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Broken Star Kandar is an intellectual property of Carlos Rivera. No part of this work may be
reproduced or transmitted in any form or by any means, electronic or mechanical, including
photocopying or electronic storage, without the express permission of the author and/or
publisher, except where expressly permitted by law.
Ran Ae, an immense rock orbiting the star Ran in the Epsylon Eridani
star system was discovered and colonized by the Kandar corporation
which, due to a series of catastrophic decisions, went bankrupt,
abandoning all its workers and colonists to their fate.
Almost 100 years later, the now known as planet Kandar is a sort
of federation of free territories that fight for their survival among
themselves while trying to stop the interests
of the corporations that have returned to the planet to try to exploit
its resources.
The only real form of justice in the valley lands is the Aegis Company,
a private military corporation that operates from its base on the
central plateau. Freelancers are Aegis operatives, free to act on their
own behalf and decide the fate of the valley’s citizens.
In this document we will try to show you the general rules and some
of the surprises you will find in the complete rulebook so that you can
get an idea of the kind of mechanical rules the game uses, how the
different phases work and how non-player characters act.
Dices
In Broken Star Kandar dice rolls are made with six-sided dice,
commonly called D6. When a character must make a dice roll in order
to perform some actions such as attacking or interacting with a target
the player rolls as many dice as the action indicates plus an additional
die of a different color than the rest. This die is known as the base die
and its usefulness varies according to the action to be performed.
The maximum limit of action dice in a roll is always 3 and when a roll
is made with advantage or disadvantage two base dice are rolled and
the higher or lower result is removed. The maximum number of dice
that can be rolled in a die roll regardless of type is 5.
Characters
All characters have a series of attributes that indicate their
capabilities:
Body: Your physical endurance. How much damage you can take
until you are downed. Being downed means losing your next turn and
receiving a wound until the end of the scenario.
Mind: Your mental acuity. How much fatigue you can accumulate
when executing maneuvers. Maneuvers are special modifications to
common actions that give you flexibility in combat.
Spirit: Your courage and bravery. How much stress you can withstand
until you are frightened. When you are frightened you suffer a general
penalty on your rolls and may even flee from the scenario.
Speed: How many steps your character can move when performing a
movement action.
The step is the standard Kandar unit of measurement. Equivalent to
1 inch (about 25mm).
Reaction: At what point in the round you can take your turn. There
are three types of reaction; fast, standard and slow and some special
abilities or equipment items can modify them.
Travel: In this first phase the players travel to reach new areas and find
settlements, having to face the expenses of the journey. Alternatively
they can decide to stay in the settlement they are in although this
also has a cost.
Operation: In this fourth phase players deploy the scenario and play
the tactical combat part of the game, fighting against the antagonists
of the operation.
Rest: In this fifth phase the players are rewarded for their actions and
recover from their wounds or make use of the specialists they find in
the settlement.
Player’s turn
When players are deployed in a scenario, each player can take his
turn in the order indicated by his reaction. Some special abilities or
equipment elements can modify a character’s reaction.
When a player starts his turn, his character has 3 actions which can be
of any type described below and in the order they wish:
For example if when executing a roll you get a 4 on the base die and 3
and 4 on two action dice, the results would be 7 (4 on the base die and
3 on the first hit die) and 8 (4 on the base die and 4 on the second hit
die) with the latter being a critical (whether it is a success or failure will
depend on whether the roll manages to overcome the difficulty to hit
the target).
Operations
Character missions can vary in many ways. There are single scenario
quests that are repeatable with variables, allowing each game to be
different. Other quests have a strong narrative component (in fact it
is the rulebook’s way of narrating its story by focusing on you playing
instead of just reading) and these are also unique and unrepeatable,
and have variation so that each outcome is different. There is even
a special type of mission that you can only accept when you have
reached the maximum character rank.
Oponents
The player’s enemies (and their own allies and companions) are
activated and played thanks to their own artificial personalities that
dictate when and how to act, in addition to being able to generate
special actions. Even among the same type of enemies there are
more aggressive or cowardly, which ensures that you do not know
what you face every time you enter into combat.
These are the main features of Broken Star Kandar. We have left
many more surprises for when you have the rulebook in your
hands.
Without more to say for now, we thank you in advance for your
attention.