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