Space Patrol RPG Rulebook Overview
Space Patrol RPG Rulebook Overview
SEQUENCE OF PLAY 1
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CREATING CHARACTERS 2
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CREATURf: CREATION 6
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PSIONICS 6
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GRAVITY------- 7
MOVEMENT--------� 7
E Q UIPMENT------ 8
LEARNING 9
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--
SAVING ROLLS
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9
CONTACT 10
RECOVERY
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10
PLAYING A SCENARIO------- 10
12
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CO�EAT
SCENARIO GENERATOR------- 20
creation of c reatures,
66-95 72-85 MAMMAL
monsters, and so
forth , The rationale here is that an
96-99 86-99 AVIAN
SEX
DICE SEX
46-90 FEMALE·
91-94 HERMAPHRODITE
95-97 NEUTER
98-00 EXOTIC (WHATEVER)
SIZE
(In Centimeters)
or new shape
T RAINING
( Aliens or characters only)
31-40 SCIENTIST
41-60 TRADER
61-75 CRAFTSMAN
76-00 GENERAL
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
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 ! )
+ The second number is the dice t hrown against men in chain or plate armor or
against beast s .
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
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 , )
* 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
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
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
• 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 ,
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
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
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 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 .
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
-
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
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
01 - 35 is with - S ection ( 2 )
36 - 00 i s alone - GO TO NEXT TURN
23
( 4) ARTIFACTS TABLES
A. WEAPON B. DEFENSE
· 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 . )
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
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
/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 .
<<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
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
( 3 ) ATTRIBUTES TABLES
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 )
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
( 5 ) RESOURCES TABLES
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[
?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