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TABLE_of_CONTENTS

INTRODUCTION __1

PREPARATION __1

THE SCENARIOS __1

SEQUENCE OF PLAY __1

CREATING CHARACTERS __2

CHARACTER AND ALIEN 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

RECOVERY _10

PLAYING A SCENARIO _10

COMBAT _12

SCENARIO GENERATOR _20

FINAL NOTES AND ADDENDA _25

PRODUCED BY: LOU ZOCCHI

GAME D E S I G N :
Michael S c o t t K u r t i c k and Rockland Russo
GRAPHICS: Michael S c o t t K u r t i c k and C h a r l e s Hards
PLAYTESTING: Michael Bledsoe
"Wally" Wallesverd
W i l l i a m Murphy
Jessica Styons
Nathan Houk
Rusty Neal
Bobby S h a e f f e r
Derek Charbonnet
TYPING: Katherine E . E d g e
©_1977_Copyright_GAMESCIENCE_CORPORATION

T H E DIXIE PRESS
G U L F P O R T , MISSISSIPPI
Introduction 1
" I t ' s more than a job, i t ' s an ad- In the testing of these systems 2. LANDING PARTY
venture!" Perhaps this is the slogan the fellow who runs the game has been
some doubtless original thinking PR man variously called Matrix Man, Mission This is a sort of STAR TREK format.
w i l l devise for the military some 100 Master, Organian, and by the hard-core Here the players are making contact with
years hence. Actually SPACE PATROL is a D&D types, Dungeon Master. By whatever a new world. They may have to suddenly
game of Science Fiction adventure. It name, he is as necessary to the game as play warrior to f o r e s t a l l some danger to
is a role playing game where each player the players. He is a player, for no the folks back home. They may have to
controls the destiny of a single person. Mission Master can avoid seeking as much play diplomat and wow the natives, they
As a player, one faces tribulations that from the play as possible. It is the may have a damaged ship on their hands
would t i t i l l a t e a Flash Gordon and baf- Organian who generates the scenarios, and need help or resources. Or they may
f l e a Captain Kirk. One may face dan- draws the maps, populates the place, re- merely represent MAN, and be tested for
gers such as a great beast that only the solves the combat and personifies a l l of their true value.
shot of a Hark XXIII blaster w i l l quell the encountered c r i t t e r s .
or a death so subtle that no amount of 3. SPACE SALVAGE
force w i l l do, only wit and intelligence The play may involve one of several
are the weapons of redemption. basic situations: Landing Party, seek- Perhaps this should be called the
ing contact with new planets and races; Bermuda Triangle scenario. This is the
At a l l times throughout the rules Space Salvage, snooping in and perhaps situation of the apparent derelict. The
we w i l l attempt to explain the reasons liberating derelicts; Interstellar P o l - mission may be to salvage the ship, for
we did what we did. We've probably also i c e , regulating crime and passion in the use in the gallant rebellion, or merely
made some mistakes in your eyes, and we spaceways; Soldier, making the universe the curiosity of alien architecture and
would l i k e you to write us about the safe for one's p o l i t i c a l or r a c i a l sys- drives. Whichever the case, the ship
disaster that you feel we have perpe- tem; Hero At Large, and so forth. The may have survivors l i v i n g or defenses
trated. There is a reason for t h i s . No player's duty to himself is to survive, automatic.
game designer operates out of the pure his object is adventure.
and unsullied vision of his mind. Two 4. SOLDIER
people w i l l easily come up with 4 times
the ideas of one. This game is a r e f l e c - Be one of Robert Heinlein's Star-
tion of the minds of the designers but Preparation ship Troopers righteously smiting the
it is also likely to be played by d i - This being a rules book, some things nasty bugs. Here is the chance to be one
verse people across the country. We are obviously necessary. Paper, p e n c i l , of Joe Haldeman's FOREVER WAR troopers
would be l i a r s to state that we have a great number of 6-digit dice, and a trying to survive just one more time. Or
never played another game in our lives set of polyhedra and percentile dice for perhaps be one of Pournelle or Dickson's
and everything we have played or read the good of the various tables and sys- mercenaries trying to make a bloody buck
has probably influenced, to some degree, tems. However, some things are recom- is more suited to your nature. Whatever
the layout of these rules. And this 1st mended but not s t r i c t l y necessary. Graph the case, the enemy's capabilities must
stated rule is one of them. We have paper of various grid size3 is recom- vary tremendously and they must be i n -
seen other games with loosely structured mended for mapping and regulating move- teresting. Soldier scenarios can also
formats which, because of local option ment. Also we have found that the use be played with two opposing teams of
rules, became almost unrecognizable from of suitable figures of perhaps 25mm size players using miniature figures on
one group to another. We have seen not only lend color to the play but simulated landscape as with more fam-
players travelling from one city to an- also remove much of the ambiguity from i l i a r forms of gaming.
other feeling ripped off when trying to the contact and ranged combat systems.
play in a new environment u n t i l they 5. HERO AT LARGE
learn the local options. Thus we ask
that you not mess with the rules but Before play begins, the Mission Our hero may be a character who has
rather t e l l us about your ideas. The Master should decide upon the thrust of found himself in several of the above
rules and corrections that we l i k e w i l l the game in one of the previously men- situations and survived (even if he had
be included in a supplement or later ed- tioned areas. The judge should generate to desert from a twenty year hitch in
itions as p r a c t i c a l . Thus, hopefully, no any maps that he needs or desires before Star Fleet to do i t ) . This is merely
one w i l l snivel when playing with new hand. It is recommended but not neces- acknowledging that players w i l l frequen-
people because of surprise rules. sary for the judge to stock the map tly wish to play their characters in
with i t s disasters and such before the such a diversity of situations that be-
Many of the systems in this game start. It cuts down on playing time. It ing a Starship Trooper in f u l l powered
have been researched to reflect a r e a l - should be obvious that several different armor might be impractical.
ity. That reality is often from the mind populations could reside within the same
of a science f i c t i o n writer. Some of it c i t y , space l i n e r , or whatever.
tried to reflect some of the basic phys-
ics of the real world. This is especi-
ally true in the combat system where Sequence_of_Play
one's success in a fight is not really
subject to the whim of the judge but to Once the scenario is set up and the
the real a b i l i t y of your character and players have been briefed as to the s i t -
his weapons. uation and rules, the regular sequence
of play beqins. There are two types of
A Scenario Generator is included in move to be considered. The f i r s t is the
these rules. It allows a game to be the_Scenarios basic game move. This is defined as be-
played with l i t t l e in the way of prepar- ing one minute in length but could be up
ation. Or, if a prepared game is being 1. INTERSTELLAR POLICE to several hours in length in some out-
played, it allows a random fate for the door type scenarios. The second type of
characters rather than leaving every- Crime runs rampant in the spaceways. move is the combat turn. This is short-
thing up to one person's sense of jus- The police party may be searching a star er than a game move, lasting up to about
tice or propriety. It also promotes ex- ship, c i t y , or building for contraband. 5 seconds. If playing with one minute
tensive campaign games with l i t t l e pre- They may be trying to trap the Stainless game turns, remember that there are only
paration. While the scenario generator Steel Rat or merely rousting the natives. 12 combat turns per game turn. This is
takes much of the grunt labor from the And those who are found guilty may be important because of the possibility of
back of the judge, it s t i l l demands an the culprits in some caper that is tot- things outside the sphere of play wan-
imagination and a puckish sense of humor ally beyond the interest of the harried dering i n . For instance, if the landing
to flesh things out. cops on the scene. party is fighting it out with a thirty
2
foot bowl of j e l l - o in one room, the machine does not share his unreasonable Creating_Characters
ruckus might draw the attention of a fear. It does not consider the Groopies
sleepless Kzinti in the next apartment a personal danger and is probably incap- The characters created by the play-
who is likely to do more than just bang able of understanding Schlock's problem. ers may be of ordinary human form or the
on the wall for quiet. The ending of one While Schlock may indeed program the de- players can use one or more of the tab-
move and the beginning of another should vice to sound the alarm at the approach les in this section to create aliens,
not be announced to the party unless one of a Groopie or a Klingon or 20 other mutants, cyborgs, and so on. It is up
of them is staring fixedly at his watch. beasts, by the fact that the machine is to the judgement of the Game Master to
The reason for this is that the whole one—limited, and two—does not feel the decide the s u i t a b i l i t y of a character to
concept of moves is an a r t i f i c i a l one danger i t s e l f and therefore considers an a particular scenario. For instance, a
for the convenience of the Game Master. order such as this arbitrary, means that Klingon is unlikely to be a member of a
it w i l l not always respond to the alarm. Federation lending party. We recommend
Within this framework of the mech- Thus if you want to know of the approach that the Mission Master allow only char-
anics of the game should go a word of of anything, ask—nothing else w i l l do. acters personally known to him to be
warning. A good Mission Master should played. This is because we have seen
always avoid vindictiveness. Our exper- With the onset of contact or death much to offend the honest player in
ience indicates that the judge who feels and destruction, the combat rules take other role-playing games. We have seen
arbitrary often loses a favorite charac- effect. As stated before, there are 12 other players use characters which some
ter when someone else is judge, to the five-second moves to each one - minute time in the past have been purely f a b r i -
very i l l e g a l i t y he displayed. With ex- regular game turn. However, for the cated with unusual a b i l i t i e s , or a super
tremely unfair judges, they frequently purposes of simplicity, if the combat character who has been done away with
find that no one w i l l w i l l i n g l y allow ends before the 12 to 1 interface is in other games but not l e f t to lie
them the future of conducting a game. used up, it is simpler to go on to the in peace. We have also known people who
Honest impartiality is the making of a next move. Let us have an example — are fond of s i t t i n g down and generating
good Game Master. some 20 or 30 characters and then throw
Blush Gordon, shy bon vivant of the out a l l but those who are unusually
Here is where the honest part comes spaceways, is stumbling his way through good. They then claim that a l l the
in. The basic rule of play is that of a dense planetary forest. (Turn 1) He characters in their stable were in f a c t ,
statement. The judge must never assume enters a narrow clearing and spies a randomly generated. The problem with
anything about the actions of the play- nude, not to mention beautiful, woman. this is one of r e a l i t y . The whole rea-
ers. Nothing happens unless the players (Turn 2) Believing that such coincidence son behind the random generation of
declare i t . Once a player declares an is only possible in the movies, he de- characters is the fact that this is a
action, that decision is beyond r e c a l l cides that the creature i s , in r e a l i t y , role playing game and as such, not every-
and the player must suffer the conse- an i l l u s i o n casting, man-hungry beast. one is born with maximum abilities
quences. For instance, the player sets He draws his Mark XX blaster (from the across the board. The fact of the matter
his body walking down the bank of a Ubiquitous Sears and Roebuck, 47.50 in is that no organization can reject a l l
stream. After a bit of walking, the the Spring Catalog). He f i r e s and misses but the few exceptional individuals who
player is told that he approaches a wat- (Turn 3, Combat Turn 1). He steps for- apply. In times of stress, even the
er f a l l and from across the stream he ward and f i r e s again, while the monster pickiest of organizations have been known
hears the crashing of a Tyrannosaurous screams in a credible imitation of a to accept anyone who is not dead. Thus
Rex in heat. It is not enough for the sweet young thing, and misses (Turn 3, we recommend that a l l available charac-
player to draw his p i s t o l and then say, Combat Turn 2). He takes careful aim at ters generated be used at least once and
"I should f i r e at i t . " The l i z a r d stays the now whimpering thing again, f i n a l l y that the Mission Master require that he
unshot. If the beast bites his head off blasting it to atoms (Turn 3, Combat Turn be personally familiar with the origin-
the player should not complain that he 3), At this point, unless the g i r l has ation of the fellow.
intended to shoot. He didn't and that's relatives who ran to answer her c r i e s ,
enough. Similarly, any piece of equip- the combat turns end and the normal Each character is generated using 3
ment must be used. For example, Schlock, movements resume with Turn 4. Blush, a 6-digit dice for each of the six a t t r i -
Smithian, green and a l l , has a tricorder hero, wanders off smug because once more butes that any character has. This i n -
(Sears and Roebuck 29.95 in the Winter he has thwarted the universe's foul de- formation should be recorded on a sheet
2277 catalog), The machine is l e f t on sire to do away with his handsomeness. of paper or on a 3x5 card along with the
and it picks up the emanations of a be- other pertinent information about this
fuddled Noxin planning to attack. Our character. Three 6-digit dice are used
hero, however, attempts to prove ignor- because of the nice b e l l curve the r o l l s
ance is b l i s s unless he stated that he produce. Three and eighteen are the low
is using the machine to scan for l i f e - and high extremes and are quite rare. A
forms. The machine (and therefore the nine through twelve is the more common
Game Master) is not obligated to tug on throw, occupying the top of the curve. We
Schlock's sleeve and warn him of this feel that this nicely reflects reality
obdurate creature. The same applies to as almost any human characteristic can be
people possessing psionic talents and to plotted on a similar curve. Now our or-
sentient machines. In the case of t a l - ientation of this system is with the
ents, like any attribute, it must be variant of Homo Sapiens as resides both
consciously exercised (unless the thing culturally and phy8ically in the United
comes on randomly). It is not enough to States of America, circa 1977. In the
expect to anticipate the moves of anoth- character charts which follow we l i s t
er, it is necessary also to t e l l the some interesting variations of shape and
Mission Master that you are indeed ex- attributes which can be used to show
ercising the talent. With sentient characteristics from wholly different
machines, while they may indeed be able lineages than that of the 20th century
to talk to their owner, it is unrealistic technical man.
to expect them to anticipate the things
which the owner considers important. For
For the purposes of the game we are
instance, Schlock is telepathic, and he
only quantifying six basic attributes to
has also recently purchased the deluxe
reflect the physical man:
model sensor which talks up to him (79.95
e t c . ) . Schlock also has an unreasonable
STRENGTH (ST) - This reflects the
fear of Groopies. Unless he looks for
power output in mechanical energy that
them, he w i l l not sense them because the
the character is capable of. It reflects
3
only the potential, however. Let us give A r o l l of 9 through 12 is normal. This need them. The features l i s t e d are the
you an example of what we mean: One of number is used in the combat system as dominating features of the character. If
the more interesting things to observe the number reflecting the damage neces- the character had functioning wings, the
at a carnival or amusement park is the sary to k i l l or be put out of commission muscles and bone structure necessary for
game where one swings the hammer at a when the character takes damage in com- this would totally dominate the appear-
lever in an effort to make a weight go bat. This damage can sometimes be re- ance of this person.
up and ring the b e l l . The reason this paired but quite often it is up to the
is fun is that there inevitably is a Mission Master to decide when the damage METABOLISM - This table is used to
g i r l running the game. Large, quite is of a type that can be repaired by a give an idea of how different creatures
8trong men, often without a female friend band-aid or if it requires a f u l l surgi- might operate at a different metabolic
in tow, w i l l play the game with the i n - c a l team. rate than a human being. The result of
tention of showing off to the fox run- this table is a possible modifier to the
ning the concession. They are usually CHARISMA (CH) - This reflects the Dexterity rolled for the character. This
unable to ring the b e l l . Inevitably the likelihood that members of the bearer's table doss not apply to the creature.
g i r l running the thing is easily able to own species w i l l follow him, her or it
ring the b e l l despite her diminutive anywhere. It reflects bearing, reputa- SEX - This table is not usually ne-
size and obvious lack of strength. This t i o n , and attitude. This attribute also cessary as sex would hardly ever crop
is because the g i r l knows the how of r e f l e c t s , to a lesser extent, the per- up in a game. However, if you were a
using the strength she has at this game. sonal beauty or handsomeness of the char- male i n t e l l i g e n t crystal silicone crea-
Thus, when dealing with a character's acter. However, we doubt that an ex- ture, you might be very interested if a
Strength, it is necessary to evaluate tremely handsome spider would make much female silicone crystal creature showed
whether the strength he is using also of a good impression on an avian. up.
needs some s k i l l to implement i t , espec-
i a l l y in the case of some rather clumsy MENTALITY (MN) - Here we are not SIZE - This table is used in con-
weapon. really worried about intelligence. This junction with the type and shape tables
number should reflect the character's to give a further overall idea of the
DEXTERITY (DX) - Dexterity in this a b i l i t y to learn from the situation. It appearance of the creature. Size could
game is considered the base a b i l i t y gov- should deal with things l i k e how quickly mean how t a l l the character is or poss-
erning the character's natural a b i l i t y the player discerns the true nature ibly how wide or how long it could be.
to move surely and quickly. It also of the way the Mission Master, and
can become proficient with a weapon. It therefore the universe of the game SPECIAL CAPABILITIES - This table
is independent of age, sex, or s i z e . runs things. This number is used is used to show the possible occurrence
Again, 9 through 12 is average, lower as a base for deciding how easily the of some special attribute to an intell-
that 9 is clumsier, slower, and less player should recognize a given piece of igent creature's makeup. The character
accurate than normal. Greater than 12 equipment. Alternately, it should re- could have an extra sensory capability
is quicker and more accurate than normal f l e c t the kind and depth of the details or even have part of i t s body replaced
In SPACE PATROL, Dexterity t e l l s when a the character should discern from the with a prosthetic or cyborg part.
character performs a combat or movement examination of machinery.
function faster than his opponents, and
also deals with the accuracy of the ran- You would normally create man—like PSIONICS - If the SPECIAL CAPABILI-
ged combat weapon the character may be or humanoid characters. Even the mon- TIES table shows a character having a
carrying. sters of fantasy are usually somewhat possible psionic a b i l i t y , this table is
humanoid in form. We have crafted up a used to determine what the psionic t a l -
LUCK (LK) - While it may seem that series of tables for character and cre- ent i s . To find out what the power can
Luck is self-explanatory (as one of our ature creation which w i l l enable the do and how it is used, turn to the chap-
playtesters put i t , "Luck is the a b i l i t y player to possibly give his character ter on Psionics later on in the rules.
to f a l l into a manure p i l e and find the radically different humanoid attributes
dilithium crystals"), Luck is the most or even create an alien creature of a CYBORG REPLACEMENTS - If the SPECIAL
discretionary of the six attributes. It totally different aspect. We w i l l de- CAPABILITIES table indicates that a cha-
is d i f f i c u l t , if not impossible, for us scribe the tables and then l i s t them. racter has a cyborg replacement, the
to give the Mission Master clear para- These tables are repeated in the scen- table here is used to determine just what
meters. As a guide, we can only give you ario generator at the back of the rules that replacement i s . It could be powered
one example. We have a friend who we for generating aliens and creatures as limbs like the bionic woman or something
f e e l deserves an 18 in Luck. While in they are encountered during a game. l i k e having your ribs replaced with v i -
'Nam, he took a burst from an AK-47. He tallium after an accident crushed them.
was struck in a line in the back from GENERAL TYPE - This table is used The table also l i s t s modifiers to some
close range by 8 slugs. Two of the slugs to create a character or creature's gen- of the attributes that are possible for a
passed on either side of his spine s l i p - eral c l a s s . This is a l i s t i n g of Terran particular replacement type. The number
ping off the horns of the vertebrae. classes but can be used to give an idea spread l i s t e d indicates the particular
Because the rounds were armor-jacketed of what the creature's ancestry and gen- polyhedra die to be used to find the
and f i r e d at close range, they made re- eral appearance could be. An Arthropod modifier of the attribute.
l a t i v e l y clean perforations in everything. for instance would be a creature which
He was so badly mangled that his parents l i k e lobsters, insects, and spiders, has TRAINING - This table obviously on-
and wife were notified as to his death a hard chitin exoskeleton and a jointed, ly applies to i n t e l l i g e n t e n t i t i e s . It
in combat. The surgeons worked on him bony appearance, while a Mollusk could is used to get a general idea of what
more from habit than hope. He is alive be something l i k e a garden slug or pos- sort of education and training a charac-
today and helped us playtest some of the sibly even like a giant squid. ter might have had. The types l i s t e d are
systems in this game. This could easily only the general categories. A soldier,
be held as a one shot exhibition of Luck. GENERAL SHAPE - This table does not for instance, would also be a policeman,
In SPACE PATROL, Luck is used to modify t e l l you exactly what the character or a security guard, a game hunter, a p i r -
the defense r o l l of a character in com- creature looks l i k e . It does give you ate, and so on. Anyone who specializes
bat and can also be used in saving r o l l s some idea of i t s appearance as to number in the art of fighting would come under
for traps, spotting hidden people, etc. and types of limbs. A quadruped could the general c l a s s i f i c a t i o n of Soldier.
be a horse, deer, or b u l l - l i k e creature The general class would cover anything
CONSTITUTION (CT) - This is the i n - or it could be some sort of centaur-like missed by the other classes. This could
dicator of the sturdiness and condition creature if it is a sentient being. Keep be anything from a clerk typist to a bus
of the character. Again, this is inde- in mind that an intelligent being should driver. Once again there are attribute
pendent of sex and age (except in the have some sort of manipulatory members, modifiers l i s t e d with the number ranges
case of the very young or the very o l d ) . while an animal would not necessarily for the use of polyhedra dice.
4
CHARACTER AND ALIEN AND CREATURE GENERATION TABLES
PERIOD - This table is used to de-
termine from what period the characters
GENERATING TYPE
come. There is a certain amount of
judgement involved in using or not using
ALIEN CREATURE TYPE
this table. It should be up to the Mis-
sion Master as to what period an alien
01-05 01-14 M0LLUSK* (Always has 2-12
comes from. It certainly wouldn't be
tentacles)
f a i r to put a caveman in with a group of
06-07 15-28 PLANT* (Always has 1-100
star travellers except under special
tentables)
circumstances.
08-35 29-42 ARTHROPOD
36-40 43-57 AMPHIBIAN
SPECIAL WEAPONS & CAPABILITIES - REPTILE
41-65 58-71
This table is to be used only for the MAMMAL
66-95 72-85
creation of creatures, monsters, and so
96-99 86-99 AVIAN
forth. The rationale here is that an
00 00 EXOTIC
intelligent entity got that way by not
having any special things like talons or
EXOTIC
poison. The creature would have had to
01-05 MECHANICAL
develop i t s thinking processes in order
06-40 01-50 POLYMORPH
to survive, at the expense of extra
41-70 51-80 CRYSTALLINE
physical fighting capability. This
71-90 81-95 GASEOUS*
table is also used to show creatures
91-00 96-00 ENERGY*
much larger or smaller than usual. After
r o l l i n g on the SIZE table, the size ob- * D o n ' t r o l l f o r General Shape.
tained could be modified by this table.
The use of these tables is complet- METABOLISM
ely optional. They may be used to cre- ( A l i e n s or c h a r a c t e r s only)
ate different varieties of mankind by
using selected sections of the tables. DICE DEXTERITY MODIFIER
The tables can also be used to recreate 01-02 -6
characters out of your favorite Science 03-07 -4
Fiction novel. For instance; a Kzinti 08-17 -2
would be a bipedal large mammal (200cm+) 18-32 -1
with a high metabolic rate, while a Mer- 33-67 0
seien would be a bipedal reptile who 68-82 +1
carries blaster p i s t o l s . The tables may 83-92 +2
also be used to randomly generate aliens. 93-97 +4
In the case of slightly changed humans, 98-00 +6
or recreating science f i c t i o n characters
you would only use selected portions of
the tables but for characters of random GENERAL SHAPE
generation you would probably use every
table to the f u l l . DICE SHAPE
01-05 MONOPED
The f i n a l table concerns Gravity 06-45 BIPED
and w i l l be discussed later under move- 46-50 TRIPOD
ment. After the tables there w i l l be 51-70 QUADRUPED
a short section devoted to the fine art 71-85 HEXAPOD
of monster making. 86-90 OCTOPED
91 FUNCTIONAL WINGS*
92-95 NON-FUNCTIONAL WINGS
96-99 TENTACLES
00 WHEELS
* T r i p l e Movement Rate

SEX

DICE SEX
01-45 MALE
46-90 FEMALE
91-94 HERMAPHRODITE
95-97 NEUTER
98-00 EXOTIC (WHATEVER)

SIZE
(In Centimeters)

DICE SIZE DICE SIZE


01-02 50 61-80 225
03-05 75 81-85 250
06-10 100 86-90 275
11-15 125 91-95 300
16-20 150 96-98 325
21-40 175 99-00 350
41-60 200
5
SPECIAL CAPABILITIES CYBORG R E P L A C E M E N T

(Aliens or characters only) ( A l i e n s or characters only)

DICE CAPABILITY DICE REPLACEMENT MODIFIERS

01-80 NONE ST DX CT

81-85 PSIONIC (SEE PSIONICS TABLE) LIMBS


01-06 LEGS 1-10 — —
86-87 A B I L I T Y TO SENSE L I F E AURA
07-12 ARMS 1-8 1-6 —
88-90 INCREASED HEARING CAPABILITY
91 INCREASED TOUCH SENSITIVITY STRUCTURE
13-20 JOINTS — 1-4 —
92 INCREASED SMELL CAPABILITY
21-35 LEGS — — 1-4
93 INCREASED TASTE SENSITIVITY
36-52 ARMS — — 1-4
94-95 THE ABILITY TO SEE IN THE INFRARED
53-67 SPINE 1-4 — 1-4
96 TELESCOPIC VISION
SENSORY
97 THE ABILITY TO SEE IN THE ULTRAVIOLET
68-72 COMPUTER TERMINAL — — —
98-00 CYBORG R E P L A C E M E N T (See Cyborg T a b l e )
73-74 INFRARED SIGHT — — —
75-77 TELESCOPIC VISION — — —
78 ULTRAVIOLET SIGHT — — —
79-83 IMPROVED HEARING — — —
84-98 VITAL ORGANS — — 1-4
99-00 IMPLANTED WEAPONS* — — —
*Refer to the chapter on combat f o r types.
SPECIAL WEAPONS AND CAPABILITIES
(Creatures only)

R o l l a 1 - 4 d i e to determine the number of r o l l s made on t h i s


table.
PSIONICS
DICE CAPABILITY MODIFIERS ( A l i e n s o r c h a r a c t e r s only)
01-20 NONE
21-35 1-6 X LARGER 1-4 TIMES CAPABILITY DICE
36-50 1-6 X SMALLER 1-2 LESS CAPABILITY DICE DIE POWER
51-60 FANGS 1-2 EXTRA COMBAT DICE 01-30 EMPATHY
61-70 TALONS 1-3 EXTRA COMBAT DICE 31-60 TELEPATHY
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 M I N D CONTROL
SPECIAL 99-00 TELEPORTATION
For the d e f i n i t i o n s of these powers r e -
DICE CAPABILITY f e r to the chapter on P s i o n i c s .
01-20 SHAPE CHANGING - Roll for new shape
21-40 ILLUSION CASTING
41-60 FIRE OR POISON BREATHING - 1-4 EXTRA COMBAT DICE
61-80 MIND CONTROL
81-00 ENERGY MANIPULATOR - 1-4 DICE FOR ABILITY TRAINING
( A l i e n s or characters only)

DICE CLASS MODIFIERS


01-30 SOLDIER ST 1-4/DX 1-4
CT 1-4
31-40 SCIENTIST MN 1 - 4
41-60 TRADER CH 1-4/LK 1-4
61-75 CRAFTSMAN DX 1-4
76-00 GENERAL —

GRAVITY OF HOME WORLD


(Both)

DICE GRAVITY _DICE GRAVITY PERIOD


01 .1 85-86 1.6 ( A l i e n s o r c h a r a c t e r s only)
02 .2 87 1.7
03 .3 88 1.8 DICE PERIOD
04 .4 89 1.9 01-05 1 STONE AGE
05 .5 90 2.0 03-05 2 BRONZE AGE
06-07 .6 91 2.1 06-10 3 IRON AGE
08-10 .7 92 2.2 11-15 4 RENAISSANCE
11-15 .8 93 2.3 15-20 5 PRE-INDUSTRIAL
16-20 .9 94 2.4 21-25 6 INDUSTRIAL
21-60 1.0 95 2.5 26-35 7 ATOMIC
61-70 1.1 96 2.6 36-49 8 SPACE FLIGHT
71-75 1.2 97 2.7 50-79 9 FASTER THAN LIGHT
76-79 1.3 98 2.8 80-98 10 - 11 INTRA-GALACTIC
80-82 1.4 99 2.9 99 12 - 14 INTER-GALACTIC

83-84 1.5 00 3.0 00 15 - 18 EXTRA-DIMENSIONAL


6
Creature_Creation
To create creatures, animals, or
monsters you only r o l l 3 6 - d i g i t dice
once instead of for each of the a t t r i -
butes. The number r o l l e d is the
creature's c a p a b i l i t y number. This num-
ber is modified sometimes by the preced-
ing tables and is used by the creature
for purposes of combat, movement, and
damage. If a creature has a Capability
Number of 16, it could take up to 16
h i t s before it died and would have 4 ad-
ded to any of i t s attacks. (See the
combat rules for an explanation of
this.) If extra combat c a p a b i l i t i e s
were r o l l e d , these too would have to be
taken i n t o account.

For the appearance of the creature


and i t s various a b i l i t i e s , r o l l the per-
c e n t i l e dice using the preceding tables
just as you would for creatures or
aliens. If you wish added complication
f o r s p e c i a l creatures, you can r o l l for
more a t t r i b u t e s that just the g e n e r a l i z -
ed c a p a b i l i t y number. It is s t i l l up to
the Mission Master to round out the
c r e a t u r e ' s appearance and c a p a b i l i t i e s .

The Attitude Table below is used to


determine randomly, the way the creature
w i l l respond to the presence of players.

CREATURE ATTITUDE TABLE

DICE ATTITUDE
01-26 XENOPHOBIC - W i l l attack immediately, and w i l l
pursue.
21-40 HOSTILE - W i l l attack 75% or l e s s , 76 or better
w i l l run
41-60 NEUTRAL/HOSTILE - W i l l attack 50% or l e s s , 50
o r b e t t e r w i l l run
61-80 NEUTRAL/APATHETIC - W i l l attack 10% or l e s s ,
11-50 w i l l r u n , 50+ w i l l
ignore
81-00 NEUTRAL/FRIENDLY - W i l l attack is a t t a c k e d , 20
o r l e s s w i l l run
( A l l c r e a t u r e s w i l l attack i f attacked)

Psionics TELEPATHY - This is the a b i l i t y to normally be able to l i f t more than a


sense what another entity is thinking. certain weight so why should they be
In SPACE PATROL p s i o n i c powers are This i s f a i r l y straightforward i n that, able to do so by mental power.
the various a b i l i t i e s of the mind to ex- just as Empathy works with Mentality, so
tend i t s e l f in both physical and mental does Telepathy. Use the same procedure CLAIRVOYANCE - This is the a b i l i t y
perimeters. If a character has a p s i o - as outlined for Empathy to attempt to to see things not seen by the eye. For
nic power, as r o l l e d on the character and use a telepathic power. User's Mental- each number greater than 12 in Mentality
creature creation t a b l e s , these rules i t y minus s u b j e c t ' s Mentality, reference add 1. For each number less than 9 sub-
w i l l explain each power and how to use r e s u l t on the Success. P r o b a b i l i t y Table, t r a c t 1, This r e s u l t is referenced on
it. As explained before, you must de- and r o l l the number indicated or l e s s . the Success P r o b a b i l i t y Table to get the
clare you are using a power. number, or less needed to perform the act
TELEKINESIS - This is the a b i l i t y of clairvoyance.
EMPATHY - Empathy is the a b i l i t y to to move objects by mental power. The
sense another's emotions. If somebody object must be in the sight of the t e l e - PRECOGNITION - Precognition is the
was about to k i l l her, the empath could k i n e t i c and the t e l e k i n e t i c resolves the a b i l i t y to see i n t o the f u t u r e . In
sense the hatred or k i l l i n g l u s t . To move attempt in the following fashion: SPACE PATROL the precog would t e l l the
use empathy s u c c e s s f u l l y , the empath For each number over 12 in ST and MN add Mission Master that they were attempting
subtracts the Mentality of the person he 1. For each number below 9 in ST and MN to see what w i l l happen if they perform
or she is trying to sense from the em- subtract 1. The number obtained is com- a certain function one way or another.
path's Mentality. This number is r e f e r - pared to the mass of the object to be For the precog to successfully get an
enced on the Success P r o b a b i l i t y Table l i f t e d . Subtracting the mass of the ob- answer, they w i l l have to r o l l on the
and p e r c e n t i l e dice are r o l l e d . If the ject from the number obtained w i l l give Success P r o b a b i l i t y Table just the same
number required or l e s s is r o l l e d , the you the number to reference on the Suc- as for Clairvoyance, and then the
empath successfully reads the emotions cess P r o b a b i l i t y Table. The reasoning Mission Master r o l l s 3 6 - d i g i t dice in
of the subject. here is that a t e l e k i n e t i c would not an attempt to beat the precog's Luck a t -
7
tribute number. If the number the MM Gravity ute to as long as is convenient to the
r o l l s is higher than the precog's Luck, Game Master. If Combat turn movement
then the Mission Master is allowed to When a character from a p a r t i c u l a r was b a s i c a l l y 5 seconds l o n g , then one
l i e to the precog. If the number r o l l e d gravity f i e l d enters a d i f f e r e n t gravity minute game turns would allow the char-
is less than the precog's Luck then the f i e l d , h i s Strength is modified plus or acters to move 12 times as f a r during a
Mission Master must t r u t h f u l l y t e l l what minus. This modification is only e f f e c - s i n g l e game turn. This is generally the
the r e s u l t of the p l a y e r ' s action w i l l be. t i v e in that p a r t i c u l a r g r a v i t y . To get case. When playing outdoor scenarios
the amount the character's strength is it might be more r e a l i s t i c to deal with
MIND CONTROL - Here the user is a t - modified, subtract the gravity f i e l d of hour long turns with e f f e c t i v e l y i n f i n -
tempting to take over the mind of anoth- the character's o r i g i n from the g - f i e l d i t e numbers of combat turns. A standard
er sentient being. For each number over it is in f o r the scenario (every .1 g human can move (at a regular pace) at a
12 in MN and CH add 1. For each number counts as 1 ) , add the difference to the rate of around 6 kilometers per hour.
less than 9 in MN and CH subtract 1. Do character'8 Strength. Example: A char- Use t h i s 6 kilometer figure to c a l c u l a t e
exactly the same thing for the person to acter with a Strength of 12 comes from a the p l a y e r ' s motion during a game turn,
be c o n t r o l l e d . Subtract the subject's 1 g f i e l d . He v i s i t s a planet where i t s using the s c a l e of the turn as the basis
number from the C o n t r o l l e r ' s number and gravity is 1.5 g ' s . 1 minus 1.5 equals for the c a l c u l a t i o n .
reference t h i s r e s u l t on the Success - . 5 . -5 plus 12 equals 7. The charac-
P r o b a b i l i t y Table to get the number or t e r ' s Strength in the 1.5 g f i e l d is 7. Combat turn movement is much more
less needed to c o n t r o l . If the character v i s i t e d a .6 g asteroid rigid. For every unit of Strength over
his strength would be 16 (1-.6 a . 4 , 4 + 12 add 1 to the base movement of 10 met-
TELEPORTATION - This is the a b i l i t y 12 = 16). This means that a character ers. For every unit of Strength under 9
to transport one's body from one l o c a - from a 1 g f i e l d would have that much subtract 1 from the base movement. Thus
t i o n to another by a means other than better a chance of overcoming a charac- a character with a Strength of 14 would
physical movement. The main prerequi- ter from a .6 g f i e l d in Contact Combat. have a movement of 12 meters per combat
s i t e is that the teleporter must have However, to simulate getting used to a t u r n , and a character with a Strength of
been to the place he or she wished to particular f i e l d , a character's Dexter- 7 would have a movement of 8.
teleport to before attempting the t e l e - i t y w i l l be reduced by the same amount
portation. I t i s also possible t o t e l e - the Strength is increased or decreased In the Equipment and Weapon L i s t s
port to a l o c a t i o n that is in view but but w i l l return towards normal at a rate there is given the mass of each item of
farther away; for example, teleporting of 1 l e v e l per game turn but w i l l always gear. After a character has been out-
from one end of a h a l l to the other. For be 1 less than normal while in that g f i t t e d , t o t a l up the masses he or she is
each number over 12 in MN and CT add 1. field. Equipment and weapons w i l l a l - c a r r y i n g , divide by 2, and subtract that
For each number less than 9 in MN and CT ways mass the same in any g f i e l d . The amount from the character's movement.
subtract 1. Reference the r e s u l t on the only thing that w i l l change is the char- Thus if a character had a Strength of 16
Success P r o b a b i l i t y Table to get the a c t e r ' s Strength and Dexterity. Do not and was carrying a mass of 4, h i s move-
number or l e s s needed to t e l e p o r t . If forget to modify the character's move- ment would be 12 meters. If he was car-
the teleport does not get the number or ment f o r h i s d i f f e r e n t Strength. Power rying 6 instead of 4 the movement would
l e s s , then the teleporter w i l l teleport Armor or Harness strength modifiers are be 11 meters, and so on. Mass, for game
to a location exactly opposite of where not changed. purposes, is a function of actual mass
they were attempting to t e l e p o r t . If and the awkwardness of the item.
this means that they end up i n s i d e of a When characters enter zero g r a v i t y ,
material o b j e c t , then an explosion re- as in extra vehicular a c t i v i t y , (EVA) , Power Harnesses and Power Armor can
s u l t s of the same magnitude as that of a on board spacecraft without g r a v i t y , and help a character carry more mass by i n -
nuclear grenade. Refer to the Ranged so f o r t h , the character's increased creasing t h e i r e f f e c t i v e Strength a t t r i -
Weapon Table to f i n d out the parameters Strength can work against him. While bute by the strength of the harness.
of a nuclear grenade explosion. huge masses are c a r r i e d and very rapid
movement is p o s s i b l e , the chance of The movement of J e t , Rocket, and
s t r a i n i n g or even breaking something i n - Grav Belts is not altered by the mass
creases g r e a t l y . Every time a character the player is c a r r y i n g . The movement
attempts to move while weightless, that l i s t e d on the Equipment table is that
character w i l l r o l l 3 6 - d i g i t d i c e . If the b e l t can do during a combat game
the number r o l l e d is l e s s than or equal turn. Do not forget that these devices
to the character's Dexterity (non—modi- weigh the character down when they are
f i e d ) , then the movement was s u c c e s s f u l . not being used and that the jet and r o c -
SUCCESS PROBABILITY TABLE If the r o l l was greater than the char- ket b e l t devices only have a limited
a c t e r ' s Dexterity then remove 1 point number of turns in which they can be used.
SUCCESS INDEX PROBABILITY from the character's C o n s t i t u t i o n . This
-6 07 point can be repaired as per the Recov- Contra-gravity gear e f f e c t i v i t y is
-5 14 ery rules and simulates minor sprains measured in how much mass they can coun-
-4 21 and/or torn ligaments. teract. If an Inertron Harness was r a t -
-4 29 ed at 6, it could negate 6 mass p o i n t s .
-2 36 For every .5 to 1 g ' s greater than For a l l intents and purposes, a standard
-1 43 a character's home gravity they exper- human being of 175cm height masses 20
0 50 i e n c e , reduce t h e i r Constitution 1 point mass p o i n t s . If the man were twice as
1 55 per game turn. This simulates the t a l l he would weigh 4 times as much (80
2 60 greater s t r a i n on the character's v i t a l mass p o i n t s ) . If the man were h a l f as
3 64 organs and c i r c u l a t o r y system. If the t a l l he would only mass 5. In other
4 68 character is wearing a power harness or words, the inverse square law is applied
5 73 powered armor or other gravity counter- to the mass of the character. The mass
6 77 a c t i v i t y devices, then t h i s Constitution of a p a r t i c u l a r character is only im-
7 82 removal need not take p l a c e . portant if a contra-gravity device is
8 86 being used to support her or him and a
9 91 character is being carried by another
10 95 Movement character. The formula for c a l c u l a t i n g
+ 99 the mass of a character i s :
SPACE PATROL's movement system is
divided i n t o two p a r t s . The f i r s t part
is game turn movement. E a r l i e r we d i s - (Character's Size divided by 175)
cussed how game turns l a s t from one min- Squared, times 20 equals character's
MASS
8
Equipment drawer on the i n s i d e right w a l l (see the The f o l l o w i n g l i s t is f a r from com-
G a l i l e o 7 episode of STAR TREK). If you plete and is only intended to give an
This is a science f i c t i o n game and are an M.I. the Federation issues you idea of some of the types of equipment
the characters are going to require your power armor, rockets, flamers, and that might be c a r r i e d . The masses are
science f i c t i o n equipment. You w i l l no- so f o r t h . And if you're the Stainless the suggested ones and sometimes two or
t i c e t h a t , unlike other types of r o l e Steel Rat, you s t e a l what you need. more items might be combined i n t o a s i n -
playing games, we did not l i s t any Those players who f e e l that they must gle device with less weight than the t o -
p r i c e s of any gear, weapons or anything assign p r i c e s to various objects are t a l of the separate items. (A good ex-
e l s e . The reason is — we don't have any welcome to do s o . As a matter of f a c t , ample would be a Head Up Display and
i d e a what these p r i c e s would be and in send us your p r i c e l i s t of the items we S t a r l i g h t Goggles combined i n t o a single
most cases, you characters would be have included in t h i s set of r u l e s . We helmet v i s o r on a Lexan Helmet from the
equipped by t h e i r l o c a l governments. If w i l l be more than happy to consider it shielding section under the combat
you were in a Star Fleet Shuttlecraft f o r future p u b l i c a t i o n s . We should point rules.
and crash-landed on an a l i e n planet, the out that a custom f i t t e d powered combat
phaser p i s t o l s are located in a r o l l - o u t s u i t has got to cost a l i t t l e more than
a p a i r of black pajamas and an AK-47.

EQUIPMENT LIST

ITEM MASS INITIATION


MODIFIER NOTES
INFRARED GOGGLES .1 —
STAR LIGHT GOGGLES .1 —
COMMUNICATORS .1 —
EMERGENCY RATIONS .2 —
PORTABLE POWER PACKS .2 —
RADAR GEAR .5 —
TRACER GEAR .4 —
RADIATION SENSOR .2 —
ALUMINUM PACK AND FRAME .5 -1
MYLAR SPACE BLANKET .1 —
PRESSURE TENT 1.5 -1
MEDI-KIT .4 CAN REPAIR 2 POINTS
OF CT/TURN
RECORDERS .3 —
BELL ROCKET BELT 4.0 -3 MOVE 25 FOR 4 TURNS
BEFORE EMPTY
BELL JET BELT 4.0 -3 MOVE 25 FOR 60 TURNS
GRAV BELT 2.0 -1 MOVE 30
INERTRON HARNESS — CAN NEGATE (1-20)
MASS
CONTRAGRAVITY PLATFORM — — CAN NEGATE (1-100)
MASS
POWER HARNESS EXO-SKELETON — — INTRINSIC STRENGTH
OF 10
TRICORDER (VARIOUS TYPES) .1 —
HEAD UP DISPLAY (H.U.D.) .1 —
LIFE SUPPORT UNIT ( L . S . U . ) 2.0 -2 PROVIDES SUPPORT FOR
4 HOURS
GAS MASK .2 —
FILTER MASK .2 —
50 METERS OF LINE 1.0 -1
HAND CALCULATOR/COMPUTER .1 —
BIC LIGHTER .1 —
SUNGLASSES .1 —
EQUIPMENT BELT .3 —
CHRONOMETER .1 —
INERTIAL COMPASS .4 —
BINOCULARS .2 —
PENCIL FLARE PROJECTOR .1 —
PSIONIC AMPLIFIER .8 INCREASE PSIONIC
PROBABILITY OF SUC-
CESS BY 30%
MAGAZINES FOR AUTOMATIC WEAPONS .1 — 10 ROUND TYPE
MAGAZINES FOR AUTOMATIC WEAPONS .2 — 20 ROUND TYPE
RECHARGE POWER PACKS FOR ENERGY
FIRING WEAPONS .1 —
9
Following is a short glossary of INERTRON HARNESS - This is the o r i -
some of the more exotic pieces of gear g i n a l Buck Rogers b e l t . E s s e n t i a l con-
Learning
that we have l i s t e d above. s i s t i n g of a f a b r i c harness holding the Throughout a p a r t i c u l a r game, the
fabulous substance ' I n e r t r o n ' which has players w i l l probably be forced to a t -
INFRARED GOGGLES - These 'night negative weight. The wearer of the har- tempt to understand some type of equip-
glasses' so by i n f r a r e d r a d i a t i o n . On ne88 would use enough inertron to coun- ment or process a l i e n to them. While
the more simple versions there has to be teract most of his body weight and then some s i t u a t i o n s w i l l c a l l for s p e c i a l
an i n f r a r e d projector or f l a s h l i g h t to the forces of his muscles would be able circumstances to be determined by the
provide the ' i l l u m i n a t i o n ' , but on the to allow him f a n t a s t i c leaps, as if the Mission Master, others can be taken cere
more sophisticated versions things can wearer were on the moon. Anthony (Buck) of in a more simple manner.
be seen by the amount of heat they give Rogers l a t e r developed a version with a
off. For example, a Main Battle Tank's very small rocket motor that could be Since the character's Mentality is
diesel engine stands out l i k e a bright used to propel the wearer through the what determines how w e l l h i s thinking
f l a r e when using infrared goggles and air. processes are operating, Mentality is
man's body can be e a s i l y seen by the the key to learning. Period is the next
heat it gives o f f . On some of the more CONTRAGRAVITY PLATFORM - This de- important p a r t . The l a t e r the period of
s e n s i t i v e versions, you can even t e l l vice comes from the pages of H. Beam the character, the more apt he or she is
where a body has been by the residual P i p e r ' s novel THE SPACE VIKING. Not to be able to learn about something.
heat i t l e f t . thoroughly described, various forms of After a l l , you couldn't expect a cave-
contragravity would be used for the man to be able to operate a car or to
STAR LIGHT GOGGLES - These devices transportation of cargo and also for even know what the funny locking boulders
enhance available l i g h t , such as a match personal f l i e r s or combat mounts r e f e r - are. The last part of the learning pro-
or s t a r l i g h t so that it is as if the r e - red to ( o r i g i n a l l y enough) as Combat cess involves the period of the object
l a t i v e l y feeble source of l i g h t i l l u m i n - Contragravity. The type we are concern- or t h i n g . As we stated above, a caveman
ates l i k e day. However, the weaker the ed with here are the l i g h t cargo trans- would have a herd time understanding a
source of l i g h t , the g r a i n i e r and less ports that a single man would tow behind car but a man of 1970 might not have so
d i s t i n c t the image. him. hard a time understanding something from
20 years in the f u t u r e .
PRESSURE TENT - This handy item POWER HARNESS EXO-SKELETON - The
comes i n t o play when i t ' s time to take a parents of t h i s device are being tested Using the PERIOD TABLE shown in the
break on that a i r l e s s moon you're trudg- even today. The versions from f i c t i o n character creation section and in the
ing across. The prototype of t h i s item that are the models of the type in this Scenario Generator, reference the period
is found in Paul Anderson's CIRCUS OF game are the exoskeletons worn by Colon- of the character who is attempting to
HELLS. el Kinsman and Senior La Cruze, both learn i t . The r e s u l t is located on the
from the Moon (see Ben Bova's MILLENIUM SUCCESS PROBABILITY table (found in the
MEDI-KIT - This is a very important and F r i t z L i e b e r ' s A SPECTRE IS HAUNTING chapter of P s i o n i c s ) ; to get the number
item for those players who are planning TEXAS). or less to be r o l l e d to understand the
physical mayhem. The prototype is a de- thing.
vice which is strapped to one's wrist or TRICORDER - These very handy de-
waist. The device constantly monitors vices record, analyze, compute, warn, Remember that the probability of
the well-being of the wearer and when d i s p l a y , connect, and sense a l l sorts of success should be modified appropriately
something goes r a d i c a l l y wrong, the phenomena. Refer to Bjo Trimble's STAR by the judge f o r d i f f e r e n t circumstan-
medi-kit gives the proper i n j e c t i o n s . TREK CONCORDANCE and Franz Joseph's STAR ces. To give a r e l a t i v e l y dimple exam-
The device also displays the current FLEET TECHNICAL MANUAL for further i n - p l e , a s o l d i e r of the Atomic Age would
physical status of the wearer on l i t t l e formation. have an easier time understanding a wea-
screens built into i t s exterior. Ob- pon of the FTL period than would an ac-
v i o u s l y , it would be very dangerous to HEAD UP DISPLAY - This is a visor countant of the same period.
give one of these things to an a l i e n device which p r o j e c t s , holographically, SAVING ROLLS
with a possibly d i f f e r e n t metabolism and an orange target r e t i c l e for the wearer.
have the medi-kit ' c u r e ' him. The r e t i c l e always moves to show where Occasionally a character w i l l en-
the wearer's weapon is pointed. The counter something which only luck would
BELL ROCKET / JET BELT - These 20th weapon has to be connected to the HUD enable him to avoid. Examples might be
century back-pack mounted devices are in for the device to operate properly. the p o s s i b i l i t y of f a l l i n g through an
current everyday use. The TV watcher unseen trap door or entering a room and
can remember them from LOST IN SPACE and HAND CALCULATOR/COMPUTER - This de- seeing or not seeing a hypnotic screen
ARK I I . James Bond (007) says no w e l l - vice ranges from the rather primitive before i t ' s too l a t e . Saving r o l l s would
dressed man should be without one. The Texas Instruments jobs we use today to be made to see if the character escaped.
facts are that the modern day rocket or the r a d i o - l i n k e d , viewscreen equipped re- The basic saving r o l l works l i k e
jet belt is too l i m i t e d a device for corder/question and answer devices used t h i s : R o l l three d i c e . If the number
p r a c t i c a l use. The rocket-powered ver- in Jerry Pournelle and Larry Niven's r o l l e d is equal to or less than the
sion operates o f f of hydrogen peroxide MOTE IN GOD'S EYE. character's Luck, then the character has
jets which have only f u e l for 20 seconds evaded the problem s u c c e s s f u l l y . This
of f l i g h t . The turbo-jet powered ver- INERTIAL COMPASS - This device, r o l l is modified by the appropriate a t -
sion has a much longer duration but you when properly operated can be set on an t r i b u t e , which would a f f e c t the outcome.
wouldn't want to use it for downtown object, such as a c i t y , and then no mat- For example, if a character had a Luck
commuting. Besides, in operation they ter when you carry i t , the i n e r t i a l of 9 but a Dexterity of 16, he would
can be heard for miles by t h e i r banshee compass w i l l always t e l l you where the only have to r o l l a 13 or less to evade
scream. object l i e s . (See H e i n l e i n ' s PODKAYNE f a l l i n g through the trapdoor, because he
OF MARS.) would subtract 1 for each number over 12
GRAV-BELT - This device is taken i n Dexterity. Likewise, i f h i s dexter-
from Poul Anderson's novel PEOPLE OF THE PSIONIC AMPLIFIER - This is a h e l - i t y was less than 9, 1 would be added to
KIND. It uses a gravity drive to propel met which, when worn by a p s i s e n s i t i v e the r o l l for each number less than 9. You
a wearer from the ground rather then the i n d i v i d u a l , w i l l augment or supplement would modify the saving r o l l according
brute force of a rocket or j e t . It their powers. A very useful piece of to the s i t u a t i o n . Dexterity would mod-
should be pointed out that t h i s is not equipment. i f y a saving r o l l involving movement,
an anti-gravity device, it just uses Mentality would modify a r o l l involving
gravitational force for propulsion. w i t s , and so on. It is up to the judge
to determine the appropriateness of a
modifier.
10
Contact
When members of a l i e n races meet,
t h e i r attitude and bearing w i l l have a
s i g n i f i c a n t e f f e c t on the outcome of the
meeting. Aside from the problems of
language and general appearance, if an
a l i e n is h o s t i l e the characters who meet
him are probably in for trouble.

Back in the section on Creature


Creation we had a table l i s t i n g the var-
ious attitudes an animal might take.
Here we w i l l l i s t a similar table for
aliens.

ALIEN ATTITUDE TABLE

DICE ATTITUDE EFFECT


01-15 XENOPHOBIC WILL ATTACK IMMEDIATELY, AND WILL PURSUE
16-30 HOSTILE WILL ATTACK ON A ROLL OF 75 OR LESS, 76+ WILL RUN
31-50 NEUTRAL/HOSTILE WILL ATTACK ON A ROLL OF 50 OR LESS, 51+ WILL RUN
51-65 NEUTRAL/APATHETIC WILL TALK 90 OR LESS, 91 + WILL RUN
66-80 NEUTRAL/FRIENDLY WILL ATTACK IF ATTACKED BUT WILL ALWAYS TALK
81-90 FRIENDLY WILL ATTACK IF ATTACKED BUT ALWAYS WANTS TO HELP
90-00 BENEVOLENT WILL NEVER ATTACK BUT WILL ALWAYS WANT TO HELP

Some of the factors that will ter. This type of damage must be kept a l l empaths could have t h i s c a p a b i l i t y .
change the e f f e c t s l i s t e d above are track of by the Mission Master who w i l l The drawback to this system is that the
language d i f f i c u l t i e s , is it a creature inform the player of his problem after empath then has the damage but they car
or an a l i e n , what actions were the play the scenario is over. recover at a much faster r a t e .
ers performing when they contacted the
a l i e n , and so f o r t h . It is up to the Some rather f u t u r i s t i c forma of
Game Master to determine how these f a c - medical aid have been described in v a r i -
Playing_a_Scenario
tors w i l l e f f e c t the f i r s t contact be- ous science f i c t i o n books. Larry Niv- When a l l the players have estab-
tween these a l i e n people. en's universe has auto-docs which are l i s h e d their c h a r a c t e r ' s a b i l i t i e s and
used instead of f l e s h and blood doctors. equipment, and the Game Master has pre-
Andre Norton's time trader s e r i e s gave pared a l l of h i s or her maps and encoun-
Recovery the aliens a bath of j e l l y which r e p a i r - t e r s , the game can begin. Here we w i l l
When a character is injured the ed wounds quite handily. The m e d i - k i t e s t a b l i s h several guidelines that should
damage is taken in points removed from mentioned in the section on equipment, be followed f o r an enjoyable game.
h i s or her C o n s t i t u t i o n . And f o r every automatically gives the proper i n j e c -
three points of Constitution l o s t , the tions and treatment. And, of course, The f i r s t problem is maps. An or-
character's Dexterity s u f f e r s the loss there is Dr. McCoy with his Medical T r i - b i t t i n g spacecraft can make i n t r i c a t e l y
of 1 p o i n t . In addition to all t h i s , if corder, p r o t o p l a s e r , medical analyzer, detailed maps that a landing party would
a s i n g l e blow destroys over h a l f of the s t e r i l i t e , diagnostic beds, cryo-surgery most assuredly use, so how to present
character's remaining C o n s t i t u t i o n , that and so f o r t h . The STAR TREK CONCORDANCE t h i s in the game without compromising
character_ passes_ out_ from_ shock,___blood by Bjo Trimble has quite a number of en- the Mission Master's Scenario? One way
l o s s , and so on. t r i e s under the heading of medical t e r - is to make the landing area maps rather
minology. general in nature. Probably wide scan
How f a s t a character recovers from photography, they wouldn't be able to
non-fatal damage depends largely upon Recovery rates should be measured see i n t o houses, f o r e s t s , or caverns, so
where the wound was received, how severe in Constitution units repaired per game the Mission Master can provide the p l a y -
it was, and what steps are taken to pre- turn. The medi-kit in the Equipment ers with rather simple maps of the coun-
vent further loss of C o n s t i t u t i o n . How Chapter can repair 2 points of C o n s t i - tryside and keep the d e t a i l s to himself.
badly the damage e f f e c t s the character t u t i o n per game turn. Other types of Unlike medieval period games of this
is based on the number of damage points equipment may be able to repair at a type, the characters w i l l usually know
taken and the type of weapon used. A faster r a t e , some much slower. Repairs which way is North, and quite often they
variable sword w i l l cut through anything requiring r a d i c a l surgery, such as organ w i l l be carrying recording gear or path-
and if it hits a player on the arm, it replacement, i n t e r n a l hemorrhage, and so finder equipment which makes the job
would probably cut it r i g h t o f f . This on, w i l l require at least days f o r r e - even e a s i e r . However, the Mission Mas-
factor of how the damage e f f e c t s the covery to take p l a c e , with the possible t e r ' s job is to throw a few monkey
character is l e f t largely up to the r e s u l t of permanent impairment. It is wrenches i n t o the works. Equipment can
judge. Don't forget that a character within the realm of p o s s i b i l i t y that a break down, have i t s readings distorted
could be h i t and not suffer enough dam- character w i l l have clones made so that by nearby magnetic ore, have a l o c a l
age to k i l l but s t i l l bleed to death if even the brain could be transplanted in inhabitant r e l i e v e the travellers of
unconscious. case of massive body damage, and of t h e i r equipment, and so f o r t h . A simple
course, prosthetic and cyborg r e p l a c e - l o s s of power w i l l make most technic de-
A rather i n s i d i o u s form of damage ments are always p o s s i b l e . vices useless. As for boarding a l i e n
is that taken from r a d i a t i o n . With the spacecraft, the players might be f a m i l -
exception of extreme radiation (like Some very s p e c i a l types of people i a r with the p a r t i c u l a r type and then
near an unshielded reactor c o r e ) , the are capable of a p a r t i c u l a r form of em- again they may not. Elevators and tur-
player without a r a d i a t i o n detector is pathy (see P s i o n i c s ; that w i l l allow the b o - l i f t s are good ways of screwing up a
not going to know he has taken a dose, empath to remove another's damage up to player's sense of d i r e c t i o n , random
perhaps even a f a t a l one, u n t i l days l a - the point of death. Only about 1% of transporters work wonders, and as f o r
11
landing party scenarios, h o s t i l e crew- Another problem l i e s in the area of Another t y p i c a l problem that we
men could always r e l i e v e the party of encounters. The Game Master may have have encountered time and again in other
their gear. While players should be a l - his maps l a i d out and inhabited but role-playing games is that of too much.
lowed to keep records and make maps, it there should be the a b i l i t y to show ran- Too many creatures of too many types,
should be emphasized that most people dom meetings of people, creatures, and too much ' t r e a s u r e ' and advantages to
forget d e t a i l s when going from one place objects. The Scenario Generator has a gain from encounters, and not very
to another. T r a v e l l i n g becomes the art t y p i c a l encounter table but the good many reasons for why you have to f i g h t
of remembering landmarks and should also Mission Master w i l l want to make up his every creature you ever encounter. It
be emphasized that making a map as you or her own to f i t the p a r t i c u l a r circum- is recommended that the Game Master
go w i l l almost always r e s u l t in d i s t o r - stances. For example, in a f o r e s t , you l i m i t himself to no more than 20 p l a n -
t i o n (unless, of course, you are carrying are more l i k e l y to encounter creatures ned creatures, a l i e n s , and objects, per
surveying equipment and spend two hours than you are to encounter aliens and ob- area, deck, or what have you, and to
on each area you wish to map). j e c t s , while in a c i t y you would hardly regularly use the random encounter t a -
ever encounter ravenous creatures. The ble.
best way to do t h i s is to s l i d e the pro-
b a b i l i t y of encountering various things
around so that they f i t the different
circumstances of each scenario.
12
fere with the combat, such as packs, greater than 12 in Luck or subtracts 1
Combat s h i e l d s , and other bulky objects. If for each number less than 9. This is
While it is usual for a r o l e - p l a y - your character charges an opponent for the defender's Defense R o l l . The de-
ing game to emphasize k i l l i n g , we have contact combat, add 3 to the r o l l . If fender also adds any additional amount
found that the most enjoyable games are your character has to draw h i s or her indicated as a defense modifier, if
those involving subtlety in the danger weapon, subtract 2 from the r o l l . appropriate.
and a problem to s o l v e . Be that as it
may, while most of the game may be han- 4. If attempting to move, subtract 5. Subtract the t o t a l Defense Roll
dled by the Mission Master's sense of the I n i t i a t i o n Modifiers of any bulky from the t o t a l Attack R o l l . The d i f f e r -
balance and imagination, the combat gear or objects the character is carry- ence between the two is the amount of
system of the game should be fixed. ing that could conceivably i n t e r f e r e damage taken by the defender's Constitu-
In t h i s system, we have t r i e d to r e f l e c t with the move. tion. If a negative number is indicated
r e a l i t y based upon those weapon systems no damage was done.
that we have either t r i e d or studied. B. MOVEMENT:
The worm enters when dealing with wea- 6. Subtract the s h i e l d rating of
pona of a purely f i c t i o n a l nature. Movement in a combat turn is used any s h i e l d i n g material carried by the
Authors are f o n d , especially in the to close with the enemy, go to cover, defender for the damage amount. If the
"Golden Age of S F " , of having t h e i r hero run away, or attempt to get to a vulner- s h i e l d i n g material's rating was exceed-
invent or f i n d some sort of b a s i c a l l y able location on your enemy ( f l a n k i n g ) . ed by the damage, reduce the shielding
magical i n v i n c i b l e ray gun. In addition The movement of your character was de- material's rating by the amount it was
to being unbelievable, it is also un- termined in the rules section covering exceeded.
playable. If the character can remove character creation and t h i s number is
any danger merely by f i a t , then it is the distance in meters that your charac- 7. For each 3 points taken from
impossible for the character to exper- ter can move in a s i n g l e combat t u r n . the character's C o n s t i t u t i o n , reduce the
ience danger and therefore, adventure. You may f i r e a ranged weapon while mov- character's Dexterity by 1 p o i n t . If
Thus, in t h i s combat system, we have i n g , but i t w i l l considerably hinder the the defender is a creature, only reduce
t r i e d to make some sort of judgment de- accuracy of the weapon. You can also be i t s Capability Number by the damage it
c i s i o n s with powerful weapons in order f i r e d at while moving and the amount takes.
to make them playable. your character moves is what determines
the amount the f i r e r ' s accuracy is a f - 8. If a character loses more than
The combat systems in SPACE PATROL fected. If your character's I n i t i a t i o n h a l f of his or her Constitution in a
are designed to r e f l e c t the k i l l i n g po- R o l l indicates that you w i l l be able to single attack, that character passes out
t e n t i a l of such diverse weapons as rocks move before you are f i r e d at then the from shock. Creatures never pass out in
and atomic b l a s t e r s . The basic premise f i r e r ' s accuracy i s a f f e c t e d . But i f t h i s manner.
is that a l l weapons are designed to k i l l the f i r e r ' s I n i t i a t i o n R o l l was higher
or incapacitate and the only difference than your c h a r a c t e r ' s , then he does not The following is an example of Con-
is in the speed, range, and e f f i c i e n - have to modify h i s f i r e for your move- tact Combat:
cy of the weapon. In other words, a rock ment.
s t r i k i n g the back of your head w i l l k i l l CPT G l i t z of the Solar Guard is at-
you just as dead as a round from an M-16 C. CONTACT COMBAT: tacking the merciless Mung with h i s Sa-
but the M-16 w i l l do it faster and from ber (of course he won't use h i s b l a s t e r ,
farther away and do it to your buddy Contact Combat can occur any time that wouldn't be s p o r t i n g ) . G l i t z has
standing next to you at the same time. two or more characters get close enough Strength of 14, Dexterity of 13, and
for t h e i r contact weapons deployment Luck of 7. His saber is a 3 dice weapon
A. A combat game turn simulates a time range to reach the other characters or and is a minus 4 to G l i t z ' a I n i t i a t i o n
period of up to 5 seconds. During t h i s w i t h i n one meter, whichever is c l o s e r . Roll. Mung has Strength of 10, Dex-
time your character can attack or move, Each combat consists of the attacker t e r i t y of 15, Luck of 13, and Con-
or attack and move. To determine who r o l l i n g a s i n g l e 6 - d i g i t die for himself s t i t u t i o n of 8. Mung is carrying a
does what to whom and in what order, a and the weapon combat d i c e , if he is Vibro-blade, which is a 3 dice weapon and
6 - d i g i t die i s r o l l e d for each p a r t i c i - carrying one, and subtracting the defen- is a minus 1 to Mung's I n i t i a t i o n R o l l .
pating character. The highest number r o l - der's defense r o l l on a 6 - d i g i t d i e . In a d d i t i o n , Mung is using a Buckler
l e d indicates the character who performed The difference between the two is the S h i e l d , which has protection of 4 and
his or her function f i r s t and the rest of amount of damage i n f l i c t e d and the de- an I n i t i a t i o n modifier of 2.
the characters do t h e i r thing in the de- fender's s h i e l d i n g , if any, can reduce
scending order r o l l e d . If the same num- the amount of damage the defender takes. CPT G l i t z r o l l s a 5 for his I n i t i a -
ber is r o l l e d for two or more characters t i o n R o l l , which becomes a 6 because of
they perform t h e i r actions at the same Following is the procedure to be h i s Dexterity and is reduced to a 2 be-
time and the r e s u l t s of t h e i r actions followed in resolving Contact Combat: cause of the saber's modifier. Mung r o l l s
are taken after a l l of them have acted. a 1 which becomes a 4 due to h i s Dex-
This INITIATION r o l l is modified by the 1. R o l l one 6 - d i g i t die for the t e r i t y and is reduced to a 3 because of
character's Dexterity, by the type of character or as many 6 - d i g i t dice as the Vibro-blade's i n i t i a t i o n modifier,
gear being c a r r i e d , and by the actions c a l l e d for by the p a r t i c u l a r weapon and is further reduced to a 1 because of
the character is attempting to perform. used. Add these numbers together. the b u c k l e r ' s i n i t i a t i o n modifier. G l i t z
To modify the I n i t i a t i o n R o l l perform attacks Mung f i r s t because G l i t z ' s i n i t -
the following steps: 2. For each number over 12 in the i a t i o n r o l l was higher. Glitz rolls 3
character's Strength and Dexterity add 1 dice for h i s saber, and gets 15. He
1. For each number above 12 in to the number r o l l e d . For every number adds 2 to t h i s for his Strength and 1
Dexterity add 1 to the r o l l . For each less than 9 in Strength and Dexterity for his Dexterity to get an attack r o l l
number below 9 subtract 1 from the r o l l . subtract 1 from the number r o l l e d . of 18. Mung r o l l s 1 die and adds 1 to
the number r o l l e d (for h i s Luck) to get
2. If f i r i n g a ranged weapon sub- 3. If a creature is making the a defense r o l l of 3. 3 subtracted from
t r a c t the I n i t i a t i o n Modifier of the attack, r o l l as many 6 - d i g i t dice as are 18 is 15 damage to Mung. Mung's buckler
p a r t i c u l a r weapon from the r o l l . c a l l e d for by that p a r t i c u l a r creature absorbs 4 p o i n t s of t h i s damage which
and add 1 for each number over 12 in the reduces the attack to 11. Unfortunately
3. If performing contact combat creature's c a p a b i l i t y number and sub- Mung only has a Constitution of 8 and
subtract the I n i t i a t i o n modifier of the t r a c t 1 for each number l e s s than 9. G l i t z r i d s the Solar System of another
p a r t i c u l a r contact weapon and the I n i t i - e v i l menace.
ation modifiers of any equipment the 4. The defender r o l l s a single 6-
character is carrying which would i n t e r - d i g i t die and adds 1 for each number
SPACE
PATROL

"TABLES"

(Gently pry up the s t a p l e s at the c e n t e r of the


manual and p u l l the t a b l e s s t r a i g h t o u t . Then
bend the s t a p l e s back down to p r e s e r v e the b o o k . )
SHIELDING

TYPE MASS INITIATION SHIELDING NOTES


MODIFIER RATING
____—
LEATHER 1.0 1
LACQUERED LEATHER 1.5 -1 3
SYNTHILEATHER BATTLEDRESS 1.0 — 2
CHAIN MAIL ARMOR 2.0 -2 5
SCALE MAIL ARMOR 3.0 -3 6
PLATE ARMOR 4.0 -4 7
STEEL CUIRASSE 1.0 -1 7 Only p r o t e c t s upper body.
NYLON VEST 1.2 -1 8 Only p r o t e c t s upper body.
NEMOURLON BODY ARMOR 1.0 -1 9 Only p r o t e c t s body.
SKIN SUIT 2.0 -1 3 Space s u i t .
PRESSURE SUIT 3.0 -4 4 Space s u i t .
HARD SUIT (FIBERGLASS) 4.0 -5 7 Space s u i t .
POWERED ARMOR — — 14 +20 to S t r e n g t h .
HEAVY POWERED ARMOR — — 20 +25 to S t r e n g t h .
WARBOT ____— — 16 This is really a vehicle
w i t h a movement of 1 5 .
LASER DEFLECTORS .4 -1 5 For energy weapons o n l y .
ABLATIVE COVERALLS 1.5 -1 3 For energy weapons o n l y .
DISTORTER SHIELD 1.0 -2 6 For energy weapons o n l y .
CAMOUFLAGE COVERALLS .3 — 2 -3 to Medium 4 Long f i r e .
ENERGY SHIELD 3.0 — 15 For energy weapons o n l y ,
hand c a r r i e d .
KINETIC SHIELD 2.0 — 15 For p r o j e c t i l e weapons
only, belt carried.
BUCKLER SHIELD 1.5 -2 4
KITE or HEATER SHIELD 2.0 -3 5
SMOKE GRENADES .3 — 4 For energy weapons o n l y ,
- 2 t o ranged f i r e .
LEATHER HELMET .2 — 1
FIBERGLASS HELMET .4 — 4
LEXAN HELMET .6 — 6
METAL HELMET .8 — _______4

INTEGUMENTS
— — 1-4 Roll for particular
CHITIN
BONE PLATE — — 1-6 s h i e l d i n g rating using
SCALES ____— — 1-4 the i n d i c a t e d range of
THICK HIDE — — 1-2 numbers in polyhedra dice

DOORS, WALLS, AND BUILDINGS

MATERIAL SHIELD RATING NOTES

STRAW 1 ENERGY WEAPONS WILL IGNITE


ADOBE 4/10cm
LOGS 10/LOG ENERGY WEAPONS WILL IGNITE
WOOD 3/1cm ENERGY WEAPONS WILL IGNITE
GLASS 4/1cm LASERS WILL PENETRATE IF OF
THE PROPER FREQUENCY.
PLASTIC 5/1cm LASERS WILL PENETRATE IF OF
THE PROPER FREQUENCY.
BRICK 10/BRICK
CONCRETE 12/10cm
ALUMINUM _8/1cm
STEEL _15/1cm
TITANIUM _18/1cm
DURASTEEL _20/1cm
TRITITANIUM _25/1cm
RHODINIUM _28/1cm
DENSITY STEEL _40/1cm
NEUTRONIUM _100/1cm

1. SUNGUN, SLAVER DISINTEGRATOR, and NUCLEAR GRENADE w i l l penetrate


anything but neutronium.
2. The h i t p o i n t s f o r SUNCUN and DISINTEGRATOR are s u b t r a c t e d from
the m a t e r i a l ' s r a t i n g to get the reduced r a t i n g .
SCENARIO GENERATOR
(1) LANDING ZONE TABLES
A. TERRAIN___________________B. SOIL & MOISTURE____________C. CLIMATE D. CURRENT WEATHER E. GRAVITY
00 - 20 FLAT__________________00 - 20 GRASS or TUNDRA_____00 - 20 ARCTIC 00 - 30 CLEAR AND CALM 00 - 04 .7
21 - 60 HILLS & ROCKS______21 - 40 FOREST________________21 - 60 TEMPERATE 31 - 60 CLEAR AND WINDY 05 - 14 .8
61 - 99 MOUNTAINOUS________41 - 60 DESERT________________61 - 99 TROPICAL 61 - 70 CLOUDY AND CALM 15 - 29 .9
61 - 99 OCEANIC 71 - 80 CLOUDY AND WINDY 30 - 79 1.0
81 - 90 FOGGY 80 - 89 1.1
91 - 99 STORMY 90 - 94 1.2
95 - 99 1.3
(2) ENCOUNTER TABLES
A. ENCOUNTER TABLE B. SURPRISE TABLE
00 - 19 NOTHING 01 - 70___NOT SURPRISED
20 - 39 ALIEN - GO TO SECTION (3) 71 - 00___SURPRISED
40 - 64 CREATURE - GO TO SECTION (3)
65 - 84 ARTIFACT - GO TO SECTION (4)
85 - 99 RESOURCE - GO TO SECTION (5)
(3) ATTRIBUTES TABLES
A. GENERAL TYPE B. GENERAL SHAPE C. SEX (IF APPLICABLE)
01 - 05 MONOPED 01 - 45 MALE
ALIEN CREATURE TYPE 06 - 45 BIPED 46 - 90 FEMALE
01 - 05 01 - 14 MOLLUSK* (always has 2-12 t e n t a c l e s ) 46 - 50 TRIPED 91 - 94 HERMAPHRODITE
06 - 07 15 - 28 PLANT* (always has 1-100 t e n t a c l e s ) 51 - 70 QUADRUPED 95 - 97 NEUTER
08 - 35 29 - 42 ARTHROPOD 71 - 85 HEXAPOD 98 - 00 EXOTIC
36 - 40 43 - 57 AMPHIBIAN 86 - 90 OCTOPED
41 - 65 58 - 71 REPTILE 91 FUNCTIONAL WINGS
66 - 95 72 - 85 MAMMAL 92 - 95 NON-FUNCTIONAL WINGS
96 - 99 86 - 99 AVIAN 96 - 99 TENTACLES
00 00 EXOTIC 00 WHEELS
*DO NOT ROLL FOR GENERAL SHAPE
EXOTIC
01 - 05 -------->__MECHANICAL
06 - 40 0 1 _ - _ 5 0 _ _ P O L Y M O R P H
41 - 70 5 1 _ - _ 8 0 _ _ C R Y S T A L L I N E
71 - 90 81_-_95___GASEOUS*
91 - 00 9 6 _ - _ 0 0 _ _ _ E N E R G Y *
(3) ATTRIBUTES TABLE (cond't)
D. METABOLISM (ALIENS ONLY) E. SIZE (IN_CENTIMETERS) F. SPECIAL CAPABILITIES (ALIENS ONLY) G. PSIONICS (ALIENS ONLY)
01_-_30 EMPATHY
DICE DX MODIFIER 01 - 02 50 61 - 80 225 01 - 80 NONE 31_-_60 TELEPATHY
01 - 02 -6 03 - 05 75 81 - 85 250 81 - 85 PSIONIC (SEE TABLE G) 61_-_80 TELEKINESIS
03 - 07 -4 06 - 10 100 86 - 90 275 86 - 87 ABILITY TO SENSE LIFE AURA 81_-_90 CLAIRVOYANCE
08 - 17 -2 11 - 15 125 91 - 95 300 88 - 90 INCREASED HEARING CAPABILITY 91_-_95 PRECOGNITION
18 - 32 -1 16 - 20 150 96 - 98 325 91 INCREASED TOUCH SENSITIVITY 96_-_98 MIND CONTROL
33 - 67 0 21 - 40 175 99 - 00 350 92 INCREASED SMELL CAPABILITY 99_-_00 TELEPORTATION
68 - 82 +1 41 - 60 200 93 INCREASED TASTE SENSITIVITY
83 - 92 +2 95 - 95 ABILITY TO SEE IN INFRARED For the d e f i n i t i o n o f t h e s e
93 - 97 +4 96 TELESCOPIC VISION powers, r e f e r to the chapter
98 - 00 +6 97 ABILITY TO SEE IN ULTRAVIOLET on P s i o n i c s .
98 - 00 CYBORG REPLACEMENT (SEE TABLE H)
H. CYBORG REPLACEMENT (ALIENS ONLY) I. TRAINING (ALIENS ONLY) J. PERIOD (ALIENS ONLY)
DICE REPLACEMENT MODIFIERS DICE CLASS MODIFIER 01_-_02 1 STONE AGE
ST DX CT 03_-_05 2 BRONZE AGE
LIMBS 01 - 30 SOLDIER ST(1-4)DX(1-4)CT(1-4) 06_-_10 3 IRON AGE
01 - 06 LEGS 1-10_____— — 31 - 40 SCIENTIST MN(1-4) 11_-_15 4 RENAISSANCE
07 - 12 ARMS 1-8_____1-6 — 41 - 60 TRADER CH(1-4)LK(1-4) 16_-_20 5 PRE-INDUSTRIAL
STRUCTURE _—_______— 61 - 75 CRAFTSMAN DX(1-4) 21_-_25 6 INDUSTRIAL
13 - 20 JOINTS 1-4 — 76 - 00 GENERAL 26_-_35 7 ATOMIC
21 - 35 LEGS _—______— 1-4 36_-_49 8 SPACE FLIGHT
36 - 52 ARMS _—______— 1-4 50_-_79 9 FASTER THAN LIGHT
53 - 67 SPINE 1-4_____— 1-4 80_-_98________10_-_11 INTRA-GALACTIC
SENSORY 99__________12_-_13 INTER-GALACTIC
68 - 72 COMPUTER TERMINAL _—______— ____— 00___________15_-_18 EXTRA-DIMENSIONAL
73 - 74 INFRARED SIGHT _—______— ____—
75 - 77 TELESCOPIC SIGHT _—_V____— —
78 ULTRAVIOLET SIGHT _—_V____— —
79 - 83 IMPROVED HEARING _—_V____— —
84 - 98 VITAL ORGANS _—_V____— 1-4
99 - 00 IMPLANTED WEAPONS* _—_V____— —
*Refer to the chapter on Combat f o r t y p e s .
(3) ATTRIBUTES TABLE (cond't.)
K. SPECIAL WEAPONS & CAPABILITIES (CREATURES ONLY) L. GRAVITY OF HOME WORLD (IF APPLICABLE)
01 .1 85 - 86 1.6
Roll a 1-4 d i e to determine number of r o l l s made on 02 .2 87 1.7
this table. 03 .3 88 1.8
04 .4 89 1.9
DICE CAPABILITY MODIFIERS 05 .5 90 2.0
01 - 20 NONE 06 - 07 .6 91 2.1
21 - 35 1-6_X_LARGER________1-4 TIMES CAPABILITY DICE 08 - 10 .7 92 2.2
36 - 50 1-6_X_SMALLER_______1-2 LESS CAPABILITY DICE 11 - 15 .8 93 2.3
51 - 60 FANGS__________________1-2 EXTRA COMBAT DICE 16 - 20 .9 94 2.4
61 - 70 TALONS_____________ _1-3 EXTRA COMBAT DICE 21 - 60 1.0 95 2.5
71 - 80 POISON________________ 1-6 ADDED TO COMBAT ROLL 61 - 70 1.1 96 2.6
81 - 90 SPIKES_&_CLUBS_____1-8 ADDED TO COMBAT ROLL 71 - 75 1.2 97 2.7
91 - 00 SPECIAL 76 - 79 1.3 98 2.8
80 - 82 1.4 99 2.9
SPECIAL 83 - 84 1.5 00 3.0
01 - 20 SHAPE CHANGER : ROLL FOR NEW SHAPE
21 - 40 ILLUSION CASTING
41 - 60 FIRE BREATHING; 1-4 EXTRA C0MBAT DICE
61 - 80 MIND CONTROL
81 - 00 ENERGY MANIPULAT0R; 1-4 DICE FOR ABILITY
M. ATTITUDE TABLE (ALIENS & CREATURES)
CREATURES ALIENS ATTITUDE
01 - 20 01_-_15_____XENOPHOBIC - WILL ATTACK IMMEDIATELY, AND WILL PURSUE
21 - 40 16_-_30____HOSTILE - WILL ATTACK 75 OR LESS, 76+ WILL RUN
41 - 60 31_-_50____NEUTRAL/HOSTILE - WILL ATTACK 50 OR LESS, 51+ WILL RUN
61 - 80 51_-_65____NEUTRAL/APATHETIC - WILL ATTACK 10 OR LESS, __11- 50 WILL RUN, 51+ WILL TALK
81 - 00 66_-_80____NEUTRAL/FRIENDLY - WILL ATTACK IF ATTACKED, BUT WILL ALWAYS TALK
81_-_90____FRIENDLY - WILL NEGOTIATE, BUT WILL ATTACK IF ATTACKED
91_-_00_____BENEVOLENT - WILL HELP, AND WILL NEVER ATTACK
N. EXTRA - CREATURES & ALIENS
01 - 35 IS WITH - GO TO SECTION (2)
36 - 00 IS ALONE - GO TO NEXT TURN
(4) ARTIFACTS TABLES (PERIOD AND PARTICULAR TYPE ARE UP TO THE GAME MASTER)
00 - 19 WEAPON OR DEFENSE - GO TO A & B A. WEAPON B. DEFENSE C TOOL
20 - 49 TOOL - GO TO C 00 - 49 RANGED WEAPON 00 - 39 WORN 01 - 20 LEVER___________FROM STICK TO CONTRAGRAVITY
50 - 59 ABSTRACT OBJECT - GO TO D 50 - 99 CONTACT WEAPON 40 - 79 CARRIED 21 - 40 CUTTER___________FROM BONE SAW TO LASER-DRILL
60 - 99 MUNDANE OBJECT - GO TO E (See Weapons T a b l e s ) 80 - 99 STATIC 41 - 50 GRIPPER___________FROM FORCEPS TO PLENCH
(See S h i e l d i n g Table) 51 - 60 COMMUNICATOR___FROM SIGNAL FIRE TO RADIO
61 - 75 CALCULATOR________FROM ABACUS TO COMPUTER
76 - 00 RECORDER_________FROM KNOTS IN STRING TO
MNEMONIC CUBES
D. ABSTRACT OBJECT E. MUNDANE OBJECTS
01 - 20 RELIGIOUS PARAPHERNALIA 01 - 20 STORAGE - GO TO SECTION (2)
21 - 40 PAINTING 21 - 40 CLOTHING
41 - 60 STATUARY 41 - 60 FURNITURE
61 - 80 DECOR 61 - 80 TRANSPORTATION
81 - 00 NEW ART FORM 81 - 90 TOY - REPRESENTING - GO TO SECTION (2)
91 - 00 PERSONAL APPLIANCE (GLASSES, TOOTHBRUSH. COMB, ETC.)
(5) RESOURCES TABLES
A. 00 - 19 WATER B. FOOD C. DRUGS D. DRUG REACTION
20 - 39 FOOD - GO TO B 0 1 - 20 STIMULANT_________01_-_14__ALLERGIC
40 - 59 DRUGS - GO TO C & D EDIBLE NON-EDIBLE 2 1 - 40 DEPRESSANT_______15_-_24__OVERDOSE/PASS OUT
60 - 79 RARE GEMS - GO TO E & G 01 - 15 SYNTHETIC 51 - 70 ALIEN PROTEINS 41 - 60 EUPHORIC_______25_-_35_ADDICTION
80 - 99 RARE METALS - GO TO F & G 16 - 35 VEGETABLE 71 - 85 TOXIC SUBSTANCE 61 - 80 HALLUCINOGEN_____36_-_50__DEATH
36 - 50 ANIMAL_________86_-_00____INERT SUBSTANCE 81 - 00 ANALGESIC__________51_-_00__CORRECT REACTION
E. RARE GEMS F. RARE METALS G. METAL AND GEM VALUE
00 - 09 OPAL 80 - 89 AMBER 01 - 09 COPPER 80 - 89 RADIUM 1. Roll 1-6 f o r mass of metal
10 - 19 JADE 90 - 94 FIAME GEN 10 - 19 SILVER 90 - 99 UNKNOWN 2. Roll 1-12 f o r number of gems
20 - 29 TURQUOISE_____95_-_99____DYLITHIUM 20 - 29 GOLD 3. Roll p e r c e n t i l e d i c e and m u l t i p l y by number or
30 - 39 SAPPHIRE 30 - 39 PLATINUM mass t o get the v a l u e i n k i l o - c r e d i t s
40 - 49 RUBY 40 - 49 URANIUM
50 - 59 EMERALD 50 - 59 PLUTONIUM
60 - 69 TOPAZ 60 - 69 IRIDIUM
70 - 79 DIAMOND 70 - 79 THORIUM
RANGED WEAPONS TABLE GRENADE, LAUNCHER ROUNDS
WEAPON MASS INITIATION TARGETS ROUNDS RELOAD RANGE/DICE TYPE MASS INITIATION NUMBER RADIUS or RANGE OF EFFECT/DICE
MODIFIER PER TURN CARRIED TURNS SHORT MEDIUM LONG MODIFIER (THROWN) CARRIED
ROCK or GRENADE .2 -1 1 1-6 1 5/5 10/2 20/1 FRAGMENTATION (Pineapple) .1 -1 1-6 2/5 6/2
SLING* .1 -2 1 1-12 1 10/2 25/2 50/1 SONIC GRENADE' .4 -1 1-4 2/3 8/1
SHURIKEN* .1 -1 1 1-10 1 10/2 15/2 25/1 NUCLEAR GRENADE .5 — 1 4/XXX 8/6 16/2
ATAL-ATAL .1 -3 1 2 1 10/3 20/3 40/2 CANISTER .2_____— 1-6 8/6 16/3 30/1
SPEAR 1.0 -3 1 1 - 10/3 15/2 25/2
PILA 1.0 -3 1 2 1 6/4 10/2 15/2 NOTES ON RANGED WEAPONS
DAGGER* .3 -1 1 - - 10/3 15/2 20/1
HAND AXE (FRANKISH) .3 -2 1 - - 10/3 25/2 35/2 * T h i s i n d i c a t e s that the user of t h i s weapon needs s p e c i a l t r a i n i n g or experience w i t h the wea-
SHORT BOW* 1.0 -2 1 20 1 15/3 25/2 50/2 pon t o use i t i n combat.
LONG BOW*+" 1.3 -3 1 20 1 20/3 40/3 70/2
COMPOSITE BOW*+" 1.0 -2 1 2- 1 15/3 30/3 50/3 + T h i s i n d i c a t e s t h a t the weapon b e n e f i t s from an aim bonus if aimed f o r a f u l l combat t u r n . This
LIGHT CROSSBOW+ 1.0 -2 1 2- 1 30/3 60/2 100/1 bonus i s the d o u b l i n g o f a l l ranges ( i e , i n s t e a d o f 30/3 f o r S h o r t , i t would b e 6 0 / 3 ) .
HEAVY CROSSBOW+ 1.5 -3 1 20 3 30/4 60/3 100/2
FLINTLOCK PISTOL 1.0 -2 1 10 2 10/3 20/3 30/2 " T h i s i n d i c a t e s that the weapon r e q u i r e s a s t r e n g t h of 14 or more to use i t .
FLINTLOCK RIFLE+ 1.5 -3 1 20 6 30/3 60/3 90/2
CAP & BALL PISTOL 1.0 -2 2 6/20 -/8 30/3 50/2 75/2 ' This indicates that these weapons are stunning weapons and the damage done is in turns stunned.
CAP & BALL RIFLE 1.6 -3 1 20 6 50/3 75/3 125/2
REVOLVER .5 -2 2 6/18# -/3 30/3 50/2 75/2 # This dual listing indicates: a) the rounds normally carried in the gun; b) the rounds normally
MAGNUM REVOLVER .7 -2 2 6/18# -/3 30/4 50/2 75/2 c a r r i e d in magazines or l o o s e . With these weapons, under the r e l a t e d column, the - i n d i c a t e s that
AUTOMATIC PISTOL .6 -2 2 9/18# -/1/4 30/3 50/2 75/2 the weapon normally loads the next round or rounds a u t o m a t i c a l l y . The second number i n d i c a t e s the
LEVER-ACTION RIFLE+ 1.2 -3 1 0/36# -/4 30/3 60/3 90/2 turns needed to load a new magazine, and the t h i r d number is the time necessary to load the maga-
BOLT-ACTION RIFLE+ 1.6 -3 1 8/40# -/4 50/4 100/4 150/3 zine i t s e l f .
SEMI-AUTOMATIC RIFLE+ 1.6 -3 2 8/40# -/2/4 60/4 120/4 175/3
ASSAULT RIFLE+ 1.0 -2 2/3‡ 20/80# -/2/6 30/4 60/4 100/3 % I n d i c a t e s the power c o s t in energy a v a i l a b l e to perform that f u n c t i o n with the weapon.
SUB-MACHINE GUN 1.0 -3 2/3‡ 20/80# -/2/6 30/4 60/3 90/2
GYRO-JET PISTOL .6 -3 2 6/12# -/4 2-15/4@ 50/3 90/2 @ T h i s i n d i c a t e s that the weapon's firepower a t p o i n t - b l a n k range ( l e s s that 1 ½ meters) only a l -
GYRO-JET RIFLE+ 1.6 -4 2 10/20# -/5 2-20/5@ 70/4 125/2 lows 2 combat d i c e to be thrown.
SPRING PISTOL 1.1 -3 2 20/100# -/2 15/3 30/2 60/2
SPRING RIFLE+ 1/6 -3 2/3‡ 20/100# -/2 30/3 50/3 125/3 ‡ T h i s i n d i c a t e s that the f i r e r may r o l l f o r h i t s 3 times i f f i r i n g a b u r s t . A f t e r the attack i s
HOMER PISTOL .6 -2 1 6/12# -/4 90/3 over r o l l 2 6 - d i g i t d i c e to determine how many rounds are expended. A weapon has to have at
CONE RIFLE+ 1/3 -3 2/3‡ 20/60# -/2/6 25/4 60/3 120/3 l e a s t 4 rounds in i t s magazine to f i r e a b u r s t . P l e a s e note that if a weapon can f i r e more than
NEEDLER 1.0 -2 3‡ 3/12# -/3 60/5 100/4 200/1 1 shot in a t u r n , that the shots c o u l d be f i r e d at more than one person provided that they are in
TANGLE GUN 1.0 -3 1 6 -/3 20/2 a group w i t h i n a 4 meter c i r c l e .
PHASER_I .2 -1 2 9 2
Stun' 2% 10/3 20/2 30/1
Disrupt 3% 10/4 20/1 P l e a s e note t h a t the FLAMETHROWER, CANISTER ROUND, and SUNGUN are area weapons. These weapons w i l l
Dematerialize 8% 10/5 e f f e c t t a r g e t s in a 30 degree spread in f r o n t of the f i r e r out to the range l i s t e d .
PHASER_II .5 -2 2 24 2
Stun' 2% 30/5 60/4 90/2 MISS LOCATION
Disrupt 4% 20/4 40/3 60/2
Dematarialize 12% 10/3 20/2 30/1 THROWN OR LAUNCHED WEAPONS OTHER RANGED WEAPONS DISTANCE MISSED
DISRUPTOR_I .3 -1 2 5 -/1 20/4 30/3 60/2 ( 8 - d i g i t ) NORTH 1 (4-digit) DIE ROLL
DISRUPTOR_II .8 -2 2 6 -/1 30/6 60/4 90/3 NORTHEAST 2 LEFT 1
SONIC DISRUPTOR 1.0 -2 2 6 -/1 18/3 34/2 50/1 EAST 3 RIGHT 2 1 2 3 4 5 6
BLASTER PISTOL .8 -2 2 5 -/1 25/5 60/4 90/3 SOUTHEAST 4 LOW 3
BLASTER RIFLE+ 1.3 -3 2 6 -/2 50/6 100/4 150/3 SOUTH 5 HIGH 4 RANGED
LASER PISTOL .6 -2 2 6 -/1 10/4 35/2 50/1 SOUTHWEST 6 WEAPONS .5 1 1.5 2 2.5 3
LASER RIFLE+ 1.2 -2 2 8 -/2 50/5 120/3 200/1 WEST 7
STUNNER' .6 -2 2 6 -/2 25/4 100/3 150/2 NORTHWEST 8 LAUNCHED
SLAVER DISINTEGRATOR 1.8 -4 1 5 - 100/6 WEAPONS 1 2 3 4 5 6
CURDLER 1.0 -3 2 4 -/2 30/3
SUNGUN 2.0 -5 1 10 _ 25/6 60/6 90/6
SHOTGUN 1/2 -3 2 2/10 1 10/4 40/3 110/1
FLAME-THROWER 4.0 -3 1 5 _ 5/5 10/4 30/1
GRENADE LAUNCHER 1.5 -3 1 1-6 2 60/¢ 120/¢
ROCKET LAUNCHER 2.0 -4 1 1-6 2 50/5 150/5 450/5
SUCCESS PROBABILITY TABLE
SUCCESS INDEX PROBABILITY
CONTACT WEAPONS TABLE -6 07
-5 14
WEAPON MASS DEPLOYMENT INITIATION DEFENSE COMBAT -4 21
RANGE MODIFIER MODIFIER DICE RANGED COMBAT ACCURACY TABLE
-4 29
FIST — .5 — 2* 1/2* ________-2 36
MAILED FIST — .5 — 2* 2 DEXTERITY 1-3 4-6 7-9 10-12 13-15 16-18 +
-1 43
KICK — .5 -1 — 2/3* RANGE POINT BLANK 2 __3 4 5 6 7 8
0 50
STICK (3/4 meters) .3 1.0 -1 1 2 SHORT RANGE 1 2 3 4 5 6 7
1 55
STAFF (2 motors) 1.0 2.0 -2 3* 2 MEDIUM RANGE M 1 2 3 4 5 6
2 60
CLUB 2.0 2.0 _____-4 — 3 3 64 LONG RANGE M M 1 2 3 4 5
DAGGER .3 .5 -1 2 2 4 68
DIRK .5 .5 -1 3 2 5 73
BASKET GUARD DIRK .6 .5 -1 2* 2 6 77
BOWIE KNIFE .5 .5 -1 2 2 7 82
COMBAT KNIFE/BAYONET .3 .5 -1 1 2 3 86
VIBRO-BLADE .3 .5 -1 — 3 MODIFIERS
9 91
SHORT SWORD 1.0 1.0 -2 2* 3 10 95
LONG SWORD 1.0 2.0 -3 2 3 AIMING AT SINGLE BODY PART -3
+ 99
2-HANDED BROAD SWORD 2.0 2.0 -5 — 4/5+ ATTACKER BEING FIRED AT -2
HAND & ½ BROAD SWORD 1.0 2.0 -3 2* 3/4 VERY LARGE TARGET +2
RAPIER 1.0 2.0 -2 3* 3 ATTACKER MOVING -2
KATANA 1.0 2.0 -2 2* 4 DEFENDER MOVING 5 -1
TULWAR 2.0 2.0 -4 — 4 DEFENDER MOVING 10 -2
SCIMITAR l.0 2.0 -3 1 3 DEFENDER MOVING 15+ -3
SABER 1.0 2.0 -2 1 3 AIMED FIRE* ½_RANGE
VARIABLE SWORD .6 0-5# -2 — 1-6# USING THE ODD HAND FOR FIRE -4
HAND AXE (FRANKISH) .3 1.0 -2 — 2 OPTIONAL HUMANOID HIT LOCATION TABLE FIRING BURST -2
BROAD AXE (2-HANDED) 2.0 2.0 -5 — 2/5+ SMOKE or DUST -2
SPEAR/RIFLE WITH BAYONET 1.0 1.0 -2 1% 3 VERY SMALL TARGET -2
SARISSA 1.0 2.0 -4 2% 3 DICE LOCATION CONSECUTIVE FIRE +1
PIKE 1.0 2.0 -4 2% 3 1-2 HEAD HEAD-UP DISPLAY or LASERLOC +3
PILA 1.0 1.0 -3 2% 3 3 LEFT ARM TARGET 50% OBSCURED -3
MACE 1.0 1.0 -3 — 3 4 RIGHT ARM TARGET 75% OBSCURED -4
NEURONIC WHIP 1.0 1.0 -2 — 4 5-8 BODY TARGET 100% OBSCURED -6
MORNING STAR 1.0 2.0 -4 — 4 9-10 LEFT LEG
TINGLER .5 1.0 -1 — 1-5@ 11-12 RIGHT LEG *(Aimed f i r e is spending 1 turn not moving, or f i r i n g , while
* Indicates a background of years or professional training or experience to be This table can be used to help determine aiming at one target, This effectively doubles the range of
able to receive the number of dice i n d i c a t e d . what particular shielding or armor was the weapon being used but only for weapons capable of aimed
h i t on a character and can also be used fire.)
+ The second number is the dice thrown against men in chain or plate armor or to see if the damage affected the a b i l i t y
against beasts. of a character to use a p a r t i c u l a r wea-
pon or other equipment. For other shapes
# This is the length the Variable Sword may be extended. For each meter it is or types of characters, I'm a f r a i d y o u ' l l
extended it w i l l lose 1 combat d i e . have to develop your own t a b l e .
% This is the number of dice thrown by spearmen when they are in close formation
of 5 or more.
@ The amount of Tingler damage dice thrown may he selected by the wielder.
13
D. RANGED COMBAT: p a r t i c u l a r h i t to get the amount of dam- means that the LT takes 5 damage. His
age the defender sustains to his or her Constitution is reduced from 11 to 6 and
Ranged combat involves everything Constitution. This number can be l e s - his Dexterity is reduced to 12. He did
from thrown rocks to atomic b l a s t e r s . sened by s h i e l d i n g or armor, if the char- not pass out as the damage did not quite
Anything which can s t r i k e from a d i s - acter is carrying any, in the same way reach half his Constitution, and now LT
tance. There is no way that we could that shielding modifies a Contact Combat Nice can f i r e back at the Klingon with
cover every single weapon type ever i n - result. For every 3 damage done to the his phaser before t h i s turn ends. LT
vented, but there are enough examples of defender's Constitution, reduce the Dex- Nice r o l l s a 1 which gives him a h i t at
different types that a l l periods from t e r i t y by 1. that range with his now reduced Dexter-
the Stone Age up to f u t u r i s t i c starship ity. He then r o l l s 3 dice because his
marines can be covered. The accuracy of 5. If the defender is a Creature, phaser was set on Stun. The result of
the f i r e and what appears to be rather reduce i t s Capability Number by the dam- the r o l l is a big 18. Krud r o l l s his
limited ranges is due to snap-shot f i r - age amount done. Remember that if over defense die and gets a 2 which becomes a
ing. The characters w i l l usually be half of a character's Constitution is 3 because Krud's Luck is 13. 3 from 18
attempting to use these weapons rather shot away, that character passes out is 15. Krud's metallic jacket absorbs 5
hurriedly. If they do take the time to from shock. This does not apply to points of Stun ( i t is an energy d e f l e c -
c a r e f u l l y aim and prepare a shot, the Creatures. tor) leaving a r e s u l t of Krud the K l i n g -
range is e f f e c t i v e l y doubled. Each on being stunned for 10 turns. This is
ranged combat consists of the attacker 6. In the case of thrown grenades plenty of time for LT Nice to t i e him up
r o l l i n g one 6 - d i g i t die for each shot and any weapon f i r i n g into a group of and then c a l l for the ship to beam him
f i r e d (some weapons may f i r e more than people, if a miss has been made, deter- and his prisoner aboard.
once in a turn) to determine if the t a r - mine in what d i r e c t i o n the miss went and
get is h i t . The number r o l l e d is com- how far from the target it was. If the E. DISARMAMENT ATTACK:
pared to the range to the target, the point determined has the l i n e of f i r e
Dexterity of the f i r e r , and is modified i n t e r s e c t i n g other characters then the Under certain conditions a charac-
by various conditions of movement, ob- h i t procedure w i l l have to be gone ter may attempt a Disarmament Attack.
s c u r a t i o n , s i z e , s p e c i a l aiming gear, through for them. This is an attempt to relieve the oppos-
etc. Once a h i t has been made the a t - ing character of the weapon he is carry-
tacker checks on the Ranged Weapon Table 7. A grenade going off has a cer- ing. A common example would be an at-
to f i n d out how many combat dice are t a i n radius of destruction. Depending tempt to knock the knife from the hand
r o l l e d for that weapon at that range and on the distance a character is from the of an attacker. The conditions for a
r o l l s that number of 6 - d i g i t d i c e . The center of the grenade's detonation, and Disarm attack are as f o l l o w s : 1) The
defender r o l l s one 6 - d i g i t die in de- on the type of grenade thrown, there person attempting the Disarm must be a
fense, modifying it by Luck and sub- w i l l be certain numbers of combat dice trained f i g h t e r . 2) The person attemp-
t r a c t s that number from the t o t a l of the rolled. The r o l l i n g of the damage dice ting the Disarm must be within 1 meter
combat dice r o l l e d in the attack. The and the defense r o l l i n g done by the de- of the person he is attempting to d i s -
difference is the amount of damage done fenders is done just as if they were h i t arm. 3) Subtract the DX of the parson
to the defender's Constitution and can by a direct f i r e weapon, to be disarmed from the DX of the D i s -
sometimes be lessened by s h i e l d i n g . Af- armer, modifying appropriately for all i n -
ter I n i t i a t i o n has been determined, Ran- 8. Some weapons do not k i l l and i t i a t i o n modifiers. 4) This rating is
ged Combat is performed in the following may stun instead. With these weapons, found on the P r o b a b i l i t y of Success
procedure: instead of damage being done, the amount Table. The Disarmer must get the r o l l . 5)
of damage is instead the number of turns Now the person attempting the Disarmament
1. R o l l one 6 - d i g i t die to deter- the defender is stunned and unconscious. Attack makes a regular Contact Combat At-
mine if a h i t has been made. Refer to tack. If he causes at least 1 unit of
the Ranged Weapons Accuracy Table and Below is an example of Ranged Com- damage (before subtracting s h i e l d i n g ) , he
reference the f i r e r ' s Dexterity to the bat: has made a successful disarmament attack.
range of the target. This c r o s s - r e f e r - Please note that the Disarmer must win
encing w i l l y i e l d the number or less Krud the Klingon draws h i s Disrup- the I n i t i a t i o n to be able to make a D i s -
needed to get a h i t . If the number tor II and f i r e s at Lieutenant Nice of armament Attack.
r o l l e d equals or is less than the number the Federation at a range of 30 meters.
i n d i c a t e d , then a h i t has been made. LT Nice is fumbling with his phaser when
Krud draws a bead. Krud's Dexterity is F. USE OF TWO WEAPONS AT A TIME
2. The number or less required to 14 and LT N i c e ' s Luck is a phenomenal 18
get a h i t could be modified by any num- while his Constitution is an average 11.
ber of accumulating factors l i s t e d below The I n i t i a t i o n modifier of the disruptor
is 2, the same as the L T ' s phaser p i s - While we have seen movies wherein
the Accuracy Table. Each of these some hero s t r i d e s through rush hour at
f a c t o r s , such as movement, being par- tol.
Macy's with a p i s t o l blazing in each
t i a l l y hidden, s p e c i a l aiming devices, Krud r o l l s a 6 which is modified to hand, we doubt that the ambidextrous,
e t c . , can add or subtract from the num- an 8 by his Dexterity and to a 6 again simultaneous use of p i s t o l s is a l l that
ber needed to get a h i t . Check a l l of by the I n i t i a t i o n modifier of his d i s - accurate; thus we l i m i t a player to one
the factors to make sure that none are ruptor. Nice r o l l s a 3 and since his weapon use per t u r n . There is an excep-
overlooked that might pertain to a par- Dexterity is 13 t h i s is modified to a 4 t i o n , or rather, a pair of exceptions.
t i c u l a r combat. but is reduced to a 2 by the I n i t i a t i o n In the history of Earth, several schools
modifier of the phaser p i s t o l . Krud of f e n c i n g , Doth oriental and western,
3. If a h i t has been determined, wins the draw by a long shot. Krud have routinely been designed around
check to see how many combat dice are f i r e s once. At a range of 30 meters the either two sword or sword and dagger
r o l l e d for that weapon at that range. shot is Short Range and since LT Nice is techniques. If the player, usually an
R o l l that number of 6 - d i g i t dice and add not moving or hidden, there are no modi- opponent, is a member of these schools,
them together to get the t o t a l Attack fiers. Because of his Dexterity of 14, then an attack may only be made with one
Number. Krud only has to r o l l a 5 or l e s s . Krud of the weapons but the defensive modi-
r o l l s a 4 and gets a h i t . Krud now f i e r of both weapons is used when defen-
4. The defender r o l l s one 6 - d i g i t r o l l s 6 dice and adds the result togeth- ding. Similarly, most close combat
die and modifies the number plus 1 for er. Nice r o l l s 1 die and modifies the weapons are intended to be used in a
each number over 12 and minus 1 for number r o l l e d (a 6, by gosh) plus 6 due moving attack, swords and such are
every number less than 9 in that charac- to his Luck. The t o t a l attack r o l l of therefore able to be used at the end o f ,
t e r ' s Luck. This Defense r o l l is sub- Krud's disruptor beam was 17 and sub- or during, movement executed during a
tracted from the Attack R o l l of that t r a c t i n g the L T ' s Defense R o l l of 12 combat phase.
14
G. WEAPONS EXCHANGE twin guns blazing syndrome of the movies was holding o f f a horde of swordsman
of the 4 0 ' s . Be that as it may, the with a broomhandle Mauser and a Browning
Hopalong Cassidy and Tom Mix to the fellows of the period c a r r i e d the sever- Hi-power. When the rounds in the Mau-
contrary, sometimes weapons run out of al weapons, to be used one at a time, be- ser were exhausted, he dropped it and
ammunition. When t h i s happens, it is cause of the very slow reload time. A drew the Hi-power. The Mauser was tied
sometimes expedient to grab something weapons exchange takes a f u l l combat to him by i t s lanyard but the Hi-power
e l s e , l i k e a rock. This is c a l l e d wea- turn because it is optimized around was holstered and while our hero fumbled
pons exchange. It takes a combat turn picking up someone e l s e ' s weapon, with to get the 9mm automatic from i t s con-
to e f f e c t . In photos from the 1850's the attendant problems of checking the t a i n e r , he was almost cut in h a l f . (He
and 6 0 ' s , bad types are frequently p i c - safety and s i g h t s . If the weapon is one did survive, but at the expense of a
tured carrying several weapons in h o l - c a r r i e d by the character and is in a great deal of ammo. Remember that the
sters and stuck in b e l t s . We have l i t - supposed state of readiness, the same next time you talk about taking a mach-
t l e doubt that t h i s is the o r i g i n of the time a p p l i e s . In a recent book a hero ine gun back to the p l a i n s of Marathon!)

CONTACT WEAPONS TABLE

WEAPON MASS DEPLOYMENT INITIATION DEFENSE COMBAT


RANGE MODIFIER MODIFIER DICE
FIST — .5 — 2* 1/2*
MAILED_FIST — .5 — 2* 2
KICK — .5 -1 — 2/3*
STICK_(3/4_meters) .3 1.0 -1 1 2
STAFF_(2_meters) 1.0 2.0 -2 3* 2
CLUB 2.0 2.0 -4 — 3
DAGGER .3 .5 -1 2 2
DIRK .5 .5 -1 3 2
BASKET_GUARD_DIRK .6 .5 -1 2* 2
BOWIE_KNIFE .5 .5 -1 2 2
COMBAT_KNIFE/BAYONET .3 .5 -1 1 2
VIBRO-BLADE .3 .5 -1 — 3
SHORT_SWORD 1.0 1.0 -2 2* 3
LONG_SWORD 1.0 2.0 -3 2 3
2-HANDED_BROAD_SWORD 2.0 2.0 -5 — __4/5+
HAND_&_½_BROAD_SWORD 1.0 2.0 -3 2* 3/4
RAPIER 1.0 2.0 -2 3* 3
KATANA 1.0 2.0 -2 2* 4
TULWAR 2.0 2.0 -4 — 4
SCIMITAR 1.0 2.0 -3 1 3
SABER 1.0 2.0 -2 1 3
VARIABLE_SWORD .6 0-5# -2 — 1-6#
HAND_AXE_(FRANKISH) .3 1.0 -2 — 2
BROAD_AXE_(2-HANDED) 2.0 2.0 -5 — 2/5+
SPEAR/RIFLE_WITH_BAYONET 1.0 1.0 -2 1% 3
SARISSA 1.0 2.0 -4 2% ___4
PIKE 1.0 2.0 -4 2% 3
PILA 1.0 1.0 -3 2% 3
MACE 1.0 1.0 -3 — 3
NEURONIC_WHIP 1.0 1.0 -2 — 4
MORNING_STAR 1.0 2.0 -4 — 4
TINGLER .5 1.0 -1 — 1-5®
* Indicates a background of years of professional t r a i n i n g or experience to be
able to receive the number of dice i n d i c a t e d .

+ The second number is the dice thrown against men in chain or plate armor or
against beasts.

# This is the length the Variable Sword may be extended. For each meter it is
extended it w i l l lose 1 combat d i e .

% This is the number of dice thrown by spearmen when they are in close formation
of 5 or more.

@ The amount of Tingler damage dice thrown may be selected by the wielder.
15
RANGED_COMBAT_ACCURACY_TABLE

DEXTERITY 1-3 4-6 7-9 10-12 13-15 16-18 +


RANGE POINT_BLANK 2 3 4 5 6 7 8
SHORT_RANGE 1 2 3 4 5 6 7
MEDIUM_RANGE M 1 2 3 4 5 6
LONG_RANGE M M 1 2 3 4 5

MODIFIERS

AIMING_AT_SINGLE_BODY_PART -3
ATTACKER_BEING_FIRED_AT -2
VERY_LARGE_TARGET +2 _____OPTIONAL_HUMANOID_HIT_LOCATION_TABLE
ATTACKER_MOVING -2
DEFENDER_MOVING 5 -1 DICE LOCATION
DEFENDER_MOVING 10 -2 1-2 HEAD
DEFENDER_MOVING 15+ -3 3 LEFT_ARM
AIMED_FIRE* ½__ RANGE 4 RIGHT_ARM
USING_THE_ODD_HAND_FOR_FIRE -4 5-8 BODY
FIRING_BURST -2 9-10 LEFT_LEG
SMOKE_or_DUST -2 11-12 RIGHT_LEG
VERY_SHALL_TARGET -2 T h i s t a b l e can b e used t o h e l p determine
CONSECUTIVE_FIRE what p a r t i c u l a r s h i e l d i n g o r armor was
+1
HEAD-UP_DISPLAY_or_LASERLOC h i t o n a c h a r a c t e r and c a n a l s o b e u s e d
+3
TARGET_50%_OBSCURED t o s e e i f the damage a f f e c t e d t h e a b i l i t y
-3
of a c h a r a c t e r to use a p a r t i c u l a r wea-
TARGET_75%_OBSCURED -4
pon o r o t h e r e q u i p m e n t . F o r o t h e r shapes
TARGET_100%_OBSCURED -6
o r t y p e s o f c h a r a c t e r s , I'm a f r a i d y o u ' l l
have t o d e v e l o p y o u r own t a b l e .
*(Aimed f i r e i s spending 1 t u r n not moving, o r f i r i n g , w h i l e
a i m i n g a t one t a r g e t . T h i s e f f e c t i v e l y d o u b l e s the r a n g e o f
the weapon b e i n g u s e d b u t o n l y f o r weapons c a p a b l e o f aimed
fire.)

RANGED WEAPONS TABLE

WEAPON MASS INITIATION TARGETS ROUNDS RELOAD RANGE/DICE


MODIFIER PER TURN CARRIED TURNS SHORT MEDIUM LONG
ROCK_or_GRENADE .2 -1 1 1-6 1 5/2 10/2 20/1
SLING* .1 -2 1 1-12 1 10/2 25/2 50/1
SHURIKEN* .1 -1 1 1-10 1 10/2 15/2 25/1
ATAL-ATAL .1 -3 1 2 1 10/3 20/3 40/2
SPEAR 1.0 -3 1 1 - 10/3 15/2 25/2
PILA 1.0 -3 1 2 1 6/4 10/2 15/2
DAGGER* .3 -1 1 - - 10/3 15/2 20/1
HAND_AXE_(PRANKISH) .3 -2 1 - - 10/3 25/2 35/2
SHORT_BOW* 1.0 -2 1 20 1 15/3 25/2 50/2
LONG_BOW*+" 1.3 -3 1 20 1 20/3 40/3 70/2
COMPOSITE_BOW*+" 1.0 -2 1 2- 1 15/3 30/3 50/3
LIGHT_CROSSBOW+ 1.0 -2 1 2- 1 30/3 60/2 100/1
HEAVY_CROSSBOW+ 1.5 -3 1 20 3 30/4 60/3 100/2
FLINTLOCK_PISTOL 1.0 -2 1 10 2 10/3 20/3 30/2
FLINTLOCK_RIFLE+ 1.5 -3 1 20 6 30/3 60/3 90/2
CAP_&_BALL_PISTOL 1.0 -2 2 6/20 -/8 30/3 50/2 75/2
CAP_&_BALL_RIFLE 1.6 -3 1 20 6 50/3 75/3 125/2
REVOLVER .5 -2 2 6/18# -/3 30/3 50/2 75/2
MAGNUM_REVOLVER .7 -2 2 6/18# -/3 30/4 50/2 75/2
AUTOMATIC_PISTOL .6 -2 2 9/18* -/1/4 30/3 50/2 75/2
LEVER-ACTION_RIFLE+ 1.2 -3 1 8/36# -/4 30/3 60/3 90/2
BOLT-ACTION_RIFLE+ 1.6 -3 1 8/40# -/4 _____30/4 100/4 150/3
SEMI-AUTOMATIC_RIFLE+_______1.6 -3 2 8/40# -/2/4 60/4 120/4 175/3
ASSAULT_RIFLE+ 1.0 -2 2/3‡ 20/80# -/2/6 30/4 60/4 100/3
SUB-MACHINE_GUN 1.0 -3 2/3‡ 20/80# -/2/6 30/4 60/3 90/2
GYRO-JET_PISTOL .6 -3 2 6/12# -/4 2-15/4@ 50/3 90/2
GYRO-JET_RIFLE+ 1.6 -4 2 10/20# -/5 2-20/5@ 70/4 125/2
SPRING_PISTOL 1.1 -3 2 20/100# -/2 15/3 38/2 60/2
SPRING_RIFLE+ 1/6 -3 2/3‡ 20/100# -/2 30/3 50/3 125/3
HOMER_PISTOL .6 -2 1 6/12# -/4 90/3
CONE_RIFLE+ 1/3 -3 2/3‡ 20/60# -/2/6 25/4 60/3 120/3
NEEDLER 1.0 -2 3‡ 3/12# -/3 60/5 100/4 200/1
TANGLE_GUN' 1.0 -3 1 6 -/3 20/2
PHASER_I .2 -1 2 9 2
Stun' 2% 10/3 20/2 30/1
Disrupt 3% 10/4 20/1
Dematerialize 8% 10/5
PHASER_II .5 -2 2 24 2
Stun' 2% 30/5 60/4 90/2
Disrupt ______4% 20/4 40/3 60/2
Dematerialize 12% 10/3 20/2 30/1
16
DISRUPTQR I .3 -1 2 5 -/1 20/4 30/3 60/2
DISRUPTOR II .8 -2 2 6 -/1 30/6 60/4 90/3
SONIC DISRUPTOR 1.0 -2 2 6 -/1 18/3 34/2 50/1
BLASTER PISTOL .8 -2 2 5 -/1 25/5 60/4 90/3
BLASTER RIFLE+ 1.3 -3 2 6 -/2 50/6 100/4 150/3
LASER PISTOL .6 -2 2 6 -/1 10/4 35/2 50/1
LASER RIFLE+ 1.2 -2 2 8 -/2 50/5 120/3 200/1
STUNNER' .6 -2 2 6 -/2 25/4 100/3 150/2
SLAVER DISINTEGRATOR 1.8 -4 1 5 - 100/6
CURDLER 1.0 -3 2 4 -/2 30/3
SUNGUN 2.0 -5 1 10 - 25/6 60/6 90/6
SHOTGUN 1/2 -3 2 2/10 1 10/4 40/3 110/1
FLAME-THROWER 4.0 -3 1 5 - 5/5 10/4 30/1
GRENADE LAUNCHER 1.5 -3 1 1-6 2 60/¢ 120/¢
ROCKET LAUNCHER 2.0 -4 1 1-6 2 50/5 150/5 450/5

GRENADE, LAUNCHER ROUNDS

TYPE MASS INITIATION NUMBER RADIUS or RANGE OF EFFECT/DICE


MODIFIER (THROWN) CARRIED
FRAGMENTATION(Pineapple) .2 -1 1-6 275 6/2
SONIC GRENADE' .4 -1 1-4 2/3 8/1
NUCLEAR GRENADE .5 — 1 4/XXX 8/6 16/2
CANISTER . 2 ____— 1-6 8/6 16/3 30/1

NOTES ON RANGED WEAPONS

* This indicates that the user of t h i s weapon needs s p e c i a l t r a i n i n g or experience with the wea-
pon to use it in combat.

+ This indicates that the weapon benefits from an aim bonus if aimed for a f u l l combat t u r n . This
bonus is the doubling of a l l ranges ( i e , instead of 30/3 for Short, it would be 60/3).

" This indicates that the weapon requires a strength of 14 or more to use i t .
'
This indicates that these weapons are stunning weapons and the damage done is in turns stunned.

# This dual l i s t i n g indicates: a) the rounds normally carried in the gun; b) the rounds normally
carried in magazines or loose. With these weapons, under the related column, the - indicates that
the weapon normally loads the next round or rounds automatically. The second number indicates the
turns needed to load a new magazine, and the t h i r d number is the time necessary to load the maga-
zine i t s e l f .

% Indicates the power cost in energy available to perform that function with the weapon.

@ This indicates that the weapon's firepower at point-blank range (less that 1½ meters) only a l -
lows 2 combat dice to be thrown.

‡ This indicates that the f i r e r may r o l l for h i t s 3 times if f i r i n g a burst. After the attack is
over r o l l 2 6 - d i g i t dice to determine how many rounds are expended. A weapon has to have at
least 4 rounds in i t s magazine to f i r e a b u r s t . Please note that if a weapon can f i r e more than
1 shot in a t u r n , that the shots could be f i r e d at more than one person provided that they are in
a group within a 4 meter c i r c l e .
Please note that the FLAMETHROWER, CANISTER ROUND, and SUNGUN are area weapons. These weapons w i l l
e f f e c t targets in a 30 degree spread in front of the f i r e r out to the range l i s t e d .

MISS LOCATION

THROWN OR LAUNCHED WEAPONS OTHER RANGED WEAPONS


(8-digit) NORTH 1 (4-digit)
NORTHEAST 2 LEFT 1
EAST 3 RIGHT 2
SOUTHEAST 4 LOW 3
SOUTH 5 HIGH 4
SOUTHWEST 6
WEST 7
NORTHWEST DISTANCE OF MISS
8

DIE ROLL

1 2 3 4 5 6

RANGED
WEAPONS .5 1 1.5 2 2.5 3

LAUNCHED
WEAPONS 1 2 3 4 5 6
17
SHIELDING

TYPE MASS INITIATION SHIELDING NOTES


MODIFIER RATING

LEATHER 1.0 1
LACQUERED LEATHER 1.5 -1 3
SYNTHILEATHER BATTLEDRESS 1.0 — 2
CHAIN MAIL ARMOR 2.0 -2 5
SCALE MAIL ARMOR 3.0 -3 6
PLATE ARMOR 4.0 -4 7
STEEL CUIRASSE 1.8 -1 7 Only p r o t e c t s upper body.
NYLON VEST 1.2 -1 8 Only p r o t e c t s upper body.
NEMOURLON BODY ARMOR 1.0 -1 9 Only p r o t e c t s body.
SKIN SUIT 2.0 -1 3 Space s u i t .
PRESSURE SUIT 3.0 -4 4 Space s u i t .
HARD SUIT (FIBERGLASS) 4.0 -5 7 Space s u i t .
POWERED ARMOR — — 14 +20 t o S t r e n g t h .
HEAVY POWERED ARMOR — — 20 +25 t o S t r e n g t h .
WARBOT — — 16 This is really a vehicle
w i t h a movement of 1 5 .
LASER DEFLECTORS .4 -1 5 F o r e n e r g y weapons o n l y .
ABLATIVE COVERALLS 1.5 -1 3 F o r energy weapons o n l y .
DISTORTER SHIELD 1.0 -2 6 F o r energy weapons o n l y .
CAMOUFLAGE COVERALLS .3 — 2 - 3 t o Medium & L o n g f i r e .
ENERGY SHIELD 3.0 — 15 F o r e n e r g y weapons o n l y ,
hand c a r r i e d .
KINETIC SHIELD 2.0 — 15 F o r p r o j e c t i l e weapons
only, belt carried.
BUCKLER SHIELD 1.5 -2 4
KITE or HEATER SHIELD 2.0 -3 5
SMOKE GRENADES .3 — 4 F o r e n e r g y weapons o n l y ,
- 2 t o ranged f i r e .
LEATHER HELMET .2 — 1
FIBERGLASS HELMET .4 — 4
LEXAN HELMET .6 — 6
METAL HELMET .8 _______4

INTEGUMENTS

CHITIN 1-4 Roll for particular


BONE PLATE — — 1-6 shielding rating using
SCALES — — 1-4 the i n d i c a t e d range of
THICK HIDE — — 1-2 numbers i n p o l y h e d r a d i c e .

DOORS, WALLS, AND BUILDINGS

MATERIAL SHIELD RATING NOTES

STRAW 1 ENERGY WEAPONS WILL IGNITE


AD0BE 4/10cm
LOGS 10/LOG ENERGY WEAPONS WILL IGNITE
WOOD 3/1cm ENERGY WEAPONS WILL IGNITE
GLASS 4/1cm LASERS WILL PENETRATE IF OF
THE PROPER FREQUENCY.
PLASTIC 5/1cm LASERS WILL PENETRATE IF OF
THE PROPER FREQUENCY.
BRICK 10/BRICK
CONCRETE 12/10cm
ALUMINUM 8/1cm
STEEL 15/1cm
TITANIUM 18/1cm
DURASTEEL 20/1cm
TRITITANIUM 25/1cm
RHODINIUM 28/1cm
DENSITY STEEL 40/1cn
NEUTRONIUM 100/1cm

1. SUNGUN, SLAVER DISINTEGRATOR, and NUCLEAR GRENADE w i l l penetrate


anything but neutronium.
2. The h i t points for SUNGUN and DISINTEGRATOR are subtracted from
the material's rating to get the reduced r a t i n g .
18
WEAPON AND SHIELDING GLOSSARY SONIC DISRUPTOR -This weapon uses u l t r a - pack and uses a helmet with c l o s e - f i t -
sonic waves to scramble objects it is ting face mask. The skin s u i t is worn
VIBRO-BLADE - This is a f u t u r i s t i c k n i f e fired at. It can release surface ten- i n s i d e of chafing coveralls which are
that uses ultrasonic vibrations to help sion i n l i v i n g c e l l s , thus exploding designed for meteor protection and help
it cut through most substances. them. d e f l e c t radiation in addition to keeping
the s u i t i n t a c t .
VARIABLE SWORD - From Larry Niven's u n i - BLASTER PISTOL and RIFLE - This old SF
verse comes t h i s f o r c e - f i e l d s t i f f e n e d standby is atomic powered and f i r e s a PRESSURE SUIT - This is the standard
monofilament wire sword. The weapon r e - beam of nuclear energy. It usually space s u i t in use today. It consists of
sembles a jump-rope handle with a tog- leaves the area radioactive where it is an inner rubber ' b a l l o o n ' to contain the
gle. When the toggle is moved the wire fired. wearer's a i r and is covered by various
extends up to 5 meters away. A tiny layers of cable and chafing material to
orange l i g h t is used to mark where the LASER PISTOL and RIFLE - These weapons protect the s u i t in addition to helping
end of the wire is as the wire is so f i r e pulses of intense mono-chromatic keep it from blowing out of shape. It
fine that it can't normally be seen. l i g h t measured in the millions of watts is not very mobile, but has served ade-
per pulse. This l i g h t w i l l burn through quately on various current and past
NEURONIC WHIP - From Isaac Asimov's s t o r - most any substance but can be refracted space missions.
i e s ; the neuronic whip v i o l e n t l y stimu- and r e f l e c t e d by mirrors, smoke, dust,
lates nerve endings when it is in con- etc, HARD SUIT - This type of space s u i t is
tact or near contact with someone. the same as the pressure s u i t but has
Though the whip does no physical damage STUNNER - This weapon is designed to put f i b e r g l a s s outer armor to protect the
i t can d e b i l i t a t e and k i l l . i t s targets to sleep rather than injure wearer from meteors and r a d i a t i o n .
or k i l l . It uses a sonic pulse which
TINGLER - From Alexei Panshin's Anthony affects the nervous systems of the tar- POWER ARMOR - From Robert Heinlein's
V i l l i e r s s e r i e s ; the Tingler is a black get. "Starship Troopers" and Joe Haldeman's
wand that destroys nerve and surface "Forever War". These s u i t s are used to
tissue. By adjusting the ring on the SLAVER DISINTEGRATOR - From Larry Niven's give the wearer tremendous advantages in
end the t i n g l e r can be 3 3 t to a practice universe. This double-barreled weapon combat. They respond to the wearer's
t i n g l e or be turned up to produce h o r r i - is rather slow in operation, destroying movements with greatly increased power
ble damage where it touches f l e s h . i t s target by suppressing the spin or by sensing the motions of the wearer's
charge in the electrons of the atoms of body and then increasing the force of
GYRO-JET PISTOL and RIFLE -These weapons the target, thus reducing it to a fine the motion. They take some practice to
e x i s t today and are made by M&B Associa- f l u r r y of dust. use but once the s o l d i e r is used to
tes of C a l i f o r n i a . Basically, the Gyro- them, body movements in armor become s e -
jet is a tiny rocket launcher firing CURDLER - This weapon uses micro - wave cond nature,
s p i n - s t a b i l i z e d 13mm rockets. Almost energy to disrupt the l i v i n g tissue of
powerless as they leave the b a r r e l , they objects and people it is f i r e d a t . It HEAVY POWER ARMOR - This is merely a
s t r i k e with over 700 foot-pounds of en- w i l l explode trees and turn a person's much more powerful version of Powered
ergy within 12 feet of t r a v e l , more than body as hard as a rock, Armor as described above, The above armor
twice that of ordinary weapons, would be that worn by scouts and command
SUNGUN - This device is the far descen- personnel. The Heavy Power Armor is
SPRING PISTOLS and RIFLES - From Gordon dant of the flamethrower. E s s e n t i a l l y a worn by the basic s o l d i e r .
Dickson's Dorsai s t o r i e s , the spring nuclear rocket motor, the sungun fuses
weapons are designed to mechanically deuterium using a nano-pulse l a s e r . The WARB0T - Designed by Larry Todd, this
f i r e small darts. The basic idea is r e s u l t i n g 16,000 degree plasma is d i r e c - device takes the concept of powered ar-
that more complex weapons can be gim- ted through a nozzle via a para-gravitic mor to even greater lengths. Actually a
micked by the enemy, f i e l d and w i l l destroy most objects, v e h i c l e , these devices resemble walking
and leave them radioactive. The sungun eggs with laser cannon for r i f l e s . The
HOMER PISTOL -This weapon f i r e s infrared has quite a kick and is only c a r r i e d by
homing explosive rounds. They are, un- men wearing powered armor.
fortunately, not very s e l e c t i v e .
SONIC GRENADE - This device, usually
CONE RIFLE - Again from Gordon D i c k s o n , thrown, is used to knock out i n d i v i d u a l s
this weapon is very s i m i l a r to the Gyro- rather than k i l l them, by using super-
j e t , b a s i c a l l y d i f f e r i n g in that the sonic sound.
b u l l e t s f i r e d are explosive.
SYNTHILEATHER BATTLEDRESS - From Jerry
NEEDLER - Designed by Rocky Russo, t h i s P o u r n e l l e ' s universe, t h i s type of
weapon uses a small laser to flash water clothing is worn by the marines and mer-
to steam. The steam pressure is used to cenaries of his s t o r i e s . It can provide
f i r e numerous small needles at tremen- protection from b i o l o g i c a l or gas attack
dous velocity and impact. and may also be unzipped here and there
to keep the wearer cool when not in bat-
TANGLE GUN - From Alan Nourse's "Raiders tle. It generally protects the wearer
from the Rings", this weapon is a p i s t o l from abrasions and weather.
which fires a sticky web which wraps i t -
s e l f about the victim and tightens if MEM0URL0N BODY ARMOR - Also from Jerry
the target struggles, Pournelle. This body armor is cast by
armorers in the field to f i t d i f f e r e n t
PHASER I and II - These weapons from the sizes of men and w i l l d e f l e c t most small
STAR TREK universe are apparently jacks- arms f i r e and w i l l also help to d e f l e c t
of-all-trades. They do many things, high v e l o c i t y r i f l e b u l l e t s .
ranging from burning holes in bulkheads
to stunning Klingons, SKIN SUIT - This type of space s u i t is
currently being tested by NASA and may
DISRUPTOR I and II - These are the K l i n - someday be used for work on space s t a -
gon weapons from the STAR TREK universe. tions. It consists of a thin e l a s t i c
Much deadlier than phasers, they use membrane which f i t s t i g h t l y over the
micro-wave energy to 'cook' their tar- wearer's body to prevent decompression.
get. The wearer also c a r r i e s a l i f e - s u p p o r t
19
rider stands inside the egg and directs
the motions of the warbot by moving
within a sensor harness which copies his
motions with the warbot.

LASER DEFLECTORS - This is a series of


patches worn about the body designed to
r e f l e c t and/or r e f r a c t laser beams and
other forms of beamed energy. They do
t h i s by projecting a d i s t o r t i o n about
one or two inches away from the patch.
This d i s t o r t i o n is what e f f e c t s the at-
tacking beam.

ABLATIVE COVERALLS - This set of thin


coveralls is coated with a substance
which, when h i t by an energy weapon,
vaporize. The vapor c a r r i e s the heat of
the beam away from the target and also
helps to refract and break up the beam.

CAMOUFLAGE COVERALLS - From Joe Halde-


man's "Forever War", these coveralls or
coatings help hide the wearer by turning
to the color of their surroundings. The
early versions had to be manually adjust
t e d . The l a t e r types would automatical-
ly take the hue of the background they
were near.

ENERGY SHIELD - T h i s type of shielding is


a force screen used to deflect energy
attacks. It is only e f f e c t i v e against
energy attacks and material objects w i l l
pass through i t .

KINETIC SHIELD - T h i s type of s h i e l d only


protects against material attacks. If
any material object s t r i k e s a k i n e t i c
s h i e l d , i t s motion i s converted d i r e c t l y
i n t o heat and helps maintain the s h i e l d .
However, a very slow-moving object w i l l
pass through a k i n e t i c s h i e l d .

LEXAN HELMET -This helmet is made from a


substance in use today in space s u i t
helmets, motorcycle helmets, and f i g h t e r
canopies. It w i l l take a f u l l sledge-
hammer blow and w i l l not shatter. It
w i l l , however, scratch.
20
The Scenario Generator is divided a l i e n s during play. Some or a l l of the
SCENARIO_GENERATOR into f i v e s e c t i o n s , each one dealing tables can be used to f i t the various
The following tables are designed with a d i f f e r e n t aspect of encounter. circumstances. For example, on a planet
to allow a Game Master to generate en- where there is nothing but herds of a
counters with people and things during 1. The f i r s t section is devoted to single type of creature, you would only
an expedition to an earthlike planet. the general physical aspects of the r o l l for i n d i v i d u a l c h a r a c t e r i s t i c s and
It is not designed to be an exhaustive planets and the area where the party attitudes.
l i s t of a l l the items that could be en- lands or materializes. This includes
countered, rather it is a guide for the permanent features l i k e gravity and 4. The tables l i s t e d in t h i s sec-
use of the Mission Master is an e f f o r t rather impermanent ones such as weather. t i o n govern the appearance and type of
to prevent repetition and to introduce a The Mission Master should use these objects that could be encountered. Once
larger variety of encounters. Some of tables to provide a large variety of again, the Mission Master should exer-
these tables appear elsewhere in the landing s i t e s and he should change the cise judgement on the appropriateness of
rules in d i f f e r e n t sections and some- weather as circumstances d i c t a t e , by t h i s or that response.
times in s l i g h t l y d i f f e r e n t form. The r o l l i n g at regular i n t e r v a l s .
Mission Master should use these tables 5. The tables for resources govern
as necessary, omitting some when they 2. The Encounter Table is to be encounters with things which might be of
are not appropriate. As a very gross used whenever the party could encounter v i t a l necessity to the t r a v e l e r s . How-
example, it would be unlikely to en- something now or when they turn a cor- ever, great care must be taken to use
counter an amphibious creature in the ner, enter a b u i l d i n g , look behind a the tables if s i t u a t i o n s are such that
arid desert unless he was an i n t e l l i g e n t tree, and so on. This table is the it would be inappropriate for the player
entity taking the necessary precautions. prime generator for a l l the other tables to encounter a p a r t i c u l a r substance. It
The Judge is advised to use the results in the Scenario Generator. would be inappropriate, for example, to
of these tables in ways that f i t into encounter prepared drugs or synthetic
the o v e r a l l aspect of his particular 3. These tables govern the appear- foodstuffs in a wilderness environment.
scenario. ance and/or powers of the creatures and

(1) LANDING ZONE TABLES

A. TERRAIN B. SOIL & MOISTURE

00 - 20 FLAT 00 - 20 GRASS OR TUNDRA


21 - 60 HILLS & ROCKS 21 - 40 FOREST
61 - 99 MOUNTAINOUS 41 - 60 DESERT
61 - 99 OCEANIC

C. CLIMATE D. CURRENT WEATHER

00 - 20 ARCTIC 00 - 30 CLEAR & CALM


21 - 60 TEMPERATE 31 - 60 CLEAR & WINDY
61 - 99 TROPICAL 61 - 70 CLOUDY & CALM
71 - 80 CLOUDY & WINDY
81 - 90 FOGGY
91 - 99 STORMY

E. GRAVITY

00 - 04 .7
05 - 14 .8
15 - 29 .9
30 - 79 1.0
80 - 89 1.1
90 - 94 1.2
95 - 99 1.3

(2) ENCOUNTER TABLES

A. ENCOUNTER TABLE B. SURPRISE TABLE

00 - 19 NOTHING 01 - 70 NOT SURPRISED


20 - 39 ALIEN - SECTION (3) 71 - 00 SURPRISED
40 - 64 CREATURE - SECTION (3)
65 - 84 ARTIFACT - SECTION (4)
85 - 99 RESOURCE - SECTION (5)
21
(3) ATTRIBUTES TABLES

A. GENERAL TYPE B. GENERAL SHAPE


ALIEN CREATURE TYPE
01 - 05 01 - 14 MOLLUSK* 01 - 05 MONOPED
has 2-12 tentacles 06 - 45 BIPED
06 - 07 15-28 PLANT* 46 - 50 TRIPED
has 1-100 tentacles 51 - 70 QUADRUPED
08 - 35 29 - 42 ARTHROPOD 71 - 85 HEXAPOD
36 - 40 43 - 57 AMPHIBIAN 86 - 90 OCTOPED
41 - 65 58 - 71 REPTILE 91 FUNCTIONAL WINGS
66 - 95 72 - 85 MAMMAL 92 - 95 NONFUNCTIONAL WINGS
96 - 99 86 - 99 AVIAN 96 - 99 TENTACLES
00 00 EXOTIC 00 WHEELS

* D0 NOT ROLL FOR GENERAL SHAPE

C. SEX (If applicable)


EXOTIC
01 - 05 MECHANICAL 01 - 45 MALE
06 - 40 01 - 50 POLYMORPH 46 - 90 FEMALE
41 - 71 51 - 80 CRYSTALLINE 91 - 94 HERMAPHRODITE
72 - 90 81 - 95 GASEOUS* 95 - 97 NEUTER
91 - 00 96 - 00 ENERGY* 98 - 00 EXOTIC

D. METABOLISM E. SIZE (In centimeters)

DICE DX MODIFIER 01 -02 50


01 - 02 -6 03 - 05 75
03 - 07 -4 06 - 10 100
08 - 17 -2 11 - 15 125
18 - 32 -1 16 - 20 150
33 - 67 0 21 - 40 175
68 - 82 +1 41 - 60 200
83 - 92 +2 61 - 80 225
93 - 97 +4 81 - 85 250
98 - 00 +6 86 - 90 275
91 - 95 300
96 - 98 325
99 - 00 350

F. SPECIAL CAPAE ILITIES G. PSIONICS

01 - 80 NONE 01 - 30 EMPATHY
81 - 85 PSIONIC 31 - 60 TELEPATHY
86 - 87 ABILITY TO SENSE LIFE AURA 61 - 80 TELEKINESIS
88 - 90 INCREASED HEARING CAPABILITY 81 - 90 CLAIRVOYANCE
91 INCREASED TOUCH SENSITIVITY 91 - 95 PRECOGNITION
92 INCREASED SMELL CAPABILITY 96 - 98 MIND CONTROL
93 INCREASED TASTE SENSITIVITY 99-00 TELEPORTATION
94 - 95 ABILITY TO SEE IN INFRARED
96 TELESCOPIC VISION For the definition of these
97 ABILITY TO SEE IN ULTRAVIOLET powers, refer to the chapter
98 - 00 CYBORG REPLACEMENT (TABLE H) on PSIONICS

H. CYBORG REPLACEMENT (Aliens only)


MODIFIERS
DICE REPLACEMENT ST DX CT

LIMBS
01 -06 Legs 1 - 10 — —
07-12 Arms 1 - 8 1 - 6 —
STRUCTURE
13 - 20 Joints — 1 - 4 —
21 - 35 Legs — — 1 - 4
36 - 52 Arms — — 1 - 4
53 - 67 Spine 1 - 4 — 1 - 4
SENSORY
68 - 72 Computer Terminal — — —
73 - 74 Infrared Sight — — —
75 - 77 Telescopic Sight — — —
78 Ultraviolet Sight — — —
79 - 83 Improved Hearing — — —
84 - 98 Vital Organs — — 1 - 4
99 - 00 Implanted Weapons*

* REFER TO THE CHAPTER ON COMBAT FOR TYPES


22
I.__TRAINING ________________(Aliens_only) J.__PERIOD ____________(Aliens_only)

DICE CLASS MODIFIER 01 - 02 1 STONE AGE


01 - 30 SOLDIER ST(1-4)DX(1-4)CT(104) 03 - 05 2 BRONZE AGE
31 - 40 SCIENTIST MN(l-4) 06 - 10 3 IRON AGE
41 - 60 TRADER CH(l-4)LK(l-4) 11 - 15 4 RENAISSANCE
61 - 75 CRAFTSMAN DX(l-4) 16 - 20 5 PRE-INDUSTRIAL
76 - 00 GENERAL 21 - 25 6 INDUSTRIAL
26 - 35 7 ATOMIC
36 - 49 8 SPACE FLIGHT
50 - 79 9 FASTER THAN LIGHT
80 - 98 10 - 11 INTRA-GALACTIC
99 12 - 13 INTER-GALACTIC
00 14 - 18 EXTRA-DIMENSIONAL

K. __SPECIAL_WEAPONS_&_CAPABILITIES _ _ _ _ _ _ _ _ _ _ ( C r e a t u r e s _ o n l y )

ROLL A 1-4 DIE TO DETERMINE NUMBER OF ROLLS MADE ON THIS TABLE

DICE CAPABILITY. MODIFIERS


01 - 20 NONE
21 - 35 1-6 X LARGER 1-4 TIMES CAPABILITY DICE
36 - 50 1-6 X SMALLER 1-2 LESS CAPABILITY DICE
51 - 60 FANGS 1-2 EXTRA COMBAT DICE
61 - 70 TALONS 1-3 EXTRA COMBAT DICE
71 - 80 POISON 1-6 ADDED TO COMBAT ROLL
81 - 90 SPIKES 4 CLUBS 1-8 ADDED TO COMBAT ROLL
91 - 00 SPECIAL

SPECIAL
0 1 - 20 SHAPE CHANGER; ROLL FOR NEW SHAPE
21 - 40 ILLUSION CASTER
41 - 60 FIRE BREATHER; 1-4 EXTRA COMBAT DICE
61 - 80 MIND CONTROL
81 - 00 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 85 - 86 1.6
02 .2 87 1.7
03 .3 88 1.8
04 .4 89 1.9
05 .5 90 2.0
06 - 07 .6 91 2.1
08 - 10 .7 92 2.2
11 - 15 .8 93 2.3
16 - 20 .9 94 2.4
21 - 60 1.0 95 2.5
61 - 70 1.1 96 2.6
71 - 75 1.2 97 2.7
76 - 79 1.3 98 2.8
80 - 82 1.4 99 2.9
83 - 85 1.5 00 3.0

M.__ATTITUDE_TABLE_________________________(Aliens_&_Creatures)

CREATURES ALIENS ATTITUDE


01 - 20 01 - 15 XENOPHOBIS - w i l l a t t a c k i m m e d i a t e l y , and w i l l p u r s u e
21 - 40 16 - 30 HOSTILE - w i l l a t t a c k 7 5 o r l e s s , 76+ w i l l r u n
41 - 60 31 - 50 NEUTRAL/HOSTILE - w i l l a t t a c k 5 0 o r l e s s , 51+ w i l l r u n
61 - 80 51 - 65 NEUTRAL/APATHETIC - w i l l a t t a c k 1 0 o r l e s s , 1 1 - 5 0 w i l l r u n ,
51+ w i l l t a l k
81 - 00 66 - 80 NEUTRAL/FRIENDLY - 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 a y s
talk
81 - 90 FRIENDLY - 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
91 - 00 BENEVOLENT - w i l l h e l p , and w i l l n e v e r a t t a c k

N. __EXTRA _______________(Creatures_&_Aliens)

01 - 35 is w i t h - S e c t i o n (2)
36 - 00 is a l o n e - GO TO NEXT TURN
23

(4) ARTIFACTS TABLES

( P e r i o d and p a r t i c u l a r t y p e a r e u p t o t h e Game M a s t e r )

00 - 19 WEAPON OR DEFENSE - Go to A & B


20 - 49 TOOL - Go to C
50 - 59 ABSTRACT OBJECT - Go to D
60 - 99 MUNDANE OBJECT - Go to E

A. WEAPON B. DEFENSE

00 - 49 RANGED WEAPON 00 - 39 WORN


50 - 99 CONTACT WEAPON 40 - 79 CARRIED
(See Weapons T a b l e s ) 80 - 99 STATIC
(See S h i e l d i n g Table)

C. TOOL D. ABSTRACT OBJECT

01 - 20 LEVER FROM STICK TO CONTRAGRAVITY 01 - 20 RELIGIOUS PARAPHERNALIA


21 - 40 CUTTER FROM BONE SAW TO LASER-DRILL 21 - 40 PAINTING
41 - 50 GRIPPER FROM FORCEPS TO PLENCH 41 - 60 STATUARY
51 - 60 COMMUNI- 61 - 80 DECOR
CATOR FROM SIGNAL FIRE TO RADIO 81 - 00 NEW ART FORM
61 - 75 CALCULATOR FROM ABACUS TO COMPUTER
76 - 00 RECORDER FROM KNOTS IN STRING TO
MNEMONIC CUBES

E. MUNDANE OBJECTS

01 - 20 STORAGE - Go to S e c t i o n (2)
21 - 40 CLOTHING
41 - 60 FURNITURE
61 - 80 TRANSPORTATION
81 - 90 TOY - r e p r e s e n t i n g - Go to S e c t i o n (2)
91 - 00 PERSONAL APPLIANCE ( g l a s s e s , t o o t h b r u s h , comb, e t c . )

(5) RESOURCES TABLES

A. 00 - 19 WATER B. FOOD
20 - 39 FOOD - Go to B
40 - 59 DRUGS - Go to C & D EDIBLE
60 - 79 RARE GEMS - Go to E & G 01 - 15 SYNTHETIC
80 - 99 RARE METALS - Go to F & G 16 - 35 VEGETABLE
36 - 50 ANIMAL

C. DRUGS NON-EDIBLE

01 - 20 STIMULANT 51 - 70 ALIEN PROTEINS


21 - 40 DEPRESSANT 71 - 85 TOXIC SUBSTANCE
41 - 60 EUPHORIC 86 - 00 INERT SUBSTANCE
61 - 80 HALLUCINOGEN
81 - 00 ANALGESIC

D. DRUG REACTION

01 - 14 ALLERGIC
15 - 24 OVERDOSE/PASS OUT
25 - 35 ADDICTION
36 - 50 DEATH
51 - 00 CORRECT REACTION
24
E. RARE GEMS F. RARE METALS

00 - 09 OPAL 00 - 09 COPPER
10 - 19 JADE 10 - 19 SILVER
20 - 29 TURQUOISE 20 - 29 GOLD
30 - 39 SAPPHIRE 30 - 39 PLATINUM
40 - 49 RUBY 40 - 49 URANIUM
50 - 59 EMERALD 50 - 59 PLUTONIUM
60 - 69 TOPAZ 60 - 69 IRIDIUM
70 - 79 DIAMOND 70 - 79 THORIUM
80 - 89 AMBER 80 - 89 RADIUM
90 - 94 FLAME GEM 90 - 99 UNKNOWN
95 - 99 DYLITHIUM

G. METALS AND GEM VALUE

1. R o l l 1-6 f o r mass o f m e t a l
2. R o l l 1-12 f o r number o f gems
3. R o l l p e r c e n t i l e d i c e and m u l t i p l y b y number o r mass to get the v a l u e in k i l o -
credits.
25
FINAL NOTES AND ADDENDA EXPERIENCE AND SKILLS To f i n d the number or l e s s needed
to score a h i t , take the character's
Since the o r i g i n a l conception of We do not l i s t character l e v e l s in Dexterity and modify that number plus or
this manual many new ideas have popped SPACE PATROL mostly due to the s t r i c t l y minus by the regular Hit Table Modifiers
up in our heads and also in various a r t i f i c i a l nature of such l e v e l s as they from the Combat s e c t i o n . Then r o l l 3
media of science f i c t i o n . One of the are used in other types of r o l e - p l a y i n g six-sided dice. If the number r o l l e d is
things which we d e f i n i t e l y w i l l be doing games. The gaining of a l e v e l of exper- l e s s than or equal to the character's
in the future is a small booklet which modifier Dexterity, a h i t has been
ience due to getting a share of the
covers the use of magic within the scored. A d d i t i o n a l l y , modify the num-
treasure found during a t r i p is a good
framework of these rules. This booklet ber required f o r range. +1 f o r P o i n t -
example of t h i s .
w i l l be c a l l e d PARATIME PATROL and w i l l Blank (0 to 2 Meters). +0 f o r Short
On the other hand, a character can
e s s e n t i a l l y show the operation of magic Range. -2 for Medium Range. And -4
acquire s k i l l in the use of a weapon or
in alternate dimensions and universes. for Long Range.
device and c o u l d , if in a m i l i t a r y , or
The other aspect of l a t e has been STAR paramilitary s e r v i c e , r a i s e up in rank
WARS. This movie seems to have caught and s t a t u s .
the imagination and fancy of fans every- A character must operate h i s or her As of t h i s w r i t i n g another set of
where and we f e l t these rules would not weapon at least 10 times with at least r o l e - p l a y i n g rules have been published
be complete without showing how the var- 80% accuracy during an adventure to by Fantasy Games Unlimited entitled
ious paraphernalia used in t h i s movie qualify f o r a modifier of +1 to the h i t FLASH GORDON AND THE WARRIORS OF MONGO.
would operate within the rules of SPACE p r o b a b i l i t y of the p a r t i c u l a r ranged The Flash Gordon rules are extremely
PATROL. weapon or a modifier of +1 to I n i t i a t i o n simple and easy to p l a y , but the a p p l i -
when using the p a r t i c u l a r contact weapon. cation of SPACE PATROL'S combat systems
1. The white p l a s t i c armor used by the At the end of the adventure the player w i l l make the game even more enjoyable
storm troopers of the Empire is not very would have to r o l l h i s saving r o l l to for those of you used to greater com-
good, but it can be considered the same acquire the a d d i t i o n a l s k i l l . p l e x i t y . Any questions concerning SPACE
rating as nemourlon body armor except For Example: Ensign Jones lands PATROL and how it is played may be sent
that it would cover the entire body h i s s h u t t l e c r a f t on an a l i e n planet and to us at the address l i s t e d below along
rather than just the t o r s o . is immediately accosted by innumerable with a self-addressed, stamped envelope
strange beasties. P u l l i n g h i s ebony- and we w i l l do our best to answer them.
2. A l l of the hand guns used in STAR gripped Mark XX blaster from h i s holster
WARS can be considered the same as laser Jones proceeds to shoot h i s way c l e a r .
p i s t o l s and r i f l e s from our rules except After an hour of combat, Jones r e t i r e s As we go to press in August of '77,
that the storm trooper's p i s t o l s may be to h i s spacecraft, l i f t s o f f , and rende- we are arranging f o r the manufacture of
set to stun e f f e c t . When they are put on vous' with his parent b a t t l e c r u i s e r to 25mm metal figures which are s p e c i f i c a l -
this s e t t i n g , they work just l i k e stun-
report the planet moderately dangerous. ly designed to compliment these r u l e s .
ners from the weapons t a b l e .
Jones f i r e d h i s Mark XX and got h i t s B0% For more information on t h i s set of
of the time. If h i s saving r o l l is made SPACE PATROL f i g u r e s , please send a
3. Light sabers are to be considered on the NEXT t r i p , Jones w i l l be able to stamped, self-addressed envelope t o :
the same as variable swords except that add 1 to h i s a b i l i t y to get a h i t when
they cannot be extended beyond one met- using the MkXX b l a s t e r . GAMESCIENCE
er. Thus, they would always s t r i k e with
A character would s t a r t out with 7604 Newton Drive
a force of s i x combat d i c e .
one s p e c i a l t y . The type of s p e c i a l t y B i l o x i , MS 39532
chosen should be governed by the charac-
4. The Force, one of the most i n t e r e s t - Please write the words SPACE PATROL FIG-
t e r ' s best a t t r i b u t e s . Typical s p e c i a l -
ing parts of the movie, can be compared URES on the f l a p . As soon as they are
t i e s could be: E l e c t r o n i c s , Astrogation,
to an apparent psionic energy, the ready, w e ' l l contact you. Hopefully, we
History, Weaponry, P i l o t i n g , Geology,
character Ben Kenobi being a master of w i l l provide an assortment of 20 or 25
Drive Mechanics, A l i e n Contact, Hand-to-
i t s use. A character who is strong in figures for about $10.
hand combat, and so on.
the Force can be considered to be able Although not s p e c i f i c a l l y designed
to use a l l the P s i o n i c powers l i s t e d in The gaining of proficiency in that for t h i s game, there are a number of good
our set of rules to a c e r t a i n degree. specialty would be dependent on how w e l l Science F i c t i o n figures made by:
If he was as adept as Kenobi, a Jedi the character made use of his or her
knight, he would be able to use a l l of specialty during the course of a game. Grenadier
the powers but not a l l of them at the The Referee would keep track of when and P. 0. Box 305, Dept. Z
same time. If he was a novice l i k e Luke how s u c c e s s f u l l y the character used S p r i n g f i e l d , PA 19064
Skywalker, he would have a much lower t h e i r s p e c i a l t y and award, or not award,
p r o b a b i l i t y of using a s i n g l e one of the a gain in p r o f i c i e n c y .
psionic powers at any time. It is prim- More information on character de-
a r i l y up to the judge to determine to velopment w i l l be included in PARATIME
what degree a character has the Force PATROL.
but it should be emphasized that it does
take a l o t of t r a i n i n g and study to be
OPTIONAL RANGED WEAPON ACCURACY
able to r e a l l y master i t s use.
While the H i t Accuracy Table given
Scenarios from STAR WARS can be in the combat tables is perfectly ade-
e a s i l y constructed. Some of the most quate f o r any ranged weapon, an optional
popular ideas that we have had here so system can be used which, perhaps, bet-
far concern expeditions i n t o Mos E i s l e y ter r e f l e c t s the individual a b i l i t y of
Space Port with a l l of i t s varied a l i e n the character to perform ranged combat.
beings and storm troopers lurking at
every street corner, or possibly a mad
chase through the Death Star while one
member of the party is attempting to put
the tractor beam out of commission.

Because STAR WARS takes place in a


separate universe e n t i r e l y without con-
nection to our own, the a p p l i c a t i o n of
the SPACE PATROL rules system becomes
e n t i r e l y appropriate.
SPACE_PATROL
SEEK OUT ACROSS INFINITE SPACE THE ULTIMATE DESTINIES OF
CHARACTERS IN YOUR CONTROL. TRAVEL TO NEW WORLDS AND DIMEN-
SIONS FOR EXPLORATION AND TREASURE. MEET THE MYRIAD SENTIENT
LIFEFORMS INHABITING A THOUSAND PLANETS AND PROVE YOUR RIGHT
TO EXIST AMONG THEM.

SPACE PATROL IS ALL THAT AND MORE. THIS SET OF RULES


COVERS ALL FORMS OF PERSONAL COMBAT FROM ROCKS TO ATOMIC
BLASTERS. IN ADDITION THERE IS CONTACT WITH ALIEN LIFEFORMS,
LEARNING ABOUT NEW AND STRANGE DEVICES, CONSTRUCTING REALIS-
TIC SCENARIOS, AND THE RANDOM GENERATION OF ALIEN I N T E L L I -
GENCES AND CREATURES. SUCH DIVERSE ELEMENTS AS "PSIONICS" AND
GRAVITY ARE ALSO DEALT WITH.

SPACE PATROL REQUIRES PENCILS, LOTS OF PAPER, REGULAR


AND POLYHEDRA DICE, AND LAST BUT NOT LEAST A SENSE OF WONDER.

Related Interests