SPACE SQUAD!
RESOLUTION MECHANIC
All characters can fight, crew starships and
WHAT IS NEEDED
sneak around at varying levels of skill. A
Target Number, typically a 2, 4 or 6, reflect
Each participant should have access to a
the difficulty assigned by the GM. Higher
pencil, paper and a set of polyhedral dice
numbers are certainly possible for daring
(one each of d4, d6, d8, d10 and d12).
feats.
Characters can be recorded on a piece of
paper or on one of the included Character
In combat, a Warrior roll is required to hit
Cards.
an enemy. A 2, or better is needed to hit a
weak foe, a 4, or better to strike an average
foe, and a 6, or better to hit a tough foe.
CHARACTER GENERATION
This pertains to melee combat only.
Characters have three Abilities, which are
For missile combat, a Warrior roll is
basic aspects of their adventuring lives.
required but the Target Number depends
Each of these Abilities (Warrior, Engineer
on the range to the target, 2 for short range,
and Explorer) is represented by a die code.
4 for medium range and a 6 for long range.
Players assign a d4, d8 and a d12 to each
Additionally, the Warrior roll has to be an
aspect.
even number for the attack to land. All odd
numbers are automatic failures.
• Ex: Brennan wants to create a dashing
pilot named Chan. He assigns his d12
Warrior rolls can also be used for such
to Engineer, his d8 to Explorer and his
things as breaking down doors, lifting
d4 to Warrior.
industrial gears or surviving the effects of
some drugs.
In addition to Abilities, each character also
begins with two pieces of “Stuff” which
An Engineer roll is required to successfully
require a die code. The “Stuff” can be
repair machinery, computers or pilot a
anything the player wants, as long has he
rocket ship. Simple repairs require a roll of
has GM approval. Some common pieces of
2, or higher, moderate, 4, or higher;
“Stuff” are weapons, armor, superior
difficult, 6, or greater.
quality tools, etc.
Engineer rolls can also be used for things
Players assign a d6 to one piece of “Stuff”
such as deciphering new computer
and a d10 to the other.
programs, programming robots or pushing
a ship at a higher speed than it should.
• Ex: Brennan decides to have his pilot
carry a Blaster Pistol with a die code
Explorer rolls are required for sneaking
of d6 and own a half-share (GMs
around, living off the land, jumping
decision) in a space freighter called
chasms, etc. Target Numbers for Explorer
Titan’s Minnow. He assigns his d10 to
rolls are based on the difficulty of the task,
this “Stuff” (for ships, see the pertinent
Easy tasks require a roll of 2, or greater,
section on page 3).
Moderate tasks require a roll of 4, or greater
and Difficult tasks require a roll of 6, or
Each character begins with 10 Hit Points
better.
plus half of his Warrior die code (d4 gives 2
hit points, d8 gives 4, d12 gives 6)
EQUIPMENT THAT NEEDS TO BE TREASURE AND ADVANCEMENT
ASSIGNED A “STUFF” DIE CODE
Characters may find money and equipment
Any weapon does a d4 die roll for damage. as part of the adventure. Mundane items
If the player assigns a weapon to his “Stuff” can be found, as well as extravagant! A
then the weapon will do that die in damage. high quality saber might have a greater
The player can assign his d10 die to a Sonic than normal die code for damage (d6
Sword or a Blaster rifle. If the attack is instead of d4, for example) or it might give
successful, the player will roll a d10 for a +1 die code bonus to the Warrior roll.
damage.
Credit chips and works of art can also be
Weapons with other die codes can be found. Credits are used for training to
found lifted from fallen foes, or can be improve a character’s Abilities. It takes the
purchased. future die code multiplied by 50 to improve
an Ability.
Armor reduces damage taken by the
amount of its die code. • Ex: Chan has been successful in his
journey on the Planet of Darturnas.
• Ex: Brennan’s pilot, Chan, is struck in He has acquired some rare spices
combat by a hired thug. The thug is called Varpheer, worth 500 Credits!
using a Needler, which does d6 in With the Credits he can become a
damage. Chan is wearing a skein suit, better-trained warrior and raise his
which protects him from d6 damage. Warrior Attribute from d4 to d6,
If the thug rolls a 4 for damage and which will cost him 300 Credits.
Chan rolls a 5 on his skein suit die, he Hopefully, Chan found a good
takes no damage! merchant house to give him close to 500
gold for the shipment of spice.
Some pieces of equipment also have a die
code bonus assigned to them. Characters can also spend 50 Credits to
Camouflaged clothing +1 would raise the improve their Hit Points by one point.
character’s Explorer die type by one when
used to sneak around – a d4 Explorer
would then become a d6. CREATURES
Characters can only carry four pieces of All enemies need a roll of 4, or greater, to
“Stuff”. As each character starts with two hit an adventurer. Occasionally the GM
pieces, he can only carry two additional might use a different number but that
pieces. would be very rare.
Enemies can roughly be divided into four
OTHER EQUIPMENT “classes” of difficulty. This class
determines what number is required for an
Characters can carry as much equipment as adventurer to hit with his Warrior roll,
is reasonable. Other equipment has no die along with the Warrior roll of the monster.
code assigned to it. If a die code is
required for other equipment for any WEAK
reason, use a d4. Weak creaturse attack with a d6 (Warrior
Ability). Adventurers need a 2, or better, to
hit these creatures in melee combat. These
monsters generally have less than 8 hit
points. Their damage dice are usually less
than d8. The following are examples of SAMPLE EQUIPMENT LIST
Weak Creatures
Flashlight, all-weather blanket, water skin,
• Mutant Rat (Bite d4, 4 HP) whistle, canvas sack 1 Cr
• Wild Dog (Bite d6, 6 HP) 1 weeks of food disks, all-weather lighter,
• Mook (Brass knuckles d8,, 8 HP) backpack, shovel, first aid kit (heals d4
once) 5 Cr
AVERAGE Lantern, 50’ rope, grappling hook (+1
Average enemies attack with a d8, require a Explorer roll), one-use communicator 10 Cr
4, or better to be hit and generally do less Fancy clothes, tent, Stimdose (heals d12
than d8 damage in combat. They usually once), writs chronometer 20 Cr
have more than 8 Hit Points. Some Bicycle, Grenade (d6 damage to all within
examples are: 10 feet), electronic lock picks (+1 Engineer)
50 Cr
• Thug (Pistol d6, Leathers d4, 10 HP)
• Star Law (Stun stick d8; 12 HP)
• Digger Beatle (Drill nose d8, 4 HP) SPACE CRAFT
• Carnivorous Plant (Thorns d4, Thorn
venom +d4 per round for four rounds, Characters, at the GMs decision can
12 HP) acquire space ships. Like adventurers, they
also have Attributes. Instead of Warrior,
TOUGH Engineer and Explorer, they have
Tough creatures attack with a d10, require Speed/Agility, Weapons and Shields.
a 6, or higher to be struck in combat, Weapons and Shields are a ship’s offensive
usually have more than 12 Hit Points and and defensive capabilities and they are
can do mass amounts of damage. Some rated by die code. Speed/Agility is a special
examples of Tough Enemies are: case. Most ships have one die code for S/A
(d8, for instance) but modifications can
• Space biker (Chain d10, 20 HP) cause the two aspects of the Ability to have
• Tree Creature (Claws d10, Bark skin different die codes. Speed d6 / Agility d8,
d10, Regenerate d4 HP every other is a good example. The two aspects can
turn, 12 HP) only be one die code apart, however.
• Fire fish (Spear quills d6, Bite d8,
Chlorine breath d12, Scales d6, 40 HP) For characters who choose a ship as part of
their beginning “Stuff”, the die code is any
OH HELL! one of the ship’s Abilities. The other two
These are true monsters and are the stuff are always a d4 and a d6 (player’s choice).
myths and legends. Adventures need an 8,
or higher to hit these enemies. These In space combat, the attacking ship rolls a
creatures attack with a d12 and generally Weapons die and the defender rolls a
have more than 40 Hit Points. Some Shields die; if the attacker rolls higher than
examples include: the defender then the defending ship is
damaged. Roll a d6 and compare to the
• Swamp Dragon (Claws d10, Bite d12, chart below to determine the extent of the
Scales d10, 60 HP) damage.
• Voo’rtokian Dwurgman (Thrown
boulder d12, Iron skin d12, 50 HP) 1, 2, 3 D6 Hull hits
4 Speed -1
5 Weapons -1
6 Shields -1