Battlestations 20 Quickstart
Battlestations 20 Quickstart
Second Edition
                                   Rules of Engagement
                                        Quick Start Guide
                     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
                                                                                                                                                 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.
                 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.
                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
                                                                                                                                 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
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                                                                                                                                                          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.
                                            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
                                                           At an
                                                                y time.
                                                                                                                            4 Starmap Boards
                                                                                                                               + 1 Starship Miniature
                           {                                                      }
                                       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
                      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.
                      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.
           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
           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.
                     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
             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.
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
                  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.
MedKit
             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.
             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
                    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
Heroes
                                                                                                                             4 Enemy
                                                                                                                             Humans
                                                                                                                           (one of each
                        4 Enemy Bots                                                                                        profession)
                        (one of each
                         profession)
Starbase - Size 3
Redundant II
Rebellion 1
                                                                                                                                               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.
                   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.
                                                                                          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.
                                                                                                                    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
                                                                                                               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
             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.
                                                                             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
                   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
                  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.
First Contact 2
               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.
                   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
                                                                                                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.
Showdown 3
                                                                                                                                                   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.
                   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
                  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
                                                                                                 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
A8 C8 E8 G8 I8 K8
9 B9 D9 F9 H9 J9 L
A9 C9 E9 G9 I9 K9
                  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
                                                                                                 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
A4 C4 E4 G4 I4 K4
5 B5 D5 F5 H5 J5 L
                                                                                           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
A8 C8 E8 G8 I8 K8
                                                                                           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
remotely.
Ghost Ship 4
                                                                                                                                                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
               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
                   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.
                    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.
Dark Data 5
                                                                                                                                              QUICK START
             movement and does not decelerate at the end of the Round.
                                                                            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.”
                   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.
                                                                                                                             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
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
Breakout 6
                                                                                                                                                         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
             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.
                    Setup
                    Use the clear side of 2 starmaps.                                       1          B1          D1           F1          H1          J1          L
A1 C1 E1 G1 I1 K1
A2 C2 E2 G2 I2 K2
                                                                                                 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
                                                                                                 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
                                                                                                 A7
                                                                                                       B7
                                                                                                             C7
                                                                                                                   D7
                                                                                                                          E7
                                                                                                                                F7
                                                                                                                                      G7
                                                                                                                                            H7
                                                                                                                                                  I7
                                                                                                                                                        J7
                                                                                                                                                              K7
                                                                                                                                                                    L
                                                                                            8          B8          D8      Valiant
                                                                                                                                F8          H8          J8          L
                                                                                                 A9
                                                                                                       B9
                                                                                                             C9
                                                                                                                   D9
                                                                                                                          E9
                                                                                                                                F9
                                                                                                                                      G9
                                                                                                                                            H9
                                                                                                                                                  I9
                                                                                                                                                        J9
                                                                                                                                                              K9
                                                                                                                                                                    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
Valiant
QUICK START
                   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).
Cargo Bay?
Place a marker for enemy ship in orbit at speed 1. Primary Skill/Others 4/2
                                                                                       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
                                                                                                                           18 Hexes
                                                                                  5          B5          D5          F5          H5          J5          L   5          B5          D5          F5          H5          J5          L
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
                                                                                       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
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
                                                                                             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.
Mindfield 8
                                                                                                                                              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.
                    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!
Index
                                                                                                                  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
Heal w/ MedKit 11 N/A Heal 1d6 damage (does not expend MedKit). 9
                                   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