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Contents 

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

Actions and Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . .9

Henchmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

Fate and Powers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

Character and Force Creation . . . . . . . . . . . . . . . . . . 39

Vehicles and Monsters . . . . . . . . . . . . . . . . . . . . . . . . 69Scenarios and Campaigns . . . . . . . . . . . . . . . . . . . . . 81

Sample Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101

Mounts and Combat . . . . . . . . . . . . . . . . . . . . . . . . . 107

Play Aids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111

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By Scott R. Pyle 

 Additional Material: Schuyler Hernstrom and Joseph Dragovich

Layout and Design: Joseph Dragovich

Cover: Rich Yanizeski

Interior Illustrations: Joseph Dragovich, Chris Moeller, and Thomas Scioli

Team Roster Sheet: Jaye Wiley

Editing Assists: Howard Crossley, Dafydd Gwynedd, Chief Lackey Rich, Greg Storey, Aaron Tobul, AndrewWellburn

Playtesting and Ideas:  The Basement Generals (Ken Boone, Scott Mathews, Jay Reese, Greg Moore, BillMcHarg, Scott Lindsay, Marshal Wiley, Jaye Wiley), Jess Carver, Chief Lackey Rich, Ivan de la Osa, MichaelDevani, Joseph Dragovich, Dan Elmore, Schuyler Hernstrom, Jason Hynes, Rich Jones, Enrico Nardini, ChrisRobinson, Dave Spurlock, Carl Stoelzel, Stuart Surgent, Thomas Whitten

© 2011, 2013 Scott Pyle and Four-Color Studios

ISBN: 978-1-304-78754-5

Credits

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Chapter 1:

I ntroduCtIon 

Blasters & Bulkheads (B&B) provides rules and sce-narios for playing skirmish games in a science fc-tion universe of exploration, adventure, and cosmicmysticism. The genre these rules strive to emulatehas been called “Space Opera,” but could also becharacterized as Science-Fantasy, Space-Fantasy, oreven Techno-Fantasy. This fast-moving genre makesan ideal setting for a skirmish miniature battle game.

Skirmish games allow players to do battle on thetabletop using small groups of miniatures and em-power players to tell a collective story with their char-acters as the central players. In order to play B&Bplayers will need these rules, a handful of six-sideddice (a few different colors or styles of dice will behelpful), and a team containing suitable 15mm or28mm miniatures. B&B works best with two players,or two distinct “sides”, but three or more players canget into the action by running different fgures fromeither of the two opposing forces.

Model Count

As a skirmish game, B&B requires only a handful ofminiatures per side. At most, a player might felda band of four to fve heroes and perhaps 15 - 20

henchmen or minions. Players form these henchmeninto groups, or units, which operate as one minia-ture, and make managing them very easy.

A Note On “Models”vs. “Characters”

These rules refer to models (the fgures used to playthe game) and characters (the named personalities

created by players) interchangeably. In some cases,a distinction exists between a “character model” anda “henchmen model”, but this will be made clear bythe rules in cases where it matters.

Table Size

Players using 15mm fgures should use a 2’ x 2’ or3’ x 3’ play area. Games of B&B using 28mm fg-ures should be played on a 4’ x 4’ or 6’ x 4’ terrainsurface.

Basing Figures

Figures in B&B work best mounted on single bases.We like to use metal washers for our bases, but manypopular 28mm fgures come with 25mm plastic slot-ted bases, and these work fne as well. Basing most

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15mm fgures on 1/8” x 3/4” Fender washers pro-vides a nice aesthetic result, and still allows for plentyof room on the playing surface. No matter the scaleof fgures or the base sizes you choose, not all basesneed be uniform. The benefts and disadvantagesof larger or smaller bases will even out over time.

See the discussion on character size in Chapter 5 formore on different base sizes.

GAME MECHANICS The MostImportant Rule

Blasters & Bulkheads is your game. If you don’t like

the way something works, discuss it with your gam-ing group and make a change that is acceptable toeveryone.

The Goal Roll

The heart of B&B is the Goal Roll. Most actions inthe game require a goal roll, and during every goalroll a model has a certain number, or pool of dicewhich its player must roll. The player rolls the diceand looks for dice rolling 4 or greater (i.e., 4, 5, or

6); this will determine the number of goals collectedin that throw. Players ignore dice rolling less than 4.

Example: Essence Warrior Kal Drak wishes to strikea foe in Close Combat. He rolls 5D and gets a 2,3, 4, 4, and 5, for a total of 3 Goals.

Models in B&B possess four basic attributes rated bya number of dice. The four attributes include Strength,Agility, Mind, and Resolve. For example, a modelwith Agility 3 would roll three dice to strike a targetin close combat or at range. As stated above, anydie rolling 4+ counts toward the total goals scored,

and lower die rolls are ignored.

The Power of 6

Rolling a 6 in B&B is special. Whenever a modelrolls a 6 on a throw it counts as two (2) goals.

Example: Alien mercenary Stalker Gorm’s playerrolls his 5D Strength and gets 1, 3, 4, 4, and 6 fora total of four goals.

Re-Rolls

Some special traits and equipment allow players tore-roll failed dice for their models. For an easy re-minder, the number of re-rolls allowed on a throwcan be noted in brackets next to the relevant attributeor dice pool. For example, a player running a char-acter with 5D in Strength and heavy armor wouldget 2 re-rolls on damage resistance and note themin the following manner: DR 5D[2]. Re-rolls may beused on each throw of the relevant dice pool. A

single die may never be re-rolled more than one timeon any given throw.

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Unopposed Goal Rolls

In an unopposed goal roll, the player rolls a numberof dice equal to her model’s relevant attribute, andcounts up the number of goals. At least one goal isneeded to succeed at the minimum level.

Example: Princess Irania of Tallon IV tries to leap a1” chasm. She possesses 3D in Strength, and so herplayer rolls and scores a 1, 2, and 5 for one goal,just enough to make it to the other side.

Target Numbers andDamage Numbers

Target Numbers represent fxed values that must bematched or exceeded with an unopposed goal roll.

This most often reects non-combat tasks like fndingan artifact or foiling some kind of infernal machine.Target numbers are denoted as “TN#”. TN’s are setby a given scenario, or the power level of a certainmodel, or they can be created by a neutral gamemaster (“GM”).

Here are some sample TN’s and their relative diff-culty levels:

TN1 Routine

TN2 ChallengingTN3 ArduousTN4 HeroicTN5 Epic

Example: Kal Drak attempts to detect a bounty hunt-er bumbling around the other side of a ship corridorwall. It’s a TN1 task to spot a model that is notactively hiding. Drak possesses 4D for this, and rolls2, 3, 3, and 5, for a total of one goal. He knowsthe careless hunter is there!

Damage Numbers

Damage Numbers, or DN’s, represent a special kindof Target Number in the game. When a charactersuffers a hit in combat, or from some other factorlike poison gas or a fall, he must roll his DamageResistance (DR) versus a DN set by the weapon orthe circumstance. Chapter 2: Actions and Combatexplains this in greater detail, but here is a list ofsample weapon DN’s:

DN2 Unarmed Strike

DN3 Fighting Stick

DN4 Combat Blade

DN5 Blaster Pistol

DN6 Blaster Rie

DN7 Energy Blade

Example: Kal suffers a heavy blaster shot during afrefght at the spaceport! He must roll his DR versusthe blaster’s DN6 value. If he fails to match the DNnumber, he’ll suffer the difference in lost vitality!

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Opposed Goal Rolls

Some of the most important goal rolls in B&B are Op-posed Goal Rolls. When one model attacks another,the attacker’s relevant attribute is pitted against thedefender’s relevant attribute in an opposed contest.

The model that gains more goals (dice rolling 4+)wins the contest, and in the case of combat, mightsuccessfully strike or dodge. In some cases, a mod-el’s net goals are added to the effects of its action.For example, in combat, a model that successfullystrikes a foe and beats his total by 3+ goals adds+1 to the attack’s DN. In all opposed goal rolls, tiesgo to the defender.

Example: Kal Drak and the alien Stalker Gorm bat-tle atop a massive ying fortress! Drak attacks with

Agility 3, and so his player rolls 3D getting 1, 4, and6 for three goals. Gorm’s player rolls his 3D Agilityand gets a 2, 3, and 5 for only one goal. Drak winsthree goals to one, a solid hit, but not enough to addto the DN!

Rounding

Whenever a rule or situation calls for a model tohalve a trait, players will normally round numbers up.For example, a value of 3 halved is 1.5, which would

be rounded up to 2. The exception to this is move-ment. When a character’s movement gets halved, heuses the reduced value and does not round up. Soa character with a 3” move moving through diffcultterrain would move 1.5”.

CHARACTERMAKEUP The Four Attributes

Blasters & Bulkheads characters are made up of four

primary attributes rated in numbers of dice. They areas follows:

Strength 

Physical power and damage resistance capacity.

Agility 

Nimbleness, skill in close combat and accuracy atrange.

Mind 

Perception, intelligence, and mental acuity.

Resolve 

Willpower, resistance to pain, luck, and connectionto weird powers.

Other ValuesBeyond the four attributes, several other values playan important role in defning a B&B character. Unlikeattributes, some of these values are not rated in termsof numbers of dice.

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Move 

A model’s Move value represents the number ofinches it may move during its turn. Most charactersand henchmen in B&B possess a base Move of 3”.Certain characters (mainly alien species and robots)may possess traits that increase or decrease their

movement. Models can charge an enemy, coveringextra ground by adding +2” to their base Move val-ue. Various types of terrain and other special sce-nario factors can also affect movement. This will becovered in greater detail in Chapter 2: Action andCombat.

Movement and Scale

Movement rates in these rules were written with15mm models in mind. However, B&B has been

written to just as easily conform to using 28mm scalemodels. If using the larger scale models, simply dou-ble all movement rates and ranges. For example, a15mm character model moves 3”, while the samecharacter in 28mm will move 6”.

Vitality 

 Vitality measures a model’s health, or how manyhits the model can take before it goes down. Mostcharacter models start the game with 6 Vitality. Cer -

tain character models may possess Special Traits thatalter this base number. Henchmen groups handledamage and Vitality loss differently and are coveredin Chapter 3.

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DR 

Damage Resistance Dice = (Strength Attribute) + 1.When a character gets hit with an attack, his playerrolls this dice pool to resist the damage.

Fate Named characters possess a will to live that grantsthem an amazing tenacity and resistance. In B&B,Fate represents a character’s connection to the largerforces that move the Galaxy, and helps to make himthe hero (or the villain) he truly is. Fate dice don’tjust augment attack and defense rolls; they also fuelspecial abilities collectively known in these rules asPowers (see Chapter 4: Fate and Powers  for moreon this).

A model’s Fate usually equals its starting Resolve attri-bute, and represents a number of free dice a modelmay add to important rolls during the course of agame round, or use to activate special abilities. Amodel must announce it is using Fate before any diceare rolled, and once they have been spent, they aregone for the remainder of that round of the game. Amodel may not spend more than 3D of Fate on anysingle goal roll. A model’s Fate dice replenish atthe beginning of each game round during the FateRefresh phase.

Example:  Princess Irania possesses 3D in Resolve,and thus has three Fate dice available per round.During the course of a game round, her player couldspend two of her Fate dice on Irania’s turn to giveher a better chance to hit on her attack, saving onedie for later in the round in case she suffers an at tack.

We explain the varied uses of Fate in detail in Chap-ter 4: Fate and Powers.

To effciently track the usage of Fate for each char -acter during the course of a game round, playersshould use different colored dice to represent each

character’s Fate pool, and once they have beenused, place them aside until the next round. For ex-ample, Sky decides that his red D6s will representhis team’s Fate dice, and his black D6s will representnormal dice pools. Alternately, players could employbeads or counters to indicate or track a character’sFate use, and as they are spent during the round, setthem aside.

When announcing the use of Fate dice, the actingplayer frst decides how many his model will employ

on the roll, then the defending player decides howmany he or she will use.

Special Traits

Special Traits defne alien abilities, extra skills, andweird powers models possess. We list and describethe many available traits in Chapter 5.

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Actions and Combat

Chapter 2:

ACtIons  And  CombAt 

The Combat Round

Like most miniatures games, Blasters & Bulkheadsfeatures a specifc sequence of events that helps toorganize the chaos of heroic action. This sequence isknown as the Combat Round, or Round for short. TheB&B combat round breaks down into three phases:

1.) Fate Refresh

2.) Initiative

3.) Take Turns

These three phases transform the chaos of cinematicspace opera combat into a playable and orderlygame turn.

ROUNDS 

AND TURNS In B&B, a Round consists of a number of Turns equalto the number of character models and henchmengroups involved in the battle. Each model gets a Turnto activate.

Phase I: Fate Refresh

During this phase of the round every model that pos-sesses a Fate pool refreshes that pool back up to itsstarting value. Players should move their differentcolored Fate dice (or other counters) back onto theirmodels’ data cards to indicate a refreshed Fate pool.

Example: As a power wielder, Kal Drak possesses aFate dice pool of 9D. He starts the game with 9D

in his pool, and during the frst round, he spends 6Don various powers and dice rolls. At the beginningof the next round, during the Fate Refresh, Kal getshis 6D of spent Fate back. To effectively track hisFate dice and their use, Kal’s player, Sky, uses redD6s for Kal’s Fate dice, and black D6s for his normaldice.

Phase II: Initiative

The Initiative phase in B&B determines the order in

which models will take their turns. When the lastmodel to act in a round has completed its last action,a new round begins with the Fate Refresh phase.

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Before the battle begins, each player designates oneof his character models as the Leader of his band. Atthe beginning of each Round, each player makes anInitiative goal roll for his leader.

Leaders possess an Initiative dice pool equal to their

Mind + 2D, plus any modifers from other traits. Theleader who scores the higher number of goals winsthe initiative for that round and may decide wheth-er he wishes to activate one of his models frst thatround, or whether he wishes to defer to his opponent.

Break any ties by comparing Initiative dice pool to-tals. If these totals are tied, then each opposing siderolls a single D6 until a high roller is determined, andthat high roller wins the initiative.

When one model activates it takes its turn, then amodel from the opposing team activates and takesits turn, and so on until all models have taken theirturn for that round.

Multiple Leaders

When a team’s leader is removed from play, its play-er must choose another character model from theband as the new leader. If a player only has hench-men remaining, he may select a group and use their

Mind attribute for checks.

Example: Kal Drak and Gray Lord Lykos are the re-spective leaders of their teams. Drak possesses a 3DMind, so his Initiative total is 5D (2D + 3D for Mind).Lykos possesses 4D Mind, and the Born Leader trait,so his Initiative total is 8D (2D + 4D for Mind + 2Dfor being a Born Leader).

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Actions and Combat

Phase III: Take Turns

Phase III: Take Turns consists of a number of Turnsequal to the number of character models and hench-

men groups involved in the battle. In this phase, eachmodel takes a turn and performs a number of ac-tions. There are four types of actions in B&B: Move,Free, Combat, and Special. Models may performone Move action, and either one special or onecombat action per turn. Models may perform a num-

ber of Free actions up to their Mind attribute rating.

Move Actions

Every model in B&B gets a Move Action during itsturn. Models can cover up to a number of inchesequal to their Move value. A model may split thisup over the course of its turn, interspersing this move-ment with the performance of other actions, includ-ing combat.

Example: Kal Drak has a Move of 3” When his turncomes up, he activates and moves 1.5” to attack adamaged Slay-Bot. He expends his combat action,makes a solid attack and knocks the robot out ofcommission. He then uses the remaining 1.5” lefton his movement, seeking cover behind a nearbyhover car.

Measuring &Base Contact

Players measure all movement in Blasters & Bulk-heads in inches (remember, double move rates for28mm scale games), and measurements are takenfrom the edge of the model’s base to the edge ofan opposing model’s base (in the case of measur -ing distances for charges and ranged combat). Base

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Contact occurs when one model’s base touches an-other model’s base. This is normally the only wayenemy models may fght close combat.

Pre-Measuring

The fast action of Blasters & Bulkheads does notallow for time for pre-measuring distances. Whenmaking ranged attacks or determining distance forcharges, it is up to a player’s judgment whether ornot he has the range or movement to meet his goal.He must frst declare the intent to move or attack,and then measure the range. If the goal is outsidethe move or range, the model stops short or the shotgoes awry.

FacingFacing is never an issue in Blasters & Bulkheads; it isalways assumed that a model can see 360 degreesaround itself.

Charging

A Charge is a type of Move action. Models whocharge add +2” to their Move value for movementfor that turn. A model charges to either cover extraground, or meet a foe in close combat. Charging

models run all out, and may do nothing else thatturn. However, charging models that make it intobase contact with another model can make one at-tack on the model at +2D.

A model charging a foe must move at least the last1” in a straight line in order to receive the +2D bo-nus. A model that charges and attacks a foe at theend of its charge is essentially combining its Moveand Combat actions for its turn, and can do no othercombat or special actions that round. Certain free

actions like searching for hidden models may still beattempted prior to charging. Models that charge tocover extra ground can do nothing else but moveand perform free actions during their turn.

Charging is the most common method of enteringClose Combat. A model must declare that it is at-tempting to charge an enemy model before measur-ing the distance between them. A model may chargean enemy that it cannot see because of terrain orother factors, but it must frst make a TN2 Mind +

Sharp Senses goal roll to succeed. This Mind roll isa free action.

Models in active hiding cannot be charged unless thewould-be charger wins an opposed Mind (chargingmodel) vs. Agility (hiding model) contest. This Mindroll is a free action. A model that fails to detect anintended target cannot charge it, and may insteadchoose to charge another foe, or do something else.

Unlike normal movement, charge moves may not be

split up around other actions. For example, a modelwith a total charge of 5” could not charge 3” into anenemy, take him out on the subsequent attack andthen spend the remaining 2” of its Move distanceto seek cover. A charge represents a total commit -

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Actions and Combat

ment of action toward either covering extra groundor meeting a foe in close combat, and cannot besplit up in the normal fashion.

Difcult Ground

Muddy felds, shallow water, and uneven terrain canslow a model down. Models moving through areasdesignated as diffcult ground halve whatever por -tion of their movement that occurs in the diffcult area.Models may charge through diffcult ground.

Example:  Kal Drak (3” Move) starts his turn in aswampy morass labeled as diffcult ground. He canmove normally for 1.5”, or charge 3.5”.

Example: Witchhunter Lokii wants to charge a foe

who stands in a feld of loose stones (diffcult ground).Lokii (5” of total movement available) begins his turnin clear terrain and moves the frst 2” through it intothe diffcult ground. While he has 3” of movementremaining, the diffcult ground will cut this to 1.5”,and Lokii has to hope that’s enough to get him there!

Knocked Down/Standing Up

Models in B&B will sometimes fnd themselves

knocked down for one reason or another. Modelsthat are knocked down must spend 1” of their Moveaction to stand up. A model that has been knockeddown may not charge the turn it gets up.

Models attacking a knocked down model enjoy +1Dto close combat attacks. Knocked down or crawlingmodels enjoy +1D to their defense goal rolls againstranged attacks.

Other Types ofMovement

Several other types of movement might allow charac-ters to interact with unique terrain features or take upenhanced positions on the battlefeld. These counttoward the character’s allotted move allowanceduring its Move action.

Climbing

Buildings and walls outftted with stairs and ladders

are treated normally for purposes of calculating dis-tance moved. Climbing a surface without stairs orladders is a special kind of Movement that halves themodel’s Move value. A model may not Charge up avertical surface, and must stop at its base and waituntil next turn to begin its ascent.

Crawling

Crawling is a type of movement that may occur af-ter a model drops prone or gets knocked down. A

model crawls half its Move score, or if it drops pronein the course of normal movement, half its remainingMove score.

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Jumping

A model that wishes to jump a chasm or vault anobstacle makes a Strength goal roll. A model canjump 1” horizontally and .5” vertically for each goalrolled. For normal human models this distance can-

not exceed the model’s total move value, and verti-cal jumps may never exceed 1”.

 Jumps totaling less than the model’s Move value costthe model that much of its movement for its turn. Forexample, a model with 3” Move jumps a 1” chasm,and could then move a total of 2” more that turn.Horizontal jumps may be combined with the Chargeaction, but may not exceed the model’s total move +charge allowance for its turn.

Through the course of its charge a model may at-tempt to make vertical leaps over any number of in-tervening obstacles. This requires the normal jumpinggoal roll outlined above, but if the model fails a jumpits movement for that round ends.

Players may not pre-measure the distance neededto jump a chasm or vault an obstacle. Instead theintention to jump is announced, then the distanceis measured and the Strength goal roll is made.Models that do not score enough goals to make the

jump over a chasm have a chance of falling! Theymust make a second TN3 Agility check. If they suc-ceed, they hang from the edge and must spend 1”of movement at the beginning of their next turn to pullthemselves up. If they fail, they fall. See Falling underEnvironmental Hazards later in this section.

FREE ACTIONS Free actions require little time to complete and usu-ally involve the model trying to quickly sense its sur-roundings. There are two major types of Free Actionsanyone can do, but certain special traits and powers

might require a free action, and those will be dis-cussed in Chapter 5: Character and Force Creation.

Perception Checks

Most perception checks using the Mind attributeare free actions. A model may perform a number offree actions equal to its Mind attribute. A perceptioncheck most often occurs when a model is trying tospot a hidden or out of sight model.

Dropping Prone

At any time during its turn a model may drop proneas a free action. Dropping Prone immediately endsany charge action, but normal move actions maycontinue at a crawling pace (see Crawling below).

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Actions and Combat

SPECIALACTIONS These are actions that cover a wide array of optionson the tabletop.

Opening/Forcing Doors

Models may use a special action to attempt to forceopen a locked or stuck door. Depending on the sce-nario or situation, a locked or stuck door will have aTN assigned to it that reects the diffculty in break-ing it down. Models wishing to force such a dooropen must make a Strength goal roll and match orexceed the door’s TN. If they exceed the TN by2+ goals the door is shattered. Certain special traitsallow models to burst through doors without making

this roll. See the Special Traits section in Chapter 5for more details.

If the scenario dictates that it is permissible, it re-quires a special action for a model to bar or blocka door, and this must be done while within basecontact of the door.

A standard, low-tech wooden door might have TN2,while a reinforced door might have TN3 or evenTN4. High-tech bulkhead doors could easily count

as TN5 or higher.

A model may also open a sealed high-tech door bymaking a TN3 or TN4 Mind check.

Hiding

A model that ends its turn in some sort of cover maychoose to hide as a special action. A hiding modelcannot be Charged or targeted by ranged attacksunless the potential attacker wins an opposed Mind

vs. Agility contest with the hiding model. Once amodel chooses to hide, its turn has ended. Attempt-ing to spot a hidden model counts as a free action.Models hiding in hard cover receive +2D to this con-test, and models hiding in soft cover receive +1D.An opposing model spends a free action to attemptto spot a hidden foe; he only gets one attempt perhidden model.

Use Item/Pick-

up ObjectThis is a catchall action category that allows modelsto interact with terrain objectives and objects in thefeld of play. Some scenarios may call for the use/activation of a particular item (artifact, medical kit,etc.), which could involve a Mind or Agility check.

Picking up an item always counts as a special actionunless a scenario dictates otherwise. Using an itemcan either be a free action or special action, usuallyas the scenario dictates.

Some scenarios may call for the freeing of a prison-er, or the recovery of some object (an ancient tome,magical weapon, etc.). Some of these actions requiregoal rolls, and some require only the expenditure of

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a special action. The requirements of specifc actionsin this category will be covered in the relevant sce-nario descriptions (see Chapter 7: Campaigns).

Use Power/Ability

Certain weird powers and other abilities require theexpenditure of a Special Action. We explain thespecifcs of how these powers and abilities work inChapters 4 and 5.

COMBAT There are two types of combat in Blasters & Bulk-heads, close combat and ranged combat. Both in-volve opposed goal rolls. A model may expend itsCombat action to do one of the two, but not both. In

B&B, an attack goal roll can represent both a single,well-aimed blow, or a urry of shots or swings.

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Actions and Combat

Choosing Targets

When choosing whom to attack, a model may targetany legal enemy model. An unengaged model maytarget any model it can see with a ranged attack,and a model engaged in close combat may target

any legal foe it can reach with a close combat at-tack.

Close Combat

Close Combat in B&B requires combatants to be inbase contact. Models may move normally into closecombat and expend their Combat action to attack,or combine their move with a combat action into acharge. Models that charge into close combat attackat +2D to their Agility.

The attacking model in close combat rolls its Agilityattribute (plus Special Traits or situational modifers)vs. the defender’s Agility attribute (plus Special Traitsor situational modifers), if the attacker gets moregoals than the defender, he has hit, and additionalgoals can add to the effectiveness of his attack in thenext phase of combat resolution.

If the defender ties or gets more goals than the attack-er, she has fought him off. An attacker who moved

normally (i.e., did not charge) into close combat canuse its attack action as normal, but does not gain thebenefts of charging.

Example: Kal Drak battles a Slay-Bot amidst the cha-os of a robo-factory. It’s Drak’s turn and he has justcharged into close combat with the Slay-Bot. Drak’s

player rolls his Agility 3 plus two extra dice for thecharge, for a total of fve dice. He gets 2, 4, 4, 5,and 6 for fve goals. The Slay-Bot rolls 2, 3, and 5for one goal. Drak wins the contest 5 goals to 1, andthe players now move on to the damage phase ofthe combat resolution.

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Damage in CloseCombat

Figuring damage inicted in close combat match-es the weapon or attack’s damage number (DN)against the target’s damage resistance (referred to

hereafter as DR) roll. The attacker’s damage numbermay be enhanced by a particularly effective attack.Every 3 goals the attacker’s result exceeds the de -fender’s by adds +1 to DN of the attack.

Additionally, if the attacker possesses Strength of 4 orgreater it adds an additional +1 to the attack’s DN(unless he is using an energy blade).

The equipment section presented in Chapter 5 listsDN’s for various weapons and attacks. A model

attacking a foe barehanded has DN2 (+1 if it pos-sesses Strength 4+).

The target model’s DR consists of 1 + its Strength,plus any dice gained from Combat Skills and SpecialTraits. Equipment like armor generally adds re-rolls tothe DR check. The defender rolls his DR against theattack’s damage number, and if he meets or exceedsthis number he takes no damage. If the defender failsthis roll the number he fails by equals the amount of Vitality inicted by that attack.

Example: Drak strikes the Slay-Bot with a slash fromhis Energy Blade--it’s time to resolve the damage!The damage number for Drak’s Energy Blade attackis a base of 7, plus one for the four goals he beathis foe by in the previous example, making the totalDN equal to 8.

The Slay-Bot possesses Strength 5, so his DR is 6D(1 + 5). He rolls his resistance and gets 1, 3, 4, 4,5, and 6 for fve goals. The Slay-Bot fails to matchthe attack’s damage number, losing by 3 goals, andthus loses three Vitality points.

Breaking fromClose Combat

A model can move or charge away from close com-bat, but his opponent can launch an immediate, freeattack on the escaping model. This attack is still op-posed, as it is assumed that the model breaking fromcombat is making a fghting withdrawal from com-bat. If he’s fghting multiple opponents, each onegets a free attack. Even if the model breaking fromcombat takes Vitality loss, it can still get away as

long as it does not lose its last Vitality point.

If a model attacks and damages a foe, then breaksfrom close combat that same round, the foe dam-aged by its attack does not get the normal free attackon the model breaking from combat.

Multiple Foes inClose Combat

Models ganging-up on a single defender gain a

number of bonus attack and defense dice equal totheir numerical advantage. If two models were at-tacking one model, each of the attacking modelswould gain +1D to their Agility attribute for the at-tack. If on a later turn, a third model rushed in, allthree allied models would gain +2D to their attacksfor the three-to-one advantage. Character models

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Actions and Combat

with a numerical advantage in close combat maybreak away without suffering the normal penalty forbreaking from close combat. Character models maynot enjoy more than a +3D bonus from friends inclose combat.

Each henchmen group aiding character models inclose combat provide the equivalent of +1D worthof friends. Chapter 3: Henchmen covers the specifcrules for Henchmen groups in close combat.

Aid in Close Combat

When a friendly model rushes in to help a teammateassailed by multiple foes, it engages one of the en-

emy models, and a separate close combat ensues.Keeping them in base contact, move the two models.5” away from the original close combat.

Example:  Princess Irania battles the bounty hunterLeto Redhand and his Slay-Bot servitor. Not likingthose odds, Irania’s comrade, Kal Drak, charges

Leto. Drak and Leto break off into their own, sep-arate close combat .5” away, while Irania and theSlay-Bot continue to battle.

Knocked-Down Models

Models that are knocked down are more vulnerableto attack, and models in close combat against themreceive a +1D bonus on the attack goal roll.

Ranged Combat

Ranged combat in B&B occurs when a model at-tacks another model from a distance. Models usetheir Agility attribute as the basis for the rangedattack, adding in dice from any special traits theymight possess. Defending models oppose attackers

with their Agility attribute, also adding in dice fromany special traits they might possess.

If the attacker rolls more goals than the defender, theshot results in a hit. The defender must then make adamage resistance goal roll versus the attack’s DN#(just as described in close combat above). Just as inclose combat, the attacker adds +1 to the DN of theattack for every 3 goals by which he exceeds histarget’s defense goal total.

Example 1: A Star Guard fres his blaster rie at aeeing smuggler. He rolls his attack and scores 5goals on the throw, and the smuggler rolls her Agilityand gets 1 goal for defense. The Star Guard has hit,and moves on to damage, adding +1 to his blasterrie’s DN.

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Example 2: Prince Aaron of Tobulla blasts a foe withhis energy rie, scoring an amazing 7 goals on theattack roll, while his unfortunate target scores only 1goal on defense! Prince Aaron adds +2 to the DNof his energy rie!

 Just as in close combat, models struck in range com-bat roll their DR versus the attack’s DN. If they matchor exceed the DN, they take no damage, but if theyfail, they suffer the difference in Vitality loss.

Damage from ranged attacks against henchmen isresolved slightly differently than with character mod-els. This is covered in Chapter 3: Henchmen.

Firing Into a

Close CombatA model may fre into a close combat, but the targetmodel gains +1D to defense goal rolls due to theswirling melee.

Ranged Attacks WhileIn Close Combat?

Ranged Attacks may not be made in close combat.Models in base contact with enemy models mustleave combat in order to make ranged attacks. See

Breaking From Close Combat above for more infor-mation on this.

Seeing Targets

A model must be able to see at least some part ofits target to hit it with a ranged attack. The actingplayer should get down to the “model’s eye level.” Ifthe attacking model cannot draw a straight, uninter-

rupted line to some part of its target, it may not fre.Friendly models do not block line of site, but enemymodels do.

Attack Ranges

All ranged attacks in Blasters & Bulkheads, whetherblaster fre, primitive weapons, or the focused blastsof a weird power wielder, utilize the same rangechart for determining any modifers to the attack roll.

Rather than list individual ranges for each weapon,B&B employs range bands, with each band belowmedium granting bonuses to the attacker, and eachband past medium granting bonuses to the defender.The bands and the associated bonuses are:

up to 2” Point Blank (+2D Attack)

up to 5” Short Range (+1D Attack)

up to 10” Medium Range (no modifer)

up to 15” Long Range (+1D Defense)

up to 20” Extreme Range (+2D Defense)

over 20” Out of Range...

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Actions and Combat

Certain types of weapons may count as being ina closer range band due to special abilities or cir-cumstances, while others might treat range bandsbeyond a certain point as Out of Range. For exam-ple, most pistols treat ranges beyond Medium as oneband higher.

Example 1: Space pirate Il-Rahn fres his Blaster Pistolat a foe 8” away. His blaster pistol falls into theMedium range band, so Il-Rahn’s player will fre withno dice modifers.

Example 2: Il-Rahn fres again, this time at foe 13”away (in the Long range band). Pistol weaponstreat ranges beyond Medium as one band higher,so Long range becomes Extreme range, and Il-Rahn’starget will gain +2D to its defense goal roll as a

result of this.

Example 3: This time a Heavy Slay-Bot fres its Tur -bo-Blaster at Il-Rahn from 14” away. This would nor-mally count as the Long range band, but Turbo-Blast-ers count all ranges beyond Point Blank as one bandhigher, so Il-Rahn is actually at Extreme Range andgets +2D to avoid the shot.

Example 4:  Galactic Hegemony Shock Soldierswielding blaster ries target a recidivist standing ex-

actly 15” away. The target is at Long range, andwith no special modifers for the blaster rie, the tar -get gains the normal +1D to defense.

Cover

B&B counts two types of cover, hard and soft. Hardcover is any substance with stopping power like astarship’s bulkhead, cave wall, or cantina table. Softcover is a less durable form of cover that still might

spoil an attacker’s aim or deect a shot. Examplesof soft cover include foliage, bystanders, or drapery.

Models in hard cover gain +2D to their defense rolls.

Models in soft cover gain +1D to their defense rolls.

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As models in B&B are thought to be in constant mo-tion, a model need only be partially obscured by thecover to receive its full benefts. If even just a leg orarm is obscured, the model is in cover!

Stacking Modiers

Modifers for ranged combat stack. For instance, ifa Star Guardsman fres on a target standing in softcover 14” away, his target would have a +2D bonusto its defense roll for the shot (+1D from the soft coverand +1D for the Long range band).

Radius Attacks

Certain ranged attacks (primitive slug-throwers likeshotgun blasts, turbo-blasters, grenades, thermionic

destructors, poison gas, etc.) cover a wider areathan normal. A radius attack affects a certain areain inches from the center of the original target, pos-sibly affecting adjacent models. If even a portion ofan adjacent model’s base is touched by the radiusattack, that model must also make an opposed de-fense roll against the same attack roll as the originaltarget.

Example: A desert nomad fres his primitive Shotgun(1” Radius) at a trio of Rad Mutants moving toward

him down a narrow desert defle. The frst mutantin line becomes the primary target, and the secondmutant .5” behind him is also caught in the blast,while the third model standing just over 1” behindthe second does not have to make a defense roll.

Radius AttacksAgainst Henchmen

Henchmen are particularly vulnerable to Radius at-tacks Radius weapons gain +1 DN against them.See Chapter 3: Henchmen  for more on how these

groups work in play.

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Actions and Combat

More On Damage

Every model in B&B has a Vitality rating trackedusing circles along the bottom of its Stat Profle. Amodel always begins every one-off battle at its peak Vitality (usually 6 for Characters). Models involved

in a Campaign can sustain injuries that carry overfrom battle to battle. A model loses Vitality to injuriesfrom battle or its environment--most often wheneverit takes a hit in combat and then fails to match theattack’s DN.

Certain attacks are so powerful that they can dogreater damage no matter where they hit. These at-tacks (usually specifc types of weapons) add +1 totheir base DN for every 2 goals they beat the oppo-nent’s defense goal roll by instead of the normal +1

DN/3 goals.

 Vitality is marked off moving from left to right on thetrack, and can never go negative. Once a charactermodel hits zero vitality, his or her player need notrecord further damage. Excessive damage cannottake a character’s Vitality below zero.

Optional Rule:Knockback

Players desiring even more dynamic combats canemploy this rule. Any character model suffering theloss of 4+ Vitality from a single attack must make aTN4 Agility check or be knocked back 1”. Knockedback also count as being knocked down. Henchmen

groups do not suffer from this effect. Additionally,the attacker can always choose not to knock his foeback if he would rather the model stay where it is.

Environmental And

Other HazardsCharacters also take damage from environmentalhazards like heat, drowning, and falling, as well asweird effects from chemicals that could temporarilyinhibit movement or actions.

Burning

Characters struck by torches, trapped in aming ex-plosions, or otherwise surrounded by ame or su-perheated steam suffer a chance of catching fre.

Characters who come in direct contact with fre mustmake a TN3 Agility check or catch fre themselves.Once aame, a model suffers a DN3 hit each roundwhen it takes its turn. This damage is resisted at thebeginning of the model’s turn, before any other ac-tions are resolved. A model may use a special actionto put itself out. This requires only the expenditure ofthe special action and succeeds automatically, butonly if the model removes itself from the environmentwhich caused it to catch ame in the frst place. .

Drowning

When a character fails a Strength check while indeep or hazardous water, he or she must immediate-ly roll DR versus a DN4. Bonuses of armor do notapply to this check.

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Falling

Falling often results in injury. The DN of a fall is equalto one plus one for every full 1” the model falls. Ig-nore falls of less than 1”. Models who survive a fallbegin their next turn knocked down, and must spend

1” of their Move value to stand up.

Example: Gorm falls 4” from the wing of a parkedspace cruiser. When he hits the ground he rolls hisDR versus DN5 (1 + 4).

Poison & Disease

Certain scenarios might feature dangers from eitherpoison or disease. B&B treats both of these hazardsusing the same basic rules. Every poison or disease

possesses a DN that must be resisted by the charac-ter’s Strength attribute alone--no re-rolls from armorare allowed and no additional dice from combatskills will add to this total. Individual scenarios willdetail how characters contact a poison or contracta disease. It will usually involve proximity to somespot on the battlefeld, or perhaps to another infect -ed model in the case of disease. When the affectedmodel satisfes the poison or disease’s condition forcontact, the player makes a roll to resist the effects.Poison and disease are rated by their DNs:

Mild = DN2Serious = DN3Severe = DN4

Once a character fails the check, he takes damageas with a normal DN attack. The poison or diseasemay also have additional effects as laid out in thescenario. Here is an example poison:

Nerve Gas (DN3)Effects:  Affects any model within 2” radius of thecontact point. Disperses after the frst round it is con-tacted. Affected characters suffer damage as normal,and also must make a TN3 Resolve check at thebeginning of each turn after exposure. Failure meansthe character loses the rest of his turn due to cripplingpain.

Stunned

Characters become stunned when they fail to resistthe effects of certain grenades or special powers. Astunned character may either take a Move action ora Special/Combat action, but not both. Any char -acter attacked by a stunned character gains +1D todefense goal rolls. A stunned character must takea free action at the beginning of its turn and makea TN3 Resolve check. If the check succeeds thestunned condition ends, but if it fails, the characterremains stunned. The effects of multiple stunned con-ditions do not stack.

Example: Myra Naz suffered a hit from a stun gasgrenade previous to the start of her turn. She failedthe grenade’s TN 4 check and became stunned.When her turn begins her player makes a TN3 Re-solve check for her and got only two goals--she’s still

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Actions and Combat

stunned! She can either move on this turn or performa special or attack action, but not both. On her nextturn she’ll check again.

KO Checks

hen a character marks off its last box in the Vitalitytrack this forces a KO check. KO is short for Knockout,and when a model has its last Vitality box markedoff, it must make a TN4 Resolve check to remainstanding. If the model fails this check place it facedown on the table where it last stood. Unless a com-rade can apply a Med Kit or use a weird power toheal the fallen character, the model is effectively outof the battle.

If the model makes its KO check, it can remain stand-

ing and fght as normal. However, if it sustains anyfurther Vitality loss, it is KO’ed with no further Resolvechecks. The model is placed face down to await itsfate.

Characters who end the game KO’ed must roll onthe post-battle injury table. See Chapter 7: Scenari-os and Campaigns for more details.

Example:  Already Injured during a previous roundand down to her last 3 Vitality, Princess Irania suffers

a blaster shot from a foe and rolls her DR pool versusa DN5. Irania’s player rolls poorly, getting only 2goals. She suffers the difference of three in Vitalityloss. With only 3 Vitality at the time, this shot takesher to zero! Irania’s player rolls her Resolve 4 versusthe normal TN4 and scores only 2 goals. The Prin-cess suffers a KO!

Coup de Grace

KO’ed models are at the mercy of their enemies.An enemy model in base contact with a KO’ed foecan elect to spend its combat action and deliver aCoup de Grace blow that removes the model from

the table. No roll is necessary as the KO’ed model isutterly defenseless. Models removed from play dueto this maneuver suffer a further -1 on their post-battlechecks, for a total of 1D6 - 2. See Chapter 7: Sce-narios and Campaigns for more details.

A model that is in base contact with both a KO’edand a fully functioning enemy model cannot delivera Coup de Grace as it must fully concentrate onbattling the more dangerous foe.

Models may perform a ranged Coup de Grace byspending their combat action and making a TN3Ranged Attack goal roll.

Weapons

Models in B&B will often use ranged or close com-bat weapons. If a model has a weapon on its pro-fle, it is assumed to be able to produce and use thatweapon as a free action. For example, if GeneralZardac possesses both a blaster pistol and a sword,

he can use either during the course of his turn byswitching from one to another as a free action.

Players should keep in mind which weapon theirmodel is currently wielding, as the number of freeactions a model possesses is limited by its Mind, andswitching back and forth will quickly exhaust them.

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Combat Maneuvers

Heroic combat is all about cinematic, action-packedfght scenes involving dynamic leaps, whirlwind at-tacks, and improbable maneuvers. The followingmaneuvers allow character models on the tabletop

to simulate that kind of fast-paced, dynamic action.Each maneuver counts as a Combat action. Wepresent each maneuver with its name and rule de-scription. Unless otherwise noted, henchmen groupsmay not perform these maneuvers.

We encourage players to develop new maneuversof their own, although all players should agree upona maneuver’s rules before it is used in a game.

Aimed Shot Models attempting ranged attacks can sacrifcesome of their movement to make an Aimed Shot. Amodel that moves 1” or less may declare that it ismaking an Aimed Shot. Aimed Shots add +1D tothe character model’s Agility for the attack.

All-Out Attack 

The attacker gives up defense to gain additional of-fensive capability. He adds +2D to his attacks, but

anyone attacking him until the beginning of his nextturn gains +2D to hit him.

Disarm 

If an attacker declares a disarm attempt before roll-ing the dice, he makes a close combat attack asnormal, but if he hits he causes no damage. Insteadthe attacker and defender make opposed Strengthgoal rolls.

If the attacker wins, he has successfully knocked oneof his foe’s weapons (attacker’s choice) from his per -son. The weapon lands in a random direction .5”away from the model, and may be retrieved as aSpecial Action. Disarms may be attempted at theend of a Charge. Disarms may not be attemptedagainst Henchmen groups.

Disarms may also be used to relieve models of cer-tain scenario objectives they are carrying around with

them. Unless the target model has used a specialaction to secure the encounter objective in a pouchor backpack, the object makes a suitable target forthis maneuver.

Lost weapons are always recovered at the end ofthe game.

Drive-Back 

An attacking character or creature using this maneu-

ver spends its Attack action and makes an attack orStrength check versus the Agility or Strength checkof the target model. Henchmen groups defendingagainst drive-backs gain their numbers bonus to re-sist the attempt. If the attacker wins he drives his foeback .5” for each goal he beats his foe by. The mod-els remain in base contact and move the distance in

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a direction designated by the attacker. Any of theattacker’s allies in base contact gain free strikes onthe driven back model if it breaks base contact withthem. The attacker and his target remain in base con-tact after the drive-back is resolved. Drive-backs canresult in targets being driven off of precipices or otherhigh objects. A model driven back in such a manner

gets to make a TN4 Agility check to save itself, andif this check succeeds is left hanging from the edgeas per the falling rules. Drive-backs do no damageto the target. A smaller model trying to drive-back alarger foe subtracts .5” from his fnal total.

Full Defense 

A character may spend his Combat action to goon Full Defense. A character who does this may stillmove if he chooses, but makes no attack. Instead hegains +1D to his defense rolls until the beginning ofhis next turn.

Grab 

Models can use this maneuver to pick up objectsor other models that they wish to throw or squeezefor damage later. Grabbing requires a combat ac-tion against a resisting model, or a special actionto pick up an unresisting object, knocked out mod-el, or friendly/willing model. If a resisting modelis grabbed, a damage goal roll may be made asnormal (if the grabbing model decides it wants to

squeeze its captured foe). Dice from weapons arenot added to this roll--only the grabbing model’sStrength comes into play.

Because of the diffculty of getting a solid hold ona resisting foe, targets receive +1D to their defensegoal rolls to avoid being grabbed. Once grabbed,models may simply apply their Strength damage tothe model or object automatically as a normal com-bat action (no attack roll needed while squeezinggrabbed models, base DN3 +1 for Strength of 4+,

normal damage resistance rolls apply), but after ev-ery such attempt resisting targets receive a free es-cape attempt (see below).

Using a special action, or after each squeeze at-tack, models that are still able to resist can try toescape the hold, but cannot move, use powers, or

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perform close or ranged attacks while held. Escapeattempts require opposed Strength or Agility checks(models choose their best option), and larger modelsreceive +1D for each difference in size category. Ifthe escaping model *beats* its captor’s goal total, itescapes and may be placed up .5” away for every

goal it won the check by.

Grabbed models that are signifcantly larger thantheir attacker (2+ size categories larger) do not haveto try to escape on their action as they aren’t restrict -ed in their ability to act. A grabbed model of thissize may act as normal, despite its unwanted pas-senger, including moving, charging, attacking andperforming other actions. The smaller model still getsto apply damage as per the rules presented aboveuntil the larger model successfully swats it off (either

with free attempts or as a special action).

Example:  A Killbot (large sized) makes a grab at-tempt on Kal Drak (medium size human). The Killbot’sattack goal roll beats Kal’s defense, and the largerobot snatches the human up in his steely arms. Heimmediately squeezes for damage, his 5D Strengthadding +1 to the base DN3, for a total of DN4,and Kal resists with his DR of 4D. Kal scores 2 goalson his check, and suffers 2 lost Vitality as a result.On Kal’s turn, he spends a special action and at -

tempts to escape again. Since the Killbot is one sizelevel larger than Kal, he gains +1D to his Strength tomaintain his death grip, and rolls 6D! The desperateKal uses his Agility of 4D and somehow manages tobeat the Killbot’s goal roll by 2! Kal’s player placeshim 1” from the Killbot’s base, and now he can usehis move action to get even further away!

Hacking 

While not strictly a part of the space opera genre,hacking allows certain specialized characters to in-teract with technological terrain objectives or roboticor cyborg characters. A character spends a specialaction to hack. This allows for characters to affect

their environment or vulnerable foes without takinga direct combat action. All hacking checks use theMind attribute as their base, and certain special traits(Hacker) will add dice to this total. Hacking checkscan occur either in base contact or at range. Nor-mal range bands apply, as jamming technologiesand magnetic and electrical interference from otherdevices can make wireless penetration of a piece ofterrain or enemy target dicey.

Techno Terrain

Interacting with techno terrain allows the character tocommand it to perform whatever tasks it was createdto complete. This will depend on the scenario, andcan include some of the following:

• Activate (to turn a device on)• Open or Close (for doors and portals of

any kind)• Attack (for emplaced or vehicle weapons)

Characters make hacking checks against Techno Ter-

rain versus a base TN3. This can increase to TN4 forshielded or heavily defended targets. At the extremerange band this TN increases by +1.

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Actions and Combat

 Active Targets

Hacking attempts against resisting targets pit theattacker’s Mind + Hacking against the defender’sMind + modifers for range or other factors (theShielding special trait adds dice to this). If the hack-er succeeds by 2+ goals, he has penetrated the tar-

get’s defense and can immediately take control ofhim and have him do one of the following:

• Attack (make a single close or ranged at-tack against a legal target)

• Move (if the target has not moved thisround, the hacker can make him moveand charge, including making a chargingattack against a legal target; this expendsthe target’s movement for that round, andwhen it activates, it may perform other ac-

tions, but may not move unless it spendsFate to do so)

• Perform Special Action (perform some le-gal special action like forcing a door orpicking up an objective).

Due to redundant and smart defense systems, hack-ing the same, active target on consecutive roundsgrants the target +2D to resist on subsequent at-tempts. This bonus is not cumulative. For example, thefrst round a hacker targets an enemy robot, they roll

their respective dice pools normally, but any followup attempts on consecutive rounds mean the robotgains +2D to its defense dice.

Players should decide by consensus if they want touse it in their games and campaigns. If it is used,then the Hacker and Shielding special traits will alsolikely be employed. See Chapter 4 for more detailson these traits.

Surprise Strike 

A character using this maneuver must begin its turnin Hiding, and may use it to strike from hiding. Theintended target gets one last chance at detectionbefore the strike is made. If the attacker beats thetarget’s detection attempt, he may add +2D to theattack goal roll.

Throw 

Models may choose to throw something using a spe-cial or combat action. A model may only throw anitem that it has already grabbed (see Grab above).A model may throw an object of his size or smaller.The GM and player should decide on an object’ssize before the player commits his character to thismaneuver. Models can only throw objects whosesize equals their own short distances. This distanceequals a .5” per goal scored, with a maximum pos-sible distance of 2”. Smaller objects use the Gre-nades range band table to determine any targeting

modifers.

When targeting a foe with a thrown object, thethrowing model makes an attack goal roll, while thetarget attempts to evade in the normal fashion. It’s

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easier to strike and damage a foe with a larger ob-ject. The attacker’s bonus to attack and the base DNare based on the size of the object.

Small = +1D, DN3 (ex: Korg)Medium = +2D, DN4 (ex: Human)

Large = +3D, DN5 (ex: Kragg)Large +1 = +4D, DN6 (ex: Massive Robot)

A model may throw other models using this maneu-ver. Friendly models must be adjacent to the throwingmodel and it must frst spend a Special action tograb them. Thrown models will suffer a DN3 hit atthe end of the throw if they do not make a successfulTN4 Agility check. Friendly models thrown into ene-mies count as Charging, and if the thrown model hasnot yet acted he may make an immediate attack at

+2D (this expends his turn for the round).

Enemy models may be thrown using this maneuver,but they must frst be successfully grabbed by theiropponent.

Thrown objects that miss their mark go careening off1” in a random direction determined by the roll of1D6 on the scatter diagram shown below:

Players should set ground rules on the nature ofthrown objects. If playing on a board with a lot ofwell-modeled terrain features, it’s easy to determinewhether a hideously strong creature has the ammuni-tion at hand to throw at his foes. In a situation whereappropriate terrain features are not available, clearly

marked paper or card counters will do the trick. Theplayers should place these before the battle begins.

Trick Shot 

Like a close combat Disarm, a Trick Shot knocks aweapon or item of the attacker’s choice from his op-ponent’s grasp. If successful, the weapon or itemlands .5” away (random direction) from the model,and may be retrieved as a Special Action. A suc-cessful Trick Shot requires a normal opposed attack

and defense goal roll, but the attack must succeedby 4+ goals. Whether the Trick Shot succeeds ornot, the attack causes the target no damage. A TrickShot may be combined with the Aimed Shot maneu-ver to give the attacker an extra chance for success.

Trip 

A Trip maneuver is an attack that does no damage,but if it succeeds, knocks the opponent down (seethe rules for Knocked Down models above). Certain

weapons add bonuses to models attempting a Tripmaneuver (see the Equipment section). Models thatare tripped within .5” of the edge of a sheer dropcould fall, and must make a TN3 Agility goal roll toavoid falling. This maneuver may only be used forclose combat attacks.

D6

1

1

2

3

4

5

6

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Henchmen

Chapter 3:

H enCHmen 

Blasters & Bulkheads features exciting battles be-tween unique personalities, but even the mightiestheroes and villains need backup from time to time.That’s where the hordes of nameless warriors comein.

Henchmen groups in B&B work a little differently thannormal characters. Although a henchmen group cancontain anywhere between 5 - 20 models, it func-

tions as a single model on the tabletop, fghting,moving, and attacking as one. These rules allowplayers to complement their character models withcool-looking groups of soldiers and helpers, but stillmaintain the speed and ease of play so critical in agood skirmish game.

Grouping

Henchmen must remain close to each other duringthe course of a battle. Each model in the group must

be within .5” of another member of the group. Theymay move in a line, or as a looser formation, butthis .5” limit must be maintained. Since Vitality lossagainst henchmen groups results in the removal ofmembers of the group, casualties should be removedin such a way as to preserve group integrity when-ever possible.

Close Combat

No matter their number, Henchmen Groups makeonly one attack goal roll in close combat, but doenjoy the benefts of having multiple friends.

Unlike character models, all henchmen in a group donot have to be in base contact for the group to enjoythe friends in close combat bonus. If a character orhenchmen group charges and makes contact with

at least one model in a henchmen group, the entiregroup is considered to be in the combat. For purpos-es of clarity, once a charge is completed against ahenchmen group, move as many of the henchmen aspractical into base contact with the charging modelor models.

Henchmen charge then surround a hero.

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In close combat Henchmen gain +1D to their attackrolls and +1 to their DN for every two members, upto a maximum of +5D and +2 to DN. No matterthe group’s size, it can never gain a bonus higherthan +5D and +2 to DN from multiple friends inclose combat; this includes any dice from friendly

character models.

Example:  Five Dark Essence cultists have chargedKal Drak and make one attack goal roll at +2D fortheir superior numbers. They would also receive+2D for the normal charge bonus, for a total of +4Don the attack. Should they hit, they’ll also gain +2to their DN.

Breaking Away

A lone henchmen group always suffers a free attackwhen breaking from close combat.

Henchmen AgainstMultiple Foes

When a friend rushes in to help in close combatagainst a Henchmen Group, simply split the hench-men group’s members evenly across the enemy mod-

els, and add up bonuses accordingly. In the caseof odd numbered Henchmen groups, the controllingplayer decides which foe gets the extra model.

These split henchmen groups fght as if they wereseparate groups, each with full actions, equipment,and special traits.

If a split group that is more than .5” from the rest ofits comrades KO’s a foe in close combat, they mustuse their next available move action to rejoin the rest

of their fellows. Any movement they expend to dothis counts against the total movement of the groupfor that turn.

Example: Princess Irania rushes into close combat toaid her comrade, Kal Drak, who has been besiegedby fve cultists. Both Drak and Irania get two cultistsapiece, and the Henchmen Group’s player assignsthe third one to Irania.

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Henchmen

In the ensuing combat, the three cultists and Iraniawind up 1.5” away from Drak’s tussle with the oth-er part of the henchmen group. The crazed cultistsmanage to KO Irania, while Drak fghts on with hisgroup. Since the group battling Irania fnds itself1.5” away from its fellows, they must use at least .5”

of movement to regain their normal cohesion.

The group then fnishes off Drak and wants to move.They would get 2.5” of Move value instead of thenormal 3” because of the .5” spent to reform.

Henchmen AndMultiple Foes II

When a henchmen group and a character modeloutnumber a single foe and an enemy model rush-

es in to help by attacking the henchmen, the entiregroup is pulled away into a separate combat, leav-ing the two character models to battle each other.

Example: A Stalker Slay-Bot and a cadre of AssassinServitors are locked in combat with a lone EssenceWarrior. In the next round, Kal Drak charges thecadre of robots. Kal and the entire cadre are moved.5” away into their own separate combat. The loneStalker Slay-Bot and the Essence Warrior are left tofght on against each other.

Henchmen inRanged Combat

Henchmen in ranged combat make only one attackgoal roll. Henchmen groups purchase ranged weap-ons just as character models, but they need pay the

cost for the weapon only once. Due to their num-bers, Henchmen have access to a special maneu-ver called Concentrated Fire. This allows henchmengroups with four or more members that move 1” orless to make a ranged attack at +2D to Agility and+1 to their DN.

Henchmen TakingDamage

A Henchmen Group’s Vitality rating is based ontheir numbers. A group of seven alien bandits cantake seven “hits” or points of Vitality loss in closecombat. In cases where the removal of a particularhenchmen model might be important, the player whocontrols the henchmen group decides which modelis removed.

As ranged attacks in B&B can represent more thanjust a single shot, this also applies to henchmen dam-aged by ranged attacks from single character mod-els.

Example 1: Princess Irania shoots some Desert Scavswith her blaster pistol and hits! They fail the DRcheck by 2, and two Scav models are removed.

Example 2: Lar-Nass charges a 5-man group of Des-

ert Scavs, swing his fghting stick in a wide, killingarc. The henchmen fail their DR check by 3, andlose 3 members as a result!

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Henchmen andEnvironmental Hazards

If one member of a henchmen groups suffers the ef-fects of an environmental hazard, the whole groupdoes. This keeps things fast and simple.

HenchmenDamaging Heroes

A large henchmen group can be very dangerousin both close and ranged combat, but space op-era games should be about the heroes, so when ahenchmen group damages a character model, thecharacter model never sustains more than two lost Vitality points, no matter how badly he might fail hisDR check! This applies to both close and ranged

combat DR checks.

Example: Kal Drak gets blasted by a 10-man mob ofDesert Scavs. The fnal DN on the attack is 6. Kalrolls his DR and scores only 1 goal, but since theseare mere henchmen, he only loses 2 Vitality insteadof the normal 5 he would have lost had he beenstruck by another character model.

This rule does not apply when henchmen target otherhenchmen groups, and certain special traits might

also allow a henchmen group to ignore this rule.

Building HenchmenGroups

Most of the rules for building a normal character alsoapply to henchman groups. These rules are coveredin Chapter 5: Character and Force Creation. When

a player makes the decision to build a henchmengroup, he begins with fve (5) models. This marksthe default size for a basic group, and Chapter 5explains how this number can be expanded.

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Fate and Powers

Chapter 4:

F Ate  And  P owers 

Blasters & Bulkheads features science fction actionin the style of many popular space operas. Thesestories often include weird powers. Powers can ema-nate from any number of origins: mutation, mysticism,unlocked mental abilities, etc. While the B&B rulesoffer up a framework for cinematic sci-f action in thegrand space opera tradition, they’re also malleableenough to conform to whatever vision the playersagree to emulate or create. Here we offer two brief

takes on powers in B&B. Players can implement theseas is, or use them as a springboard for their ownideas.

The Essence

Alongside blasters, spaceships, robots, and hightechnology rides a widespread belief in a mysticalenergy called the Essence. This mysterious energybinds the fates of everything in the universe into atightly woven fabric of action and reaction, and in

game terms, manifests on the tabletop as Fate dice.Before we further explore the mechanics of Fate inB&B, it will be helpful to learn a bit more about thephilosophy and beliefs of characters in the game uni-verse.

The Nature ofthe Essence

A mostly unseen and mysterious energy suffuses theuniverse with its strange powers. Many philosopherscall this energy the Essence. Essence Flows providea source of power and inspiration to every livingthing. Some speculate that even the most dogmaticdeniers of its existence unconsciously draw upon itfor inspiration. Scientists draw upon it when they

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create new innovations, farmers develop a link with itwhen they till their felds, and warriors call upon it forluck when then enter battle. Different cultures havedifferent names for it, but it’s most simply the Essence.Certain ascetics and warriors have proven capableof fnding a greater connection to the Essence. They

learn to tap it, to channel its might into energy bladescapable of cutting through armor as easily as theywould a sapling. They use it to perform feats of ex-traordinary skill and superhuman daring.

But Essence is a two-way street. It is a wild force,alive with power and fully capable of taking con-trol of an over-zealous user. A dividing line existsbetween good, or Pure Essence and evil, or DarkEssence power. Wielders of the Essence must alwaysbeware of drawing too greedily upon the power, for

it will take its toll. It changes a wielder. While thecareful user will gain more wisdom, but the heedlessuser can just as easily grow more sadistic and inhu-man.

Essence Blades

Essence blades may only be made by Essence War-riors trained in the craft of their manufacture. Es-sence blades appear at frst glance to be merely ablade-less rod between 8” - 10” long, usually crafted

of some nondescript metal and sometimes wrappedin leather. These deactivated Essence Blades oftenresemble a light torch or other technical tool. How-ever, once a safety catch is ipped and a stud de-pressed, a blade of crackling, raw energy emerg-

es. Only a select few masters knows how EssenceBlades are actually made, but how they operate iscommon knowledge.

Essence blades possess amazing cutting power, butthey may only be effectively used by Essence wield-

ers. Non-Essence wielders can activate an Essenceblade, but they will be hard-pressed to use it effec-tively in battle.

Some theorize that the color a blade glows withwhen wielded reects the spiritual purity of its wield-er. Green, blue, yellow, and purple blades usuallyreect a spiritually pure, or at least good-intentionedwielder. Red and white glowing blades often indi-cate an evil wielder. Stories persist wherein a wield-er of the Dark Essence who has seized the Essence

Blade of a slain warrior of the Pure Essence willactually change the blade’s color over time, simplythrough the taint of his handling of the weapon.

Essence as Religion

The worship of the Essence takes many forms acrossmany cultures and species. The most common formis known by many as Sartha. Sartha involves theworship of ancestor spirits and nature spirits. Somespirits are local and can be regarded as the spiritual

being/spirit or genius of a particular place, but oth -ers represent major natural objects and processes: forexample, Sola, the Sun goddess, or Mount Charonon the southern-most continent of the planet Andar.

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Fate and Powers

Followers of Sartha revere ancestor spirits above allothers. Whether family members or teachers, an-cestor spirits can provide guidance and comfort intimes of great trial. The appearance of such spir-its, called ghosts by some, is commonplace aroundareas where the local populace possess a strong,

collective belief in the Essence. These spirits makethemselves known by ghostly manifestations similar totheir once mortal bodies. Most often they will mani-fest only for a select few who were closest to them inlife. Aside from imparting knowledge to those whocan see and hear them, most spirits possess little orno means to affect the physical world around them.Some vengeful, angry, or insane spirits, those oftentainted by the touch of Dark Essence, can affect theworld around them by lashing out with raw Essence,hurling objects, calling Essence Lightning, or perform-

ing other harmful deeds.

A special sect of Sartha Essence priests exists to han-dle these dark manifestations.

Psionics

The unlocked powers of the mind and the vast land-scapes of human consciousness represent an unex-plored frontier for sentient life in the universe. Whilemental power wielders are harnessed and used by

the Universal Dynasty of Mankind (UD), they alsoengender fear and mistrust among the general pop-ulace of the galaxy. As humans remain the mostpopulous of the sentient races, alien psi users are es-pecially mistrusted. Many primitive peoples ascribe

quasi-mystical origins to psionic powers, and usersamong primitive cultures often act as shamans orwitch doctors.

The Nature of

Psionic PowerPsionic sensitivity can come from mutation, or froman accident of genetics. If players want to developfully realized back stories for their power users, theycan decide this at character creation. Among thecivilized worlds of the Universal Dynasty, all psi usersmust be registered, as many of their powers act asdeadly weapons. The UD and others employ certainspecial guilds to hunt down rogue or unregisteredusers of Psi.

Psi-users, or psykers, come in three general powerlevels:

 Alpha = Low-powered (a power using charac-ter with the Minor Hero trait)

Gamma = Medium-powered (a standard pow-er using character)

Omega = High-powered (a power using char-acter with several experience advances)

Almost every civilized world in the universe classifesharmful use of Psi power as assault with a deadlyweapon, and many groups actively seek out thoseunique individuals who possess inherent null feldsthat dampen Psi use. These individuals sometimesturn their unlikely birthrights into lucrative careers as

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witch hunters or UD agents. Others suffer lives forcedservitude as pawns to be used against the threat ofrogue power wielders.

Powers and

Fate In PlayEvery character model possesses a base pool of Fatedice equal to his or her Resolve attribute. This rep-resents the character’s connection to destiny, inherentheroism, or luck. Henchmen groups do not normallybeneft from Fate or have Fate dice.

Fate Dice Summary

Although discussed in Chapter 1, here is a summaryof what characters can do with their Fate dice:

Any Character Model:

• Refreshes a number of Fate dice equal tohis or her Resolve attribute at the begin-ning of each round during the Refresh Fatephase.

• Can add up to 3D Fate to an attack, de-fense, or other non-combat goal roll.

• Can spend up to 3D Fate to increase

his movement; each die adds +1” to thecharacter’s basic movement.

• Burn Fate to aid in avoiding death in thePost-Battle phase (see Chapter 7).

A Power Wielder: 

• Refreshes and spends Fate dice as de-tailed above.

• Spends Fate dice to activate powers asper the individual power descriptions in

Chapter 5: Character and Force Cre-ation.

• Exhausts Fate dice to fuel more potentpowers. These dice return at the begin-ning of the next game.

Power Wielders

Certain character models will possess special pow-ers, and depending on the game universe or back-ground players run their games in, this could represent

a special connection to the chosen setting’s powersource, or a mutation or other factor that grants themaccess to weird powers. During character creation,players can purchase one of four special backgroundtraits that allow them to wield powers. These traitsdouble the character’s Fate dice pool and grant himaccess to a suite of special powers that he will usehis Fate dice to fuel. Just as with normal characters,these Fate dice refresh during the Fate Refresh phaseat the beginning of each round. However, someextremely potent powers might require that Fate dice

be exhausted for the remainder of the game. Anydice exhausted in this fashion return at the beginningof the next game.

You can fnd a full list of available powers in Chapter5: Character and Force Creation.

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Character and Force Creation

Chapter 5:

CHArACter  And  F orCe  CreAtIon 

Blasters & Bulkheads strives for the sort of story-driv-en play that bridges the gap between tabletop role-play games and miniature battle games. Players canuse these rules to create unique heroes, villains, andhenchmen that best suit the sort tabletop tales theywant to tell. A normal skirmish force might consist ofthree to four named characters and one to two hench-

men groups of between fve to ten models each. TheAppendix contains a pair of pre-made forces thatwill serve as examples of the kind of characters thissystem can produce, and a quick and easy way toget playing the game without having to spend anytime making up stats for your models.

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This chapter will take players step by step throughthe process of making a character. Players spendbuild points to make their characters and henchmengroups, including any special abilities they mightpossess or equipment they’ll begin play using.

STEP 1: CHOOSE SPECIES All manner of sentient alien species exist in the knownuniverse, and players need to frst select which spe-cies they want their characters to be. A team maycontain characters of many different species. Playersshould note the cost in build points and any special

traits or restrictions a character’s species grants him.

Size Matters

A character or creature’s size can limit or enhancehis capabilities. Most species in B&B fall into theMedium size category. This confers a standard 3”Move value. Some other species will either be Smallor Large. When designing their own species, playerscan refer to this size chart to learn the benefts andadditional costs for non-standard sizes. We’ve also

included a suggested base size for 15mm fguresin parentheses, but adherence to these sizes is notcrucial.

Small (base size: 15mm) 

-.5” Move, -1 Vitality, +1 Re-roll on defense vs.larger foes [-2 pts.] Example: Korgs

Medium (base size: 20mm) 

No modifers. [+0 pts.] Example: Humans

Large (base size: 25mm) 

+.5” Move, +1D Strength; +2 Vitality ; LargeTarget [+3 pts.] Example: Kraggs

Note: Movement rates for species with the Slow andSwift traits have already been adjusted to reectthese traits.

Aethon

This lithe species of humanoids possesses long lifeand beautiful features. They often hold positions asscholars and philosophers.

Size: Medium Move: 4”

Species Traits: Swift (+2)

Cost: 2 pts.

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Character and Force Creation

Aquan

These green-skinned humanoids hail from the blue-green orb Neptunos, a massive world of endlessoceans and embattled archipelagos. They’re equal-ly at home in or out of the water.

Size: Medium Move: 3.5”

Species Traits: Aquatic,Swift (+1)

Cost: 2 pts.

Betallian

These humanoid aliens generally have purple skin,

and all of them possess highly sensitive antennaecapable of detecting the emanations of weird poweruse. Some Betallians make excellent weird powerwielders, but many go the opposite route and be-come trained Witch Hunters.

Size: Medium Move: 3”

Species Traits: Path of Power(Sense, Resist) or Hunter

Cost: 2 pts.

C’Thul

A humanoid, tentacle-faced race from the far reachesof the Universe, the C’Thul possess a special connec-tion to the emanations of weird powers that makesthem ideal power users. Those who choose not to

develop overt powers naturally develop enhancedsenses.

Size: Medium Move: 3”

Species Traits: Aquatic, ExtraFate, Path of Power (Sense,Manipulate) OR Sharp Sens-es

Cost: 5 pts.

Human

The most numerous and successful species in theknown universe, Humans dominate the current rulingpower, the Galactic Hegemony.

Size: Medium Move: 3”

Species Traits: Extra Fate

Cost: 2 pts.

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Korgs

Small, feral humanoids possessing visible lower ca-nines and animal-like agility.

Size: Small Move: 2.5”

Species Traits: Preternatural Re-exes, Sharp Senses

Cost: 1 pt.

Kraggs

Hulking silicate life forms resembling lumpy, livingstatues, kraggs grow slowly but constantly throughouttheir long lifetimes.

Size: Large Move: 2.5”

Species Traits:  Natural Attack,Slow, Tough

Cost:  12 pts.

Robot

Not really a species, Robots come in many shapesand sizes, but all are built from advanced metals andplastics, and share a few basic traits.

Size: variable Move: 3”

Species Traits:  Armored +1,Hackable, Unliving, Built-InEquipment (All of a Robot’sequipment--weapons anditems-- may count as Built-In,see Special Traits)

Cost: 3 pts.

Shivan

A race of blue-skinned humanoids with hornedheads and tails, the Shivan hail from a forbiddingplanet in the Kharn star system, Shivan IV. They existin a planet-wide, matriarchal society, and the fnestShivan females of the warrior caste belong to a mer-cenary guild called the Shivan Sisterhood.

Size: Medium Move: 3.5”

Species Traits:  Ferocity,Swift (+1)

Cost: 3 pts.

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Character and Force Creation

Slithar

These reptilian humanoids populate the desert con-tinents of a dozen worlds along the Galactic Rim.Their toughness and recuperative powers are legend-ary. Although capable fghters, they also make ex-

cellent scientists and merchants.

Size: Medium Move: 2.5”

Species Traits: Tough,Slow, Regeneration

Cost: 7 pts.

Yetoids

Large, hairy brutes from the steaming jungle planet ofYett, Yetoids are also quite at home in arctic environ-ments, and even develop white coats if they spend aprolonged period of time in the cold. Some Yetoidsdevelop claws capable of rending esh and armorwith equal ease.

Size: Large Move: 3.5”

Species Traits: Mighty Blow,Ranger 

Cost: 9 pts.

Player Option

New Alien Species

Sometimes players might want to create their ownalien species, or port one in from another setting. In

these cases players should skip this step and moveon to the next ones, focusing on the Special Traits inStep 4 to defne the nature of the new alien species.This option also works great for creating semi-intelli-gent alien creatures to act as sidekicks for a particu-lar character.

STEP 2: SELECT 

ATTRIBUTE ARRAY B&B characters possess four attributes: Agility,Strength, Mind, and Resolve. Players should selectone of the following Attribute Arrays for their charac-ter:

Balanced Warrior 

Agility 3 Strength 3 Mind 2 Resolve 3

The Sniper 

Agility 4 Strength 2 Mind 2 Resolve 3

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*Power Wielder

Agility 3 Strength 2 Mind 3 Resolve 4

The Brute 

Agility 2 Strength 4 Mind 2 Resolve 3

The Techno Savant 

Agility 2 Strength 2 Mind 4 Resolve 3

Henchmen Brute Array 

Agility 2 Strength 4 Mind 2 Resolve 2

Henchmen Hunter Array 

Agility 3 Strength 3 Mind 2 Resolve 2

Players do not pay points for these arrays. They selectthe one best suited to the type of character they’remaking. When making henchmen groups, playersshould select one of the two Henchmen arrays.

*Selecting this array requires the player to also pur-chase an appropriate power wielding backgroundtrait in Step 3 (see below).

Option: PersonalizeArray

For +2 pts. a player may add a +1D bonus to anyone of the four attributes within an array. This mayonly be done one time, and only during character

creation. Henchmen groups may not select this op-tion.

Buying AdditionalHenchmen

Players making henchmen groups get a 5-modelgroup to start for free. Additional henchmen may bepurchased to increase a group’s size. This costs 2pts. per model, up to a maximum size of 20 modelsfor 30 pts.

STEP 3: PURCHASE BACKGROUND TRAITS Background traits defne what the character’s rolewill be in the player’s team. A character or hench-men group may only purchase one background trait.

Background traits normally combine several specialtraits into a single package, but might also includeminor special abilities and game effects.

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Character and Force Creation

Blaster for Hire Cost: 9 pts.

You’re deadly with a blaster (or any other pistolweapon), and your services don’t come cheaply.Or maybe they do. If you’re on the run, and out ofoptions, you’ll take any job that might take you offplanet and away from your pursuers.

Effects: You gain the Gunfghter and Run and Gunspecial traits.

Dark Essence Wielder Cost: 8 pts.

You have succumbed to the lure of the Dark Essence(one type of weird powers). You embrace the darkand violent path that allows wild powers to ow free-ly through you.

Effects: Your Fate dice pool doubles in size, and yougain access to Powers, special traits from step 5 (seebelow). Additionally, you may never spend morethan 2D Fate on a defense goal roll, as serving theDark Essence has made you a rash warrior.

Option: In certain settings, players may want to de-cide that Unliving models may not select this trait.

Essence Wielder Cost: 8 pts.

You wield the Essence (one type of weird powers),and live a life of asceticism that keeps you in tunewith the forces of the Universe. You must foreverstruggle against the temptations of the Dark Essence.

Effects: Your Fate dice pool doubles in size, and yougain access to Power special traits from step 5 (seebelow). Additionally, you may never spend morethan 2D Fate on an attack goal roll, as following theway of the Essence makes violence your last resort.

Option: In certain settings, players may want to de-cide that Unliving models may not select this trait.

Gear Head Cost: 5 pts.

You’re most at home working on anything mechani-cal. You have greater empathy for robots, vehicles,and computers than most people.

Effects: You gain the Ace Mechanic and Extra Fatetraits.

Henchmen Cost: 1 pts.

You’re a group of nameless thugs or servitors, butyou’ve got an important role to play when it comesto doing your master’s bidding!

Effects: You gain +1 Re-roll on one of the followingtypes of actions: Attacks, Defense, or Damage Re-sistance. You select which option when this trait ispurchased, and you cannot change your selection

during the course of play.

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Hero Cost: 6 pts.

You’re a larger-than-life hero straight out of the tri-dees, and more than a match for any number ofcommon thugs. Effects: You gain the Combat Mas-ter and Heroic Spirit special traits

Power Blank Cost: 12 pts.

While most sentient beings possess a vital spark oflife mystics might classify as a soul, you do not. Thismanifests as the ability to dampen or nullify the useof powers in your vicinity. This power vacuum alsomakes you a bit of a pariah, even among your fel-lows.

Effects: You possess the Nullify power and +2D Fate.This is the only power you can ever have. Additional-

ly, you do not gain or grant a friends bonus in closecombat, and you roll one less die in the post-battleincome phase. You may select any appropriate attri-bute array, including the Power Wielder.

Primitive Warrior Cost: 4 pts.

You hail from a low-tech world, or maybe you’re littlemore than a well-trained creature from the far reach-es of the galaxy.

Effects: Your attacks with close combat weapons (ex-cept Energy Blades) count as having +1 DN. Thisbonus includes attacks from the Natural Attack spe-cial trait found in step 4.

Ship Captain Cost: 5 pts.

You own a small or mid-sized starship. Perhaps it’slittle more than a ramshackle bucket of star-slag, butit’s yours! You can use this ship to transport goodsor persons around the galaxy, and you gain extraincome in campaign games because of your ship.

Effects:  You have the Starship special trait, andgain +2D on Mind checks for the post-battle incomesequence (see Chapter 7 for more details on thepost-battle phase of the game). You may also addthese dice to the TN4 roll for the Starship specialtrait.

Soldier Cost: 5 pts.

You were a soldier in one of the major armies of

the era, either the Galactic Hegemony or one ofher allied or enemy armies. Having seen many bat-tles and much death, you possess an innate grit thathardens you to pain and suffering.

Effects: You gain the Survivor and Tough traits.

Star Stalker Cost: 6 pts.

You hunt bounties across the Universe, and the rule ofthe Galactic Hegemony has created many fugitives

indeed.

Effects: You gain the Sharp Senses trait, or +2 Re-rollsto the trait if you already possess it, and the Huntertrait. You can Scout before each battle. Scouting

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Character and Force Creation

allows you to deploy within any piece of terrain notwithin 6” of any enemy model, and out of its line ofsight.

Trusted Sidekick Cost: 2 pts.

You’re a born follower, and you’ve dedicated your -self to another character in the team. That charac-ter is your boon companion and you’ll lay your lifedown for him or her.

Effects:  Pick another character model in the sameforce as yours. Whenever you’re within 3” of thatcharacter, you can spend 1D Fate to absorb a suc-cessful attack against him (even a radius attacks).You use your DR to absorb the damage, and sufferany Vitality loss as a result. Henchmen groups may

not select this background.

Weird Power Wielder Cost: 10 pts.

Your mastery of the strange energies of the universemanifests as amazing abilities not fully understoodby everyday galactic citizens. Those who know ofyour gifts view you with equal amounts of fear andrespect.

Effects: Your Fate dice pool doubles in size, and you

gain access to Powers, special traits from step 5 (seebelow).

Option: In certain settings, players may want to de-cide that Unliving models may not select this trait.

STEP 4:PURCHASECOMBATSKILLS Combat skills make ideal points investments formartial characters, improving their chances of bring-ing the pain when things get hairy! A characteror henchmen group may spend up to 6 pts. on se -lections from this list, and each skill may be takenonly once. These skills may be purchased once atcharacter creation, and may not be taken again byspending experience.

Balanced Fighter Cost: 4 pts.

Effect: +1D to close combat attack goal rolls AND+1D to ranged attack goal rolls.

Dodge Cost: 2 pts.

Effect: Choose one of the following options:

• +2D to close combat defense

• +2D to ranged combat defense

• +1D to close combat defense and +1Dto ranged combat defense

Energy Blade Attack/De f ect 4 pts.

Effect:  +2D to close combat attack goal rolls andDeection checks with energy blades

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Melee Attack Cost: 4 pts.

Effect: +2D to close combat attack goal rolls

Notes:  This bonus does not apply to energy blades.

Ranged Attack Cost: 4 pts.Effect: +2D to ranged attack goal rolls

Roll With The Hit Cost: 2 pts.

Effect: +1D DR checks

STEP 5: PURCHASE 

SPECIALTRAITS Players may further personalize their characters bypurchasing additional special traits for them. Somenegative traits will actually give points back to theplayer.

Certain special traits have been grouped under thetag Powers, and may not be purchased unless thecharacter also possesses an appropriate background

trait. We’ve arranged these powers separately afterthe normal special traits. Wielders may purchase upto their Resolve attribute in powers at the start of play.For example, an Essence Warrior with Resolve 5Dcould have up to fve Powers at the start of play.

Ace Hurler Cost: 5pts

Characters possessing this trait excel at throwing mus-cle-powered missiles.

Effects: Add +1 to the DN and +1” to the rangebands of any hurled, non-explosive weapon. This

does not add to the DN of thrown weapons likegrenades.

Ace Mechanic Cost: 2pts

These characters feel more at home with a spannerin their hands than a blaster!

Effects: Models possessing this trait gain +1D onMind checks to repair Robot characters in base con-tact during play. This requires a special action and

a Mind check versus a TN4. A success heals onelost Vitality on a Robot character. Robot characterspossessing this trait may use it on themselves. No ro-bot may beneft from this more than once per battle.Additionally, the Ace Mechanic may use his Minddice for post-battle rolls for destroyed vehicles, andgains +1D on these checks.

Aquatic Cost: 1pts

Whether born on a watery world or modifed

through bioengineering, characters with this trait canmove freely and breathe under water!

Effects: Aquatic characters may move freely in wa-tery terrain, ignore the hazards of drowning, andgain +2D to Strength for any swimming checks inrough or fast-moving waters.

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Character and Force Creation

Armored Cost: 1pt. level (max 2) 

Characters with this ability enjoy a greater resistanceto harm.

Effects: They count as having armor, gaining +1 Re-rolls on damage resistance for each level, and this

armor level adds to any armor gained from equip-ment.

Born Leader Cost: 1pts

This character was born to lead warriors into battle.

Effects: +2D on Initiative goal rolls

Born on the Streets Cost: 1pts

This character was raised in an urban environmentand feels at home among masses of sentients andcrowded urban streets.

Effects:  The character treats Crowd Terrain (seeChapter 7: Scenarios and Campaigns) as clear ter-rain. Additionally, the character treats any diffcultground in built up or urban areas as normal clearterrain.

Built-In Cost: 1ptsThis character’s robotic or cyborg body allows forthe inclusion of inherent weapons or equipment thatmay not be disarmed. The number of built-in itemsallowed depends on whether the character is a Ro-bot or a Cyborg. Players should see those racialdescriptions in the above section for more details.

Combat Master Cost: 2pts

Some characters excel at fghting multiple foes. Theirtraining makes being outnumbered in battle less ofa factor.

Effects: Characters possessing this trait subtract -1D

from their foes’ friends bonus in close combat. For example, two foes facing a Combat Master wouldgain no friends bonus, and three models facing himwould each enjoy only a +1D bonus against him.This also works against a henchmen group’s numbersbonus. Henchmen groups may not purchase this trait.

Cyborg Cost: 5pts

Characters with this trait are part machine--the resultof extensive surgical modifcation replacing much of

their organic bodies with advanced cyberware.

Effects:  This trait combines the effects of Built-in,Mighty Blow, Hackable, and Tough, and the charac-ter is treated as a Robot for purposes of EMP blast-ers. Cyborgs may possess up to two built-in items/weapons.

Dual Wield Cost: 5pts

The character is skilled at using two melee weap-

ons at once. He may make two melee attacks percombat action, either both against the same targetor against two separate ones. Models targeted byeither of these attacks receive a +1D bonus to de-fense rolls to avoid them. Models with this trait mustpurchase two melee weapons or a double weaponin order to use it.

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Extra Fate Cost: 2pts

Characters possessing this trait enjoy increased luck.

Effects: Gain +1D to starting Fate dice pool.

Fearsome Cost: 4ptsSome models are so alien or horrifying that effective-ly attacking them proves diffcult.

Effects: Whenever the Fearsome model activates, orwhenever an enemy model in base contact with theFearsome model activates, enemy models in basecontact must make a TN3 Fear check using their Re-solve attribute. If they fail they are flled with fear.The Fearsome model gains +1D to attack and de-fense against models affected by Fearsome. Models

wishing to charge a Fearsome model must also makethis check once they have committed to their chargeaction.

Once a model has passed its fear check against amodel it does not need to make another one againstthat particular model for the remainder of the game.Models possessing this trait ignore the effects of oth-er Fearsome models. The Fear test may be increasedto TN4 by paying +2 pts.

Ferocity Cost: 1pts

Some characters possess an innate ability to fnishoff a wounded foe.

Effects:  The character gains +1D to close combatattack rolls against a foe who is currently injured--i.e.,

not at his peak Vitality.

Flight Cost: 6pts

The character possesses wings or some other innatemeans of limited ight.

Effects: Adds +1” to Move value and allows modelto y over other models and obstacles, landing onterrain features as high as 10”. Also renders charac-ter immune to Falling damage.

Character must end his movement grounded, and insafe terrain.

Gun  ghter Cost: 5pts

Characters with this trait excel with any sort of pistol.

Effects: When using two pistols of any type, the char-acter can fre twice at targets within 5”. This fremay be split between two targets, or focused on one

single enemy. Either way, targets gain +1D to avoidthe attack. Models with this trait must purchase twoBlaster or Slug Pistols.

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Character and Force Creation

Hackable Cost: -1pts

Robots and cyborgs suffer from a vulnerability tohacking attacks.

Effects: If players agree to use the Hacking rules out-lined in the Maneuvers section of Chapter 2, then

this special trait makes the model vulnerable to hack-ing attacks.

Hacking Cost: 2pts

Hackers possess the ability to crack the electronicsof targets, forcing them to do the hacker’s bidding.

Effects:  The character can make hacking attemptsagainst Robots, Cyborgs, and certain pieces of Tech-no Terrain. This works in base contact or at range,

and adds +1D to the Hacker’s Mind check for theattempt. See the Maneuvers section in Chapter 2for more details. Characters may spend experiencepoints to add a further +1D to this trait, for a maxi-mum possible bonus of +2D.

Hard To Kill Cost: 2pts

Models possessing this trait can be diffcult to takedown due to grit, resourcefulness, or just sheer luck!

Effects: Gain +1D to DR checks.

Hardened Veterans Cost: 5pts

Expertly trained and drilled, these henchmen arehardened killers.

Effects: Henchmen groups possessing this trait dealdamage against character models as if they were

character models themselves, ignoring the normal 2 Vitality limit. See Chapter 3: Henchmen  for moredetails. A henchmen group with this trait may not belarger than 10 models. For more cinematic games,players may want to limit this trait to only one hench-men group per team.

Heavy Weapon Team Cost: 4pts

Some henchmen groups will feature a team of spe-cialists trained in the use of a heavy weapon.

Effects:  This trait adds extra offensive punch to thehenchmen group. If the group moves 1” or lessduring its turn, it may employ the effects of this trait.Groups fring with a heavy weapon gain +2D toattack goal rolls. They may also choose one or moreof the following effects:

• Radius Attack 2” (+4 pts.)

• Vehicle Buster +1 DN versus vehicle tar-

gets (+2 pts.)

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Heroic Spirit Cost: 4pts

Characters with this trait are square-jawed paragonsof all that is right and good.

Effects: The character never counts as a friendly mod-el for purposes of outnumbering an enemy--it just isn’t

sporting! All allied characters on his team receive+1D to their KO checks as long as this characterremains conscious and in the fght.

Hover Cost: 2pts

Models that hover need never touch the ground.

Effects: They ignore the effects of diffcult terrain, andcan even move across chasms without falling. Anyit they would be subject to falling, the model simply

oats gently to the ground. Models possessing Flightmay also purchase this trait to represent an ability toconstantly hover in midair. This trait does not makethe model immune to close combat attacks, as it hov-ers closely enough to the ground to still be struck inmelee.

Hunter Cost: 2pts

Hunters choose a target and make that target theirpriority in battle.

Effects: Before each battle select one character mod-el from the opposing force. That character is yourquarry. You gain +1D to attack this character, and+1D to spot him when he is hiding and for purposesof charging him when he cannot be seen.

Iron Will Cost: 3pts

Those with Iron Will enjoy an almost unshakablefaith in their ability to endure any hardship.

Effects: Characters with Iron Will gain +1D to Re-solve on KO Checks, and +2D to Mind or Resolve

for resisting the effects of powers that control or cloudthe mind. They may also add +2D to Resolve forany scenario situation that calls for a Fear check.

Large Target Cost: -2pts

Any character or henchmen group of large size iseasier to hit in battle.

Effects: Any models targeting them with attacks gain+1D to those attacks.

Note: This reduces the cost of being a large model,and has already been factored into the 3 pt. cost fora large model.

Law Enforcement Cost: 2pts

This trait grants the character or henchmen groupsome remit of the law that provides authority in tensesituations.

Effects: The character’s team gains +1D to initiativechecks for the frst round of a game, and +1D topost-battle resource checks. The effects of multiplecharacters or henchmen groups with this trait is cu-mulative up to a maximum of +3D, so a team withtwo models possessing this trait would gain +2D toinitiative and +2D to post-battle checks. Addition-

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Character and Force Creation

ally, models possessing this trait may spend a Freeaction and make a TN4 Resolve check to dispersea crowd (see Crowd Terrain in Chapter 7: Scenariosand Campaigns).

Mighty Blow Cost: 5ptsSome characters hit so hard that their attacks devas-tate their targets.

Effects:  Characters possessing this trait add +2 tothe DN (instead of the normal +1) of their close com-bat attacks if they possess a Strength of 4 or higher.Additionally, they use their Strength dice as the basisfor their close combat attacks instead of their Agility.This does not apply to Energy Blades.

Minor Hero Cost: -8pts

This trait is ideal for representing lesser companionsor “red shirts.”

Effects:  While not nameless henchmen, characterswith this trait possess a base of only 3 Vitality and 1Fate die. A minor hero goes down with no Resolvecheck when he hits KO.

Natural Attack Cost: 9ptsCharacters with natural attacks use tooth, claw, tenta-cle, enhanced martial training, or some other integralpart of them to attack foes in close combat.

Effects:  They possess a DN4 close combat attackthat cannot be disarmed.

Path of Power Cost: variable 

Characters with this trait possess a natural affnity forwielding and resisting powers that can manifest indifferent ways.

Effects: Choose one or more of the following 1 pt.

effects:

• Sense: +1 Re-roll on any check to spot ahiding power wielder 

• Manipulate: +1 Re-roll on any roll to ac-tivate a power 

• Resist: +1 Re-roll on any defense roll toversus a power 

Preternatural Re f exes Cost: 2pts

Wired reexes, genetic cunning, or uncanny agilityall fall under this trait.

Effects: Characters possessing this trait never countas being knocked down for any reason, unless theywant to be. They also gain +1D to Agility to avoidfalls and make any sort of jump checks.

Ranger Cost: 1ptsMany characters are at home in the forests or junglesof any world.

Effects: Characters with this trait ignore effects of dif-fcult ground in forest or jungle terrain.

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Regeneration Cost: 7pts

Characters with this trait can recover from injurieseven in the heat of battle.

Effects: At the beginning of each of his turns, a dam-aged character possessing this trait makes a TN4Resolve check. On a success he recovers 1 lost Vi-

tality. Once a character suffers a KO this trait stops

working. The character also gains +1 to Post-Battleinjury table checks.

Making NewSpecial Traits

Players desiring to create their own special traits,equipment, and weapons for B&B should follow

these loose guidelines. Costs for various gamestats roughly break down as follows:

1D = 2 pts..5” = 1 pt.1 Vitality = 1 pt.+1 Re-roll = 1 pt.+1DN = 4 pts.

Extraordinary ability = 1 pt. to 5+ pts.

Extraordinary abilities form a loose collection ofspecial traits like aquatic, ight, and other morecircumstantial benefts like using Strength in placeof Agility for attacks. Dice that only come intoplay in specifc situations should only cost 1 pt.if those situations don’t occur often. For exam-ple, bonus dice to attack a weird power wielder

should only cost 1 pt. per die as the player maynot always face a power wielder, or be ableto maneuver his character in such a way as tomatch-up against the opposing team’s power

wielder. On the other hand, dice that add justto close combat attacks in general, for example,should cost 2 pts. each as a character who takesthem will often fnd himself in close combat.

For weapons, follow the DN costing guidelinesabove. Anything that reduces range subtracts 5pts. from a weapon’s cost, while anything thatincreases range adds 5 pts. For radius weapons,take the radius in inches and double it for theadded cost. For example, a Radius 2” weapon

would have +4 pts. added to its cost. For closecombat only weapons, fgure the total cost asnormal, then subtract 10 pts. to mitigate the factthat the model has to be up close and personalto use it (minimum cost of 5 pts. after fguring allthe math).

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Character and Force Creation

Run and Gun Cost: 4pts

Characters with this trait move and shoot with lethaluidity.

Effects: The character can fre his blaster or slug pis-tols after making a charge action, and combine this

with the Gunfghter trait for a truly lethal fusillade.

Sharp Senses Cost: 2pts

Uncanny alertness can mean the difference betweenlife and death.

Effects: Characters possessing this trait add +2D totheir Mind checks for spotting hidden or invisiblemodels and locating scenario objectives.

Shielding Cost: 2pts

Some robots and cyborgs possess shielding thatmakes them harder to hack.

Effects: This trait adds +1D to the character’s Mindfor defense checks against hacking. Characters mayspend build or experience points to add a further+1D to this trait, for a maximum possible bonus of+2D.

Slow Cost: -1pts/.5”  

Many alien species are slow of foot, and some char-acters are slow due to old injuries.

Effects: The character reduces its base Move valueby -.5” per -1 pt. .

Small Cost: -2pts

The character is smaller than average, and generallyless hardy.

Effects: He begins play with 5 Vitality instead of thenormal 6 that most characters will have. His Move

value also starts at -.5” due to shorter strides. Thistrait already factors into the Small size category, butmay also be taken by species who are not normallysmall to model an unusually smaller member of thatspecies.

Starship Cost: 2pts

Characters possessing this trait own a starship capa-ble of carrying them and the rest of their team to anyplanet in the known universe. They can also use to

carry cargo and passengers.

Effects: During the post-battle sequence (see Chapter7), the ship owner makes a TN3 Mind check, and ifsuccessful, gains +5 credits for his band.

Survivor Cost: 3pts

Years of experience on the battlefeld make charac-ters with this trait born survivors.

Effects: This trait confers two benefts. First, the char -acter is trained to make the best use of his surround-ings in battle, and gains a further +1D on defensegoal rolls when in any form of cover. Second, thecharacter gains a +1D bonus on Resolve checks be-fore rolling on the Post-Battle table when he’s KO’edor taken out.

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Swift Cost: +1pt/.5” 

Many alien species are eet of foot, and some char -acters possess enhanced speed from various aug-mentations.

Effects: The character increases his base Move value

by +.5” per +1 pt. Maximum increase is +2”.

Tough Cost: 2pts

Some characters refuse to succumb to their injuries.

Effects: Characters possessing this trait gain +2 Re-rolls on KO checks. This trait is not suitable for Ro-bots or Henchmen.

Unliving Cost: 2ptsUnliving characters (usually Robots) can take morepunishment than organic ones, but once they reacha certain point, they go down for good!

Effects:  They start the game with +2 Vitality, andare immune to the effects of poison and disease.When they lose their last point, they are automatical-ly KO’ed with no Resolve check. They also cannotbe healed in play using powers or Medical Kits, butcan be healed via technological means.

Unliving Henchmen Cost: 2pts

Unliving henchmen (usually Robots) do not possessthe same weaknesses as normal, living creatures.

Effects: Ignore the frst point of damage from everysuccessful attack.

Witch Hunter Cost: 4pts

Characters possessing this trait enjoy a natural resis-tance to weird powers, and either have an innateor trained ability to more effectively combat powerwielders.

Effects: +1D to resist powers and their effects; +2Don attacks against power wielders. Characters pur-chasing this trait may not possess backgrounds that

grant them powers unless they spend an additional+1 pt. for the Sanctioned option.

Cost: 4 pts. (5 pts. for Sanctioned)

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Character and Force Creation

Powers

A character must have an appropriate backgroundtrait to purchase these powers. Powers have both aFate cost and a normal points cost. The points cost ispaid when the power is acquired, and the Fate cost

refers to the number of Fate dice that must be spentthat round to attempt to use the power. Any powermarked “exhausted” means that its Fate cost reducesthe character’s Fate dice pool by that amount for theremainder of the game.

Absorb Energy Cost: 2 pts.

The wielder uses his power to dissipate the deadlyenergies of blaster weapons.

Fate: 1D

Effects: Whenever the character is hit by a blasterweapon, he may choose to use his Resolve + 1 ashis DR instead of the normal Strength + 1. Re-rollsfrom armor still apply to this roll.

Cloud Minds Cost: 2 pts.

The wielder uses his power to confuse and interruptthe ow of positive energies to a foe.

Fate: 1D

Effects: The wielder uses a free action to make anopposed Resolve vs. Mind goal roll against a foewithin 5”. If the wielder wins the opposed check,the target immediately loses two Fate dice. If the

target currently has no Fate dice, it gets two less backduring the Refresh phase next round. This power mayalso be used in specifc role-play scenarios; uses ofthis nature will be detailed in the specifc scenariowrite-ups. This power may only be used once perround and does not work against Unliving models.

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De f ection Cost: 4 pts.

The wielder reacts to incoming blaster fre or closecombat attacks, using her power to deect attackswith her energy blade, possibly re-directing them intoother nearby enemies. When used in melee, theenergy blade could even destroy the attacker’s close

combat weapon!

Fate: 2D

Effects: The wielder uses this power in reaction to aranged attack from a blaster weapon, and must havehis energy blade in hand to use it. He spends 2DFate, then instead of rolling Agility to avoid the at-tack, he rolls his Resolve attribute. If he ties or beatsthe attacker’s goal roll by two or less goals, the shotdeects harmlessly away.

However, if he beats the at tacker’s total by 3+ goals,the shot can be re-directed at another viable targetwithin 5”. The number of goals the defender beatthe attacker by serves as the new attack goal rolltotal, and the new target must roll its Agility as nor-mal to evade the attack. If the shot hits, the originalblaster DN applies.

In close combat, the wielder spends 2D Fate, theninstead of rolling Agility to avoid the attack, he rolls

his Resolve attribute. If he ties or beats the attacker’sgoal roll by three or less goals, the attack is simplyturned away.

However, if he beats the at tacker’s total by 4+ goals,the opponent’s weapon is destroyed! The weaponmay be repaired for the beginning of the model’s

next battle, but is useless for the remainder of thisone. Against natural attacks, the weapon is not bro-ken, but the attacker loses one Vitality point.

Disarm Cost: 4 pts.

The wielder disarms a foe within the Short rangeband (5” or less), using his power to rip a weapon,device, or scenario objective from his hand.

Fate: 2D

Effects: The wielder uses an attack action and makesan opposed roll pitting his Resolve vs. his target’sStrength. If the wielder succeeds, the target’s weap-on ies from his hand and lands in a random direc-tion 2.5” away. If the wielder succeeds by 3+ goals

the weapon or object ies into his hand! Targetswith appropriate power wielding background traitsmay resist with their Resolve instead of their Strengthif they choose to do so. This power counts as aranged attack and may not be used in close combat.If successfully used on a Henchmen group, this pow-er reduces its concentrated fre ability by -1D.

Great Haste Cost: 2 pts.

The wielder uses his power to augment his speed,

moving like a blur!

Fate: 1D

Effects: The wielder spends a free action and adds+3” to his Move value for the round.

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Great Leap Cost: 2 pts.

The wielder uses his power to augment his ability toleap, bounding amazing distances.

Fate: 1D

Effects: The character takes a Free action and makesa TN3 Resolve check. If the check fails, another onemay not be attempted, but the character may other-wise move and act normally. On a success he orshe may leap up to 6” vertically and 3” horizontally,or 3” vertically and 6” horizontally. This counts asthe character’s Move for this turn. If the wielder likes,this also counts as a charge and allows him to makea close combat attack against any foe he ends hismove in base contact with.

Additionally, possessing this power allows the char-acter to ignore any damage from falls, so long as hehas at least 1D Fate available to power it at the timeof the fall.

Heal Cost: 5 pts.

The character channels his power to heal herself oran ally.

Fate: 1D (Exhausted)

Effects: The wielder uses a special action, expends1D Fate, and makes a TN4 Resolve check. She ora character in base contact with her gains 1 Vitalityback. This power cannot add more Vitality than acharacter began the game with. This power doesnot work on Henchmen groups or Unliving models.

Note: In some campaign backgrounds, players maywant to have Dark Essence wielders have a hardertime using this power, increasing the check to TN5.

Invisibility Cost: 20 pts.

Fate: 2D to activate, 1D to maintain

Cost: 20 pts.

Effects: Characters with this power may spend 2DFate and use a special action to turn Invisible. Formore on the effects of being invisible, see Chapter 2:Actions & Combat. Every time the character attackshe must make a TN4 Mind or Resolve check (play-er’s choice) to maintain his invisibility. If he becomesvisible, he may use a special action to turn invisi-

ble again on a subsequent turn. At the beginning ofeach turn, an invisible character must spend 1D Fateto maintain the power, or become visible again.

Lend Fate Cost: 3 pts.

Power wielders can sometimes impart minor bits ofgood fortune to allies in battle.

Fate: see text below

Effects: Up to twice per combat round, friendly char-acters within the medium range band of a powerwielder possessing this power may use one of his orher available Fate dice. A single character may notdraw more than one Fate die per round using thispower.

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Nullify Cost: 10 pts.

You use your power to potentially snuff the use ofother powers in your vicinity.

Fate: 1D

Effects: Nullify’s base range is half the nullifyingmodel’s Resolve attribute in inches. Every +1D Fatespent when the power is activated increases thebase range by +1”. As a reaction to another model’spower use, the nullifying model spends 1D Fate andmakes an opposed Resolve roll vs. the Resolve checkof the power user. If the nullifer ties or beats the pow-er user’s roll, the power does not work. Models withthis power and the Power Blank background enjoycomplete immunity to the direct effects of powers.They cannot be directly affected by either harmful

or benefcial powers, and only need to spend Fatewhen actively nullifying power usage within theirrange.

Power Blast Cost: 15 pts.

Raw energies lance from the wielder’s hands into atarget, blasting him with deadly force!

Fate: 3D

Effects: The wielder uses an attack action and makesan opposed roll pitting his Resolve vs. his target’sAgility. This counts as a normal ranged attack andrange band modifers apply. If successful, the targetmust resist damage vs. DN5. Armor does not addre-rolls to this DR roll. Note: Some backgrounds maylimit this power to only evil characters. This is left

up to the players to decide based on their chosencampaign background. Note: Power Blast can alsobe used to model offensive telekinesis--a rain of smallobjects hurled at a foe.

Power Push/Pull Cost: 10 pts.The wielder coalesces his power into a ram of pow-er that shoves the target directly away from him, oryanks him toward him.

Fate: 2D

Effects: The wielder uses an attack action and makesan opposed roll pitting his Resolve vs. his target’sStrength (or Resolve if the Target is also a powerwielder). This counts as a normal ranged attack and

range band modifers apply. If the attacker wins, thetarget is moved up to 5” away from, or toward, theattacker. The target must make a TN4 Agility checkor be knocked down. If the target collides with a sol-id object as a result of this power, any further push orpull movement is lost, and he makes a DR roll versusa DN3.

The wielder may also use this power to push or pullinanimate objects. This requires the wielder to meetor beat a TN based on the object’s size:

Small = TN3Medium = TN4Large = TN5Large +1 = TN6Large +2 = TN7

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Character and Force Creation

Players should agree ahead on the size of various ter-rain features. For example, a medium object wouldbe roughly man-sized. Players may not use these ob-jects as offensive missiles. They move slowly enoughthat they can be easily avoided by other models.Characters may use this power to move friendly mod-

els as well. In these cases, the friendly model doesnot need to make a knockdown check.

Precognition Cost: 4 pts.

Wielders can focus their powers to see short distanc-es into the future, sometimes divining the correct pathor course of action to take.

Fate: 2 (Exhausted)

Effects: The character uses a free action to activatethis power, expending 2 Fate, and on the next turnhis side gains +4D to the initiative goal roll. Thispower also grants +1D in the post-battle incomephase.

Stun Cost: 10pts.

The power wielder disrupts the ows of natural en-ergy to the target, inhibiting its movement or abilityto act.

Fate: 2D

Effects: The power wielder spends a combat actionand makes an opposed Resolve versus Resolve (orMind should the defender choose it instead) goalroll. If the wielder wins, the target is stunned (see

Chapter 2: Actions and Combat  for the effects ofbeing stunned). This power may be used in closecombat or at range, and normal ranged combatmodifers apply.

STEP 6: PURCHASE EQUIPMENT This step allows players to buy equipment for theircharacters and henchmen. They may select up totwo weapons and two pieces of gear (including ar-mor) for each character. Weapons and equipmentfor henchmen groups need only be purchased once,no matter how many members are in the group.

Blaster Pistol Cost: 16 pts.

High-energy sidearm suitable for most close rangefrefghts.

Effects:  Ranged combat only, DN5, Count RangeBands past Medium as one higher 

Notes: Set to Stun*

Blaster Ri f e Cost: 25 pts.

High-energy rie excellent in long range frefghts.

Effects: Ranged combat only, DN6

Notes: Set to Stun*

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Cloaking Field Cost: 15 pts.

This high-tech device renders the wearer invisible forshort periods.

Effects: The character uses a special action to acti-vate the feld, then becomes Invisible (see Chapter

2 for more details on this). Any time the charactersuffers a successful hit, whether it ends up damaginghim or not, he must immediately make a TN3 Mindcheck or his feld shuts down. If the check fails, thecharacter can re-start the feld on his next turn with aspecial action, but no further Mind check.

Notes: Rare--this items costs 30 pts. when purchasedafter character creation, during the course of a cam-paign.

Combat Blade Cost: 6 pts.

Easily concealable knife or dagger of sharpenedsteel or titanium.

Effects:  Close combat only, DN4, Does not countagainst the normal two weapon limit

EMP Blaster Cost: 15 pts.

Short-barreled energy rie especially effective against

targets with the Robot species trait.

Effects: Ranged combat only, DN6 vs. Robots, DN3vs. non-Robots

Energy Blade Cost: 20 pts.

This deadly and elegant weapon may only be pur-chased and used by characters who also purchasethe Energy Blade Attack/Deect combat skill. Itscylindrical metal hilt produces a blade of coruscatingenergy capable of cutting through most anything.

Effects: Close combat only, DN7, -1 Re-roll on DRchecks

Notes:  Characters with 4+ Strength values do notadd additional bonuses to the DN of Energy Blades,as it is a weapon that relies more on skill and fnessethan brute force.

Optional Rule: Because it is a weapon that reliesmore on training and attunement with the Essence

(one type of weird powers), wielders may use theirResolve Attribute for attack goal rolls instead of Agil-ity if they choose.

Energy Shield Cost: 3 pts.

This high-tech device worn on a belt, vambrace, orother area of the body projects a shimmering coronaof protective energy around the wearer.

Effects:  +2 Re-rolls on defense goal rolls against

ranged attacks, +1 Re-roll on defense goal rollsagainst close combat attacks.

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Character and Force Creation

Fighting Stick Cost: 5 pts.

Balanced staff made metal or dense wood ideal forattack and defense.

Effects: Close combat only, DN3, +1 Re-roll on Tripmaneuvers and Defense goal rolls

Flame Gun Cost: 22 pts.

A short -ranged weapon that fres a jet of burning gasor liquid designed to set its target ablaze.

Effects:  Ranged combat only, DN4, counts rangebands over Short as one higher, Radius 1” - targetstruck by this weapon count as having come in directcontact with fre and must make a TN3 Agility test toavoid being set on fre per the rules for environmental

hazards.

Force Pike Cost: 11 pts.

This fghting staff made from composite materialscomes with an energy-charged tip.

Effects: Close combat only, DN4, +1 Re-roll on Tripmaneuvers and Defense goal rolls, Reach 1 (.5”)

Grenades (Frag) Cost: 5 pts.* 

A bandolier of thrown explosives with a radius effect(enough to last the entire battle). Frag grenades con-tain shrapnel that explodes out in a destructive rain.Any number of different grenade types count as onlyone selection for weapon limits.

Effects:  Ranged Combat Only, Radius 2”, DN4,Thrown Weapon, Vehicles gain +2D DR

* +5 pts. to re-stock between battles

Grenades (Stun) Cost: 15 pts.*  

A bandolier of thrown stunners with a radius effect(enough to last the entire battle). Stun grenades con-tain either special gases, short-burst sonics, or other

agents that cause temporary confusion against anytargets that fail to resist their effects. Any number ofdifferent grenade types count as only one selectionfor weapon limits.

Effects: Ranged Combat Only, Radius 2”, TN4 Re-solve check or Stunned, Thrown Weapon.

* +5 pts. to re-stock between battles

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Grenade Launcher Cost: 5 pts.

Rie-like weapon capable of launching grenadesgreat distances. Characters must purchase specifcgrenades for the launcher separately. Grenades anda Grenade Launcher count as one weapon choicefor determining weapon limits.

Effects: Launches Grenades (see rules in Chapter 2: Actions and Combat)

Hacking Rig Cost: 1 pts.*  

This pocket-sized device increases a hacker or sys-tem’s ability to interact with targets and devices, andresist electronic intrusion.

Effects: Adds Re-rolls to any hacking or hacking re-

sistance checks.

*1 pt. per Re-roll (max +3 Re-rolls)

Heavy Armor Cost: 3 pts.

Full body armor consisting of metal or ceramic plates,helmet, over a tightly woven super-dense body suit.

Effects: +3 Re-rolls to DR checks

Heavy Melee Weapon Cost: 9 pts.

Any of a number of large, unwieldy melee weaponscapable of cutting or crushing a foe to death.

Effects:  Close combat only, DN5, +1 Re-roll to tar-get’s defense goal rolls

Jet Pack/Flight Harness 5 pts.

Portable device that allows the character to achieveight for brief periods.

Effects: Adds +1” to Move value and allows modelto y over other models and obstacles, landing on

terrain features as high as 10”. Also renders charac-ter immune to Falling damage. This equipment is sus-ceptible to disarm maneuvers, and attackers gain +1re-roll when attempting disarms against a jet pack.

Character must end his movement landed, and insafe terrain.

Light Armor Cost: 2 pts.

Body armor consisting of metal or ceramic plates, or

tightly woven super-dense fbers.

Effects: +2 Re-rolls to DR checks

Med Kit Cost: 4 pts.

This small case contains slap-patches and other med-icines for treating injured characters. Effects:  Thecharacter employing the kit exhausts one of its usesand makes a TN4 Mind goal roll. If successful, theuser, or a character model in base contact with the

user regains 1 lost Vitality. Requires a special actionto employ. A single Med Kit may only be used twicein one scenario.

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Character and Force Creation

Really Big Gun Cost: 25 pts.

This colorful title comprises any number of large,high-energy or high-caliber weapons.

Effects: Ranged combat only, base DN6, andchoose one or more of the following:

• Radius 2” (+8 pts.)

• Blaster, +1 DN (+4 pts.)

• Armor Piercing, -2 Re-rolls provided by Ar-mor or gear (+2 pts.)

Notes:  Models using a Really Big Gun must pos-sess Strength 4+ to move normally and shoot with it.Those that do not may only move 1” or less if they

plan to shoot the weapon that turn.

Scanners Cost: 5 pts.

Suite of high-tech gear that allows the character tobetter assess his environment.

Effects: +2D Mind checks for detecting scenario ob-jectives, +1D to the leader’s Initiative goal rolls, and+1D to detect hiding models. The initiative beneftsapply no matter who actually holds the scanner, but

the benefts of only one scanner may be applied toan initiative goal roll.

Shotgun Cost: 20 pts.

Simple but effective weapon that fres a cloud ofsmall shot.

Effects: Ranged combat only, DN4, Radius 1”

Slug Pistol Cost: 10 pts.

Sidearm of the truly poor. Useful in environments thatare hostile to blasters.

Effects:  Ranged combat only, DN4, Count RangeBands past Medium as one higher 

Slug Ri f e Cost: 22 pts.

Primitive weapon used by nomads and savages for

hunting.

Effects: Ranged combat only, DN5, +1D Attack be-yond short range band

Sword Cost: 7 pts.

Roughly meter long length of sharpened steel or tita-nium, balanced for fghting.

Effects: Close combat only, DN4, +1 Re-roll on at-

tack goal rolls

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Thermionic Destructor Cost: 25 pts.

A one-use explosive charge of enormous power.

Effects: Ranged Combat Only, Radius 3”, DN8, -3Re-rolls on DR, ignores 4D of vehicle armor, Thrown,Cannot be fred from a grenade launcher, One Use

Only (once thrown, delete from crew roster), LimitedAvailability (no more than one allowed per crew)

Throwing Weapon Cost: 9 pts.

A bandolier of razor-sharp throwing knives, discs, orother offensive objects--enough hurled missiles to lastan entire battle.

Effects:  Ranged or close combat, DN3, Thrown,Characters with 4+ Strength values add +1 to the

base DN.

Turbo-Blaster Cost: 21 pts.

High-energy, rapid fre snub rie excellent for hosingmultiple foes at short range

Effects:  Ranged combat only, DN5, Count rangebands beyond Point Blank as one higher, Radius 1.5”

Web Gun Cost: 10 pts.

This short-range weapon fres a sticky, fbrous sub-stance that traps the target in place.

Effects:  Ranged combat only, no damage, Countrange bands beyond Point Blank as one higher, En-

tangle.

--Radius 2” (+8 pts.)

Weapon Notes

The following entries list weapon notes and optionsapplicable to some of the equipment listed above.

Entangle 

On a successful hit targets must make TN3 Agilityor Strength checks at the beginning of each of theirturns. Just as with damage, every 3 goals the attack-er beats his targets by add +1 to the TN. If theyfail, they are stuck in place and cannot move thatturn. Stuck targets are easier to hit, and foes gain+1D against them in close or ranged combat. Stuckmodels may make close and ranged attacks againstlegal targets as normal, but any models they targetgain +1D to defense goal rolls.

Option: Dual Weapon 

Any model that purchases two of the same meleeweapon (Combat Blade, Energy Blade, FightingStick, Heavy Melee Weapon, or Sword) can com-bine them into a Double Weapon for +2 pts. This

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Character and Force Creation

allows it to be used with the Dual Wield SpecialTrait, and both weapons count as a single piece ofequipment, allowing you to buy another weapon.

Reach 

Any weapon possessing reach extends the wielder’sability to strike in close combat a distance equalto its rating in half-inch increments. For example, aReach 1 weapon possesses a reach of .5”. Anyopposing models within a close combat weapon’sreach count as being in close combat for the wielderof that weapon (but not for their own attacks unlessthey also possess Reach). If the model charges it maymake an attack against a target so long as it getswithin its weapon’s reach. The default reach of allclose combat weapons is base contact.

Note:  In 15mm scale games, conventional meleeweapons should not possess greater than Reach 2(1”).

Set to Stun 

Effects: Blaster Pistols and Blaster Ries may be de-clared as Set to Stun. It takes only a free action toset a blaster to stun. Doing so means that any modelKO’ed and subsequently removed from play as a

result of losing its last Vitality to a stunning weapontreats any Dead results on the Post Battle table as onelevel higher.

Thrown 

Weapons of this type are thrown and use the modi-fed range chart presented in Chapter 2.

STEP 7: FINISHING TOUCHES Once your character has been built, the fnishing el-ements need to be noted on the Character RecordCard (see Appendix III: Play Aids). Note the follow-ing:

Move Value

This is usually 3”, but this can be affected by traitslike Slow or Swift.

Vitality

A character’s starting Vitality begins at 6, but a char -acter’s size, and traits like Unliving can alter this.

Fate Dice

A character’s starting Fate dice pool equals his or

her Resolve attribute, but power wielders will havedouble this amount, and characters with Extra Fatewill add +1 to this starting total. For power wielderswho also possess Extra Fate, the +1D is added afterdoubling the initial Fate total.

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Points Total

Add up the total cost of all of the character’s traits,options, and equipment and note it here.

BUILDING TEAMS Once a player knows how to build a single char-acter or henchmen group, he or she will next wantto assemble them into a team of operatives. Play-ers should follow the guidelines below when settingout to make their operative teams. Players can alsoagree to waive any or all of these guidelines.

1. Total PointsPlayers should settle on a total points value for thewhole team. The rules above allow for the creationof a balanced and diverse crew of operatives ataround 200 pts. Players desiring a larger, morepowerful, or more numerous band could agree ona larger total; 300 pts. would work well as the nextlevel for determining size.

2. Max Character Cost

Players might want to set a maximum points cost forstarting characters in order to avoid the creation of“super-men” who could unbalance games. A 65pt. cap on character or henchmen group’s cost al -lows for the creation of very powerful, but still mortal,models.

3. Vehicles

Players can agree to a separate pool of points topurchase one or more vehicles for the team. SeeChapter 6: Vehicles & Monsters for more on this.

Players should check Appendix I: Sample Forces for ready examples of the character and team buildingconcepts in action.

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Vehicles and Monsters

Chapter 6:

V eHICles  And  m onsters 

 Vehicles in B&B represent anything from hover-sleds,to light tanks, or walking, mechanical death ma-chines whose only goal is destruction. Monsters cancover anything from exotic natural beasts that roamthe wild lands of any habitable planet, or vat-grownmutants created as super-weapons. This chapter pres-ents special rules for both vehicles and monsters thatwill allow players to create and incorporate theminto their B&B games.

BUILDING VEHICLES Unlike regular models, vehicles do not possess at-tributes, but rather rely on four primary traits: Size,Armor, Type, and Move. When players crea avehicle, they build it by purchasing the four primarytraits, then adding any additional items like weap-ons or special add-ons.

Size

These rules deal primarily with personal vehicles,the kind characters might encounter on a crowdedspaceport street or on the sci-f battlefeld. Giganticspace ships, super-heavy tanks, and other massivevehicles exist beyond the purview of these rules. Avehicle’s size determines its starting Structure, and thisis the equivalent of its Vitality. Size also determinesits Base DR. Sizes are Small, Medium, or Large. Size

also determines a vehicle’s base crew, which countsas the total number of character models or individualhenchmen it can carry, including passengers.

Small Cost: 10 pts.

Personal size vehicle capable of carrying two pas-sengers at most. Starting Structure: 5

Base Crew: 2

Base DR: 1D

Cost: 10 pts.

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Medium Cost: 15 pts.

Passenger vehicle or smaller cargo hauler capable ofcarrying six passengers at most.

Starting Structure: 10

Base Crew: 6

Base DR: 2D

Large Cost: 20 pts.

Mass mover or cargo hauler capable of carrying adozen passengers at most.

Starting Structure: 15

Base Crew: 12

Base DR: 3D

Armor

A vehicle’s Armor adds to its damage resistance.This is rated in dice, and purchased at 2 pts. perdie. A vehicle’s size limits its total number of armordice as follows:

Small = max 4D

Medium = max 6D

Large = max 8D

A vehicle must have at least 1D Armor.

Type

There are many types of vehicles in the galaxy, butthese rules break them down into a few simple cate-gories based on how they move.

Ground Cost: 2 pts.

Wheeled or tracked vehicle. Subject to the same re-strictions on diffcult ground as character and hench-men models. Gains a bonus on smooth and evensurfaces like roads.

Hover Cost: 2 pts.

Utilize advanced anti-grav technology. Capable ofcrossing water and some diffcult ground at normal

movement rate.

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Vehicles and Monsters

Walker Cost: 4 pts.

Outftted with two, four, or even more mechanicallegs. Capable of going where some normal vehiclescannot. Can enter large buildings. In any contestof Strength with a normal character model, Walk-ers automatically win. They cannot be grabbed or

hindered in any way by a normal character model.Walkers do possess a Strength score, and this is de-termined by their size:

Small = 4D

Medium = 6D

Large = 8D

This Strength will most often be employed when

walkers struggle against giant monsters (see below).

Flight Cost: 10 pts.

Fly high above the battlefeld. Ignore terrain effects.Cannot be attacked in close combat; cannot makeattacks in close combat. Must land to deploy non-y-ing troops.

Move

How far in a turn the vehicle can move. Vehiclespossess a base Move of 8”. Players may purchaseadditional movement capacity for their vehicles at+1 pt. per .5”.

Walkers may not purchase more than +2.5” of addi-tional movement.

Additional Vehicle Traits

These extra capabilities allow players to customizevehicles to their specifc tastes.

Amphibious Cost: 3 pts.

 Vehicle models possessing this trait have the abili-ty to function normally while submerged in water.Amphibious vehicles suffer no movement penalties in

watery or marshy terrain, and their crew memberssuffer no penalties while they ride along. Amphibi-ous vehicles possess the Closed Compartment trait atno additional cost.

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Closed Compartment Cost: 4 pts.

These rules assume that any vehicle built possessesan open crew and passenger compartment. Thisspecial trait allows the vehicle to have a closed com-partment, making crew and passengers non-targetsfor ranged and close combat attacks. Under normal

circumstances, closed vehicles may not be enteredby enemy models.

Combat Computer Cost: 4 pts.

 Vehicles possessing this trait may move and fre in thesame turn even if they do not possess the Robot Braintrait or extra crew.

Extra Structure Cost: *  

 Vehicles possessing this trait can endure extra pun-ishment.

*1 pt. +1 Structure (max +10)

Extra Crew Bay Cost: 1 pts.

This allows the vehicle to carry additional crew orpassengers. Small vehicles may not take this trait,and Medium vehicles may only select it once. Largevehicles may select it three times, for a total of six

extra models carried.

*1 pt./2 models

Heavy Armor Cost: 2 pts.

 Vehicles possessing this trait gain 2 re-rolls on theirArmor goal rolls.

Immobile Cost: -10 pts.

 Vehicles with this trait cannot move; they are struc-tures (see below).

Limited Arc of Fire Cost: *  

A vehicle with this trait cannot fre its weapons 360degrees like a character can. The point reduction forthis trait depends on the limitation of the arc.

*-5 for 180 degrees, -10 for 90 degrees

Independent Cost: 2 pts.

 Vehicles possessing this trait do not require a pilot,and may be activated as if they were a charactermodel during a player’s turn. Independent vehiclesmay add their Robot Brain dice to their attack anddefense goal rolls.

Multi-Attack Cost: 5 pts.

Extra arms, multiple cannons, and auto-fre weapons

are all examples of the Multi-Attack trait. Providedthey do not move during their turn, vehicles with thistrait may make two attacks when their pilots choosethe combat action. These attacks may be against thesame or different targets, but all targets receive +2Dto defense to avoid the attack. No matter if it’s oneor two targets, the attacker makes a single attack

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Vehicles and Monsters

goal roll. If both attacks target a single model, thatmodel makes two separate defense goal rolls, bothat +2D.

No Crew Cost: -2 pts.

Sometimes vehicles are designed to be unmanned.This is often the case with giant robots. A vehiclewith this trait can carry no crew or passengers. A ve-hicle must possess the Robot Brain and Independenttraits to take this limitation.

Cost: -2 pts.

Robot Brain Cost: 5 pts.

A vehicle must also possess the Independent trait to

purchase Robot Brain. Vehicles possessing this traithave the 4D for attack and defense goal rolls, andmay move and fre on the same turn whether theyhave multiple crew members or not. Any other rollsthe vehicle must make while relying on its Robot Brainpossess a rating of 3D. This would include detectinghidden models or anything else a scenario might callfor.

Cost: 5 pts.

Weapons

Hull-mounted blasters, missile racks, and crushingclaws are but a few examples of the types of weap-ons vehicles can possess. Players purchase the vehi-cle’s weapons from the list in Chapter 5: Characterand Force Creation. Since vehicles can carry larger

weapons with greater ammo payloads, players mayadd +1 DN to any of these selections at the cost ofan additional +4 pts. Vehicle weapons all count asbeing Built-In, and cannot be disarmed.

Whether ranged or close combat, vehicle weap-

ons pack a greater punch than normal handheldweapons, and add +1 to the DN if the attack goalrolls succeed by 2+ goals instead of the normal 3+goals. A vehicle’s total number of possible weaponsis limited by its Size:

Small = 1 weaponMedium = 2 weaponsLarge = 3 weapons

 Vehicle close combat weapons may attack foes up

to 1” away as if they were in base contact.

Buildings & Structures

Players can use the vehicle rules to build structures.This should only be done when it makes sense. If partof a scenario involves destroying an alien base, thenit might make sense to build portions of that baseusing these rules. Players can treat very large struc-tures in sections, building each one as a separate“vehicle”. Of course, most all structures are immobile,

and so will have a Move score of 0”. Targeting astructure requires an unopposed attack goal roll ver-sus a static TN2. The extreme range band adds +1to this TN. This represents hitting the right, vital areaof the structure. Reducing a building section’s struc-ture to zero does not necessarily mean it is totallydestroyed. Unless the section destroyed specifcally

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possesses a power plant or some other potentiallyexplosive apparatus, the occupants do not suffer theautomatic DN5 hit unless the building collapses. Abuilding section reduced to zero structure collapseson a D6 roll of 5 or 6; otherwise it’s just a blown-outshell that provides only soft cover.

VEHICLES IN PLAY  Vehicles in B&B follow many of the same generalrules as standard models. Listed below are someclarifcations of differences and special situations forvehicles.

Movement Vehicles do not charge. Vehicles possess a basemovement, and when built players may purchase ex-tra distance for them.

Initiative

 Vehicles act when their pilot activates, or if they pos-sess the Robot Brain trait, when they themselves acti-vate. Vehicles move and are affected by terrain justas normal models are.

Entering andExiting a Vehicle

Models entering and exiting vehicles measure move-ment normally while doing so. If they have enoughmovement to enter/exit AND make an attack, they

may do so. If not, they must count this movement as arun/charge. Models enter/exit a vehicle from pointsdesignated by the owning player at the beginningof the game. If a vehicle is not clearly modeled withobvious entry/exit points, the player picks two suchpoints and lets his opponent know where they are on

the vehicle before play begins.

Combat AttacksLike characters, vehicles make either ranged or closecombat attacks. Under normal circumstances con-trolling a vehicle’s movement requires a special ac-tion, and so a vehicle with a single pilot may notnormally move and attack with it.

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Vehicles and Monsters

Ranged Attacks

A vehicle may not move and fre in the same roundunless it has a second crew member, or the RobotBrain trait. The vehicle’s pilot or crew rolls his Agilitywhen attacking with one of the available weapons.

Ranged attacks should be measured from the vehi-cle’s hull or base if it has one.

Multi-Attack

 Vehicles possessing this trait may move up to halftheir movement allowance and still fre their weap-ons or make close combat attacks.

Close Combat And

Vehicle Attacks Vehicles equipped with close combat weapons mayattack if they have a target in base contact, or withinthe reach of their weapons. They may not moveand attack in the same round unless they possessa Combat Computer or extra crew. Vehicles mayleave a close combat without suffering a free attack,and character or henchmen models in base contactwith a vehicle that has no close combat attack mayalso leave without suffering the normal free attack.

Rams

 Vehicles may ram or sideswipe other vehicles or stan-dard models. This is part of the pilot’s special actionwhen moving the vehicle. The vehicle’s player rollsthe appropriate attack dice versus the target’s de -

fense total. Any model along the vehicle’s path mustmake a defense goal roll against the vehicle’s oneattack goal roll.

If the vehicle hits its target, it must resist the followingDN’s based on Size:

Small = DN4Medium = DN5Large = DN6

If one vehicle rams another vehicle, both resist dam-age using the appropriate DN for their size.

Combat Defense

The vehicle’s pilot rolls his Agility when it’s targeted

with an attack. A vehicle’s size could make it easierto hit. Medium and Large vehicles grant an attackbonus as follows:

Medium = +1DLarge = +2D

Attacks AgainstModels in Vehicles

Players should apply common sense when approach-

ing this rule. Models in open vehicles gain +2D todefense goal rolls against attacks for hard cover.Models in enclosed vehicles may not be targeted byattacks, but also may not make attacks themselves.

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Vehicles and Damage

When a vehicle loses its last Structure point it ex-plodes. Every model inside an exploding vehiclemust make a TN4 Agility check or suffer a DN5 hitthemselves.

Example: Kal Drak and Rondu are in a hover-trans-port when it explodes. Kal rolls his Agility and scores4 goals, escaping injury, but Rondu scores on 2goals on his check. He must now roll his DR versusthe DN5 of the exploding transport!

Players remove destroyed vehicle models from playand place their occupants on the board in the spacethe vehicle once occupied. Models who survive vehi-cle explosions are knocked down.

MONSTERS Whether a massive bio-beast or a natural-born plan-etary carnivore, monsters present obstacles for bothteams during a scenario, or can act as the principalthreat for a single team in a game where the oppos-

ing player’s job is just to run the beast. This sectionprovides rules for building monsters and rules for run-ning them in play.

MONSTER CREATION  Just like characters, monsters possess four basic attri-butes: Strength, Agility, Mind, and Resolve. A mon-ster’s Mind is usually 1, and each beast will possess

dice in the Sharp Senses trait to reect their ability toperceive their environment.

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Vehicles and Monsters

Step 1: Attribute Arrays

When building a monster, the player should selectfrom the following attribute arrays:

Agile Agility 5 Strength 4 Mind 1 Resolve 2

Balanced 

Agility 3 Strength 4 Mind 1 Resolve 3

Ornery

Agility 2 Strength4 Mind 1 Resolve 4

Strong 

Agility 3 Strength 5 Mind 1 Resolve 2

Option: Personalize Array 

Players can add +1D to one of the monster’s attri-butes (including Mind) for +2 pts.

Step 2: Monster Size

Characters and henchmen come in one of three siz-es: Small, Medium, or Large. While monsters canbe any of these three sizes, they are often much larg-er. Beyond Large, we rate a monster’s size in termsof a scale modifer, so the size levels beyond largeinclude:

Large +1 (ex: rhino); 1” Reach, +4 pts.Large +2 (ex: elephant); 2” Reach, +8 pts.Large +3 (ex: killer whale); 3” Reach, +12 pts.Large +4 (ex: blue whale); 4” Reach, +16 pts.

A creature’s size bonus also acts as bonus dice for

attackers when they target it in battle. Any physicalattacks enjoy a dice bonus equal to the scale bonus.

Kal Drak targets the Large +3 Bio-Titan with his ener-gy blade. He gains +3D to the attack goal roll.

Note: If players want to, they can create monsters ofsmall, medium, or large size using these rules andthe specifc cost adjustments for those sizes as listedin Chapter 5: Character and Force Creation. Nomatter their size, monsters built with these rules are

not intended for inclusion in standard player forces.

Auto-Goals

Monster scale provides a nice spread of sizes. Beastslarger than +4 should really be handled more as ob-stacles than actual opponents to be fought and van-quished. Unlike characters, monsters do not possessFate dice. Instead, each bonus level for a monster orcreature provides 2 Auto-Goals for the beast that itcan spend each round on Strength and DR checks,

or to increase the DN of its attacks. Players shouldnote the monster’s Auto-Goal pool in the appropri-ate area of the Monster Record sheet. The playermust decide to use its Auto-Goals prior to rolling dicefor the attack or soak check. Once an Auto-Goal is

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spent, it’s gone until the beginning of the next round.A monster’s Auto-Goals replenish during the Fate Re-fresh phase of the round.

Increasing the DN of an attack using Auto-Goals re-quires 2 Auto-Goals per +1 DN.

A monster will also possess other traits (see below)that add to its various dice pools, but never its Au-to-Goals. These are extremely powerful and tied di-rectly to its size.

Step 3: Speed& Vitality

Creatures begin with a Move of 3” and 6 Vitality.Based on their size, this is adjusted as follows:

Large +1 = 5”, 8 Vitality (+4 pts.)Large +2 = 7”, 10 Vitality (+8 pts.)Large +3 = 9”, 12 Vitality (+12 pts.)Large +4 = 11”, 14 Vitality (+16 pts.)

Step 4: Monster Role

 Just as characters have Background Traits, monsterspossess one of two Roles. While not so varied asbackgrounds, monster roles cover the basic things

one might expect a monstrous threat to engage in.Players purchase one role for the monster they’rebuilding.

Guard (+25 pts.)

These beasts are created or trained to monitor andguard sites against trespassers.

• +1D attack, +2D defense vs. CC• Natural Attack: DN5

• Sharp senses +2D

Predator (+31 pts.)

Born hunters, predator monsters hunt for food andsurvival. They gain the following benefts:

• +2D attack, +1D defense vs. CC• +1” Move• Natural Attack: DN6• Sharp senses +1D

Step 5: AdditionalCreature Traits

Creature traits describe the special abilities andweaknesses of monsters in play. The following Spe-cial Traits from Chapter 5 may also be purchased forcreatures: Combat Master, Fearsome, Flight, NaturalAttack, Slow, Swift, and Tough.

Additionally, massive monsters meant to be the sole

opposition for a group of characters and henchmencan possess an additional edge: the Lone Threattrait.

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Vehicles and Monsters

Lone Threat Cost: 15 pts.* 

Effects: Creatures with this power can stand alone ina scenario as the entire threat! They’re so important,signifcant, or powerful, they can act multiple timesin a single round. Depending upon their rating in thisability, they get multiple turns in the initiative for each

round of combat. The creature rolls for initiative asnormal each round, but gets additional activationsthrough the course of the round. Each level in thisability entitles the creature to an additional turn ofaction during the round. Once a character or hench-men group has acted, the monster’s player can electto use its subsequent turns of action.

For example, a Bio-Titan is a level 2 Lone Threat.He scores lower than the opposing team’s leader,so he will go second in the round. Once he takes

his frst activation, the opposing team gets to acti-vate another model, and then the player running theBio-Titan can choose to activate it again. Its level 2Lone Threat means it can do this twice before theround ends.

Each time the creature activates, it gets its full comple-ment of actions, but its total movement for the entireround cannot exceed its Move score.

*per level (max 2 levels)

Example Monster

Below we’ve built an example monster to demon -strate how the system works.

Bio-Titan (63 pts.)Attributes (Balanced Array, +1 to Strength)

Agility 3 Strength 5 Mind 1 Resolve 3

Size: Large +3 Auto-Goals: 6

Move: 9” Vitality: 12

Role: Guard

Traits: Combat Master, Lone Threat Lvl. 1, NaturalAttack DN5, Sharp Senses +2D

Combat Stats

Attack 4D, DN5

Defense: CC = 5D, RC = 3D

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Scenarios and Campaigns

Chapter 7:

s CenArIos  And  CAmPAIgns 

One of the best things about skirmish miniature battlegames is their ability to straddle the line betweentabletop battles and role-play games. Your namedcharacters will soon take on lives and personalitiesall their own as they survive battles, suffer injuries,and triumph over their foes! Blasters & Bulkheadsutilizes a detailed post-battle sequences to frame andorganize campaign games. Players will be able totrack the fates of injured characters, earn income,

add new members to their forces, and measure thesuccess of their bands against each other for suprem-acy in the campaign.

PART 1: SCENARIOS Below we provide a handful of scenarios to get play-ers in the thick of the action right away. These willbe ideal for one-off games, and should provide the

basis for more detailed scenario creation of cam-paign games. We encourage players, or a neutralgame master, to use these sample scenarios to gen-erate more detailed and varied narrative stories fortheir games.

Campaign games require some structure to be runsmoothly, and Scenarios provide this with clear set-up and victory guidelines. Indeed, a series of linkedscenarios provide the story continuity that makes aCampaign. In these scenarios models become char-acters, taking on a personality all their own. They sur-vive the travails of deadly combat, plumb the depthsof Titanic ruins, explore new lands, and battle mon-sters long forgotten by even the gods. Along the way

models may perish, or grow to become even greaterheroes or villains.

Scenarios are made up of the following components:

NAME (The name of the scenario)

DESCRIPTION (the nature of the scenario)

OBJECTIVE (what each player must do to winthe scenario)

SETUP (How the gaming table looks and wherethe models begin the scenario on it)

SPECIAL RULES (Any special circumstancesin the scenario)

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END GAME (The number of rounds the game lastsand any special victory conditions which might existin the scenario)

SCENARIO REWARDS (Details the addition-al experience models earn for participating in the

scenario.)

SPECIAL EVENTS BOX (Contains a matrixof 1 - 3 complications players may choose at ran-dom to add extra interest to the battle. The specifcdetails of each Special Event are detailed in a latersection. Unless noted, players always roll for Specialevents prior to the setup of warbands on the table.)

General Details

A number of general aspects will apply to most sce-narios. These are detailed here. Unless otherwisenoted, players should apply these conditions to theirgames.

General SetupGuidelines

For 15mm play, players should use a 2’ x 2’ or 3’x 3’ terrain board. For 28mm play, players shoulduse a 4’ x 4’ or 6’ x 4’ terrain board. Each player

should take turns placing “loose” terrain features likebuildings, hills, and other obstacles. Three place-ments apiece should work well for a two playergame, but more terrain always enhances a game.

Choose Table Edge

Each player’s designated leader makes an opposedMind + Born Leader check. The winner gets to selectthe table edge his team will enter on.

Deployment

Each player should deploy his or her team up to 4”from his or her table edge.

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Scenarios and Campaigns

SCENARIO 1:SPACEPORTSHOOTOUT 

Enemy operatives battle it out amidst the chaos of a

bustling spaceport! This scenario provides a simpleshoot-em-up without a lot of complications.

Objective

Drive the enemy team from the board!

Setup

When placing terrain, players should try to use asmany crates, pallets, high-tech civilian vehicles, and

other appropriate pieces as possible. Even an ap-propriately scaled ship or two would nicely dress upthe battlefeld. Unarmed civilians would also add anice touch.

Special Rules

None.

End Game

Players should fght it out for at least three full rounds.After three rounds, any player who has lost at leastone character model can choose to quit the feld.

Scenario Rewards

Standard rewards as detailed in the Post-Battle sec-tion.

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SCENARIO 2:SEIZE THECOURIER!

A Galactic Hegemony courier turns up missing!

Word along the space lanes and in the data streamis that he’s looking to trade a very special packagefor a massive sum of credits and retire under a newidentity to the back-worlds. Rival teams of agentsseeking to recover the courier and his package havefollowed a lead to a backwater planet in one of theAskelon systems.

Objective

In addition to battling each other, each team will try

to carry the courier and his package off of its startingboard edge.

Setup

Players should select and extra model to act as thecourier, and place him as near to center of the boardas possible. Additionally, when placing terrain, play-ers should try to use pieces that might reect a run-down, sci-f backwater town. Vendor stalls, beastsof burden, and ramshackle vehicles will also make

for a cooler battlefeld. The more obstacles, the bet-ter!

Special Rules

The special rules detailed below apply to this sce-nario.

The Escape Hopper

Knowing pursuit is closing in, the courier’s goal is toreach his escape Hopper, a small shuttle secreted ina building along the one of the board’s two edgesperpendicular to the deployment zone. Once he

reaches base contact with it, he must use a specialaction to board it. A second special action will acti-vate it and spirit him away.

The courier possesses the following stats, and if pos-sible should be run by a neutral third party.

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Scenarios and Campaigns

Running the Courier

The courier knows the little town well, so he activatesfrst each round, after initiative is determined, but be-fore any other model acts. He does not gain thebenefts of The Edge for going frst--this beneft still

goes to the frst-acting normal model. His main goalwill be to evade capture by reaching his Hoppershuttle, so if he can, he should take the Charge ac-tion to move away from pursuing models from eitherteam, but toward his shuttle. If he can’t fnd a clearmeans of moving away, he’ll take a standard moveaction, then fre his blaster pistol at the nearest pursu-ing model. If models are equidistant, he’ll fre at arandom model from among the closest.

For purposes of this scenario, the Hopper cannot be

damaged through conventional fre.

If the courier is KO’ed, he can be carried off bya character model of Strength 3 or higher, or bya henchmen group. Additionally, a player in basecontact with the courier can make a TN4 Agilitycheck to snatch the package from him. If the courierloses the package, he will try to cut his losses andmake for the Hopper anyway.

End GameWhether the courier gets captured or not, if the pack-age is carried off, the game ends at the end of thenext round.

Scenario Rewards

In addition to standard rewards for survival and tak-ing out enemy models, a number of other rules applyfor this scenario. Recovering the package nets allcharacter models on the winning team +1 Experi-

ence. The team that recovers the package wins thescenario. Recovering the courier and the packagenets all character models on the winning team +2Experience.

Recovering the courier without the package nets allcharacter models on the recovering team +1 Expe-rience.

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SCENARIO 3:THE GETAWAY One team seeks to escape a teeming city or twistedjungle with a key objective; the other seeks to stopthem!

Objective

The defender must escape the city or jungle section,while the attacker must stop the defending team fromgetting away.

The defender must start the game within 6” of aboard corner and exit via the opposite corner. Theattacker must stop him from getting away. Exiting viathe opposite corner requires that the defenders leave

via the corridor indicated on the setup diagram be-low.

Setup

Players should frst decide who will act as the de -fender (the team trying to make a getaway) and whowill act as the attacker (the team trying to stop them).

If using urban terrain, players should set up the equiv-alent of a city block on a 2’ x 2’ (or 3’ x 3’ if enoughterrain is available) board. At least two streets shouldbe clearly defned, and a number of alleys. If forestor jungle terrain is used instead, players should besure to defne several clear paths the escape vehiclecan make its way along as it tries to escape.

The defender deploys his models inside the vehicle.

The attacker then prepares two sets of ten counters

numbered 1 - 10. He places the frst set face downat various points along the terrain board. They

Counters (Attacker)

Defenders Vehicle

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Scenarios and Campaigns

should be placed in cover, either within buildings orcopses of trees, or behind street stalls or other block-ing terrain. They may not be placed within 5” of thedefender’s starting position.

The attacker then assigns fve of the ten counters

from the duplicate set face up to his elements, whichshould be placed off to the side of the terrain board.

The attacker may look at the face down counters atany time, but the defender may not unless one hismodels makes a TN4 Mind check while within 5” ofthe counter. This requires a Free action only.

Special Rules

The defending player needs to secure a model suit-

able for use as the getaway vehicle. This shouldbe an open-topped ground or hover vehicle. If theterrain used represents a waterlogged jungle, thena boat of some kind could also be used. Playersshould use the following stats for this vehicle:

Vehicle Name: ST-66 Hovercar

Type: Hover  Size: Medium

Structure: 10 Crew: 6

Armor: 4D DR: 6D

Move: 15”

The defender should then select four character mod-els to act as his getaway team. One of these char-acters will drive the vehicle, while the other three willguard the objective and fght off the attacking team.

The attacking team should consist of fve elements--ei-

ther all characters or a combination of charactersand henchmen groups. The attackers will have novehicles in this scenario, but they will have the ele-ment of surprise.

End Game

If the defenders spirit the objective off of the oppositeboard corner, the game ends with a victory for them.If the attackers prevent the objective from gettingaway by any means, they earn a victory.

Scenario Rewards

In addition to the standard rewards, the winningteam members each earn +1 Experience.

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SCENARIO 4:TAKE OFF After a harrowing chase, one team tries to escape offplanet in its space cruiser, while the other tries to stopthem by putting the ship out of commission!

Forces

Randomly select one player to be the attacker andone to be the defender. The defender’s team is at -tempting to hurriedly take off in their ship while theattacker is trying to do enough damage to the shipto prevent it from taking off. The defender selects onemodel to be the pilot of the ship. If a model on thedefending side has the Ship Captain special trait,he or she automatically assumes the role of the pilot.

Setup

Players should take turns placing D6+3 pieces ofterrain to represent the bustling spaceport where thedefenders ship is docked. Terrain should be a mix ofbuildings, vehicles and crowd markers. There shouldbe at least one accessible terrain feature that over-looks the defender’s ship.

The Ship: The defender’s ship should be at least 8”

long. Place three heat sinks on the ship, one at thebow, one roughly in the center , and one at thestern of the ship. All of the heat sinks must be visiblefrom the ground and at least two must be able to en-gaged in close combat. The ship should rest roughly4” from a board edge chosen by the defender.

Defender Deployment: The defender must deploy atleast one model in the center (or nearest the centeras possible) of the board. The pilot must be at thecontrols of the ship, or if the ship does not have aninterior should be off the board and assumed to beinside the ship. The rest of the defender’s warband

deploys within 4” of the ship.

Attacker Deployment: The attacker deploys 6” froma board edge chosen after the defender has de-ployed.

Special Rules

Game length: The ship’s takeoff sequence takes 5rounds to complete. At the end of the 5th round, thedefender may choose to end the scenario by taking

off, or he may choose to take another turn to wait forhis entire team to board the ship. The pilot must be atthe controls of the ship at all times. If the Pilot is notat the controls, delay the game length counter untilhe returns. If the pilot is taken out, a new charactermay be designated as the pilot. The pilot may nottake any other actions other than preparing the shipfor launch.

Stopping the ship: The heat sinks are necessary forthe operation of the engines, but the engine can run

with heat sinks that are damaged or inoperable be-cause of redundant systems. However, the enginestake longer to energize if the heat sinks are dam-aged. If one heat sink is damaged, the ship cantake off on turn 7. If two heat sinks are damaged,the ship may take off on turn 9, if all of the heat sinks

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are damaged, the ship may not take off at all andthe attacker wins. The heat sinks have DR5 and two Vitality.

Fixing the Heat Sinks: Characters possessing the AceMechanic special trait may attempt to fx a dam-

aged Heat Sink by moving into base contact withone and making a TN4 Mind check. If the checksucceeds, the Heat Sink counts as being operablefor purposes taking off. Each Heat Sink may only berepaired once in this fashion.

Leave no Man Behind: If living (i.e. not taken out)members of the defending team are not in the shipwhen it is ready to take off, then the pilot must makea TN3 Resolve check to leave her fellows behind.Teams that contain Dark Essence wielders receive

+2D when making this check as they are more cal-lous about the fates of their companions. Henchmengroups do not count for this rule, as the hired helpcan be easily replaced.

Any models outside the ship when it takes off areleft to their fate. They are automatically consideredtaken out and must make injury check. Models thatsurvive are considered to catch up with their fellowsat a later date.

End Game

If the defender successfully takes off and escapeswith at least half his or her team (in points), then heor she wins the scenario. If the attacker successfully

stops the ship from taking off or the defender takesoff with less than half of his or her team, then theattacker wins.

Scenario rewards

In addition to standard scenario rewards any attack-ing model that destroys a heat sink get +1 Experi-ence. In addition, if the ship takes off, the pilot gets+1 Experience. Any defending model who beginsplay at the center of the board and subsequentlyescapes aboard the ship earns an additional +1Experience.

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PART 2:SPECIALEVENTS INDEX 

This section describes the Special Events listed in the

scenarios above.

Cover of Darkness

The leader of the attacking team receives +2D to hisInitiative goal roll for the frst round of combat. Allmodels on the Attacking team receive +2D to Hidechecks for the frst Round of combat due to darkness.

Crowd Terrain

If an urban scenario is being played, each playermay elect to place one Crowd Terrain marker any-where on the battlefeld outside of team deploymentzones. In a jungle or other wilderness setting, playerscould substitute herds of animals for these if they ownappropriate models.

Emanations of Power

A strong movement in the energies responsible forweird powers creates a feeling of unease among

all teams’ power wielders. Characters possessing apower wielding background trait must make a TN3Resolve check at the beginning of each new round,before any models have acted. If they fail, all foesgain +1D attack and defense against them. Thiseffect continues until the check is passed or the battleends.

Grudge Match

These two teams really hate each other, and theircharacter models automatically pass all Fear checks,and receive +1D for close combat attack goal rolls.

Old Friend/Flame

Two of the models on opposing sides are old friends,or perhaps even old ames! Before the frst Round ofcombat begins, but after models have been placedon the table, each player should roll randomly to seewho has an Old Friend/Flame among the opposi-tion. The two models share some tie that keeps themfrom harming each other. They both must make TN3Resolve checks to enter close combat with each oth-er, or make ranged attacks against each other. They

must continue to make these TN3 Resolve checkseach turn in order to carry out any hostile actionagainst each other.

Weird Artifact

An Alien Artifact whispered of by wielders of power,cosmic priests, and scholars is found on the battle-feld. Place a Weird Artifact counter in the center ofthe board. A model carrying it at the end of the bat-tle gains an additional +1 experience reward bonus.

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PART 3:TECHNOTERRAIN 

This special terrain can be placed into any scenar-

io, and is limited only by the players’ collections ofappropriate models or counters. We include a fewexamples here to get players thinking of their owncollections and possible uses for the items therein.Using Techno Terrain not only provides a more in-teresting battlefeld, but also brings the optionalHacking rules into full use, allowing players with theHacker special trait to interact with and control cer-tain aspects of the battlefeld.

Where appropriate we have included points costs

for the sample terrain. If players desire they canagree to an allotment of points for terrain from theircollections, then place that terrain during table set upbefore the game begins. This is also the ideal timefor them to go over all of the rules associated witheach piece of terrain.

Bulkhead Door 

Sometimes a high-tech door can change a scenario!Characters can hack into a door’s systems and either

open or close it. The TN varies based on the door’slevel of security:

Low Security = TN2Medium Security = TN3High Security = TN4

The following profle can be used to represent a typ-ical blast door:

Type: Small Structure (immobile)

Move: 0” Structure Points: 10

DR: 5D[2] (includes +4D, Heavy Armor)

Traits: Immobile

Cost: 10 pts.

Power Loader 

The Power Loader counts as a vehicle that anyonecan jump into and control, or that a Hacker can

control from afar. It carries the standard TN3 to hackinto. We’ve pointed it out as a Walker, but it couldjust as easily be a Ground vehicle. If hacked into, theHacker makes attacks with it using his Mind attributeand any Hacker dice he also possesses.

Type: Small Walker

Move: 8” Structure: 5

DR: 3D[2] (includes +2D, Heavy Armor)

Loading Claws: DN6, Multi-Attack

Cost: 38 pts.

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Remote Sentry Gun 

This includes powerful beam or projectile weaponmounted on a hard point of some kind. This mountcould in a wall section, plinth, column, or other pieceof terrain agreed upon by the players, but it shouldbe modeled and clearly distinguishable. The weap-

on counts as a DN6 Blaster Rie, possesses a limitedarc of fre, and when controlled by the hacker, useshis Mind + Hacker trait to attack potential targets.

Type: Small Structure (immobile)

Move: 0” Structure Points: 10

DR: 4D[2] (includes +3D, Heavy Armor)

Blaster Rie: DN6*, 180 degree arc of fre,

Multi-Attack

Traits: Limited Arc of Fire (180 degrees), Immobile

Cost: 35 pts.

PART 4: CROWD TERRAIN Crowd markers add a new and dynamic type of ter-rain to certain B&B scenarios. Crowd markers repre-sent a particularly large mass of humanoids gatheredaround a merchant stall or street vendor. These sortsof crowds can pose a signifcant obstacle to play-er characters during the course of a battle. Crowd

markers consist of a 3” diameter base with sever-al civilian models placed in a group. The civilianmodels should be arranged with enough space toplace one or two character models among them.When building crowd terrain, a very cinematic effectcan be created by placing the civilian models in little

scenes, such as people watching a street performeror haggling over goods. For the purpose of aesthet-ics, players may scatter about a few singly basedcivilians to complete the look of a crowded street.However, these are purely decorative. They do notblock line of sight and can be moved or removed tothe needs of both players.

Crowd terrain counts as diffcult terrain and has afew special rules differentiating it from normal diffcultterrain.

In the Crowd

Models in base contact with the crowd and with-in the crowd marker count as being “in the crowd”.Models in the crowd may not fre out as the mass ofpeople would prevent them from getting a clear shot.In more role-play oriented games, models outside ofthe crowd may not fre into the crowd to attack anenemy unless they have defned themselves as villain-ous or evil. A Dark Essence wielder or a member of

a warband that contains a Dark Essence wielder aregood examples of characters who might uncaringlyfre into a crowd. Crowds add +2D to a model’sdefense goal rolls. Models may engage in closecombat within the crowd, but their targets enjoy a+2D bonus to their defense goal rolls due to chaoticnature of battling amongst so many bodies.

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Dispersing the Crowd

For the most part, the confusion of battle preventscivilians in crowds from taking decisive action tosave themselves from the fghting. However, thereare several conditions where a crowd will potentially

disperse.

• If a model fres vehicle mounted weaponwithin 2” of the crowd.

• If a model is taken out of action within 2”of the crowd marker or within the crowdmarker.

• If a close combat is fought within thecrowd marker.

• If a 5D+ Radius attack goes off anywherewithin 3” of the crowd.

• If a model with the Law Enforcement traitsuccessfully uses the “disperse crowd”special action.

A crowd that faces one of these conditions rolls 1D6,and on a 4+ it disperses. Remove the crowd terrainimmediately. Any models within the removed marker

or in base contact with the marker must make a TN3Agility goal roll or suffer a DN4 hit as the eeingcrowd tramples them. Crowds that have dispersedwill not reform during the battle.

Using Crowd Terrain

Before any game in an urban setting, players withavailable crowd terrain counters can agree to usethem for the game. They should take turns placingthe counters on the tabletop until all counters have

been placed to their satisfaction.

POST-BATTLE RESULTS When character models in B&B end the game in aKO’ed state, or worse, wind up removed from playentirely via a Coup de Grace action, they could suf-fer serious injuries or even death!

Of course, this only matters when playing campaigngames. After each campaign game, players shouldcheck the status of each of their KO’ed or Taken Outmodels on the Post-Battle Table below.

KO’ed models roll 1D6 - 1 on the table below tocheck the extent of their injuries. Taken out modelsare in even worse shape, and must roll 1D6 - 2 onthe table to determine their fate. They roll a single D6and subtract one from the result. However, beforerolling in either case the player should make a goal

roll using the model’s Resolve, with every two goalsscored applying a +1 modifer to the die roll on thetable.

Fate dice may never be rolled for these checks, butthey may “burned” to add a +1 to the D6 roll. Fatedice used in this manner are gone for the rest of the

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campaign, representing that the character has usedup some of his luck for good in cheating death orserious injury.

Example:  Princess Irania and her loyal retainer Yar-go Filch both fall in battle. Irania suffers a KO re-sult and fnishes the game in that state. Filch was

KO’ed then subsequently taken out via a Coup deGrace. Their player moves to the post-battle stageof the game and checks their status. First, she makesa Resolve check for each of them and scores 3 goalsfor Irania and only 1 goal for Filch. Irania gets +1 toher D6 check, and Filch gets nothing, as at least two

goals were needed to gain a bonus. She then rollsa D6 for each of them, getting a 4 for Irania and a2 for Filch. The +1 the princess gained for her goodResolve check cancels out the -1 from being KO’ed,so her fnal result of 4 stands, and she suffers onlya Light Injury. Alas, poor Filch is dead, as the -2 forbeing taken out lowers his dice result of 2 to 0. ThePrincess is now in the market for a new retainer!

Notes On Capture

If a model gets captured, players should run a mod-ifed Getaway scenario. Instead of a key objective,the team is trying to get away with their teammatewho they have just liberated from the clutches of theirfoes.

Taking Their Stuff

The possessions of a fallen comrade may be re-dis-tributed to other members of the team, held in trustuntil a new member can make use of them, or sold

back for their original points cost in credits. So ifa dead character had 20 pts. worth of equipment,the band could add 20 credits to its treasury. As-sume any stored equipment is kept safely aboardthe team’s starship, or in its base of operations ona friendly planet. Losing teams who ee the bat-tlefeld also forfeit any dead character’s equipment,

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Scenarios and Campaigns

unless a character uses a special action to secure hiscomrade’s body (and equipment) prior to his crew’sdeparture.

Fallen Henchmen

GroupsWe treat henchmen casualties abstractly in theserules. Henchmen groups that fnish a game with 50%or higher of their members still in play return at fullstrength the next game at no cost.

A henchmen group reduced below 50% of its start-ing numbers may be replenished to full strength for10 pts. So a 5-member Slay-Bot group reduced to 2members by casualties costs 10 pts. to bring back upto full strength. Wiped out henchmen groups cost 15

pts. to replace. We assume the characters alreadyhave easy connections for recruiting their specifctypes of henchmen groups, so they don’t have to paythe full cost to replace them.

This replacement does not have to occur during thepost-battle sequence directly after the casualties weresuffered; players can choose to replenish or replacethe group when the “funds” become available. Untilreplenished, under-strength henchmen groups maystill be used, but this will increase their chance of

being wiped out in subsequent scenarios.

Vehicle Post-BattleResults

 Vehicles taken out during the course of play must berolled for during the post-battle just like KO’ed ortaken out characters. The owning player rolls 1D6

- 1 on the chart below, but beforehand he or shemay roll 3D, and every 2 goals scored adds +1 tothis D6 check. Certain character backgrounds andspecial traits can replace the basic 3D roll with aMind check.

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Vehicle Post-BattleNotes

The next battle refers to the next battle in which avehicle is used or called for. This may not necessarilybe the next scenario the vehicle’s team participates

in. A Power Core leak requires one of the vehicle’screw to make a TN4 Mind check at the beginningof each turn, prior to initiative. If the check succeedsthe vehicle may be used as normal, but if it fails, thevehicle may not move or fre that round.

Earning And SpendingExperience

In addition to earning experience for surviving near-death events, characters gain +1 experience for

surviving each battle, and +1 experience if theytook any number of opposing characters out of ac-tion. Taking a character out of action means forcinghim to make a KO check that he subsequently fails.The number of characters taken out does not mat-ter--whether a character KO’s one, two, or even fourfoes in a battle, he still gains just +1 experience.

Characters do not gain experience for performingCoup de Grace maneuvers. Characters also do notgain experience for taking henchmen groups out of

action.

A character may also gain experience for accom-plishing specifc scenario objectives, and these cir -cumstances will be detailed in each scenario de-scription.

Henchmen groups never earn experience.

The Benets ofExperience

Every fve experience points a character earns allows

him or her to increase some capability relevant tohis or her role in the team. We call these charactermilestones Bumps. Every time the character reachesa Bump, his or her player should roll on one of thetables below and note the result.

Unless otherwise noted, a character may only roll aspecifc D6 result once, so if he rolls the same D6number twice, he should roll again until he gets onehe has not already rolled. Bumps that appear ona chart multiple times may be rolled that number of

times. For example, if a chart lists +1 Vitality on aresult of “1” or “2”, you could garner up to two ad-ditional Vitality from that chart.

Bumps that grant points toward purchasing new spe-cial traits or powers may be “banked” for future use.In this way a character can save earned points untilhe has enough to buy a new trait of his choice.

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Fighter Bumps

These bumps work well for characters who earn theircredits in the thick of combat.

Power Bumps

These bumps are ideal for power wielders, and mayonly be rolled by characters with those backgrounds.

Note:  The attack and defense bumps for powerwielders do not stack with the Fighter attack and de-fense bumps.

*This result may be rolled up to two times for a total

of +10 pts.

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General Bumps

Sometimes a character will want to develop along atrack that is more general in nature, and these bumpsfll that need.

*This result may be rolled up to two times for a totalof +10 pts.

Non-RandomAdvancement

If players dislike the idea of random advancement,they could all agree to just select which bump theywant from the tables.

Earning Their Keep:The Income Phase

After determining whether injured models live or die,players then move on to generate post-battle incomefor their teams.

After each battle, every character model (not hench-men groups) may work to gain resources for the team.Models KO’ed or taken out of action during the fghtmay work but roll 2 less dice than normal. The playerdecides which attribute to roll for each model, andeach goal scored on the check earns the team 2Credits (CR) to cover upkeep, hire new members,buy new equipment, or cover medical expenses forinjured comrades. Each team maintains a stash offunds that it can carry over from battle to battle.

Players may also add any other appropriate dice tothese attribute rolls, including Combat Skills shouldthe character be attempting to earn his or her keepthrough some violent side-venture.

Players should think of these Attribute rolls as eachmember using his best talents to earn Credits for theband. So a Starship Captain might roll his Minddice to represent running cargo or passengers be-tween worlds, or Blaster for Hire might roll his Agility

plus any attack dice to represent handling minor en-forcement or bodyguard jobs.

Whatever the source, a player gathers all of his re-source dice from his characters together and rollsthem as one great pool. The player takes the numberof goals scored on this throw and multiplies them by

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two--that’s the income earned this post-battle phase.This will be used to pay upkeep (see below), but anyleft over may be noted in the band’s Stash section ofits roster sheet. Fate dice may not be used on thesechecks.

Paying the Piper

Each character model and henchmen group in theteam carries an upkeep cost of 2 Credits--this coversbasic needs like sustenance, lodging, ammunition,etc. This cost is paid out of the Credits just earnedduring the income phase, or out of existing fundsfrom the team’s stash. Additionally, each team paysa at upkeep fee of 5 credits to maintain a base ofoperations.

If a player does not earn enough Credits to paythe upkeep on his team, they could suffer negativeeffects. This could be due to pressures of mountingdebts, untreated injuries, or simply lack of adequatenutrition!

When a team suffers a shortfall its player randomlyselects two models (characters or henchmen groups)to bear the brunt of it. The player then rolls on thechart below for the effects of the privation on themodels:

Once the player determines the result for one model,the other model must suffer the other result.

Adding New Membersand Equipment

Players will want to add new members to their bands,either to expand the roster or replace fallen comradeswith new recruits. Credits translate to build points inthe Character Creation system from Chapter 5 on a1 for 1 basis--1 Credit equals 1 Build Point.

Total Experienceand TEV

Each player fgures a Team Experience Value (TEV)for his models after each battle. The higher the value,the better the warband. The TEV is simply the numberof characters and henchmen groups (not individualgroup members!), plus the accumulated total experi-ence divided by 5 (rounding up as usual).

Example: A Mercenary Team consists of three char-acters and two groups of henchmen. They have ac-cumulated 14 Experience points. Their TEV is 5 +(14/5= 2.8) = 8. The TEV may change after eachgame, because some members gain extra experi-ence, are killed, or the player adds a new member.

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Underdog Bonus inCampaign Games

When a warband fghts against an enemy warbandwith a higher TEV, its fghters may get extra Fate dicefor this one battle and may earn extra Experience

points as shown on the table below.

The higher the opposing warband’s TEV the morefate points and Experience points the underdogearns.

TEV Bonus Bonus

Notes: Bonus Fate dice are per warband and mustbe allocated to individual characters before the bat-

tle. A character may not be allocated more than+2 Fate dice in this manner. The bonus Experiencepoints are per character.

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Sample Forces

Appendix I:

s AmPle  F orCes 

This section includes a pair of pre-made operativeteams for B&B. Each team includes fve members.All special traits from species packages are indicat-ed in italics. In the defense stats, CC refers to closecombat, and RC refers to ranged combat.

ALLURIAN 

EXPLORERS A group of freelance troubleshooters, the AllurianExplorers secretly work to undermine the rule of thecorrupt Galactic Hegemony. Based on the star-hub

world of Alluria and guided by Essence Warrior KalDrak and Star Stalker Vrijak Thal, the ragtag bandof heroes will only take jobs from clients they believeto be truly needy. Utilizing the starship of Shivancaptain Myra Naz, the group maintains its cover asa roving band of Xeno-Anthropologists. Along withNaz’s able robot assistant Savak-7, the group alsoenjoys the steady aim (and surly temperament) ofAquan soldier Erglak Kahn.

Name

Species

Background/Array

Vitality

M V A G L S T R M N D R E S Fa te

Special Traits

Points Cost Experience

Combat Skills

Equipment

Combat Traits

Primary

Secondary

Defense

Kal Drak

Human

Essence Warrior 

3 3 3 3 4 9

Combat Master 

Extra Fate

Great Leap

Deection

Energy Blade Attack/Deect

Dodge (+1D close,+1D range)

Blaster Pistol

Energy Blade

Light Armor 

Energy Blade 6D (DN7, -1 Re-roll)

Blaster Pistol 3D (DN5)

CC = 4D RC = 4D DR: 4D[2]

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Name

Species

Background/Array

Vitality

M V A G L S T R M N D R E S Fa te

Special Traits

Points Cost Experience

Combat Skills

Equipment

Combat Traits

Primary

Secondary

Defense

 Vrijak Thal

C’Thul

Star Stalker 

3 4 3 2 3 4

Aquatic

Extra Fate

Path of Power (+1 Re-rollManipulation)

Sharp Senses

Hunter 

Tough

Balanced Fighter

Roll With The Hit

Blaster Pistol,

Combat Blade

Light Armor

Blaster Pistol 5D (DN5)

Combat Blade (DN4)

CC = 4D RC = 4D DR: 5D [1

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Name

Species

Background/Array

Vitality

M V A G L S T R M N D R E S Fa te

Special Traits

Points Cost Experience

Combat Skills

Equipment

Combat Traits

Primary

Secondary

Defense

Erglak Kahn

Aquan

Soldier 

3.5 3 3 2 3 3

Aquatic

Swift +1

Ranged Attack

Dodge (+2D vs. range)

Blaster Pistol,Combat Blade

Light Armor

Blaster Pistol 5D (DN5)

Combat Blade (DN4)

CC = 3D RC = 5D DR: 4D[2

64

Name

Species

Background/Array

Vitality

M V A G L S T R M N D R E S Fa te

Special Traits

Points Cost Experience

Combat Skills

Equipment

Combat Traits

Primary

Secondary

Defense

Myra Naz

Shivan

Ship Captain

3 3 3 3 3 4

Extra Fate

Ferocity

Starship

Iron Will

Melee Attack

Roll With the Hit

Slug Pistol

Sword

Light Armor 

Blaster Sword (6D, DN4)

Slug Pistol (3D, DN3)

CC = 3D RC = 5D DR: 5D[2

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Sample Forces

Name

Species

Background/Array

Vitality

M V A G L S T R M N D R E S Fa te

Special Traits

Points Cost Experience

Combat Skills

Equipment

Combat Traits

Primary

Secondary

Defense

Savak-7

Robot

Star Stalker 

3 2 3 4 3 3

Ace Mechanic

Sharp Senses

Hackable

Built-In Equipment

Unliving

Dodge (+1D close,+1D range)

Ranged Attack

Blaster Rie (Built-In)

Scanners (Built-In)

Heavy Armor 

Blaster Rie 4D (DN6)

Combat Blade (DN4)

CC = 3D RC = 3D DR: 4D[3]

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GALACTICHEGEMONYHUNT TEAM 

Charged with rooting out bands of malcontents,

rebels, and criminals, Baroness Ramiela Altari workswith only the most skilled, vicious, and relentless op-eratives drawn from the far corners of the known gal-axy. Scion of a family with a history of Dark Essenceusers, the Baroness wields her deadly birthright to

devastating effect. Her Yetoid bodyguard Krooshnever strays too far from her side, his savage might atestament to his species’ darker side. The Baronessnever conducts any major operation without a unitof hardened Hegemony Shock Soldiers. These wellarmed and armored troopers possess the training

and discipline to hunt some of the most dangerousfoes in the universe. The Betallian Star Stalker Gleevacts as the Baroness’ primary huntsman, utilizing hisSensor Drone Orb-9 to augment his ability to trackpower wielders.

Name

Species

Background/Array

Vitality

M V A G L S T R M N D R E S Fa te

Special Traits

Points Cost Experience

Combat Skills

Equipment

Combat Traits

Primary

Secondary

Defense

Baroness Ramiela Altari

Human

Dark Essence Wielder 

3 3 2 3 5 11

Absorb Energy

Born Leader

Cloud Minds

Power BlastExtra Fate

Natural Attack(Martial Training)

Dodge (+2D vs. ranged)

Ranged Attack

Light Armor 

Scanners

Power Blast 7D (DN5)

Natural Attack 3D (DN4)

CC = 3D RC = 5D DR: 3D[2

54

Name

Species

Background/Array

Vitality

M V A G L S T R M N D R E S Fa te

Special Traits

Points Cost Experience

Combat Skills

Equipment

Combat Traits

Primary

Secondary

Defense

Kroosh

Yetoid

Primitive Warrior 

3.5 3 5 2 3 3

Hard To Kill

Large Target

Mighty Blow

Natural Attack (Claws)

Ranger 

Sharp Senses

Dodge (+1D close,

+1D range)Melee Attack

none

Claws 6D (DN6)

none

CC = 4D RC = 4D DR: 6D

37

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Sample Forces

Name

Species

Background/Array

Vitality

M V A G L S T R M N D R E S Fa te

Special Traits

Points Cost Experience

Combat Skills

Equipment

Combat Traits

Primary

Secondary

Defense

Hegemony Shock Soldiers

Human

Soldier 

3 3 3 2 2 -

Heavy Weapon Team Dodge (+1D close,+1D range)

Ranged Attack

Blaster RiesHeavy Armor 

Blaster Ries 5D (DN6)

Heavy Weapon Strike 7D (DN6)

CC = 4D RC = 4D DR: 4D[3]

52

Name

Species

Background/Array

Vitality

M V A G L S T R M N D R E S Fa te

Special Traits

Points Cost Experience

Combat Skills

Equipment

Combat Traits

Primary

Secondary

Defense

Gleev

Betallian

Star Stalker 

3 3 3 3 4 4

Extra Fate

Hunter

Sharp Senses

Ranged Attack

Roll With The Hit

Blaster Pistol

Combat Blade

Energy Shield

Light Armor 

Blaster Pistol 5D (DN5)

Combat Blade 3D (DN3)

CC = 3D[2] RC = 3D [3]

DR: 4D[2]

47

Name

Species

Background/Array

Vitality

M V A G L S T R M N D R E S Fa te

Special Traits

Points Cost Experience

Combat Skills

Equipment

Combat Traits

Primary

Secondary

Defense

Orb-9

Robot

Trusted Sidekick (Gleev)

3 3 3 3 3 4

Built-In

Hackable

Extra Fate

Hover 

Hunter

Unliving

Dodge (+1D close,

+1D range)Roll With The Hit

Blaster Pistol (Built-In)

Combat Blade (Built-In)

Scanners (Built-In)

Blaster Pistol 4D (DN5)

Combat Blade 4D (DN3)

CC = 5D RC = 5D DR: 5D

46

10 Henchmen

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Mounts and Combat

Appendix II:

m ounts  And  CombAt 

Mounted Models

The Space Opera genre often features heroes orvillains riding exotic mounts into battle. Mountedcharacters or henchmen groups add another level ofdetail to B&B games. Players may purchase mountslike they would other types of equipment, but unlikeequipment, riding beasts possess a profle befttingtheir role as both creature and conveyance:

Sample Riding Beast

Move: 5”

 Agility: 4D Strength: 5D Mind: 1D Resolve: 2D

DR: 6D  Vitality: 6

Fate: 0

Special Traits: Sharp Senses

 Attack: 4D (DN4 Bite or Claw)

Special Trait: Rider 

Although any model can ride a mount, models withthe Rider trait enjoy special benefts. These beneftsare outlined in greater detail in the rules presentedbelow. A Rider may also spend up to 3D fate onhis beast’s attack and defense goal rolls. Any ap-propriate character or henchmen group may selectthe Rider trait.

Cost: 1 pt.

MOUNTED MODELS AND MOVEMENT 

Mounting

A model may mount an adjacent horse using a spe-cial action. Alternately, a model possessing the Rider

special trait (see below) may also mount a beast atthe end of charge if he fnishes the charge in basecontact with the beast and makes a TN3 Agilitygoal roll. Unless otherwise noted, a mount may car-ry up to two character or henchmen models at thesame time.

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Dismounting

When a model dismounts these rules assume that thebeast remains near the spot where his rider left him.Models possessing the Rider trait may use a free ac-tion to call their mount from nearly anywhere on the

board, and the beast will come to them on the rider’sturn using all of its available Move value, including acharge where applicable.

It costs a model .5” of its movement to dismount,and a model cannot dismount and charge on thesame turn.

Riderless Mounts

Beast mounts with dismounted, KO’ed, or out of ac-

tion riders generally do not act independently of theirriders, except to come when called. If a beast mountis attacked in close combat, its player can of courseelect to have it fght back, or even charge a modelthat targets it with a ranged attack. If its originalrider has been KO’ed or taken out of action, anymodel, whether friend or foe, can move into basecontact with a riderless mount and make a TN4 Re-solve check to take control of the beast. This wouldallow the beast to be ridden by its new master forthe remainder of the battle. Like any other piece of

equipment, the beast will revert back to his originalowner, should he or she survive the post-battle.

Mounted Movement

A mounted model may spend a free action to spurthe beast to move, using up to the animal’s full Moveto cover ground that turn. Models possessing theRider trait may alternately choose to have the beast

charge as a free action, adding +2” to the animal’snormal Move value. Models without the Horsemantrait must use a free action and make a TN3 Resolvegoal roll to coax the creature into charging.

Mounts in Vehicles

Mounts may only ride in large vehicles, and a largevehicle may only ever accommodate one ridingbeast.

Mounts In Buildings

Players should decide ahead of time whether any ofthe buildings or other structures on the tabletop maybe entered by mounts.

Mounted Modelsin Combat

Mounted models possessing the Rider trait that moveinto close combat enjoy special benefts. If a mount-

ed Rider moves at least half the beast’s move ormore, he adds +1 to the DN of successful close com-bat attacks due to the impetus of his animal’s move-ment. Mounted models without the Rider trait suffer inranged combat, and models they target receive +1Dto defense goal rolls to avoid their attacks.

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Mounts and Combat

In close combat, mounted models possessing the Rid-er trait receive +1D to Agility on defense goal rollsversus dismounted foes.

Beast Mount Attacks

Riding beasts make a close combat attacks on thesame turn as their rider. This attack may occur beforeor after the rider’s attack. Beasts ridden by a modelpossessing the Rider special trait gain +1D to attackgoal rolls.

Mounted ModelsTargeted InRanged Combat

When models target a mounted foe, they may choose

to target either the beast or the rider at no penalty.

Mounts and Damage

If a beast loses its last Vitality point it is taken out.It is either killed or too injured to continue. Whena mounted model’s beast is removed from play hemust make a TN3 Agility goal roll or suffer a DN3hit from the fall.

Beasts injured or killed in battle are automatically

replaced during the post-battle and do not have tobe paid for again.

Mounted Henchmen

Mounted henchmen groups are handled slightly dif-ferently than the rules presented above. A group ofhenchmen is considered either all mounted or all dis-mounted. Henchmen mounts all possess only one Vi-

tality point, just like their riders. The rules assume thatwhen a follower’s beast is slain that he jumps on theback of one of his fellows’ mounts. This is providedhe survives any possible damage from the fall shouldhe fail the TN3 Agility check. A henchmen groupis no longer considered mounted once the numberof mounts remaining is less than half the number ofhenchmen models.

PURCHASING BEAST MOUNTS The number and variety of beasts in the galaxy pre-vents any sort of exhaustive list of specifcally namedcreatures. Instead we’ve included a handful of ge-neric mount types. Players should feel free to namethese in any way they see ft. Any bonuses fromspecial traits have already been fgured into the crea-tures’ combat stats.

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Big Beast Mount

Usually a massive grazer or omnivore, these crea-tures can carry extra passengers, but lack the aggres-siveness and speed to be truly dangerous in battle.

Move:  4”

 Agility: 3D Strength: 6D Mind: 1D Resolve: 2D

DR: 7D  Vitality: 7

Fate: 0

Special Traits: Clumsy (Attackers gain +1D to attackrolls), Load Beast (carry two extrariders), Sharp Senses

 Attack: 3D (DN4 Bite or Claw)

Cost: 3 pts.

Flying Beast Mount

A winged beast possessing the power of limitedight. Not as durable as some other mounts, buthandy to have when crossing diffcult or impassableterrain.

Move:  6”  Agility: 5D Strength: 4D Mind: 1DResolve: 2D

DR: 5D  Vitality: 4

Fate: 0

Special Traits: Flight, Sharp Senses

 Attack: 5D (DN4 Bite or Claw)

Cost: 4 pts.

Predator Beast Mount

Akin to large hunting cats, dogs, or even savageterrestrial insects, the Predator Beast Mount nevershrinks from a fght! It possesses a deadly mix ofspeed and strength along with a nasty disposition.

Move:  5”

 Agility: 4D Strength: 5D Mind: 1D Resolve: 2D

DR: 6D  Vitality: 6

Fate: 0

Special Traits: Ferocity (+1D Attack), Ornery (non-Rid-ers cannot mount without a Rider inbase contact), Sharp Senses

 Attack: 5D (DN5 Bite or Claw)

Cost: 4 pts.

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Play Aids

Appendix III:

P lAy  AIds 

Sample Dice RollProbabilities

Results based on roughly 10,000 rolls.

Dice Pool Average Goals Rolled

1 [0] 0.671 [1] 11 [2] 11 [3] 11 [4] 1

2 [0] 1.322 [1] 1.832 [2] 22 [3] 1.99

2 [4] 2.01

3 [0] 23 [1] 2.573 [2] 2.893 [3] 2.993 [4] 3.01

4 [0] 2.654 [1] 3.294 [2] 3.724 [3] 3.964 [4] 4.01

5 [0] 3.325 [1] 4.025 [2] 4.535 [3] 4.885 [4] 4.99

6 [0] 3.996 [1] 4.646 [2] 5.286 [3] 5.636 [4] 5.92

7 [0] 4.657 [1] 5.327 [2] 5.957 [3] 6.447 [4] 6.78

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Play Aids

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Play Aids

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Play Aids

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Play Aids

Name

Species

Background/Array

Vitality

M V A G L S T R M N D R E S Fa te

Special Traits

Points Cost Experience

Combat Skills

Equipment

Combat Traits

Primary

Secondary

Defense

-

Name

Species

Background/Array

Vitality

M V A G L S T R M N D R E S Fa te

Special Traits

Points Cost Experience

Combat Skills

Equipment

Combat Traits

Primary

Secondary

Defense

Name

Species

Background/Array

Vitality

M V A G L S T R M N D R E S Fa te

Special Traits

Points Cost Experience

Combat Skills

Equipment

Combat Traits

Primary

Secondary

Defense

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