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Operatives of Deep Space - Basic Rules
Operatives of Deep Space - Basic Rules
very figure in the game is described by six stats that describe their
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overall capability and effectiveness.
● M
ove (M): the speed and agility of the figure. This is how many inches
the figure can move.
● F
ight (F): the figure’s ability in hand-to-hand combat, and its ability
to avoid incoming gunfire. You add this to your roll when fighting, or
when trying to dodge.
● S
hoot (S): the figure’s ability to shoot guns. You add this to your
roll when shooting.
● A
rmor (A): the amount of physical protection a figure has. You subtract
this from incoming attacks to determine damage.
● W
ill (W): the figure.s determination, courage, and ability to resist
mental attacks. You add this to rolls.
● H
ealth (H): the figure’s physical toughness. This is how much damage
the figure can take before going Out of Action.
Move
Fight
Shoot
Armor
Will
Health
6
+2
+1
10
+4
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Gameplay
he game is played in a series of turns. Each turn is divided into these four
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phases:
●
Operative Phase
●
Enemy Phase
●
Aide Phase
●
Event Phase
Operative Phase
n the Operative Phase each player may activate their Operative, the
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Operative with the highest Will going first proceeding in descending order.
Roll off in the case of ties, once at the beginning to determine the order.
ach player can activate their Operative and up to two Aides that are within
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3” of that Operative. Each figure activates one at a time in the order the
player chooses. After activating these figures, the next player may activate
their models, and so on.
Enemy Phase
n the Enemy Phase all uncontrolled figures will activate. Enemy with the
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highest Health activates first, proceeding in descending order. Players
choose order in case of ties.
Enemy Actions
Activation
ach time it activates a figure can perform up to two actions. One can be
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anything the figure is allowed to do like fighting or shooting a gun or using
a Power, moving, etc. The second action can only be used for moving (and a
few other actions like reloading). You can do each action in any order but
must complete one action before performing the next. You must complete all of
a figures actions before activated another figure.
Group Activation
Group Activation can only be performed in the Operative phase. All figures
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that are to be activated by first make one move action each. After moving
each figure may take their second action in any order.
Movement
he first time a figure moves during it’s activation, it may move a distance
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equal to it’s Move stat in inches. It does not have to be in a straight line.
If a figure moves for a second time it may only move up to ½ the Move stat in
inches.
Forcing Combat
ny time a figure moves within 1” of an enemy figure that isn’t already in
A
combat, the enemy figure may force combat. Immediately move the the enemy
figure into base contact with the activated figure.
Jumping
figure may jump horizontally up to half of their Move stat +1”. Each time a
A
figure jumps is must make an Acrobatics Skill Roll, with a TN of 1+the number
of full inches jumped, with an additional +5 if the jump starts or ends in
rough ground. If you succeed you jump the distance and can continue moving.
If you fail you move half the distance of the jump and then fall. The figures
activation ends.
Falling
f the fall is less than 3” no damage occurs. Otherwise the figure suffers
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damage equal to the number of inches fallen x1.5 rounded down. If the fall
was voluntary and was less than 3” the figure may continue using actions if
it has any. If it was more than 3” the figure still takes damage but must
make an Acrobatics Roll (TN 10) to continue using activations.
Swimming
henever a figure activates in deep water it must make a Swimming Roll (TN5).
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If it fails it takes damage equal to the amount by which it failed, ignoring
armor. If the figure succeeds it may activate as normal. Deep water is
considered rough ground for the purposes of movement. Any figure in deep
water receives -2 Fight.
●
Light Armor : -1
●
Heavy Armor : -5
●
Shield : -1
●
Carrying Treasure : -2
Hand to Hand Combat
hen a figure is in combat with an enemy figure it may use one action to
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fight in hand to hand combat. During a fight both figures have a chance to
wound or kill their opponent.
o resolve the fight roll two dice, one for each figure. Each figure makes
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their roll and adds their Fight stat plus any modifiers. The highest total
Combat Score wins. To determine damage, subtract the losers armor from the
winners total, and then add any damage modifiers. If the result is greater
than 0 then do that amount of damage to the loser.
hether the winner did damage or not, it can now choose what to do: stay in
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combat, push the loser 1” directly away, or the winner may move 1” directly
away. Enemies will always choose to remain in combat.
n the case of ties, both figures may do damage to each other, and neither of
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them may move away at the end.
Critical Hits
f you roll a natural 20 in a fight it’s a Critical Hit. You automatically
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win the fight (unless your opponent also got a 20), and have a +5 damage
modifier. This applies to shooting attacks also. Enemies never get Critical
hits.
Shooting
hooting is just like hand to hand, but the shooting player adds their Shoot
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stat to their roll. If the shooter wins do damage as normal, but if they lose
the shooter does not take damage. In case of a tie, no hit occurs.
figure may never declare a shoot action against another figure in combat,
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unless that figure is the only figure in the combat with the Large trait.
Shooting Modifiers
+1
ntervening terrain : every piece of intervening terrain that the
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shooter is not in base contact with gives a +1
+2
ight Cover: up to half the body is concealed by hard cover, or
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almost completely concealed by soft cover
+4
eavy Cover : the target is behind hard cover that conceals almost
H
all the body
+1
Hurried Shot : the shooter has moved this activation
-2
arge Target : the target is significantly larger than a human, or
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has the Large trait
Making an Operative
● I
ncrease Base Stats: You can spend up to 3 BP to increase your base
stats. You may spend 1 BP to increase a stat except Armor by 1.
● O
perative Abilities and Special Powers: you can spend up to 5 BP on
Abilities and Powers. You can take each Ability only once, but may
purchase Powers multiple times.
● S
kills: you can spend up to 5 points on Skills. For each BP you spend
you can increase 8 skills by +1 each.
● E
quipment: you can spend up to 2 points on upgrading your weapons. Each
upgrade costs one BP.
● R
ecruitment Points: Operatives start with 100 Recruitment Points (RP).
You can spend up to 3 BP to increase our Recruitment Points. For each
BP spent you can increase your RP by 10.
Operative Abilities
● C
loak of Shadows: This ability may be used if an enemy figure is about
to make a move that would take it into combat with the operative.
Instead, determine the enemy figure's action as though the operative
were not present, making the operative temporarily undetectable.
● Q
uantum Leap: The operative may use this ability when activated. For
the rest of the turn, their movement range is increased by +2.
Alternatively, the operative may use a move action to teleport up to
their maximum movement distance in any direction, including vertically,
utilizing advanced teleportation technology.
● P
recise Shot: The operative may use this ability if they have rolled a
natural 18 or 19 during a shooting action. Treat this roll as a
Critical Hit, hitting vital targets with precision.
● L
ethal Strike: The operative may use this ability if they have rolled a
natural 18 or 19 during combat. Treat this roll as a Critical Hit,
targeting vulnerable spots for maximum damage.
● H
olographic Decoy: The operative may use this ability whenever an enemy
creature is called upon to make a move towards a designated point.
Instead, the player may project a holographic decoy of the operative,
causing the creature to move towards the decoy's location instead.
● D
efensive Matrix: The operative may add +10 to their Defense Roll when
rolling against a shooting attack. They must declare they are
activating this ability before they roll.
● P
hase Shift: The operative may use this ability if they activate while
in combat. The operative may instantaneously phase out of the combat,
moving a short distance away. No figure can force combat during this
move. After this move, the operative completes their activation as
normal.
● E
nhanced Focus: The operative may add +8 to any one Skill Roll,
utilizing advanced neural enhancements to improve their concentration.
They must declare they are activating this ability before they roll.
● R
apid Assault: The operative may add +5 to one Combat Roll, utilizing
advanced reflexes and combat training. They must declare they are
activating this ability before they roll.
● U
ndead Disruption: All undead creatures within 10" and in the
operative's line of sight must make a Will Roll (TN20). If they fail,
they lose their next activation as their necromantic energies are
disrupted.
● T
emporal Manipulation: The operative may manipulate time and re-roll
one die, reshaping fate in their favor.
● M
ental Fortitude: The operative may add +5 to one Will Roll, utilizing
mental conditioning and training. This ability can be used after the
roll has been made.
● D
efensive Parry: This ability may be used in combat after an operative
and their opponent have made their Combat Rolls. The operative may add
+10 to their roll. If they win the combat, however, they do no damage.
They may step back or repel their opponent as normal.
● D
evastating Strike: The operative may add +3 damage to any melee attack
that has already dealt at least 1 point of damage, channeling energy or
wielding powerful weaponry.
● A
daptive Resilience: This ability may be used if an operative loses a
fight in hand-to-hand combat. Reduce the amount of damage taken by the
perative by half, rounding up. For example, if the operative loses the
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combat and would suffer 7 points of damage, they suffer 4 instead,
thanks to advanced armor or personal shielding.
● F
orceful Push: If the operative wins in hand-to-hand combat, they may
choose to push their opponent back up to 4" instead of the normal 1",
utilizing their strength or advanced technology.
Special Powers
● E
nergy Surge: Make a +3 energy attack against all undead creatures
within 8" and line of sight of the operative, unleashing a powerful
surge of energy.
● D
etonation Glyph: The operative may place an unstable energy glyph
anywhere within 6". As soon as any hostile creature moves within 2" of
this glyph, it triggers an explosive reaction. All hostile creatures
within 2" of the glyph suffer a +5 shooting attack from the volatile
discharge of destructive energy.
● E
nergized Edge: The operative imbues one melee weapon with enhanced
energy resonance. For the rest of the scenario, the weapon becomes an
energized blade with +1 Fight, channeling focused energy for enhanced
cutting power.
● N
anite Restoration: This enhancement may target any figure within 6",
including the operative. The target figure regains up to 5 points of
lost Health as nanobots repair and regenerate damaged cells, utilizing
advanced nanotechnology for rapid healing.
● M
ental Restraint: The target creature must make an immediate Will Check
(TN16). If it fails, it loses control over its actions and cannot
initiate combat for the remainder of the turn, and it loses its next
activation. This technique has no effect on large creatures or undead.
● Q
uantum Discharge: The operative may make a +5 shooting attack against
one figure within line of sight. This attack bypasses cover and
intervening terrain, utilizing quantum energy manipulation to phase
through obstacles and strike the target.
● E
nergy Shielding: This enhancement may be applied to any figure within
8" and line of sight of the operative. All shooting attacks against
this figure suffer a -3 penalty for the rest of the encounter as they
encounter a resilient energy shield, generated by advanced shielding
technology.
● N
anomist Projection: The operative may release a dense cloud of
nanobots, creating a 3" diameter mist anywhere within 3". The mist
obscures all line of sight but does not hinder movement, providing
concealment and confusion to adversaries, courtesy of advanced
nanotechnology. -2 modifier to hit
● M
ental Resilience: This enhancement may be applied to any figure within
8" and line of sight of the operative. The next time this figure must
ake a Will Check, it does so with a +5 modifier, enhancing their
m
mental fortitude. The effect gradually diminishes with subsequent
checks (+4 on the next check, etc.)
● U
niversal Communication Matrix: An operative may activate this matrix
in place of attempting any Language Skill Check. The operative
automatically succeeds in understanding and communicating with any
language, thanks to an advanced neural interface and language
processing algorithms.
Skills
● A
gility: A measure of the operative's ability to control their own body
in challenging situations, such as precise jumps, traversing narrow
paths, and maneuvering through obstacles. It does not include climbing,
which is a separate skill.
● A
rchives: Knowledge of ancient records, myths, and historical accounts.
Operatives skilled in Archival Studies possess valuable insights into
the past and hidden knowledge.
● A
rmory: The study of weapons, including their maintenance, repair, and
improvisation in the field. Operatives with high Armoryskill (+4 or
more) are always considered armed with a dagger, even when unarmed.
● C
limbing: Measures the operative's ability to ascend difficult surfaces
and overcome vertical challenges.
● L
eadership : The skill of leading others and diplomatic interactions.
An Operative with leadership abilities can add their Leadership skill
to the total recruitment points before each mission, influencing the
selection and effectiveness of their Aide.
● N
avigation : The ability to use maps, navigation tools, and natural
senses to determine course and direction.
● P
erception : The keen awareness of one's surroundings, including the
ability to notice small but crucial details. Operatives with heightened
Perception skills are adept at spotting hidden threats and important
clues.
● L
ockpicking: Encompasses knowledge of various lock types and
mechanisms, including doors, chests, and secret entrances. Operatives
skilled in Lockpicking have the proficiency to open and disable locks.
● A
nalysis: The ability to decipher ancient written languages, including
those associated with magic. Operatives proficient in Analysis possess
the knowledge to unravel cryptic inscriptions and magical texts.
● S
tealth: The art of moving silently to avoid detection and skill in
selecting and maintaining concealment. Operatives with expertise in
Stealth excel in remaining undetected while operating covertly.
● S
trength: The training in maximizing physical strength for achieving
optimal results, such as lifting heavy objects, breaking down doors,
and escaping restraints. Operatives skilled in Strength possess
impressive physical power.
● S
urvival: Includes foraging for sustenance, identifying edible plants
and herbs, hunting, basic first aid, and understanding the perils of
specific terrains. Operatives proficient in Survival are resourceful in
the wilderness.
● S
wim : Proficiency in movement through water or water-like substances.
Operatives skilled in Swim navigate aquatic environments with ease.
● T
racking: The ability to interpret signs in the environment to gather
information about preceding individuals, including their direction of
travel, distance covered, and potential injuries or captives. Tracking
also involves knowledge of evading pursuers.
● T
raps: Knowledge of various traps, including their construction,
setting, and disabling. Operatives skilled in Traps are adept at
detecting and neutralizing hidden dangers.
Equipment List
peratives have six “item slots” which means they can carry six items. When
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creating a new operative you can pick up to five items at no cost. An
operative may choose heavy or light armor.
Hand Weapon
Any melee weapon held in one hand. No modifiers in combat.
Two-Handed Weapon
ny melee weapon that requires both hands to use. These weapons have +2
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damage modifier.
Pistol
istol describes any one-handed gun. Pistols can be used to make shooting
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attacks or used in hand-to-hand. They have no modifiers if used to shoot, and
may hit targets up to 12” away. If used in hand-to-hand they have a -1 Fight
penalty.
Shotgun
hotgun refers to any weapon that fires a short-range blast at low rate of
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fire. Shotguns require a “reload” action (which may replace the move action)
before they can be shot again. They can hit targets up to 18” away and have a
+2 damage modifier. Any model that can use a Carbine can use a Shotgun.
Carbine
arbine is generically used to describe any kind of rifle used in two hands.
C
Carbines can be used to make shooting attacks. They have no modifiers if used
to shoot, and may hit targets up to 24” away.
Light Armor
Light weight or flexible armor that typically provides +1 Armor
Heavy Armor
Heavy weight and rigid armor that provides +2 to Armor but -1 to Move
Shield
figure carrying a shield receives +1 Armor, but may not use any two-handed
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weapons
Climbing Rope
figure carrying a Climbing Rope may spend an action to set ropes at the top
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of a vertical structure that can be used to climb the structure with no
penalties.
Recruiting Aides
peratives can bring companions on their adventures, called Aides. Aides have
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a base stat line and equipment. When you first recruit an Aide, you can add
3 to any of their existing skills or a new one. Aides can carry the
+
equipment they start with, and have an additional two slots for equipment.
They may replace any of their weapons with upgraded versions (of that type)
without using an item slot.
Upgrade Weapons
hen you recruit an Aide you may upgrade their weapons for additional 5 RP
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per upgrade.
● xtra Damage: +2 damage
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● Bonus to Hit: +1 Fight when attacking
● Extra Range: +12”
● Automatic: does not require reload
Downgrade Weapons
ome weapons have drawbacks that make them somewhat less useful. To model
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this you can apply the following downgrades, reducing the cost of the Aide by
5 RP each
● nwieldy: requires two hands
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● Manual: requires reload
● Short Range: -6 to total range
● Less-Lethal: -2 damage
Large Figures
ny Aide may be designated as Large when recruited for an additional 5 RP.
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That figure is now Large (+2 to shoot at, and can be shot in combat if the
only Large figure), and has +2 Health and an additional +2 to Strength skill.
Mov
Fig
Sho
Arm
Wil
Hea
Close Range
Name
RP e
ht
ot
or l
lth
Weapon
Weapon Notes
Hand
or
(
Recruit
10
6
2
0
10 0
10
Weapon
Pistol)
Hand
or
(
Technician
15
6
2
0
10 2
10
Weapon
Pistol) Archival Studies +5, Data Analysis +5
Hand
Guard
20
6
2
2
11 1
10
Weapon
Carbine Light Armor
Hand
Sniper
20
6
1
3
10 2
10
Weapon
Carbine
Hand
Officer
25
6
4
0
11 2
12
Weapon
Pistol Light Armor or Shield
limb +2, Perception +2, Pick Lock +2, Traps
C
Infiltrator
20
7
1
1
10 1
10 Pistol
+5, Stealth +5
Hand
Tracker
30
7
2
2
11 2
12
Weapon
Carbine Light Armor, Tracking +5
and
H arbine+U
C
Trooper
35
6
2
2
12 3
12
Weapon
pgrade Heavy Armor
Hand
Bodyguard
35
6
4
0
11 3
14
Weapon
Pistol Light Armor, Strength +5
Hand
or
(
Specialist
20
6
0
0
10 3
12
Weapon
Pistol) Pick 2 Powers. 3rd power +10RP
Two-ha
Thug two hand
20
6
3
0
11 12
2
nded Light Armor, Strength +5
Hand
Thug
20
6
3
0
12 12
2
Weapon Light Armor, Shield
Hand
Thug heavy
35
5
4
0
13 2
12
Weapon Heavy Armor, Shield, Strength +4
Two-han
Thug heavy 2h
35
5
4
0
12 2
12
ded Heavy Armor, Strength +4
Two-han
Thug marauder
35
6
4
0
10 3
14
ded Strength +5
on-Sapient, cannot carry treasure or items,
N
Drone
5
8
0
0
10
-2 6
limited skill rolls
on-Sapient, cannot carry treasure or items,
N
Drone Attacker
10
8
1
0
10
-2 8
limited skill rolls
on-Sapient, cannot carry treasure or items,
N
limited skill rolls, Tracking +5, Operative
Drone Tracker
10
8
0
0
10
-2 6
tracking bonus
on-Sapient, cannot carry treasure or items,
N
Drone Flyer
10
9
0
0
14 3
1
limited skill rolls, Flying, Perception +4
Number of Operatives and Aides in play
Number of Players
Total Recruitment Points
Max Number of Aides
1
BRP
7
2
(BRP/2)-10
3
3
BRP/3
2
4
BRP/10
1
Operative Levels
peratives start at Level 0 and can gain levels through gameplay. Operatives
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gain Experience Points from playing scenarios. Between scenarios they can
spend those XP on gaining levels. Higher levels cost more XP to gain
according to this chart:
1-5
100
6-10
150
11-15
200
16-20
250
21-30
300
31-40
400
41-50
500
51-100
1000
Operative Level Bonus table
1,5,9,13,17,21, etc.
Improve Skills
2,5,10,14,18,22, etc.
Improve Stats
3,7,11,15,19,23, etc.
Gain Recruitment Points
4,8,12,16,20,24, etc.
New Ability or Power
Improve Skills
he operative can improve their skills by a total of +5. The maximum that can
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be spent on one skill is +2
Improve Stats
he operative can improves one of the following stats up to the maximum shown
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in brackets: Move(7), Fight (5), Shoot (5), Will (+8), Health (22)
Aide Progression
fter every scenario that they survive, an Aide gets 1 Progression Point.
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When they reach certain Progression Point thresholds they gain rewards
according to the following table:
5
+1 Health
10
Choose +1 Fight or +1 Shoot
15
+4 to one Skill (maximum of +10)
20
+2 Will
25
Choose one Ability
30
+1 Health
35
+4 to one Skill (max +10)
40
+2 Will
50
Choose one Ability
Loot
oll once for each Loot token recovered during the scenario on the Loot
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table.
Loot Table
Die Roll
Loot
1-6
Credits
7-12
Boosts
13-16
Weapon or Armor
17-20
Tech Items
Credits
oney is useful in all sorts of ways! The operative may choose to gain +10XP
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or have one Aide gain 1 Progression Point
Boosts
1.
Anastaria Extract
If any figure carries this extract, it can be used by either the
operative or any one of their aides after a mission. The figure gains
+1 on their Survival Roll for the next scenario. The decision to use
the Anastaria extract must be made before the roll is made.
2.
Ability Booster : A figure that consumes this elixir regains the use of
any one Ability that they have already used in the scenario.
3.
Power Booster : A figure that consumes this booster regains the use of
any one Power that they have already used in the scenario.
4.
Hyperchron Booster: The figure receives +5 on all Will Rolls for the
duration of the scenario.
5.
Explosive Nanobomb : A figure may activate this nanobomb by triggering
its detonation sequence. It can be thrown to any point up to 8" away
and within line of sight. Every figure within 2" of the detonation
point suffers an immediate +3 energy blast.
6.
Longsight Booster: The user receives +1 Shoot, but -1 Fight and -1
Will.
7.
Adrenal Enhancer :A figure that consumes this substance receives +1
action on their next activation. If the figure already has three
ctions, this substance has no effect as no figure can exceed three
a
actions per activation.
8.
Berserker Serum : The user inflicts an additional 1 point of damage
whenever they win a combat, but they suffer -2 Will.
9.
Limbic Booster : The user gains 2 temporary points of Health, which can
exceed their normal starting amount but only last for the duration of
the scenario. However, they suffer -1 Will.
10.
Pain Threshold Enhancer : The user receives +1 Armor, but -2 Will.
11.
Blood Nanofilter : A figure suffering from disease may consume this
substance before a scenario. The infection is cured, and the figure
suffers no penalties from it in the next scenario.
12.
Medpack : Restores 5 points of Health and neutralizes the effects of
any toxins. However, it cannot exceed the figure's starting Health
level.
13.
Restoration Medpack
A figure that uses this Medpack is immediately restored to their
starting Health and is cured of any poison, disease, or temporary stat
reductions. It can also be used after a mission to cure a figure of a
single permanent injury of the player's choice.
14.
Weapon Enhancement: Use this enhancement on a weapon to give it one
upgrade that lasts until the end of the scenario.
15.
Inertial Inhibition Serum
A figure that consumes this serum gains the ability to fall any
distance without taking damage. This ability lasts for one turn after
the potion is consumed.
16.
Strength Enhancer : A figure that consumes this enhancer receives +1
Fight.
17.
Cellular Matrix Booster : A figure that consumes this booster
receives +1 Armor.
18.
Phaseshift Serum : A figure that consumes this serum gains the
ability to pass through solid objects as though they were not there.
This ability lasts for one turn after the serum is consumed.
19.
Adrenic Booster : A figure that consumes this serum receives +2
Move, but -2 Will.
20.
Xenophobe Amplifier : This drug amplifies hostile human psychic
emanations. All aliens suffer -1 Fight when in combat with the user.
Weapons or Armor
Die Roll
Weapon or Armor
1
Hand Weapon, Powered (5)
2
Two-handed, Powered (5)
3
Carbine, Powered (5)
4
Carbine + upgrade, Powered (5)
5
Pistol, Powered (5)
6
Hand Weapon, Light
7
Two-handed, Light
8
Carbine, Light
9
Carbine + upgrade, Light
10
Shield, Active(5)
11
Light Armor, Active(5)
12
Heavy Armor, Active(5)
13
Hand Weapon, Rending(3)
14
Two-handed, Rending(3)
15
Pistol, Rending(3)
16
Shield, Blocking(1)
17
Light Armor, Blocking(1)
18
Heavy Armor, Blocking(1)
19
Hand Weapon, Blocking(1)
20
Two-handed Weapon, Blocking(1)
eapons and armor can have special properties that can be used for a specific
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number of Fight rolls, these are listed with the number in parentheses. These
uses are recorded between games and do not recharge.
Powered
t any point the user of a Powered weapon may declare that it is activated.
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The weapon now counts as upgraded and give +1 Fight if a melee weapon or +1
Shoot if a ranged weapon.
Light
ight weapons are specially built to be smaller or easier to carry. A figure
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carrying a Light weapon has one additional slot to carry equipment. You may
only gain one extra slot this way.
Active
ome high tech armors include active countermeasures. Any time the user of
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Active armor is the target of a shooting attack you may choose to add +5 to
their Fight roll. You must choose before the dice are rolled
Rending
ny time the wielder of this weapon does at least 1 point of damage with this
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weapon, they may choose to do an additional 5 points of damage to their
opponent.
Blocking
ny time the user of this weapon or armor loses a fight in hand to hand, or
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is shot, they may use the item to block the blow. The user still loses the
fight but takes no damage.
Tech Items
1.
Leadership Badge : If an operative wears this badge, they gain +5 to
their Recruitment Point Total when assembling their team for the
mission.
2.
Knowledge Database : A figure carrying a knowledge database receives +2
to all Archives and Analysis Skill Rolls.
3.
Stealth Enhancers : A figure wearing these enhancers can activate them
during their turn. For the remainder of the turn, the figure can move
silently without triggering alarms or detection systems.
4.
Thermoptic Camouflage Cloak :A figure may activate this item at any
time. While wearing the camouflage cloak, the figure becomes nearly
invisible to sensors and surveillance devices, making it difficult for
enemies to detect them. The figure receives +8 to all Stealth Rolls
while under the cloak's effect.
5.
Multispectral Goggles : A figure wearing these goggles gains +2 to all
Perception Skill Rolls.
6.
Lockpick Toolkit : A figure may use this toolkit to gain a +5 bonus to
any Lockpicking Skill Roll. The figure must decide whether to use the
toolkit before attempting the Skill Roll.
7.
Lifeline Device : A figure carrying this device may use it to reroll
any one failed roll they make.
8.
Remote Detonator : A figure may spend an action to deploy this device
up to 10" away. Every figure within 2" of the point of detonation takes
a +0 Shooting attack.
9.
Aquatic Navigator : A figure equipped with this device effortlessly
navigates through water environments, bypassing obstacles and swimming
with ease. Automatically pass all Swimming checks.
10.
Power Gloves : A figure may use these gloves to gain a +5 bonus to
any Strength-related task. The figure must decide whether to activate
the gloves before attempting the task.
11.
Adrenal Boost Injector : a figure carrying this booster can consume
it during their turn to gain an extra action. However, this cannot
exceed a total of three actions during their turn.
12.
Power Enhancer : A figure with Powers can activate this device to
use one power they have already used this scenario.
13.
Climbing Gear : A figure may use this gear to gain a +5 bonus to any
Climbing Skill Roll. The figure must decide whether to use the gear
before attempting the Skill Roll.
14.
Shadow Veil : A figure wearing this veil gains +2 to all Stealth
Rolls, blending seamlessly into their surroundings.
15.
Gear Bag : The pack takes up one item slot but can hold two boosts,
allowing the figure to carry two boosts in one slot.
16.
Teleportation Device : A figure may spend an action to activate this
device, instantly moving up to 10" in any direction within line of
sight.
17.
Techno-Ring : Choose one Special Power when this item is acquired.
The wearer of the ring may spend an action to activate that Power.
18.
Deflection Shield : A figure wearing this shield, when under attack,
can discard it to block an incoming projectile or energy-based attack.
19.
Emblem of Humanity : A figure wearing this emblem may activate it at
any time as a free action. For the remainder of the mission, all
attacks made by the figure gain +1 Fight against xeno enemies.
Additionally, all xeno enemies engaged in combat with the figure suffer
-1 Armor.
20.
Master Toolkit : A figure carrying a master toolkit gains +2 to all
Technical Engineering and Security System Skill Rolls.