© 2017 Leo Salomaa
Welcome to Xenotactics! This is a game about tactical sci-fi skirmish between rival warbands on worlds far far away. As a skirmish game each model moves and fights individually but it's up to you to command them.
The game is designed to play fast and be easy to learn but also have the players make meaningfull decissions often. Easy to learn, difficult to master. You'll be making tough decissions on how to activate your warband and how to react to enemies during their turn. A mission lasts under an hour so you can actually finish a short campaign in an evening.
Or play best out of three if you have a competitive craving.
Xenotactics does not have a background story - it's a game engine for adventures invented by you. That said you can certainly use it for existing cyberpunk, dystopian, post apocalyptic, space opera or science fantasy settings. Likewise the game does not have an own line of models, instead you use whatever models you like best.
Can you use those grimdark, steampunk or manga inspired miniatures from other games? Absolutely! How about playing out scenarios from your favourite sci-fi movie, book or game? Aye! There is even a system for creating characters yourself!
As you can see, the game is shared on this website for free. Feel free to share it to your friends. Xenotactics is constantly under development so shoot me a mail to firstname.lastname@example.org if you have feedback, ideas or other suggestions. You can also send an empty mail to that adress if you want to subscribe to change logs.
WHAT YOU'LL NEED
- 3-15 Miniatures per player
- Someone to play against
- A flat playing surface, like a kitchen table
- 3 ten sided dice per player
- Tape measure
- Miniature terrain. Cut shapes from paper for a quick solution
- You’ll also need
- Mad tactical skills
You’re going to need miniatures to play Xenotactics. The game is aimed at 28-32mm miniatures but the scale is up to you. You’ll find that most popular miniature ranges are close to this scale. All miniatures need to be fixed on bases. The shape of the base is up to you. Miniatures are called models in the rules.
When two models bases are touching they are said to be in base contact, which is short for base to base contact.
Measuring is done between models bases. Measure the shortest unobstructed line between the models bases. If models are on different height levels you can instead measure distances between imaginary 2” high volumes extending upwards from their bases.
Line of sight
When you can draw a straight line between two models bases they are said to have line of sight to each other. Alternatively you can draw line of sight between the imaginary volumes described above.
Rolling dice & re-rolls
Xenotactics uses 10 sided dice which we call d10. 3d10 means you would roll three of these dice. Some rules allow you to re-roll dice or rolls. This simply means you can choose to roll a dice again, hoping for a better result. You can only re-roll a dice once.
Starting, playing and ending a game
Before the game starts players design their warband. This is the group of models they will use during the game.
At the start of the game players deploy terrain and warbands on the gaming table. After this the game starts. Players activate their warbands in turns as models are moved around the battlefield and dice are rolled. The battle rages on and legends are made.
As the dust settles one warband stands victorious. The other warband has been taken out or another mission objective has been fulfilled. If the battle was part of a campaign, models will also gain levels and get scarred by injuries.
“If the art of war were nothing but the art of avoiding risks, glory would become the prey of mediocre minds...
I have made all the calculations;
fate will do the rest.”
- Napoleon Bonaparte
High stats are better than low ones.
- Move: 1” to 8”. How far the model can move in a single move action.
- Attack: 1 to 9 (around 7). Probability to hit when attacking.
- Defence: 1 to 6 (around 3 or 4). Chance to avoid successful attacks.
- Quality: 1 to 9 (around 6). Chance to retain your turn after activation.
- Power: 1d10 to 3d10. Number of attack dice in close combat.
- Firepower: 1d10 to 3d10. Number of attack dice when shooting.
A roll equal to or below a stat is successful and is made using a d10. Rolls over stat are failures. Each dice is compared to the stat separately.
Attack and Defence rolls:
- Roll a d10 for each of the weapons attacks. Rolls below or equal to the models Attack stat are hits.
- The target makes a Defence roll for each hit.
- Rolls equal to or under the models Defence are ignored.
- Odd rolls over Defence: Model is pinned down.
- Even rolls over Defence: Model is taken out of action and removed from the game.
Example: An autogun armed bounty hunter (Attack 6, Firepower 2d10) fires at a training dummy. The bounty hunter rolls 1 and 6 - two hits!
The dummy (Defence 6) has to make two defence rolls. It rolls 4 and 10. The 4 is ignored as it is below defence but the roll of 10 destroys the dummy as it is over defence and an even number. The dummy is removed from play.
Opposed attack rolls
Attack rolls can be opposed by a reacting model. Both models make their attack roll simultaneously. Higher successful rolls cancel lower successful enemy rolls. On equal rolls both hit. Only the models shooting at each other make an opposed attack roll.
Example: The same bounty hunter (Attack 6, Firepower 2d10) fires his autogun at a laser pistol wielding space smuggler (Attack 4, Firepower 1d10) who reacts by shooting back!
The bounty hunter rolls 1 and 8 while the smuggler rolls a 4. Both hit once, however the smugglers 4 cancels the bounty hunters 1 as it's a higher to hit roll. The smuggler shot first so only the bounty hunter (defence 5) takes a hit. The unfortunate bounty hunter rolls a 7 (odd) and is pinned down.
The bounty hunters attack roll of 8 missed and was ignored.
This represents a combination of taking cover by going to the ground, becomming injured, stunned or simply fear. Lay a pinned down model on its side. It can’t react or attack while pinned down.
A pinned down model can be activated but only to make a single Stand Up action. Note that enemies can react to this.
A pinned down model has Defence 0. The model can ignore additional pinned down results while pinned down.
“All warfare is based on deception. Hence, when we are able to attack, we must seem unable; when using our forces, we must appear inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near.”
- Sun Tzu, The Art of War
THE TURN AND ACTIVATING MODELS
Xenotactics is played in turns. When it's your turn you get to choose which model will be activated next. An activated model can spend up to 3 action points on actions. Moving or shooting costs one action point for instance. At the end of its activation a model has to make a quality roll for each action point spent. If 2 or more of the quality rolls fail, your turn ends and it becomes your opponents turn!
Otherwise you can continue activating models. Repeat this until you roll two failures simultaneously or decide to pass the turn. A model can only become activated once per turn. If the active model is pinned down or taken out of action it still has to make a quality roll.
Spend only a single action point with each model to make sure every one gets to activate.
Reactions are similar to actions except that they are done by enemy models during your turn. Reactions don't cost action points. Up to 3 models in a warband can react to an enemy action that starts in their line of sight. An active model declares its action and attack target before reactive models declare reactions.
Attacks by reactive models are weaker. A model attacking as a reaction can only use a single dice regardless of its weapon. Attacks between a reactive model and the active model are resolved as an opposed roll.
Reactions are never reacted to.
1) An activated model moves around a corner into an enemys line of sight. The enemy can't react to this as the action didn't start in its line of sight.
2) Next the active model makes a shoot action. This time the enemy model is allowed to react and chooses to shoot back. As the enemy is reacting it can only use up to one attack dice. Dice are rolled and the enemy is taken out of action.
3) The active model ends its activation and makes 2 quality rolls. Only one fails so its player chooses another model to activate.
If the active model would have been taken out of action by the reactive shooting it would still have had to take its quality rolls.
PASSING THE TURN
Sometimes when it's your turn you don't want to activate another model. Instead you can pass the turn by forcing an enemy model to activate. When you do this it becomes your opponents turn. The chosen enemy model must make at least one action. Your models can react to this action as normal.
“The important thing in strategy is to suppress the enemy’s useful actions but allow his useless actions.”
- Miyamoto Musashi, A Book of Five Rings
Move1 action point
Move1 action point
The model is moved up to its move stat in inches in a straight line.
A model can’t move through other models or impassable terrain. As separate moves are made in straight lines zigzagging requires multiple moves. Moves can’t be bent into curves either.
A model can only move withing 1” of an enemy model if going into base to base contact. Resolve close combat immediately when moving into base contact with an enemy model.
Close combat free!
Close combat is resolved immediately when a model moves into base contact with an enemy model. In other words, a close combat attack does not require a separate action. It’s part of the move action.
The active model makes one to three attack rolls depending on it's power. If it does not have power, it can't attack.
A reactive model with one or more power makes a single attack in close combat. Thus, attack rolls in close combat are often opposed. This does not count as a reaction, however a reactive model that shoots can't attack in close combat. Instead the shooting attack and active models close combat attacks are resolved as an opposed roll.
Pinned down models never make close combat attacks.
Opposing models never stay in base to base contact. When a model is hit in close combat it is pushed 1” backwards. If neither model takes a hit in close combat the model that initiated the close combat is pushed 1” backward instead. When a model does not have space to be pushed backwards it is taken out of action. Remember that models can’t move through other models so this can happen by being surrounded by enemy models as well as friendly ones.
Example: A activated hungry alien (Attack 7, power 3d10) moves into base contact with an enemy android (Attack 3, power 2d10). The alien makes 3 attack rolls: 1, 2 and 7 while the android only makes a single attack roll due to being reactive. The andoid rolls a 2. The aliens roll of 1 is canceled by the androids 2 which in turn is canceled by the aliens 7.
The android (defence 4) is hit twice has to make 2 defence rolls: 2, 9. It becomes pinned down and is pushed 1" away from the alien. It sure looks bad for the android.
Shoot 1 action point
Select an enemy model or other target in line of sight to attack with a ranged weapon.
Make one to three attack rolls depending on the used shooting weapons firepower. The target makes a defence roll for each hit taken. An enemy model may react by attacking back making the attack roll opposed.
If a reactive model is shot at while moving into close combat with the shooter resolve the attacks as an opposed roll.
Stand up 2 or 3 ap
The only action a pinned down model may use.
The model recovers from being pinned down at the end of its activation if all of the quality rolls succeed.
Standing up only costs 2 action points if another friendly model is within 3”. Otherwise it costs 3 action points.
Special action 1 to 3 ap
Special actions are used for special things like using an ability, opening a door or interacting with an objective. Complex actions may require spending more than one action point. If something requires two separate special actions they have to be made during a single activation.
Move the reacting model as with a move action. The active model is moved before making a reactive move.
If the model comes into base to base contact with an enemy model close combat is resolved as normal. Keep in mind that a reacting model only can make a single attack roll.
Resolved as a shoot action but only make a single attack roll regardless of the ranged weapon used. Keep in mind that only the model being shot by the active model can make an opposed attack roll. Reactive shots by models not being attacked make normal attack rolls.
The active models quality roll at the end of the activation becomes opposed. Make a single quality roll with the spotting model. Just like with opposed attack rolls, so lower successful quality rolls are canceled by higher successful opposing rolls.
An activated mercenary moves along the battlefields edge twice in antempt to flank the enemy warband. The enemies have posted an unarmed observer bot that sees the mercenary and makes a spot reaction.
The mercenary (quality 6) ends her activation and makes two quality rolls gettin 3 and 3. Due to the spot action the observer bot (quality 5) gets to make an opposed quality roll. It gets a 5 canceling the mercenarys double threes. It becomes the bots warbands turn as they get alerted!
“A bold operation is one in which success is not a certainty but which in case of failure leaves one with sufficient forces in hand to cope with whatever situation may arise.
A gamble, on the other hand, is an operation which can lead either to victory or to the complete destruction of one's force.”
- Erwin Rommel
Line of sight restricting terrain is very important when playing Xenotactics. About half the battlefield should be covered and there should preferably be very few or no straight lines of sight across the field. There should be no straight lines of sight across the field greater than 24". Terrain is treated as areas with rules attached to them or as special objects. Players should agree on what each terrain piece represents while deploying them. If a models base is touching a terrain piece it’s affected by it.
The battlefield should preferably be at least 30" × 30". A battlefield of 36" × 48" is perfect.
- Hiding terrain: Can be seen into but not through. Eg. Smoke or dense vegetation but also hills.
- Cover: Allows a model to reroll single defence roll when taking hits from a ranged attack. To gain cover a models base has to be obscured by and be in base contact with the terrain.
- High ground: Allows model to reroll single attack roll when attacking models below. Define high ground based on categories while deploying terrain. For instance ground level, first height level, second height level etc. The high ground bonus is gained against models on lower levels.
- Difficult: Moving into difficult terrain costs an additional action point. Moves inside or out from difficult terrain do not suffer this penalty. Reactive moves are not affected by difficult terrain.
- Impassable: Can’t be moved through. Walls are both impassable and hiding terrain.
- Portal: Always placed in pairs. Model that ends or begins its move in base contact with the portal can warp into base contact with the paired portal. Moving through a portal ends the move. Portals are surprisingly common on fringe exoplanets.
- Destructible: Can be targeted by attacks. Has a defence 7 unless defined as other value. Remove the piece of terrain once it is taken out of action by a hit. Cracked walls, doors and hatches are examples of destructible terrain.
- Hazardous: Model in hazardous terrain must make a defence roll every time it completes an action or reaction.
- Explosive: Can be targeted by attacks. Explodes and is removed when taking a hit. Explosion causes a hit to every model in the terrain piece or within 5” of it. For example exploding barrels.
“Fight the enemy with the weapons he lacks.”
- Alexander Suvorov
On the following pages you’ll find a smorgasbord of kaboomboom which allows creating balanced forces to oppose each other. You'll find example statlines, a system for creating your own adventurers and weapons - lot's of weapons. All costs are in Galactic Credits (gc). Simply add everything you want to have in your warband together to get the warbands cost. Players will usually decide on a gc total before a battle.
Here are some suggestions:
- 500 gc for a skirmish
- 1000 gc or more for pandemonium
Some thoughts on point values and balance: While true balance in a game is often sought after I’m afraid it’s not possible to achieve. Warbands of equal points aren’t equally effective. This is because a model always has a context. A models value is not only affected by its own stats and equipment but also terrain and positioning of other models.
Historical battles have seldom been anything close to fair – quite the opposite. One side has usually been significantly stronger. However, the weaker force has succeeded countless times by better positioning, smarter maneuvers and by countering their foes plans.
Winning a stronger warband is the mark of a tactician. When you win with a weaker warband you can take more credit.
Use your creativity to design the force you want to field. Maybe you want to wipe that smug opponents smile by steamrolling his undefeatable list? Maybe you have a theme or story to tell? Maybe you just have to try out the new models fresh from the 3D-printer? Preparing a warband is a game in itself. A game needs to have choice and thus every option available should not be equally valid. Maybe perfect balance isn’t something to be desired after all?
Basic humans - you know what humans are... right?
Combat armor (D+1) 5 gc
Power armor (D+2) 10 gc
Close combat weapons
Combat knife (1d10 thrusting)6 gc
Crowbar (1d10 crushing)12 gc
Sword (2d10 balanced)12 gc
Autopistol 18 gc
Smoke Grenades18 gc
Stun Grenades18 gc
Grenade Launcher18 gc
Heavy Autogun42 gc
Rocket Launcher72 gc
Genemodified terran supersoldiers. Cloned, brainwashed and at your service.
Combat armor (D+1) 5 gc
Power armor (D+2) 10 gc
Marauder armor (D+2, Fly) 35 gc
Heavy power armor (D+2, 2HP) 118 gc
Close combat weapons
Combat knife (1d10 thrusting)7 gc
Sword (2d10 balanced)14 gc
Energy blade (3d10 balanced)21 gc
Gravity hammer (3d10 crushing)28 gc
Autopistol 21 gc
Smoke Grenades21 gc
Stun Grenades21 gc
Grenade Launcher21 gc
Heavy Autogun49 gc
Rocket Launcher84 gc
A species of elegant starfarers. They have pointy ears.
Spacesuit (D+1) 8 gc
Battlesuit (D+2) 13 gc
Wingsuit (D+2, Flying) 38 gc
Warpsuit (D+2, Teleport) 77 gc
Close combat weapons
Dagger (1d10 thrusting)7 gc
Monoedge (3d10 balanced)21 gc
Monospear (3d10 thrusting)21 gc
Monowire (3d10 slashing)21 gc
Railpistol 21 gc
Radiation Grenades21 gc
Smoke Grenades21 gc
Stun Grenades21 gc
Barbarian space pirates! Three favourite activities: fighting, fighting and fighting.
Armor (D+1) 4 gc
Heavy armor (D+2) 8 gc
Mega armor (D+2, 2HP) 80 gc
Megamega armor (D+2, 4HP) 144 gc
Close combat weapons
Blade (2d10 balanced)10 gc
Axe (2d10 slashing)10 gc
Wrench (2d10 crushing)15 gc
Greatblade (3d10 balanced)15 gc
Megaxe (3d10 slashing)15 gc
Sledgehammer (3d10 crushing)20 gc
Autopistol 15 gc
Smoke Grenades15 gc
Flame Grenades15 gc
Heavy Autogun35 gc
Heavy Flamer35 gc
Rocket launcher60 gc
A dank species of aquatic nerds. They breathe through gills, speak technobable and have a disturbing fascination for tentacles.
Armor (D+1) 5 gc
Mobile suit (D+1, 3HP, Flying) 87 gc
Mecha suit (D+1, 4HP) 101 gc
Heavy mecha suit (D+1, 6HP) 144 gc
Laserpistol 15 gc
Railpistol 15 gc
Plasmapistol 15 gc
Radiation Grenades15 gc
Stun Grenades15 gc
Rocket launcher60 gc
Skills and gadgets
Energy shield40 gc
Energy bubble40 gc
Hungry spacebugs. Can't be communicated with and eat everything and everyone. Maybe they are just missunderstood.
Locust always have the Hivemind special rule.
Exoskeleton (D+2, 2HP) 56 gc
Close combat weapons
Talons (2d10 slashing)8 gc
Scythes (3d10 slashing)12 gc
Pincers (2d10 balanced)8 gc
Claws (3d10 balanced)12 gc
Maw (1d10 crushing)8 gc
Slammer (2d10 crushing)12 gc
Tentacles (3d10 crushing)16 gc
Laserpistol 12 gc
Heavy flamer28 gc
Gas grenade12 gc
Flank entry30 gc
Skeletal robots programmed to EXTERMINATE.exe all sentient life. They run on green energy and are surprisingly eco-friendly.
Exterminators always have the Robot special rule.
Heavy frame (3HP) 108 gc
Juggernaut frame (6HP) 216 gc
Close combat weapons
Blade (1d10 balanced)7 gc
Talons (3d10 slashing)21 gc
Halberd (3d10 balanced)21 gc
Radiation Grenades15 gc
Gas Grenades15 gc
Shock entry24 gc
Energy Shield60 gc
Renegade Superterrans41 gc
Scary, genocidal superterrans bent on enslaving humanity to their dark will. To get the point across they decorate using skulls, spikes and skulls on spikes.
Power armor (D+2) 8 gc
Marauder armor (D+2, Fly) 33 gc
Destroyer armor (D+2, 2HP) 72 gc
Demonic form (D+2, 4HP) 144 gc
Close combat weapons
Jagged knife (1d10 thrusting)8 gc
Jagged blade (2d10 balanced)16 gc
Crushing glove (2d10 crushing)24 gc
Chainsaw (3d10 slashing)24 gc
Runic blade (3d10 balanced)24 gc
Demonclaw (3d10 crushing)32 gc
Autopistol 24 gc
Heavy Autogun56 gc
Heavy Flamer56 gc
Smoke Grenades24 gc
Gas Grenades24 gc
Flame Grenades24 gc
Shock entry40 gc
Dimensional Gate50 gc
CREATING AN ADVENTURER
Instead of using the example statlines your can create your own warband. Begin by designing a statline for your model and proceed by arming it to the teeth. Add the cost of the statline, weapons and abilities to get the points cost of the model. Use the following formula to calculate the models statlines cost in Galactic Credits:
(M + A × 3 + D × 5) × Q / 6
Move, Attack and Quality have to be 3-9 while Defence has to be 1-6. Every model needs to have these basic stats but the rest is optional. The basic stats affect the cost of weapons and abilities.
Example: A terran has these stats:
Hiring her to your warband costs:
(4 + 6 × 3 + 3 × 5) × 6 / 6 = 37 gc
Arming her with a plasmagun (A × 6 gc) and an energy shield (D × 10 gc) costs:
6 × 6 = 36 gc for the plasmagun and
3 × 10 = 30 gc for the energy shield
The terran and her wargear would thus cost 37gc + 36gc + 30gc = 103gc in total.
CLOSE COMBAT WEAPONS
Choose a close combat attack type, power and name the weapon.
A crushing weapon may only be used once per activation. Targets defence counts as 0.
A slashing weapons second and third attacks during an activation against the same target hit automatically. The attack dice count as having rolled ones.
Target defence counts as 4.
Double impact: Cause 2 hits on even successful attack rolls.
Triple impact: Cause 3 hits on even successful attack rolls.
Heavy: Firing the weapon directly after a move action costs an extra action.
Light: May both move & shoot as a single reaction. If the model shoots it can't attack in close combat and vice versa.
3” Blast: Any model within 3” of hit target is also hit. Measure the range from the models base or exploding terrains edge.
5” Blast: As 3” blast except with range 5” instead.
Silent: A model with stealth can make a ranged stealth attack with this weapon. Check the stealth rule in chapter 9.
Energy charge: May only be used once per activation. Targets defence counts as 0.
Energy beam: The second and third attacks during an activation against the same target hit automatically. The attack dice count as having rolled ones.
Armor-piercing: Target defence counts as 4.
Spray: Successful attack rolls hits all models between attacker and target.
Ignores cover: Cover re-rolls can't be used against this weapon.
Weapon profiles describe how much a weapon costs, how many attack dice the weapon gives and what abilities it has. Many firearms have “While activated:” before their special rule. This simply means that the rule only works when the model is activated.
Light weapons are good sidearms as they allow moving and shooting as a single reaction. This can be used both offensively or defensively.
AutopistolA × 3 gc
Laser PistolA × 3 gc
Light. While activated: Energy beam
Plasma PistolA × 4 gc
Light. While activated: Energy charge
RailpistolA × 3 gc
Light. While activated: Armor-piercing
Thrown weaponA × 2.5 gc
Light, Silent, Max range 8"
AutogunA × 5 gc
SniperA × 5.5 gc
Good defensive weapon that has double impact also when reacting.
ShotgunA × 4.5 gc
While activated: Triple impact up to 8”.
BowA × 4 gc
Silent, While activated: Double impact
LasergunA × 5 gc
While activated: Energy beam
PlasmagunA × 6 gc
While activated: Energy charge
RailgunA × 5 gc
While activated: Armor-piercing
FlamerA × 5.5 gc
Max range 8”. While activated: Spray, Ignores cover
GrenadeA × 3 gc
Max range 8”. While activated: Heavy, 3” Blast, Double impact.
Stun grenadeA × 3 gc
Max range 8”. Out of action results are treated as pinned down instead. While activated: Heavy, 3” Blast, Triple impact.
Radiation grenadeA × 3 gc
Max range 8”. While activated: Heavy, 5” Blast, Armor-piercing
Smoke grenadeA × 3 gc
Target spot within 8” max range and deploy a hiding 5” diameter round terrain piece there as a special action. Remove it when your next turn begins. Terrain under the smoke works as normal.
Gas grenadeA × 3 gc
Target spot within 8” max range and deploy a hiding, hazardous and explosive 3” diameter round terrain piece there as a special action. Remove it when your next turn begins. Terrain under the gas works as normal.
Flame grenadeA × 3 gc
Max range 8”. While activated: Heavy, Double impact, Ignore cover. Deploy a hazardous 3” diameter round terrain piece at the targeted point. Remove it when your next turn begins. Terrain under the flames works as normal.
Grenade LauncherA × 3 gc
Buy grenades separately. Grenade launcher removes the max range from grenades.
Heavy AutogunA × 7 gc
LasercannonA × 7 gc
Heavy. While activated: Energy beam
BFGA × 8.5 gc
Heavy. While activated: Energy charge
RailcannonA × 7 gc
Heavy. While activated: Triple impact, Energy charge
Rocket LauncherA × 12 gc
Heavy. While activated: Triple impact, Blast 5”.
Heavy FlamerA × 7 gc
Heavy. Max range 8”. While activated: Spray
Laser sightA × 2 gc
Allows re-rolling shooting attack roll of 1 if target is within 8”. Light weapons may re-roll any hitting attack roll.
Telescopic sightA × 2 gc
Allows re-rolling shooting attack roll of 1 if target is over 8” away. Basic weapons may re-roll any hitting attack roll.
“In preparing for battle I have always found that plans are useless, but planning is indispensable.”
- Dwight D. Eisenhower
The first action point this model spends during its activation is free and does not add a dice to the quality roll at the end of the activation. Thus his model may spend up to 4 action points during its activation.
BodyguardD × 6 gc
Hits to models in base contact may be allocated to this model by its player.
Shock entryQ × 8 gc
This model can be left off the battlefield during deployment. From outside the battlefield the model can be activated to make a shock entry as a special move costing 3 action points. A model doing a shock entry can be placed anywhere on the battlefield over 3” from enemy models.
Energy beingQ × 20 gc
When this model fails a defence roll it's disintegrated. A disintegrated energy being is lain on its side like a pinned down model but can't be attacked or targeted. The energy being may only attempt reconstruct special actions while disintegrated. This costs 3 action points. If all three quality rolls succeed the energy being reapears and is placed on its base again.
Energy bubble D × 10 gc
Attack rolls of 1 targeting models within 3” of this model automatically fail.
Energy shield D × 10 gc
Attack rolls of 1 or 2 targeting this model automatically fail.
Flank entry Q × 10 gc
This model can be left off the battlefield during deployment. From outside the battlefield the model can be activated to make a flank entry as a special move costing 2 action points. Place the model in base contact with any point along the battlefields edges that is not in a deployment zone.
FlyingM × 5 gc
This model can fly as a special move action. This costs two action points and allows the model to move up to three times its move in a straight line. While flying it also ignores difficult terrain.
HackerQ × 6 gc
As a special action this model can hack enemy devices for the lulz. This costs three action points. You may target an enemy model in line of sight of any of your models. The enemy model becomes pinned down if all three quality rolls at the end of the activation succeed.
HealerQ × 4 gc
This model can heal a pinned down model within 3” as a special action. The healed model is no longer pinned down. Healing removes one point of damage from a model with the HP special rule.
Hivemind Q x 2 gc
A model with hivemind can give its reaction to another model with hivemind.
Select one model with hivemind to be the hivemind master. Hivemind models can only make a single action per activation unless their master is on the battlefield.
2-6 HP varies
HP stands for hit points or hull points. The rule is meant for big things such as monsters, mechs and heavy power armor. These models are never pinned down and take damage instead of going out of action. Models with HP use these rules for failed defence rolls:
- Odd rolls over defence: ignored
- Even rolls over defence: take one damage
Keep track of damage taken with a dice next to the model. The number on the dice rises as the model takes damage. Once the damage equals or exceeds the models HP special rule value it is taken out of action.
Models with HP become weaker as they take damage. Every time it makes a roll compare it to the damage tracking dice. Any rolls by the damaged model below the damage tracking dice are canceled. In other words damage affects the monsters attack, defence and quality rolls much like an opposed roll.
The model must have at least Defence 4 to get HP.
Invisibility D × 8 gc
Can only be targeted from within 8” unless activated.
Leader 20 gc
A model within 5” may re-roll a single quality roll at the end of its activation. A warband can only have one leader.
Leap Q × 6 gc
This model can move up to 8” if the move ends in base contact with an enemy model.
Overclock Q × 8 gc
This model can overclock another model within 3” as a special action. This costs 2 action points. The overclocked model is activated next and can spend up to 4 action points. Your turn ends immediately after the overclocked activation.
Pathfinder M × 5 gc
This model can move into difficult terrain without paying an extra action point.
Regenerate D × 5 gc
This model can regenerate as a special reaction. Make a single quality roll. The model stands up after the active models action if the roll is successful.
Robot Q × 5 gc
A robot doesn’t need to make a quality roll at the end of its activation if it only spent one or two action points.
Standing up costs 3 action points for a robot even if it is within 3” of a friendly model. Finally, a robot does not gain quality re-rolls from leaders.
RushM × 4 gc
This model may make two moves immediately after both sides have deployed. These moves can be reacted to as normal. If both sides have rushers the warband that deployed first has to move rushers first.
StealthA × 5 gc
A stealthy model can make a special stealth close combat attack if it started its activation completely outside enemy line of sight. The stealth attack is the first close combat attack during its activation and is resolved before enemy reactive attacks. Thus there is no opposed roll. An enemy taken out of action or pinned down by the stealth attack can't react. Thus it's possible to move into enemy line of sight, move again, getting into close combat doing the stealth attack before the enemy reaction. A reactive attack by a surviving enemy is also resolved as a normal attack roll.
TeleportQ × 8
This model may teleport to any point in line of sight as a special move. This costs 3 action points.
A psionic model can use its mind powers to cast space magic! This power comes at a price, however. A model that uses a psionic ability and looses the turn suffers a psionic headache. It must make one defence roll for each failed quality roll.
Telekinesis A × 6 gc
This model can move things with its mind as a special attack. Telekinesis can be used in two ways:
A telekinetic push has firepower 1d10 and costs one action point. If the initial push causes a hit to an enemy model you may move it up to 5”. If the model is moved into another model or terrain both take an automatic hit. Telekinetic push can be used as a shooting reaction.
A telekinetic crush has firepower 1d10 and initialy costs two action points. If the target became pinned down you can use telekinetic crush again for free. There is no limit to how many times this can trigger. Keep in mind that enemies can react to this.
Pyrokinesis A × 10 gc
This model can create and manipulate flames by condensing energy as a shooting attack. It costs two action points.
Fireblast has firepower 1d10. If cast while active it also has blast 3” and triple impact. Fireball can be used as a shooting reaction as well.
Inferno has firepower 1d10, blast 8” and triple impact. The blast is centered on the psychic model and unlike its friends it’s immune to the infernal flames.
Electrokinesis A × 8 gc
This model can shoot lightning from its fingertips and eyeballs as a shooting attack. Doing so costs two action points.
Lightning arc has firepower 3d10 but only uses the lowest dice. Lightning arc can be used as a shooting reaction.
Lightning bolt has firepower 1d10 and triple impact. If a hit was caused, every model between the attacker and target is hit by the bolt.
TelepathyQ × 8 gc
This model can use telepathy to confuse an enemy as a special action. It costs 1 action point. Target one enemy in line of sight and make an opposed quality roll. If your roll is successfull and not canceled by the enemy models opposing roll, the enemy becomes pinned down. The quality roll is not a reaction and the enemy model can react to telepathy as normal.
Alternatively the telepath can try to mind control an enemy by spending 3 action points. Target an enemy model and make an opposed quality roll as above. If you win the opposed roll the enemy model becomes part of your warband until the end of the turn. The opponent can react to this as normal.
Reflect A × 5 gc
This model can reflect projectiles back to their source by opening temporary microportals. Flailing a trademarked energy sword is optional.
This is a special reaction that can be used when this model becomes the target of a shooting attack. Make an attack roll opposing the active models attack. You cannot affect the enemy with this roll but every attack roll you cancel this way is reflected back and hits the active model instead.
Dimensional gate Q × 10
This model can rip open portals in the fabric of spacetime as a special action. This costs 3 action points. Deploy a 3” diameter round portal terrain piece in base contact with the psionic. Deploy another paired identical portal anywhere on the battlefield.
The ability can also be used to close a portal in base contact with the model. This is also a special action and costs 2 action points. Closing a portal closes its paired portal as well.
Timestop Q × 14 gc
This model can create a disturbance in spacetime as a special action! This costs 3 action points. Roll the quality rolls for the activation. Go into super slo-mo if your turn continues. This model may be activated again and it can spend up to 5 action points. Your turn ends immediately after the timestop activation. Whoa.
“I do not steal victory.”
- Alexander the Great
After warbands have been created players should deploy terrain. It’s also almost mandatory to put on background music from some action movie or game at this point. At least half the battlefield should be covered with terrain, but preferably more. Additionally, firing lanes crossing the whole battlefield should be avoided. The players take turns to place terrain pieces.
Once the terrain has been placed players should present their warbands. Bragging and boasting is encouraged but try to keep it civil. Finally, select a mission to play. If both players agree the mission can be “last warband standing” or any of the other missions. Otherwise either player rolls on the mission table.
|10||Opponent selects symmetrical mission|
|9||Opponent selects asymmetrical mission|
|8||Select symmetrical mission|
|7||Select asymmetrical mission|
In symmetrical missions both players have the same goal. To decide deployment both players roll a d10. The player with the higher roll gets to choose to deploy first or second. The player deploying first gets to choose which of the long table edges to use as deployment zone. The zone extends 5” from the edge. Models need to be placed completely within the zone. The opponent will deploy in the opposing side. The player deploying first has the turn at the start of the mission.
Last warband standing0
A mission for meatheads
Play until either warband is completely out of action or pinned down. The remaining warband wins.
Players make a secret note of three models in their respective warbands after deployment. Play until either warband is completely out of action or pinned down. The remaining warband scores 3 victory points. Their opponent scores 1 victory point for each noted enemy model taken out of action or pinned down at the end of the game.
Slay the enemy champion
Players announce a model to be their champion after deployment. Score 1 victory point if your champion is the only one left on the battlefield and start a 3 turn countdown. The countdown is reduced by one each time your turn ends. The game ends when the countdown reaches zero.
Score 2 victory points if your champion remains on the battlefield when the countdown reaches zero. The opponent scores 1 victory point for taking your champion out of action before the countdown ends.
Take and hold
Place 3 capture zones on the battlefield. One in the middle and two 8” away on a diagonal line across the battlefield. If both players agree the capture zones can be any kind of terrain. Otherwise they are round 3” diameter hiding terrain pieces.
A zone is under your control when only you have models in base to base contact with it.
Gain 1 victory point if you control at least 2 of the zones when your turn begins. Play until either player has 3 victory points or either warband is completely out of action or pinned down.
In an asymmetrical mission players have different goals – an attacker versus a defender. To determine who is defending both players make a secret bid in models. After revealing the bids compare the total GC costs of the bid models. The player making the higher bid gets to defend. The models that the winner bid can’t take part in the mission. If the bids are equal the player with the lower total warband cost is the defender. Otherwise roll a d10 to determine who is the defender.
The defender chooses either long table edge and deploys first. Deployment zones extend 5” from table edges. Afterwards the attacker deploys on the opposing side. It's the attackers turn at the start of the mission.
The defender starts a 5 turn countdown at the start of the game. The countdown is reduced by one at the start of the defenders turn. The game ends when the countdown reaches zero.
You’ll notice that the defender also scores 2 victory points at the star of each asymmetrical mission. It is certainly better to be the defender.
Free the hostage
The defender places a hostage model anywhere on the battlefield where other models can reach it. Attacking models can release the hostage as a special action in base to base contact.
Once released the hostage is controlled by the attacker. Unfortunately, the hostage is in weak shape and can only spend two action point per activation. The hostage moves 4” and can never move over 8” in total during its activation. It has 0 in all other stats but always passes quality rolls. When the hostage takes a hit, it is always pinned down.
Add 5 turns to the defenders countdown when the hostage is released. The game ends if the countdown reaches zero or the hostage manages to escape by moving into base contact with the attackers table edge.
The defender scores 2 victory points at the start of the game. The attacker scores 1 victory point for freeing the hostage. The attacker also scores 2 victory points if the hostage manages to escape from the attackers table edge.
Detonate either bombsite
The defender chooses two non-impassable terrain pieces to be the bombsites. The sites must be at least 16” apart. The attacker makes a secret note which model is carrying the bomb.
If the model carrying the bomb is taken out of action or pinned down it drops the bomb in base to base contact with itself. Use a token to represent the bomb, a coin is perfect. The it can be picked up by friendly models in base contact by making a special action. It can also be dropped as a free special action. Furthermore, it’s instantly dropped if the carrying model makes a special move like teleporting.
The bomb can be planted on a bombsite in base contact as a special action. This costs 3 action points and ends your turn. Place the bomb token in base contact with the planting model and set the defenders countdown to 3. A planted bomb can’t be picked up. It explodes and ends the game when the countdown reaches zero.
Defending models can defuse the bomb in base contact as a special action. This costs 2 action points. Defusing the bomb also ends the game.
The defender scores 2 victory point at the start of the game. The attacker scores 2 victory points for planting the bomb and 1 additional victory point if the bomb detonates. The defender scores 1 victory points for defusing the bomb.
Advance to the enemy side
The attacker places 3 raid objective tokens after the defender has chosen a table edge but before any models are deployed. One of the tokens must be completely within the defenders deployment zone. The remaining tokens must be placed within 5” of the defenders deployment zone and 10” from any other raid tokens.
The attacking models can remove raid tokens in base contact as a special action scoring 1 victory point for each. Add 2 to the turn countdown each time a raid token is removed. The defender scores 2 victory points at the start of the game.
The game ends when the countdown reaches zero, there are no raid tokens left or either warband is completely out of action or pinned down.
“I came, I saw, I conquered.”
- Julius Caesar
After finishing a mission you may want to continue the narrative created as a campaign. Campaigns are linked missions between multiple players’ warbands. This way of playing introduces some roleplaying game aspects as models develop over time gaining levels. Models taken out of action don’t die either… usually. Instead they suffer injuries and other misfortunes. The most interesting heroes and villains tend to have some weaknesses they manage to overcome despite the odds.
Every starting warband has 10 reputation. A warband defeated in mission has to give one of its reputation points to the winner. An additional reputation point has to be given if defeated by a warband with a lower rating.
Players may decide to end the campaign when one player reaches a certain number of reputation, 15 for instance. Another way to run a campaign is to simply play a lot of games over a weekend and see who has got the most reputation at the end.
Fighting a higher rated enemy means your warband will be gaining extra galactic credits regardless if you win or not.
A warband always gains a profit of 25GC for taking a mission contract and taking upkeep into account. Winning a mission gives an additional reward of 25GC. A lower reputation warband gets double rewards, so 50GC for taking a mission contract and 50GC for winning. The winner of a multiplayer free for all mission gains 150GC regardless of reputation!
Models who are taken out of action in a mission have to roll d10 on the injury table below:
|10||Missing! Roll d10 on the missing in action table.|
|9||Madness! Roll d10 on the madness table.|
|8||Reduce Defence by one or Move by two.|
|7||Reduce quality or attack by one.|
|1 to 6||Full recovery.|
|9 or 10||The model devolves into total insanity and removes itself from the warband.|
|7 or 8||Doomed. Rolls 2d10 for injuries from now on and picks the highest.|
|5 or 6||Confused. The models first action each activation costs one extra action point.|
|3 or 4||Unreliable. The model must make a quality roll before each mission. If failed, the model can’t be used in the mission.|
|1 or 2||Unexpected insight. Warband gains one extra experience point.|
Missing in action
|10||Never found. Remove model from warband.|
|9||Eaten by wandering monsters. Remove model from warband.|
|8||Found dead and looted. Remove model from warband.|
|2 to 7||Captured! The model becomes the enemy warbands prisoner. The enemy player can demand ransom in credits, equipment and reputation or simply make something up. If the demand is fulfilled the model is returned. The enemy player can also simply decide to kill the model. The capturer can decide what to do with the prisoner later in the campaign too.|
|1||Survivor! The model was presumed dead but wakes up alone in the darkness. It manages to make its way back on its own. The model gains a level!|
Your warband gains experience points by playing missions. Keep track of how much experience your warband has by writing it down. Your warband has a common experience pool so there is no need to write down every models experience separately.
After a mission, roll one d10 for each victory point scored and keep the highest. Add this to the warbands experience pool. A warband that didn’t get any victory points still gets to roll a single d10.
Your warbands experience points are used to level up models. This happens after rolling for injuries. Select a model, pay the experience to level up and roll d10 on the level up table. It’s up to you if you want level up your favorite model continuously or keep an even level in the warband.
Leveling up costs 5 + the models current level in experience points. Remove this amount from the warbands experience pool. Thus leveling up from level 8 to level 9 would cost 13 experience (5+8). A models starting level is its points cost divided by 30 rounded down.
|10||Increase move by one.|
|9||Increase quality by one.|
|8||Increase attack by one.|
|7||Increase defence by one.|
|4 to 6||Increase a stat of your choice by one.|
|1 to 3||Gain a special rule of your choice from The Armory. It must be paid in GC but you get to reduce the price by the experience cost of the levelup.|
The basic stats have maximum levels. Choose another result if a stat can’t be increased because of these limits:
Recruiting and trading
Warbands can recruit new members and buy new shiny things after a mission. This is useful as unfortunate adventurers and warriors often get themselves killed and need to be replaced.
To recruit a model just build a new one using the rules in chapter 03 The Armory and 04 Abilities. Existing models can buy new weapons, power and equipment from 03 The Armory, but may only raise their stats or gain an ability by leveling up. You can swap ranged weapons between surviving models after a mission. Finally, you may try to make deals with other players selling weapons, equipment, warband members, prisoners and so forth.