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Now you need a ship! Do the same thing as before but assign the results to your ship stats:
Combat, Shields & Engines. Name your ship.
GENERAL RULE
When you arrive at a new hex, roll three dice (it helps if they are different colored). This will
tell you what is there, what you will have to fight, and what reward you'll get once the battle is
over. Sometimes you'll need to determine other options such as how many exits a hex
contains. Always note the initial three rolls. These will become part of your score as you travel
around the galaxy. All of the information on what the die rolls mean comes from the tables
included at the end of these rules.
STARTING HEX
The first hex in a Star Map always contains a Space Station. In addition Re-roll any result of 4
or higher for adversary. The first hex in a Mission Map always contains an Entrance. In
addition re-roll any result of 4 or higher for adversary.
MISSIONS
Once you have defeated the adversaries in a Star Hex and the ones (if any) guarding the
world you use the Mission Map. This time, start in the middle of the sheet instead of the edge
like you did when first beginning Hex Ranger. You will use your character to explore the
world.
Roll once for your mission objective, and once for the Mission Location.
Once you have your Mission Location, then roll three times on the appropriate Mission
Location Table to get your starting room, Adversary and Reward
A Mission is complete when either you run out of hexes to explore or you attain your mission
objective and make it back to an entrance. Remember, you have to defeat the Adversary, if
any, at the entrance before you leave. Since this is likely a previously explored hex there isn't
likely to be an Adversary and if there is it won't be very strong.
Mission Failure can occur if your character flees a Mission Location before completing it. A
character may not take on another mission until he completes the failed mission. Sometimes
is may be necessary to retreat to a Star Port or Space Station to recover.
WHAT'S THIS 1-3+1?
Sometimes you need to randomly determine the number of worlds in a Star Hex or the
number of exits in a Mission Room hex. For 1-2 roll a die, odds is 1, evens is 2. For 1-3, roll a
die, 1-2 = 1, 3-4=2 and 5-6=3. If you see a "+1" that means determine the random number
and add one to the result.
EXIT
Unlike the Star Map Mission Maps contain rooms and those rooms have a variable number of
exits to them. When you enter a Mission Hex, outline it then after you have determined the
number of exits simply make a mark across the hex border to note an exit into another
adjacent hex. Tunnels and Corridors simply are a line drawn from one side of the hex to
another.
Exits cannot enter into previously explored hexes that do not have an exit on the same
adjacent side. The number of exits includes the one in which you entered. You must try to
place as many exits as the die roll indicates. Ignore excess exits that you cannot place.
THE END?
Keep going till you finish the Star Map. If you do, your character can retire with a fat pension
or take to the stars and begin another blank Star Map. The choice is yours.
LOCATION
Empty
ADVERSARY
REWARD
Smugglers
Space Station*
Raiders
Small System
(1-2 -1 worlds)
Pirates
Large System
(1-2 worlds)
Aliens
Nebula
(1-3 worlds)
Bounty Hunter
Jump Point
(1-3 +1 worlds)
None
None
* Space Station (increase one attribute by 1 up to max each turn, check for Adversaries as per Explored Hex
rule)
WORLD TABLE
ROLL
LOCATION
Desolate
ADVERSARY
REWARD
Smugglers
Water
Raiders
Jungle
Aliens
Mission
Ice
Rogue Navy
Mission
Volcanic
Garden
None
None
MISSION TABLE
ROLL
OBJECTIVE
Place Bomb
Rescue
Find
Discover
Exterminate!*
Special**
MISSION SUBTABLE
LOCATION
RESCUE
FIND
DISCOVER
Colonists Data
Plague Cure
Alien Hive
Workers
The List
Key to Time
Derelict Ship
Civilians
Codes
Power Source
Infected Colony/Research
Facility
Alien
Dignitary
The
Doctor
New
Dimension
Pirate Base
Senator
Survivors Coordinates
Precursor Ruins
Pilot
Formula
Hidden Base
ROOM
ADVERSARY
REWARD
Mission Objective
Mining Droids
Smugglers
Alien Monster
Rogue AI
None
None
ALIEN HIVE
ROLL
1
ROOM
ADVERSARY
REWARD
Mission Objective
Soldiers
Queen
None
None
DERELICT SHIP
ROLL
1
ROOM
ADVERSARY
REWARD
Mission Objective
Plasma Leak
Hull Breach
Core Overload
None
None
ROOM
ADVERSARY
REWARD
Mission Objective
Zombies
Mutant Zombies
None
None
PIRATE BASE
ROLL
1
ROOM
ADVERSARY
REWARD
Mission Objective
Rookie Pirate
Pirate
Veteran
Cutthroat
Cyborg Captain
None
None
PRECURSOR RUINS
ROLL
1
ROOM
ADVERSARY
REWARD
Ghostly Whispers (Increase any one
Attribute by one Permanently).
Defense Gun
(Strength 3)
Robot (Strength 4)
Warbot (Strength 5)
Death Machine
(Strength 6)
Anomalous Signal: When in a Vault can be used to find a Powerful Ancient Artifact. There is
only one Anomalous Signal per Precursor Ruin.
Temple Teleport: From a Temple you can teleport to any other Temple or Entrance on the
map. You must first defeat any adversaries guarding the temple and then roll for adversaries
upon destination but remember that it is already explored so results of 3 or higher means
there is no Adversary.
POWERFUL ANCIENT ARTIFACT
ROLL
ARTIFACT
ADVERSARY
Strange Aura
Glowing Crystal
Anti-grav Belt
After clearing a room, teleport to any other explore room once per
mission.
Stunner
Multi-player
Players can explore separately or together on the same Star Hex map. When exploring
separately they are all contributing to the same map. Thus a hex explored by one is
considered explored by all. Jump points, Star Ports and Space Stations are like-wise shared.
Experience and rewards are gained independently.
When players explore the same hex on the Star Map or Mission Map together, things are only
slightly different. Each player has their own ship and character. In each hex have each player
roll for Adversary. The highest Adversary roll determines the type. Total all the Adversary dice
rolls to determine it's Strength. Experience Score is totaled as normal and each player
receives the total amount. Rewards however can only go to one player.
A useful tactic is several players will each take turns exploring the Star Hex map. When one
of them finds a Mission they can wait in that hex each turn until the others arrive. Of course,
they must also roll for an Adversary but treat it as an Explored Hex.
Star Map
Legend
+
SPACE
STATION
O
WORLD
O
EXPLORED
WORLD
O
WORLD WITH
STAR PORT
.
EXPLORED
HEX
(put dot in
center)
NEBULA
*
JUMP POINT
Mission Maps
World:
Mission:
Location:
World:
Mission:
Location:
World:
Mission:
Location:
Record Sheets
Character
NAME:
LEVEL:
Starship
NAME:
LEVEL:
BODY:
COMBAT:
MIND:
SHIELDS:
SPIRIT:
ENGINES:
SPECIAL GEAR
UPGRADES
Character
NAME:
LEVEL:
Starship
NAME:
BODY:
COMBAT:
MIND:
SHIELDS:
SPIRIT:
ENGINES:
SPECIAL GEAR
UPGRADES
LEVEL:
EXPERIENCE
STARSHIP
DICE ROLLS
EXPERIENCE