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Convention Giveaway 2007

Tabletop Miniatures Game by Marc Anderson


Copyright 2007 Rattrap Productions LLC. No part of this document may be reproduced without permission

Dice and Mechanics of the Game


Fantastic Worlds uses ten sided dice (d10) for all combat resolution and stat tests. There are two basic types of rolls that will be required. Opposed Die Roll Both players roll a d10 and add it to the relevant stat (plus modifiers). It is not necessary to roll a 10, the only goal is to beat the other players score. Unopposed Die Roll or Roll against Stat. The player rolls a d10 and adds it to a relevant stat to see if he is successful at a task. The goal is to equal or exceed a score of 10.

Stat Line
All tests for characters will be made off their stat line. Each stat is tied to a specific hit location. Wounds to that location result in the stats tied to that location changing. For example a character shot in the chest would lose points in both brawn (BW) and guts (GT). Below are all the relevant stats in the game, their abbreviations, and descriptions. Brains (BR) Tests the players ability to think and solve problems. Brawn (BW) Used to determine tests of physical strength, as well as damage in close combat Guts (GT) Used for tests of bravery. All psychological tests (panic, fear, etc.) are tested on this stat Ray Gun (RG) is the characters skill with shooting or throwing Blade (BD) measures the characters ability in close combat Dodge (DG) measures the characters reflexes Speed (SP) is how fast the character moves Defensive Rating (DR) is the ability of a body location to resist damage. The higher the Defensive Rating, the more difficult it is to inflict a wound Weapon Strength (WS) is the amount of damage a weapon inflicts. The higher the Weapon Strength, the better the chance to cause a wound

Initiative and Turn Sequence


Both players roll a d10 at the beginning of each turn. The player who rolls the highest has initiative. Then, starting with the model with the highest DG score, the players take turns moving their models. The player who wins initiative will always have one of their models act first at each DG level.

List of Actions
A model may make only one action each turn. Move - This is the normal movement of the model as reflected by his SP score. A movement of the full SP score is considered running. Jump - This is assumed to be a running jump. All models can jump up to 1 for each point of BW. A model can gain an extra 1 of distance by successfully making an unopposed BW roll (BW + d10 = 10 or greater) Climb - Models climb at 2 per action. For each climb action the model must add its BW and DG scores to the result of a d10 roll. If the score is a 10 or greater, the climb is successful. If not, the model falls. Models take a hit of 1 WS for each 2 distance they fall. The hit location is random. Shoot - This is the normal shot taken by models. There is no modifier to hit. Move/Jump & Shoot - Models may fire a weapon at any point during a movement. The shot has a -5 to hit modifier. Models with two handed ranged weapons may only move half their normal move and take a shot. Charge - Models gain a +2 to their BD score when they charge into hand to hand. A model must move at least 2 to be considered a Charge. Close Combat - This is a normal hand to hand attack. There is no modifier to hit Use Ability - This action refers to anything unrelated to the actions already listed, such as attempting to repair equipment, or use special abilities. Stand - Models that have either gone Prone previously or knocked off their feet can take an action to stand. Standing Models may shoot with the same -5 to hit as they would get from a Move & Shoot action.

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Hero Points
At the beginning of the game, each player gets Hero Points. During the course of the game, players may use the points to change their die rolls. A player can move any die roll up or down by as many points as they have remaining ( the one exception being the location of a shot; hits cannot be moved from one part of the body to another using hero points). Players can only change their die rolls; they cannot change an opponents die roll. For 2 points a player can re-roll a die. Players must abide by the results of the second roll. If both players wish to use hero points on the same action, the attacking player announces it, then notes how many they wish to use secretly (on paper, with a d6, etc.). The opposing player does the same. Both then add their points to their scores as normal. Hero Points and Measurements Hero Points can be used to affect a measurement. For example, a player can add 1 to the range of their weapon for each Hero Point expended, or can add 1 to a Jump or Move action for each Hero Point expended (the addition of this 1 or more does not necessitate a BW test). Hero Points and Combat For each point expended a player can increase the damage of a weapon or the defensive value for a specific location. If Hero Points are used to increase a weapon strength or defensive value, the points must be added before location is rolled. If both players wish to add points during the same action, then both should note how many they wish to use secretly (on paper, with a d6, etc.) and reveal them at the same time.

Combat
Combat is broken down into two categories. Ranged Combat (anything from firing a weapon to throwing a chair at an opponent) and Close Combat (Swords, knives, clubs, etc). Ranged Combat To hit a target with a ranged weapon a character rolls an opposed die roll. The attackers RG score (plus / minus and modifiers) + d10 versus the targets DG score +d10. If the attackers score is higher then the hit is successful. If the defenders score is higher, it is not. If the scores are equal the attacker failed to hit, but the target must make a GT check as if he was or suffer panic. Cover Any model even partially obscured by terrain are at a -2 to be hit. If the model is in base to base contact with any obscuring terrain he also receives +2 to his DR for all locations except his head. Close Combat Resolve Close Combat by comparing the BD score of the attacker ( plus/minus any modifiers ) plus a D10 to the BD score of the defender (plus/minus any modifiers) plus a d10. If the attackers score is greater than the defenders score the attack is successful. If the attackers score is equal to or less than the defender the attack failed Combat Outcomes Damage from Combat When a model is hit in combat, the attacker roles a d10 to determine the location hit. The Weapon Strength (WS) is compared to the Defensive Rating (DR) of the wound location.. If the WS is equal to or greater than the DR, one box is checked off in that location. If the DR is greater than the WS then the defender roles a d10 and adds the difference between the DR and the WS. If the result is 10 or more the wound is prevented. If the WS is twice the DR, then two boxes are crossed off. If the WS of the attack is three times the DR, then three boxes are crossed off. Panic Each time a model is wounded in combat it must take a Guts (GT) test. Models that fail a GT test from being wounded will flee from combat. For its next action the model must move towards its entry zone (or a predetermined exit point). It must use its full SP in the direction of the exit zone, but can take advantage of cover to cower or avoid being shot at. At the beginning of the following turn, the model must pass a GT test or continue fleeing for the remainder of that turn as well. This is repeated every turn, or until the model passes the GT test and rallies itself.

Character Stat Chart


Location Character sheets are broken down into hit locations. While most characters have four areas that can be wounded (Head, Body, Arms, Legs) certain characters may have more (Wings or a Tail). When a model is hit in Ranged or Close Combat the attacking player rolls a d10 to determine the hit location. The number in parenthesis beside the Location is the die roll needed to hit that location. Base This is the starting value for each of the models stats. These are determined by the starting archetype of the character. This number is never changed and reflect the models attribute level before skills are added. Stats are tied to specific hit locations and the stats decline as wounds are taken to that location. For example, the Blade (BD) score is tied to the Arms location. The more wounds a model takes in the arms, the lower his BD score becomes.

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Defensive Rating DR refers to the defensive rating of each location. Certain archetypes can change the values for different locations by adding armor. This could represent anything from space age armor to a simple shield. Wound Location As each location takes a wound, the player crosses off one or more boxes from the Wound line for the location hit, starting with the first white box. When the final box with a stat in it is crossed off the model suffers the effects shown in the last box. A location with all stat boxes crossed off can still take hits, though there are no additional effects. Grade 3 and Grade 2 characters that lose their last head or body wound are knocked unconscious. Grade 1 models that are take a wound in the head or body are killed. Models that cross off all their arm boxes can no longer carry items or attack in close or ranged combat. Models that lose their last Legs box can only crawl at the rate of 1 every other turn, and may not engage in close or ranged combat during any turn in which they move.

Countdown to Peace
Princess Mira turned and looked back at Ingram before she climbed into the rocketship, Thank you, Commander. Star Commander Grif Ingram looked back at her and thought about the events of the last two days. The young couples profession of love had shaken both royal families. The feud between the two planets had gone on for generations, and neither was going to give up the fight. It would take something like this, a marraige between the two families to end hostilities once and for all. Ingram knew immediately what he had to do. Dont thank me. You two kids, youre the heroes. Ingram replied, Now get out of here. Your fathers men will be here shortly, and we still have work to do
The Scenario

Star Commander Grif Ingram has helped the Emporers daugher, Princess Mira escape the castle and now she is on board the rocketship of her true love, Sarren of Tulan, on her way to a marraige that Stone believes may end the war on both planets. The outraged Emperor has sent his best men to stop the ship from leaving and Ingram must still release the graviton bolts that lock the ship down.
The Table

The game is played on a 2x2 board. In the center of the board is a rocketship prepared for take off. A 12 circle around the rocket should be clear of any scenery. The rest of the board can be covered with any type scenery you care to use. Buildings, trees or rocks will work.
The Set up

The Star Command player must set his models up within 3 of the rocket. The Emporer and his men will come on the board on the first turn on a randomly determined board edge. All of the Emporers men must enter on the same board edge.
Characters

Star Command begins with Commander Grif Ingram, Scientist Lorenzo Nix, and two Space Cadets. The Palace Guard begins the game with Emporer Grimm, Captain of the Guard Tobias Gray and a Palace Guard.
Victory Conditions

Grif and his men must find the graviton rays and turn them off for the ship to depart. To win, at least 3 of the 4 rays must be turned off by the end of the 10th turn.
Encounter Markers

There will be 12 encounter markers for the scenario. Four of the markers are the Graviton Ray Emittors. Separate those from the deck then shuffle the remaining 8 cards. Divide the 8 cards into 4 decks then place one of the Graviton Ray cards in each deck. Reshuffle and place one deck at each corner of the board. When placing encounter markers be sure to place 3 markers in each quadrant of the board. Use common playing cards numbering from 3 to Ace.

Jack - Ace: These 4 cards are Graviton Ray Emittors. To turn them off, Star Command must first pass a BR (Brain) test. Once off, they can be turned back on by the Emporers men in the same fashion. 10 - A Glimpse of Hope. The model that discovers this encounter catches a glimpse of Princess Mira through a porthole in the rocketship. He is awash with a new sense of purpose. He receives one bonus Hero Point. 9 - Artillery Blast. A massive ray blast from an orbiting Tulan rocketship rocks the area. Every model on the board must make a DG test or be placed prone.

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8 & 7 - Sponge moss patch: A patch of the super springy Sponge Moss. Models may use this to leap great distances. A model may leap his BW (Brawn) x 3 inches. When jumping vertical, the model must measure the horizontal and vertical distances to where he wants to jump to get the total. A building 4 tall and 4 away would require an 8 jump. When making a horizontal leap, 1/3 of the distance the model is able to jump must be used for the arc. Therefore a model with a BW of 4 would have a leap of 12, but could only move 8 (4 being the vertical arc).

Characters
Name:
Head (1) Torso (2-4) Arms (5-7) Legs (8-10)

Star Commander Grif Ingram


Base Brain=3 Brawn=3 Guts=8 Ray Gun=4 Blade=4 Dodge=3 Speed=5 DR 6 6 4 4 BR=3 BW=3 GT=8 RG= 5 BD=6 DG=3 SP=5 BR=1 BW=3 GT=8 RG=4 BD=5 DG=3 SP=4

Class: Star Commander


Wound Level Unconscious BW=2 GT=7 RG=3 BD=5 DG=2 SP=3 BW=1 GT=6 RG=3 BD=4 DG=2 SP=2

(Grade 3)

Location (Die Roll)

Unconscious RG=2 BD=3 DG=1 SP=1 No attacks Cannot carry Crawl Only

Pugilist (+X) - Models with this ability are trained in some form of boxing. They add +1 to their BD score when attacking without a weapon. Their attack unarmed as if they are using a club, but do not get the +1 range that a club provides. This skill can not be taken in conjunction with Martial Arts. (The modifiers from this attribute have already been built into the character) Sharpshooter - Models with this ability get +1 to their RG score. (The modifiers from this attribute have already been built into the character)

Skills:
Weapon
Fist

Pugilist +2, Sharpshooter, Force of Will, Savvy


Close Combat
Range TH WS Range
-4

Short
TH
-0

Medium
WS
-10

Long
WS
-10

Range
-8

TH
--1

Range
--

TH
--

WS
--

Force of Will - A model with this ability has learned to force itself to do things that would normally be impossible. Whenever this model needs to make a Brawn test, it can spend a Hero Point to allow it to test against Guts instead. The model can also use this ability with any Brains test to prevent mind control, the effects of gas or poison, to prevent being rendered unconscious by drugs, or to regain consciousness due to wounds.
Ray Gun

Savvy - The model with this skill has years of experience in dangerous and compromising situations. When the model moves within 4 of an encounter chit he can use an action to make a BR test to see what the encounter is
Name:
Head (1) Torso (2-4) Arms (5-7) Legs (8-10)

Lorenzo Nix
Base Brain=6 Brawn=3 Guts=6 Ray Gun=2 Blade=2 Dodge=3 Speed=5 DR 4 4 4 4 BR=7 BW=3 GT=6 RG= 2 BD=3 DG=3 SP=5 BR=6 BW=2 GT=5 RG=1 BD=3 DG=3 SP=4

Class:
Unconscious BW=1 GT=4 RG=1 BD=2 DG=2 SP=3

Scientist

(Grade 2)

Location (Die Roll)

Wound Level Unconscious RG=1 BD=2 DG=1 SP=2 No attacks Cannot carry Crawl Only

Graviton Ray - Pistol may fire either Energy ray or Graviton ray. Graviton Rays increase the molecular density of the target model. The target model must pass a BW test or it will be unable to move or fire the next turn. Its DG score is reduced to zero for the turn. Flying models that are hit by a Graviton Ray will be pulled down one flight level. If the model is flying at Flight Level One the model will hit the ground and take one WS 6 hit to a random location. Genius (+X) - Models with this ability gain +1 to their BR score.(The modifiers from this attribute have already been built into the character)

Skills:
Weapon
Fist Pistol (Energy)

Graviton Ray, Genius, Medical Knowledge, Undying Loyalty


Close Combat
Range TH WS Range
-10

Short
TH
-+1

Medium
WS
-6

Long
WS
-6

Range
-18

TH
-0

Range
--

TH
--

WS
--

Medical Knowledge - Model is a trained physician and can heal his allies. By spending an action and making a successful BR test the model may restore one wound on the treated model, or reverse the effects of poison. If the model being treated is of an alien race, the model with medical knowledge must roll with his BR halved.
Long Blade

Undying Loyalty - Models with this ability are devoted to the person they follow. As long as their hero (or master) is around they wont run from a fight. Models with this ability never take a morale check as long as a friendly Grade 3 model is conscious and still on the board.

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Name:
Head (1) Torso (2-4) Arms (5-7) Legs (8-10)

Gomez
Base Brain=2 Brawn=3 Guts=5 Ray Gun=3 Blade=3 Dodge=3 Speed=5 DR 6 4 4 4 BR=2 BW=3 GT=5 RG= 3 BD=3 DG=3 SP=5

Class:

Star Command Security

(Grade 1)

Location (Die Roll)

Wound Level (1) Killed Killed RG=2 BD=2 DG=2 SP=2 No attacks Cannot carry Crawl Only

Skills:
Weapon
Fist Rifle (Energy)

Close Combat
Range TH WS Range
-12

Short
TH
-+1

Medium
WS
-8

Long
WS
-7

Range
-20

TH
-+2

Range
-36

TH
-+1

WS
-7

Name:
Head (1) Torso (2-4) Arms (5-7) Legs (8-10)

Morris
Base Brain=2 Brawn=3 Guts=5 Ray Gun=3 Blade=3 Dodge=3 Speed=5 DR 6 4 4 4 BR=2 BW=3 GT=5 RG= 3 BD=3 DG=3 SP=5

Class:

Star Command Security

(Grade 1)

Location (Die Roll)

Wound Level (1) Killed Killed RG=2 BD=2 DG=2 SP=2 No attacks Cannot carry Crawl Only

Skills:
Weapon
Fist Rifle (Energy)

Close Combat
Range TH WS Range
-12

Short
TH
-+1

Medium
WS
-8

Long
WS
-7

Range
-20

TH
-+2

Range
-36

TH
-+1

WS
-7

Name:
Head (1) Torso (2-4) Arms (5-7) Legs (8-10)

Grimm the Grievous


Base Brain=4 Brawn=3 Guts=7 Ray Gun=4 Blade=4 Dodge=3 Speed=5 DR 6 6 4 4 BR=4 BW=3 GT=7 RG= 4 BD=5 DG=3 SP=5 BR=2 BW=3 GT=7 RG=3 BD=5 DG=3 SP=4 BW=2 GT=6 RG=3 BD=4 DG=3 SP=3 Unconscious

Class: Overlord
Wound Level BW=1 GT=6 RG=2 BD=3 DG=2 SP=2 Unconscious RG=2 BD=2 DG=1 SP=1

(Grade 3)

Location (Die Roll)

No attacks Cannot carry Crawl Only

Fencing - Characters with this ability are experts with long blades. They add +1 to their BD roll whenever they are attacking with one.(The modifiers from this attribute have already been built into the character) Killer Instinct - Models with this ability are born (or highly trained) killers. They know how to exploit their opponents weaknesses and cause more damage when attacking. Characters in with this ability may spend a hero point and double the WS of an attack in hand to hand. The intent to use this skill must be declared before hit location is rolled.

Skills:
Weapon
Fist

Fencing, Killer Instinct, Baleful Gaze, Fearful Presence


Close Combat
Range TH WS Range
-4

Short
TH
-0

Medium
WS
-10

Long
WS
-10

Range
-8

TH
--1

Range
--

TH
--

WS
--

Baleful Gaze - Models with this ability can strike fear into lesser men just by looking at them. By spending an action the model may give the Baleful Gaze to any model single model within 6. If the model fails its GT test it suffers the effect of Panic and immediately flees. Furthermore, for every hero point the model with Baleful Gaze spends, it can decrease the GT score of its target by 1.
Ray Gun

Long Blade

-2

BW+2

Fearful Presence - A model with this ability strikes fear into its minions. Any underlings within 6 of the model with Fearful Presence that are not already panicked do not have to make panic tests.

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Name:
Head (1) Torso (2-4) Arms (5-7) Legs (8-10)

Tobias Grey
Base Brain=3 Brawn=3 Guts=6 Ray Gun=4 Blade=3 Dodge=3 Speed=5 DR 6 6 4 4 BR=7 BW=3 GT=6 RG= 4 BD=3 DG=3 SP=5

Class:
BR=6 BW=2 GT=5 RG=3 BD=3 DG=3 SP=4

Captain of the Guard


Wound Level Unconscious BW=1 GT=4 RG=2 BD=2 DG=2 SP=3 Unconscious RG=1 BD=2 DG=1 SP=2

(Grade 2)

Location (Die Roll)

No attacks Cannot carry Crawl Only

Expert Fighter - Characters with this ability are experts with in hand to hand combat and can attempt to hit specific locations on an opponent. By spending Hero Points, characters can move the location of their hit. (One hero point will change the roll by one. If you need to change the roll by 2 points to change the location, you must use 2 hero points) Nerves of Steel - Models with this ability add +1 to their GT score. (The modifiers from this attribute have already been built into the character)

Skills:
Weapon
Fist Pistol (Energy)

Expert Fighter, Nerves of Steel


Close Combat
Range TH WS Range
-10

Short
TH
-+1

Medium
WS
--

Long
WS
-6

Range
-18

TH
-0

Range
--

TH
--

WS
--

Long Blade

+2

BW+2

Name:
Head (1) Torso (2-4) Arms (5-7) Legs (8-10)

TKalla
Base Brain=2 Brawn=2 Guts=4 Ray Gun=3 Blade=3 Dodge=3 Speed=5 DR 6 4 4 4 BR=2 BW=3 GT=5 RG= 3 BD=3 DG=2 SP=5 Wound Level (1) Killed Killed RG=2 BD=2 DG=2 SP=2

Class:

Soldier

(Grade 1)

Location (Die Roll)

No attacks Cannot carry Crawl Only

Undying Loyalty - Models with this ability are devoted to the person they follow. As long as their hero (or master) is around they wont run from a fight. Models with this ability never take a morale check as long as a friendly Grade 3 model is conscious and still on the board.

Skills:
Weapon
Fist Rifle (Energy)

Undying Loyalty
Close Combat
Range TH WS Range
-12

Short
TH
-+1

Medium
WS
-8

Long
WS
-7

Range
-20

TH
-+2

Range
-36

TH
-+1

WS
-7

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Copyright 2007 Rattrap Productions LLC. No part of this document may be reproduced without permission

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