Star Breach Rules
Star Breach Rules
This Free PDF may be downloaded and/or printed for personal use, but is not to be edited, modified, reproduced, nor sold
without the express written permission of the author, Elijah M. Kellogg. Artwork by Jean-Francois Robert.
*Useful cross-reference links are colored
Blue throughout this rulebook.
STAR BREACH-
1) The Star Breach interactive PDF ruleset is completely free to access at any time. For our player’s convenience and for
those gamers who cannot afford the physical rulebook, our ruleset—sans artwork—is completely free on our website to
be downloaded and used when desired. Our focus is a quality gaming experience for tabletop gamers from all walks of
life, and its important to us that we uphold the integrity of our product over profit.
2) The Star Breach ruleset is unbound from any singular universe, franchise, or company. Without the need to feed a
production machine, players are completely free to use whatever 28mm scaled models they’d like when playing out
their Star Breach battles. “Any Sci-fi Universe. Any Sci-Fi Models.” That’s our motto. As long as your models are the ap-
propriate scale and clearly fit into your warband’s faction, if you can model it, it can be used. With twenty different fac-
tions to choose from—all inspired by a wide variety of sci-fi lore, and each fitting a unique style of play—your gaming
community is bound to find the right warband for each and every player.
3) The Star Breach ruleset is a completely unique blend of the best gaming mechanics currently in use in tabletop gam-
ing. We believe this ruleset is as sleek, strategic and balanced as it gets. We’ve combined some of our all-time favorite
game mechanics, along with some ingenious originals, to create a play format that is elegant, efficient, and engaging.
Furthermore, along with your models and terrain, we can pretty much guarantee you already have everything you need
to play: a handful of six-sided dice, a few chits, measuring tape, maybe some paper and a pencil. Easy! Because there is
no need to push a product line, you will never have to buy specialized dice, cards, charts, dials or templates to play our
game, whether it be in a casual or competitive setting.
So that’s Star Breach! Like the first page of a great sci-fi novel, the Star Breach ruleset is your invitation to discover, ex-
plore and battle for worlds infamous or unknown. Honor and power, chaos and pleasure, glory and plunder, prosperity
and peace: what will you and your warband fight for in the multiverse of Star Breach? The choice is completely yours.
Enjoy!
The Core
Rules
STAR BREACH-
SETTING UP THE GAME
Like most tabletop miniature games, Star Breach utilizes a flat playing surface, scale-models, a lot of six-sided dice,
and a measuring tape (in inches) for gameplay. Here’s everything you’ll need to play a game:
+ 28mm scale models to represent your warband (though players may easily choose to play in any other preferred scale)
+ A table with at least 3’ square area (36”x 36”) of gaming space, covered with lots of appropriately scaled terrain
+ Completed warband roster sheets and a copy of the game rules
+ Identically shaped and sized, but different colored, sets of six-sided dice in a dice bag, specifically for use as “Order
Dice”. There should be a unique color set of these dice for each player’s warband, and one order die per model on the
table. (see more about order dice under The Order Dice System section)
+ A few favorite counters and general use tokens to help keep track of in-game numbers and conditions
+ A handful of six-sided dice (commonly referred to as D6) for active rolling
+ At least one measuring tape, in inches (“)
All in-game distances and ranges for soldiers’ movement, weapons, abilities, and skills are measured in inches. As with
many tabletop games, players will need to use a tape measure to play Star Breach. Players are free to measure distances
as needed and desired throughout the game. All soldier models must be set on appropriately sized bases (see “Base
Sizes” section below), representing the area in which a soldier currently occupies space on the battlefield. Thus, when-
ever players need to check a range from or to a model, the measurement begins and ends at the edge of the model’s
base. The same principle applies when measuring distances between objective markers or terrain features: all measure-
ments are made base-to-base.
Star Breach games are best played on a three-dimensional map, among appropriately scaled, model terrain. Star
Breach is a true, 360o line-of-sight game. Not unlike real combat situations, your models need to typically see one an-
other to interact. This is called “line-of-sight”. In Star Breach, line-of-sight is 360o, meaning a model’s facing is not consid-
ered when finding line-of-sight. It is assumed a model may be facing any given direction at any given time. To find line-
of-sight between two models, players must be able to find a straight line from one model to another on the battlefield,
starting and ending measurement somewhere from the bottom of the models’ bases to the tops of their heads: follow-
ing the cylindrical width of each base, and thus excluding extended limbs and/or weapons and gear. Since this is a sci-fi
game, dream big with your battlefields: alien wastelands, sprawling cargo holds, hostile jungles, futuristic cities, etc. You
cannot go wrong with your setting. The more captivating the terrain, the more captivating the game. If you and friends
are playing with balance and competition in mind, then just be sure that the terrain is always evenly placed on the board
in a manner that is advantageous for both sides and where line-of-sight is consistently broken-up.
Typical Star Breach games are played between two opposing warband rosters that each total exactly 120 Universal
Credits. Most games of Star Breach will be played between two players commanding their respective personalized
warbands. As you will find, each soldier a player can include in their warband is worth a certain amount of “Universal
Credits”, abbreviated “UC”, depending on the soldier’s rank, weapons, skills and relics. Every faction comes with its own
list of soldiers, specialists, weapons and relics to choose from. More on this in the Building a Warband section below.
Specialists are soldiers who possess unique fighting skills, powers and/or weapons. As
their title suggests, these soldiers are harder to come by than the average warrior, and Base Sizes
thus players may only spend up to 40% of their UC limit on specialists (48uc for a 120uc While Star Breach en-
limit game). courages the use of any
and all sci-fi models, the
For the sake of simplicity, both soldiers and specialists are typically referred to as simply scale of the game is
“soldiers” throughout this book. If a distinction must be made, it will be clearly noted. 28mm, and almost all
soldier and specialist
models should stand on
Mechs
bases that are anywhere
Some factions have enhanced their specialist armor with the support of a mechanized bat- between 25mm and
tle suit or similar mechanical support-unit: specialists marked as (mech) for short. Below is 32mm wide. Being the
what makes a (mech) special: centerpiece of a
warband, the Alphas of
1. Mechs are heavily armed. When executing any ranged attack order or action, mechs a faction may be placed
may either fire their primary weapon twice or fire both their primary weapon and second- on heroic base sizes up
ary weapon simultaneously. In addition, they may choose to fire at two different targets to 40mm wide.
when executing these ranged attacks.
Mech models should
2. Mechs tend to be big and easy to hit, and thus do not benefit from partial cover of any stand on bases that are
anywhere between 32
kind. Similarly, while mechs may execute a Down Order, mechs do not gain the initiative
and 50mm wide. At play-
mod for being down when making dodge rolls. ers’ discretion and
agreement, a mech’s
3. Most mechs have specialized equipment to auto-target enemies and stabilize their
base size may be
weapons while firing. Thus, they do not suffer a -1 initiative modifier when executing an bumped up to 60mm
Advance Order or when executing a Fire Order/Action in response to an assault. maximum if necessary.
4. Mechs can not mend normally during the heat of battle and have a breakdown chart
when they start taking a significant amount of wounds. See the Health Effects section for more details.
5. Finally, mechs may only take weapons marked with (m) from their warband’s armory and they cannot, with rare ex-
ceptions, take any relics. Weapons marked with (m) are exclusively available to mechs alone.
STAR BREACH-
THE PROFILE OF A SOLDIER
As you’ll find, every soldier in every warband has a characteristics profile. It looks like this:
Let’s breakdown this Legion of Mankind’s Private profile to better understand what each value means:
Movement (M)
This value stands for a soldier’s normal movement value, in inches. Thus, “M5” means the Private can move up to 5
inches. Movement in this game is omni-directional, so long as the move makes real-life sense. All horizontal and vertical
movement is measured from the base of the model, and the model is moved from the front lip of their base up to the
maximum movement allowed within the measured distance. A soldier’s normal movement value counts towards walk-
ing, surmounting waist high objects, and climbing up ladders or stairs. If a soldier executes a Run/Assault Order, move-
ment is doubled, and can count towards running, jumping horizontal gaps (no more than 2” wide), and scaling any verti-
cal surface up to 3” without the use of a ladder or stairs.
Initiative (I)
This value stands for a soldier’s overall alertness, skill and dexterity in the heat of battle. This Private has a lower initia-
tive value of 3. Initiative is a very important value that highly impacts how a soldier performs in a game. The higher the
initiative value, the more effective a soldier will be in taking actions, firing and dodging ranged attacks, casting psychic
abilities (if available), and fighting in close combat. A soldier’s initiative value is often manipulated throughout the game
depending on many different circumstances. See the Gameplay Mechanics and Special Rules section for more on how
initiative impacts a soldier’s effectiveness on the battlefield.
Health (H)
This value stands for a soldier’s maximum health. Thus, “H-8” means the Private can take up to 7 wounds before count-
ing as a causality, as tracked on their roster. If a soldier’s health value reaches 0 at any point in the game, then they die
and are immediately eliminated from play. Health can be regained in various ways up to a soldier’s initial, max value. See
the Health Effects section for more about health as it pertains to play.
Armor (A)
This value stands for a soldier’s overall protective covering. Armor is important for saving a soldier against wounds when
hit by both ranged and close combat attacks, as the total damage count from an attack will first apply against armor be-
fore depleting health. Armor values are not depleted over the course of a battle, unlike health, but are a constant value.
This Private has an armor value of 4. See the Applying Wounds Section for more on armor.
Cost
This is the soldier’s UC value at base cost, without replacing and/or adding any additional weapons or relics. When tally-
ing UC before a game and at the end of the game, players will always count their soldiers’ base cost, plus any additional
cost that went into equipping them with weapons, relics, skills and/or psychic abilities (see below).
There are six different orders that players may give to the soldiers they control, and each order can be represented by
either a number on a normal six-sided die or a special symbol found on the limited edition Star Breach order dice sets.
Here are the descriptions of those six orders, by number and symbol:
1. Down- The soldier hits the dirt where they were standing and does not move, nor shoot. A soldier can only use certain
relics and perform certain actions when given a Down Order. Also, a downed soldier adds +2 to their initiative when making
dodge rolls against ranged-attacks. Furthermore, an order die may be immediately drawn and used to assign a Down Order to any
soldier who is targeted by an enemy “ranged attack”, but only if they have yet to take an order. If a player chooses to do this, the
appropriate die is pulled and the order is immediately executed before any attack rolls are made. If a Down Order is given in this
manner, the soldier may not use a relic.
2. Mend- The soldier concentrates all their energy on tending to wounds. The player rolls a D6. The result of the roll is directly
proportional to the health regained by the soldier, in a 1:1 ratio. Thus, a roll of a 1 grants the soldier +1 health, a roll of 6 gives
+6 health, and so forth, up to the soldier’s initial maximum health value.
3. Cover Fire- Instead of aiming at a single enemy target, the soldier centers aim on a general area of the battlefield and then
rapidly unloads their weapon. The player chooses a target point on the table, over an enemy model or not, where they want
their soldier to aim and execute a ranged attack. This point must be within line-of-sight of the soldier and within range of the
weapon used. All soldiers, friend or foe, within 2" of the target point become individual targets of the ranged attack. Because Cover
Fire is a poorly aimed volley of fire, the attacking soldier must apply a -2 initiative modifier to all of their resulting attack rolls. (See
the Ranged Attacks section for more info on making attack rolls.) If a soldier is hit by a Cover Fire ranged attack, then not only do
they apply wounds as normal, but—if they also have yet to take an order—they must immediately pull an order die and execute a
Down Order, without the ability to use relics or receive relic effects.
4. Fire- The soldier stands and fires any one of their equipped weapons towards one enemy model within line-of-sight and
range. Or, if they are able, the soldier may instead attempt to cast a psychic ability. Except for mechs, all soldiers and special-
ists may not fire more than one weapon per Fire Order. (See the Ranged Attacks section for more info on making attack rolls. See the
Psychic Abilities section for more info on casting psychic abilities.)
5. Advance- The soldier first moves up to their maximum movement value listed in their profile (see “Movement” under The
Profile of a Solider section for details).* Then, the soldier may execute a Fire Order (as described above). If a Fire Order is
executed, the soldier incurs a -1 initiative modifier for their attack roll or psychic roll due to moving before shooting.
6. Run (Assault)- The soldier quickly moves across the field up to double their movement value (see “Movement” under The
Profile of a Solider section for details of qualifying movements). * This order may also be used as an Assault Order against
one targeted enemy soldier within the running soldier’s movement range. Furthermore, the running soldier must have either a direct
line-of-sight to the target, or at least one friendly warband member must have line-of-sight to the target. The player must declare
the Run as an Assault before moving the soldier, indicating which enemy soldier they are attempting to engage in close combat. The
targeted soldier, if having not already taken an order, may counter the assault by pulling an order die and immediately executing a
Fire Order (at -2 initiative). This responsive Fire Order is worked out before the running soldier is brought into close combat, always
from the exact distance where the running soldier either started in full view or came into full view, unobscured by any cover. If the
shot does not kill the assaulting soldier, or no Fire attempt was made, then the assaulting soldier will move up to double their move-
ment value to connect with their target. The two will then immediately enter a round of close combat. (See the Close Combat sec-
tion for more info on resolving close combat.)
STAR BREACH-
*Soldiers can never leave the battlefield for any reason, including from the results of a movement order. If they are moved in such a way that would
place them off the battlefield, then they will instead stop right at the edge of the table. Also, while soldiers may freely move through friendly mod-
els, they may never come within 1” of an enemy model without an Assault Order or Action.
The color of the die drawn from the bag will clearly indicate whom it belongs to, and this player must then use their die
to give an order to one of their soldiers. To give an order, the player simply places the die next to one of their own avail-
able soldier models, with the order number (or symbol) they want the soldier to execute facing up. Once an order is as-
signed, the soldier must immediately execute that order, following the order’s directions under The Order Dice System
section above. Be sure to remember which player got to assign the turn’s first order, as it will matter in the next phase.
Once the effects of this order are fully resolved, then the next player blindly draws a new die from the bag. This order
die is again given to its rightful player, and the player uses the die to assign an order to any one of their soldiers who
have yet to execute an order. In this manner, the system repeats and play unfolds until all the order dice have been
drawn from the bag and each soldier has been assigned (and executed) an order.
After all the order dice have been pulled from the bag, and all soldiers from both sides have executed orders, the turn
devolves into a furious phase of extended heroics. Per special action phase, each player chooses three living specialists
and/or alphas from their warband to take one special action each. However, if a specialist or alpha had just executed
either a Cover Fire or Run/Assault Order in the previous phase, then they are too preoccupied—either with reloading, or
catching their breath—to take a special action this phase and cannot be selected to do so.
These are the four special actions a chosen specialist or alpha may execute during this phase:
Focus Fire- The soldier focuses, slows breathing, and fires a well-aimed shot at one enemy soldier. All Focus Fire ranged
attacks are resolved like a normal Fire Order, except the enemy soldier loses their positive initiative modifiers from any
cover and/or being Down when making a dodge roll. Also, like a normal Fire Order, instead of firing a ranged weapon, a
soldier with psychic abilities may attempt to cast any one of their psychic abilities during a Focus Fire Action. Remember: if a soldier
executed an Advance Order during the order dice phase of this turn, the -1 initiative modifier for moving and shooting still applies
when making an attack roll or psychic roll with Focus Fire.
Assault- The soldier aggressively moves towards an enemy soldier and engages with their opponent in close combat. This
special Assault action is resolved similarly to a normal Assault Order during the order dice phase, but the soldier’s move-
ment is not doubled. Also, just like an Assault during the order dice phase, the enemy soldier may execute a Fire Order in
response to this Assault action, but only if the enemy soldier is also capable of executing a special action this phase and has yet to do
so. When an assaulting soldier is moved into base-to-base contact with an enemy, immediately resolve close combat as normal.
Ambush- The soldier hunkers down into a ready position and patiently waits for the perfect moment to strike against an
unsuspecting foe. The player places a token next to the soldier who is executing an Ambush Action. This soldier immedi-
ately executes a Down Order and remains down for the remainder of this turn and the next, until the player chooses to
trigger the Ambush. (Note that going Down for an Ambush may still be utilized for using relics, securing objectives, etc. per the nor-
mal Down Order rules). While down, the token must stay with the soldier even if the order die is collected for the new turn. During
this turn or the next, the soldier may trigger the Ambush Action when any enemy movement falls within the soldier’s line-of-sight:
including all movement from Advance, Run or Assault orders or actions. When the soldier triggers the Ambush, movement is imme-
diately interrupted, the enemy model halts where they are, and a Fire, Cover Fire, or Run Order (with the intent to Assault into close
combat) is executed. An order die is pulled from the bag—if executed during the order dice phase—and the order chosen is resolved
according to its normal rules. If the enemy model has not been stopped due to the ambush (from either a Cover Fire Order or close
combat), then the soldier is free to finish moving. The controlling player may choose to cancel an Ambush at any time during the
next turn by simply assigning the soldier a new order when available to do so. Only one Ambush may be trigged per moving model.
Mend- The soldier concentrates their energy on tending to wounds. The player rolls a D6. The result of the roll is directly
proportional to the health regained by the soldier, in a 1:1 ratio. Thus, a roll of a 1 grants the soldier +1 health, a roll of 6
gives +6 health, and so forth, up to the soldier’s initial maximum health value.
The player who did not get to assign the first order die of the previous phase goes first in this phase, assigning a special
action to any one of the three specialists and/or alphas they have chosen (see Scenario Log for resolving special actions
in matches between more than two players). The soldier immediately executes the action given. To show that this sol-
dier has executed a special action, the player should place a token of sorts on the soldier’s order die. After this soldier
has finished taking an action, the opposing player now does the same thing: assigning one special action to any one of
their 3 selected specialists or alphas. After this soldier has executed the action, then the play moves back to the previous
player and they give a special action to the next of their three selected specialists or alpha. Thus, in this alternating man-
ner, players take turns assigning and executing special actions until all selected soldiers have taken one. Once this hap-
pens, the phase is over.
STAR BREACH-
Whether playing casually or competitively, it is strongly recommended that once players get a handle on the basic game-
play of Star Breach, they utilize and enjoy the additional scenarios, objectives and challenges found in the Scenario Log.
However, regardless of the scenario—or lack thereof—the outcome of every game can be calculated on this chart and a
winner decided:
Crushing Victory- > 120 Victory Point Difference
Decisive Blow- 119-90 Victory Point Difference
Tactical Success- 89-60 Victory Point Difference
Narrow Advantage- 59-30 Victory Point Difference
Entrenched Stalemate (Draw)- 29-0 Victory Point Difference
STAR BREACH-
Weapons may also have special rules listed next to their profiles. These rules explain special benefits of the weapon
and/or how the weapon works under specific circumstances. Some of these special rules are common enough that they
are indicated by a single word or phrase. Here are those common special rules:
Area of Effect Weapon (AoE). A weapon noted as “AoE” under its Special Rules section is an area of effect weapon that
always produces a large target area when executing a Fire order or Focus Fire action. These weapons cannot be used to
execute a Cover Fire order, but when making other ranged attacks always produces a target area exactly like Cover Fire
would (a 2” radius from a chosen point on the battlefield, creating a 4” wide circular area). Also similar to a Cover Fire
order, soldiers who have yet to take an order and are hit by an AoE weapon must immediately be assigned an order die
and execute a Down order, regardless of total damage applied. Unlike a Cover Fire order, however, the soldier executing
a ranged attack with an AoE weapon only applies a -1 initiative modifier. Also, AoE weapons may never be used in close
combat. When fighting in close combat while equipped with an AoE weapon, a soldier may either fight with their other
equipped weapon (i.e. secondary weapon), or must choose to fight with no weapon in particular and thus forfeit any
initiative modifier or damage bonus when rolling for and resolving close combat.
Unwieldy. A weapon noted as “Unwieldy” under its Special Rules section is difficult to aim with effective results. When
executing a Focus Fire action with an unwieldy weapon, the action is treated like a normal Fire order.
Compact. A weapon noted as “Compact” under its Special Rules section is light in the hands of a soldier and easy to fire
while on the move. Soldiers may execute an Advance order (move and shoot) with a compact weapon without incurring
the typical -1 initiative modifier for attack rolls.
Grenade. A weapon noted as a “Grenade” under its Special Rules section is a one-time-use, unwieldy, AoE weapon. A
grenade may only be used one time during a Fire order or Focus Fire Action per each grenade taken under a soldier’s
profile. When executing a ranged attack with a grenade, the grenade may be thrown over obstacles up to 3” tall, need-
ing no line-of-sight when targeting a point on the battlefield. Due to the indirect nature of the weapon, there is a -1 initi-
ative modifier when making a ranged attack with a grenade (like other AoE weapons). Furthermore, when using a gre-
nade without line-of-sight the modifier drops to -2 initiative.
STAR BREACH-
Ranged Attacks
Fire and Cover Fire Orders, as well as the Focus Fire Action, are all considered “ranged attacks”. When a soldier executes
a ranged attack, the controlling player will need to roll two, six-sided dice (2D6) and add the attacking soldier’s current
initiative value to the sum of the roll. This is called an “attack roll.” After an attack roll is made, the opposing player then
responds by rolling 2D6 and then adding the targeted soldier’s current initiative value to the sum of the roll. This defen-
sive roll is called a “dodge roll.” When calculating the total of either an attack roll or a dodge roll, a soldier’s current initi-
ative value may be impacted—momentarily—by initiative modifiers from battlefield situations, such as being behind
cover or having the “high ground”. Here is a list of all possible modifiers:
After both the attack roll and corresponding dodge roll have been calculated, players compare their totals. If the total of
the attack roll is equal to or less than the dodge roll, then the ranged attack is a miss and no wounds are applied to the
targeted soldier. However, if the total of the attack roll is greater than the total dodge roll, the attack is a hit. If the
ranged attack is a hit, then the players immediately calculate the difference between the total attack roll and total
dodge roll (still including initiative and all applicable modifiers). This final number will be the “initial damage” to be ap-
plied against the targeted soldier.
Applying Wounds
Once players have determined the initial damage from an attack, applying wounds is simple. The soldier adds the used
weapon’s damage bonus (listed under the weapon’s profile) to the initial damage and then applies the total damage
against the targeted soldier’s armor value. Any leftover damage is then applied against the target soldier’s health as
wounds. It is entirely possible that the total damage inflicted will be too weak to penetrate the soldier’s armor value,
thus causing 0 wounds against their health. It is also possible that the total far surpasses the soldier’s armor value, con-
sumes their current health value, and thus eliminates them from the battle. Just remember: a soldier’s armor value is a
constant value that is never depleted. A soldier’s health value is the only value that fluctuates from wounds and healing.
If the result of a round of close combat kills a soldier, then they are removed as a casualty and the order is complete. If
the result does not kill a soldier, then the winning player has a choice from three options. They may either:
1) push the enemy soldier back, moving the enemy model 2” away in any direction (even off a ledge!),
2) step out of combat and move their own model in any direction up to 2” away from the enemy model, or
3) fight a new round of close combat, but the losing enemy soldier must incur a -2 initiative modifier to their base initia-
tive value (this modifier is only applied to the following round of CC for the soldier who lost the previous round).
If option 3 is chosen, then a second close combat round ensues, with players once again making combat rolls and calcu-
lating who is the winner and who takes damage. The winner of this round, if both soldiers are still alive, may then make
a choice from the three options above. If a third round of close combat is chosen and completed, and both soldiers are
still alive, the winner of this combat round must choose either option 1 or 2 from the list above and the soldiers disen-
gage. If the results of a round of close combat ever end in a tie, then both soldiers immediately disengage without dam-
age taken and safely step away from each other, leaving a 2” gap between them.
Health Effects
Healthy soldiers are essential to the success of a warband’s operation. When soldiers lose health players simply keep
track of this on the soldier’s profile with the use of tokens, a counting die, pencil/eraser, etc.
Walking Wounded
If a soldier’s health has dropped to the point where they only have 3 health value or less remaining—until they can be
mended back to better health—the soldier must apply -2 movement to their base profile and when executing any
ranged attack or fighting in close combat, the soldier must apply a -2 initiative modifier. This rule does not apply to
mechs, as losing health impacts their performance differently (see below).
Under the right conditions, all psychics also have the ability to block or counter opposing psychic abilities immediately
after they have been successfully cast. See the Psychic Blocks and Psychic Counters section for more on this.
Terrain Effects
Every game of Star Breach should be unique and exciting to play, largely thanks to the terrain set on the table. The ter-
rain on the battlefield not only enhances the look of a game, but also greatly enhances the strategy and gameplay. With-
out any interesting terrain features, a game could be potentially very bloody and very boring. Below is a list of different
types of terrain, their rules as they relate to the game, and some examples of how they may be represented on the ta-
ble. After setting up the terrain on your battlefield, be sure that both players know exactly what type of terrain is fea-
tured and how it impacts the rules of the game.
*Full Cover. If a soldier model is behind a piece of terrain that completely obscures the model from an attacker’s line-of-sight, then
the soldier is in full cover. When in full cover, a soldier cannot be directly targeted by any type of ranged attack or assault from an
enemy soldier who cannot see the model, with the only exception of becoming collateral from a Cover Fire ranged attack or AoE
weapon (in which case, the full cover is considered partial cover if applying modifiers). Many terrain pieces can act as full cover if a
soldier is completely hidden from a certain vantage point. Oppositely, if any part of the model can still be seen from the vantage
point of an attacker (except for limbs or weapons/gear that extend beyond the width of a model’s base), then even if the model is
assumed to be down the model may still be targeted and the cover is not considered full cover, but rather partial cover.
*Partial Cover. When drawing line-of-sight from the position of a soldier making a ranged attack, if the targeted soldier model is
partially obscured by any piece of terrain, or any soldier model—friend or foe—then they gain a +1 initiative modifier when totaling
a dodge roll. To be considered partially obscured, a portion of the model’s body should be blocked from line-of-sight. If only the
hands or feet or extended weapons/gear of a model are obscured, then the model does not gain partial cover.
*Difficult Ground. These terrain pieces may be the most difficult for players to identify and agree upon. Difficult ground would be
any surface, greater than 2” of width on the field, where a Run/Assault order (but not Assault special action) would be impossible to
execute. Sometimes terrain could be both providing cover for a soldier, but also prove to be difficult to maneuver through, such as a
ransacked control room, or a densely thicketed jungle. Again, the players should identify these grounds before battle.
*High Ground. When the base of a soldier model is at least 3” vertically above the base of an enemy model, they are considered to
have the high ground. If a soldier executes a ranged attack on an enemy who is below their position by 3” or more, then they will
gain an additional +2 Initiative to the total attack roll. Also, a soldier on the high ground cannot be the target of an Assault Order
from any enemy who is 3” or more vertically beneath their position (base to base). A soldier may always jump down from any height
instead of climbing down while moving—even when executing an Assault Order—for free movement during the length of the fall.
However, if a fall—voluntary or not—is 4” or greater, for every inch fallen the soldier must apply a wound against their health, com-
pletely bypassing any armor value.
*Thematic Element. Oftentimes, players will want to include thematic elements to their battlefield: terrain that can be interacted
with and utilized by both warbands. Outside of defined scenario pieces, the possibilities of such terrain elements are endless (por-
tals, airlocks, construction equipment, explosive containers, etc.). Be creative with how you place and use thematic elements, but
just be sure to create sensible and balanced rules for each piece well before a battle begins. All players should know how to properly
identify and advantageously interact with (or avoid!) the thematic terrain elements on your battlefield.
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PSYCHIC
SCHOOLS &
ABILItIes
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School of Order
(Legion of Man, Coven Empire, L’Orani Empire, The Path, The Inquisition, Intergalactic Marshals, Continuum Syndicate*, Nomadic Raiders**)
1. Mend If this psychic ability is cast successfully, select one friendly soldier within 12” and line-of-sight of the psychic (including
Power lvl-9 the psychic as well) to regain up to 4 health value, up to their initial maximum health value.
2. Push If this psychic ability is cast successfully, select any other soldier within 18” and line-of-sight of the psychic and move
Power lvl-10 them up to 8” in any direction, even if the direction places the soldier out of line-of-sight. This movement is free, but it
cannot be used to place soldiers into close combat. Also, this movement cannot be directly up into the air.
3. Dismantle If this psychic ability is cast successfully, select any enemy soldier within 18” and line-of-sight of the psychic and immedi-
Power lvl-11 ately destroy their primary weapon and any grenades they may have. The soldier may no longer execute ranged attacks
or fight in close combat with their primary weapon or grenades for the remainder of the battle.
4. Heal If this psychic ability is cast successfully, select one friendly soldier within 18” and line-of-sight of the psychic (including
Power lvl-12 the psychic as well) to regain full health value.
5. Halt If this psychic ability is cast successfully, select any enemy soldier within 18” and line-of-sight of the psychic and set their
Power lvl-13 movement value to 1 and initiative value to 2 for the remainder of this turn and the next.
6. Disremember If this psychic ability is cast successfully, select any one enemy soldier within line-of-sight who possesses an Alpha skill or
Power lvl-14 psychic ability. The enemy soldier may no longer utilize one skill or psychic ability, of the casting player’s choice, for the
remainder of the battle. This ability may only be cast on the same enemy soldier once per battle.
7. Thrive If this psychic ability is cast successfully, all friendly soldiers within 12” of the psychic (including the psychic as well) re-
Power lvl-15 gain 4 health value, up to their initial maximum health value.
School of Disorder
(Terror Legion, Terrors of Abaddon, Terror Cult, Corrupted L’Orani, The Dark Path, U’rak Warlords*, Nomadic Raiders**)
1. Decay If this psychic ability is cast successfully, select any enemy soldier within 18” and line-of-sight of the psychic and automat-
Power lvl-9 ically subtract 3 health value from the soldier, regardless of the soldier’s armor value.
2. Wither If this psychic ability is cast successfully, select an area 4” in diameter—like a Cover Fire Order—anywhere within 18” and
Power lvl-10 line-of-sight of the psychic and automatically subtract 3 health value from every soldier standing within the target area,
regardless of the soldier’s armor value.
3. Scar If this psychic ability is cast successfully, select any friendly soldier within line-of-sight (including the psychic as well) and
Power lvl-11 apply to them +2 armor value and -1 movement value for the remainder of the battle. This psychic ability cannot be cast
more than once on the same soldier.
4. Choke If this psychic ability is cast successfully, select any enemy soldier within line-of-sight and 18” of the psychic and set their
Power lvl-12 movement value and initiative value to the value of 2 for the remainder of the this turn and the next. At the end of both
turns, the targeted soldier subtracts 2 health value, regardless of the soldier’s armor value. This ability may only be suc-
cessfully cast once on one enemy soldier at a time.
5. Blast If this psychic ability is cast successfully, all soldiers within 6” of the psychic are moved directly away from the psychic, in
Power lvl-13 a straight line and up to 6” or until they collide with a piece of terrain. If a soldier collides with a piece of terrain, even
partially, they immediately and automatically subtract 5 health value, regardless of the soldier’s armor value.
6. Leech If this psychic ability is cast successfully, select any enemy soldier within 24” and line-of-sight and automatically subtract
Power lvl-14 4 health value the soldier, regardless of the soldiers’ armor value. Simultaneously, select any friendly soldier within line-
of-sight to regain 4 health value, up to their initial maximum. This friendly soldier may also be the psychic himself.
7. Possess If this psychic ability is cast successfully, select any enemy soldier within 24” and line-of-sight, draw an order die for the
Power lvl-15 soldier (from the opposing player’s order dice) and assign them any order of the psychic player’s choice. This order may
include executing a ranged attack towards a friendly soldier or assaulting a friendly soldier.
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School of Time
(Continuum Syndicate, Intergalactic Marshals, L’Orani Empire*, Corrupted L’Orani, The Inquisition, Nomadic Raiders**)
1. Stride If this psychic ability is cast successfully, select any friendly soldier within 12” and line-of-sight of the psychic (including
Power lvl-9 the psychic as well). This soldier immediately executes a free Run Order up to 8”, drawing no order die to execute the
free action, as well as taking the free action even if an order was previously executed. If the soldier selects to Assault as
part of the Run, the targeted enemy may not respond with a Fire Order. However, a soldier in Ambush may still select to
spring the Ambush action against the moving soldier.
2. Crumble If this psychic ability is cast successfully, select any flat surface of full cover on the battlefield (such as a wall, ceiling or
Power lvl-10 floor) that is within line-of-sight of the psychic. On this surface, specify a circular area 4” in diameter—like a Cover Fire
Order. This target area instantly crumbles in a wrinkle of time and no longer exists for the remainder of the game, giving
soldiers full line-of-sight and freedom to pass through (or even immediately fall through) the area.
3. Swap If this psychic ability is cast successfully, select any two soldiers within line-of-sight of the psychic, one of them possibly
Power lvl-11 being the psychic as well. Immediately swap the battlefield positions of these two soldiers.
4. Teleport If this psychic ability is cast successfully, select any friendly soldier within line-of-sight of the psychic who is currently
Power lvl-12 Down, including the psychic as well. This soldier immediately and instantly teleports to any new location on the battle-
field of the player’s choice.
5. Rearm If this psychic ability is cast successfully, select any friendly soldier within line-of-sight of the psychic (including the psy-
Power lvl-13 chic as well) and give them a new weapon of the player’s choice for both the soldier’s primary and secondary weapon
choice. Select any weapons listed in the Warbands Anthology. This ability may only be cast once per friendly soldier.
6. Retry If this psychic ability is cast successfully, the controlling player commands both players to replay the entire sequence of
Power lvl-14 the last executed order or special action. The assigned order or action still stands, but the sequence of resulting events is
replayed. Move soldiers back to their previous locations as necessary, regain lost wounds as necessary, re-roll D6 rolls as
necessary: everything as if the first sequence of events never happened. This ability may only be cast on an order or spe-
cial action if 1) all the soldiers of the event are still alive and 2) if the action was not already previously “retried” once
before.
7. Recall If this psychic ability is cast successfully, the controlling player selects one soldier—but not a “mech”—from their
Power lvl-15 warband who has been previously eliminated from the battle. Roll a D6. On the result of a 1 or 2, nothing happens. On
the result of a 3-6, the soldier warps back to the present from the past and is redeployed anywhere within the player’s
deployment zone with full health. (For the sake of VP, the opposing player still gains full points for killing the soldier the
first time and could potentially gain further victory points for eliminating the soldier again).
School of Bio-Instinct
(The Hive, Hive Cult, Hunters*, Nomadic Raiders**)
1. Burrow If this psychic ability is cast successfully, select one friendly soldier within 12” of the psychic, a soldier who has already
Power lvl-9 executed an order, and cause them to “burrow” into the ground. The soldier model is removed and replaced with a “bur-
row” token, which cannot be interacted with whatsoever. During the following turn, when the player wishes to assign an
order to the “burrowed” soldier, they place the soldier model back onto the battlefield anywhere within 6” of the token
and then remove the token. The player then assigns the soldier any order they wish, per usual game play.
2. Hunt If this psychic ability is cast successfully, select one enemy soldier within 18” and line-of-sight of the psychic and place a
Power lvl-10 token next to the model. For the remainder of the game, when a soldier from the psychic’s warband executes a ranged
attack against this soldier, the enemy soldier never gains any initiative modifiers of any kind for dodge rolls. This ability
may only be cast on the same enemy soldier once per battle.
3. Adapt If this psychic ability is cast successfully, select one friendly soldier within line-of-sight of the psychic (including the psy-
Power lvl-11 chic as well) and select one ranged weapon carried by any enemy soldier which has already caused wounds to one or
more friendly soldiers. The friendly soldier selected is immediately immune to attacks from this weapon type until the
end of the battle and cannot be hit by ranged attacks from this weapon type whatsoever. This psychic ability may only be
successfully cast once per battle.
4. Evolve If this psychic ability is cast successfully, select one friendly soldier within line-of-sight of the psychic (including the psy-
Power lvl-12 chic as well). This soldier immediately gains +1 movement, +1 initiative and +1 armor values until the end of the battle.
This psychic ability may only be successfully cast on the same friendly soldier once per battle.
5. Roar If this psychic ability is cast successfully, the psychic unleashes a sub-sonic roar that acts like an EMP burst from the psy-
Power lvl-13 chic’s position. All enemy soldiers within 12” of the psychic model lose 2 movement value and cannot fire ranged attacks
for the remainder of the turn.
6. Screech If this psychic ability is cast successfully, all enemy soldiers within 12” of the psychic must immediately subtract 3 from
Power lvl-14 their health value, regardless of their armor values.
7. Frenzy If this psychic ability is cast successfully, all friendly soldiers—regardless of their positions on the battlefield—immedi-
Power lvl-15 ately gain +2 movement value and +1 initiative value until the end of the turn.
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Plasmids
(The Ancient Machine, Machine Cult, Continuum Syndicate, Intergalactic Marshals, Hunters*, The Resistance*)
1. Hack If this psychic ability is cast successfully, select one enemy mech within 24” of the psychic model (no line-of-sight
Power lvl-9 needed) and force it to immediately execute a free ranged attack with one of its weapons towards any one of its friendly
soldiers within its line-of-sight. If the mech does not have ranged weapons, then simply subtract 3 health value from the
mech, regardless of its armor value.
2. Bullseye If this psychic ability is cast successfully, select one enemy soldier within 24” and line-of-sight of the psychic and place a
Power lvl-10 token next to this model. Until the end of the turn, when a soldier from the psychic’s warband executes a ranged attack
against the specially marked enemy soldier, this soldier must apply a -2 initiative modifier to his dodge rolls.
3. Freeze If this psychic ability is cast successfully, select any enemy soldier within line-of-sight and 18” of the psychic and set their
Power lvl-11 movement value to 1 and initiative value to 1 for the remainder of this phase.
4. Enrage If this psychic ability is cast successfully, select any friendly mech within line-of-sight of the psychic and add +2 move-
Power lvl-12 ment value and +2 initiative value to the mech for the remainder of this turn.
5. Incinerate If this psychic ability is cast successfully, select an area 4” in diameter—like a Cover Fire Order—anywhere within 18” of
Power lvl-13 the psychic and automatically subtract 3 health value from all soldiers who stand within the target area, regardless of the
soldiers’ armor values.
6. Collide If this psychic ability is cast successfully, select a single point anywhere on the battlefield grounds within 24” and line-of-
Power lvl-14 sight of the psychic. This point becomes a gravity well, violently pulling all soldiers within 4” of the point towards the cen-
ter of the point and thus colliding with one another. All soldiers pulled together by the gravity well instantly move into a
clump surrounding the point and each immediately loses 3 health value, regardless of their armor value. If a friendly sol-
dier is caught in the well, they are pulled to the clump of soldiers and takes wounds just as well, but when repositioned,
they are placed 1” away from all enemy models (and thus not entering close combat). Falling damage may also apply.
7. Electro-Bolt If this psychic ability is cast successfully, the psychic sends a bolt of electricity through the nearest enemy soldier within
Power lvl-15 24” and line-of-sight. The soldier instantly loses 5 health value, regardless of their armor value. The bolt then jumps to
the nearest soldier within line-of-sight and 6” of the original target (friend or foe, but never to the psychic as well) and
this new soldier now instantly loses 4 health value. Then the bolt moves on to the next nearest solider within line-of-
sight and 6” and this soldier instantly lose 3 health value, and thus the bolt moves on in this manner until a fifth soldier is
hit and loses 1 health value or the bolt as no more viable targets. No soldier may be electrocuted by the same bolt more
than once.
* Some soldiers of this warband know a few abilities from this school, but the warband does not have access to every ability from this school.
**At the beginning of every game, The Wandering Mage from the Nomadic Raiders warband has the option of choosing which school he has abili-
ties from, but all power levels from that school are increased by 1.
All soldiers and specialists marked with (Psychic) have, in addition to their other abilities, the defensive ability to cast a
Psychic Block or a Psychic Counter. When successfully cast, blocks and counters are useful tools to protect a psychic’s
warband from the effects of an enemy psychic’s abilities. Either a block or counter may be attempted by a controlling
player’s friendly psychic under the following conditions:
1) An opposing psychic has just successfully cast any one of their psychic abilities, but its effect has yet to be enacted.
2) The friendly psychic is either within 6” of the soldier(s) targeted by the ability (including the psychic themselves) or
the friendly psychic is within 6” of the opposing psychic who just successfully cast the ability. No line-of-sight required.
3) The friendly psychic has yet to take an order die this phase (or special action during the Special Actions Phase).
4) The player controlling the friendly psychic verbally declares they are attempting to make a “Psychic Block” or a “Psy-
chic Counter”, immediately pulling an available order die from the dice bag and assigning a Fire Order to the psychic (or
a Focus Fire Action during the Special Action Phase). The block or counter is then attempted as described below.
Psychic Block The psychic attempts to block the enemy psychic’s ability by meeting the ability’s base power level. The controlling
player rolls 2D6 and adds their psychic’s current initiative value. If the total meets or exceeds the ability’s base power
level, then the ability has been successfully blocked and nothing happens. If the total is less than the power level, the
block has failed, the ability is enacted, and the psychic who attempted the block loses 1 health value.
Psychic Counter The psychic attempts to not only block the opposing psychic’s ability but also harm the opposing psychic with telekinetic
feedback by matching the opposing psychic’s power level roll. The controlling player rolls 2D6 and adds their psychic’s
current initiative value. If the total meets or exceeds the roll which the opposing psychic used to cast their ability, then
the ability has been successfully blocked and the opposing psychic immediately loses 4 health value, to a minimum of 1
health remaining. If the total fails to match the opposing psychic’s roll, then the counter fails, the ability enacted, and the
psychic who attempted the counter loses 4 health value, to a minimum of 1 health remaining.
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SKILLS
friendly soldiers within 12” of the soldier with Ruthless Nature 1, are
hit by Cover Fire or an AoE weapon, they do not execute Down Or-
ders, but remain free to take orders normally.
Ruthless Nature 2. Soldier must first possess Ruthless Nature 1 to
use this skill. Read as Ruthless Nature 1 but increase the range of
Inspiring Presence (1 & 2 & 3) this skill to 18”.
Inspiring Presence 1. When a soldier with Inspiring Presence 1 exe- Terrifying Aura. Soldier must first possess Ruthless Nature 2 to use
cutes a Cover Fire, Fire, or Advance Order during the Order Die this skill. In addition to the benefits of Ruthless Nature 2, all enemy
Phase of a turn, all friendly soldiers within 3” of the soldier’s starting soldiers within 12” and line-of-sight of the soldier incur a -1 initiative
position—including the soldier as well—gain a +1 initiative modifier modifier when executing ranged attacks or fighting in close combat.
when executing ranged attacks until the end of the Order Dice
Phase. Psychic Prowess (1 & 2) & Telekinetic Mastery
Inspiring Presence 2. Soldier must first possess Inspiring Presence 1 Psychic Prowess 1. When a soldier with Psychic Prowess attempts to
to use this skill. Read as Inspiring Presence 1 but increase the range cast a psychic ability, they add +1 initiative modifier to their total
of this skill to 6”. power level roll.
Inspiring Presence 3. Soldier must first possess Inspiring Presence 2 Psychic Prowess 2. Soldier must first possess Psychic Prowess 1 to
to use this skill. Read as Inspiring Presence 2, but instead of gaining use this skill. Read as Psychic Prowess 1, but increase the initiative
an initiative modifier for only ranged attacks, all soldiers gain a +1 modifier to +2.
bonus to their base initiative value until the end of the phase. Telekinetic Mastery. Soldier must first possess Psychic Prowess 2 to
use this skill. In addition to the benefits of Psychic Prowess 2, once
Natural Leader (1 & 2) per game the soldier may automatically cast one psychic ability from
Natural Leader 1. When a soldier with Natural Leader 1 is assigned their available abilities. No dice roll necessary, and this particular
an order die, the player may immediately draw 1 more order die for cast cannot be blocked nor countered.
their warband and assign it to any soldier or specialist who is within
6” of the soldier with the Natural Leader skill. Both soldiers may Stealth (1 & 2)
then execute their assigned orders in any sequence of the player’s Stealth 1. When a soldier with Stealth 1 must make a dodge roll, ap-
choosing. ply an additional +1 initiative modifier to the total.
Natural Leader 2. Soldier must first possess Natural Leader 1 to use Stealth 2. Soldier must first possess Stealth 1 to use this skill. In ad-
this skill. Read as Natural Leader 1, but instead of drawing only 1 ad- dition to the benefits of Stealth 1, when this soldier executes a
ditional order die for their warband, the player draws 2 and assigns Down Order and is against any type of cover, they cannot be directly
these additional dice to any soldier and/or specialist who are within targeted by a Fire or Focus Fire order.
6” of the soldier with the Natural Leader 2 skill.
Field Medicine
Deadeye (1 & 2) & Weapons Mastery Field Medicine. When a soldier with Field Medicine executes a
Deadeye 1. When a soldier with Deadeye 1 executes any ranged at- Down Order, instead of only using one-time use relics on their own
tack, they gain an additional +1 initiative modifier to all ranged at- self, they may also use a relic and apply its effect on any friendly sol-
tack rolls. dier or specialist—but not a mech—within 3” of the able soldier’s
Deadeye 2. Soldier must first possess Deadeye 1 to use this skill. position. Additionally, when the soldier executes a Mend Order, they
Read as Deadeye 1, but increase the initiative modifier to +2 when always regain +3 health value, up to their initial maximum, with no
using AoE weapons or grenades. D6 roll required. This soldier may also transfer the effect of their
Weapons Mastery. Soldier must first possess Deadeye 2 to use this Mend Order to any one friendly soldier or specialist—but not
skill. In addition to the benefits of Deadeye 2, when assigned a mech—within 3” of their position.
ranged attack order, the soldier with Weapons Mastery may execute
two ranged attack orders, one immediately after the other, whether Field Mechanic
they be the same order type or not, whether they are at the same Field Mechanic. When a soldier with Field Mechanic executes a
target or not, and whether they are with the same weapon or not. Mend Order, they may transfer the effect of their Mend Order to
any one friendly specialist marked (Mech) within 3” of their position.
Fighting Instinct (1 & 2)
Fighting Instinct 1. When a soldier with Fighting Instinct 1 is en- Tough Skin
gaged in close combat, they gain an additional +1 initiative modifier Tough Skin. Any time a soldier with Tough Skin must apply damage,
to their close combat roll. the soldier temporarily gains +1 armor value when calculating the
Fighting Instinct 2. Soldier must first possess Fighting Instinct 1 to total damage against their armor.
use this skill. Read as Fighting Instinct 1 but increase the initiative
modifier to +2.
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ScenarIo
LoG
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Scenario Rules- The opposing warbands have been ordered to control the entire field of battle. Before deployment, di-
vide the battlefield into nine, equally square sectors, with rows and columns of three. The scenario objective for both
players is to hold more sectors than your opponent by the end of turn 6. To hold a sector, players must have at least one
more soldier fully within the sector’s boundary than their opponent does. If a sector is contested—meaning there is an
equal number of opposing soldiers within the sector—then the sector is not considered to be in the possession of either
player. If there are no soldiers within a sector, then this sector is also not in the possession of either player.
Victory Conditions- Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to
these points, add bonus points for each sector held by your soldiers in this manner:
+10uc for each of the three sectors held on the player’s deployment edge
+15uc for the left-middle and right-middle sectors held, where no soldiers originally deployed
+25uc for the center-middle sector held
+30uc for each of the three sectors held on your opponent’s deployment edge
Turns- At the end of the 4th turn, roll a D6. On a 3+, the game goes to turn 5. 1 or 2 and the game ends. At the end of
turn 5, roll a D6. On a 5+, the game goes to turn 6. 1-4 and the game ends. At the end of turn 6 the game ends.
Scenario Rules- All soldiers from both warbands have been ordered to claim the central position of the battlefield and
hold their ground. Before deployment, find the exact center of the battlefield and set a token or terrain piece down on
the field to make the center clear to both players. The objective of this battle is to get your Alpha and soldiers as close to
the center of the battlefield as possible, without letting the enemy soldiers do the same. In the rare circumstance that
the game ends and opposing soldiers are exactly the same distance from the center, then neither warband gains points
for each equally distanced soldiers.
Victory Conditions- Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to
these points, bonus points apply:
+50uc if your lead Alpha is closer to the center of the battlefield than your opponent’s
+5uc for every regular soldier closer to the center of the battlefield than your opponent’s regular soldiers
+10uc for every specialist closer to the center of the battlefield than your opponent’s specialists
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3. Rescue Mission
Deployment- Typical deployment rules are in effect.
Turns- 6 turns total, or until a soldier carrying the injured pilot touches or passes the edge of the battlefield
where the soldier deployed.
Scenario Rules- The warband who had deployed second is on a rescue mission to save a stranded, injured pilot behind
enemy lines. The warband who deployed first is the possessor of this territory and has orders to capture, or at the very
least kill, the stranded pilot. After deployment, but before anything else happens, find the exact center of the board.
Once the center is identified, place on this point a model or token that represents the injured pilot and roll a D6. On a
roll of 1, the pilot wanders 3” from his position directly towards the center of the enemy table edge. On a roll of 2-3, the
pilot wanders 2” from his position, directly towards the center of the left table edge (from the perspective of the rescu-
ing warband). On a roll of 4-5, the pilot wanders 2” towards the center of the right table edge. On a roll of a 6, the pilot
wanders 3” directly towards the center of the friendly table edge. Regardless of where he wanders, once he has reached
this final position, the pilot passes out from his injuries and remains immobilized for the rest of the battle.
The objective of this scenario for both players is to pick-up the pilot and bring him back to your table edge before the
opposing warband does. To do this, a player’s soldier must grab the pilot by coming into base-to-base contact with him
as the result of a Run or Advance order. Once a soldier has grabbed the pilot, wherever they move, the pilot will go with.
While carrying the pilot, a soldier must apply a -2 initiative modifier to their base initiative value, cannot be assigned
any other order or special action except a Run or Down Order, nor be targeted by psychic abilities which involve immedi-
ate, free movement. The soldier who is carrying the pilot will not drop the pilot, nor pass him off, and the pilot cannot
be killed while in their possession. They will either bring the pilot all the way back to their deployment edge of the field
or die trying. If the soldier carrying the pilot dies, however, the pilot is dropped in this location and can be picked-up by
any other soldier who touches him.
While not preferable by HQ, the enemy warband who is looking to capture the pilot may choose to kill him instead.
From turn 4 onward, instead of capturing the pilot, the Alpha of this squad, and the Alpha model alone, may choose to
kill the pilot by either executing a Fire Order or an Assault Order. Assume the pilot is always in a Down position, with a
base initiative value of 0. Any wounds done to the pilot will result in his death, and a successful Assault Order will auto-
matically kill the pilot.
Victory Conditions- Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to
these points, bonus points apply:
+75uc to allied player the If the pilot is successfully rescued by his allies
+60uc to the enemy player if the pilot is successfully captured by his enemies
+15uc to the enemy player if the pilot is killed in action
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4. Extermination Order
Deployment- Typical deployment rules are in effect.
Turns- At the end of the 4th turn, roll a D6. On a 3+, the game goes to turn 5. 1-2 and the game ends. At the
end of turn 5, roll a D6. On a 5+, the game goes to turn 6. 1-4 and the game ends. At the end of turn 6 the
game ends.
Scenario Rules- Both warbands have each been given special assignments to kill specific men in the opposing force. Each
player rolls a hidden D6 and secretly jots down the number rolled for later reference. They will not reveal the numbers
they rolled until the end of the game. Here is each secret mission by number rolled:
1-2- Kill at least half (rounding up) of the enemy’s listed soldiers (not including specialists).
3-4- Kill at least 3 (or all, if 3 or less are present) of the enemy’s listed specialists.
5-6- Kill an enemy Alpha, while ending the game with yours (or one of yours) at full health.
Once the missions are noted, the objective of both players is to fight through the match as normal, while trying to suc-
cessfully—and secretly—complete their specific assignment.
Victory Conditions- Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to
these points, bonus points apply:
+60uc to a player if they complete their secret mission
+15uc if a player can, at the end of the match and in one try, correctly guess their opponent’s mission before revealed
Scenario Rules- Before the game starts, each player must designate a “supply drop” position on the battlefield with
equally sized tokens/terrain pieces. The supply drop which a player designates must be touching their battlefield deploy-
ment edge but must also be at least 6” away from both the left and right neutral table edges of the battlefield. These
supply drops are loaded with high-explosives, so while the player’s soldiers must protect the drop they deployed around,
they will not—at any time during the battle—get within 3” of it themselves.
The objective of this scenario for both players is to destroy your enemy’s supply drop before they destroy yours. To do
this, before deployment, each player openly designates one soldier—not a specialist—from their roster as “The
Bomber”. The Bomber cannot transfer the bomb to any other soldier and cannot be targeted by any psychic abilities
that involve instant, free movement. To complete their objective, The Bomber must come into base-to-base contact
with the enemy’s drop and be assigned a Down Order to blow it up. If this happens before turn 6, the game comes to an
immediate end. If a bomber is killed before completing the objective, then the game simply continues on without the
warband’s ability to destroy the enemy supply drop.
Victory Conditions- Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to
these points, bonus points apply:
+75uc to the player whose warband destroys the enemy supply drop before the end of turn 6
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6. Intel Retrieval
Deployment- Typical deployment rules are in effect.
Scenario Rules- A vehicle carrying important intelligence has been shot up and destroyed in this area, scattering multiple
pieces of sensitive data across the battlefield. This intel cannot fall into enemy hands. Before deployment, find the exact
center of the battlefield and place a token/mini there to imply that a piece of the intel is laying there. After this, both
players each place two more tokens on the field at least 6” from the center piece, 6” inches from each other and 9” from
the deployment edges of the battlefield.
The objective of this scenario for both players is to secure at least 3 out of the 5 pieces of intelligence by the end of turn
6. To do this, soldiers will need to grab the pieces by coming into base-to-base contact with them as the result of a Run
or Advance Order. Once a piece is secured by a soldier, the player has two options. They may either keep the soldier
alive—holding the intel on the battlefield—by the end of turn 6, or the may attempt to order their soldier in such a way
that the soldier leaves the battlefield, via their deployment edge, with the piece securely in their possession. Once the
range of a movement order brings the soldier past their deployment table edge, the player has permanently secured the
piece of intel. The soldier who was carrying the piece will not return to the battle for the rest of the game (but the sol-
dier is counted as alive and not as a casualty when tallying victory points). This is one of few situations in which a soldier
can voluntarily leave the battlefield. If the soldier carrying the intel is killed, they will drop it where they died for some-
body else to pick it up. A soldier will not pass pieces of intel to another but will hold their piece until it is secured or the
soldier is dead.
Victory Conditions- Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to
these points, bonus points apply:
+45uc if your warband has secured (holding on or off the field) at least 3 out of the 5 pieces of intel by the end of turn 6
+10uc for every piece of intel, except the centerpiece, that your warband has successfully removed from the battlefield
+25uc for successfully removing the center piece of intel off of the battlefield for your warband
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When deploying for battle, all three players will roll a single D6 to determine in what order each player will deploy their
warband, and upon where on the battlefield (rerolling any ties). Instead of using a full table’s edge per player, matches
that have 3-4 players utilize designated deployment zones where players must setup their warbands. The highest roller
chooses their deployment zone first but waits to deploy their warband. The second highest roller then chooses their de-
ployment zone second and immediately deploys all their warband within the zone. Finally, the lowest roller immediately
deploys all their warband within the remaining deployment zone. After this, the player who had the highest roll deploys
their warband in their designated zone and the game begins with the first order die draw.
***AN IMPORTANT NOTE FOR ALL MULTIPLAYER MATCHES INVOLVING 3-6 PLAYERS***
When calculating UC for victory points at the end of a match, every player equally receives the full UC
cost of every eliminated, opposing soldier. So, for example, if players A, B, and C are playing a three-
player match, then both players A and B will gain full victory points from player C’s eliminated soldiers
and specialists. B and C will both fully gain from A’s eliminated soldiers and specialists. C and A will both
gain fully from B’s eliminated soldiers and specialists.
STAR BREACH-
1. Secure the Sectors (3 Player)
Deployment- Typical deployment rules are in effect. Deployment zone 1 is exactly centered along any one
of the four table edges and is 6” wide by 6” deep. Depending on which table edge deployment zone 1 is
placed, deployment zones 2 and 3 are placed along the right table edge and the left table edge respec-
tively, facing each other and their flanks flush against the remaining table edge that has no deployment
zone. Zones 2 and 3 are 12” wide by 3” deep.
Scenario Rules- The opposing warbands have been ordered to control the field of battle. Before deployment, divide the
battlefield into nine, equally square sectors, with rows and columns of three. The scenario objective for all players is to
hold more sectors than your opponents by the end of turn 6. To hold a sector, players must have at least one more sol-
dier fully within the sector’s boundary than their opponents do. If a sector is contested—meaning there is an equal num-
ber of opposing soldiers within the sector—then the sector is not considered to be in the possession of any player. If
there are no soldiers within a sector, then this sector is also not in the possession of any player.
Victory Conditions- Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to
these points, add bonus points for each sector held by your soldiers in this manner:
+10uc for holding the sector your warband started in
+15uc for holding any sector except the center-middle sector and the sectors your opponents’ warbands started in
+25uc for holding the center-middle sector
+30uc for holding a sector your opponent’s warband started in
Turns- At the end of the 4th turn, roll a D6. On a 3+, the game goes to turn 5. 1 or 2 and the game ends. At the end of
turn 5, roll a D6. On a 5+, the game goes to turn 6. 1-4 and the game ends. At the end of turn 6 the game ends.
Scenario Rules- All soldiers from all warbands have been ordered to claim the central position of the battlefield and hold
their ground. Before deployment, find the exact center of the battlefield and set a token or terrain piece down on the
field to make the center clear to all three players. The scenario objective for all three players is to get your Alpha and
soldiers as close to the center of the battlefield as possible, without allowing the enemy soldiers do the same. In the rare
circumstance that the game ends and opposing soldiers are exactly the same distance from the center, then neither
warband gains points for these equally distanced soldiers.
Victory Conditions- Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to
these points, bonus points apply:
+50uc if your lead Alpha is closer to the center of the battlefield than your opponents’
+10uc for every regular soldier closer to the center of the battlefield than your opponents’ regular soldiers
+15uc for every specialist closer to the center of the battlefield than your opponents’ specialists
STAR BREACH-
3. Sunstone Solstice (Also adapts well to 2 player matches)
Deployment- Typical deployment rules are in effect. Deployment zone 1 is exactly centered along any one
of the four table edges and is 6” wide by 6” deep. Depending on which table edge deployment zone 1 is
placed, deployment zones 2 and 3 are placed along the right table edge and the left table edge respec-
tively, facing each other and their flanks flush against the remaining table edge that has no deployment
zone. Zones 2 and 3 are 12” wide by 3” deep.
Turns- At the end of the 4th turn, roll a D6. On a 3+, the game goes to turn 5. 1 or 2 and the game ends. At the end of
turn 5, roll a D6. On a 5+, the game goes to turn 6. 1-4 and the game ends. At the end of turn 6 the game ends.
Scenario Rules- The three warbands have located and prepared to raid a Sunstone Solstice: a rare occurrence where
multiple shards of sunstone instantaneously and randomly appear in a single location due to a natural rift in the multi-
verse. Before deployment, find the exact center of the battlefield and then set a sunstone token/marker/mini (no bigger
than 32mm round) on this center point. The scenario objective for all three players is to secure as many randomly ap-
pearing shards of sunstone as possible before the end of the solstice.
To secure a shard of sunstone, players must move their models into base-to-base contact with the sunstone token as the
result of a Run or Advance Order. Once a shard of sunstone is secured, the warband is considered to keep the shard in
its possession for the remainder of the match, even if the securing soldier is eliminated from play. When a shard of sun-
stone is secured, the securing player rolls a D3. The number rolled is the number of new shards of sunstone that appear
on the battlefield at random locations. To randomize the location of a newly appearing shard, the player holds a *small*
die over the center area of the battlefield, between 1-2’ above the table surface and then drops the die onto the table.
Where the die finally rests is exactly where the new shard appears. A player will do this action for each new shard that
appears, one die at a time. If a die rolls directly under or into a multi-leveled terrain piece, the player may choose upon
which level of terrain the new shard appears. If a die rolls off the table, place the new shard right at the table’s edge ap-
proximately where the die had rolled off, as agreed upon by all players. If a die rolls into a soldier model and lands in
base-to-base contact, then then shard appears right next to the lucky soldier in base-to-base contact (but cannot be se-
cured until the soldier is given a Run or Advance Order).
Victory Conditions- Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to
these points, bonus points apply:
+30uc to the player whose warband secures the first shard of sunstone
+15uc for every time a player’s warband secures a new shard of sunstone
(And, if playing in a campaign, the player who collects the most shards of sunstone by the end of the game, receives a
free Opal Sunstone relic for their inventory during the Post-Battle Regroup)
STAR BREACH-
For four player games, action begins with blindly drawing an order die from the first of the two order dice bags. The bag
containing the order dice of the player(s) who had rolled the lowest for deployment is the bag that is drawn from first.
When it comes to a turn’s Special Actions Phase, players simply take turns assigning and executing Special Actions, start-
ing with the player whose first order die was drawn last during the Order Dice Phase, then the player who was second to
last, then the player who had drawn second, and finally the player whose order die was drawn first.
When deploying for battle, all four players will roll a single D6 to determine the order in which players will deploy and
where they will deploy on the battlefield (rerolling any ties). Instead of using a full table’s edge per player, matches that
have four players utilize designated deployment zones where players are allowed to setup their warbands. For “Free-for-
All” games, the highest roller for the deployment roll chooses their deployment zone first but waits to place their
warband. The second highest roller then chooses their deployment zone second and immediately deploys all their
warband within the zone. The second lowest roller does the same as the second highest. Finally, the lowest roller imme-
diately deploys all their warband within the remaining deployment zone. After this, the player who had the highest roll
deploys their warband within their deployment zone. For “Team Battle” games, only two dice are rolled: one for the first
team, and one for the second team. The team with the higher roll chooses the table sides and their deployment zones,
and then the team with the lower roll must deploy the whole of their warbands in the two remaining deployment zones
(one zone per warband; no intermixing warbands in the same zone). After this, the two players with the higher team-roll
deploy their warbands in the deployment zones they had chosen.
When playing a “Team Battle” match, naturally, there will be two scenario winners and two losers. When tallying victory
point UC, teams add the total of each team member’s victory points for a team-score. The two players with the highest
team-score wins the scenario. Thus, two players will get to add a Win to their running total of scenario wins if the match
was for a campaign. Also note that teammates do not share secured illicit caches. If illicit caches are in play, then individ-
uals are still responsible for securing their own caches and solely reaping the benefits.
STAR BREACH-
1. Fight to the Center (4 Player, Free-for-All)
Deployment- Typical deployment rules are in effect. All four deployment zones are each centered along all
four table edges, 24” wide by 3” deep.
Turns- At the end of the 4th turn, roll a D6. On a 3+, the game goes to turn 5. 1 or 2 and the game ends. At
the end of turn 5, roll a D6. On a 5+, the game goes to turn 6. 1-4 and the game ends. At the end of turn 6
the game ends.
Scenario Rules- All soldiers from all warbands have been ordered to claim the central position of the battlefield and hold
their ground. Before deployment, find the exact center of the battlefield and set a token or small terrain piece down on
the field to make the center clear to all players. The scenario objective for all four players is to get your Alpha and sol-
diers as close to the center of the battlefield as possible, without allowing the enemy soldiers do the same. In the rare
circumstance that the game ends and opposing soldiers are exactly the same distance from the center, then neither
warband gains points for these equally distanced soldiers. (If playing as a “Team Battle”, then allied warbands simply
work together to get as many allied soldiers and specialists as close to the center of the table as possible)
Victory Conditions- Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to
these points, bonus points apply:
+50uc if your lead Alpha is closer to the center of the battlefield than your opponents’
+10uc for every regular soldier closer to the center of the battlefield than your opponents’ regular soldiers
+15uc for every specialist closer to the center of the battlefield than your opponents’ specialists
Turns- 6 turns total, or until the beacon is fully retrieved off the battlefield.
Scenario Rules- An outer-orbit beacon containing highly confidential satellite footage has crashed landed in this remote
location and must be recovered before falling into the wrong hands! Before deployment, find the exact center of the
battlefield and set a beacon token/mini at this location (no larger than 32mm round). The scenario objective for all four
players is to secure and retrieve the beacon for their own warband, while preventing the opposing warbands from doing
the same.
To secure the beacon, any soldier or specialist from a player’s warband must come into base-to-base contact with the
beacon as the result of either an Advance or Run Order. Once secured, the beacon must be fully retrieved off the battle-
field for the soldier’s warband to successfully capture the satellite images. Since the beacon’s hardware is quite small,
the carrying soldier can execute orders and actions per usual. The soldier will not hand-off the beacon to any other sol-
dier but will attempt to escape the battlefield with the beacon or die trying. If the soldier is killed and eliminated from
play, the beacon is dropped at this location and free for any other soldier or specialist to pick-up.
Once a soldier carrying the beacon is successfully moved in such a way that they touch or move beyond the edge of the
table, the beacon is fully retrieved for their warband and the match immediately comes to an end. If the beacon remains
on the battlefield, having not been secured by any of the four warbands, then none of the warbands gain bonus victory
points for the beacon’s retrieval.
Victory Conditions- Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to
these points, bonus points apply:
+50uc to the player whose soldier fully retrieves the beacon for their warband before the end of turn 6
+10uc to a player if their warband had secured the beacon, but failed to get it off the field by the end of turn 6
STAR BREACH-
3. Mech Graveyard (Free-for-all OR Team Battle; Also adapts well to 3 player matches)
Deployment- Typical deployment rules are in effect. All four deployment zones are each centered along all
four table edges, 24” wide by 3” deep. If playing with teams, teamed warbands may deploy anywhere in
relation to one another, whether it be across the table from one another or to each other’s flanks.
Turns- 6 turns total, or until a mech is fully retrieved off the battlefield.
Scenario Rules- All four warbands have their eye on looting a Mech Graveyard, hoping to find the perfect specimen to
steal away and build into a customized war machine. Before deployment, each player is given two mech models (or rep-
resentative tokens no larger than 50mm round) and in an alternating fashion each player takes turns placing a mech
model on the battlefield with each mech being at least 12” away from any table edge and at least 6” away from each
other. Since players have yet to know where they are deploying, distribution of the mechs should be kept fairy even.
Once the mechs are placed, players roll for deployment and begin the battle.
The objective for all players of this scenario is to find a working mech, hack it and then fully retrieve it off the battlefield
before any of the other warbands can do so. To check if a mech is working or not, a soldier must be moved into base-to-
base contact with the mech model and execute a Down Order. Once Down, the controlling player of the soldier rolls a
D6. On the roll of a 1-4, the mech is completely unserviceable and nothing happens. On the roll of a 5 or 6, however, the
mech has been found to be in repairable condition. If a mech is deemed repairable, then it is fair game for any warband
to attempt to hack the mech and bring it to life for their cause. To hack a mech, a soldier must be in base-to-base con-
tact with a repairable mech and then execute a Mend Order or Action. The Mend has no other effect but to successfully
hack the Mech and start it up for the controlling player’s warband (thus adding a new order die into the order dice bag
for the warband). The Mech has a unique profile of its own:
Junkyard Mech M6 I4 H8 A5
Primary Weapon: Rivet Gun (Range: 24” / Attack Rolls: 2 / Wound Mod: +3)
Secondary Weapon: Drilling Blade (Melee / Wound Mod: +4 / +2 Initiative in CC)
A Junkyard Mech has no special rules and must abide by all normal mech rules. Multiple Junkyard Mechs may be hacked
in the same match, even by the same warband. Once a mech is hacked, it is the controlling player’s main objective to get
the Mech off the battlefield before being destroyed. While the mech may be used to fight in the battle, unless it can do a
considerable amount of damage, it is probably worth more to the warband safely retrieved. To retrieve the mech for
their warband, a player must simply move the mech in such a way so that the model either touches or moves beyond
the table’s edge. Once a single mech is fully retrieved off the table, the game comes to an immediate end.
If seven out of the eight mechs are found to be unserviceable upon first examination, then the last remaining mech is
automatically considered serviceable and ready to be hacked by any warband. If no mech is claimed by a warband by the
end of turn 6, or all claimed mechs are destroyed before being retrieved, then none of the warbands gain bonus points.
Victory Conditions- Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to
these points, bonus points apply:
+50uc to the player whose warband successfully retrieves a Junkyard Mech before the end of turn 6
+15uc every time a player’s hacked mech kills and eliminates an enemy soldier or specialist (in addition to their UC cost)
+25uc to the warband which delivers the killing blow and eliminates an enemy hacked Junkyard Mech from battle
STAR BREACH-
For five player matches, only one order dice bag is used, and all the players’ dice go into the same bag for drawing.
For six player matches, two dice bags are used to blindly draw the order dice, with three sets of order dice placed in each bag. When
playing “Free-for-All” matches with six players, it doesn’t really matter which players’ set of dice go in which bag, so long as they
continue to be pulled, recollected and placed back into the same bags they started in. When playing “Team Battle” matches, the
warbands on the same team place all their order dice (still different in color) into the same bag. Once the sets of dice are organized
into two bags, the two bags are blindly drawn from in an alternating fashion. One die is pulled from one bag, the die is given to its
owner, the player assigns and executes an order, and then the next die is pulled from the other bag, the die is given to its owner, etc.
Play continues like this until the bags are completely empty. When playing a “Team Battle” scenario, teammates may not exchange
order dice orders: the order die drawn must stay with its player and be assigned to its designated warband. When the order dice are
collected and placed into the two order dice bags, action begins each new turn by blindly drawing an order die from the first of the
two order dice bags. The bag containing the order dice of the player(s) who roll the lowest for deployment is the bag that is drawn
from first. Other than these rule adjustments, the order dice mechanics function just like a normal game.
When it comes to a turn’s Special Actions Phase for five or six players, players simply take turns assigning and executing Special Ac-
tions, starting with the player whose initial order die was drawn last during the turn’s Order Dice Phase, then the player who was
second to last, then the next player, the next, etc. and finally the player whose order die was drawn first.
KEEP IT MOVING: To keep the game moving at a decent rate of play for five or six player matches, it may be wise to have two players
active at a time. To do this during the order die phase, players simply pull a die and the moment the controlling player assigns an
order—while the order is being executed—players immediately pull the next order die and the controlling player of that die can get
along with also assigning and executing an order. Similarly, during the Special Actions Phase, once a player assigns a special action,
the next player in-que can also immediately assign a special action. This method is especially helpful when the two players’ actions
have nothing to do with each other and engage other players on different areas of the battlefield.
Deployment for five or six player matches works very differently than other matches. Illicit caches are always in play for five or six
player matches—even for open play matches—and thus caches should be rolled for and placed before the beginning of any 5-6
player match. When players are ready to begin a game, dice are collected and placed into the dice bag(s) and none of the warbands
start the game deployed on the battlefield. Then, as part of the first turn’s Order Dice Phase, when a player’s initial order die is
blindly drawn, they must choose a 6” wide deployment zone along the table’s edge—anywhere, along any edge—and then deploy
all of their warband models within this 6” zone and touching the edge of the table. Once their deployment zone is chosen, the player
then assigns and executes their first order, which must be a Run Order or a Down Order. After this, the next order die is drawn, and
if it is for a new player, this player now chooses their own 6” wide portion of the table’s edge—anywhere at least 12” away from any
other players’ chosen deployment zones—and deploys the whole of their warband there. Also, they may only assign a Run or Down
Order for their first order. In this manner, every player eventually chooses their own deployment zone and deploys their warband,
while also assigning the first order die to any one of their soldiers with a Run or Down Order. It is important to note that Warband
Special Rules that involve drawing/manipulating order dice draws and/or post-deployment events (such as special movement or
bombardments), are not allowed during this first turn of battle in five or six player matches but may be enacted starting at the very
beginning of the second turn, before order dice are drawn.
STAR BREACH-
The Secret Objective System for Five or Six Player Matches
Instead of choosing from a list of scenarios, when players organize a five or six player match, players get to individually
roll for secret objectives. After the battlefield has been set up and illicit caches placed, but before the first order die is
drawn, players each roll a D6 to determine their secret objective number. When rolling the D6, it should be done in a
hidden fashion and the number should be jotted-down somewhere hidden for future reference. Once each player has
rolled for their number and has noted it, they then consult the secret objective chart below to determine their secret
objective for this match:
Once each player has committed their warband’s secret objective to memory, the match begins. It is very possible, and
highly likely, that a few players will have the same secret objective. This is not an issue for gameplay. If anything, it is an
expected outcome that will make for a more intriguing match. Sometimes secret objectives will become not-so-secret as
gameplay progresses, and that is also OK. It is acceptable—but potentially unwise—for players to reveal their objectives
at their own discretion and to any number of opposing players they wish to inform. Also, it is entirely possible that multi-
ple players will end the match having completed their objective.
If a player comes to the end of a five or six player match and has completed their objective, their warband gains an
additional 75uc when tallying victory points.
After players are split into teams, the play through of the match is essentially identical to a “Free-For-All” match. All
Players still roll individually for secret objectives and fight to complete their secret objective in battle before the game
ends. The only addition is that teams can share their secret objectives outright with their teammates and work together
to complete as many of their objectives as possible. When tallying victory point UC, teams add the total of each team
member’s victory points for a team-score. The team with the highest team-score wins the scenario, and all team mem-
bers get to add a Win to their running total of scenario victories if the match was for a campaign. Also note that team-
mates do not share secured illicit caches. Individuals are still responsible for securing their own caches and solely reap-
ing the benefits.
STAR BREACH-
Warbands
Anthology
STAR BREACH-
Legion of Mankind (Human Space Soldiers) The Ancient Machine (Sentient Robot Guardians)
Soldiers
Soldiers
Sergeant (Alpha) M5 I5 H10 A5 Cost: FREE
Ancient Seer (Alpha/Psych) M4 I6 H12 A* Cost: FREE
Corporal M5 I4 H10 A4 Cost: 14uc
Bot Mk2 M4 I4 H10 A* Cost: 13uc
Lance-Corporal M5 I3 H8 A3 Cost: 10uc
Bot Mk1 M4 I3 H10 A* Cost: 10uc
Private M5 I3 H8 A2 Cost: 8uc
Razor Bot Swarm M6 I2 H8 A* Cost: 8uc
Specialists
Specialists
Scout M6 I3 H8 A1 Cost: 8uc
Shock-trooper Bot M6 I4 H8 A* Cost: 12uc
Engineer M4 I3 H8 A4 Cost: 15uc
Heavy Support Bot M4 I3 H12 A* Cost: 13uc
Medic(Unique) M5 I3 H8 A2 Cost: 10uc
Ancient Soothsayer (U/Psych)M4 I5 H8 A* Cost: 15uc
Chaplain(Unique/Psych) M5 I4 H8 A2 Cost: 12uc
Razor Bot Mother (U/Mech) M6 I4 H12 A* Cost: 17uc
Assault Mech(U/Mech) M7 I4 H10 A5 Cost: 18uc
War Machine (U/Mech) M4 I4 H14 A* Cost: 20uc
Support Mech(U/Mech) M5 I4 H12 A6 Cost: 20uc
Coven Empire (Disciplined and Fanatical Alien Loyalists)
Terror Legion (Corrupted Space Soldiers)
Soldiers
Soldiers
Coven Sergeant (Alpha) M5 I5 H9 A5 Cost: FREE
Terror Sergeant (Alpha) M4 I5 H10 A5 Cost: FREE
Coven Veteran Trooper M5 I5 H9 A4 Cost: 16uc
Terror Veteran Guard M4 I4 H10 A3 Cost: 15uc
Coven Trooper M5 I4 H7 A3 Cost: 12uc
Terror Guard M4 I3 H8 A3 Cost: 12uc
Coven Serf M5 I3 H7 A2 Cost: 8uc
Slave to Terror M6 I2 H8 A1 Cost: 7uc
Specialists
Specialists
Coven Hover Drone M8 I1* H7 A1 Cost: 7uc
Doomsayer M4 I4 H10 A3 Cost: 16uc
Coven Scout M6 I3 H9 A1 Cost: 10uc
Corrupted Apothecary M4 I3 H8 A2 Cost: 10uc
Coven Battle Priest (U/P) M5 I5 H9 A2 Cost: 13uc
Warlock (Unique/Psych) M4 I5 H8 A2 Cost: 14uc
Coven Stealth Suit (Mech) M5 I5 H9 A4 Cost: 17uc
Terror Engine (U/Mech) M6 I4 H10 A4 Cost: 18uc
Coven Battle Mech (U/Mech) M5 I4 H10 A6 Cost: 20uc
Terror Mech (U/Mech) M6 I4 H12 A5 Cost: 20uc
L’Orani Empire (Isolationist Super-Brain Alien Warriors)
Terrors of Abaddon (Deep Space Demons)
Soldiers
Soldiers
L’Orani Prince (Alpha) M7 I6 H8 A5 Cost: FREE
Terror Principality (Alpha/P) M6 I5 H12 A0 Cost: FREE
Royal Bodyguard M7 I5 H8 A5 Cost: 17uc
Champion of Horror M6 I4 H10 A0 Cost: 14uc
Warrior M6 I4 H8 A4 Cost: 13uc
Champion of Lust M6 I4 H10 A0 Cost: 14uc
Squire M6 I3 H8 A3 Cost: 10uc
Champion of Chaos M* I* H10 A0 Cost: 12uc
Specialists
Terror M5 I3 H8 A0 Cost: 10uc
L’Orani Assassin M7 I6 H8 A2 Cost: 15uc
Specialists
L’Orani Healer (U/Psych) M6 I4 H8 A3 Cost: 10uc
Hell Hound M6 I2 H8 A0 Cost: 8uc
L’Orani Oracle (U/Psych) M6 I5 H8 A3 Cost: 15uc
Changeling M6 I* H10 A0 Cost: 10uc
L’Orani Weapon Platform(M) M5 I3 H10 A5 Cost: 13uc
Foul Beast M5 I4 H12 A0 Cost: 12uc
L’Orani Walker (U/Mech) M7 I4 H12 A5 Cost: 18uc
Ancient Terror Engine (U/M) M5 I4 H12 A0 Cost: 18uc
Advent of Abaddon (U/P) M5 I5 H20 A0 Cost: 28uc Corrupted L’Orani (Evil Isolationist Super-Brain Aliens)
Soldiers
The Hive (Monstrous Space Bugs)
L’Orani Warlock (Alpha/P) M7 I6 H10 A5 Cost: FREE
Soldiers
Bloodsworn M6 I5 H8 A5 Cost: 15uc
Taskmaster (Alpha/Psych) M6 I5 H12 A4 Cost: FREE
Black Warrior M6 I3 H8 A4 Cost: 12uc
Drone X M6 I4* H8 A3 Cost: 8uc
L’Orani Cultist M6 I3 H8 A3 Cost: 10uc
Drone Y M6 I3* H7 A3 Cost: 8uc
Specialists
Drone Z M7 I3* H7 A2 Cost: 8uc
Butcher M6 I4 H10 A4 Cost: 12uc
Specialists
Black Assassin M7 I5 H8 A2 Cost: 13uc
Harvester M7 I4* H8 A3 Cost: 12uc
L’Orani Witch (U/Psych) M7 I5 H8 A3 Cost: 14uc
Warrior X M6 I4* H10 A4 Cost: 14uc
L’Orani Jester (U/Psych) M7 I6 H10 A3 Cost: 16uc
Warrior Y M6 I4* H10 A4 Cost: 14uc
Black Walker (Unique/Mech) M6 I4 H12 A6 Cost: 18uc
Reaper (Unique) M6 I4* H10 A5 Cost: 16uc
Brood Mother (Unique/P) M4 I5 H18 A2 Cost: 20uc
STAR BREACH-
U’rak Warlords (Combative and Hulking Alien Marauders) Hunters (Elitist Prize Fighters and Bounty Hunters)
Soldiers Soldiers
Big Bad Boss (Alpha) M4 I4 H12 A5 Cost: FREE Blooded (Alpha/Psychic) M7 I6 H12 A5 Cost: 45uc
Big Bad Muscle M4 I3 H10 A4 Cost: 14uc Manta’lur (Alpha) M6 I6 H10 A5 Cost: 45uc
Big Muscle M5 I3 H9 A3 Cost: 12uc Varia (Alpha/Psychic) M8 I5 H10 A4 Cost: 40uc
Grunt M6 I2 H8 A3 Cost: 8uc Assassin Bot (Alpha) M6 I5 H14 A4 Cost: 40uc
Specialists Lone Wolf (Alpha) M6 I4 H10 A4 Cost: 30uc
Toothy Pet M7 I2 H10 A0 Cost: 6uc
Tinker M4 I3 H10 A4 Cost: 14uc The Path (Ancient Space Warrior Monks)
Doc Shaman (Unique/Psych) M4 I4 H10 A4 Cost: 12uc Soldiers
Blood Painta (Mech) M4 I3 H12 A5 Cost: 16uc Knight of the Path (A/Psych) M7 I6 H12 A2 Cost: FREE
Guts Stompa (Unique/Mech) M5 I4 H12 A6 Cost: 20uc Padawan (Unique/Psych) M6 I5 H10 A2 Cost: 22uc
Disciple (Peace/Psych) M6 I4 H10 A2 Cost: 16uc
Nomadic Raiders (Space Explorers and Pirates) Trooper (War) M5 I3 H8 A4 Cost: 12uc
Soldiers Specialists
Captain (Alpha) M5 I5 H10 A4 Cost: FREE Heavy Trooper (War) M5 I4 H8 A5 Cost: 13uc
1st Mate (Unique) M5 I5 H10 A4 Cost: FREE Assault Trooper (War) M6 I4 H8 A4 Cost: 15uc
Merchant Marine M5 I4 H10 A4 Cost: 22uc Servant Android M5 I3 H10 A2 Cost: 10uc
Raider M5 I4 H8 A3 Cost: 16uc Hired Gun (Unique) M6 I4 H10 A4 Cost: 16uc
Crew M5 I3 H8 A2 Cost: 12uc
Specialists The Dark Path (Evil Ancient Space Warrior Monks)
Scrap Bot M5 I3 H10 A* Cost: 10uc Soldiers
Mercenary Engineer M5 I4 H8 A4 Cost: 16uc Knight of the Dark Path (A/P) M7 I6 H10 A4 Cost: FREE
Mercenary Surgeon (U/P) M5 I4 H8 A2 Cost: 12uc Dark Acolyte (Unique/Psych) M6 I5 H10 A2 Cost: 23uc
Wandering Mage (U/Psych) M5 I5 H8 A1 Cost: 14uc Dark Veteran Trooper M5 I4 H9 A4 Cost: 15uc
Scrap Mech (Unique/Mech) M6 I4 H12 A6 Cost: 18uc Dark Trooper M5 I3 H8 A4 Cost:12uc
Specialists
The Resistance (Coalition of Rebel Space Soldiers) Dark Heavy Trooper M5 I4 H8 A5 Cost: 13uc
Soldiers Dark Assault Trooper M6 I4 H8 A4 Cost: 15uc
Squad Leader (Alpha) M5 I5 H10 A5 Cost: FREE Hired Gun (Unique) M6 I4 H10 A4 Cost: 16uc
Veteran Rebel M5 I4 H9 A4 Cost: 14uc Red Guard M6 I5 H10 A4 Cost: 18uc
Resistance Fighter M5 I3 H9 A3 Cost: 10uc
New Recruit M5 I2 H8 A2 Cost: 7uc Continuum Syndicate (Time-Bending Rogues)
Specialists Soldiers
Loyal Animal Companion M7 I2 H10 A0 Cost: 7uc Chronomancer (Alpha/P) M7 I6 H10 A3 Cost: FREE
Hacked Bot M4 I4 H10 A* Cost: 12uc Looper M6* I5* H8 A3 Cost: 16uc
Hired Gun M6 I4 H10 A4 Cost: 14uc Hired Gun M6* I4* H10 A3 Cost: 14uc
Hacker (Unique/Psych) M5 I4 H8 A2 Cost: 10uc Henchman M6* I3* H8 A2 Cost: 10uc
Paramedic (Unique) M6 I3 H8 A2 Cost: 8uc Specialists
Modified Labor Mech (U/M) M6 I4 H12 A6 Cost: 16uc Servant Android M5 I3 H10 A4 Cost: 10uc
Clairvoyant (Unique/Psych) M7* I5* H10 A2 Cost: 14uc
The Inquisition (Human Anti-Alien Warrior Zealots) Seamstress (Unique/Psych) M7* I5* H8 A2 Cost: 12uc
Soldiers Stolen Over-Dated-M (U/M) M6* I4* H12 A5 Cost: 18uc
Terror Hunter (Alpha) M5 I5 H10 A5 Cost: FREE Stolen Out-Dated-M (U/M) M5* I4* H12 A4 Cost: 15uc
Witch Hunter M5 I4 H10 A5 Cost: 16uc
Brother in Arms M5 I3 H9 A4 Cost: 12uc Intergalactic Marshals (Space PIs and Vigilantes)
Sister in Arms M6 I3 H9 A3 Cost: 12uc Soldiers
Zealot M6 I2 H8 A2 Cost: 8uc Marshal (Alpha) M5 I5 H10 A5 Cost: FREE
Specialist Psycher Deputy (Uniq/Psych) M5 I4 H10 A3 Cost: 16uc
Exorcist (Unique) M5 I3 H10 A4 Cost: 12uc Senior Officer M5 I4 H8 A3 Cost: 14uc
Prophetess (Unique/Psych) M6 I4 H8 A2 Cost: 14uc Officer M5 I3 H8 A2 Cost: 8uc
Priest (Unique/Psych) M5 I4 H8 A2 Cost: 14uc Specialists
Engine of Redemption (U/M) M7 I4 H11 A6 Cost: 22uc Robotic Hound M8 I2 H8 A2 Cost: 8uc
Cyborg Specialist M6 I4 H10 A4 Cost: 14uc
Cyborg Marksman M5 I4 H10 A3 Cost: 14uc
Precog (Unique/Psych) M5 I4 H8 A2 Cost: 12uc
Breaching Mech (Unique/M) M7 I4 H10 A6 Cost: 20uc
STAR BREACH-
Terror Cult (Space Demon Religious Fanatics) Hive Cult (Monstrous Space Bug Religious Fanatics)
Soldiers Soldiers
Terror Summoner (Alpha/P) M5 I5 H10 A4 Cost: FREE Hive Apostle (Alpha/Psych) M4(7) I4(7) H12 A4 Cost: FREE
Terror Templar M5 I5 H10 A3 Cost: 15uc Drone Soldier X M4(6) I3(6) H12 A3 Cost: 13uc
Possessed Fanatic M7 I4 H8 A1 Cost: 12uc Drone Soldier Y M4(6) I2(4) H12 A3 Cost: 10uc
Terror Cultist M5 I3 H8 A2 Cost: 10uc Hive Cultist M4(6) I1(3) H10 A2 Cost: 7uc
Specialists Specialists
Specter of Horror (Unique) M5 I5 H12 A0 Cost: 12uc Pure-Gene Twitcher M7 I4 H8 A3 Cost: 12uc
Specter of Lust (Unique) M6 I6 H10 A0 Cost: 12uc Pure-Gene Brute M4 I5 H12 A3 Cost: 16uc
Specter of Chaos M* I* H12 A0 Cost: 10uc Pure-Gene Hunter M6 I4 H10 A4 Cost: 16uc
Possessed Mech (U/Mech) M* I* H12 A6 Cost: 18uc Brood Daughter (U/Psych) M6 I5 H8 A2 Cost: 14uc
Living Mech (Unique/Mech) M7 I4 H12 A5 Cost: 18uc
Machine Cult (Chem-Tech Singularity Religious Fanatics)
Soldiers
Cyborg Prophet (Alpha/P) M6 I5 H10 A5 Cost: FREE
Cyborg Soldier M5 I5 H10 A4 Cost: 15uc
Machine Cultist M5 I4 H8 A4 Cost: 12uc
Splicer M6 I2 H8 A2 Cost: 8uc
Specialists
Hacker (Unique/Psych) M5 I4 H8 A2 Cost: 10uc
Big Brother Mk1 (Mech) M5 I4 H10 A5 Cost: 16uc
Big Brother Mk2 (U/Mech) M6 I5 H12 A5 Cost: 20uc
Big Sister (U/Mech) M8 I5 H8 A4 Cost: 18uc
Little Sister M* I5 H8 A0 Cost: 8uc
*Weapons and Relics pre-listed under a soldier’s profile are included in the soldier’s base cost for free,
unless otherwise noted.
*Every warband has their own weaponry list and relics list, from which the warband’s soldiers’ weapons
and relics are chosen. Unless otherwise noted, warbands must work within their own lists.
*If a soldier is free to equip any weapons of the player’s choice, and the player equips the soldier with
both a ranged weapon and a weapon marked as “melee”, then the ranged weapon must always be slot-
ted as the “primary weapon” and the melee weapon must be slotted as the “secondary weapon.” If the
soldier is equipped with both ranged weapons or both melee weapons, then the weapon which cost the
most uc is slotted as the “primary weapon.” If the weapons are equal in cost, then it does not matter
which weapon is slotted where.
STAR BREACH-
LegIon of MankInd
Fire and Movement- Legion of Mankind soldiers and specialists do not suffer a -1 initiative modifier for moving and shooting (and for psychic abili-
ties) due to executing an Advance Order.
Soldiers
Sergeant (Alpha) M5 I5 H10 A5 Cost: FREE
Primary Weapon: May take any weapon at cost Secondary Weapon: May take any weapon at cost
Grenades: May take two of any type for FREE Relics: May take any two relics at cost
Alpha Skills: Natural Leader 1 and any one skill for FREE, plus one additional skill for 3uc
Specialists
Scout M6 I3 H8 A1 Cost: 8uc
Primary Weapon: Bolt Rifle (Scoped) Secondary Weapon: Bolt Pistol
Terror LegIon
Numb- All Terror Legion soldiers and specialist ignore the “walking wounded” rule and perform normally even at low health. Terror Legion Mechs
are also unaffected by low health and disregard the Mech Malfunction Chart.
Soldiers
Terror Sergeant (Alpha) M4 I5 H10 A5 Cost: FREE
Primary Weapon: May take any weapon at cost Secondary Weapon: Corrupted Blade
Grenades: two of any type for FREE Relics: May take any two relics for FREE
Alpha Skills: Ruthless Nature 1 and any one skill for FREE, plus on additional skill for 3uc
Specialists
Doomsayer M4 I4 H10 A3 Cost: 16uc
Primary Weapon: Disease Expeller OR Rocket Launcher Secondary Weapon: Corrupted Blade
Grenades: 1 Pestilence Grenade Relics: May take any single relic at cost
Terrors of Abaddon
Soul Leech- When an enemy soldier is removed as a casualty for any reason during the battle, all Terrors of Abaddon soldiers and specialist within 6”
of the death instantly gain +2 health. In addition, Terrors of Abaddon soldiers and specialists ignore the “walking wounded” rule.
Soldiers
Terror Principality (Alpha/Psychic) M6 I5 H12 A0 Cost: FREE
Primary Weapon: Staff of Terror Secondary Weapon: Claws and Fangs
Relics: May take any two relics at cost Psychic Abilities: All abilities from the School of Disorder
Alpha Skills: Psychic Prowess 1 and 2, plus one additional skill for 3uc
Specialists
Hell Hound M6 I2 H8 A0 Cost: 8uc
Primary Weapon: Claws and Fangs
The HIve
Scuttering Horde- All Hive soldiers and specialists ignore difficult terrain for movement and freefall at any height without applying damage. Simi-
larly, they can climb up and over any vertical surface (measuring for upward movement). In addition, at the beginning of every turn, before any
order dice are drawn, The Hive player may immediately and freely move any three of their soldiers and/or specialists up to 3” in any direction.
Soldiers
Taskmaster (Alpha/Psychic) M6 I5 H12 A4 Cost: FREE
Primary Weapon: May take any weapon at cost Secondary Weapon: May take any weapon at cost
Relics: May take any two relics at cost Psychic Abilities: All abilities from the School of Bio-Instinct
Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
Specialists
Harvester M7 I4* H8 A3 Cost: 12uc
Primary Weapon: Acidic Claws and Teeth
Relics: May take any two relics at cost
Warband Rules
Plasma Shielding- When Ancient Machine soldiers and specialists apply damage, instead of applying the total damage count against armor first and
then health, the damage total is simply halved (rounding up) and then applied against health. If the Ancient Machine Alpha dies, then this shield
connection is broken and all soldiers and specialist are left with an armor value of 2. If a soldier with the “Plasma Shielding” rule has the opportunity
to add an armor value (from a skill or relic), then damage against the soldier is first applied against this armor value, and then halved (rounding up)
before damage are applied to their health.
Auto-Mend Protocol- When executing a Mend Order, any Ancient Machine soldier or specialist automatically gains +4 health, with no D6 roll neces-
sary.
Soldiers
Ancient Seer (Alpha/Psychic) M4 I6 H12 A* Cost: FREE
Primary Weapon: Electrified Scythe Secondary Weapon: Beam Rifle
Relics: May take any two relics at cost Psychic Abilities: All Plasmid abilities
Alpha Skills: Field Mechanic, and any two additional skills for FREE
Specialists
Shock-trooper Bot M6 I4 H8 A* Cost: 12uc
Primary Weapon: Electrified Rod Secondary Weapon: Electrified Knife
Relics: May take any two relics at cost
Coven EmpIre
Death Before Dishonor- Coven soldiers and specialists never apply the -2 initiative modifier for losing a round of close combat. Also, if a Coven sol-
dier or specialist kills an enemy in close combat, the victorious soldier will gain +1 to their base initiative value for the rest of the game (once per
soldier).
Soldiers
Coven Sergeant (Alpha) M5 I5 H9 A5 Cost: FREE
Primary Weapon: May take any weapon at cost Secondary Weapon: May take any weapon at cost
Grenades: May take two of any type for FREE Relics: May take any two relics at cost
Alpha Skills: Inspiring Presence 1, and two additional skills for FREE
Specialists
Coven Hover Drone M8 I1* H7 A1 Cost: 7uc
Primary Weapon: Pulse Carbine Relics: May take Shield Generator at cost
Special Note: A Coven Hover Drone has a base initiative value of 1 when outside of 3” from a friendly soldier or specialist (not including other Hover
Drones). But, when within 3” of a friendly soldier or specialist, the Drone’s initiative value gains +2, for a total of 3.
L’Orani EmpIre
Starfire Dance- When executing an Assault Order or Special Action, all L’Orani soldiers and specialists ignore the “difficult terrain” and “higher
ground” rules. Further, the assaulting soldier cannot be targeted by a sprung Ambush order and an enemy soldier or specialist executing a Fire re-
sponse order to the assault must apply an additional -1 initiative modifier to their attack roll.
Soldiers
L’Orani Prince (Alpha) M7 I6 H8 A5 Cost: FREE
Primary Weapon: May take any weapon at cost Secondary Weapon: Sunstone Saber
Grenades: May take two of any type for FREE Relics: May take any two relics at cost
Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
Specialists
L’Orani Assassin M7 I6 H8 A2 Cost: 15uc
Primary Weapon: Sunstone Shuriken Secondary Weapon: Sunstone Saber
Grenades: Starflare Grenade Relics: May take any two relics at cost
Alpha Skill: Stealth 1
Corrupted L’Orani
Shadow Step- When declared as a target for ranged attacks, a Corrupted L’Orani soldier or specialist may immediately make a special move of 2” in
any direction of the player’s choice, as long as the move does not cause close combat. This may include any movement that would render the
ranged attack impossibly out of line-of-sight, in which case, the opposing player may choose a new target for their attack or new order altogether.
Soldiers
L’Orani Warlock (Alpha/Psychic) M7 I5 H10 A5 Cost: FREE
Primary Weapon: Poisoned Saber Secondary Weapon: Starfire Pistol
Grenades: May take two of any type for FREE Relics: May take any two relics at cost
Alpha Skills: Psychic Prowess 1, and two additional skills for 3uc each
Psychic Abilities: All abilities from the School of Disorder
Specialists
U’rak Warlords
Brawlers- All U’rak Warlord soldiers and specialists fight in close combat with a +2 modifier to their base initiative value.
Soldiers
Big Bad Boss (Alpha) M4 I4 H12 A5 Cost: FREE
Primary Weapon: May take any weapon at cost Secondary Weapon: May take any weapon at cost
Grenades: May take two of any type for FREE Relics: May take any two relics at cost
Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
Specialists
Toothy Pet M7 I2 H10 A0 Cost: 6uc
Primary Weapon: Claws and Teeth
U’rak Relics
Relic Name Cost (uc) Special Effect:
Extra Metal Plating 2 Grants +1 armor value to the soldier for the entirety of the battle.
Illicit Steroid Pack 1 Once per game, before executing an assigned order, the soldier gains +2 movement.
Illicit Opiate Pack 1 Once per game, when executing a Down Order, the soldier regains 2 health value, up to initial maximum.
‘Shrooms 2 Once per game, when executing a Down Order, the soldier regains 2 health value, up to initial maximum,
and gains +2 initiative value until the end of the turn.
Com-link 2 Any Skills possessed by the soldier have an additional 4” radius of effect.
Auto Targeting System 1 Once per game, before executing any ranged attack with any weapon, the soldier gains a +1 initiative
modifier to their attack roll.
Accuracy Lock 2 When executing a Fire or Advance Order, ranged attacks made by this soldier prohibit the target from
adding initiative modifiers to their dodge roll for being behind cover and/or Down.
War Paint FREE The soldier may gain +1 initiative and +1 movement values at the expense of -2 armor value for the en-
tirety of the battle.
STAR BREACH-
NomadIc RaIders
Black Market Goods- When building their warband, all Nomadic Raider soldiers and specialists with a base initiative value of 4 or better may each
take their weapons and relics (but not grenades) from either the “Legion of Mankind”, “Coven Empire” or “L’Orani Empire” lists, FREE of listed costs.
Also, all soldiers with an initiative value of 3 or less, may take any relics from those same lists, but they must pay the listed cost. Except for the
weapons listed in the Nomadic Raiders Weaponry, no two soldiers or specialists may ever be equipped with the same weapons and/or relics.
Soldiers
Captain (Alpha) M5 I5 H10 A4 Cost: FREE
Primary Weapon: May take any weapon for FREE Secondary Weapon: Plasma Cutlass
Grenades: May take two of any type for FREE Relics: May take any one relic for FREE
Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
Specialists
Scrap Bot M5 I3 H10 A* Cost: 10uc
Primary Weapon: Bolt Rifle OR Subcompact Bolt Gun
Special Note: When a Scrap Bot must apply damage, instead of applying the total damage count against armor first and then health, the damage
total is always simply halved (rounding up) and then applied against health.
Nomadic Raiders Weaponry *See “Black Market Goods” warband special rule
Weapon Name Cost(uc) Range(“) Attack Rolls Damage Special Rules:
per Target Bonus
Plasma Cutlass 1 melee na +4 +2 initiative in close combat
Bolt Pistol FREE 12 1 +2 +1 initiative in CC; Cannot be used to execute Cover Fire
Subcompact Bolt Gun FREE 18 2 +2 +1 initiative in CC; Unwieldy; Compact
Bolt Rifle FREE 24 1 +3 -
Smoke Grenade 1 12 na na Grenade, but the grenade automatically hits and target area fills
with smoke and creates a momentary full cover—but passable—
terrain piece that is 4” round and 6” tall for the entirety of this turn
and the next. Smoke between soldiers blocks line-of-sight like full
cover, but while standing within smoke, soldiers are treated as be-
ing within partial cover and may be assaulted.
Frag Grenade 2 12 2 +6 Grenade, but target does not add positive initiative modifiers to
their dodge roll for cover
Nomadic Raiders Relics *See “Black Market Goods” warband special rule
STAR BREACH-
The ResIstance
Weapons of Rebellion- All Resistance soldiers and specialist with an I4 or better may take their weapons or grenades from either the “Legion of
Mankind”, “Coven Empire” or “L’Orani Empire” lists at cost. When a weapon from another warband list says “FREE” in the cost, consider it as cost-
ing 1uc for your soldier to acquire, unless the weapon is also listed as “FREE” in The Resistance weaponry below.
Soldiers
Squad Leader (Alpha) M5 I5 H10 A5 Cost: FREE
Primary Weapon: May take any weapon at cost Secondary Weapon: May take any weapon at cost
Grenades: May take two of any type for FREE Relics: May take any two relics for FREE
Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
Specialists
Loyal Animal Companion M7 I2 H10 A0 Cost: 7uc
Primary Weapon: Claws and Teeth
The InquIsItIon
Divine Shielding- Once per Phase, when making a dodge roll—and after the opposing attack roll is made—The Inquisition player may choose to roll
3D6 instead of 2D6 and use the sum of the two highest dice towards their total dodge roll.
Soldiers
Terror Hunter (Alpha) M5 I5 H10 A5 Cost: FREE
Primary Weapon: May take any weapon at cost Secondary Weapon: May take any weapon at cost
Grenades: May take two of any type for FREE Relics: May take any two relics for FREE
Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
Specialist
Exorcist M5 I3 H10 A4 Cost: 12uc
Primary Weapon: Flamethrower Secondary Weapon: Power Hammer
Grenades: May take two of any type for FREE Relics: May take any one relic with “Script” in the name for FREE
Hunters
Prize Fighters- For every single Hunter Alpha in a warband roster, the player must bring three order dice to a battle. (For example: if a player has
three Hunter Alphas in their roster, they should have nine order dice in total in the dice bag at the start of a game.) Throughout the Order Dice
Phase of every turn, a single Hunter Alpha will be assigned and execute three orders. When an order die is drawn for the Hunter Warband, the
player may assign an order to any one of their Alphas up to three times, in any sequence of their choice (such as giving one Alpha three orders in a
row, or skipping around to different Alphas and assigning them each their three orders in no particular arrangement). A Hunters Alpha may be as-
signed any order in any sequence, however, out of the three order dice available, each Alpha may only execute one order type per turn (such as a
Run Order, Mend Order, and Cover Fire Order, but never two alike orders such as a Run Order and two Mend Orders) . When a Hunter Alpha dies and
is eliminated from play, be sure that their three corresponding order dice are also removed from play, whether they be on the table or still in the
dice bag. During the Special Actions Phase, Hunter Alphas may always take one special action, regardless of the orders previously executed in the
Order Dice Phase.
Soldiers
Blooded (Alpha/Psychic) M7 I6 H12 A5 Cost: 45uc
Primary Weapon: Plasma Cannon Secondary Weapon: Razor Net OR Hunting Spear
Melee Weapon: Power Claws Grenades: May take two of any type for FREE
Relics: Self-Destructing Gauntlet Alpha Skills: Stealth 1 and Fighting Instinct 1
Psychic Abilities: Abilities 2 and 5 from the School of Bio-Instinct
Hunters Weaponry
Weapon Name Cost(uc) Range(“) Attack Rolls Damage Special Rules:
per Target Bonus
Power Gauntlet FREE melee na +4 +1 initiative in close combat
Power Claws FREE melee na +2 +2 initiative in close combat
Electrified Knife FREE melee na +2 +1 initiative in close combat
Hunting Spear FREE 12 1 +5 +2 initiative in CC; Compact ; Cannot be used for Cover Fire Order
Razor Net FREE 12 2 +1 AoE; All targets hit by a Razor Net must apply -3 movement value
and -3 initiative value until the end of the turn; Unwieldy
Custom Twin Blasters FREE 24 3 +1 -
Beam Cannon FREE 30 1 +6 -
Plasma Cannon FREE 24 1 +5 AoE, but target does not add positive initiative modifiers to their
dodge roll of any kind
Flamethrower FREE 18 2 +5 AoE, but target does not add positive initiative modifiers to their
dodge roll for cover; Unwieldy
Homing Plasma Mis- FREE 18 1 +5 AoE, but target does not add positive initiative modifiers to their
siles dodge roll of any kind; Soldier executing ranged attack does not
need line-of-sight of target, as long as at least one friendly soldier
has line-of-sight of target
Line Gun FREE 24 1 +5 AoE, following these additional rules: The Player creates a 4” wide,
horizontal line and places the line starting from the height of the
soldier’s gun who fired the weapon. The player then moves the
horizontal line directly away from the soldier and straight towards
the point on the table which the player chose as the gun’s target
area. All soldiers, foe or friendly, who are cut directly by the path of
this line are considered targets of the attack. Full and partial cover
rules are still to be considered. Unwieldy
Smoke Grenade 1 12 na na Grenade, but the grenade automatically hits and target area fills
with smoke and creates a momentary full cover—but passable—
terrain piece that is 4” round and 6” tall for the entirety of this turn
and the next. Smoke between soldiers blocks line-of-sight like full
cover, but while standing within smoke, soldiers are treated as be-
ing within partial cover and may be assaulted.
Frag Grenade 2 12 2 +6 Grenade, but target does not add positive initiative modifiers to
their dodge roll for cover
Plasma Grenade 3 12 2 +5 Grenade, but target does not add positive initiative modifiers to their dodge
roll of any kind
Nerve Gas Grenade 3 12 2 na Grenade, but target does not add positive initiative modifiers to their dodge
roll of any kind; if this weapon hits, for each hit, disregard total damage and
target’s armor and immediately subtract 4 health from the target; Also for
each hit, the target loses -1 movement value for the remainder of the game,
down to a minimum value of 1.
Hunters Relics
Relic Name Cost (uc) Special Effect:
Jetpack 2 Grants +1 movement value to the soldier and the soldier ignores all terrain rules while the model moves.
Self-Destructing 3 When this soldier is eliminated from play, before removing the model, all soldiers—foe or friend—within
Gauntlet 6” of the eliminated model immediately lose 3 health value, regardless of armor.
Life Energy Capsules 2 Once per game, when executing a Down Order, the soldier regains 4 health value, up to initial maximum.
Noxious Gas Dispenser 2 Enemy soldiers who must apply damage within 6” of the soldier who bears Noxious Gas Dispenser, includ-
ing those in close combat, must apply an additional 2 damage bonus to the total taken.
Auto Targeting System 1 Once per game, before executing any ranged attack with any weapon, the soldier gains a +1 initiative
modifier to their attack roll.
STAR BREACH-
The Path
The Art of War- At the beginning of the Special Actions Phase, The Path player may choose any 4 soldiers to take special actions, instead of only 3,
and regardless of whether they are specialists, alphas, or soldiers.
Peacetime/Wartime Selector- When building a warband for The Path, the player may choose to run either a “peacetime” list or a “wartime” list. If
the player builds a peacetime list, they may only choose soldiers and specialists who are either untagged or tagged with (Peace), and the warband
alpha’s base initiative value is raised to I7. If the player builds a wartime list, they may only choose soldiers and specialists who are either untagged
or tagged (War), and the warband alpha’s base armor is raised to A4.
Soldiers
Knight of the Path (Alpha/Psychic) M7 I6 H12 A2 Cost: FREE
Primary Weapon: May take any weapon with the word “Power” in it at cost
Relics: May take any two relics at cost Psychic Abilities: All abilities from the School of Order
Alpha Skills: Psychic Prowess 1 and 2, and may take one additional skill for 3uc
Specialists
Heavy Trooper (War) M5 I4 H8 A5 Cost: 13uc
Primary Weapon: Blaster Cannon OR Rocket Launcher at cost Secondary Weapon: Blaster Pistol
Grenade: May take one Thermal Detonator Grenade at cost Relic: May take Auto Targeting System at cost
Disturbing Lack of Faith- Once per game, if either a Knight of the Dark Path or Dark Acolyte can attempt to cast a Psychic Counter and the player
chooses to do so, the counter automatically happens and the opposing psychic’s ability is countered, causing the ability to fail, and the opposing
psychic to automatically lose 4 health value, to a minimum of 1. This special counter is limited to once per game, regardless if it is enacted by either
the Knight of the Dark Path or the Dark Acolyte.
Soldiers
Knight of the Dark Path(Alpha/Psychic) M7 I6 H10 A4 Cost: FREE
Primary Weapon: May take any weapon with the word “Power” in it at cost
Relics: May take any two relics at cost Psychic Abilities: All abilities from the School of Disorder.
Alpha Skills: Ruthless Nature 1 and 2, and Psychic Prowess 1
Specialists
Dark Heavy Trooper M5 I4 H8 A5 Cost: 13uc
Primary Weapon: Blaster Cannon OR Rocket Launcher at cost Secondary Weapon: Blaster Pistol
Grenades: One Thermal Detonator Relic: May take Auto Targeting System at cost
ContInuum SyndIcate
Second Chance- When a Chronomancer, Looper or Clairvoyant reaches a health value of 0 for the first time, before being eliminated from play, the
Continuum Syndicate player rolls a D6. On a roll of 3 or less, the soldier/specialist dies and is eliminated. On a roll of 4+, the soldier is not eliminated,
but rather warps back to the present battle from the past. The soldier model is moved up to 12” on the board from their current location and their
health value is reset to 4. This soldier must execute a Down Order immediately, without the ability to use an item, and, if they have not already done
so, they cannot take a special action this turn.
Soldiers
Chronomancer (Alpha/Psychic) M7 I6 H10 A3 Cost: FREE
Primary Weapon: May take any weapon at cost Secondary Weapon: May take any weapon at cost
Grenades: May take two of any type for FREE Relics: May take any one relic for FREE
Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
Psychic Abilities: All abilities from the School of Time
Specialists
Servant AnBot M5* I3* H10 A4 Cost: 10uc
Primary Weapon: Bolt Rifle OR Subcompact Bolt Gun Relics: May take Jetpack at cost
IntergalactIc Marshals
Infamous Reputation- All enemy soldiers and specialists who are within 18” and line-of-sight of an Intergalactic Marshals’ Alpha (at any given mo-
ment within the battle) must apply a -2 initiative modifier when making attack rolls and close combat rolls against any member of the Alpha’s
warband.
Soldiers
Marshal (Alpha) M5 I5 H10 A5 Cost: FREE
Primary Weapon: May take any weapon for FREE Secondary Weapon: Razor Net
Grenades: May take two of any type for FREE Relics: May take any one relic for FREE
Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
Specialists
Robotic Hound M8 I2 H8 A2 Cost: 8uc
Primary Weapon: Claws and Teeth
Terror Cult
Abaddon’s Favor- All enemy psychic abilities must add +2 to their power levels when fighting against Terror Cultists.
*Specialists with “Specter” in the name also benefit from the Terrors of Abaddon Warband Special Rules: “Ethereal Presence” and “Soul Leech”.
Soldiers
Terror Summoner (Alpha/Psychic) M5 I5 H10 A4 Cost: FREE
Primary Weapon: May take any weapon at cost Secondary Weapon: May take any weapon at cost
Grenades: May take two of any type for FREE Relics: May take any two relics at cost
Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
Psychic Abilities: All abilities from the School of Disorder
Specialists
Specter of Horror (Unique) M5 I5 H12 A0 Cost: 12uc
Primary Weapon: Firebrands Secondary Weapon: Fire Blade
MachIne Cult
Synthetic Blessing- Once per game, the Machine Cult player may reroll for a failed psychic ability attempt.
Soldiers
Cyborg Prophet (Alpha/Psychic) M6 I5 H10 A5 Cost: FREE
Primary Weapon: May take any weapon at cost Secondary Weapon: May take any weapon at cost
Grenades: Two Plasma Grenades Relics: May take any two relics at cost
Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
Psychic Abilities: All Plasmid abilities
Specialists
Hacker (Unique/Psychic) M5 I4 H8 A2 Cost: 10uc
Primary Weapon: Pulse Rifle Secondary Weapon: Electrified Baton
Psychic Ability: Ability 1 and 4 from Plasmids Alpha Skill: Field Mechanic
*Special Note: A Big Brother or Big Sister may be equipped with a “Plasmid Glove” as a weapon. If the Plasmid Glove is equipped, the bearer be-
comes a “psychic”, giving him or her the ability to use any two Plasmid psychic abilities of the Player’s choice.
STAR BREACH-
HIve Cult
Unification- When any Hive Cult soldier or specialist wins close-combat and eliminates the enemy soldier, the Hive Cult soldier regains all of its
health value back to full.
Soldiers
Hive Apostle (Alpha/Psychic) M4(7) I4(7) H12 A4 Cost: FREE
Primary Weapon: Staff of the Marker Secondary Weapon: Acidic Saber
Grenades: May take two of any type for FREE Relics: May take any two relics at cost
Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
Psychic Abilities: All abilities from the School of Bio-Instinct
Specialists
Pure-Gene Twitcher M7 I4 H8 A3 Cost: 12uc
Primary Weapon: Acidic Scythes Secondary Weapon: Acidic Vomit
Relics: May take any one relic at cost
Secondary Weapon:
Relics:
Secondary Weapon:
Relics:
Secondary Weapon:
Relics:
Secondary Weapon:
Relics:
Secondary Weapon:
Relics:
Secondary Weapon:
Relics:
Secondary Weapon:
Relics:
Secondary Weapon:
Relics:
Walking Wounded
If a soldier’s health has dropped to the point where they only have 3 health value or less remaining—until they can be mended back
to better health—the soldier must apply -2 movement to their base profile. Also, when executing any ranged attack or fighting in
close combat, the soldier must apply a -2 initiative modifier.