Rulebook 1 Introduction Welcome to Star Saga, a Game of High Adventure in a Futuristic World of Space Travel, Advanced Technology, and Myriad Alien Races

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Rulebook 1 Introduction Welcome to Star Saga, a Game of High Adventure in a Futuristic World of Space Travel, Advanced Technology, and Myriad Alien Races mantic Rulebook 1 Introduction 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 take you through an introductory mission to learn the basics. Once you’re an experienced spacefarer, you can use the accompanying mission book or any of the expansions available from Mantic to explore further. This book will assume that there is a Nexus player controlling the minions. If you are playing co-operatively, look out for the green ‘Artificial Nexus’ boxes in the rules – these will highlight the differences when playing the game without a Nexus player. Contents Game Components 2 End Phase 19 Setting Up 4 Mercenary Damage 19 Sequence of Play 6 Missions 20 Mercenary Phase 6 Additional Rules 22 Feats 6 Breaking Away 22 Moving 7 Equipment 23 Actions 8 Shields 23 Action - Shooting 9 Zones 24 Scenery and Cover 10 Destroying Scenery 24 Resolving Attacks 11 Darkness 25 Action - Close Assault 13 Nexus Interrupt Cards 25 Action - Opening and Closing Doors 13 Stealth 26 Action - Accessing Terminals 13 Bosses 27 Action - Interacting with Scenery 14 Large Models 27 Nexus Phase 14 Campaigns 28 Artificial Nexus 16 Experience 30 Game Components Mind Storm Compel 110 Captain Erika Dulinsky 110 Wrath Getting Sleepy Choose a Mercenary. 125 C.U.R. BO7153 - ‘Curby’ Human, Shooting, Tactics Enemies Incoming! Judwan, Assault, Speed Choose a Mercenary. Ogan Helkkare Robot, Tech They are targeted with Remains in Play Move them up to two 125 Dwarf, Shooting, Tech Remains in Play a 2 dice Ranged Attack spaces, following all The desire to sleep, to simply lie with no modifi ers. The Mercenariesdown are and sink into oblivion, is normal movement becoming irresistible. Every step taking too long, and it’s no rules. They can be secret that they’reis a labour here. as you feel yourself falling, your vision dimming. It forced to Break Away if Add 1 to Activationwon’t be values long now until you can rest, perhaps forever. With ragged necessary. and 2 to Reinforcebreaths, values you force yourself to fi ght for the rest ofon. the game. At the beginning of each Mercenary activation, they must roll a die. On a blank, the Mercenary must give up either Laser Assault Rifl e: Ranged Weapon, Long. their Action or their movement for Pistol: Ranged Weapon, Short. EE E- 91291 -- 9129191291D - 20513 Laser: Ranged Weapon, Long. this activation. Roll any other card EE -E- 91291 91291- 91291DD -- 2051320513 Jian Blade: Wrath may force an opponent to re- D - 20513 effects separately. Burst Pistol: RangedElectrical Weapon, Discharge: Short. Action - make a close assault attack against all adjacent modelsroll one with defence no outnumbering die in each close assault. Deployable Equipment:penalty. Ogan starts the game with Psychic Power 2 Sentry Guns andNight 2 ForceVision: Fields. Curby As is anunaffected Action he by darkness. Event Psychic Power may place a SentryAnti-Grav: Gun or CanForce move Field over in anobstacles adjacent and friendly empty square, models,or retrieve but ancannot adjacent end itsSentry move Gun on them.or Event Force Field, removing any damage tokens on it. Dance of Death. WrathPew may Pew move Pew! up toShoot two upspaces to 3 times.and then Resolve the shots one after EMP. Disarm all alarms. Place up tomake four Darkness a close countersassault Action.within long If rangeWrath kills an enemy with this (no LoS required). Curby may not be activated, all shields are inactive,another. no Action, he may move up to two spaces and attack again. He may Shield Burst. ‘laser’Ogan weaponsoverloads may his be powerused, and pack. no terminals No friendly may be used. These effects and continue to do this until he fails to reach or kill an enemy. model within DarknessShort Range counters of lastOgan until may Curby be rebootstargeted or isby crippled. shooting To reboot, at the start 5 Psychic of each turn Curby must roll its Tech dice and achieve at least oneECM001 . attacks, and no enemy model within Short Range of Ogan may be activated. These effects dissipate in the EndECM002 Phase. 14 Event ECM004 ECM005 Cards Power Cards 6 Mercenary Cards 2 Enforcer ES435, 3 Plague Victim Security Guard Codename ‘Monarch’ Dr Lukas Koyner Guard Commander Graves Corporation 4 Ranger OrganicUnit Data X-02-A Storage Lab Technician 1 Rulebook 1 Laser Carbine: Ranged Weapon, Long. The Eiras Contract Laser Rifl e: Ranged Weapon, Long. May Genling Bullpup: Ranged Weapon, Long. re-roll one die per shooting attack. Advanced HUD: Once per activation,Laser Pistol: before Ranged Monarch Weapon, makes a ranged Short. Laser-cutter: Ranged Weapon,attack Short. to she can per choose Assault to roll.upgrade her Shooting attack with a special 1 Increase one Night Vision: Unaffected by darkness. Mission Book Precision Strike: bonus. in an AssaultHead roll, if of Security: • Hobbling Shot: If at least 1 damage is dealt, the target must forfeit Anaesthetics: When you roll at leasteither one their move or theirthe Action following: during their next Graves activation. may use an Action to do one of the targeted model takes any damage• Motion from Tracking: the attack, The they target cannot• Make gains noa Bonusbonus from Activation cover. with a Security Guard. Large Modelactivate in the next Mercenary •phase. Precision Shot: For each, remove rolled, a take another attack die and add it to the roll. • Place, a Security Guard as a Reinforcement. First Aid: As an Action, roll a Defence die. On a Endless Tentacles: Night Vision: Monarch is Battleunaffected Plans: by Darkness. damage counter X-02-A from yourself has 360 or any Vision. adjacent model. On a While Graves is alive, at the start of the Flexibility: Monarch mayNexus make an phase, Action the before Nexus moving player if she may wishes, look at the top card of In addition,remove when 2 counters.it attacks in closeinstead assault,of the other it way around. the Nexus deck. If the player wishes, they may discard a attacks allAdrenaline adjacent Shot: models, Action friend –Overwatch: grant anor adjacent foe, As anat minion Action,the an Monarch extra die may go on Overwatch. While on in their next attack roll in thisOverwatch, phase. she may interruptcard thefrom Mercenary their hand phase to todraw make the a singlerevealed card. same time. Roll separately forShoot each. Action or two-square move, before, during or after a Mercenary’s Fast-acting Serum: Actionmove – replace but before an adjacent it takes minion Bionicits Action, with Arm: breakinga Graves away may if necessary. re-roll one die per defence roll. Rulebook and Mind Blast:Plague Victim. Ranged Weapon, Long. No LoS required. Cannot target scenery. ECB004 ECB001 Mission Book ECB003 7 Minion ECB002 Cards Sentry Gun Double Interrupt 5 Boss Cards Bribery Force Field Booby Trap Make two Activations in Choose a Mercenary.between two Mercenary They may not move or Field DressingsThis may be played when turns. 5 12 Security a Mercenary istake about any to Actions in their Defi brillatorConsole20 next turn. 6 6 Laser Assault Remove one damagedraw a Loot card. They Nimble10 Rifl e suffer a 3 dice close Flexibility counter from any minion Critical Hit! Medi-Pack that is not in the assaultfront arc attack, and draw rolled If the Mercenary suffers 5 This Mercenaryany damage in a close Deployable. of a Mercenary. one fewer Loot card than Expert Shot Deployable. Obstacle. Ranged Weapon, assault, roll 1 defence die. This force fi eld projects a shield with a radius For each may make an Long. 360° Vision. their roll would allow. On a of 2 squares. Any shooting attack passing Play as two Bonus Activations. when makingAction an before Once per game,The use Mercenary an Action requires 1 fewer No minion gains a cover not hurt. Insteadthe Mercenary it makes is into or through Thethis areasentry from gun outside may willtake hit a free turn in on a casualty countersuccess in toyour achieve a Lockdown bonus when shotAssault at by roll,moving take if itan wishes, immediate one-square the Force Field.each It can Mercenary be attacked phase directly. after the one front arc to reviveresult the on crippled a terminal. Mercenary. Replace the this Mercenary within move, breaking away If all spaces areit iscovered deployed the force-fiin. In addition, eld is after each In addition, if a minion is placed This card is played on the another insteadattack of the other counter with the Mercenary short range. with no free strikes. If removed. Theenemy Force Field Action itself or does square not of movement at a Reinforcement Point within way around. and roll a Defence die for each Mercenary that drew a Loot die and add it tothere is nowhere for the block movementthat orends line ofwithin sight. a Sentry Gun’s LoS, the Ranged Weapon, Long.short range of this Mercenary, damage counterroll an on attack their die.card. On a card most recently. The most model to break away to or a it is removed; your roll. gun will make an immediate shoot Action On a you may move it to a different recently drawn Loot card is then the Mercenary is against that enemy. All normal shooting otherwise itReinforcement remains in place. Point, if possible. If the Mercenary is now alive, damaged as normal. , discarded. restrictions apply.
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