MAD ASTRA

A Sci-Fi Miniature Wargame from

received_1141512562533514.jpeg


HOW TO PLAY MAD ASTRA

Each player builds an army of 3 or more characters using Galaxy Laser Team army figures. Taking turns, each side attacks until they eliminate all opposing forces from the battlefield. The last army standing, wins! Feel free to mix-up, edit and revise these to suit your play style. Most importantly--just have fun!

SET UP YOUR BATTLEFIELD

Get yourself a playing surface (table, floor, or desk), some space figures, and a 20-sided die (d20).You’ll also need the packaging from the game to measure out distance in ranged combat. No worries if you don’t have it--each unit of distance is equal to five (5) inches.

BUILD YOUR ARMIES

Build your team as you like! Mix and match character classes--or don’t! Teams must have either even number of characters or same approximate Point Value totals. See the Character Classes below to assemble your forces.

To start the game, both players roll the d20. The one with the lowest roll goes first.

M.A.D. ACTION AND COMBAT

There are three main steps to resolving battles:

  1. MOVE your any standing characters into position, see DISTANCES below for attack ranges
  2. ACT or ATTACK - Roll to Hit using Combat procedures below or use a Special Action
  3.  DESTROY - Determine outcome. Is the difference between the two rolls higher than the Defender’s Point Value? If yes, then Defender is stunned (lay figure down)  

ON ATTACKER'S TURN...

Both Attacker and Defender roll a d20 and compare. When rolling an attack:

Critical rolls don’t apply to recoveries when stunned. See below for an optional rule for roll success based on class (Class Roll to Hit Numbers).  


RANGED COMBAT RESULT TABLE

ATTACKER

DEFENDER

WINNER

RESULT

Has the higher roll (e.g., 12)

Has the lower roll  (e.g. 7)

Attacker

Defender is hit!

Has the lower roll (e.g. 7)

Has the higher roll (e.g., 12)

Defender

Attacker misses! Defender was not hit. Next player’s turn.

   HAND-TO-HAND COMBAT (H2H)

Also called melee combat, happens when two figures are in the same space.

  1. Attacker and Defender roll simultaneously.
  2. Add Attacker and Defender weapon bonuses
  3. Whichever opponent has the highest total, wins H2H combat

DISTANCE FOR RANGED ATTACKS

Distance is measured in MAD units--about 5 inches. Some ranged attacks only work within certain distances,. You can use the MAD unit (the long side of the game packaging) as a quick and easy way to measure between figures.

AFTER COMBAT ASSESSMENT

After round of combat, check to see which characters are still actively fighting:

Roll to Recover: Reviving fallen characters

Any figure in the stunned (laying down) position, must roll to recover on their next turn with a -3 penalty. The result must equal or succeed their own Point Value. If they fail to roll a recovery after three consecutive turns, that character is dead and should be removed from the battlefield.

For example, a Space Yeti (Point Value of 4) rolls a d20 to recover from being stunned. He rolls a 7. Minus the 3 point penalty, he succeeds with a result of 4 -- the same as (or higher than) his Point Value. Whew!

CHARACTER CLASSES

Assemble your armies using the character types below that match your figures. Each character has a main Weapon Type and a description of how their attack works.

POINT VALUES

This fixed number determines your character’s health and how hardy they are in combat. You’ll need to know this number during combat and recovery rolls. A character is killed when they have lost all recovery rolls.

SPECIAL ACTIONS

Every character has an additional ability called a Special Action they can use once per game instead of attacking. Consult the Character Class charts about using these actions.

XENOS (Aliens)

Character

Point Value

Weapon Type, Range, Effect

Special Action (Once per game)

CHALA!

Space Yeti

4

Laser Rifle (NEAR, FAR, DISTANT) May roll a second attack on a second Defender at any distance, -4 to hit penalty

Space Rage - H2H Targets must roll against fear (Recovery Roll -5 penalty) or be stunned  

Kleptoe from Kuiper 404 Lobster/Turtle

3

Snapper Claws (H2H) +2 on attack rolls, may re-roll up to 2 times per turn if failed

Armor-Up - When Defending from any attack, deduct 3 from Attacker’s roll

Lord Valknor Solar Swordsman

5

Energy Sword (H2H) +4 to Attack rolls, Defenders stunned may only roll once for recovery

Deflection - When Defending from Ranged attacks, deduct 3 from Attacker’s roll


GIZMOS (Electronics)

Character

Point Value

Weapon Type, Range, Effect

Special Action

BT-LgR (Battle & Logistics Robot) - Square Robot

3

Force Field (NEAR) All ranged attacks are deflected with -3 to Attacker’s roll, also protects allies in range

Holo Decoy - When Defending, forces successful attacks to reroll once

Dolores Danning - Data Paladin Computer Operator

4

Fembot-Fu (H2H) +2 to Attack rolls, may re-roll unsuccessful attacks once per turn

Teleportation - Move any ally character not excluding Starfighter anywhere on battlefield

Kali Class Interceptor Starfighter

5

Strafe Attack (FAR, DISTANT) Ignores H2H attacks and obstacles, may attack more than one enemy adding -1 to Attack roll for each target

FWOOSH - Barrel roll out of any ranged attack by reducing Attacker’s roll by -4

ASTROS (Humans)

Character

Point Value

Weapon Type, Range, Effect

Special Action

Rip Starfinger Space Ranger

4

Plasma Pistol (NEAR, FAR) +1 Attack roll

Quick Draw (FAR) May roll an additional attack on a second Defender at -3 to hit penalty

Psience Officer Xennifer Xim

Astronaut with Sensor

3

Weirding Module (NEAR) Attacks cause no damage but move enemies back to DISTANT

Sonic Boom (NEAR) All enemies roll -2 on their next attack roll

Marv Johnson: Cosmic Custodian

Astronaut with Hose

4

Flame Flinger (FAR) When stunned, downed Defenders only make 2 recovery rolls instead of 3

Cold Feet (NEAR) Freeze ray holds Defender to spot for one turn (can’t move for that turn)

OPTIONAL RULES

Everything here is meant to add flavor to the game. Feel free to use, ignore, or embellish as you like!

CLASS ROLL TO HIT NUMBERS

Give your character classes a little more flavor and let them hit on a more challenging matrix:

FIND SOME COVER

Use household items or scrap-built terrain you can add obstacles and cover to your battlefield. Figures partially obscured by terrain may take an automatic +2 to Defend against any line-of-sight ranged attacks.

TAKE THE HIGH GROUND

DREAM TEAM-UP

Two or more of the same character on a given team allows players to use Dream Team-Up to double one attack per game. That is, BOTH identical figures can attack (up to two targets) at the same time for one round, making for one heckova' battle!

“SPACE WARP!”

If a errant die is accidentally rolled and topples a figure, once per game that player may yell "SPACE WARP!" and move terrain around at their behest.

TWO-PLAYER SWAY

If one player is down to their last character and rolls a natural critical hit against an enemy (highest possible rolled number, i.e., unmodified 20 on a d20) they also get one of their fallen characters back in the game!

LICENSE

Short version: Modify, share, and play! Credit where credit is due. Not for sale. See more here:

MAD ASTRA by Saturday Night Space Opera is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

Based on a work at www.SaturdayNightSpaceOpera.com.

MAD ASTRA® is the sole property of Saturday Night Space Opera®, copyright 2017. Users may print, modify, and share content as long as attribution is provided. Updated: 4.18.17