TABLE _of _ of _CONTENTS _ CONTENTS INTRODUCTION
__ 1
PREPARATION
__ 1
THE SCENARIOS
__ 1
SEQUENCE OF PLAY
__ 1
CREATING CHARACTERS
__ 2
CHARACTER CHARACTER AND AND ALIEN ALIE N GENERATION TABLES
__ 4
CREATURE CREATION
__ 6
PSIONICS
__ 6
SUCCESS PROBABILITY TABLE
__ 7
GRAVITY
__ 7
MOVEMENT
__ 7
EQUIPMENT
__ 8
LEARNING
__ 9
SAVING ROLLS
__ 9
CONTACT
_ 10 10
RECOVERY
_ 10 10
PLAYING A SCENARIO
_ 10 10
COMBAT
_ 12 12
SCENARIO GENERATOR
_ 20 20
FINAL NOTES AND ADDENDA
_ 25 25
PRODUCED PRODUCED BY :
LOU ZOCCHI
GAME DESIG N: GRAPHICS: PLAYTESTING:
Michael Sco tt Kur tick and Rockland Russo Michael Sco tt Kur tick and Char les Hards Micha el Bledso e "Wally" Wallesverd William Murphy Jess ica Styons Nathan Houk Rusty Neal Bobby Shaeffer Derek Charbonnet TYPING: Katheri ne E. Edge © _ 1 _ 1 9 7 7 _ 7 _ C C o p y r i g h t _ t _ G G A M E S C I E N C E _ E _ C CORPORATION
THE DIXIE PRESS GULFPORT, MISSISSIPPI
TABLE _of _ of _CONTENTS _ CONTENTS INTRODUCTION
__ 1
PREPARATION
__ 1
THE SCENARIOS
__ 1
SEQUENCE OF PLAY
__ 1
CREATING CHARACTERS
__ 2
CHARACTER CHARACTER AND AND ALIEN ALIE N GENERATION TABLES
__ 4
CREATURE CREATION
__ 6
PSIONICS
__ 6
SUCCESS PROBABILITY TABLE
__ 7
GRAVITY
__ 7
MOVEMENT
__ 7
EQUIPMENT
__ 8
LEARNING
__ 9
SAVING ROLLS
__ 9
CONTACT
_ 10 10
RECOVERY
_ 10 10
PLAYING A SCENARIO
_ 10 10
COMBAT
_ 12 12
SCENARIO GENERATOR
_ 20 20
FINAL NOTES AND ADDENDA
_ 25 25
PRODUCED PRODUCED BY :
LOU ZOCCHI
GAME DESIG N: GRAPHICS: PLAYTESTING:
Michael Sco tt Kur tick and Rockland Russo Michael Sco tt Kur tick and Char les Hards Micha el Bledso e "Wally" Wallesverd William Murphy Jess ica Styons Nathan Houk Rusty Neal Bobby Shaeffer Derek Charbonnet TYPING: Katheri ne E. Edge © _ 1 _ 1 9 7 7 _ 7 _ C C o p y r i g h t _ t _ G G A M E S C I E N C E _ E _ C CORPORATION
THE DIXIE PRESS GULFPORT, MISSISSIPPI
1
Introduction "I t' s more tha than n a job, i t ' s an ad venture! vent ure!"" Perhaps Perhaps th is is the slogan some doubtless ori gi na l thi nking nki ng PR man w i l l devise for the mil it ary ar y some 100 years hence. hence . Ac tual tu ally ly SPA SPACE CE PATROL TROL is a game of Science Fi c ti on adventure. It is a role playing game where each player controls the destiny of a single person. As a player, one faces tribulations that would would t i t i l l a t e a Flash Gor Gordo don n and and baf f l e a Captain Ki rk . One may face dan dan gers such as a great beast that only the shot shot of a Har Hark XXIII blaster wi l l quell or a death so sub tle tl e that no amount of force will do, only wit and intelligence are the weapons of redemption. At a l l times throughou throughoutt the rules rul es we w i l l attemp attemptt to expl ain the reasons reasons we did wha whatt we we di d. We'v We've e probably also made some mistakes mistak es in your eyes, eye s, and we would would l ik e you you to writ e us about about the disast dis aster er that you you fe el we have have perpe tr at ed. There There is a reaso reason n for t hi s. No game designer operates out of the pure and and unsul un sul lied li ed visi vi si on of his hi s mind. mind. Two people w i l l easi ly come up with 4 times the ideas of one. This game is a reflec t io n of the minds nds of the designers designe rs but it is also li kel y to be played played by di verse people across the cou ntry. We would would be li a r s to state sta te that we have have never never played play ed another game in our li ve s and ever ything yth ing we have have played playe d or read has has probably inf luenc lu enc ed, to so some degree, the layout layout of of these these ru le s. And th is 1st stat st ated ed ru le is one one of them. We have seen other games with loosely structured formats formats whic h, becaus because e of lo c al opti on rules, became almost unrecognizable from one group to anothe ano ther. r. We have seen players tr av el li ng from from one ci ty to an other fe el in g ripped of f when trying to play in a new environment environment u n t i l they learn the lo ca l opti ons. Thus Thus we ask ask that tha t you not mess wit h the rule ru les s but rather t e l l us abou aboutt your your ide as. The The rules an and corrections that we li ke wi l l be included in a supplement or later ed itions as practical. Thus, hopefully, no one one w i l l sn iv el when playin pla ying g with new people because of surprise rules. Many of the systems in t hi s game have have been been researched researched to ref le ct a re al i t y . That re al it y is often from from the the mind ind of a science fi c t io n wri te r. Some of it tried to reflect some of the basic phys ic s of the real world. This is especi a l l y true tr ue in the combat bat system system where where one's success success in a fig ht is not not rea ll y subjec sub jec t to the whim of the judge but to the re al ab il it y of your your character and and his weapons. A Scenario Generator is included in these ru le s. It allows all ows a game to be played played with l i t t l e in the way of prepar
at io n. Or, if a prepared game is being played, pla yed, it allows a ran random fate fa te for the characters rather than than leaving every thing thi ng up to one one person's perso n's sense sense of jus ju s ti ce or prop riet y. It also prom promot otes es ex tensi ve cam campa paig ign n games with l i t t l e pre pr e para tio n. While While the scenario generator generator takes much of the grunt labo r from the back back of the judge, it s t i l l demands an imagination and a puckish sense of humor to flesh things out.
In the test te st ing in g of these syst system ems s the fe ll ow who runs the game has been variousl y ca ll ed Matrix Man Man,, Mission Master, Organian, and and by the hard-core D&D type ty pes, s, Dungeon geon Master. Mast er. By whatever name, he is as necessary necess ary to the game as the play ers. He is a pla yer, for no Mission Master can avoid seeking as much from from the play as pos sib le. It is the the Organian Organian who generates generates the sce nar ios , draws the maps, populates the place, re solves the com combat bat and and per son ifies if ies a l l of the encountered critters. The play may involve one of several basic sit uat ion s: Land Landin ing g Par ty, seek seek ing in g contact with ne new planets plane ts and and rac es; Space Space Salvag Sa lvage, e, snooping in and and perhaps perhaps liberating derelict s; Interstellar P ol ice, regulating crime and passion in the spacew spaceways ays;; S ol di er , maki making ng the universe safe safe for one's one's po li ti ca l or rac ial sys tem; Hero At Large, Large , and and so fo rt h. The The pla yer 's dut duty y to himself is to survi ve, his object is adventure.
2.
This is a sort of STAR TREK format. Here the players are making contact with a new worl wo rl d. They They may have to suddenly play warrior to forestall some danger to the f o l k s back home. home. They may have to play diplomat and and wow the nat ives iv es,, they may have a damaged aged ship sh ip on t h e i r hands and and need need help or res ources our ces.. Or they may merely merely represent repre sent MAN MAN,, and be tested teste d fo r their true value. 3.
This being a rules book, some things are obviously necessary. Paper, pe nc il , a great number of 6- di gi t di c e, and and a set of polyhedra and percentile dice for the goo good d of the various table ta ble s and and sys tems. However, some thin th ings gs are recom mended but not st r i c t l y necessary. Graph raph paper paper of various grid gr id size 3 is recom recom mended for fo r mappin mapping g and regul reg ulat atin in g move move ment. ment. Also Al so we have have found that the use use of suit su it able ab le f igu res re s of perhap perhaps s 25 25mm size siz e not only lend color co lor to the play but al so remove much of the ambiguity ambigui ty from from the contact and ranged combat systems.
SOLDIER
Be one of Robert Robert He in le in 's Sta rship Troopers righ teou sly smiting the nasty bugs. Here is the chance to be one of Joe Haldeman's Hald eman's FOREV OREVER WAR troo tr oope pers rs tryi tr ying ng to survive just ju st one more time. Or
perhaps be one of Pournelle or Dickson's mercenaries trying to make a bloody buck is more suite sui te d to your your nat ure . Whate Whateve verr the case, case , the enem enemy' y's c ap ab il it ie s must vary tremendously and they must be i n tere stin g. Soldier scenarios scenarios can can also be played wit h two two opposing team teams of players using miniature figu res on simulated simulat ed landscape as with wit h more fam i l i a r form forms s of gaming gaming.. 5.
Before play begins, the Mission Master should shoul d decide upon upon the thrust thru st of the game in one one of the prev pr evio ious usly ly men men tione ti oned d areas. are as. The The judge judge should generate any maps that he needs or desires before hand. It is reco recom mmende ended d but not neces nec es sary fo r the judge to stoc k the map with i t s disa sters ste rs and and such such before the st ar t. It cuts down on playi ng time. It should be obvious that several different populations could reside within the same city, space liner, or whatever.
SPACE SALVAGE
Perhaps Perhaps th is should be ca ll ed the Berm ermuda Triang Tr iangle le sce nar io. This Thi s is the sit uat ion of of the appare apparent nt de re li ct . The The mission may be to salvage the ship, ship , fo r use use in the the gall ant reb el li on , or mere merely ly the the curios ity of ali en architecture and and driv dr ives. es. Whiche Whichever ver the case, c ase, the ship may have have surviv sur vivors ors l i vi n g or defenses automatic. 4.
Preparation
LANDING PARTY
HERO HERO AT LARGE LARGE
Our hero may be a character who has found himself in seve ral of the abov above e sit uat ions io ns and and survived surviv ed (even (even if he had had to desert from from a twenty twenty year hi tc h in Star Fleet to do i t ) . This is mere merely ly acknow acknowled ledgin ging g t hat players w i l l frequentl y wish wish to play the ir characters in such such a diversi ty of situa tions that be ing a Starshi St arshi p Trooper Trooper in f u l l powe powere red d armor might be impractical.
Sequence _of _ of _Play _ Play
the the _Scenarios _ Scenarios 1.
INTERSTELLAR INTERSTELLAR POLICE
Crime runs rampant in the spaceways. The The poli po li ce party ma may be searchin g a star sta r shi p, ci ty , or build ing for contrab contraband and.. They They may be try ing in g to trap the S tai nless nle ss St eel Rat or mere merely ly roust ing the the nati na tives ves.. And And those who are found g ui l t y may be the cu lp ri ts in some caper caper that is to t al ly bey beyon ond d the int ere st of the harri ed cops on the scene.
Once the scenario is set up and the players have have been been bri efe d as to the si t uation uati on and and ru le s, the regul ar sequ sequen ence ce of play beq ins. in s. There are two two types of move to be considered consid ered.. The f i r s t is the basi ba sic c game mov move. e. This Th is is defi ned as be ing one minute in length but could be up to several severa l hours hours in length in so some out door door type type scena sc ena rio s. The The second second type type of move is the comb combat at tu rn . This Th is is shor sh ort t er than a game mov move, e, l as t i n g up to about 5 seconds. If playin pla ying g with one one minu minute te game tur t urns ns , remember that tha t there th ere are a re only onl y 12 com combat bat turns tur ns per game tu rn . This Thi s is important important becau because se of the po ss ib il it y of things thing s outside the sphere sphere of play wan wan dering i n . For inst anc e, if the landing party party is fight ing it
out out
with a thi rty rt y
2 foot bowl of j ell -o in one room, the ruckus might draw the attention of a sleeple ss Kz in ti in the next apartment who is l ike ly to do more than just bang on the wa ll f or qu iet. The ending of one move and the beginning of another should not be announced to the party unless one of them is staring fixedly at his watch. The reason for th is is that the whole concept of moves is an a r t i f i c i a l one fo r the convenience of the Game Master. Within th is framework of the mech anics of the game should go a word of warning. A good Mission Master should always avoid vin dic ti ven ess . Our exper ience indicates that the judge who feels arbitrary often loses a favorite charac te r when someone else is judge, to the very il le ga li ty he displayed. With ex tremely unf air judges, they frequentl y fin d that no one wi l l wil li ngl y allow them the future of conducting a game. Honest imp ar ti al it y is the making of a good Game Master. Here is where the honest part comes in. The basic rule of play is that of statement. The judge must never assume anything about the actions of the play er s. Nothing happens unless the players declare i t . Once a player declares an ac tio n, that decis ion is beyond re c al l and the player must suff er the conse quences. For ins tance, the player sets hi s body walking down the bank of a stream. Afte r a bi t of walking, the player is told that he approaches a wat er f a l l and from across the stream he hears the crashing of a Tyrannosaurous Rex in hea t. It is not enough for the player to draw his pi st ol and then say, "I should fi re at i t . " The liza rd stays unshot. If the beast bi tes his head off the player should not complain that he intended to shoot. He di dn' t and th at 's enough. S imi lar ly , any piece of equip ment must be used. For example, S chloc k, Smithian, green and a l l , has a tri cor der (Sears and Roebuck 29.95 in the Winter 2277 ca ta log), The machine is left on and it picks up the emanations of a be fuddled Noxin planning to att ack. Our her o, however, attempts to prove ignor ance is bl is s unless he stated that he is using the machine to scan for li f e forms. The machine (and therefore the Game Master) is not obli gat ed to tug on Schlock's sleeve and warn him of th is obdurate creature. The same appli es to people possessing psionic talents and to sentien t machines. In the case of t a l ents , li ke any at tr ib ut e, it must be consciously exercised (unless the thing comes on randomly). It is not enough to expect to anticipate the moves of anoth er, it is necessary also to t e l l the Mission Master that you are indeed ex erci sing the tal ent . With sentient machines, while they may indeed be able to talk to their owner, it is unrealistic to expect them to ant ic ipate the things which the owner considers important. For instance, Schlock is tel epat hic , and he has also rec ently purchased the deluxe model sensor which talks up to him (79.95 et c . ). Schlock also has an unreasonable fear of Groopies. Unless he looks for them, he w i l l not sense them because the
machine does not share his unreasonable fe ar . It does not consider the Groopies a personal danger and is probably incap able of understanding Schlock's problem. While Schlock may indeed program the de vice to sound the alarm at the approach of a Groopie or a Klingon or 20 other beasts, by the fa ct that the machine is one—limited, and two—does not feel the danger itself and therefore considers an order such as this arbitrary, means that it w i l l not always respond to the alarm. Thus if you want to know of the approach of anything, ask—nothing else wi l l do. With the onset of contact or death and destruction, the combat rules take ef fe ct . As stated before, there are 12 fi ve-sec ond moves to each one - minute regular game tu rn . However, f or the purposes of si mp li cit y, if the combat ends before the 12 to 1 inte rf ac e is used up, it is simpler to go on to the next move. Let us have an example — Blush Gordon, shy bon vivant of the spaceways, is stumbling hi s way through a dense planetary fo re st . (Turn 1) He enters a narrow cl ear ing and spie s a nude, not to mention be au ti fu l, woman. (Turn 2) Believing that such coincidence is only possi bl e in the movies, he de cides that the creature i s , in re al it y, an il lu si on ca sti ng, man-hungry beast. He draws hi s Mark XX blaste r (from the Ubiquitous Sears and Roebuck, 47.50 in the Spring Catalog). He fires and misses (Turn 3, Combat Turn 1). He steps for ward and f ir es again, while the monster screams in a cre dib le imit ati on of a sweet young th in g, and misses (Turn 3, Combat Turn 2). He takes ca re ful aim at the now whimpering thi ng agai n, f ina lly bl asti ng it to atoms (Turn 3, Combat Turn 3), At thi s point , unless the gi rl has re la ti ves who ran to answer her crie s, the combat turns end and the normal movements resume with Turn 4. Blush, a hero, wanders off smug because once more he has thwarted the uni verse's fo ul de sire to do away with his handsomeness.
Creating _Characters The characters created by the play ers may be of ordinary human form or the players can use one or more of the tab les in this section to create ali ens , mutants, cyborgs, and so on. It is up to the judgement of the Game Master to decide the suitability of a character to a part icu lar scenario . For instance, a Klingon is un li kely to be a member of a Federation lending party. We recommend that the Mission Master allow only char act ers per sonall y known to him to be played. This is because we have seen much to offend the honest player in other ro le -p la yi ng games. We have seen other players use characters which some time in the past have been purely fabri cated with unusual abilities, or a super character who has been done away wit h in other games but not l ef t to lie in peace. We have also known people who are fond of si tting down and generating some 20 or 30 characters and then throw out a l l but those who are unusually good. They then claim that a l l the characters in their stable were in fact, randomly generated. The problem with thi s is one of re al it y. The whole rea son behind the random generation of characters is the fac t that thi s is a ro le playing game and as such, not every one is born wit h maximum abilit ies across the board. The fact of the matter is that no organization
can reject
al l
but the few exce ptional indi vidua ls who apply. In times of st re ss , even the pi cki es t of orga nizati ons have been known to accept anyone who is not dead. Thus we recommend that a l l availab le charac ters generated be used at least once and that the Mission Master requ ire that he be personally famili ar with the or ig in ation of the fellow. Each character is generated using 3 6- digi t dice for each of the six at tr i butes that any character has. This i n formation should be recorded on a sheet of paper or on a 3x5 card along with the other pertin ent information about th is charac ter. Three 6- di gi t dice are used because of the nice bell curve the rolls produce. Three and eighteen are the low and high extremes and are quite rar e. A nine through twelve is the more common throw, occupying the top of the curve. We feel that this nicely refl ect s reali ty as almost any human cha ra ct er is ti c can be plo tt ed on a simi lar curve. Now our or ien tat ion of th is system is with the var iant of Homo Sapiens as resides both cul tur all y and phy8ically in the United States of America, ci rc a 1977. In the character charts which follow we l i s t some interesting variations of shape and attr ibutes which can be used to show cha rac teri stic s from wholly diff erent lineages than that of the 20th century technical man. For the purposes of the game we are only quantifying six basic attributes to re fl ec t the phys ica l man: STRENGTH (ST) - Thi s re fle cts the power output in mechanical energy that the character is capable of. It reflects
3 only the potential, however. Let us give you an example of what we mean: One of the more in te re st in g things to observe at a car ni va l or amusement park is the game where one swings the hammer at a leve r in an ef fo rt to make a weight go up and rin g the b e l l . The reason th is is fun is that there inevi tabl y is a g i r l running the game. Large, q uit e 8trong men, often without a female fr ie nd in tow, wi l l play the game with the i n ten tio n of showing off to the fox run ning the conc ession. They are usuall y unable to ring the b e l l . Inevitably the g i r l running the thing is easi ly able to rin g the be l l despite her diminutive siz e and obvious lack of stre ngth . This is because the g i r l knows the how of using the strength she has at this game. Thus, when deali ng with a ch ara ct er' s Str ength, it is necessary to evaluate whether the strength he is using als o needs some s k i l l to implement it , espec i a l l y in the case of some rather clumsy weapon. DEXTERITY (DX) - Dexter ity in th is game is considered the base ability gov erning the character's natural ab il it y to move surel y and qu ic kl y. It al so can become pro fi cie nt with a weapon. It is independent of age, sex, or si ze . Aga in, 9 through 12 is average, lower that 9 is clumsi er, slower, and less accurate than normal. Greater than 12 is qui cker and more accurate than normal In SPACE PATROL, Dexterity t el l s when a character performs a combat or movement fun ct ion fas ter than his opponents, and also deals with the accuracy of the ran ged combat weapon the character may be carrying. LUCK (LK) - While it may seem that Luck is sel f- exp lan atory (as one of our playtesters put it, "Luck is the ability to fa l l int o a manure pi le and fi nd the dil ith ium cr yst al s" ), Luck is the most discretionary of the six att rib ute s. It is di f fi c ul t, if not impossible, for us to give the Mission Master cle ar para meters. As a guide, we can only give you one example. We have a fri en d who we fe el deserves an 18 in Luck. While in 'Nam, he took a burst from an AK-47. He was struck in a li ne in the back from close range by 8 slugs. Two of the slugs passed on either side of his spine s l i p ping off the horns of the vertebra e. Because the rounds were armor-jacketed and fire d at cl ose range, they made re latively clean perforations in everything. He was so badly mangled that his parents and wife were no ti fi ed as to his death in combat. The surgeons worked on him more from hab it than hope. He is alive today and helped us playtest some of the systems in thi s game. This could ea si ly be held as a one shot e xhi bit ion of Luck. In SPACE PATROL, Luck is used to modify the defense ro l l of a charact er in com bat and can also be used in saving rolls for traps, spotting hidden people, etc. CONSTITUTION (CT) - This is the i n dic ato r of the sturdi ness and con diti on of the character. Again, thi s is inde pendent of sex and age (except in the case of the very young or the very old).
A r o l l of 9 through 12 is normal. This number is used in the combat system as the number ref le cting the damage neces sary to k i l l or be put out of commission when the character takes damage in com ba t. This damage can sometimes be re paire d but quit e often it is up to the Mission Master to decide when the damage is of a type that can be repaired by a band-aid or if it requires a full surgi cal team. CHARISMA (CH) - This re flects the likelihood that members of the bearer's own species w i l l fol low him, her or it anywhere. It ref lec ts bearing, reputa ti on, and atti tude. This attribut e also re fl ec ts , to a lesser extent, the per sonal beauty or handsomeness of the char ac ter. However, we doubt that an ex tremely handsome spider would make much of a good impression on an avian.
need them. The features list ed are the dominating features of the character. If the character had func tio ning wings, the muscles and bone structure necessary for th is would tot al ly dominate the appear ance of this person. METABOLISM - Thi s ta ble is used to give an idea of how diff ere nt creatures might operate at a di ff er en t metabolic rate than a human bei ng. The result of this table is a possible modifier to the Dexterity rolled for the character. This table doss not apply to the creature. SEX - This table is not usually ne cessary as sex would hardly ever crop up in a game. However, if you were a male int ell ige nt cryst al sil ico ne crea tu re, you might be very int eres ted if a female si li co ne cr ys ta l creature showed up.
MENTALITY (MN) - Here we are not rea lly worried about in te ll ige nc e. This number should re fl ec t the c har act er' s ab il it y to learn from the sit uat ion . It should deal with things like how quickly the player discerns the true nature of the way the Mission Master, and there fore the universe of the game runs th in gs . This number is used as a base fo r deciding how ea si ly the player should recognize a given piece of equipment. Al te rna tel y, it should re f le c t the kind and depth of the deta ils the character should disc ern from the examination of machinery.
SIZE - Thi s tab le is used in con junc tion with the type and shape table s to give a further ove ral l idea of the appearance of the creat ure . Size coul d mean how ta l l the character is or poss ibly how wide or how long it could be.
You would normally create man—like or humanoid ch arac ters. Even the mon sters of fantasy are usua lly somewhat humanoid in form. We have craft ed up a seri es of tables for character and cre ature cre ation which w i l l enable the player to possi bly give his character rad ic all y dif fer ent humanoid attri butes or even create an al ie n creature of a tot ally differ ent aspect. We wi l l de sc rib e the tabl es and then l i s t them. These tables are repeated in the sce n ar io generator at the back of the rul es for generating ali ens and creatures as they are encountered during a game.
PSIONICS - If the SPECIAL CAPABILI TIES tab le shows a character having a possible psionic ab il it y, this table is used to determine what the psi oni c ta l ent i s . To fin d out what the power can do and how it is used, turn to the chap ter on Psionics later on in the rules.
GENERAL TYPE - This table is used to create a character or creature's gen era l cl ass . This is a li st in g of Terran classe s but can be used to give an idea of what the creature's ancestry and gen er al appearance could be. An Arthropod for instance would be a creature which like lobsters, insects, and spiders, has a hard chitin exoskeleton and a jointed, bony appearance, while a Mollusk could be something lik e a garden slu g or pos sibly even like a giant squid.
GENERAL SHAPE - This table does not t e l l you exact ly what the character or creature looks l i k e . It does give you some id ea of i t s appearance as to number and types of limb s. A quadruped could be a horse, deer, or bu ll -l ik e creature or it could be some sort of centaur-like creature if it is a sentient being. Keep in mind that an intelligent being should have some so rt of manipulatory members, while an animal would not nece ssari ly
SPECIAL CAPABILITIES - This table is used to show the possi ble occurrenc e of some spe ci al att rib ute to an intellige nt cr eat ure 's makeup. The character could have an extra sensory ca pab ili ty or even have part of i t s body replac ed with a prosthetic or cyborg part.
CYBORG REPLACEMENTS - If the SPECIAL
CAPABILITIES table indicates that a cha rac ter has a cyborg replacement, the table here is used to determine just what that replacement i s . It could be powered limbs like the bionic woman or something li ke having your ri bs replaced with v i ta lli um aft er an accident crushed them. The tabl e also l i s t s modifier s to some of the attributes that are possible for a pa rt ic ul ar replacement type. The number spread li st ed indic ates the part icu lar polyhedra die to be used to fi nd the modifier of the attribute. TRAINING - This table obviously on ly applies to intel ligen t enti tie s. It is used to get a general idea of what sort of education and training a charac ter might have had. The types li st ed are only the general cate gories. A so ld ie r, for instance, would also be a policeman, a sec uri ty guard, a game hunter, a pi r at e, and so on. Anyone who sp ec ia li ze s in the art of fi gh ti ng would come under the general cl ass if ic at ion of Sold ier. The general cl ass would cover anything missed by the other cl ass es. This could be anything from a clerk typist to a bus dr iv er . Once again there are att rib ute modif iers lis ted with the number ranges for the use of polyhedra dice.
4 PERIOD - This table is used to de termine from what peri od the characters come. There is a certai n amount of judgement involved in using or not using th is table . It should be up to the Mis sion Master as to what peri od an al ie n comes from. It certa inly wouldn't be fai r to put a caveman in with a group of star tr avel ler s except under spec ial circumstances. SPECIAL WEAPONS & CAPABILITIES This table is to be used only for the creation of creatures, monsters, and so fo rt h. The rati onale here is that an in te ll ig en t enti ty got that way by not having any special things like talons or poi son. The creature would have had to develop i t s thinki ng processes in order to surviv e, at the expense of extra physical fighting capabil ity. This table is also used to show creatures much larger or smaller than usual. After ro l li ng on the SIZE tabl e, the siz e ob tained could be modified by this table.
The use of these tables is complet ely opt io nal. They may be used to cre ate diff erent var ieti es of mankind by using select ed sections of the tab les . The tables can also be used to recreate characters out of your favorite Science Fic tio n novel. For instance; a Kzin ti would be a bipedal large mammal (200cm+) with a high metabolic rate, while a Merseien would be a bipedal re pt il e who carries blaster pi stol s. The tables may also be used to randomly generate aliens. In the case of sl igh tly changed humans, or recreating science fiction characters you would only use selected portions of the tables but for characters of random generation you would probably use every table to the f u l l . The f i na l table concerns Gravity and wi l l be discussed late r under move ment. Aft er the tables there wi l l be a short sect ion devoted to the fin e art of monster making.
CHARACTER AND ALIEN AND CREATURE GENERATION TABLES GENERATING TYPE
ALIEN
CREATURE
01-05
01-14
06-07
15-28
08-35 36-40 41-65 66-95 96-99 00
29-42 43-57 58-71 72-85 86-99 00
TYPE
M0LLUSK* (Always has 2-12 tentacles) PLANT * (Always has 1-100 tentables) ARTHROPOD AMPHIBIAN REPTILE MAMMAL AVIAN EXOTIC
EXOTIC MECHANICAL 01-05 POLYMORPH 01-50 06-40 CRYSTALLINE 51-80 41-70 GASEOUS* 71-90 81-95 ENERGY* 91-00 96-00 *Don't r ol l for General Shape.
METABOLISM (Aliens or characters only) DICE 01-02 03-07 08-17 18-32 33-67 68-82 83-92 93-97 98-00
DEXTERITY MODIFIER -6 -4 -2 -1 0 +1 +2 +4 +6
GENERAL SHAPE SHAPE MONOPED BIPED TRIPOD QUADRUPED HEXAPOD OCTOPED FUNCTIONAL WINGS* NON-FUNCTIONAL WINGS TENTACLES WHEELS
DICE 01-05 06-45 46-50 51-70 71-85 86-90 91 92-95 96-99 00 * T r ip l e Movement Rate
SEX SEX MALE FEMALE HERMAPHRODITE NEUTER EXOTIC (WHATEVER)
DICE 01-45 46-90 91-94 95-97 98-00
(In DICE 01-02 03-05 06-10 11-15 16-20 21-40 41-60
SIZE Centimeters)
SIZE 50 75 100 125 150 175 200
DICE 61-80 81-85 86-90 91-95 96-98 99-00
SIZE 225 250 275 300 325 350
5 SPECIAL
CYBORG REPLACEMENT
CAPABILITIES
(Aliens or characters only)
(Aliens or characters only) DICE
DICE
CAPABILITY
01-80
NONE
81-85
PSION IC
86-87 88-90 91
ABI LIT Y
(SEE TO
PSIONIC S
SENSE
INCREASED
HEARING
INCREASED
TOUCH
ST
DX
CT
1-10
—
1-8
1-6
— —
LIMBS
TABLE)
LIF E
MODIFIERS
REPLACEMENT
A UR A
CAPAB ILIT Y
01-06
LEGS
07-12
ARMS STRUCTURE
SENSITIVITY
92
INCREASED
SMELL
CAP ABI LITY
13-20
JOINTS
—
93
INCREASED
TASTE
SEN SITI VITY
21-35
LEGS
—
36-52
ARMS
—
53-67
SPINE
1-4
94-95
THE
ABIL IT Y
TO SEE
96
TELESCOPIC
VISION
97
THE
TO
98-00
ABIL ITY
IN
SEE
IN
THE
INFRA RED
THE
68-72 73-74 75-77
W EA P ON S
AN D
TERMINAL
INFRARED
SIGHT VISION
ULTRAVIOLET
79-83
IMPROVED
84-98 99-00
VITAL
SIGHT
HEARING
ORGANS
IMPLANTED
1-4 1-4
— — — — —
— — — — —
— — — — —
—
— —
1-4 —
—
WEAPONS*
(Creatures only) R ol l a 1- 4 die to determine the number of r o l l s made on th is table. PSIONICS
(Aliens or characters only)
DICE
CAPABILITY
01-20
NONE
21-35 36-50 51-60
1-6
X LARGER
1-4
TIMES
1-6
X SMALLER
1-2
LESS
FANGS
1-2
EXTRA
COMBAT
DICE
61-70
TALONS
1-3
EXTRA
COMBAT
DICE
71-80
POISON
1-6
ADDED
TO
COMBAT
ROLL
61-80
TELEKINESIS
81-90
SPIKES/CLUBS
1-8
ADDED
TO
COMBAT
ROLL
81-90
CLAIRVOYANCE
91-00
SPECIAL
SEE SPECIAL TABLE
91-95
PRECOGNITION
96-98 99-00
TELEPORTATION
MODIFIERS CAPABILITY CAPABILITY
DICE DIE
DICE
01-30 31-60
SPECIAL CAPABILITY
01-20
SHAPE
21-40
ILLUSION CASTING
41-60
FIRE
61-80
MIND CONTROL
81-00
ENERGY
CHANGING OR
POWER EMPATHY TELEPATHY
MIND
CONTROL
For the definitions of these powers re fer to the chapter on Psionics.
DICE
-
POISON
Roll for new shape
BREATHING
MANIPULATOR
-
-
1- 4
1-4
DICE
EXTRA FOR
COMBAT
DICE TRAINING
ABILITY
(Aliens or characters only)
GRAVITY
OF
HOME
DICE
CLASS
MODIFIERS
01-30
SOLDIER
ST 1-4/DX 1-4
31-40
SCIENTIST
41-60
TRADER
61-75
CRAFTSMAN
CT 1-4 MN 1-4 CH 1-4/LK DX 1-4
76-00
GENERAL
—
WORLD
(Both) DICE
01 02 03 04
GRAVITY
.1 .2 .3 .4 .5
_ DICE
85-86 87 88 89
PERIOD
GRAVITY
(Aliens or characters only)
1.6 1.7 1.8 1.9
DICE
01-05
1
STONE AGE
03-05
2
BRONZE AGE
PERIOD
06 -07
.6
91
2.0 2.1
0 6- 1 0
3
08-10
.7
92
2.2
11-15
4
IRON AGE RENAISSANCE
11-15
.8
93
5
PRE-INDUSTRIAL
16-20
.9
INDUSTRIAL
1.0 1.1 1.2
95
21-25 26-35 36-49
6
21-60
2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0
15-20
94
7
ATOMIC
8
SPACE FLIGHT
50-79
9
FASTER THAN LIGHT
05
61-70 71-75
76-79 80-82 83-84
1.3 1.4 1.5
90
96 97 98 99 00
1-4
— —
to the chapter on combat for types.
*Refer
CAP ABI LIT IE S
COMPUTER TELESCOPIC
78
SPECI AL
—
SENSORY
ULTRAVIOLE T
R E P L A C E M E N T (See Cyborg Table)
CYBORG
1-4 —
80-98 99 00
10 12 15 -
11 14 18
INTRA-GALACTIC INTER-GALACTIC EXTRA-DIMENSIONAL
1-4
6 Creature _Creation To create cre atur es, animals, or monsters you only r o l l 3 6- dig it dice once inste ad of for each of the at t r i but es. The number r ol le d is the cr eat ure 's ca pab il it y number. This num ber is modified sometimes by the preced in g tab les and is used by the crea ture for purposes of combat, movement, and damage. If a cr eatur e has a Ca pa bi li ty Number of 16 , it could take up to 16 hits before it died and would have 4 ad ded to any of i t s at ta ck s. (See the combat ru le s fo r an expla nati on of th is .) If extra combat ca pab il it ies were r o l l e d, these too would have to be taken into account. For the appearance of the creat ure and its various abilities, roll the per ce nt il e dic e using the preceding table s jus t as you would fo r cre atur es or al ie ns . If you wish added complic ation for spec ial creatures, you can r ol l for more attributes that just the generaliz ed cap abi lit y number. It is s t i l l up to the Missio n Master t o round out the creature's appearance and capabilities. The Attitude Table below is used to determine randomly, the way the creature w i l l respond to the presence of playe rs.
CREATURE ATTITUDE TABLE DICE 01-26 21-40
ATTITUDE XENOPHOBIC - Wil l attac k immediatel y, and wi l l pursue. HOSTILE - Wi l l attac k 75% or le ss , 76 or better
41-60
NEUTRAL/HOSTILE - W il l atta ck 50% or l es s , 50
61-80
NEUTRAL/APATHETIC - W i ll
81-00
NEUTRAL/FRIENDLY - Wi l l attac k is attac ked , 20 or less wi l l run
will run or better wi l l run att ack 10% or l es s ,
11-50 w i l l run, 50+ w i l l ignore (All creatures will attack if attacked)
Psionics In SPACE PATROL ps ion ic powers are the various abilities of the mind to ex tend i t se l f in both phys ic al and mental perimet ers. If a charac ter has a psi oni c power, as r ol le d on the charac ter and creature crea tion tab les, these rule s w i l l expl ai n each power and how to use it. As explained bef ore , you must de clare you are using a power.
EMPATHY - Empathy is the a bi l i t y to sense ano ther's emoti ons. If somebody was about to k i l l her , the empath cou ld sense the hatred or ki ll i ng lu st . To use empathy su c ce ss fu ll y, the empath subtracts the Mentality of the person he or she is tryi ng to sense from the empath' s Ment ali ty. This number is re fe r enced on the Success Pr oba bil it y Table and perc enti le dice are ro ll ed . If the number requir ed or les s is ro ll ed , the empath suc ce ssf ul ly reads the emotions of the subject.
TELEPATHY - This is the abi l i t y to sense what another e nt it y is thi nki ng. This is fa ir ly straightfor ward in that, jus t as Empathy works with Men ta li ty , so does Tel epathy. Use the same procedure as outl in ed fo r Empathy to attempt to use a tel epat hic power. User 's Mental ity minus subject's Mentality, reference result on the Success. Probability Table, and ro l l the number ind ic ate d or le ss . TELEKINESIS - This is the ab il it y to move objec ts by mental power. The object must be in the sight of the telekinetic and the telekinetic resolves the move attempt in the fo ll owi ng fa shi on : For each number over 12 in ST and MN add 1. For each number below 9 in ST and MN sub tr ac t 1. The number obtained is com pared to the mass of the obj ect to be l i f t e d. Subtr actin g the mass of the ob je ct from the number obtained w i l l give you the number to ref ere nce on the Suc cess Pr oba bil it y Tabl e. The reasoning here is that a te le ki ne ti c would not
normally be able to l i f t more than a ce rt ai n weight so why should they be able to do so by mental power. CLAI RVOYAN CE - This is the abi li ty to see thi ngs not seen by the eye. For each number greater than 12 in Mentality add 1. For each number le ss than 9 sub tr ac t 1, This res ult is referenced on the Success Probability Table to get the number, or le ss needed to perform the a ct of clairvoyance. PRECOGNITION - Pre co gnit io n abi l i ty to see
int o
the
future.
is the In
SPACE PATROL the precog would t e l l the Mission Master that they were attempting to see what w i l l happen if they perform a ce rt ai n fun ct ion one way or another. For the precog to suc ces sfu ll y get an answer, they w i l l have to r o l l on the Success P ro ba bi li ty Table jus t the same as fo r Clairvoyance, and then the Mission Master ro ll s 3 6- di git dice in an attempt to beat the precog's Luck at-
7 tribu te number. If the number the MM ro ll s is higher than the precog' s Luck, then the Miss ion Master is allowed to l i e to the prec og. If the number r ol le d is less than the pre cog 's Luck then the Mission Master must tr uth ful ly t el l what the resu lt of the play er' s action wi l l be. MIND CONTROL - Here the user is at tempting to take over the mind of anoth er sentie nt bein g. For each number over 12 in MN and CH add 1. For each number less than 9 in MN and CH subtract 1. Do exactly the same thing for the person to be cont rol led. Subtract the subjec t's number from the C on trol ler 's number and reference th is res ult on the Success P ro ba bi li ty Table to get the number or less needed to control. TELEPORTATION - This is the ability to tra nspor t one' s body from one lo ca tion to another by a means other than phys ic al movement. The main pr er eq ui s i t e is that the te lep ort er must have been to the place he or she wished to tel epor t to before attempting the te le port ati on. It is also possible to tel eport to a loc ati on that is in view but fart her away; for example, tel epor ti ng from one end of a hall to the other. For each number over 12 in MN and CT add 1. For each number less than 9 in MN and CT subt ract 1. Reference the re su lt on the Success P ro bab il it y T able to get the number or le ss needed to te le po rt . If the tele port does not get the number or le ss , then the teleport er wi l l teleport to a loc ati on exactly opposite of where they were attempting to te le po rt . If thi s means that they end up ins id e of a materi al obj ect , then an explosion re sults of the same magnitude as that of a nucl ear grenade. Refer to the Ranged Weapon Table to fi nd out the parameters of a nuclear grenade explosion.
SUCCESS PROBABILITY TABLE SUCCESS INDEX
-6 -5 -4 -4 -2 -1 0 1 2 3 4 5 6 7 8 9
10 +
PROBABILITY
07 14 21 29 36 43 50 55 60 64 68 73 77 82 86 91 95 99
Gravity When a chara cte r from a pa rt ic ul ar gravity field enters a different gravity f i e l d, hi s Strength is modified plus or minus. This modif icat ion is only ef fe c ti ve in that parti cul ar gravi ty.
To get
the amount the ch ar ac te r' s stre ngth is modified, subtract the gravity f i el d of the charac ter' s ori gin from the g- fi el d it is in fo r the sce nari o (every .1 g counts as 1 ), add the dif fer enc e to the character '8 St rength. Example: A char acter with a Strength of 12 comes from a 1 g f i el d . He vi si ts a planet where it s grav it y is 1.5 g ' s . 1 minus 1.5 equals - . 5 . -5 plus 12 equals 7. The charac te r' s Strength in the 1.5 g f i el d is 7. If the character visited a .6 g asteroid his strength would be 16 (1-.6 a .4, 4 + 12 = 16 ). Thi s means that a charac ter from a 1 g f i e l d would have that much bet ter a chance of overcoming a charac ter from a .6 g f i e l d in Contact Combat. However, to simul ate get ti ng used to a parti cular f i el d, a character's Dexter it y w i l l be reduced by the same amount the Str ength is inc reas ed or decreased but w i l l retu rn towards normal at a rat e of 1 l ev el per game tur n but wi l l always be 1 le ss than normal whil e in that g field. Equipment and weapons wi l l a l ways mass the same in any g f i e l d . The only thing that w i l l change is the char ac te r' s Strength and Dex ter it y. Do not for get to modify the ch ara ct er 's move ment for his dif fe ren t Str ength. Power Armor or Harness strengt h modif ier s are not changed. When characters enter zero gravity, as in extra vehicular ac ti vi ty , (EVA) , on board spacecraft without gravity, and so fo rt h, the chara cter 's increased Str ength can work again st him. While huge masses are ca rr ied and very ra pid movement is po ss ibl e, the chance of st ra in in g or even breaking something in creases gre atl y. Every time a character attempts to move whil e wei ght le ss, that character wi l l ro ll 3 6-di git dic e. If the number ro l l ed is les s than or equal to the character's Dexterity (non—modi f i ed ) , t hen the movement was suc ce ss fu l. If the r o l l was greate r than the char ac te r' s Dext erity then remove 1 point from the charac ter' s Cons tit uti on. This poi nt can be repa ire d as per the Recov ery rul es and simula tes minor spra ins and/or torn ligaments. For every .5 to 1 g's greate r than a ch ara ct er' s home gra vit y they exper ience, reduce their Constitution 1 point per game tur n. Th is simu lat es the greater st rai n on the charac ter' s vi ta l organs and ci rc ul at or y system. If the cha rac ter is wearing a power harness or powered armor or other grav it y counteractivity devices, then this Constitution removal need not take place.
Movement SPACE PATROL's movement system is divided int o two part s. The f i rs t part is game tu rn movement. E ar lier we d i s cussed how game turns l as t from one min
ute to as long as is convenient to the Game Mast er . If Combat tur n movement was ba si ca ll y 5 seconds lo ng, then one minute game turns would al low the char acte rs to move 12 times as far during a si ngl e game turn. Thi s is generally the cas e. When pla yi ng outdoor scen ari os it might be more re al i st i c to deal with hour long turns with eff ecti vely in fi n i t e numbers of combat tur ns . A standard human can move (at a regular pace) at a rat e of around 6 kil ometer s per hour. Use this 6 kilometer figure to calculate the pl ay er 's motion during a game tur n, using the scale of the turn as the basis for the calculation. Combat turn movement is much more r i gi d. For every unit of Strength over 12 add 1 to the base movement of 10 met er s. For every unit of Str ength under 9 subt ract 1 from the base movement. Thus a charac ter with a Str ength of 14 would have a movement of 12 meters per combat tu rn , and a chara cter with a Strength of 7 would have a movement of 8. In the Equipment and Weapon L ists there is given the mass of each item of gear. Af ter a char acte r has been out f i t t e d , t ot al up the masses he or she is carrying, divide by 2, and subtract that amount from the ch ar ac te r' s movement. Thus if a character had a Strength of 16 and was carr yi ng a mass of 4, hi s move ment would be 12 meters. If he was car ry in g 6 ins te ad of 4 the movement would be 11 meter s, and so on. Mass, f or game purposes , is a fu nc ti on of ac tu al mass and the awkwardness of the item. Power Harnesses and Power Armor can help a character carry more mass by i n creasing their effective Strength attri bute by the strength of the harness. The movement of J et , Ro ck et, and Grav Belt s is not al te re d by the mass the pla yer is car ry ing . The movement l i s t ed on the Equipment tab le is that the bel t can do dur ing a combat game tu rn . Do not for get that these devices weigh the character down when they are not being used and that the jet and roc ket be lt devices only have a li mi te d number of turns in which they can be used. Contra-gravity gear ef fe ct iv it y is measured in how much mass they can coun te rac t. If an Inertr on Harness was ra t ed at 6, it coul d negate 6 mass poi nt s. For al l int ents and purposes, a standard human being of 175cm heig ht masses 20 mass po in ts . If the man were twi ce as t a l l he would weigh 4 times as much (80 mass po int s). If the man were ha lf as t a l l he would only mass 5. In other words, the inverse square law is applied to the mass of the ch arac te r. The mass of a part ic ular character is only im portant if a cont ra-gr avit y device is being used to support her or him and a character is being car ri ed by another chara cter . The formula for ca lc ula ti ng the mass of a charact er i s : (Char acte r's Siz e divi ded by 175) Squared, times 20 equals char act er' s MASS
8 Equipment This is a scie nce fi c t io n game and the chara cter s are going to requi re science fi c ti on equipment. You w i l l no ti ce that , unlike other types of rol e play ing games, we did not l i s t any pr ic es of any gear , weapons or anything else. The reason is — we don't have any id ea what these pr ic es would be and in most ca ses , you chara cte rs would be equipped by th ei r loc al governments. If you were in a Star Fle et Sh ut tl ec raf t and crash-landed on an alien planet, the phaser pistols are located in a roll-out
drawer on the inside right wall (see the Galileo 7 episode of STAR TRE K). If you are an M.I . the Federati on issue s you your power armor, ro ck et s, fla mer s, and so fo rt h. And if you're the Sta inles s St eel Rat , you st ea l what you need. Those pla yer s who f ee l tha t they must assign pri ces to various objects are welcome to do so . As a matter of f ac t, send us your pr ic e l i s t of the items we have inc lude d in th is set of ru le s. We w i l l be more than happy to con sider it for future publications. We should point out that a custom f i t t e d powered combat su it has got to cost a l i t t l e more than a pair of black pajamas and an AK -47.
EQUIPMENT ITEM INFRARED GOGGLES STAR LIGHT GOGGLES COMMUNICATORS EMERGENCY RATIONS PORTABLE POWER PACKS RADAR GEAR TRACER GEAR RADIATION SENSOR ALUMINUM PACK AND FRAME MYLAR SPACE BLANKET PRESSURE TENT MEDI-KIT
LIST
MASS
INITIATION MODIFIER
.1 .1 .1
— — — — — — — —
.2 .2 .5 .4 .2 .5
.1 1.5
-1 -1 CAN REPAIR 2 POINTS OF CT/TURN
.4 — -3
.3 4.0
BELL JET BELT GRAV BELT INERTRON HARNESS
4.0
-3
2.0
-1
—
CONTRAGRAVITY PLATFORM
—
—
POWER HARNESS EXO-SKELETON
—
—
TRICORDER (VARIOUS TYPES) HEAD UP DISPLAY (H.U.D.) LIFE SUPPORT UNIT (L .S .U .)
.1 .1 2.0
— — -2
.2 .2
— —
MAGAZINES FOR AUTOMATIC WEAPONS MAGAZINES FOR AUTOMATIC WEAPONS RECHARGE POWER PACKS FOR ENERGY FIRING WEAPONS
1.0 .1 .1 .1 .3
.1 .4 .2
.1
MOVE 25 FOR 4 TURNS BEFORE EMPTY MOVE 25 FOR 60 TURNS MOVE 30 CAN NEGATE (1-20) MASS CAN NEGATE (1-100) MASS INTRINSIC STRENGTH OF 10
PROVIDES SUPPORT FOR 4 HOURS
-1 — — — — — — — —
.8
.2
— —
.1
—
.1
NOTES
—
RECORDERS BELL ROCKET BELT
GAS MASK FIL TER MASK 50 METERS OF LINE HAND CALCULATOR/COMPUTER BIC LIGHTER SUNGLASSES EQUIPMENT BELT CHRONOMETER INERTIAL COMPASS BINOCULARS PENCIL FLARE PROJECTOR PSIONIC AMPLIFIER
The fol lowi ng l i s t is far from com pl et e and is only inte nded to give an id ea of some of the types of equipment tha t might be c ar r i ed . The masses are the suggested ones and sometimes two or more items might be combined in to a s i n gle device with less weight than the to t a l of the separate items. (A good ex ample would be a Head Up Displ ay and Starlight Goggles combined into a single helmet vis or on a Lexan Helmet from the sh ie ld in g sec ti on under the combat rules.
INCREASE PSIONIC PROBABILITY OF SUC CESS BY 30% 10 ROUND TYPE 20 ROUND TYPE
9 Followi ng is a short glossary of some of the more ex ot ic piec es of gear that we have listed above. INFRARED GOGGLES - These 'nigh t glasses' so by infr ared radi ati on. On the more simple versions there has to be an infr ared projector or fl ash li ght to provide the 'i ll umi na ti on' , but on the more sop hi sti ca ted versi ons thin gs can be seen by the amount of heat they give of f. For example, a Main Bat tl e Tank's diesel engine stands out l i ke a bri ght fl ar e when using in fr ar ed goggles and man's body can be ea si ly seen by the heat it gives of f. On some of the more sens it ive vers ion s, you can even t e l l where a body has been by the re si du al heat it left. STAR LIGHT GOGGLES - These de vi ce s enhance ava il abl e l i gh t , such as a match or starlight so that it is as if the re latively feeble source of light illumin ates l i ke day. However, the weaker the source of li gh t, the gra ini er and les s distinct the image.
PRESSURE TENT - Thi s handy item comes in to pl ay when i t ' s time to take a break on that airless moon you're trudg ing acr oss. The prototype of th is item is found in Pa ul Anderson's CIRCUS OF HELLS.
MEDI-KIT - This is a very important item fo r those players who are planning physic al mayhem. The prot otype is a de vice which is strapped to one's wrist or wai st. The device con stant ly monitors the wel l- bein g of the wearer and when something goes ra di ca l ly wrong, the medi-kit gives the proper i nj ec ti ons . The device a ls o di spl ays the curr ent physi cal status of the wearer on l i t t l e screens bui lt into it s exterior. Ob vi ou sl y, it would be very dangerous to give one of these thin gs to an al ie n with a possibly different metabolism and have the medi-kit 'cure' him. BELL ROCKET / JET BELT - These 20th century back-pack mounted devices are in cur rent everyday use . The TV watcher can remember them from LOST IN SPACE and ARK I I . James Bond (007) says no we l l dressed man should be wit hout one. The fa ct s are tha t the modern day rocket or jet bel t is too li mit ed a device for pr ac ti ca l use. The rocket-powered ver sion operates of f of hydrogen peroxi de je ts which have only fu el fo r 20 seconds of f l i gh t . The turb o-j et powered versio n has a much longer durat ion but you woul dn' t want to use it fo r downtown commuting. Bes id es, in oper ati on they can be heard for miles by the ir banshee scream.
INERTRON HARNESS - Thi s is the o r i gi nal Buck Rogers be lt . Es sent ial con si st in g of a fa br ic harness holding the fabulous substance 'I ne rt ro n' which has negat ive weight. The wearer of the harne88 would use enough in er tr on to coun te ra ct most of hi s body weight and then the forc es of hi s muscles would be able to allow him fan tas ti c leaps, as if the wearer were on the moon. Anthony (Buck) Rogers la te r developed a versi on with a very smal l rocket motor that cou ld be used to propel the wearer through the air. CONTRAGRAVITY PLATFORM
-
Th is de
vi ce comes from the pages of H. Beam P i pe r' s novel THE SPACE VIKING. Not thoroughly desc ri bed , variou s forms of contragravity would be used for the tra nspo rt ati on of cargo and also for persona l f l i e r s or combat mounts re fe r red to ( or i gi na lly enough) as Combat Con tra grav ity . The type we are concer n ed with here are the li gh t cargo tr ans por ts that a si ng le man would tow behind him. POWER HARNESS EXO-SKELETON
-
Throughout a pa rt ic ul ar game, the players wi l l probably be force d to at tempt to understand some type of equi p ment or process al i en to them. While some situa tion s wi l l c al l for speci al circumstances to be determined by the Mission Master, others can be taken cere of in a more simple manner. Since the charac ter's Mentality is what determines how we ll hi s thi nki ng processes are ope rati ng, Mentality is the key to learni ng. Per iod is the next important pa rt . The la te r the peri od of the char acter, the more apt he or she is to be able to le arn about somethi ng. Aft er a l l , you cou ldn 't expect a cave man to be abl e to operate a car or to even know what the funny locking boulders are . The last part of the lea rni ng pr o cess invo lve s the peri od of the objec t or thi ng . As we sta ted above, a caveman would have a herd time understanding a car but a man of 1970 might not have so hard a time understanding something from 20 years in the future.
The
parents of th is device are being test ed even today. The versi ons from f i c t i on that are the models of the type in this game are the exoskeletons worn by Colon el Kinsman and Seni or La Cr uze, both from the Moon (see Ben Bova's MILLENIUM and Fr i t z Li eb er 's A SPECTRE IS HAUNTING TEXAS).
TRICORDER - These very handy de vic es rec ord , analy ze, compute, warn, di spl ay, connect, and sense a l l sorts of phenomena. Refer to Bjo Tr imbl e' s STAR TREK CONCORDANCE and Franz Joseph's STAR FLEET TECHNICAL MANUAL fo r fu rt he r i n formation.
HEAD UP DISPLAY - This is a vi sor device which proj ects , hologr aphic ally, an orange target reticle for the wearer. The r e t i c l e always moves to show where the wearer's weapon is pointed. The weapon has to be connected to the HUD for the device to operate properly. HAND CALCULATOR/COMPUTER - This de vic e ranges from the rather pri mit iv e Texas Instruments jobs we use today to the rad io -l in ked , viewscreen equipped re corde r/ que sti on and answer devices used in Jerr y Pou rnel le and Larry Ni ven' s MOTE IN GOD'S EYE.
INERTIAL COMPASS This devi ce, when pro per ly operated can be set on an obj ec t, such as a c i t y, and then no mat ter when you carry i t , the in er t ia l compass w i l l always t e l l you where the objec t l i e s . (See H ei nl ei n' s PODKAYNE OF MARS.)
GRAV-BELT - This devic e is taken from P oul Anderson's novel PEOPLE OF THE KIND. It uses a gra vit y dri ve to prop el a wearer from the ground rather then the brute forc e of a rocket or je t. It should be point ed out that th is is not an ant i-g ravi ty devic e, it jus t uses gravitat ional force for propulsi on.
Learning
PSIONIC AMPLIFIER - This is a he l met whi ch, when worn by a ps i sen si ti ve i nd iv i du al , w i l l augment or supplement th ei r powers. A very use ful piec e of equipment.
Using the PERIOD TABLE shown in the character crea tion secti on and in the Scenario Generator, reference the period of the charac ter who is attempting to learn i t . The res ul t is locat ed on the SUCCESS PROBABILITY ta bl e (found in the chapter of Psi on ic s) ; to get the number or le ss to be ro l le d to understand the thing.
Remember that the pr ob ab il ity of success should be modified appropriately by the judge for dif fer ent circumstan ce s. To give a re l at iv el y dimple exam pl e, a so ld ie r of the Atomic Age would have an easier time understanding a wea pon of the FTL per io d than would an ac countant of the same period. SAVING ROLLS
Occasionally a character wi l l en counter something which only luck would enable him to av oi d. Examples might be the pos si bi li ty of fa ll in g through an unseen trap door or ente ri ng a room and seeing or not seeing a hypnotic screen before i t ' s too la te . Saving ro l l s would be made to see if the c har acter escaped. The basic saving r o l l works l i ke t hi s: R ol l three di ce . If the number ro l le d is equal to or less than the character's Luck, then the character has evaded the problem su cc es sf ul ly . This r ol l is modified by the appropriate at tribute, which would affect the outcome. For example, if a charac ter had a Luck of 9 but a Dex teri ty of 16, he would only have to ro l l a 13 or le ss to evade falling through the trapdoor, because he would subtract 1 for each number over 12 in Dexteri ty. Likewise, if his dexter i t y was less than 9, 1 would be added to the r o l l f or each number les s than 9. You would modify the saving r o l l accordi ng to the si tu at io n. Dexterit y would mod i f y a saving r o l l in vol vi ng movement, Mentalit y would modify a r o l l invo lvi ng wi ts, and so on. It is up to the judge to determine the appropriateness of a modifier.
10 Contact When members of alien races meet, th ei r att it ude and bearing w i l l have a significant effect on the outcome of the meeting. Aside from the problems of language and genera l appearance, if an alien is hostile the characters who meet him are probably in for trouble. Back in the s ec ti on on Creatu re Creation we had a table listing the var ious att itu des an animal might take. Here we w i l l l i st a simil ar table for aliens.
ALIEN ATTITUDE TABLE
DICE 01-15 16-30 31-50 51-65 66-80 81-90 90-00
ATTITUDE XENOPHOBIC HOSTILE NEUTRAL/HOSTILE NEUTRAL/APATHETIC NEUTRAL/FRIENDLY FRIENDLY BENEVOLENT
Some of the fac tor s that will change the effects listed above are language di ff ic ul ti es , is it a creature or an a l i e n , what ac ti ons were the play ers perfor ming when they cont acted the al ie n, and so fo rt h. It is up to the Game Master to determine how these fa c tors wi l l effec t the fi rs t contact be tween these alien people.
Recovery When a c hara ct er i s in ju re d the damage is taken in po in ts removed from hi s or her Co nst it uti on. And for every three points of Const ituti on lo st , the character' s Dexteri ty suff ers the loss of 1 poin t. In addition to all th is , if a si ng le blow destro ys over ha lf of the character's remaining Constitution, that character _ passes _ out _ from _ shock, ___ blood loss, and so on. How fa st a cha rac ter reco vers from no n- fa ta l damage depends la rg el y upon where the wound was received, how severe it was, and what steps are taken to pr e vent furt her los s of Co nst it ut ion . How badly the damage ef fe ct s the cha rac ter is based on the number of damage poi nt s taken and the type of weapon used. A var iab le sword w i l l cut through anything and if it hi ts a play er on the arm, it would probably cut it ri ght of f. This fa ct or of how the damage ef fec ts the character is le ft large ly up to the judge . Don 't fo rg et that a char act er co uld be hi t and not suf fe r enough dam age to k i l l but s t i l l bleed to death if unconscious. A rat her in si di ou s form of damage is that taken from ra di at io n. With the excepti on of extreme rad ia ti on (l ik e near an unshielded react or co re ), the player without a radi ati on detector is not going to know he has taken a dose, perhaps even a fa ta l one, un t il days l a
EFFECT WILL ATTACK IMMEDIATELY, AND WILL PURSUE WILL ATTACK ON A ROLL OF 75 OR LE SS , 76+ WILL RUN WILL ATTACK ON A ROLL OF 50 OR LESS, 51+ WILL RUN WILL TALK 90 OR LESS, 91 + WILL RUN WILL ATTACK IF ATTACKED BUT WILL ALWAYS TALK WILL ATTACK IF ATTACKED BUT ALWAYS WANTS TO HELP WILL NEVER ATTACK BUT WILL ALWAYS WANT TO HELP
ter. This type of damage must be kept trac k of by the Miss ion Master who w i l l info rm the play er of hi s problem aft er the scenario is over.
al l empaths could have this capa bili ty. The drawback to thi s system is that the empath then has the damage but they car recover at a much faster rate.
Some rather fu tu r is ti c forma of medical aid have been descri bed in v ar i ous science fi c ti on books. Larry Niv en' s univer se has auto-docs which are used instead of flesh and blood doctors. Andre Nor ton' s time trader ser ies gave the aliens a bath of jelly which repair ed wounds quite hand ily . The me di -k it mentioned in the sec ti on on equipment, automati call y gives the proper i nj ec ti ons and treat ment. And, of cou rse , there is Dr. McCoy with his Medical T r i corder, pro top las er, medical analyzer, sterilite, diagnostic beds, cryo-surgery and so forth. The STAR TREK CONCORDANCE by Bjo Trimble has quite a number of en t r i es under the heading of medical te r minology.
Playing _a _Scenario
Recovery rate s should be measured in Co nst itu tio n unit s repaired per game tu rn . The medi -ki t in the Equipment Chapter can rep air 2 point s of Co nst i tu ti on per game tu rn . Other types of equipment may be able to re pa ir at a fa st er ra te , some much slo wer. Repa irs requiring radical surgery, such as organ replacement , i nt er na l hemorrhage, and so on, w i l l require at least days for re covery to take pl ac e, with the poss ibl e re sul t of perman ent impairment. It is within the realm of pos si bi li ty that a char act er w i l l have clo nes made so that even the brai n coul d be transpl anted in case of massive body damage, and of course, prost heti c and cyborg repl ace ments are always possible. Some very sp ec ia l types of people are capable of a pa rt ic ul ar form of em pathy (see Psi oni cs ; that wi l l allow the empath to remove anot her' s damage up to the poi nt of death . Only about 1% of
When a l l the pla yer s have est ab lished their charact er's ab il it ie s and equipment, and the Game Master has pre pared a l l of h is or her maps and encoun t er s, the game can beg in . Here we w i l l establish several guidelines that should be followed for an enjoyable game. The f i r s t problem is maps. An or bi tt in g spacecraft can make in tr ic at el y detailed maps that a landing party would most assu red ly use, so how to present thi s in the game wit hout compromising the Mis sio n Mast er 's Sc enari o? One way is to make the lan ding area maps rath er general in natur e. Probably wide scan photography, they woul dn' t be able to see into houses, forests, or caverns, so the Mission Master can provide the play ers with rather simple maps of the coun tryside and keep the details to himself. Un like medieval per iod games of th is type, the charac ters w i l l usuall y know which way is North, and quite often they will be carrying recording gear or path fi nd er equipment whic h makes the job even ea si er . However, the Mis sio n Mas t er ' s job is to throw a few monkey wrenches int o the works. Equipment can break down, have i t s readi ngs di st or te d by nearby magnetic or e, have a l oc al inhabitant reli eve the trave ller s of th eir equipment, and so fo rt h. A simple lo ss of power w i l l make most t ech nic de vices useles s. As for boarding al ien spacec raft , the players might be fa mil ia r with the par ti cu la r type and then again they may not . El evat ors and tur b o - l i f t s are good ways of screwing up a pla yer 's sense of di re ct io n, random tra nspo rte rs work wonders, and as fo r
11 landing party sce nari os, hos ti le crew men cou ld always re lie ve the party of thei r gear. While players should be a l lowed to keep records and make maps, it should be emphasized that most people forget details when going from one place to another. T ra ve ll in g becomes the art of remembering landmarks and should also be emphasized tha t making a map as you go wi l l almost always res ult in di st or ti on ( unless , of cour se, you are carrying surveying equipment and spend two hours on each area you wish to map).
Another problem l i es in the area of encounters. The Game Master may have his maps l ai d out and inhab it ed but there should be the ability to show ran dom meetings of people, cr eat ures, and obj ect s. The Scenar io Generator has a ty pi ca l encounter t able but the good Mis si on Master w i l l want to make up hi s or her own to f i t the parti cul ar circ um stan ces . For example, in a fo re st , you are more l i ke l y to encounter creat ures than you are to encounter aliens and ob je c ts , whil e in a c it y you would hardly ever encounter ravenous cr eat ures. The best way to do this is to slide the pro bab il it y of encountering various things around so that they f i t the di ff er ent circumstances of each scenario.
Another typical problem that we have encountered time and again in other ro le -p la yi ng games is that of too much. Too many cr eat ures of too many ty pes, too much 't re as ur e' and advantages to gain from encount ers, and not very many reasons for why you have to figh t every crea ture you ever encounter. It is recommended that the Game Master li mi t himself to no more than 20 pl an ned creat ures, al ie ns , and obje ct s, per ar ea, deck, or what have you, and to re gula rl y use the random encounter t a ble.
12 Combat While it is usual for a rol e-p lay ing game to emphasize k i l l i n g , we have found that the most enj oyable games are those in vo lv in g subtl ety in the danger and a problem to so lv e. Be tha t as it may, while most of the game may be han dled by the Mis sio n Mast er' s sense of balance and ima ginat ion, the combat system of the game should be f i xed. In this system, we have tried to reflect re al i ty based upon those weapon systems that we have eit her tr ie d or st udi ed. The worm ent ers when deal in g with weapona of a purely fi ct io na l nature. Authors are fon d, e spec ial ly in the "Golden Age of SF", of having their hero invent or fi nd some sort of bas ic al ly magical inv inc ibl e ray gun. In additi on to being unbeli evabl e, it is also un pl ay abl e. If the char act er can remove any danger merely by f i a t , then it is impossible for the charact er to exper ienc e danger and th ere fo re, adventure. Thus, in thi s combat system, we have tried to make some so rt of judgment de ci si on s wit h powerfu l weapons in order to make them playable. The combat systems in SPACE PATROL are designed to ref le ct the ki l li ng po tential of such diverse weapons as rocks and atomic bl as te rs . The basi c premise is t hat a l l weapons are designed to ki l l or inc apac ita te and the only dif fer enc e is in the speed, range, and ef f i ci en cy of the weapon. In other words, a rock st ri ki ng the back of your head wi l l k i l l you just as dead as a round from an M-16 but the M-16 wi l l do it fast er and from fa rt her away and do it to your buddy standing next to you at the same time.
A. A combat game turn si mul ates a time peri od of up to 5 seconds. During th is time your cha rac ter can att ack or move, or attack and move. To determine who does what to whom and in what or der, a 6-di git die is rol led for each pa rt ic i pati ng ch ara ct er. The highest number r o l le d in di ca te s the char acte r who performed his or her funct ion f i r s t and the rest of the characters do their thing in the de scending order r ol l ed . If the same num ber is rolled for two or more characters they perform th ei r act ion s at the same time and the res ult s of the ir acti ons are taken af te r a l l of them have act ed. This INITIATION ro l l is modified by the cha rac ter 's Dex ter it y, by the type of gear being ca rr ie d, and by the act ions the char act er is attempting to perform. To modify the I ni ti at io n R ol l perform the following steps: 1. For each number above 12 in Dexter ity add 1 to the r o l l . For each number below 9 subt rac t 1 from the r o l l . 2. If fi r i ng a ranged weapon sub trac t the In it ia ti on Modifier of the par ti cu la r weapon from the ro l l . 3. If performing contact combat subtract the In it ia ti on modifier of the par ti cu la r contact weapon and the In i t i at io n modif iers of any equipment the character is carrying which would inter
fe re wit h the combat, such as packs , sh ie ld s, and other bulky obj ect s. If your charac ter charges an opponent for contact combat, add 3 to the r o l l . If your charac ter has to draw hi s or her weapon, subtrac t 2 from the r o l l .
greate r than 12 in Luck or subt ract s 1 fo r each number le ss than 9. This is the defender 's Defense R o l l . The de fender al so adds any ad di ti onal amount indicated as a defense modifier, if appropriate.
4. If attempting to move, subtra ct Initiation Modifiers of any bulky or objects the character is carry that could conceivably interfere the move.
5. Subtract the to ta l Defense Rol l from the to ta l Attack R ol l . The di ff er ence between the two is the amount of damage taken by the defender's Constitu t i on . If a negative number is ind ic ate d no damage was done.
the gear ing with B.
MOVEMENT:
Movement in a combat tu rn is used to cl ose wit h the enemy, go to cov er, run away, or attempt to get to a vu ln er able locat ion on your enemy (f la nki ng) . The movement of your ch aracter was de termined in the rul es sec ti on covering charac ter cr eat ion and th is number is the distance in meters that your charac te r can move in a si ng le combat tur n. You may f i r e a ranged weapon whil e mov in g, but it wi l l considerably hinder the accurac y of the weapon. You can also be f i red at whi le moving and the amount your character moves is what determines the amount the f i r e r ' s accuracy is af fected. If your character's Ini ti ati on Ro ll indicat es that you wi l l be able to move before you are f i red at then the f i re r ' s accuracy is aff ect ed. But if the fi re r' s In it iat ion Ro ll was higher than your ch ar ac te r' s, then he does not have to modify hi s f i r e fo r your move ment. C.
CONTACT COMBAT:
Contact Combat can occur any time two or more chara ct ers get cl ose enough fo r th ei r cont act weapons deployment range to reach the other char acte rs or wit hin one meter, whichever is cl ose r. Each combat c ons is ts of the at tac ker rolling a single 6-digit die for himself and the weapon combat dic e, if he is carrying one, and subtracting the defen der's defense r ol l on a 6- dig it di e. The di ff er en ce between the two is the amount of damage i n f l i c t ed and the de fend er' s sh ie ld in g, if any, can reduce the amount of damage the defender takes. Fol low ing is the procedure to be followed in resolving Contact Combat: 1. R ol l one 6- di gi t die for the char acte r or as many 6 -d ig it dic e as ca ll ed for by the part ic ul ar weapon used. Add these numbers toget her . 2. For each number over 12 in the chara cter 's Strength and Dext erity add 1 to the number r ol l ed. For every number le ss than 9 in Str ength and Dex ter it y subtract 1 from the number rolled. 3. If a creat ure is making the att ack, r o l l as many 6-d ig it dice as are cal led for by that part ic ular creature and add 1 for each number over 12 in the cre atur e's ca pab il it y number and sub tract 1 for each number less than 9. 4. The defender ro l l s a sin gle 6di gi t die and adds 1 fo r each number
6. Subtract the shi eld rati ng of any shi el din g materi al car rie d by the defender for the damage amount. If the shi eldi ng materi al' s ratin g was exceed ed by the damage, reduce the sh ie ld in g material's ra tin g by the amount it was exceeded. 7. For each 3 p oi nt s taken from the character's Constitution, reduce the charact er's D exterity by 1 point . If the defender is a cr eat ure , only reduce i t s Cap ab il it y Number by the damage it takes. 8. If a cha rac ter loses more than hal f of his or her Con sti tut ion in a single attack, that character passes out from shoc k. Creatures never pass out in this manner. The following is an example of Con tact Combat: CPT Glitz of the Solar Guard is at tac kin g the m erc il ess Mung with his Sa ber (of course he won't use his blaster, that wouldn't be spor ti ng). Gl it z has Str ength of 14, Dex ter it y of 13, and Luck of 7. Hi s saber is a 3 dice weapon and is a minus 4 to G l i t z ' a Initiation Roll. Mung has Strength of 10, Dex te ri t y of 15, Luck of 13, and Con st it ut io n of 8. Mung is carr ying a Vibro-blade, which is a 3 dice weapon and is a minus 1 to Mung's I ni ti at io n R ol l . In ad di ti on , Mung is using a Buckl er S hi el d, which has prot ect ion of 4 and an Initiation modifier of 2. CPT Glitz rolls a 5 for his Initia ti on R o l l , which becomes a 6 because of hi s De xte ri ty and is reduced to a 2 be cause of the saber 's mod if ier . Mung r ol l s a 1 which becomes a 4 due to hi s Dex t er ity and is reduced to a 3 because of the Vibro-blade 's ini ti ati on modifier, and is further reduced to a 1 because of the buckler's initiation modifier. Glitz attacks Mung f i rs t because Gl it z' s in i t iat ion ro l l was higher. Gli tz rol ls 3 dic e for hi s saber, and gets 15. He adds 2 to th is fo r hi s Str ength and 1 for his Dexterity to get an attack r ol l of 18. Mung r ol l s 1 di e and adds 1 to the number r ol l ed (f or hi s Luck) to get a defense r o l l of 3. 3 subtracted from 18 is 15 damage to Mung. Mung's buck ler absorbs 4 poi nt s of thi s damage which reduces the attac k to 11 . Unf ortuna tely Mung only has a Const it ut io n of 8 and Gl i t z ri ds the Sol ar System of another e v i l menace.
SPACE
PATROL
"TABLES" (Gently pry up the staples at the center of the manual and p u l l the ta bl es st ra ig ht out. Then bend the staples back down to preserve the book.)
SHIELDING MASS
TYPE
LEATHER LACQUERED LEATHER SYNTHILEATHER BATTLEDRESS CHAIN MAIL ARMOR SCALE MAIL ARMOR PLATE ARMOR STEEL CUIRASSE NYLON VEST NEMOURLON BODY ARMOR
SKIN SUIT PRESSURE SUIT HARD SUIT (FIBERGLASS) POWERED ARMOR HEAVY POWERED ARMOR WARBOT
INI TIATI ON MODIFIER ____ —
SHIELDING RATING 1
1.0 1.5 1.0 2.0 3.0 4.0 1.0 1.2 1.0 2.0 3.0 4.0 — — ____ —
3 2 5 6 7 7 8 9 3
-1 —
-2 -3
-4 -1 -1 -1 -1 -4 -5 — —
—
4 7
14 20 16 5 3 6 2
LASER DEFLECTORS ABLATIVE COVERALLS DISTORTER SHIELD CAMOUFLAGE COVERALLS ENERGY SHIELD
.4 1.5 1.0
-1 -1 -2
.3
3.0
— —
15
KINETIC SHIELD
2.0
—
15
BUCKLER SHIELD KITE or HEATER SHIELD SMOKE GRENADES
1.5 2.0
-2
4 5
.3
-3 —
.2 .4 .6 .8
— — — —
1 4
LEATHER HELMET FIBERGLASS HELMET LEXAN HELMET METAL HELMET
NOTES
4
Only protects upper body. Only protects upper body. Only protects body. Space suit. Space su i t. Space suit. +20 to St ren gth . +25 to S tr en gt h. This is real ly a vehi cl e wi th a movement of 1 5. For energy weapons only. For energy weapons only. For energy weapons only. -3 to Medium 4 Long fi r e . For energy weapons on l y, hand carried. For pr oj ec t i l e weapons only, belt carried.
For energy weapons on l y, -2 to ranged f i r e .
6
_______ 4
INTEGUMENTS
— — ____ — —
CHITIN BONE PLATE SCALES THICK HIDE
—
1-4 1-6 1-4 1-2
— — —
Roll for particular shi eldi ng rati ng using the in di ca te d range of numbers in pol yhe dra dic e
DOORS, WALLS, AND BUILDINGS
MATERIAL STRAW ADOBE LOGS WOOD GLASS PLASTIC
BRICK CONCRETE ALUMINUM STEEL TITANIUM DURASTEEL TRITITANIUM RHODINIUM DENSITY STEEL NEUTRONIUM
SHIELD RATING
1 4/10cm 10/LOG 3/1cm 4/1cm 5/1cm
NOTES ENERGY WEAPONS WILL
IGNITE
ENERGY WEAPONS WILL IGNITE ENERGY WEAPONS WILL IGNITE LASERS WILL PENETRATE IF OF THE PROPER FREQUENCY. LASERS WILL PENETRATE IF OF THE PROPER FREQUENCY.
10/BRICK 12/10cm _ 8/1cm _ 15/1cm _ 18/1cm _ 20/1cm _ 25/1cm _ 28/1cm _ 40/1cm _ 100/1cm
1. SUNGUN, SLAVER DISINTEGRATOR, a nd NUCLEAR GRENADE wi l l pe ne tr at e anything but neutronium. 2. The hi t poi nt s f or SUNCUN and DISINTEGRATOR are sub tr ac te d from the material's rating to get the reduced rating.
E 9 1 7 6 0 1 X 1 4 1 0 O - - - - - T I C 0 4 0 7 0 0 9 5 0 0 - 9 8 5 0 -- 6 1 1 1 - _ _ _ _ - - - > - _ _ _ _ _ 0 9 8 5 _ 0 5 0 0 M _ _ _ _ E _ _ _ _ C _ _ P H E G C O A N A R Y L N E S S Y I R E T M C G O A O A L U Y L R * S L P * I N H E
* D O N O T
9 6 4 6 0 1 A 6 6 1 3 6 0 8 0 L I 0 0 - - - - - - - E N 4 3 9 5 6 5 0 5 9 9 5 0 7 0
R O L L F O R
7 5 4 2 1 0 C 8 6 2 8 3 9 5 1 R 0 E 0 - - - - - - - A T 8 7 5 4 2 1 U 9 9 5 1 7 2 8 4 R E
G E N E R A L S H A P E
E X O T I C
A . G E N E R A L T Y P E
R A A P M T E M R L O Y P P P T H A L E T H R N L I I O T U L L P * S E B I O A N D ( K *
A M V A I A M N M A
T A B L E S
A 4 0 8 2 0 5 0 0 . 5 6 - - - - - E N 9 1 C 9 8 9 9 4 6 4 3 O R A C A N E R R L O S T E I T O I A E H U F T N I A N R U - G R C C T E E G - - - O G G G T O O O O
U N T E R T A B L E
T T T S O O O E C S S S T I E E O E C C C N T T T I O I O I ( O N N N 3 )
a l w ( a al w y s a y h s a h s a s 1 -1 2 0 0 -1 2 t e t n en t a t c a el c l s e ) s )
( 5 ( 4 ( 3 ) ) )
0 B 9 9 8 7 5 4 0 6 2 6 1 1 6 6 1 . 9 0 0 - - 1 - - - G - 5 4 0 E 9 9 9 9 5 0 8 5 0 5 5 N E 7 R 0 A L Q W T N F O H U T B M S H E R I H E O U C P O T X A N A E N I N O N C P E O P A D E T R P E D P E L A F T P O U D S C U I E E D L N O D D P E E N D S C T A I L O N W A I L N G W S I N G S
C 9 4 0 1 . 8 9 5 9 1 6 - - - - - S 9 4 E 0 7 9 0 9 4 0 5 X
( I F E N H X E E O U R M T T I E C R A P H R O D I T E
( 3 ) A T T R I B U T E S
F E M A L E
M A L E
A P P L I C A B L E )
B 7 0 1 1 . - - S 7 U 0 0 0 _ R _ _ P _ _ R _ N S S O I U T E R T P R S A B U I S R L E P E D R I S E D
( 2 ) E N C O U N T E R T A B L E S
6 1 2 1 0 0 A . T - - - E 9 2 R R 9 6 0 0 A I N
M H F _ L _ O I _ U L L A T _ N S _ _ T & _ _ A _ _ _ I N R _ _ _ O O _ _ _ U C _ _ S K _ _ _ S _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 6 0 B 1 2 1 4 1 0 . - - - S 9 4 0 2 O 9 6 0 0 I L & O D F G C E O R M R A E S E S O A E N R S S S I T T I T C _ _ U _ _ o _ _ r R _ _ E _ _ T _ _ _ U _ _ _ N _ _ _ _ _ D _ _ _ R _ _ _ A _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 6 2 0 _ 1 1 0 C . - - C 9 6 2 L 9 0 0 I M A T E T T A R E R M O P C P E T I R C I C A A L T E
9 1 8 1 7 1 6 1 3 0 D 1 0 . - - - - - C 8 7 6 U 9 9 9 0 0 0 0 3 0 R R E N F C C C C T S O T L L L L O G O O E E W R G U U A A E M Y D D R R A Y Y Y T A A H N E A A N N N D D R D D W C A W C I A N L I N L D M D M Y Y
E 1 0 9 0 3 0 5 5 0 0 8 0 . 5 9 - - - - - - 7 2 1 0 G 9 9 9 4 8 9 9 9 4 4 R A
1 . . 1 . 1 .2 1 . 9 8 .7 .1 0 3
V I T Y
( 1 ) L A N D I N G Z O N E T A B L E S
S C E N A R I O G E N E R A T O R
* R e ef r t o t h e c h a p t e r o n C o m b a t f o r t y p e s .
9 8 7 7 7 6 9 4 9 5 3 8 7 - - - 8 - - 0 9 8 7 7 7 7 4 2 0 8 3
5 3 2 1 3 6 1 3 - - - 6 5 3 2 7 2 5 0
0 0 7 1 - 1 0 2 6
D I C E
R L J S A L L I I I C S S A M U T M V E P R E O T R E I M E N E F O T P L M G I R M G B P I N I P L T M N R N L A R R E S S S T U S S S L P A L O A S A U O E A C C S R N R T V C V T E U E E Y T O E O O I M E R D R D R E D G E L P I S T N H E C W A N E T G T E I E S A S R A R S G I H M P I H T I I N G N O G H T A N T L S * _ _ _ _ _ _ _ _ _ _ 1 1 S — — — — — — — 1 - -1 T -4 — — _— 8 _ _ _ _ _ _ _ _ _ _ 0 _ _ V V V V V _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ M _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ O _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ D — — — — — — — — — — 1 — 1 _ - — D X I -4 6 F I E R S _ _ _ _ _ _ _ — 1 — — — _ — — C 1 — — — 1 1 -4 T -4 -4 -4
7 6 4 3 0 6 1 1 1 1 - - - - 0 7 6 4 3 0 5 0 0 0
D I C E
T S S R C O A I L D E D E N I R T E I R S T
C L A S S
G C E R N A E F T R S A M L A N
D C M S M X H N T O ( D ( ( 1 1 ( -4 1 F -4 I -4 1 -4 ) I E ) ) ) D L X R K ( ( 1 1 -4 -4 ) ) C T ( 1 -4 )
8 5 3 2 2 1 1 0 0 0 0 0 6 6 1 6 1 6 3 1 0 9 _ _ _ _ _ _ _ _ - _ 0 9 _ - _- _- _- _ _ _ 9 _ _- _- _- _- _ _ _ 8 7 4 3 2 2 1 1 0 0 _ _ _ 9 9 5 5 0 5 0 5 2 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 1 1 2 1 0 5 _ _ - _ - _ _ _ 1 1 9 8 7 6 5 4 3 2 1 8 3 1 1 S R I S E I I R B I P N F R T A P A X N T N R E O O T S A O N O T T D E N N N C M U - A R E R T E E I S I I A Z A R A E N S E - R C - G -D G T S G D A A F R A G A T L I U N E G M A I E L H G I A S C E L E A A A L T E N C C N H R T S T T I A I C I L I C O L I G N H A T L
H . C Y B O R G R E P L A C E M E N T ( A L I E N S O N L Y )
9 9 8 6 3 1 0 0 0 D 8 3 3 8 3 8 8 3 1 C I - - - - - - - - - E 0 9 9 8 6 3 1 0 0 0 7 2 2 7 2 7 7 2 D X M O + + + + - - - - D 6 4 2 1 0 1 2 4 6 I F I E R
0 0 4 2 1 1 0 1 1 6 1 6 3 1 - - - - - - 6 4 2 1 1 0 0 0 0 0 5 0 5 2 2 1 1 1 1 0 7 5 2 0 7 5 0 5 0 5 0 5 0
9 9 9 8 8 6 9 6 1 6 1 1 - - - - - 0 9 9 9 8 8 0 8 5 0 5 0
I . T R A I N I N G ( A L I E N S O N L Y )
J . P E R I O D ( A L I E N S O N L Y )
D .
( 3 )
M E T A B O L I S M
A T T R I B U T E S
( A L I E N S O N L Y )
T A B L E
E . S I Z E ( I N _ C E N T I M E T E R S )
3 3 3 2 2 2 5 2 0 7 5 2 0 5 0 5 0 5
9 8 8 8 0 9 8 8 6 1 1 5 9 9 9 9 9 - 7 6 - 3 2 1 - - - 9 8 8 8 0 9 0 7 5 0 5 0
P N C A T A I N I N I N I N A S O Y B E B C C C B B I L I R C I O R R R L I N O L E L E E E I N E R I S I T E A A A A T I G T Y C Y S S S S Y C O E E E T R T P T E E O C S I O D D D D O ( P T H S E L S S T S E O M A E A C E V E U A E I E N T E S E E S T L C R S A I E L H I M O N E B I E I N N N N S C S G L L E E A E T U I N N P N C I F G L A A ( F E S T P ) R S B S I E R T I T A A A I L E A I I R B U I V T V I E V I I L R T O I T Y T D I A A L Y Y T B E Y L T E H )
o p n o
F w o r P e r t s s h i , e o n r d i e c s e f e f . n r i i t o t i o n t h e o f c t h h a e p s t e e r
F . S P E C I A L C A P A B I L I T I E S ( A L I E N S O N L Y )
9 9 9 8 6 3 0 G 9 6 1 1 1 1 1 . _ _ _ _ _ _ _ - _ - _ - _ - _ - - _ _ 0 9 9 9 _ 6 3 P 0 8 5 0 8 0 0 0 S I O N I C S E T M P C T T M E I R L E E L P ( L N A E A L E E D C A E R K P T L P O I I O C G V I A H E Y N R O N O N T H S T N I Y E Y A T A S R T O I N S T O I I O N O C N L L N E Y )
( c o n d ' t )
3 0 6 1 - 0 3 0 5
I S I S A W L O I T N H E G G O O T T O O N S E E C X T T I O T U N R N ( 2 )
N . E X T R A C R E A T U R E S & A L I E N S
2 0 C 8 6 4 1 1 1 1 1 R E - - - - - A T 0 8 6 4 2 U 0 0 0 0 0 R E S
9 8 6 5 3 1 0 A 1 1 6 1 1 6 1 L _ _ _ _ _ _ E - I - - _ - _ - _ - _ - _ _ _ 1 N 0 _ 8 3 9 6 5 S 0 0 0 5 0 0 5 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ B F N N N H X E R E E E O E A N E I U U U S N T E N T T T T O T V D R R R L I P I T O H U A A A E O L L D L L L E Y / E H - B F / A / N I T - R P O W C I E A S T I - W N T H I L I L W L W L D E L L T E A I I Y I L L L N C - T T L E - A H G W A T E O W W I C L K T L T I I L A L L P I L L 7 C , A A A 5 K T T O A E A T I N , T T A T A R M T C D B A K C M K U C L E W T K E D 1 I L W 0 5 S I L 0 S A O I F R , T E L N I O E L A L R 7 L Y V T E 6 + , E A T S R T A S L E W A T A A C , S I N K T C E _ S L D T K D _ , L 1 A RW C I , 1 I - 5 1 L U K F B 5 U 0 + N L A T W P T T W W I L U R A I I L L C L L S R U K L R U E E D A U N L WN A , Y 5 1 S + T W A I L L K L T A L K
M . A T T I T U D E T A B L E ( A L I E N S & C R E A T U R E S )
S 8 6 4 2 0 1 1 1 1 1 P E - - - - - C I 0 8 6 4 2 A 0 0 0 0 0 L
E M F I L S N I I L H R U E N A R D E S P E G C I B O Y O R N C E H M N A A T R A C N N O T G A H S E I P L I N T R U G I N : L R A ; G O T 1 L 0 -4 L R ; F E O 1 X R -4 T R N A E D I C W C E 0 S M F B H O A A P T R E D A I B C I E L I T Y
D 9 8 7 6 5 3 2 0 1 1 1 1 1 6 1 1 C I - - - - - - - - E 7 6 5 3 2 0 9 8 0 0 0 0 0 0 5 0
t h oR si l l t a a b 1 el -4 . d S S P T F 1 1 N C ei - O A - 6 P P O A A 6 N _ _ N P L E I I S O G X X E A t C K o E O N S _ I B A S N S _ S _ L I _ d L _ _ _ _ M A L e & _ _ _ R I T A G t _ _ _ _ _ Y e _ L _ C _ r _ _ _ L E m L _ _ _ E R U _ _ _ R _ i _ _ n _ B _ _ _ _ _ e S _ _ _ _ _ _ _ _ _ _ _ _ n _ _ _ _ _ _ u _ _ _ _ _ _ _ m _ _ _ _ _ _ _ _ _ b 1 1 1 1 _ 1 1 e M - 3 - 6 - -2 -2 -4 O r 8 D o A A D E E L T I f F D D X X E I I E D E T T S M r R o E D R R S E D A A S S l sl T T C C C O O C O O A A m M P P C C M a B A A O O B B d A A B e M M T T I L I B B T L A A D D I I T T C I C I Y T Y R R E E D O O I D C L L I E C L L E
o n
K . S P E C I A L W E A P O N S & C A P A B I L I T I E S ( C R E A T U R E S O N L Y )
L 8 8 7 7 6 2 1 1 0 0 . 3 0 6 1 1 1 6 1 8 6 0 0 0 0 0 - - - - - - - - - - 5 4 3 2 1 G R 7 6 2 1 1 0 8 8 7 7 0 A 4 2 9 5 0 0 5 0 7 V I T Y 1 1 1 1 1 1 O . . . . . . . . . . . . . . . 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 F H O M E W O 8 R 5 L D 0 9 9 9 9 9 9 9 9 9 9 8 8 8 0 9 8 7 6 5 4 3 2 1 0 9 8 7 - ( I 8 F 6 A P P L I 3 2 2 2 2 2 2 2 2 2 2 1 1 1 1 C . . . . . . . . . . . . . . . 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 A B L E )
( 3 ) A T T R I B U T E S T A B L E ( c o n d ' t . )
7 6 5 4 3 2 1 0 0 0 0 0 0 0 0 0 - - - - - - 7 6 5 4 3 2 1 0 9 9 9 9 9 9 9 9
D I A M O N D
T O P A Z
E R S T J O M U A U A P A E B P R D R Y P Q E L A H U L I R O D E S I
E .
A .
( 5 )
R A R E G E M S
8 6 4 2 0 0 0 0 0 0
R E S O U R C E S T A B L E S
- - - - 3 1 9 7 5 9 9 9 9 9 R R D F A A R O R R U O E E G D S M G E E T M G G O S A O L S T T O O - G O B G O T C O & T O E D F & & G G
E _ _ _ _ _ 9 8 9 0 0 5 _- - _ 9 9 8 9 4 9 _ _ _ _D F A I M Y A M B L I R T E E H G I U E M N
E D I B L 1 E 5 3 5 0 5 3 1 0 6 6 1 - - -
7 6 5 4 3 2 1 0 0 0 0 0 0 0 0 1 - - - - - - - 7 6 5 4 3 2 1 0 9 9 9 9 9 9 9 9 T H O R I U M
I U P G S C O R P L R L O I I U A L L V P D T A P D N T E E I O U U I I R R N N M I M U U M
F . R A R E M E T A L S
9 8 0 0 - 9 8 9 9
U N R A K N D I O U WM N
S S P U U R B B O S S T T T E A A I N N N C C S E E
3 2 1 . . .
G .
mR R R a o o o s s l l l l l l p 1 1 t o e -1 6 r 2 g c f e e f o t n o r t r t l n m h i e e u a m s s v d i b a c e o l e r u e a o f n f m i n d g e e t k m m al i s l u o l t i c p er yl d b i y t s n u m b er o r
M E T A L A N D G E M V A L U E
8 6 4 2 0 1 1 1 1 1 - - - - 0 8 6 4 2 0 0 0 0 0
N D S P R E E T W C A A E O T I N L I A R U T G I R A I O T R N U Y G S F O P R A M R A P H E R N A L I A
D . A B S T R A C T O B J E C T
9 5 4 1 9 9 9 9
M A T W B O E U S N O A L P D T A R O N A - N E C G T O O O R O B T D B O J E J E C E T C C F E T N S E G O G O G T O T O O E T D O A & B
B . 0 ( S 5 0 0 e e - W 9 4 e 9 9
F O O D
A V S E Y N G I M E N T H A T A E L B T _ L I _ _ E C
_ _ _ _ _ _ N 8 7 5 1 O 6 _- 1 N - - -E _ 0 8 7 D 0 0 I 5 _ B _ L _ E _I T A N O E X L I E R C T I N
M
W A T E R
6 5 2 0 0 0 0 0 - - - -
4 2 0 C 8 6 1 1 1 1 1 . - - - - - D 0 8 6 4 2 R 0 0 0 0 0 U G S H D S E A N A U E T A L P P I M L L R G U H E U E C O S L A S I N R S N I O A T C I C N _ G _ E _ T _ _ _ _ _ _ N _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 3 2 1 _ 0 D 5 6 1 . 1 5 5 _ _ _ _- _ _ _ D _ _ _ 0 5 2 1 R 0 0 3 4 4 U _ _ 5 _ _ _ _ _ _ _ G C D A O A O E D V L R R A E L E R T D R E A R C I D G E H C C T O I I T S C T I E O N O N / P R A E S A S C T I O O N U T
a p o sn 9 8 6 4 2 0 1 1 1 1 1 1 - - - - - 0 9 8 6 4 2 0 0 0 0 0 0
T T F C S P O E U L T R Y R A R O O S N N T R O - S A I T H N I P U N G E A R O L E R R G P T E A R A G P E T O P S O I L E N I T A N O N T N C I S E G E C ( T G G I O L O A N S S T ( E O 2 ) S , S T E O C O T I T O H N B R U ( 2 S ) H . C O M B , E T C . )
E . M U N D A N E O B J E C T S
A . W E A P O N
C R
T O A N a N G b T A E l C e T D s ) W W E E A A P P O O N N
( 4 0 S 8 e 0 0 0 e - 7 3 S 9 9 9 9 h
ei l d i n C W g S T A O R R T A T R N a C I I b E D el )
B . D E F E N S E
7 6 5 4 2 0 C 6 1 1 1 1 1 - - - - - T 7 6 5 4 2 O 0 5 0 0 0 0 0 O G C L R C C R U L E E A L O I P T V C C M T E O U M P E E R R L R _ R _ D A U _ T N _ _ _ E O R C I _ _ _ R A _ _ _ _ _ _ _ _ T _ _ _ _ _ _ O _ _ _ _ _ _ R _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ F F F F F R R O R F R R R O M O O O O M M M M M M N K A B S E N B S F O M I O N T A G I R O O C T U N C E C N S K A E I S C L P S A T I T F S W O C N O U I T R O T C B S E T C E O O P S R O T L L N I N M T P O E G U N A R A T R C S G H E R T E R O R A D -D A I V O R I T I L Y L
( 4 ) A R T I F A C T S T A B L E S ( P E R I O D A N D P A R T I C U L A R T Y P E A R E U P T O T H E G A M E M A S T E R )
R G F S S C S S L L B B S D D P P T N C H S S G G S A S B L A M R C C F F H L C L S H D P S H U L T A A L L O S O R L I H I O O H A A I H A O O P P Y U S E O E U A E A A L L E G P O N U U S S A A N I S C E A R A N E E N M R R Y N O N G L V P P I E T G A D D S A G M G S M L V N I N A R D D S S R R B G V R E E S S T N K N M D D E E I I V H N O I R D G A A O U E T A O T T O E A E G U L E N R R T T C U U e i t e i t S I P N N M T L R R Y T L L & & L L E R M E E T D -T U N E R E E U u A E u O s E P G E s M V G A A L U B B A R J J R R R P R R D P -A A E B B O O C C S O E H N n _R R R r n _R m u T m u r C P E C T E X I * L I T C G T ' ' R C D R I W O E I O a T T C I R R A A K R O F S ' I S I R P T T H R O I U A O I a p P S I F L R O a p I L K O S T U L I T C E A L E * W S I I M O L T R N T I e t t I t E O I U _R _R t F S V I S L L N U W I R P N I P O ( F S F T N E O S O r r E + L S N I P R P B + C N E I " * F T A I i I i O L S B T + L L L E B R F P I L N a R a T I I O H C R I O E T E O S S E G O T V F L + L A O I R l E H l I I R T E I + L R G T W W W i i E O U + C F S O R E N z z * F O R L T L E R + L N
R
e
A T O R
e
2 1 4 1 2 1 1 1 1 1 . 0 . 6 . 5 . / . 0 . 8 . 8 . 8 . .2 6 . 3 . 0 . . 3 2 0 0
. 5
-4 3 - 3 - 3 - 5 - 3 - - - - - 3 4 2 2 2 - -2 -2 -2 -1
-2
1 1 1 2 1 2 1 2
2 2 2 2 2 2 2
E O + L + + + " L
I R L E F L I F + L E L E + +
5 1 2 0 5 0 5 / 5 / 5 / 4 / 6
2 2 2 2 2 1 3 3 1 / 3 2 2 2 / 3 2 3 / ‡ / ‡ ‡ ‡ ‡
1 1 2
2 2
1
2
1 1 1 1 1 1 1 1 1 1 1 1 1
1 1 4 6 1 1 1 1 6 6 5 6 3 0 2 3 0 3 3 0 2 4 0 0 0 0 0 0 0 0 0 0 5 0 0 4 0 0 / 0 6 0 / ¢ / 4 3 / 5 / 4 / 6 / 3 / 6 / 3 / 3 / 2 / 4 / 4 / 2 / 4 / 3 2 / 3 / 4 1 1 2 3 1 9 5 0 0 / 0 0 0 / / / ¢ 5 1 1 / 6
1 1 1 0 0 0 / 5 / 4 / 3
2 2 0 0 / 1 / 2
1 2 1 9 9 5 5 6 3 6 9 5 0 5 0 0 0 0 0 0 0 0 0 0 0 / 1 / 2 1 / 1 / 2 / 3 / 1 / 3 / 3 / 2 / 2 / ( H 8 T R - O d W i g N i O t ) R
N W S S S E N N O E O O O A O O L A R S U U U S R R U T T T T T T T T N H H H H H H C W W E H E E E A E A S S S D S T T T T W E A P O N 8 7 6 5 4 3 2 1 S
W L A E U A N P C O N H S E D
1
H O L R I W G I G H H T
L E F T
4 3 2
1
( 4 O T - H E d i R g i R A t N ) G E D W E A P O N S
WR A E N A G P O E N D S . 5
1
2
1
2
3
1 . 5
3
4
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4
5
2 . 5
5
6
3
6
D I E
R O L L
D I S T A N C E M I S S E D
M I S S L O C A T I O N
-
- - -
6
6 6 4
- - / - - / - - / - / - 2 - / 2 / 2 / 2 - / 1 / / 2 / 3 / / 3 / 4 2 / 2 5 / 4 / / / / 4 4 / 3 / 3 6 8 6 2 3
2
2 5 1 5 2 1 3 2 0 1 2 3 0 5 0 0 0 5 8 0 0 / 0 / 5 6 / 5 / 4 / 5 / 6 / 4 / 3 / 4 3 / 4 /
K I S H )
M A S S
M I O N I D T - - 3 - 3 -1 3 - - 3 - - 3 - 3 - - - - 3 - - 3 - - 3 - - - 3 2 - -2 3 4 - 3 2 - 3 2 2 2 2 2 2 2 2 2 1 3 3 3 1 2 1 I F I A I E T I R O N
2
- - / - - / - - / - / - / - / 1 _ / 2 2 / 2 1 / 2 1 1 1 1
E N A D E
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 . / . 0 . 0 . 0 . 0 .2 0 . 6 . 0 . 6 . 6 . 0 . 5 . 5 . 3 . 3 . 0 . 0 . .1 .1 .1 .2 . / . .2 6 . .7 5 . 6 . 3 . 0 . 0 3 6 6 .1 6
2 2 2 1 2 6 0 0 1 6 2 2 1 1 / 1 3 0 / 0 8 8 6 6 6 0 9 1 1 / 1 0 / 4 6 6 6 2 0 5 5 8 6 5 6 5 8 3 9 6 4 2 / / 2 2 / / 0 / / / 2 / 2 0 1 0 6 6 0 2 2 % % % 1 6 1 0 0 / 2 1 4 / 4 / 1 / 1 / 1 0 3 2 0 4 % % % 2 2 8 8 0 2 0 0 0 8 8 8 6 # # # # 0 # 0 # # 0 # 0 # # # # # # 0 # 2 2 _
W E A P O N
R A S S O T H L C A U I N L R G K -A I * o T K r A E L N * G R
3 0 / 1 e P f l ef e c a t s e t n a o r t g e e t s t h a i n t t a eh 3 F 0 L A d M e E g T er H R e O s W p E er ,R a C d A i n N I S f r T E o n R t R o O f U N t h D e , an f i d r e S r U N o G u U t N t o ar e t h e ar e a ar w n g e e a p l o si sn t e . d T . h e s e w e a p o n s w i l l
4
2 2 2 - 0 0
- -
2
P T E A R R 1 1 T G U E T R S N
C R 1 2 1 1 O 1 - A -1 -1 6 R U N 0 2 R D I E S D
R A N G E D W E A P O N S T A B L E
T R U E L 1 1 1 1 - - 1 - 1 1 1 1 R N O S A D
2 2 2 6 2 9 3 1 -2 -1 3 3 6 3 3 3 3 5 3 3 1 3 3 1 2 1 1 1 1 1 1 1 S H 0 0 5 0 0 5 0 5 0 0 0 5 0 0 0 0 0 0 0 0 0 0 0 5 0 5 0 0 6 0 0 0 0 5 O / R / / / / / / / / / / / / / / / / / / / / 2 / 5 / 4 / 3 / 3 / 3 / 4 / 4 / 4 / 4 / 4 / 5 / 4 3 3 4 3 3 3 3 3 4 3 3 3 3 3 3 2 5 3 3 2 T @ @
1 0 6 0 0 / 4 / 3
R M A N E G 1 DE 5 3 7 5 6 6 1 2 0 6 5 5 5 7 5 6 2 6 6 3 4 2 2 1 1 1 2 1 2 1 U I 0 0 / 0 0 0 0 0 0 0 0 0 0 0 5 0 0 0 0 0 0 5 5 5 0 5 0 5 5 0 M D / 2 / I 4 / 3 / 3 / 4 / 4 / 4 / 3 / 2 C 3 / 3 / 2 / 3 / 2 / 2 / 2 / 2 / 3 / 3 / 3 / 3 / 2 / 2 / 2 / 2 / 2 / 2 / 3 / 2 / E
1 1 L 2 1 1 9 1 1 1 9 7 7 7 1 3 0 2 7 9 5 7 5 3 2 1 2 4 2 2 O 2 1 0 0 2 6 2 9 7 5 0 5 5 5 5 N 5 0 0 0 0 0 0 0 0 5 0 5 5 0 5 5 0 0 0 0 0 0 5 0 5 0 5 0 G / / / / / / / / / / / / / / / / / / / / / / 2 / 1 / 3 / 3 / 2 / 2 / 3 / 3 / 2 / 3 2 2 2 2 2 2 2 2 2 1 3 2 2 2 1 2 2 2 1 1 1 a 1 el o ‡ ev g sh a s r r o o t r T u t 4 o h p si i l w n o r l i n i a u 2 d t n 6 i h d i c n t u s d a n n g i t a r e , i i s 4 t i t t m h t s d i ah e a t m c t e t er t h a t t g e o c a eh i s zi d h en e f cr o i t e er el t s r t . o m r c i n m o f e a u i r l e h y d o r b a w o e b m l l u a f f r yn o i r s e t r d . o r h i a P u n t s t l d e m a s 3 o t er s e a m er i n e e t h o a t x s n e p i e f n f o t h d i en a t e d r n . i p i e f g r a A a s o n w w b p e a e a u r p sr o o p t v n o n . i d h c e a a A d n s f t e t t h f i o r a er t h t h a t h m ev e e o y er a a t a t t t a er ah ck n i n si
l @ o w s T 2 sh i c o i n m d b i a c t a t d e ci s e t h t o a b t e t h e t h w r o w e n a . p o n s' f i er p o w e r a t p o i n t b al n k ar n g e ( el s s t h a t 1 ½ m e t e r s ) o n yl a l
% I n d ci a t e s t h e p o w er c o s t i n e n e r g y a v a i al b el t o p e r f o r m t h a t f u n c t i o n w i t h t h e w e a p o n .
t z t h c # i n u e a r n e s w r r T ei h i n e si d a t p i s e e o e d n n d l e m u f n al . d o a t o r m g a sl i t l al zi i o n n l a y e g d s l i a o n a o d r d i l c enw s o a o t e t h m e s s: a e. g n a a e W ) z x i n t t i h e o r h t e , u an n t h r d o d e o s e u n t h r w d e r e s o a t n h u n p o o i r r d s sn m d a , al n u u yl u m t o n b er m d e c a r ar r t i si ci t h e d e a t h l r i e yl . el n t i m T a t t e h e eh e d n s c g e e o u c l n e c ; o u s n m s a d ,n b yr n t ) u t m eh t o b eh l er o a i i r n o d n d u d n i t d h i c s e c a a t m t e e n a s s o r g t h m a t eh a al t yl
' T h si i n d i c a t e s t h a t t h e s e w e a p o sn ar e s t u nn i n g w e a p o sn an d t eh d am a g e d o n e si i n t u r n s s t u nn e d .
" T h si i n d ci a t e s t h a t t h e w e a p o n er q u i er s a s t er n g t h o f 1 4 o r m o er t o u s e i t .
b + o n u s T h i si s i t h n e d ci d a o t u e b s l i n t g ah o t f t h a e l l ew ar a n p g o e n s b e ( n ei e , f i t i n s s f r t e o a m d o an f 3 ai 0 m / 3 b f o n o r u s S i h f o a r m t , i i e d t w o f o r u l a d f b u e l 6 cl 0 o / 3 m ) . b a t t u r n . T h si
p * o n T t o sh i u i s n e d i ci t a i n t e s c o t m ah b t a t . t h e u s e r o f t h si w e a p o n n e e d s s p e c ai l t ar i n i n g o r e x p e r ei n c e w i t h t h e w e a
N O T E S O N R A N G E D W E A P O N S
C N S F A U O R N C N A I L I G S C M T E E A R G E R R N G E T R N A E A T I N D O A E N D ' E ( P i n e a p p el ) . .4 .1 .2 5
T Y P E
M A S S
_ M I _ O N _ _ T D I _ — — -1 -1 I F I A
I E T I R O N ( T H R O W N )
C N U 1 1 A 1 R M 1 6 4 6 R I B E E D R
R 4 2 2 A 8 / / / / D 6 X 5 3 I X U X S o r
1 8 6 6 8 / 1 / 2 6 / 3 /
3 1 0 6 / 1 / 2
R A N G E O F E F F E C T / D I C E
G R E N A D E , L A U N C H E R R O U N D S
@ T eh am o u n t o f T i n g el r d am a g e d i c e t h r o w n m a y eh s e el c t e d b y t eh w ei l d e r .
% o f 5 T h o r si m i s o er . t eh n u m b er o f d ci e t h r o w n b y s p e ar m en w eh n t h e y ar e i n cl o s e f o r m a t i o n
e # x t en T h i d e s d si i t t w eh i l l el n l g o t s e h 1 t eh c o m aV b r i a t a b d el ei S . w o r d m a y b e e x t e n d e d . F o r e a ch m e t er i t si
a + g a T i n h s t e b s e e a c s o n t s d . n u m b er si t eh d i c e t h r o w n a g a i n s t m en i n ch a i n o r p al t e ar m o r o r
W B B D D C S S K M F L S V C O H S S T K R H 2 O M N M P P S S B a * T H I A I A L T T C I I A S R A V A A A -H N O E A C U P O E A I B O b I G U A C N O K A M W S R L I N A A T P N A G B I L I I U R R C E R L K T R l K W K G B P R B I D I E M A I e I G E I A A N R E A E S E D N O K T O A E E E F A N R D A F n L I D O D I R A B T R A R & S - T T R N S N E d E W S B K t N A / L A o ci R G C X R A E E R ( I ½ D O W L N G 2 ( 3 F X A K I R O U F N I a S I / D R D F A L E S B B er e t T m 4 S F E R T W R R D E I E ( A W c F O E D o m ( O O R R e s R H 2 / A I t A D B P W o A i e H D D A D r t I T A N ev a s Y I R H N K S S ) e O r b K I WW D S s t a N O O h ) B E H E R R e ck A D ) T D D Y ) n g r O o u N u mn E b T er d o o f f 1 . 2 1 1 2 2 1 1 1 2 1 l 1 1 1 e 1 1 1 1 d y . 0 . 0 . 0 . 3 5 . 6 . 3 . 3 . 3 . 0 . 0 . 5 . 0 . ——— M . 3 . 0 . 0 . 0 . 0 . 0 . 6 . 0 . 0 . 0 . 0 . 0 . 0 . 0 . 0 i a 5 A c S e sr S i n o d r R D ci p A E 2 2 1 2 2 2 2 2 2 2 2 1 a o 1 0 r 1 2 2 2 1 2 1 1 1 . 0 . 0 . 0 . 0 . 0 . 0 . 0 . 5 . 5 . 0 . 5 . N P . 5 . 0 . 0 . 0 . 0 . 5 . 5 . 5 . 5 . 5 - 0 . 0 . 0 . 0 . 0 . 5 t . 0 . 0 . 0 . 0 L e ef 0 G O # d s E Y . s M i E o N n T a l _ _ t M I _ _ ar O N I i D T — — - -2 -1 -1 -1 -1 -1 -1 _ - 5 - 3 - -2 -2 -2 3 - -4 -2 -2 3 n -1 -4 -2 3 - 3 - -4 -4 -2 5 I 4 2 1 1 F I A i n I E T g I R O o N r e M D px O E e F r — 1 2 2 3 2 — 3 1 — 2 2 D E — 2 — 2 — — — 2 3 2 1 1 — — — — 2 2 2 i 1 e N % % % % * * * * I * * * * F S n I E E c R e t D C o 2 1 C I O 3 4 3 3 2 2 1 1 4 3 3 3 3 / 3 3 2 2 2 3 2 / 2 2 4 / 2 / 2 4 3 b / 3 4 3 2 4 3 E M 5 6 5 B e 5 * * + # @ + A T
w T 1 9 o p o t 1 D o h ah -1 5 - 4 3 -2 C I r o i ah h 1 n af t 0 8 i -1 E ev t s s t 2 o y e o n t t o p e r ch e a p a s o a i ar b d h r f ch t i el e o t e a t v f h a c u c e r c L t e e ar al an O l o r d c r C p ch e q a u t R L B R L H A T o am t e s b y I E O G I E O e G r h ar pi F D H F E o A I a m u g a ei u H T N Y T c D u T T r t n d e en s l s e e d A e L L E r R o A t a i w s E G R M n d G M n , . a f f c an g t o e p I F c t ' a m o a o r t e a r h b r t i d sl a e el af o c pl o r . ar t m d h u l t h b o a e i r r e e r e d t w em u r y sh ew a s a o a a b e s i i l u p d i en e t ' l l s y
f * t a ( i r eh i m A e m n i . w gi ) e e d a a p o f i n t r o e n b e e i i n a s g t r s p g u e en s t e d , d i n b g u T h t i 1 o s n t yl ef u r f n f e o c n r t i o w ev t e yl m a o p vi o d n n o s u g , b c l e a s o p r a b f i h el t e r i n o g f ar , n ai g w m e h e o l d f ei
O P T I O N A L H U M A N O I D H I T L O C A T I O N
1 + 0 9 3 7 6 5
4 3 2
1 0
T A B L E
_ S _ U _ C _ C _ E _ S _ S _ -1 -2 -4 -4 5 - 6 I N
A D D D A V A A E E T E T I I M E F F T R T M E F E E A A I N D E N N N C Y C G D D D K L K E E E A E F E R R R R R R A I T G R E M M M M E B S * O O O O T E I V V A I N N V V I N I N I N R G G N I L G G G G G E F E T R I B 5 1 1 0 5 E O + D D Y A T P A R T
D E X
D E X T E R I T L M S P Y O E H O N D O I G U I R N R M T T A R B N A L G R N A E A N G N G E K E R A N G E
M M
M O D I F I E R S
1 1 2 3 _ _ 4 M 1 2 3 6 1 2 3
7 4 9 -
1 0 2 3 4 5 1 2 1 3 3 4 5 6 -1 5
-2 -4
W E A P O N S T A B L E
P R O 9 9 9 5 8 8 7 6 5 5 4 3 2 2 1 0 B 7 6 9 8 4 6 0 5 0 3 6 9 1 4 7 A 1 6 2 7 3 B I L I T Y
T T T H C V S F U A A A E O E M I R R R N R O R S I G G G A D S Y K I N N E E E U E S E G G T T T - C P M o T 7 5 U B H 1 5 r U T A E 0 I L % 0 % D 0 V D R I E L U % S S O O O P T S T D O B B L F A T D R B S S A R G S C C Y I H C U U E E A U R R o T N R E E r D E D D D L F A O S R E R F L I O R C E
- -4 3 - + + -2 -2 6 3 1
C O N T A C T
- -2 3
½ _ R A N G E
-1 -2 + 2 -2 3
1 4 5 6 7 6 -1 8 5 6 7 8 +
R A N G E D C O M B A T A C C U R A C Y T A B L E
S U C C E S S P R O B A B I L I T Y T A B L E
13 D.
RANGED COMBAT:
Ranged combat in vol ves everything from thrown rocks to atomic bl as te rs . Anything which can st ri ke from a di s tanc e. There is no way that we could cover every si ngle weapon type ever i n vented, but there are enough examples of dif fer ent types that a l l periods from the Stone Age up to fu tu ri st ic starshi p marines can be cov ered. The accuracy of the f i r e and what appears to be rat her li mit ed ranges is due to snap-shot f i r in g. The characters wi l l usually be attempti ng to use these weapons rat her hur ri edl y. If they do take the time to ca re fu ll y aim and prepare a sho t, the range is ef fe ct iv el y doubled. Each ranged combat co nsis ts of the att ack er ro ll in g one 6- dig it die for each shot f ired (some weapons may f i r e more than once in a turn) to determine if the ta r get is hi t . The number rol led is com pared to the range to the ta rg et , the Dexteri ty of the f i r er , and is modified by vari ous condi ti ons of movement, ob scur atio n, si ze , speci al aiming gear, et c. Once a hi t has been made the at tacker checks on the Ranged Weapon Table to find out how many combat di ce are rolled for that weapon at that range and ro l l s that number of 6- dig it di ce . The defender ro l l s one 6- dig it die in de fen se, modifying it by Luck and su b tracts that number from the total of the combat dic e ro ll ed in the att ack . The di ffer ence is the amount of damage done to the defender's Con sti tut ion and can sometimes be lessened by sh ie ld in g. Af ter Initiation has been determined, Ran ged Combat is performed in the following procedure: 1. Ro ll one 6- dig it die to deter mine if a hi t has been made. Refer to the Ranged Weapons Accuracy Table and reference the f i r er ' s Dexteri ty to the range of the target . This cr oss -re fer encing w i l l yi el d the number or le ss needed to get a h i t . If the number rolled equals or is less than the number in di ca te d, then a hi t has been made. 2. The number or le ss requi red to get a hi t coul d be modif ied by any num ber of accumulating factors listed below the Accuracy Ta ble. Each of these fac tor s, such as movement, being par ti al ly hidden, speci al aiming devices, et c . , can add or subtract from the num ber needed to get a hi t . Check a l l of the fac tor s to make sure that none are overlooked that might per tai n to a par ticular combat. 3. If a hi t has been determined, check to see how many combat di ce are ro lled fo r that weapon at that range. R ol l that number of 6- di gi t dic e and add them toget her to get the tot al Att ack Number. 4. The defender r ol l s one 6- di gi t die and modi fi es the number plus 1 fo r each number over 12 and minus 1 for every number less than 9 in that charac te r' s Luck. This Defense r ol l is sub tr act ed from the At tack Ro ll of that
part icu la r hi t to get the amount of dam age the defender sus tai ns to his or her Co nst it ut io n. This number can be l es sened by shi el di ng or armor, if the char act er is carr ying any, in the same way that shielding modifies a Contact Combat resul t. For every 3 damage done to the defender's Constitution, reduce the Dex terity by 1.
5. If the defender is a Crea tur e, reduce it s Capabi li ty Number by the dam age amount done. Remember that if over half of a character 's Constit ution is shot away, that char act er passes out from shock. Thi s does not apply to Creatures. 6. In the case of thrown grenades and any weapon f i r i ng in to a group of peop le, if a miss has been made, det er mine in what direction the miss went and how fa r from the target it was. If the poin t determined has the li ne of f i re int ers ect ing other characters then the hi t procedure w i l l have to be gone through for them. 7. A grenade going off has a ce r tai n radius of dest ruc ti on. Depending on the distance a char act er is from the center of the grenade's deto nati on, and on the type of grenade thrown, there w i l l be ce rt ai n numbers of combat dic e r ol l ed . The r ol l i ng of the damage dic e and the defense rol l i ng done by the de fenders is done just as if they were hit by a direct fire weapon, 8. Some weapons do not k i l l and may stun in st ead. With these weapons, in st ead of damage being done, the amount of damage is instead the number of turns the defender is stunned and unconscious. Below is an example
of Ranged Com
bat: Krud the Kling on draws hi s Di sru ptor II and fi re s at Lieutenant Nice of the Federat ion at a range of 30 meters. LT Nice is fumbling with his phaser when Krud draws a bead. Krud's Dexteri ty is 14 and LT Nice's Luck is a phenomenal 18 while his Constitution is an average 11. The Initiation modifier of the disruptor is 2, the same as the LT 's phaser p i s tol. Krud r ol l s a 6 which is modifi ed to an 8 by hi s Dexteri ty and to a 6 again by the In it iat ion modifier of his di s ruptor. Nice ro l l s a 3 and sinc e his Dexter ity is 13 th is is modified to a 4 but is reduced to a 2 by the I ni ti at io n modifier of the phaser pi st ol . Krud wins the draw by a long s hot. Krud f i r es once. At a range of 30 meters the shot is Short Range and since LT Nice is not moving or hidden, there are no modi f i er s . Because of his Dexteri ty of 14, Krud only has to r o l l a 5 or le ss . Krud r ol l s a 4 and gets a hi t . Krud now rolls 6 dice and adds the result togeth er. Nice ro l l s 1 die and modifies the number rolled (a 6, by gosh) plus 6 due to his Luck. The to ta l attack r ol l of Krud' s di srupto r beam was 17 and s ub tr act ing the LT 's Defense R ol l of 12
means that the LT takes 5 damage. His Constitution is reduced from 11 to 6 and his Dext erit y is reduced to 12. He did not pass out as the damage did not quite reach half his Con st it ut io n, and now LT Nic e can f i re back at the Klingon with his phaser before th is turn ends. LT Nic e rol l s a 1 which gives him a hi t at that range wit h his now reduced Dext er i t y. He then ro l l s 3 dic e because hi s phaser was set on St un. The re su lt of the r o l l is a big 18. Krud ro ll s his defense die and gets a 2 which becomes a 3 because Krud's Luck is 13. 3 from 18 is 15. Krud's metal li c jacket absorbs 5 poi nts of Stun (i t is an energy def le c tor) leaving a result of Krud the Kling on being stunned for 10 tur ns. This is plenty of time for LT Nice to tie him up and then c a l l for the shi p to beam him and his prisoner aboard. E.
DISARMAMENT ATTACK:
Under ce rt ai n condi ti ons a charac te r may attempt a Disarmament At tack. This is an attempt to relieve the oppos ing character of the weapon he is carry i ng. A common example would be an at tempt to knock the knif e from the hand of an att ack er. The cond iti ons for a Disarm attack are as fo ll ows : 1) The person attempti ng the Disarm must be a tr aine d fi gh te r. 2) The person attemp ti ng the Disarm must be wit hin 1 meter of the person he is attempting to di s arm. 3) Subt ract the DX of the parson to be disarmed from the DX of the Disarmer, modifying appropriately for all i n it ia ti on modifiers. 4) This r ating is found on the Pro bab il it y of Success Ta bl e. The Disarmer must get the r o l l . 5) Now the person attempt ing the Disarmament Attack makes a regular Contact Combat At tac k. If he causes at le ast 1 unit of damage (before su btr act ing s hi el di ng ), he has made a successful disarmament attack. Pl ease note that the Disarmer must win the Initiation to be able to make a Dis armament Attack.
F.
USE OF TWO WEAPONS AT A TIME
Whil e we have seen movies wherein some hero st ride s through rush hour at Macy's with a p is t ol blazi ng in each hand, we doubt that the ambidextrous, simultaneous use of pi st ol s is al l that acc urat e; thus we li mi t a player to one weapon use per tur n. There is an excep ti on , or rathe r, a pair of exceptions. In the history of Earth, several schools of fen ci ng, Doth o rien tal and western, have rout inel y been designed around either two sword or sword and dagger techniques. If the player, usually an opponent, is a member of these sc hool s, then an attack may only be made with one of the weapons but the def ensive modi f i er of both weapons is used when def en din g. S im il ar ly , most cl ose combat weapons are intended to be used in a moving at ta ck , swords and such are therefore able to be used at the end of, or duri ng, movement executed during a combat phase.
14 G.
twin guns blazing syndrome of the movies
WEAPONS EXCHANGE
of the 40's.
Hopalong Cassidy and Tom Mix to the co nt ra ry , sometimes weapons run out of ammunition. When th is happens, it is sometimes expedient to grab something el se, li ke a rock. This is cal led wea pons exchange. It takes a combat turn to ef fe c t. In photos from the 1850's and 60 's , bad types are frequently pi c tured car ryi ng sev era l weapons in ho l sters and stuck in be lt s. We have l i t tle doubt that this is the origin of the
Be that as it may,
was hol di ng of f a horde of swordsman with a broomhandle Mauser and a Browning Hi -powe r. When the rounds in the Mau ser were exhausted, he dropped it and drew the Hi -powe r. The Mauser was ti ed to him by i t s lan yard but the Hi-power was holstered and while our hero fumbled to get the 9mm automatic from i t s con ta in er , he was almost cut in ha lf . (He di d su rv iv e, but at the expense of a great de al of ammo. Remember that the next time you ta lk about tak ing a mach ine gun back to the plains of Marathon!)
the
fellows of the period carried the sever al weapons, to be used one at a ti me, be cause of the very slow rel oad time. A weapons exchange t akes a f u l l combat turn because it is optimized around pi ck in g up someone el se ' s weapon, with the atten dant problems of chec king the saf ety and si gh ts . If the weapon is one ca rr ie d by the charac ter and is in a supposed st at e of re ad in ess , the same time ap pl ie s. In a recen t book a hero
CONTACT WEAPONS TABLE WEAPON
FIST MAILED _ FIST KICK STICK _ ( 3/4 _ meters) STAFF _ (2 _ meters) CLUB DAGGER DIRK BASKET _ GUARD _ DIRK BOWIE _ KNIFE COMBAT _ KNIFE/BAYONET VIBRO-BLADE SHORT _ SWORD LONG _ SWORD 2-HANDED _ BROAD _ SWORD HAND _ & _ ½ _ BROAD _ SWORD RAPIER KATANA TULWAR SCIMITAR SABER VARIABLE _ SWORD HAND _ AXE _ (FRANKISH) BROAD _ AXE _ (2-HANDED) SPEAR/RIFLE _ W ITH _ B AYONET SARISSA PIKE PILA MACE NEURONIC _ WHIP MORNING _ STAR TINGLER
MASS
— — —
DEPLOYMENT RANGE .5 .5 .5
.3
1.0
1.0
2.0 2.0 .5 .5 .5 .5 .5 .5
2.0 .3 .5 .6 .5 .3 .3
1.0 1.0 2.0
1.0 1.0 1.0 2.0
1.0 1.0
1.0 2.0 2.0 2.0 2.0 2.0 2.0 2.0 2.0
.6 .3 2.0
0-5# 1.0
1.0 1.0 1.0 1.0 1.0 1.0 1.0
1.0
2.0 2.0 2.0
1.0 1.0 1.0
INITIATION MODIFIER
— — -1 -1 -2 -4
-1 -1 -1 -1 -1 -1 -2 -3 -5 -3 -2 -2 -4 -3 -2 -2 -2 -5 -2 -4 -4 -3 -3 -2 -4
DEFENSE MODIFIER 2* 2* —
1 3*
— 2 3 2* 2
1 — 2* 2
—
COMBAT DICE 1/2* 2 2/3* 2 2 3 2 2 2 2 2 3 3 3
__ 4/5+
2* 3* 2* —
3/4 3 4 4 3 3
1 1 — — — 1% 2% 2% 2%
1-6# 2
2/5+ 3
___ 4 3 3 3 4 4
— — — 2.0 1.0 -1 .5 — 1-5® * Ind ica tes a background of years of pr ofe ssi ona l tr ai ni ng or experience to be able to receive the number of dice indicated. + The second number is the dic e thrown aga in st men in chain or pl at e armor or against beasts. # Th is is the lengt h the Vari abl e Sword may be exten ded. extended it w i l l lose 1 combat di e.
For each meter it is
% Thi s is the number of dic e thrown by spearmen when they are in c lo se fo rmat ion of 5 or more. @
The amount of T in gl er damage di ce thrown may be se le ct ed by the wie ld er .
15 RANGED _ C OMBAT _ A CCURACY _ T ABLE DEXTERITY RANGE POINT _ BLANK SHORT _ R ANGE MEDIUM _ R ANGE LONG _ R ANGE
1-3 2 1
4-6 3 2
7-9 4 3
10-12 5
13-15 6
16-18 7
4
5
6
7
M M
1
2
3
1
2
5 4
6
M
4 3
+ 8
5
MODIFIERS AIMING _ AT _ S I N G L E _ B O D Y _ PART
-3
ATTACKER _ B E I N G _ F I R E D _ AT VERY _ LARGE _ TARGET ATTACKER _ M OVING DEFENDER _ M OVING 5
-2 +2 -2 -1 -2
DEFENDER _ M OVING DEFENDER _ M OVING
10 15+
__ __ _ O P T I O N A L _ H U M A N O I D _ HI T _ L O C A T I O N _ T ABLE
1-2 3 4 5-8 9-10
-3
A I M E D _ F I R E *
SMOKE _ or _ D UST VERY _ SHALL _ TARGET C O N S E C U T I V E _ FIRE H E A D - U P _ D I S P L A Y _ or _ L A S E R L O C
½ __ RANGE -4 -2 -2 -2 +1 +3
TARGET _ 50 % _ O BSCURED
-3
TARGET _ 75 % _ O BSCURED TARGET _ 1 00% _ O BSCURED
-4 -6
USING _ TH E _ OD D _ H AND _ FO R _ F IRE F I R I N G _ B URST
LOCATION HEAD
DICE
LEFT _ ARM RIGHT _ A RM BODY L E F T _ LEG
R I G H T _ LEG 11-12 This table can be used to help determine what particular shielding or armor was hi t on a char ac ter and can als o be used to see if the damage aff ec te d the ab i li t y of a character to use a particular wea pon or oth er equipment . For other shapes or types of cha rac ter s, I'm af ra id yo u' ll have to develop your own table.
*(Aimed f i r e is spending 1 turn not moving, or f i r i n g , while aiming at one ta rg et . This eff ec ti ve ly doubles the range of the weapon be in g used bu t onl y f or weapons ca pa bl e of aimed fir e.)
RANGED WEAPONS TABLE WEAPON ROCK _ or _ G RENADE SLING* SHURIKEN* ATAL-ATAL SPEAR PILA DAGGER*
H A N D _ A XE _ ( P R A N K I S H ) SHORT _ B OW* LONG _ B OW*+" COMPOSITE _ B OW*+" LIGHT _ C ROSSBOW+ HEAVY _ C ROSSBOW+ F L I N T L O C K _ P I S T O L F L I N T L O C K _ R I F L E + CA P _ & _ B A L L _ P I S T O L C A P _ & _ B A L L _ R I F L E REVOLVER MAGNUM _ R EVOLVER AUTOMATIC _ PISTOL L E V E R - A C T I O N _ R I F L E +
MASS
INITIATION MODIFIER
-3
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
-2
2
-3
1
-2 -2 -2
2
.2 .1 .1 .1 1.0 1.0
-1 -2 -1
.3
-1 -2 -2
.3
1.0 1.3 1.0 1.0 1.5 1.0 1.5 1.0 1.6 .5
.7 .6 1.2
TARGETS PER TURN
-3 -3 -3
-3
-2 -2 -3
-2
2 2
-3
1
B O L T - A C T I O N _ R I F L E + 1.6 SEMI-AUTOMATIC _ RIFLE+ _______ 1.6 ASSAULT _ RIFLE+ 1.0 SUB-MACHINE _ G UN 1.0 G Y R O - J E T _ P I S T O L .6 G Y R O - J E T _ R I F L E + 1.6
-3
1
-3
2
-2
2/3‡ 2/3‡
S P R I N G _ PISTOL S P R I N G _ R I F L E + HOMER _ P ISTOL C O N E _ R IFLE+ NEEDLER TANGLE _ GUN' P H A S E R _ I
-3
1.1 1/6 .6 1/3 1.0 1.0 .2
Stun'
Disrupt Demater iali ze
1-6 1-12 1-10 2
RELOAD TURNS
1 1 1 1
1
-
2
1
-
-
20 20 2220 10 20 6/20 20 6/18# 6/18# 9/18* 8/36#
-
1 1 1 1 3 2 6
-/ 8 6 -/ 3 -/ 3
-/ 1/ 4 -/ 4 -/4 -/2/4 -/ 2/ 6 -/2/6 -/4
-2
1
-3
2/3‡
-2
3‡
8/40# 8/40# 20/80# 20/80# 6/12# 10/20# 20/100# 20/100# 6/12# 20/60# 3/12#
-3
1
6
-/3
-1
2
9
2
-3 -3
-4 -3
2 2 2 2/3‡
Stun '
Disrupt Demater iali ze P H A S E R _ I I
ROUNDS CARRIED
-/ 5
-/ 2 -/ 2 -/4 -/ 2/ 6 -/ 3
2% 3%
8% .5
-2
2
24 2% ______ 4% 12%
SHORT 5/2 10/2 10/2
10/3 10/3 6/4 10/3 10/3 15/3 20/3 15/3 30/3 30/4 10/3 30/3 30/3 50/ 3 30/ 3 30/4 30/3 30/3 _____ 30/4
RANGE/DICE MEDIUM 10/2 25/2
15/2 20/3 15/2 10/2 15/2 25/2 25/2 40/3 30/3 60/2 60/3 20/3 60/3 50/2 75/ 3 50/ 2 50/2 50/2 60/3
LONG 20/1 50/1 25/1
40/2 25/2 15/2 20/1 35/2 50/2 70/2 50/3 100/1 100/2 30/2 90/2 75/2 125/ 2 75/ 2 75/2 75/2 90/2
100/4 120/4 60/4 60/3 50/3 70/4 38/2 50/3
150/3 175/3 100/3 90/2 90/2 125/2 60/2 125/3
6 60/3 0/3 100/4
120/3 200/1
10/3 10/4 10/5
20/2 20/1
30/1
30/5 20/4 10/3
60/4 40/3 20/2
90/2 60/2 30/1
60/4 30/4 30/4 2-15/4@ 2-20/5@ 15/3 30/3 90/3 25/4 60/5 20/2
2
16 DISRUPTQR I DISRUPTOR II SONIC DISRUPTOR BLASTER PISTOL BLASTER RIFLE + LASER PISTOL LASER RIFLE+ STUNNER' SLAVER DISINTEGRATOR CURDLER SUNGUN SHOTGUN FLAME-THROWER GRENADE LAUNCHER ROCKET LAUNCHER
.3 .8 1.0 .8 1.3 .6 1.2 .6 1.8 1.0 2.0 1/2 4.0 1.5 2.0
-1 -2 -2 -2 -3 -2 -2 -2 -4 -3 -5 -3 -3 -3 -4
5 6 6 5 6 6 8 6 5 4 10 2/10 5 1-6 1-6
2 2 2 2 2 2 2 2 1 2 1 2 1 1 1
20/4 30/6 18/3 25/5 50/6 10/ 4 50/5 25/4
-/1 -/1 -/1 -/1 -/2 -/1 -/2 -/2 -/2 1 2 2
30/3 60/4 34/2 60/4 100/4 35/ 2 120/3 100/3 100/6 30/3 60/6 40/3 10/4 60/¢ 150/5
25/6 10/4 5/5 50/5
60/2 90/3 50/1 90/3 150/3 50/1 200/1 150/ 2
90/6 110/1 30/1 120/¢ 450/5
GRENADE, LAUNCHER ROUNDS MASS I N I T I A T I O N MODIFIER (THROWN) -1 FRAGMEN TAT ION (Pi neapple) .2 .4 -1 SONIC GRENADE' — .5 NUCLEAR GRENADE — .2 ____ CANISTER
RADIUS
NUMBER CARRIED 1-6 1-4 1 1-6
TYPE
or RANGE OF EFFECT/DICE
275 2/3 4/XXX 8/6
6/2 8/1 8/6 16/3
16/2 30/1
NOTES ON RANGED WEAPONS
* This i ndi cat es that the user of thi s weapon needs sp ec ia l t rai ni ng or experience with the wea pon to use it in combat. + This indi ca te s that the weapon benef it s from an aim bonus if aimed for a f u l l combat tur n. bonus is the doubling of al l ranges (i e, ins tead of 30/3 for Short, it would be 60/ 3). " '
This
Thi s indi ca te s that the weapon requires a strength of 14 or more to use i t . This indica tes t hat these weapons are stunning weapons and the damage done is in t urns stunned.
# Thi s
dual l i s t i ng ind ic at es: a) the rounds normally carr ie d in the gun; b) the rounds normally ca rr ie d in magazines or lo ose. With these weapons, under the rela ted column, the - indi cate s that the weapon normally loads the next round or rounds automat ic ally . The second number indica tes the turns needed to load a new magazine, and the t hi rd number is the time necessary to load the maga zine itself.
%
In dic ate s the power cost in energy avai la bl e to perform that func ti on with the weapon.
@ This indi cat es that the weapon's firepower at point-bl ank range (l ess that 1½ meters) only al lows 2 combat dice to be thrown. ‡ This indicat es that the f i re r may r ol l for hi ts 3 times if fi ri ng a burst . After the attack is over ro l l 2 6 -d igi t dice to determine how many rounds are expended. A weapon has to have at le as t 4 rounds in it s magazine to fi r e a burs t. Pl ease note that if a weapon can f i r e more than 1 shot in a tu rn , that the shots could be fi red at more than one person provided tha t they are in a group withi n a 4 meter c i r c l e .
Please note that the FLAMETHROWER, CANISTER ROUND, and SUNGUN are area weapons. These weapons wi l l effect targets in a 30 degree spread in front of the firer out to the range listed. MISS LOCATION THROWN OR LAUNCHED WEAPONS (8-digit) NORTH 1 NORTHEAST 2 EAST 3 SOUTHEAST 4 SOUTH 5 SOUTHWEST 6 WEST 7 NORTHWEST 8
OTHER R ANGED WEAPONS (4-digit ) LEFT RIGHT LOW HIGH
DISTANCE OF MISS DIE ROLL
RANGED WEAPONS
1
2
3
4
5
6
.5
1
1.5
2
2.5
3
1
2
3
4
5
6
LAUNCHED
WEAPONS
1 2 3 4
17 SHIELDING TYPE
MASS
LEATHER LACQUERED LEATHER SYNTHILEATHER BATTLEDRESS CHAIN MAIL ARMOR SCALE MAIL ARMOR PLATE ARMOR STEEL CUIRASSE NYLON VEST NEMOURLON BODY ARMOR SKIN SUIT PRESSURE SUIT HARD SUIT (FIBERGLASS) POWERED ARMOR HEAVY POWERED ARMOR WARBOT
1.0 1.5 1.0 2.0 3.0 4.0 1.8 1.2 1.0 2.0 3.0 4.0 — — —
-1 — -2 -3 -4 -1 -1 -1 -1 -4 -5 — — —
1 3 2 5 6 7 7 8 9 3 4 7 14 20 16
LASER DEFLECTORS ABLATIVE COVERALLS DISTORTER SHIELD CAMOUFLAGE COVERALLS ENERGY SHIELD
.4 1.5 1.0 .3 3.0
-1 -1 -2 — —
5 3 6 2 15
KINETIC SHIELD
2.0
—
15
1.5 2.0 .3
-2 -3 —
4 5 4
.2 .4 .6 .8
— — —
BUCKLER SHIELD KITE or HEATER SMOKE GRENADES
SHIELD
LEATHER HELMET FIBERGLASS HELMET LEXAN HELMET METAL HELMET
INITIATION MODIFIER
SHIELDING RATING
NOTES
Only protects upper body. Only protects upper body. Only protects body. Space suit. Space suit. Space suit. +20 to St ren gth . +25 to Strength. Thi s is re al ly a veh ic le wi th a movement of 15 . For energy weapons only. For energy weapons only. For energy weapons on l y. -3 to Medium & Long f i r e . For energy weapons on ly , hand carried. For projectile weapons only, belt carried.
For energy weapons on l y, -2 to ranged f i r e .
1 4 6 _______ 4
INTEGUMENTS
CHITIN BONE PLATE SCALES THICK HIDE
— — —
— —
—
1-4 1-6 1-4 1-2
DOORS, WALLS, AND BUILDINGS MATERIAL STRAW AD0BE LOGS WOOD GLASS PLASTIC BRICK CONCRETE ALUMINUM STEEL TITANIUM DURASTEEL TRITITANIUM RHODINIUM DENSITY STEEL NEUTRONIUM
1.
SHIELD RATING
1 4/10cm 10/LOG 3/1cm 4/1cm 5/1cm
NOTES ENERGY WEAPONS WILL IGNITE ENERGY WEAPONS WILL IGNITE ENERGY WEAPONS WILL IGNITE LASERS WILL PENETRATE IF OF THE PROPER FREQUENCY. LASERS WILL PENETRATE IF OF THE PROPER FREQUENCY.
10/BRICK 12/10cm 8/1cm 15/1cm 18/1cm 20/1cm 25/1cm 28/1cm 40/1cn 100/1cm
SUNGUN, SLAVER DISINTEGRATOR, an d NUCLEAR GRENADE wi l l pe ne tr at e
anything but neutronium. 2. The hi t point s for SUNGUN and DISINTEGRATOR are subt ract ed from the material's rating to get the reduced rating.
Roll for particular shi eld ing rati ng using the indicated range of numbers in poly hedr a di ce .
18 WEAPON AND SHIELDING GLOSSARY
VIBRO-BLADE - This is a futuristic knife that uses ult raso nic vibr ati ons to help it cut through most substances. VARIABLE SWORD - From Larry N iv en's un i verse comes thi s fo rc e- fi el d sti ffe ned monofilament wire sword. The weapon re sembles a jump-rope handle with a to g gl e. When the toggl e is moved the wire extends up to 5 meters away. A ti ny orange li ght is used to mark where the end of the wire is as the wire is so fine that it can't normally be seen. NEURONIC WHIP - From Isaac Asimov's s tor i es ; the neuronic whip vi ol ent ly stimu la te s nerve endings when it is in con ta ct or near cont act with someone. Though the whip does no physi cal damage it can debilitat e and k i l l . TINGLER - From Al exe i Pan shi n's Anthony Vi ll i er s serie s; the Tingl er is a black wand that destr oys nerve and surface ti ssu e. By adjusting the rin g on the end the tingler can be 3 3 t to a practice tingle or be turned up to produce horri bl e damage where it touches f l es h. GYRO-JET PISTOL and RIFLE -These weapons ex ist today and are made by M&B As soci a tes of Ca li fo rni a. Basically, the Gyro jet is a ti ny rocket launcher f i r i ng sp in -s ta bi li ze d 13mm rock ets. Almost powerless as they leave the ba rr el , they st ri ke with over 700 foot-pounds of energy within 12 feet of travel, more than twice that of ordinary weapons, SPRING PISTOLS and RIFLES - From Gordon Dickson's Dorsai st ori es, the spring weapons are designed to mechanically f i re small dart s. The basic idea is that more complex weapons can be gimmicked by the enemy,
HOMER PISTOL -T hi s weapon fi r es i nf ra re d homing explos ive rounds. They are, unfortunately, not very selective. CONE RIFLE - Again from Gordon Di c k son , this weapon is very similar to the Gyro j et , ba si ca ll y di ff er in g in that the bullets fired are explosive. NEEDLER - Designed by Rocky Russo, thi s weapon uses a small laser to flash water to steam. The steam pressure is used to f i r e numerous smal l needles at tremen dous velocity and impact. TANGLE GUN - From Alan Nourse's "R aider s from the Rin gs ", th is weapon is a pi s t ol which fires a st ic ky web which wraps i t se l f about the vi ct im and tig htens if the target struggles, PHASER I and II - These weapons from the STAR TREK universe are apparently jacksof -a ll -t ra de s. They do many thi ngs, ranging from burning hol es in bulkheads to stunning Klingons, DISRUPTOR I and II gon weapons from the Much deadlier than micro-wave energy to get.
These are the Kl i nSTAR TREK universe. phasers , they use 'c ook' th ei r ta r
SONIC DISRUPTOR -Thi s weapon uses ul t ra son ic waves to scramble obj ect s it is fi re d at. It can release surface ten sion in li vi ng c el l s, thus exploding them. BLASTER PISTOL and RIFLE - Th is ol d SF standby is atomic powered and f i res a beam of nucl ear energy. It usually leaves the area rad ioa ct ive where it is fired. LASER PISTOL and RIFLE - These weapons f i r e pulses of intens e mono-chromatic li gh t measured in the mi ll io ns of watts per pul se. This li ght w i l l burn through most any substance but can be refr ac te d and re fl ec te d by mir ror s, smoke, dust, etc,
STUNNER - This weapon is designed to put i t s targets to sleep rather than inju re or k i l l . It uses a sonic pulse which af fe ct s the nervous systems of the tar get. SLAVER DISINTEGRATOR - From Larry Niven's univ erse . This double -barr eled weapon is rather slow in operat ion, destroying i t s target by suppressing the spi n or charge in the electr ons of the atoms of the ta rge t, thus reducing it to a fi ne flurry of dust. CURDLER - This weapon uses micro - wave energy to disrupt the li vi ng tis sue of objects and people it is fi re d at . It w i l l explode trees and turn a person 's body as hard as a rock, SUNGUN - Thi s device is the fa r desc en dant of the flamethrower. E sse nt ial ly a nucl ear rocket motor, the sungun fuses deuterium using a nano-pulse la se r. The resulting 16,000 degree plasma is direc ted through a nozzle via a para-gravitic f i el d and w i l l destroy most obje ct s, and leave them ra di oact iv e. The sungun has quite a kic k and is only ca rr ie d by men wearing powered armor.
SONIC GRENADE - Thi s dev ic e, usual ly thrown, is used to knock out individuals rather than k i l l them, by using super sonic sound. SYNTHILEATHER BATTLEDRESS - From Jerr y Pour nell e's universe, this type of clothing is worn by the marines and mer cenaries of his st or ie s. It can provide protection from biological or gas attack and may al so be unzipped here and there to keep the wearer cool when not in bat t l e. It generally protec ts the wearer from abrasions and weather. MEM0URL0N BODY ARMOR - Also from Je rry P our nel le . Thi s body armor is cast by armorers in the f ie l d to f i t diff erent sizes of men and w i l l d ef le ct most small arms f i re and w i l l also help to def lec t high velocity rifle bullets.
SKIN SUIT - Thi s type of space su it is cu rr ent ly being test ed by NASA and may someday be used for work on space st a tions . It consists of a thin el ast ic membrane which f i t s tigh tly over the wearer 's body to prevent decompression. The wearer also car ri es a li fe -s uppo rt
pack and uses a helmet with c l os e- f i t ti ng fac e mask. The sk in su it is worn ins ide of chafing cove ral ls which are designed fo r meteor protec ti on and help deflect radiation in addition to keeping the suit intact. PRESSURE SUIT - This is the standard space su it in use today. It consi sts of an inner rubber 'b al l oo n' to conta in the wearer' s ai r and is covered by various lay ers of cable and chaf ing mater ial to protec t the sui t in addit ion to helping keep it from blowi ng out of shape. It is not very mobi le, but has served ade quately on various current and past space missions. HARD SUIT - This type of space su it is the same as the pressur e sui t but has fi ber gl as s outer armor to prot ect the wearer from meteors and radiation. POWER ARMOR - From Robert Heinlein' s "S tar shi p Trooper s" and Joe Haldeman's "For ever War". These su its are used to give the wearer tremendous advantages in combat. They respond to the weare r's movements with greatl y incr eased power by sensing the motions of the wearer's body and then in cr easi ng the forc e of the motion. They take some pr ac ti ce to use but once the so ld ie r is used to them, body movements in armor become se cond nature, HEAVY POWER ARMOR - This is me rel y a much more powerf ul version of Powered Armor as des cr ibed above, The above armor would be that worn by scouts and command pers onnel. The Heavy Power Armor is worn by the basic soldier.
WARB0T - Designed by Larry Todd, thi s device takes the concept of powered ar mor to even greater lengt hs. Ac tua ll y a ve hi cl e, these devices resemble walking eggs with lase r cannon fo r r i f l e s . The
19 ri der stands in si de the egg and di re ct s the motions of the warbot by moving within a sensor harness which copies his motions with the warbot. LASER DEFLECTORS - Th is is a se ri es of patches worn about the body designed to re fl ec t and/or re fr ac t la ser beams and other forms of beamed energy. They do thi s by projec ting a dis tor ti on about one or two inches away from the pa tc h. This dist or ti on is what eff ec ts the at tacking beam.
ABLATIVE COVERALLS - Th is set of th in co ver al ls is c oated with a substance which, when h i t by an energy weapon, vapo ri ze. The vapor ca rr ie s the heat of the beam away from the tar get and al so helps to refract and break up the beam. CAMOUFLAGE COVERALLS - From Joe Hal deman's "Foreve r War", these co ver al ls or coatings help hide the wearer by turning to the col or of th ei r surro undin gs. The early versions had to be manually adjust te d. The late r types would automati cal ly take the hue of the background they were near.
ENERGY SHIELD -This type of shielding is a for ce screen used to de fl ec t energy attacks. It is only effec tive against energy attacks and material objec ts wi l l pass through i t . KINETIC SHIELD -This type of shield only protec ts against material at tac ks. If any materia l object str ik es a k in et ic shield, its motion is converted directly into heat and helps maintain the shield. However, a very slow-moving obje ct w i l l pass through a kinetic shield. LEXAN HELMET - Thi s helmet is made from a substance in use today in space s ui t helmets, motorcycle helmets, and fighter canopies. It wi l l take a f ul l sledge hammer blow and wi l l not sh at te r. It wi l l , however, scratc h.
20 SCENARIO _GENERATOR The fol low ing tabl es are designed to allow a Game Master to generate en counters with people and thi ngs during an expedition to an eart hli ke planet . It is not designed to be an exhaust ive l i s t of al l the items that could be en countered, rather it is a guide for the use of the Missi on Master is an ef fo rt to prevent repetition and to introduce a lar ger var iet y of encounters. Some of these tables appear elsewhere in the rul es in di ff er ent sec tio ns and some times in sl ig ht ly dif fer ent form. The Missio n Master should use these tables as necessary , omi tt ing some when they are not appr opri ate. As a very gross example, it would be unl ik el y to en counter an amphibious creatur e in the arid desert unless he was an intelligent entity taking the necessary precautions. The Judge is advised to use the resul ts of these tabl es in ways that f i t in to the over all aspect of hi s part ic ula r scenario.
The Scenario Generator is divi ded int o f iv e se ct ion s, each one dealing with a different aspect of encounter. 1. The f i r s t sect ion is devoted to the general physical aspects of the pla net s and the area where the part y lands or mate ria li zes. This incl udes permanent feat ures li ke gravi ty and rather impermanent ones such as weather. The Mis si on Master should use these tabl es to prov ide a larg e var iet y of landing si tes and he should change the weather as circumstances dic ta te , by rolling at regular intervals. 2. The Encounter Tabl e i s to be used whenever the party could encounter something now or when they turn a co r ner, enter a bu il di ng , look behind a tr ee, and so on. This tab le is the prime generator fo r al l the other tables in the Scenario Generator. 3. These tabl es govern the appear ance and/or powers of the creatures and
00 21 61 -
20 60 99
00 31 61 71 81 91
ARCTIC TEMPERATE TROPICAL
00 20 40 65 85
GRASS OR TUNDRA FOREST DESERT OCEANIC
CURRENT WEATHER
D.
-
04 14 29 79 89 94 99
-
30 60 70 80 90 99
CLEAR & CALM CLEAR & WINDY CLOUDY & CALM CLOUDY & WINDY FOGGY STORMY
.7 .8 .9 1.0 1.1 1.2 1. 3
(2)
A.
- 20 - 40 - 60 - 99
GRAVITY
E.
00 05 15 30 80 90 95
00 21 41 61
FLAT HILLS & ROCKS MOUNTAINOUS
CLIMATE
C.
5. The ta bl es fo r resour ces govern encounters with things which might be of vi t al necessity to the tr avel ers . How ever, great care must be taken to use the tables if sit uat ion s are such that it would be inappropriate for the player to encounter a part ic ula r substance. It would be ina ppr opr iat e, for example, to encounter prepared drugs or syn thet ic foodstuffs in a wilderness environment.
SOIL & MOISTURE
B.
TERRAIN
00 - 20 21 - 60 61 - 99
4. The tables li st ed in thi s sec tion govern the appearance and type of objec ts that could be encountered. Once agai n, the Miss ion Master should exer cise judgement on the appropriateness of this or that response.
LANDING ZONE TABLES
(1)
A.
al ie ns during pl ay. Some or a l l of the tabl es can be used to f i t the various circumstances. For example, on a planet where there is nothi ng but herds of a si ngl e type of cr eat ure, you would only r ol l for indi vidu al charac teri stic s and attitudes.
ENCOUNTER TABLES
B.
ENCOUNTER TABLE
- 19 - 39 - 64 - 84 - 99
NOTHING ALIEN - SECTION (3) CREATURE - SECTION (3) ARTIFACT - SECTION (4) RESOURCE - SECTION (5)
SURPRI SE TABLE
01 - 70 71 - 00
NOT SURPRISED SURPRISED
21 (3)
A.
GENERAL TYPE ALIEN 01 - 05
ATTRIBUTES TABLES
B. GENERAL SHAPE CREATURE 01 - 14
TYPE MOLLUSK*
06 - 07
15-28
PLANT*
08 36 41 66 96
29 43 58 72 86
ARTHROPOD AMPHIBIAN REPTILE MAMMAL AVIAN EXOTIC
- 05 - 45 - 50 - 70 - 85 - 90 91 92 - 95 96 - 99 00
has 1-100 tentacles 00
35 40 65 95 99
- 42 - 57 - 71 - 85 - 99 00
MONOPED BIPED TRIPED QUADRUPE D HEXAPOD OCTOPED FUNCTIONAL WINGS NONFUNCTIONAL WINGS TENTACLES WHEELS
01 06 46 51 71 86
has 2-12 tentacles
* D0 NOT ROLL FOR GENERAL SHAPE C.
EXOTIC 01 - 05 06 - 40 41 - 71 72 - 90 91 - 00 D.
-
MECHANICAL POLYMORPH CRYSTALLINE GASEOUS* ENERGY*
50 80 95 00
01 46 91 95 98
METABOLISM DICE 01 - 02 03 - 07 08 - 17 18 - 32 33 - 67 68 - 82 83 - 92 93 - 97 98 - 00
F.
01 51 81 96
E.
DX MODIFIER -6 -4 -2 -1 0 +1 +2 +4 +6
- 80 - 85 - 87 - 90 91 92 93 94 - 95 96 97 98 - 00
-
G.
NONE PSIONIC ABILITY TO SENSE LIFE AURA INCREASED HEARING CAPABILITY INCREASED TOUCH SENSITIVITY INCREASED SMELL CAPABILITY INCREASED TASTE SENSITIVITY ABILITY TO SEE IN INFRARED TELESCOP IC VISION ABILITY TO SEE IN ULTRAVIOLET CYBORG REPLACEMENT (TABLE H)
MALE FEMALE HERMAPHRODITE NEUTER EXOTIC
45 90 94 97 00
SIZE (In centimeters) 01 03 06 11 16 21 41 61 81 86 91 96 99
SPECIAL CAPAE ILITIES 01 81 86 88
SEX (If applicable)
-
-02 05 10 15 20 40 60 80 85 90 95 98 00
50 75 100 125 150 175 200 225 250 275 300 325 350
PSIONICS 01 31 61 81 91 96
-
EMPATHY TELEPATHY TELEKINESIS CLAIRVOYANC E PRECOGNITION MIND CONTROL TELEPORTATION
30 60 80 90 95 98
99-00
For the definition of these powers, refer to the chapter on PSIONICS
H. CYBORG REPLACEMENT (Aliens only) DICE
01 -06 07-12
13 21 36 53 -
20 35 52 67
68 - 72 73 - 74 75 - 77 78 79 - 83 84 - 98 99 - 00
REPLACEMENT
LIMBS Legs Arms STRUCTURE Joints Legs Arms Spine SENSORY Computer Terminal Infrared Sight Telescopic Sight Ultraviolet Sight Improved Hearing Vital Organs Implanted Weapons*
* REFER TO THE CHAPTER ON COMBAT FOR TYPES
ST
MODIFIERS DX
CT
1 - 10 1 - 8
— 1 - 6
— —
— — — 1 - 4
1 - 4 — — —
— 1 - 4 1 - 4 1 - 4
— — — — — —
— — — — — —
— — — — — 1 - 4
22 I. __ TRAINING ________________ (Aliens _ only)
J. _ _ P E R I O D _ _ _ _ _ _ _ _ _ _ _ _ ( A l i e n s _ only)
DICE
01 03 06 11 16 21 26 36 50 80
01 31 41 61 76
-
30 40 60 75 00
CLASS SOLDIER SCIENTIST TRADER CRAFTSMAN GENERAL
MODIFIER ST(1-4)DX(1-4)CT(104) MN(l-4) CH(l-4)LK(l-4)
DX(l-4)
-
02 05 10 15 20 25 35 49 79 98
99 00
10 12 14
-
1 2 3 4 5 6 7 8 9 11 13 18
STONE AGE BRONZE AGE IRON AGE RENAISSANCE PRE-INDUSTRIAL INDUSTRIAL ATOMIC SPACE FLIGHT FASTER THAN LIGHT INTRA-GALACTIC INTER-GALACTIC EXTRA-DIMENSIONAL
K. __ S PECIAL _ W EAPONS _ & _ C APABILITIES _ _ _ _ _ _ _ _ _ _ ( C r e a t u r e s _ only) ROLL A 1-4 DIE TO DETERMINE NUMBER OF ROLLS MADE ON THIS TABLE
DICE
01 21 36 51 61 71 81 91
-
MODIFIERS
CAPABILITY. NONE 1-6 X LARGER 1-6 X SMALLER FANGS TALONS POISO N SPI KES 4 CLUBS SPECIAL
20
35 50 60 70 80 90 00
1-4 1-2 1-2 1-3 1-6 1-8
TIMES LESS EXTRA EXTRA ADDED ADDED
CAP ABI LIT Y DICE CAP ABI LIT Y DICE COMBAT DICE COMBAT DIC E TO COMBAT ROLL TO COMBAT ROLL
SPECIAL
01 21 41 61 81
-
20 40 60 80 00
SHAPE CHANGER; ROLL FOR NEW SHAPE ILLUSION CASTER FIRE BREATHER; 1-4 EXTRA COMBAT DICE MIND CONTROL ENERGY MANIPULATOR; 1-4 DICE FOR ABILITY
L. __ GRAVITY _ OF _ HOME _ WORLD _ _ _ _ ( i f _ a p p l i c a b l e )
01
.1
02 03 04 05
.2 .3 .4 .5 .6 .7 .8 .9
06 08 11 16 21 61 71 76 80 83
-
07 10 15 20 60 70 75 79 82 85
1.0 1.1 1. 2 1.3 1. 4 1. 5
85 - 86 87 88 89 90
91 92 93 94 95 96 97 98 99 00
1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3
2.4 2.5
2.6 2.7 2.8 2.9
3.0
M __ . ATTITUDE _ TABLE _________________________ (Aliens _ & _ Creatures) CREATURES
ALIENS
ATTITUDE
01 21 41 61
01 16 31 51
XENOPHOBIS - w i l l atta ck immedi ately , and w i l l pursue HOSTILE - w i l l att ack 75 or le s s, 76+ w i l l run NEUTRAL/HOSTILE - w i l l att ack 50 or l es s , 51+ w i l l run NEUTRAL/APATHETIC - wi l l attack 10 or le ss , 11 - 50 w i l l run, 51 + w i l l t a l k N E U T R AL / FR I E N D LY - w i l l a t t a c k i f a t t a c k e d , b u t w i l l a l w ay s talk F RI E N DL Y - w i l l n e g o t i a t e , b u t w i l l a t t a c k i f a t t a c k e d BENEVOLENT - w i l l he lp , and w i l l never att ack
-
20 40 60 80
81 - 00
-
15 30 50 65
66 - 80 81 - 90 91 - 00
N. __ E XTRA _______________ (Creatures _ & _ A liens)
01 - 35 36 - 00
is wi th - Se ct io n (2) is alone - GO TO NEXT TURN
23
(4)
ARTIFACTS
TABLES
(P er io d and pa rt ic ul ar type are up to the Game Master)
00 20 50 60
-
A.
19 49 59 99
WEAPON OR DEFENSE - Go to A & B TOOL - Go to C ABSTRACT OBJECT - Go to D MUNDANE OBJECT - Go to E
WEAPON
B.
00 - 49 RANGED WEAPON 50 - 99 CONTACT WEAPON (See Weapons Tables)
C.
00 40 80 (See
-
61 76
-
E.
D.
LEVER CUTTER GRIPPER COMMUNI CATOR 75 CALCULATOR 00 RECORDER
20 40 50 60
FROM STIC K TO CONTRAGRAVITY FROM BONE SAW TO LASER-DRILL FROM FORCEPS TO PLENCH FROM SIGNAL FROM ABACUS FROM KNOTS MNEMONIC
ABSTRACT OBJECT 20 40 60 80 00
RELIGIOUS PARAPHERNALIA PAINTING STATUARY DECOR NEW ART FORM
MUNDANE OBJE CTS -
20 40 60 80 90 00
00 20 40 60 80 -
A.
C.
STORAGE - Go to Section (2) CLOTHING FURNITURE TRANSPORTATION TOY - representing - Go to Section (2) PERSONAL APPLIANCE (glasses, toothbrush, comb, etc.)
19 39 59 79 99
-
20 40 60 80 00
14 24 35 50 00
B.
FOOD
EDIBLE 01 15 16 - 35 36 - 50
SYNTHETIC VEGETABLE ANIMAL
NON-EDIBLE
STIMULANT DEPRESSANT EUPHORIC HALLUCINOGEN ANALGESIC
DRUG REACTI ON -
RESOURCES TABLE S
WATER FOOD - Go to B DRUGS - Go to C & D RARE GEMS - Go to E & G RARE METALS - Go to F & G
DRUGS
D. 01 15 25 36 51
01 21 41 61 81 -
FIRE TO RADIO TO COMPUTER IN STRING TO CUBES
(5 )
01 21 41 61 81
39 WORN 79 CARRIED 99 STATIC Shielding Table)
TOOL
01 21 41 51
01 21 41 61 81 91
DEFENSE
ALLERGIC OVERDOSE/PASS OUT ADDICTION DEATH CORRECT REACTION
51 71 86
-
70 85 00
ALIEN TOXIC INERT
PROTEINS SUBSTANCE SUBSTANCE
24 E.
00 10 20 30 40 50 60 70 80 90 95
F.
RARE GEMS
-
09 19 29 39 49 59 69 79 89 94 99
OPAL JADE TURQUOISE SAPPHIRE RUBY EMERALD TOPAZ DIAMOND AMBER FLAME GEM DYLITHIUM
00 10 20 30 40 50 60 70 80 90
RARE METALS
-
09 19 29 39 49 59 69 79 89 99
COPPER SILVER GOLD PLATINUM URANIUM PLUTONIUM
IRIDIUM THORIUM RADIUM UNKNOWN
G.
METALS AND GEM VALUE
1.
R o l l 1-6 fo r mass of metal R o l l 1-12 fo r number of gems R ol l per ce nt il e di ce and mul ti ply by number or mass to get the value in k i l ocredits.
2. 3.
25 FINAL NOTES AND ADDENDA
EXPERIENCE AND SKILLS
Since the or ig in al conception of thi s manual many new id eas have popped up in our heads and al so in var iou s media of scienc e f i c t i on . One of the things which we defi ni te ly wi l l be doing in the fut ure is a small bookl et which covers the use of magic wi th in the framework of these rules . This booklet w i l l be ca ll ed PARATIME PATROL and w i l l es se nt ia ll y show the oper ati on of magic in alt ern ate dimensions and univ ers es. The other aspect of la te has been STAR WARS. This movie seems to have caught the imagination and fancy of fans every where and we f e l t these rul es would not be complete without showing how the var ious para pher nali a used in th is movie would operate wi th in the rules of SPACE
We do not l i s t character lev el s in SPACE PATROL mostly due to the s t r i c t l y ar t i f ic i al nature of such level s as they are used in other types of rol e-p lay ing games. The gaining of a le ve l of exper ienc e due to get ti ng a share of the trea sure found during a tr i p is a good example of this. On the other hand, a char act er can acqu ire sk i l l in the use of a weapon or device and cou ld, if in a mi li ta ry , or paramilitary ser vic e, rai se up in rank and status. A character must operate his or her weapon at le ast 10 times with at le ast 80% accuracy du ring an adventure to qual ify for a modifier of +1 to the hi t proba bili ty of the part icu lar ranged weapon or a modifier of +1 to Initiation when using the particular contact weapon. At the end of the adventure the pla yer would have to r o l l hi s saving r o l l to acquire the additional sk i l l . For Example: Ensi gn Jones land s his shuttl ecr aft on an ali en planet and is immediately acc osted by innumerable strange beasti es. Pu ll ing hi s ebonygripped Mark XX blaster from his holster Jones proceeds to shoot hi s way cl ea r. Af ter an hour of combat, Jones re ti re s to his spacecraft , l i f t s off , and rendevous' with his parent bat tl ec ru ise r to repor t the plane t moderately dangerous. Jones fired his Mark XX and got hits B0% of the time. If hi s saving r o l l is made on the NEXT t r i p , Jones w i l l be able to add 1 to hi s ab i l i t y to get a hi t when using the MkXX blaster. A character would st ar t out with one sp ec ia lt y. The type of spec ial ty chosen should be governed by the charac ter' s best attributes. Typical speci al ties could be: Electronics, Astrogation, Hi sto ry, Weaponry, P i lo ti ng , Geology, Drive Mechanics, Alien Contact, Hand-tohand combat, and so on.
PATROL.
1. The white pl as ti c armor used by the storm troopers of the Empire is not very good, but it can be considered the same ra tin g as nemourlon body armor except that it would cover t he e nt ir e body rather than just the torso. 2. A l l of the hand guns used in STAR WARS can be considered the same as laser pi st ol s and r i f l es from our rules except that the storm tr oop er 's pis t ol s may be set to stun e f f ec t. When they are put on this sett ing , they work just li ke stun ners from the weapons table. 3. Li ght sabers are to be c onsider ed the same as va ri able swords except that they cannot be extended beyond one met er . Thus, they would always st ri ke wit h a force of six combat dice. 4. The For ce , one of the most in te re st ing par ts of the movie, can be compared to an apparent psi on ic energy, the char act er Ben Kenobi being a master of i t s use. A char act er who is stron g in the Force can be conside red to be able to use a l l the Ps ion ic powers lis te d in our set of rule s to a ce rt ai n degree. If he was as adept as Kenobi , a Jedi kni ght , he would be able to use a l l of the powers but not a l l of them at the same time. If he was a novi ce like Luke Skywalker, he would have a much lower probability of using a single one of the psi oni c powers at any time . It is pri m ar il y up to the judge to determine to what degree a cha rac ter has the Forc e but it should be emphasized that it does take a lo t of tr ain ing and study to be able to r eal ly master it s use. Sc enarios from STAR WARS can be ea si ly con str uc ted . Some of the most popular ide as that we have had here so far concern expeditions in to Mos Eis le y Space Port with a l l of it s varied alie n beings and storm troo pers lu rk in g at every st re et cor ner , or pos sib ly a mad chase through the Death Star whi le one member of the party is attempting to put the tractor beam out of commission. Because STAR WARS takes plac e in a separate universe ent ir el y without con nect ion to our own, the app li ca ti on of the SPACE PATROL ru les system becomes entirely appropriate.
The gaining of prof ic ienc y in that specialty would be dependent on how well the character made use of hi s or her sp ec ia lt y during the course of a game. The Referee would keep track of when and how suc ces sfu ll y the character used the ir spe ci alt y and award, or not award, a gain in proficiency. More inf ormat ion on chara cter de velopment w i l l be incl ude d in PARATIME PATROL. OPTIONAL RANGED WEAPON ACCURACY
While the Hi t Accuracy Table given in the combat tab les is per fe ct ly ade quate for any ranged weapon, an optional system can be used whi ch, perhaps, bet ter ref lec ts the individ ual abi li ty of the character to perform ranged combat.
To find the number or le ss needed to score a hi t, take the c harac ter' s Dexterity and modify that number plus or minus by the regular Hit Table Modifiers from the Combat se ct io n. Then r o l l 3 six -s ide d di ce . If the number ro ll ed is les s than or equal to the cha rac ter 's modifier Dexter ity, a hi t has been scor ed. Ad di ti ona ll y, modify the num ber required for range. +1 for Po int Blank (0 to 2 Mete rs) . +0 fo r Short Range. -2 fo r Medium Range. And -4 for Long Range.
As of th is wri ti ng another set of rol e-p lay ing rul es have been published by Fantasy Games Unl imit ed en t it le d FLA SH GORDON AND THE WARRIORS
OF MONGO.
The Fl ash Gordon ru le s are extremely simple and easy to pl ay , but the ap pl i cation of SPACE PATROL'S combat systems w i l l make the game even more enj oyable fo r those of you used to great er com pl ex it y. Any questions concerning SPACE PATROL and how it is played may be sent to us at the address l i st ed below along with a sel f- add re sse d, stamped envelope and we w i l l do our best to answer them.
As we go to press in August of '7 7, we are arranging fo r the manufacture of 25mm metal figur es which are sp ec i f ic al ly designed to compliment these ru le s. For more i nfor matio n on th is set of SPACE PATROL figures, please send a stamped, self-addressed envelope to: GAMESCIENCE
7604 Newton Drive Bi l ox i , MS 39532 Please write the words SPACE PATROL FIG URES on the f l ap. As soon as they are ready, we ' ll contact you. Hopeful ly, we w i l l provide an assortment of 20 or 25 figures for about $10. Although not spe ci fi ca ll y designed fo r t hi s game, there are a number of good Science Fiction figures made by:
Grenadier P. 0. Box 305, Dept. Z Sp rin gfi eld , PA 19064