SPACE WARRIORS
INTRODUCTION
Basic Science Fiction Tactical Skirmish Combat game for 2+ players.
VICTORY
Vaporize your enemies into small piles of plastic and pewter.
WARRIORS
Use plastic warriors from Kid’s toy-sets.
Ruleset appropriate for Aliens, Science-Fantasy, and Space Opera.
Warriors are also referred to as Units.
THE BOARD
Large Hexes. Big enough for vehicles and oversize units.
Max one Unit per space.
DICE
Six and ten sided dice are needed.
CARDS
Use Cards from Candyland: 6 Colors: Equal numbers of…
Red, Orange, Yellow, Green, Blue, and Purple.
If the deck ever runs out, shuffle the discard and draw from it.
ACTION TOKENS
Use glass stones or pebbles.
These are used to keep track of which units have had their turn.
DAMAGE TOKENS
Use Poker Chips.
This keeps track of how much Damage the unit has taken.
SETUP
Place Warriors onto the map according to the scenario.
TURN SEQUENCE
Place an Action Token next to each unit.
Players roll high on 1D6 to see who goes first.
Players take turns activating one unit at a time.
When you activate one of your Units, remove its Action Token.
Then draw 2 Cards for the current Unit.
Use these cards to have the Unit Move and Attack.
Note: A Unit may make multiple Moves and Attacks per turn.
Discard cards when used or if they are un-useable.
Continue to the next unit until no units have any Action Tokens.
CARD ACTIONS
Card Color Action
Red Move 1 Space
Orange Move 1 or 2 Spaces
Yellow HTH Attack into Adjacent Space (Range = 1) and Hit on 1-2
Green Defend against an attack on 1-3
Blue First Special
Purple Second Special
MOVEMENT
Use Red and Orange Cards.
Facing does not matter.
You can Move through (past) other friendly Units.
FLYING
Flying units can fly over and attack over any ground unit.
STACKING
Generally, it is 1 unit per space.
You can have more, but only as many figurines as will reasonably fit in the space.
Sweep, Grenade, and Bomb attacks will effect all units in a space.
ATTACKING
Use Yellow Cards.
When you attack roll 1D6 to see if you hit
If you roll a 1, 2, or 3, you hit and the target Unit takes 1 Damage.
You cannot attack through other units.
DEFENDING
When a Unit is hit, it may immediately draw 1 card to try to defend.
If it is a Green card, roll 1D6.
On a roll of 1, 2, or 3, the attack is negated and no Damage is taken.
This represents a Dodge.
PASSIVE ABILITIES AND TRAITS
> Slow: Slow Units can move a maximum of 1 space per turn. The unit is also
less able to dodge so only defends on a roll of 1-2 using a Green card.
> Skilled: Whenever this unit draws cards it gets to draw 1 extra card.
Numerous: Armies with this trait get 50% more credits to spend.
> Drain: Whenever this unit kills an adjacent enemy unit, they
Immediately get to take an extra turn.
> Double: This ability costs 2 credits.
> Half: This ability costs 0.5 Credits.
> Pilot: Sometimes required to operate Vehicles.
THE RANDOM TRAIT
If a Unit has the random trait, roll once on the
Random Trait table (before the battle) to see what ability they have.
RANDOM TRAIT TABLE
1D10 Trait
1 HTH Specialist
2 Armor
3 Tough
4 Small Arms Specialist
5 Skilled
6 Psionic
7 Stealth
8 Balanced Fighter
9 Flyer
0 Heavy Weapon Specialist
SPECIAL CARDS
Depending on the identity of the Unit and its
Equipment layout Special cards will have a variety of
Effects including Attacks, Defenses, Movement, and More.
DAMAGE
Most Units have only 1 Hit, that is, 1 point of Damage is enough to destroy them.
Important Heroes and Large Units will have extra Hits.
UNIT TYPE X SPECIAL CARD LIST NOTATION
>Attack 1 (1-4) = Attack of Range = 1 and Hits on roll of 1, 2, 3, or 4
>Indirect 2 (1-3) = Attack of Range = 2 and Hits on roll of 1, 2, or 3
Indirect Attacks can be made over other Units in the way
Note: All Grenade Attacks are Indirect.
>Bomb = Units adjacent to the target will be hit on a roll of 1-2 on 1D6
>Defend (1-2) = Negate an Attack on a roll of 1 or 2
>Parry (1-3) = Negate an HTH Attack on a roll of 1,2, or 3.
>Move 3 = Unit can move 1, 2, or 3 spaces
>Stun 1 (1-4) = An Attack of range 1 that does no damage. If unit is
Hit on a roll of 1, 2, 3, or 4 it loses its Action Token and does not get
Another Action Token next turn.
Stunned Flying units will crash (They will suffer 1 hit on a roll of 1-4 on 1D6)
>Vaporize 1 (1-3) = Attack of Range 1 and Hits on roll of 1, 2, or 3.
A Vaporizing Attack cannot be defended against with Armor or Toughness.
>Push 3 (1-4) = Range 1 and Hits on roll of 1, 2, 3, or 4.
A Pushed unit must move backwards 1 space into an empty space. If it cannot,
it suffers 1 Hit.
>Sweep 1 (1-3) = 2 Attacks of Range 1 against 2 enemy units that are adjacent
To both this Warrior and each other. Attacks hit on a roll of 1, 2, or 3.
>Inspire 3 (1-4) = Target Friendly Unit up to 3 spaces away is inspired on a
Roll of 1, 2, 3, or 4. An Inspired Unit draws 1 extra card on its turn.
A Unit can be Inspired a max of once per turn.
>Rally 3 (1-3) = Target Friendly Unit up to 3 spaces away is Rallied on a
Roll of 1, 2, or 3. A Rallied Unit draws 1 extra Action Token on its turn.
A Unit can be Inspired a max of once per turn.
>Restore (1-3) = Return a killed unit back to life. Unit must have been killed this or
Last turn. Healer must be adjacent to empty space where unit was killed.
Or can be used to regain 1 lost hit on a unit with multiple hits.
>Repair (1-3) = Like restore but for Robots, Androids, and Vehicles.
>Flying 3 = Unit can move 1, 2, or 3 spaces. It can move over other Units.
>Trap 1 (1-3) = Attack of Range = 1 that hits on a roll of 1, 2, or 3. A Trapped
Unit takes no Damage, but must use its next turn to try to escape on a roll of
1-4 on 1D6. If it fails, it must try again the following turn.
UNIT TYPE X SPECIAL CARD ACTIVATION LIST
Unit Type: Blue Card: Purple Card: Notes:
Fast Move 3 Move 4
Frag Grenade None Attack 2 (1-3) Bomb
Stun Grenade None Stun 2 (1-5) Half
Plasma Grenade None Vaporize 2(1-4)
Martial Arts Parry (1-4) Attack 1 (1-3) HTH
Crushing Attack Attack 1 (1-3) Attack 1 (1-3) HTH
Vibro Knife Attack 1 (1-2) Attack 1 (1-4) HTH
Neuro Knuckles Stun 1 (1-5) None HTH
Chain Sword Attack 1 (1-4) Parry (1-3) HTH
Plasma Sword Attack 1 (1-4) Vaporize 1(1-3) HTH Double
Electro Whip Stun 1 (1-4) Attack 1 (1-2) HTH
Nano Filament Vaporize 1(1-5) None HTH
Space Mace Stun 1 (1-3) Stun 1 (1-4) HTH Half
Power Glove Stun 1 (1-3) Attack 1 (1-3) HTH
Vibro Axe Sweep 1 (1-3) None HTH
Energy Staff Stun 1 (1-4) Parry (1-4) HTH
Force Shield Push 1 (1-3) Defend (1-3) HTH
Laser Rifle Attack 3 (1-2) Attack 4 (1) Half
Energy Rifle Attack 2 (1-3) Attack 3 (1-2) Half
Bolter Rifle Attack 2 (1-4) Attack 3 (1-3)
Particle Rifle Attack 3 (1-4) Attack 4 (1-3) Double
Gyrojet Rifle Attack 3 (1-3) Attack 4 (1-2)
Flamer Rifle Sweep 1 (1-3) Sweep 2 (1-2)
Needler Rifle Sweep 2 (1-2) Sweep 3 (1) Half
Pulse Rifle Sweep 2 (1-3) Sweep 3 (1-2)
Fusion Rifle Vaporize 3(1-3) Vaporize 4(1-2) Double
Blaster Rifle Vaporize 1(1-3) Vaporize 2(1-2) Half
Disruptor Rifle Vaporize 1(1-4) Vaporize 2(1-3)
Death Ray Rifle Vaporize 2(1-4) Vaporize 3(1-3) Double
Force Rifle Push 2 (1-3) Push 3 (1-2)
Sonic Rifle Stun 2 (1-3) Stun 3 (1-2) Half
Web Rifle Trap 2 (1-3) Trap 3 (1-2)
Sniper Rifle None Attack 5 (1-5)
Laser Bazooka None Attack 6 (1-4) Heavy
Auto Cannon Attack 3 (1-4) Attack 4 (1-3) Heavy
Missile Launcher None Indirect 5(1-3) Heavy Bomb
Plasma Projector None Sweep 3 (1-3) Heavy
Disintegrator Ray None Vaporize 4(1-4) Heavy
Force Beam None Push 3 (1-5) Heavy
Stasis Beam None Stun 5 (1-5) Heavy
Armor Defend (1-4) None
Power Armor Move 2 Defend (1-3)
Tough Defend (1-2) Defend (1-2)
Force Field Defend (1-3) Defend (1-4) Double
Wings or Flyer Flying 3 Flying 4
Arrest or Tentacles None Trap 1 (1-4)
Small Move 1 Defend (1-3)
Stealth Defend (1-3) Attack 1 (1-4)
Cloaking Defend (1-5) Attack 1 (1-4) Double
Leader Inspire 3 (1-4) Rally 3 (1-3) Double
Medic or Heal None Restore (1-3) Double
Mechanic Repair (1-3) None
Regenerate Defend (1-3) Regain 1 Lost Hit
Charm Stun 2 (1-3) Trap 2 (1-2)
Psionic Blue Psi Power Purple Psi Power Double
UNIT NOTES
A Unit can have multiple Abilities. For Example
A Single Unit might have a Chainsword, Flying, and Armor, so
A special Card (Blue or Purple) could be used by it for any of those effects.
HEAVY WEAPON PENALTY
A unit equipped with a Heavy Weapon also gets the slow trait.
This can be mitigated by paying 1 credit to remove the penalty.
PISTOLS
Any weapon listed as a Rifle may be taken as a pistol instead.
Pistols cost half the price of a Rifle.
Treat a pistol like a rifle except that it cannot use purple cards.
Treat Shoulder mounted turrets like pistols.
FREE WEAPON ABILITIES
> HTH Specialist: Unit is equipped with a HTH hand weapon for free.
ALSO when attacking with a Yellow Card unit hits on 1-4.
> Balanced Warrior: Unit is trained and equipped for close range combat.
Unit gets a free HTH weapon and a free Pistol and all attacks with a
Pistol hit with a Purple Card on a roll of 1-3.
> Small Arms Specialist: Unit comes with a Rifle for free and
all attacks with a rifle get -1 to the roll to hit.
> Heavy Weapon Specialist: Unit gets a free Heavy Weapon and all
attacks with a Heavy Weapon get -1 to the roll to hit.
PSIONIC POWERS
For a Unit to use a psi power, it must first play a Blue or Purple card, then
It must play a second card. The combination of the 2 cards will
Determine what power is activated.
PSIONIC POWER LIST
Power: Cards Notes
Psionic Blast B/R Attack 3 (1-4)
Paralyze B/O Stun 2 (1-5)
Mind Control B/Y Control 2 (1-3) target unit for 1D6 turns
Madness B/G Trap 3 (1-4)
Telekinesis B/B Push 2 (1-4)
Levitation B/P Self or Adj Target: Move 4
Cause Panic P/R Push 1 (1-5)
Fields of Force P/O Self or Adj Units gets Force Field for 3 Turns
Misdirection P/Y Target Foe 3 (1-5): Move 3
Sonic Scream P/G Stun (1-4) Affects all units within 2 Spaces
Psychic Heal P/B Restore (1-3)
Psychic Storm P/P Attack 4 (1-3) Adj units stunned (1-3)
ARMY TYPES
There is a great variety of troop types in the far reaches of Space.
SPACE PIRATES
Irregular Forces. Heavily Armed and Ready for a Fight. Arrrgh!
All units get HTH Specialist and Small Arms Specialist.
ROBOTS
Heavy Hitters with a Heavy Chassis.
All units get Armor and Heavy Weapon Specialist.
ANDROIDS
More Sophisticated than Robots but still with a hard shell.
All units get Power Armor and are Skilled.
SPACE MARINES
Known for their Power Armor, but otherwise they’re a mixed bag of specialists.
All units get Power Armor and Random.
If you get Armor on Random, pick the result you want.
SPACE ORCS
A common menace of the space lanes.
All units get Random and are Balanced Fighters.
If they get Balanced Fighter twice on Random reroll the result.
SPACE ELVES
Effete but not afraid to mix it up.
All units are Skilled and are Balanced Fighters.
SPACE DWARVES
Short humans that have evolved to live on Heavy gravity worlds
All units get Armor and Tough.
MINI MEN
Diminutive humans engineered for life on resource poor colonies.
All units get Small and Stealth.
GREYS
Cryptic aliens with more Brains than Brawn.
All units get Psionic and are Small Arms Specialists.
LITTLE GREEN MEN
Small but still in the Conquering business.
They are Small and Numerous.
HAWKMEN
These guys love to go into battle with their shirts off.
They have Wings and are Balanced Fighters.
AMEOBOIDS
Not big on personality, individual Blobs will have random abilities.
All units get Random and Drain.
PREDATORS
Badass Alien Hunters who like to go mono-e-mono.
All units get HTH Specialist and Stealth.
MUTANTS
They opened up the genetic can of worms with these guys.
All units get 2 rolls on the random table.
Treat duplicate Random rolls as a result of Fast.
PSYCHICS
An ‘awakened’ population. Usually they just want to be left alone.
All units get Psionic and Stealth.
CYBORGS
Half Man, Half Machine. All Kickass.
All units get Tough and Random.
If you get Tough twice on Random Table treat result as Crushing Attack.
SPACE RANGERS
Exploring the frontiers of space and loving every minute of it.
All units get Tough and Small Arms Specialist.
ASTRO GUARDS
Space Cops. Call for Backup!
All units get Tough and Arrest.
EXO-EXTERMINATORS
Defending the homeworlds from all manner of Alien scum.
All units get Small Arms Specialist and Balanced Fighter.
SPACE MERCS
Corporate and freelance mercenaries. Hired Guns.
All units get Small Arms Specialist and Skilled.
SPACE BUGS
Hive Minds. Alien Infestations. Usually the correct choice is Orbital Nukes.
They are Fast and have Crushing Attack.
CAT PEOPLE
when you hear the purring its too late.
All units get Stealth and are Skilled.
DOG MEN
This type of crossbreeding afforded immunity to a particularly bad alien plague.
All units get Tough and Fast.
SPACE VIXENS
Like Supernova hot. Va-Va-Voom!
All units get Charm and Balanced Fighter.
BOUNTY HUNTERS
A fearsome cast of highly armed and highly motivated Cretans.
All units get Tough and Skilled.
CLONE SOLDIERS
What Space Empires are built on.
They are numerous and are Small Arms Specialists.
BIG BRAINS
Eggheads. Occasionally floating in jars and with robotic appendages. Self-important.
All Units get Psionic and Random.
If you get Psionic twice, That's 2 Brains! Treat result as Skilled.
SPACE ZOMBIES
Hard to Kill even in Space.
All units get 2 Hits and Regeneration.
LIZARD MEN
They still made it to space even with their pea sized brains.
All units get Tough and are HTH Specialists.
TRANSHUMANS
Suffer from Major Superiority Complexes. Other humans are just jealous.
All units get Skilled and 2 Hits.
PSYCHIC VAMPIRES
It’s hard to suck blood through a space suit.
All units have Psionic and Drain.
SPACE TROOPERS
For Empires who can’t afford clones.
All units have Armor and are Small Arms Specialists.
SPACE REBELS
All those Space Troopers have to be fighting somebody.
All units have Stealth and are Small Arms Specialists.
PSI KNIGHTS
Veterans of the Psychic Wars.
All units get Psionic and Skilled.
SPACE COLONISTS
A rag-tag, riff-raff band of homesteaders defending their acre of dirt.
These independent militia units are Numerous and Random.
SPACE MINERS
Asteroid Mines, Volcano Worlds. Radioactive Zones. Dangerous Work.
All units are tough and are Heavy Weapons Specialists (Modified Mining Equipment).
SPACE SIMIANS
Planets of the Apes.
These big guys get 2 Hits and Crushing Attack.
SPACE SQUID
Space Calamari, Molluscs in space. Hard Shells and Tentacles.
All units get Armor and Tentacles.
CRAB MEN
Space Crustaceans. Exoskeletons and Claws.
These Bad Boys all get Armor and Crushing Attack.
SPACE INQUISITORS
Classic Xenophobic pseudo-religious order. Cleansing Worlds. Purification by Fire.
All units get Armor and are Balanced Fighters.
SPACE RAIDERS
Spec-OPS, Commandos, Smugglers, Slavers, Nomads, Spice Raiders, Away Teams. Sneaky Gits.
All units get Stealth and are Balanced Fighters.
NOBLE HOUSE TROOPS
The private armies of Futuristic Feudal Dynasties.
They are numerous and are Balanced Fighters.
GO GANG
Most of these lower class, quasi-criminal groups have a need for speed:
jet packs, Hover boards, Gravity Belts, Hover Discs, and so on.
All units get Flyer and are Balanced Fighters.
SPACE GOONS
Local Organized Crime.
This crew is Tough and are Balanced Fighters.
VEHICLE RULES
All armies have access to vehicles.
Light Vehicles give their users the Fast or Flying trait.
Light vehicles include Motorcycles and Hover bikes, etc.
If a unit on a light vehicle is hit, there is a 1-3 on 1D6 chance the
Vehicle is destroyed instead and the rider unscathed.
Medium Vehicles will be fast or Flyers, have Armor, 1-3+ Hits, and may support 1 or
more Heavy Weapons.
Medium Vehicles include Battle Pods, Air Cars, Ornithopters, Crawlers, etc.
Medium Vehicles must be destroyed before the pilot and passengers can
be individually targeted.
If a vehicle is destroyed, those inside will take 1 Hit on a roll of 1-3 on 1D6.
The pilot can also operate 1 Vehicular (attached Heavy) Weapon per turn.
If there are more weapons, they would have to be operated by passengers.
EQUIPMENT TRANSFERS
Units can loot the bodies to get better weapons and equipment.
a Transfer takes a full turn to accomplish.
Armor is usually not transferable.
Units can also give equipment to adjacent units.
Likewise, abandoned Vehicles can be pressed into service.
SAMPLE NON-WEAPON EQUIPMENT
Medikit: Unit gets Heal Ability.
Psi Torc: Unit gets Psionics.
Cloaking Device: Unit gets Cloaking
Defense Belt: Unit get Force Field.
Commanders Helmet: Unit gets Leadership.
Jump Pack: Unit gets Flying.
Scout Suit: Unit gets Stealth.
CREDITS AND BUILDING ARMIES
Armies are purchased with Credits.
Each Warrior costs a base of 4 Credits.
Each additional Ability, Weapon, Item, or Extra Hit costs 1 or more Credit.
Light Vehicles cost 2+ Credits.
Medium Vehicles cost 8-12+ Credits. Each Seat costs 1 Credit.
Not including vehicles, additional abilities should count for about a quarter of
the cost of an army.
SAMPLE WARRIOR BUILDS
Space Simian(4) with Missile Launcher(1), Skilled(1) and Stealth(1). Total Cost = 7
Space Ranger (4) with Leadership (2). Total Cost = 6
Space Marine (4) with Chainsword (1) and Bolter Pistol (0.5). Total Cost = 5.5
Space Orc (4) with Vibro Axe(1) and Force Shield (1). Total Cost = 6
Cat Person (4) with Needler Rifle (0.5) and Blaster Pistol (0.25). Total Cost = 4.75
Space Rebel (4) with Frag Grenades (1). Total Cost = 5
Little Green Man (4) with Laser Rifle (0.5). Total Cost = 4.5
Gyro Tank: Medium Vehicle with 5 Hits (5), Fast (1), Armor (1), Twin-Autocannons (2), and
can hold 1 Pilot (1) and 2 Passengers (2). Total Cost = 12
COMBO WARRIORS
These have a base cost of 5 or 6.
They are a combo of 2 Unit Types. Samples:
Space Orc Raiders(5): Balanced Fighter, Random, and Stealth.
Little Green Space Bugs (6): Small, Crushing Attack, Numerous, and Fast.
Big Brained Robots (6): Armor, Heavy Weapon, Psionic, and Random!