P. 1
Space Opera - Volume 1

Space Opera - Volume 1

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Published by: balom1 on Jan 10, 2011
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If one character wishes to give an item to another, the easiest
and safest way to do so is with both of the characters stationary
or else walking slowly side by side and devoting a good deal of
their attention to a direct, hand-to-hand transfer. Unless one of
the characters is badly uncoordinated (Dexterity 01 - 05), no
fumbles will occur in such a situation.

Circumstances sometimes dictate that a character receive
such a hand-off or pass in haste. For example, it might be
necessary to hand a character an item as he passes at a full
run; or while he is involved in a melee. It could easily happen
that the person passing the item is nowhere near the character,
and the item will have to be thrown. In such cases, a Hand-
Off/Pass CR is clearly indicated. The CR is rolled on 1d20, with
the following modifiers applying.

Action: Hand-Offs

Modifier to hand-off CR

Hand-off occurs when there is movement that is significant, even if the PCs are moving at the same
speed side-by-side


Hand-off occurs when there is a difference in velocity

-1 per 5 m difference in

Hand-off occurs behind the back of one of the PCs


Hand-off occurs when recipient is engaged in melee


Hand-off occurs when donor is engaged in melee


One PC is mounted (animal, motorcycle, jump-belt, etc.)


Both PCs are mounted


Item is unusually bulky, awkward, slippery, etc.

-1 to -5, as appropriate

Action: Passes

Modifier to Pass CR

Pass occurs behind receiver’s shoulder/back


Passer throws to his own rear


Receiver is moving

-1 per 10m of speed to -3

Passer is moving

-1 per 10 m of speed to -4

Passer/Receiver is involved in melee situation

-5 per PC so occupied

Receiver is using one hand to catch


Passer/Receiver is mounted

-2 per PC mounted

Item is unusually bulky, awkward, slippery, etc.

-1 to -5, as appropriate

All CRs will be modified by +1 If the PCs have an average
Dexterity of 16 - 18, and by +2 If the average Dexterity is 19 - 20.

When finding the CR level, average the Dexterity scores of the
two characters, rounding all fractions up. Then add in the
relevant modifiers. One of the players makes a 1d20 roll. If a

result equal to or lower than the CR turns up, the action is

If the CR is unsuccessful, a number of possibilities may arise:
Amount by Which the hand-off

Pass Attempt


Page 29

Dice Result Exceeded
the Modified CR Level Attempted
+1 or +2



+3 to +5


Miss Receiver

+6 to +8


Wild Throw

+9 or more


Wild Throw

Bobbled hand-offs or passes result in the receiver’s juggling the
item. He does not have full control and may drop it. Make a
second CR roll at the receiver’s Dexterity level minus 4.

Missed Receiver passes are off target but might yet be caught.
The receiver must make a headlong lunge towards the thrown
item as it passes by him or overhead if he desires to catch it. (I-
Ia can also let it land where it will, especially if he is in close
combat and cannot
ignore his adversary.) Roll 1d6 to find out where the item is, in re-
lation to the receiver:


Position of the Thrown Item


3 m to the receiver’s left.


Overhead and will land 3 m farther from the
passer than intended, along a line from the
passer through the current position of the


Short. and will land 3 m closer to the passer than
intended, along a line from the passer through
the current position of the receiver.


3 m to the receiver’s right.

The receiver will be moved to the left or right if he must lunge to
side to attempt the catch, and figures marking the action will
be adjusted accordingly. If the move involves his making more
than a 900 turn to face the thrown object, the second Pass CR
is modified downward -5 to avoid slipping if the receiver is on
wet grass, rocks, sand, or a slope. If he misses, he also falls down
Other modifiers for passes also apply (catching with one hand,

It should be noted that mounted characters cannot attempt
such spectacular catches. If the throw is not dead on target, an
outright miss Occurs.

If a character misses the second CR and falls down, he has a
third chance of still catching the item (diving catch). This CR is
based upon his Dexterity minus a modifier of -9. If he misses
again, the thrown item is definitely on the ground and out of

Fumbles occur when the character’s have fouled up a hand-
off. They are juggling the item between them, so roll a CR
based on their average Dexterity minus a modifier of -8. If they
manage to hold onto the item, roll 1d6 to see who has
possession, with even results indicating one of the PCs and odd
results the other PC. If the original character still has possession,
he may attempt a second hand-off, but a further modifier of -4
is applied for ‘nervousness, in addition to any other modifiers. If
the second hand-off CR fails, the item is dropped, with no
chance of recovering it at the last instant.

Wild Throws are similar to Missed Receiver situations, except that
the distance is 6 m, and a further modifier of -4 is applied to all

Dropped means just what it says: the item is on the ground or
floor, somewhere underfoot.

A hand-off or a pass can become a desperate (and sometimes
humorous) mini-scenario in the middle of an encounter. The
‘fun’ arising from the tension generated in these situations is well
worth the effort of portraying them.

For example, CAP Private Jones’ weapon has jammed. He kicks
his opponent in the stomach and staggers back, calling on
Fleet Sergeant Kellerman all the while. Kellerman draws his
forceblade and tosses it to Jones, the field off of course. Jones
has Dexterity 16, and Kellerman 19, for an average Dexterity of
17.5 18 (rounding up). Jones is now running from his Humanoid

opponent, who is pursuing with a rifle and fixed bayonet.
Kellerman is running toward him. Jones’ speed is 60 m;
Kellerman’s is 30 m. They are roughly facing each other.

The CR modifiers are: -3 for 60 m movement; -3 for 30 m move-
ment; -5 for receiver’s melee involvement (he is fleeing and has
his mind on his enemy); -3 for the item (Jones must catch the
force-blade by the handle); and +1 for superior Dexterity of 18.
The CR is therefore 18 minus 13 = 5 or less, rolled on 1d20.

The Pass CR turns up a roll of 19! A difference of 19 - 5 = +14, so
a Wild Throw has resulted. Jones elects to lunge for the
forceblade. Rolling 1d6, a 6 results, so it lands 6 m closer to
Kellerman than intended. Jones’ new CR is 16 (his Dexterity) -3
(movement 60 m) .-3 (weapon) -4 (Wild Throw) -5 (he is on
slippery grass) =I. Jones rolls 7 on 1d20, for +6 over the CR
required to catch the blade. He falls to the ground, but is still
diving in a final attempt to gain control, of the weapons,
tantalisingly near his reach. His final CR is 16 (his Dexterity) -3
(movement) -3 (weapon) -4 (Wild Throw) = 6. He rolls a 7, and
Bobbles the weapon, the hilt now in his hands. The last chance:
the CR is 16 (Dexterity), -4 (Bobble) =12, and Jones comes up
with a 9 on his roll. He has the weapon now, rolls to his back,
and switches on the blade.

Fortunately for Jones, he attempted to catch with both hands,
saving a further penalty of -3. Equally fortunate, just as his
pursuer arrived to begin his bayonet lunge, Sergeant Kellerman
also arrived, having fitted a fresh magazine into his blast rifle
while on the run to help his subordinate. The burst caught the
Humanoid full in the chest, and the enemy soldier fell on top of
Jones, mortally wounded, his bayonet thrust going wild. For his
part, Jones managed to point the forceblade in the right
direction and ran the Humanoid through as he collapsed on
the trooper, finishing it off quite neatly, considering his position.

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