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Everybody has a different set of attributes based on what kind of creature they are. Each species has attributes that affect game play; Base Hit Points, Move, Hands, Alien Ability, Target number, and whether they can wear Armor. There are 14 standard species to choose from as well as 4 advanced species and 12 varieties of beastmen. All of these are described on pages 14 to 27.
Hit points reflect the amount of damage a character can take. You go unconscious when your damage equals or exceeds your total Hit Points and begin dying when your damage exceeds your total Hit Points by 6 or more. Add your Rank and Athletics to your Base Hit Points to get your Hit Points.
Some species are able to wear personal equipment armor (Humans, Xeloxians, Diploids, Vomegs, Kerbites and many of the beastmen among others). Others have physiology unsuited for it. It’s a Yes (Y) or No (N) stat.
This is the number of squares you can move each phase either before or after your Character Action.
See page 31 for details on character movement.
This is the number of appendages you have to hold and operate equipment that must be in a “hand” to be used. You must have an empty hand to operate a Battlestation at no penalty.
Hands Full: You can do stuff even with your hands full. It just becomes harder. Consider a human driving with a weapon in one hand and an beverage in the other. They can still steer with their wrists and knees but won’t be as capable as a person with a hand holding the wheel (regardless of the beverage). Any action with hands full is at a penalty of +3 to the difficulty. You can drop things as a free action during your turn. Actions using the object in the hand such as a ToolKit to repair or MedKit to heal do not incur the “full hands” penalty.
This represents how easy it is to hit you with a personal weapon attack. It is also a rough approximation of size. Larger characters have lower target numbers because they are bigger targets that are easier to hit. Characters with lower target numbers have an advantage in grappling because of their greater size. Willing or unresisting characters (such as the unconscious or dying) are 3 easier to target.
Each Species has a unique alien ability that differentiates it from others. The Rocky Silicoids and Carapaced Zoallans block damage. The Tumbling Canosians have a bonus move action. Humans are more refined in their skill checks within their profession. Aggressive Xeloxians deal more damage in personal combat as well as being able to use free hands as extra feet. Resilient Tentacs get to retard damage that they would sustain by rolling an extra die and removing the highest.
SPECIES | Base Hit Points | Target Number | Hands | Move | Armor Option | ALIEN ABILITY |
---|---|---|---|---|---|---|
Bot (Sentient) | 4 | 8 | 1 | 4 | N | Mechanical: -1 point per die of damage. 1 free upgrade per Rank (no other upgrades allowed). No cyberware. No drugs or toxins. |
Blootian | 0 | 11- 0-4 | 1+ 0-4 | 2+ 0-4 | N | Bubbly: Free Reroll on Life Support Checks and the largest die in an attack (or a needler hit) pops a limb bubble instead of dealing damage. Add limb bubbles to move and hands attribute. Subtract limb bubbles from Target #. Athletics check of 8 to regrow limb bubble or when healing regrow one limb bubble in place of a die of hit point healing. Begin play with maximum bubbles (4). |
Canosian | 8 | 8 | 8 | 5 | N | Tumble: You get a second move action either before or after your action. |
Diploid | 4 | 8 | 2 | 3 | Y | Bifurcation: You get two separate phases each phase as if you were two characters with the same body. All active skill check actions in phases (not upgrades, requisitions) are at a +3 difficulty penalty. |
Fungaloid | 8 | 9 | 2 | 4 | N | Regenerate: Recover 2 points at the end of each phase as long as damage isn't more than your Hit Points. |
Human | 5 | 8 | 2 | 5 | Y | Willpower: You may reroll one or both dice when making a skill check within your profession. You need not decide whether to reroll both before rerolling either. |
Kerbite | 5 | 9 | 5 | 6 | Y | Cooperative: Once per phase, you get a free Assist action on a friendly as you are moving adjacent to them during your move action. |
Silicoid | 9 | 7 | 1 | 4 | N | Rocky: Each time you would be dealt damage reduce it by 1d6. Strong: Add +10 Carry and +1 point of damage dealt with melee attacks. |
Tentac | 6 | 9 | 8 | 6 | N | Resilient: Roll an extra die each time you are damaged and remove the highest die. |
Trundlian | 0 | 8 | 7 | 2 | N | Versatile: You may reroll “1”'s in your initial skill checks. Add your empty hands to your Hit Points or move in any combination at any time. |
Vomeg | 7 | 7 | 3 | 5 | Y | Reach: You may act from any adjacent square as if you were in it. Doing so does not provoke free attacks and is at no penalty for being occupied. |
Whistler | 9 | 7 | 4 | 5 | N | Puff: One of your moves in each move action may be a jet move that doesn't require a skill check. |
Xeloxian | 5 | 8 | 6 | 2 | Y | Fistwalk: Add free hands to move value. Aggressive: Add +1 point to direct personal attack damage. |
Zoallan | 4 | 9 | 3 | 7 | N | Carapace: -2 points of damage from all sources. |