Farthest - Star - Complete - Lo-Res - 9.10.21 2
Farthest - Star - Complete - Lo-Res - 9.10.21 2
Farthest - Star - Complete - Lo-Res - 9.10.21 2
By Scott R. Pyle
www.four-colorstudios.com
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.
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.
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 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.
Here are some sample TNs and their relative difficulty levels:
TN1. . . . Easy
TN2. . . . Average
TN3. . . . Hard
TN4. . . . Very Hard
TN5+. . . Extremely Hard
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.
• 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
Starting Kit
Every character starts with a few free items: PDN, Basic Melee
Weapon, Basic Ranged Weapon
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
13
The stats of non-standard character types differ from the basic
archetype as follows:
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:
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.
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.
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.
Space-Ogre
Big, nasty, and brutish, members of this species often find
themselves used as hired muscle or shock troops.
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.
Beastmaster
You have a way with creatures of all types.
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.
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.
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.
You can also spend 1 Fate and use a free action to do one of
the following:
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.
Shooter
You’re adept at slaying foes at range. Using blasters, slug-
throwers, or even muscle powered missile weapons all come
naturally to you.
Effects: You can fire into a melee and choose your target
without randomizing. See Chapter 3 for more details on
ranged combat.
Techno
19
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.
Troubleshooter
You are a versatile operator for your crew.
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.
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:
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.
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.
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:
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:
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.
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.
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.
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.
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:
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".
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!
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.
Armor (Heavy)
Padded clothing made from ballistic or reflective materials,
augmented with “hard-shell” armor plates and perhaps even a
sinister looking helmet.
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: 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[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.
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.
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!
Med Kit
This small pack contains stim injectors, slap-patches, and other
medicines to aid injured or fallen comrades.
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.
Rifle
Any type of high-powered, slug throwing or energy-based
longarm.
Scanner
Any handheld or smaller device that increases a model’s chance
to spot hidden objectives or foes.
Effects: Each time you fire this weapon, announce whether you’re
using scatter or solid shot ammo:
Stun Blaster
Short-ranged energy weapon that does non-lethal damage.
Tool Kit
A selection of manual and electronic tools for all sorts of jobs.
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.
• 4 Standard characters
• 2 Major characters
1) Initiative
2) Take Turns
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
• Spades (1st)
• Hearts (2nd)
• Diamonds (3rd)
• Clubs (4th)
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:
• Zig-39 (8 of Spades)
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.
• 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.
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.
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.
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.
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.
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.
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.
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.
If the defender ties or gets more goals than the attacker, they
have fought them off.
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.
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!
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:
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.
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.
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.
Mild = TN2
Serious = TN3
Severe = TN4+
Characters who end the game KO’ed must roll on the post-battle
injury table. See Chapter 4: Scenarios & Campaigns for more
details.
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.
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.
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.
*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!
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.
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.
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 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.
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:
• 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.
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.
Special Rules = This section lists any special rules for the scenario,
including stats for models and characters specific to the story.
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.
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.
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.
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.
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:
• 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.
The primary objective for the game AI enemy models are the
three scientists.
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:
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.
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
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:
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)
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.
Species: Human
Role: Chosen
Move: 6"
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:
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.
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.
Species: Beast
Role: Brawler
Move: 7"
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.
Species: Human
Role: Commander
Move: 6"
Fate: 4
Health: 9
Species: Space-Dwarf
Role: Shooter
Move: 5"
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"
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:
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.
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!
• 10 = Data Cache
• 9 = Inert Drones
• 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.
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
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.
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"
Gear: none
Fate: 1
Health: 2
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.
MA 3[1] | MD 3 | RA 3[1] | RD 4 | F 3 | I 5 | P 3 | C 5 | W 3 |
Species: Human
Role: Troubleshooter
Move: 6"
Fate: 3
Health: 4
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.
MA 7 | MD 6 | RA 5 | RD 5 | F 6 | I 1 | P 6 | C 5 | W 5 |
Species: Beast
Role: Brawler
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!
1. . . . . . . . . . . Captured!
2. . . . . . . . . . . Grievous Injury
3. . . . . . . . . . . Serious Injuries
4. . . . . . . . . . . Light Injury
5. . . . . . . . . . . Minor Scrapes
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.
Inspired Recovery
The character’s story of survival inspires all who hear of it. The
crew gains +1 story point.
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!
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.
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
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.
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!
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.
1) A
dd the wealth point total from the latest encounter to the
crew’s CWS.
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.
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.
This covers acquiring any item from the equipment list in Chapter
2 that is listed as rare.
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.
Athletic Contest
Check: Fitness
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, 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.
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.
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:
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
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.
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:
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.
3–4. . . . . . . . . 1
5–6. . . . . . . . . 2
7+. . . . . . . . . . 3
Research
Check: TN4 Intellect
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.
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
Seek Contact
Roll 1D6
1 = Control the Artifacts
2 = Desperate Defense
3 = Street Fight
5 = Sunken Salvage
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.
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.
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 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
Starting Kit
Every henchmen group starts with a few free items: PDN, Basic
Melee Weapon, Basic Ranged Weapon
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
Species: Human
Role: Troubleshooter
Gear: BMW, BRW, PDN, Armor (L), Brace of Pistols, Jump Pack
Fate: 5
Health: 9
Species: Robot
Role: Brawler
Move: 8"
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"
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"
Fate: 1
Health: 10 members
Species: Human
Role: Bystander
Move: 6"
Traits: Contacts
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
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"
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"
Fate: 2
Health: 5
Species: Space-Orc
Role: Brawler
Move: 6"
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"
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"
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 |
Role: Brawler
Move: 6"
Gear: none
Fate: 1
Health: 2
Species: Space-Dwarf
Role: Techno
Move: 5"
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"
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
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"
Fate: 4
Health: 9
Species: Human
Role: Shooter
Move: 6"
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"
Fate: 4
Health: 6
Species: Human
Role: Lurker
Move: 6"
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.
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.
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.
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.
Sensors
A vehicle’s sensors are equivalent to a character’s Perception stat.
Size
We treat FS vehicles as Small, Medium, or Large. Vehicles possess
a Health rating commensurate with their size:
• Large = 15 Health
158 Crew
This trait measures how many models, including pilots and
gunners, a vehicle can carry.
• Small = 2 Crew
• Medium = 7 Crew
• Large = 15 Crew
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.
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.
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.
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
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.
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.
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!
Armor
Armor (L) = +1 RR
Armor (M) = +2 RR
Ranged Weapons
BRW = +1RR
Brace of Pistols = +2 RR
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]
Dice Averages
Here we include the dice pools and the average goals scored on
them. Remember, the numbers in brackets refer to Re-rolls.
MILESTONES 5 10 15 20 25 30
NOTES
CREW ROSTER
NAME TYPE
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:
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!