Professional Documents
Culture Documents
is © 1977 - 2011
by Marc W. Miller
Far Future Enterprises
www.farfuture.net
All Rights Reserved. Licensed for individual use.
Conversion rules by
Udo Sabath
Artwork
© by Richard Spake
used with permission
© 1977 - 2011
Far Future Enterprises
All Rights Reserved. Licensed for individual use.
© by Rob Caswell
used with permission
Version: 1.4
14.February 2011
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2300AD - Man`s Battle for the Stars
Basic Role Playing
Table of Content
Table of Content 3
Introduction 5
References 5
Game Options 5
.. Optional rules needed 5
.. Optional rules recommended 5
Character Creation 6
.. Step One 6
.. Step Two 6
.. .. Homeworld 6
.. .. Body Type 7
.. Step Three to Step Four 8
.. Step Five 8
.. .. Gravity 8
.. Step Six 8
.. Step Seven 9
.. .. Professional Skill Point Pool 9
.. .. Personal Skill Point Pool 9
.. .. Homeworld, Nationality, and Languages Known 9
.. .. Renown 9
.. .. List of available Professions 9
.. .. Military Careers 9
.. .. .. Ground Military 10
.. .. .. Sea Military 10
.. .. .. Interface Military 10
.. .. .. Space Military 10
.. .. Exploratory Careers 10
.. .. .. Scout 10
.. .. .. Contact 11
.. .. Academic Careers 11
.. .. .. Academic 11
.. .. Frontier World Careers 11
.. .. .. Colonist 12
.. .. .. Troubleshooter 12
.. .. Core World Careers 12
.. .. Government and Civilian Careers 12
.. .. .. Administrator 13
.. .. .. Field Agent 13
.. .. .. Law Enforcement 13
.. .. .. Journalist 13
.. .. .. Independent Trader 13
.. .. .. Ship Crew 14
.. .. Extralegal Careers 15
.. .. .. Thief 15
.. .. .. Pirate / Smuggler 15
.. Step Eight 15
.. Step Nine 15
.. Step Ten 15
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2300AD - Man`s Battle for the Stars
Basic Role Playing
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2300AD - Man`s Battle for the Stars
Basic Role Playing
Introduction
This document is a guide for players and Referees who wish to enjoy the hard SciFi setting „2300AD Man‘s
Battle for the Stars“ published by Far Future Enterprises (former GDW) with the Chaosium Basic Role
Playing system.
You will need to own the Chaosium BRP rule book as well as the 2300AD Adventurer‘s Guide, Referee‘s Guide
and optionally some more 2300AD books to get the setting going (I recommend the „Kafer Dawn“ book or
„Mission Arcturus“, as they give an interesting start for a campaign).
You will find references in this document pointing to pages in the BRP rules book or the 2300AD rules book to
make the character creation process as smooth as possible. For your convenience all the professions and some
text paragraphs of the original 2300AD Adventurer‘s Guide are paraphrased or reprinted to help setting the
mood for the game.
The conversion rules and this document are a fan produced product. It is not to be resold, to be made availab-
le or commercially printed without written permission of „Far Future Enterprises“.
References
Within this document you will find references like „see page XX in the rule book“. This references to the BRP
main rule book. References to the 2300AD rules add the word „2300AD“, „Referee‘s Guide“ or „Adventu-
rer‘s Guide“ to the sentence above.
The game master is referenced as „Referee“ in this document.
Game Options
Optional rules needed
To maintain the high flexibility BRP offers, there are no optional rules needed to use this conversion rules, alt-
hough it is recommended to use the EDU characteristic (Education/Knowledge Roll (pages 24, 27, 28)).
It is assumed 2300AD is played with a gritty setting in mind. Therefore the use of the Normal Power Level when
creating characters is the default. This will grant your character EDU x 20 professional skill points and INT x 10
personal skill points for character creation.
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2300AD - Man`s Battle for the Stars
Basic Role Playing
Character Creation
Create a character as per BRP rules starting at page16 in the rule book. The following pages will show you if
additionally steps are needed and if they are changed in some way.
Step One
This step is unchanged and should be followed as described in the BRP rule book.
As there are no „Powers“ in 2300AD, players could start thinking about putting low amounts of points to the
Power characteristic. These players should be aware the Power characteristic does have an impact, though. It is
used to overcome fear, stress and can make a difference between surviving a dangerous situation and being
space toast.
For stressful or fearful situations the Referee can have the player make a Power x 5 roll (or a different multi-
plier, depending on the situation) to simulate overcoming a characters inner fear to do something. This could
be the first time a character takes part in a combat or encounters a Kafer in close combat. It could be a charac-
ter wants to jump over a deep chasm while hunted by some kind of enemies.
Step Two
Is skipped as there are no Powers in 2300AD. Instead select or roll for your homeworld and body type below.
Homeworld
The first background determination that must be made for a character is the definition of his homeworld. The
choice of homeworld determines the gravity type to which the character is accustomed, as well as what kinds of
background skills he will have. Homeworld will also help determine the character’s nationality and language.
There are two broad categories of homeworlds: Core and Frontier. Core worlds are those worlds at the center
and hub of human civilization. People from this background will generally have had access to better educatio-
nal facilities and be better versed in urban situations. Frontier worlds represent those worlds on the edge of ex-
plored space. People from this background will have had more exposure to the survival type of activities en-
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Basic Role Playing
Body Type
The creating player must determine which of four different categories of body type applies to his character The-
se body types are very general descriptions of human physical makeup, and are termed mesomorph, ecto-
morph, endomorph, and normal.
Mesomorph: A mesomorph tends toward being very muscular and husky Mesomorphs will be quite strong, but
usually make up for this with a slight deficiency in physical dexterity The generally tall and wide stature of a
mesomorph makes him especially adept at such tasks as lifting and threatening, but unacceptable as aircraft pi-
lots and many other space, air, and ground vehicle operations.
Ectomorph: The opposite of a mesomorph, an ectomorph tends toward being tall and slender, possessing very
slight muscle mass. Ectomorphic individuals are usually quite agile, able to maneuver themselves and manipula-
te objects with great skill. Typical professions for ectomorphs include starship personnel, engineers and
mechanics.
Endomorph: Endomorphs are short and stocky, often possessed of increased constitution, though at the expense
of dexterity Endomorphs display great physical endurance and are able to put their bulk and size to good use.
Endomorphs do not do well in the confines of space and air vehicles, but are quite adept at most other tasks.
However, since endomorphs suffer less from the effects of extreme gravity and acceleration than other body ty-
pes, they do at times make excellent fighter pilots.
Normal: A normal individual is just that He is average in all respects, and can be expected to perform nearly
every task with some degree of success.
A characters body type is partly dependent upon the homeworld gravity type chosen above. A character from
a zero-G environment can be an Ectomorph or Normal. One from a low gravity world can be an Ectomorph,
Normal, or a Mesomorph. A character from a heavy gravity world can be Normal, an Endomorph, or a Meso-
morph. A normal gravity world will allow the character to choose from all four body types.
You can pick or roll for your body type on the table presented below. If you roll for it, simply look up the result
in the corresponding number/gravity field box depending on your homeworld.
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2300AD - Man`s Battle for the Stars
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After finding your character‘s body type, you need to adjust his initial characteristics with the help of the follo-
wing table.
Body Type STR DEX CON
Mesomorph +4 -2 +2
Ectomorph -2 +3 0
Endomorph +1 -1 +3
Normal 0 0 0
Step Five
This step is unchanged and should be followed as described in the BRP rule book. There is one additional step
to do, though:
Gravity
In addition to the rules in the BRP book, fill out the Strength and Dexterity values for the different gravity types
and write them above and below the character stats.
Note: The first number in each column is the strength modifier, and the second is the dexterity modifier. The
top row lists the characters‘ homeworld, where the vertical left row lists the different environments.
Zero-G Low-G Normal High-G
Zero-G +0 / +0 +1 / -1 +2 / -2 +4 / -4
Low-G -1 / +1 +0 / -0 +1 / -1 +2 / -2
Normal -2 / +2 -1 / +1 +0 / -0 +1 / -1
High-G -4 / +4 -2 / +2 -1 / +1 +0 / -0
Step Six
This step is unchanged and should be followed as described in the BRP rule book.
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Basic Role Playing
Step Seven
Renown
Characters can spend points on allegiances who represent organizations in the setting of 2300AD. Please refer
to the section „Renown“ later in this document.
Military Careers
For most nations of Earth, the military has been an ho-
nored career choice since the beginnings of history
(In many, in fact, it has been a requirement that their
citizens spend some portion of their lives as members
of a military organization). In 2300 AD, the military is
still a viable option for many young people. Although
there are no major human conflicts, a number of co-
lony worlds require an occasional demonstration of
force, and there is a war with the alien Kafers on the
French Arm as well.
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2300AD - Man`s Battle for the Stars
Basic Role Playing
Ground Military
Military forces restricted to operations on the surfaces of worlds. The ground military gives its members training
in combat, ground vehicle use, and basic survival skills.
Ground military personnel can be expected to be familiar with most forms of weaponry, body armor, and most
ground vehicles.
Initial Training: Firearm, Heavy Weapon, Artillery, Melee, Brawl, Drive, Heavy Machine, Demolition, Knowled-
ge (Survival)
Primary Skills: All Combat Skills, Drive, Heavy Machine, Pilot (Hover Vehicle), all General Skills
Related Skills: Pilot (Aircraft), Knowledge (Business)
Sea Military
Concerned with operations on oceans of water, sea military personnel can pick up a variety of skills. Their du-
ties involve the operations of water vehicles, most of which are of hydrofoil design, requiring very specialized
skills for operation.
Initial Training: Firearm, Heavy Weapon, Melee, Brawl, Pilot (Boat), Knowledge (Survival)
Primary Skills: All Combat Skills, Pilot (Boat), Pilot (Hover Vehicle), all General Skills
Related Skills: Pilot (Aircraft), Knowledge (Business)
Interface Military
The interface is that space between the surface of a world and its orbit. Personnel assigned to such operations
will be familiar with various air and interface vehicles. Fighter pilots are considered to be interface military po-
sitions as are such fields as shuttle and space plane pilots.
Initial Training: Firearm, Pilot (Aircraft), Repair (Mechanical), Technical Skill (Electronics), Knowledge
(Survival)
Primary Skills: All Combat Skills, Pilot (Aircraft), all General Skills, Pilot (Hover Vehicle)
Related Skills: Drive, Heavy Machine, Knowledge (Business)
Space Military
This includes all positions on spacecraft of a military nature. Gunners, pilots, remote pilots, engineers, medics,
navigators, and computer operators are required on all military vessels. Also, security and ship's troops are as-
signed to ships — these will be heavily trained in advanced weaponry and zero-gravity combat methods.
Initial Training: Firearm, Melee, Brawl, Repair (Mechanical), Technical Skill (Electronics), Fly (P-Suit),
Primary Skills: All Combat Skills, all Space Crew Skills
Related Skills: Technical Skill (Computer Use or Programming), all General Skills
Exploratory Careers
Much of the impetus for mankind to go to the stars was from the simple desire to know what secrets lie hidden
beyond Earth and its solar system. The people in whom this desire is strongest take exploratory careers. In ex-
panding the realm of humanity's knowledge, they also open new worlds for exploration and, occasionally,
meet a sapient alien race.
Scout
Initial survey of a system is done by scouts. These scouts use their ships and ship's sensors to detect the large
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Basic Role Playing
scale characteristics of systems and worlds. Mapping and starcharting are their specialties, breaking new
ground for exploratory teams and settlers.
Scouts are also often the first to contact high-technology alien races.
Initial Training: Firearm, Melee, Brawl, Repair (Mechanical), Technical Skill (Electronics), Fly (P-Suit)
Primary Skills: All Space Crew Skills, Science (Chemistry), Science (Biology), Science (Geology), Science
(Astronomy), Science (Physics), Knowledge (Survival)
Related Skills: All Combat Skills, all Vehicle Skills, all Mercantile Skills, Knowledge (Linguistics), Knowledge (Hi-
story), Knowledge (Anthropology), Science (Psychology), all General Skills.
Contact
Contact teams are sent to worlds which are parti-
cularly interesting as determined by a scout team.
Contact personnel are well versed in various scien-
tific areas such as biology, chemistry, linguistics,
and anthropology. However, these skills are put to
use in the field on an unknown world far away
from the academic life of a business or university.
Initial Training: Knowledge (Survival), Knowled-
ge (Linguistics), Knowledge (Anthropology),
Science (Psychology), Fly (P-Suit),
Primary Skills: Drive, Heavy Vehicle, Pilot (Hover
Vehicle), Pilot (Boat), all Academic Skills
Related Skills: all Intellectual Skills, all Journalistic
Skills, all General Skills
Academic Careers
Academic
Academics involves all forms of higher learning — specifically astronomy, biology, chemistry, geology, physics,
linguistics, psychology, history, and anthropology. The academic pursuits usually involve grants from some go-
vernment, business, foundation, or university which allow the individual to perform in-depth study or practical
applications of knowledge already accumulated.
Initial Training: Technical Skill (Computer Use or Programming), Knowledge (Business), Research, Art (Writing)
Primary Skills: One academic skill (note below), all Intellectual Skills
Related Skills: Two other academic skills (note below), Art (Writing)
Note: The primary skill represents a major field of study which is chosen by the player upon hiring on, and is
the only academic skill that can be purchased as a primary skill. The related academic skills represent minor
fields of study and are also picked by the player upon hiring on.
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2300AD - Man`s Battle for the Stars
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Colonist
Life as a colonist on the frontier is in many ways like that of a pioneer in the New World. Luxuries are compa-
ratively few, and one must rely heavily on one's own skills to make a home in a newfound environment.
Initial Training: Melee, Brawl, Drive, Heavy Vehicle, Pilot (Boat), Knowledge (Survival), First Aid, Swim, Fly (P-
Suit)
Primary Skills: All General Skills, all Vehicle Skills
Related Skills: All Combat Skills, Science (Biology), Science (Chemistry), Science (Geology), all Mercantile
Skills
Troubleshooter
Many corporations have interests on the frontier worlds. However, keeping in contact with them involves direct
contact, which is quite unpalatable to an executive used to his metro office complex lifestyle on Earth. Troubles-
hooters are employed to bridge this gap — to investigate problems or potential problems on the frontier worlds
and report back to corporation headquarters.
Initial Training: Firearm, Melee, Brawl, Knowledge (Streetwise), Knowledge (Survival), Stealth, Fly (P-Suit),
Primary Skills: All Combat Skills, all Vehicle Skills, all Underworld Skills, all General Skills, Research
Related Skills: Technical Skill (Computer Use or Programming), Knowledge (Business), all Space Crew Skills,
Science (Psychology)
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Administrator
A government or corporate administrator leads a very cerebral life, usually in the core or in the bigger cities
on the frontier. Their jobs range from information gathering and dissemination to business forecasting to pro-
duct management.
Initial Training: Knowledge (Business), Research, Art (Writing), Science (Psychology)
Primary Skills: All Intellectual Skills, Science (Psychology)
Related Skills: All Journalistic Skills, all Underworld Skills, Appraise
Field Agent
For particularly nasty business, governments and corporations alike employ field agents. These are spies and
information/disinformation experts used to enhance their employer's standing, often at the expense of their
competitors.
Initial Training: Knowledge (Streetwise), Fine Manipulation, Research, Technical Skill (Computer Use or Pro-
gramming), Melee, Brawl, Knowledge (Business), Stealth
Primary Skills: All Underworld Skills, all Intellectual Skills, Melee, Brawl, Science (Psychology)
Related Skills: All Journalistic Skills, all General Skills, Demolition, all Vehicle Skills
Law Enforcement
Keeping the peace, whether in the core or on the frontier, requires
a special type of law enforcement agent. Law enforcement officials
are trained to handle dangerous situations using either psychology
or weaponry.
Initial Training: Melee, Brawl, Knowledge (Streetwise), Drive, Hea-
vy Vehicle, Science (Psychology), Stealth
Primary Skills: All Underworld Skills, all Intellectual Skills, all Gene-
ral Skills, Melee
Related Skills: All Vehicle Skills, Science (Psychology), all Journali-
stic Skills
Journalist
Journalism has become much more sophisticated — cameras are
shoulder mounted and microphones can be very easily concealed
for either cosmetic or fraudulent purposes. However, the journalist's
function remains virtually unchanged. Large broadcasting firms and
foundations employ large numbers of journalists to bring in exotic
news from human space.
Initial Training: Art (Writing), Art (Photography), Research, Knowledge (Streetwise), Knowledge (Business)
Primary Skills: All Journalistic Skills, all Intellectual Skills. Science (Psychology)
Related Skills: All Underworld Skills, Knowledge (Linguistics), Knowledge (History)
Independent Trader
An independent trader either uses his own ship for mercantile activities or rents space on other ships for the
same purpose. The goals are the same — purchase strange, exotic materials on the fringes of human space for
sale to the hungry masses at the core.
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2300AD - Man`s Battle for the Stars
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Initial Training: Appraise, Knowledge (Region), Bargain, Knowledge (Business), Knowledge (Streetwise)
Primary Skills: All Mercantile Skills, all Space Crew Skills
Related Skills:All Underworld Skills, all Intellectual Skills, all General Skills, Melee, Brawl
Ship Crew
Spacecraft travel routinely between stars in the year 2300. It is therefore necessary to have people to operate
and maintain these ships. These people are employed by governments, corporations, or even small trading
companies. Because there is a great deal of time involved in space travel, most crews on starships learn to ser-
ve many different functions on board the ship.
Initial Training: Pilot (Starship), Repair (Mechanical), Technical Skill (Computer Use or Programming), Melee,
Brawl, Knowledge (Survival), Fly (P-Suit)
Primary Skills: All Space Crew Skills, all General Skills, Melee, Brawl, Firearm
Related Skills: All Underworld Skills, all Mercantile Skills, Pilot (Aircraft)
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2300AD - Man`s Battle for the Stars
Basic Role Playing
Extralegal Careers
Extralegal careers will usually only be followed by NPCs, but PCs may receive training in them.
Thief
Wherever there are laws to define ownership, there are those who try to circumvent such laws by burglary,
swindling, embezzlement, or other means.
Initial Training: Melee, Brawl, Knowledge (Streetwise), Fine Manipulation, Technical Skill (Computer Use or
Programming)
Primary Skills: All Intellectual Skills, all Underworld Skills, all Mercantile Skills
Related Skills: All Combat Skills, all General Skills
Pirate / Smuggler
Criminal activities among the stars can have very rich rewards — hijacking a ship and selling it to someone wil-
ling to ignore its origin; smuggling illegal goods from star to star and misrepresenting cargo for customs
purposes.
Initial Training: Firearm, Melee, Brawl, Knowledge (Streetwise), Fine Manipulation, Technical Skill (Computer
Use or Programming), Knowledge (Survival)
Primary Skills: All Space Crew Skills, all Underworld Skills, all Mercantile Skills
Related Skills: All Combat Skills, all General Skills, Research
Step Eight
This step is unchanged and should be followed as described in the BRP rule book.
Step Nine
Money
A character receives an amount of money based on years in service. Add all the years spent in service (this is
the characters age minus 17), and multiply by Lv 1000. This is the amount of money that the character begins
the game with. This money may be used to purchase equipment, subject to the referee’s approval.
Step Ten
This step is unchanged and should be
followed as described in the BRP rule
book.
This is it!
Your character is ready for Man‘s
Battle for the Stars!
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2300AD - Man`s Battle for the Stars
Basic Role Playing
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2300AD - Man`s Battle for the Stars
Basic Role Playing
Equipment
Skills
Equipment presented in the 2300AD books can usually be used on a one to one basis, as it mostly describes it
and rarely any bonuses to skills are granted. If a piece of equipment grants any skill modifiers, simply multiply
the 2300AD skill bonus by 10 and add this value to the characters BRP skill check.
Some items possess a given skill in 2300AD. To calculate its BRP value, multiply the 2300AD skill by 10 and
add 50% to it. This gives you the actual skill rating of the equipment.
Example: To determine the skill of a „Static Automed“, use its listed skill value of 3, multiply it by 10 and add
50% for a total of 80%. A „Static Automed“ will have a Medicine skill of 80% to heal a character placed into
it.
Encumbrance
Stuff weights. Some stuff is bulky. To determine the Encumbrance value for equipment, use the Size table on
page 26 of the BRP rule book. First have a look at the measurements of the equipment, then look at the weight.
Add both values together and divide the result by two. Use the result as an Encumbrance value for the BRP sy-
stem. Remember, this value is a rough indicator and the Referee may judge that some equipment has a diffe-
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2300AD - Man`s Battle for the Stars
Basic Role Playing
Weapons
2300AD can be a combat orientated game, as every other RPG can be. To convert the DP Value of 2300AD
weapons to Damage in BRP, use the table below as a reference and compare the result with weapons in the
BRP rule book.
The Encumbrance value can be calculated as described earlier.
For ROF, use the value printed under the weapon description in the 2300AD rule book, and use common sense
to judge between the ROF for area fire and single fire. Any other values needed can be determined by cross
referencing with the BRP weapons table in the Equipment chapter.
The range of a weapon can roughly be determined by using the 2300AD range listed for the weapon and divi-
ding it by 4 (by 2 for sniper rifles).
Use the BRP weapons as a standard example for its type. Then vary the values up and down depending on the
description in the 2300AD books.
List of Weapons
The following weapons are converted with the help of the gui-
delines mentioned above. Most of them have been playtested
a few times and the results are satisfying. Since it depends
which optional rules you use for your BRP game, not every
constellation has been tested and not every situation came up
where all the values of the weapon chart could be used. If
there is something you do not like, simply change the value -
they are listed as a guideline, not as a hard rule.
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2300AD - Man`s Battle for the Stars
Basic Role Playing
Name Skill Base DMG Attk2 Special Rng Hand HP Par STR/ Mal Am Price SIZ SR
s ry DEX mo (Lv.) /
Enc
CURRENT SERVICE RIFLES
The following rifles are currently being used by major military forces in the 24th century.
FAM-90 Rifle 25 2d6+2 3 or Impaling 225 2H 12 No 10/5 00 60 490/2 3.5 1/SR or
burst (60) 1/CR
AS-89 Rifle 25 1d10+2 3 or Impaling 200 2H 12 No 10/5 00 60 420/2 3 1/SR or
burst (60) 1/CR
Type-81 Storm Gun4 Rifle 20 3d6+4 1 Impaling 350 2H 10 No 12/7 98- 10 450/2 6 1/SR
00 (100)
FTE-104 Rifle 20 2d10+4 1 Impaling 700 2H 10 No 12/7 98- 10 520/2 8 1/SR
00 (20)
SURPLUS SERVICE RIFLES
The surplus service rifles described below are no longer the primary small arms of their countries’ military forces Nonetheless, the weapons
are still in widespread use by a number of smaller forces.
SG-77 Rifle 25 2d6+2 3 or Impaling 175 2H 12 No 10/5 00 40 280/2 3 1/SR or
burst (100) 1/CR
Wu-Beijing Type-49 Rifle 25 2d6+2 2 or Impaling 175 2H 12 No 10/5 00 25 210/2 2 1/SR or
burst (100) 1/CR
Ramirez-Abruggo BF-1 Rifle 25 2d6+2 2 or Impaling 200 2H 12 No 10/5 00 40 200/2 3 1/SR or
burst (100) 1/CR
M-2 Assault Rifle Rifle 25 3d6+2 3 or Impaling 125 2H 12 No 10/5 00 30 260/4 3 1/SR or
burst (100) 1/CR
CIVILIAN AND HUNTING WEAPONS
Of the numerous civilian rifles available in the 24th century, some of the most common are listed here.
Stracher SS-7 (high power) Rifle 25 2d6 1/2 Impaling 100 2H 12 No 7/5 00 20 140/1 3 1/SR
(1000)
Stracher SS-7 (low power) Rifle 25 1d6 1/2 Impaling 50 2H 12 No 7/5 00 20 140/1 3 1/SR
(1000)
Guiscard FC-68 Rifle 25 2d6 3 or Impaling 125 2H 12 No 7/5 00 70 240 / 3 1/SR or
burst 2(300) 1/CR
Guiscard FC-70 Rifle 25 2d6+4 2 Impaling 200 2H 12 No 7/5 00 5 220 / 3 1 or2/SR
2(100)
Rockwell “Twelve-Eighty- Rifle 15 3d6+4 1 Impaling 275 2H 12 No 13/5 00 6 400/5 4.5 1/SR
One Magnum” (100)
SHOTGUNS
Two examples of shotguns, one pump and one automatic, are listed below.
Traylor Model 10 Riot Gun Shotgun 30 4d6/2d6 1 or 2 Impaling 30/60/ 2H 14 No 11/5 00 8 300/2 3 1 or 2/SR
/1d67 100 (100)
DunArmCo Close Assault Shotgun 30 4d6/2d6 1 or 2 Impaling 25/50/ 2H 14 No 11/5 00 10 330/2 2 1 or 2/SR
Gun /1d67 100 (100)
HANDGUNS
As with civilian rifles, a plethora of handgun types can be found in the 24th century. The weapons which are listed below represent some of
the range of capabilities in 24th-century handguns.
Arno Five-Fifteen Pistol 20 1d8 3 Impaling 20 1H 8 No 7/5 98- 14 130/2 1 1/SR
00 (300)
Hancock Nine-Twenty- Revolver 20 1d6 3 Impaling 15 1H 6 No 5/5 00 6 170/2 0.7 1/SR
Three Enforcer (100)
Traylor Model 57 Pistol 20 1d8 3 Impaling 20 1H 8 No 7/5 98- 10 150/2 1 1/SR
00 (100)
Stracher P-11 mm Pistol 20 1d10+2 3 Impaling 20 1H 8 No 11/7 00 7 350/4 1.5 1/SR
(100)
AUTOGUNS
Autoguns provide a fireteam with more range and power than rifles provide, yet the autoguns remain more portable than the rifles. The
following listing includes a few examples of these autoguns.
MG-7 Machine 15 1d10+3 1,3 or Impaling 125 2H 11 No 9/5 00 75 870/2 2 1 or 3/SR
Gun 20 (100) or 1/CR
burst
Wu-Beijing Type 381 Machine 15 2d6+4 1,3 or Impaling 200 2H 11 No 9/5 00 150 870/2 3.5 1 or 3/SR
Machinegun Gun 20 (100) or 1/CR
burst
DunArmCo Mini-12 Machine 15 3d6+2 1,3 or Impaling 200 2H 11 No 9/5 00 100 910/3 5 1 or 3/SR
Gun 15 (100) or 1/CR
burst
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Name Skill Base DMG Attk2 Special Rng Hand HP Par STR/ Mal Am Price SIZ SR
s ry DEX mo (Lv.) /
Enc
Type 12 Autocannon Machine 15 2d10+4 1,3 or Impaling 250 2H 14 No 16/12 98- 50 1000/ 16 1 or 3/SR
Gun 10 00 2(50) or 1/CR
burst
LASERS
A number of laser weapons are available in the 24th century. Several are listed here.
Mueller-Rivera P-3 Pistol, 20 1d8 2 Impaling 50 1H 14 No 5/5 99- 35 750/5 1 1/SR
Energy 00
Mueller-Rivera F-7 Rifle, 15 1d8+3 3 Impaling 250 2H 20 No 7/7 99- 16 760/5 2 1/SR
Energy 00
Rorttmann LK-1 Rifle, 15 2d8 3 Impaling 250 2H 20 No 7/7 99- 20 850/5 2 1/SR
Energy 00
Gonzalves-Brazilia “Luce-3” Rifle, 15 2d8 2 Impaling 250 2H 20 No 7/7 99- 5 620/5 3 1/SR
Energy 00
Gonzalves-Brazilia Rifle, 15 2d8 3 Impaling 250 2H 20 No 7/7 99- 12 720/5 2.5 1/SR
“Luce-76” Energy 00
Mueller-Rivera F-19 Rifle, 15 2d8+2 3 Impaling 300 2H 20 No 7/7 99- 10 730/5 2 1/SR
Energy 00
SVB Rifle, 15 2d8+2 2 Impaling 325 2H 20 No 7/7 99- 6 770/5 2.7 1/SR
Energy 00
PLASMA GUNS, MAN-PORTABLE
Some of the most powerful man-portable weapons in the 24th century are plasma guns.
Jaschonek Fabrikant A-9 Rifle, 10 2d10 3 Impaling 225 2H 18 No 9/7 98- 6 1600/ 2 1/SR
Energy 00 8(1)
Type 1 High Energy Assault Rifle, 10 2d10+4 2 Impaling 180 2H 18 No 9/7 98- 4 1300/ 4.2 1/SR
Gun Energy 00 12(1)
Kurita Type-21F Rifle, 10 3d10+2 2 Impaling 250 2H 18 No 9/7 98- 4 1400/ 3.5 1/SR
Energy /1m1 00 14(1)
Quinn-Darlan Mk 2-A2 Rifle, 10 3d10+4 1 Impaling 425 2H 18 No 9/7 98- 10 1800/ 7.5 1/SR
PGMP Energy /1m1 00 18(1)
HEAVY PLASMA GUNS
Although less mobile, the following provide heavy firepower in more fixed locations.
CLP-1 A Artillery 01 6d10/2 1 Crushing 400 3 64 n/a n/a 00 10 9300/ 64 1/SR
(Cannon) m1 Crew AV 500
28 (10)
Jaschonek Fabrikant A-4T Artillery 01 4d8+4/ 1 Crushing 425 2 48 n/a n/a 00 5 8500/ 42 1/SR
(Cannon) 2m1 Crew AV 24(1)
28
SONIC STUNNERS
Sonic stunners project focused sound energy, usually in the ultrahigh frequency range, with sufficient energy to stun the target. They are
only effective in atmospheres and against targets not wearing heavy armor (particularly airtight armored helmets). As a result of these
limitations and the fact that the sonic bursts merely stun an opponent, they are of limited combat value. However, they are highly effective,
nonlethal control weapons and are used extensively by police and security forces.
Brandt Audionique AS-3 Pistol, 20 2d810 2 Knock- 10 1H 14 No 5/5 00 40 140/5 1.0 1/SR
Energy back
Quinn Optronics Restraint Rifle, 20 2d1010 3 Knock- 25 2H 22 No 7/5 00 15 150/5 1.5 1/SR
Carbine Energy back
GRENADE LAUNCHERS
A variety of 30mm grenade launchers are currently found mounted integral to combat rifles. All of these grenade launchers have roughly
similar performance. In addition, a few older magazine-loading grenade launchers are also available, although they are seldom used now by
first line troops. Below are listed grenade launchers and propelled grenades which are currently in use.
Combat Rifle Integral Grenade 25 depends 1/2 depends 125 2H 12 No 7/5 99- 3 Expen 1.0 1/2CR
Grenade Launcher 00 sive
GW-12 Grenade Launcher Grenade 25 depends 1 depends 125 2H 12 No 7/5 99- 6 Expen 3.0 1/CR
00 sive
PROPELLED GRENADES
The following propelled grenades are suitable for use with the grenade launchers which are listed above.
30mm High Explosive -- -- 4d6/4m -- Knock- -- -- 8 No -- -- -- 5 0.7 as
Propelled Grenade 1
back Launcher
30mm High Explosive -- -- 4d6/4m -- Impaling -- -- 8 No -- -- -- 6 0.7 as
Armor Piercing Propelled 1
Launcher
Grenade
30mm Flechette Propelled -- -- 2d6/2m -- Knock- -- -- 8 No -- -- -- 2 0.7 1/SR
Grenade 1
back
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Name Skill Base DMG Attk2 Special Rng Hand HP Par STR/ Mal Am Price SIZ SR
s ry DEX mo (Lv.) /
Enc
30mm Concealment -- -- 6
/3m1 -- -- -- -- 6 No -- -- -- 10 0.3 as
Propelled Grenade Launcher
HAND GRENADES
The following three examples are representative of the common range of grenade types which are available.
High Explosive Grenade Thro 4d6/4m 1 Impaling Thrown 1H 8 No 5/5 00 1 3 0.7 1/SR
Fragmentation Grenade w 1
Concussion Grenade Grenade Thro 2d6/2m 1 Knock- Thrown 1H 8 No 5/5 00 1 3 0.7 1/SR
w 1
back
Concealment Grenade Grenade Thro 6
/3m1 1 -- Thrown 1H 6 No 5/5 00 1 6 0.3 1/SR
w
1. Damage is expressed in dice per meters; damage done each meter past the initial radius decreases by 1 die per meter.
2. Many high-tech missile weapons have burst fire capabilities; see the rules for Autofire on page 214 of Chapter Seven: Spot Rules for
details.
4. Sniper rifles are usually equipped with a bipod, doubling the base chance; without a bipod (or similar stabilizer), reduce the base chance
to 10.
6. Fills an area with vision obscuring smoke instead of doing damage; can obscure a room as if darkened. See Darkness on page 220 of
Chapter Seven: Spot Rules for details.
7. Shotguns do damage by range; the first increment is the first damage dice, the second is the second, etc.
10. Roll damage as normal and use the damage vs. the target’s CON in a resistance roll. If the target succeeds, he or she takes minimum
damage (2) instead of the rolled damage. If target loses, he or she is stunned for 1D3+1 rounds. See the rules for Stunning on page 232 of
Chapter Seven: Spot Rules.
Armor
In some occupations, body armor may be useful at times. The following examples of body armor are available
for characters who expect to need it in their line of work. Several different items may be worn at one time (for
instance, a helmet and a vest), to give protection to different areas of the body.
Name AP Random AP Burden ENC Skill Modifier Locations Price (Lv.)
Helmet +3 +2 None 2.0 -5% to Head 5
Perception skills
High Threat Combat +4 +4 Light 5.0 -15% to Head 20
Helmet Perception skills
Steel Helmet +3 +2 points None 2.5 -10% to Head 1
Perception skills
Chainmail Vest 4 1d4 Moderate 11.0 -25% to Physical Arms, Chest 1
skills
Vedette Half-Armor 12 1d10+2 Moderate 8 -5% to Physical Upper Chest 20
skills
Rigid Breastplate 4 1d4 Moderate 8 -10% to Physical Chest 20
skills
Nonrigid Vest 3 1d3 Light 1 none Chest 20
Inertial Armor Vest 4/8 1
1d4/1d8 Light 8 -5% to Physical Chest 100
skills
Full-body Nonrigid 6 1d4+2 Light 2 -5% to Physical All2 60
Armor skills
Full-body Inertial 4/81 1d4/1d8 Moderate 12 -10% to Physical All2 350
Armor skills
Full-body Combat 10 2d4+2 Moderate 16 -25% to Physical All2 100
Armor skills
1. First value is vs. melee or low-velocity missile weapons; second value is vs. firearms.
2. Includes helmet.
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Armor Materials
There are three different types of body armor: nonrigid, rigid, and inertial.
Nonrigid armor is made of flexible material which is tough and resists puncture by a bullet or energy beam. It
doesn’t inhibit the wearer’s movement as much as rigid armor does.
Rigid armor is made of solid pieces.
Inertial armor is flexible like nonrigid armor but becomes rigid when struck by a fast-moving projectile (such as
a bullet or a piece of shrapnel).
There is one difference in game terms between these three armor types, inertial armor has two different armor
values for different types of weapons (refer to the footnotes section in the armor table).
Renown
The system for Renown in 2300AD can be simulated by the Allegiance system in BRP (p315). It is suggested
that a player does start with 1D6-2 (minimum 0) points for each allegiance the Referee decides to be available
in the setting. The character may also spend additional points from his professional or personal skill point pool
on the allegiance the character is most attached to. This usually is his employer or a group that has a bigger in-
fluence to the characters life.
A good start for possible allegiances are the different organizations starting at p10 in the 2300AD Director‘s
Guide.
Allegiances are another means by which a player can gauge his character’s success in his occupation. The re-
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feree should give out Allegiance skill check marks to each character at the end of any adventure in which it is
judged that the character would have gained fame. This judgment will be based partly upon the performance
of the character, partly on the importance of the mission, and partly on the character’s career field. Therefore,
it is easier for a character to increase his allegiance on an important mission in his own field than on an unim-
portant one in another field. If the mission is great enough, and the character’s success is grand, the referee
may even want to award an automatic d6 skill point increase (or even an absolute number), but this should be
very rare.
It is important to understand the differences between Status and Allegiances. Status is a symbolic value for we-
alth and influence within the characters direct surroundings. This can be a city, a region or a starship.
Allegiances represent a characters rank within an organization and the amount of trust his superiors bring for-
ward to him. Allegiances would grant better equipment and interesting missions, where Status will grand access
to a higher lifestyle and more (private) gadgets.
Mission Types
Explorer Missions Law Enforcement Missions
Allegiance Description Allegiance Description
0-24% Map Geographical Feature 0-24% Town Deputy
25-49% Expedition without Dedicated Vessel 25-49% Circuit Sheriff, Detective
50-75% Expedition with Dedicated Vessel 50-75% Investigative Task Force
Effects on Allegiances
Factor Modifier
Worlds Worked On none
Other World -10%
Home Arm none
Other Arm -10%
Earth Task is Difficult
Same Career none
Other Career -20%
Note: „Worlds Worked On” means any world the character has performed a mission on. „Other World”
means the character has not worked there. „Home Arm“ means the region holding the character’s homeworld;
Core counts as a region for these purposes. „Other Arm” indicates a different region of space, including the
Core, for those not born there. „Earth” applies its modifier to everyone, even its natives. „Same Career” means
the character’s career. „Other Career” means a career other than that of the character.
Converting NPCs
It is pretty easy to convert 2300AD NPC stats to its BRP counterpart. Strength, Size, Dexterity and Education
can be used on a 1:1 basis. Eloquence, Endurance and Determination do have other names, but can be con-
verted 1:1 as well.
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2300AD uses 4d6-4, giving a range of 1 to 20, where in BRP 3d6 or 2d6+6 are used, giving a range of 3 to
18 and 8 to18 respectively. This is close enough to be valid for a 1:1 points conversion.
Hitpoints and Damage Bonus have to be recalculated as it is standard for BRP. Hitpoints equal CON+SIZ divi-
ded by 2. The Damage Bonus has to be looked up in the following table.
Animal NPCs
Animals can also play an important part in 2300 AD adventures. Often, the part they play will be as the object
of an expedition or as a danger incurred during an adventure episode. Please refer to the BRP rule book for
example animals. With a little bit of work every animal or monster created in any setting for BRP can be used
as an animal in 2300AD.
Alien NPCs
Aliens play a very special role in 2300 AD. Much of the substance of science-fiction adventures concerns the
use of futuristic technology and is set against the exotic backdrop of an alien world or a future Earth. Humans
in the 24th century have been brought closer together as a consequence of better communication methods and
faster transportation, as well as by the need to maintain a common culture that spans star systems, but human
cultures have not been brought so close as to lose the various identifying marks of their individual nationalities.
In fact, the number of human “nationalities” has grown larger with the colonization of new worlds. This ease of
travel and disparity of culture makes for a perfect environment for science-fiction role-playing adventures.
But the differences among human cultures are as nothing compared to the alienness of races that have sprung
from worlds other than Earth, born under the suns of stars other than, and often essentially different from, Sol.
A world’s ecology may be alien to humans and may cause them some difficulty in learning to deal with it, but
that strangeness does not begin to compare to the difficulties to be encountered when dealing with an alien
intelligence.
More about Aliens can be found in the 2300AD Director‘s Guide starting at p22.
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If using the Minion rules (later in this document), please be advised the statistics given for the following aliens
override the statistics suggested for minions.
Example: a Green NPC is suggested to have a 10 in STR, DEX, etc., but the statistics for a Kafer shows 12, 12,
etc. in the description. The Alien description overrides the „10“‘s suggested by the minion rules, so the stati-
stics from the Kafer block are used instead. However, for combat the skill percentages provided by the Green
NPC are used.
The Kafers
Typical statistics for Kafer NPCs are:
Strength 12
Constitution 16
Size 18
Intelligence 2/12
Power 16
Dexterity 12
Appearance n/a
Education n/a
Hitpoints 17 or 3 „Hits“
Damage Bonus +1d4
Armor 6 carapace (back only)
A Kafer’s carapace protects its torso as nonrigid armor (Armor Value 6), but only from rear attacks. Kafer in-
telligence is always low until shortly after combat begins, then it jumps by as much as 10 points or more. When
running Kafers in combat, use the lower listed intelligence for 1d6 turns, then switch to the greater number.
While the lower number is in effect, Kafers should be considered Green NPCs in whatever career field is
appropriate (usually Ground Military); when they become intelligent, however, they should be considered Ve-
teran NPCs, and Kafer officers should be considered Elite (it always requires three Hits to incapacitate any Ka-
fer, at any time, however).
When combat occurs, the referee should stress the confused way that Kafers mill about for the first several
rounds, their officers prodding and beating them. Once the Kafer intelligence mechanism takes effect, however,
the referee should stress the almost supernatural cleverness of the response. Kafers will disappear into any
available cover and will use every trick conceivable in counterattacking.
The Pentapods
Typical statistics for Pentapod NPCs are:
Strength 11
Constitution 15
Size 9
Intelligence 15
Power 17
Dexterity 13 (9)
Appearance 13
Education 4
Hitpoints 12 or 2 „Hits“
Damage Bonus none
Armor none natural
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Although much shorter than humans, Pentapods bulk about the same. Their manual dexterity is high, but overall
physical agility is slightly below the human norm-use the number in parentheses when a Pentapod is attempting
a feat that requires overall body coordination.
Pentapod Endurance and Power are high to reflect their tendency to comply with an order even in the face of
total destruction. Their Intelligence is also high, as is their Eloquence, although not necessarily along the same
lines as humans. Pentapod Education is listed as very low to reflect the fact that while each is an expert in its
own occupation, it is nearly ignorant of any other field.
All of this refers to the human-relations Pentapods, of course. There are also any number of Pentapods that per-
form other functions, and the referee should adjust their statistics to make them fit their occupations.
The Klaxun
Typical statistics for Klaxun NPCs are:
Strength 14
Constitution 15
Size 14
Intelligence 7
Power 12
Dexterity 8
Appearance n/a
Education n/a
Hitpoints 15 or 3 „Hits“
Damage Bonus +1d4
Armor 1 soft wood like skin
The Ebers
Typical statistics for Klaxun NPCs are:
Strength 15
Constitution 8
Size 14
Intelligence 10
Power 13
Dexterity 9
Appearance 14
Education 6
Hitpoints 11 or 2 „Hits“
Damage Bonus +1d4
Armor none natural
Ebers have a much greater Appearance. Their technological level is reflected in a low education level compa-
red with humans, however.
The Xiang
Typical statistics for Xiang NPCs are:
Strength 9
Constitution 11
Size 8
Intelligence 12
Power 14
Dexterity 15
Appearance --
Education --
Hitpoints 10 or 2 „Hits“
Damage Bonus none
Armor none natural
It has been said that the Xiang are technologically primitive. This primitivity is because they have no desire for
advanced technology; stone age tools serve them well for their simple wants. The Xiang are both intelligent
and curious, however, and older, sterile males often travel off-planet with other races in order to learn more
about the universe beyond their homeworld.
There is no way to rate Xiang individuals in human terms for eloquence or education, however. While it is ob-
vious that certain Xiang are held as great singers and storytellers among their own kind, broad communication
between Xiang and humans is still dependent upon advanced computer translation programs, and these pro-
grams often fall far short of conveying an accurate message.
The Sung
Typical statistics for Sung NPCs are:
Strength 5
Constitution 13
Size 7
Intelligence 10
Power 10
Dexterity 14 (11)
Appearance 10
Education 10
Hitpoints 10 or 2 „Hits“
Damage Bonus -1d6
Armor none natural
Although Stark, the Sung homeworld, has a slightly lower gravity than Earth, it still falls within the ranges for
normal. The lighter gravity does allow Sung to fly more easily than on Stark than they would on Earth. If the
Referee wishes to have the player characters encounter individual Sung on Earth, he should play the Sung as
fatiguing fairly easily and unable to fly upward for very long, although they can still glide pretty well. To simu-
late this fatigue, the referee may wish to drop the Sung Constitution by three points when on Earth.
Sung psychological statistics, including Education, can be rated very much like those of humans. Although the
systems of education are different, the results are quite similar.
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Human NPCs
Most encounters the player characters will have in their adventures will be with other humans. Consequently,
humans make up the bulk of the NPCs the referee will be required to play. Players have detailed characteristics
worked out for their characters. They also have designed careers for them and character personalities to go
with the statistics. During the course of play, all of these things are in the players’ minds, determining how their
characters act.
It is too much to expect the referee to design every NPC in such detail, and if he did, it would be nearly impos-
sible to keep track of them all during play. It is also unnecessary. Only the main NPCs in an adventure need be
designed in anything near the detail given to a player character. But less important NPCs should seem just as
real to the players (otherwise, not only will the adventure be less exciting, but the players will be able to deter-
mine just who is important by how real he seems). To make an NPC seem living and believable, the referee
needs to know the NPC’s appearance, abilities (career and skill level), and motivations. These may be decided
upon well in advance of play, or they may be made up on the spur of the moment, if necessary.
Character Appearance
An NPC’s appearance will often be dictated by his career, his skill level,
and even his motivations. That is to say, a football player will tend to look
big, strong, and probably fairly young; a very experienced government
clerk will likely be smaller,and older since his job is less physical and he
has probably spent years gaining his experience. Likewise, an NPC with a
motivation of pompous arrogance will look different from one who is amia-
ble and cooperative, simply because of their facial expressions and manne-
risms. Just these few details begin to bring an NPC to life in the players’
eyes. This is not to say that a government clerk cannot be muscular, but if
he is, it will tell the referee that he probably works out a lot, another detail
which adds an aura of reality to the NPC. If the referee desires, the tables
following below can also be used to generate details about an NPC’s
appearance.
NPC Career
When designing an NPC, one of the first things a referee will want to decide upon is the NPC’s career. Usually
this will be determined by the role played by the NPC. If the NPC is the head of the local police force, for in-
stance, he will either be an Administrator or a Law Enforcement expert. If the NPC is a pilot on a starship, he
will be in a Space Crew Career.
If the NPC is a cook in a restaurant, it is obvious that his career is Cook, but this is not listed in the Professions
list. Neither is barber, retail clerk, fast food worker, or the like, yet player characters will encounter these types
of NPCs in the worlds of 2300 AD. For the referee’s purposes, such NPCs may be placed in the Core World
career category if from Earth, Tirane, or a very large city on a colonized world, or the Colonist career, if from
a less populated area.
Some NPCs may have two careers listed, reflecting a broad range of skills.
NPC Skills
Once an NPC’s career has been chosen, his skillfulness at that career must be decided. Player characters list
each skill individually and keep track of advancement in that skill separately from all others. Very important
NPCs can be designed in the same way. Less important NPCs, however, can be designed using a sort of short-
hand. With this system, once the NPC’s career has been chosen, the referee merely decides whether the NPC is
rated as Green, Experienced, Veteran, or Elite. This ranking tells the referee what skill level the NPC has in Pri-
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NPC Attributes
As has been stated, some NPCs the referee will want to create with a
good degree of the complexity used for a player character. For this re-
ason, the Aliens chapter, for example, lists average attributes for each
alien race. Most of the time, however, all the referee needs to know is
what kind of a modifier an NPC gets on a Resistance Table roll.
For this purpose, typical NPCs can be assumed to have a characteristics
score of 10 everywhere. Refer to the Minion rules later in this document.
NPC Motivations
Another thing that can be of aid to a referee in playing the part of an
NPC is a definition of that NPC’s motivations. In many cases the motiva-
tions of NPCs are either obvious or unimportant.
For example, general background characters, such as merchants or ene-
my soldiers, do not require a precise definition of motivation. Motivation
becomes necessary, however, with influential or potentially important
NPCs.
To determine NPC motivation, roll two d6 (re-roll sixes). The highest roll
is the NPC’s prime motivation, the other is his secondary motivation. The
particular motive is determined by an other roll of a d8 (re-roll eights).
d6 roll Motive (d8)
1 This indicates that violence plays a part in the NPC’s makeup.
1) means the NPC is not frightened or intimidated by violence or its threat.
2) means he is aggressive and accepts violence as a means of solving problems.
3) means he loves a good fight. But it does not, however, indicate cruelty or brutality.
4) He is subject to sudden, violent, and uncontrollable rages.
5) He is stubborn, nearly impossible to persuade once he has made up his mind.
6) He is a sadistic brute who enjoys inflicting pain on others.
7) The NPC is a natural military leader with an instinctive grasp of tactics and a good eye
for terrain. The referee should have him anticipate many situations and make allowances for
them.
2 This indicates that the NPC has a concern for wealth.
1) means he is cost-conscious and interested in making money.
2) means that making money is always his first consideration, and he will always haggle over
prices and wages.
3) means he is easy to bribe and might betray his friends if the price is right.
4) He is a total coward and will run from danger at every opportunity.
5) The NPC is driven by lust for the opposite sex, either for a particular person or just in general.
6) He is obsessed with money, believes everything has a price, and will do anything if the price is
right.
7) He is generous to a fault and gladly gives whatever he has to those in need.
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The following tables can be used to give the referee a first idea about the appearance of a person the players
just met. Roll or pick from the individual tables to create an overall impression the player characters will get.
Minion rules
Some battles in BRP are meant to be a challenge but not a real threat to the characters. They should be enter-
taining and maybe wear out some gear or get the characters fatigued so they have a harder time overcoming
the real enemy in the end of the adventure.
Minions are a tool for the Gamemaster to throw a bit of a threat against the player characters without the need
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of having a full stat block for them. You usually need only some minimal statistics to run a full combat.
As BRP is not meant to run huge battles, these minion rules are designed to make combat quicker and be still
consistent with the main rules. They do not add or replace any BRP rule, but they make them a bit more
smooth.
With these rules you can easily handle a huge combat with about 50+ enemies per side!
Stronger minions
Sometimes a basic combatant is not threatening enough. If you need tougher foes, feel free to modify their
stats:
• The default characteristic number can be increased from 10 to 12, 14, or 16. If you need different values for
different characteristics, you should create a complete NPC
• Faster minions might strike first, or go immediately before or after the characters. This rule ignores the stan-
dard rule for the order of actions in a combat
• Weapon skills might be 40%, 50% or higher. Stay with whole 10‘s, do not use 45%, 47%, 53%, etc. for
them
• Damage done in combat can be increased to 1D8, 1D10 or 2d6, 2d10, etc.
• They may Parry or Dodge at their normal skill percentage (e.g. 40%, 50%, etc.)
• They may take more than a single hit. Tough minions might need two or more hits to take them down. In this
case, a special or critical result will always take out a minion, regardless of the number of hits it would nor-
mally take.
• A minions Armor is subtracted from the Damage he receives, as it is for regular BRP characters. For every
three points of Damage a minion takes one hit.
• Stronger minions may have different non-combat skill values, usually 10% less than their combat skills.
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Leading minions
Minions can be used in different ways during a game. It is possible
the characters hired them to have some fire support. Maybe they
lead a group of soldiers through a jungle, or they convinced the
town people to come with them and battle the threatening evil.
Allow the players to control these minions. They lead them, so they
should let them face their fate. A character can attempt to com-
mand a number of non-player subordinates equal to his or her
POW. See the Command skill (p.53) in the BRP rule book for more
information. These alliances might be a one time thing and break
apart once the goal has been archived.
Minions may be cannon fodder, but they are not stupid. If the
characters hide behind heavy cover, so will their minions. They are
not suicidal! In such a case the Gamemaster should overrule the
players intention as he sees fit. The characters might give them
orders, but the minions may disobey.
If the characters on the other hand are leading their minions into
battle, this might be worth some bonus. Use the Command and
Strategy skill for additional advantages.
Adding Flavor
Use the following examples to add a bit of flavor to the common minions. Just because they are only the can-
non fodder does not mean they are not worth being a bit different from time to time. Do yourself a favor and
do not use more than one of these specialities for a group of minions.
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• Distracting. There is something about the creature that impedes all attacks against it. Maybe this is by physi-
cal appearance or psionic powers, camouflage or something completely different. All attacks against these
creatures suffer a penalty equal between 20% and 40%.
• Top Notch. The minions are the best of their class or race. They do double the damage and take at least 2
Hits to be down.
• Fast. These minions are faster than the characters and use hit-and-run combat tactics as often as possible.
They always act first, and duck behind cover. Attacks against these minions are always Difficult.
Now create your own specialities and let the (pulpy) fun begin ...
Example Minions
Basic minion (Green NPC) Common Thug (Experienced NPC)
Attack: 30% Attack: 40%
Dodge: 30% Dodge: 40%
Hits: 1 Hits: 2
Armor: 0 Armor: 1
Damage: 1D6 Damage: 1D8
Stamina roll: 50% Stamina roll: 60%
Non combat skills: 30% Non combat skills: 30%
Remember, these rules are not to replace a well thought out villain character. The intention is to make a combat
more smooth and bring on masses for the players to fight, without getting bogged down in detailed HP coun-
ting. It is further recommended to use Elite NPC minions only rarely and instead coming up with a fully fleshed
non-player character.
Character Sheet
Yes, there is one. You should check „Far Future Enterprises“ (www.farfuture.net) for it.
The unofficial BRP website (www.basicroleplaying.com) will have it in the downloads section as well.
Please check the end of the document as well.
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Authors Notes
The rules conversion was started as a project for our gaming group. We played 2300AD back in the 80ies and
loved it very much. As time passed, our interests changed, we tried out different other settings and RPG systems
- only to rediscover 2300AD a few years ago. Since then we play it on a regular basis, a Friday evening
group, enjoying the world that was created by GDW so many years ago.
The rules have always been a discussion, sometimes more, sometimes less, so in July 2009 I started to convert
2300AD over to the Basic Role Playing system made by Chaosium. BRP, because I knew my players love it as
we had a Call of Cthulhu group going on for a long time.
After a short while of play testing, we found out, BRP does handle 2300AD very well: the grittiness, the setting
mood, atmosphere and roleplaying.
One issue, though, was the „minion“ rule GDW uses for „unimportant“ NPCs. In the past, with the original sy-
stem, we had gunfights with lots of opponents. As we switched to BRP, keeping track of all the NPCs got quite
cumbersome and with it combat went slow - which was until I invented my house rules for minions. Inspired by
the „Fractures of Hope“ monograph, I designed some fast rules incorporating my experience from Savage
Worlds. The result was a playable system that does not change any existing BRP rules and allows for battles
with many combatants.
The Kafers were back. In masses. And so was fun.
Finally we got our favored RPG setting, together with our favored rules system, with the possibility of massive
gun fights - and no extra props were needed.
That was the time I showed the system to some other players, only telling them „we will run a hard SciFi setting
using the BRP rules system“. The players were amazed. Never have they experienced such a well thought out
sci-fi setting before, never experienced easy to remember rules with such a lot of detail. They asked about the
setting book - and I revealed, it was „good old“ 2300AD blended with BRP. The players urged me to put the
rules together, to write them up so they could play the game without doing all the hard work of conversion.
I wish to thank Marc W. Miller at Far Future Enterprises (www.farfuture.net) who allowed to copy sections from
the original 2300AD Adventurer‘s and Director‘s Guide book and who is making this PDF available to the
public.
Also without the artwork of Richard Spake this booklet would be very much bland and dull, so thank you for
supporting this fan product.
I hope you will have as much fun with 2300AD as our gaming group does have for nearly six years now.
Let‘s give the Kafers an other fight and hit them hard!
Remember, there‘s lots of material (adventures, background, equipment guides, etc.) available at:
http://www.farfuture.net
and
http://www.rpgnow.com
A forum to discuss these rules and the BRP system can be found here:
http://www.basicroleplaying.com
Udo Sabath, 2. February 2011
www.farfuture.net 37
Name Homeworld Distinctive Features Description
Profession Gravity
Handedn. Core/Frontier
Body Starsystem
Wealth Move
Hitpoints
Major Wound
Sta- Agi- Cha-
Effort DB Idea Luck Know
mina lity risma
Power
STR High-G High-G DEX Ammo Armor Type Armor Value Area
Ammo
Ammo
Ammo
Experience Bonus ✔ Allegiances Value For all Skills "Normal-G" is assumed. ✔ Manipulation Bonus
For Fly: P-Suit "Zero-G" is assumed. Skill Spend Total
Allegiance Skill Bonuses always use "Normal-G".
✔ Comunication Bonus Art (05%)
Allegiance
Skill Spend Total
✔ Mental Bonus Art
Bargain (05%) Allegiance
Skill Spend Total
Art
Command (05%) Appraise (15%)
✔ Physical Bonus Craft (05%)
Disguise (01%) First Aid (30%)
Skill Spend Total
Craft
Etiquette (05%) Climb (40%) Gaming (INT+POW)
Craft
Fast Talk (05%) Dodge (DEX x02%) Knowledge (05%)
Demolition (01%)
Language, Own (INT/ Drive (20%) Knowledge Fine Manipulation
EDUx5%)
(05%)
Drive Knowledge
Language, Own Heavy Machine (01%)
Drive Knowledge
Language, Other (00%) Heavy Machine
Drive Knowledge
Language, Other Heavy Machine
Fly P-Suit (1/2 DEX) Knowledge
Language, Other Heavy Machine
Literacy, Own
Hide (10%)
(INT/EDUx5%)
Perform (05%) Repair (15%)
Jump (25%) Literacy, Other
Persuade (15%) Repair
Pilot (01%) Literacy, Other
Status (15% or var.) Repair
Pilot Literacy, Other
Status Repair
Pilot Medicine (05%)
Teach (10%) Sleight of Hand (05%)
Pilot Psychotherapy (01%)