Voyager: Tactics V0.7 Combat Guide
Voyager: Tactics V0.7 Combat Guide
THE TEAM
CREATED, DESIGNED & EDITED BY
SYTOkun
CONTRIBUTING ARTISTS
@SYTOkun @Aaron22Koh
@heromedley @Niques_dom
@ArtisticFeliXd @Mikururun
@saruissaART @guyhuyart
@RikuJe @_Zuuzu_
@charcooll @haonfest
@RewindzeVII @KhrnNfz
@LeviLagann @BELLARIS000
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MARKETING LEAD
Joey
PLAYTESTERS
SYTOkun _Kur0it3tsu
Lettersandpunctuation Djinn
Pedalcoma99 Concordat of Worms
Local Kaibi Kippie
Mattloki
Joe/Twinky
Goblin HBG
A Sir Will A/V Kid
perhaps a crab
VOYAGER: TACTICS 2
QUICK REFERENCE
POTENTIALS COMBAT
You gain 1 Potential from your Sapient & 1 STARTING COMBAT: Every round, roll your
from your Epithet. You can activate one of Loadout dice, then set them aside. Use the
your two Potentials once per mission, rolled results to plan your Action
allowing an action relevant to your Sequences & react to the battle.
Potential to instantly succeed.
ACTION SEQUENCE: When you want to act,
declare your Action Sequence. Describe
COMBAT REMINDERS your intent & use your Loadout dice to
> Roll your Loadout dice every round. execute it. Resolve it, then add +1
Some actions spend the dice as tokens, Momentum.
others follow the number you rolled.
MOMENTUM: Spend 1 to reroll a Loadout
> Declare Action Sequence. die, or 3 while in EX State to convert a die
into a Brave result.
> Gain +1 Momentum for every Sequence
resolved. EX STATE: A special buffed state when you
reach 5+ Momentum. When below 5
> Take note that your Faction's Core Trait Momentum, the EX State only expires at
may allow you to gain or spend the end of the round.
Momentum in fluid ways.
MOVE: Spend a Wear die to gain Speed &
> You cannot act or take any more travel that many tiles. If not fully used, can
Sequences when you're out of Loadout be saved until the end of the round.
dice.
ATTACK: Spend a Wield die to deal
> Loadout dice of the same size can be damage to a foe based on your Wield
used interchangeably. gear's range.
3 VOYAGER: TACTICS
MAP ELEMENTS CONDITIONS
SIZE: Determines sizes of entities and
areas in combat. Size 2 occupies 2x2 tiles; NEGATIVE
Size 3 occupies 3x3 tiles, etc.
LAUNCH: Launched into the air unwillingly.
MOVEMENT: You can move through an Cannot take actions unless they have an
ally's space. You cannot move through a action that lets them act while Launched.
foe's space unless you're Airborne or
Unimpeded. DISPLACE: Forcefully moved along the
map. If target hits solid terrain or another
DIFFICULT TERRAIN: Costs -1 Momentum to entity, they take damage or reduce the
cross per tile. If at 0 Momentum, must obstacle's Toughness by a value equal to
spend 2x Speed to cross 1 tile. their respective Size.
OBSTACLE: Solid objects like rocks, trees, SLOWED: Lose Momentum or spend Speed
debris, etc. Comes in High or Low as though walking through difficult terain.
elevation. Provides cover & has Toughness.
IMMOBILISE: Lose -4 Momentum. If at 0,
ELEVATION: Ground level (Elevation 0) is you cannot move, but can attack & take
Low. Elevation I or higher is High. Low other actions.
obstacles be vaulted or jumped over, &
costs 3 Speed to cross. You must be STAGGER: You cannot act until the end of
Airborne to cross a High obstacle's space. the round & lose all Momentum & Loadout
While Airborne, it takes one action dice uses.
sequence to cross into a higher Elevation
level. BLIGHT: Target takes additional damage
at the start of the next 2 Action Sequences.
COVER: Provided by obstacles. Immune to
ranged attacks while behind cover until it's TAUNT: Target will always try to move in
destroyed. range & Attack the source.
VOYAGER: TACTICS 4
ABOUT THIS VERSION
You are reading an early combat playtest of Version 0.7 of Voyager: Tactics.
Included are combat rules and about 70% of character creation. Rules for
exploration and base-building are still in progress and are not included here.
There are still unfinished elements throughout this book with incomplete
text and images, so pardon the dust.
5 VOYAGER: TACTICS
FEEDBACK WELCOME!
Help take Voyager: Tactics closer to the finish line! The core dice and game
systems feel more streamlined & complete than ever before.
Answer the Feedback Form, head on down to the Discord server, or drop a
comment on the Voyager: Tactics page if you have any and all feedback, or
even just stories! I love reading about other people's game groups &
experiences at their table. So even if it's about your players' characters or
cool stuff you did, or parts you find play smoothly vs. parts that feel clunky or
unintuitive, do send them our way.
VOYAGER: TACTICS 6
INTRODUCTION
CONTENTS
Quick Reference......................3 II - HOW TO PLAY 51
The Core Idea..........................13
What You Need......................52
Inspirations..............................15
Loadout & Gear......................53
Action Sequences.................55
I - VOYAGER Momentum.............................56
CREATION 17 The Map....................................57
Conditions...............................59
Creating a Voyager...............18
HP, Damage & KO.................60
Time & Rest..............................61
//FACTIONS
Inventory..................................63
EXDUS Operatives.................19
Heirs of Aeden........................21
Heir of Avalon..........................21 III - GM Tools 65
Armiger Orders......................23 Running Foes.........................67
Venator Academy.................25 0. Personality.........................68
Rai-Musha Bladeguard.......27 1. Archetype............................69
Bladeguard..............................27 2. Role........................................70
Night Fang Resistance........29 3. Tier..........................................71
Henshin Corps.........................31 3. Tier.........................................73
Martial Disciples....................33 Minion Group..........................74
Storm Childer.........................35 Gunner......................................75
Warrior......................................76
//SAPIENTS Tank...........................................77
Human......................................37 Marauder..................................78
Shardlander............................38 Officer.......................................79
Magoi.........................................39 War Pillar.................................80
Xylolith.....................................40
Kaibi............................................41
Ruaya........................................42
Orzlaty......................................43
Síoraí.........................................44
Amerusan................................45
Viemor......................................46
//REMAINING STEPS
Potentials & Epithets...........47
EX State....................................49
7 VOYAGER: TACTICS
VOYAGER: TACTICS 8
INTRODUCTION
You are a citizen of the New World, evolved by magic but unchangeably
human, joining others in the great journey to draw the new atlas of creation;
you are a VOYAGER.
9 VOYAGER: TACTICS
Voyager: Tactics uses tactical anime-flavoured combat focused strongly on
teamwork and synergy as you take on the challenges of the New World.
VOYAGER: TACTICS 10
INTRODUCTION
11 VOYAGER: TACTICS
"A new star watches over you."
Voyager: Tactics is a tabletop roleplaying game (TRPG) that focuses on anime-style
action and creative teamwork. Its gameplay is inspired from tactics and turn-based JRPG
titles like Fire Emblem and Persona, along with tile-based strategy games like Arknights.
VOYAGER: TACTICS 12
INTRODUCTION
I researched different TRPG systems > TRPG players who enjoy the tactile
across many genres to create Voyager: satisfaction of tactical grid combat, but
Tactics, taking elements from West not quite the bookkeeping & numbers-
Marches to GM-less games, and liberal tracking involved with it
inspiration from outside the TRPG medium
into the spheres of video games, anime > Homebrewers and GMs who want easy
and movies. tools for fighting lots of enemies at once
13 VOYAGER: TACTICS
FEATURE SUMMARY FOR TABLETOP VETERANS
GEAR AS DICE, GEAR AS STATS DEATH ON YOUR OWN TERMS
No stats at all. Your gear determines the No Voyager dies unless they choose to do
dice you roll for damage, movement, etc. so; defeat can often take on different
forms such as retreat or mission failure.
ROLL FIRST, THEN PLAN
You don't roll to determine a result; you roll BASE BUILDING
all your dice first, then strategise your (to be added in full version) Create and
actions around the results rolled. manage your own party's base of
operations where they conduct their
DAMAGE AUTO-HITS missions from.
Attacks automatically hit; damage must
be actively resisted or reduced. ROGUELITE ELEMENTS
(to be added in full version) Assemble
MORE CRUNCH, LESS NUMBERS your Voyage party and encounter relics
The main source of complexity is your and divine visitations on your journey that
party's abilities and how they interact with grant your party buffs and even curses,
each other, rather than granular modifiers resetting at the end of each Voyage.
and stats.
WEST MARCHES FRIENDLY
MINION RULES GMs may assemble huge game groups
Enemies are made with simplified stats to and freely coordinate different Voyagers
be fought in the dozens. If they're getting to explore the world, sharing your Voyage
mowed down, then the game is operating reports together in a shared game world.
as intended. Send in another wave. Fairly static numbers lets beginner &
veteran Voyagers party up without insane
disparities in HP or damage.
EPISODIC ADVENTURES
Mission-based structure suitable for
oneshots or transitioning into longform
narrative play.
VOYAGER: TACTICS 14
INTRODUCTION
INSPIRATIONS
WORLD
Base Building
> RWBY
> Arknights > Arknights & Arknights: Endfield
> Destiny > Hades & Hades 2
> Land of the Lustrous > Recettear
> Alchemy Stars > Potionomics
> How to Train Your Dragon > Minecraft
> Horizon: Zero Dawn > Fortresses, Temples & Strongholds by
> Shardbound WarlockHomebrew
> NieR: Automata > Idol Manager
Ability Design
> Overwatch
> Devil May Cry
> Blue Archive
> God of War
> Fate/Grand Order
> Legends of Runeterra
Exploration
> Etrian Odyssey
> Anthem
> Forbidden Lands
15 VOYAGER: TACTICS
ART DIRECTION PLAYLIST
Book Layout Chilling at Base
> Sekaiju no Meikyuu IV (Etrian Odyssey > shop (Arknights)
IV) Collection of Visual Materials > tech (Arknights)
> Destiny 2 user interface & PS4 skin > Take the Journey (Honkai Star Rail)
> BREAK!! RPG > Iwatodai Station (Persona 3)
> Heromedley's artwork
> Arknights user interface Exploration (Freedom)
> Pathfinder 2nd Edition Player Core
> Degenesis > Hills of Radiant Winds (NieR series)
> The Vagrant Path RPG > The End of One Journey (Frieren: Beyond
Journey's End)
> Downstream (Braid)
World Aesthetic > The Road of Trials (Austin Wintory)
> masaki_hirooka
> LIN+ Exploration (Mystery)
> Akitsu Taira
> Masahiro Tsukuba > Memories of Dust (NieR: Automata)
> ZhaoP > Copied City (NieR: Automata)
> Arcticcave > Maenam (Braid)
> Erhong1111 > Sis Puella Magica!(Yuki Kajiura)
> No33no/Susumu Maeya > Tartarus 1st Floor (Persona 3)
> Yoneyama Mai
> Anato Finnstark Combat (Regular)
> Piotr Jablonski Recommended for typical combat
> Omer Tunc encounters against regular foes and
> 68mo bosses.
> ORiHiRA_
> szmyu > King Vermin (Hades 2)
> SIXMOREVODKA > Basileus (Hiroyuki Sawano)
> hizani_ya > Unavoidable Battle (Persona 3)
VOYAGER: TACTICS 16
CHAPTER I
VOYAGER CREATION
17 VOYAGER: TACTICS
CREATING A VOYAGER
It's time to create Voyagers to answer the call for expedition!
You don't play as a nobody - you play as a great Voyager in the making, but who needs
experience to bring out their full potential. Picture yourself as your favourite character in a
gacha game or shounen anime: with your own individual quirks, fighting style and
appearance.
Recommended: make your characters together as a group, so you can discuss your
characters and how they relate to each other. Many of these options are recommended
to be taken by only one player each - making your Voyager the sole person with those
traits or skills, and therefore having a clear role within the group.
0. CONCEPT 2. SAPIENT
If you already have an idea for a Next, choose your Sapient, which is the
character, feel free ask your group with equivalent of your species or ancestry.
help to best represent them ingame. Each Sapient has its own Potential: a
special ability from your unique biology,
I want to make a badass
e.g. the Ruaya's Potential involves
samurai zombie girl who cuts swimming and moving in water; the fiery
things up with a katana! Amerusan's Potential involves surviving
and manipulating intense heat and flame.
VOYAGER: TACTICS 18
EXDUS
FACTION
OPERATIVES
AEDEN
ABOUT
Others call you: Operative, Soldier,
Trooper
PLAYSTYLE
> Ally mobility & positioning
> Taunting foes away from allies
TOUCHSTONES
> Operators - Arknights
> Titanfall
> Call of Duty: Advanced Warfare
> X-COM
> Warlock - Destiny
19 VOYAGER: TACTICS
You're an operative from EXDUS, specially trained to
tackle the wilderness of the World Beyond and
equipped with the most cutting-edge technology.
CORE TRAIT
TACTICAL POSITIONING
> Whenever you gain Momentum, give an ally you can see +4 Speed (Unimpeded). This
Speed must be used immediately or is lost.
> You may spend 1 Momentum to give both yourself & an ally +4 Speed (Unimpeded)
immediately.
PRESET GEAR
You may add the following gear to your Loadout.
VOYAGER: TACTICS 20
HEIRS OF
FACTION
AEDEN
AEDEN
ABOUT
Others call you: Heir, Spellblade,
Wielder, Eld's Chosen
Sometimes, your
weapon guides you
towards fulfilling this
greater purpose,
usually through a
strange feeling of familiarity or a
sense of nostalgia, as you resonate with
memories that are familiar, yet not entirely
your own.
PLAYSTYLE
> Multiple Attacks
> Map-wide Attacks & mobility
TOUCHSTONES
> Noctis - Final Fantasy 15
> Eclair - Kritika
> Leviathan Axe - God of War
> Thor's Mjolnir - Marvel
21 VOYAGER: TACTICS
You are chosen by the World Tree to wield an Origin
Weapon, a magical soul-bonded weapon forged from
its own bark.
CORE TRAIT
SOUL WIELDER
> Every time you gain or lose 2 Momentum, you generate a spectral copy of your current
Wield gear (must be Origin type). This adds +1 Wield die of that gear to your Loadout, and
carries over between rounds if not spent.
> You can spend 1 Wield die to instantly Rush to your Wield gear or a spectral copy of it on
the map. If there is a foe on or adjacent to that copy, Attack them, dealing damage.
PRESET GEAR
You may add the following gear to your Loadout.
VOYAGER: TACTICS 22
ARMIGER
FACTION
ORDERS
AEDEN
ABOUT
Others call you: Armiger,
Knight, Sentinel
PLAYSTYLE
> Reliable tankiness
> Resist crowd control
TOUCHSTONES
> Knights & paladins
> Reinhardt - Overwatch
> Titan - Destiny
> Defender - Arknights
> Warlord - Dungeons & Dragons 4th
Edition
23 VOYAGER: TACTICS
You are a knighted warrior hailing from one of the
numerous heraldic Armiger Orders of Aeden, always
charging into battle with valour.
CORE TRAIT
STALWART
> You have Adamant when you have 0 Momentum, and can spend 2 Momentum to gain
Adamant until the end of the round.
> You gain +1 Momentum for every Attack whose damage you fully negate with Adamant.
PRESET GEAR
You may add the following gear to your Loadout.
VOYAGER: TACTICS 24
VENATOR
FACTION
ACADEMY
AEDEN
ABOUT
Others call you: Venator, Prodigy,
Weaponshifter
PLAYSTYLE
> Air mobility & combat
> Air recovery
TOUCHSTONES
> RWBY
> God Eater
25 VOYAGER: TACTICS
You are a prodigy student of the Venator Academy,
wielding a massive transforming weapon to bravely
tackle any threat the World Beyond promises.
CORE TRAIT
LANDING STRATEGY
> You can Attack, Shoot or Load while Airborne, Launched or Displaced.
> You gain +1 Momentum whenever you become Airborne, Launched or Displaced.
PRESET GEAR
You may add the following gear to your Loadout.
VOYAGER: TACTICS 26
RAI-MUSHA
FACTION
BLADEGUARD
ALLIANCE CLANS
ABOUT
Others call you: Bladeguard,
Rai-Musha, Swordsman
PLAYSTYLE
> Parry & build Momentum
> Disarm melee & deflect ranged foes
TOUCHSTONES
> Yasuo & Yone - League of Legends
> Genji - Overwatch
> Longsword - Monster Hunter
27 VOYAGER: TACTICS
You are a retainer of the Alliance Clans, wielding blade
with mastery and noble intent to tame the World
Beyond.
CORE TRAIT
FORESIGHT
> When you have 0 Momentum, any Defiance you perform is automatically a Brave
Defiance.
> You gain +1 additional Momentum whenever you use Brave Defiance.
PRESET GEAR
You may add the following gear to your Loadout.
VOYAGER: TACTICS 28
NIGHT FANG
FACTION
RESISTANCE
ALLIANCE CLANS
ABOUT
Others call you: Shinobi, Assassin,
Night Fang
PLAYSTYLE
> Mobility & evasion
> Stealth Attacks
TOUCHSTONES
> Ninja & Shinobi
> Naruto
> Jigokuraku/Hell's Paradise
> Assassin's Creed
29 VOYAGER: TACTICS
The famed order of assassins and freedom fighters,
feared and hunted throughout the Alliance Clans,
opposing tyranny and injustice from the shadows.
CORE TRAIT
STEALTH
> You automatically enter Stealth when you have 0 Momentum, and can spend 2
Momentum to enter Stealth.
> If you KO a target while under Stealth, you may re-enter Stealth immediately at no cost.
PRESET GEAR
You may add the following gear to your Loadout.
VOYAGER: TACTICS 30
HENSHIN
FACTION
CORPS
ALLIANCE CLANS
ABOUT
Others call you: Idol, Hero, Henshin
PLAYSTYLE
> Mobility & tankiness
> Avoid combat when needed
TOUCHSTONES
> Tokusatsu series
> Sam - Honkai Star Rail
> Magical girl anime
> Idols & Vtubers
31 VOYAGER: TACTICS
You are a celebrity hero and member of the Henshin
Corps, spreading justice and lifting people's hearts
wherever you soar.
CORE TRAIT
FORM SWITCH
> You start combat in either in your civilian form or Henshin form. You can switch forms
as an Action Sequence, gaining +1 Momentum afterwards.
> When in your Henshin form, all damage you take is always reduced by a number equal
to your Momentum. When in your civilian form, foes do not target or Attack you until you
perform a hostile action or something significant to hinder them, or if you Form Switch in
their line of sight.
PRESET GEAR
You may add the following gear to your Loadout.
VOYAGER: TACTICS 32
MARTIAL
FACTION
DISCIPLES
ALLIANCE CLANS
33 VOYAGER: TACTICS
You are a wandering warrior and disciple of the martial
arts, humbly training yourself and bringing justice
where the hand of law fails.
CORE TRAIT
TRANQUIL TEMPEST
> When you take an Action Sequence, you always have additional Speed equal to your
Momentum.
> You can spend Momentum to Launch an adjacent foe, or Displace them up to 6 tiles
away; to successfully do this, spend an amount of Momentum equal to that foe's Size. This
does not deal damage unless they collide with solid terrain or another entity.
PRESET GEAR
You may add the following gear to your Loadout.
VOYAGER: TACTICS 34
STORM
FACTION
CHILDER
THE EYRIES
PLAYSTYLE
> Wide map control
> Area of effect damage & crowd control
TOUCHSTONES
> Magic archers
> Fantasy elves
> Destruction Runes - Skyrim
> Weiss Schnee - RWBY
35 VOYAGER: TACTICS
You are a childer of the Stormqueen hailing from the
highest Eyries, charged to spread Her esteemed name
to the untamed World Beyond.
CORE TRAIT
GLYPHS
> You can spend any Loadout dice to create a magical Glyph on any tile within your line of
sight. The Glyph is treated as a Low obstacle, grants cover and has Toughness 1.
> Any Size 1 foe on the Glyph's space is Immobilised until the end of the round, or if the
Glyph is destroyed.
PRESET GEAR
You may add the following gear to your Loadout.
VOYAGER: TACTICS 36
HUMAN
AWOKEN OF THE APOCALYPSE
SAPIENT
37 VOYAGER: TACTICS
SHARDLANDER
BANNERMEN OF THE CLOUDS
VOYAGER: TACTICS 38
MAGOI
PHYTOSAPIEN TELEPATH
SAPIENT
Prevalence: Rare. Only a few hundred Philo, Leaf, Meyri, Lumen, Io, Ninety-
named Magoi are known. four, Sprout, Sunny, Yomo
39 VOYAGER: TACTICS
XYLOLITH
PHYTOSAPIEN GUARDIAN
VOYAGER: TACTICS 40
KAIBI
SURVIVORS OF DUST
SAPIENT
Prevalence: Common. They are likely the Sura, Toshi, Konagi, Barbiegirl, Phanta,
most populous Sapient in the Known World Shi-nie, Nottbutter, Baby Q, Nibiru,
with many still unmet subspecies and Konnobun-Goomi, Nysoo, Numenore,
Clans beyond. Astaravista, Peggy Sixteen
41 VOYAGER: TACTICS
RUAYA
RIVER SPAWN
VOYAGER: TACTICS 42
ORZLATY
WANDERERS OF THE SKY
SAPIENT
POTENTIAL
Playing an Orzlaty
Sky Nomad
The Orzlaty come from far beyond the
Known World. They are highly valued as Trigger this Potential for a single feat
Voyagers not only for their natural ability involving flight: Saving an ally mid-fall;
to fly, but also because of their vast history preventing fall damage; ascending an
of having explored the World Beyond. enemy watchtower or flying up to a
nearby Shard, etc.
Be that as it may, Orzlaty have historically
been nomadic, taking their families and
homes with them into flight. It's only within
the safety of the Known World that many
Orzlaty families caught wind of this safe
haven and made it their new homes,
with hundreds coming into the New
World with each year. One of the
common sights in current day Aeden
is looking up at the World Tree and
seeing humble yet wondrous
traditional Orzlaty houses, and even
entire neighbourhoods built along its
marble-white surface.
43 VOYAGER: TACTICS
SÍORAÍ
ZENITH DWELLERS
VOYAGER: TACTICS 44
AMERUSAN
CHILDREN OF THE FIREGLASS
SAPIENT
45 VOYAGER: TACTICS
VIEMOR
SOULS OF ETERNAL LIMBO
VOYAGER: TACTICS 46
THE VOYAGE
When you invoke your epithet, you are Invoke your epithet to boldly pursue the
signalling to the GM and the world, "look at story and add more tension and fun to it.
me, this is why I earned this title!". You're not invoking it to say "I win/I solve
the problem", you are invoking it to say "I'm
E.g. Tsuki has the epithet Fleetfooted Fox. going all-in". You are taking a risk, and
It's a nickname she has due to her taking brief control of the narration to get
upbringing as an elusive troublemaker, the ball rolling.
always getting in and out of trouble
without a scratch. During the scenario, a
negotiation with a crime boss goes
FAILING FOR FUN
horribly wrong and a firefight breaks out. Remember: invoking your epithet is your
chance to narrate something fun, not just
Outnumbered and outgunned, Tsuki's succeed. You can intentionally fail an
party agrees to run rather than fight. She action or make something go wrong. You
invokes her epithet to take the spotlight: can cause chaos in-game, but make sure
you're never annoying or undermining the
real people playing alongside you. Make
Don't you know who I am? I'm
sure everyone is on board with your plan,
the Fleetfooted Fox! I jump
over these goons' heads and
or willing to see how things play out.
onto the crate, leaping to the
second floor! I'm aiming to
dive out the window! DELAYING AN EPITHET
Instead of choosing an epithet at
character creation, you can choose to
"Shoot her, SHOOT her!" The
discuss with your GM to delay your
crime boss yells and the other
epithet. Perhaps you think your Voyager is
gangsters fire wildly at you.
One bullet whizzes past your still too fresh to earn a title. The GM then
ear, then another, but they all takes note of this and, during play, allows
miss. You dance in a firework the events of the game and your
show of bullets as you dive out accomplishments to build your fame.
the window. You hit the ground
hard with a loud, glass- Once your Voyager has accomplished
peppered CRASH, taking fall something of worthy note, like defeating a
damage. In the chaos, your boss or causing a memorable moment,
distraction allows the rest of
the GM can then naturally give you your
the party to go unnoticed.
first epithet ingame. I recommend not
What do the rest of you do?
waiting longer than 1-2 sessions for this.
47 VOYAGER: TACTICS
GAINING EPITHETS Captain of the True North
A player can earn multiple epithets over You bear this title as the captain of a
their game's lifetime, but very few of them seafaring vessel, crewed by your fellow
(generally, never more than 3 total). party of misfits and mercenaries.
Epithets should be reserved for a
Voyager's proudest achievements, and You invoked this title in a meeting between
nothing less. It's the type of thing your the various pirate lords, who are now
group would talk about whenever you voting for their next leader. Are your past
reminisce about your game, or the deeds as captain enough to sway their
strongest memory you associate with your vote? All you can do is slam the table,
character. jump on top and boast like you've never
boasted before.
While you may hold multiple epithets at
once, as with the rules for Potential, you
can only invoke them once per mission. Unlucky But Alive
Since you were a child, you always found
EXAMPLE EPITHETS yourself in the worst situations, yet always
find a way out.
Iron Liver of Aventarn You invoked this nickname when you call it
to mind as the war machine's guns aim at
You are known across your hometown of
you. Nearby, the stone pillar right behind
Aventarn as an avid pub-goer, able to
the machine cracks and falters on its
beat anyone in a drinking contest.
base, having been damaged in the battle
prior...
You invoked this title during a close
drinking contest. Your opponent is on his
last legs and you make one final push,
knowing you will be knocked out cold right Gryphon Whisperer
after, too. You earned this title as a young squire
when you tamed a wild gryphon that was
held captive in your lord's estate.
Raiderbane
You invoked this title as your party lay
You earned this title by defeating a
surrounded by a group of hungry, hungry
prominent boss of a band of Raiders
hippogriffs, facing their leader with a
during your first mission.
soothing word and calm hand. Surely
hippogriffs are close enough to gryphons,
You invoked this title when meeting a
right...?
band of rival Raiders, not knowing if you'll
scare them off or make them even more
bloodthirsty. Even if you successfully
intimidate them, they may commit your
name and face to memory...
Thunderbearer
You earned this title as the wielder of the
famous weapon, the Thunderlance.
VOYAGER: TACTICS 48
THE VOYAGE
EX STATE
Choose one EX State (Pg. 56) at Voyager creation. Read and choose one (or discuss with
your table) that you think would best complement your group's dynamic in combat or
would best showcase the badass image you picture for your Voyager.
Do you want to be an unstoppable warrior throwing around foes like ragdolls? Choose the
Bull or Wyvern. Unkillable? Choose the Fortress or Immortal. A master of ranged combat?
Choose the Hunter or Gunslinger.
You do not need to choose one that directly matches your Faction's playstyle either; feel
free to mix and match! Take the Fortress as a Night Fang to increase your durability, or
the Shadow as a Bladeguard to benefit from Stealth.
49 VOYAGER: TACTICS
VOYAGER: TACTICS 50
CHAPTER II
HOW TO PLAY
51 VOYAGER: TACTICS
WHAT YOU NEED
IN PERSON DIGITALLY
VOYAGER: TACTICS 52
HOW TO PLAY
RANGE
The Attrition Rifle is also a ranged weapon,
with its range listed on its description. It
has Range 6, meaning you can Attack
targets up to 6 tiles away.
WEAR GEAR
Your Wear gear is anything worn, like
armour, cloaks or pouches. Wear Gear
determines your movement Speed, as well
as your Defiance. This time, let's look at the
Operative's Glider Cape as an example:
BRAVE DICE
Whenever you roll the maximum number
on your Loadout dice, pay special
attention to them! Any gear may have a
special Brave trait, which is whenever you
roll a max result on the dice.
E.g. you roll 2d6 from your Glider Cape,
getting a result of 3 and 6. You can use
E.g. if you roll your Attrition Rifle's dice and
them the following ways:
get a max result of 6, you can use its Brave
effect to Taunt an enemy.
53 VOYAGER: TACTICS
SPEED GEAR MODS
All Wear gear gives you Speed. If the gear Mods are enhancements you can add to
specifies a specific Speed gain, you gain your Wield or Wear gear. Combine a
that much. If there's no Speed specified, ranged module to your sword to make it
you gain Speed equal to your roll. into a gunblade, or even to your boots to
create bullet-firing greaves! Let's look at
You can spend your Speed at any time this Mod as an example:
during the round. E.g. 3 Speed lets you
move up to 3 tiles. You may choose to only
move 1 tile, meaning you still have 2 Speed
that you can use later. All Speed expires at
the end of the round.
DEFIANCE
All Wear gear gives you Defiance, which is
a way to avoid damage.
VOYAGER: TACTICS 54
HOW TO PLAY
ACTION SEQUENCES
Combat is divided into rounds. Players and ACTION SEQUENCE
foes do not act in a set turn order. The
player side always starts first, with some When you see an opportunity to do
exceptions: something and want to act, declare an
Action Sequence to the table and GM. You
> The party is surprised or ambushed. choose which Loadout dice to commit to
> The party is debilitated in some way. that Sequence, then execute it.
In such cases where the player side is Think of a Sequence like taking a "turn" -
disadvantaged, one foe the GM chooses you can even call Sequences as Turns if
always gets to perform a Basic or Special it's easier to picture that way. However,
Threat first completely uninterrupted, after you can take multiple Sequences per
which the players can act. round, not just one, so do take note of it.
The GM must accumulate Threat to act. I'm gonna walk up and attack!
Whenever the GM declares a Threat, the
players must let the Threat happen and
have their Voyagers react to them.
The guy is 6 tiles away, so you
need 6 Speed to reach him.
ROLL LOADOUT DICE
At the start of each round, all players take Yep, I'll just spend one of my
their Loadout dice and roll them. The Wear dice!
numbers rolled are then set aside and can
be spent as actions throughout the round.
Also, my Wield dice are a 5
and 8. I'm gonna use the 5 and
Alright, first round. Everyone Attack this guy! I'll save the 8
roll their Loadouts. Aestelle, do for later.
you have yours?
55 VOYAGER: TACTICS
MOMENTUM
EX STATE
When you reach 5 Momentum or higher,
your Voyager enters their EX State: Think of
Your Voyager can store and use it as an empowered "super mode" that
Momentum, which can be accumulated makes your Voyager more powerful. You
to increase your power during combat. remain in the EX State as long as your
Momentum is 5 or higher; this State ends
All Voyagers have a maximum capacity of when your Momentum falls below 5.
8 Momentum.
Your EX State is your buildup of power over
the course of a battle, which is expressed
GAINING MOMENTUM in different ways. Some Voyagers' EX State
Every time you finish an Action Sequence, lets them move faster, while others
you gain +1 Momentum. The more increase their damage. Use these effects
separate Action Sequences you take, the to roleplay your Voyager awakening to
more Momentum you build. their greater potential, entering their
unique, powerful flow state!
For example, you take a single long
Sequence and use all your Loadout Dice. While in your EX State, you can still gain
You can imagine by the end of it, running and lose Momentum. But if you spend a lot
and slashing everywhere without stopping, at once and fall below the EX threshold,
that by the time you finish, you've slowed don't worry too much. If your Momentum
down and need to recentre yourself. falls below 5, your EX State does not
Meanwhile, your ally instead has been disappear until the end of the round. This
taking short Sequences: they spend one to means you can still benefit from it for the
help you, one to reposition themselves entire round and take steps to regain
and one to attack, all at different points in Momentum to maintain it.
the round.
VOYAGER: TACTICS 56
HOW TO PLAY
THE MAP
The following are rules and details for AIRBORNE
conducting combat on the battle map.
An Airborne entity can cross any entity's
space, chasms, difficult terrain, as well as
TILES obstacles of any height, both Low and
High.
All combat is conducted on a grid map.
This map is made up of square tiles, and Airborne entities can also end their
all horizontal movement is measured by movement on top of Low and High
tiles. obstacles.
MOVEMENT
TOUGHNESS
Any entity can move through their ally's
space without being blocked. They cannot All obstacles have a Toughness value,
move past an enemy's space unless they which is a simplified form of HP for
are either Unimpeded or Airborne. inanimate objects & structures. To destroy
an obstacle, you must Attack it a number
UNIMPEDED of times equal to its Toughness value.
An Unimpeded entity can move through E.g. a wall has a Toughness of 3. It must
any entity's space, even those of enemies. take damage from three different
You can also cross the space of any Low damaging Attacks (melee or ranged)
obstacles, chasms & difficult terrain with before it breaks. A destroyed obstacle is
no penalties. then removed from the map completely,
or the GM may choose to have it leave
In the case of obstacles & chasms, you behind difficult terrain.
must have enough Speed to cross its
space, otherwise you cannot do so. Use the following guide to decide the
Toughness of objects on the fly:
57 VOYAGER: TACTICS
Toughness 1: Weak structures like plaster ELEVATION
walls, rickety fences & crates.
Instead of calculating vertical distances
Toughness 2: Somewhat sturdy structures by tiles, height is divided into increments
like solid wood furniture, packed earth or called Elevations. They are fairly abstract,
thin concrete walls. but can be used to determine how high
anything on the map is.
Toughness 3: Hard structures like metal
barricades & machinery, or castle walls. The ground level relative to you is
Elevation 0. For higher Elevations:
Toughness 4+: Very hard, important or
dangerous structures, like load-bearing ELEVATION I: From the ground to the
pillars, power cores or turrets. ceiling, approximately 6-10 feet.
VOYAGER: TACTICS 58
HOW TO PLAY
CONDITIONS
The following are a list of Conditions: BLIGHT
status effects (positive or negative) that
can be gained or inflicted on entities. A Blighted entity is afflicted with a
damage-over-time effect, such as
burning, acid, bleeding, electric shocks,
NEGATIVE CONDITIONS etc. They take a set amount of damage at
the start of the next 2 Action Sequences.
LAUNCH
A Launched entity is lifted into the air
unwillingly. They are launched vertically TAUNT
straight up, then fall to the ground. While A Taunted entity will only target the
Launched, the entity cannot take actions, source during combat. Melee entities will
unless they have a trait or action that lets try to move to the source, then Attack;
them act while Launched. ranged entities will attempt to get in range
of the source and Attack.
DISPLACE
A Displaced entity is forcefully moved
along the map. This could be a shove that
POSITIVE CONDITIONS
pushes them away; a latch that pulls them AIRBORNE/PROPEL
towards the source, etc. The ability's
description will denote what direction a An Airborne entity is willingly lifted into the
target can be Displaced towards. air, such as when flying, jumping or using a
propulsive blast. A Propelled entity is also
When a Displaced enemy collides with an moved forward in a straight line, based on
obstacle, solid terrain or another entity, the Speed rolled.
they take damage. The damage is a value
equal to their respective Size. Colliding
with an obstacle reduces its Toughness RUSH
by a number equal to the colliding entity's An entity with Rush can instantly move
Size. towards the target of Rush, ignoring
entities, obstacles or chasms in the way,
as long as they are within line of sight. Can
SLOW be blocked by solid terrain or walls.
A Slowed entity loses Momentum or
spends Speed as though walking through
difficult terrain. ADAMANT
An entity with Adamant is reinforced with
armour, magic, etc. Adamant reduces any
IMMOBILISE instances of damage by -10, and the
An Immobilised entity loses -4 entity is immune to forced movement like
Momentum. If at 0 Momentum, they being Launched or Displaced. When you
cannot move, but can Attack and take are hit with damage that exceeds your
other non-movement actions. Adamant, any leftover damage is dealt to
your HP and you become Staggered.
STAGGER
STEALTH
A Staggered entity is temporarily stunned,
off-balance or shaken. They cannot take A Stealthed entity is invisible, hidden or
any actions that round. If a Voyager is undetectable via sneaking, cloaking
Staggered, their Momentum immediately technology, magic, etc. Any actions in an
falls to 0 & all their remaining Loadout dice Action Sequence while Stealthed
are lost. automatically hit their target & deals
doubled damage. Stealth is immediately
removed after the Sequence is resolved.
59 VOYAGER: TACTICS
HP, DAMAGE & KO
HP KO
All Voyagers have 15 HP. This remains the When you drop to 0 HP, you get KO
same for pretty much the entire game. (Knocked Out). How you KO is up to you:
The only way to increase HP is through you may fall unconscious, or are just too
certain rare gear or Base upgrades (to be injured to fight any more. Regardless, a
expanded in the full rulebook). KO'd entity cannot move or take
meaningful actions, and requires
The intent is twofold: One is to keep assistance to move.
combat consistently tense and
dangerous. Voyagers are glass cannons: A KO'd Voyager can only recover HP by
you can dish out tons of damage and take resting at their Base, or by getting proper
out tons of enemies, and in some cases medical attention in a settlement. The
like Adamant, you can even take a settlement must be adequately equipped
surprising amount of damage; but one to heal you - a city or thriving town would
wrong move can always shatter your work, but not a tiny fishing village or camp.
notions of invincibility.
A KO'd enemy is removed from combat.
The second is to keep progression fairly They may die, flee harmlessly or become
static and horizontal across the board. incapacitated.
You don't have hundreds of HP by the end
of your campaigns, in fact you'll have
mostly the same amount as when you DEFEAT & DEATH
started. This keeps enemy damage fairly Death is not a necessary problem in
consistent too - weak enemies deal Vogager: Tactics, and is more up to your
consistently low damage, and powerful game group. Whenever you KO, you
enemies always hurt. always have the chance to recover as
long as you return to Base. This is meant to
encourage each mission being an
DESPERATION "episode" in your Voyagers' lives.
When a Voyager drops to 0 HP, they
become Desperate. Think of it as taking a If your group is comfortable with killing
heavy blow - you're hurt badly, but your Voyagers, then be prepared to make a lot
fighting spirit and will to survive is higher of backup characters. Go out in a blaze of
than ever. You're a hair's breadth away glory, and when you become Desperate,
from falling, but you're also much more make every action count!
dangerous.
Defeat can also be used to spice up your
While Desperate, you instantly recover games, as long as the KO'd player is on
from any hostile Conditions. When you board and retains agency: A KO'd Voyager
take Action Sequences while Desperate, could be captured by the enemy and
you gain +2 Momentum from each taken hostage - while their teammates
Sequence, instead of 1. regroup and plan their rescue, the GM can
follow the captured player as they plan
When Desperate, you instantly KO when their own escape.
you take any damage directly to your HP
(not damage reduced by Adamant or Alternatively, the party may also lose an
other means). advantage if they are totally defeated in
battle: a mission-important item may be
damaged or stolen in the crossfire; they
may lose track of a target; they lose
several timeslots of progress for a time-
sensitive mission, etc.
VOYAGER: TACTICS 60
HOW TO PLAY
61 VOYAGER: TACTICS
VOYAGER: TACTICS 62
HOW TO PLAY
INVENTORY
During your Voyages, you may encounter objects of interest that you take along with you,
usually a relic or object needed for your objective that you bring back to EXDUS HQ for
analysis, processing or archival. For this purpose, a simple Inventory system is used to
keep track of this.
BULK 4 Slots+
Each item has its own Bulk, denoting how Items of a high Bulk that occupy 4 slots or
many Inventory slots they occupy. The above cannot fit in your pack. These
larger or heavier the item is, the greater include heavy stone tablets, computers
their Bulk and the more Inventory slots and treasure chests. To carry them, you
they occupy in your pack. Once your pack need a LOQR.
is full, you cannot carry any more items.
63 VOYAGER: TACTICS
L.O.Q.R The LOQR has 10 Inventory slots like your
Voyager pack. However, it can fit any
Every Voyage Team in EXDUS has objects of Bulk 4 and above, storing them
clearance to carry one LOQR (pronounced safely and efficiently for transport. Any
“Locker”) - short for LOcalised weight beyond that disrupts the stability of
Quasidimensional Reliquary. It is a remote the pocket dimension, at which point all of
storage device used to facilitate long- its contents are expelled and strewn
distance travel by EXDUS operatives and randomly around the user.
to transport highly fragile and valuable Old
World relics. QUARTERMASTER
The LOQR is a small device that is normally Since only 1 LOQR is allocated to each
attached to one’s shoulder via a shoulder Voyage party, your party would designate
strap and is activated by a small wave of one Voyager to carry the LOQR, entrusting
the hand across the shoulder. Any item it and its contents to their care. This
that is held in the caster’s hands is kept in Voyager is called the Quartermaster.
an astral pocket dimension until it is
recovered with the same hand gesture.
MISSION ITEMS
Any items inside the LOQR are weightless. When starting a Voyage, your party can
The LOQR is bound to its user, so only the stock up on certain provisions like healing
user is able to access the LOQR’s contents salves and light sources from EXDUS HQ, or
unless forced open by powerful magic or along their travels. These would take up
hacking. space in your Inventory, so be mindful not
to fill your pack too much in the case you
may need the space for key items during
your mission, like relics or briefcases
containing important documents.
VOYAGER: TACTICS 64
CHAPTER III
GM TOOLS
65 VOYAGER: TACTICS
VOYAGER: TACTICS 66
GM TOOLS
RUNNING FOES
The following is a quick example of foe CHALLENGE, NOT KILL
design and statblocks that you as a GM
can use for your Voyages, to be fully When designing a combat encounter,
expanded in the full release version. Some think of it less as throwing monsters at the
general approaches when designing foes: party to overwhelm them (though you can
certainly do so, and a good old horde
battle is more than welcome), and more
RUNNING COMBAT like you're presenting them with a puzzle.
Make each encounter place them into a
This playtest is mainly concerned with
situation that they need to solve as a
getting a feel for how combat feels, so
team. Some examples:
your test games don't have to be anything
more than that!
> There is a large chasm and a wall of
spikes separating the party and a fortified
Create a ragtag group using the preset
group of gunners shooting them from afar.
sheets and jump right in. Give the players
a basic rundown of the mission, cook up
> The boss is sitting on a hill high above
some basic enemies using the templates
the ground, while waves of his Minions
given, arrange them on a map and drop
pour out to block your path.
them right in the action!
> The boss in the middle of the map is
EXAMPLE SCENARIOS unkillable unless you first aim for its four
> Answer a Relic City's distress call to cult leaders, each at a corner of the map.
defend it from a band of Raiders.
> A swarm of deathworms will
> Respond to a new sighting of continuously burrow underground and
Godshadows before they start spreading. attack from below. How do you get them
to surface without getting hurt?
> Repel a group of Sol Empire soldiers
attempting to stake their claim on an
independent Shard. FOE STATS
Foe stats in Voyager: Tactics are designed
to be as minimal as possible, so that you
NOT JUST DAMAGE as a GM have minimal bookkeeping to do
Think of ways to affect players other than and have the freedom to add more
just pure damage. Use Conditions against quantities and varieties of foes into a
them; create temporary barriers that split combat encounter. You can accomplish
them apart; use difficult terrain and this through the step-by-step foe creation
obstacles to force smart positioning. You process in the following pages.
may also choose to jeopardise their
mission's sucess instead, like stealing a
key relic or kidnapping an escort. DEFEATED FOES
Once a foe becomes KO'd, they
Aim to challenge them, but don't actively automatically run away, surrender, etc.
try to screw them over either. This can be and cannot fight. This also gives Players
a fine line to walk, but if a challenge leaves time to chase and restrain these foes if
players feeling more annoyed or needed. Otherwise, you may simply have
argumentative rather than fruitfully them fall unconscious or die and
discussing what to do, then consider immediately remove them from the map.
repurposing a challenge to have less
annoying mechanics or solutions that are
too difficult - sometimes a solution would
be obvious to you as the maker, but not so
for your players.
67 VOYAGER: TACTICS
0. PERSONALITY
Before combat even starts, you may want to determine the foe's personality. Some foes
may not need to be foes at all, and can often be reasoned with.
And even if combat should start, knowing a foe's personality allows you to vary their
approaches to combat and make it more interesting than just enemies mindlessly
charging at the party.
PRAGMATIC TERRITORIAL
Pragmatic foes will fight until enough Territorial foes will not fight until engaged
enemies are defeated, or they notice a or harmed first, or if they perceive you're
sizeable difference in strength or harming them or things they care about.
advantage (typically achieved through
the party's outnumbering them or KOing They will only fight the party to the extent it
their leader). will dissuade them from advancing on
their turf or quarry. When overwhelmed or
They will then either escape or surrender injured, they may escape or retreat back
en masse, which may force the party to to a lair.
give chase or capture them.
Examples
Examples
Wildlife, dragons, most non-Sapient
Raiders, mercenaries, hired guns creatures
HOSTILE SUBVERSIVE
Hostile foes will fight tirelessly until killed or Subversive foes will not engage the party
incapacitated. directly, preferring to set traps, harass
from afar or use hostages to dissuade the
Typical of highly indoctrinated fighters party from attacking.
who are loyal to a cause, or mind-
controlled entities. Programmed machines They may immediately abandon their post
also fall under this. once routed, surrender or throw
themselves with abandon when left with
They may also fight because they feel they no other options.
have no choice, such as protecting
something they deem important, or they Example
feel they have nowhere left to run.
Raiders, criminals, assassin groups,
Examples militia and guerilla groups
VOYAGER: TACTICS 68
GM TOOLS
1. ARCHETYPE
Firstly, choose your foe's Archetype. This is the type of lifeform or species the foe belongs
to, each with their own unique characteristics. Entities of a certain Archetype may
typically have traits that are shared between members of the same Archetype. For
example, all foes under the Elemental Archetype would use elemental attacks on players.
The following is a basic rundown of some main Archetypes. More detailed and expanded
Archetypes will be added to the rulebook over time.
SAPIENT DRAGON
Hostile humanoid foes that typically Intelligent, powerful creatures of the New
belong to any of the Sapient types and World, a cut above most hyperevolved
Factions in the Known World. These can be wildlife on Revenir. Dragons can be found
bandit Raiders, Sol Empire soldiers, Eyrie in many forms and habitats, from land-
assassins, etc. walking drakes, to aquatic wyrms and
flying wyverns.
WILDLIFE ELEMENTAL
Hyperevolved wildlife encountered in Magical, feylike creatures imbued with the
Revenir. These can range from pack living elements corresponding to certain
animals like wolves, to burrowing elements. Elementals of Tier I and above
deathworms and carnivorous plants. are able to inflict Blight on players using
their attacks.
GODSHADOW MACHINE
Chaotic manifestations of the Visages. War machines and automatons, many of
These can take almost any form, but are which are typically war instruments of the
recognisable by their amorphous, umbral Old World, reanimated by the World Tree's
appearance. These typically resemble magic or controlled by hostile factions.
humanoid, animal or other monstrous
forms, black as darkness with glowing Many war machines can reach large sizes,
eyes and exposed skeletons. such as spider tanks, and typically have
multiple parts like cannons and turrets
that can be targeted separately and
Broken in combat.
69 VOYAGER: TACTICS
2. ROLE
Secondly, choose your foe's Role. Being a tactics game, a battle shouldn't be just
composed of a bunch of melee fighters charging into battle, but, much like an army,
made up of multiple divisions and groups, each with their own specialties and roles in
combat designed to challenge the party in different ways.
FRONTLINE SKIRMISHER
Frontliners are straightforward: they Skirmishers are a varied, highly mobile
charge towards the closest party member role focused on disrupting the party and
and engage them head-on in melee. sowing chaos in their ranks. They can vary
from assassins who specifically aim your
Frontliners of the same type (e.g. ranged or wounded party members, or
swordsmen or spearmen) will prefer to cavalry that harass the party with hit and
stick together in close formation, i.e. on run tactics.
tiles next to each other. This makes them
tough to engage alone but very weak to Skirmishers will prefer to attack the party
wide sweeping attacks and areas of effect quickly, then retreating with their superior
like explosions. mobility, forcing the party to divide their
attention.
Frontliners have average stats for their
Tier, and are the yardstick other Roles Skirmishers have less defensive HP
will be compared to. They may KO in 2- than Frontliners, but more damage and
4 good hits. Speed.
BACKLINE TANKS
Backliners are artillery that shoot the The tank's sole goal is to force the party to
party from afar with ranged weapons, direct their attention and damage to
magic and other means. themselves, soaking up damage for their
weaker allies.
Backliners will prefer hiding behind cover,
far away from the party. If attacked or Tanks will prefer to get in the party's face
advanced on, they will often prefer to as much as possible and follow them
retreat to find a better position than to relentlessly, forcing them to choose
stay and fight. between getting away, or stay to fight and
risk being a target from other foes.
Backliners may have 10-20 HP less
than a Frontliner. On average, they KO Tanks have at least 2-3x the HP of a
in 1-2 good hits. Frontliner, and deal either equal or less
damage than a Frontliner. They would
also typically have different forms of
SUPPORT damage mitigation like Adamant,
Supports help their allies by making it regenerating HP or Shields.
harder for the party to defeat them. This
can be by healing and buffing them, or by
debuffing the party in various ways,
typically by inflicting Conditions.
VOYAGER: TACTICS 70
GM TOOLS
3. TIER
Thirdly, determine your foe's Tier. Higher Tier foes will have more HP and damage, and
access to more Threat abilities.
0. MINION I. SOLDIER
HP: 1 HP: 10-20 (around a Voyager's HP)
Average Damage: 1-4 Average Damage: 3-6
Tier I Abilities
Minions are extremely weak foes that are
meant to be mowed down by the dozens. Soldiers are rank and file foes that make
Throw them at the party to give a grander up the core of an opposition force. They
sense of scale and make their characters are typically slightly weaker than the party
feel powerful, cutting through waves and in HP and damage, and so you would build
waves of enemies to reach their them as simplified, weaker versions of
commander. player characters.
All minions have only 1 HP, i.e. they can be Soldiers are also normally Size I.
defeated with a single successful hit.
Soldiers gain access to Tier I abilities
Minions also spawn in groups. Typically, suiting that enemy type.
you would spawn them in groups of four,
all packed together (perfect for area of STAGGER: If Staggered, a Soldier cannot
effect damage). Whenever a minion group act or use any Threats until the end of the
takes their turn, they move and attack round. Players can utilise this to stun large
together as one unit, changing their crowds of foes to press their advantage.
formation if they need to fit into certain
spaces (i.e. through a 1 tile corridor).
71 VOYAGER: TACTICS
II. ELITE III. BOSS
HP: 30-60 (3-6x party's average HP) HP: Varies
Average Damage: 4-8 Average Damage: Varies
Tier II Abilities Tier III Abilities
Elites form the big, bad foes. In early levels, All bosses should optimally be different.
you may use elites as commanders of Some may be extremely weak physically
groups of enemies, only for the elites to be but have immensely powerful spells, or
later shown to be working for a more one with extremely high endurance but
powerful boss. They typically have loads of weak attacks. Not all bosses are just a big
HP. enemy that hits hard and soaks up
damage.
However, in many cases, elites may simply
be large brutes who may not command Bosses often have the most effective
their group, but certainly lead the charge, Threat abilities, usually letting them
forcing the party to plan around them. summon or command groups of other
foes at once. As such, inflicting Conditions
Some elites may be larger than normal that make the boss waste their actions like
foes and would be Size II or bigger. All Stagger are highly effective to keep them
elites have access to Tier I and Tier II in check.
abilities.
While making bosses powerful is
STAGGER: If Staggered, an Elite cannot use important so that they are not defeated
Special Threats, but may still move and easily, do keep in mind that the players still
use Basic Threats. If they get Staggered have to face any number of the bosses'
enough times or take enough damage underlings as well. So try not to give the
(every quarter or half HP), they get boss summon foe groups too often if they
Staggered like a Soldier would. still have a lot of underlings on the map.
Players can utilise this to strategically All bosses have access to every ability Tier,
Stagger your Elites before they can meaning they can use highly powerful
perform powerful abilities. Reward them abilities and can typically do anything
with a full-on stun when they deal enough their underlings can do, as well.
damage to it, or do something especially
impressive to disable it. STAGGER: Same as Elites.
VOYAGER: TACTICS 72
GM TOOLS
THREAT
Since players always have priority for Action Sequences, what's stopping them from
acting all at once and decimating your foes? You use Threat.
Whenever the players gain or spend Momentum, the same amount is converted into
Threat for you, which you can spend to move foes and activate certain abilities, or even
cause environmental disasters to happen.
> Every time a player concludes an Action E.g. the average Warrior type foe's
Sequence that spends only 1-2 Loadout damage is 4/1d6. You can either have
dice, you gain one use of a Basic Threat. them deal 4 damage every time they
Attack (give or take, so it can be 3 or 5 too
> If a player concludes an Action on occasion), or roll a 1d6 every time they
Sequence that uses 3 Loadout dice or deal damage.
more, you gain one use of a Special
Threat.
NOTES
> You can combine two uses of Basic > Have multiple groups of the same foe
Threat to get one use of a Special Threat. type present. Many foes have Special
Threats that let all units of the same type
> You may decide to have some Threat move & attack together at once.
charges ready before combat starts. A
general rule is a number of charges equal > Take note of Special Threats that affect
to the number of Voyagers (plus any GM- all entities. This means the foe can end up
controlled allies) in combat. damaging both friend and foe alike - this
is good. Let your players notice this and
strategise around baiting your foes into
TRACKING THREAT damaging each other.
To track Threat, have a ready supply of
tokens that you can use, such as chips, > Players will be avoiding a lot of damage
coins, paperclips or even dice. Separate - this is intended. A lot of your foes' attacks
them into two groups: Basic and Special. will be Defied or negated by Adamant.
You can have your tokens be different Since player HP is low overall, every bit of
colours, sort them into different piles, etc. damage prevented by them is a mounting
victory in itself.
73 VOYAGER: TACTICS
MINION GROUP TIER 0
HP RANGE
1 6 (if ranged)
SPEED DAMAGE
6 1 Size 1, occupies
multiple tiles
BASIC THREATS
Each minion group can only attack in
either melee or range. Choose whether
they attack using Strike or Shoot. If Strike,
they can only attack adjacent targets. If
Shoot, they can only attack when behind
some form of cover - otherwise, they find
another piece of cover or they run away.
ATTACK
The entire minion group Moves as a single
unit, up to their Speed. They will then
attempt to Strike or Shoot a Voyager in
range.
Strike
Each unit in the minion group attacks a
Voyager if adjacent, dealing 1 damage per
hit.
Shoot
Each unit in the minion group attacks a
Voyager within range, dealing 1 damage
per hit.
VOYAGER: TACTICS 74
GM TOOLS
GUNNER TIER I
HP RANGE
8 8
SPEED DAMAGE
6 3/1d4 Size 1,
occupies 1 tile
BASIC THREATS
Will seek cover and Shoot, prioritising the
frontmost Voyager. If engaged in melee or
cover is destroyed, they will retreat to the
nearest cover or attempt to run away
while firing.
ATTACK
The foe moves up to their full Speed &
seeks cover, if available, & Attacks a
Voyager within range, dealing damage.
BOLT
When forced into melee, the foe attacks
adjacently, then runs away. This damage
is weaker (reduce it by half, rounded
down), and they can only run away at half
their Speed.
75 VOYAGER: TACTICS
WARRIOR TIER I
HP RANGE
15 1 (melee)
SPEED DMG+VAR
8 4/1d6 Size 1,
occupies 1 tile
BASIC THREATS
Will seek the nearest Voyager and Strike.
These guys are uncomplicated - they'll
keep attacking the same target until
commanded otherwise. They may fight
until defeated, or run away if they're the
more evasive/sneaky type.
ATTACK
The foe moves up to their full Speed,
seeking the closest Voyager. They then
Attack adjacently, dealing damage.
EVADE
The foe avoids a Voyager's melee or
ranged Attack. Any foes directly adjacent
may also benefit from this. Based on the
flavour of foe, they also perform an
additional action afterwards:
VOYAGER: TACTICS 76
GM TOOLS
TANK TIER I
HP RANGE
30-50 1 (melee)
SPEED DMG+VAR
6 5/2d4 Size 2, occupies
2x2 tiles
BASIC THREATS
Will seek the largest group of Voyagers
and attempt to get as much of their
attention as possible. They will keep
fighting until felled, taking damage for
their weaker compatriots.
SWEEP
The foe moves up to their full Speed,
seeking Voyagers to fight, then Attacks in
melee.
RAM
The foe charges up to their full Speed in a
straight line. The first entity hit at the end
of its charge takes damage and is either
Launched or Displaced (4). Deals 3
Toughness damage to any obstacle it
collides with.
77 VOYAGER: TACTICS
MARAUDER TIER I
HP RANGE
16-20 1 (melee)
SPEED DMG+VAR
12 6/2d6 Size 1,
occupies 1 tile
BASIC THREATS
Will seek any Voyager and attack. They
rarely stay stationary for long, often
retreating to target someone else after.
This is also to prevent any one Voyager
from taking too much damage at once.
ATTACK
The foe moves up to their full Speed,
seeking the closest Voyager. They then
Attack adjacently, dealing damage.
EVADE
The foe avoids a Voyager's melee or
ranged Attack. Any foes directly adjacent
may also benefit from this. Based on the
flavour of foe, they also perform an
additional action afterwards:
VOYAGER: TACTICS 78
GM TOOLS
OFFICER TIER I
HP RANGE
18 8
SPEED DMG+VAR
8 3/1d4 Size 1,
occupies 1 tile
BASIC THREATS
Will hide behind other foes, giving them
orders. When engaged, they are still fairly
competent in combat and cannot be
underestimated.
ATTACK
The foe moves up to their full Speed &
seeks cover, if available, & Attacks a
Voyager within range, dealing damage.
SKIRMISH
When forced into melee, the foe can fight
in melee, dealing its normal damage. If
they successfully damage the target, they
can move up to their full Speed.
79 VOYAGER: TACTICS
WAR PILLAR TIER I
TOUGHNESS RANGE
4 Size 7 area
SPEED DAMAGE
0 N/A Size 1,
occupies 1 tile
PASSIVE FUNCTION
Propaganda
Empower Swords Every round start
All foes in its area can immediately Move,
Passive then Attack.
While in the area, foes' damage dealt are
doubled.
Replenish
Shatter Arrows Every round start
All foes in the area restore +10 HP.
Passive
Destroys all incoming projectiles in range.
Force Wave
Shield Aura Every round start
All Voyagers in the area are either
Passive Displaced 5 tiles away, or pulled 5 tiles
While in the area, non-minion foes take -5 towards the centre.
damage.
Evil Eye
Subjugation Aura
Every round start
Passive A target Voyager (usually the furthest)
Area is difficult terrain for Voyagers. takes 10 damage, regardless of distance
or line of sight.
VOYAGER: TACTICS 80