VOIDBREAK

Tactical Skirmish in the Star-Husk Frontier

SYSTEM STATUS: ACTIVE | CREW BATTLE PROTOCOL ENGAGED

SYSTEM BRIEFING

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.

What You Need

  • A handful of miniatures (3-6 per crew)
  • D6 dice (at least 10)
  • A 3x3 ft battlefield with terrain
  • Tokens for objectives and status effects
  • Measuring tape or ruler

Game Overview

Crew Size
3-6
Build Points
100
Game Time
60-90 min
Players
1-4

Game Modes

  • Solo: Face AI-controlled enemies alone
  • Co-op: Team up with friends against the darkness
  • Game mastered: Play with a GM controlling the narrative and enemies
  • Campaign: Progress through interconnected missions

[ CORE SYSTEMS ]

Unit Statistics

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)

Turn Structure

ACTIVATION PHASE - Player Turn
  1. Choose one of your crew members to activate
  2. Use their Action Points (usually 2 AP)
  3. Perform actions (Move, Shoot, Melee, etc.)
  4. Repeat until all crew activated
ENEMY PHASE - AI Turn
  1. Activate all enemy units following AI behavior rules
  2. Enemies use their actions automatically
  3. Follow priority system (Move Shoot Melee)
END PHASE - Cleanup
  • Resolve status effects (Burn, Bleed, Stun)
  • Check morale if needed
  • Remove markers and tokens
  • Start new round

Actions (1 AP Each). Each action can be done only once per turn.

  • Move: Move up to your M distance
  • Shoot: Make a ranged attack
  • Melee: Attack in base contact
  • Interact: Use objective, open door, etc.
  • Dash: Move again (second move action)
  • Overwatch: Prepare a reaction shot

[ COMBAT PROTOCOLS ]

Ranged Combat

  1. Check Range: Measure distance to target
  2. Line of Sight: Must have clear view
  3. Roll to Hit: Roll SH dice, need 5+ to hit
  4. Apply Cover: Target in cover gets -1d6 from attacker
  5. Roll Saves: Target rolls defense dice (if any)
  6. Apply Wounds: Each unsaved hit = 1 Wound
COVER MECHANICS: Units in cover force attackers to roll -1d6 when shooting. Always seek cover!

Melee Combat

  1. Base Contact: Must be touching the enemy
  2. Roll to Hit: Roll ME dice, need 5+ to hit
  3. Roll Saves: Target rolls defense dice (if any)
  4. Apply Wounds: Each unsaved hit = 1 Wound

Critical Hits

When you roll a natural 6 to hit, it's a CRITICAL HIT

  • Cannot be saved
  • May trigger special weapon effects
  • Some weapons cause status effects on crits

Status Effects

BURN

At End Phase: Take 1 automatic wound. 1AP to extinguish.

BLEED

At End Phase: Test MOR. If failed, take 1 wound.

STUN

Lose 1 AP next activation. Removed after effect applied.

FEAR

Test MOR, if not passed, 2 full moves away.

Morale Tests

When forced to test morale, roll 2d6:

  • Result ≥ MOR: Pass - continue fighting
  • Result < MOR: Fail - unit panics or flees

When to test:

  • First time seeing a horrifying enemy
  • Ally eliminated nearby
  • Crew reduced to half strength
  • Special enemy abilities

[ ARMORY DATABASE ]

Building Your Crew

Each crew member has 100 points to spend on:

  • 1 Primary Weapon
  • 1 Sidearm (optional)
  • Up to 3 Gear items

Ranged Weapons

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

Melee Weapons

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

Protective Gear

Item Effect Points
Light Armor +1 W 25
Heavy Armor +2 W, -1" M 45
Shield +1d6 save in melee 20

Utility Gear

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

[ FACTION INTEL ]

IRON HOUNDS - Frontier Mercenaries

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 Stats

Unit M AP ME SH W MOR DEF
War Leader 4" 3 3d6 +1d6 ROF 6 3+ 3d6

Faction Gear

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
ALPHA CENTAURI EXPEDITIONARIES - Spec-Ops Soldiers

Optimized squads with mission-flexible tools. Gear prioritizes efficiency and control.

Unit Stats

Unit M AP ME SH W MOR DEF
Captain 5" 3 3d6 - 5 4+ 3d6

Faction Gear

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
RED HELIX - Gene-Spliced Rummagers

Biological terror. Gear mutates stats mid-round or infects enemies.

Unit Stats

Unit M AP ME SH W MOR DEF
Alpha Mutant 3" 3 4d6 - 7 4+ 3d6

Faction Gear

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
OBSIDIAN CREED - Religious Psy-Fanatics

Ritualistic, aura-powered, and cruel. Morale manipulation and proximity denial.

Unit Stats

Unit M AP ME SH W MOR DEF
Cult Leader 4" 4 3d6 - 5 4+ 3d6

Faction Gear

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
RECLAIMER TROUPE - Synthetic Machine-Hunters

Precision-focused. Gear breaks enemy tech, enhances reactivity, punishes momentum.

Unit Stats

Unit M AP ME SH W MOR DEF
Command Unit 4" 3 3d6 - 6 5+ 4d6

Faction Gear

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

[ THREAT ASSESSMENT ]

AI Behavior Logic

PRIORITY SYSTEM:
  1. Move into range seeking cover
  2. Shoot at target if in range
  3. Melee if unable to shoot

Target Acquisition

Enemies prioritize units with:

  • Lowest remaining W
  • Active objective interaction
  • Highest threat score (DMG output)
RUMMAGER MERCENARIES

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+
MILITARY SECURITY

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

MUTATED BIO-FORMS

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

PSYCHIC WRAITHS

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"

[ MISSION PROTOCOLS ]

Standard Mission Setup

  • Map: 3x3 ft for 28mm, 2x2 ft for smaller scales
  • Terrain: 33% coverage minimum (walls, barricades, scatter)
  • Enemy Count: 5 + (Player Count × 2)
  • Deployment: Players in one corner, enemies in opposite corners

Enemy Composition

Leader
1
Specialists
2
Standard
Rest

Quick Mission Generator

STANDARD SETUP

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)

ENEMY COMPOSITION

Total Count: 5 + (Player Count × 2)

Enemy Type: Roll 1d6 to determine faction:

  • 1-2: Rummager Mercenaries
  • 3-4: Military Security
  • 5: Mutated Bio-Forms
  • 6: Psychic Wraiths

Unit Breakdown:

  • 1st unit: Specialist
  • 2nd unit: Specialist
  • 3rd unit: Leader
  • 4th unit: Specialist
  • Rest: Standard troops
  • For every 4 player units, add another set (2 Specialists + 1 Leader)

DEPLOYMENT

Crew: Deploy in one chosen corner (6"×6" square)

Enemies: Deploy on opposite corners as evenly as possible

  • Divide Specialists between all other corners
  • Place Leader directly opposite player corner
  • Distribute Standard troops evenly

Mission Objectives (Roll 1d6)

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)

[ ECHOES IN THE BLACK CORE ]

Solo/Co-op Campaign - 6 Missions

Campaign Rules

  • Crew persists between missions
  • Injuries may be permanent
  • Earn upgrades and relics
  • Unlock legendary gear after completion

Post-Mission Injuries

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.

Post-Mission Relic Discovery (D12)

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

Campaign Setup & Deployment

MAP SETUP

  • Size: 3×3 ft (28mm scale) or 2×2 ft (smaller scales)
  • Terrain: Walls, barricades, scatter terrain covering 33% minimum
  • Loot Tokens: 6 tokens evenly spaced (10" from corners, 6" apart)

ENEMY COUNT

Formula: 5 + (Player Count × 2) = Total Enemies

Composition:

  • 1st unit: Specialist
  • 2nd unit: Specialist
  • 3rd unit: Leader
  • 4th unit: Specialist
  • Rest: Standard troops

For every 4 player units, add another set (2 Specialists + 1 Leader)

STANDARD DEPLOYMENT

  • Crew: Deploy in one chosen corner (6"×6" square)
  • Enemies: Deploy on opposite corners as evenly as possible
  • Specialists: Divide between corners
  • Leader: Place directly opposite player corner

Campaign Mission List

MISSION 1: Ghost Deck Recon

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:

  • Middle of each quarter (not player's)
  • Center of map

Revealing Tokens: When in sight, roll 1d6:

  • 1-4: Enemy present (reveal group)
  • 5-6: Decoy token

Enemy Reaction (when revealed):

  1. Move to closest cover or out of sight
  2. If unable to hide, shoot (hits only on 6)
  3. If no ranged weapon, move toward closest unit

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)

MISSION 2: Salvage Shard Retrieval

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:

  • +1d6 SH
  • +1d6 ME
  • +1 W
  • +1 MOR

Failure Penalty: Enemy upgrades gear (spawn +2 Specialists next mission)

MISSION 3: Containment Breach Protocol

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)

MISSION 4: Echo Pulse Investigation

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:

  • Within 3" of token: Test MOR 8+ to investigate
  • One token (marked secretly) is the TRUE signal
  • Others are false echoes

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)

MISSION 5: Smuggler's Run

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!

MISSION 6: Black Core Interface

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:

  • Start: 4 Standard enemies + Player count (spawn from random corners: 1d6: 1-4 = that corner, 5-6 = player's choice)
  • Every End Phase: Spawn 1 Specialist + 2 Standard enemies from random corner

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:

  • Leave with corrupted knowledge: Unlock LINKED DIVE (next campaign)
  • Purge system successfully: Campaign complete

Failure: Oblivion... crew is lost

LINKED DIVE PROTOCOL

After completing campaign, start new campaign with:

  • Keep 1 Legendary Gear
  • +2 Specialists per mission
  • Improve two attributes