Relic Worlds Expeditions

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The story describes an expedition team exploring ancient ruins on a relic world searching for treasures and artifacts while avoiding dangers like monsters and pirates.

Lancaster is trying to figure out the meaning of etchings on the floor of the ruins.

The ancient ruins are described as being riddled with traps, including spike-covered holes that could trap anyone who is not careful.

Relic Worlds

Expeditions

Designed by Jeff McArthur


Lancaster James looked carefully over the bumps and
curves of the etchings on the floor. The hieroglyphs he had spotted
earlier were of little help. None resembled what he was looking at.
But he thought he could figure it out, given time.
But he had little time. The team with him shifted
nervously, aware that the large beast they had disturbed was
sniffing around searching for them; and they had detected pirates
somewhere out in the jungle who would be along any time.
But Lancaster was aware that they would have bigger
problems if he rushed things. These ancient ruins were riddled
with traps, and they could find themselves trapped inside a
spike-covered hole if they weren’t careful; perfect bait for both the
monsters and the pirates.
Suddenly he had a thought.
Spreading out his hand before the
design, he found that it matched
not a human hand, but the claw of
the Tesklavo. He had seen fossils in
Mika’s museum, so he had an idea
of how they were supposed to look.
Just outside the crumbled
walls, a rustling of the foliage
caught everyone’s attention. It
could be humans or beast, or
something even worse. It was
now or never.
Lancaster twisted his
hand into the shape of a
Tesklavan claw and he rested
it inside the embossment of the
stone. It lowered into the
ground. Then the room
resounded with the sound of
grinding rocks as a secret wall
opened up. A secret entrance to a long-lost treasure room.
And sitting atop a pedestal was exactly what they needed.
Contents
Introduction . . . . 6

What You’ll Need . . . 8

Building Your Expedition. . . 9

Set-Up . . . . . 10

Playing the Game . . . 12

Combat . . . . . 17

Discoveries . . . . 28

Skill Tests and Re-Rolls . . 36

Game End
. . . . . 37

Counters
. . . . . 38

Treasure Hunters . . . 44

5
Introduction
Welcome to the universe of Relic Worlds, a place
where ancient civilizations once thrived across the galaxy, but
have disappeared. Within their ancient ruins they have left
behind priceless relics and powerful artifacts. As humanity is
spreading into the stars, they are discovering these treasures,
and thousands of people are seeking them out for various
reasons.
In Relic Worlds Miniatures, players choose factions
who are either seeking these items, or have some other
motivation around them. They will build expedition teams and
send those teams into the field to accomplish their goals.
The primary object of the game is to get the most
number of points. These points can be attained by finding
relics and other treasures, killing enemies, accomplishing goals
of the chosen factions, or accomplishing individual goals of
certain characters.

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As such, sometimes a game will involve a lot of
fighting between players, sometimes there will be none, and
sometimes they might help one another in their mutual best
interest. Players can even play the game cooperatively if they
wish to just play against the board and see how many points
they can get, or it can be played solitaire.
Relic Worlds Miniatures is also compatible with the
Relic Worlds role playing game, which will be releasing
in early 2021. This miniatures game is most useful in the
RPG when players get involved in larger sized combats or
adventures with large crowds. Simply use all rules allowed in
the RPG with the players, and use the miniatures rules with all
non-player characters.
If you would like to learn more about Relic Worlds, you
can find out everything on the website. It is a series of books,
short stories, and games about characters who are uncovering
ancient artifacts while fighting in a mighty galactic struggle;
much like Indiana Jones and Star Wars. You can find it at:

www.relicworlds.com

7
What You’ll Need
This is only the rulebook for Relic Worlds Miniatures.
In order to play the game, you will need the following:
* A supplement book with the faction you wish to play.
The treasure hunters are included in this book, but to get other
factions you will need to purchase them separately on Wargame
Vault or at: www.relicworlds.com.
* Counters or miniatures for every character in your list.
You can use figures of any type in your collection that seem to
match what they represent. You can also find cut-out counters
included in the faction lists. Counters can also be purchased on
Wargame Vault or on the Relice Worlds website, where you can
also purchase 3D printable files of each figure type.
* Terrain of an alien planet where the expedition/battle
is taking place. This can happen in any sort of environment,
and often works with ancient ruins; many of which can be
found in the fish tank aisles of pet supply stores. If it’s a city
environment, monsters are probably not appropriate, but traps
would be security systems, and relics would probably be locked
away or hidden underneath buildings that were placed on top
of ancient ruins.
* Counters that are blank on one side, and have an even
number on the other side which read: Trap, Monster, Relic,
Mundane. These are called “Discovery counters”.
* Measuring tape or sticks that are 6 inches long with a
notch at every inch.
* Dice of the following types: d4, d6, d8, d10, d12. You
will want to have several d10s, one of which is a different color
than the others. You will also want a special d6 that is not used
for rolling, but instead used for keeping track of what turn it is.
* A deep imagination and a desire to uncover the
unknown.

8
Building Your Expedition
Before beginning the game, players build their
expedition teams. They choose their faction and use the
apropriate book to choose their units. They can also spend
under half their points on units from an ally faction.
Players first determine how many points they will be
using in the game. Standard amounts are listed below, but
players can choose based on personal preference:

Small: 5 points
Medium: 10 points
Large: 15 points

Players spend points purchasing their teams. Each unit


type costs 1 point, and the player gets the following number of
stands for each type:

Minor minion = 8 stands


Minion = 4 stands
Major minion = 3 stands
Minor hero = 2 stands
Hero = 1 stand
Major hero = 1/2 stand

The reason a major hero is listed as a half stand is


because it actually costs 2 points to purchase 1 stand.
Players can also purchase extras listed in their team lists for 1
point each. These are miscellaneous things available to that
faction only. A list cannot consist solely of extras; it must have
at least one figure in it unless you really want the board to win.
Minor heroes and major minions can either be placed
on the board as a unit, or they can be separated and individually
placed into other units. For example, a major minion unit
of commanders can be split up with 2 of them going into 2
different units, and the last one remains a separate unit. 9
Set-Up
The size of the board is based on the size of the game
which the players have already determined. The average board
sizes are listed below:

Small game (approximately 5 points each) = 3’ X 3’


Medium game (approximately 10 points each) = 4’ X 4’
Large game (approximately 15 points each) = 6’ X 4’

Any board size can be chosen based on the preference


of the players, but the above choices give a general idea of what
will put the players into the game soon without it getting too
crowded.
Once the size of the table is determined, lay down a
base depending on the terrain type. For instance, if it is snowy
terrain, lay down a white bottom, if it’s woods, put down a
green bottom, etc. Then place other terrain pieces appropriate
to the terrain, such as trees in the woods, sand dunes in the
desert, etc. All players can adjust the terrain as they see fit until
they are all satisfied. If there is a dispute as to where terrain
goes, roll a die with one as odds, the other as evens. The loser
of the roll gets to move 1 other piece of terrain.
Players then take an equal number of each type of
discovery based on the size of the game. The average number of
discoveries in a game are listed below:

Small = 8 / Medium = 12 / Large = 16

So a small game will have 2 of each type of discovery, a


medium game will have 3 of each, and a large game will have 4
of each. Discoveries look best when their backs have the same
color as the terrain type.

10
Players then turn the discovery markers face down and
shuffle them. They then place the discoveries evenly across
the board. After placing them, the players adjust them so the
discoveries are as much inside terrain pieces as possible, or in
logical locations. For instance, discoveries are more likely to be
found inside ruins or inside a statue. But if neither is close, it
would most likely be inside some bushes, or behind a fence, or
something that might hide whatever it is.
After all discoveries are placed, both players roll. The
highest roll chooses a side of the board to set up. That player
places one unit within range 1 (6 inches) of their table edge.
Then the opposing player places 1 unit within range 1 (6
inches) of their table edge. This goes back and forth until all
units are placed on the board. Units can be placed on or near
discoveries, but they do not reveal them.
After all units are placed, the game begins.

11
Playing the Game
Turn Sequence:

Determine initiative
Activate unit
Roll morale
Take actions
Reveal discoveries
Activate anything from discoveries
Activate next unit
End of turn

Determine Initiative:
Players roll a d10 for every unit and adds its initiative
rating. The resulting number is then placed next to each unit.
(This can be a number on a slip of paper, or with a die.) Players
should decide at the beginning of the game whether to have
these initiative numbers be public, in which case the numbers
are placed next to the units on the table, or secret, in which case
the numbers are placed by the unit sheets and out of sight of
the opponent. The assumed method is to have them in sight
of the opponent, unless it is an RPG, in which case it is usually
hidden.
The turn begins with the unit that has the highest total
initiative roll. If there is a tie, the unit with the highest senses
goes first. If there is still a tie, the unit with the highest agility
goes first. If it is still a tie, the unit with the highest savvy goes
first. If it is somehow still a tie, the players roll to see who goes
first. The highest roll wins.
After the unit with the highest initiative takes its full
turn, the unit with the next highest initiative takes its turn, and
so on, until every unit has taken a turn.
12
Activate Unit:
The unit that is activated now takes its turn.

Morale:
The activated unit must first determine whether or not
it needs to roll morale. A unit must roll morale if it has any fear
markers on it at this time. The unit subtracts the number of
fear markers from its morale to a minimum of 1, then it rolls.
If the unit rolls equal to or less than its modified morale
number, it passes, removes 2 fear markers, and continues its
turn as normal.
If the unit rolls above its modified morale number, it
fails, and becomes rattled. It removes 1 fear marker, and can
only take 1 action at -1.
A unit that fails its morale roll when it is already rattled
can take no actions during its turn, and it adds 1 fear marker.
A unit that fails its morale while rattled and already has
a number of fear markers equal to its morale number breaks
and is removed from the board.
A unit that succeeds at its morale roll when it is rattled
removes the rattled marker and only 1 fear marker. When the
last fear marker comes off, so does the rattled marker.

13
Take Actions:
Every unit has 2 actions. Units cannot take the same action
twice. Those actions can be the following:

Move
Run
Evade
Interact
Overwatch
Hold
Aim
Attack
Move - All units move 6” unless stated otherwise on their unit
cards. If moving through any standard terrain, their movement
is reduced by 1” for each portion of terrain to a minimum of
1”. Any body of water that can be moved through reduces the
movement to half of its current amount at the time it is entered.
For example, a unit moves over a small hill with some
woods, so it goes from 6” to 4” since the hill has 2 forms of
terrain. They then enter a creek, so it goes from 4” to 2”. It has
already moved 3”, so it stops at the edge of the creek.
To move a unit, measure the distance for each piece.
Each piece must be within 2” and in sight of another piece in
the unit. If this is not possible, then the unit must move less in
order to accommodate the stand which is lagging behind.

Run - The run action only happens during the second action,
and only if the unit has already moved with its first action. To
do this, roll a d6. That is how many inches the unit moves.

14
Evade - Place an evade marker next to the unit. That unit may
spend its evade marker to reroll an evade roll.

Interact - A unit may interact with the environment, or


something they are next to. For instance, if any stand in the
unit is touching a door, it may open it as long as the door is not
locked. If a stand is next to a tree, it may climb that tree.
When a unit chooses to interact as its action, each
individual stand can choose a different interaction, but
interacting is the action for the entire unit. A player cannot
have one stand open a door, and have all the others attack in the
same action.
Note that interact does not include revealing
discoveries. This happens automatically when any stand
ends an action within 2” of a discovery. If a stand ended its
movement during its first action, it will still have an action to
take after the discovery is revealed. If it moved into this range
after its second action, it will not be able to react until the
following turn.
15
Overwatch - A unit that goes into overwatch becomes ready to
fire at anything that moves within its range. Place an overwatch
marker next to this unit. The marker remains until this unit’s
next turn. Any enemy unit which moves within range and sight
of this unit triggers the overwatch. The player on overwatch
may choose to spend the overwatch and fire, or wait. If they
choose to fire, the unit moves straight to attack and loses the
overwatch marker.
After the unit on overwatch fires, the unit whose turn
was interrupted continues.

Hold - A player may place a hold marker next to the unit. This
means that the unit is holding an action to perform later in the
turn. This action can be played at any time during the game
just before another unit is about to take its action and before
that action is declared.
If actions are being chosen for each turn, the action
placed on hold does not have to be the one that had been
chosen.
Any action taken after a hold action is at -1 on any roll
and movement.

Aim - Place an aim marker next to the unit. That unit may
spend the aim marker to reroll an attack roll.

Attack - An attack can be either ranged or melee. See “Making


an Attack” for more details.

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Combat
An attack can be melee or ranged. Melee happens when units
are in base contact with one another, and sometimes when they
are within 1” of each other, depending on the melee weapon.
Any other attack must be ranged.

Ranged Attack:
A ranged attack can
be declared if the firing unit
has line of sight and is within
range of a target.
Line of sight - Line
of sight is determined from
each individual who is firing.
So if 2 individuals out of a
unit of 5 can see a target, then
those 2 will fire.
The eye line of the
shooter is taken from any
part of its model toward the
target.
A stand is considered
to be able to see a target if it
can see any part of the target
model that is not an inanimate
object. So if a gun is sticking
out from a rock and that’s all
that can be seen, it does not
count; but if a hand is, then
it is a valid target.
All obstacles directly
between the firing individual and the target are considered in
the way and will alter the saving throw roll.

17
Range - Range is determined from the commander of a
unit to the nearest part of a target that is visible.
Every unit’s weapon has a range listed as short,
medium, long, or extreme. These are in increments of 6”. So
short range is 6”, medium is 12”, and long is 18”. This is
merely the effective range of a weapon, meaning that when a
target is within that range, there is no subtraction from the roll
for distance. A weapon can fire up to twice the distance with a
-1 modifier, and from two to three times the distance with a -2
modifier. This modifier is taken from the firing unit’s shooting
skill.
For example: A unit with a pistol that fires short range
can shoot at one target at 4” with no alteration to the roll, or
another target that is 10” is away with a -1, or another target
that is 14” away with a -2. They cannot fire beyond 18”.

4”: No change

10”: -1

14”: -2

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The attack roll:
The attacker builds a dice pool consisting of d10s and
the damage dice listed in the unit’s weapon. The number of
d10s the player rolls depends on how many individuals are
firing, and their rate of fire. If all individuals have a RoF of
1, then it is equal to the number that are firing. If one or
more have a higher RoF, the number of dice are increased
appropriately.
For example: A unit of 4 soldiers with a RoF of 1 and
a commander with a RoF of 2 is firing. The player will take 6
d10s into his/her dice pool. The soldiers’ rifle damage is 2d6,
and the commander’s is 1d8, so the player also adds 2d6 and
1d8 into the dice pool.

Once the dice pool is assembled, roll all of the dice


together. All d10s rolled to hit that are equal to or less than the
firing unit’s shooting skill are considered hits. (The shooting
skill can be altered by range.) Any roll that missed can be re-
rolled if the unit is able to use any re-rolls.
The results of the damage roll is the amount of damage
that will be done if any of the hits land. Any time a player rolls
the maximum number on a die, that die is rolled again to add
more damage. If the maximum is rolled again, keep rolling and
adding the amount until the maximum number is no longer
rolled. (For instance, when a 6 is rolled on a d6, roll it again. If
another 6 is rolled, roll again. If on the third roll the result is 2,
then it counts as 14 damage.)
Shooting into a melee:
A unit can fire at an enemy involved in a melee,
however, there is a -1 to hit and a +1 to evade. Plus, all 0’s
rolled count as hits to the other unit in the melee.
19
The evade roll:
After all re-rolls have been made, the total number of
hits is determined. If no hits were made, this phase is skipped.
If at least 1 hit was made, the target gets 1 fear marker, then
takes a number of d10s equal to the number of hits made on the
target.
The target player then determines their evasion number
by taking their Evade skill and adding the bonuses from all
obstacles between the firing unit’s commander and the easiest
thing to hit in the target unit. (If the firing unit’s commander
cannot see anything in the target unit and was thus not among
the firing individuals, then add 2 to the evasion on top of all
other obstacles between the commander and the target.)
Obstacles provide the following bonuses:

Light (Woods, fence, high-ground, fog, etc.) +1


Medium (Heavy woods, boulders, houses, etc.) +2
Heavy (Defensive works, metal buildings, etc.) +3

The total evasion number cannot be over 9.


Roll evasion for every hit. The unit can then re-roll any
amount of dice it is able to roll. Every roll that is equal to or less
than the total evasion number means the target avoided being
hit. Every roll that is above the total evasion number means the
target was hit.

For each non-evaded hit the


target takes, it receives a fear token, and
one stand takes damage equal to the
damage number rolled, (see “Taking
Damage” below.)
Each time a stand in a unit is
killed, the unit gets another fear marker.

20
For example: A unit is hit 3 times. The unit has an
evasion of 4, and is behind a fallen log in light woods. The unit
adds 2 to its evasion for a total of 6. The player then rolls 3 d10s
and gets 2 7s and a 3. The 3 causes the shots to miss, but the 7s
hit. The damage rolled was 5. The unit’s endurance is 6, so the
first hit does not kill anyone, but the second hit kills 1 stand. If
there was another hit, it would go onto the next stand, but there
was not one. (The remaining 4 damage from the first hit does
not continue on to the next individual in the unit.)

21
Melee Attack:
When a commander makes base to base contact with
an enemy unit, all other individuals in that commander’s unit
connect with the same target unit as evenly as possible. This
might cause some stands to move further than their usual
movement allowance, which is fine for this purpose. No other
individual may make contact with an enemy unit unless and
until their commander makes contact.
If the commander of a unit with a melee weapon that
has a range listed comes within that listed range of an enemy
unit, the player may declare that a melee is starting, and all
individuals of that unit are lined up at the same distance from
the opposing unit as evenly as possible.
Note that melee combat does not happen in the same
action as movement into contact. A melee attack must be
declared during its own action. If a unit runs out of actions
after moving into contact, it cannot conduct melee until its next
turn.

22
The attack roll:
Much like the ranged attack, the attacker builds a dice
pool based on their number of attacks. The amount of attacks
is typically 1d10 per individual in the melee, but in rare cases
a unit might be listed as having multiple attacks in melee.
Damage is 1d6 unless the unit has a melee weapon with a listed
damage amount.
If an attacking unit outnumbers its opponent in melee
combat, add 1 additional d10.
The player rolls all dice in their pool. All rolls that
are equal to or less than the unit’s melee score hit and will do
damage equal to the damage roll.
If at least one hit was scored, the target gains a fear
token.
The opponent does not make an evade roll. Instead they
roll a number of d10s equal to the number of hits they received.
If it outnumbers the attacker, it rolls 1 additional d10. The
player may then make any re-rolls they get for that unit.
All results that are equal to or less than their melee
nullify 1 hit. All results that are greater than their melee
result in 1 hit. The unit takes 1 fear token for each hit, and the
amount of damage rolled onto 1 individual in the unit. If the
damage equals the unit’s endurance, they take a wound (if a
hero) or a loss (if a minion.) If the damage does not equal the
unit’s endurance, then no damage is done. If there is another
hit, the second hit goes onto the same target until it kills the
individual. The next attack will hit the next target, and so on.
The unit takes 1 fear token for each of its stands killed in
a melee.

* Unit with fear markers

23
Other Combat Effects
Area Effect:
Weapons that do area effect have a range rating and
a size rating. The range rating is how far the weapon can be
thrown or fired. The size rating is “small”, “medium”, or “large”,
and each matches a template size at the end of this book.
When an area effect weapon is thrown or fired, its target
is declared. The target can be an individual or a specific point
on the board. In either case, it must be somewhere that the
firing unit can see unless they have a special rule for a spotter.
Range is still taken into account with the usual modifiers, and
no evasion roll is made, but subtract 1 from the roll if there is
any obstruction between the firing unit and the target.
If a hit is scored, the weapon lands where desired and
the appropriate template is centered at that spot. If it is a miss,
a d12 is rolled along with a d6 for every range band that it was
thrown or fired. (So if the range is up to 6”, 1d6 is rolled, if
it’s 6-12”, 2d6 are rolled, etc.) The D12 shows where the shot
deviates, with 6 being the direction of the firing unit and 12
being away from it. All other directions are laid out like a clock.
The d6’s reveal how many inches it deviates.

The d12 rolls a 2, making it go


in the direction of 2:00, and the
d6 rolls a 5, making it move 5
inches

Lancaster and one of the hunters are in the


template, so they are affected by the explosion.
The other hunter and the explorer are outside of it.
24
Once the point where the area effect lands is
determined, reveal all stands that are within the area of effect.
Even if a stand is only partially within the area of effect, it is
considered within it. What happens next depends on what
weapon it is.
If the area effect weapon is smoke, then it blocks line
of sight into it, out of it, and through it until the end of the
following turn. During the turn after that, it is considered
terrain that is -2 to fire through. During the turn after that, it is
considered terrain that is -1 to fire through. At the end of that
turn, the smoke disappears.
If the area effect weapon is an explosion, all stands
inside the template roll evasion. Anyone who fails their evasion
roll takes the damage that is rolled. Anyone who succeeds at
their evasion roll manages to get under cover. In either case,
all units who have stands within the blast radius takes 2 fear
tokens, plus any extra the weapon provides.
If the area effect weapon is any other kind of item, such
as a trap, follow the instructions for what it does. 25
Suppressive Fire:
Some weapons have a “suppressive fire” ability.
Weapons with this ability can either be used normally, or they
can fire suppression, which does more morale damage than
actual damage.
To lay down suppressive fire, declare the target that your
unit is firing at. Any stand that is within the radius of the unit
you’re firing at will also be involved in the suppressive fire. To
determine the radius of a unit, look at all stands that are the
furthest from one another. Draw an imaginary line around the
outer edges of these stands. This creates the unit’s radius. Any
stand that is within those imaginary lines are considered within
that unit’s radius.
The firing unit rolls its shooting ability, subtracting 1 if
the view is obscured.
All stands within the radius roll a d10. Any of them that
roll a 0 must roll their evasion to avoid being hit. All others
automatically avoid being hit.
All units then get a number of fear tokens equal to the
firing weapon’s “Suppressive Fire” number.

26
Taking Damage:
When a unit takes damage from any source, it compares
the total damage amount to its Health. If the amount of
damage is equal to or greater than the unit’s Health number,
then a stand in that unit takes a wound.
Minions of all kinds always have 1 wound; so when they
take a wound, they are removed. Minor heroes have 2 wounds,
so when they reach their second wound, they are removed.
Heroes have 3 wounds, so they are removed when they take
their third wound.
When an individual that has more than 1 wound takes
enough damage to cause it 2 wounds, it takes the second
wound, and so on. For example, a hero that has a Health of 5
takes 7 points of damage, it only takes 1 wound and the extra 2
damage points are ignored. If that same hero takes 10 points of
damage, it takes 2 wounds.
If a unit has more than one stand in it, and it takes
enough damage to kill one of its individuals, the remaining
damage goes onto one of the others in the unit. For example, a
minion unit takes 8 points of damage. They have a Health of 4,
so 2 stands are killed.
Heroes who have 1 wound get a -1 to all of their rolls,
and heroes who have 2 wounds get a -2 to all of their rolls for
the rest of the game.

27
Discoveries
The heart of Relic Worlds Miniatures is the discoveries.
When any unit comes within 2” of a discovery, it must end its
movement with at least 1 stand somewhere within 2” of the
discovery. (Units cannot move past discoveries without at least
1 stand stopping to encounter them.) The unit completes its
entire movement, then the discovery is revealed. Turn over the
marker to see what it is. (Markers can be found later in this
book, or they can be made with one side matching the color of
the terrain, and the other side revealing what it is.)
Discoveries can be one of four things: traps, monsters,
mundane items, and relics. A future expansion will add a few
elements such as puzzles.
When a discovery is revealed, the player either rolls the
appropriate die and consults the relevant chart in this book, or
draws a card, which can be cut out of the end of this book, or
purchased from the Relic Worlds website.

28
Springing a Trap
When the discovery is a trap, roll to see which one it is.
The trap is centered on the stand closest to the discory marker.
If there are 2 or more markers that are the same distance from
the trap, the player whose unit sprang the trap chooses. The
result of the trap happens immediately.

Revealing Monsters
When the discovery is a monster, roll to see which
monsters they are, and how many. The first one appears on the
discovery. The next appears next to it, 1” closer to the nearest
figure. Each one after that appears 1” closer to the nearest figure
until it is reached. The next ones appear within 1” stretching
toward the next nearest stand. (If there are multiple stands the
same distance, the player chooses which one.) If there are no
more stands within 6”, they instead wrap around the stands
other monsters are already touching.

29
When revealed, monsters immediately attack using
melee unless stated otherwise. Monsters get the first strike
before all player units. After they have attacked, if the unit that
revealed it still has an action, it can take it.
Monsters always activate on the same turn as the
unit which activated them. Unlike the first turn, on every
subsequent turn, the monsters activate after the unit whose turn
it is.
Monsters get two actions, but only do 2 things: move
and attack. A monster who is in base contact with a stand will
simply attack without taking a second action. A monster who
is not in base contact with a stand will move toward the nearest
visible unit of any type. If the distance between targets is tied,
the monster will first prioritize the unit that triggered it, then
any unit of the same faction, then any other player target, then
any monster. If there are no visible targets, the monsters will
stay where they are until a target becomes visible.
If a monster moves toward a target but does not reach it
with its first action, it will move again with its second action.

30
Relics and Mundane Items
When a discovery is a relic or a mundane iteam, the
player does not immediately roll or draw a card. Instead,
the discovery remains where it is until a figure comes in base
contact and spends an action picking it up.
When a unit tries to pick up a relic, it must first roll to
see if it can figure out what it is.
If it rolls equal to or less than its
knowledge, then it can roll or
draw to find out what it is.
When a unit picks up a
mundane item, there is no need
for a roll. In either case, the
item is placed with the unit,
and is considered to be carried
by the unit’s commander. If
the commander is killed, or
drops an item for some reason,
it is placed on the ground where
the stand had been.
Relics that have powers
can be used throughout the game
by the unit commander.
Units can pass relics and
mundane items to other units
they are adjacent to as an action.

31
Traps
When the discovery is turned over and says trap, roll a
d8 on the following table and take the results.

1 - Blast: Medium blast template. The figure that checked


is automatically hit. All others inside the template must roll
agility to avoid being hit. All who are hit take 2d8 damage.
2 - Jewelry trap: A fake piece of jewelry jumps on the figure
that discovered it and tries to choke it. The figure must roll
agility to avoid. If unsuccessful, the figures is rattled. On
its next turn, the figure must roll strength or be choked for 1
wound. This will continue until the figure is dead or the choker
is removed. Any other figure can remove it with a strength roll.
3 - Parasite: A parasite jumps onto the figure’s skin. It must
roll endurance or be infected. If infected, the figure can
continue to act normally, but must roll endurance at the
beginning of each turn or gain 1 wound.
4 - Cursed rune: The figure sees a rune that will curse it unless
it deciphers it. Roll knowledge or the unit that discovered it
gets -1 to all traits for the rest of the game.
5 - Fear spray: All stands within a medium template must
immediately roll morale or be rattled and make a full
movement directly away from the discovery.
6 - Grapple trap: Something grapples the figure and it is
trapped the rest of this turn. The figure may try to get free next
turn by rolling strength. Any figure who helps gives this figure
a +1 to it’s strength during the roll with a maximum of 9.
7 - Hole: All stands within a small template must roll agility
or fall into a spiked pit taking 2d6 damage. To climb out they
must roll strength.
8 - Poisoned darts: The unit must roll agility or be hit with d6
damage + d4 damage at the beginning of all their turns.
Monsters
When the discovery is turned over and says monster,
roll a d10 on the following table and take the results.

1 - d4 Large fury animals: Melee: 4 / Damage: d10+2


Endurance: 8 / Morale: 5
2 - d6 Sharp claw creatures: Melee: 6 / Damage: d8+1
Endurance: 5 / Morale: 4
3 - d8 Fierce dogs: Melee: 6 / Damage: d6+2 / Endurance: 4 /
Morale: 3 / Special: Speed: 8”
4 - 1 Giant worm. Melee: 4 / Damage: d12+1 Ignore 1 armor /
Endurance: 9 / Morale: 6
5 - 1 Killer bot: Melee: 9 / Damage: 5d4 / Endurance: 5 /
Morale: - / Special: When “killed” killer bots are not destroyed,
but stay in place. Any figure can reprogram it to go after
enemies with an action and a knowledge roll.
6 - d10 Alien natives: Melee: 4 / Damage: d6+1 / Endurance: 5
/ Morale 3 / Special: Are not slowed by terrain.
7 - Insect swarm: Melee: 2 (2 attacks) / Damage: d4 /
Endurance: 2 / Morale: - / Special: Appear on every figure of
the unit that discovered it and remains on them until it kills or
is killed.
8 - 1 Giant beast: Endurance: 4 / Damage: d12+1 / Endurance:
7 / Morale: 4
9 - d8 Monstrous pigmies from outer space: Melee: 4 /
Damage: d4+2 / Endurance: 4 / Morale: 3 / Special: Can do a
ranged attack with their spears up to range 1 (6”) using their
fight skill to hit and doing d4+1 point of damage.
10 - d10 Space zombies! Melee: d4 / Damage: d4 / Endurance:
4 / Morale: - / Special: If wounded by a space zombie, the
figure must roll vigor 4 or immediately turn into a space
zombie! (And... this is very important. Every time you say
space zombie! you must say it with an exclamation point, and
never explain it to anyone until they’ve read the rules.
33
Mundane Items
When the unit successfully investigates the mundane item, roll
a d12 on the following table and take the results.

1 - Container of things: Roll 2 more times and take them as


well as the container.
2 - Common item
3 - Common item
4 - Common item
5 - Common item
6 - Metalic slab: Can be used as a shield for +1 to endurance.
7 - Valuable item: 1 victory point
8 - Valuable item: 1 victory point
9 - Valuable item: 1 victory point
10 - Very valuable item: 2 victory point
11 - Precious metals: 1d4 victory point
12 - Jewels: 2d4 victory points

34
Relics
When the unit successfully investigates the relic, roll a d12 on
the following table and take the results.

1 - Map: Secretly look at d4 discoveries. (Do not show other


players what the discoveries are.)
2 - Myterious fluid: A figure can take an action to drink it.
When it does, roll d4: 1 = Add 3 to initiative. 2 = Gain 2
endurance. 3 = -1 to all traits. 4 = Take 1 wound. If drunk, fluid
is worth 1 point at the end of the game.
3 - Powerful sidearm : Range: Short. 3d8 damage, Ignore 5
points of armor.
4 - Exoskeletal arms: Increase strength & melee by 2.
5 - Power crystal: Increase the damage of any weapon by 1d6,
and ignore 2 points of armor.
6 - Transporter: When a figure steps on a transporter, they
may appear anywhere up to range 4 (24”) away. When a
second transporter is revealed, a figure can disappear on any
transporter and instantly appear on any other transporter.
7 - Eyewear for weaknesses: +d8 damage every turn.
8 - Speed bracers: The unit may have 1 additional action each
turn.
9 - Crown of the Beast: All creatures ignore this unit.
10 - Frost Rod: Cone attack. All within cone must roll their
melee or they lose the rest of this turn and next turn. (Artifact)
11 - Obscuring-wear: A figure who wears obscuring wear adds
2 to its evasion roll when shot at, and 1 in melee. (Artifact)
12 - Holy symbol: 5 victory points on top of the points for an
artifact. (Artifact)

35
Skill Tests and Re-Rolls
Skill Tests:
Units can sometimes perform actions that do not
involve combat. Most commonly, this involves using
knowledge to pick up relics, or making a test to avoid a trap.
These can also include dealing with aspects of the terrain
determined before the game. For instance, there could be a
gorge that is a couple inches across, so the players can decide
that it can be jumped with a successful strength test. Or they
can only open an ancient tomb by passing a knowledge test.
To make a skill test, the unit must use an action to do it,
and the player rolls a d10. If they roll equal to or less than the
skill of that unit, they succeed. If they roll over that number,
they fail. Bear in mind that this number can be reduced by
subtractions brought on by wounds, curses, etc.

Re-Rolls:
Some special abilities allow units to re-roll certain skills.
These re-rolls are made after the initial roll is complete, and the
player can choose whether to use them or not.
Re-rolls listed with special abilities can only be used
with that special ability, and can only be used once per turn.
However, a unit that has multiple re-rolls listed can use all of its
listed re-rolls each turn.
Luck re-rolls - Every hero has a luck rating. At the
beginning of the game, each player places a number of luck
counters equal to each unit’s luck rating onto the appropriate
units’ sheets. Throughout the game, players can choose when to
use their luck counters to re-roll any roll that they made. Once
a luck counter is spent, however, it is gone for the rest of the
game.

36
Game End
At the end of turn 6, one of the players rolls a d6. On a
6, the game ends. On any other result, the game continues and
the die is placed on the side of the table with the 5 facing up.
At the end of turn 7, a player rolls the d6 again. On a 5 or a 6,
the game ends. On any other result, it continues and the die is
placed to the side with 4 on the top. This continues until the die
reaches 1, at which point the game ends at the end of the turn.
When the game ends, both sides add up their points
based on the following:

3 points for each enemy unit destroyed


3 points for each relic a unit still possesses
5 points for each relic listed as an “artifact”
* Points from discoveries that have point values
** Points for fulfilling the faction’s motivation goals

* Certain items have point values written on them.


** Every faction has a motivation. Each time that
motivation is fulfilled, the player gets that many points. For
example, if treasure hunters have 3 relics at the end of the game,
they get 2 points for each of them for a total of 6 points on top
of the 3 points they get for each of the relics. The motivation
is ONLY taken from the main faction. Ally motivations do not
count.

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41
42
43
Treasure Hunters
Though most people overlook ancient artifacts left
behind by extinct alien civilizations, treasure hunters know
their true value. Whether xeno-archaeologists or other
scientists trying to understand them, or looters searching for
treasures they can turn over for a quick buck, these adventurers
are trying to recover as many relics as they can.

Motivation: All relics held by treasure hunters at the end of the


game are worth 2 extra points, and all artifacts held by treasure
hunters at the end of the game are worth 3 extra points.

Units
Heroes: Minions:
Lancaster James Scientists/Archaeologists
Mika Sinovi Explorers
Nikos Kazakis Hunters
Treasure seeker
Explorer Extras:
Big game hunter Tools
Research information
Minor Heroes: Research on location
Professor
Allies:
Major Minions: Any but Dark Agents
Expedition leaders

44
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45
45
Lancaster James (Hero)
Strength: 4 Shooting: 2 Luck: 3
Agility: 6 Melee: 4
Knowledge: 8 Endurance: 5
Initiative: 2 Morale: 6
Evade: 3 Luck: 3

Special:
Identify (Action): When within range 1 (6 inches) of a
discovery, (even if the discovery is out of sight,) roll smarts. If
successful, secretly look at what the discovery is.
The hat: Once during the game, after taking all damage from
a single source, Lancaster may ignore all the damage taken.
(This source can be an entire unit.)
Prepared: Once during the game, Lancaster may automatically
pass one skill test, even after rolling.
Trap sense: When rolling against traps, always gets a +1 to the
skill he is using.

Wounds

46
Mika Sinovi (Hero)
Strength: 4 Shooting: 2
Agility: 4 Melee: 4
Knowledge: 9 Endurance: 5
Initiative: 1 Morale: 4
Evade: 2 Luck: 2

Special:
Museum: Relics in Mika’s possession at the end of the game get
+2 points, and artifacts get +3 points.

Researcher: When rolling for or drawing relics, roll or draw 2


and choose 1. (If using cards, shuffle the unchosen card back
into the deck.)

Relic: Roll for or draw 1 relic at the beginning of the game.


Mika begins with this relic.

Educator: Any unit that is within range 1 (6”) and within sight
of Mika when rolling to identify a relic gets +1 to its smarts
when rolling.
Wounds

47
Nikos Kazakis (Hero)
Strength: 5 Shooting: 5 Luck: 4
Agility: 4 Melee: 4
Knowledge: 8 Endurance: 5
Initiative: 2 Morale: 6
Evade: 2 Luck: 4

Special:
Artifact weaponry: At the beginning of the game, roll or draw
until you get a weapon relic or artifact. Nikos begins the game
with this, but does not get points from it at the end of the game.

Cower: When hit by a ranged attack, you may choose to have all
hits land on another friendly unit within range 1 (6”) & in sight
of the shooter; or you may use 2 luck points to have the shots
hit an enemy unit that is not the shooter & is within range 1 of
Nikos.

Sadistic: May re-roll 1 damage die when attacking a unit with a


ranged weapon.

Looter: At the end of the game, instead of getting 5 points for


an artifact, roll a d10 & get that many points. Luck cannot be
used for this roll.
Wounds

48
Treasure Seeker (Hero)
Strength: 6 Shooting: 4
Agility: 8 Melee: 6
Knowledge: 7 Endurance: 6
Initiative: 3 Morale: 4
Evade: 4 Luck: 4

Special:
Trap sense: When rolling against traps, always gets a +1 to the
skill being used.

Knows the value: Add +1 point to all mundane items that


already have a point value, and to non-artifact relics.

Treasure seeker: After rolling for or drawing a relic, may


discard the result and instead roll for or draw another. The
second roll/draw must be taken.

Gets around: Can spend a full movement getting past


impassable terrain that is no more than 3” wide or 6” up or
down.

Weapon Range RoF Damage


Laser pistol Medium 1 2d6

Wounds

49
Explorer (Hero)
Strength: 6 Shooting: 6
Agility: 6 Melee: 4
Knowledge: 6 Endurance: 8
Iniatiative: 3 Morale: 8
Evade: 3 Luck: 2

Special:
Trail blazer: Whenever the treasure hunter turns over a
discovery, turn over any other discovery and look at it secretly.

Scout: May start the game range 1 (6”) further onto the board
than other figures, but not closer than 6” from any other figure.

Master of terrain: Just before deploying units, the explorer can


move any piece of terrain and any discovery in it up to range 2
(12”).

Recon: After revealing a discovery, before a trap goes off or


a monster appears, the explorer may spend a luck point to
immediately move 2” directly away from the discovery.

Weapon Range RoF Damage


Laser rifle Long 1 3d6

Wounds

50
Big Game Hunter (Hero)
Strength: 8 Shooting: 8
Agility: 4 Melee: 6
Knowledge: 4 Endurance: 5
Initiative: 2 Morale: 5
Evade: 2 Luck: 2

Special:
Animal stalker: Once during the game, after the big game
hunter rolls or draws a monster, it may decide not to encounter
it. The player places the monster next to the discovery and it
remains there until activated again.

Knows their weakness: Always gets an extra d6 damage against


monsters.

Trophies: Gets 2 bonus points at the end of the game for every
full group of monsters killed.

Trapper: Begin the game with one trap (drawn or rolled on to


see which one.) Use an action to place the trap. Anything that
comes within range 1 (6”) of the trap springs it.

Weapon Range RoF Damage


Laser rifle Long 1 3d6

Wounds

51
Professors (Minor Heroes)
Strength: 3 Shooting: 3
Agility: 2 Melee: 2
Knowledge: 8 Endurance: 4
Iniatiative: 2 Morale: 4
Evade: 1 Luck: 2

Special:
Identify: When rolling to identify relics, professors can re-roll
1 failure.

Appraisal: Relics in professors’ possession at the end of the


game are worth 1 extra point.

Creative solutions: Professors can spend 1 luck point to use


their knowledge for a skill test instead of the one listed.

Weapon Range RoF Damage


Antique pistols Short 1 1d6+2

Wounds

52
Expedition Leaders (Major Minions)
Strength: 6 Shooting: 4
Agility: 4 Melee: 2
Knowledge: 4 Endurance: 8
Initiative: 4 Morale: 7
Evade: 2

Special:
Leaders: During set-up, Expedition Leaders can be individually
placed into minion units as leaders. (So they can all be placed
into 1 unit, or they can go into 3 separate units, etc.)

Inspire: Any unit that has an expedition leader in it uses the


expedition leader’s morale. If an expedition leader is not
attached to a unit, he/she may spend an action to roll their
morale. If they succeed, 1 unit within range 1 (6”) can lose 1
fear.

Weapon Range RoF Damage


Laser rifle Long 1 3d6

53
Scientists/Archaeologists (Minions)
Strength: 4 Shooting: 2
Agility: 4 Melee: 2
Knowledge: 7 Endurance: 4
Iniatiative: 1 Morale: 2
Evade: 2

Special:
Search: When rolling smarts, every stand in the unit rolls to
succeed rather than just one.

54
Explorers (Minions)
Strength: 6 Shooting: 4
Agility: 4 Melee: 4
Knowledge: 4 Endurance: 6
Iniatiative: 3 Morale: 6
Evade: 2

Special:
Set forth: At the beginning of the game, before anyone moves,
explorers get one free movement and action before everyone
else.

Weapon Range RoF Damage


Laser pistols Medium 1 2d6

55
Hunters (Minions)
Strength: 6 Shooting: 6
Agility: 4 Melee: 4
Knowledge: 4 Endurance: 6
Iniatiative: 2 Morale: 4
Evade: 2

Special:
Big game: +1 to fighting, shooting, and parry when attacking,
being attacked by, or defending against monsters.

Weapon Range RoF Damage


Laser rifles Long 1 3d6

56
Extras
Each item listed below cost 1 point when building your team.
They are not represented by figures, but are used as described.

Tools: All units get a special re-roll counter that represents the
tools. This re-roll can be used on any discovery or skill check.

Research information: Before the game begins, you may


secretly learn what the first four relics are. If you have cards,
draw the first four, then place them back in any order you wish.
If you’re using charts, roll four times and consult the relics chart
for each roll. Write them down in whatever order you want
them to come out, and every time someone gets a relic, you tell
them what it is.

Geographical knowledge: Before the game begins, after


discoveries have been placed, you may move two pieces of
terrain up to 12 inches, along with any discoveries on them.

Treasure map: Before the game begins, you may look under
any five discoveries. You may then swap two of them with each
other.

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