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Rulebook

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§

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).

ThreatDamage
Fists, a club, an improvised or light weapon1D–2D
A typical armed opponent — sidearm, blade, rifle3D
A heavy weapon, a dangerous predator, an ambush in force4D–5D
Bigger than a person — a vehicle, a war-frame, a beast out of scaleuse 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 D66who 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)§

D66The adversary
11A dockside thug looking for an easy mark
12A street-gang crew, young and overeager
13A corporate security detail, drilled and patient (Chapter 34)
14A bounty hunter working from a real warrant
15A hired killer, paid in advance and unhurried
16A debt-enforcer collecting for a creditor (Chapter 34)
21A crooked customs officer with a quota to fill
22A company-town constable who is the only law (Chapter 34)
23A pirate boarding party, fresh off a kill (Chapter 38)
24A smuggler defending a route they can't afford to lose
25A mercenary between contracts, billing by the hour and in no hurry
26A cornered fugitive with nothing left to lose
31A street-doc's muscle, collecting on a patched-up debt
32A cult enforcer certain you're part of the prophecy
33A rival crew chasing the same job (Chapter 38)
34A jilted former partner who knows all your habits
35A faction enforcer sent to make an example (Chapter 34)
36A corporate fixer who'd rather buy you than fight you (Chapter 34)
41A planetary official weaponizing the regulations
42A zealot militia defending their patch of nowhere
43A blackmailer holding something you can't let surface
44A bounty broker who sold your name to three buyers at once
45A turncoat contact cashing in everything they know (Chapter 35)
46A duelist who only wants the reputation of beating you
51A cryo-revived soldier still fighting a finished war (Chapter 31)
52A saboteur already aboard, wearing a crew uniform
53A poisoner who works at a distance and on a delay
54A sniper you won't see until the shot that misses (Chapter 13)
55A malfunctioning security drone that won't stand down (Chapter 25)
56A war-frame left active long after its war (Chapter 12)
61A tunnel predator that has learned ships mean food (Chapter 41)
62A salvage-dog pack running the wrecks (Chapter 38)
63A crime boss convinced you crossed them (Chapter 34)
64A hunting party from a world the crew wronged
65A figure of real power who has decided you're a problem (Chapter 34)
66Something 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.

D66They 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.

D66Their edge
11Numbers — they don't come alone (Disadvantage; fight as a crowd, Chapter 11)
12Better kit — armor and a weapon a tier above yours (bigger die)
13Home ground — they know this place and you don't (Disadvantage)
14Surprise — they move first, from cover or the dark
15Reach — a sniper, a turret, a weapon that hits before you can answer (bigger die, Chapter 11)
16Toughness — armor, augments, or sheer size; they soak hits (extra "down" boxes)
21Training — a professional who does this for a living (Disadvantage)
22Leverage — a hostage, a shield, or something that stays your hand
23Authority — the law, the dock, or the station answers to them (Chapter 34)
24Backup inbound — a clock the crew has to beat (Chapter 13)
25Intelligence — they know your plan, your weakness, or your name
26A terrain hazard they're at home in and you aren't (Chapter 13)
31Fanaticism — they don't break, don't flee, don't bargain
32A vehicle or mount that overmatches a person on foot (Chapters 12, 25)
33Wealth — they can hire, bribe, or replace whatever you break (Chapter 34)
34Patience — they'll wait you out and pick the moment
35A trap already set and waiting to spring
36Disposable allies — mooks they spend without a thought
41Fortification — they're dug in (cover as armor, Chapter 11)
42Speed — they're faster than you, in or out
43Reputation that makes others stand aside or inform
44Specialist gear that negates your usual advantage (Smart, Scope, Sealed, Chapter 24)
45No handle — no Charm, no Negotiate, no deal to be made
46A second threat they can trigger — fire, flood, breach, alarm
51They've fought your kind before and learned the counters
52Discipline and numbers both — a drilled unit, not a mob (Chapter 34)
53Something monstrous and out of scale (use Scale, Chapter 12)
54Expendable to their masters, and they act like it
55A jammer, a blind, or control of the comms (Chapter 25)
56The crowd is on their side; no help is coming for you
61They've beaten you once already, and this is the rematch
62Nothing to lose — cornered, dying, or doomed and furious
63A whole faction's reach behind a single person (Chapter 34)
64They can take a hit you can't — a brute, a beast, a frame (bigger die and soak)
65Two edges at once — roll again and combine
66None 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.

D66Ready foe (damage · toughness)
11Back-alley mugger — 2D, mook
12Drunk with a broken bottle — 1D–2D, mook
13Street-gang pack of four to six — 2D, crowd
14Hired leg-breaker — 3D, hardened
15Corporate guard, sidearm and flak — 3D (armor 6), mook
16Corporate security detail — 3D, crowd (drilled, Chapter 34)
21Bounty hunter, rifle and patience — 3D, hardened
22Professional killer, suppressed pistol — 3D, hardened (surprise)
23Pirate boarder, cutlass and vacc suit — 3D, mook (Sealed)
24Pirate boarding party — 3D, crowd (Chapter 38)
25Dirty cop with a quota — 3D, hardened (authority)
26Cult zealot, unarmed but fearless — 2D, mook (won't break)
31Cult enforcer with a blade — 3D, hardened
32Mercenary, carbine and armor — 3D–4D, hardened
33Mercenary fireteam — 4D, crowd (Chapter 34)
34Sniper at distance — 4D, mook (Scope, Reach, Chapter 11)
35Heavy gunner, support weapon — 4D–5D, hardened
36Duelist, one blade, very good — 3D, hardened (Disadvantage to avoid)
41Rogue security drone — 3D, hardened (Chapter 25)
42Drone swarm — 2D, crowd (Chapter 25)
43War-frame, derelict but armed — 5D, boss (Scale S1, Chapter 12)
44Tunnel predator, fast and low — 3D–4D, hardened (home ground)
45Salvage-dog pack — 2D, crowd (Chapter 38)
46Apex beast out of scale — use Scale (Chapter 12), boss
51Saboteur in crew colors — 2D, mook (surprise, then runs)
52Poisoner at a remove — 3D delayed, mook (Toxin, Chapter 24)
53Cryo-revived soldier, antique rifle — 3D, hardened (fanatic, Chapter 31)
54Faction enforcer, backup inbound — 3D, hardened (clock, Chapter 13)
55Corporate fixer and two guards — 3D, hardened (would rather buy you, Chapter 34)
56Crooked official with the station behind them — 2D, boss (authority, Chapter 34)
61Crime lieutenant on the way up — 3D, hardened (Chapter 34)
62Crime boss in their own stronghold — 3D, boss (numbers and position, Chapter 34)
63Turncoat contact who knows your weak spots — 3D, hardened (Chapter 35)
64Assassin who has studied you — 4D, hardened (negates your edge)
65A faction's named champion — 4D, boss (Chapter 34)
66Roll on Who they are and set the dials yourself — the ready foes are spent