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Space Quest (1979)

The document outlines the rules and guidelines for the science fiction-fantasy wargaming game 'Space Quest,' emphasizing the game's vast scope and the importance of the Game Master's creativity. It provides details on the equipment needed to play, the mechanics of random number generation, and a glossary of terms and measurements relevant to the game. The authors acknowledge the limitations of the rules and encourage players to create their own campaigns without relying on predefined scenarios.

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0% found this document useful (0 votes)
463 views112 pages

Space Quest (1979)

The document outlines the rules and guidelines for the science fiction-fantasy wargaming game 'Space Quest,' emphasizing the game's vast scope and the importance of the Game Master's creativity. It provides details on the equipment needed to play, the mechanics of random number generation, and a glossary of terms and measurements relevant to the game. The authors acknowledge the limitations of the rules and encourage players to create their own campaigns without relying on predefined scenarios.

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birkoku
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 112

by Paul Hume and George Nyhen

Illustrated by Robert Charrette

Produced by Tyr Gamemakers Ltd.

Copyright © 1 979 by Pau l Hume and George Nyhen


All Rights Reserved. Printed in the United States of
America. No part of this book may be reproduced
in any form, or by any means without permission in
writing from the Publisher.

2nd Edition
0100. SCOPE AND SCALE OF SPACE QUEST
This is a large and confusing game-:---iiopefully, the confusion w~ll lessen as the rules be-
come familiar, but the size will still be huge! We have here a game operating on scales ranging
from two men shooting it out, or even duelling with swords, to the clash of whole fleets or ar-
mies. We have developed a scale for interstellar transport, and one dealing wit.h the taboos of
a single planet's culture. We have tried, in 110 pages, to create a set of rules allowing cam-
paigning on any level desired for science fiction-fantasy wargaming .
Naturally, we have failed in many areas . We have no rules for detailed onplanet adventure,
and nothing to deal with the personal scale of "where in this building am I?" There are holes
galore (Black and otherwise) in the structure of this book. Much of this is purposeful, for
to give a fuller picutre would have required us to make the background of our own campaign the
basis of the game.
And we won't do that. This game is designed for the growing number of gamers who get off
on the creative challenge of building their own campaign, with no premises beyong the mechanics
.:>f play for players to get fat and lazy with.
The scope of the campaign .is the imagination of its Ga.me Master, hereinafter respectfully
known as the GM. It is his wit and imagination, the books he has read and the movies he has
seen, the sum total of his vision of the space-opera universe, that will be the foundation of
each individual campaign of Space ~ -
And it is for him that this book is meant, and to him, more than anyone else, to whom it
is dedicated.
0110. EQUIPMENT NEEDED TO PLAY SPACE QUEST
To establish a campaign you will need: ---
LOose-leaf binder and l ots of note paper to record system maps, special scenarios , etc.
Graph pa per for a star map.
various pens and pencils, colored so that you can color-code your material for convenience .
At least one pair of 20-sided dice, called percentil e dice .
At least 3 pair of standard, 6-sided dice.
A calculator or table of squares and square roots, or a slide rule .
These rules. Patience. Players. And imagina tion.
Before beginning a campaign the GM should have read the rules careful ly, several times.
Do not try and absorb all of this stuff in one sitting. It took two years to design and it
cannot be memorized in an hour. He should have established his campaign scenario. We are
flattered if you take the 20 Suns Combine as your model, but these rules can be switched to fit
your favorite Science Fiction n·o vel or film with a minimum of strain.
The GM should have designed at least one map sheet full of stars, about a hundred in all,
of which a third will turn out to have planets using the random method we give in the rules. He
should then scatter his own, special scenarios and gimmicks around the sky.

0120. A NOTE ON RANDOM NUMBER GENERATION


We have designed this game to require only normal 6-sided dice, and the now-fairly corrrnon
20-sided dice. You do not need the other polyhedra dice used in gaming circles, though they
do make life easier.
But in the text you will see calls for rolls on such strange things as 3-sided d ice , 2-si-
ded dice, 30 sided ::dice, etc. Oon't get into a dither, for these are our way of noting the
probability range of a given random number determination. J\ll the ranges called for in this
book (n- sided dice) can be generated on the two types you have . For example:
To roll 1-12 on two 6-sided dice, consider the first die as the 0 control,. and the second
as the .. range.•• If the control rolls 1-3, the range is 1-6. If the control rolls 4-6, the
range is 7-12. Easy, no?
Another case. To roll a .. 30-sided die," roll a 6-sided control and a 20- sided range~ If
the control is 1-2, the range is 1-10. If the contrOl is 3-4, the range is 11-20. If the con-
trol is 5-6, the range is 21-30.
J\ final example, and one of the commoner ranges we use, is the 3-sided die" or the "10-
11

. sided die." A 3-sided die is simply a 6-sided die roll , where 1-2 is l, 3-4 is 2, and 5-6 is
3. A "10-sided" die is a 20-sided die. The die will always give a reading of 1-10 (or 0-9),
and it can function as a 20-sided or ·:10-sided die, depending on the control factor you use.
Finally, if any probability defies your effort to transform it into a straight number
range, then you can figu re the percentage chance involved. If you need a "17-sided die", you
roll the two 20-sided dice, which gives you two figures from 0-9 . The first die is the "tens"
number, the second is the ttunit." Thus, you get a number from 01-00 . 00•100'\. For your 17-
sided die, you would divide the number rolled by 17, rounding UP, and this gives you a number
more or less between l and 17. There is an error margin, but you get the idea. If you really
want to be precise, roll three 10-sided dice, for a number from 1-1000.
So don't worry about the strange numbers we throw at you. They can all be resolved into
fairly simple die rolls.
2
0200. GLOSSARY OF PHYSICAL MEASURES AND STANDARDS USED IN TEXT
Astronomical Unit : Abbr. AU. A measure of distance used in interplanetary scal e action. 1 AU
i"s equal to 1 50 million kilometers.

£: Symbol for the speed of light, the absolute top velocity possible in the realspace contin-
uwn. c • 100 , 000 ktn/sec.

det: A d istance measurement used in determi ning s h ip movement in combat or in simi l ar small
scale a ctions . l det is equal to 1/JOOOth of an AU.

ERG: The standard measure of energy used in the campaign . 1 ERG is equal to the e n ergy release
of. 001 grams o f matter totally converted to ener gy at E• mc2 . This fig ure is about 10 million
joules.

~: A g is a measure of gravity or acceleration. g • . 33 meters/sec2 •

GAL- : A prefix denoting that a unit of measure is 0 Ga.lactic Standard ." All values given in
this rulebook. are assumed to be in GAL- ..inits unless otherwise stated. The term 0 old0 unit is
used to refer to terrestr ial units of measurement not used as GAL- Standard.

Hypermeter : A measure of spatial relationship (distance) in N-space, or hyperspace. A vessel


under normal N-drive values travels at 1000 hm/hr.
1000 hm = l hyperk l i c k {hk). Tr avelling one hk in N-space is equal to travelling a distance
of l l i ght-year in realspace. A star shi p normally travels 10 hk/day.

lite: One light-year. Th e d istance light travels in l GAL-year. 101 3 km.

Metric Syst em: A decimal system of measurement used as GAL- Standard.


Linear Distance: 1 meter (m) • 100 centimeters (cm) • 1000 millimete rs (mm) .
1 meter is approximately equal to 39 old inches, or l old yard .
1000 m = l kilometer (km) . 1 km • .6 old miles.

liter (lr) • 1000 cubic centimeters (cc). l lr ._ .9 old quarts.

Mass: 1 gram (gr) • mass of l cc of water.


1000 gr • l kilogram (kg). I kq = 2 . 2 old pounds .
1000 kg • 1 metric ton (tonne).

Time: l second (sec) = time required for light to travel 100 , 000 km.
~sec • 1 minute (min) . 100 min = l hour (hr). 10 hr • 1 day .
10 days • l week (wk). 10 weeks = l month (mo). 10 mo • 1000 days • l year (yr).

Dates in this time system are written as decimal values o f the year . Thus , the 437th day
of the year 2001 would be written as 2001. 4 37. Hours are reco rded simil arly. The 8th hour of
the date above is written as 2001. 4378 . The same applies for minute and second, should such a
precise figure be necessary.

Temperature: Two scales are employed . In general use for purposes of space e xp loration is
the Ke lvin scale . The Celsius , or Centigrade scale, is used fo r less esoteric areas .
Kelvin: 1 ° K • 1 ° C = 1. 8 ° Farcnhcit . 0° K • Absolute O • -273° C .
centigrade : 1 ° C • 1° K • l.8° F . 0° C "'" Freezing Point of water = 32 ° F . 100° C • Boil-
i ng Point o f water • 212° F.

SCL: A uni t of commercial measurement equal to t he vohne of cargo of l standard Hold Unit of
a'starship.

0210. IMPORTANT TERMS AND SYMBOLS USED IN THE TEXT


All Terrain Vehicle: Abbr. ATV. A series of vehicles of various sizes and capabilities , using
anti-gravity propulsion to t ravel over various types of planetary terrain at high speed. Most
ATVs are capable of travel through dense gas or fluid media as we l l as aerial movement.

3
Cartel: One of the imnensly powerful commercial houses which currently form the top class-str a-
tum of the 20 Suns Combine.

Combine: Usual tem applied to t h e 20 Suns Combine, the home civil ization for the characters
in Space Quest.

Cit: Symbol for "credit." The credi t is the basic monetary unit of the Combine. l cj( = l ERG
and money and energy may a lways be exchanged at par on worlds using Empire type technology.

CT: Anti-matter. "Contra-terrene" matter is a negative form of normal, or •Terrene" matter.


When CT contacts Terrene matter, both combine explosively, each converting the other · into a
quantum of hard radiation. While valuable in the Combine as a power source, it is both rare and
dangerous to mine and ship.

Empire: The Ga lactic Empire. The now-destroyed, parent culture of the Combine. A device is
described as being of Gnpire type, that is, of the technological type used by the characters of
the Canbine, or of Alien type, a product of some other technology. For a full descri ption of the
Empire as it was, and of the Combine, see section 300 ff.

Gravity Shock: Also called Grav-shock, or G-shock. A severe form of physical collapse caused
by exposure to very high accelerations.

Kingdom: The term "kingdom" is used to refer to a hostile, competing culture in the campaign,
waging a cold-to- wann war with the Combine for the resources of unexplored star systems. GMs
may substitute tl'-2ir favorite "bad guys 11 for the Kingdan, if they are designing a variant scen-
ario. Examples would be the Klingons from Star Trek, the Kzinti, from Larry Niven's "Known Space"
stories, or Doc Smith 1 s Boskorie, from the 11 Lensm~books.

Life-form: 1\ny living creature in the campaign, i ntelligent or not.

Life Form Classifica tion Code: A five letter code, based on a table given later in the rules,
providing basic data about the physical fonn and environmental needs of life-forms.

Monster: Any life-form of a hostile nature, specifically, those life-forms encountered in space
by starships in the course of a voyage.

N-shock: A severe, psycho-physical collapse caused by exposure to N-space conditions. The con-
dition requires immediate medical treatment if it is not to prove fatal.

N-space: A hyperspace continuum of n dimensions, used by star-faring cultures for non- relativ-
istic, interstellar flight at trans- light speeds.

0-drive: The "Quasi-acceleration Drive, 11 used for interplanetary voyages, or short hops in real-
space. The Q-drive is capable of travel at up to . 99 c.

Radi ation Intensity Factor: A measure of the intensity of radiation impingi ng on a character .
The RIF differs from the roentgen or rad, in that it does direct damage to l ife-forms instantly,
as well as having a probability of inducing Radiation Sickness at a later time.

Radiation Sickness: A condition caused by exposure to a high RIF count. There are several de-
grees of intensi ty of Radiation Sickness. Survivors of the disease sometimes develop mutant a-
bilities.

Realspace: The "nonnal 11 4-dimensional continuum in which our universe exists.

Sent: A tem applied to a.n y intelligent being as a polite mode of address.

Ship unit: Abbr. su. 1) A measurie of the size of space ships or large objects or beings in
space. 2} A term referring to one of the modular uni ts used to build starships, such as a Com-
mand Unit, Drive uni t, etc.

Sluqs: Standard pow-er cells used for energy by devices in Empire technologies. There are three
s i zes: Power Slug, a 1000 ERG fuel cell, used for starships and heavy machinery: centiSlug, a
10 ERG fuel cell, used for vehicles and some medium devices; milliSlug, a l ERG battery, used
to power handweapons, spacesuit systems, etc.

4
vacuum Shock: Vacuum shock, or vac-shock, is caused by exposure to vacuum. Whi le not always
fatal, it requires medica l attention to prevent serious damage from resulting.

0220. IMPORTANT GAMING TERMS USED IN TEXT


Ability: A score in one of seven "Abilities." These a re the physical and mental potential s of
the characters in the campaign. The tenn "Abilities1t will ALWAYS be used in thi s sense when it
is capitalized, as here.

Character: Any being taking an active part in the campaign, whether under the control of the GM
or of a player.

Class: Professional class of the adventurers in Space Quest . There are five Classes, each with
special skills or powers, dealing with one major area of space exploration.

Damage: A score in points, indicating the number of points of damage from weapons or other mis-
hap a being will sustain in the event o f being hit with the weapon, triggering the trap, etc .

GH: The designer and referee of a campaign . The Prime Mover of his game-universe. The GM may
modify any or all rules in this book to fit his desired ca.-npaign. His decisions are final, and
he is best thought of as the Supreme Deity of the campaig n.

Handgun: Any portable weapon striking at a distance with a bullet, grenade, ray, or missile.
This classification includes small arms, rifles, grenade launchers, missile projectors, etc.

Hand weapon: Any weapon held in the hand for use in close combat on a hand-to-hand scale. Th i s
includes swords, axes, maces, clubs, rocks, powered weapons , etc.

Jiand-eo-hand Combat: Combat occuring at close quarters, usi ng h and weapons or unarmed combat
skills.

Hit Points: All characte rs have Hit Points. This is a score indicating how many points of dam-
age the character can take without dying, becaning unconscious, etc. When the Hit Point score
of a character reaches O, the being is in a coma , requiring medica l attention to revive. If
the score fal l"s below O, the character is dead.

Hi.t Score: The score necessary to hit a target with some form. of attack. A roll on the type of
dice indicated in the text for a given type of comba t must equal or exceed the req·u ired Hit Score
to make a hit .

Helee Turn: Abbr. mt. A period of time used in all combat simulations. l mt :a 5 CAL-sec. A
mt is about 1 . S old seconds.

Penetration: Atta.cks of some types must penetrate armor or screen worn by the defender, or gen-
erated by the defending vessel or monster. various rules exist f or diffe rent c0albat scales, gov-
erning penetration and its effects.
All combat in Space Quest is based on two factors: hitting the target, and penetr ation of
its defenses.

Personal combat: Combat between characters, as opposed to ships~ or ship-sized creatures. The
term usua lly refers to combat with handguns or missile weapons.

Player, 1\ person playing the game, ~ ~- A campaign requires a t l east l Player and l GM.

Player- chara cter:A character under the direct control of a Player. These are the only beings
in the game ~ith "free will," as regards the will of the GM. A Player-character may be a char-
acter generated by the Player, or a character whO has permanently joined forces with a Player.

Saving Throw: Abbr. ST. A roll of the dice to determine if a character survives a given dan-
ger, or succeeds in some extraordinary attempt. A ST is~usua lly based on the Abi lity of the
character in the relevant area.

Ship weapon: One of the powerful , l ong-range weapons used in ship ccmbat, or space-to-ground
cOl!lbat .

unarmed Combat: Hand-to-hand canbat using no weapons.

5
0300 . HISTORY OF THE GALACTIC EMPIRE
The discovery of the N- space Drive in the year 1023 of the Atani c Era (Terran r eckoning),
finally opened the stars to Han. No longer did voyagers face the trauma of relativistic travel
in Slower- Than-Light vessels, returning from a trip to find their homes lost in the passing of
years, or even centuries . Travel in N- space took ships from star to star in days or weeks, and
a ship would emergy from a month of hyperspace travel to find that a month had elapsed in real-
space as well.
Man learned, as he had often suspected, that he was not alone in the universe. Under strange
skies, the Terrans met beings of f l esh like their o-w-n, and life-forms made of stone; they found,
or were found b y, intell igent plants, or creatures of pUre energy . Sometimes, the races could
not understand the needs and drives of their new- found neighbors, and war haunted the skies . But
more often, the initial revulsion for the ••stranger" was overcome, and each race found the other
the be less monstrous than it had seemed a t first .
It was, in the main, a time of t houghtfu lness and peace, as life seemed to draw c l oser to
life when faced with the irmlensity of Space .
The centuries passed, one into the other. Interstellar cOCtlnunication and transport became
ever swifter and surer. worlds were colonized, centers of learning established, industry and
trade increased under a hundred stars.
In the 895th year of the Interstellar Era (Terran reckoning), the governments of t he sentient
cultures of known space met in a great council. After two years of debate and planning, they a n-
nounced the coalition of their spheres of influence into the Empire.
Picture if you can, the possibilities open to the co-operating thinkers and buil ders of many
score of cultures. Imagine if you can, the advances in cul ture and technology possible to such
an a lliance. This was the enpire in its days of greatness .
TwO centuries pass, measured fron the foundation of the Empire . The Empire rules a sphere
1000 light-yea<s across. The final steps were being taken to complete the linkage of all the
members of the Empire into a single community, via a great net of teleportation stations . A being
could walk from star system to star system as easily as we walk around the block. In this a-
chievement, the Empire reached a stage of development that might have made it eternal, and yet
was to prove its downfall.
No one ever knew where the ships originally came from . One day, they were simply there,
dropping out of N-space to ravage the worlds of the Dnpire. First one, then a doze~ , then scores
of systems were laid waste by the invaders. They ""'°uld not parley, they would not stop. They
would only destroy• unti l they were destroyed in turn . The Empi re fought back , culli ng what in-
formation they could from the rare, intercepted communications between the killer fleets. They
leanrned little of the invader except t heir name : Sniz.
The fleets of the Imperial Legions rose to battle, and the voids of N-space and realspace
scintillated with the ravening energies of thousands of warships. Losses were hideously . high on
both sides, but still the foes clashed and clashed again.
in the year 317 of the f)npire, as supplies were being marshalled on the shipyard -.orlds of
the Legion for an all-out offensive, disaster , final and almost utter, struck the worlds of the
Empire. Every teleport nexus in the transport system suddenly blew up, flaring vio lently with
the energies of an expl oding star . concussion a nd radiation seared the faces of hundreds of pla-
nets. Electromagnetic hell blasted the memory cores of the great computer centers clean, and
wiped out the machinery that fed and ran an :E.mpire. Communication disappeared , and transport,
such as survi ved, was chaos.
The Sniz had devel oped a means of i ntroducing a quantity of core material from a quasar into
the teleportation systen,, and now t he stations were erupting with the energies of an exploding
galaxy in their guts. Only a few frontier worlds, not yet hooked into the system, survived the
disaster.
But without the Empire to defend them, these survivors were helpless before t he renewed at-
tacks of the Sniz. All but a score of worlds were battered back i nto pre-technol ogical barbarism
by the ruthless aliens , if their people survived at all.
The remains of the Legions whittled at the enemy , fighting now for revenge. For every Empire
ship to die, a hundred of the foe were destroyed. Finally, the two f leets vanished into N-space,
to fight their f i nal battle. No one saw a ship from either of them ag~in. The final survivor
worlds, cut off from interstellar trade, wrecked by the fall of the Empire, sank into primitive
darkness, no longer able to maintain thei r technologies. And the cold stars glittered on the
corpse of a dream.
0310. THE RISE OF THE 20 SUNS COMBI NE
Of the planets which retained partial command of the Empire ' s technology, there was one ,
Newson III, which had emerged from the Sniz Wars almost unscathed. The inhabitants of thi s world
had managed to preserve knowledge in ship-building, and related fie l ds, though much of their oth-
er knowledge died in a space raid that destroyed the planetary computer center. Bu t the Newson
system lacked sufficient resources to exploit this good fortune effectively . They had no ships ,
no shipyards, and only a handful of citizens had the exotic skills necessary to travel in space.

6
It took 80 years to build the first starshi p, laboriously travelling to nearby systems in
Slower-Than-Light ships for resources. It took that long to develop academies to train the crew
personnel needed , to retool industries not meant for ship-building. It was over a century be-
fore the three systems now under the Newson banner could build a vessel the equal of an Empire
starship. By the time another century passed , though, the flag of Newson III flew under twenty
stars, and two more colony worlds were part of the culture, though it took several bloody wars
to make i t so.
In year 342 of the Combine, a bloodless coup was successfully pulled off by t he families
who had, by various means, come to control about 90\ of the industrial-mercanti l e c0tt1plex of
the Newson Confederation. These new feudal lords formed themselves into the Great Cartels, and
under the ir iron control, the U'nity , the senate of the Confederation, reformed the culture into
the 20 Suns Canbine. It took two civil wars and 72 years for the infant culture to adjust to its
new state as an Industrial Feudalism.
As the campaign begins, it is year 500 of the Combine, dated from t he end of the Sniz Wars.
The Combine is strong , and entering another period of expansion. The influence of the Cartels
is modified by that of the Unity, and for the first time in i ts history, the Combine is allow-
ing private ownership of starships. The adventurous youth of the Combine is flocking to the new
Academy of Space, training to go forth to the s tars in search of glory and wealth .
13 years before the carnapaign time begins, explorer e l ements of the combine met the ships
of the kingdom, another survivor culture from the Empire with starflight capability, and the two
nations are in a n ever-ending race t o claim new star systems for their governments. Combat is
the deciding f actor in the final ownership of a system as often as is diplomacy.
It is the year 817 of the Empire, the year 500 of the Combine, and your ship is r eady to
lift for the stars.

0400. PLAYERS AND CHARACTERS


All beings encountered in the campaign are characters. There are two major types:
Player-characters: These are characters constructed or controlled by the Players themselves.
Non-player-characters: These are A.LL the other characters in the campaign. They are played by
the CM, who will speak for them, and determine their actions based on dice rolls &nd the logic
of a given situation. A non-player character can be a bum in a spaceport a11ey with rumors for
the player to hear, or a p lanetary government, or any role in between.
In most circumstances, and especiall y in first contacts between player- and non-player-
charcter, the GM will want to determine the actions and attitudes of the non-player-character.
Unless attacked first, most beings will be amenable to at least talking, and their r eactions are
determined by the following table .
TABLE 0400.l, NON-PLAYER-CHARACTER REACTION DICE. Roll percentile dice.
Die Roll Effect
~ Immediate attack! Will not parley trade, etc.
06-10 Extremely hostile. Will attack at once if not placated .
11-20 Hostile. Non-co-operative in the extreme. Possibi l ity of ambush or treachery.
21-60 Neutral. uncommited one way or the other .
61-80 Mildly co-operative. Will go along with a good offer.
81-90 Will co-operate, t rade, sell information.
91-95 Friendly. Will co-operate freely . Will aid, trade, etc.
96-00 Will co-operate freely and enthusiastically to fu l lest ability.

Circumstances will operate to modify this dice roll. A character in home port seeknig to
buy information at a science center will hardl y be attacked for a simple question, though a low
score in a bar might start a brawl, or even a shoot-out. An offer of aid or a bri b e-gift-reward
will modify a low roll up, depending on the richness of the offer. A cheap offer , or a hostile
attitude, will l ower the score rolled. The GM may use discretion to alter a die roll according
to the realities of a scenario.

0 410. BUILDING A CHARACTER


Before he can commence play , a Player must construct at least one character . The general
process is as follows:
l. The Player decides what species his character belongs to.
2. The Player rolls a nWl'l.ber of 6-sided dice, the nwnber varying by species, to determine
the character's base Ability scores. There are up to 7 Abilities to be so determined .
3. The Player rolls percentile dice to determine the Caste and Rank of the character. This
will also determine the character's initial credit.
4. The Player rolls to determine the number of initial skills the character has , and selects
t hem from the table given.
5. If he has not already done so, the Player selects the Class his character is to belong
to. There are five such Classes to choose from, some of which will require further rolls or cal-
culation to detennine abilities or powers gained at the start of play.

7
6. The Player rolls to determine the character's planet of origin, or at l east his native
gravity.
7. The Player finally adds such miscel laneous details as age, sex, politics, etc., to add
color to the character . The Players and GM should decide what aspects of these areas are com-
patible with the overall design of the scenario devised by the GM.

0420. THE CHARACTER RECORD SHEET


All scores, skills, bonusses, etc . , are to be recorded and maintained up-to-date on the
Character Record Sheet. This record is to be kept up by the player, so that he can supply in-
fomation on his characters to the GM upon request. The GM may wish to maintain duplicatQ. rec-
ords for his own use, possibly in a 3 x 5 card fomat for convenient storage. Details of book-
keeping should be worked out by the GM and Players beforehand, to avoid lost inform.at.ion and tack-
y recrilnination.
we enclose a sample on the opposite page of the Record Sheet used in our test campaign. You
are we locme to copy it for use in your own.

0430. SPECIES OF THE 20 SUNS COMBINE


There are three species available to players for their characters. Two are warm-blooded,
oxygen breathers, inhabiting worlds much like Terra. The third is a non-breathing, mineral-
based life-form, that converts energy for its fuel. The species are:
HUMANS- Originally from Sol III, Humans are erect, bimanous, bipedal marrrn.als. Their meta-
bolism is based on Carbon, and they require a planet in the "free water" zone of a star system
to survive without extensive l i fe-support devices.
Curious, manipulative, combative, this race composes the majority of the population of the
Combine, and an extraordinarily large percentage of the crews of its explorer teams.

TRILAX- Trilax are metabolically similar to H1.mtans in most ways. They are a race of tri-
manous, tripedal~ axially symmetric beings, with three eyes mounted on flexible stalks Protruding
from the top of their heads . They are oviparouS and wann-
blooded, being evolved from flightless avians, and have a
complex reproductive cycle due to their race• s three sexes.
Trilax have extremely fast reflexes, and superior dex-
terity. They a re favored as infantry beings due to these
attributes. They are inferior in Pstonic ability and Dn-
pathic sensitivity to Hlllllans.
The Tri lax were forced into the Canbine by military
strength two centuries ago, and whil e much of the bitter-
ness of those days is gone , bad feeling between the two
speci es still flares up from ti.me to time, especially in
the Combine's military forces, where the two races are a-
bout equally represented.

SILICOIDS-Silicoids differ drastically fran the Hlmlans


and Trilax. They are a race of crystalline beings, with a
Silicon metabolism. They neither breathe not eat, but con-
vert radiant enargy to electricity to live. They require an
airless planet in close proximity to a giant O or 8 class
star to live on. Silicoids are sexually neuter, and re-
produce by combining seed-crystals, their ONA analogue, in
saturate solutions of metals and Silicon compounds . Their
lifespans are many times longer than those of the Carbon
races.
Silicoids are one of the toughest life-forms known,
with immense physical strength and vitality. But they
are not a speedy race, and lack the dexterity of their
neighbors in the Combine . Due to the structure of their
nervous systems, they have no capacity for Psychic energy
a t all, and have a lower intelligence than the other two species. They have a lower empathy than
Humans, mostly due to their own mode of communication, self-generated radio waves. Not a condu-
cive factor in devel oping extra-racia l sensitivity.
Silicoids are particularly resistant to attack by energy weapobs or radiation. The latter
harms them not at all, and they only take half the usual damage frcm the former . Thus, a Blaster
beam striking a Silicoid, which might normally do 30 poi nts of damage, will only do 15.
Sil icoids are resistant to vacuum, or to most noxious planetary atmospheres, but cannot re-
main active for more than one hour if cut off from their source of high-energy UV light. · If so
deprived, the character will 90 dormant, eventuall y dying.

8
SPACE 0UEST CHARACTER
RECORD SHEET

Name of Player: Name of GH:

Character Data
Name: Species:

Sex: Caste: Rank:

Native-g: Current Credit: Class:


current Experience: Level:
ABILITIES
Physical Power ST: Notes on Abilities

Co-ordination ST:

Speed ST:

IO ST:

PSI ST:

Empathy ST:

Vitality ST:

Hit Points: Power: Rigger Modifications:


GO-rigger bonus:

FIRE-rigger bonus:

POHER-rigger bonus:

CLASS POWERS

SPECIAL DATA OR POSSESSIONS


0431. ABILITY DICE BY SPECIES
Every character begins play with certain Ability scores, determined randoc:nly by rolling var-
ious numbers of 6-sided dice. The number of dice rolled for these abili ties varies according to
the species of the character. Players should consult the following table, and roll the indicated
number of dice, recording the scores rolled in each Ability on the Character Record Sheet.

TABLE 0431 . 1: ABILITY DICE DETERMINATION A Player choosing to play a Human, for exampl e,
Abil ity Human Trilax Silicoid would roll three 6-sided dice for each Ability, a
Physical Power - 3- -3- - - -4-- t otal of seven rolls of three d i ce each. A Trilax
co-ordination 3 4 2 character would roll three dice for Physical Power,
Speed 3 3+3• 2 IQ, and Vitality, two d i ce for PSI and Empathy,
IQ 3 3 2 four dice for Co-ordination, and would roll three
PSI 3 2 0 .. dice and add three points to the score rolled for
E>Dpathy 3 2 2 Speed.
Vitality 3 3 5
* Trilax roll three dice and add 3 to the sco re rolled .
*• Silicoids h ave NO PSI Abil ity at all.
0432. THE RACIAL MAXIMUM
The ttighest possible score for a species in a given ability is called the Racial Maximum.
The base Ability score for a character may NEVER exceed the Rac ial Maximum in that Ability for
his species. Only the most potent drugs will boost the score temporarily above this maximum,
and only expensive Bionic modifications or rare Alien devices will ever do so permanentl y .

0440. CHARACTER ABILI TIES


The Abili ty scores represent th- range of a character's inherent potential in such areas of
physical and mental activity as Physical Power, IQ, etc. Initial base scores may be improved by
trading points from other Abilities at the start of play, or by spending time and rnoney in trai n_.
ing aft er entering the camapaign.
Note that the curve of the Ability scores is Nor even. While a very high score does indeed
indicate an almost praeternatural prowess in that Ability, the low scores do NOT indicate a path-
ological weakness. An IQ of 2 or 3 does not denote a moron. Idiots and weaklings do not get far
in training for star fligh t .

0441. PHYSICAL POWER


Th is is the physical strength o f the character. It is modified by the effects of gravity .
to determine the EfEect1 ve Power of the character in g-fields other tha,n his native g .
Effective Power = Physical P~wer x native- g/current g.
Eg. Srnaol, a Human , is from a 2 g planet . His native-g is 2 g. He is on a l g planet. The
current g is 1 g. His Physical Power is 10. Therefore, hie Effective Power is 10 x {2/1) •
10 x 2 = 20. On a 3 g worl d , his Effective Power would be l0 x [2/3) = 10 x . 66 = 6 . 6 .

A character can carry a total weight of equir,:ment , loot, etc. , equal to 10 kg per point of
Effective Power he has . Remember that WEIGHT • MASS x current gt Thus, a l kg Blaster will WEIGH
3 kg on a 3 g planet.
Note that this figure is the TOTAL weight the character may carry. If he overload$ himself ,
a character will start to suffer penalties in Speed and Uexterity, as well as a general loss in
movement factors.
At SOt of the total load, characters lose 4 points each of Speed a nd Co- ordination
and reduces movement. to 50% of allowed value.
At 75t of the tot.al load, characters lose 6 points each in Speed and Co-ordination, a nd
reduce movement to 25% of allowed value.
Above 100,, no movement. is allowed, and Speed and co-ordination drop to 1 point each.

0442. CO-ORDINATION
Co-ordination measures the dexterity of a c h aracter. It is primarily used to determine the
aim of a character with handguns or simil ar distance weapons, and to detemine the odds of a char-
acter la.n ding a blow in hand- to-hand combat.

04 4 3. SPEED
The Speed score has two major functions. First, i t determines the number of actions a char-
acter may perform. at one time, and second, it is used by the Spacer Class ONLY, to augment their
abilities in piloting the Starship. The Speed score also gives the warrior Cl ass ONLY, a bonus
on dodging attacks aimed at them.
The effects of the first application of Speed are set forth in the following table. The ta-
ble uses the Effective Speed score, determined in exactly the same manner as Effective Power, so
be sure that the score used is the correct one for the current g . If the Current g is O. however,
note that the BASE Speed score is the one used, and the effect is noted in the second colwn of

10
the table.

TABLE 0443 . l , SPEED SCORE EFFECT


Effective Speed rtesult o g Result
l Character i s incapable of movement. Immobilized .
2-4 Charact er may perform 1 action every other mt. Helpless.
5-8 Character may perfom action per mt. l action/ 2 m~.
9 - 16 Character may perform actions per mt. l action/ mt.
17-22 Character may perform actions per mt. 2 action/ mt.
23 or more Character may perform 4 actions per mt. action/ mt.

The GM must understand a.nd enforce what is meant here by "action." Simple actions, moving,
firing a weapon, striking a blow a t an opponent, etc. More complex actions, running a control
board, engaging in repairs , etc., are not included under the term "action" for purposes of this
table.
In general, if an action requires more hands than tht: character has free, or more than one
mt to complete, then it is not under the jurisdiction of thi s table. The GM has the final say
on applications of this rule.
Members of the Spacer Class, by virtue of their unremi tting striving towards excellence in
piloting , are able to use a superior reaction time to enhance their skills in this area. Note
that a low Speed score is a hindrance to the would-be Spacer, and those so afflicted should think
twice before entering the fraternity of rocket-jockeys that is the Spacer Class.
TABLE 0443. 2, SPACER SPEED BONUS This bonus is added to the total modifier the
~ Bonus {add to GO-rigger Bonus) Spacer receives for his pil oting skills . The total
2-4 ~ of such bonusses is the characetr 1 s GO-rigger bo-
S-6 -1 nus, a term which will be explained i n detail later
7-12 0 on in the rules. To repeat, ONLY Spacers will re-
13-15 +l ceive this bonus, as an amateur pilot , no matter
16-19 +2 how skilled, will not be able to act by reflex as
20-21 +3 will a professional.
Similarly, warrior Class characters will receive a defensive bonus based on their Effective
Speed. This bonus is sllbtracted from the chances to hit them of any attacker, using a handgun,
handweapon, or any form of aimed attack, on any scale of personal combat .
TAHLE 0443 . 3, WARRIOR SPEED BONUS
Effective
Speed ~
Less Than 2 Treat as Immobilized .
2-5 -2
6-7 -1
8-12 0
13-15 +l
16-19 +2
20-24 +3
25 or more +4
It will be seen that Gravity has a decisive
effect on the movement and defense capa.bili ties
of a character. Unless from a high-g world, a
Warrior should be wary of being caught in a tight
spot on a world that drops his Effective Speed in-
to a negative value bonus.

0444. IQ
IQ is not a general measure of intellect,
as u.sed in this game. It is rather an index
of a character ' s affinity for technological de-
vices and activities. Clinical brain damage or
reatardation are unknown in the Combine due to
advanced medical a nd eugenic techniques, so a low
score does not denote an imbecile~ After all, a character is only as smart as the player who con-
trols him.
The f unction of IQ is the determination o f a character• s a bility to use or deal with techno-
logical devices, and to determine what, if any, bonusses he will receive as a POWER-rigger , or
ship's engineer.
As indicated on the table below, a.ny character with an IQ of 12 or better may enter the Tech-
nic Class, the semi-religous Class of engineers and scientists of the Empire and Combine .

11
TABLI/ 044 .l: ABILITr TO US// D1/VICBS
l2 Result
2-5 Character may use devices only on a 11 pushbutton" basis. Helpless in the face of a.ny
repair work. unable to ,,,,e Alien or unfamiliar devices at a ll.
6-11 capable of using all familiar devices, and of using Alien devices once he has been
taught how. May perform repairs on simple break<lowns or damage if he has studied
the requisite skill, and has a manual at hand.
12- 18 Capable of studying to determine the use of Alien Artifacts. The character may become
a Technic if so desired.

All characters who have mastered the requisite skill to act as Ship's Engineer may re-
ceive a bonus in the amount of energy the power plants under their control produce for use in
ship actions. Only Technics will increase this bonus by simply advancing in levels.
TABLB 044.2: POWBR-RIGGBR IQ BONUS The meaning of this bonus, recorded under
IQ SCORE Bonus "POWER-rigger MOdi fication" on the Record Sheet,
2-8 NO bonus. will be explained fully in the section on ship
9-11 +l-6 ERG crews. For now, s u ffice it to say that energy
12-14 +l-10 ERG provided for ship weapons or defense screen, or
15-16 +2-12 ERG emergency maneuvering power, will be increAsed by
17-18 +2-20 ERG the bonus amount when the character is in control
of the ship's power plants.
Technics will add +2 to their bonus for every level they a ttain.

0445. PSI
PSI is the Ability of the character's mind and nervous system to generate and control psio-
nic energy, what we are today just beginning to study under the na.m.e of ESP. The PSI score is
the basis for a character• s defense against Psionic a ttacks of various kinds.
In the Mutate Class, PSI is the basis for the Psionic Power points used by the Mutate to
exercise the various ~ers of his Class. As IQ for Techni cs, so it is with PSI for Mutates: a
character must have a PSI of 12 or more to become a Mutate. PSI in Mutates is described as "act-
ive" PSI, and in all o ther characters as "Latent" PSI.
All charcters capable of acting as ship's Gunners will gain a bonus based on their PSI score
whether it is active or latent. The bonus is added to their chance of hitting a target when they
are acting a FI.RE-rigger for one of the starship' s weapon systems. The bonus is based on their.
use of a limited precognition, allowing them to direct the weapon's aim to the location of the
target at the time of the beam or missile ' s arriva l.
The bonus from this table is ad<led to the TABLE 0445.l: FIRI/-RIGGBR BONUS FROH PSI
character• s FIRE-rigger modification, on the PSI score Bonus
Character Record Sheet. Warriors ONLY will re- l or less ~
ceive an additional +l a the start of play, and 2-4 -2
a further +l for every three l evels they attain. 5-8 - l
For details on how these bonusses are a pplied, 9-12 0
see section lOOO, on Ship Combat. 13-14 +l
15- 16 +2
17-18 +3

0446 . EMPATHY
This Ability is the mea sure of the cha racter's level of i nteraction with other life-fonns.
It allows the Biotech Class to exercise an almost mystical level of identification and control
with biologica l and psychological systems.
7'ABLI~ 0446 . 1: EFFBC7'S OF EMPATHY SCORE
Empathy Result
l or less - 20 on Reaction Dice rolls.
2-S -10 on Reaction Dice.
6-11 No modification to Reaction Dice.
12-14 +5 to Reaction Dice . Character may become a Biotech.
15-17 +10 to :Reaction Dice . Character may become a Biotech.
18 +1S to Reaction Dice. Character may become a Biotech.

0447. VITALITY
The Vitality score measures the general resistance to physical hardships or damage of the
character .
Every character has a certain number of Hit Points . These represent the mmber of points of
damage the charcter may sustain before dying . When a weapon or other nasty effect does damage to
the character , subtract the damage done from the Hit Points. When the Hit Points • O, the char-
acter is in a coma, and will not emerge from it until he receives medical treatment. When ·the
Hit Point score falls below O, the cha r acter is dead.

12
To determine the initial Hit Points of a character , mul tiply the Vitality score by 2 , and
add the roll of a 6 - sided die to the result.
Eg . vertax, a Tri lax, has a Vitality of 13. His Hit Points are 26+{1- 6 ) . Rolling a 6-sided die,
he scores a 4. His initial Hit Point score is 26 + 4 "" 30.

For every level attained, characters will increase their Hit Point scores . The range of
the increase depends on the Class of the character.

WARRIORS will add the score rolled on two 6-sided dice to their Hit R>ints each level.
SPACERS and TECHNICS will add the score rolled on a 10- sided die each level.
MUTATES and BIOTECHS will add the score rolled on a 6-sided die each level.

The total Hit Point score may NEVER exceed TEN times the Vitality score. Thus, our friend
Vertax will not be allowed to gain any Hit Points after the score reaches 130.
If a character l oses any Hit Points permanently, he will begin to gain points as he goes up
n levels again, until he is once more at the maximum. Should a char acter raise his Vitality score ,
he will also gain points normall y until the new maxi.mum is reached .

0448. NATIVE GRAVITY


Gravity ' s role in Space Quest is weighty indeed {sorry). Not only does the ratio of native-
9 to cueent gravity affect various Abilities, but the effects of ultra-high gravity on the char-
acters can be serious, if not lethal.
To determine the native-g of a character, roll a 10-sided die and consult the table below.
TABLE 0448. l: NATIVE GRAVITY If the GM has advanced his campaign to the
Die Native point of designing the home worl ds frcm which play-
Roll Gravity er's characters may come , then he will, of c o urse,
- 1- .5 g assign nativ~-g on that basis. In a campaign mod-
2-5 l g elled afte r the Solar System, for example, a Ter-
6-9 2 g ran would have a native-g of l, a Martian about . 3,
o 3 g a Jovian, about 3 .
whenever a character is exposed to a significantly high gravi ty or accelc x-ation for any
length of time, he will suffer penalties, if not serious danger.
If the current gravity is less tha n twice as powerful as his native -g, No risk exists.
If the current-g is two to three times the native-g, the character reduces all movement
by so,, and will faint if he exerts himself by combat or hard labor. '
If the cu-rent-g is three to f i ve times the native-g, the character is incapable of moving
without some mechanical or other aid, and must save every 10 minutes with a Vitality ST
{see section 0450) or run the risk of dange rous reactions to the strain . If the charac-
ter does not save, he must consult the Gravity Abreaction Table below for results.
If the current-g is five to ten times the native g, the char'a cter must save as above, but
he must do so every 10 mt of exposure to the force .
If the current g is ten t<;:> fifteen times t:he natve- g, the character must save each mt,
or consult the Abreaction Table .
If the current-g exceeds f i fteen times the nativc- g, The Abreaction Table is consulted
every mt the force persists.
I f at any time a force of 100 g or more is experienced, it will have an immedia t e ly f a t a l
effect .

TABLE: 0448 . 2: GRAVITY ABREACTION TABLE


Die
Roll Result
- l- Noeffect.
2 Character passes out for 1- 10 min.
3 Character succwnbs to Gravity shock, as d es c r i bed in section 1200 ff.
4 Character loses so, of current Hit Points.
5 Character loses all Hit Points, goes into co:na .
6 Character dies.
various devices and drugs exist to reduce the effects of gravity. Some will negate only the
physiological dangers of high g , while others will augment the ability of the character to move
or function in high gravity.
Note that SPACERS and SILICOIDS are more resistant to the effects of high g than other Clas-
ses and species. They will add +4 to their ST rolls when applicable in this area, and when they
roll on the AbreactJ.on Table , they will subtract l from the die roll.

0 44 9. ABILITY TRADE- OFFS


Players may, if they wish , swap points from one Ability for an increase in the score in an-
other Ability. The necessary number of points is deducted from the score to be sacrificed, and

13
for each deduction of the necessary atnount, as shown on the tabl e follo,,dng, 1 point is added to
the desi red Ability. At no tirne may an Ability be raised over the Racial Max imum in this way,
nor may an Ability be. reduced below one-hlaf of the Racial Maximum due to trade-offs.

TABLE 0449. l , ABILITY TRADE-OFF VALUES


For 1 point Trade indicated number of points of selected Ability:
of Ability Physical co-ord-
Below : ~ ination
--2-
Speed .!2. PSI Empathy Vitality
PhySical Power 2 3 1
Co-ordination 2 3 1
Speed 2
IQ 4 4 4 5 3
PSI 5 4
&.ipathy s s 5 4 4 3
Vitality 2 2 2 4 4 5

Eg . lf a character wishes to raise his IQ by l point, he may deduct 4 points of Physical Powert
or 4 of Co-ordination, or 4 of Speed , or 5 of PSJ, or S of Ell'lpathy, or 3 of Vitality. The com-
binations are indeed many , and Players are advised to consider well the benefits attached to the
increase as. opposed to the possibl e of penalties involved in the decrease .
Once a character has entered the campaign, no further trade-offs are permitted. Once a
trade-off has been made and recorded on the Re.cord Sheet , it i s final.

0450. SAVING THROWS


Saving Throws, or S.T, are indicators of the probability of a character succeeding i n some
extraordinary feat, or staving off the effect of some terrible hazard . All ST are based on the
Ability score in the relevant Ability, and in some cases, members of a. 9iven species or Class
will receive a bonus in the ST att empt .
To determine the base ST for a character, use this fomula :
20 - (Ability Sco:re/3) • ST. Round fractional values to nearest whole number.

The ST score so derived must be equalled or exceeded on the roll of a 20-sided die for the
character to "save. 11
Certain characters automatically receive a bonus for a given ST no matter what application
of the ST is being used.
MUTATES reduce- the required score by l point per two levels attained for PSI ST.
TECHNICS reduce the required score by l point per two levels attained for I() ST.
BIOTECHS reduce the requjred score by l point per two levels attained for Empathy ST.

In no case does ANY bonus, dru9 , or device, reduce the score below 2 or increase it above 20.
There is always tha t 5\ chance of complete success or total failure involved.
The following table lists the commoner applications of various ST, and the bonus group in-
volved, if any. Unless otherwise specified, the bonus "'orks as do the Class bonusses above.
TABLE 0450 . l, SAVING THROW APPLICATIONS AND BONUSSES.
Application use ST in ~
vs . N-shock PSI Mutates as normal .
Gravity Shock Vitality Spacers and Silieoids add +4 to die roll.
Vacuum Shock Vitality Spacers
Radiation Sickness Vitality Spacers
Insanity IQ Technics as normal.
Dodge explosion Speed Warrior
Feat of strength Physical Po,.,.·er
Burst of speed Speed Trilax add +3 to die roll.
vs. Psionic attack PSI Mutates as normal. Technics
Resist Death• Vitality
Negate surprise Speed Warrior
• lf a character takes more damage than he has Hit Points, he may atte.-npt this roll. If
he saves , he will lose all Hit Points , going into a coma. Any further damage while in this con-
dition will kill him with no chance of a repeat ST.

Several things to clarify in this list:


As you can see, ST may be applied positively, to do sanething(Feat of strength, Burst of
speed), or negatively , to avoid some danger (N-shock, Psionic attack , etc). It. is niether nec-
essary nor desirable that a ST be possible for every dilemma. only conditions of great and im-
minent peril allow the superhuman exercise of Abilities to resist fate. The GM is the fina l ar-
biter of the allowability -of a ST in some special case, and he and the Players involved should
work out beforehand the desired effect, and the consequences of f a ilure .
14
0460. CASTE, RANK, AND CREDIT
Leaving the development of Abilities in a character, we move on to the areas of social po-
sition and f inances.
The 20 Suns Canbine operates under a fairly rigid caste system, with a merit based sus-sys-
tem. A character's rank is based on the rank of his family-group, but individuals· of proven a-
bility will go far, no matter what their X'ank may be. The birth rank doeS serve the important
function of determining how much money a character will start the campaign with.
There are three Castes in the Combine: the Political, CQT!fflercial , and Administrative. Each
is concerned with a particular aspect of running society, though there is a good deal of over-
lap. For the purposes of the game, Player-characters retain their Caste standing and affiliation,
but are assumed to have renounced their full heri tag_e in the family business to go adventuring.

The Politi.cal caste is composed of the descendants of the petty nobility of the Empire who
were among the survivors in the col onies which became the 20 Suns . . The Caste ' s membe"r s are to
be found in every level of the executive, from local Aldermen to senators to the Unity. The
Political Caste retains the use of titles, and has recently re-introduced heraldry, a fad eagerly
taken up by every other: branch of society. Many explorers• ships have registered arms as a means
of identification, and an aid to morale .

The Conwercial Caste is the current top dog i.n Combine society . At the top of the Caste
we fi nd the Great Cartels who are the true rulers of the Combine, and who edged the Political
Caste out of power two centuries ago. Needless to say, a struggle for po_w er e x ists that is no
less bitter for bei ng subtle .

The Administrative Caste is the bureaucracy. They are the prime operators in the day-t0-day
runnig of the Canbine's affairs, and are found in positions ranging from County Clerks to Sec-
retary of a Government Agency. The Administrative is determ.ined to maintain a balance of pow-er
in the Combine, and thus exercise themselves to prevent either of the other two Castes from gain-
ing a dangerous degree of pre-eminence in the government.

To determine the Caste to which a character belongs , and his birth rank within i t, roll
percentile dice a nd consult the table below.
Table 0460. l : CASTE A/ID RANK
Die Roll Caste Rank Notes

01-02
(Political Caste)
Sector· rank . The character has the title of "Duke~ .
03-09 system rank. The cha.racter has the title of "Count."
10-15 Planet rank . The character has the title of "Baron."
16-22 Continental rank. The char~cter has the t i tle of "LOrd."
23-33 City rank . The character has the title of "Knight/Dame."
(Commercial Caste)
34-35 Sector rank . The character• s family owns a Great cartel.
36-42 System rank . The character• s family is F'actor for a cartel.
43-48 Pl anet rank. The charact.er ' s family owns a planetary corporation.
49-55 Continental rank. The character ' s family owns a large industry.
56-66 City rank. The character's family owns a ,small factory or firm.
(administrative)
67-68 Sector rank. The family runs a Government Agency.
69-75 System rank. The family runs a System Bureau.
76-81 Planet rank. The family is powerful in the planetary government.
82-88 Continental rank. The family is a P9wer in local polities.
89-00 City rank.
For characters of high rank who make themselves known, a atodification in Reaction Dice may
be in order when dealing with Combine offices and services. A high rank is excellent collateral
for a loan, as long as the character has a clean credit rating. The usual advantages of high
rank apply in the Combine as elsewhere.

Rank is the basis for the initial credit rating of the character. The GM will roll accord-
ing to this table to determine how much money the character has at the start of the campaign.
TABLE 0460 . 2: IIIITIIIL CREDIT once the rank has b een determined, it is
Caste Rank . Credit only necessary to roll the appropriate die on the
Sector (l-10) X 2000 CJ( table, and multiply the score rolled by the given
System (l-10) X 500 CJ( a1nount of credits .
Planetary (l-10) X 150 CJ(
Continental (l-6) x 100 CJ(
City (l-6) X 50 CJ(

15
0461; ESTATES AND INHERITANCE
Due to the compiex nature of marriage contracts in the Combine, the law provides for a swift
and equitable payment of estates upon a progenitor dying . An hei:r will come into his inheritance
1-20 years after the campaign starts. As a character is assumed to have left behind him the bus-
iness of tiis family, all inheritances are cash settlements. The family business or office will
NOT pass into the hands of a Player- character.
A player will know what portion of the estate is due to his character, but he will not know
at what ti.me it is to cane due, nor will he kr'low the final am.cunt of the legacy. These facts are
to be determihed by a secret. roll on the part of the GM, and filed away until the time to use the
data cane a round.

TABLE 046l.l: CHARACTER'S SHARE Of' ESTATE TABLE 0461 . 2, TOTAL VALUE OF ESTATES
Die Roll Character's Share ~ Value after Taxes
-- 1--
100\ Sector (l- 10) X 20,000 C;f.
2 so, System (1-10) X 5000 C;f.
3 30\ Planet (l-10) x 1500 Cit
4 25\ Continental (1-6) X 1000 CJ(
5 20\ City (1-6) X 500 CJ(
6 15\

E9'· Narra., daughter of a System rank Administrator, receives a letter from home informing her
that hei: daddy ))as cashed in Jiis chips. Hard on t he heels of the postman comes a cable from her
lawyers, te~indinq her that she is in line fOr JOt of the old man's loot . The GM rolls, a.rid d is-
covers that the old boy was worth 35, 000 bearis on his demise. Narra inherits 10,500 CJ(.

Naturally, if i t took daddy 20 years to shuffle off this mortal coil, i t will do the Player
coritr~llirig Narra litf:le: good for quit'.e awhile . Bl.it being an heir is excellent collateral , and
the Section on Loans will explain frilly how a legacy expectation can be used before the sad event.

0470. MISCELLANEOUS CHARACTER TRAITS


Items we are not covering in detail, but which add color to a campaign and reality to a char-
a cter, are such the selection of age, birthdate, gender, etc., and such traits as religion . pol-
itics ; etc;
Gender- Htimans still oi)erate the same way in this manner as they do today.
Tri lax are trisexual. They have a male and female, as do humans, and a third, androgynous
gender, which is the gestating member of their reproductive cycle. The two form.er genders wil1.
join with the third to deposit their respective zygotes in the uterus of the androgyne; where
conception and gestation of the egg occur. The androgyne bears the egg internal ly for 4 months,
then lays it, and broods it for another 3 morii.hs. Any t . .-o Trila x may engage in sex for recrea-
tion, but it takes a properly constituted quorum of three to procreate the race .
Silicoids are neuter, and repi-oduce as described in section 0430 .

Age- Hum.ans and Trilax enjoy a lifespan of about 100-150 years. They achieve physicai and
legal maturity at the 4ge of 16 years. To determine the age of a character at the beginning of
the campaign , roll a 6-sided die and add the result to 15.
Silicoids tend to live until they erode away. But after 500 years or so, they become dor-
mant, bearing a close resemblance to boulders . A Silicoid achieves. maturity somewhere in his
second century. For initial age, roll percentile dice and add 100 to the result.
Birthdays are determined by the roll of three 10-sided dice, generating a number from 001-
1000. Remember tha t the GAL-year has 1000 days.

~olit:ics- Any number of parties exist in the Corn.bine, where freedom of speech is fi.irly
strong, as long as doctrines harmful to the cartels a re not implemented. A flayer wishing to
portray an Alternating Left-Handed Marxist-Anabaptist may do so in the serene knowledge tKat he
is probably not alohe in h is political beliefs.
The major Parties in the U"nity are the Caste Parties, each of which has a left. moderate,
and right wing. A coalition of moderate Political and Left Commercial elements currently is in
power in the Unity.

Religion- Anything a player can think of probably exists in the Combine. Human religions
will be variants of the fonns known today. Trilax religions tend towards triune deitys (many
Trilax have embraced c atholicism). Silicoids tend to be sun-worshippers, though many of them
have a deep reverence for the 21 cm radio band. The GM may wish to introduce such science fic-
t ion fatihs into his camaoaign as Larry Niven's Church of Finagle, or Doc Smith's deity, Klono .

16
0500. SKILLS AND TRAINING
Besides the various capabilities conferred by membership in a Cl ass, a number o f skills of
a useful nature to the explorer are offered in the Universities of the Combine. A character will
have studied several such. skills in his training for star adventuring, possibly even some that
lie in the bailiwick of another Class or Caste.
To determine how many skills a character has studied prior to beginnig play, roll a 6-sided
die and compare the score to the following table.
TABLE 0500 .1, INITIAL SKILLS In any culture, the offspring of the wealthy
Die IQ, and powerful are better trained than their fellow
Roll 2-5 6-8 9-14 15- 18 citizens. The Ccrnbine is no exception. Characters
- 1- 1 T -2- - 2 - of Planet or System rank will add l e xtra skill to
2 1 2 2 3 the number shown on the table. Charatcers o sec-
3 1 2 3 3 tor rank will add 2 extra skills.
4 2 3 3 4
5 2 4 4
6 3 4 4 5

All initial skills must be chosen at the beginning of play, and characters may not select
the same skill twice in order to raise their score in it. Further training must be taken dur-
ing the course of the cam.paign, at the costs in time and credit set forth in late·r sections .

0510. APPLJCATION OF SKILLS I N THE CAMPAIGN


A character's expertise ,in a skill is reflected by a score in that skill. The basis for
canputing this score is given in the next section. Generally, the initial score is the sum of
several of the character's Abilities. Higher scores are obtained by training, as are new skills.
When a character attempts to use a skill in play, the GM will roll percentile dice . A die roll
less than or equal to the character's score in that skill indicates that he has successfully ap-
plied the skill to the s ituation, and he will derive whatev,er benefits the skill gives him.
Unless otherwise stated, ONLY ONE ATTEMPT TO APPLY A S KILL IN A GIVEN SITUATION IS ALLOWED!
If your study of Xenobiology does not give you an insight into the workings of a particular life-
form, then you may not try again on that l ife-fom with that skill until you have raised your
score in the skill by atl east one point .
Characters choosing their initial skills should carefully study the following section, de-
termining the fields of study they wish to pursue. Once a skill is chosen, they will total up
their initial score in it, entering the relevant data on the record sheet. Rules regarding
further training will be given in section 0530 .

0520. DESCRIPTIONS OF -AVAILABLE SKILLS


Skill Initial score Description
Dietician IQ+Empathy Can determine if a substance is edible, if it
is toxic, etc. Bonus: Biotech.
cosmetolog:ist Empathy x Can perfonn cosmetic surgery, create disguises,
conceal scars, etc. May make one attempt per
day until success is achieved.
Agronomist IQ X 2 Can determine if a foodstuff from an alien
planet has commercial value to another race .
This is possible ONLY for worlds with an Oxy-
gen- Nitrogen atmosphere. Bonus: Commercial
Caste .
Cartographer IQ+PSI If the roll succeds, the Cartographer can de-
duce his location on a planetar y surface rel-
ative to a known locati on with complete ac-
curacy.
Xenobiologist IQ+Empathy Can determine the Life-Form Classification
Code of a being on sight. Bonus: Biotech.
Surviv~l Expert IQ+PSI Capable of living off of hostile worlds with
little or no special equipment. On a planet
with correct conditions to support the char-
acter's species, a roll for using the ski ll
is required every week. On a livable but hos-
t ile world , every 5 days. On a hostil e world,
every 2 days. On a planet that would normal-
l y require extensive life -support gear, the
Survival Expert requires a Survival Kit to
exercise his skill, and must make his score
roll once per day. A missed roll means the
character dies, unless he can t'lake his IQ ST.
Bonus: Warrior.

17
Geologist IQ X 2 can determine from visual data if a planet has
exploitable resources, or if a meteor is com-
posed of valuable material. Bonus: COO"Gnercial
Caste .
Cryptographer l~PSI+Empathy Can break any code based on or in a language
known to the Cryptographer, or known to a com-
puter available for his use. Bonus : Admi nis-
trative Caste .
Critic IQ+Empathy can locate 1-6 objets d'art in a culture, of
commercial value to colloectors in t he Combine.
Bonus: Political Caste.
Counter-insurgent Speed+ IQ+ PS I Capabl e of infiltration, sabotage, and espio-
nage. Can, with the right materials, devise
booby traps ranging from the pongee stick to a
" home-made" nuclear device. The use of this
skill is subtle, and the GM should exercise
judgement in modifiying the die rolL If the
insurgent is trying to infiltrate an installa-
tion guarded by telepaths and technology, it
will be harder than sneaking into a primi tive
encarnpnent . The consequences of failure are
also variable . Bonus: Warrior .
Astronomer IQ can determine the co-ordinates of a star w1.cn
visual data only. Also determines the stellar
spectral class of the star. The skill has a
maximum range of 20 lites from the ship, and
may be repeated oncer per week until it suc-
ceeds. Bonus : Spacer.
sociodynamicist IQ+Empathy Detemines the Cultural Organization, Social
Organization, Society Strength, and Community
Size of a culture after one week of study· by
visual sensor. Cut time to 5 days if the sub-
ject culutre has detectable communications by
radio. Bonus: Political caste.
SexoJogist I IQ+Empathy} x 2 can deduce the sexual cycle and mores of a cul-
ture after one week of study on the same order
as the Sociodynamicist • s, determining t h e exist-
ence of any taboos or discri.cnination.
Extra-verbal PSI+Empathy can communicate by means of a 0 universal" sign
Communicatiort language with life-forms having no common speech
wi th the user. communication is limited to
simple concepts (eg. "we-peaceful-wish-you-
friend- trade- happiness") and detailed nego-
tiat'ion must wait until one side learns to talk
to the other. A fai l ed attempt gives a -20 on
the reaction dice for the response of the put-
tive recipient of the unsuccessful cooununica-
tion. Bonus: Mutate.
Linguist IQ can learn new languages at an accel erated pace.
Subtract score from 100 to determine days ne-
cessary to learn a pid9in version of new lang-
uage. Double that for fluency. Bonus: Admin-
istrative caste.
Legal Semanticist IQ+Empathy Can increase the odds of a contract or treaty
being honored by an alien culture. Add one
point to the culture's Ethical Rating for that
agreement. Bonus: Administrative caste.
Armorer IQ Users of this skill require an IQ of 6 or more.
They add 10 to repair rolls on shi p and per-
sonal weaponry, screen units, armed vehicles,
etc. If an Armory Lab is installed on their
ship, they can manufacture weapons of any Em-
pire type, repeating attempts once per day un-
til success i s achieved. Bonus: Warrior.
Ship MAintenance IQ Adds 10 to repair rolls for any damage to ship
strucutre or systems. Bonus: Spacer.

18
Sensor/Computer IQ Adds 10 to repair rolls on all data-processing
Maintenance equipnent. Bonus: Technie.
Contect xenology Empathy Adds lo to Reaction Dice of Al iens on First
Contact. Bonus: Mutate or Political caste.
Economist Empathy Increases value of all financial transactions
by 10\. Bonus : CCWM\ercial Caste.
Hedicel science Taking this as an initial skill gives a score
of 100. A character using this skill is re-
ferred to as a Medic. The skill MAY be re-
peated, as each "degree" in Medical Science is
effective i n treating only ONE species. Thus,
one may be a Hucna_n Medic, a Trilax Medic, etc.
Allows a non-Biotech to operate the autc:mated
equiprient for the species without a canputer .
It allows a Biotech to use manual techniques .
Pherma.cy IQ+Empathy Determines the medicinal value of a substance.
If a Pharmaceutical lab is available, the user
can make l dose of a drug with rolls repeated
once per day until success is achieved .
Bonus: Biotech.
Historian IQ:< 2 Can identify known artifacts of t:mpire type,
or Sniz manufacture. Confers general knowledge
of Empire history, subject to GM's determin-
ation of what constitutes known History .
LC>ckpicking Co- ordination Allows locks of all types to be picked, whether
mechanical or powered . Bonus: 'l'eehnic .
Thi very/Illusion Co-ordination+Empathy Allows pocket-picking, shoplifiting, etc . Also
permits user to perform sleight-of-hand.

Astrogation* Allows user to pilot a starship. Initial study


of the skill gives full ability to uSer . The
Spacer Class receives this skill AUTOMATICALLY,
in addition to other initial skills.
Gunnery* As above, but it allows the user to fire a
ship's weapons. The Warrior Class receives
this skill AUTOMATICALLY, in addition to other
initial skills.
Ship Engineer* As above, but it allows user to control shi:;>' s
drives and power plants. The Technic Class
receives this skill AtrrOMATICA.LL'f, in addition
to other initial skills .

• The users of these skills must have the rigger operation to apply them.
Bonus Classes or Castes listed will receive higher scores in their skills, and will learn
faster in advanced training. A member of a bonus group for a skill will double his initial score,
and when in advanced training, will gain two points per study period where other charcters gain
on l y one . Thus a Technic with a co-ordination of 12 who selects LOckpicking as a skill, will
have an initial score of 24.

0530. ADVANCED TRAINING AND FURTHER STUDY


As the campaign progresses, Players may wish to increase their character's scores i n old
skills, or to pick up new ones . By spending time and credit, they may do this, or they may
choose to train to increase their skills in combat, or to have their Abilities raised.
Such training courses are massively concentrated affairs, with mnemonic flashers, hypno-
paedic programs, memory-RNA treatments, etc. only characters with an exceptional IQ may study in
more than one area at a time. Characters with an IQ of 15 or more may study two areas at a time,
and characters with an IQ of 17 or more may study in three. Naturally, the separate costs of
each course of training must be paid.
No more than one year of consecutive training is pemitted under any circumstances. A char-
acter having finished a period of training of l yr or less, must abstain from further study for
a period of months equal to the study time he has just completed, and spend his time in something
easier to take than education, like risking his life in nice, peaceful, dangerous exploration of
the galaxY •.

0531. SKILLS TRAINING


Study ot a skill gains points at varying rates. The cost for Skill study is 100 CJ( per mo.
Until the ~CharaCt~r· reaches his i nitial score level in the skill, he will gain l point per week
of study · ~iO: ~int:s/mo.). Thereafter, he will gain S ·points per month, until he has achieved

19
the maximum score of 100 points .
To achieve any use frcm such skills as Medical Science, Astroga tion, etc., it is necessary
to achieve a score of 100. A lower score will render the skill unusable.

0532. ABILITY IMPROVEMENT BY TRAINING


A character may undertake a training program to increase his score in an Ability. Such
training costs 200 C}( per month, and may never raise a skill above the Racial Maximum.
TABLE: 0532 .1, TIMETABLE: FOR ABILITY TRAINING
Ability Rate of advance
Physical Power +l per month .
Co-ordination +l per 2 months.
Speed +1 per 3 months.
IQ +l per 7 months.
PSI +1 per year .
Vitality +l per 5 months.
Native-9 + .25 g per 5 months. May increase by SO\ of original score.
Ability training is so exhausting that after a character has raised a score by one point,
he must rest for the usu4l period o f time, even if he has not used up his year. Th is would re-
quire abstinente from other fields of training as well .

0533. OTHER TRAINING PROGRAMS


Players maY elect t o drill other areas of expertise as well. The usual fields studied are
combat techni ques . The cost of com.bat training is 75 CJ( per mo.
TABLE 0533 . l: COMBAT SKILLS TRAINING These bonusses are added to the character 1 s
Weapon Type Rate of improvement odds to hit a target with the weapon type studied.
Energy Handguns +l per 3 months. The maximum bonus in each weapon type that can be
Projectile Handguns +l per 3 months. earned by training is +3 .
Hand Weapons +1 per 5 months.
Mechanical Weapons + l per 4 months. The only other f orms of advanced training we
Thrown Weapons +l per 4 months. have is i n the ship handling skills of Astrogation,
Unarmed Combat +l per 4 months. Gunn e ry, a nd Ship Engineering. These require 1 yr
of study to gain a +1 bonus, costing, 2500 CJ( per
year.
With these as models, the GM will be able to design such other training programs as he wish-
es to introduce into his campaign.

0540. CEREBROTAPES
The Cerebrotape is evolved frcm the EEG of our modern technology. It is a means of adding
a limited amount to a skill score without study. Such tapes exist for all skills listed in sec-
tion 0520. They may be imprinted in the charcter 1 s memory at any time that the necessary equip-
ment is at hand, and may be erased on the same basis. A characte.r may retain l tape for every
threepoints of IQ he has at one time. Thus, a character with an IQ of 14 may retain S tapes
(round. f~ctians to nea-r ~t whole number). Only one tape of the same subjec t may ever be active
in the character ' s memory at one t ime.
A cerebrotape gives 10 points of score in the skill it contains. Bonus groups for that skill
will receive 20 points from the use of the tape. If a character wishes to have a tape memory e-
rased, he loses its bonus until and if it is once more retained by him.
If a character retains a tape for a full year, never having it erased in that time, then the
d a t a on i t is permanently a part of h i s memory. He still is not permitted to take that tape a-
g ain for a further bonus , but he no longer counts it against his allowed maximum of tapes.

TABLE 0540.l, CEREBROTAPE PRICE LIST


Ta,e! Subject Cost
_ _5_0_C)( Tape Subject cost C)(
Dietician Extra-verbal Communication ----m-
Cosmetology 65 Linguistics 100
Agronomy 75 Legal Semantics 200
Cartography 85 Armory 100
xenobiology 100 Ship Ma i ntenance 250
Survival Expert 100 Sensor/Ccmputer Maintenance 150
Geology 80 contact xenology 150
Cryptography 80 Economist 75
Critic 100 Medical Science* 300
Counter-insurgent 200 Pharmacy 150
Astronomy 100 History 60
Sociodynarnics 100 Lockpicking 100
Sexology 75 Thieving 200

20
Tape Subject Cost CJ(
Astrogation• ~
cunnery* 500
Ship Engineering• 500
* 'l"he cerebrotapes marked with an asterisk give a score of 100 in the skill, acting as does
the skill as listed in section 0520.
Special tapes may be made on the spot in language or the medical data of sane new life-form.
The eharat:ters requires the necessary cerebrotape equipment and the computers to feed it the data
to make these Berlitz- of-Space productions.
The use of such t.apes is subject to the same restrictions as with other eerebrotapes. eut
both language and medical t apes give an effective score of 100 to the user in the skill.
0600. PROFESSIONAL CLASSES
Players may choose to make a characters a member o f one of five Classes . This decision is
based on the optimum Abilities of the character, and/or the Player's personal preference. Once a
charcter has commenced play in a class , IT MAY NOT BE CHAHGEO!
The Classes may be divivded into two overall types:
Spacers and warriors are "physically" oriented . They draw their special skills from the
physical Abilities, though requiring decent scores in the others for full benefits . They gain
no new powers as they advance in the campaign , but improve their existing scores in their spec-
ial fields of expertise.
Mutates, Technics, and Biotechs may be said to be the "intellectuals ." They derive their
powers from one of the three mental Ab i lities, PSI, IQ, or Dnpathy, respectively . While less
apt i n some areas at the beginning of the campaign, t hese Classes gain special powers and the
necessary energy to use them, as they progress in levels.

0610. SPACER
The Spacer Class members are the pilots of the great starshi ps in which the characters tra-
vel to meet their space adventures. The Spacers are the archetypical rocket- jockeys of space
opera. Their natural habitat is the console of their ship, or the nearest bar when they hit
dirtside, and heaven help anyone who gets in their way in either case. Tough quick, arrogant
with the " passenger s " (any non-Spacer), and lethal with anythi ng that endangers their ship,, the
Spacer Class is modelled upon the legions of soft-spoken, cat-quick men who blazed their way a-
cross the sky, and swaggered through' the dens if sin, of a h undred space operas.

Spacers A.U'TOMATICALL'i receive the Astrogation skill, in addition to their initial skill al-
lowance at the beginning of p l ay . They wi ll , moreover, add +l to their GO-rigger bonus at the
start of play, and will add a further +l for every three level s they attain.

The most important Abilities for the Spacer are IQ, PSI, and Speed. The sum of the first
two is the basi s for the GO-rigger bonus, and the third will modify the Spacer's bonus in that
area .
See section 0941 for a full description of the GO-rigger and his bonusses.

0611 . SPACERS AND WEAPONS


Spacers are permitted the use of any and all weapons, and will not receive penalties in com-
bat based on Class, though they will not receive the bonusses accruing to Warriors .

0620. WARRIOR
The Warrior is a professional soldier , with all that the term implies. He is not a grunt,
a dog face , nor yet a glorified policeman or security off:i.eer, t hough he can do their j obs. The
Warrior is a master of weaponry and combat in all forms. He is not trigger-happy, but knows when
to shoot and when to talk. However, if it comes to shooting, he only inte nds to do so once .

The most important Abilities for a Warrior are co-ordination and PSI. The latter determines
how well he uses the ship's weapons , and the former determines how well he uses everything else,
from rocks to rocket launchers.

warriors AUTOAATICALL'i receive the Gunnery skill as a bonus to their other initial skills.
They receive a +l at the beginning of play, and will further i ncrease their FIRE-rigger bonus
by -+l for every three levels they have attained. See Table 0445 .1 for the basic bonus in Gun-
nery, and see section 0942 for a full description of the FIRE-rigger position. Section 1000 is
the full set of rules for ship CCfflbat.

0621. WARRIORS AND WEAPONS


warriors can use any weapon system available in the campaign. While a Technic might have
explain the use of some Alien technological device of d efense or offense, ANY Warrior may then
use such a weapon, no matter WHAT his IQ.
When using weapons in personal combat, or in an unarmed c ombat situation for that matter,
co-ordination is the basis of the Warrior• s success, as it is for all charactet ' s. But Warriors
will receive a +l bonus to hit their target at the start of play as well , and will further in-
crease their die rol ls for a hit by -+l per three levels they have attained.

If one works on the basis that the warrior Class has trained with everything from bare hands
to Blasters to bricks, you cannot go far wrong in determining their combat abilities .

22
0630. MUTATES
Mutates are physically normal beings who have developed psychic powers needed to exercise
a range of abilities barely foreshadowed by modern terrestrial researches into ESP. Our civil-
izations understanding of such matters is the merest threshold of the unique competencies of the
Mutate.
A character must have a minimum PSI of 12 to become a Mutate. He will gain n e w powers a nd
the Psionic Power to use his special skills, as he advances in levels .

0631. MUTATES AND WEAPONS


Mutates are not skilled in combat. Not only will they suffer minusses in the i r Hit Scores,
as delineated in section 1050 f f . , but they are limited in the weapons they may use .
Mutates may not use Energy Weapons of any type without running g reat risks . Their delicate-
le a-tuned nervous systems are extremely sensitive to the vibrations of the violent discharge of
energy by these devices , and every time a Mutate fires an Energy Handgun, or uses a nd Energy
Handweapon, he will take 2-l2 points of damage!
The only exception to the above rule is in the case of ship ~·ea pons, which are heavily enough
shielded that· the Mutate i s protected from the damagirlg emanantions of the weapon's discharge.
Mutates may use any form of non-Energy weapon they wish. See section 1050 for details on
their norm.al penalties in canbat.

0632. PSIONIC POWER POINTS


Every Mutate has a number of Psionic Power points (noted on the Character Record Sheet as
"Power"). To use one of his Mutate Powers, the Mutate announces the fact to the GM, and subtracts
the necessary number of points from his Power score. When a"l.l his Psionic Power is exhau sted,
a Mut ate should refrain frc:cn further use of his special abilities, unless using a Power wh ich
has a cost of O. A Mutate may attempt to "overexpend 11 Power, by using Powers for which he has no
Psionic Power points left, but he runs grave risks in so doing.

The initial PSI score is the amount of Psionic Power points the Mutate will have at the
start of play. For every three levels the Mutate attains, he will gai n more points, the amount
varying by species.
Human Muta tes will add l + 3 6-sided dice of Power. (4-9 points)
Tr.ilax Mutates will add one 6-s.ided die of Power. (l-6 points)

Eg . Nonar is a Human MUtate with a PSI of 14. He wil'l begin the campaign with 1 4 Psionic
Power points. At 3rd level, he will roll a 6- sided d i e, add 3 to the score rolled, a nd add
the total to his Power. Rolling a 4, he adds 7 to his Psionic points, for a new total of 21.
He will repeat the process at 6th, 9th, 12th, etc. levels.

0633. OVEREXPENDING POWER POINTS


A MUtate who uses his Powers when he has no Points to expend for t h em runs severe risks.
First, once he has overexpended himself by even l point, he will be in a state of extreme fa -
tigue. His movement wi ll drop to so,, he will suffer a -2 on all ST, and he will lose ALL bo-
nusses he has in any field of physical activi ty, including Gunnery, Astrogation, etc.
Second, he runs a risk of physical collapse, coma, or even death. For every poimt the Mu-
tate overexpends, there is a s, chance that he will suffer Power Overload. Thus, a Mutate who
overexpends by S Psionic Power points has a 25!1. chance o f suffering an Overload. After 20 or
more points are overexpended, the Mutate will always have to check the Overload table below
when using a Power, until he has reqained his Power points.

TABLe 0633 . l : PCMeR OVE:RWAD ReSULTS


Die
Roll Result
-1- No effect .
2 Mutate loses consciousness for 1-10 hours.
3 Mutate takes one 6-sided die if damage per point overexpended.
4 Mutate goes insane.
S Mutate goes into Coma until revived, with Hit Points at o.
6 Mutate dies, with NO ST!

As long as the Mutate is a live, sane, and conscious, he can overexpend indefinitely, as long
as he keeps rolling l in 6 every time he does so. But the laws of chance make this an uncertain
venture at best. A Mutate who risks Power Overload to save others should receive a He roism Bonus
in experience points from the GM.

0634. RECOVERING EXPENDED POWER POINTS


Muta tes recover expended Power points at the following rates:

23
Htltate sleeps/takes total rest S points per hour .
Nutate engages in normal non-hazardous, non-stress duty l point per hour .
Htltate engages in non- hazardous stress duty (Survel), exploration) l point per day.
Mutates who are in canbat, in danger of death, recovering from a Power Overload, in coma,
insane, or dead, will not recover Psionic Power points while in that state.
Certain drugs exist to generate extra Power points, but they can have unpleasant side ef-
fects. There are also rare Alien devices that act as batteries for Psionic power, which are
t°: be found scattered around the galaxy, in the wake of their mysterious makers, the Forerunner
races.

0640. TECHNIC
The Technic Class is more than a science and Engineering group. This Class enjoys a prae-
ternatural relations))ip with machinery of all kinds. This relationship is so profound that a
Technic can , by touch alone, cause a machine to be repaired or to malfunction , or generate en-
ergy by the sheer force of his intellect.
A character must have a minimum IQ of 12 to become a Technic. He will gain new Powers and
the Technical Power points to use them as he gains levels •

.All Technics automatically receive the Ship Engineering skill, in addition to their other
initial skills. They will increase their initial POWER-rigger bonus, as given in Table 0444.2,
by +2 ERG, and add another +2 per level thereafter.
E9. A 3rd level Technic with an initial POWER-rigger bonus of l - 10 ERG would have a total bonus
of 7-16 ERG,

0641 . TECHNICS AND WEAPONS


Technics are restricted ethically in their use of weapons. The third clause of the Guild
Charter states: "Energetics shall never destroy in the hand of a Technical Brother." The oath
had its origins in a destructive war early in the history of the Dapire. The wording is exact:
Techniqs :may not use destructive Energy weapons in any form, not Blasters, not Ion Chatters, no
weapon doing permanent damage to life-forms or property. The Technic has unrestricted use of
non-destructive Energy weapons (Neuro-distorters or disruptors, Tangle Guns, etc.) and may use
any form of non-Energy weapon. Technics suffer some penalties in combat, as do Mutates, but the
penalties are not as severe in their case.

0642. TECHNICAL POWER POINTS


Tech.nics use Technical Power points to exercise their Powers as Mutates use Psionic Power
points for theirs. The initial Po-i11er score is equal to the Technic's IQ score, and increases
every time a Technic has attained three levels, as follows:
Human and Trilax Technics add 1 + 3 6-sided dice of Power. (4-9 points)
Silicoid Technics add one 6-sided die of Power. (1-6 points}

Technics who overexpend Power are subject to exactly the same penalties as Mutates are,
as delineated in section 0633 .
Technics recover expended points as do Mutates, at the same rates.

0650. BIOTECH
Biotechs are the medical and psychological experts of the c_aznpaign. Not only are they expert
in the use of the advanced medical ad;uncts of Empire technology, but they have developed an al-
most mystical degree of empathic indentification with a wide. range of biological and psychological
syst,e ms.
A character must have a minimum Empathy score of 12 to become a. Biotech. He will gain new
Powers and the Biopower points necessary to use them as he advances in level.
Biotechs receive NO bonus skills, bu't tt is earnestly suggested that they take the Medical
Science skills or Cerebrotapes at the beginning of p lay, in order to fully exercise their special
benefits.

0651. BIOTECHS AND WEAPONS


Biotechs are ethically forbidden to take the life of any intelligent life-fom. They may
use any weapon if they must, but Bla$ters and Slug Guns are not too discrete about the amount of
damage they will do to a target. Biotechs who kill except as the final extreme of self-defense
are subject to trial and penalties by the~r Guild. Penalties range from fines to penitenti a l
quests for dangerous or rare materials .

0652. BIOPOWER POINTS


Biotechs use Biopower points as do the former two Classes. The initial Biopower score is the
Biot.ech' s Empathy score . For every three levels he has attained, a Biotech will increase his

24
Power as follows:
Human Biot:echs will add l + 3 6-sJ.ded dice of Power.
Tri lax and Silicoid Biot:echs will add one 6-s:ided die of Power.

Biotechs who overexpcnd their Power face the same dangers as Mutates or Technics who do so.
Biotechs recover expended Power at the same rates as do the other two Classes using Power
points.

0660. CLASS POWERS OF MUTATES, TECHNICS, ANO BIOTECHS


Each of the three Classes receiving powers has two kinds of Power~ Class Powers and Bonus
Powers.
Class Powers a r e accrued each time the character advences in level, and characters will re-
ceive several Class Powers a t the beginning of play .
Bonus Powers are accrued according to a random die roll, made each time the character ad-
vances in level. Characters may receive no Bonus Powers, or one to several such Powers, accord-
ing to the die roll.

0661. ACQUISITION OF CLASS POWERS


When a character has been built who is a Mutate, 'l'echnic, or Biotech, the Player must roll
percentile dice to determine how many Class Powers the character will begin the campaign with.
TABLf: 0661.l: INITIAL CLASS POWf:RS
Die Roll Result
~ Character receives first 2 Class Powers listed. The Player will consult
51-85 Character receives first 3 Class Powers listed. the table, determine how many
86-95 Character receives first 4 Class Powers listed. Powers he gets, and will list
96-99 Character receives first S Class Powers listed. the Powers scquired on the Rec-
00 Character receives first 6 Class Powers listed. ord Sheet. 'I'he Powers are ac-
quired :in the order printed on
the table below!

TIIBLf: 0661 . 2: CLASS POWERS TABLE


Mutate Powers Technic Powers Biotech Powers
Telepathy Enhance Drive Output Heal Light Damage
Detect Psi Repair Light Damage Selfmaster
Blip Analysis Diagnose Disease
Shield Jury-rig Heal Serious Damage
Selfmaster Repair Heavy Damage Cure Disease
Psychokinesis Detect Malfunction Calm
Nega-grav Regenerate System Psycho-surgery
Jaunt Energon Revivify
N- space Sense
Lifelock
Eg. Nyral is a Tri lax androgyne, a member of the Biotech Class. For herms initial Powers, heesh
rolls a 52, receiving the first three Powers in the Biotech list, in the order they are printed.
Heesh will therefore have the Powers Heal Light Damage, Selfmaster, and Diagnose Disease at the
beginning of the campaign.
Additional Class Powers are gained automatically, each time the character goes up a level.
For each level advanced, one additional Class Power is gained, in the order printed on the tc.tble,
until all the Class Powers are accrued.
Thus, at second level, Nyral will gain the Power to Heal Serious Damage. At third, Cure
Disease is gained, etc.
The applications of this rule are the same for the Mutates and Technics .

0662. BONUS POWERS AND THEIR ACQUISITION


Each time a character advances in level, there is a chance he will gain one or more Bonus
Powers. Upon attaining a new level, the Player will roll a 20-sided die, and consult the fol-
lowing table to see what, if any, Powers have been attained .
TABLE 0662. l : BONUS POWER AC(JUISITI0N
Level Select one Power. of Force:
of Character I II 111 .!....L!.!. ~ I, 11, & III
2 rs 19 20+
3 16-17 18-19 20+
4 15-16 17-18 19-20 21+
5 14-15 16-17 18-19 20 .21+
6 13-14 15-16 17-18 19 20 21+
7 12-13 14-15 16-17 18-19 20 21+
8 11-12 13-14 15-16 17-18 19-20 21+
9 10-12 13-14 15-16 17-18 19-20 21+
10 8-10 11-13 14-16 17-18 19-20 21+

25
The table is used as follows . The character rolls the die, and compares the score rolled
to the table. If the score is in the range of figures on the table for his level, then he
will gain one Bonus Power of the Force indicated.
High scores in the Prime Abiliti es for the character's Class will augment the die roll.
The Prime Ability is PSI for Mutates, IQ for Technics, and Empathy for Biotechs. A Prime A-
bility score of 12- 13 receives no bonus. A score of 14-16 adds +l to the die roll. A score
of 17 adds +2, and a score of 18 or more adds +3.
With these modifications, it is possibl e to roll higher than 20 on the die, thus the fig-
ures written 20+ or 21+ mean tt20 or h i gher," or "21 or higher . "
Eg. Upon rea ching 2nd level, Thotem, a Silicoid Technic, rolls for Bonus Power acquisition.
As a Silicoid, his IQ will be 12, the highest score possible for him in IQ, and the minimum
he nedded to become a Technic in the first place. Thus he receives no bonus on the die roll.
He scores a 7 . consulting the table, it shows that he gains no Bonus Power at 2nd level.
Upon achievi ng 3rd level, he rolls again, scoring an 18. The table shows that a score of 18
at 3rd level gains Thotem one Bonus Power of Force II. This process will be repeated every
time a character gains a new l evel, and the die roll results are the same as for loth level
for all levels higher than 10th.
A chai-acter gaining a Bonus Power may choose any Power listed for his Class in the fol-
lowing three sections. But the use of a Bonus Power can only be mastered in the home-port
of the character, under the tutelage of his Guild. As a campaign grows, and new civiliza-
tions are developed by the GM, he may decree that equivalent training may be had in simila r-
ly advanced cultures, if the character can find them.
Once a selected Bonus Power has been chosen by the Player, and the character has learned
it at the Guild Hall, the Power may NOT be changed.

0663. MUTATE BONUS POWERS


In this section, and the following two sections, the format will be like this. First,
a sim,ple list of the Powers according to their Force. Then a detAiled description of the
Powers, separated into Class Powers, and Bonus Powers of Force I, II, and III. At the be-
ginning of eq.ch description will be the Cost in Power points to use the Power (C); the Range
at which the Power operates (R) ;, and the Duration of the Power• s effect (D) .

Force I ~ Force III


Psi Scan Sense Cue Mindmaster nr
Mi_n dstun Mindm.aster u Fearcast
Mindmaster Pain control Catapsi
Blackout Psi Wall Reddopsi
Nexus Psi Screen Brainbomb
Psi Pulse Blindspot Regener ate
Counter Psi Tanglefield Sideslip
Cellular Psi Nerveblast Teleport
Repa ir Engram Feedback Particle Psi
Power Orain Wipe Timeblip
Psi Sense Psionic Projection Reality curve
Thermopul se Reflector Shield Energon

Class Powers
Telepat/,g <;: O. R: l km per level of the MUtate. D: -
_:,, The Mutate may engage in telepathic cornrnunication with any desired being within a radius
of ·1.. km for every level the Mutate has attained. Thus, at 1st level, the Mutate may cocm1un-
icate with beings at a range of up to 1 km, at 2nd level, 2 Jan, etc .
Detect Psi C: 1 . R : 100 m. D: l minute.
The Mutate can detect the emanations of active PSI from the minds of Mutates , or the
emanations of Psionic Devices or fields.
Blip C: 1. R: 1 m. D: -
The Mutate uses this Power to activate the relays of Ps,ionic Devices. The Duration and
effect of these devices are listed in the section dealing with their use.
Shield c, 2. R: - D: 5 mt /melee turns)
The Mutate generates a l die energy screen , acting to shield him from energy weapon at-
tacks as does a regular MOnolevel Screen unit. This effect is cwnulative with other sources
of screen protection.
Selfmaster C: 2. R: - D: lO min.
The Mutate generates a Thoughtscreen effect to protect himself . The Power acts in a.11
ways as a regular thoughtscreen, and is NOT cumulative in its effect with other sou.r ces of
mental protection.
26
Psychoki.nesi.s C: varies. R: varies . D: Varies
This Power may be applied in two ways .
In format I, the Mutate moves non-living matter by force of mind. He may move 10 kg of
mass for every Psionic Power point he expends, at a rate of 10 m per mt 1 and a maximum range
of 100 m for every three levels the Mutate has attained.
In format II, the Mutate delivers a "psychokineticlout. " This i s a bur st of psychokin-
etic energy used as a weapon. It costs a flat 10 points to use, is aimed as a Handqun, and
will do one die of Armor penetration for every three levels the Mutate has. See the rules
in section 1050 on Personal Combat for an e xplanation of these terms.
Nega -grav C: varies. R: - D: 1 hour .
The Mutate reduces the effect of the current gravity on his person. The gravity is re-
duced l g for every 5 Psionic Power points the Mutate expends . If the gravity is reduced to
O, then the Mutate may fly at a speed of So km/hr.
Jaunt C: 10. R: 500 m per level of the Mutate. D: -
The Mutate may teleport a limited distance . The Mutate must know where he wants to go,
and where he is in relation to the desired destination . If he attempts to jaunt to or from
an unknown locale, or attempts to use th i s Power anywhere but on a planetary surface, he will
be killed, and his body dispersed throughout the universe.
II-space Sense C: 10. R: - D: 1 day .
N-space sense allows the Mutate to funct ion in direct exposure to N-space without risk-
ing N-shock. lt permits a Mutate to pilot a starship without using a canputer to decode the
co-ordina tes of the destination, though the Mutate must know the location of the destination .
Lifelock C: 20 . R: - D: Varies .
Lifelock is a state of tota l suspended animation. When in Lifel ock, the Mutate is in-
vulnerable to all harm, whether weapon fire, the vacuum of space, or the heart of a star.
The condi tion will last for the l ength of time stated by the Mutate upon entering the suspen-
ded state, and the environment he is in upon reviving will determine his fate .

BONUS POWERS
FORCE/ I:
Psi. Scan C: 2. R: 100 m radius. D: 2 mt.
This Power is a radar-like scan of the Mutates immediate sl,lrrpundings which locates the
emanations of living minds in range, a radius of 1 00 m. The Mutate may differentiate between
the brain patterns of characters known to him, and other~ .
M.indstun C : lO. R: 60 m. D: l mt.
Mindstun will affect 1-10 beings in the Mutates line o f sight, the nearest being those
affected. Characters who do not save against PSI will fall unconscious, reaiaining so until
l hour has passed, or they are physically shaken awake .
Hindmaster I C: 5. R: 60 m . D: Varies .
The MUtat e may exert a mental domination over a bei ng of the same species as himself.
If the victi,m does not make his PSI ST, he will become the zombie-like s lave of the Mutate.
The Mutate may give his victim orders verbally or by tel epathy . The effect lasts u ntil the
victim makes his PSI ST, rolling every 10 hours to determine if the effect has been thrown
off.
The victim of a Mindmaster Power may not originate any action, and will be the total
slave of his master. Canplex orders are l ikely to be bungled1 as are orders to suicide or
face ultra-high risks .
Nexus C: 0. R: As Telepathy. D: Till dropped bt; Hut:at:e .
Nexus is a trance state which the Mutate enters to ·permit telepathic canmunication by
selected beings in the radius of the Mutate ' s telepathic range. The Mutate is essentially
acting as a coarnunications exchange and translato r device with this Power.
Ps.i Pulse C : lo . R: 120 m. D: -
A burst of psionic energy, aimed as a Handgun, but penetrating all armor or screen if a
h it is scored . The Pulse does o ne 6-sided die of damage for e very l evel the Mutate has at-
tained, but a victim making his PSI ST will take only 50\ of the damage indi cated.
The Psi Pulse can penetrate a thoughtscreen or similar effect only on a roll of 1 on a
6 - sided die.
Counter-psi c: 7 . R, lO m. D: -
The Counter-psi Power :.Will negate the effect of the Psionic Power against which it is
directed . It will not h a rm Psionic Devices, and cannot counter Powers having no appreciable
Duration.
Bla ckout C: 8. R: Up to SO m radius . D: 10 min.
Blackout is an effect absorbing the light in an area around the Mutate up to the stated
radius . It is effective only in cutting off vision for senses requiring visible light .

27
Cellular Psi C: 2 . R: - D: -
The Mutate may heal damage he himself has sustained at a rate of l point per level of
the Mutate. He may not apply this healing Power to any other charact e r.
Repair Engram C: 12. R: 1 m. D: -
Allows the Mutate to cure i nsanity in a _n y form. Also effective in negating mental dom-
ination, hypnosis, amnesia, etc.
Power Dr.a.in C: 5. R: 500 m. D: -
'The Mutate projects a n effect which the drains the Power of another Mutate in range. If
the victim does not save, then he will ose a ll h is Power points, which the Mutate using the
Power will add to his own Power score, as an extra, temporary bonus. If the putative victim
makes his PSI S'r, however, then the attacking MUtate will LOSE SO\ of his current Power score,
which will be gained by the victim.
Psionic Sense C: 10. R: As Telepathy. D: l hour.
The Mutate, in a trance, may clairsentiently observe any known location in range, or
1
'follow" any known character. He will have full data from the c lairvoyant senses of sight,
sound, and telepathy when using this Power.
Thermopulse C: Varies. R: 100 m. D: l me.
The Mutate can alter the temperature in any area in range , the target area having a rad-
ius of 10 m. For every Psionic Power point expended, the Mutate may raise or lower the am-
bient temperature of the target area by 20° C . The GM will determine the effects on beings
of such a temperature change. As a model, figure that Humans and Trilax will take one 6-
s ided die of damage for every 100° C . of heat over 50° of ambi ent temperature. Silicoids
will resist heat very well, not suffering damage until exposed to temperature in excess of
1000° C, and taking only one 6-sided die of damage per 200° thereafter . But for every 50°
of temperature below -20° c, the Silicoids will take one die of damage.
The GM will base his figures on the armor worn by targets in the exposed area, and their
normal temperature range. Note that a Thermopulse reducing the ambient temperature to - 273°
C will destroy any form of material life. Absolute O has that effect .

FORCE II:
Sen5e Cue C: 6. R: 120 m. D: 10 min.
A fully veridical illusion is created by the Mutate, perceptible to all characters in
range by the senses of sight, sound, smell. It cannot do any actual damage , though i t may
give the appearance of so doing . It will be disrupted by a physical touch of hand or weapon,
though bullets or beams will l eave it intact . A Mutate may create a perfect illusion, one
which will fool observers not equipped to detect its falsity, but there is a limited prob-
ability of doing this . Multiply the Mutate' s IQ by 4 to derive the percentage chance of
the illusion being perfect. If an illusion is imperfect, the GM will determine the chances
of its being detected as an illusion from the relative complexity of the illusion and the
sophisitcation of the observers. Mutates, or characters having illusion detecting Powers or
. d evi ces, will always be able to determine the illusory quali ty of a Sense Cue effect.
Hindmaster II C: 10. R: 60 m. D: Varies .
Mindnurster II is exactly similar to Mindmaster I, ecept that it affects human-scale life-
forms of species other than the Mutate.
P.:Ji.n Control c: 5. R: Touch. D: Varies.
The M•. Jtate may, by the touch of his hand, cause or relieve Pain. In causing Pain, the
victim must save against Psionic Attack or be convulsed by crippling , non-damaging nerve
pain until he does save, rolling to check each mt. Characters in this state are immobi lized,
and cannot fight, use Powers, etc.
To negate Pain, the Mutate simply touches his subject, who will react as if anesthetized.
This condition will last until the Mutate relieves it, or some other means of de-activating
a Psionic effect is used .
Psi Wall C: 20. R: 2 m radius . D: 10 mt.
The Mutate radiates an effect acting as a l die screen for a radius o f 2 m. The effect
is cumulative with other screen generators in defending against energy discharge from outside
the screen.
Psi Screen C: 20. R: sO m radius . D: 10 mt .
The Mutate generates a Thought Screen effect with a SO m radius. This would cover l SU,
for example. The effect acts as a normal Thought Screen in all respects, and is NOT cumula-
tive with other forms of mental protection. In fact, the presence of another form of Thought
Screen effect in the range of the Power will eliminate the Psi Screen.
Blindspot C: 10. R : - D: 10 min.
The Mutate becomes effectively invisible, radiating a field causing beings to look where
he is not. The Power only affects beings using sight, and is ineffective_ against cameras,
radar, etc .
28
Tanglefield c, 15 R, 30 m radius. D, 1-10 mt.
The Mutate generates a field affecting ALL characters in a 30 m radius . If the victims
do not make their PSI ST, they will fall down , all voluntary muscle action paralyzed .
llerveblast C: 10. R: 80 m. D: As Neuro- disrorter.
The Mutate projects a blast of mental force at a single target, aiming it as a Handgun .
The b last will do one 6-sided die of damage for every two levels the Mutate has attained.
This damage is checked agai nst the victim ' s co-ordination score, as damage from a Neuro-
distorter. If the victim makes his PSI ST, he takes only so, of the damage indicated.
Feedback C, 15 . R, 60 m. D, -
This Power causes Psi energies to oscillate out of control.
Against Mutates, this Power will cause the victim to suffer a Power Overload if he does
not save. It will not reduce the Power score of its victim, however.
Against Psioni c Devices , the Feedback Power will cause a shutdown for 1-100 min . There
i s a s, chance for every level the Mutate has attained t hat Psionic Devi ces wi ll be destroyed
by his use of this Power .
Wipe C: 15 . R: 100m. D: varies.
The Mutate temporarily reduces the IQ score of his victim. If the Victi m does not save,
he will lose 3- 18 IQ points. The victim will fall into a coma until the lost points are re-
covered, at a rate of l per minute . If a victim loses more IQ points than he has, he wi l l go
insane until cured .
Psionic Projection C: 30. R: 100 km per level of Mut4te . D: l hour.
Psionic Projection allows the Mutate to send his "Psychic Essence" to any known location
or to follow any known character. The Essence is invisible to all senses and technological
sensors, but is perceptible to Psionic Sense, Psi Scan, Detect Psi, etc . The Mutate may ex-
ercise all his Powers while in Essence form, wi th a l \ chance for every Power point he ex-
pends that he will be forced to return to his body. The Essence is vulnerable only to at-
tacks from Psionic Powers, or similar effects wielded by the Technic or Biotech Classes.
The Mutate ' s body is i n a trance while he is projecting, and if it i s killed in this
state, the Mutate's Essence is annihilated, with no chance of revivi fication for the body .
The same result occurs if the Mutate' s Essence is destroyed by attack .
Reflector Shield c, 20 . R, - o, 10 mt .
The Mutate generates a two die screen, which has a special bonus . Every point of pen-
etration deflected by the screen will strike back at the fi rer of the weapon. Thus, if the
screen defl ected 8 poi nts of a Blaster beam's screen penetration roll, the firer of t he Blast-
er would be subject to a hit of 8 points screen penetrati on. No other form of scr een genera-
tion may be used i n conjuncti on with this Power.

FORCE III,
Hindmaster I I I C: 30 . R: 2 dets. D: varies .
As o t her Mind.master Powers , but th is one is effective against shi p - scale creatures.
Fearcast C: 25 . R: 250 m radius . D: 20 min .
Broadcasts irripulses of fear to all characters in range. No ST is pennitted, but a
Thought Screen will negate the Power. Affected characters will flee in any open directi on
away from the Mutate until they are out of range. There is a 2 in 6 chance that beings will
continue to flee until they have covered . S km of distance from the Mutate.
Catapsi C: 25. R: 100 m r a dius. D: 10 minutes .
Catapsi is a broad- band i nterference field of psionic static, which will prevent the use
of, or projection of, any Mutate Power i n or i nto the covered area .
Reddopsi C, 30. R: - D, 1 hour.
Reddopsi is a special form of Thought Scr een which , if the Mutate using i t saves against
a Psionic attack, will cause the attack to be deflected back on the attacker. Mutates using
this Power may not employ any other form of Psioni c activity, or they will suffer the effects
of thei r own Power, as the screen will reflect Psi energy going out as well as coming in.
Brainbomb c, 20 . R, 250 m. o, l mt.
A blast of Psionic energy affecting one target. The victim must s a ve against Psionic
Attack or tak e 100\. damage, going into coma. A victim who saves will lose so, of his current
Hit Points and lose consciousness for 1-10 mt.
Regenerate C: 15 . R: Touch. D: -
The Mutate may heal damage done to himself or others according to the following proba-
bilities. The Mutate will roll per centil e dice. A roll less than or equal to 3 times his
level indicates that the subject is total ly heal ed of all damage. A roll greater than the
indicated figure indicates t hat the subject recovers SO\ of his total Hit Poi nt score. In
any case , a character may be the subject of this Power only once per day.
Sideslip C: 20 . R: - D: 10 minutes.
Sideslip allows the Mutate to become an intangible phantom , able to penetrate any form
of matter ... If a Mu tate wishes to dema teri a l i z e any equipment {spacesuit, weapons, etc . ) he
must expend- t••d .. ·e the normal Power required for t his effect. Mutates in this state are im-
mune to all weapon attacks of any k ind, though they are vulnerable to Psionic and similar Powers.
Teleport C: 30. R: 10 lites per level of the Hutate. D: -
Tel eportation allows the Mutate to travel instantaneously to any known location in
range. There is a chance of error caused by possible flaws in the Mutate' s memory of h i s
target area. Mutates with an IQ less than 9 have a 201 chance of missi ng their target.
Mutates with an IQ of 10-13 have a 10\ cha.nee of missing . Mutates with an IQ of 14-16 have
a S\ chance, and a higher IQ has only a l\ chance of error . If the destination is missed,
roll a 6-sided die to determine the result.
Die
Roll Result It will be seen that a h i gh IQ
1 Arrive within a few roeters of target. is of value to Mutates wishing to use
2 Arrive on the right planet, wrong place. this Power in safety. The use of
3 Arrive on wrong planet. temporary IQ increases from drugs i s
4 Arrive back at starting point. permitted for Mutates wishing to up
5 As 4 and take 4-40 points damage. their odds of safe transit. The GM
6 Vanish forever, Out of campaign. may determine t he relative safety of
a missed target by roll ing a second 6-sided die . A rol l of l represents a perfectly safe lo-
cation, a roll of 6 a nearly lethal one.
Particle Psi C: 2S . R: l km per level of the Mutate. D: -
The Mutate may cause atomic explosions by liberating the subatomic energies of matter.
A Mutate may cause an explosion of • l ERG force , increasing the force by . 1 ERG for every two
l evels he has attained. The effect of this Power is based on the e xplosion effects rules given
in section 1050 ff. The Mutate is advised to judge the force of e xplosion he wishes to cause
carefull y against the range he will be from ground-zero.
The Particle Psi Power will only work on inanimate matter. Any attempt to use it on living
or mechanized matter wi l l cause the explosion to occur with the Mutate at ground-zero.
Timeblip C: 20. R: - D: -l mt.
The Mutate may move back in time from some event, a matter of a few seconds only, to at-
tempt to alter the outcome of sane situation. In practical t •e tms, a Mutate usir19 this Power
gets a second chance to roll the dice to determine some result, or other.
Reality Curve C: varies. R : - D: 1 mt .
for every Psionic Power point expended, the Mutate alters the probability of sane occur-
ence by 1, .This may be applied to any ptobability determination in the game . Determine the
probability percentages for a +l or more on a non-percentile die ·roll (5 for a 20-sided die,
10 for a 10-sided die, 16 for a 6-sided die , etc . ) . £xpendin9 100 points on this Power gives
the Mutate a free wish , of limited range a nd force. Wishes must be stated clearly and suc-
cinctly by the Player using his character 1 s Reality curve Power, and any loopholes should be
exploited to the full by the GM.
Energon C: JO . R: varies . D: l mt.
The Mutate may create 1-100 ERG of power ,applying it in one of several ways. He may
use it to provide fuel for a device or devices (up to 100- milliSlugs may be so produced) . It
may be used to get currency on an Einpire technology world. The energy may be used as a weapon,
under the rules for use of ship weapons on Personal Combat scal e .
'The main application of this Power in a non-violent or non-tecnologica.l manner , is the di-
version of the energy towards the revivification of a dead char acter, under the rules laid forth
in section 0730 regarding the resurrection of the deceased as regards time since death1 state of
the corpse, etc.
0664. TECHNIC BONUS POWERS
Force I Force II Force III
Convert Powersource Negapsi Reprogr am
Selfmaster Neutralize Radiation Distorter
LOcate Access Detect Energy Reality Curve
Break Illusion Deduce Environment Steady State
N-space Sense Negate Malfuncti on Control Energy Level
Stress Factor Situation Logic Improve Design
Inject Logic Jaunt Sideslip
Induce Malfunction Canpute Anti-energy Field
Circuit Control Personal Energy Schematic Sense
Validity Determination Malfunctor Field Physio-logi c

Class Powers
Enhance Drive Output C : 1. R: - D: l mt.
The Technic, a cting as POWER-rigger, adds 1-6 ERG to power output that mt . This is in ad-
dition to all other bonusses due him. A 1st level Technic may expend l point of Technical Power
per mt on this Power. A 2nd level, 2 points; a 3rd level Technic, 3 points, etc. One 6-sided
die of e.n ergy is added for each point expended.
Repair Light Damage C : 0. R : - D: -
The Technic adds 2 poi nts per level to all repair rolls he may make . The Power is a utcxnat-
ica lly used each time he makes a repair roll, at no cost in Technical Power points.
The Power is only usable on repairs to equipment that has taken less than 30 points of
'"overkill."
Analysis C: 1 . R: Visual range . D: 1 mt.
Allows the Technic to determine the general function of a device upon v i sual inspection.
Eg. "It' s a (computer, weapon, toilet, etc.)." The Power will not aeterniine the specific ef-
fect, means of using , or power requirements of the device.
Jury-ri g C: 2. R: Touch . D: l mt .
The Technic may cause any repairable, shut-down device to function for l-100 minutes . The
device will have 1 Hit Point, and any damage sustained by it while in this state wil l destroy it
beyond all hope of repair by any means.
Repair Heavy Damage C: 5. R: - D: -
The Technic will add the score of one 6-sided die to all repair rolls for every level the
Technic has attained. Th us, a 1st l evel Technic will add 1- 6, a 2nd level Technic adds 2-1 2, etc.
This is usable on all repair rol ls the Technic makes.
Detect Malfunction C: 10. R: Visual range . D: 1 mt .
The Technic determines if a device is functional by visual inspection. The Power does not
determine if the device is currently operating or not, just if it is in working order .
Regenerate System C: lS. R: Touch. D: l mt.
This causes any malfunctioning system to be fully repaired . It is applicabl e only to systems
that are repairable 'by normal means, or to equipment temporarily shut down by non-permanent dam-
age or other Powers. It has no effect on equipment that is not functioning for l ack of power.
Energon C: 20 . R: varies. D: 1 mt.
As the Mutate Power.

BONUS P.OWERS
FORCE I:
Convert Powersource C: l. R: lO m. D: l hr.
The Technic rnay divert power generated in range, converting it into Empire fuel cells (Power
Slugs, cent iSlugs, milliSlugs) a t a rate determined by the GM. A late 20th-Terran-Century fis-
sion reactor will produce up to 100 ERG per hour. An example of this is the French "Superphenix"
breeder reactor. Remember, an ERG is 10 megawatts. The GM must determine the output of the
power source being converted to determine the efficiency with which it will provide the Technic
with ERG. This Power is only applicable to energy sources using gradual and non-destructive forms
of energy discharge. It cannot func tion on Energy weapon discharge, e xplosions, etc. At the
GM' s option, it may be applied to solar power, with rules for this application worked out by the
GM.
Selfma.ster C: 5. R: - D: lO mt.
As the Mutate Power.
Locate Access C: 5. R: Visual range. D: l mt .
Locates all doors, portals, access panels, etc., no matter how hidden or camouflaged.
Break Illusion C: 5. R: lOO m radius. D: l hour.
Dispels any illusions generated in range of Technic using the power.
N-s~ce Sense C: lO. R: - D: l dag.
As Mutate Power.

31
Stress Fact or C: S. R: weapon range . D: l mt:.
'I'he 'I'echnic determin es the " stress points" on a target . All successful attacks by the Tech-
n ic that mt wi ll do doubl e the indicated damage, due to t h e irc-reased stress on the target from a
hit in a stress point. This bonus is applied to any form of combat .
Inject Lo9ic C , 3 . R , 100 m. D, l mt .
The Power is designed to d i srupt the independent action circuits of Roboids and similar ro-
botic monsters . The Powe r i s effecti ve 100% of the time against Roboid Mark I and II , 75\ of the
tirne -against Mark III and I V, and 50\. of the time: against Mark v . If the Power is shown to be
successful , rol l a 6- sided die to determine t he effect;
Die
Roll Effect
-1- No effect.
2- 5 Roboid destroyed.
6 Roboid becomes slave of Technic.
Robo i ds enslaved by this Power will not be
capable of i ndependen t action 1 and will carry
out all orders from the Technic absolutely lit-
erally .
Induce MalEunction C: S . R: 50 m. D: -
The 'I'echnic causes a target device to rnal-
fun-:tio n for l-100 mt. The Technic has a 5\ per
level chance that the breakdown will be perman-
ent , requiring repair at an overkill of 1-100
points of damage .
Circuit Control C: l. R: - D: l hr.
Technic, rigged-in to a ship' s computer
system, may act as a CFB would, controlling
a ship system that requires a CFB under nor-
mal circumstances . While doing this, the Tech-
nic may per form NO other actions of any k ind .
Validity Determination C: 5 . R: Touch. D: -
The Technic acts as a living lie detector ,
determining if a life- form is telling the truth
as he believes it to be.

FORCE II ,
Negilpsi c, 10 . R, - D, 10 mt.
The Technic negates all Psionic Powers or energies directed against him.
Neutrdlize Raditltion C : lJ. R : - D: l m.inute.
The Technic is immune to the effects of any energy discharge directed against him , includ-
ing Energy weapon fire , hard radiation , heat, etc .
Detect: £nergy C: S. R : 1 km. D: 1 hour.
Detects the presence, amount , and location of arti ficially generated or stored energy , in-
cluding Energy weapons , vehicles, ships , etc . To illustrate: The Power would detect any type
of battery, electrical or other, and any form o f atomic or Empire power source at all times. It
would detect a modern, internal- combustion engine only if it were operating1 and would not detect
a horse and buggy at all. Bullets would not t rigger it , b ut Blasters "'ould .
Deduce environment C : 10. R : - D: 10 min .
The Technic may observe, as if by clairvo yance , any known location . He may also " see" his
surroundi ngs even if blinded, or in total dar k ness, smokescreen, blinding l ight , etc .
Negate Malfunction c, 2. R, - D, l hour.
By touch or rigger input , the Technic may cause any single shut-dowil £ystem to operate in
its n ormal manner . He must remain in physica l or rigger contact with the machine while it is so
operating , or it will eease to do so . He may perform no other actions o f any k ind while thu s e n-
gaged. Any SYSTEM damage sustained by a 6.evice being maintained in this condition will be suf-
fered b y t h e Technic as physical damage , and subtracted from his Hit Points.
Situation LOgic c, 20. R, - D, -
The Pl ayer controlling the Technic may ask three "yes-or-no" quest ions of the GM regarding
a given situation. The GM may elaborate on h i s answers with any hints for which the Player has
found clues , but has not yet made the proper deductions. The GM and Pl ayers will evolve their
carnpagin's limits for this Power, o ver t he c ourse of play.
J • unt c , 15 . R , l km per IQ po!nt of Technic. D, -
As Mutate Power, but with limited range potential.
Compute c, 15 . R, - D, l day.
The Technic, rigged into ship ' s systems , may act as a computer of any desired type. He re-
quires the correct sensor input to perform the fun ctions of that computer , and may not perform any
other actions while using this Power.
32
Personal Energy C: 5. R: Touch. D: -
The Technic may, by touch, impart a l ERG charge to any Empire type device requiring power .
(Ha..ndweapons, screen generators , vehicles, etc . )
Malfunctor Field C: 25 . R: 500 m radius . D: 10 minutes.
ALL devices within range of a Technic broadcasting this effect will cease function for as
long as they are in range . It will not affect purely mechanical devices such as swords, bows,
horse-drawn wagons, sailing ships, etc., but will cause Energy weapons, ship ' s drives, bullets,
bombs , etc. to malfunction. Any type of energy or chemical reaction is surpressed by this Power .

FORCE III,
Reprogram c , 15 . R, - D, -
By touch or r i gger input, the Technic may cause any computer or sensor to change its f unc-
tion for that of any other computer or sensor. Note that a computer cannot be reprogratm1ed into
a sensor , or vice-versa. The effect is permanent unless reversed by a second reprogranming.
Distorter C: 20. R: 2 dets . D: 1 mt.
The Technic disrupts the structure of any ship-Seil.le energy being (Stelloids, Echinasters,
Hellclouds, etc.) Results are dete rmined hy the roll of a 6 - sided die. On a roll of 1, no ef-
fect on the monster occurs. On a 2-3, the monster i s stunned, and will make no attack for 1-3
mt, and will further maintain its screens at 50\ of normal strength for the stunned period. On
a roll of 4-5, the monster will attempt to flee the engagement . On a 6, the monster is destroyed.
Reality Curve C: Varies. R: Varies: D: Varies .
As the Mutate Power.
Steady State C: 20 . R: Touch. D: day .
By touch, the Technic places an object into a stasis field, suspend i ng all functions total-
ly.
Control Energy Level C: 15. R: - D: 1 mt.
The Technic increases energy output of devices under his control by ll factor equal to his
level (2nd level , double output; 3rd level, triple output, etc.). This may be done by touch o r
rigger input.
Improve Design C : - R: - D: -
With access to a. full shop, or a ship ' s engineering lab, the Technic may seek to improve a
single device at a time. only one attempt to apply this power may be made for a single device .
To determine the effect of the Power, roll a 6-sided die.
Oie
Roll Effect
-l- Device totally ruined. Destroyed beyond repair .
2 No e f feet on device.
3-5 Device efficiency boosted by SO\.
6 Device efficiency boosted by 100\.
All such effects are ucustomiz:ed" designs, and mass production of a device in i mproved form
is not allowed . The ....-ork requires 1- 100 days, and requires 100-1000 ERG.
The GM and Player should determine beforehand what effect an efficiency boost will have on
a g iven device , and i n what functions it will be improved if the GM wishes to l imit the areas of
improvement allowed. Such research requires the full time attention of the Technic.
Sideslip C, 25 . R, - D, lO min .
As Muta t e Power.
Anti-energy Field C: 30. R : 20 m per level oE Techni.c radiu~. D: 1 hour.
Generat es a field· totally negating all forms of energy generated in or impinging on it .
Only devices and materials being used by the Technic personally will functi on in this field.
Schematic Sense C : · • 35. R: Visual range. D: 10 minutes.
Technic deduces the design fa.c tors of a device by visual inspection. The device must be in
functional shape for this Power to work on it, and the Technic has a 10, chance of making an er-
ror in his design, thus producing defective copies of the IIQdel device.
Schematics obtained in this way may be filed, and used to construct duplicates of the m:xiel
at any time that facilities are available.
Physio-logic c, 30. R, - o, l hour.
The Technic may alter his physical structure in one respect . This may be a change in the
body's resistance to weapons Cl die of armor o r screen) , im:nunity to radiation, a change in out-
ward appearance, gravity resiStance, etc. The GM will define the limits of this Power within his
campai gn.
Only one modification at a time is permitted with this Power , and changes in the modifica-
tion require a new use of the Power altogether, not a simple change from one to the other.

33
0665. BIOTECH BONUS POWERS

Force I Force II Force III


Empathic Link Drug Beam Lifelock
Negate Radiation Negate Radiation II Biostasis
Detect Toxin .Regenerate Damage Negate Radiation III
Empathic Control I Empathic Control II Neutralize Toxin
Pai n control Narcolepsis cont rol Environment
Aseptic Field Pathogenetic Field Empathi c contr ol III
Physiogravitic Resistance Anti-allergenic Effect Ability Boost
Empathic commun ication Activate Revenant Life Transfusion
Energy Transparency Psychodisruption Cl one Surgery
Epileptigenetic Field Matter Transparency Geo-empathy
Nerve Block Psionic Transparency Nutrition Enhancement
Snpathic Sense Antitoxin Projection oermal Shift

Class Powers
Heal Light Damage C, 1. R, Touch. D, -
The Biotech heals 1-6 points of damage sustained by the subject . This Power is effective
only if the subject has not suffered more than 50\ of h i s total Hit Points in damage. Thus, a
character with 36 Hit Points will be curable with the Power only if h i s current Hit Point score
is 18 o r more.
Selfmoster c, o. R, - D, 10 mt.
The same as the Mutate Power.
Di agnose Disease C: 2. R: Observation distance. D: -
The Biotech has a probability of diagnosing a disease correctly equal to his IQ x his level.
The Power may be repeated every hour until success is achieved.
Heal Serious Damage C: 3. R: Touch . D: -
Heal Serious Damage cures one 6 -sided die of damage for every three levels the Biotech has
attained, and is effective as long as a subject is still alive . A subject may only be cured by
this means oncer per day.
Cure Disease C: 5. R: Touch. D: -
Cure Disease will heal any bacterial, viral, rickettsial, etc . infection. It has no effect
on Shock conditions, nor will it cure radiation sickness or insanity.
Calm C: s. R, 20 m. D, l day.
The Biotech projects an infl uence having a sedating effect on insane or berserk c haracters.
There i s a 4 i n 6 chance that the Power will work, but on a roll of 5 on a 6-sided die the sub-
ject will be unaffected, and on a roll of 6, he will att:ack the Biotech wi th insane fury .
Calmed beings a re in a semi -catatonic state , amenable to simple orders by the Biotech , but
incapable of prolonged or involved activity. The Power has no effect on sane beings.
Psycho-surger y C: S. R, 10 m. D, -
The Biotech may cure mental disorders, Shock conditions affecting the mind, negate mental
domination effects , etc. Similar to the Repair Engram Po""'er of the Mutate Class.
Revi vify C: 25. R: Touch . D: - ·
Revivification is the resu rrect ion of dead characters . The Biot ech has a 1001. chance of
success if the revivification occurs on the same day as death, with a loss of s, per day thereaf-
ter. The body must be revivable according to the rules governing the amount of damage sustained
(100 points of overkill mea,n s no revivification) and such other factors as may e nter the situa-
tion.

BONUS POWERS
FORCE I ,
empathic I,i.nk c, l. R, .S km per level of Biotech. D, SO minutes.
The Biotech may. engage in a telepathy-like communication with ·a known character who is will-
ing to engage in this communication . Unwilling beings are simply not contactable.
Nega te Radia tion I C: 5.. R: Touch. D: -
Cures the effects of Radiation Sickness of the 1st or 2nd degree ..
Detect Toxin C, S R, 30 m. D, l mt.
Detects the presence of any substance l etha l to the life-form concentrated on by the Bio-
tech. If he knows the life-form's Base Element Type, he snay determine toxicity for its species.
Iimp.,thic Control IC: 10. R, 30 m. D, 1 hour .
Similar to the Mutate Power Mindmaster I, but effective for only one hour.. The victim of

34
Empathic Control m.a.kes his ST on the basis of IQ.
Pain Control C: 5 . R: 10 m. D: Varies .
Pain Control is identical to the HUtate Power, with the exception that the Biotech may exert
this effect a t greater range than the Mutate.
Aseptic Field c , 3. R, 20 m radius. D, -
The Field will destroy all hannful pathogens in range, if they a.r e not already invading the
Biotech.' s system, or those of his canpanions. A preventive, not a curative measure, this Power
is used for decontamination.
Physiogravitic Resistance C: Vari.es. R: - D: 50 mi.n.
Physiogravitic Resistance increases the Biotech 1 s ability ot withstand the physiological ef-
fects of high acceleration. For every point expended, the Biotech reduces the effect of gravity
on his system by 10,. This will not overcane the penalties to move!fl.ent and physical Abilities
engendered by extremes of gravity, but it will reduce t h e effect of gravity as regards the odds
on a Gravity Abreaction . Thus, a Biotech expending 10 Biopower points will be inmune to Gravity
Shock, or a gravity Abreaction of any kind, for the duration of the Power • s effect.
Empathic Connunication C, 8. R, Communication range. D, l hour.
The Biotech will add a bonus to the Reaction Dice of characters with whom he is communica -
ting . This bonus is equal to the Biotech • s Empathy score + his level. The Biotech must have a
means of camnunicating understandal:>ly with a being for him to apply this Power.
Energy Transparency C: JS. R: - D: 1 minute .
The Biotech renders his person transparent to all forms of energy. This will make him lit-
erally invisible, as well as irnm.une to all attacks with Energy weapons, including ship weapons .
Epileptigenetic Field c, l5. R , 50 m. D, l-lO minutes.
Similar to the Tan9lefield Power of the Mutate Class.
Nerve Block c, 5. R, Touch. D, l-lO m.in.
Nerve Block requires the Biotech to touch his target. If the victim does not make a Vital-
ity ST, he will be rendered unconscious for 1-10 minutes . It is not necessary to pinch the shoul-
der of the victim when using this Power.
Empathic Sense C: 20. R: As Empathic Link. D: SO minutes,
Empathic Sense is similar to Psionic Sense, but will only give the Biotech visual data of
the location scanned.

FORCE II,
Drug Beam c, 15. R, 30 m. D, varies by drug type .
The Biotech may induce the activity of any d rug with which he is fa.m .iliar,, in the system of
a given victim. There is a chance of error in this operation. Subtract the Biotech' s IQ from
20, and roll a 20-sided die . The score rolled must be greater than or equal to the difference
between the IQ and 20. If i t is, the Beam will have the exact effect of the desired drug, incl u-
dibg post-injection period of activity. But if the score is less than the required figure, then
the Beam will act a·s a lethal poison, and if it kills the subject, the Biotech will face charges
by his Guild. ' All rules regarding the administration and effect of Drugs are in effect when us-
ing this Power, but the Biotech may apply it to any life-form, regardless of Base Element Type .
Negate Radiation I I c, lO. R, Touch. D, -
Negates the effects of 2nd degree Radiation Sickness.
Regenerate Damage ·C: lO. R: Touch. D: -
Regenerates damage completely, as does the Mutate Power, but will always restore 100\ of the
subject ' s Hit Points. A character may be healed by this Power only once per week.
Empathic Control II c, 30. R, 30 m. D, l hour .
As Mindmaster II, but with a limited t i me of action. The victim will use his IQ ST, not a
PSI ST, to attempt to save.
Narcolepsis C, 5 . R, 80 m. D, l me .
The Biotech directs this Power against a single sllbject, and if he does not make his Empathy
ST, the victim will fall into a slumber for 1-6 hours, and may not be awakened before .the stipu-
lated time has elapsed.
Pathogenetic F.1eld c, 30. R, 20 m radius. D, 1 mt.
Pathogenetic radiations are emitted by the Biotech, All characters in range are affected,
and if they do not make a Vitality ST, then the Power will cause a mutation of their system•s
symbiotic bacteria, or equivalent, which will cause them to becane rapidly ill. The disease
re quires 1-10 mt to incubate , and will then begin to drain the Physical Power of the victim.
When the Physical Power score reaches o, the victims will go into ccxna, and· remain in this state
for 10 hours. They will recover weakened, but in full possession of their faculties. On a roll
of l on a 20-sided die, a victim will die of this disease . The Biotech will detect this trend,
if he is observing the patient, and may apply a cure. If the victim dies, the Biotech will face
charges by his Guild.
35
Anti-allergenic Effect C: 10. R: Touch. D: -
The Biotech may cure the effects of a drug abreaction.
Activate Revenant C: 20 . R: SO m. D: l mt.
Activates the corpses of one dead life-form per level of the Biotech. These will serve the
8iotech as slaves until destroyed. Each will h ave -2 on all die rolls and abilities, and will
have only 1-10 Hit Points. When they are once again killed, they cannot be activated again, nor
are their bodies capable of revivificati on . The revenants will cease to operate in any case, in
a period equal to 1-10 hours plus l hour per level of Biotech, after they are activated.
Psychodisruption C: 15. R: 100 m. D: -
Psychodisruption is d i rected at one victim at a time. If the victim does not make an IQ ST,
he will go insane until cured.
Natter Tra nsparency C: 20. R: - D : 1 minute .
The Biotech renders himself irrma terial. In this state he has the same capabilities as a
Mutate using Sidesl ip, but he is vulnerable to Energy weapon attacks as well.
Psionic Transparency C: lO . R: - D: 10 minutes.
The Biotech beeanes indetectable by and invulnerable to, any form of Psionic energy or Power .
AntitoXin Projecti on C: lO. R: 30 m. D: -
The Biotech may negate the effects of any Poison, including reviving dead characters if the
Power is exercised within 3 mt of death by poison. The Power will restore all damage done by
poison if it is applied within S mt of the event.

FORCE III,
Lifalock C: 20. R: - D: varies.
Identical to the Mutate Power.
Biostasis C: 25. R: Touch. D: l day.
The Biotech may place a character in Biostasis, renewing the effect daily if desi red. No
ST is permitted should the Biotech use the Power as a defensive move, putting his opponent into
complete suspehded animation with a touch . He must of course, hit his target first.
Negate Radi ation III C: 15. R: Touch. D: -
Cures Radiation Sickness of the 4th degree .
Neutralize Toxin C: 20. R: 10 m. D: 10 mt.
Neutralizes any poisonous substance in the presence of the Biotech. This, of course will
depend on the toxicity of the toxin for the Base Element Type chosen by the Biotech. He may
render hannless a poinson lethal for Silicon life, which remains toxic for Carbon life. It re-
quires several applications of t'his Power to neutralize a Toxin affecting more than one Base
Element metabolism.
Control Environment C: l O. R: 50 m radi us. D: 10 minutes.
Controls the environment for a 50 m radius around the Biotech . He may set the Power to
provide air in spa ce, coolness on a hot world, etc. The GM will determine the limits of this
Power. It may not be used to provide food or l i quid, only variations in atmosphere and tempera-
ture, and possibly, such elements as gravi ty, ambient radiation, etc.
Empathic Control III C: 50. R: 2 dets D: l hour.
Exactly like Mindmaster III, but wi th limited duration.
Ability Boost C: 20. R: Touch . D: l hour.
Abi l ity scores for the subject may be increa sed by 1-6 points . The Power will NOT take a
score over the Racial Maximum, and only one Ability at a time may be boosted.
Li.le Transfusion C: O R: Touch. D: varies.
The Biotech may transfuse Hit Points into a wounded character. He may transfer his own, or
Hit Points from a volunteer of the same species as the wounded character. Hit Points transfused
are recovered at normal rates for hea ling damage. Hit Points are trnsfused at a rate of 2 per mt.
Clone Surgery C: 0 R: - D: -
The Biotech, given the facilities of a major hospital or a biological lab on a ship, may
prepare and grow Clones from character's cell samples. He will require an up to date memory
tape Ca stored cerebrotape taken from the cha racter will do} to program its mind. The process
requires 100-1000 ERG, and l-lOO days.
Geo-empathy C: 30. R: 250 m per level of Biotech. D: -
The Biotech may teleport to a pre-sel ected target area within range. It reqUires 10 minutes
of uninterrupted study of an area to program it as the target, and only one target area may be
maintaiqed at a time. The Biotech cannot miss h i s t a rget area, ror can he j ump if he has not
prepared such a target area that lies in range.
Nutrition Enhancement C: 25. R: Touch. D: -
Any material whatsoever is converted into suitable nutrition to· keep body and soul together.
It may not be palatable, but its food. One use of the Power will provide 10 days rations, ie.
food for one character for 10 days. The Biotech may only produce food f or carbon races, unless
the GM wishes to expand this option.

36
Dermal Shift C: lO R: - D: lO minutes.
The Biotech may alter the strucuture of his skin, in one of three applications:
Armor format will cause the skin to have a protective quality equal to one die of annor.
Screen format will cause the skin to resist energy l ike a one die screen.
Alter format will cause the Biotech to assume the shape of any desired being of the same
size and shape as his species. He may even cause limbs to grow or shrink in thi s application, but
any extra limbs will be for decoration only, and will not be able to grasp or manipulate things.
The Armor and Screen functions are cumulative with other protections worn.

0666. FINAL CONSIDERATION REGARDING THE USE OF POWERS


The use of this kind of in'lnense personal power always requires the firm control of the GM
if a campaign is not to become a flat and boring series of scenarios in which the Power using
individuals cast their magic spells at the nasty villain until he falls down. We have t ried to
set a sane limit to the uses of Powers by designing the Power point system. We also require the
characters in our own campaign to have at least some concentration when using their Powers, if
only a second to gather their wits. The rule of thumb is, if a Power is being used, the charac-
ter using i t must do nothing else that mt, except concentrate on bringing off his effect . The
subsequent demands of a Power for supervision by the character will be determined by the nature
of the Power's effect, and the circumstances of the user.

0700. PERSONAL EQUIPMENT AVAILABLE IN THE CAMPAIGN


In the following sections, you wi ll find all the various items of personal gear which is
available in the Ccmbine for general purchase by explorers: weapons, medical gear and drugs,
space suits, armor, screen, tools, etc.
The list is far from. complete . It includes all the equipnent we designed at the start of
our designing for this game , and all the things we forgot, that the playtesters suggested, but
their are undoubtedly many items available and useful in a starfaring culture that you or your
Players will want to add. In this case, the GM should weigh carefully the advantages of a new
toll or weapon. Does it make the character 's too powerful? Does i t reap rewards at no risk or
expense? Does i t preserve, in two words, campaign balance? If i t does not violate the princi-
ples of gaming, then i t will make a good addition to your camapaign. If a piece of equipment
turns out to be too powerful in actual play, do not hesitate to issue a "factory recall11 on it .

0710. PERSONAL WEAPONS ,


There are two major cla~ses of weapon: those that use Energy to do damage, and those that
do not. All Energy weapons for sale in the Combine, or of Empire Type, use the l ERG tnilliSl ug
as a power source. Guns fi~ing bullets, missiles, grenades, etc., have a variety of loads avail-
able.
37
0711. ENERGY
Remember that these weapons are forbidden to Mutates, on pain of suffering damage, and
that Technics are limited to the non-destructive varieties of Energy weapon .

~ - Blasters and Blast Rifles are the archetypical "ray guns" of space opera. They fire
a highly destructive beam of energy, either in single shots or bursts of shots in autofire, or
in widely angled fans of lethal force. The Blaster proper is a pistol, the Blast Rifle., a should-
er weapon of greater range and power.

Ion Chatter- An autofire weapon, sort of a space-age sul:cnachine gun, firing bursts of 10 pulses
of destructive energy. It is designed for closer ranges than the Blaster, and is murderously ef-
fective within its limitations.

Tangle Gun- The Tangle Gun is a shoulder weapon firing spherical fields of immobilizing force.
Any character hit with this weapon will be caught, unmoving, in a web of energy. The duration
of the _field is limited, and it does no permanent damage.

A short, heavy, baton-like weapon, designed for use as a Handgun or Handweapon, that
Gall'IM Ha.ce-
fires short-range beams of intense radiation at its targets.

&HP Gun- A pistol firing a beam that hali no effect on living beings, but is designed for use in
combat with Roboids, or similar robotic life-forms or constructs . It is also of use in combat
with characters using vehicles and/or powered armors.

Neuro-d.istort:.er- A paralyzing ray weapon, usable against only one Ba se Element Type at a time.
The weapon has a small selector dial for changing this setting, an operation requiring l mt.
Damage done by this weapon is not subtracted from the Hi t Points of the target, but instead,
damage is ratioed over the target's Co-ordination score . The resulting fraction represents the
percentage cha.n ee that the target character will be paralyzed for 1-100 minutes. - If thi s does
not occur, then no further damage is done, and no permanent damage is dine in any case.
The Neuro-rifle is a shoulder weapon, larger and more powerful than the Neuro-distorter Pis-
tol. It is capable of firing bursts or wide fans of the paralyzing energy, something that the
Pistol cannot do. '

0712. ENERGY HANDWEAPONS


These are Energy weapons used in hand-to-hand combat. The same Class restricti ons apply to
them regarding HUtates and Technics.
Luxblade- A weapon generati ng a beam of force about l meter long. The beam assumes a stable,
blade- like form when the weapon is activated, and can slice through steel like a hot poker slices
butter. Minimal force is . required to use i t.

Nerve Rod- A meter-long staff, gener ating a charge of paralyzing energy when it hits i ts target.
This energy acts in all ways as a hit by a Neuro-distorter.

Force Cloves- A pair of gauntlets radiating a field of intense energy, and doing damage in much
the same manner as a Luxblade. A being using Force Gloves can take on a character in Power Armor
hand to hand with a vague chance of winning.

Gamma: H.ace-Used in hand-to-hand com.bat, this weapon exposes those it hits to intense radiation,
as well as doing crushing damage to unarmored beings.

Stasblades- A :stasblade is a monofilament wire coated in a stasis field g enerated in the hand-
grip. It can slice through almost any normal matter that is unprotected by an energy screen.
The Stasknife is 25 cm long, and the Stassword i s 75 cm long.

Vibroblades- Vibroblades have "blades" composed of vibratory energy capable of disrupting mat-
ter at a touch. The Vibroblade, besides doing severe damage to a character's Hi t Points, will
have a possibility of stunning a target into unconsciousness. Ratio the damage such a weapon
does in a hit over the target's current Hit Point score. This is the percentage chance that the
target will be rendered unconscious for 1-10 mt. ·
A Vibrokni fe has a blade 30 cm in length. The Vibro:Sword has a l meter blade. The Vibro-
knife, or "Tickle-shiv," as it is called colloquially, is the favored weapon of the small crimi-
nal popu lati on of the Combine.

38
0713. PROJECTILE WEAPONS
This term specifically refers to guns firing bullets, missiles, grenades, or other pro-
jectiles propelled by a chemical fuel. They do not use energy as such to do damage. The term
does not include bOws, slings , etc. , which rely on mechanical force to hurl a missile. The Pro-
jectile weapons are usable by all Classes, though Biotechs are forbidden to take intelligent life
with them, as they are wi th all foms of weapon.

Slug Guns- Slug Pistols or Slug Rifles are weapons firing a clip of 20 bullets . The bullets may
be Armor Piercing or High Explosive projectiles, the fonner having a higher chance of penetration
than the other, but doing less damage when i t hits. Both Pistol and Rifle can fire single shot
or automatic.

Missile Projector- A bazooka-like weapon firing a variety of missiles. AP and HE missiles are
more powerful versions of the Slug Gun loads . Incendiary n:dssiles have a warhead loaded with
Thermite OX7 1 a substance burning at high temperature in any atmosphere 1 even water, or in vacuum.
Crystal Explosive warheads are high-energy I low-yield missiles, having a charge of up to 10 ERG.
They are equivalent to tactical nukes, but have no radiation or fallout effects. Neutrex missiles
have an enhanced radiation effect, on a par with neutron bombs.

Needle Gun- A small pistol , this is the "Saturday Night Special" of the Combine. The weapon
fires a clip of 20 srnalL needle-shaped projectiles, with various capabilities . Standard loads
are small-caliber bullets of limited penetration effect. Electro-charge needles augment their
damage with a high voltage charge of electricity, delivered to t he target on hitting it. The
needles may be charged with tranquilizers or poisons , under the usual restrictions for such com-
pounds. A drug • will affect only a selected Base Element Type, and in this case , will not add to
the effect of the needle, so that against other Types it wi ll act as a Standard needle. The Play-
er must keep a careful record of what clips he has purchased, and what his Needler is c urrently
loaded with.

t"luid Guns- These do not fire projectiles at all, properly speaking, but discharge sprays -of~·
various fluids or fine powders under aerosol pressures. Available Fluid Canisters include Tlierm-
osol, a compund of Thermite OX7 , sort of a pocket flame"thrower. Cryosol, a·suspension of liq-
uid Nitrogen (an icethr01,,,-er?). Hyperacid, a potent corrosive which will attack most metals or
protoplasms, though beings frOC11 corrosive environments m·ay resist it. Slipdust1 a riot-contr ol
formula which coats surfaces vith a lo,,,,_friction dust, causing characters caught in it to fall,
e ffectiv ely Immobilized. Clogger, a high-friction dust used to clog ·the engines and machinery
of vehicles, Power Armor, e tc. Gas ·canisters are available, charged with poisonous or tranquil-
izing formulae, under the same rules as those governing drugged needles . Smoke canisters are
useful in disrupting vision on a combat field, and acts as cover against certa in Energy weapons,
diffracting their rays into uselessness.

Splat Rifle- A sort of space- age shotgun, firing a tightly grouped pattern of- 10 HE shells in
a single shot . It is designed for close action combat, and is lethal· within its range li~ita-
tions.

crenade Pistols- Disposable h a nd-launchers , firing Crystal or Neutrex grenades for long distan-
ces. They are similar to the German Panzerfaust of Terra ' s World War II1 but with tactical nu-
clear equivalence in the power of their loads .

Hand Grenades- Available types include fragmentation, HE, or Gas.

0714 . NON- ENERGY HANDWEAPONS


Actually, one form of these weapons does augment its effect by energy discharge, but in
this form, it is usable by both Mutates and Technics.

Electroweapons- Conventional appearing handweapons (swords, maces, etc . ) whi c h increase the
effects of a hit by using a high- voltage electrical discharge upon striking a target.

Titanium Alloy Weapons- Swords, mac~s,. spears, etc. 1 made of a super-strong alloy, l ighter than
steel, which are often used as trade items with technologically backwards cultures . All the
edged weapons in this category have a monomolecular edge, which has superior cutting ability,
and is protected from dulling by an Ultra-tough polymer coating .

0715 . MECHANICAL WEAPONS


This classification includes all bows, slings, .~tapults , etc . The Combine has several mod-
els of such weapons, often used for a barter medium w1.th . backward cultures, or by characters who

39
wish to pass incogni to i n such cultures . EXamples of avai labl e Mechanical weapons are :

Repeater Crossbow- A powerful crossbow capable of firing a c l ip of S quarrels at a rate of l


shot per mt . Besides regular quarrel s , project iles with e xplosi ve heads and electrocharge ca-
pability are avail able .

Powered Pulley Bow- A pulley bow using a small power element t o increase its ra_n ge and penetra-
tion force . Arrows are available on the same basis as the quarrels for the Repeater Crossbow.

0720 . ARMOR AND SCREEN UNITS


All Classes are permitted the use of any armor or screen. While section lOSO will explain
the mechanics of combat in detail , keep in mind that Armor defends its wearer a9ai nst projectiles,
non-Energy weapons , and envirorwental conditions such as temperature, poison atmospheres, and
radiation, while Screen defends against the discharges of Energy weapons. P.s a rule , screen
will not stop material attacks , and Armor will not stop Energy attacks. Armor that is breached
by a hit wi l l repair i tself in l mt, as long as it has the required power source hooked up to it .
Thus , a character in combat in space whose armor i s breached will suffer exposure to vacuum for
only 1 mt in the event of a hit, which is more than enough for most people .
Protection from these units is not cwnulative. A character may not wear two suits of armor
or two screen generators to increase his defenses . If doubt exists as to the defense status of
a character , then the h i gher value of protection wil l apply .

Macroplast Armor- Body armor made from macromolecul ar plastics , as tough as steel1 9ivin<3 1 die
of .lrmor protecti on . 'The s u it has no life-support capability apart from this protection.

Space Armor- A macroplast space suit , giving l die of amor . The suit requires a milliSlug for
power for one day 1 s use, and provides full life-support (atmosphere, temperature1 etc . ) while it
is powered. The su i t will preserve internal temperature against an e x terna l temperature of up
to 200° C or -50° c. as a lower limit . When powered, it will cut the intensity of radiation im-
pinging on the wearer by 10\ .

combat space Armor- A heavier space suit giving the same environmental protection as Space Armor ,
but with 2 dice of armor. When powered, the Combat Space Armor reduces the intenisty of imping-
ing radiation by 20\.

Monolevel Screen Unit- A small screen generator worn at the user's belt , providing l die of
screen protection . The unit requires o ne mill iSlug to operate for l day .

DUolevel Screen unit- A larger screen unit , also worn at the belt, generating 2 dice of screen .
It requires one milliSlug per hour of operation .

O-screen Harness- A backpack size devi ce, generating 3 dice o f screen and l die of annor. The
latter effect i s cumulative with other armors worn by the user. The unit requires one centiSlug
to operate f o r 1 hou r .

Power Armor- A large, exo-skeleton structure, about 2 . 5 meters tall by l. 5 meters wide, with two
legs, two arms , and a clear , .armor plasti c dome . The Power Armo r delivers 3 dice each of screen
and armor, and no other protective equi pment may be worn by the user . Power Amor is too bulky
to move free l y in onboard combat, but i f bulkheads are cut open f o r its passage, it may be used
in boardi ng actions . Other capabilities of Power Armor are:
- lt multiplies the wearer's Physical Power Ability by 1 00.
- It provides the wearer with full life-support.
- It is capable of ground movement at 30 km/hr, and of flight at 100 km/hr.
- It has a Blast Rifle built in to its right ann , and a weapon of the wearer ' s choice may
be instal led in the left arm. These weapons are not held by the "hands" of the armor, but are
l ocated about the O foream" of the suit . The hands are free to grasp and hold while the weapons
are firing .
- It ieduces impinging radiation in intensity by 50%.
- It withstands temperatures up to 1000° c .
The Power Armor requires l Sl ug ( 1000 ERG) to operate for 1 day. The user must have the
"Rigger Operation , 0 allowing him to plug the controls for the suie s mechanical musculacultu re
into his nervous system.

space Blob- A disposable "life- raft . " The Space a:109 i s a plastic envelope, expanding to enfold
a character in its interior , not unlike a giant Baggie , and providing life-support for 1 day. The
Space Blob in uninflated form is about the size of a shoebox, and can be carried at the belt or
located at positions on the starship determined and recorded by the Players. 1'. Space Blob is de-

40
signed to hold only one character, and will provide life-support of a type preselected at the
time of purchase. It provides no protection other than the life- support function, and cannot be
used more than once .

Jove Suit- A huge exoskeleton , more of a mobile hut, designed to all ow the wearer to survive
and limitedly function on the surface of a Jovian-type gas-giant planet . The unit provides
full l i fe support and internal gravity control for the user , multiplies the Physical Power of
the user by 100, but provides only 1 die each of armor and screen. It has a maximum ground-
speed of 10 km/hr, and masses 1 tonne. It requires one P01-·er Slug per day to operate.

Exoskeleton- A device used to augment the Physical Abilities of the user. It increases Phys-
cal Power by a factor of 100, has a maxirnu.m ground speed of 70 km/hr, and provides l die of armor .
It provides the wearer with life- support • and requires an operator to be fitted with the Rigger
Operation . It uses Power Slugs for fuel, requiring 100 ERG per day to operate.

0730. MEDICAL AND PHARMACEUTICAL SUPPLIES


· Emergency Medi.kit- May be used by any character having the Medical Science skill for the species
of the character bei ng treated . The device uses a centiSlug for power, and performs the follow-
ing operation s . Note that Biotechs using this device will reduce po"Wer expended in a given op-
eration by SO'\.
L The Kit will heal one 6-sided die per ERG expended.
2. Th e Kit fires a Sedater Beam for a range of 20 m, which acts to calm insane characters,
making them tractable and handleable. The bearn uses 4 ERG.
3. The Kit contains room for 10 ampoules of drugs.
4. The Kit has a small diagnostic computer capable of detemining the medical condition of
a subject at a range of 5 meters, at a power cost of 2 ERG per use.

Personal Hedikit- A small, flat unit, carries strapped to the user's body inside his armor or
clothing, with limited medical facilities for emergency use.
The Medikit has a small, "idiot" medical computer, which monitors the condition of the user.
Should this monitor register a crisis in the character's condition, it will scan its stock of
drugs to determine if it has anything which is specific for the character's condition. If it
does, and the character may safely receive an injection, it will give him a shot of the• appro-
priate compound. If it does not have a specific remedy, or the character may not safely take an-
other drug, it will do nothing . Should ·a character wearing a Medikit die, the Medikit will trig-
ger an alarm on the Biomedical Cc:rnputer on the character's ship, · giving its location.

Drugs- A number of pharmaceuticals are available in the ,coatbJ°~e, and•. foqn the main source of e -
mergency medical treatement outside of the Powers of the Biotech or a ship's · sick bay. The use
of drugs is subject to several restrictions.
1. Only one drug may be active in a character • s system at one time.
2 . Only the specified number of doses of a given drug may be taken safely in the time given
in the text below.

Violation of either of these rules requires a check on the Drug Abreaction Table below.
Table 0730.l, DRUG ABREACTION TABLE
Die
Roll Effect
I="2 Drug takes effect normally.
3-4 Neither drug has any effect . The benefits of both are lost .
5 Character loses all current Hit Points, go,tng into coma . If he makes a Vitality ST
he -will lose only 50\ of his Hit Points and lose consciousness for 1-10 min.
6 Character dies.
Availabl e drugs are sold in single-dose, disposable injectors, capable of penetrating any
form of c l othing or armor except Power Armor. They require a full mt of contact with the subject
to do this.
Drugs are specific for use by one Base Element Type only. The usual notation for this is
the name of the drug followed by the symbol qf the Base Element. A. Human or Trilax would req,u ire
Poly:ellulac C, for example, whereas a Siliocid' requires Polycellulac SL A drug designed for
a Base Element other than the user's will acts as a poison.

Polycellulac- A healing drug. It will restore Hit Points at a rate of 10 per dose. The drug
remains active in the system for 1 hour, and the maximum safe dose is 2 per day.

Psiban- Increases PSI ST by :+-2 for l hour. It remains active for 1 day , and the maximum safe
dosage is l per day.
41
Hyperdexamylophet- Increases Speed and co- ordination scores by +2 for l hour. Remains active
for l day. The maximum safe dosage is l per 3 days. The use of this drug permits temporary
exceedi ng of the Racial Max imum scores, subjec t to the GM 1 s option .

Wakee- Allows the user to stay active, on watch , in canbat, etc., for an extra 10 hours. The
character requires a full 20 hours rest thereafter , or he will suffer an abreaction. No other
drugs may safely be used, including Wakee, until he has thus rested . He may, of course, seek to
keep going with another shot .

Vivergon- A powerful, life-energy stimul ant . Applied within l min. of death , it has a chance
of restoring a character to life . Roll percentile dice to determine effect. On a roll of 01-30
the character will be revived, with a Hit Point score of O. On a rol l of 31-60, the drug will
cause brain damage which , apart from not reviving the subject, will prevent his revivification
by other means as wel l. On a roll above 60 , the drug has no effect at all. Up to two doses may
be applied after death, any further i njections wil l. autanatically cause the brain damage.

· Gra visol -
A drug to reduce the effects of high gravity on the user ' s system. It will not reduce
its effect on the subject 1 s physical Abilities , but makes him more resistant to Gravity Shock.
Each dose will reduce the effect of gravity by so,. Thus, a character in a 20 g field , would on-
ly experience system strain equivalent to a 10 g field .
The effect lasts for l day, and the drug is active for 2 days. The maximum safe dose is
1 per day.

Anarad- Reduces the intensity of r adiation impingi ng on the user by SO\ . The effect lasts 1 hr.
The drug is active for l day, and the maximum safe dose is one per 2 hr .

Ultrasedati.ve- May be used at full strength, or given in a half-dose for less potent effect .
At full strength , the drug k nocks the subject out for 1 day .
At half-strength, the drug adds +2 to the character • s ST vs. any form of Insanity, by ma-
king his nervous system more flexible in the face of shock. The effect lasts .2 hours.
The drug is active for l day in eithercase. The Maximwn safe dose is 1 per day at full
strength, and as often as desired at half-strength.

Universal Antitoxin- Acts to neaget the effects of ppison. As a preventive measure, taking the
drug will add +6 to the Vitality ST against Poi soning for 3 hours. If adzninistered within 3 mt
after a subject has been poisoned, the drug wil l heal damage done by the poison, or revive a
character who dies by poison , with O Hit Poi nts, ie . in a coma .
The drug reamins active for 1 day, and the maxi mum safe dose is 1 per day as a preventive.
Unlimited use is permitted as a direct antidote, though onl y one dose per poisoning is allowed.

Universal Antibiotic- Effective against all forms of infection. The drug has a 20\ chance of
curing a disease outright, a further 20, chance of reducing damage from the d isease by SO\, if
it does not cure i t, and a 60t chance of not working at all. If used as a vaccine, rather than
a cure, it will render this immunity f or 1 week. The maximum safe dosage is l per week, and the
drug remains active for 2 days.

Po-Nerboost- Adds 20 points to the Power score of a Mutate, Technic, or Biotech . Remains active
f~r l week. Maximum safe dosage is 2 per week. The user must make a Vital ity ST after taking
the drug, or he will lose consciousness for 1-10 minutes , though still receiving the e x t r a Power.

Shock Restorative- . This drug may be safely used at any time, no matter what other drugs are in
the subject's system. It will restore a character in a coma to consciousness, and a llow them
movement at 50\ of their normal speed. They are incapable of combat or other exertion while in
thi s state, but they are at least consci ous, and somewhat mobile. The Hi t Points rema in at O i n
thi s state.

0740 . MEDICAL SERVICES


These are major medical services available to character's at any world of the Combine, and
a ny culture decreed by the GM to have the medical technology to perform the service desited.

General Healing- Repair of damage by restoring Hit Points.

Curinq Disease/Shock- cure of infectious disease, physical effects of N- shock, Grav-shock , Vac-
Shock, etc.:
42
Psychoanalysis- cure of any form of mental imbalance , insanity , etc .

Revivification- Ressurection of the dead. The odds of success vary according to how long the
character has been dead , without being stored in Biostasis to prevent cel l ular disintegration,
a process which can only be halted by Biostasi.s. For every day since death that the character
has been without proper storage, subtract s, from 100\ to determine the percentage chance of a
successful revivification. An extra payment of 1000 CJ( per Vitality point of the subject will
add 20, to the odds , in f avor of success. Thus, a character has been dead for 13 days. He has
a 35\ chance of revival. His Vitality score is 12. For an extra payment of 12, 000 C~, his
chances are improved to a new score of ss,. A second payment of 12,ooo CJ(. will bring the odds
to 75\, and so on. As long as a character has even a s,
chance of revival when he i s brought in
for treatment, the Player may expend credit to improve his odds , clear up to lOO't. if the money
holds out.

Clone Record- A form of "'life insurance" popul ar wi th many adventurers in the Combine. A sample
of the character's cell tissue is left at a major medical center of the Biotech Guild. Besides
the fee listed for the initial service in the p:rice list at the end o f this chapter, the character
must pay 100 CJ( per month upkeep on the sample. Upon the character being declared legally dead,
a requirement the GM must set up according to the structure of his individual campaign , the
sample will be cloned into an exact replica of the character as he was when the sample was taken!
The Clone will possess only the level, skills , Powers , bonusses, etc . , of the character as he was
when the sample was taken. The character may leave a memory tape of his knowledge, updating it
at no extra cost whenever he is in port , but this will not affect the Clone's Abilities or abil-
ities, only the Player's right to use information gained by the character afetr the sample was
taken. The only way to minimize the " lost time" penalty of a Clone is to have a fresh cell sam-
ple taken before leaving for each adventure, an expensive proposition.
The Charter of the Biotech Guild forbids the Clone of a living being to be grown , and in
combine law, the Clone has the same i dentity and rights as the original. The makings of several
nasty scenarios can be found in this operation.

Cosmetic surgery- various forms are available , cheap and easily reversed. Possible options are
sex or age change , disguise, apparent change of species , etc . The alteration is in appearance
only, not in a bilities.

SexChange- A complet e and actual change_ in gender, SexChange requires much money, and one year
of hormonal, surgical, and psychological treatment. But, a Human Male, undergoing seXChange .
would, at the end of the year , be a Human Female, capable of conception, gestation, and birth .

LitrV>/Organ Regeneration- A means of stimulating the body to regrow lost members.

Rigger Operation- An operation fitting the body with bionic sockets, into which the control
plugs for almost every type of computer, control , or complex device in the Dnpire' s technology
1
fit , allowing the device to be run by the nervous system of the "ri9ger,' as an extension of
his own person. -nus OPERATI<l'I IS A Nl:X:ESSITY FOR ALL SPACE TRAVELIERS IN '1llE CI\MPAIGI! ! ! ! ! !
Without it , they cannot pilot a ship, run its weapons or drives , control its ccrnputer or sensor
arrays, use Power Ai,nor or large automated equipment, nothing .

8ionic Modifications- Various modifications are available in the Combine. No more than two
modifications may be retained by a character at one time , though a full set of arms or legs
counts as only one modification. Upon the death of a character , h i s modifications are destroyed,
and must be replaced i-wth a new set , or the limbs or organs that were modified must be regenerat-
ed. Bionic modifications may raise Ability scores above the Racial Maximum, though the GM may
impose a ceiling on the bonusses thus obtained.

Bionic Arms- Increase the Physical Power score of the arms by 2-12. Increase Co-ordination by
l-6.
Bionic Legs- Increase Speed in terms of running by 2-12. Increase Physical Power of legs by
2-12 .
Biocomputer- Increase IQ by 2-12. Reduce PSI by soi. Holds S extra Cerebrotapes , above the
maximum number allowed the character by his IQ score .
Autoheart- Increases Vitality score by 1 - 6 . Increases native-9 score as regards physiological
effects of gravity by SO\ .
Skeletal Brace- Increases Physical Power by 1-6. Increases native-g score by so,.
Neuro-energetic Web- Increases Co-ordination and Speed by 2- 7.
Subdermal Armor- Gives 1 die of armor protection , which is cumulative with other amor worn.
Subdermal Screen- Gives l die of screen protection , which is cutnulative -with other screen worn.
Telepathic Inducer- Gives user telepathic . ability, wi th a range of .s km per poi nt of PSJ Ability.

43
0750. MISCELLANEOUS EQUIPMENT
Personal Anti-q.tavity Field Uh.it- A s kin-tight suit of metallic material, wearable under armor,
which is charged with a field reducing the pul l of gravity on the wearer by SO\ . Requires l mil-
liSlug per hou.r to operate.

E- M Vi.sigoqqles-A set of goggles extending the user's perception of light into the Infra-red
and Ultra-violet ranges. Negates the effectiveness of smokescreens, Blackout Powers, etc.

Personal Conrnunicator- A small device, the size of a pack of tobac- stiks, capable of N-radio
communication at a maximum range of l det.

Breather Mask- A small device which will provide breathable atmosphere for a selected life- form
for l hr. on a l ERG charge. The equivalent device for Silicoids provid es l day 's solar energy
at the same cost.

Portable Sensor Pack- A backpack device , p roviding a number of services. It has an N- radio unit
with a range of 10 dets. Within this range, it can tap directly into the ship's computers, act-
ing as a teminal for passive display only . It has a small sensor unit, with a l km. range, and
a recorder with audio- visua l and sensor recording facilities. It requires a centiSlug to operate
for 1 day.

'Defense Sensor Pack- A set of 4 small sensor units and a central alarm unit. The sensors, set
at intervals of 100 m or less, set up a p erimeter which nothi ng can cross undetected, unless it
is indetectable to normal e nergy scans, like a Mutate or Technic in a Side slip state, or a Bio-
tech who is Energy Transparent. Anything crossing the beam between two of the sensors wi l l trig-
ger an alarm on the central unit.
A variant form of this equipment is available, t hat will expose anything crossing the defense
perimeter to Blaster fire from the defense sensors. These will hit on a roll of l to 5 on a 6-
sided die. The Defense Sensor uses l ERG per day, and is powered with a centiSlug cell.

Anti-gravity Sledge- The "space mule," as it is colloquially known, is a flat platform, 2 m x


3 m, fitted with a small anti-grav lifter, and air jets to equalize inertia. It can lift up to
500 kg of mass, allowing it to be pushed , pull ed, or towed along by a character or vehicle.
The machine requires l ERG per hour of operation, and uses centi Slugs to get it.

Technical Repair Kit- A backpack size unit, storing 100 ERG for use by Technics or others in
making repairs when cut off from shipboard supply sources. Accepts energy fraa any power source.

Thought Screen- l\ belt worn unit, acting as a complete block against Telepathy, Psi onic Sense,
similar Powers used by other Classes, and N-shock. Against other forms of mental attack or
influence. it gives a +4 to the ST attempt of the wearer . I t requires 10 ERG per hour of use,
and is fueled by centiSlugs.

0760. PRICE LIST


These are prices current in the Combine. On l ess advanced Empire technology worlds, the
costs will double, or even triple . On worlds of equivalent advancement that do not use ERG
standard currency, the GM wil l decree the rate of exchange for qua.nti ties of valuable resource,
such as heavy metals or radioactive ores. These must be found by the characters to provide a
means of exchange , or purchased at high cost in the resource- hungry Combine.

0761. WEAPON COSTS


We,rpcn Cost (C1-} Hass (kf[) Weapcn cost {C1-} Mass {k,J)
Blaster 75 1 Grenade Pistol (cont . )
Blast Rifle 150 3 Neutrex 25 1
Ion Chatter 100 2
Tangle Gun 100 Fluid Gun 10 3
Gamma Mace 250 5 Splat Rifle 100 5
EMP Gun 100 1
Neuro-distorter 150 1 Luxblade 100
Neuro-ri fle 250 3 Nerve Rod 50 1
Slug Pistol so 2 Force Glove (ea.) 75 .5
Slug Rifle 80 4 Stasknife 75 .1
Missile Projector 25 3 Stassword 125 .5
Needle Gu.n 30 1 Vibroknife 50 •5
Grenade Pistol : Vibrosword 100 1
l ERG 10 1 Electroweapons 10-100 1-5
2 ERG 15 1 Titaniwn Alloy 5-50 1- 3

44
AmmUnition Cost Hass AzMruni tion ~ ~
-1- ~ Fluid Gun Canisters:
milliSlug Battery
(used for all Empire Energy weapons) Thennosol 5 1
Cryosol 5 1
Slug Clips (20 rounds, fits Pistol or Rifle), Hyperacid 10 1
AP amno .5 .1 Tranquilizer Gas 20 l
HE ammo .1 Poison Gas 50 l
Slip Dust 10 l
Projector Missiles : Clogger 10 l
AP Missile .5
liE Missile .5 Hand Grenades :
Incendiary Missile 5 .5 HE 2 .5
l ERG Crystal warhead 5 l Fragmentation 5 .5
S ERG Crystal warhead 10 l Gas 10 .5
10 ERG Crystal Warhead 20 l
Neutrex Warhead 50 l Mechanical We~e2_ns Cost Mass
-4 -
Repeater Crossbow 20
· Needle Gun Clips (20 rounds): Powered Pulley Sow 30 2
Standttrd l .l
Electrocharge 10 .l crossbow quarrels (clip of 5),
Tranquilizer 5 .l Standard .5 l
Poisoned 20 .1 HE tip l
Electrocharged 5 l

~ ~ p
CrrtP.r-...,
Arrows:
Standard
HE tip
.1
.5
.l
.l
£lectroch~rged l .1

0762. ARMOR AND SCREEN COSTS


Armor Cost Mass screen Cost Mass
-2-
-5- Too
Macroplast Armor ""Is" Monolevel Screen Unit
Space Armor so 10 ouolevel Screen Unit 200 4
Combat Space Armor 100 15 Q-screen Harness 500 6
Power Armor 500 soo•
Space Blob 10 1
Jove Suit 1000 500*
Exoskeleton 300 300*
• Mass is not a major factor as long
as armor has power. All armor units marked
with (•) require . 1 SCL of ship's hold space.

0763. MEDICAL AND PHARMACEUTICAL EQUIPMENT


Item Cost Hass Item cost ~
-3- Too
Emergency MediJcit Too Vivergon
Personal Mediki t so .s Gravisol 100
Anarad 200
Drug ampoules: .l Ultrasedative 7S
Polycellulac 100 Universal Antitoxin 150
Psiban 2S0 Universal Antibiotic 250
Hyperdexamylophet 150 Power.boost 300
wakee so Shock Restorative 100

0764. MEDICAL SERVICES


Service Cose Service Cost
Heal 1 point of damage -1- Bionic Modification:
Cure Disease/Shock 100-1000 Bionic Arms 100,000
Psychoanalysis 100-600 Bionic Legs 100,000
Revivification 10,000+ Biocomputer 150,000
Clone Record 1000 + Autoheart 250,000
cosmetic surgery 100 Skeletal 8r&ce 150,000
SexChange 10,000 Neuro-energetic Web 250,000
Limb/Organ Regeneration 100-600 Subdermal Armor 25,000
Rigger Operation 100 Subdermal Screen 25,000
Telepathic Inducer 150,000

45
0765. MISCELLANEOUS EQUIPMENT
Item Cost Hass
Personal Antigravi ty Unit 1000 rr--
E-M Visigoggles 25 .5
Personal Communicator lO .2
Breather Mask 5 .5
Portable Senso r Pack 200 ..,,Jw, Oll(");po C
Defense Sensor Pack:
Standard (4 sensors) 100 5
wi th Blasters (4 sensors) 300 lO
Anti- gravity Sle~e 200
Technical Repair Ki t 50
Thought Screen 150

0800. SPACE TRAVEL AND NAVIGATION


Space is vast, both the realspace and N-space continua . But the hyperdimensional void of
N-space teems wit h strange l i fe, and perilous natural phenomena , and even realspace •is not so
empty and safe a place as once was t hought .
TwO scales of space travel are used in the campaign: Interstellar travel , v i a the medium
of N-space; and Interplanetary flight, sublight hops in realspace, usually within the boundaries
of a star s y stem.

081 0. N-SPACE TRAVEL


Interstella r travel requires transit through ~-space, a hyperdimensional continuum, which
exists in a point-to-point congruency with the realspace continuum . Travel in N-space, however,
permits movement from point to point at velocities in excess of c, the speed of light. A star-
ship uses its N-drive to enter the N- space continuum, and t o navigate therein. The standard
speed for an Empire N-drive i s 1 hyperklick (hk) per hour. Travelling l hk i n N-space is the
equi valent of travelling l lite in realspace.
N-space navigati on requires a functioning Astrogation Computer to control the N- drive, or
a pilot . with N-space Sense. It also requires two vital pices of information : the Co-ordinates
of the starting point and the destination . co-ordinates will be fully explained at the start of
section 1100. These figures are a series of three numbers , giving the locations in rel ation to
the star Newson, in the Combine , which is the c entral reference point for all Combine star maps .
Entering N-drive from unknown co-ordinates , or leaving N-drive (called norma.lizing) at a
point other than the programmed destination , or activating the N-drive without a programmed des-
tination for that matter, will put the ship in danger of becomi ng lost, the result of which is
determined from the follo wing table .
TABLE 0810.l , Lost Ship Effects Table
Die
Roll Effect
- 1- Shi p's Computers spot error. No effect on travel. Destination may be set after enter-
ing N- drive.
2- 4 Ship l ost. Will emerge from N-drive at a random l ocation , determined by the GM.
S- 6 Ship lost, as above , but ln addition , the Astrogation Computer will b2eakdown, tak-
ing 1-100 points of overkil l, and must be repaired before the ship can normalize.

But the greatest danger in N-space travel is not the chance of becoming lost. Time and pow-
er will correct any setbacks in that department. The hyperspace continuum teems with monstrous
life, strange hazards criss-cross the ship lanes, and the vessels of powerful and sometimes hos-
tile life-forms may be encountered . The hyperdimension is airless, but in addition to this mun-
dane danger, its fabric is so foreign to the mental energy of realspace inhabitants that expo-
sure to the conditions outsi de the ship can result in the psycho-physical i mbalance called N-
shock.
For all its hazards, N-space is the key to the stars, and the explorers of the campaign must
face its dangers as the mariners of old faced storm, reef and sea monster to reach the shore,
where waits wealth and adventure .

0811. REALSPACE TRAVEL


Travel in realspace is not without its perils . While no forms of life indigenous to the
spaces we know have yet been discovered, the l)erils of nature, Meteor Storms, Anti-matter Clouds,
and other exotic hazards, endanger the would be expl orer .
Realspace flight is accomplished by use of the Quasi-acceleration Drive. Thi s mechanism is
capable of giving a ship a ve l ocity near that of light in seconds, and is capable of maneuvers
that could fly rings around our Terran vessel s of the late 20th Century.

46
To change the ship's velocity by 11 of the speed of light, a Quasi-acceleration of l g
is applied iwth the Q-drive, for 1 second. Larger changes are accanplished by applying a
larger quasi-acceleration, but the ship must apply this force at a rate equal to the desired
velocity change in centics ( .01 c, or centi-c, thus centic) squared.
A 2 centic/sec change in the velocity requires a quasi-acceleration of 4 g. The table
below gives the whole number values for acceleration using the Q-drive.
TABLE 0811.l: ()-DRIVE VEWCITY CHANGE VALUES
Quasi-acceleration velocity change in centic/sec One must keep in mind that a
1 g 1 centic is a distance/time function,
4 g 2 equal to a speed of 1000 km/sec. A
9 g 3 speed of 100 centics is equal to c,
16 g 4 the speed of light. Any vessel achiev-
25 g 5 ing a speed of 100 centics or more is
36 g 6 asking for trouble, as the speed of
49 g 7 light is still the speed limit in real-
64 g 8 space, and Nature does not merely fine
81 g 9 speeders in her j urisdiction. A ship
100 g 10 which exceeds 99.9 centics in speed
must check the following table .
TABLE 0811. 2: EFFECTS OF SUPRA-LIGHT SPEEDS IN REALSPACE
Die
Roll Effect
-1- Ship destroyed.
2-3 Ship enters N-space, and must roll on Table 0810.L
4-5 Ship automatically randomizes to point in space determined by the GM .
6 Ship destroyed.
It is not nice to fool with Mother Nature.

we have now set forth the rate of increasing or decreasing speed using the Q-drive, but
i t is tedious to make the formula to determine the rate of travel at a given velocity in centics.
The following table gives the time to travel a distance in dets or AU, the basic units of dis-
tance in realspace flight, at a g iven speed in centics.
TABLE 0811. J : DISTANCE/TIME CONVERSIONS FOR SPEED IN CENTICS
Speed Dets/ AU/ Speed Dets/ AU/ Speed nets/ AU/
(Centicsl Sec Hr (Centics) Sec Hr (Centics) Sec Hr
01 ~ -:ci6 34 ~ 2.26 67 1.34 4.46
02 .04 . 13 35 .7 2. 33 68 1.36 4.53
03 .06 . 2 36 • 72 2.4 69 1.38 4.6
04 .08 .26 37 . 74 2.46 70 1.4 4.66
05 .1 . 33 38 • 76 2.53 71 1.42 4. 7 3
06 .12 .4 39 .78 2.6 72 1.44 4.8
07 .14 .46 40 .8 2.66 73 1.46 4.86
08 .16 .53 41 .82 2. 73 74 1.48 4 . 93
09 .18 .6 42 .84 2.8 75 1.5 5
10 .2 .66 43 .86 2.86 76 1.52 5.06
11 .22 . 73 44 .88 2.93 77 1.54 5 . 13
12 .24 .8 45 .9 3 78 1.56 5.2
13 .25 .86 46 .92 3.06 79 1.58 5.26
14 .28 .93 47 .94 3.13 80 1.6 5.33
15 .3 1 48 .96 3.2 81 1.62 5.4
16 . 32 1.06 49 .98 3.26 82 1.64 5.46
17 . 34 1.13 50 l 3.33 83 1.66 5.53
18 .36 1.2 51 1.02 3.4 84 1.68 5.6
19 .38 1.26 52 1.04 3.46 85 1. 7 5.66
20 .4 1.33 53 1.06 3.53 86 1.72 5. 73
21 .42 1.4 54 1.08 3.6 87 1.74 5.8
22 .44 1.46 55 1.1 3.66 88 1. 76 5.86
23 .46 1.53 56 1.12 3. 73 89 1.78 5.93
24 .48 1.6 57 1.14 3.8 90 1.8 6
25 .5 1.66 58 1 . 16 3.86 91 1.82 6.06
26 .52 1. 73 59 1.18 3.93 92 1.84 6.13
27 .54 1.8 60 1.2 4 93 1.86 6.2
28 . 56 1.86 61 1.22 4 . 06 94 1.88 6.26
29 . 58 l.93 62 1.24 4 .13 95 1.9 6.33
30 .6 2 63 1.26 4 .2 96 1.92 6.4
31 .62 2 . 06 64 1.28 4.26 97 1.94 6.46
32 . 64 2.13 65 1.3 4.33 98 1-96 6.53
33 .66 2. 2 66 1.32 4 .4 99 l.98 6.6
99.9 2 6.66666

47
Using this table, a Player can tell at a glance how long it will take him to travel a given
distance at a given velocity.
An example given here now demonstrates the overall process of making a realspace hop using
the Q-drive . A Player's ship is in a star system. He desires to travel to a planet lying 5 AU
away. The ship's current speed is O centics. Wishing to make the minitnum possible time, he or-
ders the ship to accelerate to 99.9 centics, at an acceleration of 4 g. It requires the vessel
SO seconds to reach this velocity at that quasi-accelera tion (2 is the root of 4, 99.9/2 is near-
ly SO, therefore, SO seconds of quasi-acceleration). At 99.9 centics, the ship travels at 6.66
AU/hr. 5/6.66• . 75, so the hop requires • 75 hr, or 75 minutes.

0812. ENERGY COSTS OF SPACE TRAVEL


The following amounts of energy are subtracted from a ship's Energy Status Record when the
ship performs the maneuver listed.
One hour of flight on N- drive. 1 ERG
On8 hour of flight on /)-drive. 10 ERG
Planetary landing/ take-off 1 ERG per .5 g of planetary gravity .
Combat :
Ener9y allocated to screens p,er mt . Subtract energy allocated each mt.
Ener9y fired from each 91Jn. Subtract energy allocated each int.
Enter N-space (turn on N- drive). 10 ERG.
Leave N-sp,,ce (turn off N-drive). 10 ERG.
Eg. A starship lifts off from the Newson III spaceport. This port has tractor/presser l aunch
beams, so no energy is required for lift-off or landing . It programs the canputer with the Co-
ordinates for its destination, a s tar lying 175. 4 lites away, and enters N-space. It spends 10
ERG to activate the drive, and will have spent 175.4 ERG to travel to its programmed exit point,
with another 10 ERG required when it nomalizes into realspace at the destina_tion. The energy
costs for the whole trip, running 175.4 hours, will be 195.4 ERG. The GM may choose to round
all fractions to the hearest whole nl.lTlber, in the interests of ease in bookleeping. If, on the
way, the vessel has a.n encounter that leads to combat, then it will deduct the energy expended
from the Energy Stataus Record. Details for how energy is all ocated and dispersed in canbat are
to be found in section 1000 ff.
· While in the system it finds at its destination, the ship spends a total of 22 hours in
Q-drive flight, for a further expenditure of 220 ERG. Finally, loaded with loot, the ship re-
enters N-space, heading for another system. Hore energy is deducted, based on the length of that
voyage.
The GM will find it useful to deduct all energy for travelling on an N-space flight in a
lump, at the beginning of that hop. If the ship survives to exit at its destination, they have
spent t he energy anyway . If they are killed en route, it hardly matters when the deductions were
made, so it might as well be tidy.
Other costs in ship energy are given in these rules , for special operations such as re-
pairs, powering particular equipment, etc. These should be deducted when used . It it easiest,
we have found, if the GM calculates the energy expended in a given s ituation, but the Players
are responsible for maintaining the Energy Status figures up to date.
0820 . ENCOUNTERS IN SPACE
There are a number of different phenomena that may be encountered in space by a shipload
of adventurers . Navigation hazards1 other vessels# derelicts, or, in N-space, monsters.
The odds of having an encounter are fairly simple. For every hour a ship spends in space,
there i s a l \ chance it will have an encounter. The mechanics of this are not too difficult .
When a starship lifts off, the GM will roll percentile dice. The score r olled indicates t.he hour
when the encountei will occur. If the vessel survives the first encounter, the GM rolls again .
The indicated number of hours later, the next encounter canes along . A ship may not have an
encounter if it is in a planetary orbit, or if it has landed. The one possible except.ion to
this rul e is in the case of an encounter with another ship. The GM may exe:::-cise his opti on to
cause the encountered ship to open communications with, or attack, the Player ship. It will de-
pend o n the type of ship it is, and the structure of his campaign scenarios.
Let us take an e xample. The "Hunter,'' a register~d, armed explorer vessel of the Combine,
lec1tves orbit from Newson III, and enters N-space. The GM rolls percentile dice , scoring 32 . In
hour 32, t he ship has an encounter. The "Hunter" survives whatever it was, and the GM roll s a-
gain, scoring a 47. In hour 79 of the expedition, the "Huntet'' has another encounter . If i t also
survives t h is one , t he GM rolls , scoring 42 . In hour 121, however, the "Hunter" is landed on a
planet, and will have no chance of space encounters until it lifts off again. Upon lifting off ,
the GM rolls the dice , plotting h is timetable of encounters from the hour of lift- off.
If a ship is simply in transit, then no special data is needed between encounters . If i t
is in a system, and carrying out sensor scans, travel ling from planet to planet , or what have
you, the GM must keep track of the time passing, a nd when the encounter comes up, he will in-
terrupt whatever is going on with the announcement that various alarms are sou,n ding, indicating
the presence of the enocuntered phenomenon.
It will be to the GM's advantage to keep a "log" on a sheet of scratch paper, track ing the
time-progress of a ship. Not only is this useful for recording encounter times, but it can be
a shorthand record of the voyage for t he GM' s records in terms of systems e xplored, sp@cial d~ta
or discoveries gained, energy expended , etc . Here is a sample.

(Encounter Starship "Hunter" Lift-off from Newson I ll 500.0654


Rolls) Hour Event
GM rolls 35 ooii"' ~ N-drive for co-ordinates 36, -86, 106. Distance : 141 lites.
GM rolls 58 035 Encounter 3 Voidsharks. Expend 472 ERG in combat.
GM rolls 62 093 Encounter Energy Storm. Mutate Alpar killed, but revived.
141 El:nerge at destination. Activate sensor scan. Subtract 161 ERG
travel costs.
151 complete scan. Find 4 planets.
GM rolls 69 155 Encounter hostile ship. Destroy enemy in comba t. 927 ERG expend-
ed .
1S6 COimtenc e repairs on shi p.
160 Repairs complete. 30 ERG expended.
Sh ape c ource for planet #3 . 1. 5 hours of Q-drive. 15 ERG expend-
ed.
161. 5 Enter orb it around planet #3.
Ship is not (The ship spends 14 days on the planet, in consultation wi th a frie ndly cul-
able to have ture on its surface. Several loads of ore are processed and loaded.)
encounter . 301 Leave orbit, return to safe N-drive activation range, 2 hours of
Q-drive. 20 ERG expended.
GM rolls 82 . Enter N-drive, heading for Newson III, a return trip of 141 lites.
GM rolls 90 . 383 Encounter. Evaded by d i verting power to drive. 36 ERG expended.
Ship is s•fe 442 £merge in Newson system, enter parking orbit around Newson III.
in port before Subtract 16 1 ERG of travel costs. Date is now 500 . 1098, round
hour 473. to 500.110 b y the time travellers reach ground .

A total of 4 42 hours were spent in tho trip, or 44.2 days. These figures are important for
gaining e xperience points (see section 1200) for charactel"s at low levels. The GM will find
his own shortcuts with this record, b u t sane form of it should indubit.ably be kept.

0821. ENCOUNTER TYPE DETERMINATION


When a ship has an encounter, the GM will consult the following tables, according to the
0

type of space the s h ip is in, the determine what i t has run into (figuratively speaking). Full
descriptions of the vessels, monsters, and natural phenomena listed here are given in the sec-
tions following this one, as are rules for t r ying to avoid cont.act with the nasty things in the
first plac e.

49
TABLE 0821. l, N-SPACE ENCOUNTERS TABLE 0821. 2, REALSPACE ENCOUNTERS
Die Die
Roll E·n counter Roll Encounter
-1- -1- Ship
MOnster
2 Ship 2 Navigation Hazard
3 Navigation Hazard 3 Derelict
4 Derelict 4 Navigation Hazard
s Monster s Ship
6 Navigation Hazard 6 Navigation Hazard
7 MOnster

~
8 Navigation Hazard
9 Ship
0 Derelict '°"' ~1..~tft..
·o

TABLE 0821 . 3, SHIP ENCOUNTERS IN N-SPACE TABLE 0821. 4, SHIP ENCOUNTERS Ill REALSPACE
Die Die
Roll Encounter Roll Encounter
01- 10 Warship 01-10 Warship
11-30 Explorer 11-20 Cargo Ship
31-40 Trader 21-40 Explorer
41-50 Pirate 41-SO Pirate
51-60 Slaver 51-65 Trader
61-70 cargo Ship 66-75 Slaver
71-80 Sni:z 76-80 Sniz
81- 00 Hagnagai 81- 90 Roboids
91- 00 Robokiller
TABLE 0821. 5, N-SPACE NAVIGATION HAZARD$ TABLE 0821 . 6, REALSPACE NAVIGATION HAZARDS
Die Die (SYSTEM SPACE• I
Roll Encounter Roll Encounter
oI:20 Trans- dimensional Nexus 01-15 Meteor Storm
21-30 Trans- dimensional vortex 16-17 CT Meteor Storm**
31-4 S Radiation Stom 18-40 Radiation Storm
46-SO Energy Storm 41- 70 Null Energy Zone
51-60 Gravity Slope 71- 85 Oust Cloud
61-65 Gravitational Anomaly 86- 87 CT Oust Cloud. .
66-75 N-shock Cluster 88-9S Gravi.t y warp
76-85 Anti-quark Cloud 96- 98 Power Flare
86-95 Ether Quake 99- 00 Rogue Missile
96-0? Rogue Missile * Space within a Sta r System.
•• In a system composed of CT matter, exchange
TABLE 0821. 7, MONSTERS the positions of CT Meteor ·storm and Meteor $tor
Die and Oust Cloud with CT Dust Cloud. In other
Roll Monster words, Terrene Matter is "CT11 in a CT system .
01-0S Voidshark
06-12 Echinaster TABLE 0821.8, REALSPACE NAVIGATION HAZARDS
13 Ultra-violet Stelloid Die (DEEP SPACE)
14-16 Blue Stelloid Roll Encounter
17-18 Yellow Stell oid 01-2s Radiation Storm
19-20 Red Stelloid 26-35 warp Blast
- 2l Infra- red Stelloid 36-5S Null Energy Zone
22-27 $warmers 56-80 Ion Storm
28-30 Mindbomber 81- 90 Meson Storm
31-33 Psibomber 91-92 Quantum Storm
34-38 Temblon 93-95 CT Dust Cloud
39-40 Randomizer 96-98 Quantum Black Hole
41-SO Zaps 99-00 Rogue Missile
s1-s5 Kyperzoa TABLE 0821. 9, DERELICTS
56-58 Accelerons Die
S9- 62 Radiorgones Roll Encounter
63- 72 Tyndaloigor Ol- 0S Forerunner ship
73-75 Hoolis 06-20 Alien Ship
7S-76 Ultra -violet Stellons 21- 40 Empire Ship
77-80 Blue Stellons 41-50 Forerunner Beacon
Sl-83 Yellow Stellons Sl -85 Empire Information Beacon
84-90 Red Stellons 86-00 Life Craft
91-9S Infra -red Ste llons
96-00 Grc:mnon
50
0822. DESCRIPTIONS OF SHIP ENCOUNTERS
The bulk of the ships that the Player-characters will encounter are nowhere near as well
designed or built as their own, customized explorer vessels. The GM will have the option of
deciding if an encountered vessel is a standard non-player ship, or a "special't or personality,
ship, that is; one with a fully built crew of characters the GM. has introduced into the campaign
to give it some depth . Personality ships, like personality non-player characters, will have all
the advantages of Player-characters, as they are being handled by the GM as discrete individuals,
personalities in their own right. The GM need not go through the time-consuming process of de-
signing such characters and vessels, but he will find that a few notable pirates, or famous sol-
diers of fortune in the campaign, with histories and motivations of their own, will spice up a
scenario notably.
The standard, non-player ships described below will have the following data. The number
of Ship un•i ts in size a vessel may be, the number of CREW, STROCTURE, and SYSTEM points per SU
the ship ha s, and a breakdown of how SU are distributed by function (ie . how many Drive Units,
Gunnery Units and weapon systems, etc . ) Also given is the number of ships appearing (NA), and
their origin- culture .
WARSHIPS NA: l-3 ORIGIN: 30:l Combine; 30* Kin,rdom; 40* Alien .
SIZE: 20, 5 SU; 3011 10 SU; 30"< 20 SU; 101 SO SU; 101 100 SU.
STRUCTURE: 20 points per SU. SYSTEM: 10 points per SU. CREW: 5 points per SU.
warships will have twice the required number of Drive Units (2 per 10 SU) and will have
1 Gunnery Unit per S SU, with the weapon distribution being 2 ERG Gun systems, 1 Tractor/Pressor
systein, and l Pulser system.
· To best illustrate the use of these data, let us construct a hypothetical Warship encounter.
The GM rolls a 3-sided die, determining that only 1 ship is encountered. He rolls percentile
dice to determine origi n of the ship scoring a 65. This indicates that it is a ship from an A-
lien culture. A roll of 01-30 would have meant· the ship was a Combine vessel , and a roll of 31-
60 would have meant the ship was from. the Kingdom, the Cornbine's arch- rivals in space explora-
tion. He rolls percentile dice again, to dete rmine the size of the s hip . A score of 57 is
rolled, indicating that the ship is 20 SU in size. The ship will therefore have 400 Structure
points, 200 SYSTEM points , and 100 CREW points .
The vessel will have 4 DU (Drive Units), and 4 GU, f iring two ERG Gun systems, a Tractor/
Pressor System, and a Pulser system.
Another· e xample, let us say the vessel had been 100 SU in size . It would have 2000 STRUC-
TURE points, 1000 SYSTEM points, and 500 CREW points. It ._-ould have 20 OU and 20 GU, mounting
10 ERG Gun systems, 5 Tractor/Pressor systems, a.nd 5 Pulser systems.
The meaning of all these figures will be made clear in sections 900 ff and 1000 ff, dealing
with ship construc tion and combat respectively.

Having illustrated the uses of encounter data, we will now give the figures for all the
types of vessels listed, recapitulating Warships for a start ..

WARSHIPS NA: l-3 ORIGIN: 30% Combine; 30"< Kin,rdom; 40% Alien.
SIZE, 20% 5 SU; 30% lO SU; 3011 20 SU; 10% SO SU; 10% 100 SU.
STRUCTURE: 20 points per SU. SYSTEM: 10 points per su. CRiiW: points per su.
Warships will have l DU per 5 SU, and l GU per 5 su. Weapon distribution is 2 ERG Gun sys-
tems, l Traetor/Pressor system, 1 Pulser system.
Combine warships will never initiate hostilities with a Combine vessel, though if it is wan-
ted for some crime or in performance of illegal actions, the warship will seek to place its crew
in arrest. In such cases, the Warship will mainta"in weapon parity, that is, it will not use a
lethal weapon such as an Energy Cannon, unless attacked wi th a lethal weapon. It will instead
fire its Pulsers and Tractor/Pressor weapons. Kingdom warships will almost a lways seek to take
a Combine vessel , though an offer of remuneration will often soften the captain's heart. Alien
vessel s will react according to the Reaction Dice, unless atta cked first.

EXPWRER NA: ORIGIN: 33' Combine; 33% Kin,rdom; 34% Alien.


SIZE: 401 10 SU; 40t 20 SU; 15:11 SO SU; 5 % 100 SU.
STRUCTURE: 25 points per SU. SYSTEM: 20 points per SU. CRiiW: l point per SU.
Explorer vessels are supposedly on a par with the Player-ship, but this is not actually the
case. When passing in transit, Explorers are not prone to attack unprovoked, but if coilflicting
claims on a Star System exist, the chances of battle are high, especially if the e ncountered ship
is a Kingdcxa vessel.
Explorers will have l OU per S SU, and l GU per 10 SU. Weapon distribution will be 2 ERG
Gun.~, 2 Pulsers , 1 Tractor/Pressor. u·n less the Explorer is an Alien, which might hope to cap-
ture a vessel for study, Explorers will fight to kil l.

51
TRADER NA: l ORIGIN: 401 Combine; 405' Kingdom; 205' Alien.
SIZE: 105' 3 SU; 155' 5 SU; 20,t 10 SU; 20'1. 20 SU; 305' 50 SU; 5% lOO SU.
STRUCTURE: 10 points per SU. SYSTEM: 5 points per SU. CREW: l point per 2 su.
Trader ships are the equivalent of the peddlers who drove their wagons through the old,
American West, on Terra, carrying the comforts of civilization to the settlers. They mainly
sell their wares to the colonists and technicians on the worlds they find, and occasionally will
deal with the natives of a new world.
Traders will have 2 OU per 10 SU, and l GU per 15 SU . They always use ERG Guns for their
weaponry, and while a Trader will NEVER initiate combat, they always fight to kill.
There is a 4 in 6 chance that a Trader will have an item of Personal Equipnent that a Player
wnats, for sale at 2-7 times the normal price, and a 1 in 6 chance of there being an item of Ship
Equipment other than a Ship Unit, for sale at the same mark-up.
Combine citizens convicted of robbing Combine Traders face severe penalties from the Great
Cartels .

PIRATE NA: l-3 ORIGIN: 60!1; Combine or Kingdom; 40!1; Alien.


SIZE: 301 10 SU; 30!1; 20 SU; 25!1; 50 SU; 15% 100 SU.
STRUCTURE: 15 points per SU. SYSTEM: 10 points per SU. CREW: 3 per SU.
The question of origin for Pirate vessels is moot, as they will attack on sight, unless they
face overwhelming odds. Their primary motivation is the stealing of cargo, and they will not try
to destroy a ship unless they are in danger of being themselves destroyed in a losing fight.
Pirates will have l DU per 5 SU, and 1 GU per 10 SU. They will have only l ERG Gun system,
the rest of their GU being divided evenly between Pulsers and Tractor/Pressor systems .
The government offers a bounty on Pirate vessels of 100 CJ( per SU of the Pirate ship, dead
or alive.

SLAVER NA: l-2 ORIGIN: 70% Kingdom; 30% Alien.


SIZE! 80% 20 SU; 10% 50 SU; 10!1; 100 SU.
STRUCTURE: lO points per su. SYSTEM: lO points per SU. CREW: 3 per su.
Slavers will attack a smaller vessel on sight. Their main concern is the capture of the
crew, alive. They will always flee if they are losing a fight, and will often surrender if un-
able to escape.
Slavers will have l DU per 10 SU, and 1 GU per 10 SU. They mount only Pulser systems.

CARGO SHIP NA: l ORIGIN: 451 Combine; 45'1. Kingdom; 10% Alien.
SIZE: 50% 20 SU; -305' 50 SU; 205' 100 SU.
STRUCTURE: 5 per SU. SYSTEM: 5 per SU. CREW: l per 5 SU.
cargo vessels of the Combine are protected from Combine vessel's attack by stringent laws.
The Great Cartels are unforgiving foes. Cargo ships will always try t o run from combat, though
if cornered, they fight to kill.
They mount l OU per 10 SU, and only carry 2 GU, no matter how large the ship is . Both of
these are SRG Gun systems.

SNTZ NM 1-lO ORIGIN:


SIZE: 3 SU.
STRUCTURE: 150 . SYSTEM: lOO. CREW: 20.
The Snlz, you will recall fr<Xl\ section 0300, are the xenophobic aliens who were the destroy-
ers of the Empire. Their slim, deadly attack vessels will engage any ship in combat on sight,
and will fight until destroyed or escaped.
Each vessel mounts a power plant which is the equivalent of 3 Empire OU, and has a single
weapon Unit, firing a beam equivalent to an Energy cannon.
There is a chance of 2\ per vessel encountered that the attack ships will be accanpanied by
a 100 SU Hive-ship, with STRUCTURE, SYSTEM, CREW scores 10 times those of an attack ship. A Hive-
ship generates a power output equivalent to 10 OU, and fires 4 Energy cannon beams at a time.
Data on the Sniz. as beings is given in the following Section dealing with l'bnsters .

HAGNAGAI NA: 1-6 ORIGIN: - ?


SIZE: lO SU.
STRUCTURE: lOO. SYSTEM: 100. CREW: 20.
The Hagnagai are a race of rapacious beings living on planets somewhere in N-space. They
have a pirate- slaver mentality, attacking with a Pulser-like weapon to capture a ship, and only
attempting to destroy a vessel if they have taken damage. More data on this race is given in the
section dealing with Monsters.
Hagnagai ships mount 2 DU, and fire one beam at a time, using either a broad-band Neuro-
disruptor beam, which will affect beings of any Base Element Type simultaneously, or an Energy
Cannon, if they are fighting to kill.

52
ROBOIDS NA, l - 3 ORIGIN,
SIZE, sot 20 SU; 40% 50 SU; lOt lOO su.
STRUCTURE, lS poi.nts per SU. SYSTEM, 25 points per SU. CREW, l Point per su.
Details on this robotic race of beings are given in the section on MOnsters. Their ships
are of Empire type, and their reactions are given in the section following this one.
Roboid ships mount l DU per 5 su, and mount l GU per 5 SU. weapon distribution is 2 ERG
Gun systems, l Pulser system.

ROBOKILLERS NII, l-2 ORIGIN,


SIZE, 100 SU.
STRUCTURE, 1000. SYSTEM: 2000. CREW:
Robokillers are gigantic battlecraft, the products of some ancient war between Forerunner
cultures, which are programmed to seek out and destroy any form of "life or intelligence they
can find. They generate 1-100 ERG of power for combat each mt, and fire 4 beams of Energy Can-
non intensity each mt. They are capricious, and will often engage in parley with a ship, some-
titnes allowing it to go free if the Player can answer three riddles, or some pass some equally
macabre test. They use Enlpire type Power Slugs, and are known to sometimes accept these as a
ransom. The GM will play these machines with great subtlety, basing his responses on the Reac-
tion Dice. If once a Robokiller enters ccmbat, it will not cease until destroyed, and will al-
ways try to pursue its prey.
Robokillers do NOT have N- drive, but if they are in range of a ship, they exert a Tractor
Field of great force, which will prevent the ship from executing the shift into the N-spaee con-
tinuum.

These are the basic categories of ship encounter. The specific motivations of a ship, its
mission, the personality of the captain and crew, the species of an Alien ship's crew, are all
up to the GM. His word is law on all matters of this type.

0823. CREW DETAILS OF NON-PLAYER SHIPS


Ships with Empire type technology may very well have officers with Class abilities to add
to its scores in ship-handling. The GM will roll a die for each encountered ship, to see if
it has any riggers with bonusses at the action stations in the event of an encounter.
TABLE: 0823 . l , RIGGE:R B0.VUSSE:S FOR NON-PLAYER SHIPS
Dte
Roll GO-rigger Bonus POWER-rigger Bonus FIRE-rigger Bonus
-1- 0 0 0
+l O One rigger with a +L
3 +2 + 1-6 Two riggers with a +2.
+2 + 2-12 One rigger with +l, one with +3.
+3 + 1-10 Two with a +l, one each with +2 and +3.
6 +l-6 + 3-30 Four at +l-6 each.
This table will provide a range of quick character capability determinations for the GM.
He may determine the level of officers by other means i f he so desires . Of course, on a ship
manned by personality non-player-characters, the skil ls precalculated by the GM when he built
the characters will determine their rigger bonusses.

0830. MONSTERS
Monsters cc-ne in two scales: Ship scale monsters, beings up to 100 SU in size, the heirs
of the reputation held by sea monsters in the ocean-going adventures of old Earth; and Huma.n
scale monsters, beings of a size equivalent to the characters, who must be fought in personal
combat.
The Ship scale monsters will be capable of firing rays with the impact of the ship ' s own
massive a.r mament, and many of them can erect defensive -screen on a par with that of a 100 SU
battleship.
Human scale monsters will either fight fran their ships, as in the case of the Sniz or the
Hagnagai, or will board the ship in one of several ways. In any case, these terrible foes are
no less deadly than the huge Ship scale monsters, for all their smaller size .

0831. SHIP SCALE MONSTERS


The following sections will give their descriptions of the Ship scale Monsters in this form-
at. First, the name of the monster, followed by such data as the Number Appearing; the Hit
Points of the monster, representing the amount of damage the monster can take; the monster's
Weapon Energy, the amount of energy in ERG that the creature has available for its attack each
mt; the Screen Energy, which gives the energy for Defensive Screen each mt; the Hit score , that
is, the score that the monster must roll on a 20-sided die to score a hit on a target when fir -
ing a beam; and the Effect of the monster's attack.
53
Voidshark NA: l-6 HIT POINTS: 2-20 WEAPON ENERGY, l-SO
SCREEN ENERGY: l-20 HIT SCORE: 12 EFFECT: As Energy cannon
The Voidshark is one the most dangerous of
the denizens of N-space . Running from 5-10 SU
in size , these creatures are best described as
living Bussard ramjets, for they derive their
sustenance from the debris around them, thus
providing the power they need for their drives
and the lethal energy beams they use in combat.
Voidsharks will attack a ship ferociously, seek-
to break it up into assimilable chunks.
The energy beam fired by a Voidshark in a
combat is similar to a ship's Energy Cannon, do-
ing equal amounts of STRUCTURE, SYSTEM, and CREW
damage when a shot penetrates the ship' s screen .
The monsters are vulnerable only to ERG Gun fire,
Tractor/Presser weapons, and missiles. These do
structural damage to the monster, killing it if
they reduce its Hit Points to o.
The voidshark is partially vulnerable to the
effects of the E.'IP Pulser, and is oftem hunted
for research or sport in this manner. On any hit
with the Pulser which scores 20 ERG or more of
penetration through the monster 's screen, there
is a l in 6 chance that the voidshark will lose
consciousness for 1-100 hours.
While not intelligent, the Voidshark may elect to run fran a losing battl e. If a Voidshark
loses SO\ or more of its Hit Points, there is a 2 in 6 chance it will seek to flee . If it is
pursued, it will turn, and fight to the death.
The going price for a live specimen of Voidshark at the Combine research labs, is 1000 CJ(.

Echinaster NA: 1 - J HIT POINTS: 2-12 WEAPON ENERGY: l-60


SCREEN ENERGY: 2-20 HIT SCORE: 14. EFFECT: Drains lO-lOOO ERG 0£ power.
The Echinaster is a gigantic energy-being, composed of unstable quark-aggregates in a pat-
terned orbi t around a core of degenerate matter. To maintain its highly improbable existence , it
requires large quantities of energy, a.nd the breed has learned that starships provide a ready
supply of their favorite treat . The patterns assumed by the being's substance resembles nothi ng
so much as an echinoderm , or Terran "sea urchin, 11 hence the name Eehinaster, or star-urchin.
If even one ERG of an Echinaster' s attack penetrates the screen of a ship, it will greed-
ily suck 100-1000 ERG from the ship's Energy Status stores. It makes no difference what Unit
of the ship is struck by this wea pon. If unopposed, the creature will gorge itself, consuming
1000-3000 ERG before it is sated.
The Echinaster is vulnerable only to the ERG Gun weapons, and the EMP Pulser . If attacked,
the influx of energies wi ll disrupt its balanced structure, and it will i nsensately continue to
feed until it has drained all a vailable power, or been destroyed.
Ships have been known to successfully "bribe an Echinast~r, jettisoning Power Slugs to
occupy it while they flee. There is a cunulative 1 in 6 chance of this ploy working. Thus,
6 Sl ugs will attract the interest of any Echinaster in range, allowing a vessel to run for it.

Stelloids NA, l HIT POINTS: lO-lOO WEAPON ENERGY: l-100


SCREEN ENERGY: 4-40 HIT SCORE: 13 EFFECT: varies by type.
Stelloids are energy beings, which resemble nothing so much as miniature suns, emitting one
or another wavelength of the electro-magnetic spectrum, a.nd running from 10 to 100 SU in size.
There are five different types of stelloid , each of a different color, each color having its
particular effect in combat.
Ul tra-violet The Ultra-violet Stelloid radiates in the u-v wavelength, and is consequently
invisible to beings not using E-M Visigoggles, unless they are Silicoids, who perceive this band
of color. Of course, ship sensors will detect it in any case. In com.bat, the u-v Stelloid emits
a blast of radiation. For every point which penetrates the ship's screen, the ENTIRE vessel will
be exposed to 2 Radia t i on Intensity Factors (RIF). Each Unit will be so exposed, no matter where
the hit might be.
u - v Stelloids are greedy and intelligent , like all their kin; and will often be hoarders of
valuable resources. In the specific case of the u-v Stelloid, the mol'lster is fond of radioactive
ores, and will often allow a ship to go free in return for an offer of l SCL or more of this ma-
terial. If a u - v Stelloid is destroyed, there is a 2s, chance it will leave a residue of 1-10
SCL of radioactive ores, which can be mined by ship s equipped with a Nebular Oust Scoop or Meteor
Mining Unit.
54
Blue Blue Stelloids project a ray doing two varieties of damage. First, it does
SYSTEM damage as an EMP Pulser . It will also drain 20 ERG of the target vessel• s Energy Status
for every point that penetrates the screen, regardless of location of the hit. A Blue Stelloid
will accept Power Slugs, as a ransom, and if it :must take the energy by force, it will not try
to break off the combat until it has consumed 1000-6000 ERG.

Yellow The Yellow Stelloid does not hoard ores or energy. This monster is an avid
collector of life-forms, maintaining in its fiery core, a ssnall "zoo" of life-forms, locked in
a protective stasis field. It is always eager to increase its collection, and if it vanquishes
a vessel, there is a 30, chance that it will tkae away one of the surviving characters for its
collection. The cc:mbat beam of a Yellow Stelloid acts as a broad-band Neuro-disruptor, capable
of affecting more than l Base Element Type at a time. If a Yellow Stelloid is destroyed, there
is a lOt chance that 1- 3 of its specimens will survive, floating in space still encased in their
protective stasis field. Such rnay be brought on board the ship, and the field may be broken in
a lab unit, by the application of 100 ERG to disrupt the field's pattern.
A free gift, that is, a specimen, will often cause a Yellow Stelloid to permit a ship to
depart unharmed. A character so lost is assumed to be out of the campaign.

Red Red Stelloids fire a beam similar to an Energy cannon in effect. They hoard
heavy metal ores, platinum, iridium, and such, and will often accept bribes of these materials.
If destroyed, there is a 40\ chance that 1-10 SCL of this ore will be left floating in the form-
er location of the Stelloid.

Infra-red I - R Stelloids are invisible , radiating in the I-R wavelengths. The same re-
marks made about u-v Stelloids apply to them. I-R Stelloids are collectors of crystals of val-
ue, rubies, diamonds, etc. They fire a beam in combat doing STRUCTURE damage, as does the ship
weapon, the Rattler. If an I-R Stelloid is destroyed, the-re is a 50\ chance it will leave a res-
idue of 1-10 SCL of fine crystal ores, which can be mined as the other types of such treasure.

In closing, we rMind you that the Stelloid is intell igent, and may be coomunicated with via
the ship's N-radio. They may rarel y be hired, or persuaded to accompany a ship (score of 95 or
better on Reaction Dice), and at their most friendly, will a l low a ship to pass without any ran-
som.
Stelloids of any type are vulnerable ONLY to ERG Gun weapons .
Finally, and VERY IMPORTANT, the Stelloid is one of the few monsters capable of living in
realspace, and if a ship tries to escape it by normalizing into realspace, the Stelloid will try
to follow it, with a SO\ chance of success.. The monster does not care for our continuum, but it
will remain for as long as it takes to settle with the fleeing ship by battle or bribery.

Swarmers NA: 2-20 HIT POINTS: 10 WEAPON ENERGY:


SCREEN ENERGY: HIT SCORE: 12 EFFECT: As a 1-10 ERG missile.
Swarmers are a sort of space l enming, living missil es who hurl them~elves at ships in an
orgy of self-iJ!lmolation. SWarmers. will mindlessly attack until they are destroyed . They are
vulnerable to ERG Guns, Rattl ers, and Anti-missile Missiles, which will do lethal damage to them,
and to anti-missile Pressor fire . One beam of the latter will automatically deflect two Swarmers,
causing them to lose their attack that mt. If a ship can launch a decoy, a landing craft, ship's
gig, or droned HU, then there is a l ln 6 chance for each swarmer that the monster will turn its
attention to the decoy. Swarmers can make a pass at the ship each mt, until destroyed.. If they
are destroyed before hitting the ship, they receive no "dying shot .. "

Hindbomber NII: 1-6 HIT POINTS: 4-40 WEAPON ENERGY: 3-30


SCREEN ENERGY: 2-20 HIT SCORE: 10 EFFECT: Drain Technical Pow:.r points.
The Mind.bomber is an entity living on the impulses of mental e nergy used by Technics for
their Powers. As it is a long wait between such meals, Mindbcmbers will attack until they are
destroyed, and· will follow a ship into real space to do so. Once in this continuu:n, they cannot
return home, and will die 10 rot after normalizing. They will not be impai red in their attack un-
til the moment of death.
If a Technic is in a SU hit by a Hindbomber attack, he will lose 2 Power points for each ERG
that penetrates. If this drops him below O points, he will automatica lly suffer a Power Overload.

Psibomber NA: 1-6 HIT POINTS: 4-40 WEAPON ENERGY: 3-30


SCREEN ENERGY: 2-20 HIT SCORE: 10 EFFECT: Drain Psionic l'ower points.
The Psibanber is similar to the Mindbccuber in all respects, e xcept that it drains Psionie
Power from Mutates in a hit SU.
55
Temblon NA: l-lO HIT POINTS: 2-20 fli/i:APON /i:N/i:RGY: 2-20
SCRE/i:N /i:N/i:RGY: 2- 20 HIT SCORE: 12 EFFECT: As Rattler
Temblon are basically fond of the flavor of organic matter, and have come to regard star-
ships as convenient containers of their treat. It attacks the hulls of ships with STRUCTURE
damage, as does the Rattler weapon. When a SU has been hulled, the Temblon, without ceasing to
attack with their vibratory beam, will extend powerful tractor beams into the open Unit, and on
a roll of l in 6, any character in the Unit will be pulled out of the damaged Unit into the wait-
ing maw of' the Ternblon. Such death is final, and unless the cha racter has a Clone Record, he is
lost forever. The GM should check for each character in the SU for each mt that he is in it .
Temblons are made of a unique substance, mostly metallic, bonded together by their rapid
rate of vibration. They are invulnerable to all weapons except the Rattler and the EMP Pulser .
A destroyed Temblon will yield .1 SCL of heavy metal ores, of very Rich quality (see the section
on loot for the going price of ore of this quality).

Randomizer NA: l HIT POINTS: fli/i:APON ENERGY:


SCREEN Ti/NERGY: HIT SCORE: 8 EFFECT: Randomize ship into realspace.
Debate exists among the scientists of the Combine as to the status of the Randomizer as a
life-form. But whether it is a natural phenomenon or a living thing, its results are at least
inconvenient for the star farer.
A Randomizer resists all weapons known to &npire science, or any other known technology.
If a ship fails to avoid it, i t remains locked in N-space, within range of the monster*s effect,
for 3 mt . If in any of those mt, the Randomizer scores a hit, then the ship will be dragged a-
long for 1-10 days of N-space travel at incredible speeds. At the encl of the indicated time , it
will be dropped into realspace a t a random location determined by the GM. The ship is ilmlune to
all other encounters while being towed about thus, but must subtract the standard 1 ERG per hour
of time in N-space.
I f a ship attempts to drop into realspace to avoid the Randomizer, there is a SO\ chance it
will follow them, requiring the ship to risk being caught in any event.

Zaps NA: 2-12 HIT POINTS: l-lO WEAPON ENERGY: l-lO


SCREEN ENERGY: l - lO HIT SCORE: lO EFFECT: As Energy Cannon .
Zaps are small, deadly monsters, about .5 SU in size. They project beams of force similar
to the Energy Cannon's ray . They are intelligent, and may be communicated with via the ship•s
N-radio. The monsters are fond of Power Slugs, and not only may they be bought off with t hese,
but are sometimes amenable to •being hired by a ship, to acts as a mobile escort. They cannot
normalize into realspace themsel ves, but are capable of riding along with a ship in so doing,
in a HU, or under tow. They are mildly telepathic, and may communicated with by Mutates up to
10 dets away in realspace.
2aps can live in and operate in a planetary atmosphere, but do not like to do it , and must
paid extra energy for atmospheric cluty.
A group of Zaps taking c asualties of more than so, will flee combat on a roll of l or 2 in 6.

Hgperzoa NA: HIT POINTS: lOO. WEAPON ,ENERGY:


SCR/i:EN ENERGY: --- HIT SCORE: --- EFFECT: STR/JCTUR/i: daJMge, see text .
The Hyperzoa. is a large, unicellular monster, 10 SU in size, · which, unlike most other mon-
sters, does damage by direct contact with the target ship. It is attracted to the vessel's mass,
and will try to eat it until destroyed. The Hyperzoa will attack when in range, and will close
with the ship in 3 mt. It cannot be outrun by any vessel under any circumstances . Upon the
third mt, the monster will collide with the ship, locking its substance around any 10 contiguous
SU of the vessel. The CM will roll to determine hit location in the normal manner, and the crea-
ture will cover the nearest 10 SU to the unit hit. (Eg. If it hits SU 19 of a 20 SU ship, it
covers SU 11-20 of the vessel) Each SU i t covers will take one 6-sicled die of STRUCTURE damage
per mt, until the monster is killed.
The Hyperzoa is vulnerable to ERG Guns and Missiles only. When it is in contact with the
ship, only .the ERG Guns may be fi red, but ,they will hit on any score over 1 on a 20-sided die.
There i's an 80\ chance that the monster will follow a fleeing ship into realspace, where it
will die iri 10 mt, even if i t is exposed to no other weapon fire.

Accelerons NA: l-6 HIT POINTS: l-6 WEAPON ENERGY: l -20


SCRE/i:N ENERGY: l-20 HIT SCORE: lO EFFECT: Expose ship to high gravitg.
Accelerons are sleek monsters, moving by a gravitational phase-wave method which baffles .
Empire science. A side effect of this mode of travel is the generation of gravitational waves·,
which expose those caught in them to momentary changes in acceleration . For each ERG Of pene-
tration, the WHOLE ship is exposed to a gravitational force of, l g per ERG.
Accelerons are driven to insane attack by the vibrations of the N-drive, and will not only
not follow a ship that normalizes, but will not even remember that it was ever there.
They are vulnerable to Rattler fire only, theit' tremendous internal gravity, fueled by small
Black Holes according to some theories, repelling all other forms of attack automatically.

56
lUldiorgones NA, 1-6 NIT POINTS, 1-20 WEAPON ENERGY, 1-20
SCREEN ENERGY, 1-20 NIT SCORE, 12 EFFECT, Exposes hit SU to radiation.
These tnOnsters have metabolisms using radioactive ores for energy. They will seek to des-
troy a ship to consume the various radioactive substances used in labs, drives, etc. There is
a 2 in 6 chance that they will be decoyed away fran a vessel by a jettisoned SCL or more of ra-
dioactive ore.
Radiorgones fire highl y radioactive bla.st5' at their prey, and the SU hit by such an attack
will be bathed in 3 Radiation Intensity Factors for every BRG that penetrates the ship's screen.
Radiorgones are vulnerable only to hits by EMP Pulse rs or ERG Guns. If killed by t he lat-
ter, they are totally destroyed, b ut if killed by damage from the EMP Gun, their int act bodies
may be recovered, each such trophy yielding l SCL of radioactive ores.

0832. HUMAN SCALE MONSTERS


The following monster data a re in a s l ight-
ly different format . The monsters in question
are human scale, that is, they are between .l and
10 meters or so in size, and if not met in com-
bat in a ship, they are fought on the personal
combat scale . Data given is the Name of the tr0n-
ster; its Hit Points (these are on a par with
character Hit Points, · while those of the ship
scale monsters are on a par with ship damage
point s); their Hit Score; and the effect of
a hit by the monster. In many cases, h\lltlan scale
monsters will have a special attack form which
gives a specific effect, but many of them are
also capable of using personal weapons, ~nd these
cases will be specifically noted.

Tyndaloigor NA, l-6 HIT POINTS, 2-20 HIT SCORE, 12


Effect: 2 dice of screen Penetration @ Damage. F~ctor of l + Insanity .
The Tyndaloigor, pictured above, is a denizen of N-space, about 2 m long, with a 3 m wing-
spread, they resemble a manta ray with two long sucker- tipped tentacl es for a head. These are
tipped with cruelly toothed s uckers, with which the Tydaloigor may strike at an opponent from
up to 10 m away.
The Tyndaloigor can "phase out, ... like a Mutate using the Sideslip Power. In this state,
they will move close to and into a ship, undetected by sensors , to materialize inside in search
of their prey .
This monster feeds on the fear impulses of the insane, livi ng brain . To generate this vile
food, the Tyndaloigor will strike at fJ. victim, remaining out of phase unti l they are in range,
and then appearing, to make their attack. Remember, with this as with all personal combat at-
tacks, the Hi t Score must be equalled or exceeded on the roll of a 30-sided die! See section
1050 ff for details.
A Tyndaloigor• s tentacle will generate 2 dice of screen penetration, striking as an Energy
Handweapon (see section 1050 ff). Besides doing damage nonnally in this manner, anyone who
is struck by a Tyndaloigor must save vs . Insanity with a PSI ST. If the character does not save
he will be paralyzed a nd insane, s creaming in terror at the visions the Tyndaloigor will flood
into his brain. Victim!. "'i.ll remain in this ·state until the Tydaloigor has been killed. If the
monster maintains its hold for 5 mt or more, or if it flees unslain (after 10 mt of feeding),
the victim will remain insane until healed .
Tyndaloigor are non-breathers, innune to gas attacks . They are Silicon Base Element Types,
and vulnerable to all weapons attacking that metaboli sm. Their general ST vs. attacks allowing
an ST is 14. They have no armor or screen.

Hoolis NA, l -3 HIT POINTS, l-30 HIT SCORE, 12


Effect: Ab.i.lity drain; 3 die Blaster Bolt.
Hoolis are quasi-material monsters, composed of energy and anti-matter in a suspension al-
lowing them to exist in contact with normal matter . No one is sure of their actual appearance,
as they are able to project hypnotic waves, causing all who do not make an IQ ST to see them as
the embodiment of their fondest desires. They are partially invisible to those who escape t his
trance.
A Hooli. can appear _anywhere on the ship. The initial point of their appearance is randomly
generated by the GM. When the Hooli appears, ALL characters in the Unit must make t he ir ST,
or be entranced. In this state, they will be il)sensible of all that occurs around t hem, for
a period of 1 hour. Those who save need not do so again, even in the presence of a second Hoo-
li, for 1 hour.
57
A Hooli will go to one of its entranced victims, and comence to dra in away l IQ poi nt per
.t until it is killed, driven off, or the victim is tota lly drained. It may be prevented by
J.oing this by being attacked . Each mt that the Hooli takes any damage, it will not be able to
dra in IQ, though it may counterattack its foe with a short r a nge Bla ster bolt, generating 3 d i ce
of penetrati on at a damage factor of 10. It ma y fi r e two such beams each mt, at a range of up
to 50 m.
If a victim is totally drained, he will die, and if revived, he will be insane until he
is cured. I f a Hooli cannot ent~ance at least one victim, he wil l vanish away.
Hoolis a re somewhat intelligent, and may be parleyed with via telepathy or a similar effect,
but they will never willingly relinquish an entranced victim.
Hool is are vulnerable only to Energy weapons, material missiles doing them no damage at
all due t$ their immaterial make- up.

Stellons NA: l HIT POINTS: 5 -50 HIT SCOIIE: lO


Effect: Varies by type.
Stellons are small versions of Stelloids, about S m across. They also come in five colors,
each with its special ability.
Ultra-violet Visible only to beings with E-M Visigoggles, or to Silicoids, the u-v Stellon
fights by flooding an a rea 20 m in radius with high intensity radiation, of 1-100 RIF . The
exposure of a character to this force will depend on the qual i ty of his armor, any anti-radia-
tion drugs or Powers he is using, etc.

Blue Slue Stellons project a beam of high-voltage electricity, doing 4 dice of


screen penetration, at a damage factor of 5. The effects of this power on equipment is on a
par with an EMP Gun. Note that Silicoids are totally immune to this weapon .

.Yellow The yellow project s a field 50 m in radius, acting upon beings as a Neu.ro-
distorter of dice penetration. It may affect all beings in range simultaneously, regardless
of their Base Element Type.

Red Red Stellons fire 2 beams per mt, equal in all respects to a Blaster Rifle.
That is, 6 dice of penetration, at a damage factor of lo.

Infra-red I-R Stellons, invisi ble as are u-v Stellons, projects a ray of Psionic power,
which will affect any hit target not in a Thought Screen, requiring them to make a PSI ST. If
the victim does not save, he will go insa,n e for 1 hour, and then fal l into a coma for 1-10 days
from which he cannot be revived until the indicated time.

All Stellons may fire high intensity energy beams, of 3 dice penetration and a damage fac...
tor of 2 . To see which ability they a.re using, roll two 6-sided dice each mt of combat. A
roll of 2 or 12 means they are using BOTH abilities. A roll of 3-7 means they a re using the
energy beam effect. A roll of 8-11 means they are usir.g their speciat attack power.

Stellons are vul nerable to a ttacks made with Blasters, Ion Chatters, EHP Guns, or Luxblades
only, and are immune to any other form of attack except for Class Powers. Their general ST
against such attack is 10.

When a Stellon is killed in combat, there is a 30\ chance it will leave behind it a crystal
about 10 an across. This may have one of several interesting properties. The GM will roll a
10-sided die to determine which it is. ·
Die Roll Result
~ No special power. The crystal is worth 1-100 x 1000 c)(.
4- 6 Crystal doubles Power score of Mutate, Technic, or Biotech holding it.
7-9 Crystal allows holder to exercise a randomly chosen Power once per 10 hours.
0 Crystal adds one 6-sided d i e to all /\l>ilities of first person to hol d it,
then vanishes.
Stellons are telepathic, and ma y be convinced to join up with a group, for enough energy
in payment. _They can survive i n real space indefinitely, and are helpful to those who can win
their trust .

Gromnon Nil: l-2 HIT POI NTS, 20 + (l-100) HIT SCORE: lS


Effect: Varies wi.dely.
The Gromnon, pictured on the next page, are a race of beings whose home-planet wa s des-
tro}•ed several hundred millenia ago. Already giants of mentality, they took up a life in o -
pen space, learning to travel in realspa ce or N-space by the power of their gigantic brains a-
lone . Today, they have lost almost all vestiges · of their existence as planet dwellers, and
are the almost featureless beings shown in the picture. But they have also developed immense
powers of mi nd to compensate.
58
A Gromnon will possess all the Class Pow-
ers of a Mutate, and 1-6 Bonus Powers, with an
inexhaustible Power Score. The CM may wish to
impose a li.mit on the abilities of the Gromnon
in this respect.
The Gromnon is also capable of engaging in
ship scale combat, generating a beam with all
the characteristics of an energy Cannon, and
capable of generating a screen,' both with an
energy of 1-100 ERG.
The Gromnon is a.n essentially peaceful be-
ing, but gives short shrift to any who attack it.
The creatures are intensely curious about the na-
ture of the universe, and will often accompany a
group of explorers for a time. Gromnon have the
capabilities of both N-drive and Q-drive travel .
The Greenen is able to survive in any envi-
ronment up to the surface of a star. The most
extreme conditions imaginable on a planet sur-
face will not bother them at all , though they
face the same perils from attacks by a life-form
that any character does. In personal combat, the
Grocnnon generate three dice each of armor and
scree.n , however, which puts their defenses on a
par with Power Armor.
The Grannan are not so philosophical a race as to refuse to accept payment for their com-
pany, and are open to offers of energy or valuable minerals . This loot is stashed in a_n extra-
dimensional cell by the creature, and if a Grocnnon is killed, there is a 20\ chance that l-100
thousand ERG, in the form of Slugs, and 1-10 SCL of valuable resources, will materialize. This
cannot occur in a confined area, however.

Roboids NA, l per SU of ship size. HIT POINTS, Varies. HIT SCORE, varies.
Effect: varies.
Long ago ,before the Sn!z Wars, the scientists of the Empire developed what seemed to be
the perfect robot . Self-aware and self-programming, with independent action capability and a
full range of judgement circuits, the Roboids seemed to be the final culmination of centuries
o f cybernetic research.
But as the new machines were distributed across the Elnpire, to take over the dangerous and
tedious tasks that still plagued the Sents of the Empire, disturbing reprots began to filter
bacl to the capital "WOrlds, reports of accidents, of disasters caused by machine breakdowns, of
death and destruction.
Early suggestions that these were deliberately caused by the Roboids were scoffed at as a
case of "frankenstein Neurosis, .. the fear held by some life-forms of free-willed machines. But
before long, the mounting evidence painted a damining picture , which left no doubt that the Ro-
boids were out to supplant their creators.
What followed is known as the Robotic Wars, and it pitted the Powers of the Empire citi-
zens against the mechanical perfection of the Roboids. When, after years of hit-and-run warfare
the great fleets met, it was the dreadnoughts of the Roboids that went down to defeat at the
hands of the Legion 1 s ships . ·
But, here and there, isolated pockets of the machines escaped the mopping-up operations,
and began to build again . Bereft of the great power sources of Empire civilization, th.:? survi-
vor Roboids retooled themselves to live off of the life- energy impulses of sentient beings, and
took to carreers of vampiric piracy.
Roboids exist in several different fonns, and the distribution of these types will be based
on the number of Roboids encountered on a ship .
Of every 10 Roboids: 4 Will be Mark I.
4 Will be Mark II.
Will be Mark III.
Will be Mark IV.
For every 20 Roboids, there will be l Mark V Polydroid as a commander.
The capabilities of the various models of Roboid are:
Roboid Hark I Hit Points: 2-20 The Mark I is a simple, war- robot, equipped with
Hit Score: 16 a built in Blaster Pistol, and with l die each of ar-
mor and screen.
Roboid Hark I I Hit Points: 3-18 The Hark II is a more powerful version of the
Hi.t Score: 1 4 Mark I, equipped with a.n Ion Chatter weapon, and with
2 dice each of armor and screen~

59
Roboid Nark III Hit Points: 3-30 The Mark III is a ubattery-Roboid," designed to
Hit Score: special leech the life-force of living beings to provide
power for its fellows. The monster extends a field
of force SO m in radius, with three dice of screen
penetration. For every point that penetrates, the
Mark III will drain 1 Hit Point from the affected
character, converting it to energy. Mark III Roboids
have two dice each of armor and screen.
Roboid Mark IV Hit Points: 3-30 The Mark IV is similar to the Mark III, but it
Hit Score: Special is designed to steal power from a ship, or other in-
stallation using an Empire power pla.n t. It can tap
into the power plant from. any uiiit on the ship, and
will drain 100-1000 &RG per mt until it has obtained
1-10 thousand ERG, or until it is destroyed.
Roboid Mark V Hit Points: 4 - 40 The Polydroid is the ultimate Roboid. It has
Hit Score: 12 malleable shell, which can assume the shape of any
human scale character, though it is not able to use
any Powers or devi ces requiring Psionic, Technical,
or Empathic Power points, and it cannot ass\.lne the
form of an energy being such as a Hooli or Stellon.
The Polydroid is a l so capable of:
- Firing a built in wepaon with the power of a Blast
Rifle.
- &xtending a field as a Mark III, but with 6 dice
of penetration.
- Maint.a ining 3 dice o f armor and screen.
- Firing a broad band Neuro-distorter, capable of
affecting any Base Element 'l'ype simultaneously, with
6 dice of penetration.
- Becoming part'ially i nvisible (semi-transparent) .
All Roboids are motivated by the unpredictable dictates of thei r random-variable program-
ming. A given group of Roboids will have one, ovefriding motive in an encounter, based on the
following table.
Die
Roll Kotivation
- 1- Destroy life.
2 Obtain 1-10 Slugs of energy.
3 Obtain mineral resources, at least l $CL, for research and construction.
4 Obtain Technic to repair a Roboid.
s Obtain location of a populated system to raid.
6 Destroy life.
Roboids can communicate, and in a parley, the GM will add 20 to Reaction Dice rolls when
an offer consonant with the prime motive has been made. AnY, other offer will receive a -20 .
RobOids whose prime motive i s to destroy life will not parley ,but will attack until destroyed
or escaped.
Roboids will fight t- the death to procure the satisfaction of their prime motive, but once
they have done so, they will always seek to retreat, taking minimum possible losses. If pursued
or cornered, they will fight with cold ferocity, until the threat is destroyed.
A "live" Roboid is worth 1-6 thousand CJ' to the Combine government research stations. A
destroyed specimen is worth 1-6 hundred CJ(.
Roboids are vulnerable to all lethal Energy Weapons, to EMP Guns (as Neuro-di storters), and
may be attacked with projectile weapons, but will take only 50t of normal damage from them.

Hagnagai NA: 20 per ship HIT POINT$: 4-24 HIT SCORE: 17


Effect: By weapon type.
The Hagnagai, pictured at the top of the following page, are, as stated in section 0822,
a species which lives on planets located in N-space. Their baroque vessels have fuil maneuver-
ability in that medium, on a par with Sapire vessels, but they cannot normalize into realspace,
as the vibrations of realspace are lethal to their race.
These monsters have developed a thriving business of piracy and slaving,~ capturing the ves-
sels and crews passing through their home-dimension . Their ships a re armed with weapons as des-
cribed, designed to do non-permanent damage to a target, so a s not to destroy its val uabl e cargo
and personnel.
The Hagnagai do seem to possess a means of rendering their salves immune to the ravages of
N-shock, though they cannot reverse the prpcess in their own interest, for which the c i v i liza-
tions of realspace may be grateful. When in combat range of a ship, the Hagnagai vessel will
extrude a powerful Tractor field, which will not lessen the target's freedom of movement i n N-
dri ve, but will absolutely prevent it from normalizing until it has escaped the range of the
field.
60
A Hagnagai ship can often be bought off in energy, an offer of at least three Slugs being
required to placate them. But all ships will receive a -10 on the Reaction Dice in such par-
leys, due to the extreme rapacity of the Hagnagai.
The Combine offers a· standing bounty of 1,000,000 CJ( for the l ocation Co- ordinates of a
Hagnagai home-world . There is a l in 1000 cha.nee that a ship will find such a planet on a given
voyage .. Roll three 10-sided dice each time a ship enters N-space, and on a roll of 000, the ves-
sel will locate a Hagnagai world.
It will require 1 day of survey around the planet for a ship to determine its Co-ordinates,
and there is a l in 6 chance each hour, that the Hagnagai will detect the presence of the in-
truder, and lift-off 10-100 ships to capture and destroy it.
Thus, the GM will roll a 6-sided die 10 times.
A roll of 1 on any rol l means the Hagnagai are
attacking, and the intruder had better run for
it. If the ship has canpleted l or more hours
of survey.., there is a ct)ance that the computer
has enough data to deduce the location anyway.
The ship has a 10~ chance of this happening for
each hour of survey it completed.
Thus, the "Hunter,'' stumbling across a Hag-
nagai world, surveyed it for 4 hours before their
sensors picked up a 40 ship battle fleet heading
towards them. The "Hunter" managed to outrun the
Hagnagai, and the GM then rolled percentile dice.
The score was 57, too high for the data to be e-
nough. Any score up to 40 would have meant that
the "Hunter" had deduced the location of the Hag-
nagai world, and that its crew was in line for a
l , 000, 000 CJ( reward .

sniz NA: 20 per attack ship. 200 per Hive ship. HIT POINTS: l-60.
HIT SCORE: 10.
The sniz are the xenophobic aliens who were the destroyers of the flnpire. Long thought
extinct, their ships have been sighted in recent times, following the age-old pattern of des-
truction.
The Sniz are an insectoid race, with a hive-mind, composed of a variable number of drones
under the camnand of a "Brain" ruler. They breathe a Sulphur-Nitrogen atmosphere, and are the
products of a 2 g field. But though they often will take-over a suitable world, using it as a
shipyard and breeding center, they seem to have adapted to life in their great ships, as crea-
tures of space. They have a Boron metabolism, and their Classification Code is OGHFO.
Sniz have a base Ability score of 10 in their native-q, but they have NO PSI or Empathy.
The Snlz use Particle Disruptors in combat, weapons similar to Blasters, but with more
power . Their technology has also developed armor and screen equal to that of Empire science.
An unarmored Sniz will still have one die of armor, due to his thick, chitinous carapace.
The Sniz are unremittingly hostile towards all other life-forms, and will fight until they
are destroyed. Only a Hive ship will ever break off a combat and run, and then , only if it has
taken over 50\ damage in. all three areas (STRUCTURE, SYSTEM, and CREW).
A live sniz is worth 500-3000 CJ( ( [1- 6) x 500 CJ() to Combine researchers, and their arti-
facts are of varying value as collector• s items or subjects of research.

0840. DERELICTS
Derelicts are the lost, dead ships of various cultures. With the exception of the Life
Craft, all derelicts are empty of life . The GM has the option of preparing a derelict vessel
that has autcmatic defenses against intruders, or that is infected with a palgue, or some simi-
lar unpleasantness. All derelicts have a chance of containing some form of treasure, as will be
indicated in section 1200 ff. A Life Craft has a 201\ chance of having livin9 survivors, and
the GM can introduce some interesting scenarios in this manner, if he is so minded . (The cast-
away heir to the throne of Beta Orionis V, you say?)

61
0850. NAVIGATION HAZARDS
The Presence of a Navigation Hazard is detected by a Medium-range sensor Pack, feeding data
to the appropriate CO<Qputer. In the event that either of these two devices is not operating, a
ship will not have any warning of a Hazard ' s approach until it is too late to dodge. In real-
space, the use of the E-M Visi-sensor will allow visual detection of the Hazard at a range of l
det .
In theory, the optim\111 range of a HediW11-range Sensor is 10 dets in realspace, or 10 hm in
N-space. In actuality, such a sensor can detect a Hazard at up to 10 units of distance, but is
really going to have an effective range of l-lO dets or hm.
All Navigation Hazards have an arbitrary oanger Factor of 1-10, a rating of the size, vio-
lence, and iJrainence of the Haza.r d.
To determine if a vessel is going to hit or avoid a Hazard, the GM will roll a 10-sided die
twice, the first roll determining the Range (R) at which the ship's sensors detect the Hazard,
and the second roll determining the Ddnger Factor (DF) of the Hazard.
The percentage ratio of the Range over the Danger Factor, times 20, equals the ~rcentage
chance the ship has of AVOIDING the Hazard.
Thus, 20 x (!VDF) • Percentage chance of Avoiding Hazard.
Eg. A vessel encounters a Navigation Hazard, a.n d the GM rolls the 10-sided dice to deterinine
the factors of the situation. The Range of detection is 4, the Danger Factor of the Hazard is
7 . (20 x (4/7)) 9 (20 x .57)= ll\ chance of avoiding the Hazard.

A n\lllber of modifiers exist to add to this chance.


In either N-space or rea.lspace:
l'or every +l the GO-rigger has, add St to the odds of avoidi.ng the Hazard.
l'or every -l the GO-rigger has, subtract St.

In N- space ONLY:
The POWER-rigger may divert energy to the N-drive. Each DU will divert l-10 ERG, and the
POWER-rigger will add his bonus to the total.
For every ERG diverted to the drive, add 1, to the odds.

In realspace ONLY:
The vessel will have a given amount of time to reduce its speed before hitting a Hazard.
Consulting Table 081 1. 3, the GM. will find the number of dets/sec covered by the vessel at its
current velocity. This will give him the data necessary to calculate how much time the vessel
has to slow its speed before the Hazard strikes , and the slower a vessel is going, the higher
the odds of avoidance are .
The Warning Time in such a case is ((R/v)/DF), where v is the velocity of the ship in
dets/sec. Thus, a cautious ship, at a speed of 1 centic, detects a Hazard at 10 dets out.
The GM determines the DF to be 8. The ship has a Warning Time of ,
((l0/.02)/8) • (500/8) • 62 . 5 seconds Warning Time .
The ship may use this time to reduce its speed by the value given for the <:rdrive in Table
0811. l.
The velocity of the ship a"t the end of the warning Time will modify t,he odds of Avoidance.
Speed (in centics) Hodifg odds bg
0-l O +50
ll-30 +20
Jl-50 +5
Sl-60 - lo
61- 80 - 30
Bl-90 -60
91 or more -80
Eg. A ship in N-space detects a Hazard at 6 hm, with a OF of 3. Base odds for Avoidance are
,20 x 6/3 · • 20 x 2 • 401. They have a GO-rigger with a +5, for a bonus of +25\ . The POWER-rig-
ger diver ts the output of his two DU ot the drive, for 7 ERG, and adds his bonus of 2- 12, roll-
ing a S, for a total of 12 ERG diverted to the drive, f or a +12\ bonus. The ship has a final
percentage chance of 11, for a voiding the Hazard. A roll of 77 or less on the percentile dice
will mean the ship has safely avoided the Hazard. A roll of more than 77 means the Hazard has
been struck.
A vesse l in realspace encounters a Hazard. They pick it up at 6 ·aets out, and it has a DF
of 8. The base odds for avoidance are 20 x 6/8 • 20 x . 75 • 15\. The ship has a speed of 60
centics, for a Warning Time of (6/1.2]/8 • 5/8 seconds, so no decelera tion is possible. The GO-
rigger has a +3, for a bonus of 15\,_ but at a speed of 60 centics, the odds suffer a -10, pen-
alty, for a final percentage of 20\. A roll of 20 or less on the percentile dice will mean the
Hazard has been avoided. A roll h igher than 20 will mean the Hazard has hit the ship.

62
0851. DESCRIPTION OF N-SPACE HAZARDS
Trans-dimensional. Nexus The Trans-dimensional Nex us is a perturbation of the interface
be-tween N-space and realspace. If a vessel strikes a Nexus, it will instantly normalize into
real space , taking 1-6 points of STRUCTURE damage in each SU of the vessel , due to the sudden
strain. The ship will automatically be lost, at a random position in realspace determined by the
GM. An excellent method of doing this is a roll of the percentile dice for each co-ordinate of
the location , randomly assigning a positive or negative value to each roll. The GM should mod-
ify any roll that will put the ship in a position off of the campaign star-maps .

Tr~ns-dimensi.onal vortex A more violent form of the Nexus . vessels striking i t wil l suf-
fer the same result as if they had struck a Nexus, but in addition, there is is 60% chance that
each Tu will suffer a 2-12 SYSTEM point hit in one of its system Circuit Function Boxes. See
section 0900 ff, on ship's equipment, for details on these terms .

Radiation Storm A violently emitting cloud of radioactive energy , which will


suck a ship into its core and bombard it. with 1- 100 ERG of radiation each mt the ship is ir.side
i t. A vessel may erect its screens to cut out a portion of t his energy, but for every ERG that
penetrates, the entire ship will be batlhed i n 5 Radiation Intensity Factors (RIF).
A vessel struck by a Radiation Storm will be caught in it until a score of l is rolled on
a 6-sided d ie, rolling each mt. If the GO-rigger has any bonus at all , a +l will be added to
the roll, but not more than +l, no matter how high his bonus actually is.

Energy Storm This hazard is the same as a Radiation Storm in a l l respects,


but also does SYSTEM damage . Treat each penetration of the screens as a hit by an EMP Pulser,
doing damage to a. randomly located ro. See section 1000 ff on' ship combat for a fuller expla-
nation on damage location.

Gravity Slope A distortion in the N-space continuum generating extremely pow-


erful gravitational waves. A vessel striking a Gravity Slope will experience a momentary change
in the ship 1 s gravity of 1-6 for every point of the Hazard' s OF . That is, the gravity is equal
to the score of as rnany 6-sided dice as t he or . For a Gravity Slope with a OF of 4, the GM will
roll four 6-sided dice, and the crew of the vessel is exposed to acceleration equal to the score
rolled.

Gravitational Anomaly The N-space equivalent of a Black Hol e . A ship striking a GA


has a given timetable of actions which may lead to escaping its effect . The vessel will have
two mt in which to attempt a b reakaway fran the GA. In this tiJne period, it will be possible
to abandon ship in the Life Craft , with a 100\ chance of escaping the GA ' s pul l. The third mt,
no escape is possible for either the ship or the Life craft , and the pilot may attempt to steer
the starship into the core of the GA, in an attempt to travel through it .
The ,"breakaway" maneuver in the first two mt requires l mt to build up diverted energy in
the ·driyes, and the second mt to try and pull free of the GA by brute force . In mt l, the POW-
ER-rigger will generate 1-10 ERG from each ou, adding his bonusses, if any. In the second mt,
the GO-rigger will try and pull free, a.n d any escaping Life Craft will be jettisoned. A break-
away has odds of s u ccess of l\ per ERG diverted to the drive, + 2\ per bonus point of the GO-
rigger. If the breakaway succeeds, the ship will take 1-10 points of STRUCTURE damage in each
SU, and may pick up the Life Craft, if any were used.
If the brea kaway fails , the GM rolls a .20-sided die, adding the 00-rigger's bonus to the
score rolled. If the final score is over 10, then the ship will normalize into a randcrn point
in realspace, taking l-10 point s of damage as with the breakaway. If the final score is less
than 10, the ship, and all on board are totally destroyed. If the ship normalizes, the rest of
the adventure must be played in two segments, the first being the adventures of those on board
the ship, the second being the adventures of those in any Life Craft that escaped . No contact
between the two vessels is allowed, as they are s~pat"ated by GM-knows-how-big an interval of
ti.me and space .
Any characters remaining on board a ship to try and save it from a GA should receive a Hero-
ism bonus in experience points.

N-shock Cluster A seqrnent of N-space where t h e inimical vibrations of that con-


tinuum are ampl ified . All characters onboard a ship striki ng a Cluster must make their PSI ST
or s uccumb to N-shoc k (see section 1200 ff for results of this condition).

Anti-quark Cloud A Hazard which depletes the energy of vessels which strike it.
A vessel which is hit by an Anti-quark Cloud will lose 10- 60\ of its Energy Status. Thus, if a
ship with 12000 ERG of energy hits an Anti-quark Cloud, and the GM rolls a 4 on a 6-sided die,
the vessel will lose 40\ of its energy, or 4800 ERG, leaving i t with 7200 ERG in its Energy Sta-
tus score.

63
Ether Quake A violent distortion of the continuum, which is so destructive
that ship striking it will take 2 points of STRUCTURE damage for each point of OF the Hazard
hast in each SU. That is, an Ether Quake with a OF of 10 will do 20 STRUCTURE points of damage
to each SU of a vesse 1 exposed t.o it.

Rogue Missile A derelict missile, floating in space as the left- overs of sane
battle, which will attack the vessel as a target. A vessel which fails to avoid this hazard has
only a 2 in 6 chance of deploying any anti-missile defenses. If no defenses are deployed, the
missile will hit a randomly located SU, doing 1- 100 ERG of damage, as in battle.

0852. REALSPACE HAZARDS


Note that two locations may be said to exist in r - alspace . System space is the area inside
the orbit of the last planet of a star, or inside a 1000 AU radius of a star with no planets .
Deep space is a location in realspace that is not within these critical boundaries.

Meteor Storm A cloud of meteors . The ship will take one hit by a meteor for
every point of OF the cloud has. Each hit will be randomly located, as a missile hit, doing 1-
10 ERG of damage as a Missile. Thus, a ship strikinc;i a Meteor Storm with a OF of 8 will suffer
8 hits.
Note that a vessel avoiding a strike by this Hazard can match orbits with the Storm, and
mine it fir resources according to the rules given in section 1100 ff on meteor mining.

CT Meteor Storm A Meteor Storm wherein the meteors are composed of CT. The
ship striking this Hazard will take hits as described for Meteor Storm, but each hit wil l do
1-100 ERG of danagc as a Missil e, .and for each point of damage done, the entire ship will be
exposed to l RIF.
Vessels avoiding a hit by this Hazard can match velocities with it, and mine the CT drift,
if they have the necessary equipment to do so .

Radiation Storm As the N- space Hazard, but the Storm only Generates 1- 60 ERG of
power.

Null Energy Zone A Zone of space having deleterious effects on the ship's power
plant. A vessel struck by this Hazard will lose 1000-6000 ERG, and there i s a S\ chance for
every point of OF the zone has (5- 50'\) that each TU will suffer a SYSTEM hit of 3- 18 ERG force.

Dust Cloud A cloud of dense (by space standards) dust, which will do dam-
age to a ship based on its velocity. A ship will take l point of STRUCTURE dam.ag·e in each SU
for every 5 centics of velocity it has. If the ship is moving at less than 5 centics, it will
take no damage.

CT Dust Cloud A cloud of CT dust. No matter what velocity the ship is mak-
ing when i t hits the CT Dust cloud will do one 10-sided die of darnage to each SU of the ves-
sel for every point of OF i t has. And for every point of damage done, the ship will be exposed
t o l RIF . If a U'nit is hulled by this damage, there is an so, chance per m.t that all Terrene
matter located in i t will be totally destroyed , including any characters.
A ship that avoids striki09 a CT Dust Cloud may mine it, subject to the same rules ~s ap-
ply to mining a CT Meteor Storm .

Gravity Warp An anomaly in the g~avitati onal fabric of the star system, with
a bizarre effect on the Q-drive. No !natter what velocity the vessel is at , i t will be subjected
to a quasi-acceleration of 1- 100 g, with a concomitant increase in the ship's velocity. This
will have two effects. First, the crew may be exposed to the danger of Gravi ty Shock, and sec-
ond, the vessel's speed may be increased above that of light. If this occurs , the Players must
consult Table 0811.2 . .
Eg . A ship at a velocity of SO centics is struck by a Gravity Warp. It is exposed to 46 g for
l mt (5 seconds) . An acceleration of 46 g in Q-drive means a change in velocity of 6 . 8 centics
per second . 6 . 8 x S =- 34. The ship now has a speed of 84 centics, and is not in danger of go-
ing supralight . Of course, the characters on board may be less than happy with the effect on
their systems of 46 g . They must consult section 0448 to determine the possibility of a Gravity
Abreaction .

Power Flare A b l ast of electromagneti<> static generated by a solar flare.


It is treated as a h i t by an EMP Pulser in combat, generating 1-100 ERG of power. Screens are
effective in reducing this effectt and penetrating energy will strike a randomly located TU do-
ing SYSTEM damage.
64
Warp Blast The Warp Blast is a rip in the fabric of realspace . Striking
this Hazard causes the ship to randanize to another location in realspace, determined by the
GM. There is a 101 chance for every point of OF the Warp Blast has, that the ship's N-drive
blow out under this strain, with an overkill of 1-100.

Ion Storm .A cloud of charged particles, in intensely heavy concentrations.


A ship will take one randomly located hit for each point of OF the Storm has, ea'.ch hit doing l
point of structure damage for every centic of velocity the ship has . Thus, a ship striking an
Ion Storm with a OF of 5 will take S hits. If the ship has a velocity of 30 centics, each hit
does 30 points of STRUCTURE damage.

Meson Storm A Storm of sub-atomic particles, charged with tremendous energy.


The Meson Stom does all the damage of an Ion Storm, but it will also do l SYSTEMS hit, random-
ly located, for each point of OF, doing l point of damage for every centic of velocity the ship
has.

Quantum Black Hole This Hazard exerts a tremendous gravitational pull on the ship.
The timetable of events when a ship has struck this Hazard is identical t o that for a Gravita-
tional Anomaly for the first two mt. The third mt, the GO-rigger may attempt to accelerate to
100 centics, in order to break through the Black Hole. He may apply any acceleration he wishes
to the ship, adding the velocity g ained in l mt of that quasi-acceleration to the velocity of
the ship at the time it hit the Hazard. A ship has a l\ chance per centic of velocity of break-
ing through. Add l\ for each +l the GO-rigger has to this probability. If the score rolled by
the GM on percentile dice is less than or equal to the velocity of the vesse l, it will be ran-
domized into a location in realspace determined by the CM. If it does not succeed in this, it
will go into orbit around the center of the phenomenon, in an almost absolute time-stasi s in re-
lation to the rest of the universe.
Eg. A ship strikes a Black Hole at a velocity of 30 centics. I t attempts to breakaway by di-
verting energy to the drives, diverting 34 ERG. The GM rolls a 49 on the dice, and the break-
away fails. The GO-rigger, having remained at his post ("Not M'f SHIP you don• t," as the saying
goes}, orders · an acceleration of 50 g, the highest he can safely take. S seconds of quasi-ac-
celeration at 50 g gives a velocity increase of 5 x 7. 07 or 35. 3 centics. At a f i nal velocity
of 65.3 centics, the ship hits the Black Hole. The GM rolls percentile dice.. 1\ roll of 35 or
less will randomize the ship into another location. A higher roll will leave . it stranded in a
time- locked orbit, where a second represents the passing of millenia in the rest of the uni-
verse.
A rescue operation is possible, if the following conditions are met. First, a Life Craft
or message must be gotten away, giving the location of the Black Hole . This can only give all
the necessary data if it is launched/transmitted in the first two mt of the contact . Second,
a character who receives the message must be in a position to mount a rescue operation. The
usual practice would be to send the message to another Player-character back at the Home-port.
The GM must calculate the time the message will arrive, and check the addressee's location in
the time line of the campaign, to see if he has received it yet, or if he can receive it at a
given date of arrival. A rescue ship is a custom job, costing an extravagant sum. It must
mount a single GU; with a Tractor/Pressor system installed. It will have to carry one OU for
each SU of the ship to be rescued, as well as its own required allotment of 1 DU for every 10
SU.. The ship must be fitted with various other Units and equipment, to be flyable. It is then
run out to the location of the Black Hole, which may be varied ..from its initial location random-
ly by the GM, though the rescue ship will be able t o find it. This is why a rescue operation
without the message is not possible, as an ephemeris for the Black Hole must be calculated from
the data in the message ..
Once there, the rescue ship will expend 100 ERG for every day it searches, and will re-
quire 1-100 weeks to locate the ship in the grip of the Black Hole, and to tow it free .
A rescue ship will cost 1000 CJ( per SU, and cannot be converted to any other use. Once
built, its units may not be exchanged for any other type of SU,
To give an illustration of this operation, let us say the starship "Duck.buster" has been
caught by a Black Hole. As it is whizzing in to the core of the phenomenon, it fires off a
message torp addressed to a friend at Newson III, containing the sensor log d ata on the Black
Hole. He gets the message, discovering t hat the ship has over a million credits worth of loot
on board.. The "Duck.buster" was a 20 SU ship. He has a rescue ship built, requiring about 25
SU (25,000 CJ() and convoys out to the new location of the Black Hole in his own ship, with the
rescue craft. He spends 35 weeks to get the "'ouckbuster" out of trouble, at a cost in energy
of 35000 ERG. Total cost of expedition, f iguring energy for transit , and a few canbats on the
way, about 60,000 qt.
Unless you have credit to burn;· or your best character is on board, or the treasure of all
time is in the hold, it is usual to let a ship lost to a Black Hole stay in it.

65
0900. BUILDING A SHIP
The most important step in preparing to play Spac:e Quest, after the construction of a
character, is the building of a starship. Unlike most role-playing games, where the main ob-
ject in outfitting a character is limited to a sword and suit of armor, or a horse and six-gun,
the Player in Space ~ must expend ti.me , effort, and not a little of his characters' credit
in carefully designing and outfitting his vessel. For the characters, the ship is transport,
shelter, armor, weapon, and center of power for all aspects of their adventure in space.
Starships are not cheap. The expensive vessels, custan made, that the Player-characters
will buy are even less cheap. Unless sane super-wealthy scion of the best families is a member
of a party, all the characters will probably have to go deep into debt to build their ship. The
GM should leave all arrangements about who owns how much of the ship strictly up to the Players.
Once the Players' characters. have raised the necessary credit, the process of ship- building
goes roughly like this.
l. Decide how large a Hull is desired. Deduct the cost of this, and all subsequent purchases,
from the Credit of the character paying for it.
2. Install one Ship Unit (SU) for each SU of capacity the Hull has. Certain types of SU are
required t o operate a vessel (Command Unit, Drive Unit, etc.). Others are optional.
3. Detemine what Ship Systems are needed, buy them, and install them in the ship 1 s Technical
Unit(s) according to the rules given later .
4. The Players will now allot their reamining funds to buy £NERGY, in the form of 1000 ERG
Power Slugs at 1 CJ( per ERG. The total energy purchased is entered in the Ship Record Sheet
as Energy Status. From the reserve of energy, a ship may draw such smaller fuel cell s as are
needed.
5. Any funds left over after purchasing energy may be used to buy mining equipment, medical
gear, and other useful items. Any money left over can be banked until the ship 1 s return, or
converted into more energy, and thus carried with the ship.

'I'o build a ship which will answer all the characters' needs will take time and money, as
stated above . But once a vessel has lifted off, it cannot run back to get that cup of sugar
the cook forgot, or the needed drug to save a character's life. So under no circumstances
should the often tedious process be hurried.

0910. SHIP HULLS


There are six basic sizes of hull. They are premade, and no other sizes are available .
Hull sizes are: 3, 5, 10, 20, SO, or 100 SU. Prices for these, and all other ship components,
are given in section 0940, the Ship Component Price List.
A Hull must be filled completely with Ship Units . No "blanks" are permitted.
No Hull larger than 10 SU in size is capable of maneuvering or lllnding in a planetary at-
mosphere . vessels 20 SU or larger must carry landing craft, or auxiliary ships .. if they
are to get their crew or cargo onto the surface of a planet.

All H'ulls are fitted with the circuitry needed to power the Units installed in it, and
each SU of volume in a Hull has movable bulkheads, capabl e of being arranged in various shapes.
All bulkheads can by sealed vacuum-tight in the event of a Unit being breached to space, by a
command from the ship 1 s Command Unit, once it is installed.
All Hulls are equipped with the bounce tube, a rapid, intra-vessel transport system, pro--
pelling a character at a rate of 1 SU per second.

0911. SHIP RECORD SHEET


Once the Hull size is determined, the Players can set up the Ship Record Sheet. This is
simply a piece of lined paper, the lines numbered so that a record of the status of each SU is
apparent at a glance. At the top of the page will be the name of tt,e vessel, date of cc:cnmision
(when it first l ifted off), current date, and the ship 1 s Energy Status, the amount of ERG cur-
retnly available in the power plant .
We have no specific form to give the GM at this point, but here is a brief example of how
the sheet is kept in the original campaign.
SHIP RECORD SHEET
1
"Cheezi t ' 10 SU Explorer COC!lliss.oned: 501. 453 Current Date: 502.295
l. CU (Conmand Unit) Energy Status: 23,056
2. GU. (Gunne_ry Unit) ERG GUn system.
3. EU. (Environmental Unit). Set for Humans/'I'rilax.
4-6. HU (pl (Pressuriz.ed Hold Units)
7. EU. Set for Silicoids.
8 . OU(Operations Unit) . Autodoc.
9 . TU(Technical Unit). l.Astrogation Canputer. 2.Fire- control Computer .
3.Engineering Computer. 4.Navigation canputer. 5.Autodoc 6.Biomed..
cal Computer. 7 .Long-range realspace sensor 8.Medium-range realspace
Sensor. 9.Medil.BD Range N-space Sensor. 10.0nboard Sensor.
10. DU(Drive Unit).
66
Naturally, the GM will want to spread his information out a bit more that this format size
will allow. It is best for the GM and Players to collaborate on the drawing up of the record
sheet, and then for the Players to be responsible for its maintenance. This will take that
much more of the burden off of the GM., in his wild fight with the rulebook, maps, dice, etc.
But the details of this process are the sole decision of the GM in his own campaign, and his
word on how such matters are conducted is final.
A final note on the record sheet. While a space craft may be assumed to be built in any
shape desired, some means of determining what lies where must be used. Therefore, the SU are
built into the ship in the order they are written on the record · sheet . SU #1 is next to SU #2,
and SU #8 l ies between SU #7 and #9 . To get from SU 12 to SU # 6 is a journey of 4 SU, a mat-
ter of 4 seconds in a bounce tube , or 4 mt on foot.
Moreover, in combat, a hit against the ship will be located in one SU,as a rule. For a 10
su ship, the GM. will roll a 10-sided die. Rolling a 7 locates the hit in SU 17, etc. For oth-
er sizes of ship, roll the appropriate size of die. Details on this process will be in section
1000 ff, under the heading Ship Combat.

0920. SHIP UNITS


The term Ship Unit, or SU, does not only refer to a measure of volume in space craft, but
also refers to the special Units that are installed in an empty Hull to make it into a true
starship.
'!'WO types of SU exist, Primary SU and Secondary SU.
Prima_r y SU are the Command Unit, Gunnery unit, and orive Unit.
All other SU are Secondary su.

0921. THE COMMAND UNIT


The CCCTUnand Unit, or cu, is the bridge of the vessel. It is the station for the GO-rigger,
or pilot, and the central control station for the ship. Every ship MUST HAVE at least l CU .
The CU contains the input plugs for the GO- rigger .
The CU contains the ship's radio and N-radio installations.
The cu contains the Primary circuit Modules. Each CU can control 10 other Primary SU. If
the CU is shut- down by damage,.t none of the su hooked into its PCM' s .can function until it is re-
paired. If more than 10 Primary StJ are installed on a vessel, then either a secondary CU must
also be installed, or a Primary Circuit Extension Module must be installed. Either solution
wil l give the ship 10 more PCM' s. But if a second CU is installed , only one cu may be in com-
mand of the ship at one t i me. If conflicting GO-ri gger commands are received by the Astroga-
tion Computer, it will disregard both, a'nd fly the ship on its own.
The CO contains monitors for all SU on the ship, and control for any automatic equipment
on the ship may have a set of back-up control s installed on the CU console,
The CU can sustain 30 points of STRUCTURE DAMAGE, and 20 points of SYSTEM dam.age .

0922. THE GUNNERY UNIT


The Gunnery Unit (GU) is the weapon section of the ship. One GU can accomodate the mech-
anism for one weapon system . It requires the facilities of shipyard to change the installed
weapon system for another.
The GU contains the input station for one FIRE-rigger.
The GU can sustain 30 points of STRUCTURE damage .

0923. THE DRIVE UNIT


A ship must have at least one Drive Unit (OU) for every 10 SU. The OU can provide drive
power for i tself and nine other SU, so that a 100 SU vessel will require 10 ou, a 50 SU ship,
S DU, etc.
The DU contains the input plugs for one POWER-rigger.
Each OU can generate 1- 10 ER.G for a ship's weapons, screen, and emergency maneuvering pow-
er.
A ship can have more than the minimum necessary OU installed, if desired, to provide extra
power for combat and emergencies.
A DU can store an infinite amount of energy, a nd no matter where a Power Slug may be in-
serted into the ship, the energy is added to the total Energy Status.
The OU contains the mechanisms of the··N-drive and Q-drive.
A ship which loses more than the necessary amount of OlJ needed to power the vessel cannot
move at all until the damaged 00 is repaired. 'l'hus , a 20 SU vessel with only one operating OU
is dead in space.
A DU can sustain 30 points of STRUCTURE damage, and 30 points of SYSTEM damage.

67
0924. THE TECHNICAL UNIT
'I'he Technical Unit (TU) is the su in which the control circuitry £or all major ship de-
vices, and the hardware for all computers and sensors, is installed.
Each TU holds 10 Circuit Function Boxes. Most ship's equipnent requires an allotment of
l CFB to operate. The equipment must be permanently installed in a given CFB of a TU , and a
note made on the record sheet as to what equipment is operated by a CFB in a given TU. If a
weapon or other hit doing SY-STEM damage should strike the TV, a random roll of a 10-sided die
is made, detemining in what Cf'B the damage will be sustained.
It requires the work of a character qualified for repair •in a given device, or of a Tech-
nic, for one hour, with an expenditure of 10 ERG, for a piece of equipment's control circuitry
to be switched to another CFB.
To illustrate, if a ship were fitted out with 20 pieces of equipnent (computers, sensors,
some medical gear, odds-and-ends) i t would require 2 TU to hold the controlling c i rcuitry for
the machinery.

0925. THE ENVIRONMENTAL UNIT


While the entire ship may be set for a single type of environment, only the Environmental
Unit (EU) may vary from this norm. It is customary to adjust the atmosphere, temperatu,r e, ar-
tificial gravity, etc., of a ship for the Human/Tri lax range, as the Silicoids can survive in
this environment, whereas the Carbon races cannot survive in theirs . The EU, however, can .be
set for the ideal conditions of each character living in it.
The EU holds five cabins. Each cabin may be set for a precise temperature, gravity, and
pressure. The overall conditions of atmosphere, ainbient radiation, etc., as well as the food
supply i n the EU, must be all of one setting. Each cabin will hold one character comfortable
for as long as there is a vailable power . An EU can support 10 characters for only 10 days, be-
fore the life-support mechanisms break down under the inorea--4 ~ -
Five beings of the same Base Element Type and atmospheric composition may live in a given
EU. All others will find some element or other of the EU uncecnfortable , if not lethal.
The EU can sustain 30 points of STRUCTURE damage, and SO points of SYSTEM damage .
A NOTE ON ARTIFICIAL GRAVITY: The Artificial Gravity of the ship may be set at only one
level for the whole vessel, with individual settings permitted for the cabins in the EU. The
settings must be made in the shipyard, and only a shipyard can change them. In the event of
a vessel undergoing acceleration, the additional force will be added to the gravity in which a
character is currently located.

0925 a. THE LIFE CRAFT


Each EU is equipped with one Life Craft, able to hold onl y five characters, and equipped
to support the same life- forms as occupy the EU normally. Characters located in a Life Craft·
when their EU is exposed to damage of any kind, wil l not suffer any harm until and unless the
EU has been hulled. A.t that point, the vessel will be launched into space automaticallu, un-
less an "Abort Launch" signal is received from t he GO-rigger, or the occupants of the craft.
A Life craft has lOOO ERG of power , and N-drive and Q-drive.
A Life craft can- sustain life-support for as long as it has any power left.
A Life Craft has· ,:3imple 'sensors for , navigation and astrogation, but NO weapons or screen.
A Life craft can sustain 20 poin ts 6f STRUCTURE damage and JO points of SYSTEM damage.

0926 . THE OPERATION~ UNIT


The Operations Unit (OU} is a standardized Unit for the installation of laboratories, med-
ical facilities, factory ar'fd mining gear, etc. It has rigger plugs for use of the ship's ca:n-
puters, and various types of power outlet. An ou sustains 30 p:,ints of structoredamage.

0927. THE BOAT UNIT


The Boat Unit (B~) will require 3 or more SU of Hull space. It is a launching deck which
contains an entire other ship, built in the normal fashion, as an auxiliary vessel, or gig, and
also. contains the support gear needed to fuel, launch, and ;ecover it.
BU are available in sizes holding a 3 SU, 5 SU, or lo' SU gig. The gig will be immune to
all damage until the BU Unit holding it is hulled. Note that' the entire BU need not be hulled.
If the BO unit contiguous with SU 11 of the gig is hulled·, then· SU #1 will suffer the consequen-
ces of all subsequent hits to that SU, though the other two BU units may be intact.
A BU unit can sustain 30 points of STRUCTURE damage•.
0928. HOLD UNITS -
Several varieties of Hold unit CHU) are available.
The standard KU is UNPRESSURIZED! It will be open to space C,r planetary atmosphere, and
is separated from the rest of the ship by airlocks. It is usu4lly used to hold mineral ores
or other imperishables .
The Pressurized HU, or HU (p) , is pressurized, and contains the same environc.ent as the rest
of the ship at large .

68
Either form of HU may be "droned." This modification fits the HU with a remote controlled
mini- drive, enabling it to maneuver for brief periods in realspace ONLY . The system requi res l
ERG to land on a planet, and 1 to take off. It will hold up to 10 ERG at a time, and may be man-
euvered by Q-drive at the usual energy costs, It must at all times be under the remote control
of the ship, either by a living controller, or a computer.
The accelerations used by droned HU will kill any character inside, should they try to use
it for a landing craft.
All HU can sustain 30 points of STRUCTURE damage.
All HU hold 1 SCL of cargo.

0929. SUMMARY
While we have tried to make the functions of the SU clear, and will indicate the require-
ments for a given SU by the equipment listed in the following sections, the GM has the final say
as to the fitness of a given SU for a give n use .
In any case, remember that a Hull must have 1 SU for every SU of capacity, or it will not
last out the first flight. Unfilled Hulls are unstable, and will blow up in 1-100 hours . A
Player may be able to afford a 100 SU Hull, but can he afford to fill it?

0930. SHIP SYSTEMS


Any device whose function i s to use, store, generate, or distribute energy in a controlled
fashion, on the ship , in its daily routine, is considered a ship system. Note that just as a
SU will have a STRUCTURE point score, so will a ship system have a SYSTEM. point score. A hit
to the controlling CFB of a system will do SYSTEM damage to it, and if it loses more points than
it has, it will shut down . A system taking more damage than it can sustain is said to suffer
overkill. Any overkill i n excess of 100 points of damage will render a system irreparable, a
pile of slag, a hunk of junk.
The main ship systems are computers, sensors, weapons, and medical equipment.

0931. COMPUTERS
The computer in space ~ is a remarkable device. Almost self-aware in many ways, it per-
fornis its functions automatically, and will always inform the Player- character of impending dan-
ger that it is programmed to detect . In more subtle matters, the Pl ayers must figure out the
correct questions to ask, and the GM must in his turn, decide if the computer has the data.
Eg. of a conversation between Player and computer (portrayed by the GM) in normal course of
play:
Player: We're out of N-drive, so what do we see?
CaYtputer: Readout: one star, type GJ.
P: llnything else?
C: Insufficient time to assimilate data. Wait l day for further readout.
(Time passes)
C: Readout: Star has four planets at orbital distances . . . . end print.
P : No other •.•
C: Warning--- Navigation Hazard approaching---Meteor Storm.
P : Action stations everybody, we .•. (horrible crashifl9 noises. Silence.)
Well, at least it tried to warn them.
The GM must concentrate to keep track of what data is being scanned, and at what point in
timetable it will be ready for readout, He must also keep in mind that certain things (radi o
waves, ship' s drive emanations, etc) will pop-up almost at once, and should try and keep these
consistently placed in the flow of p l ay. Especially in t:he earl y stages of setting up the cam-
paign, the GN wil l make a mistake in this regard. When this occurs, the progress of p l ay should
be traced b Ack to the point where the error ocurred, and picked up fresh from there. If this
will do the Players out of some hard-won victory, then the GM should let the error stand, of
course . Fairness a.nd even-t.emper s will win the day in such cases .

Ship 1 s computers have many different functions, operating within various ranges, from many
l ites away, to onboard the ship. Certain computers are necessary for the ship to operate, others
are almost but not quite mandatory, and others are frills.
This section will list the functions of each COll\puter under the heading of L-R (Long- range)
M-R (Medium-range) , or ON (Onboard) ,
All cccnputers require l CFS to operate, and can sustain 20 points of SYSTEM damage.
ASTROGATION COMPUTER: Required for ship operation.
L-R - At any range: the computer ca n detern'li.ne the co-ordinates of the ship's lo-
cation by scanning the visible star-field around the ship. The stars must be visible for this
function to be used. This operation requires 10 hours.
- At a range of l lite. The COll\puter analyzes the spectral c l ass of stars in
range. This is instantaneous.
69
ON - Pilots the veseel in the absence of the GO-rigger at base values (no bonus) •
- Handles incoming communications, monitors for radio or N-radio waves, and
can control all "droned" units.
- Plots all co-ordinates for interstellar flight, and handles all calculations
for any form of ship movement.

ENGINEERING COMPUTER: Requfrea for operation of ship.


ON - Controls and enhances all onboard repair work .
- Runs all OU at base values.
- Measures onboard radiation intensity .
- Maintains general ship' s life support system (not EU) .

FIRE- CONTROL COMPUTER: Required to use any ship weapon.


M-R - At combat range ( 10 dets} . determines the status of enemy vessel: what
weapons it fired, what screen power it has, what damage it has sustained .
ON - Can fire weapons automatically at base values. Will al.lays fire one weapon
per target, firing at weakest screen or most damaged opponent.

SURVEY COMPUTER:
L-R - Within a range of 1000 AU. Determines if a system has planets , asteroids, or
nebular material belts.
- Reads out orbital ranges for such objects , if they are present . It requires
1 day to scan the system a.n d determine the data for these two functions.
M-R - Range: l det. The computer determines the diameter , density, atmosphere,
temperatu:re range , gravity, and atmospheric pressure of a planet under survey. It also gives
a rough idea of the general geography of the planet.
This funct i on requires 1-10 hours .

TECHNICAL COMPUTER:
L-R - At a range of 10 AU . The computer detects the presence of any artificial
objects in space; ships, dereli cts, beacons, etc . It reads out their size in SU, and detects
the use in this range of the N-drive or Q-drive, indicating Empire type technology.
M-R - At S dets . Detects the presence of radiation and its intensity.
- At 1 det . Detects the presence of artificially generated energy, its quan-
tity, type (Empire Ionic, fusion, fission, coal, etc . ).
After 1- 6 days of surveying a planet a t this range , the computer can deduce its
level of Technological Devel opment.
ON - Aids the study of alien artifacts in a lab unit. After 1- 10 hours of scan-
ning an artifact, the computer can deduce the Technological level that produced it.

NAVIGATIONAL COMPUTER: Highly recommended i f the ship j.s eo survive.


M-R - Range : 10 dets. Detects the presence of any Navigation Hazards. Detects the
presence of CT. Both functions are instantaneous , subject to the restrictions of section 0840.

BIOMEDICAL COMPUTER:
M-R - At 10 dets, determines the presence o f life in any form (crew of a ship, mon-
ster, planetary population). Instantly determines the Base El ement Type of this life-form.
After l-6 hours of scanning, it wil l determine if the life-form is intelligent,
and read out the ful l Life- f orm Classification Code for that life-form. The computer does not
indicate the level of intelligence, only its presence.
ON - Operates all automated medical equipment on the ship. It can deduce the com-
plete environmental needs of a life-form afte:r 1-6 hours of scanning .

SOCIOLOGICAL COMPUTER:
M-R - At 1 det. Detects the number and size of communities on a planet. Oetermines
the Cultural Organization , Social Organization , Organizational Strength, and Xenophobia Factor
of a culture, after l-10 days of survey. This figure is reduced so, i f the culture uses radio
communications that the computer can scan, once it knows the language.

PROSPECTOR COMPUTER:
M-R - At l det. Determines the presence of e xp l oitable resources on planet. Gives
number of deposits, their location, and size in SCL. This includes mi neral deposits (petrochem-
icals , radioactives, heavy metal s, crYstals), and chemical radicals (Jovian atmosphere compounds
and the compounds found on 11bio-soup11 worlds). see section 1100 ff for details.
The computer can also operate remote controlled mining equipment onplanet or in
space .
70
LIBRARY COMPUTER,
ON - The canputer stores full banks of Empire cultural material, literature, music
recordings, holographs of artworks, etc. It stores the standard techmanuals for repairing ship
equipment . It has the general reference works of history and science. The computer stores the
ships log, and general records.
Finally, it maintains a complete linguistics bank, capable of determining the
strcture of a language swiftly, if it can have access to it. From a living specimen it will
learn the language in 1- 10 days. From monitoring radio corrvnunications, it will l earn it in
1- 10 hours . If the culture uses a dialect of Galac, the Empire lingua franca, it will be a-
ble to use the language in 1- 100 minutes . If the library computer has a language in its banks,
it can provide instant translation for characters using the Portable sensor Pack, or ship radio
facilities .

ASTRONOMY COMPUTER,
L-R - The computer duplicates the location finding functions of the Astrogation
Computer
- At a range of 20 lites, the computer can determine the Co-ordinates of a star
in range . Thus, it is not necessary to limit travel to stars whose positions were purchased at
the hane-port. This scan requires 2- 20 hours .

0932. SENSORS
Computers cannot function without data. This commodity is procured by the sensors, of
which four major types exist: Long- range sensors; Medium-range sensors; Onboard sensors; and
the E-M Visisensor.
All sensors require 1 CFB and can sustain 10 SYSTEM points of damage.

LONG-RANGe SENSORS: There are two types of this sensor, one for realspace use, and one for N-
space use. For purposes of this game, assume a lite to be equal to 1 hk, and an AU to equal SO
hm, i n terms of N-space distances. Computers cannot perform their L-R functions without input
fran the type of sensor proper to the space they are functioning in. one sensor will provide
data for any number of computers. If the sensor is not functioning, the computer cannot perform
its L-R functions .

MSDIUM-RANGE SENSORS: These also come in the N-space and realspace forms. Assume l det is e-
qual to l hm for game purposes. Again, without the proper sensor, a computer cannot perform its
M-R function.

ONBOARD SENSOR: Only one type of Onboard sensor exists, and it is usable in any location. If
a ship has no functional Onboard sensor, then its computers cannot perform their ON functions,
and for the ship to operate at all , the activities such as piloting, gunnery, and engineering
must be manned by riggers at all times, or shut down. If a rigger is in coomand of an action
with no computer support, he will lose all bonusses, and can only operate the equipment at base
values. It is advisable to carry several of these senosrs, as back-up units.

E- M VISISENSOR: One such unit will provide visual scans of up to 1 det in range to the vision
screens located in each SU . It is usable safely only in realspace, as those who look at .N-space
risk N-shock. It not only perceives the visible spectrum, but can amplify the u-v and I-R wave-
lengths into visibility too.

0933. MAJOR MEDICAL EQUIPMENT


.Medical equipnent must be set up in an OU, and such an OU is designated sick bay on the
record sheet. Some of this equipment requires a CFS, some requires volume in an OU, sane is
automated, some is not. The details are stated for each piece of gear.

AUWOOC: Requires 1 OU of volume , l CFB, and must be under the control of the Biomedical Com-
puter, a B~otech, or a charcter with the Medical Science skill for the species of the patient.
The Autodoc is a fully automated sick-bay. It will treat patients of ONE Base Element at
a time, t reating up to s patients simultaneously. It treats the following conditions in the gi-
ven time:
Condition Time for treatment
Restore lost Hit Points . 1 -3 hours.
Cure diagp•,sed disease .. 1-10 hours.
Regrow lost limbs/organs 1 day/limb.
Gravity Shock l-10 hours.
Radiation Sickness S hours/degree of sickness.
V«cuum Shock 1-3 hours.

71
MANUAL MEDICAL SYSTEM: Requires only 1 OU, and must be run by a Biotech with the Medical Sci-
ence skill for the patient• s species . It requires no era or energy, and will be destroyed only
if the OU in which it is located takes more than 50 points of overkill in STRUCTURE damage .
This is a fully stocked sick-bay, on the order of a 20th century Dispensary. All its func-
tions are directly and manually controlled by the ship's medical staff. A single Biotech can
treat 3 patients at one time in this system, and it will require his full attention to do so.
It can treat the following conditions:
Condition Time for treatment
Restore lost Hit Points 1-6 points per day.
Cu.r e diagnosed disease 1-6 days .
Gravity Shock 2-20 hours.
Radiation Sickness 1 wk/degree of sickness up to second. Cannot help rnore severe
.cases .
vacuum Shock 1-20 hours.
It is usual practice to store all drugs not currently in character's medikits in the sick
bay, so as to have them at hand for needed treatment.

DIAGNOSTAT: Requi r es l ere and must be under the control of the Biomedical Computer or a Bio-
tech to operate .
The Diagnostat is a small sensor/computer device which scans a subject suffering from a dis-
ease in order to diagnose what he is infected with, so that a cure can be presecribed. Treat-
ment of undiagnosed diseases is impossible, unless the universal Antibiotic is effective. The
system can determine the nature of a pathogenically induced infection in 1-100 hours of scan.
The GM, as he develops his campaign , will be able to determine if a disease is already "known"
to the medical science of the Combine, and will reduce the required time accordingly.
The diagnostat can also detemine the presence and severity of Radiation Sickness in a sub-
ject, and should a character be in a damaged condition for reasons unknown to the rest of the
crew, the diagnostat ca.n determine 'the extent of damage, and the probable cause.
Eg . A character is found in an onplanet encampment, wounded and in coma. The diagnostat in-
forms the Players that he was struck by a poison dart, from which the party may deduce the pre-
sence of coll.cealed and hostile natives, even if they did not witness the ambush .
.{
NUTRIENT ANALYZER: Requires l CFS and the control of the Biomedical Computer, or any Biotech,
or any character with a Medical Science skill or Dietician skill.
The Analyzer will scan potentially edible materials for nutrient content. It will then
read out the result for a given Base Element Type . It will do this for any desired Type other
than the energy or rock eating species . Readouts will be in one of the following forms: "Ed-
ible and fully nutritious;.. "Edible and partially nutritious---requires supplements of .. . ;"
.,Inedible---not assimilable by proposed Type;" or "Toxic. "

BIOSTASIS CHAHBER: Requires l CFB and . 2 OU.


The Biostasis Chamber is a perfect suspended animation chamber, capable of holding any Hu-
man scale being. It will arrest the passage· of time for any dead or living character, and once
the field is on, the chamber is invulnerable to harm, as it will be completely shielded by the
stasis effect. The device requires 1 ERG to activate the field, and 1 ERG to deactivate it.
Once the field is on, the loss of the CFB, the destruction of the ou, or even of the ship, will
not deactivate. Only the application of 1 ERG through a properly circuited CFB will do that, or
the application of another stasis field in contact with the first. It may be assumed that space
has a small number of such chambe:rs floating in it, debris from destroyed vessels.

PSYCHO-INTEGRATOR: Requires l CFB and .1 OU.


The Psycho-integrator treats all forms of insanity or mental damage. It can treat only one
being at a time, and can be set for only one species. This setting is made at the time of pur-
chase, and is permanent. The device requires 1-10 hours to effect a cure, and may be used in
tandem with the autodoc or other forms of physical treatment. It works automatically, even i f
no control is present from. computer or character.

BIOSPHERE SIHUL/ITOR: Requires l CFB and . 5 OU.


This large chamber can accomodate three hwnan scale beings, or larger beings up to . 5 SU
in sii:e. It will provide the full environmental requirements for the species of the inhabitan t.
It provides atmosphere, gravity, temperature, pressure, ambient radiation, food and drink, etc .
The environmental needs of the being must be known, to program. to the Simulator , . and the chamber
must be programmed by the Biomedical Computer . It requires l hour to cycle up this system to
operating status.
The chamber is also f itted with an airlock, and a set of medical waldoes for treatment of
the inhabitants from outside.
The Biosphere Silnulator consumes 10 ERG per day of operation (l ERG/hour) .

72
0934. SERVOMECHANISMS
Servos are r emote operating devices, extending t he range of operation of various computers,
in onboard operations . All servos are hooked up to a certain computer, and if that computer is
not operative , neither is the servo.
In addition, each servo requi~s 1 CFS, a_nd each servo has 10 SYSTEM points .

MASTER CONTROL SERVO: Al lows the GO- r igger to take over t he ri9ging of one other station on the
ship, eit her as FIRE-rigger or POWER.- rigger. The GO-rigger will reduce his bonus b y the score
accruing to t he Ability necessary to run the unit h e is backing up, so t hat a GO-rigger who is
also acting as a FIRE-rigger would l o se th.e benefit of his PSI score in piloting t he ship, a nd
would lose his IQ bonus i f he acted as a POWE~- rigger . Contrariwi se, if his score in the Abil-
ity concerned is sufficient for a bonu s in the station he is taking over, he will rec:iwe it.
The GO-rigger must have the requisit e s kill to o perate the rigger f unction he takes over, and
he may only take over in the absence of a funct ional rigger at t hat post. This is an emergency
device, not an o verride . It is designed to back up a dead or d isabled rigger, or a vacant rig-
ger station. The servo hooks up to the Astrogation Compute r.

ENCINEERIN(; EXTENSION SERVO: Hooks up t o t he Engineeri ng Computer . Allows the POWER-rigger to


control l extra OU. Normally, one rigger controls one SU . With one extender , the rigger can
control t wo OU. With anot her servo, he can control three DU. Note that this is of great im-
portance if t he Engineering Compu ter should be knocked out , though under normal circwnstances ,
the servo is unecessar y, as the Computer allows a rigged-in engineer to control all the ship ' s
DU.

REPAIR OPERATIONS SERVO: A small robOt, equipeed with various tools, and drawing energy direct-
ly from the ships Energy Status. One servo can service one SU a t a time. If a SU or system is
damaged but not yet hulled or shut down , the Servo can repair 1 -6 points of damage per mt, at
a power cost of l ERG per point repaired . The servo cannot repair u nits that have taken more
t han 100\ damage , though their use will enhance the process of repair by living crews. Servos
move through t he ship as do livi ng chcracters , via bounce tube or "on foot. " Hook-up to Engineer-
ing Computer.
MEDICAL RESCUE SERVO: Similar in appearance and movement to t h e Repai r Operations Servo, this
device functions as an onboard ambulance , going to SU as directed by any l iVing chat"acter, to
retrieve dead or wounded characters, administer first-aid, and carry them to sick bay.
The servo is equipped with an Emergency Medikitr and draws power directly from the ship. A
record must be kept of what drugs it is stocked with .
Hook-up to the Biomedical Computer .

0935. SHIP WEAPON SYSTEMS


These are the systems installed i n the GU , for use in ship combat. Remember , one GU wi ll
hold one weapon system unit .
weapon systems require no CFB , and can susta in 20 points of SYSTEM damage . They take dam-
age only from shots which hit the GU.
Each weapon system has various formats in which i t may use its systems , not all of them
necessarily warlike.
In combat, each weapon system. can fire one beam, with the full power of the ship 1 s weapon
e nergy behi nd it.

ERC GUN SYS'l'EH: The ERG Gun system fires beams similar to the ray of a Blaster, but of immense-
ly more power, by several orders of magnitude. Remember that ship weapons fire multi- ERG blasts,
while Handwe a pons use centi- ERG blasts.
Both fo.m.ats of the ERC Gun do equal amounts of damage in all three areas when they hit.
That ~s, a 20 ERG hit from an ERG Gun will do 20 points each of STRUCTURE, SYSTEM, and CREW
damage .
The weapon formats are :
Energy Cannon- A single beam of tremendous power .
Energy ,Torpedo - A burst of 5 pulses of energy . These will be aimed as the FIRE-rigger
wishes, and are of use in combat with multiple opponents . Each torpedo will have 20\ o f the
availabl e weapon energy. Thus, if the ship has 35 ERG of weapon energy in a mt , each torpedo
wi ll have a 7 ERG charge. Round fractional values to the nearest whole number .

TRACTOR/PRESSOR SYSTEM: Tractor beams p ull things towar ds the ship. Pressor beams push things
away from the s hip. The system has three formats .
Tractor- A beam with several applications . In combat, a hit of even 1 £RG penetrati on by
a tractor beam will increase the odds of the fi ring ship to hit with other weapons by +2. It
will also, however, increase the odds to hit for the target vessel by +l, due to the locked rel-
a t ive position of the two vessel s that mt.
Against a passive target, the t ractor beam ca.n be used to draw it into contact with the
ship, or to hold it in <..ome position within the 10 det range , or to tow it along with the ves-

73
sel. If a ship is towed into or out of N-space, the transition will require 10 extra ERG each
time . Any resistance will break this tow.
At the GM's option, a tug of wa_r application will be possible, whereby a resisting ship is
taken under tow. Each mt, the firing vessel will put weapon energy into the tractor beam, and
the resisting ship will divert energy to the drive. Ratio the drive power of the resisting ves-
sel over the weapon power of the firing ship, to determine the percentage chance of the resisting
ship breaking free of the tractor.

Pressor- This beam has two defensive functions. First, a hit with a Presser beam of even
l ERG penetration will penalize fire from the target vessel against the firing vessel by -2. It
will also reduce the odds of a hit for the firing vessel against the target vessel with other
weapons by -1 .
Tht!' Presser is also of use in repe.l)ing missile attacks . A single Presser beam will auto-
matically deflect 2 missiles each mt .

Rattl~ r- This format is a beam of alternating tractor and pressor forces, in a megahertz
frequE!:ncy. It" delivers STRUCTURE damage to any target it hits.

PULSER SYSTEM: This system generates pulses of energy designed to disrupt the energies of ma-
chinery or living nervous systems. There are two formats.
EMP Pulser- Fires a beam doing SYSTEM damage .
Neuro-disruptor- Fires a beam doing non-lethal CREW damage, in exactl y the same manner as
the Neuro-distorter Handgun. The Neuro- disruptor must be set for one Base El ement Type, and a
ship's FIRE-rigger must know what Element to set it for . If sensor data exists on the Base El-
ement Type of an opposing crew or monster, then the Fire-control Computer will automatically
set the weapon.

MISSILE ARR.AYS: There are various types of misSiles available. The actual weapon system pur-
chased is a Missile Rack, of which one will fit in a GU. Each rack will hold a number of mis-
siles varying by type . It requires 1 mt to reload a rack after it has been fired , and firing
and reloading simultaneously is forbidden. The use of missiles requires no energy, though a
SYSTEM hit will still knock o ut the GU, as the ballistics equipment will go down.
Available missiles are:
Attack Missiles- For use in realspace only. Missiles have warheads of 1-100 ERG, and Play-
ers must specify what kind they are buying at the time of purchase. These may also be used for
bombardment of a planetary target. A Missile Rack holds 10 Attack Missiles .
Anti-missile Missiles- Sm.all interceptors, designed for defense against attack missiles.
They may be used in either N-space or real space . Each AMM fired has a 10\ chance of i ntercept-
ing an Attack Missile, and the Fire-control Canputer will always allocate 10 AMM to an Attack
Missi le, until it has alloca'ted all of the AMM fired . The FIRE-rigger may override this, deploy-
ing the A.MM as he desires. A Missile Rack holds 100 AMM.
Eg . 1\ ship is under attack by 15 Attack Missiles. It has 100 AMM in the rack. They are fired,
and if uninterrrupted, the Computer will automatically knock out 10 of the Attack Missiles. If
the FIRE-rigger desires, he may allocate them in another pattern, say 6 AMM each, with the odd
10 AMM allocated to bolster the odds against the first 10 Attack Missiles. Thus, there is a 10,
chance f or each of the f i rst 10 Attack Missiles of being intercepted, and a 60\ chance for the
last S . Of course, an unintercepted Missile must still score a hit , but remember that Missile
hits are not impeded by screen.
N-.Jump Missiles- Attack Missiles designed for use in N-space. They funcyion exactly as
do Attack Missiles.
Chaffers- Oevices fitted with warheads which spred a cloud of sensor-scrambling Hchaff"
around the ship firing them. For each Chaffer fired, the ship will gain a +l defensively, but
loses -1 on its own odds to hit a target.
A Missile Rack holds 5 Ch~ffers.
Planetkillers- A mega-ERG bomb, used to destroy bodies of planetary mass . This would be
the equivalent of a 10 BEG.ATON thermonuclear device! A Planetkiller requires 2 GU fitted with
Missile Racks to fire it.

A GU may store an effectively infinite number Ot- missiles of the type it requires . If a
really huge number of missiles are purchased, the GM may require part of the supply to be stored
in a HU .
Missiles are relatively cheap, and not very accur·a te. But when they hit, the full power
of their warhead is experienced by the target as STRUCTURE and SYSTEM damage, unmodified by the
target's screen. A Missile hit against a hulled SU will also do CREW damage to any charatters in
it.
74
The precise functions of canbat between ship scale opponents will be given in section 1000.

0936. MISCELLANEOUS SYSTEMS


These are installations used in exploration, power generation, mining and industry, re-
search, etc . Each has different requirements .

POWER GENERATORS: used to manufacture Slugs for the ship's Energy Status while in flight, there
are three kinds.
SOLP.R ACCUMULP.TOR- Requires l CFB and • 5 OU.
The Accumulator will generate 10 ERG/hr fran solar energy, when activated within 1 AU of
a star. It burns out and must be replaced after generating 5000 ERG.

RAMSCOOP ACCUMULATOR- Requires l CFB and and l OU.


The Accumulator converts interstellar or interplanetary dust, planetary atmosphere, etc.,
into energy, at a rate of 100 ERG/hr. Values triple if the Ramscoop is deployed in a nebular
cloud, dust cloud, or similar high concentration of detritus. The Aecwnulator burns out after
generating 10,000 ERG.

IONIC CONVERTER- Requires l CFB and 2 OU.


Converts matter to energy at a rate of 1 ERG per kilogra.m.. Matter may be fed into the de-
vice from onboard the ship, if supplies, or characters a.re willing to sacrifice themse.lves for en-
ergy. If the accumulator field is deployed in space, the followi ng values apply:
Deployed in: Energy Yield
Open space. 20 ERG/hr .
Nebular Matter 500 ERG/hr.
Asteroid Belt/Atmosphere 1000 ERG/hr.
The Converter burns out after generating 500,000 ERG.

MINING AND MOBILE RESOURCE PROCESSING EQUIPMENT, used to extract and process resources both in
space and onplanet. All ground operations can be remote controlled from the ship, or else will
require a crew of 2 characters .
MOBILE ORE EXTRACTOR- Requires storage in l HU.
This small, mobile factory can mine and process 1 SCL per day of mineral resources on a
planetary surface . It can withstand all natural hazards on a Terrestroid world, but is not us-
able on a Jovian one. It cannot move on its own, but must be ferried from place to place in a
droned HU, or by some other means of transport with a 1 SCL capacity.
The Mobile Ore Extractor requires l ERG per day of operation, and uses centi-Slugs for fuel.
It can extract any form of resource: heavy metals, petrochemicals, radioactives, or. crystals .

ATMOSPHERIC SCOOP MINER- Fits into an HU. The unit can process l SCL per day of chemical
compoud·s from a planetary a tmosphere. The unit will autc:matieally distribute this to empty HU
as chosen by the Players.
The unit requires l ERG from the ship's Energy per day of operation .
NEBULAR SCOOP MINER- Similar to the Atmospheric Unit, but designed to scoop-mine Nebular
Clouds.

FLUID REFINING PLANT- A mobile plant. for extracting the chemical canpounds on '"biosoup"
worlds. Requires sai:ne transport, storage, and energy facilities as the Mobile Ore Extractor.

TRACTOR-MINER- Small de,.,.1.ce, requiring only .1 SCL, this unit pin-points and grapples
metoers and asteroids in mining operations in asteroid belts and meteor drifts.
The unit requires l CPB, and can handle a mass up to 10 SCL in size .

CT-SPACE MINER- A device used to mine CT meteors, asteroids, and dust. It requires 1
CFB, and l OU for the control mechanism. The device refines 1 SCL/week of CT.

CT-STORAGE HOLD- A mechanism designed to generate energy walls in an HU so that CT may be


stored in i t.. For each HU so treated, the ship requires 1 CFB and 1 OU for the controls .
There is a flat 10\ chance of accident each time an HU is filled. If this occurs, the
ship will take 10-1000 ERG of damage i n the HU, and will be exposed to 100-600 RIF over the en-
tire ship.

CT-PLANET MINER- A Mobile ore extractor designed for use on CT worlds. It is fully auto-
mated, and refines l SCL/day of CT. The t,tine:r is used once only, as it cannot be cleansed of
all the CT after use, and is left on th~ planet mined. CT-proof ferries are required to load
the ore onto the ship, into the CT-Storage Holds. These ferries are also used only once, and
are droned. Their is a cu:mulative chance of 2t per hour that the Miner will have an accident
and blow up.
75
All CT onloading is l"'rformed by automated tractor beams located in the CT-Storage Ho,ld.
At 100.000 Cl( !"lr SCL of the stuff, CT mining is profitable. But you sweat for every millicred-
i t you earn.
The Hiner consumes 1000 ERG per day, and carries 5 Slugs. More are not necessary, as it
h a s a rated life of only 50 hours.

TRANSPORTERS: After the destruction of the :Eapire, teleportation research was banned by the
fearful survivors. But recently, the lid has been raised on such research, and crude transport-
ers are now available for use.
The teleportation system used in space ~ requires a sending station and receiving sta-
tion, and cannot transmit living matter/ A character has onl y a 1, chance of survi ving such a
transit.
TRANSPORTER SENDING UNIT: Requires l CFB and l OU.
The Sending Unit has a maximum load capacity of 1 SCL. It requires 100 ERG to transmit a
load, and has a maximum range of 10 dets. The use of a sender requires a Receiving Unit in
range, to which the Sender can tune-in.
TRANSPORTER RECEIVIMG UNIT: Requires 1 droned HU.
The Receiver is ferried to the planet• s surface, or other location, and switched on. It
has a maximum capacity of l SCL. The Receiver is a passive unit, requiring an activation sig-
nal from a Sending Unit signifying readiness to receive before it will transmit its load. The
Receiver requires 10 ERG to operate each time it transmits, which will be charged to the Energy
Status of the ship holding the Sending Urlit.

VEHICLES AND DRONES: These are v arious mobile units available, some manned, some not.
ATV (All-Terrain-Vehicles)- These are vehicles of various sizes capable of movement on any
Terrestroid worl d, and in socne cases, of limited realspace travel. All of them use centiSlugs
for fuel.
ATV-l: A one man vehicle, shaped like a bubble. Capable of S!"'eds of 200 kph in normal
atmospheres (pressure 3-20), 100 kph in denser media (fluids or thick atmospheres) , and a speed
of .01 centi c in a vacuum. The ATV-1 requires l ERG per hour of operation, and has life-support
systems which are active as long as power is available.
ATV-4: A Larger vehicle, holding 4 characters, and , .. 01 SCL of cargo. Capable of the same
speeds as the ATV-1. Consumes energy at the same rate as the ATV- 1.
Both the ATV'-1 and the ATV-4 require .02 HU of storage space, but they may be launched with
no special equipment or preparation, through the HU' s cargo hatch.
ATV-40: An All- Terrain truck, with a 3 character cabin, and capable of pulling one of two
types of trailer. The top speed of the ATV-40 is 100 kph, and i t cannot move except on dry sur-
f ace. It has no flight or submersible capabilities.
The ATV-40 has space for two centiSlugs, and consumes 2 BR.G/hr.
The standard ATV-40 trailer is a pressurized container I holding . 5 SCL of material.
The ATV- 40c trailer is a miniature EU, set to hold up to 10 characters of the same environ-
mental type comfortably for l day on a charge of 10 ERG .

Arror for ATV units: An ATV can be armored, providing four dice of armor, but this will
re-duce its speed by 50\. An ATV can also be fitted with a semi-portable screen generator, pro-
viding 4- dice of screen. These defenses are on the personal combat scale.
Screen generators require 100 ERG/hr, and are fitted to take Slugs for fuel.

Armed ATV units: An ATV-l can mount one Blast Rifle to be controlled by the driver. An
A'IV-4 can mount two rifles of any sort, controlled by the passengers, and an Energy Mortar, a
semi-portable energy weapon firing a l ERG beam, generating 10-60 points of screen !"lnetration
on a hit, or doing explosive damage as a 1 ERG grenade, depending on the control setting made
by the character operating it. An ATV-40 can have two rifles of any sort mounted on the cabin,
and can mount 6 rifles and · two Energy Mortars on the trailer .
Armed ATV units require a centiSlug weapon power module for wepon energy. Any ATV with spa.r e
cargo space can carry extra centiS~ugs.

LANDING CRAFT: Requires 1 HU for storage.


A Landing Craft can be launched with no special equipment, like an ATV-.l or 4. It has a
capacity of • 75 SU, and can hold 10 characters safely. For every extra character on board, a
10, charice of a crash exists . The maximum load is 20 in ally case. Subtract 51. from this chance
if the pilot of the Craft is a Spacer, and subtract 20t if he is above 3rd level.
A Landing Craft requires l ERG l"'r g of the planet it is landing on to do so, and an equa l
amount for take-off . It can h ave a ma_xilftwn charge of 50 ERG, drawn fran the Energy Status of
the mother ship. Landing Craft have no special sensors, screen or weapons.

76
TROOP LANDING POD : A one character landing module, designed for a one-way trip. It
requires .02 HU to store , and can be tossed into a predetermined landing pattern. Only a
character in Power Armor will survive the roughness of the landing, and the pods are usually
used for troop drops onto combat planets. A sort of space-age paratrooper unit.

DRONE R.ECON UNIT: Requires 1 OU for storage and telemetry gear .


A remote-control sattelite, capable of close orbit, overflight, or landing, used to visual-
ly survey a planet. A Recon Unit is fitted with a small sensor, and can feed data back to any
of the ship's ccmputers from a range of 10 dets. Its main advantage is picking up precise vis-
ual data on a prospective landing site, or spying on the inhabitants of a world .
The Recon unit uses a Power Slug for fuel, and requires 10 ER.G per hour of operation.

ATTACK FLIER, An atmosphere capable plane, with VTOL capability, armed with two Blast Ri-
fles with e x tended range. It can attain speeds of ma.ch S, and must be ferried down to the plan-
et• s surface to be of any use. With its computer support equipment, one of these could take out
several dozen of the best Terran jet fighters of the late 20th century.
The Attack Flier also has bombload capacity for 20 bornl:is, either HE, incendiary, or Crystal
head, of up to 50 ERG power.

0937. LABORATORY INSTALLATIONS


A Lab unit must be installed in an OU, Each lab requires a full OU of volume . A lab will
not be damaged until the OU has taken over 50 points of overkill i.n STRUCTURE damage . If this
occurs, the Lab Unit is ruined , and cannot be repaired.
BIOLOGICAL LAB, used for research on any life-forms.
PHARMACEUTICAL LAB: A Biotech or character with the Pharmacy skill can manufacture any
standard drug in 1-20 hours, at a cost of lO-lOO ERG. This will produce l dose of the drug .
ARMORY/SHOP UNIT: An Armorer or Technic can produce one normal weapon here in 1-10 hours
at a cost of 10-100 ERG. A Technic can make replacement systems, at the GM' s option, in 10-100
hours (1-100 days) at a cost of 100 ERG per day. A Technic, working from schematics, can pro-
duce an Alien Device in 1-100 days at a cost of 200 ERG/day .
TECHNICAL LAB: A Character can study Alien Devices in this lab, to determine how they work .

0940. SHIP COMPONENT PRICE LIST


Shil!, Hulls Cost Sensors Cost weal:!!:!..n Srt:stems Cost
3 SU 300 L-R real space 100 N-jump Hissiles 4 per ERG
5 SU soo !i-R realspace 75 Chaffers io
10 SU 1000 L-R N-space 200 Planetkiller 1,000,000
20 SU 1900 H-R N-space 150
50 SU 4500 onboard 50 POwer Generators Cost
lOO SU 7000 E-M Visisensor 50 Solar Accumulator 5000
Ramscoop Accumulator l0,000
ShiE!, Units Cost Hedi.cal Cost Ionic Converter 500,000
cu 250 Autodoc "ioo"""
DU 500 Manual System lOO Minin<J.. Eg_uie_ment Cose
GU l50 Oiagnostat 75 Mobile Ore Extractor l500
TU l20 Nutrient Analyzer 50 Atmospheric Scoop Miner lOOO
EU 200 Biostasis Chamber 200 Nebular Scoop Miner 2000
OU loo Psycho-integrator 100 Fluid Refining Plant lOOO
HU 50 Biosphere Tractor- miner 500
HU(p) 75 Simulator 750 CT-space Miner lO, 000
Droned HU KU price X 2. CT- storage Hold 5000
BU: servos cost CT-planet Miner 50,000
3 SU 300 ~ Control 150 CT Ferry Drone 2500
S SU 500 Engineering 50
lO SU lOOO Repair Operation 100 Trans~rters Cost
Medical Rescue lOO Sending Unit l00,000
Com2,uters Cose Prima.r y Circuit Receiving Unit 10,000
Astrogation "ioo""" Extension Module lOO
Engineering 200 Vehicles cost
Fire-control 200 fileal!£n S!lstems Cost ~ 100
Survey l50 ERG Gun 500 ATV-4 500
Technical 250 Tractor/Pressor 250 ATV- 40 w/standard trailer 1000
Navigational 150 Pulser 400 ATV-40c 1500
Biomedical 100 Missile Rack 100 ATV Armor Cost of ATV + soi
Sociological 250 Missiles: ATV Screen Generator 300
Prospector 300 Attack Missile 2 per ERG
Library 250 AMH .s
Astronomy 200
77
Vehicles Cost Lab Units Cost
ATVMounted Biological Lab 1000
Rifles 2 x cost of rifle . Pharmaceutical Lab 2500
Energy Mortar 500 Shop/Armory 2500
Landing Craft 1000 Technical Lab 1500
Troop Landing
Pod 50
Recon unit 2500
Attack Flier 3000

0950. CREW
The Players will, of course, form the
main body and officer cadre of their own
crew. It is possible that they will wish
to increase their options by hiring non-
player cre\iffl\embers , and the possibilities
for this will be discussed bel ow.
But first, we must explain in some
detail the three principa l positions on
a starship iri f light, manned by the char-
acters heretofore referred to as "riggers. 11
Riggers are characters who have re-
ceived the Rigger Operation , allowing t h e
ccmputers and controls for space flight
mechailisms to be plugged into and con-
trolled by t heir central nervous systems.
This allows them to react as if the ship's
elements were part of their own body.
A rigger controlling a Primary SU
with the support of the correct computer
will receive various bonusses they can add
to the base values of the Unit' s function.
A rigger without computer support can keep
a Unit fW\ctioning at base value, e ven if
the necessary computer has been totally
destroyed.

0951. THE GO- RIGGER


The GO-rigger is the ship's pilot. He may be a Spacer , or another character with the Astro-
gation skill. . A GO- rigger will receive a bonus for the ship's maneuverability. The pri mary
application of the bonus is in combat, where the GO- rigger bonus will be subtracted from the
odds for the attacking ship's weapon fire to hit. The bonus has other applications, as stated
in the Navigational Hazards section, where the skill of the pilot is a factor in saving the
ship.
The basis for this bonus is the sum of the characte~s PSI and IQ scores, as shown in the
following table.
TABLE 095l. l: GO- RIGGER BONUS It will be seen that the computer will often do
PSI+IQ- Bonus a better job than a GO-rigger with mediocre Abilities.
3 or less :S- The Spacer Class receives certain extra bonus op-
4-5 -4 portWlities in this area. A Spacer may derive a bonus
6-7 -3 fran his Speed score, as shown in Table 0443.2. In ad-
8-10 -2 dition, the Spacer will receive a +l at the beginning
11-13 -1 of the campaign, and a further +l for every three lev-
14-19 O els he has attained.
20-22 +l Thus, a character with an IQ and PSI totalling a
23- 26 +2 23 would have a GO-rigger bonus of +2. But if he were
27-30 +3 a Spacer, he would have a +3 at the start of his game-
31- 34 +4 life, and at third level , he would have +4. At sixt h
35- 36 +5 level, +5, etc.
A GO- rigger is stationed in the CO of a ship, and must be on station and rigged-in to the
ship's systems to exercise his special gifts.

0952. THE POWER-RIGGER


The POWER- ri-9er is the ship ' s engineer . He may be a Technic, or another character with
the Engineering s kill. Like any rigger, he must have had the Rigger Operation. A POWER-rigger
will re~eive a bonus in the form of extra energy coaxed from the ship's power plants for combat,

78
emergency maneuvers, etc., in the s i tuations where such power is used as set forth in the rules.
The base bonus value is determined by the POWER-rigger's IQ score, as set forth in Tiet.bl.e 044 4 . 2.
The Tec.h nic Class will. receive a further bonus of +2 ERG for every level they attain, starting
at 1st level (ie. the beginning of play).
Thus, a character with an IQ of 15 will add 2-12 ERG to all power generated by DU under
his control , and if- he were a Technic, he would add +2 to this total at 1st level, +4 at 2nd
level, etc.
such energy is not gotten free, for nothing, a.nd is subtracted fran the ship's Energy Sta t-
us. The POWER-rigger does not create energy, but simply increases the efficiency of the power
sources under his control. A POWER-rigge~•s station is one of the DU, a.n d he must be o n station
to operate.
0953. THE FIRE- RIGGER
The FIRE-rigger control s a GU in combat. A single FIRE-rigger may only control one GUJ
The FIRE-rigger uses a form -of crude precognition to aim his veapons at the location his target
will be in when the beam or missile gets there. The strain of this form of activity does not
allow him to split his concentration between two posts .
The FIRE-rigger derives a bonus, added to his odds to hit a target, from his PSI score, as
given in Table 0445.l. The Warrior Class wil l add a fu.r ther bonus to this of +l at t h e start
of play, and a further +l for every three levels attained . Thus, a character with a PSI of 13
will have a bonus of +1. A Warrior would have a +2 at 1st level, and +3 at 3rd level, +4 at 6th
level, etc.

0954 . OTHER ACTION STATIONS


The question of what else constitutes an action station is important, for only characters
at such a station will gain experience from ship combat. A few of the possibilities are :
Medical: Biotechs on stand-by in the shipts sick bay{s).
Rescue: Characters in space a.r mor ready to,. go into hulled units to rescue inju red .
Repair: Characters on stand-by to make repairs on SU or systems damaged in ca:nbat .
The GM and Players may work out other possibi lities, but one thing must be clear: a
character cowering in the Life craft of his Eu is not on a station, and does not accrue exper-
i ence.

0955. NON-PLAYER HIRELINGS


Players may wish to have their characters hire aides, and there are two overal l classes of
such. First, a single character, a member of one of the Professional Classes, with ful.l Abili-
ties and Powers. The GM will do well to whip up a batch of these ahead of time, so that no g ame
time is spent in the rather laborious process of building such a character if the Players go a -
hiring.
Such hirelings are always 1st level, and a group of Players wishing to hire o ne must apply
at the local Guild Hall of the Class they wish to hire. There is a 60\ chance each week that
a non- player-character seeking employment will• be on hand.
Such characters will require full outfitting by the Players, and must be payed 20 Cj( per wk.
If he should still be going around with the Players when he advances a level, increase his sal-
ary by 10 C)(/level.
The Players shall be responsible for maintain ing the records of this hireling, and in the
main they will control him as if he were a Player-character. But the GM reserves the right to
detemine the character's actions in the event of danger or stress, and attempts to use th~ hire-
ling as Blaster-fodder will not be well received by the hireling.
This type of non-player-character is called a "personality non-player-character," and en-
joys all the benefits accruing to the Player-characters themselves.

Players may not wish to deal with this type of character, and may, instead, hire teams of
non-player-characters who are NOT members o f a Class. These teams will have various skills, and
cannot perform any function other than the one they are hired for. Available teams are :
Repair Team: A team of two technicians, not Technics, who are skilled in repair work to
STRUCTURE and SYSTEH damage sustained by the ship, or equipment .
Medic Team: A team of t ~ characters with the Medical Science skill for all three of the
species in the Combine, who will act in the sick bay or as part of a surface expedition.
Combat Team: A squad of five Marines. Their main function is in onboard actions, but they
also fWlction as field infantry. There are fou.r levels of competence in these squads: Green
troops, fresh out of training camp; Average troops, who have seen some limited action; veterans,
who have been in a number of actions; and Elites, men who are only just short of being warrior
Class material. The Abilities of these characters will be equal to SOI. of their Racial MaXi-
mum, should they be engaged in persona l canbat, and their effect in tactical combat will be ex-
plained later.
79
All such non-player characters will be less durable than the Player-characters, rece.1v1.ng
no bonusses except for the training they receive, paid for by the Players. All teams hired
must be equipped by the Players, with the exception of the more advanced Combat Teams.
Combat teams require armor and weapons to function, but they might have acquired some of
the tools of their trade already, depending ·on the troop quality.
Green troops will have nothing. They must be outfitted copletely at the Players' expense.
AV'erage troops will have what is called Armor Kit #l.
Veterans will have Armor Kits #1 and #2.
Elite Troops will have Kits #l-3.

Armor Kit #1 consists of a suit of Macroplast Armor and a Slug Pistol, withMonolevel Screen.
Armor Kit 12 consists of a suit of Space Armor and a Blaster, with a DUolevel Screen.
Armor Kit #3 consists of a suit of Combat Space Annor with a Q-screen Harness and a Blast
Rifle.
Any additional weapons or armor must be purchased by the Players for the Marines.

0956. NON-PLAYER TEAM SALARIES AND COSTS


Salaries accrued by teams that are killed in action are to be paid to the space workers
Brotherhood, the union· handling support occupations in space, with an additional 100 CJ( mem-
orial fee for each team member killed.
Team Salaries Armor Kits Cost
Repair Team 10 C)Vwk. Armor Kit #l 170
Medic Team 25 C)Vwk. Armor Kit #2 330
Combat Team: Armor Kit 13 760
Green 5 C)Vwk.
Average 10 CJ(/wk.
Veteran 20 CJ(/wk.
Elite SO CJ(/wk .

-. All Armor Kits come with. weapons loaded and screen and armor powered. Extra ammo or power
cells must be purchased by the Players.

0957. HIRELING LOYALTY AND MUTINY


If a g·r oup of Pl ayers:
- withold hirelings' salary.
- kill or deliberatley endanger a hireling, beyond the normal capacities of his job.
- continue an expedition in a dangerously damaged ship .
Then there is a chance of mutiny on the part of the hirelings.
The CM will roll percentile dice, adjusting for the Empathy score of the senior Player-
Spacer on board . If the roll is less than 30, the hirelings may mutiny. Roll a 6- sided die:
TA.BL& 0957 .1: MUTINY EFFECTS TABLE
Die
Roll Effect
-1- ~econsiders. No mutiny.
2-3 crew demands double wages for rest of expedition. ·:If not granted, they mutiny.
4-5 crew demands an immediate return to port . If not done, they mutiny.
6 Crew will mutiny.
A mutinous crew will seek to take control of the ship by force of arms . If opposed, they
will fight to kill, but if a Player-group surrenders at once, they will silnply return to port.
A court of inquiriy will be held upon a mutinied ship returning to port, and the results are
determined by the roll of a 6-sided die.
TABLE 0957 . 2: • COURT OF INQUIRY RESULTS
Die
Roll Result
-1-
Crew found justified. Players must pay fine of 1000-6000 CJ(.
2-3 Crew found justified. No fines or penalites on either side.
4-5 crew jailed.
6 Crew jailed. Space Workers Brotherhood pays 1-10 thousand CJ( fine to Players.

There is a lot of material in a good mutiny scenario for a GM to play with. A crew may de-
cidf! to maroon the Players, or cast them adrift in a Life Craft . An encounter may occ ur in the
middle of the battle for control. Any nunt>er of things at:e possible.

80
01000. COMBAT
There are many possible scales of combat. Ship Canbat occurs between two vessels, or a
ship and a ship scale monster; Personal Combat, combat between small numbers of h\111.an scale
foes, Boarding actions, fought in a quick and bloody style by opposed teams of characters,
Grand tactical combat, for which rules exist on space or ground engagements between large num-
bers of opponents. The GM must decide in a given case, what the appropriate scale for a ccmbat
is, in terms of fairness and playability. Usually, the c ase will be clear Cut enough that the
correct action is obv1ous4 In less natural ·situations (1 Player vs, an army of mounted knights,
for instance) the GM will be the final· authority on the combat scale employed. ,

01010. SHIP COMBAT


All vessels in such combat are assumed to be at a fixed realtive velocity and constant
range, of 5-10 dets, or hm in N-space. The range does not add or detract from the hit proba-
bilities of a ship weapon, and only becomes a major factor in certain maneuvers described below.
weapon range is 10 dets or hm, and the odds to hit are the same as lnog as the target is in
range.
Combat results are resolved simultaneously.
In ship combat, there are four f actors to be considered: Determination of the amount of
energy allocated to the ship's weapons1 determination of the energy allocated to the ship's de-
fensive screen; determination of a hit or miss for the weapons fired; and finally, the amount,
location, and type of damage done by a hit.

01011. WEAPON ENERGY


Each mt of Ship •Ccmbat, the opponents rnust detertlline the amount of energy they have avail-
able for their WMpons. Each ship will have a variable amount of energy, based on the number
of OU it has. Monsters h'a ve an assigned range of available energy .
Each DU wilYprovide 1-10 ERG for the weapons. The GM will roll a 10-sided die for each
operative DU on the ·ship, and total the scores. If a ship has a very large amount, the GM may
prefer to multiply the roll of a single die by the number of oU. To this score will be added
any bonusses due the POWER-rigger, and any other energy bonusses the ship 1n:ay have accrued from
special devices or some such. This total score is the weapon energy for that mt.
Each GU using energy to fire its weapons that mt will put out a blast of power equal to the
weapon energy. Thus, in a given mt, the "S . S . Ess-ess" generates 32 ERG of weapon energy. It
has three GU firing weapons, and each shot will have a force of 32 ERG.
The total energy expended' in a mt i s equal to the weapon energy times the number of GU fir-
i ng. Thus, in the mt described above, the "S.S. Ess-ess" expended a total of 3 x 32, or 96 ERG.

01012. SCREEN ENERGY


Each mt of Ship Combat, the GM will repeat the process described above to determine the
energy available for the ship's screen. Screen energy is expended whether a s hot strikes the
screen or not. Thus, if a vessel generates 23 ERG for the screen, 23 ERG have been expended.

Expended energy .s hould be kept track of on a sheet of scratch paper, not only for reference
in the event of ,a h~t . scoring, but so that the expenditures may be deducted from the ship ' s En-
ergy Status, On the record sheet.

Rolls to determine energy ·allocation can be tedious, and the CH may wish to have Players
roll for their ship, while he handles the non- player opponents. In any case, patience with the
process until familiarity is att a ined is required. Any arrangements to ease the strain that are
acceptable to the GM should be used, as long as an accurate record of the energy expenditures
is kept.

01013. HIT DETERMINATION


For each GU firing , the GM must determine if a hit is scored. Note that a hit will not
automatically have any effect on the target, as the shot must penetrate the target ' s screen.
Each of the available weapon systems has a base score which must be equalled or exceeded
on the roll of a 20-sided die to. make a hit. For each shot fired, the Q! will roll a die, add
0

any bonu·sses accruing to the firing FIRE-rigger, subtract any bonusses accruing to the oppo-
sing GO-rigger, and canpare the final score to the table below.
TABLE 01013.l: SHIP WBAFON HIT SCORES
weapon system Score
ERG Gun System ----rr-
Tractor/Presser System 14
Pulser System 14
Missiles 16
82
E.g. The "Hunter" fires its two Energy Cannon at the "Mallow-mars." The "Hunter" has a FIRE-
rigger on GU #1 with a +4 to hit. Its second GU is firing on automatic. The 11 Mal low-mars" has
a CO-rigger with a +2 defensively. The FIRE-rigger on " Hunter" is firing at +2 . The GM rolls,
scoring a 10 with the first roll , and a second roll for the autCfflated shot scores 3. The first
shot has a final score of 12, scoring a hit on "Mallow-mars," The second shot missed by a mile,
or even a det.

01014 . SCREEN PENETRATION


When one or more hits are scored on a t a rget, it must be determined if the shots hitting
are of sufficient power to penetrate the screen, thus doing damage. Subtract the screen •energy
from the weapon energy of the shots hitting. The difference, if any, will be the number of ERG
penetrating. Thus, if a 10 ERG shot strikes a 9 ERG screen, one ERG will penetrate to do dam-
age. If a 10 ERG shot strikes an ll ERG screen , it will bounce off haml essly.
The hits of the same weapon fo.rm in the same mt on the same screen are counted cumulative-
ly. Thus , if two Energy Cannon shots hit a screen, their weapon energy being 12 each and its
screen energy being 13, 11 ERG will penetrate to do damage.
However, these cumulative hits must be the same weapon exactly. Diff erent toms of the same
weapon system1 or different systems entirely, are counted separately.

01015. TYPES OF DAMAGE


As set out in section 0935, the different weapons have different ·effects when they hit.
STRUCTURE damage is damage done to the hul l of the SU it hits. For each ERG that pen-
etrates, 1 point is subtracted from the STRUCTURE score of the SU. ·
SYSTEM damage is damage done to the control circuits of a system. If a weapon doing this
kind of damage h i ts an SU containing such equipment , the damage is subtracted ff9~ the SYSTEM
score of the equipment i nvolved. This is particularly dangerous if the SU hit is a TU.
CREW damage is done to the personnel located in the SU hit. Lethal CREW dainage is subtract-
ed from the Hit Points of the characters involved. The CREW damage done by the "'t1euro-disruptor
is r a tioed over the Co- ordination scores of the affected characters1 to generate the percentage
chance that they will be rendered unconscious by the action of the beam.
In each case, 1 ERG of penetration will do l point of damage to the affected element of the
shi p struck.
Recapitulating the effects of each weapon b:r:iefly:
Energy cannon and Energy Torpedoes do equal amounts of STRUCTURE, SYSTEM, and CREW damage.
Tractor and Pressor beams affect the odds of hitting the target vessel with other weapons,
and have auxiliary uses as described i n section 0935.
Rattler hits do STRUCTURE damage.
EHP Pulser hits do SYSTEM damage.
Neuro-disruptor hits do paralyzing CREW damage, as described above.
Miss.lle hits do STRUCTURE and SYSTEM damage. A missile hit on a hulled SU wi ll do lethal
CREW damage to any character in thfl. SU.

01016. DAMAGE LOCATION


We here introduce the main difference between Player-ships and non-player ships. A Player
ship is carefully laid out o n the Ship Record Sheet, the location of each character ~ stablished.
But -the data on the non-player ship is sketchy in the extreme.
Thus, the location and effects of •damage on the two types of vessel are very different.
When a shot has penetrated the screen of a Player-ship, the GM will roll a die with sides
equal to the number of su in the Hull of the vessel. The number rolled indicates the number
of the Ship Unit hit, in the order of the SU as they are located in the record sheet . 'l'he hit
will do its damage to that SU only.
Thus, if a ship takes an 83 ERG hit in SU #x , then SU #x will t ake 83 points of STRUCTURE
damage, hulling it with 53 points of overkill. Any SYSTEM element s in the SU will be exposed
to 83 points of SYSTEM damage (unless it is a TU, see below) , and each character in the SU will
take 83 points of damage.
If a SYSTEM hit strikes a TU, the GM will roll a 10-sided die, and only the CFB whose num-
ber is so determined will take damage. Pretty good engineering, h uh?
Thus, Player-ships, or specially designed ships used by "personality" non-player characters,
will take a good deal of punishment .
Note also that energy penetr ating as a result of concentrated f ire by the same type of
weapon will count as a single hit, no matter how many shots went into it.

In contrast, non-player ships have a flat score in each of the three areas of damage. No
location roll is made for hits made against them. Instead, the total damage penetrating the
screen is subtracted from the total.

83
If a ship loses all its STRUCTURE points it is totally disintegrated .
If a ship loses all its SYSTEM points, it is a derelict, with no oower or movement.
If a shio loses all its CREW ooints. thev are either dead or oaralvzed . The shio can
continue fighting on automatic controls , if it has any SYSTEM. points left, but the compu-
ters will surrender if the STRUCTURE damage is more than 50\ of the ship 1 s total score.

01011. CRITICAL DAMAGE


This is a tric_k y point to adjudicate for Player- ships . If the Astrogation Computer is
knocked out, and no GO-rigger is on station, then a ship will stop moving . If the Engineering
Computer goes, then without a POWER-rigger the ship has no power for combat or the drive. The
GM will have to base his estimate of the criticality of such damage on the ability of the Play-
er-characters to respond to the loss.
In the question of STRUCTURE damage , there is one hard and fast rule, for Player- ships .
Each time a. SU takes more than 100 points of overkill, it is lost forever, irreparable. This
will weaken the hull structure of the whole vessel, and determination must be made to see if the
ship will break up in space . The ratio of the number of SU so slagged over the total number of
SU in the ship equals the percentage chance of the vessel breaking up. Thus, if a 10 su ship
has one SU totally destroyed, it has a 10\ chance of breaking up. If it survives this roll, no
further check need be made until such time as another SU i s slagged . The roll must then be made
again , adding the newly destroyed su to the total. If a ship breaks up, it will crack in two
-at the location of the Su most recently slagged, destroying ALL equipn.ent and crew located in
the adjacent Su totally (Player-characters receive a Speed ST for getting out in time) , and ALL
the other SU in the ship will take 40 points of STRUCTURE damage .
For non-player ships, this is a danger of wider proportions. For all damage in an area in
excess of 50\ of the ship's total score , there is a 2\ chance per point of further damage that
the non-player ship will lose all remaining points in that area. That is, in a non-player ship
that has a total of 100 CREW points, for every point of CREW damage it sustains over 50 points,
it will have a 2\ chance of losing all its remaining CREW points . This is rolled for in each
mt that it takes further damage in the danger area.
Eg. A non'-player ship with 100 STRUCTURE points has lost 52 of them. That mt it has a 4\
chance of blowing up. Next mt , it takes no further STRUCTURE damage, and need not roll_ that mt.
Next mt, it takes 30 more points of damage, and must rol l to check its new 68\ chance of sus-
taining critical damage. The GM rolls a 42, and the ship explodes .
If a ship is in danger of critical damage in more than one area , the GM will roll separate-
ly for each probability.

01012. COMBAT MANEUVERS


A number of ship ~neuvers are possible, at the option of the GM, It is suggested that the
campaign avoid these rules until the GM and Players are comfortable with the basic rules.

01013. BREAKOFF
A ship can attempt to escape from a combat by making a transition into the other continuum,
cutting or activating the N- drive, as is appropriate. To do so, the ship must divert all power
to the drive, generating no energy for screen or weapon. The ship will be vulnerable in this
state _for l rnt , exposed to all enemy fire. If the ship takes ·a hit of any kind, there is a 2
in 6 chance that it will not be able to make the transition for one more mt. This can go on in-
definitely, until the ship escapes, ceases its efforts to escape, or is destroyed.
Monsters ..t.hat can follow into realspace have their odds of success given in the Monster
sections . A ship•, that attempts to pursue its prey must execute a breakoff of its own, and it
has a 1 in 6 chan·c~ of success , if it follows the breaking-off vessel on the next mt.

01014. CLOSE/RUN/PURSUIT
A vessel may seek to close with an opponent, in order to board it.
A vessel may seek to flee from an opponent without changing continua .
If one vessel retreats frccn a closing vessel, or chases a fleeing a vessel, a pursu it
conditio?\ exists.

At the time that a vessel begins a closing or running action, the GM will roll a 6-sided
die, to detemine the relative distance separating the ships at that point . A roll of 1 means
the distance is S dets or hm , a roll of 2 means 6 dets, 3 means 7 dets, etc.
Upon determining the separation, the GM will roll a 6 - sided die for each mt the ship is
closing or running. This will be added or subtracted as is appropriate. The new separation is
then noted.
If a pursuit exists , both ships will roll a 6-sided die . The higher score will indicate
the vessel that closes closer or runs farther, as the case may be, the interval between the
ships changing by the difference between the ships as a number of dets.

84
i::g.A ship tries to flee its opponent, the initial separation is 7 dets. The opponent pur-
sues. Ship il rolls a 4, ship # 2 rolls a 3. Ship # il.•, the runner, pulls ahead by 1 det. The
separation is now 8 dets. The ships are still in firing range of each other, and may exchange
fire, if they desire,

Die rolls are modified as follows. For every DU whose output is added ,to the srive, a
ship will add +l to its die roll.
If a ship has a GO-rigger with a bonus great-e r than the bonus of the CO-rigger on the op-
posing ship, it will add l for every point of superiority.
If the :.:ship has a similar superiority in the score of its POWER-rigger, it will add the
difference to its die roll .

If a ship gets farther than 10 dets from a pursuer, the two ships are out o- range. If the
pursuer cannot close to 10 dets or less within 3 mt, then the running ship will have lost the
pursuer permanently, as the long-range sensor scans for ships cannot find a vessel that is ac-
tively trying to stay hidden .
If a ship closes to within o dets or less , according to the diee, then either ship may at-
tempt to grapple and board the other.

01 015 . BOARDING ACTIONS


If a pursuit brings the ships into a range of O or less then a grappling attempt may be
made, A ship may grapple twice each mt, and no special equipment is needed, as long as at least
l SYSTEM point is left for the grappling ship.
A grappling attempt will succeed on a roll of 2 on a 6-sided die. Once a ship is grappled,
only a disconnecting action ordered by both vessels simultaneously will ungrapple them. Thus,
victory or treaty are the only ends possible for a boarding action.
Ship weapons of either grappled vessel will not be able to fire at such close quarters , and
fire directed at grappled vesse ls will strike both equally.

Once a ship has grappled an opponent, either may begin cutting boarding portals. It re-
quires three, , mt to do this . Non-player ships will cut 1-2 portals , and Player-ships have free
choice on the matter. Note that if two ships of unequal size grapple, the smaller will cover
only some of the SU of the larger, in the manner described for an attack by a Hyperzoa. The GM
will randomly determine the location o f boarding portals cut by a non-player ship as if deter-
minig hit locations.

01016 . BOARDING COMBAT


The following rules are designed to quickly settle boarding combat act.ions where large num-
bers of non-player characters are concerned . If such an action boils down to a duel between a
few characters on either s ide, the CM should revert to the Personal Canhat rules.
A SU can hold 20 men, the equivalent of 4 squads of Marines (4 Canbat Teams). Note that
a character in Power Armor takes up the space of two men on the ship.
If a SU is filled when a foe seeks to enter it, onl y one squad on each side can f ight
across the area of a standard bulkhead hatch or boarding portaL
A Player ship will have combat teams designed by the Players, and a non-player ship will
have teams fo l lowing this table.
TABU: 01016.l, NON-PLAYER SHIP MARINE COMPLEMENTS
Ship Type Percentage of crew in teams Troop Quality Arrnor Kit ·
warship 30\ Veteran #3
Explorer 10\ Veteran #3
Trader 10\ Average #1
Pirate 50\ Average *2
Slaver 25\ Average #3
cargo 1 squad Green #1
Sniz 50\ Elite #3
Hagnagai 50\ Veteran #2
The percentage figures represent what proportion of the ship's CREW score stands for board-
ing team members . Note that this is applied to the CREW score at the moment of boarding . A
vessel with 20\ team. effectiveness, with a CR.£:W score of 35 at the moment of boarding, wil l have
7 men in their team . It is possible that a l l possible boarding strength will be gone before a
ship can close to boarding range.

Boarding combat is resolved by the scores rolled on a 10-sided die by each opponent. The
side rolling the l ow score will subtract the difference from its troop count.
Eg. Two. squads with no modifiers on their die rolls are fighting it out. Squad number one rolls
a 7, and number two rolls a 2. Squad number two is eliminated.

85
To determine the die roll modifications that a team may rece ive, it is necessary to consi-
der four factors: Numerical strength; weapons used; troop quality;and armor kit.
N\lnerical strength is calculated as follows. A non-player-character counts as one man. A
Player-character, or a ttpersonality,. non-player-character counts as two men, except in the case
of Warriors, who count as three. Any character in Power Armor will count as two men.
Eg. A non-player-character in Power armor counts as two men. A Player-character in Power Arm-
or counts as four men. A warrior in Power Armor counts as five men, or one squad.
If the numerical strength of the opposing teams is unequal, consult the table below, check-
ing the modifier appli ed to the difference between the two sides. The numerically superior team
will ADD the modifier given to the die roll, and the numerically inferior side will SUBTRACT it .
Difference Modifier
0-1 - -0- -
2-5 l
6-9 2
10-12 4
13 or cnOre 6
In any combat on board the ship, whether it is boarding combat or personal com.bat, a quest-
ion arises concerning the effect of the more powerful weapons on the delicate innards of the SU
where the combat occurs. Thus, the personal weapons are divided into three classes, and each
has a different probabili ty of" causing damage to the SU during combat.
ltsafe" weapons are Needle GI.ins, Neuro-di storte r s , Tangle Guns and non- energy handweapons.
"Risk" weapons are SlU<J Guns, Fl uid Guns, Splat Rifles, and Energy Mandweapons.
"Danger" weapons are hand grenades, Blasters, Ion Chatters, Particle Disruptors, Gamma
Maces, and EMP Guns.
The use of Crystal Explosive, Neutrex, missiles, and other heavy explosives will destroy
anything in the SU and j,ill hull the unit as well, doing 1-100 points of STRUCTURE damage.
"Safe"weapons may be used with no risk to the contents of the SU. "Risk" weapons have a
clm\ulative 10\ per mt chance of causing ALL SYSTEMS in the SU to shutdown, with 1- 100 points
of overkill. "Danger" weapons have a similar chance of 20,. These odds are constant, whether
one side or both are using the unsafe weapons. It also applies to monsters using effects com-
parable to the unsafe weapon types.
After each mt of en.board combat, the GM will roll percentile dice, to see if the SU has
been damaged. If the score roll ed is less than or equal to the accumulated probability of
damage occuring, then the SU systems will shutdown. This makes combat in a 1'U a tricky matter
for the defenders in a· boarding action. Unfor°tunately for the defenders, the more dangerous
weapons are also the more powerful ones. The weapons used will modify the die roll.
weapons used Bonus
"Safe" weapons - 0-
"Risk" weapons +l
"Danger" weapons +2

The quality of non-player troops will modify the die rol l, as will the armor worn.
Troop quality Bonus Armor Kit Bonus
Green -=r- #1 -0-
Average O #2 +l
Veteran +l 13 +2
Elite +3 Power Armor +3
Any Warrior in command: +2
Non-Warrior Player- character in cOllll\and: +1.
Note that Playei-characters, or personality'' non-player-characters, are not automatically
11

eliminated by their team' S taking a loss. If such a character is on a losing team, he will take
one 6-sided die of damage per point of difference between his side's roll and the winning roll.

Remember that the effects of daxnage in t ,h is kind of melee will depend on the weapons used
by the winning team. If armed wi th non-letha l weapons (Neuro-distorters, drugged Needles, etc.)
they will not h ave killed their opponents, but only incapacitated thetn.
Even if lethal weapons are use(), assume 5-30t of the losers casualties a re not dead, but
only so wounded as to be unconscious or immobilized. R.oll a 6-sided die and multiply the result
by S\ to determine this proportion.

01017. EXAMPLE OF A BOARDING COMBAT


A team of 5 Player-characters in Power a rmor is clashing with a 10 man team of pirates in
a boarding action. The Players shun the use of the Armor's Blast Rifle for their Slug Rifles.
The pirates are using Blasters. As set forth in Table 01016.1, the pirates are in Armor Kit #2,
and they are Average troops.
The Players have a numerical strength of 2 for each character (non are warriors) plus two
each for the Armor, for a total of 4 men per character, or 20 men.
The pirates have a strength of 10 men.
'l:'he Players have a superiority of 10, so they will add 4 to the die roll, and the pirates

86
will subtract 4 from their die rolL
The total bonusses for the Players total 4+1+3• 8 .
The total bonusses for the pirates total (-4)+2+1• (- 1) .

In mt 1, the Players roll a 2, for a total of 10. The pirates roll a 7, for a total of 6,
and lose four men. The Players now have a superiority of 14, and the modifier changes to 6.
The p ira-tes are now rolling at - 3, and the Players at +10 . The pirates will almost cer-
tainly be wiped out , and may be routed .
At the end of mt 1 the GM rolls percentile dice. As the pirates are using Blasters, any
roll less than 21 will cause damaqe to the SU . He rolls a 47, and nothing happens. At the end
of mt 2, if fire is e xchanged, he will roll again. A 40 or less will do damage. He rolls a 39 ,
and all systems in the SU shut down at ( rolling again) 53 points of overkill.
Assuming all 10 pirates are casualties 1 the Players discover that 20\, two pirates , are
still alive after the combat. 'these p r isoners may be executed {ejection from an airlock without
a suit is the traditional manner), or b rought back to the Combine for trial, with the possibil-
ity of a reward on their heads.

01018. MORALE AND MOVEMENT IN BOARDING COMBAT


Boar ders not in Power Armor may use the bounce tubes of a boarded ship, if these have not
been cut off at the central controls in the CU or DU.
Boarders in Power Armor, or any other character for that matter, must move via the ship's
hatches at 1 SU per mt. If these hatch es are sealed o ff from the CU, or manually on the spot,
then the boarders must cut through them, requiring 1-3 mt to do so.
'these restrictions on Power Armor movement apply to all cases, not merely Boarding actions .

In a Boarding action, i f any s ide gains a d i e roll bonus 10 points or more greater than the
bonus of their opponents, then the opponents may be pushed back or routed on the next mt that
the superior s i de wins · the roll .
Eg . Team 11 has a +6, and Team # 2 has a -4. Team #2 must check the following table the next
mt that they take a loss.
TABLE 01018 . l , BOARDING MORALE
Die
Roll Result
l Team:.surrenders.
2 Team routes . Boarders will t ry to return to their own ship. Defenders will
retreat to their ship's cu. A team that cannot do so will surrender.
3-4 Team retreats 1 su in either direction. A team that cannot retreat will
route. A team that cannot route will s u rrender.
5-6 Team continues combat.
This die roll may be modified .
With a Player -characte r o r Warrior i n command, a team adds 1 to the die roll.
Against opponents who take no prisoners, or slavers, t he team adds 1 to the die roll.
Elite troops wil l add 1 to the die rol l.
Player-characters and "personality" characters will have free will in this regard, and may
stand against impossi b l e odds for as long as they desire.

A team mu&t have an accessible SU at their backs to retreat . They must have a clear path
t o their ship's CU or their boarding portal to route.
A boarding team unopposed may move in any d irection they can . They may always closely
pursue a r etreating or routed op~nent.

01020. PERSONAL COMBAT


Personal combat is combat between a few characters on a side. It may occur on the ship or
out of it. In a combat where a Pl ayer-character is facing a duel, shootout, or similar one- on-
one confrontation, and in all encounters with human scale monsters , or dangerous anisnals onpla.n-
et, t his scale is used .
In Personal C«nbat, as in Ship Combat, the main functions to determine are hitt ing the tar-
get, and penetrating its defenses. The amount of penetration, modified by the weapon used, is
the determini ng factor for the dam.age done.

01021. HIT DETERMINATION


In all forms of Personal Combat, whether using guns or handweapons, or in unarmed com.bat,
the detemining factor for the base hit score is the Co-ordi nation score of the attacker. As-
sume a score of so, of the Racial Maximum for non-player-characters. If no species Ability
ranges are determined for the attacker ' s race, assume a 12 to be the score.
In Personal Cocnbat, unlike any other form o f c ombat in Space ~ , the hit score is rolled
for o n a 30-sided die, no t a 20-si ded one.
87
The final score rolled on this die, after all modifiers have been added, must equal or ex-
ceed the score given in the following table, based on the co-ordination score , if the atta ck is
to hit the taz:get . use the Base co-ordination score, not the effective score .
TABLE 01021. L: BASE HIT SCORE
Co-ordinat ion Store, 2- 4 5- 7 8 - ll 12-14 15-16 l7-20 21-23 24
26 22 20 7'6 1 2 7o -8- 6
All die rolls are modified according to the following values.
At tacks w.i th Handguns, Mechan ical Weapons, or Thrown Weapons:
Range: Weapon type and firing pattern :
Point-blank -+-4 Projectile weapon +l
Short +2 Beam +2
Medi\lll\ 0 Fan (wide- angle beam) +6
Long -1 Burst +4
Extreme -4 Sphere +2
Gas/Fluid +5
Mechanical Weapon -2
Thrown -3
Shoulder weapon +l
Firer is: Target is:
Braced and aimed +l Braced and aimed +2
Moving -2 Moving -l
Flying -3 Flying -3
Evading (trying to) -3 Evading -2
Blinded -6 Blinded +3
F iring from cover -2 Immobilized +4
Firing more than l weapon -1 to each weapon A vehicle +2
Wounded, 1-501 damage o In cover -3
5 1-75\ -l Invisible -10
751 or more -:? Partially visible -5
In Power Armor +1 Surprised +4
Shot from behind/Ambushed +6
Gravity will affect the modifers for both- opponents directly, in addition to the effects
it will have on Ability scores.
If the current-g is 2 g more than the native.-g, or -more, the firer subtracts 4 from the die roll.
If the gravity is LS to 2 g more , the firer subtracts 3.
If the gravity is l to 1.5 g more, the firer subtracts 2.
If the gravity is .5 to l g more, the firer subtracts l.
If the gravity is within .5 g either way, the firer makes no. modification to the die roll.
If the gravity is , S to l g less than the native g, the firer adds 1 to the die roll.
If the gravity is l to 1.5 g less, the firer adds 2.
If the gravity is 1.5 to 2 g less, the firer adds 3.
If the gravi ty is 2 g less, or less than that, then the firer adds 4.

Finally, remember that Warriors will add +l for every three levels they have attained, and
that characters may have accrued further bcmusses by weapon training .

Attacks w.i th Handweapons or .in unarmed combat:


The modifiers for gravity will apply as listed above.
Other modifiers are:
Attacker is: Defender is:
Fighting offensively +l Fighting offensively +l
Fighting defensively -1 Fighting defensively -l
In any armor but Power Armor -2 A Silicoid +2
In Power Armor -4 A warrior -2
Blinded -6 A Trilax -1
using more than one weapon -1 to each weapon. Invisible -5
Wounded: As above. Partially invisible -3
Blinded +3

01022. WEAPON EFFECTS


This section will recapitulate the data so briefly outlined in sections 0711-0715 , with the
full data on the various weapons _and thei-r effects in coinbat.
88
Energy Handguns,
Fire Range in meters: Rate of Pene- Damage Energy
Weapon ~ Short Medium ~ ~ - fire/mt tration Factor ConsumEtion
-2-- _l_O_
Blaster Beam 20 so 100 500 4 s· cE*
Burst 10 30 60 100 3 8 20 CE
Fan 5 10 15 20 2 5 20 CE

Blast Rifle Beam 30 80 250 1000 6 10 10 CE


Burst 15 40 70 100 2 4 8 25 CE
Fan 10 15 20 25 l 3 5 25 CE

Ion Chatter Burst 15 30 so 80 l 5 2 10 CE

Tangle Gun Sphere 5 20 50 100 2 2** 10 CE

Gamllla Mace Beam 10 30 60 100 4 20*** 20 CE


Fan 5 10 15 20 4 10*** 50 CE

EHP Gun Beam 10 20 40 80 2 3 Special 10 CE

Neuro-
distorter Beam 20 80 100 250 2 4 2••·· 10 CE

Neuro- rifle Beam 30 100 180 500 2 6 3**** 20 CE


Fan 5 10 20 30 l 3 2**** 25 CE

Particle
Disruptor Beam 12 36 72 360 l 6 10 6 shots

Laser Type D. Beam 10 40 70 250 l 10 10 shots


Laser Type E Beam 10 30 50 180 l 2 6 2 shots

* cE- Abbreviation for "centiErg, •• an energy unit equal to .01 ERG. A milliSlug battery has
a charge of 100 cE.
•• The damage indicates the number of mt the Ta.n gle Sphere will hold the target immobili zed.
*** Each point of damage generated exposes the target to l RIF.
**** Ratio the damage generated over the t a rget's co-ordination score to determine the percent-
age chance of the target being paralyzed by the weapon for 1- 100 minutes.
All other damage figures given are direct physical dam.age, and the score generated is sub-
tracted from the target's Hit Points, in a normal tnaMer.

To illustrate how to read this chart, let us take the example of the Blaster. A Blaster
can fire a Beam, Burst, or Fan of energy. The ranges for the Beam are 20 meters or l ess for
Short range, 20- 50 for Medium range, 50-100 for Long range, and 100-500 for Extreme range.
A Beam will do 4 dice (6-sided) of penetration, a.nd the damage factor for the Beam is 10.
This means that the damage factor times the points penetratifig the target I s screen equals the
damage sustained by the target . Rate of fire indicates how many times a weapon may fire in a
mt using a particular pattern. A weapon may use only one pattern in a given mt. A Blaster can
fire 2 Beams in a mt, and each Beam will cons\St'le 10 cE frorn the battery .

Remember that only a screen unit will defend against Energy weapon penetration. An
unscxeened target will take the full value rolled on the penetration dice times the damage fac-
tor as d~9e.

Bnerqy Handweapons:
Weapon Penetration Damage Factor Energy Consumption
Luxblade 4 10 l eE per mt of operation.
Nerverod 3 4• 5 CE per hit.
Force Glove 2 6 l cE per mt of operation.
Sta sknife l · 3 l cE per minute of operation.
stasblade 2 5 1 cE per mt of opera tion.
Vibroknife 2 2u l cE per hit.
Vibrosword 4.. 5 CE per hit.
• As a Neuro-distorter.
•• Does physical damage AND has a chance of exposing vict.lJn ,to paralyzing effect. Ratio damage
done by the hit over the current Hit Point score of the victim. This is percentage chance that
the victim will be knocked out for 1-10 mt by the vibrations of the weapon.
89
Projectile and Mechanical weapons:
Fire Range in meters: Rate of llDl!IO
Weapon Pattern ~ M e d i u m ~ ~ fire/mt Consu~tion
Slug Pistol Shot 10 25 so 100 2 1 round.
Burst 5 10 15 20 10 rounds.

Slug Rifle Shot 20 so 100 1000 3 1 round.


Burst 10 30 80 500 l 10 rounds.

Missile Projector Shot 20 75 500 10000 l round.*

Needle Gun Shot 5 10 50 3 1 round.

Grenade Pistol Shot 30 100 500 2000 l 1 round.*

Fluid Gun Shot 10 20 50 80 1 1 round.*

Spla t Rifle Burst 5 20 30 50 1 10 rounds. *

Repeater Crossbow Shot 10 30 60 100 1 l round.

Power Pulley Bow Shot 10 20 50 100 1 round.*

AmmO Effects:
Pene- .Damage Pene- Damage
AlllnO tration Factor Ammo tration Factor
--5- - - 2 -- Thermo sol Canister - -5- 10
AP Slug
HE Slug 3 8 Cryosol 5 10
AP Missile 6 5 Hyperacid 6 15
KE Missile 4 10 Gas 0 Gas effect.
Incendiary Missile 3 20
Standard Needle 2 2 HE Hand Grenade 3 15
Electrocharge 2 10 Fragmentation 5 10
Drugged 2 2+drug effect Gas 0 Gas Effect.

Standard Quarrel 2
HE tip 2
Electrocharge 2 10
Standard Arrow 1-+3
HE tip 1+3 5
Electrocharge 1+3 10
* The weapon only holds one round. In the case of the Grenade Pistol, the weapon is only used
once, and cannot be reloaded. In the case of the Splat Rifle , the weapon holds a 10 round cart-
ridge, which is fired in one blast.
Hand grenades may be thrown 5 m for every point of Effective Physical Power the character
has. They have a burst radius of 5 m for the HE grenade, 10 m for the fragmentation, and 10 m
for gas. A gas cloud will last for 10 mt, and then dissipate.
A Crystal Explosive charge will do great damage. A l ERG charge will have a radius of to-
tal destruction for • 5 km around ground-zero . For . 25 >an beyond that, anything not in an ar-
mored ATV, Power Armor, or equivalent shelter, will be destroyed, and the named forms of protec-
tion will have only a 20\ chance of survival. Beyond that, all characters not in heavy protec-
tion will have a 10, chance of being killed, to a radius of another . 25 km . Thus, a 1 ERG ex-
plosion of Crystal will have a total effective radius of l km. Increase this overall figure by
so, for each additional ERG, dividing the zones of destruction proportionately.
A Neutrex Grenade will generate 500 RIF at ground-zero, and this wil l attenuate at a rate
of so, every 100 meters. A Neutrex Missile acts similarly, but generates 1000 RIF at the point
of detonation.
While such loads are delivered at Extreme range for the weapons used, it will be seen that
great accuracy of aim is not really required for an effective hit.
Non-energy Handweapons
weapon Penetration Damage Factor
Knife 2 points 6
Sword, spear 1-1 5
Mace, axe 6
'.No-handed weapon 1+2 5
Electroweapon Add 10 to normal score .
Titanium Alloy Add 1 die
It will be seen that the superior alloy does not affect damage factor, but increases the
penetration, while the reverse holds true for the electrowea pons. The base figures are used for
primitive cultures, where the raw material weapons are in use.

90
01023. PATTERNS OF FIRE
Some explanation is called for in the use of patt.erns of fire .
A single shot is se lf- evidently a single beam or missile, directed at a single target.
A Fan, or wide-angle beam, is a broad cone of fire, with a 20° bcain spread . At this angle,
a beam will cover an area at its end target zone equal to 50\ of its length. That., is, at 10 m,
a fan will be 5 m wide. All targets within a zone covered by the fan are subject to its fire ,
and hit determination must be rolled for them. If a large number of tar9ets are in the zone,
the GM can use a single hit determination roll, with every point scored above the required base
score indicating a hit on 2 of the targets.
A burst is a. series of autofire shots of either energy or bullets . A burst h itting a tar-
get will expose him to 1-10 hiis. The GM will roll a 10-sided die to determine how many shots
actually strike a target. If any shots are left over, and more targets are immediately to the
side of or behind the primary target, the GM must roll to see if the extra shots hit anyone else.
On a roll of 1-2 on a 6-sided die, the GM will select another target, and roll a 10-sided die
to determine how many shots strike him . If more shots are still left over, the G.-'"1 will repeat
this process until he has allocated all 10 shots, or a score of 3 or more is rol led on the 6-
sided die, indicat i ng that the remaining shots missed.
A Fluid or Gas spray will cover an area 10 meters i n radius from the target point selected
by the firer. If a miss is rolled in the hit determination , the GM will roll a 6-sided die . On
a roll of 1, the charge lands within 10 m of the targe t anyway, and he is still h i t. Of course ,
firing these weapons into a crowd will always hit someone.
A Sphere of energy, as shot fro:n a Tangle Gun, is l meter in diameter. If another possible
target is wi thi n thi s range of the hit target , then he has a 2 in 6 chance of being caught also.

In all cases, if the targets have defenses relevant to t he weapon used, they will determine
penetration separatel y .

01024. DAMAGE
All characters who se defenses are penetrated will take the appropriate £om. of damage. If
the weapon does simple physical damage, then every point that penetrates is multiplied by the
damage factor for the weapon, and this is subtracted from the character's Hit Points.
Eg. Hing has just shot Fl ash with a Blaster, ....hitting him. Flash is in Power Armor, with three
dice of screen. Ming's Blaster has four dice of penetration . Ming rolls four 6- sided dice, and
Flash rolls "three. Ming rolls a 15, Flash rolls an 11. 4 points penetrate to Fl ash . 4 times
the damage factor of 10 is 4 0 . Flash takes 40 points of damage.
Remember that SCREEN defends against Energy attack, and ARMOR defends against material weap-
ons . Thus, a character hit by bull ets who is only wearing screen, will take the full effect of
the hit , that is , the ful l score rolled in penetration times the damage factor. The reverse
case (a Blaster against mere armor) would hold for Energy hitting an unscreened target .
I n all cases where a modifier is uncertain, or the actual state of the combat is unclear ,
the GM will be the final arbiter.

0102·5. ARCHAIC WEAPONRY


In their adventures on other worlds, i t is likely that characters will come up against a
situation whEire they face archaic or Alien weapons . The GM has pretty much a free hand in this
matter, as to the effective defense against a weapon, or the power of an Al ien weapon. We here
i nc l ud e a table o f some equivalences in the game's system for ancient weapons or their counter-
parts .
Weapon Penetration Dama5:e Factor
M-100 car b i ne 4 3
M-16 carb i n e 3 4
. 45 Automatic 5
. 38 Pistol 2 2
Early r epeating Carbine 2 1
Musket l +l 2
Crossbow l +l 3
Arrow l l
You will find certain weapons listed on the earlier tables as well. Some, like sword and
similar weapon values , are self-explanatory. The last three entries on the Energy Handguns
table, however, b ear some e xplaining. A Particle Disruptor is a Sn!z weapon, the equivalent in
their technology of a Blaster . A Class D Laser is the energy weapon found on Technological Level
D planets, and a Class E laser is its counterpart on a Technological Level E world . These will
be explained more fully in section 1100 ff.
A GM wi shing to develop the potentials of Alien and Archaic weaponry further is referred
to the many e xcellent books of r u les for wargames i n various periods currently on the market,
as valuable sources of predigested research .

91
01030. GRAND TACTICAL COMBAT
Space requirements (editorial, not astronomical) forbid us giving much detail on engage-
ments between· large numbers of \!,essels, or large troop engagements . These short rules provide
a quick means of settling such combats, but GM• s who wish to develop more detailed rules will
find many. published rules on the market that will be of great help. We WILL have a full set of
ship tactical rules coming out within the year, unless this concern goes broke.
01031. ·sHIP TACTICAL COM.BAT
The GM wil l total up the nurn.ber of ships on each side, their general strengths, the number
of OU they have, etc.
Take the total number of STRUCTURE points of all the vessels on each side. These are a
sort of fleet scale Hit Point score.
Take the total number of DU on each side. The base number is the fleet defense factor. The
DU count times the GU count is the fleet offense factor. count Missile Rack GU separately.
Each side will roll a 10-sided die, multiply by the offense factor and record the sum. Add
3 point to this for each Hissile GU the fleet has firing that mt. This figure is the fleets at-
tack powe r for that mt. The GM will record the score for both fleets, and then rolls percentile
dice for each of them. The percentage rolled is the percentage of the attack energy to score a
hit on the opponent. Subtract the opponents defense factor from the attack energy to determine
damage . . Each fleet will subtract the damage from i ts Hit Points. Each player will distribute
this damage as he wishes, but each arnoWlt of damage sufficient to destroy a ship must do so. A
pla}'er with several 100 SU warships and a host of smaller craft may wish to concentrate all the
damage his fleet takes on one of his heavy craft. or he may wish to remove a numbet: of his
smaller vessels , leaving his heavies intact. This free choice reflects his tactical dispo-
sition of the fleet. '
The procesS continues unti l one fleet runs, surrenders, or is destroyed.

01032. GROUND TACTICAL COMBAT


Our m~in concern is the fate of battles where groups of Marines under Player command are
engaged in large battles. To determine the effectiveness of the force, work out the odds mod-
ifiers for each man in the ground force, and compare the total t:o the enemy strength.
One marine • one man. A Warrior • S men. A Player- character • 2 men.
Add these bonusses to the odds for each man equipped according to this list.
Armor Kit #1-12 2 Troops armed .tith Empire weapons will ~n j oy •
Armor Kit #3 3 great advantage in fighting troops with mc..r.e prim-
Pow~r Armor 5 itive weapons. From this table, determine' the Tech-
Energy Pistols 2 nological oevelopement of the troops facing the
Energy Rifles 5 ground force , and multiply the troop strength as
Grenades or explosives 4 modified by the previous table by the number shown .
Each armored ATV 20
Each Attack Flier 20 Tech. Devel. coefficient
Elite Troops 2 A-C l
D 2
E 3
p 4
c•• 6
H &
I *** 10
J or lower 12
Eg . A force of 100 Marines has been landed on a planet which a group of Players are reducing
by force of ams. Each is in Power Armor, for a bonus of 500. Each is armed with Blasters,
for a bonus of 200. There are 2 Armored ATV with them, for an extra 40. Their total effective
troop strength for odds purposes is 100+500+200+40•840.
The planet is a mediaeval world, Technological level I. As will be explained, the Marines
are invulneraple to the attacks of this culture, as their· Power Armor cannot be damaged by the
technology's weapons. 100 brave knights ride out to smash the invader. The knights will be
facing incredible odds, since the Marines will multiply their 840 by 100, so that the battle
is at odds of 84,000 J,o 100, or 840 to l. The Marines will attack before the knights close to
combat range, and on any die roll above 2, they will blow ·the charging chivalry to smithereens.
Good-bye Camelot.
* Technology less· than level F cannot ham Power Armored characters.
• • Technology less than level G cannot penetrate two dice of ariror.
••• Te-chnology less than level I cannot penetrate 1 die of armor.
No technology under C has energy weapons sufficient to pierce 3 ::Uce of screen.
No technology under D has energy weapons to pierce 2 dice of screen. ·
No technology under F has energy weapons.
92
Once the odds have been determined, each side wi l l roll, turn and turn about. The fi rst
roll will go to the side with superior" weapon range . If they are equal, toss a coin or roll
a d ie to determine initiative. The rolling Player is the Attacker .
TABLE 01032 .1, GROUND TACTICAL RESULTS
Die Odds,
Roll 1-3 l-2 1-1 3-2 2-1 3-l 4-l 5-l
-1- Ae ne ne ne
Ae Ae Ae Ar
2 Ae Ae Ar Ar ne ne Dr Dr
Ar Ar ne ne ne Dr Dr De
4 Ar ne ne ne Dr Dr De De
5 ne ne ne Dr Dr De De De
6 Or Dr Dr De De De De De
Ae- Attacking force is wiped out.
Ar- Attacking force f alls back 500 meters.
ne- No effect. Stalemate.
Dr- Defending force falls back 500 meters.
De- Defending force wiped out .
A force irnnune to penetration by the weapons of the opposition will modify effects as
follows. An Ae/Oe result for their tea.m will be treated as an Ar/Or. Any other result is ne.
A force f a cing odds greater than 10 to l against them wil l retreat on an ne result, and
all other results are a 0 wiped out" result. ~ ·
A force f acing odds greater than 100-1 against them will not stop running after they
have gone S00 meters on a retreat result.
A note on time: 1 turn of combat on this scale equals l minute .

01100. BUILDING THE UNIVERSE


In Space Quest , the camapign cannot begin until the GM has mapped out and stocked a mun-
ber of stars and their systems, recording their place in the heavens on a map . This map is a
simple series of dots on a sheet of graph paper, locating the s'tars. in relation to Newson Ill ,
the center of the Combine .
To determine the l ocation of a star, it is necessary to draw a graph on the map sheet with
the home-port system of the Players at the 0,0 point , that is, the center of the graph.
The crude but effective i llustration to .the
side indicates the basic mechanics of star mapping .
-'t
Y- The graph paper is marked with the standard,
a Cartesian x and Y axes alOng the side of the pa-
0

....
X per , so it will not get in the way . These a xes
0
limit a plane parallel to the plane of the gal-
s axy, lying through the equator of Newson.
-1 The x-axis co-ordinate of a point in space
on this graph is called the Ordinate .
-2 The Y- a x is co- ordinate is called the Abcis-
sa.
x-axis Thus far, we are in the realm of high school
- 3 -2 -l 0 Algebra I. If the galaxy were t\fo/0- dimensional;
our star map would be compl ete· if we put a dbt
on the graph for the location of a star i n terms of X and Y. But the universe is a three-
dimensional structure (we are NOT going to worry about Time) , and so a means of determining the ·
distance from the X/Y plane must be used. This is solved by Cartesian algebra by the intro-
duction of a third axis, the z-axis. In our simple cosmography, the z co- ordinate for a point
is called the Declination.
So we have a system whereby each point in space is defined by three numbers . For campaign
purposes, each number is a figure in lites, giving the dist.a ncc along its leg of the graph that
separates it from Newson .
Thus, the point in the upper right corner of the illustration is a star lying a t co- ordin-
ates 2, 1, - 4. That is, i t lies 2 lites along the x-a xis from: O, heading to the right, so
it is a positive value . It is 1 lite up the Y-axis from O, and lies 4 lites below the plane ·
of the X/Y graph.
The star in the lower left corner of the map is -2, -1, 7.
The GM should head the entries on his System Record Sheets with the co- ordinates of the sys-
tern in question. These are the co- ordinates which Players must feed into ~.h eir compµte r s to
travel by N-drive.

01101. TRUE DISTANCE DETERMINATION


For this aspect of the campaign, if for no other, a table of square roots, or a calculator
with that function, will be needed by the Ql or a Player.
True distance in this system is determined by the application of the Pythagorean Theorem to
the difference betwee~ the co- ordinates of the point you are travelling from to the point you
are travelling to.
93
To take a simple example:
Referring to the map, you can see that a ship leaving Newson to travel to the upper right
star corner , is entering N-drive at O, 0, 0 . It will program the the Astrogation Computer with
the destination co- ordinates 2 , l, -4 . But how far is the trip going to travei in a straight
line?
The answer is determined by subtracting the Ordinate from the Ordinate, Abcissa from Ab-
cissa, and Declination from Declination of the two points, squaring each result, tota l the three
squares, an~ extracting the square root o f the sum~
Thus, Ordinate minus Ordinate: 0-2•- 2 . {-2) • 4 .
2
Abcissa minus Abcissa: 0-1=- l. (-1) • 1.
Declination minus Declination: 0-(-4)=0+4=4. 4 2 • 16.
Add up the squares: 4+l+l6~2l.
Extract the root of the sum: SQ(21) • 4.58 lites true distance.
(Note: We must apologize for the absence of a radical symbol on our typewriter.)
This is the technique applied to determine any true distance. Let us say a ship at 45, - 87,
372 is going to make a jump to 64 , -74S, 9.
[45-64 ]2 • 36l. [-87-(-745))2 • '4 32,964 [372-9) 2 • l3l,769
361+432,964+1 31, 769 • 751. 7 lites true distance.

It doesn • t matter what order you subtract the co-ordinates from each other, or what order
you add them up in . The only thing that matters is that you subtract the Ordinate from the Or-
dinate, the Abcissa from the Abcissa, and the Declination frcm the Declination.

01102. THE STAR MAP


Now that you know the means of recording the location of a star I and p lotting the distance
the Players must travel in N-drive to get there, you can begin to stock your campaign universe.
The GM only needs to procure a sheet of graph paper, and a pencil. we have found 10 line to the
inch to be the most handy size of graph, and we further recornmed that the GM have two colors of
pencil or pen in which to mark his stars. One color will indicate a positive Declination, the
other a negative Declination. Note that the only numbers that need to be written on the graph
proper are the Z-co-ordinates for a star, as the X and Y co-ordinates will be set by the point
on the paper at which the star is marked. .
Now mark the x-axis along one side of the paper, and the Y-axis along the adlacent leg of
the paper. The graph is now laid in the plane of the paper. We have found that a scale where
one small square of the graph paper is 2 lites on a side was the most compact without being on
a microdot scale.
Now divide your map sheet into squares (you need not do so other than in your mind) laying
a grid of squares over the graph paper with each square 20 lites on a side.
For purposes of keeping your maps straight, each sheet of graph paper is a "quadrant" and
each 20 lite square is a "sector."
Each sector is not only 20 lites square, but also 100 lites in Declination above and below
the X/Y plane.
With these facts in mind, and your pencil in hand, you can now begin to fill the sky with
stars. Each sector will have 0-5 stars in it . Roll a 6-sided die and subtract 1 from the score
to determine the exact number. You now take the pencil and put a randomly located number of
d.,ots in the sector you are stocking, trying to avoid any repetition of pattern, unless you are
creative enough' 'to want to design constell ations. Each of these dots corresponds to a value of
X and Y on the g'raph lines running along the sides of the quadrant map sheet . Don't forget to
. put your home- system dead center in the sheet, at O, O.
·To detentlne Declination take percentile dice, and a 6-sided control die. The control die
is to indicate a positive beclination (on an even roll) or a negative (on an odd rol l). The
score rolled on the percentile dice will be the actual Declination co- ordinate.
Eg. A GM has placed two stars in a sector, at 4 , 17 and 18,20. He rolls for Declination, roll-
ing the three correct dice, a 4 ,36 and a 3, 92 . The first star is there fore at co-ordinates
4,17,36, and the second star is at 18,20,- 92 .
Once a sufficient number of sectors has been filled with stars (about half a quadrant to
start, depending on your campaign scenario), the GM may turn to stocking his stars with planets
and the often attendant phenomenon of intelligent life.

01110. SYSTEM GENERATION


While it is the fervent hope of the authors that every GM will realize his favorite SF
novel in the planets he creates, not every system can be populated by a starfaring culture, or
the poor Player-characters will never get any resources to sel l, and will thus go broke real
quick . Thus , the following sections are designed to pemit random generation of stars, pla-
nets, a.nd the beings that may live o n the far worlds of the universe.

94
The order in which this process is carried out runs roughly like this.
1. Roll tO detemine the number of stars in the system.
2. Roll to dP.temine the spectral class of the star (s) in the system, and to see if planets
are present .
3. If no planets are indicated, roll to see if there are any asteroids or other debx-is.
If there are planets, roll to determine the m.mlher .
4. Determine the orbital range of the planets .
5. Roll to detemine if any of the planets are actually an asteroid belt.
6. Determine the Planetary structure of each planet .
7. For Terrest roid worlds:
Roll for diameter. Roll for density. Determine gravity. Determine the Thefflal- Ecology
Index. Roll for atmosphere. Roll for atmospheric pressure. Determine planetary sur-
face tempera ture. Roll for percentage of free water on planets within proper temperature
range.
8. For Jovian worlds : Roll for diameter, density, gravity, and determine temperature.
9. Roll for "each planet to determine if their is life or not, and if it is intel.ligent.
10. Roll for each world to determine of there are any valuable resources .
11. For world$ with l ife : Roll for life-complexity level. Determine form of life,
12. If life is intelligent : Rol l for Technological Development l eve l , Cultural o r ganization,
Social Organization, Society Strength, u n i que Social Quirks, Trade Bonusses , and Ethics.
13. Determine xenophobia Factor of culture.
111. Make up a brief scenario concerning the state of the culture.
These are the bare outlines of system building. A GM must never hesitate to e xercise his
privilege of saying it "ain't necessarily so." The game is based on the premise that every
situation is a new adventure. we can provide the tables, but the GM and his zest for creating
new worlds and playing the r o le of the ent ire planetary population is the heart and soul of a
campaig n.

01111. SYSTEM RECORD SHEET


The GM should keep a notebook, loose- leaf for preference, of the sheets on which he has
reco rded his system data. It is best to keep this with a separate section for each sector of
the map, so that no fumbling occurs when a Player moves into a new part of space, s urveying as
he goes.

0 1120 . STELLAR TYPES


The number and type of stars in a system are the first e l ement of system building. To de-
termine the number of stars i n a system, roll two 6-sided dice.
TABLE 01120.l: NUMBER OF STARS A syst em with more than one star will have
Di e Roll Result no planets. The multi-star systems DO have the
2 or 12 Three stars in system. same chances as a planetless s i ngle star system
J ,4,10,or 11 Two stars in system. for the presence of asteroid bel ts or nebular
5-9 One star in system. matter, which can have rich resources .
Once t he number of stars has been determined, the GM will roll percentile dice to see what
spectral type the star(s) is (are). Not~ the "planets Score column at the end of this table.
11

If a single star system's spectr a l class is determined and the percentile dice socre that does
so equals the scor es indicated in this column , then t he star wi l l have planets.
TABLE 01120.2: STELLAR TYPE
Die Roll ~ Color Planet Score
(Ma in Sequence Sta.rs)
01-05 0 Bl ue OS
06-15 B Blue- white 10, 1 5
16-30 A White 16,20,24,28
31-45 F Yell ow-white 33,36,39,42,45
46-60 G Yellow 48,51,54,57,60
6 1-70 K Orange 6 3 ,66,69
71-80 M Red - orange 72, 75 , 78
81-85: Giant stars . Rol l per centile dice ag a in.
01-15 0 08
16-30 B 16,24
31-50 A 32,40148
51-70 K 54,60,66
71-00 M 72 , 78,84 , 90,96
86-90: Supergiant stars. Roll percentile dice again.
01-40 K 20, 4 0
41- 00 M 60,80,00
91-95 : Subdwarf stars. Roll p ercentile dice again.
01-50 White No planets .
51-00 Red 75,00
95
96-00: Specials. Roll percentile dice again.
01-05 CT System
06-10 Protostar 10
11-50 S Type 11,50
51-90 N Type 51, 90
91-94 Nova No planets.
95-97 Supernova No planets.
98-99 Neutron Star No planets.
00 Black Hole No planets .
The meaning of everything but the "Specials" on this table can be looked up in any basic
book on astronomy. -But the "'Specials" do require a bit of explanation .
A CT system is a star system in which everything is made of CT. The. GM Will re-roll on
the table to determine the stellar type and presence of planets, ignoring rolls over 95. A CT
System can have everything a Terrene system does, including intel·ligent life.
CT stars are somewhat unstable, and tbere is a 20\ chance that a ship normalizing within
10 AU of such a star will cause a Nova, qv. below.
ProtOstars are very cool (by stellar standards) masses of dust and gas that are just coal-
escing into a stat. They may have planets, in which case there is a higher chance of finding
radioactive ores on such worlds than on older planets.
S and N Type Stars are very cool stars giving off heavy elements at a prodigious rate. A
planet orbiting an s or N star has a higher density, and thus a higher chance of resources.
Novae and Supernovae are exploding stars. A Ship coming within 10 AU of such a phenomen-
on will . be exposed to 1-100 RIF from a Nova, or 10-1000 RIF from a Supernova, each mt of prox-
imity. The GM should keep track of such stars, as the assumption is they have not yet been seen
as novae on Newson III. A ship sane lites closer would detect the current condition of the star.
Assign a date of explosion to the star, and if a ship gets within a range of the light travel-
ling since the nova, inform the Players of the phenomenon.
Neutron Stars are post-nova, dying stars, and any vessel within l AU will have to react as
if they were encountering a Quantum Black Hole .
Black Holes here are of stellar mass. Their influence has a range of . S lites. There is
no rescue fran such traps, if the ship does not escape.

01130. PLANETARY SYSTEMS AND DEBRIS


If a stars or stars· are devoid of planets, they may yet have some orbital detritus . Roll
two 6-sided dice.
Die
Roll Result If a star does have planets, there is
5-9 Nothing i n system. a flat 25\ chance that one of them is an as-
3,4,10,ll Asteroid belt 11-20 l\U out. teroid belt instead of an intact world. The
2.12 Nebular matter belt 11-20 l\U out . GM will randomly locate such a belt in the
stars planetary family.
If a system has planets, the number will depend on the type of star involved.
Main Sequence, Giant, and supergiant stars a ll have 2-12 planets.
Subdwarfs have 2-7 planets.
Protosta.rs have 1-3 planets.
S or N stars have 1-6 planets.

01131. ORBITAL RANGE


The Orbital range for a planet is determined by the type of star i t orbits, and the number
of the planet counting out from the star.
TABLE Oll31.l: ORBITAL RANGE CHART
Planet Stellar Type: Orbital range figures are given in AU. PROTOSTl\R &
Number 0 B l\ F G K M N&S RED SUBOWARF
-1--
i:"l" :a- -.6-- -. 4-- -.4-- -.4-- -.3-- -. 8-- .2
.3
2 1.9 1.4 1.0 .8 .7 .6 •5 1.5
3 2. 7 2 .0 1.4 1.2 1.0 .8 •7 2.2 .4
4 4. 3 3.2 2.2 2.0 1.6 1.2 l.l 3.3 . 6
5 7.5 5.6 3.8 3.6 2.8 2.0 1.9 5. 7 ' 1.0
6 13.9 10.4 7.0 6.8 5.2 3.6 2.8 2.0 ' 1.8
7 26. 7 20.0 13.4 13.2 10.0 6.8 6. 7 19.9 3.4
8 52.3 39. 2 26.2 26.0 19.6 13.2 13.l .38. 7 6.6
9 lo3.5 78.6 51.8 51.6 38.8 26.0 25.9 77.5 13.0
10 204.8 154.4 103.0 102. 8 77.2 51.6 51.5 152.9 25 . 8
11 410. 7 308 . 0 205.4 205. 2 154.0 102.8 102. 7 307.0 51.4
12 820.3 615 . 2 410.2 410.0 307.6 205 . 2 205.l 612. 7 102.6

96
01132. PLANETARY TYPE
There are two types of planet: Terrestroid worlds, composed of a solid body of rock and
metals with a nol ten core; and Jovian worlds, giant worlds with atmospheres thousands of Jan in
depth, surrounding a core of ice and solid metal.
To determine the structure of a given world, consult the following t able.
TABLE 01132 . l , PLANETARY STRUCTURE TABLE
Planet Stellar Type : PRO'IOSTAR
Number £ B A !: G K !I. N&S & RED DWllRF A= Terrestroid world.
-1-- A ii: ii: II ii A II A A B• Roll a 6-sided die;
2 A A II II I\ I\ A A B On a roll of 1-3, the planet
3 A A A A A A A A B is a Terrestroid world.
4 A A II B B B B B B On a roll of 4-6, the planet
5 B B B B B B B B B is a Jovian world.
6 B B B C C C C C B C= Jovian world.
7 C C C C C C C C C
8 C C C B B B B B B
9 B B B B B B B B I\
10 B B B B B B B B I\
11 B B B B II II A II A
12 A I\ A A A A A I\ A

01140. TERRESTROID WORLDS


It is the Terrestroid world that is of primary interest to the Player. Here, he may not only
find accessible re sources of great value, but also that most valuable of discoveries, an unin-
habited world suitable for colonization by the Human or Trilax species, for which the bounty is
rich indeed.
TO deterlfline the DIAMETER of a Terrestroid planet, roll three 6-sided dice, and multiply the
score rolled by 1000 Jan.
To determine the DENSITY of a Terrestroid world, roll three 6-sided dice and consult the table
below. Note that the planets of S type stars will add 2 points to the core rolled on the dice,
TABLE Oll40.l: PLANETARY DENSITY and the planets of N type stars will have a bonus of +4 to
Die Roll Density the die roll. This is added to the DIE ROLL, not the ac-
3 2 tual density of the world.
4-6 3 Density and diameter will determine the gravity of a
7-8 4 Terrestroi world, and the Density will also be the basis
9-·l l 5 for determining if the planet has explOitable mineral re-
12-13 6 sources.
14- 15 7
16 8
17 9
18 or more 10
Having determined the Density of a planet, cross-reference i t against the Diameter on this
table to derive the planetary gravity.
TABLE Oll40.2, GRAVITY OF TERRESTROID WORLDS IN g's
Di.amei:et' in 1000' s of km:
Density 3-4 S-6 7-8 9-10 11-12 13-14 15-16 17-18
2 T T T -;-r- -.5-- -.6-- -:-s-- ~
.1 .l .2 .4 .6 .8 1.0 1.2
4 .1 .2 .3 .6 .8 1.0 1.5 2.0
5 .1 .2 .4 .8 1.0 1.5 2.0 2.5
6 .2 .3 .5 1.0 1.5 2.0 2.5 3.0
7 .2 .6 1.0 1.5 2.0 2.5 3.0 3.5
8 .8 1.0 1.5 2.0 2.5 3.0 3.5 4.0
9 ;9 1.5 2.0 2.5 3.0 3. 5 4.0 4.5
10 1.0 2 .0 2. 5 3. 0 3.5 4.0 4.5 5.0

01141 . THE THERMAL ECOLOGY INDEX AND PLANETARY CHEMISTRY


We noe cane to the determination of such variables as atmosphere, pressure, etc. The basis
for such calculations is the Therm.al-Ecology Index, or TEI, or a planet. To determine the TEI
subtract the orbital number (planet nwnber) of the woI'ld you are dealing with from the ap-
propriate constant for its star.
Stellar Type TEI Constant Stellar Type TEI Constant
0 5 N - 1
B 4 s -2
A 3 Protostar -3
F 2 Red Subdwar f -3
G 1 For Giants add +2
!( 0 For Supergiants add +3
M -1 97
Eg. The third planet of a G type star has a TEI of -2 . The fourth planet of an o type Giant
has a TEI of (5+3)-4 • 8-4 • 4 • •

The first application of the TEI is the determination of planetary a tmosphere. Roll
percentile dice and consult the correct col\l'l'ln on the following table .
TABLE Oil4l. l: PLANETARY ATMOSPHERE DETEFIJfINATION
TEI:
Atmosphere O· or more -1 to -4 -5 to -7 -8 to -9 -10 or less
Inert Gas 01-02 01-05 01-10 01-lO 01-05
Oxygen-Nitrogen 06-20 ll-15
Methane 21-25 16-30
Almlonia 26-28 31-38 11-25 06-10
Chlorine 29-35 39-42
Fluorine 36-42 43-46
Sulphur-nitrogen 03-08 43-50 47-52 26-30
Acid 09-10 51-55 53-57
CO2 11-15 56-60 58-60
Biotic soup 61-63 61-63
Metallic Vapor 16-50
vacuum 51-95 64-90 64-99 31-89 31-89
Gaseous Brcmine 96-99 91-99
Radon 00 00 00 90 90
Liquid Halogens 91-00 91-00
Atmospheric pressure is a .figure derived from the combined influence of chance and gravity.
First, determine the overall density figure for the planet by rolling· a 10-sided die and multi-
plying ·the score rolled by the planet's gravity. This can result in a figure as low as .1, or
a figure as high as SO. A 6-sided die is now rolled to determine if the atmosphei:::e is espec-
ially dense or not. On a roll of l, divide the score generated before by 10 . On a roll of 6,
mutliply it by 100. On any other roll, let i t stay as it is.
A score in pressure of 10 i s equivalent to l Terran atmosphere of pressure, as measured
at sea level.
A Terrestroid world with a pressure of, say, SOOQ. would resemble Venus, a baked and corro-
sive surface under the eternal weight of that tremendous atmosphere. •·-~
Of course, if the atmosphere table indicates a v acuum on the planet, no pressure roll is
made.
On any world with a TEI of -1 to -4, and any atmosphere with a pressure of S to 500,
there is a 75t: chance of free wa ter in the environment. If this roll comes up, then the GM will
roll percentage dice, their score indicating the percentage of the planet• s surface that will
be covered in water. Any water on such a world may harbor life, breathing a mixture of wa t er
with the planet's atmosphere is suspension. Keep this in mind when the question of inhabited
WQrlds comes up.

01150. JOVIAN WORLDS


The great gas giants are less ca:nplex than their puny neighbors.
The DIAMETER of a Jovian world will be 2-20 x 10,000 Jan. (ie. 20,000-200,000 Jan)
The DENSITY will be derived fran -the roll of a 6-sided die, as will the gravity. Roll sep-
arately to determine the two factors.
Die Any Jovian world with a TEI of more than -8 will have a
Roll Density Gravity Methane-ammonia atmosphere. Any Jovian world with a TEI of
-1- .7 2. 5 -8 or less will have an Ammoni a atmo$phere.
2 .8 3.0 Atmospheric pressure on Jovian worlds really does not
3 .9 3.0 have to be determined, as they are so high that no practical
4 1.0 3. 5 use attaches to knowing the exact figure. Nothing but a Jove
5 1.2 4.0 Suit can stand up to the conditions obtaining on the surface
6 1.4 5.0 of one of these worlds.

01160. PLANETARY TEMPERATURE RANGES


The surface temperature of a planet is a function of the TEI and atmospheric pressure.
The Base Temperature is derived by the famous "black body" forll!:ula, 1,tarp8d to fit the science(?)
in the campaign. The formula for Base Temperature is · 277°K/SQ(Orbital Range in AU).
Eg. The base figure for the fourth planet of a B type star would be 277/SQ(4.3) • 277/2.07 •
l33.8°K.
The base figu,r e is multiplied by the following constants, based on the type of the star.
Stellar type: o B A F G M N ~ Giants Supergiants Red Dwarf Protostar
4 3 2 1:-s l -:s -;-3 .3 A:!d 1 to Add 2 to the .1 .l
constant constant
98
Thus, the example g i ven, for the fourth planet of a B type star: the Base Temperature i s
133.8°1<. For a B type star, you multiply by 3, for a surface temperature of 401.4°1<, or 128. 4°
Centigrade. A somewhat warm clima te, to say the least.

Atmospheric pressure can also increase the surface temperatux-e. For 10 points o f pres-
sure, add l O to the temperature.
To take another example, Terra's o\tfn evening star, Venus, is the second planet of a G type
star. 277°1</SQ( . 7) - 277°1</.83 - 331°K. With a postulated pressure of 5000, add 500 to the
temperature for a final figure of 831 °K, which is tolerably close to the current theory .

01160. LIFE
How often, and in what strang e forms, has life emerged from the structu red chaos of the
Universe? In thi s ca.mapign, it has happened with some frequenc y. On each planet of a system,
there is a 20\ chance that a planet will have some form of life on it. Roll a 10-sided die,
and on a l or 2, consult the life-form complexity chart below.
TABLE 01160.1: Lif'E-FORM COMPLEXITY CHART
Die
Roll Result
-1- Bio-soup world. ONA analogues in suspension.
2-4 LOw orders of life. Early pl ant forms , sitnple animals. No intelligence .
5-7 Animal l i fe i n many forms . NO intelligent life-forms .
8-9 Intell igent life. Determine level of civilization.
0 Extinct intelligent life-form. Determine level of civilization and state of relics.
See the "Dead world Quirk" in the following section for details on how this last sort of
life level may be gamed .
It is really not necessary to generate the next set of figures unless you a re dealing with
an intelligent species. At that, the GM may decide not to use this random 11build-an-alien" sys-
tem, but to insert a lost colony of known life-forms from the d ays of the Empire on the planet.
Should a random life-form be desired, the following tables will construct it according to the
Life-Form Classification Code now given.
The Code is a series of five l etters, a given letter in a given position having a specifi c
meaning.
The first. letter defines the genera l biologic nature of the l ife-fom.
;The second letter defines their atmosphere content.
The third letter gives the Base Element Type.
The fourth letter gives their general temperature range.
The fifth and final letter gives a rough description of their physical structure.
TABLE 01160.2: LIFE-FORM CLASSIFICATION CODE
Code Biological Base Tem.per~ture Physical
Letter TlE:e Atmosehere Element Ran2e Structure
1\ Unicellular Oxygen-nitrogen carbon 1-5o°K Amorphous
B Fungoid Chlorine Silicon 50-l00°K "Limbless
C Sessile Vegetable Fl uorine copper 100-15o°K Polyimanous
0 Motile vegetable Methane Iron 150-2oo•K Monomanous Biped
E Piscoid Methane-ammonia Germanium 200-25o°K Bimo.nous Biped
F Molluscoid Ammonia Plutonium 250-275•K Trim.a.nous Biped
G Cepha lopoid Sulphur-nitrogen Potassium 275-325°K Poly,no.nous Biped
H Amphibian Acid Boron 325-350°K Monomanous Triped
I Cetoid Inert Gases Phosphorus 350-400°K Bimanous Triped
J Saurian CO2 Non-material 400-450°K Trimanous Triped
K Reptilian Bioti c Soup 450-500°K Polymanous Triped
L Avian (flying) Metallic vapor 5o0-550°K Monoma.nous Polyped
M Avian ( flightless) Gaseous Bromine 55o-6oo•K Bimanous Polyped
N Malllllalian Radon 600-700°K Trimanous Polyped
0 lnsectoid Water-oxygen 100-soo•K Pol ymanous Polyped
p Annelidoid Water-inert gas soo-1ooo•K Mul ti-bodied
Q Lepidopteroid Water-methane Sol ar Surface Non-material Body
R Mineral Water-ammonia Solar Core
s Metallic Water-chlorine 1-25o°K
T crystalline water-fluorine 25o-5oo•K
u Energy . Water-sulphur 500-1000°K
V Hive Mind Water-other 1-Solar Core
w Hyper-spatial Liquid Halogens
X Body vacuum
Y Energy-eater
Z· The letter z is used for all cases where the normal applications of the code do nOt fit.

99
There are literally mi llions of possible combinations. Rather than trying to explain t he
workings of the Code in depth, let us take a few illuminating exampl es , and l eave i t to t he GM
and Players to hammer out thr refinements.
Humans: Warm-blooded, viviparous, oxygen-breathing , Carbon-based bipeds, with two hands.
Enc«les as: NAAGE.
Trilax : warm-blooded,oviparous, oxy-carbon metabol ism, with three arms and three legs.
Encodes as: MAAGJ. Or hadn • t we mentioned the Avian ancestry?
Sil icoid: Va.cum-dwelling energy eaters, made of crystalline Silicon, with no legs and two t e n -
tacles, living on ultra-hot planets in t rans-Mercurial orbi ts. Encodes as : U(X'i)BPC .
Stellons: Space-dwelling energy neings capable of surviving almost anywhere.
Encodes as: UZJVA.
Terran Dolphins: IAAGB] See the· d i fferences?
Terran Sharks : EOAGB
Sapce really does not permit as full an explanation as we cou ld wish. Try classifying a
few of your favorite Aliens from the classics of Sci ence Fiction, and you will soon get the
hang o f it.

Random Alien-construction has a n\Utlber of its data already provi ded , as the atmosphere and
temperature range of the p lanet are known. To determine Base Element, roll percentile dice and
consult the fol lowing table .
TJIBLE 01160. ] , BJISE ELEMENT DETERMINATION
Base Element O or more -lto-4 -Sto- 7 -Sto-9 -10 or less A GM rolling to determine
Carbon 01-10 01- 50 01-30 01-10 01-10 the life form for a planet with
Silicon 11-45 51-65 31-50 11-25 11-20 an Inert Gas at1n0sphere, 4 temp-
Copper 46-55 66-75 51- 55 26-30 21-25 erature o f 482° K, and a TEI of
Iron 56-65 76-85 56-60 31-35 26-30 2, would roll on the first col-
Germanium 66-70 86-90 61-65 36-65 31-50 umn of the t able. Scoring a 62,
PlutoniUll\ 71-75 91-95 66- 70 66-70 51-55 his encoding of the l i fe-form
Pota ssium 76- 85 71- 80 71-85 56-75 now reads:
Boron 86-95 96- 99 81-85 86-90 76- 80 -ID!<-.
Phosphorus 96-99 86-89 9 1-99 81-99 To fill i n the blanks, read
Non-material 00 00 00 00 00 on.

There are three, general classifications of Base El emen t for use in the next deci si"Olh;
Group A consists of Carbon, Silicon , Potassium, Boron, Phosphorus. Group B is Iron, Copper,
and Germanium. Group C consists of the non-material beings. Roll percentile dice, and con-
sult the proper column. The Letter next to the score indicates the first-position element of
the Code, the Biological Type.
TABLE Oll60.4, BIOLOGICAL TYPE Let us say the GM is rolling to complete the being be-
Group A Group B Group c gun in the last exampl e, the -IDK- . As it is an Iron based
A:01-02 A:01 U:01-85 life-fom, the GM will roll in column two of this table, the
B:03-05 B:02 V:86-95 Group B column. Rolli ng a 29, he determines that the life-
C:06-07 C:03 W:96-00 form is a Mineral being , and he may deduce i t will resemble
D:08-10 D:04 a mass of ferrous rock. There are several such beings in
E:ll-13 E:05 the li teratu.r e of Science Fiction, and appearing in a t least
F: 14-15 F:06 one popular TV series deali ng with space exploration.
G: 16-18 G:07 A note he re on the V c lassification : Hive Mind. A
H:19-2 3 H:08 Hive Mind may be canposed of any type of life-form. If such
I: 24-27 I:09 a roll occurs, record it, and re-roll for t h e structure of
J: 28-29 J:10 the individual members of the Hive.
K: 30- 34 K:11 A perfect example from Terran biology is the Ant Nest,
L:35- 37 L: ;2 as opposed to the ant. An Ant Nest would encode: VAAGP.
H:38-41 H : 13 An ant wou ld encode: OAAGM.
N:42-48 N : 14 The u sual means of writing a full e ncoding for the
0 .: 49-53 0 :15 life-form in such a case is (VAAGP)OAAGM. This des·cribes the
P:54-56 P : 16 full p he nomenon in terms of the Code.
Q:57- 59 Q:17
R:60-62 R: 18-34 The final question, that of Physical s t r u cture, is so
T:63-65 S: 35-43 infinite in its possible manifestations the the GM really
V: 66-95 T:44-60 can pick at random. The only exceptions are the fina l two
W: 96-00 V:61-95 classifications. Letter P , Multi-bodied, applies only to
W:96-00 a Hive-Min d. The final element, Non- material Body, is ap-
plicable only to Energy life-forms. So l et us say the GM rolls 1-15 to fill in that l ast blank
on his life-form. Scoring a 12, he counts 12 down the list, and finds that it is a monomanous
polyped, a life-form with more than three legs and only one manipulating meutJ:><?r . The full Code
for the life-form is thus seen to be RIDKL.
100
The only limit to the ranges of life in the campaign Universe is the imagination of t he CM.

01170. PLANETARY CULTURES


Any intelligent life-form can develop a technology and culture equal to the Empire• s. At
the GM' s option, the civilization may surpass the Empire, but care must be taken to avoid an un-
beatable rAce of galaxy- conquerors .
The first step in detemining the culture of a planet is the dtermination of the Technolog-
ical oevelopement Level, or Tech Level. The GM will roll a 30-sided die.
TA8L8 Oll70.l, TBCII U:VBL Cl/ART
Die
Roll Result
-l- ~ A . As Newson III, a fully developed interstellar culture with N-drive and Empire
technology readily available.
2 Level B. A less developed world with interstellar technology. Usually Empire l evel.
3-4 Level C. A frontier world, or one just achieving Empi re type technology.
5-7 Level o. A world with free use of fusion power. 21st century Terra is an example . The
culture will have space flight, but NOT star flight, unless they try sublight travel.
8-9 Level E. Late 20th century Terran type technology. Mostly fission power. System space
flight only.
10-12 Level F. Pre-atomic. late industrial world.. Ter:ra in the 1950' s.
13-15 Level C. Early industrial revolution. Simple processes used in technology. No energy
p rocesses except chetnical reacti ons (steam, etc.)
16-19 Level H. Simple machines and chemical processes. The equivalent of the Gunpowder Age.
20-23 Level I. Level prin ciple.. The early uses of mechanics. Mediaeval technology.
24-27 Lever 3. Use of refined natural materials. The t-!etals Age. Terran calendar 2000 BC-
200 AD, approximate ly.
28-29 Level K. Use of natural substances, like bone or flint.
30 Level L. Pre-technological. The equivalent of pre-tool using Man on Terra .
The GM will have an opportunity to stretch h imself determining the ability of some cul-
tures on this scale. A world of Silicoids at level H or even I might already have harnessed
electricity, or even produced energy weapons in some crude form. The application will fit the
race. In our own campaign, there is a race on a gas giant world who make swords out of Ice V.
A ce~(opodic race in a Level I culture with militaristic overtones, we call them the "Samurai
Cephal6pods. •
Once the Tech Level is established, the GM will roll to determine the Cultural Organiza-
tioii. of the civilization. "l'his is the form of government prevalent on the planet, and varies
by Tech level.. For Tech Levels A-F, roll a 24-sided die. For G-L, roll a 20-sided die.
TABLE 01170.2, CULTURAL ORGANIZATION
Cultural Tech Level,
Organization ~ B C !?. H l J K L
Tribal 1 1 1=-2 1=-s 1=-1
Hereditary Monarchy 2-4 2-4 3-4 6 8
Tyranny 1 1-2 l l l l-4 5 5 s 7 9
Oligarchy 2-4 3-5 2-3 2-4 2-3 2-4 S-8 6-7 6 6 9-12 10
Greek Democracy 5-7 6 4 5 8 7-9 7-8 l3 ll
Anarchy 5-6 6 9 10 9 14-19 12-19
Parliamentary Feudal 8 7-8 7 7 10-ll ll 10
Western Feudalism 8-9 12-13 12 ll
Eastern Feudalism 10 9-10 10-ll 8 4 14-15 13-14 12-13
Oriental Dictatorship 12 5 5 9-10 16 15-17 14-16
Confederation ll-13 11-13 13-14 9-ll 6-8 6-8 ll-13 17 18 17-18 20 20
cantons 14-15 14 15 12-13 9-ll 18-20 19-20
Industrial Feudal 16-17 15 16 14-16 12-13 9-ll
Industrial Dictator 18 16-17 17 17 14-16 ·12-14
Republic 19 18-19 18-19 18-19 17-19 15-17 14-17
Totalitarian 20-21 20-21 20-22 20 20 18
SOcialist-Statism 22-23 22 23 21-23 21-23 19-21 18-20
Fascism 24 23-24 24 24 24 22-24 21-24
Eg. A planetary culture with a Tech Level of o, will have a government by Confederation on a
roll of ll, rolling a 24-sided ·d ie.
Descri.ptions of Cultural Or9anizations:
A Tribal culture is self-explanatory. Small groups of the same blood or territory ..
A Hereditary Monarchy· has a supreme head of state who accedes to power by right of birth.
A Tyranny has a single ruler, who came to power by force of arms.
An Oliga·r chy is a ruling council which elects its own members, and is thus self-perpetuati ng.
A Greek Democracy is a full democracy, with the population voting on a.11 l ~ i s lation .
Anarchy is .
Parliamentary Feudal rule is maintained by a council of feudal magnates, such as forced
John I of England to accept the Magna Carta. A r uling House of LOrds .
Western Feudalism is a system of fiefs deriving from a powerful, single ruler.
Eastern Feudalism is the system of Mediaeval Japan, co-equal feudal lords in conflict.
Oriental Dictatorship iS a system where all power derives from a single man.
A Confederation is a loose union of small groups .
Cantons are a union of Confederations.
Industrial Feudalism is described in the Historv of the Combine.
Indust rial Dictatorshio is control of the means of production by a single ruler .
A Republic is a system of e lected parliamentarians.
Totalitarianism is a system under which the interests of the state are identified with the
desires of the ruler, and the populace must serve the state.
. ;~~f;;s{;tf~afff~f:~fs,;hfn u;~ri~ag:nirff!~;:f;e~f ~;;:a;~;e ~ i,{:tstritt::\::~::t
group or groups instead of a single ruler.
Having established this facet of planeta ry civilization, the GM now detemines the Social
Organization and Society Strength of the culture .
TABLE 01170 . 3: SOCIAL ORGANIZATION The Social Organization is the central element of the
Die planet's society. It may be a relationship to progenitor,
Roll Result and note that f or asexual races this will simply be ancestor
-1- Patriarchy . worship with no gender orientation. The Clan organization
2 Matriarchy . will be centered on the blood relationships pf the populace,
3 Clan and the Caste organization implies that social standing and
4 caste importance is derived from the profession or class of the
5 Valor - honor . people. A Valor- honor organization places a h i gh premium
6 Trade. on courage and prowess, and the Trade organization is con-
cerned with the acquisition of wealth. Thus, if a planet has a Hereditary Monarchy, and its
Social Organizati on is Matriarchal, the ruler will be a queen, passing the title in the female
line of descent. The various corrtbinations are many, and the GM may add such other elements as
he desires for a given scenario.
The Society Strength is determined by rolling a 6 - sided die. A roll of l indicates a so-
ciety in the throes of a crumbling of old val ues . such societies are often having revolutions.
The higher the roll the higher the stability of the culture . A roll of 6 indicates a s~Je~y
so stable that it is fanatical, and a second die is rolled to determine the particular '::rea of
this fanaticism.
Die Pacifistic fanatics will. be eager for contact with other
Roll Result life, such as the Players. They will be easy meat for conquer-
-1- Pacifisrn. ors, though the GM can give them some non-violent means of de-
2 Ethical fanatics. fense that will knock invaders for a loop, if he so desires.
3 Atheism. Ethical fanatics will be all-around honest chaps, but the
4 Militarisrn. ethics of their culture, as determined by the Social Organization
s Religous fanatics. and government, will have the force of taboos, and transgressors
6 xenophobes. will be attacked.
Atheists will kill missionaries. This may include over- loud worshippers of the almighty
Credit . Militarists will be a tough bunch in a fight, and if they are from a Valor-honor or-
ganization, they will be fearless and cunning fighters.
Religous fanatics will be very ready to try to convert explorers, often at gunpoint.
xenophobes will simply try to kill anyone else.

The Size of a community 1'.s up to the GM. Generally, the higher the Tech Level the larger
the coC11'!\unity. Note the· letters to the right of the corn.-nunity sizes l i sted. These indicate
the Tech levels at which the cormmnity size generally is found.
TABLE 01170.4: COMMUNITY SIZE The GM may dtermine the size for the whole culture ("They
Village 3- L all live in cities.") or for the area where the Players decide
City-state s-o, H-K to try a contact . If the G.H wishes, he can offer the Players a
Geogra phical Region B-J choice of corrmunity sizes, so that they can try landing • near a
Continent A- B, D-I village, or in the middle of the local equivalent of Times Square.
Hemisphere A-F
Planetary A-E The Ethical Strength of a culture is a measure of how they will
deal with the explorers, especially in terms of keeping a bar-
gain. Roll a 6 -sided die , and r ecord the score. A score of 1 indicates a near non-existent set
of ethics for members of the culture. A 6 indicates unshakable honesty. Whenever a deal is
concluded, roll a 6 - sided die. A roll less than the Culture's Ethical Strength indicates that
the agreement will be kept. A roll greater than or equal to the score indicates that it will
be broken. This can be any deal ranging from an offer of safe shelter for the night to a treaty
with the Combine.
The GM must finally determine the area of Trade in which the i nhabitants are 100st anxious
to engage. Roll a 6-sided die.
102
TABLE 01170. 5, TRADE BONUS The use of this table will give the CM a basis for
Die establi shing a medium of exchange between the Players and
Roll Trade Bonus cultures who do not use Empire technology. In Empire type
-l- Rare Heavy Metals . cultures , l £RC :: l C}(, all the time .
2 Rare Crystal subst.ances.
3 Rare Power Materials.
4 Slaves .
S Technol ogical Knowledge.
6 Services by explorers.

01180 . HIVE MIND CULTURES


A h ive race will have the same Technological Level , Ethics, and Trade Bonusses as any other
race. To determine other factors, roll A 6-sided die twice to determine the Prime Drive and
Tolerance Factor of the hive.
Die Prime Tolerance The Prime Drive is the equivalent of all the
Roll Drive Factor Social factors for non-hive races. As all beings
-1- Expand Reject all aliens. in a hive race are facets of the same i ndividual ,
2-3 Enrich Reject non- hive life. no government as such exists.
4-5 Educate Accept other hives . The tolerance factor determines how the hive
6 Protect Accept other life. will receive alien contact. As a rule, hives are
intensely hostile t9 outside life- forms . The GM will add any other factors he desires to the
psychology of the race, to create his scenario .
The size of the hive is a direct function of the Tech Level. Roll percentile dice.
TABLE 0ll8C,. l: HIVE SIZE Consider the effects this can have on a
Size Tech Level : A-D E-G !!:!. J -L planetary scenario. Neighboring hives with a
Planetary 01-85 01-SO 01-25 Ol- 10 Reject Alien Tolerance , or a Prime ,Drive of Ex-
Hemisphere 86-00 51-75 26-50 11-20 pand wil l always be at war. This condition can
Continent 76-00 51- 80 21-50 cause them to overcome their resistance to con-
Geographic Region 81- 95 51-75 tact, and hire an expedition as mercenaries .
Home Territory 96- 00 76- 00 This is just one of the many possible var-
iants .
01190. ALIEN XENOPHOBIA FACTOR
The final determination to be made by the GM is the xenophobia factor inherent in a culture.
For non-hive races , the GM rolls a die to determine the general level of xenophobia. This will
be a 6-s~ided die. A roll of 1 indicates no x enophobia, complete openess to contact. A 6 means
a high factor of xenophobia.
Add the Social Strength and Ethics scores for the culture . If the Xenophobia factor roll
was a 1, add double this amount to the Reaction Dice scores for contact with the culture . If
the Xeno factor was 2, add the simple total of Society Strength and Ethics. The Reaction Dice
roll is unmodified if a 3-4 was rolled for Xenophobia Factor . If a 5 was rolled, subtract the
Strength+Ethics figut"e, and for a 6, subtract double the figure.
Certain cultural factors (Pacifism, xenophobia) will modify this process . according to the
GM' s scenario for that planet.
Hive races will react according to their Tolerance factors .

01192 . QUIRKS
The GM must avoid sameness in planet building. The best to do t his is to invent a small
scen,ario for each world, recording it on the Systern Record Sheet, so that every planet has its
own capacity for providing unique adventure.
To aid in this end, we now give a lsit of some "Quirks" which the GM c a n use to vary the
statistics generated by the rolling o f dice.
Planet with no l oad animals. This will lead to slavery or ultra-automation.
Planet with no materials for technology. A high cultu.r e with no technology beyond level H.
Planet with taboo on wea pons beyond "human" reach, but with ability to beat Empire weapons.
Ruins of a Forerunner Culture, possibly with working atrifacts.
Fanatic Code Duello .
Functional HGods" and Wizards."
Dead world. Roll a 6-sided die. 1-2- &io-eatastrophe; 3-4-War; 5-6- Eco-catastrophe as
cause. Ruins will be in a state of preservation where l • totally preserved and 6• rubble.
Recent contact with aliens. Hostile contact raises xenophobia factor .
Plague that attacks all l i fe but natives of planet.
Relapsed culture, a pack of barbarians armed with ~pire type weapons.

With these as guides, and a plentiful supply of his favorite novels, the CM will be in a
position to create a campaign universe of high adventure and unpredictable phenanena.
103
01200. MISCELLANEOUS RULES
This final set of rules is, we will admit, terrible editing . But for material developed
after the final draft of the rules was written, sane means of cataloguing had to be found, and
a last catch all chapter was the solution. Sane of these rules will tie in with material in
other sections of this book, others will be self-sufficient modules. We hope they wi ll add to
ypur campaign pleasure.
01201. LEVELS AND EXPERIENCE POINTS
As is abundantly clear by now, characters advance in their expertise and game-standing by
going up in osmething called levels. These represent a ccumulated Experience Points, points
gained by characters for certain actions in the campaign. Experience point totals are kept
on the Character Record Sheet, and the current level of a character depends on his Experience
score.
TABLB Ol 201. l: LBVBLS OF BXPBRIBNCB On beginning the campaign, a character has O
Level Necessary Experience Score Experience . As he does more and more in the game,
-, -1- his score will grow. When he crosses a break-point
0
2 5000 (S000,10,000,etc. ) he is said to have attained that
3 10,000 level.
4 20,000 Experience is gained in many -ways, ·b ut two meth-
s 40,000 ods stand out as the greatest point gainers.
6 60,000 For every HOUR a character spends on an expe-
7 100,000 dition, h e gains 1 Experience point. 'the GM may re-
8 150,000 strict this in any way he wishes, to prevent abuse
9 200,000 of this rule, but the philosophy behind it is that
10 300,000 every hour spent in space or exploring a new world
Each additional Level requires another will teach the character more about space travel, and
100,000 Experience points. that is the whole idea behind Experience as a gaming
concept.
The other source of Experience is credit spent on special training . Anytime the charac-
ter is in port, he may gain Experience points by buying them at a rate of 1 point per CJ(. The
following restrictions apply.
The character may only buy so, of the Experience points he needs to reach the n'ext break
point in experience. That is, a first level character could buy only 2500 points. A second
level character would also be restricted to 2500 points. A third level character, needing
10,000 points to reach the fourth level break point of 20,000, could buy 5,000 points. This
may be done in one fell swoop, or broken down into several small purchases . Any combination
is allowed, as long as the total for that level• s points bought does not exceed the 50\ maxi-
mum.
other sources of experience are:
COMBAT: Combat experience is awarded on the basis of HOW LONG a fight goes on. In personal
combat, only characters actively fighting receive Experience. In ship combat, only those on
an action station previously cleared by the GM will receive Experience . This will at least
include all riggers active in the fight.
For Ship Combat against another vessel: 20 points per mt
For Ship Combat against a Monster: 10 points per monster per mt.
For Personal Canbat: 10 points per mt.
For fighting a Boarding Action: 10 points per mt.
For winning any combat by killing/destroying/forcing the opponent to surrender: 200 points.
For winning any combat by forcing the opponent to retreat: 100.
For losing any canbat: SO points (now you know what not to do) •

BXPWRATION:
For travelling to a system the ship has never been to before: 50 p6ints.
For avoiding a Navigation Hazard: 10 points to all characters at action stations.
For each new planet surveyed fran orbit: 20 points.
For each new planet explored on ground: 50 points to groWl.d crew upon landing.
?.or each intelligent life-form found: If friendly relations are established: 200 points.
If hostile contact occurs: 75 points.
If no contact is made : 20 points.
OTHER SOURCES:
MUtates, Technics, and Biotechs receive 2 points for every Power point they expend .
Heroism: If, in the opinion of the GM, a character risks his life to save another, or in any
way distinguishes himself in a heroic manner for the safety of the ship, the GM will award a
bonus of up to 1000 Experience points. This award is soley at the option of the GM.
Saving Throws: Each time a character makes a successful ST, he will ' receive 10 points.
104
01210. CREDIT, RESOURCES, AND LOANS
Each Terrestroid planet has a chance of containing V'aluable resources that are economic-
ally exploitable by the Player-characters.
TABLE 01210.l: TBRRESTROID PLANETARY RBSOURCBS
Den- Probability of deposit existing, and mm.her of deposits:
!lli'.. Hea~ Metals Petrochemicals Radioactives crystals Size of each DeJ22:Si t
2 os,, l 10,, l-2 os,, l 10,, 1-2 l-3 SCL
3 os,, l 15,, 1-3 05\: 1-2 1s,, 1-3 l-3 SCL
4 10\: l-3 20,, l-6 10\: 1-2 20,, l-3 1-3 SCL
5 is,, l-6 25\: 1-6 10\: l-3 25\: 1-3 l-6 SCL
6 20,, 2-7 30\: 2-7 15,, 1-6 35\ : 1-6 l-6 SCL
7 25\: 2-7 35\: 1-10 15\: 1-6 40\: 2-7 l-6 SCL
8 30,: 1-10 35\: 1-10 20\: 1-6 50\: 2._7 2-7 SCL
9· 40\ : 1-10 40\: 1-10 20,: 2-7 60\ : l-10 2-7 $CL
10 60\: 1-10 50\: 1-10 30\: l-10 75\: 1-10 1-10 SCL

Radioactives: The planets of a protostar will have an additional 20\ chance of having deposits
of radioactive 01.es. A planet with a Ra.don atmosphere will have l-100 such deposits ALL the
time, each deposit of l-6 SCL.
S and N S!/Stems: Besides the higher density, the planets of S and N type stars will have an
additional 20\ chance of having deposits of Heavy Meta l s and Crystals.

Other resources are:


Jovian Atmosphere: There is a flat 40, chance that a Jovian world will have valuable chemical
radicals in the atmosphere . This may be scoop mined. These resources are inexhaustible .
organic Compounds: Terrestroid worlds with a Life Complxity score of less than· 5 have a 20\
chance of yielding unlimited amounts of valuable organic compoWldS. These may be mined With
a Fluid Refining Plant .
Vegetable Resources: A terrestroid world with a Life Complxity score of 5-7 has a chance of
20\ of yielding useful vegetable materials. Such resources need not be brought back by the
holdflll., A sample for the botanists of the Cartels' FOOD division will be enough, requiring
. l SCL of HU(p) space for samples from one planet .
Animal Specimens: A specimen of animal from a new planet may (10\) be worth money.

The going price for these materials is:


Heavy Metals (l-6) x 200 Cl( per SCL. Organic Canpounds (1-6) · X 50 C)( per SCL.
Peuochemicals (l-6) x 100 Cl( per SCL. Vegetable R.escources (l-100) X 100 Cl( per
Radioactives (l-10) x 1000 Cl( per SCL. sample of new type.
Crystals (l-10) x 300 I':/( per SCL. Animal Specimen 1-100 Cl( each.
Atmosphere Scoop ( 1-6) x SO Cl( per SCL. Nebular Hatter '( l-6) x 1000 C)( per SCL.
CT 100,000 C)( per SCL.
A system may have resources available off off the planets as well. Asteroid belts and
belts of Nebul ar Hatter may be mined, if the necessary equipment, as listed in section 0936,
is on the ship. Nebular matter is scoop mined at the rate given for the Scoop Mining gear.
Asteroids are mined by taking up a holding orbit in the asteroid belt, and scanning the pass-
ing rocks foe mineral worth. Rolling as if for an encounter, the GM will determine the finds.
A rock of value will show up on a basis of 1\ chance of a find per hour. Thus, rolling a 23
tells the GM that a valuable find will occur 23 hours after entering the search area. A second
roll is then made, indicating the interval Wltil the next find. This activity does not count
as a planetary orbit, and the ship is open to all normal realspace encounters.
An asteroid find will be . l to 1 SCL in size, and the :content will be either Heavy Metal
(SO\), RadiOactives (25,), or Crystal (25\). Meteor swarms may be mined in the same manner,
but the f inds· will be . 01 to .1 SCL in size.

ThE.· final prize on the list for .systems is a world colonizable by the Ccxnbine races. such
a planet must have no intelligent natives, but must have a Life Complexity score of 5-7 . For
Hum.ans or Trilax, such a world must have a gravity of .5 to 3 g: atmospheric pressure of 7 to
15: temperature of 270-300°1<. For Silicoids, a planet must be in the first or second orbital
path of an O or 8 type star, with no atmosphere, and a temperature of 700-l000°K. Gravity may
not exceed 5 g on such a planet.
The bounty for a colonizable world is 50,000 cl(.

But for the character who ·has not been blessed with fortune in his expedition, or who
lacks the initial credit due one of higher birth, there is another source of funds: LOans.
Any citizen of the Ccmbine who is not in debt has the right t o apply for a government loan.
These loans are of 1-6 thousand credits, and are payable in one year a t 10, interest. A default-
er will be indentured to the government for l year, and then restored to full citizenship with
a clean credit rating .
105
Loans are available from the Caste Banks to members of the Caste. The loan will be for
2-20 thousand credits, payable in one year at SOI interest. Defanlters will be indentured to
the caste for 1 . S years.
The Mercantile banks will make loans to adventurers only with collateral. An inheritance
will be ac.qepted for a l oan to the fu l l value of the possible inheritance. A ship will be ac-
cepted as collateral at a value of 1000 CJ( per SU. A character has S months to pay such a loan
at 20, monthly interest, or his collateral will be confiscated. This means he loses his inher-
itance, ship, or whatever.
A character may put himself up as collateral. This will receive a loan value of 10- 60
thousand credits, payabl e under the same terms as the other Mercantile loans,8UT if the char-
acter cannot pay, he will be repossesed, and his organs used for transplants. His brain will
be used for making cyborgs to control automated factories, after a quick lobotomy. The bank
may also put a lien on any clones the character has left. There is an 801 chance of this. If
the bank does not do so, the character may be regrown, and re-enter play.

01220. DISEASE AND DANGERS, SHOCK AND ITS SYMPTOMS


N-shock: Exposure to N-space can cause N- shock. If the victim does not make his PSI ST,
he will su~cwnb to this dread condition, which is the bane of interstellar travellers.
For the first hour of N-shock, the victim will be in one of the states of insanity listed
later in this section. He will then collapse, in a coma, and begin to die. He will lose 1-10
Hit Points per hour that he is uncured, until he is healed or dead. This can lead to some in-
teresting races against time, as the Psycho-integrator must effect a cure before the physical
damage can be reversed. Naturally, the use of Powers, with their much swifter response time,
will be the treatment of choice in eases of N- shock.
Gravity Shock: If a player collapses with Grav-shock, he will begin to die at a rate of
three dice of damage per hour, until he is cured or dead. 'the autodoc or ll\plnual medical system
will reduce the damage sustained each hour by so,. When the cure is effected., the lost Hit
Points must be restored as normal damage.
vacuum and vacuum Shock: When a breathing character is exposed to a vacuum, he must
make a Vitality ST, If he makes it, he will be conscious and able to function for 1 second
for each point of Vitality he has. He must remove himself from the evacuated area in this time.
If he is still exposed at the end of that period, he will die.
If he did not make his Vitality ST, the immediate effects of decompression have placed .
him in vacuwn Shock, This is the main danger to troops fighting in a vacuum, for they may not
save on some occasion when their suit takes a hit., before the self-repair mechanisms can seal
the hole next mt. A character in Vacuum Shock loses all his current Hit Points, and goes into
coma. He will die if treatment is not started within 1 hour, but will always survive if treat-
·· ment is received.
Poison and Drugs: A character exposed to a drug with a poisonous or tranquilizing effect
must roll a Vitality ST, Against a tranquilizer, if he saves, there will .be no effect frccn the
drug. If he does not, he will lose consciousness for the indicated time. If · no indication ex-
ists, assume it will hold him unconscious for 10-100 minutes.
Against poison, if he saves, he will l ose SO\ of his current Hit Points, but be otherwise
unharmed. If he does not save, the character will die.
Insanity: When a condition of insanity is called for, the GM will roll a 6-sided die to
detei:mine what fom it will ta,k e.
l. Psychopathic dementia: The victim will attack any life-form in the vicinity with insane
ferocity, as is only fitting. He will not use any weapons but his hands, though if he were in,
say, Power Armor, this would be quite enough. He must be rendered unconscious or otherwise re-
strained to stop.
2. Catatonia: The victim will 90 catatonic, immobile, unresponsive .
3. Paradise Syndrome: The victim will enter a hallucinatory state, where all is beauty,
4. Paranoia: The victim will become surly and suspicious. There is a l in 6 chance each mt
that he will revert to the psychopathic form of insanity and attack, but .h e will have all his
senses and cunning, and will be able to use all weapons.
5 . Regression: The character will revert to infancy. There is a 1 in 6 chance that he will
90 back to pre- natal level., and thus effectively become catatonic.
6. Hebephrenia: The victim will act as if he had an lQ of O. He "Will behave as if he were
brain damaged .
Radiation and Radiation Sickness: When exposed to radiation, • two factors must be taken
into account. First, radiation does direct damage. Divide the Radiation Intensity !"actors
{RIP) to which the character is exposed that mt by the character's Vitality. The result will
be the number of points of damage the character will lose in that mt of exposure.
Exposure to radiation may cause Radiation Sickness. Exposure to 1-50 RIF in a mt will
not cause Radiation Sickness. Exposure to 51-75 RIF causes first degree Radiation Sickness;
76-90 causes second degree; 91-100 causes third degree; over 100 RIF exposure in a single mt
will cause fourth degree Radiation Sickness.
106
First degree Radiation sickness will cause vomiting and fever, beginning 1-10 hours af-
ter exposure, and incapacitating the subject for one day. After this episode ends, there are
no further effects.
Second degree Radiation sickness acts exactly as does first degree, but 1-10 days after
the fever episode, the character will become ill for l week, and when he has recovered, he will
have lost l point of Vitality permanently.
Third degree Radiation sickness acts as do the first t"'-o degrees , but 1-10 days after the
onset of the initial fever episode, the character will fa l l into coma. He must make his Vital-
ity ST. If he saves, he will recover, losing 2 Vitality points permanently. If he does not
save, he dies.
Fourth degree Radiation Sickness is different. The character wil l enter a coma immediate-
ly after the fever episode. If he does not make his Vitality ST, he will die . If he does, he
will recover in 1-10 days, but will have lost 3 Vital ity points and SO\ of his current Hit Poihts
pemanently.
Treatment for R.adiation Sickness by normal medical means must be begun before the onset
of the fever episode. Powers used to cure Radiation Sickness must be applied before the onset
of the second episode of the particular degree of sickness. Measures taken too late wil l not
effect the course of the disease . A cure applied at the correct time will heal the victim with
no further damage.

01230. TECHNOLOGICAL REPAIRS AND RESEARCH


When a unit has shutdown, or a SU has been hulled, if the overkill is less than or equal
too 100 points of damage , then repairs can b e effected by characters with the skills to make
them, and an IQ score allowing such repairs to be done.
Consult the timetable to see how often "repair rolls" may be made . Continue to roll as
often as allowed and desired, totalling the:.scores each time and r ecording this running total.
Each repair roll wil l require 1-10 ERG of power.
TABLE Ol230.l: REPAIR ROLL TIMETABLE The timetable gives the number of rolls
Overkill STRUCTURE SYSTEM permitted in a time span when repairing either
~ l per mfnute l per mt STRUCTURE or SYSTEM damage at a given level of
11-30 l per 10 min. per min. overkill. Technics may make roll s at intervals
31-50 l per 50 min. 1 per 10 min. of SO\ of the time given.
51-100 l .per hour 1 per hour To determine when a given devi ce has been
repaired, total the running score o f the repair rolls made by the workers on that device.
Non-Technics will roll a 10-sided die . A Repair Team will roll a 20-sided die . Technics will
roll a 30-sided die.
TIIBLB Ol230. 2: REPAIR ROLL Bf'FECTS
Total of
Rolls Resul t
~ No effect.
50-85 Device starts to work . Hull sealed . Can sustain l point of damage .
86-90 Devi,;e/hull has SO\ of nomal Hit Points .
91 or more Oevice completely repaired.
R.epair roll modifers :
Using Technical Computer +10
Using Repair Servo +20
Engineering Computer shut down -10 .
R.esear ch to deduce the function of an Alien device is performed in the same way. A non-
Technic will roll a 10-sided die. A Technic will roll a 20-sided die. One roll per day is
permitted,' and each rol l requires a power expenditure frcrn the ship Energy Status of 2-20 ERG.
When the total score reaches 85 or more, the function and method of using the device will be
known.
R.esearch rol l modifiers :
Using Technical computer: +10. Using Technical Lab: +10. For e very point of IQ over 14 :
If Analysis ·POwer has been used on device: +s. Techn ic s add 2 •
If device uses Dnpire Technology: +5. non-Technic add 1.

01240. ALIEN DEVICES


rn the derelicts found floating in space, or the ruins of ancient civil i zations on other
worlds, or in any other situation that the GM feels disposed to leave a base from some advanced
civil ization, there is the chance that the explorers. will find some article (s) of technological
treasure with abilities beyond nomal Empire devices .
A Forerunner Ship has a 40\ chance of such treasure .
An Alien Ship has a 25\ chance.
An Empi re Ship has a 10\ chance of Techpological Devices , and a 30, chance of still hav-
ing 1-30 thousand ERG in its Energy Status .
. A Beacon has a S\ chance of such treasure. Empire beacons have a 20, chance of having 1-10
thousand ERG in theiI" power stores.
107
TABLE 01240 .1, NUMBER OF DEVICES The GM will roll two 6-sided dice to determine how ·ma-
Die Roll ny devices are on a derelict, or in a set of ruins. If r u-
2orl2 Three devices. ins are well preserved, he should add 1-6 devices, depending
3 or 11 'I'wo devices . on the state of preservation.
4-lO One device . He now determines what dev ices will be found .

TABLE 01240. 2 , TECHNOLOGICAL TREASURE


Die Roll Die
_ Roll
_1_6_
1 Blaster Xl SME mk. 10
Blaster X2 17 WRE mk. 1 to 6
3 Blaster X3 18 SOR mk. 1 to 10
4 Blaster M2 19 EGM 11\k.l to 10
5 Energy Capsule IP 20 MF mk . 2
6 Power Uni t M 21 VET mk. 1
Power Unit T 22 LER mk. 10
8 Power Uni t B 23 Psaser mk . 2
9 Power Store M 24 Psaser mk .
10 Power Store B 25 Psaser mk . 4
11 Power Store T 26 Psioni c Scrambler
12 Screen Q3 27 Autopsi Transporter
13 Screen N9 28 Memory capsule
14 RCM mk. 100 29 Hyper-N Teleradio
15 /\RS mk. 5 30 N-gun

Blasters- The Xl adds so, to its penetrati on score, the X2 adds 100\, and the X3 triples t he
score rolled. These three take standard milliSlugs, and conswne power at t he normal rate.
The M2 is usable by Muta tes. It does not use milliSlugs , but requires a Blip Power to
fire a shot in any pattern of fire . It is all pther respects as a normal Blaster .
Energy Capsule- An Empire type milliSlug casing t h at will never be used up. It can be fitted
in any device normally using milliSlug fuel cell s r to provide permanent power.
Power units a nd POwer Stores- Srnall headsets, providi ng extra Power points for the ClaSses us-
ing them. M units provide power for Mutates , T units for Technics, and e un its for BiS)techs.
A Power Unit will have a permanent charge of 2 - 20 Power points. This is always available to the
character wearing it. Power Stores will have 1-100 point s of Power in them , which will be used
up normally by the character . That is , 10 points f rom the Store reduces its supply by 10 points .
They cannot be recharged.
Screen- These are personal screen units, with built- in power packs, A power pack will last
for 1- 10 hours of continuous use, and then burn out, detroying the screen unit with NO chance
of repair by any means. A Q3 unit provides 3 dice each of armor and screen, but is NOT cwnu-
lative with other defenses of normal type (Powers and Bionics are acceptable). A.n N9 renders
the user immune to the effects of ALL forms of e nergy : weapons, raditation, heat, etc.
RCM mk. 100- A small devi ce, hooked up to any computer , it will allow the user to generate 1
Reality Curve effect, and then the unit will disintegrate. The device requires 100 ERG to op-
erate.
ARS mk. S- A device to be hooked up to a ship's ou, it will reduce the RIF of any radiation im-
pinging on the ship by so,, as long as the ship ' s screens are up. If the DU should be hulled
the unit will be totally destroyed .
SME- A ship "Maneuver Enhancer . " Hooked up to the Astrogation Computer , i t will add +2 to the
vessel's GO-rigger bonus, even if no rigger is on station . If the computer shuts down , the unit
i s destroyed.
WRE- ''Weapon Reaction Enhancer." Similar in all ways to the SM£, but hooked up to t he Fire-
control computer, to add +2 to the ship"s weapon's hit score rolls .
SDR- "Ship Defense Realizer . " The GM will roll to see if this is a rnark l to 10. A mark l in-
creases the ship's screen energy 10\ , a mark 2 by 20,, etc . Hooks up to the Engi neering Compu·-
ter, under the same rules as the previous two devices .
ECM- " Energy Generation Module . " Similar in all respects to the above SOR, but i t increases
all energy generated on the vessel by the 10\ "mark" increments .
AAF'- "Anti-acceleration Field, " Hooked u p to the Engineering Computer, i t modifies the action
of the Q-drive, so that ship quasi- acceleration will double in efficiency. Thus, 1 g changes
the speed by 2 centics/sec; 4 g by 4 eenti cs/sec ; 9 g by 6 centics/sec, etc . If the canputer
shuts down, the unit is destroyed.
VET- "Vessel Emergency Transporter. " Hooks u p to the Astrogation Computer, and allows the ship
to teleport, on command and instantaneously, to any desired co-ordinates, with 100\ chance of
success. The device works once and then vanishes .
LER- "Life Energy Restorer, 11 Allows ship' s autodoc to perform revivifications at a cost of 100
ERG each. It will work 10 times and then burn out .
108
Psa.sers- Short for Psionic Laser . Such a device is activated for l mt by a Blip . It will then
modify the effect of any Psionic Power fed through it . on the following mt. A mark 2 will double
the range and effect of the Power, and the mark three will triple it. A mark 4 will increase
the effect by a factor of 10.
PS.ionic scrambler- Activated by a Blip for 1 hour, this device will jam ALL Psionic activity
in a radius of 1000 km.
Autopsl Transporter- Acts as a Transporter Sender Unit, but requires NO RECEIVER, and can trans-
mit living matter. It will work 10 times, as a sender or receiver, at a range of up to 10 dets,
as long as the location of the distant tar get zone i s known. It requires a Blip to send or
receive. After 10 uses, it will vanish .
Memor9 capsule- A specially treated dose of RNA- gamma 7 , a broad band drug usabl e by any life-
form. The dose will give the character taking i t 1 randomly chosen Class Power of one of the
three Powered Classes. He will be able to use thi s Power once only . A member of the class to
which the Power belongs who uses the capsule will have a 10, chance of permanently gaining the
Power. There is a 20, chance that 'the drug has decayed into a lethal poison, allowing no ST ,
H,;per-N Teleradio- A form of N- radio usabl e by any telepath to communicate on N- radio frequen-
4::ies with no time lag at all. Hook up to Astrogation Ccmputcr. If the com.puter shuts down, the
radio will be destroyed.
N-gun- Aimed as a handgun, this weapon exposes any being it hits to N-space vibrations, causing
N-shock if they do not make their ST. It can f ire 2- 20 shots and cannot be recharged .

012 50. MOVEMENT


Shi.p Movement-In N-drive, ships move at a rate of 1 hk/ hr, or 1 lite/hr in realspace terms .
Q-drive movement is detailed in section 0811.
In atmosphere , a ship can fly a t 4000 kph, if it can maneuver at all.
Character Movement- Normal move1nent = (Effective Speed/10] x l meter per second .
Double this if character is running .
A vehicle or Power Arm.or or similar device going l k ph i s travelling
. l met er per sec.
01260 . INTERSTELLAR COMMUNICATION
Interstellar comnunication is carried on via one of two media .
N-radio is a form of radio using radiations propagated in N-space at the same vel ocity as
a starship can attain : 1 lite per hour , or 10, 000 times the speed of light. It is the only
form of radio usable in N-space under any circwnstances . But even the awesome range of N- radio
can pale before the distances involved in interstellar communication. The effective r ange for
this device is only about 100 lites, with a time lag at extreme range of 10 days each way.
The fastest normal means of communication is the N-space Message Torpedo, a message rocket
capable of storing recorded audio-visual , sensor , and computer data. These devices cost 10 CJ(
each, and requi re a charge of 100 ERG to use.
Upon firing off a ~ssage torp, the ship feeds the energy i nto the missile , k icking it into
a "higher" continuum of hyperspace , where it will attain a velocity of 100 l i tes/hour. The torp
may be prograrnrned to emerge at any desired co-ordinates .
Upon emerging from hyperdrive, the torp will broadcast a beacon for pick-up, and , if it is
picked up in a Comb.ine system, will be handled by the postal authorities . (Don ' t panic! These
are much more efficient in the combine than the primitive systems of the pre-space cultures . )
A torp may be addressed to any desired character , but may go astray on two counts :
If the character has no address of recor d in the target system, there is only a 20\ chance
that the torp will be filed in the dead message office , never to be seen again.
There is a percentage chance, based on the range of the message i n lites, that the torp will
succumb to some vagary of hyperspace , and will never reach the destination .
TABLE 01260. 1 N- SPACE MESSAGE TORP LOSS The use of multiple torps for long-range mes-
Range in lites Chance of loss sages is often adopt,e d as a part ial solution to
1-25 05\ the difficulties presented by these probabilities .
26-50 15\ N-space Message Torpedoes are usable only
51-70 25\ once, and up to 100 of them may be stored in a
71-85 40\ standard HU -
86-100 50\
100-150 75\
151-200 80\
201 or more 85\

01270 . SHIP TO PLANET COMBAT


A starship entering a system populated by spacefaring, or technologically advanced beings ,
will receive several immediate indications of this. The ccrnmunications modules in the Astroga-
tion Computer wil l detect any co1m1unications on the radio or N- radio bands. The Technical Com-
puter wi ll detect any traffic of space craft.. Etcetera.
Any world with a Tech Level of A, B, or C , will have space craft of Empire type , by defin-
ition. A world of Tech Level D has an 80\ chance of having interplanetary flight 1 but only a
5\ chdnce of any Slower-Than-Light interstellar vessels. Such ships may (20\) be equipped with
Q- drive . Ships without such a dr1ve are really helpl ess against Empire type vessels , unless an
ambush occurs which brings the Empire vessel within firing range. A world of Tech Level E has
onl y a lOt chance of having an interplanetary fleet, and such a culture will not have the Q-drive.
An A Class world can muster 1500 SU of fleet against an intruder.
A B Level wor ld has 1000 SU at its disposal.
A c Level world has 500 su .
A o Class worl d can l oft 100 SU .
The GM may divide t hese strengths any way he chooses . Thus , a B Level culture will have 10
100-SU battleships , or a fleet of smaller vessels. The GM may develop his options further, by
determining the amount of SU allocated to APMED vessels , and the nu:n.ber of SO not usable in a
fight. Roll percentile dice to i nd i cate the percentage of SU which are warships or armed Ex-
plorers . These SU wi l l be "built" into ships according to the rules governing Ship Encounters.
Planet based defenses are worked like this:
A Ship cannot mount an attack wi th a ny energy weapons from a ran9e greater than 20 krn in
an atmosphere denser than 5 . In atmospheres of density 3- 5, an attack from 100 km is permitted,
and in thinner atmospheres than that , the ship can stand off at full range, 10 dets , and pound
on the p l anet .
Planetary defenses have much 9reater range , striking at 10 det r ange from the planetary sur-
face no matter what the atmosphere is. All planetary defense hits do damage as an Energy Cannon.
Each planet operating such a defense system is divided into octants (demi-hemi spheres), and each
octant can deliver an attack against the space it faces. If an octant is neutralized, it may be
landed on with no effective resistance from the other defense zones .
The danger a ship faces from such opposition is based on the Tech Level of the p l anet, and
the range at whic h the ship is standing off.
110
TABLE 01270.l: PLANETARY DEFENSE DATA
Tech Level Ship range: 10 det 100 km 20 km Effect of hit
A 60\ 75\ 90\ 1- 10 hits of 1-100 ERG.
B 50\ 60\ 10\ 1-6 hits of 1- 60 ERG.
C 30\ 40\ 60\ 1-3 hits of 1-20 ERG.
D 10\ 30\ 50\ 1-3 hits of 1- 10 ERG.
E 05\ 10\ 25\ 1-3 hits of 1- 6 ERG.
The t able is used thus: The ship range from a planet of the indicated Tech Level determines
the percentage chance of the ship suffering the hits shown . These are assumed to be the shots
that penetrated the screen I
Eg . A 10-SU ship is bombarding a planet of sufficient Tech Level to return fire. The ship is
able to stand off at 100 k m, and the planet is Tech Level C. The ship has a 401: chance each mt
of combat of taking hits as specified. In mt 1, the GM rolls a 63, and the ship escapes harrn.
In mt 2, the GM rolls a 13, and the ship takes hits. Rolling a 3-sided die, the GM determines
that the vessel suffers 2 hits. Locating the damage randomly, he finds that the first hit did
12 points of danage to a HU, and the second struck the cu, doing 4 points. 'l'he CO-rigger was
wounded, but no other serious damage was done.

Each octant of a defended world can sustain a given number of ERG of damage before its de-
fenses are knocked out. An A or 8 Level world can take 1000 ERG per octant; a C Level can take
500; a D Level can take 250; and an E Level, 100 ERG of damage .
The efficiency of the attacks by a ship on an octant vary by weapons used. Energy weapons
will do damage as in ship combat, but subject to a modifying roll on the percentile dice. Mis-
siles are different. A Missile will have a chance of not being intercepted, and if it is not,
it will do its full damage .
To determine the energy loss in a beam weapon due to diffusion, screens~ etc, roll percen-
tile dice. The attack will do the percentage of ERG shown in damage. Thus, a 100 ERG barrage
is fired. The GM rolls 57 . 57 ERG will actually do effective damage to the defense octant.
Missile effect vary by Tech Level. Level A or 8 worlds will intercept a missile on a roll
of 1-4 on a 6-sided die. Level C worlds intercept on a roll of 1-3 in 6. Level D worlds inter-
cept on a roll of 1- 2 in 6 . Level E worlds have only a 1 in 6 chance of interception.
Eg . A ship has launched 10 missil es, of 50 ERG each, at a planet . It has a Tech Level of C.
For each missile the GM rolls a 6-sided die. Four of these ten rolls score a 3 or less, indi-
cating interception. The other 6 missiles hit their target, doing a total of 300 ERG damage.
Once the octant has taken 100\ damage , it will not be able to rebuild itself for 1- 10 weeks.
If the entir e planet ' s defense systerns are out (all 8 octants knocked out) the planet is help-
less, and cannot begin to rebuild , figuring the ancillary destruction by bombardment of indus-
try and military capability, for -1-10 months.
Note that dropping a planetkiller on a world will always work. The only defense in such
a case is the destruction of the bomb-laden vessel before it can close to 10 det firing range.
01280. UNARMED COMBAT- DAl'IAGE
These rules are applied in conjunction with those on page 91, to adjudge
damage inf l icted in Unarmed Combat . Unarmed combat damage is simil ar to that
done by projectile weapons or non-energy handweapons: screen does not a ffect
it at all but armor blocks it partially or entirely.
Unarmed blows do damage based on the effective Physical Power of the at-
tacker, at a constant Damage Factor of 1. Penetration dice are 3-sided dice ,
and the blow gets one die per 10 points of effective PP, rounding fractions to
the nearest whole number.

eg . A being with an effective Power of 24 does 2. 4 3-sided dice of Penetration,


or, rounding to the nearest number, 2 dice (2-6 points).

01281. EFFECTS OF POWERED ARMORS


Cettain suits if armor: Power Armor~ Exoskeletons, Jove Suits, magnify
the Physical Power of the user by a factor of 100. To reflect the awesome im-
pact of such augmented blows , add the roll of percentile dice to the Penetra-
tion roll of attackers wearing these units.
111
01282. UNEQUAL ARMOR
A bare fist will not accomplish much when punching out a heavily aDnored
foe . Thus, the "equal armor rule'1 is promulgated. To strike effe~tively a-
gainst a target wearing armor, the attacker must be clad in a=or with a greater
or equal n\Dher of dice of armor compared to his target. Ie . , to attack a foe
in armor with two dice of protection, a character must be in armor with two or
more dice of protection.
, Beings of great Physica l Power can circ1Event this to a degree. When at-
tacking a targ et clad in superior armor, the attacker must subtract two of his
Penetration dice for every die of Armor by which his target is superior. The
reaainder is the nUl!lber of 3- sided dice which will be rolled to try and pene-
trate the target ' s armor.

eg. A Character with PP raised to 67 by low gravity has a base of 7 dice. He


is unarmored and strikes at a foe in 2 dice armor. He loses 4 dice of Penetra-
tion, leaving 3 3-sided dice to try and beat the 2 6-sided dice of defense his
foe has .

01283 . KRANG: SPACE KARATE


The martial arts as developed in the Combine are subsumed under one, great
system of una=ed combat called "Krang. " It is taught in different forms to the
various citizens of the Combine, based on forms that existed in the Empire (which
suggests that other Imperial survivor colonies will have their form of Krang as
well). This is learned as are other Skills (section 530), with a maximum score
of 100 points. Add this figure to the effective PP of the user to determine the
Penetration effect of his blows. The initial score in Krang i s Physical Power+
Speed. Bonus: Warrior.
BONUS FOR THE BUYERS OF OUR SECOND PRINTING
Here are our answers to some of the most commonly asked questions about 31..
Where do ship screens come from? Screen generators are an integfal part of each
DU. Thus, as long as a DU is functional , it can generate a 10-~ided die of screen
each mt. Should the Engineering computer go down, with no electr onic or organic
backup available, the ship can generate no screens, no matt er how many DU are left.

What are those platforms that the Warriors are flying on on .the splash page of
the rulebook? Those are Grav-stands, something we left out of the first edition
(oops). They use l centiSlug for 1 hour ' s operation , used mostly for raids and
short scouting hops, with a maximum speed of 100 km/hr . The rider operates them
with his Rigger plugs , and the platform has a small grav-field to keep him in place.
They cost 500 ct.

How many doses of drugs can the Personal Medikit hold? Five.

What are the stats on the Needle Rifle? Another piece of invisible gear (sorry
about that), the Needle Rifle as pictured on p. 46 is identical to the Needl e Gun
but has a range of Short: 20 m/ Med: 50 m/ Long: 100 m/ Ext: 200 m. It is a
single shot weapon and costs 50 ct with a mass of 3 kg.

How do you apply the "number of actions per mt" to combat and other detailed
action situations? Firing a weapon is one action. If two (or three) weapons
are held by the firer , he may fire all of them as one action . The character
with the most actions/mt acts first, simultaneously with equally fast characters.
eg. A Trilax with 3 actions is in a gunfight with a human with 2 actions. The
Trilax fires first, then the human, then the trilax, then the human, and the tri-
lax again. The sequence (in the order based on number of actions) is 3-2- 1 and 3-
2-3. Thus, if A, B, and Care shooting it out, their sequence of fire (positing
that A is fastest and C slowest) is A-B-C and A-B-A.
The GM will determine how many separate actions a given task (getting into a
space suit, entering a bounce tube , e tc.) takes. A 12 action task will take 12
mt for a character with one action per mt , but only 4 mt for a character with three
actions per mt.

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