Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Welcome to Star Saga, a game of high adventure in a futuristic world of space travel, advanced technology, and myriad alien
races. The competitive game allows for up to five players, pitting the scheming Nexus player against a group of intrepid
Mercenaries on an important mission. Alternatively, the game can be played co-operatively or even solo, with the Nexus actions
taken over by the game itself.
This book will assume that there is a Nexus player controlling the minions. If you are playing co-operatively, look out for the blue
Artificial Nexus boxes in the rules these will highlight the differences when playing the game without a Nexus player.
Alpha Rules
This document has been put together for our Kickstarter backers, showcasing the current state of the games development. This
is not a complete set of rules yet there are plenty of sections still in progress, and the nature of an integrated system means
that some sections wont work until the surrounding parts are complete.
These rules are limited for now to the core mechanics and a selection of three Missions for you to play through. The missions
may not be fully balanced yet every little thing that we change pulls the balance this way and that well nail all of this down
when the rest of the game is complete. As each new section is finished we will post it up for your perusal, and we look forward
to your comments.
If you have any feedback on any part of the game, please send it through to us there are links in the Kickstarter update to the
various feedback channels available.
Playtesting Components
As the game isnt finished yet, unfortunately we dont have access to all of the actual game pieces! In the meantime, to play Star
Saga you will need the following components:
Miniatures you will need to find suitable figures for the four Mercenaries, Security Guards and Lab Technicians. It doesnt
matter if theyre not exactly right, as long as you and your opponents know what each model is supposed to be.
Scenery you will need some doors, tables, crates, computer terminals and cabinets. The Antenocitis Workshop kits sold during
the Deadzone Kickstarter are perfect if you have them. If you dont have anything suitable, just cut some squares and rectangles
of paper to the right size and write on what each of them is.
Tiles If you have a set of Dungeon Saga, Dwarf Kings Hold or Project Pandora, you will have everything you need. Otherwise,
you will need to cut these from paper, based on the maps. Each square is 25mm across.
Ruler and Flame Template These can be cut from a piece of card. The ruler is a simple straight line, and is approximately
219mm long eight and three quarter squares of the board. The flame template (also used for short-ranged attacks) is 119mm
long four and three quarter squares of the board. To make it, draw around a 25mm base to form the rounded end, and then
bring two of the sides to a point.
Counters you will need counters to mark damage, locked doors and Reinforcement Points, which can be cut from paper if you
dont have anything suitable from other games.
Dice we have used dice with custom symbols. For playtesting, we simply took regular 12mm six-sided dice, and drew the
symbols onto 10mm stickers that can be bought from any good stationery store, stuck onto the faces of the dice. Alternatively,
simply use regular dice, counting results of 1 as a blank, 2-3 as a minor success, 4-5 as a major success and 6 as a critical success.
The final components needed for the game are the various cards, which are all attached to the end of this document simply
print, cut out, and play.
Change Log
Since the last version, the following things have been changed or added:
Character Creation, Experience and Campaign sections added along with the necessary cards.
Artificial Nexus (Solo/Co-op rules) section added, along with necessary amendments to cards.
Minion stats increased.
Nexus card strengths increased.
Added bonus orders to the Nexus phase. This allows temporarily useless cards to have a purpose, and also allows the
Nexus player to potentially activate a model twice, or reinforce and activate a model in the same turn to block the
mercs if they have gotten too far away from the entrances.
Few minor tweaks to the card deck construction in Mission B.
Minion positions swapped in Mission A.
Curbys Move value increased to 5.
Changed modifier for being shot multiple times to a negative defence modifier rather than a positive attack modifier.
Points values have not yet been set, and have not yet been added to the cards. More testing will be required before we
can accurately judge the value of the characters and their attributes, skills and equipment.
Only a small selection of races, skills, feats and equipment has been included for now, as a demonstration of the ideas.
More will be added as we develop the game. There will be a limited selection in the core set enough to progress
through the Eiras Contract campaign and then there will be an expanded deck in the Character Creator expansion
with all of the addition options and races.
Note that just like in Dungeon Saga and Walking Dead, it will not always be possible to create the pre-designed named
characters using the Character Creator system these Mercenaries are often given a little twist on the standard format
to keep them exciting and unique.
We are still taking on feedback and ideas, especially for skills and equipment that you would like to see. Make sure you
send in your comments!
Setting Up
For your first game, take the components listed below and set them up as shown.
Miniatures
Miniatures are used to represent the Mercenaries and
Minions in the game, and are moved around the board
using the squares marked onto the tiles. Each miniature is
assumed to take up the entirety of the square it occupies,
no more, no less, regardless of the shape of its base or any
protruding arms or weapons.
Mercenary Counters
At the start of each game, each Mercenary should be
assigned a Mercenary counter at random. This is placed
next to their character card, and is flipped over once the
Mercenary has taken their turn. No Mercenary may act
while their counter is upside-down. Once the last counter
has been flipped over, they are all placed face-up again.
Nexus Deck
This deck of cards controls the Nexus minions throughout
the game, and will also introduce events that trigger new
parts of the story. For this mission, make up the deck using
only the 12 cards with the symbol. Shuffle them and
place them to the side of the board.
Once you are ready to play, the Nexus player should draw
the top 3 cards from this deck to form their starting hand.
In future games, each mission will tell you which cards are
required to construct the deck.
Artificial Nexus
When playing without a Nexus player, one of the
Mercenary players is considered to be the acting Nexus.
This is always the player to the left of the Mercenary player
that most recently acted unless the players agree
otherwise. This player must draw cards, move models and
roll dice on the Nexus behalf.
In addition, no starting hand is drawn from the Nexus deck
when playing without a Nexus.
Reinforcement Points
These counters should be placed with the active side facing
up. These squares represent areas off the map that are
under the Nexus control, and the Nexus player may use
these to bring more minions onto the board.
Locked Doors
Some doors will start the game locked, shown with a lock
counter. The Mercenaries must find a way to unlock or
destroy these doors before they can pass through them.
When you are ready to play, the Nexus should read the following out loud to the Mercenary players:
You drop down from the ventilation system into a brightly-lit corridor, and take a moment to catch your breath and get your
bearings. A stencil on the wall indicates that security checkpoint B, where your team are waiting, is straight ahead, but the door
only opens from your side. You will need to hack into the terminal up ahead to disable the lock before opening the door itself. The
door is just a short walk away - easy, if it werent for the surprised and very hostile looking guards that have just noticed you
Now read through the rules step-by-step. Each time you get to a red box like this one, turn back to the board and try out what
you have just learnt.
Sequence of Play
The game is played in a series of rounds, each consisting of
three phases:
Mercenary Phase
Nexus Phase
End Phase
Mercenary Phase
In this phase, the players move and take Actions with their
Mercenary models. Each Mercenary has a turn, which must
be completed before moving onto the next.
The Mercenary players may decide between them the
order in which they will act in each round.
In its turn, a Mercenary may move and/or then perform
one Action, in that order. A Mercenary may do nothing if
the player wishes.
In this mission there is only a single Mercenary, Captain
Erika Dulinsky, and so she will take 1 complete turn in each
Mercenary phase, before the Nexus player acts.
Feats
Feats are heroic special abilities that can be used by each
Mercenary once per game. Instead of taking a normal turn,
a Mercenary may instead decide to use any Feat(s) detailed
on their Mercenary Card.
Note that you cannot move or perform an Action when
using your Feat unless specified otherwise the Feat
replaces the Mercenarys entire turn. Any Actions taken as
part of the Feat (if the Feat allowed a Mercenary to shoot
for example) follow all normal rules for that Action.
Otherwise, Feats can be used even when in an enemys
front arc.
Moving
Moving Models
Positioning
The model must face one side of the square this is its
facing, shown by the arrow in the diagram below.
The 8 squares surrounding the model are adjacent to it
this will be referenced in certain rules, and are shown by
the red and blue squares.
5 of these squares to the front and side of the model,
shown in red, are called the models front arc. The 3
remaining blue squares behind the model are its rear arc.
Example
Actions
After a model has completed any movement that it wants
to do, it may perform a single Action. The most common
Actions are:
Shoot
Close Assault
Open/Close Door
Access Terminal
Interact with Scenery
Shooting
To make a shoot Action, a model must have a Ranged
Weapon listed on its card. If it has multiple Ranged
Weapons, it may only fire one in each turn.
Line of Sight
Hold the ruler over the board. As long as it can reach from
the centre of the shooting models square to any part of
the target models square, the target is in range and can be
shot at.
Example
Range
Template Weapons
Some weapons have their range listed as Template. This
means they use the flame template included in the box. The
pointed end of this must be placed over the centre of the
shooting models square. It can be pointed in any direction,
and will hit all models whose squares are even partially
covered by the template.
This Security Guard is within range of Dulinskys Laser
Assault Rifle.
Scenery
Example
Cover
Pot-shots
Models in cover can pop out to take pot-shots at enemies
that would be blocked or partially obscured from their
current position. In effect, they lean around the corner to
take the shot from a better vantage point.
A shooting model may lean into any adjacent empty
square to take their shot, drawing line of sight and
determining cover from the adjacent square rather than
their own. The model is not moved during this shot, and the
range is still drawn from their original location.
Resolving Attacks
All attacks in Star Saga, both shooting and close assault, are
resolved using the combat dice included in the box. The
attacking model always rolls the red attack dice, and the
defending model always rolls the blue defence dice.
DIE RESULT
EFFECT
Block 1
Block 1
/
/
Block 1
Discard all defence dice, and all blocked attack dice. If there
are no attack dice left, the attack has been unsuccessful.
Otherwise, damage has been caused move on to step 3.
3. Deal Damage
Each remaining attack die will cause a single point of
damage to the defender.
The defending model takes a number of dice equal to their
Defence value.
2. Block Attacks
The defending model compares their dice roll to the
attackers to see how many hits they can avoid.
Each blast icon (
and each shield icon (
block or dodge.
Each blank die (
immediately.
Re-Rolling Dice
Some special abilities or equipment may allow you to re-roll
certain attack or defence dice. This is always decided after
all dice on both sides have been rolled, but before any
attacks have been blocked. If a die is re-rolled, the second
result stands, even if it is worse than the first.
Other Actions
Close Assault
A model may make a close assault Action against any
enemy model in its front arc.
Follow the rules for Resolving Attacks to see if you damage
your opponent.
Accessing Terminals
Finding Loot
At the start of each Mission, the Nexus player will set aside
a deck of cards detailing the items that can be found.
DIE RESULT
EFFECT
Draw 2 Loot cards
Draw 1 Loot card
The Mercenary has found
nothing.
Nexus Phase
In this phase, the Nexus player will act, moving and
attacking with their minions and using special abilities to
hinder the Mercenaries progress. The phase has three
parts:
1.
2.
3.
4.
Note: If the Nexus player does not want to play any cards,
they must discard one card from their hand at the end of
the phase.
The last thing that the Nexus player may do in this phase is
to play a single Order card from their hand. Order cards
have two values, Activation and Reinforce.
For each card discarded, the Nexus player may pick one of
the Bonus options at the bottom of the card. These values
are never modified by other effects such as alarms.
Activations
Once all of these Orders (if any) have been given, the Nexus
phase is over.
Reinforcements
The Reinforce value represents the extra minions that have
come to help defend against the Mercenaries. Rather than
a number of models, this number relates to the total
Reinforcement cost of the minions, shown at the top of
their card.
Event Cards
There is a third type of card in the Nexus deck Events.
These cards reveal the next part of the story and will often
include instructions to the players that will have an effect
on the game. When these cards are drawn, they must be
resolved immediately, and the Nexus player must draw
another card to take them back up to a full hand.
Event cards are not discarded when resolved they are
removed from the game completely. They are not shuffled
back in when the deck runs out.
Artificial Nexus
Without a Nexus player, the Nexus phase is carried out
quite differently. The Nexus will not have a hand of cards to
play, and so all cards are played straight from the deck.
At the start of the phase, the acting Nexus must draw the
top card of the Nexus deck.
Choosing Targets
All Nexus cards that target specific models have a symbol at
the top of the card. This symbol determines which models
are used to follow the instructions on the cards.
The symbol represents a Mercenary on the board. Most
commonly this will be a coloured circle that matches one of
the coloured Mercenary tokens, but there are a few other
symbols:
SYMBOL
MERCENARY
No Target?
Note that some cards may have no eligible targets at all (for
example drawing the Surprise Attack card when there are
no inactive Reinforcement Points). In these cases, the card
text is ignored, and the cards are discarded like Bonus
Orders. The Target Mercenary for these cards is determined
using the symbol as normal. See Order Cards on the next
page for more details.
If there are any minions on the board, the card activates
them
If there are no minions on the board, the card places
Reinforcements.
Order Cards
Activations
The first minion to act as part of the Activation value on the
card will be the one closest to the Target Mercenary, and
that has not already acted this phase. The second minion
will be the one furthest away from the Target Mercenary.
The acting Nexus should alternate between nearest and
furthest until the Activation value from the card has been
fulfilled, or there are no more minions left to act.
Minions will act according to the Minion Activation Table,
resolving the first option from the list that they are eligible
to complete, with the following exceptions:
Note: As with all A.I. rules, every now and then a situation
may arise that isnt quite covered by the rules. In these
cases, the acting Nexus should decide what to do, based on
the most sensible option, or the most cinematic!
1.
2.
3.
As this is the first round the Nexus player already has a full
hand, so they do not draw any cards for now.
Special cards must be played first, so the Nexus player
decides to use Field Dressings to heal the damage on the
Lab Technician that Captain Dulinsky shot in her turn. The
card is discarded, and the damage counter removed.
Then, the Nexus player may play one Order card. The
Security Guard in in the distance wont be much use for
now, so the player decides to use the second Order card
and activate only 1 model, choosing the Lab Technician,
who may move and act just like a Mercenary.
The Technician chooses to move to the space in front of
Captain Dulinsky, and attack her with a close assault Action,
resolved just like her attack on him in the previous phase.
If you choose to do the same in your game, and a point of
damage is scored, read the section on damage on the next
page.
The Reinforce value of 2 then allows the Nexus player to
bring two points worth of models onto the table. That could
be two Lab Technicians, or a single Security Guard. For this
first turn, the Nexus player takes a Security Guard model
and places it off of the board, next to the Reinforcement
Point. This model may move onto the board next round.
This completes the Nexus Phase. There will be no End
Phase in this round as there are no lasting effects to be
End Phase
In this phase, various things will happen in order to prepare
the game for the next round, such as shields being
replenished.
These rules will be mentioned in the appropriate places on
the cards or in the mission book.
Mercenaries
Taking Damage and Becoming Injured
All Mercenaries will have a health track on their card a
series of spaces to represent how long they can stay alive.
For each point of damage caused to a Mercenary, a damage
counter is placed over the first empty space on this track,
starting from the left.
These spaces will be either red or white. While a Mercenary
still has white spaces remaining, they do not suffer any ill
effects. However, when there are no uncovered white
Crippling a Mercenary
Once all of the spaces on a Mercenarys health track have
been covered with damage counters, the Mercenary has
been crippled. They are removed from the board and will
play no further part in the game.
Each time a Mercenary is crippled, the number of
Mercenary turns per phase is reduced by 1 for the rest of
the game.
Missions
Nexus
The game that you have just played through while reading
the rules is Mission A. Open the Mission Book now to that
page and follow this section to see how everything is laid
out.
IMPORTANT: If you intend to play as the Mercenaries and
you dont want spoilers, do not read past Mission A until
you have completed the campaign. Only the Nexus player
should read the Mission Book anything that is relevant to
the Mercenary player(s) will be explained to them as the
story progresses.
Each Mission will be broken down into the sections listed
below.
Mission Briefing
Each Mission begins with a section in italic text that should
be read aloud to the Mercenary player(s) before starting
the game. This will set the scene for the Mission so the
players know where they are and what they need to do.
Victory
This section details the game conditions that each player
must meet to win. These conditions should be read out to
all players following the Mission Briefing. As soon as either
side has achieved their victory conditions, the game is over.
This section may list specific models that must be killed, or
specific doors that must be opened. These may not be on
the board at the start of the game. If this is the case, they
must be pointed out to the Mercenary player(s) later in the
game, once the zone containing them has been placed.
Mercenaries
This section will list the Mercenaries and Equipment
required to play the Mission.
Once you get past the initial training missions, Star Saga is
designed so that you can play through the story with any
miniatures from the range you dont always have to use
the ones that come in the core set. Therefore the missions
will list the participants as a number of credits.
Credits are spent to hire Mercenaries, learn skills and
purchase equipment for your team, using the values listed
in the top corner of their cards.
If you dont want to put together your own team, each
Mission has recommendations for the characters and
equipment you should take. This is a good starting point for
your first few games.
Card Deck
This section will explain how to construct the Nexus deck
for the game. The selected cards will determine the
difficulty of the mission, and also the timing of in-game
events.
The section will be explained in a series of numbered steps,
listing the required cards, how many of them to draw, and
what order to place them down in. The instructions will
generally list the cards by Level, and the deck is colour
coded to match.
Level 1 cards are green, level 2 cards are yellow, level 3
cards are orange and level 4 cards are red. Event cards are
black.
Reinforcements
This section lists the minions available to the Nexus player
when placing models at Reinforcement Points in this
Mission.
Terminals
This section will list the Firewall Strength (number of
defence dice) for the terminals in this Mission, along with
the available options once a Mercenary has successfully
hacked in.
These options should be read out to the Mercenary
player(s), whether they have done enough damage to
achieve them or not. However, only list the options to
unlock doors that are visible to the players do not
mention any others until the relevant zones have been
placed.
Loot
This section details the equipment that the Mercenaries
can find when searching the scenery pieces on the board.
Some scenery pieces will contain specific equipment. These
are Mission Bonuses and are the black cards in the
equipment deck. These cards should be given to the
Mercenary player when found.
Most other scenery pieces will contain loot. Equipment that
can be found in this manner is represented by the green
cards in the equipment deck. These should be shuffled and
put to the side of the board before the game, and then
drawn when necessary.
Special Rules
This section will list any additional rules that apply to the
Mission with instructions for anything the players may need
to do. Not all Missions will have Special Rules.
Mission Progress
This section follows on from the Mission Briefing it
contains sections of italic text that are to be read aloud to
the Mercenary player(s) at certain points in the game, listed
in bold. This text may simply describe a room or enemy that
Thats it! Youre on your own now! If you want to get a bit more familiar with the basic mechanics, play through Mission A again
until youre confident.
Missions B and C will gradually introduce new rules and characters you can use these to learn the more complex aspects of the
game. These missions will use some of the additional rules on the following pages, but you dont need to read them all just yet.
Just familiarise yourself with the headings for now, and come back and read each section as and when it comes up.
Once youve completed Missions A-C, youll be ready to properly begin your journey. Assemble your party, turn to Mission 1,
and off you go!
Note: For a deeper Star Saga experience, you can link all of your missions together into one long story. See Campaigns
Additional Rules
Shields
Breaking Away
Equipment
The card and rules for each Mercenary already account for
their basic weaponry Dulinskys rifle or Wraths sword for
example. However, as you venture further you will find that
your Mercenaries collect extra equipment along the way,
represented by equipment cards.
Swapping Equipment
There are some other effects in the game that will make a
shield inactive. If this happens, the shield spaces are
ignored just like with a close assault attack.
Deployable Equipment
Some characters carry equipment that can be placed onto
the board itself rather than carried, like Ogan Helkkares
Sentry Guns. This will be specified on the cards.
These pieces of equipment have no effect until they are
deployed onto the board.
Once placed, the position of the equipment should be
marked with the appropriate counter, and the card should
be placed near it at the side of the board as a reminder of
its rules. From that point on it will follow the rules as stated
on the card, and it may be targeted by Nexus Special cards
as if it were a Mercenary.
Zones
When setting up an adventure, not all of the map may be
visible at the start only the Nexus player will know the full
extent of the mission.
Some maps are divided into one or more areas by the
doors. Initially, the Nexus will only lay out the tiles from
where the Mercenaries start up to and including the first
door(s). This is the first zone. Each subsequent area that is
separated by one or more doors is a new zone.
When a door is opened the Nexus lays down the tiles for
the adjacent zone, but no further. Depending on the
adventure, this may be the remainder of the map, or there
may be still more for the Mercenaries to explore. Minions
and Reinforcement Points only take part in the mission
once the zone they are in has been revealed.
Destroying Scenery
Crates: 2 dice
Internal Doors: 5 dice
Blast Doors: 8 dice
Everything Else: 3 dice
Darkness
There will be times during the Mercenaries journey that
they will have to travel in the dark switching off the lights
is one of many tools at the Nexuss disposal.
Dark tiles will be marked with a counter. While this counter
is in play, all models on that tile or targeting a model on
that tile suffer a -1 modifier to all attack and defence rolls.
In addition, models on a dark tile may only change facing
while they are in contact with a wall or scenery piece that
they can use to orient themselves.
Models that start their turn on a dark tile may only move in
a straight line, in the direction they are facing. If they move
directly into a wall or scenery piece during their move, they
immediately stop moving and may change their facing one
last time.
If a model moves so that it is no longer on a dark tile, it may
act normally.
Bosses
In some missions, the Nexus player will have access to
models far more powerful than their regular underlings.
These are called Bosses. They are unique characters that
only appear in the game when specified by the mission
book they cannot be requisitioned as reinforcements.
Once they have been placed on the board, they are
activated just like any other Minion. However, they may
always act in every Nexus Phase, over and above the
Activation limit on any Order card. They may even act if no
Order card is played.
In addition, Bosses will often have more special rules than
regular minions, and are harder to kill they will have a
health track on their cards just like a Mercenary.
Campaigns
Mercenary Counters
While in real life you will usually play just one Mission at a
time, for our Mercenaries each Star Saga story is one long
journey from start to finish as soon as they defeat one
challenge the next is upon them.
Starting a Campaign
Each campaign, whether its the Eiras Contract or any other
story in the Star Saga range, begins at Mission 1 in the
respective Mission book. Using the number of credits
allowed for that Mission, the Mercenary player(s) should
select their team as normal.
This team can be put together from any combination of
Mercenaries and equipment. You could choose to use the
starting characters as they come, or you could take your
favourite character from a previous campaign with all of
their accumulated skills and equipment, and put them in
your starting team for a new campaign (paying all the
necessary credits of course).
You will notice that the number of credits available for the
Missions increases throughout the Mission book this is to
allow for the improved skills and equipment collected by
your Mercenaries as they advance. When playing a
campaign, these credit values are not used. It will be your
choices that affect where they end up its not all decided
for you!
Between Games
In a campaign, the game doesnt end when the victory
conditions are fulfilled! You will need to deal with your
Mercenaries injuries and reorganise your party, but if
youve done well you can also use the downtime to contact
Blaine for assistance.
There are a few things you will need to keep track of on
your Mercenaries behalf, so keep a pen and paper handy
when playing a campaign.
Injuries
Blaines Benevolence
Throughout the Missions, the Mercenaries will gain Victory
Points (VPs). These represent valuable assets stolen from
the enemy base, be it advanced tech that can be sold,
classified intel that Blaine can use for blackmail and
exploitation, or simply cold, hard cash. Whatever the case,
in return for the retrieval of these assets, Blaine will send
supply drops to the team with new equipment.
VPs are earned independently by each Mercenary, and
should be noted down. Between games, they can be spent
to purchase new equipment for your Mercenaries, at the
cost listed at the top of the card. Mercenaries may
purchase any items from the green Loot deck, as well as
from the blue Rare Items deck.
Any chosen equipment cards are removed from the deck
and placed next to your character card. The equipment
cards are kept with the Mercenary their effects will apply
in all future games with that Mercenary, and the items are
no longer available to purchase or find until the card is lost
or discarded there is only a limited supply.
Experience
As you progress through the story, life will get tougher and
tougher for your mercenaries. However they can learn from
these experiences and improve their skills just as you can!
To represent this, when playing a campaign the
Mercenaries will earn experience points (XP) in each
mission, whether from destroying their enemies, hacking
into the enemys systems, or achieving their objectives. This
should be kept track of during and between Missions.
Example
Captain Dulinsky currently has one Skill card (Aimed Shot),
one experience counter, and her experience track is
currently on 14.
The chosen skill card is removed from the deck and placed
next to your character card. The skill card is kept with the
Mercenary its effects will apply in all future games with
that Mercenary, and it is not included in the deck when a
Mercenary levels up in the future.
+XP
Cripple a Boss
10
New Attributes
Levelling Up
To level up, a Mercenary must trade in a number of
experience counters one higher than their current number
of skill cards (see below). For example, if a Mercenary is just
starting out and has no skill cards, they can level up with
just a single counter, but a Mercenary that already has
three skills will need four counters to level up again.
The upgrades available to a Mercenary when levelling up
are determined by their attributes, listed under their name
on their card. These attributes match up to the skill cards
included in the game.
When a Mercenary levels up, take all available skill cards
that match the Mercenarys attributes, and shuffle them
together, face-down.
Then, draw the top 3 cards from the pile these are the
upgrades available to your character at this time. You may
choose 1 of these cards, and return the others to the deck.
Expert Shot
Reprioritise
+1 Shoot
Character Creation
The Warpath universe is a huge place, and there are
countless exciting characters, each with their own thrilling
adventures and unbelievable stories to tell.
Star Saga is built around Blaines most prominent
mercenaries, but it doesnt have to be. These rules will
allow you to create your own characters and drop them
straight into the game! Whether you want to use other
characters who have found themselves in Blaines employ,
create a character based on yourself, or use your Deadzone
Strike Team in another game the possibilities are endless.
Choose a Race
Choose Attributes
Choose Bonuses
Choose Feat
Suit Up!
Finalise Credits
Building a Character
A character can start from anywhere. You could have a
favourite miniature (or group of miniatures) that you want
to use in the game, or a favourite character from a book or
film that you want to get on the tabletop. Alternatively, you
may want to put together an interesting set of rules for
your character and then start a hobby project to create a
matching miniature!
Whatever the inspiration, these rules will allow you to build
their character card, filling out their stat values, special
rules and their options for levelling up.
2. Choose Attributes
Attributes are what govern where a characters natural
skills lie. Not only will these govern the starting abilities of
your character, but they will also determine what your
character will learn as they level up later in the game.
Each character must choose 3 attributes, no more, no less,
and they can select the same attribute multiple times.
Unless allowed otherwise by their race card, a character
can select up to two different attributes, and cannot select
the same attribute more than twice. This will usually mean
selecting one attribute twice, and a second attribute once.
Each attribute has a reference card detailing the additional
rules and stat increases that it confers.
3. Choose Bonuses
This is the stage where you get to add a little individuality
to your character. You may choose up to two different
options from the list below. You can choose fewer if you
wish.
+1 Move
+1 Shoot
+1 Assault
+1 Tech
-1 Injury Space on the Health Track
Specialism select any one skill card from one of your
attributes.
Specialism select any one equipment card up to XXX
credits.
5. Suit Up!
1. Choose a Race
There are many races in the Warpath universe, each with
their own strengths and weaknesses. These are detailed on
the reference cards included in this set, and picking one of
these will be your first decision.
Each card will list the starting values for a character of that
race, along with any innate special abilities they may have,
or restrictions on the attributes they can choose in step 2.
Their starting values will look low compared to the
characters youre used to, but dont worry these will
increase as we go through the rest of the process.
4. Choose a Feat
At this stage, you can select your characters party trick
the nifty thing that they can do once per mission to turn the
balance in their favour. Each attribute has a selection of
feat cards for this purpose, and you may select up to one.
6. Finalise Credits
This section is still to be finalised, once costs are set.
Mission A
You drop down from the ventilation system into a brightlylit corridor, and take a moment to catch your breath and
get your bearings. A stencil on the wall indicates that
security checkpoint B, where your team are waiting, is
straight ahead, but the door only opens from your side. You
will need to hack into the terminal up ahead to disable the
lock before opening the door itself. The door is just a short
walk away - easy, if it werent for the surprised and very
hostile looking guards that have just noticed you
Victory
Mission Progress
X1
Mercenaries
This mission is always played with Captain Erika Dulinsky.
SG
Nexus
Card Deck
1.
2.
3.
4.
T
R
LT
Reinforcements
Max Cost 2
Terminals
Firewall Strength 1
Loot
There is no scenery to search in this Mission.
Mission B
You are at the main entrance to Delta Complex. Your
credentials have failed, so entering the facility peacefully is
out of the question. While Captain Dulinsky infiltrates the
ventilation system, your team need to make their way to
security checkpoint B, somewhere up ahead, where she will
let you in if all goes to plan. With your cover blown, it wont
be long before all hell breaks loose, so time is of the essence
here. Take too long and you could be overwhelmed when
the rest of the guards arrive
Loot
Victory
Mission Progress
Mercenaries
This mission is always played with Curby, The Devil and
Wrath.
Nexus
Card Deck
1.
2.
3.
4.
5.
6.
Reinforcements
Max Cost 2
Terminals
Firewall Strength 1
Locker
Crate C
LT
Table
SG
Table
LT
SG
SG
D2
SG
Crate B
LT
R
LT
C-
LT
R
SG
B-
SG
Table
ALT
LT
Crate A
LT
Cabinet
Cabinet
M
T
Mission 1
You have successfully breached the complex and locked
your pursuers out in the landing bay. However, it seems
your faked credentials are not the only failed part of
Blaines plan. The keycards he supplied are not activating
the elevators you were supposed to take to the lower levels.
You are sure there is a cargo lift running somewhere on this
floor, but without a map, you will need to try every door you
find until you locate it. One thing is for sure though it
wont be long before reinforcements arrive from the main
elevators to your right
Loot
Special Rules
Elevator Shaft
The Lift Shaft, highlighted in red on the map, is not placed
onto the board when its zone is revealed to the Mercenary
players. It is only placed onto the board once the map has
been shown to the players and they have broken through
the wall.
Victory
Mission Progress
Mercenaries
XXX Points of Mercenaries and Equipment.
Recommended Team
Alyse
Captain Erika Dulinsky
Ogan Helkkare
Wrath
Nexus
Card Deck
1.
2.
3.
4.
5.
Reinforcements
Lab Technicians
Security Guards
Terminals
Firewall Strength 2
When the Armoury is placed: Before you lies a wellstocked weapons storage room. Racks of laser weapons
line the walls, fixed between cabinets filled with more
exotic combat gear. Crates of ammunition and supplies
are stacked up on the floor, and a squad of guards
taking an unauthorised break lean against them. As
soon as they see you, they jump to their feet and open
fire.
When the Lab is placed: The room is a laboratory. Its a
small one, but its filled with quietly whirring machinery
and racks of glassware. None of you are scientists - you
dont recognise the equipment or understand much of
the notes written on the glowing wall panels. But some
of the diagrams resemble human DNA, and one phrase,
Egrets Disease, is clear.
When Door H or J is opened: Behind smoked glass
walls, electronic machinery hums ominously as lights
wink and flicker in complicated rhythm. It appears to be
some kind of server hub for the level. You still dont
know which way the cargo lift lies - perhaps it can be
located using the cluster of access terminals that stand
at the rooms centre?
o The terminals in this room have an additional
option: Access Floorplan: Complexity 1
When the floorplan is accessed: Disaster! The screen
flickers as it displays a layout of the floor, and you
groan as you realise the service elevator doesnt even
stop at this level! But maybe it can still be reached. The
lift shaft is very close to the wall of corridor 319. If you
could somehow break through that wall, you could
probably climb down the shaft on the other side.
o Show the mission map to the Mercenary
players, pointing out the location of the
elevator shaft marked in red. Tell them that
the wall between the corridor and the
elevator shaft can be destroyed like any other
piece of scenery, and it will roll 3 dice in
defence.
When the wall has been destroyed: Shining a light into
the ragged hole reveals the angular walls of the
elevator shaft. Rungs of a maintenance ladder are set
into them, running down and disappearing into the
dark depths beneath. The air in the shaft is cooler than
SG
LT
Crate F
J1
Table
Table
SG
I-
SG
Cabinet
SG
H2
LT
G-
LT
Cabinet
LT
F2
Cabinet
LT
Crate E
E-
Crate D
Table
Crate C
Crate B
A1
B2
D1
SG
Locker
Table
SG
SG
SG
Crate A
C2
SG
R
SG
T
M
R
R
Level 1 Order
Level 1 Order
Level 1 Order
Activation: 2 Models
Activation: 2 Models
Activation: 3 Models
Reinforce: 0 Points
Reinforce: 0 Points
Reinforce: 0 Points
Bonus = A: 1 / R: 2
Bonus = A: 1 / R: 2
Bonus = A: 1 / R: 2
Level 1 Order
Level 1 Order
Level 1 Order
Activation: 3 Models
Activation: 2 Models
Activation: 2 Models
Reinforce: 0 Points
Reinforce: 1 Point
Reinforce: 1 Point
Bonus = A: 1 / R: 2
Bonus = A: 1 / R: 2
Bonus = A: 1 / R: 2
Level 1 Order
Level 1 Order
Level 2 Order
Activation: 1 Model
Activation: 1 Model
Activation: 1 Model
Reinforce: 2 Points
Reinforce: 2 Points
Reinforce: 4 Points
Bonus = A: 1 / R: 2
Bonus = A: 1 / R: 2
Bonus = A: 2 / R: 3
Level 2 Order
Level 2 Order
Level 2 Order
Activation: 1 Models
Activation: 4 Models
Activation: 3 Models
Reinforce: 4 Points
Reinforce: 0 Points
Reinforce: 2 Points
Bonus = A: 2 / R: 3
Bonus = A: 2 / R: 3
Bonus = A: 2 / R: 3
Level 2 Order
Level 2 Order
Level 2 Order
Activation: 3 Models
Activation: 4 Models
Activation: 2 Models
Reinforce: 2 Points
Reinforce: 0 Points
Reinforce: 3 Points
Bonus = A: 2 / R: 3
Bonus = A: 2 / R: 3
Bonus = A: 2 / R: 3
Level 2 Order
Level 3 Order
Level 3 Order
Activation: 2 Models
Activation: 5 Models
Activation: 4 Models
Reinforce: 3 Points
Reinforce: 0 Points
Reinforce: 2 Points
Bonus = A: 2 / R: 3
Bonus = A: 3 / R: 4
Bonus = A: 3 / R: 4
Level 3 Order
Level 3 Order
Level 3 Order
Activation: 4 Models
Activation: 3 Models
Activation: 3 Models
Reinforce: 2 Points
Reinforce: 4 Points
Reinforce: 4 Points
Bonus = A: 3 / R: 4
Bonus = A: 3 / R: 4
Bonus = A: 3 / R: 4
Level 3 Order
Level 3 Order
Level 3 Order
Activation: 5 Models
Activation: 2 Models
Activation: 2 Models
Reinforce: 0 Points
Reinforce: 6 Points
Reinforce: 6 Points
Bonus = A: 3 / R: 4
Bonus = A: 3 / R: 4
Bonus = A: 3 / R: 4
Level 1 Special
Level 1 Special
Level 1 Special
Returning Patrol
Gang Up
Stealthy Advance
Bonus = A: 1 / R: 2
Bonus = A: 1 / R: 2
Bonus = A: 1 / R: 2
Level 1 Special
Level 1 Special
Level 1 Special
Field Dressings
Gang Up
Stealthy Advance
Bonus = A: 1 / R: 2
Bonus = A: 1 / R: 2
Bonus = A: 1 / R: 2
Level 1 Special
Level 1 Special
Level 1 Special
Field Dressings
Target Acquired
Target Acquired
Bonus = A: 1 / R: 2
Bonus = A: 1 / R: 2
Level 1 Special
Level 1 Special
Level 1 Special
System Lockdown
Remains in Play
Bonus = A: 1 / R: 2
Bonus = A: 1 / R: 2
Bonus = A: 1 / R: 2
Bonus = A: 1 / R: 2
Level 1 Special
Level 1 Special
Level 2 Special
Surprise Attack
Surprise Attack
Interrupt
Bonus = A: 1 / R: 2
Bonus = A: 1 / R: 2
Activation: 1 Model
OR
Reinforce: 2 Points
Invisible Overlord: Play as a Bonus
Order.
Bonus = A: 2 / R: 3
Level 2 Special
Level 2 Special
Level 2 Special
Interrupt
Repeat Tactics
Planning
Bonus = A: 2 / R: 3
Activation: 1 Model
OR
Reinforce: 2 Points
Invisible Overlord: Play as a Bonus
Order.
Bonus = A: 2 / R: 3
Bonus = A: 2 / R: 3
Level 2 Special
Level 2 Special
Level 2 Special
Reorganise Troops
Bonus = A: 2 / R: 3
Bonus = A: 2 / R: 3
Bonus = A: 2 / R: 3
Level 2 Special
Level 2 Special
Level 2 Special
Fail Safe
Warning Siren
Booby Trap
Remains in Play
Bonus = A: 2 / R: 3
Bonus = A: 2 / R: 3
Level 2 Special
Level 3 Special
Level 3 Special
Booby Trap
Double Interrupt
Red Alert
Remains in Play
Bonus = A: 2 / R: 3
Activation: 2 Models
OR
Reinforce: 3 Points
Invisible Overlord: Play as a Bonus
Order.
Bonus = A: 3 / R: 4
Level 3 Special
Level 3 Special
Level 3 Special
Surrounded
A Storm Approaches
Bribery
Bonus = A: 3 / R: 4
Bonus = A: 3 / R: 4
Bonus = A: 3 / R: 4
Event
Event
Event
Warning Siren
Enemies Incoming!
Remains in Play
Remains in Play
Minion
Minion
Minion
Move: 5
Shoot: Assault: 1
Defence: 1
Health: 2
Move: 5
Shoot: 2
Assault: 1
Defence: 2
Health: 2
Move: 5
Shoot: 2
Assault: 2
Defence: 3
Health: 2
Minion
Minion
Minion
Move: 5
Shoot: Assault: 4
Defence: 3
Health: 3
Move: 5
Shoot: 3
Assault: 2
Defence: 3
Health: 3
Move: 5
Shoot: 3
Assault: 2
Defence: 3
Health: 3
Wrath
14
14
Move: 5
Shoot: 4
Assault: 3
Defence: 3
Tech: 2
13
Move: 6
Shoot: 2
Assault: 4
Defence: 3
Tech: 2
13
OOOOO
Laser Assault Rifle: Ranged Weapon, Long.
Feat: Pew Pew Pew! Shoot up to 3 times. Resolve
the shots one after another.
12
11
10
8
OOOOO
6
5
4
3
2
12
11
10
9
8
7
6
5
4
3
2
14
Attributes: Tech
14
Move: 5
Shoot: 3
Assault: 3
Defence: 3
Tech: 1
13
Move: 5
Shoot: 2
Assault: 2
Defence: 3
Tech: 5
13
OOOOO
Flamer: Ranged Weapon, Template.
Master of Flame: May re-roll one die per attack
when using his flamer.
Feat: Propane Bomb. The Devil may ignite and
throw a spare propane tank, rigged to explode. It is
a Ranged Weapon, Short. Shoot +1. Ignores cover
and darkness. It can target a point on the board,
and affects all models within 2 squares of the
target.
12
11
10
8
OOOOO
6
5
4
3
2
1
0
12
11
10
9
8
7
6
5
4
3
2
1
0
Alyse
Ogan Helkkare
14
14
Move: 5
Shoot: 3
Assault: 3
Defence: 2
Tech: 2
13
Move: 4
Shoot: 3
Assault: 2
Defence: 4
Tech: 3
13
OOOOO
12
11
10
8
OOOOO
6
5
3
2
1
0
12
11
10
9
8
7
6
5
4
3
2
1
0
Sentry Gun
Sentry Gun
Force Field
Force Field
Shoot: 2
Defence: 2
Health: 1
Shoot: 2
Defence: 2
Health: 1
Deployable.
Deployable.
Equipment
Equipment
Equipment
Equipment
Medi-Pack
Medi-Pack
Frag Grenade
Frag Grenade
Equipment
Equipment
Equipment
Equipment
Adrenaline Shot
Decoder
rolled to
rolled to
OOO OOO
Equipment
Equipment
Equipment
Equipment
Energy Shield
Security Log
Energy Bar
Skill
Skill
Skill
Skill
Shooting
Shooting
Shooting
Shooting
Overwatch Shooting: As an
Action, this Mercenary may go on
Overwatch turn this card
sideways as a reminder. While on
Overwatch, this Mercenary may
make a Shoot Action in the Nexus
phase, after a minion has moved
but before it takes its Action.
+1 Shoot
to
Skill
Skill
Skill
Skill
Shooting
Shooting Feat
Assault
Assault
+1 Assault
Skill
Skill
Skill
Skill
Assault
Assault
Assault
Assault - Feat
Skill
Skill
Skill
Skill
Tech
Tech
Tech
Tech
+1 Tech
are reduced to
Skill
Skill
Skill
Skill
Tech
Tech Feat
Speed
Speed
+1 Move
Skill
Skill
Skill
Skll
Speed
Speed
Speed
Speed Feat
Skill
Skill
Skill
Skill
Survival
Survival
Survival
Survival
1 defence die. On a
the
Mercenary is not hurt. Instead it
makes an immediate one-square
move, breaking away with no free
strikes. If there is nowhere for the
model to break away to then the
Mercenary is damaged as normal.
Defence die. On a
, remove a
damage counter from yourself or
any adjacent model. On a
remove 2 counters.
to
Skill
Skill
Skill
Skill
Survival
Survival Feat
Tactics
Tactics
roll of a
the Mercenary may
remove a damage counter.
Skill
Skill
Skill
Skill
Tactics
Tactics
Tactics
Tactics Feat
resolved. On a
or
, place it
back onto the top of their deck.
Character Creator
Race
Race
Race
Human
Dwarf
Robot
Move: 5
Shoot: 2
Assault: 2
Defence: 2
Tech: 1
Health: O O O O O
Move: 4
Shoot: 2
Assault: 2
Defence: 3
Tech: 1
Health: O O O O O
Move: 5
Shoot: 1
Assault: 1
Defence: 2
Tech: 2
Health: O O O O O
Race
Race
Race
Kayowan
Teraton
Yndij
Move: 5
Shoot: 2
Assault: 1
Defence: 1
Tech: 2
Health: O O O O O
Move: 4
Shoot: 1
Assault: 2
Defence: 2
Tech: 2
Health: O O O O O
Move: 6
Shoot: 2
Assault: 2
Defence: 2
Tech: 1
Health: O O O O O
Starting Skill
Life Drain: Ranged Weapon, Short. No LoS
required. Cannot target scenery. If any
damage is caused, you may remove one point
of damage from any Mercenary (including
the user) within short range.
Starting Skills
Shell: Teratons suffer no Defence penalties
when attacked from behind.
Teleport: Teratons can choose to Teleport,
replacing their move and Action for the turn.
Take the model off of the board, and place it
back in any empty square within short range,
facing any direction. No free strikes may be
taken.
Starting Skills
Evade: Yndij gain +1 Defence against free
strikes.
Jump: When an Yndij is adjacent to an
obstacle during its move, roll an attack die.
On a hit, the Yndij can move over the
obstacle, as long as it has sufficient
movement to reach the other side.
Attribute
Attribute
Attribute
Shooting
Assault
Tech
1 Choice: +1 Shoot
Ranged Weapon, Short
1 Choice: +1 Assault
1 Choice: +1 Tech
2 Choices: +2 Assault
2 Choices: +2 Tech
3 Choices: +3 Assault
3 Choices: +3 Tech
Attribute
Attribute
Attribute
Speed
Survival
Tactics
1 Choice: +1 Move
2 Choices: +2 Shoot
Ranged Weapon, Long
3 Choices: +3 Shoot
Any number of choices will grant access
to Shooting Skills when levelling up.
2 Choices: +2 Move
3 Choices: +3 Move