with no back up if things go south these intrepid outriders seek to keep the galaxy’s riches all to
themselves.

Benefit - Your single human fighter can be Limitation – This crew may only ever have 1
activated twice per turn. You may choose to human fighter and starts with 500 credits
take your second activation in any order, rather than 800 credits.
providing the enemy crew has activated at
least half of their crew.

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Beast Masters

Each member of this crew forms an intrinsic partnership with their beast companion. Working in tandem, each
duo supports and compliments each other. In this crew the whole really is greater than the sum of the parts.

Benefit - Able to mix species of Beasts and Limitation - Whenever a human fighter is
have 1 beast per 1 human fighter. There taken out of action a beast must be
must always be a human to Beast ratio of designated to become Stunned for the
1:1. remainder of the game. Repeat this
whenever a human is taken out of action.

Wretched (Rogue)

Years of Satzonite exposure has stripped these individuals of their vitality. Now shrunken and weakened they
are of no use to other wrecker crews. Banding together in large numbers aboard teeming vessels they now
pose a serious threat to those they clash with. There are few problems that can’t be solved with overwhelming
numbers.

Benefit - Crew members have a base cost Limitation - All humans must use the
of 50 credits rather than 100 credits. 'Wretched Human' stat line.

Movement Strength Toughness Hit Points Intelligence


Wretched
Human 3 1 0 8 2

Heavily Mutated (Rogue)

A grotesquely mutated crew, shunned by semi-civilized society to scrape a living among the stars. Even in a
galaxy rife with mutations and anomalies this crew takes it to another level. A band of hapless troglodytes
brought together by their shared experience. Having learnt to embrace their oddities they are an incredibly
efficient force.

Benefit – Each crew member can have Limitation – This crew must recruit only
multiple mutations. The first two mutations mutated fighters.
are free and can be applied to any fighter,
but they are randomly generated.

Alien Species

In the vastness of the galaxy, particularly on the fringes humanity’s collective expansion, there are countless
alien species and civilizations. Many of these take flight across the stars in much the same way that humans
have done. With unknown motives, some of these aliens intercept the transmissions of the GRL and seek out
the target for their own gain.

Benefit – Generate an alien race through Limitation – This crew must recruit only
the ‘Alien Profile Generator’. alien fighters of the same species. Selecting
this Composition also replaces the ‘Trait’.

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Specialty

Bounty Hunters

Hunting down the wanted and the lost. If they get their reward this crew is just as happy to transport a corpse
as it is a captive.

1 non-beast enemy fighter is assigned a All fighters deal an additional 1 damage to


bounty giving a bonus of 25 credits if taken the bounty in all action types.
out of action.

Treasure Hunters

Obsessed with the rare and elusive items of the galaxy and not afraid to knock down a few doors to get them. If
there’s a curiosity to be captured this crew will be there.

Roll an additional 1 d6 in the discovery All hazards become 'Hidden Stash' for this
phase - the total can never exceed 24. crew.

Satzpox Contagious

If the mutations, brain-swelling, and sudden death wasn’t bad enough some unlucky fellows are afflicted with
Satzpox. Exposure to the crystal may get you hooked on its warming embrace. This affliction drives them to
seek out more Satzonite in ever more deranged ways. Tragically, this curse can also spread through proximity
to the affected.

Your crew is afflicted with a terminal You may reroll on the injury table once for
sickness caused by Satzonite exposure. each injured fighter.
Enemies within 2" take 2 damage per turn,
this happens at the beginning of the friendly
fighter activation.

Assassins

Shadowy & elusive, this crew is a master of subterfuge. Incredibly difficult to detect and even harder to shoot
these cold-blooded assassins take pride in a clean kill.

A fighter can perform actions whilst When an enemy fighter rolls on the injury
"Hidden" unless there is an enemy fighter table reduce that result by 2.
within 6".

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Raiders

A favored tactic is to hit hard & fast and escape before the opponent knows what’s happening.

Lacking in stealth but more than making up for it in efficiency they are the scourge of many best-laid plans.

A fighter can split 1 movement action and You may redeploy 1 barrier at the start of
perform 1 shooting action in the middle of the game, before the first turn.
the movement, this counts as both actions
for an activation.

Slavers

The trade in human lives is a sordid and shameful affair. Many who partake are not forthcoming in their
activities and hide their secret from the civilized world. Despite this, if the opportunity presents itself, they can
always find an eager buyer on the black markets.

Can [Solve 12] when taking an enemy out of Captured enemy fighters cost 50% more to
action. The fighter that takes it out of action release.
must do the Solve action. This does not
count as an action. The enemy automatically
becomes captured on the injury table.

Bandits

Preferring to set traps and wait for their opposition to come stumbling along. A crew that practices banditry has
all manner of tactics to tip the balance in their favor.

If two or more fighters are engaged in You may redeploy half the warband
combat or are shooting at the same fighter (rounding up) after the enemy deploys.
in the same turn, that fighter takes 1 extra
damage in each of the actions.

Fanatics

Driven by the belief in a higher purpose, these crews are reckless in the extreme. Bringing all manner of
different faiths and ideologies to the table one thing all fanatics share is their relentless devotion to their
mission.

Immune to the effects of 'Stun' & 'Fear'. Increase movement by 2" when engaging an
enemy fighter.

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Salvagers

Combing through the abandoned places of the galaxy, the salvagers are on a never-ending journey scrap
collecting. Every outpost and wreck are a potential gold mine for these crews and the odd GRL chore helps
keep the lights on.

Improve 'Solve' actions by 3 on interactives. The crew salvages items from the area to
sell. Gain an additional 25 credits at the end
of each game.

Traits

Trait
Etheric Access to the 'Etheric' school of abilities and one fighter becomes a psychic
user (page 24)

Distortion Access to the 'Distortion' school of abilities and one fighter becomes a psychic
user (page 24)

Kenesis Access to the 'Kenesis' school of abilities and one fighter becomes a psychic
user (page 24)

Resilient Plus 1 to Toughness

Deadly Plus 1 to strength, plus 1 to Intelligence

Mighty Plus 2 to Strength

Wise Plus 2 to Intelligence

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Crew Status

Before the game begins you must decide whether your crew is part of a large corporate outfit,
an independent G.R.L. sanctioned crew or operates as a rogue crew.

Fundamentally this will change your experience of the game to be Simple (Corporate), Standard
(Sanctioned) or Complex (Rogue).

Each choice should be balanced but will affect the number of options and decisions you need to
make and will dictate the level of random chance in your games.

Some ‘Composition’ choices require the crew to become ‘Rogue’.

Equipment
Status Available Rewards Chores Injury
A portion of the
chore reward is Additional support
"Armory" - Access retained by the granted with chores.
to all common corporation, 50 Choose in what
Must roll on
weapons and credits is awarded order the opponent
Corporate the Normal
equipment. to the crew. deploys their crew
Injury Table
No access to 'Rare' However the crew is &
items. paid a wage at the Plus 2 [Solve] on all
end of each game of objectives
25 credits

"Free Market" - Free Standard


Must roll on
access to all Standard Chore information – Follow
Sanctioned the Normal
weaponry and reward – 100 credits the normal rules for
Injury Table*
equipment deployment

"Black Market" -
Sell the item or Limited information:
Must roll for
information on the must deploy on the
availability of
black market for a board first Must roll on
Weapon & Armor
Rogue premium! & the Rogue
Modifications.
Achieving victory Opposing crew Injury Table
Access to two of
secures the crew selects the
each per post-game
125 credits deployment zone
phase.

*A sanctioned crew can opt to use the Rogue Injury Table from the beginning of the season.

If both crews are Corporate, they gain no additional support with Chores.

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Embodiments

A leader should embody the specialty of the crew. They should be the most competent and
experienced in your chosen field and will select an Embodiment from the table below.

Aside from your narrative choices and the embodiment selected, a leader’s role is no different
from the rest of his or her crew.

Select a fighter to become your leader and select an ‘Embodiment’ that represents the
‘Specialty’ of the crew.

Unless otherwise specified, only one ‘Embodiment’ can be selected for your leader.

Crews that have two ‘Specialties’ must select one embodiment from either.

Unless otherwise stated the embodiment only affects the leader and the actions they take.

Embodiment One Embodiment Two


Bounty Get 1.5% value for bounty bonus You may reroll the assigned bounty at
Hunters the start of the game.
Treasure In the discovery phase you may Items collected during discovery can be
Hunters reroll 1d6 once. sold for 1.5% the price
If you roll 24 or higher during
discovery, you collect 1 additional
random rare item.

Contagious Increase the range of effect to 6" Reduce the movement value of nearby
(3”) enemies by 1" AND reduce the
intelligence of nearby enemies by 1
Assassins Move an additional 1" when hidden Solve actions made whilst hidden are
increased by 3

Raiders May make a Solve action instead of a This fighter can deploy within 1" of any
Shooting action board edge that is at least 9” away from
an enemy deployment zone.
Slavers When this fighter captures an enemy This fighter can capture an enemy on a
for the first time each game cause [Solve 8]
the enemy crew to become ‘Fearful’

Bandits Before the first turn, can move a Can move 1 enemy fighter up to 4" from
single interactive marker to starting position at the end of
anywhere further than 9" from an deployment. This can move the fighter
enemy outside its deployment zone.
Fanatics Causes 'Fear' to all enemies within Increase combat damage by 2 when
3” within 9" of an enemy that causes 'Fear'

Salvagers Able to reroll a Hazard once per Can deploy an additional shortcut and
interaction hazard before the start of the game. This
must follow the normal rules for
interactive deployment.

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Aliens

The galaxy is awash with mutated humans and exotic alien species. If your crew composition is
either ‘Heavily Mutated’ or ‘Alien’ use the below tables to create your crewmates.

To create an alien species, you must select two special morphologies and alter the crew’s base
stats.

Special Morphology (Select Two)


Can select 1 psychic ability from any school that the entire crew
Psychic can utilize

Vestigial Wings Gains "Fly"

Camouflage Lethal range against this fighter are reduced by 1"

Thick Fur Increase Toughness by 1 against ranged damage

Tough Hide Increase Toughness by 1 against melee damage

Extra-Sensory Organ Increase the 'Lethal' shooting range by 1"


When taking damage in melee range cause 2 damage back to the
Caustic Blood attacker

Powerful Bite Can make an additional attack at 2 damage

Prehensile Tail Increase carrying capacity by 1

Regeneration At the start of each fighter's turn, they regain 1 wound

Strong Legs Increase movement by 1"

Slimy Skin Reduce damage suffered when disengaging by 2

You may now alter the base stats. You can make a total of two changes to any stat, each
increase in stat reduces another stat by 1. Toughness counts as both changes.

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Mutations

Genetic mutations are so prevalent across the galaxy that most crews will have one crew
member with a mutation. All crews are permitted to have a single mutation on a single crew
member. To remove this limitation a crew must be ‘Heavily Mutated’, selected from the
‘Composition’ table.

Create each mutant crew member separately with individual mutations.

Each beneficial mutation must also have a random negative mutation applied to the same crew
member, except for the first mutation applied to each crew member. The negative mutation
applies with the second mutation onwards.

Beneficial Mutation
Mutation Effect Cost
Enlarged Cranium Increase Intelligence by 2 16
Third Eye Increase the damage done with ranged weapons by 1 18
Scaly Skin Increase Toughness by 1 16
Enormous Forearms Reduce the carrying requirement of cannons to 2 (hands) 16
Third arm Able to hold an additional 1-handed weapon 22
Revolting Stench Reduce enemy intelligence within 6" by 2 12
Boney Protrusion Causes damage back to the attacker - 2 per turn 12
Tentacle Arm Reduce the distance an enemy can disengage by 1" 12
Horns Deal an additional 3 damage when engaging an enemy 22
Elongated Limbs Able to throw grenades at double the distance 12

Negative mutations do not have a monetary cost, they are costly enough to the unfortunate
afflicted!

Negative Mutation
Mutation Effect
Stub foot Reduce Movement by 1 when double moving
Skin Folds Receive an additional 2 damage when disengaging from combat
Sensitive Ears Increase damage taken from grenades by 2
Misshapen Head Unable to wear helmets
If within 6" of an enemy and not already engaged in combat, you must
Bloodlust engage the enemy in the next available action
Lumpy Appearance When hidden, the un-targetable range is reduced to 4”
Greasy Skin Cannot climb
Brittle Bones Increased severity on injury table by 2

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Psychic Abilities
A rare mutation can unlock a latent psychic power in an individual. If able to harness and
control this power the psychic user is an asset to the crew.

A crew that has selected the ‘Etheric’, ‘Distortion’ or ‘Kinesis’ traits can use the corresponding
schools through one attuned individual crew member designated during crew creation.

Etheric

Manifest
Cost
Psychic Power Description Ability [Solve]
Project an astral double Cast on self; jumps the fighter
across a distance to up to 4" in any direction and
conduct an action at the through terrain. Fighter is then
location. The double able to use its second action at
then returns to the that location. Fighter returns to
original location once the original location once the
Astral Projection completed activation is complete. 15
Conjure an object from Able to conjure any equipment
thin air. Select from item for use during that battle.
Grenades & Item is lost at the end of the
Materialisation Consumables battle. 12
Transform into a beast-hybrid;
select a beast and gain its
special rule(s).
Manifest the traits of a Only 1 shapeshift can be active
Shapeshifting beast at a time. 9

Distortion

Manifest
Cost
Psychic Power Description Ability [Solve]
Knit the flesh of a Cast on friendly within 4"; heal 3
Healing wounded crew member lost HP on the target fighter 12
Hold a friendly fighter
above the ground Cast on friendly within 6”; gives
through focused psychic the fighter the "Fly" keyword for
Levitation energy its next full turn 9
Shock the target with Cast on a targetable enemy
crackling energy causing within 8"; Stun the enemy for 1
Petrification them to falter turn 15

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Kinesis

Manifest
Cost
Psychic Power Description Ability [Solve]
Tap your presence into
nearby objects. Influence Cast this power instead of a
electricity, mechanisms, solve action on an interactive or
Ergo-kinesis and components objective 9
Cast on a friendly or enemy;
Psycho- Shove the target using move the fighter up to 3" in any
kinesis the power of your mind direction 12
Cast on an enemy within 6";
blasts the target with stifling heat
Scorch the target with a causing them to take damage 8
Pyro-kinesis magnified blast of heat damage 15

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Beasts

Each crew, unless otherwise stated, can have a single ‘Beast’ crew member.

Beasts have their own stat-line and special abilities.

Damage dealt by beasts is applied differently than normal. They cannot use equipment and they
cannot gain XP but their damage is consistent throughout the game.

Rather than determining damage in the normal way, the damage cause by beasts is automatic
and cannot be negated by Toughness. A fighter can still Block melee damage in the normal way.

Stat-line

M S T HP I Cost Special Rules


Scout - Re-deploy this fighter at the end of the
Cat 5 2 2 7 3 52 deployment phase
Support – One friendly fighter within 3” of this fighter
Dog 5 2 3 7 3 60 deals 2 additional damage each turn
Hunt - Increased movement by 2" towards units within
Wolf 5 3 4 12 2 86 18" that are less than half starting wounds
Fear - Enemies within 6" have 'Fear'
Charge – When engaging a fighter, you may knock-back
2” and follow the fighter into combat, whilst remaining in
Bear 5 4 5 18 2 110 base contact.

Rat 3 1 1 5 3 52 Stealth - Able to move whilst hidden

Fly
Echo-location - Can detect 1 hidden unit within 6" and
Bat 6 1 1 5 1 56 removes 'Hidden' whilst remaining in range

Fly
Haunt - Increases combat damage by 2 to enemies within
Crow 6 1 1 5 3 60 6" that are less than half starting wounds
Poison (Proximity) - Every round in combat causes 1
Frog 2 1 2 6 1 44 additional wound
Scaley Armour - When receiving damage in combat, deal
Lizard 3 1 2 6 1 50 1 damage in return.
Poison (Attack) – After taking damage from this attack,
cause 1 damage at the beginning of the turn for the
Scorpion 3 1 1 5 1 36 remainder of the game.

Monkey 4 2 2 9 4 64 Increase Intelligence of fighters within 6" by 2

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Equipment

Your Space Wrecker crew is made up of any number of fighters purchased at a cost of 100
credits each and outfitted with a variety of weapons and equipment.

During crew generation you have 800 credits to spend building and outfitting your crew, spend
it wisely!

Crews may purchase weapons, items and consumables before each game.

Each fighter has a carrying capacity of 3 but can only use a maximum of 2 hands at a time. For
example, a fighter can shoot a 2-handed rifle and quickly swap to a 1-handed melee weapon
without disruptions.

This restriction of ‘two hands at a time’ does not apply for ‘Cannons’ which have a carrying
requirement of 3 but can be used in 2 hands when shooting.

Melee Weapons Damage Cost


1 2 1 2
Name Special Rules
Hand Hand Hand Hand
All warriors have access to this attack as
Bare Handed 1 0
standard
Sticking Blade Minus 1 damage if enemy is wearing Armor 2 10

Blunt Weapon Cause the enemy to be Stunned 2 6 26 50


Causes 1 additional damage if the target is
Piercing Weapon 2 6 24 42
wearing armour
Cause 2 additional damage if the target is un-
Slicing Weapon 2 6 24 42
armoured
Deflecting
Blocks 1 point of damage per attack 2 24
Weapon
Sceptre Focus; Increase the fighter’s Intelligence by 1 1 3 18 30

Attack at up to 3" range including enemies


already engaged in combat. Combat damage
Whip 2 20
dealt outside of combat range will not be
responded to by the enemy fighter.
Deal an additional 3 damage to an escaping
Fighting Claw 2 26
enemy
Buckler Blocks 1 point of damage per melee attack 28

Shield Blocks 2 point of damage per melee attack 62

Bulwark Blocks 3 points of damage per melee attack 100

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Weapons can be modified with various attachments and modules to suit any crew member’s
martial preference. A weapon can have a number of modifications equal to its carrying
requirement.

Weapon Mods (Rare)

Name Special Rules Cost

If damage is dealt in one turn that exceeds half of the current HP of


Serrated 24
the enemy, you cause an additional 2

Weighted Cause an additional 1 damage per attack 24

Battery Over- Damage dealt by this weapon can be over-charged with a burst of
20
charger electricity which causes the target to be Knocked-back
Grip Cause an additional 2 damage when engaging an enemy 36

Cause 2 damage to any enemy within 3" that is not the target of the
Spiked 32
attack

Conductor Increase the fighter's intelligence by 1 20

There are 6 basic weapon types. Each can utilize various special ammunitions to change their
function but used as stock, they are still devastating in the right hands.

Ranged Weapons
Name Damage Range Hands Cost
Pistol 4 8" 1 34
Rifle 5 12" 2 56
Cannon 6 16" 3 84
Sniper Rifle 6 12" 2 98
Sniper Cannon 7 16" 3 130
Bow 5 12" 2 68

Ranged weapons can be modified to shoot special ammunitions causing a variety of effects on
impact with an enemy.

A ranged weapon can be modified to utilize a number of special ammunitions equal to the
weapons carrying requirement (Hands). For example, a rifle, which is a 2-handed weapon, can
hold two different special ammunitions at the same time.

Each shooting action will apply all special ammunitions at the same time.

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Special Ammunitions (Rare)


Cost

Clinging Reduce movement value by 2 24


Flash Reduce the effective distance at all ranges of weapons by 1 24
Irradiated Reduce the target's strength by 1 20
Cause 1 damage at the beginning of the turn for the remainder
Poison 20
of the game
Acoustic Cause the target to become 'Stunned' 40
Explode at the point of contact causing 2 damage to each
Incendiary 32
fighter within 3"
Tracer Cause the target to lose all cover bonuses for this attack 60
Piercing Cause an additional 2 damage if the target is armoured 24
Hits all targets along the full range of the weapon - draw line
Flaming 30
from any part of the base to any part of the target base

Exploding Tip Causes 2 additional damage 50

A fighter may wear armor. Only 1 piece of armor can be worn at a time except for a helmet,
which can also be worn.

Armor
Name Special Rules Capacity Cost
Helmet Blocks 1 point of damage per ranged attack 1 26
Anti Ammo Vest Blocks 1 point of damage per ranged attack 1 26
Flexible
Increase the fighter's Toughness by 1 1 36
Bodysuit
Flexible Armour Increase the fighter's Toughness by 2 1 48
Rigid Bodysuit Increase the fighter's Toughness by 3 2 76
Rigid Armour
Increase the fighter's Toughness by 4 3 110
(R)

Armor can be modified with personal modules. These can be as simple as a gruesome
adornment or as complex as a reality warping effect.

Each piece of armor has the capacity to hold a specific number of modules shown in the table
above.

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Armor Mods (Rare)

Name Special Rules

Personal Modules Cost

Oxygen Injection Increase the fighter's Intelligence by 2 36

Gravity Shrinker Increase the fighter's Movement by 2” 24

Pneumatic Scaffold Increase the fighter's Strength by 2 36

Each hit taken by a melee weapon causes 1 damage back to the


Stickleback 24
attacker

Regenerate 3 wounds at the end of turn unless the fighter takes


Mending Membrane 40
damage that turn

Wounds taken by friendly fighters within 6" can deflect 1 damage onto
Diverting Envelope 32
this fighter

When in melee combat transfer 1 hit point from each enemy to


Siphoning Shroud 40
yourself each turn

Enviro-veil Always counts as 'In Cover' if being shot at a range of 6" or more 40

Horrific Decoration Causes fear to enemies within 6” 32

Wings/Booster Unit Grants the ability to ‘Fly’ 36

Deploy two tokens instead of this fighter. Identify each token secretly,
one being the fighter and one being a hologram decoy.
Move both tokens at the same time. The token identity is revealed
Holo-projector when shot at by an enemy fighter or when conducting another action 60
other than move.
Once the token identities are revealed the fighter is placed in the
corresponding location and the hologram is removed.

Tools and equipment do not have a carrying requirement, although some equipment can
increase a fighter’s carrying capacity by enabling them to stow weapons whilst wielding
another.

Tools & Equipment

Name Special Rules Cost


Climb at a normal movement value & can jump down at a height of
Grappling Hook 12
up to 6”
Scope Increase the distance of all weapons by 2" 22

Utility Belt Carrying capacity increased by 1 36

Backpack Carrying capacity increased by 2 60

Toolkit Increase the fighter's Solve value by 2 (does not work on ‘Manifest’) 12

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Consumables and grenades are single use and once used are removed. A crew can purchase
any number of consumables & grenades, and these are held centrally by the crew.

Any human fighter can utilize these during the game. A consumable can be used at any time
including during combat and any time during the opponent’s turn.

Consumables

Name Special Rules Cost

Medicinal Salve Regain 3 health 30

Adrenaline shot Increase movement by 2" in the current turn 16

Anti-Pain Spray Increase toughness by 2 in the current turn 20

Mighty Lozenge Increase strength by 2 in the current turn 20

Vial of Brain-Aid Increase intellect by 2 in the current turn 20

Grenades must be used by a fighter during its activation but do not count as an action. Only one
grenade can be used during each activation.

A grenade can be thrown a distance equal to 3 x Strength of the throwing fighter in inches. The
target must be visible to the thrower. If the target is ‘In cover’ the throwing range is halved.
Throwing a grenade is not a Shooting action.

Grenades

Name Special Rules Cost

Smoke Fighters within 3" become hidden until the next turn 26

Impact Cause 5 damage to fighters within 2" of the target 26

Reduce the range of weapons of fighters within 2” of the target by 2”


Shock 26
for the remainder of the turn

You may sell any equipment or weapon back to a merchant for half its cost or you may store
any item on your spacecraft for a future mission.

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Rules – Turn Sequence & Objectives

Creating a Game
1. Place the terrain on the board alternating between players
2. Roll a d6 to determine the number of barriers
3. Place the barriers on the board alternating between players
4. Roll a d3 to determine the number of Shortcuts
5. Place the shortcuts on the board alternating between players
6. Roll a d6 to determine the number of Hidden Features
7. Place the Hidden Features on the board alternating between players
8. Roll a d6 to determine the Objective
9. Place the required number of Objective Points on the board alternating between players
10. Roll a d6 to determine the deployment type
11. Determine which zone each player deploys in
12. Deploy all fighters, alternating between players

Turn Order
1. The players roll a dice to see who starts first
2. Select a fighter that has not been activated this turn
3. Declare your first Action
4. Complete your first Action
5. Resolve the after-action sequence (damage inflicted, movements etc.)
6. Record any XP gained
7. Record any status changes
8. Declare your second action
9. Complete your second action
10. Resolve the after-action sequence (damage inflicted, movements etc.)
11. Record any XP gained
12. Mark the fighter as ‘Activated’
13. Pass the turn to your opponent who begins at step 2
14. When all fighters have been activated the turn is over and all ‘Activation’ markers are
removed
15. The players roll for first action
16. The new turn begins (see step 2)

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Board Features

Each game board should have several interactive features in addition to the normal terrain.

Barriers

Barriers are placed between two pieces of terrain that are 3” or less apart unless there are no
suitable locations, in which case the barrier is placed to disrupt movement or provide full cover.

Barriers must always be impassible, unscalable and provide full cover.

Barriers can be removed through a [Solve 10] action by any fighter within 1” of the barrier.

Shortcuts

Shortcuts are two markers placed on two separate pieces of terrain. They are placed between
two points that are not accessible through a normal move action from one to the other due to a
gap, for example, between two ledges.

The two shortcut points should be no more than 4” apart and can transcend terrain levels.

Move within 1” of the marker and travel between the two paired shortcut markers using a [Solve
10] action.

Shortcuts have a 50% chance to be destroyed after each use. Destroyed shortcuts are removed
from the board.

Interactives

Interactives are placed anywhere that is accessible to a fighter.

When moving within 2” of an interactive the fighter will discover the type of interactive by rolling
a d3.

1. Hidden Stash – You find a discarded consumable, roll on the consumable table below.
2. Hidden Danger – You stumble upon a booby trap or other harmful situation. Take 3
damage.
3. Hidden Shortcut – You discover a secret route, immediately place a new shortcut
starting at this location.

Hidden Stash – Consumable

1 Medicinal Salve Regain 3 HP


2 Adrenaline Shot Increase Movement by 2” this turn
3 Anti-Pain Spray Increase Toughness by 2 this turn
4 Mighty Lozenge Increase Strength by 2 this turn
5 Vial of Brain-Aid Increase Intelligence by 2 this turn
6 Impact Grenade Cause 5 damage to fighters within 2" of the target

The consumable can be retained for a future game.

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Objectives

Roll a d6 to determine what kind of chore has been advertised. This will change the type of
objective you will be trying to take.

1. Informants

The client has an interest in the nefarious goings on of a nearby settlement. Several informants
have reached out to the client with information. Liaise with the whistleblowers and recover the
knowledge from them.

Game Effects Objective Points Win conditions


Capture the objective and move around map
with them.
Move within 1" of an objective, perform a [Solve
15] action and it then becomes a mobile Whichever team
objective with 1 Move action of 4" per turn. The holds the most
objective marker is activated at the same time 3 points - objectives by the
as the objective solver. Mobile end of the game.
The mobile objective must remain within 2" of The game consists
the solver. If the solver is taken out of action or of 5 turns
moves more than 2” away the objective moves
4" towards its starting location every turn until
solved again.

2. Person of Interest

The client has a contact waiting at the location. This person is of extreme importance and value
to the client and their safety is paramount. Extract this person safely and without harm!

Move within 1" of an objective, perform a [Solve


15] action and it becomes a mobile objective
The objective is
with 2 Move actions of 3" per turn. The objective
taken to within 2" of
marker is activated at the same time as the
1 point - Mobile a board edge whilst
objective solver.
still connected to a
The mobile objective must remain with 2" of the
solver
solver. If the solver is taken out of action, the
objective remains in place.

3. Specimen

The client needs a sample collecting of a rare and valuable substance. This could be a plant
sample, a mineral sample, or the scrapings of a suspicious engine explosion. Collect a sample
as fast as possible and get it back to the client.

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One objective is designated for each team. You


must [Solve 15] to capture the objective and
return to the starting deployment zone.
First team to return
The objective furthest away from your starting
2 Points - 1 for the objective to
zone is automatically assigned to you, and vice
each team their deployment
versa.
area
If a fighter carrying the objective is taken out of
action the objective is dropped in place of the
fighter.

4. Data

The client wants you to gain access to a data center or the logs of an abandoned central
command system. Gather as much data as possible and hope it’s enough to claim your reward.

Enter a 6" circle area in the centre of the board.


Each time a fighter begins its turn activation
First team to collect
within the area the crew gains 1 point.
1 point - Fixed - 5 points and have 1
Both teams can gain points at the same time, if
9" area fighter reach the
both are within the objective area.
board edge
After data has been acquired any fighter can
leave the board

5. Significant Item

The client has discerned the location of a long-lost heirloom or relic. Recover the item, don’t
bring back the wrong thing!

There are 6 potential items that could be the


target. Locate each one and determine if it is
the correct item, then recover the item.
Roll a d6 within 2" of an objective marker to
determine if it is the objective (1) or an Locate and collect
Interactive (2 to 6) the objective item
Interactives are then dealt with as normal (see have the fighter
Board Features) reach the board
If 5 objective markers have been revealed to be 6 points - Fixed edge.
an Interactive the 6th is automatically the real The objective
objective. cannot be extracted
No Solve action is required to collect the before the start of
objective but the same fighter must exit the the 3rd turn.
board. If that fighter is taken out of action, the
objective is dropped in its place and can be
automatically picked up by moving to within 1” of
it.

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6. Assess the Area

The client needs you to conduct a survey of the area and make a report. Assess the area and
give a report of your findings.

Various points of data that can be captured


Most points
across the map.
captured wins after
5 turns.
Move within 1" of an objective and perform a
9 points - fixed The game
[Solve 10] action. The objective is then captured
automatically ends
and removed from the board, the crew gains 1
if one team reaches
objective point.
5 points
Objectives cannot be lost once collected.

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Deployment

Roll a d6 to determine the type of deployment as below.

Then roll to determine in which deployment zone each player deploys in and the deployment
order (this may be affected by Crew Status and Composition).

Players take turns to deploy one fighter at a time until all fighters have been deployed. Any
post-deployment moves are then made.

In deployment 5 and 6, teams must have at least one fighter deployed in each of their zones.
Teams are referenced ‘A’ & ‘B’ to distinguish their starting zones.

3" 3"

3"

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8"

8"

8"

8"

6"

6"

6"

6"

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8"
2"

8"

2"

2"

8"

2"
8"

A 5" 5" B

5" 5"

5" 5"

B 5" 5" A

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A
4"
6"

4" 4"
B B

6" 6"

6"
4" A

First Turn

Once the board is set players roll a dice to determine the first activation. Players then take
turns to activate their fighters until each fighter has been activated once, this ends the turn.

Unless otherwise specified a typical game will last 5 turns.

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Post Game

Once a game has been resolved move on to the post-game phase.

The successful crew is awarded the respective Chore Reward (or Black-Market price). If there
are no winners no Chore Reward is received.

In the aftermath of the skirmish there will be injured fighters, experience gained, new skills
unlocked and potentially valuable discoveries.

Desperation

When playing a series of games in a campaign style it is beneficial to have all players
competing with a similar power of crew. If a particular crew’s total income falls behind other
competing crews by 200 credits or more, they will be eligible to attain a credit loan. This loan
will be for 150 credits which is paid back through a 50% tax on income until 165 (balance +10%)
credits has been paid back.

If a loan is granted whilst there are outstanding debts from a previous game the loan balance
will include both debts and should be paid back as outlined above. Calculate the debt interest
from the point that the credit loan was granted.

Injury

For all human fighters that were taken out of action during the game roll individually on the
following tables. Depending if your crew is Corporate, Sanctioned or Rogue roll a d20 on the
corresponding table.

Beast fighters also roll for injury.

Corporate & Sanctioned Crews

Roll Injuries – Corporate & Sanctioned Crews


Captured by the enemy. Pay a fine to the opponent of 20
1 to 2 Captured Credit to release the character.
The player will pay a monetary fee for the medicine,
equipment etc to heal the fighter. This is equal to 3 x
3 to 6 Injured dice roll.
Full Character makes a full recovery and rejoins his/her
7 to 18 recovery warband

The character stumbles across a forgotten stash of


valuable items - You may select the corresponding item

1 to 5 = 20 Credit
6 to 8 = 1 x Consumable or Grenade
Lucky 9 = 1 handed Common Weapon
19 to 20 Find 10 = 1 x Melee Weapon Mod

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Rogue Crews

Roll Injuries - Rogue Crews


Captured by the enemy. Pay a fine to the opponent of
1 Captured
20 Credits to release the character.
Lose all experience gains for this game in the highest
2 Amnesia
gained category
3 Broken Ribs Reduced Toughness by 1
4 Exhaustion Reduced Strength by 1
5 Concussed Reduced Intelligence by 1

6 Detached Retina Reduce damage by 1 when shooting into cover

7 Shattered Leg Reduced Movement by 1


The player will pay a monetary fee for the medicine,
8 to 10 Light Wound equipment etc to heal the fighter. This is equal to the
dice roll.
The player will pay a monetary fee for the medicine,
11 to 14 Deep Wound equipment etc to heal the fighter. This is equal to 1.5 x
the dice roll.
Character makes a full recovery and rejoins his/her
15 to 16 Full recovery
warband
17 Horrific Wounds Gain 'Fearsome'

Find an Injured Take an enemy fighter hostage. Opposing player pays


18
Enemy Fighter you a fee of 20 Credits and the enemy is released

The fighter must battle their way back to the ship,


Lost in Hostile
19 fighting off enemies. They gain 1 skill point in any
Territory
chosen area
The character stumbles across a forgotten stash of
valuable items - You may select the corresponding
item
20 Lucky Find
1 to 5 = 20 Credit
6 to 8 = 1 x Consumable or Grenade
9 = 1 handed Common Weapon
10 = 1 x Melee Weapon Mod

Discovery

All fighters who remain active at the end of the game can conduct a sweep of the area in search
of useful information, items or weapons. Beast fighters are included.

The number of ‘Discovery’ dice rolled is based on the number of active fighters as a percentage
of the total crew size.

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0 to 25% = 1 d6

26 to 50% = 2 d6

51 to 75% = 3 d6

76 to 100% = 4 d6

1 to 4 Absolutely nothing! Not a sausage!


5 to 11 Discarded Supplies Collect 1 random consumable
12 to 15 Discarded Item Collect 1 random common item
16 to 18 Fallen Fighter Collect 2 random common items
You have the option to buy any rare item for
19 Local Trader
50% off
20 Valuable Stash Collect 1 random rare item
You have the option to hire a new crew
21 to 24 Adventurous Local
member at a 50% discount

If a crew loses more credits than it gains the crew will owe an equal amount at the end of the
next game. This debt rolls over into each ‘End of Game’ and must be paid before any crew
improvements.

Experience Progression

Each fighter gains 1 experience (XP) in the following areas:

• Combat - The fighter takes an enemy fighter out of action through damage during a
‘Combat’ action or during an enemy 'Escape' action (aftereffects i.e., poison, do not count
if combat is over).
• Competence - The fighter completes a 'Solve' or 'Manifest' action.
• Defense - The fighter remains active at the end of the game.
• Shooting - The fighter takes an enemy fighter out of action through damage during a
‘Shooting’ action (aftereffects i.e., poison, do not count if the shooting action is over).

Keep track of the number of Solves, track how each fighter is taken ‘Out of Action’ and which
fighters remain active at the end of the game.

If a fighter is taken ‘Out of Action’ by an effect (e.g., Satzpox, poison etc.) the XP will count as
Combat if the enemy fighter is in combat with your fighter. Otherwise, the XP is not counted.

Categories Number of XP at level 1


Combat Take an enemy out of action with combat 1
Competence Solves in game 3
Defence Remain in action at the end of the game 1
Shooting Take an enemy out of action with shooting 1

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Each fighter starts at “level 1”. At level 1 a fighter must gain the required (above) number of XP
to level up in a particular category. Upon levelling up, the XP tally resets to 0 and any excess XP
is added. The fighter progresses to the next level. The total XP required to level up at each level
is equal to the Number of XP per level multiplied by the level.

For example, For Combat; Level 1 = 1 XP, Level 2 = 2 XP, etc.

For Competence; Level 1 = 3 XP, Level 2 = 6 XP etc.

In the post-game phase whenever a fighter achieves a level up in a category, they may either
get a skill point increase or a random ability in that category.

A player has a 50% chance to get either a stat increase or an ability.

For each ‘Shooting’ level up a fighter has a 50% chance to get either a +1 damage permanent
shooting modifier or an ability.

A fighter that participates in a game gains 1 HP automatically.

Abilities

# Name Description
Combat
Increased movement (1”) towards units that are less than half
1 Hunter starting wounds
2 Bulldozer At the end of a combat action, you may perform a ‘Knock Back’
3 Intimidation Reduces the Intelligence of enemy fighters within 3” by 2
4 Ambidextrous Can hold both a rifle and a 2-handed weapon
If the enemy fighter is equipped with a 1-handed melee weapon you
5 Disarm can remove it for one Combat action per turn
Against the Deal an extra 2 damage in melee to an enemy per Combat action
6 odds when engaged by more than 1 enemy
Each activation of this fighter, if engaged with an enemy, you may
7 Fancy Footwork move around the enemy fighter whilst remaining in base contact
If engaging an enemy immediately following a Jump down from a
position higher than the target you cause 3 additional damage
8 Cannonball during Engagement
During any Combat action combat, you can opt to take up to 2
additional self-inflicted wounds to deal 4 additional wounds to the
9 Berserk target
Competence
This fighter can throw back a grenade [Solve 12] that hits a target
1 Hot Potato within 3". The grenade is thrown back to the original thrower.
Many Hands
Make Light
2 Work Improve the ‘Solve’ value by 2 when within 3” of a friendly fighter
3 Tranquil Mind Improve the ‘Solve’ value by 1 when no enemy fighters are within 6"
4 Under Pressure Improve the ‘Solve’ value by 2when any enemy fighter is within 6"
Practice makes Successful solves temporarily increase this fighter’s Intelligence
5 Perfect by 1

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6 Psychic Static Successful solves also deals 1 damage to a nearby enemy (6")
This fighter can make a third ‘Move’ action if the previous two
7 Sprint actions were also ‘Move’
This fighter has a 50% chance to retain any consumable for 1
additional use when used. This cannot happen more than once on
8 Rationing the same consumable.
Defence
Able to redirect a ‘Shooting’ action aimed at another friendly fighter
1 "Look Out!" within 2" to this fighter
When reduced to 0 wounds you regain 1 wound. Can only happen
2 Last Stand once per game
Gruesome
3 Injury Causes 'Fear' to all enemies within 6”
Can block ranged attacks with melee Block but the effectiveness is
reduced by half (rounding down) with a minimum of 1. Gain 1 melee
4 Deflect block if the fighter has no melee block rating.
Protect the Gain 1 temporary toughness following a successful solve of an
5 prize objective
Increased movement by 3" in the following turn if HP is lost in the
6 Scarper previous turn
7 Meat Shield Give a cover bonus to all friendly fighters with 1"
8 First Aid In post-game you may reroll the injury roll once
Shooting
The target benefits from no reduction in damage for an 'In Cover'
1 Sharpshooter bonus
2 Hip Fire Hits an additional time at lethal range dealing half damage
If the fighter uses both actions for shooting it may shoot an
3 Focused Fire additional time at the same target dealing half damage
Increase the distance of 'Lethal' range by 1" - the overall range of
4 Eagle Eyed the weapon is not affected.
Cause an additional 2 damage in shooting if this fighter is higher
5 Crow's Nest than the target
In the remaining action (if any) this turn after solving an Interactive,
Barrier or Shortcut this fighter deals an additional 3 damage in
6 Swashbuckler shooting
If this fighter takes an enemy out of action - add 2 to the injury roll
7 Head Shot of that enemy fighter
This fighter can shoot at an interactive to disarm it. There is a 50%
chance this interactive will explode, dealing 3 damage to all
8 Trick-shot fighters within 4”.

Training

A crew may decide to send a fighter to hone their skills in a particular area. At a cost of 50
credits, a fighter may improve their strength, toughness, or intelligence by 1. This can be done
any number of times for 50 credits each time.

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Glossary

Turn – One full round where each player activates each one of their fighters

Activation – The selection of a fighter during a players turn to complete two ‘Actions’

Actions – Each fighter makes two actions per activation.

Permanent – Something which is gained for the entirety of the season e.g., an ability

Temporary – An effect or stat change that persists for the current game and is reverted once
the game has ended.

Targetable – A model that is within the specified range and within visibility.

Movement – The maximum distance in inches that your fighter can move in a single action.

Strength – The additional damage applied with weapons in melee combat.

Toughness – The total amount of damage that can be negated in a single turn.

Hit Points – The amount of damage a fighter can take before it is removed from the game and is
out of action.

Intelligence – The value, in combination with the current Hit Points, to determine if Solve and
Manifest actions are successful.

Move - Move up to the maximum for the fighter's 'Movement' value

Engage - Move into combat with an enemy fighter up to maximum 'Movement' value.

Shoot - Fire a ranged weapon at a suitable target

Attack - Attack enemy target with equipped melee weapons

Disengage - Escape from melee combat with up to a 2” - take 2 damage

Manifest - Manifest a spell

Solve - Misc. action to open doors, chests etc. and solve puzzles or discover hidden items

Hide - Duck behind cover and remain hidden. Unable to be targeted at a range of 6" or greater

Cover – A fighter's base is obscured by terrain AND the terrain obscuring the base at any point
is at least 1cm tall. Being in cover reduces the damage you take from shooting.

Fear - A fighter may become fearful, for the duration this fighter loses 2 Intelligence and deals 1
less damage in each of its combat and shooting actions.

Stunned - A fighter that becomes stunned loses an action in their next activation.

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Knock-back - A fighter that is knocked-back is moved 2” directly backwards from the origin of
the knock-back.

Falling - A fighter that is knocked-back off the edge of a platform will Fall. A fighter that falls is
placed directly underneath the edge from which it fell. It also suffers damage equal to the
distance it fell in inches.

Jumping Down - A fighter can jump down from a platform. The fighter uses an action to
complete a jump down and the fighter is placed directly underneath the edge from which it
jumped. A fighter cannot jump down from a platform that is at a height greater than 4 inches.

Flying - A fighter that can fly can move horizontally, diagonally, and vertically up to its full
movement value. Fighters with ‘Fly’ can move through friendly and enemy fighters.

Jumping - A fighter can jump over a gap in terrain that is less than 1”.

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