Ttp Miitur Gm
by Marc Anderson Edited by Patrick Connor Cover Illustration by Ronald Smith Interior Illustrations by Jerry Frazee Based on Rules created by Richard A. Johnson © Copyright 2007 Rattrap Productions LLC www.rattrapproductions.com www.pulp-heroes.com
Table of ConTenTs Introduction ......................... ...................................... .......................... ......................... ............ 5 Dice and Mechanics of the Game ......................... ............................. .... 6 Stat Line ................... ................................ .......................... ....................... .......... 6 Character Stat Chart ......................... ..................................... ............ 7 Initiative and Turn Sequence ....................... ....................... 8 List of Actions ................. .............................. ......................... ................ .... 9 Hero Points ......................... ...................................... ....................... .......... 10 Movement ......................... ...................................... .......................... .......................... .............11 11 Terrain Effects .............................................11 Levels .......................... ....................................... ......................... ...................1 .......11 1 Improvised Movement Movemen t ......................... ............................... ...... 13 Combat ........................ ..................................... .......................... .......................... .................. ..... 14 Weapons Chart ....................... ................................... .................... ........ 14 Ranged Combat............. Combat.......................... .......................... ................ ... 15 Close Combat ......................... ..................................... .................... ........ 16 Combat and Flying............ Flying......................... ......................... ............ 20 Combat Outcomes........................ ..................................... ............... 20 Flying Vehicles........................... ........................................ .......................... ................ ... 21 Anti-Gravity Vehicles Vehicles ................................ ................................ 21 Weapons on Vehicles ................................. ................................. 22 Movement .................................... ................................................. ............... 22 Shooting at Vehicles......................... ................................... .......... 24 Mounted Rules ..................... .................................. ......................... ...................... .......... 24 Character Creation ....................... .................................... .......................... ............... 25 Heroes and Villains Villains ......................... ................................... .......... 25 Model Grades......................... ...................................... .................... ....... 25 Hordes of Minions (or the Red Shirt Rule) 26 Character Equipment and Abilities ............ 26 Character Size ................. .............................. .......................... ............... 27 Aliens .......................... ....................................... .......................... .................. ..... 27 Character Archetypes ................................ ............................................. ............... 30 Star Commander (Grade 3) ........................ ........................ 30 Traveler (Grade 3)........................ ..................................... ............... 31 Tribal Warlord Warlord (Grade 3) ........................... ........................... 32 Rogue (Grade 3)......................... ...................................... ................ ... 33 Amazon Queen (Grade 3) ......................... ........................... 34 High Priest (Grade 3) .......................... ................................. ....... 35 Swashbuckling Prince/Princess (Grade 3) . 36 Overlord (Grade 3)......................... ..................................... ............ 37
Mad Scientist (Grade 3) ........................ ............................. ..... 38 Hotshot Pilot (Grade 3) ......................... .............................. ..... 39 Science Ofcer (Grade 2) .......................... .......................... 40 First Ofcer (Grade 2) ..... 2) .................. .......................... ............. 41 Tribal Clan Lord (Grade 2) ................. ........................ ....... 42 Captain of the Guard (Grade 2) ................. ................. 43 Moral Companion (Grade 2)............. 2)...................... ......... 44 Scientist (Grade 2) ........................ ..................................... ............. 45 Mercenary (Grade 2) ......................... .................................. ......... 46 Amazon Warrior Warrior (Grade 2) ............... ........................ ......... 47 Priest (Grade 2) .................... ................................. ...................... ......... 48 Star Command Cadet (Grade 1)................. ................. 49 Star Command Security (Grade 1)..... 1)......... ........ .... 50 Star Command Specialist (Grade (Grade 1) .......... 50 Tribal Warrior Warrior (Grade 1) ................. ............................ ........... 51 Palace Guard (Grade 1) .......................... .............................. .... 52 Soldier (Grade 1) ............................ ....................................... ........... 52 Amazon (Grade 1) ............................. ..................................... ........ 53 Settler (Grade 1)............. 1).......................... .......................... ............... .. 54 Native (Grade 1) ......................... ...................................... ............... .. 54 Zealot (Grade 1) ............... ............................ .......................... ............. 55 Robots ........................ ..................................... .......................... .......................... ................... ...... 56 Robot Rules......................... ..................................... ....................... ........... 56 Destructobot (Grade 3) ...................... .............................. ........ 59 Search And Rescue Robot (Grade 3) ......... 60 Foreman Robot (Grade 3) .......................... .......................... 61 Industrial Robot (Grade 2) ......................... ......................... 62 Bodyguard Robot (Grade 2) .............. ...................... ........ 63 Specialist Robot (Grade 1) ......................... ......................... 64 Labor Robot (Grade 1) ......................... ............................... ...... 64 Soldier Robot (Grade 1) ......................... ............................. .... 65 Analysis Robot (Grade 1) .................. .......................... ........ 66 Space Age Equipment .......................... ....................................... ................... ...... 67 Skills and Attributes .................. ............................... .......................... ................. .... 68 Combat Skills.......................... ....................................... ................... ...... 68 Knowledge Skills ........................ ..................................... ............... .. 71 Other Skills .................................. ............................................... ............. 73 Virtues and Flaws........................ ..................................... ............... .. 77 Scenarios ........................ ..................................... .......................... .......................... ............... .. 79
The Board .................................................. 79 The Story.................................................... 79 Encounters ................................................. 79 Alien Terrain .............................................. 80 Scenario Specic Rules ............................. 81 Campaigns............................................................... 83 The Plot ...................................................... 83 Story Arc .................................................... 84 Beyond the First Story ............................... 85 Experience............................................................... 87 General Rules for Experience Points ......... 87 Heroic Experience...................................... 88 Reputation Experience ............................... 91
Fantastic Worlds Scenarios ..................................... 93 Peril of the Mystery Ship ........................................ 93 The Robin Hood of Regalls VII .............................. 99 Malice in the Palace .............................................. 108 Chapter 1: The Mysterious Assailant .................... 108 Chapter 2: The Fiend in the Courtyard ..................110 Chapter 3: The Enemy of my Enemy.....................112 Blank Hero/Villain Sheets..................................... 122 Blank Robot Sheets ............................................... 125 Hordes of Minion Markers.................................... 128
Acknowledgements The author acknowledges that this book wouldn’t have been possible without the insight and playtesting of people much smarter than he. The rank of Junior Star Commander is hereby awarded to Audrey Ewing, Mike Lorenzo, Matthew Higgins, Jerry Frazee, Grif Ingram, Will Anderson, Green Knight and Markus Kaufmann. Special thanks to Rich Johnson for giving me the opportunity and the core rule system to write the book.
This book is dedicated to my dad, Bill Anderson, for putting a beat up paperback about Mars in my hands when I was a child, thus beginning my lifelong love of the genre. Miniatures used are courtesy of Bronze Age Miniatures (BA), and Hydra Miniatures (HM) as well as some o f our own line, Rattrap Productions (RP). Terrain mat provided by Zuzzy Miniatures.
Fantastic Worlds: Pulp Action in the Far Reaches of Space is © Copyright 2007 by Rattrap Productions LLC. EAN 978-0-9789241-7-1 ISBN 0-9789241-7-7
fnttic World: Pulp action in the fr Reche o spce Dr Litmus pulled down the huge lever and the contraption came to life, casting a shimmering glow over the entire basement. A low pitched hum emanated from it that made Kip Kincaid uncomfortable. “Are you sure this thing is safe, doc?” Kip asked, casting a quick glance at Sarah, who was coming down the stairs, bringing tea. “Quite, quite” Dr Litmus replied. “I’ve had it on dozens of times and it works perfectly.” He stepped from the breaker to a control panel that was connected by two large cables to the glowing apparatus. In the center of the panel, surrounded by dozens of switches was one large dial. He began to turn it ever so slowly. Kip walked up to the machine for a closer look. It was unlike anything he had ever seen before. Standing eight feet tall and three feet wide it had every appearance of a door frame. In fact, looking between the mass of wires and vacuum pipes that covered every inch of the frame, Kip thought he could see a normal wooden frame. Inside the ‘doorway’ was anything but normal, as light sparked, jumped and played from edge to edge. As Kip watched, the light would streak across the frame as if someone ran behind the doorway with a ashlight. Other times a light would start small, like a candle light, then grow bigger and bigger until it engulfed the doorway then would disappear. A static haze distorted the entire thing, often threatening to obliterate the entire view. “It’s outer space” Kip said with an epiphany. “Yes, yes!” Dr Litmus responded with glee, “and as I turn this dial we are moving through space at thousands and thousands of miles a second. Think of it Kip. We can search space from my basement. Chart the stars; perhaps even nd life on other planets. Look here!” Dr Litmus turned the dial to a point that had an arrow made of tape marking it. He twisted the dial slightly back and forth from that point as if he was trying to locate his favorite radio station. Suddenly he stopped and pointed. “There!” Kip looked again. The static was worse than ever, but it seemed he could make out a vista of rock and sand through the distortion. “Doc, are you saying that’s another world?” “Indeed, Kip, indeed. I found this a few days ago. It appears quite barren and lifeless, but another world indeed!” Sarah walked up next to him, and Kip suddenly realized they were going to be late for their dinner reservations. Dr Litmus may be an eccentric old kook, but he had the most beautiful daughter in the city. Just as he was about to suggest they leave, Sarah gasped, “Look! Oh, did you see it?” Kip looked towards the frame where she was pointing, but couldn’t see anything. In fact the static was worse. “I don’t see anything.” “It was there, right there” Sarah walked closer to the frame pointing near the center of it. “It was a face. Oh father, I’m certain of it.” Her father smiled. “I sincerely doubt it, my dear. As I stated before this is nothing more than a lifeless rock in space.” Kip suddenly got a sick feeling. His instinct was telling him something was wrong, and he never ignored his instinct. “Sarah darling, move away from that contraption. I don’t trust it...” The image in the frame shimmed and popped as two massive fur covered arms reached out from it and wrapped themselves around Sarah’s waist. In the frame, Kip could see a snarling savage face. Sa rah screamed as she was p ulled to the other side. “Sarah!!” Kip yelled. He looked around the room quickly. On the wall was mounted a sword that belonged to Sarah’s grandfather in the war. Grabbing it he started towards the portal. Dr Litmus grabbed his arm and Kip turned. “I’m going after her, Doc!” Dr Litmus opened the drawer to his desk and pulled out a revolver and looked at Kip. “No, we’re going after her.” Kip nodded his head, and then both men jumped through the ickering portal.
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InTRoDUCTIon Scientication is the name Hugo Gernsback coined back in the late 20s when he changed the look of pulp by releasing Amazing Stories, an anthology book featuring stories set in the distant future and on faraway planets. Of course, we now recognize the genre as Science Fiction and it has permeated our culture in a way Mr Gernsback could never have foreseen. There is no denying pulp’s inuence on Science Fiction. During its heyday in the 30s the pulps brought us stories by legends of the genre like Ray Bradbury, Robert Heinlen, and Issaac Asimov. These writers went on to inuence science ction for decades to come. However, when one talks pulp science ction it’s the heroics of Flash Gordon, Buck Rogers and John Carter of Mars that spring to mind. Larger than life heroes battling multi-armed aliens and evil emperors, all so they can save and marry the most beautiful girl in the galaxy. In the same way that the pulps spawned science ction, the rules engine from .45 Adventure spawned this title Fantastic Worlds: Pulp Action in the Far Reaches of Space. It has been written to allow players to design and play games featuring their favorite space heroes from yesteryear and even create their own! Fantastic Worlds strives to balance the many forms of science ction that appeared in the pulps. You can play swashbuckling characters on a faraway planet in a romantic sword and planet adventure or Star Commanders zipping around the galaxy in their spaceships ghting evil with their Ray Guns and Jet Packs. Best of all, you can mix and match the various types to create your own stories. Great care has been taken to ensure that all manner of futuristic Heroes and Villains can mix well.
Like .45 Adventure, Fantastic Worlds stresses individual characters and exciting scenarios. Players take control of a handful of models, using them to solve mysteries, rescue prisoners and ght aliens. Plus, with the campaign rules, players can see their heroes advance in skills, jump to new archetypes and nd and use valuable new equipment. So strap on your Jetpack, charge up your Ray Gun and make sure your blade is sharp! Adventure awaits! Marc
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DICe anD MeChanICs of The GaMe Fantastic Worlds uses ten-sided dice (d10) for all combat resolution and stat tests. There are two basic types of roll used in the game.
The rst is the Unopposed Die Roll or ‘Roll against Stat’. In the course of a game a model might have to determine whether or not an action is successful; this is called a stat test. The player rolls a d10 and adds the appropriate stat, together with any bonuses or penalties that apply. The test is successful if the total is equal to or more than 10. If it is less than 10, the test is failed. There are many situations that can come up during a game, in which a character wishes to perform an action that is not covered by specic rules. In those cases, players should use the Stat test and apply modiers as shown below, as long as the desired action is in the realm of the possible. Your model cannot push down a castle wall by passing a BRAWN test. -0
Not a normal action, but not overly difcult; e.g. jumping through a window
-1
A difcult action; e.g. leaping onto a hover cycle after crashing through a window
-2
A very difcult action; e.g. leaping onto a moving hover cycle after crashing through a window
-3
A heroic action; e.g. leaping onto a moving hover cycle after crashing through a window and attacking the driver
For example, John’s model is attempting to leap onto a moving air skiff from a room in the emperor’s palace and so needs to pass a stat test. DODGE is the most appropriate stat to use so the model’s DODGE of 3 is added to the roll of a d10 and a difculty modier of -2 is applied. John rolls a 5, for a total of 6. Since the result is lower than a 10, John’s model fails the test. Had John rolled a 9 or more, the model would have passed. The second type of die roll is the Opposed Roll. Both players roll a d10 and add it to the relevant stat (plus modiers). It is not necessary to roll 10 or more, the only goal is to beat the other player’s score.
stt li All tests for characters are made using the appropriate stat from their character sheet. Each stat is tied to a specic hit location. Wounds to that location result in the stats tied to that location changing. For example a character shot in the chest would lose points in both BRAWN (BW) and GUTS (GT). Below are all the stats in the game, their abbreviations, and descriptions.
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fnttic World: Pulp action in the fr Reche o spce Grade: This is the model’s level in game terms. A Grade 3 model would be a hero, a Grade 2 would be a sidekick, and the Grade 1 would be the nameless soldier. Grades are explained more fully under Character Creation (see page 25). BRAINS (BR) is used to represent the character’s ability to think and solve problems. BRAWN (BW) is used to determine tests of physical strength, as well as damage in close combat. GUTS (GT) is used for tests of bravery. All psychological tests (Panic, fear, etc.) are also tested on this stat. RAY GUN (RG) is the character ’s skill in shooting or throwing. BLADE (BD) measures the character’s ability in close combat. DODGE (DG) measures the character’s reexes. SPEED (SP) is how fast the character moves when not in ight. FLIGHT (FL) is the speed of characters in ight. FLIGHT/DODGE (FL/DG) replaces a character’s DODGE stat while in ight. Weapon Strength (WS) is the amount of damage a weapon inicts. The higher the Weapon Strength, the better the chance to cause a wound. Defensive rating (DR) is the armor value for a specic location on the body. The higher this value, the better the chance a model will get a save aginst a wound.
Crctr stt Crt lcti While most characters have four areas that can be wounded (Head, Torso, Arms, Legs) certain characters may have more (Wings or a Tail). When a model is hit in Ranged or Close Combat the attacking player rolls a d10 to determine the hit location. The number in parenthesis beside the location on the character sheet is the die roll needed to hit that location.
b This is the starting value for each of the model’s stats. These are determined by the character ’s starting archetype. This number is never changed and reects the model’s attribute level before skills are added. Stats are tied to specic hit locations and the stats decline as wounds are taken to that location. For example, the BLADE (BD) stat is tied to the Arms location. The more wounds a model takes in the arms, the lower his BLADE stat becomes.
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Div Rtig DR refers to the defensive rating of each location. Certain archetypes can change the values for different locations by adding armor. This could represent anything from space-age armor to a simple shield.
Wud lv As each location takes a wound, the player crosses off one or more boxes from the Wound line for the location hit, starting with the rst box. When the nal box with a stat in it is crossed off the model suffers the effects shown in the last box. Grade 3 and Grade 2 characters that lose their nal head or torso box on the wound line are knocked unconscious. Grade 1 models that take a wound to the head or torso are killed. Models that cross off all their arm boxes can no longer carry items or attack in close or ranged combat. Models that lose their last legs box can only crawl at the rate of 1” every other turn, and may not engage in close or ranged combat during any turn in which they move. If a model has all its arms or legs wound boxes crossed off, additional hits to that location are applied to the torso. Sample Character Stat Chart Location (Die Roll)
Base
DR
Head (1)
Brains=3
4
BR=3
BR=1
Unconscious
Torso (2-4)
Brawn=3
4
BW=3
BW=3
BW=2
BW=1
GT=8
GT=8
GT=7
GT=6
RG= 4
RG=3
RG=2
RG=2
RG=1
No attacks
BD=4
BD=3
BD=3
BD=2
BD=1
Cannot carry
DG=3
DG=3
DG=2
DG=2
DG=1
Crawl Only
SP=5
SP=4
SP=3
SP=2
SP=1
Guts=8 Arms (5-7)
Ray Gun=4
4
Blade=4 Legs (8-10)
Dodge=3
4
Speed=5
Wound Level
Unconscious
Iititiv d Tur squc The turn begins with each player rolling a d10 for initiative. The player who rolls highest has the initiative. Ties are rolled off until there is an order of initiative among all the players. The player with the highest initiative can choose to activate any model on his team, regardless of the model’s DODGE stat. Then, starting with the model with the highest DODGE stat, the players take turns moving their models in the order of initiative. The player with initiative will always have one of his models act rst at each DODGE level, if he has one.
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fnttic World: Pulp action in the fr Reche o spce For example, Player A wins initiative and has two models–one with a DODGE of 3 and the other with a DODGE of 2. Player B (with the second highest Initiative roll) has the same, and Player C has models with DODGE scores of 4 and 2. The turn could look similar to this: Player A activates DODGE 2 (because Player A won Initiative, he can activate any model of his choice rst). Player C activates DODGE 4 (Player C has the model with the highest DODGE score, so he would activate his 4 before the other players’ DODGE 3s). Player A activates DODGE 3 (because he won Initiative, he gets to activate the rst model at each DODGE level as long as he has one). Player B activates DODGE 3 (because he has the second highest Initiative) Player B activates DODGE 2 (because he has the second highest Initiative and Player A has no models for this Initiative because Play A’s DODGE 2 went rst) Player C activates DODGE 2
lit acti A model may make only one action each turn unless a special ability allows them more. Move - This is the normal movement of the model as represented by its SPEED or FLIGHT stat. The SPEED and FLIGHT scores are measured in inches. Jump - This is assumed to be a running jump. All models can jump up to 1” for every 2 points of BRAWN. A model can gain an extra 1” of distance by passing a BRAWN stat test (BRAWN + d10 = 10 or greater). Shoot - This is the normal shot taken by models. There is no modier to hit. Snap Shot - This is two (2) quick shots taken in succession. Models doing this have a -3 modier for both shots. Snap Shot cannot be used with energy weapons. Move/Jump & Shoot - Models may re a weapon at any point during a movement. The shot has a modier of -5 to hit. Models with two-handed ranged weapons may only move half their normal move and take a shot. Reload - A model may take an action to reload their rearm if they run out of ammunition Charge - Models gain a +2 to their BLADE score when they charge into hand to hand. A model must move at least 2” for it to be considered a Charge. Close Combat - This is a normal hand to hand attack. There is no modier to hit like Charge. Use Ability - This action refers to anything unrelated to the actions already listed, such as attempting to repair equipment, or use special abilities.
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fnttic World: Pulp action in the fr Reche o spce Wait - Models may hold their actions until later in the turn in an attempt to counter an action of an opposing model. The Wait can be played at any time until the end of the turn. A model cannot, with one exception, use Wait to interrupt an opposing player’s action; you can stop an opponent’s movement at any point during the movement to use the Wait action. If two or more models activate Wait at the same time, the model with the highest initiative goes rst. Prone - Models may crouch or lie on the ground in order to become as small a target as possible. Prone models are -2 to be hit. Models going Prone may also shoot as part of the same action with a modier of -5 to hit. Prone models cannot be charged by ying models. Models that are Prone have their BLADE score halved (rounded up). Stand - Models that are Prone or have been knocked off their feet can take an action to stand. Standing Models may also shoot as part of the same action with a modier of -5 to hit.
hr Pit Grasping victory from the clutches of defeat is the trademark of all great heroes. Hero Points are used in Fantastic Worlds to illustrate a hero/villain’s ability to go that extra distance, or give the greater effort when a situation demands it. At the beginning of the game, each player gets Hero Points. During the course of the game, players can use the points to change their die rolls. A player can move any die roll up or down by as many points as they have remaining (the one exception being the location of a shot; hits cannot be moved from one part of the body to another using Hero Points unless they have a Special Ability that allows it). Players can only change their die rolls; they cannot change an opponent’s die roll. For two (2) points a player can re-roll a die. Players must abide by the results of the second roll (they cannot add additional Hero Points, nor can they spend 2 more Hero Points to re-roll). If both players want to use Hero Points on the same action, the attacking player announces it, then each player notes secretly how many they wish to use (on paper, with a d6, etc.). Both then add their points to their scores as normal.
hr Pit d Murmt Hero Points can be used to change a measurement. For example, a player can add 1” to the range of their weapon for each Hero Point expended, or can add 1” to a Jump or Move action for each Hero Point expended (the addition of this 1” or more does not necessitate a BRAWN test).
hr Pit d Dmg For each point expended a player can increase Weapon Strength or the Defensive R ating for a specic location. If Hero Points are used to increase Weapon Strength or Defensive Rating, the points must be added before the hit location is rolled. If both players wish to add points during the same action, then both should note secretly how many they wish to use (on paper, with a d6, etc.) and reveal them at the same time.
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strtig hr Pit The number of Hero Points each side receives is determined by the models they use. Grade 3 and Grade 2 characters receive 5 hero points each. Robots get no Hero Points unless they choose the attribute Sentient. Hero Points can be used by any model on the player’s side. For example, a player begins the game with a Grade 3 Star Commander, a Grade 2 Science Ofce, a Grade 2 Robot and a Grade 1 Space Cadet. The player would begin the game with 10 total Hero Points, but could use them for any of the models in his team.
MoVeMenT Models move across normal ground at 1” for each point of SPEED. For example, a model with SPEED 5 would move 5”. As the model takes wounds to the Legs location, their SPEED will start to decrease, so players should remember that as the game progresses. Since the SPEED score is based on players using the recommended 24” x 24” board size, players may nd that movement is too slow if using a bigger table. For tables 36” x 36” or larger, it is recommended that models be allowed to perform two Move actions, as long as it is not combined with any other action.
Trri ect With so many different kinds of terrain and each player setting up the difculty of terrain in their own way, players are encouraged to come up with their own terrain effects for movement. All terrain effects should be announced prior to the start of the game. Two simple guidelines to follow for all terrain effects are: if movement is halved through a type of terrain, SPEED is always rounded up and if movement penalties are applied (like -1” movement) then a model’s SPEED will never be reduced below 1. Additional rules and ideas for terrain effects are found in the section on Creating Scenarios on page 79.
lv The way that Fantastic Worlds handles height, whether it is climbing or ying, is by Levels. Players do not have to measure each and every building, cliff etc; simply assign values to scenics and terrain according to what works for the game. The four (4) heights listed below give an idea of the relative heights of the different Levels. Players should feel free to adjust them according to the height of their own terrain.
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fnttic World: Pulp action in the fr Reche o spce Level 0 = Ground level Level 1 = 1” to 4” Level 2 = above 4” to 8” Level 3 = above 8” to 12” Level 4 = above 12”
3
2
The use of levels allows players to build reasonable terrain but still include the dangers of being at extreme height. If a player wanted to use terrain to represent a dangerous mountain pass with a sheer drop-off on one side, he could state that the path is at Level 4 (should a model fall off into the chasm) without having to build a mountain pass that is 12” high
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0 This scene shows our heroes John the Earthman and Teela the Princess on Level 0 along with a couple of aliens. The rst level of the plateau is Level 1. The top of the plateau is Level 2 where more aliens await. The cliffs in the backg round are Level 3.
If players are using both high objects and deep objects, for example a mountain pass with a steep cliff on one side and a drop off on another, then you could count Levels in both directions. The cliff would be Level 4, the pass Level 0 and the chasm Level 4. Any model that falls from the top of the cliff into the chasm, would take the equivalent of two Level 4 falls. Or, have the ledge as Level 2 with the bottom of the chasm as Level 0 and the top of the cliff as Level 4.
Cimig It takes a model two (2) actions to climb up each level. For each level above Level 1, a model must pass a DODGE test before moving. If they fail, then they are considered to have slipped and fallen and will take the appropriate Falling damage (see below).
figt Models can choose to y as their action if they have a device that allows them or they have wings All measurements are made from the Ground Level with appropriate modiers added for the ying model’s height. This avoids players having to hold their models in the air to take measurements.
Mvmt wit fr Each ying model has a minimum and maximum SPEED value. A model must move its minimum SPEED value or else the model drops three levels (see Falling damage below). If the model can hover (minimum SPEED 0”), then the model can choose to remain stationary or move any distance up to its Maximum SPEED.
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2
12” 0 Major Steele, ripped forward to the future, is ying at Level 0. She wants to charge the Alien on the plateau at Level 2. The plateau is 12” away and her Maximum move is 12”. She will need to pass a DODGE test to ascend two Levels without losing any of her horizontal movement. Alternatively, she could move the 12” to the plateau this turn and then ascend 2 Levels on her next turn. This would mean she would not have to risk the DODGE test.
A model can ascend or descend a level for every 4” of SPEED it has, but can only safely move horizontally during the action if it changes its height by no more than one level. A model can attempt to change its height by two levels while still maintaining horizontal movement, but must pass a DODGE test or else fall three levels. If it fails and the model is still in the air, it must pass a DODGE test at the beginning of its next turn or lose its action as it attempts to regain control of the descent. A model can take off, move, and land in the same turn if it does not change levels and it travels no more than half (rounded up) its maximum SPEED. A ying model that hits the ground due to a failed test must take damage per the Falling rules below. The model must also pass a DODGE test or be placed prone.
fig
Models that fall and hit a solid object will take damage appropriate to the level they started the turn at, regardless of whether their fall is interrupted by an intervening object. Models that fall do so straight down and do not get horizontal movement. Level 1 = WS 3, one location Level 2 = WS 6, one location Level 3 = WS 8, two locations Level 4 = WS 10, two locations For example, if Volmak the Nimble is scaling a tower wall to reach the great Jewel of Mök and he slips and falls just as he reaches Level 3, then he would suffer a WS 8 hit to two locations. If there was a ledge at Level 2, he would still suffer wounds as though he fell three levels.
Imprvid Mvmt No game can model every possible action that a player may want to take with one of his models. But because of the nature the game, some rules need to be laid out for “improvised movement.”
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fnttic World: Pulp action in the fr Reche o spce Sometimes a player may want to move a model in some way other than on foot, such as by sliding down a banister, swinging on a tapestry or rope, or rolling under the tables. These are all examples of improvised movements. Improvised movement requires a BRAWN or DODGE stat test, depending on whether it relies primarily on the model’s arms or legs. Swinging on a tapestry, for instance, should require a BRAWN test. Running across a powerline would require a DODGE test instead. If the test is passed, the character can move up to 6”. If the model fails the test, it moves half its SPEED stat in the direction it would have traveled, but is considered Prone at the end of this movement. If this would result in a fall of 1 Level or more, the model takes falling damage.
CoMbaT There are two types of combat. Ranged Combat (anything from ring a weapon to throwing a chair at an opponent) and Close Combat (Swords, knives, clubs, etc).
Wp Crt The Weapons Chart is a generic listing of all weapons used in Fantastic Worlds. The listing for Long Blades covers long swords, short swords, rapiers, etc. Likewise Energy Weapons includes any sort of non-projectile weapon a futuristic race might develop. The chart has four columns. Each column represents a range band: Close Combat, Short, Medium and Long Range. Each of these columns has a Range (designated in inches), To Hit modier (TH) and Weapon Strength (WS). If a weapon has a X in the column it indicates it cannot be used at that range. Range is the distance, from the previous range band up to and including the shown number for that range band. For example a pistol has a short range of 10”. That means any target outside of close combat and up to and including 10” would be at short range. If a weapon has a range of 0”, models must be in base to base contact for the weapon to be used. The second column is TH. This is your To Hit modier. A model adjusts its chance to hit by the number shown. If there is a plus (+) it is easier to hit and if it is a minus (-) it is harder to hit. Certain weapons have an optimum range. For example a rie has a better TH modier at medium range than it does at short. The nal column is Weapon Strength (WS). This is the strength of the weapon which is compared to the target’s Defensive Rating (DR) to determine wounds. The higher the WS the easier it is to wound and the greater chance for multiple wounds. Projectile Weapons refers to any type that uses a physical projectile. Including bullets,
14
fnttic World: Pulp action in the fr Reche o spce explosive rounds, harpoons, or whatever the science ction surroundings allow. A roll of 1 when ring on any turn after the rst indicates out-of-ammo. Players must take a turn to reload. Models normally start with three reloads before their weapon is empty. Energy weapons refer to any type that uses a non-physical discharge. Lasers, heat weapons, and blasters are all grouped into this category. Energy weapons do not run out of ammo, but if you roll a 1 the weapon is overheating. You must spend an action to drain the heat sink. If you do not, on a subsequent 1 the weapon will explode, doing its WS damage in a 1” diameter. Unlike other energy weapons Ray Guns can re a sustained blast of energy. A model may add +1 to its TH score for each subsequent turn after the rst that it continues to re at an object or opponent. If either model moves, the Sustained Shot is ended. Weapon
Close Combat Range
TH
WS
Fist
0”
0
BW
Short Blade
0”
+1
BW+1
Long Blade
1”
+2
BW+2
Club
1”
+1
BW+1
Improvised Club
1”
0
Polearm/spear*
2”
-1
Short Range
Medium Range
Range
TH
WS
Range
BW+2
0
BW+1
BW+1
3”
-2
BW+1
BW+1
BW+4
-1
BW+1
Whip**
2”
0
3
Bow
10”
+1
4
16”
Crossbow
12”
+1
4
Pistol (Projectile)
10”
+2
Rie (Projectile)
12”
Pistol (Energy)
TH
Long Range
WS
Range
TH
WS
+1
4
24”
-1
3
20”
+1
4
26”
-1
4
4
18”
0
4
+1
6
24”
+2
5
36”
+1
5
10”
+1
6
18”
0
6
Rie (Energy)
12”
+1
7
20”
+2
7
36”
+1
7
Ray Gun (Energy)
4”
+1
10
8”
0
10
*Only a spear may be thrown. Polearms cannot. **Characters should use their Ray Gun stat when using the whip, though it is not “red.”
Rgd Cmt To hit a target with a ranged weapon player ’s make an opposed die roll. The attacker’s RAY GUN stat (plus / minus any modiers) + d10 versus the target’s DODGE stat +d10. If the attacker’s score is higher the hit is successful. If the defender’s score is higher, the shot misses. If the scores are equal the attacker failed to hit, but the target must make a GUTS check as if he was.
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fnttic World: Pulp action in the fr Reche o spce
Cvr Any model even partially obscured by terrain is at a -2 to be hit. If the model is in base to base contact with any obscuring terrain he also receives +2 to his DR for all locations except his head.
higt Dirc
B
C
A
Models that are two (2) levels (see Page 11) higher than their opponent are considered obscured by terrain as long as the terrain can actually give cover (A ying model would not get the modier simply by being airborne). Models that are four (4) levels higher are an additional -1 to be hit.
Robot A is shooting at Alien C. Because the rock is between them, Alien C is obscured and -2 to be hit. Robot B is also shooting at Alien C, but the rock is not between them, so their is no modier.
Mvmt Models that move more than 3” are more difcult to hit. If a model moves 3-6” he is at -1. For every additional 3” he gets an additional -1. For example a Character with a jetpack moving 12” would be at -3 to be hit. A Wait action that interrupts a Move action always measures the distance covered, not the intended distance.
B C A
Mutip st Characters carrying two (2) one-handed weapons may re both. If they do so, both shots are at -3 to hit.
Robot A is shooting at Alien C. Because the rock is between them, Alien C is obscured and -2 to be hit. Alien C is also in base contact with the rock so gains the +2 DR bonus.
supprig fir A model may re suppressing re to force an opponent to duck into cover and possibly away from a goal. The attacking model gains a +2 to his RAY GUN stat but if he hits the shot does no damage. Instead the target model must take a GUTS test. If he fails he is considered Suppressed and must move immediately for cover. (The model may not move towards the attacking model). If no cover is to be found he is considered Prone. On subsequent turns the suppressed model must pass a GUTS test or stay suppressed. Once he succeeds he may act normally again.
C Cmt To hit a target close combat player’s make an opposed die roll. The attacker and defender both compare their BLADE scores (plus/minus any modiers) plus a D10. If the attacker’s score is greater than the defender’s score the attack is successful. If the attacker’s score is equal to or less than the defender the attack failed
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fnttic World: Pulp action in the fr Reche o spce
Crgig The attacker must be at least 2” from his target to charge. Charging adds +2 to the attacker’s BLADE score for that turn only. Defenders using a WAIT action may shoot at the charging model, move away from the charging model or counter charge. If the defender chooses to counter charge, move both models equal distance into base to base combat. Both models now receive the charge bonus if they moved at least 2”.
C Cmt Rut In addition to the damage done in combat the close combat rolls can produce the following results.
A
1”
1”
B
Attacker wins or Defender wins by less than 5 Pushback (See Figure A) - Attacker (A) may move the defender (B) 1” anywhere in the 180° arc directly to the defender’s rear. The attacking gure may then move back into base to base contact if it desires. This can be used to force a defender back against a wall or over a cliff, etc.
Attacker wins by 5 or more - The attacking player may choose one of the following or Pushback (above). Drawback (See Figure B) - The player may move the attacking gure (A) back 1” in the 180° arc directly to its rear. The defending gure (B) is then moved back into base to base contact. This can be used to pull a ght out into the open, or to attempt to get closer to a goal.
Figure A. Pushback
1”
Turnabout (See Figure C) - The attacking gure (A) and defending gure (B) switch places. This can be used if the attacking gure has been forced into a bad situation or the defending gure is in the way of an objective.
A
1”
A B B Figure B. Drawback
Attacker Wins by 10 or more - The attacking player may choose Knockdown or one of the results from above. Knockdown - The defending model is knocked to the ground by the power of the attack. The attacker may move the defender 1” anywhere in the 180° arc directly to the
A B
B Figure C Turnabout
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A
fnttic World: Pulp action in the fr Reche o spce defender’s rear ( see Pushback above). The defender is placed on its side and considered in the Prone position Defender wins by 5+ Repulse - The attacker is beaten back by the defender. The attacking gure is moved back 1” in the 180° arc directly to the attacker’s rear. The models are no longer considered in hand to hand combat. This is the same as Pushback ( above) except that the attacker instead of the defender is moved backwards.
Trri Fighting over or around terrain features (trees, rocks, barrels, etc) results in a -2 modier to the attacker’s BLADE stat. Attackers gain a height advantage of +1 to their BLADE stat if the model’s base is above the level of the head of the defender. Likewise an attacker takes a -1 to his BLADE stat if the model’s head is below the level of the defender’s base.
bc agit t W If a character in close combat has his back against a wall (or rocks or any other terrain that limits his movement) he suffers a -1 to his BLADE stat. This represents the model’s lack of space to be able to wield his weapon effectively.
B
A The Alien attacker (A) has its head below the base of the Defender (B). The Alien will suffer -1 to its BLADE score for the attack.
Mutip oppt v. Mutip oppt If a situation arises where two (2) or more opponents from opposite sides are all in combat together simply separate the combat into two or more individual combats. For example, stalwart Star Commander Brick Stone is in heated combat with two palace guards when his trusty ally Dr Litmus joins the fray. Dr Litmus and one of the palace guards will separate into their own combat, leaving Stone and the other palace guard to ght.
Dirm An attacker may choose to disarm his opponent rather than wound him. To do this the attacker must declare his intentions to disarm. Both players then roll their attack dice as normal with all modiers. If the attack is successful the defender must make a BLADE stat test to attempt to hang on to his weapon. If he fails his weapon is dropped.
Vutr Witdrw A model in hand to hand combat may choose to leave combat voluntarily. To do so the model makes an opposed BRAWN test with the model he is in combat with. If he succeeds the model can move his normal movement away from combat with no penalty. If he fails
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fnttic World: Pulp action in the fr Reche o spce he still moves his model out of combat but the opposing model gets a free attack as he leaves. A model with an ally in the same hand to hand combat may leave the combat unhindered.
Trw Md At some point a player may want to have a model throw an opponent’s model (through a window or off a sail barge, etc). Only models that have a higher BRAWN than their opponent, or have a special ability that allows it, can throw an opposing model. In order to throw a model, the player makes a normal close combat attack, using just their Fist stats . If successful, instead of doing damage, the defender is moved back 1” + the difference in BRAWN between the models. Example: If Grif Ingram has a BRAWN of 5 and Grimm the Grievous has a BRAWN of 3, Grif could throw Grimm 3” (1” + (5-3)”). Grimm, in turn, could not throw Grif at all as his BRAWN is not higher. In addition to being moved, the thrown model is placed prone. If a model has a BRAWN that is at least 2 higher than its opponent it can lift the opposing model off the ground. If an attacker lifts a model off the ground it can move up to half its SPEED, rounded down, on its next action and then throw the opposing model. Using our example above, Grif (SPEED 4) lifts Grimm off the ground. On his next activation he can move 2” (half his SPEED) and then toss Grimm 3”. Models that are held off the ground, can attempt to break free by making a comparative BRAWN test with their opponent, but the held model will have -1 modier as it does not have the leverage to use its full strength. A held model can also attack the model holding it. The attacker’s BLADE score will be reduced by half, rounded down, but its opponent will have a BLADE score of 0. If the attacker wounds an opponent and the opponent fails a GUTS check, the model is released and placed prone on the ground. Example: Grif (BLADE 4, GUTS 6) has Grimm (BLADE 3) held over his head. Grimm attacks and rolls a 7 +1 (his BLADE score rounded down) for a total of 8. Grif rolls a 6 + 0 (his BLADE score reduced to 0 for holding Grimm off the ground) for a total score of 6. Grimm wins and wounds Grif. Grif rolls a 2 for his GUTS check and fails (2 + GUTS 6 = 8) and drops the hapless Grimm to the ground, where he is placed prone.
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fnttic World: Pulp action in the fr Reche o spce
Cmt d fig Models that are wounded while in ight will fall one level. If the model was ying at level one it will hit the ground and suffer the appropriate F alling damage and must make a DODGE test or be placed prone.
C Cmt d fig Flying models may attack any model that is within one level. Flying models that charge a model on the ground are no longer considered in ight, unless they have a skill or attribute that allows them to make attacks on ground models and stay in the air. Non-ying characters that have special equipment or abilities that allow them to attack a ying model do so at a -2 to their BLADE score. Such attacks are considered to be strikes as the yer passes by. A model may attempt to hang onto a yer by winning an opposed DODGE test with its target. If successful, the model has managed to grab the yer and is hanging on. The non-ying model must make an opposed BRAWN test on subsequent turns to remain hanging on. Both the ying model and the model hanging on will drop one level per turn (unless the ying model has a skill that allows it to carry another model or the ying model is a vehicle that has not exceeded its total number of passengers).
Rgd cmt d fig Models ying at Levels 1 or 2 can use scenery as cover as long as the object is at least Level 2 in height. Models ying at Levels 3 or 4 can use scenery as cover as long as the object is at least Level 4 in height. Flying models are -1 to be hit for every two levels they are above their attacker. For example, if a model on the Ground shoots at a model ying at level 2, it would receive a -1 penalty. If the same ying model was at Level 4, the modier would be -2.
Cmt outcm Dmg rm Cmt If the attacker is successful he rolls a d10 to determine the location hit. The Weapon Strength (WS) is then compared to the Defensive Rating (DR) of the wound location. If the WS is equal to or greater than the DR, one box is checked off in that location,
s e r u t a i n i M e g A e z n o r B y b e r u t a i n i M
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fnttic World: Pulp action in the fr Reche o spce starting with the leftmost box. If the DR is greater than the WS then the defender rolls a d10 and adds the difference between the DR and the WS. If the result is 10 or more the wound is prevented. If the WS is twice the DR, then two (2) boxes are crossed off. If the WS of the attack is three times the DR, then three (3) boxes are crossed off.
Ucciu Some models that lose their last box in either the Head or Torso region, or suffer the effects of a poison are rendered unconscious. Models can try to regain consciousness by rolling a d10 and adding the result to the last unmarked BRAINS (BR) stat -1. If the total is equal to or more than 10 the model has regained consciousness. Models that do not have an unmarked BRAINS stat, or whose BRAINS stat -1 would equal 0 are considered to have BRAINS of 1. Models that regain consciousness must take an immediate GUTS (GT) test. If the m odel fails, then it suffers the effects of Panic described below. The nal marked box that rendered the model unconscious is used as the current stat on regaining consciousness. Further hit s to that location will again render the model unconscious.
Pic Each time a model is wounded in combat it must take a GUTS (GT) test. Models that fail a GUTS test from being wounded will ee from combat. For its next action the model must move towards its entry zone (or a predetermined exit point). It must move its full SPEED in the direction of the exit zone, but can take advantage of cover to cower or avoid being shot at. At the beginning of the following turn, the model must pass a GUTS test or continue eeing for the remainder of that turn as well. This is repeated every turn, or until the model passes the GUTS test and rallies.
flyInG VehICles In Fantastic Worlds multi-passenger vehicles are not usually part of a player’s force, unless specied in a scenario.
ati-Grvit Vic An Anti-Gravity vehicle is any vehicle that does not touch the ground. Thanks to fantastic repulsion ray technology the vehicles are carried above the ground and can even y to great heights. These vehicles are never considered on the ground unless the vehicle is destroyed. Anti Gravity vehicles use the Flying rules (see page 12).
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fnttic World: Pulp action in the fr Reche o spce
Wp Vic. Weapons are only considered part of a player’s force if selected by one of the characters at set-up. If a player wants a ray gun on his ship he must purchase it as a character option. Vehicle Type
Move from
Acceleration
Standstill
Minimum
Maximum
Speed
Speed
Deceleration
Defensive
Wounds
Rating
No. of Passengers
Grade 1 yer
6”
6”
0”
20”
4”
8
1
1
Grade 2 yer
3”
4”
0”
16”
3”
10
3
2
Grade 3 yer
2”
3”
0”
14”
2”
12
4
4
Grade 4 yer
1”
3”
0”
12”
2”
14
6
5
Mvmt A vehicle uses its current SPEED as its DODGE stat for activation. For instance, if a ship is moving at a speed of 6” it would activate as though it had a DODGE of 6 for the turn, however, any model on the vehicle can not act until its DODGE score comes around. For example, the Grav Bike travelling at SPEED 6 with a rider with DODGE 3, would activate on DODGE 6, the rider, however would not be able to do anything (except take Reaction Tests) until DODGE 3 came around. A vehicle that ends the previous turn with 0” of movement will Move from Standstill at the start of its next turn if the player chooses to move it. On subsequent turns it can accelerate or decelerate based on the Grade of the vehicle. SPEED increases and decreases are declared at the start of the vehicle’s movement and take effect immediately. A vehicle must move its entire movement in the turn. A vehicle can never exceed its Maximum Speed except through the use of Hero Points or a Special Ability that allows it.
Turig (ig) Flying vehicles bank to turn. One 45° turn costs 1” of movement. All vehicles can make one 45° turn at the beginning of their movement. Subsequent turns depend on the size and speed of the vehicle. The number of inches between safe turns is equal to the grade of the vehicle. A grade 1 vehicle needs to move only 1” before making another 45° turn. A grade 4 vehicle must move 4” before making another turn. Example: A Grade 3 Flyer, traveling at SPEED 12, can make one 45° turn at the beginning of its movement, then it must travel 3” before it can make another 45° turn. At this point it will have used up 5” of its movement (1” is lost for the the rst two turns). It would then be able to make another turn after 3”, at which point it will have used up 9” of its movement (another 1” lost for the third turn). It would not be able to make a fourth turn as it would need to travel 3” and still need 1” for another turn, but it only has 3” of movement left.
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fnttic World: Pulp action in the fr Reche o spce A model can attempt to turn before moving the required distance, but it will need to pass a DODGE test at -1 for each inch it attempts to turn early. Example: A model (DODGE 3) on a Grade 3 Flyer attempts to make a turn when the yer has moved only 2”. He will be making the test at -1 for the 1” difference between the required 3” of movement and the 2” the model actually moves. The player rolls an 8 + (3 - 1) = 10. The test would be successful at the yer would turn after 2” of movement.
Rcti Tt Each pilot has a reaction score equal to his DODGE x3. Anytime he is ying his craft at that SPEED or slower, he can make as make as many turns as his movement will allow. If ying faster than his reaction score he must make a DODGE test for every turn he makes. If he fails, he is unable to turn his craft quickly enough. He will continue in his current direction a distance equal to the amount he failed the roll by. Example: Dr Litmus reaction score is 12 (DODGE x3). Since he is moving 15” he must make a DODGE roll when he attempts to bank to the left between a couple of buildings. He rolls a 4 and adds it to his DODGE of 4 for a total of 8. He failed his roll by 2 so goes forward 2 inches before being able to make the turn. He can still make the turn now if he has not crashed or he can choose not to make the turn at all.
Vic out Ctr A vehicle that has lost its pilot, or been hit by a disruptor ray may go Out of Control. The vehicle model should be moved half its current movement in the direction that it was headed, then turned 90° to the right or left (roll d10 to determine) and moved the other half. The model will also drop one level in ight. If the model was ying at Level 1 it will hit the ground (See Crashing Vehicle).
Jumpig rm vic Models may choose to jump from a vehicle. Characters jumping get to make a DODGE roll to avoid damage. If they pass they get a -2 to the WS of the fall. If they fail they take the normal damage from the height they fell from as shown in the Flying rules (see page 12).
Crig Vic If a vehicle collides with another vehicle, wall or large object, its movement ends. Any models inside the vehicle will take two (2) hits to random locations at a WS equal to the vehicle’s speed at the moment of impact. Models inside an enclosed vehicle receive a DR bonus of +4. Models riding in, or on an open vehicle are thrown and placed 2” from the vehicle’s nal resting point and placed prone. These models must pass a DODGE test or take four (4) hits to random locations at a WS equal to the speed the vehicle was traveling. Models will also suffer any Falling damage if the vehicle was ying.
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fnttic World: Pulp action in the fr Reche o spce
stig t vic Vehicles offer cover as described under Height Differences in Ranged Combat. Models must declare whether they are shooting at the vehicle or a model in the vehicle. All Anti Gravity vehicles have a hull strength and a number of wounds. Once the last wound is gone the vehicle will begin to lose repulsion rays and will soon fall to the ground. Vehicles at level 1 will crash immediately. Vehicles ying at level 2 will crash the following turn. Vehicles ying at level 3 will descend to level 2 the following turn and then crash two (2) turns after losing its last wound. Vehicles may operate normally (accelerate, decelerate, turn, etc) until they hit the ground.
MoUnTeD RUles Mounts in Fantastic Worlds can come in all shapes and sizes. They can be two, four or even eight legged. Charts are provided for three (3) sizes: small (similar to a mule or pack animal), medium (more like a horse ) and large (oversized brutes, slower than the medium size mounts, but tougher) A mounted model adds an additional stat line to its character sheet. If the model is hit in the legs in combat, the wound has a 50% chance of hitting the mount instead. Mounted characters replace their DODGE (DG) and SPEED (SP) with those of the mount. Mounted models gain an additional +1 bonus when charging (for a total of +3). The mounted model must still move 2” to be able to charge. Mounted models may not Hide. Mounted models are +2 to be hit in either Ranged or Close Combat. If the mount is hit, compare WS to its DR as normal and apply a wound. Whenever a mount takes a wound the rider must make a BRAWN test to avoid being thrown from the mount. If the model fails it takes one WS 2 hit to a random location as it hits the ground. Mounts of thrown riders bolt, and are considered out of the game for the remainder of the scenario. Small Mount (1-5)
Dodge=4 Speed=7
DR DG = 4 5 SP = 7
DG =3 SP = 5
DG = 2 SP = 3
Mount Dead
Medium Mount (1-5)
Dodge=5 Speed=10
DR DG = 5 5 SP = 10
DG = 4 SP = 8
DG = 3 SP = 6
DG = 2 SP = 4
Mount Dead
Large Mount (1-5)
Dodge-4 Speed=8
DR DG = 4 7 SP = 8
DG = 4 SP = 7
DG = 3 SP = 5
DG = 3 SP = 3
DG = 1 SP = 2
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Mount Dead
fnttic World: Pulp action in the fr Reche o spce
ChaRaCTeR CReaTIon Fantastic Worlds is inspired by the pulp novels and serials of the past, and like those stories the game is driven by the interplay of characters and the situations or scenarios they nd themselves in. The characters do much more than ght battles. They solve mysteries and create alliances. They escape from secret underground dungeons and leap for their lives from crashing ying ships. While players can easily model their characters on the heroes and heroines of their favorite stories, the rules are designed to make it easy for you to create your own unique characters. These characters can be used again and again in continuing story lines until you have created your own original pulp stories!
hr d Vii While certain archetypes in Fantastic Worlds are quite clearly heroes or villains, there are several that could be played either way. Often it is simply a matter of perspective as to who is the hero and who is the villain of a story. Are you the intrepid space commander diligently trying to rid the newly discovered planet of the alien horde or are you the resolute alien homesteader desperately trying to save your family from the invaders. If you want to play a character that is not immediately identiable with one of the archetypes, then you should consider the background of the character you have in mind, and choose an archetype whose skills most closely match it. After you create a main character you can use the lower grade archetypes to build a team around him or her. You don’t have to build a team using the same family of archetypes. If your hero is a Star Commander, it is perfectly acceptable to use a Captain of the Guard or even a Tribal Clan Lord as your right hand man or woman. The important thing is to build the characters you have in mind.
Md Grd A model’s grade indicates how powerful a character is in relation to other grades. The Grade 3 models are usually the central heroes or villains of a story. Grade 2 characters are the supporting cast, recurring characters with strengths of their own, who usually manage to survive the story. Grade 1 models represent the (sometimes) nameless extras that make up the rest of the cast. Soldiers, guards or minions, the Grade 1 characters are expected to die in droves, but a few may surprise you. A typical player team consists of a Grade 3 character, supported by some Grade 2 and Grade 1 characters. Building forces of equal grade points is an easy way to create a fairly balanced game. However, close inspection of the archetypes will reveal that all characters are not created equal. While certain archetypes are better in combat situations, others may excel in
25
fnttic World: Pulp action in the fr Reche o spce problem solving or piloting a ship. A Grade 3 character isn’t necessarily the equivalent of three Grade 1 characters. Depending on the scenario played, one archetype may have a small advantage over another. It is important to remember that the characters can be used over a series of scenarios and in many different situations, and while the character teams may not appear equal, a well designed scenario has a way of maintaining a balance.
hrd Mii (r t Rd sirt ru) Some scenarios may require large numbers of Grade 1 characters (The Swarming Doom, Scenario 3 in Peril of the Mystery Ship is a good example). For these scenarios it would be too much record keeping maintaining individual character sheets for every model. A marker sheet, (A) for arms, (L) for legs and (G) for grounded, has been included in the back of the book. Place an A marker next to a Grade 1 model when it is wounded in the arms. If it is wounded in the legs place an L marker. Place a G marker next to a ying model if it takes a wound to the wings location. In this way you can use the same sheet as reference for all the Grade 1 models. Any models that are wounded in the arms or legs can simply refer to the second wound box on the chart for its stats. Remove the model from play if it receives a second wound in any location.
Crctr equipmt d aiiti Each character archetype has a set number of available attribute points, which are used to purchase weapons, equipment, armor, and attributes. These attributes begin to make a character unique. A character’s attribute chart has ve (5) sections: Weapons, Armor and Equipment, Combat Skills, Knowledge Skills and Other Skills. Inside the box is a number which indicates the maximum points (Max.) of attributes that can be taken for that category. The archetypes are limited to those listed except when certain alien physical attributes give them access to others (see page 27). A model can never take an individual skill at a level higher than that listed under their archetype with the exception of Weapons. A model can take duplicates of any weapon listed as long as they pay the points for it and it does not exceed their Weapon Max. In most cases a single attribute point will raise an attribute by 1. So if a skill is listed as Sharpshooter +3 (1 per +1), a model would have to use 3 attribute points to add 3 points to their RAY GUN score. Weapon, armor and equipment costs may vary from archetype to archetype.
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fnttic World: Pulp action in the fr Reche o spce
Crctr siz Characters in Fantastic Worlds come in all shapes and sizes. Aliens and robots may be much larger than standard human size or much smaller. If a model is twice the size of a normal human model it is considered large. Large models add +1 to their BRAWN stat but suffer a -1 to their DODGE score. If the model is half the size of a normal human model it is considered small. Small models add +1 to their DODGE score but suffer a -1 to their BRAWN score.
ai In Fantastic Worlds who is, and who isn’t, an alien is completely a matter of perspective. If you call Ceti Alpha XI home then these eshy pink creatures with hair in strange places and eyes in the middle of their head are alien indeed. Since there is no good reason why a multi-tentacle alien cannot be a hot shot space pilot, any archetype in the game can be used for an alien model.
ai Pic ftur Alien races can have many unique physical features. Anything from eye-stalks to multiple arms. While it is perfectly acceptable to play these models from a strictly human-based standpoint, where they gain no advantage or disadvantage from the features, some players may wish to incorporate the physical features into their character’s build. Listed below are some common alien types. Since their alien features give them access to skills and attributes beyond their normal skill sets, a balancing aw is added along with the skill. The skills cost no attribute points, but the model must take the accompanying aw. Bug-eyed/eye tentacles - Many species of aliens have unique eye features that allow them to see from multiple angles. This feature provides them with quicker than normal reexes but also makes them naturally skittish and nervous. The bug eyed model may add +1 to its DODGE score but suffers a -1 to its GUTS score. Hideous/Grotesque – Some alien creatures, while friendly enough, are just so odd or unpalatable to other races that it is difcult to work with them. A hideous/grotesque alien can take the attribute ‘Cause Fear – Grade 1’. However, the fear extends to the model’s party
27
fnttic World: Pulp action in the fr Reche o spce as well. Any friendly models that are not of the same species as the grotesque alien must make a GUTS test to move within 3” of the model. Claws/Teeth – Aliens with deadly natural attacks may choose the skill ‘Ferocious +2’, but are not allowed to purchase any other weapons (either close combat or ranged) Exo-Skeleton - Aliens with exo-skeletons have strong natural armor, however they have grown used to it protecting them and have developed little in the way of dodge skills. These models may add 2 points of armor to any or all hit locations. For every four (rounding up) points of armor taken, the model must take a -1 to either its DODGE or SPEED score. Exoskeleton models may never use the skill ‘Heroic Dodge’ Aquatic – Models that are used to living underwater are exceptionally strong despite their appearance because of a lifetime of moving against the force of the water. Aquatic aliens gain +1 to their BRAWN score. Since these aliens are water breathers they must wear a water breathing apparatus at all times. If these models take a wound to the head they must roll a d10. On a score of 1 or 2 the breathing apparatus has been damaged. The model must stop and spend an activation xing the breather. (No test is necessary as all aquatic warriors are trained to x the breathing apparatus). For every turn the model goes without repairing the unit, the model will take one wound to the Body as they slowly suffocate. Multi-Armed/Multi-legged – These models have an extra pair of limbs. For Multiple Arms, the model may take the skill ‘Multiple Attacks. For extra legs, the model may add +1 to their SPEED score. The model must pay for these skills out of their attribute points at a cost of 2 attribute points per skill. Tentacles – The tentacled alien may take the skill ‘Entangle’. Additionally the model may also attack from 1” away in hand to hand as if it was using a Club. However the model may not use any other form of hand to hand weapon. Invertebrate – The model gets a -1 to its SPEED score but may choose an additional attribute from its archetype list to compensate. Models may not Jump or or use Heroic Leap. Tail – Tails can come in all shapes and sizes. They can be used as weapons or to help climb. To this end, models with a Tail may choose any one of the attributes Multiple Attacks, Mountaineering, or Martial Arts at the cost of 2 attribute points. Wings – Model can choose the attribute FLIGHT at a cost of 2 points. If ight is taken then the model may also choose from the Flying skills Dive Attack, Flight Reexes +2 (1 per +1), Soar +2 (1 per +1) or Taxi. The additional ying skills are limited by the Grade level, so a Grade 3 yer can take three ying skills, Grade 2 can take two, and Grade 1 can take one skill.
28
fnttic World: Pulp action in the fr Reche o spce The jetbike lurched as the ray gun blast hit it from from behind. Dr Litmus gasped as his vehicle lost power and began to fall. “Grab my hand, Doc!” Kip Kincaid yelled as he came roaring up beside Litmus. “Quickly!” Dr Litmus leapt from from his destroyed destroyed jetbike and grabbed Kip’s Kip’s hand in midair. midair. The jetbike began its long plummet to the lake miles below. below. Kip hauled Litmus up to the seat behind him. “That was a close call!” Kip yelled back to him, “Having both of us on one bike will slow us down, but I still think we can make it.” Dr Litmus looked around. around. “It appears we may have lost our pursuers anyhow. anyhow. We may be out of danger.” “Don’t “Don’t count on it, Doc. These guys are fanatical about keeping strangers out of their City in the Clouds. Speaking of which...” Looking past Kip, Litmus saw the clouds part to reveal the oating city. city. It was a sight to behold with its massive white towers and strange architecture. Below the city hung the machinery that kept it aoat. Huge banks of anti gravity rays were connected to the repulsion units by hundreds of crisscrossing pipes and cables. “We’re “W e’re almost there, doc. We just have to get a little high...” The war screams took them both by surprise as a small group of Negations on their own jetbikes soared out of the clouds directly toward them. Kip swerved to avoid a blast from from the leader’s leader’s ray gun. He then pulled out his sword sword and saw them do the same. As the bikes closed, Kip swung at the nearest soldier. soldier. Metal hit esh as the man fell backwards off the bike and began his long fall. fa ll. Kip continued his swing around to the pilot on hi s left. The man was already passing him but Kip managed to get a glancing blow on the man’s neck and shoulder. The strike was enough to startle him, which in turn was enough to cause the pilot to lose control of his jetbike. As it ipped the Negation ew from from his seat and followed his comrade to the lake far below. below. As the remaining remaining three three jetbikes soared soared off behind them Kip said, “Maybe that will make them think twice about attacking us.” “I don’t don’t think it matters” Dr Litmus said, “Look!” Litmus pointed at the side of their jetbike. A large gash in the side from their assailant’ assa ilant’ss sword was spewing the precious repulsion gas. Already they were starting to lose altitude. The city loomed in front of them but as they sank they fell below ground level and towards the machinery underneath. The pipes and cable ew by above their heads. “Jump, Doc!” Both men leapt from the injured bike and grabbed at the cables. Hanging on under the city they watched as their vehicle plummeted out of sight. “This is intolerable” Dr Litmus cried. “What do we do now, now, Kip?” Kip looked up through through the mass of engineering that kept the city aoat. Somewhere in the city his beloved Sarah was being held captive by the Prince’s Prince’s men. He was going to get her back, it was just going to take longer than he expected. “Wee climb Doc”, Kip said as he started pulling himself up through the cables, “W “W “Wee climb.” climb.”
29
fnttic World: Pulp Pulp action in the fr Reche o spce
str Cmmdr
(Grd 3)
Stalwart and brave, the Star Commander is the best of the best. Chosen by his Government/Race to lead expeditions into unexplored space, the Star Com mander has the most recent and advanced technologies at his disposal. The Star Commander is a born leader of men, but when the situation demands, he is not above getting his hands dirty for the good of the mission. Location (Die Roll)
Base
DR
Head (1)
Brains=3
4
BR=3
BR=1
Unconscious
Torso (2-4) ( 2-4)
Brawn=3
4
BW=3
BW=3
BW=2
BW=1
GT=8
GT=8
GT=7
GT=6
RG= 4
RG=3
RG=2
RG=2
RG=1
No attacks
BD=4
BD=3
BD=3
BD=2
BD=1
Cannot carry
DG=3
DG=3
DG=2
DG=2
DG=1
Crawl Only
SP=5
SP=4
SP=3
SP=2
SP=1
Guts=8 Arms (5-7)
Ray Gun=4
4
Blade=4 Legs (8-10)
Dodge=3 Speed=5
Available Attributes: 10
4
Wound Level
Unconscious
Virtues/Flaws: 2
Weapons (Max=4)
Combat Skills (Max=4)
Other Skills (Max=3)
Short Blade (1)
Ambidextrous Ambidextrous (1)
Fearless (1)
Long Blade (1)
Dead Shot (1)
Ignore Pain (1)
Pistol (Energy) (2)
Fencing (1)
Mountaineering Mountaineering (1)
Stun (1)
Killer Instinct (1)
Nerves of Steel +2 (1 per +1) +1)
+1 WS (1)
Martial Arts +2 (1 per +1)
Nimble (1)
+6” Range (1)
Pugilist +2 (1 per +1)
Supreme Effort +2 (1 per +1)
Rie (Energy) (3)
Quick +2 (1 per +1)
Ray Gun (3)
Sharpshooter +2 (1 per +1)
Armor and Equipment (Max=4)
Knowledge Skills (Max=3)
Head +2 (1 per +2)
Force of Will (1)
Body +2 (1 per +2)
Genius +1 (1)
Arms +2 (1 per +2)
Hunter (1)
Legs +2 (1 per +2)
Robotics (1)
Jump Pack (2)
Savvy (1)
Jet Pack (2)
Pilot +1 (1) Tactics +2 (1 per +1)
30
fnttic World: Pulp action in the fr Reche o spce
Trvr
(Grd 3)
The Traveler is the man from another world, the man from yesterday, or the man from tomorrow. He is out of place in his environment, giving him unique skills and abilities. However, he sacrices the easy access to the weapons and armor of this strange new world. The Traveler is always a prime example of the men or women of his/her time or place. Peak physical condition and a keen mind seem to be prerequisites for being yanked from the comforts of home and hurled across time and space. Location (Die Roll)
Base
DR
Head (1)
Brain=3
4
BR=3
BR=1
Unconscious
Torso (2-4)
Brawn=3
4
BW=3
BW=3
BW=2
BW=1
GT=7
GT=7
GT=6
GT=6
RG= 3
RG=3
RG=2
RG=2
RG=1
No attacks
BD=4
BD=4
BD=3
BD=2
BD=1
Cannot carry
DG=4
DG=3
DG=2
DG=2
DG=1
Crawl Only
SP=6
SP=5
SP=4
SP=3
SP=2
Guts=7 Arms (5-7)
Ray Gun=3
4
Blade=4 Legs (8-10)
Dodge=4 Speed=6
Available Attributes: 10
4
Wound Level
Unconscious
Virtues/Flaws: 2
Weapons (Max=4)
Combat Skills (Max=3)
Other Skills (Max=3)
Club (1)
Ambidextrous (1)
Fearless (1)
Short Blade (1)
Counter Strike (1)
Heroic Leap (1)
Long Blade (1)
Fencing +1 (1)
Ignore Pain (1)
Pistol (Projectile) (1)
Finesse Attack (1)
Mounted (1)
Heroic Dodge (1)
Nerves of Steel +2 (1 per +1)
High Strength +3 (1 per +1)
Nimble (1)
Martial Arts +2 (1 per +1)
Supreme Effort +1 (1)
Pistol (Energy) (2)
Power Attack (1)
Sprint +2 (1 per +1)
Rie (Energy) (3)
Pugilist +2 (1 per +1)
Stand (1)
Ray Gun (4)
Quick +1 (1)
Armor and Equipment (Max=2)
Knowledge Skills (Max=3)
Head +1 (1)
Disguise (1)
Body +1 (1)
Force of Will (1)
Arms +1 (1)
Hunter (1)
Legs +1 (1)
Language (1)
Explosive Rounds (1) Rie (Projectile) (2) Explosive Rounds (1)
Pilot +2 (1 per +1) Telepathy (1) Telepathic Immunity (1)
31
fnttic World: Pulp Pulp action in the fr Reche o spce
Tri Wrrd
(Grd 3)
On many a war ravaged planet, the leaders are chosen by natural selection; the strongest, the most ferocious, the one willing to win at any cost. The Tribal Warlord Warlord has risen through the ranks by being the best. Some can be kind and understanding leaders, others are cold and heartless, but there is no denying their absolute rule- until someone stronger comes along. Location (Die Roll)
Base
DR
Head (1)
Brains=3
4
BR=3
BR=1
Unconscious
Torso (2-4) ( 2-4)
Brawn=4
4
BW=4
BW=3
BW=2
BW=1
GT=9
GT=8
GT=7
GT=7
RG= 3
RG=3
RG=2
RG=1
RG=1
No attacks
BD=4
BD=3
BD=3
BD=2
BD=1
Cannot carry
DG=3
DG=3
DG=2
DG=2
DG=1
Crawl Only
SP=6
SP=5
SP=4
SP=3
SP=2
Guts=9 Arms (5-7)
Ray Gun=3
4
Blade=4 Legs (8-10)
Dodge=3 Speed=6
Available Attributes: 10
4
Wound Level
Unconscious
Virtues/Flaws: 2
Weapons (Max=5)
Combat Skills (Max=5)
Other Skills (Max=3)
Short Blade (1)
Ambidextrous Ambidextrous (1)
Baleful Gaze (1)
Long Blade (1)
Battle Cry (1)
Camouage (1)
Club (1)
Dead Shot (1)
Fearful Presence (1)
Polearm/Spear (1)
Expert Fighter (1)
Fearless (1)
Crossbow (1)
Ferocious +2 (1 per +1)
Ignore Pain (1)
Heroic Dodge (1)
Intimidate (1)
High Strength +3 (1 per +1)
Mounted (1)
Killer Instinct (1)
Nerves of Steel +1 (1)
Pugilist +2 (1 per +1)
Observant (1)
Power Attack (1)
Supreme Effort +2 (1 per +1)
Explosive Rounds (1) Pistol (Projectile) (1) Explosive Rounds (1) Rie (Projectile) (2) Explosive Rounds (1) Armor and Equipment (Max=3)
Knowledge Skills (Max=3)
Head +2 (1 per +1)
Force of Will (1)
Body +2 (1 per +1)
Hunter (1) Pilot +1 (1) Savvy (1) Telepathy (1) Telepathic Immunity (1)
32
fnttic World: Pulp action in the fr Reche o spce
Rgu
(Grd 3)
The Rogue is the mercenary, the pirate, the prisoner on the lam. He is a self made man with his own unique moral denitions. Never one to avoid a good ght if the compensation is good enough, he also knows that no amount of money is worth getting killed for. for. His skills are based around his ability to survive and adapt. Through underground networks he can get his hands on most weapons he might want, although at a higher price. Location (Die Roll)
Base
DR
Head (1)
Brains=3
4
BR=3
BR=2
Unconscious
Torso (2-4) ( 2-4)
Brawn=3
4
BW=3
BW=3
BW=2
BW=1
GT=7
GT=7
GT=7
GT=6
RG= 5
RG=4
RG=3
RG=3
RG=2
No attacks
BD=3
BD=2
BD=2
BD=1
BD=1
Cannot carry
DG=4
DG=3
DG=2
DG=2
DG=1
Crawl Only
SP=5
SP=4
SP=3
SP=2
SP=1
Guts=7 Arms (5-7)
Ray Gun=5
4
Blade=3 Legs (8-10)
Dodge=4 Speed=5
Available Attributes: 10
4
Wound Level
Unconscious
Virtues/Flaws: 2
Weapons (Max=6)
Combat Skills (Max=3)
Other Skills (Max=3)
Short Blade (1)
Ambidextrous Ambidextrous (1)
Camouage (1)
Long Blade (1)
Dead Shot (1)
Fearless (1)
Club (1)
Expert Fighter (1)
Hide (1)
Pistol (Projectile) (1)
Heroic Dodge (1)
Ignore Pain (1)
+1 WS (1)
High Strength +1 (1)
Heroic Leap (1)
+ 6” Range (1)
Knife Thrower (1)
Lucky +2 (1 per +1)
Rie (Projectile) (2)
Multiple Attacks Attacks +1 (1)
Nerves of Steel +2 (1 per +1)
Pistol (Energy) (3)
Pugilist +2 (1 per +1)
Observant (1)
Rie (Energy) (4)
Quick +2 (1 per +1)
Sprint +2 (1 per +1)
Ray Gun (4)
Sharpshooter +2 (1 per +1)
Stand (1)
Armor and Equipment (Max =6)
Knowledge Skills (Max=2)
Head +2 (1 per +2)
Deception (1)
Body +2 (1 per +2)
Disguise (1)
Jump Pack (3)
Force of Will (1)
Jet Pack (3)
Hustler (1) Jack of all Trades (1) Mechanic +1 (1) Pilot +2 (1 per +1) Savvy (1)
33
fnttic World: Pulp Pulp action in the fr Reche o spce
amz Qu
(Grd 3)
The Amazon is every bit a match for the male warriors she meets. What she lacks in sheer brawn she more than makes up for with guile and agility. Her skill set encompasses sleek elegant combat skills and attributes featuring ingenuity and cunning Location (Die Roll)
Base
DR
Head (1)
Brains=3
4
BR=3
BR=1
Unconscious
Torso (2-4) ( 2-4)
Brawn=3
4
BW=3
BW=3
BW=2
BW=1
GT=7
GT=7
GT=6
GT=6
RG=3
RG=3
RG=2
RG=1
RG=1
No attacks
BD=4
BD=4
BD=3
BD=2
BD=1
Cannot carry
DG=4
DG=3
DG=3
DG=2
DG=1
Crawl Only
SP=6
SP=5
SP=4
SP=3
SP=2
Guts=7 Arms (5-7)
Ray Gun=3
4
Blade=4 Legs (8-10)
Dodge=4 Speed=6
Available Attributes: 10
4
Wound Level
Unconscious
Virtues/Flaws: 2
Weapons (Max=3)
Combat Skills (Max=4)
Other Skills (Max=3)
Short Blade (1)
Ambidextrous Ambidextrous (1)
Camouage (1)
Long Blade (1)
Battle Cry (1)
Hide (1)
Pole Arm/Spear (1)
Counter Strike (1)
Ignore Pain (1)
Bow (1)
Expert Fighter (1)
Intimidate (1)
Crossbow (1)
Fencing +2 (1 per +1)
Mounted (1)
Finesse Attack (1)
Nerves of Steel +2 (1 per +1) +1)
Heroic Dodge (1)
Nimble (1)
Knife Thrower (1)
Sprint +2 (1 per +1)
Martial Arts +2 (1 per +1)
Stand (1)
Explosive Rounds (1) Pistol (Projectile) (1) Explosive Rounds (1) Rie (Projectile) (2) Explosive Rounds (1)
Quick +3 (1 per +1)
Pistol (Energy) (2)
Sharpshooter +2 (1 per +1)
Armor and Equipment (Max=2)
Knowledge Skills (Max=4)
Head +2 (1 per +1)
Animal Control (1)
Body +1 (1)
Animal Handling (1)
Arms +1 (1)
Deception (1)
Legs +1 (1)
Force of Will (1) Hunter (1) Iron Will (1) Savvy (1) Pilot +1 (1) Telepathy (1)
34
fnttic World: Pulp action in the fr Reche o spce
hig Prit
(Grd 3)
Using his power as supreme leader of the faithful, the High Priest can overthrow a government or sway the course of a war with but a few simple words. Whether using this power for the good of the people or for his own evil ends, there is no doubting he is a man to be feared. Location (Die Roll)
Base
DR
Head (1)
Brains=5
4
BR=5
BR=3
Unconscious
Torso (2-4)
Brawn=3
4
BW=3
BW=3
BW=2
BW=1
GT=9
GT=8
GT=7
GT=6
RG=3
RG=3
RG=2
RG=1
RG=1
No attacks
BD=3
BD=3
BD=2
BD=2
BD=1
Cannot carry
DG=3
DG=3
DG=3
DG=2
DG=1
Crawl Only
SP=4
SP=4
SP=4
SP=2
SP=1
Guts=9 Arms (5-7)
Ray Gun=3
4
Blade=3 Legs (8-10)
Dodge=3 Speed=4
Available Attributes: 10
4
Wound Level
Unconscious
Virtues/Flaws: 2
Weapons (Max=2)
Combat Skills (Max=2)
Other Skills (Max=4)
Long Blade (1)
Counter Strike (1)
Baleful Gaze (1)
Polearm/Spear (1)
Fencing +1 (1)
Camouage (1)
Bow (1)
Finesse Attack (1)
Fearful Presence (1)
Pistol (Projectile) (1)
Heroic Dodge (1)
Heroic Leap (1)
Pistol (Energy) (2)
Martial Arts +2 (1 per +1)
Hide (1)
Multiple Attacks +1 (1)
Ignore Pain (1)
Quick +2 (1 per +1)
Intimidate (1) Inspiring (1)
Armor and Equipment (Max=2)
Knowledge Skills (Max=5)
Lucky (1)
Head +2 (1 per +1)
Animal Handling (1)
Meet My Minions (1)
Deception (1)
Observant (1)
Disguise (1)
Supreme Effort +3 (1 per +1)
Force of Will (1) Genius +2 (1 per +1) Hustler (1) Iron Will (1) Language (1) Medical Knowledge (1) Telepathy (1)
35
fnttic World: Pulp action in the fr Reche o spce
swucig Pric/Pric
(Grd 3)
Not content to sit in the King’s shadow, waiting their turn at the throne, the Swashbuckling Prince yearns for the thrill of battle. Taught the way of the sword from an early age but forbidden from a military life, the young prince/princess courts trouble, looking for the chance to prove their worth. The Swashbuckling Prince/Princess is born of the noblest stock, is usually quick to learn and a tremendous athlete, and their bravery is second to none. However, that does not mean they have inherited the noble disposition of their family. Some are just as eager to see those in their way to the throne eliminated. Location (Die Roll)
Base
DR
Head (1)
Brains=3
4
BR=3
BR=2
Unconscious
Torso (2-4)
Brawn=3
4
BW=3
BW=3
BW=2
BW=1
GT=7
GT=7
GT=6
GT=5
RG=3
RG=3
RG=2
RG=1
RG=1
No attacks
BD=5
BD=4
BD=3
BD=2
BD=1
Cannot carry
DG=3
DG=3
DG=2
DG=2
DG=1
Crawl Only
SP=5
SP=4
SP=3
SP=2
SP=1
Guts=7 Arms (5-7)
Ray Gun=3
4
Blade=5 Legs (8-10)
Dodge=3 Speed=5
Available Attributes: 10
4
Wound Level
Unconscious
Virtues/Flaws: 2
Weapons (Max=3)
Combat Skills (Max=5)
Other Skills (Max=3)
Short Blade (1)
Ambidextrous (1)
Fearless (1)
Long Blade (1)
Counter Strike (1)
Hide (1)
Expert Fighter (1)
Lucky +3 (1 per +1)
Polearm (1)
Fencing +2 (1 per +1)
Meet My Minions (1)
Bow (1)
Finesse Attack (1)
Mounted (1)
Crossbow (1)
Heroic Dodge (1)
Nimble (1)
Pistol (Projectile) (1)
Multiple Attacks +1 (1)
Sprint +2 (1 per +1)
Quick +2 (1 per +1)
Stand (1)
+1 WS for LB (1)
Rush Attack (1) Armor and Equipment (Max=2)
Knowledge Skills (Max=3)
Head +1 (1)
Animal Handling (1)
Body +1 (1)
Disguise (1) Genius +2 (1 per +1) Hustler (1) Language (1) Pilot +1 (1) Telepathy (1)
36
fnttic World: Pulp action in the fr Reche o spce
ovrrd
(Grd 3)
Ruling his kingdom with an iron st, this (sometimes) self proclaimed Overlord uses fear, intimidation and the might of his army to maintain his power. Insidious and evil to the core, the Overlord will go to great lengths to rid himself of any supposed rivals, whether to his kingdom or for the latest woman he fancies for his bride. Location (Die Roll)
Base
DR
Head (1)
Brains=4
4
BR=4
BR=2
Unconscious
Torso (2-4)
Brawn=3
4
BW=3
BW=3
BW=2
BW=1
GT=7
GT=7
GT=6
GT=6
RG=4
RG=3
RG=3
RG=2
RG=2
No attacks
BD=4
BD=4
BD=3
BD=2
BD=1
Cannot carry
DG=3
DG=3
DG=3
DG=2
DG=1
Crawl Only
SP=5
SP=4
SP=3
SP=2
SP=1
Guts=7 Arms (5-7)
Ray Gun=4
4
Blade=4 Legs (8-10)
Dodge=3 Speed=5
Available Attributes: 10
4
Wound Level
Unconscious
Virtues/Flaws: 2
Weapons (Max=4)
Combat Skills (Max=3)
Other Skills (Max=4)
Short Blade (1)
Counter Strike (1)
Baleful Gaze (1)
Long Blade (1)
Dead Shot (1)
Fearful Presence (1)
Pistol (Energy) (2)
Fencing +2 (1 per +1)
Fearless (1)
Finesse Attack (1)
Ignore Pain (1)
Killer Instinct (1)
Intimidate (1)
Knife Thrower (1)
Meet My Minions (1)
Poison (1)
Nerves of Steel +1 (1)
Sharpshooter +2 (1 per +1)
Observant (1)
Demoralizing Ray (1) Ray Gun (3)
Supreme Effort +2 (1 per +1) Armor and Equipment (Max=4)
Knowledge Skills (Max=3)
Head +4 (1 per +2)
Animal Control (1)
Body +4 (1 per +2)
Deception (1)
Legs +2 (1 per +2)
Force of Will (1)
Arms +2 (1 per +2)
Genius +2 (1 per +1)
Reective Armor +2 (1 per +1)
Savvy (1)
Jet Pack (2)
Tactics +2 (1 per +1)
Jump Pack (2)
Telepathy (1) Telepathic Immunity (1)
37
fnttic World: Pulp action in the fr Reche o spce
Md scitit
(Grd 3)
When ambition and genius overwhelm common sense and concern for his fellow man, the Mad Scientist is born. While not necessarily evil, the Mad Scientist certainly feels as if his machinations are more important than the common good. Most of the time the Mad Scientist is quite enamored by his own brilliance and can’t quite comprehend anyone having the ability to stop him. Location (Die Roll)
Base
DR
Head (1)
Brains=7
4
BR=7
BR=5
Unconscious
Torso (2-4)
Brawn=3
4
BW=3
BW=3
BW=2
BW=1
GT=8
GT=7
GT=7
GT=6
RG=3
RG=2
RG=2
RG=1
RG=1
No attacks
BD=2
BD=2
BD=2
BD=1
BD=1
Cannot carry
DG=3
DG=3
DG=2
DG=2
DG=1
Crawl Only
SP=5
SP=4
SP=3
SP=2
SP=1
Guts=8 Arms (5-7)
Ray Gun=3
4
Blade=2 Legs (8-10)
Dodge=3 Speed=5
Available Attributes: 10
4
Wound Level
Unconscious
Virtues/Flaws: 2
Weapons (Max=4)
Combat Skills (Max=1)
Other Skills (Max=3)
Club (1)
Poison (1)
Camouage (1)
Long Blade (1)
Quick +1 (1)
Fearless (1)
Pistol (Energy) (2)
Hide (1)
Disruptor Ray(1)
Intimidate (1)
Stun Ray(1)
Lucky +2 (1 per +1)
Demoralizing Ray(1)
Meet My Minions (1)
Graviton Ray (1)
Nerves of Steel +1 (1)
Ray Gun (3)
Observant (1)
Armor and Equipment (Max=5)
Knowledge Skills (Max=4)
Head +2 (1 per +2)
Animal Control (1)
Body +2 (1 per +2)
Deception (1)
Legs +1 (1)
Genius +2 (1 per +1)
Arms +1 (1)
Language (1)
Reective Armor +2 (1 per +1)
Medical Knowledge (1)
Jet Pack (2)
Robotics (1)
Jump Pack (2)
Telepathy (1)
Communicators (1)
Telepathic Immunity (1)
38
fnttic World: Pulp action in the fr Reche o spce
htt Pit
(Grd 3)
No one trusts their instincts more than the Hotshot Pilot. Years of making split second decisions has earned him that right. Few are better with a rearm, the Hotshot Pilot has little desire to go into hand-to-hand combat, preferring to blast his way out of a bad situation. Location (Die Roll)
Base
DR
Head (1)
Brains=3
4
BR=3
BR=2
Unconscious
Torso (2-4)
Brawn=3
4
BW=3
BW=3
BW=2
BW=1
GT=8
GT=7
GT=6
GT=5
RG=5
RG=4
RG=3
RG=2
RG=1
No attacks
BD=2
BD=2
BD=2
BD=1
BD=1
Cannot carry
DG=4
DG=3
DG=2
DG=2
DG=1
Crawl Only
SP=5
SP=4
SP=3
SP=2
SP=1
Guts=8 Arms (5-7)
Ray Gun=5
4
Blade=2 Legs (8-10)
Dodge=4 Speed=5
Available Attributes: 10
4
Wound Level
Unconscious
Virtues/Flaws: 2
Weapons (Max=3)
Combat Skills (Max=4)
Other Skills (Max=4)
Long Blade (1)
Battle Cry (1)
Ignore Pain (1)
Short Blade (1)
Dead Shot (1)
Lucky +2 (1 per +1)
Pistol (Projectile) (1)
Heroic Dodge (1)
Nerves of Steel +2 (1 per +1)
Pistol (Energy) (2)
Knife Thrower (1)
Nimble (1)
Quick +3 (1 per +1)
Observant (1)
Sharpshooter +2 (1 per +1)
Sprint +2 (1 per +1)
+6” range (1) Ray Gun (3)
Stand (1) Supreme Effort +1 (1)
Armor and Equipment (Max=2)
Knowledge Skills (Max=3)
Head +1 (1)
Deception (1)
Body +1 (1)
Force of Will (1)
Jet Pack(2)
Genius +1 (1)
Jump Pack (2)
Hunter (1) Iron Will (1) Mechanic +1 (1) Savvy (1) Pilot +3 (1 per +1) Tactics +3 (1 per +1)
39
fnttic World: Pulp action in the fr Reche o spce
scic ocr
(Grd 2)
Pragmatic and analytical, the Science Ofcer is the perfect lieutenant to the brash, daring Space Commander. While never short on bravery, the science ofcer thinks rst before shooting. He has access to all the advanced equipment of Star Command, but his skills tend more towards knowledge than combat Location (Die Roll)
Base
DR
Head(1)
Brains=4
4
BR=4
BR=2
Unconscious
Body (2-4)
Brawn=3
4
BW=3
BW=2
BW=1
GT=6
GT=5
GT=4
RG= 3
RG=3
RG=2
RG=1
No attacks
BD=3
BD=2
BD=2
BD=1
Cannot carry
DG=3
DG=2
DG=2
DG=1
Crawl Only
SP=5
SP=4
SP=3
SP=2
Guts=6 Arms (5-7)
Ray Gun=3
4
Blade=3 Legs(8-10)
Dodge=3 Speed=5
Available Attributes: 7
4
Wound Level
Unconscious
Virtues/Flaws: 1
Weapons (Max=3)
Combat Skills (Max=1)
Other Skills (Max=2)
Short Blade (1)
Fencing (1)
Hide (1)
Long Blade (1)
Finesse Attack (1)
Ignore Pain (1)
Pistol (Energy) (2)
High Strength +1 (1)
Mountaineering (1)
Disruptor Ray (1)
Martial Arts +1 (1)
Nimble (1)
Graviton Ray (1)
Quick +1 (1)
Observant (1)
Stun Ray (1)
Sharpshooter +1 (1)
Sprint +1 (1)
Rie (Energy) (2) Ray Gun (3)
Armor and Equipment (Max=4)
Knowledge Skills (Max=3)
Head +4 (1 per +2)
Genius +2 (1 per +1)
Body +4 (1 per +2)
Language (1)
Arms +2 (1 per +2)
Mechanic +2 (1 per +1)
Legs +2 (1 per +2)
Medical knowledge (1)
Jump Pack(2)
Pilot +1 (1)
Jet Pack(2)
Robotics (1)
40
fnttic World: Pulp action in the fr Reche o spce
firt ocr
(Grd 2)
The cadets of Star Command have many options as they advance in their careers. While many choose science and engineering, there are some who are natural born leaders and exceptional soldiers. These become Ofcers in Star Command. Location (Die Roll)
Base
DR
Head(1)
Brains=3
4
BR=3
BR=2
Unconscious
Body (2-4)
Brawn=3
4
BW=3
BW=2
BW=1
GT=7
GT=6
GT=5
RG= 4
RG=3
RG=2
RG=1
No attacks
BD=4
BD=3
BD=2
BD=1
Cannot carry
DG=3
DG=2
DG=2
DG=1
Crawl Only
SP=5
SP=4
SP=3
SP=2
Guts=7 Arms (5-7)
Ray Gun=4
4
Blade=4 Legs (8-10)
Dodge=3 Speed=5
Available Attributes: 7
4
Wound Level
Unconscious
Virtues/Flaws: 1
Weapons (Max=3)
Combat Skills (Max=3)
Other Skills (Max=2)
Short Blade (1)
Ambidextrous (1)
Ignore Pain (1)
Long Blade (1)
Fencing +1 (1)
Leap (1)
Pistol (Energy) (2)
High Strength +2 (1 per +1)
Mountaineering (1)
Graviton Ray(1)
Martial Arts +1 (1)
Nerves of Steel +1 (1)
Stun Ray(1)
Pugilist +1 (1)
Nimble (1)
Rie (Energy) (2)
Quick +1 (1)
Ray Gun (3)
Sharpshooter +1 (1)
Armor and Equipment (Max=4)
Knowledge Skills (Max=1)
Head +2 (1 per +2)
Mechanic +1 (1)
Body +2 (1 per +2)
Pilot +1 (1)
Arms +1 (1)
Savvy (1)
Legs +1 (1) Jump Pack(2) Jet Pack(2)
41
fnttic World: Pulp action in the fr Reche o spce
Tri C lrd
(Grd 2)
The Brutal Clan Lords govern their individual houses, while many scheme of ways to overthrow the all powerful Warlord. Although not privy to the best technology and equipment they do get rst choice among the spoils of war. Location (Die Roll)
Base
DR
Head (1)
Brains=3
4
BR=3
BR=1
Unconscious
Body (2-4)
Brawn=4
4
BW=4
BW=3
BW=1
GT=7
GT=7
GT=5
RG= 3
RG=2
RG=2
RG=1
No attacks
BD=4
BD=3
BD=2
BD=1
Cannot carry
DG=3
DG=3
DG=2
DG=1
Crawl Only
SP=5
SP=4
SP=3
SP=2
Guts=7 Arms (5-7)
Ray Gun=3
4
Blade=4 Legs (8-10)
Dodge=3 Speed=5
Available Attributes: 7
4
Wound Level
Unconscious
Virtues/Flaws: 1
Weapons (Max=4)
Combat Skills (Max=3)
Other Skills (Max=2)
Short Blade (1)
Ambidextrous (1)
Ignore Pain (1)
Long Blade (1)
Ferocious +2 (1 per +1)
Intimidate (1)
Polearm/Spear (1)
Heroic Dodge (1)
Mounted (1)
Pistol (Projectile) (1)
High Strength +1 (1)
Nerves of Steel +2 (1 per +1)
Power Attack (1)
Sprint +1 (1)
Explosive Rounds (1) Rie (Projectile) (2) Explosive Rounds (1)
Pugilist +1 (1) Quick +1 (1)
Ray Gun (3)
Sharpshooter +1 (1)
Armor and Equipment (Max=2)
Knowledge Skills (Max=2)
Head +1 (1)
Animal Handling (1)
Body +1 (1)
Deception (1) Hunter (1) Savvy (1) Telepathy (1)
42
fnttic World: Pulp action in the fr Reche o spce
Cpti t Gurd
(Grd 2)
Proven and reliable, the Captain of the Guard has risen through the ranks by being the best. This hardened veteran has seen more than his share of action and has the scars to prove it. Location (Die Roll)
Base
DR
Head(1)
Brains=3
4
BR=3
BR=1
Unconscious
Body (2-4)
Brawn=3
4
BW=3
BW=3
BW=1
GT=6
GT=5
GT=4
RG= 4
RG=3
RG=2
RG=1
No attacks
BD=3
BD=2
BD=1
BD=1
Cannot carry
DG=3
DG=3
DG=2
DG=1
Crawl Only
SP=5
SP=4
SP=3
SP=2
Guts=6 Arms (5-7)
Ray Gun=4
4
Blade=3 Legs (8-10)
Dodge=3 Speed=5
Available Attributes: 7
4
Wound Level
Unconscious
Virtues/Flaws: 1
Weapons (Max=4)
Combat Skills (Max=3)
Other Skills (Max=2)
Short Blade (1)
Ambidextrous (1)
Camouage (1)
Long Blade (1)
Expert Fighter (1)
Devotion (1)
Pistol (Energy) (2)
High Strength +1 (1)
Fearless (1)
Power Attack (1)
Mounted (1)
Rie (Energy) (3)
Pugilist +1 (1)
Nerves of Steel +2 (1 per +1)
Ray Gun (3)
Quick +1 (1)
Stun Ray (1)
Sharpshooter +2 (1 per +1)
Armor and Equipment (Max 4)
Knowledge Skills (Max=3)
Head +2 (1 per +2)
Iron Will (1)
Body +2 (1 per +2)
Mechanic (1)
Arms +2 (1 per +2)
Pilot +1 (1)
Legs +2 (1 per +2)
Savvy (1)
Jump Pack (2)
Tactics +1 (1) Telepathy (1)
43
fnttic World: Pulp action in the fr Reche o spce
Mr Cmpi
(Grd 2)
The face that launched 1000 rocket ships; the moral companion is that and more. While the Moral Companion is nobody’s warrior, they are steadfast, brave and inspiring. They can easily use their wiles to turn situations to their advantage and their warriors always ght better by their side. Location (Die Roll)
Base
DR
Head (1)
Brains=3
4
BR=3
BR=2
Unconscious
Body (2-4)
Brawn=3
4
BW=3
BW=2
BW=1
GT=6
GT=5
GT=4
RG= 2
RG=1
RG=1
RG=1
No attacks
BD=2
BD=2
BD=1
BD=1
Cannot carry
DG=3
DG=3
DG=2
DG=1
Crawl Only
SP=5
SP=4
SP=3
SP=2
Guts=6 Arms (5-7)
Ray Gun=2
4
Blade=2 Legs (8-10)
Dodge=3 Speed=5
Available Attributes: 7
4
Wound Level
Unconscious
Virtues/Flaws: 1
Weapons (Max=2)
Combat Skills (Max=1)
Other Skills (Max=3)
Short Blade (1)
Fencing +1 (1)
Hide (1)
Long Blade (1)
Heroic Dodge (1)
Inspiring (1)
Pistol (Projectile) (1)
Quick +2 (1 per +1)
Lucky +2 (1 per +1)
Pistol (Energy) (2)
Nerves of Steel +2 (1 per +1) Nimble (1)
Armor and Equipment (Max=2)
Knowledge Skills (Max=5)
Head +1 (1)
Animal Control (1)
Body +1 (1)
Animal Handling (1) Deception (1) Genius +1 (1) Hustler (1) Iron Will (1) Language (1) Medical Knowledge (1) Telepathy (1)
44
fnttic World: Pulp action in the fr Reche o spce
scitit
(Grd 2)
The Scientist is brilliant and inquisitive. His driving force is to learn and discover as much as he can. He can become so enthralled in the strange new worlds around him that he forgets about the dangers that come with each new discovery. Location (Die Roll)
Base
DR
Head (1)
Brains=6
4
BR=6
BR=5
Unconscious
Body (2-4)
Brawn=3
4
BW=3
BW=2
BW=1
GT=6
GT=5
GT=4
RG= 2
RG=1
RG=1
RG=1
No attacks
BD=2
BD=2
BD=1
BD=1
Cannot carry
DG=3
DG=3
DG=2
DG=1
Crawl Only
SP=5
SP=4
SP=3
SP=2
Guts=6 Arms (5-7)
Ray Gun=2
4
Blade=2 Legs (8-10)
Dodge=3 Speed=5
Available Attributes: 7
4
Wound Level
Unconscious
Virtues/Flaws: 1
Weapons (Max=3)
Combat Skills (Max=1)
Other Skills (Max=3)
Short Blade (1)
Fencing +1 (1)
Camouage (1)
Long Blade (1)
Quick +1 (1)
Hide (1)
+1 WS(1)
Inspiring (1)
Pistol (Energy) (2)
Lucky +2 (1 per +1)
Disruptor Ray (1)
Nimble (1)
Graviton Ray (1)
Observant (1)
Stun Ray (1)
Sprint +1 (1)
Rie (Energy)(3)
Undying loyalty (1)
Ray Gun (3) Armor and Equipment (Max=4)
Knowledge Skills (Max=5)
Body +1 (1)
Deception (1)
Arms +1(1)
Disguise (1)
Legs +1 (1)
Genius +2 (1 per +1)
Jet Pack (2)
Jack of all Trades (1)
Jump Pack (2)
Language (1) Mechanic +2 (1 per +1) Medical Knowledge (1) Robotics (1)
45
fnttic World: Pulp action in the fr Reche o spce
Mrcr
(Grd 2)
The Mercenary is a gun for hire. He’s tough and efcient, but values his neck above all else. Location (Die Roll)
Base
DR
Head(1)
Brains=3
4
BR=3
BR=1
Unconscious
Body (2-4)
Brawn=3
4
BW=3
BW=2
BW=1
GT=6
GT=6
GT=5
RG= 3
RG=3
RG=2
RG=1
No attacks
BD=3
BD=2
BD=2
BD=1
Cannot carry
DG=3
DG=3
DG=2
DG=1
Crawl Only
SP=5
SP=4
SP=3
SP=2
Guts=6 Arms (5-7)
Ray Gun=3
4
Blade=3 Legs (8-10)
Dodge=3 Speed=5
Available Attributes: 7
4
Wound Level
Unconscious
Virtues/Flaws: 1
Weapons (Max=5)
Combat Skills (Max=3)
Other Skills (Max=2)
Club
Battle Cry (1)
Camouage (1)
Long Blade (1)
Counter Strike (1)
Fearless (1)
Short Blade (1)
Ferocious (1)
Ignore Pain (1)
Crossbow (1)
High Strength +2 (1 per +1)
Mountaineering (1)
Killer Instinct (1)
Mounted (1)
Pugilist +2 (1 per +1)
Nerves of Steel +1 (1)
Demoralizer Ray (1)
Quick +1 (1)
Observant (1)
Stun Ray (1)
Sharpshooter +2 (1 per +1)
Sprint +1 (1)
Explosive Rounds (1) Pistol (Energy) (2)
Rie (Energy) (3) Ray Gun (4) Armor and Equipment (Max=5)
Knowledge Skills (Max=1)
Head +4 (1 per +2)
Deception (1)
Body +4 (1 per +2)
Hunter (1)
Arms +2 (1 per +2)
Savvy (1)
Legs +2 (1 per +2)
Pilot +1 (1)
Communicators (1)
Tactics +1 (1)
Jet Pack (2)
46
fnttic World: Pulp action in the fr Reche o spce
amz Wrrir
(Grd 2)
The Amazons are some of the quickest and most elusive warriors around. The Amazon has proven herself amongst her clan and quickly moved up to a place of power. Location (Die Roll)
Base
DR
Head(1)
Brains=3
4
BR=3
BR=2
Unconscious
Body (2-4)
Brawn=3
4
BW=3
BW=2
BW=1
GT=6
GT=5
GT=4
RG= 3
RG=2
RG=2
RG=1
No attacks
BD=3
BD=2
BD=2
BD=1
Cannot carry
DG=4
DG=3
DG=2
DG=1
Crawl Only
SP=5
SP=4
SP=3
SP=2
Guts=6 Arms (5-7)
Ray Gun=3
4
Blade=3 Legs (8-10)
Dodge=4 Speed=5
Available Attributes: 7
4
Wound Level
Unconscious
Virtues/Flaws: 1
Weapons (Max=3)
Combat Skills (Max=3)
Other Skills (Max=2)
Short Blade (1)
Battle Cry (1)
Camouage (1)
Long Blade (1)
Fencing +2 (1 per +1)
Hide (1)
Polearm/Spear (1)
Finesse Attack (1)
Ignore Pain (1)
Bow (1)
Heroic Dodge (1)
Mounted (1)
Crossbow (1)
Knife Thrower (1)
Nimble (1)
Martial Arts +1 (1)
Sprint +1 (1)
Quick +2 (1 per +1)
Stand (1)
Explosive Rounds (1) Pistol (Projectile) (1) Explosive Rounds (1)
Sharpshooter +1 (1)
Rie (Projectile) (2) Explosive Rounds (1) Armor and Equipment (Max=2)
Knowledge Skills (Max=3)
Head +2 (1 per +1)
Animal Control (1)
Body +1 (1)
Animal Handling (1)
Arms +1 (1)
Hunter (1)
Legs +1 (1)
Telepathy (1)
47
fnttic World: Pulp action in the fr Reche o spce
Prit
(Grd 2)
A man of authority in his sect, the Priest draws power from his faith. He knows there is little that cannot be accomplished by persistence and determination. Location (Die Roll)
Base
DR
Head(1)
Brains=4
4
BR=4
BR=3
Unconscious
Body (2-4)
Brawn=3
4
BW=3
BW=2
BW=1
GT=8
GT=7
GT=6
RG= 2
RG=2
RG=1
RG=1
No attacks
BD=3
BD=3
BD=2
BD=2
Cannot carry
DG=3
DG=3
DG=2
DG=2
Crawl Only
SP=5
SP=4
SP=3
SP=3
Guts=8 Arms (5-7)
Ray Gun=2
4
Blade=3 Legs (8-10)
Dodge=3 Speed=5
Available Attributes: 7
4
Wound Level
Unconscious
Virtues/Flaws: 1
Weapons (Max=2)
Combat Skills (Max=2)
Other Skills (Max=2)
Long Blade (1)
Fencing +1 (1)
Camouage (1)
Polearm (1)
Finesse Attack (1)
Ignore Pain (1)
Bow (1)
High Strength +2 (1 per +1)
Inspiring (1)
Pistol (Projectile) (1)
Martial Arts +1 (1)
Lucky +1 (1)
Pistol (Energy) (2)
Quick +2 (1 per +1)
Observant (1)
Demoralizing Ray (1)
Supreme Effort +1 (1)
Armor and Equipment (Max=2)
Knowledge Skills (Max=3)
Head +2 (1 per +1)
Animal Handling (1) Genius +1 (1) Hustler (1) Iron Will (1) Language (1) Medical Knowledge (1) Telepathy (1)
48
fnttic World: Pulp action in the fr Reche o spce
str Cmmd Cdt
(Grd 1)
Only the best and brightest of the new recruits go into cadet academy. These are the commanders of the future and represent the cream of the crop. They usually have that extra skill or drive that puts them ahead of the pack. Location (Die Roll)
Base
DR
Head (1)
Brains=3
4
BR=3
Killed
Torso (2-4)
Brawn=3
4
BW=3
Killed
Guts=5 Arms (5-7)
Ray Gun=3
GT=5 4
Blade=3 Legs (8-10)
Dodge=3 Speed=5
Wound Level
4
RG= 3
RG=2
No attacks
BD=3
BD=1
Cannot carry
DG=3
DG=2
Crawl Only
SP=5
SP=2
Available Attributes: 4 (Must choose 1 skill from Combat list) Weapons (Max=3)
Armor and Equipment (Max=2)
Combat Skills (Max=1) Other Skills (Max=1)
Long Blade (1)
Head +1 (1)
Fencing +1 (1)
Pistol (Energy) (2)
Body +1 (1)
Martial Arts +1 (1)
Stun (1)
Sprint +1 (1)
Pugilist +1 (1)
Rie (Energy) (3)
Sharpshooter +1 (1)
Ray Gun (3) Jet Pack (2)
Ray Guns (from the notes of Henry Litmus) I got my rst look at a ray gun today after a brief scufe with an Aerion scouting party. The winged warriors came swooping in with ornate multi-chambered pistols that I immediately recognized as the most feared of weapons on Tannis . Our Nazree allies spoke with much respect for the ray gun, and steadfastly refused to ever use one (to the Nazree combat should be determined by the better warrior, not the better weapon). I admit to being overcome with fear of the weapon, even as Kip leapt into battle. It was the sheerest of luck that one of the weapons dropped next to me as its ying owner, with Kip hanging on to his back, succumbed to a fatal sword wound. I picked up the weapon and turned it on another of the Aerion and pulled the trigger. The jolt of the ray leaving the chamber near wrenched my arm from its socket. As the powerful multi-colored rays blasted forward I found it virtually impossible to aim the weapon. My shot went wide right of its intended target. The Aerion at which I was shooting was partially covered by an outcropping of rock and was ring his weapon intently at Kip. I discovered quickly that by holding the trigger down I could walk the erratic ray in his direction. It was in this manner that I nally hit Kip’s attacker. His body arched and I am almost certain I saw his skull outlined in his head when I hit him as if he was illuminated by some great x ray machine. He then fell to the ground quite dead. The battle was over quickly. I handed the weapon over to Kip afterwards. While extremely powerful and deadly the erratic nature of the ray makes it difcult to use except by the most trained of marksmen. I was certain Kip would master it in days.
49
fnttic World: Pulp action in the fr Reche o spce
str Cmmd scurit
(Grd 1)
While Star Command prefers to handle situations with diplomacy, the need often arises for specialists in armed combat. The security teams are well armed, well armored and ready for the call of duty. Location (Die Roll)
Base
DR
Head (1)
Brains=2
4
BR=2
Killed
Torso (2-4)
Brawn=3
4
BW=3
Killed
Guts=5 Arms (5-7)
GT=5
Ray Gun=3
4
Blade=3 Legs (8-10)
Wound Level
Dodge=3
4
Speed=5
RG= 3
RG=2
No attacks
BD=3
BD=1
Cannot carry
DG=3
DG=2
Crawl Only
SP=5
SP=2
Available Attributes: 4 Weapons (Max=4)
Armor and Equipment (Max=2)
Long Blade (1)
Head +2 (1 per +2)
Pistol (Energy) (2)
Body +2 (1 per +2)
Stun (1)
Arms +1 (1)
Rie (Energy) (3)
Legs +1 (1)
Stun (1)
Reective Armor (1)
Ray Gun (3) Jet Pack (2)
str Cmmd spciit
(Grd 1)
While not as well armed as the security branch, these recruits have certain skills that make them invaluable members of Star Command. Location (Die Roll)
Base
DR
Head (1)
Brains=4
4
BR=4
Killed
Torso (2-4)
Brawn=3
4
BW=3
Killed
Guts=5 Arms (5-7)
Ray Gun=2
GT=5 4
Blade=2 Legs (8-10)
Dodge=3 Speed=5
Wound Level
4
RG= 2
RG=1
No attacks
BD=2
BD=1
Cannot carry
DG=3
DG=2
Crawl Only
SP=5
SP=2
50
fnttic World: Pulp action in the fr Reche o spce Available Attributes: 4 (Must choose one skill from Knowledge) Weapons (Max=3)
Armor and Equipment (Max=2) Combat Skills (Max=1)
Long Blade (1)
Head +1 (1)
Pistol (Energy) (2)
Body +1 (1)
Quick +1 (1)
Knowledge Skills (Max=1)
Language (1) Mechanic (1)
Stun (1)
Medical Knowledge (1)
Rie (Energy) (3)
Pilot +1 (1)
Ray Gun (3)
Robotics (1)
Jet Pack (2)
Tri Wrrir
(Grd 1)
Tribal Warriors are erce and proud. Ready to go to battle to protect their families and land or to attack and plunder enemy nations. The Tribal Warrior is not as well equipped as the Warlord or Clan lords, but can be every bit as tough. Location (Die Roll)
Base
DR
Head (1)
Brains=2
4
BR=2
Killed
Torso (2-4)
Brawn=4
4
BW=4
Killed
Guts=5 Arms (5-7)
Ray Gun=2
GT=5 4
Blade=3 Legs (8-10)
Dodge=3 Speed=5
Wound Level
4
RG= 2
RG=1
No attacks
BD=3
BD=2
Cannot carry
DG=3
DG=2
Crawl Only
SP=5
SP=2
Available Attributes: 4 Weapons (Max=3)
Armor and Equipment (Max=2)
Combat Skills (Max=1)
Short Blade (1)
Head +1 (1)
Battle Cry (1)
Long Blade (1)
Body +1 (1)
Ferocious (1)
Polearm (1)
High Strength +1 (1)
Pistol (Projectile) (1)
Multiple Attacks +1 (1)
Rie (Projectile) (2)
51
fnttic World: Pulp action in the fr Reche o spce
Pc Gurd
(Grd 1)
These are the nameless men and women who are pressed into service for the royal family. While not exceptional warriors, they do have access to the nest armor and weapons their civilization has. Location (Die Roll)
Base
DR
Head (1)
Brains=2
4
BR=2
Killed
Torso (2-4)
Brawn=3
4
BW=3
Killed
Guts=4 Arms (5-7)
GT=4
Ray Gun=2
4
Blade=2 Legs (8-10)
Wound Level
Dodge=3
4
Speed=5
RG= 2
RG=1
No attacks
BD=2
BD=1
Cannot carry
DG=3
DG=2
Crawl Only
SP=5
SP=2
Available Attributes: 4 Weapons (Max=2)
Armor and Equipment (Max=2)
Combat Skills (Max=1)
Other Skills (Max=1)
Short Blade (1)
Head +2 (1 per +2)
Fencing +1 (1)
Devotion (1)
Long Blade (1)
Body +1 (1)
Pistol (Projectile) (1)
Arms +1 (1)
Rie (Projectile) (2)
Legs +1 (1)
Undying Loyalty (1)
Pistol (Energy) (2)
sdir
(Grd 1)
The men that make up the empire or the King’s army. As well trained as time permits and as well equipped as the coffers will allow, these ‘Star Grunts’ live to ght. Location (Die Roll)
Base
DR
Head (1)
Brains=2
4
BR=2
Killed
Torso (2-4)
Brawn=2
4
BW=2
Killed
Guts=4 Arms (5-7)
Ray Gun=3
GT=4 4
Blade=3 Legs (8-10)
Dodge=3 Speed=5
Wound Level
4
RG= 3
RG=2
No attacks
BD=3
BD=1
Cannot carry
DG=3
DG=2
Crawl Only
SP=5
SP=2
52
fnttic World: Pulp action in the fr Reche o spce Available Attributes: 4 Weapons (Max=4)
Armor and Equipment (Max=3)
Combat Skills (Max=1)
Other Skills (Max=1)
Long Blade (1)
Head +2 (1 per +2)
High Strength +1 (1)
Camouage (1)
Pistol (Energy) (2)
Body +1 (1)
Quick +1 (1)
Undying Loyalty (1)
Arms +1 (1)
Demoralizer (1)
Legs +1 (1)
Rie (Energy) (3) Ray Gun (3) Jet Pack (2)
amz
(Grd 1)
Grace and speed replace sheer brawn. Any man that underestimates the Amazon may not live to regret it. Location (Die Roll)
Base
DR
Head (1)
Brains=2
4
BR=2
Killed
Torso (2-4)
Brawn=2
4
BW=2
Killed
Guts=5 Arms (5-7)
Ray Gun=2
GT=5 4
Blade=3 Legs (8-10)
Dodge=4
Wound Level
4
Speed=5
RG= 2
RG=1
No attacks
BD=3
BD=2
Cannot carry
DG=4
DG=2
Crawl Only
SP=5
SP=2
Available Attributes: 4 Weapons (Max=3)
Armor and Equipment (Max=1)
Combat Skills --(2)
Short Blade (1)
Head +1 (1)
Battle Cry (1)
Long Blade (1)
Finesse Attack (1)
Polearm (1)
Knife Thrower (1)
Pistol (Projectile) (1)
Quick +1 (1)
Rie (Projectile) (2) Knowledge Skills -(1)
Other Skills -- (1)
Animal Handling (1)
Camouage (1) Devotion (1)
53
fnttic World: Pulp action in the fr Reche o spce
sttr (Grd 1) Settlers are the transplants from another world, seeking their fortunes or a new life on a faraway planet. Whether miners or homesteaders, these people show up with little more than the clothes on their back and a healthy dose of the adventurer’s spirit. Location (Die Roll)
Base
DR
Head (1)
Brains=2
4
BR=2
Killed
Torso (2-4)
Brawn=3
4
BW=3
Killed
Guts=6 Arms (5-7)
Ray Gun=2
GT=6 4
Blade=2 Legs (8-10)
Dodge=3
Wound Level
4
Speed=5
RG= 2
RG=1
No attacks
BD=2
BD=1
Cannot carry
DG=3
DG=2
Crawl Only
SP=5
SP=2
Available Attributes: 4 Weapons (Max=3)
Knowledge Skills (Max=2)
Other Skills (Max=1)
Club (1)
Animal Handling (1)
Fearless (1)
Polearm (1)
Hunter (1)
Hide (1)
Short Blade (1)
Jack of All Trades (1)
Lucky +1 (1)
Pistol (projectile) (2)
Mechanic +2 (1 per +1)
Mountaineering (1)
Rie (Projectile) (3)
Medical Knowledge (1)
Observant (1)
ntiv (Grd 1) Primitives with little or no contact to an advanced civilization. They survive by sheer strength, determination and their ability to adapt. Location (Die Roll)
Base
DR
Head (1)
Brains=2
4
BR=2
Killed
Torso (2-4)
Brawn=4
4
BW=4
Killed
Guts=4 Arms (5-7)
Ray Gun=2
GT=4 4
Blade=3 Legs (8-10)
Dodge=3 Speed=6
Wound Level
4
RG= 2
RG=1
No attacks
BD=3
BD=2
Cannot carry
DG=3
DG=2
Crawl Only
SP=6
SP=3
54
fnttic World: Pulp action in the fr Reche o spce Available Attributes: 4 Weapons (Max=1)
Combat Skills (Max=2)
Knowledge Skills (Max=1)
Other Skills (Max=1)
Short Blade (1)
Battle Cry (1)
Animal Handling (1)
Camouage (1)
Club (1)
Ferocious +2 (1 per +1)
Hunter (1)
Hide (1)
Polearm (1)
High Strength +1 (1)
Bow (1)
Power Attack (1) Pugilist +1 (1)
Zt
(Grd 1)
Slaves to a cause, the zealots spend little time rationalizing their actions. Their only thought is to do their master’s bidding. They are inspired by faith and are very difcult to Panic. Location (Die Roll)
Base
DR
Head (1)
Brains=2
4
BR=2
Killed
Torso (2-4)
Brawn=2
4
BW=2
Killed
Guts=7 Arms (5-7)
Ray Gun=2
GT=7 4
Blade=2 Legs (8-10)
Dodge=3
Wound Level
4
Speed=5
RG= 2
RG=1
No attacks
BD=2
BD=1
Cannot carry
DG=3
DG=2
Crawl Only
SP=5
SP=3
Available Attributes: 4 Weapons (Max=2)
Combat Skills (Max=2) Other Skills (Max=2)
Long Blade (1)
Battle Cry (1)
Devotion (1)
Short Blade (1)
Ferocious +2 (1 per +1)
Fearless (1)
Club (1)
High Strength +1 (1)
Polearm (1) Bow (1)
55
fnttic World: Pulp action in the fr Reche o spce
RoboTs Robots in Fantastic Worlds are, for the most part, automated labor for the sentient races. They are designed to do their designated chores quickly and efciently. This doesn’t mean that they don’t have their own personalities, and it is not uncommon for a robot to achieve a level of sentience of their own.
Rt Ru Robots come in three grades, just as the sentient characters. Grade 2 and Grade 3 robots do not receive Hero Points unless they are sentient. However players may use Hero Points from their pool for their robot’s actions if they choose. Robots can only be brought in as part as a player’s force if one of the sentient models has the Robotics skill. This model will be the robot’s master and the robot answers only to him. As long as the robot is within 6” of its master it can be controlled and used normally. If the master is rendered unconscious or is more than 6” from the robot at the start of its activation, then the robot must make a BRAINS test. If it passes it operates as normal. If it fails it must roll on the Robot Out of Control chart with a +3 modier. For example, Paul’s Science Ofcer, who has the skill Robotics, has been rendered unconscious. On its activation, the Grade 2 Robot model which was being controlled by the Science Ofcer must make a BRAINS test. It rolls low and fails, so it has to roll on the Robot Out of Control Chart. Paul rolls a 1 and adds +3 to give him a total of 4. The robot has to spend its activation moving towards its board edge as it reboots.
s e r u t a i n i M a r d y H y b s e r u t a i n i M
56
fnttic World: Pulp action in the fr Reche o spce A player can take as many robots as he has Grade levels available for the scenario with just one model with Robotics. However, for each robot after the rst that is under the control of just one character, the modier for for Unconscious/Out of Range goes down by 1 (to a minimum of 0). If Paul’s Science Ofcer decided to take two additional robots, he would have three total. If one of them began its turn out of his 6” range, then on its activation it would have to take a BRAINS test. If it failed the test, then it would roll on the Out of Control chart, but only add +1 to the result. Robots that are not Sentient (see Special Abilities page 77) are immune to psychology, so they never have to make a Panic test if wounded nor will they suffer from the effects of Battle Cry or Cause Fear or any other ability or effect that requires the model to take a GUTS test. However, if any robot model (including those that are sentient) takes a wound in the Cognitive Unit (Head) or Central Construct (Torso) it must pass a BRAINS test. If it passes, it acts normal. If it fails it must roll on the Robot Out of Control chart (without the +3 modier for being out of range or controller Unconscious). After playing the effects of Out of Control, the robot returns to normal.
Rt out Ctr Crt Die Roll Result 1
Critical Systems Failure -- Robot is completely out of control. The player’s opponent controls the robot on its next activation as if it was his own model
2-3
Systems Failure -- Robot attacks closest model on its next activation, regardless of friend or foe
4-5
Systems Reboot -- Robot moves its full SPEED to its beginning board edge during its next activation, it cannot shoot or charge with this action.
6-7
Systems Time Out -- Robot may do nothing for its next activation. DODGE score is reduced to 1
8-9
System Stablizing -- Robot works, but at a -1 to all its abilities on its next activation
10
System Normal --Robot suffers no ill effects and can be controlled normally
siz Robots come in three sizes: small build, regular build, and large build. The stat sheets represent the stats for regular build. A robot that is less than half normal human size adds +1 to its DODGE skill, but is at -1 to its BRAWN skill. A robot that is at least twice normal human size is at -1 to its DODGE skill, but adds +1 to its BRAWN skill.
57
fnttic World: Pulp action in the fr Reche o spce
Rt fw Robots have limited attribute points available, but may add to them by selecting from the Robot Flaws list below. For every aw chosen, the model may choose an additional attribute, but the robot may not exceed its maximum for any category. Badly Maintained - Proper maintenance is the key to a well operating robot. Unfortunately the model with this aw has been less than well maintained. Whenever this model rolls a 1 when attacking in hand to hand combat it suffers a WS 4 hit to a random location as it’s badly lubricated parts grind against each other Faulty Hydraulics - This model robot was designed with a aw that causes it to lose pressure in its hydraulics system from time to time. At the beginning of every turn the model must roll a d10. On a roll of 3-10 the model is ne. If the model rolls a 2 it loses 1 point of BW for the turn. If it rolls a 1 then the model loses 2 points of BW for the turn. Heavy - This model was built with steel, rather than the space age alloys of the newer models. The model’s SPEED is reduced by 2 Melee Does not Compute - Robot is not designed, nor programmed with any concept of hand to hand combat. Model may not ght in Close Combat, but can only attempt to disengage. Motion Sensors - Robot ‘Sees’ by sensing motion. Robot gets a -1 to its RAY GUN stat when shooting at any model that remained motionless in its previous turn In addition the robot may not charge a motionless model. If a model is in close combat with another model it is not considered motionless. Overheat - The robot has a faulty coolant system and is prone to overheating. At the beginning of its activation roll a d10. On a score of 1-2 the model has overheated and cannot do anything this turn while it cools down. Poor Refexes - The Robot is slow to move. This model gets a -2 to its DODGE score for activation Slow Tracking System - Robot has difculty tracking moving objects. Model gets a -2 to its RAY GUN skill when shooting at any target that moved in its previous turn
hvrig Rt Many robots hover just off the ground. This is not considered ying. A hovering robot is considered at Ground level. If a hit is made to its Locomotion unit it would suffer the same effects as a robot on the ground.
58
fnttic World: Pulp action in the fr Reche o spce
Dtructbt
(Grd 3)
The Destructobot is designed with no higher purpose in mind than to kill and destroy. The nal product of extensive lab time from a mad scientist, the robot has relatively little higher cognitive power. To this end, it is the only Grade 3 robot that cannot achieve sentience. The Destructobot has little upgrade options outside of weapons and armor. Location (Die Roll)
Base
Cognitive Unit(1)
Brains=1
8
BR=1
BR=1
Disabled
Central Construct
Brawn=5
8
BW=5
BW=5
BW=3
BW=1
(2-4)
Guts=N/A
GT=N/A
GT=N/A
GT=N/A
GT=N/A
Manipulation
Ray Gun=4
RG=4
RG=3
RG=3
RG=2
RG=1
No attacks
Units (5-7)
Blade=4
BD=4
BD=3
BD=2
BD=2
BD=1
Cannot carry
Locomotion Unit
Dodge=3
DG=4
DG=3
DG=2
DG=2
DG=1
Crawl Only
(8-10)
Speed=4
SP=4
SP=4
SP=3
SP=2
SP=1
Available Attributes: 6
DR
8 8
Wound Level
Disabled
Virtues/Flaws: 2
Weapons (Max=5)
Combat Skill (Max=3)
Other Skills (Max=1)
Club (1)
Electrical Discharge (1)
Communication Device (1)
Long Blade (1)
High Strength +3 (1 per +1)
Standing Order (1)
Pistol (Energy)(2)
Manipulation Device Extension +2
Rie (Energy) (3)
(1 per +1)
Ray Gun (3)
Target Tracking +2 (1 per +1)
Armor and Equipment (Max=5)
Knowledge Skills (Max=0)
Head +3 (1 per +2) Body +2 (1 per +2) Arms +2 (1 per +2) Legs +2 (1 per +2) Jet Pack (3)
59
fnttic World: Pulp action in the fr Reche o spce
src d Rcu Rt (Grd 3) Designed to withstand the most inhospitable surroundings, the Search and Rescue Robot can go almost anywhere to do its duty. Countless lives have been saved by this marvelous creation. Smart and quick enough to manage dangerous situations, the creators of this robot were careful not to let it get smarter than them. Inhibitors were introduced to limit its cognitive skills, but even then some of these ne machines have found their way to free thought. Location (Die Roll)
Base
Cognitive Unit(1)
Brains=3
7
BR=3
BR=2
Disabled
Central Construct
Brawn=4
7
BW=4
BW=3
BW=2
BW=1
(2-4)
Guts=7
GT=7
GT=6
GT=5
GT=5
Manipulation
Ray Gun=3
RG=3
RG=2
RG=1
RG=1
RG=1
No attacks
Units (5-7)
Blade=4
BD=4
BD=3
BD=2
BD=2
BD=1
Cannot carry
Locomotion Unit
Dodge=4
DG=4
DG=3
DG=3
DG=2
DG=1
Crawl Only
(8-10)
Speed=5
SP=5
SP=4
SP=3
SP=2
SP=1
Available Attributes: 7
DR
7 7
Wound Level
Disabled
Virtues/Flaws: 2
Weapons (Max=3)
Combat Skills (Max=2)
Other Skills (Max=3)
Club (1)
Electrical Discharge (1)
Communication Device (1)
Short Blade (1)
High Strength +2 (1 per +1)
Excavate (1)
Pistol (Energy)(2)
Power Attack (1)
Fail Safe +1 (1)
Rie (Energy) (3)
Quick +2 (1 per +1)
Heroic Leap (2)
Target Tracking +2 (1 per +1)
Mountaineering (1) Sentient (3) Standing Order (1)
Armor and Equipment (Max=3)
Knowledge Skills (Max=4)
Head +3 (1 per +1)
Hunter (1)
Body +2 (1 per +1)
Iron Will (1)
Arms +2 (1 per +1)
Medical Knowledge (1)
Legs +2 (1 per +1)
Pilot +2 (1 per +1)
Repulsion Rays (2)
Savvy (1)
60
fnttic World: Pulp action in the fr Reche o spce
frm Rt (Grd 3) A robot that was designed to be in charge of other robots, the Foreman Robot was a failed idea. Allowing the machine enough cognitive skills to solve unforeseen problems made it invaluable for running mining operations in less than hospitable climates. Unfortunately, it also opened up the possibility of the robots becoming self aware. More than 30% of the Foreman Robots created reached a level of sentience and refused to work for their owners again, instead striking out on their own. Location (Die Roll)
Base
Cognitive Unit(1)
Brains=4
6
BR=4
BR=3
Disabled
Central Construct
Brawn=4
6
BW=4
BW=3
BW=2
BW=1
(2-4)
Guts=7
GT=7
GT=6
GT=5
GT=5
Manipulation
Ray Gun=2
RG=2
RG=2
RG=1
RG=1
RG=1
No attacks
Units (5-7)
Blade=2
BD=2
BD=2
BD=2
BD=2
BD=1
Cannot carry
Locomotion Unit
Dodge=4
DG=4
DG=3
DG=3
DG=2
DG=1
Crawl Only
(8-10)
Speed=6
SP=6
SP=5
SP=4
SP=3
SP=2
Available Attributes: 7
DR
6 6
Wound Level
Disabled
Virtues/Flaws: 2
Weapons (Max=3)
Combat Skills (Max=2)
Other Skills (Max=3)
Club
Electrical Discharge (1)
Communication Device (1)
Short Blade
High Strength +1 (1)
Devotion (1)
Pistol (Energy) (2)
Multiple Attacks +1 (1)
Excavate (2)
Stun Ray(1)
Fail Safe +2 (1 per +1) Flight (1) Lucky +2 (1 per +1)
Armor and Equipment (Max=2)
Knowledge Skills (Max=4)
Observant (1)
Head +2 (1 per +2)
Genius +2 (1 per +1)
Sentient (2)
Body +2 (1 per +2)
Information Dump (1)
Arms +2 (1 per +2)
Language (1)
Legs +2 (1 per +2)
Mechanic +2 (1 per +1)
Jet Pack (2) Repulsion Rays (1)
61
fnttic World: Pulp action in the fr Reche o spce
Idutri Rt (Grd 2) The Industrial Robots were created to do heavy labor in extreme and dangerous climates. They were given extra layers of armor to protect them from the elements and were usually as strong as they were slow. It is not uncommon to nd these brainless behemoths being used as muscle by groups who can’t afford better models. Location (Die Roll)
Base
DR
Cognitive Unit(1)
Brains=1
7
BR=1
BR=1
Disabled
Central Construct (2-4)
Brawn=7
7
BW=7
BW=5
BW=4
GT=N/A
GT=N/A
GT=N/A
RG= 1
RG=1
RG=1
RG=1
No attacks
BD=2
BD=2
BD=1
BD=1
Cannot carry
DG=2
DG=2
DG=1
DG=1
Crawl Only
SP=4
SP=3
SP=2
SP=1
Guts=N/A Manipulation Units (5-7)
Ray Gun=1
7
Blade=2 Locomotion Unit (8-10)
Dodge=2
7
Speed=4
Available Attributes: 4
Wound Level
Disabled
Robot Flaws: 1
Weapons (Max=2)
Combat Skills (Max=3)
Other Skills (Max=2)
Club (1)
Entangle (1)
Excavate (2)
Long Blade(1)
High Strength +2 (1 per +1)
Fail Safe (1)
Pistol (Energy) (2)
Manipulation Units Extensions +2
Mountaineering(1)
(1 per +1)
Night Vision (1)
Quick +1 (1)
Standing Order (1)
Armor and Equipment (Max=3)
Knowledge Skills (Max=0)
Head +2 (1 per +2) Torso +2 (1 per +2) Arms +2 (1 per +2) Legs +2 (1 per +2) Repulsion Rays (2)
62
fnttic World: Pulp action in the fr Reche o spce
bdgurd Rt (Grd 2) Many Kings and Emperors saw the advantage of having a specially designed bodyguard robot. One who never needed sleep or food and could watch over them night and day. The Bodyguard robot is one of the best equipped robots for combat, but has very few other practical uses. Location (Die Roll)
Base
DR
Cognitive Unit(1)
Brains=2
6
BR=2
BR=1
Disabled
Central Construct (2-4)
Brawn=5
6
BW=5
BW=4
BW=3
GT=7
GT=5
GT=4
RG= 3
RG=2
RG=2
RG=1
No attacks
BD=2
BD=2
BD=1
BD=1
Cannot carry
DG=2
DG=2
DG=1
DG=1
Crawl Only
SP=5
SP=4
SP=3
SP=2
Guts=7 Manipulation Units (5-7)
Ray Gun=3
6
Blade=2 Locamotion Unit (8-10)
Dodge=2 Speed=5
Available Attributes: 4
6
Wound Level
Disabled
Robot Flaws: 2
Weapons (Max=3)
Combat Skills (Max=3)
Other Skills (Max=3)
Club (1)
Dead Shot (1)
Communication Device (1)
Long Blade (1)
Entangle (1)
Devotion (1)
Pistol (Energy)(2)
High Strength +2 (1 per +1)
Fail Safe +2 (1 per +1)
Manipulation Device
Sentient (3)
Graviton Ray(1) Rie (Energy)(3)
Extensions +2 (1 per +1) Multiple Attacks +1 (1) Quick +1 (1) Target Tracking +1 (1)
Armor and Equipment (Max=4)
Knowledge Skills (Max=0)
Head (2) 1 per +2 Torso (2) 1 per +2 Arms (2) 1 per +2 Legs (2) 1 per +2 Repulsion Rays (2)
63
Standing Order (1)
fnttic World: Pulp action in the fr Reche o spce
spciit Rt (Grd 1) Designed with a specic function in mind, whether maintenance, rst aid or piloting a ship. This robot does one thing very well. Location (Die Roll)
Base
DR
Cognitive Unit (1)
Brains=4
5
BR=4
Destroyed
Central Construct (2-4)
Brawn=2
5
BW=2
Destroyed
Guts=N/A Manipulative Units (5-7)
Ray Gun=1
GT=N/A 5
Blade=2 Locomotion Unit (8-10)
Dodge=2
Wound Level
5
Speed=6
RG= 1
RG=1
No attacks
BD=2
BD=1
Cannot carry
DG=2
DG=1
Crawl Only
SP=6
SP=3
Available Attributes: 3 (Must choose 1 Knowledge Skill) Weapons (Max=2)
Armor and Equipment (Max=1)
Knowledge Skills (Max=1)
Club (1)
Repulsion Ray (1)
Mechanic +1 (1)
Short Blade (1)
Medical Knowledge (1)
Pistol (Energy) (2)
Pilot +1 (1)
lr Rt (Grd 1) Specically designed for the rigors of labor, these robots are abundant in mining colonies. Location (Die Roll)
Base
DR
Cognitive Unit (1)
Brains=1
5
BR=1
Destroyed
Central Construct (2-4)
Brawn=4
5
BW=4
Destroyed
Guts=N/A Manipulative Units (5-7)
Ray Gun=1
GT=N/A 5
Blade=2 Locomotion Unit(8-10)
Dodge=2 Speed=4
Wound Level
5
RG= 1
RG=1
No attacks
BD=2
BD=1
Cannot carry
DG=2
DG=1
Crawl Only
SP=4
SP=2
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fnttic World: Pulp action in the fr Reche o spce Available Attributes: 3 Weapons (Max=1)
Armor and Equipment (Max=1)
Combat Skills (Max=2)
Other Skills (Max=1)
Club (1)
Repulsion Rays (1)
High Strength +2 (1 per +1)
Excavate (1)
Multiple Attacks +1 (1) Power Attack (1)
sdir Rt (Grd 1) Little more than guns with legs, the Soldier Robot’s sole purpose is to ght. They were built to be just one of a larger overwhelming force, but many were sold or repaired and found themselves in service to many a sentient master. Location (Die Roll)
Base
DR
Cognitive Unit (1)
Brains=1
5
BR=1
Destroyed
Central Construct (2-4)
Brawn=2
5
BW=2
Destroyed
Guts=N/A Manipulation Units (5-7)
Ray Gun=2
GT=N/A 5
Blade=1 Locomotion Units (8-10)
Dodge=2
Wound Level
5
Speed=5
RG= 2
RG=1
No attacks
BD=1
BD=1
Cannot carry
DG=2
DG=1
Crawl Only
SP=5
SP=2
Available Attributes: 3 Weapons (Max=3)
Armor and Equipment (Max=2)
Pistol (Energy) (2)
Head +1 (1 per +2)
Rie (Energy) (3)
Body +1 (1 per +2)
Ray Gun (3)
Arms +1 (1 per +2) Legs +1 (1 per +2)
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fnttic World: Pulp action in the fr Reche o spce
ai Rt (Grd 1) Massive amounts of data can be stored in an Analysis Robot. When its owner needs information on an object or situation, it can be invaluable. Otherwise it is pretty useless. Location (Die Roll)
Base
DR
Wound Level (1)
Cognitive Unit (1)
Brains=3
5
BR=3
Destroyed
Central
Brawn=1
5
BW=1
Destroyed
Construct(2-4)
Guts=N/A
Manipulative Units
Ray Gun=1
(5-7)
Blade=1
Locomotion Unit
Dodge=2
(8-10)
Speed=5
GT=N/A 5
5
RG= 1
RG=1
No attacks
BD=1
BD=1
Cannot carry
DG=2
DG=1
Crawl Only
SP=5
SP=2
Available Attributes: 3 (Must choose 1 knowledge skill) Weapons (Max=2)
Armor and Equipment (Max=1) Knowledge Skills (Max=3)
Club (1)
Repulsion Ray (1)
Genius +2 (1 per +1)
Pistol (Energy) (2)
Information Dump (1) Language (1) Savvy (1)
s n o i t c u d o r P p a r t t a R d n a s e r u t a i n i M a r d y H y b s e r u t a i n i M
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fnttic World: Pulp action in the fr Reche o spce
sPaCe aGe eQUIPMenT Communicators - A model with Communicator can swap his activation with another member of his team. For example, a player has two models. One has a DODGE of 4 and the other has a DODGE of 3. The player wants to swap activations by usi ng communicators. The DODGE 3 model makes a BRAINS test and if it is successful counts as DODGE 4 for the purpose of activation and the model with DODGE 4 would activate as if it had a DODGE 3. If it fails, the model’s DODGE remains at 3. Only the model using the attribute needs to take Communicator. It is assumed the entire team has them, but only the model purchasing the skill can swap activations. Energy Weapon Upgrades - Certain archetypes may upgrade their energy weapons to include unique rays. When an upgrade is purchased the weapon may be used as either a normal energy weapon, or as the upgrade. The weapon cannot use more than one ray at the same time and the player must declare which ray he is using prior to rolling to hit. Demoralizing Ray - Demoralizing Rays do no physical damage. If a target is hit it must take a GUTS test. If it fails the model is demoralized and suffers the effects of Panic. If the model is in hand to hand combat when demoralized it will leave combat immediately, allowing the model it is ghting to get a free attack. Disruptor Ray - This ray disrupts the electronic relays of robots and small vehicles. If the ray hits a robot, the robot must make an immediate BRAINS test. If it fails it must roll on the Robot Out of Control Chart for its next activation. If the ray hits the vehicle and not the pilot when red at any Grade 1 ying vehicle the vehicle will go out of control. Graviton Ray - Graviton Rays increase the molecular density of the target model. The target model must pass a BRAWN test or it will be unable to move or re the next turn and its DODGE stat is reduced to zero for the turn. Flying models that are hit by a Graviton Ray will be pulled down one ight level. If the model is ying at level 1 the model will hit the ground and take one (1) WS 6 hit to a random location. The effect wears off after 1 turn. Stun Ray - Stun Rays do no physical damage. If target is hit it must make a BRAWN test. If the model fails it falls to the ground, stunned. The character’s DODGE stat drops to 0, but opponents get a -2 to hit since the target is considered Prone. Each subsequent turn the stunned character may make a BRAWN test to recover. If he is successful he can immediately take his normal turn. Explosive Rounds - Explosive Rounds are specialized ammunition used in projectile
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fnttic World: Pulp action in the fr Reche o spce weapons. Models who take Explosive Rounds add +2 WS to their hits. A model that upgrades its projectile weapon to Explosive Rounds cannot carry normal ammunition for that weapon. The standard rules for out of ammo apply. If a model rolls a 1 on the To Hit roll, the round explodes as it exits the barrel and the attacking model suffers the effects of the shot. Jet Pack - The Jet Pack is a rocket powered device strapped to the user. It allows the wearer to y as described in the ying rules. A model with a jetpack has a Minimum Flight movement of 2 and a maximum ight movement of 8. The Jet Pack is a piece of equipment and not natural ight ability, models use their normal DODGE scores in ight. Jump Pack - This incredibly simple device is a backpack lled with compressed, lighter than air gas. Models wearing one can leap BWx3 inches. By sacricing 6” of its Jump distance a model can leap to the top of a Level 1 structure or terrain feature or leap over any Level 1 feature that is less than 2” wide. By sacricing 12” of its Jump distance a model can leap to the top of a Level 2 structure or terrain feature or leap over any Level 2 feature that is less than 2” wide. A model with a Jump Pack cannot end its movement in the air, if it does, it suffers falling damage per the rules. Refective Armor - This armor gives extra protection against Energy Weapons. The model gains an extra +2 to its DR in all locations when attacked with an energy weapon. The armor gives no extra protection against projectile weapons or in hand to hand, but may be taken in conjunction with normal armor. Repulsion Rays [Robot add on] - Robots equipped with repulsion rays use the same ying technology as vehicles. A model with Repulsion Rays has a SPEED of 6. Models may hover and are considered stationary when shooting. Since Repulsion Rays is a piece of technology instead of natural ight ability, models use their normal DODGE scores in ight.
skIlls anD aTTRIbUTes Cmt si Ambidextrous - Characters with this ability can use two (2) one-handed weapons in combat at the same time, getting two (2) attacks per turn. This can apply to a combination of hand to hand weapons (a sword and a knife) or two ranged weapons, but not one of each . Battle Cry - Characters with this ability let out a blood curdling cry when charging into battle. Any enemy model charged by a character with Battle Cry must pass a GUTS test or ee from combat on their next turn. Models on Wait must ee immediately. Counter Strike - Characters with this ability are adept at exploiting their opponent’s openings.
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fnttic World: Pulp action in the fr Reche o spce If the character successfully defends in hand-to-hand, he may spend a hero point and make an immediate attack on his opponent, even if he has already gone that turn. The character still gets his normal turn as usual. Dive Attack [Flying Skill] - Characters with this ability may charge from a ying position, make a hand to hand attack, and continue their movement back into the air. The character must start at level 1. After the attack he returns to level 1 anywhere within 2” of the character he attacked. Dead Shot - Characters with this ability are experts with rearms and can attempt to hit specic locations on a target. By spending Hero Points, characters can move the location of their hit. It costs one (1) Hero Point for each point changed on the die roll. Entangle - An attacker without a close combat weapon may attempt to Entangle its opponent. The model makes a close combat attack as normal. If it succeeds, rather than causing a wound, the opposing model is entangled. Every subsequent turn that the model is entangled, the models make an opposed BRAWN test. If the model with Entangle wins, the opposing model takes a wound to a random location. The Entangled model may attempt to disengage by winning a BRAWN test during its activation. Electrical Discharge [Robots] - Robots with this ability can spend an action to supercharge the plating of their armor. All models in hand to hand combat must pass a BRAWN test or be thrown 1” away from the robot and take one (1) WS 4 hit to a random location. The robot model must wait one (1) turn for its batteries to recharge before doing another Electrical Discharge Expert Fighter - Characters with this ability are experts with in hand to hand combat and can attempt to hit specic locations on an opponent. By spending Hero Points, characters can move the location of their hit. It costs one (1) Hero Point for each point changed on the die roll. Fencing (+X) - Characters with this ability are experts with long blades. They add +X to their BLADE roll whenever they are attacking with a long blade. Ferocious (+X) - Models with this ability are particularly vicious in hand to hand combat. They usually attack with claws or teeth or a combination of both. Models with this ability add +X to their WS when attacking without a weapon. Finesse Attack - Characters with this ability choose nesse over strength to increase their chances of hitting their opponents. Models that choose to use this ability add +2 to their BLADE skill when attacking, but get a -2 to their WS when wounding. Flight Refexes (+X) [Flying Skill] - Flying models with this ability have excellent reexes while in ight and add +X to their FLIGHT/DODGE score.
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fnttic World: Pulp action in the fr Reche o spce Heroic Dodge - Models with this ability have extraordinary reexes. By spending a hero point this model can roll two (2) d10 and add the sum of both to their DODGE score when dodging a Ranged Attack. Heroic Dodge cannot be taken in conjunction with any type of armor. High Strength (+X) - Characters with this ability receive +X to their BRAWN score. Killer Instinct - Models with this ability are born (or highly trained) killers. They know how to exploit an opponent’s weaknesses and cause more damage when attacking. Characters in with this ability may spend a hero point and double the WS of an attack in hand to hand. The intent to use this skill must be declared before hit location is rolled. Knife Thrower - Models with this ability are skilled knife ghters, and can throw t hem with great accuracy. Models with this ability may use their BLADE skill in ranged combat when throwing knives. Any type of rearm continues to use the RAY GUN score. Manipulation Device Extensions (+X”) [Robot skill] - Robots with this upgrade extend their reach in close combat by the purchased number of inches. If a robot takes +2”, then any model within 2” can be attacked in close combat without the robot having to move. Martial Arts (+X) - Models with this ability are trained in unarmed combat. They add +X to their BLADE score when attacking without a weapon. They also may attack in hand to hand from a 1” range as if they were using a club. Additionally, models with this ability do not halve their BLADE score when they are prone. Multiple Attacks (+X) - Models with this ability are either extremely skilled in hand to hand combat and able to strike repeatedly or, in the case of robots, are designed with multiple weapons for attack. The model receives +X additional close combat attacks. This skill cannot be used in conjunction with ambidextrous. Poison - Models with this ability have either a natural venom attack or coat their weapons with a poison. If a model is hit with a poisonous weapon it must make a BRAWN test at the beginning of each turn or cross another box off the location originally hit. Model must continue to make this check until all boxes are checked off in the hit location or until he has been treated by a character with medical knowledge. Power Attack - Models with this ability choose power over nesse when attacking. Putting all their strength behind their attacks they waste little time in trying to nd an opening. The model may choose to take -2 to his BLADE score when attacking with a close combat weapon, but gets to add +2 to their WS when wounding Pugilist (+X) - Models with this ability are trained in some form of boxing. They add +X to their BD score when attacking without a weapon. They attack unarmed as if they are using a club, but do not get the 1” range that a club provides. This skill cannot be taken in conjunction with Martial Arts.
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fnttic World: Pulp action in the fr Reche o spce Quick (+X) - Models with this ability have quicker than normal reexes. They add +X to their DODGE stat. Rush Attack - Models with this ability can strike in hand to hand combat and continue their movement. The character moves into hand to hand and resolves combat normally (including Charge). When combat is complete the character can move the remainder of its movement. A model must be able to move at least 3” to use this ability. A model may move into contact with a second model, but cannot attack that model this turn. Sharpshooter (+X) - Models with this ability get +X to their RAY GUN stat. Target Tracking (+X) [Robot skill]: Robots with this ability have enhanced combat tracking sensors installed. If the robot attacks the same model for a second consecutive turn, it receives an additional +X to its RAY GUN stat.
kwdg si Animal Control - Models with this ability have a telepathic or empathic link with animals and can control their actions. The model may use its action to attempt to control an animal by winning an opposed BRAINS roll with the animal. If he wins he can control the actions of the beast, including using it to attack. The skill only works on wild animals. Trained animals, brought on the board by opposing players, will not be affected. Once the animal is controlled the model must continue to make BRAINS tests every turn (as his action) to retain control. Once control is lost of an animal, it cannot be regained. Creatures with the ability Telepathic Immunity cannot be affected. Animal Handling - Models with this ability have spent a lot of time working with and training animals. If in combat with a wild or trained animal they receive a +1 to hit because of their extensive knowledge of animals. A model with this ability may also take a trained animal. The animal model will remain a member of the group as long as the model with Animal Handling is still alive. Deception - Models with this ability, either through natural wiles or subversive ability can use their action to deceive another model. If the model with Deception wins an opposed BRAINS test against another model within 3”, then for the rest of the turn any attacks intended for it will be taken against the deceived model instead (this model feels the need to protect the opposing model from all harm). Disguise - Models with this skill are masters of disguise. They can appear as almost anyone. Once per game the character can switch places with any Grade 1 enemy model that has not activated yet that turn. The players make an opposed BRAINS test. If the disguised model wins, it switches places with the enemy model. The opposing player then places his model no closer than 6” from the model with disguise. If the enemy model wins, then the disguised model is left in place and cannot try to use the skill again this game.
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fnttic World: Pulp action in the fr Reche o spce Force of Will - A model with this ability has learned to force itself to do things that would normally be impossible. Whenever this model needs to make a BRAWN test, it can spend a Hero Point to allow it to test against GUTS instead. The model can also use this ability with any BRAINS test to prevent mind control, the effects of gas or poison, to prevent being rendered unconscious by drugs, or to regain consciousness due to wounds. Genius (+X) - Models with this ability gain +X to their BRAINS stat. Hunter - Models with this ability add +2 to their chance, and +1 to the chance of all friendly models within 6” to avoid any trap encounters while outdoors. This includes, but is not limited to snare and pit traps. Models with this ability also gain a +1 when shooting at models with the Camouage ability outdoors. Hustler - The model can use his natural charisma and fast talking skills to talk others into doing what he wants. Whenever he is within 2” of an opposing model (but not in hand to hand combat) he can use his action to hustle them. The two models make an opposed BRAINS test. If the model with Hustle wins he has convinced the other model to give him something the model is carrying. It can be a weapon or equipment or an item picked up during the game. The model with Hustle may use the item normally after that. If he fails the skill has no effect and the model he attempted it on cannot be hustled again for the remainder of the game Information Dump [Robot skill] - By spending an action, Robots with this ability will dispense all useful information they have on a specied subject to a friendly model within 3”. The information can be about objects or non-player controlled creatures encountered in the game. If it is on an object, then the model receiving the information will gain a +1 to its BRAINS roll when attempting to identify an object or deciphering a clue. If the information is on a creature the model receiving the information will gain a +1 to its RAY GUN or BLADE stat when attacking the creature. (The robot has dispensed information about a weak spot the creature has or noticed a pattern in its attack). This bonus applies only to creatures or models that are Encounters or part of the scenario, not other players’ models. Iron Will - Models with this ability, through sheer force of will, can shake off the effects of wounds. By passing a BRAINS test models with this ability can use the last marked wound box on their chart if all the boxes on their arms or legs have been crossed off. If they are rendered unconscious, they get a +1 to their roll to recover. Jack of All Trades - The model has been around enough to have picked up bits and pieces of many skills. He may attempt to use the skills Language, Mechanic, Medical Knowledge, or Robotics without owning the skills. However he must make all tests for the skill he is attempting to use as if he had a BRAINS score of 1. Language - Models with this ability are versed in many different languages. By passing a BRAINS test the model can decipher a language related clue or warning.
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fnttic World: Pulp action in the fr Reche o spce Mechanic (+X) - Models with this ability are trained to work on the complex machines that populate the game. Any non functioning mechanical device can be repaired by this model by spending an action and making a successful BRAINS test. Models add the +X to their BRAINS stat for these tests only. Medical Knowledge - The model is a trained physician and can heal his allies. By spending an action and making a successful BRAINS test the model may restore one (1) wound on the treated model, or reverse the effects of poison. If the model being treated is of an alien race, the model with medical knowledge must roll with his BRAINS halved. Pilot (+X) - The model is trained in piloting ying vehicles. The model gets an additional +X to their DODGE score for any die rolls involved with ying vehicles or jet packs. Robotics - The model with this ability has experience programming and controlling robots, and may bring one or more as part of its team. The model is also trained to repair robots. By spending an action and making a successful BRAINS test the model may restore one (1) wound when attempting to repair a robot. Savvy - The model with this skill has years of experience in dangerous and compromising situations. When the model moves within 4” of an encounter chit he can use an action to make a BRAINS test to see what the encounter is. This skill can be combined with a Move action, but no other type of action. Tactics (+X) - Models with this ability add +X to their initiative roll at the beginning of each turn. Telepathy - Models with this ability can sense their opponent’s thoughts. The model may take an opposed BRAINS test with any opponent within 10”. If he wins, he may switch activations with that model for this turn. Telepathic Immunity - Models with this ability are immune to the effects of Telepathy and Animal Control
otr si Baleful Gaze - Models with this ability can strike fear into lesser men just by looking at them. By spending an action the model may give the Baleful Gaze to any single model within 6”. If the model fails its GUTS test it suffers the effect of Panic and immediately ees. Furthermore, for every hero point the model with Baleful Gaze spends, it can decrease the GUTS score of its target by one (1). Camoufage - Models with this ability either know how to use the terrain to conceal them or have natural camouage abilities. Any model with this ability that is prone and has not moved more than 1” on their last turn is at -1 to be hit.
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fnttic World: Pulp action in the fr Reche o spce Cause Fear -Cause fear comes in three Grades (just like model archetypes). The grade level reects the grade type or lower that is affected by the Fear effects. Cause Fear (Grade 2) will cause models of Grade 2 or lower to make a GUTS check or suffer the effects of Panic. Any model that comes within 6” of a Fear-causing creature must take the Panic check Communication Device [Robot skill] - Robots with Communication Devices built in are not limited to staying within 6” of their masters, but can receive commands from anywhere on the board Devotion - Models with this ability are intensely loyal and would die for the hero (master). If the model with devotion is within 3” of the hero and the hero takes a wound, the wound can be transferred to the devoted model. The wound is in the exact same location. If the wound kills the devoted model, the hero may spend one (1) hero point and take an immediate action outside its normal activation. Excavate [Robot Skill] - The most abundant type of robot in the known galaxies is the mining robot. Nearly every colony with a mechanic has a model. They have been developed to move earth quickly. A robot with the Excavate special ability can spend two (2) actions to dig a tunnel. It can do nothing else while tunnelling. The two actions must be consecutive or the tunnel collapses. Any model within 3” of the robots can also enter the tunnel. After the tunnel is completed, any model in the tunnel can be placed up to 6” from their starting point (all models must be placed together if more than one is in the tunnel). Tunnels can go under walls, fences, etc. While underground, models in a tunnel cannot be targeted by models on the surface. Additional actions may be spent to lengthen the tunnel by 2” per action spent. Fail Safe (+X) [Robot skill] - Robots with this ability have a backup system in place for emergencies. If ever the model must roll on the Out-of-Contol Chart it gets a +X to its roll. Fearful Presence - A model with this ability strikes fear into its minions. Any underlings within 6” of the model with Fearful Presence that are not already panicked do not have to make Panic tests. Fearless - Models with this ability are immune to the effects of Cause Fear and Battle Cry. Flight - Models with this ability have wings and can y as described by the rules in the Flight section. Flying models must use the ‘Flying Model’ chart in the back of the book for their character. They will start with two (2) new stats. FLIGHT is the speed of the model in ight. FLIGHT/DODGE replaces the model’s normal DODGE score as long as the model is in ight. The starting FLIGHT score of all ying models is 6”. Models may choose to add 2” to their FLIGHT score by subtracting 2” from their SPEED score. This represents certain models being more comfortable in the air than on the ground Heroic Leap - By spending a hero point, models with this ability can leap BWx3 inches either vertically or horizontally. By sacricing 6” of its Jump distance a model can leap to the top of a Level 1 structure or terrain feature or leap over any Level 1 feature that is less
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fnttic World: Pulp action in the fr Reche o spce than 2” wide. By sacricing 12” of its Jump distance a model can leap to the top of a Level 2 structure or terrain feature or leap over any Level 2 feature that is less than 2” wide. A model with Heroic Leap cannot end its movement in the air, if it does, it suffers falling damage per the rules. Hide - Models with this ability can disappear into the shadows or have the ability to blend with their surroundings like a chameleon. Any model with this ability that does not move can attempt to hide as its action. Any time an enemy model more than 3” away tries to target the hidden model they must rst make a test against their BRAINS stat. If they pass, they can target the model as normal. Failure to spot causes the spotting model to lose an action. Once a model is hidden it can move at half its current movement rate without losing its Hidden status. Ignore Pain - Models with this ability can ignore, to an extent, the pain caused by wounds. They can use the last marked box on their wound chart for their stat rolls until the last unmarked box is crossed off. At that point, they must abide by the rules for that location. Intimidate - Through reputation or appearance models with this ability make opponents hesitate in fear. Any enemy model within 6” of an Intimidating model must rst make a GUTS test or be unable to act against the Intimidating model. The model can move away from the intimidating model. Inspiring - The model knows just the right things to say to inspire others to greatness. If he is within 3” of another friendly model he may use his turn to attempt to inspire the other model by making a BRAINS test. If it is successful, the friendly model receives an extra hero point to use on its next activation. Lucky (+X) - Models with this ability are always getting themselves into trouble only to, by the greatest chance, have everything work out in their favor. Models with this ability get a bonus 1 hero point every turn. The point can only be used for the character with Lucky. The bonus hero point must be used that turn, and cannot carry over to subsequent turns. The model must also select a aw from the following list, or come up with a suitable one of your own. Jumpy - Models that are jumpy are startled by loud noises. Whenever the jumpy model rolls 2 to hit in ranged combat he drops the gun. However, the model can expend a Lucky Hero Point and the gun res when it hits the ground. Roll as though the model has red normally and determine whether the target was hit. The ring model must spend an action to retrieve the gun. A model that takes this MUST purchase a projectile or ray weapon. Clumsy - Whenever this model is shot at, it can double its DODGE stat by falling down, but the model is considered prone. It must spend an action to get up. Butter Fingers - Whenever this model is wounded, it drops whatever it is carrying. Items move up to 6” from the model in the direction chosen by the player. The item can land in
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fnttic World: Pulp action in the fr Reche o spce the hands of another model. However, if there is an enemy model within 1” of the target point, then the player must expend a Lucky Hero Point in order to get the item to land in a friendly model’s hands. Otherwise, both players make an opposed DODGE roll. The higher roller catches the item. Inept Fighter - This model gets -1 to their BLADE stat and cannot take this in conjunction with Martial Arts or Pugilist. By expending a Lucky Hero Point, this model, when wounded in close combat, can transfer the damage to any other model within 1”, including enemy models, but excluding the attacker. If there are no enemy models within 1”, then the model takes the wound. Meet My Minions - A model with Meet My Minions does not need to place any Grade 1 models from his team on the table at the start of the game. Any number of these models may be withheld for a pivotal confrontation or ambush. At any point where the villain is confronted with an enemy model within 3” he may simply state — “Enemy character name, I’d like you to meet my minions.” A BRAINS test is required. Success allows all the Grade 1 minion models not in play to be placed within 3” of either the Villain or his nemesis. Placed minions activate as if they had been in the game by the normal initiative rules. Minions who are placed after their logical initiative turn are assumed to be waiting / ready. Minions cannot be initially placed in base contact with enemy models but can move into contact when it is their turn to go. Failure indicates the Villain looks around, but his minions have decided to not show at the right moment. The minions instead are placed by the opposing player anywhere on the board but at least 12” away from any enemy models (but not in traps or any spot that would cause immediate damage to the minion). Also, when the villain is knocked unconscious or unable to communicate he cannot have his minions appear. Mountaineering - Models with this ability climb at 1 Level per action and add 1 to their DODGE and BRAINS score when making any roll that involves climbing. Models with this ability also add 1 to their ability to avoid all dangerous encounter chits when in the mountains. Mounted - Models with this ability start the game mounted on an animal. The mount may be killed or leave the table, but unless otherwise noted in a scenario, the model will always begin the next game mounted. Nerves of Steel (+X) - Models with this ability add +X to their GUTS score. Nimble - Models with this ability have excellent balance and the abilit y to recover quickly if knocked off balance. Models with this ability may re-roll any failed test against the DODGE score (tests that add DODGE with other stats cannot be re-rolled). The player must abide by the results of the second roll. Observant - Models with this ability are trained to observe their surroundings and always be aware of what’s going on. If the model is within 3” of an encounter chit they can take a
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fnttic World: Pulp action in the fr Reche o spce BRAINS test to determine what it is. Models with this ability also gain a +1 when attempting to spot models with the Hide special ability. Sentient [Robot Skill] - Robots with this ability have achieved a consciousness of their own. No longer do they need a master to command them. These robots can move and act of its own accord just like any character model. Sentient robots do not need a model with robotics to bring it into the game. Sentient Robots also get Hero Points and may use the virtues/aws list Standing Order [Robot Skill] - Robots with this ability may be commanded to either Attack the Enemy or Guard an object and will continue to do so without having to roll on the Out of Control chart if their masters leave them. If commanded to Attack the robot will continue to attack the opponent’s force. The robot will seek cover if being red upon if possible, but only if it can continue attacking. If there are no models to engage in combat, the robot will move towards the opponent and press the attack. If commanded to defend the model will stay within 3” of the object defended (this can be an object or a character). The robot can attempt to spot any models that move within 12” of the defended object from any direction. Once the models are spotted the robot may attack, but must always stay within 3” of the defended object. Sprint (+X) - Models with this ability add +X to their SPEED stat. Stand - Models with this ability may stand up from a prone position without using an action, thus being able to move or re without penalty. Soar (+X) [Flight Skill] - Flying models with this ability add +X to their FLIGHT stat. Taxi [Flight Skill] - Models with this ability are either extremely strong yers or have exceptionally powerful jetpacks. The model may carry one friendly model without movement penalties while ying. Supreme Effort (+X) - Models with this ability can overcome great physical adversity to perform actions as though unwounded. By taking this ability the model can change the stat in its last wound box to its starting value. Unlike other abilities with the +X designation, the one for Supreme Effort represents the number of wound locations for which it can be used. For example, a model that takes +2 can alter the stats in its Torso and Arms locations. A model with +3 could alter Head, Arms, and Legs. Undying Loyalty - Models with this ability are devoted to the person they follow. As long as their hero (or master) is around they won’t run from a ght. Models with this ability never take a Panic check as long as a friendly Grade 3 model is conscious and still on the board.
Virtu d fw Absent Minded - The model is easily distracted by the surroundings and scientic discoveries
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fnttic World: Pulp action in the fr Reche o spce that abound in the unique surroundings. Every turn, at his activation, the model must make a BRAINS test. If he fails, he completely forgot what he was supposed to be doing. The model doesn’t lose his turn, but activates last after everyone else has gone. Arrogance - This model is extremely arrogant. This is the type of character who will aunt his evil plan to the captured hero because he is condent the hero could never escape. Whenever this model’s side discovers a clue or retrieves the prize, all friendly models within 12” of the model with the Flaw (including the awed model) lose their next action as they all stop to listen to the villain expound on the greatness of his side/army/race, etc. Brothers in Arms - This model considers each and every one of his comrades m ore valuable than any goal or objective. If any of his party is in hand to hand combat he must go help them out, rather than head to an encounter marker or achieve a goal. Disdainful - This model does not stoop to lower itself to unworthy opponents. The model may not initiate combat with any model of a lower grade. It may defend itself as normal, and once attacked may pursue an enemy that disengages. Honor in Combat - This model believes that combat should be decided by the better man, not the better weapon. Whenever he is attacked, he can only attack back with a weapon of equal or lesser status. If he is attacked with a pistol, he may not use a rie. If he is attacked with a knife, he may not use a sword. If he does not have an equal or lesser weapon he must resort to using his sts. Scoundrel - This model values his neck above any prize. If he is wounded in combat and fails his GUTS test, he must make his GUTS tests at -1 to rally.
On Skurly Beasts...(from the notes of Henry Litmus)
I once made the mistake of bringing one of these endearing little creatures into town with me. As they were docile and furry I assumed they would make excellent house pets, not unlike the common cat on Earth. As I brought him out of my backpack to show one of the native girls, I was met with crying and hysterical screams. The girl ran off screaming ‘Skurly, Skurly’ over and over, which in turn brought out many of the elders of the village. The creature was taken from me and, I’m guessing, destroyed. For as the villagers quickly explained to me the Skurly Beast, while pleasant on its own, brings with it a plague of nastiness. It seems the Skurly has one main predator, the Dromtac. The Dromtac are nasty creatures that live just under the surface of the ground in large clusters known as Dromtac Pits. They are native to the wastelands, and appear to have a preternatural ability to nd Skurly Beasts wherever they may be. Anybody that decides to keep Skurly Beasts is soon overrun by the far nastier Dromtacs. The phenomenon has even spawned a local colloquialism “First the Skurly, then the Dromtac”, which loosely translated means ‘Nothing good will come of this’. Not surprisingly, these were the rst words out of the Nazree Warlord’s mouth when Kip and I were brought into camp yesterday...
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sCenaRIos Since it is the goal of Fantastic Worlds to recreate the feel of the pulp novels and serials of old, a good scenario is every bit as important as the characters you create. Several scenarios have been included to get you started with the game, but soon you will want to create scenarios of your own. Here are some ideas and suggestions to get you started.
T brd Fantastic Worlds was designed to be played on smaller boards. A 24”x24” board is ideal, giving enough area for the few models in a game to interact. There is no problem using larger boards and it is recommended if you choose to have a game with many models in it.
T str Start small when designing your own scenarios; a simple idea, such as the two teams searching a dungeon for a princess. Begin with teams evenly balanced using one of the three methods outlined in Campaigns. As you get a few games under your belt you will have a better understanding of how the game works. You can then experiment with new ideas for party strength and encounter markers. There are hundreds of ways to set up a game and they don’t all have to be completely balanced, as long as all players have an opportunity to win.
ecutr Most of the scenarios included use encounter markers. These can represent clues, traps or any other type of encounter. Below is listed some ideas for Encounters, but feel free to create your own. The encounters not only propel the story, perhaps by nding a clue required to win, but also create a lot of the fun and excitement of the game. While many Encounters are monsters or other sorts of dangerous encounters, try to incorporate positive and even humorous encounters if possible. The whole point of the game is to have fun.
Cu Clues are very important to a scenario. They can be items that the parties are looking for or actual clues that need to be deciphered to win the scenario. A neat trick is to use three (3) encounter markers as points to triangulate the spot of the actual item the parties are seeking. Once all three (3) markers have been turned, the point in the center of the triangle they create is where the item is. Be certain all parties can decipher clues. Don’t place a clue that only a model with languages can gure out. It’s possible that model will have a bonus, but the other teams should be able to use the clue as well.
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Trp The trick with traps as encounters is to make them interesting and dangerous without making them lethal. Here are some samples. Dart Trap - The model unwittingly triggers a poison dart trap. The model must make a DODGE test or be hit by a poison dart. The model immediately loses one wound to its Torso. The model must make a BRAWN test on its next activation or take another wound to the same location. Once the model passes the BRAWN test the poison is gone from his system. Pit Trap - The model steps on some dry twigs and too late realizes he’s stepped on a pit trap. If the model makes a DODGE test it is able to grab the edge of the pit. The model may pull itself up on its next turn by making a BRAWN test. If it fails the initial DODGE test it falls into the pit, taking one WS 3 hit to a random location. The model can climb out of the pit in two turns or be pulled out in one turn if another model helps him. Snare Trap - The model triggers a snare trap. The model must make a DODGE test or be caught. If caught the model is hanging upside down by his foot. He may spend an activation to cut himself down. If attacked in hand to hand while trapped the model may ght back, but his DODGE is reduced to 1 and his BLADE score is halved.
ai Trri From the crystal mines of Cyllas, to the lava moon of Kazan, the worlds in your games should be nothing less than fantastic. One of the more fun aspects of creating scenarios is that the action can take place on any number of strange alien planets. Boards that look alien will make the game feel more like science ction and boards that ACT alien will give it that nal touch. Some ideas to make your board more alien include taking normal environs and push them to some extreme. Gravity can become higher or lower, as can temperatures. Clouds of methane gas oating around the board can make ring weapons hazardous. Volcanic ash raining down can limit visibility. Below are some ideas for making your board feel more alien Low Gravity - The planet or moon has less gravitational pull that the models are use to. As a result the SPEED is doubled, but everytime they attempt to move they must make a DODGE test or move their entire SPEED whether they intended to or not. High Gravity - Model’s SPEED is halved on this board unless the model makes an unopposed BRAWN test. If it passes, the model may move normally. Methane Gas Clouds - Models that re energy weapons must roll a d10 after their attack. On a roll of 1 a methane cloud ignites causing a WS 3 hit to a random location on the
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fnttic World: Pulp action in the fr Reche o spce attacking model. On a 10 the weapon ignited a methane gas cloud near their target causing an additional WS 3 hit to a random location. On a 2-9 there is no effect. Sulpherous Vents - The sulpher plains of this world often let loose with sudden and violent vents. At the beginning of each turn roll a d10. On a score of 1-2 a vent has gone off in the eyes of a random model, reducing it’s BLADE and RAY GUN score to 1 for the turn. Sponge Moss - This growth is extremely elastic, creating a natural trampoline. A model that steps on it may make a leap as described in Heroic Leap Refective Crystals - If a model shoots at another model that is within 1” of Reective crystals with an energy weapon and misses, the shot is reected off of the crystal and may hit the shooter. Roll to hit the attacking model using a RG score of 1. Tele-Plants - Plants that are connected together on another dimension. A model that touches a Tele-plant will instantly teleport to another random plant location on the board. Gas Clouds - Billous clouds of gas that will oat around the board randomly during games. Models that touch one must make a DG test or take a wound to the Torso as it inhales the poison. Sticky Grass - a patch of long grass covered by a strong adhesive goop. A model that steps into the patch must make a BRAWN test or lose 1” of movement as it becomes stuck. A model must make the BRAWN test every turn it is in the Sticky Grass or lose another inch of movement off of their SPEED. Once their SPEED reaches 0 they are completely stuck and cannot move unless another model helps them out.
scri spcic Ru Since it would be near impossible to anticipate all the situations players will create with scenarios and create rules for them, it will be necessary for players writing their own scenarios to devise rules from time to time. For Example, If your heroes encountered a beast made up of pure energy, would a Ray Gun be effective against him? A special rule could be written for the creature stating that all attacks on the creature by energy weapons would not harm but strengthen the beast, adding +1 to its BRAWN score each time it happens. When creating Scenario Specic Rules it’s important to keep balance in the game. In the previous example, if a lot of the models that are playing are carrying Ray Guns and not projectile or hand weapons, one of the encounters could provide a clue for a party member. By passing a BRAINS test it gures out how to reverse the ow on a Ray Gun making it absorb energy rather than dispense it. The most important thing is to keep it fun and fair for the players. Be sure to talk the new rules over with the other players to make sure they feel it is equitable.
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fnttic World: Pulp action in the fr Reche o spce Listed Below are a couple of rules that will only be effective for certain scenarios. Night Rules - For games that are played at night, line of sight is reduced to 12” for all models. For a game that is played on an alien world that has a red dwarf star for light, reduce line of sight to 6”. Guard Duty - If a scenario requires models to be on guard duty, the models on guard must either remain in a single spot or move along a straight line set up by the scenario. They do not deviate from this behavior until they spot an enemy model or an alarm is sounded. Models on Guard Duty can not wait.
When a guard has an enemy model within his 180° front facing and that model is within 12”, he can attempt to spot. To do so, the guard must pass a BRAINS test on its activation. If the enemy model is obscured (see cover rules) then t he guard receives a -2 penalty to the roll. An alarm can be set off by a guard who spots an enemy or by a weapon ring. Once an alarm is sounded, all guards can be activated normally. If a guard is unable to spot an enemy model and is then attacked in close combat, the attacking model can score a sneak attack on the model. The attacking model strikes at 2x its WS (only in close combat) and attack as though they have the Expert Fighter special ability. The Nazree humor (from the notes of Henry Litmus)
Nothing can quite prepare you for the rst time you meet a sentient alien. To be cornered and captured by the Nazree tribe was one thing, but to sit down at a dinner table and have a conversation with a Nazree warlord was quite another. The table was resplendent with nely crafted bowls full of meats and breads, and agons of tasty wine. They set a table not unlike an earthman would and even provided us with an eating utensil. (A marvellous cross between a spoon and a fork. A design I simply must attempt to replicate upon our return to earth!) The warlord was a giant of no less than seven feet in height, with massive limbs covered in thick brown fur. His eyes were of the brightest green, and focused like few other individuals I had ever met, and his mouth was lled with nely sharpened dagger-like teeth that were, truthfully, quite frightening. He proved to have an excellent temperament as he sat and conversed with us. I dare say jovial as he drank his wine and told us about his vast tribe and the utter superiority of the Nazree race. He even pounded the table and roared in laughter when I ventured a particularly saucy joke I had overused with the Earth crowds. I felt I was growing to actually like the fellow until he informed us in his same jovial and extroverted nature that we would be, unfortunately, ghting for our lives in the ‘Arena of Seven Deaths’ on the morn...
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CaMPaIGns A campaign is a series of linked games with players using the same characters to create a complete story. To draw a comparison to the serials and pulp stories that inspired the game, one game session would be the equivalent of one chapter or episode, while the complete campaign represents the entire storyline. Usually in an episode the heroes would have an adventure, complete with plot twists and monsters or villains of some nature, only to begin the next episode facing a new threat. What is unique to pulp is that you can use vastly different locales for each episode. In one episode Flash Gordon would be ghting hawkmen upon a oating city and just a few strips later he’d be underwater, with gills, ghting a massive sea serpent. Another unique feature of the campaign in Fantastic Worlds is that you don’t have to have a Gamemaster. Since the game uses random Encounter Markers and Events a campaign can be set up by the players, with no need of anyone to spring traps or introduce alien creatures to encounter.
T Pt The essence of any great pulp adventure is the plot. (Okay, it’s actually the over the top action and cool creatures and ray guns, but plot is important too). It’s good to have an idea where the story is heading. It is not uncommon to conceive a storyline starting with what you want the grand nale to be, and work your way back. Serials and books are a great place to gain inspiration for stories, but here are a couple of ideas to get you started.
T Qut Alfred Hitchcock coined the term ‘Magufn’ to represent the item that all the parties are looking for. It is the object of the quest and always a great place to start a game. In Sword and Planet stories the ‘Magufn’ is quite often a person. Usually a beautiful woman that the hero is attempting to rescue and the villains are attempting to claim for their own. It could also take the form of a prototype Ray Gun, or perhaps a lost crown, whose nder is unequivocally the King of the planet.
T evi ovrrd From Flash Gordon to Star Wars there has always been an evil overlord driving the story by his machinations. The overlord doesn’t necessarily need to be a player controlled character. Instead it could be a behind-the-scenes mastermind that groups of characters are trying to stop (or help).
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str arc Whatever plot you choose to use it’s important to get a feel for the story arc to plan it out. It is recommended to plan in advance how many games a storyline will run. A storyline can be as short as three episodes, to as long as ten. This doesn’t need to be the end of the campaign, simply of the storyline. In pulp terms again, you’ll be nishing one novel and preparing to start another. You don’t have to hold fast to the planned number of games either. If you see a golden opportunity to add a jet bike chase between episodes four and ve, do it!
epid Once you have decided upon a plot you will need to break it down into episodes. If you intend to use the Experience rules, you must run a minimum of three episodes (each episode being one game). If you have decided what you want your grand nale to be, the rst chapter usually falls into place quickly. If you have chosen a quest scenario and the grand nale is rescuing the princess, the rst chapter could easily be the princess being abducted. Encounter markers could indicate the heroes searching rooms for clues or secret passages the villains may have used. The middle chapter is usually the vaguest as far as tangible ideas. While the beginning and the ending of the story are pretty solid as far as what you want to do, the middle has endless possibilities. Use that to your advantage. As long as it progresses the story it can be as imaginative and entertaining as you want. When planning episodes keep in mind what gures and scenery you have to use. One of the great things about pulp is it can take place in nearly any setting. Try not to over extend yourself having to paint gures or build scenery in between games. Nothing will kill a campaign quicker than being stuck painting 30 swordsmen before the next episode. It is also important to be exible in the episodes. All it takes is some creative players to completely change the dynamics of the next episode. Use a vague outline of the episodes and be prepared to make changes. Finally, be creative in the episodes. Experiment with episodes that have little or no combat. An episode where the characters have to sneak through the lair of a sleeping creature, while searching for an item can be just as thrilling as a shootout. This will allow certain archetypes (such as the scientist) to have more of an impact on the game, plus it will allow the players to be more creative in their character creation. You can also set limits on the number of characters in certain episodes. The players would have to choose which of their characters to use, and which to sit out. Be sure to let the players know before the game what they are allowed, so they have time to plan ahead.
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Tm The next step after deciding upon the plot and episodes is to determine how the players’ teams are going to be organized. You should set guidelines so all the players have equal opportunities in the games. Campaigns can use Total Grades, Grade Limits, or Partial Grade Limits. e g A e z n o r B y b s e r u t a i n i M
In Total Grades a grade level limit is given to the players. They are free to choose any combination of Character Grades they like to equal that limit. For example, if the Total Grades limit was 7, a player could choose one Grade 3 model, one Grade 2, and two Grade 1s. Or they could choose three Grade 2 models and one Grade 1. As long as the total grade points equaled 7 they would be ne. In a Grade Limits campaign the number of characters allowed at each grade is the same for all players. An Example might be one Grade 3, two Grade 2s and three Grade 1s. This style is the least exible but ensures that all players start out equal in terms of number and quality of models. Partial Grade Limit combines the above two methods. Players choose a lead character of equal grade, then round out their team with the remaining grade points allowed them. For example, on a 7 point team, each player would need to select a Grade 3 character, then could use the nal 4 points of grades to round out their team in any way they chose.
bd t firt str An interesting thing will happen during a Fantastic Worlds campaign. It will begin to take on a life of its own. Rivalries will be formed as events unfold. Strange alliances will be born. Unforeseen events will lead to unresolved issues. Therein lays the seeds of your next adventure. The rst plot is always the most difcult to create since you are starting from scratch. For the follow up adventure use what the story from the rst gave you. Did the heroes successfully thwart the villain? Was the princess saved? Is there vengeance to be exacted? Talk to the players and you will see that they will have a better idea of who their characters are now and will have many ideas for future games. There is a whole universe of ideas out there!
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fnttic World: Pulp action in the fr Reche o spce The Inhabitants of Tannis (from the notes of Henry Litmus) I’ve learned in my short time on Tannis that there are well over a dozen different distinct sentient races on the planet. Below is a short list of the ones I am familiar with. I will add to them as I learn more. The Negations - The dominant and most technologically advanced people in the Eastern hemisphere of the planet. They are very human in appearance with the exception of their pearly-white skin and ebony eyes. The Negations live in large oating cities and have developed many of the marvels of Tannis including rocket ships and the various different weapon rays. Ruled by the benevolent King Therron, who has kept the peace for two decades, the Negations are a mere heartbeat away from anarchy at the hands of the King’s eldest son, the malicious Prince Thad. The Nazree - Perhaps the most populous of the races, the ape-like Nazree have thousands of villages on the continent. Aggressive and warlike, the Nazree have failed to gain more prominence because of their irrational fear of technology. Sticking to the ways of their elders, they prefer hand weapons in combat. However, they have developed a fascinating harpoon gun, which is powered by a powder produced from ground blackball berries. In amazing contrast to their warlike ways, the Nazree women are the most talented artists on the planet. In fact, a painting or sculpture of a warrior in combat is considered by the Nazree to be the single highest form of praise ever offered. (Kip has three already). The Aerion - The great winged race of Tannis. The Aerion live in great cities built between the peaks of the treacherous Kata Mountains. For the most part the Aerion are reclusive and prefer to ignore the ground dwelling races. However, they consider the skies their own and will lustfully attack and destroy any ying ship that happens to stray too close to their cities. The Reptillians - Perhaps the most vicious of the races on Tannis, the Reptillians will attack anyone at any time. Their bloodlust knows no apparent bounds. Fortunately for the rest of the inhabitants the Reptillians inhabit the great re swamp island so are separated from the rest of the planet by thousands of miles of ocean in all directions. Clumsy and thick-headed, the Reptillians have never developed technology of their own, but will gladly use what they can steal from others. The Myrmidon - The gill people who live in the great white oceans. The Myrmidon are unique on Tannis as it is their females that form the warrior sect. These amphibious amazons are unbeatable in the sea, and are every bit as formidable on land. Wearing their water recycling helmets, the Myrmidon make many raids upon Negation and Nazree cities, stealing valuables. Their underwater coral city is rumored to be one of the most beautiful and ornate sites one will ever see. The role that their men play is still a mystery to me as I have yet to meet one.
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exPeRIenCe Like a Role Playing Game, in Fantastic Worlds, you can gain experience to improve your characters. There are two types of experience to be earned. Heroic Experience allows you to improve your character by purchasing new attributes or, in some cases, to jump to new archetypes. Reputation Experience is used to replace those annoying Grade 1 characters that die at inopportune times, and to purchase scenario specic equipment. Before you begin your campaign you will need to decide what type you want to play. If you intend to play a short campaign of 3-5 games and retire the characters to start something new, then experience is rewarded and characters are upgraded at the end of each game. If your intentions are to run a longer campaign then experience is still rewarded at the end of each game, but character upgrades are only done at the end of every third episode. Players should decide at the beginning of the campaign how often they will allow characters to upgrade. Teams can be awarded Heroic or Reputation Experience. Models earn Heroic Experience by achieving goals and surviving experiences. Heroic experience may also be purchased with left over Hero Points at the end of games. Heroic Experience is used to improve the abilities of your models or to graduate to new archetypes. Heroic experience can also be used to change the results on the Disabilities Tables should your character be severely wounded. Reputation Experience is used to recruit or replace Grade 1 models (Grade 2 and Grade 3 models may not be purchased or replaced). It can also be used to purchase scenario specic equipment.
Gr Ru r epric Pit Experience points are awarded to the entire team and may be allocated to any models the player chooses. However, no model can receive more than 50% of the available experience points at any one upgrade session. For example, a player is taken part in a long campaign and has amassed 24 Heroic experience points. He can allocate no more than 12 of those points to any single model. He chooses not to use any of the experience points and at the next upgrade session has earned another 26 Heroic Experience points. He now has a total of 50 Heroic experience, but can use no more than 25 on any single model. To gain a new ability, upgrade a current ability, or jump to a new archetype the model must pass a Stats test. Most of the time the test is made using the model’s BRAINS (BR). The exception to this is Combat Skills which will require the model make a RAY GUN (RG) or BLADE (BD) test. If the ability relates to the model’s ranged combat (ex: Sharpshooter
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fnttic World: Pulp action in the fr Reche o spce or Dead Shot) then the model uses RAY GUN. If the ability relates to the model’s close combat (ex: Battle Cry or Pugilist) then the model tests against BLADE. If the ability is not directly related to either RAY GUN or BLADE (for example Quick), then the player can choose which of the two skills he wishes to roll against. Only one attempt can be made for each ability or upgrade. If the model fails the test, then it must wait until the next time the campaign allows for upgrades to test again. Characters also have to pass a BRAINS (BR) test to add new characters to their team. The test is taken by the model designated as the leader of the team. The model must be a Grade 3. Players must state which new character they would like to add before taking the BRAINS test. If the player fails to get the new character, the Reputation Experience points are not lost and can be used the next time a team can add new models.
hric epric Models can use Heroic Experience to increase their skills and abilities, or to ‘jump’ from one archetype to another. Players get experience for successfully completing a scenario or just making it through alive. Heroic Experience can also be used to add or subtract from a die roll on the ‘Disabilities Table’.
hric epric Pit (pr tm) Points
Requirements
4 Points
Per game a team takes part in.
X Points
Per Victory point or clue a team is holding at the end of the episode (when applicable).*
1 Point
A member of the team performs a heroic/villainous act (max. 2 points) **
5 Points
Achieving Victory Conditions of Scenario (when applicable)
1 Point
Every two unused Hero Points the team has at the end of the game
*The clues that the models are searching for can be assigned different experience point values, depending on their importance. No clue can be worth more than 5 points. **A heroic act should be one that puts the model at risk. An example would be throwing themselves between the monster and a hurt teammate or attempting to leap a lava ow wider than his normal jump would allow. A villainous act would be one that is self serving or cruel, such as stepping on the ngers of a model clinging to a ledge, or ignoring the team’s victory conditions to seek personal revenge. (Note: when no gamemaster is involved all players must agree on the heroic/villainous nature of an act).
arctp advcmt Players can use Heroic Experience points to increase the abilities of their characters. It costs 5 points to increase an ability or add a new one. Characters can never go beyond their archetype’s maximum for any Skill or Skill area.
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fnttic World: Pulp action in the fr Reche o spce For example, a Star Commander model has a Martial Arts Skill (+1). His archetype allows him a +2 for the skill so he is able to spend 5 points and increase his Martial Arts skill by one. The same model wishes to add the Pilot skill, but he already has three Knowledge skills and that is his maximum for Knowledge skills, therefore he can’t add the skill.
Jumpig t nw arctp Certain models, but not all, can move from one archetype to another. Those that can may put their heroic experience points to it, rather than spending it on new skills. If a model has purchased new skills or improved the skills it has it may no longer upgrade to a new archetype. Models keep the skills they had from the previous archetype, but cannot increase an ability unless allowed in the new archetype and can only take abilities from the list for the new archetype. It costs 20 experience points to jump to a new archetype. A model may only jump one Grade level at a time; therefore a Grade 1 must jump to its Grade 2 advancement before jumping to its Grade 3. A model may only make one jump per upgrade session; therefore a Grade 1 model can only jump to the Grade 2 archetype even if it has the 40 points necessary to jump to Grade 3. It can make the jump to Grade 3 at the next upgrade session. Grade 1
Grade 2
Grade 3
Star Command Cadet
First Ofcer
Star Commander
Star Command Specialist
Science Ofcer
Star Commander
Tribal Warrior
Tribal Clan Lord
Tribal Warlord
Amazon
Amazon Warrior
Amazon Queen
Soldier
Mercenary
Rogue
Palace Guard
Captain of the Guard
Overlord
Zealot
Priest
High Priest
First Ofcer
Hot Shot Pilot
Science Ofcer
Mad Scientist
Captain of the Guard
Rogue
Scientist
Mad Scientist
Prmt Ijuri If a Grade 3 or Grade 2 model loses all of its wounds in a single location and they remain lost at the end of the game (i.e. the model has not been healed or given medical treatment), the player must roll on the Disabilities Table after the game. Grade 1 models do not roll on the Disabilities table. Disabilities range from no noticeable effect to permanent disability. Players may use Heroic experience to modify a die roll on any of the disabilities tables. Robots do not need to roll on the Disabilities table, since they can have most of their parts replaced. The one exception is a Sentient robot which has lost all the wounds in its Cognitive Unit. If that occurs, it would need to roll on the Disability Table, and then, if necessary, the Head Permanent Damage Table.
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fnttic World: Pulp action in the fr Reche o spce Disability Table
Die Roll
Result
1
Roll on Permanent Disability Table for Location
2
Model out 1 game to recuperate
3-10
No Effect
Head Permanent Damage
Die Roll
Result
1
Permanent Brain Damage; Model’s BRAINS reduced to 1
2
Slight Brain Damage; Model’s BRAINS at -1
3-5
No Permanent Damage; Model out for 2 games
6-8
No Permanent Damage; Model out for 1 game
9-10
No Damage
Torso Permanent Damage
Die Roll
Result
1
Permanent muscular Damage; Model’s BRAWN reduced to 1
2
Slight muscular Damage; Model’s BRAWN at -1
3-5
No Permanent Damage; Model out for 2 games
6-8
No Permanent Damage; Model out for 1 game
9-10
No Damage
Arms Permanent Damage
Die Roll
Result
1
Loss of Limb; Model’s RAY GUN and BLADE reduced by 50% (round up)
2
Slight limb damage; Model’s RAY GUN and BLADE at -1
3-5
No Permanent Damage; Model out for 2 games
6-8
No Permanent Damage; Model out for 1 game
9-10
No Damage
Legs Permanent Damage
Die Roll
Result
1
Loss of Limb; Model’s DODGE and SPEED reduced by 50% (round up)
2
Slight limb damage; Model’s DODGE and SPEED at -1
3-5
No Permanent Damage; Model out for 2 games
6-8
No Permanent Damage; Model out for 1 game
9-10
No Damage
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Rputti epric Players can use Reputation experience to hire or replace Grade 1 models. Grade 2 and Grade 3 models cannot be replaced. Players may also use Reputation experience to purchase scenario specic equipment. Heroes receive Reputation experience for getting everyone out alive or capturing villains. Villains get Reputation experience by killing their opponents or rendering them unconscious.
Rputti Pit Points
Requirements
2 Points
Each model a Heroic team has at end of game (unconscious models do not count)
2 Points
Each model a Villainous Team has killed or rendered unconscious from an opposing player’s team
1 Point
Member of team performs a heroic/villainous act*
1 Point
A team will receive 1 point for every 2 Grade levels of characters they begin the game with less than their opponent** *A heroic act should be one that puts the model at risk. An example would be throwing themselves between the monster and a hurt teammate or attempting to leap a lava ow wider than his normal jump would allow. A villainous act would be one that is self serving or cruel, such as stepping on the ngers of a model clinging to a ledge, or ignoring the teams victory conditions to seek personal revenge. (Note: when no Gamemaster is involved all players must agree on the heroic/villainous nature of an act) **In the case of a multi-player game, this is measured against the player with the highest Grade total for the scenario.
Rpcig d Rcruitig Grd 1 md Grade 1 models can be replaced prior to the start of the next chapter provided there are not specic rules for that chapter that prevent it. It costs 10 points to replace or recruit a model. The designated leader of the team must make a BRAINS test to successfully replace or recruit. Like Heroic Experience, Reputation Experience can be held for later use.
scri spcic equipmt Players may want to purchase specic equipment for some chapters in a campaign. Items could range from climbing equipment to medikits. The items that can be purchased with Reputation Experience should be noted before the game. The life span of
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fnttic World: Pulp action in the fr Reche o spce these items will be determined by the campaign. If the players purchase digging tools in Chapter 1 and they have no use in Chapter 2, they are no longer considered to be part of the player’s equipment. If a lantern is purchased for Chapter 2 and proves to be of continued use in Chapter 3, the player may retain possession. If a single use item (such as melioroot) is purchased, the item can be held onto until used. The lifespan of equipment is at the players’ discretion and should be decided before the game begins. Players do not need to take a BRAINS test to purchase equipment. Below is a list of equipment, its game effect, and its cost in Reputation experience. This is a sample list. Other equipment as well as alternative uses for the ones listed can be used as long as all players agree on them. Cost
Item
Game Effects
Scanner
Models can check Encounter Markers from 3” away
4
Medkit
May attempt Medical Knowledge ability with a BRAINS of 2 or add +1 to attempt for model with Medical Knowledge ability
5
Meliroot
One Dose. Heals one wound of player’s choice
1
Rope
Can be used to bind helpless enemy or double climb movement if secured
1
Climbing Kit
+2 to climb checks
2
Gammorian Ale
-1 to DODGE, RAY GUN and BLADE, +2 GUTS on turn after it is drunk
3
Scientists Journal
+1 to all BRAINS checks for episode
5
Disguise Kit
May attempt Disguise ability with BRAINS of 2 or add +1 to attempt for model with Disguise ability
Mechanical Diagnostic Kit
May attempt Mechanic ability with a BRAINS of 2 or add +1 to attempt for model with Mechanic ability
5
Universal Translator
May attempt Language ability with a BRAINS of 2 or add +1 to attempt for model with Language ability
2
Flashlight
Extends vision in darkness by 6”
5
5
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fanTasTIC WoRlDs sCenaRIos On the following pages are several scenarios already assembled and tested for you to play. They have been designed so that you can start right away without having to generate your own. The basic board set-up, the characters you will need, as well as encounters are all spelled out. As you get the hang of the rules, you can make changes to them before stepping out and making your own.
PeRIl of The MysTeRy shIP ‘Look, there!” Grif Ingram points towards the sky at a cloud of smoke. A lone rocket ship sputters and coughs as it spirals towards the ground. “It’s heading towards the wastelands” Ingram adds. “We need to hurry. Whoever is on that ship will need our help.” Dr Higgins shook his head. “We have no idea who is on that ship, Grif. It could be palace guard for all we know. I don’t much relish risking our necks in the wastelands just to be arrested by the people we save!” Ingram grabbed his gear and quickly kicked sand over the re. “It doesn’t matter who it is, you know that Doc, part of being human is to help people when they need it.” Matt Higgins sighed as he picked up his pack. “You’re right as always Grif. I’ll grab my medical kit.” He looked up. The ship was out of sight, the trail of smoke leading between a range of craggy distorted rock formations. “Damn, man” Higgins said as he followed Ingram. “Why’d it have to be the wastelands?”
T scri This scenario has three potential plots, and the players will not know the conditions of victory until they are all within close range to the ship. A deck of three (3) cards will be needed. The rst party to come into base contact with the ship will draw randomly from the three.
T brd The wastelands are a desolate, hazardous area; full of dangerous plants and creatures. The board is 24”x24”. The ship has crashed in a wide, long-dry riverbed. Rocks and alien looking fauna are scattered along the banks. Players may take turns placing rock and vegetation along the banks, but the riverbed is mostly wide open.
st-Up Both players roll a die and the winner can choose the board edge he wishes to enter from. The opposing player sets up on the opposite board edge. Place all the gures within 1” of the edge of the board.
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T Crctr Star Command begins the game with Grif Ingram (Grade 3 Star Commander), Science Ofcer Dr Matt Higgins (Grade 2 Science Ofcer), and one security ofcer (Grade 1 Star Command Security). The Palace team begins with Grimm the Grievous (Grade 3 Overlord), Captain of the Guard Tobias Gray (Grade 2 Captain of the Guard) and one Grade 1 Palace Guard. Alternatively, each side can choose 6 Grade points of characters to use.
Crd 1 - ft Qu frtu Upon reaching the ship it is discovered that it is stolen and was being piloted by none other than Queen Fortuna herself, the erstwhile wife of the King, who has started a half dozen wars on her own with little more than a longing gaze at a foreign prince or a careless comment to a visiting ambassador. The entire planet considers her dangerous and does their best to avoid her. Depending on the inclination of the group, this is a golden opportunity to rescue the Queen from peril or to capture her and ransom her off for a literal Queen’s ransom.
Victr Cditi The team that gets the Queen off of any board edge is the winner. This can be considered a rescue or a kidnapping, depending on your team. Either way she is considered a valuable commodity and neither team can harm her intentionally.
ecutr Crd There are no encounter markers in this scenario but there are six encounter cards. Players can use a standard
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fnttic World: Pulp action in the fr Reche o spce deck of playing cards for this. A card is drawn at the start of each turn beginning with the team that reached the spacecraft rst. The teams will then take turns drawing the card. Ace: The Queen’s Pet -The Queen’s pet (dog?) shows up to defend his mistress. Place him in base to base contact with the model closest to the Queen. Roll a die to decide if you are not sure which model is the closest. Two: Nest of Dromtacs - The wreathing tentacles protruding from the ground are the sign of a nasty nest of Dromtacs. The player who draws this card may place a marker anywhere on the board. Everything within a 3” radius of the marker is the Dromtac nest. Any models that are standing in or move into the nest will take two (2) WS 3 hits to random locations. The player who places the nest marker may not place it in any location that would put the Queen in its area of effect. Three: The Queen’s Barbed Wit - The Queen gets into a romantic witty banter with the model closest to her. The Queen makes a sweetly acidic comment that leaves the model wondering if she just complimented him, or insulted his manhood. The model must pass a BRAINS test or may do nothing on its next activation while he tries to gure it out. Four: The Hidden Terror of the Skurly Beast - Skurly Beasts are cute furry little creatures that live in the bleak wastelands. They make great pets and even better entrees. Unfortunately these little burrowers also leave big holes sometimes. The player who draws this card can nominate any model on the table (besides the Queen). The model has stepped into a Skurly B east hole. Model must pass a DODGE test or it falls and is considered Prone for his next activation. If the Queen was his captive she can immediately escape. This card is has no effect on ying models Five and Six: Nothing!
spci Ru Controlling the Queen - The Queen’s actions will always be controlled by the player who does not have the closest model to the Queen. If it is a tie, then the player who wins initiative that turn controls her. The Queen can use the skill ‘Hustler’ to try and convince her captor to let her go. The Queen always activates last unless an event or situation states otherwise. Despite the intentions of the characters, Queen Fortuna is not one to go easy. She will have to be convinced to join you or be forced to. To talk her into joining you, the model doing the convincing and the Queen, have to make an opposed BRAINS test. If the Queen loses the roll, she is convinced to join you. Unfortunately she is prone to changing her mind, so the players must make this test every turn until they get her off the board. A model must move into base to base contact with the Queen to capture her. The models make an opposed BRAWN test. If the Queen loses, the character has captured her. She swoons and appears to submit to the
95
fnttic World: Pulp action in the fr Reche o spce model’s will. On her activation she will always attempt to escape. The Queen must remain in base to base contact with her captor as he moves her off the board. If the model that has the captured Queen uses his activation for anything but moving her off the board the Queen may make an immediate DODGE stat test. If she passes, she breaks free and moves her full SPEED away from her captor (away from the captor’s board side) immediately as if she had been on Wait.
Crd 2 - Prttp Dtructi You’ve heard the rumors. In every kingdom it has been discussed in hushed whispers. The weapon to end all wars; a massive multi-ray cannon capable of leveling a city. Now with his dying gasps the scientist lying before you conrms your worst fear. He had been carrying the plans for building the weapon to the emperor before his ship crashed. Now his notes lay scattered around in the wreckage, ripe for the pillaging by the opportunist, or perhaps it’s time for a hero to step forward and make certain no one ever uses this weapon.
Victr Cditi There are three (3) sets of notes amongst the wreckage. At least two (2) sets of these notes will be necessary to nish the research and construct the weapon. The team that gets two sets off the board is victorious.
ecutr Crd There are eight (8) encounter markers for the scenario. Once t he rst team reaches the ship and the card for ‘Prototype of Destruction’ is pulled, the players (starting with the one who reached the ship rst) take turns placing the markers. Markers may be placed anywhere on the board, but must be at least 3” away from any model, board edge or any other encounter marker. Once all markers are placed play resumes from where it stopped. Players can use a standard deck of playing cards for drawing the random Encounters. Ace: Blood Rose - This vicious carnivorous plant grows in the most desolate regions of the planet, drawing unsuspecting prey to its bright blooms. If a model moves within 1” of the encounter marker the plant shoots out a stalk of vine and barbs at its intended victim. The model must take a DODGE test or the vine will attach and do one (1) WS 4 hit to a random location. Once attached the plant will not let go. On its next activation the attached model may choose to move away from the plant but will take another point of damage to the same location as the barbs rip from its body. The model may choose to cut the barbs away, which is automatic but takes one action to do. If, for any reason, the vine is not removed, the plant will continue doing a wound at the end of each turn. Two: Minotaur Wasps - One of the most persistent predators on the planet, the minotaur wasp (named for its charging tactics) is impossible to get rid of once it is angered. Place the wasp at the encounter marker. The wasp is always considered to be ying at Level 1. It will use ‘Dive Attack’ to attack its victim. It always attacks the closest model to it and never takes a Panic test.
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fnttic World: Pulp action in the fr Reche o spce Three: Melioroot - This much sought after plant has tremendous healing powers. Eating it will restore one (1) wound to a model. A model may eat it on its activation (but it does not require an action) and erase one wound of its choice from its chart. Item may be saved for future use Four through Six: The scientist’s notes. Seven through Eight: Nothing!
spci ru A model may take found notes from another model by moving into base to base with them and winning an opposed BRAWN test. If successful they have wrestled the notes from the other model. The model may immediately move 1” away out of base to base contact. If the model fails the BRAWN test he does not get the notes and remains in base to base contact with the other model.
Crd 3 - T swrmig Dm Upon reaching the ship the teams get the absolute worst news possible. The badly wounded pilot tells you they were shot down by a blast from a Kinniggi cannon. The Kinniggi are one of the most feared races on the planet. Now that they have brought the ship down, if they follow their normal method of operation, The Kinniggis will arrive by the dozens, to swarm over their prey, pillaging and destroying everything in sight. A chanting in the background conrms everyone’s worst fears, but the pilot offers hope. The ship is xable, he says. You can stand and ght the Kinniggis and each other until you are all dead, or you can work together repairing the ship and fending off the swarming horde so everyone can escape.
Victr Cditi Neither side wants to die and that is just what’s going to happen if they don’t help each other. Fixing the ship and exiting the board in it is imperative. That doesn’t mean that once the ship is xed, the teams have to keep working together.
ecutr Crd There are no encounter markers in this scenario. Instead there is a deck of four (4) cards. Players can use a standard deck of playing cards for these. At the beginning of the rst turn after the scenario is revealed, draw a card. It will reveal a task that needs to be done to repair the ship. Once the task is complete the players may draw another card. When all four tasks are completed, the ship is repaired and the teams may board and the pilot will y them to safety. Ace: Repair the Anti-Gravity Ray Dispersal unit. The AGRD lies 5” directly behind the crashed ship. It will need to be picked up and moved to the back of the ship. To pick it up the players must pass a BRAWN
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fnttic World: Pulp action in the fr Reche o spce test with a -3 modier. All of the models who help to pick up the AGRD (up to a maximum of four models) will combine their BRAWN scores and roll a d10. The models can only move 1/2 the normal SPEED of the slowest model (rounded up). Two: Recalibrate the Navigation Unit - Move a model to the side of the ship. The pilot must call out a series of numbers that the model must punch into the navigation unit to get it back up and running. The pilot can call out the numbers as fast or as slow as the model wants. If the model wants to try to nish the task in one (1) turn it must make a BRAINS test at -3. If the model wants to try and nish the task in two (2) turns it must make pass an unmodied BRAINS test both turns. If it fails one it must start over again. Three: Align the Red Ray - The Red ray (the ray used in ray guns) is used to break apart matter and give the ship its power. Unfortunately it has been skewed in the crash and must be realigned. Move a model to the center of the ship. This task can be completed in one turn, but the model must pass a GUTS test to put his hand into the unit. If he passes his GUTS test he must pass a DODGE test to reach in and grab the ray nozzle and turn it without hitting the ray. If he fails his DODGE test, the model takes one (1) WS 10 hit to his arm. Four: Energy Waste Burst - The pilot informs you he can purge the Ray Waste Containers, thus creating a loud roaring noise that could startle the natives . When you play this card all the Kinniggis will immediatel y move 5” away from the ship, towards the edges of the board. If any go off the board they are removed from play. This card is not necessary to repair the ship so does not have to be played. It also can be saved, and played at any time during the game.
spci Ru On the rst turn after the scenario is revealed, the Kinniggi show up. Both players roll a d10. The total is the number of Kinniggi that show up that turn. Divide them evenly between the four board edges. After they are placed the warriors will move towards the parties and the ship. Each subsequent turn both players roll a d10 and use the total for a new wave of Kinniggi. Set a limit of 50 models for the Kinniggis. If at any point all the models are on the board no more will show up until some have been killed. The Kinniggis can be represented by any models the players choose, but should be armed with hand weapons, not rearms. The Kinniggis will always move toward the closest player model and attempt to attack in close combat. If a model is already engaged with two or more Kinniggi, then additional Kinniggi models will move toward the next closest model, until all player models are engaged.
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Name:
Queen Fortuna
Class: DR
Moral Companion
(Grade 2)
Location (Die Roll)
Base
Wound Level
Head (1)
Brain=3
5
BR=3
BR=1
Unconscious
Torso (2-4)
Brawn=3 Guts=7
4
BW=3 GT=7
BW=2 GT=6
BW=1 GT=5
Unconscious
Arms (5-7)
Ray Gun=2
4
RG= 2
RG=2
RG=1
RG=1
No attacks
BD=2
SBD=2
BD=1
BD=1
Cannot carry
DG=3 SP=5
DG=3 SP=4
DG=2 SP=3
DG=1 SP=2
Crawl Only
Blade=2 Legs (8-10)
Dodge=3 Speed=5
Mount (50%)
Dodge=
DG=
DG=
DG=
DG=
DG=
Speed=
SP=
SP=
SP=
SP=
SP=
Skills:
4
Mount Dead
Lucky +2 (Poor Shot, Inept Fighter), Hustler, Telepathy, Inspiring
Weapon
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
Fist
0”
0
BW
--
--
--
--
--
--
--
--
--
HairPin
0”
+2
BW
--
--
--
--
--
--
--
--
--
Class:
Pet
Name:
Sparkles
Location (Die Roll)
Base
Head (1)
Brain=1
3
BR=1
Killed
Torso (2-4)
Brawn=2 Guts=6
3
BW=2 GT=6
Killed
Front Legs (5-7)
Ray Gun=1 Blade-3
3
RG=1 BD=3
RG=1 BD=2
Dodge=4 Speed=7
3
DG=4 SP=7
DG=3 SP=4
Back Legs (8-10)
Skills:
Wound Level (1)
No attacks Crawl Only
Ferocious +1, Multiple Attacks +1
Weapon
Claw/Bite
DR
(Grade 1)
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
0”
+1
BW
--
--
--
--
--
--
--
--
--
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Name:
Minotaur Wasp
Class:
Location (Die Roll)
Base
DR
Head (1)
Brain=1
4
BR=1
Killed
Torso (2-4)
Brawn=3 Guts=9
4
BW=2 GT=9
Killed
Arms (5-6)
Ray Gun=1 Blade=3
4
RG= 1 BD=3
RG=1 BD=3
Wings (7-8)
Flight=6
4
FL=8
Walk only
Skills:
(Grade 1)
Wound Level (1)
Fl/Dodge=4 Legs (9-10)
Creature
No attacks Cannot carry
FL/DG=4
Dodge=3 Speed=5
4
DG=3 SP=3
Fly or Crawl only
Flight, Dive Attack
Weapon
Close Combat
Sting
Name:
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
0”
+2
BW+2
--
--
--
--
--
--
--
--
--
Kinniggi
Class:
Location (Die Roll)
Base
DR
Head (1)
Brain=2
4
BR=2
Killed
Torso (2-4)
Brawn=3 Guts=6
5
BW=3 GT=6
Killed
Arms (5-7)
Ray Gun=3 Blade=3
4
RG= 3 BD=3
RG=1 BD=1
No attacks Cannot carry
Legs (8-10)
Dodge=3 Speed=5
4
DG=3 SP=5
DG=2 SP=3
Crawl Only
Mount (1) (50%)
Dodge= Speed=
DG= SP=
DG= SP=
DG= SP=
Native
(Grade 1)
Wound Level (1)
DG= SP=
DG= SP=
Mount Dead
Skills: Weapon
Close Combat Range
TH
Short
Medium
Long
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
--
--
--
--
--
--
--
--
--
Fist
0”
0
BW
Long Blade
1”
+2
BW+2
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The RobIn hooD of ReGallUs VII A Solo adventure Author’s note - While the heroics of such pulp standards as Flash Gordon and John Carter of Mars provided the inspiration for these rules, many of the great pulp sci- stories were near future dramas by such great authors as Ray Bradbury, Alfred Bester and Isaac Asimov. This solo scenario was inspired by those great anthology stories. When interstellar travel from earth was rst discovered, it was the wealthiest men and women of the Earth that rst took advantage of it. Tired of their vacation resorts in the tropics and their secluded ski lodges in the Alps, the well to do jumped at the opportunity to be the rst to build a home on Regallus VII. The only one of the discovered planets that could be considered anything more than an eyesore, Regallus VII was stunning. From its twin moons, to the expanses of silver beaches, the beauty of the planet was unparalleled. Now 50 years in the future space travel is commonplace among the middle and lower classes. Cheap transportation is readily available and what seemed like the perfect home away from the masses is now within reach of anyone. This hasn’t stopped the inhabitants of Regallus VII from demanding their seclusion. Their demands (often accompanied by a lawyer’s letter) have forced the custodians of the planet side resort to seek more and more advanced security measures to keep out the unwanted. Enter Dr Oswalt Oddman, inventor, genius, and madman. Despite his eccentricities, Oddman is widely believed to be the greatest mind of the Twenty-Second century. His work in robotics and security systems is light years ahead of the competition. He readily agreed to build the security systems for Regallus VII, for a phenomenal fee. Now with the systems in place, protecting their fancy homes and ying cars, the citizens of Regallus VII feel safe again. Unfortunately all the attention given this project has drawn the attention of you, Vincent Mano, master thief. Long ago you gave up thieving for prot, since you are now one of the wealthiest men alive. Now everything you steal is liquidated and goes to the poorest colonies in space. It has taken you a while to gure out how to strike at the homes of Regallus VII, but you nally learned that oddball Oddman keeps all the security codes for the homes in his lab, and all that will be required to get them is to avoid or destroy a handful of the most advanced security robots known to man. Much easier than the electronic gates and vaporizing rays of Regallus VII.
T scri With Dr Oddman off to a conference the time is ripe to enter his lab. You must get your team upstairs to the safe, open it and get out of the house with the contents. If any of the robots are attacked and not destroyed immediately they will set off an alarm on their next activation. Once the alarm is activated, your team has 3 more turns to get out of the house before the police arrive.
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Victr Cditi The player wins if he successfully opens Oddman’s safe and gets out of the building without getting caught. The models must escape from one of the three original entry points.
T Crctr The player will begin with Vincent Mano (Grade 3 Rogue), Jackson Strapp (Grade 2 Mercenary) and the TK-7 (Grade 1 analysis robot) nicknamed TiKi. Or you may choose 6 grades of models. For the lab you will need 2 Grade 1 labor Robots (represented by (A) on the map), 2 Grade 1 Soldier Robots (represented by (B), and 2 Grade 2 Bodyguard robots (C).
T brd Dr Oddman’s lab is a two story building. To represent that, the game is played on two 18x18 boards, each representing a oor of the building. The lower oor should contain at least three entry points (they can be doors or windows).
st-Up The heroes begin the game at one of the three entry points of the rst level. The three may all enter in the same location, or enter separately in different locations. There are 8 encounter markers for the scenario and they should be placed randomly around the two levels. The only constraint in placing them is that there must be at least 4 encounter markers on the top level.
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ecutr Crd Two (2) separate decks of encounter cards will be needed for the scenario. The rst deck is the eight (8) Encounter Cards. You will need an additional deck of ve (5) cards for the gadgets left around the lab by Dr Oddman. It will require a BRAINS test to gure out how to use a gadget once it is discovered. Once a model passes the BRAINS test it may draw a card from the gadget deck. Players can use a standard deck of playing cards for this. Ace through Five: Gadgets. These are odd pieces of equipment left around the lab. From his research on the job, Mano knows many of these items could be very useful to them. It will require a BRAINS test to gure out what it is and how to use it. The team may make one BRAINS test on the item with no adverse affects. For each additional BRAINS attempt to gure out the device there is a chance it will get broken. On a roll of 1-2 on the BRAINS test, the device is accidentally destroyed. Once a BRAINS test is passed, draw a card from the gadget deck to see what it is. Six: The Doctor’s spare pair of eyeglasses. This item is critical to the mission. Using these and the special ultraviolet ray emitter Mano has with him, the team will be able to mimic the doctor’s eye scan and open the safe upstairs. Seven through Eight: No encounter.
Gdgt Ace: Oddman, Inc. Aura of silence - this item absorbs all sound within a small area. By attaching it to one’s belt a model can go into hand-to-hand with another model without making any noise. The rst time a model that is wearing it is hit in the torso, it will be destroyed. Two: Oddman, Inc. Energy absorption unit - A handy device designed to suck all the energy out of a device. By placing this against an electronic object (even a robot) it will absorb all the energy in the device, leaving the object useless. The unit must touch the item to absorb the energy. It can be used in hand-tohand. A successful hit to any location would activate the unit. Unfortunately, the absorption unit is nearly full and as there is no easy way to empty it, the item can be used only once. Three: Oddman, Inc. Voice reproduction unit - A device that allows you to mimic other people’s voice, right down to the slightest inections. Apparently the good doctor was testing this on himself, for his voice is stored in the unit. The item can be used to command a robot into action if you are within 6” of it. The robot must FAIL a BRAINS test for the object to work. If it passes it will sound the alarm. Four: Oddman, Inc. “The Last Coffee Maker you’ll ever Need” - Oddman’s best selling product to date. It even makes espresso! Useless to you, since you’re in a wee bit of a hurry. Five: Oddman, Inc. Night vision goggles. - By wearing these goggles (and pressing the green button), the wearer is not limited in vision by the darkness.
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spci Ru Darkness - The rooms are dark. All line of sight is limited to 12”. Dr Oddman’s Safe - The safe can only be opened with a retinal scan of the good doctor. Mano has discovered a way to mimic Oddman’s retinal signature using Oddman’s eyeglasses (found somewhere in the lab), and a special Ultra violet ray emitter. Once Mano reaches the safe with the eyeglasses he must make a BRAINS test to open the safe. If he fails on the rst turn, he can continue trying until he is successful (or is discovered). It pays to be prepared - Mano spent many hours planning this operation. Once during the game, by spending a hero point, Mano may return an unwanted card to either deck and draw another card to replace it.
Rt prti. The labor robots (A) are preset to their tasks. Roll a d10 every turn. On a 1-2 they will move North 4”, On a 3-4 they will move South 4”, 5-6 they will move East 4”, 7-8 they will move West 4”. On a 9-10 they will not move that turn. The labor robots are not designed for security and will not bother you unless you accidentally get in their path, in which case they will start beeping loudly, which will alert the Soldier Robots that there is an intruder. The Soldier Robots (B) are on guard duty at the base of the stairs. They will not move from their location unless an intruder is detected. They work off of motion sensors. If any object (other than the labor robots) moves within 3” of the Soldier Robots they will spot them on a roll of 3 or better on a D10. The Bodyguard robots (C) are on guard duty upstairs. They will move North and South (as shown in the map). They will move their full SPEED in one direction or another until they reach a wall, then turn around and go the other direction. When a player model makes it to the second oor place both models as positioned in the map, then roll randomly to determine which direction the closest robot is moving. The other robot will automatically be moving in the opposite direction. They will not deviate from this pattern unless an intruder is detected. If any object moves within 3” of the robot it will spot them on a roll of 3 or better on a D10. Also, if a weapon is red or there is any hand to hand combat, the robots will hear and move to attack (as well as sound the alarm).
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Name:
Vincent Mano
Class:
(Grade 3)
Location (Die Roll)
Base
Head (1)
Brain=3
4
BR=3
BR=2
Unconscious
Torso (2-4)
Brawn=3 Guts=7
4
BW=3 GT=7
BW=3 GT=7
BW=2 GT=7
BW=1 GT=6
Unconscious
Arms (5-7)
Ray Gun=5 Blade=3
4
RG= 6 BD=3
RG=5 BD=2
RG=4 BD=2
RG=4 BD=1
RG=3 BD=1
No attacks Cannot carry
Legs (8-10)
Dodge=4 Speed=5
4
DG=4 SP=5
DG=3 SP=4
DG=2 SP=3
DG=2 SP=2
DG=1 SP=1
Crawl Only
Skills:
DR
Rogue
Wound Level
Ambidextrous, Heroic Dodge, Sharpshooter +1, Jack of All Trades, Robotics, Hide
Weapon
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
Fist
0”
0
BW
--
--
--
--
--
--
--
--
--
Pistol (Energy)
--
--
--
10”
+1
6
18
0
6
--
--
--
Pistol (Energy)
--
--
--
10”
+1
6
18
0
6
--
--
--
Name:
Jackson Strapp
Class:
Mercenary
Location (Die Roll)
Base
Head (1)
Brain=2
4
BR=2
BR=1
Unconscious
Torso (2-4)
Brawn=3 Guts=6
4
BW=5 GT=6
BW=4 GT=6
BW=3 GT=5
Unconscious
Arms (5-7)
Ray Gun=3 Blade=3
4
RG= 3 BD=3
RG=3 BD=2
RG=2 BD=2
RG=1 BD=1
No attacks Cannot carry
Legs (8-10)
Dodge=3 Speed=5
4
DG=3 SP=5
DG=3 SP=4
DG=2 SP=3
DG=1 SP=2
Crawl Only
Skills:
DR
(Grade 2)
Wound Level
High Strength +2, Killer Instinct, Savvy, Ignore Pain, Scoundrel
Weapon
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
Fist
0”
0
BW
--
--
--
--
--
--
--
--
--
Rie (Energy)
--
--
--
12”
+1
7
20”
+2
7
36”
+1
7
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Name:
TK-7
Class:
Location (Die Roll)
Base
Cognitive Unit (1)
Brain=3
5
BR=5
Destroyed
Central Construct (2-4)
Brawn=1 Guts=4
5
BW=1 GT=4
Destroyed
Manipulative Units(5-7)
Ray Gun=1 Blade=1
5
RG= 1 BD=1
RG=1 BD=1
No attacks Cannot carry
Locomotion Unit (8-10)
Dodge=2 Speed=5
5
DG=2 SP=5
DG=1 SP=2
Crawl Only
Skills:
(Grade 1)
Wound Level (1)
Genius +2, Information Dump
Weapon
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
0”
0
BW
--
--
--
--
--
--
--
--
--
Fist
Name:
DR
Analysis Robot
Oddman, Inc. Personal Protection Unit
Class:
(Grade 2)
Location (Die Roll)
Base
Cognitive Unit (1)
Brain=2
6
BR=2
BR=1
Disabled
Central Construct (2-4)
Brawn=5 Guts=7
6
BW=5 GT=7
BW=4 GT=5
BW=3 GT=4
Disabled
Manipulation Units (5-7)
Ray Gun=3 Blade=2
6
RG= 3 BD=2
RG=3 BD=2
RG=2 BD=1
RG=1 BD=1
No attacks Cannot carry
Locomotion Unit (8-10)
Dodge=2 Speed=5
6
DG=3 SP=5
DG=3 SP=4
DG=2 SP=3
DG=2 SP=2
Crawl Only
Skills:
DR
Bodyguard Robot
Wound Level
Dead Shot, Quick +1, Fail Safe, Standing Order
Weapon
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
Fist
0”
0
BW
--
--
--
--
--
--
--
--
--
Rie (Energy)
--
--
--
12”
+1
7
20”
+2
7
36
+1
7
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Name:
Oddman Inc, Bots for Battle
Class:
Location (Die Roll)
Base
DR
Cognitive Unit (1)
Brain=1
7
BR=1
Destroyed
Central Construct (2-4)
Brawn=2
5
BW=2
Destroyed
Guts=4
Soldier Robot
(Grade 1)
Wound Level (1)
GT=4
Manipulative Units(5-7)
Ray Gun=2 Blade=1
5
RG= 2 BD=1
RG=1 BD=1
No attacks Cannot carry
Locomotion Unit (8-10)
Dodge=2 Speed=5
5
DG=2 SP=5
DG=1 SP=2
Crawl Only
Skills: Weapon
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
Fist
0”
0
BW
--
--
--
--
--
--
--
--
--
Pistol (Energy)
--
--
--
10”
+1
6
18”
0
6
--
--
--
Name:
Oddman Inc, Bots for Business
Class:
Location (Die Roll)
Base
Cognitive Unit (1)
Brain=1
5
BR=1
Destroyed
Central Construct (2-4)
Brawn=4 Guts=4
5
BW=6 GT=4
Destroyed
Manipulative Units(5-7)
Ray Gun=1 Blade=2
5
RG= 1 BD=2
RG=1 BD=1
No attacks Cannot carry
Locomotion Unit (8-10)
Dodge=2 Speed=4
5
DG=2 SP=4
DG=1 SP=2
Crawl Only
Skills:
(Grade 1)
Wound Level (1)
High Strength +2
Weapon
Fist
DR
Labor Robot
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
0”
0
BW
--
--
--
--
--
--
--
--
--
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MalICe In The PalaCe The banquet hall was thick with tension and distrust, but King Therron’s broad genial smile cut through it like a knife. It had been his decision to invite the Earthlings to the royal dinner. After all, they did save his life during the royal parade when Kip Kincaid deected the unknown assassin’s ray blast with a well thrown hand mirror. It had gone a long way to ending the distrust the king had to the off-worlder and his companions. Indeed, Kincaid had proven himself stoutly heroic, saving the life of a man who had ordered him killed only two moons ago. Unfortunately not everyone in the royal court had changed their minds about Kincaid and his companions; least of all the King’s eldest son, Prince Thad. Thad had led the drive to rid Tannis of the Earthlings when he rst learned of them. He was convinced that the three travelers were little more than a scouting party, spearheading a plan for a full invasion of Tannis. The fact that they didn’t conceal their pale skin and hairy scalps only proved, in Thad’s mind, that the egos of the off-worlders were as massive as the disrespect they showed his people’s gods. However Thad, as his wife liked to remind him constantly, was but a prince and so long as his father made the decisions he would have to abide by them. So he sat at the raised podium with his family on one side of the King while Kincaid and Henry and Sarah Litmus sat on the other. The large hall was lled with distinguished guests and visiting emissaries all wishing the King well, but secretly wanting to catch a glimpse of the fabled Earthlings. All in all the banquet should have been a rousing success. The royal chefs had outdone themselves with the dinner, choosing dishes that honored the regions of the many heads of state in attendance. Including, but not limited to the main course, grilled Blood worm. Should have been, that is, if King Therron hadn’t stiffened up and made a strange gurgling sound during appetizers, before falling head rst, and with no small amount of nality, into his Grungard soup.
ChaPTeR 1: The MysTeRIoUs assaIlanT scri King Therron has just been murdered and the banquet room is in mayhem. As guests panic and run to the door, two groups stay behind. Kip Kincaid, and Henry Litmus and his daughter Sarah stay to search for clues to the identity of the murderer. Prince Thad and his royal guard stay behind for the same reason, but they also want to capture Kincaid and his companions for questioning.
Victr Cditi Kincaid and his companions will try to ee the board to avoid capture, but cannot leave until all encounter makers have been turned. The prince and his men get a victory point for every one of Kincaid’s party they
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fnttic World: Pulp action in the fr Reche o spce manage to capture. Likewise Kincaid’s team gets a victory point for each of their team that successfully escapes. Both teams also get victory points for each eyewitness point they have at the end of the game.
T Crctr Kip Kincaid (Grade 3 Traveler) is joined by Dr Henry Litmus (Grade 2 Scientist) and Sarah Litmus (Grade 2 Moral Companion). Prince Thad (Grade 3 Swashbuckling Prince) is joined by Torrus Nal (Grade 2 Captain of the Guard) and two (2) Grade 1 Palace Guards.
T brd The board represents the main baquet hall of the palace. There should be a head table at one end of the board and multiple smaller guest tables scattered about. The guest tables can be round, square, or rectangular. They are there to impede movement and force models into moving about the board and not making straight lines for each Encounter Marker.
st-Up Both teams are set up behind the large head table, but not within 4” of each other. Neither side is armed.
ecutr Crd The game begins with 20 encounter markers on the board. These represent possible eye witnesses to the murder in an increasingly thinning crowd. At the beginning of every turn each player must pull up two (2) unturned encounter markers of their choice and discard them. This represents possible eyewitnesses eeing the scene. Players can use a standard deck of playing cards for this (you will need both a red and a black suit of cards).
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fnttic World: Pulp action in the fr Reche o spce Ace through Ten (black suit): Each of these is a person in the hall who claim to have seen the murder happen. Unfortunately the stories vary wildly from one person to the next, and it becomes obvious that the true details are only going to be discovered in the smallest nuances of all the stories combined. Both sides should keep count of the eyewitness markers they have for use at the end of the game. Ace through Four (red suit): Nothing. Five (red suit): Silver Platter. Neither side is looking to make a quick buck looting the King’s silver, so this silver platter is worth nothing to them except possibly as a weapon. The platter can be thrown like a disc at any model within 6”. The model throwing it attacks with a -1 to his RAY GUN stat. If the platter hits it has a WS of 3. Six (red suit): A cart with a huge chunk of grilled blood worm that was being wheeled out from the kitchen. Stuck into the top of the meat is a huge carving knife. The knife is treated as a short blade. Seven (red suit): A coward of epic proportions cowers under a table. After you mistake him for a possible eyewitness, the man will not leave you alone. He shadows the model that discovered him everywhere it goes, and what’s worse, natters on the entire time about the model being his hero to the point that it drives the model to distraction. All BRAINS, BLADE, RAY GUN and DODGE tests made while the coward is under a model’s protection are at -1. Any model on Prince Thad’s side may take an action and cold cock the coward. No attack rolls need to be made. Simply remove the model from the board. If the coward is still with a member of Kip’s team at the end of the game, then the team receives an additional Victory Point. Eight (red suit): Piping Hot Grungard soup may be an acquired taste, but it makes an excellent weapon if a model is close enough. The bowl can be thrown at another model within 3”. The model throwing attacks at a +2 to its RAY GUN score. If the soup hits, the target model takes three WS 2 hits to random locations. If the model takes a wound to the head it will be at -1 for all attacks on its next activation after having had soup in its eyes. Nine (red suit): Horace, the King’s librarian has witnessed the murder. With an eye for detail and a photographic memory, the librarian can recite word for word the epic “A Study of Fungi on Tannis: The rst 1000 Years”. Exciting, he isn’t, but this man’s word you can trust. Add 3 points to your eyewitness total. Ten (red suit): A leafy green vegetable (more than likely from the ‘living salad’ served early on) winds up under foot. The model must pass a DODGE test or end up prone.
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ChaPTeR 2: The fIenD In The CoURTyaRD “Kincaid was a fool”, Thad hissed to Torrus Nal as they made their way to the royal courtyard. “He thought he could bring down the kingdom by killing my father. Now he has ME to deal with. The new king of Tannis!” “By your leave, Your Highness .” Nal chose his words carefully. He knew of the Prince’s insane hatred of Kip Kincaid and was loathe to bring up the point, but... “Would not Kincaid have known that he’d be putting you in charge by killing your father?” Thad laughed, “Of course he knew, but he expected me to tuck tail and run away. Well I’ve got another thing coming for the off-worlder!” Thad and Nal had reached the podium at the far end of the courtyard. The royal guard fell in behind them. Scattered around the yard were the members of the royal Senate. Thad had ordered them out to publicly indict Kincaid and his cohorts. Torrus Nal continued to try and make his point. “But Your Highness , with all due respect, no one, least of all Kincaid would doubt your will to protect this kingdom and your desire to destroy him. Certainly he would have considered that before killing the King.” Thad looked hard at Nal. “I see what you are saying, Captain. I should be on my guard for an assassination attempt. Kincaid killed my father. Why stop there?” Nal sighed. His prince’s hatred for the off-worlder blinded him to certain facts. He had no love for the off-worlders, but he could not see what Kincaid could gain from killing the King or anyone else for that matter. He knew enough to stop trying to convince Thad of it though. Prince Thad raised his arms to stop the murmuring from the crowd. As he cleared his throat to speak one of his guardsmen yelled, “Look out!” Thad was pulled off his feet as the guard threw himself in front of the prince. A small blue dart stuck from the guard’s neck as he fell to the ground, dead. As the guardsmen threw themselves between their prince and the unknown assailant Thad realized he had made a mistake. The blue dart was unmistakable. He knew who had killed the King.
T scri An unknown assailant has attacked the Prince . The royal guard has jumped into action to protect him. Kip and his companions have also stepped forward to nd the assassin. Both teams are racing to uncover the truth behind the death of the King.
Victr Cditi The side that uncovers the identity of the assassin is the winner. The model that discovers the assassin gains two (2) Heroic Experience Points. The model that defeats the assassin gains 5 Heroic Experience Points.
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T Crctr Kip Kincaid (Grade 3 Traveler) is joined by Dr Henry Litmus (Grade 2 Scientist) and Sarah Litmus (Grade 2 Moral Companion). Prince Thad (Grade 3 Swashbuckling Prince) is joined by Torrus Nal (Grade 2 Captain of the Guard) and three (3) Grade 1 Palace Guards.
T brd The courtyard is an outdoor garden surrounded by a high wall. The game is played on a 24”x24” board. The board should consist of plenty of trees, shrubs and other foliage (the denser the better). A fountain, statues and shrines could be used as well. The podium where the prince was going to speak is at one end of the courtyard, within 6” of a board edge. On two opposite walls are doorways. They are the only ways in or out of the garden.
m i u d P o
Fountain
st-Up The prince begins the game protected by two of the Palace Guard. Under orders of Torrus Nal they refuse to release the prince into the garden until the assassin is discovered. Place the 3 models within 3” of the podium. The Prince cannot move or act on the rst turn of the game and must make a DODGE test to break free of the protection on his activation to act on the second turn. If he fails he can keep trying to break free on subsequent turns. Kip Kincaid, Dr Litmus and Sarah are in the courtyard as well. Where they begin depends on how the rst scenario ended. Any of the three that were captured are within 3” of the Prince and his men. They begin the game with no weapons and their hands bound (see Special Rules). Any of the three that were not captured are in the back of the courtyard (the corner farthest from the podium), cleverly concealing their identity with cloaks (which they will discard as they jump into action after the assassination attempt).
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ecutr Crd There are eight (8) encounter markers for the game. Three (3) of the markers are clues about the identity of the assassin. Once two (2) of these clues have been revealed, the third one automatically becomes the assassin. Once the third marker is revealed place the model for the assassin within 3” of the marker (in cover if possible). The model cannot be placed within 3” of another model. Players can use a standard deck of playing cards for this. Ace: A clue! A small blue dart is found in the grass. There is a race on Tannis that uses deadly blow darts as a weapon. If only you could remember who they are... Two: A clue! A shiny concave disk is discovered. It doesn’t appear to be man-made. In fact, now that you look more closely it looks like it might be a scale... Three: A clue! While searching you chance upon a rather pungent odor. It is not a smell you recognize. Four: Not you again! The ‘Coward of Epic Proportions’ has found his way to the courtyard. He will shadow the model that discovers him everywhere it goes, and what’s worse, natters on the entire time about the model being his hero to the point that it drives the model to distraction. All BRAINS, BLADE, RAY GUN and DODGE tests made while the coward is under a model’s protection are at -1. Any model on Prince Thad’s side may take an action and cold cock the coward. No attack rolls need to be made. Simply remove the model from the board. If the coward is still with a member of Kip’s team at the end of the game, then the team receives an additional Victory Point. Five: The senator’s son. A young man approaches you. You recognize him as the son of one of the senators. He’s a t lad and is looking for direction in his life. If you win an opposed BRAINS test with the boy he will join your cause. Add him to your team (Grade 1 Settler) Six through Eight: Nothing.
spci Ru Bound models - If any of the heroes begin the game captured they will be weaponless and have their hands bound. When their hands are bound, models halve their BLADE and RAY GUN scores. A model may attempt to free itself by passing a BRAWN test. If successful, the model is free and can act normally. The Assassin - The Reptilian Assassin has failed at his mission and now is seeking only to escape. Once he is discovered, he will make a dash for the doorway. Unless he is in close combat with a model he will move his full SPEED towards the closest exit. He will use his bl owgun to attack, suffering the -5 to hit. When in hand to hand he must make a pass a BRAINS test to stay and ght. If he fails the BRAINS test he breaks combat and continues to ee. Once he reaches the door he escapes.
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ChaPTeR 3: The eneMy of My eneMy T scri Prince Thad and Kip Kincaid realize at the same time that the kingdom is under attack by the vile and cold blooded Reptilians. It is soon discovered that the Reptilians have managed to set up a portal somewhere in the forest that surrounds the castle. Prince Thad begrudgingly accepts Kincaid’s help in nding the portal and closing it knowing full well he’ll have time to kill Kincaid later.
Victr Cditi Both parties want to destroy the portal. They can work together or separately toward this goal. The model that delivers the blow that destroys the portal gains three (3) Reputation experience points. If neither side has destroyed the portal by the end of the game, the teams are over-run by Reptilians.
T Crctr Kip Kincaid (Grade 3 Traveler) is joined by Dr Henry Litmus (Grade 2 Scientist) and Sarah Litmus (Grade 2 Moral Companion). Prince Thad (Grade 3 Swashbuckling Prince) is joined by Torrus Nal (Grade 2 Captain of the Guard) and two (2) Grade 1 Palace Guards. If either team enlisted the Senator’s son from Chapter 2 he may be included on their team.
T brd The game is played on a 24”x24” forest board. The trees should be fairly dense, preventing long lanes of re. Besides trees, players can include shrubs and rocks. Approximately 3” from one corner of the board is a crude trasnport portal.
Portal
Player’s Entry Zone
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st-up Both parties set up in the corner opposite the portal. All of the Reptillians that appear will start at the portal as designated by their Encounter Card.
ecutr Crd There are no encounter markers for the scenario. Instead there are 10 encounter cards, one (1) of which will be pulled at the beginning of each turn, representing Reptilians appearing through the portal. If either party was able to capture the assassin from Chapter 2, they would have been able to extract information about the whereabouts of the portal. In this case the game will run 10 turns, with the rst card being pulled on the rst turn. If neither party was able to capture the assassin the two teams get to the portal later. The players must pull three (3) cards on turn 1 and the game runs only 8 turns. Players can use a standard deck of playing cards for this. Ace: Three (3) Grade 1 Reptilian warriors appear. Place them within 1” of the portal. They will activate this turn. Two: Three (3) Grade 1 Reptilian warriors appear. Place them within 1” of the portal. They will activate this turn. Three: Two (2) Grade 1 Reptilian warriors appear. Place them within 1” of the portal. Four: Two (2) Grade 1 Reptilian warriors appear. Place it within 1” of the portal. Five: One (1) Grade 2 Reptilian Tribal Clan Lord appears. Place him within 1” of the portal. Six: The Reptoid appears through the portal. Place the model within 1” of the portal Seven through Ten: Nothing comes through the portal
spci Ru The Reptilians and the Reptoid will attack the closest un-engaged models. If there i s a doubt which model is closest, roll randomly. The Portal has a DR of 10 and has 5 wounds. Models roll to hit it as if it was an opponent for ranged combat. Close combat hits are automatic. It is considered to have a DODGE score of 0.
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Name:
Kip Kincaid
Class:
(Grade 3)
Location (Die Roll)
Base
Head (1)
Brain=3
4
BR=3
BR=1
Unconscious
Torso (2-4)
Brawn=3 Guts=7
4
BW=5 GT=7
BW=5 GT=7
BW=4 GT=6
BW=3 GT=6
Unconscious
Arms (5-7)
Ray Gun=3 Blade=4
4
RG= 3 BD=4
RG=3 BD=4
RG=2 BD=3
RG=2 BD=2
RG=1 BD=1
No attacks Cannot carry
Legs (8-10)
Dodge=4 Speed=6
4
DG=4 SP=6
DG=3 SP=5
DG=2 SP=4
DG=2 SP=3
DG=1 SP=2
Crawl Only
Skills:
DR
Traveler
Wound Level
Fencing +1, Counterstrike, Heroic Dodge, High Strength +2, Force of Will Telepathic Immunity, Heroic Leap
Weapon
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
Fist
0”
0
BW
--
--
--
--
--
--
--
--
--
Long Blade
1”
=2
BW+2
--
--
--
--
--
--
--
--
--
Pistol (Projectile)
--
--
--
10
+2
4
18
0
4
--
--
--
Name:
Dr. Henry Litmus
Class:
Scientist
Location (Die Roll)
Base
Head (1)
Brain=6
4
BR=6
BR=5
Unconscious
Torso (2-4)
Brawn=3 Guts=6
4
BW=3 GT=6
BW=2 GT=5
BW=1 GT=4
Unconscious
Arms (5-7)
Ray Gun=2 Blade=2
4
RG= 2 BD=2
RG=1 BD=2
RG=1 BD=1
RG=1 BD=1
No attacks Cannot carry
Legs (8-10)
Dodge=3 Speed=5
4
DG=4 SP=5
DG=4 SP=4
DG=3 SP=3
DG=2 SP=2
Crawl Only
Skills:
DR
(Grade 2)
Wound Level
Stun Ray, Jet Pack, Quick +1, Jack of All Trades, Observant, Absent Minded
Weapon
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
Fist
0”
o
BW
--
--
--
--
--
--
--
--
--
Pistol (Energy)
--
--
--
10”
+1
6
18”
0
6
--
--
--
116
fnttic World: Pulp action in the fr Reche o spce
Name:
Sarah Litmus
Class:
Moral Companion
Location (Die Roll)
Base
DR
Head (1)
Brain=3
4
BR=3
BR=2
Unconscious
Torso (2-4)
Brawn=3
4
BW=3
BW=2
BW=1
GT=7
GT=6
GT=5
(Grade 2)
Wound Level
Guts=6
Unconscious
Arms (5-7)
Ray Gun=2 Blade=2
4
RG= 2 BD=2
RG=1 BD=2
RG=1 BD=1
RG=1 BD=1
No attacks Cannot carry
Legs (8-10)
Dodge=3 Speed=5
4
DG=4 SP=5
DG=4 SP=4
DG=3 SP=3
DG=2 SP=2
Crawl Only
Skills:
Heroic Dodge, Quick +1, Hustler, Inspiring, Nerves of Steel +1
Weapon
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
Fist
0”
0
BW
--
--
--
--
--
--
--
--
--
Pistol (Energy)
--
--
--
10
+1
6
18
0
6
--
--
--
Name:
Prince Thad
Class: DR
Swashbuckling Prince
(Grade 3)
Location (Die Roll)
Base
Head (1)
Brain=3
4
BR=3
BR=2
Unconscious
Torso (2-4)
Brawn=3 Guts=7
4
BW=3 GT=7
BW=3 GT=7
BW=2 GT=6
BW=1 GT=5
Unconscious
Arms (5-7)
Ray Gun=3
4
RG= 4
RG=4
RG=2
RG=1
RG=1
No attacks
BD=5
BD=4
BD=3
BD=2
BD=1
Cannot carry
DG=4 SP=6
DG=4 SP=5
DG=3 SP=4
DG=3 SP=3
DG=2 SP=2
Crawl Only
Blade=5 Legs (8-10)
Skills:
Dodge=3 Speed=5
4
Wound Level
Counter Strike, Fencing +1, Finesse Attack, Heroic Dodge, Quick +1, Pilot, Meet my Minions, Sprint +1
Weapon
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
Fist
0”
0
BW
--
--
--
--
--
--
--
--
--
Long Blade
1”
+2
BW+2
--
--
--
--
--
--
--
--
--
117
fnttic World: Pulp action in the fr Reche o spce
Name:
Torrus Nal
Class:
Captain of the Guard
Location (Die Roll)
Base
DR
Head (1)
Brain=3
6
BR=3
BR=1
Unconscious
Torso (2-4)
Brawn=3
6
BW=3
BW=3
BW=1
GT=7
GT=6
GT=5
(Grade 2)
Wound Level
Guts=6
Unconscious
Arms (5-7)
Ray Gun=4 Blade=3
4
RG=5 BD=3
RG=4 BD=2
RG=3 BD=1
RG=2 BD=1
No attacks Cannot carry
Legs (8-10)
Dodge=3 Speed=5
4
DG=3 SP=5
DG=3 SP=4
DG=2 SP=3
DG=1 SP=2
Crawl Only
Skills:
Sharpshooter +1, Nerves of Steel +1
Weapon
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
Fist
0”
0
BW
--
--
--
--
--
--
--
--
--
Ray Gun
--
--
--
4”
+1
10
8”
0
10
--
--
--
Name:
Palace Guard
Class:
Location (Die Roll)
Base
DR
Head (1)
Brain=2
6
BR=2
Killed
Torso (2-4)
Brawn=3
6
BW=3
Killed
(Grade 1)
Wound Level (1)
Guts=4
GT=4
Arms (5-7)
Ray Gun=2 Blade=2
4
RG= 2 BD=2
RG=1 BD=1
No attacks Cannot carry
Legs (8-10)
Dodge=3 Speed=5
4
DG=3 SP=5
DG=2 SP=2
Crawl Only
Skills:
Palace Guard
Fencing +1
Weapon
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
Fist
0”
0
BW
--
--
--
--
--
--
--
--
--
Long Blade
1”
+2
BW+2
118
fnttic World: Pulp action in the fr Reche o spce
Name:
Reptillian Warlord
Class:
Tribal Clan Lord
Location (Die Roll)
Base
DR
Head (1)
Brain=3
5
BR=3
BR=1
Unconscious
Torso (2-4)
Brawn=4
6
BW=5
BW=4
BW=2
GT=7
GT=7
GT=5
(Grade 2)
Wound Level
Guts=7
Unconscious
Arms (5-7)
Ray Gun=3 Blade=4
6
RG= 3 BD=4
RG=2 BD=3
RG=2 BD=2
RG=1 BD=1
No attacks Cannot carry
Legs (8-10)
Dodge=3 Speed=5
6
DG=3 SP=5
DG=3 SP=4
DG=2 SP=3
DG=1 SP=2
Crawl Only
Skills:
High Strength +1
Weapon
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
Fist
0”
0
BW
--
--
--
--
--
--
--
--
--
Long Blade
1”
+2
BW+2
Pistol (Projectiele)
--
--
--
10”
+2
4
18”
0
4
Name:
Reptillian
Class:
Location (Die Roll)
Base
DR
Head (1)
Brain=2
4
BR=2
Killed
Torso (2-4)
Brawn=4
6
BW=3
Killed
Tribal Warrior
(Grade 1)
Wound Level (1)
Guts=5
GT=4
Arms (5-7)
Ray Gun=2 Blade=3
6
RG= 2 BD=2
RG=1 BD=1
No attacks Cannot carry
Legs (8-10)
Dodge=3 Speed=5
6
DG=3 SP=5
DG=2 SP=2
Crawl Only
Skills: Weapon
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
Fist
0”
0
BW
--
--
--
--
--
--
--
--
--
Spear
2”
-1
BW+1
BW+4
-1
BW+1
--
--
--
--
--
--
119
fnttic World: Pulp Pulp action in the fr Reche o spce
Name:
Reptillian Assassin
Class:
Mercenary
Location (Die Roll)
Base Ba
Head (1)
Brain=3
4
BR=3
Brawn=3
6
BW=3
BW=2
BW=1
GT=6
GT=6
GT=5
Torso (2-4)
DR
(Grade 2)
Wound Level
Guts=6
BR=2
Unconscious Unconscious
Arms (5-7)
Ray Gun=3 Blade=3
6
RG= 4 BD=3
RG=4 BD=2
RG=3 BD=2
RG=2 BD=1
No attacks Cannot carry
Legs (8-10)
Dodge=3 Speed=5
6
DG=3 SP=5
DG=3 SP=4
DG=2 SP=3
DG=1 SP=2
Crawl Only
Skills:
Blow Gun, Short Blade, Sharpshooter, Poison (for blow gun)
Weapon
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
Fist
0”
0
BW
--
--
--
--
--
--
--
--
--
Short Blade
0
+1
BW+1
BW+2
0
BW+1
Blow Gun
-
-
-
10”
+2
4
18”
0
4
Name:
The Reptoid
Location (Die
Class:
Base
DR
Creature (Grade 4)
Wound Level
Roll)
Head (1)
Brain=2
6
BR=2
BR=1
Killed
Torso (2-6)
Brawn=8 Guts=9
10
BW=8 GT=9
BW=7 GT=8
BW=6 GT=7
BW=6 GT=7
BW=5 GT=6
Arms (7-8)
Ray Gun=3 Blade=5
10
RG= 3 BD=5
RG=3 BD=5
RG=2 BD=4
RG=2 BD=3
RG=1 BD=3
RG=1 BD=2
No Attacks
Legs (9-10)
Dodge=3
10
DG=3
DG=2
DG=2
DG=2
DG=1
DG=1
Crawl Only
SP=8
SP=8
SP=7
SP=7
SP=6
SP=5
Speed=7
Skills:
Killed
Battle Cry, Cry, Ferocious +2, Multiple Attacks +1, Sprint +1, Breath Weapon Weapon (fre)
Weapon
Close Combat
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
Range
TH
WS
Bite/maul
0
+2
BW+2
--
--
--
--
--
--
--
--
--
Breath Weapon
-
-
-
4
+2
8
8
+1/x2
6
12
0/x4
4
120
fnttic World: Pulp action in the fr Reche o spce The palace guard guard led Kip into a small room. Kip’s Kip’s hands and feet feet had been shackled securely by order of the Emperor. No doubt he didn’t trust his guards not to lose him yet again. Prince Thad was in the room waiting for him. Beside him stood stood Henry Henry Litmus (also in shackles) and Sarah. On the back wall of the room stood something else he recognized, at least partialy. partialy. The frame was different. This one was very ornate with detailed carvings of winged beasts and snarling creatures wrapping around one another and nipping at each other’s tails. And while there there were were no exposed wires and vacuum tubes protruding from it, the humming noise and the shimmering light in the doorway was all too familiar. The only thing missing was the landscape behind the shimmer. In it’s place was pitched darkness. Thad laughed his eerie eerie menacing menacing laugh. It was a laugh of triumph. triumph. He had won in the end and he couldn’t couldn’t contain his glee. “Kip Kincaid, so good of you to join us. Not that t hat you had much of a choice!”. Thad laughed again and his evil cackle made Kip strain against his chains in a futile attempt to free free himself. “I see see you recognize recognize my portal. Litmus tells tells me you used something similar to travel travel to Tannis. That’s good. I don’t have to explain things then.” “I can can only say good riddance to you you your highness” Kip snarled, snarled, “You “You might be sending us back to Earth, but I’ll gure out some way to get back and free the people of Tannis from your evil grip!” Thad’s Thad’s face face curled curled into a massive massive ugly grin. “Earth? Earth? Oh this is too good. The pup thinks he’s going back to Earth! Do you think Tannis and Earth are the only two planets in the universe. There are countless worlds out there, each unique in it’s own way. With their own climates and citizens. Creatures of all imaginable shapes and sizes all ghting each other to survive.” Prince Thad walked walked over and grabbed grabbed Henry Litmus by the shoulder. shoulder. “Of course, where I’m sending you has no King, that would require require civilization.” He shoved shoved Henry hard. Litmus let out a squeal as he stumbled through the portal and disappeared. Sarah screamed. Kip fought once more at his chains to no avail. The Prince Prince ran his ngers through Sarah’s Sarah’s long brown hair. hair. “No civilization of course means no technology, like these marvelous portals” His hand clasped around Sarah’s Sarah’s neck and as she screamed screamed tossed her through through the portal. “No!!” Kip screamed. He pulled the chains with all his might and a link snapped. Swinging the chain over his head he lashed out with it. The end snapped the Prince in the face and sent him reeling. The loud crack when it hit assured Kip he’d broken Thad’s nose. “We’re “W e’re not done, done, your your highness. highness. Not by a longshot!” Kip stepped towards the portal, all thoughts on saving Sarah. “I’ll nd my way back, someway, somehow, and we’ll nish this.” With that he leapt head rst through the portal and was gone. Thad sat on the stone stone oor and held his broken nose. The pain was excrutiating, but through it he smiled and let out a chuckle. “I sincerely doubt that Mr. Mr. Kincaid. See, no one escapes from Planet X” 121
blank heRo/VIllaIn sheeTs Name:
Class: DR
(Grade 3)
Location (Die Roll)
Base
Wound Level
Head (1)
Brain=
BR=
BR=
Unconscious
Torso (2-4)
Brawn= Guts=
BW= GT=
BW= GT=
BW= GT=
BW= GT=
Unconscious
Arms (5-7)
Ray Gun= Blade=
RG= BD=
RG= BD=
RG= BD=
RG= BD=
RG= BD=
No attacks Cannot carry
Legs (8-10)
Dodge= Speed=
DG= SP=
DG= SP=
DG= SP=
DG= SP=
DG= SP=
Crawl Only
Mount (50%)
Dodge=
DG=
DG=
DG=
DG=
DG=
Mount Dead
Speed=
SP=
SP=
SP=
SP=
SP=
Skills:
Weapon
Close Combat Range
TH
Short
WS
Fist
Weapon:
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
--
--
--
--
--
--
--
--
--
Ammo: qqqExtra ammoqqWeapon:
Name:
Ammo: qqqExtra ammoqq
Class: DR
(Grade 3)
Location (Die Roll)
Base
Wound Level
Head (1)
Brain=
BR=
BR=
Unconscious
Torso (2-4)
Brawn= Guts=
BW= GT=
BW= GT=
BW= GT=
BW= GT=
Unconscious
Arms (5-7)
Ray Gun= Blade=
RG= BD=
RG= BD=
RG= BD=
RG= BD=
RG= BD=
No attacks Cannot carry
Legs (8-10)
Dodge= Speed=
DG= SP=
DG= SP=
DG= SP=
DG= SP=
DG= SP=
Crawl Only
Mount (50%)
Dodge=
DG=
DG=
DG=
DG=
DG=
Mount Dead
Speed=
SP=
SP=
SP=
SP=
SP=
Skills:
Weapon
Close Combat Range
Fist
Weapon:
TH
WS
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
--
--
--
--
--
--
--
--
--
Ammo: qqqExtra ammoqqWeapon:
Ammo: qqqExtra ammoqq
blank heRo/VIllaIn sheeTs Name:
Class: DR
(Grade 2)
Location (Die Roll)
Base
Wound Level
Head (1)
Brain=
BR=
BR=
Unconscious
Torso (2-4)
Brawn= Guts=
BW= GT=
BW= GT=
BW= GT=
Unconscious
Arms (5-7)
Ray Gun= Blade=
RG= BD=
RG= BD=
RG= BD=
RG= BD=
No attacks Cannot carry
Legs (8-10)
Dodge= Speed=
DG= SP=
DG= SP=
DG= SP=
DG= SP=
Crawl Only
Mount (50%)
Dodge=
DG=
DG=
DG=
DG=
DG=
Speed=
SP=
SP=
SP=
SP=
SP=
Mount Dead
Skills:
Weapon
Close Combat Range
TH
Short
WS
Fist
Weapon:
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
--
--
--
--
--
--
--
--
--
Ammo: qqqExtra ammoqqWeapon:
Name:
Ammo: qqqExtra ammoqq
Class: DR
(Grade 2)
Location (Die Roll)
Base
Wound Level
Head (1)
Brain=
BR=
BR=
Unconscious
Torso (2-4)
Brawn= Guts=
BW= GT=
BW= GT=
BW= GT=
Unconscious
Arms (5-7)
Ray Gun= Blade=
RG= BD=
RG= BD=
RG= BD=
RG= BD=
No attacks Cannot carry
Legs (8-10)
Dodge= Speed=
DG= SP=
DG= SP=
DG= SP=
DG= SP=
Crawl Only
Mount (50%)
Dodge=
DG=
DG=
DG=
DG=
DG=
Speed=
SP=
SP=
SP=
SP=
SP=
Mount Dead
Skills:
Weapon
Close Combat Range
Fist
Weapon:
TH
WS
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
--
--
--
--
--
--
--
--
--
Ammo: qqqExtra ammoqqWeapon:
Ammo: qqqExtra ammoqq
blank heRo/VIllaIn sheeTs Name:
Class:
Location (Die Roll)
Base
DR
Head (1)
Brain=
4
BR=
Killed
Torso (2-4)
Brawn= Guts=
4
BW= GT=
Killed
Arms (5-7)
Ray Gun=
4
RG=
RG=
No attacks
BD=
BD=
Cannot carry
Wound Level (1)
DG= SP=
DG= SP=
Crawl Only
DG= SP=
DG= SP=
DG= SP=
Blade= Legs (8-10)
Dodge= Speed=
Mount (1) (50%)
Dodge= Speed=
(Grade 1)
4
DG= SP=
DG= SP=
Mount Dead
Skills: Weapon
Close Combat Range
TH
Short
WS
Fist
Weapon:
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
--
--
--
--
--
--
--
--
--
Ammo: qqqExtra ammoqqWeapon:
Ammo: qqqExtra ammoqq
Name:
Class:
Location (Die Roll)
Base
DR
Head (1)
Brain=
4
BR=
Killed
Torso (2-4)
Brawn= Guts=
4
BW= GT=
Killed
Arms (5-7)
Ray Gun=
4
RG=
RG=
No attacks
BD=
BD=
Cannot carry
Wound Level (1)
DG= SP=
DG= SP=
Crawl Only
DG= SP=
DG= SP=
DG= SP=
Blade= Legs (8-10)
Dodge= Speed=
Mount (1) (50%)
Dodge= Speed=
(Grade 1)
4
DG= SP=
DG= SP=
Mount Dead
Skills: Weapon
Close Combat Range
Fist
Weapon:
TH
WS
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
--
--
--
--
--
--
--
--
--
Ammo: qqqExtra ammoqqWeapon:
Ammo: qqqExtra ammoqq
blank RoboT sheeTs Name:
Class:
Location (Die Roll)
Base
Cognitive Unit(1)
Brain=
BR=
BR=
Unconscious
Central
Brawn= Guts=
BW= GT=
BW= GT=
BW= GT=
BW= GT=
Unconscious
Ray Gun= Blade=
RG= BD=
RG= BD=
RG= BD=
RG= BD=
RG= BD=
No attacks Cannot carry
Dodge= Speed=
DG= SP=
DG= SP=
DG= SP=
DG= SP=
DG= SP=
Crawl Only
Construct (2-4) Manipulation Units (5-7) Locomotion Unit (8-10)
DR
(Grade 3)
Wound Level
Skills:
Weapon
Close Combat Range
TH
Short
WS
Fist
Medium
Range
TH
WS
Range
TH
WS
Range
TH
WS
--
--
--
--
--
--
--
--
--
Ammo: qqqExtra ammoqqWeapon:
Weapon:
Long
Name:
Ammo: qqqExtra ammoqq
Class:
Location (Die Roll)
Base
Cognitive Unit(1)
Brain=
BR=
BR=
Unconscious
Central
Brawn=
BW=
BW=
BW=
BW=
Construct (2-4)
Guts=
GT=
GT=
GT=
GT=
Manipulation
Ray Gun= Blade=
RG= BD=
RG= BD=
RG= BD=
RG= BD=
RG= BD=
No attacks Cannot carry
Dodge= Speed=
DG= SP=
DG= SP=
DG= SP=
DG= SP=
DG= SP=
Crawl Only
Units (5-7) Locomotion Unit (8-10)
DR
(Grade 3)
Wound Level
Unconscious
Skills:
Weapon
Close Combat Range
Fist
Weapon:
TH
WS
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
--
--
--
--
--
--
--
--
--
Ammo: qqqExtra ammoqqWeapon:
Ammo: qqqExtra ammoqq
blank RoboT sheeTs Name:
Class:
Location (Die Roll)
Base
Cognitive Unit(1)
Brain=
BR=
BR=
Disabled
Central
Brawn=
BW=
BW=
BW=
Construct (2-4)
Guts=
GT=
GT=
GT=
Manipulation
Ray Gun= Blade=
RG= BD=
RG= BD=
RG= BD=
RG= BD=
No attacks Cannot carry
Dodge= Speed=
DG= SP=
DG= SP=
DG= SP=
DG= SP=
Crawl Only
Units (5-7) Locomotion Unit (8-10)
DR
(Grade 2)
Wound Level
Disabled
Skills:
Weapon
Close Combat Range
TH
Short
WS
Fist
Medium
Range
TH
WS
Range
TH
WS
Range
TH
WS
--
--
--
--
--
--
--
--
--
Ammo: qqqExtra ammoqqWeapon:
Weapon:
Long
Name:
Ammo: qqqExtra ammoqq
Class:
Location (Die Roll)
Base
Cognitive Unit(1)
Brain=
BR=
BR=
Disabled
Central
Brawn= Guts=
BW= GT=
BW= GT=
BW= GT=
Disabled
Ray Gun= Blade=
RG= BD=
RG= BD=
RG= BD=
RG= BD=
No attacks Cannot carry
Dodge= Speed=
DG= SP=
DG= SP=
DG= SP=
DG= SP=
Crawl Only
Construct (2-4) Manipulation Units (5-7) Locomotion Unit (8-10)
DR
(Grade 2)
Wound Level
Skills:
Weapon
Close Combat Range
Fist
Weapon:
TH
WS
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
--
--
--
--
--
--
--
--
--
Ammo: qqqExtra ammoqqWeapon:
Ammo: qqqExtra ammoqq
blank RoboT sheeTs Name:
Class:
Location (Die Roll)
Base
Cognitive Unit(1)
Brain=
BR=
Destroyed
Central
Brawn= Guts=
BW= GT=
Destroyed
Ray Gun= Blade=
RG= BD=
RG= BD=
No attacks Cannot carry
Dodge= Speed=
DG= SP=
DG= SP=
Crawl Only
Construct (2-4) Manipulation Units (5-7) Locomotion Unit (8-10)
DR
(Grade 1)
Wound Level (1)
Skills: Weapon
Close Combat Range
TH
Short
WS
Fist
Weapon:
Medium
Range
TH
WS
Range
TH
WS
Range
TH
WS
--
--
--
--
--
--
--
--
--
Ammo: qqqExtra ammoqqWeapon:
Name:
Ammo: qqqExtra ammoqq
Class:
Location (Die Roll)
Base
Cognitive Unit(1)
Brain=
BR=
Destroyed
Central
BW= GT=
Destroyed
Construct (2-4)
Brawn= Guts=
Manipulation
Ray Gun=
RG=
RG=
No attacks
Units (5-7)
Blade=
BD=
BD=
Cannot carry
Locomotion Unit
Dodge= Speed=
DG= SP=
DG= SP=
Crawl Only
(8-10)
Long
DR
(Grade 1)
Wound Level (1)
Skills: Weapon
Close Combat Range
Fist
Weapon:
TH
WS
Short
Medium
Long
Range
TH
WS
Range
TH
WS
Range
TH
WS
--
--
--
--
--
--
--
--
--
Ammo: qqqExtra ammoqqWeapon:
Ammo: qqqExtra ammoqq
hoRDes of MInIons MaRkeRs