TEXT: ". Psi llpul (-85Z)
  Beta Apus (-40ll
  ". Pl"oma SCUti (
  lna SCutl (+ 91l]''1
  Glenllh (-31l)· (
  Beta Delphinl (28
  9' Angeli Outstation ( + 203
  hine Delphini I +251Z)· T
  PClllux(+11l)·n
  L.
  23l)
  • Bushe OutStatiCln (-20Z) 0
  •
  n'Aviol"{+11Z)
  t· Zosmll (-25Z)
  oBowan OutstatiCln (+ 3l)'
  Ai
  8etelsaus
  • Alpha Delphini (+ 250Z)
  A. Alpha VCl
  Stale OutitatlCln (+ 10Z). 
  epol";. (-41Z] • A
  &. 1 VCllantl,( + 11Z)
  o· 1000 P\laldls (+'
  e· De VI \Utltlltlon {-12
  T,,;, (-111Z1
  __y
  Cera ( + 201J
  f • Beta P,
  n· Omlcl"on Ap
  5 (·19l]
  , Miaplacldus
  + 149l)
  ,. Bota Scuti (+ 89l)
  A' Kailis (-91Z)
  • 6606 Delphini { + 1BBZ]
  (. Gamma Sc
  T'Eau2(+205Z]
  1'). Zeta Delphi' (+ 115Z]
  
  SPACE MASTER: THE ROLE PLAYING GAME
  TECH BOOK
  TABLE OF CONTENTS
  PART I: SPACE MASTER CATALOGUE
  1.0 INTRODUCTION
  2
  1.1 Levels of Technology
  ",
  ,
  ,2
  1.2 Energy Sources
  "
  "
  3
  2.0 PERSONAL WEAPONS
  ,."
  ,.,
  4
  2.1 Projectile Weapons
  4
  2.2 Energy Weapons
  ,
  ,
  5
  2.3 Weapon Descriptions
  ",
  ",
  ,.. 7
  2.4 Personal Projectile Weapon Ammunition
  ,
  " 9
  3.0 EQUIPMENT
  13
  3.1 Personal Items
  13
  3.2 Medical Equipment & Drugs
  17
  3.3 Data Storage & Retrieval
  21
  3.4 Clothing
  ".,.,
  ,..,
  ,
  21
  3.5 Armor & Shields
  ,
  ,,22
  3,6 Tools
  "
  24
  3.7 Survival Equipment
  ,
  25
  3.8 Power Cells ,..",.""""""
  ,
  ,
  ,
  ,
  ,28
  4.0 MASTER EQUIPMENT TABLE
  26
  5.0 THE ROLE OF COMPUTERS
  ,
  ,
  29
  5. 1 Programs and Descriptions
  29
  5.2 Program Size and Cost Table
  31
  5.3 Robotics Programs
  ,..,.32
  6.0 ROBOTS AND ANDROIDS
  33
  6.1 Robots .,
  ,
  33
  6.2 Drones
  35
  6.3 Androids
  ,
  36
  6.4 Robotic Programming
  ,
  ,."
  ,
  36
  7.0 BIOLOGICAL CONSTRUCTS
  ,
  37
  7.1 Micro-organisms
  37
  7.2 Cloning
  37
  7.3 Cyborgs
  37
  7.4 Alterant Replicants
  ,.."
  "
  37
  8.0 VEHiCLES
  "
  39
  8.1 Ground Conveyance Vehicles
  39
  8.2 Marine Ships
  40
  8.3 Aircraft and Small Spacecraft
  40
  9.0 SAMPLE SPACECRAFT
  ,.,
  "..,
  44
  PART II: CONSTRUCTION &REPAIR
  10.0 USING THE CONSTRUCTION/RESEARCH CHART. 55
  11.0 MACHINES
  ,
  ,
  ",
  ,,57
  11.1 Weapons/Small Devices
  ""
  ,.,
  57
  11.2 Android Construction
  57
  11.3 Larger Constructs
  58
  12.0 ORGANISMS
  , , , , ,
  ,
  ,
  59
  12.1 Micro-organisms
  59
  12.2 Alterant Replication ..,
  59
  12.3 Cloning
  ,
  "
  ,
  ,
  60
  13.0 MALFUNCTION AND REPAIR
  64
  1'3,1 When Malfunctions Occur
  64
  13.2 Vehicle Malfunctions and Damage
  64
  13.3 Weapon Malfunctions
  , ,
  64
  13.4 Repairs
  ,
  ,
  ,
  ,
  ,
  64
  PART III: WEAPON CHARTS
  14.0 MASTER WEAPONS CHARTS
  65-67
  15.0 FIREARM ATTACK TABLES
  68
  15.1 Small Projectile Attack Table
  68
  15.2 Shotgun Attack Table
  69
  15.3 Grenade/Explosive Warhead Attack Table
  70
  15.4 Laser Attack Table
  71
  15.5 Blaster Attack Table
  72
  15.6 Flamer Attack Table
  73
  15.7 Stunner/Disruptor Attack Table
  74
  16.0 MISCELLANEOUS ATTACK TABLES
  75
  16.1 Melee Attack Table
  75
  16.2 Martial Arts Attack Table: Striking
  :.. 76
  16.3 Martial Arts Attack Table: Sweeps & Throws
  77
  16.4 Entangle/Envelop Attack Table
  78
  16.5 Fall/Crush Attack Table
  79
  17.0 WEAPON CRITICAL TABLES
  80
  17.1 Puncture Critical Strike Table
  80
  17.2 Slash Critical Strike Table
  81
  17.3 Shrapnel/Automatic Critical Strike Table
  82
  17.4 Impact Critical Strike Table
  83
  17.5 Heat Critical Strike Table
  84
  17.6 Stun Critical Strike Table
  85
  17.7 Internal Disruption Critical Strike Table
  86
  18.0 OTHER CRITICAL TABLES
  87
  18.1 Radiation Critical Strike Table
  87
  18.2 Electricity Critical Strike Table
  <\8
  18.3 Cold Critical Strike Table
  .
  18.4 Crush Critical Strike Table
  :.
  18.5 Grappling Critical Strike Table
  9'1
  18.6 Vacuum Critical Strike Table
  92
  18.7 M.A. 'Strikes' Critical Strike Table
  93
  18.8 M.A. 'Sweeps & Throws' Critical Strike Table
  94
  19.0 FUMBLE TABLES
  95
  19.1 Archaic Weapons Fumble Table
  95
  19.2 Modern Weapons Fumble Table
  96
  Copyright © 1988 By Iron Crown Enterprises... All rights reserved... no reproductions without authors' permission.
  Produced and distributed by Iron Crown Enterprises, Inc. P.O. Box 1605 Charlottesville, VA, 22902
  Printed in USA
  Tech Book: First U.S. Edition, June, 1988
  Space Master: Second U.S. Edition, June, 1988
  Stock:# 9000
  
  PART I: SPACE MASTER CATALOGUE
  "Nan et ipsa scientia potestas est."
  ("Knowledge itself is power")
  Francis Bacon
  Religious Meditation
  The universe of Space Master is the far future, where science has achieved in reality
  what can only be guessed as possible today. Abrief framework of the "current" state of
  such technology may be helpful in understanding many assumptions and assertions in
  other parts of this book. Power sources in Space Master- as well as several other
  elements which bear explanation -
  are ~iscussed in detail later in this section.
  I
  INTRODUCTION
  1.1
  LEVELS OF TECHNOLOGY
  Below are listed aseries of key
  achievements in Science and Technology.
  Although the exact order of the specific
  entries might vary from civilization to
  civilization, the progression is very similar
  in any technic society.
  • Vacuum Tubes: The infancy of electron-
  ics.
  • Fission Nuclear Power: Heavy atoms
  split to create heat energy, converted to
  electricity with steam-driven turbines.
  • Transistor Electronics: Vacuum tubes
  are replaced by (relatively) compact
  circuits. First crude computers are
  constructed.
  • Microchip Electronics: Silicon chips -
  vastly more compact and inexpensive
  than transistors -
  spread technology.
  • Superconductors: Practical supercon-
  ductive materials (which operate without
  the need for extreme cooling) are
  synthesized, opening doors to other
  avenues of advancement.
  • Sentient Cloning: Successful cloning of
  ahuman being is achieved. No memo-
  ries are carried over, however. Laws
  banning cloning for "spare organs" limit
  the practice.
  • Optronics: Optical electronics, the next
  step beyond silicon microchips, leaps to
  the forefront. Utilizing light patterns and
  laser reading, memory systems are able
  to store and transmit vast quantities of
  information at high speed.
  • Thermalectric Power Conversion: One
  development as aresult of superconduc-
  tor technology, electric power can be
  generated directly from heat energy,
  bypassing bulky and inefficient steam
  turbine systems in reactors. Microfusion
  reactors are soon developed.
  • Controlled Fusion Power: Advancing
  laser and electromagnetic technologies
  make fusion power generation practical.
  Arenaissance of inexpensive electrical
  power ensues.
  • Cryogenic Hibernation: Control of
  human physiological functions to put
  sentients into cryogenic sleep perfected.
  • Molecular Data Storage: The precursor
  to Molecutronics, this system stores
  information by amethod (similar to the
  human brain) even more dense than
  optically, and hundreds of times more
  efficiently than magnetic databanks.
  • Sentient Alterant Replication: Relaxing
  of genetic control laws allow for experi-
  mentation. Several societies practice
  controlled breeding. Alteration of fetuses
  on achromosomal level is done success-
  fully, allowing creation of beings "pre-
  designed" to certain professions or tasks.
  2
  • Gravitic Field Control: The force of
  gravity is mastered. Fields which can
  annul or mimic it are produced cheaply.
  • Molecular Electronics: After many
  failures, living circuitry is created, and
  can be reproduced ("grown") very
  inexpensively. Utilizing aradically
  different processing method than any
  previous system, it is not unlike the
  synapse of the brain. Molecutronics is
  born.
  • Sensor Beams: The term Sensor in
  Space Master is actually abastardization
  of the acronym: SENSR (Selected
  ElectromagnetiC/Neutrino-Stream
  Reflection). This all-encompassing title
  refers to asystem used by nearly all
  sophisticated sensing systems from
  Multiscanners to starship sensor banks.
  The power and flexibility of Sensors far
  exceeds such early analysis tools as
  spectroscopy and gravitic scans, being
  able to bombard atarget area with
  selectively treated, hyperlight-accelerated
  neutrino beams (which have no mass and
  can thus travel at hyperlight speeds).
  Depending on their 'treatment' (a
  temporary electromagnetic or gravitic
  charge) and whether they return to the
  sensing device, the neutrino beams
  provide data on the nature of the target in
  great detail. Neutrino beams are com-
  pletely harmless and almost undetect-
  able, and they can pass through almost
  unlimited amounts of intervening matter
  if desired, to reach the scan target. The
  results are almost instantaneous.
  Sensor range is dependent almost
  exclusively on the power of the sensing
  device itself, although there is inevitable
  distortion beyond about 50 light-years.
  Beyond about one light-year detailed
  analysis is limited; however, it is accurate
  enough at this range for aship to plot a
  reasonably safe Hyperspace shunt.
  Analysis under one-LV range is extremely
  useful to ships as they drop out of
  hyperspace near astar system and
  require aswift, complete analysis. Such
  astudy using speed-of-light analysis
  beams would take hours, if not days.
  
  • Stealth Fields: Developed in its earliest
  forms almost immediately after the
  invention of the Sensor, the Stealth Field
  as it is often called, absorbs, attracts or
  distorts the treated neutrinos sent out by
  sensor beams, thus making it appear as if
  there were nothing there to detect. The
  field does the same with other radiations
  -
  including visible light -
  so that the
  craft or object surrounded by aStealth
  Field reflects no radiation. Of course, the
  field is not pertect, and there is an
  inevitable warping around the craft.
  Because of this there are EW/Stealth
  operators who monitor and manipulate
  the field to enhance its effectiveness. The
  Stealth field has amyriad of uses in
  wartare. For instance, the field can be
  extended out from the ship in such a
  manner that it can 'fool' incoming missile
  tracking system into believing that the
  ship is much closer than it really is, thus
  triggering the missile proximity fuse.
  • Tachyon Communication: the Tachyon
  Beam Dictor, while by far the fastest
  mode of long range communication, is
  far from the perfect solution. The Dictor
  utilizes Tachyon beams (more stable over
  along range than neutrinos) to transmit
  information. The dictor has an effective
  range of about 30 light-years, and this
  creates the necessity for amessage to be
  relayed several times if it has along way
  to travel. This creates serious security
  problems for sensitive information. An
  additional drawback is that the beam
  must be very carefully aimed, and so
  useful Dictors must be located on
  installations with very predictable
  movements, such as orbiting space
  stations (the beam does not travel well
  through planetary atmospheres either;
  standard laser transmission is used for
  ground to orbit communication). Dictors
  can also be used between ships if each
  has asensor-lock on the other, so that
  the beam may be properly aimed. This
  allows for instantaneous communication
  between ships which may be across a
  solar system from each other, where a
  laser transmission would take hours to
  be received.
  • Artificial Sentience (Android Construc-
  tion): The natural followup to Mole-
  cutronics is the self-programming,
  "thinking" brain, placed in amobile
  framework. Some true Androids are
  indistinguishable from living sentients
  without ascanning device.
  • Relative Inertial Field Suspension: The
  control of inertia and -
  by methods not
  completely understood -
  relativity
  opens the door to faster-than-light travel.
  Unfortunately, fusion power is not up to
  the task of acontrolled hyperspace
  shunt. The door is ajar but no one can
  pass through.
  • Controlled Matter/Antimatter Power:
  The creation of Andrium leads to the
  harnessing of the most powerful source
  of energy yet: the mutual annihilation of
  matter and antimatter. This energy is so
  great, however, that it is not feasible for
  use as asublight ship propulsion system.
  However, the massive energies are ideal
  to shunt acraft into hyperspace.
  • Hyperspace Shunt: The technique is
  perfected, and the human race explodes
  across the galaxy.
  1.2
  _
  ENERGY SOURCES IN THE
  TIME OF SPACE MASTER
  Three basic types of energy-generation
  are considered in Space Master. They
  are: Fission, or the splitting of heavy
  atoms and tapping the released heat
  energy; Fusion, or the joining of two
  atoms to form another (the power source
  of suns); and Matter/Antimatter, where
  Antimatter is allowed to come into contact
  with matter in limited quantities, at which
  point they annihilate each other.
  • Fossil Fuels: Coal, oil, and natural gas
  all were burned initially for heat energy,
  then the heat was converted to electricity.
  • Hydro/Aeroelectric: Acleaner form of
  energy using the power of water flows or
  wind to spin turbines and generate
  electricity, it is nevertheless impractical
  on many high-tech industralized worlds
  and certainly in any application other than
  for planetary, immobile power needs.
  • Solar: More flexible than the above, solar
  energy still suffers from alackaf
  compactness and (to some extent)
  portability. It is clean, however, and is
  still finds many uses where solar
  radiaiton is abundant and dependable.
  • Fission: This is heat energy created from
  the splitting of heavy atoms such as
  Uranium and Plutonium. Dangerous
  radiation is associated with this form of
  energy, though modern alloys can shield
  most such radiation. Fuel is in the form
  of pellets of the heavy material; these
  pellets are held in fuel 'rods'.
  3
  • Fusion: Overall, Fusion is an almost ideal
  combination of a much cleaner, powerful
  and plentiful source of energy than any of
  the forms listed above. Many sublight
  ships use fusion reactors, which generate
  heat from the joining of two 'heavy'
  hydrogen atoms (deuterium) to form a
  helium atom. This process releases a
  tremendous amount of relatively 'clean'
  (radiation-free) thermal energy. The heat
  to cause the fusion reaction is in most
  cases created by banks of high-intensity
  lasers -
  the most compact and efficient
  method under Space Mastertechnology.
  Small, portable reactors are most often
  fusion in nature, both because of the ease
  of acquiring fuel and their relatively
  simple design and safe operation.
  • Matter/Antimatter: This type of reactor
  is the most powerful and efficient by far
  -
  though initially the most expensive.
  By the time of Space Master, however, it
  is the predominant method aboard
  advanced spacecraft, which require -
  more than any other application -large
  quantities of power from alimited
  volume. The fuel utilized in the vast
  majority of M/A reactors and engines is
  an specific type of dense antimatter.
  When matter and antimatter are com-
  bined to fuel areactor or engine, electro-
  magnetic fields of incredible force are
  needed to contain or direct the energies
  thus unleashed, fields many times more
  powerful than those needed to contain
  fusion reactions.
  Antimatter is collected by bombarding
  certain very rare elements with specific
  types of radiation which strips away -
  via afission process -
  the protective
  nucleus barrier isolating the antimatter
  subatomic elements. The initial fission-
  ing generates intense radiation: the only
  dangerous radiation in the process (other
  than raw heat of course). Thus exposed,
  the antimatter elements are ready to be
  combined with normal matter to create
  the annihilation. Ships are fueled with
  the material while it is still 'neutral' -
  the
  antimatter is safe within the subatomic
  field. The ship reactor or engine "strips"
  the atoms then triggers the controlled
  annihilation.
  
  CONVENTIONAL MACHINE GUNS
  Machine guns are fully automatic slug
  throwers with excellent range and durabil-
  ity. Although there are only two calibers
  (10mm and 12mm) of MG's represented
  in the game, machine guns come in Light,
  Medium and Heavy models. The differ-
  ences between the Light and Medium
  versions are based on how the weapons
  are mounted, not the caliber of the bore.
  Light machine guns are fired from abipod
  at the end of the barrel, while Medium
  machine guns are fired from atripod or
  otherwise more stable mount. As one can
  see from the range differences on the
  Master Weapons Chart 1pg.65, the
  stability of the Medium MG's firing
  platform dramatically increases its
  effective range. It stands to reason that
  one can turn aLight MG into aMedium
  MG (and vice versa) by changing the
  mount. Light and Medium belt and
  magazine ammunition is interchangeable
  between these two weapons.
  CONVENTIONAL SHOTGUNS
  Of the shotguns represented in Space
  Master, there are two basic bores (15mm
  and 20mm), with three different variations
  of each (standard, sawed-off and au-
  toshot). Shotguns are unique in that their
  very design is conducive to avariety of
  uses. For instance, merely changing the
  ammunition used can turn ashotgun into
  aflechettegun (which fires metal slivers
  instead of metal shot), or aslug thrower
  (by exchanging shot for asingle slug). In
  addition, sawing off the shotgun's barrel
  will produce amore easily concealable
  weapon which trades off its already limited
  range. The autoshotguns provide burst
  fire through an automatic reloading
  mechanism. The various kinds of shotgun
  ammunitions are interchangeable between
  shotguns of the same bore.
  I
  PERSONAL WEAPONS
  Below is adescription of the weapons available for characters in Space Mast,r.
  Following this is a Master Equipment Table pg. 26-27. Many weapons in this listing
  require apower supply to fire: following the standard Space Master progression of
  energy sources, weapons will be keyed to their specific needs in their descriptions as
  well as in the summary chart.
  '
  Power Supply Key:
  * : Cell
  t :Cartridge
  i: Pack
  § : Microfusion Reactor
  Amore complete breakdown of power supplies can be found in Section 3.8.
  -
  2.1
  _
  PROJECTILE WEAPONS
  CONVENTIONAL PISTOLS
  Coming in Light, Medium and Heavy
  versions, conventional pistols are slug
  throwing personal defense weapons. The
  models represented in the game are semi-
  automatic weapons, meaning that once a
  bullet is discharged, another is immedi-
  ately available to fire. Ammunition of the
  proper caliber is interchangeable with
  conventional machine pistols.
  CONVENTIONAL MACHINE PISTOLS
  In two versions, machine pistols are
  nothing more than embellished pistols,
  given offensive punch through an auto-
  matic fire capability. When used in a
  semi-automatic (single shot) mode, range
  characteristics remain the same, but less
  ammunition is expended in each attack.
  Ammunition of the proper caliber is
  interchangeable with conventional pistols.
  CONVENTIONAL RIFLES
  Rifles are long range slug throwers
  which come in Light, Medium and Heavy
  versions. They are semi-automatic
  weapons, and thus incapable of burst fire.
  Their ammunition, if of the proper caliber,
  is interchangeable with assault rifles.
  CONVENTIONAL ASSAULT RIFLES
  Assault rifles, which come in Light and
  Medium versions, are short rifles with
  automatic fire capability. When used in a
  semi-automatic (single shot) mode, their
  effective range performance characteris-
  tics increase. Their ammunition, if of the
  proper caliber, is interchangeable with
  rifles.
  Antimatter is, of course, ahighly
  volatile material, since its coming into
  contact with any normal matter will cause
  it to utterly and violently destroy as much
  of that matter as is equal to its own
  mass. For this reason, 'hot' antimatter is
  stored at all times in electromagnetic
  'bottles', held separate from any matter.
  While so stored, the energy to hold the
  antimatter suspended is relatively low.
  For items like MIA Torpedoes, the
  antimatter is pre-stripped and tapped into
  astorage 'bottle' in the torpedo. The
  technology level assumed in SpacB
  Mast,r is capable of full control of
  matter-antimatter annihilation, apower
  source with potential far beyond fission
  or even fusion. However, MIA reactors
  are the most costly as an initial invest-
  ment, due to their necessary sophistica-
  tion. Fuel is also acost consideration.
  Antimatter might not even be available in
  many areas, where Technic development
  has lagged behind. In addition, it is quite
  possible for aship to have MIA translight
  engines while having afusion reactor, as
  engine design is much less complex than
  reactor configuration. Indeed, in Space
  Mast,rtechnology, effective translight
  travel is not possible without MIA, since
  only the raw power released by destruc-
  tion of matter can shunt acraft into
  hyperspace at avelocity which makes
  frequent interstellar travel feasible. All
  state-of-technology reactors in Space
  MasIBrutilize thermalectric conversion to
  adapt the tremendous heat energy into
  more usable electrical power; afar more
  compact and efficient method than the
  immensely crude steam turbines used on
  pre-starflight Terra.
  MIA drives are more
  basic, using the reaction from the
  powerful annihilation as thrust.
  4
  
  NEEDLEGUNS
  Needle pistols, carbines and rifles fire a
  spray of metal slivers by way of asophisti-
  cated spring mechanism. Because no
  explosives are required to propel the
  slivers, Needlers are almost completely
  silent weapons. Needle ammunition is not
  interchangeable between the three classes
  of needleguns because the slivers become
  larger (increasing the effective ranges and
  penetration power) as the classification of
  gun increases. All Needleguns tend to be
  notoriously small, with short barrels,
  making them easily concealable. They are
  excellent (and quite deadly) close quarter
  weapons.
  TANGLEGUNS
  Tangleguns fire aspecial ammunition
  which, upon hitting the target, expands,
  enveloping the foe with tough fibrous
  strands. There are three types of tangle-
  gU/Js, apistol, carbine and rifle. Their
  ammunition is not interchangeable.
  TASERGUNS
  Tasers are devastating stun weapons.
  The three versions (pistol, carbine and
  rifle) each fire aprong or barb which trails
  behind it afine conducting wire connected
  to the shell. If the barb manages to strike
  the target's skin, asmall power source
  located in the shell discharges astrong
  electric jolt. The effective ranges of these
  weapons are restricted by the low carrying
  weight of the barb and the amount of wire
  which can be spooled out by the shell.
  The ammunition of these three tasers is
  not interchangeable.
  ROCKETGUNS
  Rocketguns, of which there are three
  types (pistols, carbines and rifles), are
  specially constructed launching mecha-
  nisms for self-propelled small caliber
  ammunition. Ammunition is completely
  interchangeable between the three types of
  rocketguns.
  MAGNETIC LINEAR ACCELERATORS
  MLA Pistols (t) and Rifles (t) have
  special conducting-coil barrels which,
  when powered, accelerate MLA ammuni-
  tion to exceptional velocities. Imparted
  with such momentum, MLA slugs are the
  ultimate in hand-held, anti-personnel
  stopping power. The size of a"Linex" (as
  the technology is referred to) weapon is
  telling; the pistol barrel length is never less
  than 40cm, while the rifle barrel can be
  well over 1.5 mlong. Pistol and rifle
  . ammunition is interchangeable.
  GRENADE LAUNCHERS
  Grenade launchers come in many
  shapes and sizes, all having different
  performance characteristics. The one
  represented in the game is astandard
  version. It may be aweapon unto itself, or
  aversion fused alongside the barrel of
  another gun. The range characteristics
  listed in the Master Weapons Chart 1are
  indicative of the standard propellant
  charge which most rifle-launched gre-
  nades have. Therefore, ranges will vary if
  stronger or weaker propellant is used.
  ROCKET PROPELLED GRENADE LAUNCHERS
  These launchers are merely mecha-
  nisms to discharge rocket propelled
  grenades. The may be disposable (after
  one launching), or reusable. The range
  characteristics listed in the Master
  Weapons Chart 1are indicative of two
  things: 1) the standard propellant charge
  with which most rocket propelled gre-
  nades are issued, and 2) the limit of
  effective targeting for an unguided
  warhead over adistance. With these
  considerations in mind, the GM may wish
  to vary the range of agiven RPG slightly if
  the propellant charge was altered.
  PORTABLE MISSILE LAUNCHERS
  Portable missile launchers are firing
  mechanisms for small guided or unguided
  missiles. Because of the variety of missile
  types, no range characteristics are listed in
  the Master Weapons Chart 1. Alisting of
  the various types of portable missiles, and
  their range characteristics can be found in
  the Ammunition Section, pg.12. Basically,
  the PML and the PML Quad are breach-
  loading tubes on arifle stock. The stock
  alone harbors the firing control, and the
  guidance system (if guided missiles are
  used). The PML Autoload weapon uses a
  single launching tube but is compatible
  with amagazine feeder, eliminating the
  necessity of breach-loading the device.
  Because portable missiles are somewhat
  standardized in physical size, aPML could
  theoretically fire any MK. number of
  portable missile from Mk.1 through Mk.5.
  5
  LASER RIFLE
  Kashmere Tools
  2.2
  ENERGY WEAPONS
  LASERS
  Man-portable laser weapons function
  on the premise that ahighly cohesive,
  layered stream of homogeneous electro-
  magnetic radiation can be delivered to a
  target causing a"burn-through" of armor
  and subsequent heat damage to the
  victim. Lasers have the advantage of
  being absolutely silent when discharged,
  and their beams are virtually invisible
  unless observed in the infra-red or in pitch
  darkness. There is no noticeable recoil
  when alaser fires. Their disadvantages lie
  in size and durability. By necessity, laser
  barrels are quite long and unwieldy, and
  any misalignment of the delivery system
  will cause amalfunction. Lasers also lose
  effectiveness as they fire through smoke
  or anti-laser aerosols.
  Lasers are represented in the game by
  five general types. The Mini Laser (*) is
  significantly miniaturized by most stan-
  dards of this technology and so can fit
  onto the end of afingertip. The Laser
  Pistol (*) is acomfortable hand-held
  weapon, despite its longish barrel. The
  Assault Laser (t) and Laser Rifle (t),
  though effective offensive weapons, are
  cumbersome. Their greatest strength lies
  in their range characteristics. The Heavy
  Laser (t) is an excellent support weapon
  when mounted on afiring platform.
  Note: the GM may wish to introduce light
  and medium versions of the Heavy
  (support) Laser with reduced range.
  
  BLASTERS
  Blasters, or, more properly, particle
  beam weapons, contain miniature particle
  accelerators. When the weapon is
  discharged, the light atomic nuclei in the
  accelerator are shot out at the target.
  Unfortunately, once released from the
  mechanism, the "blast bolt" tends to lose
  cohesion and becomes rather random in
  its flight and hitting power. When
  discharged, blasters emit apiercing
  screech, and have aslight recoil.
  Blasters are represented in the game by
  five general types. The Mini Blaster (*) is
  small enough to be concealed in the palm
  of aman's hand. The Blast Pistol (*) is a
  favored weapon due to its wieldiness and
  excellent defensive capabilities. The
  Assault Blaster (t) and Blast Rifle (t) are
  popular military weapons because of their
  relative reliability The Heavy Blaster (;) is
  adevastating weapon only limited by its
  range characteristics.
  FLAMERS
  Flamers propel achemical mix which
  both adheres to its target and burns for an
  extended period of time. Once ignited by
  the discharging mechanism, the flamer
  chemical mix is almost impossible to ex-
  tinguish until it has consumed itself. Fla-
  mers tend to make asatisfying "Whoosh"
  sound when discharged. Oxygen is
  required for the chemicals to burn, so
  flamers are useless in vaccuum or oxygen-
  starved atmospheres.
  Five flamer types are represented in the
  game. The Mini Flamer (*) is small
  enough to be fired from the wrist of aman
  if its power supply is strapped to the
  wielder's forearm. The Flame Pistol (*) is
  considered agood close-range weapon.
  The Assault Flamer (t) and Flame Rifle (t)
  have afair offensive capability, and are
  only restricted by their range characteris-
  tics. Heavy Flamers (;) are support wea-
  pons to be feared at close because of their
  fair range and superior burning effects.
  STUNNERS
  Stunners pulse strong electromagnetic
  radiation at their targets. At the frequen-
  cies used for these weapons, stunners
  tend to shock and disorient their foes.
  Because sound pressure waves are not the
  medium for the discharge, stunners are
  weapons equally capable in atmospheres
  or vacuum. They make no noise when
  discharged, emit no visible beam, and
  have no recoil. Stunners are excellent
  non-lethal, suppression systems.
  There are five general stunner types
  represented in the game. The Mini
  Stunner (*) is so small that it can be
  concealed in almost anything, from afalse
  eye, to achemical lighter. The Stun Pistol
  (*) is afavored police weapon on non-
  violent worlds because of its capacity to
  subdue foes at close range. Assault
  Stunners (t) and Stun Rifles (t) are often
  used for riot control and similar exercises.
  The Heavy Stunner (;), with its arc firing
  capability, makes an excellent non-violent
  crowd control support weapon.
  DISRUPTORS
  Disruptors use the same attack delivery
  principle as stunners. However, at the
  frequencies used for these weapons,
  disruptors set up sympathetic vibrations
  with the target's molecular structure.
  Disintegration of chemical bonds is the
  normal effect, causing massive destruc-
  tion within the target. Often, the end result
  in aliving target is quite gruesome. Cells
  explode, bones shatter, and blood vessels
  rupture.
  There are five general disruptor types
  represented in the game. The Mini
  Disruptor (*) is atypically small espionage
  device. The Disruptor Pistol (*), Assault
  Disruptor (t), and Disruptor Rifle (t) are
  increasingly deadly and cruel weapons
  used almost exclusively by the military.
  The Heavy Disruptor (f) is atruly evil
  weapon when used against organic
  targets, and is thus severely monitored.
  STRUPTORGUNS
  Struptorguns are unique in that they
  incorporate both astunner mechanism
  and adisruptor mechanism in the same
  weapon. Invariably, struptorguns have
  two settings; "STUN" and "DISRUPT".
  One merely flips atoggle on the weapon's
  breach to obtain adifferent effect. In all
  respects, struptorguns adhere to the
  descriptions of Stunners and Disruptors
  found above.
  PLASMATIC REPEATORS
  Man-portable plasma weapon technol-
  ogy is an offshoot of the blaster firing
  system. Essentially, plasma attack
  mechanisms heat accelerated particles by
  means of their microfusion reactor power
  supply. The resulting super-heated, sub-
  atomic particle plasma can then be shot
  out of the accelerator with devastating
  effects. The weapon is termed a"repea-
  tor" because the limited magnetic contain-
  ment apparatus inside aplasma weapon
  can neither hold very much plasma nor
  hold it for avery long time. Thus, small
  bolts of plasma are discharged in rapid
  succession, for once the containment
  vessel is evacuated, newly generated
  plasma quickly fills it and is ready for
  discharge again. The net result is a
  weapon system that spits out bolt after
  bolt of hot plasma, with menacing
  "cracking" sounds and moderate recoil.
  Plasmatic repeators are by no means ideal
  weapons; they quickly drain their power
  supplies, the individual bolts retain the
  blaster's inherent unpredictability, and
  they are invariably large and cumbersome.
  Two types of plasmatic repeators are
  represented in the game. The Plasma
  Repeator Rifle (§) is just unencumbering
  enough to be held as atwo-handed
  weapon, though it is still quite unwieldy.
  The Heavy Plasma Repeator (§) is actually
  asupport weapon requiring afiring
  platform for full effectiveness.
  PLASMA REPEATOR RIFLE
  Haunt/Ridley
  6
  
  2.3
  WEAPON DESCRIPTIONS
  The weapons available to characters in
  Spacs Mastsrare many and varied. There
  are essentially four different kinds of
  personal weapons: Projectile Weapons,
  Energy Weapons, Melee Weapons, and
  Archaic Missile Weapons.
  The Projectile Weapons are noteworthy
  because they generally carry their ammu-
  nition in magazine clips or require breach
  loading. Projectile Weapons capable of
  burst fire discharge several projectiles in
  quick (automatic) succession. Each burst
  fired represents the discharge of five to
  ten individual slugs/shells (exactly five
  slugs/shells for bookkeepers).
  For those weapons capable of both
  burst (automatic) and single shot (semi-
  automatic) fire, careful track of ammuni-
  tion expenditures will be necessary. A
  burst may be followed by two single shots,
  then another burst, and then another
  single shot. Before you know it, you have
  no idea how many more shells your
  magazine is holding. In such instances
  assume the hard and fast rule that aburst
  represents five (5) rounds fired, and that a
  single shot represents one (1) round fired.
  If amagazine holds fewer than five rounds
  at any given time, do not allow the burst
  fire option.
  Energy Weapons are unique in that it is
  not necessary to keep track of ammunition
  expenditure. Power supply depletion for
  Energy Weapons is handled through the
  weapon failure rules. If the unmodified
  attack roll of an Energy Weapon falls
  within that weapon's failure range, there is
  aprobability listed at the bottom of the
  respective attack chart which indicates
  that apower supply failure has occurred.
  2.31 PROJECTILE WEAPONS
  CONVENTIONAL PISTOLS
  5mm Pistol: Can fire up to two shots per
  round using the Small Projectile Attack
  Table (15.1) Mk.1.
  10mm Pistol: Can fire up to two shots per
  round using the Small Projectile Attack
  Table Mk.2.
  12mm Pistol: Can fire up to two shots per
  round using the Small Projectile Attack
  Table Mk.3.
  CONVENTIONAL MACHINE PISTOLS
  5mm light Machine Pistol: Can fire up to
  two bursts per round or two shots per
  round (or combination adding to two),
  using the Small Projectile Attack Table
  Mk.1. Both burst and single shot fire use
  the same range characteristics.
  10mm Medium Machine Pistol: Can fire
  up to two bursts per round or two shots
  per round (or combination adding to two),
  using the Small Projectile Attack Table
  Mk.2. Both burst and single shot fire use
  the same range characteristics.
  CONVENTIONAL RIFLES
  5mm light Rifle: Can fire up to two shots
  per round using the Small Projectile Attack
  Table Mk.1.
  10mm Medium Rifle: Can fire up to two
  shots per round using the Small Projectile
  Attack Table Mk.2.
  12mm Heavy Rifle: Can fire up to two
  shots per round using the Small Projectile
  Attack Table Mk.3.
  CONVENTIONAL ASSAULT RIFLES
  5mm light Assault Rifle: Can fire up to
  two bursts per round or two shots per
  round (or combination adding to two),
  using the Small Projectile Attack Table
  Mk.1. Effective single shot range charac-
  teristics are somewhat better than burst
  fire ranges.
  10mm Medium Assault Rifle: Can fire up
  to two bursts per round or two shots per
  round (or combination adding to two),
  using the Small Projectile Attack Table
  Mk.2. Effective single shot range charac-
  teristics are somewhat better than burst
  fire ranges.
  CONVENTIONAL MACHINE GUNS
  10mm light Machine Gun: Fires up to two
  bursts per round using the Small Projectile
  Attack Table Mk.3.
  10mm Medium Machine Gun: Fires up to
  two bursts per round using the Small
  Projectile Attack Table Mk.3.
  12mm Heavy Machine Gun: Fires up to
  two bursts per round using the Small
  Projectile Attack Table Mk.4.
  7
  CONVENTIONAL SHOTGUNS
  15mm Shotgun and Sawed-off Shotgun:
  Fires up to twice per round on the Shotgun
  Attack Table (15.2).
  15mm Autoshotgun: Fires two bursts per
  round. All targets in the firing arc are
  attacked on the Shotgun Attack Table.
  20mm Shotgun and Sawed-off Shotgun:
  Fires up to twice per round on the Shotgun
  Attack Table.
  20mm Autoshotgun: Fires two bursts per
  round. All targets in the firing arc are
  attacked on the Shotgun Attack Table.
  NEEDLEGUNS
  Needle Pistol: Fires two bursts per round
  on the Small Projectile Attack Table Mk.1.
  Needle Carbine: Fires up to two bursts
  per round on theSmall Projectile Attack
  Table Mk.2.
  Needle Rifle: Fires two bursts per round
  on the Small Projectile Attack Table Mk.3.
  TANGLEGUNS
  Tangle Pistol: Fires up to two shots per
  round on the Entangle Attack Table Mk.3.
  Tangle Carbine: Fires up to two shots per
  round on the Entangle Attack Table Mk.4.
  Tangle Rifle: Fires up to two shots per
  round on the Entangle Attack Table Mk.5.
  TASERGUNS
  Taser Pistol: Capable of firing one shot on
  the Small Projectile Attack Table Mk.1.
  Specific critical results are ignored; rather,
  any target given acritical takes an "E"
  severity Stun critical instead.
  Taser Carbine: Fires up to two shots per
  round on the Small Projectile Attack Table
  Mk.2. Specific critical results are ignored;
  rather, any target given acritical takes an
  "E" severity Stun critical instead.
  Taser Rifle: Fires up to two shots per
  round on the Small Projectile Attack Table
  Mk.3. Specific critical results are ignored;
  rather, any target given acritical takes an
  "E" severity Stun critical instead.
  ASSAULT STRUPTERGUN
  Kashmere Tools
  
  ROCKETGUNS
  Rocket Pistol: Fires up to two shots per
  round on the Small Projectile Attack Table
  Mk.3.
  Rocket Carbine: Fires up to two shots per
  round, or two bursts per round (or a
  combination adding up to two), on the
  Small Projectile Attack Table Mk.3. Single
  shot fire has somewhat improved effective
  range characteristics over burst fire.
  Rocket Rifle: Fires up to two shots per
  round, or two bursts per round (or a
  combination adding up to two), on the
  Small Projectile Attack Table Mk.3. Single
  shot fire has somewhat improved effective
  range characteristics over burst fire.
  MAGNETIC LINEAR ACCELERATORS
  MLA (Linex) Pistol (t): Fires up to two
  shots per round on the Small Projectile
  Attack Table Mk.4. This weapon must be
  powered by one Utility Cartridge.
  MLA (Linex) Rifle (l): Fires up to two
  shots per round on the Small Projectile
  Attack Table Mk.5. This weapon must be
  powered by one Utility Pack. Note that it
  is the more powerful energy source (as
  opposed to alarger slug) which allows a
  Linex rifle to do more damage than aLinex
  pistol.
  GRENADE LAUNCHERS
  Grenade Rifle: Weapon can discharge up
  to two grenades per round. The combat
  roll is resolved on the Launcher Error
  Chart (Player Book, pg.60) to determine
  where the grenade has landed. Individual
  grenade attacks are then resolved on the
  Grenade Attack Table (15.3) against any
  potential victims in the blast radii of the
  warhead.
  ROCKET PROPELLED GRENADE LAUNCHERS
  RPG Launcher: Mechanism capable of
  discharging one RPG. The combat roll is
  resolved on the Launcher Error Chart to
  determine where the rocket propelled
  grenade has landed. Individual grenade
  attacks are then resolved on the Grenade
  Attack Table against any potential victims
  in the blast radii of the warhead.
  ROCKET RIFLE
  CobraJDevcomn
  PORTABLE MISSILE LAUNCHERS
  PML: Amechanism fires one portable
  missile. Range characteristics are
  dependent upon the portable missile being
  used. The combat roll is resolved on the
  Launcher Error Chartto determine where
  the missile has landed. Individual portable
  missile attacks are then resolved on the
  Grenade Attack Table against any potential
  victims in the blast radii of the warhead.
  PML Quad and Autofeed: Mechanisms
  capable of firing up to two portable mis-
  siles per round. Range characteristics are
  dependant upon the portable missile being
  used. Combat rolls are resolved on the
  Launcher Error Chartto determine where
  agiven missile lands. Individual portable
  missile attacks are then resolved on the
  Grenade AttackTable against any potential
  victims in the blast radii of the warhead.
  2.32 ENERGY WEAPONS
  LASERS
  Mini Laser (*): Fires once per round on
  the Laser Attack Table Mk.1. Power sup-
  ply is either aUtility Cell or aWeapon Cell.
  Laser Pistol (*): Fires up to twice per
  round on the LaserAttack Table (15.4)
  Mk.2. Power supply is aWeapon Cell.
  Assault Laser (t): Fires up to twice per
  round on the Laser Attack Table Mk.3.
  Power supply is aWeapon Cartridge.
  Laser Rifle (t): Fires up to twice per
  round on the Laser Attack Table Mk.4.
  Power supply is aWeapon Cartridge.
  Heavy Laser (l): Fires up to twice per
  round on the LaserAttack Table Mk.5.
  Power supply is aWeapon Pack.
  BLASTERS
  Mini Blaster (*): Fires once per round on
  the Blaster Attack Table Mk.1. Power sup-
  ply is either aUtility Cell or aWeapon Cell.
  Blast Pistol (*): Fires up to twice per
  round on the Blaster Attack Table (15.5)
  Mk.2. Power supply is aWeapon Cell.
  Assault Blaster (t): Fires up to twice per
  round on the Blaster Attack Table Mk.3.
  Power supply is aWeapon Cartridge.
  8
  Blast Rifle (t): Fires up to twice per round
  on the Blaster Attack Table Mk.4. Power
  supply is aWeapon Cartridge.
  Heavy Blaster (l): Fires up to twice per
  round on the Blaster Attack Table Mk.5.
  Power supply is aWeapon Pack.
  FLAMERS
  Mini Flamer (*): Fires once per round on
  the Flamer Attack Table (15.6) Mk.1.
  Power supply is a Flamer Cell.
  Flame Pistol (*): Fires up to twice per
  round on the Flamer Attack Table Mk.2.
  Power supply is aFlamer Cell.
  Assault Flamer (t): Fires up to twice per
  round on the Flamer Attack Table Mk.3.
  Power supply is aFlamer Cartridge.
  Flame Rifle (t): Fires up to twice per
  round on the Flamer Attack Table Mk.4.
  Power supply is aFlamer Cartridge.
  Heavy Flamer (l): Fires up to twice per
  round on the Flamer Attack Table Mk.5.
  Power supply is a Flamer Pack.
  STUNNERS
  Mini Stunner (*): Fires once per round on
  the Stunner Attack Table Mk.1. Power sup-
  ply is either a Utility Cell or aWeapon Cell.
  Stun Pistol (*): Fires up to twice per
  round on the Stunner Attack Table (15.7)
  Mk.2. Power supply is aWeapon Cell.
  Assault Stunner (t): Fires up to twice per
  round on the Stunner Attack Table Mk.3.
  Power supply is aWeapon Cartridge.
  Stun Rifle (t): Fires up to twice per round
  on the Stunner Attack Table Mk.4. Power
  supply is aWeapon Cartridge.
  Heavy Stunner (l): Fires up to twice per
  round on the Stunner Attack Table Mk.5.
  Alternatively, it may fire once per round on
  the Stunner table Mk.3 versus all potential
  targets in a30 degree arc. Power supply
  is aWeapon Pack.
  DISRUPTORS
  Mini Disruptor (*): Fires once per round
  on the Disruptor Attack Table Mk.1. Pow-
  er supply is either a Utility or Weapon Cell.
  Disruptor Pistol (*): Fires up to twice per
  round on the Disruptor Attack Table (15.7)
  Mk.2. Power supply is aWeapon Cell.
  Assault Disruptor (t): Fires up to twice
  per round on the DisruptorAttack Table
  Mk.3. Power supply is aWeapon Car-
  tridge.
  Disruptor Rifle (t): Fires up to twice per
  round on the Disruptor Attack Table Mk.4.
  Power supply is aWeapon Cartridge.
  Heavy Disruptor (l): Fires up to twice per
  round on the Disruptor Attack Table Mk.5.
  Power supply is aWeapon Pack.
  
  STRUPTORGUNS
  Special: All struptorguns adhere to the
  standard energy weapon progression of
  Mini, Pistol, Assault, Rifle, and Heavy.
  However, their characteristics are deter-
  mined by their setting. Astruptorgun; no
  matter what size, may be used either as a
  Stunner, or aDisruptor, as chosen by the
  wielder.
  PLASMATIC REPEATORS
  Plasma Repeator Rifle (§): Fires up to
  two bursts per round on the Blaster Attack
  Table Mk.5. Power supply is aMicrofu-
  sion Weapon Reactor.
  Heavy Plasma Repeator (§): Fires up to
  two bursts per round on the Blaster Attack
  Table Mk.5. Power supply is aMicrofu-
  sion Weapon Reactor.
  MELEE ENERGY WEAPONS
  Power Sword (t): This quite rare and
  arcane weapon takes the form of ahand-
  grip when not activated. Afinely aligned
  set of refractors in one end of the grip
  allows the weapon to form apowerful
  energy 'blade' about one meter long, thus
  creating an effective melee weapon.
  Force Knife (t): Similar to the power
  sword, though the adjustable blade can
  only extend about 40cm and is not as
  powerful. It is more common, used as a
  tool more than aweapon.
  2.4
  PERSONAL PROJECTILE
  WEAPON AMMUNITION
  The various attack tables included in
  Spacs Mastsrassume both the standard
  gun types given in the Master Weapons
  Charts and standard ammunition (particu-
  larly with respect to the Projectile weap-
  ons). However, the possibility of special
  ammunition types, which adjust the attack
  table results, should not be ruled out.
  What follows is alisting of the ammunition
  types available in Space Master. Note that
  the general term, "round", when used
  here, refers to either aslug, shell, shot,
  cartridge, or warhead, whichever is
  applicable. Also, if aspecific weapon fires
  caseless ammunition (as specified by the
  GM), it may not fire encased ammunition,
  and vice versa.
  Note: The properties of the different
  types ofammunition may not be com-
  bined unless otherwise stated.
  2.41 PROJECTILE ROUNDS
  General Purpose Round:
  The General Purpose (GP) round
  comes in 5mm, 10mm, and 12mm
  calibers and forms the basis for the Small
  Projectile Attack Table (15.1). Such
  rounds are assumed to be caseless for
  conventional pistols, machine pistols,
  rifles and assault rifles. On the other
  hand, conventional machine guns gener-
  ally use slugs encased in acartridge. Both
  the standard Linex round (used in MLA
  weapons), and the standard Rocket round
  (used in Rocketguns) are assumed to be
  GP.
  Armor Piercing Round:
  Armor Piercing (AP) rounds come in
  5mm, 10mm, and 12mm calibers, and
  may be fired from conventional pistols,
  machine pistols, rifles, assault rifles, and
  machine guns. They may be caseless or
  encased, and are also available in Linex
  and Rocket round versions. When an AP
  round is fired at an opponent wearing
  armor (generally ATs 5through 20), 5 is
  added to the attacker's DB. If an AP round
  is fired at an unarmored foe (generally ATs
  1through 4), 5 is subtracted from the
  attacker's DB.
  High Explosive Round:
  High Explosive (HE) rounds come in
  5mm, 10mm, and 12mm calibers, and
  may be fired by conventional pistols,
  machine pistols, rifles, assault rifles, and
  machine guns. They may be caseless or
  encased, and are also available in Linex
  and Rocket round versions. When an HE
  round hits an unarmored foe (generally
  having an AT of 1through 4), an Internal
  Disruption critical, of the same severity as
  the primary critical delivered by the
  combat roll, is added to the combat result.
  If an HE round is fired at an armored
  target (generally of AT 5through 20), 10 is
  subtracted from the attacker's DB, and no
  extra Internal Disruption critical is
  delivered.
  High Explosive Armor Piercing Round:
  High Explosive Armor Piercing (HEAP)
  rounds come in 5mm, 10mm, and 12mm
  calibers, and may be fired from conven-
  tional pistols, machine pistols, rifles,
  assault rifles, and machine guns. They
  may be caseless or encased, and are
  9
  available in Linex and Rocket round
  versions. HEAP rounds always deliver an
  extra Internal Disruption critical of the
  same severity as the primary critical
  delivered by the attack.
  Tungsten Core Rouna:
  Tungsten core (TC) rounds are
  available for 5mm, 10mm, 12mm, Linex
  and Rocket round GP and AP ammunition.
  Tungsten core rounds add an additional +5
  to the attacker's DB due to their mass
  being concentrated within asmaller cross-
  section. Around may not be TC and DUC
  at the same time.
  Depleted Uranium Core Rounds:
  Depleted Uranium core (DUC) rounds
  are available for 5mm, 10mm, 12mm,
  Linex and Rocket round GP and AP
  ammunition. DUC rounds add an addi-
  tional +5 to the attacker's DB, and raises
  the maximum damage threshold level of
  the weapon by one due to their increased
  mass. Therefore, amedium rifle firing a
  DUC round would resolve its attack on the
  Small Projectile Attack Table Mk.4 (instead
  of Mk.3). Around may not be DUC and TC
  at the same time.
  Shotgun Standard Shot Rounds:
  Standard Shot (SS) rounds form the
  basis of the Shotgun AttackTable and are
  available for all shotgun bores. An SS
  shell generally contains amultitude of tiny
  metal spheres (called shot) which are
  projected out of the shotgun barrel when
  the weapon is fired. At longer ranges SS
  rounds tend to do Pierce criticals, while at
  short ranges, Shrapnel/Automatic criticals
  are delivered (see the Shotgun Attack
  Table).
  Shotgun Flechette Rounds:
  Flechette (FL) rounds are available for
  all shotgun bores. An FL shell contains a
  multitude of tiny metal slivers (called
  flechettes) which are projected out of the
  shotgun barrel, spinning violently, when
  the weapon is fired. At longer ranges, FL
  rounds do Slash criticals, while at short
  ranges, Shrapnel/Automatic criticals are
  delivered (see the attack chart).
  FLAME PISTOL
  Haunt
  
  LASER PISTOL
  Kashmere Tools
  Special Edition
  Shotgun Slug Rounds:
  Shotgun Slug (SL) rounds are available
  for all shotgun bores. An SL shell
  contains asingle large metal slug which is
  projected out of the shotgun barrel when
  the weapon is fired. Use the Small
  Projectile attack table with aMk.3 thresh-
  old for 15mm bores and aMk.4 threshold
  for 20mm bores. If acritical result is
  achieved, roll for both Pierce and Impact
  criticals of the same severity.
  Standard Needlegun Rounds:
  Standard Needlegun (SN) rounds are
  slivers of hardened steel which begin to
  spin after being discharged from the
  needlegun. Using the Small Projectile
  Attack Table, SN rounds do Slash criticals.
  Super-teflon Coated Rounds:
  Any GP, AP, HE, or HEAP round
  (whether or not having aTC or DUC), or
  shotgun shot and flechettes, or needlegun
  rounds may be Super-teflon Coated (STC).
  STC rounds add +5 to an attacker's DB
  when firing against ATs 5-8 (with ahigher
  Maximum Result at Point Blank range).
  lrulon Coated Rounds:
  Any GP, AP, HE, or HEAP round
  (whether or not having aTC or DUC), or
  shotgun shot and flechettes, or needlegun
  rounds may be Irulon Coated (IC). IC
  rounds add +5 to an attacker's DB when
  firing against ATs 9-20 (with ahigher
  Maximum Result at Point Blank range).
  Tranquilizer Rounds:
  Tranquilizer (TR) rounds may be
  discharged from conventional pistols,
  machine pistols, rifles, assault rifles, and
  shotguns in lieu of regular ammunition.
  The only restriction is that an attack may
  not exceed the Mk.2 threshold level. The
  GM may stipulate that only half of the
  normal concussion hits are delivered due
  to the lack of penetrating power intrinsic
  to any TR. If acritical is obtained, it is not
  resolved, but rather merely means that the
  round's tranquilizing drug has been
  . delivered into the target's system. In this
  instance, the target must immediately
  make an RR against the level of the
  tranquilizer drug (GM's discretion).
  Failing, the target is then knocked out for a
  number of rounds equal to the percentage
  that the RR was failed by. Generally, once
  the target comes around, he will be
  disoriented for anumber of rounds equal
  those he was knocked out for.
  Poisoned Rounds:
  Poisoned (PO) rounds may be dis-
  charged from conventional pistols,
  machine pistols, rifles, assault rifles and
  shotguns. In addition, flechettes and
  needle ammunition may be coated with
  poisons. The design of poisons (and
  acids), are left to the devising of the GM,
  but as for some suggestions: certain
  poisons may only effect specific creatures,
  some effects may be delayed, biotoxins
  may be used, and so on.
  2.42 GRENADES AND
  PORTABLE MISSILES
  There are avariety of grenade and
  portable missile types available in Space
  Master, including hand-thrown explosives,
  grenades launched from arifle or similar
  device, as well as rocket propelled
  grenades. Portable missiles, on the other
  hand, are either guided or unguided, and
  are generally fired from portable missile
  launchers as described in the Weapons
  Listing. Throughout the following rules
  section, it will be assumed that Grenades
  and Portable Missiles produce the same
  effects, and these will be phrased in terms
  of what grenade warheads do when they
  detonate. So, references to "grenade"
  effects apply equally to portable missiles.
  Regardless of the delivery system, all
  grenades share some common properties.
  When detonated, grenades produce five
  distinct "blast radii". The first blast radius
  is called "ground zero", wherein the most
  severe explosive effects are produced.
  The second, third, fourth and fifth blast
  radii extend outward from ground zero
  spherically, each producing graduated,
  and generally reduced, blast effects. Both
  the volume encompassed within agiven
  blast radius, as well as the specific effects
  produced, are dependent upon the type of
  grenade which is detonated.
  10
  General Purpose Grenades:
  General Purpose (GP) grenades are
  anti-personnel warheads available in sizes
  ranging from Mk.1 through Mk.5. They
  come in hand-thrown, launched, rocket
  propelled, and portable missile versions.
  Every GP grenade produces the requisite
  five blast radii when detonated. GP
  grenades resolve their effects on the
  Grenade Attack Table (15.3) , delivering
  both Shrapnel and Impact criticals of the
  same severity. There are three variations
  of the GP grenade:
  1) Point Defense General Purpose (PDGP)
  grenades have warheads with restricted
  blast radii to allow their use at close
  quarters, or for pin-point attacks. Each
  blast radius extends outward from the
  detonated grenade only one (1) meter per
  Mk.#.
  2) Standard General Purpose (GP)
  grenades form the basis of this series,
  having standard blast radii. Each blast
  radius extends outward from the deto-
  nated grenade two (2) meters per Mk.#.
  3) Enhanced General Purpose (EGP)
  grenades have warheads which produce
  abnormally large blast radii. Each blast
  radius extends outward from the deto-
  nated grenade three (3) meters per Mk.#.
  Concussion Grenades:
  Concussion (CO) grenades are anti-
  personnel warheads available in sizes
  ranging from Mk.1 through Mk.5. They
  come in hand-thrown, launched, rocket
  propelled, and portable missile versions.
  Every CO grenade produces the requisite
  five blast radii when detonated. CO
  grenades resolve their effects on the
  Grenade Attack Table, delivering an Impact
  critical when called for. There are three
  variations of the CO grenade:
  1) (POCO) grenades have warheads with
  restricted blast radii to allow their use at
  close quarters, or for pin-point attacks.
  Each blast radius extends outward from
  the detonated grenade only one (1) meter
  per Mk.#.
  2) (CO) grenades form the basis of this
  series, having standard blast radii. Each
  blast radius extends outward from the
  detonated grenade two (2) meters per
  Mk.#.
  3) (ECO) grenades have warheads which
  produce abnormally large blast radii.
  Each blast radius extends outward from
  the detonated grenade three (3) meters
  per Mk.#. In addition, any Impact critical
  is rolled twice, and all results are applied
  to the target.
  
  Shrapnel Grenades:
  Shrapnel (SH) grenades are anti-
  personnel warheads available in sizes
  ranging from Mk.1 through Mk.5. They
  come in hand-thrown, launched, rocket
  propelled, and portable missile versio'ns.
  Every SH grenade produces the requisite
  five blast radii when detonated. SH
  grenades resolve their effects on the
  Grenade Attack Table, delivering a
  Shrapnel critical when called for. There
  are three variations of the SH grenade:
  1) Point Defense Shrapnel (PDSH)
  grenades have warheads with restricted
  blast radii to allow their use at close
  quarters, or for pin-point attacks. Each
  blast radius extends outward from the
  detonated grenade only one (1) meter per
  Mk.#.
  2) Standard Shrapnel (SH) grenades form
  the basis of this series, having standard
  blast radii. Each blast radius extends
  outward from the detonated grenade two
  (2) meters per Mk.#. In addition, a
  Shrapnel critical delivered within the first
  Blast Radii (Ground Zero), is rolled twice
  with all results applying to the target.
  3) Enhanced Shrapnel (ESH) grenades
  have warheads which produce abnor-
  mally large blast radii. Each blast radius
  extends outward from the detonated
  grenade three (3) meters per Mk.#. In
  addition, any Shrapnel critical delivered
  within the first two Blast Radii (Ground
  Zero and the second Blast Radius) is
  rolled twice with all results applied to the
  target.
  Plasma Grenades:
  Plasma (PL) grenades are anti-
  personnel warheads available in sizes
  ranging from Mk.1 through Mk.5. They
  come in hand-thrown, launched, rocket
  propelled versions, and portable missiles.
  Every PL grenade produces the requisite
  five blast radii when detonated. PL
  grenades resolve their effects on the
  Grenade Attack Table, delivering Heat,
  Impact, and Radiation criticals of the same
  severity. There are three variations of the
  PL grenade:
  1) Point Defense Plasma (PDPL) grenades
  have warheads with restricted blast radii
  to allow their use at close quarters, or for
  pin-point attacks. Each blast radius
  extends outward from the detonated
  grenade only one (1) meter per Mk.#.
  2) Standard Plasma (PL) grenades form
  the basis of this series, having standard
  blast radii. Each blast radius extends
  outward from the detonated grenade two
  (2) meters per Mk.#.
  3) Enhanced Plasma (EPL) grenades have
  warheads which produce abnormally
  large blast radii. Each blast radius
  extends outward from the detonated
  grenade three (3) meters per Mk.#. In
  addition, the Heat effect of the warhead is
  residual when the grenade is detonated in
  any sort of atmosphere. Any targets
  occupying the Ground Zero of the
  warhead on the round after detonation
  takes an automatic "C" Heat critical (only
  a"B" Heat critical if the target is wearing
  an activated energy shield).
  Smoke Grenades:
  Smoke (SMK) grenades are obscuring/
  signalling/concealment warheads available
  in sizes ranging from Mk.1 through Mk.5.
  They come in hand-thrown, launched,
  rocket propelled, and portable missile
  versions. Every SMK grenade produces
  the requisite five blast radii when deto-
  nated, but instead of giving explosive
  damage, smoke is produced in the area.
  The GM will have to adjudicate smoke
  effects. Generally, the more dispersed the
  smoke from Ground Zero, the easier it will
  be to see through. Here is aset of
  guidelines for Perception and Combat
  modifiers when looking or firing through
  smoke: Ground Zero (-50), 2nd Blast
  Radius (-40), 3rd Blast Radius (-30), 4th
  Blast Radius (-20), and 5th Blast Radius
  (-10). Only use the worst modifier in
  application for each individual SMK
  grenade. There are three variations of the
  SMK grenade:
  1) Point Defense Smoke (PDSMK)
  grenades have warheads with restricted
  blast radii to allow their use at close
  quarters, or for pin-point deliveries. Each
  blast radius extends outward from the
  detonated grenade two (2) meters per
  Mk.#. The smoke will last for 10 minutes
  if the atmospheric medium is undis-
  turbed.
  11
  NEEDLE PISTOL
  Conboy Labs
  2) Standard Smoke (SMK) grenades form
  the basis of this series, having standard
  blast radii. Each blast radius extends
  outward from the detonated grenade four
  (4) meters per Mk.#. The smoke will last
  for 20 minutes if the atmospheric
  medium is undisturbed.
  3) Enhanced Smoke (ESMK) grenades
  have warheads which produce abnor-
  mally large blast radii. Each blast radius
  extends outward from the detonated
  grenade six (6) meters per Mk.#. The
  smoke will last for 30 minutes if the
  atmospheric medium is undisturbed.
  Anti-laser Aerosol Grenades:
  Anti-laser Aerosol (ALA) grenades are
  defensive warheads which defeat coherent
  light (e.g., Laser) beams. They are
  available in sizes ranging from Mk.1
  through Mk.5, and come in hand-thrown,
  launched, rocket propelled, and portable
  missile versions. Every ALA grenade
  produces the requisite five blast radii when
  detonated. ALA grenades defeat Laser
  attacks using the following modifiers:
  Laser fired through Ground Zero (-100),
  2nd Blast Radius (-80), 3rd Blast Radius
  (-60), 4th Blast Radius (-40), 5th Blast
  Radius (-20). Only use the worst modifier
  for each effect produced by asingle ALA
  grenade. Anti-laser aerosols do not affect
  perception in any way. There are three
  variations of the GP grenade:
  1) Point Defense Anti-laser Aerosol
  (PDALA) grenades have warheads with
  restricted blast radii to allow their use at
  close quarters, or for pin-point deliveries.
  Each blast radius extends outward from
  the detonated grenade only one (1) meter
  per Mk.#. The aerosol remains sus-
  pended for 10 minutes provided that the
  atmosphere is undisturbed.
  
  Portable Missile Options:
  Aportable missile may be produced
  with multiple options, but it may have only
  one type of fuse. The following.op.tions
  are available for any portable missile:
  • Extended Range: Long Range character-
  istics are doubled.
  • Fire-and-Forget: This option is available
  for Guided Missiles only. Essentially,
  with the Fire-and-Forget option, a
  missile is treated as "guided" except
  that its flight need not be monitored and
  directed by the firer. Simply put, the
  missile uses its own detection system to
  guide itself to the target.
  • Proximity Fuse: The missile deton~t~s
  before reaching its chosen target If It
  comes within 1Blast Radii of another
  target. This must be aspecific sort of
  target chosen for the missile in ques-
  tion, be it aman-sized life form or
  armored vehicle.
  • Delayed Fuse: The missile detonate.s after
  aset time interval has passed. ThiS
  must be determined prior to launch on a
  case-by-case basis. The GM must
  determine reasonable limits for this
  technology.
  • Remote Fuse: The missile detonates by a
  remote control possessed by the firer.
  With this option, amissile may be fired,
  its placement judged, and then the
  warhead detonated. This fuse may not
  be chosen as an option for armor pier-
  cing portable missiles.
  Blast Radii (m/Mk.')
  PD
  Standard
  Enhanced
  1
  1
  1
  1
  (d)
  (d)
  Grenade Type
  [@l:PuFpose
  ussion
  Shrapnel
  Plasma
  Smoke
  AerOSOl
  Notes:
  a ::: Roll criticals twice in the first Blast Radius.
  b ::: Roll criticals twice in the first two Blast Radii.
  c ::: Lingering Heat effects. See the text for specifics.
  d ::: Effect normally lasts for 10 minutes.
  e::: Effect normally lasts for 20 minutes.
  f ::: Effect normally lasts for 30 minutes.
  . ..
  Portable Missiles:
  As indicated earlier on, portable missile
  effects are practically identical to the
  grenades described above. The difference
  with portable missiles is their attack
  delivery method. Portable missiles are
  best thought of as miniature guided or un-
  guided, direct-fire rockets, which are
  discharged by portable missile launchers.
  For simplicity's sake, it is assumed th~t a
  portable missile launcher (PML) can fire
  any portable missile. However, the GM
  may stipulate as many restrictions as he
  sees fit. Below are detailed afew portable
  missiles followed by achart of their range
  characteristics. Note that any of the
  grenade warheads described a~ove could
  be held within any of the follOWing
  portable missiles.
  1) The Standard Unguided Missil~ is a
  direct line-of-sight warhead delivery
  system. Its maximum range is 800
  meters.
  2) The Standard Guided Missile, when
  discharged, must be directed to its
  target by the firer, who controls its flight
  from the portable missile launcher (by
  means of remote control). When so
  controlled, the missile adds +30 to its
  SR MR and LR modifiers (from the
  Master Weapons Chart 1) to determine
  the accuracy of ahit attempt. If
  uncontrolled, aguided missile may be
  fired as an unguided missile. The
  missile's max range is 1500 meters.
  2) Standard Anti-laser Aerosol (ALA)
  grenades form the basis of this series,
  having standard blast radii. Each blast
  radius extends outward from the deto-
  nated grenade two (2) meters per Mk.#.
  The aerosol remains suspended for 20
  minutes provided that the atmosphere is
  undisturbed.
  3) Enhanced Anti-laser Aerosol (EALA)
  grenades have warheads which produce
  abnormally large blast radii. Each blast
  radius extends outward from the deto-
  nated grenade three (3) meters per Mk.#.
  The aerosol remains suspended for 30
  minutes provided that the atmosphere is
  undisturbed.
  Miscellaneous Grenades:
  The GM is free to develop any grenade
  effects that he wishes to include in his
  game. These could include grenades
  which emit poison gas, acid, biotoxins,
  anti-molecutronic viruses, corrosives, etc.
  Variations on these grenades could follow
  the "Point Defense! Standard! Enhanced"
  progression given in this section.
  Grenade Fuse Options:
  There are several ways to have a
  grenade detonate. The following fuse
  options are available for grenades (~nd
  possibly mines if the GM allows their use):
  • Timed Fuse: Grenades are usually de-
  livered during aFire Phase in the Combat
  Round Sequence. Awarhead could be
  timed to detonate in the same phase, or
  the next action phase in the sequence.
  • Contact Fuse: The grenade will detonate
  the instant it strikes any solid or liquid.
  • Proximity Fuse: The grenade will det-
  onate when it comes within aset distance
  of the ground, thus exploding in mid-air.
  • Delayed Action Proximity (DAP): The
  grenade will not detonate until triggered
  by the presence of the appropriate target
  type (e.g., aman sized bio-organism)
  within its first blast radius.
  • Delayed Action Remote (DAR): The
  grenade will only detonate when com-
  manded to do so via aremote control
  unit possessed by the attacker.
  Standard Unguided
  Extended Range Unguided
  Standard Guided
  Extended Range Guided
  o
  +30
  +30
  12
  
  3.0
  ,~
  Apocryphal Speech of alittle-known Jym-bob
  Android model which malfunctioned slightly
  and murdered several dozen Citizens.
  EQUIPMENT
  '~ 'Mark Five Magneto-feed Fully Automatic Plasma Repeator Rifle'? Is that whatyou
  call it? I call it agun. I thought I knew how to use one of these; now I'm not sure. Let's
  try it out... "
  .
  Idant Disk (replacement): One Ident Disk
  is issued to each citizen of the Imperium
  free of charge; lost ones are replaced at a
  penalty charge. The ident disk is a5cm
  plate about 2mm thick, carrying on one
  face aholo-image of the bearer, and on
  the other face aspecial sensory material,
  engraved with the name of the bearer in
  standard Terran. Within the disk is held
  an array of personal information -
  physical, physiological, psychological and
  historical -
  as well as aretina scan for
  further ident confirmation. Access to this
  information is limited, depending on the
  reader. Normally, only authorized Patrol
  readers with amaster clearance have full
  access, and only Confederation Hospital
  readers have full medical (physiological
  and psychological) access. The disks are
  chemically keyed to specific body chemis-
  try and warmth, so that if the disk leaves
  the proximity of the wearer long enough to
  fully dissipate acquired body warmth
  (about an hour), the disk information is
  destroyed, and the holo-image blurred
  beyond recognition. Ident Disks, like
  Elmonit cards, are very difficult -
  but not
  impossible -
  to forge. They must be
  worn very close to the body. Personalized
  disk carriers, like jewelry, are constantly
  moving in and out of fashion.
  Infra-red Goggles: Less expensive than
  the lenses above, they perform basically
  the same function. They do, however,
  reduce wearer Perception by 20 (and it is
  is obvious that one is wearing them, as
  opposed to the lenses, which are unde-
  tectable to the casual observer).
  Infra-red Lenses: Contact lenses, wear-
  able for up to amonth without discomfort,
  which allow the wearer to 'see' into the
  infrared spectrum, allowing him to discern
  heat-radiating objects even in the dark.
  Activated by pupil dilation, they do not
  impede normal vision. Must be custom-
  fitted (included in price).
  Light Filler Lenses: Similar to Infra-red
  Lenses, these are triggered by pupil
  constriction, darkening to cut glare when
  the wearer is in bright light. Must be
  custom-fitted (included in price).
  Lightrod: (*) Basically asophisticated
  flashlight, the Iightrod can act as asignal
  beacon, in addition to possessing avariety
  of other levels of intensity and beam
  width.
  Magnetic Compass: This simple device
  will function on any planet where magnetic
  poles are present. About 6 cm in diameter
  and 4 mm thick.
  STUN PISTOL
  Kashmere Tools
  Elmonit Card: Not a'credit' card, but an
  electronic checking system. The Elmonit
  card is about the size of acredit card,
  though 5 mm thick, and contains encoded
  data on the possessor's available financial
  resources. When plugged into aMerchant
  or Bank transactor the data is read, and, if
  the holder is making apurchase, the
  amount is deducted, altering the data.
  Illegal data alteration is extremely difficult,
  although not impossible. Normally they
  are only accepted if locally (within a
  system) issued so that the Bank network
  can verify the integrity of the card. For
  Interstellar travel, the traveller is issued a
  special bank credit, with which he/she/it
  may set up atemporary account at the
  local institution. Like the Ident Disk (see
  below), Elmonit cards are chemically
  keyed to the owner.
  Glowglobe: (*) An 8 cm diameter translu-
  cent sphere, the glowglobe is aportable,
  self-contained light source. Light level is
  altered by twisting the hemispheres, from
  'off' to an illumination equal to about a150
  watt light bulb. Also triggered when the
  globe is turned on is atiny gravity
  neutralizer, rendering the globe weight-
  less. Asmall loop is mounted on one
  hemisphere where the globe can be
  'moored' to keep it from floating away. A
  variety of light shades are also available.
  3.1
  _
  PERSONAL ITEMS
  Calculator unit: (*) Asmall ("pocket-
  sized") calculator capable of performing
  only the most basic of mathematical
  functions. The calculator unit can add,
  sUbtract, mUltiply, divide, perform square
  roots, simple logarithms, derivation and
  integration. It also possesses amemory
  function.
  Chronometer: (*) Fitted with alifetime
  power cell, these wristwatch-like devices
  invariably perform several other tasks,
  including personal metabolic monitoring,
  limited audio recording, etc.
  Computer Map: (*) Actually acombined
  scanner/recorder, this device uses
  hologlass plates to store visual informa-
  tion. The Map records information
  continuously in a100 m. radius about the
  carrier, providing afaultless return guide.
  Premade maps from aerial and orbital
  scans can also be fed into the Map, which
  compares scan data with immediate
  surroundings to pinpoint current location.
  One Hologlass can store about 1,000,000
  sq. km of map data. The Map is a2 cm.
  thick 10 x 10 cm square, one full face
  devoted to aglassteel display face, which
  displays a3-D top-view at anearly infinite
  range of magnification. The Map can also
  project the image (in the right lighting) in a
  3 msquare display.
  Distance lenses: (*) About the size of a
  pair of small binoculars, these combine
  the powers of Infrared and Filter lenses, as
  well as superb magnification (up to
  100,000x). Asmall display inside, along
  the edge of the view gives distance to an
  object targeted in crosshairs (up to 20
  km).
  Earphone Communicator: (*) Alight-
  weight headset, it mounts in one ear with
  afilament wire extending to just in front of
  the mouth, atiny microphone mounted on
  the tip. The unit is very lightweight and
  unencumbering. Hearing, even through
  the unit, is unimpaired. Range: 100 m;
  also used on-board vehicles.
  13
  
  Makeover Kit: (2*) About the size of a
  small attache case, this unit includes a
  built-in Holoviewer. In addition you will
  find anumber of advanced cosmetics and
  colored eye lenses, allowing the skilled
  user to alter his/herlits face and hands to
  appear to be nearly any humanoid racial
  type. One very skilled, using asuperim-
  posed holo-image, can duplicate the exact
  features of another individual. An easier
  method of exact impersonation, also in the
  kit, is aspray-on mask, which allows one
  to make amold and perfect mask of the
  impersonee. Of course, awilling (or
  unconscious) impersonee is necessary for
  this operation.
  Microcomputer (Mk. 1 through 4): (1-4*)
  Asmall, hand-held computer unit (15 x 10
  x3centimeters), the microcomputer is
  capable of performing all basic mathemati-
  cal functions (this program is part of the
  unit's hardware). and can record data and
  perform programmed functions just as
  any larger computer (given that the
  appropriate programs are in the unit). The
  microcomputer features a6centimeter
  diagonal screen and amini keyboard
  (which is protected by ahinged faceplate
  when not in use). and is unable to respond
  to vocal commands. The computer has a
  receptacle for memory discs and is
  capable of full data playback. It has not
  proved possible yet to create artificial
  intelligence in units of this size, but in all
  other respects (i.e., CPU capacity, memory
  and storage) the microcomputer is treated
  as astandard computer .
  Molecutronic Scrambler: (1 *IMk.l) The
  bane of many an android and computer
  brain, the Molecutronic Scrambler creates
  aspecifically tuned (random general
  electromagnetics have no effect on
  molecutronics) electromagnetic field
  which thoroughly disrupts the workings of
  molecutronics. The Mk.1 of the Scrambler
  (which can only be as large as Mk.50) is
  used as the attack level on the Resistance
  Roll Chart (Player Book, pg.95). The
  defense level is equal to the Computer
  Mk.#for computer systems and robots. or
  the actual Experience Levelof atarget
  android. If the molecutronic target fails to
  resist the Scrambler, the computer "brain"
  is mutilated beyond all possible function
  and is rendered completely useless. In the
  case of Android failure, all mental stat
  potentials are reduced 1for every point of
  failure.
  On the other hand, if the "brain" resists
  the Molecutronic Scrambler's attack, it is
  in perfect working condition and may
  never again be affected by that particular
  Scrambler.
  ASSAULT BLASTER
  Neufeld
  Small Scrambler units look like little
  boxes and can be hand-held. Larger units
  are shaped like long rods with malicious
  looking prongs on the end. Still larger
  units can be mounted into back slung
  packs. Molecutronic Scramblers are not
  ranged weapons; the disruption field
  generator must be placed right next to the
  target brain (1 cm/MkI). If engaged in
  melee, the wielder of the Scrambler must
  make asuccessful maneuver to discharge
  it next to arobot or android brain in order
  to have any chance of success. Mole-
  cutronic Scramblers are banned on Jym-
  Bob 77.
  Personal EW Generator: (i) This is abelt-
  carried device which, when activated,
  cloaks the subject from scanning detection
  attempts. Specifically, there is a-50
  modifier to all scanner rolls directed at the
  wearer which are intended to pick up life
  forms. Concentrated ship or installation
  sensors are at -30 to pick up the 'cloaked'
  wearer. The Generator will operate for 100
  hours before its power supply is depleted.
  The Generator may not be used in
  conjunction with apersonal shield of any
  type.
  Pocket Communicator: (*) Asmall, palm-
  sized device designed for long-range audio
  communication (1000 km overland, or
  land to standard overhead orbit). It can be
  linked to amultiscanner to transmit coded
  information for more detailed shipboard
  analysis -
  though this is not 100%
  dependable (base -
  01-02 roll indicates
  flawed transmission; may be worse
  dependent on conditions) over long
  distances, and can be time-consuming.
  The Pocket communicator has awider
  range of frequencies than an earphone and
  has limited (25 hour) built-in recording
  capacity.
  14
  Poison Detector: (*) Using the principals
  of diffracted X-ray analysis, this small
  handheld device is capable of detecting
  .
  many different types of poisons commonly
  used in food or drink. The Detector has
  "standard" diffraction signatures stored in
  its memory; these are used to make
  positive matches when poisons are
  present in the analyzed material. Aspecial
  X-ray reflective plate must be placed under
  or behind the subject matter, and the
  Detector is then waved within 10 cm of the
  subject surface. Detection of standard
  poisons is automatic, with Electrical Tech
  rolls required for exotic toxins, or when
  the device is modified for expanded
  capabilities. ADetector can be used about
  100 times before its power supply is
  depleted.
  Psion Damping Gear: (4*) As developed
  by Fredrik Borg, this lightweight equip-
  ment takes the form of aheadband, laced
  with dozens of superconductor filaments
  crisscrossing in adome formation to make
  an open mesh skullcap. Each headband
  requires 4 energy cells to operate, and is
  triggered automatically when the wearer is
  the target of an attack Psion. Each time
  the wearer is attacked, the cap must make
  aresistance roll at 20th level. Failure by
  01-50 results in energy cell exhaustion
  (1-4 of the cells are dead). Failure by 51-
  100 results in the device burning out -
  roll for damage/repairs (all but Fredrik
  w?uld be at -50 to repair the devices);
  failure by more than 100 results in device
  burnout andfailure to protect the wearer
  from the attack (in which case the wearer
  must make aRR on their own). The gear
  does notconceal the wearer from detec-
  tion Psions, nor is it resistant to Psions
  which cause physical manifestations (such
  as Telekinesis or Energy Channels).
  Note: such equipment is extremely rare
  and hard to acquire. The lightweight
  headgearabove should be virtually
  unattainable at any price.
  
  SCANNERS
  Note: Success, failure or partial success
  for scanner use must be determined by
  the GM, based on aroll using the
  appropriate scanner skill. Section 21.2 of
  the Player Book discusses such static
  maneuvers and modifiers.
  Multiscanner: (t) An extremely useful
  device for explorer/adventurers, the
  multiscanner is the ultimate in portable
  analysis and detection instruments.
  Approx. 18 x 12 x 5em in size, the
  Multiscanner is often carried on ashoulder
  strap. Readout is via a2-D screen set on
  one side of the device, just above the
  control surfaces. The device is capable of
  three separate types of scan/analysis, as
  well as recording scan information for
  future, more detailed analysis by an
  onboard ship or land-based computer. It
  is also capable of normal audio-video
  recording. Information is stored on
  standard memory disks, 4 em in diameter
  and 7 mm. thick, each capable of holding
  10 hours of continuous full-spectrum scan
  (about 100 megabytes) in molecular
  memory. There is storage space in the
  bottom of the scanner for four disks in
  addition to the reader receptacle further
  up. Below is asummary of the scans
  which can be performed:
  • Life Types: Life form detection and
  distinction between animal and plant life
  can be made at adistance of 1000
  meters. At 200 meters individual animal
  life units can be discerned, and at 50
  meters the scanner can make distinctions
  between basic types (humanoid vs lizard
  or bear, for instance). More detailed
  information must be gleaned using a
  Medscanner.
  MULTISCANNER
  PANDA- Photino and
  Neutrino Drivers Amalgam
  • Power Emanations: This scan reveals
  any form of radiation, running the full
  spectrum from gamma to infrared,
  automatically screening out the usual
  background radiations (unless pro-
  grammed to do otherwise). This is useful
  in detecting transmission sources, as
  well as any sort of energy generator.
  Range varies tremendously depending on
  the power/transmission, but an activated
  scanner could pick up an unshielded
  pocket communicator beam at arange of
  about 100 meters, while it could detect a
  large, operating fusion reactor from as
  far as 10 km. At 1/1Oth of detection
  range (again, somewhat variable,
  dependent on conditions and skill of
  scanner operator) specifics can be made
  out (interception of transmission, exact
  location and type of power generation).
  • Physical Analysis: By utilizing this
  setting, the operator may locate concen-
  trations of agiven substance -
  assum-
  ing the scanner already has in memory a
  previous scan or database readout of the
  substance with which to compare -
  of
  as little as one gram at 10 m. The
  progression is, conveniently, fairly even,
  so that aconcentration of one kg. of an
  element may be found as far as 10,000
  meters (10 km.) away.
  Repair Scanner: (t) The Repair Scanner is
  the Technician's counterpart to the
  Medic's Medscanner or the Explorer's
  Multiscanner. Successful use of the
  Repair Scanner allows aTechnician to
  determine the exact causes and effects of
  malfunctions or damage to mechanical,
  power, and electrical systems. It is largely
  dependant on circuit 'plans' (in Memory
  disks) with which to compare the ideal
  with actual circuitry status. At arange of
  50 meters it will detect adisrupted circuit,
  and as range decreases it can pinpoint the
  problem. Repair scanners can act as an
  infra-plate, probing to adepth of 50 em
  (though it does not mount to asurface and
  must be held), and can detect even minute
  electrical currents at arange of 100m.
  Essentially the Repair scanner performs
  only the "Power Emanations" and "Physi-
  cal Analysis" scanning functions:
  • Power Emanations: This scan reveals
  any form of radiation, running the full
  spectrum from gamma to infrared,
  automatically screening out the usual
  background radiation (unless pro-
  grammed to do otherwise). This is useful
  in detecting transmission sources, as
  well as any sort of energy generator.
  15
  Range varies tremendously depending on
  the powerltransmission, but an activated
  Repair scanner could pick up an unsh-
  ielded pocket communicator beam at a
  range of about 300 meters (pick it up, but
  not listen in), while it could detect alarge,
  operating fusion reactor as far away as
  30 km. At 1/10 of detection range
  specifics can be made out (interception
  of transmission, exact location, output
  and size of reactor). The Repair scanner
  is able to trace power lines and circuitry,
  and -
  with askilled operator -
  analyze
  flawed circuits as aprelude to repair. It
  can also analyze electronic locks as a
  prelude to defeating them.
  • Physical Analysis: By utilizing this
  setting, the operator may locate concen-
  trations of agiven substance -
  assum-
  ing the scanner already has in memory a
  previous scan or database readout of the
  substance with which to compare -
  of
  as little as one gram at 10 meters. The
  progression is fairly even, so that a
  concentration of one kg. (1000 grams) of
  an element may be found as far away as
  10,000 meters (10 kilometers). The
  Repair scanner also has fine tuning
  controls, allowing it to determine detailed
  interior structures of any object within 10
  meters. This function is particularly
  useful to Crime Techs working in areas
  where there are mechanical locks and
  devices to be dealt with.
  
  Tactical Scanner: (*) Amuch simpler
  version of the standard Multiscanner, the
  tactical scanner is the preferred tool by
  many military services. Multiscanner skill
  is still used, but all rolls are at +50, due to
  the simplicity of the unit. Success
  indicates an accurate scan within the unit's
  range. The Tactical Scanner has draw-
  backs, however: standard range is only 30
  meters (360° scan) and the scanner only
  detects in two modes, motion and
  infrared. While capable of detecting in a
  vertical range 10 meters up and down,
  most users set the scanner for amore
  limited vertical field. It does not distin-
  guish life forms, power sources, or
  perform any sort of analysis. It is strictly a
  tactical information tool; size of all objects
  is approximate. The Scanner is able to
  penetrate most normal physical objects
  (walls, bulkheads) and force fields, though
  the GM may wish to include adifficulty
  subtraction when trying to read through a
  number of obstacles. In appearance the
  scanner is asmall unit, about 25 x 10 x 15
  cm, with aluminous blue gridded display.
  It can be mounted to large weapons (such
  as plasma rifles) or hand-carried.
  Signal Beacon: (*) Aflat disk about the
  size of aMemory Disk, the beacon
  projects avery bright beam of red light as
  far as 10 km. in length. The touch-switch
  allows for binary code transmission. Total
  light duration on one power cell: 5 hours.
  Ultra Goggles: Like the lenses below,
  .except these are less expensive, and
  .reduce Perception by 20.
  Ultra Lenses: These combine the features
  of Infra-red and Light Filter lenses. Must
  be custom-fitted (included in price).
  Security Scanner: (2* or t) This is the
  term used for an entire class of hand-
  portable data retrieval devices especially
  designed to read coded information off of
  an Ident Disc (they are commonly referred
  to as "Ident Scanners" for this reason).
  These devices are standard-issue equip-
  ment for most law enforcement officers
  throughout the Imperial and Provincial
  territories, as well as security personnel
  who represent the more autonomous
  corporate concerns. Varying in size,
  weight, manufacturing cost and energy
  requirements from region to region, the
  average Security Scanner is held in one
  hand while the Ident Disk is passed over
  its sensorplate or inserted directly into a
  provided slot. Depending upon the
  Scanner's setting (see below), this will
  enable the user access to various types/
  levels of personal information (known as
  "tiers") on the disc's owner.
  The average Security Scanner weighs
  .5 to 2kilos, and requires 2 Energy Cells
  (2*) or an energy Cartiridge (t) to operate.
  They are not commercially available,
  although they are occasionally seen on the
  black market (SHEER FOllY to find),
  where they can fetch prices ranging from
  500 to 5000 Elmonits.
  Use of aSecurity Scanner requires a
  Routine Crime Tech maneuver (a roll of 02
  or lower indicates power failure or
  equipment breakage), and will reveal only
  such data as the Scanner is "set" to
  retrieve (all other data will appear as
  meaningless lines of characters across the
  small screen). All information encoded
  upon an Ident Disc is entered into one of
  three "tiers"; these are detailed below:
  • Tier One/Open Data: Accessible to all
  known Security Scanners of Imperial or
  Provincial design, this tier contains all
  petinent "non-sensitive" identification
  data (that which, for instance, might be
  examined by aprospective employer).
  Such information includes the owner's
  name, sex, origin and current place of
  residence, date of birth, hair and eye
  color, height and weight, profession and
  employer, and Imperial/Provincial awards
  or decorations received, and denotes any
  licenses or certifications possessed (to
  operate given classes of vehicles, to
  engage in various forms of commerce, to
  near certain sorts of weaponry, etc.)
  • Tier Two/Security Data: Data on this tier
  is primarily for the use of local law
  enforcement agencies and VegaPol
  representatives. It includes the owners
  past arrest and conviction record, parole
  or probation information, physiological
  and medical notes (blood type, diseases,
  prescribed medication, etc), and known
  aliases or monikers. Another sort of
  record may be found/recorded on this
  tier; miscellaneous notes on psychologi-
  calor biological idiosyncrasies of
  recommended procedures for the
  identification and handling of the
  individual, which are occasionally placed
  there by such persons as teachers,
  counselors, psychologists, physicians,
  wardens or enforcement officers to serve
  as an aid to other authorities should the
  need ever arise. Often referred to as
  "marks" or "tags", the presence fo such
  notes always indicates that the individual
  has undergone some sort of analysis,
  evaluation, incarceration or treatment
  which may have some effect on future
  behavior or require special consideration.
  Most citizens who bear tags do not know
  exactly what they say.
  16
  • Tier Three/High Security Data: Data
  entries on this tier differ from those on
  the first two in that they are doubly
  coded, and may only be easily retrieved
  by the organization which placed them
  there to begin with (or by an allied
  organization entrusted with the code).
  Most Ident Disks possess little or nothing
  in the way of high security data; the
  presence of such entries always indicates
  some sort of group affiliation (or
  suspicion thereof). Such items as one's
  military service record, Special Agent
  status, security clearance rating, and
  known or suspected ties to subversive or
  criminal groups would all be recorded
  here. Undercover field agents of various
  organizations may possess another type
  of mark; known as an "agency Recognize
  Release", this is basically an instruction
  to allied agencies that this individual is
  indeed afield operative and should not be
  obstructed or delayed. In the event that
  such an operative is arrested by an allied
  agency, the ARR serves as a"get out of
  jail card" -
  the agent is to be released
  immediately and responsibility (recogni-
  zance) assumed by the "mother group".
  The encoding of information upon an
  Ident Disk reqUires alaser Engraver and
  aModerate Crime Tech Construction
  Project -
  this assumes that the engraver
  knows the appropriate code(s). Data on
  the first and second tiers is recorded in
  DODEC, translating into Anglaman, while
  high security data may be recorded in
  any number of different ways (depending
  upon the sophistication/authority of the
  encoding group).
  ASecurity Scanner which is set to
  retrieve from tier two or three will also
  read data from the lower tiers. ASecurity
  Scanner capable of only retrieving up to
  tier two cannot even detect the presence
  of tier three data (just having tier three
  data makes you asuspicious character).
  All information on the disk will be
  represented on the Scanner's screen,
  even if it is not translated (rumor has it
  that the Imperial Intelligence Directorate
  possess an invisible Disc code and a
  fourth tier -
  there is probably no truth in
  these stories). Security Scanners may not
  be "reset" to read data from other tiers.
  As an additional security precaution,
  many agencies which issue Security
  Scanners have them attuned to the
  finger/voiceprint of the individual officers/
  representatives who carry them. This
  prevents them from being used should
  they somehow fall into "the wrong
  hands".
  
  SIDE VIEW
  :iJ
  1\
  rq
  ..aa
  ..2a.,
  I I
  "
  7
  3.2
  _
  MEDICAL EQUIPMENT
  AND DRUGS
  Note: Use of the following equipment
  requires specialized training for full
  effectiveness. It is not normally issued to
  anyone who is not at least certified in
  First Aid, and even then most drugs and
  sophisticated equipment are restricted. It
  is suggested that the PC performing
  surgery make aroll for each tool/
  operation. To knit major bones or
  arteries or perform other severe repairs,
  alaser scalpel will be necessary to
  access the damaged tissues.
  3.21 FIELD MEDICAL
  EQUIPMENT
  Although generally not as complex to
  use effectively as Infirmary equipment,
  field medical devices should still be treated
  with respect. Each item has the difficulty
  modifier noted after the type of energy
  cell. Unless otherwise noted, Medical
  Practice or Medical Technics are required
  to utilize these devices (see the definitions
  of those skills in the Player Book).
  Medical Scanner (t): (Medium [+0], use
  Medscanner skill) Adevice almost
  identical to the Multiscanner in appear-
  ance, its detection/analysis abilities are
  more specialized in the Life Signs field.
  Life form detection and distinction
  between animal and plant life can be made
  at adistance of 1000 meters. At 500
  meters, individual animal life units can be
  discerned (Within agiven 50 mradius,
  after ascan) and within 100 meters the
  instrument will give information on basic
  animal types. Within 2 meters it can
  detect subtle racial differences and simple
  diagnostic analysis, such as detecting
  foreign matter in the target bloodstream,
  dangerous bacteria, etc. More accurate
  readings on an individual are possible if
  the Scanner has the person's Medhistory
  fed into it directly. (This can be transmit-
  ted via communicator tie-in or read off of a
  memory disk.) Note that the Medscanner
  does not provide treatment advice.
  Diagnostic Computer (2*): (Extremely
  Hard [-30)) About twice the size of the
  Medscanner, this unit has a200 megabyte
  internal storage capacity as well as
  memory disks, read/write ability, and
  space to store five extra disks. It is a
  sophisticated diagnostic device, capable of
  adetailed biomedical and psychologic
  analysis. It does not perform scanning
  functions; rather it reads data gleaned by a
  Medscanner and interprets it much more
  effectively than the scanner, including
  TOP VIEW
  TISSUE KNITTER
  Gaeduceus
  detailed treatment advice (something the
  Medscanner does not do). Once again,
  accurate readings are much easier if the
  computer has had aMedhistory of the
  patient previously input. An average
  complete Medhistory (including all
  previous scans and medical history) is
  kept on the patient's ident disc.
  Dermal Closer (*): (Light [+10)) Releas-
  ing an energy wave which accelerates cell
  regeneration radically, the Closer is used
  for healing concussion hits at the rate of 1/
  round while activated; also will heal
  bleeding wounds (max 5 hits/round in
  severity) at the rate of 1/round. The Sealer
  will also repair up to 2nd degree burns.
  One power cell in this unit will heal atotal
  of 100 hits or hits/round. The device is
  roughly cylindrical, 2.5cm in diameter and
  10cm long, and is operated by holding
  about 3cm above the affected area and
  activating.
  Tissue Knitter (*): (Hard [-10)) Working
  on the same principle as the Dermal closer
  but more powerful, the Knitter is able to
  rejoin muscle, tendon and cartilage.
  Severe and complex injuries (such as
  shatters) are not recommended to be
  treated by field equipment, as the sophisti-
  cation of these devices is limited. Tissues
  to be joined must be aligned somewhat.
  The Knitter is 3.5 cm in diameter and 12
  long, with more complex controls (and so
  more skill required to operate). Repair
  time varies with complexity. The power
  cell will repair 4specific wounds.
  Regenergun (3*): (Hard [-10)) Will repair
  and regenerate any severity burns at the
  rate of approx 10 hits/minute. The 'gun'
  will also regenerate destroyed muscle,
  17
  cartilage, tendon and partial bone tissue,
  requiring about one hour for each regener-
  ated part. The gun cannot re-grow
  complex tissues like organs. The patient
  is at -25 (for each regenergun treatment)
  for aperiod of 25 hours after the treat-
  ment. It will repair any three burned areas
  or three specific tissue damages before
  exhausting its cells.
  Arterial Sealer (*): (Very Hard [-20))
  Again, similar to the Knitter and Closer,
  this more specialized device will rejoin
  severed veins and arteries (maneuver
  required) and stop bleeding hits at the rate
  of 3/rnd. It is approximately the same size
  as the Dermal closer, though 2cm longer.
  The power cell will repair 5severed
  arteries or 50 bleeding hits, or any
  combination (3 arteries and 20 hits/rnd,
  for instance).
  Laseknife (*): (Very Hard [-20)) Utilizing a
  focused laser scalpel, this device, though
  probably not apotential effective weapon,
  could be dangerous if used by the
  unskilled. The Laseknife is 6cm long, 3 in
  diameter, the 'blade' end cone-shaped.
  Preservation Unit (t): (Hard [-10)) This
  device keeps alive apatient whose body,
  for one reason or another, is incapable of
  self-support, and is beyond the capability
  of field medication. The unit is about the
  size of asmall backpack, with several
  retractable wires and tubes, each fitted on
  the end with acutaneous adhesion plate.
  (These plates work in asimilar manner to
  medtabs, adhering to the skin and
  injecting medicines or taking samples
  through tiny, high-pressure infusions.)
  The entire setup, including patient, is
  placed in aspecial polymer bag (included).
  
  Although the device can run for as long as
  25 hours on the 3 power cells, and the
  cells may be exchanged indefinitely, the
  body is not as stable as it would be if held
  in amore sophisticated (and much more
  bulky) Medcomputer Stasis Unit, and the
  patient's condition could deteriorate if not
  attended to within 25 hours (roll aRRI
  hour for Stat decline after 25 hrs.
  lnataspllnt: (Medium [+0]) An inflatable
  sleeve forty-five centimeters long which
  fits snugly over any limb, the instasplint
  immobilizes the limb and reduces the
  chances of additional injury. If the GM
  makes rolls to determine whether healing
  is 100% correct, use of an instasplint adds
  70 to any roll.
  "Instacast: (Medium [+0]) More durable
  than an instasplint, the instacast is an
  adjustable, plastic sleeve which hardens
  when acatalytic solution is applied,
  creating arigid but relatively comfortable
  lcast'. Use of an instacast effectively
  halves the maneuver penalty for abroken
  limb. It is easily removed by the applica-
  tion of asoftening solution. Atube of
  each solution is included with each
  instacast. If the GM makes rolls to
  determine whether healing is 100%
  correct, use of an instacast adds 90 to any
  roll.
  Skeletal Field Knitter (3*): (Very Hard
  [-20]) The Skeletal Knitter is afield device
  akin to the Tissue Knitter, but it has a
  more specialized function. When success-
  fully utilized, the three power cells of this
  Knitter are capable of repairing 6sprains,
  or 3 breaks, or 1shatter, or an appropriate
  combination of these bone/cartilage/
  tendon repairs. The subjects of Skeletal
  Knitting are physically drained by the
  process, so all actions for 25 hours
  following the bone repair are at -25%.
  This represents the recovery period.
  Medtab Applicator (*): (Light [+10]) An
  oval, palm-sized instrument, the applicator
  adheres Medtabs to the patient's skin.
  Medtabs are the latest development in
  controlled medicine dispensing, and are
  sold (to qualified personnel) in 10-tab
  cartridges. Acartridge is fed into the
  Applicator; the dosage to be applied is set
  on the Applicator controls -
  based on
  Diagnostic Computer recommendation or
  skilled treatment decision based on
  Medscanner readout -
  and the device is
  pressed against the patient's skin (usually
  on alimb). A1em disk sticks to the skin,
  and remains firmly adhered after the
  Applicator is removed. The ITab' infuses
  the medication over asafe period of time
  and falls off, fully spent.
  Auto Tab Applicator: (Hard [-10]) (2*)
  This device can be attached to aperson's
  upper arm or leg so that it will automati-
  cally dispense Med Tabs into the being's
  system at preset intervals. It has a10 Tab
  Capacity. The Auto Tab Applicator is best
  attached and set by aperson with Medical
  Technic skills.
  Modifications of the Auto Tab Applicator
  are possible (as they are with any device).
  Certain modifications could allow auto-
  matic injections at the command of the
  wearer or under certain environmental
  conditions.
  3.22 TABS
  The following Tabs have avariety of
  uses; all of the non-healing Tabs have an
  Addiction Factor (noted as the AF after the
  drug name). If the drug is taken more
  frequently than 1x/l 0days, the imbiber
  must resist addiction by making a
  successful Resistance Roll (RR). This is
  done by making apercentage roll (plus
  Constitution bonus, if applicable) which is
  above the Addiction Factor. Each succes-
  sive time the drug is taken, still within 10
  days, adds 20 to the Addiction Factor.
  "Addiction" can range from its losing its
  effectiveness (the most common result),
  to adependance on the drug, to death.
  MEDICINAL TABS
  Alerlene: (AF: 10) Alerlene is astimulant
  often used by military and paramilitary
  troops. Application of one tab allows the
  recipient to operate at full efficiency for a
  25 hour period without rest. The drug is
  so safe, that several consecutive injections
  will allow extended wakefulness without
  detrimental effects. However, after use of
  Alerlene is discontinued, asleep period
  must follow with 4 extra hours of sleep
  required for each consecutive 25 hour
  period that the person was kept awake
  with the drug.
  18
  Amboathorphin: (AF: 15) Amboathorphin
  is auniversal nerve gas antidote for
  humans. Each applied tab will protect a
  person in achemical warfare nerve gas
  environment for 25 hours. Victims who
  have succumbed to nerve gas in a
  previous combat round, and are miracu-
  lously still alive, can be treated with
  Amboathorphin in order to revive them.
  This would require an exceptional Medical
  Technics skill roll.
  Anacept: (AF: 01) The result of centuries
  of biochemical research, Anacept is a
  100% effective contraceptive. It is
  available in two forms; for males and
  females (the female version is more
  expensive and much longer lasting), and
  need not be used on aperiodic basis. A
  dose of either variety must be taken at
  least fifteen minutes prior to sexual
  intercourse, and will render the user
  effectively sterile (males for 100 hours,
  females for twenty-seven days). It may be
  purchased over the counter by non-
  medical personnel on most Imperial
  Homeworlds. Recently, the manufacturers
  of this and other contraceptives and
  abortifacients have come under fire from
  several of the more fanatical religious
  groups which have been growing in
  popularity, making this acontroversial
  issue.
  Andellne: (AF: 10) Heals 30 concussion
  hits over the space of 6 rounds.
  Andrex: (AF: 50) This chemical will
  normally increase concussion hit total by
  50% and double the number of exhaustion
  points available to the character. The
  duration of the effect is 2 rounds per 5%
  failure of aRR made against a20th Lvi
  attack.
  
  AntiRad I through V: (AF: 35) Ahighly
  effective antidote for radioactive poison-
  ing, adose of AntiRad remains active
  within the user's bloodstream for fifty
  hours, and reduces the level of any
  radiation critical then taken by the Mk. of
  the dose (An Ecrit versus AntiRad I '
  becomes aDcrit, versus AntiRad II aC
  crit, etc). AntiRad has ahigh Addiction
  Factor, due to the tolerance developed by
  many persons against normal doses.
  Usually the dose must be doubled if this
  tolerance develops.
  Arelenex: (AF: 10) Available over-the-
  counter throughout the Empire, adose of
  Arelenex completely relieves all symptoms
  of the common cold for twenty-five hours.
  Decilage: (AF: 15) Amicro-organism in
  Tab form with an incubation period of 31-
  60 minutes after it is introduced into the
  blood-stream. The MID attacks and
  destroys ingested toxins and other MID's
  which work on the digestive or circulatory
  system.
  Doseline: (AF: 80) (Sedative variant)
  Causes immediate unconsciousness as
  Virlene, but certain sleep patterns are
  inhibited. User awakens after only 1/4 of
  normal sleep time, fully rested (including
  PPs) and can function as normal. (Addic-
  tion symptom: mental deterioration: -5 to
  permanent Reasoning, Intuition and
  Memory for every additional use/10 days
  when RR failed.)
  Fir-Oueline: (AF: 05) Heals 10 hits
  instantly.
  Hemoflux: (AF: 20) (Specific Stimulant):
  Acts on the spleen and liver, causing
  greatly accelerated blood production -
  enough to completely replace blood
  supply within 2 hours. Patient must at all
  times still 'have the normal minimal
  amount of blood to remain alive. Patient
  must be kept hydrated and will be at -25
  for 25 hours after taking this drug.
  Hyravol: (AF: 25) This drug counters the
  side effects which often accompany Hyper
  Space travel. Anyone suffering from
  nausea or disorientation after ahyper-
  shunt (GM's discretion) can be cured with
  ashot of Hyravol
  Interferon IV: (AF: 10) (Antiviral) The
  latest synthetic version. Immediately after
  administered the patient is allowed anew
  RR at +100. If it is successful, complete
  recovery is achieved within one hour. If
  not, the patient may make another roll at
  +100 after every hour until successful, or
  six tries are made, whichever comes first.
  If all should fail, one can receive the drug
  and try again after one full day (though the
  drug is at an additional -10 for every
  successive use vs the same virus).
  Jirolene: (AF: 70) (Stimulant) Aids
  wakefulness; adds 20 to Perception and
  related alertness rolls. Prolonged use (75
  hours without afull rest period) causes a
  deterioration of all stat bonuses at the rate
  of 5 pts/hr, until afull rest is taken.
  Korteline: (AF: 20) Relieves 1-10 accumu-
  lated stun-rounds.
  Luryadrenaline: (AF: 5) (System Stimu-
  lant) used to revive patient from stasis in a
  portable preservation unit.
  Perserverine compound: (AF:70) Ahighly
  effective pain-killer used often by military
  physicians. Although it does not heal any
  concussion points of damage, Perserver-
  ine greatly reduces the user's sensitivity to
  any pain for aperiod of six hours. In
  game terms, this drug lowers the "Shock
  &Pain" modifier by one step (Le.; a
  character who has taken from 51 %to
  75% of his total concussion hits may act
  as if only 25% to 50% have been taken-
  reducing the maneuver penalty from -20 to
  -10, etc). This adjustment also applies to
  the exhaustion point expenditure modifi-
  ers. Dne very dangerous aspect of this
  drug is its high addiction factor. Any
  character who rolls such aresult must
  succeed in avery hard (-20) static
  maneuver modified by Self Discipline. It
  the total achieved on this roll exceeds 1DO,
  the dosage will have to be doubled the
  next time Perserverine is taken. It the total
  is 100 or lower, the character is physically
  dependent on the drug, and will feel
  hopeless and in pain whenever denied its
  effects. Such characters will suffer a-20
  on all maneuvers attempted during
  withdrawal. This penalty will continue to
  apply until withdrawal is complete -
  usually from three to thirty days later.
  Ouedella Phi: (AF: 0) Not achemical drug,
  but actually amicro-organism held within
  the Tab; aQuedella Phi Tab allows a
  human to digest rough cellulose for a
  week. This is agreat survival boon for
  explorers on undeveloped worlds that are
  sparse in readily edible vegetable food.
  Rebillis: (AF: 20) Allows character to "see
  into his future" (5 minutes only). He must
  make aRR against a5th Lvi attack; if it is
  successful the vision is clear, if failed, the
  vision takes the form of ahazy hallucina-
  tion.
  Regenex III: (AF: 0) (regenerate limb) A
  very expensive drug, it allows the regen-
  eration of lost body parts. It is also time-
  consuming, for the full re-growth of a
  finger will take as long as 20 Standard
  Days; an arm or leg 100 to 150 Days. The
  limb is aperfect reconstruction, however;
  identical to the original.
  19
  Stirene: (AF: 10) (antibiotic) Extremely
  useful in fighting most bacterial infections.
  Although full recovery usually takes 24
  hours, only one Stirene-aided RR is made,
  at +100. If the patient fails this roll (and
  the GM should keep this secret for two
  hours, which is how long it takes before
  even askilled and well-equipped physician
  could determine whether the drug was
  taking effect) more extreme measures
  need to be taken. Addiction here usually
  means that the drug becomes ineffective.
  Teledrine: (AF: 20) Adifficult drug to
  obtain (sheer folly (-50) on most Imperial
  worlds), and totally illegal in some
  Provinces, Teledrine somehow increases
  the effectiveness of psionic endeavors by
  Telepaths and Semi-Telepaths. It is
  occasionally used by the Truthsibyls of the
  Galactic Court of Humanity. The user
  must succeed in astatic maneuver roll
  modified by Intuition and +30 in order for
  the dose to have any effect whatsoever. If
  the total is higher than 100, the user will
  receive amodifier of +30 on all Psionic
  attacks and resistance rolls for the next
  hour. Taking more than one dose will
  increase the duration of the effect, but not
  the modifier. Should apatient become
  'addicted', the dosage must be doubled.
  Thiagorex III: (AF: 15) Available over the
  counter throughout the Empire, Thiagorex
  III completely relieves headaches and
  minor muscle tension. Should apatient
  become 'addicted', the dosage must be
  doubled. Acritically low roll (of 05 or
  lower) indicates either total tolerance to
  the drug (Le., it will never have any effect
  on the character) or some kind of allergic
  reaction.
  Torethene: (AF: 10) Heals 100 concussion
  hits over the space of 12 rounds.
  Triadrenaline: (AF: 80) (Heavy StimUlant)
  Avery powerful, short term stimulant,
  Triadrenaline acts to 'haste' the user for 4
  rounds.
  Tyreline: (AF: 100) (Iifekeeping) Strictly
  an emergency drug, it is used when even a
  portable Preservation Unit is unavailable.
  The instant the Tab is applied, the patient's
  body is chemically 'frozen' and will not
  deteriorate. Brain oxygen requirements are
  minimized, so that 'death' does not occur.
  This condition can be allowed to continue
  for amaximum of one hour before the
  brain begins to deteriorate. If apreserva-
  tion unit or (preferably) aMedcomputer
  Stasis Unit is reached before this time,
  however, adose of Luryadrenaline must
  be applied to cancel the Tyreline, and the
  patient must roll above (100 -
  his Co) or
  die, his body unable to take the shock.
  
  Vef8X Compound: (AF: 25) Auniversal
  poison antidote, it allows the patient an
  addition~1 RR at +100.
  Virlene: (AF: 30) (Heavy Sedative) Causes
  immediate unconsciousness for 2-4
  hours.
  Yuthix: (AF:100 -
  if taken more fre-
  quently than once per year) Stops the
  aging process in most humanoids. One
  dose ayear is effective, but if it is used
  more than once per 350 days, severe
  organ damage and usually death result.
  UNMONITORED/RECREATIONAL TABS
  Gorteline: (AF: 50) (recreational stimu-
  lant) Lasting about an hour, Gorteline
  produces aeuphoric effect similar to -
  though somewhat more intense than -
  the drug Cocaine.
  Mertinel: (AF: 0) (suppresses hair growth)
  Usually taken by men who don't want to
  bother with abeard and are unwilling to
  deal with permanent beard irradication.
  The drug alters certain hormonal levels,
  retarding beard growth for 100 days.
  Myrine: (AF: 10) (sense enhancement)
  Expands vision slightly into infra-red and
  ultraviolet realms; allows user to view
  other light waves. Useful for night travel
  where infra-red vision would be an aid.
  Unfortunately, anyone under the influence
  of the drug outdoors in full sunlight is
  virtually blind without goggles. Duration:
  2hours.
  Siradrel: (AF: 20) (mind stimulant).
  Urlene: (AF: 80) (hallucinogen).
  3.23 INFIRMARY EQUIPMENT
  Not,: All infirmary surgical equipment
  assumes use in tandem with ascanner
  bed. These instruments are relatively
  ineffective (and can be dangerous) when
  used without support diagnostic equip-
  ment. Such instruments also operate
  using beamed power from anearby
  transmitter tied in to the ship or building
  power reactor. Surgery with these
  devices withoutascanner bed should be
  at an additional -30 penalty. However,
  successful surgery with this equipment
  takes butaquarter of the time to heal,
  always heals properly without scarring.
  Scanner Bed: Asophisticated infirmary
  device, shaped somewhat like alarge bed
  with afull size display mounted above
  along one side. The scanner bed continu-
  ously monitors all vital signs of the
  patient, and signalling if there is any
  change. It is also capable of detailed
  sensor scans, and magnifying specific
  body parts. It is an invaluable tool.
  Surgical Dermal Closer: (Medium [+0])
  This device is capable of healing 5
  concussion hits per round.
  Surgical Tissue Knitter: (Hard [-10]) Can
  heal torn (but not destroyed) muscle,
  tendon and cartilage, and any bone breaks
  -
  including shatters.
  Surgical Regenergun: (Very Hard [-20])
  The most powerful of the Surgical
  instruments, the Regenergun is actually
  several different devices, one each for
  burns, muscle, cartilage, bone, and
  organs. Asurgical gun heals burns up to
  5 hits/rnd, asingle complete muscle or
  cartilage structure in 10 minutes, and one
  bone in 10-200 minutes (variable with
  size). Each requires considerable skill to
  operate.
  Surgical Arterial Sealer: (Hard [-10]) A
  specialized device, it will repair arterial and
  venous tissues, reducing bleeding rates by
  as much as 10 hits/rnd (max one bleeding
  wound per round).
  Laser Scalpel: (Very Hard [-20]) An
  indispensable surgical tool, it is necessary
  to cut away tissue to get at damaged
  bones and organs, often used in concert
  with the above devices.
  Medical Function Bed: ("Medbed") The
  ultimate device for exploration parties
  without askilled medical official (but alot
  of money), the Medbedis alarge machine
  (1.5 x 2.5 x 2 meters) resembling abulky
  glass-lidded coffin on asolid pedestal. It
  has abuilt-in Mk. 20 computer, with
  sophisticated Surgical programs and
  general physiological data for all known
  sentient races. It must be certified and
  periodically checked by qualified govern-
  ment personnel, because it is, in essence,
  asurgeon. It is equipped with all of the
  infirmary equipment listed above, and is
  also capable of administering Medtabs,
  depending on its available supply. The
  Medbed has a500 tab storage capacity,
  and can provide an instant readout of its
  current inventory.
  20
  LASEKNIFE
  Welby-Simms
  The Medbed is ascanner bed and a
  diagnostic computer which, once activated
  by the presence of abody inside, will
  perform whatever actions it deems
  necessary to return the occupant to full
  normal operating status. Apreliminary
  scan is performed to determine whether
  the occupant is near death -
  and
  immediate preventative action is taken if
  necessary. In very serious cases, the
  Medbed will place the occupant in stasis.
  Medbed stasis is much safer, sustainable
  indefinitely, and involves only a1%
  chance of stat decline when the patient is
  revived. After the patient is stabilized, the
  Medbed proceeds with additional repairs.
  This rather expensive device also
  requires specific data to function properly.
  With acomplete medical profile of the
  patient (available on his ident disc), it acts
  with aMedical Practice skill of +100; with
  only its standard programs it is +70 (no
  specific penalties for the various instru-
  ments are employed).
  Medstasis Bed: Essentially acryogenic
  berth with monitoring devices and asmall
  computer to assure that the occupant's
  more fragile lifesigns are maintained.
  3.24 PROSTHETICS
  The science of prosthetics has become
  quite advanced, to the point where
  artificial limbs indistinguishable from the
  real thing can be fitted within amatter of
  few days. The limb has sensory contacts
  like nerve endings. This lack of time delay
  is the major advantage over regeneration.
  The limb is usually powered by an ultra-
  microfusion reactor (normally lasts 1 year
  without maintenance). Super-powerful
  limbs were soon discarded as dangerous,
  since use of them invariably caused a
  strain on connective tissues and other
  body parts. They were only useful for acts
  involving the limb itself, for instance a
  super-powerful hand could crush things
  within itself. The prosthetic limb does
  have the advantage of being more durable
  and resistant to heat, cold, and physical
  abuse.
  
  3.3
  _
  DATA STORAGE AND
  RETRIEVAL
  Audio Disks: 2cm diameter molecular
  storage discs, they can hold up to 20
  hours of audio recording each. Due to the
  nature of the storage, near-instantaneous
  reference to any data area is possible.
  Holocamera: (*) Able to record still or
  motion holographic pictures (with sound,
  if desired) on ahologlass plate (see
  Hologlass below). The camera is 10 cm x
  5 cm x 7 cm and has twin lenses.
  Hologlass: 5x 5x 1cm transparent
  glassteel square, a rectangle of metal
  mounted on one edge and an identifying
  label on the opposite edge. These small
  squares receive digitalized laser images,
  which can be stored at avery high density
  on their special crystalline interiors.
  Hologlass storage is permanent; the im-
  ages cannot be altered without destroying
  the square, which is very resilient.
  Holoviewer: (*) Basically the same device
  as the Memory Disk viewer, though less
  expensive. Adapter modules are available
  to convert from one to the other.
  Memory Disk Viewer (portable): (*)
  Slightly larger than astandard multiscan-
  ner, the viewer has alarger screen (12 x
  12 cm) covering nearly all of one face.
  This black, glassteel plate can either
  display text information on its surface or
  generate a3-D holographic image above
  or behind the screen. This image can be
  freely rotated -
  assuming afull 360
  0
  scan of the original was performed).
  Memory disks: For use with standard
  audiolvisual playback and record devices.
  Each disk holds up to 100 hours of
  digitalized holovideo recording or 100
  megabytes of coded data. They are 3cm
  in diameter and 5mm thick.
  Memory Recorder: (*) About the size of a
  pack of cigarettes, the Recorder makes
  standard 3-D video and stereoaudio
  (within the limits of its sensors) record-
  ings. It uses standard memory disks.
  Recorder (audio): (*) Useful when only an
  audio recording is necessary, this 10 cm
  long, 3 cm diameter cylinder is capable of
  limited stereo recording via microphones
  at each end. Audio disks (useable only
  with this type of recorder) 2cm in diameter
  fit into aslot in the shaft. Touch controls
  modify volume, etc. The recorder is
  capable of playback, through the speaker/
  mikes. Atiny readout on the side displays
  'location' in storage area.
  Viewer With Enhance: (*) Similar to the
  Holoviewer, this handy device is capable
  of 'enhancing' images encoded on the
  hologlass (this is only possible with the
  sophisticated digital laser recording done
  on ahologlass) many times, bringing into
  focus minute details previously too small
  to discern. Images may be enhanced up
  to 1000x.
  3.4
  CLOTHING
  Naturally the prices given are but a
  base, and clothing costs can range
  dramatically, especially when high-fashion
  items, or custom-made items, are
  involved.
  GENERAL CLOTHING EXAMPLES
  Dress Clothing: Generally evening wear,
  more elaborate and less durable than
  leisure clothing.
  Dress Footwear: To complement appro-
  priate dress clothing.
  Leisure Clothing: Daywear, activewear.
  Leisure Footwear: More rugged, general-
  use shoes or boots.
  Uniform: Often aone-piece coverall, this is
  the basic version of most military uni-
  forms, including accoutrements and
  footwear (but no equipment).
  Dress Uniform: Amore elaborate version
  of the above, for state occasions, formal
  receptions, etc.
  Light Jacket: General-purpose garment for
  cool weather.
  Thermal Jacket: (*) Alightweight jacket
  with abuilt-in heating unit. It has detach-
  able gloves and hood.
  21
  Thermal Suit: (*) This full-body suit uses
  two power cells, has ahood, foot and
  hand coverings, and agoggled mask
  shielding the face. The suit can keep a
  man warm in temperatures to -100
  0 or
  cool up to +150
  0 for as long as 100 hours
  with one power cell set. The suit is not
  equipped to be sealed against the atmos-
  phere, but does have afilter for warming
  or cooling breathing air to reasonable
  temperatures.
  SPECIFIC IMPERIAL MILIEU CLOTHING
  The items in this section are examples
  form the Spac, Mast,rlmperial Milieu to
  provide the GM with some pricing and
  clothing ideas. They are sometimes
  specific examples from the height of
  fashiOf1
  Karolinian Seal Thigh-boots: The thick
  white fur of these aquatic mammals and
  the chamois-soft hide combine to make
  these incredibly comfortable boots a
  luxury accoutrement all across the Empire.
  Kashmere Dress Toga: An elaborate
  garment bearing little resemblance to the
  simple tunics worn on aday-to-day basis
  on Olympus, this toga nearly sweeps the
  floor in many folds of cloth (the best are
  made from Oberon Moonmoth silk).
  Trimmed with precious-metal thread, they
  are indeed awork of art.
  Shimmersheer Gown: The favored
  evening attire at any provincial court
  function, shimmersheer silk ripples in
  rainbow colors and even becomes semi-
  transparent. the material is also used to
  make tunics and shirts, but agown of the
  cloth is every noblewoman's goal.
  Static Cloak: Powered by amicro solar
  cell, astatic cloak repels moisture using
  static electricity, forming acharge on the
  cloak exterior.
  Trueleather Pants: In this distant future,
  to call amaterial 'leather' is not enough.
  The genuine article is priceless and now
  goes by the name true leather. Such pants
  are custom made.
  Urkusk Mink Coat: The ultimate fur pelts
  come from the minks of the Kubischev-
  Lloyd capital planet; it has shimmering
  golden fur which brings an incredible price
  on interstellar trade markets.
  Velaise Bodysuit: Askintight body suit
  covering all but the hands, feet and head,
  the velaise suit is surprisingly comfortable,
  being amaterial which breathes yet
  insulates against temperature extremes. It
  is made in awide variety of colors, and
  other garments such as pants and tops are
  available separately. Velaise itself res-
  embles an advanced Iycra-Iike material.
  
  3.5
  ARMOR AND SHIELDS
  Below are various types armor, shields,
  and accoutrements.
  3.51 ARMOR
  Armor is the basic protective material
  which covers the body. It is divided into
  five categories of four types each, thus
  there are 20 Armor Types (AT) repre-
  sented in Space Mast,r. For those
  players familiar with Rol,master, the 20
  Space MasterATs closely approximate
  those found in RM, and one will note that
  the standard progressions of "toughness"
  and "body covering" are followed here.
  Below are listed the 20 Space MasterATs
  with accompanying descriptions.
  CLOTH-SKIN BASE
  This category encompasses normal
  cloth attire, robes, unarmored environ-
  mental suits and normal animal hides.
  Skin (AT 1): Normal clothing, assumed
  worn if other covering is not specified.
  RobeslEnvironmental Suit (AT 2):
  Encumbering fUll-length ceremonial robes
  or non-armored environmental suiting.
  Light Hide (AT 3): The natural hide of
  certain animals (e.g., deer, dog, wolf and
  the like).
  Heavy Hide (AT 4): The skin of androids,
  and the natural hide of certain animals
  (e.g., buffalo, elephant, bear and the like).
  LIGHT BODY ARMOR
  This category encompasses pliable,
  lightweight ballistic cloths and alloys. Ref·
  erences to "kevlar" assume an advanced
  material with superior puncture resistance,
  while "duralloy" is the name given to any
  number of soft armors which become rigid
  when struck by aconsiderable force.
  LBA Flak Vest (AT 5): Aheavy quilt or
  kevlar vest covering the back, torso and
  abdomen.
  LBA Extended Flak Vest (AT 6): Aheavy
  quilt or kevlar vest which extends down
  the arms and to mid-thigh.
  LBA Reinforced Flak Vest (AT 7): An
  Extended Flak Vest with duralloy plates
  sewn in for added protection.
  LBA Reinforced Flak Armor (AT 8): Afull
  suit of duralloy-reinforced kevlar, covering
  the body from the collar to the lower legs.
  Padding protects the joints and groin.
  PLIABLE ARMORED BODYSUITS
  This category encompasses environ-
  mentally secure bodysuits of flexible but
  resilient cloth covered with laminated, yet
  somewhat pliable, armor pieces. The
  armored sections are typically made of
  duralloys layered with battleplastics.
  When acompatible helmet and life support
  system are added to the armor types of
  this category, the wearer may be totally
  immune to hostile environments (such as
  hard vacuum). This category also
  includes the rigid hide coverings of certain
  animals.
  ABS Pliable Breastplate (AT 9): An
  environmental bodysuit mated with asoft-
  armored breastplate which covers the
  back, torso and abdomen. There may also
  be shoulder/upper arm and thigh armor.
  ABS Pliable Breastplate 81 Greaves (AT
  10): An environmental bodysuit covered
  with asoft-armored breastplate, as well as
  arm and leg greaves. The greaves
  typically cover the outer forearms, thighs
  and shins.
  ABS Pliable Half Plate (AT 11): An
  environmental bodysuit coupled with soft·
  armored plates which cover the torso,
  back, abdomen, arms, and the fronts and
  backs of the legs. Also, the hides of
  certain creatures that contain at least afew
  rigid plates (e.g., rhinoceros, alligator, and
  the like).
  ABS Pliable Full Plate (AT 12): An
  environmental bodysuit covered with soft-
  armored plates. Additional areas pro-
  tected include the neck, groin, buttocks,
  hands and feet. Many joints remain
  exposed however. Also, the hides of
  creatures which contain many rigid plates
  (e.g., turtles, crabs, certain alien beasts,
  and the like).
  MESH ARMORED BODYSUITS
  This category encompasses environ-
  mentally secure bodysuits of non-
  constricting and resilient cloths, covered
  with mesh armor to various degrees.
  Mesh armor is aflexible covering of
  plasteels and synthi-armors woven so as
  to give optimum mobility for the consider-
  able protection they impart to the wearer.
  When these armor types are coupled with
  acompatible helmet and life support
  system, the wearer may be immune to
  hostile environments (like hard vaccuum).
  ABS Mesh Shirt (AT 13): An environ-
  mental bodysuit mated with amesh armor
  shirt which covers the torso to the mid-
  thigh, back, and half of the upper arms.
  ABS Mesh Shirt 81 Greaves (AT 14): An
  environmental bodysuit and mesh armor
  shirt coupled with arm and shin greaves.
  Greaves may be of mesh or battleplastics.
  ABS Full Mesh (AT 15): An environmental
  bodysuit under mesh armor which covers
  most of the body in the form of ashirt and
  leggings.
  22
  ABS BaUle Mesh (AT 16): An environ-
  mental bodysuit covered completely by
  reinforced mesh armor. Extra padding, in
  the form of cushioned duralloys and/or
  battleplastics protect the groin and joints.
  ARMORED EXOSKELETONS
  This category encompasses advanced
  battle armor, the toughest protection
  available to combatants short of Powered
  Armor. Exoskeletons are hard integrated
  plates which can deflect many attacks
  which would otherwise cleave through
  lesser armor types. Exoskeleton armor is
  typically afused amalgam of hardened
  duralloys, ceramic plates, and battleplas-
  tics, formed soas to allow maximum
  maneuverability. The last two armor types
  in this category may be sealed against the
  environment as they have integral helms
  and life support systems.
  AEX Exoskeleton Breastplate (AT 17): An
  exoskeletal breastplate with auxiliary
  plates covering the back, upper arms,
  abdomen and upper thighs.
  AEX Exoskeleton Breastplate And
  Greaves (AT 18): An exoskeletal breast-
  plate with auxiliary plates. This armor type
  includes greaves of hardened battleplas-
  tics which protect the forearms and shins.
  AEX Half Exoskeleton (AT 19): Arigid ex-
  oskeletal armor covering most of the bo-
  dy. An undersuiting of mesh and resilient
  cloths protect exposed areas (such as the
  neck, groin, joints, and backs of the legs).
  AEX Full Armored Exoskeleton (AT 20): A
  rigid exoskeletal armor which covers the
  entire body. Plates may overlap at the
  joints, imparting complete combat
  integrity.
  
  3.52 SHIELDS
  All four shields described below
  function in basically the same manner,
  although the range of protection may vary.
  In the most advanced version, the shield is
  worn as alightweight belt device (several
  small, cigarette-case sized modules affixed
  to abelt). One of the modules is the
  shield power pack. When the device is
  activated it covers the body and accoutre-
  ments of the wearer (the focus) wjth a
  halo of energy, usually faintly visible as a
  shimmering aura -
  qUite noticeable in
  darkness. It should also be noted that
  persons wearing activated shields are
  much more easy to pick up on multiscan-
  ner and sensor probes because of the
  energy output.
  The shield forms about 2-3 cms away
  from the wearer's body, reacting to the
  surfaces like an electro-static charge. At
  the feet the shield dissipates out for afew
  inches over the floor where they touch.
  The shield will, however, only spread to
  envelop about 1/1Oth of acubic meter
  beyond the volume of the wearer's body
  (himself, normal clothing, asmall pack
  and afew weapons) without suffering
  dispersal. When dispersal occurs (and the
  GM should be alert for the potential of this
  to preveRt PC abuse of shields) all normal
  subtractions of the shield are halved, and
  the shield energy cell has a5% every
  round of going dead due to overload. This
  situation is applicable to volumes up to the
  equivalent of the wearer's unclothed body.
  The liVing flesh of the wearer is the basis
  for the field, though the shield's internal
  computer is capable of limited compensa-
  tion. Shield computers are preset to the
  general parameters of the owner when
  bought, and complex to reprogram. The
  shield simply will not attempt to spread
  over alarger area than that, because of its
  microcomputer programming. If, when
  the shield is activated the shield computer
  realizes that too much volume is involved
  -
  volume even beyond dispersal- it
  overrides and will not activate. Any
  objects added after the shield is fully
  activated have no effect. The shield
  compresses to the surface it has formed
  over, leaving the new, added volume
  outside. Ashield will, under no circum-
  stances, spread to envelop another liVing
  being, even if the wearer attempts to
  embrace that being then activate his
  shield. The shield will simply ignore the
  other focus.
  With the shields' spreading tendency,
  the natural question arises: how does one
  fire aweapon while wearing ashield
  without suffering the subtraction as the
  projectile/beam attempts to punch through
  the attacker's own shield? This is, in fact,
  relatively easily accomplished (for those
  using projectile or energy weapons) with a
  device known as adissipater. The dissi-
  pater is affixed to the end of the weapon
  barrel and acts to prevent the shield from
  trying to close over the end of the barrel.
  Interestingly, if one is armed with a
  weapon equipped with adissipater and
  can get close enough to an opponent who
  is wearing ashield, he can push the barrel
  through the target's shield (the barrel tip
  must get within one inch of the opponent,
  truly point-blank) and annul its effects for
  that shot. Projectile mounted dissipation
  devices have been experimented with, but
  even Space Mastertechnology is currently
  not up to them.
  Cruder, more bulky shield models are
  most often worn on the back or chest, or
  as asuitlike garment covering the entire
  body. Belt weight: 3.5 kg; back/chest
  weight: 8kg.
  All shields require 3full rounds after
  being activated to spread and establish
  themselves fUlly. Conversely, after being
  deactivated they require three full rounds
  to dissipate.
  Only one shield can be operated from
  one focus at any given time. Though more
  than one could theoretically be worn,
  (watch encumbrances, GMs!) attempting
  to have both operational around the same
  focus at the same time will short them out
  (Extremely Severe malfunction).
  Any two shields centered about
  .
  different foci which come into contact Will
  either ignore (in the case of aVelocity
  Shield) or repel each other, compressing
  closer to the surface they surround. This
  effect is not strong enough to push or
  otherwise bother the wearers.
  Shield wearer advantage is given as a
  DB (listed as aSUbtraction); this allows
  combined use of shields and armor. Keep
  in mind that, unless the armor is equipped
  with aconduction grid (like spaceships
  with shields; all powered armor is
  equipped with such agrid) to properly
  23
  LASER PISTOL
  HaunVCobra
  spread the shield, it is treated as additional
  volume. Note the distinction between
  'missiles' and 'projectiles'. These are
  arbitrary term, missile being used to mean
  arrows, quarrels and any thrown, relatively
  low-velocity airborne attack, as opposed to
  projectiles, which are fired from agun and
  have arelatively high velocity.
  REGARDING SHIELD POWER USAGE
  Each power pack, when fully charged,
  has 100 energy points. Activating the
  shield costs five points, and each round
  the shield is on drains one point. In
  addition, each time the shield is activated,
  the wearer must make an unmodified,
  non-open ended roll. Aresult of 01-03
  indicates that the cell is completely dead
  and reqUires recharging. This occurs
  despite the power level of the cell, due to
  the initial immense power drain of setting
  up the shield. Aresult of 04-05 indicates a
  shield malfunction, and one must roll
  severity (1010: 1-5: Routine; 6: Light; 7:
  Moderate; 8: Severe; 9: Very Severe; 10:
  Extremely Severe.
  SHIELD TyPES
  Velocity Shield: (i) Works basically on
  the principle that the faster something
  approaches, the more resistance the shield
  generates. Wearer is essentially -30 vs. all
  regular melee attacks; -45 vs missile; -60
  vs projectiles (due to greater velocity).
  This shield is extremely effective against
  projectile weapons, but useless against
  energy weapons, as the beam has virtually
  no mass to resist. An option with the
  Velocity Shield is a wrist collector, a
  device worn about the lower arm, and
  attached to the main shield belt via alight
  cable. The collectoraffects the shield aura
  in such amanner that the shield's deflec-
  tive energy is concentrated more at the
  front of the wearer (or wherever the arm is
  held) much like aversion of ancient
  physical shields. The effect adds 25 to all
  frontal DBs (-55 vs melee, -70 vs missile,
  -85 vs projectiles), however, it reduces the
  DB on all other facings by 20 (-10 vs
  melee, -25 vs missile, -30 vs projectiles).
  
  Deflector Shield: (t) Creating adifferent
  sort of field than the Velocity Shield, this
  shield is very effective against energy
  weapons, somewhat useful against fast
  projectiles, but almost useless against
  missile and melee weapons. It uses the
  very energy of the incoming attack to
  deflect, or alter its course. It is useful
  against energy waves as well as material
  objects, if their kinetic energy is high
  enough. Wearer is -60 vs energy attacks,
  -40 vs projectiles, -15 vs Missile, -5 vs
  Melee.
  Absorption Shield: (t) Although useful
  against all forms of attack, this shield is
  not as effective as Aor Bin either. It acts
  to absorb and dissipate over its surface
  the energy of an incoming object, thus
  slowing (or even stopping) it. Wearer is
  -30 against all forms of attack.
  Barrier Shield: (2t) Able to generate a
  very powerful field of energy about the
  wearer, this is the most impressive of the
  four, and requires aportable reactor rather
  than astandard power pack (though the
  reactor should be treated the same as the
  power pack for energy drain and overload
  possibilities -
  see below). It is corre-
  spondingly bulkier and more expensive. It
  does, however, effectively stop all but the
  most determined energy weapon attacks
  (wearer at -90). The shield stops material
  objects by deflecting, or if they are moving
  fast enough, destroying them. Projectiles
  are usually completely vaporized before
  reaching the target. For missile and
  projectile attacks, treat wearer as -70;
  missile destroyed in the shot if stopped
  (unless the missile is some special
  material or item, in which case the GM
  may wish to give it aRR). For melee, treat
  wearer as -60; and roll aRR for the
  attacking weapon after each strike or
  attempted strike. If ametal weapon is
  used, wielder takes 1-10 hits during each
  strike, as power feedback is channeled
  down the weapon.
  3.53 OTHER PROTECTIONS
  Antlpsl Helmet: (4*) Acomplicated and
  rather bulky gadget, the Antipsi helmet is
  available in many basic styles and with
  varying strengths. The Mk.# of the helmet
  determines its cost as well as its effective-
  ness, since this number is added to the
  user's experience level. This adjusted level
  is the wearer's experience level whenever
  aresistance roll is made versus any Psion.
  Notl: such equipment is extremely rare
  and difficult to acquire.
  Riot Shield: (t) Asmall frontal version of
  the absorption shield which is worn on
  one forearm, the riot shield is used by law
  enforcement agencies on many Imperial
  worlds. Once activated, the shield takes a
  full round to actualize, forming aslightly
  concave disc about one meter in diameter.
  This transparent disc of light shimmers
  and hums softly, otherwise looking like a
  normal "left-hand shield" of old. The
  wearer may parry (using his DB) only one
  attack per round, and must be able to
  interpose the shield (i.e., the shield cannot
  stop an attack from behind). The GM may
  wish to allow the wearer amaneuver roll
  to parry flank attacks. Otherwise, the
  Defensive bonuses for the riot shield are
  the same as astandard absorption shield.
  Note that attacks coming around the shield
  (rather than through it) do not require a
  dissipater.
  Sentinel Helmet: (t) Manufactured by
  Kodo Industries of Clan Detzeer, the
  Sentinel Helmet combines the best
  aspects of several familiar devices into one
  unit. Functions include: an ultraview
  faceplate (infrared and light-filtering), a
  filtered compressor unit, avariable
  headset rangefinder, and atwo-way mi-
  crofrequency band communicator with a
  range of up to one kilometer.
  3.6
  TOOLS
  Laser Cutler/Welder: (t) Adevice consist-
  ing of ahandle with a13 cm long, slender
  (1 cm in diameter at the widest point)
  cone. Adial on the base of the handle
  controls width and intensity of the pinpoint
  laser beam, which can be used to either
  cut through thin material or fuse circuits.
  Though fairly powerful, it is not very
  practical as aweapon since the beam
  focuses about 1-5 cm from the tip of the
  cone.
  Heavy Cutler/Welder: (t) The heavy-duty
  version of the laser above, this device is
  more powerful: it will burn through an inch
  of alloyed steel in moments, able to cut a1
  meter diameter hole in astandard ships
  interior door in 15 seconds. The beam
  can be set for up to 30 cm of focus length,
  but is most effective at about 5cm. It is
  also able to weld (useful for welding doors
  shut when Snee are coming down the
  hall).
  24
  Standard Tools: An assortment of
  lightweight alloy wrenches and other tools
  capable of performing normal mechanical
  repairs.
  Malec Boards: The basis of modern
  circuitry, Molec boards are 10 cm square
  laminated sheets of transparent plastic
  with conductive and superconductive
  materials in the middle layers. The
  conductive material is electrically moved
  about on amolecular level to form the
  complex micro-circuitry used in most
  electronics. These sheets plug in along
  one edge to receptacles which tie the
  device together. The boards in this repair
  kit are blank, ready to be etched. An
  Etcher is, of course, necessary .
  Infra-plate: (*) A10 cm square, 1cm
  thick plate of glassteel framed with ablack
  alloy. The controls to this device are
  located along the edge. When placed on
  any surface the plate adheres and glows a
  dim red. Utilizing the controls the
  operator can gain aholographic image -
  which appears· behind the glass exactly
  where it would actually be -
  of any solid
  objects behind the surface, up to adepth
  (viewing depth is variably controlled) of 20
  cm. Excellent for viewing mechanical lock
  mechanisms, etc. Tools are designed to
  work around the plate, which is held away
  from the surface on tiny extensions.
  Malec Board Etcher: (t) When amolec
  board and the appropriate circuit program-
  ming memory disk are plugged into this
  12 x 5x 8 cm unit it will 'etch' anew board
  to replace the defective one.
  Memory Switch Panels: Standardized
  control panels (20 in apack) which can be
  utilized to replace damaged or defective
  control panels and readout displays.
  3.61 SMALL TOOL KIT
  -
  Laser cutter/welder
  -
  Standard Tools
  -
  Molec Boards
  -Infra-plate
  3.62 MASTER TOOL KIT
  Contains everything in the above tool
  kit, plus:
  -
  Supplemental Tools
  -
  Molec Board Etcher
  -
  Blank Molec Boards
  -
  Repair Scanner
  -
  Memory switch panels
  -
  Heavy CutterlWelder
  
  3.7
  _
  SURVIVAL EQUIPMENT
  This section includes items useful for
  surviving in the wilds and wherever
  civilization is but adistant thought.
  3.71 SHELTER
  Collapsible Shelter: Capable of housing
  10 comfortably, this structure is more
  rigid than atent and is capable of withw
  standing a rougher climate. It can be
  sealed from atmosphere but requires a
  separate air supply. Folds to a20 x 20 x
  50 cm package weighing 16kg.
  Life Support System: (4*) 10 cm cube
  unit capable of recirculating warmed or
  cooled air for up to ten people to breathe
  and live comfortably for 100 hours before
  requiring anew filter unit. (requires four
  power cells).
  Portable Bed: (*) An air mattress and
  frame, with air pillow and veriwool blanket.
  Atiny pump inflates the bed and powers a
  warmth unit in the blanket, if desired.
  Weighs 2 kg and collapses into a10 x 10 x
  5 cm. package.
  Pressure Tent: (*) Similar to the tent
  above, this unit has adouble skin and can
  be sealed from ahostile atmosphere. It
  includes apump and an air supply enough
  for four people to breathe comfortably for
  20 hours (four Air Packs). Folds to a20
  cm cube and weighs 8 kg.
  Tent: Holds four people comfortably,
  made of avirtually indestructible plastic
  material which also has superior insulating
  qualities. It weighs but 3kg and collapses
  to a12 cm cube when not in use.
  3.72 SUSTENANCE
  Air Pack: 6cm long cylinder 3cm in
  diameter, holds 10 hour supply of
  compressed/solidified air mix. For use
  with filter mask and standard pumps, it is
  practically indestructible.
  Atmospheric Compressor: (2*) Aboxwlike
  device attached to aplastic mask via a
  breathing tube, the atmospheric compresw
  sor is used on planets where the mix of
  gases in the atmosphere is of aIifew
  sustaining variety, but the density or
  pressure of the atmosphere is too thin to
  allow normal respiration. It can compress
  any such atmosphere up to four times its
  normal density (allowing humans to
  breathe in any airwlike atmosphere with a
  density as low as 0.25 that of Terra). Note
  that the atmospheric mix must closely
  resemble that which is normally breathed
  by the wearer only the density is altered.
  Coolpack: (*) Mounts on top of asixwpack
  of beverage (in the standard molecwcans
  which biodegrade one day after being
  opened) and chills or heats the contents to
  desired drinking temperature. Complete
  with handy carrying handle.
  Filter Mask: (*) For use in areas with
  suitable atmospheric pressure and no
  gasses harmful to skin and eyes, but
  where the air is not capable of supporting
  humanoid life. The mask fits over nose
  and mouth, and provides breathable air for
  20 hours before needing anew filter pack.
  Filtered Compressor: (2*) Acombination
  of the filter mask and atmospheric
  compressor, this device is used on planets
  where the atmosphere is not only too thin
  to breathe normally (down to 0.25 that
  which is normal for the wearer), but also
  contains some sort of trace elements
  which must be filtered out prior to
  compression. Like the standard filter
  mask, this unit can sustain normal
  breathing in such atmospheres for up to
  twenty hours before the filter must be
  replaced, and fits over the wearers mouth
  and nose.
  Note: this unit does not provide any
  protection from gases or toxins which
  may be harmful to skin or eyes.
  25
  Foodpack: Amore delectable if bUlky form
  of sustenance than aRation Tube (see
  below), afoodpack is a6 cm cube. When
  water is added it hydrates into actual
  foods (although they have been somewhat
  'homogenized', each retains some natural
  flavor). The foodpack is guaranteed
  against spoilage for ten years.
  Gillpack: (*) For extended underwater
  activities, the gillpack is a2cm diameter
  cylinder 12 cm long, with amouthpiece
  mounted halfway along the tube. The pack
  essentially allows the user to breathe air
  suspended in water, minimizing the
  problems of compression. The duration is
  the life of the power cell (about 100 hours
  in this case).
  Micro-oven: (t) Aminiature (30 x30 x
  20cm) microwave oven, suitable for field
  use
  Ration Tube: Adisposable plastic con-
  tainer (about a6cm cylinder 3 cm in
  diameter) holding asemi-liquid, highly
  concentrated food. Though lacking in
  variety and flavor (it normally has anonw
  offensive, if bland, taste) it is extremely
  nutritious and filling, and equals afull
  meal. Aman could survive indefinitely on
  two aday., These rations are not subject
  to spoilage and are not damaged by
  extreme heat or cold.
  Instameals: More sophisticated than
  Foodpacks, instameals are complete
  dinners with built-in warmer units, serving
  plate and utensils. Pull the tab on top and
  the dinner is hot and ready in one minute.
  Generally considered quite delicious, but
  rather bulky for survival rations.
  Water Accumulator: (*) A5cm cylinder
  which can be mounted on the mouth of a
  2liter plastic bag. When activated, it
  condenses water vapor from the surw
  rounding air and fills the self-sealing bag.
  Time to fill varies with atmosphere, though
  is usually 1-5 minutes. Power cell is good
  for about 500 bagfuls. Unit normally sold
  with 5reusable, tear-resistant bags.
  3.73 MISCELLANEOUS "GEAR"
  Grav Belt Modulator: (1 */10 kg mass)
  Also known as aWeight Modulator, this
  smallish device is actually amini antigrav
  unit. Designed to be worn on aperson's
  belt, the modulator may be set to effec-
  tively negate some (or possibly all) of the
  wearer's current weight (up to the
  maximum level purchased). Note that the
  higher this maximum setting is, the more
  expensive the modulator is, and the more
  energy cells are reqUired to power the
  device. Remember that the wearer's
  effective weight will still be averaged with
  his or her normal mass for purposes of
  determining encumbrance.
  
  4.0 MASTER EQUIPMENT TABLE
  (Mass is in kg. -
  Cost is in Elmonits.)
  PROJECTILE WEAPONS
  Conventional Pistol
  5mm Pistol
  .3-.6
  50
  10mm Pistol
  .5-.8
  80
  12mm Pistol
  .6-1
  100
  Conventional Machine Pistols
  5mm Light Machine Pistol
  2.5-3.0
  350
  10mm Medium Machine Pistol
  3.0-3.5
  600
  Conventional Rifles
  5mm Light Rifle
  3.0-4.0
  250
  10mm Medium Rifle
  3.5-4.5
  400
  12mm Heavy Rifle
  4.0-5.0
  500
  Conventional Assault Rifles
  5mm Light Assault Rifle
  3.5-4.0
  350
  10mm Medium Assault Rifle
  3.75-4.5
  500
  Conventional Machine Guns
  10mm Light Machine Gun
  7-10
  800
  1Omm Medium Machine Gun
  8-12
  1200
  12mm Heavy Machine Gun
  9-15
  1500
  Conventional Shotguns
  15mm & Sawed-off Shotgun
  3-4
  250
  15mm Autoshotgun
  3.5-5.0
  700
  20mm & Sawed-off Shotgun
  4-4.5
  300
  20mm Autoshotgun
  4.5-5.5
  900
  Needleguns
  Needle Pistol
  .5-.75
  400
  Needle Carbine
  1.5-3.0
  1000
  Needle Rifle
  2.5-4.0
  1600
  Tangleguns
  Tangle Pistol
  .75-1.25
  700
  Tangle Carbine
  2-4
  1300
  TangIe Rifle
  3-5.5
  1800
  Taserguns
  Taser Pistol
  .75-1.25
  600
  Taser Carbine
  2-3.5
  1200
  Taser Rifle
  3-5
  1800
  Rocketguns
  Rocket Pistol'
  1-1.5
  400
  Rocket Carbine
  2-3.5
  900
  Rocket Rifle
  3.5-6
  1500
  Magnetic Linear Accelerators
  MLA (Linex) Pistol (t)
  1-1.75
  800
  MLA (Linex) Rifle (:f:)
  3.5-6
  2000
  Grenade Launchers
  Grenade Rifle
  3-5.5
  1000
  Rocket Propelled Grenade Launchers
  RPG Launcher
  3-6
  1200
  Portable Missile Launchers
  PML
  4-6.5
  1400
  PML Quad
  5-8
  1800
  PML Autofeed
  6-11
  2400
  Name
  Mass
  Cost
  Name
  Mass
  Cost
  Name
  Mass
  Cost
  ENERGY WEAPONS
  Lasers
  Stunner
  Mini Laser (*)
  .1-.2
  120
  Mini Stunner (*)
  .1-.2
  120
  Laser Pistol (*)
  .3-.5
  250
  Stun Pistol (*)
  .3-.5
  260
  Assault Laser (t)
  2.5-3.5
  500
  Assault Stunner (t)
  3·4
  550
  Laser Rifle (t)
  3.0-4.5
  750
  Stun Rifle (t)
  4-6
  800
  Heavy Laser (:f:)
  4.0-6.0
  1000
  Heavy Stunner (:f:)
  4.5-7.0
  1100
  Blaster
  Disruptors
  Mini Blaster (*) .
  .15-.25
  150
  Mini Disruptor (*)
  .1-.3
  300
  Blast Pistol (*)
  .3-.75
  300
  Disruptor Pistol (*)
  .3-.6
  700
  Assault Blaster (t)
  2.75-4.0
  550
  Assault Disruptor (t)
  3.5-5.0
  1200
  Blast Rifle (t)
  3.5-5
  800
  Disruptor Rifle (t)
  4.0-6.5
  1500
  Heavy Blaster (:f:)
  4.5-7.0
  1200
  Heavy Disruptor (:f:)
  5.0-7.5
  2000
  Flamers
  Struptorguns
  Mini Flamer (*)
  .2-.4
  100
  Mini Struptor (*)
  .1-.3
  500
  Flame Pistol (*)
  .4-1.0
  200
  Struptor Pistol (*)
  .3-.6
  1000
  -Assault Flamer (t)
  3-5
  400
  Assault Struptor (t)
  3.5-5.0
  2000
  Flame Rifle (t)
  4-6
  650
  Struptor Rifle (t)
  4.0-6.5
  2800
  Heavy Flamer (:f:)
  5-7
  900
  Heavy Struptor (:f:)
  5.0-6.5
  3500
  Energy Melee Weapons
  Plasmatic Repeators
  Force Knife (t)
  .3
  500
  Plasma Repeator Rifle (§)
  10-12
  4500
  Power Sword (t)
  .7
  3000
  Heavy Plasma Repeator (§)
  15-18
  6000
  PROJECTILE AMMUNITION
  (Cost is per round un~ess indicated otherwise. Mass will vary, but the GM can use the values
  below for a rough estimate for the Mass of 5 rounds unless indicated otherwise.)
  General Purpose Round
  Taser Ammo
  5mm
  .1
  .05
  Pistol (cartridge)
  .2
  3
  10mm
  .2
  .08
  Carbine (magazine, 5 shots)
  1.0
  15
  12mm
  .3
  .1
  Rifle (magazine, 5 shots)
  1.0
  15
  Armor Piercing Round
  5mm
  .1
  .06
  Ammunition Modifiers
  10mm
  .2
  .1
  Tungsten Core Round
  (x1.5)
  (x3)
  12mm
  .3
  .12
  Depleted Uranium Core Rounds
  (x3)
  (x4)
  High Explosive Round
  Super-Teflon Coated Rounds
  (x1 )
  (x1.5)
  5mm
  .1
  .07
  Irulon Coated Rounds
  (x1 )
  (x4)
  10mm
  .2
  .11
  Tranquilizer Rounds
  (xO.5)
  (x3)
  12mm
  .3
  .13
  Poisoned Rounds
  (x1 )
  (x4)
  High Explosive Armor Piercing Round
  Grenades and Portable Missiles
  5mm
  .1
  .1
  General Purpose Grenades
  .1 k/Mk
  10/Mk
  10mm
  .2
  .15
  Concussion Grenades
  .1 k/Mk
  10/Mk
  12mm
  .3
  .2
  Shrapnel Grenades
  .1 k/Mk
  10/Mk
  Standard Needlegun" Bursts"
  Plasma Grenades
  .1 k/Mk
  30/Mk
  Pistol (magazine of 2 bursts)
  .1
  .5
  Smoke Grenades
  .1 k/Mk
  4/Mk
  Carbine (magazine of 4 bursts)
  .2
  1.5
  Anti-laser Aerosol Grenades
  .1 k/Mk
  16/Mk
  Rifle (magazine of 6 bursts)
  .3
  2.5
  Standard Unguided Missile
  .2k/Mk
  10/Mk
  Shotgun
  Standard Guided Missile
  .2k/Mk
  20/Mk
  15mm
  .2
  .05
  Grenade/Missile Modifiers
  20mm
  .2
  .1
  Point Defense Grenades/Missiles (x1)
  (x.5)
  Tangier Cartridge
  Standard Grenades/Missiles
  (x1)
  (x1 )
  Pistol
  .5
  3
  Enhanced Grenades/Missiles
  (x1)
  (x3)
  Carbine
  .5
  6
  Rifle
  .5
  9
  PERSONAL ITEMS
  Infra-red Goggles
  .15
  20
  Poison Detector (*)
  1
  500
  Calculator Unit (*)
  .1
  10
  Infra-red Lenses
  -
  150
  Psion Damping Gear (4 *)
  .1
  ?
  Chronometer (*)
  .02 1 - 50
  Light Filter Lenses
  -
  60
  Scanners
  Computer Map (*)
  .6
  60
  Lightrod (*)
  .2
  .3
  Multiscanner (t)
  2
  800
  Distance Lenses (*)
  .4
  20
  Magnetic Compass
  .1
  1
  Repair Scanner (t)
  2
  700
  Earphone Communicator (*)
  .02
  25
  Makeover Kit (2*)
  1
  45
  Tactical Scanner (*)
  1.5
  300
  Elmonit Card (*)
  .02
  5
  Microcomputer (1-4*)
  1
  40
  Security Scanner (2* or t)
  .5-2
  varies
  Glowglobe (*)
  .25
  1
  Molecutronic Scrambler (1 */Mk) .5/Mk200/Mk
  Signal Beacon (*)
  .1
  10
  Ident Disk (replacement)
  .02
  200
  Personal EW Generator (:f:)
  1.5
  2500
  Ultra Goggles
  .2
  80
  Pocket Communicator (*)
  .25
  30
  Ultra Lenses
  -
  350
  26
  
  Name
  Mass
  Cost
  Name
  Mass
  Cost
  Name
  Mass
  Cost
  FIELD MEDICAL EQUIPMENT
  DATA STORAGE AND RETRIEVAL
  TOOLS
  Medical Scanner (t)
  2
  850
  Audio Discs
  .08
  2
  Laser CutterlWelder (t)
  .5
  150
  Diagnostic Computer (2*)
  2
  1200
  Holocamera (*)
  .5
  50
  Heavy CutterlWelder (:t:)
  1
  250
  Dermal Closer (*)
  .5
  ' 200
  Hologlass
  .1
  15
  Standard Tools
  1
  100
  Tissue Knitter (*)
  .5
  350
  Holoviewer (*)
  1
  30
  Molec Boards (10)
  .5
  300
  Regenergun (3*)
  .8
  400
  Memory Disk Viewer (*)
  1
  70
  Infra-plate (*)
  .1
  200
  Arterial Sealer (*)
  .5
  400
  Memory Disks
  .05
  20
  Molec Board Etcher (t)
  1
  500
  Laseknife (*)
  .4
  250
  Memory Recorder (*)
  1.5
  120
  Memory Switch Panel
  3
  400
  Preservation Unit (t)
  3
  500
  Recorder (audio) (*)
  .2
  40
  Small Tool Kit
  3
  800
  Instasplint
  .1
  20
  Viewer With Enhance (*)
  1.5
  150
  Master Tool Kit
  7
  3000
  Instacast
  .2
  30
  Skeletal Field Knitter (3*)
  1
  800
  CLOTHING
  SURVIVAL EQUIPMENT
  Medtab Applicator (*)
  .2
  80
  General Clothing Examples
  Shelter
  Auto Tab Applicator (2*)
  .3
  200
  Dress Clothing
  varies
  100
  Collapsible Shelter
  15
  150
  TABS
  Dress Footwear
  varies
  20
  Life Support System (4*)
  1
  50
  Leisure Clothing
  varies
  50
  Portable Bed (*)
  2
  6
  Medicinal Tabs
  Leisure Activewear
  varies
  10
  Pressure Tent (*)
  8
  90
  (cost is per clip of 10 tabs, mass is .1 kg for
  Uniform
  varies
  80
  Tent
  3
  20
  500 tabs)
  Dress Uniform
  varies
  120
  Sustenance
  Alerlene
  -
  150
  Light Jacket
  varies
  10
  Air Pack
  .2
  5
  Amboathorphin
  -
  230
  Thermal Jacket
  varies
  30
  Atmospheric Compressor (2*)
  .2
  10
  Anacept
  -
  300
  Thermal Suit
  varies
  50
  Coolpack (*)
  .2
  5
  Andeline
  -
  100
  Specific Imperial Milieu Clothing
  Filter Mask (*)
  .2
  5
  Andrex
  -
  550
  Karolinian Seal Thigh-boots
  4
  15k
  Filtered Compressor (2*)
  .35
  15
  Antirad I through V
  -
  1K1Mk
  Kashmere Dress Toga
  1
  800
  Foodpack
  .08
  .5
  Arelenex
  -
  15
  Shimmersheer Gown
  2 4,000
  Gillpack (*)
  .5
  50
  Decilage
  -
  600
  Static Cloak
  5
  500
  Micro-oven (t)
  5
  30
  Doseline
  -
  50
  Trueleather Pants
  1.5 1,500
  Ration Tube
  .05
  .2
  Fir-Queline
  -
  100
  Urkusk Mink Coat
  6
  20k
  Instameals
  .5
  1
  Hemoflux
  -
  120
  Velaise Bodysuit
  2
  60
  Water Accumulator (*)
  .5
  5
  Hydravol
  -
  20
  Miscellaneous Gear
  Interferon IV
  -
  100
  ARMOR AND SHIELDS
  Grav Belt Modulator (1 */1 Okg)
  .1
  50
  Jirolene
  -
  2
  Korteline
  -
  250
  Armor
  Grav Belt (:t:)
  2
  3,500
  Luryadrenaline
  -
  100
  Environmental Suit
  6
  750
  Grav-pack (*)
  1
  20
  Perserverine compound
  -
  120
  LBA Flak Vest
  1
  80
  Gravchute (2*)
  .1
  25
  Quedella Phi
  -
  90
  LBA Extended Flak Vest
  1.5
  100
  Heat Dissipation Gear (*)
  2
  75
  Rebellis
  -
  650
  LBA Reinforced Flak Vest
  2
  150
  Reflective Coveralls
  2
  170
  Regenex III
  -
  250
  LBA Reinforced Flak Armor
  4
  200
  Stirene
  -
  25
  ABS Pliable Breastplate
  5 1,000
  POWER CELLS
  Teledrine
  -
  1000
  ABS Pliable Brstplt &Greaves
  6 1,300
  Cells *
  Thiagorex III
  -
  10
  ABS Pliable Half Plate
  7 1,500
  Utility Cell
  .01
  5
  Torethene
  -
  150
  ABS Pliable Full Plate
  8 1,700
  Weapon Cell
  .02
  8
  Triadrenaline
  -
  200
  ABS Mesh Shirt
  6 1,500
  Flamer Cell
  .05
  5
  Tyreline
  -
  500
  ABS Mesh Shirt & Greaves
  7 1,800
  Cartridges t
  Verex Compound
  -
  100
  ABS Full Mesh
  8 2,000
  Virlene
  50
  ABS Battle Mesh
  10
  2,200
  Utility Cartridge
  .2
  30
  -
  Weapon Cartridge
  .3
  50
  Yuthix
  -
  2000
  AEX Exoskeleton Breastplate
  7 3,000
  Flamer Cartridge
  .5
  15
  AEX Exoskeleton Brstplt & Grvs
  8 3,200
  Unmonitored/Recreational Tabs
  AEX Half Exoskeleton
  14 3,500
  Packs*
  Gorteline
  -
  200
  AEX Full Armored Exoskeleton
  18 4,000
  Utility Pack
  4
  100
  Mertinel
  -
  1
  Weapon Pack
  4
  200
  Myrine
  -
  50
  Shields
  Flamer Pack
  6
  60
  Siradrel
  -
  200
  Velocity (chestpack, :t:)
  6.5
  2,000
  Urlene
  -
  300
  Deflector (chestpack, :t:)
  6.5
  2,000
  Microfusion Reactors §
  Absorption (chestpack, :t:)
  6.5
  2,000
  Utility Reactor
  5
  1,000
  INFIRMARY EQUIPMENT
  Barrier (chestpack, 2:t:)
  8.5
  15k
  Weapon Reactor
  2
  1,200
  Velocity (belt, :t:)
  1.5 8,000
  Scanner Bed
  400
  20k
  Deflector (belt, :t:)
  1.5 8,000
  Surgical Dermal Closer
  .8
  1,200
  ~
  Absorption (belt, :t:)
  1.6 8,000
  ~
  ~""
  11
  Surgical Tissue Knitter
  .9 1,800
  Barrier (belt, 2:t:)
  2.0
  60k
  I
  I
  II~
  Surgical Regenergun
  1.1
  2,200
  -
  --
  Surgical Arterial Sealer
  .8 2,000
  Other Protections
  ,
  Laser Scalpel
  .7
  1,600
  Antipsi Helmet(4*)
  1.5 5k/Mk {f
  Medical Function Bed
  700
  200k
  Riot Shield (t)
  3.5
  2000
  Medstasis Bed
  450
  25k
  Sentinel Helmet (t)
  2.0
  400
  Prosthetics
  varies varies
  BLAST PISTOL
  P3/Devcomm
  27
  
  Grav belt: (i) Not so much avehicle as a
  personal device, the grav belt is asmall
  gravjtic generator strapped to the back
  with awide belt. From the generator,
  control appendages extend forward to a
  position convenient for the wearer. The
  belt is capable of full lift and maneuvera-
  bility.
  Grav-pack: (*) Alarge backpack capable
  of neutralizing the weight of anything
  placed in it, up to 50 kg or .5 cumet. Care
  must be used, however, as the inertial
  mass of the pack, of course, is the same.
  Maneuvers are at -5/10 kg.
  Gravchute: (2*) Avery simple version of
  the gravbelt, it is aharness which can be
  donned quickly (in an emergency) and will
  allow the wearer to float safely to the
  ground in an environment of up to 3 G's
  and from an altitude of up to 20 km -
  or
  any combination. The belt is only good for
  one use, regardless of the distance of the
  fall:--- Most modern air and spacecraft stock
  them.
  Heat Dissipation Gear: (*) Survival
  equipment for desert and jungle biomes,
  Heat Dissipation Gear is worn at strategic
  locations all over the body. It allows the
  wearer to ignore the exhaustion modifier
  for hot environments by quickly dispersing
  body heat into the surrounding atmos-
  phere, thus keeping the body's tempera-
  ture down. Heat Dissipation Gear may not
  be worn over or under any sort of body
  armor or encumbering clothing.
  Reflective Coveralls: An anti-LASER
  defensive complement which may be worn
  in combination with any other personal
  armor type. Atarget wearing Reflective
  Coveralls has 10 added to his or her
  defensive bonus versus LASER attacks
  only.
  3.8
  POWER CELLS
  Almost every item of personal equip-
  ment in Space Master (except for most
  projectile weapons, of course) requires a
  power supply to keep it functioning
  properly (or functioning at all for that
  matter). There are basically four general
  categories of personal eqUipment power
  supplies, the cell, the cartridge, the pack
  and the microfusion reactor. Each is
  physically larger and more powerfUl than
  the one that preceeds it in the listing. Each
  category then has several representative
  types. For instance, there are utility
  cartridges, weapon cartridges, and flamer
  cartridges. What follows is abreakdown of
  the various personal equipment power
  supplies.
  CELLS
  Apiece of equipment which reqUires
  the use of an power cell is marked with a
  (*). If multiple cells are needed, the
  notation (2*) or (3*) will appear, meaning
  that two or three cells are used to power
  the equipment. Cells are generally small
  discs of negligable weight. The various
  power cells include:
  1) Utility Cell: Used to power aWide
  variety of low power consumption
  equipment, and some Mini Energy
  Weapons.
  2) Weapon Cell: Used to power small
  Lasers, Blasters, Stunners, and Disrup-
  tors.
  3) Flamer Cell: Used to power small
  Flamers. These cells are significantly
  larger than the other power cells.
  CARTRIDGES
  Apiece of equipment which requires
  the use of apower cartridge is marked
  with a(t). If multiple cartridges are
  needed, the notation (2t) or (3t) will
  appear, meaning that two or three
  cartridges are used to power the equip-
  ment. Cartridges are generally short
  cylinders or blocks which slide into
  recepticles in the equipment. They have
  moderate weight. The various power
  cartridges include:
  1) Utility Cartridge: Used to power some
  larger pieces of equipment, including
  Linex Weapons.
  2) Weapon Cartridge: Used to power
  Assault Energy Weapons and Energy
  Rifles like Lasers, Blasters, Stunners,
  and Disruptors.
  3) Flamer Cartridge: Used to power
  medium sized Flamers. Flamer car-
  tridges are, by necessity, rather large, as
  they contain the Flamer's volatile
  chemical mix.
  28
  PACKS
  Apiece of equipment which requires
  the use of apower pack is marked with a
  (i). Packs vary significantly in size and
  weight, with the determining factor being
  the sophistication of the producers, and
  their level of technology. They may be
  small enough to be attached to the piece
  of equipment they power. More often, it is
  the case that power packs are chest or
  back-slung, with apower cable running
  from the power supply to the equipment.
  The various power packs include:
  1) Utility Pack: Used to power large pieces
  of field equipment.
  2) Weapon Pack: Used to power Heavy
  Lasers, Blasters, Stunners, and Disrup-
  tors.
  3) Flamer Pack: Used to power Heavy
  Flamers. These power packs are
  exceptionally encumbering, and are
  typically back-slung when transported
  by aman.
  M,CROFUSION REACTORS
  Apiece of equipment which requires
  the use of amicrofusion reactor is marked
  with a(§). Microfusion reactors are quite
  small, considerin'g their power output.
  They are about the same size as asmall
  power pack, but somewhat heavier. When
  an equipment failure roll results in a .
  "power source depleted" result, any given
  microfusion reactor does not suddenly
  become an expensive piece of scrap metal,
  (that only happens on asubsequent 010
  roll of 1). On the contrary, all that is
  required is arefueling of the reactor,
  which can be accomplished by simply
  adding more water to the unit. There are
  two types of Microfusion Reactors:
  1) Utility Reactor: This durable field unit is
  capable of powering awide variety of
  heavy gear. Given the proper adaptor, a
  Utility Reactor could conceivably power
  any piece of equipment short of a
  Flamer Weapon.
  2) Weapon Reactor: The Weapon Reactor
  is the only device capable of powering a
  Plasmatic Repeator. Given the proper
  adaptor, aWeapon Reactor could
  conceivably power any energy weapon
  except aFlamer.
  SUMMARY OF CODING:
  Energy Cell:
  (*)
  Cartridge:
  (t)
  Pack:
  (i)
  Microfusion Reactor:
  (§)
  
  "I wouldn't do that if I were you, Dave."
  I therefore, Reserve Storage is useful for
  Archive and Research data, but probably
  not for regular combat program storage,
  since it would require too much time to
  "call up" the necessary programs from
  Reserve Storage.
  Example: Teruk has an Mk. 50 computer.
  Its processing capacity is 50, and its
  memory is 100 units. It has aReserve
  Storage volume of500 units.
  The reference to memory units refers to
  adiscreet unit of data. As many as
  desired (or one can afford, or one can
  pack into their computer) may be pur-
  chased. However, there is adeclining rate
  of return, based on the idea that the mass
  of information reduces the efficiency of the
  processor. It also reflects the idea that
  after apoint the additional data in memory
  is more peripheral, and increasingly less
  relevant to the topic.
  For those programs which have acost
  per memory unit pick, the initial purchase
  provides a+5 bonus to the appropriate
  researchltechnical activity/maneuver
  (counting as the initial investment as well
  as the first 'rating pick'). Each additional
  pick adds another +5 to the appropriate
  bonus, up to atotal of +50. The eleventh
  through twentieth picks, though they cost
  the same, only supply a+2 bonus per pick.
  Any additional picks beyond twenty add +1
  per rating pick.
  It is assumed that each pick fills one
  computer unit, regardless of the bonus.
  See individual programs for whether the
  volume is consumed in Memory or both
  Processing and Memory (if it takes up a
  unit of processing space, it must take up
  at least the same amount of space in
  memory for storage while not in use).
  PROGRAM DESCRIPTIONS
  General Reference: An encyclopedic database,
  referenced by subject with multiple cross-
  references. Includes very basic information on
  Terran general history, the sciences, the arts,
  literature, etc.
  Xena Gen. Ref: The complement to the General
  reference database above, this file covers all
  Terran colonies as well as any general data on
  other races encountered by Civilization. By
  necessity, this file is even more general than
  the above, having to cover awider field.
  Archive Reference: This file covers the same
  areas as the General Reference program, but in
  much greater depth, especially in the non-
  science fields. The detail and referencing is
  exhaustive; however, it does not approach
  some of the planetary Archive databases;
  consuming as much as 10,000 Storage units,
  they might truly hold what could be called the
  "sum of human knowledge".
  programs, such as Evade and Predict,
  consume very little Memory volume, but,
  depending on how demanding or sophisti-
  cated, alot of Processing capacity. The
  volume and capacity for aspecific
  standard computer are determined by its
  Mark (Mk.) number: the processing
  volume capacity is exactly equal to the
  Mk.#, while the memory volume is 2xthe
  Mk. #. Available programs always use
  memory volume but only use processing
  capacity when being used. In addition,
  standard computers have what is called
  Reserve Storage. It is not as easily
  accessible as Memory, but has amuch
  larger capacity -
  ten times the Mark
  number in storage volume. However, this
  memory storage is not as easily acces-
  sible: it requires one round per memory
  unit to transfer the program from Reserve
  .Storage to memory, where it can be easily
  accessed and used. In this capacity,
  I
  THE ROLE OF COMPUTERS
  "Discovery" Computer
  Prelmp 9694
  Orbiting Juptiter
  Below are brief descriptions of the
  various computer programs available in
  the most advanced areas of the Space
  Master universe. All programs may not be
  available everywhere, or, if available, they
  may only be 'partial'.
  Remember when purchasing programs
  that each has two important volume
  factors, in addition to the cost: Processing
  Capacity and Memory Volume. This
  reflects the concept that certain programs,
  such as Archive Reference and the
  Research programs, consume avast
  amount of Memoryvolume because of the
  sheer mass of data. However, their data
  retrieval system is relatively simple, and
  requires only asmall amount of Process-
  ing capacity. Complex, demanding
  It would no doubt be an understatement to say that computers play an important part
  in the universe of Space Master. Indeed, they are everywhere, expediting every facet of
  life in the far future. They are miniaturized to near-microscopic size in many cases, and
  can perform functions of amazing complexity at speeds truly approaching instantaneous.
  State of the art computer circuitry memory storage is done on amolecular level;
  memory units are organic and, in away, alive. This allows far more dense storage and
  faster relays. Many larger units are voice-controlled, able to interpret and respond to
  verbal commands -
  though of course only in languages for which the computer has
  been programmed. For accuracy and efficiency, however, computers on board most
  starships and other complex vehicles are still manually controlled to agreat extent. This
  is not areflection of the machine's limitations, but rather of the being who must give it
  instructions. Direct mental links from the human brain to computers have been tried,
  but proved ineffective and even dangerous; the human mind is simply not disciplined
  enough to give coherent commands which are not accompanied by aflurry of aberrant
  irrelevant 'mental chatter'. And vocal commands are not precise because of the inev-
  itable inaccuracies of any sentient-based language. The idea of acomputer language to
  be used by sentients was proposed, but the effort of learning it outweighed the advan-
  tages. The alternative of aship virtually under the command of acomputer was also
  dismissed (except for unmanned ships, of course) because of man's continuing resis-
  tance to the idea of being 'controlled' by acomputer.
  Thus, even in Space Master, the weak link in any such sentient-computer interface is
  just that: the delay which occurs between the sentient visualizing and deciding on the
  action, and the delivery of the action command to the machine.
  In Space Master, though, the computer has been able to take over very complex
  tasks (such as continuous evasive maneuvres in astarship battle, even. when coordi-
  nating gunner fire) the details of which need not concern the sentients in charge.
  Obviously, to attempt to cover the entire range of software available in the universe of
  Space Masterwould be absurd. Instead, below are detailed typical programs.
  5.1
  _
  PROGRAMS AND
  DESCRIPTIONS
  29
  
  RESEARCH REFERENCE
  Physics: Each memory unit pick adds abonus
  to all research done on this topic. Note that
  this total is cumulative with alab bonus,
  but e,annot exceed the lab bonus.
  Chemistry: As Physics, above.
  Biology: As Physics, above.
  Planetology: As Physics, above.
  Astronomy: As Physics, above.
  Cultures: Each memory unit pick adds abonus
  to all anthropological and cultural research.
  Medicine: As Physics, above.
  Mechanical Engineering: As Physics, above.
  Genetics: As Physics, above.
  Computers: As Physics, above.
  Weapons Design: As Physics, above.
  Power Systems Theory: As Physics, above.
  Cybernetics: As Physics, above.
  TECHNICAL REFERENCE
  Mechanical: Each memory unit pick adds a
  bonus to all repairs and construction related to
  this topic. Use appropriate table.
  Weapons: As Mechanical, above.
  Electronics: Includes all electrical systems. As
  Mechanical, above.
  Communications: As Mechanical, above.
  Computers: As Mechanical, above.
  Power Systems: As Mechanical, above.
  Stardrive: As Mechanical, above.
  Crime Systems: As Mechanical, above.
  Medical Systems: ~ Mechanical, above.
  Cybernetics: As Mechanical, above.
  Genetics: As Mechanical, above.
  Basic Sys~ems Monitoring: Automatic ship's
  log and mmor systems control (lighting, portal
  control, etc.)
  Recreation: Games, movies, etc.
  Life Support: Maintains environment.
  Galley: Food synthesis.
  Xeno Galley: Food synthesis for exotic tastes /
  other races.
  Astrogat'on Reference:
  Star Chart: Acomplete map of the known
  galaxy is available, though the total volume
  would be prohibitive. Astrogation is made
  "Easy" if within an area on file. See cost chart
  for price per memory unit.
  Preset Course: Astrogation for such acourse is
  "Routine".
  Altrogation Plotting:
  Hyperspac~ Course: Computes Hyperspace
  Course. WIthout program, computation is
  "A~sur~"..(~owever,every day spent by a
  tramed indIVIdual with proper references lowers
  the degree of difficulty by 1.)
  H-.Space Course: Computes N-Space Course.
  Without program, computation is "Absurd".
  (However, every day spent by atrained
  individual with proper references lowers the
  degree of difficulty by 1.)
  PILOT INTERFACE
  Hyper Jump: Controls Antimatter flow to
  Translight Engines.
  Autopilot: Can maintain acourse, or carry out
  Preset N-space course
  Evade: Each processor unit pick adds abonus
  to ship DB due to computer controlled evasive
  maneuvering. (1 unit processing and one unit
  memory per pick)
  Tactics: Each processor unit pick adds abonus
  to ship initiative. (1 unit processing and one
  unit memory per pick)
  Power Distribution: Controls and monitors
  distribution of power to all ship systems.
  Damage Control: Malfunction alert and flame
  detection/control. Seals doors to contain
  decompression unless overridden.
  Security: Monitors and can restrict movement
  of specific beings within installation. Requires
  .1 memory unit per being.
  Cybernetic M.onltor: Controls robotic assign-
  ments. ReqUIres .5 memory unit per special
  system.
  Communications: Allows Com Tech bonus on
  Transmission / Reception, including both
  Tachyon Beam and Microwave signals. Each
  processing pick adds abonus, and 5 light-
  years of Tachyon Beam range.
  EW Distribution: One pick for every 10 points
  of EW (actual EW equipment purchased
  separately) is necessary for manual control of
  EW/Stealth screens. Each Processing pick also
  adds abonus for all EW activity (no matter how
  many operators). (1 unit processing and one
  unit memory per pick)
  Target Loc~-on: Allows shipboard Heavy
  Energ~ Projectors to be committed on any
  target In Sensor range (see ship construction
  for ship sensor ranges). Energy attacks
  without this program are at -30 (in addition to
  any other factors).
  Central Gun Control: Allows any number of
  ship's guns to be fired from central control with
  controller's gunner bonus (-10 to bonus for
  every gun over one controlled).
  Gunner Interface: Allows inclusion of individual
  gunner's fire bonus for Heavy Energy Projec-
  tors.
  30
  ASSAULT STUNNER
  Struin Field Systems
  Predict: Each pick adds acomputer bonus for
  Heavy Energy weapons fire. (1 unit processing
  and one unit memory per pick)
  Missile Ta~et~ng: Eac~ pick adds acomputer
  bonus for mIssile targetmg. (1 unit processing
  and one unit memory per pick)
  D~fense (screens): Arranges and maintains
  shIelds. Processor and memory required is 1
  per 10,000 tons (1 unit minimum).
  Star System Analysis: Reference data' each
  pick adds abonus to sensor analysis, ~nd fills
  one memory cell -
  in addition to the base
  volume of 3.
  Planetary Analysis: Reference data; each pick
  adds abonus to sensor analysis of planetary
  and stellar bodies, and fills one memory cell-
  in addition to the base volume of 3.
  Bio Analysis: Reference data; each pick adds a
  bonus to sensor analysis of life forms, and fills
  one memory cell -
  in addition to the base
  volume of 3. Range for such analysis is no
  more that ahigh orbit above scanned planet.
  Construct Analysis: Reference data; each pick
  adds abonus to sensor analysis of artificial
  constructs and energy sources, such as other
  spac~craft, ground-based installations, etc.,
  and fills one memory cell -
  in addition to the
  base volume of 3.
  Medical Diagnosis: Reference data; each pick
  adds abonus to medical scanner analysis of
  patients, and fills one memory cell -
  in
  addition to the base volume of 2.
  Medical Procedure: Reference data; each pick
  adds abonus to surgical or medicinal proce-
  dures performed and fills one
  memory cell -
  in addition to the base volume
  of2.
  Xeno Medicine: Reference data; each pick adds
  abonus to medical diagnosis of another life-
  f~rm (than homo-sapiens or derivativea) and
  fIlls one memory cell -
  in addition to the base
  volume of 2.
  
  "
  "
  "
  000 tons
  "
  3,000
  4,000
  1,000base + 500/memory unitpick
  "
  "
  "
  "
  "
  1,000 base + 300/memory unitpick
  2,000
  8,000
  5,000 base + 2,000/pick
  5,000 base + 1,000/pick
  2,000/storage cell (100,000clr)
  500/course
  5,000
  3,000
  1,000 + 100lbeing
  5,000 + 2,000/system
  8,000
  5,000 base + 1,000/ 10 pts of EW
  7,000
  12,000
  2,000/gunner
  5,000 base + 1,OOO/rating pick
  5,000 base + 1,200/rating pick
  1000/10,000 tons
  1,000 base + SOD/memory
  unit pick
  "
  "
  2,000 base + 500/memory
  unit pick
  1,000 base + 200/memory
  unit pick
  " "
  II
  ""
  3
  3
  3
  3
  3
  3
  5
  5
  Special
  Special
  2
  2
  2
  2
  1
  Special
  1
  5
  1
  5
  1
  5
  1
  5
  1
  5
  1
  5
  1
  5
  1
  5
  1
  5
  4
  20
  4
  20
  4
  20
  4
  20
  4
  20
  4
  20
  Special
  1
  Special
  2
  2
  .1/gun
  1
  1/gnr
  1
  Special
  Special
  Special
  3
  3 + Special
  3
  3 + Special
  3
  3 + Special
  3
  3 + Special
  2
  2 + Special
  2
  f
  2 + Special
  2
  2 + Special
  Physics
  Chemistry
  Biology
  Cultures
  Medicine
  Engineering
  Power Distribution
  Damage Control
  Security
  Cybernetic Monitor
  Communications
  EW Distribution
  Target Lock-on
  Central Gun Control
  Gunner Interface
  Predict
  Missile Targeting
  Defense (screens)
  Star System Analysis
  Planetary Analysis
  Bio Analysis
  Construct Analysis
  Medical Diagnosis
  Medical Procedure
  Xeno Medicine
  Technical Reference
  Mechanical
  Armaments
  Electrical
  Communications
  Computers
  Power
  Stardrive
  Field Science Systems
  Medical Systems
  'cSysM
  Recreation
  Life Support
  Galley
  Xeno Galley
  Reference:
  Star
  hart
  Preset Course
  ation
  in
  Hyperspace Course
  N-Space Course
  -----=--
  Pilot Interfa
  Hyper Jump
  Autopilot
  Evade
  Tactics
  31
  
  5.3 SPECIAL ROBOTICS PROGRAMS TABLE
  As an option forthose players wishing to insert special software programs into their robots so that they can become more specialized,
  see the listing below. Arobot which is running the appropriate program while executing the given operation is given abonus equal to
  his computer Mk. II when determining the success of that operation. Note that these programs are specially designed for robots and
  aretherefore notcompatiblewithanyothercomputersystem. Additionally, each program is availableinanumberofcomputer languages,
  so players must be careful that they are purchasing aprogram which their robot can understand.
  Many of the programs require the robot to meet certain physical parameters and/or be of acertain class.
  Most of these programs work exactly the same as the character skills of the same name.
  Size
  Program Name
  Processingl
  Cost
  NotesJRequirements
  Memory
  (Elmontis)
  Allows robot to record data into free memory space.
  Aseparate protocol program is required for each culture. Req: human relations
  bot with oratory rtg 7
  Each type ofcraft requires its own program. Req: mech interface, or manipulate
  rtg 9 and intellect rtg 3.
  Each type of craft requires its own program. Req: mech interface, ormanipulate
  rtg 7 and intellect rtg 2
  Per vehicle type. Req: mech interface, or manipulate rtg 8and intellect rtg 7.
  Req: multiscanner eqUipment interface and manipulate rtg 9.
  Req: multiscanner equipment interface and manipulate rtg 9.
  Per language grouping. Req: oratory rtg 3-6 for non-computer languages.
  Req: multiscanner eqUipment interface and manipulate rtg 10.
  Req: multiscanner eqUipment interface and manipulate rtg 10.
  Per species. Req: medscanner equipment interface, intellect rtg 2and manipu-
  late rtg 8.
  Atmospheric pilot
  2/2
  1750
  Marine pilot
  1/1
  900
  Driving
  1/1
  950
  Disarm traps
  0.4/0.4
  1000
  Pick locks
  0.4/0.4
  950
  linguistics
  1/1
  1000
  Forgery
  1.2/1.2
  5000
  Counterfeiting
  1.2/1.0
  5000
  First aid
  0.2/0.2
  100
  These programs can only be used for maintenance and equipment modifications.
  Mechanical technics
  0.5/0.5
  1000
  Req: manipulate rtg 7.
  Weapons technics
  0.5/0.5
  1000
  Req: manipUlate rtg 7.
  Electronics technics
  0.5/0.5
  1000
  Req: manipulate rtg.7.
  Computer technics
  0.6/0.6
  1400
  Req: manipulate rtg 8.
  Power systems technics 0.5/0.5
  1200
  Req: manipulate rtg 7.
  Crime technics
  0.5/0.5
  2000
  Req: manipulate rtg. 7.
  Medical technics
  0.5/0.5
  1000
  Req: manipulate rtg 9.
  Cybernetic technics
  0.5/0.5
  1100
  Req: manipulate rtg 8.
  Airborne assault
  0.4/0.4
  Combat pilot
  2/2.5
  AFV crewmember
  0.3/0.5
  Missile Artillery
  0.3/0.03
  Heavy energy projector 0.3/0.3
  1700
  6000
  4000
  3900
  4000
  Req: maneuvering rtg 7and sensor rtg 5/
  Req: mech interface with sensor rtg 5, perception rtg 4, intellect rtg 5and
  manipulate rtg 2. Per craft type.
  Req: mech interface or manipUlate rtg 8. Per vehicle type and position.
  Req: mech interface or manipUlate rtg 6. Per weapon type.
  Req: mech interface or manipulate rtg 7.
  Orbital pilot
  0.7/1
  N-space pilot
  0.7/1
  Hyperspace pilot
  2/3
  N-space astrogation
  2.5/3
  Hyperspace astrogation
  3/3.5
  5000
  5000
  10000
  7000
  11000
  Req: mech interface.
  Req: mech interface
  Req: mech interface.
  Req: mech interface with intellect rtg 4.
  Req: mech interface with intellect rtg 6.
  32
  
  UDanger! Danger, Will Robinson!"
  AVisitor to Terra
  c. Day the Earth Stood Still
  ROBOTS AND ANDROIDS
  llGort, Klattu barados nikto"
  6.12 SPECIFIC ROBOT
  EXAMPLES
  Following is aselection of robots of
  varying use and availability in the Empire.
  TECHNICAL ASSISTANCE AND REPAIR BOT
  412 SERIES
  The TAR 412 series is considered by
  most to be one of the best repair bots in
  the universe. This small (1.6m), humanoid
  bot is extremely independent. The TAR
  412 is programmed to diagnose and repair
  apiece of equipment without assistance
  from atech. The bot can be purchased
  with anyone of the following Technical
  Skills (at +70): Mechanical, Weapons,
  Power Systems, or Cybernetics Technics.
  The TAR 412 is in no way practical for use
  during combat situations. However, it is
  completely capable of functioning inde-
  pendently from starship power sources
  and personnel in anumber of different
  "hostile" (Xeno-)environments for short
  periods of time (30 hours).
  ROBOT NAME: TAR 412
  TYPE: Service
  WEIGHT(KG): 272.2
  COMPUTER Mk.#: 8.1
  PROGRAM: Sensor Analysis (Mk .3)
  PROGRAM: Perception (Mk .8)
  PROGRAM: Intellect (Mk 2)
  PROGRAM: Manipulate: (Mk 2)
  PROGRAM: Technical Practice (Mk
  2) see below
  PROGRAM: Xeno-environments (Mk
  1)
  POWER SOURCE: Batteries; 30 hour
  charge
  MOTIVE FORM: Walk; 20m per md
  MANEUVERING: +20
  ARMOR: AT 15
  HITS: 20
  SHIELD: None
  OB TOTAL: N/A
  DB TOTAL: 0
  DATA OUTPUT: 30cm diag. screen
  AUDIONISUAL EQPT.: Holocamera;
  9m range
  WEAPONRY: None
  SENSOR/RANGE: Multisens/9m; +15
  EW/STEALTH: None
  INTERFACE WI: Starship Technical
  Reference computers; +60
  Multiscanner; +20
  LANGUAGE: BIVOC
  OTHER FUNCTONS:
  #1- Xeno-environments: +50
  #2- Perception: +40
  #3- Intellect: +70
  #4- Manipulate: +70
  #5- Technics: +70
  TOTAL COST: 451,310 Elmonits
  Some Robot
  Aboard the Jupiter2
  Cyborg Relations Bot: Prob~bly t~e ":lost
  'humanoid' of the robots, thiS deVice IS
  just under 2 meters tall, has legs, arms
  and ahead, but there the resemblance
  ends. The Relations Bot's prime function
  is liaison between humans and robots, and
  as such most of its Mk. 5computer is
  taken up with language data. It can freely
  translate between any language and
  BIVOC.
  Combat Bot Type I: Three and ahalf
  meters tall, this fearsome machine mounts
  an Mk. 3 laser on each arm. It has a500m
  Sensor range, as well as normal audio
  pickup and visual normal and infra-red.
  Its shields add 50 to its DB; it speaks and
  understands only BIVOC -
  instructions
  must be programmed.
  Combat Bot Type II: Slightly more mobile
  than Type I, this Bot is 2.5 meters tall and
  walks like aman. One arm is an Mk. 5
  Laser the other is amechanical hand with
  +10 manipulate skill. On the shoulder is
  mounted an Mk. 5 Heavy Machine Gun. It
  stores 100 bursts of ammunition. This
  Bot has normal audio pickup, and visual
  into infra-red. Its shields add 50 to its DB.
  It can only communicate in BIVOC.
  Combat Bot Type III: Perhaps the most
  terrifying of the three Combat Bots, this
  one floats on silent graVities, and +30
  stalking skill. It is 3 meters tall and
  mounts 2Mk. 5 Blasters on the shoulders,
  and aPlasma Repeater Rifle on one arm.
  The other arm has ahand with +20
  manipulate capability. It has a10km
  Sensor range, as well as normal audio
  pickup and visual normal and infra-red.
  Its shields add 60 to its DB (the rest
  comes from maneuverability and superior
  armor). It also has +40 in Intellect and
  can speak up to 3 human languages
  fluently.
  6.1 __
  ROBOTS
  Avast range of machines, but defined
  here as being an intelligent, self-propelled
  machine. Robots (with the exception of
  special Combat Bots) are usually no larger
  than two meters tall, and possess manipu-
  lative limbs suitable for repair, manual
  labor, or mechanical interface, or weapons
  operation. Some robot designs are
  vaguely man-like in form, possessing
  arms and legs, but are distinguished from
  Androids in that they are clearly machines
  (being metal encased, etc.) and not
  designedto imitate humans, except as
  necessary for their function.
  6.11 GENERAL ROBOT TYPES
  Service Bot: The standard model is short
  and squat (1 meter high), with several
  extendable limbs fitted with interchange-
  able manipulative devices. The Bot's Mk.
  10 computer can be programmed with any
  Technic data (see Section 4.3) or it can be
  purchased pre-programmed (add program
  cost separately). It has a+50 Manipulate
  bonus, in addition to the programmed
  Technic skill. Remember that it is at -25
  to all repairs with no applicable skill in its
  computer. It has normal audio/visual
  pickup ability, and aComputer Mech
  Interface, to receive computer data. It can
  be programmed to understand any
  language, but 'speaks' only BIVOC (the
  Binary Vocabulary of computers).
  Mech Interface Bot: Less than ameter
  high and roughly cylindrical, this robot is
  basically amobile computer. With an Mk.
  rating of 20 it can run several sophisti-
  cated programs simultaneously. See
  uService Bot" above for references to
  computer input. Available interfaces: Pilot,
  Heavy Energy Projectors, Sensors, EW
  and Computer. Beyond afew small
  manipulative arms and the interface
  hookup, this Bot is unadorned. It has
  short range audio/visual pickup, and it can
  be programmed to understand any
  language, but 'speaks' only BIVOC (the
  Binary Vocabulary of computers).
  33
  
  ADvANCE RECONNAISSANCE AND CoMBAT
  (ARC) ScouT
  The ARC Scout is specially designed to
  be both an information gathering device
  and adeadly offensive weapon. It is armed
  with aMk. I Grenade Launcher and has the
  storage capacity of up to 20 standard size
  explosives (any type). The ARC Scout also
  sports aMk. III blaster for close combat
  and as an anti-personnel weapon. It is
  equipped with avideo-relay camera (lens
  has infra-red and light filter capabilities)
  which produces an image on a16cm
  remote monitor screen up to 300km away.
  Also, sensor readings are constantly
  relayed to aportable computer (included
  in price) for use in the field. The ARC
  scout can be programmed and manipu-
  lated using this terminal by askilled
  Computer Tech.
  The ARC Scout is very fast and highly
  maneuverable. From the side the ARC
  Scout appears as adark, horizontal,
  streamlined cylinder approximately 2m
  long and .5m wide. The video-relay
  camera is mounted just under the nose of
  the ARC and has a360 degree view radius.
  The blaster and grenade launcher are
  concealed inside the bot until activated,
  when they are revealed from behind two
  receding panels. The blaster lowers from
  the base of the bot and has a360 degree
  fire radius. The grenade launcher rises
  from the top of the bot and can be aimed
  by the Targeting program and/or the
  Computer Tech.
  ROBOT NAME: ARC SCout
  TYPE: Combat
  WEIGHT(KG): 439.5
  COMPUTER Mk.#: 6.5
  PROGRAM: Electronic Warfare (Mk1)
  PROGRAM: sensor Analysis (Mk 1)
  PROGRAM: Evade (Mk 1) +10 to DB
  PROGRAM: Targeting +10 to
  Grenade Launcher OB (MK 1)
  PROGRAM: Energy Weapon (Mk 1)
  PROGRAM: Stalk/Hide (Mk .5)
  PROGRAM: Perception (Mk .5)
  PROGRAM: Intellect (Mk .5)'
  POWER SOURCE: Internal Fusion
  Reactor; 30 days w/out refueling
  MOTIVE FORM: Med. Gravitic;
  200kph
  MANEUVERING: +40
  ARMOR: Aligned Crystalline Steel:
  AT 20 (-50)
  HITS:300
  SHIELD: +40
  OB TOTAL: +60 Grenade Launcher
  +50 Blaster
  DB TOTAL: +150 (+10 Evade, +40
  Shield, +50 Stealth, +50 Armor)
  DATA OUTPUT: 16cm Diagonal
  screen
  AUDIONISUAL EQPT.: Holographic
  camera; 30m range
  WEAPONRY: 1 Mk.1 Grenade
  Launcher +50 bonus
  1 Mk.lll Blaster +50 bonus
  +10 Targeting program
  SENSOR/RANGE: Multisensor
  (reads life forms, power source,
  construct)/30m; +50
  EW/STEALTH: Jamming capability
  1km/+50 DB
  INTERFACE WI: Portable computer;
  +50
  LANGUAGE: BIVOC
  OTHER FUNCTIONS:
  #1- Stalk/Hide: +25
  #2- Perception: +25
  #3- Intellect: +25
  TOTAL COST (CUSTOM BUILT):
  874,500 Elmonits
  34
  DIPLOMATlc/PUBLIC RELATIONS BOT
  Originally designed by Maircon Cybernet-
  ics for use as advertising tools in large
  corporations, the DPR Bot is highly skilled
  in Diplomacy, Oration, Etiquette, and
  Acting. These Bots were sent all across
  the universe as product promoters or
  flashy traveling salesmen. The excitement
  over this advertising gimmick was,
  however, short-lived. Maircon Cybernet-
  ics, in order to avoid bankruptcy, began to
  unload any and all of their remaining stock
  of DPR Bats (accepting any reasonable
  offer) on anyone who would take them.
  Most of the DPR Bats are able to interface
  with astarship's communications console
  and are often requested to use their
  diplomatic prowess to avoid serious
  conflicts with possible enemies or, in
  some cases, the law.
  The DPR Bot is humanoid in form and of
  average size. It is able to speak and
  understand up to 3 languages (Imperial
  Standard plus two others depending on
  programming). In addition, the DPR Bot
  understands the mannerisms and quirks
  (etiquette) of the cultures associated with
  the languages they speak.
  ROBOT NAME: DPR
  TYPE: Human Relations
  WEIGHT(KG): 196
  COMPUTER Mk.#: 11.1
  PROGRAM: Sensor Analysis (Mk 1)
  PROGRAM: Perception (Mk 1)
  PROGRAM: Oration (Mk 1)
  PROGRAM: Intellect (Mk 1.5)
  PROGRAM: Etiquette (Mk .6)
  PROGRAM: Linguistics (Mk 3)
  PROGRAM: Diplomacy (Mk 2)
  PROGRAM: Acting (Mk 1)
  POWER SOURCE: Batteries,
  40 hour charge
  MOTIVE FORM: Walk; 20m per rnd
  MANEUVERING: +50
  ARMOR: AT 20
  HITS: 150
  SHIELD: None
  OB TOTAL: None
  DB TOTAL: 0
  DATA OUTPUT: 6cm diagonal screen
  AUDIONISUAL EQPT.: Holographic
  camera; 15m range
  WEAPONRY: None
  SENSOR/RANGE: Multisensor/15m;
  +25
  EW/STEALTH: None
  INTERFACE WI: Starship Communi-
  cations consoles; +70
  LANGUAGE: BIVOC
  Imperial Standard see below
  
  OTHER FUNCTIONS:
  #1- Perception: +50
  #2- Oration: language skill rank 10
  #3- Intellect: +60
  #4- Etiquette: +70 each culture
  #5- Diplomacy: +70
  #6- Acting: +50
  TOTAL COST (CUSTOM BUILT):
  350,000 Elmonits
  SYNTHETIC ORBITAL, N-SPACE, AND
  HYPERSPACE ASTROGATORIPILOT
  After years of market research,'the
  Trevco Universal Bot Corporation designed
  the SONHAP; one of the most cost
  efficient, "user-friendly" bots ever made.
  The SONHAP is an affordable, mass
  market product which was originally
  targeted toward fashionable tourists who
  enjoyed travel, but did not wish to waste
  leisure time piloting and astrogating.
  However, the popularity of the SONHAP
  line grew. Afew of the major starship
  construction companies began selling
  SONHAPs at discount rates with the
  purchase of aship. Now, both new and
  used SONHAPs can be found rather easily
  in just about any highly populated area.
  The SONHAPs come in awide variety of
  designer coklrs. These bots are tall
  (1.9m), cylindrical, and very slender
  (25cm in diameter). The SONHAPs speak
  fluent Imperial Standardand are pro-
  grammed to make cheerful small talk and
  exchange witticisms with passengers and
  crew members alike.
  Despite their flippant air, the SONHAPs
  are quite adept at all space piloting and
  astrogationskills. Their extremely high
  intellect level allows them to control the
  ship's helm independently 25 hours aday.
  ROBOT NAME: SONHAP
  TYPE: Mech Interface
  WEIGHT(KG): 208
  COMPUTER Mk.#: 15.1
  PROGRAM: Sensor Analysis (Mk .4)
  PROGRAM: Perception (Mk .8)
  PROGRAM: lingUistics (Mk 1)
  PROGRAM: Intellect (Mk 2)
  PROGRAM: Orbital Pilot (Mk .7)
  PROGRAM: N-space Pilot (Mk .7)
  PROGRAM: Hyperspace Pilot (Mk 2)
  PROGRAM: Atmospheric Pilot (Mk 2)
  PROGRAM: N-space Astrogation
  (Mk 2.5)
  PROGRAM: Hyperspace Astrogation
  (Mk 3)
  POWER SOURCE: Batteries; 20 hour
  charge
  MOTIVE FORM: Slow Wheeled;
  10m per rnd
  MANEUVERING: +25
  ARMOR: AT 13
  HITS: 100
  SHIELD: None
  OB TOTAL: N/A
  DB TOTAL: 0
  DATA OUTPUT: 15m range
  holographic projector
  AUDIONISUAL EQPT.: Holographic
  camera; 12m range
  WEAPONRY: None
  SENSOR/RANGE: Multisensor/12m;
  +20
  EW/STEALTH: None
  INTERFACE WI: Starship Pilot!
  Astrogation consoles; +70
  LANGUAGE: BIVOC
  Imperial Standard
  OTHER FUNCTIONS:
  #1- Perception: +40
  #2- Oration: language skill rank 9
  #3- Intellect: +70
  #4- Orbital Pilot: +60
  #5- N-space Pilot: +70
  #6-: Hyperspace Pilot: +60
  #7- Atmospheric Pilot: +70
  #8- N-space Astrogation: +70
  #9- Hyperspace Astrogation: +70
  TOTAL COST (CUSTOM BUILT):
  235,900 Elmonits
  6.2
  DRONES
  O'rones are fUlly automated "quasi-
  vehicular' constructs. All of adrone's
  functions (piloting, weapons systems,
  sensors, etc.) are controlled by its
  computerlBot brain. Most are pro-
  grammed to speak several'key languages
  (depending, of course, on where and
  who's they are), and are well-versed In the
  Perception,and Oration functions.
  Robotic orbital relay beacons: Also
  known as "OrOOts." Orbots are often
  found in geosynchronous orbits above
  planetside Spacefaring Ports, where they
  handle incoming traffic, supply planetary
  data or warnings, send out Port directives,
  request and verify Passage Codes, etc.
  Basically, they serve to take some of the
  load'off the communications personnel at
  the Port. Orbots may also be left to guard
  planets, moons, ships, or whatever -
  most Orbotic systems are modular
  (insuring that no two Orbots need be
  exactly alike), and many contain advanced
  weaponry.
  Stellar and planetary survey drones:
  Often referred to as "Rovers" Survey
  Drones are employed by most Imperial
  and Provincial scout services. Equipped
  with extensive memory storage, high
  Intellect and Participant Research
  programs,they are capable of taking large
  amounts of accurate readings in a
  comparatively short time. Very large
  survey drones (with capacity for asmall
  crew) are often constructed above Omega
  Worlds (or any worlds which require a
  lengthy and detailed analysis),'and serve
  as fully automated, artificially intelligent
  research laboratories. Such laboratories
  are generally equipped with some form of
  high security system. Smaller Drone
  models are often scattered from an
  orbiting survey ship which awaits and
  cQrfelates their findings.
  Jettisoned eVlcuatlon and,recovery pods:
  Large passenger-carrying Drones which
  are used as "returning lifeboats," JERPS
  are designed to protect unskilled person-
  nel in the event of an emergency. Stored
  in astandard shuttle or fighter bay, they
  are loaded and launched at the first sign of
  danger, and make their own decisions
  regarding piloting until the danger ends
  and they return to the ship (they may, of
  course, be programmed not to return to
  the ship, to head for the nearest moon, to
  hold atight orbit, etc).
  35
  
  -
  --::::::- .._----
  JERPs are usually equipped with high
  Perception, Oration, and Intellect ratings,
  and many possess Evade programs or
  even (defensive) weaponry.
  Search and destroy drones: Employed to
  ruthless effect in many guerilla activities,
  SODs are deathly perceptive and intelligent
  recon and combat units. Often equipped
  with manipulative "limbs" for weaponry,
  SODs are always well armed and well
  shielded. Sensors, EW/Stealth, Xeno-
  Environments, Stalk/Hide, and Ambush are
  all ~ery popular SOD functions. They are
  designed to make strategic decisions,
  collect large amounts of military intelli-
  gence quickly and quietly, perform any
  combat functions they deem necessary,
  and return to apreprogrammed location.
  Truly awesome constructs, they are also
  extremely expensive. Imperial Search and
  Destroy Drones (ImpSaDDs) are the bane
  of many awould-be revolution.
  6.3
  _
  ANDROIDS
  An Android is arobot designed to
  closely resemble ahuman being or other
  sentient race. Androids have an artificial
  Molecutronic brain, but are highly
  ,
  intelligent: capable of self-programming
  and extremely versatile. The highest-
  quality models are indistinguishable from
  real sentients except by sensor (or other
  artificial) scan. Androids are often much
  stronger and/or quicker than their sentient
  counterparts. They also learn, gathering
  experience and increasing their skills just
  like humanoids.
  While Androids can be 'programmed'
  during the activation with various skills,
  loyalties and abilities, it is not the same as
  programming arobot or computer.
  Androids are nearly human in their
  thought processes and most tend to
  develop 'personalities'.
  6.31 BASIC TYPES
  While Androids are always custom-
  designed, below are listed four general
  categories which most production
  companies use as 'series' guidelines.
  Warrior: What else need be said? Intellect
  was not apriority, except to instill an
  almost animal cunning. Large and
  muscular in appearance, these Androids
  can be programmed with certain absolute
  loyalties, and other 'morals' as desired
  (there are legal minimum requirements in
  most are.as). Popular as bodyguards, they
  are considered astatus symbol on the
  densely populated, highly-civilized worlds.
  Pilot: Preprogrammed with +50 to as
  many as 5 piloting /driving skills, these are
  very useful to large companies needing
  pilot/chauffeurs, etc.
  Tech: Similar to the Pilot, the Tech is
  purchased with 5Technic skills (pur-
  chaser's choice) with a+50 bonus in all.
  Protocol: Trained with avariety of
  customs and local etiquettes, this Android
  is rarely seen outside of the high-society
  "inner worlds". They are invariably
  attractive, but often somewhat bland (this
  by nature, as diplomats need to be bland
  to avoid causing offense).
  36
  6.32 SPECIFIC EXAMPLES
  While there are many Android produc-
  ing corporations in the Empire, three stand
  out as the premier producers of Androids:
  Humanadyne, Universal Robotics and
  Virtual Humanatronics. Among these
  three, Virtual controls acommanding
  market share, and indeed pioneered self-
  programming molecutronic brains. All
  three companies construct androids in
  nearly every Humanoid subrace. The
  Virtual Humanatronics 'Jym-bob' series
  was immensely popular, and the models V
  through XII are still considered to be state
  of the art. Naturally, V.H. also produces a
  number of other models, but the JB series
  remains astaple.
  VIRTUAL HUMANATRONICS
  Jym-bob: Usually Explorers or Armsmen,
  the Jym-bobs were originally designed as
  agri-techs for use on remote farming
  planets (and look the part). They gained
  popularity, however, and the later models
  are quite sophisticated.
  Sheri: Medics and/or Researchers the
  Sheri series is popular with the Imperium.
  Alex: Atechnical wizard, the Alex models
  are very dexterous and mechanically
  oriented.
  Tama: often apleasure model.
  HUMANADYNE
  Metanira: Avery popular pleasure model
  and sometimes pilot.
  Jason (J. Mk VII): Usually an Armsman,
  the Jason series is sought after for
  personal guards.
  Jes~e (J. Mk. VIII):A restricted series only
  available to the KIN (Kashmere Intelligence
  Net), this series is said to match the best
  V.H. can put out.
  6.4
  _
  ROBOTIC
  PROGRAMMING
  ~obots are rryade more specialized by
  their programming. The Robotics Pro-
  grams Table (5.3) lists anumber of
  popular softwares with which arobot
  owner can 'customize his 'bot.
  
  "popular" Human Replicant types and their
  general functions. They are not as
  dependable as Androids, but somewhat
  less expensive and easier to maintain.
  Ironically, Replicants -
  though created
  out of humanoid genetic material -
  are
  considered less 'human' than Androids.
  They are rarely 'custom' grown,and are
  invariably programmed and conditioned
  through intense psychological and
  psycho-neuronic patterning. The process
  irreparably damages one Replicant brain
  out of ten, but this is considered an
  acceptable loss rate.
  GENERAL TYPES
  Below are listed afew of the basic 'off-
  the-shelf Replicant types.
  Warrior: Strong and agile, they can be
  purchased with skill in almost any
  weapons combination. Also have +25 skill
  in Stalking/Hiding Climbing, and other
  physically-oriented skills.
  Tech: Identical to the Android Tech, but
  start with up to +50 in 3Technic skills.
  Clerical: Well-organized memory (perfect
  short-term memory) makes this Replicant
  an excellent secretary.
  Recreation: This Replicant is primarily
  versed in the skills of Gaming, Acrobatics,
  Singing, Dance, Gambling, Music, and of
  course, Seduction.
  Laborer: Often untrained, sometimes
  even brain-damaged from failed program-
  ming, these types are inexpensive and
  capable of only the most simple manual
  tasks. They are considered 'disposable' by
  their owners. This type is decried as an
  abomination by most governments, but
  still is used in many locations where cheap
  manual labor is required and robotics
  maintenance is expensive.
  7.4
  _
  ALTERANTREPLICANTS
  Also called simply "Replicants", these
  are beings created from sentient genetic
  material but alte~ed using Recombinant
  DNA and other techni"ques to create an
  "improved m9del". It is scientifically
  possible to perform Alterant Replication
  upon animals, plants, and most sentient
  species. Below are listed the four most
  I
  BIOLOGICAL CONSTRUCTS
  By the time of Space Master, Terran.science has perfected the techniques of gene
  replication and manipulation. While the morality of the more complex results of this
  ability is hotly contested (and banned outright on many worlds) there are still many
  organizations who carry out genetic manipulation on alarge scale.
  Without genetic control there would be no molecutronics (so, in away, all advanced
  computers and Androids also fall under this category). However, the principals behind
  the growth of these tissues are far different than the genetic manipulations of human
  tissues which are necessary to create clones and humanoid Alterant Replications.
  7.1
  7.3 ........
  MICRO-ORGANISMS
  CYBORGS
  Micro-organisms have been engineered
  Cyborgs (Cybernetic Organisms) are,.
  since the very dawn of human civilization,
  as the name implies, acombination of cy-
  before man had even achieved viable
  bernetic and organic construction.
  interplanetary spaceflight. In fact,
  Technically, aCyborg is anything from a
  mankind barely learned how to biologically
  humanoid with amechanical prosthesis to
  control his environment before poisoning
  arobot with living external tissue to
  his planet beyond repair.
  simulate areal organic being. The
  In the Fifth Century of the Terran
  definition in this ~ase leads. m?re t~wards
  Empire, micro-organisms are carefully
  the latter, as t~e construction. portion of
  controlled and monitored, easily engi-
  such cyborgs IS equally orgamc and
  neered to do anything from eat garbage to
  mec~anical. The ~M mus~ regulate such
  create healing substances. They are a
  creatl~ns and deCide !~r hl.mself the
  mainstay of civilization, and most are
  ~ec~mc and legal ramifications of cyborgs
  incredibly mundane.
  In his game.
  7.2
  _
  CLONING
  See Section 12.3 for construction rules
  on cloning. Since it is by necessity a
  rather personal operation, the potentials of
  purchasing clones 'off the shelf' are rath~r
  limited.
  37
  
  ROBOTIDRONEIANDROID/REPLICANT COST CHART
  TYPE
  MOTIVE FORM
  HITS
  AT
  (DB)
  ARMAMENT (OB)
  PWR
  COST NOTES
  Robot
  Service Bot
  SWHEEL
  50
  20
  (0) -
  ¥
  50,000
  Mech Interface Bot
  SWHEEL
  100
  20
  (0) -
  ¥
  65,000
  Cyborg Relations Bot
  WALK
  80
  12
  (10) -
  ¥.
  40,000
  Combat Bot Type I
  STRACK
  200
  20
  (90)
  2 Mk. 3 Lsrs (63)
  §
  100,000
  Combat Bot Type II
  WALK
  240
  20
  (100)
  1Mk. 5 Lsr (50)
  §
  120,000
  1Mk. 5 HMG (70)
  Combat Bot Type III
  MGRAV
  300
  20
  (200)
  2Mk. 5 Blstrs (80)
  §
  180,000
  1Mk. 5 PRep Rfl(100)
  TAR 412
  WALK
  200
  15
  (20)" -
  ¥
  70,000
  ARC Scout
  MGRAV
  300
  20
  (150)
  1Mk 1 Grnade Lnchr(50) §
  150,000
  1Mk 3 Blaster (60)
  DPR
  WALK
  150
  20
  (0) -
  ¥
  25,000
  SONHAP
  SWHEEL
  100
  13
  (0) -
  ¥
  40,000
  Drones
  Orbot
  (thrusters)
  200
  20
  (0)
  -
  §
  20 - 80,000 Various models
  Rovers
  (thrusters)
  §
  20 - 500,000 Various models
  JERPs
  (varies)
  § 100 - 800,000 Various models
  SODs
  FGRAV
  300+
  20
  (200+)
  Varies
  §
  1- 3 mil Various models
  Androids
  Warrior
  -
  220
  11
  (50)
  +150/+100/+80 any weaps§,
  100,000
  Pilot
  -
  180
  4
  (30)
  +80/+50 any weaps
  §
  70,000
  Tech
  -
  180
  4
  (30)
  +50 one weap
  §
  60,000
  Protocol
  -
  150
  4
  (20) -
  §
  50,000
  Jym-bob VIII
  -
  230
  4
  (25)
  varies
  §
  110,000 Armsman
  Jym-bob XII
  -
  200
  4
  (35)
  varies
  §
  150,000 Pilot
  Sheri XII
  -
  180
  4
  (30)
  varies
  §
  140,000 Scientist
  Alex VI
  -
  180
  4
  (30)
  varies
  §
  130,000 Tech
  Tama IV
  -
  180
  4
  (35)
  varies
  §
  120,000 Entertainer
  Metarina
  -
  150
  3
  (25)
  varies
  §
  100,000 Entertainer
  Jason VII
  -
  200
  11
  (25)
  varies
  §
  130,000 Armsman
  Jesse VIII
  -
  225
  4
  (35)
  varies
  §
  (180,OOO?) Restricted
  Replicantl
  Type I (Warrior)
  -
  200
  1
  (40)
  +100/+80/+50 any weap
  20,000
  Type II (Tech)
  -
  130
  1
  (20)
  +50 one weap
  25,000
  Type III (Clerical)
  -
  80
  1
  (10) -
  20,000
  Type IV (Recreation)
  -
  80
  1
  (30)
  +50 one weap
  15,000
  Type V(Labor)
  -
  60
  1
  (0) -
  5,000
  KEY:
  MOTIVE FORM: Refer to the Vehicular Movement Chart (pg 43) for the explanation of these terms. The humanoid types obviously
  move as humans.
  AT (DB): The Armor type is listed, with the standard Defensive Bonus (DB) in parenthesis afterwards.
  ARMAMENT: Any and all armament. The total Offensive Bonus (OB) for each weapon type. Android and Replicant bonuses are
  applicable to any handheld weapon desired.
  PWR: The type ofpowersource for the unit. ¥ =internal batteries, usually with acharge of 10-50 hours, rechargeable on any fusion
  converter. §=microfusion reactor, usually internal. .Replicants, being organisms, eat to gain energy.
  COST: The average cost for the Robot/Android/Replicant in Elmonits.
  38
  
  VEHICLES
  Unknown
  Pre-starflight Poets
  ·We'l/ have fun, fun, fun
  'til/ Daddy takes the T-bird away·
  GraVlkooter: One-seater transports,
  Gravskooters are often used for short
  hops and courier service. They can be
  used to tow aGrav Sled, and are not
  sealed versus the environment. The
  skooter comes in avariety of styles and is
  often used for recreation and by those
  who prefer something more exciting than
  agravcar. They have full gravitic lift and a
  static field.
  .Amore expensive (and less 'sporty')
  model called the ScoutSkooter is available
  with aforward mounted Mk. 5 Heavy
  Laser, agreater operating duration, and
  EWand shields capabilities. Scoutskoot-
  ers are standard on Imperial Survey
  vessels.
  CARS
  Vehicles for transporting passengers or
  supplies. These have minimal interior
  environmental control (heatlcoollhumidity)
  and are not suitable for any environment
  other than standard Terran.
  Wheeled car: This refers to any sort of
  vehicle which depends upon the friction of
  wheels against asolid surface for propul-
  sion. In more sophisticated versions the
  wheels are of some soft material or an
  inflated polymer. This cushions the ride
  for any passengers and equipment. These
  'tires' are often the most vulnerable part of
  such craft.
  GEM car: Any GCV which uses air
  cushioned suspension falls into this
  category. These craft tend to have a'skirt'
  of some flexible material around the
  bottom of the vehicle to better contain the
  air cushion. If this skirt is severely
  damaged the air cushion will not function
  properly, greatly hampering the craft
  maneuverability.
  8.1
  _
  GROUND CONVEYANCE
  VEHICLES
  This definition applies to all vehicles
  which require asolid surface on or above
  which to act -
  and of course gravity to
  pUll the vehicle towards that surface.
  ScOOTERS
  Gravblke: An open machine about two
  meters long, the gravbike is designed for
  one occupant, either crouching forward or
  reclining, depending on the design. There
  is asmall storage area under the seat,
  though these vehicles are designed
  primarily for recreational travel. They have
  very limited gravitic lift (normally only up
  to about 5meters). The faster models are
  equipped with astatic field, alow-power
  energy shield which protects the rider
  from the strong airflows.
  Buzzer: Asmall, quick two-seater powered
  by Fast Gravities, the Buzzer looks like two
  enclosed sidecars connected by ahorizon-
  tal bar between them. Model II is
  equipped with Mk. 5 Heavy Lasers. Both
  models have full gravitic lift.
  The vehicles described below are for the most part limited to small machines,
  designed to carry no more than ten persons. The craft are either vehicles for private use,
  small research parties, or exploration.
  DEFINmONs
  Below are described anumber of
  commonly used vehicles of different types
  and purposes. These are for quick
  reference and general use. Some general
  terms used throughout the section are
  defined here:
  GEM: (Ground Effect Maneuvering) Using
  powerful fans to create an air cushion, this
  system requires an atmosphere of a
  density range similar to Terra. Altitude is
  usually fixed at no more than one meter.
  Gravltlc: Utilizing agravitic field to
  partially nullity gravity's effect upon the
  vehicle. Unless otherwise specified (such
  as for air and spacecraft) they have a
  limited lifting power to an altitude limit of
  3 meters. For vehicles like cars, their
  altitude is fixed at about.5 meters.
  Hydrofoil: Afin or set of fins so designed
  as to lift aship's hull out of the liquid and
  reduce friction, thus allowing an increase
  in speed. This general principle is applied
  with some modifications here. Such craft
  are usually propelled by hydrojets: jets
  which pump tremendous amounts of wa-
  ter (or whatever the travel medium is) out
  with great force, driving the craft forward.
  SMAC: (Singly Manned Attack Convey-
  ance): Atype of space fighter used for
  short-range missions.
  39
  
  Gravlllc Car: The highest technology
  personal land conveyance medium, such
  vehicles have abuilt-in stabilized gravitic
  field which holds them suspended above
  any solid (or, if so programmed, liquid)
  surface. Lateral power is usually provided
  by compact, quiet turbofans for slower
  (under 100 KPH) vehicles, while jets,
  turbo-gravitics, or even small rocket
  engines are used on high-speed craft.
  EXPLORERS
  These have full environmental control
  for 10 days per passenger (minimum) and
  are equipped with 3000 km/orbital com
  units, 200 km range Sensors, visual
  scanners, viewports, and an Mk. 40
  computer.
  Exploration Walker: Very maneuverable,
  these vehicles are usually conveyed by
  four to six "legs", computer coordinated
  so that the machine literally walks over
  uneven terrain. These are more stable
  than gravitic craft, but slower; and the legs
  are somewhat vulnerable to damage.
  GEM Explorer: These are more maneuver-
  able, but usually lighter than the above
  AFV because of the enormous power
  expenditure to lift the machine. GEM
  Explorers are uncommon, mainly because
  it is difficult to protect the delicate lifting
  fans and skirt adequately.
  Gravitle Explorer:This craft has avariable
  altitude capability, able to rise up to 100
  meters before encountering stability
  problems.
  8.2
  MARINE SHIPS
  Although called marine, these craft are
  appropriate for navigation through any
  liquid material which would not prohibit
  such travel for some other reason. The
  correctly designed craft, for instance,
  might employ atype of hydrofoil to travel
  through the liquid hydrogen oceans of
  Jupiter's 'atmosphere'.
  Open Speedboat: Unprotected standard
  craft, powered by ahydroprop.
  Open.Airboat: Built to skim the water's
  surface, this open-air craft is propelled by
  one or more large fans which push the
  vehicle forward. This craft is ideal for
  shallow or viscous liquid.
  Open Hydrofoil: the passenger area of this
  ship is either completely open or protected
  by alimited-environment control cabin. It
  is basically alarge speedboat with
  collapsible foils which engage when the
  craft attains acertain speed (about 50
  kph) lifting it out of the liquid and allowing
  for greater velocity.
  ExplorationJXenoenvironment Hydrofoil:
  Much larger than the open version, with an
  interior environment completely con-
  trolled. Such acraft might have explora-
  tion equipment or be for travel between
  floating stations on aplanet of non-Terran
  environment (such as aGas Giant).
  Hydroskimmer: An improvement on the
  hydrofoil design, though only practical for
  very small, high-speed designs. One open
  and one enclosed version is listed.
  Research Submersible: Small, relatively
  slow underwater craft, fitted with explora-
  tion equipment like the Explorer craft
  above. These are capable of submerging
  into liquids where pressures far exceed
  even the deepest oceans of Terra. Basi-
  cally short-mission craft.
  Exploration Submersible: Larger, more
  long-range than the Research subs, these
  vehicles are usually also equipped with
  high-speed submersible functions such as
  an aerofilm or electrostat fields to reduce
  liquid friction to aminimum.
  8.3
  AIRCRAFT AND SMALL
  SPACECRAFT
  Embracing atmospheric as well as
  small N-space craft, this section includes
  all vehicles whose main mode of travel is
  independent of any solid or liquid environ-
  ment. Naturally, prop craft require an
  atmosphere through which to pull the
  ship; and jet propelled aircraft require the
  appropriate oxygen/nitrogen atmosphere.
  Shuttles, SMAC fighters and other N-
  Space craft are all capable of atmospheric
  travel and ground landing unless other-
  wise noted.
  40
  Helicopter: Ahighly maneuverable though
  fragile vehicle which is lifted and moved
  laterally by use of -a large overhead rotor
  (or rotors). These require an atmosphere
  to operate.
  Prop Plane: Utilizing wing surfaces for lift
  and stabiUty, these craft are propelled by
  forward-facing rotors. They require an
  atmosphere to operate. It should be noted
  that such craft are often preferred over
  combustion jets in Space Master because
  they can be powered by clean electricity,
  are more efficient and, with new alloys and
  aerodynamics, can move almost as fast as
  most such jet craft.
  Gravprop Plane: Identical to the prop
  above except that it is capable of vertical
  lift-off and landing because of gravitic
  lifting boost. This also reduces energy
  consumption to maintain the plane's
  altitude. Wings are smaller, and the craft
  is capable of greater speeds. These
  require an atmosphere to operate.
  High-speed Jet: Used for long-range
  planetary travel where suborbital flight is
  impractical, these craft are extremely fast.
  They require an oxygen-nitrogen atmos-
  phere to operate.
  Gravitie Belt: Not so much avehicle as a
  personal device, the gravitic belt is asmall
  gravitic generator strapped to the back
  with awide belt. From the generator, con-
  trol appendages extend forward to aposi-
  tion convenient for the wearer. The belt is
  capable of full lift and maneuverability.
  Gravltie Sled: Asmall oval platform about
  two meters in length, the sled is designed
  for astanding pilot who controls the sled
  via small console mounted on acolumn at
  the front of the sled. The sled is capable
  of full lift and maneuverability.
  
  Gravitic Flitter: Coming in avariety of
  forms from recreational to exploration,
  these work on the same principle as
  gravitic cars, except that their vertical lift is
  much more powerful and can be manually'
  controlled, allowing the craft to fly at
  altitudes of even kilometers. They are not
  as fast as some planes, but very maneu-
  verable and ideal for light survey/explora-
  tion work.
  Runabout: Apopular fan flitter which seats
  four people with room for cargo, the
  Runabout is not sealed against the
  environment, making it abit more
  affordable than aGrav Prop plane. Motive
  power is supplied by two great adjustable
  turbofans, one on each side of the mostly
  transparent cabin.
  Suborbital Shuttle: With complete interior
  environmental control, these vehicles are
  designed for very swift planetary travel.
  Usual~y rocket powered with gravitic lift,
  they rise to suborbit level and make most
  of the journey at high speed where there is
  little atmosphere to create friction.
  Maintenance Pod: Avery small craft
  powered only by thrusters and incapable
  of atmospheric maneuvering. Used for
  repairing ships in Space Dock or other
  stable, orbit situations. They are equipped
  with astandard docking collar and have
  full interior environment control.
  Orbit Shultle: Designed for ground-to-
  orbit transfer of passengers and supplies
  these ships are rocket-powered with
  '
  gravitic lift for landing and takeoff. They
  are equipped with astandard docking
  collar and have full interior environment
  control.
  MLAPISTOL
  Cobra/Haunt
  Courier Shultle: For interplanetary .
  journeys, these ships are capable of
  landing on most planetary surfaces and
  have powerful N-Space engines for swift
  travel. Like the shuttle above, they have a
  standard docking collar and full interior
  environment control. Storage for supplies
  to sustain each passenger for 5days.
  Hypershultle: Primarily for short interstel-
  lar journeys, Hypershuttles are light, fast
  vehicles designed to transport personnel
  or materials as quickly as possible. Like
  they other shuttles, they have no arma-
  ment and possess only navigational
  deflectors, not useful in combat. They
  possess the usual standard docking collar
  and full interior environment control, and
  have acapacity to carry supplies for
  twenty days per passenger.
  SM~ Fighter: These vehicles are small
  but swift and equipped with powerful
  weapons. Some have shields, but others
  even forgo this protection to allow for
  more deadly armament. SMACs usually
  use energy weapons because of their
  lower mass. They have full interior
  environment control but only space for
  one pilot/gunner (some have Robot
  interface capability). These machines of
  war have gravitic landing capability, but
  often operate from alarge "carrier" ship
  nearby, as SMACs are very short-range.
  41
  Lifeboat: (A more sophisticated Drone
  version -
  normally used in passenger
  liners -
  is noted in the Robotsl Drones
  section). Lifeboats are installed in all
  starships and space vessels larger than a
  shuttle. Invariably they are very basic craft
  with aone-man console and ten to twenty
  acceleration couches. The console has
  simplified Astrogationl pilotingJ sensor
  controls allowing someone with basic
  skills to manage aplanetary landing.
  Some have automatic settings which
  direct the on-board computer to locate (for
  instance) the nearest habitable planet.
  Power is provided by asmall fusion
  reactor, and the lifeboat is driven by an N-
  Space drive rated at 5or less, with basic
  gravitics for landing. lifeboats are almost
  never Hyperspace capable. All have
  automatic T80 distress beacons and
  Microfreq communicators. They generally
  have medkits and twenty-day food
  supplies, afew hand stunners and survival
  equipment. Better versions also have 1-2
  Medstasis beds for injured passengers.
  Orbital Surveyor: Afully equipped
  planetary survey ship, it is designed to be
  dispatched from an orbiting starship.
  Surveyors have aMk. 50 computer,
  extensive sensory and analysis equipment
  and environmental support for acrew of 8'
  for 50 days. The craft has athree-man
  cockpit, asmall lab, and aliving area with
  eight bunks and five retractable accelera-
  tion couches. With powerful Fast Gravities
  and aFusion Drive, the ship is free to
  travel the planet surface and land just
  about anywhere. ASurveyor is theoreti-
  cally capable of interplanetary travel (N-
  Space Rating 3) but has limited fuel.
  
  VEHICLE STAT AND COST CHART
  VEHICLE TYPE
  MOTIVE
  PSNGRS CARGO
  ENVIR MASS
  CAT
  (OB)
  ARMAMENT
  MI
  PWR
  COST
  SCOOTERS
  Buzzer
  FGRAV
  2
  1
  semi
  2
  22
  (55)
  ¥
  30,000
  Buzzer II
  FGRAV
  2
  1
  semi
  5
  22
  (55)
  1 Mk5 Laser
  §
  35,000
  GravSkooter
  MGRAV
  1
  0
  none
  4
  21
  (30)
  I'
  ¥
  25,000
  Skou
  00
  GRAV·
  .1
  0
  none
  10
  21
  (40)
  1 Mk5 Laser
  W
  §
  28,000
  CARS
  Wheeled Sedan
  MWheel
  5
  3
  semi
  2
  22
  (20)
  N
  ¥
  5,000
  Wheeled Truck
  MIS Wheel
  2
  60
  semi
  25
  22
  (10)
  N
  ¥
  50,000
  Wheeled Van
  MWheel
  8
  6
  semi
  10
  22
  (15)
  N
  ¥
  10,000
  Wheeled S~orts Ca
  FWheel
  2
  2
  semi
  2
  22
  (30)
  N
  ¥
  8J OOO.
  GEM Sedan
  MGEM
  5
  4
  semi
  2
  22
  (30)
  N
  ¥
  8,000
  GEM Truck
  MIS GEM
  2
  50
  semi
  20
  22
  (20)
  N
  ¥
  80,000
  GEM Van
  MGEM
  8
  6
  semi
  10
  22
  (25)
  N
  ¥
  16,000
  GEM S~orts Car
  FGEM
  2
  2
  semi
  2
  22
  (50)
  N
  ¥
  15,000
  Graville Sedan
  MGrav
  4
  :1
  semi
  2.
  22
  (35)
  N
  §
  15,000
  Gravltle Truck
  MIS Grav
  2
  50
  semi
  20
  22
  (25)
  N
  §
  150,000
  Gravltle Van
  MGrav
  8
  ·7
  semi
  8
  22
  (30)
  N
  §
  30,000
  Gravltle S~orts Ca
  Grav
  2
  2
  semi
  2
  22
  (60)
  N
  §
  25000
  Explorers
  EXp oration Walker
  Wal er
  6
  10
  full
  50
  23
  (20)
  N
  §
  150,000
  GEM Explorer
  MGEM
  8
  8
  full
  30
  23
  (10)
  N
  §
  100,000
  Gravltle Ex~lorer
  MGRAV
  6
  4
  full
  15
  22
  (20)
  N
  §
  180,000
  MARINE CRAFT
  Open Speedboat
  FHYPROP
  4
  :1
  none
  1
  21
  (20)
  N
  ¥
  4,000
  Open Airboat
  MPROP
  2
  4
  none
  1
  21
  (10)
  N
  ¥
  o en H drofoil
  FHYFOIL
  4
  2
  none
  3
  22
  (30)
  N
  §
  ·1~000
  Seaseout (explorer)
  SHYFOIL
  6
  10
  full
  18
  22
  (20)
  N
  §
  100,000
  Discovery II (explorer)
  FHYFOIL
  8
  12
  full
  25
  23
  (40)
  I'
  §
  160,000
  H droskimmer
  HYSKIM
  2
  3
  none
  2
  21
  (20) _
  N
  ¥
  Y rosklmmer
  YSKIM
  4
  8
  full
  3
  21
  (40)
  N
  §
  Research Submersible
  SSUBM
  2
  2
  full
  4
  24
  (10)
  N
  §
  EX~loratlo S mrs_
  FSUBM
  6
  10
  full
  18
  24
  (20)
  N
  §
  AIRCRAFT
  Helicopter
  l-man
  SPROP
  1
  5
  none
  1
  21
  (30)
  N
  §
  6,000
  2-man
  SPROf'
  2
  semi
  2
  22
  (30)
  N
  §
  15,000
  Prop Plane
  2-man
  MlfROP
  2
  1
  semi
  1
  2
  (20)
  N
  §
  12,000
  4-ma
  M flROI'
  4
  2
  semi
  3
  22
  (20)
  N
  §
  25,000
  Gravprop Plane
  2-man
  FPROP
  2
  2
  full
  2
  -21 "
  (3"0)
  N
  §
  50,0011
  - a
  eR.O
  4
  4
  full
  5
  22
  (40)
  N
  §
  90,00
  High-speed Jet
  -man
  FJET
  4
  4
  full
  6
  22
  (30)
  I'
  §
  110,000
  8-man
  FJET
  8
  10
  full
  15
  23
  (40)
  I'
  §
  250,000
  Gravillc Flitter
  Gravilie Belt
  SGRA\!
  1
  0
  none
  .005
  N/A
  N
  ¥
  3,500
  Gav· eSled
  MGRAV
  2
  1
  none
  .5
  21
  (30)
  N
  ¥
  12,000
  2-man
  FGRAV
  2
  3
  full
  1
  22
  (30)
  N
  §
  80,000
  6-man
  FGRAV
  6
  4
  full
  4
  22
  (30)
  I'
  §
  200,000
  ·O-man
  FGRA
  10
  6
  full
  12
  22
  (30)
  I'
  §
  500,000
  Runabout
  PROP
  4
  semi
  4
  21
  (1Q)
  §
  75,000
  SPACECRAFT
  Suborbital Shuttle
  6-man
  FUSION RCKT
  6
  10
  full
  20
  23 (50) "30
  I'
  §
  800,000
  20-
  an
  U ION RCKT
  20
  25
  full
  75
  23 (50)"30
  I'
  §
  3,000,0 0
  Small S acecraft
  an enanee
  od
  N-Spaee Thrstr
  2
  2
  full
  3
  21
  (10)
  N
  ~
  30,000
  Llleboal(small)
  N-SQaee 5
  10
  10
  full
  50
  23
  (10)
  500,000
  Lifeboat (large)
  N-spaee 4
  20
  10
  full
  100
  23
  (10)
  I'
  §
  750,000
  42
  
  VEHICLE STAT AND COST CHART
  PSNGRS CARGO
  ENVIR MASS
  CAT
  ARMAMENT
  MI PWR
  VEHIClJ: TYPE
  Orbit Shullie
  6-man
  2D-man
  Courier Shullie
  Hypershullie
  MOTIVE
  FUSION RCKT
  6
  FUSIoN RCKT
  20
  N-SpRtg 20
  4
  N-SpRtg 1MlRtg 12 6
  10
  30
  10
  12
  full
  full
  full
  full
  25
  23
  90
  23
  100
  22
  150
  22
  (DB)
  (50)
  (50)
  (90)
  (90)
  ~.
  P
  P
  COST
  §
  1,000,000
  §
  3.600,000
  § 10,000,000
  § 15,000,000
  KEY:
  MOTIVE: refer to the Vehicular Movement Chartfor the explanation of these terms. For the spacecraft, the N-Space Rating
  indicates the acceleration capability x 10 kilometers per second'. Tl Rating is the number of light-years travelled per day.
  PSNGRS: indicates the number of persons the vehicle is designed to carry comfortably -
  including pilot and crew. In an emer-
  gency each cumet of cargo space could be used for 'passengers', but only for limited periods, as it overloads the environmental
  control systems.
  CARGO: additional cargo space available, in cubic meters (cumets).
  ENVIR: amount of interior environmental control: none means that either there is no cabin or that the cabin has not atmospheric
  control; semi means that the cabin is enclosed but not necessarily sealed, and provides heat/cooling and some humidity control;
  fuff means that the cabin is completely insulated and sealed, and is equipped with complete environmental support. the number
  in parenthesis is how many days of environment (air, etc) are available per passenger (assuming enought fuel).
  MASS: mass of the craft (empty) in tons. Multiply this number time 20 to determine the number of hits the vehicle can withstand.
  AT (DB): The Armor type is listed, with the standard Defensive Bonus (DB) in parenthesis afterwards. This does not include any
  shield bonus.
  ARMAMENT: Most vehicles do not have weapons, but it is possible to have weapons installed on some vehicles
  MI: indicates whether the craft is equipped with aMech Interlace terminal for a robot. The space either has an "N' (for "no inter-
  face"), or one or more of the following: "P" (Pilot Interlace), "W" (Weapons Interlace), "S" (Sensor Interlace).
  PWR : Either batteries (¥) which last 10 to 50 hours of continuous operation; or afusion reactor (§).
  COST: the average cost for the vehicle in Elmonits.
  VEHICULAR MOVEMENT CHART
  (all speeds in kph unless otherwise noted)
  MOTIVE FORM
  TERRAIN TYPE
  Road
  Trail
  Clear ownslope Upslope
  Rough
  Woods
  Swamp
  Waler
  Ocean
  Submrg onseAlm ThlnAlm
  Slow Wheeled
  50
  30
  30
  +10
  -10
  10
  -
  -
  -
  -
  -
  -
  ~::.:.~~~~
  ~~
  2:
  50
  +20
  - 20
  20
  -
  -
  -
  -
  -
  -
  -
  I
  ele
  150
  +20
  ·20
  20
  -
  -
  -
  -
  -
  -
  -
  Slow Tracked
  35
  30
  30
  +10
  -10
  25
  10
  -
  -
  -
  -
  -
  -
  Med. Tracked
  50
  40
  40
  +10
  -10
  30
  15
  -
  -
  -
  -
  -
  -
  FastTracked
  150
  100
  80
  +10
  -10
  40
  20
  -
  -
  -
  -
  -
  -
  Walker
  50
  40
  40
  -5
  -10
  40
  20
  10
  Slow GEM
  50
  50
  50
  +10
  -10
  40
  10
  50
  50
  40
  -
  -
  -
  Med. GEM
  100
  100
  100
  +10
  -10
  80
  20
  100
  100
  80
  -
  -
  -
  Fasl GEM
  300
  300
  300
  +20
  -10
  100
  30
  150
  150
  120
  -
  -
  -
  Slow Gravillc
  100
  100
  100
  +20
  ·5
  100
  50
  100
  100
  100
  -
  lOO-
  Med. Gravillc
  200
  200
  200
  +20
  -0
  200
  50
  200
  200
  200
  -
  300'
  400'
  fasl Gravilic
  500
  500
  500
  +20
  -0
  300
  50
  300
  300
  300
  -
  500'
  800'--
  Slow Submer.
  -
  -
  -
  -
  -
  -
  -
  -
  15
  15
  10
  -
  -
  Med. Submer.
  -
  -
  -
  -
  -
  -
  -
  -
  40
  40
  30
  -
  -
  Fast Submer.
  -
  -
  -
  -
  -
  -
  -
  -
  120
  100
  150
  -
  -
  Slow Hydrofoil
  30
  60
  50
  Fast Hydrofoil
  -
  -
  -
  -
  -
  -
  -
  50
  150
  120
  -
  -
  -
  Hydroskimmer
  -
  -
  40
  250
  200
  Slow Hydroprop
  20·
  40
  40
  Fast Hydr9Pfop
  -
  -
  -
  -
  -
  -
  -
  35
  75
  60
  -
  -
  -
  Slow Prop
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  150
  120
  Med. Prop
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  400
  350
  Fast Prop
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  750
  700
  Slow Jet
  500
  1000
  Mad. Jel
  -
  -
  -
  -
  -
  - /J,..
  -
  -
  -
  -
  1000
  2500
  FastJel
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1800
  3200
  them Rocket
  2000
  4000
  Fusion Rocket
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  2400
  5000
  • indicates speeds only attainable by gravitic vehicles capable 01 high-altitude lift.
  43
  
  _
  :ANTA RAY EXPLORER~Ch
  Front View
  CLASS: Explorer
  PRODUCER: Cygnus Shipyards/Kashmere
  TONNAGE/HITS: 1200
  COMPUTER Mk#: 50
  ARMOR TYPE: 23
  DB BREAKDOWN: (+35 EW, +30 Screens)
  EW VALUE:+35
  DEFLECTOR SCREEN RATING: +30
  RQ'D CREW: 1 Astra/Pilot; 2 Tech
  CARGO CAPACITY: 600 cumets
  MAX SUBLIGHT ACCEL: Rating 16 = 130 km/second2
  MANEUVERING THRUSTERS: Rating 16 = 13 km/rd2
  TRANSlIGHT DISPLACEMENT: Rating 14 =12 LY/day
  OPERATING RANGE: 200 LY
  LANDING CAPABILITY: Yes
  WEAPONRY:
  -
  two forward-mounted Mk 10 Laser Cannons
  NOTES: This versatile ship is not only capable of
  planetary landing but underwater maneuvering to
  a considerable depth. It is ideal for in-depth explo-
  rations of earthlike worlds.
  Side View
  6
  9 Meters
  ._-===---
  Cygustar Twin
  Hyperdrive Engines
  o
  1
  2
  3 Meters
  System Access
  Grids in Floor
  Matter/Antimatter Reactor
  Hatch Access (Top & Bottom)
  ,......-----_.",'\
  Plan View
  44
  
  DEBARTON COURIER
  Interstellar Courier
  o
  .5
  Pilot Autocontour Couch
  CLASS: Light Courier
  PRODUCER: Imara Shipyards (Carlisle)/Hayes Hy-
  perdyne
  TONNAGE/HITS: 60
  COMPUTER Mk#: 15
  ARMOR TYPE: 22
  DB BREAKDOWN: (+10 screens, +30 evade, +30 EW)
  EWVALUE: 30
  DEFLECTOR SCREEN RATING: 10
  RQ'D CREW:
  1Astro/Pilot/Tech
  CARGO CAPACITY: 5 Cumets
  MAX SUBLIGHT ACCEL: Rating 20 =150 km/sec2
  MANEUVERING THRUSTERS: Rating 20 =15 km/rnd
  TRANSLIGHT DISPLACEMENT: Rating 25 = 16.25 LY/day
  OPERATING RANGE: 200 light-years
  LANDING CAPABILITY: Yes
  WEAPONRY: None
  Cockpit
  Food/Medical
  Supplies
  Access Crawlway to
  Engine/Reactor
  Hatch Access·
  ..e;:,.
  CJ'1
  Front View
  o
  2
  Laserfreq Comm Array
  Side View
  Fusion Drive Pods
  
  Primary Type
  Newer 'Childbearer'
  EED
  Upper and Lower Sections
  Middle Section Cutaway
  (.0
  "=:I"
  Older 'Childbearer'
  A - Operations
  B - Control
  C - Stores
  o-Processing
  E - Fusion Drives
  F - Residence
  G - Entry/Exit Points
  o
  50
  100
  150
  EED SHIPS
  CLASS: Primary
  PRODUCER: Eed
  TONNAGE/HITS: 100,00J
  COMPUTER Mk#: ?
  ARMOR TYPE: 25
  DB BREAKDOWN: (+60 screens, +30 evade)
  DEFLECTOR SCREEN RATING: 60
  RQ'D CREW: None
  PASSENGERS: 100
  CARGO CAPACITY: 10,000 cumets
  MAX SUBLIGHT ACCEL: Rating 12 =110 km/sec2
  MANEUVERING THRUSTERS: Rating 12 =11 km/rnd
  TRANSLIGHT DISPLACEMENT: 14=12 LY/day
  OPERATING RANGE: 500 light-years
  LANDING CAPABILITY: No
  WEAPONRY:
  -
  360° Mk 20 Autocannon
  
  COLUMBARI
  Top View
  Astrogation
  Helm
  Side View
  Iris Valve Hatch
  (Access Down
  to Engines)
  ~.loL-----+-Auxiliary
  Sensors
  Control Deck (4)
  47
  Medical
  '.,.,..oII---Shop/Lab
  Rec Room
  Service Deck (3)
  Head
  Crew Cabins
  Cargo Deck (1)
  Cabin Deck (2)
  SHIP NAME: Columbari
  PRODUCER: Red Star SSPI
  OWNER: Imperial Shippers
  CLASS: Medium Orbital Freigter
  TONNAGE/HITS: 2,500
  COMPUTER: Mk.45
  ARMOR lYPE: 23 (+10 screens)
  EWVALUE:O
  DB BREAKDOWN: (+10 screens)
  SCREEN RATING: 10
  CREW: 3 ASTRO, 6 TECH
  PASSENGERS: 0
  MAX SUBUGHT ACCELERATION: RATING 3 = 30 KM/
  SEC/SEC
  TRANSLIGHT DISPLACEMENT; RATING 0 = No
  Translight Capability
  OPERATING DURATION: 6 Decadavs
  LANDING CAPABILllY: Yes
  WEAPONRY: None
  CARGO: 4,500 cumets
  o 1 2 3 4 5 Meters
  
  Pod Area Along
  Spin Axis
  (12 Pods In All)
  o 2 4 6 Meters
  FORT KEBERUS
  Translight Long Range Explorer
  SHIP NAME: Fort Keberus
  PRODUCER: Jade Voidmasters
  OWNER: Imperial SCience Institute
  CLASS: Long-Range Survey
  TONNAGE/HITS: 2,750
  COMPUTER: Mk.50
  ARMOR TYPE: 23 (+20)
  EWVALUE:O
  SCREEN RATING: 20
  CREW: 4 Astro, 8 Tech, 8 Support
  PASSENGERS: 12 (or 36 in Cryo)
  MAX SUBLIGHT ACCELERATION: Rating 16 = 130 km/
  sec/sec
  MANEUVERING THRUST: Rating 16=13 km/rnd/rnd
  TRANSLIGHT DISPLACEMENT: Rating 10 = 10 LY/day
  OPERATING RANGE: 500 LY
  LANDING CAPABILITY: No
  . WEAPONRY: None
  NOTES: This class is sent on extended-duration explo-
  rations of the Frontier. The living areas spin to
  simulate gravity, an energy-saving device (bridge
  and mechanical areas have no gravity). As many
  as three of the pods on the spin section can be
  replaced with orbital landing vehicles.
  .l:;>.
  00
  Cabin Pod (1 of 4)
  @
  @A
  (010
  @O@ 'It&
  @
  
  "J::o.
  <0
  Bridge Area
  'Spin' Section
  Engines
  ~sensorArray
  Computer
  Bridge
  Helm Crib
  :rBD1Comm
  •
  I
  London
  Translight
  Drive
  o 2 4
  6 Meters
  
  SPRINT BLANC
  Side View
  o
  2
  4
  6
  8
  10 Meters
  Top View
  Viewport---~~-';:?1
  Fusion Drive
  Nacelles
  Milgraum/Kock
  SHIP NAME: Sprint Blanc
  PRODUCER: Vott-Messerschmitt
  OWNER: Xantha Express
  CLASS: Planetary Shuttle
  TONNAGE/HITS: 450
  COMPUTER: Mk.20
  ARMOR TYPE: 22
  DB BREAKDOWN: (+10 Screens, +10 EW, +10 Armor)
  EWVALUE: 10
  SCREEN VALUE: 10
  Microfreq Antenna----.ILA
  CREW: 1 Pilot, 1 Tech
  PASSENGERS: 4
  M~IMUMWBUG~ACCE~RMION:Ra~~~g~17:=~13~5~~~~~~~~~~~~~~~
  km/sec2
  MANEUVERING THRUST: 14 km/rnd2
  TRANSUGHT DISPLACEMENT: Rating 0
  OPERATING DURATION: 2 Decadays
  LANDING CAPABIUTY: Yes
  Hatch
  WEAPONRY: none
  Astrogation
  EW Control
  Storage
  Deflector Screen Control
  Mini Heaa
  o
  2 Meters
  50
  
  CLASS: Hypershutfle
  PRODUCER: Cygnus Shlpyards/Kashmere
  TONNAGE/HITS: 600
  COMPUTER Mk#:50
  ARMOR TYPE: 22
  DB BREAKDOWN: (+40 EW, +40 SCreens)
  EWVALUE:40
  DEFLECTOR VALUE: 40
  RQ'D CREW: 1Astra/Pilot: 1Tech
  PASSENGERS: 6
  MAX SUBLIGHT ACCEL: Rating 16 =130 km/second2
  MANEUVERING THRUSTERS: Rating 16 = 13 km/rd2
  TRANSLIGHT DISPLACEMENT: Rating 14 = 12 LY/day
  OPERATING RANGE: 200 LY
  WEAPONRY:
  None
  Top View
  o
  2
  4
  6 Meters
  Side View
  Front View
  Plan View
  51
  Exit Ramp
  (Extends Beneath Vehicle)
  /Engine Room
  Talus/Horbia
  Hyperdrive
  Delphis Fusion Drive
  o
  1
  2
  3 Meters
  
  COLBURA MORANN
  Weapons
  Communications
  Array
  Gravitic Control Ring
  Side View
  Top View
  Front View
  52
  SHIP NAME: Colbura Morann
  PRODUCER: Kubischev-L1oyd Amalgamated
  OWNER: Gilliam Transvoid
  CAPTAIN: Torus Fenelton Golmesh
  CLASS: Small Hyperfreighter
  TONNAGE/HITS: 3,150
  COMPUTER: Mk.50
  AUX COMPUTER: Mk.20
  ARMOR TYPE: 23
  DB BREAKDOWN: (+40 Screens, +30 Evade, +10 EW)
  EW: 10
  SCREENS: 40
  CREW: 3 Astro, 5 Tech
  PASSENGERS: 4
  CARGO: 3000 cumets
  MAX SUBLIGHT ACCELERATION: Rating 12 = 110 km/
  second2
  MANEUVERING THRUST: 6 km/rnd/rnd
  TRANSLIGHT DISPLACEMENT: Rating 10 =10 LV/day
  OPERATING RANGE: 200 LV
  LANDING CAPABILITY: Yes
  WEAPONRY: 4 x Mk. 15 Lasers
  NOTES: A very popular spacecraft, the Colbura has
  proven its worth throughout the Empire. Thou-
  sands are still in seNice decades after their con-
  struction.
  
  Weapons Crib
  Cabins
  Galley
  Medical
  Helm
  Astrogation .
  Lab/Shop
  .....- ...."....._., ,
  ,"."'LU"tIr......_
  ..-
  ....--_•• '" ,
  Main Deck (2)
  Weapons Crib
  Upper Deck (3)
  Storage
  (On Movable
  Gravitic Grids)
  Cargo Deck (1)
  53
  
  SURVEY (FLYING MERINO II)
  Side View
  6
  I
  o
  3
  u---~ ,
  n-------<. ~,---'
  ,
  Hatch
  landing Gear/
  Top View
  CLASS: Explorer/SCout
  PRODUCER: Devon Transtar
  TONNAGE/HITS: 1200
  COMPUTER Mk#: 70
  ARMOR TYPE: CAT 23 (60)
  DB BREAKDOWN: (+30 EW, +50 Screens)
  EWVALUE: 30
  DEFLECTOR SCREEN RATING: 50
  RQ'D CREW: 1Pilot, 2 Tech (can be combined)
  PASSENGERS: 6
  CARGO CAPACITY: 800 cumets
  MAX SUBlIGHT ACCEl: Rating
  km/second2
  MANEUVERING THRUSTERS: Rating 16 =factor 13
  TRANSlIGHT DISPLACEMENT: 14 =12 LV/day
  OPERATING RANGE: 300 LV
  LANDING CAPABILITY: Yes
  WEAPONRY:
  -
  two turret-mounted Mk 10 Laser Cannons;
  -
  twin fore-mtd Mk 10M/A torpedo tubes
  Notes: A staple of the IAI And lSI, the Survey scout is a
  convenient size for small crews sent on long voy-
  ages.
  Flow Control
  System Access Via
  Floor and Ceiling Grids
  Drive Access
  Jairus Translight Drives
  Twin Laser
  Cannons
  4
  2
  6 Meters
  --==::1_-
  o
  54
  
  PART II: CONSTRUCTION & REPAIR
  "It is true that I am awretch. I have murdered the lovely and the helpless; I have strangled the innocent as they slept, and grasped
  to death his throat who never injured me or any other living thing. I have devoted my creator, the select specimen of all that is worthy
  of love and admiration among men,'to misery..."
  Frankenstein, by Mary Shelly
  Terra Prelmp 9864
  10.0
  USING THE CONSTRUCTION/
  RESEARCH CHART
  Most construction and research refers to the Construction/Research Chart (pg.61).
  This chart, like the maneuver charts, has anumber of different "Difficulty Ratings",
  from Routine to Absurd. The appropriate difficulty must be assigned by the GM before a
  roll is made, with additional modifiers if applicable.
  By glancing over the Chart one can see that the majority of the boxes have two
  numbers: the first one indicates -
  for research -
  the percentage of total desired
  research data acquired after the effort represented by that particular roll. For construc-
  tion it indicates the percentage chance that th~ item will function properly initially after
  construction. Obviously, atest after the roll will reveal whether or not the item operates,
  though that can become involved (or even dangerous) with complex machines/organ-
  isms. It is suggested that in the case of complex construct and organisms such as Rep-
  Iicant and Clones that the PC be instructed to roll until a100% total accumulated chance
  of success is achieved (or utter failure, or the creator gives up). If the item fails,
  successive rolls with acumulative chance of success are permitted.
  The second number in each box on the chart indicates how much time is expended to
  achieve the result. This is actual time at work, so sleep and break time should be added
  in when days or weeks become involved to calculate an actual time span.
  Note: Research is performed using Scientific skill bonuses; Construction is done using
  Technic skill bonuses. Ifaproject seems to fall under more than one skill category,
  average the appropriate ones to get the skill bonus to be applied.
  DIFFICULTY RATINGS
  When assigning difficulty, afew general
  guidelines should be kept in mind:
  Routine: Is for very simple operations
  only, such as improvising wiring on an
  available generator to recharge an energy
  cell, or assembling asimple, modular
  device. With regard to research, this
  applies to checking one easy reference.
  Easy: Applies to most elementary con-
  struction tasks, assembling asmall
  apparatus with pre-made parts, for
  example. Research is slightly more
  involved than one reference; perhaps two
  or three sources need to be checked for
  100% completeness.
  Example: Sanvok has a40 bonus in
  Weapons Technology, and decides to
  take his Laser Pistol apart and put it
  together again (just for kicks). The GM
  determines that this is "Easy", and
  Sanvok rolls a27 (plus 40 =67). A67
  result in the easy column says that, after
  ten minutes the Laser Pistol is to the
  point where there is a95% chance that it
  will operate correctly. Sanvok tests it -
  probably by shooting at something. He
  rolls an 03 (Note that this roll is unmodi-
  fied and not open-ended). The Laser
  Pistol fails to work. He rolls again on the
  Easy column, getting a67 (total, includ-
  ing bonus: 107). This reports a99%
  after one more minute. The percent is
  cumulative, so there is a 100% chance
  the item now works. (Of course, there is
  still always the chance that the pistol will
  malfunction in normal action, as reflected
  in the Failure range of the weapon chart.)'
  Moderate: For slightly more sophisticated
  operations, yet still in the 'simple' range.
  Example: Norvin, in his fully equipped
  workshop, decides to build asmall power
  cell recharge device to run offhis
  portable fusion reactor, so its easier to
  recharge his Blaster Rifle Power Packs.
  Abruptly he realizes (i.e., the GM tells
  him) that he has no idea of the specifics
  of the voltagelwattage of the Power Pack
  or how to alter the current. He goes to
  the handy Reference Computer (not
  necessarilya feature ofaworkshop, but
  invaluable for research) and calls up the
  Engineering Technical Reference Mem-
  ory. The GM decides that all the data
  required for reasonable success in this
  operation will probably have to come
  55
  from three or four sources (Power Pack
  specs, Portable Fusion Reactor specs,
  and current alteration details). He
  informs Norvin that this is aModerate
  Research project. Norvin has a60 skill
  bonus in Electronics and a40 skill bonus
  in Power Systems Theory as Scientific
  Skills (the GM having determined that
  this is aElectronics and Power Systems
  Theory project, since the weapon itself
  really has little to do with it, Weapons
  Design is not applicable) so so Norvin's
  net add is 50 (average of40 and 60).
  Norvin rolls a78 (78 +50 =128). 128
  cross-indexed on the chart reveals 100%
  completion in 20 minutes. Thus, Norvin
  gleans all the necessary information he
  needs in halfan hour. The next step is
  actual construction, which requires the
  appropriate Technics skills. Once again,
  Electronic and Power Systems Technics
  are involved. Norvin bonuses in these
  are both 40, so the average is (not
  surprisingly) 40. Norvin's shop is, as we
  have noted, fully equipped, so the GM
  need not impose additionalpenalties for
  insufficient equipmentand supplies. The
  GM determines that this operation is also
  Moderate. Norvin rolls 56and adds his
  40 bonus =96. The result on the table
  reveals that after20 minutes, Norvin has
  completed the project to the point where
  there is a95% chance that the device will
  work. Norvin tests it, and rolls an 87
  (well above the required 06+). It works
  (and will continue to work, under normal
  operation/malfunction rules).
  Hard: To be used for more complicated
  construction, perhaps involving the
  custom tooling or wiring of acomplete
  unit; or simple organism synthesis (such
  as reproducing adrug). Also for the lower
  range of involved research or acreative
  design.
  Complex: Appropriate for Cloning, non-
  experimental Replication, and extended
  Eugenics planning. Also used for creative
  micro-organism work (based on compa-
  rable research).and the construction of
  relatively basic new devices from 'raw'
  materials -
  adifferent type of multiscan-
  ner, for instance (again, based on compa-
  rable successful research). Detailed·
  research with possible nnmerous cross-
  references uses this column.
  
  Very Complex: This column should be
  used for Construction of sophisticated
  new systems and new types of Alterant
  Replication (based on research) and
  extremely detailed research. with at times
  unclear data.
  Example: Trevoc, after successfully
  completing research on creating aspecial
  AfterantRepHcantwfthsuperiorn~ht
  vision, goes to his fully equipped lab and
  begins the necessary chromosome and
  gene alteration on the Replicant fetus. He
  rolls a76, plus his 60 Genetic Engineer-
  ing bonus, atotal of 136. On the Very
  Complex table, the result Is 50%
  complete after 57 days. He rolls again:
  89 (plus 60=149) the result is an
  addftional55% (bringing his total to
  100%) and an additional 53 days ofwork.
  Thus, the fetus is altered and developing
  in the growth tank after 110 days of
  work. Note that this does not Include the
  100 days while the fetus is in the tank,
  growing to maturity. See Section 12.0
  for more details on Replication and
  Cloning.
  Absurd: Use this column for things which
  would normally be Hardto Very Complex,
  but when there are important facilities!
  supplies unavailable. Caution' Is advised.
  however. Even in the universe of Spaa
  Masl,r. some things are "impossible",
  and if the GM deems something to be
  impossible, he Should say so rather than
  allowing aroll.
  Exampl,: Trevoc, with his total Genetic
  Engineering bonus of60, and has
  gathered all the chemical components of
  the human body (water, salt, various
  trace metals, etc.) and announces to the
  GM that he wishes to create aReplicant,
  using no equipment. This, ofcourse, is
  beyondAbsurd; the GM calmlyand
  reasonably Informs Trevoc that unless he
  acquires the proper materials and
  equipment, he cannot even attempt the
  task. (then the GM goes home and
  screams)
  GENSRAL FACTORS
  Once acolumn has been selected
  reflecting the empirical difficulty of the
  project, afew general factors are very
  important to consider, and to represent
  these, anumerical modification to the roll
  is suggested.
  If Research:
  • Are there adequate information sources
  available for the data- gathering In
  question -
  Or has some vandal stolen
  the needed volume?
  Suggest: Full data: ±O; Near Full-20;
  Partial: -30: Fragmentary: -50
  • Is the environment conducive to research
  (no interruptions)?
  Suggest: Quiet: ±O; Rare Distractions:
  -20; Noisy: -30: Disruptive: -50
  • Is the data appropriately recorded so
  that, when used, it will be accurate?
  Suggest: (storage type) Datadisc: ±O;
  Tapes: -20; Written Text: -30; Disorgan-
  ized format: -50
  If Construction:
  • Are the tools and facilities available the
  appropriate ones?
  Suggest: Complete Equipment: ±O; Near
  Complete -20; Partial: -30; Sorely under-
  equipped: -50
  • Are there adequate materials, and are
  they of suitable quality?
  Suggest: Complete: ±O; Near Complete
  -20; Partial: -30; Wanting: -50
  • Is the environment suitable and condu-
  cive to the delicate work involved (i.e.•
  not aboard asmall spaceship under
  attack or atown during an earthquake)?
  Suggest: Quiet: ±O; Rare Distractions:
  -20; Noisy: -30; In Motion: -50 -
  -100
  (varies).
  • Are the planslinstructions/source data
  complete and accurate?
  Suggest: Full data: ±O; Near Full -20:
  Partial: -30; Fragmentary: -50
  The research/construction roll(s) are
  made and modified by these factors as
  well as the pes skill rank in the appropri-
  ate area. For very complex machines.
  several rolls should be made: one for each
  system. each possibly with different
  modifiers and complexities.
  56
  It is important to be aware at all times
  the cost of materials. In the Example
  above, Norvin was able to build his
  recharge device because his workshop
  was "fully equipped". This of course
  meant that it was fully stocked with the
  tools and materials needed. After the
  device is built, the workshop is no longer
  "fully equipped". and Norvin will have to
  pay acertain amount to restock it. This
  involves adetermination of the Cost in
  Parts.
  This important concept comes up in all
  types of construction, and repair of
  devices when they are seriously damaged.
  Naturally acomplete price list of all
  conceivable mechanical and electronic
  parts would be tedious and extreme, so it
  is suggested that the GM review the
  general price lists and estimate acost
  value. Remember that in generalaCost in
  Parts is about half the cost of an as-
  sembled machine or device (due to cost of
  labor, equipment, etc). However, if the
  players are stuck in some low-tech
  outpost, the price could be quite extreme
  (or the items could be completely
  unavailable!).
  GROUP RESEARCH AND CONSTRucnON
  Group research is almost always more
  productive than individual. and below are
  the factors to be included. Keep in mind
  that adequate facilities for the group are
  necessary for their full efficiency to be
  realized.
  SINGLE SCIENCEITECH PROJECT
  Asituation in which one skill is clearly
  the central one and any others are
  relatively irrelevant. Everyone on the
  'team' must possess this skill bonus, and
  all the people·s bonuses are averaged.
  The roll is also modified by the number of
  people in the team: for each person (more
  than one and up to ten) on the team, add
  +5 to the roll; for every one over ten (up to
  20) add +2; every one after twenty add +1.
  The time listed on the chart should also be
  halved each time aperson is added.
  Example: Aproject that would take one
  person 100 hours takes two people 50
  hours, three people 25 hours, four people
  12.5 hours, etc.
  MULTIPLE SCIENCEITECH PROJECT
  When aproject seems to fall under
  several categories, the major applicable
  skills are averaged. Each person on the
  team need only know at least one of the
  necessary skills. Bonuses are as above,
  and the time is also halved as above.
  
  1.0
  MACHINES
  "W~i~e man is amarvellous machine indeed, I think I might have done bettergiven a
  f~w million year~ ~nd an entire planet to work with. I shall do better in afraction of the
  time and at negligible cost."
  11.1
  WEAPONS/SMALL
  DEVICES
  Perhaps the most straightforward of
  the construction operations, these are
  normally handled with one roll. Standard..
  ized parts and other construction materials
  are readily available in most areas of
  reasonable technology, so construction
  with proper instructions, should rarely be
  more than Hard.
  11.2
  ANDROID
  CONSTRUCTION
  Constructing an Android is conceptually
  somewhere between constructing aRobot
  and creating an Alterant Replicant, and
  usually more expensive than either. It is
  recommended that the GM read over the
  Replicant rules to familiarize him/herself
  with the general concepts and difficulties
  so that they will better understand the
  mental facets of Android construction.
  Scientists designing an Android use the
  averaged skills of Cybernetics and
  Electronics. Techs building an Android
  use the average of their Cybernetic Tech
  and Electronic Tech skills. Android body
  construction should be considered a Very
  Complex procedure, and linking the body
  to the Molecutronic brain is another
  VeryComplex, operation.
  '
  ANDROID MATERIALS AND EQUIPMENT
  CosTS
  Equipmenl/Material
  Cost
  Molecutronic Brain
  50,000
  Complete Workshop
  1,500,000
  Vocal System
  2,000
  External (appearance) System
  2,000
  Energy/Power System
  10,000
  Muscular System
  3,000
  Nervous System
  5,000
  Skeletal System
  2,500
  Visual Sensors (eyes; 2)*
  2,000
  Audio Sensors (ears; 2)*
  1,000
  Compact Repair Kit
  300
  Simulskin refill (repairs 200 hits)
  20
  Major Repair Kit
  2,500
  * Superior versions can be obtained (at a
  higher cost).
  Paal Fractiis, Founding President
  Virtual Humanatronics
  Alpha Centauri, Prelmp 5655
  See below for details on cost multipli-
  ers for superior systems. The Complete
  Workshop contains all tools and equip-
  ment necessary to construct an Android
  including acomputer and interfaces to '
  program the Molecutronic brain, but no
  actual suppJies.
  11.21 STAT DEVELOPMENT
  AND BONUSES
  An Android should be considered as
  being in two distinct and separate parts:
  the body and the mind, the 'mind' in this
  case being the Android Molecutronic
  Brain, asemi-liVing substance which
  s~or.es and processes information in away
  similar to that of the human brain -
  although more Quickly and efficiently.
  Molecutronic brains also 'die' if their
  supply of energy is cut off, losing all
  memory. It is possible to place such a
  brain in another housing, such as arobot
  or vehicle, but it is generally considered a
  waste of the brain's unique learning (self-
  programming) potential.
  Character Development stats are used
  here, so if another system is being used
  the GM should convert the given stats as
  closely as possible to his system. Five of
  the ten stats are linked to the Brain:
  Intuition, Empathy, Self-Discipline,
  Memory, and Reasoning, while the other
  five are associated with the body:
  Strength, Quickness, Presence,
  Constitution, and Agility.
  PHYSICAL CAPABILITIES
  GM Note:The following rules are sug-
  gested guidelines for the creation ofa
  player character Android. The GM should
  read over them carefully and make any
  modifications he sees fit before allowing
  aplayer to consider being an Android.
  Androids produced by companies in the
  Space Master Milieu will be of varying
  sophistication, the type listed here as
  appropriate for players is 'above.average.'
  The theoretical standaid Android body
  has 100's in all of its physical attributes
  (Temporary and Potential), reflecting a
  +25 bonus. This bonus can be enhanced
  57
  further by using improved, more expen-
  sive systems, instead of the 'standard
  parts'. See the cost chart at the end of the
  section for the standard system prices.
  Since they are no more difficult to
  install, these systems do not make the
  construction roll more difficult. They are
  more costly, as can be seen below:
  Cost
  Multiplier
  System Bonus·
  (x2)
  +5voice or appearance.
  (x5)
  +5 muscular or skeletal;
  +10 voice or appearance.
  (x10)
  +5 energy or nervous;
  +10 musculature or skeleton;
  +15 voice or appearance.
  (x20)
  +10 energy or nervous;
  +15 musculature or skeleton;
  +20 voice or appearance.
  (x50)
  +15 energy or nervous;
  +20 musculature or skeleton;
  +25 voice or appearance.
  (x100)
  +20 energy or nervous;
  +25 musculature or skeleton;
  +30 voice or appearance.
  (x200)
  +25 energy or nervous;
  +30 musculature or skeleton.
  * Note that this is the cost and bonus for a
  system; to be applied as stat bonuses,
  two or more systems are involved:
  -Improved Strength:
  (skeletal and muscular systems)
  -Improved Quickness:
  (muscular and nervous systems)
  -Improved Agility:
  (muscular and nervous systems)
  -Improved Presence: (voice, appearance)
  - Improved Constitution:
  (skeletal and energy systems)
  Example: Ryk the Engineer has done his
  research to build an Android and is
  purchasing the needed parts. He wants
  his Android to have a+10 Presence and
  +10 Agility (i.e., a+35 total in each,
  including intrinsic bonuses.) To do this
  his Android must have +10 quality
  ,
  versions ofall the following: Muscula-
  ture, Nervous system, Voice, and
  Appearance. Note that other factors
  which only have one applicable enhanced
  system (such as Strength, for instance
  for which only Musculature was im-
  '
  proved) gain no bonus, because the
  skeleton could not take the strain should
  the improved muscles be used to
  capacity. Thus, Strength is +0. If Ryk
  spent the money to bUy a+10 skeleton
  his Android would thus have a+10
  '
  Strength bonus as well. (Then he would
  only need to bUya+10 energy system to
  enhance his Android's constitution....)
  
  After construction, the physical sys-
  tems cannot be altered without acomplete
  physical overhaul (a Complexoperation).
  MENTAL CAPABILmEs
  The stats of the molecutronic brain,
  once activated, are all 90 (Temporary) To
  determine potentials, roll one 010 adding
  two points. Potentials are rolled, then
  each is assigned to adesired stat. An-
  droid mental stats move toward their
  potential just as the humanoids I do. Note
  that this can generate stats as high as 102.
  General attitudes and tendencies can
  also be programmed in, such as aggres-
  siveness, compassion, specific fears,
  hatreds or loves, and prohibitions (such as
  refusing to kill ahumanoid), and loyalty to
  aspecific Individual. Although none of
  these are absolutely guaranteed, as the
  brain is self-programming, and, after a
  point, self-motivating, the Android should
  be almost incapable of disobeying explicit
  program directives.
  ND": The GM may wish to institute a
  "secret"percentage chance ofahidden
  flaw in the Android Brain, such ahidden
  hatred; homicidal tendencies triggered by
  an unlikely event, etc. This 'unreliability'
  would explain aracial dislike forAndroids
  in some areas, Ifthat is desired.
  11.22 SKILL DEVELOPMENT
  The Android chooses aprofession, and
  makes skill picks, etc. It 'matures' after a
  fashion, as it goes through aten year
  period of development during which it
  gains its adolescent and apprenticeship
  skill levels (this ten year period can be
  bypassed via intense programming, but
  this involves expensive "Background
  Data", as well as an additional Complex
  operation. Also, this data is rather basic,
  and of necessity lacking in trivial -
  yet
  helpful- background 'experience'). In
  general though, an Android develops and
  learns just like aPC with the following
  exceptions: Androids cannot be Telepathic;
  and they do not pick Body Development.
  See below for Android repair information.
  11.23 ANDROIDS IN COMBAT
  In combat and most other areas of day-
  to-day play, an Android should be consid·
  ered asentient being: subject to attacks
  and criticals as would anormal sentient.
  For example, an Android would 'bleed'
  precious lubricating and power fluids, and
  it could be 'stunned' by aserious strike
  which might temporarily incapacitate its
  system (the GM may wish to have
  Androids more resistant to stuns, how-
  ever, perhaps being stunned for only half
  as long, or, for instance, subtracting 1
  from any stun total).
  However, Androids do not 'lose
  consciousness'; all take 200 hits plus their
  total Con bonus before being incapaci-
  tated. Most Androids have abuilt-in safety
  mechanism which causes them to 'play
  dead' long before that point is reached, so
  they can repair themselves later (unless
  analysis of the situation tells them that
  playing dead will do no good).
  Another important factor about
  Androids is their superior AT: Android
  flesh is AT 4 (rather than normal sentient
  AT 1). Furthermore, Androids with a
  musculature and skeleton of +20 or better
  have an effective AT of 12.
  11.24 ANDROID PHYSIOLOGY
  AND REPAIR
  Androids do not eat, although they can
  drink and process liquids, eliminating
  them the same way sentients do. Their
  body extracts any needed hydrogen to fuel
  their internal high-efficiency microfusion
  reactor: the Android power center
  ("heart"). Supplemental water is stored in
  the stomach area to keep eyes and
  mucous membranes moist, for acomplete
  'living' appearance. Androids seem to
  breathe, though it is an artificial conven-
  tion, as are pulse and heartbeat.
  The most advanced Android designs
  are absolutely indistinguishable from a
  living being to human senses, and some
  are fully capable of all applicable sentient
  physiological functions (this is anecessity
  for the advanced pleasure models). Some
  cultures consider Android capability of
  certain functions to be an abomination.
  Androids can be equipped with 'special
  abilities' just as Alterant Replicants and
  mutations. The GM should review the
  special abilities section (In the Player
  Book, 12.5) and assign costs for each.
  Naturally, an Android would not have cor-
  responding physiological problems asso-
  ciated with most special abilities. In
  addition, other special sense or manipula-
  tion skills (e.g., infra-red vision, height-
  ened tactile sense) are possible.
  Androids do not 'heal' as do living
  sentients; they must be repaired. Simple
  concussion hit damage can be dealt with
  using aCompact Repair Kit, which
  includes acontainerof substance nearly
  identical to the Android flesh, and adevice
  very similar to the Medical Dermal Closer.
  The Android (assuming he has boxes in
  Cybernetic Technics and is not incapaci-
  tated) can perform these simple repairs
  easily at the rate of 10 hits per round.
  Destroyed sections of skin cannot be
  cosmetically repaired in every detail the
  field; this requires apprQpriate facilities (a
  Major Repair Kit will do).
  58
  For more severe damage, such as
  'muscle' or 'bone' damage, aMajor Repair
  Kit is necessary. This "kit" is actually aset
  of two 1/3 cumet containers holding a
  portable computer and anumber of very
  specialized devices and materials. The
  computer is programmed with necessary
  specialized Android anatomy data, and
  acts as aguide for repair/construction
  purposes. For these serious repairs, the
  Malfunction/Repair Chart should be
  consulted. Match the severity of the
  critical with the repair column: Routine =
  "A"; Light ="B"; Moderate ="C"; Severe =
  "0"; Very Severe ="E" (not using the
  Extremely Severe column) and use the
  critical roll(s) as asubtraction from the
  repair roll(s). Treat "66" as "100".
  Separate criticals require separate repairs.
  Exampl,: An 87 "C" critical is rolled on
  Billy the Android. Therefore, to repair the
  damage, the Moderate column ofthe
  RepairlMalfunction table is used. Billy's
  owner Ryk has a60 Cybernetic Tech
  bonus, and rolls a65. 65 +60=125,
  minus 87equals 38. Thus, a38, which
  reads 20 minutes to repair with 10% CIP
  (cost in parts). The 10% is ten percent of
  the damaged area, which the GM must
  subjectively decide the approximate value
  of.
  Naturally there will be inconsistencies
  between the actual critical to the Android
  and the written crit on the table designed
  for living beings, but the GM is urged to
  extrapolate to the nearest mechanical
  equivalent. In some instances (such as a
  destroyed eye or heart) areplacement is
  obviously necessary, and the Repair Chart
  alone is not enough. Unless there are
  specific replacements available (they could
  be purchased ahead of time) the Android
  will be crippled until such replacements
  can be found.
  11.3
  _
  LARGER CONSTRUCTS
  The custom construction of larger
  machines than small devices will be dealt
  with in excruciating detail in future Spac,
  Ma,'" products, however, the GM may
  wish to extrapolate the general guidelines
  given above and allow his characters to
  build larger constructs such as robots,
  vehicles and even spacecraft.
  
  12.0
  ORGANISMS
  In the universe of Space Mastersome cultures have made an art of genetic manipu-
  lation. Engineered microbes and other tiny organisms serve as everything from food to
  computers to garbage consumers. On many planets can be found plants and animals
  created specifically for certain environments and for certain functions. Cloning of
  Sentients has become (relatively) simple, and artificially constructed and bred people are
  even possible.
  The GM should keep in mind that, even in the far future the social ramifications of
  some of these things would be significant: racial resentment of Alterant Replicants;
  mistrust of Clones (perhaps because of 'tampering' by the Genetic engineers), etc.
  12.1
  _
  MICRO-ORGANISMS
  The possibilities for engineering
  custom-made micro-organisms are
  virtually limitless; they are the origin of
  many drugs used for healing in Space
  Mast,r, as well as poisons. The GM must
  make judgements here, although the
  engineering of micro-organisms is usually
  less complex than such undertakings as
  an Alterant Replicant. Moderate is
  applicable for most simple tasks. Genetic
  Tech skills are used for construction in
  this area.
  12.2
  ALTERANT REPLICATION
  Alterant Replication is aprocess
  whereby aliving fetus is altered by
  artificial means at the genetic level to
  produce an different (usually improved in
  some way) being or creature. The
  Research/Construction Chart (pg.51) is
  used, and -
  in general -
  the greater the
  abilities of the new Replicant, the more
  difficult the operation.
  Conceptually similar to the simpler
  genetic alterations, Replication involves
  implanting new genetic material into a
  fetus ("blank" fetuses are produced in
  large numbers using amodified cloning
  process) and grOWing the prepared fetus
  at an accelerated rate in aspecial tank.
  Very expensive, sophisticated machin-
  ery is necessary to perform the operation
  of altering the chromosomal structure to
  the new form, involving extensive pro-
  gramming and delicate operations. Once
  the fetus has been altered, it is placed in a
  growth tank to develop to the desired
  maturity: 100 days to full growth (20 year-
  old equivalent for full maturity; with five
  days in the tank equalling 1year if the
  Replicant is to be brought out pre-
  maturely and perhaps raised as anormal
  hominoid).
  When creating aReplicant, first the
  appropriate research is required to
  determine exactly how the genes are to be
  altered. Genetics is the Scientific skill
  used. If the desired Repllcant type has .
  already been created by someone else
  (this can be determined by apercentage
  roll, likelihood determined by the GM) the
  Research is Easy. If it is anew type,
  research is Very Complex. The GM is
  urged to place restrictions on how
  powerful or sophisticated the designed
  Replicant can be.
  It is suggested that no special stat
  bonus exceed +30 (in addition to an
  intrinsic stat bonus) and that the average
  of all bonuses never exceed 15. These
  restrictions should be even lower for
  Eugenics Products (+20 maximum special
  stat bonuses, and amaximum total
  average of 12). Review the Race Statistic
  Chart (Player Book, pg 31) for trends. For
  Replicants, Empathy and Intuition starts at
  -20 for purposes of modification, and for
  Eugenic products, these stats start at -10.
  For Construction, Genetics Technics Is
  used, and Replicant Construction is always
  Very Complex unless otherwise noted.
  An additional difficulty factor should be
  assigned, depending on how many special
  abilities the Replicant will have, and how
  good its stats will be. For instance, in the
  Race Statistics Chart when averaging all
  the stat bonuses, the Type I (warrior) has
  a+10 average bonus. Thus, the creator of
  this Replicant might be given a100 (10 x
  10.0) modifier to his detriment (-100)
  when rolling to construct the Replicant. (If
  using data from atype already created, the
  difficulty modifier is halved -
  assuming
  construction data records are accessible).
  That is just the Stat modifier section. Also
  to be considered is the Resistance Roll
  modification section. As can be seen, all
  Replicants are at Base -50 vs. Channeling
  and Essence. They are intrinsically at this
  level because those Realms are virtually
  unknown in Spac. Mast,r, and those who
  do know of them don't bother with them.
  Any improvement of those conditions
  must start from the -50 level. Against the
  other areas, Replicants start at +0, as with
  Stat modifiers.
  59
  In the area of healing and injUry,
  Replicants' soul departure delay is two
  rounds; this is generally considered
  irrevocable. Stat deterioration is +5, but
  can be reduced at acost of 5 modifier
  penalty per 1point of deterioration
  decrease. Recovery factor is base 1.0, but
  can be improved (or reduced) at a
  modifier of ±5per .5x of recovery rate
  (canlt be reduced below .1x).
  Each 'Starting Language' costs in the
  form of a10 modifier, and It is implanted
  and permanently known.
  Hit dice start at 08, with a+5 cost per
  extra "side" of die roll. The flat bonus per
  level costs +10 per +1 hit/lvl.
  Max hits start at 100, and can be raised
  or lowered at arate of five hits! +1 mod-
  ifier. The GM can also stipulate that the
  desired gene material for superior stats,
  bonuses, etc. must be bought specifically
  and installed at abase cost xthe bonus as
  amultiplier (see costs below).
  Lifespan is generally set at approxi-
  mately 20 years (after removal from the
  growth tank) and can be increased at the
  following rate: II of years equivalent to
  modifier on aone-to-one correspondence
  (i.e., twenty extra years of life equals a20
  modifier). The lifespan can also be dec-
  reased, but at no bonus. Replicants donlt
  age until their programmed expiration,
  when they age very rapidly (one yearlhour)
  until death at a100 year-old equivalent.
  Exampl.:The first creatorofthe Type I
  (Warrior) Replicant's modifiers: 100 from
  total average Stat bonus enhancement,
  40 for average RR enhancement, 5due to
  reduced Stat deterioration, 5 from
  improved healing rate, 10 from two extra
  "die-sides" and20 for two extra auto-
  matic hltsllvl. Total modifier: 170 to the
  creator's detriment. See the cost chart
  for associated expenses.
  GEHme MATERIALS CosTS CHART
  Replication Materials
  Cost
  Genetic Combination Eqpmt
  2mil
  Memory Transfer Eqpmt
  150,000
  Growth Tank w/monitors
  300,000
  Growth Fluids (1 use)
  ;
  500
  'Blank' fetus*
  ,
  5,000
  Additional Genetic Material (each stat):*
  +5
  500
  +10
  1,000
  +15
  2,000
  +20
  4,000
  . +25
  8,000
  +30 ................•.......•.......;........•.........16,000
  Background
  1,000-10,000
  * Price highly variable; often available only on
  the Black Market (3x Normal Cost) wllower
  quality and reliability).
  Genetic material cost is given for gene material
  which will provide astat bonus for one specific
  stat, which replaces material In a'blank' fetus.
  
  General physiological/appearance
  factors (sex, eye and hair color, skin
  tones, height and other body proportions,
  etc.) are set by the creator at no additional
  . cost -
  within reason and subject to other
  factors: Replicants with superior strength
  are probably taller and definitely bulkier
  than average; those with great agility less
  so, etc.
  Psychological background (in general)
  Is pre-programmed as desired, including
  general attitudes and inclinations.
  Some Replicants do not deal well with
  the fact of their origins. The GM may wish
  to institute arule in which aReplicant
  must make aroll with SO as amodifier vs
  'disenchantment'. If they fail (roll under
  100) -
  and depending on how badly -
  they will become depressed and unhappy
  and perhaps even commit suicide. Below
  is asmall table which can be used to
  determine depression severity.
  Roll
  Result
  01-05
  Criminally Suicidal (violent;
  secondarily Homicidal)
  06-25
  Suicidal.
  26..50
  Inactive/Semi-Comatose.
  51-75
  Surly and prone to RRs vs.
  respect for authority.
  76-90
  Deeply Depressed (-25 for all
  actions).
  91 ..100
  Depressed, at -5 for all activity.
  Some can be helped with treatment
  (attempting to roll over 100 with SO mod,
  one per month while in "intensive treat-
  ment", all at an additional - 50, modified
  by the therapist's Psychology bonus. An
  addition subtraction of -lOis added for
  each month of aroll under 100) if they
  succeed, they are cured.
  When the Replicant is removed from
  the growth tank, his stats are rolled in the
  same manner as aPlayer Character,
  including Temps and Potentials, etc.
  Profession, as well as Adolescent and
  Apprenticeship skill selection are also pre-
  programmed. It is naturally assumed that
  the stats will be assigned to further
  enhance the programmed strengths of the
  Replicant. After "birth" from the tank, skill
  point selection is theoretically the decision
  of the Replicant, though naturally it will
  obey the wishes of its master if imprinted
  (see below) or whatever authority figure is
  available if it is suitably passive in the area.
  Imprinting (the very strong bonding of
  the Replicant to -
  or against - acertain
  individual) is more involved. Imprinting
  and must be done within one day of the
  Replicant's emergence. The method is
  this: asubconscious 'trigger' is pre-
  implanted, with the desired inclination
  (devotion, love, selfless protectiveness,
  open dislike, cunning, murderous hatred,
  etc.) formed into aphrase in one of the
  Starting Languages. When the phrase is
  spoken, the Replicant is exposed to the
  "imprintee" (or an image of same - afull
  color holograph is best) and thus Im-
  printed. Imprinting to more than one
  person is rarely effective and often results
  in damage and confusion to the Replicant.
  12.3
  _
  CLONING
  Cloning is much more straightforward
  that Alterant Replication, since genetic
  'tinkering' is not involved. Aliving flesh
  sample is taken from the donor, and
  grown in afetus propagation tank (differ-
  ent from and more complex than aregular
  growth tank). Successful completion of
  this phase alone is a Vel}' Complex
  operation, and takes the time indicated on
  the chart. Then the fetus is prepared and
  placed in the normal growth tank for the
  term, again a(unmodified, except for the
  creator Genetic Tech bonus) Vel}' Complex
  task. After both operations are completely
  successful, the living Clone emerges. He
  or she has the exact Potential stats as the
  Donor (though Temps are at 1st level
  equivalent) and intrinsic abilities. The new
  Clone has no skills, however.
  This problem can be avoided or
  corrected in two ways: The Clone can be
  awakened as an infant (after about 10 days
  in the growth tank) and trained. This may
  result in slightly different skill develop-
  ment (the GM should enforce this possibil-
  ity, since the new Clone i$ aperson, and
  just as capable of independent thought
  and free will as the donor).
  Alternatively, the Clone can receive
  memories from the clone sample donor.
  This is invariably traumatic, and can
  possibly kill or mentally damage the Clone.
  The proper "Memory Transfer" equipment
  is required, and aroll on the Hard column
  of the Research/Construction Chartis
  needed. If 100% success is not achieved
  immediately, the Clone must roll over 100,
  with Memory as amodifier. If he fails,
  there is a20% chance of death
  (irreversible in this case). If the Clone
  survives, his Potential Memory and
  Reasoning is reduced by the number equal
  to the amount less than 100 rolled to
  awaken the memories, and its actual skill
  knowledge is reduced by the same
  amount. Subsequent attempts to restore
  memories after the Clone has failed once
  will definitely kill it. If the Clone resists,
  the Creator may roll again, attempting to
  complete the memory restoration.
  60
  Assuming the restoration is successful,
  the Clone will have all memories and skills
  of the original, up to the point the sample
  was taken. However, the Clone is now a
  separate entity, and its environment
  immediately begins to take effect. There
  will be inevitable attitude divergences as
  the Clone has new experiences and makes
  its own choices.
  Exampl,: Trevoc is tl}'ing to transfer the
  memories ofsomeone into aclone of that
  person. He rolls a77 (plus his 60 bonus
  =137) On the chart, 137indexes to 70%
  success. So, the Clone must make a
  Roll. Its Temp Memol}' is 80, so a20%
  chance of failure. Trevoc rolls 16.
  Ooops, not high enough. Trevoc rolls the
  chance ofdeath: 47. Well, it doesn't die,
  but its MernaI}' and Reasoning are
  reduced by 30 (100 - 70=30). His 87
  Pot. Memol}' is now 57, and his 76
  potential Reasoning is now 46. Not
  good. Also, 30% ofthe Clone's back-
  ground and skill knowledge is lost, the
  specifics to be decided by the GM,
  probably by assigning numbers to the
  total number of Trevoc's skills and
  rolling, removing those skills until about
  30% are gone.
  It is also possible to grow aClone
  fetus, then proceed with Alterant Replica-
  tion procedures, thus improving on an
  already existing set of Stats and personal-
  ity traits. The result .is acombination:
  whatever is not altered in the Replication
  process carries through from the original.
  This procedure is more delicate, however,
  and the RRs necessary when Memory
  Restoration is attempted on anormal
  Clone must be followed at every step of
  this Clone Alteration.. Any failed rolls by
  the fetus (using Adolescent level Temp
  Constitution as amodifier during Altera-
  tion) results in death. Memory Restora-
  tion to an Alterant Clone is done in the
  same way as normal Clones, except that
  failure of aroll by the Clone invariably
  results in death.
  
  CONSTRUCTION I RESEARCH CHART
  Routine
  Easy
  Moderate
  Hard
  Complex
  Very Complex
  Absurd
  -151
  Light malfunction
  Moderate
  Moderate
  Moderate
  Severe malfunction
  Severe malfunction
  Physically
  to the equipment.
  malfunction to
  malfunction to the
  malfunction to the
  to the equipment.
  to the equipment. 10
  impossible
  the equipment.
  equipment.
  equipment.
  days wasted.
  (-150) -
  (-101)
  Routine malfunc
  Routine
  Routine ma-
  Routine
  50 hrs. wasted;
  No progress; 50 days
  Project botched
  tion to equip-
  malfunction to
  Ifunction to
  malfunction to
  50% of materials
  wasted and 100% of
  after one year. All
  ment.
  equipment.
  equipment.
  equipment.
  (clone. replicant,
  materials destroyed
  materials lost.
  machine parts, etc.)
  due to error.
  destroyed.
  (-100) -
  (-51)
  5% 5 minutes.
  5% 40 mins.
  Upgrade to HARD.
  5% 100 hours.
  10 hours lost; 20%
  Problem 30 days into
  5% 6yrs. Slight'
  Waste 1 hour.
  of materials
  task. 50% chance pro-
  progress, but
  destroyed due to
  ject destroyed (If re-
  equipment acts
  error.
  search: wrong data).
  up: roll Very Se-
  50% no damage, no
  vere malfunction.
  progress.
  (-50) -
  (-26)
  10% 2 minutes
  10% 40 mins.
  5% 4 hours.
  5% 80 hours.
  5% 350 hrs. If con-
  10% 100 days. If
  50/0 5yrs. If con-
  (12 rounds).
  struction, 10% of
  construction, 20% of
  struction, 50% of
  material destroyed.
  material destroyed and
  materials dam-
  must be replaced.
  aged.
  (-25) -0
  20% 1 minute (6
  10% 30 mins.
  10% 2 hour.
  10% 60 hours.
  10% 350 hours.
  20% 90 days. If con-
  5% 4yrs.lf
  rounds).
  struction, 10% of
  construction,
  material destroyed and
  20% of materials
  must be replaced.
  damaged.
  01-20
  40% 6 rounds.
  30% 30 mins.
  20% 1 hour.
  20% 50 hours.
  15% 350 hours.
  10% 85 days.
  50/0 3yrs. If
  construction,
  I
  10% of materials
  damaged.
  21-40
  60% 6 rounds.
  50% 30 mins.
  30% 50 mins.
  25% 40 hours.
  15% 300 hours.
  15% 83 days.
  5% 2yrs.
  41-55
  80% 6 rounds.
  70% 20 mins.
  40% 50 mins.
  30% 40 hours.
  20% 300 hours.
  20% 80 days.
  5% 1.5 yrs.
  56-65
  90% 6 rounds.
  95% 20 mins.
  50% 40 mins.
  35% 30 hours.
  25% 300 hours.
  30% 80 days.
  5% 1year.
  66-75
  95% 6 rounds.
  95% 10 mins.
  60% 40 mins.
  40% 30 hours.
  25% 250 hours.
  30% 78 days.
  6% 1year.
  76-85
  99% 6 rounds.
  99% 10 mins.
  70% 35 mins.
  45% 30 hours.
  25% 250 hours.
  35% 75 days.
  7% 1year.
  86-95
  100% 6 rounds.
  99% 5 mins.
  70% 30 mins.
  50% 30 hours.
  30% 250 hours.
  35% 72 days.
  8% 1year.
  96-105
  100% 6 rounds.
  99% 2 mins.
  95% 20 mins.
  50% 30 hours.
  40% 250 hours.
  35% 70 days.
  90/0 1year.
  106-115
  100% 5 rounds.
  99% 1 min.
  98% 20 mins.
  55% 25 hours.
  40% 200 hours.
  40% 69 days.
  10% 1year.
  116-125
  100% 4 rounds.
  99% 1 min.
  99% 20 mins.
  60% 25 hours.
  40% 200 hours.
  40% 64 days.
  10% 300 days.
  126-135
  100% 4 rounds.
  99% 5 rounds.
  100% 20 mins.
  65% 25 hours.
  45% 200 hours.
  45% 60 days.
  10% 250 days.
  136-145
  100% 3 rounds.
  99% 5 rounds.
  100% 20 mins.
  70% 25 hours.
  50% 200 hours.
  50% 57 days.
  10% 200 days.
  146 -155
  100% 3 rounds.
  99% 5 rounds.
  100% 15 mins.
  80% 25 hours.
  50% 125 hours.
  55% 53 days.
  10% 150 days.
  156-165
  100% 2 rounds.
  99% 5 rounds.
  100% 10 mins.
  95% 25 hours.
  50% 110 hours.
  50% 51 days.
  10% 120 days.
  166+
  100% 1 round.
  100% 4 rounds.
  100% 10 mins.
  1100% 20 hours
  60% 100 hours.
  60% 50 days.
  10% 100 days.
  Note: all percentages refer to the fraction of research I construction on the project that has been completed by the given roll. Times (unless otherwise noted)
  indicate the amount of time required to complete the given percentage of the project.
  61
  
  MALFUNCTION / REPAIR CHART
  ROUTINE
  (1-5)
  LIGHT
  (6)
  MODERATE
  (7) SEVERE
  (8)
  VERY SEVERE (9) EXT. SEVERE
  (10)
  ~151
  Sad job. DamagelMal
  function becomes
  Very severe after 1
  round.
  (~150)-(-101)
  DamJMal becomes
  severe after 4rounds.
  DamJMal becomes very
  You deliver 10 pts. of
  severe after 1round.
  damage to the system.
  Rol/again.
  DamlMal becomes se-
  Dam/Mal becomes ex-
  vere after 5 rounds.
  tremely severe after 1
  minute.
  You deliver 30 pts. of
  damage to the system.
  Repair on extremely
  severe column.
  DamJMal becomes very
  severe. After one hour
  waste 10% CIP.
  You deliver150Hitstothe
  System is destroyed (Explo-
  system. System is awrite
  sively if possible). 100% crew
  off.
  casualty rate.
  System is awrite off after
  1-
  100% of repair crew be-
  2hours of tinkering.
  comes casualties. System de~
  stroyed.
  (-101) -
  (~51)
  (-50) - (-26)
  (-25)-0
  DamJMal becomes
  moderate after 4
  rounds.
  DamlMal becomes
  light after 3 rounds.
  You fumble with de-
  vice for 5minutes until
  it is working again.
  DamlMal becomes mod-
  Dam/Mal
  becomes
  DamJMal becomes very
  erate after 6 rounds.
  very severe after 2
  severe after 6 rounds.
  minutes.
  10 Minutes to repair unit
  40 minutes to repair
  2 hours to repair with
  48 hours to repair with
  Unit operates at -25°1«
  with 10% CIP. You
  10% CIP.
  50% CIP.
  with a routine malfunc
  overload circuits caus-
  tion.
  ing arandom malfunc-
  tion.
  1 -
  100 Hits to system. Try
  again.
  81-28
  3 minutes to repair.
  8minutes to repair.
  30 minutes to repair
  damage with 10% CIP.
  Malfunction
  repaired
  -no cost.
  90 minutes to repair
  36 hours to repair unit to
  Repair may not be attempted
  damage with 10% CIP.
  50% effectiveness, 48
  until 2"severe" procedures are
  60 minutes to repair mal-
  hoursto fully repair. 50%
  completed.
  function with 10%.
  CIP.
  1----..'"... """." ..
  -"....'".. ,-,..._" .... "'..,-+ ....--_.-.----,...-....--.'I-----.-'-~-.-.---" ..-+_,..-,...."-.•-,-----....,,--,+.----,--,,,.-..--------f--,--.-----
  21- 40
  2minutes to
  5minutesto repair. "Rou
  20 minutes to repair
  1 hour to repair with
  24 hours to repair with
  200 hours to repair with 50%
  tine" malfunction will
  with 10% CIP.
  10% CIP.
  25% CIP.
  CIP.
  occur next time system i~
  used.
  41-55
  56-65
  1minute to repair.
  5rounds to repair.
  5 minutes to repair.
  5minutes to repair.
  15 minutes to repair
  with 5% CIP. 25 min.
  otherwise.
  13 minutes to repair
  with 5% CIP. 25 min.
  otherwise.
  1hour to repair damage
  24 hours to repair with
  120 hours to repair with 50%
  with 10% CIP. Malt. re-
  25% CIP.
  CIP.
  paired without cost.
  55 min. to repair damage
  24 hours to repair dam-
  110 hours to repair to 50% ef-
  with 10% CIP. Malf. reo
  age with 25% CIP. Malt.
  fectiveness.120hourstorepair
  paired without cost.
  repaired without cost.
  fully. 50% CIP.
  66--75
  76-85
  86-95
  96-105
  5rounds to repair.
  4rounds to repair.
  4rounds to repair.
  3 rounds to repair.
  5 minutes to repair.
  4 minutes to repair.
  4minutes to repair.
  3 minutes to repair.
  12 minutes to repair.
  Dam/Mal
  becomes
  "light" after 1round.
  10 minutes to repair.
  9 minutes to repair.
  8 minutes to repair.
  50 min. to repair damage
  with 10% CIP. Malf. re-
  paired without cost.
  45 minutes to repair
  damage with 10% CIP.
  Malfunction repaired by
  two light procedures.
  40 minutes to repair with
  50/0CIP.
  40 minutes to repair.
  18 hours to repair dam-
  110 hours to repair with 50%
  age with 25% CIP. Malf.
  CIP.
  repaired without cost.
  15 hours to repair with
  100 hours to repair with 50%
  10% CIP.
  CIP.
  15 hours to repair with
  90 hours to repair damage with
  10% CIP.
  50% CIP. Malfunction repaired
  without cost.
  13 hours to repair dam·
  Repair reduced to 2"moderate"
  age with 10% CIP. Malt.
  procedures.
  repaired without cost.
  106-115
  3 rounds to repair.
  2minutes to repair.
  7minutesto repairdam-
  30 minutes to repair with
  10 hours to repair unit to
  80 hours to repair with 50%
  age. 6 minutes to repair
  5% CIP. 40 minutes to
  50%capacity. 11 hoursto
  CIP.
  malfunction.
  repair otherwise.
  repair fully. 10% CIP.
  116-125
  2 rounds to repair.
  2minutes to repair.
  You isolate 3 "routine"
  30 minutes to repair.
  procedures to repair
  unit. Start next round.
  8 hours to repair. 10%
  70 hours to repair damage with
  CIP.
  50% CIP. Malfunction repaired
  without cost.
  126-135
  2rounds to repair.
  6 rounds to repair.
  5 minutes to repair.
  25 minutes to repair.
  5 hours to repair. 10%
  70hoursto repairdamageor60
  CIP.
  hours to repair malfunctioo.
  Both have 25% CIP,
  3 hours to repair. 10%
  Procedure reduced to 2 "se-
  CIP.
  vere" repair procedures.
  136-145
  146-155
  156-165
  You may use equip-
  ment next round.
  Unit ready next round.
  Unit ready. You have
  1/2 of the round left.
  4rounds to repair.
  3 rounds to repair,
  2 rounds to repair.
  Unit at -25% in 3 min-
  20 minutes to repair.
  utes. Unit repaired in 5
  minutes.
  Unit at ·50% in 6
  rounds. Unit repaired in
  5minutes.
  3 minutes to repair.
  5 hours to repair. 10%
  CIP. Malfunctionisdown·
  graded to severe,
  4 hours to repair. 10%
  CIP.
  60hoursto repairto 50% effec·
  tiveness. 70 hours to repair
  fully. 25% CIP.
  -------1
  50 hours to repair with 25%
  CIP.
  166+
  Quick adjustment.
  You have the full
  round to act.
  1 round to repair.
  2minutes to repair.
  10 minutes to repair.
  Reassesment of systems
  40 hours to repair with 25%
  shows 2 "light" repairs
  CIP.
  are required.
  Hole: Concussion hits repaired on avehicle in a25 hour period:= aMechanical Tech repair roll divided by 10,
  Hole: If only one persoo is working on arepair, double the times listed. Double the necessary time if no repair scanner or diagnostic computer is used during the repair.
  CIP refers to Cost-in-Parts. This is the indicated percentage of the parent unit cost which must be invested to bring about the desired repair.
  62
  
  1st Roll I
  AREA
  I2nd Roll SYSTEM
  Roll
  Weapon Type
  1
  Environment: Lose atmosphere in 1-10 hrs
  2
  Environment: Lose heat/cool in 1-10 hours
  HAND-HELD OR
  HAND-HELD OR
  GRENADE,
  IFORCEKNIFE OR
  3-5
  Bulkhead/Airlock/Hangar Frozen/malfunctions
  PORTABLE
  PORTABLE PRD-
  ROCKET, OR
  POWERSWORD
  1-2
  I
  MECHANICAL I
  6
  Landing Gear Inoperative
  ENERGY
  JECTILE
  EXPLOSIVES
  (5%)
  7-8
  Internal Lighting Systems out.(Emergency on)
  9
  Running/Landing Lights out.
  (-34)-0
  Weapon cooling;
  Safety catch on;
  Minor gUidance or ITemporary power
  10
  Other System:
  Forfeit 1d5 Fire
  Percep or WpnT.
  structural flaw
  drain; Blade "blinks
  1
  Helm Control (Main/Auxiliary)
  Phases.
  to notice what's
  causes a -20
  out" this round.
  2
  Navigation Control (Main/Auxiliary)
  wrong.
  modifier.
  3
  Other Console
  01-30
  Wire breaks
  Dud round/minor
  Weak blast; any IMinor power drain;
  4
  Other Console
  inside weapon;
  ammo jam; Better
  Critical effects
  Blade dims a little
  3-5
  I
  ELECTRONIC I
  5
  Communications
  Final shot is at -10 sit this one out.
  are reduced by 1.
  attacks at -20
  (15%)
  6
  Electronic Warfare
  7-8
  Sensors
  31-50
  Short circuit fries
  Barrel slightly off;
  Launcher
  Focal problem;
  9
  Medical
  internal wiring and
  All shots are at
  problem or misdi-
  Blade blurs; Range
  10
  Other System:
  drains En Cell.
  -15
  rected blast;
  is x2 but attacks at
  attack is at -20.
  -40
  1
  Deflector Shield Control
  2-3
  Sensor Analysis (now at 1-100)
  II
  Weapon works,
  Weapon Jammed;
  Warhead/timer ICapacitor flaw;
  4
  Computer aided Astrogation
  51-65
  but fires a little off
  Clearing it is a
  flaw; Explosion
  Blade is very dim
  6-7
  I
  COMPUTER I
  5-6
  Memory Banks (Courseplots/archives)
  target (-25).
  Routine WpnT
  occurs 1d20
  and attacks at -30.
  (10%)
  7
  Autopilot
  maneuver.
  seconds late.
  8
  Sentient Functions/Diagnostics
  9
  Main Processing Core (All above out)
  66-75
  Fire control stuck
  Weapon jammed
  Arming mecha-
  Power surge causes
  en.
  I
  I
  10
  Other System:
  (50% "ON") If ON,
  and damaged;
  nism or fire
  a +10 before
  U)
  take one attack at
  Failure chance is
  control stuck in
  shorting weapon
  1
  Sublight Drives
  +50.
  doubled.
  "safe" position.
  out.
  2
  Translight Drives
  3
  Main Reactor/ Aux Reactor
  Surge Damages
  Obstructions in
  Charge seems to IMajor power drain;
  8-9
  I
  POWER
  I
  4
  RIF Generator
  76-90
  lens or focal ca-
  barrel cause all
  be a dud; but it
  Blade barely visible;
  SYSTEMS
  5-6
  Deflector Shields
  pacitor; last shot
  shots to go off at
  will explode in
  Attacks at -50.
  (60%)
  7
  Internal Gravities
  is at +15.
  -50.
  1d10 rounds
  8
  External Gravitics
  Crackling sound
  If Autoloader, gun
  Launcher/anning IBadly focused blade
  9
  Control Surfaces
  91-100
  emits from
  overheats for 1
  mechanism fails;
  damages weapon;
  10
  Other System:
  weapon; Failure
  min/Mk. if not,
  Charge never
  Failure chance is x3.
  1-2
  Central Control.
  chance is x3.
  reroll.
  detonates.
  3
  Central HUD
  4
  Tracking Control (Computer)
  Power surge jolts
  Extractor breaks;
  If set charge, IMajor surge; Attack
  5
  Other System:
  101-120
  user (PB attack at
  10%/rd gun jams
  detonator fails.
  at +30 this round,
  6
  Weapon System:
  +20, no QU DB).
  (50% if fired
  Missile blows up
  then shorts out.
  10
  I
  WEAPONS
  I
  7
  Weapon System:
  twice).
  1d20m from user.
  (10%)
  8
  Weapon System:
  Flash towards
  Pin malfunction;
  Explodes in
  IAs above plus user
  9
  Weapon System:
  121-150
  user's face (PB
  Shots fail to fire
  launcher or near
  takes a "C" Elec
  10
  Weapon System:
  attack at +40, no
  50% of the time.
  user (PB attack at
  Crit.
  ROLL SEPARATELY FOR SEVERITY:
  QUDB)
  +50).
  1-5 -
  Routine (system operative but 50% chance Mod. Malt. each time stressed or hour of use)
  Weapon explodes
  Blowback to
  Explodes before IAs above but attack
  6
  -
  Light (System at 75% of normal capability)
  7
  -
  Moderate (System at 50% of normal capability -
  or if a multiple system, half have failed).
  151-170
  (PB attack at
  user's face;
  set/thrown (PB
  is at +50 and Crit is
  8
  -
  severe (System Inoperative until repaired or upgraded).
  +100, no QU DB,
  Blinded 1d10 rds
  attack at +100, no an "E".
  9
  -
  Very severe (System Inoperative until repaired or upgraded).
  max as Mk. 5).
  (10% perm).
  QUDB).
  10 -
  Extremely severe (noperative until repaired/upgraded. May be irreparable w/o spacedock).
  
  13.0
  MALFUNCTIONS AND REPAIR
  This section deals with the breakdown of equipment, vehicles, weapons, and any
  other mechanical or electronic contrivance, known herein as a'construct'. This section
  also deals with the rules fro repairing such malfunctions.
  13.1
  _
  WHEN MALFUNCTIONS
  OCCUR
  Malfunctions occur in one of two ways:
  13.11 A POOR MANEUVER/
  USE ROLL
  Malfunctions most frequently occur
  because of user abuse, mishandling, or
  other unwarranted cruelty, as indicated on
  ause table or chart. These tables include:
  the Vehicular and Astrogation Maneuver
  Chart(Player Book, pg 84-85) or any
  Weapon Attack Table.
  13.12 DURING NORMAL USE
  This situation arises normally only in
  the case of vehicles, since weapons have a
  chance of malfunctioning every time they
  are fired anyway. The GM should enforce
  the possibility of any vehicle suffering a
  random malfunction at any given time.
  13.2
  _
  VEHICLE MALFUNCTIONS
  AND DAMAGE
  GMs should periodically roll to deter-
  mine if avehicle used by PCs has suffered
  amalfunction. This is atwo-step process:
  13.21 DID A MALFUNCTION
  OCCUR?
  First we must find out if the vehicle
  suffered abreakdown. Some frequency
  guidelines are given here:
  Interstellar Travel
  1%chance of malfunction for every 10
  light-years traversed (note that this should
  never go above 5%, as shunts over 50
  light-years are 'blind' and very dangerous).
  Interplanetary Travel
  1%for each: planetary orbit traversed
  (including destination and departure
  points), landingltakeoff, day in flight.
  Planetary Air travel
  1%for each: 1000 (or fraction)
  kilometers travelled,landing/takeoff.
  Planetary Ground Travel
  1%for each: activation of vehicle, 100
  (or fraction) kilometers travelled.
  In each case, calculate the chance of a
  malfunction and roll. If no malfunction is
  indicated, the trip is mechanically unevent-
  ful. Should amalfunction be indicated, roll
  D100 to determine the percentage of the
  way through the trip the problem arises.
  This noted, the GM should roll again, to
  see if another breakdown has occurred. If
  yes, he should determine the percent of
  the way through the trip.
  As long as the
  GM gets malfunction results, he should
  keep rolling. This continues until the GM
  fails to roll amalfunction. If there are alot
  of them, he should organize them in order
  of occurrence then assign the nature of the
  failure (13.22).
  13.22 NATURE OF
  MALFUNCTION
  When avehicle (be it scooter or
  starship) is damaged or is determined to
  have amalfunction, the Malfunction and
  Damage Determination Chart (page 63) is
  consulted. On it are listed five categories,
  representing the five basic systems found
  in Virtually any vehicle. The GM makes a
  1D10 roll and references the system.
  Should the vehicle in question not possess
  one of these systems ('weapons' for
  instance) aroll indicating that system is
  ignored, and the GM rolls again until an
  appropriate one is obtained. He then
  makes asecond 1D10 roll to discover the
  exact nature of the problem for each mal-
  function (some extrapolation may be
  necessary), notes it, and proceeds to
  roleplay the breakdowns (e.g., console
  indicators light up; ship lurches and drops
  out of hyper, etc)
  13.3
  _
  WEAPON MALFUNCTIONS
  For handheld weapons, this is dealt with
  handily by the weapon attack table itself. A
  'Failure' result on the table has achance of
  either being afumble, acharge depletion
  (for energy weapons) or amalfunction.
  Should this result of an exceptionally bad
  attack roll in the Space Maslercombat
  system be encountered, roll 1D10to
  determine the Severity of the Malfunction
  incurred:
  ROLL SEVERITY
  MOD
  1-5
  Routine
  -35
  6
  Light
  -20
  7
  Moderate
  ±O
  8
  Severe
  +30
  9
  Very Severe
  +50
  10
  Extremely Severe
  :
  +70
  64
  The Severity Modifier found above is
  applied to aroll of 1D100, and the total is
  referenced against the Weapon'Malfunc-
  tion Chart (pg 63). Unless otherwise
  stated, the Malfunction thus determined
  will remain in effect until it is repaired.
  13.4
  _
  REPAIRS
  Repairs are handled using the Malfunc-
  tion/Repair Chart (pg 62). Adesignated
  repairman rolls on the chart, adding his
  appropriate Tech Skill. (The GM may wish
  to impose modifiers using the Static
  Action Chart in the Player Book, pg 78).
  Cross-indexing the severity of the mal-
  function against the total roll, the time to
  repair is determined. If more than one
  person attempts the repair, all bonuses are
  totalled and one roll made (assuming this
  is practical; obviously five people can't be
  repairing one multiscanner at once!) It
  must be stressed that only one roll at a
  time is allowable for each repair. If
  someone else wants to repair the device
  other than the initial Tech, the same net
  roll is used, with the new Tech Skill
  modifier.
  Example: Trevoc, having discvered that
  the divalium crystal covnverter on the
  hyperdrive has sufferedaSevere
  malfunction, goes back with
  his'hypnospanner to make repairs. He
  has a+70 in Power System Technics, and
  roJJs (open-ended) The result is a
  (oops!) -189! The modified roll is a
  -119. Not good. Trevoc asks the GMif
  his shipmate 80ff8inkly can try the
  repair, with his +15 Power System Tech
  bonus. The answer is no; Trevoc made
  his repair attemptand he's stuck with it.
  Note that there are sometimes two
  different indications, one for Malfunction
  and one for Damage. Damage only occurs
  as aresult of unusual stress (combat or
  unusual maneuvers) and the Malfunction
  result is used unless otherwise indicated.
  In addition to the repair time indicated,
  the chart sometimes has anotation "-%
  CIP" ('Cost In Parts'). This means that a
  given percent of the system's original
  value in parts is necessary to make the
  repair. mmost cases the GM will have to
  estimate costs (easy for asmall device or
  weapon), but for vehicle systems, the
  Malfunction and Damage Chart provides a
  guide. The "%" listed under area column
  indicates the percent of the total vehicle
  cost is in the given system, and the "%" in
  the system column indicates the percent-
  age of that portion.
  
  ROCKETGUNS:
  Rocket Pistol
  1H Proj
  100 300 900
  0
  -30
  8ml Proj Mk.3
  5
  Rocket Carbine
  2H Proj
  100 300 900
  0
  -30
  8ml Proj Mk.3
  10
  75
  150 450
  0
  -30
  8ml Proj Mk.3
  2
  Rocket Rifle
  2H Proj
  100 300 900
  0
  -30
  8ml Proj Mk.3
  15
  75
  150 600
  8ml Pro' Mk.3
  65
  
  MASTER WEAPONS CHART 2: ENERGY WEAPONS
  3
  90
  250
  +15
  0
  -30
  -90
  3
  20
  40
  120
  +15
  0
  -30
  -90
  2/rnd
  5
  21rnd
  5
  !AN~E (METERS)
  RANGE MODIFIERS
  NAME
  TYPE
  RATE
  F
  PB
  SR
  MR
  LR
  PB
  SR
  MR tR
  TABLE USED
  NOTES
  LASERS:
  Laser Pistol
  21rnd
  7
  200
  +15
  0
  -30
  -90
  Laser Mk.2
  21rnd
  7
  400
  +15
  0
  aser Mk.4
  66
  
  Critical
  RangelOB mod
  4
  .. 2
  Puncture
  3/+10
  30/0
  60/-40
  Bow
  4
  3
  Puncture
  3/+15
  30/0
  70/-35
  Heavy Crossbow
  Bow
  5
  4
  Puncture
  6/+30
  30/0
  70/-25
  Note: All missile attacks are resolved on the Small Projectile attack table.
  SIMILAR WEAPONS CHART
  Prolectlle Pistols:
  Needleguns:
  Heavy Energy Weapons:
  Lt Pistol
  Needle Pistol
  Heavy Laser
  Med Pistol
  Needle Carbine
  Heavy Blaster
  Hvy Pistol
  Needle Rifle
  Heavy Flamer
  Lt Machine Pistol (semi-auto mode)
  Tangleguns:
  Heavy Stunner
  Med Machine Pistol (semi-auto mode)
  Tangle Pistol
  Heavy Disruptor
  Tangle Pistol
  Tangle Carbine
  Heavy Struptorgun
  Rocket Pistol
  Tangle Rifle
  Heavy Plasma Repeator
  MLA Pistol
  Taserguns:
  Standard Lasers:
  Conventional Machine Pistols:
  Taser Pistol
  Laser Pistol
  Lt Machine Pistol (automatic mode)
  Taser Carbine
  Assault Laser
  Med Machine Pistol (automatic mode)
  Taser Rifle
  Laser Rifle
  (Note: automatic/semi-automatic modes are
  Heavy Rocketguns:
  Standard Blasters:
  similar skills for MP's)
  Rocket Carbine (automatic mode)
  Blast Pistol
  Prolectlle Rifles:
  Rocket Rifle (automatic mode)
  Assault Blaster
  Lt Rifle
  (Note: Automatic/semi-automatic modes are
  Blast Rifle
  Med Rifle
  similar skills for RG's)
  Standard Flamers:
  Hvy Rifle
  Magnetic Linear Accelerators:
  Flame Pistol
  Lt Assault Rifle (semi-automatic mode)
  MLA Pistol
  Assault Flamer
  Med Assault Rifle (semi-automatic mode)
  MLA Rifle
  Flame Rifle
  15mm Shotgun
  20mm Shotgun
  Portable Mlss"e Launchers:
  Standard Stunners:
  Tangle Carbine
  PML
  Stun Pistol
  Tangel Rifle
  PMLQuad
  Assault Stunner
  Taser Carbine
  PML Autofeed
  Stun Rifle
  Taser Rifle
  Energy Mini Weapons:
  Standard Disruptors:
  Rocket Carbine (semi-automatic mode)
  Mini Laser
  Disruptor Pistol
  Rocket Rifle (semi-automatic mode)
  Mini Blaster
  Assault Disruptor
  MLA Rifle
  Mini Flamer
  Disruptor Rifle
  Conventional Assault Rifles:
  Mini Stunner
  Standard Struptorguns:
  Lt Assault Rifle (automatic mode)
  Mini Disruptor
  Struptorgun Pistol
  Med Assault Rifle (automatic mode)
  Mini Struptorgun
  Assault Struptorgun
  Lt Machine Gun (used unmounted)
  Energy Pistols:
  Struptorgun Rifle
  (Note: automatic/semi-automatic modes are
  Laser Pistol
  Plasmatic Repeators:
  similar skills for AR's)
  Blast Pistol
  Plasma Repeator Rifle
  Conventional Machine Guns:
  Flame Pistol
  Heavy Plasma Repeator
  Lt Machine Gun
  Stun Pistol
  Recoil Support Weapons:
  Med Machine Gun
  Disruptor Pistol
  Lt Machine Gun
  Hvy Machine Gun
  Struptorgun Pistol
  Med Machine Gun
  Conventional Shotguns:
  Energy Rifles:
  Hvy Machine Gun
  15mm Shotgun
  Assault Laser
  Heavy Blaster
  15mm Sawed-off Shotgun
  Laser Rifle
  Heavy Plasma Repeator
  20mm Shotgun
  Assault Blaster
  20mm Sawed-off Shotgun
  Blast Rifle
  Conventional Autoshotguns:
  Assault Flamer
  15mm Autoshotgun
  Flame Rifle
  20mm Autoshotgun
  Assault Stunner
  Stun Rifle
  Assault Disruptor
  Disruptor Rifle
  Assault Struptorgun
  Struptorgun Rifle
  67
  
  OX-39
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  OX-39
  40-42
  0
  0
  0
  0
  2
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  40-42
  43-45
  0
  0
  0
  2
  2
  2
  0
  0
  0
  0
  0
  0
  2
  0
  0
  0
  0
  0
  0
  0
  43-45
  46=48'
  0
  0
  1
  2
  2
  2'
  2'
  0
  (f
  ()
  0
  0
  3
  2
  {j'
  0
  ()
  0
  '0
  "0
  46=48
  49-51
  0
  1
  2
  2
  2
  2
  2
  2
  0
  0
  0
  2
  3
  3
  2
  0
  0
  0
  2
  0
  49-51
  52-54
  1
  1
  2
  2
  2
  2
  2
  2
  0
  0
  1
  2
  4
  3
  3
  2
  0
  0
  3
  2
  52-54
  55-57
  1
  1
  2
  2
  2
  2
  2
  2
  0
  1
  2
  2
  4
  4
  3
  2
  0
  1
  4
  3
  55-57
  58-60
  1
  2
  2
  3
  2
  2
  2
  3
  1
  1
  2
  3
  4
  4
  4
  3
  1
  1
  5A
  4
  58-60
  61=63
  1
  2
  3
  3'
  2
  2
  3
  :3
  f' 2'
  :3 "3
  ""'s'
  5
  4
  ~r'v,
  1
  2' 'SA
  5
  61=63
  64-66
  1
  2
  3
  3
  2
  3
  3
  3
  2
  2
  3
  3
  5
  5
  5
  5
  2
  2
  6A
  6A
  64-66
  67-69
  1
  3
  4
  3
  3
  3
  3
  4
  2
  3
  4
  3
  5
  6
  5
  5A
  2
  2
  6A
  6A
  67-69
  70-72
  2
  3
  4
  4
  3
  3
  4
  4
  2
  3
  4
  4A
  6
  6
  6
  6A
  2
  3
  6B
  6A
  70-72
  73-75
  2
  4
  4
  4A
  3
  4
  4
  5A
  3
  4
  4
  4A
  6
  6
  6A
  6A
  2
  3
  6B
  7A
  73-75
  76=78
  2
  4
  4
  5A
  4
  4
  5
  5A
  3
  4
  4A
  SA
  6
  7
  6A
  7A
  3
  4A
  78
  19
  76~7a
  79-81
  2
  4
  5A
  5A
  4
  5
  5A
  6A
  3
  4
  5A
  5A
  6
  7
  7A
  7A
  3
  5A
  7B
  78
  79-81
  82-84
  2
  4
  5A
  5B
  5
  5
  6A
  6B
  4
  4
  5A
  68
  7
  7A
  7A
  7B
  4A
  6A
  8C
  88
  82-84
  85-87
  3
  5
  5A
  6B
  5
  6
  6A
  7B
  4
  5A
  6B
  68
  7
  7A
  7B
  7B
  5A
  6B
  9C
  8C
  85-87
  88-90
  3
  5A
  6A
  6B
  5
  6
  7A
  7B
  4
  6A
  6B
  7B
  7
  8A
  8B
  8B
  6B
  78
  10C
  8C
  88-90
  106-108
  109-111
  112-114
  115-117
  118-120
  6
  9A
  9A
  10B
  6
  9A
  10A 11B
  7
  10A 10A 12B
  7A
  10A 11A 13B
  10A 12B
  11A 13B
  12B 14B
  13B 16C
  14B
  18C
  7A
  8A
  9B
  10B
  8A
  9A
  10B
  11B
  8A
  9A
  10B
  11C
  9A
  10B
  11B 12C
  10A 11B
  12B
  13C
  12B
  13C
  15C 160
  140 180
  22E
  21E
  109-111
  13C
  14C 170 180
  160 200
  23E
  23E
  112-114
  14C 160 190 200
  180 220
  24E
  25E
  115-117
  150 180 210
  22E
  200 240
  25E
  27E
  118-120
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  432
  1
  Note: All Criticals are Puncture.
  Note: For Autofire/Burst fire against 1target all Puncture crits become Shrapnel crits, and concussion hits are increased by 50% (round up).
  01-0X=Failure (Consult Master Weapons Chart, pp65-67, for actual failure range). If Failure is rolled, roll 1010: 01-05: weapon malfunction, roll
  on Weapon Malfunction Chart. (pg 63); 6-10: weapon fumble, roll on Weapon Fumble Table (pp 95-96)
  F= 'E' Puncture Critical +'A' Impact Critical
  G= 'E' Puncture Critical +'B' Impact Critical
  68
  H= 'E' Puncture Critical +'C' Impact Critical
  
  OX-30
  0
  0
  ~O
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  OX-30
  31-33
  0
  0
  0
  ()
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  1
  31~33
  34-36
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  0
  0
  2
  1
  34-36
  37-39
  0
  0
  0
  0
  0
  0
  0
  1
  0
  0
  0
  0
  0
  0
  0
  1
  0
  1
  2
  2
  37-39
  40-42
  0
  0
  0
  1
  0
  0
  0
  1
  0
  0
  0
  1
  0
  0
  0
  1
  0
  1
  2
  3
  40-42
  43-45
  0
  0
  0
  1
  0
  0
  0
  1
  0
  0
  0
  1
  0
  0
  0
  2
  0
  2
  3
  3
  43-45
  46-48
  0
  0
  0
  1
  0
  0
  0
  2
  0
  0
  0
  1
  0
  0
  1
  3
  1
  2
  3
  4
  46-48
  49-51
  0
  0
  0
  2
  0
  '0
  1
  3
  0
  0
  0
  2
  0
  0
  1
  3
  1
  2
  4
  4
  49-51
  52-54
  0
  0
  1
  2
  0
  0
  1
  4
  0
  0
  1
  2
  0
  0
  2
  4
  2
  3
  4a
  5
  52-54
  55-57
  0
  0
  1
  2
  0
  0
  2
  4
  0
  0
  1
  2
  0
  0
  3
  4
  2
  3
  5a
  5a
  55-57
  58-60
  0
  0
  2
  3
  0
  0
  3
  5
  0
  0
  2
  3
  0
  0
  3
  5
  2
  4
  5a
  6a
  58-60
  61-63
  0
  0
  2
  3
  0
  0
  4
  5
  0
  0
  2
  3
  0
  1
  4
  5
  3
  4
  6a
  6a
  61-63
  64-66
  0
  0
  2
  3a
  0
  1
  4
  6a
  0
  0
  2
  3a
  0
  2
  4
  6a
  3
  5
  6a
  7a
  64-66
  67-69
  0
  1
  3
  4a
  0
  2
  5
  6a
  0
  1
  3
  4a
  0
  3
  5
  6a
  4
  5a
  7a
  7a
  67-69
  70-72
  0
  2
  3
  4a
  0
  3
  5
  7a
  0
  2
  3
  4a
  0
  3
  5
  7a
  4
  6a
  7a
  8a
  70-72
  73..75
  0
  2
  3a
  5a
  0
  3
  6a
  7a
  0
  2
  3a
  5a
  1
  4
  6a
  7a
  5
  6a
  8b
  9a
  73-75
  76-78
  0
  2
  4a
  5a
  1
  4
  6a
  8a
  d
  2
  4a
  5a
  2
  4
  6a
  8a
  5
  7a
  9b
  10b
  76-78
  79-81
  0
  3
  4a
  6b
  2
  4
  7a
  8b
  0
  3
  4a
  6b
  3
  5
  7a
  9b
  6a
  7a
  10b
  11b
  79-81
  82-84
  0
  3a
  5a
  6b
  3
  5a
  7a
  9b
  0
  3a
  5a
  6b
  4
  6a
  8a
  10b
  6a
  8b
  11b 12b
  82-84
  85-87
  0
  4a
  5b
  7b
  4
  6a
  8b
  10b
  0
  4a
  5b
  7b
  5
  7a
  9b
  11b
  7a
  9b
  12b
  13b
  85-87
  88-90
  0
  4a
  6b
  8b
  5
  7a
  9b
  11b
  0
  4a
  6b
  8b
  6
  8a
  10b
  12b
  91-93
  1
  5a
  6b
  9b
  12b
  1
  5a
  6b
  9b
  94-96
  1
  5a
  7b
  10b
  7
  9a
  11b
  13b
  1
  5a
  7b
  10b
  8
  10a
  12b
  14b
  12b
  14b
  17b
  18b
  94-96
  97-99
  2
  6b
  7b
  11b
  8
  10b
  12b
  14b
  2
  6b
  7b
  11b
  9
  11b
  13b
  15b
  14b
  16b
  19b
  21b
  97-99
  100-102
  2
  6b
  8b
  12b
  9
  11b
  13b
  15b
  2
  6b
  8b
  12b
  10
  12b
  14b
  16b
  16b
  18b
  21b
  24b
  100-102
  103-105
  3
  7b
  8b
  13b
  10
  12b
  14b
  16b
  3
  7b
  8b
  13b
  11
  13b
  16b
  18b
  18b
  20b
  23b
  27b
  103-105
  "'y.,_. ;·~'.'-"'\..'>:'X -.-,,_
  9b
  14b
  11
  13b 1
  18b
  3
  7b
  14b
  12
  1 b
  20b
  23A 25A
  OA
  106-108
  10b
  15b
  12
  14b
  18b
  20b
  4
  8b
  10b
  15b
  13
  20b
  22b
  26A 27A 338
  109-111
  11b
  16b
  13
  15b
  20b
  22b
  4
  8b
  11b
  16b
  14
  22b
  24A 29A 308 368
  112-114
  12b
  17A
  14
  16b
  22b
  24A
  5
  9b
  12b
  17A
  15
  24b
  27A 328 338 398
  115-117
  13A 18A
  15
  17b 24A 26A
  5
  9b
  13A 18A
  16
  26A
  308 358 368 428
  118-120
  121-123
  6a
  10b
  8A
  1
  1
  a
  124-126
  7a
  11b
  28A 30A
  12b 19A 24A
  18b
  22A 30A 328
  348 398
  42C
  48C
  124-126
  127-129
  8a
  12b
  23A
  30A 328
  14b
  22A 27A
  19b
  24A 328 348
  368
  41C
  45C 500
  127-129
  130-132
  9b
  13b
  25A 328 348
  16A 25A 308
  20A 26A 348 368
  38C
  43C 480 530
  130-132
  133-135
  10A 14A
  27A 348 368
  18A 288 338
  21A 28A 368 388
  400 450 510 560
  133-135
  136-138
  11A 16A 25A 308
  21A 29A 368 388
  12A 21A 318 368
  23A 318 38
  41C
  420 470 530 580
  136-138
  139-141
  12A 18A 27A 328
  22A
  31 8 388
  42C
  14A 24A 348
  398
  258
  348 428
  44C
  440 490 550
  60E
  139-141
  142-144
  13A 20A 298 348
  238
  338
  40C
  44C
  16A 288 378
  42C
  278 378
  44C 470
  460 510
  57E
  62E
  142-144
  145-147
  14A 228
  318 368
  248
  35C
  43C 470
  188 318
  40C
  45C
  30C
  40C 470 500
  480
  53E
  59E
  64E
  145-147
  148-150
  15A 248
  338
  388
  25C
  37C 460 500
  208
  34C
  43C
  48C
  330 430 500 530
  50E
  55E
  61E
  66E
  148-150
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  ,7
  6
  5
  4
  3
  2
  1
  01·0X=Failure (Consult Master Weapons Chart, pp65-67, for actual failure range). If Failure is rolled, roll 1010: 01-05: weapon malfunction, roll
  on Weapon Malfunction Chart (pg 63); 6-10: weapon fumble, roll on Weapon Fumble Table (pp 95-96).
  NA =not applicable
  a='A' Puncture or Slash Critical Strike (type depends on ammo used).
  b='8' Puncture or Slash Critical Strike (type depends on ammo used).
  A, 8, C, 0, E = Shrapnel Critical Strikes.
  * -
  Special Ammo with these Maximum Result levels include: Super-teflon coated shot versus ATs 5-8 and lrulon coated shot versus ATs 9-20.
  The GM may also wish to include other special ammo (e.g., "high-powered" shell, armored piercing shot, etc.).
  69
  
  03-30
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  ..03-30
  31-33
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  1
  31-33
  34-36
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  1
  34-36
  37-39
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  0
  0
  1
  1
  37-39
  40-42
  0
  0
  0
  0
  0
  0
  0
  1
  0
  0
  0
  1
  0
  0
  0
  1
  0
  1
  1
  2
  40-42
  43-45
  0
  0
  0
  1
  0
  0
  0
  0
  0
  0
  1
  2
  43:45
  46-48
  0
  0
  0
  1
  0
  0
  0
  1
  0
  0
  0
  1
  0
  0
  2
  0
  1
  2
  2A
  46-48
  49-51
  0
  0
  0
  1
  0
  0
  1
  1
  0
  0
  1
  1
  0
  0
  2
  1
  1
  2
  3A
  49-51
  52-54
  0
  0
  0
  1
  0
  0
  1
  1
  0
  0
  1
  1
  0
  0
  2
  1
  2
  2
  3A
  52-54
  55-57
  0
  0
  1
  2
  0
  0
  1
  2
  0
  0
  1
  2
  0
  0
  3A
  1
  2
  3
  3A
  55-57
  58-60
  0
  0
  1
  2~
  0
  0
  1
  2
  0
  0
  1
  2
  0
  0
  3A
  1
  2
  3A
  4A
  58-60
  61-63
  0
  0
  1
  2
  0
  0
  1
  2
  0
  0
  1
  2
  0
  0
  3A
  1
  2A
  3A
  4A
  61-63
  64-66
  0
  0
  1
  2
  0
  0
  2
  3
  0
  0
  1
  3
  0
  1
  4A
  1
  3A
  4A
  4A
  64-66
  67-69
  0
  0
  1
  2
  0
  1
  2
  3
  0
  0
  2
  3
  0
  1
  4A
  2
  3A
  4A
  5A
  67-69
  70-72
  0
  1
  1
  3
  0
  1
  2
  3
  0
  1
  2
  3A
  0
  1
  5A
  2A
  3A
  4A
  5A
  70-72
  73:75
  0
  1
  1
  3A
  1
  1
  2
  4
  0
  1
  2
  4A
  1
  2
  5A
  .2A
  4A
  5A.
  5A
  73-75
  76-78
  0
  1
  2
  3A
  1
  1
  3
  4
  0
  1
  3
  4A
  1
  2
  5A
  2A
  4A
  5A
  6A
  76-78
  79-81
  0
  1
  2
  3A
  1
  1
  3
  4A
  0
  1
  3
  5A
  1
  2
  5A
  2A
  4A
  5A
  6A
  79-81
  82-84
  0
  1
  2
  3A
  1
  2
  3
  4A
  1
  1
  4
  5A
  1
  3
  6A
  3A
  5A
  6A
  6A
  82-84
  85-87
  0
  1
  2
  3A
  1
  2
  3
  4A
  1
  1
  4A
  5A
  2
  3
  6A
  3A
  5A
  6A
  7A
  85-87
  4
  4A
  1
  2
  4A
  A
  2
  A
  6A
  3A
  7
  8 -
  4
  1
  2
  4A
  1
  2
  4A
  1
  2A
  4A
  2
  3A
  5A
  2A
  3A
  5A
  68
  2A
  3A
  68
  88
  48
  88
  98
  6C
  8C
  58
  58
  2A
  3A
  78
  88
  48
  98
  9C
  6C
  9C
  58
  68
  2A
  48
  78
  9C
  58
  9C
  10C
  7C
  9C
  68
  6C
  3A
  48
  8C
  9C
  58
  10C
  10C
  7C
  10C
  68
  6C
  3A
  48
  8C
  10C
  5C
  10C
  11C
  8C
  100
  68
  6C
  38
  48
  4C
  10C
  6C
  7C
  11C
  11C
  80
  110 110 120
  121-123
  6C
  7C
  38
  58
  9C
  110
  6C
  8C
  11C 120
  90
  110" 120 120
  1~·1-126
  7C
  80
  48
  5C
  10C 110
  6C
  8C
  120 120
  90
  120 120 130
  127-129
  7C
  90
  4C
  6C
  100 120
  7C
  90
  120 130
  100 120 130 140
  130-132
  8C
  100
  5C
  7C ,110 120
  80
  90
  130 140
  110
  13E
  13E
  15E
  133-135
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  432
  1
  Note:Hits shown on chart are multiplied xthe Mk
  number of the grenade. Critical type is deter-
  mined by the type of Grenade (see pg 12).
  01-02 =Failure. If Failure is rolled, roll 101 0:
  01-05: Grenade malfunction, roll on Weapon
  Malfunction Chart (pg 63); 6-10: fumble, rol on
  Weapon Fumble Table (pp 95-96).
  MODIFIERS:
  + 5: per Mk# of explosive
  +40: ground zero
  +30: 2nd blast radii
  +20: 3rd blast radii
  +10: 4th blast radii
  70
  +35: if "touching" target when it explodes
  -x: Defender's cover bonus
  -y: Defender's armor quality bonus
  -z: Defender's applicable miscellaneous bonuses
  - Shield Projectile D8 vs Shrapnel & General Purpose Grenades
  -Shield Energy D8 vs Concussion & Plasma Grenades
  
  OX-45
  0
  0
  0
  0
  0
  0
  0
  OX-45
  46-48
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  0
  46-48
  49-51
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  2
  1
  49-51
  52-54
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  2
  2
  52-54
  55-57
  0
  0
  1
  0
  0
  0
  1
  0
  0
  0
  1
  0
  1
  3A
  2
  55-57
  58-60
  0
  1
  2
  0
  0
  1
  2
  0
  0
  1
  2
  0
  2
  3A
  3
  58-60
  61-63
  0
  0
  2
  2
  0
  0
  2
  2
  0
  0
  2
  2
  0
  2
  2
  3A
  3A
  61-63
  64-66
  0
  0
  2
  3A
  0
  0
  2
  3A
  0
  0
  2
  3A
  0
  2
  3A
  4A
  3A
  64-66
  67-69
  0
  0
  3A
  3A
  0
  0
  3A
  3A
  0
  0
  3A
  3A
  0
  3A
  3A
  4A
  3A
  67-69
  70-72
  0
  0
  3A
  3A
  0
  1
  3A
  3A
  0
  0
  3A
  3A
  0
  3A
  3A
  4B
  4A
  70-72
  73-75
  0
  3A
  4A
  0
  2
  3A
  4A
  0
  1
  3A
  4A
  0
  3A
  4A
  5B
  4B
  73-75
  76-78
  0
  0
  4A
  4A
  0
  3A
  4A
  4A
  0
  2
  4A
  4A
  2
  4A
  4B
  5B
  5B
  76-78
  79-81
  0
  1
  4A
  4A
  2
  3A
  4A
  5A
  0
  3A
  4A
  4A
  3A
  4B
  5B
  6B
  5B
  79-81
  82-84
  0
  2
  4A
  5A
  3A
  4A
  4A
  5B
  0
  3A
  4A
  5A
  3A
  5B
  5B
  6B
  6C
  82-84
  85-87
  0
  3A
  5A
  5B
  3A
  4A
  5B
  5B
  2
  4A
  5A
  5B
  4A
  5B
  6C
  6C
  6C
  85-87
  5B
  4A
  5A
  5B
  6B
  3A
  4A
  5B
  5B
  4B
  6C
  6C
  7C
  7C
  88-90
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  432
  1
  Note: All Criticals are Heat.
  01-0X =Failure (Consult Master Weapons Chart, pp 65-67 for actual failure range). If Failure is rolled, roll 1D1 0: 01-06: charge depleted; 07-09:
  weapon malfunction, roll on Weapon Malfunction Chart (pg 63); 10: weapon fumble, roll on Weapon Fumble Table (pp 95-96).
  F='E' Heat Critical + 'A' Puncture Critical
  G='E' Heat Critical + 'B' Puncture Critical
  H='E' Heat Critical + 'C' Puncture Critical
  71
  
  .9)(:60.
  0
  0
  9)(-()9
  61-63
  2
  3
  0
  0
  2
  3
  4
  4
  1
  2
  3
  4
  61-63
  64-66
  2
  3
  0
  0
  2
  3
  4
  4
  2
  3
  4
  5
  64-66
  67-69
  3A
  3A
  0
  1
  3A
  4A
  5A
  5A
  3A
  4A
  5A
  6A
  67-69
  70-72
  3A
  4A
  0
  2
  3A
  4A
  5A
  6A
  4A
  5A
  6A
  7A
  70-72
  73-75
  4A
  4A
  0
  4A
  5A
  6A
  7A
  5A
  6A
  ZA
  8A
  73-75
  76-78
  48
  58
  1
  48
  58
  68
  88
  68
  78
  88
  98
  76-78
  79-81
  5A
  5A
  2
  5A
  6A
  7A
  9A
  7A
  8A
  9A
  10A
  79-81
  82-84
  58
  68
  3
  68
  78
  88
  108
  88
  98
  108 11B
  82-84
  85-87
  6A
  7A
  4
  7A
  8A
  9A
  11A
  9A
  10A 11A 12A
  85-87
  88-90
  7C
  8C
  5
  8C
  9C
  10C 12C
  88-90
  9C
  6
  7
  8A
  9A
  8A
  10A 11A
  11A 13A 14A 16A
  14A 15A 17A 18A
  7
  8A
  9A
  108
  90
  120 130
  130 150 160 180
  160 170 190 200
  8A
  9A
  10A 11A
  118 148 158 178
  158 178 188 208
  188 198 218 22B
  9A
  10A 118 128
  130 160 170 190
  10A 118
  170 190 200 220
  200 210 230 240
  ft••Wllli.•li
  106-108
  11A 12A 13C
  15C 18E 19C 21E
  11A 128 14A 170
  19C 21E 22C 24E
  22C 23E 25C 26E
  109-111
  11A 12A 138 14A
  17E 20C 21E 23C
  12A 14A 16C 19C
  21E 23C 24E 26C
  24E 25C 27E 28C
  112-114
  12A 138 14C 16C
  19E 22E 23E
  25E
  138 16C 18C 210
  23E
  25E 26E 28E
  26E
  27E
  29E 30E
  115-117
  13A 14A 158 188
  210 240 250 270
  14A 188 208 238
  250 270 280 300
  280 290 310 330
  118-120
  148 158 16C 20C
  23F 26F
  27F
  29F
  158 20C 220 25E
  27F
  29F 30F 34F
  30F 31F 33F 36F
  17A 220
  25A 28F 29A 32F
  24A 27E
  29A 32F 32A 36F
  32A
  39F
  124-126
  168 17A 19C 24A
  27F 30A 31F 35A
  260 29A
  31F 34A 35F 39A
  34F
  42A
  127-129
  178 18C 210 260
  29F 32F 33F 38F
  28E
  31F
  33F 36F 38F 42F
  36F
  45F
  130-132
  18A 198 238 288
  318 348 358 418
  308 338
  358 388 418 458
  388 41B 458 48B
  133-135
  19C 200 250 30E
  33G 36G 38G 44G
  48G
  40G 44G 48G 516
  20C 220 27E 32E
  35G 38G 416 47G
  34F 38F
  39G
  51G
  426 47G 516 546
  218 24C 29C 34C
  37C 40C 44C 50C
  36C 41C
  41C 44C 50C 54C
  44C 50C 54C 57C
  220 26E 31E 36F
  39H 42H 47H 53H
  36F 39F 44G
  43H 47H 53H 57H
  47H 53H 57H 60H
  23C 280 330 380
  410 450 500 560
  380 420 470
  450 500 560 600
  500 560 600 630
  30E
  40F
  43H 48H 53H 59H
  40F 45G 50G
  48H 53H 59H 63H
  53H 59H 63H 66H
  20
  19
  18
  17
  1&
  15
  14
  13
  12
  11
  10
  9
  8
  7
  &
  5
  432
  1
  Note: All Criticals are Heat.
  01·0X=Failure (Consult Master Weapons Chart, pp 65-67 for actual failure range). If Failure is rolled, roll 1010: 01-06: charge depleted; 07-09:
  weapon malfunction, roll on Weapon Malfunction Chart (pg 63); 10: weapon fumble, roll on Weapon Fumble Table (pp 95-96).
  F='E' Heat Critical +'A' Radiation Critical
  G=tE' Heat Critical +'B' Radiation Critical
  H='E' Heat Critical + 'C! Radiation Critical:
  72
  
  0
  0
  0
  0
  .. ,0 ... " .OK:30
  0
  0
  0
  0
  ·0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  31-33
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  34-36
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  0
  37-39
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  2
  0
  40-42
  9
  0
  Q
  0
  0
  0
  0
  ........ 9
  0
  3
  0
  43·45
  46·48
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  4
  1
  46-48
  49-51
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  4A
  2
  49-51
  52-54
  0
  0
  0
  1
  0
  0
  0
  1
  0
  0
  0
  1
  0
  0
  1
  1
  1
  2
  5A
  3
  52-54
  55-57
  0
  0
  0
  2
  0
  0
  0
  2
  0
  0
  0
  2
  0
  0
  1
  2
  2
  3
  5A
  4A
  55-57
  58-()0
  0
  w.O.
  ..1
  .. ,31\... ,.. 0
  41\. .61\.,... .SA..." ....Q~:§Q
  61-63
  0
  0
  2
  4A
  0
  0
  2
  4A
  0
  0
  2
  4A
  0
  1
  2
  4A
  4A
  4A
  6A
  5A
  61-63
  64-66
  0
  1
  2A
  4A
  0
  1
  3A
  4A
  0
  1
  2A
  4A
  0
  2
  3A
  4A
  4A
  5A
  7A
  6A
  64-66
  67-69
  0
  2
  2A
  5A
  0
  2
  3A
  5A
  0
  2
  3A
  5A
  1
  2
  3A
  5A
  5A
  5A
  7A
  6A
  67-69
  70·72
  0
  2A
  3A
  5A
  1
  2A
  4A
  5A
  0
  2A
  3A
  5A
  1
  3A
  4A
  5A
  5A
  6A
  8A
  7A
  70-72
  73:75, ..
  0
  .2A. ,..3A
  6A
  1
  .. ,3A
  AA .. 6A.
  J.w. 2A
  4A ,.6A.
  .2
  .3A
  4A
  6A
  .()A
  6A
  .~A
  ZA
  ... Z3:7Q
  76-78
  1
  2A
  4A
  6A
  2
  3A
  5A
  6A
  1
  3A
  4A
  6A
  2
  4A
  5A
  6A
  6A
  7A
  9B
  8A
  76-78
  79-81
  1
  3A
  4A
  7A
  2
  4A
  5A
  7A
  2
  3A
  5A
  7A
  3
  4A
  5A
  7A
  7A
  7A
  9B
  8A
  79-81
  82-84
  2
  3A
  5A
  7A
  3
  4A
  6A
  7A
  2
  4A
  5A
  7A
  3
  5A
  6A
  7A
  7A
  8A
  10B
  9B
  82-84
  85-87
  2
  4A
  5A
  8B
  3
  5A
  6A
  8A
  3
  4A
  6A
  8A
  4
  5A
  6A
  8A
  8A
  8B
  10B
  9B
  85·87
  88-90
  3A
  4A
  6B
  8B
  4A
  5A
  7A
  8A
  3A
  5A
  6A
  8A
  4A
  6A
  7A
  8A
  8B
  9B
  11B 10B
  88-90
  16C
  17C 190
  15B 17C
  o 280
  17C 19C 210
  18C 200
  16B 18C 19C 250
  280 300 35E
  18C 200 230
  16C 190 210
  17B 19C 210 270
  300
  32E
  37E
  14B 19C 210 250
  17C 200 220
  18B 21C 230 290
  32E
  34E
  39E
  15C 200 220 270
  180 210 230
  19C 220 250 310
  34E
  36E
  41E
  136-138
  11C 140 190 24E
  16C 210 230
  29E
  14C 190 220
  25E
  20C 230 270 33E
  36E
  38E
  43E
  39E
  136-138
  139-141
  12C 150 200
  25E
  17C 220 250
  31E
  15C 200 230
  27E
  21C 240 290
  35E
  38E
  40E
  45E
  41E
  139-141
  142-144
  13C 160 21E
  26E
  18C 230
  27E
  33E
  16C 210
  24E
  29E
  22C 250
  31E 37E
  40E
  42E
  47E
  43E
  142-144
  145-147
  14C 170 22E
  27E
  19C 240· 29E
  35E
  17C 220
  25E
  31E
  23C 270
  33E
  39E
  42E
  44E
  49E
  45E
  145-147
  148-150
  150
  18E
  23E
  28E
  200 25E31E
  37E
  180 23E
  27E
  33E
  240 29E
  35E
  41E
  44E
  46E
  51E
  47E
  148-150
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  432
  1
  01-0X =Failure (ConSUlt Master Weapons Chart, pp 65-67 for actual failure range). If Failure is rolled, roll 1010: 01-07: charge depleted; 07-09:
  weapon malfunction, roll on Weapon Malfunction Chart(pg 63); 10: weapon fumble, roll on Weapon Fumble Table(pp 95-96).
  A='A' Heat critical.
  B= 'B' Heat critical the first round struck and an 'A' the following round.
  0= '0' Heat critical the first round struck and a'B' the following round.
  C= 'c' Heat critical the first round struck and an 'A' the following round.
  E= 'E' Heat critical the first round struck and a'c' the following round.
  73
  
  15.7 STUNNER / DISRUPTOR ATTACK TABLE
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  01-oX
  F
  F
  F
  F
  F
  F
  F
  F
  F
  f
  F
  F
  F
  E
  F
  E -t
  F
  F
  E
  01-0X
  ..QX:3.O
  0
  0__0
  0
  0
  _0_9
  JL
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0_Q~3!l_
  31-33
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  31-33
  34-36
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  2
  34-36
  37-39
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  2
  37-39
  40-42
  0
  0
  0
  1
  0
  0
  0
  1
  0
  0
  0
  1
  0
  0
  0
  1
  0
  1
  2
  3
  40-42
  ~
  0
  0
  0
  1
  _0
  0
  0
  1
  0
  0
  0
  1
  0__0_0---.1.....-
  0
  1 _2
  3__4_3-45
  46-48
  0
  0
  0
  1
  0
  0
  0
  1
  0
  0
  0
  1
  0
  0
  0
  1
  0
  1
  3
  4
  46-48
  49-51
  0
  0
  0
  2
  0
  0
  0
  2
  0
  0
  0
  2
  0
  0
  0
  2
  0
  2
  3A
  4
  49-51
  52-54
  0
  0
  0
  2
  0
  0
  1
  2
  0
  0
  0
  2
  0
  0
  1
  2
  1
  2
  4A
  5
  52-54
  55-57
  0
  0
  0
  3
  0
  0
  1
  3
  0
  0
  1
  3
  0
  0
  1
  3
  1
  2
  4A
  5A
  55-57
  58-60
  0 _0_ 1
  L.-
  0
  II
  2
  ~
  Q
  0
  1 -
  3
  0
  .J
  2
  3_
  1
  3
  5A
  6A
  58-60
  61-63
  0
  0
  1
  4
  0
  1
  2
  4
  0
  0
  2
  4
  0
  1
  2
  4A
  2
  3
  5A
  6A
  61-63
  64-66
  0
  0
  2
  4
  0
  1
  3
  4
  0
  1
  2
  4
  0
  2
  3
  4A
  2
  3
  6A
  7A
  64-66
  67-69
  0
  1
  2
  5
  0
  2
  3
  5A
  0
  1
  3
  5
  1
  2
  3
  5A
  2
  4A
  6A
  7A
  67-69
  70-72
  0
  1
  3
  5
  1
  2
  4
  5A
  0
  2
  3
  5
  1
  3
  4A
  5A
  3
  4A
  7A
  8A
  70-72
  73-75
  0
  2
  3
  L
  1
  3
  4
  6A
  1
  2
  4
  M--
  .L .-1-_~ 6A
  3
  -AA
  7fL 8~__Z.3-75_
  76-78
  1
  2
  4
  6
  2
  3
  5A
  6A
  1
  3
  4
  6A
  2
  4
  5A
  6A
  3
  5A
  8A
  98
  76-78
  79-81
  1
  3
  4
  7A
  2
  4
  5A
  7A
  2
  3
  5
  7A
  3
  4
  5A
  7A
  4A
  5A
  8A
  98
  79-81
  82-84
  2
  3
  5
  7A
  3
  4
  6A
  7A
  2
  4
  5A
  7A
  3
  5
  6A
  78
  4A
  5A
  98
  108
  82-84
  85-87
  2
  4
  5A
  8A
  3
  5
  6A
  8A
  3
  4
  6A
  8A
  4
  5
  6A
  88
  4A
  6A
  98
  108
  85-87
  88-90
  3
  4
  6A
  8A
  4
  5
  7A
  88
  3
  5
  6A
  8A
  4
  6
  7A
  88
  5A
  6A
  118 108
  88-90
  "SA
  9A
  Maximum Resuillor MARK 1 Weapon
  91-93
  3
  5
  4
  6
  8A
  98
  4
  5
  7A
  9A
  5
  7A
  88
  98
  6A
  7A
  118
  13C
  91-93
  94-96
  4
  5
  7A
  10A
  5
  7A
  9A
  108
  4
  6
  8A
  lOA
  6
  8A
  98
  10C
  7A
  8A
  12C
  15C
  94-96
  97-99
  4
  6
  7A
  11A
  5
  8.A
  108 118
  5
  6
  9A
  118
  7
  9A
  108 l1C
  8A
  98
  13C 170
  97-99
  100-102
  5
  6
  8A
  12A
  6
  9A
  118 12C
  5
  7A
  108 128
  8
  108
  11 C 12C
  9A
  108 150 190
  100-102
  ..!93-105
  5
  7
  8A
  138
  6A
  108 128 13C
  6
  8A
  118 138
  9A
  118
  12C 130
  108 118 170 210
  103-105
  971148
  Maximum Resuillor MARK 2 Weapon (Marl< 1 vs. RM AT's 5-20).~
  ,.,."..,.,.,...,.,." =
  106-108
  6
  7
  7A
  118
  13C 14C
  6
  9A
  128
  148
  lOA 128
  13C 140
  118 138 190 230
  106-108
  109·111
  6
  8
  lOA 158
  7A
  128
  14C 150
  7A
  lOA 138
  15C
  11A 138
  14C 150
  128 158 210 250
  109-111
  112-114
  7
  8A
  l1A
  168
  8A
  138
  15C 160
  7A
  118
  14C
  16C
  12A 148 150 170
  138
  17C 230
  27E
  112-114
  115-117
  7
  9A
  128
  17C
  9A
  148 160 170
  8A
  128
  15C
  17C
  13A 15C 160 190
  158
  19C
  25E
  29E
  115-117
  118-120
  8
  9A
  138 18C
  10A 15C 170 180
  8A
  138
  16C
  18C
  148
  16C 170 210
  JIC
  21C
  27E
  31E
  118-120
  19C
  Maximum ResuH lor MARK 3 Weapon (Marl< 2 vs~ AT's 5-20)~ ~.
  29E
  33E
  121-123
  121-123
  8
  10A 148
  11A 16C 180 190
  9A
  148
  17C 190
  158
  17C 180
  23E
  19C
  23C
  124-126
  9A
  108 158
  20C
  128
  17C 190
  21E
  108
  15C
  18C 200
  168 180 190
  25E
  21C
  25C
  31E
  35E
  124-126
  127-129
  9A
  118 168 210
  138 180 200
  23E
  118
  16C 190 210
  17C 190
  21E
  27E
  23C 270
  33E
  37E
  127-129
  130-132
  10A 128
  17C 220
  14C 190
  21E
  25E
  128
  17C 200
  22E
  18C 210
  23E
  29E
  25C 290
  35E
  39E
  130·132
  133-135
  10A 138
  18C 230
  15C 200
  22E
  27E
  138
  18C 210
  23E
  19C 220
  25E
  31E
  270 310
  37E
  41E
  133-135
  Maximum ResuH lor MARK 4 Weapon (Marl< 3vs. RM AT's 5-20)
  136-138
  11A 148
  19C 240
  16C 210
  23E
  29E
  148
  19C 220
  25E
  20C 230
  27E
  33E
  29033D 39E 43€ 136:138
  139-141
  128
  15C
  20C
  25E
  17C 220
  25E
  31 E
  15C 200
  23E
  27E
  21 C 24E
  29E
  35E
  310
  35E
  41E
  45E
  139-141
  142-144
  138
  16C 210
  26E
  180
  23E
  27E
  33E
  16C 210
  24E
  29E
  220
  25E
  31 E 37E
  330
  37E
  43E
  47E
  142-144
  145-147
  148
  17C 220
  27E
  190
  24E
  29E
  35E
  17C 220
  25E
  31E
  230
  27E
  33E
  39E
  35E
  39E
  45E
  49E
  145-147
  148-150
  158
  18C 230
  28E
  200
  25E
  31 E 37E
  18C 230
  27E
  33E
  240
  29E
  35E
  41E
  37E
  41E
  47E
  51E
  148-150
  Mulmum ResuH lor MARK 5Weapon (Marl< 4 VS. RM AT's 5-20)
  151-153
  HC 200 250
  JOE
  220
  27E
  33E
  39E
  200
  25E
  29E
  35E
  260
  31E
  37E
  43E
  38E
  42E
  48E
  52E
  151-153
  154·156
  19C 220
  27E
  32E
  240
  29E
  35E
  41E
  220
  27E
  31E
  37E
  28E
  33E
  39E
  45E
  39E
  43E
  49E
  53E
  154·156
  157-159
  210 240
  29E
  34E
  261:
  31E
  37E
  43E
  240
  29E
  33E
  39E
  30E
  35E
  41E
  47E
  40E
  44E
  SOE
  54E
  157-159
  160-162
  230
  261:
  31E
  36E
  26E
  33E
  39E
  45E
  26E
  31E
  35E
  41E
  32E
  37E
  43E
  49E
  41E
  45E
  51E
  SSE
  160-162
  163-165
  25E
  28E
  33E
  38E
  JOE
  35E
  41E
  47E
  28E
  33E
  37E
  43E
  34E
  39E
  45E
  51E
  42E
  46E
  52E
  56E
  163-165
  Maximum Resu" for MARK 5 Weapon vs. RM AT's 5-20
  20
  19
  16
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  Nole: All Crilicals are Stun for Slunners and Internal Disruption for Oisruplor
  01-0X=Failure (Consult Master Weapons Chart, pp 65-67 for aclual failure range). If Failure is rolled, roll 1010: 01-06: charge depleled; 07-09:
  weapon malfunction, roll on Weapon Malfunction Chart (pg 63); 10; weapon fumble, roll on Weapon Fumble Table (pp 95-96).
  74
  
  OX-18
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  OX-18
  19-21
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  0
  19-21
  22-24
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  2
  0
  22-24
  25-27
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  3A
  2
  25-27
  ,2~,:aQ
  Q
  Q~,wQ""Q ", "g" "g,
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  0
  0
  4A
  2
  28-30
  31-33
  0
  0
  0
  0
  0
  o "'if "'o""if"'o'o
  f'~ "'if'" '0""'1""' '2~"0 "(f' ""4A"3A31'=33
  34-36
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  0
  0
  2
  2A
  0
  0
  5A
  4A
  34-36
  37-39
  0
  0
  0
  0
  0
  0
  0
  1
  0
  0
  0
  2
  0
  1
  2
  3A
  0
  0
  5A
  4A
  37-39
  40-42
  0
  0
  0
  1
  0
  0
  0
  1
  0
  0
  1
  2
  0
  1
  3
  3A
  0
  1
  6A
  5A
  40-42
  43-45
  o
  Jt", 0
  1
  0
  0,
  0,2,
  0 "Q",2
  3A,g"", 2
  3A
  4A
  ,,9,
  2, ,,~It, 5A
  43-45
  '46=48
  0
  0
  0
  2
  0
  0
  1
  2
  0
  1
  2"'3A'
  1
  2'4A""4A'
  0
  'SA
  7868 "'46=48
  49-51
  0
  0
  1
  2
  0
  0
  1
  3
  0
  1
  3
  4A
  1
  3
  4A
  5A
  1
  3A
  78
  68
  49-51
  52-54
  0
  0
  1
  3
  0
  1
  2
  3
  0
  2
  3A
  4A
  2
  3A
  5A
  5A
  2
  4A
  88
  78
  52-54
  55-57
  0
  1
  2
  3
  0
  1
  2
  4
  1
  2
  4A
  5A
  2
  4A
  5A
  6A
  3A
  48
  8C
  78
  55-57
  "Q~,:~Q""Q",t",.,
  g
  4., ,.,t,g, ,.:t "".4~ .",,1 .,'~
  4A
  5A
  3
  4A
  6A
  68
  3A
  58
  9C
  8C
  58-60
  61-63
  1
  2
  3
  4
  1
  2
  3
  5A
  2
  3 "5'\"'6/\
  '3A'SA
  6A"j'if""4A589C'ac" "61'=63
  64-66
  1
  2
  3
  5
  2
  3
  4
  5A
  2
  4A
  5A
  6A
  4A
  5A
  7A
  78
  48
  6C
  10C
  9C
  64-66
  67-69
  2
  3
  4
  5
  2
  3
  4A
  6A
  3
  4A
  6A
  7A
  4A
  6A
  78
  88
  58
  6C
  100
  9C
  67-69
  70-72
  2
  3
  4
  6A
  3
  4
  5A
  6A
  3A
  5A
  6A
  8A
  5A
  6A
  88
  9C
  58
  7C
  110 100
  70-72
  ,1~:?g,.,,,,,.
  ,~
  4 ,~"""g,.,.,
  ~~""""~,,.
  4gA."wl~".,
  4A
  5A
  7A
  98
  5A
  78
  88
  10C
  6C
  8C
  110 100
  73-75
  76-78
  3
  4
  5
  7A
  4
  5A
  6A
  88
  ""4A""6A" 7Alos"'6A""7S"gif"11C' ""6C"""90i20"11'O""'7S:78
  79-81
  4
  5
  6A
  78
  4
  5A
  68
  9B
  5A
  6A
  88
  118
  6A
  88
  10C 12C
  7C
  100 13E 120
  79-81
  82-84
  4
  5A
  6A
  88
  5A
  6A
  78
  10C
  6A
  7A
  98
  128
  78
  88
  l1C 140
  80
  110 14E
  13E
  82-84
  85-87
  5A
  6A
  78
  98
  6A
  78
  88
  llC
  7A
  8A
  108 138
  88
  9C
  12C 150
  90
  12E
  15E 15E
  85-87
  88-90
  6A
  78
  88
  10C
  7A
  88
  9C
  12C
  8A
  98
  118 14C
  98
  10C 13C 160
  10E
  13E
  16E
  17E
  88-90
  35F 38H 41H
  37F
  41H 44H
  39F 44H
  471
  41F
  471
  501
  4
  321
  40F
  44F
  511
  541
  136-138
  42F
  47F
  551
  581
  139-141
  44F 500
  591
  621
  142-144
  47F
  53G
  631
  66J
  145-147
  50G 56G
  67J
  70J
  148-150
  8
  7
  6
  5
  3G
  40F
  44G
  36F
  41G 45G
  32F37G 42G
  46G
  33G 38G 43G 47G--
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  7A
  8A
  lOA 128
  8A
  98
  llC
  14C
  9A
  108 138 16C
  108 12C 140 18E
  llE
  14E
  17E
  19E
  91-93
  8A
  9A
  128 148
  9A
  108 13C
  16C
  lOA 128 158 18C
  12C 14C 160 20E
  12E
  15E
  18E
  21F
  94-96
  9A
  108 148 168
  108 128 15C 18C
  128 148 17C 20C
  14C 16C
  18E
  22F
  14E
  17E
  20F
  23F
  97-99
  108 128 168 188
  128 14C 17C 20C
  148 168 19C 22C
  16C 180 20E
  24F
  16E
  19E
  22F
  25F
  100-102
  118 148 188 20C
  148 16C 19C 220
  168 18C 21C 24C
  18C 200
  22F
  26G
  18E
  21E
  24F
  27F
  103-105
  128 168 208
  22C
  16C 18C 21C 240
  188 20C
  23C 260
  200 220
  24F 28G
  20E
  23E
  26F 200
  106-108
  138 188 22C
  24C
  18C 20C 230 260
  20C
  22C 250 280
  220
  24E
  26G 30G
  22E
  25E 28G 31G
  109-111
  148 19C 24C
  26C
  20C 220 250 280
  22C
  24C 270 300
  240 26E
  28G 32H
  24E
  27F 30G 33G
  112-114
  15C 20C
  26C 280
  22C 240 270
  30E
  24C 260 290
  32E
  26E
  28E
  30G 34H
  26E
  29F 32G 35H
  115-117
  16C 21C 280 300
  230 260
  29E
  32E
  26C 280 31E
  34E
  28E
  30E
  32G 36H
  28E
  31F 34H 37H
  118-120
  H
  34E 36H 40H
  36F
  38H 42H
  34F
  38F 40H 44H
  35F 40G 42H 46H
  91-93
  94-96
  97-99
  100-102
  103-105
  106-108
  109-111
  112-114
  115-117
  118-120
  136-138
  139-141
  142-144
  145-147
  148-150
  Note: Against RolemaslerATs use the normal
  Arms LawTables.
  Note: Critical type is determined by the type of
  Weapon (see pg 66).
  01-0X =Failure/Fumble (Consult Master Weapons Chart, pp 65-67 for actual failure/fumble range).
  For Power Swords and Force Kinives -
  If Failure is rolled, roll 1010: 01-05: charge depleted; 06-08: weapon malfunction, roll on Weapon
  Malfunction Chart (pg 63); 9-10: weapon fumble, roll on Weapon Fumble Table (pp 95-96).
  For Other Melee Weapons -
  Weapon fumble, roll on Weapon Fumble Table (pp 95-96).
  .--------------------------'1
  F::: 'E' Slash and 'A' Heat for Power Swords and Force Knives; 'E' critical for other weapons.
  G::: 'E' Slash and '8' Heat for Power Swords and Force Knives; 'E' critical for other weapons.
  H::: 'E' Slash and 'C' Heat for Power Swords and Force Knives; 'E' critical for other weapons.
  I ::: 'E' Slash and '0' Heat for Power Swords and Force Knives; 'E' critical for other weapons.
  J ='E' Slash and 'E' Heat for Power Swords and Force Knives; 'E' critical for other weapons.
  75
  
  03-30
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  03-30
  31-33
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  31-33
  34-36
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  34-36
  37-39
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  37-39
  40-42
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  1
  40-42
  43-45
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  0
  0
  1
  1
  43-45
  46-48
  0
  0
  0
  0
  0
  0
  0
  1
  0
  0
  0
  0
  0
  0
  1
  1
  0
  1
  2
  2
  46-48
  49-51
  0
  0
  0
  0
  0
  1
  1
  1
  0
  0
  0
  1
  0
  1
  1A
  2
  1
  1
  2
  3
  49-51
  52-54
  0
  0
  0
  1
  0
  1
  1
  2
  0
  0
  1
  1
  1
  1
  2A
  2
  1
  2
  3
  3
  52-54
  55-57
  0
  0
  1
  1
  1
  1
  2
  2
  0
  0
  1
  2
  1
  2
  2A
  3
  2
  2
  4
  4A
  55-57
  58-60
  0
  0
  1
  2
  1
  2
  2
  3
  0
  0
  2
  2
  2
  2
  3A
  4A
  2
  3
  4A
  5A
  58-60
  61-63
  0
  0
  1
  2
  1
  2
  3
  4
  0
  1
  2
  3
  2
  3
  4A
  4A
  3
  4
  5A
  5A
  61-63
  64-66
  0
  0
  2
  3
  2
  3
  3
  4
  0
  1
  3
  3
  3
  3A
  4A
  5A
  3
  4A
  6A
  6A
  64-66
  67-69
  0
  1
  2
  3
  2
  3
  4
  5
  0
  1
  3
  4
  3A
  4A
  5A
  6A
  4
  5A
  6A
  7A
  67-69
  70-72
  0
  1
  3
  4
  3
  4
  5
  5A
  1
  2
  4
  4
  4A
  4A
  5A
  6A
  5A
  5A
  7A
  7A
  70-72
  73-75
  0
  1
  3
  4
  3
  4
  5
  6A
  1
  2
  4
  5A
  4A
  5A
  6A
  7A
  5A
  6A
  8A
  8A
  73-75
  76-78
  0
  2
  4
  5
  4
  5
  6A
  7A
  1
  3
  5
  5A
  5A
  5A
  iA
  8A
  6A
  7A
  8A
  9A
  76-78
  79-81
  1
  2
  4
  5
  4
  5A
  6A
  7A
  2
  3
  5A
  6A
  5A
  6A
  78
  8A
  6A
  7A
  9A
  9A
  79-81
  82-84
  1
  3
  5
  6A
  5A
  6A
  7A
  8A
  2
  4
  6A
  7A
  6A
  7A
  88
  9A
  7A
  8A
  9A
  10A
  82-84
  85-87
  1
  3
  5
  6A
  5A
  6A
  7A
  9A
  3
  4
  6A
  7A
  6A
  7A
  98
  10A
  7A
  9A
  10A 11A
  85-87
  88-90
  2
  4
  5A
  7A
  6A
  7A
  8A
  9A
  3
  5A
  7A
  8A
  7A
  8A
  98
  10A
  8A
  9A
  11A 11A
  88-90
  91-93
  2
  4
  6A
  7A
  6A
  7A
  9A
  10A
  4
  5A
  7A
  8A
  78
  88
  108 118
  9A
  108 118 128
  91-93
  94-96
  2
  5A
  6A
  8A
  7A
  8A
  9A
  10A
  4
  6A
  8A
  9A
  88
  98
  108 128
  9A
  108 128 138
  94-96
  97-99
  3
  5A
  7A
  8A
  7A
  8A
  10A 11A
  5A
  6A
  8A
  9A
  88
  98
  11C 128
  10A 118 138 138
  97-99
  100-102
  3
  5A
  7A
  9A
  8A
  9A
  10A 12A
  5A
  7A
  9A
  10A
  98
  108 12C 138
  10A 128 138 148
  100-102
  103-105
  4A
  6A
  8A
  108
  88
  98
  118 128
  6A
  7A
  98
  108
  98
  108 12C 148
  118 128 148 158
  103-105
  98
  108 118 138
  6A
  8A
  108 118
  10C 11C 13C 14C
  118 13C
  98
  108 128 138
  7A
  8A
  108 118
  10C 11C 13C 15C
  128 13C 15C 16C
  109-111
  108 118 138 148
  7A
  9A
  118 128
  11C 12C 14C 16C
  138 14C 16C 17C
  112-114
  10C 11C 13C 15C
  78
  98
  11C 13C
  11C 13C 15C 16C
  13C 15C 16C 17C
  115-117
  11C 12C 14C 15C
  88
  108 12C 13C
  12C 13C 15C 17C
  14C 15C 17C 18C
  118-120
  13C
  11C 12C 14C 16C
  88
  108 12C 14C
  120 140 160 18C
  180 190
  121-123
  124-126
  6A
  9C
  11C 13C
  12C 13C 15C 17C
  9C
  11C 13C 14C
  130 140 170 180
  15C 170 180 190
  124-126
  127-129
  78
  9C
  11C 140
  120 130 150 170
  9C
  11C 130 150
  130 150 170 190
  150 170 190 200
  127-129
  130-132
  78
  10C 12C 140
  130 140 160 180
  10C 12C 140 150
  140 150 180 200
  160 180 200 210
  130-132
  133-135
  8C
  100 120 150
  130 140 170 180
  100 120 140 160
  140 160 18E 200
  170 180 200 210
  133-135
  136-138
  130 150
  140 150 170 190
  110 130 150 160
  15E
  16E
  19E 21E
  170 19E
  139-141
  130 16E
  14E 15E 18E 20E
  110 130 15E 17E
  15E 17E
  20E
  22E
  18E
  20E
  142-144
  14E 16E
  15E 16E 18E
  20E
  12E 14E 16E 17E
  16E
  17E 20E
  22E
  18E 20E
  145-147
  14E 17E
  15E 16E 19E 21E
  12E
  14E 16E 18E
  16E 18E 21E
  23E
  19E 21E
  15E 18E
  16E 17E 20E
  22E
  13E 15E 17E 19E
  17E 19E 22E
  24E
  20E
  22E
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  Note: All critical results are rolled on the Martial Arts Striking Critical Table.
  Note: 8are hands attacks by non-martial artists are Rank 1attacks.
  01·02 = Failure. Attack lost, no effect.
  76
  
  03-30
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  03-30
  31-33
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  31-33
  34-36
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  34-36
  37-39
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  37-39
  40-42
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  40-42
  43-45
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  43-45
  46-48
  0
  0
  0
  0
  0
  0
  6
  '0
  '6
  0
  6
  (f'
  '0
  0
  0
  0
  0
  0
  0
  0
  46-48
  49-51
  1
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  49-51
  52-54
  1
  1
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  52-54
  55-57
  1A
  1
  0
  0
  1
  0
  0
  0
  0
  .0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  55-57
  58-60
  1A
  1A
  1
  1
  1
  1
  0
  0
  0 ....
  0
  0
  0
  0
  0
  0
  9.
  ,9.
  0
  0
  0
  .58:60 ..,
  61-63
  1A.
  1A
  fA
  '1
  1A
  1
  0
  0
  1
  0
  0
  0
  1
  0
  0
  0
  0
  0
  0
  0
  61-63
  64-66
  1A
  1A
  1A
  1A
  1A
  1A
  1
  0
  1
  1
  0
  0
  1
  0
  0
  0
  0
  0
  0
  0
  64-66
  67-69
  1A
  1A
  1A
  1A
  1A
  1A
  1
  1
  1A
  1
  0
  0
  1A
  1
  0
  0
  0
  0
  0
  0
  67-69
  70-72
  1A
  1A
  1A
  2A
  2A
  1A
  1A
  1
  1A
  1A
  1
  0
  1A
  1
  0
  0
  0
  0
  0
  0
  70-72
  73-75
  1A
  2A
  2A
  2A
  2A
  2A
  1A
  1A
  1A
  1A
  1
  1
  2A
  1A
  1
  0
  0
  0
  0
  0
  73-75
  76-78
  1A
  2A
  2A
  2A
  2A
  2A
  2A
  2A
  1A
  1A
  fA'" i"
  2/\
  ''lA'
  1
  f'
  0' "t)'
  0
  0
  76-78
  79-81
  1A
  2A
  2A
  2A
  2A
  2A
  2A
  2A
  1A
  2A
  2A
  1A
  2A
  2A
  1A
  1
  0
  0
  0
  0
  79-81
  82-84
  2A
  2A
  2A
  3A
  3A
  2A
  2A
  2A
  1A
  2A
  2A
  2A
  3A
  2A
  2A
  1A
  0
  0
  0
  0
  82-84
  85-87
  2A
  2A
  3A
  3A
  3A
  3A
  3A
  3A
  2A
  2A
  2A
  2A
  3A
  3A
  2A
  2A
  0
  0
  0
  0
  85-87
  88-90
  2A
  2A
  3A
  3A
  3A
  3A
  3A
  3A
  2A
  2A
  3A
  3A
  3A
  3A
  3A
  2A
  1
  0
  1
  0
  ",.,~~:~.
  91~93 ·······'·28
  '38
  38
  31f'
  38
  3'8
  3A
  3A
  ""2£f
  2A
  '3A
  3A" '48
  3A
  3A ······3A
  1 'f
  1A.
  (f
  91-93
  94-96
  28
  38
  38
  48
  38
  38
  3A
  4A
  28
  3A
  3A
  3A
  48
  4A
  3A
  3A
  1A
  1
  2A
  1
  94-96
  97-99
  28
  38
  48
  48
  48
  48
  4A
  4A
  28
  3A
  4A
  4A
  48
  4A
  4A
  4A
  2A
  1A
  2A
  1
  97-99
  100-102
  28
  38
  48
  48
  48
  48
  4A
  4A
  28
  3A
  4A
  4A
  58
  4A
  4A
  4A
  2A
  2A
  3A
  2A
  100-102
  103-105
  28
  38
  48
  58
  48
  48
  48
  58
  28
  38
  48
  58
  58
  58
  58
  58
  3A
  2A
  3A
  2A
  103-105
  106-108
  58
  58
  3C
  48
  58
  58
  5C
  58
  58
  58
  3A
  3A
  4A
  3A
  106-108
  109-111
  2C
  3C
  4C
  5C
  5C
  4C
  58
  58
  3C
  48
  58
  58
  5C
  58
  58
  68
  3A
  3A
  4A
  4A
  109-111
  112-114
  2C
  4C
  5C
  5C
  5C
  5C
  58
  68
  3C
  48
  58
  68
  6C
  68
  68
  68
  4A
  4A
  5A
  4A
  112-114
  115-117
  3C
  4C
  5C
  6C
  5C
  5C
  5C
  6C
  3C
  4C
  6C
  6C
  6C
  6C
  6C
  6C
  48
  48
  58
  58
  115-117
  118-120
  3C
  4C
  5C
  6C
  5C
  5C
  6C
  6C
  3C
  4C
  6C
  7C
  6C
  6C
  7C
  7C
  58
  58
  68
  58
  118-120
  121-123
  3D
  40
  50
  60
  50
  50
  6C
  7C
  3D
  5C
  6C
  7C
  70
  7C
  7C
  7C
  58
  58
  78
  6
  121-123
  124-126
  3D
  40
  60
  60
  60
  60
  6C
  7C
  3D
  5C
  7C
  7C
  70
  7C
  7C
  8C
  5C
  6C
  7C
  7C
  124-126
  127-129
  3D
  40
  60
  70
  60
  60
  70
  70
  40
  50
  70
  80
  70
  70
  80
  80
  6C
  6C
  8C
  7C
  127-129
  130-132
  3D
  50
  60
  70
  60
  60
  70
  80
  40
  50
  70
  80
  80
  80
  80
  90
  6C
  7C
  8C
  8C
  130-132
  133-135
  3D
  50
  60
  70
  60
  60
  70
  80
  40
  50
  80
  90
  80
  80
  90
  90
  70
  70
  90
  80
  133-135
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  Note: All critical results are rolled on the Martial Arts Sweeps and Throws Critical Table.
  Note: 8are hands attacks by non-martial artists are Rank 1attacks.
  Note: Humanoid type creatures attempting to subdue (without major injury) other humanoid types may use this table or the EnveloplEntangle
  Attck Table (both with amaximum result of 105).
  01-02 =Failure. Attack lost, no effect.
  77
  
  OX-30
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  OX-30
  31-33
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  31-33
  34-36
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  34-36
  37-39
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  37-39
  40-42
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  40-42
  ~!~,~~'"
  9
  ,,9
  .Q
  0
  0
  0
  0
  0
  o
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  43-45
  46-48
  0
  0
  0
  0
  if
  0
  (5 "'cf'
  ··(f·''''·····'··'cf''··· "0
  (f "()
  () ··········0·
  0
  'tr"
  0
  ..() .....
  '0
  '46:48
  49-51
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  49-51
  52-54
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  52-54
  55-57
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  55-57
  ..~Q::§Q
  .9.
  0
  9
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  58-60
  61-63
  1A
  0
  0
  0
  '1
  'if
  0"
  ()
  '0'
  0'
  0
  0
  if
  (r'
  ()'
  (f
  0
  (). "0' ""·'tr'·
  ····61:63~'
  64-66
  lA
  1
  0
  0
  lA
  1
  0
  0
  lA
  1
  0
  0
  1
  1
  0
  0
  0
  0
  0
  0
  64-66
  67-69
  lA
  lA
  1
  1
  lA
  lA
  0
  0
  lA
  1
  0
  0
  1
  1
  0
  0
  0
  0
  0
  0
  67-69
  70-72
  lA
  lA
  1
  1
  lA
  lA
  1
  1
  lA
  lA
  1
  1
  2A
  lA
  1
  0
  0
  0
  0
  0
  70-72
  J~:Z§,
  lA
  lA
  lA
  1
  2A
  lA
  1
  1
  lA
  lA
  1
  1
  2A
  2A
  1
  0
  0
  0
  1
  0
  73-75
  ,.. ,
  • ,,,,,.
  , "" .".,
  '.',',~,,, ,
  2A
  ....
  2A
  2A' "1A
  f' "lA"fA
  ,
  '·l
  ........2A
  'lA' f' 'T
  '0
  (f'
  '1··,,······0··'··
  76-78
  lA
  1A
  2A
  1
  76-78
  79-81
  lA
  2A
  2A
  2A
  2A
  2A
  2A
  2A
  lA
  2A
  lA
  2
  2A
  2A
  1
  1
  0
  0
  1
  0
  79-81
  82-84
  lA
  2A
  2A
  3A
  2A
  2A
  2A
  2A
  2A
  2A
  2A
  2A
  3A
  3A
  2
  1
  0
  0
  2A
  1
  82-84
  85-87
  lA
  2A
  3A
  3A
  3A
  3A
  2A
  3A
  2A
  2A
  2A
  3A
  3A
  3A
  2A
  2
  0
  0
  2A
  1
  85-87
  88-90
  lA
  2A
  3A
  3A
  3A
  3A
  3A
  3A
  2A
  2A
  3A
  3A
  3A
  3A
  3A
  2
  lA
  1
  3A
  2
  88-90
  91-93
  28
  2A
  3A
  4A
  3A
  3A
  3A
  4A
  2A
  3A
  3A
  4A
  3
  lA
  1
  3A
  2
  91-93
  94-96
  28
  3A
  4A
  4A
  4A
  4A
  4A
  4A
  2A
  3A
  4A
  4A
  4A
  4A
  4A
  4
  lA
  2A
  4A
  3
  94-96
  97-99
  28
  3A
  4A
  5A
  4A
  4A
  4A
  5A
  2A
  3A
  4A
  5A
  4A
  5A
  4A
  4A
  2A
  2A
  5A
  4
  97-99
  100-102
  28
  3A
  4A
  5A
  4A
  4A
  4A
  5A
  3A
  3A
  4A
  5A
  5A
  SA
  5A
  SA
  2A
  3A
  SA
  4
  100-102
  103-105
  28
  38
  58
  58
  48
  58
  58
  68
  38
  48
  58
  6A
  58
  58
  5A
  SA
  3A
  4A
  6A
  SA
  103-105
  106-108
  2C
  4C
  58
  68
  58
  58
  58
  68
  38
  48
  58
  6A
  68
  68
  6A
  6A
  3A
  4A
  6A
  6A
  106-108
  109-111
  2C
  48
  58
  68
  58
  58
  68
  78
  38
  48
  68
  7A
  68
  68
  6A
  7A
  4A
  SA
  7A
  6A
  109-111
  112-114
  2C
  48
  68
  78
  58
  68
  68
  78
  38
  48
  68
  7A
  68
  78
  7A
  7A
  4A
  5A
  8A
  7A
  112-114
  115-117
  2C
  4C
  6C
  7C
  5C
  6C
  6C
  7C
  4C
  5C
  7C
  88
  7C
  7C
  78
  88
  58
  6A
  88
  8A
  115-117
  118-120
  2C
  4C
  6C
  7C
  6C
  6C
  7C
  8C
  4C
  5C
  7C
  88
  7C
  7C
  88
  88
  58
  78
  98
  8A
  118-120
  5
  8
  9
  9
  A
  121-1 3
  3D
  5C
  7C
  8C
  6C
  7C
  7C
  9C
  4C
  5C
  8C
  9C
  8C
  9C
  10C
  6C
  10C
  9A
  124-126
  3D
  50
  70
  90
  70
  70
  80
  90
  40
  60
  80
  10C
  90
  9C
  10C
  7C
  10C 108
  127-129
  3D
  50
  80
  90
  70
  80
  80
  100
  40
  60
  90
  10C
  90
  10C l1C
  7C
  llC 118
  130-132
  3D
  50
  80
  90
  70
  80
  90
  100
  50
  60
  90
  110
  90
  100 110
  80
  120 llC
  133-135
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  Note: All Criticals are Grappling
  Note: An F-severity critical result indicates an Ecritical roll and aCcritical roll
  01-0X. Failure (Consult Master Weapons Chart, pp65-67, for actual failure range). If Failure is rolled, roll 1010: 01-05: weapon malfunction,
  roll on Weapon Maffunction Chart (pg 63); 6-10: weapon fumble, roll on Weapon Fumble Table (pp 95-96).
  78
  
  03-30
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  03-30
  31-33
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  1
  31-33
  34-36
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  2
  2A
  34-36
  37-39
  0
  0
  0
  0
  0
  0
  0
  1
  0
  0
  0
  0
  0
  0
  1
  2A
  0
  1
  3A
  3A
  37-39
  40-42
  0
  0
  0
  0
  0
  0
  1
  2
  0
  0
  0
  1
  0
  1
  2A
  3A
  1
  2
  4A
  4A
  40-42
  43-45
  0
  0
  0
  1
  0
  1
  2
  3
  0
  0
  1
  2
  1
  2A
  3A
  4A
  2
  3A
  5A
  6A
  43-45
  46-48
  0
  0
  1
  1
  1
  1
  3
  4
  0
  0
  1
  3
  1A
  3A
  4A
  5A
  3
  4"
  71..
  7A
  "46:48'
  49-51
  0
  0
  1
  2
  1
  2
  4
  5A
  0
  0
  2
  4
  2A
  4A
  5A
  7A
  4A
  5A
  8A
  8A
  49-51
  52-54
  0
  0
  2
  3
  2
  3
  5
  6A
  0
  1
  3
  5A
  3A
  5A
  6A
  8A
  5A
  6A
  9A
  9A
  52-54
  55-57
  0
  0
  3
  4
  3
  4
  6A
  7A
  0
  1
  4
  6A
  4A
  6A
  7A
  9A
  6A
  8A
  10A 11A
  55-57
  ~~:~9.
  0
  1
  4
  5
  4
  5A
  7A
  9A
  0
  2
  5A
  7A
  5A
  7A
  8A
  10A
  7A
  9A
  11A 12A
  58-60
  61-63
  0
  1
  5
  6A
  5A
  6A
  8A
  10A
  1
  3
  6A
  81'
  61.. .sA'
  10A 11A
  8A
  lOA 13A·13A·····
  61=63
  64-66
  0
  2
  6
  7A
  6A
  7A
  9A
  11A
  1
  4
  7A
  9A
  7A
  9A
  11A 13A
  9A
  11A 14A 14A
  64-66
  67-69
  0
  3
  6A
  8A
  7A
  8A
  10A 12A
  2
  5A
  8A
  10A
  8A
  10A 12A 14A
  10A 12A 15A 16A
  67-69
  70-72
  1
  4
  7A
  9A
  8A
  9A
  11A 13A
  3
  6A
  9A
  11A
  8A
  11A 13A 15A
  11A 14A 16A 17A
  70-72
  .Z~..Z~
  .J
  .......5A
  ~"
  10A
  8A
  10A 12A 14A
  4
  7A
  10A 12A
  9A
  12A 14A 16A
  12A 15A 17A 18A
  73-75
  76-78
  2
  5A
  9A
  11A
  9A
  11A 13A 16A
  5A
  sA 'nA' 13'" "10A "'131' 1S'A ii'Ef' 14A 161\····198 198 ..
  j6~j8-
  79-81
  3
  6A
  10A 12A
  10A 12A 14A 17A
  6A
  9A
  12A 14A
  11A 14A 168 198
  15A 17A 208 218
  79-81
  82-84
  3A
  7A
  11A 13A
  11A 13A 15A 188
  7A
  10A 13A 158
  12A 158 188 208
  168 188 218 228
  82-84
  85-87
  4A
  8A
  12A 14A
  12A 14A 16A 198
  8A
  11A 14A 168
  13A 168 198 218
  178 208 228 23C
  85-87
  88-90
  5A
  9A
  12A 15A
  13A 15A 17A 208
  9A
  12A 15A 178
  148 178 208 22C
  188 218 23C 24C
  88-90
  91-93
  6A
  91\ 13A 16A
  14A 16A 188 218
  9A
  13A 168 lsC
  158 1SB" 2iC24C
  198 "'228" "25C26C
  91=93""
  94-96
  6A
  10A 14A 178
  15A 178 208 23C
  10A 14A 178 20C
  168 198 22C 25C
  208 23C 26C 27C
  94-96
  97-99
  7A
  11A 15A 188
  168 178 218 24C
  11A 15A 178 21C
  168 20C 23C 26C
  21C 24C 27C 28C
  97-99
  100-102
  8A
  12A 168 198
  168 188 228 25C
  12A 16A 188 22C
  178 21C 24C 27C
  22C 25C 28C 29C
  100-102
  103-105
  9A
  13A 178 208
  178 198 238 26C
  13A 168 19C 23C
  18C 22C 25C 28C
  23C 27C 29C 31C
  103-105
  106-108
  9A
  138 188 21C
  188 208 24C 27C
  14A 178 20C 240
  18C 23C 270 300
  24C 280 310 320
  106-108
  109-111
  10A 148 188 22C
  198 218 25C 280
  15A 188 21C 250
  20C 24C 280 310
  25C 290 320 330
  109-111
  112-114
  11A 158 198 23C
  208 22C 26C 300
  168 198 22C 260
  21C 25C 290 320
  270 300 330 340
  112-114
  115-117
  118 168 20C 24C
  21C 23C 27C 310
  178 208 230 270
  22C 26C 300 330
  280 310 340 360
  115-117
  118-120
  128 178 21C 250
  22C 24C 28C 320
  188 218 240 280
  230 270 310 340
  290 330 350 370
  118-120
  121-123
  138 17C 22C 260
  23C 25C 29C 330
  188 22C 250 290
  240 280 320 360
  300 340 370 38E
  121-123
  124-126
  148 18C 23C 270
  23C 26C 30C 340
  198 23C 260 300
  240 290 330 37E
  310 350 38E 39E
  124-126
  127-129
  148 19C 24C 280
  24C 27C 31C 350
  20C 24C 270 31E
  250 300 35E 38E
  320 36E 39E 41E
  127-129
  130-132
  15C 20C 24C 290
  25C 280 320 37E
  21C 25C 280 32E
  260 310 36E 39E
  33E 37E 40E 42E
  130-132
  133-135
  16C 21C 250 30E
  260 290 330 38E
  22C 26C 29E 33E
  27E 32E 37E 40E
  34E 39E 41E 43E
  133-135
  136-138
  17C 210 260 31E
  270 300 340 39E
  23C 270 30E 34E
  28E 33E 3 E
  E 136-138
  139-141
  170 220 270 32E
  280 310 350 40E
  240 280 31E 35E
  29E 34E 39E
  41E 44E 46E
  139-141
  142-144
  180 230 28E 33E
  29E 32E 36E
  41E
  250 290 32E 36E
  30E 35E 40E
  42E
  45E 47E
  142-144
  145-147
  19E 24E
  29E 34E
  30E 33E 37E 42E
  26E 30E 33E 37F
  31E 36E 41E
  43E 46E 48E
  145-147
  148-150
  20F
  25F
  30F 35F
  31F
  34F 39F 44F
  27F
  31F 34F 39F
  32F 38F 43F
  45F 48F
  50F
  148-150
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  Note: All criticals are Crush.
  Note: For falls, add 10 to the roll for each 3 meters fallen (other factors may modify this).
  Note: An F-severity critical result indicates an Ecritical roll and aCcritical roll.
  79
  
  17.1 PUNCTURE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  01·05
  Zip
  Glancing blow. No extra
  +1 hit
  +2 hits
  +3 hits
  damage. +0.
  06·10
  +1 hit
  +2 hits
  +3 hits
  +4 hits
  Unbalance foe with anice grazing
  strike. You gain initiative +5 hits.
  You receive initiative for next
  Glancing low to foe's side.
  Blow to foe's side. +5 hits. You
  +2 hits Foe must parry for next
  +3 hits Foe must parry for next
  11·15
  round. +1 hit
  +3 hits. You receive initiative
  receive initiative next round.
  round.
  round.
  next round.
  16-20
  Foe must parry next round.
  Blow to side. +2 hits. Foe must
  Blow across side. Foe must parry
  Minor side wound. Foe fights at
  Stun foe for 1round. Add +20 to
  +1 hit.
  parry next round at ·10.
  next round at ·20. +3 hits.
  -10. You have initiative next rod.
  your next attack.
  Foe must parry next round.
  Foe must parry next round
  You wound foe along side of
  You wound foe along side of hip.
  Foe receives minor side wound.
  21·35
  +2 hits. Add +10 to next
  at -20. +2 hits.
  chest. Foe is stunned 1round
  Foe is stunned 1round and takes
  +2 hits. Foe is at -10. Foe takes 2
  attack.
  and takes 1hit per round.
  2hits per round.
  hits per round.
  Minor calf wound.
  Minor calf wound. Foe takes
  Minor calf wound. Foe takes
  Minor thigh wound. Foe takes
  Thigh strike. If foe has leg armor,
  36-45
  Foe receives 1hit per round.
  1hit per round. +2 hits.
  2hits per round.
  3hits per round.
  +3 hits. If foe has no armor, +2 hits
  and 3hits per round.
  Strike along foe's back.
  Strike along foe's back. Foe is
  Strike across foe's back stuns
  Strike to foe's lower back. Foe is
  Strike to foe's lower back. Foe takes
  46-50
  +2 hits. Foe must now parry
  stunned for 1round and takes
  foe for 2rounds. Foe takes 1hit
  stunned and unable to parry next
  3hits per round. +5 hits. Foe is
  next round at -30.
  1hit per round.
  per round.
  round. +6 hits.
  stunned and unable to parry during
  next round.
  Strike to foe's chest. Foe must
  Minor chest wound. Foe takes
  Minor chest wound. Foe takes
  Strike to chest. +5 hits. Foe takes
  Chest wound. Foe takes 4 hits per
  51·55
  parry next round at ·25.
  2 hits per round. +3 hits.
  2hits per round. +3 hits. Foe is
  3hits per round and fights at -15.
  round. +5 hits. Foe fights at -10.
  Foe takes 2hits per round.
  Foe must parry for next 2rods.
  stunned for 2rounds.
  Foe must parry next round.
  Foe is stunned and unable to parry
  next round.
  Minor thigh wound. Foe takes
  Minor thigh wound. Foe takes
  Minor thigh wound. +5 hits.
  Strike to thigh. Foe takes 3hits per
  Thigh wound. Foe takes 5hits per
  56·60
  2hits per round. +2 hits.
  2 hits per rounds. +3 hits.
  Foe takes 2hits per round and
  round. Foe is stunned and unable
  round. +6 hits. Foe is stunned and
  Foe is stunned next round.
  Foe is stunned and unable to
  is at -10. Foe is stunned for 2
  to parry for the next round. +3 hits.
  unable to parry next round.
  parry next round.
  rounds.
  Minor forearm wound.
  Minor forearm wound. Foe is
  Forearm wound. Foe takes 2hits
  Forearm wound. Foe takes 3 hits
  Forearm wound. Foe takes 3 hits per
  61·65
  +2 hits. Foe takes 2hits per
  stunned during next round.
  per round and is at -10. +3 hits.
  per round and is at -10. +3 hits.
  round and is at -15. +5 hits. Foe is
  round. Foe is at -10.
  +2 hits. Foe is at -10 and takes
  Foe is stunned for 2 rounds.
  Foe is stunned for 2rounds.
  stunned for 2 rounds.
  2hits per round.
  Strike through foe's non-
  Strike shatters elbow in foe's
  Strike shatters foe's knee.
  Strike to side of head. Foe is
  Strike through both of foe's lungs.
  66
  weapon shoulder. Arm is use-
  weapon arm. +3 hits. Arm is
  Foe is knocked down, is at -90,
  knocked out for 6 hours. +10 hits.
  Foe drops and passes out. Foe dies
  less. +10 to your next attack.
  useless. Foe is stunned 4 rods
  and stays down for 3 rounds.
  If foe has no helmet, you kill him.
  in 6 rounds. Add +10 to your next
  Foe is stunned for 3 rods.
  and cannot parry for 2 rods.
  Foe is unable to parry 2 rounds.
  attack.
  Strike along foe's neck.
  Strike to foe's neck area.
  Strike along foe's neck. Foe is
  Strike foe in shoulder. +3 hits.
  Strike foe's shoulder. Sever muscle
  67·70
  +5 hits. Foe is stunned
  Foe takes 3hits per round and
  stunned for 4 rounds and cannot
  Foe is stunned and unable to parry
  and tendons. Arm is useless. Foe
  for 3rounds and cannot
  is at -5. Foe is stunned
  parry for 2rounds. Add +15 to
  for 2rounds. Foe is at ·20.
  takes 3 hits per round. Foe is
  parry next round.
  for 2rounds.
  your next attack.
  stunned for 6 rounds.
  Strike lower leg. Tear tendons.
  Strike to foe's calf. Slash
  Strike to lower leg. Foe is
  Strike to lower leg. Foe is at -50.
  Strike through lower leg.
  71·75
  Foe is at -25. +3 hits. Foe is
  muscle. Foe is at ·40. +3 hits.
  stunned and unable to parry for
  Slash muscle and cartilage. +6
  Foe is stunned and unable to
  stunned and unable to parry
  Foe is stunned and unable to
  2 rounds. +5 hits. Foe is at ·50.
  hits. Foe is stunned and unable to
  parry for 3 rounds. sever muscle.
  next round.
  parry for 2rounds.
  Slash muscle and tendons.
  parry for 2 rounds:\
  Foe is at -75.
  i
  Strike to foe's upper arm.
  Strike through muscle in foe's
  Strike foe in shield arm.Tear
  Strike foe in non-weapon arm.
  Strike foe in weapon arm, bone is
  76·80
  +3 hits. Foe takes 3hits per
  non-weapon arm. Foe is at
  muscle and tendons.. Foe takes
  Arm is useless. Foe is stunned
  broken. Foe is stunned and unable to
  round and is at -25. Foe is
  -30 and takes 3hits per round.
  3hits per round, fights at -25.
  for 6 rounds. Foe takes 3 hits per
  parry for 3 rounds. +10 hits.
  stunned for 2rounds.
  Foe is stunned for3 rounds.
  Foe is stunned 6rounds.
  round. +12 hits.
  ,
  Side wound. Foe takes 5hits
  Side wound. +6 hits. Foe takes
  Side wound. +6 hits. Foe takes
  Major abdomenal wound. Foe
  Strike through foe's back severs a
  81·85
  per round and is stunned for 6
  5hits per round. Foe is at -25.
  5hits per round. Foe is at -25.
  takes 6hits per round. +10 hits.
  vein. Foe is stunned and unable to
  rounds. Add +20 to your next
  Foe is stunned and unable to
  Foe is stunned and unable to
  Foe is stunned and unable to parry
  parry for 12 rounds -
  then he dies.
  attack.
  parry for 3 rounds.
  parry for 3 rounds.
  for 3 rounds. Foe is at -20.
  Strike foe in back. Foe is
  Strike to back of head. If foe
  Strike to back of head. If foe has
  Strike through foe's kidneys. Foe
  Strike through leg severs an artery.
  86·90
  at -20 and takes 3hits per
  has no helmet, he dies. If foe
  no helmet, he dies. If foe has a
  drops. +9 hits. Foe dies after 6
  Foe drops, lapses into
  round. Foe is stunned and
  has ahelmet, +6 hits and foe is
  helmet, +6 hits and foe is down
  rounds of very intense agony. Sad.
  unconsciousness, and dies
  unable to parry 2 rounds.
  down for 2rounds.
  for 2rounds.
  after 12 rounds.
  Rip off foe's ear. +3 hits. Foe
  Strike through foe's hip.
  Strike through foe's chest, severs
  Strike through foe's ~ide destroys a
  Sever artery in foe's arm.
  91·95
  takes 2hits per round, hears at
  Foe takes 3hits per round.
  avein. Foe drops immediately
  variety of organs. Foe fights
  Foe is stunned for 12 rounds
  -50. Foe is stunned and not
  +5 hits. Foe is stunned next
  and dies in 9 rounds due to shock
  normally for 6 rounds then dies.
  and then dies.
  able to parry for 2rounds.
  round. Foe is at -25.
  and blood loss.
  Strike foe's nose. There is a
  Strike through foe's cheek.
  Strike through foe's neck breaks
  Nail sucker in lower back. Internal
  Shot through heart sends foe reeling
  96·99
  permanent scar. Foe takes
  Foe drops and dies after
  backbone and severs spine. Foe
  bleeding and shock kill foe in 6
  back 10 feet to aspot suitable for
  3hits/rod. Foe is stunned and
  9 rounds of incapacity.
  is paralyzed from the neck down
  rounds. Foe is down and out.
  dying. Weapon is stuck in reeling
  unable to parry 3 rods.
  Add +20 to your next attack.
  -
  permanently.
  foe.
  ,
  Strike through neck. Sever
  Strike through foe's eye. Foe
  Shot through both ears proves
  Strike through brain makes life
  Strike through foe's eye. Foe dies
  vein and artery. Foe cannot
  dies instantly. Add +10 to all
  effective. Foe dies instantly. Add
  difficult for foe. You have ahalf
  instantly. Add +25 to your next
  100
  breathe. Foe drops and dies of
  friendly attacks within 30 feet
  +20 to your next 6 round. Pretty
  round left to act. Add +20 to your
  attack. Carry on.
  amassive heart failure.
  next round.
  shot.
  next attack.
  80
  
  17.2 SLASH CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  01·05
  Zip.
  Weak strike yields no extra
  +1 hit
  +2 hits
  +3 hits
  damage. +0
  06·10
  +1 hit.
  +2 hits
  +3 hits
  +4 hits
  Unbalance foe. +5 hits. You receive
  initiative next round.
  You receive initiative next
  Glancing blow to foe's side.
  Blow to foe's side yields +6 hits.
  +3 hits. Foe must parry for next
  +4 hits. Foe must parry next round
  11·15
  round. +1 hit.
  +3 hits. You receive initiative
  You receive initiative next round.
  round of action.
  of action.
  next round.
  Foe must parry next round.
  Blow to side. +2 hits. Foe must
  Blow to side. +4 hits. Foe must
  Minor side wound. Foe fights
  Stun foe for 1round. Foe may not
  16·20
  +1 hit.
  parry next round at -10.
  parry next round -20.
  at -10. +2 hits. You receive
  parry. Add +10 to your next sWing.
  initiative next round.
  Foe must parry next round.
  Foe must parry next round
  You break foe's rib. 3extra hits.
  Strike to side. Foe is stunned for
  Foe receives minor side wound,
  21·35
  +2 hits. Add +10 to next
  at -20. +2 hits.
  Foe is stunned next round.
  next round and cannot parry.
  fights at -10 and takes 1hit per
  swing.
  +3 hits.
  round. +3 hits.
  Minor calf wound. Foe
  Minor calf wound. Foe takes
  You slash foe's leg. Foe takes
  You slash foe's upper leg and
  Blow to foe's upper leg. If foe has
  36·45
  receives 1hit per round.
  1hit per round. +2 hits.
  2hits per round. +2 hits.
  deliver 3extra hits. Foe takes
  leg armor +5 hits. If foe has no
  2hits around.
  armor, +3 hits and +3 hits per md.
  Blow to foe's back. +2 hits.
  Blow to foe's back. Foe must
  Blow to foe's back stun foe
  Strike foe's lower back. Foe may
  Strike to foe's lower back. Foe may
  46·50
  Foe must parry next round
  parry next round at -30. +4 hits.
  1 round. Foe may not parry.
  not parry and is out next round.
  not parry and is out next round.
  at -30.
  +3 hits and foe takes 1hit/rod.
  +3 hits. Foe takes 2hits per round.
  +4 hits. Foe takes 3 hits per round.
  Blow to foe's chest. Foe must
  Minor chest wound. Foe takes
  Minor chest wound. +4 hits. Foe
  Medium chest wound. +5 hits.
  Chest wound. Foe takes 4hits per
  51·55
  parry next round -25. Wound
  1hit/rod and must parry next
  takes 2hits per round and fights
  Foe takes 3 hits per round, fights
  round, is at -10, and is stunned
  gives 1hit per round. +2 hits.
  2rods. +3 hits. Foe fights -5.
  at -10. Foe must parry next rod.
  at -15, and must parry next round.
  2 rounds. +6 hits.
  Minor thigh wound. Foe takes
  Minor thigh wound. Foe takes
  Minor thigh wound. Foe takes
  Medium thigh wound. +6 hits.
  Thigh wound. Foe is stunned
  56·60
  2hits per round and must
  2hits per round. +4 hits. Foe
  2hits per round. +5 hits. Foe is
  Foe takes 2hits per round and is
  for 2 rounds. +8 hits. Foe takes
  parry next round. +3 hits.
  must parry next two rounds.
  stunned next round.
  stunned 2 rounds.
  5 hits around.
  Minor forearm wound.
  Minor forearm wound. Foe is
  Medium forearm wound. +4 hits.
  Medium forearm wound. +4 hits.
  Forearm wound. Foe is stunned
  61·65
  +3 hits. Foe takes 2hits per
  stunned next rnd, takes 2hits
  Foe takes 3hits per round, is
  Foe takes 3hits per round, is at
  for 2 rounds. +6 hits. Foe takes
  round and is at -10.
  per rod, and is at -10. +4 hits.
  at -10, and is stunned next rod.
  -10, and is stunned next 2 rounds.
  3hits per round and is at -15.
  You shatter shoulder in foe's
  Shatter elbow in foe's weapon
  You shatter foe's knee.
  You knock foe out for 6 hours with
  Sever foe's weapon arm. +12 hits.
  non-weapon arm. Arm is
  arm. +8 hits. Foe is stunned
  Foe is knocked down. +6 hits.
  astrike to side of head. +15 hits.
  Foe expires in 12 rounds, drops
  66
  useless. +10 next swing. Foe
  4 rounds and cannot parry
  Foe at -90 and is down for
  If foe has no helmet, you kill him
  immediately. Add +10 to your next
  is stunned 3 rounds. +9 hits.
  during first 2rounds.
  3rounds. (and cannot parry).
  instantly.
  swing.
  Your initiative.
  Slash foe's neck. +6 hits.
  Blow to foe's neck area.
  Slash foe's neck. Foe is stunned
  Slash muscle in foe's shoulder
  Slash tendons and crush the bone in
  67·70
  Foe is stunned for 3 rounds
  Foe takes 3hits per round and
  4 rounds and cannot parry
  area. +5 hits. Foe is stunned
  foe's shield shoulder. Arm useless
  and cannot parry during
  fights at -5. Stun foe 2 rounds.
  during next 2 rounds. +8 hits.
  3 rounds, and is at -20.
  and foe takes 2hits per round.
  next round.
  +7 hits.
  +10 next round.
  Add +10 to your next swing.
  Stun foe 4rounds.
  Slash tendons in foe's lower
  Slash muscle in foe's calf.
  Slash muscle and tendons in foe's
  Slash muscle and sever tendons in
  Slash foe's lower leg and sever
  71·75
  leg. Foe at -30 and takes
  Foe is stunned for 3 rounds and
  lower leg. Foe is stunned for
  foe's lower leg. Foe is stunned for
  muscle and tendons. Foe at -70.
  2hits per round. +4 hits. Stun
  cannot parry during next round.
  2 rounds and cannot parry.
  3rounds and cannot parry for next
  +8 hits. Stun foe 6 rounds.
  foe 2rounds. Poor sucker.
  +6 hits. Foe at -40.
  +7 hits. Foe at -45.
  2 rounds. Foe is at -50.
  Slash foe's upper arm. +5 hits.
  Slash muscle in foe's
  Slash muscle and tendons in
  Slash muscle and tendons in foe's
  Slash tendons and break bone in
  Foe takes 3hits per round and
  non-weapon arm. Foe is at
  foe's non-weapon arm. +9 hits.
  weapon arm. Arm is useless and
  foe's non-weapon arm. Arm is
  76·80
  is at -25. Foe is stunned and
  -30 and takes 3hits per round.
  Foe takes 4hits per round and
  foe is stunned 4 rounds. Foe
  useless. +12 hits. Foe is stunned and
  unable to parry 2rounds.
  Foe is stunned and unable to
  arm is useless. Foe is stunned
  cannot parry next 2 rounds.
  unable to parry for next 3rounds.
  parry for 2rounds. +6 hits.
  6 rounds.
  +10 hits.
  Slash foe in side. +6 hits and
  Slash foe in side. +7 hits and a
  Strike to foe's side. +8 hits.
  Major abdomenal wound. +10 hits.
  Sever opponent's hand. +5 hits.
  81·85
  amajor wound. Foe takes
  major wound. Foe takes 6hits
  Foe takes 4 hits per round and is
  Foe takes 8hits per round, is
  Foe is stunned and unable to parry
  6 hits/rod, stunned 5 rods.
  per round. Foe is stunned and
  at -20. Foe is stunned and
  stunned for 4 rods, and is unable to
  for next 12 rounds. Foe then dies.
  Add +20 to your next swing.
  cannot parry for next 2 rounds.
  cannot parry for next 2 rounds.
  parry for next 2 rods. Foe at -10.
  Slash foe in back. +8 hits. Foe
  Stricke to back knocks foe
  Blast to back breaks bone and
  Sever opponent's hand. +6 hits.
  Sever foe's leg. +15 hits. Foe drops
  86·90
  is stunned and cannot parry
  down. Foe is stunned and
  knocks foe down. +9 hits and foe
  Foe is stunned for 6 rounds, unable
  and lapses into unconsciousness.
  for 2rounds. Wound yields
  unable to parry for 3 rounds.
  at -10. Foe is stunned and unable
  to parry. Foe then drops and dies
  Foe dies in 9 rounds. Add +10 to
  2hits around. Foe at -10.
  +10 hits. Foe takes 3hits arod.
  to parry for 4 rounds.
  6 rounds later.
  your next swing.
  Cut off foe's ear. +3 hits.
  Strike to foe's hip. +7 hits and
  Sever foe's leg. Foe drops
  Sever foe's weapon arm. Foe is
  Sever foe's spine. +20 hits.
  Foe takes 3 hits per round and
  foe is stunned 3 rounds.
  immediately and dies in 6 rounds
  stunned and unable to parry for
  Foe collapses in asecond, and is
  91·95
  hears at -50. Foe is stunned
  Foe cannot parry next round
  due to shock and blood loss.
  next 9 rounds. Foe then dies.
  paralyzed from the neck ~own
  3 rounds and unable to parry
  and fights -20. Add +10 to
  +20 hits.
  +15 hits.
  permanently.
  I
  next round.
  your next swing.
  Slash foe's nose. Minor
  Strike to foe's head and neck
  Sever foe's non-weapon arm. Foe
  Slash foe's side. +20 hits. Foe dies
  Strike to foe's head destroys brain
  wound. +2 hits and a
  breaks skull and causes
  is stunned, unable to parry for
  in 3rounds due to massive internal
  and makes life difficult for the poor
  96·99
  permanent scar. Foe takes 2
  massive brain damage. Foe
  next +18 hits.
  organ damage. Foe is down and
  fool. Foe expires in aheap -
  hits around and is at -30. Foe
  drops and dies in 6 rounds.
  unconscious immediately.
  immediately.
  stunned 6 rounds.
  +20 hits.
  Neck strike severs carotid
  Disembowel foe, killing him
  Destroy foe's eyes. +5 hits and
  Impale adversary in heart. +12 hits.
  Strike to foe's groin area. +10 hits.
  100
  artery and jugular vein. Foe's
  instantly.
  foe is stunned and unable to parry
  Foe dies instantly.
  Heart is
  All vitals are destroyed immediately.
  neck is broken. Foe dies in 1
  for next 30 rounds.
  destroyed.
  Foe is stunned and unable to parry
  round of intense agony.
  for 12 rounds.
  81
  
  17.3 SHRAPNEL / AUTOMATIC CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  01-05
  Agrazing shot; no extra hits. Your
  You shoot off a piece of foe's
  Hit foe's weapon, destroying it and
  Foe is staggered by your effort. He is
  Foe urinates in fear. +7 hits.
  gun just jammed ... sorry.
  equipment. +0 hits.
  breaking one of foe's fingers. +2 hits.
  stunned next rnd. +6 hits.
  06-10
  Just anick ... for +1hit.
  +2 hits.
  Foe stunned next rnd. +3 hits.
  Foe, impressed with your hail of fire, is
  You have initiative for the next 3 rnds.
  stunned for 2 rnds. +7 hits.
  +10 hits
  +3 hit.
  You have initiative next rnd as foe
  Hit foe's side in poorly aimed fire.
  Solid hit to shoulder blade. Foe is stunned
  Foe fumbles weapon and is unable to parry
  11-15
  checks for damage. +4 hits.
  +9 hits. You have the initiative.
  for 4 rnds and is unable to parry
  when he is stunned next rnds. +12 hits.
  for 2 rnds. He takes 2 hits/rnd. +9 hits.
  Foe may not attack next rnd.
  Slash foe's side. He must parry next
  Blows to the sides cause foe to parry
  Foe takes 3 side strikes. He is stunned for
  GraZing head strikes stun foe for 3 rnds.
  16-20
  +4 hits.
  rnd. +5 hits.
  for 2 rnds. +9 hits.
  6 rnds and bleeds, taking 4 hits/rnd.
  He takes 2 hits/rnd. +13 hits. Add 25 to
  +11 hits. Add 10 to your next action.
  next attack.
  You gain initiative next rnd +4 hits.
  Foe must parry next rnd at -40 as
  You shatter one of foe's ribs. Foe is
  Foe hit in hip and along both sides. He is
  Several ribs shatter in glancing blows.
  21-35
  the metal is too close for comfort.
  stunned for 2 rnds, takes 2hits/rnd,
  stunned and unable to parry for 4 rnds,
  Foe takes 2 hits/rnd and is stunned
  +6 hits.
  and is knocked on his back. +11 hits.
  is at -45, and takes 2 hits/rnd. +13 hits.
  for 2 rnds with no parry. +15 hits.
  Blow to fool. Foe receives 1hit per
  Strikes to calf and hand give +7 hits.
  Strike foe's knee and calf. Foe receives
  Foe doubles over with hits to the shin,
  Arm and leg strike. If armored, foe takes
  36-45
  rnd unless armored. +5 hits.
  Foe is at-10.
  4 hits/rnd and foe is at -40. +12 hits.
  thigh, and groin. He receives
  +12 hits, If not, he takes +17 hits and is
  5 hits/rnd, is prone for 4 rnds and
  bleeding at 4 hits/rnd, is at -40 and stunned
  permanently sterile. +15 hits.
  for 10 rnd.
  Glancing shots to back of foe's
  Strike to the back and upper arm.
  Strike across foe's back and buttocks
  Strikes to lower back paralyze foe's legs.
  Multiple back blows send foe flying 10 feet.
  46-50
  neck. Foe must parry next rnd
  Foe is stunned and unable to parry
  -
  ouch. He takes 2 hits/rnd and is
  He is down (at -80 to all action) and
  Unable to parry, foe is stunned for 12 rnds.
  at -30. +5 hits.
  for 2 rnds. Foe receives 2 hits/rnd
  stunned for 3 rnds. +13 hits.
  taking 4 hits/rnd.
  He takes 6 hits/rnd and is at -70. +19 hits.
  and +8 Hits.
  Two strikes to foe's collar area.
  Foe hit in side and upper arm.
  Foe staggers and parries for 3 rnds
  Major wounds to foe's chest. He and is
  Foe knocked back with chest strikes. Aorta
  51-55
  He is knocked back parrying
  +10 hits. He is stunned for 3 rnds
  after receiving minor wounds to the
  stunned and unable to parry for 3 rnds.
  damage causes 20 hits/rnd. lung
  at-20 next rnd. Foe receives
  and takes 5hits/rnd.
  chest and groin. Foe receives 3 hits/rnd
  He takes 5 hits/rnd. +19 hits.
  lacerations will suffocate foe in 4 rnds.
  2 hits/rnd and +6 hits.
  and +15 hits.
  He is prone, meanwhile. +21 hits.
  Two shots to foe's leg. If armored,
  Two strikes to the thigh and one to
  Foe stunned for 5 rnds by strikes to the
  You lacerate foe's thigh and shatter a
  Both thighs and groin very severely
  +4 hits. If not, +10 hits. Foe is
  the forearm sadden foe. Foe receives
  calf and thigh of both legs. He is down
  hip joint. He is in aweek long coma
  slashed. Foe takes 10 hits/rnd, is down
  56-60
  stunned for next 3 rnds.
  4 hits/rnd and +11 hits. Foe is
  and taking 5 hits/rnd and is at -50.
  taking 5hits/rnd. +22 hits.
  and stunned for 20 rnds. +23 hits.
  stunned 3 rnds and unable to parry.
  +16 hits.
  Embarrassing.
  He isat-50.
  Hit along wrist. Foe receives
  Blows along forearm and opposite
  Foe drops possessions after being
  Foe loses hand, and arm is severely
  You deliver ugly wounds to foe's arms and
  61-65
  2hits/rnd. Foe Is stunned next rnd.
  shoulder. Arms less than useless.
  struck in the arms. Foe takes +17 hits,
  mangled. He is unable to parry for 5 rnds
  shoulders. limbs are useless. Foe is at -60,
  +10 hits.
  Foe receives 4 hits/rnd and 12 hits.
  stunned 5 rnds, -25 on actions, and
  and is stunned for 20 rnds. Receives
  stunned, and unable to parry for 5 rnds.
  bleeds. Receives 6 hits/rnd Give up.
  6 hits/rnd. +24 hits.
  +25 hits.
  Strikes to shoulder/collar area.
  ElbOw shattered with forearm left
  You cut foe down at the knees. Foe Is
  The side of foe's head springs 3 leaks.
  You expose foe's chest cavity appropriate
  66
  Foe is stunned for 5 rnds and arm
  dangling. Foe receives 6 hits/rnd
  immobilized and at -100. Receives
  Too late to call aplumber; he's dead.
  for pre med anatomy course. He is dead.
  Is useless. Activity at -30 and foe
  as foe sees this and passes out..
  10 hits/rnd and foe is stunned
  Very gory.
  +15to your next action.
  receives 4 hits per rnd. +55 hits.
  +20 hits.
  for 12 rnds.
  Blow along neck, upper chest and
  Neck and arm strikes cause
  Multiple strikes along the upper body
  Shoulder smashed. Foe spins back
  Muscles and tendons in foe's arm and leg
  67-70
  arm. Foe knocked down stunned
  6 hits/rnd and +14 hits. Foe
  Foe is stunned for 8 rnds and cannot
  10 feet. He is stunned and unable to parry
  are torn beyond recognition. He takes
  for 4 rnds. Foe receives 4 hits/rnd.
  at -20 and stunned for 5 rnds.
  parry for 4 rnds. Receives 2 hits/rnd
  for 7 rnds. Arm is useless. Receives
  12 hits/rnd and Is down for 20 rnds.
  +17 hits.
  and +20 hits.
  6 hits/rnd. +26 hits.
  +28 hits.
  Tendons in both legs are slashed.
  Foe's leg riddled. He is at -50 with
  leg muscles and tendons slashed by
  Hits in the shin, knee, hip, and side, down
  Foe loses both legs to your razing assault.
  71-75
  Foe is at -50 and is taking 4hits/
  4hits/rnd and also stunned
  strikes to calf and thigh. Foe stunned
  foe in aconvulsive heap. He is down for
  He is In shock, taking 14 hits/rnd, and will
  rnd. He Is out for 2 rnds and
  for 5 rnds. +17 hits.
  and unable to parry for 8 rnds, takes
  24 rnds and at -90. He takes 8 hits/rnd.
  die anyway in 6 rnds. +30 hits.
  stunned for 5 more. Too bad
  5 hits/rnd, and is at -75. +25 hits.
  +27 hits.
  Foe's left side and arm are
  Foe's left arm takes multiple
  Blows to both arms and chest break
  Strike destroys foe's weapon and neatly
  Bone splintered form one shoulder to the
  76-80
  perforated. Foe is at -40, stunned
  lacerations. Receives 3 hits/rnd
  several indigenous bones. Foe is
  separates his arm from his bod. Foe is in
  other. Additional thigh wound. Foe is prone
  and unable to parry for 6 rnds.
  and operates at -40. Foe is stunned
  stunned for 12 rods, takes 8hits/rnd,
  shock and prone taking 8 hits/rnd.
  taking 14 hits/rnd and equipment is
  Foe takes 3hits/rnd and +18 hits.
  next rnd and cannot parry. +18 hits.
  and is unable to parry. +27 hits.
  +30 hits.
  destroyed. +32 hits.
  Foe pummeled in the side and hip.
  Strikes to the side and leg. Foe
  Several side and back wounds cause
  severe blows to foe's side and abdomen.
  Witless loser charges you as you sever his
  Immobilized until aided. He takes
  experiences 9 Hits/rnd for bleeding.
  foe to parry in astunned state for the
  Foe is stunned and unable to parry
  spine, hand, and lacerate the side of this
  81-85
  6 hits/rnd and +20 hits.
  Stunned and unable to parry for
  next 13 rnds. Foe takes 9 hits/rnd and
  for 5 rnds. He is taking 10 hits/rnd and is
  head. He falls in aheap, quite lifeless.
  5 rnds before passing out from
  +28 hits.
  at -95. +32 hits.
  shock. +21 hits.
  Hit foe's back and upper leg. He is
  Strikes blow away ear and pierce hip.
  Foe knocked down. Strikes kill an
  Sent spinning, foe is struck in the spine,
  Disemboweling stream of metal pummels
  86-90
  bloody and knocked 10 feet away.
  Foe at -30, cannot parry for 2 rnds,
  unarmored foe. Otherwise, he is
  the kidneys, and he loses a hand. This
  foe's leg, abdomen, and chest. He lapses
  Foe unable to parry for 5 rnds.
  stunned for 6 rnds, and takes
  stunned, unable to parry for 12 rnds,
  one is history in one rnd. +33 hits.
  into unconsciousness before dying in 4
  6 hits per rnd, and +18 hits.
  8 hits/rnd. +27 hits.
  receiving 9 hits/rnd. +30 hits.
  rnds. +35 hits.
  Foe loses one ear, and nose is
  Impacts to middle and upper back,
  Foe makes an excellent ventilator with
  Several strikes take out the liver spleen,
  Spinal shot induces a bizarre twist. Arteries
  lacerated. Hearing at ·50. Stunned
  and back of head. If unarmored, foe
  holes in the leg, side, and chest.
  and intestines Poor slob fights for one
  in chest and arm also severed. Foe is
  91-95
  for 10 rods if armored or out
  dies; otherwise, he is stunned for
  He expires in 1 rnd. +32 hits.
  messy rnd then drops. +34 hits.
  paralyzed and dies in 3 rnds. +40 hits.
  3 hours If not. Foe receives
  10 rnds. Takes 8 hits per rnd and
  5 hits/md and +23 hits.
  +25 hits.
  Malicious blow to foe's face. He
  Foe brutalized in strikes to the side,
  Foe knocked back 15 feet without an
  Aclassic example of unanesthetized
  ASteady stream nails the sucker in brain,
  loses nose cheekbone and apart of
  cheek, neck, and brain. Foe dies
  arm, and with gashes in the neck.
  surgery. You remove aplethora of vital
  neck, heart. abdomen, and groin. Your
  96-99
  his skull. Foe is in coma until
  in 2prone rnds. Add 10 to your next
  He is paralyzed by abroken spine and
  organs. Abit sloppy. Foe is out and dies
  allies within 50 feet add +10 to their next
  revived. Receives 4 hits/rod and
  attack. +35 hits.
  dies in 8 rnds. +35 hits.
  in 3 rnds. +35 hits.
  attacks. You are out of ammunition.
  +25 hits.
  Hlp is destroyed. More Importantly,
  Poor sucker is without the lower half
  Foe takes strikes to the chest, and face.
  Foe hit in the heart and brain for aprompt
  Foe bursts into abloody pulp. Yuck.
  the head is messily separated from
  of his body and has a hole where his
  lungs fill with blood, making breathing
  demise. Good shot. Add +20 to your next
  100
  the shoulders. Bye.
  eye was to boot. It was quiCk.
  difficult. Poor fool expires in 3 messy
  attack
  rnds.
  82
  
  17.4 IMPACT CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  01-05
  Nary awhisper. +0 hits.
  Great luck escapes you.
  +1hit
  +2 hits
  +3 hits
  No additional damage. +0.
  06-10
  +1 hit
  +2 hits
  +3 hits
  +4 hits
  Blast stuns foe for 1 round. +3 hits.
  11-15
  Foe loses initiative for 1round.
  Foe is spun about. +4 hits.
  Foe Is unbalanced. +3 hits and
  Foe is unbalanced. +4 hits and
  Blast stuns foe for 1round. +4 hits.
  +2 hits.
  Foe loses initiative 1round.
  foe must parry 1 round.
  foe must parry 1round.
  16-20
  Foe is spun about. +3 hits.
  Blast unbalances foe. +2 hits
  Foe Is unbalanced. +4 hits and
  Foe is unbalanced. +6 hits and
  Blast stuns foe for 1round. +9 hits.
  Foe loses initiative 1 round.
  and foe must parry 1 round.
  foe must parry 1round.
  foe must parry 1round.
  21-35
  Foe is unbalanced. +5 hits.
  Blow unbalances foe. +5 hits
  Foe is unbalanced. +8 hits and
  Foe Is unbalanced. +10 hits and
  Foe reels from blast. +15 hits and
  Foe loses 2rounds of
  and foe must parry 1 round.
  foe must parry 1 round.
  foe must parry 1round.
  foe Is stunned for 1round.
  initiative.
  36-45
  Foe is unbalanced. +8 hits.
  Blow unbalances foe. +9 hits
  Foe is unbalanced. +10 hits and
  Foe is unbalanced and must parry
  Foe is spun about and reels
  Foe loses 2 rounds of
  and foe must parry next round.
  foe Is stunned for 1round
  for 2 rounds. +12 hits.
  backwards 10 feet. +20 hits.
  initiative.
  Foe Is stunned 2 rounds.
  46-50
  Blow unbalances foe.
  Blow unbalances foe. +10 hits
  Foe is unbalanced and must parry
  Foe is spun about. +20 hits.
  Foe Is staggered. +20 hits and foe Is
  +10 hits. Foe loses 3 rounds of
  and foe Is stunned next round.
  for 2rounds. +12 hits. Add +5 to
  Foe is stunned 2 rounds.
  stunned and unable to parry 1round.
  Initiative. Getting better.
  your next action.
  51-55
  Foe Is unbalanced. +10 hits.
  Blow unbalances foe. +12 hits
  Foe Is knocked back 5feet and
  Foe is knocked back 5feet and
  Foe Is staggered. +20 hits. Foe Is
  Foe is stunned for 1round.
  and foe Is stunned next round.
  must parry for the next 2rounds.
  must parry for the next 2 rounds.
  stunned 2 rounds and unable to parry
  Grazing blast.
  +15 hits.
  Add +5 to your next action.
  next round.
  56-60
  Foe is unbalanced. +10 hits.
  Foe is spun about. +10 hits and
  Foe is spun about +12 hits and
  Foe is staggered. +10 hits.
  Foe Is knocked down, +20 hits.
  Foe Is stunned next round.
  foe is stunned for 2 rounds.
  foe Is stunned for 2 rounds.
  Foe is stunned and unable to
  Foe is out of action for 2 rounds.
  parry for 1 round.
  Foe is unbalanced. +12 hits.
  Foe Is staggered. Poor fool Is
  Foe is stunned and unable to
  Foe is staggered. +10 hits.
  Foe Is knocked down. +20 hits.
  61-65
  Foe is stunned during next
  stunned and unable to parry
  parry next round. +10 hits.
  Foe Is stunned 2 rounds and unable
  Foe Is out of action for 3rounds.
  round.
  next round. +10 hits.
  Add 5to your next action.
  to parry for next round.
  Blast breaks foe's non-weapon
  Blow shatters foe's weapon
  Blow breaks both of foe's arms.
  Blow to foe's head. If foe has no
  Blast shatters skull into thousands of
  66
  shoulder. Arm is useless.
  shoulder. +15 hits. Arm Is
  Foe is knocked down, Is at -90,
  helmet you kill him. If foe has a
  lost particles. Foe dies instantly.
  +20 hits. Foe must parry
  useless. Foe is stunned
  and Is stunned for 3 rounds.
  helmet he Is out for 3 hours.
  Direct hit. Fine punch.
  for 1round. +7 hits.
  for 1round.
  Blow to foe's back. Foe Is
  Blow to foe's back. Foe is
  Blow to foe's back. Foe is
  Foe is knocked down. +15 hits.
  Blast to foe's non-weapon arm.
  67-70
  stunned and unable to parry
  stunned and unable to parry
  stunned for 2 rounds and unable
  Foe Is out of action for 2 rounds.
  Foe is stunned 1round. Foe has a
  for 1round. +7 hits.
  next round. +12 hits.
  to parry next round.
  Add +5 to your next act.
  shattered shoulder.
  Blow unbalances foe.
  Blow stuns foe for 2 rounds.
  Foe Is knocked down. +10 hits.
  Foe now has abroken non-weapon
  Blast to foe's chest breaks ribs and
  71-75
  +10 hits and foe Is stunned
  +20 hits. Foe Is unable to parry
  Foe is out of action for 2 rounds.
  arm. +10 hits. Foe loses use of
  stuns foe for 6 rounds. +20 hits.
  for 2 rounds. Strong grazing
  next round.
  Add 5to your next act.
  arm, is stunned 1 round.
  Foe at -25.
  blast.
  76-80
  Blow stuns foe for 2 rounds.
  Foe is knocked down. +10 hits.
  Blow breaks foe's collar bone.
  Blow breaks foe's weapon arm.
  Blistering blast to foe's shoulder area
  +15 hits. Foe is unable to
  Foe is out of action for 2rnds.
  Foe is at -25. Break is minor.
  +10 hits. Arm is useless. Foe is
  breaks collar bone and both
  parry for 1 round.
  Add +5 to your next act.
  +15 hits. Foe is stunned 1round.
  stunned for 1round.
  shoulders. Foe's arms are useless.
  +25 hits.
  81-85
  Blow to foe's back +10 hits.
  Blow to foe's back tears
  Foe has broken thigh. +15 hits.
  Blow breaks both of foe's arms and
  Blast to side crushes avariety of
  Foe has broken ribs and torn
  cartilage, breaks ribs. +10 hits.
  Foe fights at -40 and Is stunned
  knocks foe down. +20 hits. Foe is
  organs. Foe dies of internal bleeding
  cartilage, fights -25.
  Foe Is stunned for 2 rounds and
  for 3 rounds.
  down for 3 rounds, has 2 useless
  after 6 rounds of inactivity. +30 hits.
  fights at -25.
  arms.
  Blow knocks foe down.
  Strike to foe's calf. +20 hits.
  Blow breaks foe's hip. +20 hits.
  Strike to foe's abdomen. +20 hits.
  Blast crushes bone in foe's lower
  86-90
  +10 hits. Foe Is down for 3
  Foe fights at -50 due to broken
  Foe fights at ·60 and is stunned
  If area not armored, foe dies
  body. Foe finds life hard and dies in
  rounds an is unable to parry.
  bone and torn tendons. Foe is
  and unable to parry for 2 rounds.
  in 6 rounds due to organ loss.
  3rounds. +50 hits.
  stunned 3 rounds.
  If armored, foe stunned 12 rounds.
  Blow breaks foe's hlp. Foe
  Blow to upper head area.
  Blow shatters foe's knee. Foe Is
  Blow shatters foe's jaw. Foe's brain
  Blast drives bone through foe's
  91·95
  fights at -50. +20 hits. Foe is
  If foe has no helmet, he Is dead.
  hobbled and is at -75. +20 hits.
  is destroyed. +50 hits. Foe dies
  lungs. Foe drops and dies after
  stunned and unable to parry
  Otherwise, foe is in acoma for
  Foe is stunned and unable to
  after 3 rounds of InactiVity.
  6 rounds of intense agony. Sad.
  for 3 rounds.
  2weeks. +25 hits.
  parry for 9 rounds.
  +30 hits.
  Blast to foe's head. +20 hits.
  Blast to foe's collar area severs
  Blast to foe's chest. Foe dies
  Blow to foe's side. +25 hits. Bone
  Blast crushes skull. Foe dies
  If foe has no helmet, he is
  windpipe. Foe cannot breath or
  immediately after sudden brain
  Is driven Into foe's kidneys and foe
  immediately. Add +20 to your next
  96-99
  knocked out and in acoma for
  fight. +25 hits. Foe dies in
  shock. +50 hits.
  dies of shock in 1 round.
  action.
  1month. If foe has helmet he
  12 long rounds.
  Is knocked out for 1day.
  Head strike. +25 hits. If foe
  Blow to back of neck paralyzes
  Blast to foe's head crushes skull.
  Chest disruption. Foe's lungs and
  Blast annihilates foe's entire skeleton.
  has helm, it is broken and foe
  foe from the shoulders down.
  Foe dies Immediately. Add +10 to
  heart explode. Foe dies instantly.
  Foe Is reduced to agelatinous pulp.
  100
  is knocked down an out
  +30 hits. Foe is unhappy.
  your next action.
  Add +25 to your next action.
  Try aspatula.
  for 1day. If no helm, foe dies
  due to the skull fracture in
  3 rounds.
  83
  
  17.5 HEAT CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  01-05
  Hot air. +0 hits.
  Hot draft. +0 hits.
  +1 hit.
  +2 hits.
  +3 hits.
  06-10
  +1 hit.
  +2 hits.
  +3 hits.
  +4 hits.
  Foe loses initiative for 1 rnd. +4 hits.
  11-15
  Foe loses initiative for 1 rnd.
  Foe loses 1rnd of initiative. +2
  Foe loses 1rnd of initiative while
  Foe loses initiative for 1 round.
  Foe feels heat, loses 1rnd initiative;
  Hard, hot breeze. +2 hits.
  hits. Strong heat; little effect.
  he recovers his balance. +3 hits.
  Not Quite singeing. +4 hits.
  if he has no armor, 2 rods. +5 hits.
  Foe loses initiative for 1 rnd.
  Blast unbalances foe. Foe loses
  Foe loses initiative for 2 rounds.
  Foe is unbalanced and must parry
  Hot, unbalancing blast. Foe must
  16-20
  The nearby fire gives 3more
  initiative for 2 rounds.
  +5 hits.
  for 1 round. +6 hits.
  parry for 1 round. +7 hits.
  hits. Good blast, weak fire.
  21-35
  Blast unbalances foe. He loses
  Foe loses initiative for 2 rnds.
  Light burns. Foe must parry
  Minor burns. Foe must parry
  Minor burns. Foe must parry
  initiative for 2 rods. +4 hits.
  Bothersome smoke. +6 hits.
  for 1 rod. 1 hit per rnd. +7 hits.
  for 2 rods. 1 hit per rod.
  +8 hits.
  for 2 rods. 2 hits per rnd. +9 hits.
  Foe must parry for 1 round.
  Light burns. Foe must parry
  Minor burns force foe to parry
  Blast stuns foe for 1 round.
  Blast stuns foe for 1 round. +10 hits.
  36-45
  +6 hits.
  for 1round. +7 hits. Foe
  for 2 rounds. +8 hits and 1 hit
  +9 hits. Foe takes 2 hits per round
  Foe take 3 more hits per round. If he
  takes 1hit per round.
  per round.
  due to pain and suffering.
  is wearing acloak, it is destroyed.
  Light buros. Foe must parry
  Minor burns. Foe must parry
  Fire stuns foe for one round.
  Fire stuns foe for 1 round.
  Fire stuns foe for 2 rounds. +12 hits
  46-50
  for 1round. +7 hits, and foe
  for 2 rounds. +8 hits. Foe
  +9 hits. Foe takes 2 hits per
  +10 hits. 3 hits/rnd. If foe is using a
  and 3 hits per round. If foe is using a
  takes 1hit per round.
  takes 1hit per round.
  round. Minor burns.
  non-metal bow, it is destroyed.
  wooden weapon, it is destroyed.
  Blast unbalances foe. +8 hits.
  Blast stuns foe for 1 round.
  Blast stuns foe for 2 rnds. +9 hits.
  Blast stuns foe 2 rnds. If foe has a
  Foe reels back 3 feet. Stunned and
  51-55
  Foe must parry for two rods
  +S hits. Foe takes 2hits per
  If foe has leg armor, he takes 1 hit
  helmet, he takes Shits and 2 per
  unable to parry for 1 rnd. Takes 3
  and takes 1hit per rod.
  round. Wide shot, strong fire.
  per rnd. If not, 3 hits per rnd.
  rnd. If not, 11 hits and 4 per rnd.
  hits per rnd from hot blast. +13 hits.
  Foe is stunned for 1round.
  Foe is stunned for 2 rounds.
  Blast stuns foe for 2 rounds.
  Foe's clothing ignites; stunned and
  Fire stuns foe 2 rounds; +15 hits.
  56-60
  +9 hits. Foe loses initiative
  If foe is in metal armor and has
  +10 hits. Foe takes 2hits per
  unable to parry for 1 rod, takes
  Foe cannot parry for 1 rnd. He fights
  for 2 rounds and takes 2hits
  leg armor, +S hits. If not,
  round. All other cloth covering on
  +9 hits/rnd while aflame (2 rnds to
  at -10 and burns deliver 3 hits per
  per round.
  +9 hits and 3 hits per round.
  foe's back is destroyed.
  extinguish fire). +12 hits.
  round.
  Foe is stunned for 2 rods. If he
  Foe is stunned and unable to
  Foe is stunned and unable to
  Foe is stunned 2 rnds and unable
  Searing blast burns foe's legs.
  61-65
  has leg armor, he takes +7 hits
  parry for 1round. +9 hits, and
  parry for 1 round. +10 hits, foe
  to parry for 1. If foe has leg armor,
  Foe is stunned and unable to parry
  and one hit per rod. If not, he
  2 hits per round. Foe fights
  takes 3 hits per round and fights
  he takes +10 hits and 4 hits per rnd.
  for 2 rounds. He takes 4 hits per
  takes +10 hits and 3 per rnd.
  at -5 (leg buros).
  at -10. Upper leg burns.
  If not, +13 hits and 6 hits per rod.
  round and fights at -10. +15 hits.
  Blast causes foe to drop what
  Foe is stunned 2 rounds. If foe
  Chest blast knocks foe down.
  Neck blast. If foe has neck armor,
  Head strike. If foe has ahelmet, he is
  66
  he is holding. Stunned and
  wears organic armor, it is now
  If arm armor, he takes 2 hits/ rnd.
  he takes 3 hits/rnd and fights
  knocked out and takes 5 hits per rod.
  unable to parry for 2 rods and
  useless. +10 hits. Foe takes
  If not, his weapon arm is useless
  at -10. If not, foe is unconscious
  If not, foe is killed instantly, his head
  is at -15 (chest buros). +9 hits.
  4hits per rnd from chest blast.
  and he takes 4 hits/rnd. +12 hits.
  and takes 10 hits per round.
  fully vaporized. Fine aim.
  Back blast. Foe is stunned for
  Back blast. Foe is stunned for
  Back blast. Foe is stunned
  Back blast. Foe is knocked down.
  Blast to foe's non-weapon arm. If foe
  67-70
  2rounds. Foe takes 2 hits per
  2 rounds and unable to parry
  for 2 rounds and unable to parry
  +15 hits. Foe is out of action for
  has arm armor, he takes 4 hits/rod
  round and fights at -5. +S hits.
  for 1 rod. Foe takes 2hits per
  for 1 round. Foe takes 2 hits per
  1 rod. Foe takes 3 hits/rnd. Organic
  and fights at -15. If no armor, foe
  rnd and fights at -10. +7 hits.
  round and fights at -15.
  material on his back is destroyed.
  takes 5 hits/rnd and loses use of arm.
  Hot smoke blinds foe. Foe is
  Chest blast. Foe is stunned for
  Chest blast. Foe is stunned
  Blast to foe's non-weapon arm.
  Chest blast. If foe has chest armor, it
  stunned and unable to parry
  2 rounds and unable to parry
  for 3 rounds. If foe has organic
  Any organic material in or on his
  is destroyed. Foe takes +12 hits and
  71-75
  for 1round. +12 hits.
  for 1 rnd. Foe fights at -15.
  chest armor, it is destroyed.
  arms is destroyed. He is stunned 6
  is stunned 3 rounds. Otherwise, foe
  Add +10 to your next swing.
  If no chest armor, foe takes 6 hits
  rnds, loses use of arm, and fights at
  is knocked down, takes 6 hits/rnd
  +9 hits.
  per round and fights at -25.
  -50.
  and fights at -60.
  Blast stuns foe for 2 rnds.
  Arm strike. Buros stuns foe
  Blast to foe's non-weapon arm.
  Foes loses weapon hand. Severe
  Blast to foe's non-weapon arm. If foe
  Foe cannot parry for 1 round.
  for 2 rnds. Foe takes 2 hits per
  He is stunned 6 rnds, loses use
  burns. Any item in hand possibly
  has arm armor, it is destroyed, foe
  76-80
  +10 hits. Side wound.
  rnd. All cloth on foe's weapon
  of arm, and fights at -50. Any
  damaged. Foe is stunned and
  loses his hand, and is stunned for 6
  Foe takes 2 hits per round.
  arm is burned off and foe drops
  organic material in or on his
  unable to parry for 3 rounds, and
  rounds. If not, foe loses arm and is
  whatever he is holding.
  hands is destroyed.
  takes 5 hits per round.
  knocked out. +20 hits.
  Back blast. Foe is stunned for
  Back blast. Foe is knocked
  ; Leg blast. If foe has leg armor, he
  Blast burns both of foe's arms and
  Foe inhales flame and gets parched
  81-85
  2 rounds and is at -20. Buros
  down, stunned 1 rnd, and takes
  takes 2hits/rnd and is at -20. If
  all of upper chest. Foe loses use of
  throat and lungs. Foe expires in
  deliver 2hits per round.
  2 hits/rnd. All organic material
  not, massive tissue damage; foe's
  arms and is stunned 9 rounds.
  12 painful rounds. +20 hits.
  +S hits.
  on foe's back is destroyed.
  leg is useless, and foe is at -SO.
  +15 hits.
  Blast knocks foe down. Fire
  Leg strike. Any organic leg
  Lower leg burns. Foe loses foot,
  Abdomen strike. If foe has
  Foe's lower body is engulfed in
  destroys any of Foe's organic
  covering catches fire and
  but wound is cauterized. Foe is
  abdomenal armor, it is destroyed,
  flames. Foe dies in 9 rounds as a
  86-90
  foot and calf covering.
  delivers 6 hits per rod until
  stunned and unable to parry for
  foe is knocked out, and takes
  result of organ and tissue loss.
  +10 hits.
  extinguished (takes 1 rnd). Foe
  6 rounds, takes 3 hits per round,
  2 hits/rod. If not, foe dies in 12
  +20 hits.
  is stunned for 3 rods. +10 hits.
  and fights at -S5. +15 hits.
  inactive rnds due to organ damage.
  Fire burns foe in hip area.
  Head strike. Foe is blinded and
  Upper leg burns. Foe loses use of
  Head strike. If foe has afull helmet,
  Chest strike. All organic material on
  Foe is stunned and unable
  fights at -95 for 6 rods. If foe
  leg due to tissue loss, is stunned
  his eyes are destroyed and he is in
  foe's body is destroyed. Foe dies of
  91-95
  to parry for 2 rounds.
  has no helmet, 8 hits/rnd and
  and unable to parry for 6 rounds,
  acoma for 2 days. If not, foe dies in
  shock and nerve damage in 6 rounds.
  Foe fights at -30. +12 hits.
  loses 50% of head hair. Any
  takes 4hits per round and fights
  6 rounds due to massive shock and
  +25 hits.
  organic helmet is destroyed.
  at -90. +18 hits.
  brain damage. +20 hits.
  Blast to foe's neck area. If foe
  Neck strike destroys foe's
  Chest strike. If foe has chest
  Foe's side is engulfed in flames.
  Foe is instantly dehydrated into dust.
  has neck armor, he is stunned
  throat. +20 hits. Foe takes
  armor, it is destroyed and foe dies
  Foe dies in 6 rounds due to multiple
  Add +10 to your next roll.
  96-99
  and unable to parry for
  12 hits per round and is inactive
  of buros in 9 rods. If not. foe's
  compound fractures, tissue and
  3 rounds. If not, foe is down
  for 9 rounds. Foe then dies.
  chest cavity is ahollow cinder
  organ loss, and boiling blood.
  and taking Shits per rod.
  Add 10 to your next roll.
  and he dies instantly.
  +20 hits.
  Searing blast to foe's head. If
  Blast to foe's neck fuses
  Foe's head is but acharred
  Heat vaporizes foe's midsection,
  All that remains of foe are charred
  helm, he is knocked out and
  vertebrae and unites skin with
  stump. Sadly, foe cannot handle
  destroys foe's clothing, armor, and
  bits of teeth and bone. Add +20 to
  100
  takes 7hits/rod. If not, he is in
  clothing. Very unpleasant. Foe
  the loss and he dies instantly.
  all items he carries. Foe is cut in
  your next roll.
  a1 month coma and loses
  is paralyzed permanently.
  Add +10 to your next roll.
  half and dies. Add +15 to your next
  50% of his Presence. +15 hits.
  +25 hits.
  roll.
  84
  
  17.6 STUN CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  01-05
  You might have achance again
  Foe shrugs off attack.
  Foe is lucky, this time.
  +2 hits.
  Foe stunned 1round.
  next round.
  1
  No extra damage.
  +1 hit.
  Foe stunned for 1 round. Big deal.
  Foe stunned for 1round, and is at
  Blow leaves foe stunned and unable
  06-10
  ·20 for 2 rounds thereafter.
  to parry for 3 rounds. Add +10 to
  your next attack.
  Weak strike gives +1 hit.
  Foe operates at ·10 for
  Stun foe 2 rounds and he is at
  Attack leaves foe stunned
  Malignant damage stuns foe
  11-15
  3 rounds.
  -20 for 4 rounds.
  for 3 rounds.
  for 5rounds and puts him
  at ·10 for 2days.
  Foe stunned next round.
  Foe is stunned and must parry
  Moderately discouraging attack
  Foe is stunned 5rounds and loses
  Foe loses the use of his legs
  16-20
  at ·20 next round. +1hit.
  stuns foe 3 rounds.
  the use of an arm for 24 rounds.
  for 3 days. He is stunned
  +4 hits.
  for 8 rounds. +6 hits.
  Foe somewhat dazed. He is
  Weak impact sees foe stunned
  Forceful impact stuns foe
  Blast paralyzes foe from waist down
  Foe stunned and loses control of
  21·35
  stunned next round and is at
  for the next 2 rounds, but little
  4 rounds, during whiclrne must
  for 7 rounds. If standing, he falls
  neck muscles for 12 rounds.
  ·10 for 2 rounds.
  else.
  parry at ·10.
  over and takes 5hits.
  Head flops about at random.
  Stun foe for 2 rounds.
  Foe stunned for 3 rounds and
  Glancing strike spins foe. He is
  Foe stunned for 8long rounds.
  Foe staggers off in arandom
  36·45
  must parry at -20 next round.
  stunned and unable to parry
  Add +20 to your next two attacks
  direction for 16 rounds, not at all
  for 5 rounds.
  against this opponent.
  sure of what's going on.
  Mild blow stuns foe for 2
  Unspectacular strike stuns foe
  Foe stunned 6 rounds. lingering
  Attack leaves foe stunned and
  Blast stuns foe for 20 rounds and he
  46·50
  rounds and all maneuvers are
  for 4 rounds.
  disorientation puts him at -10 for
  unable to parry for 9rounds.
  is unable to parry for 10. Add +20 to
  at -10 for 4rounds.
  1hour. +3 hits.
  +6 hits.
  your next attack against this
  opponent.
  Foe stunned for 2 rounds and
  Foe knocked to his knees and
  Stunning blast causes minor
  Foe gasps for air. He is stunned
  Foe dazed for 24 rounds. He is
  51·55
  must parry at ·20.
  stunned 5 rounds. He is at
  cellular disruption. Foe stunned
  10 rounds while parrying at ·20.
  incapable of taking any action.
  ·30 to maneuvers next round.
  and at ·30 for 7 rounds.
  Poor fool.
  Your attack stuns foe
  Foe stunned 6 rounds. +3 hits.
  Foe stunned for 8 rounds and is
  Foe left incapacitated by attack.
  Blast knocks foe down. he is out for
  56·60
  for 3 rounds. Add +10 to
  at -20 for 12 rounds.
  He is out for 11 rounds.
  28 rounds.
  your next attack.
  Foe stunned for 4 rounds.
  Stunning blast immobilizes
  Blast overloads foe's neurons
  Foe drops to the ground and is left
  Foe falls on his face. He is stunned
  61·65
  He may not parry next round.
  foe's arms for 7 rounds.
  momentarily. He is stunned,
  writhing in spasms. He is stunned
  and unable to parry for 32 rounds.
  He is stunned next round.
  blinded and unable to parry
  and unable to parry for 12 rounds.
  +10 hits.
  for 9 rounds. +5 hits.
  +7 hits.
  Lucky strike shocks foe. He is
  Impact throws foe back
  Forceful attack drops foe for
  Foe snaps rigid and falls over,
  Foe falls. sending himself into a
  66
  stunned for 10 rounds and is
  3 meters. He is stunned and
  20 rounds. He is inert and quite
  breaking an arm in the process.
  coma for 20 days. When he comes
  unable to parry for 5. +7 hits.
  unable to parry for 15 rounds.
  helpless. +13 hits.
  He is out for 24 rounds and at
  to, he will be at ·30 for an additional
  +10 hits.
  -40 for 2days thereafter. +18 hits.
  20 days. +25 hits.
  Foe drops weapon.
  Foe dazed. He drops his
  Scrambling burst leaves foe
  Foe collapses into ajiggling, mushy
  Foe falls on top of his own
  67·70
  He is stunned for 5 rounds.
  hand-held equipment and
  drooling. He is stunned and
  heap after scattering his equipment.
  equipment, causing random
  stares glassy-eyed for 8 rounds.
  unable to parry for 10 rounds.
  He is out for 13 rounds.
  malfunctions. He is out for
  No activity.
  Apathetic sight.
  36 rounds.
  Foe unbalanced by your attack,
  Foe knocked over and stunned
  Blast knocks foe down. He is
  Strike spins foe. He is stunned and
  Control of arms and legs is lost
  71-75
  stunned for 6 rounds and may
  for 9rounds. Numb legs
  stunned and parries at ·50
  at -40 to orientation attempts
  temporarily. Foe drops prone
  not maneuver for 3. +1 hit.
  prevent him from standing
  for 11 rounds. Add +15 to
  for 14 rounds.
  for 40 rounds.
  again for 10 rounds. +5 hits.
  your next attack.
  Shocking blast spins foe.
  Muscle lock. Foe may not move
  Foe swallows own tongue.
  Strike leaves neurons misfiring for
  . Foe is stunned for 45 rounds and is
  76-80
  He is stunned for 7 rounds
  for 10 rounds. Unlucky, isn't he.
  He is stunned 12 rounds and is
  quite some time. Foe is stunned
  at -50 for 2days.
  and orientation rolls are at
  at -40 for 15 rounds.
  15 rounds and is at ·50 for
  -30 for 10 rounds.
  20 hours. sad, but true.
  Foe knocked down. He is
  Foe stunned for 11 rounds and
  Staggering blast. Foe stunned and
  Blast leaves one side of foe's body
  Disrupting strike causes foe's heart
  81-85
  stunned for 8 rounds and may
  may not parry for 3. Add +10 to
  unable to parry for 3 rounds, then
  paralyzed for 16 rods. He is at ·70.
  to sieze up. He drops. Unless tended
  not parry for 3. +2 hits.
  your next action.
  falls prone for an additional
  to, foe will die in 10 rounds.
  10 rounds. +6 hits.
  Foe stunned and unable to
  Foe knocked onto his back and
  Cruel blow stuns foe 14 rounds.
  Foe drops, motionless, for
  Foe sent into coma for 30 days, and
  86·90
  parry for 9 rounds. Add +15 to
  is immobilized for 12 rounds.
  He is at -20 for 5 hours.
  17 rounds, though he retains all of
  incapable of subconscious activity.
  your next attack.
  his senses. +9 hits.
  +20 hits.
  Blast disorients foe. He is
  Impact frazzles foe's brain. He
  Confusing blast leaves foe cross-
  Foe wishes he were somewhere
  Motor control sporadic. Foe is
  91·95
  stunned for 10 rounds and
  is stunned for 15 rounds and is
  eyed. He is stunned 18 rounds
  else. He is stunned and unable to
  stunned and unable to parry for an
  at -25 for one hour.
  at -20 for one day.
  and perceives at -50 for 1day.
  parry for 18 brutal rounds.
  incredible 25 hours. Very sad.
  -.........-
  Stunning blast knocks foe
  Foe rocked by strike. He falls
  Foe knocked prone for 24 rounds
  Foe is left ababbling idiot for
  Blow sends foe reeling. He colapses
  96-99
  back 3meters. He falls and is
  prone for 20 rounds, and takes
  and then slips into a10 day
  3days after the attack. He is quite
  6meters away, not to regain
  out for 15 rounds. +4 hits.
  1hit per round.
  coma.
  incapable of defending himself.
  consciousness for 30 days.
  Impact sends foe into spasms.
  Foe knocked out for 24 rounds
  Brutal attack leaves foe stunned
  Direct hit leaves foe totally
  Sadly, foe dies next round due to
  He is stunned for 20 rounds
  and is at ·50 for 6hours after Iand unable to parry for 30
  spazed-out. He is stunned and
  massive nerve failure.
  100
  and is at -40 for 3 hours. Foe
  he comes around.
  rounds. He is then at -40 for
  unable to parry for 50 rounds.
  has Whiplash.
  125 hours. +8 hits.
  +15 hits.
  85
  
  17.7 INTERNAL DISRUPTION CRITICAL STRIKE TABLE
  A
  B
  C
  0
  E
  01·05
  Anear miss. No extra damage.
  Glancing blow. +0 hits.
  +1 hit.
  +3 hits.
  +4 hits.
  06-10
  +1 hit.
  +3 hits.
  +4 hits. Add +10 to your next
  You may attack before this oppo-
  +6 hits. Foe loses his next attack op-
  attack.
  nent in the next fire Phase. +5 hits.
  portunity.
  You may resolve your fire
  Soft strike to foe's side. You
  Minor disruption of foe's side.
  +6 hits. Foe is stunned for
  +8 hits. foe is stunned for 2rounds.
  11·15
  before this opponent's next
  may fire before this opponent
  +7 hits. foe takes 2hits per
  2rounds.
  round. +2 hits.
  for the next three rnds. +4 hits.
  round.
  Foe is stunned next round, and
  Blow to foe's side delivers
  Blow stuns foe for 3 rounds.
  Minor side wound causes foe to
  Minor disruption gives foe 1hit per
  16·20
  must parry for the next two
  +5 hits. Foe must parry next
  +8 hits.
  take 3 hits per round. He is stunned
  round. He must parry for 3 rounds.
  rounds. +3 hits.
  round at -30.
  next round.
  Foe must parry next three
  Foe stunned for the next three
  Disrupting strike hits foe along
  Blast to foe's upper leg. +7 hits.
  Attack disrupts foe's side. +9 hits.
  21·35
  rounds. +4 hits. Add +5 to
  rounds. +5 hits, and foe takes
  side of chest. Foe stunned and
  He is stunned and unable to parry
  Foe takes 3hits per round and is
  your next attack.
  1hit per round.
  unable to parry for 2 rounds. Foe
  for 3 rounds.
  stunned for 4 rounds.
  takes 3hits per round. +9 hits.
  Burst muscle in foe's lower
  Disrupt foe's lower leg.
  Major wound to lower leg. Foe
  Wound foe's groin. Shocked, he is
  Blow to leg shatters several bones
  36·45
  leg. Foe stunned for one round
  Foe moves at -50 and takes
  takes 5hits per round and is
  stunned for 7 rounds and unable
  and shreds muscle. Foe at -70 and
  and receives 1hit per round.
  4hits per round. +6 hits.
  knocked to one knee. He is
  to parry for 4 rounds. +8 hits.
  takes 4 hits per round. Add +10 to
  Move at ·50.
  stunned for 4 rounds.
  Add +10 to your next attack.
  your next attack.
  Minor flesh wound along foe's
  Disrupting blast along foe's
  Blast across foe's back tears skin.
  Disruption of foe's lower back
  Minor disruption to foe's lower
  46-50
  back. +5 hits. Foe stunned for
  lower back. He is stunned and
  Foe takes 3hits per round and is
  paralyzes him from the waist down.
  back. Foe is stunned and unable to
  two rounds.
  may not parry for 4 rounds.
  stunned for 5rounds.
  He is down and out for 20 rounds.
  parry for 5rounds. He takes 4 hits
  +7 hits, takes 1hit per round.
  +10 hits.
  per round. +10 hits.
  Minor disrupting strike to foe's
  Blow to foe's chest drops him
  Disruption in upper chest drops
  Blast in chest collapses foe's lungs
  Foe's chest ruptured. He takes 6hits
  51·55
  chest. foe is stunned and
  to the ground. Foe takes 4 hits
  foe for 3 rounds. Foe takes 3hits
  and breaks ribs. Foe operates at -50
  per round. In 3 rounds he drops,
  unable to parry for three rnds
  per round and is stunned
  per round. +10 hits.
  for 4 rounds then slips into acoma.
  and after 3more, he dies.
  and receives 3hits per round.
  for 5rounds. +8 hits.
  He dies 6 rnds thereafter. +12 hits.
  Minor thigh disruption. Foe
  Energy dissipation shreds foe's
  Pulverizing blast to foe's upper
  Blast in upper leg. Foe falls and
  Major groin injury. Vitals destroyed.
  56-60
  knocked down and stunned
  thigh muscle. Foe takes 4 hits
  thigh. +11 hits. Foe falls and is
  takes 6 hits per round. He is at -90.
  Foe stunned for 14 rounds and
  for 2rounds. +5 hits.
  per round. +9 hits. Foe moves
  stunned for 5 rounds. He takes
  Add +10 to your next action.
  takes 2hits per round.
  Foe takes 3hits per round.
  at -50.
  5hits/rnd and moves at - 75.
  Blast along forearm. +5 hits.
  Blast to foe's forearm.
  Strike rips into foe's forearm.
  Forearm destroyed. Foe takes
  Disrupting strike severs arm above
  61·65
  Foe takes 3hits per round
  Hand useless. +9 hits.
  Arm useless. Foe takes 4 hits per
  7hits per round and is stunned
  the elbow. Foe takes 5hits/rnd and
  and is at -25.
  Foe takes 5hits per round.
  rod and operates at -40. +12 hits.
  for 5 rounds. He is at -40.
  is stunned for 8 rods. He is at -50.
  Non-weapon shoulder bursts
  Elbow in foe's weapon arm
  Foe's knee destroyed. He loses
  Blast to the face destroys foe's
  Burst destroys lungs. Heart
  from inside. Arm useless; will
  disrupted. Joint is destroyed
  lower leg, and takes 5hits per
  eyes, ears, nose and throat. He
  explodes. Foe falls and is inactive
  66
  fall off if foe takes more than
  and arm useless. +10 hits.
  round. Foe drops and is out
  dies after 4 painful rounds.
  for 3agonizing rounds before dying.
  25% activity; stunned no parry
  foe stunned and unable to
  for 10 rounds. Afterwards he is
  +20 hits.
  for 6rods, +10 hits, 5hits/rod.
  parry for 10 rounds.
  at - 70. +25 hits.
  Break foe's collar bone.
  Blow to foe's neck. Foe stunned
  Blow to collar area. Foe is
  Massive cellular disruption in foe's
  Blast inside shoulder sends arm
  67·70
  +6 hits. Foe is stunned for
  for 6 rounds and may not parry
  stunned for 12 rounds choking.
  shoulder. +14 hits. Foe stunned
  flying. Foe stunned and unable to
  4 rounds and may not parry
  for 3rounds. Foe operates
  He operates at -80. +13 hits.
  for 6 rounds and operates at -60.
  parry for 12 rods, +22 hits, 6 hits/
  for two rounds. Foe at -20.
  at -10. +10 hits.
  rod. Add +10 to your next attack.
  Disrupt tendons in lower leg.
  Muscles burst in foe's calf.
  Foe's calf muscle destroyed,
  Blast destroys foe's foot. He is
  Shuddering blast scraps leg. Bone,
  Foe at -50 and knocked to one
  Foe at -50 and receives 5hits
  tendons disrupted and bone shat-
  at -50 for 5rounds before passing
  muscle and blood vessels burst.
  71·75
  knee. Foe stunned for 3rods
  per round. +11 hits.
  teredo Foe is at -50; takes 6hits/
  out. Foe takes 5hits per round.
  Foe knocked down, stunned for
  and takes 2hits per rnd.
  rod. Add +10 to your next attack.
  6 rods. He takes 6 hits/rod. +24 hits.
  Disrupt foe's bicep. +7 hits,
  Non-weapon arm disrupted.
  Non-weapon arm disrupted and
  Foe's non-weapon arro explodes
  Foe's weapon arm bursts open.
  76·80
  and 3hits per round.
  Foe at -40 and takes 6hits/rod.
  useless; muscles destroyed; bone
  and is messily removed from his
  It is destroyed. Foe takes 6hits
  Foe at -30 and stunned
  He is stunned and unable to
  fractured. Stunned for 12 mds;
  body. Stunned and unable to parry
  per round, and is stunned
  for 4rounds.
  parry for 7rods. Arm useless.
  takes 4hits/rnd. +14 hits.
  for 18 rods, 6 hits/rnd, +20 hits.
  for 36 rounds. +30 hits.
  Strike foe in the side. Internal
  Blow to foe's side. +12 hits.
  Blow to side of lower abdomen.
  Variety of foe's abdominal organs
  Foe's backbone shattered by blast.
  81·85
  bleeding delivers 7hits per
  Foe takes 8hits per round.
  +15 hits. Interoal bleeding causes
  explode. He takes 8 hits per round
  He falls and dies after 6 quiet
  round. Foe stunned 8 rounds.
  He is stunned for 12 rounds
  6hits/rod. Foe fights for 24 rods
  and is at -80 for 4 rounds before
  rounds due to massive organ
  Add +10 to your next attack.
  and operates at -40.
  then dies due to organ failure.
  expiring. +30 Hits.
  failure. +40 hits.
  Disrupting blast along foe's
  Strike to back of foe's head.
  Shot pulps foe's brain. He dies
  Shattering blast destroys foe's
  Strike disrupts hip joint. Leg is lost.
  86-90
  back. Foe takes 4hits/rod and
  The subsequent brain disruption
  instantly. +25 hits. Add +15 to
  kidneys and severs spine. +40 hits.
  Foe lapses into unconsciousness,
  is stunned for 5rnds. +8 hits.
  kills foe instantly. +15 hits.
  your next attack.
  Foe drops, then dies next round.
  dying in 6 rounds. +30 hits.
  Blow off foe's ear. +9 hits.
  Blast disrupts hip, destroying
  Foe's chest explodes from the in-
  Disgusting strike guts through
  Foe's arm and side destroyed by
  91·95
  Foe takes 5hits per round
  the joint, +15 hits, stunned for
  side. Heart destroyed. Foe drops
  opponent. He is disemboweled
  disrupting blast. He is stunned
  and hearing is at -50.
  10 rnds before passing out.
  then dies next round. +35 hits.
  and dies instantly. Add +20 to
  and unable to parry for 8 rounds,
  Foe stunned for 10 rounds.
  Add +20 to your next attack.
  your next action.
  then dies. +35 hits.
  Disrupting strike to middle of
  Blast blows out side of foe's
  Blast shatters backbone and
  Back blow sends foe reeling.
  Internal explosion sends rib
  96·99
  face, stunned and unable to
  head. Foe drops and takes 5hits
  exposes upper chest cavity.
  Broken in half, foe drops and dies
  fragments flying. Foe drops and dies
  parry for 12 rods, 5hits/rod.
  per round for three rounds
  Foe dies instantly. +45 hits.
  next round.
  immediately. Add +20 to all actions
  Add +5 to your next attack.
  before dying.
  for the next 2 rounds.
  Strike disrupts foe's neck,
  Head strike destroys brain. Foe
  Foe's head explodes. He is very
  Head shot destroys brain in
  Foe's body ripped apart by cruel
  100
  severing his head from the
  is dead.
  dead, permanently.
  agruesome display. Foe's
  disrupting blast. He is no more.
  rest of his body. Foe dies
  lifeless, headless body
  Good work.
  immediately. +20 hits.
  tossed back 3meters.
  86
  
  18.1 RADIATION CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  01-05
  What radiation?
  They're only sub-atomic
  Nothing worse than aday at the
  Target looks alittle red, but it's
  Target was lucky, this time.
  particles.
  beach.
  nothing serious.
  06-10
  Warm draft.
  fast neutrons stay clear of
  This could have been really bad.
  +3 hits.
  +5 hits. It must have been those cool
  target. lucky.
  sun glasses.
  11-15
  The experts say it's nothing to
  Target has little to worry about.
  Amild headache is the end result.
  +4 hits. These may only be healed
  +8 hits. These may only be healed by
  worry about.
  by anti-radiation treatment.
  anti-radiation treatment.
  Bright flash reduces target's
  Zip.
  Insignificant damage.
  Mild irradiation. Target at -10 until
  Radiation sickness. Target loses hair,
  16-20
  vision by 50% for 3 rounds.
  treated.
  teeth, and nails within aday. He is at
  -50 for 5days, after which he dies.
  21-35
  Afterglow reddens target
  Walking in front of aneon sign
  +4 hits; may only be healed by
  Rad build-up will produce acancer
  Severe exposure drops all of target's
  ashade.
  would be more dangerous.
  anti-radiation treatment.
  in target within the next 5years.
  temporary stats by 1-10. Really bad.
  Microbes on target's skin have
  +2 hits.
  Mild radiation sickness. Hair falls
  Target's vision blurs. Perception is
  Sizzling beams raise blisters on
  36-45
  arough time of it.
  out in three days, and target is
  at -30 until treated. +5 hits.
  target's red-hot skin. He is at-60
  at -30 until treated.
  until treated and takes 1hit per round
  whenever he moves. +10 hits.
  Afew cells spontaneously
  Target may (50% chance)
  Target has a10% chance of
  Organ damaged. One of target's
  Severe Radiation sickness. Target
  46-50
  mutate, but Quickly die off.
  develop tumour within 5years.
  fainting each minute. He is out
  internal organs will fail in 1-10
  will die within aday unless treated,
  for 1-10 hrs and at -20 for 5days.
  hours.
  and is at -50 while he waits. +12 hits.
  Target will feel Queasy (-10)
  Target will feel ill.
  Mild radiation sickness. Hair falls
  Rays weaken target. His temporary
  Oeadly rays course through target.
  51-55
  in an hour. It will last for only
  -15 to actions for 6 hours,
  out; sores develop in 1-5 days.
  Strength stat is reduced by 15
  In ten minutes, he is struck by severe
  4hours.
  beginning in one hour.
  Target at -30 until treated. 50%
  while the temporary Constitution
  nausea (operates at -GO) lasting
  chance of acancer within ayear.
  stat falls by 5.
  HO days. Target then dies.
  Target's vision becomes hazy
  Telepathic target loses 1-10
  Rad accumulation will produce a
  Waves give target +20 hits that may
  Severe burns. Target at ·70 until
  56-60
  in 30 minutes (perception
  PP's. All targets at -10 until
  cancer within ayear.
  only be healed by anti-radiation
  treated. He is stunned for 6 rounds.
  at -20). It will last until treated.
  treated.
  treatment. Target stunned 6rnds.
  Some tactile sensation will be
  Target will have aheadache in
  Telepathic target loses 1010 PP's
  Telepathic target loses Psion
  Telepathic target loses Psion casting
  61-65
  lost to the target (operates
  10 min which will last for 1-10
  and is stunned for 6 rounds. All
  casting ability for 1day. All target's
  ability for 1-10 years. All targets
  at - 5) until treated. Effect
  hrs during which target will be
  targets at -15 until treated.
  are at -20 until treated.
  at -50 until treated. +15 Hits.
  manifests itself after an hour.
  at -20. It will recur 1day later.
  Rays course through body.
  Bitter chromosome damage to
  Hot rays sterilize target. +5 hits.
  Rays sterilize target. Target will die
  Widespread cellular damage gives
  66
  Target has 50% chance of
  target's reproductive organs.
  Sad.
  in 10 hours due to organ failure.
  target +40 hits and sends him into a
  producing mutated offspring.
  Offspring have a750/0 chance of
  coma. He will die in 1·10 minutes.
  being mutants.
  Minor loss of hand-eye
  Loss of hand-eye coordination
  Target loses hand-eye
  Beams daze target. He is stunned
  Target dazed. He is stunned and
  67-70
  coordination manifested in
  for 5days. Static maneuvers
  coordination and is at -40 to all
  for 20 rounds and is at -50 for all
  unable to parry until treated.
  2hours. Static maneuvers at
  at -20 during that time.
  maneuvers until treated.
  activities until treated.
  +17 hits. These hits may only be
  -15. Effect will last for 2days.
  healed by anti-radiation treatment.
  Aminor skin cancer will
  Target has difficulty
  Violent electromagnetic radiation
  Radiation sickness. Hair lost, teeth
  Target's skin blackened. He takes
  develop within ayear.
  concentrating. Reduce
  raises sores on target's skin.
  and fingernails fall out, and sores
  4 hits per round and is at -80 until
  71-75
  temporary Reasoning stat
  He is at -30 until treated.
  appear within 1day. Target at ·40;
  treated. Permanent Quickness and
  by 10 until treated.
  will die in 1010 days unless treated.
  Agility stats are reduced by 2-20
  Telepaths lose 1-10 PP's. +10 hits.
  points each.
  Mild burn. Target at -10
  Rays give minor burn. Target
  lingering radiation sickness.
  Rad build-up will produce a
  Target blinded and sent into acoma.
  76-80
  for 2days.
  takes 4 hits and is at -10
  Target at -50 within one day. Hair
  malignant tumour within 6 months.
  Severe radiation sickness will kill
  for 2 days.
  and teeth begin to fall out. Target
  Target at -40 until treated.
  target within aday unless treated.
  will die in 30 days unless treated.
  lingering rad buildup has a
  Exposure gives target 7 hits
  Target receives second degree
  Selective rays destroy target's eyes.
  Horrible rays reduce all of target's
  81-85
  500/0 chance of producing a
  which may only be healed by
  burns. He is at -30 for 6days.
  +15 hits.
  temporary stats by 2-20 and all
  cancer within 5years.
  anti· radiation treatment.
  permanent stats by 1-10. +19 hits.
  Mild burn. Target at-5
  Target irradiated and loses
  Electromagnetic waves damage
  Severe burns give target 3hits
  Amultitude of target's internal
  86-90
  for 5days.
  hair in two days. He operates
  arandom internal organ. It will
  per round. He is at -30. +17 hits.
  organs fail. Target drops and dies in
  at -20 until treated.
  cease to function in 1-10 days.
  1010 rounds. Telepathic targets lose
  Tough.
  all Psion Power.
  Insidious exposure delivers
  Burns crack target's skin.
  Target sees flash. He is blinded
  Target zapped. He is blinded and
  Blistering rays fry target. He is sent
  91-95
  4 hits that may only be healed
  Target takes 1hit per round
  for 1-10 days, then at -30 to
  stunned for 10 rounds, then
  into acoma and dies in 6 rounds.
  by anti-radiation treatment.
  and is at ·10 until treated.
  vision from then on.
  operates at -60. He will die in one
  day unless treated.
  Second degree burn gives
  Bright flash blinds target
  Heavy rad dose reduces
  Severe exposure. Target slips into
  Sizzling burst leaves but afew
  96-99
  target 5hits.
  for 1-10 hours.
  temporary Constitution stat by 20.
  coma and dies in 1010 hours.
  remains of target's former self. sad.
  Permanent Constitution is lost at
  the rate of 1poinVhr until treated.
  Flash burns give target
  Target at ·20 until treated,
  Target's skin flash-fried. +30 hits.
  Target's blood boils. He drops
  Target glows white before vanishing
  10 hits. Target at -15
  and will develop acancer
  Target knocked out and takes
  immediately and dies in 6 rounds
  utterly.
  100
  for 7days.
  within 6months.
  4 hits per round. He will die
  due to massive internal damage.
  in 2-20 hours unless treated.
  87
  
  18.2 ELECTRICITY CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  01-05
  Alot of static. +0 hits
  Foe's hair stands up. +0 hits
  +1 hit
  +2 hits
  +3 hits
  06-10
  +1 hit
  +2 hits
  +3 hits
  +4 hits
  Foe loses initiative for 1 rnd. +4 hits.
  Foe loses initiative for 1round.
  Foe loses initiative for 1 round;
  Foe hears crackling sound and
  Foe loses initiative for 1 round. The
  If foe has metal armor, he loses
  11-15
  +2 hits.
  the metal he bears begins to
  loses 1 round of precious
  smell of danger is in the air.
  2 rounds of initiative. If not, foe is
  buzz. +2 hits.
  initiative. +3 hits.
  +4 hits.
  stunned but 1 round. +5 hits.
  16-20
  Foe is spun about and loses
  Explosion of light causes foe to
  Eruption of smoke forces foe to
  Foe is unbalanced, but the strike is
  Glancing strike stuns foe for 1round.
  1 round of initiative. +3 hits.
  lost 1 rnd of initiative. +4 hits.
  lose 2 rnds of initiative. +3 hits.
  weak. Must parry next rnd. +4 hits.
  +6 hits.
  21-35
  Blast unbalances foe. He loses
  Crackling blast forces foe to
  Strong but glancing blast forces
  Light burns.
  Foe must parry for
  Foe gets aminor scorching and is
  2 rounds of initiative. +4 hits.
  lose 2 rods of initiative. +5 hits.
  foe to parry next round. +6 hits.
  2 rods; takes 1hit per rnd. +5 hits.
  stunned for 2 rounds. +10 hits.
  36-45
  Light distracts foe, and he
  Minor burns. Must parry for
  Foe feels the heat and must parry
  Blast stuns for 1 round. Foe fights
  Smoke and light stun foe for 2 rnds.
  must parry for 1rnd. +5 hits.
  1rnd; takes 1hit/rnd. +2 hits.
  for 2 rounds. +7 hits.
  at -10 for 2 rounds. +7 hits.
  Foe fights at -10 for 2 rnds. +12 hits.
  Minor burns. Foe must parry
  Blast forces foe to parry
  If foe has metal armor, he is
  Explosion of light and fire stuns foe
  If foe has metal armor, he is stunned
  46-50
  for 1round and takes 1hit per
  for 2 rounds. +6 hits.
  stunned 2 rounds. If not, foe is
  for 2 rounds. Foe fights at -10
  and unable to parry for 2 rods. If not,
  round. +2 hits.
  stunned for 1 round. +7 hits.
  for 2 rounds. +7 hits.
  foe is stunned 2 rnds. +13 hits.
  Sizzling but weak blast stuns
  Foe is spun about and is
  Strike to foe's leg. If foe has leg
  Blast stuns foe for 2 rounds and foe
  Hot smoke and light stuns foe
  51-55
  foe for 1 round. +6 hits.
  stunned for 1 round. Aminor
  armor, he is stunned 1 rnd. If not,
  is unable to parry for 1 round.
  for 4 rounds. Foe loses initiative
  burn on foe's leg causes 2hits
  foe is stunned and unable to parry
  +10 hits.
  for 6 rounds. +13 hits.
  per round. +7 hits.
  1 rnd and takes 3hits per rod.
  foe is unbalanced and is
  Foe is stunned for 2 rounds.
  Blast stuns foe for 2 rounds.
  Strike to foe's non-weapon arm. If
  Strike to foe's weapon arm. Foe
  56-60
  forced to parry next 3 rounds.
  If foe has metal armor, he
  Foe cannot parry for 1 round,
  foe has metal armor, he Is knocked
  drops all that is in his weapon hand.
  +7 hits.
  cannot parry for 1rnd. +8 hits.
  leg hit. +9 hits.
  outtor 1day. +15 hits.
  Stunned for 2 rnds. 2 hits per rnd.
  Chest strike. If foe has metal
  Upper leg strike. Foe is stunned
  Foe is stunned and unable to
  If foe has armor over abdomen,
  Leg strike. Foe is knocked down and
  61-65
  armor, he is stunned for
  and unable to parry for 1 round.
  parry for 2 rounds. +10 hits.
  he takes 2 hits/rnd, stunned 2 rnds
  stunned for 2 rounds. Foe cannot
  2 rounds. If foe has no armor,
  +9 hits.
  due to minor burns. If not, burns
  parry for 1 round. +14 hits.
  he is stunned 3 rounds.
  stun foe 6 rnds, 3 hits/rnd.
  Blast of light and smoke stun
  Chest strike. Foe is stunned
  Chest strike. If foe has metal
  Neck blast knocks foe out. Foe
  Head strike. If foe has aleather
  all within 5feet of foe for
  and unable to parry for
  armor on arms and over chest, it
  cannot speak for 2 months and
  helmet, it is destroyed and foe is in a
  66
  1round. Foe is knocked down
  3 rnds, takes 3hits per rnd, and
  becomes fused and he cannot use
  takes +4 hits per round. +20 hits.
  coma for 2 months. If not, foe's
  and stunned for 3 rounds.
  fights at -20. +15 hits.
  arms. If not, foe is knocked out
  brain is fried and he dies instantly.
  for 6 hours and takes +9 hits.
  Add +10 to your next roll.
  Back strike. Foe is stunned
  Back strike. Foe is stunned for
  Back strike. Foe is stunned and
  Back strike. Foe is knocked down
  Back strike. Foe is stunned and
  67-70
  and unable to parry
  2 rounds and cannot parry
  unable to parry for 2 rnds. Burns
  and out of action for 1 rnd. Minor
  unable to parry for 4 rounds. Minor
  for 1round. +7 hits.
  for 1 round. +10 hits.
  force foe to fight at -10. +11 hits.
  shock. Foe fights at -20. +12 hits.
  shock. Foe fights at -25. +15 hits.
  Blast stuns foe for 3 rounds,
  Strike to foe's non-weapon arm.
  Strike to foe's non-weapon arm.
  Strike to foe's weapon arm.
  Shoulder strike shatters bone in foe's
  foe fights -5 for 6 rounds.
  If foe has arm armor, he is
  If foe has ametal arm armor, he
  Arm is useless and foe is stunned
  weapon arm. Muscle and cartilage
  71-75
  +8 hits.
  stunned for 4 rnds. If not, foe's
  is stunned for 6 rnds and takes
  for 3 rounds. +13 hits.
  damage. Arm is useless, foe is
  arm is useless, foe is stunned
  +12 hits. If not, foe is knocked
  stunned for 6 rounds, and takes
  and not able to parry for 2 rnds.
  down, arm is useless, +13 hits.
  3 hits per round.
  Strike to foe's upper chest
  Chest strike. Foe is knocked
  Chest strike. If foe has chest
  Chest strike. If foe has metal chest
  Chest strike. Foe is knocked out due
  76-80
  stuns foe for 2 rounds. Foe
  down and takes 2 hits per round
  armor, he is stunned 6 rnds,
  armor, he is knocked out, +25 hits.
  to shock. Blood loss and nerve
  cannot parry for 1 round.
  due to bleeding. +11 hits.
  2 hits/rnd, fights at -5. If not, foe
  If not, foe is stunned and unable to
  damage cost foe 3 hits per round.
  +9 hits.
  is knocked out for 3days (shock).
  parry for 6 rnds and takes +15 hits.
  +18 hits.
  Back blast. Foe is stunned and
  Back blast. Foe is stunned and
  Thigh strike. Foe takes 2 hits per
  Lower back strike. Nerve damage
  Foe becomes aconductor and strike
  81-85
  unable to parry for 2 rounds.
  unable to parry for 3 rounds.
  round. Bones breaks and torn
  and shock. Foe is stunned for 30
  rearranges his entire nervous
  +12 hits.
  Muscle is torn and foe fights at
  cartilage. Foe is stunned
  rounds and takes 3 hits per round.
  system. Foe drops and lies in shock
  -10. +13 hits.
  for 4 rounds and fights -40.
  +15 hits.
  for 12 rounds before dying.
  Blast knocks foe down. If foe
  Leg strike. If foe has leg armor,
  Blast shatters foe's knee and
  Abdomen strike. If foe has armor
  Blast crushes pelvis and shatters
  has metal leg armor, he loses
  he is stunned and unable to
  destroys avariety of nerves.
  over abdomen, he is stunned
  lower backbone. Foe's spine is
  86-90
  use of leg due to nerve dam-
  parry for 6 rnds. If not, foe's
  Foe fights at -60 and is stunned
  for 9 rounds and takes 6 hits per
  burned into amultitude of small
  age. If not, +15 hits and foe is
  leg is broken, it has damaged
  and unable to parry for 2 rounds.
  round. If not. foe dies of shock and
  parts. Foe is knocked out and dies in
  stunned and unable to parry
  nerves, and foe is stunned for
  bleeding in 12 rounds.
  12 rounds.
  for 2rounds.
  6 rounds and fights at -50.
  Hip strike. If foe has hip
  Head strike. Foe loses nose, he
  Strike through foe's lower
  Side strike devastates foe's nervous
  Side strike melts foe's lower skeleton
  armor, foe is stunned 6 rods;
  is temporarily blinded for
  abdomen. Massive shock and
  system. Foe falls into acoma and
  and destroys avariety of organs. Foe
  91-95
  +10 hits. If not, foe is stunned
  2weeks, and is stunned for
  bleeding. If abdomen armored,
  goes into severe shock. Foe is a
  dies in 9 inactive rounds. +25 hits.
  3 rnds and acts at -50 due to
  9 rnds. Foe is at -95 while blind.
  foe is at -75; takes 5 hits per rnd.
  living vegetable. +30 hits.
  shock and nerve damage.
  If no helm, he is knocked down.
  If not, foe dies in 6 inactive rnds.
  Neck &shoulder strike. If foe
  Head strike. Blast cracks skull
  Chest strike destroys foe's heart
  Chest strike knocks foe back 10
  Chest strike destroys both of foe's
  has neck armor, he is stunned
  and causes massive shock and
  and lungs. If foe has metal chest
  feet. Massive nerve damage. Foe
  lungs and cuts foe in half. Blast
  96-99
  and unable to parry for 6 rnds.
  brain damage. Foe drops and
  armor, it is afused lump and foe
  dies of fatal shock in 3 rounds.
  continues to apoint 10 feet beyond
  If not, he is knocked out;
  dies in 9 rounds. +15 hits.
  dies in 6 rounds. If not, foe dies
  +20 hits.
  foe (SUbtract 20 if it strikes second
  loses ability to speak. +10 hits.
  instantly.
  target).
  Head strike. Foe's brain falls
  Blast through foe's neck severs
  Foe's head is no longer available.
  Foe's nervous system acts as a
  Foe returns to the dust from which
  victim to massive shock and
  head and kills foe instantly. Add
  Smoke and ozone surround the
  superconductor. Foe's sad instant
  he came. Add +20 to your next roll.
  100
  surface burns. Foe drops into
  +10 to your next attack roll.
  lifeless body. Add 10 to friendly
  death provides all the witnesses
  unconsciousness, and dies in
  witnesses' rolls for 3 rounds.
  with afine light show.
  6 rounds. +20 hits.
  Add +15 to your next roll.
  88
  
  18.3 COLD CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  01·05
  Cool breeze +0 hits
  Cold breeze. +0 hits.
  +1 hit
  +2 hits
  +3 hits
  06·10
  +1 hit
  +2 hit
  +3 hits
  +4 hits
  Foe loses initiative for 1 rnd. +4 hits.
  Foe loses initiative for 1round.
  Foe loses initiative for 1 round.
  Foe is slightly unbalanced and
  light blast. Foe loses initiative
  Cold blast. If foe has armor, he loses
  11·15
  Cold wind. +2 hits.
  Cold chills. +3 hits.
  loses 1round of initiative. +4 hits.
  for 1round. +5 hits.
  1 rnd of initiative. If not, foe takes
  +6 hits and loses 2rnds of initiative.
  16·20
  Foe loses initiative for 1md.
  Foe loses initiative for 2rnds.
  Foe loses initiative for 2 rounds.
  Unbalancing blast. Foe must parry
  Moderate blast. Foe must parry
  Freezing breeze. +3 hits.
  Freezing wing. +4 hits.
  Mild frosting. +5 hits.
  for 1round. +6 hits.
  for 1 round. +7 hits.
  Mild blast. Foe loses initiative
  Frost laden blast forces foe to
  Moderate blast. .Foe must parry
  Chilling blast gives foe afrosty
  Parched, cold blast. Foe is
  21·35
  for 2 rounds. +4 hits.
  lose 2rounds of initiative.
  for 1round. +6 hits.
  "burn'. Foe must parry for 1 rnd
  unbalanced and must parry
  +5 hits.
  at -20, takes 1hit per rnd. +7 hits.
  for 2rounds at -is. +8 hits.
  Frosty blast. Foe must parry
  Freezing blast. Foe must parry
  Blisters give foe 1hit per round.
  Blast stuns foe for 1round. Foe
  Strong, low blast stuns foe for 1rnd;
  36·45
  for 1round. +5 hits.
  for 1 round and loses 3 rounds
  Foe must parry for 2rounds.
  takes 2hits per round and fights at
  destroys foe's foot covering. If feet
  of vital initiative. +6 hits.
  +7 hits.
  -~ due to facial shock. +8 hits.
  uncovered, foe is at -20 (frostbite).
  46·50
  Moderate blast. Foe must
  Mild frostbite. 2hits per md.
  Blast stuns foe for 1 round.
  Mild frostbite. Foe is at -10. +2 hits
  SWirling blast spins foe about. +10
  parry for 2 rounds. +6 hits.
  Must parry for 2 rnds. +7 hits.
  +8 hits.
  per rnd. Stunned 1round. +9 hits.
  hits. Stunned 1 rod. Drops weapon.
  Unbalancing blast. Foe is
  Strong, but off-center blast
  Blast is strong but low. Foe is
  Blistering blast to foe's side knocks
  Strong side strike. Foe is stunned
  51·55
  stunned for 1 round. +7 hits.
  stuns foe for 1 rod. Foe takes
  stunned for 2rnds. If foe has no
  foe back 5feet. Foe takes 3hits per
  and unable to parry for 1round, and
  3 hits per md due to frostbite
  leg armor, he takes 5hits per
  round and is stunned for 2rounds.
  takes 4hits per round numbing pain.
  on shield wrist. +8 hits.
  round due to shock and pain.
  +10 hits.
  +11 hits.
  Strong, but diffused, blast.
  Foe is stunned for 2rounds, all
  Back blast freeze dries all organic
  Blast to foe's non-weapon arm.
  Blast to foe's weapon arm.
  56·60
  Foe is stunned for 2rounds.
  wood exposed on foe's back is
  material that is exposed on foe's
  Frostbite. Foe is stunned and
  Foe is stunned and unable to
  +8 hits.
  useless and brittle. Foe takes
  back. Foe is stunned and unable
  unable to parry for 1round, takes
  parry 1round, takes 4hits per
  2 hits per round. +9 hits.
  to parry for 1 round. +9 hits.
  3hits per round, and fights at -is.
  round, and fights -20.
  Foe is stunned and unable to
  Leg strike. Frostbite. Foe is
  Leg strike. Frostbite. If foe has
  Strike to foe's non-weapon arm. If
  Blast to foe's weapon arm.
  61·65
  parry for 1round. +9 hits.
  stunned and unable to parry for
  leather boots or greaves, they are
  foe has arm armor, +20 hits. If not,
  Foe drops whatever is in that hand.
  1round, fights at -5, and takes
  destroyed. Foe is stunned
  arm is useless due to nerve and
  Foe is stunned and 3 rounds and
  3hits per round. +10 hits.
  for 4 rounds. +11 hits.
  skin damage; foe is stunned 5 rods.
  fights at -30. +13 hits. Frostbite.
  Blast causes foe to drop
  Foe is stunned and unable to
  Foe is knocked down and stunned
  Neck blast. If foe has neck armor,
  Shoulder strike. Foe loses use of
  whatever he is holding.
  parry for 4 rounds. If foe wears
  for 6 rounds. If foe has wrist
  he takes 4 hits per round and is
  shoulder due to nerve and cartilage
  66
  +10 hits. Foe is stunned and
  no armor or protective cloak,
  armor, he takes 3hits per round.
  stunned for 6 rounds. If not, foe
  damage. If foe has not helmet he is
  unable to parry for 3 rounds.
  he takes 5hits per round.
  If not, foe fights at -25 and takes
  fights at -50, takes 5hits per round,
  knocked out for 1day and
  Chest strike.
  +6 hits per round.
  is stunned 3rounds.
  takes 6hits per round. +15 hits.
  Back blast. Foe is stunned and
  Back blast. Frostbite. Foe is
  Back blast. Foe is stunned
  Back blast. Foe is stunned
  Blast to foe's non-weapon arm. If foe
  unable to parry for 1 round.
  stunned for 2rounds and
  for 2 rounds and cannot parry
  for 3 rounds and cannot parry
  has arm armor, he is knocked down
  67·70
  Frostbite. Foe fights at -5.
  cannot parry for 1 round.
  for 1round. Foe fights at -is.
  for 1round. Foe fights at -20.
  and takes 2hits per rnd. If not,
  +10 hits.
  Foe fights at -10. +11 hits.
  Frostbite. +12 hits.
  Frostbite. +13 hits.
  massive frostbite, foe loses use of
  arm and is stunned 6 rnds.
  Unbalancing blast. Foe is
  Strike to foe's non-weapon side.
  Strike to foe's side. Shock and
  Blast freezes foe's non-weapon
  Blast to foe's weapon arm. Frostbite
  71·75
  stunned for 2 rounds. Pain
  Pain and shock give foe 3hits!
  frostbite. Foe fights at -20, takes
  shoulder. Arm is useless and foe is
  and numbing pain make arm useless
  and shock cause foe to fight
  rnd. Foe is stunned and unable
  3hits per round, and is stunned
  stunned for 2rounds. +14 rounds.
  and stun foe for 3 rounds. +15 hits.
  at -10. +11 hits.
  to parry for 2rnds. +12 hits.
  and unable to parry for 2rounds.
  Chest strike. Foe is stunned
  Chest strike. Foe takes +3 hits
  Chest strike. Foe takes 4hits per
  Chest strike. Foe fights at -25 due
  Chest strike. Foe is knocked down
  76-80
  for 2 rounds and cannot parry
  per round, fights at -15, and is
  round. If foe has chest armor, he
  to frostbite. Foe is stunned and
  and drops all he holds. Foe is
  for 1 round. +12 hits.
  stunned for 4 rounds. +13 hits.
  is stunned for 3 rnds. If not, foe is
  unable to parry for 3 rounds.
  stunned for 12 rounds. ShOCk and
  knocked down, fights at -25.
  +15 hits.
  nerve damage. Foe fights at -30.
  Back blast. Foe is stunned and
  Back strike. Foe is stunned and
  Thigh strike. Foe has broken
  Blast freezes both of foe's hands
  Blast freezes foe's throat and lungs.
  81·85
  unable to parry for 2rounds.
  unable to parry for 3 rods and
  bone and frostbite. Fights at -40,
  and foe loses use of both arms.
  Foe drops and dies in 12 rounds.
  +13 hits.
  takes 4 hits/rnd. +14 hits.
  takes 5hits/rod, stunned 6mds.
  Stunned 9 rods, takes 6hits/rnd.
  +17 hits.
  Leg strike. Foe is knocked
  Leg strike. Foe is knocked
  Lower leg blast destroys foe's
  Upper chest blast knocks foe down.
  Back blast freezes and shatters foe's
  down. If foe has leg armor, he
  down. If foe has leg armor, he
  foot covering, freezes both foe's
  If foe has chest armor, he is
  backbone. Foe drops and dies
  86·90
  is stunned for 2rounds.
  is stunned for 3 rounds.
  feet, and stuns foe for 9 rounds.
  knocked out. If not, foe dies in
  in 9 inactive rounds. Broken neck.
  If not, foe loses use of left
  If not, foe loses use of foot, and
  Foe takes 6hits per round,
  12 rnds due to acold, cold, heart.
  Massive shock.
  foot, fights at -70 (frostbite).
  fights at -75 (frostbite).
  fights at -SO.
  Head strike. Foe is knocked
  Hip strike. Foe's hip is
  Abdomen strike. If foe has
  Foe's blood is entirely frozen solid.
  Foe's lower body is fully frozen. Foe
  down. If foe has helmet, he is
  shattered. Foe is stunned and
  abdomenal armor, he is knocked
  Foe dies in 9 inactive rounds.
  dies in 6inactive rounds. +19 hits.
  91·95
  stunned 3 rods. If not, foe is
  unable to parry for 3 rounds
  out and takes +17 hits.
  +18 hits.
  stunned 6 rods, fights at - 50,
  and fights at -75. +17 hits.
  If not, foe dies of organ damage
  and loses both ears.
  in 9 rounds.
  Neck strike. If foe has neck
  Neck & collar strike. If foe has
  Side strike freezes and shatters
  Foe's heart and lungs are suddenly
  Foe is alifeless, frozen statue -
  armor, he is stunned for 9
  neck armor, he is knocked out.
  foe's pelvis. Foe dies in 6 rounds
  frozen. Foe dies in 6inactive
  well preserved, but quite dead.
  96·99
  rounds. If not, foe loses lips,
  If not, foe's neck is frozen and
  due to shock and nerve damage.
  rounds of shock and suffocation.
  Add +10 to your next roll. +20 hits.
  cannot speak for 2weeks, and
  shattered, and foe dies in
  +18 hits.
  +19 hits.
  is knocked out.
  9 inactive rounds.
  Foe is sent into amonth long
  Blast freeze-dries foe's head.
  Head strike. Foe's eyes are
  Massive strike shatters foe's chest
  Foe freezes solid and then shatters
  coma and loses nose as a
  Foe dies in 1 round. Foe's skull
  destroyed; foe is in acoma
  and freezes foe's body fluids.
  into thousands of pieces after falling
  100
  result of severe frostbite and
  and brain are brittle and lifeless.
  for 2weeks and is permanently
  Foe dies in 2 rounds. +20 hits.
  down 20 feet behind impact point.
  shock. +21 hits.
  Add 5to your next roll.
  paralyzed from the neck down.
  89
  
  18.4 CRUSH CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  01-05
  Zip
  Weak grip. No extra damage.
  +1 hit
  +2 hits
  +3 hits
  +1 hit
  +2 hits
  +3 hits
  +4 hits
  Glancing blow +6 hits. Foe is slightly
  06-10
  unbalanced. You have initiative next
  round.
  Glancing blow. Foe takes
  Glancing blow. +3 hits.
  Blow to foe's side. +7 hits.
  +5 hits. Foe must parry next round
  +6 hits. Foe is stunned for 1round.
  11-15
  +3 hits. You have the initiative
  You have initiative next round.
  You receive initiative next round.
  at -10.
  Add +5 to your next swing.
  next round.
  +2 hits. Foe must parry next
  Blow to foe's side. +4 hits. Foe
  Blow to foe's side. +6 hits.
  Minor fracture of ribs. +5 hits.
  Strong blow. Foe is stunned and
  16-20
  round of action.
  must parry next round at -10.
  Foe must parry next round at -20.
  Foe fights at -5. You have initiative
  unable to parry next round.
  next round.
  Add +10 to your next swing.
  Foe must parry next round.
  Foe must parry next round
  You break foe's rib. +5 hits. Foe
  Strike to foe's side. +4 hits.
  Strike cracks foe's ribs. +6 hits.
  21-35
  +3 hits. Add +5 to your next
  at -20. +4 hits.
  is stunned during next round.
  Foe is stunned and unable to parry
  Foe is at -10. You have initiative next
  swing.
  Hard blow to foe's side.
  during next round.
  round.
  Bruise foe's calf. +6 hits.
  Bruise foe's calf. +6 hits. You
  Bruise foe's calf. +9 hits. You
  Major calf bruise. +10 hits.
  Strike to upper leg. Minor fracture.
  36-45
  You gain the initiative.
  gain the initiative. Foe fights at
  gain the initiative. Foe fights
  Foe fights at -10. You have the
  +12 hits. Foe fights at -10.
  Foe fights at -5 for next round.
  -20 for next 2rounds.
  at -25 for next 2rounds.
  initiative next round.
  You have the initiative next round.
  Blow to foe's back. +4 hits.
  Blow to foe's back. +6 hits.
  Hard blow to back. +5 hits.
  Hard blow to back. +10 hits.
  Strike to foe's lower back. +15 hits.
  46-50
  Foe must parry next round at
  Foe must parry next round
  Foe is stunned and unable to
  Foe is stunned and unable to parry
  Foe is stunned and unable to parry
  -25. Hard, glancing strike.
  at -25.
  parry next round. You have the
  during next round.
  during next round.
  initiative for 2rounds.
  Blow to foe's chest. +5 hits.
  Blow to foe's chest. +6 hits.
  Hard blow to chest. +5 hits.
  Blow to chest. +10 hits.
  Blow to chest. +15 hits.
  51-55
  Foe must parry next round at
  Foe must parry for next
  Foe fights at -10. Foe is stunned
  Foe has apair of broken ribs and
  Foe is stunned for 2 rounds.
  -25. Foe has abruised rib.
  2rounds.
  during next round.
  must fight at -15.
  Foe fights -15.
  Strike foe's thigh. +5 hits.
  Strike foe's thigh. +6 hits.
  Strike foe's thigh. +6 hits.
  Blow to thigh. Foe is stunned next
  Blow to thigh. Foe is stunned and
  56-60
  Foe is forced to parry next
  Foe has abruise and is forced
  Foe is at -5. Add +10 to your next
  round. +6 hits. Foe is at -10 and is
  unable to parry next round.
  round at -25. Glancing blow.
  to parry 1 round. Foe is at -5.
  swing. Foe must parry next rod.
  upset.
  +10 hits. Foeisat-l0.
  Blow to foe's forearm. +5 hits.
  Blow to foe's forearm.
  Disarm foe with ablow to
  Blow to forearm. Foe is stunned
  Blow to forearm. Foe drops weapon.
  Foe is stunned during next
  Foe is at -10. +9 hits. Foe is
  forearm. +8 hits. Foe is stunned
  and unable to parry next round.
  Foeisat-15. +10 hits.
  61-65
  round. Add +20 to your next
  stunned during next round.
  during next round.
  +10 hits. Foe at -10.
  Foe is stunned for next round.
  swing.
  Shatter shoulder in foe's non-
  Shatter elbow in foe's weapon
  Shatter foe's knee. +9 hits. Foe is
  Blow to side of foe's head.
  Blow to back of neck, crushes
  weapon arm. Arm is quite
  arm. Arm is useless. Foe drops
  knocked down and is stunned and
  If foe has no helmet, you crush his
  backbone and severs spine. +15 hits.
  66
  useless. Foe is stunned and
  weapon, and is stunned and
  unable to parry for 3rounds.
  skull. If foe has helmet, you knock
  Foe dies instantly. Add +10 to your
  unable to parry for the next
  unable to parry for 3 rounds.
  Foe at -90.
  him out for 4hours. +20 hits.
  next swing.
  2 rounds. +8 hits.
  Strike upper chest area.
  Strike upper chest area.
  Strike upper chest area. Foe is
  Blow to foe's shoulder area.
  Blow to foe's non-weapon shoulder.
  67-70
  +8 hits. Foe is stunned
  Foe is stunned and unable to
  stunned for 3 rounds and unable
  Minor fracture. Foe is at -20.
  If foe has arm armor, it if broken;
  for 3rounds and unable to
  parry for 2rounds +10 hits.
  to parry during next 2rounds,
  Foe is stunned and unable to parry
  otherwise, the shoulder is shattered,
  parry during next round.
  Foe is at -10.
  +10 hits. Foe is at -10.
  for 2 rounds.
  arm useless.
  Blow to foe's lower leg. Bad
  Blow bruises foe's calf. Foe is
  Blow bruises foe's knee. Foe is at
  Blow breaks bone in leg.
  Blow breaks foe's hip. Foe is at -75
  71-75
  bruise. +5 hits. Foe is stunned
  at -35. +10 hits. Foe is stunned
  -40. +10 hits. Foe is stunned and
  Foe is at -50. +12 hits. Foe is
  and is knocked down. +15 hits.
  for 2rounds and unnable to
  2rounds and unable to parry
  unable to parry for 2 rounds.
  stunned and unable to parry for 2
  Foe is stunned 3 rounds.
  parry next round. Foe at -20.
  next round.
  rounds. Major cartilage damage.
  Blow to foe's non-weapon
  Blow to foe's non-weapon arm,
  Blow to foe's weapon arm.
  Blow breaks foe's weapon arm.
  Blow to foe's elbow. +9 hits.
  76·80
  arm. If foe has arm armor, it
  shatters wrist. Arm is useless.
  Bad bruise. +9 hits. Foe is
  Foe is stunned and unable to parry
  Joint is shattered. Arm is useless.
  is broken; otherwise, the arm
  Foe is stunned for next round.
  stunned and unable to parry for
  for 1round. Arm is useless.
  Foe is stunned and unable to parry
  is badly broken and useless.
  +6 hits.
  next round. Foe is at -50.
  +8 hits. Tendon damage.
  for 2 rounds.
  Blow to foe's side. +10 hits.
  Blow to foe's side. +12 hits.
  Strike to foe's side. Breaks
  Strike to foe's side +15 hits.
  Catch foe in armpit. +30 hits.
  81-85
  Foe is stunned and unable to
  Foe has broken ribs. Foe is
  3 ribs. Foe is at -40. +12 hits.
  Foe is knocked down. Add +10 to
  Crush foe's ribs and destroy side.
  parry for 2rounds.
  stunned and unable to parry
  Foe is stunned and unable to
  your next swing. Foe is stunned
  Foe drops and dies of nerve and
  Foe is at -20.
  for 2rounds. Foe is at -25.
  parry for 3 rounds.
  and unable to parry 3 rounds.
  organ damage in 3 rounds.
  Strike Foe in back. +12 hits.
  Strike to back knocks foe down
  Blow to back smashes muscle
  Blow to foe's neck area breaks
  Neck strike shatters bone and
  86-90
  Muscle and cartilage. Foe is
  and smashes tendons. Foe is
  and breaks bone. +20 hits.
  backbone and destroys spine.
  severs an artery. Foe cannot breath
  stunned and unable to parry
  stunned and unable to parry
  Foe is at -50. Foe is knocked
  +25 hits. Foe falls and dies
  and is inactive for 12 rounds.
  for 3rounds. Foe is at -25.
  tor 4 rounds. Foe is at -30.
  down and stunned for 6 rounds.
  in 2rounds.
  The poor fool then expires.
  Break foe's nose. Foe is
  Upper head hit. If foe has no
  Blow shatters thigh. +9 hits and a
  Blow shatters non-weapon arm.
  Blast to foe's back. +25 hits. Bone is
  91-95
  stunned and unable to parry
  helmet, he is in acoma for 3
  compound fracture. Bone severs
  Bone severs vein and an artery.
  driven into vital organs and foe is
  for 3rounds. +15 hits. Foe
  weeks: otherwise, +20 hits and
  an artery. Foe dies after 12 rods
  Foe dies of shock and blood loss
  down for 6 rounds ...Then dies, sad.
  fights at -30 for 2days. Close.
  foe is stunned 12 rods.
  of inactivity.
  after 9 inactive rounds.
  Blow to foe's head. If foe has
  Blast foe's chest. Send ribcage
  Blow to foe's abdomen destroys a
  Blow to foe's side crushes chest
  Crush foe's skull. +30 hits.
  96-99
  no helmet he is dead;
  through heart. Foe drops and
  variety of organs. The poor fool
  cavity. Foe drops and dies
  Opponent dies immediately.
  otherwise, he is knocked down
  dies. Add +20 to your next
  expires after 6 rods of inactivity.
  in 3 rounds. Add +25 to your
  Add +20 to your next swing.
  and stunned 6 rods, +20 hits.
  swing.
  next swing.
  You have ahalf round left to act.
  Blow to foe's jaw. Drives
  Blow to back of neck paralyzes
  Strike to forehead. +30 hits. You
  Blast to foe's chest area. Destroy
  Crush foe's hip. +35 hits. Opponent
  bone through brain.
  foe from the shoulders down.
  squash foe's eyes and destroy
  foe's heart. Foe dies immediately.
  is stunned for 2rounds, active
  100
  Foe dies instantly. +50 hits,
  +25 hits. Foe is quite stunned.
  them. Foe is stunned and is
  +25 hits. Fine work.
  following 4 rounds at -30, then dies
  add +20 to your next swing.
  unable to parry 24 rounds.
  of nerve damage.
  90
  
  18.5 GRAPPLING CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  01-05
  Weak grip. No bonus.
  Indecision and an opportunity
  +1 hit
  +2 hits.
  +3hits
  lost.
  06-10
  +1 hit
  +2 hits.
  +3 hits
  +4 hits.
  Glancing attack. You have the
  initiative next round. +5 hits
  Glancing attack. No extra
  Passing strike. You have the
  Grazing side strike. You receive
  Glancing blow. You receive the
  Lame attack, but foe must parry next
  11-15
  damage, but you have the
  initiative next round. +2 hits.
  the initiative next round. +4 hits.
  initiative next round. +6 hits.
  round. +6 hiits.
  initiative next rnd. Practice.
  16-20
  Foe is free, but you have the
  Foe fends off attack. But is
  Foe recovers but is forced to
  Side strike unbalances foe. You
  Strong, passing blow. Foe is stunned
  initiative next round. +3 hits.
  forced to parry 1 rnd. +2 hits.
  parry next round. +4 hits.
  have initiative for 2 rnds. +5 hits.
  for 1 round. +3 hits
  Grazing hip strike. You have
  Attack has punch, but nothing
  Glancing attack. Foe is stunned
  Hard but misplaced strike.
  Disjointed attack and'a little luck
  21-35
  the initiative next round.
  more. Foe must parry next
  for 1 round. +2 hits.
  Foe eludes grip but is stunned
  allow foe to escape grasp. Foe is
  +5 hits.
  round at -20.
  for 1 round. +3 hits.
  stunned for 1round. You have
  initiative 2 rounds.
  Blow to lower back. Foe must
  Unbalance foe. +4 hits.
  Flailing attack. Foe is stunned for
  Strike to foe's shield arm. If foe
  Attack to upper leg. Foe is spun
  36-45
  parry next round.
  Foe must parry next round. You
  1 round and must parry the
  has shield, +3 hits. If not, arm is
  about and breaks loose, but is
  have initiative for 2 rounds.
  following round.
  caught for 6 rounds (and
  stunned and unable to parry 1round.
  immobile), and foe stunned 3 rnds.
  Passing hip strike. Foe must
  Blow to chest stuns foe
  Your attack produces aweak
  Attack yields weak hold around
  Attack produces ahold around foe's
  46-50
  parry next round at -20.
  for 1 round. +5 hits.
  grasp around foe's waist.
  foe's chest. Foe is at -30 for 3
  leg. Foe slips away, but is stunned 2
  +3 hits.
  Foe is at -25 for 3 rounds.
  rounds. You have initiative 4 rnds.
  rnds and is unable to parry next md.
  Slightly unbalancing blow to
  Blow to back stuns foe
  Attack yields slipping grasp
  Attack results in slipping grip
  Foe breaks free of hold around shield
  51-55
  chest. Foe must parry next
  for 1 round. +7 hits.
  around foe's leg. Foe is stunned
  around foe's waist. Foe is at
  arm. Foe is stunned for 2 rounds
  round.You have initiative
  and unable to parry for 1 round.
  -50 for 3 rounds.
  and unable to parry next round.
  for 2 rounds.
  +5 hits.
  Glancing back blow. Foe must
  Unbalancing strike. Foe spins
  Foe breaks free of hold around
  Attack produces hold around leg.
  Grasp around foe's leg. Foe is
  56-60
  parry next round at -25.
  free but is stunned for 1 rnd and
  thigh, but is stunned and unable
  Grip is slipping but foe stunned
  stunned and unable to parry 1round
  You have initiative 2 rounds.
  must parry the following rnd.
  to parry 1 round. +3 hits.
  3 rounds. +6 hits.
  and is at -25 the following 3rounds.
  Blow to shoulder. Foe is
  Slipping grasp around foe's
  Grasp around foe's chest. Foe is
  Grasp around foe's chest. Foe is
  Attack to foe's non-weapon arm. If
  61-65
  stunned 1 round. +3 hits.
  waist is weak. Foe is stunned
  at -50 for 3 rounds. +3 hits.
  stunned and unable to parry
  foe has arm armor, +6 hits. If not,
  for 2 rounds.
  for 1round and is at -20 for the
  foe is stunned and unable to parry for
  following 2 rounds.
  3 rounds, takes +7 hits.
  Grasp around weapon arm
  Grasp around weapon arm
  Grasp around both of foe's legs.
  Grasp around leg knocks foe down.
  Grasp foe around neck and knock
  66
  disarms foe. +2 hits.
  disarms foe and sprains his
  Foe slips away, but is knocked
  Tight grip. Foe is prone and
  him down. Foe has torn neck
  Foe is stunned for 2 rounds.
  wrist. Foe is stunned 2 rounds,
  down and prone for 1round.
  immobile 2 rounds. +6 hits.
  muscles, is at -20. Foe is prone
  and fights at -25.
  +5 hits.
  and immobile for 3 rounds.
  Passing chest strike. Foe
  Entangle foe's leg. +4 hits.
  Entang'le non-weapon arm. If foe
  Entangle leg. Foe is stunned
  Entangle weapon arm. Foe is
  67-70
  eludes entanglement, but must
  Foe is stunned and unable to
  has arm armor, he is at -50 until
  for 2 rounds and unable to parry
  stunned and unable to parry for
  parry next two rounds at -20.
  parry for 1 round.
  he removes it. If not, he is at -50.
  next round. +7 hits.
  2 rounds, and at -75 round following.
  Attack results in an uneasy
  Attack yields aweak hold
  Attack results in loose grasp on
  Attack yields loose hold around
  Entangle foe's leg. Foe is knocked
  71-75
  hold on foe's midsection. Foe
  around foe's lower chest. Foe
  foe's midsection. Foe is stunned
  foe's midsection. Foe is stunned
  down, and stunned and unable to
  is at -50 for 2 rounds. +5 hits.
  is at -50 for 3 rounds. +4 hits.
  for 2 rounds and is at -50 for the
  and unable to parry 1round and is
  parry for 2rounds. +9 hits.
  following 3rounds.
  at -70 the following 3 rounds.
  Infirm hold on foe's
  Entangle non-weapon arm.
  Entangle weapon arm. Foe is
  Entangle foe's weapon arm.
  Grapple weapon arm. Foe is
  76-80
  midsection. For the next 3
  If foe has arm armor, he is
  stunned and unable to parry
  Foe hangs onto weapon, but the
  disarmed and is left stunned
  rounds foe is at -50 and you
  at -30 until he removes it.
  for 2 rounds, and is at -50 during
  arm is immobilized. +3 hits.
  for 3 rounds. Torn ligaments and
  have the initiative.
  If not, he is at -40.
  the following round.
  pulled muscle leave foe at -40.
  Grasp foe's leg. Foe breaks
  Infirm grasp on foe's
  Grasp around foe's chest breaks
  Entangle foe's leg. Foe is knocked
  Entangle both of foe's arms and pin
  81-85
  free but is stunned for
  midsection. For the next
  rib and leaves foe stunned and
  down, stunned and unable to
  them to his chest. Foe cannot move
  2 rounds. +3 hits. You have
  6 rounds foe is at -50 and
  unable to parry for 3 rounds.
  parry 2 rounds, and is disarmed.
  his arms and has mobility reduced
  initiative 6 rounds.
  you have the initiative.
  Foe fights at -5.
  Fall breaks non-weapon arm.
  by -75.
  Attack foe's non-weapon arm.
  Entangle foe's leg. Foe is
  Entangle foe's foot. Foe
  Tie up both of foe's arms so they
  Entangle foe's foot. Foe stumbles,
  86-90
  If foe has arm armor, he must
  knocked down and is stunned
  stumbles, falls, and breaks
  are immobile. Foe is stunned
  falls, breaks weapon on impact, and
  parry next round. If not, arm is
  and unable to parry for 2 rnds.
  shoulder. +8 hits. Foe is stunned
  for 9 rounds and cannot fight.
  is stunned 2 rounds. If no chest
  immobilized; foe is at -50.
  Pulled muscle leaves foe at -10.
  6 rounds and fights at -30.
  +6 hits.
  armor, roll '0' crush crit.
  Entangle foe's leg. Foe is
  Both of foe's legs are tied up.
  Pin both of foe's arms to chest.
  Entangle and completely immobilize
  Wrap up both of foe's legs. Foe
  91-95
  knocked down. Stunned and
  Foe is at -25, downed, disarmed
  Foe is stunned and unable to
  foe's legs. Foe falls and is left
  tumbles to ground and is knocked
  unable to parry for 2 rounds.
  and stunned and unable to parry
  parry 44 rounds, then fights
  stunned and unable to parry
  out. Foe is at -95 due to 2 broken
  +3 hits.
  for 2 rounds. Ankle sprain.
  at -95.
  for 30 rounds. +10 hits.
  arms and abroken ankle. +20 hits.
  Tie foe up completely. Foe is
  Attack completely entangles and
  Entangle and completely
  Grapple foe's neck. If foe has neck
  Attack resuls in strangling hold. Foe
  entirely immobilized for
  immobilizes foe. Broken leg
  immobilize foe's legs. Foe falls,
  armor, he is left disarmed, and
  is unable to break free and dies after
  96-99
  12 rounds, and is at -60 for
  leaves foe at -40. The pitiful
  is disarmed, breaks weapon arm,
  stunned and unable to parry
  9 rounds of amazingly helpless
  the following 3 rounds.
  creature is left prone but
  and is knocked out. +20 hits.
  for 3 rounds. If not, he dies
  struggling. Grim.
  +7 hits.
  conscious.
  in 6 rounds.
  Both of foe's legs are
  Attack yields vicious hold
  Grapple foe's neck. If he has neck
  Grapple foe's head. If foe has
  Crush foe's windpipe. Foe dies
  100
  entangled. Foe is downed
  around foe's neck. Foe is
  armor, he is at -75 due to aneck
  helmet, he is stunned and unable to
  instantly due to massive shock and
  and knocked out.+9 hits.
  knocked out. Spained neck
  sprain and stunned for 3 rnds.
  parry for 9 rounds. If not, foe falls
  savage asphyxiation. Add +25 to
  Add +20 to your next roll.
  leaves foe at -90.
  If not, he dies of broken neck.
  into coma due to fracture.
  your next roll.
  91
  
  18.6 VACUUM CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  01-05
  Cool breeze delivers no hits.
  Refreshing breeze ruffles hair.
  Target's ears pop. +1 hit.
  Winds distract target: he loses
  +1 hit.
  Boy, does he look cool.
  initiative for 1 round.
  06-10
  Chilly breeze delivers 1 hit.
  +1 hit.
  Target's ears pop audibly; +2 hits.
  +2 hits; target forced to parry 1 rnd.
  +3 hits, target must parry next round.
  11-15
  Cold breeze delivers 2 hits.
  +2 hits.
  Target's ears really pop. +3 hits,
  +4 hits and target must parry
  +5 hits.
  permanent minor hearing loss.
  for 1 round.
  16-20
  Icy wind delivers 5 hits; target
  Target is unbalanced. +3 hits
  Inner ears pop. Target unba-
  Escaping air stuns target
  Airburst stuns target and delivers
  loses around of initiative.
  and he must parry one round.
  lanced. +5 hits, must parry 1 rnd.
  for 1 round; he takes 6 hits.
  7 hits.
  Staggering airburst gives
  Blast of air unbalances target.
  Pressure change causes
  Fleeing oxygen gives target pause;
  Target stunned no parry 1 round;
  21-35
  target 3 hits and he loses
  +5 hits and he is forced to parry
  equilibrium problems. +6 hits,
  he is stunned for 2 rounds.
  9 hits.
  2rounds of initiative.
  1 round.
  stunned 1 round.
  Rushing winds deliver 3 hits;
  Escaping environment buffets
  Target is muddled and must parry
  Roaring winds confuse target.
  Target stunned 4 rounds by freezing
  36-45
  target unbalanced (and
  target, delivering 8 hits and
  for 2 rounds. +7 hits.
  He is stunned 3 rounds and takes
  air.
  stunned 1 round).
  stunning him for 1 round.
  8 hits.
  46-50
  Target loses 3rnds of initiative
  Howling winds force target to
  Target stunned for 1 round.
  Target slashed by debris: +10 hits
  Target struck by debris: +20 hits,
  in the rush of air. +2 hits.
  parry for 2 rounds.
  +6 hits.
  +8 hits
  and 5 per round.
  2 per round and stunned 2 rounds.
  Target unbalanced. +6 hits,
  Whirlwind stuns foe for
  Debris strikes target in leg; he is
  Target's hand is struck by debris:
  Target struck in weapon-arm:
  51-55
  stun for 1 round.
  1 round. +8 hits.
  stunned 1 round, and takes 2 hits
  off-hand wrist is sprained and
  50% chance item in hand is dropped
  per round.
  at -50. +12 hits and stunned
  (and lost in vacuum). +10 hits and
  for 2 rounds
  stunned 5 rounds
  Cold and air loss take target's
  Deafening howl of escaping air;
  Blast stuns target for 2 rounds;
  Airburst staggers target, +10 hits;
  Aflurry of sharp metal fragments
  56-60
  breath away; he is stunned
  +10 hits; renders target stunned
  he cannot parry for the first
  he is stunned and unable to parry
  slash target. +20 its and 7 per round.
  for 3 rounds and takes 15 hits.
  and unable to parry for 1 round.
  round. Leg hit, +9 hits.
  for 1 round.
  61-65
  Fog of rushing air stuns target
  Target does aforced about face,
  Target spun about. +5 hits. Stun
  Target spins like atop. +10 hits,
  Target whirls like agyroscope. +15
  for 2rounds. +10 hits.
  stunning him for 3 rounds.
  3 rnds, loses initiative for 3 more.
  and foe is stunned no parry 2 rnds.
  hits; foe is stunned no parry 2 rnds.
  Blast sends target spinning.
  Target hears bells; eardrums
  Flying debris strikes target in
  Target flung outward by winds, but
  Wasting no time, target zips out
  +10 hits, left arm is broken
  burst and hearing permanently
  head, +12 hits and he is stunned
  gets areflexive grip on the edge of
  through hull breach. Surrounded by
  66
  and useless, he is stunned
  damaged. Nose bleeds;
  6 rounds by impact. If no helmet
  the breach. 25 hits, Stunned no
  acloud of frozen oxygen, he explores
  for 5 rounds.
  2 hits/rnd. +18 hits.
  skull is fractured, target
  parry 5 rnds (but holding on until
  the final frontier. If he has a
  -50 to activity for 5 rounds.
  unconscious with concussion.
  unconscious).
  spacesuit, fine; if not, he is dead after
  6 rounds. Wave good-bye.
  Flying debris strikes target
  Winds stun target 1 round,
  Back strike. Target is stunned
  Target thrown 2 meters and
  Lack of air takes target's breath
  67-70
  in back; he is stunned
  deliver 2 hits.
  and cannot parry for 2 rounds.
  slammed against abulkhead. He is
  away. He is at -50, stunned
  for 1round. +8 hits.
  Target is at -10. +11 hits.
  stunned 3 rounds and takes 10 hits.
  3 rounds, and takes 10 hits.
  Blast of fleeing atmosphere
  Fog of escaping gas confuses
  Airborne stuff blinds target,
  Whirling debris strikes target in
  Flying debris strikes target in head.
  71-75
  disorients target; he is stunned
  target and stuns him 3 rounds.
  stunning him for 2 rounds and
  head; +15 hits; aminor concussion;
  He is stunned no parry 2 rounds,
  and unable to parry for 1 rnd.
  delivering 10 hits.
  stunned no parry for 2 rnds.
  +15 hits.
  Crystallizing atmosphere cloud
  Whirling oxygen crystals blind
  Now you know Why it's called
  Depressurization damages ears.
  Decompression collapses one lung
  76-80
  stuns target for 2 rounds,
  target, stunning him for
  "Hard" vacuum: blast knocks the
  Inner ear equilibrium upset, stun 3
  and destroys hearing. Target at -70;
  +15 hits. Foe is unable to
  4 rounds.
  wind out of target, +15 hits,
  rnds, +10 hits. Maneuvers at -50
  +20 hits and he is stunned 6 rounds.
  parry for one round.
  breaks ribs; stuns him for 3 rnds.
  for 2 days. Permanent deafness.
  Swirling debris delivers 10 hits
  Blast sends target careening
  Brutal wind carries target
  Escaping atmosphere drags target
  Explosive decompression hurls target
  and breaks two of target's ribs;
  2m, impact causing broken leg.
  3 meters, slamming him against a
  4m, battering him on the way. Both
  5m, pummeling his poor body.
  81-85
  he is at -25.
  Foe is at -50, stunned 3 rnds;
  hard surface. Foe is stunned for
  of his arms are broken; stunned for
  Internal organs are damaged;
  +15 hits. (Strapped in target
  10 rnds; +25 hits. (Strapped-in
  4 rnds; +25 hits. Strapped in target:
  +50 hits; dies in 12 rnds. Strapped in
  only takes 5 hits).
  target only takes 10 hits).
  only +15 hits; stunned 2 rnds.
  target: only +25 hits; stunned 8 rnds.
  1--
  Target feels his blood
  Target's boiling blood delivers
  Target's blood starts to boil:
  Target 's blood is bubbling: +40 hits
  Target's circulatory system becomes
  simmering. +10 hits and
  15 hits and 7per round while he
  +30 hits and 10 per round while
  and 15 per round while exposed.
  aballoon: +50 hits; 20 hits/rnd while
  86-90
  5 per round while exposed.
  is exposed to vacuum.
  exposed. He is stunned for six
  He is stunned for eight rounds.
  exposed. Stunned for 3 rnds, then (if
  rounds.
  exposure continues) unconscious as
  major organs are seriously damaged.
  Poor bloated fool dies in 12 rnds.
  Disconcertingly, target bleeds
  Unpleasantly, target bleeds
  Grossly, target begins to bleed
  Disgustingly, target bleeds
  In aclear attempt to gross everyone
  through nose and ears. He is
  through eyes, nose, and ears.
  through eyes, nose, ears and
  through all of his bodily orifices.
  out, target bleeds through all of his
  91-95
  at -30, takes 10 hits, 3 hits per
  He is at -50, takes 15 hits, 5 hits
  under fingernails. He is at -70,
  He is at -80, takes 25 hits,
  pores. He is at -90, +30 hits, 12 hits/
  round and is stunned for 5
  per round and is stunned
  takes 20 hits, 7 hits per round
  9 hits per round and is stunned
  rnd and is stunned for 6 rnds before
  rounds.
  for 7 rounds.
  and is stunned for 9 rounds.
  for 10 rounds.
  losing consciousness (if not before).
  Target is struck in the head;
  Target's lungs collapse.
  Sudden pressure change causes
  Target is slammed by rushing air.
  Target unwittingly attempts to turn
  +20 hits. If foe has ahelmet,
  +20 hits; target is at -80 and
  multiple internal organ
  +25 hits, bone is driven into target's
  inside out. Unsuccessful (sort of), he
  96-99
  he is unconscious for 1day;
  dies in 12 agonizing rounds of
  malfunctions. Foe is completely
  internal organs, killing him in three
  loses use of all sensory organs as
  otherwise he is in acoma for
  asphyxiation.
  incapacitated for 10 rounds, then
  helpless, painful rounds.
  well as lungs; tumbles, unconscious,
  10 days.
  dies.
  through deep space. +80 hits.
  Target is knocked down and is
  Luckily, target is lodged
  Explosive blast sends target's
  Lack of air pressure disrupts lungs,
  Rather abrupt decompression. Target
  struck on the head. +25 hits.
  between conduits within
  brain out through ears. He is
  eyes and ears. Not apretty sight.
  explodes into billions and billions of
  100
  Helmet is crushed and useless,
  3 meters of adoor to safety,
  quite dead.
  Target dies in 12 messy rounds,
  tiny bits of flesh, quite severely dead.
  target stunned 5 rounds. If no
  avoiding an unpleasant space
  blind and deaf.
  helmet, skull is fractured,
  walk. Unluckily, his spine is
  target dies in 3 rounds.
  damaged and he is paralyzed
  from the waist down. +25 hits.
  92
  
  18.7 M.A. 'STRIKES' CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  01-05
  Sorry.
  Fine artistry, but no extra
  +1 hit
  +2 hits
  +3 hits
  damage.
  +1 hits
  +2 hits
  +3 hits
  +4 hits
  Glancing strike makes foe respect
  06-10
  you alittle more. +5 hits.
  Weak strike, but you gain the
  Mild blow. You gain the
  Mild strike. You have the
  Kick to foe's side yields +6 hits.
  Moderate strike stuns foe
  11-15
  initiative. +3 hits
  initiative next round. +4 hits.
  initiative next round. +5 hits.
  You have the initiative next round.
  for 1round. +7 hits.
  Kick to foe's side yields +4 hits
  Side strike. Foe loses initiative
  Side strike forces foe to parry
  Side strike forces foe to parry
  Side strike cracks foe's ribs and
  16-20
  and you have the initiative next
  next 2 rounds. +5 hits.
  next round. +6 hits.
  at -10 next round. +8 hits.
  stuns foe for 1 round. +5 hits.
  round.
  Foe is at -10.
  Light,but well-placed strike
  Strong, but poorly aimed strike
  Kick foe in ribs and stun him
  Side strike. Foe is stunned next
  Fine side strike cracks 3 ribs.
  21-35
  forces foe to parry 1 round.
  forces foe to parry next round.
  for 1 round. +6 hits.
  round and loses initiative
  Foe is at ·20. +6 hits.
  +5 hits.
  +6 hits.
  for 3 rounds. +2 hits.
  Mild chest strike forces foe to
  Chest strike. Foe must parry
  Clever fake yields fine but light
  Chest strike. Foe is stunned and
  Back strike stuns foe 1 round.
  36-45
  parry next round at -10.
  next round at -20. +7 hits.
  chest strike. Foe is stunned
  unable to parry next round. +5 hits.
  You have aclear shot to foe's
  +6 hits.
  for 1 round. +8 hits.
  rear next round.
  Acrobatic move forces foe to
  Glancing kick to foe's back.
  Strike to foe's back. Foe is
  Chest strike. Foe is stunned
  Chest strike. Foe is stunned
  46-50
  parry next round at -25.
  Foe is stunned 1 round. +5 hits.
  stunned and unable to parry
  for 2 rounds. Broken ribs.
  for 2 rounds and unable to parry
  +6 hits.
  for 1 round.
  Foe is at -10. +3 hits.
  for 1 round. +5 hits.
  Strike to hip stuns foe
  Strike to foe's chest. Stuns him
  Side strike. Foe is stunned and
  Upper leg strike causes deep
  Hip strike spins foe. +5 hits.
  51-55
  for 1 round. +3 hits.
  for 1 round. +6 hits.
  unable to parry next round.
  bruise. Foe operates at -25.
  Foe stunned for 3rounds.
  Add +20 next attack.
  +6 hits.
  Strike to foe's lower chest
  Back strike. Foe is stunned for
  Strong wheel kick sends foe
  Back strike. Foe is stunned
  Chest strike. Foe is stunned
  56-60
  stuns foe for 1 round. +5 hns.
  2 rounds. +3 hits.
  10 feet in any desired direction.
  for 3 rounds. +4 hits.
  for 2 rounds, unable to parry next
  Foe is stunned 2 rounds. +8 hits.
  round and operates at -10.
  -_.~
  Blow to top of foe's foot is
  Strike to back of lower leg.
  Upper leg strike. Foe has deep
  Blow to nerve in upper leg.
  Forearm strike cleanly disarms foe.
  61-65
  slightly misplaced but quick.
  Foe is stunned for 2 rounds.
  bruise and operates at -25.
  Foe is stunned 2 rounds and
  +3 hits.
  Foe operates at -20 +5 hits.
  +7 hits.
  +5 hits.
  operates at -25 for 6 rounds.
  Strike to Achilles tendon.
  Kick to foe's head sprains neck
  Knife hand strike breaks foe's
  Superb move. Break foe's weapon.
  Simultaneous open palm strikes
  66
  Vicious bruise. Foe is at -50.
  and fractures jaw. Foe is
  weapon arm, leaving it useless.
  Foe is stunned for 3 rounds.
  destroy foe's hearing and balance.
  +7 hits and foe stunned
  stunned 9 rounds, operates
  Follow-up punch to solar plexus
  Add +20 next roll.
  Foe at -95. He is stunned 24 rounds.
  2 rounds.
  at -50.
  knocks foe out.
  Weak spear hand stuns foe
  Spear hand to foe's chest.
  Strong knife hand to upper
  Strike to top of foe's foot. Foe is
  Combination elbow to solar plexus
  67-70
  for 2 rounds. +2 hits.
  Foe is stunned 3 rounds.
  portion of foe's non-weapon arm.
  stunned and unable to parry for 2
  and back fist to face drops foe.
  Arm is broken and useless.
  rounds.
  Foe is stunned 3 rounds and unable
  to parry 2 rounds.
  Knife hand, spear hand
  Strike to foe's weapon arm.
  Strike to back of lower leg.
  Knife hand strike breaks foe's
  Heel kick breaks bone is foe's foot.
  71-75
  combination. Foe must roll
  Deep bruise. Foe is at -20.
  Foe is stunned and unable to
  collarbone. Foe is stunned and
  Foe is at -50. +5 hits. Fool is
  on fumble table and is stunned
  +6 hits. Foe stunned 2 rounds.
  parry for 2 rounds.
  unable to parry 2 rounds,
  stunned for 3rounds.
  1 round.
  acts at -25.
  Kick to foe's non-weapon arm.
  Blow to back of foe's knee
  Kick disarms foe and stuns him
  Strike to area behind foe's knee.
  Front kick to midsection doubles
  76-80
  Arm is useless and +6 hits.
  damages tendons. Foe is
  for 1 round. Foe fights at -10 due
  Tendon and cartilage damage.
  foe over. You follow with knee strike
  stunned 2 rounds and operates
  to cartilage damage.
  Foe is at -75.
  which breaks foe's nose and knocks
  at -25.
  him out.
  Kick to foe's weapon arm
  Kick foe's weapon 5feet
  Heel kick breaks bone in foe's
  Kick breaks foe's leg. Foe is
  Strike to knee shatters joint.
  81-85
  disarms him. +3 hits.
  away and break 2fingers.
  foot. Foe is at -50; he is also
  stunned and unable to parry 2
  Foe drops and is stunned and unable
  Foe stunned 2 rounds and
  stunned and unable to parry
  rounds and operates at -75.
  to parry 6 rounds. Foe is at -80.
  fights at -20.
  for 2 rounds.
  +5 hits.
  +6 hits.
  Fluid move followed by a
  Wheel kick knocks foe flat.
  Strike to leg severs Achilles
  Open-handed blow to foe's adam's
  Roundhouse kick hits kidney drops
  86-90
  leaping kick to foe's back
  Smash tendons and tear
  tendon and drops foe.
  apple (neck) crushes windpipe.
  foe. Your follow-up knife hand snaps
  knocks foe down and stuns
  muscle. Foe is at -30.
  +10 hits. Foe stunned 9 rounds,
  Foe dies in 18 rounds -
  shock and
  foe's neck. He is knocked out, dies
  him 3 rounds.
  He is also stanned 9 rounds.
  acts at -80.
  asphyxiation.
  in 9 rounds.
  Strike to nerve in upper leg.
  Strike to foe's knee shatters
  Flying kick to foe's back. You
  Jab to foe's eyes blinds him.
  Strike to stomach destroys avariety
  91-95
  +8 hits. Foe stunned and
  joint. Foe drops, is at -85.
  knock foe down, disarm him, and
  Crescent kick sends foe 10 feet to
  of organs. Foe drops helplessly and
  unable to parry for 2 rnds, and
  He is stunned and unable to
  Ileave him stunned and unable to
  right or left. Sucker is at -100.
  dies in 12 rounds. Add +10 to your
  operates at -40 for 6 rnds.
  parry 4 rounds.
  parry for 12 rounds.
  He is stunned 10 rounds.
  next round.
  Achop deflects foe's attack,
  Roundhouse kick knocks foe
  Kick to solar plexus drops foe and
  Brutal head kick flips foe over onto
  Double palmstrike to foe's nose
  96-99
  and alater strike knocks him
  out and fractures collarbone.
  leaves him stunned and unable to
  his head. Skull fracture is minor
  breaks cartilage and drives bone into
  down. Foe stunned and
  Foe has sprained neck and
  parry 30 rounds. +30 hits.
  but concussion severe. Foe dies of
  brain. Foe drops helplessly and dies
  unable to parry for 3 rounds.
  shoulder.
  i
  hemorrhage in 9 rounds.
  in 6 rounds.
  Gooseneck strike. Foe's inner
  Knife hand strike to foe's
  Sweep lays foe out and heel strike
  Awesome spear hand strike finds
  Kick disarms foe. Afollow-up chop
  ear ruptured. (He hears
  weapon arm breaks bone.
  to foes sternum collapses the
  seam, penetrates solar plexus and
  snaps his neck and subsequent flip
  100
  at -50, operates at -75.)
  Kick to lower back breaks
  ribcage
  Foe is helpless and dies
  ruptures the heart. Foe dies
  sends foe 5feet in any desired
  Foe is knocked out by
  backbone, leaving foe paralyzed
  in 4 rounds.
  instantly.
  direction. Foe dies.
  follow-up strike.
  from waist down.
  93
  
  18.8 M.A. 'SWEEPS & THROWS· CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  01-05
  Acrobatic, but no extra
  Shoddy follow through. +0 hits
  +1 hit
  +2 hits
  +3 hits
  damage. +0 hits
  06-10
  +1 hit
  +1 hit
  +2 hits
  +3 hits
  Unbalance foe. You have initiative
  next round. +4 hits.·
  You have initiative next round.
  Foe takes 3extra hits and you
  You have the initiative next round.
  Foe must parry next round. +4 hits.
  Stun foe with your fine moves.
  11-15
  +1 hit.
  have the initiatiive next round.
  Add +20 to your next attack.
  Add +10 to next attack. Foe is
  Foe is confused.
  stunned 1 round.
  16-20
  Foe must parry next round.
  Dazzle foe. He must parry next
  Foe unbalanced and must parry
  Foe is stunned for 1round. +4 hits.
  Sweep staggers foe. +2 hits. Foe is
  +2 hits.
  round at -10.
  next round at -20. +3 hits.
  stunned and unable to parry 1 round.
  Sweep forces foe to parry next
  Sweep unbalances foe.
  Sweep stuns foe for 1 round.
  Sweep sends foe to his knees.
  Sweep downs foe. Foe is stunned for
  21-35
  round at -10. +2 hits.
  +3 hits. Foe must parry next
  +4 hits.
  Foe is stunned and unable to parry
  2 rounds.
  round at -20.
  for 1 round. +4 hits.
  Sweep staggers foe. Foe
  Sweep bruises foe's leg. Foe
  Sweep bruises foe's leg.
  Sweep bruises foe's calf.
  Sweep drops foe and bruises thigh.
  36-45
  must parry next round at -20.
  operates at -25 for 3 rounds.
  Foe fights at -10. You have the
  Foe operates at -20. +5 hits.
  Foe is stunned 1 round. +5 hits.
  +3 hits.
  +4 hits.
  initiative next round.
  Foe is at -20.
  Sweep forces foe to parry next
  Sweep stuns foe for 1 round.
  Sweep downs foe. +4 hits.
  Sweep drops foe. +5 hits.
  Foe slips to his knees. +7 hits. Foe
  46-50
  round at -25. +4 hits.
  +5 hits.
  Foe is stunned for 2 rounds while
  Foe is stunned and unable to
  is stunned for 2 rounds and is unable
  trying to rally.
  parry for 1 round.
  to parry next round.
  Sweep drives foe back 3feet.
  Throw knocks wind out of foe,
  Throw stuns foe for 2 rounds.
  Throw breaks 3 of foe's ribs. Foe is
  Throw drops foe. +8 hits.
  51-55
  Foe must parry next round at
  and he is stunned for 1 round.
  +6 hits.
  stunned for 1 round and operates at
  Foe is stunned for 3 rounds.
  -30. +5 hits.
  +6 hits.
  -20. +6 hits.
  Throw stuns foe for 1round.
  Throw stuns foe for 1 round
  Sweep knocks foe back 5feet.
  Sweep nearly knocks foe down.
  Surprising sweep sends foe reeling.
  56-60
  +6 hits.
  and sprains afinger on his
  Foe is stunned and unable to
  Foe is stunned and unable to parry
  Foe is stunned for 3 rounds. +9 hits.
  weapon hand. Foe is at -10.
  parry for 1 round.
  for 1 round. +7 hits.
  Throw downs foe, but there is
  Throw pulls muscle in foe's
  Throw disarms foe. +3 hits and
  Throw disarms foe and leaves him
  Fine throw. Foe lands on his weapon
  61·65
  agood recovery. Foe is
  weapon arm. Foe is stunned for
  foe is stunned for 1 round. If you
  stunned for 2 rounds.
  arm, is disarmed, and is stunned
  stunned for 1 round. +7 hits.
  1 round. +3 hits. Foe is at ·20.
  want to run, the time is now.
  for 3 rounds.
  Throw dislocates foe's non-
  Nifty throw. You have foe
  Sweep shatters foe's knee.
  Smooth throw. Foe lands on his
  Perfect toss sends foe flying over
  66
  weapon shoulder. Foe is
  pinned, on his face, and in an
  Foe is stunned and unable to
  head. Iffoe has helmet, he is
  your shoulder and 10 feet. Foe dies
  stunned and unable to parry
  arm lock. +9 hits. Foe is
  parry 4 rounds, operates -80.
  knocked out. If not, he is paralyzed
  on impact. Add +10 next roll.
  3 rounds, and is -50.
  disarmed and immobilized.
  from the waist down.
  Hard, but unsmooth throw
  Strong throw stuns foe
  Foe is knocked back 5 feet and
  Throw drops foe on his
  Foe lands on non-weapon arm.
  67·70
  stuns foe for 2 rounds.
  for 2 rounds. You have the
  has abruised chest muscle.
  non-weapon shoulder.
  If foe has rigid arm armor, +10 hits.
  +7 hits.
  initiative for 6 rounds. +8 hits.
  Foe is stunned 2 rounds, is -10.
  Arm and collar bone +5 hits.
  If not, foe's arm is shattered and
  useless, +20 hits.
  fall bruises foe's thigh.
  Fall tears ligament in upper leg.
  Fall pulls muscle in foe's leg.
  Foe falls and breaks leg.
  Foe falls and breaks his hip.
  71·75
  Foe is stunned and unable to
  Foe is at -10. +5 hits.
  Foe stunned 2 rounds and unable
  Minor fracture, but foe operates
  Mild fracture, foe is at -40.
  parry 1+2 fits. Foe is at -5.
  Foe is stunned and unable to
  to parry next round. Foe operates
  at -30. Poor fool stunned
  He is stunned and unable to
  parry for 1 round.
  at -25.
  for 3 rounds.
  parry 2 rounds.
  foe lands on non-weapon arm.
  Foe breaks fall with his weapon
  Foe falls and dislocates
  Throw puts foe on back an breaks
  Throw sends foe down on his elbow.
  Foe's arm is sprained, he is
  hand and sprains 2fingers.
  non-weapon shoulder. +6 hits.
  shoulder blade. Foe is at -20.
  Joint shattered and arm is useless.
  76-80
  at -10, and he is stunned
  Foe is at -25 and is stunned
  Foe is at -40 and must parry
  +9 hits. Foe stunned and unable
  Foe is stunned 4 rounds.
  for 2 rounds.
  for 2 rounds.
  for 6 rounds.
  to parry 2 rounds.
  Sweep unbalances foe.
  Sweep knocks foe 10 feet to
  Sweep staggers foe. +7 hits.
  Break foe's wrist on weapon arm.
  Throw foe 10 feet. Foe is down on
  81·85
  +3 hits. Foe is stunned
  side. Foe stunned and unable
  Foe is stunned and unable to
  Arm is useless. +10 hits.
  his face, disarmed and stunned an
  for 3rounds. Add +25 to
  to parry 2 rounds. +9 hits.
  parry 2 rounds. Add +30 to next
  Fine hand throw.
  unable to parry 6 rounds.
  your actions next round.
  attack.
  Foe lands on his back.
  Foe lands on his back and is
  Throw drops foe on his back.
  Throw drops foe and you put him
  Throw sends foe flying into nearest
  Muscle and cartilage damage.
  stunned and unable to parry
  Vertebrae cracked and foe is
  into aseverely immobolizing arm
  enemy within 10 feet. All involved
  86·90
  Foe quickly recovers, but is
  for 2 rounds. Torn tendon and
  at -50. Foe is stunned and
  lock. Foe is stunned and unable to
  are stunned and unable to parry
  stunned and unable to parry
  broken bone, foe is at -25.
  unable to parry 3 rounds.
  parry for 6 rounds.
  3rounds, take +9 hits.
  for 2 rounds. Foe is at -20.
  Throw downs foe and breaks
  Fall breaks ribs, disarms foe,
  Sweep downs foe and you put
  Throw bashes foe against nearly
  Sly rolling throw sends foe into the
  91·95
  his nose. Foe is at -25.
  and sends him rolling 10 feet.
  him in aleg-breaking hold.
  hard surface. Foe is knocked out
  air. Foe is left disarmed and
  +7 hits. Foe is stunned and
  Foe is at -30 and is stunned and
  +9 hits. Foe is pinned; stunned
  and you can use akilling kick if
  unconscious. You spring to
  unable to parry 2 rounds.
  unable to parry for 12 rounds.
  and unable to parry 15 rounds.
  you so desire.
  your feet 10 feet away.
  Throw sends foe down on his
  Sweep stuns foe; kick disarms
  Throw cracks foe's skull.
  Throw sends foe down.
  Fall snaps foe's neck, killing him
  96·99
  head. If foe has helmet, he is
  him; and another sweep knocks
  If foe has helmet, he is in acoma.
  He is impaled by broken rib or his
  instantly. Add +25 to your next
  stunned 9 rounds. If not,
  him flat on his back. Foe is
  If not, he dies of brain damage
  own weapon and pies in 6 rounds.
  attack.
  foe is knocked out.
  unconscious. +20 hits.
  in 1 round.
  Snazzy throw. Foe is stunned
  Fabulous throw sends foe
  Fall breaks foe's back. +12 hits.
  Sweeps sends foe twisting
  Using but half the round, you use a
  and unable to parry 6 rounds.
  flying. Foe's neck is broken
  Foe paralyzed from the neck
  backwards 5feet. Foe's spine
  rolling throw to send foe against
  100
  Foe is prone and you can
  on impact and he dies after
  down. Add +20 next roll.
  is snapped and he is left a
  nearest hard surface. Foe dies,
  finish him (if you desire) with
  rolling 15 feet.
  quadriplegic.
  you are up, press on.
  aknee to the solar plexus.
  94
  
  19.1 ARCHAIC WEAPONS FUMBLE TABLE
  HAND
  HAND
  SPEAR &
  MOUNTED
  THROWN
  BOWS
  ARMS
  ARMS
  POLE
  ARMS
  ARMS
  (1-handed)
  (2-handed)
  ARMS
  lose your grip and the
  lose your grip. You
  lose your grip. You
  lose your grip. You
  lose your grip. You
  lose your grip. You
  01-25
  opportunity to get in an
  lose the opportunity to
  lose the opportunity to
  lose the opportunity to
  elect not to attack
  elect not to attack.
  open blow. Maybe you
  take an open swing.
  take an open swing.
  take an open strike.
  because of lost control.
  Good choice.
  will improve.
  Drop your weapon. It
  Drop your weapon. It
  Fumble your delivery.
  Fumble your delivery.
  You fumble your
  One's ten thumbs just
  will take 1round to
  will take 2 rounds to
  You lose the option to
  You lose 2rounds but
  delivery and hang onto
  cannot h~ndle loading.
  26-30
  draw anew one, or 2
  draw new one or 4
  attack but youcan still
  can still parry.
  your weapon. Subtract
  You lose the rounds.
  rounds to recover old
  rounds to recover old
  parry.
  10 from your next
  one.
  one.
  attack.
  You slip with grace and
  You slip into fog of
  You slip and are
  You slip and lose your
  You slip and lose 2
  You fumble your
  31-40
  lose the opportunity to
  mind. You lose 1 round
  stunned for 1 round. All
  saddle position. You
  rounds to fully recover.
  ammunition. You lose 2
  get in the vital blow.
  in order to collect your
  right, you just look
  lose 2rounds but can
  You hold onto weapon
  rounds trying to
  thoughts.
  clumsy. Try again.
  still parry.
  and still parry.
  recover. Real weak, kid.
  Bad follow through.
  Stumble over an unseen
  Lose your grip and
  Your mount rears and
  You fumble your
  Break arrow and lose
  You lose your
  imaginary deceased
  juggle weapon for 2
  you are quite stunned
  weapon after losing
  your cool. You find
  41-50
  opportunity and give
  turtle. You lose 2 rndsof
  rounds. You can still
  for 2 rounds during the
  your grip. You are
  yourself out of 2
  yourself 1 hit. Real
  offensive action but can
  parry. Your next swing
  recovery.
  stunned for 3 rounds.
  rounds of action.
  weak.
  still parry.
  is at -10.
  You slip without grace
  Bad move. You lose 2
  You slip and almost fall.
  You lose your grip and
  Poor release. Weapon
  Drop your arrow. You
  51-60
  and lose 2 rounds
  rounds of open swings.
  You are stunned and
  fumble your weapon.
  lands harmlessly 20
  lose 2 rounds
  worth of opportunities.
  Fortunately, you can
  unable to parry for 2
  You are stunned for 3
  feet to the left of target.
  reloading. Try hand
  Good luck Pal.
  still parry.
  rounds.
  rounds.
  arms next time.
  Lose your grip and
  Lose you grip and
  Lose your grip and
  Your poor mount
  Very poor release sends
  Drop your bow. You
  juggle your weapon for
  juggle your weapon for
  juggle weapon for 3
  stumbles and you are
  weapon off directly to
  lose 2 rounds while
  61-70
  2 rounds. You can still
  2 rounds. You can still
  rounds. Your next
  stunned and unable to
  the right. Reroll if
  retrieving and reloading
  parry.
  parry.
  swing is at -10.
  parry for 2rounds.
  someone lies in the new
  it.
  path.
  Lose your grip and
  Very bad move. You are
  Fumble your follow-
  You break your weapon
  You slip and lose 3
  Bowstring breaks. You
  juggle your weapon for
  stunned and unable to
  through. You lose 3
  and lose 2 rounds while
  rounds to fully recover.
  lose 6 rnds while
  2 rounds. Unfortu-
  parry for 2 rounds. Not
  rounds. You are
  drawing anew one.
  You hold onto weapon,
  restringing bow or 2
  nately, you cannot
  good.
  stunned for 2 rounds.
  but cannot parry.
  rnds while drawing a
  71-80
  parry.
  new weapon.
  You lose your "wind"
  Lose your grip and
  Clumsy move. You are
  You drop your weapon
  You drop your weapon.
  You fumble your
  and realise that you
  juggle your weapon for
  stunned and unable to
  in one of you lighter
  It will take 2rounds to
  weapon. You are
  81 ..85
  should relax and not
  3 rounds. You can still
  parry for 3 rounds.
  moments. Lose 2
  draw new one or 4
  stunned and quite
  swing for 2 rounds.
  parry.
  rounds drawing anew
  rounds to recover old
  unable to parry for the
  one.
  one.
  next 3 rounds.
  Foe's smooth moves
  Incredibly bad move.
  Drop your weapon. It
  You break your weapon
  You fumble your
  You let your arrow fly
  leave you stunned for 2
  You are stunned and
  will take 2 rounds to
  and lose 2 rounds
  weapon badly but hang
  much too soon. You
  86-90
  rounds. Hopefully, you
  unable to parry for 3
  draw new one or 6
  drawing anew one. You
  onto it. You are stunned
  strike 20 feet short of
  will learn.
  rounds.
  rounds to recover old
  take 10 hits.
  and unable to parry for
  target. You are out 2
  one.
  6 rounds.
  rounds.
  You stumble. The
  You stumble and nearly
  You trip and fall. It will
  Your seating is
  You let go of weapon
  Slip and fall down. You
  classless display leaves
  fall down in an apparent
  take 4rounds to
  improper and you find
  too early and send it off
  are stunned for 6
  91-95
  you stunned for 3
  attempt to commit
  recover. You are unable
  yourself stunned and
  30 feet behind you.
  rounds, and unable to
  rounds. You might still
  suicide. You are
  to parry for 3 rounds.
  unable to parry for 3
  parry 2 rounds. Your
  survive.
  stunned 4 rounds.
  rounds.
  shot goes astray.
  Swallow tongue in the
  You trip and fall. It will
  You injure your
  Your body absorbs the
  You fall down. Your
  Break your bow. You
  excitement. You are
  take 4 rounds to
  shoulder. You are
  impact. You take 20 hits
  shot goes astray. You
  are stunned and unable
  96-99
  stunned and unable to
  recover. You are unable
  stunned and unable to
  and are stunned and
  are stunned for 12
  to parry for 4 rounds of
  parry for 3 rounds.
  to parry for 3 rounds.
  parry for 3 rounds and
  unable to parry for 6
  rounds.
  action. Good luck, pal.
  fight at -25.
  rounds.
  Bad taste and poor
  Worst move anyone has
  You break your weapon
  You fall off of your
  You hit yourself during
  Poor judgement. You
  execution. You attempt
  seen in ages. 50%
  and are stunned and
  mount. Role on the "Oil
  delivery. Roll on the "0"
  let arrow fly and lose an
  to maim yourself. Roll
  chance you are out 2
  unable to parry for 6
  crush critical strike
  critical strike table
  ear. +5 hits. You take 2
  100
  on the liD" critical table
  days with apulled
  rounds.
  table.
  (crushes).
  hits per round.
  (slashes).
  groin. 50% chance
  opponent out 3 rounds
  laughing.
  95
  
  19.2 MODERN WEAPONS FUMBLE TABLE
  Mini
  Energy
  Energy
  Projectile
  Projectile
  Grenadel
  W-eapon
  (1-handed) (2-handed)
  (1-handed)
  (2-handed)
  Missile
  Launcher
  Fumbling with your
  Trigger, trigger, where is
  Poor grip. Try next Phase.
  Mysteriously, you elect not
  Amoment's hesitation
  Uncertain aim causes you
  01·25
  weapon, you miss an
  the trigger? Forget
  to fire at this time.
  loses you the opportunity
  to elect to not fire this
  opportunity. No firing 'till
  shooting this fire phase.
  to fire this phase.
  phase.
  the next available phase.
  One's ten (12?) thumbs
  Stun, disrupt, vaporize or
  Worse grip. Try again next
  Your clumsy maneuvers
  Poor grip and nasty
  Your slowness with the
  26·30
  just cannot locate that
  puree? The little dials on
  round.
  prevent an effective
  kickback conspire to
  weapon causes you to
  eluse trigger. No further
  your weapon give you
  shooting opportunity. Try
  deliver 10 hits (and you
  delay firing till next phase.
  activity for you this round.
  pause for awhole round.
  again next fire phase.
  miss).
  You discover just before
  The Safety was on. -50 to
  Get agrip. You are
  Distracted by the Winged
  You empty the clip into the
  You elect not to fire for a
  firing that you are holding
  activity for this round and
  stunned (for 1round) by
  Victory of Samothrace, you
  air, then you're stunned for
  full round.
  31·40
  the thing backwards.
  the next while trying to
  your own incompetence.
  fail to fire this round.
  1round as you realize your
  Spend the rest of the round
  recover your self-
  foolishness.
  to re-orient. Read the
  confidence.
  manual next time!
  Lose your grip. No further
  Oops, that was the
  Cleverly, you eject the
  Get your eyes checked.
  You empty around/burst
  You tilt the launcher
  activity for the next round.
  cartridge ejection button,
  weapon power pack and
  Momentary double vision
  into the ground. Your
  forward and all of its
  not the trigger. Spend
  watch it bounce afull 3m
  convinces you to wait out
  sheer incompetence costs
  ammunition tumbles out
  41·50
  1round re-inserting your
  away. Spend 2 rnds
  the rest of this round (you
  you 2 rounds of stunned
  onto the ground. Faulty
  weapon's power supply.
  inserting anew power
  are at -50).
  amazement.
  loading by somebody.
  supply, or 3-5 rnds
  recovering that one.
  You mishandle your
  You really mishandle your
  You fire the weapon into
  The ammo cartridge is
  Slight sprain to your non-
  Confusion and apersonal
  51·60
  weapon and are unable to
  weapon and are stunned
  the ground at your feet.
  jammed. It will take 2rnds
  weapon wrist causes all
  crisis stun you for
  fire for one round.
  for the next round.
  ("Just testing the power
  to draw anew weapon or
  further 2-handed attacks to
  2 rounds.
  charge.")
  1-6 to wrest this one free.
  be at -20. You take 5hits.
  Random distractions stun
  Trembling hands cause you
  You really, really
  Your spastic shooting hits
  Break afinger and take
  Amental lapse: Did I load
  61·70
  you for 1round.
  to rethink your tactics.
  mishandle your weapon
  3 meters short of the
  8 hits. You are stunned
  fusion missiles or smoke
  Take deep breaths
  and are stunned for the
  target. You are at -30 to
  2 rounds, and all weapon
  grenades?gives you pause
  for 2rounds (i.e. you're
  next 2rounds.
  activity next round.
  attacks using that hand are
  for 3 rounds of complete
  stunned) to calm yourself.
  at -70.
  inactivity.
  The weapon pops open in
  Amuscle spasm delivers
  Apainful muscle spasm
  Poke yourself in the eye
  Trigger slips as you take
  Premature ejection causes
  your hand, and the energy
  10 hits and stuns you
  delivers 12 hits and stuns
  while trying to get fancy.
  aim. Make an attack with
  the grenade to fire 300 to
  71-80
  cell(s) tumble merrily
  for 2 rounds.
  you for 2 rounds.
  +8 hits, -20 to activity and
  no modifications on the
  the left of intended target.
  away.
  Spend 1round per
  stunned 2 rounds.
  closest opponent.
  cell recovering and
  reinserting them.
  Suddenly more slippery
  As if of its own volition,
  Have you ever used one of
  Those pistols are alittle
  Whirling around for no
  You manage to hit yourself
  than agreased tachyon,
  your weapon leaps out of
  these before? You drop
  tough to get agrip on.
  apparent reason, you bash
  with the weapon and take
  81·85
  the little toy pops out of
  your hand. Check the
  your precious weapon.
  You unceremoniously
  your weapon against a
  8hits, stunned 3 rounds.
  your hand and hits the
  Equipment Mishandling
  Check the Equipment
  drop the thing and it
  nonagressive surface.
  floor.
  Make aLight roll on
  Chart.·
  Mishandling Chart •
  bounces a good 2 meters
  Check the Equipment
  the Equipment Mishandling
  away. Check the Equipment
  Mishandling Chart •
  Chart.·
  Mishandling Chart •
  Trip over yourself and fire
  Acruel flashback from your
  The weapon separates in
  Cartridge drops out of
  Horror at your own
  Improper loading (whose
  into space. Two rounds of
  childhood leaves you
  your hands for easy
  weapon, scattering ammo,
  shooting ineptitude stuns
  fault is that?) causes the
  86·90
  stunned contemplation will
  stunned 2rounds.
  storage. 1 round stunned
  on which you slip and fall
  you for 3 rounds.
  grenade to travel only half
  return you to your
  and staring, and 2 rounds
  down in acomic display.
  of the intended range.
  equilibrium.
  frantically putting it back
  You are down and stunned
  together.
  next round (and red-faced).
  j
  You drop your weapon
  Your funny bone isn't
  Instead of your original
  Fingers mysteriously
  Burn yourself on the hot
  Your exhuberant hefting of
  then step on it. Real swift,
  always so funny, is it?
  target, you fire at the
  entangled in weapon cause
  casing as you fire
  the weapon gives you a
  91·95
  buddy. Make aVery
  You're stunned 4 rounds of
  phantasmal Vogon
  you some consternation
  ineffectively. You take
  hernia. +15 hits, and you
  severe roll on the
  intense agony.
  BUlldozer 30
  0 to the right.
  and 3 rounds of stunned
  4 hits and are stunned two
  are at -70 until cured.
  Equipment Mishandling
  (You miss.)
  extrication.
  rounds.
  Chart. •
  Your clumsy fingers jam
  You seem to think that
  You boldly go... on your
  While daydreaming, you
  Very poor grip causes you
  Too late, you realize you
  the firing mechanism.
  your weapon is abaton.
  face. Fall down, on top of
  put your hand in front of
  to fire wildly. 20% chance
  are aiming the thing
  96·99
  Spend 3 rounds
  It slips, however, and in
  your precious weapon, and
  the barrel while firing.
  you hit someone in a180
  0
  backwards. Your shot fires
  unjamming it.
  trying to recover it you
  make asevere roll on the
  Lose afinger. +10 hits;
  arc in front of you (roll
  exactly 180
  0 from the
  drop-kick it 3meters away.
  Equipment Mishandling
  5 hits per round and
  attack wino skill bonus).
  intended direction, roll
  Check the Equipment
  Chart.· You are also down
  stunned 3 rounds.
  Your foolishness stuns you
  randomly for range.
  Mishandling Chart.•
  and stunned for 1round.
  for 4 rounds.
  Poor judgement and worse
  Only you could get your
  That heavy gun slips in
  You artfully spin the
  You pUll the trigger and
  With apuff of smoke and a
  aim. You pull the trigger,
  finger caught in the trigger.
  your sweaty palms as you
  weapon in your hand and
  empty the gun into your
  "foof", the grenade plops
  100
  lose an ear and take two
  You are stunned for
  fire. You shoot off your
  deal apoint-blank burst
  own foot. +20 hits; 8hits
  out of the launcher and
  hits per round.
  4 rounds of action. Try
  toe. Now you're at -50 an
  attack on yourself (no skill
  per round. -70 to activity
  lands at your feet. It will
  surrendering.
  take 8hits, 2 hit per round,
  bonus). Roll the attack and
  and stunned 3 rounds.
  detonate before you can
  and are stunned next rod.
  say your prayers, buddy.
  move. Panic.
  * Refer to the Equipment Mishandling Chart in the Player Book, pg 77.
  96
  
  CONTENTS
  PART I
  SPACE MASTER CATALOGUE
  1.0 INTRODUCTION
  2.0 PERSONAL WEAPONS
  3.0 EQUIPMENT
  4.0 MASTER EQUIPMENT CHART
  5.0 THE ROLE OF COMPUTERS
  6.0 ROBOTS AND ANDROIDS
  7.0 BIOLOGICAL CONSTRUCTS
  8.0 VEHICLES
  9.0 SAMPLE SPACECRAFT
  PART II
  CONSTRUCTION AND REPAIR
  10.0 USING THE CONSTRUCTION/RESEARCH CHART
  11.0 MACHINES
  12.0 ORGANISMS
  13.0 MALFUNCTION AND REPAIR
  PART III
  WEAPON CHARTS
  14.0 MASTER WEAPONS CHARTS
  15.0 FIREARM ATTACK TABLES
  16.0 MISCELLANEOUS ATTACK TABLES
  17.0 WEAPON CRITICAL TABLES
  18.0 OTHER CRITICAL TABLES
  19.0 FUMBLE TABLES
  IRON CROWN ENTERPRISES
  P.O. BOX 1605
  CHARLOTTESVILLE, VA 22902
  
SOURCE: textdata/thevault/Spacemaster/2.0 Edition/ICE 9000 - Spacemaster Tech Book [1988].pdf