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Core Space: Galactic Corps

Expansion for Core Space

Core Space: Galactic Corps Rulebook

Table of Contents

Table of Contents

  • Galactic Corps
    • Priority Target List
    • Corps Elite
    • Arrested Traders
    • Corps Composition
  • Security Wardens
    • Security Priority Target List
    • Security Wardens and the Scourge
    • Security Wardens and the Galactic Corps
    • Security Die
    • Specialist Security
    • On Alert
    • Opportunity Attacks

Galactic Corps

The Galactic Corps activates in the same way as the Scourge, choosing targets and taking the actions that will cause the most harm.

Priority Target List

  1. Scourge
  2. Gangsters or Traders, whichever is closer

The Galactic Corps will not attack Security Wardens, Civilians, or each other, and does not regard these groups as enemies.

After choosing a target, follow the AI diagram on page 36 to determine their actions.

Corps Elite

Some situations call for the best units. Note that Galactic Corps characters have alternative "Elite" stats on the reverse of their Character Boards.

During the first few games, while you are still using novices, the standard stats are recommended. If you feel confident and want more of a challenge, you may use the Elite side.

Note that some missions may require the use of Elite Corps.

Arrested Traders

One of the Galactic Corps' goals is to arrest and detain criminals; only stopping the Scourge is more important.

If a Galactic Corps character has a defeated Trader in line of sight, and there are no other potential targets in line of sight, it does not act as normal. Instead, it spends its actions on Move actions towards the Trader until it reaches Base Contact with them. Note that in each round its targets are re-selected if another target enters line of sight.

After reaching Base Contact, its next action is to Arrest the Trader. Place an Arrested tile on the Trader's Class Board to mark that they have been arrested and handcuffed. The Galactic Corps ignores Traders who have been Arrested and acts normally in their presence.

Translator's note: the source says "Arrested board" in one place and "Arrested tile" in another for the same marker. Both are rendered here as "Arrested tile".

A Trader remains defeated and follows all relevant rules. They can be revived in the normal way (see page 33), in which case they escape and the Arrested tile is removed. However, if they are not revived by the end of the mission, they will be taken for trial and cannot be freed. During a campaign you may be required to pay bail for them, or they may be forced to miss several games while serving a prison sentence. See the Extraction chapter on page 56 for more details.

Corps Composition

Corps units go into action in small, fixed formations: a squad of Guards, a Destroyer and a Director. The number of each group is often increased in certain situations.

  • Director: Brilliant strategists and boundlessly ambitious. Directors are often intelligent but have a cold, unpleasant gaze. Although usually from privileged backgrounds, officers are loyal to the chain of command and are ultimately political cannon fodder alongside their people.
  • Destroyer: Powerful and heavily armed. Destroyers are the Corps' hammer, used to punish a disobedient populace. They are usually large men who have been chemically enhanced or mutated, usually increasing size and aggression at the cost of intellect.
  • Guard: Well trained and often brutal. Galactic Guards are usually recruited from poor backgrounds and from areas with many racial conflicts, which makes them easier to control. They are not encouraged to think for themselves, but to follow orders without question.

Security Wardens

Security Wardens are hired by local authorities to keep the peace. They are essentially civilians with good training and armour. Security Wardens can be lazy and lack the discipline of the Galactic Corps. Their actions depend on how they feel at the moment and can be unpredictable.

Security Priority Target List

  1. Scourge
  2. Gangsters or Traders, whichever is closer

Security Wardens will not attack the Galactic Corps, Civilians, or each other, and do not regard these groups as enemies.

Security Wardens and the Scourge

Each time you activate a Security Warden, if it has line of sight to one or more Scourge characters that are at Short Range, it automatically applies the rules for the Attack result from the Security Die table below against them.

Security Wardens and the Galactic Corps

If a Security Warden does not have a Scourge at Short Range in line of sight, but has one or more Galactic Corps characters at Medium Range in line of sight, it is taken over by the Corps. For that turn it follows the rules for the Galactic Corps, using both of its actions, aiming and attacking enemies, and arresting defeated Traders if necessary.

It keeps its normal characteristics and will continue to activate together with other Security Wardens in subsequent turns.

Security Die

If none of the above applies, roll the Security Die. The result determines the action the Security Warden takes this round. The die faces are as follows:

  • 1, Search: The Security Warden performs a Move action towards the nearest Trader in line of sight who is not in Melee with an enemy. If it reaches Base Contact with a Trader, it searches them. The player must give up an Equipment token of their choice or spend a Skill peg to avoid the search. Any items taken are placed in the Item slot on the Security Warden's Board, or in the token pouch if the Item slot is full.

    If the Security Warden does not reach the Trader, it stops. If there are no Traders in line of sight, it performs a Move action in the direction indicated on the Security Die, moving around the terrain as needed.

  • 2, Move: The Security Warden performs a Move action in the direction indicated on the Security Die, moving around the terrain as needed.

  • 3, Interrogation: The Security Warden performs a Move action towards the nearest Trader, Civilian or Gangster in line of sight who is not in Melee with an enemy. If it reaches Base Contact with the target character, it begins interrogating them. That character loses its next turn unless it spends a Skill peg to avoid questions. Place a Reminder marker next to the character to remember that it is to be skipped at its next activation.

    If the Security Warden does not reach its target, it stops. If there are no matching characters in line of sight, it performs a Move action in the direction indicated on the Security Die, moving around the terrain as needed.

  • 4, Call for Backup: All other Security Wardens at Medium Range from the activated character perform two Move actions directly towards it, stopping if they reach Base Contact. If all Security Wardens are already in Base Contact, roll the Security Die again.

    If there are no other Security Wardens in the game, place one at the Entry Point nearest the activated character. All other characters moved or placed under this rule may still activate if they have not yet done so.

  • 5, Attack: The Security Warden chooses a target according to the normal rules, then follows the AI diagram on page 36 to determine its actions.

Specialist Security

Sometimes local authorities require solid work, and then they send better-trained Security Wardens. As with the Galactic Corps, you may flip the Character Board to the "Specialist" side to give yourself a greater challenge.

Specialists ignore the rule described under "Security Wardens and the Scourge", although they will still treat the Scourge as a target as normal.

On Alert

If a Trader ever attacks a Security Warden, all Security Wardens in the game immediately go On Alert. They become hostile and for the rest of the mission no longer roll the Security Die. Instead, each turn they automatically follow the rules for the Attack result. This also applies to all other Security Wardens who appear in the game later in the mission.

Opportunity Attacks

Breaking Base Contact with a Security Warden does not trigger an Opportunity Attack, unless the Security Warden is under Galactic Corps command or is already On Alert.

Translator's note: the placement of the "Specialist" paragraph about ignoring "Security Wardens and the Scourge" is a judgment call. In the source it sits in the same column flow as the On Alert and Opportunity Attack sections, after a sidebar, and is placed under Specialist Security because it describes the Specialist side's behaviour.

  • 6, Dash: The Security Warden performs two Move actions in the direction indicated on the Security Die, moving around the terrain as needed.