Core Space Rules Sample
Core Space Rules Sample
    During each round of the game each crew will           While all of this is going on,
    alternate taking actions with their Traders –          the game’s Hostility level        WELL REGULATED
                                                                                                       I TELLIGE
    moving, shooting and exploring the board. The          will be rising. As each peg              MILITIA
                                                                                                    RELAXE GUARDED
                                                                                               RELAXED
                                                                                                                   CE
                                                                                                                            D
                                                                                                                 Heads unengaged
                                                                                             Pot-shot: The nearest
                                                                                                                                      WATCH
                                                                                                                         Up: Each playe  Civilian      YOUR BAC
                                                                                                                                                                      K
    unique Character Dashboard, and the success            Tracker, the Purge will           distracts it. Immediately
                                                                                             character towards
                                                                                                   COVER
                                                                                                              Kill Cod
                                                                                                             transME
                                                                                                                      COMoveVERthat Purge
                                                                                                                   that Civilian. ME
                                                                                                                        e: A limited
                                                                                                                   mitted to you
                                                                                                             may choose
                                                                                                                                                    PURGE
                                                                                                                                       time kill code
                                                                                                                                    by your ship. has been
                                                                                                                                 CHARGE
    various dice.                                          dangerous, as will the            Rise Up: All unengaged Civilians Move
                                                                                             towards the nearest Purge twice (up to 8
                                                                                             inches). All Civilians then engaged with
                                                                                             the Purge will then make a close assault attack
                                                           unpredictable events
                                                                                             against one Purge enemy.
    COMPONENTS
      ere you will find reference images of the game s most common components. hese will be explored
    in more detail in the coming pages.
  FLORENCE
  Florence is the Trader term for
                                                                                                                                                              Range Ruler
  Universal Assets (UA), Galactic
                                                                                                                                                              This is double-sided – one
  Credits or indeed any form of
                                                                                                                                                              side showing movement
  currency. It is a slang word derived
                                                                                                                                                              distances, and the other
  from the term cash ow, leading
                                                                                                                                                              for shooting.
  to the well-known Trader phrase,
  “to go with the ‘Flo”, in other words                                           Target Counter                                                             Entry Point Markers
  to always follow the money. Many                                                This is used to
  Trader captains carry old coins                                                 mark a point on
  in a superstitious belief that it will                                          the board, such
  help them navigate the dangers             Kill Point
                                                                                  as for a blast
  of Core Space. The Turn Counter            Counter
                                                                                  weapon.
  represents the coin many captains
  carry.
                                                                   Dry-Wipe Pen
                                                                   You will need one of these if you are playing a
                                                                   campaign, allowing you to write on your Character
                                                                   Boards to show your Traders’ advancement.
activating Civilians. – 0, 1, or 2.
                                                                                                                                                                                              5
    Trader Boards                                                        Ship Boards
    These boards are double sided – one side is a playable
    Trader, and the other a Civilian NPC.
                                                                          Crew Dashboards
         Purge Board
             Hostility Tracker
             The Hostility Board
             fits into the ostility
             Tracker.
                                           Pegs
                                           The pegs are used in the Hostility Tracker and
                                           Crew Dashboards to track various statistics
                                           and effects.
                       Search/Reminder Counters
                       These are double sided. They are placed on the board during the
                       game      up to show that a location has been searched. On the
                       other side, the     and     are used to remind you of certain game
                       effects – blue for positive effects such as extra actions, and red for
                       negative effects such as missing your turn.
                       Activation/Assistance Counters
                       These are double sided. They are placed on a Character Board
                       side up to remind you that a character has activated. On the other
                       side, the    is used to mark a character that has been defeated and
                       needs help.
6
GLOSSARY                                               •   Target: The focus of a particular attack or action.
Throughout this book you will see certain words
that have a specific meaning within the context        •   Hit: Potential damage represented by
of the rules. t will be beneficial to know them in         icons on the combat dice. Hits can be
advance, so they are listed for you here:                  affected by rules such as armour and cover.
•   Player: The real-life person controlling a crew.   •   Damage: Actual wounds sustained from hits
                                                           after other rules have been accounted for.
•   Character: Any single miniature.
                                                       •   Prone: A character that has fallen or been
•   Crew: The group of characters controlled by            knocked off their feet. The model will be laid
    a player.                                              on its side.
                                                                                                                    7
    TERRAIN
    The Core Space game is built to work with Battle Systems’ modular terrain. It is made from sturdy full
    colour board and can be assembled without glue or prior hobby knowledge.
    Before playing for the first time you will need to remove all of
    the walls, small terrain pieces, character boards and counters
    from the card sheets. Some of the small terrain pieces require
    basic assembly.
    Each Core Space mission comes with a map showing how to set up the board. The large rectangular pieces
    are walls, and they are assembled in a simple grid to match the map, using the plastic clips provided.
    The edge of the playing area is considered to be a wall for rules purposes, but you do not need to
    physically place walls around the edges.
    Depending on the number of players available to help, you will need to allow approximately    minutes to set
    up the playing area before each game, and a further    minutes to set up the rest of the game components.
8
Standalone Terrain
As well as walls, Core Space also uses smaller pieces of standalone terrain. In
the game these pieces are used to provide cover from shooting attacks and can
also represent key ob ectives in your missions.
These standalone pieces often require assembly in order for them to stand
upright on the board. The pieces simply push together, but may need to be bent
or folded first.
 ieces such as a conduit, locker or bunk are intended to be fixed in place and will often clip
onto the walls. hese pieces can be used as cover but usually won t have any additional rules.
Smaller pieces such as chairs, tables and crates will still provide a limited amount of cover, but can
also be moved around the board and or nteracted with, if you wish.
Crates in particular are very important in the Core Space rules. Crates will usually contain
e uipment that your raders can pick up and use. t the start of each game you will fill the crates
with a random selection of items,
and you will need to Search
these during the game to see
what you can find.
                                                                                                           9
     Crew Dashboards                                          A character can never exceed their potential, but
                                                              they can drop below their default!
     Each rader has their own Board, which fits
     into the Crew Dashboard. The dashboard is                Points
     split into four sections: Trader Board, Items,           Points are the value of a character’s total worth,
     Class and Pegs.                                          used when selecting a crew (see page 66).
     Trader Board                                             The Points value is located at the bottom left
     The Trader Board shows the Trader’s statistics           corner of the Character Board.
     and personal details. Note that the reverse of the
     board shows the Trader in their Civilian guise.          Base Abilities
     Their statistics will be covered on page 16.             In addition to any Skills granted by their class,
                                                              some characters also start with some Skills or
                                                              abilities as standard, shown in the bottom left.
                                                              Skills will be pre-marked with a certain level
                                                              (see the Class Board) and work in exactly
                                                              the same way. You may also see some
                                                              additional icons, such as the one to the right,
                                                              which are covered in more detail on page 16.
                                                              Armour Slot
                                                              The Trader Board has an area in the bottom right
     Character Species and Type                               corner that may be punched out, leaving space
     The character’s species is listed at the top of          for an item see below , specifically, armour.
     the board, and the type (Captain or Crew) at the         Armour will grant additional protection to the
     bottom. Certain rules may refer to these attributes.     character when attacked, and its rules will only
                                                              apply when placed in this slot.
     Statistics
     These are depicted with a series of circles and          However, don’t discard the piece that you have
     include the character’s Health, Action, Skill,           removed! Many characters have an additional
     and Career.                                              base ability in this area which will be in effect
                                                              whenever they are not weighed down by armour.
     Health represents the character’s toughness and
     stamina and shows how much damage they can               Items
     take before they are defeated.                           The items that a character starts with
                                                              or collects during a game are stored
     Action shows how many actions (see page 21)              here. There is an actual, physical limit
     the character can make each round.                       – the character cannot carry more
                                                              items than the tray can hold! Larger
     Skill shows how many specialised Skills (see
                                                              items such as ri es take up more
     page 32) the character can use in a game.
                                                              space, so use this area wisely.
     Career represents everything the character
     has learned during their time in the crew and
                                                              Class
                                                              The Class Board represents the character’s
     affects how many Skills they can learn, as well
                                                              profession and specialisation, and therefore the
     as improving their other statistics later in a
                                                              type of Skills available to them.
     campaign (see page 74).
     Default spaces represent the character’s starting        Each of the coloured icons represents a Skill
     abilities – the inner circles should be filled in with   (see page 162). The spaces around it can
     a dry-wipe pen at the start of a game.                   be marked with the dry-wipe pen to show the
                                                              character s proficiency with that Skill, from evel
     Potential spaces represent the character’s ability       1 to Level 3. When selecting a crew (see page
     to improve in a campaign. These spaces can be                the player will fill in a number of these spaces
     filled in to add points to the character s statistics.   equal to the Trader’s current Career points to
10
show their starting Skills. As the character’s              Board, the character is defeated. Unless stated
Career advances in a campaign, more points                  otherwise, a character can never exceed their
can be allocated to the Class Board to learn new            current Health statistic.
Skills or upgrade existing ones.
                                                            The second row shows the character’s Skill,
Pegs                                                        using the purple pegs. Like Health, this is set at
 he statistics on the rader Board are fixed                 the start of the game to match the Skill statistic. If
during play, and the in-game action instead takes           there are no pegs remaining, the character may
place down here. hese holes are filled with the             no longer use Skills.
plastic pegs to show the uctuating state of the
character’s abilities.                                      The bottom row shows the amount of ammo
                                                            carried by the character, using the yellow pegs.
The top row shows the character’s Health,                   Characters always start the game with a full
using the green pegs. At the start of a game                magazine of ammo, but this will change as
pegs are added to match the character’s current             weapons are fired and reloaded. f there are no
Health statistic and pegs may be removed or                 pegs remaining, the character may not fire their
added during the game as the character takes                ranged weapons.
damage. If there are no pegs remaining on their
Example
•   Arianna has a default Health statistic of 5 but
    the potential to raise it to 7. It is currently at 6.
                                                                                                                        11
     Key Concepts
     Hostility
     The Hostility Tracker is used to gauge Purge
     interference. The higher the Hostility, the more
     deadly and numerous the Purge become. The
     tracker increases by 1 point each round, marked
     using the black pegs, and will increase by a further
       following the first shot fired by a rader each
     round (if any), as the noise draws the Purge closer.
       Icon Key
              Harvester                Civilian
Devastator Ganger
              Assassin                 Galactic
                                       Corps
              Live One
                                       Purge Die
              Annihilator
                                       Chance Die
Mother
12
COMBAT DICE                                            RANDOM DIRECTIONS AND SCATTER
There are two types of combat dice; blue and           The Chance Die can also be used to determine
red. These are mostly used for Assault (see page       random directions – the chosen direction will be
23), but you may sometimes need to roll them for       shown by the arrow on the die face after it has
other reasons, as detailed in specific rules.          stopped moving.
The blue die is always used                            Some rules will ask you to scatter an item or
as part of a roll. If only a                           character. To do so, simply roll the Chance Die.
single dice is required, only                          The item or character in question is moved a
the blue dice is rolled.                               number of inches from its current position using
                                                       the number and direction shown on the die. If
If more than one die is                                this would cause it to hit a wall, another model,
required, all additional dice                          or any other obstruction, it will move as far as it
will be red. Red dice are not                          can and stop.
quite as powerful as blue dice.
    EXAMPLE
    One member of the Black Maria is affected
    by a technical failure. There are 3 crew
    members in play. Roll the Chance Die. On
                                                                                                             Key Concepts
                                                                                                               13
     LINE OF SIGHT
     There are various rules in Core Space that
     require miniatures to see each other, such as
     firing a ranged weapon. his is called line of
     sight (or LoS for short).
Bio-Tag Rifle
     If you cannot draw a line to any part of the                   Character A’s LoS to target B is only
     target without being completely obstructed by               partially blocked as B can be seen through
     another character, wall, or a piece of terrain at           the window - refer to the cover rules. LoS
     least as tall as the target, line of sight cannot            to target C is completely blocked by the
     be drawn.                                                           wall. A’s LoS to D is clear.
Magnum Pistol
14
COVER
Often terrain and walls will partially block line of
sight, but enough of the target may be visible for
a shot to be taken. In this case, the target is in
cover. The amount of cover may have an impact
on the attack or action being made as follows:
                       RANGE
                    For most weapons line of sight isn’t enough – they will also be limited by range –
                    depending on the distance to the target the weapon may be more or less powerful,
                   or be unable to hit at all. This is measured using the range ruler, from the edge of
                   the shooting character’s base to the edge of the target’s base.
On page 17 you will see how this is shown on the weapon tokens.
Key Concepts
                                                                                                             15
     Equipment, Icons and                                NPC STATISTICS
     Statistics                                          Unlike Traders, NPCs do not make complex
     Throughout Core Space you will see various          actions or use items, so their statistics are much
     numbers and icons – on Trader Boards,               simpler. There are four values that you will see
     equipment tokens, or in this rulebook. Here is a    across all NPC Boards, whether it’s the Purge,
     quick guide to explain what they mean.              the Galactic Corps, or the lowly Civilians. These
                                                         boards should be kept to the side of the playing
     A full list of the game’s icons can be found on     area in view of all players.
     page 171.
                                                                This is the number of actions that an
     Base Ability Icons                                         NPC can take each turn. Note that NPCs
     Some Traders and other characters will have                do not always use their actions when
     starting abilities that give them bonuses in the           they activate – see page 40.
     game. The most common ones are:
                                                                This is the number of dice that an NPC
                                                                will roll for a Close Assault action.
            Whenever making a Move action (see
            page 22), this character can move an                This is the number of dice that an NPC
            additional number of inches equal to the            will roll for a Ranged Assault action.
            number inside this icon. They are still             All NPCs can shoot at up to medium
            limited to the 11 inch maximum.                     range, except the Purge who can shoot
            Whenever making a Close Assault                     at any range.
            action (see page 25), this player rolls             This is the physical armour value of
            dice equal to the number inside this icon           the NPC and will modify any hits made
            when unarmed. If they have a weapon,                against them.
            they will use its dice instead.                     This value is used when Traders attempt
            This character has a permanent physical             to Persuade the NPC to do something.
            armour value (see page 24) equal to the             This is covered in more detail on page 29.
            number inside this icon, when they are
            not wearing armour. If they wear armour,     While some NPCs can carry items, they cannot
            they use its value instead.                  use them – they will only use the statistics above.
            When this character moves into contact
            with an enemy, it gets an immediate free
            Close Assault action (see page 25).
16
EQUIPMENT TOKENS
Equipment is one of the most important features of Core Space, represented by the small square and
rectangular tokens in the game – each of these is a weapon or more specialised item that can be
carried by Traders as well as other characters.
You will notice that the tokens come in a variety of colours. This denotes their type, as follows:
Blue: Weapons – these will be held in your item tray and used to make Assault actions.
            Yellow: Armour – can be held in the item tray, but its rules will only apply when in the
            armour slot.
            Orange: Special Items – this covers any other equipment used during the game, from
            Ammo Mags, to Medi-Stims, to Sensor Goggles.
            Purple: Non-combat equipment, such as money or ship parts – these items are not used
            during the game, but they will be very useful for trading and maintaining your ship when the
            mission is finished, so you ll need to allow space for them in your item tray.
            Green: b ectives – these tokens are only used where specified in missions, to represent a vital
            asset that the crews are trying to retrieve. Usually a Trader will have to carry this off of the board
            to win.
            On the back of each equipment token you will see the cost of the item.
            This is used when trading in a campaign (see page 75).
WEAPON STATISTICS
Like characters, weapons and armour also have statistics, shown below. Many items will have more
specialised icons as well. These will each be covered in the appropriate section of the rules and can
also be found in the reference section on page 171.
RANGED WEAPONS
                                 This is the number of combat dice used by the weapon in a Ranged Assault
                                 action (see page 26), at short, medium and long range respectively. If there
   Short    Medium   Long        is no number shown, the weapon cannot be used at that range.
CLOSE ASSAULT WEAPONS
  This is the number of combat dice                                        This is the number of combat dice
   used by the weapon in a Close                                            used when throwing the weapon
    Assault action (see page 25),                                         (see page 31). If there is no number
  when making a standard or heavy                                         shown, the weapon cannot be used
            hit respectively.                                                          in that way.
ARMOUR
                            A physical armour value will reduce the number of hits against the wearer by the
                            value shown.
 Physical
                            A shield armour value will reduce the number of hits by the value shown, but if
 Shield                     the value is beaten the shield is inactive for the rest of the mission.
 Combat                     A combat value means that this armour allows the wearer to make Close Assault
                            actions with it when unarmed. When using a weapon, they will use the weapon’s
                                                                                                                      Key Concepts
                            dice as normal.
                            For more on armour, see page 24.
BLAST WEAPONS
 This is the number of combat                       The smaller numbers show the number of combat dice used
 dice or effect used on the                         on characters within 1 and 2 inches of the target respectively.
 target of the attack.                              For more on blast weapons, see page 31.
                                                                                                                        17
     SETTING UP THE GAME
     Core Space is played using a series of missions
     – scenarios with pre-set objectives. These
     can be played as a continuous narrative (see
     Campaigns on page 68), but most people start
     out by playing one-off games. That’s what we
     will set up here.
18
                                                                                        11. Each player
                                                                                        should now select
                                                                                      their crew (see page
                                                                                    66 for more details).
                                                                                 The players place their
                                                                             dashboards in front of them
                                                                     with the appropriate Trader and Class
                                                         Boards in place. Their Ship Board should be
                                                         placed airlock side up (see page 71) in line with
                                                         their chosen airlock location, and the miniatures
                                                         should be placed onto the Ship Board.
                                                     12. Each player should place pegs into their
                                                         crew dashboards – Health and Skill pegs
                                                         equal to the characters’ statistics, and full
                                                         magazines of ammo. Unless playing a
                                                         Rescue Mission (page 54), pegs are always
                                                         reset to their full values at the start of a
                                                         game, even in a campaign.
                                                     13. Finally, it’s time to start the game. The player
                                                         that deployed last should take the Turn
                                                         Counter – they will go first in the first round.
ENDING A MISSION
Missions will list various objectives, but these do not necessarily have to be completed to end a
mission. Sometimes it will be all you can do to escape with your lives!
                                                                                                             SETTING UP THE GAME
 nless specified otherwise in the mission briefing, a game will end immediately when all raders
are either defeated or are back on board their ships.
If one crew was entirely wiped out (all of their Traders were defeated), that player
automatically loses.
Otherwise, in a one-off game, if the Primary Objective was completed, the player(s) that
completed it are the winner(s). If it was not completed, the winner is the player with the most
Traders still alive. If it’s still a tie, add up the sale price of all of your crew’s equipment tokens
(the second number on the back of the token). The winner is the one with the most money.
Of course, in a campaign it’s not quite so simple – you can lose a game but still come out on top
in the end if you play it right! The campaigns section on page 68 will go into this in more detail.
                                                                                                                 19
     Order of Play                                         Note the following:
     Each mission is played in a series of rounds,
                                                           •   If you draw an
     during which all characters on the board will
     get to act. Each round is broken down into the            Assistance card            ,                            B
                                                                                                                    BY TLI DED
                                                               found in various Core
                                                                                                                         HE L
                                                                                                                              IGHT
                                                                                                                           RELA
     following phases:
                                                                                                                   Shield            XED
                                                                                                                             Yo
                                                                                                                  intel ab ur Eyes: Yo                  PURG
                                                                                                                            ou
                                                                                                                  discard t this missi u have receiv
                                                                                                                                                                 E
                                                               Space expansions,
                                                                                                                                         on. Ke
                                                                                                                 the fol
                                                                                                                            it d ri
                                                                                                                                      a o        ep this ed important
                                                                                                                          lowing             o rt r        card an
                                                                                                                                  :                     s to e d
                                                                                                                    • Fla                                        efit ro
                                                                                                                            sh Bo
                                                                                                                       lighting mb: You ha
     1.   Hostility
                                                                                                                     board            you. Pic        it and
                                                                                                                              in               k a po        blind
                                                                                                                     characte LoS of one              int on
                                                                                                                                            of               the
                                                                                                                    range rs (except Ma your Traders.
                                                                                                                            of
                                                                                                                   next tur that point los chines) in sh All
     2.   Trader
                                                                                                                                                     tion in
                                                                                                                                                             their
                                                               is an icon at theCOVER
                                                                                    end of ME                CHARGE
                                                               the paragraph, it will be The  nearest Devastator   to
                                                                              a Trader makes an immediate Ranged
                                                               used to place     a new
                                                                              Assault actionNPC
                                                                                             against that Trader, if
                                                               instead, if possible. The
     Note: In multiplayer games, you must add 1 peg            NPC will arrive as detailed on pages 34/41
     for every three crews, rounding up, so you would          as normal. Whether an NPC is placed or
     add 1 peg per round with 1-3 crews, and 2 pegs            not, shuf e the unresolved card back into
     per round with 4-6 crews.                                 the deck and draw another.
     Then, the player with the Turn Counter draws          2. Trader Phase
     an Event Card. Random events may help or              In the Trader Phase, players will take turns
     impede the players’ progress. Some are merely a       to activate their Traders. The Trader Phase is
     nuisance, but others can be deadly and you will       explored in more detail on page 21.
     need to be ready for them.
                                                           3. Purge Phase
     Depending on the current Hostility level, the card    In the Purge Phase, new Purge constructs will
     may have different effects. Resolve all the effects   arrive on the board and then the Purge will
     detailed for the current Hostility level. Once the    attack. For full details on the Purge Phase, see
     card is resolved, place it in a discard pile to the   page 34.
     side of the board, face up. If the deck ever runs
     out, shuf e the discard pile to make a new deck.      4. NPC Phase
                                                           In the NPC Phase, all other NPCs controlled by
                                                           the game, such as Civilians and the Galactic
                                                           Corps, will act. See page 40 for how this works.
                                                           5. Assessment Phase
                                                           In the Assessment Phase the board is tidied up
                                                           ready for the following round.
20
Trader Phase                                           The most common actions that can be taken are
                                                       as follows:
In the Trader Phase, the players take it in turns
to activate their Traders. The player holding the
                                                       •   Move
  urn Counter goes first, and then play continues
                                                       •   Ranged Assault
clockwise around the table, each player
                                                       •   Close Assault
activating one character at a time until all Traders
                                                       •   Knock Back
have been activated.
                                                       •   Search
                                                       •   Reload
The Player’s Turn
                                                       •   Persuade
When it is a player’s turn to activate a Trader,
                                                       •   Interact
they do the following:
                                                       Each of these is detailed on the following pages,
1. Choose one of their Traders to activate. This
                                                       along with a few other less common actions.
   cannot be a character that has been marked
                                                         nless specified otherwise, there is no restriction
   with an Activation Counter.
                                                       to the number of times that a particular action
2. Take actions with the Trader, allowing them
                                                       can be taken, or the order they can be taken in.
   to move, shoot, interact with the terrain, and
   more. The following pages list the available        In addition, a character can take effortless
   actions in detail.                                  actions – these do not count towards your
3.   hen you are finished, place an                    action limit, but you can only take one of them
   Activation Counter on the Trader’s                  per turn – see page 30.
   dashboard to remind you that they
   cannot act again this round.                        Prone Characters
4. Play passes to the next player clockwise            Prone characters cannot take any actions other
   around the table. When all Traders on the           than to Stand Up (see page 29), after which they
   board have been activated, move on to the           can act normally.
   Purge Phase.
                                                       Defeated Characters
Actions                                                Defeated characters cannot take any actions
A Trader’s Action statistic (see page 10) shows        at all until they have been revived by another
how many actions they can take in a turn. Most         character. For more on defeated characters, see
characters have two, but some have more. You           page 33.
can choose to use all, some, or none of them
when activating your character.
Trader Phase
                                                                                                                21
     Move                                                  Attacks of Opportunity
     Movement in Core Space is measured in                 If a character leaves base contact
     inches, using the range ruler provided.              with one or more enemies, either
     Characters can Move in any direction, but           at the start or during their Move, all
     cannot Move through or over terrain unless          standing, engaged enemies can make
     specified otherwise. Characters can Move           a free Close Assault action (see page
     through other friendly characters, but             25) against the moving character,
     cannot move through enemies without               regardless of whether they have already
     permission (note that enemy NPCs will             activated this turn. This action is resolved
     never give permission).                          immediately and does not use any of their
                                                      actions for the turn.
     When a character takes a Move action,
     they can move up to 4 inches, as marked         Entering and Leaving The Ship
     on the ruler. This is measured from the         Traders will start the game inside their ship’s
     edge of their base.                             airlock. o enter the board, their first action of
                                                    the game must be a Move action, measured
     You will note however that the                from the airlock door.
     maximum Move is 11 inches. No
     matter how many actions a character          Traders that wish to return to their ship can
     spends Moving, and no matter what            also do so with a Move action, again measured
     abilities they may have, they can            to the airlock door at the board edge. Note
     never voluntarily Move more than             that once a character has left the board and
     11 inches in a single round (they            returned to their ship, they are out of the game
     may still be Knocked Back by an              and cannot return.
     enemy or moved involuntarily by
     an effect).                                  Enemy Traders and NPCs may not enter a
                                                  player’s ship without their permission.
Example
         Lars wants to enter the nearby corridor using two Move actions. He cannot move
        through the wall and the nearby crate, but he can go around them as shown, up to
                                  the 4 inch limit per action.
22
Assault Actions                                       Misfires
An Assault action allows one character to             The   icon on the dice signifies a misfire or
attack another. There are two types of Assault        weapon malfunction.
action – a Close Assault action (page 25)
made with a character s fists or a hand to hand       If two or more   icons are rolled during an
combat weapon, or a Ranged Assault action             attack, the weapon jams or breaks and no
(page 26) made with a ballistic, chemical or          damage is caused.
energy weapon.
                                                      Ranged weapons are jammed – rotate the token
Both types are similar in execution, except for the   180° in your dashboard. Clearing a jammed
positioning of the attacker and their target. Each    ranged weapon costs 1 action.
allows the character to make an attack.
Attacks
Close Assault attacks can only be made against
enemies in base contact with your character.
                                                                                                         23
     Armour                                             If a character with shield armour takes hits up to
     Hits sustained in an attack                        and including the shield armour value, the attack
     can be reduced by armour.             Physical     is resolved just like physical armour above.
     There are two types of                Shield       However, if enough hits get through to damage
     armour, physical and                               the wearer, the shield has been overloaded and
     shield. Each token will have          Combat       cannot be used for the rest of the
     numbers shown as follows:                          mission – ip the token face down.
                                                        It will recharge between missions
     Physical armour has a permanent affect             in a campaign. For example, if a
     while it is worn, reducing the number of hits      character with a Shield Belt (shield armour value
     scored in an attack against the wearer by          of suffers hit, it will be de ected as normal
     the physical armour value on the                   and the armour will continue to work. If the
     counter. For example, if a character               character suffers hits, would be de ected,
     with a Combat Vest (physical                       would cause damage, and the armour would be
     armour value of 1) suffers 2 hits,                 rendered inactive.
     the armour will deflect/absorb 1 of
     those hits, but the other will get through and     If for any reason a character has both physical
     cause damage. This will happen each time the       and shield armour at the same time, they will use
     character is attacked.                             the highest value available. If these values are
                                                        equal, the shield armour takes priority.
     Shield armour, however, is energy based, and
     if beaten will be rendered inactive for the rest   Some armour will also allow the character to
     of the game.                                       attack with it in Close Assault as detailed on the
                                                        next page.
24
Close Assault
To attempt a Close Assault attack the enemy
must be engaged with your character. You
may either fight unarmed (if possible) or
choose one of your character’s close assault
weapons to attack with. You     Standard Hit
will then choose whether you
want to make a standard hit
or a heavy hit, and roll the
number of dice shown.
                                      Heavy Hit
Attacks of Opportunity
Don’t forget that if a character is engaged
with an enemy and moves away, the enemy
can make a free Close Assault attack against
it, following all the usual rules. This attack is
resolved immediately, does not use any of
that character’s actions for the turn, and can
be done even if the attacking character has
already activated.
Example
  If the characters survive the attacks, they will remain engaged and continue to make Close
  Assault actions until one of them chooses to Move away (attracting an attack of opportunity), or
  one of them is defeated.
                                                                                                        25
     Ranged Assault                                           fter the first Ranged ssault action made by
     To attempt a Ranged Assault attack the target           a Trader in each round, place the peg in the
     must be within range and LoS, and cannot be             Hostility Tracker instead of discarding it. You
     engaged with your character. If you are engaged         can easily remember if this has happened
     with one or more other enemies while making             already this round because the last peg in the
     a ranged attack, they may make an attack of             Hostility Tracker will be yellow instead of black.
     opportunity against your character.                     Only one ammo peg is placed in the Hostility
                                                             Tracker per round.
     You must choose one of your
     character’s ranged weapons to
     attack with, and roll a number Short    Medium   Long
     of dice based on the range
     between the shooter and the target.
26
  Example
                                  Renton fires at short range with an Outland Pistol, which
                                  allows him to roll one die. e is firing at rival rader, Roykirk,
                                  who is in partial cover and has no armour.
                                  The player rolls the blue combat die and gets a single hit.
                                  However, the partial cover reduces the number of hits by 1.
                                  With zero hits, the attack does no damage.
       Full Charge Shot: You may empty your                Target Lock: This weapon ignores
       weapon in one powerful blast. You must              partial cover, and can fire at engaged
       have at least 4 ammo pegs remaining,                characters at any range without
       and all of them are removed. Based on               randomising the target.
       the number of pegs removed, either:
                                                           Silent: This weapon does not add a peg
         •   Add 2 combat dice to your attack if           to the Hostility Tracker.
                ammo pegs were removed.
         •   Add 3 combat dice to your attack if           Dangerous: fter the shot is fired, the user
                ammo pegs were removed.                    suffers an attack with a number of combat
                                                           dice equal to the number in the icon.
Trader Phase
                                                                                                           27
     Knock Back                                               Open the cargo crate and remove the contents,
     A Knock Back action allows you to shove or               keeping the tokens hidden from other players. The
     misdirect another character in base contact,             player can add any or all of the contents to their
     pushing them away.                                       character’s dashboard. Any remaining items, and
                                                              any of their own items that they no longer want or
     To Knock Back another character, roll dice equal         have room for, are placed back into the cargo crate.
     to your character’s unarmed combat value, if
     they have one, or one die if they do not.                Crates can be Searched any number of times in
                                                              a game.
     For each hit scored, the defending model is
     pushed 1 inch directly away from the attacker.           General Search
     Armour has no effect. The attacker can follow            Characters may also do a general Search
     up to remain in base contact with the defender           of the room they are in, as long as they are
     if they wish, and have not already moved their           not engaged with an enemy and there are no
     maximum distance this round. None of these               enemies in the room. room is defined as an
     moves attract attacks of opportunity.                    area completely surrounded by either walls
                                                              or the edges of the board (ignoring doors and
     If you score 3 or more hits, the defending model         windows). Each room can only be Searched
     is then knocked prone.                                   once per mission – add a Search Counter
                                                              to the room to remind you that it cannot be
     If the space directly behind the defender is blocked     Searched again.
     by other characters or terrain, they are pushed in
     the closest possible direction instead. If there is no   When you make a general Search, take a
     space to push an opponent back, they do not move.        random item from the token pouch. If you wish,
                                                              you may add it to your character’s dashboard.
     If you roll any , you have misjudged the attack          If you don’t want the item, or you want to swap
     and stumble. The action is not resolved, and the         it with an item you already hold, place the
     opposing model can immediately make a free               discarded item on the oor, in base contact with
     Knock Back action against you instead. If they           your character.
     also roll a , there is no effect.
                                                              Note: Most of the time the separation of
     Massive characters (marked with the icon to              ‘rooms’ on the board is obvious, but players
     the right) use the number within the icon like           may agree to separate very large rooms or
     armour against Knock Backs, reducing the                 long corridors into multiple areas that can each
     number of hits. They also add this many automatic        be Searched separately.
     hits to their own Knock Back attempts.
     Search
     Search actions allow a character to look around
     and find new items, and will often be the key to
     victory in a mission. There are two types of Search:
     Search a Crate
     Characters may Search any cargo crate they
     are in base contact with, as long as they are not
     engaged with an enemy.
28
Persuade                                               Reload
NPCs can often be persuaded to do certain              Reloading can only be done if a
things, such as trade an item with you or even         character is holding an ammo token
join your crew. To do this you must be in base         and is not engaged with an enemy.
contact with the NPC you are trying to Persuade
and not engaged with any other enemy.                  When you reload, add the number of ammo pegs
                                                       listed on the token to your dashboard, up to the
Characters can be persuaded to:                        maximum. ou will usually have to then ip )
                                                       the token or discard ( ) it and return it to the
•    Trade an item. If they are carrying an item       token pouch.
     you may swap it for one of your own (small
     items only). If they are not carrying an item     Interact
     you may draw one at random from the token         Some missions will specify additional actions
     pouch, and swap that instead. If you don’t        that can be made. hese will be specific to the
     want the item drawn, leave it in the NPC’s        mission or terrain being used – pick a lock,
     item slot and do not make a trade.                defuse a bomb, call an elevator, etc. Unless
•    Join your crew. If successful, the NPC will       stated otherwise, to Interact with an object a
     assist your crew by acting as one of your crew    Trader must be in contact with it and unengaged.
     members for the remainder of the mission.
     See Joining Crews on page 50 for full details.    Other
     They can be activated in the current round.       There are a few other less common actions that
•    Ma e a mission specific action Some               can be made by your crew, detailed below.
     missions will list extra things that you can
     persuade an NPC to do. For example, you           This list is not exhaustive – there may be other
     may need to persuade a Civilian in a bar to       actions that are used in specific missions, or only
     provide vital intel.                              when a character has a particular Skill. They will
                                                       be detailed in the appropriate place.
 he following icon represents how difficult
an NPC is to persuade, and can be found                Once you’re familiar with the core rules, more
on their Character Board.                              actions can be found in the advanced rules
                                                       section on page 106, such as Jumping, Climbing,
You must decide what you are Persuading a              and Repairing items.
character to do before rolling. Persuading a
character works similarly to an attack. The number     Clear Jam
of combat dice rolled is equal to your character’s     This action unjams a ranged weapon, and can
Skill statistic (the value on their Character Board,   only be done when not engaged with an enemy.
not the remaining number of pegs). The Persuade
                                                       Don/Remove Armour
value of the NPC works like armour, modifying
                                                       Armour cannot be put straight into your
your roll. If your roll beats their Persuade value
                                                       character’s armour slot – it takes time to put
and scores a hit, the action is successful.
                                                       on. When picked up it should be placed in the
                                                       item tray. This action is used to move or swap
    Example                                            an armour token from the tray to the armour slot
                                                       or vice versa. This can only be done when not
                                                       engaged with an enemy.
                                                       Stand Up
                                                       This action allows a prone character to return to
                                                       their feet, standing the model upright. They act
                                                       normally from then on.
                                                                                                             Trader Phase
                                                                                                               29
     Effortless Actions                                      Just like regular actions, there may be further
     Effortless actions are small things that a              effortless actions available in certain missions or
     character may do while on the run or in the heat        with certain Skills. Some Skills may even make
     of combat, such as ducking out of the line of fire,     regular actions effortless!
     or swiping an item from the oor as they run past.
                                                             Proximity Moves
     Effortless actions are free – they do not count as      A Proximity Move represents a character ducking
     one of your actions for the turn and can therefore      into cover, sidestepping an attack, leaning
     be taken in addition to your regular actions.           around a corner to shoot, or making the extra
     However, you can only make one of these free            effort to charge into combat.
     effortless actions per turn.
                                                             It allows a character to move up to 1 inch. This
     If you have already made an effortless action           follows all the regular movement rules, and will
     in your turn, you can make more but they                still not allow you to move further than 11 inches
     will count towards your action limit instead.           in one round.
     Alternatively, you can spend a Skill peg to use
                                                             Effortless Items
     a second effortless action in a turn, but this
                                                             Certain items will have the     icon, allowing them
     will count as your Skill use for that turn (see
                                                             to be used effortlessly. The item token will state
     page 32).
                                                             the effect that applies; for example:
     Unless stated otherwise, effortless actions can
                                                             •   Sensor Goggles that allow you
     only be made before or after other actions – they
                                                                 to Search effortlessly
     cannot be made mid action.
                                                           Example
                                                             ace uses his first action of the turn to Move
                                                           into a room packed with Gangers, where there is
                                                           also a Combat Knife on the oor. e moves into
                                                           contact with it, and then uses an effortless action
                                                           to pick it up.
30
Throwing Items                                             Throwing a close assault weapon is resolved
Items that can be thrown will have the                     like a ranged attack, using the number of
following icon:                                            dice inside the icon. Cover, armour and any
                                                           other modifiers apply as normal. The thrown
                                                           weapon is removed from the character’s
                                                           dashboard and placed on the floor adjacent to
                                                           the target. It can be picked up again from the
Note that this includes many close assault                 floor like any other token.
weapons – launching a sword at someone may
seem a bit desperate but it can be effective!              Note that thrown weapons can break just like
Throwing an item requires LoS to the target,               any others following 2  results. Place the
and most items can only be thrown at short                 token face down as a reminder.
range. If an item can be thrown at a longer
distance there will be an M or L next to the icon.
  Blast Weapons
  Blast weapons affect not only the target, but also
  anyone in the surrounding two inches.
If there is intervening terrain between the shooter and the target, reduce the number of hits rolled by 1.
  Once the origin of the blast has been determined, roll combat dice for every character hit by the
  blast as shown in the diagram.
  Blast effects cannot pass through walls. They will however pass through windows (breaking
  them as they go if appropriate; see page 108) and across other terrain. Characters on the other
  side of the terrain hit by the blast will benefit from a cover modifier as usual.
                                                                                                                  Trader Phase
                                                                                                                    31
     Using Skills                                           fully resolved before your Skill is used. The Skill
     Skills are specialised abilities that allow            must then be used immediately, before regular
     characters to do things over and above the             play resumes where it left off.
     standard rules.
                                                            Reaction Skills can be used even if your
     Each character has their own skill set comprising      character has already been activated this round.
     of the Skills on their Class Board and often
     one or two on their Trader Board. Each Skill           Duplicate Skills
     is represented by a coloured icon – a full list        Some characters may have a Skill type on their
     of these Skills can be found on page 162. The          profile as a base ability, and then have the same
     spaces around each Skill icon will be marked to        Skill type on their Class Board, or granted by an
     show the character s proficiency with that Skill,      item. When determining what level of that Skill
     from Level 1 to Level 3.                               can be used, these are added together.
     Once per round, Traders can spend Skill pegs           For example, Tirgarde has Ambush
     to use one of their Skills. Some Skills are used       level 1 as a base ability, and can also
     during other actions, and other Skills will grant      learn two further levels of the Skill on
     actions themselves – these are done before or          the Crewman Class Board. If one of these levels
     after regular actions, but not during, and do not      was marked, he would be able to add it to the one
     count as one of your actions for the turn.             from his base ability and use the Skill at level 2.
     To use a Skill, they must:                             Note that sometimes these Skills might be in
                                                            the character’s armour slot. Therefore, putting
     1. Select which Skill they want to use and at          armour on may reduce the level of a certain Skill
        which level.                                        available to a character, even if they also had it
     2. Remove a number of Skill pegs from their            on their Class Board.
        dashboard equal to the Skill’s level. For
        example, using a level 2 Skill removes              All Skills have a maximum level of 3.
        2 pegs.
     3. Carry out the action listed in the Skill section
        for that Skill.
     Passive Skills
     Some Skills have rules marked as passive.
     Once a character has the relevant level of that
     Skill or above, this rule is always in effect, and
     does not require any Skill pegs to use. Passive
     Skills can still be used if a character has no Skill
     pegs remaining.
     Reactions
     Some Skills are marked as reactions. These
     will usually be used outside of your character’s
     turn, reacting to an event or attack made by
     another character. The trigger condition
     for each Skill’s use will be detailed in its
     description. This trigger condition, or any
     action currently being taken (for example
     an opponent making an attack) must be
32
  Example
                                                   Arianna has the Fade to Black Skill. Let’s assume
                                                   she has spent some of her Career points on it and
                                                   can use it up to level 2.
Defeated Characters
A defeated Trader is not necessarily dead – they
may be unconscious or just too injured to move.
Whatever the reason, they are incapacitated
and cannot participate in the mission. A defeated
Trader miniature should be laid on its side, and
an Assistance Counter placed next to them to
remind you that they are not just prone.
Reviving Characters
Items or Skills that restore Health such as a
Medi Stim or Medi ack can be used to revive
a defeated Trader. However, they must be used
by another Trader in base contact – the defeated        Rob Them Blind
Trader cannot use items themselves. The Trader          More ruthless players may opt to ‘rescue’ the
using the item can take it from their own supplies,     defeated character’s equipment rather than the
or from the defeated Trader’s item tray.                character themselves. Other Traders in contact
                                                        with the defeated Trader can make a Search
  revived rader restores the specified amount
                                                        action as if the Trader were a cargo crate –
of Health and removes the Assistance Counter.
                                                                                                              Trader Phase
                                                                                                                33
     Purge Phase                                            Once you have determined the number of Purge
                                                            arriving and their respective Entry Points, place them
     In the Purge Phase, more Purge may arrive onto
     the board and attack. In each round the Purge          on the board in contact with their Entry Point. If there
     are moved and rolled for by the player with the        is no room because the area is blocked by other
     Turn Counter, unless that player’s crew are the        models, place them as close as possible.
     ones being attacked, in which case another
                                                            Note that sometimes Purge will be placed next
     player should roll.
                                                            to Entry Points outside of the Purge Phase (by
     The Purge Phase has two stages:                        an Event Card for example). In this case they will
                                                            be placed onto the board at that Entry Point and
     1. Arrival                                             then activate in the Purge Phase as normal.
     2. Activation
                                                            High-Ranking Enemies
     Arrival                                                The most dangerous Purge are limited in number,
     Each Hostility level includes a number of icons        and are rarely sent en masse into a con ict.
     indicating the characters that could potentially
                                                            Purge of rank 4 and above (Live Ones, Gatherers
     arrive in this phase. While the Hostility is
                                                            and Annihilators) will only appear once per
     ‘Relaxed’ no Purge will arrive.
                                                            game. Once one has been placed, do not roll for
                                                            that Purge type again for the rest of the game,
                                                            and any other rule that would generate one is
     Harvester    Devastator      Assassin       Live One   ignored. Once the character has been defeated,
                                                            it will not return.
34
    Example
    For example, in ‘Cover Me’, the following Purge will arrive:
                  The two dice are rolled again for the Assassins, resulting in a 2
                  and a 3 respectively. We only have one Assassin, so we will be
                  placing a Devastator in place of the second one. The Harvesters
                  we placed earlier are blocking Entry Point 3, so the Assassin
                  and Devastator are placed as close as possible.
    Finally we need to roll for a Live One, but this uses the Chance Die instead
    of the Purge Die, so there is only a 1 in 6 chance of it turning up. The die
    rolls a so the Traders are safe, for now!
    The Hostility Tracker also shows a Civilian icon      – we will deal with this in
    the NPC Phase.
Before making their activation, each Purge                Once a target has been chosen, it remains
character will choose a target, and for the Purge         locked for the rest of that character’s turn unless
the term ‘target’ applies to everyone on the board!       it is defeated. This applies even if a closer
                                                          target came into view part-way through a move.
•    By default the target will be the closest non-       The target is only reassessed mid-turn if the
     Purge character within LoS and not in cover.         original target is defeated. Otherwise it will be
•    If all visible characters are in cover, the target   reassessed next time that character activates.
     will be the closest.
                                                                                                                   35
     Actions                                            •   NPCs that take a Move action always move
     The Purge can make Move and Assault actions,           as far as possible (i.e. the full 4 inches)
     and will use them in the same way as Traders.          unless they move into base contact with the
                                                            target, at which point they will stop.
     Each time they make an action, the Purge will      •   Ranged Assault actions taken by the Purge
     prioritise the action that causes the most harm        have unlimited range, but follow the normal
     possible, using the AI Action Chart below.             rules for shooting at engaged characters.
                                                        •   NPCs are unaffected by         results unless
     Once you’ve played a couple of times, these            stated otherwise.
     actions will become second nature. A few things
     to remember:                                       Prone Characters
                                                        Purge that have been knocked prone must use
                                                        their first action to Stand p, before making the
                                                        rest of their activation as normal.
                              NO                                          YES
                                           Is the target engaged
                                           with the NPC?
YES
                           NO                     NO
                                                                                      YES
         ote that Ranged ssault actions taken by the urge have unlimited range. ll other     Cs can fire
       at up to medium range. They both follow the normal rules for shooting at engaged characters.
36
Example
In this Purge Phase, the Assassin is the highest-ranking Purge on the board, and will
act first. Its closest target is Gak. However, Assassins always prioritise Captains if they
can see them, and the Assassin will therefore move towards Arianna with its first action.
With its second action, while it could reach Arianna by moving again, it wouldn’t have any
actions left to attack her. Therefore it will instead target her with a Ranged Assault action.
The next highest ranking Purge are the Devastators. Devastator 1 has no enemies in line
of sight, and will therefore move towards the closest, in this case Gak. After Moving once
it has reached the end of the wall and can now see Gak. However, Devastators’ actions
are linked – because its first action was to Move, its second action will also be a Move. It
moves into base contact with Gak and can make no further actions.
Devastator 2 has enemies in line of sight, and has a superior ranged statistic. Therefore
it will shoot the closest target, in this case Tirgarde. Again, as its actions are linked, it
will shoot twice. If Tirgarde was defeated following the Devastator’s first action, it would
choose a new closest target for the second, in this case Arianna. If it had no other target in
LoS it would not make an action at all – the        rule means that it could only shoot with its
second action.
Finally, the Harvester will act. The closest target is Gak. Harvesters have no ranged
abilities, so the Harvester will spend its one action Moving into base contact. Because the
Harvesters have the First Strike ability , it will then gain an immediate free Close Assault
                                                                                                   Purge Phase
                                                                                                     37
     NPC Phase                                            If there are multiple NPCs of the same type and
                                                          rank on the board, the player with the Turn Counter
     In the NPC Phase, all other NPCs controlled by
     the game will act. Most NPCs are optional for        can choose the order in which they activate.
     most missions, and you can mix and match which       Prone Characters
     ones you use for each game (see page 53). For            Cs that have been knocked prone must use
     your first few games you may even choose not         their first action to Stand p, before making the
     to use NPCs at all while you learn the rest of the   rest of their activation as normal. f an     C s turn is
     rules, and this phase can be skipped entirely.       determined by a die roll instead of by taking actions
                                                           such as a Civilian , Standing p replaces the die
         he   C types available are
                                                          roll and they will do nothing further this round.
     Order of Activation
         Cs are always activated in the same order,
     as listed above – alactic Corps, Security,
       angers, and finally Civilians.
     Each type of     C effectively
     has a sub-phase within the NPC
       hase. he rules for activating
     each type are detailed in the
     following pages.
40
NPC Arrival                                              Targets
    Cs can appear on the board in various                  hen an     C is re uired to attack or interact
ways. Sometimes they may start the game in a             with another character, it must select a target,
position shown on the mission map. Otherwise,            ust like the urge.
they may appear via the Event Cards, a special
rule in a mission, or via the ostility racker ust         he process is very similar, but     Cs will
like the Purge.                                          prioritise certain targets over others. Each type of
                                                         NPC has a target priority list that should be used
  hen you activate a certain    C type, you              alongside the following steps.
should first check the ostility racker to see if
any will be automatically spawned, indicated by          •   If the NPC is in base contact with any
their icon.                                                  enemies, their target will be the highest
                                                             priority of the characters in contact that they
                                                             can damage. If they cannot damage any of
                                                             the engaged enemies, they will attack the
                                                             highest priority target with no effect.
                                                         •   If the NPC has no enemies in base contact,
                                                             but there are enemies in LoS, the target will
                                                             be the highest priority of those visible.
                                                                If there are multiple enemies of the same
                                                                priority, the target will be the closest of
                                                                those not in cover.
  ike the urge,    Cs will arrive at a random                    f all are in cover, the target will be the closest.
location around the board, determined by the                    If an NPC needs to shoot its chosen target
Chance Die. he numbers on the Chance Die                        but is unable to damage it (a Galactic
correspond to the Entry oint Counters.                             uard shooting at a ive ne for example ,
                                                                it will instead target the next highest
f there are    Cs of multiple ranks eligible to arrive          priority enemy in LoS. If there are no
at the same time, place the lowest rank available.              other enemies in LoS, it will still attack the
                                                                original target but with no effect.
  nce you have determined the      Cs arriving           •   If there are no enemies in LoS, the target will
and their Entry oint, place them on the board, in            instead be the closest, highest priority target
contact with the Entry oint. f there is no room              available. ork this out by measuring the
because the area is blocked by other models,                 shortest possible distance between the NPC
place them as close as possible.                             and the enemies, moving around terrain and
                                                             through doors as necessary.
        Once the NPCs are all on the board,
                                                         •   Defeated raders are never targeted.
                  activate them as normal.
                                                            Cs that need to move past other enemy
                    If there are multiple NPC
                                                         characters to reach their target or fulfil their
                   types shown on the ostility
                                                         designated action must do so without entering base
       Tracker, do not place the next type until
                                                         contact. If they cannot, they will instead enter base
you have finished activating the current one.
                                                         contact with the character that they could not get
                                                         past, and stop.
  ote that ust like the urge, if you are re uired
to place an NPC and there are no more
                                                         Remember
available, none are placed.
                                                         •      Cs that take a Move action always move
                                                             as far as possible (i.e. the full 4 inches)
                                                             unless they move into base contact with the
                                                             target, at which point they will stop.
                                                         •      Cs can fire at up to medium range,
                                                                                                                       NPC Phase
                                                                                                                        41
     Civilians                                                          Trade: he Civilian makes a Move
       eople can carve out a life for themselves in the                 action towards the nearest Trader in
     most forsaken places in the galaxy. Sometimes                      LoS that is not engaged with an enemy.
     these civilians get caught up in the crossfire.
     They can be a nuisance, they can be meat-                           f they move into contact with the
     shields, or they can be vital allies.                              Trader, they will offer them a trade.
                                                                        The player must draw a random
     Civilians will try to go about their daily duties as               e uipment token from the pouch.
     normal, but with all the fighting going on around                  They may choose to keep it,
     them they may act irrationally.                                    swapping it with an item they already
                                                                        hold, or re ect it. ny items swapped
     Each time you activate a Civilian,                                 or re ected are placed in the item slot
     roll the Chance Die. he result will                                on the Civilian board, or in the token
     determine the action they take this                                pouch if the item slot is full.
     round as follows
                                                                        f the Civilian does not reach the
                 Move: he Civilian makes a Move                         Trader, they will stop.
                 action in the direction indicated on
                 the Chance Die, moving around                          If there are no Traders in LoS, the
                 terrain where necessary.                               Civilian will make a Move action
                 Attack: he Civilian will make an                       in the direction indicated on the
                 Assault action against the closest                     Chance Die, moving around terrain
                 target, if any (Close Assault if                       where necessary.
                 engaged, Ranged Assault otherwise).                    Live One: f the ostility racker
                 Then they will panic, making two                       is high enough for a ive ne to
                 Move actions in the direction                          appear, the Civilian throws off its
                 indicated on the Chance Die, moving                    disguise – it was a ive ne all
                 around terrain where necessary.                        along Replace the Civilian with a
                                                                          ive ne, if available.
                 If there are no targets in LoS, the
                 Civilian will make a Move action                       f the ostility level is too low for a ive
                 in the direction indicated on the                        ne to appear, or there are no ive
                 Chance Die.                                              nes available, nothing happens.
                 Hide: he Civilian makes a Move
                 action, moving the shortest distance       The Purge
                 possible that would put them in              hen a Civilian gets it into their head to attack,
                 cover from the nearest visible             they will throw caution to the wind and even
                 enemy, moving around terrain               attack the deadly Purge.
                 where necessary.
                                                             nder normal circumstances however they will
                  f there is no cover available, or there   avoid the urge wherever possible. nless a
                 are no visible enemies, the Civilian       Civilian rolls an ttack result, they will not move
                 makes a Move action in the direction       within 4 inches of the Purge.
                 indicated on the Chance Die instead.
                                                             f they start their activation within inches of the
                 Join: If there are any Traders within
                                                               urge, any movement they make if any must
                 short range and oS, the Civilian will
                                                            first be made directly away from the urge, and
                  oin the crew belonging to the closest
                                                            only once they are out of range will they continue
                 of these Traders.
                                                            their selected actions as normal.
                 See Joining Crews on page 50.
                                                            Civilians leaving base contact with the urge
                 If there are no Traders within short       provoke attacks of opportunity as normal.
                 range, the Civilian will make a Move
                 action in the direction indicated on
                 the Chance Die.
48
Target Priority List                                 Extra Civilians
1. The Purge                                          he core set comes with three Civilian
2.  angers or raders, whichever is closest           characters, and normally, when these run out you
                                                     will not be able to bring any more onto the board.
Civilians will not attack alactic Corps,
Security, or each other and do not consider           owever, if you have additional rader crews you
these groups enemies.                                will notice that the backs of their Trader Boards
                                                     show them in their Civilian guise. ou can use any
Civilians are never considered to be enemies         spare raders as Civilians in this way – ust choose
except by the urge, who consider everyone            one at random from those available when re uired.
an enemy!
                                                     Conversely, you will note that the Civilian Boards
Attacks of Opportunity                               have rader profiles on their reverse sides. ny
Moving out of base contact with Civilians will not   of them can be hired as Traders as normal (see
attract an attack of opportunity.                    page     , in which case they will not be available
                                                     to use as Civilians in your games.
  Civilians, human or otherwise, will often get caught up in the action. They perform the day
  to day duties needed to keep things running and are not used to being invaded by Traders or
  Purge and can therefore act irrationally. Although lightly armed they are not trained soldiers and
  prone to panic.
  Civilians will sometimes trade with characters, join a Trader crew or attack them without
  provocation. Civilians can join a crew and likewise, a Trader can retire and become a civilian.
  However, Civilians are not always what they seem, so be careful. Civilians may be Galactic
  spies or even disguised Live Ones on reconnaissance duty!
KAORI
Young, strong and fast, Kaori has grown up on the mean streets working as a ‘runner’, a foot courier
  o a e i e to a e t a           a o      eam o     ei a e t e         be         i      e e it to
buy and upgrade the tech she needs to stay one jump ahead of the competition.
BUTLER
Privileged, pompous and entitled, Butler demands the best. His empty swagger hides a deeply
insecure man whose fortunes have teetered on the brink more times than he cares to admit.
GAN’EEK
A skilled engineer and tech designer, Gan’eek works in the rough end of the galaxy. He prefers to be
in the thick of the action rather than take the soft posting that his family arranged.
TREVA JOLE
   o to e        mbe b t a e e a a             e tt e a t e    ea     i t e ot t b o t e i
and famous. He looks on in envy at his customers but also envies the Traders’ exciting lives on the
edge, something Treva can’t bring himself to commit to.
OOMA
A member of an obscure species, Ooma ambles through life with his malfunctioning translator, the
eternal tourist even on his homeworld. However, his bumbling facade hides an extremely sharp and,
in some ways devious, mind.
                                                                                                           NPC Phase
                                                                                                            49
     Joining Crews                                         Most      Cs will stay fighting with you for the
     It is possible for all types of NPC (except the       duration of the game. Civilians, however, are
       urge to oin rader crews. erhaps a Civilian          still unpredictable. he Chance Die must still be
     wants a taste of adventure, or maybe a alactic        rolled for them in the NPC Phase each round,
        uard is bored of their day ob. Civilians may       alongside any other Civilians.
     choose to oin following a oin result on the
     Chance Die, whereas other         Cs can only oin     •    If a Join result is rolled, they will change their
     after being Persuaded by a Trader.                         minds and revert to being a Civilian.
                                                           •     f a ive ne result is rolled, and the ostility
       nce an      C has oined a rader crew, they               is high enough, the Civilian will become a
     are part of that crew for all purposes. They are             ive ne as usual.
     no longer considered an        C – they are now a
     Trader and therefore a potential target for other     All other results are ignored while they are part of
        Cs where they might not have been otherwise.       a Trader crew.
                                                           Permanent Hires
                                                           n a campaign, Civilians and angers that are
                                                             still part of your crew and get back to your ship
                                                              at the end of a mission can be permanently
                                                                hired – see page      for more details.
50
NPC Phase Example
 n this   C hase, there are three types of         C on the board –     alactic Corps,   angers
and Civilians.
  he two alactic Corps uards will activate first, and they act according to the Chart. irstly,
they must select a target, and there are two enemies in the room – a urge arvester and a
Ganger. Normally, the closest enemy will be the target, but killing the Purge is a higher priority.
   uard s line of sight to the arvester is blocked by the Civilian, and therefore its target
for this round will be the anger. s alactic uards have a superior ranged statistic, the
Guard will shoot the Ganger with both of its actions. If the Ganger was killed by the Guard’s
first action, target priority would revert to the arvester. s the uard can t see it to shoot, its
second action would be to Move towards it. alactic uards will not target Civilians, and will
move around them.
  uard can see the arvester clearly, and will shoot it. f between them the two uards
managed to defeat the arvester and the anger, any remaining actions would be spent Moving
towards the next closest target, Tirgarde.
 he anger, Evangeline, will activate second, if still alive. er close assault statistic is
superior, so she will spend her actions moving towards her target and making a Close ssault
action against it. he target will be either the arvester or uard , depending on what else
has happened so far.
  inally, the Civilian will act. he Chance Die is rolled, revealing a rade result. owever,
Civilians are terrified of the urge. f the arvester has not yet been defeated, the Civilian must
move directly away before resuming its action. Running away would take the Civilian too far from
  irgarde to trade this round. owever, if the arvester had been defeated, the Civilian would
instead move towards irgarde, reaching him and offering him an item.
                                                                                                      NPC Phase
                                                                                                       51
     Missions                                                Objective Tokens
                                                              f your ob ectives involve finding items specific
     As described on page 18, each game of Core
                                                             to your narrative, rather than weapons or
     Space is a mission – a narrative scenario with
                                                             other existing equipment, the game includes
     a series of objectives. When using the campaign
                                                             objective tokens for this purpose that can be
     rules on page 68, missions can be played one
                                                             carried as normal.
     after the other, with your crew’s performance in
     one game affecting the next. Alternatively, each        Three of these tokens have
     mission can be played as a one-off.                     values – 3, 5, and 7UA, and
                                                             can be sold in the Trade Phase
     Either way, before you start you will need to
                                                             like any other item.
     select a crew – see page 66.
                                                             In addition, there is one token with no
     Mission Structure                                       value, to be used as a Mac uffin, or
     Each mission will be presented as a mission
                                                             where an objective requires the crew
     briefing, and each will follow the same format.
                                                             to transport something without the
     There are some examples starting on page 80
                                                             temptation to just keep it!
     that you can look at for reference. Each mission
     has the following sections:                             Objective tokens cannot be broken or destroyed.
     Introduction                                            Special Instructions
     Each mission will have a title and a narrative          This section will list any rules that apply to the
     introduction. This will set the scene, explaining       game over and above the core mechanics.
     why your crews are here, what they are looking          For example, it may list alternative deployment
     for, and the dangers that may lie ahead.                locations, specific e uipment to place in the
     Objectives                                              crates to represent objectives, or certain NPCs
     All missions will have a Primary Objective, and         that will not follow the normal rules, such as an
     some may also have Secondary Objectives.                overly hostile Civilian.
     Completing these will determine how successful
                                                               his section will also list any specific terrain
     you have been at the end of the mission.
                                                             that can be Interacted with, such as a computer
     Primary Objectives are the main purpose of the          console you need to access or some machinery
     mission, and the player(s) that complete them can       you need to Repair.
     claim victory in the game. They will often have a
     large cash reward as well. This cash will be critical
     for maintaining your ship and purchasing equipment.
52
Set Up Diagram                                           Key Items: These are items that should be
Finally, each mission will have a set up diagram,        put aside before the crates are filled – they
detailing the following:                                 will usually be re uired for specific ob ectives,
                                                         detailed in the Special Instructions section.
Maximum Starting Crew: Crews can contain
up to 7 Traders, but you won’t always be able to         Search Allocation: This section will show how
use all of them in every mission. The maximum            to allocate equipment tokens to the crates for this
number of Traders you can have on the board at           mission. As detailed in the components section,
once is listed here.                                     the large, rare and objective tokens should be
                                                         kept separately – this section will tell you how
Event Card Allocation: You won’t use all Event           many of each to include before the tokens are
Cards in all games. Depending on the location of the     allocated to crates. Sometimes a mission might
mission, the NPCs being used, and the length of the      re uire a specific token, and sometimes it may
game, you will only use a certain subset of the cards.   specify a number of tokens chosen at random.
Use the icons in the bottom corners of the cards to
check against the card types listed here, and once       Starting Hostility: This will tell you how many
you have them all shuf e them together to create the     pegs to put into the Hostility Tracker before
deck for the game. The icons are as follows:             the game begins. Some missions are set in
                                                         especially hostile environments so the game may
•   Environment                                          start at a higher level.
•   Purge
•   Assistance                                           NPCs in Missions
•   Galactic Corps                                       Some missions, such as those in the various
•   Criminal Gangers                                     expansions, will specify that certain types of NPCs
•   Civilians                                            must be used, as they may be key to the mission’s
•   Purge Annihilator                                    story. The Purge from the core set are always
•   Purge Gatherers                                      used, and it is recommended to always use
•   Purge Reinforcements                                 Civilians once you are comfortable with the rules.
The rules for the Purge Annihilator and Gatherers        Otherwise it is totally up to the players which
can be found on pages 38-39.                             NPCs are used in each game, depending on their
                                                         collection, and their preference. If the players want
The Purge Reinforcement cards are to be                  to use a certain NPC type, they should place the
used when you want to make your game more                appropriate Character Board at the side of the
dangerous by adding a second set of Purge                playing area, and have the miniatures to hand.
miniatures, so you’ll have 10 Harvesters, 4
                                                                                                                 Missions
Devastators, 2 Assassins, and 2 Live Ones!                 hen shuf ing the Event Deck at the start of
                                                         each game, the Event Cards for the NPCs being
If there are 4 or more crews in play, it is              used should be shuf ed in along with any others
recommended to always use the extra set of Purge         required for the mission.
miniatures and the Purge Reinforcement cards.
                                                                                                                  53
     Choosing a Mission                                     Of course, Core Space has one foot in the
     Now you know how missions work, you’ll need            creative world of RPGs, and has everything
     to know which one to play! For new players,            you need to design your own missions and tell
     we recommend starting with the Perseus Arm             your own stories. You can create missions with
     Campaign on page 80. This is a narrative               any parameters you wish – be it solo or up to 6
     campaign with pre-generated missions. It is for        players for rookie crews or veterans fighting ust
     two players and is designed for the Ion Hope and       the Purge or with a full complement of NPCs –
     Black Maria crews from the core set.                   it’s up to you! Full details for creating your own
                                                            missions are on page 58.
     You can play the missions individually, or you
     can join them together as one continuous story         Replaying Missions
     following the rules on page 68.                        Mission objectives do not need to be completed
                                                            for a mission to end. As detailed on page 19, all
     Once you’ve completed the campaign, you                that’s important is that you get out alive.
     can find more missions in the Core Space
     expansions, and more missions will be hosted for       Especially when playing a campaign, if you finish
     free on the Battle Systems website.                    a mission without achieving the objective you
                                                            may wish to replay it and try again, so that you
     If you’re not ready for a full campaign just yet, or   can continue the story. If so, we recommend
     if you’ve got a couple more players, you can get       that you make a few tweaks to the mission as
     started with the standard 1-4 player Salvage Run       detailed opposite, to represent the area being a
     mission on page 56.                                    little different during your next visit! It’s generally
                                                            worth making the game a little harder, as even if
                                                            you failed the first time you will still have gained
                                                            some experience and salvaged some equipment,
                                                            so you’ll be in a better position to try again.
       Rescue Missions
       Sometimes, part of your crew will manage to get back to your ship but one or more of your
       Traders will have been left behind. In a campaign you will probably want to do something about
       this! There are plenty of options available to you in the Extraction Phase (see page 72), one of
       which is to perform a Rescue Mission.
       This allows you to go straight back into the game you just played and save your fallen comrade. You
       reload your guns, patch your wounds and hit yourself with the best combat stims money can buy.
       •   The board and all non-Trader components remain in place from the end of the original game,
           including the Purge and any other NPCs in play. The Hostility Tracker will resume where it left off.
       •   All Traders fully reload their ammo and may swap any equipment amongst their crew.
       •   All Traders restore two Health, up to their maximum.
       •   The player making the rescue may place their Ship Board in contact with any airlock door on
           the map – it does not have to be the one they used in the original mission. If multiple crews
           are taking part in the Rescue Mission, the winner of the original game
           will place their ship first, continuing clockwise around the table.
       •   The game will end as normal – once all Traders are either defeated
           or back on board their ship.
54
More Ways to Play                                    Here are some examples of things you could do:
There are plenty of things you can do to switch
up how your games work. Here are a few ideas:        •   Change the starting Hostility Level.
                                                     •   Adding in different NPCs.
Single Crew Co-Op                                    •   Switching out Event Cards.
If you’re not a competitive person and are into      •   Changing the number of starting crew.
your roleplaying games, you may prefer to just
take a single crew and play ‘solo’ missions.         In short, you can do anything you want, as
However, instead of playing on your own, you         long as you and your opponents agree to it
and your friends could take a single Trader          beforehand. There are some more examples in
each as your own personal character, with each       the Advanced Rules section on page 115.
person responsible for their character’s actions
and decisions.
                                                     Co-operative play - Or Not?
                                                     The Trader crews in Core Space are all
Trying to keep a cohesive battleplan together        struggling to stay alive, and it can get quite
within a group of people is much harder than         competitive. However, sometimes the crews will
you’d think – it adds a whole new dynamic to         have a shared objective that will be easier to
the game.                                            achieve if they work together, or one crew may
                                                     decide to help another out, for the right price…
Even when playing with multiple crews, you can
still split them up and play in teams if you wish.   It is totally up to the players how they want to
                                                     play the game – go in guns blazing or make a
Adding a Game Master                                 truce with the other players for the greater good.
Some players, especially those that have             The players can come to any agreement they
designed the mission and its storyline, may          like in terms of what it may be worth for one of
prefer to take more of an overseer role, and not     them to help another – there are no hard and
control a crew themselves. Instead you may           fast rules. One crew could allow another crew to
choose to ignore the AI rules, and this player       use their ship to escape the board in return for a
would take control of the Purge and other NPCs       certain item for example, or a player could ask for
themselves. Again, this can make for some really     a cash payment in return for reviving a defeated
exciting games. For more information check out       opposing Trader.
the Advanced Rules section on page 107.
                                                     If you have made a deal to join forces with
Tweaking Missions                                    another crew and are playing co-operatively, your
The nature of Core Space’s mechanics, with the       crews will no longer be considered enemies, and
unpredictable dice rolls and Event Cards, mean       can therefore ignore rules that reference them,
that in theory you could play the same mission a     such as attacks of opportunity.
dozen times and every game will be different. So,
if you want a quick game without investing time      Of course, there is no restriction on backstabbing
into designing a mission, you don’t have to!         and reneging on a deal once it’s done, so be
                                                     careful. Just be aware that if you build up a
Just by making small tweaks to the pre-              reputation for such things, you may become a
generated missions, you can create a wildly          primary target in future games…
different experience and massively increase the
game’s replayability.
                                                                                                           Missions
                                                                                                            55
     Example Mission Briefing - Salvage Run
     (1-4 Players)
     The crew are low on funds, the ship is crumbling around their ears, their weapons have been
     repaired too many times and everyone’s sick of eating refried beans. Luckily the grapevine has hinted
     at a recently deserted warehouse that is deemed too close to the Purge for comfort. Their loss is your
     gain as you swoop in to pick over the remains – the warehouse may contain some much-needed
     salvage. Information is scant, so the plan is simple –run in, grab what you can, and try to stay out of
     trouble. This mission is about funds - you need them, and fast!
     While you’re here, you might as well make the        The Shipping Schedule
     most of it. If you can hack into the corporation’s   To access the shipping schedule, a Trader must
     computer systems you can access their                Interact with the computer console highlighted in
     shipping schedule. With that information you’ll      red in the centre of the board. Once they do this
     know exactly what to hit and when on your next       they can take the Objective token.
     supply run. Of course, the information itself is
     valuable enough…                                     Once you’ve got it, be careful not to let anyone
                                                          else steal it!
56
Set-Up
Missions
          57
     Selecting a Crew                                      You must select Traders based on the
                                                           following rules:
     Before you can undertake a mission in Core
     Space, you’ll need to assemble your crew.
                                                           •   You must select one Captain. No more, no less.
     Crews are hired based on a points limit, agreed in    •   You can select up to six Crew.
     advance between you and any other players taking
                                                           You can choose from any of the Traders
     part. These points will be spent on Traders using
                                                           available, including Civilians and Gangers, using
     the values in the corner of their Trader Boards.
                                                           the reverse side of their Boards.
     Here you can see that Jace costs 57 points.
                                                           Class Boards
                                                           Once you have selected your characters, you will
                                                           need to give them jobs. For each Trader in your
                                                           crew, select any Class Board from those available.
                                                           Slot it into your dashboard with your Trader Board,
      or your first few games you don t need to worry      and allocate the Trader’s Career Points to the
     about selecting a crew – the crews of the Black       Skills on the board, up to the default value.
     Maria and the Ion Hope from the core set are
     balanced against each other, and against any          It is recommended that all crews have at least one
     other pre-built crew available separately. Just       Trader with the Tech or Machine Class, just in case
     pick your favourite and get playing. You will still   you need to Repair something during a game.
     need to select some starting equipment – see
     Rookie Crews on the next page.                        Note that some Traders may be locked to a
                                                           specific class. MAC for example can only take
     However, once your collection grows and you           the Machine Class, shown by the icon on his
     learn more about the game you may decide to mix       Trader Board.
     and match all the characters available and build
     your own crew. To do this, we recommend starting
     with a limit of around 180 points, but you can
     agree any limit you like with your opponents.
66
Rookie Crews                                         You can then agree a number of UA for each
Most games and campaigns will start with a           crew to spend on equipment – around 20UA
rookie crew – a group of inexperienced Traders       should give you a good mix but you can decide
with basic equipment – and it will be up to you to   on any value you like. These items are selected
develop their skills and find new gear as you play   as described on page 75, but can be chosen
through the missions.                                from any of the Trading Posts.
Rookie crews do not start with any Career            You can also use these rules if you want to
advancements and will have their starting            play with an experienced crew against a rookie
statistics. They can be equipped from the range      crew – just allow the rookie player to advance
of zero-cost items, examples of which are            and equip their crew to the same level as the
shown below. Each Trader may take a single           experienced player.
ranged weapon, a single close combat weapon,
and a single Medi-Stim (maximum two Medi-
Stims per crew).
Experienced Crews
If you don’t have time for a campaign, but you
want to play with some more powerful equipment
and skills at your disposal, you can put together
an experienced crew instead.
Selecting a Crew
                                                                                                          67
     Campaigns                                            Campaign Length
     Campaigns are the thing that take a game and           he first thing you will need to decide for your
     turn it into a story, and are the best way to play   campaign is its length. Generally players tend to
     Core Space.                                          play out a campaign over a few months in real-
                                                          time, meeting up once a week or so to play. The
     A campaign is a series of games linked together      winner at the end is usually the one with the most
     with a continuous narrative. Players will select     money, but you may instead choose another way
     their crew before their first game, and hopefully    of determining victory.
     keep the same characters from start to finish,
     possibly even taking on new recruits along the       Alternatively you may want to create a narrative
     way! Your Traders will learn new Skills and          goal for the campaign – maybe there are reports
     acquire new equipment, all the while striving to     of a Purge Annihilator in the area and the crews
     keep their ship in good working order.               are battling over the chance to take it down and
                                                          claim the bounty. Maybe you need to fight your
     Of course, in a campaign Traders can be killed       way to the spaceport to escape an apocalyptic
     and their valuable Skills and equipment lost, so     event about to befall the planet. Maybe a
     players will need to think twice before throwing a   lucrative opportunity has come up in another
     character into certain death situations!             sector, and the crews must upgrade their ships
                                                          so they can be the fastest one to get there.
     In a campaign missions are carried out as            These are just a few examples – what’s best for
     normal. However, after the mission is complete       your campaign is up to you.
     the game is not over – there are some extra
     steps to carry out to see how the mission’s          Once you’ve decided on your story you should
     success or failure has affected your crew and        work out the end point – using the examples
     their ship.                                          above, that may be completing a mission where
                                                          the objective is to take out an Annihilator, or
     Campaigns work best when you have a group            getting to a shuttle bay after various missions
     of fellow players who are available to play fairly   infiltrating the space port, or being the first to
     regularly and keep the story ticking along, but      fully upgrade your ship. Your campaign will then
     you can play with just one opponent or even solo     go on for however long it takes for this end point
     if you wish – ust change your story to fit           to be reached.
68
Campaign Structure                                       It is recommended that you keep your Ship
Once you know how and when your campaign will            Board, Character Boards, and current equipment
start and end, you will need to establish a structure.   tokens together in a box or ziplock bag between
                                                         games so you can easily set them up again
League-Style                                             ready for the next mission.
More competitive players may prefer a strict,
turn-based structure, where every player in the          Post-Game Sequence
campaign plays the same number of games. This            Unlike one-off missions, after a campaign game
way all crews will have the same opportunities           there are some additional steps to work out the
for advancement at each stage, keeping the               impact of the game on your crew.
game balanced.
                                                         These additional steps should be carried out
Campaigns like this should be arranged in a              while the players are still together, so that you
series of ‘campaign turns’, in which players will be     can witness each other’s dice rolls and make
paired up, play games, and resolve the results.          trades with each other.
Pairings could be made in a ‘Swiss’ tournament           The post-game sequence has four phases:
fashion, or as a round-robin, where every player
plays every other player. The exact manner of            1. Extraction
arranging games is up to you.                            In this phase, players must decide what to do
                                                         about any comrades left behind. They may get
Free-Form                                                arrested by the Galactic Corps, you may mount a
For those who prefer the more narrative                  daring rescue mission, or they may be simply left
approach, a more open structure can be                   for dead…
adopted, where games are arranged based on
the story that you’ve put in place, or simply on         This phase is covered on page 72.
the players that are able to meet up at any given
time. This may mean that players play different          2. Advancement
numbers of games to each other, but does make            This phase is where your characters will advance,
the campaign much easier to manage, and is               learning new Skills and becoming more powerful.
much more realistic.
                                                         This phase is covered on page 74.
Playing Catch-Up                                         3. Trade
Although battles between unevenly matched                Next, you will get a chance to head to the trading
sides can be far more exciting to watch, this is         post to buy and sell equipment, and even hire
still a game and it needs to be fair to all players. A   new crew members, ready for your next mission.
situation may arise in your campaign where one or
more players are significantly behind the others,        This phase is covered on page 75.
or a new rookie crew joins in halfway through. In
these cases, where the difference between crews          4. Maintenance
is at least 10 UA worth of Traders and equipment,        Finally, in the Maintenance Phase, you will need
it’s recommended that these players run through          to assess the state of your ship and make repairs
some extra missions to catch up.                         if necessary. You will also be able to upgrade
                                                         your ship, allowing it to play a part in your games!
Use the Salvage Run mission on page 56
between your regular games – this represents              his phase is covered on page , but first of all
these underdog crews stocking up on supplies             you will need to understand how ships work –
before re-joining the story. The players can play        see page 70.
it solo or together; just once or a few times, until
they are fully caught up.                                Win Bonus
                                                          f a player wins a game, they will get first choice
Between Games                                            of which airlock door to set up at in the following
                                                                                                                Campaigns
In a campaign it will be important to keep track         game, instead of rolling the Chance Die or
of your crew’s progress between games. The                 ipping the urn Counter.
dry-wipe Boards will hold all of the necessary
information so you don’t have to remember
anything, but it may be a while between games.
                                                                                                                 69
     Ships
     The ship is the Traders’ home, their transport and their livelihood. Without a ship a Trader is just a drifter
     with their thumb out. Of course, with the state of the galaxy ships needs constant maintenance to keep
      ying and that needs lo, alactic Credits, the old niversal sset.
     Ships are represented in game by the Ship Board, which can be filled in with a dry wipe pen ust like
     the Character Boards. In one-off games the Ship Board is only needed as a deployment area – you
     can ignore these rules for now.
       Maintenance Status
       This area shows the current state of repair of each
       of the ship’s essential systems: Propulsion, Life
       Support, Supplies and Hull Integrity. At the start of a
       campaign, your rookie crew will only be able to afford            Ship Name
       a second-hand ship and it won’t be in full working                Each Core Space crew has its own
       order – only the first three boxes on each row should             ship – the two in the core set are the
       be filled. ith use, the ship will degrade further and             Ion Hope and the Black Maria. You
       so repairs must be made – this will happen in the                 can of course come up with your
       Maintenance Phase. If any of a ship’s systems reach               own ship name too. Once you’ve
       zero the ship becomes damaged beyond repair                       decided, write it in this space.
       and uninhabitable. Unless repairs can be made
       immediately the crew will disband and will be out of
       the campaign, so be sure to save some credits for
       vital repairs!
                                                       Assets
                                                       This is where you will note down how much
       Hold                                            money you have to spend. his will uctuate as
       The hold works exactly like                     you buy and sell items and hire new crew in the
       the item tray on the character                  Trade Phase. Once all purchases have been
       dashboard – perfect for keeping                 made, the remaining amount should be written
       items that you may not want to sell             here ready for the following game.
       just yet, but that you don’t want to
       waste dashboard space on during                 Note that it’s wise to keep some funds available, just
       a mission. In the Trade Phase you               in case you need to pay a release fee for a captured
       can freely swap items between                   crew member, or for other expenses that can crop up
       your Traders and the ship’s hold.               during missions.
70
Upgrades
In the Maintenance Phase assets can be spent to install the various upgrades shown here (see page 79).
Ship upgrades work exactly like Trader Skills – they have multiple levels that can be unlocked, and their
abilities are used by spending Skill pegs in the Trader phase. Any member of the ship’s crew can spend
their Skill pegs to use the upgrades – this will count as their Skill use for that round as normal.
The cut-out removed from the hold area of the Ship Board
contains easy reference for these upgrades.
The Airlock
  n the back of the Ship Boards you will find
the airlock. This is the area where Traders are
deployed at the start of the game. The edge with
black and yellow hazard markings is the door, and
should be placed in contact with the edge of the
                                                                                                            Campaigns
You will note that this side of the board also shows
the Hold and Upgrades sections. Any upgrades
made to your ship should be marked on this side of
the board too, for quick reference during the game.
                                                                                                             71
     Extraction Phase                                      Emergency Teleport
     So, you’ve managed to get back to your ship,          All Traders carry an emergency teleport beacon
     but you’ve left a comrade behind. The fate of the     just in case, but they all dread actually using it.
     fallen is now in your hands. Your defeated crew       In fact, the less bold specify that they’re not to be
     members have been left defenceless, and will          rescued by teleporter under any circumstance!
     need to be rescued, or left for dead…
                                                           If you choose to teleport the Trader out, roll the
     In this phase you will deal with any crew             Chance Die to see what happens:
     members that did not make it off the board by
     the end of the mission. Of course, if your crew all   1. The Trader dies in transit. They may have
     made it out, you can skip this phase.                    been turned inside out, beamed into space, or
                                                              maybe they’ve been merged into the fabric of
       or each defeated rader, first roll the                 the ship. Whatever awful fate befell them, the
     Chance Die. If you roll a Live One result your           Trader and their equipment are lost forever.
     character has been dragged off by the Purge              They can no longer be used in this campaign.
     for processing and will meet a grisly end. You        2. Teleporters are notorious for pulling cruel
     can consider them dead. The character can no             tricks on the unwary. The character arrives
     longer be used for the rest of the campaign. All         safe and well, but they are not the same
     of their equipment is lost with them. You’ll need        person they were when they left Shuf e all
     to hire a replacement.                                   Trader Boards not being used for the current
                                                              campaign, including those for Civilians and
     If they manage to dodge this fate, instead choose        Gangers. Pick one at random – this is your
     one of the following options:                            Trader’s new identity – swap out the model
                                                              and Trader Board for the new one. The new
     •   Rescue Mission                                       Trader will retain the same number of Career
     •   Emergency Teleport                                   points as they had before, but the player can
     •   You’re On Your Own                                   choose a different Class Board and allocate
                                                              the Career points differently if they wish. The
     Note: Traders apprehended by the Galactic                character’s equipment remains the same.
     Corps do not get this choice – they automatically     3. The character is teleported safely, but to the
     follow the rules for an Apprehended result on            wrong ship t will take a while to find and
     page 73.                                                 retrieve them. Either the Trader misses the
                                                              next two missions, or the player can pay 4UA
     Furthermore, if none of your crew made it out,
                                                              to have Galactic Central Data locate the lost
     and you have no other crew members on board
                                                              Trader and re-teleport them immediately.
     your ship, you will not have the Rescue or
                                                           4. The Trader has survived the trip, but there
     Teleport options. All of your Traders must roll on
                                                              has been an accident and they are in a poor
     the ‘You’re On Your Own’ table on page 73.
                                                              way. They take longer to recuperate than
     Rescue Mission                                           normal and they must miss the next mission.
     You may decide to mount an immediate Rescue              However, the character learns from the
     Mission to get your Trader back. See page 54 for         experience – they gain 1 Career Point.
     more details.                                         5. The Trader is teleported safely onboard, but
                                                              their equipment did not survive the trip. Their
                                                              equipment is lost and must be discarded.
                                                           6. The Trader is teleported safely onboard
                                                              along with all of their equipment. There is no
                                                              further effect.
72
You’re On Your Own                                         Permanent Crew Loss
Maybe you don’t want to risk the teleporter, but           Traders that are lost permanently following the
don’t have the resources for a rescue mission? In          Extraction Phase are removed from your crew.
that case you will have to leave your companion            Their Trader Board may appear again in a future
to fend for themselves, and hope it works out.             Trade Phase when hiring new crew, but just
                                                           think of it as a similar-looking Trader rather than
Roll the Chance Die to see what happens:                   the exact same person! The new Trader can of
                                                           course have a completely different Career path.
1-2 Ransom: The unconscious Trader is picked
    up by one of the many roaming gangs. You will          If your Captain is ever permanently lost, you
    need to pay a ransom of a number of UA equal           have two choices.
    to their Skill statistic to get them back. If you do
    not pay immediately you can pay later, but the         •   If another Captain becomes available in the
    ransom will increase by 1UA per mission.                   Trade Phase of the current game, you can
       If you don’t want to pay, you may choose                hire them as your new Captain.
       to leave the character to their new life as         •   Alternatively, you can promote one of your
       a criminal. From now on the character                   other Traders to Captain. Immediately
       may be used as a Ganger NPC, using the                  advance their Career by an extra point, and
       Civilian side of their card.                            from that point on all rules that apply to a
3-4 Apprehended: The Galactic Corps have                       crew’s Captain will apply to them.
    arrested your fallen crewmate and placed
    them in a local holding facility.                      It’s unlikely, but in the event that every member of
                                                           your crew is permanently lost, you are out of the
                                                           campaign and must start afresh with a new crew.
                                                                                                                   73
     Advancement Phase                                       Kill Points
     Finding new equipment isn’t the only way to             Defeating a Live One can make a
     improve your Traders’ abilities on the table. As          rader s Career, so to speak. he first
     they survive missions and gain experience they          Trader to defeat a Live One in a game
     will also learn new Skills.                             takes the Live One Kill Point Counter.
     As detailed on page 10, each Trader’s Board lists       This counter is exchanged in the Advancement
     their Career statistic, representing their current      Phase after the game for an additional Career point.
     ability level. he default spaces will be filled in at
     the start of every standalone game or campaign,         Level Up!
     but it is in this Advancement Phase where the           You will notice that the Career Points on each
     potential spaces can be filled in too                   Trader’s Board are in rows. Each of these rows is
                                                             a level. Filling all of the spaces on a row allows the
                                                             character to level up, which has added benefits.
74
Trade Phase                                           See page 76 for a list of items available at each
The next stage of each mission is for the             trading post. All items can be sold at any trading
Traders to take their salvage, and any reward for     post, but only certain items can be bought.
completing their mission objectives, to a trading
post where they can buy and sell items, and hire      Stock is limited to the available tokens. If two
new crew!                                             players choose to go to the same trading post
                                                      after a game, the winner will get first pick of any
Items are bought and sold using the game’s            items, alternating thereafter. If there was no
currency – UA. The cost of buying and selling         winner, ip the urn Counter to decide who can
items is shown on the back of the token, as           pick first.
shown below.
                                                      Raw Blue
    This value is                 This value is       Raw Blue is the unique energy source that
     the number                   the number of       powers the Purge. Normally it disperses once a
      of UA you                    UA you will        Purge dies but it can be captured in an Energy
    must spend to                 gain when you       Flask that can be sold on the black market.
    purchase this                 sell this item
     item from a                    in a store.         ou may find some Raw Blue
        store.
                                                      during a mission – its token looks
                                                      like this:
You will note that you will usually get back less
than you spent if you were to buy and then sell       You will see that its sale price
the same item, so make sure you get some use          is listed as ‘SP’ – Special. To
out of it!                                            determine its value, roll the
                                                      Chance Die:
Items with the    icon are rare and cannot be
bought. These items can only be found during          1-2 You can make a quick sale and gain 2UA.
missions, or received as rewards. Be careful          3-5 ou find a trustworthy buyer and make      .
when you sell them, as you may never find             6    ou find someone desperate to get their hands
them again!                                               on it and make a tidy 9UA.
When buying an item, reduce your assets by its        You do not have to sell the Raw Blue after rolling
cost, and then take it and add it to your ship’s      the die – you can instead choose to hold onto it
hold, or to a Trader’s item tray. If you do not       and try for a better deal in the next Trade Phase.
have space for any more items, you cannot             Just remember it will be taking up valuable space
purchase any.                                         in your hold, and you might need the money
                                                      sooner than you think!
When selling an item, increase your assets by its
sale price, and then return the token to the item
pouch. If it is a rare, large, or objective token,      Barter
shuf e it back in with the other items of its type.     Money isn’t the only thing you can trade
                                                        with of course. At any time during this phase
Trading Posts                                           you can choose to barter with your fellow
The galaxy has a huge variety of trading posts,         players – maybe they have a rare item that
and not every store will sell every item that you       you will pay over the odds for, or you’ve got
want. After each game you will need to choose           too many items and are willing to give some
one (and only one) trading post to visit from the       better prices on them to make space.
following list:
                                                        What and how you trade in this manner is
•     Up Close & Personnel                              completely open – it’s up to the players to
•     Claw Store                                        strike a deal in whatever way they see fit.
•     Armourote                                         You could let someone else hire the Civilian
•     Tech Noir                                         you just rescued, or throw in some ammo for
                                                                                                            Campaigns
                                                                                                             75
     Trading Posts                                      Up Close & Personnel
     BS-Mart General Store                                he first port of call for all serious military
     BS-Mart is essentially a supermarket for combat    personnel (or wannabes), Up
     supplies; relatively inexpensive and with a wide   Close & Personnel specialise
     variety. There’s pretty much nowhere in the        in finely crafted close combat
     galaxy that doesn’t have a BS-Mart.                weaponry. They stock Close
                                                        Assault weapons costing
     No matter which trading post you pick, you         between 5-9UA.
     can always visit the General Store as well.
                                                        Any Close Assault weapons with a 5-9UA purchase
     The General Store stocks                           price that you sell while visiting Up Close &
     items of all types with a cost of                  Personnel will earn a 1UA bonus per item.
     up to 4UA.
                                                        Claw Store
                                                        Claw Store, aimed at the
                                                        discerning gun nut, offers
                                                        superior firepower at a decent
                                                        price. They stock Ranged
                                                        Assault weapons costing
                                                        between 5-9UA.
76
Armourote                                            Giger’s Emporium
Armourote is the place to go if you’re one of the    Giger’s Emporium provides high-end goods at a
unlucky species who don’t have                       high-end price. They specialise in exclusive top-of-
a built in ak acket. rmourote                        the-line equipment for the discerning buyer. They
specialises in personal                              stock items of all types costing 10UA or more.
protection and stocks armour
costing between 5-9UA.                               Giger’s can only be visited if your crew contains
                                                     a Trader with Career level 3 that survived the
Any armour with a 5-9UA purchase price that          preceding mission. In addition, a maximum
you sell while visiting Armourote will earn a 1UA    of one item can be purchased from Giger’s
bonus per item.                                      Emporium per phase.
Tech Noir
Tech Noir specialises in the cutting edge
of technology for combat
accessories. They stock special
items (orange tokens) costing
between 5-9UA.
Any special items with a 5-9UA purchase price        Any rare items or items with a
that you sell while visiting Tech Noir will earn a   10UA+ purchase price that you sell
1UA bonus per item.                                  while visiting Giger’s Emporium will
                                                     earn a 1UA bonus per item.
Campaigns
                                                                                                             77
     Hiring Crew                                           Costs
     Inanimate objects aren’t the only things available    All costs are based on the points value of each
     in the galactic marketplace – there are plenty of     Trader as detailed on page 66, and will change
     mercenaries out there who will join your crew for     depending on whether the Trader is hired on-
     the right price.                                      mission, temporarily or permanently, as follows:
     Note that you may never have more than 7               Points    On-Mission     Permanent Temporary
     crew members.                                           Cost                       Hire     Hire
There are three ways of hiring crew, as follows: 0-22 2UA 5UA 2UA
     As a reward for keeping them safe during the            50-54       11UA           17UA          5UA
     mission you will be able to hire them permanently       55-59       12UA           19UA          5UA
     at a reduced rate – see the Costs table.
                                                             60-64       13UA           21UA          6UA
     Standard Recruitment
     While at a trading outpost, you can visit the local     65-74       14UA           24UA          8UA
     bars or mercenary agencies to scout out new
     talent. Each player should take all of the Trader       75-84       18UA           30UA         10UA
     and Civilian Boards from their collection that they
                                                              85+        24UA           40UA         14UA
     have not yet purchased, shuf e them, and draw
     the top 5 (or fewer, if you don’t have 5). Note
     that you will use the Trader side of the Civilian
     boards. These are the Traders available for hire
     at this time.
78
Maintenance Phase                                      Don’t forget, if any of a ship’s systems reach zero
Trader crews rely entirely on their ships. They        the ship becomes damaged beyond repair and
require constant maintenance to keep them              uninhabitable. Unless you can repair the ship in
running – if they become damaged beyond repair         this phase, the crew will disband and will be out
they must be abandoned, and the crew will be           of the campaign.
out of the campaign.
                                                       Repair
As described on page 70, the Maintenance Status        After you have rolled for degradation, you will
section of the Ship Board shows the ship’s current     have a chance to repair your ship. Making a
state of repair across its four systems: Propulsion,   repair will fill in one space of your choice in the
Life Support, Supplies and Hull Integrity. These       Maintenance area of the Ship Board, and will cost
levels will rise and fall during this phase.           2UA. There is no limit to the number of repairs
                                                       you can make during a phase, and repairs can be
Degradation                                            made across all four of the ship’s systems.
First, each player must roll the Chance Die and
consult the following table to see which of the        Note that Ship Parts tokens can be
ship’s systems has deteriorated with use.              found during missions, and can also
                                                       be spent to make the number of
1. Roll twice more on this table and apply both        repairs stated on the token, to the
   results (re-rolling further results of a 1)         same or different systems.
2. Propulsion reduces by 1
3. Life Support reduces by 1                           Upgrades
4. Supplies reduces by 1                               When a ship is fully maintained, with no spaces
5. Hull Integrity reduces by 1                         left unfilled, you can instead turn your attention to
6. Equipment Malfunction – choose one random           upgrading your ship. The available upgrades are:
   equipment token worth up to 5UA from those
   held by your crew and in your hold, and             •   Scanners
   discard it.                                         •   Airlock Auto-Defences
                                                       •   Docking Thrusters
                                                       •   Level 1: 1UA
                                                       •   Level 2: 2UA
                                                       •   Level 3: 3UA
79