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Fearless is intended as a fast-paced science-fiction tabletop game including role-playing elements, with a universe full of unknown possibilities as the setting. It allows you to guide mercenaries from various backgrounds into breath-taking fights in the Arenas of Fearless. Additionally prepared scenarios and the possibility to customize your characters offer even more fun to play the game.

This version was stripped down to minimize download times. Only the most important pictures and the basic rules are included, although the description of a demonstration match is presented more detailed for beginner's convenience.
First and foremost
Introductory Game
1. Character Sheet
2. Action
3. Reaction
4. Movement
5. Cover
6. Combat
     6.1 The Weapons of Fearless
     6.2 Hit locations
     6.3 Melee Combat
     6.4 Ranged combat
     6.5 template weapons
7. Equipment and character modification
8. The Characters
FEARLESS is a product of Excalibur-Miniaturen

If you like the game do not hesitate to contact us. 

Check Internet for more informations: 

E-MAIL: infos@excalibur-miniaturen.de

Klosterstr. 12, D-46535 Dinslaken 
Tel. Germany (2064) 7 1234

Tel. Germany (203) 479 2 479
Fax Germany (203) 479 2 974

First and foremost

The twenty-sided die
Every time a die roll is called for, you use a twenty-sided die (d20). This system offers an easy way for getting various results to decide the outcome of an action. To succeed in a test you have to roll equal or less than the value of the characteristic tested. Some rolls may require modifiers.

The arena
The basic shape of any arena is a rectangle. But depending on the number of players an arena may have five, six or even more sides, whiches corners are marked by plasma spheres. Placed between these poles in the center of these boundaries stand the gates, through which the miniatures (also called mercenaries, gladiators or characters) may enter. If a character for any reason moves onto the borders of the arena, he is instantly killed by the plasma fields. Characters can only escape by using the gates, but in this case they hinder all miniatures waiting within the gate so that they cannot enter the arena any more.

We recommend a table of 60 x 90 cm for a game with 2 players using 3 miniatures each. The bigger the arena is the more interesting the game will be and the longer it will take.

Choice of characters (also called miniatures or mercenaries)
The players decide how many credits (Cr, points) each of them can use to buy characters and equipment. The difference of credits spent by each should not differ by more than +/- 30 points.

Player A spent 500 Cr to buy two characters, player B bought one character for 480 Cr. The difference of 20 Cr is less than 30 Cr, therefore the player should play under approximately equal conditions.
We recommend playing with 3 Character worth 1000 Cr for beginning players.

Each player can use each individual character only twice. No more than twice may the same character be bought.

At the beginning of every turn every player rolls a die (d20) to determine his initiative. The player with the lowest result gets the initiative and begins this turn. Afterwards the other players may act starting from the player with the second-lowest roll and ending with the player, who rolled the highest result.

1st deployment phase
In the first deployment phase the players move their first character into the arena in the sequence of the initiative. Every action of a character may be used for movement purposes only.
No combat is allowed during the first deployment phase.

Combat Turns
Following the initiative sequence every player may let all of his characters act. This includes the entering movement of characters waiting within their gates, who can use all their actions during this deployment. Any actions left are forfeit.
(An optional variant allows each player to move only one character at time, and only after each player moved their first character each second character is moved, until all characters were able to act.) At the beginning of each turn the players roll for initiative and the new turn begins.

1. Deployment phase
There are two players, player A and player B, who both chose three characters each. Player A rolls for initiative: 1. -Player B gets an 11 on the roll, so Player A begins by moving his first miniature of choice into the arena, and he may use all of its actions. Player B does the same and although his character may be able to see Player A‚s character no combat actions like attacking are allowed.
Combat turn
Both players roll for initiative and this time Player B wins, so he moves his second character into the arena. As his character has a line-of-sight to Player A‚s character and the deployment phase is over this second mercenary may attack his opponent and does so, using up all his actions. The character Player B first deployed is moved to a better position and does not attack. After using up all his actions Player B‚s turn is over and Player A gets his chance to avenge the first attack...
At the beginning of the new turn both players roll for initiative again and after deploying their third characters the fight continues.

Victory conditions  (without setting)
The player whose characters survive the fight in the arena is considered the winner. A player may surrender by moving his characters through the gate and out of the arena.

Introductory Game  

A small skirmish scene is presented here for an easy demonstration of the game systems.

A box of cigarettes representing the building and an ashtray for the small forest, in addition to some string is all you need to create a suitable battlefield. Some terms are being used without further explanation because they are not relevant for the introductory game. 

Explicit descriptions can be found in the rules booklet. Both players control only one character so only the name of the miniature is used for reference.

Oh, it would be helpful to have a ruler at hand!


A Duel:
Player A, Gate 1 

Name: Diana 
Laserpistol, Sword

Player B, Gate 2

Name: Flint
Laser Rifle (both hands)

 1. Roll for INITIATIVE
Both players roll a d20 to determine their initiative. Diana rolled a lower initiative and goes first.

2. First deployment phase
In the first deployment phase both players move their first characters into play, while no combat actions are allowed. 
Diana moves by using her entire actions (3 actions times a Movement Rate of 8 = 24 cm) and so she reaches the full cover of the forest. 

Now it's Flint's turn:
He also uses all of his three actions to move into the cover of the forest. He first covers 22cm until he approaches the forest what takes  him 2 entire actions (10 cm each) and 2 cm of his last action. He can only allocate the remaining 8 cm of his third action to move inside the forest. But since moving in this terrain is more difficult than on even ground, his remaining 8 cm are being divided by 2 leaving 4 cm of movement inside the forest. 

Moving inside forest is more difficult than on even terrain. Hence, the Movement Rate is halved in forests.
2 Actions with 10 cm + 1 Action with 2 cm = 
22 cm -  8 cm remain
8 cm / 2 = 4 cm of movement  inside the forest.

3. Roll for Initiative
Again, both players roll for initiative with Flint winning this time. Therefore Flint can act first.
4. Actions of Flint 
Flint moves out of the forest in order to get Diana into his line of sight. He spends two of his 3 actions for this maneuver. 
As Diana sees Flint coming she may react and tries to roll below her Basic Reaction Rating. Since she rolls a 19 she fails and may not react to Flint's approach.
Flint uses his last action to attack her. He fires his laser rifle by rolling against the rating of his Ranged Combat Skill and the result is a 7 so he hit Diana. (Ranged Combat Value: 11; 7<11: HIT!)

Another roll determines that Diana's left arm is hit. She takes 5 wounds since the rifle has a penetration value of 9 and Diana's armor provides her with a protection of 4. Therefore, Penetration Value minus Armor equals the number of wounds she takes.

After this attack Diana may attempt to react to Flint's actions with another roll against her Basic Reaction minus one as each successive attempt makes it more difficult to react. She scores a 4 and may try to react to Flint's attack. So she tries to shot at him with her own laser pistol but fails with a roll of 10. Since her Ranged Combat Skill is lower than 10 she misses Flint.

5. Actions of Diana
Now it's Diana's turn to carry out her Actions. She wants to shoot at Flint and rolls against her Ranged Combat Skill. But unfortunately she fails.
Flint tries to react towards this attack and rolls against his Basic Reaction. But he fails in reacting to Diana's attack.
Diana's second attempt of attacking Flint fails again, so Flint tries to react on Diana's attack again, however with a modified reaction skill of -1 this time. But he fails to react again.
Diana's third attack also misses and Flint fails to react to Diana's actions, as well. Remember that Flint had to apply a -2 modifier to his Basic Reaction since it gets more difficult to react to consecutive actions.

6. Roll for initiative
Diana rolls a lower score for initiative and therefore she goes first.
7. Actions of Diana
Diana moves closer towards Flint in her first Action. Since Diana's and Flint's templates touch each other now they are in a close combat melee. 
Even though Flint tries to react to this Action of Diana he fails the roll against his reaction and can't react.
Now, Diana wants to strike at Flint with her sword. So she rolls against her Melee Combat Skill and succeeds. (Now you'd normally roll for a hit location in a real game.)
In this case Flint's head is hit. Subtracting Flint's Armor Value from the penetration value of Diana, Flint still receives more points of damage (penetration value - armor) than the maximum wounds his head can take. 

Therefore Flint is removed from the game and DIANA WINS THE FIGHT! 

1. Character sheet

    Each Fearless character is defined by various attributes and by his equipment, which make each character unique. The first edition features 19 prepared mercenaries, but expansion sets will introduce even more characters.
    What follows is the description of the various statistics and rating used to play Fearless.

    - Name -
    Name of the soldier

    - Race -
    There are many different sentient species in Fearless (e.g. Humans, Maygones etc.)

    - Size -
    The size of a character modifies the chance to hit him (The bigger the character, the greater the chance to hit him).

    - KE - Credits
    The costs of a character in form of credits (character points). As a rule of thumb one can say: the more a character costs, the better he is in combat.

    The Ranged Combat Skill (RCS) is used to determine the chance to hit an opponent with any type of ranged weapons (all firearms and thrown weapons are considered Ranged Weapons). The chance to hit is calculated by the RCS and the following modifiers

    There are short and long ranges for Ranged Weapons. Targets within long range of the chosen weapon reduce the RCS by -2. Within short range no such modifier exists.

    Cover modifier
    The chance to hit targets hidden in partial cover is modified by subtracting 2 from the RCS. (RCS -2).

    Size modifier
    The following size modifiers are applied to the RCS rating
      - small target RCS -2
      - normal target RCS +/-0
      - huge target RCS +3
      - for special characters
         consult the character sheet

    Finally the hitting chance is calculated from the
    - Ranged Combat Skill
    - plus the range modifier of the weapon
    - plus the size modifier of the target
    - plus the cover modifier of the target

    The Melee Combat Skill (MCS) is used to determine if a target is hit by a melee weapon (e.g. fists, swords, whips). On the character sheet all Melee Weapons are marked with an őM‚.
    To initiate melee combat the bases of the miniatures must be in direct contact and only one of the following size modifier applies by being added to the Melee Combat Skill:

    The final hitting chance is calculated by:
    - the Melee Combat Skill (MCS).
    - plus size modifier

    The first use for the Quickness rating is to determine the number of Actions and Reactions a character gets. The number of Actions a character can execute per turn equals his Quickness divided by 3 and the number of Reactions equals the number of Actions divided by 3.
    Additionally a roll on Quickness is called for if a character tries to escape from a melee combat. The player must spent an action to roll below or equal Quickness -2 to break from a melee.

    The Strength rating is used to calculate the Melee Penetration Value and the movement rate of a character.

    Many characters possess one or more Special Abilities. To use these abilities roll for SP and the use of a Special Ability is considered an action if this is noted on the character sheet

    Each character may move a distance equal to his Movement Rate,in cm, with each Action he uses for movement. The Movement Rate equals the Strength rating of a character.
    A character has a Strength rating of 10. Therefore his Movement Rate is also 10 and he may move 10 cm per movement action.

    There are many weapons you can use in melee combat but sometimes you have to rely on your own body as a weapon. To determine the damage done by hitting, kicking etc. with your hands, legs and tentacles (if you have any) you use the Melee Penetration Value. The Melee Penetration is determined by dividing the Strength rating by 3 and adding 1.
    A character has a Strength rating of 10. Therefore the Melee Penetration Value totals 4 (10 / 3 = 3; 3 + 1 =4).

    - Action
    This trait determines how many times a character may act each turn. Actions may be used for movement, attacks etc.

    - Reaction
    Reaction is used to determine how many Reactions a character may make in response to the Action of an opponent (if he succeeded in the Basic Reaction roll beforehand).

    One of the basic elements of this game is the concept of reaction. In reality people can react on dangers and these reactions are usually reflexive, instinctive actions. If you are shot at, you will duck, and if you got some combat training you may even shoot back as an instinctive reaction. Referring to the game each character may try to react on the movements and attacks of his opponents.
    Additional information related to this topic is presented in the chapter őReaction‚.

    Each character has his individual diagram showing his hit locations. The hit locations consist of head, body, left arm, right arm, left leg and right leg. Each hit location may suffer a certain number of wounds before this damage becomes critical (the wounds are marked off on the diagram). Each wound suffered above this maximum is considered a critical wound and is noted as such. If a character marked off all critical wounds or if he marked off the maximum number of wounds of his head location he is killed.

    Note that wounded body parts may apply certain penalties (see p.***).

    To compensate the damage each character has an Armor Value for each hit location which is applied to corresponding hits. There also is an Average Armor Value which is used for damage affecting the whole body, called template damage as a template is often used to determine the area of effect for certain weapons (e.g. attacks from area-affecting weapons like flame-throwers or grenades are considered template damage affecting everyone touched by the corresponding template).

    (This topic is not included here but it is discussed in the basic box.)

    Each character may carry  two pieces of equipment (including weapons) per hit location (see chapter őEquipment‚).

    - CRM - Current Reaction Modifier
    As indicated above each successive try to react on Actions of opponents gets more difficult by subtracting one from the Basic Reaction per try after the first one. The Current Reaction Modifier is the sum of the modifiers subtracted from the Basic Reaction this turn (see chapter őReaction‚ for details).

    Here you note down the kind of ammunition and how much the mercenary carries. Blacken out the spare squares so you can check off every shot.

    Small phrases inform about a character's individual special abilities that can be of use during gameplay.




2. Actions
The Actions trait determines how many actions a character has during his turn. Actions may be used for movement or combat for example. The following list gives various possibilities how to use these actions. Please note that there may be exceptions which are explicitly marked as such

A character may spend an action to move a distance up to his   Movement Rate (MR) in centimeters.

Lie Down
A character may hide behind cover as an action requiring no   roll of a die.

Stand up
A lying character may stand up without making a test.

While involved in melee a character may push his opponent for a   distance equal to his Melee Penetration Value in centimeters. A   successful attack roll is required to push an   opponent.

Fire ranged
To shoot at an opponent the character‚s player must roll an  weapon attack roll using his Ranged Combat Skill (RCS) and    calculating the distance, size and cover of this particular shot.

Melee attack
To hit with a melee attack the player must successfully roll equal or below his character‚s Melee Combat Skill (MCS) adding the size modifier of his target.

The attack roll is determined similarly to the melee attack  (see above), substituting the weapon damage with the Melee  Penetration Value of the character.

Use special
The details how to use a Special Ability are listed with the respective Special Abilities.

Escape from
To leave a melee combat the character has to roll equal or below his Quickness -2 and only if the roll succeeds he may use the Action to move away from the combat. Nevertheless, if the roll fails the Action is lost.

The character may combine a turn with any other Action or   Reaction. The turn itself costs no Action.

Take aim
A character may spend one turn (and only one) to take aim to  increase his Ranged Combat Skill by +2 for a single shot. No  roll is required.

3. Reaction

Each character has the chance to react on the actions of his opponents. While the first reactions may be easy each additional reaction after the first during the same turn increases in difficulty.

If a Character A uses an action within the line-of-sight of Character B then Character B gets a chance to react on this action. He rolls a die and needs a result equal or less than his Basic Reaction to be able to react, when this is his first attempt to react this turn. If the roll succeeds, Character B may execute as many reactions as his Reaction attribute allows.

During the ongoing turn each successive attempt to react gets increasingly difficult. For each reaction attempt after the first the Basic Reaction is modified by -1 and this modifiers are cumulative, so on his second reaction attempt you have to roll equal or less BR - 1, on the third equal or less BR -2 and so on. A roll of an 1 always allows to react.

To keep track on the cumulative modifier of the Basic Reaction the Current Reaction Modifier is included on the character sheet.

A Reaction allows the character to do anything listed as Action above, with the notable exception that every movement must be used to flee (flight movement).

Flight movement is defined as any movement increasing the distance between reacting and acting character or leading the reacting character to the nearest cover available.

In melee the Basic Reaction of each character is increased by 2.

That means a character with a Basic Reaction of 7 in ranged combat, is given a total of 9 while involved in melee combat.

Stats of Character A: BR 8, MR 10 cm, Actions 6, Reaction 2
Stats of Character B: BR 10, MR 8 cm, Actions 3, Reaction 1

As character B moves through character A‚s line-of-sight, the latter attempts a Reaction. He rolls a 6 on a d20 and succeeds (6 is less than A‚s BR of 8). Character A may now execute two Reactions. The first Reaction is shooting at his opponent and the second one is a flight movement.
After the Reactions have been executed character B shoots again allowing Character A a second reaction attempt. As he rolls a 10 he may not react because on this second attempt as he must roll equal or less 9 (BR - 1) because this Reaction takes place in the same turn.

Das bedeutet für einen Charakter mit GRV von 7, ein Grundreaktionsvermögen von 9 im Nahkampf.

Turn as a Reaction
If a character is attacked from behind (shot at, stabbed) he may turn towards the attacker, if he was hit.

This Reaction is automatic, so no roll is required and the Basic Reaction is not modified.

Stats of Character A: BR 8, MR 10 cm, Actions 6, Reaction 2
Stats of Character B: BR 10, MR 8 cm, Actions 3, Reaction 1

Character A sneaks up behind Character B and shoots at him, but misses. Character B may not react, so A fires a second shot, this time hitting his target.

As a reaction Character B turns towards the attacker. If Character A fires a third shot, Character B may attempt to react even if Character A misses as Character A is now in the line-of-sight of the reacting character.

4. Movement

Each character possesses one trait called Movement Rate (MR). The Movement Rate determines how many centimeters a character may move on even terrain.

A character has a Movement Rate of 10 cm. The player may move this character up to 10 cm per Action using a measuring tape or a ruler to measure the distance.

As in real life the terrain of an arena is not always even, so this Movement Rate may be subjected to the following modifiers.

Movement and forest
If a character moves into or through a forest, his Movement Rate is divided by 2 for the movement inside and outside the forest. The Movement Rate within a forest is halved to determine the final total.

A character is moved into a forest 12 cm away. The character has three Actions left and his Movement Rate (MR) amounts 8 cm. With the first movement of 8 cm the character is within 4 cm of the forest.
The second movement is divided by the movement outside and inside the forest. When executing the second action 4 cm of the Movement Rate are used to cover the distance to the border of the forest and the remaining 4 cm are divided by 2, so the character may move 2 cm within the forest.

If the third movement takes part in the forest again, the character may only move 4 cm, as calculated by dividing his Movement Rate by 2.

Movement and obstacles
Any type of difficult terrain as craters, swamps, water etc. is considered an obstacle. Moving over obstacles halves the Movement Rate and for movements on both even ground and obstacles consult the system above.

A character standing within 2 cm of an obstacle has two actions left and his Movement Rate amounts 12 cm.
He moves 2 cm towards the obstacle using his unmodified Movement Rate and the remaining MR of 10 is halved so he may move additional 5 cm over the difficult terrain.

Terrain which represents a plateau is not considered an obstacle, so the Movement Rate is not modified.

Sometimes a character may wish to climb onto certain objects dotting the terrain. The only way to do so is by using stairs, a ladder or another climbing aid. As discussed above for movements within difficult terrain the character must halve his Movement Rate and divide it between normal and climbing movement.

A character with 3 Actions and a Movement Rate of 11 cm stands 5 cm away from a building. With his first action he moves these 5 cm and reaches the building where he begins to climb with half his Movement Rate. As the building is 3 cm high he reaches the top and stands at the edge of the roof.

Special Movements
Some characters are equipped with some special means of movement (wings, rocket boots etc.) which are executed by using the rules presented above, including the fact that any move made as a Reaction must be a flight movement.

A character with the special equipment of rocket boots activates them as a Reaction, so he must use this movement to increase the distance from his foe.

Falling is considered some kind of passive movement, so no one may attempt any Reaction while seeing a falling character. The fallen character takes damage upon impact equal to half the distance fallen after the first 5 cm rounded down. This damage is considered template damage, and the player of the character rolls for the results.

Flight movement
If a character moves as a part of a Reaction this movement is considered a flight movement. This special type of movement requires that the character increases the distance between reacting and acting character.

5. Cover

Understandably cover is only effective if it is located in the line-of-sight between attacker and target. Fearless defines three types of cover.

1. Full cover: miniature is completely hidden
If a miniature cannot be seen from the viewpoint of the attacking miniature the former is considered as in full cover. Miniatures in full cover may not be attacked and even if non-vital parts of the miniature like hair, weapons, shoulder pads can be seen they are subject to this rule.

2. Partial cover: miniature is partially hidden
Characters are considered partially covered if some parts of the miniature are hidden from the viewpoint of the attacker. At least half of the miniature must be hidden to apply this rule and all players together decide if the situation proves difficult to evaluate. For any ranged attack against partially covered targets the Ranged Combat Skill is reduced by 2. Shooting from behind partial cover imposes no modifier.

3. No cover: miniature is in plain sight
Miniatures which remain in plain sight cannot use any cover. To take a character into full cover it may be necessary for the character to lie down as an Action signalized by marking the miniature with a ≥H„ counter. It requires one Action to stand up again.

Lying down and standing up
To lie down may improve the cover of a miniature. To lie down costs one Action and the miniature is marked by a ≥H„ (hidden) counter. To stand up costs another Action and the ≥H„ counter is removed.

Cover and forests
Miniatures within less than 3 cm of the edge of the forest remain in partial cover if they are inside the forest, so the -2 modifier for the attacker‚s Ranged Combat Skill applies. If the partially covered character within the forest attacks he suffers no modifier.

the last boxes of the arm and the two point of additional damage mark off two critical wounds. Additionally as the arm took all the damage it could stand, any attack with this arm would suffer a penalty of -2 to the weapons skill, but in this case the impulse laser was destroyed before.

6. Combat

6.1 The Weapons of Fearless
The combat rules of Fearless differentiate between ranged combat and melee combat, and therefore ranged weapons and melee weapons.

1. Melee weapons
Melee weapons (including swords, knives, axes, clubs etc.) need only one characteristic: their Penetration Value (PV). The Penetration Value determines the damage a melee weapon may inflict and the higher this value, the more damage the weapon is able to cause. Any melee weapon is marked by a ≥M„ after the name on the character sheet.
Energy sword - „Mš - PV 8

2. Ranged Weapons
There are three basic types of ranged weapons but on the character sheet all three are marked by a ≥R„ after the name. There is no modifier for the minimum range of a weapon. The modifier for the maximal range is -2.
The three basic types consist of:

a) Projectile and Energy weapons
This type of weapons is defined by it‚s Penetration Value (PV), determining the power of the weapon, and a short range (Min) and a long range (Max). The value of long range determines the maximum distance a target may be away to be shot at. If a target lies outside of the long range of a weapon, the projectile or energy beam never reaches it and therefore no damage is inflicted. Additionally targets within long range are more difficult to hit, so the Ranged Combat Skill of the attacker is reduced by 2 when rolling for the hit.
The short range determines the ideal range of a weapon, any target within short range may be shot at without any negative range modifier. Any ranges are measured in centimeters.
Sniper rifle - „Rš - Min 0 to 60 - Max 61 to 90 - PV 10

b) Automatic projectile and impulse energy weapons
Automatic or impulse weapons are described by the same characteristics as presented above with the notable exception, that more hit locations are hit by a single burst of fire. The multiplier written before the Penetration Value and determines the number of hit locations affected by one burst (roll separately for each).
Impulse laser pistol - „Rš - Min 0 to 40 - Max 41 to 60 - PV 2 x 5
If the target is hit by a burst you roll the hit location twice and each hit location is affected by a shot with a penetration value of 5.

c) Template weapons
The name template weapons is derived from the fact, that this type of weapons sprays its damaging effect over a certain area, which is defined by a template. These weapons do not use range characteristics, the range and area of effect are determined by placing the template specific for this weapon at the base of the miniature to measure which miniatures are hit. Any miniature fully or partially in this area of effect is hit.
They do not exist in this trial version.

Size Modifier
Smaller targets are more difficult to hit than larger ones. Therefore the sizes of a target modifies the chance to hit it by increasing or decreasing the Ranged or Melee Combat Skill of the attacker. The following modifiers apply.

Use of grenades
Grenades are considered template weapons, that the characters included do not possess. Therefore they are not described here.

6.2 Hit locations

Each character possesses his own individual diagram displaying his hit locations.

Hit determination
If the character carries or wears any equipment at the hit location determined by the roll, then roll another d20 to find out if the equipment was hit. On roll of 1 - 5 the piece of equipment is hit and therefore destroyed, so it cannot be used anymore. At least the character takes no damage.
On a roll of 6 - 20 or if there is no equipment at this hit location it means the character is hit. Subtract the Armor Value of the specific hit location from the Penetration Value of the weapon causing the damage and mark the result off as wounds on the character sheet (check off the boxes on the sheet).

If the hit location takes the maximum damage it can stand and if there are no boxes left to check off the damage left over is marked as critical wounds on the character sheet. Additionally taking the maximum amount of wounds in a hit location causes ill effects. Consult the following table to determine the effect.

If a character takes the maximum amount of critical damage (no boxes left to mark off) or takes the maximum amount of damage for the head, he is killed by the damage.

A character‚s left arm is hit by a shot with a Penetration Value of 8. The arm is protected by an Armor Value of 4 and it may take up to 6 wounds. Additionally the character carries his impulse laser with this arm.
The first roll determines if the equipment is hit but the shot misses the impulse laser. As the arm is hit the Penetration Value of 8 is reduced by the Armor of 4 to a resulting damage of 4 wounds, which are crossed off on the character sheet. No critical damage is taken and no ill effects are suffered because the arm can stand two more wounds.

Another example:
Having tasted blood the attacker of the former example shoots at the character again, hits the left arm a second time and rolls a 3 on the roll to determine if the equipment is hit. A 3 lies within the interval from 1 to 5 and so the impulse laser is destroyed.

Another example:
As life is cruel sometimes the mercenary of the former example is hit again, and the third shot also hits the left arm and as there is no impulse laser left to be hit, the damage is applied to the arm. As calculated above the character takes four wounds. Two wounds mark off

6.3 Melee Combat
Melee combat can only be initiated if the bases of two miniatures touch, or in other words if they stand in base-to-base contact. Melee weapons are marked by an ≥M„ on the character sheet.

Use of melee weapons
To hit a target with a melee weapon you must roll equal or less your Melee Combat Skill plus the size modifier of the target. If the roll succeeds, the target is hit.

If the attacker fails the roll by scoring a 20 he botches the roll and falls to the ground taking 2 wounds of template damage. To execute any further attack the character must stand up by using an Action or Reaction.

Any melee attack uses up one Action. Characters involved in a melee are not able to interfere with ranged combat or attempt an Reaction to ranged attacks.

Two characters (A and B) fight in a melee.

Character A: Size +1 - BR 7 - MCS 10 - MPV 5 - Actions 3 - Reaction 1
Character B: Size -1 - BR 6 - MCS 8 - MPV 4 - Actions 3 - Reaction 1

Character A wins the initiative and tries to hit his opponent with a melee attack. To score a hit he must roll equal or less the sum of Melee Combat Skill and size modifier (MCS + Size = 10 - 1 = 9). As he scores a 20 character A misses his target and he even falls down, taking two wounds of template damage.

Character B seeing his chance attempts a Reaction. As the Reaction is increased by 2 while executing a melee, he must roll equal or less 8 (BR 6 + 2) and scoring a 7 he may react. Deciding to make a counter-attack Character B must roll to determine if he strikes his target. He scores an 8 and as this result is equal or less 9 (MCS + Size = 8 + 1 = 9) he manages to hit his opponent. The hit location is rolled out and the damage applied.

Now Character A uses his next Action to stand up again, but this allows Character B another attempt to react...

Escape from melee
To escape from melee combat the player must roll equal or less his character‚s
   Quickness minus two (Q - 2).
If the roll succeeds the character may use the Action to execute a flight movement.

Shooting within a melee
If a character tries to shoot his melee opponent as an Action, his Ranged Combat Skill is reduced by 4 and any other modifier applying to the situation must also be calculated into this roll.

6.4 Ranged combat
Any attack with a ranged weapon is executed by going through the following points:

1. The player announces to shoot at a specific target using one specified ranged weapon. Weapons usable in ranged combat are marked with „Rš on the character sheet.

2. The distance between shooter and target is measured. If the target is within short range of the weapon, the roll to hit is executed normally and if the distance counts as long range, the Ranged Combat Skill of the attacker is modified by -2 for this roll. If the target is out of the distance defined as long range the shot misses entirely without any roll.
Don‚t forget to mark off the ammunition spent for any shot announced.

3. To determine if the character hits his target roll one d20. If you score equal or less the characters Ranged Combat Skill modified by range (depending on the weapon), cover and size of the target, the shot strikes the target.

On a roll of a 1 you inflict critical damage ignoring any armor the target wears. The damage is not reduced and marked off as critical wounds.

If you score a 20 the weapon suffers a malfunction and the character cannot use it again during the current turn.

Damage is marked off as described above and firing a ranged weapon requires the use of an Action.

Every  shot must be marked off on the charcter sheet.

Shooting into a melee
If a character shoots at two or more characters involved in melee combat, he always hits the character being next to the shooting attacker.

But his RC skill is reduced by -4.

6.5 Use of template weapons
Template weapons may be used during ranged and melee combat, although you have to be careful not to hit members of your own team or the attacker himself if you fire such weapons while being in melee combat.
The area of effect of any template weapon is determined by a specific template, so that in the case of a shotgun the range and spray of the weapon is shown by the template.
As the characters described do not own any template weapons there is no need to discuss this topic here.

7. Equipment and character modification

Each Fearless character may be modified offering various advantages in tournaments or campaigns. In arena fights players may play for credits to use them to buy their characters equipment or train their statistics.

These rules are not required to test Fearless and so they are included in the basic box.

7.1 General equipment basic box
7.2 Modifying the characteristics basic box
7.3 Effects of severe injuries basic box


The characters

RCS Ranged Combat Skill
MCS Melee Combat Skill
Q Quicknes
ST STrength
BR Basic Reaction
SP SPecial Ability
MPV Melee Penetration Value
MR Movement Rate
AV Armor Value
Min Short range of a weapon
Max Long range of a weapon
Type Type of equipment
šRš = ranged weapon, 
šMš = melee weapon
PV Penetration Value
AAV Average Armor Value (used for template attacks)

Of course it is possible to play Fearless with wooden or paper markers, but using appropriate miniatures is more interesting.
For each of the 7 characters described here the picture shows the original miniature avaivable in local gaming stores or through Excalibur-Miniaturen.
Name Duke Vate 
Race Cybot 
Critical Wounds: 9
Size Normal +/-0 
Credits  380

Equipment Laser rifle (two-handed) - ≥R„ - Min 60 - Max 80 - PV 8
Accessories Standard energy cell (laser rifle) - 10 shots
Special rules Cyberrun: If Duke succeeds in a roll on SP spending one Action, he may be move twice his MR.

Name Assow
Average Armor Value   AAV 2
Race Human
Critical Wounds 8
Size Normal +/-0
Credits  270

Ion ray gun (left arm) - ≥R„ - Min 40 - Max 60 - PV 12
Teleportation control (right arm)
Accessories Standard energy cells (ion ray gun) - 17 shots
Special rules Teleportation coat. Once per turn Assow may use one Action to activate his teleportation coat and roll on SP. If the roll succeeds he is teleportated to any location within 25 cm (even into forest or building). If the teleportation control is destroyed he cannot teleport anymore.

Name Bill Hawkins
Average Armor Value        AAV 2
Race Human
Critical Wounds 8
Size Normal +-0
Credits  470

Automatic pistol (right arm) - ≥R„ - Min 27 - Max 40 - PV 2 x 6
Jump unit (body)
Accessories Sliver ammunition (automatic pistol) - 25 shots
Special rules Jump unit. As an Action Bill Hawkins may, if he succeeds in a roll on SP, jump over a distance of 25 cm. The terrain he lands on must be even (no forest, obstacle or wall).

Name Cy 101 N
Average Armor Value   AAV 2
Race Droide
Critical Wounds 9
Size Normal +-0
Credits  410

Laser pistol (left arm) - ≥R„ - Min 40 - Max 60 - PV 8
Bladed hand (right arm) - „Mš - PV 10
Accessories Standard energy (laser pistol) - 20 shots
Special rules Because of their programming Droids may roll on SP at the beginning of their turn to gain an additional Action.

Name Natascha Nixon
Average Armor Value  AAV 2
Race Human
Critical Wounds 8
Size Normal +-0
Credits  405

Laser pistol (right arm) - ≥R„ - Min 40 - Max 60 - PV 7
Laser pistol (right arm) - „Rš - Min 40 - Max 60 - PV 7
Accessories Standard energy cells (laser pistols) - 18 shots each
Special rules Double shot. Succeeding a roll on her Special Ability Natasha may use the current Action to fire both laser pistols at once (even at different opponents). If the roll fails, the Action is lost. The double shot allows no reaction attempt.

Name Cysionen -Warriorr
Average Armor Value   AAV 4
Race Cysion
Critical Wounds 9
Size Normal +-0
Credits  400

Sword arm (right arm) - ≥M„ - PV 10
Sword arm (left arm) - „Mš - PV 10
Accessories non
Special rules non

Name Hkrkrxar (für Menschen nicht aussprechbar)
Average Armor Value  AAV 2
Race Plasmode
Critical Wounds 10
Size Groß +3
Credits  435

Ion ray gun (left arm) - ≥R„ - Min 40 - Max 60 - PV 12
Energy sword (right arm) - „Mš - PV 8
Accessories Energy cells (ion ray gun) - 20 shots
Special rules The Plasmode is immune to the effects and damage of energy weapons.