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Away Team is a simple miniatures-based combat game based in the Astro-miniatures universe.

Explorers-Brave members of the Astro Fleet seeking out new worlds and civilizations. Conquerors-Infamous warriors with a lust for galactic domination. Imperials-Noble spacefarers striving to impose their will in the galaxy. Kelvans-Enigmatic outsiders from a galaxy far away. Pirates-A variety of neer-do-wells bent on mischief and mayhem. Raptors-Cunning and devious reptilian brutes who follow no law but their own. Sybots-Mechanical constructs intent on eradicating biological life in their quest for order. To play you will need At least 4 six sided dice and at least 2 colors of dice Miniature models and a playing area of about 24 inches by 24 inches One 12 ruler available per player if not using a grid map or hex tiles A friend to play with. Each space on a grid map or a hex tile is considered 1 for game terms.

Using the dice Anytime you roll dice you are trying to roll a number equal to or LOWER than the number given. If you roll above the target number you fail in your attempt. For example, if my Explorer attempts to hit a Sybot, and he has a Strength (ST) of 3, it means he must roll 3 or lower to hit. If he rolls a 4, 5 or 6 he misses! Describing the Miniatures In Away Team each model is rated in its abilities for: Strength (ST), Dexterity (DX), Intelligence (IQ) and Movement (MV). The starting number in an attribute is the basic number you need to roll equal to or lower to succeed with an attack. Note an ability that starts with a 0 means the model cannot attempt that ability unless they have equipment to aid them. Strength (ST) is used for all melee attacks, Dexterity (DX) is used for all ranged attacks and Intelligence (IQ) is used for fixing, repairing, or solving problems. Movement (MV) is given as a number and does not require dice use. The number is the maximum number of inches (or spaces on a grid map/ hex tiles) that model may move on its turn. Weapons Weapons come in two types, Melee for hand to hand combat and Ranged for long range combat. The bonus listed by each weapon is added to the models appropriate attribute. For example, an Explorer with a ST of 2, would add +2 when using an axe. Now his ST would be a 4. An Explorer with a DX of 2 adds a Rifle which has a bonus of +2. Now his DX would be a 4 when making attacks. Note a #/# means two attack rolls are made for that weapon when it is fired, but the target need only make ONE armor (AR SV) roll to survive. Equipment Equipment can increase a models ability to complete a task. The bonus is added to the models IQ ability. For example, a technician with an IQ of 2 is given a Tool Box. The Tool Box is +2 so the humans IQ is now 4 if he is repairing something. Note some items have special abilities such as a Med kit. A Med kit makes a knocked out model come back into the fight. Special items like communicators and Tricorders will have specific uses based on the scenario you are playing. Med Kit If a model with a med kit is unable to revive a knocked out model on the first try, he can try again; but if he fails again the model is dead and removed from the game, Weve lost him, Captain

Armor Armor protects your model when it is hit successfully by an opponent. First, find out what sort of armor your miniature is wearing. Next to that is a save number (SV). You must roll equal to or LOWER than this number to be protected from a hit. If you do not, your model is knocked out of the fight. Lay that model down to show he is KOd. Energy Shields If your model is using an energy shield, you roll 2 dice one for the armor and one for the shield. It is best to use 2 different colored dice, one for armor and one for the shield. If you roll equal to or under the save number of the armor OR the shield, your miniature stays in the fight! An energy shield always has a Save of 2 or less. Playing the game Away Team takes place in turns made up of alternating phases. Below is the order of phases for each turn. Each phase is completed before going to the next. When the Melee phase is complete a new turn begins. 1. Initiative-Roll dice to see who goes first this turn. 2. Movement-The first player, then the second. 3. Ranged fire-The first player, then the second. 4. Melee-The first player, then the second. Phases of a Turn 1. Initiative At the start of each turn both players roll one die and add their total number of active (alive, not knocked out) models to the total. The highest total goes first this turn. 2. Movement The person who won initiative may go first OR make the other player move first. The player moving models may move all, some, or none of his models up to the maximum MV number for that model. A model may not move through obstacles nor through other models. Once all models for one side have moved, the other player moves all, some or none of his models.

Rough Terrain Some terrain such as rubble, buildings, hills, trees, swamps, rocks, streams and other types may be on the field of battle. Any model that moves into Rough terrain must stop their move immediately upon entering the terrain. On the next movement phase they move at MV (rounded up) until they are out of the terrain. Note Sybots ignore this rule for any terrain. Moving out of Melee A model may not move if he is in contact with an enemy model during the movement phase. You may only move IF you are not adjacent (bases touching) to an enemy model. 3. Ranged Combat The player who won initiative may elect to fire first or have the second player act first. The active player may attack with all, some or none of his ranged fire units. Any model with ranged fire weapons, ability, and is NOT adjacent to an opposing model may fire its ranged weapon once. Combat is considered simultaneous. If you knock out an enemy firing before its turn to act in this phase, it still gets a chance to fire on that players turn. Once all ranged fire for both sides is complete, and all knocked out models for both sides are laid down, melee phase occurs next. To attack, you roll dice per models weapon used and compare it to the models DX score. If you roll equal to or lower you hit, if not it is a miss. It is best to go model by model to determine a hit or miss. If a hit is scored, the targeted model rolls per its armor and compares the die result to his armor SV. If the roll is equal to or lower than the SV value, the model stays in the fight. If not, lay the model down it has been knocked out of the fight. Line of sight and Cover To fire at a target, the shooting model must have a clear line of site to the target with no blocking terrain or models in the way. A model is in cover if 50 to 75% of its length is somehow blocked or in cover. The attacking model must add an extra d6 to each shot it rolls to attack a model in cover. To hit the target model, BOTH dice must be equal to or lower than the shooters DX score. If either or both die rolls are higher, the shot misses.

Shooting into a Melee combat You may shoot into a melee combat between models, but add an extra die to each shot made. If any of the dice miss, the attack misses 4. Melee Combat The player who won initiative for the turn may elect to attack first or have the second player attack first. The active player may attack with all, some or none of his models. Any active model with a melee weapon, ability, and is adjacent (bases touching) to an opposing model may attack its opponent once, even if it attacked in the ranged combat phase. Combat is considered simultaneous. If you knock out an enemy during melee phase combat before its turn to act, it still gets a chance to attack on that players turn. Once all melee attacks for both sides are complete, all knocked out models for both sides are laid down. When each player finishes melee combat, a new turn begins and initiative is rolled for each player. To attack, you roll a d6 for the attacking model and compare it to the models ST score plus weapon modifier. If you roll equal to or lower than the models ST score plus weapon modifier, you hit, if not then it is a miss. It is best to go model by model to determine If a hit is scored. If the target model is hit, the model rolls a die and compares it to his armor save (AR SV). If the roll is equal to or lower than the AR SV, the target model stays in the fight. If not, lay the model down it has been knocked out of the fight. Grenades These are special weapons. When a grenade is thrown, it must be done during Ranged Combat. A DX roll is made. If successful the grenade lands where the thrower wants within 6 inches of the throwing model. All models within 1 inch of the thrown grenade must make armor save (AR SV) roll or die. If the DX roll is fails roll a d6. A result of 1 or 2 and the grenade lands 1 inch past the target area. A result of a 3 and the grenade travels 1 inch to the right of the target area. A result of 4 and the grenade travels 1 inch to the left of the target area. A result of 5 or 6 and the grenade travels 1 inch short of the target area. Then apply effects per grenade rules. Experience and advancement Surviving a battle gives a model 1 point to spend. The model can add the 1 point to any attribute including movement. Alternately, the model may keep the point and on a new attribute called LUCK. Each point of luck allows the model to re-roll a failed die roll one time during a game. Once invested in LUCK it cannot be repurposed.

Scavenging If a model is killed in combat, another model may scavenge its equipment or weapons. To do this, you must move adjacent to the killed model. When scavenging, the model is unable to make any attacks during that turn. You may want to use an equipment marker to show lany equipment or weapons left behind. Armor cannot be scavenged Picking forces for battle Each player should be given the same point value to build his forces with. Small skirmish = 40 points, a larger battle = 80 points, a serious assault = 120 points per side. Scenario Generator Die Roll Scenario Generator (d6) 1-3 Planet 4-6 Space Ship/Station Die Roll 1 2 3 4 5 6 Planet (d6) Ancient Primitive Modern Advance Paradise 6 Re-Roll

Die Roll 1-3 4-6 Die Roll 2 3 4 5 6 7 8 9 10 11-12

Space Ship/Station (d6) 1-3 Astro Explorer Facility 4-6 Alien Facility Opponent (2d6) Explorer (Mirrorverse/Internal Strife) Conqueror Conqueror Imperial Imperial Kelvan Pirate Raptor Sybot Create Your Own

Explorers Explorer Command Explorer Engineer Explorer Scientist Explorer Security Civilians Dignitary Trader Travelers HOSTILES Conqueror Command Conqueror Engineer Conqueror Scientist Conqueror Soldier Imperial Command Imperial Engineer Imperial Scientist Imperial Solider Kelvan Pirate Raptor Sybots Melee Weapon Knife Hatchet Hammer/Club Mace/Axe Stun Baton Sword Sledge Hammer Conqueror Blade Armor None Light Heavy Energy Shield

Cost 4 3 3 3 Cost 2 3 1 Cost 4 3 3 3 4 3 3 3 4 3 6 6 ST + +1 +1 +1 +2 +2 +2 +2 +2 Save 1 2 4 2

ST 2 1 1 2 ST 1 2 1 ST 2 1 1 2 2 1 1 2 2 1 3 3 Cost 1 1 1 1 2 2 2 2 Cost 0 2 4 2

DX 2 2 1 2 DX 1 1 1 DX 2 2 1 2 2 2 1 2 2 2 2 2 Ranged Weapon Laser Pistol Laser Rifle Disruptor Pistol Disruptor Rifle Slug Pistol Slug Rifle Grenade Item Tool Box Med Kit Tricorder Communicator

IQ 2 2 2 1 IQ 2 2 2 IQ 2 2 2 1 2 2 2 1 1 1 1 1 DX + +1 +2 +1 +2 +1 +2 * IQ Bonus +2 +2 +2 0

MV 4 4 4 4 MV 3 3 3 MV 4 4 4 4 5 5 5 5 4 4 3 4 Range 7 14 6 12 6 12 6 Cost 2 2 2 0

AR SV AR Type AR Type AR Type AR Type AR SV AR Type AR Type AR Type AR SV AR Type AR Type AR type AR Type AR Type AR Type AR Type AR Type 4 AR Type 4 4 Cost 1 2 1 2 1 1 4

Game Design by Fenway5 Contact Fenway5(at)frontier.com

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