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Warhammer & Science Fiction

The document discusses the integration of Science Fiction and Fantasy elements in gaming, emphasizing the enjoyment derived from mixing genres. It details various futuristic weapons, such as laser pistols, hand flamers, and bolt guns, including their mechanics and usage in gameplay. The text encourages creativity in adapting these weapons into fantasy settings, suggesting that advanced artifacts from a bygone civilization can enhance the gaming experience.

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Kamelott Chris
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0% found this document useful (0 votes)
8 views7 pages

Warhammer & Science Fiction

The document discusses the integration of Science Fiction and Fantasy elements in gaming, emphasizing the enjoyment derived from mixing genres. It details various futuristic weapons, such as laser pistols, hand flamers, and bolt guns, including their mechanics and usage in gameplay. The text encourages creativity in adapting these weapons into fantasy settings, suggesting that advanced artifacts from a bygone civilization can enhance the gaming experience.

Uploaded by

Kamelott Chris
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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It has become a convention amongst gamers that Science different targets if you wish. After firing this,rapid fire'the
Fiction Games and Fantasy Games are somehow distinct and weapon wonrt work f or the f o.llowinq 2 Turns whilsl the
mutually exclusive. An odd situation, thal in a hobby which batteries reqenerate, A Laser can be fiied with one hand - like
pfomotes the imagination an irrational and avoidable barrier any pistol weapon. A Laser Rifle is a similar but larger weapon
should exist. I have seen and pafticipated in qames in which which requires two hands to use.
the two genres have been mixed, and these have worked
exceptionally well, keeping the players both amused and The lrbedler
confused at the same time.
The Needler is a powerful airgun which fires a steel needle.
If you own a copy of WARHAMMER then you probably realise often poisoned or drugged in some way. The needles are
that the rules afe designed to be used - if you wish change carried in a magazine, each with up to 100 needles (DI00 on
rules, redraw charts, invent new creatures .... anything should finds), it takes an entire Turn to fit a new maqazine. After
be possible, after all most of the enjoyment from a game each shot the weapon needs to be repressurised - this takes a
comes from invention. And that - hopefully - is where I step in complete Move Phase to complete. Every shot fires one needle
wielding a Laser Pistol and shouting rBeware of Greeks bearing perfectly, silently and very accurately, making this an ideal
particle beam weapons'. Yes indeed, Science Fiction and weapon for an assassin. Needlers can be built into ball-ooint
Futuristic elements in general make a superb cross-over into pens, wizardrs staffs, swords or almost anythinq.
any Fantasy Campaign, These can be worked very easily into
the usual Fantasy contexts - an old technical civilisation could
have left behind advanced artifacts, weapons, transports,
qadgetry of strange and unknown kinds, Such artifacts can
become vitally impoftant to your adventurers, not quite
understanding how they work - but being perfectly prepared to
take advanlage of the fact that they do!

In the following descriptions when I've used the word rTurn' I


refer to that playerrs Turn - the Active Player Turn in
Warhammer. When I've used the word 'Move phase' I refer just
to that part of a Turn in which the model is moved, So if an
action takes rA eomplete Turnrthen the model may do nothing
other than the action - he may not move, shoot etc. If an
action takesrA complete Move Phaserthen the model may not
move - but may shoot, comba! and so on, With a bit of
ingenuity these weapons can easily be adapted into any gaming
sysrem.

The Laser Pistol

Laser pistols make wonderful side arms for Heroes. A laser


pistol can be fired once per Turn without effectinq the
weaponsrregenerating batteries'. If the firer has sufficient
attacks the weapon may be fired upto J times a Turn, at

t4
The Hand Flamer Rifles
A Hand Flamer is a large pistol weapon with a canister A Rifle is a heavier large calibre version of a handgun
attached underneath. The canister contains a highly volatile requiring two hands to use. Obviously the performance of any
chemical which reacts violently with oxygen producing a rifle will depend on the weapon itself but I think we only need
flaming sheet of burning chemieal which sticks to skin and differentiate into I basic kinds.
clothing. These are really nasty weapons - unreliable too.
When firing a Hand Flamer a roll of a 1 on the 'To Hitr dice Victorian types such a the British Martini-Henry and
means the weapon has exploded - roll a D5. American Springfield. These fire a single shot which is
loaded into the breach, the weapon must be reloaded
I The weapon is useless - you are unharmed after each firing. It takes I complete Move Phase to
2 The weapon explodes caused a Strength 2 hit on reload.
you
I The weapon explodes causing a normal Hand Early 20th Century types such as a Lee-Enfield. These
Flamer hit on you have a magazine containing upto l0 bullets - varying
4 The weapon explodes causing 2 normal Hand from weapon to weapon. It takes an entire Turn to fit a
Flamer hits on you new magazine, or a complete Move Phase to load a
5 The weapon explodes causing a norma.l Hand bullet into the breach. Some weapons, such as
Flamer hit on anyone with 2" - and 2 hits on you Winchesters, carry their ammunition in a tube rather
5 The weapon explodes causing a normal Hand than magazine and these can be part loaded like
Flamer hit on everyone within 6" - but leaves you revolving pistols.
miraculously unharmed!
Late 20th Century types such as an Armalite. These are
When firing a Hand Flamer place a circular 2" radius template sophisticated weapons capable of either firing single
over the target area. All troops within the area are eligible to shots or Sustained Firc. Loading is by magazine only -
be hit, throw for each separately. Targets hit by a Hand holding up to 20 bullets. If you wish you can fire the
Flamer will receive damage as normal - and then additional weapon like a rnachine gun - using I0+D6 number of
damage for each Shooting'Phase that the chemical is still shots up. This is called Sustained Firc. You must have
burning. Roll a D5 at the beginning of each succeeding at least 10 bullets left to fire in this way. When firing
Shooting Phase. Sustained Firc take a 2rrradius circle template, such as
that used for magic, and place it. over the target area.
I-5 The chemical is still burning - take another hit. The target area can be anywhere that is visible to the
6 The chemical has burnt out - no damage f irer and within the weapons maximum range. All
figures within the template are eligible as targets and
Whilst on fire the victim is too physieally and mentally may be hit - throw for each separately. Figures not hit
occupied to do anythinq other than flap around trying to beat may do nothing else for the rest of that Turn - they are
out Dhe flames (determine movement direction and distance too busy keeping their heads down! They may not return
randomly - move as if routed). One canisler fires only one shot fire that move. If you are firing Sustained Fire then you
- it takes a complete Turn to change canisters. receive an Initiative modifier of +L0 (so you usually get
to fire first!)
The Flame Lance

The Flame Lance is a powerful laser weapon. It resembles an


ordinary Lance - except that it has a small button or catch on
the butt. When the button is pressed the weapon will fire a
bolt of laser energy from the tip. The discharge is much
qrealer than a normal laser weapon. The batteries are self
regenerating but because the discharge is so great the weapon
may only be fired I times in a single day - and then requires a
complete day to recharge. Each discharge causes 1D6 Strength
5 Hits. Anyone hit by a Flame Lance does not get a saving
throw for armour (unless they are Heroes and then it is at the
GM's discretion).

Hand Guns

Modern type Automatics and Revolvers with between 6 and


L2
shots. (D6 or Dl2 on finding). Revolvers can be part toaOed
taking I complete Move phise per 2 bullets, Automatics are
reloaded from magazines - taking an entire Turn to do so.
Hand. Guns are noisy and can attfact attention frorn Musket
undesirable sources.
So whatrs futuristic about a musket? - if you're a rnedieval
peasant then a musket is futuristic. A Musket takes an entire
Turn to reload, although this can be cut down lo Z consecutive
Move Phases if your Weaponskill is above 5 and you have
experience with the weapon. A musket fires only a single shot.
Muskets create a lot of smoke when they fire and could
attract attention.
Shotgun

Shotguns can be either single or double barrelled and can


either carry I or 2 shots accordingly. It takes a complete Move
Phase to reload I shot. Shotguns have only a shoft effective
range, but hits can be very nasty - causing horrible wounds
rather than killing outright. Shots at short narrge cause Dl Hits
(j a D5) for each actual hit. Characters 'kill;d' by a shotgun
blast roll as norma.l to generate Wounds and Iniuries but deduct
20% from the DlC0 score and roll twice for ea'ch 'kill'. A sawn
off shotgun is convenient to carry and hide, and can be fireC
one handed (if you have Strength of f or more). Sawn off
shotguns have no long ranQe.

t5
Bolt Guns Grenades
Bolt quns afe ultra-modefn versions of contemporary Grenades can be t.hrown a distance of 5r'+ 2" per Strength
automatic rifles firing an explosive self propelling shot. The level of the thrower. Various grenades have various effects.
weapons tend to be heavy but 'stubbyr and are rlsually All grenades effecl an area equivalen! to a circle 2rrin radius,
recoilless. A Bolt pistol may fire one shot from a magazine of like the magic template. Plaee the template over the tafget
5 bullets, Il takes a complete Turn to change maqazines. A area - all models in the area may be hit, Roll a dice to hit
Bolt Rifle fires either a sinqle shot or Sustained fire of 5+D5 each victim - if the first dice turns up a 1 then you have
bullets from a magazine of 12 Shots. The bullets are explosive missed completely and rnust roll to see where the grenade has
and each hit causes lD6 actual Hits at an Attaek Strength of QOne,
4. Sustained fire uses a ternplale as for Autornatic Rifles and
iras the same IniLiative modifier - you require at least 5 br-rllets I-2 Undershot - the Grenade has fallen short of the
lo fire a burst of sustained fire from a Bolt gun.
t.afget point by 1D6 inches. If this means the
grenade lands on or behind the throwef then it has
gone off in his hand,

3-4 Deviation to the Left - the grenade has veered


ID5" plus 2r' to the left of the tarqet point.
5-6 Deviation to the Right - as for left.

Bolt guns are pfone to rnisfires and jarns, largely because of


the technical sophistication of the ammunition. If you roll a l Roll to hit each figure in the target area individually.
on your throw rTo Hit', or your first throw rTo Hitr when firing
sustained fire, then somelhing has happened. Roll D5. Ordinary fragmentation grenades explode scattering casinq
and shrapnel.over the afea - Attack Strength 2. Troops cau,lirt
7-4 The shell fails to ignite properly - so there is no in the area but not hit may not do anything fof the rest of Lhat
explosiveeffect. Reduce the Strength Attack to 2 Turn, they are only concernerJ with kiepin! a low profile.
and only I Hit. Sustained fire, Strenqth Attack 2
and I Hit ocr tarnet. RollrLo hit'as normal. Other Grenades release gases which cause effects such as
Armour modifier +I. Fear, Telror, Stupidity or Frenzy. Or they could eontain mind
controlling or hallucenogenic gases - I leave these as
5-6 The weapon qoes wrong in sorne rnore critical way suggestions only. A particularly good one could cause its
- Throw another D5. victims to believe they are fighting on the other side for D5
r urns.

The Vortex Grenade is one of the most powerfur grenaoe


I The Weapon explodes with a templale of ztl weapons available, Once activated the mechanism forms a
radius. All figures in the circle are eligible as Vortex - anything cauqht up in the Vortex is instantly
tafgets as for Sustained Fire. destroyed without any saving throw of any kind. A Vortex is a
swirling disruption of the space fabric - like a black hole - and
2 The Weapon jarns - you must roll a 41516 on aD6 can be represented on the table by a black cardboard circle,
to unjam the weapon now. If you fail it cannot be When the Vortex is thrown, roll a D5.
repaired until after the game. You must reload a
jammed weapon before you may fire, I-2 Nothing happens - the gfenade hums a bit - roll
again next move.
f The Weapon jams - you must reload the weapon
before you can fire. 3-5 The Vortex starts a normal sequence with the
appearance of a 2" radius Vortex.
4 The shot explodes prematurely - causing 1
Strength I Hit on you. 5 The Vortex goes [hfough an'accelerated sequence'
- expanding to 1D5+2rr radius and vanishing,
5 The shot explodes prematurely - causing no Everything within the area is destroyed.
l^-^^^ -+ -ll
udil,dge dL drr.
A Vortex is a perfect sphere - so it is as deep and high as it is
5 All of the ammunition left in the gun is wide. Vortices destroy all matter and enefgy - you cannot
accidentally triqgered off at once - fire Sustained fire, perform magic or see across a vortex. At the beginning of
Fire onto the target. If 1D6+5 doesnrt empty the each Turn following the slart of a normal sequence roll a D6.
magazine then fire two bursts of Sustained Fire
and the weapon is now out of ammunitiorr, I The Vortex fizzles out - disappeals - vanishes,
2 The Vortex moves 1D6" in a random direclion.
t-4 The Vortex expands by 2" radius.
5 The Vortex shrinks by 2" radius.
5 The Vortex expands to radius 8" and disappears.

A Vortex will eat into the ground - so an area occupied by a


Vortex will always produce a crater. Any Vortex shrinking to
zero inches will disappearand not return. Any Vortex reaching
a size of 8" radius has gone through its sequence and will
disappe_ar at the end of the Tufn. A moving Vortex will dig a
trench along its path. A Vortex moving over figures will kill
them - Heroes (and all characters at the GM's discretion) may
atternpt to leap aside from an expanding, activating or rnoving
Vortex - needing a 41516 on a D5 to do so. Games Masters rnay
choose to allow Heroes to roll free of an exoandino Vortex -
br-rt if the 4,5,5 throw is not made they suffer horribie injuries
or mutation. The Chaos Attributes chart given in the 'Mark of
Chaosrarticle could be used for this.

t6
t off whilst the company are examining it - but the GM should
be lenient and not get them all killed! An adventurer will

t1 require several hours to find out how to operate any simple


futuristic device, and probably a similar period lo find out how

o\,. to reload it. If they have encountered this sort of thing before
then they won't require as long - this I leave at the GMrs
discretion. Remember that a player finding a weapon

ro 1=.,
ti;
shouldn't really know how powerful it is, or whether it needs
reloading, or any possible side effects. He certainly shouldn't
be able to tell one type of qrenade from another - so grenades
\,xi?i1f,ffi. r.7 are always an unkown quantity until they are used. You can
mix in non-functional or unstable weapons too; ones that
either don't work or work spasmodically or in unpredictable

.s -{iffi \{+
ways. In qeneral you can apply the following rules to findinq
art i facts:-

f/!\
A charaeter finding an SF artifact for the first time
cannot use it that qame. He may use it in the next
game if he makes his Intelligence 7o. This is the
q\ Intelligence x10 as a percentage, For example
Intelligence =6 , Intelligence o/o = 610/o. If you can roll
under 50olo on a D100 then you can use the weapon -only
one person may try. If you fail to make the throw then
try again next adventure.
+
A eharacter finding an artifact similar to one he
Vortex direetion of movement chart usino a Dl0. already knows how to use may spend some time trying
to make it work immediately - he may do nothing else.
Roll a D5 at the end of each Active Player Turn. If you
Flight Packs score a 5 then you can use the weapon. If you score I
then you are utterly baffled, and must give up in
A flight pack looks like a backpack with nozzles and jets, and disgust.
emits a worrying smell of kerosene. A flight pack is controlled
purely by leaning in the direction you want to go - so it doesn't
effect your ability to carry weapons. The wearer can fly like
any normal winged creature. A flight pack contains enouqh
fuel to last for 5 Turns of flight - it takes J Turns to refuel
from a large jerry can of suitable fuel. It takes a complete
Turn to put on or remove a Fliqht Pack.

A figure wearing one of these things is in a certain amount of


danger if he is hit by an energy weapon or explosive device.
Roll a D5 -If the result is 5 then role again.

1 The Pack explodes - causing I Strength 2 Hit on


everyone within 6".

2 fhe Pack catches fire. Roll to put the flames out


in the rout phase requiring a 5 on a D5. If you
should roll a I whilst trying to put out the flames Some of the weapons described above modify the Initiative of
the pack explodes (1 above). Whilst on fire you the user - as indicated in the text and on the chart below. Also
move randomly like a man hit by a Hand Flamer, some weapons either ignore the effects of armour (Ignore - on
you may not fly. the chart) or modify the normal saving throw, 5o, foi instance.
a Hand Flamer has a plus 2 modifier - so if your normal saving
I The Pack takes off out of control using all of the throw is 4,5,5 then your modified throw will be 5. If the saving
fuel to fly 5 miles straight up into the air,. and throw goes above 6 then you canrt save! - this modification is
then you plummet stfaiqht back down again. The inclusive of any normal modifications for a high Strength hit.
Games Master can dice randomly to determine
where the poor flyer lands. His impact causes 1
Stength 6 Hit on anyone within 2'r of his point of Weapon Short Long Attack Initiative Armour
impact. The flyer himself receives no Saving Range Range Strength Modifier Modifier
Throw.
Laser Pistol I l0 2 +l -
4 The Pack takes off and spins round out of control. Laser Rifle lZ 50 3 - +t
During each Turn move Ehe fiqure randomly - take
off if landed, land if airborne and so on. The place Hand Gun 8 l0 2+I-
where the flyer lands can be randomly determined Rifle I2 t6 t-+l
by the Games Master. Shotgun 8 74 I at Shor! +l (Sawn)
Dl Hits
5 The Pack starts to smoke and fizz noisily, Roll a 2 at Long
D5 - in this many Turns the pack will explode Musket I 35
causing I Strength 2 Hit on anyone within 6rr.
Flame Lance 12 50 5 - Ignore
5 The Pack just stops working altogether. D5 Hits
Hand Flamer - 20 4_+Z
Needle Pistol I 20 I Poisoned +I -I
All SF weapons can be confusing when they are found - so
donrt let your adventurers use them straight away. The best Bolt Pistol B 3O4+I Ignore
way to introduce, say, a laser pistol, is to describe it as a bent D5 Hits
metal rod. Then let your players suss out for themselves what Bolt Rifle I2 504- lgnore
is going on. There must always be a chance a weapon will go D5 Hits

,7
If you intend to use Futuristic weaponry, or even if you don't, I Borgesson has received a number of death threats from
would strongly recornmend changing the fules on maintaining religious factions opposing the expedition - but he has
formations - especially for games involving less than 50 disrnissed these as hoaxes,
figures a side. The reason for this will become clear - and can
be demonstraled practically by throwing a grenade into a solid
formation of troops (messy). Figures are still organised into The expedition will be led by Borgessonrs son Gunnar -
units - which can be of any number of troops but typically is who is controlled by the GM - and there are already
about L2, Each individual in a unit must stay within 2rr of some people hired. The exact number can be
anothef member, although they rnay move closef or into base determined by the GM - trouble shooters, a Pakistani
to base contact if they wish. The gap is measured between the who speaks the lingo, a few scientists. All these are
tfollowerst,
base edoes - not the actual models - like so :- 'hirelingst or whatever you want to call
them.

The players are flown to Pakistan. You will need to travel into

M
the hills to find the tower. The roads are impassable by car or
even land-rover. The adventurers have enough money to buy
mules, hire guides and buy weapons. Shotguns and pistols may
be bought - the GM can determine availability and cost. The
GM can determine the effects of losing baggage, catching
Eastro entiritis etc, as he sees fit. The journey to the border
-\, could take days or weeks - the GM can draw a map and dictate
rates of travel. Possible encounters up to this point could be:-

Government spies or thugs trying to find out what


yourre up to.

Religious Leaders trying to stop you.

Bandits trying to rob you

A unit may split up. This is, in effect, the unit leader saying Army patrols who think yourre rebels
something like, 'You 4 men follow me and werll storm the
building from the front while the rest of you try to sneak in Russian army patrols who think yourre rebels
through the backr. To split up a unit takes an entire Turn
during which the unit must remain stationary and the leader Smugglers - who could maybe trade you some good
may not fire. The rest of the unit may fire as normal. Splitting automatic weaponry.
cannot be done if the unit is already in close combat. The
split unit cannot be split again - it can be remerged anytime. AfghanTribesmen who think you're Russians
Once solit t.he unit acts like two indeDendant units.
Lost Journalists or American advisers
When used for the first time Futufistic weaoons cause Terror
in the target unit. Used subsequently they cause Fear in target The GJvl.can play around with these ideas and any others - so
units taki-ng casualties. Grenades cause Fear in target un-its that if the qroup are clever they can pick up some friends and
and a targe! unit taking casualties rnust take a Morale test more weapons'
minus 2' Heroes are exempt from these effects'
Eventually the group reach a giant natural bowl 2 miles in
The following account is of a proposed plot outline for a diameter - in the middle stands the tower. The grouP can now
Science/Fantisy crossover game involving a Games Master and advance upon the tower.
at least I - but hopefully more - players. The GM can take the
role of all encounters. I havn't given enough details to actually What nobody knows is that this is no ordinary ancient
play the scenario - that is rpio yo, - tt-ut t tfrinl you'll fini monument - in fact the tower isnrt even of human
enough information to develop the plot. The game starts with construction. I00 Million years ago a spaceship came to this
the GM assembling all of his players and giving them the p_art of the world and before they left the aliens constructed
background story........, the tower. The tower contains a powerful transPorLation
device that can transport anyone entering it to another similar
THE pROpOSITION OF ERIC TIORGESSON device somewhere else in the Universe. The device works as a
sort of time machine as well - so it can transport over
Eric Borgesson is a very wealthy Swedish banker currently distances and through time. Unfortunately the aliens were in
livinq in London - 1981 - the present. Mr Borgesson, an elderli too much of a hurry and the machine went wrong soon after it
and much respected man, has placed an adv-ert in the press. was built, cfeating an afea of unstable space around the tower
The advert goes, 'Positions still remaining within proposed stretching I mile in all directions.
Antiquarian Expedition. Objectives to investiqate newly
discovered remains in Pakistan - Surveyers, Cartographers, The effect is that any group entering the area are transported
Experienced Field workers and Scientists all required. into either another time or place - maybe in some far off
Apply....' universe. Wherever they are transported to the image of the
Tower will remain in a constant position - perhaps as a hazy
You the players have answered this advert, Borgesson gives shadow, sometimes as a solid image. Sometimes the local
you the following information. inhabitants will be able to see the Tower, sometimes not, For
Recenily. a sinqrp r,,ini,,i rower was discovered on
Pakistan/Afghanistan border. It has not previosly been
rhe iillitf; i:ff ",j:f:t'Ji}ff:rtl"#?i:irt#"lTli
"t#t#!'
a mile away on Alpha Centauri, and the same for time jumps -
investigated, was discovered by an aerial survey and has the tower remains constant. Whether they are transported
not been entered. though time or space moving closer or further away from the
tcwer will always cause a time/space jump. Sometimes the
The tower's design is consistant with it being very old - mechanism stabilises for, say, a day or maybe even longer and
probably around J thousand years - and belonging to an the travellers will be able to move freely within that
ancient Indian culture. time/space zone without any more jumps occuring. During
these periods of stability the Tower will disappear altogether,
The Pakistan government has agreed to the exPedition and. will only reappear again when the stability breaks down.
taking place but is offering no help and cannot The Games Master can give rough indications of when the
guarantee the safety of the group. There are many Tower is qoing to return rin phase' by dropping hints about
bandits, hill tribes and rebels not to mention possible 'shimmering on the horizen' etc. All this I leave up to the
border clashes. resourceful GM to determine - but I would sugqest you albw a

ta
Zone
You cortld draw up a differen! chart for each time/space
hiqh o/o chance of any one jump stabilising. foj. a day ano an to if vou wanted. The charts would then be useful if you wanted to
.riliA" of sta'Uitising fer over a week' Then roll dice with this sort of game again'
down aqatn'
r""Ot.fy"f'"""t
Jetermine when the mechanism breaks "ontinu"

For examPle:-
Basic chance of a jump being stable 75olo'

Stable for D10 days' Roll a l0 and roll a. Dl00 to


-d"ys'
establish nu.o"' oi Roll a 100 and roll a D5 to
establish number of Years'

accordinq to
It may be convenient to adjust ..these .. enter
If the travellers get sPlit up they,maygives
"1."r-lt"n""'
aiii"i""i- ri."/space zones at different tirnes -this a

good opportunity for added interest'


to. reach-the tower
When the travellers eventually manage they can return lo
ii ii irt"y can figure out the controlst
"", I98l - or become permanently transported somewhere
earth trans-
etsr if you want to continue the whole inter-qalactic
time adventure.
for the
The diagram below gives one possible configurationnature of each
effects of the tower - to to-" extent the
;i;"i:;;6anJ*irr be determined bv what models vou have Another alternative is just to adopt a free form system with
a
available. Obviously you can put in many more-bands than this' chart for time and a chart for place' For example:-
il y", can put in lots of bands if you want the adventure to
last for a Iong time. 0l-05 5008C
05-l-0 l00BC
ll-15 r00BC
16-20 100AD
LIU

01-25 EARTH

rz*s
25-]5 MARS
15-45 MOON
45-55 ALPHA CETI I
55-65 DIMENSION OF THE BLACK YUNGON
ETC
¤ f Tower )g
6\ /p But lhis would require much more work on your part as you'd
nave to write histories for all your alien planets,
Mars etc -but
if you
rA\-Z¤Z this would probably be the most rewardinq approach
have the time and intend to re-use Lhe system at any
tlme'

Whether Magic should work in all times or all places is up to


vou - alterriative realities can have different cosmic laws
liter att. Eventually the adventurers can be qiven access to
iuiuristic devices which allow them to control the time
travelling process to some exLent'

Another possiblilty, rather than use strict bands of fi<ed


time/space zones, is to dfaw up a chart' Then every time the
adventurers enter a new band you can roll on the chart !o a.i
qenerate the salient details of the zone' A chart could jus! list pr
the nature of the zone like this:- :'.i r

0l-05 Jurassic - Earth - Dinosaur Migration


05-10 Iron Age - Earth - A tribal Huntinq party
lI-20 Zone Time - Zone Place - A Goblin victory
@i,
celebrat i on
2O-3O Zone Time - Zone Place - A Futuristic Town
ETC

\\\. ., \

q'-:
-.-
h/
\

t9
(lnd!

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RRTICLES ON THE SUB:rECT OF
? FINTINq METRL MINIRTURES,
HOI,/EVER THE VRST MATORITY
Otr THESE ASSUME SOME
PREVIOUS EXPERIENCE ON "THE
PRRT OF THE RERDER Lwor
FILWFIYS By IN TEN-rJ .

SO FOR THOStr OF YOU, WHO


HCVE YE-T TO MAKE A START
RT THE ART OF BURYINq Ff NE
CRST METRL MINIRTURES'UNDER
LNYERS OF PRINI HERE IS:_

The Absohte Beg f,mmerB


@uf,de fro Pef,mfrf,rug Mf,mf,erures
THINGS YOU WILL NEED.

Paint - of the wide variety of typos that may be used I would Modellinq knife - a modelling knife and some spare blades will
'reconlmend the humble tin of enamel, if only because of its be essential.
availability. Be sure to pufchase the matt type (although some
gloss black will prove useful). Also, a spray can of matt white
will be required.
Thinners - the above paint may be diluted with white spirit or
turps substitute.
Brushes - rather than take out a mortgage on the best quality
sable. A relatively inexpensive synthetic-sable mix will do to
start with, Buy a brush with the longest bristles you feel you
can eope with. The less steady your hands, the shorter the
bristles should be.
@
lz

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