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Space Patrol RPG Rulebook Overview

The document outlines the rules and structure for a science fiction role-playing game called SPACE PATROL, detailing character creation, gameplay mechanics, and various scenarios players may encounter. It emphasizes the importance of the Game Master in guiding the game and ensuring fair play, while also providing a scenario generator for ease of use. The document includes sections on character generation, movement, combat, and different types of gameplay situations such as landing parties and space salvage missions.

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Urheil Urheil
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0% found this document useful (0 votes)
15 views37 pages

Space Patrol RPG Rulebook Overview

The document outlines the rules and structure for a science fiction role-playing game called SPACE PATROL, detailing character creation, gameplay mechanics, and various scenarios players may encounter. It emphasizes the importance of the Game Master in guiding the game and ensuring fair play, while also providing a scenario generator for ease of use. The document includes sections on character generation, movement, combat, and different types of gameplay situations such as landing parties and space salvage missions.

Uploaded by

Urheil Urheil
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

TABLE of CONTENTS

SEQUENCE OF PLAY 1
------

CREATING CHARACTERS 2
------

CHARACTER AND ALIEN GENERATION TA9LES------- 4

CREATURf: CREATION 6
-------

PSIONICS 6
--------�

SUCCESS PROBABIL IT Y TABLE------ 7

GRAVITY------- 7

MOVEMENT--------� 7

E Q UIPMENT------ 8

LEARNING 9
--
--
SAVING ROLLS
-------�-
9

CONTACT 10

RECOVERY
--------�
10

PLAYING A SCENARIO------- 10

12
----
CO�EAT

SCENARIO GENERATOR------- 20

FINAL NOTES AND ADDEND A;.__--- 25

PRODUCED BY: LOU ZOCCHI

GA�1E DESIGN: Michael Scott Kurtick and Rockland Russo


GRAPHICS: Michael Scott Kurtick and Charles Hards
PLAYT E S TI NG : Michael Bleds oe
"Wally " Wallesverd
William Murphy
Jessica Styons
�jathan Houk
Rusty Neal
Bobby Shaeffer
Derek Charbonnet
TYPING: Katherine E, Ed']·'·
@ 1977 Copyright GAMESCIENCE CORPORATION

THE DIXIE PRESS


GULFPORT, MISSISSIPPI
Introduc tion 1
"It's more than a job, it's an ad­ In the testing of these systems 2, LANDING PARTY
venture!" Perhaps this is the slogan the fellow who runs the game has been·
some doubtless original thinking PR man variously called Matrix Man, Mission This is a sort of STAR TREK format.
will devise for the military some 100 Mester, Organian, and by the hard-core Here the players are making contact with
years hence, Actually SPACE PATROL is s D&D types, Dungeon Master. By whatever a new world. They may have to suddenly
game of Science fiction adventure, It name, he is as necussary to the game as play warrior to forestall some danger tn
is s role playing game where each player the players. He is a player, for no the folks back home. They may have to
controls the destiny of s single person. Mission Master can avoid seeking as much play diplomat end wow the natives, they
As a player, or:ie faces tribulations that from the play as possible. It is the may have a damaged ship on their hands
would titillate a flash Gordon and baf­ Orgsnian who generates the scenarios, and need help or resources. Or they may
fle a Captain Kirk. One may face dan­ draws the maps, populates the place, re­ merely represent MAN, and be tested for
gers such as a great beast that only the solves toe combat and personifies all of their true value.
shot of a Mark XXIII blaster will quell the encountered critters.
or a death so subtle that no amount of 3, SPACE SALVAGE
force will do, only wit and intelligence The play may involve one of several
are the weapons of redemption. basic situations: Landing Party, seek­ Perhaps this should be celled the
ing contact with new planets and races; Bermuda Triangle scenario, This is the
At all times throughout the rules Space Salvage, snooping in and perhaps situation of the apparent derelict, The
we will attempt to explsin"the reasons liberating derelicts; Interstellar Pol­ mission may be to salvage the ship, for
we did what we did, We've probably also ice, regulating crime and passion in the use in the gallant rebellion, or merely
made some mistakes in your eyes, and we spaceways; Soldier, making the universe the curiosity of alien architecture and
would like you to write us about the safe for one's political or racial sys­ drives, Whichever the case, the ship
disaster that you feel we have .parpe.,. tem; Hero At Large, and so forth. The may have survivors living or defenses
trated, There is R reason for this, No player's duty to himself is to &urvive, automatic.
game designer operates out of the pure his object is adventure.
and unsullied vision of his mind. Two 4. SOLDIER
people will easily come up with 4 times
the ideas of one. Thia game is s reflec­ Be one of Robert Heinlein's Star­
tion of the minds of the designers but Preparation ship Troopers righteously smiting the
it is also likely to be played by di­ This being a rules book,some things nasty bugs. Here is the ch�nce to be one
verse people across the country. We are obviously necessary. Paper, pencil, of Joe Haldeman's FOREVER WAR troopers
would be liars to state that we have a greet number of 6-digit dice, and s trying to survive just one more time. Or
never played another game in our lives set of polyhedra and percentile dice for perhaps be one of Pournelle or Dickson's
and everything we have played or read the good of the various tables and sys­ mercenaries trying to make s bloody buck
has probably influenced, to some degree, tems. However, some things are recom­ is more suited to your nature. Whatever
the layout of these rules. And this 1st mended but not strictly necessary. Graph the case, the enemy's capabilities must
stated rule is one of them. We have paper of various grid sizes is recom­ vary tremendously and they must ,be in­
seen other games with loosely structured mended for mapping and regulating move­ teresting. Soldier scenarios can also
formats · which, because of local option ment. Also we have found that the use be played with two opposing teams of
rules, became almost unrecognizable from of suitable figures of perhaps 25mm size players using miniature figur�s on
one group to another. We have seen not only lend color to the play but simulated landscape as with more fam­
plsye� travelling from one city to an­ also remove much of the ambiguity from iliar forms of gaming.
other feeling ripped off when trying to the contact and ranged combat systems.
play in s new environment �ntil they 5, HERO AT LARGE
learn the local options. Thus we ask
that you not meas with the rules but Before play begins 1 the Mission Our hero may be s character who has
rather tell us about your ideas, The Master should decide upon the thrust of found himself in several of the above
rules [Link] that we like will the game in one of the previously men­ situations and survived (even if he had
be included in a supplement or later ed­ tioned areas. The judge should generate to desert from s twenty year hitch in
itions as practical. Thus, hopefully, no any maps that he needs or desires before Star Fleet to do it). This is merely
one will snivel when playing with new hand� It is recommended but not neces­ acknowledging that players will frequel"l"­
people because of surprise rules, sary for the judge to stock the map tly wish to play their characters in
with its disasters and such before the such s diversity of situations that be­
Many of the systems in this game start. It cuts down on playing time. It ing a Starship Trooper in full powered
have been researched to reflect a real­ should be obvious that several different armor might be impractical.
ity. That reality is often from the mind populations could reside within the ssme
of a science fiction writer. Some of it city, space liner, or whatever,
tried to reflect some of the basic phys­
ics of the real world. This is especi­
ally true in the combat system where Sequence of Play
one's success in s fight is not really
subject to the whim of the judge but to Once the scenario is set up and the
the real ability of your character and players have been briefed ss to the sit­
his weapons. uation and rules, the regular sequence
of play beoins. There are two types of
A Scenario Generator is included in move to be considered, The first is thr
these rules. It allows a game to be the Scenarios basic game move. This is defined as be­
played with little in the way of prepar­ ing one minute in length but could be up
ation. Or, if s prepared game is being 1. INTERSTELLAR POLICE to several hours in length in some out­
played, it allows s random fate for the door type scenarios. The second type of
characters rather than leaving every.,. Crime runs rampant in the spacewE¥1- move is the combat turn. This is short­
thing up to one person's sense of jus­ The police party may be searching a star er than s game move, lasting up to about
tice or propriety. It also promotes ex­ ship, city, or building for contrabanrl, 5 seconds, If playing with one minute
tensive campaign games with little pre­ They may be trying to trap the Stainless game turns, rementier th st there are only
paration. While the scenario generator Steel Rat or merely rousting the natives. 12 combat turns per gems turn. This is
takes much of the grunt labor from the And those who are found guilty may be important because of the possibility of
back of the judge, it still demands an the culprits in some caper that is tot­ things outside the sphere of play wan­
imagination and a puckish sense of humor ally beyond the interest of the harried dering in. for instance, if the landing
to flesh things out. cops on the scene. party is fighting it out with a thirty
2
foot bowl of jell-a in one room, the machine does not share hie unreasonable Creating Charac ters
ruckus might draw the attention of a fear, I t dose not consider the Groopies
sleepless Kzinti in the next apartment a p e rsonal danger and is probably incap­ 1ne characters created by the pl&y­
who is likely to do more than just bang ab l e of understanding Schlock's problem. ers may be of ordinary human form or the
on the wall for quiet. The ending of one While Schlock may inaeed program the de- players can use one or more of the tab­
move and the beginning of another should vice to sound the alarm at the approach les in this section to create aliens,
not be announced to the party unless one of a Groopie or a Klingon or 20 other mutants, cyborgs, end so on. It is up
of them is staring fixedly et his watch . beasts, by the fact that the machine is to the judgement of the Game Master to
The reason for this is that the whole one--limited, and two--does not feel the decide the suitability of a character to
concept of moves is en artificial one danger itself and therefore considers an a particular scenario . For instance, a
for the convenience of the Game Master . order such ea this arbitrary, means that Klingon is unlikely to be a member of a
it will not elweya respond to the alarm. Federation lending party. We recommend
Within this framework of the mech­ Thus if you want to know of the approach that the Mission Mester allow only char­
anics of the game should go a word of of anything, esk--nothing else will do, acters pe rsonally known to him to be
warning. A good Mission Master should played. This is because we have seen
always avoid vindictiveness, Our exper­ With the onset of contact or death much to offend the honest player in
ience indicates that the judge who feels and destruction, the combat rules take other role-playing games, We h ave seen
arbitrary often loses a favorite charac­ effect, As stated before, there are 12 other players uae characters which some
ter when someone else is judge, to the five-second moves to each one - minute time in the past have been purely f abri­
very illegality he display ed. With ex­ regular game turn. However, for the cated with unusual abilities, or a super
tremely unfair judges, they frequently purposes of simplicity, if the combat character who has been done away with
find that no one will willingly allow ends before the 12 to 1 interface is in other games but not left· to lie
them the future of conducting a game. used up, it is simpler to go on to the in peace . We have elao known people who
Honest impartiality is the making of a next move. Let us have an example--- are fond of sitting down end generating
good Game Maste r. some 20 or 30 characters
. and then throw
Blush Gordon, shy .bon vivant of the out all but those who are unusually
Here is where the honest part comes speceways, is stumbling his way through good, They then claim that all the
in. The b asic rule of play is that of a dense planetary forest . ( Turn 1) He characters in their stable were in f ect,
statement. The judge must never assume enters a narrow clearing and spies a randomly generated, The problem with
anything about the actions of the play­ nude, not to mention beautiful, woman, this ia one of reality, The l'hole rea­
ers. Nothing happens unless the players ( T urn 2) Believing that such coincidence son behind the random generation of
declare it, Once a player declares an is only �ossible in· the movies, he de­ characters is the fact , that thia is a
action, that decision is beyond recall cides that the creature is1in reality, role playing game and as such,not every­
and the player must suffer the conse­ an illusion casting, man-hungry beast, one ia born with maximum abilities
quences. For instance, the player sets He draws hie Mark XX blaster (from the across the bg�rd, The fact of the matter
hie body walking down the b ank of a Ubiquitous Seara end Roebuck, 47,50 in i• th•t no organization can reject all
stream. After a bit of walking, the the Spring Catalog). He fires and misses but the few exceptional individuals who
player is told that he approaches a wat­ ( T urn 3, Combat Turn 1 ) , He steps for­ apply. In times of stress, even the
er fall and from across the stream he ward and fires again, while the monster pickiest of organizations have beenklown
hears the crashing of a Tyrennosaurous screams in a credible imitation of a to accept anyone who ia not dead. Thus
Rex in heat, It is not enough fot<>the sweet young thing, and misses (Turn 3, we recommend that all available charac­
player to draw his pistol and then say, Combat Turn 2), He takes careful aim at ters generated be used at least once and
"I should fire at it," The lizard stays the now whimpering thing again, finally that the Mieeion Master require that h e
unshot, I f the beast bites his head off blasting it to atoms ( T urn 41 Combat ilrn be �ersonally familiar with the origin­
the player should not complain that he 3), At this point, unleaa .the girl has ation of the fellow .
intended to shoot . He didn't and that's relatives who ran to answer her cries,
enough, Similarly, any piece of equip­ the combat turns end and the normal Each character is generated using 3
ment must be used, For example, S chlock, movements resume with Turn 5, Blush, a 6-digit dice for each of the eix attri­
Smithian, green and all, has .a tricorder hero, wanders off smug because once more butes that any character hea . This in­
( Seara and Roebuck 29,95 in the Winter he hes thwarted the universe ' s foul de­ formation should be recorded on a sheet
2277 catalog) . The machine is left on sire to do away with hie h andsomeness. of paper or on a 3x5 card along with the
and it picks up the emanations of a be­ other pertinent information about this
fuddled Noxin planning to attack. Our character, Three 6-digit dice are used
hero, however, attempts to prove ignor­ because of the nice bell curve the rolls
ance is bliss unless he stated that he produ ce, Three and eighteen are the low
ia using the machine to scan for life­ and high extremes and are quite rare. A
forms, The machine (and therefore the nine through twelve is the niore [Link]
Game Master) is not obligated to tug o;i throw, occupying the top of the curve .We
Schlock's sleeve and warn him of this feel that thie nicely reflects reality
obdurate creature, The same applies to as almost any human characteristic canl:J!
people possessing psionic talents and to plotted on e similar curve. Now our or­
sentient machines . In the case of tal­ ientation of this system is with the
ents, like any attribute, it must be variant of Homo Sapiens as· resides both
conciously exercised ( unless the thing culturally and physically in the United
comes on randomly ) . I t i s not enough to States of America, circa 1977, I n the
expect to anticipate the moves of anoth­ character charts which follow we list
er, it is necessary also to tell the some interesting variations of shape and
Mission Master that you are indeed ex­ attributes whiC:h can be used to show·
ercising the talent. With sentient characteristics from wholly different
machines, while they may indeed be able lineages then that of the 20th century
to talk to their owner,it is unrealistic technical man.
to expect them to anticipate the things
which the owner considers important. For For the purposes of the game we ere
instance, Schlock is telepathic,and he only quantifying aix basic attributes to
haa also recently purchased the deluxe reflect the physical man:
model sensor which talks up to him(79,95
etc . ), Schlock also has an unreasonable STRENGTH ( S T ) - This reflects the
fear of Groopies, Unless he looks for power output in mechanical energy that
them, he will not sense them bec&u�e the the character is capable of . It reflects
3
only the potential, however, Let us give A roll of 9 through 12 is normal. Thia need them, The features listed are the
you an example of what we mean: One of number is used in the combat s ystem ea dominating features of the character, If
the more interesting things to �erve the number reflecting the damage neces­ the character had functioning wings, the
st a carnival or amusement park"' is the sary to kill or be put out of commission muscles and bone structure necessary foI
game where one swings the hammer at a when the character takes damage in com­ this would totally dominate the appear­
lever in an effort to make a weight go bat. Thie damage can sometimes be re­ ance of this person,
up and ring the bell . The reason this paired but quite often it is up to the
is fun is that there inevitably is a Mission Meeter to decide when the damage METABOLISM - This table is used to
girl running the game. Large, quite is of a type that can be repaired by a give an ides of how different creatures
strong men,often without s female friend ban�-eid or if it requires a full surgi­ might operate at a different metabolic
in tow, will play the game with the in­ cal team. rate than a human being. The result of
tention of showing off to the fox run­ this table is .a possible modifier to the
ning the concession. They are usually CHARISMA (CH) - This reflects the Dexterity rolled for the character . This
unable to ring the bell. Inevitably the liklihood the t members of the. bearer 1 a table does not apply to the creature,
girl running the thing is easily able to own species will follow him, her or it
ring the bell despite her diminuitive anywhere, It reflects bearing, reputa­ SEX - This table is not usually ne­
size and obvious leek of strength, This tion, and attitude. This attribute also cessary as sex would hardly ever crop
is because the girl knows the how of reflects, to a lesser extent, the per­ up in a game, However, if you were a
using the strength she has at this�me, sonal beauty or handsomeness of the cl'llI'­ male intelligent crystal silicone crea­
Thus, when dealing with a character's ecter, However, we doubt that en ex­ ture, you might be very interested if a
Strength, it is necessary to evaluate tremely handsome spider would make much female silicone crystal creat. ura showed
whether the strength he is using also of a good impression on an avian . up.
needs some skill to implement it, espec­
ially in the case of some rather clumsy MENTALITY (MN) - Here we are not SIZE - This table is used in con­
weapon, really worried about intelligence, This junction with the type and shape tables
number should reflect the charac ter ! s to give a further overall idea of the
DEXTERITY (DX) - Dexterity in this ability to learn from the situation . It appearance of the creature, Size could
g&me is considered the base ability gov­ should deal ·with things like how quickly mean how tall the character is or poss­
erning the character's· natural ability the player descerns the true nature ibly how wide or how long it could be,
to move surely and quickly. It also uf the wa, the Mi"Bion Master, and
can become proficient with a weapon. It therefore the universe of the game SPECIAL CAPABILITIES - This tilbl�
is independant of age, sex, or size, runs things . This number is USl!d is used to show the possible oi: �rence
Again, 9 through 12 is average, lower as a base for deciding how easily the of some special attribute to ar. _ :ell­
that 9 is clumsier, slower, and less player should recognize a given piece of igent creature's makeup . The character
accurate than normal. Greater than 12 equipment . Alternately, it should re­ could have an extra sensory capability
is quicker and more accurate than normal. flect the kind and depth of the details or even have part of its body replaced
In SPACE PATROL, Dexterity tells when a the character should discern from the with a prosthetic or cyborg pert.
character performs s combat or movement examination of machinery.
function faster than his opponents, and
also deals with the accuracy of the ran­ You would normally create man-like PSIONICS - If the SPECH.L CAPABILI­
ged combat weapon the character may be or humanoid characters . Even the mon­ TIES table shows a character having a
carrying. sters of fantasy are usually somewhat possible psionic ability, this table is
humanoid in form. We have crafted up a used to determine whet the paionic tal­
LUCK (LK) - While it may seem that series of tables for character and cre­ ent is. To find out what the power can
Luck is self-explanatory (es one of our ature creation which will enable the do and how it is used, turn to the chap­
pleytestere put it, "Luck is the ability player to possibly give his character ter on Psionics later on in the rules,
to fall into a manure pile and find the radically different humanoid attributes
dilithium crystals"), Luck is the most or even create an alien creature of a CYBORG REPLACEMENTS - If the SPECIAL
descretionary of the six attributes, It totally different eapect, We will de­ CAPABILITIES table indicates that a cha­
is difficult, if not impossible, for us scribe the tables and then list them, racter has a cyborg replacement, the
to give the Mission Master clear para­ These tables are repeated in the scen­ table here is used to determine just l'hlt
meters . As a guide, we can only give you ario generator at the back of the rules that replacement is, It could be powered
one example. We have a friend who we for generating aliens end creatures as limbs like the bionic woman or s omething
feel deserves an lB in Luck. While in they are encountered during a game. like having your ribs replaced with vi­
.'Nam, he took a burst from an AK-47, He tellium after an accident crushed them,
was struck in a line in the back from GENERAL TYPE - This table is used The table also lists modifiers to some
close range by B slugs. Two of the slugs to create a character or creature's gen­ of the attributes that are possible for a
passed on either side of his spine slip­ eral class, This is a listing of Terran particular replacement type . The number
ping off the horns of the vertebrae, lilasaea but can be used to give an ides spread listed indicates the particular
Because the rounds were armor-jacketed of what the creature's ancestry and gen­ polyhedra die to be used to find the
and fired at close range, they mads re­ eral appearance could be. An Arthropod modifier of the attribute,
latively clean pelf>retions in ever�thiilg. for instance would be a creature which
He was so badly mangled that his parents like lobsters, insects, and spiders, has TRAINING - This table obviously on­
end wife were notified as to his death a hard chitin exoskeleton and a jointed, ly applies to intelligent entities . It
in combat. The surgeons worked on him bony appearance, while a Mollusk could is used to get a general ides of what
more from habit then hope. He is aliv' be something like a garden slug or pos­ so. rt of education and training a charac­
.
today and helped us playtest some of the sibly even like a giant squid, ter might have had. The types listed are
systems in this game . This could easily only the_general categories.A soldier,
be held es a one shot exhibition [Link], GENERAL SHAPE - This table does not for instance, would also be a policeman,
In SPACE PATROL, Luck is used to modify tell you exactly what the character or a security guard, a game hunter, a pir­
the defense roll of a character in com­ creature looks like, It does give you ate, and so on, Anyone who spec1Alizes
bat and can also be used in saving rolls some ides of its sppesrsnce"'"'iiil"to number in the art of fighting would come under
for traps, spotting hidden pepple, etc, and types of limbs, A quadrsped could the general classification of Soldier,
be a horse, deer, or bull-like creature The general class would cover anything
C�STITUTION (CT) - This is the in­ or it could be some sort of centaur-like missed by the other classes . This could
dicator of the sturdiness and condition creature if it is a sentient being . Keep be anything from a clerk typist to a bus
of the character, Again, this ia inde­ in mind that sn intelligent being should driver, Once again there are attribute
pendent of sex and age (except in the have some sort of manipulatory members, modifiers listed with the number ranges
case of the very young or the very old), while an animal would not necessarily for the use of polyhedra dice,
4
PERIOD - Thie table is used to de­ CHARACTER AND ALIEN AND CREATURE GENERATION TABLES
termine from what period the characters
GENERA TING TYPE
come, There is e certain amount of
[Link] in using or not using
ALIEN CREATURE TYPE
this table. It should be up to the Mis­
sion Master ea to whet period en alien
comes from. It certainly wouldn't be
01-05 01-14 MOLLUSK* (Always has 2-12
tentacles )
fair to put e cavemen in with a g roup of
star travellers except under special
06-07 15-28 PLANT* (Always has 1-100
tentables)
ci rcumstances.
0 8-35 29-42 ARTHROPOD
36-40 43-57 AMPHIBIAN
SPECIAL WEAPONS & CAPABILITIES -
This table ie to be used only for the
41-65 58-71 REPTILE

creation of c reatures,
66-95 72-85 MAMMAL
monsters, and so
forth , The rationale here is that an
96-99 86-99 AVIAN

intelligent entity got tha t way by not


00 00 EXOTIC

having any special things like talons or


EXOTIC
poison, The creature would have had to
develop i ts thinking processes in order 01-05 MECHANICAL

to survive, at the espense of extra 06-40 01-50 POLYMORPH


physical fighting capabili ty, This 41-70 51-80 CRYSTALLINE
table i s also used to ·show creatures 71-90 Bl-95 GASEOUS*
much larger or smaller then usual . After 91 - 0 0 96-00 ENERGY*
rolling on the SIZE table, the size ob­ *Don ' t roll for General Shape.
tained could be modified by this table,

The use of these tables is complet­ METABOLISM


ely optional . They may be used to cre­ (Ali ens or characters only)
ate different varieties of mankind by
using selected sections of tl'\e tables, DICE DEXTERITY MODIFIER
The tables can also be used to recreate 01-02 -6
characters out of your favorite Science 03-07 -4
Fiction novel, For instance; a Kzinti 08-17 -2
would be a bipedal large mammal (200cm+) 18-32 -1
with a high metabolic rate, while a Mer­ 33-67 0
aeien would be a bipedal reptile who 68-82 +l
carreis bleater pistols . The tables may 8�-92 +2
also be used to randomly generate alien s . 93-97 +4
In t h e case o f slightly changed humans, 98-00 +6
or recreating science f i c tion characters
you would only use selected portions of
the tables but for characters of random GENERAL SHAPE
generation you would probably use every
table to the ful l . DICE SHAPE
01-05 MONOPED
The final table concerns Gravity 06-45 BIPED
and will be discussed later under move­ 46-50 TRIPOD
ment. After the tables there will be 51-70 QUADRAPED
a short section devoted to the fine art 71 -85 HEXAPDD
of monster �eking. 86-90 OCTOPED
.
91 FUNCTIONAL WINGS*
92-95 NON-FUN CTIONAL WINGS
196-99 TENT AC LES (2 ·2�)
DO WHEELS
*lriple Movement Rate

SEX

DICE SEX

46-90 FEMALE·
91-94 HERMAPHRODITE
95-97 NEUTER
98-00 EXOTIC (WHATEVER)

SIZE
(In Centimeters)

DICE SIZE DICE SIZE


01-02 50 6 -8
03-05 75 81-85 250
06-10 100 86-90 275
11-15 1 25 91-95 300
16-20 150 96-98 325
21-40 175 99-00 350
41-60 200
5
SPECIAL CAPABILITIES CYB ORG REPLACEMENT
(Aliens or characters only) (Aliens or characters only)

DICE CAPABILITY DICE REPLACEMENT MODIFIERS


m-80 NON E ST DX CT
81-85
86-87
PSIONIC (See Psionics Table)
ABILITY TO SENSE LIFE AURA 01-06
07-12
�ARMS
1-IO
1-8 1-6
88-90 INCREASED HEARING CAPABILITY
91 INCREASED TOUCH SENSITIVITY STRUCTURE
92 INCREASED SMELL CAPABILITY 13-20 JOINTS 1-4
93 INCREASED TASTE SENSITIVITY 21-35 LEGS
94-95 THE ABILITY TO SEE IN THE INFRARED 36-52 ARMS
96 TELESCOPIC VISION 53-67 SPINE 1-4
SENSORY
97 THE ABILITY TO SEE IN THE ULTRAVIOLET
68-72 COMP liT ER T E RMHJAL
98-00 CYBORG REPLACEMENT (See Cvbora Table)
73-74 INFRARED S I GHT
75-77 TELESCOPIC VISION
78 ULT RAVIOLET SIGHT
79-83 IMP ROVED HEARING
84-98 VITAL ORGANS
99-00 IMPLA'HED \'IEAPONS*
*Re er to the chapter on combat for types .
SPECIAL WEAPONS AND CAPABILITIES
( Creatures only)

Roll a 1-4 die to determine the number of rolls made on this


table.
PS IONICS
DICE CAPABILITY (Aliens or characters only)
MODIFIERS
01- 0 0
21-35 1-6 X LARGER 1-4 TIMES CAPABILITY DICE
36-50 1-6 X SMALLER 1-2 LESS CAPABILITY DICE DIE
51-60 FANGS 1-2 EXTRA COM3AT DICE 0 -
61-70 TALONS 1-3 EXTRA COMBAT DICE 31-60
71-80 POISON 1-6 ADDED TO COMBAT ROLL 61-80
81-90 SPIKES/CLUBS 1-8 ADDED T O COMBAT ROLL 81-90
91-00 SPECIAL SEE SPECIAL TABLE 91-95
96-98
SPECIAL 99-00
re-

or new shape

T RAINING
( Aliens or characters only)

31-40 SCIENTIST
41-60 TRADER
61-75 CRAFTSMAN
76-00 GENERAL

GRAVITY OF HOME WORLD


(Both )

DICE GRAVITY DICE GRAVITY PERIOD


01 .1 8)-tl6 1.6 (Aliens or characters only)
02 .2 87 1.7
03 .3 BB 1.8 DICE PERIOD
04 .4 89 1.9 1-
05 .5 90 2.0 03-05 2 B RONZE AGE
06-07 ,6 91 2.1 06-10 3 IRON AGE
08-10 .7 92 2.2 11-15 4 RENAISSANCE
11-15 ,8 93 2.3 15-20 5 PRE-INDUSTRIAL
16-20 .9 94 2.4 21-25 6 INDU STRIAL
21-60 1.0 95 2.5 26-35 7 ATOMIC
61-70 1.1 96 2.6 36-49 8 SPACE FLIGHT
71-75 1 .2 97 2.7 50-79 9 FASTER THAN LIGHT
76-79 1,3 98 2.8 80-98 10 - 11 INTRA-GALACTIC
80-82 1.4 99 2.9 99 12 - 14 INTER-GALACTIC
8 3-B4 1.5 00 3.0 00 15 - 1 8 EXTRA-DIMENSIONAL
6
Creature Creation
To create creatures, animals, or
monsters you only roll 3 6-digit dice
once instead of- for each of the attri­
butes. The number rolled is the
creature's capability number. This num­
ber is modified sometimes by the pr�ced­
ing tables and is used by the creature
for purposes of combat, movement, and
damage. If a creature has a Capability
Nurber of 161 it could take up to ·16
hits before it died and would have 4 ad­
ded to any of its attacks. (See the
combat rules for an explanation of
this.) If extra combat capabilities
were rolled, these too would have to be
taken into account.

for the appearance of the creature


and its various abilities, roll the per­
centile dice using the preceding tables
just as you would for .creatures or
aliens. If you wish added complication
for special creatures, you can roll for
more attributes that just the generaliz­
ed capability number. It is still up to
the Mission Master to round. out the
creature's appearance and capabilities.

The Attitude Table below is used to


determine randomly, the way �he creature
will reep�nd to the presence of players.

CREATURE ATTITUDE TAeLE

l. a ac
pursue.
21-40 HOSTILE - Will attack 75% or l e ss , 76 or �etter
will run
41-60 NEUTRAL/HOSTILE - \•!ill attack sm; or less, 50
or better will run
61-80 NEUTRAL/APATHETIC - Will attack 18'; or less 1
11-50 will run, 50+ will
ignore
81-00 NEUTRAL/FRIENDLY - Will attack is attacked, 20
less ,,.1ill run

Psionics TELEPATHY - This is the ability to normally be able to lift more than a
sense what another entity is thinking. certain weight so why should they be
In SPACE PATROL psionic powers ere This is fairly straightforward in that, able to do so by mental power.
the various abilities of the mind to ex­ just as Empathy works with Mentality, so
tend itself in both physical and metnal does Telepathy. Use the same procedure CLAIREVOYANCE - This is the ability
perimeters. If a character has a psio� as outlined for Empathy to attempt to to see things not seen by the eye. For
nic power,as rolled on the character and. use a telepathic power. User's Mental­ each number greater than 12 in Mentality
creature creation tables, these rules ity minus subject's Mentality, r�ference add 1. For each number less than 9 sub­
will explain each pdwer and how to use result on the Success. Probability Table, tract 1. Thia result is referenced on
it, As explained before, you must de­ and roll the number indicated or less. the Success Probability Tabla to get the
clare you are using a power. nu1rber, or less needed to perform the act
TELEKINESIS - This is the ability of clairevoyance.
EMPATHY - Empathy is the ability to to move objects by mental power. The
sense another's emotions. If somebody object must be in the sight of the tele­ PRECOGNITION - Precognition is the
was about to kill her, the empath could kinetic and the telekinetic resolves the ability to see into the future, In
sense the hatred or killing lust. To move attempt in the following fashion: SPACE PATROL the precog would tell the
use empathy eucceeefully, the empath For each number over 12 in ST and MN add Mission Master that they were attempting
subtracts the Mentality of the person he 1. For each nuntier below 9 in ST and �N to see what will happen if they perform
or she is trying to sense from the em­ subtract 1. The number obtained is com­ a certain function one way or another.
path' a Mentality. This number is refer­ pared to the mass of the object to be For the precog to successfully get an
enced on the Success Probability Table lifted, Subtracting the mass of the ob­ answer, they will have to roll on the
and percentile dice are rolled, If the ject from the number obtained will give Success Probtiiility Table just the same
nuntier required or less is rolled, the you the number to reference on the Suc­ as for Clairevoyance1 and then the
empath successfully reads the emotions cess Probability Table. The reasoning Mission Master rolls 3 6-digit dice in
of the subject. here is that a telekinetic would not an attempt to beat the precog'a Luck at-
7
tribute nurrbe r , If the nurrber the MM Gravity ute to as long as is convenient to the
rolls is higher than the precog ' s Luck , Game Master . I.f Combat turn movement
then the Mission Master is allowed to When a character from a particular was b asically 5 seconds long , then one
lie to the precog. If the number rolled gravity field enters a different gravity minute game turns would allow the char­
is less than the precog ' s Luck then the field, hie Strength is modi fied plus or acters to move 12 times as fer during a
Mission Master must truthfully tell what minus, This modification is only effec­ single game turn. Thie is generally the
the result of the player ' s actim will be. tive in that particular gravity . To get case, When playing outdoor scenarios
the amount the characte r ' s strength is i t might be more realistic to deal with
HIND CONTROL - Here the user is at­ modified, subtract the gravity field of h our long turns with effectively infin­
tempting to take over the mind of anoth­ the characte r ' s origin from the g-field ite numbers of combat turns , A standard
er sentient being. For each nurrber over it i s in for the scenario (every .1 g human can move ( et e regular pace) at a
12 i n MN and CH add 1. For each number counts as 1) , add the difference to the rate of around 6 kilometers per hour.
le9s than 9 i n MN and CH subtract 1. Do character ' s Strength . Example: A char­ Use this 6 kilometer figure to calculate
exactly the same thing for the person to acter with e Strength of 12 comes from a the playe r ' s motion during a game turn,
be controlled, Subtract the subject ' s 1 g field. H e visits a planet where its using the scale of the turn as the basis
nurrber from the Controlle r ' s number and gravity is 1 , 5 g ' s• 1 minus l,5 equals for the calculation ,
reference this result on the Success - , 5 , -5 �lus 12 equals 7 , The charac­
Probability Table to get the number or te r ' s Strength in the 1 , 5 g field is 7. Corrbat turn movement is much more
less needed to control. If the character visited a .6 g asteroid ri�id. For every unit of Strength over
his strength would be 16 ( l-, 6 = , 41 4 + 12 add l to the base movement of 10 met­
TELEPORTATION - This is the ability 12 = 16 ) . This means that a character ers . For every unit of Strength under 9
to transport one ' s body from one loca­ from a 1 g field would have that much subtract l from the base movement. Thus
tion to anothe r by a Means other than better a chance of overcoming a charac­ a character with a Strength of 14 would
physical movement, The main prerequi­ ter from a .6 g field in Contact Combat. have a movement of 12 meters per combat
site is [Link] telep orter must have Howeve r , t o simulate getting used t o a tur n , and a character with a Strength of
been to the p lace he· or she wished to particular field, a character ' s Dexter­ 7 would have a movement of 8 ,
teleport to before etternptin� the tde­ i ty will be reduced by the same a mount
portetion, [Link] also possible to teie­ the Strength is increased or decreased In the Equipment end Weapon Lists
port to a location that is in view but but will return towards normal at a rate there is given the mess of each ·item of
farther sway; for example , teleporting of l level per game turn but Will [Link]• gear . After e character hes been out­
from one end of a hall to the other . For be 1 less than normal while in that g fitted, total up the masses he or she is
each oiumber over 12 in ff\J and CT add 1, field. Equipment and weapons will al­ carrying, divide by 21 end subtract that
For each number less than 9 i n MN and CT ways mass the same in any g field, The amount from the characte r ' s movement .
subtract 1. Reference the result on the on:ly thing that will c hange is the cher­ Thus if a character had s Strength of 16
Success Probabi lity Table to get the acte r ' s Strength and Dexterity . Do not end was carrying a meas of 41 his move­
number or less needed to teleport. If forget to modify the character's move­ ment would be 12 meters. If he Wlls car­
the teleport does not get the number or ment for his different Strength. Powe r rying 6 instead of 4 the movement would
less , then the teleporter will teleport Armor or Harness strength modifiers are be 11 meters , end so on , Hass , for game
to e location exactly opposite of where not changed. purposes , is a function of actual mess
they were attempting to teleport. If and the awkwardness of the item.
this means that they end up inside of a When characters enter zero gravity ,
.,, a terial object, then an explosion re­ as in extra vehicular activity , (EVA) , Power Harnesses and Power Armor can
sults of the same magnitude as that of a on board spacecraf.t · without gravity , and help a character carry more mass by in­
nuclear grenade, Refer to the Ranged so forth , the character's increased creasing their effective Strength attri­
deapon Table to find out th e parameters Strength can work against him, While bute by the strength of the harness .
of a nuclear grenade explosion , huge masses are carried and very rapid
movement is possible , the chance of The movement of Jet, Rocket, and
straining or even b reaking someth ing in­ Grav Belts is not altered by the mass
creases greatly . Every time a character the player is carrying. The movement
attempts to move while weightless , that listed on the Equip ment table is that
character will roll 3 6-digit dice, If the belt can do during a combat game
the number rolled is less than or equal turn. Do not forget that these devices
to the characte r ' s Dexterity ( non�modi­ weigh the character dow n when they are
fied) 1 then the movement was successful, not being used and that the jet and rocM
SUCCESS PROBAB ILITY TABLE ket belt de vices only have a limited
If the roll was greater than the cher­
acter 's Dexterity then remove 1 point number of turns in which they can fl! u eed,
SUCCESS INDEX PROBABILITY from the characte r ' s Constitution, Thia
-6 07 point can be repaired as per the Recov­ Contra-gravity gear effectivity is
-5 14 ery rules and simulates minor sprains measured in how much mass they can coun-­
-4 21 and/or torn ligaments . terect, If en Inertron Harness was rat­
-4 29 ed at 6 , it could negate 6 mass points .
-2 36 For every ,5 to 1 g ' s greater then For all intents and purposes , a standard
-1 43 a characte r ' s home gravity they exper­ human being of 175cm height messes 20
0 50 ience , reduce their Constitution 1 point mass p oints . If the man were twice as
1 55 per game turn. This simulates the tall he would weigh 4 times es much ( 80
2 60 greater strain on the character ' s vital mass points ) , If the man were half es
3 64 organs and circulatory system, If the tall he wou ld only mass 5, In other
4 68 character is wearing e power harness or words , the inverse square law is applied
5 73 powe red armor or other gravity counter­ to the mass of the character , The mass
6 77 activity devi ces , then this Consti tution of a particular character is only im­
7 82 removal need not take place . portant if a contra-gravity device is
8 86 being used to support her or him and a
9 91
character is being carried by another
10 95 Movement
characte r . The formula for calculating
+ 99
SPACE PATROL ' s movement system is the mass of a character is:
divided into two parts . The first part
is game turn movement, Earlier we dis­ ( Character's Size divided by 175)
cussed how game turns last from one min- Squared, times 20 equals character ' s
MASS
8
Equipment drawer on the inside right wall (see the The following list is far from com­
Galileo 7 episode of STAR TREK), If you plete and is only intended to give an
This is a science fiction game and are an M.I. the Federation issues you idea of some of the types of equipment
the characters are going to require your power armor, rockets, flamers, and that might be carried, The masses are
science fiction equipment. You will no­ so forth. And if you're the Stainless the suggested ones and sometimes two or
tice that, unlike other types of role Steel Rat, you ·steal what you need, more items might be combined into a sin­
playing games, we did not list any Those players who feel that they must gle device with less weight thea the to­
prices of any gear, weapons or anything assign prices to various objects are tal of the separate items, (A good ex­
else, The reason is--we don't have any welcome to do so. As a matter of fact, ample would be a Head Up Display and
idea what these prices would be and in send us your· price list· of the items we Starlight Goggles combined into a single
most cases, you characters would be have included in this set of rules. We helmet visor on a Lexan Helmet from the
equipped by their local governments. If will be more than happy to consider it shielding section under the comba t
you were in a Star Fleet ·shuttlecraft for future publications. We should point rules.
and crash-landed on an alien planet, the out that a custom fitted powered combat
phaser pistols are located in a roll-out suit has got to cost a little more than
a pair of black pajamas and an AK-47,

EQUIPMENT LIST

ITEM MASS INITIATION


MODIFIER NOTES
INFRARED GOGGLES .l
STAR LIGHT GOGGLES .1
COMMUNICATORS .l
EMERGENCY RATIONS .2
PORTABLE POWER PACKS .2
RADAR GEAR .5
TRACER GEAR .4
RADIATION SENSOR .2
ALUMINUM PACK AND FRAME ,5 -1
MYLAR SPACE BLANKET .1
PRESSURE TENT 1.5 -1
t-EDI-KIT .4 CAN REPAIR 2 POINTS
OF CT/TURN
RECORDERS . 3
BELL ROCKET BELT 4,0 -3 MOVE 25 FOR 4 TURNS
BEFORE EMPTY
BELL JET BELT 4,0 -3 MOVE 25 FOR 60 TURNS
GRAV BELT 2.0 -1 MOVE 30
INERTRON HARNESS CAN NEGATE (l-20)
"1ASS
CONTRAGRAVITY PLATFORM CAN NEGATE 0-100)
MASS
POWER HARNESS EXO-SKELETON INTRINSIC STRENGTH
OF 10
TRICORDER (VARIOUS TYPES) .1
HEAD lJ' DISPLAY (H,U,D.) .1
LIFE SUPPORT UNIT (L.s.u.) 2.0 -2 PROVIDES SUPPORT FOR
4 HOURS
GAS MASK .2
FILTER MASK .2
50 1-ETERS OF LINE 1,0 -1
HAND CALCULATOR/COMPUTER .1
BIC LIGHTER .1
SUNGLASSES .1
EQUIPt-ENT BELT ,3
CHRONOMETER .1
INERTIAL COMPASS .4
BINOCULARS .2
PENCIL FLARE PROJECTOR .1
PSIONIC AMPLIFIER ,8 INCREASE PSIONIC
PROBABILITY OF sue-
CESS BY 3mo
MAGAZINES FOR AUTOMATIC WEAPONS .1 10 ROUND TYPE
MAGAZINES FOR AUTOMATIC WEAPONS .2 20 ROUND TYPE
RECHARGE POWER PACKS FOR ENERGY
FIRING WEAPONS .1
9
Following is s short glossary of INERTRON HARNESS - This is the ori­
some of the more exotic pieces of gear ginal Buck Rogers belt. Essential con­
LeaTning
that we have listed above. sisting of a fabric harness holding the Throughout a particular game r the
fabulous substance ' lnertron ' which has players will probably be forcsd to at­
INFRARED GOGGLES Thees ' night negative weight. The wearer of the har­ tempt to understand some type of equip­
glasses ' ae by infrared radiation. On ness would use enough inertron to coun­ ment or process alien to them. While
the more simple versions there has to be teract most of his body weight and then some situations will call for special
an infrared projector or flashlight to the forces of his muscles would be able circumstances to be determined �y the
provide the ' illumination ' , but on the to allow him fantastic leaps, as if the Mission Msater, others can be taken care
more sophisticated versions things can wearer were on the moon. Anthony (Buck ) of in a at0re simple manne r .
be seen by the amount of heat they give Rogers later developed a version with a
off. For ex�le , a Main Battle Tank ' s very small rocket motor that could be Since the character ' s Mentality is
deisel engine stands out like a bright used to propel the wearer through the what determines how well his thinking
flare when using infrared goggles and ai r . processes are operating , Mentality is
man ' s body can be easily seen by the the key to learning. Period ia the next
heat· it gives off . O n some of the more CONTRAGRAVITY PLATFORM - This de­ important par t , The later the period of
sensitive versi ons , you can even tell vice comes from the pages of · H . Beam the character , the more apt he or she is
where s body has bean by the residual Piper ' s novel THE SPACE VIKING, Not to be able to learn about something .
heat it left. thoroughly described , various forms cf After all , you couldn ' t expect a cave­
bontragravity would be used for the man to be able to operate a car or to
STAR LIGHT GOGGLES - These devices transportation of cargo and also for even know what the funny locking boulders
enhance availe�la light , such as a match personal fliers' or combat mounts refer­ are. The last part of the learning pro�
or starlight so that it is as if the re­ red to ( originflly enough ) as C ombat csss involves the period of the object
latively feeble source of light il lumin­ Contragravity . The type we ara concern­ or thing. As we stated above , s caveman
ates like day . However , the weaker the ed with here are the light cargo trans­ would have s herd time understanding s
source of light, the grainier and less ports that a single man would · tow behind car but a man of 1970 might not have so
distinct the il!Mlge. him. hard s time understanding something from
20 years in the future.
P RESSURE TENT This handy item POWER HARNESS EXO-SKELETON The
comes into play [Link] it ' s time to take a parents of this device are being tested Using the PER I CD TABLE shown in the
break on that airless moon you ' re trudg­ even today . The versions from fiction character creation section and in the
ing across . The prototype of this item that are the models of the type in this Scenario Generator, reference the period ·
is found i n Paul Anderson ' s CI RCUS OF game are the exoskeletons worn by Colon­ of the character who is attempting to
HELLS, el Kinsman and Senior La Cruze , both learn i t . The result ia located on the
from the Moon (see Ben Bova ' s MILLENIUM SUCCESS PROBAB I LI TY table ( found in the
MEDI-KIT - Thia is a very important and Fritz Lieber ' s A SPECTRE IS HAUNTING chapter of Psionics ) ; to get the number
item for those players who are planning TEXAS ) . or less to be rolled to understan d the
physical mayhem. The prototype ia a de­ thing .
vice which is strapped to one ' s wrist or TRI CORDER These · very handy de-
waist . The device constantly monitors vices record , analyze, compute, warn, Remember that the probability of
the well-being of the wearer and when display , connect , and sense all sorts of success should be modified appropriately
something goes r adically wrong , the phenomena. Refer to Bjo Trimble ' s STAR by the judge for different circunstan­
medi-kit gives the proper injections , TREK CONCORDANCE and Franz Joseph ' s STAR ces , To give a relatively dimple exam­
The device also displays the current FLEET TECHN I CAL MANUAL for further in• ple , a soldier of the Atomic Age would
physical status of the wearer on little formation . have an easier time understanding a wea­
screens built into its exterior. Ob­ pon of the FTL period than would an sc­
viously , it would be very dangerous to HEAD UP DISPLAY This is a visor count&11 t of the same period.
give one of these things to an alien device which projects , holographically , SAVING ROLLS
wi th a possibly different metabolism and an orange target reticle for the wearer .
have the medi-kit ' cure ' him . The reticle always movea to ahow where Occasionally a character will en­
the wearer ' s weapon is pointed. The counter something which only luck would
BELL ROCKET / JET BELT - Thees 20th weapon has to be connected to the HUD enable him to avoid, ExampleR might be
century back-pack mounted devices are in for the device to operate properly. the poss ibility of falling through an
current everyday use . The TV watcher unseen trap door or entering a room and
can remember them from LOST IN SPACE and HAND CALCULATOR/COMPUTER - This de­ seeinq or not seeing a hypnotic screen
ARK I I . James Bond (007) says no well­ vice ranges from the rather primitive before i t ' s too late , Saving rolls woul�
drsaaed man should be without one , The Texas lnstrunents jobs we use today to be made to see if the character escaped ,
facts are that the modern day rocket or the radio-li nked , viewscreen equippedre­ The basic saving roll works like
jet belt is too limited a device for corder/qusstion and answer devices used this : Roll three dice. I f the number
practical use. The rocket-powered ver­ in Jerry Pournelle and Larry Niven ' s rolled is equal to or less than the
aion operates off . of hydrogen peroxide MOTE I N GOD ' S EYE. character ' s Luck , then the character has
jets [Link] have only fuel for 20 seconds evaded the problem successfully , This
of flight. The turbo-jet powered ver- INE RTI AL COMPASS This device , roll is modified by the appropriate at­
9 io n has a much · lon11e r durat:lorlbuf you when properly operated can be set on an tribute, which would affect the outcome .
wouldn ' t want to- use - i C Tor-dciwnlown object , such as a city , and then no mat­ For examp le , i f a character had a Luck
COfll11.J t ing. Besides , in operation they ter when you carry i t , - the inertial of 9 but a Dexterity of 161 he would
can be .heard for miles by their banshee compass wi ll always tell you where the only have to roll a 13 or less to evade
• c ream. object lies. (See Heinlein ' s PDDKAYNE falling through the trapdoor , because he
OF MARS. ) would subtract 1 for each number over 12
GRAV-BELT - Thia device is taken in Dexterity . Likewise , if hie dexter­
'rom Poul Anderao n ' s novel POEPLE OF THE PSIONIC AMPLIFIER - This is a hel­ ity was less than 9, 1 would be added to
W l,D. It uaea a gravity drive to propel met which , when worn by a psi sensitive the roll for each number less than 9 . You
a wearer from the ground rather then the indivi dual , will •�gme�t or supplement would modify the saving roll according
�ruts force of a rocket or jet . It their powe rs . A very useful piece of to the situation . Dexterity would mod­
ati ou l d b e pointed out that this i a not equipment. ify a saving roll involving movement,
an anti-gravity device , it just use� Mentality would modify a roll involving
i'='•vi. [Link] force for propulsion . wits , and so on , It is up to the judge
to determine the appropriateness of a
modifier .
10
C ontac t
When members of alien races meet ,
their attitude and bearing will have a
significant effect on the outcome of the
meeting. Aaide from the problems of
language and general appearance , if en
alien is hostile the characters who meet
him ere probably in for trouble .

Back in the section on Creature


,J Creation we had a table listing the var­
ious attitudes an animal might tak�.
Here w� will list a similar table for
aliens.

A L I EN ATTI TUDE TABLE

EFFECT
'
L ATT A I TEL , A D WI URSUE
WI LL ATTACK ON A ROLL OF 75 DR LESS , 76+ W I LL RUN
W I LL ATTACK ON A ROLL OF 50 OR LES S , 51+ W I LL RUN
W I L L TALK 90 OR LESS , 91 + WILL RUN
W I L L ATTACK I F ATTACKED BUT W I L L ALWAYS TALK
WILL ATTACK I F ATTACKED BUT ALWAYS WANTS TO HELP
W I L L NEVER ATTACK BUT W I LL ALWAYS WANT TO HELP

Some of the factors that will ter, Thie type of damage must be kept all empethe could have th is capability .
change the effects listed above are track of by the Mission Mester who will The drawback to this eyetem ie that the
language difficulties, is it e creature inform the player of his problem efter empath then hee the damage but they cs�
or an alie n , wh at actions were the play� the scenario is over. recover at e much fester rate,
era performing when they contacted the
alien , and so forth . I t is up to the Some rather futuristic forms of
Game Master to determine how these fac­ medical aid have been described in vari­
Playing a Scenario
tors will effect the first contact be­ ous science fiction book s . Larry Niv­ When ell the players have estab­
tween these alien people. en's universe has auto-docs which are lished their character's abilities and
used instead of flesh and blood doctors . equipment , and the Game Master has pre­
Andre Norton's time trader series gave pared all of hie or her maps and encoun­
Recovery the aliens a bath of jelly which repai r­ ters , the game can begin. Here we will
When e character is injured the ed wounds quite handily . The medi - kit establish several guidelines that should
damage is taken i n points removed from mentioned in the section on equipment , be followed for an enjoyable game,
his mr her Constitution. And for every automatically gives the proper injec­
three points of Constitution lost , the tions and treatment. And , of course , The first problem is maps. An or­
character's Dexte rity suffers the loss there is Dr , McCoy with hie Medical Tri­ bittir19 spacecraft can make intricately
of 1 point. In addition to ell this, if corder, protoplaser , medical analyzer, detailed maps that a landing party would
e single blow destroys over half of the sterilite , diagnostic beds, cryo-surgery moet assuredly use , eo how to p resent
character's remaining Constitution, that end so forth, The STAR TREK CONCORDANCE this in the game without compromising
character passes out from shock, by Bjo Trimble has quite e number of en­ the Mission Master ' s Scenario? One way
loss , end so on . tries under the heading of medical ter­ is to mak$ the landing area maps rather
minology . general in nature. P robably wide scan
How fast e character recovers from photography , they wouldn't be able to
non-f etel damage depends largely upon Recovery rates should be measured see into houses, forest s , or caverns , so
where the wound was received , how severe in Constitution units repaired per game the Mission Master can provide the play­
it was , end whet steps ere taken to pre­ turn. The medi-kit in the Equip111ent ers with rather aimple maps of the coun­
vent further loss of Constitution. How Chapter can repair 2 points of Consti­ tryside and keep the details to himself,
badly the damage effects the character tution per game turn. Other types of Unlike medieval period games of ttiia
ie based on the nunber of damage points equipment may be able to repair at e type , the characters will usually know
taken end the type of weapon use d , A faster rate, some much slowe r . Repairs which way is North , and quite often they
veri e8le sword will cut through anything requiring radical surgery , such es organ will be carrying recording gear or path­
end if it hits e player on the arm, it replacement , internal hemorrage, and so finder equipment which makes the job
would probably cut it right off. This on, will require at least days for re­ even easier. However , the Mission Mas­
factor of how the damage effects the covery to take place, with the possible ter's job is to throw a feW lllOnkey
character ie left largely up to the result of permanent impai rment. It is wrenches into the works. E quipment can
judge. Don ' t forget that e character within the realm of possibility that e break dow n , have its readings distorted
could be hit and not suffer enough dam­ character will have clones made so that by near�y magnetic ore, have a local
age to kill but still bleed to death if even the brain could be transplanted in i nhabitant relieve the travellers of
unconcious. case of massive body damag e , end of their equipment , and eo forth , A simple
course , prosthetic sad cyborg replace­ loss of powe r will make most technic de­
A rather insidious form of damage ments are always possible, vices useless. As for boarding alien
is that taken from radiation. With the spacecraft, the players might be famil­
exception of extreme radiation (like Some very special types of people i ar with the particular type end then
near en unshielded reactor core) , the ere capable of a p articular form of sn­ again they may not. Elevators and tur­
player without a radiation detector is pathy (see Psionics) that will allow the bo-lifts are good ways of sQrewing 141 a
not going to know he hes taken e dose , empath to remove another's damage up to player's sense of directio n , random
perhaps even e fetal one, until days le- the point of death . Only about 1% of transporters work wonders, end as for
''
landing party scenari os , hostile crew­ Another pro�lem lies in the area of Another typical problem that we
men could always relieve the party of en counters , The Game Master may have have encountered time and again in other
their gear, While players should be al­ his maps laid out and inhabited but role-playing games is that of too much .
lowed to keep records and make map s , i t there should b e the ability to show ran­ Too many creatures of too many types ,
should be e11'4>hasized that most people dom meetings of people , creature s , and too much ' treasure ' and advantages to
forget details when going from one place ob jects . The Scenario Generator has a gain from encounters , and not very
to another , Travelling becomes the art typical encounter table but the good many reasons for why you have to fight
of remembering landmarks and should also Mission Master will want to make up his every creature you ever encounter. It
be emphasized that making a map as you or her own to fit the particular circum­ i s re commended that the Game Master
go will almost always re sult in distor­ stances. For ex'Bmp l e , in a fores t , you limit himself to no more than 20 plan­
tion (unless , of course , you are carrying are more likely to encounter creatures ned creatures , aliens , and objects , per
surveying equipment and spend two hours than y ou are to encounter aliens and ob­ area, deck , or what have you , and to
on each area you wish to map ) . jects , while in a city you would hardly regularly use the random encounter ta­
ever encounter ravenous creatures . The ble .
best way to do this i s to slide the pro­
bability of encountering vari ous things
around so that they fit the different
ci rcumstances of each scenario ,
12
fare with the corrt>at 1 such as packs 1 greater than 12 in Luck or subtracts :
Combat shields , and other bulky objects, If for each numer lesa than 9 . This is
While it ie usual for a role-play­ your character charges en opponent for the defender ' s Defense Rol l . The de-
ing game to emphasize killing , we have contact corrbat, add J to the rol l . If fender also adds any additional amount
found that the most enjoyable gsmea are your character has t o draw h i s o r her indic•ted as a defense modifier , i f
those involving eubtility in the danger weapon , subtract 2 fran the roll . appropriat e ,
and a problem to solve. Be that as it
may , while most of the game may be han­ 4 , I f attempting t o move , subtract 5 . Subtract the tot•l Defense Ro l l
dled by the Mission Maeter ' e eenee of the Initiation Modifiers ,,r any bulky from the total Attack Rol l . The differ­
balance and imagination, the combat gear or objects the character is carry­ ence between the two is the amount of
system of the game should be fixed. ing that could conceivably interfere damage taken by the defender ' s Consti tu­
I n this system, we have tried to reflect with the rDOve . tion, I f a negative number is indicatec
reality based upon those weapon systems no damage was done ,
that we have either tried or studied, B, MOVEl>ENT :
The worm enters when dealing with wea­ 6, Subtract the shield rating of
pons of a purely fictional nature , Movement in a combat turn is used any shielding material carried by the
Authors are fond, especially in the to close with the enemy , go to cover, defender for the damage amount , I f the
"Golden Age of SF" , of having their hero run away , or attempt to get to a culner­ shielding material ' s rating was exceed­
invent or find some sort of basically able location on your enemy ( flanking) . ed by the damage , reduce the shielding
magical invincible ray gun, In addition The movement of your character was de­ material ' s rating by the amount it was
to being unbelievable , it is also un­ termined in the rules section covering exceeded,
p layable , If the character can remove character creation and this number is
any danger merely by fiat , than it is the distance in meters that your charac­ 7. For each J points taken from
impossible for the character to exper­ ter can, lllD V B in a single combat turn, the character ' s Constitution , reduce the
ience danger and therefore, adventure. You may fire a ranged weapon while mov­ characte r ' s Dexterity by 1 point, I f
Thus , in this combat system, we have ing , but it will considerably hinder the the defender is • creature , only reduce
tried to make soma sort of judgment de­ accuracy of the weapon, You can also be its Capability Nunt>er by the damage it
cisions with powerful weapons in order fired at while moving and the amount takes.
to · make them playable . your character moves is what determines
the amount the firer ' s accuracy is af­ 8, If a character loses more than
The combat systems in SPACE PATROL fected, If your character ' s Initiation half of his or her Constitution in a
are designed to reflect the killing po­ Roll indicates that you will be able to single attack , that character passes out
tential of such diverse weapons as rocks move before you are fired at then the from shock , Creatures never pass out in
and atomic blaster s . The basic premise firer ' s accuracy is affected. But if this manner .
is that all weapons are dssigna·d to k i ll the fire r ' • I nitiation . Roll was higher
or incapacitate and the only difference than your. characte r ' a , then he does not The following ia an example of Con­
is in the speed, Hnge) and efficien­ have to modify his fire for your move­ tact Combat 1
cy of the weapon, I n other words , a rock ment,
striking the back of your head wi ll kill CPT Glitz of the Solar Guard is at­
you just as dead ae a round rrom an M-16 C, CONTACT COt-ll AT : tacking the merci less Mung with his Sa­
but the M-16 will do it faster and from ber ( of course he won ' t use his blaster,
farther away and do i t to your buddy Contact Combat can occur any time that wouldn ' t be sporting) . Glitz has
standing next to you at the same time , two or more characters get close enough Strength of 141 Dexterity of 1 3 1 and
for their contact weapons deployment Luck of 7 , H i s saber i s a J dice weapon
A, A combat game turn simulates a time range to reach the other characters or and is a minus 4 to Glitz ' s I nitiation
period of up to 5 seconds . During this within one meter, whichever is closer. Roll , Mung has Strength of 10 , Dex-
time your character can attack or move, Each combat consists of the attacker terity of 1 5 , Luck of lJ , and Con-
or attack and move . To determine who rolling a single 6-digit die for himself stitution of 8, Hung ia carrying •
doss what J;o whom and in what order, a and the weapon combat dice , if he is Vibro-blads , which is a J dice weapon and
6-digit di& is rolled for each partici­ carrying one , and •ubtracting the defen­ ia a minus 1 to Mung ' s Initiation Rol l ,
pating ch aracte r . The highest number rol­ der ' s defens� roll on s 6-digit die , . I n addition , Mung is using a Buckler
led indicates the character who performed The difference between the two i s the Shield, which has protection of 4 and
hia or her function first and the rest of amount of damage inflicted and the de­ an Initiation modifier of 2 ,
the characters do their thing in the de­ fende r ' a shielding, if any , can reduce
scending order rolled, I f the same num­ the amount of. damage the defender takee. CPT Glitz rolls a 5 for his Initia­
ber is rolled for two or more characters tion Rol l , which becomes a 6 because of
they perform their actions at the same Following is the procedure to be his Dexterity and ia reduced to a 2 be­
time and the results of their actions followed in resolvihg Contact Combat: cause of the saber' s modifier, IMung rolls
are taken after all of them have acted. a 1 which becomes a 4 due to his Dex­
This INIT IATION roll is modified by the 1, Roll one 6-digit die for th e terity and is reduced to a J because of
character ' s Dexteri ty , by the type of character or a s many 6-digit dice as the Vibro-blade ' a initiation modifier ,
gear being carried, and by the actions called for by the particular weapon and is further reduced to a 1. because of
the character is attempting to perform. used. Add these numbers together. the buck ler ' s initiation modifier , Glitz
To modify the I nitiation Roll perform attacks Mung first because Glitz ' s init­
the following steps : 2, For each number over 1 2 in the iation roll was higher, Glitz rolla J
character ' s Strength and Dexterity add 1 dice for his saber , and getA 1 5 , He
1 . For each number above 12 in to the number rolled, For every number adds 2 to this for his Strength end 1
Dexterity add 1 to the rol l . For each less than 9 in Strength and Dexterity for his Dexterity to get an attack roll
number b e low 9 subtract 1 from the roll , subtract 1 from the number rolled. of 1 8 , Mung rolls l die and adds 1 to
the nunt>er rolled ( for hie Luck) to get
2 , I f firing a ranged weapon sub­ J, If a creature is making the
a defense roll of J, J subtracted from
tract the I nitiation Modifier of the attack , roll aa many 6-digit dice as are . 18 is 15 damage to Mung. Hung ' s buckler
particular weapon fran the roll. called for by that particular creature absorbs 4 points of this damage which
and add 1 for each number over 12 in the reduces the attack to 1 1 , Unfortunately
J , I f performing contact canbat creature ' s capability number end sub­ Mung only has a Constitution of 8 and
subtract the I nitiation modifier of the tract 1 for each number less than 9,
Glitz rids the Solar System of another
particular contact weapon and the I niti­ evil menace,
ation modifiers or any equipment the 4, The defender rol�s a single 6-
character is carrying which would inter- digit die and adds 1 for each number
f3
D, RANGED COMBAT : particular hit to get the amount of dam­ means that the LT takes 5 d am age , His
age the def ender sustains to hie o r her Constitution is reduced fr o m 1 1 to 6 and
Ranged combat involves everything Constitution, This number can be les­ his Dexterity is re duced to 1 2 . H e di d
from throw.n rocks to atomic b lasters . sened by shielding or ar rno r , i f the char­ not pass out as th e damage did not quite
Anything which can strike from a di s­ acter is carrying an y , in the same way reach half his Co n s ti t u t ion , and now L T
tance, There is no way that we could that shielding modifies a Contact Combat N i ce c a n fire back at t h e Klingon with
cover every single weapon type ever in­ resu l t , for every 3 damage done t o the his phaser before this turn ends , LT

vented , but there are enough examples of defender ' s Constitution , reduce the Dex­ Nice rolls a l which gives him a hit at
terity by l , that range with his now reduced Dexter­
different types that all periods from
the Stone Age up to futuristic starship ity . He then rolls 3 dice because his
5, I f the defenderi s e Creature , phaser was set on Stun . The re su l t of
marines can be covered, The accuracy of
reduce its Capability Number by the dam­ the roll is a big 18 , Krud rolls his
the fire and what appears to be rather
age amount d on e , Remember that if over defense die and gets a 2 which becomes a
limited ranges is due to snap-shot fir­
ing. The characters will usually be half of e characte r ' s Constitution is 3 because K r ud ' s Luck is 1 3 . 3 from 18
shot away , that character passes out is 15. Krud ' s metallic j a c k e t absorbs 5
attempting to use these weapons rather
hurriedly. If they do take the time to from shock , This does not apply to points of Stun ( i t is an energy deflec­
Creatures , tor ) leaving a result of Krud the K ling­
carefully aim and prepare a shot , the
on being stunned for 10 turns . This is
range is effectively doubled, Each
ranged combat consists of the attacker 6 , I n the case of thrown grenades p lenty of time for LT N ic e to tie him up
rolling one 6-digit die for each shot and any weapon firing into a group of and then cell for the ship t o beam him
fired ( some weapons may fire more than peop le , if e miss hes been made , deter­ and his prisoner aboard.
once in e turn) to determine if the tar­ mine in wh at direction the miss went and
get is hi t , The number rolled is com­ how far from the target it was. I f the E, DI SARMAMENT ATTACK :
pared to the range · to the targe t , the point determined hes the line of Fire
Dexterity of the firer , and is modified intersecting other characters then the Under certain conditions e charac­
by various conditions of movement , ob­ hit procedure will have to be gone ter may attempt a Disarmament Attack .
scuration , size , special aiming gear , through for them. This is an at temp t to relieve the oppos­
etc, Once a hit has been made the at­ ing character of the weap on he is carry­
tacker checks on the Ranged Weapon Table 7, A grenade going off has e cer­ ing . A common example would be an at­
to find out how many combat dice are tain radius of destruction, Depending tempt to knock the knife from the hand
rolled for that weapon at that range and on the distance a character is from the of an attack e r , The con dition s for a
rolls that number of 6-digit dice, The center of the g ren ade ' s de ton ation , and Disarm attack are es follows : 1 ) The
defender rolls one 6-digit · die in de­ on the type of grenade thrown , there person attempting the Disarm must be a
fense , modifying i t by Luck and sub­ wi l l be certain numbers of combat dice trained f igh te r , 2) The person attemp­
tracts that number from the total of the rolled , The rolling of the damage dice ting the Disarm must be within 1 meter
combat dice rolled in the attack. The and the defense rolling done by the de­ of the person he is attempting to dis­
difference is the amount of damage done fenders is done just as if they were h i t arm . 3) Subtrac t the DX of the person
to the defender ' s Constitution and can by a direct fire weap on . to be disar me d from the D X o f the D i s ­
sometimes · be lessened by shielding. Af­ arme r , modifying appropriately for ell in­
ter I nitiation has been determined , Ran­ 8 , S ome weapons d o not kill and itiation modi f i e r s . 4 ) This rating is

ged Combat is performed in the following may stun instead. With these weapons , found o n the Probability o f Success
instead of damage being done, the amount T ab l e . The Disarmer must get the rol l . 5)
procedure :
of damage is instead the number of turns Now the person attempting the Disarmamat
1 . Roll one 6-digit die to deter­ the defender is stunned end unconscious. Attack make s a r egu l ar Contact Combat A�
mine if a hit has been made, Refer to tack . I f he causes at least l unit of
the Ranged Weapons Accuracy Table end Below is an example of Ranged Corn- damage ( be f ore subtracting shielding ) , he
reference the firer ' s Dexterity to the bat: has made a successful disarmament attack.
range of the target . Thie cross-refer­ Please note that the Di sa rm e r must win
encing will yield the number or less Krud the Klingon draws his Disrup­ the I nitiation to be able to make a Dis ­
needed to get a hit , If the number tor II and fires �t Lieutenant Nice of armament Att ack .
rolled equals or is less than the number the federation at a range of 30 meters.
indicated , then a hit has been made , LT Nice is fumbling with his phaser when
Krud draws e bead , Krud ' s Dexterity is f, USE Of TWO WEAPONS AT A T I ME
2, The number or less required to 14 end LT Nice ' s Luck is a phenomenal 18
get a hit could be modified by any num­ while his Constitution ia an average 1 1 .
ber of accumu lating factors listed below The Initiation modifier o f the disruptor
While w e have seen movies wherein
the Accuracy Table, Esch of these is 2 1 the same es the LT ' s phaser pis­ some hero stricl�s through rush hour et
factors, such es movement , being par­ tol, Macy ' s with a pistol b lazing i ' 1 ea ch
tially hidden , special aiming devices , Krud rolls a 6 which is modified to hand, we doubt that the ambidextrou s ,
e tc . , can add o r subtract from the num­ an 8 by his Dexterity and to e 6 again simul taneous u s e of pistols i s all that
ber needed to get a h i t , Check a l l of by the Initiation modifier of his dis­ accurate; thus we limit a player to one
the factors to make sure that none ere ruptor. Nice rolls a 3 and since his weapon use per turn , There is an ex c ep ­
overlooked that might p ertain to a par­ Dexterity is 13 this is modified to e 4 tion , or ral�er , a pair of exceptions ,
ticular combat. but is reduced to a 2 by the Initiation I n the history o f Ear th , several schools
modifier of the phaser pisto l , Krud of fencing , ooth orier.t�� end weste r n ,
3, I f a hit has been determine d , wins the drew by a long shot. Krud have routinely been �esigned around
check t o see how many combat dice are fires once, At e range of 30 meters the ei1her two sword or sword end dagg&r
rolled for that weapon at that range , shot is Short Range and since LT rJice is technique s . I f th e player , usually an
Roll that number of 6 - di gi t dice and add not moving or hidden , there are no modi­ opponen t , is a member of th e s e schools ,
them together to get the total Attack fiers . Because of his Dexterity of 141 then an attack may only be made with one
Numbe r . Krud only hes to roll e 5 or less, Krud of the weapons but the defensive modi­
rolls a 4 an d gets a hit . Krud now fier of both weapons is 1;sed when defen­
4, T h e defender rolls one 6-digit rolls 6 dice end adds the re�ult togeth­ ding. Similarly , most close combat
die end modifies the number plus 1 far er. Nice rolls l die and modifies the weapons are intended to be used in a
each number over 1 2 and minus l far number rolled (a 6 1 by gosh ) plus 6 due mo v ing attack , swords and such are
every number less then 9 in that charac­ to his Luck, The total attack rol l of therefore able to be used at the e n d o f ,
ter ' a Luck, This Defense roll is sub­ Krud ' s disruptor beam was 1 7 end sub­ or durin g , movement executed during a
tracted from the Attack Roll of that tracting the LT ' s Defense Roll of 12 combat p h as e .
14
G, WEAP��S EXCHANGE twin guns blazing syndrome of the movies was holding off a horde of · swor d � � � n
of the 40 ' s . 9e that as i t may , the '"i th a broomhandle Mauser and a R rowf'i �n
Hopalong Cassidy and Tom Mi x to the fel lows of the period carried the sever­ Hi-power. �/hen the rounds in the t·lau.:.
contrary , sometimes weapons run out of al weapons , to · be used one at a time , be­ ser were e �hauste d 1 he dropped i t an '1
ammu ni t i o n . \·/hen this happens , it is cause of the �ery slow reload time, A drew t'1e H.1-powe r . The Mauser w«s tie.J
sometimes expadient to grab s�Methinq weapons exchange takes a full combat to him by its lanyard b u t the W.i-pow � r
else , like a rock . This is calle� we a- turn because it is optimized around was holstered and l'lh ile o u r h e r o "u!'.!':> l·J•:
pons exchange . It takes a coMbat turn picking up someone else ' s weapon , with to get the 9mm automatic from i ts con­
to effect . I n photos from the 1 8 5fl ' s the attendant problems of checking the taine r , he was almost cut in h a l f . (He
and 60 ' s , bad types are frequently pic­ safety and sights , I f the weapon is one di d survive , but at the expense of a
tured carrying several we�pons i n hol­ carried by the character and is i n a great deal of ammo . Re1T1Smber that t�e
sters and stuck i n belts . We have lit­ supposed state of readiness ,· the same next time you talk about taking a mach­
tle doubt that this is the origin of the time applies , In a recent' book a herci ine gun back to the p lains of l�a rRt':>on ! )

CONTACT WEAPONS TABLE

WEAPON MASS DEP LOYMENT I N I T I AT I ON DEFENSE COM'JAT


RANGE MOD I F I E R MODIFIER D I CE
FIST --- ,5 -- - L"* l7Z*
MAILED FIST -- - .5 -- - 2* 2
KICK --- .5 -1 --
2/3*
STICK ( 3/4 meters ) ,3 l . ::J -1 1 2
STAFF ( 2 meters ) 1.0 2,0 -2 3* 2
CLUB 2.0 2.0 -4 -- 3
DAGGER .3 .5 -1 2 2
D I RK .5 ,5 -1 3 z
BASKET GUARD D I RK ,6 .5 -1 2* 2
BOWIE K N I FE ,5 .5 -1 2 2
COlf3AT KNI FE/BAYONETTE .3 .5 -1 l 2
VIS RO-B LADE .3 ,5 -1 -- 3
SHORT SWORD 1.0 1,0 . . -2 2* 3
LONG SWORD 1.0 2.0 -3 2 3
2-HANDED B ROAD SWORD 2,0 2,D -5 --
'f/5+
HAND & \ BROAD SWORD 1.0 2.0 -3 2* 3/4
RAPIE R l,0 2.0 -2 3* 3
KAT ANA 1.0 2.0 -2 2* 4
TULWAR 2.0 2.0 -4 -- 4
S C I MI TAR 1.0 2�0 -3 1 3
SABER 1,0 2.0 -2 l J"
VAR I ABLE SWORD .6 0-511 · -2 -
- l-6f1
HAND AXE (FRANK I S H ) ,3 1.0 -2 -
- 2
BROAD AXE ( 2-HANDED) 2.0 2,0 -5 -- 2/5+
SPEAR/RIFLE W I TH BAYONNETTE 1.0 1,0 -2 °'
l ,. 3
SAR I SSA 1.0 2,0 -4 2% �
2,0 •'
P IKE 1,0 -4 2 ,, 3
P I LA 1,0 l,0 -3 2% 3
MACE 1,0 l,O -3 -- 3
NEURON I C WHIP 1.0 l,0 -2 -- 4
MORNING STAR 1,0 2.0 -4 -- 4
T I N GLER ,5 1.0 -1 -- 1-5®
* Indi cates a background of years of p rol'essional train in g or ex p erience to be
able to receive the number of dice indicated.

+ The second number is the dice t hrown against men in chain or plate armor or
against beast s .

# This i s t h e length t h e Variable Sword may b e extende d , For each meter it is


extended it wi l l lose 1 combat die .

r. This i s the number o f dice thrown b y spearmen when they are i n close formation
of 5 or more ,

@ The amount of Tingler damage dice thrown may be selected by the wielder.
15
RANGED COt-ll AT ACCURACY TABLE

DEXTERITY 1-3 4-6 7-9 10-12 13-1 5 16-18 +


RANG
SHORT RANGE 1 2 3 4 5 6
ME D I UM RANGE M 1 2 3 4 5 6
LONG RANGE M M 1 2 3 4 5

MODI FIERS

A I M I N G AT S IN G LE BODY PART -J
ATTACKER BEING FIRED AT -2
VERY LARGE TARGET +2 OPTIONAL HUMANOID H I T LOCATION TABLE
A TT ACKER MOVING -2
DEFENDER MOVI N G 5 -1 DICE LOCATI IJll
·DEFENDER MOVING 1 0 -2
DEFENDER MOVING 1 5+ -3 LEFT ARM
AI MED F I R E * i., RANGE RIGHT ARM
US I N G T H E O D D HAND FOR F I RE -4 BODY
F I R I N G BURST -2 LE F T LE G
SMOKE o r DUST -2 R I GH T LE G
VERY SMALL TARGET -2 is a a can e use o e p e ermine
CONSECUTIVE F I RE +l whet particular shielding or armor was
HEAD-UP D I SPLAY or LASERLDC +3 hit on a character and can also be used
TARGET 50�o OBSCURED -3 to see if the damage affected the ability
TAR GE T 75�o OBSCURED -4 of a character to use a particular wea­
TARGET 100% OBSCURED -6 pon or other equipment, For other shapes
or types of characters , I ' m afraid you ' l l
* ( Aimed fire is spending 1 turn not moving , o r firing , while have to develop, your own table .
aiming st one target . This effect i vely doubles the range of
the w e ap o n being used but only f o r weapons capable of aimed
fire , )

RANGED WEAPONS TABLE

WEAPON Mii. S S INITIATION TARGETS RO UND S RELOAD


MODI FIER PER TURN CARRIED TURNS
RD or GR NA . 1-
S L I NG* .1 -2 l 1-12 1 10/2 25/2 50/1
SHUR I KEN* .1 -1 l 1-10 1 10/2 15/2 25/l
ATAL-ATAL .1 -3 1 2 l 10/3 20/3 40/2
SPEAR 1,0 -3 l 1 10/3 1 5/Z 25/2
P I LA 1,0 -3 1 2 1 6/4 10/2 15/2
DAGGER* ,3 -1 1 10/3 15/2 20/1
YAND AXE ( FRANK ISH ) .3 -2 l 10/3 25/2 35/2
SHORT BOW* 1.0 -2 l 20 1 15/3 25/2 50/2
LONG B OW*+" 1.3 -3 l 20 1 20/3 40/3 70/2
COMPOSITE B OW*+" 1,0 -2 1 2- 1 15/3 30/3 50/3
L I GH T CROSSBOW+ l.D -2 1 2- 1 30/3 60/2 100/ l
HEAVY CROSSBOW+ 1,5 -3 l 20 3 30/4 60/3 100/2
FLINT LOCK P ISTOL 1.0 -2 1 10 2 10/3 20/3 30/2
F L I N TLOCK R I FLE+ 1,5 -3 1 20 6 30/3 60/3 90/2
CPA & BALL PISTOL 1,0 -2 2 6/20 -/8 30/3 50/2 75/2
CAP & BALL R I F LE 1,6 -3 1 20 6 50/3 75/3 125/2
REVOLVER ,5 -2 2 6/18# -/3 30/3 50/2 75/2
MAGNUM REVOLVER ,7 -2 2 6/18# -/3 30/4 50/2 75/2
AUTOMAT I C P I STOL .6 -2 2 9/18# -/1/4 30/3 50/2 75/2
LEVER-AC T I ON R I FLE+ 1.2 -3 1 8/3611 -/4 30/3 60/3 90/2
tl U L T-ACT I DN R I F LE+ 1.6 -J l !:!/4U11 _, .,, :>U/ Q, !UD/� DU/ >
SEMI-AUT OMAT I C R I F LE+ l , 6 -3 2 8/40# -/2/4 60/4 1 20/4 175/3
ASSUL T R I FLE+ 1.0 -2 2/3� 20/8011 -/2/6 30 /4 60/4 100/3
S lB•MACH I NE GUN l.D -3 21 3-f 20/80# -/2/6 30/4 60/3 90/2
GYRO-JET P I S T O L ,6 -3 2 6/12# -/4 2-15/� 50/3 90/2
GYRO-JET R I F LE+ 1.6 -4 2 10/20# -/5 2-20/� 70/4 125/2
S P R I N G P IS T OL 1.1 -3 2 20/100# -/2 15/3 Jl/2 60/2
SPRING RI FLE+ 1/ 6 -3 2/3 t 20/100# -/2 30/3 50/3 125/3
HOt£R P ISTOL .6 -2 l 6/12# -/4 90/3
CONE R I FLE+ 1/3 -3 2/31:- 20/60# -/2/6 25/4 60/3 120/3
NEEDLER 1.0 -2 3• 3/12# -/J 60/5 100/4 200/1
TANGLE GUN ' 1.0 -3 l 6 -/3 20/2
PHASER I .2 -1 2 9 2
Stun' 2% 10/J 20/2 30/1
Disruot 3% 10/4 20/1
Dematerialize 8% 10/5
PHASER I I .5 -2 2 24 2
Stun ' � 10/J 20/2 30/1
Dis rupt 4% 20/4 40/3 60/2
Dematerialize 1 2% 30/5 60/4 90/2
16
DISRl.J>TOR I .3 -1 2 5 -/1 20/4 30/3 60/2
DISRUPTOR I I .0 -2 2 6 -/1 30/6 60/4 90/3
SONIC DISRl.J>TOR 1.0 -2 2 6 -/1 18/3 34/2 50/l
BLASTER P I STOL .0 -2 2 5 -/1 25/5 60/4 90/ 3
BLASTER RI FLE+ 1.3 -3 2 6 -/2 50/6 100/4 150/3
LASER P I S TOL ,6 -2 2 6 -/1 10/4 35/2 50/l
LASER RIFLE+ 1.2 -2 2 8 -/2 50/5 120/3 200/l
STUNNE R ' ,6 -2 2 6 -/2 25/4 lll0/3 150/2
SLAVER DISt NTEGRATOR 1,8 -4 1 5 . ----- 100/6 -----
CURDLER 1.0 -3 2 4 -/2 - -- 30/3 ---
SUN GUN 2.0 -5 1 10 - 25/6 60/6 90/6
SHOT GUN 1/2 -3 2 2/10 1 10/4 40/3 110/1
FLAt-E- THROWER 4.0 -3 1 5 - 5/5 10/4 30/1
GRENADE LAUNCHER 1.5 -3 l 1-6 2 ---- - 60/¢ 1 20/¢
ROCKET LAUNCHER 2.0 -4 1 1-6 2 50/5 150/5 450/5

GRENADE, LALNCHER ROUNDS

TYPE MASS INITIATION NIM!ER RADIUS or RANGE OF EFFECT/DICE


MODIFIER ( THROWN) CARRIED
F A 1-6
SONIC GRENADE ' .4 -1 1-4 2/3 8/1
NUCLEAR GRENADE ,5 1 4/XXX 8/6 16/2
CANI STER .2 1-6 8/6 16 3 30 1

NOTES ON RANGED WEAPONS

* Thia indicates that the user of this weapon needs special training or experience with the wea­
pon to use it in combat ,

+ Thia indicates that the weapon benefits from a n aim b onus if aimed for a full combat turn. Thia
bonus is the [Link] of �11 ranges ( ie , instead of 30/3 for Short, it would be 60/3 ) ,

" Thia indicates that the weapon requires a strength of 14 or more to use i t ,

Thia indicates that these weapons a re stunning weapons and the damage done is in turns stunned,

I This dual listing indicates : a) the rounds normally carried in the gun; b ) the rounds normally
carried in magazines or loose. With these weapons, under the related column , the - indicates that
the weapon normally loads the next round or rounds automatically. The second number indicates the
turns ·needed to load a new magazine , and the third number is the time necessary to load the maga­
zine itself,

% Indi cates the power coat i n energy available to perform that function with the weapon .

a This indicates that the weapon ' s firepower · at point-blank range ( less that 1\ meters ) only al­
lows 2 combat dice to be thrown.

* Thia indicates that the firer may roll for hits 3 times if firing s burs t . After the attack i s
over roll 2 6-digit dice to determine how many rounds are expended, A weapon has t o have at
least 4 rounds in its magazine to fire a burs t . Please note that if a weapon can fire more. than
1 shot in a turn , that the shot:s could be fi'red at more than one person provided that they are in
a group within a 4 mete r circle.

Please note that the FLAMETHROWE R , CANISTER ROUND , and SUNGUN are area weapons , These weapons will
effect targets in a 30 degree spread in front of the firer out to the range listed,

MISS LOCATI ON

THROWN OR LAUNCHED WEAPONS OTHER RANGED WEAPONS


(8-dlgit) NORTH l (4-digit)
NORTHEAST 2 LEFT l
EAST 3 RI GHT 2
SOUTHEAST 4 LOW 3
SOUTH 5 HIGH 4
SOUTHWEST 6
WEST 7
NORTHWEST 8 DISTANCE OF MJS'i

DIE ROLL

1 2 3 4 5 6

RANGED
WEAPONS .5 1 1.5 2 2,5 3

LAtlft:HCD
WEAPONS l 2 3 4 5 6
11
SHIELDING

TYPE MASS I N I T I AT I ON SHI ELDING NOTES


MODIFIER RATING

LEATHER 1.0 1
LACQUERED LEATHER 1.5 -1 3
SYNTHI LEATHER BATTLEDRESS 1.0 2
CHAIN MAIL ARMOR 2.0 -2 5
SCALE MAIL ARMOR 3.0 -3 6
PLATE ARMOR 4.0 .-4 7
STEEL C U I RASS E l.B -1 7 Or1ly preteeu. \4)p•r body .
NYLON VEST 1.2 -1 B Only protects upper body .
NEMOURLON BODY ARMOR 1 .0 -1 9 Only protects body.
SKIN SUIT z.o -1 3 Space sui t .
PRESSURE SUIT 3.0 -4 4 Space suit.
HARD SUIT ( FIBERGLASS 4.0 -5 7 Space sui t ,
POWERED ARMOR 14 +20 to Strength .
HEAVY POWERED ARMOR 20 +25 to S trength .
WARBOT 16 Thia ia really a vehicle
with a movement of 1 5 ,
LASER DEFLECTORS .4 -1 5 For energy weapons only ,
ABLATIVE COVERALLS 1.5 -1 3 For energy weapons only.
DI STORTER SH I E LD 1.0 -2 6 For energy weapons only .
CAMOUrLAGE COVERALLS .3 2 - 3 t o Medium & Long fi re ,
ENERGY SHIELD 3.0 15 For energy weapons only,
hend carried.
KINET I C SHIELD 2.0 15 For projectile weapons
only, belt carried.
BUCKLER SHIELD 1.5 -2 4
K I TE or HEATER SHIELD 2.0 -3 5
SMOKE GRENj\OES .., 4 For energy weapons only,
-2 to ranged fire .
LEATHER HELMET .2 l
FIBERGLASS HELMET .4 4
LEXAN HELMET .6 6
METAL HEU£T .a

INTEGUMENTS

CH I T I N 1-4 Roll for particular


[Link] PLATE 1-6 shielding rating using
SCALES 1-4 the indicated range of
TH I CK H I DE 1-2 n1Mnbera in oolvhe dra dice

::lOORS, �·/ALLS, AN D 9 UI LDINGS

''IA TE R I AL SH IELD RATIN� t-.I O T E S

T RA':I 1 [Link] WE A P !lt-./ S W I LL I GNITE


ADO'lE 4/ lOcm
LOGS 10 / LOG ENERGY \·IEAPONS '•/ILL I GNITE
ii ODD 3/ lcm ENERGY WEAPONS WILL I !.N I TE
G L ASS 4/ lcm LASERS �/ I L L POJETRATE IF 0
THE PROPER FREQUENCY .
LAS T I C 5/ lcm LASERS W I L L PENETRATE H' OF
TIU: [Link] F?.EQUENCY .
' RI CK 10/'1 RICK
CONCRETE 1 2/ l D cm
ALUMINUM 8/lcm
STEEL 1 5/lcr"
T I T AN I UM 1 8/ l cm
[Link] TEEL 20/lcm
TRITI TANI U!� 25/lcm
RHOD I N I UM 28/lcm
DENSITY STEEL 40/lcm
'[Link] 100/lo:n

• U1 .... 1 •, pen� re e
anything h u t neutronium.
2, The hi t point<; for S UN GUN and D I S INTEGRATOR are subtracted from
the materi a l ' s ratin'.l to get the reduced rating ,
18
WEAPON AND SH I E LDING GLOSSARY S ON I C DISRUPTOR -This �eapon uses ultra­ pack and uses a h e lmet [Link] close-fit­
sonic waves to s c ramble o�jects i t is ting face mask . The skin sui t is worn
V I B RD-BLADE - This is a futuristic k n i f e f i red at , I t c a n release surface ten­ inside of chafing coveralls which are
t h a t uses ultrasonic vibrations to help sion in living cell<! , thus exploding designed for meteor protection and help
it cut through most substances , them, defle ct radiation in addi tion to keeping
the suit intact.
VAR I A8LE SWORD - From Larry Niven ' s uni­ B LASTER P I S T OL an d R I FLE - This old SF
verse comes this force-field stiffened stand':Jy i s atomic powAred and fires a PRESSURE SUIT - This is the standard
monofilament wire swor d , The weapon re­ beam of nuclear energy . I t usu a l ly space suit i n use today. I t consists of
sembles e jump-rope handle with e tog­ leaves the area radioactive where it is an inner rubber ' b alloon ' to contain the
gle , When the toggle is moved the wire fire d , wearer ' s air and i s covered by various
extends up to 5 meters away . A tiny layers of cable and chef ing materiel to
orange ligh t is used to mark where the LASER P I STOL and RIFLE - These weapons protect the sui t i n addition to helping
end o f the wire is es the wire is s o fire pulses of intense mono-chromatic keep i t from blowing o u t o f shape . It
fine that i t can ' t normally �e see n . light measured in the millions of vietts i s not very mob i le , b u t has served ade­
per p u ls e . This liqh t wi l l burn through quately on various current and past
NEURDNIC WHIP - From Jmac Asimov ' s s t or­ mo3t any su'.Jstance but can be refracted space mission s .
ies ; the neuronic whip violently stimu­ and reflected '.Jy mirMrs , smoke 1 dust 1
lates nerve endings when it is in con­ etc , HARD S UI T - This type of . space suit is
tact or near contact with someone . the same as the pressure suit but has
Though the whip doe� no physical damage STUNNER - This weapon is designed to put fiberglass outer armor to protect the
it can debilitate ar.d k i l l . its targets to sleep rather than injure wearer from meteors end radiati on .
or k i l l . It uses a sonic pulse wh i ch
T I N GLER - From Alexei P anshin ' s Anthony affects the nervous systems of the tar­ P OWER ARMOR - From Robert Heinlein ' s
Villiers series ; the Tingler is a black ge t , " S t arship Troopers" and Joe H e ldeman ' s
wand that destroys nerve end surface " Forever �lar" . These suits are used to
tiss ue , ny adjus ting the ring on th� SLAVER D I S l l>JTEGRA TOR-From Larry Niven ' s give the wearer tremendous advantages in
end the tingler can be 3et to a practice univers e . This double-barreled weapon comb a t , They respond to the weare r ' s
tingle o r b e turned up t o produce horri­ is rather s l ow i n op eration , destroying movements wi th greatly increased power
b le damage where it touches flesh , i ts t9rget �y s u pp ressing the e;iin or by sensing the motions o f the weare r ' s
c'ierge in the e lectrons o f the atoms of body and then i ncreeaing the force of
GYRO-JET P I STOL and RI FLE -These weapons the t a rge t , thus reducing i t to a fine the rnn tion . They take some practice to
exis t today and are made by •.o&'l As!<ocia­ flurry o f dus t . use but once the soldier is used to
tes o f Californi a , · 'la'l i cally , the Gyro­ the m , body movements i n armor become se­
jet is a t i ny rock e t l�uncher firin9 CURDLER - This 11eapon uses micro - wave cond nature ,
spin-stabilized 13mm rock e ts . �.lr:iost energy to disrupt the living tissue of
power less as they leave the '1arre l ; t'iey ob j e cts and p e o p le it is fired at , It HEAVY P OWER ARMOR - This is merely a
strike w i th over 700 foot-pounds of en­ w i l l exp lode tr�es and turn a perso n ' s much more powerful version of Powered
ergy within 1 2 feet o f trave l , nore than body as hard as a rock , Armor aa described above . Th e above armor
twice that of ordi nr:ry weapons , would be that worn by scouts and commend
S UNGU:� - This device is the f a r descen­ personne l , The Heavy Power Armor is
S P R I N G P I S T OLS end R I FLES - Fro171 Gordo n dant o f the f l amethrowe r , Essantially a worn by the basic soldier .
Dickson ' s Dorsai stories , the 3pring nuclear rocket mo tor, the sungun fuses
weapons are designed to mech a n i c a l ly deuterium using a nano-pulse las e r . The WARBOT - Designed by Larry Todd, this
fire small darts , The b a s i c idea is resulting 1 6 1 000 degree p l asma is direc­ device takes the concept of po·.�ered ar­
that more complex weapons can be gim­ ted through a nozzle via a para-gravitic mor t o even greater length s . Actually a
mick e d by the eneEy . field and will destroy most objects , vehicle , these devices resemble walking
and leave them radioactive , The sungun eggs with laser cannon for rifles. The
HOl'ER P I S TOL -This weapon fires infrared has q u i te a k i ck and is only carried by
homing explosive rounds . They are , un­ men wearing powered armor.
fortunately , not very s e le c tiv3 .
S ON I C GRENAD!;: - This· devi ce , usually
CONE R I FLE - Again from Gordon Dickson , thrown, i s used to knock out individuals
this weapon is very simi lar to the Gyro­ rather than kill them , b y using super­
j e t , b asically differing in that the sonic sound,
bullets fired are explosi ve .
SYNTH I LEATHER 3ATTLEDRESS - From Jerry

NEEDLER - Designed by Rocky Russo , this Pourne l le ' a univers e , this type of
weapon uses a small laser to flash water clothing is worn by the marines and mer­
The steam pressure i s used to cenaries o f his s t orie s , It can provice
to steam,
protection from biological or gas attack
fire numerous small needles at tremen­
and may also be unzipped here and there
dous velocity and impact,
t o keep the wearer cool when not in bat­
TANGLE GUN - From Alan Nourse ' s "Raiders tle . It generally protects the wearer
from the Rings " , this weapon i s a p i s to l from abrasions and weather .
wh i ch fires a sticky web which wraps it­
self about the v i ctim and tightens if MEMOURLON !30DY ARMOR - Also from Jerry
the target struggles . Pourn�l l e , This body armor is cast by
armorers in the field to fit different
PHASER I and I I - These weapons from the aizes o f men and will deflect most small
STAR TREK universe are apparently jacl<s­ arms fire and will also help to deflect
of-all-trades , They do many thi ngs , high velocity rifle bulle t s .
ranging from burning holes in bulkheads
to s tunning Klingons , SK I N SUI T - Thia t y p e o f space suit i s
currently b e i n g teated by N A S A a n d may
DISRUP T O R I and I I - These ere the K lin­ someday b e used for work on space s t a­
gon weapons Fron the STAR TREK universe. tions , I t consists of a thin elastic
Much deadlier than phasers , they use membrane which fits tightly over the
micro-wave energy to ' cook ' their tar­ wearer ' s body to prevent decompr�ssion .
ge t , The wearer also carries a life-support
19
rider stands inside the eg� and directs
the motions of the warbot by moving
within a sensor harness which copies his
motions with the warbo t ,

LASER DEFLECTORS - This i s a series of


patches worn about the body designed to
reflect and/ or refract laser beams and
other forms o f beamed energy , They do
this by projecting a distortion about
one or two. inches away from the patch ,
This distortion is what effects the at­
tacking beam.

ABLAT I VE COVERALLS - This set of thin


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

CAMOUFLAGE COVERALLS - From Joe Halde­


man ' s " Forevei: \'/ar" 1 these coveralls or
coatings help hide the wearer by turning
t o the color of their surroundings. The
early versions had to be manually adjus�
ted , T he later types would automatical­
ly take the hue of the background they
were near .

ENERGY S H I E LD -This type of shielding is


a force screen used to deflect energy
attack s , It is only effective against
energy attacks and material objects wi ll
pass through i t .

K I N E T I C S H I E LD -This type o f shield only


protects against material attack s , If
any �aterial object strikes a kineti c
shi e l d , its motion is converted directly
into heat and helps maintain the shi e l d .
Howe v e r , a very slow-moving o b j e c t w i l l
p a s s through a k i n e t i c shie l d ,

LE XAN HELMET -This helme t is made f r om a


substance in use today in space sui t
helmets , motorcycle helmets , and fighter
canop ies , It will take a full sledge­
h ammer blow and wi l l not shatter , It
wi l l , howeve r , scratch ,
20
T h e Scenario Generator is divided aliens during p lay , Some or all of the
SCENA RIO GENERATOR into five sections , each one dealing tables can be used to fi t the vari ous
The f o l l ow i n g t abl e s are designed with a different aspect of encounte r . circumstance s . For example , on a planet
to a l l ow a Game Mas t e r to g e n e r a t e en­ where there is nothing but herds of a
counters with people and thi n�s during 1 . The first section i s devoted to single type of creature , you would only
an e x p e d i tion to an earthlikeplanet . the general physical aspects of the roll for individual characteristics and
I t is n o t d e s i gn e d to be an exhaustive planets and the area where the party attitudes.
list of all th e items that cou l d be en­ lands or materiali zes. This includes
c o u n t e r e d , r a th e r it is a guide for the permanent features like gravity and 4 , The tables listed in this sec­
use of the Mission Master is an effort rather impermanent ones such as weather. tion govern the appearance and type of

a
t o p r e v e n t repetition and to introduce a The Mission Master should use these objects that could be encountered. Once
l a r g e r v r i e ty of encounte rs . Some of tables to provide a large variety of again , the Mission Master should exer­
these tab les ap p e a r elsewhere in the landing sites and he should change the cise judgement on the appropriateness of
rules in di fferent sections and some­ weather as circumstances dictat e , by this or that response.
· '3s in slightly different form.
t.i 11 The rolling at regular intervals .
: li E s i o n i �ster should use these tables 5 . The tables for resources govern
as necessary , omitting some when they 2. The Encounter Table is to be encounters w1_ th things which might be of
ere not ap p ropriate . As a very gross used whenever the party could encounter vital necessity to the travelers. How­
examp l e , it would b e unlikely to en­ something now or when they turn a cor­ ever , great care must be taken to use
counter an amphibious creature in the ner , enter a building , look behind a the tables if situations are such that
a r id d e s e r t u n l e ss he was an intelligent tre e , and so on. This table is the it would b e inappropriate for the player
mitHy t aking the necessary precautions . prime generator for all the other tables to encounter a particular substance . It
The Judge is advised to use the results i n the Scenario Gene rator . would be inappropriat e , for example , to
,;f these tables in ways that fit into encounter prepared drugs or synthetic
3 . These tables govern the appear­ foodstuffs in a wilderness environment .
Lhe o v e r a l l a spect of his particular
1cenari o . ance and/or powers of the creatures and

(1) LANDING ZONE TABLES

A . TERRAIN B, SOIL & MOISTURE


I
iOO - 20 FLAT DO - 20 GRASS OR TUNDRA
- 40
1
! 21 - 60 HI LLS & ROCKS 21 FOREST
6 1 - 99 MOUNTAIN OUS 41 - 60 DESERT
61 - 99 OCEANI C

c. CLIMATE D. CURRENT WEATHER

00 - 20 ARCTIC 00 - 30 CLEAR & CALM


21 - 6 0 TEMPERATE 31 - 60 CLEAR & WINDY
6 1 - 99 TROP I CAL 61 - 70 CLOUDY & CALM
71 - BO CLOUDY & WINDY
Bl - 90 FOGGY
91 - 99 STORMY

E. GRAVITY

00 - 04 ,7
05 - 14 ,B
15 - 29 .9
30 - 79 1.0
BO - B9 1,1
90 - 94 1.2
95 - 99 1,3

(2) ENCOUNTER TABLES

A. ENCOUNTER TABLE B. SURPRISE TABLE

00 - 19 NOTHING 01 - 70 NOT SURPRISED


20 - 39 ALIEN - SECT ! � ( 3 ) 71 - 00 SURPRISED
40 - 64 CREATURE - SECTI(t.I ( J )
65 - 84 ARTIFACT - SECTION ( 4 )
85 - 99 RESOURCE - SECTION ( 5)
( 3) ATTRIBUTES TABLES
21

A. GENERAL TYPE B. GENERAL SHAPE

ALIEN CREATURE TYPE 01 - 05 MON OPED


or:-o5 bi - 14 M1l'ITUSK* 06 - 45 BIPED
has 2-12 tentacles 46 - 50 TRIP ED
06 - 0 7 15 - 28 PLANT* 51 - 70 QUADRAPED
has 1-100 tentacles 71 - 85 HEX AP DD
08 - 35 29 - 42 ARTHROPOD 86 - 90 OCTOPED
36 - 40 43 - 57 AMPHIB I AN 91 FUNCTIONAL WINGS
41 - 65 58 - 71 REP T I LE 92 - 95 N ONFUNCTI ONAL WINGS
66 - 95 72 - 85 MAMMAL 96 - 99 TENTACLES
96 - 99 86 - 99 AVIAN 00 WHEELS
00 00 EXOTIC

*DO NOT ROLL FOR GENERAL SHAPE � ( i f applicable )

EXOTIC 01 - 45 MALE
or:-tr5 MECHAN ICAL 46 - 90 FEMALE
06 - 40 01 - 50 POLYMORPH 91 - 94 HERMAPHRODITE
41 - 70 51 - 80 CRYS TALLINE 95 - 97 NEUTER
71 - 90 81 - 95 GASEOUS* 98 - OD EXOTIC
91 - 00 96 - 00 ENERGY*

D. MET ABDLISM E. S I ZE ( i n centimeters )

D I CE D X MOD I F I E R 01 - 02 50
tf1""':' 02 -6 03 - 05 75
03 - 07 -4 06 - 10 100
08 - 17 -2 11 - 15 125
18 - 32 -1 16 - 20 150
33 - 67 0 21 - 40 175
68 - 82 +l 41 - 60 200
83 - 92 +2 61 - 80 225
93 - 97 +4 81 - 85 250
98 - DO +6 86 - 90 275
91 - 95 300
96 - 98 325
99 - DO 350

F. S P E C I A L CAP AB I L I T IE S G. P S I ON I CS

01 - 80 NONE 01 - 30 EMPATHY
Bl - 85 P S I ON I C ( Table G ) 31 - 60 TELEPATHY
86 - 87 AB I L I TY TO SENSE L I FE AURA 61 - 80 TELEKINES I S
88 - 90 I NCREASED HEAR I N G CAPAB I L I TY 81 - 90 CLAI REVOYANCE
91 I N CREASED TOUCH S EN S I T I V I TY 91 - 95 PRECOGN I TI ON
92 I NCREASED SMELL CAPAB I L I TY 96 - 98 MIND CONTROL
93 I NCREASED T AS TE SEN S I T I V ITY 99 - 00 TELEP ORT A T I ON
94 - 95 ABI L I TY T O SEE I N INFRARED
96 TELESCOP I C V I S ION For the definition of these
97 ABIL I TY TO SEE IN UL TRAVIOLET powers , refer t o the chapter
98 - 00 CYBORG REPLACEMENT ( Table H ) on P S I DN I CS .

H. CY BORG REP LACEMENT ( Aliens only

MOD I F I E R S
DICE REP LACEMENT ST bx CT

LI�S
01 - 06 Legs 1-10
0 7 - 12 Arms 1- S 1- 6
S T R UCTURE
13 - 20 Joints 1-4
21 - 35 Legs 1-4
36 - 52 Arms 1-4
53 - 67 Spine 1-4 1-4
SEtilSORY
68 - 72 Computer Terminal
73 - 74 I n f rared Sight
75 - 77 T e le s c o p i c S i gh t
78 Ultraviolet Sight
79 - 83 Improved Hearing
84 - 98 Vital O r g ans 1 4
-

99 - 00 I mplanted 'li eapons*

*REFER TO THE CH APTER ON � FDR TYPES .


22
I, TRAINING (Aliens only) J; PERIOD (Aliens only)

DICE CLASS MODI F I ER 0 1 - 02 1 STONE AGE


Qf": 30 'SOti5i"ER S T(l-4)DX(l-4)CT(l04) 03 - 05 2 BRONZE AGE
31 - 40 SCIENTIST � (l-4) 06 - 10 3 IRON AGE
41 - 60 TRADER CH (l-4) LK (1-4) 11 - 15 4 RENAISSANCE
61 - 75 CRAFTSMAN DX( l-4) 16 - 20 5 PRE-I NDUSTRIAL
76 - 00 GENERAL 21 - 25 6 INDUSTRIAL
26 - 35 7 ATOMIC
36 - 49 B SPACE FLIGHT
50. - 79 9 FAS TER THAN L I GHT
BO - 9B 10 - 1 1 I NTRA-GALACTI C
99 12 - 13 INTER-GALACTIC
00 14 - l B EXTRA-DIMENSIONAL

K, SPECIAL WEAPONS & CAPAB I L I T I ES (Creatures only)

ROLL A 1-4 D I E TO DETERMINE NUMBER OF ROLLS MADE ON THIS TABLE

DICE CAPABI L I TY. MODIFIERS


or: 20 NONE
2 1 - 35 1-6 X LARGER 1-4 T if"\ ES CA P ABI L IT Y DICE
36 - 5 0 1-6 X SMALLER 1-2 LESS CAPA B I L ITY DICE
51 - 60 FANGS 1-2 EXTRA COMBAT D I C E
61 - 70 TALONS 1-3 EXTRA COMBAT D I CE
71 - BO POISON 1-6 ADDED T D C O MB A T ROLL
Bl - 90 SPIKES & CLUBS 1-8 AD DE D TO COMBAT ROLL
91 - 00 SPECIAL
,

SPECIAL
di - zd SHAPE CHANGER ; ROLL FOR NEW SHAPE
21 - 40 IL LU S I ON CA S T E R
41 - 60 F I RE BREATHE R ; 1-4 EXTRA COMBAT D I CE
61 - BO MIND CONTROL
Bl - 00 ENERGY MAN I P ULATOR ; 1-4 D I C E FOR AB I L I T Y

L • • GRAVITY OF HOt-E WORLD (if applicable)

01 .l 85 - B6 1. 6
02 ,2 87 1,7
03 ,3 BB l. B
04 .4 89 1.9
05 ,5 90 2, 0
06 - 07 ,6 91 2 ,1
08 - 10 ,7 92 2, 2
11 - 15 ,B 93 2,3
16 - 20 ,9 94 2,4
21 - 60 1.0 95 2 ,5
61 - 70 1.1 96 2,6
71 - 75 1 ,2 97 2,7
76 - 79 1 ,3 9B 2,8
BO - 82 1 ,4 99 2,9
83 - 85 1,5 00 3 ,0

M. AT TI TIDE TABLE (Aliens & Creatures)

CREATURES ALIENS ATTI TUDE


dt - 20 '1l'I""'='T5 XENOPHOSI S - will attack immediately, and will pursue
21 - 40 1 6 - 30 HOSTILE - wil l attack 75 or less, 7 6+ will run
41 - 60 31 - 5 0 NEUTRAL/HOSTILE - will attack 50 or less, 51+ will run
61 - 80 51 - 65 NEUTRAL/APATHETI C - will attack 10 or less, 11 - 50 will run,
51+ will talk ·
Bl - 00 6 6 - BO NEUTRAL/FRIENDLY - will attack if attacked, but will always
talk
Bl - 90 FRI ENDLY - will negotiate, but will attack if attacked
91 - 00 BENEVOLENT - will help, and will ne v er attack

N. EXTRA (Creatures & Aliens)

01 - 35 is with - S ection ( 2 )
36 - 00 i s alone - GO TO NEXT TURN
23

( 4) ARTIFACTS TABLES

(Period and particular type are up to the Game Mas ter)

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


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

A. WEAPON B. DEFENSE

00 - 49 RANGED WEAPON 00 - 39 WORN


50 - 99 CONTACT WEAPON 40 - 79 CARRIED
( See Weapons Tables) 80 - 99 STAT IC
. ( See Shielding Table)

C. TOOL D. ABSTRACT OBJECT

· 01 - LEVER
20 FROM STI CK TO CONTRAGRAVITY 01 - 20 RELIGIOUS PARAPHENALIA
21 - CUTTER
40 FROM BONE SAW TO LASER-DRILL 21 - 40 PAINTING
41 - GRIPPER
50 FROM FORCEPS TO PLENCH 41 - 60 STATUARY
51 - COMMUNI -
60 61 - 80 DECOR
CATOR FROM SI GNAL F I RE TO RADIO Bl - 00 NEW ART FORM
61 - 75 CALCULATOR FROM ABACUS TO COMPUTER
76 - 00 RECORDER FROM KNOTS IN STRING T O
MNEMON I C Cl1lES

E. MUNDANE OBJECTS

01 - 20 STORAGE - Go to Section ( 2 )
21 - 40 CLOTH ING
41 - 60 FURNITURE
61 - BO TRANSPORTAT ION
81 - 90 TOY - representing - Go to Section ( 2 )
91 - 00 PERSONAL APPLIANCE (glasses , toothbrua h , comb , etc . )

(5) RESOURCES TABLES

00 - 19 WATER 8, FOOD
&.
20 - 39 FOOD - Go to B
40 - 59 DRUGS - Go to C & D EC>I BLE
60 - 79 RARE GEMS - Go to E & G iiT""="Ts SYNTHETIC
BO - 99 RARE t-ETALS - Go to F & G 16 - 3 5 VEGETABLE
36 - 5 0 ANIMAL

c. DRUGS NON-EDIBLE

01 - 20 STIMULANT 51 - 70 ALIEN PROTEINS


21 - 40 DEPRESSANT 71 - B 5 TOXIC SUBSTANCE
41 - 60 EUPHORIC 86 - 00 INERT SUBSTANCE
61 - 80 HALLUCINOGEN
Bl - 00 ANALGESIC

D. DRUG REACTI ON

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

01 - 09 OPAL 01 - 09 COPPrn
10 - 19 JADE 10 - 19 S I LVER
20 - 29 TURQUOISE 20 - 29 GOLD
JO - J9 SAPPHIRE JO - J9 PLA T I NU�1
40 - 49 RUBY 40 - 49 URAN I UM
50 - 59 0£RALD 50 - 59 P L UT ON I UM
60 - 69 TOPAZ 60 - 69 I R I DI U"l
70 - 79 DIAMG'JD 70 - 79 TH O R I Ut1
80 - 89 AM9ER 80 - 89 RADIUM
90 - 94 FLAl·E GEM 90 - 99 UNK�lOi/N
95 - 99 DYL I T H I UM

G, �ETALS AND GEM VALUE

l. Roll 1-6 for mass of metal


2, Roll 1-12 for number of gems
J, Roll percentile dice and multiply b y numb er or mass to get the value i n ki lo­
credi ts ,

/f/
j/)/
25

F I NAL NOTES AND ADDENDA EXPERIENCE AND S K I L L S To find the number or less needed
to score a hit , take the character ' s
Since the original conception of We d o n o t l i s t character levels i n Dexterity end modify that number plus or
this manual many new ideas have popped SPACE P A T R O L mostly d u e to the strictly minus by the regular Hit Table Modifiers
up i n our heads and also in various artificial nature of such levels as they from the Combat sectio n . Then roll 3
"le dia of science fiction , One of the are used in other types of role-playing six-sided dice. If the number rolled is
things which we definitely will be doing games . The gaining of a level of exper­ less tl'lan or equal to the character ' s
in the future is a small booklet which ience due to getting a share of the modifier Dex terity, a hit has been
covers the use of magic within the treasure found during a trip is a good scored , Additiooally , modify the num­
f r amework of these rules , This booklet example of thi s . ber required for range . +l for Point­
" i l l be called PARA T I ME PATROL and w i l l O n t h e other hand , a character cen Blanlc (0 to 2 Meter s ) . +O for Short
essentially show the operation of magic acquire skill in the use of a weapon or Range. -2 for Medium Range . And -4
in a lt e rnate dimensions and universes , device and could, if i n a military , o r for L. ong Range.
The other aspect o f late has been STAR parami litary service , raise up in rank
�ARS . This movie seems t o have caught and status .
the imagination and f ancy of fans every­ A character must operate his or her As of this writing another set of
where and we felt these rules would not weapon et least 1 0 times with et least role-playing rules have been published
b e comp lete without showing how the var­ 801� accuracy during en adventure to by Fantasy Games Unlimited entitled
ious paraphernalia used in this movie qualify for a modifier of +l to the hit FLASH GORDON AND THE WARRIORS OF MONGO ,
would operate within the rules of SPACE probability of the particular ranged The Flash Gordon rules are extremely
PATROL . weapon or a modifier of +l to Ini tiation simple and easy to play , but the appli­
when using the particular · contact weapon cation o f SPACE PATROL ' scombat systems
1. The white plastic armor used by the At the end of the adventure the player will make the game even more enjoyable
storm troopers of the Empire is not very would have to rol l his saving roll to for those of you used to greater com­
good, but it can b e considered the same acquire the additional skil l . plexity . Any questions concerning SPACE
rating as nemourlon body armor except F o r Example : Ensign Jones lends PATROL and how i t is played may b e sent
that i t would cover the entire body his shuttlecraf t on an alien planet and to us at the address listed b elow a ong l
rather then just the torso . is immediately accosted by innumerable with a self-addressed, s tamped enve ope
strange beasties . Pulling his ebony­ and we will do our best to answer them ,
2 . All of the hand guns used in STAR gripped Mark XX blaster from his holster
#ARS can be considered the same as laser Jones proceeds to shoot his way clea r .
pistols and rifles from our rules except After an hour of combat , Jones retires A s w e g o t o press i n August o f ' 77 ,
that the storm trooper ' s pistols may be to his spacecraft , lifts off , end rende­ we are arranging for the manufacture of
set to stun effect , When they are put on vous ' with his parent battlecruiser to 25mm metal figures which are specifical�
thie setting, they work just like stun­ report the planet moderately dangerous . ly designed to compliment these rules .
ne rs from the weapons tabl e . Jones fired l'lis Mark XX and got hits BO�o For more information on this set of
of tl'ie time . If his saving roll is made. SPACE PATROL figures , please send a
3 , L i g h t sabers are to be considered on the NEXT trip , Jones will be able to stampe d , self-addressed envelope to :
the same ae variable swords except that add l to his abil i t y to get a hit when
they cannot be extended beyond one met­ using the MkXX blaster . GAMESCIENCE
er . Thus , they would always strike with
a force of si x comb at dice ,
A character would start out with n
7604 N ew to Drive
one specialty . The type of specialty Biloxi , MS 39532
chosen should be governed by the charac­
4, The Force , one o f the moat interest­ Please write the words SPACE PATROL F I G­
ter ' s best attributes. Typical speci'el­
ing parts of the movi e , can be compared URES on the flap . As soon es they are
ties could be: Electronics , Astrogetion ,
to an apparent psionic energy , the ready , we ' ll contact you . Hopefully , we
History , Weaponry , Pilotin g , Geology ,
ctl aracter Ben Kenobi being a master of wi l l provide an assortment of 20 o r 25
Drive Mechanics , Alien Contac t , H end-to­
its use . A character who is strong in figures for about $10 .
hand combat , and so on.
the Force can be considered to be ab le Al though not specifically designed
to use all the Psionic powers listed in The gaining of proficiency i n that for this game , there are a number of good
oor set of rules to a certain degree , specialty would be dependent o n how wel l Science Fiction figures made by :
If he was es adept as Kenobi , a Jedi the character made use of his o r her
knight 1 he would be ab le to use all of specialty during the course of a game. Grenadier
th e powers but not all of them at the The Referee would keep track of when and P . o . Box 305 , Dep t . z
smne time , If he was e novice like Luke how success(ully · the character used Springfield, PA 19064
Skywalker , he would have a much lower their specialty and awar d , or not award ,
probability of using a single one of the a gain in proficiency .
paionic powers at any time . It is prim­ More information on character de­
arily up to the judge to determine to velopment will be included in PARATIME
what degree a character has the Force P A T RO L .
but i t should b e emphasized that it does
take a lot of training and study to b e OPT I ONAL RANGED WEAPON ACCURACY
able t o really master i ts use .
While the Hit Accuracy Table given
Scenarios from STAR WARS can b e in the combat tables is perfectly ade­
easily constru cted, Some of the most quate for any ranged weapo n , an optional
popular ideas that we have had here so system can be used which , perhaps , bet­
f ar concern expeditions into Mos Eisley ter reflects the individual ability of
Space Port with all of its varied alien the character t o perform ranged combat .
beings and storm troopers lurking at
every street corner, or possibly a mad .
cnase through the Death Star while one
.ellber o f the party is attempting to put
the tractor beam out of commission .

Because STAR WARS takes place in a


�arate universe entirely without con­
nection to our own , the application of
the SPACE PATROL rules system becomes
entirely appropriate,
SPA CE
PATROL

<<TA BL ES >>

( Ge n t l y p ry up the s ta p l e s a t t h e c e n t e r o f the
m a n u a l a n d p u l l th e t ab l e s s t r a i gh t o u t . Then
b e n d t h e s t a p l e s b a ck d o w n t o p re s e r v e th e b o o k . )
SHIELDING

TYPE MASS I N I TIA T I ON SHIELDING NOTES


MODI F I E R �A T I N G

LEATHER 1.0 1
LACQUERED LEATHER 1.5 -1 3
SYNTH I LEATHER BATTLEDRESS 1.0 2
CHAIN MAIL ARMOR z.o -2 5
SCALE MAIL ARMOR 3.0 -3 6
PLATE ARMOR 4.0 -4 7
STEEL CUI RASSE 1.0 -1 7 Dr\ly protect. �per body.
NYLON VEST 1.2 -1 8 Only protects upper body ;
NEMOURLON BODY ARMOR l.O -l 9 Only protects body .
SKIN SUIT .z.o -l 3 Space sui t .
PRESSURE SUIT 3.o -4 4 Space su i t .
HARD SUIT ( F IBERGLASS 4.0 -5 1 Space sui t .
POWERED ARMOR 14 +ZO t o S trength .
HEAVY POWERED ARMOR 20 +Z5 to Strength .
WARBOT 16 Thia is really a vehicle
with a movement of 1 5 .
LASER DEFLECTORS .4 -1 5 For energy weapons only .
ABLATIVE . COVERALLS 1.5 -1 J For energy weapons only,
DISTORTER SHIELD 1.0 -Z 6 For energy weapons on ly .
CAMOUrLAGE COVERALLS .3 2 - 3 t o Me diu m & Long fi re ,
ENERGY SH IELD 3.0 15 For energy weapons onl y ,
hand ca rrie d ,
KINETIC SHIELD z.o 15 For projectile weapons
only , be lt carried.
BUCKLER SHIELD 1.5 -Z 4
K I TE or HEATER SHIELD 2.0 _, 5
S MOKE GRENADES ·' 4 For energy weapons on ly ,
-z to ranged fire .
LEATHER HELMET .z 1
FIBE RGLASS HELMET .4 4
LEXAN HELMET .6 6
METAL HELMET ,8

INTEGUMENTS

CHI T I N 1- 4 Roll for particular


B ON E PLATE 1-6 shielding rating using
SCALES 1-4 the indicated range of
THICK H I DE 1-Z numbers in po lyhe d ra dice

DOORS, �'/ALLS, AND 9 U I LD I NGS

MATERIAL SH I ELD [Link] I N:; 'JOTES

S T RA\o/ 1 rncrr;v ';1[,!\Pr"l'JS WJLL I C�I T E


AD03E fJ/ 10cm
LOGS ID/LOG f.N [R�Y \·/fA0flNS "ll L L I G�I I TE
WOOD :l/ l cm PIER!;Y HEl\f'O'JS •I I L L 1 r.r- .:i T E
GLASS l+/ l cm LA'iF:P.S �/ I L L P>'!CTRATE I F OF
T'lE PRQPE'R FRE'/UE'�CY ,
P L AS T I C 5/lcm LASFRS W I L L PFN[TR�TE TF OF
T! I � rr1r(r! F �:: n 1_1�'J CY .
B R I CK 10/'lRICK
CONCRETE 1 2/ lOcrn
ALUMINUM R/lcm
S T EE L 1 5/ l cr"
T I T AN I UM 1 8/ l cm
DURASTEEL 2D/lcm
T R I Tl TANIUM 25/ l cm
RHODIN I UM 28/lcm
DENS I TY STEEL 40/lcm
NEUTRON I UM 100/ 1 -::m

, SUN ... , ', renetra e


anything bu t neutronium.
2. The !l i t p o i n t s f o r S LJNCU'< and DI S UJTEGP.l\TOP. are sulJ tracterJ f r o"'
the materi a l ' s r a ti ng t o ge t tl in reducF?d r_at i ng ,
SCENARI O GENERATOR

(l) LANDING ZIJIE [Link]

A. TERRAIN B . SO I L & MOI STURE C. CLI MATE D. CURRENT WEATHER E. GRAVITY


00 - ZO FLAT 00 - 20 GRASS or TUNDRA 00 - 20 ARCTIC 00 - JO CLEAR AND CALM 00 - 04 �7
2 1 - 60 H I LLS & ROCKS 21 - 40 FOREST 21 - 60 TEMPERATE 31 - 60 CLEAR AND WINDY o5 - 14 .a
61 - 99 MOUNTAINOUS 41 - 60 DESERT 61 - 99 TROPICAL 61 - 70 CLOUDY AND CALM 15 - 29 .9
61 - 99 OCEANIC 71 - 80 CLOUDY ANO WINDY JO - 79 1 .0
81 - 90 FOGGY BO - 89 1.1
91 - 99 STORMY 90 - 94 1,2
95 - 99 l.J

(2) ENCOUNTER TABLES

A. ENCOUNTER TABLE B. SURPRISE TABtE


00 - 19 NOTH ING 01 - 70 NOT SURPRISED
20 - 39 ALIEN - GO TO SECT ION ( 3 ) 71 - 00 SURPRISED
40 - 64 CREATURE - GO TO SECT ION (3)
65 - 84 ARTI FACT - GO TO SECTION (4)
85 - 99 RESOURCE - GO TO SECT I ON (5)

( 3 ) ATTRIBUTES TABLES

A. GENERAL TYPE B. GENERAL SHAPE C. SEX ( I� APPLICARLE)


01 - 05 MONOPED 01 - 45 "1ALE
ALIEN CREATURE TYPE 06 - 45 R I PED 46 - 90 FEMALE
01 - 05 01 - 14 MOLLUSK* ( always has 2-12 tentacles) 46 - 50 TRIPED 91 - 94 HERMAPHRODITE
06 - 07 15 - 28 PLANT* ( always hes 1-100 tentacles) 51 - 70 .QUADRAPED 95 - 97 NEUTER
0 8 - 35 29 - 42 ARTHROPOD 71 - 8 5 HEXAPOO 98 - 00 EXOT I C
36 - 40 43 - 57 At·f' HIBIAN 86 - 90 OCTOPED
41 - 65 5 8 - 71 REPT I LE 91 FUNCT I O�AL WINGS
66 - 95 72 - 85 MAMMAL 92 - 95 �ON-FUNCTI ONAL W INGS
96 - 99 86 - 99 AVI AN 96 - 99 TENTACLES
00 00 E XOT I C 00 WHEELS

*DO NOT ROLL roR GENERAL SHAPE

EXOTIC
01 - 05 t-E:CHANICAL
06 - 40 01 - 50 POLYMORPH
41 - 70 51 - BO CRYSTALLINE
71 - 90 Bl - 95 GASEOUS*
91 - 00 96 - 00 ENERGY*
( 3 ) ATTRIBUTES TABLE ( cond' t)
D. tJE:TABOLISM ( ALIENS �LY) E. S I ZE IN CENTit-CTERS) F. SPECIAL CAPABI L I T I ES ( ALIENS ONLY) G. P S I CJI I CS ( AL I ENS ONLY)
01 - 30 Elf'ATHY
D I CE D X MODIFIER 01 - 02 50 61 - 80 225 01 - 80 N�E 31 - 60 TELEPATHY
01 - oz -6 03 - 05 75 81 - 85 250 81 - 85 PSIONIC ( SEE TABLE G ) 61 - 80 TELEKINESIS
03 - 07 -4 06 - 10 100 86 - 90 275 86 - 87 AB I L ITY TO SENSE L I F E AURA Bl - 90 CLAIREVOYANCE.
08 - 17 -Z 11 - 15 125 91 - 95 300 88 - 90 INCREASED HEARING CAPAB I L I TY 91 - 95 P�ECOGN I T I �
18 - 3Z -1 16 - zo 150 96 - 98 325 91 INCREASED TOUCH SENS I T I VITY 96 - 98 MIND CONTROL
33 - 67 0 21 - 40 175 99 - 00 350 92 ! �CREASED SMELL CAPABI L I TY 99 - 00 TELEPORTATI ON
68 - 8Z +l 41 - 60 200 93 INCREASED TASTE S�NS I T I VITY
83 - 9Z +Z 95 - 95 AB I L I TY TO SEE IN INFRARED For the definition o f these
93 - 97 +4 96 TELESCOP I C V I S I ON powers , refer to the chapter
98 - 00 +6 97 ABI L I TY TO SEE IN ULTRAVIOLET on Psionics.
98 - 00 CYBORG REPLACEMENT ( SEE TABLE H)
H. CYBORG REPLACEt-CNT ( AL I ENS ONLY) I. TRAINING (ALIENS CJ-ILY) J. PER I OD ( AL IENS CJ-ILY )

DICE REPLACEt-CNT MODIFI ERS DICE CLASS l«DIFIER 01 - 02 1 STONE AGE


ST OX CT OJ - 05 2 BRONZE AGE
Ut-0� 01 - 30 SOLDIER ST (l-'4) D X ( l-'f ) CT ( 1 - �) 06 - 10 J IR()� AGE
01 - 06 � 1- �CI Jl - 40 SCIENT IST 1-t-J ( l-''I) 11 - 15 4 RENAISSANC£
01 - 12 ARMS 1- 1 1-• 41 - 60 TRADER CH { l - 't ) LK { l-'f) 16 - 20 5 PRE-INDISTRIAL
STRUCTURE 61 - 75 CRAFTSMAN DX( 1-'f) 21 - 25 6 INDUS T R I AL
13 - 20 JOINTs -- 1-4 76 - 00 GENERAL 26 - 35 7 ATOMIC
21 - 35 LEGS - -- 1-4 36 - 49 B SPACE FL I GH T
36 - 52 ARMS -- -- 1-4 50 - 79 9 FASTER THAN L I Gi T
53 - 67 SPINE 1-4 -- 1-4 80 - 98 10 - 1 1 INT RA-GALACTIC
SENSORY 99 1 2 - 13 INTER-GALACTIC
68 - 72 �R TERMINAL 00 15 - 18 EXTRA-Dil-ENS IONAL
73 - 74 INFRARED S I G H
75 - 77 TELESCOP I C S I GHT
78 [Link] S I GH T
79 - 83 I !f'ROVEO HEARING
84 - 98 VITAL ORGANS - -- 1-4
99 - 00 I lf' LANTED WEAP�S*

*Refer to the chapter on Combat for typaa .


( J ) ATTRIBUTES TABLE (cond't.)

K. SPECIAL WEAPll'lS & CAPAB I LITIES (CREATURES (}ILY) L, GRAVITY � HOME WORLD ( I F APPLICARLE)
01 .1 85 - 86 1.6
Roll a 1-4 die to determine n�er of rolls ma�e on 02 .z 87 1 .7
this table. OJ ,J 88 1,8
04 .4 8' 1.9
DICE CAPAB I LITY HOOI FIERS 05 ,5 90 z.o
OT�£rr -----mNE 06 - 07 ,6 91 z.1
21 - 35 1-6 X LARGER 1-4 TIMES CAPABI L I TY DICE 08 - 10 .7 92 z.2
36 - 50 1-6 X SMALLER 1-2 LESS CAPABI L ITY OICE 11 - 15 ,8 93 Z,J
51 - 60 FANGS 1-2 EXTRA COi-EAT DICE 1 6 - zo ,9 94 2.4
61 - 70 TALll'lS 1-J EXTRA COi-DAT DICE 21 - 60 1,0 95 2,5
71 - BO POISON 1-6 ADDED TO COr-EAT ROLL 6 1 - 70 1.1 96 2,6
81 - 90 SPIKES & CLLBS 1-8 ADDED TO COMBAT ROLL 7 1 - 75 1.2 97 2.7
91 - 00 SPECIAL 7 6 - 79 l,J 98 2,8
80 - 82 1.4 99 2,9
SPECIAL BJ - 84 1.5 00 J,0
or::-m SHAPE CHANGER 1 ROLL FOR NEW SHAPE
21 - 40 ILLUSill'l CASTING
41 - 60 FIRE BREATH ING;l-4 EXTRA COi-EAT DI CE
61 - 80 MIND Cll'lTROI..
81 - 00 E�E RGY MANIPULAT OR;l-4 DICE FOR ABI L I TY

M. ATTITL« TABLE ( ALIENS & CREATURES )

CREATURES ALIENS ATTI TUDE


0 1 - 20 01 - 15 ICENOPHOBIC - WILL ATTACK H!MEDIATELY, AND WILL PURSUE
21 - 40 16 - JO HOSTILE - WILL ATTACK 75 OR LESS, 76+ WILL Rll'I
41 - 60 Jl - 5Q NEUTRAL/HOSTILE - W I LL ATTACK 50 OR LESS, 51+ WILL RUN
6 1 - 80 51 - 65 NEUTRAL/APATHETIC - WILL ATTACK 10 OR LESS , 11 - 50 \\'ILL R ll'I , 51+ WILL TALK
81 - 00 66 - 80 NEUTRAL/FRIENDLY - WILL ATTACK IF ATTACKED , BUT WILL ALWAYS TALK
81 - 90 FRIENDLY - WILL NEGOT IATE , OUT WILL ATTACK IF ATTACKED
91 - 00 BENEVOLENT - W I LL HELP, AND W I LL NEVER ATTACK

N, EXTRA - CREATURES & ALIENS

01 - 35 IS W I TH - GO TO SECTI (}I (2)


36 - 00 IS Alll'lE - GO TO NEXT TURN
(4) ARTIFACTS TABLES (PERIOO NI) PARTICULAR TYPE ARE Lf TO THE GAi£ MASTER)

00 - 19 WEAPCJl OR DCf'[NS[ - GO TO A & B A, WEAPON B, DEFENSE C, TOOL


20 - 49 TOOL - GO TO C 00 - 49 RANGED WEAPON 00 - 39 WORN 01 - 20 LEVER FROM STICK TO CONTRAGRAVITY
50 - 59 ABSTRACT OBJECT - GO TO D 50 - 99 CONTACT WEAPON 40 - 19 CARRIED 21 - 40 CIJTTER fRCJol BONE SAW TO LASER-DRILL
60 - 99 HLNDANE !ll JECT - GO TO E (See Weapons Tables) BO - 99 STATIC 41 - 50 GRIPPER fROH FORCEPS TO PLENDi
( Se� Shielding Table) 51 - 60 CCl4Mll<I ICATOR FROM S I GNAL FIRE TO RADIO
61 - 75 CALCULATOR FROM ABACUS TO CC!Pf'UTER
76 - 00 RECORDER fRCJol KNOTS IN STRING TO
�tomIC Cll3ES

O, ABSTRACT OBJECT E. [Link]£ OOJECTS

01 - 20 RELIGIOUS PARAPHENALIA 01 - 20 STORAGE - GO TO SECTION ( 2 )


21 - 40 PAINTING 21 - 40 CLOTHING
41 - 60 STATUARY 41 - 60 FURNITURE
61 - BO DECOR 61 - 80 TRANSP ORT AT I ON
81 - 00 NE\1 ART FORM 81 - 90 TOY - REPRESENTI�C - GO TO SECTION ( 2)
91 - 00 PER SONAL AP P L I ANCE (G L ASS ES , TOOTHRRUSH . [Link]. ETC . )

( 5 ) RESOURCES TABLES

A. 00 - 19 WATER s. moo C. ORUGS D. DR U G REACTI ON


20 - 39 rooo - GO TO B 01 - 20 S T I MULANT 01 - 14 ALLERGIC
40 - 59 DRUGS - GO TO C & D EDIBLE NmJ-EDIBLE 21 - 40 OCPRESSANT 15 - 24 OVE RDOSE /PASS OUT
60 - 79 RARE GEMS - GO TO E & G (iT"":l5 SYNTHETI C 51 - 70 AL I EN PROTEINS 41 - 60 EUPHORIC 25 - 35 ADDI CT I ON
80 - 99 RARE �ALS - GO TO F & G 16 - 3 5 VEGETABLE 71 - 85 TOXIC SUBS TANCE 61 - Bil HALLUCI NOGEN J6 - 50 DEATH
J6 - 5 0 AN I MAL 86 - 00 INERT SUBS TANCE 81 - 00 ANALGES I C 51 - 00 CORRECT REACTION

E. RARE IJ:HS F. RARE METALS G, t.£TAL AND GEM VALll:

00 - 09 IJ>AL BO - 89 At-ll E R 01 - 09 COPPER 80 - 89 RADI!.tf 1, Roll 1-6 for mass o f metal


10 - 19 JADE 90 - 94 f'1,AH[GEN 10 - 19 SI LVER 90 - 99 lt-JKNCMN 2� Roll 1-12 for number of gems
20 - 29 TURQUOISE 95 - 99 DY LITHIUM 20 - 29 GOLD J, Roll percentile dice and multiply by nunber or
JO - J9 SAPPHIRE JO - 39 P LAT I NUM mess to get the value in ki lo-credits
40 - 49 Rl8Y 40 - 49 URAN I UH
50 ,;. 59 HERALD 50 - 59 P LUT ON I UM
60 - 69 TOPAZ 60 - 69 I R I Di lt1

70 - 79 DIAMCJlD 70 - 79 THORIUM
[Link] W[APO'IS TA!lLE GRENAOC1 LALl'lCHER ROUNDS

WEAPIJll �SS I N I T IATION TARGETS ROUNDS RELOAD TYPE MASS I N I T IATION RADIUS or RANGE Of EffECT/DICt.
- t10DIFIER PCR TUC!'/ CARRIED TURNS MOO i r I E R ( THROWN)
ROCK or ATilJN \Pine apple ,
SLING* .1 -2 l 1-12 10/2 25/2 50/l SONIC GRENADE ' .4 -1 1-4 2/3 8/1
SHUR I KEN* .1 -1 l 1-10 10/2 15/2 25/l NUCLEAR GRENADE •5 1 4/XXX 8/6 16/2
ATAL-ATAL .1 -3 l 2 10/J 2D/3 4'J/2 CANISTER . 2 1-6 8/6 16/3 30/l
SPEAR 1.0 -1 l 1 10/3 1 5/� 25/2
P I LA 1.0 -3 l 2 6/4 10/2 15/2 NOTES ON RANGED WEAPONS
DAGGER* .3 -1 l 10/3 15/2 20/1
'!AND AXE (FRANKISH) .3 -2 l 10/3 25/2 35/2 • Thia indicates that the uaer of this weepon needs special t u ini ng or experience with the wea­
SHORT BOW* 1.0 -2 l 20 l 15/3 25/2 50/2 pon to use it in combat.
LONG llOW*+" 1. 3 -J l 20 l 20/J 41l/3 70/2
COl·l'OSITE BOW*+" 1.0 -2 l 2- l 15/3 30/3 50/3 + This indicates that the weapon b ene f i ts f r o m an eim bonus i f aimed for a full combat turn. Th i s
LIGHT CROSSBOW+ 1.0 -2 l 2- l JQ/3 60/2 100/l bonus is the dolbling of all ranges ( ie , instead of 30/3 for Short, it would be 60/3 ) .
liEAVY CROSSBOW+ l.5 -3 l 20 J 30/4 60/J 100/2
FLINTLOCK PIS TOL 1.0 -2 l 10 2 10/3 2fl/3 30/2 " This indicates that the weapon requires a s t rength o f 14 or more to use i t ,
fUNTLOCK R i fLE+ 1. 5 -3 l 20 6 30/3 60/3 90/2
CPA & BALL P I S TOL 1.0 -2 2 6/20 -/8 J0/3 50/2 75/2 This indicates that these weapons are stunning we apons and the d amage done is i n turns stunned .
CAP & IJALL RI FLE 1.6 -3 l 20 6 50/3 75/3 125/2
REVOLVER .5 -2 2 6/18# -/J 3n/3 50/2 75/2 I This dual listing indicates : a) th e rounds normally carried i n the gun; b ) the rounds normally
MAGNUM REVOLVER ,7 -2 2 6/180 -/J 3fl/4 50/2 75/2 carried in magazines or loose. With these weapons, under the re l a t ed colunn, the - indicates that
AUTOMAT I C P I S TOL .6 -2 2 9/18# -/1/4 30/3 50/2 75/2 the weapon normally loads the next round or rounds automa tically . The second number i n di c at e s the
LEVER-AC TI CN RffLE+ l. 2 -3 l 0/16U -/4 30/3 60/J 90/2 turns ne e de d to l oad a new ma ga z i ne , and the third number i s the tir.'le necessary to load the maga­
90LT-ACTIO'I RifLE+ 1.6 -J l 8/40 C -/4 5�/4 100/5 150/3 zine its e l f .
SEMI-AUTOMATIC RifLE+ 1.6 -J 2 8/40 1 -/2/4 6()_/4 120/4 175/3
ASSULT RIFLE+ l.O -2 2/Jt 20/AOt -/2/6 30 /4 60/4 10n13 � Indicates the power cost in energy avai l ab l e t o perform t h a t function w i th the weapon.
S lB•MACH I NE G Ll'l 1 .0 -3 2/Jt 20/BOD -/2/6 30/4 60/3 90/2
GYRO-JET PIST OL .6 -3 2 6/12# -/4 2-15/4'� 50/3 90/2 3 This indicates that the weapon ' s firepower at point-blank range ( less thot 1\ meters) only al­
GYRO-JET Ri fLE+ 1.6 -4 2 10/200 -/5 2-20/5"1 70/4 125/2 lowa 2 combat dice to be thrown.
SPRING P I S TOL 1.1 -3 2 20/1000 -/2 15/3 l0/2 60/2
SPRING RIFLE+ -3 ' 1 Thia indicates that the fi re r may roll for hits J t ime s i f f i ring a burst. After the attack is
1/6 2/J 20/lOOH -/2 J0/3 50/} 125/3 ·

HOl<R PISTOL .6 -2 1 6/12# -/4 90/3 over roll 2 6-digi t dice to de te rmi ne how many rounds ore expended. A weapon hfts to have at
Cll'IE R I FLE+ 1/3 -3 2/3*' 20/60# -/2/6 25/4 60/3 120/3 least 4 rounds in its magazine to fire a burs t . Please n ot e that i f e weapon c11n fire more th an
NEEDLER 1 .0 -2 3• J/121/ -/J 60/5 100/4 200/l l shot in a turn, that the shots could be fired at more than one p e rs on p r ov ide d that they are in
TANGLE GUN ' 1.0 -3 1 6 -/J 20/2 a grol4> within a 4 meter circle.
PHASER I •2 -1 2 9 2
Stun' 2� 10/3 20/2 30/1
Di aruot 3!: 10/4 20/l Please note that the FLAMETHROWER , CANISTER nOU'IO , •nrl 511N GU'� sr• ere• w�apona . Tt-eee we ap on s will
Dematerialize Bl: 10/5 effect targets in a JO degree spre ad in front of the f i re r o u t t o the range li s t e d .
PHASER I I ,5 -2 24 2
S tun ' 2"' 10/3 20/2 30/l MISS LOCAT I ON
Disrupt 4� 20/4 40/3 60/2
r' l ' TA';ff : a c sri�
Dematerialize 12l: J0/5 60/4 90/2 THROWN OR LA�CHED WEAPONS OTHER RANGED W£APON'.i
DISRUPTOR I ,J -1 2 5 -/1 20/4 3D/3 60/2 (8-digit) NORTH l (4- di\j i t) DIE ROLL
DISRUPTOR I I ,8 -2 2 6 -/l J0/6 60/4 90/3 NORTHEAST 2 LffT
SONIC DISRUPTOR 1.0 -2 2 6 -/l 18/3 34/2 50/l EAST 3 R I GH T 4 6
BLASTER PISTOL .8 -2 2 5 -/1 25/5 60/4 90/ 3 SOUTHEAST 4 L OW
BLASTER RI FLE+ 1.3 -J 2 6 -/2 50/6 100/4 1 50/3 SOUTH 5 HIGH 4 RANGED
LASER P I S TOL ,6 -2 2 6 -/l 10/4 35/2 50/l SOUTHWEST 6 WEAPO�S .5 l 1.5 2. 5
LASER RlfLE+ 1.2 -2 2 8 -/2 50/5 120/3 200/l WEST 7
S TUNNER ' .6 -2 2 6 -/2 25/4 100/3 150/2 NORTHWEST 8 lAltlCHED
SLAVER DISINTE GRATOR l.B -4 l 5 100/6 wrAPO�S 4 6
CURDLER 1.0 -3 2 4 -/2 30/3
[Link]'l 2.0 -5 l 10 25/6 60/6 90/6
SHOTGUN 1/2 -3 2 2/10 10/4 40/3 110/l
FLAME-THROWER 4,0 -3 l 5 5/5 10/4 30/1
GRENADE LALl'lCHER 1. 5 -J l l-6 60/¢ 120/¢
ROCKET LALl'lCHER 2.0 -4 l 1-6 50/5 1 50/5 450/5
SUCCESS PRO'lAfl I L ! TY TA<>L[

SUCCESS PJOEX P�Jr'1,\'"':I :__ I " ' '


CONTACT VIE APONS TAqLE
-6 07
-5 14
WEAP[J.l MASS D[PLOYMfNT I N I T gno� DffE NSE
-4 21
RA'cG[ MODI F I E R •1JO I F I E R RANGEfl CO'-l!JAT ACCURACY TABcE
-4 29
-2 36
MAILED FIST .5 2• 2
-1 43
D£XTE R I T Y 1-3 4-6 7-9 10-12 lJ-15 16-18 +
KICK .5 -1 2/3*
0
RA�GE POWT BLANK 2 3 4 5
50
S T I CK (3/4 me te r s ) .3 1.1 -1 2 SHOnT R,'.�GE 1 2 3 4
1 55
STAFF ( 2 meters) 1.0 2.n -2 3* 2 '1C;I U1< �A:--1G[ 11 1 2 3 4 5 6
2 60
CLUB 2.0 2.n -� 3 LO�S 1!A�Gf I! M 1 2 3 4
3 64
DAGGER 3 5 -1 2
• •
4 68
D I RK 5 .5 -1
5

73
BASKET GUARD D I RK .6 • 5 -1 2* 2
6 77
llOW I E KNIFE 5 .) -1 2 2

7 82
COM'!AT K�:IFE/aAYON E T T E 3 5 -1 1 2
06
• •
8
VI1R0-3LADE 3 • 5 -1 3 t�OD I F f f R S
9 91

SHORT S'·IORD l. 0 i.n -2 2* 3


10 75
L O'IG S\·/O�D l. 0 2.n -3 2 3 AIMING AT S I N GLE nooY PART -3
�?
2.0 -5
+
2-HA��DED 3ROAD SWORD 2.0 �/5+ ATTACKER B E I � G F I RED AT -2
HAND & % BROAD S',/ORD l.0 2.0 -3 2* 3/4 VERY LARGE TARGET +2
R AP I E R l .O 2.0 -2 3* 3 ATTACKER i!QVING -2
KA<A�A l.O 2.n -2 2* DEFENDER !·10VI�G 5 -1
TULWAR 2.0 2 .n -4 4 DEFENDrn i!OVI�G 1 0 -2
S C I MITAR l.O 2.n -3 l 3 DEFC�DER MOVI'! G 1 5+ -3
SABER l.O 2.0 -2 1 J A!iiED F I R[ * 10 RA� GE
VARIABLE SWORD • 6 0-50 -2 1-60 USING Tl/[ o m IWJD FOR F I RE -4
HAND AXE ( F R ANK I S H ) .3 1.0 -2 2 OPTIONAL HUMANOID HIT LOCATION T A'lLE F I R I N G 8 1 Jr. S T -2
B R OAD AXE ( 2-HANDED) 2.0 2.0 -5 2/5+ SMOKE or Dt:ST -2
SPEAR/RIFLE WITH RAYONNETTE l.O 1.0 -2 1% 3 VERY SMALL TARGET -2
SAR ISSA 1.0 2.0 -4 2% 3 CONSECUT I VE F I RE +l
PIKE 1.0 2.0 -4 2" 3 HEAD-UP DISPLAY or LASERLOC +3
P I LA l.D 1.0 -3 2" 3 3 UTT ARM TARGET 5 m OBSCU�ED -3
MACE l.O 1.0 -3 3 4 R I �l l T AW1 TARGET 75?; OOSCURED -4
NEURON I C W H I P l.D 1.0 -2 4 5-8 snrw TARGET 100?; OOSCURED -6
MORN ING STAR 1.0 2.0 -4 4 9-10 LffT LEG
T INGLER • 5 1.0 -1 1-51>; 11-12 * ( Aimed fire is spending l turn n o t moving , or firi ng , while
-- -
or profess..:. onal tra in irlg o r e xptin·1ence to be his table c an �JP us�<1 to ai mi n g at one target . Thie P.ffec_itvely double� the r a nge of
indicated. what particular shielding o r armor was the weapon being used b u t only for wea;:lOns capebl� of aimed
hit on a charactP.r and can also be used fire . )
+ Th e second number is the dice thrown against men i n chain or p late armor or to see i f the damage affected the ability
ageins t beas ts . of a cha ra cte r 'to use a p art i cu l ar wea­
pon or other eq uip me n t . For other shapes
H This is the length the Var i ab l e Sword may b,.. exte�ded. For each mete r it is or types of character s , I ' m a f rai d you ' ll
extended it wi l l lose l combat die . have to develop your own table,

?O Thi s is the number of rlice thrown by spearMFm when they are in close formation
of 5 or more.

@ The amo unt of Ti ng le r dama�e rlic• t h rown may he selecte<f by the wielder.
SPACE PATROL E RRAT A

PAGE 2 : B l ush Gordon e x amp le , ( T ur n 4


Combat T u rn 3 ) should read ( T urn 3 Combat
T u rn 3 ) . " T u rn 5 " sh o u l d read " T urn 4 . "

PAGE 9 : Unde r P RE SS URE T EN T , "Pau l An­


derson" shou l d read " P oul An derson . "

P AGE 10 : Un de r RE COVE RY , line should


read , " cha racte r p asses out from shock ,
b lood loss , end so on . "

P AGE 15 : " CP A + B A L L " should be " CAP +


BALL . " The RANGE / D I CE for ME D I UM range
for th e B OL T - AC T I ON R I FLE shou ld be
" 100-4" n ot " 100-5 . 0 ASSUL T R I FLE sh ould
b e ASSAULT R I F L E . On the lis ting for
PHASER I I , the RANGE /DI CE for S tun and
Demate ri a l i ze s h o u l d be reve rse d .

P AGE 1 7 : The shi e l d r at i ng for t-t.: T AL


HE L � T i s 4 .

P AGE 24 : The p robab i l i ty areas f o r RARf


GE MS end RA RE t-f: T A LS sho u l d b e changed to
re ad " 0 0 " not " O 1 . "

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