Chapter 40 — Adversaries
The enemies a Wanderer faces — a back-alley thug, a corporate sniper, a tunnel predator, a boarding party — need fiction, not stat blocks. Wanderstar asks the GM to think hard about who an adversary is and what they want, and almost nothing about their numbers. There is no NPC to build: no characteristics, no skill ranks, no trauma track to keep. The dice at the table belong to the players.
Index§
- Players roll; the world doesn't
- When a threat acts against you
- The two dials
- Rolling up an adversary
- Pre-rolled adversaries (D66)
Players roll; the world doesn't§
The single rule this chapter rests on: NPCs don't roll dice — players do. When the action turns on an adversary, the resolution is still a player's test against the standard target of 8. An adversary is defined, mechanically, by at most two dials — how hard it hits and how hard it is to put down — and neither has to exist before the moment it matters.
This keeps the GM's hands free for the fiction and keeps every roll a player's stake in it.
When a threat acts against you§
An adversary never rolls to hit a Wanderer. Instead, the GM frames what it's doing, and the player rolls the skill that would meet it, against 8:
- A sniper settles on you → Recon to catch the glint, or Athletics to break line of sight.
- A blade comes out of the dark → Close Quarters to turn it aside.
- A grenade lands at your feet → Athletics to dive for cover.
- A patrol sweeps the alley → Sneaking to flow from cover to cover.
- A collapsing tunnel, a gas leak → Survival, or whatever the hazard calls for (Chapter 13).
Succeed and you avoid, blunt, or beat the threat. Fail and it lands — the GM rolls the threat's damage against your armor for trauma, exactly as any hit is resolved (Chapter 10). The right skill comes from the fiction (the GM names it), and how dangerous the adversary is rides on Advantage and Disadvantage — a master killer means you roll to avoid at Disadvantage — never on a moved target number (Chapter 5).
This is simply the reaction system (Chapter 11) seen from the player's side of the table. Rather than the GM rolling an attack you then dodge, your one roll is the whole exchange.
The two dials§
How hard it hits — the damage die§
The only number a threat really needs. When a character fails to avoid it, roll this against their armor: ≥ armor is 1 trauma, ≥ twice armor is 2 (Chapter 10).
| Threat | Damage |
|---|---|
| Fists, a club, an improvised or light weapon | 1D–2D |
| A typical armed opponent — sidearm, blade, rifle | 3D |
| A heavy weapon, a dangerous predator, an ambush in force | 4D–5D |
| Bigger than a person — a vehicle, a war-frame, a beast out of scale | use Scale (Chapter 12) |
When you want precision, just borrow the weapon profile (Chapter 24) the adversary is actually using. Armor is what stands between a failed roll and a real wound: 3D against a bare body (armor 3) almost always means 2 trauma, while the same 3D against a flak jacket (armor 6) is usually just 1 — so a well-protected Wanderer can weather threats that would drop an unarmored one. Pick the die with that in mind; 3D is a deadly standard, and 2D is plenty for an ordinary brawler.
How hard to put down — toughness§
Narrate it. An adversary keeps no trauma track; the GM decides when a hit ends them, reading the table and the drama:
- A mook drops on one solid hit.
- A hardened foe shrugs the first off and needs a couple.
- A boss is a scene with a shape — not a number — and may turn, flee, or change tactics partway through.
- A crowd is a group fought as one threat (see Crowds, below) — not tougher than a single foe so much as many. It presses with numbers — a nastier die or Disadvantage on the players' avoid rolls — and is worn down by clearing a few "down" boxes rather than dropped on one hit.
If a long, important fight wants a little bookkeeping, give a tough adversary two or three "down" boxes and tick them as the players land hits. That's a convenience for your own tracking, never a stat the rules require.
The exception: vehicles and ships. A crewed vehicle or starship (Chapter 25) — friend or foe — does carry its own damage track, the four-node Hull/Systems model. The player-facing principle still holds (your crew rolls; the GM rolls only the enemy's damage), but an enemy craft is ground down node by node rather than dropped on GM judgment.
Rolling up an adversary§
When you need a foe and have no idea in your pocket, roll three D66 — who they are, what they want, and their edge — and read the three together into one threat. A dockside thug (who) collecting a debt (want) with the gang at his back (edge: numbers) is a different scene from a dockside thug hunting a bounty with a sniper's patience, and the dice will hand you that contrast faster than you can invent it. Don't force a literal reading; let the three rolls argue, and resolve the argument into a person with a reason to be in the way.
The generator stops where the chapter began: fiction, not a stat block. Once you know who they are and what they're after, set the two dials — a damage die from the table above (2D for an ordinary brawler, 3D for an armed killer, 4D–5D for something that overmatches a person) and a toughness tier (mook, hardened, boss). The edge roll is your steer for both: it tells you whether the danger rides on a bigger die, on Disadvantage to the players' avoid rolls (Chapter 6), or on how many hits the thing soaks before it falls. That's the entire adversary — three lines of fiction and two dials.
For a foe sent by a faction, roll the faction first (Chapter 34) and let its agenda and methods feed the want and the edge; for the bystanders and minor faces around the fight, the instant-NPC tables (Chapter 39) finish the scene.
Who they are (D66)§
| D66 | The adversary |
|---|---|
| 11 | A dockside thug looking for an easy mark |
| 12 | A street-gang crew, young and overeager |
| 13 | A corporate security detail, drilled and patient (Chapter 34) |
| 14 | A bounty hunter working from a real warrant |
| 15 | A hired killer, paid in advance and unhurried |
| 16 | A debt-enforcer collecting for a creditor (Chapter 34) |
| 21 | A crooked customs officer with a quota to fill |
| 22 | A company-town constable who is the only law (Chapter 34) |
| 23 | A pirate boarding party, fresh off a kill (Chapter 38) |
| 24 | A smuggler defending a route they can't afford to lose |
| 25 | A mercenary between contracts, billing by the hour and in no hurry |
| 26 | A cornered fugitive with nothing left to lose |
| 31 | A street-doc's muscle, collecting on a patched-up debt |
| 32 | A cult enforcer certain you're part of the prophecy |
| 33 | A rival crew chasing the same job (Chapter 38) |
| 34 | A jilted former partner who knows all your habits |
| 35 | A faction enforcer sent to make an example (Chapter 34) |
| 36 | A corporate fixer who'd rather buy you than fight you (Chapter 34) |
| 41 | A planetary official weaponizing the regulations |
| 42 | A zealot militia defending their patch of nowhere |
| 43 | A blackmailer holding something you can't let surface |
| 44 | A bounty broker who sold your name to three buyers at once |
| 45 | A turncoat contact cashing in everything they know (Chapter 35) |
| 46 | A duelist who only wants the reputation of beating you |
| 51 | A cryo-revived soldier still fighting a finished war (Chapter 31) |
| 52 | A saboteur already aboard, wearing a crew uniform |
| 53 | A poisoner who works at a distance and on a delay |
| 54 | A sniper you won't see until the shot that misses (Chapter 13) |
| 55 | A malfunctioning security drone that won't stand down (Chapter 25) |
| 56 | A war-frame left active long after its war (Chapter 12) |
| 61 | A tunnel predator that has learned ships mean food (Chapter 41) |
| 62 | A salvage-dog pack running the wrecks (Chapter 38) |
| 63 | A crime boss convinced you crossed them (Chapter 34) |
| 64 | A hunting party from a world the crew wronged |
| 65 | A figure of real power who has decided you're a problem (Chapter 34) |
| 66 | Something worse than you came prepared for — roll twice and combine, or invent it |
What they want (D66)§
Why they're in the way — the reason that decides whether they can be bought, talked down, or only fought through.
| D66 | They want… |
|---|---|
| 11 | …you dead, and quietly — no fuss, no audience |
| 12 | …you dead, and loudly — the killing is a message to others |
| 13 | …you alive and taken — the bounty is for breathing |
| 14 | …what you're carrying; you they'll let walk if you hand it over |
| 15 | …a debt paid now — in coin, in goods, or in a finger |
| 16 | …you off their world, their route, or their turf for good |
| 21 | …to collect for someone else; you're just the assignment |
| 22 | …information beaten, bought, or tricked out of you |
| 23 | …to stop you reaching somewhere before you arrive |
| 24 | …to take back something you took from them |
| 25 | …your ship, your cargo, or your berth |
| 26 | …to settle an old score you'd half forgotten |
| 31 | …to prove a point to a watching boss (Chapter 34) |
| 32 | …to buy you — your loyalty, your silence, or your gun |
| 33 | …to frighten you off the job (Chapter 38) |
| 34 | …a witness silenced, because you saw too much |
| 35 | …to test you for an employer deciding whether to hire or bury you |
| 36 | …to make an example that outlasts you |
| 41 | …revenge for a wrong they pin on you, rightly or not |
| 42 | …to delay you while something worse gets into position |
| 43 | …to take one of your crew, not you |
| 44 | …to finish a job a previous hand botched |
| 45 | …a trophy; your reputation will look good on their wall |
| 46 | …to herd you toward a trap someone else has set |
| 51 | …territory, and you're standing on it |
| 52 | …a body, a name, or the truth you're sitting on |
| 53 | …simple robbery that's already gone further than planned |
| 54 | …to enforce a law, real or invented, to the letter |
| 55 | …to keep a secret you stumbled into from spreading |
| 56 | …your help, and they'll threaten until they get it |
| 61 | …nothing personal — you're a contract, and contracts close |
| 62 | …to watch you fail, having bet against you |
| 63 | …to take you apart slowly, because they enjoy the work |
| 64 | …to press-gang you into something larger (Chapter 34) |
| 65 | …everything you have, and then your name |
| 66 | …two things at once — roll twice; the conflict between them is the scene |
Their edge (D66)§
What makes them dangerous — your steer for the two dials. Most edges say roll to avoid at Disadvantage (Chapter 6), use a bigger damage die, or let them soak more hits; a few hand the threat a hazard or a clock instead.
| D66 | Their edge |
|---|---|
| 11 | Numbers — they don't come alone (Disadvantage; fight as a crowd, Chapter 11) |
| 12 | Better kit — armor and a weapon a tier above yours (bigger die) |
| 13 | Home ground — they know this place and you don't (Disadvantage) |
| 14 | Surprise — they move first, from cover or the dark |
| 15 | Reach — a sniper, a turret, a weapon that hits before you can answer (bigger die, Chapter 11) |
| 16 | Toughness — armor, augments, or sheer size; they soak hits (extra "down" boxes) |
| 21 | Training — a professional who does this for a living (Disadvantage) |
| 22 | Leverage — a hostage, a shield, or something that stays your hand |
| 23 | Authority — the law, the dock, or the station answers to them (Chapter 34) |
| 24 | Backup inbound — a clock the crew has to beat (Chapter 13) |
| 25 | Intelligence — they know your plan, your weakness, or your name |
| 26 | A terrain hazard they're at home in and you aren't (Chapter 13) |
| 31 | Fanaticism — they don't break, don't flee, don't bargain |
| 32 | A vehicle or mount that overmatches a person on foot (Chapters 12, 25) |
| 33 | Wealth — they can hire, bribe, or replace whatever you break (Chapter 34) |
| 34 | Patience — they'll wait you out and pick the moment |
| 35 | A trap already set and waiting to spring |
| 36 | Disposable allies — mooks they spend without a thought |
| 41 | Fortification — they're dug in (cover as armor, Chapter 11) |
| 42 | Speed — they're faster than you, in or out |
| 43 | Reputation that makes others stand aside or inform |
| 44 | Specialist gear that negates your usual advantage (Smart, Scope, Sealed, Chapter 24) |
| 45 | No handle — no Charm, no Negotiate, no deal to be made |
| 46 | A second threat they can trigger — fire, flood, breach, alarm |
| 51 | They've fought your kind before and learned the counters |
| 52 | Discipline and numbers both — a drilled unit, not a mob (Chapter 34) |
| 53 | Something monstrous and out of scale (use Scale, Chapter 12) |
| 54 | Expendable to their masters, and they act like it |
| 55 | A jammer, a blind, or control of the comms (Chapter 25) |
| 56 | The crowd is on their side; no help is coming for you |
| 61 | They've beaten you once already, and this is the rematch |
| 62 | Nothing to lose — cornered, dying, or doomed and furious |
| 63 | A whole faction's reach behind a single person (Chapter 34) |
| 64 | They can take a hit you can't — a brute, a beast, a frame (bigger die and soak) |
| 65 | Two edges at once — roll again and combine |
| 66 | None you can see — which is the most dangerous edge of all |
Pre-rolled adversaries (D66)§
When you need a foe now and don't want to set the dials yourself, roll D66 for a ready threat with both dials already chosen — a damage die (Chapter 10) and a toughness tier (mook, hardened, boss, or crowd). Adjust either on the fly to fit the scene; a note in parentheses points to the rule that makes the foe dangerous. Pair any of these with a want (above) and you have a whole encounter.
| D66 | Ready foe (damage · toughness) |
|---|---|
| 11 | Back-alley mugger — 2D, mook |
| 12 | Drunk with a broken bottle — 1D–2D, mook |
| 13 | Street-gang pack of four to six — 2D, crowd |
| 14 | Hired leg-breaker — 3D, hardened |
| 15 | Corporate guard, sidearm and flak — 3D (armor 6), mook |
| 16 | Corporate security detail — 3D, crowd (drilled, Chapter 34) |
| 21 | Bounty hunter, rifle and patience — 3D, hardened |
| 22 | Professional killer, suppressed pistol — 3D, hardened (surprise) |
| 23 | Pirate boarder, cutlass and vacc suit — 3D, mook (Sealed) |
| 24 | Pirate boarding party — 3D, crowd (Chapter 38) |
| 25 | Dirty cop with a quota — 3D, hardened (authority) |
| 26 | Cult zealot, unarmed but fearless — 2D, mook (won't break) |
| 31 | Cult enforcer with a blade — 3D, hardened |
| 32 | Mercenary, carbine and armor — 3D–4D, hardened |
| 33 | Mercenary fireteam — 4D, crowd (Chapter 34) |
| 34 | Sniper at distance — 4D, mook (Scope, Reach, Chapter 11) |
| 35 | Heavy gunner, support weapon — 4D–5D, hardened |
| 36 | Duelist, one blade, very good — 3D, hardened (Disadvantage to avoid) |
| 41 | Rogue security drone — 3D, hardened (Chapter 25) |
| 42 | Drone swarm — 2D, crowd (Chapter 25) |
| 43 | War-frame, derelict but armed — 5D, boss (Scale S1, Chapter 12) |
| 44 | Tunnel predator, fast and low — 3D–4D, hardened (home ground) |
| 45 | Salvage-dog pack — 2D, crowd (Chapter 38) |
| 46 | Apex beast out of scale — use Scale (Chapter 12), boss |
| 51 | Saboteur in crew colors — 2D, mook (surprise, then runs) |
| 52 | Poisoner at a remove — 3D delayed, mook (Toxin, Chapter 24) |
| 53 | Cryo-revived soldier, antique rifle — 3D, hardened (fanatic, Chapter 31) |
| 54 | Faction enforcer, backup inbound — 3D, hardened (clock, Chapter 13) |
| 55 | Corporate fixer and two guards — 3D, hardened (would rather buy you, Chapter 34) |
| 56 | Crooked official with the station behind them — 2D, boss (authority, Chapter 34) |
| 61 | Crime lieutenant on the way up — 3D, hardened (Chapter 34) |
| 62 | Crime boss in their own stronghold — 3D, boss (numbers and position, Chapter 34) |
| 63 | Turncoat contact who knows your weak spots — 3D, hardened (Chapter 35) |
| 64 | Assassin who has studied you — 4D, hardened (negates your edge) |
| 65 | A faction's named champion — 4D, boss (Chapter 34) |
| 66 | Roll on Who they are and set the dials yourself — the ready foes are spent |