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vidQan F qm ~~ YW wt ws MAN’S BATTLE FOR THE STARS 19 October 1988 The folowing erata should be noted for 2300 AD. ADVENTURER’S GUIDE ‘On page 54, the statement in the sidebar denies the BH:21 Com: tat Walker asthe frst wales ever produced. That is Incoret. ‘On page 60, the speeds ofthe First-Line Mutipurpase Fighter should be “koh.” not “raph ‘On page 81, the sidebor concerning Manchuria mentions DM +4 123 a the Eber home system; tis, rather, the Sung home system, DIRECTOR'S GUIDE ‘On page 50, under “Fre Comba." note that weapon rate offre Is the number of aed shots or area fre bursts that a weapon can fre In ‘combat rund (inate point), ot combat turn ‘On page 59, in he “Optional Wound Rules box o the "Target His dagram, "Arm was not listed. An am hit should glve die moder of +0. (This correction should be made on page 9 ofthe “Play Aids book as well) ‘On pages 60 and 61, afew changes should! be made to the combs 2300 AD Errata cow example: First, treat Frank 9s having an FAM-90, not an SK-19. Second. note that characters with Combat Réleran3 need a3 10 hi at cise range (Routine task =6, ~3 for sll), nota 4. Thir, when Angele performs a diving blow toward Georgete, Angele rolls 106 ard adds io her Sze x 2, but Georgie (es recehve) should Just add her oun Strenath and Size together. As long as the resutant fotals are equal, both characters will sufer damage. Fourth, she information about the polenta ight wound that resus or Angela should say "a 4s rolled fr its elect," not a9. Las, Angela's Nal sirke atack occurs in un the, a inanve pont 1 eich i hall of her acted inane of 3). Tur se never occur, and even 111 id, Angele would not act unl insanve pola 3 ‘On page 74, he Anou-cias cargo vese! has life suppor enough for 25 people, not 24 as is indicated In the thd paragrah ‘On page B2, the Kaler X-ray Missile should have 8 Movement of 6, ot ‘On page 87. the frst column of the Lite Zones table should read ‘Lumines, not “Distonce Current copies of 2300 AD contain, a5 2 bonus, @Iree adventure module, Kafer Dawn. Armor 52 Careers. 14 Character Data Form. 13 Character Generation 6 Character Generation Table. 12 Colonies 76 The Colonies of the Earth Table 85 Equipment 24 History 62 Introduction 4 Map of the American Arm. 1 Map of the Chinese Arm. 92 Map of the French Aer, Inside Back Cover The Nations of the Earth Table 86 Near Star Map, ‘Outside Back Cover Political Geography. 70 Skills 18 Technology. 2 Travel Table. 89 Upkeep. 21 Vehicle Data Form 88 Vehicles 56 Weapons. 36 Weapons Data Form. 87 Gow CC-T0007RT Introduction. CCharacier Generation. Characier Generation Table. Character Data Form. = tips Cas. a ar Skils 18 Upkeep 21 Technology 22 Equipment 24 Weapons... 36 Armor. 52 Vehicles 56 Hint) peolerieccnelyon e ear Polical Geography. See 70 Colonies. oe aniagh 76 The Colonies of the Earth Tabi 85 The Nations of the Eadh Table... sentinel (3 Weapons Data, FoR... 287 Vehicle Date Form, ace = 88 Travel Table 2 ae ‘Map of the American Arm, molieiecreats “91 Map of the Chinese Arm. = “92 ‘Map of the French Arm. e inside Back Cover Near Sta Map. So Outside Back Cover The 2300 AD Director's Guide includes Aliens, Animal Encounters, The Colonies of the Earth Table, Combat, Combat Ex amples, Combat Resolution Tables, Experience and Renown, Event Resolution, Iniroduction, Map of the American Arm, Map cof the Chinese Arm, Map of the Fench Arm, Near Star Map, Non-Player Characters, NPC Data Form, Organizations, Running ‘Adventures, Ship Listings, Space Combat, StarWorid/Colony Form, Star Travel, Task Resolution Table, Weapons Data Form, World Generation, World Generation Tables, and World Mapping, Copyright©1988 GDW. All rights ceserved. Printed in USA, Made in USA. ISBN 0.942580.62-5 2300 AD is GDW's trademark fr Is sclence‘cton rle-playing game se in the 24th century. GDW PO Box 1646, Bloomington, Ilinois 61702-1646 USA “There can be no thought of finishing, for ‘aiming at the stars,’ both literally and figuratively isa problem to occupy generations, so that no matter how much progress one makes, there Is always the thrill of just beginning.” Dr. Robert Goddard (in a letter to H. G. Wells) ‘THE 2300 AD DESIGN STAFF Mare W. Miller. The designe ofthe bestsoling Traveller science fiction role-playing game and many historical and scence fiction Boardgames, including Imperium and Teiplanetary. His games have been recogrized across he fenire specrum of gaming: they have won the Charles Roberts Award, the H.'G. Well Award, the Sategits’ Club ‘Award, andthe Game Designers’ Gull Award. Mare was elected to the Adventure Gaming Hall of Fane n 1981 Frank Chadwick. Designer af he bes seling Twilight: 2000 roe paying game. Frenk sone of hegre! systems designers in modern gains: he is responsible for game systems for mare than 0 tiles, including the Thed World War series, he Assault series, and much of the Europa series. Frank has designed award winners in boardaames, role paying, and miitures, He was elected to the Adventure Gaming Hall of Fame In 1985, “Timothy B. Brown. Experienced wir, developer, edtor. and deslaner He worked his way up thvough the GOW ‘organization, showing his alen's and making himselt indispensible. He naturally gravitated to development, where he made his mark on Twilight: 2000 end Traveller oroducts. Lester W. Smith. A relaive newcomer tothe GOW stl crginaly @ pootreader. His wide experience wth RPGs ‘oor le him into design and developmen, where he has tken ever many dutes connected wth 2300 AD. including the game's revision, The background hisior for 2300 AD was developed aver the course of 1985-86 using grand soci poi econamic ‘miltary-diplomate simulation known fondly here as The Gem. The kaw couree of Nistor depended not on just one persons ideas of wha he future would be ike, but on the inleracton of many people's ideas—the ones thal survived ‘were the ones that withstood the conflict and diplomacy of The Game. Beginning withthe conduct of Werld War I, pavers manipulated thelr naions on fve- or YOyear turns to bring them ino the future of the year 2300, Players in The Game were: Joh Ase (Mesieo, Romania, and Ind. Rich Banner (Russa, Zimbabwe, and Canoda). Kevin Brown (Cube the Usraine, nd Ausra) Timothy B. Brown (United Kingdom, Algeria, and Manchuria} Lay Bute (Venezuela, Nal, Iran, and Angola Joh Harshman (France, Argentina, and lal) Dr. David MacDonald (Miltary Government af the United States, Poland, and Canton, Mace W. Miler (Azania, Japan, Boia, and Egya Mar Renner (Cian Government ofthe United States, Sueden, and Nigeria) Wayne Roh (Bra, Spain, and Turkey), Loren Wiseman (New America, Germany, and Indonesia) Frank Chadick (refer and kibizing player. SIGNIFICANT CONTRIBUTIONS. ‘Addiona help inthe design, development and production of 2300 AD came from many quarters. They included ‘Loren Wiseman for basic scence fiction conceptalzaiens ond background developmen; Gary Thomas and Joe Fuga ‘of Digest Group for he Inia as syser design and develooment; John Harshman for some basic science fiction ‘onceptalzations, Mat Renner and Kevin Brown for character generation systems; Steve Ventes forthe 2300 AD. ogo, equipment sod weapons concepwalzations, and the box cover painting. Bryan Gibson for vehicle designs; Deb Zeiger forthe Sung, the Xiang, ond the IEX: and Willa H. Ket, Jr forthe Kae, ‘Artists contributing to this game: Musrsions:D.J. Bar, Seve Venter, Liz Danforih, A.C. Farey, Byan Gib son, Tom Peters. Thm Brads! Rob Caswel Je Dee; Cover Misraton: A.C. Farley, Art Director: Barbie Prat, Graphic Design and Production: Laurea Oblinger, Dana Reschouer, James R. Kunz, Kelly Walsh The GDW production staff includes: Tex Manager: Michele Surgeon, Typeseting: Mickle iurgeon, Kell Walsh, Robbi Garner, Tex Processing: Tim Ryan, Julla Marin, Chuck Fosse, Shena Salamann, Eysabetn Dak, Caro er Karen Lumb. THE INTELLIGENT RACES Introduction “The year is 2300 AD—a future that is athe seme time valy diferent rom the 20th century and very much the same. “There Is no world government, for example. Individual nations sil rule her oun teers, and they sil ght among themselves. On the other hand, here have ben no nuclear was since ‘World War Il the Twilight War (during which period the role-playing game Twilight: 2000 'sset), and all nations agree fairly well hat their homeworld cannot again be contaminated with radioactviy. The las! 300 years have seen humaniy’s collective wisdom grow at least in cer- fain areas, allowing the world Yo survive, Nourish, and embrace a new age in which hursans travel among the stars and lve on other words. An itesellar human culture i js! in he first stages of blooming Bur new crises eaten The savage Keer, a allen race fom beyond Arcturus have launched 2 vicious assault on one branch of human colony worlds. An underground soci of anarchists wage 2 war oferorism on a second branch. And on a third, human colonial expansion has stagnated in a dead end that scientists labor to breach in order io open the way o ange and exotic new stems where untold dangers may lurk. Meanwhile, throughout human space, police forces bate incessantly with smugglers, thieves, and pirates. 2300 AD is a scencetiction rlepaving game set in he early years ofthe 24th century. Players become characters who lve inthis futurist word, raveling Yo sla systems that the Earh has colonized, warring with implacable aliens, bating high tech criminals, exploring new sisters, hunting bizarre and dangerous alien animals, or any ofa multitude of other possiblities. WHAT IS A ROLE-PLAYING GAME? ‘A role-playing game is a game in which a group of players jon together and, withthe help ‘of a referee, play through adventures which involve the imagination and the mental resources ‘of everyone present In many ways, it slike living through an adventure novel, performing the {actions that make up lis pot, rather than simply reading what someone else has writen. I's also like perlorming a play with only the outine ofa script and fling in the dialogue and action for yourself. Most importantly, itis setting in which you and your friends work together in 4 world of your imaginations, creating shared memories of excitement and adventure That you ‘can carry with you for years to come, ‘THE ROLE OF THE PLAYER ‘The way In which a player interacts with this world of Imagination Is through a character. A player characteris a role tha the player acs out in much the same way that a movie or tlevision ‘actor plays a roe, but with the addition ofa set of defined characters that determine what sklls and capabiliies that character has. Roleplaying means that a player can assume the role ‘of an individual much different than himsel: A smart player can assume the role of @ dumb character; a weak player can assume the role ofa strong character. As a player acts out the role of his character, he strives to achieve goals that have been set for that character, usually ‘se by the player himself. Several players together frm a group in which each character's Srenaths and weaknesses interplay with those ofthe other players as they cooperate (or fall cooperate) to reach a shared goal. While a players job in a roleplaying game Isto act out the role of his character, a player's responsibilty Is 0 play that character wel and to have fun while making the game fun for the ‘others involved, including the referee. You can judge for yourself if you are a success at this bbecause the other people involved will want you to. come back for further adventures, you intend to be a player, you will eed to read through the book you now hold in your hhands. It explains how to create a characier and the basics of what you should know about the ‘universe your character lives in. Not all ofthis book needs to be read at once, however; just lear how to create a character to start with, and read the other material as you have the time and interest. Some players may want to read portions ofthe Drecior’s Guide as well, in order Jo_gain 2 fll understanding of how the rules work. But remember that the referee Is the final arbiter in any rules dispute and even holds the power fo countermand the rules f necessary to ensure that play proceeds smoothly and enjoyably. ‘THE REFEREE'S TASK The referee is eally ust a special type of role player. Instead of acting the part of one character, as a player does, the releree acts out the pars ofall the characters that the player characters meet in thelr adventures. These characters are typically called non-player characters, o NPCs for shor, 0 distinguish them from player characters (sometimes abbreviated to PCs). The referee keeps ack of what is happening in the universe outside of the players’ view and setles ary ‘questions of rules during play. The referee also has the responsibilty of making olay flow so that everyone involved has as much fun as possible. A referee can judge how wel he is doing his job by how his players act after an adventure. If they are eager to come back for further sessions, that releree is a success, ‘As you can see, the referee must bea very resourceful person. The reerge must know everything the players know and then some. Consequently, the releree must be familiar wilh the content ‘ofthe Adventurer’s Guid, but in order to ad him in his task, another book, the Director's Guide, is included in this game as well. The game rules are more fully explained in that book, and Instucion and advice are also given there fo prepare the reeree for play MATERIALS NEEDED FOR PLAY There are few requirements for playing 2300 AD. You will, of course, need a copy of the ‘game. Next, decide who will become the referee; the others willbe players. Players will need Photocopies of player character forms on which to list characteristics, skls, and equipment. A ‘number of pencis and dice would be helpful, as well as blank paper on which to sketch maps, write notes, and the lke. ‘Some groups aso use miniature figures to represent their characters on maps or miniature terrain, but these are not strictly necessary It simply depends upon the sivle of play your group develops. ‘Snacks and drinks are highly recommended. Role playing sessions are social events much like pares, and they usually fake at least a couple of hours. Having something to snack on helo make for the sort of relaxed atmosphere desired. Finally the referee will need to have an adventure prepared. The Director's Guide explains how to do this. THE MOST IMPORTANT RULE Regardless of the detail and realism you want o put ‘nto your play, remember that it's game, end you are supposed to have fun. We have buil @ universe where we can all ploy, with a ‘hopeful outlook forthe future ‘of mankind, but nevertheless loaded with adventure and intrigue—the world of 2300 AD. Enjoy! READING THE DICE Two types of de are In cluded with the game: a 1O-sided die and four sh Sided dice. They wil auays bbe refered to in the rules in 2 type of shorthand notation that makes them very visible for reference during play The 1O-sided dle is referred foas 1D10:the 1 being how ‘many are rolled, the D being ‘an abbreviation for “dle,” ‘and the 10 being the ‘number of sides. To read a roll of 1D10, simply look at the number on the top face when it stops rong. Sil 4, 3D6 means roll tree sx- sided dice and add the resus together. Sometimes anota {ion wil Include a nuraber to bbe added to or subracied fom the final total. For ex ample, 1D10+ 4 means roll ‘one J0-sided die and add four to the result; 206-2 ‘means roll wo six-sided dice, add them together, and sub tract two from the result. Character Generation Every 2300 AD player participates in the game through his character. Where the player is the actor inthe drama of the game, the character is he pan, literally the role inthe role- plying ‘game. And like roles in drama, the player and the character can be very diferent, Characters are generated with a degree of randomness in order to make each new one unique and interesting. However, the procedure of character generation is under the direction of the player himself, and the player's decisions shape the ables and the sills that he character has, For those who do not like to randomly generate characteristics, a point-based system is also Included at the end of this chapter. AY each step during the character generation process the player may decide to use either syste ‘Overview: Character generation is conducted by the player in a series of steps. ‘A homeworld is determined, which in turn determines the character's background and the araviy level in which he grew up. ‘The player determines a basic body type forthe character from a selection of four builds. Physical and psychological atirbutes (numerical values) are generated using dice and various modifications. The player selects a career field and determines how long the characer spends int. The me spent in the career determines a quantity of career points, which can be spent to acquire skill for the character. It's possible to change careers once during the process. At the end of carger resolution, the player determines several secondary characteristics, In cluding age, birthplace, mass, nationality, and nafve language. Characters in 2300 AD are defined using a series of atributes and skills, normally defined in numerical form. The exceptions to this genera rule are the various background attrbutes, ‘consisting of homeworld background and body ype. Homeworld background is defined as Core ‘or Frontier word and the grat type. Body type, described more completely below, isa single word defintion ofthe character's overall physical structure. The eight other basic aributes are

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