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2300 AD

Man‘s Battle For The Stars

Basic Role Playing


Conversion
2300AD - Man`s Battle for the Stars
Basic Role Playing

2300AD - Man‘s Battle for the Stars

is © 1977 - 2011
by Marc W. Miller
Far Future Enterprises
www.farfuture.net
All Rights Reserved. Licensed for individual use.

Basic Role Playing System


is © by Chaosium
www.chaosium.com

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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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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Skill conversion chart 16


Equipment 17
.. Skills 17
.. Encumbrance 17
.. Weapons 18
.. List of Weapons 18
.. Armor 21
.. .. Armor Materials 22
.. Powered Combat Armor 22
.. Weapons for Powered Combat Armor 22
Renown 22
.. The Uses of Allegiances 23
.. .. Mission Types 23
.. Losing or negative Allegiances 23
.. The Reach of Allegiances 24
.. .. Effects on Allegiances 24
Non Player Characters 24
.. Converting NPCs 24
.. Animal NPCs 25
.. Alien NPCs 25
.. .. The Kafers 26
.. .. The Pentapods 26
.. .. The Klaxun 27
.. .. The Ebers 27
.. .. The Xiang 28
.. .. The Sung 28
.. Human NPCs 29
.. .. Character Appearance 29
.. .. NPC Career 29
.. .. NPC Skills 29
.. .. NPC Attributes 30
.. .. NPC Motivations 30
.. Minion rules 31
.. .. Minions Game Mechanics: 32
.. .. Stronger minions 32
.. .. After the battle 33
.. .. Leading minions 33
.. .. Minions for the Gamemaster 33
.. .. Adding Flavor 33
.. .. Example Minions 34
Character Sheet 34
The Colonies of Earth 35
The Nations of Earth 36
Authors Notes 37

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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.

Optional rules recommended


During play testing the following rules options have been found useful, but are not necessarily needed:
• Total Hit Points (page 30)
• Hit Points per Location (pages 20, 29)
• Fatigue Points (pages 20, 32)
• Distinctive Features (pages 34-35)
• Aging and Inaction (page 183) for older characters

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• Skill Category Bonuses (pages 20, 31, 48)


• Complimentary Skills (page 50)
• Encumbrance (page 180)
• Miniatures and Maps (page 202), especially if you use the „mi-
nion“ rules
• Armor By Hit Locations (page 262)
• Damage and Hit Locations (pages 204-205)
• Allegiance (page 315)
Some more optional rules have been used from time to time, but
the above listed were used more often than others.
2300AD is also real good fun when played in a „pulp‘ish“ way. It
is recommended to use at least the Total Hitpoints and the Fate
Point rules (BRP p176) to simulate this genre best.

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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countered on these more primitive worlds.


A character’s homeworld also determines what gravity type that character developed in. Gravity type is divi-
ded into four headings high (1.4 G or more), normal (less than 1.4 C but greater than 0 8 G), low (0 8 G to
0.4), and zero-G (anything less than 0.4 G). A character from the Core can choose either normal or zero-G.
One from the Frontier can choose from any of the four categories. Gravity type limits body type choice, as well
as determining a character’s physical performance in different gravitational environments.
Roll two times on the table below (or pick) to find out if your characters homeworld is one of the Frontier
worlds or located in the inner Core. The second roll (or pick) shows the gravity level your character is used to.
1d10 Frontier Core Gravity Frontier Gravity
1 Core Zero-G Zero-G
2 Core Zero-G Zero-G
3 Core Zero-G Low-G
4 Frontier Zero-G Low-G
5 Frontier Zero-G Low-G
6 Frontier Normal Normal
7 Frontier Normal Normal
8 Frontier Normal Normal
9 Frontier Normal High-G
10 Frontier Normal High-G

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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1d10 Zero Low Normal High


1 Ectomorph Ectomorph Ectomorph Endomorph
2 Ectomorph Ectomorph Ectomorph Endomorph
3 Ectomorph Ectomorph Endomorph Endomorph
4 Ectomorph Normal Endomorph Normal
5 Ectomorph Normal Normal Normal
6 Normal Normal Normal Normal
7 Normal Normal Normal Normal
8 Normal Mesomorph Normal Mesomorph
9 Normal Mesomorph Mesomorph Mesomorph
10 Normal Mesomorph Mesomorph Mesomorph

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 Three to Step Four


These steps are unchanged and should be followed as described in the BRP rule book.

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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Step Seven

Professional Skill Point Pool


You may now select one of the following professions and spend Skill Points on the listed skills of the profession
as normal. The skills are divided into three categories: Initial Training, Primary Skills and Related Skills.
These categories do not affect the way you can spend points on, but they are to give you an idea where the
main focus of the profession lies.

Personal Skill Point Pool


As stated in the BRP rules book, multiply your character’s INT x 10 (or an other number, depending on your
Power Level) to create your character’s personal skill point pool. Spend these skill points on any skills you like,
with your Referee’s approval as written in the BRP rules book.

Homeworld, Nationality, and Languages Known


A character’s homeworld is, of course, chosen early during character generation in order to define the charac-
ter’s body type. The player may now select the character’s nationality any human nationality present on the
character’s homeworld. This will also determine the character’s native language. (Languages are listed by nati-
on on the „Nations of Earth“ chart on page 87 of the „2300AD Adventurer‘s Guide“). If the character has
been in a Government and Civilian career, he will also know French. If he has been in a Mercantile, Space Mi-
litary, Exploratory, or Ship Crew career, he will also know English. A character in an Academic career gets
one other language of choice.
These additional languages start at 25% and do not cost any skill points. The character is free to spend more
points on it, and he can choose to use his professional skill points or personal skill points to do so.

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.

List of available Professions


Some professions will list skill groups. These are shown in the skill conversion table listed 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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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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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.

Frontier World Careers


Colony worlds make up a new frontier for humanity, and like the frontiers of the past, when it was Earth’s con-
tinents that were being explored, they demand a tough breed of people to tame them. Such people are likely
to be fiercely individualistic, this being the motivation that has driven them from the „overly civilized“ Core
worlds (Note: A character need not have been born on a Frontier world to follow a Frontier World Career).

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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)

Core World Careers


Life on a Core world is very different from that on a Frontier world.
Computer technology is a daily fact in the lives of Core world inhabi-
tants At birth, they are entered into computer files. If they make a
purchase, funds are exchanged by computer. When they marry, it is
entered into the files in order to keep track of the effects on their
bank accounts and their benefits when they retire. Only the very,
very rich or the very criminal escape this codification. This type of en-
vironment gives rise to a very different set of skills from those lear-
ned by Frontiersmen.
Most Core world careers involve providing some sort of service to
the community at large. (Note: A character need not be from a Core
world in order to be trained in a Core World Career, but he must, at
least, be from a very large center of population, such as the capitol
of a long-standing colony)
Initial Training: Technical Skill (Computer Use or Programming), Drive, Heavy Vehicle, Knowledge (Business),
Research, Technical Skill (Electronics) or Repair (Mechanical) (player’s choice)
Primary Skills: All Intellectual Skills, all Mercantile Skills, Knowledge (Streetwise), First Aid, Technical Skill
(Electronics), Repair (Mechanical), and Swim
Related Skills: All Journalistic Skills, all Underworld skills, all Academic Skills.

Government and Civilian Careers


There are a number of careers available that work in some way to serve society in general. Some are in gover-
nment, others are not. Likewise, some are more dangerous than others.

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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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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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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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Skill conversion chart


The following table shows the relation between a 2300AD skill and its BRP counterpart.
2300AD Skill BRP Skill Category (as listed in
„Professions“)
Combat Rifleman Firearm (Rifle, Energy Rifle, etc.) Combat
Combat Walker Pilot (Walker) Combat
Demolitions Demolition Combat
Forward Observer Knowledge (Forward Observer) Combat
Heavy Weapons Heavy Weapons (various) or Artillery (various, see Combat
p268)
Leader Command Combat
Melee Melee, Martial Arts or Brawl Combat
Reconnaissance Knowledge (Reconnaissance) Combat
Sidearm Firearm (Pistol, Other, Energy Pistol, etc.) Combat
Tactics Strategy Combat
Thrown Weapons Throw Combat
Aircraft Pilot Pilot (Aircraft) Vehicle
Ground Vehicle Drive (Car, etc.) or Heavy Machine (Tank, Vehicle
Bulldozer, etc.)
Hover Vehicle Pilot (Hover Vehicle) Vehicle
LTA Vehicle Pilot (LTA) Vehicle
Sea Vehicle Pilot (Boat) Vehicle
Bureaucracy Knowledge (Business) Intellectual
Computer Technical Skill (Computer Use) Intellectual
or Technical Skill (Computer Programming)
Information Gathering Research Intellectual
Imaging Art (Photography) Journalistic
Interviewing Insight Journalistic
Writing Art (Writing) Journalistic
Disguising Disguise Underworld
Forgery Fine Manipulation Underworld
Security Systems Technical Skill (Electronic Security) Underworld
Stealth Stealth Underworld
Streetwise Knowledge (Streetwise) Underworld
Communications Technical Skill (Communications) Space Crew
Gunner Artillery (various, see p268) Space Crew
Remote Pilot Pilot (Remote Vehicle) Space Crew
Pilot Pilot (Starship) Space Crew
Sensors Technical Skill (Sensor Systems) Space Crew
Ship Drive Engineering Repair (Mechanical) Space Crew
Anthropology Knowledge (Anthropology) Academic
Astronomy Science (Astronomy) Academic
Biology Science (Biology) Academic
Chemistry Science (Chemistry) Academic

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2300AD Skill BRP Skill Category (as listed in


„Professions“)
Engineering Knowledge (Engineering) Academic
Geology Science (Geology) Academic
History Knowledge (History) Academic
Linguistics Knowledge (Linguistics) Academic
Medical Medicine Academic
Physics Science (Physics) Academic
Psychology Science (Psychology) Academic
Theoretical Sciences Science (Theoretical Sciences) Academic
Electronic Technical Skill (Electronics) General
First Aid First Aid General
Hunting Knowledge (Hunting) General
Mechanical Repair (Mechanical) General
Prospecting Knowledge (Prospecting) General
Riding Ride (various) General
Survival Knowledge (Survival) General
Swim Swim General
Tracking Track General
P-Suit Fly (P-Suit) General
Appraise Appraise Mercantile
Bargain Bargain Mercantile
Trader Knowledge (Region: <select one Star System>) Mercantile

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
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rent Encumbrance value as the one listed.


Example: a rifle is 173cm long and has a weight of 14.5 kg. The Size chart gives the following values: 12 for
the length and 2 or 3 for the weight. The overall Encumbrance would be about 7 or 7.5, depending on the de-
scription of the rifle.

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.

DP Value BRP Damage Possible


2300AD Damage
0.2 1d6 1-6
0.3 1d8 1-8
0.4 1d10 1-10
0.5 1d10+2 3-12
0.6 1d10+3 4-13
0.7 2d6+2 4-14
0.8 1d10+4 5-14
0.9 2d6+4 6-16
1 3d6+2 5-20
2 3d6+3 6-21
3 3d6+4 7-22
4 2d10+4 6-24
5 3d10+2 5-32
6 3d10+4 7-34

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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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).

Powered Combat Armor


Combat Walkers in 2300AD are a mix between a vehicle and an armor cladded person. Since there are no
vehicle rules in BRP, Combat Walkers are simulated by treating them as Powered Assault Armor.
Name AP Random Burden ENC Skill Modifier Locations Price (Lv.)
AP
BH-21 Combat 14 2d6+2 Cumbersome 48 -50% to Physical and All 17000
Walker5 Manipulation skills
Kz-7 (Kampfanzug-7) 16 4d4 Cumbersome 36 -20% to Physical and All 35000
Combat Walker6 Manipulation skills
5. grants a +6 bonus to STR at a cost of -6 to DEX. Armor includes helmet.
6. grants a +3 bonus to STR at a cost of -3 to DEX. Armor includes helmet.

Weapons for Powered Combat Armor


Name Skill Base DMG Attk2 Special Rng Crew HP AV Ammo Mal Cap Price (Lv.) SIZ SR
Jaschonek Artillery 01 4d8+4 1 Crushing 425 Walker 48 28 Plasma 00 40 8500/24(1) 42 1/SR
Fabrikant A-4 (Cannon) /2m1 Cells
Sturmgewehr
Rorttmann LK-1 Rifle, 10 2d8+3 5 Impaling 250 Walker 20 20 -- 99- special 850 1 1/SR
fKz Energy 00
Quinn-Darlan Mk Rifle, 10 3d10+ 1 Impaling 425 Walker 18 18 Plasma 98- 30 1800/18(1) 1 1/SR
4-A1 PGCW Energy 4/1m1 Cells 00
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.

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.

The Uses of Allegiances


Allegiances can be used in four ways. (1) If the referee is using a preprepared adventure, the Allegiances can
be used to influence how much the character will be paid for his services on a mission and how much equip-
ment he might be supplied with to accomplish it. (2) If the referee is designing his own adventures, Allegiances
will help him to determine what sorts of missions to offer the players. (3) If a player suggests a mission his
character would like to perform, Allegiances will serve to decide how likely he is to get it. (4) Finally, during
any adventure, a character may wish to use his Allegiances for some purpose, such as convincing a local offici-
al to aid him in his mission. (Alternatively, a character may wish not to be noticed, but his Allegiances might
give him away.)
Note: If a group of characters is attempting to get a mission together, they can choose which of their members
represents them. If he is successful, it means that the whole group is hired. Allegiances work in the same way as
skills. Usually such tasks will involve convincing someone of something.

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

Military Missions Merchant Missions


Allegiance Description Allegiance Description
0-24% Guard Duty 0-24% Colonial Grain Delivery
25-49% Combat Mission 25-49% Representative to New Market Area
50-75% Commando Mission 50-75% Representative to Alien Race

Losing or negative Allegiances


If, in the referee’s judgment, a player character has gone for some time without gaining Allegiance (such as
being in a long-term training program), the referee may have the player subtract Allegiance points from his
character to reflect his losing the public eye.
If, in the referee’s judgment, the player character has acted in an infamous way (cowardly leaving his compan-
ions to die some place, for example), that character may be assigned negative Allegiance points. These are
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subtracted from regular Allegiance.

The Reach of Allegiances


Listed in the table below are modifiers to the Allegiance die modifier, based upon the character’s location in
human space and the situation’s relation to his career field. Basically, the farther a character is from the worlds
he is known on, and the further his present endeavor is from his actual career field, the less well-known he will
be.
These modifiers are cumulative adjustments to the character’s Allegiance die modifier. In determining the effect
of career fields, the referee will need to decide what careers would be natural for a particular mission for a
particular organization. For example, a mission for Zapamoga to deliver foodstuffs to a colonial disaster area
would likely include merchant characters, space crew characters, and maybe even military characters, if there
was to be some danger on the way. A journalist character would not be natural, and so would gain no Alle-
giance, unless he convinced a journalistic corporation to publish his accounts (which would itself require a roll
versus his Status or his Allegiance with that corporation).

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.

Non Player Characters


A major part of the satisfaction to be experienced in refereeing is in playing the parts of all the non-player
characters (NPCs) that the player characters meet during their adventures. Each player concentrates on acting
the part of his own particular character. The referee, on the other hand, acts the part of every other person in
an adventure. Sometimes he will play an individual, other times a crowd. Likewise, an NPC might be an inno-
cent child, or he might be an aged villain. An NPC might even be a sapient alien or an animal. In every case, it
will fall to the referee to act the part of the NPC and to make him, her, or it believable.

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.

2300AD attribute BRP characteristic


Eloquence Appearance
Endurance Constitution
Determination Power

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.

STR+SIZ Damage Modifier


2 to 12 –1D6
13 to 16 –1D4
17 to 24 None
25 to 32 +1D4
33 to 40 +1D6
41 to 56 +2D6
57 to 72 +3D6
73 to 88 +4D6
89 to 104 +5D6
105 to 120 +6D6
121 to 136 +7D6
137 to 152 +8D6
152 to 168 +9D6
Each add. +16 +1D6

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

A Klaxun’s body is similar to a soft wood in toughness,


giving the creature the equivalent of an armor value of 1
in all hit locations.

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

When determining an Eber’s weight, use the same for-


mula as for humans, adding the mesomorph modificati-
on. Eber Strength is considerably higher than human
Strength, as would be expected with such a large body.
Intelligence falls within the same range for Ebers and hu-
mans, but coming from a very ceremonial culture, the
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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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mary and Secondary skills related to his profession.


NPC skill levels are not a definition of what an NPC knows, but an indi-
cation. The referee may well decide that although Sea Vehicle is a pri-
mary skill for a Colonist, a particular colonist has no knowledge of it at
all. On the other hand, while a Veteran Administrator has a skill level of
40% listed for Psychology (non-combat skill rating), the referee may de-
cide that he actually has a level of 50%.

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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3 This indicates that the fellowship is very important to the NPC.


1) means he is amiable and cooperative.
2) means he has a strong sense of loyally to his group.
3) means he has a strong commitment to fairness and reacts with anger to injustice and brutality.
4) The NPC is very wise, shows good judgement, and offers sound advice.
5) The NPC loves a person (friend, spouse, parent, or child) so completely that he would willingly
sacrifice himself.
6) He is scrupulously honest and his word of honor is his absolute bond. He has contempt for liars
and anyone who breaks his word.
7) He sees justice as the greatest virtue and the only important consideration in deciding in a
course of action. He hates cheaters, liars, and crooks, and will always assist any attempt to right
an injustice.
4 This indicates that the NPC has a desire for personal power.
1) indicates a braggart who wishes to impress everyone with his importance.
2) indicates a willingness to take responsibility and a desire for a position of importance.
3) means he is ambitious and manipulates the people around him for his own end.
4) He is pompous and arrogant and clearly considers himself superior lo others.
5) He will let nothing stand in the way of achieving any goal. He can appear to be considerate,
generous, loyal, or anything else which serves his purpose, but beneath the exlerior, he ruthlessly
uses others for his own gain.
6) He is a liar, and probably a traitor as well.
7) He is a charismatic natural leader who draws others to him and inspires extreme loyalty.
5 This indicates that the NPC’s sanity is in question.
Even number on dice: The NPC is a harmless and entertaining eccentric.
Odd number on dice: The NPC may actually appear to be completely normal or very eccentric, but
he is genuinely and hopelessly insane. The direction of his insanity is indicated by his other
motivation card.

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.

NPC STATURE NPC BODY TYPE NPC PERSONALITY


1D6 Description 1D6 Type 1D6 Type
1 Exceptionally Short 1 Ectomorph 1 Angry at the World
2 Short 2 Endomorph 2 Very Snobbish
3 Average Height 3 Mesomorph 3 Condescendingly Friendly
4 Average Height 4 Normal 4 Easy Going
5 Tall 5 Normal 5 Very Friendly
6 Extremely Tall 6 Normal 6 A “Leech”

NPC AGE NPC CLOTHING


1D6 Age Group 1D6 Condition
1 Child or Teenager 1 Overdressed
2 Young Adult 2 “Dressed to Kill”
3 Adult 3 Nicely Dressed
4 Adult 4 Slightly Out of Style
5 Middle Aged 5 Old and Frayed
6 Elderly 6 Wearing Rags

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!

Minions Game Mechanics:


• Minions are assumed to have a 10 in all characteristics
• They always strike last in a combat round
• They have a weapons skill of 30% doing 1D6 of damage, which may be
in melee or at range
• They do not Parry or Dodge
• They do not wear Armor
• One „Hit“ will take them out
After being successfully attacked, you subtract the Armor value from the
Damage that is done to them (as per BRP rules). For every 3 points of da-
mage they receive one „Hit“. Once they receive their maximum number of
Hits, they are removed from play.
Removed minions may not be dead, but they are too beaten up to take
any further part in that combat.
These rules will work fine for most combats involving human minions. If you
need a minion to make a non-combat skill roll, assume his weapon skill ra-
ting as his skill level. For characteristic rolls multiply their value by 5 (as
per BRP rules).

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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After the battle


For minions who received the maximum number of hits, make a Stamina check after the battle. Those who fail
are dead, those who make it can be attempted to be healed with First Aid.
After a battle minions can be healed with the First Aid skill. Each successful application of the skill heals one
complete hit (not 1d3 hitpoints). This means minions can be patched up easily, but the downside is you can
only try to heal each hit once. If failed, the hit cannot be healed during this game session, but may be retried in
the next (or is automatically healed if the Gamemaster decides so). You can still try to heal a second (or third,
fourth ...) hit.

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.

Minions for the Gamemaster


For the Gamemaster, minions might be everything he needs during a battle that rose surprisingly or unprepa-
red. Minions also add flavor to the game as the action gets more intense and imaginable. It is a huge diffe-
rence if you tell the characters there are 25 Kafers heading towards them or pulling out a sheet in front of them
showing clearly they will have to combat this horde - no joke.
If you are using miniatures, putting 50 figures on the table is always worth to see the players jaw dropping -
even if you do not really use them to show their position in the battle, but to use the figures to place the „Hit“
markers next to them. Try it, it‘s fun!
Gone are the times where you have situations like these: „You are surrounded by a combat group of Kafers.“
„How many?“ „Err, hmm, let‘s see ... there are three.“ „Three? A combat group of three Kafers? You are
kidding!“
Now you can play a combat with 30 Kafers and it does not slow down your game at all.

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%

Thug in Command (Veteran NPC) Right Hand (Elite NPC)


Attack: 50% Attack: 70%
Dodge: 50% Dodge: 50%
Hits: 3 Hits: 4
Armor: 4 Armor: 4
Damage: 1D8 Damage: 1D10 or 2d6
Stamina roll: 70% Stamina roll: 70%
Non combat skills: 40% Non combat skills: 50%

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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The Colonies of Earth


Nationality Year Star Name Type Gra- Nationality Year Star Name Type Gra-
vity vity
America 2160 Barnard’s Star Outpost 0.71 France 2220 Beta Comae Colony 1.05
America 2172 Broward Outpost 0.26 France 2231 Kimanjano Colony 0.94
America 2194 King Colony 3.08 France 2244 Vogelheim Colony 1.16
America 2199 New Melbourne Outpost 0.39 France 2246 Eta Bootes Colony 0.73
America 2215 Mu Herculis Colony 0.73 France 2274 DM+27 28217 Outpost 0.00
America 2224 Vega Outpost 0.00 Germany 2224 DM +36 2393 Colony 0.60
America 2225 Red Speck Outpost 0.23 Germany 2231 Hochbaden Colony 0.29
America 2229 Ellis Colony 0.92 Germany 2169 Neubayern Colony 0.63
Arabia 2245 Beta Hydri Colony 0.66 Germany 2207 Beta Canum Colony 0.94
Argentina 2168 Alpha Centauri Colony 1.01 Germany 2231 Vogel heim Colony 1.16
Argentina 2175 DM-26 12026 Outpost 0.97 Germany 2241 61 Ursae Majoris Colony 1.05
Argentina 2245 Omicron2 Eridani Colony 0.98 Germany 2268 Augereau Outpost 0.47
Australia 2196 King Colony 3.08 Inca 2289 Rho Eridani Colony 0.44
Australia 2196 New Melbourne Outpost 0.39 Inca 2294 DM-3 1123 Colony 1.25
Australia 2201 Ross 863 Outpost 0.00 Independent 2257 Eta Bootes Colony 0.73
Australia 2212 Botany Bay Colony 0.91 ex-British 2167 Alpha Centauri Colony 1.01
Australia 2217 Zeta Herculis Colony 0.99 ex-German 2167 Alpha Centauri Colony 1.01
Azania 2141 Nyotekundu Outpost 1.02 ex-French 2248 61 Ursae Majoris Colony 1.05
Azania 2167 Alpha Centauri Colony 1.01 Japan 2172 Alpha Centauri Colony 1.01
Azania 2205 Kimanjano Colony 0.94 Japan 2211 Davout Outpost 0.76
Azania 2280 61 Ursae Majoris Colony 1.05 Japan 2213 Beta Hydri Colony 0.66
Bavaria 2228 Rho Eridani Colony 0.44 Japan 2257 61 Ursae Majoris Colony 1.05
Brazil 2184 Alpha Centauri Colony 1.01 Life Foundation 2258 DM-3 1123 Colony 1.25
Brazil 2258 DM-21 1377 Outpost 0.69 Manchuria 2153 Barnard’s Star Outpost 0.71
Brazil 2267 Ross 6 14 Outpost 0.48 Manchuria 2172 DM-26 12026 Outpost 0.97
Brazil 2284 Procyon Colony 0.99 Manchuria 2201 Delta Pavonis Colony 0.83
Britain 2178 Queen Alice’s Star Colony 1.05 Manchuria 2204 Xiuning Outpost 0.70
Britain 2187 Clarkesstar Outpost 0.00 Manchuria 2208 Epsilon lndi Colony 1.12
Britain 2207 Beta Canum Colony 0.94 Manchuria 2213 Hunjiang Outpost 0.33
Britain 2217 Henry’s Star Colony 0.61 Manchuria 2214 Zeta Tucanae Colony 1.02
Britain 2254 61 Ursae Majoris Colony 1.05 Manchuria 2218 Serurier Outpost 0.21
Canada 2255 DM+19 5116 Outpost 0.38 Manchuria 2219 Tau Ceti Colony 0.93
Canada 2257 DM+3 123 Enclave 0.83 Manchuria 2235 Epsilon Eridani Colony 1.57
Canada 2267 DM+ 15 4733 Outpost 0.13 Manchuria 2238 DM-15 6290 Outpost 0.86
Canada 2273 DM+20 5046 Colony 0.87 Manchuria 2238 Haifeng Outpost 0.81
Canton 2259 Zeta Tucanae Colony 1.02 Manchuria 2247 DM+1 4774 Outpost 0.37
Eber 0000 82 Eridani Homeworld 1.46 Manchuria 2255 DM+4 123 Enclave 0.83
France 2145 Bessieres Outpost 0.58 Mexico 2245 Omicron2 Eridani Colony 0.98
France 2152 Augereau Outpost 0.47 Mexico 2265 Tau Ceti Colony 0.93
France 2159 Serurier Outpost 0.21 Pentapod 2267 Beta Canum Enclave 0.94
France 2167 Alpha Centauri Colony 1.01 Sung 0000 DM+4 123 Homeworld 0.83
France 2175 DM-26 12026 Outpost 0.97 Texas 2258 DM-3 1123 Colony 1.25
France 2184 Davout Outpost 0.76 Texas 2258 Rho Eridani Colony 0.44
France 2184 Nyotekundu Outpost 1.02 Texas 2269 82 Eridani Enclave 1.46
France 2185 D’ Artagnon Outpost 0.65 Trilon Corp 2260 Xi Ursae Majoris Colony 1.21
France 2196 Queen Alice’s Star Colony 1.05 UAR 2261 82 Eridani Enclave 1.46
France 2205 Beta Canum Colony 0.94 Ukraine 2244 Eta Bootes Colony 0.73
France 2211 DM+36 2219 Outpost 0.02 Unmanned 2245 Van Maanen’s Star Outpost 0.08

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The Nations of Earth


North Africa North America Europe
Berbera Arabic America English Albania Albanian
Eritrea French Canada English Austrovenla German
Kanuri Kanuri Mexico Spanish Britain English
Mauritania French Texas English and Bulgaria Bulgarian
Morocco Arabic Spanish Catalonia Catalan
Polisaria Arabic Croatia Serbo-Croatian
Tunisia Arabic South America Czechoslovakia Czech
UAR Arabic Argentina Spanish Flanders Flemish
Bolivia Spanish France French
Africa Brazil Portuguese Germany German
Angola Portuguese Chile Spanish Greece Greek
Azania English Inca Republic Spanish Hungary Hungarian
Biafra English Paraguay Spanish Ireland English
Ethiopia Amharic Uruguay Spanish Italy Italian
Kenya English Venezuela Spanish Latvia Latvian
Madagascar French Netherlands Dutch
Malawi English Asia Poland Polish
Mali French Azerbaijan Azerbaijani Portugal Portuguese
Mozambique Portuguese Burma Burmese Romania Romanian
Nigeria English Canton Cantonese Russia Russian
Somalia Somali Cen Asian Rep Russian Scandinavian Union Scandinavian
Tanzania English China Mandarin Serbia Serbo-Croatlan
Ubangi Shari Ubangi Shari Far East Rep Russian Spain Spanish
Zambia English Georgia Russian Switzerland French
Zimbabwe English Indochina French Ukraine Russian
Indonesia Malay
India Korea Korean French Empire
Afghanistan Farsi Manchuria Manchurian Algeria French
Bengal English Mongolia Mongolian Burkina Faso French
Bhutan Dzongkha Tibet Mandarin Cameroon French
Bihar English Chad French
Bombay English Pacific Djibouti French
India English Japan Japanese Gabon French
Madras English Nauru English Guinea Coast French
Mysore English New Zealand English Guyana French
Nepal Nepali Philippines English Katanga French
Pakistan Urdu Senegal French
Punjab English Australia Zaire French
Rajastan English Australia English
Sri Lanka Tamil Papua English
Tasmania English
Middle East
Arabia Arabic Antarctica
Armenia Armenia Unpopulated
Baluchistan Farsi
Iran Farsi
Iraq Arabic
Kurdistan Kurdish
Palestine Hebrew, Arabic
Syria Arabic
Turkey Turkish

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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

Gender Age Arm

Height Weight Nationality

Wealth Move

Hitpoints
Major Wound
Sta- Agi- Cha-
Effort DB Idea Luck Know
mina lity risma
Power

Effort Stamina DB Idea Luck Agility Char Know


STR CON SIZ INT POW DEX APP EDU Sanity
Madness
Threshold

STR Zero-G Zero-G DEX


Fatigue
STR Low-G Low-G DEX

STR CON SIZ INT POW DEX APP EDU

STR High-G High-G DEX Ammo Armor Type Armor Value Area

Ammo

Attack & Length/


Weapon Type Damage Range Attacks Hands HP
Parry Malfunc.
Brawl (25%) 1d3+db touch 1 close 1H n/a Equipment

Grapple (25%) special touch 1 close 2H n/a

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%)

✔ Perception Bonus Projection (DEX x02%) Science (01%) ✔ Combat Bonus


Skill Spend Total Skill Spend Total
Ride (05%) Science
Insight (05%) Martial Arts (01%)
Ride Science
Listen (25%) Combat
Ride Science
Navigate (10%) Combat
Ride Science
Research (25%) Combat
Stealth (10%) Strategy (01%)
Sense (10%) Combat
Swim (25%) Technical Skill (05%)
Spot (25%) Combat
Throw (25%) Technical Skill
Track (10%) Combat
Technical Skill
Combat
Your Skill here Your Skill here Technical Skill
Combat
Your Skill here Your Skill here Technical Skill

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