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Corespace

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41 views8 pages

Corespace

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Universal rules

 You may only shoot a heavy weapon and nothing else


 You may not use a weapon more than once a turn
 You ma not have above 20 of any stat
 You may only carry 3 items, and additionally wear only 1 item. A belt and jacket blades do not
count as items for this purpose. A heavy weapon counts as 2 items.

Equip

 Everyone starts with one small piece of equipment


 There are 3 random objects on tables/furniture
 There are 4 items/player in cargo crates

Guns

Strength rerolls add to dex

Symbols:

 Bullet, energy, or gear means one shot. Two of them mean two shots
o Bullet: roll a d8 for each symbol. For each 8 take 1 wound
o Gear: no damage
o Energy: roll a d6 for each symbol. For each 5+ take 1 wound
 Energy weapons may be recharged by reactor
 Crossed off bells mean no noise is generated in that sector. If no noise is generated in a sector
and they cannot see anyone, robots do not go near it and go a random way.
 All guns without crossed out bell make noise
 Smaller numbers are blast. 314 means s-3 in 0, s- 4 in 1, s- 1 in 2.
 Infinity symbol means infinite ammo
 A person with a lighting bolt means it does one damage automatically.
 Long weapons have long range, all others, except grenades, have short range.
 Throw grenades using str. For each 4+, it goes 2 squares. Use dex to hit. Scatter if missed.

Melee weapons

Add to dex add to str rerolls


Armor

health extra slots add to dex


Other equipment

Search

 No penalties for lights off


 May pick up item of choice from a crate
 Worth: 1000 credits

Repair

 May be used to clear 1 objective, except cargo doors and reactor


 +1 to tech roll
 Worth: 1000 credits

Hack

 May be used to clear 1 objective, except cargo doors and reactor


 May be used to hack one robot if a successful close combat attack is made on an undamaged
robot. The attack must be equal to the robots HP
 Worth: 2000 credits

Breach

 May be used to clear any objective


 May open or close 1 door of choosing (infinite use, no doors that have been broken down)
 Worth: 3000 credits

Ship parts

 May be used to clear 1 objective, except cargo doors


 Worth: 2000 credits

Credits

 Take up a slot
 Guns are worth 1000-2000 credits
 Heavy guns are worth 2000-5000 credits
 Armor is worth 2000-3000 credits

Raw Blue

 Worth: 5000 credits


 Energy weapons of bearer have ∞ characteristic
 May be spent to fix 2 objectives of any kind except cargo doors
Buying phase (d10 turns)

Level 1

AI:

 Red(roll for each room entered or in line of sight that is unoccupied):


o Blank: no robots spawn
o Star
 Black dice
 No face: no robots spawn
 One face= 1 sm robot
 Two face= d6
o 1-3= 2 sm robots
o 4+= 1 heavy robot
o Warning sign
 D6:
 1-3: d6
o 1-3= 2 sm robots
o 4+= 1 heavy robot
 4+: d3
o 1-2= lights out: Go to 1 random objective to fix. For each 2+ on
wits, see 1 square
o 3= gas leak: go to 1 random objective to fix
 All players loose 1 hp/turn it is not fixed on a 4+ on a d6
 Ends when 2 heavy robots are defeated

Trading phase (d8 turns) once robots are cleared, no more spawning
Level 2

AI:

 Red(roll for each room entered or in line of sight that is unoccupied):


o Blank: 1 sm robot spawns
o Star
 Black dice
 No face: 1 sm robot spawn
 One face= 2 sm robots
 Two face= d6
o 1-4= 1 heavy robot
o 5+= 1 assassin robot
o Warning sign
 D6:
 1-3: d6
o 1-4= 1 heavy robot
o 5+= 1 assassin robot
 4+: d6
o 1= lights out: Go to 1 random objective to fix. For each 2+ on
wits, see one square
o 3= gas leak: go to 2 random objectives to fix
 All players loose 1 hp/turn it is not fixed on a 4+ on a d6
o 4: lights out: Go to 2 random objectives to fix. For each 2+ on
wits, see one square
o 5: reactor leak: Go to 1 objective in the reactor room to fix. Each
turn characters suffer a s-1 hit on a 3+. In the reactor room,
suffer 1 damage/turn
o 6: cargo door lock malfunction: Go to 1 objective. If not reached
in 3 turns, the cargo door opens, and all things and people in
the cargo bay are sucked into space, then it closes.
 Ends when assassin is defeated

Trading phase (d6 turns) once robots are cleared, no more spawning
Level 3

AI:

 Red(roll for each room entered or in line of sight that is unoccupied):


o Blank: 1 sm robot spawns
o Star
 Black dice
 No face: 1 sm robot spawn
 One face= 2 sm robots or 1 heavy robot (d6)
 Two face= d6
o 1-3= 1 heavy robot
o 4+= 1 assassin robot
o Warning sign
 D6:
 1-3: d6
o 1-4= 1 assassin robot
o 5+= 1 live 1 one
 4+: d6
o 1= lights out: Go to 2 random objectives to fix. For each 2+ on
wits, see one square
o 3= gas leak: go to 2 random objectives to fix
 All players loose 1 hp/turn it is not fixed on a 4+ on a d6
o 4: lights out: Go to 3 random objectives to fix. For each 2+ on
wits, see one square
o 5: reactor leak: Go to 2 objectives in the reactor room to fix.
Each turn characters suffer a s-1 hit on a 3+. In the reactor room,
suffer 1 damage/turn
o 6: cargo door lock malfunction: Go to 2 objectives. If not
reached in 3 turns, the cargo door opens, and all things and
people in the cargo bay are sucked into space, then it closes.
 Ends when live one is defeated
White (roll for each unengaged on board unit):

o Footprints: move random direction till target identified


o Explosion: head towards nearest noise
o Eye: move random direction unless players are in line of sight
o Person: move towards nearest person
o Card: move towards nearest objective (reroll if none is present)
o Live one: move toward nearest boss or large group

Objectives:

 Spawn in random room


o Drop on board, then scatter
 Roll red dice for objective

Player Character stats

s- d12 (round to get 20)

dex- d12 (round to get 20)

wi-d12 (round to get 20)

hp-d8 (no max, at least 3 hp)

sp-d6 (at least 3 sp)

ab- If I decide
Small robot

s- 6

dex- 8

hp- 1

sp- 3

Gun: 1 1 0, 1 shot

Heavy robot

s- 12

dex- 8

hp- 5

sp- 3

Gun: 2 1 0, 2 shots

Assassin

s- 8

dex- 20

hp- 3

sp- 6

2 1 1, 2 shots

Live one

s- 8

dex- 8

hp- 4

sp- 4

magic- 20 (healing, deflecting, breaking, hurting, or causing disaster). Only 2 times/turn

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