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TABLE OF CONTENTS
SOLVING PROBLEMS WITH DICE 01
COMBAT 01
SPACE COMBAT 02
TRAVELING SPACE 03
SKILL LIST 03
CHARACTER CREATION 04
TRAINING 04
EQUIPMENT 05
VEHICLES/SPACESHIPS 07
BASIC ENEMIES 08
POORLY WRITTEN AND SHODDILY DESIGNED BY
VERSION: 1.1 SCOTT KNEES [SPECTRALIDAX]
If an action a character
SOLVING PROBLEMS undertakes requires a roll the
GM [Game Master] declares
COMBAT When combat is initiated each
character chooses fast or slow.
WITH DICE the skill that they are rolling
and attempts to roll equal to or
The GW will also choose either
fast or slow for each enemy.
under the roll.
[EX. attempting to climb up a rock face the character would roll Each character that chooses fast may act before any enemy but
their Climbing/Lifting/Forcing skill, which is a 43. The character may only choose a move or an action.
rolls 1d100 and gets a 38 therefore succeeding at the skill]
Each enemy that chooses fast will now act but may only choose a
If there are any difficulties to that action [such as a wet surface move or an action.
when trying to climb a rock wall] the skill the character is trying to
roll has a -10 modifier. If a character chooses slow they will go after any enemies that
choose fast but will be allowed to take both a move and an action.
Any subsequent difficulty applies an additional -10 per difficulty. All the enemies that choose slow will go last and will be allowed to
take both a move and an action.
If there are any benefits or preparations that the character has
made [such as having a climbing kit while trying to ascend a rock
wall] the skill the character is trying to roll has a +10 modifier. MOVES AND ACTIONS
Any subsequent benefit applies an additional +10 per benefit.
Move: A character's move is 5 sq.
ATTACKING
DEFENDING
If the character rolled under or equal to the skill they avoided the
attack and take no damage.
If the character fails they will take the damage of the weapon
minus their armor value.
HEALTH
If the result is above 50 then they will die at the end of the turn
unless they receive immediate medical attention.
01
SPACESHIP At the start of spaceship
combat every character must
SPACESHIP
COMBAT declare a role [Generally one
person per role].
ROLES
If the character is in a fighter craft they don’t choose a role and ASSAULT
may use any action in the spaceship roles. Prepared to assault enemy ships either by the use of dropships or
other shuttlecraft.
Every turn the pilot declares fast or slow. The GM will choose
whether an enemy ship goes fast or slow. Assault may also repel boarders.
If the pilot chooses fast the characters get to go before the enemies May assist damage control providing +10 to damage control skills
but can only make 1 action a turn. this turn.
If the pilot chooses slow the characters go after the fast enemies COUNTERMEASURES
but each character may make 2 actions a turn. Boost The Shields
Damage taken this turn is ½ [rounded up].
All space movement is in Space squares [ssq]
Deploy Chaff
All characters then take turns doing the prescribed amount of +10 to the Counter Measures skill for this turn.
actions at their station.
Electronic Warfare
For every action a character rolls the appropriate skill. If the An enemy ship with 5 ssq has -10 on all roles till the end
character rolled under or equal to the skill they of their turn.
succeed at the action.
Shield Restored
When a ship is attacked by an enemy the character in the Counter- Repair the shield of the ship by 1D6.
measures role rolls against their countermeasures skill and if the
roll is below their skill the ship is safe. If they fail the roll DAMAGE CONTROL
the ship takes damage. Repair
Repair 1D8 health to a ship system.
Hotfix
Repair 1D8 health to a ship system.
May make a hotfix to another system.
As soon as the shields run out the systems of the ship take GUNNERY
damage. Systems may be repaired by Damage Control even if they Fire Everything
are at 0. Any excess damage done to a system is transferred to -20 to Gunnery skill for the turn.
another system until the damage is spent. The Gunner hits with ever weapon on the ship.
When the systems take damage roll 1D10. If 3 or more systems hit Light Them Up
points reach 0 the ship is scrapped. The Gunner makes an attack with 1 of the ship’s weapons.
02
When traveling [warping] to
TRAVELING another star system the ship
must expend 1 fuel and it
SPACE takes 1 week to arrive
at the destination.
If the roll fails the ship is lost and the GM must roll a 1D10
on the table below.
SKILL
LIST
COMBAT SKILLS VEHICLE SKILLS
Acrobatics/contortion
Climbing/lifting/forcing [Basically, Brute Strength]
Running/jumping/swimming
Sleight Of Hand/concealment
Stealth
MENTAL SKILLS
03
Nightvision
CHARACTER The Character can see in the dark.
CREATION Plasma
The character’s body is made of plasma and doesn’t
CHARACTER CREATION STEP BY STEP need an environmental suit when in vacuum.
Needs an environmental suit in atmosphere.
Choose character size
Choose racial specialty
Pheromones
Distribute 500 build points to skills [all skills start at 10]
+10 to any Charisma skill. Those that are affected by the
Roll 1D10 x 100 for credits
pheromones may not take kindly to this.
Buy weapons and gear for character
Poisonous
SIZE [CHOOSE 1] The character’s body secreets a 1D4 poison.
Flight
The character may fly.
Natural Weapon
The Character’s body has a weapon ingrained into their
body that does 1D4 damage.
04
PISTOLS
Axehead $ 500 R: [5 sq] D: 1D4
1D4 at range or 1d6+1 in [1 sq][melee]
Burn N/A
The target is on fire and takes 1D6 damage at the end of Stun Gun $ 200 R: [3 sq] D: 1
their turn. The character may spend an action to
put out the fire. Stun
Fear RIFLES
Any within 2 sq of the target [including the target] must Ballistic Rifle $ 2,000 R: [10 sq] D: 1D8
pass a Willpower roll or spend their next turn running
away from the wielder of this weapon. They are still 2H
feared until they can spend an action and pass a Crossbow $ 1,500 R: [8 sq] D: 1D6
willpower roll.
2H, Silent
Heavy
Deck Sweeper $ 2,500 R: [5 sq] D: 1D10
This weapon must be deployed in a stable position
before being used. 2H, Fear
05
EXPLOSIVES ARMOR
Grenade $ 200 R: [4 sq] D: 1D8 Armor [Light] $ 1,000 AV: 1 N/A
1D8, Blast [1], Limited Armor [Medium] $ 3,000 AV: 3 N/A
Grenade Launcher $ 11,000 R: [10 sq] D: 1D8 Armor [Heavy]: $ 9,000 AV: 5 Training
2H, 1D8, Blast [1], Limited Armored Enviro Suit $ 6,000 AV: 3 Training
Ballistic Shield $ 2,000 AV: 2 N/A
Improvised Explosives $ 100 R: [4 sq] D: 1D10
Force Shield [minor] $ 20,000 HP: 10
Blast [2], Limited, Unstable
A shield may be regenerated by spending an action, Training
Incendiary Grenade $ 300 R: [4 sq] D: 1D4
Force Shield [major] $ 100,000 HP: 20
Blast [2], Limited, Burn
A shield may be regenerated by spending an action, Training
Rocket Launcher $ 55,000 R: [20 sq] D: 1D10
Power Armor $ 100,000 AV: 8
2H, Blast [2], Long Reload, Rending
+10 to any combat or physical skill, Training
Gas Grenade $ 300 R: [4 sq] D: 1D4
Blast [2], Limited, Venom
GEAR
Stun Grenade $ 250 R: [4 sq] D: 1
Animal Companion $500
Blast [3], Limited, Stun Bag/Backpack $100
Binoculars $200
BLADED WEAPONS Climbing Gear $300
Ax $ 400 R: [1 sq] D: 1D6+1 Clothes [Common] $50
N/A Clothes [Luxury] $200
Communication Device $500
Cult Blade $ 1000 R: [1 sq] D: 1D4 Crowbar $25
Silent, Venom Diving Gear $500
Drugs [Combat] $1,000
Energy Blade $ 10,000 R: [1 sq] D: 1D12+3 Drugs [Recreational] $3,00
Rending Drugs [Medical] $1,500
Environmental Suit $3,000
Knife $ 30 R: [1 sq] D: 1D4+1
Flares $10
N/A Flashlight $25
Mono-Filament Blade $ 8,000 R: [1 sq] D: 1D8+1 Food [Common] $10
Food [Luxury] $100
Rending
Food [Survival Rations] $30
Polearm $ 1000 R: [2 sq] D: 1D8+1 Medical Kit [Basic] $50
2H Medical Kit [Trauma] $500
Repair Tools [Ground Vehicle] $1,000
Sword $ 400 R: [1 sq] D: 1D6+1 Repair Tools [Mech] $3,000
N/A Repair Tools [Spaceship] $5,000
Rope $20
BLUNT WEAPONS Survival Shelter $200
Club/Mace $ 400 R: [1 sq] D: 1D6+1
Stun
Unarmed $0 R: [1 sq] D: 1
N/A
06
VEHICLES /
SPACESHIPS
Vehicles can use any weapon with the heavy keyword with a weapon
mount or 2 other weapons.
07
LARGE SHIPS
Battleship $ 13 Billion Carrier $ 15 Billion
Engines: 10 Speed: 3 ssq Engines: 10 Speed: 3 ssq
Life Support: 10 Armor: 8 Life Support: 12 Armor: 8
Weapons: 12 Shields: 25 Weapons: 10 Shields: 20
Fuel: 10 Weapon Mounts: 4 Fuel: 10 Weapon Mounts: 3
Structure: 10 Structure: 10
All weapons are designed for ship to ship combat and will
SHIP WEAPONS annihilate any other target [this means you].
Flak Cannon $ 100 Million R: [5 sq] D: 1D4
+1D6 damage to Shuttle craft / Fighter craft
BASIC
ENEMIES
Hostile Alien Lifeform HP:1D20+3 ARMOR: 4 SKILLS: 70
Claws [1 sq], 1d8+1, Rending, Venom
08