Tactical Skirmish in the Star-Husk Frontier
SYSTEM STATUS: ACTIVE | CREW BATTLE PROTOCOL ENGAGED
A gritty sci-fi miniatures wargame where Crews battle across derelict space stations and cursed starwrecks
MISSION PARAMETERS: VOIDBREAK is a tactical skirmish game of small-scale firefights, environmental hazards, and desperate survival in the dark corners of deep space.
Every crew member has the following stats:
| Stat | Abbr | Description |
|---|---|---|
| Movement | M | Distance in inches the unit can move |
| Action Points | AP | Number of actions per activation (usually 2) |
| Melee | ME | Dice rolled for close combat (e.g., 3d6) |
| Shooting | SH | Dice rolled for ranged attacks (e.g., 2d6) |
| Wounds | W | How much damage before elimination |
| Morale | MOR | Target number (e.g., 5+) used for morale tests |
| Defense | DEF | Defense dice rolled for saves (e.g., 3d6) |
When you roll a natural 6 to hit, it's a CRITICAL HIT
At End Phase: Take 1 automatic wound. 1AP to extinguish.
At End Phase: Test MOR. If failed, take 1 wound.
Lose 1 AP next activation. Removed after effect applied.
Test MOR, if not passed, 2 full moves away.
When forced to test morale, roll 2d6:
When to test:
Each crew member has 100 points to spend on:
| Weapon | Range | Damage | Special | Points |
|---|---|---|---|---|
| Auto Rifle | 18" | 1 | 3d6 ROF | 25 |
| Shotgun | 12" | 2 | 4d6 ROF | 25 |
| Sniper Rifle | 30" | 2 | 2d6 ROF, -1 AP | 35 |
| SMG | 14" | 1 | 4d6 ROF | 25 |
| Heavy Bolter | 24" | 2 | 4d6 ROF, -1 AP | 45 |
| Plasma Rifle | 20" | 2 | Burn on crit | 40 |
| Weapon | Damage | Special | Points |
|---|---|---|---|
| Combat Knife | 1 | Basic melee | 10 |
| Power Sword | 2 | Ignores 1 save | 25 |
| Mace | 1 | Stun on crit | 20 |
| Chain Blade | 2 | Bleed on crit | 30 |
| Item | Effect | Points |
|---|---|---|
| Light Armor | +1 W | 25 |
| Heavy Armor | +2 W, -1" M | 45 |
| Shield | +1d6 save in melee | 20 |
| Item | Effect | Points |
|---|---|---|
| Basic Medkit | Heal 1 W (1 use) | 10 |
| Advanced Medkit | Heal 2 W or revive (1 use) | 25 |
| Frag Grenade | 12" range, 2" blast, 1 DMG | 15 |
| Smoke Grenade | Obscure 4" area | 10 |
| Motion Scanner | Detect hidden enemies 12" | 20 |
| Ripcoil | Pull unit 4" closer | 15 |
Hardboiled mercs from many military branches, with coordinated tactics and unrelenting use of force on their side. Tactical pragmatists - gear is rugged, modular, and geared for ambushes and overwatch.
| Unit | M | AP | ME | SH | W | MOR | DEF |
|---|---|---|---|---|---|---|---|
| War Leader | 4" | 3 | 3d6 | +1d6 ROF | 6 | 3+ | 3d6 |
| Item | Type | Effect | Points |
|---|---|---|---|
| Marksman Scope | Upgrade | +6" Range, +1d6 ROF to weapon | 15 |
| Reactive Plating | Armor | Ignore 1 wound per round | 20 |
| Scout Claymores | Trap | 2 DMG blast when enemy within 2" | 20 |
| TacNet Uplink | Support | +1 MOR | 15 |
| Heavy Bolt Rifle | Weapon | 20" range, 2 DMG, 3d6 ROF | 30 |
Optimized squads with mission-flexible tools. Gear prioritizes efficiency and control.
| Unit | M | AP | ME | SH | W | MOR | DEF |
|---|---|---|---|---|---|---|---|
| Captain | 5" | 3 | 3d6 | - | 5 | 4+ | 3d6 |
| Item | Type | Effect | Points |
|---|---|---|---|
| Tactical AI Chip | Upgrade | +2 M, -1 MOR | 25 |
| Beacon Drone | Utility | Swap with ally 6" (1/turn) | 25 |
| Fusion Cutter | Melee | 3 DMG | 30 |
| Thermal Grenade | Ranged | 4" AOE, 1 DMG, Burn | 15 |
Biological terror. Gear mutates stats mid-round or infects enemies.
| Unit | M | AP | ME | SH | W | MOR | DEF |
|---|---|---|---|---|---|---|---|
| Alpha Mutant | 3" | 3 | 4d6 | - | 7 | 4+ | 3d6 |
| Item | Type | Effect | Points |
|---|---|---|---|
| Bone-Tether Whip | Melee | 2" Reach, 1 DMG, entangle on 5+ | 15 |
| Flesh Gland Injector | Passive | +1 M or +1d6 ME (1/mission) | 20 |
| Chitin Spitter | Weapon | 16", 1 DMG, Bleed on crit | 20 |
| Molting Carapace | Armor | +1d6 save, heal 1W on success | 15 |
Ritualistic, aura-powered, and cruel. Morale manipulation and proximity denial.
| Unit | M | AP | ME | SH | W | MOR | DEF |
|---|---|---|---|---|---|---|---|
| Cult Leader | 4" | 4 | 3d6 | - | 5 | 4+ | 3d6 |
| Item | Type | Effect | Points |
|---|---|---|---|
| Blessed Blade | Melee | 1 DMG, Bleed on crit | 20 |
| Toxin Censer | Aura | Enemies 3" suffer -1 Save | 20 |
| Bloodletting Icon | Upgrade | Allies 8" gain +1d6 ME | 15 |
| Mind-Flay | Upgrade | Test MOR 12", fail = 2 DMG | 30 |
Precision-focused. Gear breaks enemy tech, enhances reactivity, punishes momentum.
| Unit | M | AP | ME | SH | W | MOR | DEF |
|---|---|---|---|---|---|---|---|
| Command Unit | 4" | 3 | 3d6 | - | 6 | 5+ | 4d6 |
| Item | Type | Effect | Points |
|---|---|---|---|
| EMP Bolter | Ranged | 14", 1 DMG, Stun on crit | 25 |
| Neural Dampener | Upgrade | Immune to Stun and Fear | 15 |
| Adaptive Camo | Passive | Count as in cover if stationary | 20 |
| Data Spike Blade | Melee | 1 DMG, crit = no activation | 20 |
Enemies prioritize units with:
Hit-and-run saboteurs. Vent-borne killers.
| Unit | M | AP | ME | SH | W | MOR |
|---|---|---|---|---|---|---|
| Tunnel Rat | 5" | 2 | 3d6 | 3d6 - 12" | 3 | 4+ |
| Saboteur | 5" | 2 | 3d6 | 3d6 - 12" | 3 | 4+ |
| Scrapgunner | 4" | 3 | 4d6 | 2d6 - 12" | 4 | 3+ |
Disciplined suppressors. Mid-range fire teams.
| Unit | M | AP | ME | SH | W | MOR |
|---|---|---|---|---|---|---|
| Grunt | 5" | 2 | 3d6 | 2d6 - 12" | 3 | 3+ |
| Suppression Trooper | 5" | 3 | 3d6 | 2d6 - 12" | 4 | 3+ |
| Enforcer Captain | 5" | 3 | 3d6 | 3d6 - 12" | 5 | 3+ |
Special: Reroll failed saves in cover
Toxic berserkers. Fleshcrafted horrors.
| Unit | M | AP | ME | SH | W | MOR |
|---|---|---|---|---|---|---|
| Spitter | 6" | 2 | 3d6 | 3d6 - 8" | 4 | 2 |
| Gorespike Brute | 5" | 2 | 2d6 | - | 5 | 4+ |
| Reaper Host | 5" | 2 | 3d6 | - | 5 | 3+ |
Special: Cause Fear tests in 6", explode on death
Mindbreakers. Warp-touched monstrosities.
| Unit | M | AP | ME | SH | W | MOR |
|---|---|---|---|---|---|---|
| Phantom Stalker | 7" | 2 | 3d6 | - | 2 | 4 |
| Wailing Mind | 5" | 2 | - | 4d6 - 12" | 3 | 3+ |
| Void Revenant | 6" | 3 | 3d6 | 3d6 - 12" | 5 | 2+ |
Special: Teleport blink, -1 MOR aura 6"
Map: 3×3 ft (28mm) or 2×2 ft (smaller scales)
Terrain: Walls, barricades, scatter terrain (33% coverage minimum)
Loot Tokens: 6 tokens evenly spaced (10" from corners, 6" apart)
Total Count: 5 + (Player Count × 2)
Enemy Type: Roll 1d6 to determine faction:
Unit Breakdown:
Crew: Deploy in one chosen corner (6"×6" square)
Enemies: Deploy on opposite corners as evenly as possible
| D6 | Objective | Setup & Special Rules | Victory |
|---|---|---|---|
| 1 | Eliminate All | Standard deployment. No extraction until all enemies eliminated. | All enemies dead by round 6 |
| 2 | Salvage Recovery | Place 2 salvage tokens (divide map in halves, 1 token in center of each half). Secure with 1 AP within 2". Extract to opposite corner (all crew within 6"). Ambush: On token pickup, roll 1d6: 3+ spawns 3 Standard enemies in random corner. | Both tokens secured and crew extracted |
| 3 | Seal Vents | Place 4-6 vent markers. Seal with 1 AP within 2". Burn Hazard: Units within 6" of unsealed vent test MOR 8+ or suffer Burn at End Phase. | All vents sealed before round 6 |
| 4 | Data Extraction | Place 4 signal tokens (1 per map quarter, 1 marked differently). Investigate with MOR 8+ within 3". Interference: All crew suffer -1 MOR. Discover true signal, then extract to deployment corner. | True signal found and crew extracted |
| 5 | Timed Raid | Place 1 cache token in opposite quarter. Secure with 1 AP within 2". Time Limit: Must complete in 4 rounds. Extract to deployment corner with cache. | Cache secured and crew extracted by round 6 |
| 6 | Hold Position | Crew deploys in center (not corners). Waves: Start with 4 + player count Standard enemies. Every End Phase, spawn 1 Specialist + 2 Standard from random corners (roll 1d6: 1-4 = that corner, 5-6 = player choice). | Survive 6 rounds in center zone (6" radius) |
Solo/Co-op Campaign - 6 Missions
If eliminated, roll 1d6 + current injuries:
| Roll | Result |
|---|---|
| 1 | Grave Injury: Death (use Advanced Medkit to prevent) |
| 2 | Torso Injury: -1 W |
| 3 | Leg Injury: -2" M |
| 4 | Arm Injury: -1 ME |
| 5 | Hand Injury: -1 SH |
| 6+ | Just Scratched: Full recovery! You got lucky. |
Roll 1d12 after completing a mission with a relic or tech salvage objective:
| Roll | Relic Name | Type | Effect |
|---|---|---|---|
| 1 | Core-Eater Lens | Implant | Reroll 1 SH roll |
| 2 | Whispered Circuit | Utility | Allows one free MOR reroll per mission |
| 3 | Mark of the Skulled Sun | Passive | Units within 3" gain +1 ME, including user |
| 4 | Fractured Divekey | Key Item | Reroll once per game loot roll |
| 5 | Voidscale Shard | Armor Upgrade | Grants +1 Save vs ranged attacks |
| 6 | Echo-Fused Blade | Melee Weapon | Dmg 2, re-roll 1s to hit |
| 7 | Chrono-Wound Beacon | Utility | 1 AP Once per game: skip enemy turn phase |
| 8 | Neural Prism | Utility | 1AP Mental Warp ability (swap with ally within 6") |
| 9 | Archived Memory Node | Lore Item | Reroll failed MOR rolls once |
| 10 | Obsidian Seed | Implant | +1 Wound permanently |
| 11 | Vaportrail Gauntlets | Gear | +1 ME permanently |
| 12 | Whisperhelm | Headgear | Unit ignores Fear and MOR decay effects |
Formula: 5 + (Player Count × 2) = Total Enemies
Composition:
For every 4 player units, add another set (2 Specialists + 1 Leader)
Objective: Explore silent corridors & detect early opposition activity. Eliminate all enemies by turn 6.
Enemies (1d6): 1-4 = Rummagers, 5-6 = Military Security
Deployment: Crew deploys in chosen corner (6"x6"). Enemies use token deployment (see below).
SPECIAL RULE: FOG OF WAR
6 enemy tokens placed face down. 2 are decoys.
Token Placement: Divide map into quarters. Place tokens at:
Revealing Tokens: When in sight, roll 1d6:
Enemy Reaction (when revealed):
End Phase: Reveal 1 token automatically. Tokens move D10 inches in direction die points.
Victory: Eliminate all enemies by turn 6.
Reward (Success): Roll 1d12 on Relic Discovery table + 3d10 gear rolls
Failure Penalty: Enemy reroutes systems (spawn +2 Standard enemies next mission)
Objective: Secure 2 salvage tokens and extract before reinforcements arrive
Enemies (1d6): 1-3 = Rummagers, 4-6 = Military Security
Deployment: Standard (Crew in 6"x6" corner, enemies on opposite corners)
SETUP
Salvage Tokens: Divide map in two halves. Place 1 token in middle of each half.
Extraction: All remaining crew must be within 6" of opposite corner to extract with tokens.
Special Rule - Ambush: One salvage may be trapped. When picked up, roll 1d6. On 3+, spawn 3 enemies on random corner.
Victory: Secure both tokens and extract all crew to opposite corner.
Reward (Success): Choose ONE permanent upgrade:
Failure Penalty: Enemy upgrades gear (spawn +2 Specialists next mission)
Objective: Seal toxic vents before crew is overwhelmed
Enemies (1d6): 1-2 = Military Security, 3-6 = Mutated Bioforms
Deployment: Standard (Crew in 6"x6" corner, enemies on opposite corners)
HAZARD: TOXIC VENTS
Setup: Place vent markers across the battlefield (4-6 vents recommended).
Sealing Vents: Within 2" of vent, use 1 AP to seal it.
Burn Hazard: Any unit ending turn within 6" of unsealed vent must test MOR 8+ or gain Burn status.
Victory: Seal all vents and survive.
Reward (Success): Supply drop - 50 pts to spend on Gear or Weapons
Failure Penalty: Enemy salvages tech (spawn +2 Specialists next mission)
Objective: Locate source of anomalous psychic signals before crew goes mad
Enemies (1d6): 1-2 = Rummagers, 3-6 = Psychic Wraiths
Deployment: Standard (Crew in 6"x6" corner, enemies on opposite corners)
SPECIAL RULE: MORALE DEGRADATION
All crew suffer -1 MOR throughout mission
Setup: Divide map into quarters. Place 1 signal token in middle of each quarter (except player's). Place 4th token in center of map.
Investigating Tokens:
Extraction: When true signal discovered, test MOR. If successful, extract from deployment corner to win.
Victory: Find true signal and extract crew
Reward (Success): Roll 1d12 on Relic Discovery + 3d10 gear rolls + 60 pts to spend
Failure Penalty: Psychic scars (-1 MOR permanently to all crew)
Objective: Secure illegal gear cache in under 4 rounds - timed mission!
Enemies (1d6): 1-5 = Rummagers, 6 = Military Security
Deployment: Standard (Crew in 6"x6" corner, enemies on opposite corners)
TIME LIMIT: 4 ROUNDS ONLY
Setup: Place cache token in opposite quarter from player deployment.
Securing Cache: Within 2" of token, use 1 AP to grab illegal gear cache.
Extraction: Return to player's deployment corner to successfully extract with cache.
Must complete objective by end of round 4 or FAIL!
Victory: Secure cache and extract within 4 rounds
Reward (Success): Choose: 2d10 random gear rolls OR 50 pts to spend post-mission
Failure Penalty: No rewards for you!
Objective: Hold the interface zone for 6 rounds - FINAL MISSION
Enemies (1d6): 1-2 = Military Security, 3-6 = Psychic Wraiths
SPECIAL DEPLOYMENT: CENTER START
Crew Deployment: All crew start at CENTER of map (interface zone)
Enemy Spawning:
TWIST - AI ECHO CLONE (Round 3):
AI duplicate of crew member with highest MOR appears (if tied, randomize). Uses same stats and gear as original!
Victory Condition: Hold center for 6 full rounds
Reward (Success): Campaign completion! Choose:
Failure: Oblivion... crew is lost
After completing campaign, start new campaign with: