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Farthest Star allows players to build crews of space-faring adventurers and tell tabletop stories in different play modes including competitive skirmish, solo, cooperative, or collaborative RPG.

Farthest Star supports four different play modes - PvP skirmish, solo play, cooperative play, and collaborative RPG mode.

Some of the main character stats in Farthest Star include MA (Movement), MD (Melee Defense), RA (Ranged Attack), RD (Ranged Defense), F (Fitness), I (Intelligence), C (Charisma), P (Perception), W (Willpower).

Sci-Fi Skirmish Role-Play

for One or More Players


1
Sci-Fi Skirmish Role-Play for One or More Players

By Scott R. Pyle

Front and Back Cover Artwork: Jay Piscopo

Interior Artwork: David Makler, Jay Piscopo

Layout and Page Design: Todd S. Tuttle

Playtesting, Inspiration, and Advice: Chris Pearse, Jan Annarella,


Andrew Cook, Bill Demjan, Joe Dragovich, Scott Gano, Kurt Mericli,
Louis Reash, Dave Spurlock, Stewart Surgent, Jeff Yandora, Daniel
Yauger, Kim Young

Miniature Credits: Blind Beggar Miniatures, Blue Moon Manufacturing,


Bridge Miniatures, Old Glory Miniatures, White Wolf Games

Explore more Goalsystem goodness at our web site:

www.four-colorstudios.com

Published August 2021

Rules and Concepts Copyright Scott R. Pyle and Four-Color Studios


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Contents

Chapter 1: Introduction & Basics. . . . . . . . . . . . . . . . . . . . . . 3

Chapter 2: Character & Crew Creation. . . . . . . . . . . . . . . . 10

Chapter 3: Action & Combat . . . . . . . . . . . . . . . . . . . . . . . 44

Chapter 4: Scenarios & Campaigns . . . . . . . . . . . . . . . . . . 72

Chapter 5: Enemies & Non-Combatants. . . . . . . . . . . . . . . 137

Chapter 6: RPG Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . 153

Appendix I: Vehicle Creation & Combat . . . . . . . . . . . . . . 156

Appendix II: Afterword & Play Aids. . . . . . . . . . . . . . . . . . 163


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Chapte r 1
Introduction & Basics
Farthest Star (FS) gives players the tools to run story-driven
competitive, solo, cooperative, or collaborative (RPG) games
featuring bands of space adventurers on the fringes of the
civilized galaxy. FS utilizes the Goalsystem engine for fast and
fluid play with a minimum of bookkeeping. You can use any sci-fi
or fantasy figures from your collection to play this game. While
written with 28mm figures in mind, it’s easy to adapt the game to
smaller scale models if you desire.

You will need a table space of at least 2' x 2', but 3' x 3' will give
you more room to set up terrain and maneuver your figures.

The Goalsystem rules use multiple six-sided dice (referred to


hereafter as D6s) to provide a random element when resolving
conflicts on the tabletop. You should have about 20 D6s, 10 of
one color and 10 of another color. You will also need a measuring
tape or ruler marked in inches, a deck of 52 playing cards, and
enough miniatures to fill out your skirmish band and the foes they
will face.

Who Are the Protagonists of Farthest Star?


Farthest Star features crews of space-farers who have turned
to a life of action to make their living among the stars of the
Far Millennium. They often act as troubleshooters, mercenaries,
bodyguards, and procurers. They work for planetary governments,
rich patrons, or even downtrodden colonists. They find jobs where
they can.

Some of them seek an answer to a grand mystery—who slew the


Galactic Council and threw the universe into turmoil? Such was
the power displayed in this brazen act of assassination, any who
could find its source and live to tell of it might profit immensely
from the knowledge. Or they might at least better learn how to
weather the next attack.
4 The miniature figures in your FS games could represent a hardened
crew of explorers, a cadre of star mercs, special law agents bent
on keeping galactic peace, a mixed band of scavengers, aliens,
or whatever else your collection might suggest!

You can certainly use these rules to run games in your favorite
established sci-fi universe. We built them to be adaptable to
nearly any setting.

Models and Basing


Playing a game of FS requires only two to seven figures for your
crew. You will also need an eclectic mix of figures for use as foes
and bystanders. This will include opposing humanoid or alien
foes, monsters, and even monstrous alien plants. If you’re playing
games against another player, your opponent will also need their
own crew of two to seven figures.

Almost every figure in the game represents a unique character,


and should be individually mounted on some sort of base. While
bases facilitate consistent measurement between characters, your
models do not need to be based consistently. The shape or size of
a model’s base in FS does not matter—round, square, hexagonal,
etc., will all work within the rules.

Interchangeable Terms
In all of the following rules, we apply the terms “character”,
“figure”, and “model” interchangeably to refer to the game’s
miniature combatants.

The Key Rule


Farthest Star belongs to its players. If you don’t like the way
something works, make a change that works for you. If you’re
playing cooperatively or competitively, discuss it with your gaming
group and make a change that works for everyone.
5
The Goal Roll
Goal rolls comprise the heart of FS. Most actions in the game
require a goal roll, and during every goal roll a figure has a
certain number, or pool of dice which its player must roll. The
player rolls the dice and looks for dice rolling 4+ (i.e., 4, 5, or
6); this will determine the number of goals collected in that throw.
Players ignore dice rolling less than 4. The shorthand notation for
dice in FS is the number of dice followed by the letter “D”, so you
would note a pool of six dice as 6D.

The Power of 6
Rolling a 6 is special in FS. Any dice resulting in a 6 count as two
goals instead of the normal one goal.

Example: Abby rolls 6D again, this time scoring 2, 2, 3, 4, 4, and


6 for a total of four goals—6s count for 2 goals!

The Chance Roll


Any time a player needs to figure out the results of an unsure
situation that occupies a “gray” area in the rules, they can use a
Chance Roll. Simply roll 2D6, and note the number of goals scored.
If it becomes a matter of degree, the more goals generated, the
better. If no goals are rolled, things go against the roller.

Certain model type abilities, traits, scenario conditions, or other


circumstances within the rules will call for Chance Rolls, and many
of those rolls may require more than a single goal for the result to
go in favor of the roller.

Unopposed Goal Rolls


In unopposed goal rolls, players roll a number of dice equal to a
figure’s relevant attribute, counting up the number of goals.
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Target Numbers
Target Numbers represent fixed values that must be matched or
exceeded with an unopposed goal roll. This most often reflects
non-combat tasks like scanning for an objective or making some
kind of tech check. We denote target numbers in these rules as
TN#. TNs are set by a given scenario, or the power level of a
certain model or condition, or they can be created by a neutral
game master, or GM.

Here are some sample TNs and their relative difficulty levels:

TN1. . . . Easy
TN2. . . . Average
TN3. . . . Hard
TN4. . . . Very Hard
TN5+. . . Extremely Hard

TNs usually range from TN1 to TN5; anything higher becomes


extremely challenging.

Example: Abby’s character, Ruthe, attempts to detect a potential


ambusher in clear conditions. It’s a TN2 task to spot the enemy in
the open. Ruthe possesses 4D for this, and Abby rolls 1, 1, 4, and
5, for a total of two goals. Ruthe spots her enemy!

Example: Hunter Gorm attempts to traverse dangerous terrain.


The scenario dictates that successfully bypassing this obstacle is
a TN4 task. Gorm’s player rolls 6D for the task and scores 1, 2,
3, 4, 4, and 6 for four goals (remember the Power of 6), allowing
him to pass through the dangerous spot unharmed!

Margin of Success/Margin of Failure


Sometimes the amount your goal total exceeds a TN by matters;
the same goes for failure. We call this amount Margin of Success
(MoS) and Margin of Failure (MoF). You will see it in the rules when
knowing the degree of success or failure on a check is important.
7
Re-Rolls
A character’s traits or gear often allow their player to re-roll failed
dice in specific situations. Whenever re-rolls come into play, a
player can pick up a die that rolled less than 4 and roll it again,
or if they’re feeling lucky, they can pick up a die that rolled 4 or 5
and try to throw a 6 with it! The same die may never be re-rolled
more than once, even if a throw has “extra” re-rolls left over.

For an easy reminder, we note the number of re-rolls allowed


on a throw in brackets next to the relevant trait or dice pool. For
example, Ruthe gets 2 re-rolls on her 6D melee attack, and she
notes them like this: 6D[2]. You can use a trait’s re-rolls on each
throw of the relevant dice pool.

Re-rolls resulting from campaign events or circumstances are


expendable, and once used, may not be used again.

Re-rolls from different sources may be added together, but a


model may never benefit from more than four re-rolls on any
dice pool throw.

Example: Ruthe wears medium armor granting two re-rolls in her


6D defense pool against melee attacks, so she notes this on her
roster as 6D[2]. If she rolls this pool and gets 1, 3, 3, 5, 5, and 4,
she can pick up two failed dice and roll them again. If on a later
throw she gets a 1, 4, 4, 5, 5, and 6, she could pick up the 1 and
throw it again, but if it fails she cannot re-roll it a second time,
because the same die may never be re-rolled more than once.

Opposed Goal Rolls


When two figures actively work against each other, an opposed
roll occurs. Opposed rolls comprise some of the most important
die rolls in the game. This most often occurs during combat.
When one figure attacks another, the attacker matches their
relevant dice pool against the defender’s relevant dice pool in an
opposed contest.
8 The figure gaining more goals (dice rolling 4+) wins the contest,
and in the case of combat, might successfully harm the target
or evade damage (in the case of the defender). In combat ties
normally go in favor of the defender.

Example: Ruthe fires on an enemy trooper. She scores 4 goals


on her attack roll, while the trooper gets only 2 goals on their
defense roll. Ruthe’s shot strikes home, and may spell doom for
the trooper!

The Combined Roll


For solo and cooperative games FS employs the combined roll for
opposed checks. This requires you to have two sets of differently
colored (or sized) six-sided dice. When the rules call for an opposed
roll, you do a combined roll using your two sets of six-siders.

For solo play, an AI model must always use a Re-roll on a result


of a 1, 2, or 3 if it is available.

Example: Scott decides his characters will use red dice and the
AI characters will use black dice. Scott’s character Interrogator
Destrade (Melee Attack 4D[1] attacks an AI robot character
named Zig-39 (Melee Defense 5D[1]). Scott picks up nine total
dice, four red ones for Destrade, and five black ones for Zig-39,
and rolls them for the exchange. He quickly separates the red
from the black and counts goals scored for each. They each get
one re-roll. It’s Scott’s choice for Destrade, but if Zig-39 rolled a 1,
2, or 3 on any of its dice, Scott would have to re-roll one of them.
He then compares the totals to see who wins the exchange.

Movement
FS figures move at a base rate set by their basic archetype and
traits. Measure all movement in inches. Certain traits or equipment
possessed by figures can alter their starting movement rate to
make a model faster or slower.

Chapter 6 includes alternative rules on map-based movement.


9
Fate
Every character model in the game possesses some control over
their destiny. We measure this using a mechanic called Fate
points. At the start of every new campaign turn or one-off battle
your characters’ Fate pools refresh back to their maximum starting
values. You spend Fate in play for each character, so you should
track each character’s Fate points using chits, tokens, or markers
of some kind. Once you spend a Fate point for a character, it’s
gone until their Fate pool refreshes at the start of a new campaign
round or one-off battle. You can spend 1 Fate for a character to
do any of the following:

• Add +2D to a dice pool before rolling any dice

• Add +1D to a dice pool result after rolling your dice

• Add +2" to your movement value

• Satisfy the condition of a specific trait, scenario, or game event


If the timing of Fate expenditures ever comes into question during
an opposed exchange, the attacker declares their use first, and
the defender can then react by spending Fate themselves.

That’s the basics. Now on to character creation!


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Chapte r 2
Character &
Crew Creation
Players build crews by selecting and customizing their figures one
at a time using a basic archetype and its menu of options. FS
requires no number crunching or point cost tracking when building
characters. You will get the option to select four standard characters
as your starting crew. You can trade one standard character for
two minor characters if you choose. Or you can go the other way
and trade two standard characters for one major one. You can
make multiple trades when deciding on your crew. This allows you
to vary the size and capabilities of your starting crew.

Customize Your Character


A starting crew consists of four standard characters. Use the
following Basic Archetype for each character in your crew and
customize them to your taste. Keep in mind you can trade one
standard character for two minor characters, or you can trade
two standard characters for one major character.

Characters all possess the following basic stats:

• Melee Attack (MA): This is the ability to attack a foe in


melee or close combat. We assume every character has
some basic ability to brawl, but this could also include
advanced martial arts. Certain traits will add to this.

• Melee Defense (MD): This is the ability to defend against


melee attacks.

• Ranged Attack (RA): This is the ability to attack a foe at


range. All characters have access to a free ranged weapon
choice, but you can choose superior weapons from among
your gear selections.

• Ranged Defense (RD): This is the ability to evade ranged


attacks.
• Fitness (F): This measures your overall agility, athleticism,
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hardiness, and strength.

• Intellect (I): Intellect measures a character’s basic erudition


and raw intelligence. You will use it to make research,
technology, and mystery checks.

• Charisma (C): This measures your ability to win friends and


influence people. Charisma governs any social interaction
or negotiation. Charisma also measures your moxie, luck,
and good fortune.

• Perception (P): This measures your alertness and acuity. If


you want to spot something hidden, or an ambush, you use
Perception.

• Will (W): You will use this stat to resist fear and attack with
and defend against psychic powers.

Basic Archetype
Stats
MA 4 | MD 4 | RA 4 | RD 4 | F 4 | I 4 | C 4 | P 4 | W 4

Move: 6"

Fate: 2

Health: 6

Species (Choose One):


Averax, Beast, Human, Robot, Salvian, Space-Bug, Space-Dwarf,
Space-Elf, Space-Ogre, Space-Orc

Role (Choose One):


Beastmaster, Brawler, Chosen, Commander, Lurker, Psychic,
Shooter, Troubleshooter, Techno
12 Traits (Choose Two):
Amorphous, Amphibious, Bodyguard, Brute, Combat Surge,
Contacts, Counterattack, Enhanced Senses, Entangle, Fast,
Fearsome Fighter, Flight, Future Savage, Ghost Form, Hard to Kill,
Killshot, Lesser Psychic Powers, Law Dog, Loner, Lucky, Massive,
Medic, Move-by-Attack, Multiple Limbs, Natural Melee Attack,
Natural Ranged Attack, Null, Pack Mule, Pilot, Prescience, Psychic
Healing, Quirk*, Regen, Resourceful, Savant, Second Action,
Shady Character, Sneaky, Speed, Teleport, Tough, Two-Gun
Mojo, Undead, Versatile Attack, Wall-Crawler, Wealthy Scion

*A Quirk is a negative trait that grants a character an additional


normal trait for selecting it. See the Traits section for more.

Starting Kit
Every character starts with a few free items: PDN, Basic Melee
Weapon, Basic Ranged Weapon

Gear (Choose Two)


Armor (L), Armor (M), Armor (H), Armor (P)*, Body Shield*, Brace
of Pistols, Combat Drugs, Combi-Weapon*, Enhanced Melee
Weapon*, Flamer, Grenades, Jump Pack, Med Kit, Paired Melee
Weapons, PPE, Really Big Gun*, Rifle, Scanner, Standard Melee
Weapon, Stun Blaster, Tool Kit, Wrist-Comp.

*Rare or complex items cost two choices.

Trade-Offs
You can trade a Trait or Gear selection in for +1 Health or +1"
Move. You can do this once with a Trait, and once with a Gear
selection. You can also trade one Gear selection for one Trait
selection, or do the reverse.

You can also reduce one of your stats by -1D and add +1D to
another stat of your choice. You cannot reduce a stat below 1D
die using this trade-off.
Major and Minor Characters
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The stats of non-standard character types differ from the basic
archetype as follows:

• Major Character: All starting stats 5D, +2 Health, +1 Fate,


+1 Trait

• Minor Character: All starting stats 3D, -2 Health, -1 Fate,


-1 Trait

Select a Species
Select a species package for your character. We’ve provided
some example packages for your use, but feel free to use them as
a basis to design your own. To build your own species template,
use the following guidelines:

• +4D in total stat bonuses.

• Maximum +1D to any one stat.

• Use negative dice (-1D) to balance out bonuses elsewhere.

• Trade +1D for any of the following: 1 trait choice, 1 Fate,


+1" Move, +1 Health

• Create unique species advantage or weakness if necessary

Averax
Savage descendents of a great species of flightless birds, Averax
speak in almost musical, chirruping voices. They’re natural hunters
and make excellent trackers.

Effects: +1D Fitness, +1D Perception, +1" Move, Enhanced Senses.


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Beast
You’re an animal or creature of some kind. While you are trained
and follow the commands of your fellow crew members, your
usefulness outside of battle is somewhat limited.

Effects: +1D Perception, +1D MA, +1" Move, Natural Attack.


Reduce your Intellect to 1D. You can select light or medium armor,
but you cannot use any other gear and you do not possess a
PDN. During the post-battle phase of the campaign round you
can only do Mercenary Work to earn wealth for your crew.

Human
The dominant sentient lifeform in the galaxy, humans are at the
center of planetary governments and form the bulk of the various
military forces that maintain order.

Effects: +1 Fate, +1 Trait, +1D to two stats of your choice. You can
also trade the extra Trait for a further +1 Fate if you like.

Robot
Some artificial beings like robots and androids have attained
independence and enjoy recognition as sentient beings. They’re
often not treated with the full respect other organic lifeforms
enjoy.

Effects: +1D Will, +1D MD, +1D RD, +1 Trait, -1D C. Characters
can spend a special action to make a TN3 Intellect check to
restore one lost Health on a robot who has not been taken out
of action.

Salvian
These mobile, vaguely humanoid sentient plants flourish wherever
quantities of sunlight and water abound. While salvians don’t
often engage in warlike behavior, some of the universe’s most
ardent eco-warriors hail from this species.

Effects: +1D Fitness, +1D MD, Hard to Kill, Entangle or Multiple


Limbs (choose one).
15
Space-Bug
While humans might be the dominant sentients, your race of
humanoid insectoids remains the most numerous. Your species’
penchant for proliferation into areas where they are not welcome
has not endeared them to their fellow sentients.

Effects: +1D MD, +1D Perception, +1" Move, Multiple Limbs,


-1D Charisma

Space-Dwarf
Strong, technologically minded, and stubborn, these offshoots of
humanity usually hail from heavy gravity worlds.

Effects: +1D MD, +1D Fitness, +1D Will, +1 Health, Pack Mule,
-1" Move.

Space-Elf
Reputed to be the oldest species of sentients in the universe, space-
elves enjoy long lives, but keep a tight rein on their emotions. If
they truly possess the secrets of the universe, they’re not sharing
them with anyone else.

Effects: +1D Fitness, +1D Intellect,+1D Will, +1" Move.

Space-Ogre
Big, nasty, and brutish, members of this species often find
themselves used as hired muscle or shock troops.

Effects: +1D MA, +1D Fitness, Brute, Massive

Space-Orc
Fierce, tribalistic warriors, space-orcs fight first and ask questions
later. These green-skinned warriors are often seen as marauders,
but if they’re fighting on your side, your chances for victory are
much higher.

Effects: +1D MA, +1D Fitness, +1 Health, Fearsome Fighter.


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Roles
These traits help to define your character’s primary role on
the crew.

Beastmaster
You have a way with creatures of all types.

Stat Bonus: +1D C, +1" Move

Effects: You start every battle with a Lesser Beast companion of


your choice from Chapter 5. Your companion acts as a member
of your crew and gets its own card for initiative. Your companion
can earn bumps as a normal crew model, but if it is killed, you
will need to select a new Lesser Beast from Chapter 5.

Additionally, as a reaction, you can make a Charisma vs. Will


check to charm a beast or lesser beast whenever it tries to attack
you or an ally in the same melee. On a success the beast spends
its attack action as normal, but automatically misses. You or any
allies with you may leave any combat against a beast you have
charmed without suffering a free attack from it.

Brawler
You act as the melee hammer, dealing death up close and
personal. You might be a big bruiser, or a lithe assassin. Either
way, you’re a melee specialist.

Stat Bonus: +1D MA, +1D MD

Effects: Any foes who gang up on you in melee enjoy one less
bonus die for their numerical advantage. So two foes gain no
bonus, three foes gain +1D, and four foes gain +2D.
Chosen
17
Some sort of grand destiny awaits you, but you’re just not sure
when your time will come.

Stat Bonus: +1D C, +1 Fate

Effects: As a reaction, and before you have dealt any initiative


cards, you can spend 1 Fate point and make a 2+ Chance roll
to gain a second turn during the current round. If you choose to,
you can instead spend 2 Fate points to automatically gain this
second turn. Your second turn includes your normal complement
of movement and actions. If you succeed in getting a second turn,
deal yourself a second initiative card. You act on each one.

AI models will use this trait on any round following a round where
they were dealt a card that was 8 or lower.

Commander
Command comes easily to you. In times of crisis, you can get the
most out of your fellow crew members.

Stat Bonus: +1D C, +1D W

Effects: Follow Me. Use a free action to activate a fellow crew


member within 5" of you when you activate. This crew member
activates on your card after you have finished all of your actions
for your turn. They discard their own card in lieu of this action.

You can also spend 1 Fate and use a free action to do one of
the following:

• Marching Orders. Select a fellow crew member within 5"


of you. Increase their Move for their next turn by +2".

• Steady. Add +1D to the next Charisma or Will check of a


fellow crew member within 5" of you.
AI models will always use Follow Me if conditions warrant it.
Unless they are down to their last Fate point, they will also use
one of the other two abilities.
18 Lurker
You’re an agile, sneaky fighter best at home in the shadows and
excellent striking from ambush.

Stat Bonus: +1D F, +1D RD

Effects: Any foe you charge must make a TN3 Perception check
or you gain a further +1D to your MA. Any foe you make a RA
against must make a TN3 Perception check or you gain a further
+1D to your RA. These TNs increase to TN4 if you began your
turn in cover. You also gain +1D to Hide checks.

Psychic
You’re a psychic of great power. You lash out at enemies with
your mind, or cloud a foe’s senses when they try to assault you.

Stat Bonus: +1D W, +1D C

Effects: You can make Will-based ranged attacks with +1 Re-roll.


You can also spend 1 Fate point to use your Will stat for defense
against a melee attack. Selecting this trait qualifies you for other
psychically based Traits should you wish to select them.

Shooter
You’re adept at slaying foes at range. Using blasters, slug-
throwers, or even muscle powered missile weapons all come
naturally to you.

Stat Bonus: +1D RA, +1D P

Effects: You can fire into a melee and choose your target
without randomizing. See Chapter 3 for more details on
ranged combat.
Techno
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You’re the technical expert of your crew. Your affinity with
computers, machines, and robots makes you invaluable both in
battle when interacting with objectives, and out of battle when
pursuing additional sources of income for your crew.

Stat Bonus: +1D I, +1D P

Effects: Choose one of the following at character creation:

• Attacker. You can target Robot enemies with Intellect-based


ranged attacks. Your robot targets defend with their Will
stat, and you can direct your attacks into melees without
having to randomize your targets.
Certain scenarios may specify additional technological targets
that you can affect with your special attack.

• Controller. You start every battle with a Drone companion


of your choice from Chapter 5. Your companion acts as a
member of your crew and gets its own card for initiative.
Your companion can earn bumps as a normal crew model,
but if it is killed, you will need to select a new Drone from
Chapter 5.
Additionally, as a reaction, you can make an Intellect vs. Will
check to charm a robot character whenever it tries to attack you
or an ally in the same melee. On a success the robot spends its
attack action as normal, but automatically misses. You or any
allies with you may leave any combat against a robot you have
charmed without suffering a free attack from it.

Troubleshooter
You are a versatile operator for your crew.

Stat Bonus: +1D to two of these stats: RD, MD, F, C, I, P, W

Effects: You can spend 1 Fate to perform both a combat AND a


special action in the same turn.
20
Traits
Not all models of the same role are the same. Picking special
traits provides one way to differentiate one Brawler from another,
for example. Ahead we provide a brief list of traits. Feel free to
make more of your own. We’ve tried to balance them against
each other so their game effectiveness is roughly equal, but this
is not always the case!

A few of them require a Chance Roll to activate, and many require


one to use more than once during a single game.

Using these traits more than once in a game requires a model


to use a free action or a reaction to make a Chance Roll before
each subsequent use—if you score the listed goal total you can
use it again. A model can try this once per turn, per trait.

We note these abilities as:

Recharge #+

where the “#” equal the minimum number of goals needed to use
the trait again.

Amorphous
You possess a malleable, “blobby” body. You maintain a semi-
humanoid form that allows you to wear clothing and use gear, but
you can make this form change and melt at your whim. In game
terms, you have no “weak spots,” so foes gain no gang-up bonus
against you in melee. You can also pass through solid terrain as
if it was not there, but you treat it as difficult ground.

You’re also really hard to kill! You gain +1 on any post-battle injury
checks, and allies gain +1D when trying to clone you after you die!
All this comes at a price. You lack the muscularity for explosive
movement, and so you cannot use the Charge special maneuver.
Amphibious
21
You’re equally at home in water or on land. Ignore the effects
of Difficult terrain that is defined as deep water, including any
damage that might normally apply to a model without this trait.

Your denser musculature grants you +1 Health. You also gain


+2D to MA and MD against non-Amphibious foes who are also
in deep water.

Bodyguard
You can sometimes take an attack for an ally. When an enemy
targets an ally within 3" of you with a ranged attack, you can try
to absorb the attack instead. Make this decision before any dice
are rolled, then make a Chance roll. If you score 2+ goals, place
yourself in front of the original target and use your RD versus the
incoming attack.

Brute
You’re super-strong! Once per game you can do one of
the following:

• Bounding Leap. Use your move action to leap onto any


high piece of terrain within 10" of your current position.

• Bulldozer. Use your move action to plow through a piece of


terrain (up to your move value).

• Improvised Missile. Use your combat action to throw a


large object as a ranged attack (Maximum range 10",
+1D[2] on this attack).
Recharge 2+
22 Combat Surge
You’re good at taking advantage of any opening in a battle, you
just can’t always predict when they will come. Choose a card suit
when you select this trait. Whenever your initiative card matches
your chosen suit, you gain +1D to any attack and defense rolls
you make for that round.

Before the game starts, deal any AI models with this trait a card
from a freshly shuffled deck and note the suit for them.

Contacts
You’re well traveled around the galaxy and you’ve established
relationships with a lot of different people. You gain +1 Re-roll to
your Charisma stat. During any post-battle phase where you were
not grievously injured in the most recent battle, you can work your
contacts as your post-battle action. Make a TN3 Charisma roll. If
you succeed, note your margin of success on the following table:

0 = +1 CWS
1 = Minor character ally
2+ = Standard character ally

If you earn an ally, they will accompany you into your next battle.
Treat them as a member of your crew for the next game only.

Counterattack
You’re deadly even when on the defensive. Once per game on
an exchange where your MD goal total exceeds your foe’s MA
goal total you may declare a counterattack. Your attacker’s MoF
automatically becomes damage inflicted on them! For example,
if your MD total exceeds your attacker’s MA total by 5 goals to 1,
your counterattack would do 4 damage to them.

AI models possessing Counterattack will use it the first time they


successfully defend with a margin of three or more. If this has not
happened by the end of round three, they activate it on their next
successful defense where it would do at least one damage.

Recharge 3+
Enhanced Senses
23
You possess heightened physical and/or psychic senses that
allow you to ignore environmental conditions like darkness, and
grant you +2D to Perception spot hidden models or models out of
your line of sight. You also gain +2D to your Fitness or Perception
on post-battle checks. Once per game you can deal yourself a
second card for initiative and take the better of the two for your
action.

AI models will use this trait on any round following a round where
they were dealt a card that was 8 or lower.

Entangle
You can choose to entrap rather than harm a foe! This can manifest
as energy bonds, tentacles, wiry coils, etc. Declare your entangle
attempt before you roll any dice. Make a melee attack. If you hit
or tie you hold your foe at TN2 + your MoS. Your foe uses their
Fitness stat for escape checks. For example, if you beat your foe
by three, they face a TN5 to escape. While trapped, your foe
cannot move or make normal attacks of any kind (except Will-
based attacks), and attacks against them enjoy a +1D bonus.

On their turn they can use a special action to attempt escape. If


you begin a turn with an entangled foe, you can use a free action
to continue the hold or release them. You can move at half normal
speed while holding an entangled foe. If an ally is within 2" of a
model making an escape attempt, they gain +1D to their check.

Fast
Gain +2" to your base Move value. If you’re ever dealt a 2 on
your first Initiative card draw of the round, you immediately get
dealt a second card. You can then decide which card to take
your turn on and then discard the unused card.

Fearsome Fighter
You exult in the thick of melee. You gain +2D on charge attacks
instead of the normal +1D. Whenever you’re ever dealt a face
card (King, Queen, Jack) for initiative, you add +1D to your MA
and MD for the round.
24 Flight
You possess wings or some other means to defy gravity for short
periods. Add +2" to your movement and ignore the effects of
difficult ground. You can fly over dangerous terrain and enemy
models, but you must land in a place of safety at the end of each
turn. You also ignore any falling damage and you can simply
step off of high perches and place yourself safely on the ground
below. This counts as two selections.

Future Savage
You’re from a feral world and remain resistant to the allure of
advanced technology and weaponry. You gain +1 Re-roll to
Perception, and +1 Health. You don’t possess and cannot acquire
a PDN. You’re immune to the effects of the Ghost In Your Machine
special event and any other condition that would affect a character
with a PDN. You can only use basic melee and ranged weapons.
In the post-battle phase of the campaign round, you can only do
Mercenary Work or aid a fellow crew member who is ambushed
while running a criminal enterprise.

Ghost Form
You can become intangible for brief periods of time. Use a free
action (or a reaction when it’s not your turn) and spend 1 Fate to
activate this trait. When you do can do any (or all) of the following:

• Move through solid terrain or difficult ground as if they


were clear ground. You cannot end your move inside of a
piece of solid terrain.

• Leave a melee without suffering any free attacks.

• Ignore any falling damage.


Hard to Kill
25
Add +1 to your starting Health. You also gain +2 Re-rolls on any
KO check you make.

Killshot
Once per game, use a free action to make a 2+ Chance Roll to
deal one point of Health loss to a model when that model ties or
beats you when defending against one of your attacks.

Recharge 2+

Law Dog
You possess authority and arrest powers, but this power doesn’t
always cross planetary distances. Once per game after all the
initiative cards for a round have been dealt out you can use a
reaction to make a TN3 Charisma or Will check (your choice) to
overawe your foes. On a success you can swap initiative cards
between two of your foes. This trait also allows you to make
certain post-battle checks.

Recharge 3+
26 Lesser Psychic Power
This is a psychic power. You possess a selection of minor psychic
abilities. You must spend 1 Fate at the beginning of the battle to
gain access to these powers for the entire game. Use a special
action or a reaction and make a Will stat check to activate one
of the following:

• Cloud Minds (TN4). During non-combat encounters,


you cloud the minds of those around you to gain some
advantage. If you succeed, you gain +2D on any post-
battle Charisma stat check.

• Deflect Shot (TN3). If you’re wielding an Enhanced Melee


Weapon, use a reaction to activate this power and add
+1D to any RD check.

• Save (TN3). As a reaction you can save yourself or another


character within LOS of you from any falling damage. If
you succeed you place the saved character (or yourself)
safely on the spot where they would have landed. Saved
characters are never knocked down.

• Telekinetic Grab (TN4). Grab an objective, character, or


other item up to 10" away and bring it into base contact
with you or another model within 3" of you. If grabbing an
opposing character, your target resists using their Fitness
stat against your activation goal total. Pulling a character
from a melee does not provoke any free attacks.
If you also possess the Psychic Role, lower all TNs by one.

Loner
At the start of any turn where you find yourself the only active
model remaining on your side, you get two turns. Deal yourself
two cards and act on each of them. The effects of this trait do not
stack with those of the Chosen Role.
Lucky
27
Good fortune sometimes smiles upon you! Once per battle you
can pick up an entire dice pool throw and re-roll it. This does not
apply to Chance Rolls.

Recharge 3+

Massive
You’re at least twice the size of a normal model! You gain +2
Health and +1" to your movement. You’re also large enough to
serve as a “mount” for one normal sized model. It takes a special
action for someone to climb aboard or dismount. Your size makes
you easier to hit—foes gain +1D on attack rolls against you. You
also count as two models when it comes to post-battle upkeep!

Medic
You possess battlefield (or higher) medical training. You gain
+1D to your Intellect on any checks to use a Med Kit, or any
post-battle check to clone a dead comrade. You may also use a
special action to stabilize a model within 1" of you who failed a
KO check. This model gains +1D on their post-battle injury check
assuming they were not taken out of action.

Move-by Attack
You can make a close combat attack while on the move! Attack a
model along your path—that model does not get the normal free
attack when you disengage from it so long as you move at least
2" away from it.

Multiple Limbs
You have more limbs than a standard human. This could be a
species trait or the result of a mutation, advanced cybernetics, or
robotics. No matter the reason, once per session you can make
an extra close combat or shooting attack on your turn.

Recharge 3+
28 Natural Melee Attack
You possess martial training or a natural attack that makes your
unarmed strikes deadly weapons! You gain +2 re-rolls to your
MA and MD stats.You cannot combine these bonuses with any
weapons or armor.

Natural Ranged Attack


You wield some sort of natural ranged attack—it comes from you,
not a ranged weapon you carry around! It could be an energy
blast, quills, spitting acid, etc. This attack grants +2 Re-rolls to
your RA stat, but cannot be combined with the effects of any
other ranged attack. You also gain +1D to Charisma on post-
battle checks for being a living “concealed weapon”!

Null
You’re an anti-psychic. Any psychic power used on you (helpful
or harmful) automatically fails. Any psychic who tries to use a
power within 10" of you must first use a free action to make a
TN4 Will check or the power fails. They can spend their action
on something else that round, but they cannot use any psychic
powers. Psychics cannot select this trait. When you select this trait
subtract 1D from your Charisma and add 1D to your Will.
Pack Mule
29
You’re strong and unfazed by fighting and moving while laden
with gear. You suffer no movement penalties while wearing armor
and gain one extra gear selection at character creation.

Pilot
While just about everyone can fly a spaceship or atmospheric
craft, you’re a gifted pilot. You gain +2D to your Charisma or
Intellect goal rolls for any piloting check.

Prescience
This is a psychic power. You sometimes gain flashes of near future
events. After all initiative cards are down, but before the first
character takes their turn, you can spend 1 Fate and make a TN3
Will check. If you pass your check, you can swap initiative cards
between two characters of your choice.

AI models will use this trait on any round where they or one of
their allies were dealt an 8 or lower and any of their foes were
dealt a higher card. They will switch this card with the highest
available opponent’s card.

If you don’t possess the Psychic Role, Recharge roll 3+.

Psychic Healing
You must possess the Psychic Role to select this psychic power.
Your touch can heal the injured. Select yourself, or a character
within 2" of you, and make a Will check vs. a TN3. If you succeed,
you heal 1 + MoS Health on your target.

Each subsequent healing attempt adds +1 to the TN. Once you


fail a check, you’re done healing models for that game.
30 Quirk
This is a negative trait that does not count as a normal selection,
but instead grants you an additional trait selection for choosing
it. A quirk can be any weakness or inconvenient condition you
devise for the character, and we’ve included some examples to
give you some inspiration. Some quirks are better suited to non-
player character models.

• Aimless. At the start of the turn the character moves in a


random direction. Use the random direction chart from the
back of this book, or a direction dice if you have one.
This quirk cannot cause a model to move off of the board;
instead place them on the board edge.

• Blood Drinker. Unless this character successfully attacked


and damaged a foe in melee combat during their previous
battle, they suffer -2 Health and +1 to all TNs for the current
battle. Ignore this quirk during this character’s first battle of
any new campaign.

• Slow. Reduce this character’s Move value to 2". They can


never use the Charge maneuver, and any other movement
they possess (like Flight) is also 2".

• Unlucky. Change this character’s first dice result of a 6


each battle to a 1.

• Weak Constitution. This character automatically fails any


KO check. Henchmen cannot take this quirk.

• Weak Stat. Reduce a stat by -1D. You cannot apply this


quirk to stats already at 1D.

Regen
You possess the potential to heal yourself! This could be from a
natural power, injected nanites, cosmic energy, or whatever. Any
turn you begin at less than full Health, make a Chance Roll—on
a 2+ you regain one lost Health point. This trait stops working if
you’re KO’ed or taken out.
Resourceful
31
You often seem to have just the right answer to a problem. Once
per game, at any point during your turn, select and use a non-
psychic Trait of your choice from this list.

AI models with this trait will try to use it any time they’re dealt a
face card (King, Queen, Jack) on initiative. Players should use
common sense when applying this for AI models. If something
seems like a good fit for the moment, activate the trait!

Recharge 3+

Shady Character
You’re a criminal or ex-criminal and you maintain connections to
the galaxy’s seedy underworld. Make a 2+ Chance Roll before
each battle. If you succeed, you begin the battle with valuable
information gleaned from your criminal contacts. You get an extra
card on your first two rounds of the battle, taking the better of the
two cards for your initiative.

You also gain +1D on Charisma-based post-battle checks for


fencing loot and running criminal enterprises.

Savant
You’re brilliant! Gain +1D to your Intellect. Once per game you
can use a special action to make a Chance roll to give brilliant
advice to an ally within 10" of you. Your excellent advice adds 1
+ goals scored dice to your targeted ally’s next goal roll.

Recharge 2+

Second Action
You must be a Major character to select this trait. During your turn you
can spend 1 Fate point to gain a second combat or special action.

Sneaky
Gain an extra +1D for cover bonuses—soft cover grants +2D to
defense and hard cover grants +3D to defense. Lurkers with this
trait gain a free move prior to the start of any battle. The move
occurs after all models are set up, but before the first initiative. If
multiple Lurkers have this trait, use card draws to determine the
order of their bonus movements.
32 Speed
You possess the potential to move at amazing speeds! Once
per game you can spend 1 Fate point to activate this trait and
move up to 30" in a single round! Your speed allows you to
cross difficult or impassable ground with no penalties and run up
vertical surfaces. You may also attack a single foe you move by
or end up in base contact with at +1D.

After using this trait you gain +1D on any MD and RD rolls until
the beginning of your next turn.

Recharge 3+

Teleport
You can move from one point to another instantaneously!
Teleporting costs 1 Fate and a move action, and when you do
so you make a TN2 Charisma or Will roll. On success you can
move 10" + 2" for every point in your MoS. So if you scored 4
goals on your check, you could move a total of 14". Your teleport
movement ignores the effects of difficult, dangerous, or vertical
terrain, but you must end your movement in a place of relative
safety. If you fail your check you don’t teleport this turn, but you
can still move normally.

Tough
You’re naturally tough when it counts the most. Once per game
gain +2D on a defense roll against any non-Will based attack.
You can decide to use this ability after you’ve made your initial
defense roll!

Recharge 3+

Two-Gun Mojo
You’re deadly with both guns blazing! If you carry a brace of
pistols, you can do this maneuver once per game. Gain +2D[2]
on a 10" or shorter ranged attack against a single target, or fire
at two targets (two separate attack rolls) within 3" of each at
+1D[1] each.

Recharge 3+
Undead
33
You were once alive, but something changed that. You might be
a revenant, vampire, or zombie. Players decide this when they
select the trait for their character. All characters with this trait gain
+1D to Will to resist Psychic attacks and effects. Also, choose one
of the following special abilities:

• Life Drain. If you damage a foe in melee you can spend


1 Fate point and treat any damage you deal to them as
healing for you. For example, if you deal 3 damage, you
gain back 3 lost Health. If you are already at full Health,
you instead gain a flat +1D on your next MA, MD, RA, RD,
or Fitness goal roll.

• Shuffling Gait. While you may shamble about, you are


faster than you look. Anytime you’re dealt an initiative card
of 8 or lower, make a Chance roll and add your goal total
to your total movement for the turn. For example, if you’re
dealt a 7, you make a Chance roll and if you score 2 goals,
you gain +2" to your Move value for the turn.

Versatile Attack
Once per game you can make a +1D attack that works equally
well in close or short ranged combat. This could represent a
natural or cybernetic weapon with extra reach, elongated limbs,
energy blasts that surround your hands, etc. You can attack
targets out to 10".

No equipment or other traits can add to this dice pool.

Chance Roll 2+

Wall Crawler
You treat vertical terrain as clear ground, and you can end your
movement clinging to the sides of shear walls or hanging from
ceilings.
34 Wealthy Scion
You are the child of a wealthy family, or perhaps you married into
one of the galaxy’s old guard noble houses. Your adventuring ways
have left you somewhat cut off from this fountain of wealth. But at
times you can call in a favor with a sympathetic family member or
trustee. First, any attempts to clone you after your death are made
at +1D. Second, during any post-battle phase where you were not
grievously injured, you can use your campaign action to make a
TN3 Charisma check. On a success you gain +2 to the CWS. If
you score 4+ goals on your check, you also gain a political favor
that makes it easier for your starship to travel to new planets for
the current campaign round. Your pilot gains +1D to any Intellect
check they make on a starship run.

Pick Gear
Every crew member needs some gear to face the dangers of
a cruel galaxy! Here’s where you outfit each member of your
crew!

FS leans toward fast, playable rules with a bit of abstraction when


it comes to weapons and equipment. Each model in your band
gets two gear selections. Those two selections cover weapons,
armor, and various devices.

Any item marked Rare counts as two picks, and will also be
harder to acquire during campaign games (see Chapter 4 for
more on campaigns).

Remember, just about every character will begin with a PDN, Basic
Melee Weapon, and Basic Ranged Weapon for free. Characters
with the Beast Role can’t use most gear, and characters with the
Future Savage Trait can’t have a PDN.

Armor (Light)
Clothing made from ballistic or reflective materials.

Effects: +1 Re-roll on RD and MD.


Armor (Medium)
35
Padded clothing made from ballistic or reflective materials, along
with a few fashionable and well-placed armor plates.

Effects: +2 Re-rolls on RD and MD; -1" to basic movement.

Armor (Heavy)
Padded clothing made from ballistic or reflective materials,
augmented with “hard-shell” armor plates and perhaps even a
sinister looking helmet.

Effects: +1D[1] on RD and MD; -2" to basic movement.

Armor (Power) [Rare]


Full suit of articulated, strength augmenting “hard-shell” armor
made from advanced materials.

Effects: +1D[2] on RD and MD. +1D MA and F. Also counts as


PPE. This gear costs 1 weath point in upkeep after every battle.

Armor Piercing Ammo


High-density slugs for projectile weapons or “hot” packs for
energy weapons that reduce the effectiveness of armor.

Effects: Steps down a target’s armor by one level, so Light armor


grants no protection, Medium counts Light, Heavy counts as
Medium, and Power counts as Heavy. You must pay 1 wealth point
after each battle to replenish your supply of armor piercing ammo.

Basic Melee Weapon


Usually a truncheon or combat blade.

Effects: +1 Re-roll on MA checks. Free selection.

Basic Ranged Weapon


Holdout pistol, small hand blaster, thrown hand weapons.
Maximum range equal to 10".

Effects: +1 Re-roll on RA checks. Free selection.


36 Body Shield [Rare]
Device that sheaths the body in a protective energy field.

Effects: A Body Shield remains active until it is overcome. Any


time the wearer suffers an attack that requires a MD or RD roll,
they first roll 5D for the Body Shield. No other dice ever add to
a Body Shield roll. If the shield ties or beats the attack, the attack
fails and it remains active and continues to protect its wearer.

If the attack beats the shield, it gets through, shorts out the shield,
and the wearer must make their own defense roll against the full
force of the attack!

When a shield is beaten it shorts out and ceases to work for the
remainder of the game unless the wearer makes a 3+ Chance
Roll. Make this check anytime the character is attacked after the
shield fails. A Techno character can also use a special action to
make a TN4 Intellect check to reactivate the shield.

Brace of Pistols
Two or more slug or blaster pistols in a slick-looking shoulder rig.

Effects: +2 Re-rolls on ranged attack checks. Also gain +1D to


your Charisma on post-battle checks because you look cool.
Combat Drugs
37
No matter their route of entry, these drugs enhance a warrior’s
performance in battle, but carry their own risks if abused.

Effects: Use a free action to activate the drugs. For the rest of
the battle, gain +2" to movement and +1D to MA and MD. If
you used your combat drugs in the previous battle, make a 2+
Chance roll at the end of the game. If you fail you must make a
check on the post-battle injury table whether you were taken out
or not. Ignore any dead results. If you already were taken out of
the battle and have to roll, you suffer a -1 on your roll.

If you used your drugs during your most recent battle, you or
another crew member must use a post-battle action to acquire
a fresh supply. This counts as the character’s allotted post-battle
activity for the campaign round. If more than one character
needs to replenish their drugs, one successful check will cover
everyone’s needs.

Combi-Weapon [Rare]
This weapon works both in melee and at range.

Effects: +1D[1] to MA and RA. This weapon requires complex


care and maintenance, and costs an additional +1 upkeep.

Disintegrator Gun [Rare]


This cutting edge beam weapon will provide a deadly addition
to your crew’s arsenal. While even glancing hits from it pack a
wallop, solid shots can kill instantly.

Effects: +1D[2] to RA. Characters who lose their last Health point
due to a shot from this weapon automatically fail their KO check
and count as taken out. Any character taken out by this weapon
suffers an additional -1 on the post-battle Injury table.

This weapon is extremely volatile. Any time a wielder of this


weapon ends up with an initiative card of 4 or lower something
could go wrong. When their turn begins they must immediately
make a 2+ Chance roll. If they fail, they suffer two points of
damage and the weapon is unavailable until repaired. Repair
requires a special action and a TN4 Intellect check. The weapon
counts as automatically repaired during the post-battle phase.
38 Enhanced Melee Weapon [Rare]
Usually an energy or vibro weapon that’s extra deadly in the
hands of a skilled close combatant.

Effects: +1D[2] on MA. Brawlers and Lurkers also gain the +1D[2]
to their MD when wielding this weapon.

Flamer
Hand-held flame gun.

Effects: +2 Re-rolls on ranged attack checks. This weapon has


a maximum range of 10". You can attack up to three targets
within 2" of each other. You make one attack goal roll against
each defender’s separate defense goal roll. This weapon ignores
the effects of cover. Characters who take damage from a flamer
attack must make a 1+ Chance roll or be set on fire. See the rules
for burning in Chapter 2 for more on this.

Grenades
Any number of thrown explosives. Maximum range equals twice
the thrower’s Fitness rating. For example, if you have a Fitness of
4D, your grenade max range is 8". We list multiple types. One
equipment selection allows you to pick one type.

You carry enough for each battle and they replenish normally
after each game. For two equipment selections, you can take all
of the types listed! If this is the case, make a 1+ Chance Roll each
time you suffer any physical damage. On a failure your grenades
go off and you suffer an automatic out of action result, and a -1
on the post-battle injury table!

Effects: Choose one of the following types:

• Frag (4" Radius, +2 Re-rolls on RA).

• Armor Piercing (2" Radius, +2 Re-rolls on RA, Counts as


Armor Piercing Ammo).

• Knockout Gas (4" Radius, No damage, but targets who tie


or fail on defense make a TN4 check or lose next turn, PPE
ignores this effect).
Jump Pack
39
This jetpack allows for limited flight and extra mobility.

Effects: Add +2" to your movement and ignore the effects of


difficult ground. You can fly over dangerous terrain and enemy
models. You also treat vertical terrain without stairs or ladders as
normal ground. You must end your move in a place of safety at
the end of each turn.

Med Kit
This small pack contains stim injectors, slap-patches, and other
medicines to aid injured or fallen comrades.

Effects: Use a special action to make an Intellect check vs. TN3.


On a success heal 1 Health on yourself or another model within
1" of you. After any use make a 2+ Chance roll or the kit’s contents
are exhausted until the beginning of the next battle.

Paired Melee Weapons


Matched pairs of perfectly balanced melee weapons can be
deadly in the hands of the right wielder. They also make you look
like you mean business.

Effects: If you are a Brawler or a Lurker, these weapons add


+1D[1] to your MA and +1D[1] to Charisma for post-battle phase
checks. Other character types gain +2 Re-rolls to their MA and
no Charisma bonus.

PDN
This stands for “personal data network.” It’s your connection to the
galactic information and entertainment network. Your PDN might
be a chip embedded in your skull, a small handheld device, or
part of your internal circuitry if you’re a robot. While having a
PDN makes you vulnerable to certain attacks, it also allows you
to conduct vital business in the post-battle phase of the campaign
round. Every character except Beasts and those possessing the
Future Savage trait starts with a PDN. Future Savages and Beasts
cannot possess a PDN.
40 PPE
Short for personal protective equipment, PPE includes a rebreather
mask, goggles, and gloves. This kit allows the model to survive
unharmed in hostile environments and see in darkness.

Effects: Makes the model immune to certain negative equipment


and terrain effects. See Chapters 3 and 4 for more details.

Really Big Gun [Rare]


Any large, unwieldy, rapid-firing cannon. Can be solid projectile
or energy.

Effects: +1D[2] on RA checks. Or you can switch to rapid fire


mode: +1 Re-roll and fire at up to three targets within 5" of each
other. Make one attack roll with each target making a separate
defense roll. Unless you possess the Brute or Pack Mule special
traits, you suffer -2" to movement when carrying this weapon.

Rifle
Any type of high-powered, slug throwing or energy-based
longarm.

Effects: +1D[1] on RA checks. Target gains no defense bonus


on attacks over 20". Due to the high costs of its ammunition or
energy packs, this item costs you +1 upkeep during part two of
the Campaign round.

Scanner
Any handheld or smaller device that increases a model’s chance
to spot hidden objectives or foes.

Effects: Add +2D to any Perception checks to spot a hidden model


or objective.
Shotgun
41
Versatile longarm that can act as a scattergun firing deadly
pellets in a widening pattern, or a hand-cannon with exceptional
stopping power.

Effects: Each time you fire this weapon, announce whether you’re
using scatter or solid shot ammo:

• Scatter. Add +2 Re-rolls on RA checks. Radius 2". Maximum


range is 10".

• Solid. Add +2 Re-rolls on RA checks. On a successful hit,


the target must make a TN4 Fitness check or be knocked
down. Massive targets are immune to this effect.

Standard Melee Weapon


Usually a sword, saber, axe, extendable fighting stick, or other
such weapon.

Effects: +2 Re-rolls on close combat attacks. When you select


this gear you can trade one of these re-rolls to instead gain 3" of
extra reach.

Stun Blaster
Short-ranged energy weapon that does non-lethal damage.

Effects: +2 Re-rolls on RA checks. Maximum range is 10". Any


character KO’ed or taken out of action by an attack from this
weapon automatically counts as having rolled a 5 on the injury
table.

Tool Kit
A selection of manual and electronic tools for all sorts of jobs.

Effects: Gain +2D to any Intellect checks when repairing


technology, opening locked doors, or trying to heal robots.
42 Wrist-Comp
Powerful wrist or lapel worn computer.

Effects: Adds +2D to Intellect checks for interfacing with technology


objectives.

Putting Your Crew Together


Now that you know how to build a single model, we need to discuss
making a crew. We also call these model groups warbands, and
you might also refer to them as a team, unit, or squad, but what
you call your group does not matter. They’re a close-knit band of
fighters looking to get their share of fortune and glory out of the
galaxy, and that’s all that matters!

Starting Array
You don’t need to worry about point costs or number crunching
in FS. Every crew begins with a starting array of four standard
characters that you build using the basic archetype and menu
selections we detailed earlier in this section. If you like you can
trade two standard characters for one major character, or even
trade all four standards in for two majors. You can trade in the
other direction as well, swapping out a standard for two minor
characters. In this way your crew size can vary widely.

The only requirement is that your crew must have at least one
standard or major character.

Keeping all of this in mind, here are some possible crew


configurations you can start your campaigns with:

• 4 Standard characters

• 3 Standard characters, 2 Minor characters

• 2 Major characters

• 1 Major character, 2 Standard characters

• 1 Standard character, 6 Minor characters

• 2 Standard characters, 4 Minor characters


Cooperative Crew Building
43
The solo and cooperative components of Farthest Star make the
game ideal for folks who prefer sharing the challenge of facing
a tabletop filled with deadly enemies. We assume players will
build their crew together, or share the crew models equally
between or amongst them. If you have two players and a four
model crew, it’s easy for each player to take two models. If you
have three players and a seven model crew, each player could
run two models, and the player with the best affinity for the rules
can pick up the third. If you work out a distribution that gives
everyone a chance to have fun, you will win no matter what the
dice seemingly decide!

Choose Your Ship


While FS is not a space combat game, we do include some
ship-based elements for flavor. Choosing your ship amounts to a
personal decision. Your ship will become your base and place of
refuge and recovery at times.

Choose a ship from the following options:

• Fast Ship: +1D on Courier runs

• Fighting Ship: +1D on Combat runs

• Medical Ship: +1D on Rescue runs

• Sneaky Ship: +1D on Stealth runs

During the post-battle phase of each Campaign Round your


characters might decide to perform side missions involving your
ship. The extra dice will add to your pilot character’s dice pool
when they make rolls related to a ship’s specific strength. See
Chapter 4 for more on this.
44
Chapte r 3
Actions & Combat
As a skirmish game, Farthest Star involves battles between
relatively small numbers of model figures per side. Crews will
range in size between two to seven models. When you play the
scenarios from Chapter 4, each one will offer suggestions for the
type and number of models your crew might face. This becomes
especially important for Solo/Co-op games.

The Combat Round


Like most miniatures games, Farthest Star features a specific
sequence of events that helps to organize the tabletop action.
We call this sequence the Combat Round, or Round for short. The
FS combat round breaks down into two phases:

1) Initiative
2) Take Turns

Rounds and Turns


In FS, a Round consists of a number of Turns equal to the number of
models involved in the battle. Each model gets a Turn to activate.

Phase 1: Initiative
When determining Initiative, use a standard deck of 52 playing
cards (remove the Jokers). Every character usually receives one
card to determine initiative. This includes player characters and
AI game characters.
Each round you will deal cards from the deck to each character.
45
Deal cards face-up and determine turn order by the value of each
card in the following manner:

• Ace

• King

• Queen

• Jack

• 10–2

Comparing the cards’ suits breaks any ties:

• Spades (1st)

• Hearts (2nd)

• Diamonds (3rd)

• Clubs (4th)

Traits like Chosen and Enhanced Senses can grant a character an


extra card on initiative. See those trait descriptions for specifics
on what benefit the extra card grants the character. Sometimes it
will allow them to take the better of the two, and sometimes it may
grant them a second turn that round—one on each card.

Discarding
At the end of the round place all of the current initiative cards into
a discard pile next to your card deck.

Reshuffling
You will reshuffle the initiative deck once you’ve dealt out your
last card. Simply pick up the discard pile and shuffle it vigorously.
Once you’re satisfied you’ve gotten a good shuffle, finish dealing
out initiative cards and move on to phase two of the turn.
46 Initiative Example
What follows is a brief example of how the card-based initiative
works in FS. Sky is playing a solo game. His crew consists of
five characters: Destrade (Chosen, standard), Ruthe (Brawler,
standard), Hunter Gorm (Shooter, standard), Bee-bee (Techno,
minor), and Cee-cee (Troubleshooter, minor). His opponents for
this battle are two powerful foes, Lokii (Chosen, major) and Zig-
39 (Shooter, major). Once he’s set up the game and placed his
miniatures according to the scenario’s guidelines, Sky shuffles his
card deck.

Round 1

Sky deals one card to each participant in the battle. Here’s the
resulting turn order:

• Cee-cee (Ace of Spades)

• Lokii (Queen of Clubs)

• Destrade (Jack of Hearts)

• Ruthe (10 of Hearts)

• Bee-bee (10 of Diamonds)

• Zig-39 (8 of Spades)

• Hunter Gorm (8 of Clubs)


You can see in this example that Sky uses the card suits to break
the ties on 10s and 8s.
47
Round 2

After a lot of maneuver and a few extreme range shots, the first
round ends with no casualties. Sky gets ready to deal out the
cards for round two. Before he does, he decides that Destrade
will spend 1 Fate and make a 2+ Chance roll to use his Chosen
ability to get two cards. He rolls two goals on the check and
the trait works! He’ll get two cards and two turns this round! Sky
notes that Lokii is also a Chosen, but since he wasn’t dealt a card
of 8 or lower in the previous round, he cannot activate the trait
for himself.

Here’s how round two shakes out:

• Lokii (King of Clubs)

• Destrade (Queen of Spades)

• Hunter Gorm (Jack of Clubs)

• Cee-cee (10 of Spades)

• Zig-39 (9 of Diamonds)

• Ruthe (7 of Spades)

• Destrade (5 of Diamonds)

• Bee-bee (2 of Hearts)
Destrade’s second action could prove pivotal in this round as both
crews come to grips with each other.
48
Phase 2: Take Turns
This phase usually consists of a number of Turns equal to the
number of models involved in the battle. As we’ve discussed,
certain traits can add a second turn for a specific character. In
this phase, each model takes a turn and performs a number of
actions. There are five types of actions in FS: Move, Free, Combat,
Reaction, and Special. Models may perform one Move action,
and either one special or one combat action per turn. Models
may perform up to three free actions. Reactions often occur as a
result of some other condition outside of the normal turn order.

Move Actions
Every model in FS gets a Move Action during its turn. Models
normally move 6". A model may split this up over the course of its
turn, interspersing this movement with the performance of other
actions, including combat.

Example: Savak Kahn has a Move value of 6". When his turn
comes up, he activates and moves 3" to attack an injured enemy.
He expends his combat action, makes a solid attack and knocks
the enemy out of commission. He then uses the remaining 3" left
on his movement, seeking cover behind a nearby hover car.

Measuring & Base Contact


Players measure all movement in FS in inches. If you’re using
10mm or 15mm miniatures, you can halve any listed ranges or
movement rates. Players should measure movement from the edge
of the model’s base to the edge of an opposing model’s base (in
the case of measuring distances for melee and ranged combat).

Base Contact occurs when one model’s base touches another


model’s base. This is normally the only way enemy models may
fight in melee.
Zone of Control
49
Models cannot move through the space occupied by enemy
models. Every model in the game has a 1" area all around it we
refer to as its zone of control. If a model moves within an enemy
model’s zone of control, all movement stops and the two models
enter into melee combat. Place them in base contact.

Models may move through friendly models and ignore their


zones of control, but models must end their movement in an area
large enough to accommodate their base size without sitting atop
another model’s base.

Pre-Measuring
Players may always pre-measure distances before, after, or
during a model’s move.

Facing
We assume all models can see 360 degrees around themselves.

Difficult Ground
Muddy fields, shallow water, and uneven terrain can slow a
model down. Models moving through areas designated as
difficult ground halve whatever portion of their movement that
occurs in the difficult area.

Example: Ruthe (6" movement) starts her turn in a swampy morass


labeled as difficult ground. She can move a total of 3".

Knocked Down/Standing Up
Models in FS will sometimes find themselves knocked down for
one reason or another. Models that are knocked down must
spend 1" of their Move action to stand up.

Models attacking a knocked down model enjoy +1D to close


combat attacks. Knocked down or crawling models enjoy +1D to
their defense goal rolls against ranged attacks.
50
Other Types of Movement
Characters have several other types of movement available to
them. These count toward the character’s total move allowance
for their turn.

Climbing
Treat buildings and walls outfitted with stairs and ladders normally
for purposes of calculating distance moved. Treat a surface
without stairs or ladders as difficult ground.

Crawling
A model can use a free action to drop prone and crawl. A model
crawls half its movement value, or if it drops prone in the course
of normal movement, half its remaining movement value.

Jumping
A model that wishes to jump a chasm or vault an obstacle makes
a Fitness stat goal roll. A model can jump 2" horizontally and 1"
vertically for each goal rolled.

Jumps totaling less than the model’s movement value cost the
model that much of its movement for its turn. For example, a
model with 6" movement jumps a 2" chasm, and could then move
a total of 4" more that turn.

Ignore the model’s base size and just measure the horizontal
distance when jumping chasms. If the model makes the jump,
place it on the other side of the chasm with the back edge of its
base along the chasm edge.

Through the course of its movement a model may attempt to


make vertical leaps over any number of intervening obstacles.
This requires the normal Fitness goal roll outlined above, but if the
model fails a jump its movement for that round ends.
Players may always pre-measure the distance needed to jump a
51
chasm or vault an obstacle. Models that do not score enough goals
to make the jump over a chasm have a chance of falling! They
must make a second TN3 Fitness check. If they succeed, they hang
from the edge and must spend 2" of movement at the beginning
of their next turn to pull themselves up. If they fail, they fall. See
Falling under Environmental Hazards later in this section.

Swimming
Some scenarios will include deep water as a terrain obstacle.
Deep water counts as difficult ground. This requires no roll as
we assume all models can swim at a basic level of competency.
Traversing watery terrain with dangerously swift currents does
require a Fitness check with a TN set by the scenario. If you’re
devising a watery obstacle of your own, start with a TN3 and
ramp up the danger level from there if you feel you want it to be
a particularly nasty challenge. See later in this chapter for rules
on drowning.

Free Actions
Free actions require little time to complete and usually involve
the model trying to quickly sense its surroundings. There are two
major types of Free Actions anyone can do, but certain special
traits might require a free action (see Chapter 2).

Perception Checks
Most Perception stat checks are free actions. A model may
perform up to three free actions per turn. A Perception check
most often occurs when a model is trying to spot a hidden or out
of sight model, or a hidden objective.

Dropping Prone
At any time during its turn a model may drop prone as a free
action. Dropping Prone immediately ends any charge action,
but normal move actions may continue at a crawling pace (see
Crawling later in this chapter).
52
Special Actions
These are actions that cover a wide array of options on
the tabletop.

Opening/Forcing Doors
Models may use a special action to attempt to force open a locked
or stuck door. Depending on the scenario or situation, a locked or
stuck door will have a TN assigned to it that reflects the difficulty
in breaking it down. Models wishing to force such a door open
must make a Fitness goal roll and match or exceed the door’s TN.
If they exceed the TN by 2+ goals the door is shattered.

Certain traits allow models to burst through doors without making


this roll. See Brute in Chapter 2 for more details.

If the scenario dictates that it is permissible, it requires a special


action for a model to bar or block a door, and this must be done
while within base contact of the door.

A standard, low-tech wooden door might have TN2, while a


reinforced door might have TN3 or even TN4. High-tech bulkhead
doors could easily count as TN5 or higher.

A model may also open (not force) a sealed high-tech door by


making an Intellect check. Unless a scenario or event dictates
otherwise, assign a TN4 to electronically locked doors. Technos
gain +1D to these checks.

Hiding
A model that ends its turn in some sort of cover may choose to hide
as a special action. A hiding model cannot be contacted in melee
or targeted by ranged attacks unless the potential attacker wins
an opposed contest with the hiding model. The hiding model rolls
either its Fitness or Intellect (choose the higher total after applying
any modifiers). The searching model rolls its Perception.

Once a model chooses to hide, its turn has ended. Attempting to


spot a hidden model counts as a free action. Models hiding in hard
cover receive +2D to this contest, and models hiding in soft cover
receive +1D. An opposing model spends a free action to attempt to
spot a hidden foe; he only gets one attempt per hidden model.
A hiding condition lasts until the beginning of the hiding model’s
53
next turn.

Use Item/Pick Up Object


This is a catchall action category that allows models to interact
with terrain objectives and objects in the field of play. Some
scenarios or equipment may call for the use/activation of a
particular item (computer, medical kit, etc.), which could involve
an appropriate stat check.

Picking up an item always counts as a special action unless a


scenario dictates otherwise. Using an item can either be a free
action or special action, usually as the scenario dictates.

Some scenarios may call for the freeing of a prisoner, or the


recovery of some object (sensitive documents, experimental
weapon, etc.). Some of these actions require goal rolls, and some
require only the expenditure of a special action.

Use Trait
Certain traits require the expenditure of a Special Action. We
explain the specifics of how these abilities work in Chapter 2.

Combat
FS primarily features two types of combat: melee and ranged.
Both involve opposed goal rolls. A model may expend its Combat
action to do one of the two, but not both. In FS, an attack goal
roll can represent both a single, well-aimed blow, or a flurry of
shots or swings.

If you’re playing a player versus player (PvP) game, each player


gathers their dice pool and rolls. Decide whether to use re-rolls,
and then announce your goal totals.

When playing solo games, you will employ the combined roll
we discussed in Chapter 1. You’ll designate a specific dice color
for your rolls, and a different one for the rolls of the AI game
models. Determine the size of each dice pool, scoop both up and
roll them in one throw. Then separate out your character’s goals
scored from those scored by the AI model.
54 Choosing Targets
When choosing whom to attack, a model may target any legal
enemy model. An unengaged model may target any model it can
see with a ranged attack, and a model engaged in melee may
target any legal foe it can reach with a close combat attack.

Melee Combat
Melee combat in FS requires combatants to be in base contact.
A model who wants to make a melee attack moves within their
target’s 1" zone of control—that brings them into base contact.
They then use their Combat action to attack.

The attacking model in melee rolls its MA vs. the defender’s


MD. Be sure to factor in any extra dice or re-rolls from gear
or situational modifiers. If the attacker gets more goals than the
defender, they have hit, and the difference between the goals
scored on the attack check and the goals scored on the defense
check equal the Health loss inflicted by the attack.

If the defender ties or gets more goals than the attacker, they
have fought them off.

Example: Scott’s playing a solo game. One of his characters,


Interrogator Destrade (MA 5D) attacks an AI game model, a
Brawler named Laskar (MD 5D[1]). Scott has decided he’ll use
red dice for his player characters, and black dice for the game
characters. He grabs five red dice for Destrade, and five black
dice for Laskar. He rolls them in one throw and gets a 1, 1, 4, and
a 6 on Destrade’s red dice, and a 2, 4, 4, 5, and 5 on Laskar’s
black dice. As you will see, AI characters always use their re-rolls,
so Scott picks up the black dice that rolled a 2 and rolls it again.
This time he gets a 6! With two more goals added on for the re-
roll, Laskar fends off Destrade’s attack 6 goals to 3! Had the totals
been reversed, Destrade would have done 3 damage to Laskar.
Example: Scott and Abby are playing a PvP game of Farthest
55
Star. Scott’s character, Destrade, attacks Abby’s robot, Zig-39, in
melee. Scott rolls and Destrade gets 4 goals on his MA check,
and Abby rolls poorly, and Zig-39 gets zero goals on its MD goal
roll. Destrade inflicts 4 damage on the robot.

Breaking From Melee


A model can move out of a melee, but its opponent can launch an
immediate, free attack on the escaping model. This attack is still
opposed, as it is assumed that the model breaking from combat is
making a fighting withdrawal from combat. If it’s fighting multiple
opponents, each one gets a free attack versus a single defense
goal roll. Even if the model breaking from combat suffers Health
loss, it can still get away as long as it does not suffer a KO!

If a model attacks and damages a foe, then breaks from melee


that same round, the foe damaged by its attack does not get the
normal free attack on the model breaking from combat.

Multiple Foes in Melee


Models ganging-up on a single defender gain a number of bonus
attack and defense dice based on their numerical advantage.
If two models were attacking one model, each of the attacking
models would gain +1D to their attack rolls. If on a later turn, a
third model rushed in, all three
allied models would gain +2D
to their attacks for the three-to-
one advantage.

Models with a numerical


advantage in melee may break
away without suffering the
normal penalty for breaking
from melee. The maximum bonus
for friends in melee is +3D.
56 Aid In Melee
When a friendly model rushes in to help a comrade assailed
by multiple foes, it engages one of the enemy models, and a
separate melee ensues. Keeping them in base contact, move the
two models 1.5" away from the original close combat.

Example: Interrogator Destrade finds himself beset by two enemy


aliens. Ruthe, Destrade’s ally, rushes in to help her friend. She
makes melee contact with one of the two aliens and they move
1.5" away into their own separate melee.

Knocked-Down Models
Models that are knocked down are more vulnerable to attack,
and models in melee against them receive a +1D bonus on the
attack goal roll.

Ranged Combat
Ranged combat in FS occurs when a model attacks another model
from a distance beyond base contact. In order to make a ranged
attack, a model must have either a special trait that specifies it
works at a distance or a ranged weapon.

Models roll their RA stat as the basis for the ranged attack.
Defending models oppose attackers with their RD stat. Be sure to
factor in any bonus dice or re-rolls for traits, gear, or situational
factors.

If the attacker rolls more goals than the defender, the shot results
in a hit, and the difference between the goals scored on the
attack check and the goals scored on the defense check equal
the Health loss inflicted by the attack.

If the defender ties or gets more goals than the attacker, they
have evaded the attack.

Just as we explained in the melee section earlier, if you’re playing


solo you will employ the combined roll method to generate goal
totals for your models and any AI game models they’re facing.
Example: An FMC Guard fires his blaster rifle at a fleeing
57
smuggler. He rolls his attack and scores 5 goals on the throw,
and the smuggler rolls her defense and gets only 1 goal. The Star
Guard has hit, and inflicted a devastating 4 lost Health on the
hapless smuggler!

Example: Hunter Gorm blasts a foe with his energy rifle, scoring
an amazing 6 goals on the attack roll, while his lucky target
scores an equally amazing 6 goals on defense! In spite of his
incredible shot, Gorm misses!

Ranged Attacks In Melee


Unless a trait or special piece of gear dictates otherwise, you
cannot use ranged attacks in melee.

Shooting Into A Melee


You can shoot into a melee, but your shot may go awry and hit
an unintended target. First, declare your shot into the melee and
make your RA goal roll. Next, use a single dice to randomize the
melee participants, assigning each an equal chance to be hit.
Once you roll whom you actually targeted, that model can make
its RD check.

Attack Ranges
Measure the range between attacker and target before rolling
any dice. Depending on the range, the attacker or defender’s
dice pools could be modified:

> 0" out to 5": +1D attack


> 5" out to 20": no modifier
> 20" out to 30": +1D defense
> 30": out of range
Again, halve these ranges for 10mm–15mm models.

Example: AI model Laskar spots a target 15" away. He makes his


shot with no modifier. Later, he targets a foe 21" away—now the
target gains +1D on their defense check.

Use the same range chart for your Intellect and Will-based ranged
combat exchanges.
58 Seeing Targets
A model must be able to see at least some part of its target to hit
it with a ranged attack. The acting player should get down to the
“model’s eye level.” If the attacking model cannot draw a straight,
uninterrupted line of sight (LOS) to some part of its target, it may
not fire. Friendly models do not block a shooter’s line of LOS, but
enemy models do.

Cover
FS counts two types of cover, hard and soft. Hard cover is any
substance with stopping power like a starship’s bulkhead, cave
wall, or cantina table. Soft cover is a less durable form of cover
that still might spoil an attacker’s aim or deflect a shot. Examples
of soft cover include foliage, bystanders, or drapery.

• Models in hard cover gain +2D to RD.

• Models in soft cover gain +1D to RD.

As models in FS are thought to be in constant motion, a model


need only be partially obscured by the cover to receive its full
benefits. If even just a leg or arm is obscured, the model is in
cover!

Stacking Modifiers
Modifiers for ranged combat stack. For instance, if a cultist fires
on Destrade while he is standing in soft cover 24" away, he
would get +2D to his RD (+1D from the soft cover and +1D for
>20").
Radius Attacks
59
Certain ranged weapons, grenades, and gases cover a wider
area than normal. A radius attack affects a certain area in inches
from the center of the original target, possibly affecting adjacent
models. If even a portion of an adjacent model’s base is touched
by the radius attack, that model must also make an opposed
defense roll against the same attack roll as the original target.

Example: A trooper hurls a frag grenade (4" Radius) at a trio of


robot guards moving toward him down a narrow corridor. The
first robot in line becomes the primary target, and the second
robot 2" behind him is also caught in the blast, while the third
model standing just over 4" from the first does not have to make
a defense roll.

The Details of Damage


Every model in FS has a Health rating that tracks its overall
condition and well being. A model always begins every one-off
battle at its peak Health (usually 6, but model type, species, and
certain traits can affect this). Models involved in a Campaign
can sustain injuries that carry over from battle to battle. A model
loses Health to injuries from battle or its environment—most often
whenever it takes a hit in combat.

If you’re using a character card like the one we provide at the


back of this book, mark Health off by moving from left to right on
the card’s damage track. Health can never go negative. Once a
character model hits zero Health, their player need not record
further damage.

Environmental And Other Hazards


Characters also take damage from environmental hazards
like heat, drowning, and falling, as well as weird effects from
chemicals that could temporarily inhibit movement or actions.
Rather than rolling dice for them, we assign static TNs to hazards
that players roll against. If they fail, they suffer the difference in
damage as if they had been hit by an attack.
60 Burning
Characters struck by plasma torches, trapped in flaming
explosions, or otherwise surrounded by flame or superheated
steam suffer a chance of catching fire. Characters who come in
direct contact with fire must make a TN3 Fitness check or catch
fire themselves. Once aflame, a model suffers a TN4 hit each
round when it takes its turn. Resist this damage at the beginning
of the model’s turn before resolving any other actions. A model
may use a special action to put itself out. This requires only the
expenditure of the special action and succeeds automatically,
but only if the model removes itself from the environment which
caused it to catch flame in the first place.

Drowning
When a character fails a Fitness check while in deep or hazardous
water, he or she must immediately roll Fitness again versus a TN4.
Bonuses of armor do not apply to this check.

Falling
Falling often results in injury. Models resist falling damage using
their Fitness stat. The TN of a fall is equal to one plus one for
every full 4" the model falls. The margin of failure equals the
damage taken. Ignore falls of less than 4". Models who survive
a fall begin their next turn knocked down, and must spend 1" of
their movement to stand up.

Example: Gorm (F 5D) falls 8" from the wing of a parked space
cruiser. When he hits the ground he rolls 5D versus TN3 (1 + 2). If
he scores just one goal on the check, he takes two damage.
Poison & Disease
61
Certain scenarios might feature dangers from either poison or
disease. FS treats both of these hazards using the same basic
rules. Every poison or disease possesses a TN that must be
resisted with a Fitness roll—no re-rolls from armor are allowed,
but bonuses from the Tough trait are.

Individual scenarios will detail how characters contact a poison


or contract a disease. It will usually involve proximity to some spot
on the battlefield, or perhaps to another infected model in the
case of disease. When the affected model satisfies the poison or
disease’s condition for contact, the player makes a roll to resist
the effects.

We rate poison and disease by their TNs:

Mild = TN2
Serious = TN3
Severe = TN4+

Once a character fails the check, they take the difference in


damage as with a normal attack. The poison or disease may
also have additional effects as laid out in the scenario. Here is
an example poison:

Nerve Gas (TN3)


Effects: Affects any model within 4" radius of the contact
point. Disperses after the first round it is contacted. Affected
characters suffer damage as normal, and also must make
a TN3 Fitness check at the beginning of each turn after
exposure. Failure means the character loses the rest of their
turn due to crippling pain.
62 KO Checks
When a character marks off their last box in the Health track this
forces a KO check. KO is short for Knockout, and when a model
has its last Health box marked off, it must make a TN4 Fitness or
Will (whichever is higher) check to remain standing. If the model
fails this check, place it face down on the table where it last
stood. Unless a comrade can apply a Med Kit or use some trait to
heal the fallen character, they are effectively out of the battle.

If the model makes its KO check, it can remain standing and


fight as normal. However, if it sustains any further Health loss, it
is KO’ed with no further checks. The model is placed face down
to await its fate.

Characters who end the game KO’ed must roll on the post-battle
injury table. See Chapter 4: Scenarios & Campaigns for more
details.

Example: Already Injured during a previous round, Ruthe suffers a


blaster shot from a foe that removes her last Health point! Ruthe’s
player rolls her 5D[1] Will versus the normal TN4 and scores only
2 goals. Ruthe suffers a KO!

Out of Action
KO’ed models are at the mercy of their enemies. An enemy model
in base contact with a KO’ed foe can elect to spend its combat
action and take the model out of action with a potentially killing
blow that removes the model from the table. No roll is necessary
as the KO’ed model is utterly defenseless. Models removed
from play due to this maneuver suffer a further -1 on their post-
battle checks, for a total of 1D6 - 2. See Chapter 4: Scenarios &
Campaigns for more details.

A model that is in base contact with both a KO’ed and a fully


functioning enemy model cannot take a helpless model out of action
as it must fully concentrate on battling the more dangerous foe.

Models may take a fallen foe out of action with a ranged attack
by spending their combat action and making a TN3 RA goal roll.
The KO’ed model must be within range and line of sight.
63
Maneuvers
This section covers specialized actions characters can attempt
instead of a conventional attack.

Aimed Shot
Models attempting ranged attacks can sacrifice some of their
movement to make an Aimed Shot. A model that moves 1" or less
may declare that it is making an Aimed Shot. Aimed Shots add
+1D to the character’s RA for the attack.

All-Out Attack
The attacker gives up defense to gain additional offensive
capability. They add +2D to their MA, but anyone attacking them
until the beginning of their next turn gains +2D to their MA.

Charge
As the first action of their turn a character may declare a charge.
This combines their movement and combat actions into one larger
action. The character adds +2" to their total movement for the
turn, and if they make it into base contact with an enemy model
who was at least 3" away when they started their charge, they
can make a melee attack at +1D. Characters may also charge
to cover extra ground. Characters can charge through difficult
ground, but it slows them as with normal movement.

Characters trying to charge a hidden foe may use a free action


to make a Perception check to spot them before commiting to the
charge. A character may charge after they get up from being
knocked down.
64 Disarm
Before making a melee or ranged attack a character can declare
a disarm attempt. Make an attack check as normal. Your target
makes their defense check but does not add the effects of any
armor they might be wearing. Body Shields still work against this
maneuver. If the attack exceeds the defense check by 2+ goals
(for melee) or 3+ goals (for ranged), the target loses a weapon
of the attacker’s choice.

The weapon lands 2" away from the target in a random direction.
The attacker then makes a Chance roll, on a 2+ the weapon is
damaged and cannot be used for the remainder of the battle.
If the weapon is still functional, the attacker can recover it by
moving into contact with it and expending a free action. The
weapon is automatically repaired during the post-battle phase.

Full Defense
A character may spend their Combat action to go on Full Defense.
A character who does this may still move if they choose, but
makes no attack. Instead they gain +1D to their defense rolls until
the beginning of their next turn.

Trip
A Trip maneuver is an attack that does no damage, but if it
succeeds, knocks the opponent down (see the rules for Knocked
Down models earlier). Models that are tripped within 1" of the
edge of a sheer drop could fall, and must make a TN3 Fitness
goal roll to avoid falling. This maneuver may only be used for
melee attacks.
65
Playing Solo Games
We’ve written Farthest Star for use as both a traditional PvP set of
skirmish rules, and as a solo and cooperative storytelling game.
You will need to become familiar with the rules from this section
to run solo games. While there are many things to consider
when running game-based, or Artificial Intelligence (AI) models,
you will quickly internalize these rules after a few games and
learn to make intuitive adjustments based on your model roles,
the scenario, and the situation. While no set of written rules can
anticipate every situation a solo game might conjure, if you apply
these rules and a little common sense, you should be able to work
through any hang-ups with little trouble. When in doubt, make a
Chance roll. On a 2+, rule in your crew’s favor. Anything less,
rule in favor of the AI game models.

Game Setup
Follow these steps to set up a solo FS game:

1) S
 elect Your Crew (or continue with an existing crew if
playing a campaign).

2) P
 ick a set Scenario or devise one of your own. This
includes determining who you will be fighting.

3) Setup the terrain and models as per the scenario specs.

4) Start your game with Round 1!


66 Determining Balance
These rules assume you’re playing with a crew based on four
standard models, or some variation of that array. If there’s no
scenario specifying your opposition, craft a group of foes roughly
equal to your crew, then roll 1D6 and consult the following table
to adjust their power level.

Use an AI game character’s Role as a guide to creating crews with


balanced ability sets. For example, an AI crew of four standard
characters that can cover a number of threats and situations might
include: Commander, Brawler, Shooter, Techno. If you wanted to
further diversify the crew you could downgrade the Techno to a
minor status and add a minor Psychic, or a minor version of any
other model Role you have a good model to depict.

Encounter Balance Table


1D6 Roll . . . . Encounter Difficulty
1. . . . . . . . . . . Your foes gain +1 Major character

2. . . . . . . . . . . Your foes gain +1 Standard character

3 . . . . . . . . . . Your foes gain +1 Minor character

4. . . . . . . . . . . Even strength battle

5 . . . . . . . . . . You gain +1 Minor character ally

6. . . . . . . . . . . You gain +1 Standard character ally

7+. . . . . . . . . . You gain +1 Major character ally*

*Prior to rolling your D6, you can spend 1 story point and choose
one character from your crew to make a TN3 Charisma, Intellect,
or Will check. Your MoS on this check acts as a positive modifier
to your dice roll. Your MoF acts as a negative modifier, but your
roll cannot go lower than a 1.
Example: Abby is running a crew that includes 4 standard
67
characters. Her base opposition strength for a solo game will
be a team consisting of 4 standard characters based on the
models she has available. In this case she picks a diverse crew of
bad guys to battle: Ariel Lugo (Chosen), Zig-39 (Shooter), Gorm
(Brawler), and Sasha Venn (Techno). Then she decides to have
Interrogator Destrade make a TN3 Will check prior to rolling her
D6 for Encounter Difficulty. He scores 4 goals, giving Abby a +1
on her D6 roll. She rolls a 3, but adding the +1 makes it a 4, so
she will face an even strength battle!

Solo/Co-op FS and the AI


When playing a Solo FS game, you will need a means to impartially
determine how the AI models will act in given situations. This
system provides that by using a model’s Role to drive its actions.
When you’re trying to determine what a game model who is not
locked in melee combat does, and the scenario does not clearly
spell it out, use the following guidelines.

Beastmasters
These characters will seek to use their animal companion to run
interference for other models in the crew. Their lesser beast might
move ahead of the group’s Brawler or Lurker to take fire as they
approach. If the opposing force (your crew) has a Beast of its
own, the Beastmaster will seek to use their charm ability to render
them quiescent. Otherwise, they will utilize their best attack option
against any visible enemies.

Brawlers
These melee oriented characters will prefer melee combats to
ranged attacks whenever possible. They will always charge to
either contact a foe in melee or get closer to a distant foe by
covering extra ground. Apply common sense in extreme cases. If
they have no hope of reaching a foe in melee, but they possess a
ranged attack, they will use it.
68
Chosen
These characters are wildcards. They often blend aspects of other
crew roles into their own. They want the primary objective, and
once that is secure, they want to take down as many enemies
as possible. They’ll attack using their best option based on the
moment. If that means a gang-up in melee, they’ll do it. If a
ranged attack is a better option, they’ll do that.

Commander
Unless they are down to their last Fate point, these models will
almost always use their commander abilities to activate an extra
model if that model has a lower card than them. If they can get
a Brawler or Lurker into melee or cover by increasing their Move
value, they will do that instead. Otherwise they will attack using
their best dice pool, or seek to gang-up in melee if the chance
presents itself.

Lurkers
These characters will always seek cover to set up more effective
charges or ranged attacks. Use the character’s stats and armament
as your guide. Lurkers equipped with more effective long ranged
weaponry will get to cover and act as snipers. Lurkers equipped
with more effective melee weaponry hug cover as they approach
a target as they try to set up a deadly charge attack.

Psychics, Technos, and Troubleshooters


These characters are specialists who will generally avoid melee
altogether if possible. A psychic will use their Will-based mental
attacks instead of conventional ranged attacks whenever possible.
If some circumstance prevents this, they’ll resort to conventional
ranged weapons. Technos will always prefer ranged attacks to
melee. They will only enter melee if they can gang-up, or if they
have a chance to take a KO’ed model out of action.

Shooters
These characters want to get to cover and start shooting. A shooter
should always seek cover when possible, but their primary goal
should be finding a line of sight to enemy models and shooting
them. This takes precedence over everything else for them.
General Rules
69
Unless a scenario specifies otherwise, hostile AI characters will
follow the guidance outlined in the previous sections.

If the scenario features a primary objective, this could alter a


model’s basic behavior. The scenario may direct all or certain AI
models to move toward it to either guard or secure it.

If no enemy model is visible and the scenario lacks a primary


objective for the AI model to focus on, use the model’s initiative
card suit as a guide:

• Spades = charge toward the center of the board

• Hearts = move and use a trait ability

• Diamonds = remain stationary and use a trait ability

• Clubs = move and remain in open ground


If an AI model is not a Brawler or melee equipped Lurker, they will
choose ranged combat over melee unless a gang-up is possible,
or melee is the only option.

Here are some more specific guidelines to help you work through
various AI situations.

Using Traits
This includes traits like Psychic Healing. In the case of healing,
moving toward an ally they cannot reach with the intent to use the
power on a subsequent round counts for this. During the following
round, the AI model maintains its course as it is still in the process
of carrying out its action from the previous round.

If their original target is taken out of action and another target


is not within one move action of them, fall back on the basic
guidelines discussed earlier.

Free Action Traits


AI models will always use beneficial traits that require only free
actions, unless a scenario dictates otherwise.
70 Re-Rolls
AI characters will always use re-rolls on dice results of 1, 2, or 3.

Targets and Movement


How an AI model moves depends on their role in the battle.
Any of the rules we provide here are superseded by the rules
presented in a specific published scenario, or a scenario you
devise on your own. For example, if a scenario tasks an AI model
with guarding a cache of loot, and says they cannot move more
than 6" from the loot’s location, then they will not move beyond
this distance to attack a foe in melee.

The Rule of Equidistant Models


If two (or more) enemy models are equidistant from an AI
model, the AI will move toward and/or attack the most
damaged target. If both models are equally damaged
(or undamaged), randomly decide which target the AI will
go after.

When you must determine how an AI model moves and fights in


a battle and your scenario offers no specific guidance, use the
previous guidelines as your starting point. If an AI model begins
its turn in melee and is no longer in melee after making its attack
it uses any remaining movement as per normal guidelines.

If an AI model cannot see an enemy model, refer back to its type for
guidance, or use its initiative card suit for a random determiner.

Reluctant Combatants!
Once a Lurker or Brawler AI model makes it into base combat
with a foe, they will not move, and will automatically fight using
the most damaging options when they activate.
Consider any non-melee fighter AI model who ends up in base
71
contact with a foe as a reluctant combatant. This includes Psychics,
Shooters, Technos, and Troubleshooters. They’re not generally at
their best in these sorts of situations, so if circumstances warrant
it, they will leave combat. They will attempt to leave a melee
combat (and suffer the normal free attack) if they have more than
half their starting Health remaining. If they’re facing multiple foes
the risk from free attacks is too great and they will remain in
melee. They will make a melee attack against their foe unless
using another option makes more sense in this situation.

Gang-Ups
Brawlers and Lurkers will seek to gang-up on single foes where
they can, or they will seek to save their allies from gang-ups where
they can. For AI purposes, an AI Lurker or Brawler will move into
contact with a more distant enemy if it means they will rescue an
ally from a gang-up. The same is true for a ranged fighter—they
will target a more distant foe if it means possibly relieving an ally
who is fighting multiple foes in melee. This will sometimes risk AI
models hitting an ally by accident.

Helpless Heroes
If one of your characters finds themselves KO’ed and threatened
by an AI model in melee or at range, use the AI model’s current
initiative card suit to guide you. If their suit is Diamonds or Clubs,
they will take your character out of action. They will not do this if
another one of your active characters is within line of sight and
accessible to an attack.

AI Models And Fate


You will need to apply common sense when deciding if an AI
model should spend a Fate point on something. When in doubt,
you can apply the following simple rule. If the AI model has an
initiative card with a suit of Spades or Hearts, spend the Fate
point. If they have an initiative card with a suit of Diamonds or
Clubs, don’t spend the Fate point. Again, apply common sense
here. If the AI model is down to its last Health point and facing
your Brawler in melee, they should spend the Fate point no matter
what their card suit might suggest. This rule will help early in games
when you’re trying to impartially determine the aggressiveness of
your AI foes.
72
Chapte r 4
Scenarios & Campaigns
One of the best things about skirmish miniature battle games like
Farthest Star is their ability to straddle the line between tabletop
battles and role-play games. Characters will soon take on lives
and personalities all their own as they survive battles, suffer
injuries, and triumph over their foes!

Farthest Star utilizes a detailed post-battle sequence to frame and


organize campaign games. Players will be able to track the fates of
injured characters, earn income, add new members to their forces,
and track the success of their bands as they accomplish campaign
goals or suffer defeats. FS offers both PvP and solo/co-op play
options. While these different modes of play each feature their
own inherent dynamics, you will use the same basic Campaign
Round and tracking structure to chart their crews’ progress.

Each scenario includes both PvP and solo/co-op notes to clarify


aspects specific to those modes of play. If you encounter some gray
area the rules did not anticipate, hash it out with your opponent.
If you’re playing solo/co-op, remember to use a Chance roll if
you can’t easily arrive at some reasonable course of action. On
a 2+, rule in your favor, but on anything less, rule in favor of your
AI foes.

The Campaign Round


You can have lots of fun playing one-off battles using the scenarios
we present in the following sections. However, Farthest Star really
shines when you play it campaign style. A campaign is a linked
series of games that tell a collective story. Players can take their
crews through these games using the rules that follow. We break
down every campaign into a number of rounds. Your very first
campaign round of a new campaign will start with a card draw
from a freshly shuffled 52-card deck. This will get you started on
your first scenario.
From there every campaign round will start with you playing out a
73
scenario on the tabletop and then dealing with the repercussions
of victory, defeat, or stalemate. Then you will move on to the
post-battle activity that will give FS its role-play feel. Your crew
members can fan out and try to earn extra funds for the crew,
explore new options for missions and clients, run side missions,
and maybe even settle old scores.

Campaign Currencies
Your crew will earn and rely on two types of currencies in any FS
campaign, wealth and story points. You start every new campaign
with a Crew Wealth Score (CWS) of five and two story points.
Think of wealth points as a more abstract measure of your crew’s
spending power. Think of story points as your crew’s reputation
and list of accomplishments. They will sometimes provide a certain
cachet mere wealth cannot buy.

Campaign Goals
You can set a campaign goal at the start of any new campaign.
This gives you a target to shoot for and sets a definite end point
for your adventures. Here are some suggested campaign story
point targets:

• Brief campaign = 10 story points

• Intermediate campaign = 15 story points

• Long campaign = 20+ story points


74
New Campaign Maiden Mission
If you’re starting a new campaign, grab a freshly shuffled deck
of 52 playing cards and deal yourself one card, then check the
following table. Consult the detailed description for more on the
result you get.

• Ace = Old Patron

• King = New Patron

• Queen = Charity Mission

• Jack = Investigation

• 10–6 = Attacked

• 5–2 = Ambushed

Old Patron
You start the campaign with a job for an old patron. You’ve
served this client well in the past, so they are paying you 2 extra
wealth points for this job.

New Patron
Your first mission of this new campaign is for a new patron. Since
they only have your reputation to go on, you earn your base rate
on this one.
Charity Mission
75
You start the campaign working for a party who can’t really pay
you your standard fee. You earn 1 less wealth point for this job,
but you gain +1 story point to your starting total.

Investigation
A mystery opens up your campaign. Choose one of your crew
members to make a TN3 Intellect or Perception check at the
beginning of the game and at the end (if they end the game active).
If they succeed on either, you gain +1 story point for the scenario.

Attacked
This campaign starts with a fight you knew was coming. Before
the battle begins, choose one crew member to make a TN4
Charisma check. On a success you gain a minor character ally
for this first battle. In PvP, randomly select one of the two crews
to make this check.

Ambushed
This campaign starts with a fight you didn’t see coming. Before
the battle begins, choose one crew member to make a TN4
Perception check. If you fail the check your opponents gain a
minor character ally for this first battle. In PvP, randomly select
one of the two crews to make this check.
76
Campaign Round Part 1:
Playing a Scenario
When it comes right down to it, a scenario is just a fancy word for
a fight! It’s a skirmish battle between your crew and some sort of
opposing force. In a PvP game that will be another player’s crew.
In a Solo/Co-op game that will be a group of game model AI
foes designated by the scenario set-up guidelines and sometimes
from the story elements generated from the previous campaign
round.

We’ve written a number of scenarios for FS and we’ve structured


them with both PvP and Solo/Co-op elements in mind. The main
differences occur in the game set up and the model sections. In
PvP games, you and your opponent will each bring a crew of
models to the game. PvP games may still feature AI models, so
check the individual scenarios for more details.

Solo/Co-Op Model Morale


In PvP games, determining your foe’s willingness to keep fighting
generally only requires a look across the table into your opponent’s
eyes. But when dealing with game AI models, you need a
mechanism for determining what level of fight a group of models
or a single character has left in them. Here is that mechanism.

Draw a card for your opponent’s motivation level:

• Ace = Fanatical. These crews fight to the last model.

• King–Jack = Driven. These crews fight up to 75% casualties.


• 10–2 = Professional. These crews fight up to 50% casualties.

Sometimes a scenario will provide your foe’s motivation level,


and in these cases you don’t determine it randomly.
Scenario Setup
77
Here’s a breakdown of a scenario’s components. This will
familiarize you with the layout of the scenarios in this book, and
help you when you want to write your own.

Name = This is the title of the scenario.

Objective = This is the goal of the scenario.

Model Notes = This describes the models you will need for the
scenario. This may vary for Player vs. Player (PvP) and Solo/Co-
op games.

General Setup Guidelines = This outlines how to setup your


table, including terrain suggestions, special objectives, and other
specific aspects. We’ll also include specific headings for PvP and
Solo/Co-op guidelines.

Special Rules = This section lists any special rules for the scenario,
including stats for models and characters specific to the story.

End Game = This section discusses any victory conditions involved


in the scenario. This could include specific requirements for PvP
and Solo/Co-op.

Rewards = This section lists the CWS and Story Point awards for
the winners and losers of the scenario.
78
Scenario 1: Control the Artifacts!
Your crew battles it out to gain control of a pair of powerful alien
artifacts! Do these objects have some link to the implacable force
that destroyed the galactic council? Why are your foes so keen to
possess them? While these questions are compelling, one other
one keeps rising to the top. How much are they really worth on
the black market?

Objective
Drive the enemy crew from the board and gain control of the
ancient alien artifacts that might be a source of great power, or a
key to long lost knowledge of the very origins of the universe!

Model Notes
PvP
Each player brings their current crew.

Solo/Co-op
Players bring their crew, and the following AI game models
should be used:

• Shooter (standard)

• Shooter (standard)

• Brawler (standard)

• Techno (standard)
Make a roll on the Encounter Difficulty table in Chapter 2 to
determine if there are any changes to this opponent array.

General Setup Guidelines


Players should use a 3' x 3' board for this scenario. Place six
structures or ruin templates at least 3" x 4" around the board. Try
to space them evenly. Now randomly select two of them. Place
a 1" to 2" objective counter inside each of them. Both crews
are fighting to claim these ancient and powerful alien artifacts.
They’re dangerous objects, but delving into their mysteries can
bring true enlightenment and power. Or it might just kill you.
Solo/Co-op Setup Notes
79
Setup whatever terrain you want, but make sure there is enough
so models have adequate cover. Several higher pieces of terrain
connected by walkways or bridges are always good for drama.
The alien artifacts both count as primary objectives that the AI
models will move toward if they cannot see an enemy model.
Place your team along a random board edge. Place the opposing
team along the opposite board edge.

PvP Setup Notes


Each player should take turns placing “loose” terrain features like
buildings, vehicles, hills, and other obstacles. Three placements
each should work well for a two player game, but more terrain
always enhances a game. Designate a character from each crew
to make a Perception or Intellect goal roll (player’s choice which
one). Each player gets 1 + goals scored card draws. The player
with the highest card from among these gets to select which
board edge to deploy from. Their opponent deploys from the
opposite board edge.

Special Rules
Special Event Card. As you’re setting up your game, be sure to
draw a special event card and consult the section after the last
scenario for more details on what to do. If you draw the Lesser
Alien Artifact card, ignore it and treat it as a Data Cache instead.

The Artifacts. These esoteric objects are no mere pieces of inert


stone or crystal. They pulse with life and an ancient intelligence,
but also an aura of menace. Anyone within 2" of one can use a
special action to make a TN5 Charisma or Will check (player’s
choice) to commune with it. Psychics can make a Will check from
up to 10" away.

On a success, you and one other character in your crew heal all
lost Health and gain an additional card on your next initiative
draw. Take the better of your two cards for initiative that round.
Once a character succeeds on this check, they may make no
further attempts to commune with the artifacts.

On a failure you suffer damage equal to your MoF. If you should


fail two checks in a row, you immediately lose all Health and
count as taken out of action with no KO check.
80 Due to their strange alien energies, the artifacts cannot be picked
up or moved in any way.

End Game
PvP
Players should fight it out for at least three full rounds. Any time
after round three, any player who has lost at least one model can
choose to quit the field. Fleeing in this fashion allows the player
to escape with all of his active and KO’ed models, and all of their
weapons and items.

Otherwise, the battle goes on until all of one player’s band is


defeated.

Solo/Co-op
Fanatical crews won’t quit the field and will fight to the last model.
Driven crews will fight until they have suffered 75% or more in
casualties. Professional crews will fight until they have suffered
50% or more in casualties.

Rewards
Any crew with a member who successfully communes with an
artifact gains +1 story point.

PvP
The winning crew gains +2 to its CWS +2 story points and the
losing crew gains +1 to CWS and +1 story point.

Solo/Co-op
If your crew wins you gain +2 to your CWS and +2 story points.
If they lose, you gain +1 to your CWS and +1 story point.
81
Scenario 2: Desperate Defense!
Your crew has been hired to defend a small research installation
on a backwater moon in a star system you’ve rarely visited. Your
foes are prepared and capable, and the moon harbors other
terrors as well. A local tribe of death-worshiping semi-primitives
attracted by the sounds of battle comes for their piece of the
action. Can you save the scientists and their facility? And what
are they working on here that others find so vital?

Objective
As the defender, you want to protect the site and keep it from
being overrun. Protecting the trio of scientists who work there is
also critical. The attacking crew wants to destroy the facility and
take at least one scientist back with them.

Model Notes
• 10 Future Primitives. (Henchmen, Fanatical Motivation)

• 3 Scientists

PvP
Each player brings their current crew.

Solo-Co-op
Players bring their crew, and the following AI game models
should be used:

Enemy Crew Array (Driven Motivation)

• 1 Shooter (major)

• 1 Shooter (standard)

• 1 Psychic (standard)

• 1 Troubleshooter (standard)

• 2 Brawlers (minor)
Make a roll on the Encounter Difficulty table in Chapter 3 to
determine if there are any changes to this opponent array.
82 General Setup Guidelines
Players should use a 3' x 3' board for this scenario. The board
should consist mainly of jungle terrain with a 12" x 12" walled
compound in the middle. The walls should be around 2" to 4"
high and there should be 2" to 3" wide openings on at least two
if its sides. This is a science facility, not a military base. Shrubs or
hedges will also work if you do not have walls. Place at least one
main building within the compound. This is the research facility.

Solo/Co-op Setup Notes


Make the jungle as dense as possible but define at least two
clear 2" wide trails for approaching models to move along. Any
other jungle areas count as difficult ground. The area within the
compound is clear ground. Place your crew within the compound
wherever you deem them best deployed. Place the opposing crew
at the start of one of the clear paths, near a board edge.

The primary objective for the game AI enemy models are the
three scientists.

PvP Setup Notes


Based on the details provided in the solo notes, players should
agree on a general arrangement of terrain and the compound.
Unless a previous story element dictates otherwise, randomly
decide who is the attacker and who is the defender. Once this is
sorted, make your deployments based on the details in the solo
section.
Special Rules
83
Special Event Card. As you’re setting up your game, be sure to
draw a special event card and consult the section after the last
scenario for more details on what to do.

Future Primitives. The Future Primitives (see Chapter 5 for profiles)


arrive sometime after round 1. Starting with round 1, at the end of
each initiative phase draw one extra card. If its suit is Clubs, they
arrive. Deploy the horde 10" in along a random board edge.
Their primary objective is the research facility. On round two,
they arrive on Clubs or Diamonds. On round three, it’s Clubs,
Diamonds, and Hearts. On the first three rounds, their arrival
card becomes their initiative card. On round four, they arrive
automatically. Deal them a card as normal.

Extra Firepower. Since the attacker is assaulting a walled


redoubt, we’ve given the solo AI model array an extra major
shooter to compensate. If you’re playing this PvP, consider giving
the attacking player the same consideration.

Investigation. Any character within the compound can use a


special action to make a TN3 Intellect or Perception check to
investigate the strange research being done there. The information
gleaned from a successful check nabs the crew +1 to the CWS
whether they win or lose the battle. Each crew can only benefit
from one successful check.

Scientists. Three scientists work at this facility. Use the profiles


from Chapter 5. Their disposition toward the defending models is
friendly. They are non-combatants, so they only fight if locked in
melee. Once they’re KO’ed, they can be carried as an objective.
AI modes will seek to do this, spiriting them off of the nearest
board edge to later secure their secret knowledge.

In solo/co-op play, each scientist counts as a primary objective


for the attackers.
84 End Game
PvP
The attacker wins if they carry at least two of the three scientists
off of their starting board edge.

The defender wins if they repulse the attackers and prevent the
abduction of at least two of the three scientists.

Solo/Co-op
Victory conditions are the same as detailed above.

Fanatical crews won’t quit the field and will fight to the last model.
Driven crews will fight until they have suffered 75% or more in
casualties. Professional crews will fight until they have suffered
50% or more in casualties.

Rewards
PvP
If the attacker wins, they gain +3 to their CWS and +2 story
points. If the defender wins, they gain +2 to their CWS and +2
story points. In both cases the loser earns +1 to CWS and +1
story point.

Solo/Co-op
If your crew wins you gain +2 to your CWS and +2 story points.
If they lose, you gain +1 to your CWS and +1 story point.
85
Scenario 3: Streetfight
Someone on the planet doesn’t like your crew and they have
paid another force to take them out. Wasting little time, the two
opposing forces meet in a crowded city center and violence soon
follows. The longer the fight goes on, the more chance the local
law enforcement arrives to take everyone down. In the midst of this,
violence, the local civilians panic and may come to harm. Every
missed shot risks harming or killing a bystander. While your crew
may or may not have qualms about harming these civilians, doing
so is bad for the financial bottom line, and is best avoided.

Objective
Fight off the opposing force and elude arrest by law enforcement
while also avoiding harming the civilian bystanders.

Model Notes
In addition to your crew, you will need the following:

• 6 Civilian bystanders

• 5 Star Cops

• 1 Star Marshal

Solo/Co-op
The opposing force is a hit team from a local criminal gang. The
consist of the following models:

• 1 Gang Leader (standard)

• 6 Gang Fighters (minor)


Make a roll on the Encounter Difficulty table in Chapter 2 to
determine if there are any changes to this opponent array.

General Setup Guidelines


Play this battle out on a 2' x 2' tabletop. Place as many buildings,
vehicles, and other structures as possible to create a crowded city
street scene. Define a street by running a corridor of clear terrain
6" wide by 24" long through the middle of the board. Place the
six civilian models along the length of the street at 4" intervals.
86 PvP
Roll a single dice to see who deploys first. The high roller can
decide to deploy, or defer to their opponent. The forces deploy
along opposite board edges.

Solo/Co-op
Place your crew along a random board edge. The enemy force
deploys along the opposite board edge.

Special Rules
Civilians. Use the Galactic Civilian profile from Chapter 5 for
these models. Deal the six civilian models a single initiative
card each round. They all activate on that single card, one at a
time. Panicked by the violence, these civilians move randomly.
If a ranged attack misses and its original target is within 3" of
a civilian model who is also within line of sight, the civilian is
struck by the attack and taken out of action. Note the number of
civilians taken out of action in this manner. At the end of the game
player crews must select a model to make a Charisma check
versus a TN2 + the number of civilians their crew has taken out
of action. If the character fails, subtract the margin of failure from
the crew’s CWS.

Law Enforcement. Starting with round two, deal an initiative card


for Law Enforcement. If the card is a 10 or higher, they arrive on
scene. Deal them an additional card for every civilian taken out
of action. Count the highest card of those dealt. Once they do
show up, deploy them 5" in along a random board edge. This
force consists of a horde of 5 Star Cops and 1 Star Marshal.

Interference Wave. Someone is broadcasting a disruptive signal


that could affect the tactics, communications, and planning of the
characters in the battle. At the beginning of each round, prior
to initiative, choose a random character from each crew in the
battle. If this character has a PDN, they must make a TN3 Intellect
check or suffer -1D to MA, MD, RA, RD, and -2" Move for the
round. Any Techno may use a special action to make a TN5
Intellect check to seek out the wave source and block it. On a
success, the Techno’s crew is immune to the wave’s effects for the
rest of the battle.
End Game
87
PvP
Players should fight it out for at least three full rounds. Any time
after round three, any player who has lost at least one model can
choose to quit the field. Fleeing in this fashion allows the player
to escape with all of his active and KO’ed models, and all of their
weapons and items.

Otherwise, the battle goes on until all of one player’s band is


defeated.

Solo/Co-op
Fanatical crews won’t quit the field and will fight to the last model.
Driven crews will fight until they have suffered 75% or more in
casualties. Professional crews will fight until they have suffered
50% or more in casualties.

In this scenario, Law Enforcement counts as Fanatical.

Rewards
Crews earn wealth points for
taking out enemies based on
their level:

• Minor = 1 pt.

• Standard = 2 pts.

• Major = 3 pts.
If your crew wins, you gain +2
story points. If they lose, they
gain +1 story point.
88
Scenario 4:
Shootout at the Pleasure Palace
Your crew is sent to take out galactic war criminal General Bitu
Kwok, a man who has eluded justice for years. A group of his
surviving victims finally scraped together enough credits to pay a
group of fearless operatives enough to take him out. That’s where
your crew comes in! Now you must infiltrate the general’s floating
pleasure palace on the remote outer rim world of Sakka-7 and
penetrate Kwok’s crack security net to get access to him. But the
general himself is no easy mark. Can you survive the Shootout at
the Pleasure Palace?

Objective
Your crew must eliminate (KO or take out of action) General
Bitu Kwok and escape to tell the tale. If you’re playing PvP, your
opponent will act as part of Kwok’s security team.

Model Notes
You will need the following models for this scenario:

• General Bitu Kwok

• Sakuu (Kwok’s advisor)

• 6 Members of Kwok’s Court (Bystanders/Civilians)


PvP
If you’re playing this scenario in PvP mode, one player takes on
the role of attackers hired to take Kwok out, and the other player
takes on the role of Kwok’s elite team of bodyguards.

Solo/Co-op
In Solo/Co-op play you will need the following models to act as
Kwok’s elite bodyguard:

• Chosen (major)

• Shooter (standard)

• Brawler (minor)

• 10 Palace Guards (henchmen group)


General Setup Guidelines
89
Play this battle out on a 2' x 3' tabletop. This is the vast throne
room of General Bitu Kwok. Disguised as peasant petitioners from
Sakka-7, you find yourselves in the audience chamber awaiting
your turn to make your case for the General’s mercy and grace
on some contrived matter related to your planet’s agriculture
exports. See more in the Special Rules section regarding the
disposition of your crew’s weapons and resources. Place Kwok’s
dais and throne along one of the short ends of the board. Kwok
sits there surrounded by his retinue and guards. While we specify
a minimum of six bystanders, place as many as possible in
the throne room to create the image of a throng of sycophants
currying favor with the mad potentate.

Adorn the room with six large pillars, three going down either
side. Place additional pieces of furniture or other appropriate
blocking terrain as you see fit.

PvP
The attacker sets up along the board edge opposite Kwok’s
throne. This counts as the receiving area. The defender sets their
crew up around Kwok’s throne.

Solo/Co-op
You will set your crew up along the board edge opposite Kwok’s
throne.
90 Special Rules
Special Event Card. As you’re setting up your game, be sure to
draw a special event card and consult the section after the last
scenario for more details on what to do.

Civilians. Use the Galactic Civilian profile from Chapter 5 for


these models. Deal the six civilian models a single initiative card
each round. They all activate on that single card, one at a time.
Panicked by the violence, these civilians move randomly. If a
ranged attack misses and its original target is within 3" of a
civilian model who is also within line of sight, the civilian is struck
by the attack and taken out of action. Note the number of civilians
taken out of action in this manner. At the end of the game player
crews must select a model to make a Charisma check versus a
TN2 + the number of civilians taken out of action. If the character
fails, subtract the margin of failure from the crew’s CWS.

General Bitu Kwok. While he surrounds himself with top-level


protectors, General Bitu Kwok is not without his own personal
defenses. He will not hesitate blast targets with his built in
cybernetic ranged attacks, or wield his power sword in melee
against them. Here’s his profile:

MA 6 | MD 5[1] | RA 5[2] | RD 5[1] | F 5 | I 5 | P 5 | C 6 | W 6 |

Species: Human

Role: Chosen

Move: 6"

Traits: Hard to Kill, Loner, Natural Ranged Attack

Gear: Light Armor, Standard Melee Weapon, Wrist-Comp

Fate: 6

Health: 9
The Enemy of My Enemy. A man as vile as General Kwok has
91
earned many enemies over his years of terror and mayhem.
As your crew prepared to take on this mission to slay him, you
met several formidable beings who had lost loved ones to the
general. While they always wanted to move against him, fear
or lack of opportunity stayed their hands. Then you came along.
Before setting up the battle, choose a character from your crew
to make a TN4 Charisma check. On a success you gain a minor
character ally of your choice for the fight. If you score 5 goals on
the check your ally becomes standard level. If you score 6+ goals
they become a major level ally. Build a character of your own or
select one from Chapter 5.

End Game
PvP
If the attackers manage to KO or take Kwok out of action, they win
the day. The defenders can quit the field since their meal ticket has
been slain or captured. If the attackers feel they cannot make a
go of it, they can flee via a predetermined escape route—shuttle,
teleport beam, or some other means. They must decide to do so
at the end of a combat round, starting after round three.

Solo/Co-op
Kwok counts as Fanatical. His defenders count as Driven, unless
he’s KO’ed or taken out of action, in which case they flee the
field. As above, the crew must KO him or take him out of action
to win the scenario.

Rewards
PvP
The winning player gains +2 to their CWS and +2 story points.
The losing player earns +1 to CWS and +1 story point.

Solo/Co-op
If your crew wins you gain +3 to your CWS and +2 story points. If
they lose, you gain +1 to your CWS and +1 story point. Remember
the penalties for accidentally shooting civilians models.
92
Scenario 5: Sunken Salvage
You learn that the legend of the Tithonus, a long-lost space vessel
that vanished with all hands aboard centuries ago, may be more
than just a space story. The Tithonus was carrying a cutting edge
new device called the Rejuvenator Ray. Developed at the behest
of the Galactic Council so they could one day serve unlimited
decades in their offices, the ray reputedly transcended any anti-
aging science of then or now. While in transit from a research
installation on Kalok-8, the ship carrying the one prototype of
the ray, and all of the scientists instrumental in its development,
disappeared. That ship was the Tithonus.

Now centuries later you have found the strongest clue yet that the
Tithonus developed a massive drive failure and exploded in deep
space, but not before an escape shuttle carrying the prototype,
key crew members, and some of the scientists escaped into the
uncharted depths of space. The shuttle’s limited jump drives soon
failed, and the desperate crew made a crash landing on the feral
world of Lupin-3, only habitable planet of the Lupin system. They
were never heard from again and the ship, its cargo, and its
mission passed into memory, and then into legend.

Until six months ago. That’s when your brother’s wife’s cousin
(who is a junk hauler and asteroid miner) was passing through
the Lupin system and picked up an ancient distress beacon. It
was the shuttle from the Tithonus. Being aware of the Galactic
Council’s edict forbidding unauthorized travel to feral worlds,
and not being the adventuring type, he passed the tip along to
you for a generous kickback. Now it’s time to see if all of the
legends are true.

Objective
Your crew must travel planet-side to Lupin-3 and follow the old
distress beacon to its source. There you will find a partially sunken
shuttle, and more competition than you bargained for. Fight off
any other seekers or guardians, and salvage what you can from
the centuries old shuttle now partially buried in the muck and mire
of a fetid swamp.
Model Notes
93
You will need the following models for this scenario:

• 6 Guardian Beasts

• 1 Zombie Scientist

PvP Notes
If you’re playing this one PvP, we assume both crews arrive around
the same time. Obviously, your brother’s wife’s cousin suffered
from a case of loose lips.

Solo/Co-op Notes
If you’re playing this one Solo/Co-op, add the following extra AI
models into the mix:

• Zombie Space Captain (major)

• Zombie First Mate (standard)

• Zombie Scientist (minor)

General Setup Guidelines


Play this battle out on a 3' x 3' tabletop. The entire table represents
the interior of the cargo hold of the Tithonus’ massive shuttle. Split
the table in half along a diagonal line from corner to corner. One
half is relatively dry, while the other half is submerged in murky,
dank swamp water. Start your crew in the corner of the dry half
of the board; place them a maximum of 5" from this spot. As the
shuttle is half-sunken, the dry corner is tilted up at an extreme
angle. Place five objective counters in the submerged corner of
the board. Place the first one in the far submerged corner, and
then place the rest roughly 3" apart from each other and 3" from
the center line within the submerged area.

Place an overturned cargo loading device, a fixed control console,


and three large crates in the dry area roughly 2" to 3" apart to
break up line of sight. Place additional scatter terrain in this area
if you have it available.
94 PvP
In a PvP game, assume each crew has cut their way in from an
area along one of the two table edges that border the shuttle’s
dry area. Make sure each crew is behind a piece of static terrain
like a large crate, control console, or wall section.

Solo/Co-op
The default setup is ideal for Solo/Co-op games.

Special Rules
Special Event Card. As you’re setting up your game, be sure to
draw a special event card and consult the section after the last
scenario for more details on what to do.

Extreme Angle. The dry area of the board is canted at an extreme


angle and counts as difficult ground. Any flying movement ignores
this penalty.

Salvage. Five salvage counters represent the surviving technological


wealth of the Tithonus. One of them is the prototype Rejuvenator
Ray. When a character moves within 1" of a counter, they can
use a special action to examine it. Make a Chance roll, and on a
3+ this piece of salvage is the Rejuvenator Ray. If you get to the
final counter and still haven’t found the ray, the last counter is the
ray by default.

If you score 1+ or 2+ goals on your Chance roll when checking


a salvage counter, it’s not the ray, but you do find something of
value—add +1 to your CWS for the final total of your haul for
the scenario if you can carry it out with you. Carrying a counter
reduces your move by -2". If you’re KO’ed or taken out of action
you drop the counter 1" from where you went down.
Rejuvenator Ray. This device really was a miracle of science when
95
it was developed more than two centuries ago. It reduced cellular
decay and prolonged life indefinitely, but it had unforeseen side
effects. Untoward effects. Extended exposure to its rays eventually
created unchecked aggression and madness in all subjects bathed
in their glow. Incredible strength and resilience were effects that
came with the madness. When the shuttle wrecked, the ray was
activated, and it did its work on some of the dead bodies close
to it, bringing them back to a semblance of life.

Even now it still leaks its deadly energies. During the post-battle,
a crew member can use their post-battle action to make a TN4
Intellect check to seal the device. Doing so adds an extra +1 to
the CWS, making the device easier to unload on some think tank
or institute.

Star Voyage. You must leave your current planet to undertake this
mission. Prior to this scenario, if one of your crew undertook the
Make A Space Run campaign action and succeeded on it, you
will earn +1 to your CWS for this mission, succeed or fail. Before
you set up the game, have your pilot make a TN4 Charisma
or Intellect check. If they succeed, select two members of your
crew to get two cards each on the first round of initiative for the
game. They can each select the better of the two cards for their
initiative.

Submerged Area. Half the board counts as murky, deep water.


This is difficult terrain and some spots will require TN3 Fitness
checks for swimming.
96 Guardian Beasts. These semi-aquatic terrors are native to
the swamp, but transformed by the Rejuvenator Ray’s weird
energies.

Swamp Predators (minor)


MA 4[2] | MD 4 | RA 3 | RD 3 | F 4 | I 1 | P 4 | C 3 | W 3 |

Species: Beast

Role: Brawler

Move: 7"

Traits: Amphibious, Natural Attack

Gear: none

Fate: 1

Health: 4
Zombie Crew. The rejuvenator ray has done its work too well. It’s
97
brought back some members of the Tithonus’ crew, and they’re
not happy.

Zombie Space Captain (major)


MA 6[1] | MD 5 | RA 5[1] | RD 5 | F 6 | I 5 | P 5 | C 6 | W 6 |

Species: Human

Role: Commander

Move: 6"

Traits: Hard to Kill, Loner, Undead (Shuffling Gait),

Gear: BMW, BRW

Fate: 4

Health: 9

Zombie First Mate (standard)


MA 4[1] | MD 5 | RA 6[1] | RD 4 | F 5 | I 4 | P 5 | C 4 | W 6 |

Species: Space-Dwarf

Role: Shooter

Move: 5"

Traits: Hard to Kill, Pack Mule, Undead (Shuffling Gait)

Gear: BMW, BRW, Rifle

Fate: 2

Health: 7
98
Zombie Scientist (minor) x2

MA 4[2] | MD 3 | RA 3 | RD 3[1] | F 4 | I 4 | P 5 | C 3 | W 3 |

Species: Human

Role: Lurker

Move: 7"

Traits: Hard to Kill, Undead (Shuffling Gait)

Gear: BMW, BRW, SMW

Fate: 1

Health: 5
End Game
99
PvP and Solo/Co-op
The game ends when one crew remains and either recovers
the Rejuvenator Ray and carries it off their starting board edge,
or decides the cost in lives is too high and quits the field. Any
counters carried by active models count as being recovered when
the game ends. The zombies count as Fanatical foes.

Rewards
PvP
The winning player gains +2 to their CWS and +2 story points.
The losing player earns +1 to CWS and +1 story point. If the
winning player recovers the Rejuvenator Ray and manages to
contain it, they earn +2 to their CWS.

Solo/Co-op
If your crew wins you gain +2 to your CWS and +2 story points.
If they lose, you gain +1 to your CWS and +1 story point. If you
recover the Rejuvenator Ray and manage to contain it, you earn
+2 to your CWS.
100
Scenario 6: Rise of the Robots
Many of the normally docile robots in the starport city your
crew is currently staying in have gone haywire! Robot attacks
on citizens are on the rise. While city authorities flail about with
an ineffective investigation, a rich city council member offers a
large reward to any independent operators who can solve the
problem. Enter your crew. Any investigations lead you to a robot
factory in the seedy dock district. There you encounter the true
architect of all of this mayhem—robot supremacist Zig-39!

Objective
Your crew must fight it out with a group of robot supremacist
agents and put down a looming robot rebellion that could sweep
the planet and cause untold loss of life and property.

PvP Notes
PvP players, in this scenario, one of you will take on the role of
the robotic adversaries and the other will play their crew. As Zig-
39’s consciousness spans across the galactic network into other
bodies, this same rebellion is taking place on other worlds too.
When you play your next PvP game, players will switch roles,
and the player who first played the robots now runs their crew,
with the player who first ran their crew running the robots.

Model Notes
In addition to your crew, you will need the following models for
this scenario:

• Zig-39 Commander (major)

• 10 Robotic Shooters (henchmen)

• 1 Robotic Brawler (minor)

• 1 Robotic Lurker (minor)


These robots all have Fanatical motivation.

Make a roll on the Encounter Difficulty table in Chapter 3 to


determine if there are any changes to this opponent array. Due to
the number of potential robotic enemies in the factory, apply a -1
penalty to the D6 roll.
General Setup Guidelines
101
Play this battle out on a 3' x 3' tabletop. The battle occurs in
a robot factory complex. Place as much industrial terrain as
you can. Example terrain pieces include machinery, multi-level
platforms, tractors, conveyor belts, and bulkhead walls. Place a
central platform around 4" in height in the middle of the table.
Place a 2" counter in the center of this platform to model the
Control Nexus—see the special rules later for more on this. Place
Zig-39 on the platform with the Robotic Brawler. Place the Robotic
Shooter henchmen group along a random board edge.

Place your crew along the opposite board edge. Finally, at the
beginning of Round 2, place the Robotic Lurker on your crew’s
starting board edge, but not within 6" of any of your crew
members, and behind some cover.

Special Rules
Special Event Card. As you’re setting up your game, be sure to
draw a special event card and consult the section after the last
scenario for more details on what to do.

Factory of Foes. After you’ve dealt each model their initiative


cards for the round, deal out one more card. If the result is a 5
or lower, place a new robotic foe model along a random board
edge. Use the card’s suit to decide the foe’s nature:

• Spades = Shooter (minor)

• Hearts = Brawler (minor)

• Diamonds = Troubleshooter (minor)

• Clubs = Lurker (minor)


102 Control Nexus. While Zig-39’s consciousness animates its
physical body, it primarily resides in a heavily shielded control
nexus located on the main platform in the center of the board.
Zig-39’s Regen trait and the Factory of Foes special rule are tied
to this device. Any character within 3" of it may use a special
action to make a TN4 Intellect check to fry this console. Doing so
shuts down Zig-39’s Regen trait and stops any chance of more
reinforcements arriving. It also drives Zig-39’s consciousness
off-planet where it will seek refuge in one of its other planetary
hideouts along the galactic network.

Rewards
PvP & Solo/Co-op
In PvP, only the player running their crew earns rewards. It’s
expected they’ll return the favor for the player who ran the
rebellious robots! If your crew wins you gain +2 to your CWS
and +2 story points. If they lose, you gain +1 to your CWS and
+1 story point.
Scenario Special Events
103
These conditions add new elements to your scenarios. This will
help ensure that even if you play the same scenario multiple times,
it can have a different feel each time. Simply draw a card from a
freshly shuffled deck and then consult the entry description for the
details. If an event suggests a model or piece of terrain you don’t
have in your collection, it’s easy enough to substitute in something
else. We won’t tell!

• Ace = A Ghost In Your Machine

• King = Bounty Hunter

• Queen = Council Mystery

• Jack = Data Cache

• 10 = Data Cache

• 9 = Inert Drones

• 8 = Locked Down Loot

• 7 = Rad Storm

• 6 = Prophecy

• 5 = Rogue Diplomat

• 4 = Stygian Darkness

• 3 = Temperamental Beast

• 2 = Traps
104 Random Characters
Some of the events listed in this section call for a random character
from your crew to be affected. While there are many ways to
determine this, here’s an easy one. Line your crew up and deal
each of them a card from a freshly shuffled deck. The character
who gets the lowest card is your selection.

A Ghost In Your Machine (Ace)


Many famous and powerful hackers long thought dead have
managed to upload their minds into the galactic network. While
they gained a measure of immortality, the process drove them
mad. Randomly determine the crew member who attracts one of
these “ghosts” to their PDN! If a Future Savage or Beast draws
the lowest card, no member of your band suffers the techno-
haunting.

Haunted characters suffer +1 to in-game TNs related to technology


checks, and all post-battle TNs except Mercenary Work. This
condition persists until the ghost is dealt with via a post-battle
action. Characters possessing the Future Savage trait are immune
to this condition—if you roll them, they count as the selected crew
member, but they suffer no ill-effects.

Bounty Hunter (King)


In the midst of the action, a bounty hunter arrives to collect on a
contract put out for one crew member’s detention and capture on
unspecified crimes. In PvP, first randomly determine which crew
the quarry is from. In solo games, it will be your crew, of course.
Now randomly determine which crew member to be the quarry.

Use the stats for the Bounty Hunter from Chapter 5. Deploy them
5" in on a random board edge on round two of the game. Once
the bounty hunter takes their quarry out of action, they will leave
the battlefield with them in tow.
Council Mystery (Queen)
105
Someone or something destroyed the Galactic Council and threw
the known galaxy into chaos. For various reasons there are many
who would pay a lot for information on the author of the Council’s
demise. In the midst of this battle one of your crew member’s
comes across evidence that could shed more light on the event.
Choose a random member of your crew, then check the suit of
their first initiative card draw of the game:

• Spades = Charisma

• Hearts = Intellect

• Diamonds = Perception

• Clubs = Will

The character can choose to use a special action during any


of their turns during the game to make a TN3 check using the
indicated stat and compares their MoS to the following table:

• 0 = Tidbits, +1 story point

• 1 = Credible lead, +2 story points

• 2 = Secondary witness, +2 story points, +1 CWS


• 3+ = Actual witness, +2 story points, +2 CWS
106 Data Cache (Jack–10)
You become aware of a hidden data cache inaccessible to
remote hacking attempts. The data rests in a terminal located in
a random structure on the board. Decide its location after you set
up the board, then place a 1" - 2" counter within the structure to
represent the terminal. Accessing the data cache requires you to
possess a Wrist-Comp, or be a robot. You must be within 1" of the
counter. Gaining the information requires a special action and a
TN4 Intellect check.

If you fail you don’t collect the data, but if you score 2 goals
or less on your check, a countermeasure frags your Wrist-Comp
and you cannot attempt the check again until you make a TN3
Intellect check to fix it. This requires a special action. If you’re a
robot you suffer 1 damage from the countermeasure, but you can
attempt the check again next round with no issues.

If you succeed, you score the data and your crew earns an extra
+1 to its CWS for the scenario. If you score 6+ goals on the
check, you earn +2 to the CWS instead of +1.

This counts as a technology objective.

Inert Drones (9)


A number of inert security drones sit deactivated amongst the
battlefield terrain. Characters can try to activate them to fight
on their side. Once you set up the battlefield, randomly place 1
+ Chance roll drone models in random structures on the board.
Place one drone per structure. Activating a drone requires a
special action and a TN4 Intellect check. While most characters
must be within 2" of a drone to try to activate it, Controllers and
Technos may attempt it within 10" of a drone, and they don’t need
line of sight to do so. On a success the drone activates and acts
as a member of your crew for the remainder of the game. Deal
any drones initiative cards during the next initiative phase as you
would a normal character. This counts as a technology objective.
Use the following stats for the drones:
107
Security Drone

MA 2 | MD 4 | RA 4[2] | RD 4 | F 2 | I 2 | C 2 | P 4 | W 4 |

Species: Robot

Role: Shooter

Move: 6"

Traits: Natural Ranged Attack, Enhanced Senses, Flying

Gear: none

Fate: 1

Health: 2

Locked Down Loot (8)


Not everything of value in the far future is virtual. Randomly select
a building or other structure on the board and place a physical
loot token within it. If your building has multiple floors, randomize
which floor it is on. This building cannot be entered unless a
character uses a special action and makes a TN5 Intellect check
to defeat the magnetic locks on its otherwise impenetrable blast
doors. These doors are the only way into or out of the building.

Most character types must be within 2" of the doors to make


this check, but Technos can make the attempt from as far as 10"
away. A Techno with a Spades suit on their initiative card gains
+1D to their check. Once the doors are open characters can
access the interior and go for the loot token.

Carrying the loot slows a character down unless they possess


the Brute or Pack Mule trait. Anyone else suffers -2" to their
Move value.
108 If anyone from your crew is carrying the loot at the end of the
battle you gain +1 story point and +1 to your CWS. This counts
as a technology objective.

Prophecy (7)
Choose a random character from your crew for this event.
Sometime before this scenario begins, this character encountered
a wandering sage in the streets of some planetary backwater
outpost town. This being described events and locations almost
exactly like the current scenario. They also said that the chosen
character would perish at the end of the adventure! Now the
thought of this terrible destiny has gotten in the character’s head!
Make a TN3 Will check to master yourself and avoid distraction
during the battle. If you fail, all of your TNs for the scenario
increase by +1 and you suffer a further -1 on any post-battle
injury check should you have to make one. If you succeed, you
gain +1D on any KO check if you have to make one.

Rad Storm (6)


Lethal energies intermittently shower the battlefield. Any round
where the first card you deal has a Clubs suit, the rad storm rages
again! Each model must make a TN4 Fitness check at the start of
their turn or suffer two damage. Robots and characters wearing
PPE or Power Armor gains +1D to this check.
Rogue Diplomat (5)
109
A rogue Galactic Council Diplomat who survived the destruction
of their fellows adds extra intrigue to the battle!

The diplomat possesses the following stats:

Galactic Council Diplomat (minor)

MA 3[1] | MD 3 | RA 3[1] | RD 4 | F 3 | I 5 | P 3 | C 5 | W 3 |

Species: Human

Role: Troubleshooter

Traits: Lucky, Savant

Gear: BRW, BMW, Body Shield, Trans Mat Device

Move: 6"

Fate: 3

Health: 4

Start the Diplomat in a randomly selected piece of terrain; they


count as hiding. Deal them an initiative card as normal. The
Diplomat’s goal is to escape through the activation of a dodgy
trans-mat teleport device. If playing solo or co-op, the diplomat
treats ALL models as adversaries, and any other AI models
reciprocate. Other AI models will not target the diplomat over a
player character model even if they are closer to the diplomat.

Starting on Round 2 and each round thereafter, the diplomat


uses a free action to make a TN5 Intellect check to get the device
working. They can move with the device, but doing so halves
their movement. Any Techno within 10" and line of sight of the
Diplomat can use a special action to attempt a TN4 Intellect check
to disable the Trans Mat device for the remainder of the game.

If captured by one crew or another, they cannot make this check!


If they’re locked in melee, the check difficulty rises to TN6, but
remains a free action.
110 If your crew wins the scenario through force of arms you capture
the Diplomat so long as they have not teleported away before
the battle ends! Alternatively, a character may KO them, thus
automatically taking custody of them. They can also carry them
off of the board via their deployment zone edge.

If you end the game with the Diplomat in your custody, you gain
+1 story point and +1 to the CWS. More importantly, if one of your
crew makes a successful TN4 Charisma check as their post-battle
campaign action, successful interviews of the diplomat garner
critical clues into the forces behind the destruction of the Galactic
Council! Earn a further +1 story point for this information.

Stygian Darkness (4)


Deserted facilities, blighted urban sprawls, and wilderness areas
are often dark, and characters who do not possess Enhanced
Senses or special equipment will be hampered. Getting this
condition means any character without Enhanced Senses or special
equipment suffers +1 to any Perception TNs, and opponents with
unhampered vision gain +1D to their MA and MD checks against
them. All characters gain +1D to Fitness checks for hiding and
also gain +1D to RD checks against those with hampered vision.
Temperamental Beast (3)
111
A large, angry beast appears on the battlefield. While it has no
particular affinity for any other models, it has taken a serious
dislike to any player character crew members! The creature enters
along a random board edge at the beginning of round two. Deal
it an initiative card as you would any other AI model.

Temperamental Beast (major)

MA 7 | MD 6 | RA 5 | RD 5 | F 6 | I 1 | P 6 | C 5 | W 5 |

Species: Beast

Role: Brawler

Traits: Counterattack, Enhanced Senses, Massive, Move-by Attack

Gear: none

Move: 10"

Fate: 4

Health: 9

If your crew wins the scenario and takes the beast out of action,
you have time to salvage its carcass. Practitioners of traditional
medicine prize the bones, fangs, horns, and organs of such
beasts. You gain +1 to your CWS and +1 story point.

Traps (2)
Whether an ancient alien base or an enemy’s stronghold, the
battlefield is littered with traps! Each round the first model from
your crew to activate makes a TN4 Perception check. On a success
they disarm the trap. On a failure, the character stumbles into a
trap and suffers 2 damage! Once a crew springs or disarms a trap
it no longer needs to check for the remainder of the battle. IN PvP
games, each player must make this check for their crew member.
112
Campaign Round Part 2:
Crew Post-Battle Sequence
When players finish a battle and set about sorting out the fates of
the fallen, how to divvy up the spoils, and where their characters
will go when they reach a new planet or space station, FS crosses
that somewhat blurry line between pure skirmish game and role-
play experience.

This is a good thing! It’s what we have set out to do in these rules,
because it will encourage players to care about their characters.
Investment occurs when this happens, and subsequent games will
provide a handsome return of fun because of it!

We break the post-battle sequence of FS into six phases which


we detail in the following sections.

Phase 1: The Fate of the Fallen


When character models in FS end the game in a KO’ed state,
or worse, wind up taken out of action, they could suffer serious
injuries or even death!

Of course, this only matters when playing campaign games.


After each campaign game, players should check the status of
their KO’ed or Taken Out models on the following Injury Table.

KO’ed models roll 1D6 - 1 on this table to check the extent of


their injuries. Taken out models are in even worse shape, and
must roll 1D6 - 2 on the table to determine their fate. However,
before rolling in either case the player should make a Charisma
or Fitness goal roll (plus any dice for relevant traits), with every
two goals scored applying a +1 modifier to the subsequent die
roll on the Injury Table.
Injury Table
113
Roll . . . . . . . . . Result

0 or less. . . . . . Dead or Destroyed!

1. . . . . . . . . . . Captured!

2. . . . . . . . . . . Grievous Injury

3. . . . . . . . . . . Serious Injuries

4. . . . . . . . . . . Light Injury

5. . . . . . . . . . . Minor Scrapes

6. . . . . . . . . . . Settle the Score

7+. . . . . . . . . . Inspired Recovery

Dead or Destroyed
Remove the model from your crew roster. See later sections of this
chapter for more replacing dead or destroyed crew members.

Captured
If a model gets captured, decide if you want to run a rescue
scenario. If you do, play a modified version of Desperate Defense.
The rescuers act as the attackers, and the captured character
replaces the scientists as the focus of the scenario.

In PvP, players can also agree to release the character for free or
charge a ransom in wealth points. If no agreement can be made,
and no rescue attempt is made, the holding player can sell their
hostage into servitude or otherwise do away with them in some
more odious fashion. If this is the case, they earn 1 wealth point
for the dark deed.
114 Grievous Injury
The model misses the next battle unless the crew can pay 1 wealth
point to upgrade its injury to “serious” status. Characters suffering
these injuries cannot perform any actions during this part of the
campaign round.

Serious Injury
The character’s injury is significant, but they can still fight. They
suffer -3" Move, -2 Health, and -1D to all of their attack stats
(including Will) next battle. You can pay 1 wealth point to
upgrade this injury to “light” status.*

Light Injury
The character is lightly injured and suffers -1" to their Move value
and -1 Health for the next battle. Another character may elect
to spend their post-battle action to render basic medical care to
the injured character. This requires a TN2 Intellect check. On a
success the character enters the next battle fully restored. You can
also pay 1 wealth point to upgrade this injury to “minor scrapes”
status.*

Minor Scrapes
The character gets away with just some minor cuts and scrapes.
They suffer no ill effects moving forward.

Settle the Score


The character survives with no injuries, but does harbor a burning
desire for revenge! Add +1 re-roll to all attack stats against the
injuring crew during the next battle they face each other.

Inspired Recovery
The character’s story of survival inspires all who hear of it. The
crew gains +1 story point.

*You can use multiple wealth points to upgrade a character’s


injury status to the good.
Injury Example
115
Abby is running a solo FS campaign and her crew has just
suffered a pretty tough defeat. Hunter Gorm (Fitness 4D[1]) and
Ruthe (Charisma 5D) have both fallen in battle. Ruthe has suffered
a KO result and finishes the game in that state. Gorm was KO’ed
then subsequently taken out of action.

Abby now moves to the post-battle stage of the game and checks
their status. First, she makes a Fitness check for Gorm and a
Charisma check for Ruthe. Ruthe scores 3 goals, but Gorm scores
only 1 goal. Ruthe gets +1 to her D6 check, and Gorm gets
nothing, as at least two goals were needed to gain a bonus.

Abby then rolls a D6 for each of them, getting a 4 for Ruthe and
a 2 for Gorm. The +1 Ruthe gained for her good check cancels
out the -1 from being KO’ed, so her final result of 4 stands, and
she suffers only a Light Injury. Alas, poor Gorm dies, as the -2 for
being taken out lowers his dice result of 2 to 0. Abby is now in
the market for a new hunter!

Taking Their Stuff


The possessions of a fallen comrade may be re-distributed to
other members of the team, held in trust until a new member
can make use of them, or sold back in Phase 3 of the Post-
Battle sequence. Assume any stored equipment is kept safely in
the crew’s starship storage lockers. Losing crews who flee the
battlefield also forfeit any dead character’s equipment, unless a
character uses a special action to secure his comrade’s body
(and equipment) prior to his band’s departure. This requires the
model to be within 1" of their fallen comrade and carrying this
extra gear slows the model down (-2" Move).
116
Phase 2: The Spoils of War
Earning Wealth & Story Points
As we mentioned earlier, FS tracks two measures of a crew’s
progress and success, wealth points and story points. We’ll
explain each one in greater detail in the following sections.

Story Points
You will measure your crew’s progress in terms of story point
milestones. We track milestones in 5-point increments. So your
crew will reach a milestone at 5, 10, 15, 20, 25, and so on.

Every five story points earned by a crew entitles two of your


characters to some increased capability. We call these capability
increases Bumps. Every time the character earns a Bump, you
should roll on one of the following tables and note the result.
You can pick which table to roll on for each character. Every
character on your team should earn their first bump before a
character gets a second bump.

If you’re playing cooperatively, make sure you distribute any


bumps your crew earns evenly between the models each player
is running.

The Great Mystery


We’ve left this intentionally vague, but you can set a story
point threshold for solving the mystery of the destruction
of the Galactic Council. “Winning” your campaign might
require 25 story points, but solving the mystery along the
way might occur at 15 or 20 points. Or it might coincide
with your campaign’s final goal. Solving the mystery could
lead to a whole goal—a second campaign where your
crew now embarks on a mission of justice (or vengeance)
bent on bringing the perpetrators of the attack to justice.
The Benefits of Experience
117
Unless otherwise noted, a character may only roll a specific D6
result once per campaign, so if they roll the same D6 number
twice, they should roll again until they get one they have not
already rolled. Bumps that appear on a chart multiple times may
be rolled that number of times. For example, if a chart lists +1
Health on a result of “1” or “2”, you could garner up to two
additional Health from that chart.

Martial Bumps
These bumps work well for characters who earn their credits in
the thick of combat. Each time they choose a bump from this
chart, Brawlers and Shooters can roll twice and pick the result
they prefer.

Roll 1D6

1 . . . . . . . . . . +1 Re-roll to MA

2 . . . . . . . . . . +1 Re-roll to RA

3 . . . . . . . . . . +1 Health

4 . . . . . . . . . . +1 Re-roll to RD

5 . . . . . . . . . . +1 Re-roll to MD

6 . . . . . . . . . . +1D on KO Checks
118 Troubleshooter Bumps
These bumps are ideal for Troubleshooters, but may be rolled by
any model types. Troubleshooters can roll twice on this chart and
take the desired result.

Roll 1D6

1. . . . . . . . . . . +1 Re-roll to Charisma

2. . . . . . . . . . . New Trait OR +1 Fate

3. . . . . . . . . . . New Trait OR +1 Fate

4. . . . . . . . . . . +1 Re-roll to Fitness

5. . . . . . . . . . . +1 Health

6. . . . . . . . . . . +1 Re-roll to Perception

General Bumps
Sometimes players will want a character to develop along a track
that is more general in nature, and these bumps fill that need.

Roll 1D6

1. . . . . . . . . . . +1 Health

2. . . . . . . . . . . +1" Move

3. . . . . . . . . . . New Trait

4. . . . . . . . . . . +1 Health

5. . . . . . . . . . . +1 Re-roll to Fitness

6. . . . . . . . . . . +1 Re-roll to Perception
Cerebral Bumps
119
Here are some bumps for deep thinking characters, or at least
those who might try to slay their foes with their minds! Psychics and
Technos can roll twice on this chart and take the desired result.

Roll 1D6

1. . . . . . . . . . . +1 Health

2. . . . . . . . . . . +1 Re-roll to Will

3. . . . . . . . . . . +1 Re-roll to Will

4. . . . . . . . . . . +1 Health

5. . . . . . . . . . . +1 Re-roll to Intellect

6. . . . . . . . . . . +1 Re-roll to Intellect
120 Weird Bumps
These bumps all rely on a successful 2+ Chance Roll before each
battle to work. Roll on this table if your character does not mind
a shuttle ride with Lady Luck!

Roll 1D6
1 Dimensional Shift: Gain a free move after battle setup, or a
save this ability to escape one close combat with no free attacks
during the battle—place yourself up to your Move distance away
from the close combat you escaped from.

2 Space Gods’ Favor: You may ignore the space gods, but they
sometimes smile on you! Once per battle re-roll a failed KO
check.

3 Unexpected Ally: You and your crew gain an unforeseen ally’s


assistance during the battle. Use the Starport Scum profile from
Chapter 5.

4 Spectacular Death: When you suffer a KO after a melee


exchange, make an immediate counterattack goal roll that counts
against every enemy model in base contact. Once the attack is
resolved you’re removed from play as if you were taken out of
action. During post-battle you must make an unmodified 1D6 - 3
roll on the Injury table in order to survive.

5 Inspire Allies: Once per battle, and at any point during the
round a nearby ally gains +1D bonus on any close or ranged
combat check. If you’re a Chosen model type your ally gets a
+2D bonus!

6 Rich Patron: You’ve caught the eye of a wealthy patron. Provided


you made your Chance roll and you personally survive the battle,
they grant +1 to your CWS during the Upkeep phase.
Non-Random Advancement
121
If you dislike the idea of random advancement, you can just
select which bump you want from the tables, but Weird Bumps
should be exempt from this and instead always rolled randomly.
If you’re playing PvP, make sure all players are comfortable with
this change.

Crew Wealth Score (CWS)


Every crew starts a new campaign with a Crew Wealth Score
(CWS) of five. CWS determines the group’s overall comfort level
and ability to acquire needed items, services, and supplies in the
Upkeep Phase after each battle. Every scenario offers wealth and
story point awards for participating, achieving certain objectives,
and for winning. Be sure to note anything you earn from your
endeavors at the end of each battle.

Option: More Money. If you find your crews are having trouble
staying ahead of their expenses and obtaining new and better
gear, you and your fellow players can agree to begin every
campaign with one extra wealth point for every two models in
your crew. Ignore any odd models in this calculation. So a small
crew of two major characters would start their campaign at 6
CWS, while a much larger band of 7 models would start their
campaign at 8 CWS.
122
Phase 3: Upkeep
The Crew Wealth Score (CWS) for each crew starts each
campaign at five. Players should record this on the Campaign
Roster sheet (see the Play Aids appendix for a master sheet
suitable for photocopying). In this phase players need to account
for the lodging, training time, healing, supplies, ship repairs and
docking fees, and other odds and ends crews need to maintain
the mundane aspects of their lives.

We break upkeep down into three easy steps:

1) A
 dd the wealth point total from the latest encounter to the
crew’s CWS.

2) Subtract 1 point for each of the following:

• Each crew member

• Each model with Grievous or Serious injuries (#)

• Starship maintenance and docking fees

• Any special gear that requires additional upkeep (+)

Additionally, draw a card from a freshly shuffled deck. If you


draw a Clubs suit, subtract an additional -1 point for incidental
expenses.

+ If you cannot or choose not to pay the upkeep on a piece of


gear, you do not have access to it in a game until you do. Missed
upkeep payments on gear do not cumulate, and you regain
access as soon as you pay the upkeep cost during this phase.
See Acquiring Standard Items in Phase 4 for another way around
this issue.

# If you used wealth points to upgrade a model to a less serious


injury, you don’t need to pay the point for it here.

3) Record the new CWS total.


Going Broke?
123
The CWS never drops below zero, but while at zero, players
suffer +1 to all TNs in the Post-Battle phase. Additionally, only
Standard (non-rare) equipment may be purchased. If the check
succeeds, the item is acquired, but if the check fails, the item
cannot be added. The crew cannot leave their current planet as
their ship is impounded until maintenance and docking fees can
be paid. Characters may also not attempt Clonings of their fallen
comrades or any curse removals until the CWS gets above zero.

If a crew finishes Step 3 above with a CWS at zero, their first


action must be to have at least one crew member do Mercenary
Work.

Optional Rule: Converting Story Points To CWS


You can use this rule if you’re finding your crews are flirting with
bankruptcy more often than you would like to see. During the
upkeep phase you can take any story points you just earned
and convert them directly
into wealth points on a 1 for
1 basis. So if you earned 2
story points for the scenario
you just finished playing, you
can convert them into 2 wealth
points. These converted story
points no longer count toward
your crew’s total, or toward any
milestones that would get you
closer to any bumps for your
characters.
124
Phase 4: Fencing the
Goods and Other Business…
In this step each character in the crew gets to do something.
Examples include fencing goods gained from the previous
battle, buying standard equipment, trying to acquire a rare item,
uncovering some piece of forgotten star lore, or working to clone
a fallen comrade.

Any character not grievously injured in the most recent battle may
take a campaign action during this phase. Unless otherwise noted,
a standard or minor character may attempt only one campaign
action during this phase. Major characters may attempt two
actions during this phase.

It should almost go without mentioning, but just to be clear, dead


characters may not take part in this aspect of the Post-Battle Phase.
If a dead character manages to be cloned, he or she spends the
remainder of the phase coming to terms with the fickle nature of
life and death.

Using Fate
Characters may use any Fate points remaining from the previous
battle on these checks; their Fate replenishes at the beginning of
the next battle.

The Order of Things


You should assign each character their task (or tasks in the case
of major characters) in this phase before attempting any of them.
The order of these actions can affect the CWS and the resources
available to accomplish needed tasks.

Acquiring Rare or Esoteric Items


Check: TN5 Charisma or Intellect

This covers acquiring any item from the equipment list in Chapter
2 that is listed as rare.

If the check succeeds, the item is acquired with no loss to the


CWS. However, if the check fails, the character may still get the
item, but must subtract 3 from the CWS. A single character may
make up to two rare item acquisition checks on this step, but each
check must be for a different item.
Acquiring Standard Items
125
Check: TN3 Charisma

This covers acquiring any item from the equipment list in Chapter
2 that is not listed as rare. This also covers acquiring upkeep
materials for items you already own that require upkeep, but that
you did not pay for during the earlier upkeep phase.

If a character wants to also trade an existing item in, they may


add a bonus to the check based on its rarity: Common (+1 Re-roll)
or Rare (+1D[1]).

If the check succeeds, you acquire the item or resupply an existing


item with no loss to the CWS. However, if the check fails, the character
may still get the item, but must subtract one from the CWS.

A single character may make up to two standard item acquisition


or resupply checks on this step, but each check must be for a
different item. You can give any acquired items to any crew
members of your choice.

Athletic Contest
Check: Fitness

You train for and compete in a galactic athletic event. Whether


it’s grav-ball, exo-wrestling, bog-running, or some other sport,
you pay 1 wealth point for your training leading up to the event.
Then make your Fitness check and consult the following chart:

0 goals = Serious Injury! -2 wealth points


1 goal = Mild injury! -1 wealth point
2 goals = 4th place! +1 wealth point
3 goals = 3rd place! +2 wealth points
4 goals = 2nd place! +3 wealth points
5 goals = 1st place! +4 wealth points
126 Clone a Comrade
Check: TN5 Intellect

Dead characters can be cloned, but it’s not easy, or cheap! The
character attempting this task subtracts 2 from the CWS and
makes an Intellect check. Add +1 to the TN if this is not the first
Upkeep phase following the character’s death. Also add +1 to
the TN if this is not the character’s first cloning.

If the character succeeds his dead comrade returns! If the


character fails, the fallen character remains dead. The cloned
character may not perform any actions during the campaign
round in which they return, as their traumatic return leaves them
hobbled for a time.

Exorcising Your Ghost


Check: TN4 Intellect

If your PDN, or that of one of fellow crew members, is afflicted by


a Ghost In Your Machine special event from a previous scenario,
this is your chance to exorcise it.

If the character succeeds, they can remove the Ghost from their or
an ally’s PDN. Subtract -1 from the CWS. If the check fails, the Ghost
may still be removed, but the cost increases to -3 from the CWS.

Fencing the Goods


Check: TN4 Charisma

Whether explicitly stated or not, every battle leaves the crew with
some goods, or loot, to fence. The character makes a Charisma
check and adds +2D if they are a Shady Character. Add +1D for
each specific rare item taken from a fallen foe. Certain scenarios
may feature items that cannot be fenced in this fashion.

If they succeed they gain the crew 1 + Chance Roll points to


the CWS. However, if the check fails, the character has been
swindled, and subtracts Chance Roll - 2 points from the CWS! If
the player generates 2+ goals on this Chance Roll, they neither
gain nor lose any wealth.
Example: Abby’s character Heike, a Lurker who also possesses
127
the Shady Character trait, tries to fence some loot from the last
battle. She’s got a weird looking bird statue with an odd aura. She
decides to sell it. She adds +2D to her 4[1] Charisma check (for
being a Shady Character) and rolls the dice. She gets 5 goals and
beats the TN4. She makes her Chance Roll and scores 2 goals!
Her shrewd dealings have earned the crew +3 to its CWS!

Example: In that same phase, Sky decides that his Space-Orc


Brawler, Uglork, will also try to earn the crew some extra credits!
He rolls his 3D Charisma vs. a TN4, but fails! He then makes his
Chance Roll and scores only 1 goal. It could have been worse,
but Uglork’s clumsy dealings have subtracted -1 from the CWS!
128 Find a New Patron
Check: TN3 Charisma

You seek a job with a new patron. If you had a successful visit
to the cantina during this phase, but prior to this check, you gain
+1 Re-roll on this check. If you do find a new patron, determine
if they are on your current planet, or another one you have to
journey to. Make a card draw for this and note the suit:

• Spades: Current planet

• Hearts: Nearby planet (TN2)

• Diamonds: Intermediate planet (TN3)

• Clubs: Far planet (TN4)


If your new patron is on your current planet, you gain +1 to your
CWS because of the easy transit time to and from the job.

If you do find a patron on a new planet, your crew’s designated


pilot (or another model if they were grievously injured in the last
battle) makes a space piloting (Charisma or Intellect) roll using the
appropriate TN following the three new planets. This check does
not count as one of the pilot’s post-battle actions for this round. If
you succeed on this check you make excellent time to your new
destination and you earn +2 wealth points on completion of your
mission, succeed or fail.

If you fail you run into some kind of mishap and you must
immediately subtract 1 wealth point from your CWS.
Gene Splicing
129
Check: TN 4 Charisma or Intellect

You seek out advanced augmentation for you or one of your


fellow non-robot crew members. Make your stat check. If you
succeed, you pay 3 wealth points for the service, but if you fail,
you pay 4 wealth points. The recipient you designate gains a
permanent +1D stat increase to either Fitness or Perception, or a
permanent +2 Health increase. If you score zero goals, you’ve
found a shoddy provider. You pay the 4 wealth points, but the
augmentation only lasts until the end of the next battle.

Heroic Quest
Check: TN5 Perception

Characters with the Chosen trait gain +1D on this check. The
character goes on an epic side-quest that could result in great
rewards and notoriety, but also holds great dangers! If the check
succeeds, the character adds 2 + Chance Roll to the CWS. If they
fail, they still gain 1 to CWS, but also suffer some harm! They
begin the next battle with less Health—subtract their margin of
failure on the check from their starting Health for the game. So if
they scored only 2 goals on the check and normally have Health
7, they would start the game with 5 Health instead. This cannot
take them below 1 Health to start the next game.

If you would rather play this quest out on the tabletop, set up a
2' x 2' battlefield and select a minor companion character for
your questing character. This should be a new character not from
your crew, and represents some new person met along the way.
Now select three standard characters to represent your duo’s foes
for this quest. Start the opposing groups of models on opposite
board edges and fight out a battle. Resolve any injuries from KO
and out of action conditions as normal.

If the questing character survives, they add 3 to the CWS, plus 1


story point. If their companion survives, they become a recurring
ally. Before setting the battle for a new campaign round, the
questing character can spend 1 Fate point and make a TN3
Charisma check. On a success their companion from the quest
shows up as a free ally for this battle.
130 Make a Space Run
Check: TN3 Charisma or Intellect

Your crew’s pilot can make a run in the crew’s ship to earn extra
funds. Once you commit to a mission, draw a card and check the
suit on the following chart:

• Spades: Courier Run

• Hearts: Combat Run

• Diamonds: Stealth Run

• Clubs: Rescue Run


If you succeed on your check, you earn +1 wealth point, +1 for
every margin of success on your check. If you fail and score
zero goals you incur some damage to your ship. Repairs must be
made at -2 to the CWS. If you can’t pay the repair costs, you fight
the next scenario at a disadvantage, suffering +1 to all TNs.

Make an Arrest
If you possess the Law Dog trait you can serve a warrant on a
wanted criminal on your current planet. Make a TN4 Charisma
check. On a success you bring your quarry in without incident
and gain +2 to your CWS. If you fail you earn nothing, and if you
score 2 or fewer goals on your check, you actually take damage
in the attempt and start the next battle at -2 Health.

Mercenary Work
This task provides a basic way for any character to make additional
wealth for the crew, and includes odious things like petty cons,
grav-brawling and other bloodsport, leg breaking, bodyguarding,
entertaining at a noble child’s birthday party, etc.

Select MA, RA, or Will for this check.


Players roll for their characters on the following table:
131
Mercenary Work
Goals Scored. . . Wealth Earned

3–4. . . . . . . . . 1

5–6. . . . . . . . . 2

7+. . . . . . . . . . 3

Mercenary Work can sometimes be dangerous, degrading, or


both! If the character scores fewer than 3 goals, they enter their
next battle at -2" to their Move value. If they score zero goals,
they also start the next battle at -2 Health.
132 Purchase Satellite Recon
Check: TN4 Charisma

You pay 3 wealth points to gain a satellite reconnaissance of


your next battlefield. If you select this action, make your Charisma
check. On a success, you reduce the cost to 2 wealth points. On
a failure, the cost increases to 4 wealth points. If you cannot pay
it at this point, you don’t get the recon but you also don’t lose
anything from your CWS.

If you successfully acquire the satellite recon, select two of your


characters from your crew to be dealt two cards on the first two
rounds of the next battle. They can each choose the better of the
two cards and discard the other one.

Research
Check: TN4 Intellect

Characters can seek knowledge in the data caches and ancient


libraries in urban areas or forgotten temples.

If the character succeeds, they learn some piece of forgotten


knowledge that aids them in the next battle. This manifests as one
of the following (the character picks one):

• Gain an additional +1D[1] on the first non-combat goal roll


during the next game or post-battle.

• Grant +1D to all RA and MA combat goal rolls for a single


ally against a specific named enemy during a later battle.
For example, if you know you’re about to go up against
him, you might name General Bitu Kwok as your researched
enemy. In PvP games, make it clear at the beginning of the
battle that you intend to use your bonus.

• Cosmic Healing: The character acts as if they have a single


use of a Med Kit and rolls the check for it at +1D[1].
If the character fails, they lose nothing save the time they invested
in their research.
Run a Criminal Enterprise
133
Check: TN5 Charisma

The character takes time to develop or run an existing criminal


operation. This could include a fencing ring, protection racket,
drug trade, or other unsavory activities.

A successful roll indicates the enterprise turns a profit for this


phase. Add 1 + Chance Roll to the CWS. Should the Chance
Roll result in zero goals, the illicit activities boomerang back on
the character. They suffer an ambush in the streets! Use available
terrain to set up a street scene.

Place the would-be raconteur and one other crew member of


your choice in the middle of the street. They suffer an ambush
by a number of minor character models equal to 5 - Chance Roll
(minimum 2). Use the Starport Scum profile from Chapter 5.

Run a standard combat. At the beginning of each of their turns


starting on round 2, the player characters may spend a free
action and make TN3 Perception checks to flee the scene. On a
success they get away clean.

Characters can use any remaining Fate from the previous battle.
Their Fate resets to full at the beginning of the next battle. If any
character is KO’ed or taken out, check their Fate on the post-
battle injury table as normal. Should they perish they may be
cloned if another crew member still has a Post-Battle Phase action
available to do so.

Upgrade Your Ship


Check: TN4 Intellect

You oversee upgrades to your crew’s starship. This costs 5 wealth


points. If you succeed, you manage the project well and the cost
drops to 4 wealth points. If you fail, the cost increases to 6 wealth
points. If you cannot pay it at this point, you don’t get the upgrade
but you also don’t lose anything from your CWS.

Once you’ve paid for your upgrade, select one of the remaining
specialties your ship does not possess (Courier, Combat, Stealth,
or Rescue) and add it to its capabilities. You now enjoy +1D on
missions of this type.
134 Visit The Cantina
Sometimes the best way to scout out new employment involves
spending a night (or two!) in a pest-ridden dive. Spaceport
cantinas and small-town dives often sport colorful names and are
filled with even more colorful aliens and desperados. They can
provide a great bit of added storytelling for role-play oriented
players while making extra credits for the crew. Characters at the
cantina can choose to gamble or seek a new contact!

Gamble

The character involves themself in games of chance. Make a


Chance Roll to determine the outcome of the night’s gaming:

0 Goals = Lose your shirt! (-2 to the CWS)


1 Goal = Break even. (No change to CWS)
2 Goals = Slightly ahead. (+1 to the CWS)
3 Goals = In the money! (+2 to the CWS)
4 Goals = Hot streak! (+3 to the CWS)
You gain 1 re-roll on this Chance roll if you possess any of the
following traits: Lucky, Prescience, or Shady Character.

Seek Contact

Check: TN4 Charisma

Cantinas provide great sources of new contacts. You gain 1 re-roll


on this check if you possess any of the following traits: Contacts
or Resourceful. A successful roll indicates a new contact has been
made, or an old one has been renewed! The character hammers
out a deal for their crew to perform some unspecified additional
service leading up to their next battle. Upon completion of their
next battle, provided the character who made the contact survives,
the band earns an additional +2 to CWS.
135
Phase 5: Replace a Dead Crew Member
A truly dead character (one who has not been cloned and who
players will not attempt to clone again) needs to be replaced.

Follow these guidelines when replacing a dead character or


adding a new character.

You can replace them by spending points from your CWS:

• Minor character = 2 points

• Standard character = 4 points

• Major Character = 8 points


Any new character starts with only one gear selection, along with
their PDN and one free basic ranged and melee weapon.

If the equipment remains available, the new member may be


outfitted with the same gear as the dead crew member at no cost
to the CWS.

The new member may be outfitted with entirely new equipment,


but this subtracts a further 2 points from the CWS. They get two
selections and a free basic melee and ranged weapon—just like
a normal starting character.
136
Phase 6: Choose Your Next Mission
Here you will use the following table (and perhaps some of
the activities you pursued in earlier phases of this part of the
campaign round) to select your next mission.

Roll 1D6
1 = Control the Artifacts

2 = Desperate Defense

3 = Street Fight

4 = Shootout at the Pleasure Palace

5 = Sunken Salvage

6 = Rise of the Robots

You can vary aspects of each scenario to increase their


replayability. For example, if you already took out General Bitu
Kwok once in the Shootout at the Pleasure Palace, simply develop
a different major character as your target and change up the
location for the battle. The universe has no shortage of bad actors
in need of a comeuppance. In this same way you can alter the
other scenarios as well. Perhaps Sunken Salvage can become the
Drifting Dreadnought, where your crew must recover goods from
a dead ship floating in the depths of space.

While we fully intend to release small supplements with new


missions and scenarios, we also encourage you to use the ones
presented here as templates for building your own scenarios. Use
your miniatures and terrain collections to inspire you.
137
Chapte r 5
Enemies &
Non-Combatants
This chapter details the foes and threats you will face in your
games of Farthest Star. We built these profiles using the standard
archetype as our base, then branched out from there. You will
find any models that we didn’t provide profiles for in the scenarios
fully written up here. All of a model’s stat bonuses from species,
traits, and gear are already figured into its stat profile.

Henchmen Rules
Sometimes it’s cool and visually stunning to field larger numbers
of models on the battlefield. In a lot of space action games, the
protagonists take out nameless thugs with ease while struggling
with the opponents who are more central to the story. Farthest
Star lets you do this using our henchmen rules.

We build henchmen in groups, and these models act as one


model for purposes of movement, combat, and most other factors.
Henchmen groups are a bit of an abstraction, if you select one
piece of gear for them, the whole group has that piece of gear.

A Henchmen group makes one goal roll on attack and defense


checks. You’ll build your henchmen groups using an archetype
just as you did with your character models. Henchmen Groups
begin with 5 members, and the archetype includes a trait that
adds more to the group.

Some scenarios feature a mix of character opponents and


henchmen groups. If you want a grittier game, you can ignore
henchmen and replace them in the scenarios with fully designed
character opponents.
138 Henchmen Grouping
Henchmen must remain close to each other during the course of
a battle. Each model in the group must be within 2" of another
member of the group. They may move in a line, or as a looser
formation, but this 2" limit must be maintained. Since Health loss
against henchmen groups results in the removal of members of
the group, casualties should be removed in such a way as to
preserve group integrity.

Henchmen in Melee
Henchmen Groups attack in melee as one model, but as long
as they outnumber their foe, they gain a bonus to attack in close
combat similar to the multiple friends rule.

Unlike character models, all henchmen in a group do not have


to be in base contact for the group to enjoy the friends in melee
bonus. If a character or henchmen group charges and makes
contact with at least one model in a henchmen group, the entire
group is considered to be in combat. For purposes of clarity, once
you make melee contact with at least one member of a henchmen
group, move all of the henchmen into base contact (or as close
as possible) with you. So long as they outnumber their opponent,
Henchmen groups receive +1D to their MA.

Note that unlike character models, henchmen groups only receive


the bonus to MA from greater numbers, not to MD rolls. Since
they are treated as one model in most respects, Henchmen groups
convey only a +1D bonus to friendly character models in melee
with them, and no bonus to other, friendly henchmen groups.
Henchmen groups are trained to fight together, but often get in
the way of other, friendly henchmen groups.

Example: A henchmen group of Future Primitives have charged


Gorm. The Henchmen make one attack goal roll at +2D (+1D
because they outnumber him, and +1D for the charge).

Example: Next round a Savage Champion character model joins


the Future Savages in melee against Gorm. The henchmen would
receive +2D to their MA rolls. The Champion would get +1D for
the assistance of the friendly henchmen.
Multiple Foes Against Henchmen
139
When a friend rushes in to help in melee against a Henchmen
Group, simply split the henchmen group’s members as evenly as
possible across the enemy models, keeping in mind that as long
as they enjoy a numerical advantage, each sub-group still gets
its bonus from superior numbers as described above. Randomly
assign any odd henchmen to one of the two separate melee
combats. Henchmen groups split in this way make multiple attack
goal rolls as if they were separate groups, but they still take
damage as one group.

Example: Interrogator Destrade finds himself beset by a group


of seven knife-wielding Cultists of Doom. Destrade’s ally, Ruthe,
rushes into melee to aid her comrade. Both the Destrade and
Ruthe get three Cultists apiece, and Destrade randomly gets the
fourth henchmen.

Later in the battle, Destrade takes out his two henchmen with
another 2 points of damage left over. These extra points carry
back over to the three henchmen still battling Ruthe, taking two
of them out as well.

Henchmen in Ranged Combat


Henchmen in ranged combat make only one attack goal roll per
combat action, but gain +1D to their roll so long as they have
more than one member remaining.

Henchmen and Damage


Henchmen Groups don’t possess a Health rating; they instead
have a damage capacity based on their numbers. If a group of
seven Cultists is hit by a ranged attack and takes two damage,
remove two members of the group. If that same group later takes
two damage from a Psychic attack, remove two more models—
they’re now down to three cultists!
140 Legion (henchmen trait)

This trait adds 5 additional henchmen to a group.

Hordes (henchmen trait)

So long as it has at least one member remaining, this group has


extra help waiting in reserve or hiding in the shadows. At the
beginning of their turn make a chance roll. The number of goals
scored is the number of models previously removed from the same
group that appear to re-fill its ranks. Place them within 2" of the
other group members.

Henchmen Archetype
We built any henchmen groups in this section using this archetype
as the base.

Stats
MA: 2 | MD: 2 | RA: 2 | RD: 2 | F: 2 | I: 2 | C: 2 | P: 2 | W: 2

Move: 6"

Fate: 1

Health: 5 members

Species (Choose One)


Human, Robot, Space-Bug, Space-Dwarf, Space-Elf, Space-Orc

Role (Choose One)


Brawler, Lurker, Shooter, Techno, Troubleshooter

Traits (Choose Two)


Amorphous, Amphibious, Brute, Counterattack, Enhanced Senses,
Entangle, Fast, Fearsome Fighter, Flight, Hordes, Future Savage,
Legion, Massive, Move-by-Attack, Multiple Limbs, Natural Melee
Attack, Natural Ranged Attack, Null, Pack Mule, Quirk*, Sneaky,
Speed, Tough, Versatile Attack, Wall-Crawler
*A Quirk is a negative trait that grants a character an additional
141
normal trait for selecting it. See the Traits section for more.

Starting Kit
Every henchmen group starts with a few free items: PDN, Basic
Melee Weapon, Basic Ranged Weapon

Gear (Choose Two)


Armor (L), Armor (M), Armor (H), Armor (P)*, Body Shield*, Brace
of Pistols, Combat Drugs, Enhanced Melee Weapon*, Grenades,
Jump Pack, Med Kit, PDN, PPE, Really Big Gun*, Rifle*, Scanner,
Standard Melee Weapon, Tool Kit.

*Rare or complex item costs two choices.

Henchmen and Gear


These rules abstract certain things for ease of play when it comes
to henchmen. If you select a Really Big Gun for your henchmen
group, we assume one of them carries it, and the rest act as
loaders or carry support weapons. Remember, so long as they
have more than one member remaining they will get the extra
+1D on ranged attacks.

Henchmen and Traits


Any trait that would add extra Health to a character adds extra
members to the henchmen group on a one for one basis.

Henchmen In Your Crew


If you want to use a group of henchmen in your crew, treat them
as equivalent to one standard character. During campaigns you
won’t check for injuries for them like you do with normal character
models who get KO’ed taken out of action. Instead, if your group
finishes a game at 50% or higher of its starting number, they’re
fine and they fully reconstitute for the next game.

If they finish a battle at less than 50% of their starting number,


draw a card for them from a freshly shuffled deck. If the suit of
your card is clubs, the group is gone and you need to replace them
as you would a fallen character. If your group was completely
wiped out during the game, you will need to replace them on
a draw of diamonds or clubs. If they pass this check, they fully
reconstitute for the next game.
142 Your henchmen can do Mercenary Work to earn wealth for the
crew during part of the campaign round. This is the only action
available to them. If they take damage, they start with two less
members in the next battle.

Allies, Enemies, And More


Here we offer a selection of potential foes, allies, and neutral
third parties for your games. You will find game write-ups for
the characters, creatures, and henchmen groups listed in the
scenarios from Chapter 4. Use these as a guide for making your
own new allies, associates, and threats.

Civilians In Space…
The Roles we offer in Chapter 2 are for action-oriented
adventuring types. Here we present the Bystander Role for use
when you want to build “normal” working people, professionals,
politicians, etc. Use the basic stats, movement, and Fate that you
would for henchmen groups. Pick whatever species you want; all
species have non-adventuring types. Civilians start with 2 Health.
Civilians get one Trait, a PDN and one other gear choice.

Bystander
Type: Primary

Stat Bonus: +1D to any stat

You’re a working stiff, professional, or minor politician.


Profile Notes
143
For brevity we use the following abbreviations in the write-ups
that follow:

BMW = Basic Melee Weapon


BRW = Basic Ranged Weapon
SMW = Standard Melee Weapon

We also include the effects of a character’s primary weapons in


their profile stats.

Bounty Hunter (major)


MA 5[1] | MD 6[1] | RA 7[2] | RD 6[1] | F 6 | I 5 | P 6 | C 5 | W 6 |

Species: Human

Role: Troubleshooter

Move: 7" (9")

Traits: Hard to Kill, Loner, Second Action, Tough

Gear: BMW, BRW, PDN, Armor (L), Brace of Pistols, Jump Pack

Fate: 5

Health: 9

Notes: Trade-Off (Trait for +1" Move)


144
Drone—Melee (minor)
MA 4[2] | MD 4[2] | RA 2 | RD 4 | F 2 | I 2 | C 2 | P 4 | W 4 |

Species: Robot

Role: Brawler

Move: 8"

Traits: Natural Melee Attack, Enhanced Senses, Fast

Gear: PDN

Fate: 1

Health: 2

Drone—Ranged (minor)
MA 2 | MD 4 | RA 4[2] | RD 4 | F 2 | I 2 | C 2 | P 4 | W 4 |

Species: Robot

Role: Shooter

Move: 6"

Traits: Natural Ranged Attack, Enhanced Senses, Flying

Gear: PDN

Fate: 1

Health: 2
145
Future Primitives (henchmen)
MA 4[2] | MD 4[1] | RA 2 | RD 2[1] | F 2 | I 2 | C 2 | P 2 | W 2 |

Species: Human

Role: Brawler

Move: 6"

Traits: Future Savage, Legion

Gear: Armor (L), BMW, BRW, SMW

Fate: 1

Health: 10 members

Galactic Civilian (civilian)


MA 2 | MD 2 | RA 2 | RD 2 | F 2 | I 3 | C 3 | P 3 | W 2 |

Species: Human

Role: Bystander

Move: 6"

Traits: Contacts

Gear: PDN, Wrist-Comp

Fate: 2

Health: 2
146
Gang Champion (standard)
MA 6[2] | MD 6[2] | RA 4 | RD 4[2] | F 5 | I 4 | P 4 | C 4 | W 4 |

Species: Human

Role: Brawler

Move: 8" (7")

Traits: Counterattack, Fast, Shady Character

Gear: Armor (M), BMW, BSW, Combat Drugs, PDN, SMW

Fate: 3

Health: 6

Gangers (henchmen)
MA 3[1] | MD 2 | RA 5[1] | RD 2 | F 2 | I 2 | C 2 | P 3 | W 2 |

Species: Human

Role: Shooter

Move: 6"

Traits: Hordes, Killshot

Gear: PDN, BMW, BRW, Rifle

Fate: 2

Health: 5 members
147
Gul Hahn, The Breaker (minor)
MA 6[2] | MD 4[3] | RA 3[1] | RD 3[1] | F 4 | I 2 | P 3 | C 3 | W 3 |

Species: Space-Orc

Role: Brawler

Move: 6"

Traits: Counterattack, Fearsome Fighter, Natural Melee Attack

Gear: Armor (L), BRW, PDN

Fate: 2

Health: 5

Hired Muscle (standard)


MA 6[2] | MD 5[1] | RA 4 | RD 4[1] | F 5 | I 4 | P 4 | C 4 | W 4 |

Species: Space-Orc

Role: Brawler

Move: 6"

Traits: Fearsome Fighter, Lucky, Shady Character

Gear: BMW, BRW, PDN, Armor (L), SMW

Fate: 2

Health: 7
148
Holt, Fearless Flyer (minor)
MA 2[1] | MD 4[1] | RA 3[1] | RD 4[1] | F 3 | I 6 | P 3 | C 3 | W 3 |

Species: Human

Role: Techno

Move: 6"

Traits: Pilot, Savant

Gear: Armor (L), BMW, BRW, PDN, Toolkit

Fate: 2

Health: 4

Interrogator Destrade,
Agent of the Imperium (major)
MA 6[1] | MD 5[1] | RA 5[1] | RD 5[1] | F 5 | I 5 | P 6 | C 6 | W 6 |

Species: Human

Role: Commander

Move: 6"

Traits: Second Action, Tough

Gear: Armor (L), BRW, BMW, PDN, SMW (3" Reach)

Fate: 5

Health: 8
149
Lesser Beast (minor)
MA 4[2] | MD 4 | RA 2 | RD 4 | F 2 | I 1 | C 2 | P 2 | W 2 |

Species: Beast (Lesser)

Role: Brawler

Move: 6"

Traits: Natural Attack, Choose one of the following: Amphibious,


Fast, Flying, Wall-Crawler

Gear: none

Fate: 1

Health: 2

Plucky Mechanic (standard)


MA 4[1] | MD 5 | RA 4[1] | RD 4 | F 5 | I 5 | P 5 | C 4 | W 6 |

Species: Space-Dwarf

Role: Techno

Move: 5"

Traits: Pack Mule

Gear: PDN, BMW, BRW, Armor (M), Scanner

Fate: 2

Health: 7
150
Ruthe, Wielder of the Star-Staff (standard)
MA 5[1] | MD 4[2] | RA 7[1] | RD 6[2] | F 3 | I 4 | P 5 | C 4 | W 4 |

Species: Human

Role: Shooter

Move: 6"

Traits: Fast, Killshot

Gear: Armor (M), BMW, BRW, Combi-Weapon

Fate: 3

Health: 6

Scientist (civilian)
MA 2 | MD 2 | RA 2 | RD 2 | F 2 | I 4 | C 2 | P 3 | W 3 |

Species: Human

Role: Bystander

Move: 6"

Traits: Savant

Gear: PDN, Wrist-Comp

Fate: 2

Health: 2
151
Skarlock, Three-Armed Gunman (major)
MA 5[1] | MD 6[1] | RA 6[2] | RD 6[1] | | F 5 | I 5 | P 5 | C 5 | W 5 |

Species: Human

Role: Shooter

Move: 8"

Traits: Fast, Hard to Kill, Multiple Limbs, Two-Gun Mojo

Gear: Armor (L), BMW, Brace of Pistols, PDN

Fate: 4

Health: 9

Star Cops (henchmen)


MA 3[1] | MD 2[1] | RA 5[1] | RD 2[1] | F 2 | I 2 | C 2 | P 3 | W 2 |

Species: Human

Role: Shooter

Move: 6"

Traits: Hordes, Tough

Gear: Armor (L), PDN, BMW, BRW, Rifle

Fate: 2

Health: 5 members
152
Star Marshal (standard)
MA 4 | MD 4[1] | RA 5[2] | RD 5[1] | F 5 | I 4 | P 4 | C 5 | W 4 |

Species: Human

Role: Troubleshooter

Move: 6"

Traits: Contacts, Law Dog,Tough

Gear: Armor (L), BMW, BRW, PDN, Brace of Pistols, Scanner

Fate: 4

Health: 6

Starport Scum (minor)


MA 4[1] | MD 3[2] | RA 3[1] | RD 3 | F 5 | I 3 | P 4 | C 3 | W 3 |

Species: Human

Role: Lurker

Move: 6"

Traits: Shady Character, Sneaky

Gear: PDN, BMW, BRW, Scanner, Wrist-Comp

Fate: 2

Health: 4
153
Chapte r 6
RPG Mode
You can also run Farthest Star as a tabletop role-play game
(RPG). RPGs represent a family of games that place collaborative
storytelling above competitive play. In an RPG, one player takes
the role of a neutral game moderator, or GM, and the other
players all run one or two player characters (PCs) each. The
GM runs any non-player characters (NPCs) their players might
encounter. This includes friends, foes, and neutral third parties.

Players place their trust in their GM to craft compelling stories,


be a fair arbitrator of the action, and generally host a fun game.
It’s a lot of responsibility, but it also returns rich rewards to the
GM if their players have fun and they get to see the story they’ve
collectively crafted come alive around the game table.

You can use all of the same mechanics when you run FS as an
RPG, including setting up a terrain table for important battles,
deciding on appropriate TNs for a given check or test, and making
opposed checks when the PCs face off against NPC enemies. As
we move along, we’ll note a few areas where players might need
to consider tweaking or adjusting the existing rules for this unique
collaborative play style.

Power Level
GM, decide from the start whether you want your PCs to be standard,
major, or minor characters. We recommend major or standard
level capabilities to give player characters some toughness. You
could also use “troop-style” play where each player creates a
major character and either one standard or two minor characters.
During a given story arc, one player runs their major character and
the other players run their standard or minor characters.
154
Movement
To better model “real-world” movement in your RPG sessions of
FS, change any reference to “inches” to “units.” For RPG purposes
a unit can be a yard, a grid square, a hex, or whatever the GM
and players desire. In terms of melee consequences, assume a
character’s zone of control reaches one unit all around them.

Grid and Hex Maps


If you want to take advantage of all of the amazing RPG maps (grid
or hex) available to you, it’s easy to do. Simply equate each unit
of movement to either one grid square or one hex. If a character
moves six units, they can move six squares or six hexes. If you
half to halve a character’s movement, round down to the nearest
whole number. So a character with a five unit movement in a map
area representing difficult ground would only move two units.

A character’s zone of control extends to one square or hex


around them. GM, let your players know ahead of time which
two dimensional features on your maps block line of sight, slow
movement, or represent some danger.

Making NPCs
PCs and most NPC adversaries and allies will have a Role to
define their capabilities. GMs should build them the same way
PCs are built—using the basic archetype. Base the level of
opposition on the PCs capabilities.

For civilians and lesser “bit” players in your dramas, use our
civilian write-ups from Chapter 5 as a guide.

Rechargeable Resources
Any trait or other game resource that carries a single use per
battle/recharge condition should instead be treated as a single
use per RPG scene, and subject to its same recharge difficulty.
155
RPG Recovery
Treat each fight scene in your game as a separate battle. Player
characters (PCs) who suffer Health loss during a battle recover
back to full strength at the beginning of the next role-play or fight
scene. Characters who suffer a KO during a scene must make a
TN3 Fitness check or start the next scene at half Health. Healing
and Regen can restore this lost health as per their normal rules.

RPG Milestones
When a GM sets up an RPG session of FS, they should decide
the total story point award for the session’s completion. A typical
RPG session should award 1 story point per scene, and perhaps
an extra story point or two for any additional goals achieved.
In RPG play, set your milestones at every 10 story points. When
your PC group reaches 10, 20, 30, 40, etc. story points, every
character in the crew or band earns one bump.

RPG Wealth
We prefer the abstracted nature of the CWS in FS. It beats counting
hundreds of credits and the accountancy that often follows. Use
the game’s post-battle acquisition rules as a guideline for running
wealth and acquisitions in your FS RPG sessions.

Skills
A number of the abilities listed in the traits section will translate
seamlessly to RPG encounters. For example, Enhanced Senses,
Medic, and Pilot all will work and add their bonuses to an
appropriate stat in an RPG encounter. If you need more skills, you
can give your players a skill budget of three dice, and they can
assign +1D to three different skills of their choice. Here are some
examples: Charm (Charisma), Dexterity (Fitness), Interrogation
(Charisma), Intimidation (Charisma), Science (Intellect), Stealth
(Fitness), Strength (Fitness).
156
Ap pe ndix I
Vehicle Creation
& Combat
While Farthest Star is not a vehicle-based combat game, we offer
some rough vehicle rules to allow you to use them in your games.
These rules will allow you to represent anything from primitive
conveyances like wagons, to modern vehicles like cars with
internal combustion engines, to sci-fi staples like hovercraft, grav-
tanks, or walking mechanical death machines.

This vehicle system provides a quick and easy way to build and
play with vehicles in FS. It sacrifices exacting levels of detail for
ease and speed of play. We encourage players to take what is
here and add further details as they see fit.

For example, players may wish to add rules for vehicle degradation
due to lost Health. Players may also wish to add more detailed
vehicle traits, and they can use the Traits in Chapter 2 as a
guideline for this.

Basic Vehicle Traits


Vehicles possess a number of important stats and traits that help
to define their role in the game.

Stats
Vehicles have three basic stats: Attack, Defense, and Sensors. As
with character model stats, we rate these values in terms of dice.

Attack
This models the vehicle’s weaponry, including anything from a
hull-mounted Ion-Blaster to a massive mechanical battle-fist. The
dice rating counts for both melee and ranged.

We assume the vehicle possesses both types of attack.


Defense
157
This models the vehicle’s defenses, taking into account everything
from its armored hull to any energy deflectors it might possess.
The dice rating counts against both melee and ranged.

Sensors
A vehicle’s sensors are equivalent to a character’s Perception stat.

Vehicle Stat Dice


Players assign 15D between a vehicle’s three stats, but no more
than 6D in any one stat! Every stat needs at least 1D.

Vehicle attacks are naturally devastating to normal models, and thus


enjoy +2 re-rolls against normal models, but not other vehicles.

Other Vehicle Traits


Several vehicle traits are not rated in terms of dice.

Size
We treat FS vehicles as Small, Medium, or Large. Vehicles possess
a Health rating commensurate with their size:

• Small = 5 Health, +4" Move

• Medium = 10 Health, +2" Move

• Large = 15 Health
158 Crew
This trait measures how many models, including pilots and
gunners, a vehicle can carry.

A vehicle’s size determines the maximum rating it may have


in Crew:

• Small = 2 Crew

• Medium = 7 Crew

• Large = 15 Crew

A vehicle’s crew rating also refers to the number of passengers it


may carry.

For example, a vehicle with a Crew rating of fifteen may have


three actual pilots, and the rest of its crew may be made up of
troops or other passengers.

Henchmen and Vehicles


For purposes of determining the number of passengers a vehicle
model can carry, each Henchman in the group counts as
one model.

Move
How far the vehicle can move in a turn. Most vehicles possess a
base Move of 10". Adjust this based on its size as noted earlier.
159
Vehicle Traits
You get four trait selections for your vehicle. Traits marked with an
asterisk (*) count as two selections.

All-Terrain
Vehicles with this trait possess treads, hover-skirts, or some other
means by which they ignore the effects of difficult ground. They
may still not fly over walls, move up walls, or otherwise bypass
impassable terrain.

Amphibious
Vehicle models possessing this trait have the ability to function
normally while submerged in water. Amphibious vehicles suffer
no movement penalties in watery or marshy terrain, and their
crew members suffer no penalties while they ride along.

Combat Computer
Vehicles possessing this trait may move and fire in the same turn
even if they do not possess the Robot Brain trait or extra crew.

Flight*
Vehicles possessing flight have wings, jets, rotors, or anti-gravity
devices that allow them easier movement on the tabletop. Models
with this trait ignore difficult ground and may end their movement
on buildings or other raised areas. Models possessing Flight
always end their movement on the ground or on some other solid
surface, and do not hover.

Heavy Armor
Vehicles possessing this trait gain 3 re-rolls on their Defense
goal rolls.

Independent*
Vehicles possessing this trait do not require a pilot, and may be
activated as if they were a character model during a player’s
turn. Independent vehicles may add their Robot Brain dice to their
attack and defense goal rolls.
160 Multi-Attack*
Extra arms, multiple cannons, and auto-fire weapons are all
examples of this trait. Provided they do not move during their
turn, vehicles with this trait may make two attacks when their
pilots choose the combat action.

These attacks may be against the same or different targets, but


all targets receive +2D to defense to avoid the attack. No matter
if it’s one or two targets, the attacker makes a single attack goal
roll. If both attacks target a single model, that model makes two
separate defense goal rolls, both at +2D.

Robot Brain
A vehicle must also possess the Independent trait to purchase
Robot Brain. Vehicles possessing this trait add +2D to attack
and defense goal rolls, and may move and fire on the same turn
whether they have multiple crew members or not.

Vehicles in Play
Vehicles in FS follow many of the same general rules as standard
models. We list some clarifications in the following section. These
cover differences and special situations for vehicles.

Movement
Vehicles do not charge. Vehicles possess a base movement, and
when built, players may select traits that grant them extra distance.
Vehicles are affected by terrain just as normal models are.

Initiative
Vehicles act when their pilot activates, or if they possess the Robot
Brain trait, they get a card and activate on it as normal.

Entering and Exiting a Vehicle


Models entering and exiting vehicles measure movement normally
while doing so. They may charge to enter melee or cover extra
ground as normal. Designate a vehicle’s entry/exit points at the
beginning of the game. If a vehicle is not clearly modeled with
obvious entry/exit points, pick two such points and note them
before play begins.
Combat
161
A vehicle may not move and fire in the same round unless it has
a second crew member, or the Robot Brain trait. Vehicles Attack
and Defend in combat using their own traits, plus the dice ratings
of any weapons they are outfitted with.

Vehicles with Robot Brains add this trait to their Attack and
Defense goal rolls. As stated above, vehicle attacks enjoy 2
re-rolls against normal, non-vehicle models.

Multi-Attack and Heavy Damage


Vehicles possessing weapons with these traits may move up to
half their movement allowance and still fire their weapons.

Melee Attacks
Vehicles may ram, punch, or side-swipe other vehicles or character
models. This is part of the pilot’s special action when moving the
vehicle, and takes the place of any ranged attack the vehicle might
normally receive. The vehicle’s player rolls the appropriate attack
dice versus the target’s defense total. Because larger vehicles are
harder to avoid and more massive than smaller vehicles, players
add the following bonuses to vehicle attacks based on size:

• Small = +1D

• Medium = +2D

• Large = +3D

This bonus only applies when vehicles attack normal models


in melee.

Ranged Attacks
Vehicles may move and fire if a second pilot is present. The
second pilot conducts the attack while the first pilot handles the
movement. It does not matter what order this takes place in, as
long as two pilots are present.
162 Attacks Against Models in Vehicles
Players should apply common sense when approaching this rule.
Models in open vehicles gain +2D to Defense against attacks.
Models in enclosed vehicles may not be targeted by attacks, but
also may not make attacks themselves.

Vehicles and Damage


When a vehicle loses its last Health point it explodes. Every
model inside an exploding vehicle must make a TN6 RD check or
suffer the difference in Health loss themselves.

Example: Destrade and Ruthe are in a hover-transport when it


explodes. Destrade rolls his 4D[1] RD and scores 4 goals, suffering
-2 Health, while Ruthe rolls a miraculous 7 goals and suffers no
Health loss.

Remove destroyed vehicle models from play and place their


occupants on the board in the space the vehicle once occupied.
Models who survive vehicle explosions are knocked down.
163
Ap p e ndix II:
Afterword & Play Aids

Afterword
Why Farthest Star? Well, there was this thing called the pandemic
and we were all trapped in our homes, and I discovered the joy
and possibilities of solo and cooperative gaming! I was inspired
by playing games of Frostgrave, Rangers of the Shadow Deep,
and Five Parsecs From Home. I also added my own Goalsystem
solo module to a supplement for Super Mission Force called
Athwart Time.

Around all of that gaming and modeling I took time to re-read


some of my favorite Dan Abnett 40K fiction. The Inquisitor stuff.
This inspired me to take up one of my Goalsystem sci-fi games and
remake it from the ground up as a solo/co-op game and a full-on
RPG. Then I decided to go a step further (or should I say farther?)
and keep the PvP options as well. After knocking around with
Blasters & Bulkheads and Void Pirates, and revisiting Goalsystem
Delves a bit, I wrote Farthest Star. It’s my take on an all-in-one
sci-fi skirmish game with strong RPG elements. The bones are
distinctly Goalsystem, but the stuff around it has benefited so
much from the product of these other amazing talents working in
our hobby right now.

I thank them for being awesome and inspiring, and I thank you
for taking a chance on me and on this game. It’s my humble
offering to this exciting new branch on the wacky tree of skirmish
miniature gaming. I hope you enjoy it!

— Scott R. Pyle, September 2021


164
Armor & Weapon Bonus Summary

Armor
Armor (L) = +1 RR

Armor (M) = +2 RR

Armor (H) = +1D[1]

Armor (P) = +1D[2]

Ranged Weapons
BRW = +1RR

Brace of Pistols = +2 RR

Disintegrator Gun = +1D[2]*

Really Big Gun = +1D[2]

Rifle = +1D[1]

Shotgun = +2 RR

*Any characters who lose their last Health point to this weapon
automatically fail their KO check and count as taken out.
Melee Weapons
165
BMW = +1 RR

SMW = +2 RR

PMW = +1D[1]

EMW = +1D[2]

Attack Range Chart


> 0" out to 5": +1D attack

> 5" out to 20": no modifier

> 20" out to 30": +1D defense

> 30": out of range


166
Solo AI Summary
This summarizes the AI behavior rules from Chapter 3:

Use model type to determine core drive:

• Beastmasters will use their beast companions to


run interference.

• Brawlers will seek to get into melee.

• Chosen & Commanders will use their best attack option,


and use special abilities to aid themselves or allies.

• Lurkers will hug cover to set up their attacks.

• Psychics, Shooters, Technos, & Troubleshooters will make


ranged attacks or use traits to aid their allies.

Check to see if the scenario’s primary objective alters this


core drive.

If a model’s core drive still leaves its course of action unclear,


and no enemy model is visible and the scenario lacks a primary
objective for the AI model to focus on, use the model’s initiative
card suit as a guide:

• Spades = Charge toward the center of the board

• Hearts = Move and use a trait ability

• Diamonds = Remain stationary and use a trait ability

• Clubs = Move and remain in open ground

Re-Rolls: AI characters will always use re-rolls on dice results of


1, 2, or 3.

Rule of Equidistant Models: Two or more enemy models are


equidistant from an AI model, the AI will move toward and/
or attack the most damaged target. If both models are equally
damaged (or undamaged), randomly decide which target the AI
will go after.
AI Models & Fate
167
If the AI model has an initiative card with a suit of Spades or
Hearts, spend the Fate point. If they have an initiative card with
a suit of Diamonds or Clubs, don’t spend the Fate point. Apply
common sense to override this rule.

Dice Averages
Here we include the dice pools and the average goals scored on
them. Remember, the numbers in brackets refer to Re-rolls.

2 [1] . . . . . . . . 1.83 6 [3]. . . . . . . . 5.63


2 [2]. . . . . . . . 2.00 6 [4]. . . . . . . . 5.92
2 [3]. . . . . . . . 1.99 7 [0]. . . . . . . . 4.65
2 [4]. . . . . . . . 2.01 7 [1] . . . . . . . . 5.32
3 [0]. . . . . . . . 2.00 7 [2]. . . . . . . . 5.95
3 [1] . . . . . . . . 2.57 7 [3]. . . . . . . . 6.44
3 [2]. . . . . . . . 2.89 7 [4]. . . . . . . . 6.78
3 [3]. . . . . . . . 2.99 8 [0]. . . . . . . . 5.33
3 [4]. . . . . . . . 3.01 8 [1] . . . . . . . . 6.02
4 [0]. . . . . . . . 2.65 8 [2]. . . . . . . . 6.64
4 [1] . . . . . . . . 3.29 8 [3]. . . . . . . . 7.21
4 [2]. . . . . . . . 3.72 8 [4]. . . . . . . . 7.67
4 [3]. . . . . . . . 3.96 9 [0]. . . . . . . . 5.98
4 [4]. . . . . . . . 4.01 9 [1] . . . . . . . . 6.67
5 [0]. . . . . . . . 3.32 9 [2]. . . . . . . . 7.28
5 [1] . . . . . . . . 4.02 9 [3]. . . . . . . . 7.96
5 [2]. . . . . . . . 4.53 9 [4]. . . . . . . . 8.43
5 [3]. . . . . . . . 4.88 10 [0]. . . . . . . 6.62
5 [4]. . . . . . . . 4.99 10 [1] . . . . . . . 7.33
6 [0]. . . . . . . . 3.99 10 [2] . . . . . . . 7.99
6 [1] . . . . . . . . 4.64 10 [3] . . . . . . . 8.59
6 [2]. . . . . . . . 5.28 10 [4] . . . . . . . 9.20
CREW ROSTER
Name MA MD RA RD F I C P W M F Health

SHIP NAME CWS

SHIP TYPE STORY POINTS

MILESTONES 5 10 15 20 25 30

NOTES
CREW ROSTER

NAME TYPE

STATS TYPE ROLE TRAIT GEAR TOTAL


MA + + + =
MD + + + =
RA + + + =
RD + + + =
FIT + + + =
INT + + + =
CHA + + + =
PER + + + =
WILL + + + =

MOVE FATE

HEALTH

SPECIES
ROLE
SECONDARY TRAITS

GEAR Initiative
Card
NOTES
CREW ROSTER
NAME: NAME:
STATS STATS
MA MD RA RD F I C P W MA MD RA RD F I C P W

HEALTH HEALTH

SPECIES: SPECIES:
ROLE: ROLE:

SECONDARY TRAITS: SECONDARY TRAITS:

GEAR: GEAR:

Initiative Initiative
Card Card
Farthest Star: Sci-Fi Skirmish Role-Play for One or More Players lets you build a crew of space-faring
adventurers bent on seeking their varied goals under the spectral light of alien suns! Whether you plan
to do a little bit of good, a little bit of bad, or a little bit of both, this set of Goalsystem RPG skirmish
rules will let you tell compelling tabletop stories.
Designed for use with any 28mm or 15mm figures in your collection, Farthest Star offers detailed
character creation and campaign rules in any of four play modes: PvP skirmish, solo, cooperative,
or collaborative RPG. Build a unique crew of characters and watch them change and grow as they
survive desperate battles on the galactic fringes! All you need to play are a few miniatures, a handful
of six-sided dice, a deck of 52 standard playing cards, a measuring tape or maps, and a yearning to
tell exciting stories on the tabletop! Your journey to the Farthest Star awaits!

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