TEXT: Helios 
  By UristMcRandom 
   
  © 2014, UristMcRandom. Licensed under a CC BY-NC 3.0 license, http://creativecommons.org/licenses/by-nc/3.0/ 
  Helios is a science-fiction RPG for 3 players 
  plus a Game Master (GM). The game is set in the far 
  reaches of the Alpha Centauri sector. Your ship, the 
  CES Helios, has been charged with the exploration of 
  this relatively unknown corner of the galaxy. 
  Unfortunately, the native Aliens are less than excited 
  about having you poke your nose into their territory... 
  Getting Started 
   
  What You’ll Need 
   
  Four six-sided dice (d6). 
   
  Two eight-sided dice (d8). 
   
  A pencil/pen and sheet of paper for notes. 
  Setup 
   
  Decide on a Mission. (“Kill X enemies”, 
  “Survive Y rounds”, etc.) 
   
  Place pen/paper and dice within easy reach 
  of all. 
   
  Select a ship type from the list. 
   
  Escort – get one free ATK upgrade. 
   
  Cruiser – get one free DEF upgrade. 
   
  Explorer – get one free SCI upgrade. 
   
  Speeder – get one free NAV upgrade. 
  Subsystems 
  A key component to the function of any starship is 
  the collection of subsystems, and yours is no 
  exception. The subsystems are: 
   
  ATK Subsystem – Ship’s arsenal. 
   
  PWR Subsystem – Reactor control. 
   
  SCI Subsystem – R&D facilities. 
   
  NAV Subsystem – Propulsion systems. 
   
  DAM Subsystem – Damage control. 
   
   
   
   
   
   
   
   
   
  Upgrades 
  Upgrades are how every good crew keeps their ship 
  running at peak capacity. They are researched with 
  the ship’s SCI station at an XP cost. A list of 
  upgrades, along with research time and price is 
  provided below. (Note: Base value only. Multiply by 
  the desired upgrade level for actual values. 
  Additional Note: The default level cap for all 
  upgrades is 2.) 
   
  ATK: Fire Rate (10 XP, 1 Turn)          
  Make one additional attack per level.  
   
  ATK: Targeting System (10 XP, 1 Turn) 
  Add upgrade level to all Accuracy rolls. 
   
  DEF: Shield Capacity (10 XP, 1 Turn)   
  Add upgrade level to all Shield rolls. 
   
  DEF: Armor Thickness (15 XP, 2 Turns) 
  Add 10 HP per level to all Armor. 
   
  DEF: Structural Integrity (7 XP, 2 Turns) 
  Add 20 HP per level to Structural Integrity. 
   
  PWR: Reactor Efficiency (15 XP, 1 Turns) 
  Add 5 points per level to Reactor Output. 
   
  SCI: Lab Efficiency (20 XP, 3 Turns) 
  Research 1 extra Upgrade at a time per 
  level. 
   
  SCI: Expanded Study (35 XP, 5 Turns) 
  Increase upgrade level cap by 1. 
   
  NAV: Engine Efficiency (15 XP, 2 Turns) 
  Add upgrade level to all Evasion rolls. 
   
  NAV: Hyperdrive Speed (30 XP, 3 Turns) 
  Add upgrade level to Hyperdrive distance.  
  Play Order 
   
  The GM sets the scene. 
   
  Players decide on what Subsystems they will 
  operate. 
   
  GM performs actions for Aliens. 
   
  Players respond to GM actions. 
   
  Players take turns describing their actions, 
  going clockwise from the GM. 
   
   
   
  ATK Subsystem 
  Using the ATK Subsystem allows you control of the 
  ship’s weaponry. To fire the weapons, simply: 
   
  Declare what ship and subsystem you wish 
  to target. 
   
  Roll 1d6 Accuracy.  
   
  The GM may roll 1d8 Evasion to not get hit, 
  if he fails to roll higher than you, the attack 
  is a success.  
   
  A hit does your Accuracy roll * 5 for 
  damage.  
  PWR Subsystem 
  Every turn the Reactor generates 20 points of Energy 
  (base value, not counting upgrades, you decide where 
  this Energy goes. When someone performs an action 
  with any other Subsystem, it drains 1d6 of Energy 
  from that Subsystem’s supply (when rapid-firing with 
  the ATK Subsystem, each shot drains 1d6 Energy). 
  On your turn, you may change how much each 
  Subsystem gets as a supply, so long as all values total 
  to equal the Reactor’s output or less. Any changes 
  made to this subsystem are recurring until changed 
  again, so you can pretty much leave it alone. 
  SCI Subsystem 
  The SCI Subsystem allows you to upgrade your ship 
  using XP. When you start an Upgrade, the 
  corresponding amount of XP is removed from your 
  team’s pool and the research starts. You may “work” 
  on one Upgrade per round, which completes 1 Turn 
  of the research time. (Example: If you were 
  researching Fire Rate 3, you’d need to “work” on the 
  Upgrade three times, counting the turn used to start.) 
  NAV Subsystem 
  On your turn you may either choose to roll 1d6 
  Maneuver, which will be added to any subsequent 
  Evasion rolls and subtracted from any subsequent 
  Accuracy rolls, or to use the ship’s Hyperdrive to get 
  out of trouble quick. The Hyperdrive moves you 2 
  LY away (base value), forcing enemies to wait one 
  round per LY before they can attack you again, but 
  will disable your PWR system. 
  
  Helios 
  By UristMcRandom 
   
  © 2014, UristMcRandom. Licensed under a CC BY-NC 3.0 license, http://creativecommons.org/licenses/by-nc/3.0/ 
  DAM Subsystem 
   
  Roll 1d6x10  
   
  Distribute these points among the 
  subsystems for repair as you see fit.  
   
  If you wish to repair more damage than you 
  roll, you may spend from the team’s XP 
  pool at 5 HP per XP spent. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ship Stats 
  CES Helios 
  Ship Type (Cruiser, Escort, etc.) 
  Structural Integrity: 500 + 4d6x100 
  Subsystems 
  ATK: 100/100 (Armor: 50/50) 
  PWR: 75/75 (Armor: 100/100) 
  SCI: 150/150 (Armor: 50/50) 
  NAV: 50/50 (Armor: 75/75) 
  Upgrades 
  List Upgrades and Levels here. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Alien Stats 
  Plasma Torpedo (3 XP) 
  Structural Integrity: 10 
  Attack Strength: 1d6 Accuracy 
  No Targetable Subsystems. 
  No Upgrades. 
   
  Fighter (5 XP) 
  Structural Integrity: 20 
  Attack Strength: 1d6 Accuracy * 2 
  Targetable Subsystem: NAV, ATK 
  No Upgrades. 
   
  Bomber (7 XP) 
  Structural Integrity: 25 
  Attack Strength: 1d6 Accuracy * 3 
  Targetable Subsystems: NAV, ATK, PWR 
  No Upgrades. 
   
  Frigate (15 XP) 
  Structural Integrity: 200 + 2d6x100 
  Attack Strength: 1d6 Accuracy * 4 
  Targetable Subsystems: NAV, ATK, PWR 
  Upgrades: Level 1 upgrade of GM’s choice. 
   
  Battleship (25 XP) 
  Structural Integrity: 500 + 2d6x100 
  Attack Strength: 1d6 Accuracy * 5 
  Targetable Subsystems: NAV, ATK, PWR 
  Upgrades: Level 1d6+1 upgrade of GM’s choice. 
  
SOURCE: textdata/thevault/Other (Unique) Systems/Top Secret Games Two Page Tabletops/Helios.pdf