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Operatives of Deep Space - Basic Rules

Reskinning of Rangers of Space Deep

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Nathan Heazlett
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© © All Rights Reserved
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0% found this document useful (0 votes)
666 views23 pages

Operatives of Deep Space - Basic Rules

Reskinning of Rangers of Space Deep

Uploaded by

Nathan Heazlett
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Basic Stats‬


‭very figure in the game is described by six stats that describe their‬
E
overall capability and effectiveness.‬

‭●‬ M
‭ove (M): the speed and agility of the figure. This is how many inches‬
the figure can move.‬

‭●‬ F
‭ight (F): the figure’s ability in hand-to-hand combat, and its ability‬
to avoid incoming gunfire. You add this to your roll when fighting, or‬

when trying to dodge.‬

‭●‬ S
‭hoot (S): the figure’s ability to shoot guns. You add this to your‬
roll when shooting.‬

‭●‬ A
‭rmor (A): the amount of physical protection a figure has. You subtract‬
this from incoming attacks to determine damage.‬

‭●‬ W
‭ill (W): the figure.s determination, courage, and ability to resist‬
mental attacks. You add this to rolls.‬

‭●‬ H
‭ealth (H): the figure’s physical toughness. This is how much damage‬
the figure can take before going Out of Action.‬

Operative base stats‬


Move‬
‭ Fight‬
‭ Shoot‬
‭ Armor‬
‭ Will‬
‭ Health‬

6‬
‭ +2‬
‭ +1‬
‭ 10‬
‭ +4‬
‭ 18‬

Gameplay‬

‭he game is played in a series of turns. Each turn is divided into these four‬
T
phases:‬

‭●‬ ‭
Operative Phase‬

‭●‬ ‭
Enemy Phase‬

‭●‬ ‭
Aide Phase‬

‭●‬ ‭
Event Phase‬

Operative Phase‬

‭n the Operative Phase each player may activate their Operative, the‬
I
Operative with the highest Will going first proceeding in descending order.‬

Roll off in the case of ties, once at the beginning to determine the order.‬

‭ach player can activate their Operative and up to two Aides that are within‬
E
3” of that Operative. Each figure activates one at a time in the order the‬

player chooses. After activating these figures, the next player may activate‬

their models, and so on.‬

Enemy Phase‬

‭n the Enemy Phase all uncontrolled figures will activate. Enemy with the‬
I
highest Health activates first, proceeding in descending order. Players‬

choose order in case of ties.‬

Enemy Actions‬

‭●‬ ‭ Is the enemy in combat?‬


‭○‬ ‭ Yes: Use it’s action to fight. If it wins, stay in combat and not‬
use second action‬

‭●‬ ‭Is there an Operative/Aide in sight?‬
‭○‬ ‭ Yes: If you have a gun, shoot at the closest Operative/Aide. Take‬
no second action.‬

‭●‬ ‭
Does the scenario have a Target Point?‬
‭○‬ ‭Yes: use one action to move towards the target point. If there is‬
now an Operative/Aide in sight, go back to the second step.‬

‭○‬ ‭
No: Move once in a random direction. If there is now an‬
Operative/Aide in sight, go back to the second step.‬

Aide Phase‬

‭n the same order that Operatives were activated, each player activates all‬
I
remaining Aides that have not yet activated this turn. Each player activates‬

all of their remaining companions, then the next player and so on.‬

Activation‬

‭ach time it activates a figure can perform up to two actions. One can be‬
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anything the figure is allowed to do like fighting or shooting a gun or using‬

a Power, moving, etc. The second action can only be used for moving (and a‬

few other actions like reloading). You can do each action in any order but‬

must complete one action before performing the next. You must complete all of‬

a figures actions before activated another figure.‬

Group Activation‬

‭ Group Activation can only be performed in the Operative phase. All figures‬
A
that are to be activated by first make one move action each. After moving‬

each figure may take their second action in any order.‬

Movement‬

‭he first time a figure moves during it’s activation, it may move a distance‬
T
equal to it’s Move stat in inches. It does not have to be in a straight line.‬

If a figure moves for a second time it may only move up to ½ the Move stat in‬

inches.‬

Moving into Combat‬



‭henever one figure is in base contact with another it is considered to be in‬
W
combat. When a figure is in combat the only action it can take is to fight.‬

Forcing Combat‬

‭ny time a figure moves within 1” of an enemy figure that isn’t already in‬
A
combat, the enemy figure may force combat. Immediately move the the enemy‬

figure into base contact with the activated figure.‬

Jumping‬

‭ figure may jump horizontally up to half of their Move stat +1”. Each time a‬
A
figure jumps is must make an Acrobatics Skill Roll, with a TN of 1+the number‬

of full inches jumped, with an additional +5 if the jump starts or ends in‬

rough ground. If you succeed you jump the distance and can continue moving.‬

If you fail you move half the distance of the jump and then fall. The figures‬

activation ends.‬

Falling‬

‭f the fall is less than 3” no damage occurs. Otherwise the figure suffers‬
I
damage equal to the number of inches fallen x1.5 rounded down. If the fall‬

was voluntary and was less than 3” the figure may continue using actions if‬

it has any. If it was more than 3” the figure still takes damage but must‬

make an Acrobatics Roll (TN 10) to continue using activations.‬

Skills and Stat Rolls‬



‭oll and d20 and add the appropriate Stat or Skill. Exceed the Target Number‬
R
(TN) to succeed. Natural 20 is always a success, natural 1 is always a‬

failure.‬

Swimming‬

‭henever a figure activates in deep water it must make a Swimming Roll (TN5).‬
W
If it fails it takes damage equal to the amount by which it failed, ignoring‬

armor. If the figure succeeds it may activate as normal. Deep water is‬

considered rough ground for the purposes of movement. Any figure in deep‬

water receives -2 Fight.‬

When rolling to swim, apply the following modifiers:‬


‭●‬ ‭
Light Armor : -1‬

‭●‬ ‭
Heavy Armor : -5‬

‭●‬ ‭
Shield : -1‬

‭●‬ ‭
Carrying Treasure : -2‬
Hand to Hand Combat‬

‭hen a figure is in combat with an enemy figure it may use one action to‬
W
fight in hand to hand combat. During a fight both figures have a chance to‬

wound or kill their opponent.‬

‭o resolve the fight roll two dice, one for each figure. Each figure makes‬
T
their roll and adds their Fight stat plus any modifiers. The highest total‬

Combat Score wins. To determine damage, subtract the losers armor from the‬

winners total, and then add any damage modifiers. If the result is greater‬

than 0 then do that amount of damage to the loser.‬

‭hether the winner did damage or not, it can now choose what to do: stay in‬
W
combat, push the loser 1” directly away, or the winner may move 1” directly‬

away. Enemies will always choose to remain in combat.‬

‭n the case of ties, both figures may do damage to each other, and neither of‬
I
them may move away at the end.‬

Multiple figures in combat‬



‭ach
E fighting figure gains +2 to it’s Combat Score for each allied figure‬
that
‭ is also in combat with the acting figure, unless that allied figure is‬
also
‭ in combat with another figure. If both figures gain bonuses, they cancel‬
each
‭ other out.‬

Critical Hits‬

‭f you roll a natural 20 in a fight it’s a Critical Hit. You automatically‬
I
win the fight (unless your opponent also got a 20), and have a +5 damage‬

modifier. This applies to shooting attacks also. Enemies never get Critical‬

hits.‬

Shooting‬

‭hooting is just like hand to hand, but the shooting player adds their Shoot‬
S
stat to their roll. If the shooter wins do damage as normal, but if they lose‬

the shooter does not take damage. In case of a tie, no hit occurs.‬

‭ figure may never declare a shoot action against another figure in combat,‬
A
unless that figure is the only figure in the combat with the Large trait.‬

Shooting Modifiers‬

+1‬
‭ ‭ntervening terrain : every piece of intervening terrain that the‬
I
shooter is not in base contact with gives a +1‬

+2‬
‭ ‭ight Cover: up to half the body is concealed by hard cover, or‬
L
almost completely concealed by soft cover‬

+4‬
‭ ‭eavy Cover : the target is behind hard cover that conceals almost‬
H
all the body‬

+1‬
‭ Hurried Shot : the shooter has moved this activation‬

-2‬
‭ ‭arge Target : the target is significantly larger than a human, or‬
L
has the Large trait‬

Making an Operative‬

You get 10 BP (Build Points) to create your Operative.‬


‭●‬ I
‭ncrease Base Stats: You can spend up to 3 BP to increase your base‬
stats. You may spend 1 BP to increase a stat except Armor by 1.‬

‭●‬ O
‭perative Abilities and Special Powers: you can spend up to 5 BP on‬
Abilities and Powers. You can take each Ability only once, but may‬

purchase Powers multiple times.‬

‭●‬ S
‭kills: you can spend up to 5 points on Skills. For each BP you spend‬
you can increase 8 skills by +1 each.‬

‭●‬ E
‭quipment: you can spend up to 2 points on upgrading your weapons. Each‬
upgrade costs one BP.‬

‭●‬ R
‭ecruitment Points: Operatives start with 100 Recruitment Points (RP).‬
You can spend up to 3 BP to increase our Recruitment Points. For each‬

BP spent you can increase your RP by 10.‬

Operative Abilities‬

‭●‬ C
‭loak of Shadows: This ability may be used if an enemy figure is about‬
to make a move that would take it into combat with the operative.‬

Instead, determine the enemy figure's action as though the operative‬

were not present, making the operative temporarily undetectable.‬

‭●‬ Q
‭uantum Leap: The operative may use this ability when activated. For‬
the rest of the turn, their movement range is increased by +2.‬

Alternatively, the operative may use a move action to teleport up to‬

their maximum movement distance in any direction, including vertically,‬

utilizing advanced teleportation technology.‬

‭●‬ P
‭recise Shot: The operative may use this ability if they have rolled a‬
natural 18 or 19 during a shooting action. Treat this roll as a‬

Critical Hit, hitting vital targets with precision.‬

‭●‬ L
‭ethal Strike: The operative may use this ability if they have rolled a‬
natural 18 or 19 during combat. Treat this roll as a Critical Hit,‬

targeting vulnerable spots for maximum damage.‬

‭●‬ H
‭olographic Decoy: The operative may use this ability whenever an enemy‬
creature is called upon to make a move towards a designated point.‬

Instead, the player may project a holographic decoy of the operative,‬

causing the creature to move towards the decoy's location instead.‬

‭●‬ D
‭efensive Matrix: The operative may add +10 to their Defense Roll when‬
rolling against a shooting attack. They must declare they are‬

activating this ability before they roll.‬

‭●‬ P
‭hase Shift: The operative may use this ability if they activate while‬
in combat. The operative may instantaneously phase out of the combat,‬

moving a short distance away. No figure can force combat during this‬

move. After this move, the operative completes their activation as‬

normal.‬

‭●‬ E
‭nhanced Focus: The operative may add +8 to any one Skill Roll,‬
utilizing advanced neural enhancements to improve their concentration.‬

They must declare they are activating this ability before they roll.‬

‭●‬ R
‭apid Assault: The operative may add +5 to one Combat Roll, utilizing‬
advanced reflexes and combat training. They must declare they are‬

activating this ability before they roll.‬

‭●‬ U
‭ndead Disruption: All undead creatures within 10" and in the‬
operative's line of sight must make a Will Roll (TN20). If they fail,‬

they lose their next activation as their necromantic energies are‬

disrupted.‬

‭●‬ T
‭emporal Manipulation: The operative may manipulate time and re-roll‬
one die, reshaping fate in their favor.‬

‭●‬ M
‭ental Fortitude: The operative may add +5 to one Will Roll, utilizing‬
mental conditioning and training. This ability can be used after the‬

roll has been made.‬

‭●‬ D
‭efensive Parry: This ability may be used in combat after an operative‬
and their opponent have made their Combat Rolls. The operative may add‬

+10 to their roll. If they win the combat, however, they do no damage.‬

They may step back or repel their opponent as normal.‬

‭●‬ D
‭evastating Strike: The operative may add +3 damage to any melee attack‬
that has already dealt at least 1 point of damage, channeling energy or‬

wielding powerful weaponry.‬

‭●‬ A
‭daptive Resilience: This ability may be used if an operative loses a‬
fight in hand-to-hand combat. Reduce the amount of damage taken by the‬

‭perative by half, rounding up. For example, if the operative loses the‬
o
combat and would suffer 7 points of damage, they suffer 4 instead,‬

thanks to advanced armor or personal shielding.‬

‭●‬ F
‭orceful Push: If the operative wins in hand-to-hand combat, they may‬
choose to push their opponent back up to 4" instead of the normal 1",‬

utilizing their strength or advanced technology.‬

Special Powers‬

‭●‬ E
‭nergy Surge: Make a +3 energy attack against all undead creatures‬
within 8" and line of sight of the operative, unleashing a powerful‬

surge of energy.‬

‭●‬ D
‭etonation Glyph: The operative may place an unstable energy glyph‬
anywhere within 6". As soon as any hostile creature moves within 2" of‬

this glyph, it triggers an explosive reaction. All hostile creatures‬

within 2" of the glyph suffer a +5 shooting attack from the volatile‬

discharge of destructive energy.‬

‭●‬ E
‭nergized Edge: The operative imbues one melee weapon with enhanced‬
energy resonance. For the rest of the scenario, the weapon becomes an‬

energized blade with +1 Fight, channeling focused energy for enhanced‬

cutting power.‬

‭●‬ N
‭anite Restoration: This enhancement may target any figure within 6",‬
including the operative. The target figure regains up to 5 points of‬

lost Health as nanobots repair and regenerate damaged cells, utilizing‬

advanced nanotechnology for rapid healing.‬

‭●‬ M
‭ental Restraint: The target creature must make an immediate Will Check‬
(TN16). If it fails, it loses control over its actions and cannot‬

initiate combat for the remainder of the turn, and it loses its next‬

activation. This technique has no effect on large creatures or undead.‬

‭●‬ Q
‭uantum Discharge: The operative may make a +5 shooting attack against‬
one figure within line of sight. This attack bypasses cover and‬

intervening terrain, utilizing quantum energy manipulation to phase‬

through obstacles and strike the target.‬

‭●‬ E
‭nergy Shielding: This enhancement may be applied to any figure within‬
8" and line of sight of the operative. All shooting attacks against‬

this figure suffer a -3 penalty for the rest of the encounter as they‬

encounter a resilient energy shield, generated by advanced shielding‬

technology.‬

‭●‬ N
‭anomist Projection: The operative may release a dense cloud of‬
nanobots, creating a 3" diameter mist anywhere within 3". The mist‬

obscures all line of sight but does not hinder movement, providing‬

concealment and confusion to adversaries, courtesy of advanced‬

nanotechnology. -2 modifier to hit‬

‭●‬ M
‭ental Resilience: This enhancement may be applied to any figure within‬
8" and line of sight of the operative. The next time this figure must‬

‭ake a Will Check, it does so with a +5 modifier, enhancing their‬
m
mental fortitude. The effect gradually diminishes with subsequent‬

checks (+4 on the next check, etc.)‬

‭●‬ U
‭niversal Communication Matrix: An operative may activate this matrix‬
in place of attempting any Language Skill Check. The operative‬

automatically succeeds in understanding and communicating with any‬

language, thanks to an advanced neural interface and language‬

processing algorithms.‬

Skills‬

‭●‬ A
‭gility: A measure of the operative's ability to control their own body‬
in challenging situations, such as precise jumps, traversing narrow‬

paths, and maneuvering through obstacles. It does not include climbing,‬

which is a separate skill.‬

‭●‬ A
‭rchives: Knowledge of ancient records, myths, and historical accounts.‬
Operatives skilled in Archival Studies possess valuable insights into‬

the past and hidden knowledge.‬

‭●‬ A
‭rmory: The study of weapons, including their maintenance, repair, and‬
improvisation in the field. Operatives with high Armoryskill (+4 or‬

more) are always considered armed with a dagger, even when unarmed.‬

‭●‬ C
‭limbing: Measures the operative's ability to ascend difficult surfaces‬
and overcome vertical challenges.‬

‭●‬ L
‭eadership : The skill of leading others and diplomatic interactions.‬
An Operative with leadership abilities can add their Leadership skill‬

to the total recruitment points before each mission, influencing the‬

selection and effectiveness of their Aide.‬

‭●‬ N
‭avigation : The ability to use maps, navigation tools, and natural‬
senses to determine course and direction.‬

‭●‬ P
‭erception : The keen awareness of one's surroundings, including the‬
ability to notice small but crucial details. Operatives with heightened‬

Perception skills are adept at spotting hidden threats and important‬

clues.‬

‭●‬ L
‭ockpicking: Encompasses knowledge of various lock types and‬
mechanisms, including doors, chests, and secret entrances. Operatives‬

skilled in Lockpicking have the proficiency to open and disable locks.‬

‭●‬ A
‭nalysis: The ability to decipher ancient written languages, including‬
those associated with magic. Operatives proficient in Analysis possess‬

the knowledge to unravel cryptic inscriptions and magical texts.‬

‭●‬ S
‭tealth: The art of moving silently to avoid detection and skill in‬
selecting and maintaining concealment. Operatives with expertise in‬

Stealth excel in remaining undetected while operating covertly.‬

‭●‬ S
‭trength: The training in maximizing physical strength for achieving‬
optimal results, such as lifting heavy objects, breaking down doors,‬

and escaping restraints. Operatives skilled in Strength possess‬

impressive physical power.‬

‭●‬ S
‭urvival: Includes foraging for sustenance, identifying edible plants‬
and herbs, hunting, basic first aid, and understanding the perils of‬

specific terrains. Operatives proficient in Survival are resourceful in‬

the wilderness.‬

‭●‬ S
‭wim : Proficiency in movement through water or water-like substances.‬
Operatives skilled in Swim navigate aquatic environments with ease.‬

‭●‬ T
‭racking: The ability to interpret signs in the environment to gather‬
information about preceding individuals, including their direction of‬

travel, distance covered, and potential injuries or captives. Tracking‬

also involves knowledge of evading pursuers.‬

‭●‬ T
‭raps: Knowledge of various traps, including their construction,‬
setting, and disabling. Operatives skilled in Traps are adept at‬

detecting and neutralizing hidden dangers.‬

Equipment List‬

‭peratives have six “item slots” which means they can carry six items. When‬
O
creating a new operative you can pick up to five items at no cost. An‬

operative may choose heavy or light armor.‬

Hand Weapon‬

Any melee weapon held in one hand. No modifiers in combat.‬

Two-Handed Weapon‬

‭ny melee weapon that requires both hands to use. These weapons have +2‬
A
damage modifier.‬

Pistol‬

‭istol describes any one-handed gun. Pistols can be used to make shooting‬
P
attacks or used in hand-to-hand. They have no modifiers if used to shoot, and‬

may hit targets up to 12” away. If used in hand-to-hand they have a -1 Fight‬

penalty.‬

Shotgun‬

‭hotgun refers to any weapon that fires a short-range blast at low rate of‬
S
fire. Shotguns require a “reload” action (which may replace the move action)‬

before they can be shot again. They can hit targets up to 18” away and have a‬

+2 damage modifier. Any model that can use a Carbine can use a Shotgun.‬

Carbine‬

‭arbine is generically used to describe any kind of rifle used in two hands.‬
C
Carbines can be used to make shooting attacks. They have no modifiers if used‬

to shoot, and may hit targets up to 24” away.‬

Light Armor‬

Light weight or flexible armor that typically provides +1 Armor‬

Heavy Armor‬

Heavy weight and rigid armor that provides +2 to Armor but -1 to Move‬

Shield‬

‭ figure carrying a shield receives +1 Armor, but may not use any two-handed‬
A
weapons‬

Climbing Rope‬

‭ figure carrying a Climbing Rope may spend an action to set ropes at the top‬
A
of a vertical structure that can be used to climb the structure with no‬

penalties.‬

Recruiting Aides‬

‭peratives can bring companions on their adventures, called Aides. Aides have‬
O
a base stat line and equipment. When you first recruit an Aide, you can add‬

‭3 to any of their existing skills or a new one. Aides can carry the‬
+
equipment they start with, and have an additional two slots for equipment.‬

They may replace any of their weapons with upgraded versions (of that type)‬

without using an item slot.‬

Upgrade Weapons‬

‭hen you recruit an Aide you may upgrade their weapons for additional 5 RP‬
W
per upgrade.‬

‭‬
● ‭xtra Damage: +2 damage‬
E
‭●‬ Bonus to Hit: +1 Fight when attacking‬

‭●‬ Extra Range: +12”‬

‭●‬ Automatic: does not require reload‬

Downgrade Weapons‬

‭ome weapons have drawbacks that make them somewhat less useful. To model‬
S
this you can apply the following downgrades, reducing the cost of the Aide by‬

5 RP each‬

‭‬
● ‭nwieldy: requires two hands‬
U
‭●‬ Manual: requires reload‬

‭●‬ Short Range: -6 to total range‬

‭●‬ Less-Lethal: -2 damage‬

Weapon Customization example:‬



‭ny character who can use a Carbine may take a “Tactical Shotgun” by spending‬
A
+5 for extra damage, -5 for Short Range, and -5 for Manual for a total of -5‬

points.‬

Large Figures‬

‭ny Aide may be designated as Large when recruited for an additional 5 RP.‬
A
That figure is now Large (+2 to shoot at, and can be shot in combat if the‬

only Large figure), and has +2 Health and an additional +2 to Strength skill.‬

Mov‬‭
‭ Fig‬‭
Sho‬‭
Arm‬‭
Wil‬‭
Hea‬‭
Close‬ R‭ange‬
Name‬
‭ RP‬ e
‭ ‭‬ ‭
ht‬ ‭
ot‬ ‭
or‬ ‭l‬ ‭
lth‬‭
Weapon‬ ‭
Weapon‬ Notes‬

Hand‬
‭ ‭or‬
(
Recruit‬
‭ 10‬
‭ 6‬
‭ 2‬
‭ 0‬ ‭
‭ 10‬ 0‬ ‭
‭ 10‬‭
Weapon‬ ‭
Pistol)‬
Hand‬
‭ ‭or‬
(
Technician‬
‭ 15‬
‭ 6‬
‭ 2‬
‭ 0‬ ‭
‭ 10‬ 2‬ ‭
‭ 10‬‭
Weapon‬ ‭
Pistol)‬ Archival Studies +5, Data Analysis +5‬

Hand‬

Guard‬
‭ 20‬
‭ 6‬
‭ 2‬
‭ 2‬ ‭
‭ 11‬ 1‬ ‭
‭ 10‬‭
Weapon‬ ‭
Carbine‬ Light Armor‬

Hand‬

Sniper‬
‭ 20‬
‭ 6‬
‭ 1‬
‭ 3‬ ‭
‭ 10‬ 2‬ ‭
‭ 10‬‭
Weapon‬ ‭
Carbine‬
Hand‬

Officer‬
‭ 25‬
‭ 6‬
‭ 4‬
‭ 0‬ ‭
‭ 11‬ 2‬ ‭
‭ 12‬‭
Weapon‬ ‭
Pistol‬ Light Armor or Shield‬

‭limb +2, Perception +2, Pick Lock +2, Traps‬
C
Infiltrator‬
‭ 20‬
‭ 7‬
‭ 1‬
‭ 1‬ ‭
‭ 10‬ 1‬ ‭
‭ 10‬ Pistol‬
‭ +5, Stealth +5‬

Hand‬

Tracker‬
‭ 30‬
‭ 7‬
‭ 2‬
‭ 2‬ ‭
‭ 11‬ 2‬ ‭
‭ 12‬‭
Weapon‬ ‭
Carbine‬ Light Armor, Tracking +5‬

‭and‬
H ‭arbine+U‬
C
Trooper‬
‭ 35‬
‭ 6‬
‭ 2‬
‭ 2‬ ‭
‭ 12‬ 3‬ ‭
‭ 12‬‭
Weapon‬ ‭
pgrade‬ Heavy Armor‬

Hand‬

Bodyguard‬
‭ 35‬
‭ 6‬
‭ 4‬
‭ 0‬ ‭
‭ 11‬ 3‬ ‭
‭ 14‬‭
Weapon‬ ‭
Pistol‬ Light Armor, Strength +5‬

Hand‬
‭ ‭or‬
(
Specialist‬
‭ 20‬
‭ 6‬
‭ 0‬
‭ 0‬ ‭
‭ 10‬ 3‬ ‭
‭ 12‬‭
Weapon‬ ‭
Pistol)‬ Pick 2 Powers. 3rd power +10RP‬

Two-ha‬

Thug two hand‬
‭ 20‬
‭ 6‬
‭ 3‬
‭ 0‬ ‭
‭ 11‬ 12‬‭
2‬ ‭
‭ nded‬ Light Armor, Strength +5‬

Hand‬

Thug‬
‭ 20‬
‭ 6‬
‭ 3‬
‭ 0‬ ‭
‭ 12‬ 12‬‭
2‬ ‭
‭ Weapon‬ Light Armor, Shield‬

Hand‬

Thug heavy‬
‭ 35‬
‭ 5‬
‭ 4‬
‭ 0‬ ‭
‭ 13‬ 2‬ ‭
‭ 12‬‭
Weapon‬ Heavy Armor, Shield, Strength +4‬

Two-han‬

Thug heavy 2h‬
‭ 35‬
‭ 5‬
‭ 4‬
‭ 0‬ ‭
‭ 12‬ 2‬ ‭
‭ 12‬‭
ded‬ Heavy Armor, Strength +4‬

Two-han‬

Thug marauder‬
‭ 35‬
‭ 6‬
‭ 4‬
‭ 0‬ ‭
‭ 10‬ 3‬ ‭
‭ 14‬‭
ded‬ Strength +5‬

‭on-Sapient, cannot carry treasure or items,‬
N
Drone‬
‭ 5‬
‭ 8‬
‭ 0‬
‭ 0‬ ‭
‭ 10‬ ‭
-2‬ 6‬
‭ limited skill rolls‬

‭on-Sapient, cannot carry treasure or items,‬
N
Drone Attacker‬
‭ 10‬
‭ 8‬
‭ 1‬
‭ 0‬ ‭
‭ 10‬ ‭
-2‬ 8‬
‭ limited skill rolls‬

‭on-Sapient, cannot carry treasure or items,‬
N
limited skill rolls, Tracking +5, Operative‬

Drone Tracker‬
‭ 10‬
‭ 8‬
‭ 0‬
‭ 0‬ ‭
‭ 10‬ ‭
-2‬ 6‬
‭ tracking bonus‬

‭on-Sapient, cannot carry treasure or items,‬
N
Drone Flyer‬
‭ 10‬
‭ 9‬
‭ 0‬
‭ 0‬ ‭
‭ 14‬ 3‬
‭ 1‬
‭ limited skill rolls, Flying, Perception +4‬

Number of Operatives and Aides in play‬

Number of Players‬
‭ Total Recruitment Points‬ ‭
‭ Max Number of Aides‬

1‬
‭ BRP‬
‭ 7‬

2‬
‭ (BRP/2)-10‬
‭ 3‬

3‬
‭ BRP/3‬
‭ 2‬

4‬
‭ BRP/10‬
‭ 1‬

Operative Levels‬

‭peratives start at Level 0 and can gain levels through gameplay. Operatives‬
O
gain Experience Points from playing scenarios. Between scenarios they can‬

spend those XP on gaining levels. Higher levels cost more XP to gain‬

according to this chart:‬

Operative Level Experience Point cost‬


Operative’s New Level‬


‭ Experience Point Cost‬

1-5‬
‭ 100‬

6-10‬
‭ 150‬

11-15‬
‭ 200‬

16-20‬
‭ 250‬

21-30‬
‭ 300‬

31-40‬
‭ 400‬

41-50‬
‭ 500‬

51-100‬
‭ 1000‬

Operative Level Bonus table‬

Operative’s New Level‬


‭ Bonus‬

1,5,9,13,17,21, etc.‬
‭ Improve Skills‬

2,5,10,14,18,22, etc.‬
‭ Improve Stats‬

3,7,11,15,19,23, etc.‬
‭ Gain Recruitment Points‬

4,8,12,16,20,24, etc.‬
‭ New Ability or Power‬

Improve Skills‬

‭he operative can improve their skills by a total of +5. The maximum that can‬
T
be spent on one skill is +2‬

Improve Stats‬

‭he operative can improves one of the following stats up to the maximum shown‬
T
in brackets: Move(7), Fight (5), Shoot (5), Will (+8), Health (22)‬

Gain Recruitment Points‬



Add 10 to the Operatives Base RP.‬

New Ability or Power‬



Add a new Operative Ability or Special Power to the Operative.‬

Aide Progression‬

‭fter every scenario that they survive, an Aide gets 1 Progression Point.‬
A
When they reach certain Progression Point thresholds they gain rewards‬

according to the following table:‬

Aide Progresion Point Total‬


‭ Reward‬

5‬
‭ +1 Health‬

10‬
‭ Choose +1 Fight or +1 Shoot‬

15‬
‭ +4 to one Skill (maximum of +10)‬

20‬
‭ +2 Will‬

25‬
‭ Choose one Ability‬

30‬
‭ +1 Health‬

35‬
‭ +4 to one Skill (max +10)‬

40‬
‭ +2 Will‬

50‬
‭ Choose one Ability‬

Loot‬

‭oll once for each Loot token recovered during the scenario on the Loot‬
R
table.‬

Loot Table‬

Die Roll‬
‭ Loot‬

1-6‬
‭ Credits‬

7-12‬
‭ Boosts‬

13-16‬
‭ Weapon or Armor‬

17-20‬
‭ Tech Items‬

Credits‬

‭oney is useful in all sorts of ways! The operative may choose to gain +10XP‬
M
or have one Aide gain 1 Progression Point‬

Boosts‬

1.‬‭
‭ Anastaria Extract‬
If any figure carries this extract, it can be used by either the‬

operative or any one of their aides after a mission. The figure gains‬

+1 on their Survival Roll for the next scenario. The decision to use‬

the Anastaria extract must be made before the roll is made.‬

2.‬‭
‭ Ability Booster : A figure that consumes this elixir regains the use of‬
any one Ability that they have already used in the scenario.‬

3.‬‭
‭ Power Booster : A figure that consumes this booster regains the use of‬
any one Power that they have already used in the scenario.‬

4.‬‭
‭ Hyperchron Booster: The figure receives +5 on all Will Rolls for the‬
duration of the scenario.‬

5.‬‭
‭ Explosive Nanobomb : A figure may activate this nanobomb by triggering‬
its detonation sequence. It can be thrown to any point up to 8" away‬

and within line of sight. Every figure within 2" of the detonation‬

point suffers an immediate +3 energy blast.‬

6.‬‭
‭ Longsight Booster: The user receives +1 Shoot, but -1 Fight and -1‬
Will.‬

7.‬‭
‭ Adrenal Enhancer :A figure that consumes this substance receives +1‬
action on their next activation. If the figure already has three‬

‭ctions, this substance has no effect as no figure can exceed three‬
a
actions per activation.‬

8.‬‭
‭ Berserker Serum : The user inflicts an additional 1 point of damage‬
whenever they win a combat, but they suffer -2 Will.‬

9.‬‭
‭ Limbic Booster : The user gains 2 temporary points of Health, which can‬
exceed their normal starting amount but only last for the duration of‬

the scenario. However, they suffer -1 Will.‬

10.‬ ‭
‭ Pain Threshold Enhancer : The user receives +1 Armor, but -2 Will.‬
11.‬ ‭
‭ Blood Nanofilter : A figure suffering from disease may consume this‬
substance before a scenario. The infection is cured, and the figure‬

suffers no penalties from it in the next scenario.‬

12.‬ ‭
‭ Medpack : Restores 5 points of Health and neutralizes the effects of‬
any toxins. However, it cannot exceed the figure's starting Health‬

level.‬

13.‬ ‭
‭ Restoration Medpack‬
A figure that uses this Medpack is immediately restored to their‬

starting Health and is cured of any poison, disease, or temporary stat‬

reductions. It can also be used after a mission to cure a figure of a‬

single permanent injury of the player's choice.‬

14.‬ ‭
‭ Weapon Enhancement: Use this enhancement on a weapon to give it one‬
upgrade that lasts until the end of the scenario.‬

15.‬ ‭
‭ Inertial Inhibition Serum‬
A figure that consumes this serum gains the ability to fall any‬

distance without taking damage. This ability lasts for one turn after‬

the potion is consumed.‬

16.‬ ‭
‭ Strength Enhancer : A figure that consumes this enhancer receives +1‬
Fight.‬

17.‬ ‭
‭ Cellular Matrix Booster : A figure that consumes this booster‬
receives +1 Armor.‬

18.‬ ‭
‭ Phaseshift Serum : A figure that consumes this serum gains the‬
ability to pass through solid objects as though they were not there.‬

This ability lasts for one turn after the serum is consumed.‬

19.‬ ‭
‭ Adrenic Booster : A figure that consumes this serum receives +2‬
Move, but -2 Will.‬

20.‬ ‭
‭ Xenophobe Amplifier : This drug amplifies hostile human psychic‬
emanations. All aliens suffer -1 Fight when in combat with the user.‬

Weapons or Armor‬

Die Roll‬
‭ Weapon or Armor‬

1‬
‭ Hand Weapon, Powered (5)‬

2‬
‭ Two-handed, Powered (5)‬

3‬
‭ Carbine, Powered (5)‬

4‬
‭ Carbine + upgrade, Powered (5)‬

5‬
‭ Pistol, Powered (5)‬

6‬
‭ Hand Weapon, Light‬

7‬
‭ Two-handed, Light‬

8‬
‭ Carbine, Light‬

9‬
‭ Carbine + upgrade, Light‬

10‬
‭ Shield, Active(5)‬

11‬
‭ Light Armor, Active(5)‬

12‬
‭ Heavy Armor, Active(5)‬

13‬
‭ Hand Weapon, Rending(3)‬

14‬
‭ Two-handed, Rending(3)‬

15‬
‭ Pistol, Rending(3)‬

16‬
‭ Shield, Blocking(1)‬

17‬
‭ Light Armor, Blocking(1)‬

18‬
‭ Heavy Armor, Blocking(1)‬

19‬
‭ Hand Weapon, Blocking(1)‬

20‬
‭ Two-handed Weapon, Blocking(1)‬

‭eapons and armor can have special properties that can be used for a specific‬
W
number of Fight rolls, these are listed with the number in parentheses. These‬

uses are recorded between games and do not recharge.‬

Powered‬

‭t any point the user of a Powered weapon may declare that it is activated.‬
A
The weapon now counts as upgraded and give +1 Fight if a melee weapon or +1‬

Shoot if a ranged weapon.‬

Light‬

‭ight weapons are specially built to be smaller or easier to carry. A figure‬
L
carrying a Light weapon has one additional slot to carry equipment. You may‬

only gain one extra slot this way.‬

Active‬

‭ome high tech armors include active countermeasures. Any time the user of‬
S
Active armor is the target of a shooting attack you may choose to add +5 to‬

their Fight roll. You must choose before the dice are rolled‬

Rending‬

‭ny time the wielder of this weapon does at least 1 point of damage with this‬
A
weapon, they may choose to do an additional 5 points of damage to their‬

opponent.‬

Blocking‬

‭ny time the user of this weapon or armor loses a fight in hand to hand, or‬
A
is shot, they may use the item to block the blow. The user still loses the‬

fight but takes no damage.‬

Tech Items‬

1.‬‭
‭ Leadership Badge : If an operative wears this badge, they gain +5 to‬
their Recruitment Point Total when assembling their team for the‬

mission.‬

2.‬‭
‭ Knowledge Database : A figure carrying a knowledge database receives +2‬
to all Archives and Analysis Skill Rolls.‬

3.‬‭
‭ Stealth Enhancers : A figure wearing these enhancers can activate them‬
during their turn. For the remainder of the turn, the figure can move‬

silently without triggering alarms or detection systems.‬

4.‬‭
‭ Thermoptic Camouflage Cloak :A figure may activate this item at any‬
time. While wearing the camouflage cloak, the figure becomes nearly‬

invisible to sensors and surveillance devices, making it difficult for‬

enemies to detect them. The figure receives +8 to all Stealth Rolls‬

while under the cloak's effect.‬

5.‬‭
‭ Multispectral Goggles : A figure wearing these goggles gains +2 to all‬
Perception Skill Rolls.‬

6.‬‭
‭ Lockpick Toolkit : A figure may use this toolkit to gain a +5 bonus to‬
any Lockpicking Skill Roll. The figure must decide whether to use the‬

toolkit before attempting the Skill Roll.‬

7.‬‭
‭ Lifeline Device : A figure carrying this device may use it to reroll‬
any one failed roll they make.‬

8.‬‭
‭ Remote Detonator : A figure may spend an action to deploy this device‬
up to 10" away. Every figure within 2" of the point of detonation takes‬

a +0 Shooting attack.‬

9.‬‭
‭ Aquatic Navigator : A figure equipped with this device effortlessly‬
navigates through water environments, bypassing obstacles and swimming‬

with ease. Automatically pass all Swimming checks.‬

10.‬ ‭
‭ Power Gloves : A figure may use these gloves to gain a +5 bonus to‬
any Strength-related task. The figure must decide whether to activate‬

the gloves before attempting the task.‬

11.‬ ‭
‭ Adrenal Boost Injector : a figure carrying this booster can consume‬
it during their turn to gain an extra action. However, this cannot‬

exceed a total of three actions during their turn.‬

12.‬ ‭
‭ Power Enhancer : A figure with Powers can activate this device to‬
use one power they have already used this scenario.‬

13.‬ ‭
‭ Climbing Gear : A figure may use this gear to gain a +5 bonus to any‬
Climbing Skill Roll. The figure must decide whether to use the gear‬

before attempting the Skill Roll.‬

14.‬ ‭
‭ Shadow Veil : A figure wearing this veil gains +2 to all Stealth‬
Rolls, blending seamlessly into their surroundings.‬

15.‬ ‭
‭ Gear Bag : The pack takes up one item slot but can hold two boosts,‬
allowing the figure to carry two boosts in one slot.‬

16.‬ ‭
‭ Teleportation Device : A figure may spend an action to activate this‬
device, instantly moving up to 10" in any direction within line of‬

sight.‬

17.‬ ‭
‭ Techno-Ring : Choose one Special Power when this item is acquired.‬
The wearer of the ring may spend an action to activate that Power.‬

18.‬ ‭
‭ Deflection Shield : A figure wearing this shield, when under attack,‬
can discard it to block an incoming projectile or energy-based attack.‬

19.‬ ‭
‭ Emblem of Humanity : A figure wearing this emblem may activate it at‬
any time as a free action. For the remainder of the mission, all‬

attacks made by the figure gain +1 Fight against xeno enemies.‬

Additionally, all xeno enemies engaged in combat with the figure suffer‬

-1 Armor.‬

20.‬ ‭
‭ Master Toolkit : A figure carrying a master toolkit gains +2 to all‬
Technical Engineering and Security System Skill Rolls.‬

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