100% found this document useful (1 vote)
143 views32 pages

Battlestations 20 Quickstart

Uploaded by

caballero.warcry
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
143 views32 pages

Battlestations 20 Quickstart

Uploaded by

caballero.warcry
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/ 32

Jeff Siadek

Second Edition

Rules of Engagement
Quick Start Guide

Dani Hernandez (Order #19749290)


2 Introduction

Welcome to Battlestations!
You and your crewmates take roles aboard a starship to Introduction..............................................2
conduct missions filled with danger and adventure. One
player assumes the special role: The Enemy. They aren’t part Overview................................................... 3
of the crew at all: they operate the game system, enemy
characters, and the rest of the universe. Setting Up.................................................4
This guide contains a complete campaign set at the dawn Character Cards........................................ 6
of the Galactic Civil War. By playing the eight missions in
order, you’ll learn all of the basics of Battlestations. The Ship Modules............................................7
idea is to teach only as many rules as you need as you go
along so as not to overwhelm beginners. Before your first Starship Combat....................................... 8
game, you only need to read up until Mission #1, but you
may want to read ahead. Melee Combat......................................... 9
QUICK START

The Universal Republic is trying to stamp out a growing Playing the Game..................................... 10
rebellion. Our heroes’ journey begins at a starbase near
New Antarctica. They’ve tried to remain politically neutral Missions....................................................12
up until now, but suddenly find themselves
drawn into the conflict.... Rebellion.......................................... 12
The setup procedure over the next few pages will describe First Contact..................................... 14
what you are using as you prepare the game for play.
Showdown........................................18
Battlestations © 2017 Jeff Siadek. Battlestations is trademarked
by Jeff Siadek. All rights reserved. Ghost Ship........................................ 20
Battlestations was created by Jeff Siadek and Jason Siadek.
Dark Data......................................... 22
Game Design: Jeff Siadek
Production: Joey Vigour
Art Direction: Dan Blanchett
Breakout...........................................24
Box Cover: Alfredo Lopez, Jr.
Illustration: James Olley Gotta Getta Bigger Boat................. 26
Module Art: Steve Hamilton
Additional Art: Richard Iorio II Mindfield.......................................... 28
Sculpts: William Tombs, Ben Misenar, Sagar Kinkar and
Bob Gallagher Ship Registry / What’s Next?....................30
Game Development: Neal Sofge (Fat Messiah Games)
Index.........................................................31
Special thanks to: Cy at LongPack, Halley Kim, Rob Koch and
Michael Macheda. Action Summary....................................... 32
Lead Playtesting: Mario Acuna

Playtesting: Dennis Lien, Sergio Alvarez, Rich Buschkoetter, Bridget


Acuna, Kyle Barry, Tom Barry, Jonah Johnson, Anthony Bruccolieri,
Kenneth Williams, Bryce Whitacre, Chris Williams, Bryan Daniels,
Christopher Duemling, Paul Wastney, Nico van Rijn, Wolly Schapf,
Christina Williams, Chris Carlson, Jason Orman, David Gaidasz, Adam
Parra, Kirby Young, Matt Lopshire, Stephan Corniuk, Jim Sweeney, David
Brause, Dave Eggiman, Matt Meloan, Trevor Forrest, Brandon Dills, Lou,
Carlton Bale, Dean Cress, Richard Glover, Troy Bartholomew, and Kosta.

Battlestations is dedicated to Eryl Jane Siadek. One universe is


not nearly enough for you, my dear.

Go to gorillaboardgames.com/battlestations for questions,


comments, errata and tutorial videos.

2 BATTLESTATIONS QUICK START GUIDE

Dani Hernandez (Order #19749290)


Overview 3

Approaching the Game Getting Started


Battlestations is a boardgame with a strict turn structure This booklet has 8 missions. Play them in order. Some
and definite mission objectives. Battlestations is also a scenarios have sections marked Enemy Eyes Only that
roleplaying game, where your continuing characters grow should only be read by the Enemy player.
in power with actions that affect the
ongoing campaign. The player who best understands the game should
play as The Enemy. The Enemy will make rulings and
You will learn about the components control mission elements, enemy characters, dangerous
as you set up for the first game on the environments, and obstacles. The other players each select
next page. one of the pre-generated characters. It is recommended to
have a good mix of characters from all 4 professions.
Each player will select a character as
their hero except the Enemy player You’ll set up by laying out a starmap and building ships
who controls the rest of the universe according to the mission details.

QUICK START
and works against the others.
Place the miniatures for the heroes as listed in the mission
For your first game, don’t select a character marked briefing. Each miniature should get a base that corresponds
ADVANCED. If you have fewer than 4 players (plus the to the color on their card to remind you of their profession.
Enemy), use Bots to fill the unused professions. See page 11
for bot details. Issue each player starting equipment and Luck tokens as
indicated on their character sheet. For now, don’t bother
After you are all set up, you’ll follow the Sequence of Play tracking whether equipment is stowed or is in characters’
below until a mission end condition has been met. hands. Let’s get started with the first mission.

Sequence of Play
1 Ship Movement
Move ships a number of hexes forward equal to their speed.
Note that this happens regardless of whether the Helm is
crewed or even functional. There are no collisions.

2 Missile Movement / Resolution


Move each missile up to 6 hexes toward its target. After all
missile movement is completed, each missile resolves.

3 Character Actions
Heroes and their bots move and take an action in order
of their choosing but each character must complete their
action before another can begin theirs.

See the character actions section on page 10.

4 Enemy Actions
Enemies move and act in order of the Enemy player’s
choosing just like the heroes do.

5 End of Phase
6 Begin New Phase

BATTLESTATIONS QUICK START GUIDE 3

Dani Hernandez (Order #19749290)


4 Setting Up

Components of the Game


This section examines the game’s components and how to
prepare for your first mission, Rebellion, on page 12. You
will want to read this guide up until page 12, then keep the
back page handy as a reference.
ZOALLAN MEEKS

TOID
1 7 HUM
N AN
A
15
ELEPH
4 6 1 6
3 10 9 1
1 8
0 5 6 1 5
1
Character Cards
8
1 0 6 3
0 4 6 7
1 3 3
0 2 8
4
Each player selects 1 character (not “ADVANCED”) of a 0 BdbrbceetALIEN Krrrh 6

H ALIEN TY: Carapa nts ABILITY 2


different profession: Marine, Pilot, Engineer, or Scientist. rA A l ArmRedo uce all damage by 2 6-1EQ),UIP Acun
1 r, ABILI poi Fre.e claw att : Ferocious, Claw

Brr: Huge, Natura EQUIPMENT: BlaTYste: Dor (2d


dKit ack using 1d6. ALIEN 1d6
MeME
NT: Blaste Re ABILIT
r (2d6-1), roll both di Y: Willpo
a
ctorSP
(6)ECIAL AB EQArmor ce in wer
IT Y lKitAL AB
SPoECI
ILI ILITY: De
ath Strike UIPMENT: profes
NA
BIL res. sion
qua 6-1), To r
SPEC Blast
er (2d6 al skill chec
ALIE 1d6 nt s d IAL A
jace r (2 ger
BILIT
Y: Stea -1), Armor ks.
Tusk s all ad Blaste ig SCIENTIS
T
QUICK START

: R dy Han
Slag MENT Y: Ju
ry MARIN ded
EQ U
IP ILIT E
L AB EER
P E CIA IN
S EN
G PILO
T

45 Character Cards

Miniatures
Each player selects the corresponding miniature
for their character. Snap on a base to match your
profession color.

44 Character Miniatures

48 Ship Modules

9 Dice
Ship Modules
Arrange the 9-module starbase (above) and heroes’ ship
(Phase Die)
(right) as shown here.

Place the hero miniatures anywhere in the Cargo


A CHECK consists of rolling 2 dice and trying Bay. Place human enemies on the heroes’ ship at the
to hit at, or above, a difficulty number. battlestations as indicated, as well as the enemy bots
A REROLL lets you roll one of the dice again. on the starbase as shown above.

4 BATTLESTATIONS QUICK START GUIDE

Dani Hernandez (Order #19749290)


Setting Up 5

Contents of the Game

Counters
After you punch the counters from the 3 counter
sheets, place the starbase token underneath the
starship miniature on the starmap, as shown below.

QUICK START
150 Small 1” Counters
12 Large 2” Counters
KARM
A

Plot Twist Deck


LO T Set aside the Plot Twist cards, Phase Die,
P
T W
I S T All su
b
heroe sequent lu
unused Character Cards, Promo Cards and
s
pad of 50 Character Sheets for now. They’ll
ck sp
Luck during th e
th is pha nt by the
subse e Enemy se be
quen ca come
t pha n use in
be used in future games.
s
ses.

At an
y time.

55 Plot Twist Cards

4 Starmap Boards
+ 1 Starship Miniature

Starmaps & Starships


10 Glass Beads
Select any map board and place it on
the table with the non-asteroid side
face up. Place the starship miniature
on a hex near the edge of the starmap
facing the opposite edge.

BATTLESTATIONS QUICK START GUIDE 5

Dani Hernandez (Order #19749290)


6 Character Cards
1 MEEKS

{ }
1 6
4 8
2 1 8 5 DEATH STRIKER
1 6 Your unarmed or natural weapon
attacks may force the target to make an
0 2 Athletics check of 8 or die.
You may add +3 to the target number
Character
Krrrh Name
for your attack for each +1 to add to the
target number of the victim’s Athletics
3 ALIEN ABILITY: Ferocious, Claw 1d6 check.
Free claw attack using 1d6.
QUICK START

6 EQUIPMENT: Blaster (2d6-1), Armor


SPECIAL ABILITY: Death Striker 4 4
7
MARINE

1 Species 5 Attributes
Your body type is used in determining your attributes on These numbers already take into account your character’s
the right and gives you an Alien Ability. Skills, Species, Rank (of 1) and Special Ability.

Move — the number of squares you can go during


2 Skills your move action (no diagonals).
Athletics — determines how much you can carry (1 Hit Points — the amount of damage you can take
object more than your Athletics, so this guy can have 2 before becoming unconscious. If you get 6 more than
items). It is also used to resist disintegration and stun. this you die – but your clone will replace you after
the mission (see page 11).
Combat — used for personal attacks and to operate
ship’s weapons. Target Number — what others need to roll in a
Combat check to hit you.
Engineering — used to pump Engines and repair
modules. Luck — the number of free rerolls you get each
mission on your skill checks, ship survival checks, or
Piloting — used to operate the Helm and use a JetPack.
damage you would take.
Science — used to operate Science Bay, Teleporter,
Hands — you must have a free hand to operate
Hyperdrive, as well as heal people with a MedKit.
battlestations.

3 Alien Ability
6 Equipment
Each species gets a unique ability. In this case, you get 2.
Detailed on page 10.
This character has a “claw” you can attack with that deals
1d6 of damage. You also get a free attack with that claw
once each Phase. 7 Profession
You get a free reroll on skill checks to take actions within
4 Special Ability this skill. Note the Marine’s red color indicates you get a
reroll using the red modules (Cannon and Missile Bay) and
For each Rank you have (everybody starts at Rank 1) you get
personal weapon attacks. You may only reroll one of your
1 special ability that bends the rules of the game, such as
dice for skill checks of your profession, NOT DAMAGE.
Death Striker.

— turn the card over to see ability detailed on back.


6 BATTLESTATIONS QUICK START GUIDE

Dani Hernandez (Order #19749290)


Ship Modules 7

Ship Control Card


Use a ship control card for each ship in the mission. Place
the color coded glass beads on it to mark the speed and all
power levels at 1. Ignore “OOC” for now.

Battlestations
Battlestations are digital kiosks or consoles in a ship
module used to control ship functions. They are indicated
as the squares with a 5 pointed star. We’ll learn more about
other modules during the missions as they become relevant.

Helm

QUICK START
Flying the Ship
Once in motion, ships continue to move whether someone
is at the Helm or not. At the start of each Phase, a ship
moves a number of hexes equal to its speed, in the
direction it is heading.

If you want to change the speed or heading of the ship, take 䠀䔀䰀䴀
a piloting action at a Helm battlestation. The difficulty
of this is double the ship’s speed +6. Success changes the
speed by one or the heading by one hex side. This costs
one Helm power regardless of whether the action was
successful.

Before you roll, you can add +3 to the difficulty to make the
maneuver more effective (turn one additional hex or gain
one extra speed). 䔀一䜀䤀一䔀

Engine Your character must


Pumping Power be at the appropriate
Battlestation in order
If you want more power for your ship, you to operate a Ship
need to make an Engineering skill check at Module.
an Engine battlestation at a difficulty of 8 to
gain 1 power.

Before you roll, you can add 3 to the difficulty to get 2


power instead. Failure yields no power. You can put this
power into Helm, Guns, or Shields as you like. You can
transfer power in the same way.

Cannon
䌀䄀一一伀一

Ship Attacks

This is how you put the hurt on enemy targets. To fire the
Cannon, spend a Guns power at a Cannon battlestation and
make a Combat skill check . The difficulty to hit a ship is
the range in hexes plus double their speed.

The difficulty to hit a missile is the distance plus 12. If you


hit a missile, you destroy it.

BATTLESTATIONS QUICK START GUIDE 7

Dani Hernandez (Order #19749290)


8 Rules of Battle

Starship Combat
Hit Allocation Damage Effects
In the basic game all ship weapons can shoot in all The first die lands in the first module and each additional
directions and hit other ships in the side that makes the die (in order) hits the next module so you’ll have a 4
most sense. If two ships are facing one another, they’ll applied to the Helm and Life Support and a 2 applied to
probably shoot each other in the front. Do not try to go toe the port engine. The extra dice spill past the silhouette and
to toe with a larger vessel! deal 1 point of damage each. The dice that land on modules
deal their full value in hull damage (see Hull Damage
When a ship’s weapon hits, you’ll have to determine exactly below).
where it hits. select a column or row on the appropriate
side of the enemy ship to determine where the shot rips A die result that is a 4, 5, or 6 breaks the module and deals
through and roll 2 dice for hit allocation. If the result is a 2 dice of personal damage to each of the occupants. A die
“7” you hit exactly where you intended. If the number is result of “1”, “2”, or “3” does not break the module but does
QUICK START

lower, your shot is further to deal 1 die of personal damage


the port (left) or forward side 2-5 6 7 8 9-12 to the occupants. Each die that
of the ship, or if the number misses the silhouette deals only
is higher your shot is further
2-4 1 point of hull damage. For now,
starboard (right) or aft. a module can have at most 1
broken marker.
The example here assumes 5
you select the center line for Broken modules will not
your shot. If you are shooting function. A broken Helm means
from the front (consult the your ship can’t maneuver. (It will
pink arrows) and roll a 2,3,4,5 still move because moving does
or 9,10,11, or 12, you miss 6 not require a module action; you
the silhouette and only deal only need the Helm to change
1 point of damage per Guns speed or heading.) Let’s hope it is
level. On a roll of a “6” from pointed in the right direction!
the front, your shot applies
to the Helm and (if strong 7
enough) blows through to the
Repairs
Life Support and port Engine. A repair action (from anywhere in
the module) with an Engineering
skill check at a difficulty of 11
Shields and Damage 8 removes a broken marker from
Suppose a ship with 5 Guns that module.
power is hitting the human
ship with 3 Shields power,
pictured here from the front
Hull Damage
9
in hit allocation 6. Roll a total Hull damage is a measure of
number of dice equal to the the total wear and tear on your
firing ship’s Guns power and vessel. To take damage, total up
the target ship’s Shields power, 10-12 the damage dice that affected
then take away a number of modules, plus one point for
the highest dice equal to the target ship’s Shields. each die that missed the silhouette of the ship. You need
to perform a hull check each time it takes damage. The
For example, a ship with 5 Guns power is targeting the
difficulty is the hull check number (see the chart to the
human ship with a Shields power of only 3. Roll 8 dice and
right) minus the size of your ship. If you fail, your ship
take away the highest 3 dice. 8 dice might look like this
explodes.
(arranged in order): 6,6,4,4,4,2,2,1.
Anybody aboard may spend Luck on hull checks. As the
After removing the highest 3 dice (because the target has 3
damage threshold goes up, the difficulty of the check goes
Shields) it looks like this: 4,4,2,2,1.
up. (Your first hull check occurs at 21 points of damage
since previous checks would automatically succeed.)

8 BATTLESTATIONS QUICK START GUIDE

Dani Hernandez (Order #19749290)


Rules of Battle 9

Personal Combat
Personal Combat Personal Damage
If you want to deal damage to somebody on a personal If your damage total equals or exceeds your hit points,
level, you need to do personal combat. Melee weapons you are unconscious; you cannot act until after the Phase
can only be used when you are in contact with your target in which your damage is brought below your hit points.
(including diagonally). You can track damage by putting damage markers on your
character card or using a pencil on a character sheet.
Ranged weapons must trace line of
sight by drawing a line from the If your damage exceeds your hit points by 6, you are dead
center of the square you are in to and out of play for the rest of this mission. Your clone will
the center of the square for the target. activate after the mission but you gain no experience (see
If that line is unobstructed by walls or module art, you page 11).
can shoot them!

QUICK START
Personal attacks require you to make a Combat skill check Healing
against a difficulty of the target’s Target Number.
Anybody with a MedKit can spend
Success inflicts your weapon’s effect. This will mean one or
their action to try to heal themselves
more dice of damage as indicated by the weapon.
or an adjacent target by making a
Some weapons have a modifier to damage. The blaster Science skill check of 11. Success
deals 2d6-1 damage. This means you roll 2 dice and removes 1d6 of wounds from the
subtract 1 from the total. Armor subtracts 1 from the target. There is no penalty for failure.
damage and various species have their own abilities that
MedKit
modify the damage they sustain.

DAMAGE HULL CHECK


You must perform a hull check each time your ship takes damage.
1 1
The difficulty is the hull check number minus your ship size.
3 2

6 3

10 4

15 5

21 6

28 7

36 8

45 9

55 10

66 11

78 12

91 13

105 14

120 15

136 16

153 17

BATTLESTATIONS QUICK START GUIDE 9

Dani Hernandez (Order #19749290)


10 Playing the Game

The Basics
Missions Equipment
Battlestations is played in a series of missions, with each WE APON DAMAGE EFFEC T
campaign sequence starting with an initial Setup, followed
by Playing the Mission and concluding with the Aftermath. Ranged Weapons
The Aftermath will be explained in more detail after you Blaster 2 dice -1 point No additional effect.
complete your first mission. Laser 1 die +1 point Ignore Damage Reduction
Target must roll 2 dice and
Personal Movement add their Athletics. If the
Disintegrator 1 die
total is less than 8, they are
You can move a number of squares orthogonally (not vaporized.
diagonally) up to your personal move number, either before
or after your action. You can even select move as your Add 1 point of damage for
QUICK START

action allowing you to move twice but take no other action. each point that the skill check
Particle Gun 1 die + Effect
is above the Target Number
Canosians get an extra move action.
(max 5).
In the example below, this character (a Human) can move If any damage gets through,
up to 5 squares. The first 4 squares of its movement are 2 dice -4
Nerve Disruptor the target drops everything
points
illustrated here. To reiterate, it can’t move diagonally but they are carrying in hand.
can move orthogonally once up and once over to arrive in a You may take up to 4 shots.
diagonal square. Each shot is at a penalty
equal to the total number
Voltrex 1 die
of shots you are taking.
Dangerous. If you roll
doubles, you damage yourself.
Melee Weapons
VibraKnife 1 die Ignore Damage Reduction
3 dice -3 Dangerous. If you roll

1
Energy Blade
points doubles, you damage yourself.

2䌀䄀刀䜀伀 䈀䄀夀 Other Personal Equipment


JetPack

4 3 Allows you to Jet as part of your move. Piloting check


8 to turn 1 square of your movement into a jet of up to 10
of

squares in a straight line. Failure deals 1 die of damage and


reduces your move by 1 on this move action. You may add 3
Character Actions (Skill Checks) to the difficulty to turn 2 of your moves into jet moves.
A character can take any action on the action list on
ToolKit
page 31-32. Actions marked with a “ * ” must be taken at a
battlestation in the appropriate module. Reduce the difficulty to repair by 1.

MedKit

Allows you to take a “Heal” action. Science difficulty of 11 to


If the action has a difficulty number listed, it requires a skill remove 1 die of damage from self or an adjacent target.
check. In those cases, reduce the difficulty by the relevant
skill, then roll 2 dice (for example, to turn the ship, reduce Armor
the difficulty by your Piloting skill). If your total is equal to
or higher than the difficulty number, you succeed. Reduces damage you take by 1 point.

10 BATTLESTATIONS QUICK START GUIDE

Dani Hernandez (Order #19749290)


Playing the Game 11

The Basics
Enemies
The Enemy player takes their turn after the heroes have
gone. Enemy characters move and take actions just like the Bot Gear
heroes do, but are entirely controlled by the Enemy player. Bots are equipped with built in
If this is your first time playing the mission use the enemies Blasters and MedKits, both of which
given in the mission. If you are replaying the missions the can be picked up off of a destroyed
Enemy player might mix it up some. bot.

Bots
Bots are controlled by consensus of the heroes and take

QUICK START
turns like any other character. They have a move of 4 and
a skill of 3 within their profession where they get a reroll
(Marine, Engineer, Pilot, Science) and 1 in all other skills.

Bots have no special abilities or Luck, and take no wounds.


Instead of hit points, they are broken if a damage die that
would damage them comes up as a “5” or “6” and destroyed
if a damage die comes up as “6” and they are already
broken. Broken bots cannot function. Others can repair bots
via a Science or Engineering check (difficulty of 11).

Character Advancement
If you survive a mission, you earn 100 Experience and You spend Experience to increase skill levels the same way
100 Prestige. If you succeed, you get an additional 100 Prestige is spent to gain Rank. A character with a 3 Piloting
Experience and Prestige. skill must spend 400 Experience to go to level 4 Piloting.
You may save Experience for later.
Any hero that dies in a mission will have a clone activated.
They won’t get the Experience After a successful mission,
CHAR AC TER SHEET SKILLS LE V EL STATISTICS
the rest of the crew gets but each hero may claim one
they will get as much Prestige Name ATH
Base
HP Base + Rank + Base piece of equipment from a
plus 100 bonus Prestige Profession COM MOVE Dmg downed enemy.
(death is heroic). Species ENG LUCK = Rank + 5 Spent Luck
Note that a character in
You spend Prestige to go up Alien
PIL TARGET Rank the basic game may have a
in Rank. This is mandatory if Ability
SCI HANDS Carry x10 maximum number of items
possible. equal to their Athletics +1.
Prestige Unspent Experience Unspent Credits Unspent

It costs 100 times your next SPECIAL ABILITIES After your first mission, you’ll
Rank in Prestige to advance. ABILIT Y NOTES POOL USED want to transfer the data
You begin at Rank 1 so you’ll Rank 1 from your sample character
need to spend 200 Prestige to Rank 2 sheet onto a blank character
advance to Rank 2. Rank 3 sheet.
Rank 4
Characters who rank up gain PERSONAL EQUIPMENT Note that the sample
an additional Hit Point, Luck, ITEM NOTES MA SS STATUS character cards have already
and Special Ability. Choose taken into account the
from the special ability cards. character’s starting rank and
species base hit points.
You may not take the same CIRCLE STARTING SKILL SET: {42000, 41110, 33100, 32210, 22221, 321111} © 2017
ability twice.
Character Sheet

BATTLESTATIONS QUICK START GUIDE 11

Dani Hernandez (Order #19749290)


12 Missions

1 Rebellion
Briefing Setup
The Universal Republic has been tightening its grip on
The component set up for this mission is shown in full
member planets in preparation against a Civil War that
detail on page 4, with an abbreviated example below.
looms ever more likely because of the new restrictions.
Put markers for the heroes’ ship and a starbase at the
Your ship, the Redundant II, is docked at a U.R. starbase for
edge of a starmap. Build a starbase and the heroes’ ship as
mandatory inspection. Your crew waits helplessly outside in
pictured below with a control card set at speed zero and
a Cargo Bay while government stooges paw through your
1 power each in Helm, Guns, and Shields. Ignore “OOC” for
stuff.
now. Encourage the heroes to rename their ship.
Suddenly, government troops move into position. Their
Place all of the hero characters in the squares of their
officer announces that your ship is being nationalized for
choice in the empty Cargo Bay docked next to the Helm of
QUICK START

the war effort against the rebels, ordering you to turn in


the heroes’ ship.
your personal weapons as well.
The number of enemy characters aboard the heroes’ ship is
You might have been on the fence about the political
equal to the number of heroes. Use bot characters to fill out
question before, but now that they are seizing your ship
the rest of the enemy crew to 4 just as for the heroes.
your allegiance is no longer up in the air.
Onboard the heroes’ ship, place the enemy at battlestations
as follows: Pilot at the Helm, Marine at the Cannon,
Objective
Scientist at the Science Bay and Engineer at one of the
Recapture your ship and escape by moving 13 hexes away Engines. Snap on colored bases to match their profession.
from the planet.
There is a full enemy crew of 4 bots on the starbase, one for
each profession. Place each at an Engine battlestation.

The mission ends when either side has been subdued or


the heroes escape.

Heroes

4 Enemy
Humans
(one of each
4 Enemy Bots profession)
(one of each
profession)

Starbase - Size 3

Redundant II

12 BATTLESTATIONS QUICK START GUIDE

Dani Hernandez (Order #19749290)


Missions 13

Rebellion 1

Lessons Learned Enemy Eyes Only


1. Personal Combat The enemy crew is human. The Marine is armed with a
Disintegrator. The rest of the crew is armed with Blasters
2. Skill Checks (2d6-1 damage). The Scientist also has a MedKit. The Pilot
also has a JetPack. They are armored. See the table below
3. Personal Movement for their stats.
4. Piloting the ship
Enemy Stats (Human)
5. Cannon attacks
ABILITY VALUE
6. Undocking

QUICK START
Hit Points 7
Target # 8
Movement 5
Athletics 1
New Rules Primary Skill 3
Other Skills 0
Undocking
Humans may reroll one or both dice in professional skill
As soon as the ship gets any speed (Piloting action in checks.
the Helm) it undocks. It will start moving away from the
starbase during “ship movement” on the next Phase. Move The starbase will threaten to fire on the heroes, demanding
the ship modules slightly away from the base to indicate that they “Stand Down.” However, they won’t actually fire
this. on them until the Enemies aboard have been disabled, at
which point they will open fire. They shoot the Cannon
every Phase with a Guns power of only 1.
Passive Checks
The bot Marine with a skill of 3 will move to operate the
A character struck by a Disintegrator must roll an Athletics Cannon.
check of 8 or better or be turned to dust. This is a
passive check so it does not cost an action and is not Missiles are unavailable in this scenario.
subject to other penalties. You can spend your Luck to reroll
your own passive Athletics checks.

Aftermath
If the mission is a success, conduct character advancement
(page 11) before the heroes move on to mission 2 “First
Contact” for the next campaign turn.

If the mission is a failure, the heroes awaken in the cloning


vats where a Major in the Rebel navy welcomes them to the
Rebellion and gives them a new ship (which looks a lot like
the ship they just lost).

Upon subsequent missions in this campaign, the Enemy


player gets 1 bonus Luck for each time the heroes have Disintegrator
failed a mission. If this bonus ever gets to 3, the Enemy
wins the campaign.

Between missions, remove all damage from the ship, bots,


and crew. Replenish all special ability pools and Luck. You’re
ready to go on to the next mission.
BATTLESTATIONS QUICK START GUIDE 13

Dani Hernandez (Order #19749290)


14 Missions

2 First Contact
Briefing Special Rules
We have discovered a new intelligent life form. They don’t
understand us so they fear us. They launch missiles at Researching
things they fear. You’ve got to decrypt the Rosetta Stone
word “Shknorkleblorp” so we can recruit them for the You can use Research from the Science Bay to ask yes or
rebel cause before they blow you to bits. So far, we’ve only no questions about the word. Parts of speech, definition,
deciphered the starting letter. syllables, vowels, second letter, etc. are all fair game.

The word is a standard English word that appears in this


Objective book. Once you have decoded it, the rest of their language
will immediately become clear.
Successfully broadcast the secret word to the planet.
QUICK START

Broadcasting
Overwhelming Success
You must broadcast from the Science Bay. The difficulty to
Broadcast the secret word to the planet with all hands broadcast is the distance to the planet (+3 for each used
surviving marker, of course).

Setup
Place a planet in the middle of the map.

Place the heroes’ ship 17 hexes away at speed 1 with a


random facing.

匀䌀䤀䔀一䌀䔀 䈀䄀夀
1 B1 D1 F1 H1 J1 L 1 B1 D1 F1 H1 J1 L

A1 C1 E1 G1 I1 K1 A1 C1 E1 G1 I1 K1

2 B2 D2 F2 H2 J2 L 2 B2 D2 F2 H2 J2 L

A2 C2 E2 G2 I2 K2 A2 C2 E2 G2 I2 K2

3 B3 D3 F3 H3 J3 L 3 B3 D3 F3 H3 J3 L

A3 C3 E3 G3 I3 K3 A3 C3 E3 G3 I3 K3

4 B4 D4 F4 H4 J4 L 4 B4 D4 F4 H4 J4 L

A4 C4 E4 G4 I4 K4 A4 C4 E4 G4 I4 K4

5 B5 D5 F5 H5 J5 L 5 B5 D5 F5 H5 J5 L

A5 C5 E5 G5 17 Hex Distance
I5 K5 A5 C5 E5 G5 I5 K5

6 B6 D6 F6 H6 J6 L 6 B6 D6 F6 H6 J6 L

A6 C6 E6 G6 I6 K6 A6 C6 E6 G6 I6 K6

7 B7 D7 F7 H7 J7 L 7 B7 D7 F7 H7 J7 L

A7 C7 E7 G7 I7 K7 A7 C7 E7 G7 I7 K7

8 B8 D8 F8 H8 J8 L 8 B8 D8 F8 H8 J8 L

A8 C8 E8 G8 I8 K8 A8 C8 E8 G8 I8 K8

9 B9 D9 F9 H9 J9 L 9 B9 D9 F9 H9 J9 L

A9 C9 E9 G9 I9 K9 A9 C9 E9 G9 I9 K9

10 B10 D10 F10 H10 J10 L 10 B10 D10 F10 H10 J10 L

A10 C10 E10 G10 I10 K10 A10 C10 E10 G10 I10 K10

11 B11 D11 F11 H11 J11 L 11 B11 D11 F11 H11 J11 L

14 BATTLESTATIONS QUICK START GUIDE

Dani Hernandez (Order #19749290)


Missions 15

First Contact 2
Phases and Rounds
Lessons Learned
There are 6 Phases in each Round. At the end of Phase 6,
1. Missiles perform the following end-of-round bookkeeping:
2. Cannon Reconfiguration 1. Remove all used markers from all of the ships.
3. Phases and Rounds 2. Reduce speed and each power level by 1 on each ship.
4. Used Markers 3. Begin a new Round with the yellow Phase Die on 1.
5. Science Bay to ask Yes/No questions 4. At the start of each Round, raise all power levels to a
minimum of 1 if the ship has at least one functional Engine.
6. ECM

QUICK START
5. Track the Phase with the large, yellow Phase Die.
7. OOC

8. Overwatch Used Markers


9. Power Usage Other than the Helm, repeated use of a module makes it
harder to make the skill checks to use them.

New Rules Used Marker Broken Marker


(Reverse Side)

Research with Science Bay: Yes/No Questions


The difficulty of this check is equal to the distance to the Add a used marker to the Cannon, Teleporter, Engine,
target. You may add +3 to the difficulty for each additional Science Bay, Hyperdrive, etc. each time they are used (even
question you want to ask in the same action. if the attempt fails). Subsequent uses of the module will be
at a penalty to the skill check of -3 for each used marker.

Reconfiguring a Cannon Used markers go away at the end of the Round (Phase 6).
Helms do not get used markers. When used to transfer
An Engineering skill check of 8 can reconfigure your power, Engines do not get used markers and ignore used
Cannon into Multicannon mode. In Multicannon mode, it markers.
does not get used markers but the Guns power for your
shots is considered 1 regardless of how high it is. It still
expends 1 Guns power per shot. (This is great for shooting
ECM (Electronic Counter Measures)
missiles.) Reconfiguring a Cannon does not add or count You can use the Science Bay to trick a missile into doing
used markers, and there is no penalty for failure. nothing during missile movement on the next Phase.The
difficulty is the distance to the missile from your ship.

You may add +3 to the difficulty for each additional missile


䌀䄀一一伀一 to affect. The difficulty is based on the farthest missile. If
you fail then none of the missiles are affected.

ECM is temporary; on subsequent Phases, the missile will


continue its assault on you unless you ECM it again.

Power Usage
Each ship can have a maximum amount of power equal to
the ship size. It spends 1 Helm power each time it attempts
a maneuver, 1 Guns power each time it fires a Cannon or
launches a Missile and 1 Shields power each time the ship
is shot with a Cannon. Your size 3 ship won’t need to use
Shields in this mission, but this is a good spot to explain it.
BATTLESTATIONS QUICK START GUIDE 15

Dani Hernandez (Order #19749290)


16 Missions

2 First Contact
OOC (Out of Control) Launching Missiles
A lot of stuff can rock the boat, from getting hit by enemy It requires an 11 Combat skill check at a Missile module
fire to maneuvers. This is called going Out Of Control and is battlestation and a point of Guns power to attempt to
represented on the ship control card as OOC. Each damage launch a missile. This adds a used marker to the module.
die that a ship sustains that is a 4,5, or 6 raises the OOC
level by 1. Each maneuver raises the OOC by 1 and a double Failure to launch when a used marker is on the module
maneuver raises it by 2 etc. Failing a maneuver generates detonates a missile in the module.
OOC as if it had succeeded plus the amount by which the When you launch a missile, you must declare it to be a
check failed. warhead missile or a science probe. You may count the
OOC imposes a penalty to all characters’ skill checks and distance to your science probe instead of your ship when
movement on the ship (with the exception of the “Steady Researching (asking yes/no questions) with the computer,
while warheads attack targets.
QUICK START

the Ship” Piloting maneuver). OOC penalties apply only once


during the Phase for a character who double moves. Thus
a character with a 5 move could move only 2 squares on a
ship with an OOC level of 3. If that character also moves as
their action, they would go 5 squares more, for a total of 7.

A simple “Steady the Ship” Helm maneuver (Piloting skill


check against 6+2x speed) clears the OOC to zero.

A ship can have at most 4 OOC. Each point of excess OOC Missile Movement
becomes 1 hull damage.
Each missile moves 6 hexes toward its target in the
shortest path possible during missile movement. The player
Overwatch who launched the missile makes any choices if there are
Sometimes you want to hold an action until just the right equidistant paths.
moment. You might want to be ready with your blaster and
shoot anybody that comes into line of sight. Or you might Missile Attacks
want to be ready to fire the Cannon as soon as the target
gets closer to increase your chances to hit. This is called After missile movement resolve missile attacks.
“going on overwatch.”
If a missile hits another missile it was targeting, it
You can go on overwatch with any action. You must automatically destroys it.
complete the action before your next turn to act or the
action is wasted. Note that this is different from the If the missile arrives at a target ship, roll 2 dice for hit
“Prepare” action to be explained in the next mission (page allocation. If it misses the silhouette, it continues attacking
19) in that you may resolve your overwatch action any time on subsequent Phases. If it hits, break the module, cause 1
before your next turn to act. OOC to the target ship and deal 2 dice of damage to the
ship’s hull and 2 dice of wounds to each occupant of the
Heroes must complete their overwatch actions before struck module.
the Hero action portion of the Phase. Enemies can go on
overwatch and must complete their actions before the next
Enemy action portion of the Phase.
Shooting at a Missile
The difficulty to shoot at a missile with the Cannon is the
distance +12.
Mission Difficulty
Tougher heroes are sent on tougher missions. Battlestations Hits to a missile destroy them.
uses the Mission Difficulty system to balance the challenge.

Figure the Mission Difficulty as the average Rank of the


heroes. This is called the “MD” and used in various places to
balance. If a mission setup calls for MD+3 enemy characters,
and the average Rank of the heroes is 2, then you’ll be
facing 5 enemy characters.

16 BATTLESTATIONS QUICK START GUIDE

Dani Hernandez (Order #19749290)


Missions 17

First Contact 2

Enemy Eyes Only Aftermath


The mission won’t end until the heroes warp out or have
Missiles dealt with all missile threats.

The planet launches MD +4 standard warhead missiles From this mission forward there will be the possibility of
per Round at a rate of one per Phase and extra on the first Overwhelming Success.
Phases if the total number of missiles is greater than 6.
Meeting the overwhelming success parameters earns 100
(If the MD is 5 then it will launch 2 missiles on the first 3
bonus Experience and Prestige.
Phases.) The planet in this mission does not need to roll a
skill check to launch missiles. Other than this, use the Advancement rules from page 11
after each mission from now on. By now, you’ll really want

QUICK START
Secret Word to transfer the data from your sample character sheet onto
a blank character sheet.
Select a word of your own or use any of the following:
broadcast, missile, enemy, hero, intelligent, language,
secret, word. Tell the heroes the starting letter. The length
of the word should be 3 letters +the MD. So for MD 2 pick
a 5 letter word.

I find it fun to try to use the word casually during play


at least once a Phase as in, “You have to broadcast the
message to the planet” if the word is planet.

Note that when the heroes do broadcast the secret word,


the planet will stop launching missiles but they have no
recall for missiles already out there.

BATTLESTATIONS QUICK START GUIDE 17

Dani Hernandez (Order #19749290)


18 Missions

3 Showdown
Briefing
Lessons Learned
The Republic ship “Fearlight” is holding a star system
hostage. We must free the planet at all costs. 1. Teleporters

2. Remote Module Usage


Objective
3. Transferring Power
Capture, destroy, or drive the Fearlight off the map. The first
ship that leaves the map loses the mission. 4. Prepare

5. Assist
Overwhelming Success
6. Enemy Luck
Complete the mission within 3 Rounds.
QUICK START

7. Boarding Missiles

Setup
The Fearlight is a Tentac ship and looks like this: Crew it up with Tentacs (Rank 2), as shown. They have an
Athletics of 2, primary skill of 2+MD and 1 in all other
skills. Thus if the MD is 3, they have a 5 primary skill.

Whenever a Tentac is to suffer damage, roll an extra


die and take away the highest die. They are armed with
Lasers, ToolKits and MedKits. Lasers give +1 to the Combat
skill check to use them and deal 1 die of damage +1
point and they ignore the target’s damage mitigation such
as armor or species ability.

Enemy Stats (Tentac)


ABILIT Y VALUE
Hit Points 9
Target # 9
Use the clear (non-asteroid) side of the 4 starmaps
arranged in a square. Place a planet at the center of the Move 6
map. Athletics skill 2
Place the Fearlight 6 hexes from the top edge facing the Primary skill 2+MD
bottom and the heroes’ ship 6 hexes from the bottom
Other Skills 1
edge facing the top. Both ships are on the center line of
the boards at speed 1.

18 BATTLESTATIONS QUICK START GUIDE

Dani Hernandez (Order #19749290)


Missions 19

Showdown 3

New Rules Teleporters


You can use a Teleporter to send a boarder on your ship
Remote Module Usage to another ship. The boarder must be at a Teleporter
battlestation and so do you. You can send yourself.
You can use any module remotely from any other
battlestation in the ship. However, not being in the right Make a Science skill check at a difficulty equal to the
module puts you at a disadvantage - your skill check is at +3 distance to the enemy ship plus your Shields plus their
difficulty. Shields (and +3 for each used marker if the Teleporter has
already been used this Round).
Let’s say the Pilot needs Helm power but the Engineer is
busy being dead. The Pilot can run all the way back to the Upon success, resolve targeting and hit allocation like a
Engine to transfer power at a difficulty of 8 from an Engine normal starship attack but place the teleported character
in any empty square within the module you hit rather than

QUICK START
battlestation or he could attempt to do it remotely from
his Helm battlestation at a difficulty of 11. Let’s hope he dealing damage.
has some Engineering skill or is luckier than his Engineer If you fail on the skill check to send (or miss the hit
crewmate was. allocation), deal 1 die of damage to the unfortunate boarder
and leave him in the square he left (slightly worse for wear).
Transferring Power
You can use the Engine to transfer power between systems. Teleporter Bombs
The difficulty is the same as pumping for power except that By spending a point of Guns power, you can teleport a bomb
it ignores used markers and doesn’t generate them. Thus, an instead of a character. Success puts a bomb in the target
Engineering check of 8 transfers 1 power out of Helm and module. Failure detonates the bomb in the Teleporter.
into Guns. You can add +3 to the difficulty per additional
power to transfer and split it as you like. Teleporter bombs explode like missile impacts.

Prepare Boarding Missiles


You can spend your action this turn to “prepare” a specific When you launch a missile, you can configure it as a
action. If you take that action next Phase, you’ll reduce the boarding missile and up to 2 characters on, or adjacent to,
difficulty by 1. the battlestation can ride in the missile to the target. Treat
this as a normal missile except that when it reaches the
Assist target, the boarders pop out as if they’d been teleported
there, and the hull breach automatically seals behind them.
You can spend your action to assist another character in
their action. The difficulty to assist is 8 in the same skill the
character you are assisting is using. For example, you want Enemy Luck
to assist a Pilot. You need to make a Piloting skill check
The Enemy gets an amount of Luck equal to the MD at the
of 8. If you succeed, their difficulty is reduced by 1.
start of each mission. This resets after each mission.
A character can benefit from at most one assistance.
This can be spent the same way heroes spend Luck (skill
Assisting can be done without remote penalty to an
checks, damage they would receive, hull checks but NOT on
adjacent character or one taking a battlestation action at a
bots or damage they are dealing). Enemy characters may
different battlestation in the same module as you. Copilot
spend a maximum of 1 Luck on a given roll. Each enemy
anybody?
character may spend at most 1 of these Luck on a failed
hull check for a ship they are on.
Scan
Each time the heroes fail a mission, the Enemy Luck goes
You can see what’s going on aboard an enemy ship by up by 1 for the campaign. So if the MD is 3 and the heroes
making a Scan from the Science Bay using your Science have failed 2 missions, the Enemy will get 5 Luck to start
skill against a difficulty of half the distance on the starmap. the mission.
You can add +3 for each additional Scan and can spend
Scans to reroll hit allocation rolls.

BATTLESTATIONS QUICK START GUIDE 19

Dani Hernandez (Order #19749290)


20 Missions

4 Ghost Ship
Briefing
The Claw, carrying valuable data damning to the Universal
Republic, has disappeared into a negative energy cloud Lessons Learned
in Sector 3. Only one of the crew’s clones activated and
since it is a clone, it has no knowledge of the events. The 1. Gathering Data
rest of the crew’s clones never activated. Your mission is to
investigate what happened to that ship, rescue survivors 2. Long Range Cannons
if possible, and recover the logs from the Helm if the ship
3. Slagging
itself is irretrievable.

Objective
QUICK START

Return with 20 units of data gathered from the Claw’s Helm.

Overwhelming Success
As above, and rescue a survivor and/or activate the clone of 1

A1
B1

C1
D1

E1
F1

G1
H1

I1
J1

K1
L

a lost crew. 2 B2 D2 F2 H2 J2 L

A2 C2 E2 G2 I2 K2

3 B3 D3 F3 H3 J3 L

A3 C3 E3 G3 I3 K3

Setup 4

A4
B4

C4
D4

E4
F4

G4
H4

I4
J4

K4
L

5 B5 D5 F5 H5 J5 L

Place 2 clear (non-asteroid) starmaps in a line. The bottom- 6


A5

B6
C5

D6
E5

F6
G5

H6
I5

J6
K5

L
most map represents the energy cloud. A6 C6 E6 G6 I6 K6

7 B7 D7 F7 H7 J7 L

The heroes warp in 10 hexes from the near edge of the A7 C7 E7 G7 I7 K7

energy cloud map board.


8 B8 D8 F8 H8 J8 L

A8 C8 E8 G8 I8 K8

9 B9 D9 F9 H9 J9 L

A9 C9 E9 G9 I9 K9

10 B10 D10 F10 H10 J10 L

A10 C10 E10 G10 I10 K10

Special Rules
11 B11 D11 F11 H11 J11 L

Scans will not penetrate the cloud but the Science Bay can 1 B1 D1 F1 H1 J1 L

be used to ask yes or no questions about hexes within. 2


A1

B2
C1

D2
E1

F2
G1

H2
I1

J2
K1

A2 C2 E2 G2 I2 K2
Gathering Data can be done only from the Helm of the 3 B3 D3 F3 H3 J3 L

Claw at a difficulty of 8 Science check . The amount of A3 C3 E3 G3 I3 K3

successes indicates the amount of data gathered.


4 B4 D4 F4 H4 J4 L

A4 C4 E4 G4 I4 K4

5 B5 D5 F5 H5 J5 L

Each unit of data allows the heroes access to one line of A5 C5 E5 G5 I5 K5

the log (under Enemy Eyes Only). 6

A6
B6

C6
D6 F6
{ Energy Cloud }
E6 G6
H6

I6
J6

K6
L

7 B7 D7 F7 H7 J7 L

A7 C7 E7 G7 I7 K7

Long Range Cannons 8 B8 D8 F8 H8 J8 L

A8 C8 E8 G8 I8 K8

You can configure a Cannon into Long Range mode by 9 B9 D9 F9 H9 J9 L

A9 C9 E9 G9 I9 K9
making an Engineering skill check action against a 10 B10 D10 F10 H10 J10 L

difficulty of 8 at the Cannon battlestation. Unlike most A10 C10 E10 G10 I10 K10

other battlestation actions, this action cannot be taken


11 B11 D11 F11 H11 J11 L

remotely.

A Cannon configured in Long Range mode counts both the


range to the target and the power of your ship’s Guns as
half for damage purposes. Round up in both cases.

20 BATTLESTATIONS QUICK START GUIDE

Dani Hernandez (Order #19749290)


Missions 21

Ghost Ship 4

Enemy’s Eyes Only Leaving the cloud


Any character on a ship that leaves the cloud is restored
The crew of the Claw have been trapped between
to a chill factor of MD. If a ghost leaves the cloud, they
dimensions. They are ghosts. The cloud is trying to trap
rematerialize as characters instantly.
the heroes’ ship so they will become ghosts as well.
From the inside of the cloud, the outside is perfectly
Enemy Setup visible. Ships can function as if there were no cloud. Track
the location of the Claw on a separate map until the
The Claw begins in the center heroes enter the cloud because the Claw can see out and
square of the energy cloud starmap attack the heroes’ ship but the heroes can’t see the Claw
with a random facing. Do not place until they get inside the cloud.
it on the map. Track it instead on a

QUICK START
separate sheet of paper using the
hex numbers until the heroes enter # LOG ENTRY
the cloud. Put 2 broken markers on
the Hyperdrive. It is slagged.
1 WE’VE ENTERED A NEGATIVE ENERGY CLOUD
The Claw
Ghosts 2 THAT HAS HAD A CHILLING EFFECT ON MORALE.

There are 3+MD ghosts in the enemy crew. Only one ghost 3 ONE OF OUR CREW HAS SUDDENLY VANISHED
will haunt a given module at a time. They have MD in all
4 AND THERE ARE STRANGE OCCURRENCES ON THE
skills and they ignore OOC but they get no professional
reroll. They cannot be seen and take one action each 5 SHIP. OUR SCIENCE OFFICER HAS BEEN UNABLE
Phase from the following list:
6 TO LOCATE THE MISSING CREWMAN DESPITE
1. Repair the module they are in.
7 NARROWING IT DOWN TO A SINGLE MODULE.
2. Move to any other module that is neither haunted nor
slagged (see Note on Slagging below). 8 SYSTEMS HAVE BEGUN ACTING WITHOUT PROMPT.

3. Operate the module they are haunting. 9 THE SHIP HAS TAKEN ON A MIND OF ITS OWN.

4. Attack a character in their module. If their Combat 10 IT IS THWARTING ATTEMPTS TO LEAVE THE CLOUD.
check succeeds, they inflict 1d6+MD damage and raise the
chill factor for that character by one. 11 ANOTHER CREWMAN HAS DISAPPEARED AND THE

12 SHIP IS NOW REDOUBLING ITS EFFORTS TO MOVE


Chill factor
13 US DEEPER INTO THE CLOUD.
Each hero’s chill factor starts at MD. It goes up by one
each time they are hit by a ghost and at the end of each 14 WE'VE HAD SOME SUCCESS FIGHTING THE
Phase a character spends in the cloud. At the end of each
Phase in the cloud, each character will have to make an 15 BATTLESTATIONS THEMSELVES. WHEN WE
Athletics check against a difficulty of their Chill factor.
16 SLAGGED THE HYPERDRIVE, IT SEEMED TO
Failure causes the character to dematerialize (leaving
17 APPEASE THE APPARITION(S) BECAUSE IT OR THEY
their equipment behind) and become a ghost in the
nearest module that is not already haunted. 18 BECAME LESS ACTIVE.

Ghosts cannot be damaged. They can be destroyed if the 19 THE REST OF THE CREW IS ALL GONE. I'M ALONE
module they are in is slagged.
20 AND I FEEL ICY INVISIBLE CLAWS CLUTCHING AT...
Note on Slagging: A module that suffers a second broken
marker is slagged. All actions inside a slagged module 21 END OF LOG
(including repairs) are at a +3 additional difficulty. You
cannot jet into a slagged module.
BATTLESTATIONS QUICK START GUIDE 21

Dani Hernandez (Order #19749290)


22 Missions

5 Dark Data
Briefing
The Universal Republic keeps records on everything and Lessons Learned
everybody at a starbase in orbit around New Earth in Sector 1. Orbit
1. Unfortunately for them, their meticulous recordkeeping
includes creating high definition holos of their own war 2. Starbases
crimes. 3. Peeking
If we can get a strike team in quick enough to gather data 4. Popping
and make an escape before the Xeloxian chase team gets 5. Sick Bay
you, we’ll have the evidence we need to destroy public
support for the Universal Republic. 6. Docking
7. Hyperdrive
QUICK START

Objective
Gather 20 units of Data and warp out. Enemy Eyes Only
The Xeloxian ships move at speed 3 and do not generate
Overwhelming Success power, lose speed or take other actions until they are
Gather 10 extra units of Data and warp out. within 12 hexes of the heroes’ ship.

Setup The ships are moving at speed 3 and crewed by 1


Xeloxian of each profession, as shown.
Use the asteroid sides of 4 starmaps in a line.
ABILIT Y VALUE
Place a planet marker near the edge of the top starmap
Hit Points 9
with a starbase in orbit.
Target # 8
Place the heroes’ ship 10 hexes away.
Move 2+free hands
Place 2 identical size 3 Xeloxian ships the “Triple-Two” and Athletics Skill 2
the “Half Dozen” in adjacent hexes 24 hexes further from
the planet than the heroes. Primary Skill 1+MD
Secondary Skill 2
Starbase
The Starbase is crewed by 1 Xeloxian of each profession.

Xeloxians have six limbs radiating from a central hub.


Each limb can act as an “arm” or a “leg” so they add free
hands to their move value. Their aggressiveness allows
them to add 1 point to damage they deal in personal
combat.

They are the only creatures other than humans with Starbase
physiology allowing them to wear armor. Armor stops 1
point of damage and doesn’t require a hand to use. It still
counts as equipment.

These Xeloxians are armed with disintegrators that deal


1 die of damage (+1 point for Xeloxian’s special ability
of “Aggressive”) and cause the target to roll an Athletics
2 Xeloxian Ships
check of 8 or better or be turned into dust.

22 BATTLESTATIONS QUICK START GUIDE

Dani Hernandez (Order #19749290)


Missions 23

Dark Data 5

New Rules Popping


Some times you just want to pop out and take a shot and
Gathering Data pop back. You can take ANY action with a pop. This gives
Gathering data requires a Science skill check of 8 in the you one square of bonus movement that you use right there
starbase. The amount by which the skill check exceeds 8 to pop before your action, after it, or both. Note that if you
indicates the number of units of data to gather. pop before your movement you may stop in the popped
square or choose to pop back.

Orbit Any action you take while popping is at +1 difficulty to the


skill check (if any). Any attempt to target you while popping
An object moving at speed 1 along the hex side of a planet is at +1 difficulty to the skill check for people who were on
will automatically turn toward the planet at the end of overwatch to attack you.

QUICK START
movement and does not decelerate at the end of the Round.

This is called “orbiting.” Sick Bay


You can use a Sick Bay battlestation like a MedKit (see page
Starbases 6) on anybody in the Sick Bay module, at a difficulty of 8
instead of 11.
Starbases behave like ships except for
the following: a) Any hit to a starbase You can also use it to raise the (nearly) dead. A character
comes from the front. Starbases have 360 whose wounds exceed their hit points by 6 or more is
facing with all modules; b) Starbases can dying. To heal a dying character, the difficulty is equal to
have OOC but it clears at the end of each their wounds minus their hit points. Success brings the
Phase; c) Starbases do not track power. character’s total wounds equal to 5 greater than their Hit
They have no Helm power and 1 point each in Guns and Points so they go from dying to right next to dying. They
Shields for each functional Engine they have. can be subsequently healed as normal.

The Sick Bay does not acquire used markers.


Peeking
䌀䄀一一伀一

A character can end their movement between 2 squares Docking


to “peek.” A peeking character adds +3 to the difficulty to
target them by characters that can’t see both squares. A ship that has matched speed and facing of the target ship
(or base) may attempt a simple Helm maneuver to dock.
(Piloting skill vs double ship size + double ship speed).

A B Line up any 2 external doors on opposite sides (you can


dock your port side to the target’s starboard or the other
way around). If either ship performs any maneuver the dock
C
䔀一䜀䤀一䔀 D is broken.

Hyperdrive
The character above is straddling the squares marked B Make a Science skill check at a difficulty of 8 at a
and C and is in both positions for purposes of targeting. Hyperdrive battlestation to add one program marker (or
A character in square A is at a +3 difficulty to shoot them 11 to add 2 program markers) to the Hyperdrive. When you
because they can’t see both squares. A character in square have as many program markers as your ship size (3 for the
D can see both squares (you can always see diagonally Redundant II), you can attempt to warp out. This action
adjacent squares) so they are at no penalty. cannot be taken within 12 hexes of a planet.

For purposes of incoming ship’s weapon damage, the To Warp Out, take a Science skill check at a difficulty
character above would suffer damage as if they are in the of 8 at a Hyperdrive battlestation. This action can only be
module that is hardest hit. attempted if you have programmed the Hyperdrive (see
above) and it cannot be taken within 12 hexes of a planet.
This is also called “leaving the system.”

BATTLESTATIONS QUICK START GUIDE 23

Dani Hernandez (Order #19749290)


24 Missions

6 Breakout
Briefing
Setup
The Universal Republic forces from the Silicoid Navy have
surrounded our base. We’ve gathered enough evidence to Use the asteroid side of 4 starmaps placed in a big
sway the galactic court of public opinion against them if square.
only we can escape to bring our findings to light.
Place a planet in the center hex.
Your mission is to run the gauntlet and escape.
Place the crew at the battlestations of their choice.

Objective Place a marker for enemy ships in each of the 6 hexes


Lessons Learned radiating from the planet at a distance of 12 hexes away
Warp out. from the planet facing toward it at speed 1.
1. Collisions
QUICK START

Place the ship marker for the heroes’ ship in orbit around
Overwhelming the planet in the hex of the heroes’ choosing.
2. Asteroids
Success
3. Plot Twists The Silicoids are equipped with lasers and MedKits but
All hands survive. since Silicoids have only one hand they’ll need it free
so they can operate battlestations. Lasers deal 1 die
of damage +1 point and ignore damage reduction and
armor.

Silicoid Ship
1 B1 D1 F1 H1 J1 L 1 B1 D1 F1 H1 J1 L

A1 C1 E1 G1 I1 K1 A1 C1 E1 G1 I1 K1

2 B2 D2 F2 H2 J2 L 2 B2 D2 F2 H2 J2 L

A2 C2 E2 G2 I2 K2 A2 C2 E2 G2 I2 K2

3 B3 D3 F3 H3 J3 L 3 B3 D3 F3 H3 J3 L

A3 C3 E3 G3 I3 K3 A3 C3 E3 G3 I3 K3

4 B4 D4 F4 H4 J4 L 4 B4 D4 F4 H4 J4 L

A4 C4 E4 G4 I4 K4 A4 C4 E4 G4 I4 K4

5 B5 D5 F5 H5 J5 L 5 B5 D5 F5 H5 J5 L

A5 C5 E5 G5 I5 K5 A5 C5 E5 G5 I5 K5

6 B6 D6 F6 H6 J6 L 6 B6 D6 F6 H6 J6 L

Silicoid Ship 7
A6

B7
C6

D7
E6

F7
G6

H7
I6

J7
K6

L 7
A6

B7
C6

D7
E6

F7
G6

H7
I6

J7
K6

L
Silicoid Ship
A7 C7 E7 G7 I7 K7 A7 C7 E7 G7 I7 K7

8 B8 D8 F8 H8 J8 L 8 B8 D8 F8 H8 J8 L

A8 C8 E8 G8 I8 K8 A8 C8 E8 G8 I8 K8

9 B9 D9 F9 H9 J9 L 9 B9 D9 F9 H9 J9 L

A9 C9 E9 G9 I9 K9 A9 C9 E9 G9 I9 K9

10 B10 D10 F10 H10 J10 L 10 B10 D10 F10 H10 J10 L

A10 C10 E10 G10


Heroes’ Ship
I10 K10 A10 C10 E10 G10 I10 K10

11 B11 D11 F11 H11 J11 L 11 B11 D11 F11 H11 J11 L

1 B1 D1 F1 H1 J1 L 1 B1 D1 F1 H1 J1 L

A1 C1 E1 G1 I1 K1 A1 C1 E1 G1 I1 K1

2 B2 D2 F2 H2 J2 L 2 B2 D2 F2 H2 J2 L

A2 C2 E2 G2 I2 K2 A2 C2 E2 G2 I2 K2

3 B3 D3 F3 H3 J3 L 3 B3 D3 F3 H3 J3 L

A3 C3 E3 G3 I3 K3 A3 C3 E3 G3 I3 K3

4 B4 D4 F4 H4 J4 L 4 B4 D4 F4 H4 J4 L

A4 C4 E4 G4 I4 K4 A4 C4 E4 G4 I4 K4

5 B5 D5 F5 H5 J5 L 5 B5 D5 F5 H5 J5 L

A5 C5 E5 G5 I5 K5 A5 C5 E5 G5 I5 K5

6 B6 D6 F6 H6 J6 L 6 B6 D6 F6 H6 J6 L

Silicoid Ship 7
A6

B7
C6

D7
E6

F7
G6

H7
I6

J7
K6

L 7
A6

B7
C6

D7
E6

F7
G6

H7
I6

J7
K6

L
Silicoid Ship
A7 C7 E7 G7 I7 K7 A7 C7 E7 G7 I7 K7

8 B8 D8 F8 H8 J8 L 8 B8 D8 F8 H8 J8 L

A8 C8 E8 G8 I8 K8 A8 C8 E8 G8 I8 K8

9 B9 D9 F9 H9 J9 L 9 B9 D9 F9 H9 J9 L

A9 C9 E9 G9 I9 K9 A9 C9 E9 G9 I9 K9

10 B10 D10 F10 H10 J10 L 10 B10 D10 F10 H10 J10 L

A10 C10 E10 G10 I10 K10 A10 C10 E10 G10 I10 K10

11 B11 D11 F11 H11 J11 L 11 B11 D11 F11 H11 J11 L

Silicoid Ship

24 BATTLESTATIONS QUICK START GUIDE

Dani Hernandez (Order #19749290)


Missions 25

Breakout 6

New Rules Enemy’s Eyes Only


Collisions Only the Silicoid ship that the heroes are flying toward
will be completely active for this mission. The other ships
Space is big. You won’t hit another ship in your hex unless will launch one missile each at the start of each Round.
one of you is on overwatch to ram the other during
movement. Move ships one hex at a time starting with the Don’t bother setting them up, tracking power levels or
faster, smaller ships first. If they are in the same hex at the making skill checks to launch their single missile once
same time, a collision is possible. per Round.
Collisions with a ship are dealt with as follows: These semi-participating ships will move one hex closer
to the heroes’ ship each Phase at speed 1 ignoring pretty
The ramming ship must be on overwatch to ram and make much all of the rules for speed and facing.

QUICK START
a simple Helm maneuver (Piloting vs double ship size +
double ship speed). Count the amount by which their skill Their missiles, however, are quite real.
check exceeded the difficulty.

If the ship getting rammed has somebody on overwatch Enemy Stats (Silicoids)
to dodge, they must make a simple Helm maneuver check
(Piloting vs double ship size + double ship speed) and ABILIT Y VALUE
succeed by at least as much as the rammer succeeded to Hit Points 12
avoid the ram.
Target # 7
Each ship deals 2 Cannon-style hits to the other, the first Move 4
equal to the ship size, and the second equal to the ship
speed. Ignore Shields for these hits. The hit allocations can’t Primary Skill 2+MD
be rerolled with Luck, Scans, or special abilities. All other Skills 1

Asteroids and planets are big. If you enter the hex of an


asteroid or planet at a speed greater than 1, you must have
somebody on overwatch to dodge it or you will skip off the
atmosphere or bounce off the asteroid and suffer a hit as
though rammed by a ship of your own size and speed.

After a collision, each ship involved loses 1 speed and gets


a random facing.

Missiles in Asteroid and Planetary Hexes


A missile that enters a planet hex must make a check on 2
Silicoid Ship
dice at no bonus against a difficulty of 7 or be destroyed.

Missiles ignore asteroids. Missiles must move along the


shortest path possible toward their target but may select KARM
A
the safer of 2 equidistant paths.

Plot Twists T
P LOI S T
T W
All su
Shuffle up the Plot Twist cards. From this mission forward, s
b
heroe sequent lu
Luck during th
ck sp
e
the E is pha nt by the
the Enemy gets Plot Twist cards to help them thwart the subse ne se
quen my can use becomes
t pha
ses. in

heroes. At an
y time.

The Enemy draws a number of Plot Twist cards equal to the


highest Rank among the heroes. Each of these cards can be
played as indicated on the card or discarded for 2 Enemy
Luck.

BATTLESTATIONS QUICK START GUIDE 25

Dani Hernandez (Order #19749290)


26 Missions

7 Gotta Get a Bigger Boat


Briefing
Enemy’s Eyes Only
We’ve got the data but we’ll need a bigger vessel to get
through the defenses the U.R.E.F. has put up around Setup Stats (Zoallan)
Capitola. Fortunately we know of a band of Zoallan pirates
There are 3+MD Zoallan ABILIT Y VALUE
who’ve hijacked the perfect vehicle for you. All you have to
do is take it from them. pirates aboard instead of Hit Points 5
the usual complement.
Target # 9
Objective Place them as you see fit.
Hands 3
Capture the Valiant and Warp out. Their carapace reduces all Movement 7
damage by 2.
Athletics 1
QUICK START

Overwhelming Success They are Primary 3


armed with
Warp out within 3 Rounds. Nerve Disruptors. Other Skills 0

Setup
Use the clear side of 2 starmaps. 1 B1 D1 F1 H1 J1 L

A1 C1 E1 G1 I1 K1

Place a planet on one edge. 2 B2 D2 F2 H2 J2 L

A2 C2 E2 G2 I2 K2

Place the Valiant 6 hexes from the planet facing away 3

A3
B3

C3
D3

E3
F3

G3
H3

I3
J3

K3
L

from it. 4 B4 D4 F4 H4 J4 L

A4 C4 E4 G4 I4 K4

Place the heroes’ ship 12 hexes from the Valiant facing 5

A5
B5

C5
D5

E5
F5

G5
H5

I5
J5

K5
L

toward it. 6 B6 D6 F6 H6 J6 L

A6 C6 E6 G6 I6 K6

Place the crew at the battlestations of their choice. 7

A7
B7

C7
D7

E7
F7

G7
H7

I7
J7

K7
L

8 B8 D8 Valiant
F8 H8 J8 L

Note that there are two Life Support modules. There is a A8 C8 E8 G8 I8 K8

variable number of pirates. The rest of the 8 slots will be 9

A9
B9

C9
D9

E9
F9

G9
H9

I9
J9

K9
L

filled by enemy bots. 10 B10 D10 F10 H10 J10 L

A10 C10 E10 G10 I10 K10

11 B11 D11 F11 H11 J11 L

1 B1 D1 F1 H1 J1 L

A1 C1 E1 G1 I1 K1

2 B2 D2 F2 H2 J2 L

A2 C2 E2 G2 I2 K2

3 B3 D3 F3 H3 J3 L

A3 C3 E3 G3 I3 K3

Zoallan Zoallan
4 B4 D4 F4 H4 J4 L

A4 C4 E4 G4 I4 K4

Pirates Pirates 5 B5 D5 F5 H5 J5 L

A5 C5 E5 G5 I5 K5

6 B6 D6 F6 H6 J6 L

A6 C6 E6 G6 I6 K6

7 B7 D7 F7 H7 J7 L

A7 C7 E7 G7 I7 K7

8 B8 D8 F8 H8 J8 L

A8 C8 E8 G8 I8 K8

A9
B9

C9
D9
Redundant II
E9
F9

G9
H9

I9
J9

K9
L

10 B10 D10 F10 H10 J10 L

A10 C10 E10 G10 I10 K10

11 B11 D11 F11 H11 J11 L

Valiant

26 BATTLESTATIONS QUICK START GUIDE

Dani Hernandez (Order #19749290)


Missions 27

Gotta Get a Bigger Boat 7

QUICK START

BATTLESTATIONS QUICK START GUIDE 27

Dani Hernandez (Order #19749290)


28 Missions

8 Mindfield
Briefing New Rules
The U.R.E.F. Is trying to prevent us from delivering the data
we gathered in the last mission by blockading Capitola. We Ship Size
must land there to present our findings in person. Ships can be bigger. A ship with more modules is harder to
maneuver but has more capabilities. A ship’s size is figured
Objective by dividing its number of modules by 3 (round up).

Land on the planet before the end of the fourth Round.


Cargo Bay
Overwhelming Success The Cargo Bay module can be used to hold equipment in
various missions. I wonder what the enemy has in their
All hands survive.
QUICK START

Cargo Bay?

Setup Enemy Stats (Canosians)


Use the clear side of a starmap for the minefield. Each
ABILIT Y VALUE
space counts as a mine space rather than clear. When
a mine is cleared, mark the hex with a used marker to Hit Points 12
show that it is now clear. Target # 8

Place a planet in the center with used markers Hands Infinite


surrounding it to indicate those hexes are clear. Movement 5 + Bonus

Place a marker for enemy ship in orbit at speed 1. Primary Skill/Others 4/2

Place another clear starmap adjacent. The heroes’ ship


warps in (appears) on this map 18 hexes from the 1

A1
B1

C1
D1

E1
F1

G1
H1

I1
J1

K1
L 1

A1
B1

C1
D1

E1
F1

G1
H1

I1
J1

K1
L

planet.
2 B2 D2 F2 H2 J2 L 2 B2 D2 F2 H2 J2 L

A2 C2 E2 G2 I2 K2 A2 C2 E2 G2 I2 K2

Mines
3 B3 D3 F3 H3 J3 L 3 B3 D3 F3 H3 J3 L

A3 C3 E3 G3 I3 K3 A3 C3 E3 G3 I3 K3

4 B4 D4 F4 H4 J4 L 4 B4 D4 F4 H4 J4 L

If the heroes managed to capture the Valiant, they’ve A4 C4 E4 G4 I4 K4 A4 C4 E4 G4 I4 K4

18 Hexes
5 B5 D5 F5 H5 J5 L 5 B5 D5 F5 H5 J5 L

got 4 more available crew slots. These extra spaces can


A5 C5 E5 G5 I5 K5 A5 C5 E5 G5 I5 K5

6 B6 D6 F6 H6 J6 L 6 B6 D6 F6 H6 J6 L

A6 C6 E6 G6 I6 K6 A6 C6 E6 G6 I6 K6

be filled by bots if you haven’t managed to recruit more 7

A7
B7

C7
D7

E7
F7

G7
H7

I7
J7

K7
L 7

A7
B7

C7
D7

E7
F7

G7
H7

I7
J7

K7
L

players to join your crew.


8 B8 D8 F8 H8 J8 L 8 B8 D8 F8 H8 J8 L

A8 C8 E8 G8 I8 K8 A8 C8 E8 G8 I8 K8

9 B9 D9 F9 H9 J9 L 9 B9 D9 F9 H9 J9 L

A9 C9 E9 G9 I9 K9 A9 C9 E9 G9 I9 K9

10 B10 D10 F10 H10 J10 L 10 B10 D10 F10 H10 J10 L

Place the crew and their bots at the battlestations of 11


A10

B11
C10

D11
E10

F11
G10

H11
I10

J11
K10

L 11
A10

B11
C10

D11
E10

F11
G10

H11
I10

J11
K10

their choice.

The enemy ship is of Canosian Registry so they count


Shields as 1 higher than they actually are as long as
they have at least 1 power in Shields.
Canosians
It is crewed by Rank 3 Canosians with a primary skill of
4, and 2 in all other skills.

They are equipped with Nerve Disruptors, JetPacks


and MedKits. Nerve Disruptors deal 2 dice -4 points
of damage and if any damage gets through, the target
drops all items in their hands. Yard sale!

28 BATTLESTATIONS QUICK START GUIDE

Dani Hernandez (Order #19749290)


Missions 29

Mindfield 8

Atmosphere Helm Maneuvers


A ship entering a planetary hex at speed greater than 1 Until now, we’ve said the difficulty of a maneuver is 6 +
must have somebody on overwatch to successfully dodge it double the speed but actually, the difficulty is double the
or it will suffer a ram as though struck by a ship of its own ship size + double the speed. The ship size until now has
size and speed. Dodging requires a Piloting skill check been 3 so it hasn’t made a difference. However, increasing
against a difficulty of double the ship size plus double its ship size will change that and ships of a given registry have
speed. benefits.

A ship on a planet hex must be at speed zero to perform


any atmospheric maneuvers. You cannot accelerate while in Mines
the atmosphere. The difficulty of any atmospheric maneuver
A ship entering a hex with a mine must have a character
is triple the ship size.
on overwatch to dodge the mine (with a simple Helm

QUICK START
It requires separate maneuvers to enter the atmosphere maneuver against double the size and speed of the ship) or
and land. they will be hit by it.

Enter Atmosphere These mines all behave exactly like warhead missiles. If
they miss the silhouette of the ship on hit allocation, they
Piloting vs. 3x ship size remain in space.
Success puts you in the atmosphere over the planet. From Mines can be shot with a difficulty of 12 plus the distance.
here you need to either Land or Leave Atmosphere. Any hit destroys a mine.
Land
Enemy’s Eyes Only
Piloting vs. 3x ship size
Not only has the UREF mined the space around Capitola,
Landing is always successful! Hooray! However, if the skill
they’ve also got a secret weapon aboard their ship. The
check to land isn’t successful, the ship suffers the failure
Cargo Bay holds one item. It is a mind control device.
margin as dice of damage. For example, you are trying
to land a size 3 ship and need a 9 total but your total is
only 6, so your ship suffers 3 dice of hull damage. Bumpity, Mind Control Device
Bumpity, Bumpity. To take off, you must launch.
As long as the Enemy Cargo Bay is functioning, it sends
Launch out a pulse of mind control at the end of each Phase. Each
hero (bots are immune) must make a passive Athletics
Piloting vs. 3x ship size check against 7+MD or be overcome by an urge to ram
Success takes you from Landed to “In Atmosphere,” from the ship into a mine. Anybody who fails this check gets
which you could take the action to “Land” or “Leave a bonus move and action (Yay!) that they must take from
Atmosphere.” the following list. They must choose the topmost action
that is available to them. Their movement must be toward
Leave Atmosphere a Helm battlestation or if they cannot get there, to any
battlestation.
Piloting vs 3x ship size
• Turn the ship toward a mine if the Helm is not broken
Success takes you from in atmosphere to in space. At this and there is Helm power.
point you may choose a facing and put your ship counter on
the planetary hex. You are still in the hex with the planet, • Accelerate the ship if it is already headed toward a mine.
but you may now maneuver.
• Fix the Helm if it is broken.
You won’t need to Launch or Leave Atmosphere in this
mission but this is a convenient place to tell you about it. • Put power into the Helm if there is no Helm power.

• Double Move toward a Helm battlestation if they can’t


get to one in a single move.

BATTLESTATIONS QUICK START GUIDE 29

Dani Hernandez (Order #19749290)


30 Miscellany

Ship Registry What’s next?


The shape of each ship reflects the craftsmanship of the If you want to play this campaign again, the Enemy can
planet where it was built. Each registry confers its own mix it up a little by changing the species the heroes are up
special benefit. against, and playing with expanded rules options.

REGISTRY BENEFIT This mini-campaign is designed to get you familiar with


Battlestations. The Advanced Rulebook takes it to another
If there is any power at all in Shields, they level with character advancement and more in-depth
are considered 1 higher for the purpose of
Canosian tactical options with new weapons, actions, and equipment.
enemies targeting your ship and 1 lower for
purposes of your ship Teleporting out. There are missions with space raiders, smugglers, zombies,
Human Reduce difficulty for all maneuvers by 1. mysteries, mutiple hero ships, and solo play... as well as
dozens of missions created by my favorite designers. You
If there is any power at all in Guns, they are
Trundlian can also create your own missions.
considered 1 higher.
QUICK START

Vomeg Reduce difficulty for all targeting by 1. For those of you who are already Battlestations fans, don’t
fret. We simplified here for new players, but the complete
Missiles move 7 hexes instead of 6
game still exists in the Advanced Rulebook with over 100
Zoallan (the difficulty to target the missiles is
unchanged). special abilities, dozens of species and over 75 adventures.

Ship reduces OOC by 2 at the end of each Join the active Battlestations community online and at
Xeloxian
Phase instead of 1. conventions around the world. There’s an entire galaxy out
Silicoid Ship may reroll a die in failed hull checks.
there for you to explore, plunder or defend. Welcome!

External modules ignore facing restrictions -Jeff Siadek


Tentac
and have 360 degree firing arc.
www.gorillaboardgames.com/battlestations

30 BATTLESTATIONS QUICK START GUIDE

Dani Hernandez (Order #19749290)


Index 31

Index

ITEM PAGE ITEM PAGE ITEM PAGE


Aftermath 13 First Contact 16 Prestige 11
Alien Ability 6 Ghost Ship 20 Profession 6
Armor 10 Gotta Get a Bigger Boat 26 Rebellion 12
Assist 19 Hands 6 Reconfigure Cannon 15
Asteroids 25 Healing 9 Research 15
Athletics 6 Helm 7 Rounds 15
Atmosphere 29 Hit Allocation 8 Scan 19
Attributes 6 Hit Points 6 Science 6

QUICK START
Battlestations 7 Hull Checks 8,9 Sequence of Play 3
Blaster 10 Human 12 Setup 12
Boarding Missile 19 Hyperdrive 23 Ship Control Card 7
Bots 11 JetPack 10 Ship Movement 3
Breakout 24 Land 29 Ship Registry 30
Cannon 7 Laser 10 Ship Size 29
Cargo Bay 28 Long Range Cannons 20 Showdown 18
Character Actions 10 Luck 6 Sick Bay 23
Character Advancement 11 MedKit 10 Silicoids 25
Character Cards 6 Mindfield 28 Skills 6
Collisions 25 Mines 29 Special Ability 6
Combat 6,8 Missiles 16 Species 6
Components 4 Missiles 3 Starbase 23
Counters 5 Mission Difficulty 16 Starmap 5
Damage, Personal 9 Modules 4 Target Number 6
Damage, Ship 8 Move 6 Teleporters 19
Dark Data 22 Nerve Disruptor 10 Tentacs 18
Death 9 OOC 16 ToolKit 10
Disintegrator 10 Orbit 23 Undocking 13
Docking 23 Overwatch 16 Vibraknife 10
ECM 15 Particle Gun 10 Voltrex 10
Enemies 11 Passive Checks 13 Warp Out 23
Enemy 3 Peeking 23 Xeloxians 22
Enemy Luck 19 Personal movement 10 Zoallans 26
Energy Blade 10 Phases 15
Engine 7 Piloting 6
Engineering 6 Plot Twist Cards 25
Equipment 10 Popping 23
Experience 11 Prepare 19

BATTLESTATIONS QUICK START GUIDE 31

Dani Hernandez (Order #19749290)


Action Summary
HULL
AC TION DIFFICULT Y SKILL MOD RESULT P# DMG
CHECK
1 1
Distance + 2x target
Fire Cannon See Cannon. 7
speed 3 2
6 3
Launch Missile 11 Put a missile or Science Probe on the map. 17 10 4
15 5

Personal Attack Target # N/A Resolve effect of weapon. 9 21 6


28 7
Add 1 power to any of your ship’s power 36 8
Pump Engine 8 (+3 per additional) 7
levels.
45 9
55 10
Move 1 point of power between 2 ship
Transfer Power 8 (+3 per additional) 17
systems. Doesn’t add or count used markers. 66 11
78 12
Remove damage from anything bot-sized or
Repair 11 Any 8 91 13
larger.
105 14
Rotate 1 hex (may add +3 difficulty to turn
Turn ship Size x2 + Speed x2 7 120 15
twice).
136 16
153 17
Change speed Size x2 + Speed x2 Adjust Speed by 1 (may add +3 to change by 2). 7
171 18
190 19
Steady ship Size x2 + Speed x2 Reduce the OOC level to zero. 17 210 20
231 21
Jet up to 10 squares in a straight line as
JetPack 8 (+3 per additional) N/A 10 253 22
one of your squares of movement.

Distance + Shields + Roll allocation and place a character on any


Teleport 21
their Shields square in that module.

Heal w/ MedKit 11 N/A Heal 1d6 damage (does not expend MedKit). 9

See an Enemy ship. Expend Scans to reroll hit


Scan 1⁄2 Distance 21
allocation.

Distance +3 per
ECM Trick a missile into doing nothing this Phase. 17
additional

Distance in hexes
Research to target +3 per Ask a yes or no question of the computer. 17
additional

Add a program marker to the Hyperdrive (not


Program 8 25
within 12 hexes of a planet).

Leave the system if program markers = ship


Warp Out 8 25
size (not within 12 hexes of planet).

Remove damage from a bot-sized or smaller


Repair Equipment 11 N/A 12
item.

© 2017 Gorilla Games


gorillaboardgames.com

Dani Hernandez (Order #19749290)

You might also like