TEXT:  
   
   
   
   
  Old School RPG Supplement 
  REFEREES GUIDE 
  A DUNGEONS IN OUTER SPACE 
  SCIENCE FANTASY 
   
  BY GREG MACKENZIE 
  
  1 | P a g e  
  OLD SCHOOL RPG BX-Space Supplement 
   
  Preface  
   
   
    2 
  Purpose  
   
   
    2 
  Scope 
   
   
   
    2 
  Setting 
   
   
   
    2 
  Rules 
   
   
   
    2 
  Magic & Science 
   
   
    2 
  Armour Class & Damage 
   
    2 
  Mechanics 
   
   
    2 
  Test Tables 
   
   
    2 
  Damage  
   
   
    3 
  Science Fantasy Weapon Damage 
    3 
  Ray Guns & Firearm Ranges  
    3 
  Missile Weapon Rate of Fire Rules 
    3 
  Science Fantasy Equipment List 
    3 
  Weapon Cost & Weight 
   
    3 
  Blasters & Stunners 
   
    3 
  Firearms  
   
   
    3 
  Firearms Examples  
   
    3 
  Reloading Firearms 
   
    4 
  Use of Firearms in a Vacuum   
    4 
  Bombs & Grenades 
   
    4 
  Armour Cost & Weight 
   
    4 
  Ship Cost  
   
   
    4 
  Equipment Cost & Descriptions 
    4 
  Rocket Pack Movement 
   
    5 
  Tele-Radio Test Numbers 
   
    5 
  Saving Throws 
   
   
    6 
  Classes  
   
   
    6 
  Robot Class 
   
   
    6 
  Robot Special Abilities 
   
    7 
  Player Character Robot Basic Systems   7 
  Robot Equipment  
   
    7 
  Rocket Ships 
   
   
    8 
  General Description 
   
    8 
  Rocket Ship Armour Class 
   
    8 
  Encumbrance 
   
   
    8 
  Hit Dice and Hit Points 
   
    8 
  Escape Number 
   
   
    8 
  Weapon  
   
   
    8 
  Classes of Ship 
   
   
    8 
  Flying a Rocket Ship 
   
    9 
  Blast Off  
   
   
    9 
  Landing  
   
   
    9 
  Blast Off or Landing Check Roll Failure   9 
  Space Routes 
   
   
    9 
  Making a Jump to H-space or U-space   9 
  Space Maps 
   
   
  10 
  Route Numbers Chart Example 
  10 
  Navigating to Uncharted Destinations 10 
  Travel Time 
   
   
  10 
  Cloaked Star Systems 
   
  10 
  N-Space, H-Space, and U-space 
  10 
  Normal Space 
   
   
  10 
  Hyperspace 
   
   
  11 
  Ultraspace 
   
   
  11 
  Forcing a Rocket out of Hyperspace Or 
  Ultraspace 
   
   
  11 
  Solar Systems 
   
   
  11 
  Solar Systems Chart Example 
  12 
  Example of Solar System Travel - RN 
  12 
  Asteroids, Moons & Planets 
  12 
  Asteroid, Mood & Planet Key  
  12 
  Asteroid, Mood & Planet Gravity 
  13 
  Space Fantasy Spells 
   
  13 
  1st Level Magic-user and Elf Spells 
  13 
  2nd Level Magic-user and Elf Spells 13 
  1st Level Cleric Spells 
   
  13 
  Combat in N-Space 
   
  14 
  Boarding Ships 
   
   
  14 
  Searching for Ships 
   
  14 
  Hazards in Space  
   
  15 
  Asteroids 
   
   
  15 
  Asteroid Fields  
   
  15 
  Comet  
   
   
  15 
  Meteoroids 
   
   
  15 
  Micro Black Hole  
   
  15 
  Radiation Storm  
   
  15 
  Rogue Moon 
   
   
  15 
  Rogue Planet 
   
   
  15 
  Satellite 
   
   
  15 
  Space Junk 
   
   
  16 
  Space Mine 
   
   
  16 
  Ship Damage and Repair 
   
  15 
  Salvaged Systems  
   
  17 
  Repair of Rocket Ship Systems 
  17 
  Rocket Ship Systems 
   
  17 
  Air Supply 
   
   
  17 
  Airlock/Hatch 
   
   
  17 
  Artificial Gravity  
   
  17 
  Auto-Pilot 
   
   
  18 
  Cannon 
   
   
  18 
  Cargo Space 
   
   
  18 
  Climate Control  
   
  18 
  Grapple 
   
   
  18 
  Helm  
   
   
  18 
  Hull 
   
   
   
  18 
  Hyperdrive 
   
   
  19 
  Landing Skids 
   
   
  19 
  Lighting 
   
   
  19 
  Medical Locker  
   
  19 
  Navigation 
   
   
  19 
  Provision Locker  
   
  19 
  Tele-Radio 
   
   
  19 
  Periscope 
   
   
  19 
  Rocket Motor 
   
   
  19 
  Windows 
   
   
  19 
  WC - Waste Disposal 
   
  20 
  Space Suits 
   
   
  20 
  Space Suit AC 
   
   
  20 
  Space Suit Life Support 
   
  20 
  Space Suit Damage 
   
  20 
  Helmet 
   
   
   
  20 
  Zero Gravity & Space Walks  
  20 
  Magnetic Space Boots 
   
  20 
  Space Sickness 
   
   
  20 
  Wearing Giant Robots 
   
  20 
  Encounters in Space 
   
  21 
  How to Determine Space Encounters 21 
  Hazard, Ship, or Ship Scale Wandering 
  Monster?  
   
   
  21 
  Encounter Tables  
   
  21 
  Rocket Ship Subtypes 
   
  22 
  Space Fantasy Wandering Monsters 
  22 
  Ultraspace Wandering Monsters 
  22 
  Space Fantasy Monsters 
   
  22 
  Blobs  
   
   
  22 
  Cadaverites 
   
   
  22 
  Caliban 
   
   
  23 
  Constructs, U-Space 
   
  23 
  Creepy Crawlies  
   
  23 
  Energy Leeches  
   
  23 
  Giant Brains 
   
   
  23 
  Gummy Men 
   
   
  23 
  Independents 
   
   
  24 
  Little Green Men  
   
  24 
  Robots, NPC 
   
   
  24 
  NPC Robot Systems 
   
  24 
  Selenites 
   
   
  24 
  Shape Shifters 
   
   
  25 
  Ship Scale Space Monsters  
  25 
  Solarians 
   
   
  25 
  Smugglers 
   
   
  25 
  Space Bugs 
   
   
  25 
  Space Patrol 
   
   
  25 
  Space Pirates 
   
   
  25 
  Space Crab Spiders 
   
  25 
  Space Soldiers 
   
   
  26 
  Terrans 
   
   
  26 
  The Ancients 
   
   
  26 
  Web Terrors 
   
   
  26 
  Y'lech  
   
   
  26 
  BX-Space Treasure Types 
   
  27 
  Space Treasure Items 
   
  27 
  Explanation of Space Treasure Items 28 
  The Known Galaxy Map 
   
  30 
  Glossary  
   
   
  31 
  OGL 
   
   
   
  32 
  Test Table 
   
   
  33 
   
  BX-Space Rules Version – Alpha-Test 
   
   
  
  2 | P a g e  
  OLD SCHOOL RPG BX-Space Supplement 
  Preface 
  These alpha-test rules are published at www.breeyark.org as 
  the culmination of an all too brief series of BX-Space articles. 
  As such they collate the text of those articles in what this 
  author hopes is an enjoyable exploration of extending the 
  scope of known rules into a Medieval Future. I would like to 
  take this opportunity to thank Erin Smale for his many useful 
  comments and suggestions. In keeping with an OSR spirit 
  the text of this document is published under the auspices of 
  the Open Game License Version 1.0a. 
  Purpose 
  The purpose of BX-Space is to set forth the basic tenets of 
  Dungeons in Outer Space Science-Fantasy. The intent is to 
  create additional rules which “bolt-on” to classic rules or 
  known rules which emulate the RPG rules of the 1980s. 
  Stylistically the theme of BX-Space is necessarily one of a 
  Medieval Futurism. Far from realistic, in our science fantasy 
  almost any planet in orbit of a sun may be expected to be 
  inhabited by strange alien monsters and on most planets 
  the characters may come and go without using a Space Suit. 
  For the most part Space Suits are only used – in the vacuum 
  of space! 
  SCOPE 
  Setting 
  Known rules are emulations in the play style of games of the 
  1980s, principally fantasy rulesets, in which Player Classes 
  explore wilderness and dungeons; characters advance in 
  level by accumulating Experience points (XP) retrieving 
  treasure and fighting Monsters. 
  BX-Space as Science Fantasy enables the application of the 
  above concept within a broadly defined science fantasy 
  genre. 
  The intended scope of the setting is planetary or interstellar. 
  PCs board a small Rocket Ship and journey from their home 
  planet to asteroids, moons, and planets. Space is now 
  “wilderness”. A “dungeon” may now be found on a rogue 
  moon under the ruin of an alien outpost; characters advance 
  in level by accumulating XP “retrieving treasure” and fighting 
  Monsters. A “dungeon” may also be a derelict ship floating 
  in the wastes of space, etc. 
  Rules 
  At this initial state of the project the rules will augment 
  known rules emulations of rules of the 1980s and covers only 
  the first three character-levels. Existing known rules will not 
  be replaced and will be considered to also be in force. 
  Magic & Science 
  Magic rules will still be in force. How “magic” works is not as 
  important as the effect implemented. That is, we accept that 
  how the effects are produced are not as important as the 
  resulting effect. 
  BX-Space as Science Fantasy will implement the same 
  magical effects through gadgets and machines. Science 
  Fantasy gadgets and machines therefore will “work” in 
  parallel with “magic”. The reader may want to bear in mind 
  that this Science Fantasy is not meant to be rigorous 
  scientifically, broadly it is “rubber science”. 
  Armour Class & Damage 
  The Armour Class of known rules will be used. These rules will 
  not create any AC which is invulnerable to the existing attack 
  rules. These rules will not create any form of damage, aside 
  from blast damage, which exceeds the scope of d4 through 
  d10 per the known rules of Variable Weapon Damage. 
  This author anticipates at least one argument, that AC 
  should be irrelevant for a ray gun or firearm. This argument 
  would likely be rooted in the idea that classic rules or known 
  rules mechanics are an accurate medieval simulation. This is 
  a sketchy notion at best as one may counter that AC is hardly 
  a successful simulation for missiles, even arrows. The point 
  is that a rule need not be at all realistic to be fun. The reader 
  may content themselves with the idea that rules of this 
  game need only be internally consistent with the known and 
  accepted mechanics, so go with it. In the end the resulting 
  game will not be any less enjoyable as it is after all a game 
  of fantasy. 
  Mechanics 
  Test Table 
  The Test Table (p33) include an Escape Number, Gravity 
  Number, Route Number, Ship’s Armour Class, and Test 
  Number. 
  A Test Number grants the Referee a tool for quantifying 
  almost any adversarial task; a Test number of 11 represents 
  the least difficult task and Test Number of 18 represents the 
  most difficult. A Test Number of 16 requires a player whose 
  character is 1st to 3rd level to roll 15 or better on d20 to 
  succeed. Roll equal to or better than the Check Number to 
  succeed.  
   
   
   
   
   
   
   
   
   
   
  
  3 | P a g e  
  OLD SCHOOL RPG BX-Space Supplement 
  Damage 
  Damage from weapons is listed on the following table. 
  Science Fantasy Weapon Damage 
  Damage 
  Weapon Type 
  Load 
  2d61 
  Blast, Grenade 
  N/A 
  3d61 
  Blast, Bomb 
  N/A 
  4d61 
  Blast, Mine or, Ships 
  Cannon (p17) 
  1 
  1d6 
  Firearm 
  1, 5, 10, 
  or 20 
  Bullets 
  1d8 
  Ray Gun, 
  Disintegrating, “Blaster” 
  20 
  Charges 
  Paralysis – see Blasters 
  and Stunners below. 
  Ray Gun, Paralysing, 
  “Stunner” 
  20 
  Charges 
  1d6 
  Robot Buzz Saw 
   
  1d6 
  Robot Claw 
   
  1-6 
  Robot Drill 
   
  1-4 
  Robot Electrical 
  Discharge 
   
  1-4, 1-6, or 1-8 vs. Ship 
  Ship Cannon2 
   
  Note 1: Damage may be halved with a successful Saving Throw. 
  Note 2: Space Cannons cause the same damage as their Ship 
  Class Hit Dice Type which may be d4, d6, or d8. 
  Ray Gun & Firearm Ranges 
  Weapon Form 
  Short +1 
  Medium 0 
  Long -1 
  Personal 
  2-3m 
  4-10m 
  11-15m 
  Intermediate 
  2-20m 
  21-45m 
  46-70m 
  Extended 
  2-25m 
  26-50m 
  51-80m 
  Super Extended 
  2-70m 
  71-140m 
  141-210m 
  Missile Weapon Rate of Fire Rules 
  Rate of Fire grants a dice roll modifier vs. a single target 
  based on the amount of ammo expended. 
  Ammo Expended 
  Dice Roll Modifier 
  Normal, single shot 
  0 
  Burst, 5 Charges or 5 Bullets 
  +1 
  Spray, 10 Charges or 10 Bullets 
  +2 
  Science Fantasy Equipment List 
  This author cannot possibly cover all the tropes of potential 
  gadgetry in science fiction. The primitive and the futuristic 
  are to be found in curious juxtaposition for our Medieval 
  Future is a curious place indeed. Torches and lanterns are to 
  be found side by side with more sophisticated forms of 
  illumination. The following articles of equipment cover 
  essentials that no space fantasy adventure should be 
  without and the Referee is encouraged to develop their own 
  gizmos! 
  Weapon Cost & Weight 
  Item 
  Cost 
  Weight 
  Bomb 
  N/A 
  2.5 kg 
  Bullet, Firearm (1) 
  1 gp 
  0.01 kg 
  Disintegrating Ray Gun, “Blaster” * 
  55 gp 
  0.5 kg 
  Firearm 
  45 gp 
  1.0 kg 
  Grenade, Damaging or Paralysing (1) 
  40 gp 
  0.5 kg 
  Magazine, Firearm 
  10 gp 
  0.04 kg 
  Paralysing Ray Gun, “Stunner” * 
  50 gp 
  0.5 kg 
  *These weapons may be used by a Cleric 
  Blasters & Stunners 
  Blasters and Stunners are pistols. A Character may choose to fire 
  a single shot, spray, or burst. Disintegrating Ray Guns cause 
  damage. Paralysing Ray Guns cause Paralysis with a successful 
  attack paralyzing any creature of ogre-size or smaller (except 
  Elves and Robots) unless the victim saves vs. Paralysis. The 
  Paralysis lasts 2-8 turns unless removed by a Cure Light Wounds 
  spell. 
  Recharging a Blaster or Stunner requires 1 Turn per 5 Charges. 
  The recharging station is located at the cannon in a Rocket Ship 
  and a functioning Rocket Motor is required on a Rocket Ship. Up 
  to six weapons in total may be recharged at a time per cannon. 
  Recharge time is doubled, and the number of weapons that may 
  be recharged halved, when a Rocket Motor is Damaged. Blasters 
  and Stunners may not be recharged when a Rocket Motor is 
  inoperative. 
  Firearms 
  Firearms in this Space Fantasy theme are meant as primitive 
  weapons which are fashioned on worlds incapable of creating 
  ray guns. A harmful projectile is propelled which causes damage 
  when it strikes a Character or item. A Character may choose to 
  fire a single shot, spray, or burst depending upon the description 
  of the weapon. These weapons are of a scale portable by a single 
  Man-sized Character. 
  Firearms Examples 
  Firearm Mechanical 
  Description 
  Firing Mode Descriptions1 
  Single 
  Single 
  Repeating 
  Single, Burst 
  Automatic 
  Single, Burst and Spray, or 
  Burst and Spray, or 
  Spray 
  Note 1: The modes of firing, Burst and Spray, may not be used 
  to target multiple Characters. The mode of firing must be 
  declared by the player before rolling attack dice. 
  Shotguns & Snipers (Optional) 
  Rifle, Sniper 
  Single shot per round, 5 round magazine. Super extended range. 
  Without sighting, treat as basic firearm 
  1d6. 
  1 round sighting, fire on the 2nd round 
  +1 H&D, 2d4 
  2 rounds sighting, fire on the 3rd round 
  +2 H&D, 2d4 
  
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  OLD SCHOOL RPG BX-Space Supplement 
  Shotgun, Single Barrel 
  Single shot per round, 2 round magazine. Personal weapon range, 
  ineffective at long range). 
  Short range 
   
   
   
  +2 H&D, 2d4 
  Medium range 
   
   
    
  1d4 
  Can fire two consecutive rounds, then requires 2 rounds to reload. 
  Reloading Firearms 
  No attack may be made while reloading a firearm. An empty 
  magazine may be replaced with a pre-loaded full one in 1 round. 
  Five bullets may be individually loaded in a magazine in 1 round. 
  Some Firearms may permit direct loading from a clip of 5 bullets in 
  1 round. 
  Use of Firearms in a Vacuum 
  Firearms may be used in a vacuum, but they cannot be used to 
  damage a Rocket Ship, Space Mine, etc. 
  Bombs & Grenades 
  Bombs have a timer which may be set in Days, Turns, or Rounds. 
  When the timer elapses, the bomb detonates. Bombs cannot be 
  thrown very far. 
  Grenades are a small bomb which may be thrown by hand in the 
  same manner as a flask of oil. A Grenade must be activated, and 
  then released, to detonate. 
  Item 
  Short +1 
  Medium 0 
  Long -1 
  Blast Radius 
  Bomb 
  0.5-1 
  2-3 
  4-5 
  5m3 
  Grenade 
  2-3 
  4-10 
  11-15 
  3m3 
  Bombs and Grenades typically cause Blast damage; a character 
  must save vs. Blast. Systems must save vs. Blast or they become 
  inoperative.  
  Paralysing Grenades cause Paralysis with a successful attack on 
  any creature of ogre-size or smaller (except Elves and Robots) 
  unless the victim saves vs. Paralysis. The Paralysis lasts 2-8 turns 
  unless removed by a Cure Light Wounds spell. 
  Bombs may not be purchased but they may be found as Treasure 
  during the game. 
  Armour Cost & Weight 
  Item 
  AC 
  Cost 
  Weight 
  AC Force Field1 
  15 
  60 gp 
  0.5 kg 
  Space Suit 132 
  13 
  40 gp 
  10 kg 
  Space Suit 153 
  15 
  80 gp 
  20 kg 
  Space Suit 173 
  17 
  120 gp 
  25 kg 
  Note 1: The AC Force Field is usable by all Classes. 
  Note 2: Space Suit 13 is usable by all Characters. 
  Note 3: Space Suits 15 and 17 are not usable by Magic-users and 
  Thieves. 
  AC Force Field 
  AC Force Fields are a device created by the Ancients in such 
  numbers they are commonly found. The exact principles which 
  make them work have not been discovered but this does not make 
  them any less useful. They never need to be recharged. The 
  Armour Class Force Field creates a moderately protective barrier 
  of force which surrounds a Character when it is worn and activated. 
  Ship Cost 
  Item 
  Cost 
  Player Rocket Ship 
  20,000 gp 
  Merchant Rocket Ship 
  40,000 gp 
  Other forms of Rocket Ships are not available to PCs for 
  purchase. 
  Equipment Cost 
  Item 
  Cost 
  Weight 
  Beamtorch 
  20 gp 
  0.1 kg 
  Goggles, Infravision 
  65 gp 
  0.1 kg 
  Jump Harness 
  60 gp 
  0.1 kg 
  Lung, Artificial 
  300 gp 
  1.0 kg 
  Packet, Extinguisher 
  10 gp 
  0.1 kg 
  Packet, Firestart 
  10 gp 
  0.1 kg 
  Perimeter Ward (1) 
  20 gp 
  0.1 kg 
  Rocket Pack 
  60 gp 
  5.0 kg 
  Rocket Pack Fuel 
  30 gp 
  1.5 kg 
  Stasis Chamber 
  500 gp 
  12.5 kg 
  Tele-Radio, Personal 
  60 gp 
  0.05 kg 
  Tele-Radio, Station 
  500 gp 
  5.0 kg 
  Timepiece 
  30 gp 
  0.05 kg 
  Beamtorch 
  A Beamtorch is a handheld device which projects a narrow 
  beam of light 2m wide capable of illuminating up to 15m 
  distant. A Beamtorch may also be set to illuminate a 10m 
  area in the same fashion as a lantern. The light of a 
  Beamtorch does not adversely affect monsters in the same 
  way as natural light or magical light. It does however 
  interfere with abilities which grant a capability to see in 
  complete darkness in the same manner as other light. 
  Goggles, Infravision 
  Infravision Goggles permit a character to see in the dark up 
  to 20m but adjacent lights limit their effectiveness to the 
  area of illumination. 
  Jump Harness 
  A Jump Harness contains Trillium and it enables a character 
  to defy gravity and jump vertically or leap gaps up to their 
  full 
  movement 
  and 
  is 
  limited 
  by 
  the 
  character’s 
  encumbrance. It does not otherwise affect normal 
  movement and running. Falling damage is reduced to 1d4 
  per 3m while the Jump Harness is worn. 
  Lung, Artificial 
  Artificial Lungs allow a character to breathe underwater or 
  in atmospheres (not the vacuum of space) where it would be 
  otherwise impossible to breathe. 
  Packet, Extinguisher 
  A small packet, which when broken in half and tossed into 
  an adjacent square extinguishes fires in a 3m2 area in the 
  next round. 
  
  5 | P a g e  
  OLD SCHOOL RPG BX-Space Supplement 
  Packet, Firestart 
  A small packet, which when broken in half and tossed into 
  an adjacent square, starts fires in a 3m2 area, providing 
  there is combustible material present to burn, in the next 
  round. 
  Perimeter Ward 
  Perimeter Wards are designed to resemble small stones and 
  are approximately 4cm in diameter and 2.5cm thick with a 
  simple on/off switch. At least two are required and when 
  activated they link together to create an area of detection 
  between them best described as an undetectable fence, 2m 
  thick, 3m in length, and 3m high, which when crossed from 
  any direction then sounds an audible alarm harsh enough to 
  wake a sleeper. The perimeter wards at the point where the 
  barrier is crossed flash repeatedly. Note that the perimeter 
  ward alarm does not sound if the barrier is circumvented by 
  climbing over its area of detection. A perimeter ward does 
  not therefore detect flying creatures which circumvent its 
  area of detection. 
  A Thief may use their ability to move silently and penetrate 
  a perimeter ward without setting it off and may even create 
  a hole in the barrier by first successfully approaching a 
  perimeter ward and then finding and removing traps to 
  deactivate it. 
  Rocket Pack 
  A Rocket Pack allows a Medium or Small Character to fly 
  permitting movement in any direction and at any speed up 
  to 40m per round. It will also allow the person to stop at any 
  point (as a levitate spell). The flight time of a rocket pack is 
  variable and depends upon encumbrance. When the rocket 
  pack runs out of fuel a Character will fall, unless of course 
  they are in zero gravity. 
  Rocket Pack Movement 
  Character Encumbrance: 
  Movement 
  Flight 
  Time 
  20 kg or less OR unarmoured 
  40m/round 
  6 Turns 
  21-30 kg OR leather armoured 
  30m/round 
  4 Turns 
  31-40 kg OR metal armoured 
  20m/round 
  2 Turns 
  41-80 kg OR metal armoured and 
  carrying treasure 
  10m/round 
  1 Turn 
  A rocket pack may be attacked from a character’s rear facing. 
  A rocket pack that is attacked is damaged and will be 
  rendered inoperative if it fails a System Saving Throw. The 
  movement and flight time of damaged rocket packs are 
  reduced by ½. Operating a damaged rocket pack risks an 
  explosion; a successful System Saving Throw is required, or 
  it explodes causing blast damage equivalent to that of a 
  bomb. Inoperative rocket packs simply do not work. 
  It takes 1 Turn to refuel a rocket pack and this cannot be 
  done in-flight. 
  Stasis Chamber 
  A Stasis Chamber may incorruptibly preserve the body of a 
  Small or Medium character indefinitely. Within the Stasis 
  Chamber a character cannot move or take actions and the 
  mind of the character typically enters a deep dreamless 
  sleep 95% of the time. Stasis temporarily halts the progress 
  of poisons or other death effects which resume immediately 
  when the character emerges from the Stasis Chamber. 
  Stasis Chambers often, but not always, have their own 
  independent power source and the capability to enable a 
  character to remain in stasis for hundreds of years providing 
  the power supply lasts. If a Stasis Chamber is damaged a 
  System Saving Throw is required to automatically wake the 
  one within or they will fail to wake and die. 
  Before the development of Hyperdrive stasis was used to 
  enable characters to make journeys the span of many 
  lifetimes to other solar systems. Characters would remain in 
  stasis for hundreds of years providing the rocket motors of 
  their ships remained in operation long enough to supply the 
  necessary power. Many failed to make the long journeys and 
  now drift through space as graveyards. 
  Tele-Radio 
  Tele-Radios permit communication between two Tele-Radio. 
  The ability to communicate successfully is affected by the 
  type of the Tele-Radio and distance. There are several forms 
  of the Tele-Radio, Personal, Robot, Rocket Ship, Space 
  Helmet, and Station. 
  • 
  A personal Tele-Radio is a hand-held device. 
  • 
  A Robot Tele-Radio is a robot system. 
  • 
  A Tele-Radio on a Rocket Ship is a system. 
  • 
  A Tele-Radio in a Space Suit is part of the helmet. 
  • 
  A Tele-Radio Station is a permanent installation which 
  permits 
  communication. 
  If 
  they 
  are 
  located 
  underground, they must have a direct connection via a 
  cable to a surface antenna or they cannot be used for 
  communication. 
  The following table gives the Test Numbers used for 
  communication check rolls. If a check roll fails, no 
  communication is possible. Some forms of a Tele-Radio may 
  not be used to communicate between all locations. 
  Tele-Radio Test Numbers 
  Tele-
  Radio 
  Type 
  Between 
  Surface 
  and 
  Dungeon 
  Within a 
  Dungeon 
  Surface 
  to 
  Surface 
  Surface 
  to 
  Space 
  To 
  Asteroid, 
  Moon, or 
  Planet in 
  the same 
  Solar 
  System 
  To 
  another 
  Solar 
  System 
  Personal 
  N/A 
  16 
  11 
  13 
  N/A 
  N/A 
  Robot 
  N/A 
  16 
  11 
  12 
  N/A 
  N/A 
  Rocket 
  Ship 
  N/A 
  N/A 
  11 
  11 
  RN 
  RN 
  Space 
  Helmet 
  N/A 
  16 
  11 
  13 
  N/A 
  N/A 
  Station 
  16 
  N/A 
  11 
  11 
  RN 
  RN 
  N/A: The Tele-Radio cannot be used. 
  RN: Requires a Check Roll vs. the Route Number to 
  communicate successfully. 
  Timepiece 
  A Timepiece is an instrument for measuring time. This device 
  may show minutes, hours, days and years, and occasionally 
  astronomical or calendar data. 
  
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  OLD SCHOOL RPG BX-Space Supplement 
  Timepieces purchased locally are typically specific to a 
  particular planet, solar system or the known galaxy whereas 
  those purchased initially by a space travelling PC will be 
  generic in nature. The player may set the timepiece to a 
  universal time standard or adjust it to local time. 
  Saving Throws 
  Saving Throw tables will be broadened for the genre. A 
  Saving Throw represents the chance that a special attack 
  may be avoided or will have a reduced effect. Roll equal to 
  or greater than the number 1d20 to succeed. 
  Character Saving Throws 
  Class 
  Space Suit 
  Puncture, 
  Zero-G 
  System 
  or 
  Gadget 
  Vacuum 
  of Space1 
  Radiation Virus 
  Salvage a 
  Ship 
  System in 
  ½ the 
  Time 
  Blast, 
  Mines 
  or 
  Cannon 
  Repair a 
  Ship 
  System 
  in ½ the 
  Time 
  Voltage 
  No 
  Air 
  Normal 
  Man 
  14 
  15 
  16 
  17 
  17 
  Cleric 
  11 
  12 
  14 
  16 
  17 
  Dwarf 
  10 
  11 
  12 
  13 
  14 
  Elf 
  12 
  13 
  13 
  15 
  15 
  Fighter 
  12 
  13 
  14 
  15 
  16 
  Halfling 
  10 
  11 
  12 
  13 
  14 
  Magic-
  user 
  13 
  14 
  13 
  16 
  15 
  Robot 
  10 
  11 
  12 
  13 
  14 
  Thief 
  13 
  14 
  15 
  16 
  15 
  Note 1: Vacuum of Space does not affect Robots. 
  Damage from No Air 
  A character without air, assuming they need air to breathe, 
  suffers 1d6 damage per Turn. 
  Damage from Vacuum 
  A vacuum causes 1d6 Damage per round. 
  Damage from Radiation 
  Radiation causes 1d6 Damage 
  per Turn. 
  Virus 
  Biological – Characters may be 
  damaged by a virus. A virus may 
  be spread by air or by contact. 
  The amount of damage a virus 
  causes and its duration are at the 
  Referee’s discretion. 
  Software – Computers, Robots, 
  and Systems may be rendered 
  damaged or inoperative by a 
  virus. Virus are spread by Data 
  Link connections.  
  CLASSES 
  Additional Classes may be created which present the 
  opportunity to role play science fantasy tropes. 
  Robot Class 
  The Robots of BX Science Fantasy are intended as somewhat 
  primitive man-like mechanical men of mid-century science 
  fiction rather than sophisticated androids or simplistic 
  droids. They cannot pass for human and when observed are 
  obviously a Robot. 
  Unlike NPC Robots a PC Robot is autonomous, that is their 
  behaviour is self-determined, so the player may direct their 
  Robot as they wish. A Robot will therefore have an Alignment 
  just like any other player character class. A PC Robot does 
  not accept commands although it may feign to do so.  
  A Robot does not have built in 
  weapons but may cause damage by 
  pinching 
  with 
  its 
  claw 
  like 
  appendages. Robots have difficulty 
  performing delicate tasks or those 
  that 
  require 
  human-like 
  manipulation; 
  they 
  cannot 
  for 
  example tie a knot, grasp and climb 
  a rope, or insert and turn a key, but 
  they can hold a rope, press a button, 
  open a door, or flip a switch. 
  Robots may not use the Magic Items 
  or 
  Armour 
  meant 
  for 
  other 
  Character Classes but they may use 
  a shield. 
  • 
  Robots are AC15 by default. 
  • 
  Robots are limited in Dexterity, 
  which may be no greater than a score of 9. 
  • 
  Robots are immune to poisons and paralysis, including 
  the touch of Ghouls. 
  • 
  Robots are immune to the effects of vacuum. 
  • 
  Robots may only advance to the 4th Level of Experience. 
  • 
  Robots may use the weapons of Fighters. 
  • 
  Robots always attack last in a Round. 
  • 
  Robots Base Move is 30m (10m). 
  • 
  Robots cannot climb, jump, or swim. An electro-winch 
  and grapnel or similar is required to utilise ladders. 
  • 
  A Robot’s weight is 150 kg. 
  Robot Class Table 
  Level 
  Title 
  Exp. Points Hit Dice Spells 
  1 
  Robot Model A1 
  0 
  1d6 
  None 
  2 
  Robot Model A1U2 
  2000 
  2d6 
  None 
  3 
  Robot Model A1U3 
  4000 
  3d6 
  None 
   
   
  
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  OLD SCHOOL RPG BX-Space Supplement 
  Robot Special Abilities 
  Level 
  Sense Danger1 
  1 
  10 
  2 
  9 
  3 
  8 
  Note 1: Roll equal to or greater than the Check Number. 
  Listening 
  Robots listen on a roll a 1, on a 1d6. 
  Sense Danger 
  Range: 40m 
  Duration: instant 
  If successful, this special ability can be used to detect 
  dangerous monsters or objects within 40m causing the 
  creatures or objects to appear to glow to the Robot, even if 
  they are invisible. No one else may see this, not even another 
  Robot. The exact nature of a danger is never revealed to the 
  Robot only that danger is present 
  Player Character Robot Basic Systems 
  The following is a list of Player Character Robot Systems. 
  Unlike an NPC robot these are not typically damaged or 
  rendered inoperative unless the Referee wishes to 
  implement this as an optional rule. If this rule is in play when 
  a Robot is hit roll d8 to determine the system affected 
  1d8 
  System 
  Damaged1 
  Inoperative1 
  1 
  Claws 
  -1 Dice Roll 
  Modifier 
  Cannot manipulate 
  objects 
  2 
  Danger 
  Sensor 
  -1 Dice Roll 
  Modifier 
  Cannot detect Danger, 
  3 
  Data Link 
  -1 Dice Roll 
  Modifier 
  Cannot transfer data. 
  4 
  Language (1) 
   
  Cannot communicate. 
  5 
  Motivator 
  Confusion. -1 
  Dice Roll 
  Modifier 
  An NPC Robot cannot 
  take any action. 
  6 
  Motor 
  Move Max. 
  20m (7m) 
  No movement. 
  7 
  Radio 
  -1 Dice Roll 
  Modifier 
  Cannot communicate 
  via Radio. 
  8 
  Repair 
  Gadgets or 
  Systems 
  -1 Dice Roll 
  Modifier 
  Unable to Repair a 
  specific Gadget or 
  Rocket Ship System 
  Note 1: Optional for a PC Robot. Other character classes do 
  not lose functional ability with damage. They can be at 1 HP 
  and fight just as well. In keeping with this the Referee should 
  not reduce a PC Robot’s ability to act unless they intend to 
  make it much more difficult to play the Robot Character. 
  Note: A number in brackets, e.g. (1), when used in tables 
  means one item. 
  Robot Equipment 
  A Robot Character may purchase additional systems from 
  the following Robot equipment list; the cost of repair of a 
  damaged system is ½ the usual amount: 
  System 
  Cost 
  Notes 
  Armour Class 
  Per the 
  normal 
  equipment 
  list. 
  Adjustments to AC. 
  Buzz Saw (1) 
  40 gp 
  Causes damage, cuts 
  through metal, stone, and 
  wood 
  Claws, Regular 
  (1 pair) 
  20 gp 
  Allows limited human-like 
  manipulation, holding a 
  rope, manipulating a 
  button or switch, opening 
  a door. 
  Claws, Small (1 
  pair) 
  60 gp 
  Allows more sophisticated 
  human-like manipulations. 
  Danger Sensor 
  60 gp 
  Necessary to detect 
  Danger, 
  Data Link 
  60 gp 
  Necessary to exchange 
  data with a Computer, 
  Robot, or Ship system. 
  Drill (1) 
  20 gp 
  Causes Damage, drills 
  through metal, stone, and 
  wood 
  Electrical 
  Discharge 
  30 gp 
  Causes Damage 
  Electro-Winch 
  40 gp 
  Utilised with grapnel to 
  negotiate ladders  
  Feet, Magnetic 
  40 gp 
  Grips Rocket Ship decks 
  and hull in zero gravity. 
  Injurious 
  Disintegrating 
  Ray 
  60 gp 
  Causes Damage 
  Language, each 
  additional (1) 
  20 gp 
  Required for 
  communication. 
  Motivator 
  40 gp 
  Provides the NPC Robot with 
  purpose; otherwise action is 
  not possible. A Player Robot 
  Motivator cannot be 
  rendered inoperative. 
  Motor 
  20 gp 
  Allows the Robot to move. 
  Paralysing Ray 
  40 gp 
  Per the Paralysing Ray Gun. 
  Tele-Radio (1) 
  30 gp 
  Allows communication with a 
  ship Tele-Radio or space suits 
  Repair Gadgets 
  or Systems 
  30 gp 
  Needed to Repair a specific 
  Gadget or Rocket Ship System 
  Rocket Pack 
  (for flying) (1) 
  60 gp 
  Per the Rocket Pack with the 
  same limitations on usage. 
   
   
  
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  OLD SCHOOL RPG BX-Space Supplement 
  ROCKET SHIPS 
  The Rocket Ship is used to fly through air and space. It is a 
  rather fanciful vehicle. 
  General Description 
  The Player Rocket Ship is designed to accommodate 6 
  Characters. The accommodation deck is necessarily spartan 
  to conserve weight and the only full chair is provided for the 
  Helmsman, and it is bolted to the deck. Metal folding 
  seats/bunks are attached to the walls of the cabin and all 
  other crew and passengers must lay in them during blast-off 
  and landing. 
  A Rocket Ship is teardrop in shape, has fins for atmospheric 
  stability, and skids for landing. It has a single hatch in its side. 
  At its front are windows which are protected by retractable 
  shields when entering the atmosphere of a planet or during 
  encounters with Hazards. There are smaller portholes which 
  are similarly protected at the sides of the hull. The ship has 
  a single helm station, and a periscope with telescopic 
  features is used to view the vessels surroundings when the 
  windows are closed for protection. A single cannon is often 
  located in the ships nose, although sometimes a turret is 
  used to provide a 360-degree field of fire. The ship has a 
  Tele-Radio for visual and verbal communication. The Rocket 
  Ship's single power plant is a Rocket Motor used both for 
  thrust, manoeuvring, and powering all the various ships 
  systems. The Rocket Ship can leave a planet and travel 
  through space to other planets due to the inclusion of 
  Trillium in its structure, thus countering what would 
  otherwise be the great burden of its own weight, cargo, and 
  passengers. Trillium is an extremely rare mineral which 
  counters the effect of gravity. Large Rocket Ships capable of 
  blast-off and landing are rarely built due to the limited 
  availability of Trillium. 
  Rocket Ship Armour Class 
  A ships AC is rated from 11 to 18. Armour Class is granted by 
  a ship's Class, but it may be improved. 
  Encumbrance 
  A ship will have an encumbrance based on its Class, this 
  grants it carrying capacity. 
  Hit Dice and Hit Points 
  Ships use d4, d6, or d8 for Hit Points depending on their 
  Class, quality, or condition. 
  Escape Number 
  A Class of ship will have an Escape Number (EN), between11 
  and 18. This number represents how difficult it is to escape 
  a ship when it is in pursuit. Ships are operated by Characters, 
  therefore escape attempts are made by Characters vs. 
  Success means conflict is avoided or ended. Note that 
  Hazards are also rated in terms of an Escape Number to 
  avoid them. 
  Weapon 
  A ship will have a weapon limit indicating the number of 
  cannon which they may bear. Space Cannons are the only 
  available weapons and cause the same damage as the Ship 
  Class Dice Type. Weapons are operated by Characters; 
  therefore, attacks are made by Characters vs. AC. Attacks 
  by man-to-man scale weapons cannot cause damage to 
  ships. Only cannon or grapple attacks cause damage 
  although ships may also be damaged by space mines, space 
  monsters, meteoroids, etc. 
  Classes of Ships 
  Ship Class 
  AC 
  EN 
  Capacity 
  System Saving Throw 
  Enc. 
  Hit Dice Cannon 
  Merchant 
  13 
  11 
  3-12 Crew,  
  3-36 Passengers 
  11 
  960 kg 
  3 
  3 
  Pirate 
  15 
  15 
  12-24 Crew 
  13 
  960 kg 
  5 
  3 
  Player 
  13 
  13 
  1-6 Crew 
  12 
  240 kg 
  3 
  1 
  Scout 
  11 
  17 
  1-2 Crew 
  11 
  20 kg 
  1 
  1 
  Warship 
  17 
  15 
  12-24 Crew 
  10 
  480 kg 
  7 
  7 
  Ship Scale Space Monster 
  Any Variable 
  Variable 
  10 
  Not applicable 
  Variable Variable 
  
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  OLD SCHOOL RPG BX-Space Supplement 
  Flying a Rocket Ship 
  Any intelligent Character may fly a Rocket Ship. Flying on a 
  planet takes Turns to reach a destination. Flying in space 
  takes Hours or Days. 
  Blast Off 
  Make a Check Roll vs. the Gravity Number of an Asteroid, 
  Moon, or Planet to Blast Off. The ship airlock, cargo hatch, 
  and window shutters must be closed, or a ship cannot blast 
  off. Compare the Gravity Number vs. a Character's Level 
  to determine the check number to meet or beat. 
  Characters not using the ships bunks or helm seat must 
  make a Saving Throw vs. Blast to avoid being injured for 
  1d6 hit points. 
  Characters standing outside a Rocket Ship (within a radius of 
  3”) when it blasts off must make a Saving Throw vs. Blast to 
  avoid being injured for 4-24 (4d6) hit points. 
  Landing 
  Make a Check Roll vs. the Gravity Number of an Asteroid, 
  Moon, or Planet to Land. Landing follows essentially the 
  same procedure as a Blast off. The ship airlock, cargo hatch, 
  and window shutters must be closed, or the ship cannot land. 
  Compare the Gravity Number vs. a Character's Level to 
  determine the check number to meet or beat. 
  Characters not using the ships bunks or helm seat must 
  make a Saving Throw vs. Blast to avoid being injured for 
  1d6 hit points. 
  Blast Off or Landing Check Roll Failure 
  Failure of the Check Roll means that the landing or take-off 
  does not go as planned and a Rocket Ship System is 
  damaged, and may even become inoperative without a 
  successful System Saving Throw. In other words, 
  something unexpected happens, but not a crash! A Blast Off 
  or Landing is always successful. 
  Type 
  Gravity Numbers 
  Asteroid 
  11 
  Asteroid Field 
  14 
  Comet 
  13 
  Micro Black Hole 
  18 
  Moon 
  14 through 15 
  Planet 
  16 through 17 
  Rocket Ship 
  11 
  Space Junk 
  11 
   
   
  Space Routes 
  Routes between locations in space are marked with a Route 
  Number from 9 to 2. 
  A Player's Character may fly a ship to a destination without 
  incident by successfully rolling their Check Number or better. 
  The Player may fly slow, normal, or fast along the route. 
  • 
  Slow, add 1 to the Dice Roll and 1 hour/day to the 
  journey 
  • 
  Fast, subtract 1 from the Dice Roll and 1 hour/day from 
  the journey 
  Making a Jump to Hyperspace or Ultraspace 
  A Navigation System jump calculation takes 1 round per 
  point of the Route Number. It takes twice as long if the 
  system is damaged, and it cannot make the calculation if it 
  is inoperative. 
  If the Navigation System is inoperative, or the Route 
  Number is not known, a jump to Hyperspace or Ultraspace 
  may still be made but the RN and time of travel are assigned 
  by the Referee. The time to calculate the unknown RN is 
  1d4+1 Rounds. The Referee is not required to reveal the 
  resulting length of an unknown journey and it may be 
  determined randomly, 1d12 Days in Hyperspace or 1d12 
  Hours in Ultraspace. 
  Note: The Navigation System Calculation can be a focus of 
  drama for the game play. PCs can circumvent the Navigation 
  System (involving greater risk) using the above method if 
  they are trying to escape pursuit for example and they don't 
  think they can endure 9 rounds of combat with another ship. 
  Compare the Route Number vs. a Character's Level to 
  determine the check number to meet or beat. Failure of the 
  check roll indicates that the ship fails to jump into one of the 
  alternate dimensions and remains in Normal Space. 
  Note: This can also be a moment of drama in a game if 
  characters are being pursued or in pursuit of another Rocket 
  Ship. The Navigation System must recalculate the journey 
  which takes time.  
   
   
  
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  OLD SCHOOL RPG BX-Space Supplement 
  Space Maps 
  Route Numbers 
  Route Type 
  Route Numbers 
  Notes 
  Normal 
  9, 7, 5 
   
  Difficult 
  4, 3, 2, 1 
   
  Hazardous, 
  Uncharted 
  2, 1, 0, -1, -2, -3 
   
  Special 
  0 
  When the RN is 
  known but the 
  Navigation 
  System is not 
  functioning 
  In the following illustration keys a through e represent 
  destinations, such as locations on a planet, the planets of a 
  solar system, or it might even represent solar systems if the 
  concept of Hyperspace is used to travel between stars. The 
  numbers shown are the Route Numbers between the 
  various locations. 
  Keys a through e represent destinations. Numbers 
  represent Route Numbers 
  Note 1: Asteroids, Moons, and Planets will also have a 
  Gravity Number, not indicated here. 
  Note 2: Suns would not be listed in a Solar System as they 
  are not a destination. 
  An alternative way to record the Route Numbers is not 
  necessarily to attempt to map the routes using the above 
  diagram but instead to use a simple matrix to plot it out. The 
  matrix will show the route numbers between the various 
  destinations and may be easily keyed. The following 
  example is a chart of Route Numbers: 
  Route Numbers Chart Example 
  From 
   
   
  To Destination 
  Key 
  Type 
  Name 
  a 
  b 
  c 
  d 
  e 
  a 
   
   
  - 
  RN4 
  RN2 
  RN7 
  U 
  b 
   
   
  RN4 
  - 
  RN9 
  U 
  RN9 
  c 
   
   
  RN2 
  RN9 
  - 
  RN9 
  RN9 
  d 
   
   
  RN7 
  U 
  RN9 
  - 
  RN1 
  e 
   
   
  U 
  RN9 
  RN9 
  RN1 
  - 
  U - Uncharted Route Number. 
  Note: this kind of chart may also be used to create route 
  number maps between destinations on a planet, between 
  the planets and moons of a solar system, or between solar 
  systems of the known galaxy. 
  Note: Route Numbers, while known to the Referee, are 
  always unknown to PCs unless they have obtained the data, 
  or discover it for themselves. 
  Navigating to Uncharted Destinations 
  A ship may be flown to an unconnected location, and the 
  route is assigned a Route Number, 2, 1, 0, -1, -2, or -3. Once 
  successfully navigated assign a Route Number from 9 
  through 1. 
  Travel Time 
  The Route Number indicates: 
  • 
  The number of hours a trip takes for a Rocket Motor in 
  a Solar System, or 
  • 
  The number of days a trip takes if travelling between 
  stars in Hyperspace, or 
  • 
  The number of hours (experienced subjectively as days) 
  a trip takes if travelling between stars in Ultraspace. 
  No Trip may take less than 1 unit of any of the above time 
  scales. A Route Number of 0 or -1 for example still takes 1 
  Hour or 1 Day for the trip. 
  Cloaked Star Systems 
  When a Star System has been cloaked by the Ancients its 
  gravity is a hazard to navigation such that ships which 
  attempt to approach the hidden star system are wrecked or 
  destroyed by asteroids, it is a graveyard. 
  PCs cannot chart a course, that is determine the Route 
  Number, to a cloaked star system thus making it initially 
  impossible to travel there using a Hyperdrive without 
  specific Units of Navigational Data. Units of Data may be 
  discovered during adventures which give in part or whole 
  the Route Number. 
  Normal Space, Hyper-Space, and Ultraspace 
  Normal Space 
  Normal Space, or N-Space, is the familiar universe inhabited 
  by the PCs. Rocket Ships travel between the worlds of a Solar 
  System in N-Space in a matter of hours. However, it is 
  impractical to travel between Stars using a Rocket Motor 
  because it cannot exceed the speed of light. Using only a 
  Rocket Motor, sleep ships or generational ships, would be 
  
  11 | P a g e  
  OLD SCHOOL RPG BX-Space Supplement 
  necessary to cross the vast distances of space because such 
  a journey would take many lifetimes. 
  Hyperspace 
  Hyperspace, or H-Space, is a special dimension which is 
  contiguous with N-Space yet permits the vast distances 
  between stars to be crossed at speeds faster than light. A 
  Hyperdrive therefore permits a Rocket Ship in N-Space to 
  enter Hyperspace and cross vast distances in a short time 
  frame before emerging again in N-Space. 
  Hyperspace is completely dark and not without its dangers. 
  Communication is impossible within Hyperspace itself and 
  between Hyperspace and Normal space. 
  Hyperspace is influenced by the gravity of objects in normal 
  space. A Rocket Ship travelling in hyperspace will drop into 
  Normal Space if it encounters the gravity of a navigational 
  Hazard such as Asteroids, Black Holes, Moons, Planets, 
  Rocket Ships, or Stars. Objects in Normal Space are always 
  moving so no route is perpetually free of dangers. 
  Characters may not exit their ship for a spacewalk while a 
  Rocket Ship is within Hyperspace or they are lost and 
  removed from play. Combat between ships may not take 
  place in Hyperspace. 
  A Hyperdrive may not be used while a Rocket Ship is landed 
  on an Asteroid, Moon, or Planet, or while a ship is docked in 
  space, it will not activate. 
  Note: A Magic-user may open a portal to Hyperspace 
  allowing a Rocket Ship to enter and traverse it using a Rocket 
  Motor. Refer to the topic Space Fantasy Spells. 
  Ultraspace 
  Ultraspace is a special dimension which is contiguous with 
  N-Space. Like Hyperspace it permits the vast distances 
  between stars to be crossed at speeds faster than light. A 
  Hyperdrive therefore permits a Rocket Ship in N-Space to 
  enter Ultraspace and cross vast distances in an extremely 
  short time frame (hours rather than days) before emerging 
  again in N-Space. However, each hour of travel time is 
  subjectively experienced as a day by the Characters 
  travelling in Ultraspace. 
  Ultraspace is not without great perils, it is a region 
  incomprehensible to the minds of N-Space creatures, and 
  terrifying monsters of madness exist there which will attack 
  a crew. Fortunately, these monsters cannot long endure N-
  Space, which is one sure way to be free of them. 
  It is a whispered tale in space ports that some ships have 
  arrived at their destinations with their crews either entirely 
  dead, in the grips of madness, or entirely missing. Such 
  vessels always seem to retain the taint of their previous 
  journey and are considered hoodoo ships by spacemen and 
  best avoided. 
  Visually, Ultraspace resembles the inside of a lava-lamp 
  prompting 
  crews 
  to 
  close 
  every 
  window 
  shutter. 
  Communication is impossible within Ultraspace itself and 
  between Ultraspace, and Hyperspace or Normal space. 
  Combat between ships may not take place in Ultraspace. 
  Ultraspace is influenced by the gravity of objects in normal 
  space. A Rocket Ship travelling in Ultraspace will drop into 
  Normal Space if it encounters the gravity of a navigational 
  Hazard such as Asteroids, Black Holes, Moons, Planets, 
  Rocket Ships, or Stars. Objects in Normal Space are always 
  moving so no route is perpetually free of dangers. 
  Characters may not exit their ship for a spacewalk while a 
  Rocket Ship is within Ultraspace or they are lost and 
  removed from play. 
  Note: A Cleric may open a portal to Ultraspace allowing a 
  Rocket Ship to enter and traverse it using a Rocket Motor. 
  Refer to the topic Space Fantasy Spells. 
  Forcing a Rocket Ship out of Hyperspace or Ultraspace 
  Characters may use the Helm to leave Hyperspace or 
  Normal space early before a trip is completed. Re-entering 
  Normalspace 
  without 
  completing 
  a 
  Hyperspace 
  or 
  Ultraspace trip ends the travel prematurely. The Referee 
  must then determine the position of the ship and if the ship 
  encounters a Hazard, a roll of 1 using d12. 
  SOLAR SYSTEMS 
  Planets are the destinations of space maps, and typically 
  each solar system will have one or more suns and planets. 
  In the following illustration keys a through c represent 
  destinations, the planets of a solar system. The numbers 
  shown are the Route Numbers between the various 
  locations. The Route Number indicates the number of 
  hours a trip takes for a Rocket Motor in a Solar System. 
  Players will undoubtedly ask if they can use Hyperspace or 
  Ultraspace to travel between planets, no. 
   
  An alternative way to record the Route Numbers of a solar 
  system is not necessarily to attempt to map the routes using 
  the above diagram but instead to use a simple matrix to plot 
  it out. The Matrix will show the route numbers between the 
  various destinations and may be easily keyed. The following 
  example is the Solar System Zodemus: 
   
   
  
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  OLD SCHOOL RPG BX-Space Supplement 
  Solar Systems Chart Example 
  From 
   
   
  To Destination 
  Key 
  Type 
  Name 
  1 
  2 
  3 
  3a 
  4 
  5 
  5a 
  5b 
  6 
  7 
  8 
  9 
  10 
  1 
  Star 
  Sun 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  Planet 
  Incinerus 
  - 
  - 
  RN5 RN5 RN7 
  - 
  RN5 RN5 RN3 RN7 
  - 
  RN4 RN3 
  3 
  Planet 
  Odmiria 
  - 
  RN5 
  - 
  RN9 RN8 
  - 
  RN7 RN7 RN3 RN8 
  - 
  RN4 RN3 
  3a 
  Moon 
  Vola 
  - 
  RN5 RN9 
  - 
  RN8 
  - 
  RN7 RN7 RN3 RN7 
  - 
  RN4 RN3 
  4* 
  Planet 
  Zodemus 
  - 
  RN7 RN8 RN8 
  - 
  - 
  RN7 RN7 RN3 RN7 
  - 
  RN4 RN3 
  5 
  Planet, Gas Giant, Unbearable 
  Cthonica 
  - 
  - 
  - 
  - 
   
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5a 
  Moon 
  Pula 
  - 
  RN5 RN7 RN7 RN7 
  - 
  - 
  RN9 RN3 RN7 
  - 
  RN3 RN3 
  5b 
  Moon 
  Todu 
  - 
  RN5 RN7 RN7 RN7 
  - 
  RN9 
  - 
  RN3 RN7 
  - 
  RN3 RN3 
  6 
  Asteroids 
   
  - 
  RN3 RN3 RN3 RN3 
  - 
  RN3 RN3 
  - 
  RN3 
  - 
  RN3 RN3 
  7 
  Planet 
  Mederon 
  - 
  RN7 RN8 RN7 RN7 
  - 
  RN7 RN7 RN3 
  - 
  - 
  RN4 RN3 
  8 
  Planet, Gas Giant, Unbearable 
  Upislon 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  9 
  Dwarf Planet 
  Fiklis 
  - 
  RN4 RN4 RN4 RN4 
  - 
  RN3 RN3 RN3 RN4 
  - 
  - 
  RN3 
  10 
  Asteroids 
   
  - 
  RN3 RN3 RN3 RN3 
  - 
  RN3 RN3 RN3 RN3 
  - 
  RN3 
  - 
  * Main planet of the star system. 
  Note: This kind of chart may also be used to create Route Number Maps between Solar Systems of the Known Galaxy or even 
  between the destinations of a planet. 
  From this example it becomes immediately obvious that it is 
  best not to have too many planets in a solar system to have 
  to plot out the Route Numbers. 
  Whenever a Rocket Ship arrives at a Solar System it does so 
  at the Main Planet, or another planet if known to the 
  character, and may remain in space, or land on the current 
  Planet. From their current location a Rocket Ship may travel 
  to the other planets in the solar system. 
  Note: the Route Numbers, while known to the Referee, are 
  always unknown to PCs unless they have obtained the data, 
  or discovered it for themselves. 
  In the above chart the Sun and Planetary Gas Giants are not 
  shown as destinations which may be entered into a 
  navigation computer, safety features prevent it. 
  A Referee may at any time change an RN as things are always 
  moving in space! 
  Example of Solar System Travel – Determining the RN 
  To find the Route Number (RN) to another planet (Fiklis) 
  locate the row containing the Key of the current location, e.g. 
  Key 2 Incinerus, move right in this row until the value under 
  column 9 is found, the RN for Fiklis is RN4. 
  ASTEROIDS, MOONS & PLANETS 
  Science Fantasy Asteroids, Moons and Planets are the places 
  where dungeons and ruins may be found, as well as strange 
  aliens, barbarians, and civilizations. Therefore, rubber 
  science rules apply! Insofar as characters are concerned they 
  may normally set foot on and breathe the air of strange 
  moons and planets without any issue. This premise is 
  essential to the game! 
  Example of an Asteroid, Moon or Planet Key 
  Map or Chart Key: 9 
  Gravity Number (GN) 13 
  Name: Fiklis 
  Atmosphere: Externally None, 
  Interior Yes 
  Type: Planet 
   
  Fiklis has no real atmosphere so Space Suits must be worn. 
  In outward appearance this is a dead world. The planet is 
  frozen so distant is it from the sun, but within Fiklis is a warm 
  hospitable hollow world of fantastic creatures and forgotten 
  ruins of the Ancients where the air is breathable. 
  There is an ancient airlock which will automatically grapple 
  and dock ships that approach near to it, landing is GN11 at 
  this location only. When a ship “lands” the airlock grapples 
  the rocket ship, draws it within the planet, and guides it to a 
  landing pad. Blast Off is also GN11 at this location and the 
  process is reversed. 
  Asteroids 
  Asteroids do not have an atmosphere; a space suit must be 
  worn to protect characters from the vacuum of space. 
  Moons 
  Moons may sometimes have an atmosphere. If they do not, 
  or the atmosphere is inhospitable, a space suit must be worn 
  for protection. Following the premise of our science fantasy 
  principles, a moon with an atmosphere is one that is typically 
  breathable. 
  Planets 
  Planets nearly always have breathable atmospheres. 
  Occasionally there may be an inhospitable planet where the 
  air cannot be breathed thus requiring the PCs to wear space 
  suits 
  
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  Seldom will a planet have gravity that is so great no ship 
  which ever lands there may leave it. In this event the gravity 
  is so unbearable no character may endure it, they perish. 
  Such inhospitable planets should be a rarity for that would 
  end the fun. Players should be warned by the Referee that 
  to land on such a planet is to face certain death. Characters 
  which land their ships on these planets are removed from 
  play. 
  Asteroid, Moon & Planet Gravity 
  Asteroids, Moons, and Planets have a Gravity Numbers 
  (GNs) rated from 11 through 18. The Gravity affects Landing 
  and Blast Off, character movement, and how much a 
  character may carry. The Referee may assign gravity as they 
  see fit.  
  Note: Planets which have unbearable gravity do not fall 
  within this scale. 
  Gravity 
  Number 
  Type 
   
   
  Weight which may 
  be carried 
  11-12 
  Asteroid Moon Planet Deduct the weight of 
  20 kg from 
  encumbrance. 
  13-15 
  - 
  Moon Planet 
  Normal 
  16-18 
  - 
  - 
  Planet Add the weight of 20 
  kg to encumbrance. 
  The weight has a direct effect on movement per known rules. 
  SPACE FANTASY SPELLS 
  First Level Magic-user and Elf Spells 
  Chart Star 
   
  Duration: 1 round  
  Range: The Caster 
  With this spell the Magic-user discovers the ordinary Route 
  Number to a visible star. 
  Spacewalk 
   
  Duration: 6 Turns +1 Turn per level.  
  Range: 0 
  With this spell the Magic-user, or another character they 
  touch, may exit the Rocket Ship without a space suit, 
  protected from the effects of vacuum, and can breathe. They 
  are also tethered to the ship by an invisible unbreakable 
  cord 40m long. 
  Stasis 
  Duration: 6 Turns +1 Turn per level. 
  Range: 0 
  With this spell the Magic-user may, or another character 
  they touch, temporarily enter a state of stasis, or 
  preservation. While in stasis the character does not age, 
  requires little breath, and the progress of poisons and even 
  death is deferred until the duration of the spell has elapsed. 
  The character may take no action until the duration of the 
  spell has elapsed. 
  Second Level Magic-user and Elf Spells 
  Hyperspace  
  Duration: 1 round  
  Range: Rocket Ship 
  With this spell the Magic-user can open a portal which allows 
  a Rocket Ship to enter and traverse Hyperspace using a 
  Rocket Motor instead of a Hyperdrive. 
  Sway Simpler Minds 
   
  Duration: 1 round  
  Range: 1m 
  With this spell the spell caster influences those with an INT 
  of 9 or lower. A routine suggestion is undetectably made by 
  the spellcaster to influence the actions of an intelligent non-
  player character. The recipient must be able to understand 
  the spell caster and the routine suggestion must fall within 
  the scope of the subject’s ordinary grant or deny behaviour 
  or it will have no effect. 
  Example of use: 
  A Wizard and his companions wish to enter a city ruled 
  by a despot. They must successfully bluff their way past 
  some guards at the gate. When they approach the gate 
  the guards routinely stop those seeking entry to ask 
  them questions but today they have been warned to 
  expect troublemakers, it might have nothing or 
  everything to do with the PCs, “State your business here,” 
  asks the leader of the guards firmly. 
  The Wizard knows that to successfully enter the city the 
  guards must be deceived, or they will not be allowed in 
  and so casts the spell, “We’re just here to buy provisions,” 
  [They can go about their business.] The Guard has an INT 
  equal to or lower than 9 so the spell causes the guard to 
  admit them to the city as a matter of routine. 
  Were the spell to fail the Referee would then have to 
  decide as to whether the characters elevate the Guard’s 
  suspicions in any way and what if any action the guards 
  might then take. Bear in mind the spell is always 
  undetectable. The characters might still be admitted to 
  the city, denied entry, or arrested and imprisoned on the 
  spot. 
  First Level Cleric Spells 
  Fortunate Travel 
   
  Duration: 1 trip 
  Range: Rocket Ship 
  With this spell the Cleric increases a Route Number by 1 
  point, e.g. an RN of 5 + 1 = RN 6. No Route Number may be 
  improved beyond RN 9. 
  Ultraspace 
   
  Duration: 1 round  
  Range: Rocket Ship 
  With this spell the Cleric can open a portal which allows a 
  Rocket Ship to enter and traverse Ultraspace using a Rocket 
  Motor instead of a Hyperdrive. 
   
   
  
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  OLD SCHOOL RPG BX-Space Supplement 
  Protection from Radiation 
  Duration: 12 Turns 
  Range: 0 
  This spell circles the cleric, or another character they touch, 
  with a barrier that protects them from Radiation Damage. 
  This barrier will move with the recipient of the spell. 
  COMBAT IN N-SPACE 
  Space combat is intentionally abstract and does not plot the 
  exact positions of objects in space but follows the same 
  methodology as normal Turn and Combat Sequence of 
  known rules with the following notations. There is no need 
  to check for the encounter distance as it is not used. 
  Refer to a Combat Sequence; in the Movement segment, 
  ships may attempt to escape (Escape Number p23). A PC at 
  the Helm of the Rocket Ship can escape pursuit or conflict by 
  successfully rolling their Check Number or better. Using a 
  Hyperdrive to leave a solar system would also end combat. 
  The PC (helmsman) flying the Rocket Ship may use one of 
  the three following escape strategies to modify their Check 
  Roll, Outrun, Normal, or Evasion. 
  If the helmsman is focused on evasion, it is more difficult to 
  outrun the pursuer and the PC applies a -1 penalty to their 
  roll vs. the pursuer’s EN. Should that roll fail however, it 
  improves their AC by 1 throughout the subsequent combat. 
  Normal flight, simply roll vs. the EN. 
  If the helmsman is focused on outrunning, the PC applies a 
  +1 bonus to their roll vs. the pursuer’s EN. Should that roll 
  fail however, it penalises their AC by 1 throughout the 
  subsequent combat. 
  Failure of the check roll indicates that the ship has failed to 
  escape. Missile Fire Combat then takes place. PCs operate a 
  ship's cannon or grapple and make attacks. 
  When a ship is struck the attacker rolls for damage using the 
  dice appropriate to the class of their ship. The hit points are 
  deducted from the defenders, and the defender’s ship may 
  be boarded and captured when its hit points are reduced to 
  zero. When a defender’s ship is reduced to 0 hit points it may 
  no longer move or attack. 
  Boarding Ships 
  A ship with 0 Hit Points may be boarded by the victor, man-
  to-man melee may then take place per known rules using a 
  man-to-man 3m scale map of the interior of the two ships. 
  The damaged ship must first be grappled successfully, 
  before boarding may take place. The ships are then joined 
  by an airlock. It takes 1 Turn to successfully mate the airlocks. 
  Searching for Ships 
  An undiscovered ship, or one that has escaped, may be 
  searched for with a Rocket Ship’s Periscope. An escaped ship 
  may be found if they remain at the Map Destination where 
  an encounter has previously taken place. Such a ship may 
  “hide” somewhere out of view, such as in gas clouds, among 
  space junk, in a crater, behind asteroids, etc.. On their Turn 
  PCs may “search” their current Map Destination with a 
  functional Rocket Ship’s periscope. A roll of 1 in 6, means a 
  previously unknown or escaped ship has been spotted and 
  a round of combat may begin again. Other dice types may 
  be substituted by the Referee to vary the chance of discovery 
  due to special circumstances; maybe clouds of gas, space 
  junk, a crater to land and hide in, or asteroids to hide behind. 
  Any dice type from d4 through d12 could be used. In some 
  cases a search may be impossible. 
  What is meant by further pursuit, and whether the ships may 
  encounter each other again is open to the Referee. PCs at a 
  destination might state something like, “we’ll search this 
  destination for the fleeing pirate ship”. The Players would 
  make a check roll to see if they find the fleeing pirate ship 
  (assuming it was still at the current destination); with a roll 
  of 1 on d6 being enough to encounter the ship again at that 
  destination.  
  Example of use: 
  Having previously escaped, a Pirate Ship hides… 
  The Referee decides that the escaped pirate ship will hide 
  in some asteroids and gives the players a 1 in 6 chance 
  of finding it again. 
  Player: This Turn we’re searching for the escaped pirate ship! 
  We’ll use the periscope. 
  Referee: Roll 1d6. 
  Player: Rolling the dice, 1! 
  Referee: You spot the enemy ship, its cleverly hiding behind 
  an asteroid. Start a round of combat, roll for initiative! The 
  pirate wins initiative, the Referee rolls to see if the Pirate 
  escapes, the check roll vs. the Player Ship Escape Number 
  fails, and the AC of the Pirate Ship increases by 1. The pirate 
  tries to fly away but doesn’t succeed in escaping! 
  Player: We must have damaged their helm in that last 
  attack. Fire the Cannon! One of the Players (A Fighter) makes 
  the check roll, scores a hit, and rolls for damage. The pirate 
  ship’s HP are reduced to zero by the attack. 
  Referee: The Pirate ship is damaged; the rocket motor goes 
  dead and the ship begins to drift. 
  Player: We’ll grapple the ship and board it! Everyone grab 
  your gear! 
  Referee: Make a Check Roll to grapple the Pirate Ship and 
  draw it to the airlock… 
   
   
   
  
  15 | P a g e  
  OLD SCHOOL RPG BX-Space Supplement 
  HAZARDS IN SPACE 
  A Character pilots a ship through space using the Rocket 
  Ships Helm and when a Hazard is encountered in space a 
  Player or Referee must roll equal to or better than the 
  Hazard’s Escape Number to avoid it.  
  Space Hazards 
  1d12 
  Hazard 
  Escape 
  Number 
  Dungeon 
  Notes 
  1 
  Asteroid 
  6 
  Possible 
  Dungeon 
  Landing 
  may take 
  place using 
  the GN. 
  2 
  Asteroid 
  Field 
  4 
  Possible 
  Dungeon in 
  one or more 
  asteroids 
   
  3 
  Comet 
  3 
   
   
  4 
  Meteoroids 
  5 
   
   
  5 
  Micro Black 
  Hole 
  2 
   
   
  6 
  Radiation 
  Storm 
  3 
   
   
  7 
  Rogue 
  Moon 
  7 
  Possible 
  Dungeon 
  Landing 
  may take 
  place using 
  the GN. 
  8 
  Rogue 
  Planet 
  6 
  Possible 
  Dungeon 
  Landing 
  may take 
  place using 
  the GN. 
  9 
  Satellite 
  6 
   
   
  10 
  Space Junk 
  7 
  Possible 
  Dungeon if 
  large enough 
   
  11 
  Space Mine 
  4 
   
  . 
  12 
  Web 
  Terrors 
  3 
   
  Refer to the 
  Monster 
  Asteroids 
  Asteroids are dangerous objects floating in the void of space. 
  They are dark. If they are not avoided by a pilot a rocket ship 
  is required to make a forced landing vs. the Asteroid’s GN, 
  11 through 18. 
  Asteroids may contain Dungeons, the wreckage of ships, 
  treasures, or be populated by horrible space monsters, etc. 
  Asteroid Fields 
  These are regions of space containing multiple Asteroids. 
  They are much harder to avoid than a single Asteroid. If they 
  are not avoided by a pilot, a rocket ship is required to make 
  a forced landing on an Asteroid vs. the Asteroid’s GN, 11 
  through 18. 
  Comet 
  Comets have a trail of debris in their wake and it is this debris 
  rather than the comet itself which must be avoided. If not 
  avoided the debris smashes against the ship hull causing 1d6 
  damage, 1d4 systems must make a Saving Throw or become 
  inoperative. 
  Meteoroids 
  Meteoroids blast the hull of a ship causing damage. If not 
  avoided they smash against the ship hull causing 1d6 damage 
  and a check for 1 system must make a Saving Throw or 
  become inoperative. Meteoroids may also smash windows. 
  Micro Black Hole 
  Micro Black Holes have gravity and weigh the same as an 
  asteroid or moon, yet they are as small as the head of a pin. 
  They cause 1d6 damage to a ship, 1d4 systems must make a 
  Saving Throw or become inoperative., and injure the crew 
  causing 1d4 points of damage, if not avoided. 
  Radiation Storm 
  Radiation Storms, 1d4 systems must make a Saving Throw 
  or become inoperative, and the crew must each make a 
  Saving Throw vs. radiation which causes 1d6 points of 
  damage, if not avoided. 
  Rogue Moon 
  A Rogue Moon is one that has been cast into the void of 
  space and is now drifting. If they are not avoided by a pilot a 
  rocket ship is required to make a forced landing vs. the 
  Rogue Moon’s GN, 9 through 2. 
  A Rogue Moon may have wrecked rocket ships, abandoned 
  moon bases, dungeons, or be populated by terrifying space 
  monsters. 
  Rogue Moons may be captured by the gravity of a planet if 
  the Referee wishes it and become a location for continuing 
  adventures. Otherwise they drift onward and out of the solar 
  system. They are a great location for temporary adventures. 
  Rogue Planet 
  If they are not avoided by a pilot a rocket ship is required to 
  make a forced landing vs. the Rogue Planet’s GN, 9 through 2. 
  A Rogue Planet, like a Rogue Moon, is one which has been 
  cast into the void of space and is now drifting. Now frozen 
  and dead, usually, the Rogue Planet is without an 
  atmosphere. It may once have borne civilizations etc. 
  Rogue Planets may be captured by the gravity of a sun if the 
  Referee wishes it and become a location for continuing 
  adventures. Possibly it will thaw and come back to life. 
  Otherwise they drift onward and out of the solar system. 
  They are a great location for temporary adventures. 
  Satellite 
  A satellite drifting through space. It may be recovered using 
  a ship’s grapple and its data downloaded by a Robot. The 
  satellite may contain a map showing the location of a 
  dungeon or other information. If not avoided it smashes 
  against the ship hull causing 1d6 damage and 1 system must 
  make a Saving Throw or become inoperative. If the satellite 
  smashes its data cannot be recovered. 
  
  16 | P a g e  
  OLD SCHOOL RPG BX-Space Supplement 
  Space Junk 
  Space is filled with bits of cast off material. If not avoided the 
  space junk smashes against the ship hull causing 1d6 
  damage and 1 system must make a Saving Throw or become 
  inoperative. 
  Space Mine 
  A product of space wars these deadly mines drift through 
  space. If not avoided the Space Mine detonates causing 1d6 
  ship damage, 1d6 systems must make a Saving Throw or 
  become inoperative, and the mine injures the crew causing 
  1d6 points of damage. The really nasty space mines are 
  invisible. 
  Sometimes space mines are used in fields surrounding 
  strategically important areas in space. They are guardians 
  that never sleep. A password or key, if known, may be sent 
  via the Tele-Radio to grant passage through the mine field. 
  A space mine may be disabled with a Check Roll vs. its Test 
  Number as assigned by the Referee, 11 through 18, during 
  a spacewalk. Failure to disarm the mine means it explodes 
  causing 4d6 damage to nearby characters which may be 
  halved with a successful Saving Throw vs. Blast. A 
  deactivated space mine may be recovered with a ship’s 
  grapple. 
  SHIP DAMAGE AND REPAIR 
  Like Characters, ships recover Hit Points each day as they are 
  “repaired” by its crew. 2d6 Turns must be devoted to repair 
  activity or no Hit Points are regained. 
  A Cleric can restore a ship’s Hit Points using their powers. 
  Repairing Systems and Gadgets 
  The future is filled with wondrous gadgetry all of which 
  needs to be repaired when it is damaged or breaks down. A 
  Gadget is an individual item. A System is just a Gadget that is 
  a component of a larger item such as a Rocket Ship or Robot. 
  When Character's repair a Gadget or System they are 
  restoring it to working order. A successful Check Roll is 
  required to repair a Gadget and Parts may sometimes be 
  required as a precondition of repair, a system or gadget 
  cannot be repaired without a part the Characters do not 
  have. 
  • 
  It takes 2d6 Turns to elevate an Inoperative gadget or 
  system to Damaged status. It is not fully repaired but is 
  in working order albeit a -1 dice roll penalty applies to 
  its use. 
  • 
  It takes 2d6 Turns, with parts, to elevate an Inoperative 
  or Damaged gadget or system to Repaired status. A 
  repaired gadget or system is in full working order. 
  Sabotaging Systems or Gadgets 
  A Character or a Monster may deliberately damage a System 
  or Gadget. The Referee assigns this a Test Number from 9 
  through 2. When an attack is successful make a Saving 
  Throw vs. Systems to determine if the system is merely 
  damaged or completely inoperative.  
   
  Rocket Ship Template 
  Damage 
  Location 
  Roll d20 
  Systems 
  Damaged Inoperative 
  1 
  Air Supply1,3 
   
   
  2 
  Airlock/Hatch 
   
   
  3 
  Artificial Gravity 
   
   
  4 
  Auto-pilot3 
   
   
  5 
  Cannon 
   
   
  6 
  Cargo Space 
   
   
  7 
  Climate Control3 
   
   
  8 
  Grapple3 
   
   
  9 
  Helm3 
   
   
  10 
  Hull 
   
   
  11 
  Landing Skids 
   
   
  12 
  Lighting3 
   
   
  13 
  Medical Locker3 
   
   
  14 
  Navigation3 
   
   
  15 
  Periscope3 
   
   
  16 
  Provision Locker3 
   
   
  17 
  Rocket Motor 
   
   
   
  Hyperdrive2 
   
   
  18 
  Tele-Radio3 
   
   
  19 
  WC - Waste 
  Disposal3 
   
   
  20 
  Windows 
   
   
  Note 1: The Air Supply System provides unlimited air until it 
  is damaged. 
  Note 2: Hyperdrive is only necessary if travel between stars 
  is being used. Record 2 Systems under line 17. When 
  Damage occurs roll between the two systems to determine 
  which one makes a Saving Throw if Hyperdrive is being 
  used. 
  Note 3: The System(s) may be salvaged. 
  Rocket Ship System Damage 
  When a ship is attacked and damaged (it loses Hit Points) it's 
  Systems are affected. For each successful attack, regardless 
  of the number of Hit Points lost, roll 1d20 to determine 
  which System is damaged. 
  • 
  When a system is damaged a -1 Dice Roll Modifier is 
  then applied to Check Rolls. 
  • 
  If the system fails a Saving Throw it is inoperative until 
  it is repaired. 
  • 
  If a damaged system is rolled a second time it is 
  reduced to an inoperative state until it is repaired. If an 
  inoperative system is rolled, what luck! 
  
  17 | P a g e  
  OLD SCHOOL RPG BX-Space Supplement 
  Salvaged Systems 
  Inoperative Rocket Ship Systems may be switched out with 
  working systems found in other Rocket Ships, even Derelicts. 
  It takes 6 Turns to salvage a qualifying system from another 
  Rocket Ship. A successful Saving Throw halves the salvage 
  time. 
  Note: Not all systems may be salvaged, refer to the Repair of 
  Rocket Ship Systems Table. 
  Ideally a non-damaged system may be found and salvaged. 
  In a pinch a Damaged system may be salvaged to replace an 
  inoperative one. An inoperative system may be raised to a 
  Damaged state and then salvaged. Damaged Systems from 
  salvage continue to work but remain Damaged. 
  Repair of Rocket Ship Systems 
  An inoperative system may be raised to a damaged state, 
  but a damaged system typically cannot be repaired to full 
  working order in space. The full repair of a system may 
  require a dockyard, and/or parts. A dockyard may be on a 
  space station or at a physical location such as an asteroid, 
  moon, or planet. The following table gives the location 
  where the system may be repaired and its cost. It is 
  presumed in these rules that PCs are always able to make 
  their own repairs. Such work may be farmed out to repair 
  workers at additional cost. Note that Players may ad-hoc 
  salvage some systems and replace damaged or inoperative 
  ones to obtain better functionality without recourse to a 
  dockyard. The information for salvaging systems is 
  presented in another table. 
  System 
  Location Maintenance 
  Cost 
  Workers 
  Time to 
  Complete 
  Repair 
  Air Supply 
  Any 
  100 gp 
  150 gp 
  3 Days 
  Airlock/Hatch 
  Any 
  250 gp 
  125 gp 
  6 Turns 
  Artificial 
  Gravity 
  Dockyard 
  500 gp 
  1000 gp 
  6 Days 
  Auto-pilot 
  Any 
  250 gp 
  125 gp 
  6 Turns 
  Cannon 
  Dockyard 
  1000 gp 
  1500 gp 
  3 Days 
  Cargo Space Dockyard 
  250 gp 
  125 gp 
  6 Days 
  Climate 
  Control 
  Any 
  100 gp 
  150 gp 
  3 Days 
  Grapple 
  Any 
  250 gp 
  125 gp 
  6 Turns 
  Helm 
  Any 
  250 gp 
  125 gp 
  6 Turns 
  Hull 
  Dockyard 
  1000 gp 
  1500 gp 
  6 Days 
  Landing 
  Skids 
  Dockyard 
  1000 gp 
  1500 gp 
  6 Days 
  Lighting 
  Any 
  250 gp 
  125 gp 
  6 Turns 
  Medical 
  Locker 
  Dockyard 
  500 gp 
  1000 gp 
  6 Days 
  Navigation 
  Any 
  250 gp 
  125 gp 
  6 Turns 
  Periscope 
  Any 
  250 gp 
  125 gp 
  6 Turns 
  System 
  Location Maintenance 
  Cost 
  Workers 
  Time to 
  Complete 
  Repair 
  Provision 
  Locker 
  Dockyard 
  500 gp 
  1000 gp 
  6 Days 
  Rocket Motor Dockyard 
  1500 gp 
  3000 gp 
  6 Days 
  Hyperdrive 
  Dockyard 
  3000 gp 
  6000 gp 
  6 Days 
  Tele-Radio 
  Any 
  250 gp 
  125 gp 
  6 Turns 
  WC - Waste 
  Disposal 
  Any 
  250 gp 
  125 gp 
  6 Turns 
  Windows 
  Any 
  250 gp 
  125 gp 
  6 Turns 
  Rocket Ship Systems 
  Air Supply 
  The Air Supply system pressurizes the ship. Any internal 
  space may be re-pressurized in 1 Turn so long as the system 
  is functioning. If it is damaged this process takes 6 Turns. If 
  it is “inoperative” it is considered to be working in fail-safe 
  mode, internal spaces may be re-pressurized in 12 Turns and 
  space suit tanks may be re-filled in 6 Turns. A character 
  without air, assuming they need air to breathe, suffers 1d6 
  damage per Turn. 
  Airlock/Hatch 
  The Airlock takes one Turn to pressurize or depressurize to 
  the vacuum of space. To protect those inside the airlock of 
  the Rocket Ship has a safety feature, it will not open its outer 
  door if the inner door is not closed. The reverse is also true. 
  If an Airlock/Hatch is damaged it is considered a stuck door 
  and may be forced open per known rules. It cannot be 
  pressurized or depressurized. The Airlock/Hatch may be 
  opened with a roll of 1-2 d6. Note that it remains stuck open 
  and closing it requires a similar dice roll. A damaged 
  Airlock/Hatch which is opened in the vacuum of space 
  empties the internal ship spaces of air. 
  If an Airlock/Hatch is inoperative it cannot be opened 
  without making repairs. 
  Venting atmosphere from inside the ship through a hatch 
  will cause a deviation from its plotted course granting the 
  Referee an opportunity to check for a space hazard. 
  Artificial Gravity 
  The deck of the cabin is lined with Trillium and can create 
  limited near-terrestrial artificial gravity for the comfort of 
  the crew. This field is sufficient only for the crew spaces and 
  not the cargo space. It has an on-off switch located on the 
  wall of the cabin but the system which creates the Artificial 
  Gravity field is accessible only from outside the ship beneath 
  a service plate on the hull. 
  If damaged movement within the ship is decreased by one 
  point due to the reduced gravity. 
  If inoperative movement is reduced per the following table: 
  
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  Character 
  Encumbrance 
  Normal 
  Move 
  Encounter 
  or Combat 
  Running 
  Movement 
  zero gravity 
  20m/Turn 
  7m/round 
  20m/round 
  Auto-pilot 
  The Auto-pilot can only be used in space after Blast Off. If set 
  properly the Rocket Ship will travel to its destination without 
  intervention from a pilot but it does not make a landing. It is 
  automatically disengaged when the ship reaches its 
  destination or if space hazards are detected and in either 
  case an alarm is sounded. The Auto-pilot requires a Check 
  Roll vs. the Route Number to set it properly. 
  Hyperspace or Ultraspace may not normally be entered 
  without a functioning Auto-pilot. A Magic-user may open a 
  portal to Hyperspace. A Cleric may open a portal to 
  Ultraspace. 
  Cannon 
  The Rocket Ship Cannon is primarily used to inflict damage 
  on enemy vessels. The cannon causes damage (equal to the 
  attacking Rocket Ship’s HD), to another Rocket Ship when it 
  strikes. A cannon may also be used as an area weapon to 
  bombard a planet, moon, or asteroid (causing 4d6 damage). 
  Bombardment affects a 2m3 area.  
  A cannon cannot be used to target and attack individual 
  characters or monsters. 
  Characters on the surface are injured but may halve the 
  damage with a successful Saving Throw vs. Blast. Those 
  below ground level, deeper than 2m are unaffected by 
  bombardment. 
  Cannon Bombardment Attack Numbers 
  Target Type 
  Armour Class 
  Asteroid, surface of 
  11 - 18 
  Satellite 
  13 
  Space Junk 
  11 
  Space Mine, visible only 
  15 - 18 
  Cargo Space 
  The cargo space may hold items per the encumbrance of the 
  Ship. It is not pressurized. If it is damaged cargo may be 
  spoiled or lost. The cargo hold is an interior space of the ship 
  and access to it is granted via an internal personnel hatch, 
  and a larger external cargo hatch. Neither of the Cargo 
  space hatches have an airlock. 
  Climate Control 
  The Heating and Air Conditioning system keeps the cabin at 
  a pleasant temperature despite the cold and heat of space 
  or planet. 
  If the system is damaged characters actions are impacted by 
  unpleasant conditions, too hot or too cold and a -1 Dice Roll 
  modifier is applied to all check rolls. 
  If inoperative characters endure the above and 1d2 injury 
  every sixth Turn. 
  Grapple 
  The 
  Grapple 
  is 
  a 
  mechanical 
  device, 
  a 
  powerful 
  electromagnetic claw at the end of a 32m flexible cable, 
  which can be used to retrieve objects, and clamp to a ship's 
  hull for boarding. The grapple is stored in a closed 
  compartment within the ship and operated by a set of 
  controls in front of a porthole on one side of the ship. A 
  Check Roll is required to successfully use the Grapple vs. a 
  target’s AC. 
  The Grapple can also be used to grip and damage items with 
  its claw. If used for this purpose the Grapple causes damage 
  with each successful attack vs. a target’s AC. 
  A disabled ship successfully caught by the Grapple may be 
  pulled close and boarded. 
  Time to Grapple 
  Item to be Grappled 
  Time to Grapple 
  Asteroid 
  2 Turns 
  Character or Monster 
  1 Round 
  Ship 
  2 Turns 
  Space Mine 
  1 Turn 
  Helm 
  The Helm Console has the only seat in the spartan 
  accommodations of the Rocket Ship. The Helm is used to 
  steer the Rocket Ship and must be manned whenever the 
  Auto-pilot is not engaged. If it is not manned or the autopilot 
  is not engaged the ship will drift off course and the Referee 
  may check for Hazards. 
  A Check Roll must be made whenever: 
  • 
  The Rocket Ship Blasts Off, or 
  • 
  The Rocket Ship is Landed, or 
  • 
  A different Character takes the Helm, or 
  • 
  To avoid Hazards. 
  If the Helm is damaged a -1 Dice Roll Modifier is applied to 
  Check Rolls. If Inoperative the Rocket Ship will drift off 
  course granting the Referee an opportunity to make a check 
  roll for a Space Hazard. There will be a 1-3 d6 chance per 
  Turn of a Space Hazard for each round that the Helm is 
  inoperative. The Hazard will arrive in 2-12 (2d6) Turns. 
  Consequences of Failing the Helm Check Roll: 
  • 
  Failing a Rocket Ship Blast Off or Landing damages a 
  ship system. 
  • 
  Drifting off course requires the Referee to check for 
  Space Hazards. 
  • 
  Space Hazards, if not avoided, will damage the ship and 
  may even injure Characters on board the ship. 
  Hull 
  The Hull of the Rocket Ship is stronger than steel to resist the 
  rigors of space travel. The Rocket Ship can leave the earth 
  and travel through space to other planets due to the 
  inclusion of Trillium in its structure, thus countering what 
  would otherwise be the great burden of its own weight, 
  cargo, and passengers. For all its strengths, the hull can be 
  damaged by Space Hazards. Failing a Helm Check Roll may 
  result in damage to the Hull. 
  
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  If the ship lands in water, it is designed to stay upright and will 
  remain afloat if it is water tight. However, a damaged Hull will 
  begin to fill with water and cause the Rocket Ship to sink. 
  Note: only if a window or hatch are open will the passenger 
  compartment fill with water. A leaking Rocket Ship Hull will 
  fill with water in 2d6 Turns and sink. 
  Hyperdrive 
  Hyperdrive is used to travel between stars. The Route 
  Number is the number of days it takes to travel between 
  stars. If a Hyperdrive is inactive travel between stars may not 
  take place. The Hyperdrive requires no fuel. The Hyperdrive 
  is not accessible from inside the cabin, service plates on the 
  outside of the hull must be removed to access it. 
  Landing Skids 
  The Rocket Ship can be set down on its skids in almost any 
  reasonably flat terrain. If the Landing Skids are damaged a 
  Ship may suffer system damage as a result of the landing if 
  a randomly selected system fails a Saving Throw vs. the 
  Gravity Number. If the Landing Skids are inoperative one 
  system is automatically rendered inoperative as a result of 
  the landing. 
  Lighting 
  If damaged the lighting dims filling the interior of a Rocket 
  Ship with shadow and unlit spaces. 
  If inoperative the only ambient light will come from outside 
  the ship or active system monitor lights. 
  Medical Locker 
  A Medical Locker may heal the injuries of a single Character 
  once per day in 2d6 Turns similar to the spell Cure Light 
  Wounds. 
  The Medical Locker will heal 2-7 points (1d6+1) of damage 
  done to any living creature (character or monster) placed 
  upon its diagnostic bed. The Medical Locker may also be 
  used to cure paralysis, but will not then cure any points of 
  damage. The medical locker may not increase a character or 
  monster’s hit point total to more than the normal amount. 
  If damaged only 2-5 points (1d4+1) of damage may be 
  restored. If inoperative it causes 2-7 points (1d6+1) of 
  damage instead of healing. 
  Navigation 
  Space is three dimensional, but for simplicity space Maps are 
  represented in two dimensions, planets are joined by lines, 
  and are marked with Route Numbers. If the Navigation 
  System is inoperative the space maps are not displayed, and 
  any destinations known to the characters may be manually 
  plotted only with great difficulty at a Route Number of 0. 
  The Navigation System gives a visual flashing and audible 
  alarm when a Hazard is encountered unless it is inoperative. 
  Provision Locker 
  The Provision Locker creates unappetizing rations for up to 
  6 passengers per day. If damaged it produces ½ the usual 
  rations. If inoperative it produces nothing. 
  Tele-Radio 
  The Rocket Ship Tele-Radio is a transmitter and receiver 
  which the crew of the Rocket Ship may use for 
  communication in Normal Space. It can transmit to adjacent 
  map destinations from the ship. It is notoriously difficult to 
  use and requires a Check Roll vs. the Route Number to 
  communicate successfully. 
  Periscope 
  The ship has a periscope with telescopic features and it is 
  used to view the vessels surroundings when the windows 
  are closed for protection. It cannot be used however to view 
  anything under the ship. 
  The periscope is used to pilot the ship, navigate, and aim the 
  cannon when the ship’s windows are closed. If it is damaged, 
  and the window shutters are closed, apply a -1 Dice Roll 
  Modifier to these activities. 
  Rocket Motor 
  The Rocket Ship's single power plant is used both for thrust, 
  manoeuvring, and powering all the various ships systems. 
  The Rocket Motor provides the necessary thrust to escape 
  from the gravity of a planet. It requires no fuel. The Route 
  Number is the number of hours it takes to travel between 
  destinations within a Solar System. The Rocket Motor is not 
  accessible from inside the cabin, service plates on the 
  outside of the hull must be removed to access it. 
  If the Rocket Motor is damaged apply a -1 Dice Roll Modifier 
  to Landings and Take-offs vs. the Asteroid-Moon-Planet 
  Gravity Number 9 through 2. 
  If the Rocket Motor is inoperative a Rocket Ship drifts in 
  space, cannot land, and cannot Blast Off. 
  However, even when the Rocket Motor is inoperative and 
  unable to propel the ship, essential systems still function; it's 
  design is such that even in an inoperative state it keeps the 
  Tele-Radio, Air Supply, and Heating and Air Conditioning 
  running thus offering the Rocket Ship's passengers a chance 
  of survival. 
  Windows 
  At the Rocket Ship's front are windows which are protected 
  by retractable shields closed when entering the atmosphere 
  of a planet. There are smaller portholes which are similarly 
  protected at the sides of the hull. An override window push-
  button shield control is located at the helm which when the 
  helm is functioning opens or closes all window shields in one 
  round. The windows and portholes each have their own 
  push-button controls and manual cranks. If the ship is 
  without power the windows may be closed manually by a 
  hand crank in three rounds. 
  Damage from space junk or meteoroids risks catastrophic 
  failure if the shields are currently open. A System Saving 
  Throw is required to determine if there is a catastrophic 
  failure. A broken window results in a sudden loss of cabin 
  pressure and exposes the crew to vacuum. The shield may 
  be closed to end the venting of the atmosphere. Characters 
  in the same square or an adjacent square must make a 
  Saving Throw vs. Vacuum of Space to avoid being sucked 
  out into space. 
  
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  Venting atmosphere from inside the ship through a window 
  will cause a deviation from its plotted course granting the 
  Referee an opportunity to check for a space hazard. 
  WC - Waste Disposal 
  The Rocket Ship has a Waste Disposal System in an enclosed 
  closet complete with sanitizer. The WC is designed to 
  function even in zero gravity. Waste is destroyed by a ray. If 
  damaged the WC may only be used once per day. 
  SPACE SUITS 
  Outside of the Rocket Ship there is of course no atmosphere 
  in space or upon the surface of a typical asteroid or moon. 
  Space is a vacuum harmful to characters not wearing a 
  space suit. Vacuum, Heat (treat as Fire), and Cold would 
  cause 1d6 Damage per round if Space Suits were not worn. 
  A Space Suit might be best described as “bulky” in 
  appearance. Movement is slowed while wearing a Space-suit. 
  Character 
  Encumbrance 
  Normal 
  Move 
  (Per 
  Turn) 
  Encounter or 
  Combat 
  Movement 
  Running 
  Movement 
  40-80 kg OR any 
  Space Suit and 
  carrying treasure 
  20m 
  7m/round 
  20m/round 
  Space Suit AC 
  Space-suits have Armour Class. A Character may not wear 
  Armour and a Space Suit. 
  Space Suit AC, Cost, & Weight 
  Item 
  AC 
  Cost 
  Weight 
  Space Suit 131 
  13 
  40 gp 
  10 kg 
  Space Suit 152 
  15 
  80 gp 
  20 kg 
  Space Suit 172 
  17 
  120 gp 
  25 kg 
  Note 1: Space Suit 13 is usable by all Characters. 
  Note 2: Space Suits 15 and 17 are not usable by Magic-users 
  and Thieves. 
  Space Suit Life Support 
  While a Space Suit protects its wearer from the cold, heat, 
  and vacuum they do not protect the wearer from radiation. 
  If submerged a Space Suit does not leak but it is not a diving 
  suit. A Space Suit has sufficient air for 12 hours held in four 
  air tanks carried on the wearer’s back, 3 hours per tank. The 
  air tanks can be refilled at a Rocket Ship by connecting the 
  tanks to either internal or external fill nozzles. In an 
  emergency a Space Suit air supply may be shared with one 
  other suit at double the rate of consumption. There is only 
  one such connection per suit. 
  Space Suit Damage 
  When a character wearing a Space Suit is hit and injured by 
  a weapon their suit is also punctured, each Turn thereafter 
  the suit has not been repaired the character suffers an 
  additional loss of 1 hit point until the hole(s) are patched. 
  A suit may also be accidentally punctured or torn. A 
  Character may make a System Saving Throw to completely 
  avoid any Tear or Puncture resulting from Movement, or 
  Hazards. Only blunt weapons such as a club, cause injury 
  without puncturing a space suit. 
  Suit punctures and tears can be sealed with any one of 4 
  patch kits held in the cargo pockets of every space suit. 
  Sealing punctures or tears takes 1 Turn. Each air supply tank 
  will empty in 3 Turns and all tanks are empty in 12 Turns. 
  With no air a Character suffers 1d6 damage each turn; which 
  is halved if they make a successful Saving Throw vs. No Air. 
  Helmet 
  The helmet of a space suit is partially or fully transparent and 
  equipped at the neck with a Tele-Radio for communication 
  and a gauge which shows the full or empty status of each air 
  tank. The Tele-Radio has a short range and requires a Check 
  Roll to use it successfully. 
  Zero Gravity & Space Walks 
  Because zero gravity may cause Space Sickness, and 
  presents additional difficulty to movement, a Rocket Ship 
  has an artificial gravity system, which if it is functioning, 
  provides normal gravity inside the ship. There is no artificial 
  gravity outside the ship. 
  In Zero Gravity Characters and objects float regardless of 
  size or weight. Inside a Rocket Ship a character can use the 
  inner hull as hand and foot holds to move through the ship. 
  A Character may use hand and foot holds to move along the 
  outside hull of a ship but space presents additional risk for 
  outside a ship a character that loses contact with the surface 
  of the hull may dangerously drift away from it and be unable 
  to return on their own. 
  When free floating in zero gravity outside a ship a character 
  might be mere inches away from a ship hull and be unable 
  to reach it or move towards it. Because free floating 
  characters cannot return to the ship on their own for their 
  own safety they must either be tethered to the ship with a 
  line of rope, or themselves wear a Rocket Pack. The rescue 
  of drifting characters might take the form of throwing them 
  a tether, reaching out to them, using a Rocket Pack, or 
  retrieving them with the ship's grapple. 
  Note: Desperate characters may attempt to vent the air in 
  their suit and use it to propel themselves towards the ship. 
  Assign this a Test Number from 9 to 2 depending on the 
  circumstance. 
  Magnetic Space Boots 
  Space boots have magnetic soles and cling to decks and 
  bulkheads in Zero Gravity. However, if a character is 
  successfully struck in combat in Zero Gravity by any weapon 
  other than a Ray Gun they must make a Saving Throw vs. 
  Zero-G to stay attached or they become detached and float. 
  Space Sickness 
  Whenever Characters experience a sudden shift to Zero 
  Gravity they may initially be affected by Space Sickness. They 
  must make a Saving Throw vs. Zero-G or be unable to take 
  any action for 1 round. 
  Wearing Giant Robots 
  If the Referee permits it Characters may “wear” an oversized 
  Giant Robot but it is not a Space Suit. This kind of Robot 
  
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  causes 1-8 damage with its claws. The Robots AC takes 
  precedence over that of the Character even if the Character’s 
  AC is better. A Robot always strikes last in any round. 
  ENCOUNTERS IN SPACE 
  Besides those Hazards, Ships, and Monsters which are 
  assigned to asteroids, moons, planets, and space routes, 
  characters may encounter hazards, ships, or wandering 
  monsters. 
  Space Type 
  Dice 
  to be 
  used 
  Base Frequency 
  of Check 
  Notes 
  Normal 
  Space 
  1d6 
  Every 2 Days 
  1 indicates an 
  Encounter, a 
  Hazard, or ship-
  scale Wandering 
  Monster. 
  Hyperspace 
  1d8 
  Once per Day of 
  Travel 
  1 indicates an 
  Encounter, a 
  Hazard, or ship-
  scale Wandering 
  Monster. 
  Ultraspace 
  1d10 
  Once per Hour of 
  Travel, 
  subjectively 
  experienced as a 
  Day of Travel 
  1 indicates an 
  Encounter, a 
  Hazard, or an 
  Ultraspace 
  Wandering 
  Monster. 
  How to Determine Space Encounters 
  In Normal Space, every 2 Days, the Referee should make a 
  check roll to determine if there is a space encounter. To do 
  so, roll 1d6, a result of 1 indicates that the ship encounters a 
  Hazard, Ship, or Ship-Scale Wandering Monster. 
  Note: Normal Space may have areas where the Referee 
  checks for Wandering Monsters every Day, or where a 
  monster will appear when a map destination is reached, and 
  a ship exits Hyperspace or Ultraspace and enters N-Space. 
  Conversely there may be areas where encounters are far 
  less frequent, 3 or more Days apart. 
  Encounters in Hyperspace and Ultraspace are handled 
  similarly but are less frequent as expressed by the change of 
  the encounter chance dice type, d8 for Hyperspace and d10 
  for Ultraspace. 
  Hazard, Ship, or Ship Scale Wandering Monster? 
  Hazards, Ships, and Ship Scale Wandering Monsters may be 
  selected by the Referee or determined at random using the 
  following method. When a Space Encounter is determined 
  the Referee may choose one of the columns in the table 
  below to weight the encounter and then roll 1d4 to 
  determine the type of encounter:  
   
   
   
  1d4 
  Hazard1 
  Ship 
  Wandering 
  Monster 
  1 
  Hazard 
  Hazard 
  Hazard 
  2 
  Hazard 
  Ship 
  Ship 
  3 
  Ship 
  Ship 
  Wandering 
  Monster 
  4 
  Ship Scale 
  Wandering 
  Monster 
  Ship Scale 
  Wandering 
  Monster 
  Ship Scale 
  Wandering 
  Monster 
  Note 1: For Hazards refer to the topic Hazards in Space (p14) 
  and use the table Space Hazards to determine the type. 
  The Referee may want to create special tables for specific 
  areas of space. These might include local hazards, Ship Scale 
  Monsters which live in the area, and any ship traffic which 
  can be found there. An example would be a map destination 
  where a space station protected by a space mine field. A 
  table for this area of space could have encounters with space 
  faring goblins, their patrol ships and perhaps a chance of 
  running into some weird Ship Scale Space Monster. 
  Note: Wandering Monsters may appear more often if the 
  party is far from secretive, but should not be frequent if the 
  party quietly spends a long time in one out-of-the-way place. 
  Encounter Tables 
  Space Hazards 
  1d12 
  Dice 
  Roll 
  Space Hazard 
  Notes 
  1 
  Asteroid 
  May contain dungeon 
  2 
  Derelict Rocket 
  Ship 
  Refer to the Rocket Ship 
  Encounters Table to 
  determine type 
  3 
  Meteoroids 
  Causes damage if not avoided 
  4 
  Micro Black Hole Causes damage if not avoided 
  5 
  Radiation Storm 
  Causes injury to characters, 
  damages systems 
  6 
  Rocket Ship 
  Refer to the Rocket Ship 
  Encounters Table to 
  determine type 
  7 
  Rogue Moon 
  May contain dungeon 
  8 
  Rogue Planet 
  May contain dungeon 
  9 
  Satellite 
  Causes damage if not 
  avoided, may contain data 
  10 
  Space Junk 
  Causes damage if not avoided 
  11 
  Space Mine 
  Causes damage if not avoided 
  12 
  Ship Scale Space 
  Monster 
   
  
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  Rocket Ship Subtypes 
  The following table may be used to broaden the type of 
  Rocket Ship encountered. Ships may contain Characters 
  and/or Monsters. Derelict ships of any type may contain 
  wandering monsters. 
  1d12 Dice 
  Roll 
  Types of Rocket 
  Ships 
  Notes 
  1 
  Generation Ship 
  WM:1, 2, or 3 
  2 
  Merchant Ship 
  Merchants 
  3 
  Monster Ship 
  WM:1, 2, or 3 
  4 
  War Ship 
  Space Patrol, WM:1, 2, 
  or 3 
  5 
  Patrol Ship 
  Space Patrol, WM:1, 2, 
  or 3 
  6 
  Pirate Ship 
  Pirates, WM:1, 2, or 3 
  7 
  Plague Ship 
  WM:1, 2, or 3 
  8 
  Sleep Ship 
  WM:1, 2, or 3 
  9 
  Smuggler Ship 
  Smuggler, WM:1, 2, or 
  3 
  10 
  Space Mine 
   
  11 
  Unmanned Cargo 
  Ship 
  WM:1, 2, or 3 
  12 
  Escape Pod 
  WM:1, 2, or 3 
  WM:1, 2, 3 refer to Wandering Monster Level 1, 2, 3 tables in 
  known rules. 
  Space Fantasy Wandering Monsters 
  The following table may be used in addition to and according 
  to known rules to allocate Wandering Monsters. 
  1d12 
  Dice 
  Roll 
  Wandering 
  Monster 
  Level 1 
  Wandering 
  Monster 
  Level 2 
  Wandering 
  Monster 
  Level 3 
  1 
  Cadaverites 
  Cadaverites 
  Blobs 
  2 
  Energy 
  Leeches 
  Caliban 
  Caliban 
  3 
  Gummy Men 
  Creepy Crawlies Creepy Crawlies 
  4 
  Little Green 
  Men 
  Independents 
  Giant Brains 
  5 
  Selenites 
  Robots 
  Independents 
  6 
  Smugglers 
  Shape Shifters 
  Robots 
  7 
  Space Patrol 
  Solarians 
  Shape Shifters 
  8 
  Space Pirates 
  Space Bugs 
  Solarians 
  9 
  Space Soldiers 
  Space Patrol 
  Space Slime 
  10 
  WM: 1 
  Space Pirates 
  WM: 3 
  11 
   
  Y'lech 
   
  12 
   
  WM: 2 
   
  WM:1, 2, 3 refer to Wandering Monster Level 1, 2, 3 tables in 
  known rules. 
  Ultraspace Fantasy Wandering Monsters 
  Ultraspace Wandering Monsters appear inside a ship 
  travelling in Ultraspace. Refer to Constructs, U-Space. 
  SPACE FANTASY MONSTERS 
  The following statistics are used within the scope of these 
  rules: 
  Blobs 
  Armour Class: 12 
  No. Appearing: 1 (0) 
  Hit Dice: 4 
  Save As: Fighter: 2 
  Move: 20m (7m) 
  Morale: 12 
  Attacks: 1 
  Treasure Type: 24, 26 
  Damage: 2-8 + special 
  Alignment: Neutral 
  Blobs are a primitive life form, they live to eat and make 
  more Blobs. These medium-size space monsters are able to 
  propel themselves through N-Space and stick to Ships, but 
  they cannot enter Hyperspace or Ultraspace. If a Blob can 
  find a point of entry it can then board the ship and attack the 
  crew. The Blob can move through the interior spaces of a 
  ship, sweeping the bulkheads and decks clean of all living 
  and dead material. In the process, they may pick up items 
  they can’t dissolve. Blobs attack any living creature they 
  encounter, inflicting 2d4 points of damage. Each successful 
  hit will paralyze the victim unless a Saving Throw vs. 
  Paralysis is made. Any attacks on a paralyzed victim will 
  automatically hit (only a damage roll is needed). This 
  paralysis is the normal type (lasting 2-8 turns unless 
  removed by a Cure Light Wounds spell). A Blob may be 
  harmed by fire, weapons, cold and lightning (electricity). 
  Cadaverites 
  Armour Class: 12 
  No. Appearing: 2-8 (4-24) 
  Hit Dice: 2 
  Save As: Fighter: 1 
  Move: 17m (12m) 
  Morale: 12 
  Attacks: 1 weapon 
  Treasure Type: 25 
  Damage: 1-8 or weapon 
  Alignment: Chaotic 
  Cadaverites 
  are 
  radioactive 
  undead 
  resuscitated 
  in 
  mysterious circumstances. They are immune to the effects 
  of space and vacuum since they are already dead. They are 
  greatly feared because they retain their intelligence and 
  emit radiation in a 1m radius. Radiation is harmful to 
  characters and damages ship systems falling within the 
  radius. As all undead, they may be “Turned” by a cleric just 
  as if they were Zombies but are not affected by sleep or 
  charm spells or any form of mind reading. Cadaverites will 
  always attack on sight, but can be destroyed by normal 
  weapons. They are slow fighters, and always strike last (no 
  initiative roll needed). 
  Caliban 
  Armour Class: 12 through 16 
  No. Appearing: 2-8 (4-24) 
  Hit Dice: 2 
  Save As: Fighter: 1 
  Move: 17m (12m) 
  Morale: 12 
  Attacks: 1 weapon 
  Treasure Type: 26 
  Damage: 1-8 or weapon 
  Alignment: Chaotic 
  The Caliban are chimeric humanoids varying in ichthyosis and 
  appearance. They prefer humid watery worlds which are best 
  suited to their physiology and avoid ice covered or desert 
  planets. Their irregularly scaly hides offer variable armour class 
  protection. Their hands and feet, when they have them, are 
  
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  webbed and they often have claws, tails, tentacles, or other 
  chimeric animal characteristics. Their singularly recognizable 
  facial characteristics are large bulbous eyes, a slit of a mouth 
  that conceals pointed teeth, holes for ears, gills, and catfish like 
  whiskers. The Caliban have 5 distinct sexes necessary for 
  reproduction. They reproduce in clutches of eggs which must 
  be protected. The hatchlings are aquatic tadpole like creatures 
  but mature into amphibious adults. 
  Beyond the mere fact of the variation of their chaotic 
  appearance their minds do not work in ways that other 
  humanoids 
  find 
  easy 
  to 
  understand 
  and 
  mutual 
  misunderstanding is often a source of conflict. The Caliban are 
  possessed of a mysterious croaking language which other 
  humanoids find difficult to enunciate. Nor are the Caliban 
  themselves proficient linguists, requiring either sign language, 
  writing, or magic to communicate with others. The Caliban are 
  typically short tempered to start with and easily frustrated by 
  the lengths required to successfully communicate with others. 
  The Caliban are skilled space travellers. Until late in the war they 
  alone possessed the secret of Ultraspace travel which proved 
  nearly decisive in the war with the Terrans. One reason the war 
  with the Terrans ended in a truce was that the Terrans were 
  able to occupy strategically important desert planets within 
  Caliban space which were inhospitable to the Caliban and from 
  which they launched decisive attacks. The Caliban found it 
  difficult or impossible to retake these worlds from the Terrans. 
  Under the terms of the subsequent peace treaty the desert 
  planets occupied by the Terrans in Caliban Space have now 
  been abandoned. Officially, contact with the Caliban is 
  supposed to be limited to a few planets of commerce to provide 
  support services necessary to avert misunderstandings but 
  trade and other contact routinely and unofficially takes place 
  within the regions of Disputed Space. 
  Constructs, U-Space 
  Armour Class: 12 
  No. Appearing: 2-8 (4-24) 
  Hit Dice: 2 
  Save As: Fighter: 1 
  Move: 17m (12m) 
  Morale: N/A 
  Attacks: 1 
  Treasure Type: Nil 
  Damage: 2-8 
  Alignment: Chaotic 
  U-Space Constructs appear within a ship travelling in 
  Ultraspace. They are hideous creatures of madness, physical 
  chimeras. Such Monsters are the temporary constructs of 
  strange entities disturbed by the passage of a Rocket Ship 
  through Ultraspace. The constructs are entirely without fear 
  and are possessed of a berserk blood lust; they destroy, smash, 
  and slay. They smash any ship systems they can reach. The 
  systems they attack must make a Saving Throw or become 
  inoperative. When a ship returns to N-Space these terrible 
  creatures cannot exist in N-Space and they disappear. 
  Creepy Crawlies 
  Armor Class: 
  No. Appearing: 2-8 (4-24) 
  Hit Dice: 2+2 
  Save As: Fighter: 1 
  Move: 17m (12m) 
  Morale: 
  Attacks: 1 
  Treasure Type: Nil 
  Damage: 1-4 
  Alignment: Chaotic 
  Creepy Crawlies are gray coloured nasty little flesh-eating 
  caterpillars which swarm and bite. They are immune to 
  vacuum. When gathered in numbers of 4 or more they sing, 
  which causes paralysis unless a Saving Throw vs. Paralysis 
  is made. This paralysis is the normal type (lasting 2-8 turns 
  unless removed by a Cure Light Wounds spell). Of course, 
  they cannot sing in a vacuum. Creepy Crawlies pupate for a 
  time after feeding, within a rock-hard shell, before becoming 
  a Giant Space Moth. 
  Energy Leeches 
  Armour Class: 13 
  No. Appearing: 1-10 (3-36) 
  Hit Dice: 1 
  Save As: Fighter: 2 
  Move: 10m (3m) 
  Morale: 9 
  Attacks: 1 
  Treasure Type: 25 
  Damage: 1-3 
  Alignment: Neutral 
  Energy Leeches attach themselves to Gadgets and Rocket 
  Ships and feed on the energy which powers them. When an 
  Energy Leech attacks it attaches itself tightly to the item 
  carrying power. A successful hit means that it has attached 
  itself. Once attached, it will automatically render 1 system 
  inoperative and remain attached for 2d6 Turns while it feeds. 
  The systems affected remain inoperative while the leeches 
  are attached. Energy Leeches can attack and bite. 
  Giant Brains 
  Armour Class: 11 
  No. Appearing: 1,  
  +1-10 (3-36) Synthetic Minions 
  Hit Dice: 4 
  Save As: Magic-user: 3 
  Move: N/A 
  Morale: 9 
  Attacks: None 
  Treasure Type: 22 
  Damage: 1-6 
  Alignment: Chaotic 
  Giant Brains are the great thinkers of their civilization and 
  are served by rather mindless Synthetic Minions produced 
  in vats. The Synthetic Minions are not think encouraged to 
  think for themselves for after all the Giant Brain knows best. 
  In fact, the Giant Brains frown on others doing any thinking 
  on their own. The Giant Brain prefers schemes and 
  manipulations and has others do its fighting for it. Giant 
  brains will often have magical and paranormal psychic 
  powers which the Referee may define as they wish. 
  Synthetic Minions are not otherwise unlike normal humans 
  (refer to known rules). 
  Gummy Men 
  Armour Class: 12 
  No. Appearing: 1-10 (3-36) 
  Hit Dice: 1 
  Save As: Fighter: 1 
  Move: 20m (7m) 
  Morale: 12 
  Attacks: 1, or Weapon 
  Treasure Type: 26 
  Damage: 1-6 + Special 
  Alignment: Chaotic 
  Gummy Men are transparent blob like creatures with a man-
  like form. They are like slimes and oozes in many respects 
  but are intelligent. Gummy Men consume bio-matter in the 
  same manner as a gelatinous cube and possess a similar 
  paralysing touch. Each successful attack paralyzes a victim 
  unless a Saving Throw vs. Paralysis is made; grant a +1 dice 
  roll modifier to the saving throw. Attacks on a paralyzed 
  victim automatically hit and only a damage roll is needed. 
  Gummy Man paralysis lasts 2-8 turns unless it is removed 
  with a Cure Light Wounds spell. 
  Gummy Men may squeeze through impossibly small spaces 
  such as cracks as they have no skeleton or chitin to impede 
  their movement. Their movement is significantly slowed 
  (30cm) however when performing this activity. Anything 
  
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  OLD SCHOOL RPG BX-Space Supplement 
  they carry within them is left behind when they perform this 
  feat if it cannot pass through the gap. When they attack it is 
  with club-like blows, or they envelop their foe and cause acid 
  damage. Their acid has no effect on metal or stone. Edged 
  weapons and fire cause full damage. Electricity and Cold 
  have no effect upon them. 
  Independents 
  Armour Class: 11 through 18 No. Appearing: 2-8 (4-24) 
  Hit Dice: 2 
  Save As: Fighter: 1 
  Move: 17m (12m) 
  Morale: 12 
  Attacks: 1 weapon 
  Treasure Type: 25 
  Damage: 1-8 or weapon 
  Alignment: Law, Neutral, Chaotic 
  The Independents do not fall within the Terran sphere of 
  influence. Some were abandoned by the Terran withdrawal 
  from the Disputed Space Territory, others are political exiles, 
  the latter can’t abide the yoke of the Emperor’s rule. 
  The Independents are not trusted by the Terrans since they 
  have no allegiance to the Terran state. They also have few 
  protections accorded to Terran citizens under Terran law. 
  The Independents live out their lives in Disputed Space 
  knowing the Terrans may well choose not to aid them should 
  the Caliban or others attack. 
  The Independents have a Code but it is more a guideline 
  than a fixed set of rules. 
  Little Green Men 
  Armour Class: 14 
  No. Appearing: 2-8 (6-60) 
  Hit Dice: 1+1 
  Save As: Normal Man 
  Move: 20m (7m) 
  Morale: 7 
  Attacks: 1 weapon 
  Treasure Type: 26 
  Damage: 1-6 or by weapon 
  Alignment: Chaotic 
  These halfling sized man-like creatures have small bodies and 
  large oversized veined heads with bulbous eyes. They are well 
  suited to darkness and have infravision, with light causing them to 
  act at a disadvantage, -1 dice roll modifier. 
  These aliens wear a one-piece green suit with a bubble-like helmet 
  which provides the gasses they need to breathe because they 
  cannot breathe air alone, they suffocate in 2d4 rounds. The Little 
  Green Men visit other worlds to gather resources and often take 
  what they need without asking.  Little Green Men often use 
  disintegrating Ray Guns. 
  They may inject venom with a touch which typically causes 
  Paralysis but there is a 10% chance for Humans and Halflings it will 
  cause Death instead with a +2 Saving Throw Modifier applied; this 
  is reduced to 5% for Elves. The paralysis caused by the venom is 
  the normal type (lasting 2-8 turns unless removed by a Cure Light 
  Wounds spell).  
  Robots, NPC 
  Armour Class: 15 
  No. Appearing: 2-8 (4-24) 
  Hit Dice: 2 
  Save As: Dwarf: 1 
  Move: 90m (10m) 
  Morale: Not Applicable 
  Attacks: 1 claw 
  Treasure Type: Nil 
  Damage: 1-6 or weapon 
  Alignment: Any 
  Robots are often used as henchmen by villains. Robots do 
  have an alignment which is consistent with their purpose. 
  While useful, and they only do as they are told, they stupidly 
  follow their limited programming. Robots behave much as 
  Zombies do, accepting simple commands from their 
  masters and performing them. 
  Robots are not affected by sleep or charm spells or any form 
  of mind reading. They are often placed to guard treasures, 
  since they are tireless guards. A Robot has a 45% chance of 
  detecting a danger within 17m, which is decreased by 5% if 
  damaged. Robots will always attack on sight if that is their 
  purpose, but they can be destroyed by normal weapons. 
  They are slow fighters, and always strike last (no initiative roll 
  needed). 
  NPC Robot Systems 
  Non-Player Robots have systems not unlike a Rocket Ship. 
  When a Robot is damaged a system may also be damaged 
  or made inoperative, roll 1d8 to determine which system is 
  damaged, make a Saving Throw for the System, failure 
  means that it is inoperative. 
  1d8 
  System 
  Damaged 
  Inoperative 
  1 
  Claws 
  -1 Dice Roll 
  Modifier 
  Cannot manipulate 
  objects 
  2 
  Danger 
  Sensor 
  -1 Dice Roll 
  Modifier 
  Cannot detect 
  danger 
  3 
  Data Link 
  -1 Dice Roll 
  Modifier 
  Data cannot be 
  transferred. 
  4 
  Language 
  (1) 
  The Robot is 
  confused by 
  commands and 
  performs an 
  action other than 
  the one intended 
  but within the 
  scope of its 
  purpose. 
  Communication is 
  not possible. It 
  cannot speak or 
  understand what is 
  said or accept verbal 
  commands. 
  5 
  Motivator 
  The Robot is 
  confused. -1 Dice 
  Roll Modifier 
  An NPC Robot cannot 
  take any action. 
  6 
  Motor 
  Move Max.  20m 
  (7m) 
  The Robot cannot 
  move. 
  7 
  Radio 
  -1 Dice Roll 
  Modifier 
  Cannot communicate 
  via Radio 
  8 
  Repair 
  Gadgets/ 
  Systems 
  -1 Dice Roll 
  Modifier 
  Unable to Repair a 
  specific Gadget or 
  Rocket Ship System. 
  Note 1: Optional for a Player Character 
  Selenites 
  Armour Class: 13 
  No. Appearing: 3-12 (3-30) 
  Hit Dice: 1 
  Save As: Fighter: 1 
  Move: 20m (7m) 
  Morale: 12 
  Attacks: 1 
  Treasure Type: 25 
  Damage: 1-6 or weapon, Blast 2d4 Alignment: Chaotic 
  Selenites are skeleton-like creatures which favour asteroids 
  and moons as their habitation and they are immune to the 
  effects of radiation and the vacuum of space. They are 
  feared because numbers of Selenites, 20% of any group, on 
  first sighting an enemy, will rush their foes 25% of the time 
  
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  and explode themselves with a Blast, showering opponents 
  with deadly shards in a 3m radius; causing 2d4 damage to 
  those who fail their Saving Throw vs. Blast. 
  Shape Shifters 
  Armour Class: 13 
  No. Appearing: 1-8 (1-12) 
  Hit Dice: 2 +2 
  Save As: Fighter: 2 
  Move:  60m (20m), or by Humanoid 
  Type 
  Morale: 12 
  Attacks: 1 
  Treasure Type: 24, 26 
  Damage: 1-6 or weapon, Gas 2d4 
  Alignment: Any 
  Shape Shifters live in floating cities which are suspended in 
  the clouds of Gas Giants. They do not mind the atmosphere, 
  gravity, or pressure of these worlds. They are the only 
  creatures capable of descending to the surface of a Gas 
  Giant and returning unscathed. They may take the form of 
  humanoids at will if they so wish although their true form is 
  that of a 1m3 poisonous gas cloud; those within the cloud 
  must make a Saving Throw vs. Poison to avoid injury. In the 
  form of a gas they are immune to fire and lightning 
  (electricity). 
  Ship Scale Space Monsters 
  Armour Class: 15 
  No. Appearing: 1 
  Hit Dice: 2-5 
  Save As: Fighter: 5 
  Move:  N/A 
  Morale: 12 
  Attacks: 1-3 
  Treasure Type: 22 or 23 
  Damage: 1-6 
  Alignment: Any 
  These monsters are the size of ships, they feed on space junk, 
  meteoroids, etc., so a Rocket Ship may just be considered as 
  potential food, a rival, or a predator. They have the same 
  specs as ships. They do not really have cannon but cause 
  damage with the same result. The exact nature of a Ship 
  Scale Monster is up to the Referee to define. 
  Ship Scale Space Monsters Specifications 
  Ship Class AC EN 
  Enc1 
  Enc.  
  Cargo 
  Space1 
  Number 
  of Hit 
  Dice 
  Cannon 
  Ship Scale 
  Space 
  Monster 
  15 
  5 Variable 240 kg 
  2-5 
  1-3 
  Note 1: Enc reflects “crew” but this may extend to mean a 
  monster with a symbiotic relationship such as an Energy 
  Leech, or parasites. These may also attack a Rocket Ship. 
  Solarians 
  Armour Class: 15 
  No. Appearing: 1-6 (1-8) 
  Hit Dice: 3 
  Save As: Fighter: 3 
  Move: 90m (10m) 
  Morale: 12 
  Attacks: 1 
  Treasure Type: 24, 26 
  Damage: Energy drain 
  Alignment: Chaotic 
  The Solarians are nearly always solitary ethereal beings who 
  prefer to live on planets close to stars. They are renowned 
  for their philosophy, knowledge, and augury. Some 
  disparage them and call them Demons, but never to their 
  face, for they always exact a telling price for their 
  consultations and it is best to make a careful bargain with a 
  Solarian. When they attack Solarians are greatly feared, as 
  they drain life energy when striking a victim. Each hit drains 
  one level of experience or hit dice (refer to known rules). 
  Smugglers 
  Smugglers may well be just traders with questionable ethics 
  (refer to known rules). 
  Space Bugs 
  Armour Class: 17 
  No. Appearing: 1-8 (2-12) 
  Hit Dice: 2 
  Save As: Fighter: 1 
  Move: 17m (12m)   
  Morale: 8 
  Attacks: 1 
  Treasure Type: 25 
  Damage: 2-8 
  Alignment: Neutral 
  Space Bugs are 3m long beetles with iron hard metal bodies. 
  They commonly live in asteroid fields and they are immune 
  to the effects of vacuum and radiation. They usually feed on 
  the metals found in asteroids but Rocket Ships, being pure 
  metal, are hard to resist. Space Bugs easily detect metal in 
  any form. Swarms of the creatures may fly through space 
  and descend upon ships, tearing them to pieces with their 
  pincers, not from malice, but from hunger. Space Bugs are 
  territorial and will valiantly defend their home asteroid and 
  nest of eggs from intruders. 
  Space Patrol 
  Terrans founded the Space Patrol and allowed beings from 
  other Terran planets to join it. Members of the Space Patrol 
  must follow an ethical code; they protect Terran citizens and 
  Terran interests, and they report to the Terran Bureaucracy 
  and Emperor. They are mainly normal humans (refer to 
  known rules), but may also be Elves, Dwarves, and Halflings. 
  Space Pirates  
  Space Pirates are villainous rogues who rob 
  for profit, they are like bandits (refer to 
  known rules). Pirates usually attack if there is 
  something to be gained. 
  Space Crab Spiders 
  Armour Class: 13 
  No. Appearing: 1-4 (1-4) 
  Hit Dice: 2 
  Save As: Fighter: 1 
  Move: 17m (12m)   
  Morale: 7 
  Attacks: 1 
  Treasure Type: Nil 
  Damage: 2-8 + Poison 
  Alignment: Neutral 
  Space Crab Spiders are metallic 3m long giant spiders. They 
  are immune to the vacuum of space and can fly in zero 
  gravity as well as crawl; clinging to the hulls, decks, and 
  bulkheads of Rocket Ships as well as walls and ceilings. They 
  can cling to the hull of a Rocket Ship and survive Blast Off 
  and Landing. 
  Not unlike a chameleon, Space Crab Spiders can change 
  their colour to blend into their surroundings and they 
  surprise on a roll of 1-4 (d6). Space Crab Spiders can leap up 
  to 20m to pounce on their prey. A victim bitten by a crab 
  spider must save vs. Poison or become paralysed in 6 
  Rounds. However, the victim may add 2 to the Saving Throw 
  roll. 
  A Space Crab Spider will lay 1d8 eggs in a paralysed victim 
  which will hatch into parasitical worms 1d8 days later each 
  causing 1d6 Damage when they emerge as diminutive Space 
  Crab Spiders. These diminutive creatures bite for 1 Hit Point 
  
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  OLD SCHOOL RPG BX-Space Supplement 
  but their poison is no less effective than that of an adult. 
  They will eventually mature into full size creatures in 8 
  months time. Only adults may lay eggs. 
  Space Soldiers 
  Space Soldiers are fanatical followers of The Leader (a 
  character not unlike a noble in known rules), an enigmatic 
  and cruel being who is intent on conquering others. Space 
  Soldiers are not human at all but “Synthetics”. The synthetic 
  soldiers are the creation of The Leader who has turned all 
  the science and industry at his disposal to the single-minded 
  goal of conquering the galaxy. Convinced of his own mental 
  and physical superiority the Leader is arrogant and 
  disdainful of other beings as are his synthetic Space Soldiers. 
  Space Soldiers are otherwise like normal humans (refer to 
  known rules). 
  Terrans 
  Armour Class: 11 through 18 No. Appearing: 2-8 (4-24) 
  Hit Dice: Variable 
  Save As: Fighter: 1 
  Move: 17m (12m) 
  Morale: 12 
  Attacks: 1 weapon 
  Treasure Type: 26 
  Damage: 1-8 or weapon 
  Alignment: Law, Neutral, Chaotic 
  Terrans are members of a multi-planet state, a medieval 
  futurism, which is ruled over by an Emperor, and it is mainly 
  composed of Humans, Elves, Dwarves, Halflings, and other 
  intelligent creatures. All citizens of the Terran state are all 
  referred to as Terrans. Noble Titles and Offices in the 
  bureaucracy of the Terran Empire may be acquired by 
  various means only by citizens. The Space Patrol is a Terran 
  Empire creation. 
  Non-citizens of the Terran Empire are referred to as 
  “Independents” and they are not trusted since they have no 
  allegiance to the Terran state. They also have very limited 
  protection as accorded to Terran citizens under Terran law. 
  PCs may be citizens of the Terran Empire or Independents (p23). 
  The long violent space war between the Terran Empire and 
  the Caliban has finally ended, but it is an uneasy truce. 
  Neither side truly trusts the other. 
  The Ancients 
  The Ancients were a previous intergalactic civilization with 
  origins beyond the Known Galaxy. The wrecks of their space-
  ships may be found crashed on planets or drifting in space. 
  They came to the worlds of the known galaxy and built 
  outposts, cities and spaceports. All now lay decaying and 
  abandoned, mysteries waiting to be explored. 
  The Ancients vanished without explanation.  What calamity 
  befell them? Disease, disaster, or war, the reason for the 
  abandonment of their ruins is unknown. All that can be said 
  is that the ruins left as monuments to their civilization are 
  terribly old. 
  The Ancients left no writing, no images of themselves, and 
  one may only guess at their appearance. They did however 
  leave examples of their genius behind in the form of 
  personal force fields and other invaluable artefacts which 
  may be recovered by investigating the ruins. 
  Web Terrors 
  Armour Class: 15 
  No. Appearing: 1-6 (1-8) 
  Hit Dice: 3 
  Save As: Fighter: 3 
  Move: 90m (10m) 
  Morale: 12 
  Attacks: 1 
  Treasure Type: 23 
  Damage: Energy drain 
  Alignment: Chaotic 
  Web Terrors are ship scale monsters with an Escape Number 
  of 5. Web Terrors spin a giant Web Sail to travel through 
  space. These creatures lie in wait at the centre of their web, 
  as dark as a black hole, and consuming all that are caught in 
  the web. A ship which fails to escape is caught and 
  automatically suffers damage equivalent to the attack of a 
  cannon each round of combat it fails to escape. Per cannon 
  attacks, ship systems may fail. When a Rocket Ship is 
  reduced to 0 Hit Points it is grappled by the Web Terror and 
  drawn to the centre of the web where the creature then 
  boards the ship and devours its crew. 
  Web Terrors are greatly feared, as they drain life energy 
  when striking a victim. Each hit drains one level of 
  experience or hit dice (refer to known rules).  
  Y'lech 
  Armour Class: 11 
  No. Appearing: 1-8 (1-4) 
  Hit Dice: 2 
  Save As: Fighter: 2 
  Move: 17m (12m) 
  Morale: Not applicable 
  Attacks: 1, Spores 
  Treasure Type: 25 
  Damage: 1-6 + special 
  Alignment: Neutral 
  Y'lech are ambulatory intelligent fungi whose thoughts are 
  calculating and alien. They spread from planet to planet by 
  launching their spores into space. Y’lech can only be killed by 
  fire or disintegration; a torch will only do 1-4 points of 
  damage to it each round. The touch of a Y’lech will eat 
  through wood and leather but does not harm metal or stone. 
  When Y’lech are themselves touched (by a torch, for, 
  example) the touch may cause spores to spray out in a 3m3 
  cloud. There is a 45% chance per hit that the Y’lech will spray 
  this cloud. Anyone caught within the cloud must save vs. 
  Death Ray or choke to death within 6 rounds. 1d4 Y’lech will 
  grow from the corpse in 2d6 Days if it is not destroyed by fire 
  or disintegration.  
    
   
  
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  BX-Space TREASURE TYPES 
  There are 26 numbered treasure types. The following table illustrates Space Treasure Types 22 through 26. 
  Type 100’s of Copper 100’s of Silver 
  100’s of Electrum 
  100’s of Gold 
  100’s of 
  Platinum 
  Gems & 
  Jewellery 
  Space Treasure 
  Items 
  22 
  25% 1-4 
  20% 1-4 
  15% 1-4 
  10% 1-4 
  5% 1-6 
  25% 1-6 
  25% 2 
  23 
  25% 1-6 
  20% 1-4 
  15% 1-4 
  10% 1-4 
  5% 1-6 
  25% 1-6 
  20% 3 
  24 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  25% 2 
  25 
  2-8 coins per 
  individual 
  2-8 coins per 
  individual 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  26 
  2-8 coins per 
  individual 
  2-8 coins per 
  individual 
  10% 1-4 coins per 
  individual 
  15% 1-4 coins per 
  individual 
  Nil 
  Nil 
  Nil 
   
  The following table may be used to convert treasure type numbers to letters. 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  A 
  B 
  C 
  D 
  E 
  F 
  G 
  H 
  I 
  J 
  K 
  L 
  M 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  22 
  23 
  24 
  25 
  26 
  N 
  O 
  P 
  Q 
  R 
  S 
  T 
  U 
  V 
  W 
  X 
  Y 
  Z 
   
   
   
  SPACE TREASURE ITEMS 
  In the Category Space Treasure Items roll d12 on the 
  following table to determine what they are: 
  Space Treasure Subtable 
  1d12 
  Space Treasure Subtables 
  1-2 
  Roll on a Known Rules d100 Magic Subtable 
  3-4 
  Weapon 
  5-6 
  Armour 
  7-9 
  Gadget 
  10-11 
  Data 
  12 
  Ancient Gadget 
  Weapon Subtable 
  1d8 
  Weapon 
  1 
  Firearm +1 
  2 
  Firearm +1, +2 vs. Monster Type 
  3 
  Grenade, Damage +1 vs. Monster Type 
  4 
  Grenade, Paralysing +1 vs. Monster Type 
  5 
  Magazine, Firearm 
  6 
  Ray Gun +1, Paralysis 
  7 
  Ray Gun +1, Disintegrating 
  8 
  Ray Gun +1, Either type 
   
   
  Armour Subtable 
  1d4 
  Armour 
  1 
  AC Force Field 
  2 
  Space Suit 17 
  3 
  Space Suit 15 
  4 
  Space Suit 13 
  Gadget Subtable 
  1d12 
  Gadget 
  1 
  Beamtorch 
  2 
  Firearm 
  3 
  Goggles, Infravision 
  4 
  Jump Harness 
  5 
  Lung, Artificial 
  6 
  Packet, Extinguisher 
  7 
  Packet, Firestart 
  8 
  Perimeter Ward (1) 
  9 
  Rocket Pack 
  10 
  Rocket Pack Fuel 
  11 
  Tele-Radio, Personal 
  12 
  Timepiece 
   
   
  
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  Data Subtable 
  1d8 
  Data (Units of Information) 
  1 
  Space Spell: Lvl 1 magic-user spell [any]1 
  2 
  Space Spell: Lvl 2 magic-user spells [any]1 
  3 
  Space Spell: Lvl 3 magic-user spells [any]1 
  4 
  Security Code 
  5 
  Space Map with Route Numbers 
  6 
  Secret or Unknown Information 
  7 
  Bounty 
  8 
  Treasure 
  Note 1: There is a 25% chance the data is a clerical spell 
  Ancient Gadget Subtable 
  1d8 
  Ancient Gadget 
  1 
  Atomic Glue 
  2 
  Booster 
  3 
  Brain Jolt 
  4 
  Cloak (Rocket Ship System) 
  5 
  Perimeter Ward (1) 
  6 
  Re-Life 
  7 
  Stasis Chamber 
  8 
  Whatever You See 
  Explanation of Space Treasure Items 
  Some items are the same as those found in equipment lists, 
  with a bonus. Others may require a little explanation: 
  AC Force Field: These are relics of The Ancients. The exact 
  principles which make them work have not been discovered 
  but this does not make them any less useful. They never 
  need to be recharged. The Armour Class Force Field creates 
  a moderately protective barrier of force (AC15) which 
  surrounds a Character when it is worn and activated. 
  Atomic Glue: This is a relic of the Ancients. Atomic Glue 
  comes in a dispenser containing a single drop of this 
  powerful glue. The glue will permanently join two surfaces 
  together regardless of what they are, except that it will not 
  stick to its own dispenser. What the dispenser is made of is 
  a mystery. Two surfaces joined together by Subatomic Glue 
  cannot be parted by any means, but the items joined in this 
  way may themselves break. 
  Bomb: Bombs are explosive devices which may be used to 
  cause damage. Bombs have a timepiece which may be set in 
  Days, Turns, or Rounds. When the set time elapses, the 
  bomb detonates. 
  Booster: This is a relic of the Ancients. The Booster is a 
  device which has one charge. When applied to a Character it 
  permanently grants special abilities which the Ancients must 
  have considered useful traits in their servants. Wisdom and 
  Intelligence were not traits they valued in their servants it 
  would appear for this relic permanently deducts 1 point of 
  INT and WIS with each use. 
  Booster Special Abilities 
  2d4 Dice Roll 
  Special Abilities 
  2 
  +1 to Saving Throws vs. Virus 
  3 
  +1 to Saving Throws vs. Radiation 
  4 
  +1 to Saving Throws vs. Poison 
  5 
  +1 to Saving Throws vs. Paralysation 
  6 
  +1 to Saving Throws vs. Poison 
  7 
  +1 to Saving Throws vs. Radiation 
  8 
  +1 to Saving Throws vs. Virus 
  If the device is used multiple times and the result is the same, 
  increase a +1 value to +2, then +2 to +3. No value may be 
  greater than +3. 
  Brain Jolt: These are relics of The Ancients. The Brain Jolt grants 
  a +1 increase to the attributes Intelligence or Wisdom but at the 
  price of deducting 1 point of Strength and Constitution. A Brain 
  Jolt has only one charge, that is it may only be used once after 
  which it burns out and may not be repaired. 
  Cloak (Rocket Ship System): These are relics of The Ancients. 
  The cloak is a device which connects to a Rocket Helm System 
  and permits a rocket ship to become temporarily invisible. If the 
  Rocket Ship Helm, or Rocket Ship Motor are damaged the 
  Rocket Ship cannot be made invisible. There is a chance that a 
  Cloak may become permanently inoperative if the Helm 
  becomes inoperative. Make an additional System Saving 
  Throw for the Cloak and a failure means that it is rendered 
  permanently inoperative. 
  Re-Life: These are relics of The Ancients. Re-Life is an aid with 
  one charge which when applied to a character halts the 
  countdown to death and/or the effects of death. Re-Life grants 
  the character consciousness and enables them to act much as 
  they normally would for 4 +1d4 Days. That is the character's 
  actions are self-determined. The character is un-dead. They 
  need not eat, breathe, etc. The body of the character does not 
  decay but it is obviously an animated corpse. 
  The Referee secretly makes the dice roll to determine the 
  duration of Re-Life and is under no obligation to inform the 
  character how long the duration of Re-Life will be. Upon the 
  expiry of the duration of Re-Life any progress to death, state of 
  death, and decay are resumed. 
  During the duration of Re-Life the character is temporarily 
  granted the same Hit Dice and attack capability as a Zombie, 
  that is they are temporarily granted an alternate HD and d6 
  based Hit Points, and they attack last in any round. The 
  reduction of Hit Dice affects a character's spell casting ability 
  potentially resulting in a significant loss of capability if the 
  Character is a high-level spell caster. 
  A Character may not be healed or raised from the dead while 
  under the influence of Re-Life. If the character is killed while 
  under the influence of Re-Life they permanently lose 1 point of 
  CON and the charge of Re-Life is used up regardless of any 
  unused time. 
  Stasis has no effect upon the duration of Re-Life. 
  
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  Further units of Re-Life may be applied to a dead character 
  but their alignment changes permanently to Chaos and they 
  permanently lose 1 point of CON with each additional 
  application. The resulting Chaotic un-dead Character is then 
  subject to the turning ability of Clerics as if they were a 
  Zombie. 
  Whatever You See: These are relics of The Ancients. They 
  are two button sized discs which are separated and placed 
  on the craniums of any two living creatures embed 
  themselves under the skin and grant each character the 
  ability to see whatever the other is viewing at will. If only one 
  character is granted infravision the other character without 
  that capability can still see whatever it is they behold. No 
  sound is conveyed by the relic nor is there any other 
  communication between them. Characters may write 
  messages which the other can view but the viewer must be 
  able to understand the writing system and read the 
  language. 
  There is a caveat, the embedded discs attach permanently 
  and may not be removed from a living character by any art 
  currently known without potentially causing the death of 
  said character, a Saving Throw. Vs. Death is granted. Once 
  removed, either of the discs may be reused.  
   
   
  
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  OLD SCHOOL RPG BX-Space Supplement 
  THE KNOWN GALAXY MAP 
  The Referee’s Map of Square 1-1, A Backwater of the Known Galaxy 
  Known Galaxy Map Key 
  Key 
  Description 
  A 
  Zulan, a planet of provincial prominence in this 
  backwater of the galaxy. 
  Asteroid 
  Mine 
  Asteroid Mine, This facility extracts Trillium 
  from the asteroids. A tough Independent 
  mining community on the frontier. 
  B 
  Baboo, a proverbial desert backwater on the 
  border of Terran Empire space. 
  Beacon 
  55J 
  An old navigation beacon, pre-war, sends a 
  warning about Hazard 2249, a black hole, 
  stating avoid the area. 
  Beacon 
  55K 
  Caliban Beacon 55K monitors the square for 
  activity. 
  Beacon 
  55L 
  A Caliban navigation warning stating avoid the 
  area in harsh croaking words. 
  C 
  Space Mine Field from the war, planted by the 
  Caliban to deny access through the asteroid 
  field, nasty. They were supposed to be 
  deactivated by the terms of the treaty which 
  ended the war, but this seems to have been 
  overlooked, or has it? 
  Caliban 
  337 
  A Caliban colony. 
  Caliban 
  Asteroid 
  Mine 
  An Asteroid Mine run by the Caliban, here 
  prisoners are used for the dangerous work. 
  D 
  Terran Space Station Wolf Iron. It is battered 
  and exchanged hands several times during the 
  war but it still usable. It has been abandoned 
  under the terms of the treaty which ended the 
  war. Under those terms neither Terrans nor 
  Caliban are permitted to set foot there unless a 
  crew is forced to abandon their own ship. 
  Derelict 
  11 
  Derelict 11, the sleep ship Dreamer bound for 
  some colony world, holed and its passengers 
  long deceased remain in their capsules. 
  Derelict 
  12 
  Derelict 12, The merchant ship Colossus, a 
  plague ship, long abandoned, all the crew are 
  deceased, and no one dares recover its cargo. 
  Derelict 
  13 
  The Caliban warship 6871 a wreck damaged 
  during the war. 
  Disputed 
  Space 
  A territory of space serving as a border 
  between the Terrans and the Caliban. 
  Permanent settlement and occupation by the 
  Terran Empire or the Caliban is forbidden by 
  treaty. Independents have settled this area and 
  are subject to neither Terran or Caliban law 
  and are not recognized by the peace treaty. 
  Dul 
  A watery Caliban colony. 
  Key 
  Description 
  E 
  Zodemus, a cloaked system hidden by the 
  Ancients. Its gravity betrays its presence. 
  F 
  NAR Penal Facility. Conveniently located 
  outside of Terran jurisdiction and run by 
  Independents this penal facility serves as an 
  oubliette for prisoners paid to be held here. 
  Rumour has it the prisoners are kept as 
  popsicles, in stasis. No one has ever escaped 
  the prison, but some have been sold to the 
  Caliban to work in their Asteroid Mine. 
  Hazard 
  2249 
  A black hole 
   
  GLOSSARY 
  Term 
  Definition 
  Blaster A Ray Gun with a disintegrating beam that causes 
  damage to living creatures, 
  EN 
  Escape Number, used to completely avoid a 
  Hazard, or to escape from another Rocket Ship. 
  GN 
  Gravity Number, the quantifiable gravity of an 
  object in space, used most often to blast off and 
  escape the gravity of a planet or land without 
  damaging a Rocket Ship system. 
  H-
  Space 
  Hyperspace, a dimension or plane contiguous 
  with Normal Space which if entered, shortens the 
  distance travelled in N-Space from years to days. 
  N-
  Space 
  Normal Space, the space in which characters live 
  Stunner 
  A Ray Gun with a stunning beam that paralyses 
  living creatures. 
  TN 
  Test Number, used for General Purpose, 11 
  representing the least difficult and 18 
  representing the most difficult. 
  Trillium 
  Trillium is an extremely rare mineral which 
  counteracts the effect of gravity. 
  U-
  Space 
  Ultraspace, a dimension or plane contiguous with 
  Normal Space which if entered, shortens the 
  distance travelled in N-Space from years to hours. 
  Each Hour of Travel in Ultraspace is experienced 
  subjectively as a Day. 
   
   
  
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  OLD SCHOOL RPG BX-Space Supplement 
  OGL 
  Designation Of Product Identity 
  The name “BX-Space” when used in any context, is product identity. 
  Designation Of Open Game Content 
  The text of BX-Space is open game content. The “Backwater of the Known 
  Galaxy Map”, including all place names, is open game content. 
  Designation of Public Domain Content 
  All map symbols are public domain content. 
  Open Game License Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)"Derivative Material" 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed or adapted; 
  (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d)"Open Game Content" 
  means the game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) "Product Identity" 
  means product and product line names, logos and identifying marks 
  including trade dress; artefacts; creatures characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f) 
  "Trademark" means the logos, names, mark, sign, motto, designs that are 
  used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) "Use", 
  "Used" or "Using" means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game Content. (h) 
  "You" or "Your" means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and 
  in terms of this License. You must affix such a notice to any Open Game 
  Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder's name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed in 
  another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all rights, title 
  and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this 
  License. 
  14 Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document Copyright 2002-2004, Wizards of the 
  Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric 
  Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD 
  Wiker,  based on material by Jonathan Tweet, Monte Cook, Skip Williams, 
  Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and 
  JD Wiker. 
  BX-Space Copyright 2017, Greg MacKenzie. Author Greg MacKenzie. 
  Lightly edited by Glenn Robinson as Ray Guns & Rocket Ships ©2017 
  END OF LICENSE 
    
   
   
   
  
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  OLD SCHOOL RPG BX-Space Supplement 
   
  Test Table 
  Character’s Level 
  Escape Number, Gravity Number, (Route Number), Ship’s Armour Class, Test Number 
  11(9) 
  12(8) 
  13(7) 
  14(6) 
  15(5) 
  16(4) 
  17(3) 
  18(2) 
  19(1) 
  20(0) 
  21 
  22 
  23 
  Normal Man 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  22 
  23 
  1st to 3rd 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  22 
  4th + Higher 
  09 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
   
   
  
SOURCE: textdata/thevault/BX-Space/Ray Guns & Rocket Ships Referees Guide (BX-Space).pdf