TEXT: By G. Bruce MacKenzie
  Table of Contents
  Preface......................................................................................................................................7
  Purpose.....................................................................................................................................7
  Scope........................................................................................................................................7
  Setting.....................................................................................................................................7
  Rules.......................................................................................................................................7
  Magic & Science.....................................................................................................................8
  Armour Class & Damage.........................................................................................................8
  Mechanics.................................................................................................................................8
  d100 Test Tables.....................................................................................................................8
  d100 Test Table.....................................................................................................................9
  d100 to d20 Conversion Table..............................................................................................9
  Damage..................................................................................................................................9
  Science Fantasy Weapon Damage.......................................................................................9
  Ray Gun and Firearm Missile Ranges (In Feet)..................................................................10
  Missile Weapon Rate of Fire Rules.....................................................................................10
  Science Fantasy Equipment List...........................................................................................10
  1
  
  Weapon Cost & Weight.......................................................................................................11
  Blasters and Stunners.......................................................................................................11
  Firearms............................................................................................................................11
  Reloading Firearms........................................................................................................12
  Use of Firearms in a Vacuum.........................................................................................12
  Bombs and Grenades.......................................................................................................12
  Armour Cost & Weight........................................................................................................12
  AC Force Field..................................................................................................................13
  Ship Cost............................................................................................................................13
  Equipment Cost..................................................................................................................13
  Beamtorch........................................................................................................................14
  Goggles, Darkvision.........................................................................................................14
  Jump Harness..................................................................................................................14
  Lung, Artificial...................................................................................................................14
  Packet, Extinguisher.........................................................................................................14
  Packet, Firestart...............................................................................................................14
  Perimeter Ward.................................................................................................................14
  Rocket Pack.....................................................................................................................15
  Stasis Chamber................................................................................................................15
  Tele-Radio........................................................................................................................16
  Tele-Radio Test Numbers...............................................................................................16
  Timepiece.........................................................................................................................16
  Saving Throws......................................................................................................................17
  d100 Character Saving Throws...........................................................................................17
  d100 to d20 Conversion Table............................................................................................17
  Damage from No Air.........................................................................................................18
  Damage from Vacuum......................................................................................................18
  Damage from Radiation....................................................................................................18
  Virus.................................................................................................................................18
  d100 Rocket Ship Saving Throws.........................................................................................18
  Classes....................................................................................................................................18
  Robot Class...........................................................................................................................18
  Robot Class Table...............................................................................................................19
  Robot Special Abilities........................................................................................................19
  Listening.............................................................................................................................20
  Sense Danger.....................................................................................................................20
  Player Character Robot Basic Systems..............................................................................20
  Robot Equipment................................................................................................................21
  Rocket Ships..............................................................................................................................22
  General Description.................................................................................................................22
  Rocket Ship Armour Class....................................................................................................23
  d100 Test Table...................................................................................................................23
  2
  
  d100 to d20 Conversion Table............................................................................................23
  Encumbrance........................................................................................................................23
  Hit Dice and Hit Points..........................................................................................................24
  Escape Number....................................................................................................................24
  d100 Test Table...................................................................................................................24
  d100 to d20 Conversion Table............................................................................................24
  Weapon.................................................................................................................................24
  Classes of Ships...................................................................................................................25
  Flying a Rocket Ship................................................................................................................25
  Blast Off................................................................................................................................25
  Landing.................................................................................................................................25
  Blast Off or Landing Check Roll Failure.................................................................................26
  Space Routes........................................................................................................................26
  d100 Test Table...................................................................................................................26
  d100 to d20 Conversion Table............................................................................................27
  Making a Jump to Hyperspace or Ultraspace........................................................................27
  Space Maps..........................................................................................................................27
  Route Numbers...................................................................................................................27
  Route Numbers Chart Example........................................................................................29
  Navigating to Uncharted Destinations.................................................................................29
  Travel Time.........................................................................................................................29
  Cloaked Star Systems...........................................................................................................29
  Normal Space, Hyper-Space, and Ultraspace.......................................................................30
  Normal Space.....................................................................................................................30
  Hyperspace.........................................................................................................................30
  Ultraspace...........................................................................................................................30
  Forcing a Rocket Ship out of Hyperspace or Ultraspace.....................................................31
  Solar Systems............................................................................................................................31
  Solar Systems Chart Example.................................................................................................32
  Example of Solar System Travel – Determining the RN........................................................33
  Asteroids, Moons & Planets.......................................................................................................33
  Example of an Asteroid, Moon or Planet Key...........................................................................33
  Asteroids.................................................................................................................................33
  Moons......................................................................................................................................33
  Planets....................................................................................................................................34
  Asteroid, Moon & Planet Gravity..............................................................................................34
  Space Fantasy Spells................................................................................................................34
  First Level Magicuser And Elf Spells........................................................................................34
  Chart Star..............................................................................................................................34
  Spacewalk.............................................................................................................................34
  Stasis....................................................................................................................................35
  Second Level Magicuser And Elf Spells..................................................................................35
  3
  
  Hyperspace...........................................................................................................................35
  Sway Simpler Minds..............................................................................................................35
  First Level Cleric Spells...........................................................................................................36
  Fortunate Travel....................................................................................................................36
  Ultraspace.............................................................................................................................36
  Protection from Radiation......................................................................................................36
  Combat in N-Space....................................................................................................................36
  d100 Test Table...................................................................................................................37
  d100 to d20 Conversion Table............................................................................................37
  Applying Damage to Ships....................................................................................................37
  Boarding Ships......................................................................................................................37
  Searching for Ships...............................................................................................................37
  Escaping Combat by Entering Hyperspace...........................................................................38
  Hazards in Space.......................................................................................................................38
  Space Hazards........................................................................................................................38
  Asteroids...............................................................................................................................39
  Asteroid Fields......................................................................................................................39
  Comet...................................................................................................................................39
  Meteoroids............................................................................................................................39
  Micro Black Hole...................................................................................................................39
  Radiation Storm....................................................................................................................39
  Rogue Moon..........................................................................................................................40
  Rogue Planet........................................................................................................................40
  Satellite.................................................................................................................................40
  Space Junk...........................................................................................................................40
  Space Mine...........................................................................................................................40
  Ship Damage and Repair...........................................................................................................41
  Repairing Systems and Gadgets.............................................................................................41
  Sabotaging Systems or Gadgets...........................................................................................41
  Rocket Ship Template...........................................................................................................42
  Rocket Ship System Damage................................................................................................42
  Salvaged Systems................................................................................................................43
  Repair of Rocket Ship Systems.............................................................................................43
  Rocket Ship Systems..............................................................................................................44
  Air Supply..............................................................................................................................44
  Airlock/Hatch.........................................................................................................................44
  Artificial Gravity.....................................................................................................................44
  Auto-pilot...............................................................................................................................45
  Cannon.................................................................................................................................45
  Cannon Bombardment Attack Numbers..............................................................................45
  Cargo Space.........................................................................................................................46
  Grapple.................................................................................................................................46
  4
  
  Time to Grapple..................................................................................................................46
  Heating and Air Conditioning.................................................................................................46
  Helm......................................................................................................................................46
  Consequences of Failing the Helm Check Roll:..................................................................47
  Hull........................................................................................................................................47
  Hyperdrive.............................................................................................................................47
  Landing Skids........................................................................................................................47
  Lighting.................................................................................................................................48
  Medical Locker......................................................................................................................48
  Navigation.............................................................................................................................48
  Provision Locker....................................................................................................................48
  Tele-Radio.............................................................................................................................48
  Periscope..............................................................................................................................49
  Rocket Motor.........................................................................................................................49
  Windows...............................................................................................................................49
  WC - Waste Disposal............................................................................................................50
  Space Suits................................................................................................................................50
  Space Suit AC.........................................................................................................................50
  Space Suit AC, Cost, & Weight...........................................................................................50
  Space Suit Life Support...........................................................................................................51
  Space Suit Damage.................................................................................................................51
  Helmet.....................................................................................................................................51
  Zero Gravity & Space Walks....................................................................................................51
  Magnetic Space Boots.............................................................................................................52
  Space Sickness.......................................................................................................................52
  Wearing Giant Robots.............................................................................................................52
  Encounters in Space..................................................................................................................52
  How to Determine Space Encounters......................................................................................53
  Hazard, Ship, or Ship Scale Wandering Monster?...................................................................53
  Encounter Tables.....................................................................................................................54
  Space Hazards......................................................................................................................54
  Rocket Ship Subtypes...........................................................................................................55
  Space Fantasy Wandering Monsters.....................................................................................55
  Ultraspace Fantasy Wandering Monsters..............................................................................56
  Space Fantasy Monsters...........................................................................................................56
  BX-Space Treasure Types.......................................................................................................57
  Blobs.......................................................................................................................................57
  Cadaverites.............................................................................................................................58
  Caliban....................................................................................................................................58
  Constructs, U-Space...............................................................................................................59
  Creepy Crawlies......................................................................................................................60
  Energy Leeches.......................................................................................................................60
  5
  
  Giant Brains.............................................................................................................................60
  Gummy Men............................................................................................................................61
  Independents...........................................................................................................................61
  Little Green Men......................................................................................................................62
  Robots, NPC...........................................................................................................................62
  NPC Robot Systems.............................................................................................................63
  Selenites..................................................................................................................................64
  Shape Shifters.........................................................................................................................64
  Ship Scale Space Monsters.....................................................................................................64
  Ship Scale Space Monsters Specs.......................................................................................65
  Solarians.................................................................................................................................65
  Smugglers...............................................................................................................................65
  Space Bugs.............................................................................................................................66
  Space Patrol............................................................................................................................66
  Space Pirates..........................................................................................................................66
  Space Crab Spiders................................................................................................................66
  Space Soldiers........................................................................................................................67
  Terrans....................................................................................................................................67
  The Ancients............................................................................................................................68
  Web Terrors.............................................................................................................................68
  Web Terrors...........................................................................................................................68
  Y'lech.......................................................................................................................................69
  Space Treasure Items................................................................................................................69
  Space Treasure Subtable........................................................................................................69
  Weapon Subtable..................................................................................................................70
  Armour Subtable...................................................................................................................70
  Gadget Subtable...................................................................................................................70
  Data Subtable.......................................................................................................................71
  Ancient Gadget Subtable......................................................................................................71
  Explanation of Space Treasure Items......................................................................................71
  The Known Galaxy Map.............................................................................................................74
  Known Galaxy Map Key..........................................................................................................75
  Glossary.....................................................................................................................................77
  OGL...........................................................................................................................................78
  Designation Of Product Identity...............................................................................................78
  Designation Of Open Game Content.......................................................................................78
  Designation of Public Domain Content....................................................................................78
  Open Game License Version 1.0a...........................................................................................78
  BX-Space Rules Version – Alpha-Test, v.03
  6
  
  Preface
  These alpha-test rules are published at www.breeyark.org as the culmination of an all too brief 
  series of BX-Space articles. As such they collate the text of those articles in what this author 
  hopes is an enjoyable exploration of extending the scope of known rules into a Medieval Future.
  I would like to take this opportunity to thank Erin Smale for his many useful comments and 
  suggestions. In keeping with an OSR spirit the text of this document is published under the 
  auspices of the Open Game License Version 1.0a. 
  Purpose
  The purpose of BX-Space is to set forth the basic tenets of Dungeons in Outer Space Science-
  Fantasy. The intent is to create additional rules which “bolt-on” to classic rules or known rules 
  which emulate the RPG rules of the 1980s.
  Stylistically the theme of BX Space is necessarily one of a Medieval Futurism. Far from realistic,
  in our science fantasy almost any planet in orbit of a sun may be expected to be inhabited by 
  strange alien monsters and on most planets the characters may come and go without using a 
  Space Suit. For the most part Space Suits are only used – in the vacuum of space!
  Scope
  Setting
  Known rules are emulations in the play style of games of the 1980s, principally fantasy rulesets, 
  in which Player Classes explore wilderness and dungeons; characters advance in level by 
  accumulating Experience points (XP) retrieving treasure and fighting Monsters.
  BX-Space as Science Fantasy merely enables the application of the above concept within a 
  broadly defined science fantasy genre.
  The intended scope of the setting is planetary or interstellar. Player Characters board a small 
  Rocket Ship and journey from their home planet to asteroids, moons, and planets. Space is now
  “wilderness”. A “dungeon” may now be found on a rogue moon under the ruin of an alien 
  outpost; characters advance in level by accumulating XP “retrieving treasure” and fighting 
  Monsters. A “dungeon” may also be a derelict ship floating in the wastes of space, etc.
  Rules
  At this initial state of the project the rules will augment known rules emulations of rules of the 
  1980s and covers only the first three character levels. Existing known rules will not be replaced 
  and will be considered to also be in force.
  7
  
  Magic & Science
  Magic rules will still be in force. How “magic” works is not as important as the effect 
  implemented. That is, we accept that the means by which the effects are produced are not as 
  important as the resulting effect. 
  BX Space as Science Fantasy will implement the same magical effects through gadgets and 
  machines. Science Fantasy gadgets and machines therefore will “work” in parallel with “magic”. 
  The reader may want to bear in mind that this Science Fantasy is not meant to be rigorous 
  scientifically, broadly it is “rubber science”. 
  Armour Class & Damage
  The Armour Class of known rules will be used. These rules will not create any AC which is 
  invulnerable to the existing attack rules. These rules will not create any form of damage, aside 
  from blast damage, which exceeds the scope of d4 through d10 per the known rules of Variable 
  Weapon Damage. If variable damage is not used all damage is d6.
  This author anticipates at least one argument, that AC should be irrelevant for a ray gun or 
  firearm. This argument would likely be rooted in the idea that classic rules or known rules 
  mechanics are an accurate medieval simulation. This is a sketchy notion at best as one may 
  counter that AC is hardly a successful simulation for missiles, even arrows. The point is that a 
  rule need not be at all realistic to be fun. The reader may content themselves with the idea that 
  rules of this game need only be internally consistent with the known and accepted mechanics, 
  so go with it. In the end the resulting game will not be any less enjoyable as it is after all a game
  of fantasy.
  Mechanics
  d100 Test Tables
  The Test Tables include an Escape Number, Gravity Number, Route Number, Ship’s Armour 
  Class, and Test Number.
  A Test Number grants the Space Master a tool for quantifying almost any adversarial task; a 
  Test number of 9 represents the least difficult task and Test Number of 2 represents the most 
  difficult task. A Test Number of 4 requires a player whose character is 1st to 3rd level to roll 71 or 
  better on d100 to succeed. Roll equal to or better than the Check Number to succeed.
  8
  
  d100 Test Table
  Character’s Level
  Escape Number, Gravity Number, Route Number, 
  Ship’s Armour Class, Test Number
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  Normal Man
  51
  56
  61
  66
  71
  76
  81
  86
  91
  96
  96
  96
  96
  1st to 3rd
  46
  51
  56
  61
  66
  71
  76
  81
  86
  91
  96
  96
  96
  4th + Higher
  36
  41
  46
  51
  56
  61
  66
  76
  81
  86
  91
  96
  96
  Note – d100 Check Numbers may be converted to d20 using the following table. d100 dice roll 
  modifiers of +5% or -5% convert to d20 values of +1 or -1 respectively.
  d100 to d20 Conversion Table
  d100
  01
  06
  11
  16
  21
  26
  31
  36
  41
  46
  d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  d100
  51
  56
  61
  66
  71
  76
  81
  86
  91
  96
  d20
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Damage
  Damage from weapons is 1d6, (compatible with classic known rules), or if variable damage is 
  used consult the following table.
  Science Fantasy Weapon Damage
  Damage
  Weapon Type
  Load
  2-12 (2d6)1
  Blast, Grenade
  N/A
  3-18 (3d6)1
  Blast, Bomb
  N/A
  4-24 (4d6)1
  Blast, Mine or Bombardment by 
  Cannon
  1
  1-6 (1d6)
  Firearm
  1, 5, 10, 20 or 30 Bullets
  1-8 (1d8)
  Ray Gun, Disintegrating,“Blaster”
  20 Charges
  Paralysis - An attack will paralyze any
  man size or smaller creature hit 
  successfully (except elves or robots) 
  unless the victim saves vs. Paralysis. 
  This paralysis is the normal type 
  (lasting 2-8 turns) unless removed by
  Ray Gun, Paralysing, “Stunner”
  20 Charges
  9
  
  Damage
  Weapon Type
  Load
  a Cure Light Wounds spell.
  1-6 (1d6)
  Robot Buzz Saw
  1-6 (1d6)
  Robot Claw
  1-6 (1d6)
  Robot Drill
  1-4 (1d4)
  Robot Electrical Discharge 
  1-4 (1d4), 1-6 (1d6), or 1-8 (1d8) vs. 
  Ships, or Ship Scale Monsters, 
  Ship Cannon2
  Note 1 – Damage may be halved with a successful Saving Throw.
  Note 2 –  Space Cannons cause the same damage as a Ship Class Hit Dice Type which may be
  d4, d6, or d8.
  Ray Gun and Firearm Missile Ranges (In Feet)
  Weapon Form
  Short (+5% [+1])
  Medium (0) [0]
  Long (-5% [-1])
  Personal
  5-10
  11-30
  31-50
  Intermediate
  5-70
  71-140
  141-210
  Extended
  5-80
  81-160
  161-240
  Missile Weapon Rate of Fire Rules
  Rate of Fire grants a dice roll modifier vs. a single target based on the amount of ammo 
  expended. The concept may be optionally extended to Bows, but not Crossbows, if the Space 
  Master so wishes.
  Ammo Expended
  Dice Roll Modifier
  Normal, single shot
  0
  Burst, 5 Charges or 5 Bullets
  +5% [+1]
  Spray, 10 Charges or 10 Bullets
  +10% [+2]
  Arrow, single shot
  0
  Arrows (2)
  +5% [+1]
  Arrows (3)
  +10% [+2]
  Science Fantasy Equipment List
  This author cannot possibly cover all the tropes of potential gadgetry in science fiction. The 
  primitive and the futuristic are to be found in curious juxtaposition for our Medieval Future is a 
  curious place indeed. Torches and lanterns are to be found side by side in use with more 
  sophisticated forms of illumination. The following articles of equipment cover essentials that no 
  space fantasy adventure should be without and the Space Master is encouraged to develop 
  their own gizmos!
  10
  
  Weapon Cost & Weight
  Item
  Cost in gp
  Weight in Coins
  Bomb
  N/A
  50
  Bullet, Firearm (1)
  1
  1
  Disintegrating Ray Gun*, “Blaster”
  55
  10
  Firearm
  45
  20
  Grenade, Damaging or Paralysing (1)
  40
  10
  Magazine, Firearm
  10
  2
  Paralysing Ray Gun*, “Stunner”
  50
  10
  *These Weapons may be used by a Cleric
  Blasters and Stunners
  Blasters and Stunners are pistols. A Character may choose to fire a single shot, spray, or burst. 
  Disintegrating Ray Guns cause damage. Paralysing Ray Guns cause Paralysis with a 
  successful attack paralyzing any creature of ogre-size or smaller that they hit successfully 
  (except Elves and Robots) unless the victim saves vs. Paralysis. The Paralysis is the normal 
  type lasting 2-8 turns unless removed by a Cure Light Wounds spell. 
  Recharging a Blaster or Stunner requires 1 Turn per 5 Charges. The recharging station is 
  located at the cannon in a Rocket Ship and a functioning Rocket Motor is required on a Rocket 
  Ship. Up to six weapons in total may be recharged at a time per cannon. 
  Recharge time is doubled, and the number of weapons that may be recharged halved, when a 
  Rocket Motor is Damaged. Blasters and Stunners may not be recharged when a Rocket Motor 
  is inoperative.
  Firearms
  Firearms in this Space Fantasy theme are meant as primitive weapons which are fashioned on 
  worlds incapable of creating ray guns. A harmful projectile is propelled which causes damage 
  when it strikes a Character or Item. A Character may choose to fire a single shot, spray, or burst 
  depending upon the description of the weapon. These weapons are of a scale portable by a 
  single Man-sized Character. Examples:
  Firearm Mechanical Description
  Firing Mode Descriptions1
  Single
  Single
  Repeating
  Single, Burst
  Automatically Repeating
  Many:
  Single, Burst and Spray, or
  Burst and Spray, or
  Spray
  Note 1 – The modes of firing, Burst and Spray, may not be used to target multiple Characters.
  11
  
  Reloading Firearms
  No attack may be made while reloading a firearm. An empty magazine may be replaced with a 
  pre-loaded full one in 1 round. Five bullets may be individually loaded in a magazine in 1 round. 
  Some Firearms may permit direct loading from a clip of 5 bullets in 1 round. 
  Use of Firearms in a Vacuum
  Firearms may be used in a vacuum but they cannot be used to damage a Rocket Ship, Space 
  Mine, etc.
  Bombs and Grenades
  Bombs have a timer which may be set in Days, Turns, or Rounds. When the timer elapses the 
  bomb detonates. Bombs cannot be thrown very far.
  Grenades are a small bomb which may be thrown by hand in the same manner as a flask of oil. 
  A Grenade must be activated, and then released, in order to detonate.
  Weapon Type
  Short(+5% [+1])
  Medium (0)
  Long (-5% [-1])
  Bomb
  1-5
  6-10
  11-15
  Grenade'
  5-10
  11-30
  31-50
  Bombs and Grenades typically cause Blast damage; a character is entitled to a save vs. Blast. 
  Systems are entitled to a save vs. Blast or they become inoperative.
  Weapon Type
  Blast Radius
  Grenade
  3 x 3 x 3” Cube
  Bomb
  5 x 5 x 5” Cube
  Paralysing Grenades cause Paralysis with a successful attack paralyzing any creature of ogre-
  size or smaller that they hit successfully (except Elves and Robots) unless the victim saves vs. 
  Paralysis. The Paralysis is the normal type lasting 2-8 (2d4) turns unless removed by a Cure 
  Light Wounds spell. 
  Bombs may not be purchased but they may be found as Treasure during the game.
  Armour Cost & Weight
  Item
  AC
  Cost in gp
  Weight in Coins
  AC Force Field1
  5
  60
  10
  Space Suit 72
  7
  40
  200
  12
  
  Item
  AC
  Cost in gp
  Weight in Coins
  Space Suit 53
  5
  80
  400
  Space Suit 33
  3
  120
  500
  Note 1 – The AC Force Field is usable by all Classes.
  Note 2 – Space Suit 7 is usable by all Characters.
  Note 3 – Space Suits 5 and 3 are not usable by Magic User’s and Thieves.
  AC Force Field
  AC Force Fields are a device created by the Ancients in such numbers they are commonly 
  found. The exact principles which make them work have not been discovered but this does not 
  make them any less useful. They never need to be recharged. The Armour Class Force Field 
  creates a moderately protective barrier of force which surrounds a Character when it is worn 
  and activated.
  Ship Cost
  Item
  Cost in gp
  Player Rocket Ship
  20,000
  Merchant Rocket Ship
  40,000
  Note – Other forms of Rocket Ships are not available to Player Characters for purchase.
  Equipment Cost
  Item
  Cost in gp
  Weight in coins
  Beamtorch
  20
  1
  Goggles, Darkvision
  65
  1
  Jump Harness
  60
  1
  Lung, Artificial
  300
  20
  Packet, Extinguisher
  10
  1
  Packet, Firestart
  10
  1
  Perimeter Ward (1)
  20
  1
  Rocket Pack
  60
  100
  Rocket Pack Fuel
  30
  30
  Stasis Chamber
  500
  250
  Tele-Radio, Personal
  60
  1
  Tele-Radio, Station
  500
  100
  Timepiece
  30
  1
  13
  
  Beamtorch
  A Beamtorch is a handheld device which projects a narrow beam of light 5’ wide capable of 
  illuminating up to 50’ distant. A Beamtorch may also be set to illuminate a 30’ area in the same 
  fashion as a lantern. The light of a Beamtorch does not adversely affect monsters in the same 
  way as natural light or magical light. It does however interfere with abilities which grant a 
  capability to see in complete darkness in the same manner as other light.
  Goggles, Darkvision
  Darkvision Goggles permit a character to see in the dark up to 60’ but adjacent lights limit their 
  effectiveness to the area of illumination.
  Jump Harness
  A Jump Harness contains Trillium and it enables a character to defy gravity and jump vertically 
  or leap gaps up to their full movement and is limited by the character’s encumbrance. It does 
  not otherwise affect normal movement and running. Falling damage is reduced to 1d4 per 10’ 
  while the Jump Harness is worn.
  Lung, Artificial
  Artificial Lungs allow a character to breathe underwater or in atmospheres (not the vacuum of 
  space) where it would be otherwise impossible to breathe.
  Packet, Extinguisher
  A small packet, which when broken in half and tossed into an adjacent square extinguishes fires
  in a 10’ by 10’ area in the next round.
  Packet, Firestart
  A small packet, which when broken in half and tossed into an adjacent square starts fires in a 
  10’ by 10’ area, providing there is combustible material present to burn, in the next round.
  Perimeter Ward
  Perimeter Wards are designed to resemble small stones and are approximately 1.5” in diameter 
  and 1 inch thick with a simple on/off switch. At least two are required and when activated they 
  link together to create an area of detection between them best described as an undetectable 
  fence, 5’ thick, 10’ in length, and 10’ high, which when crossed from any direction then sounds 
  an audible alarm harsh enough to wake a sleeper. The perimeter wards at the point where the 
  barrier is crossed flash repeatedly. Note that the perimeter ward alarm does not sound if the 
  barrier is circumvented by climbing over its area of detection. A perimeter ward does not 
  therefore detect flying creatures which circumvent its area of detection.
  A Thief may use their ability to move silently and penetrate a perimeter ward without setting it off
  and may even create a hole in the barrier by first successfully approaching a perimeter ward 
  and then finding and removing traps to deactivate it.
  14
  
  Rocket Pack
  A Rocket Pack allows a Medium or Small Character to fly permitting movement in any direction 
  and at any speed up to 120’ per round. It will also allow the person to stop at any point (as a 
  levitate spell). The flight time of a rocket pack is variable and depends upon encumbrance. 
  When the rocket pack runs out of fuel a Character will fall, unless of course they are in zero 
  gravity.
  Rocket Pack Movement
  Character Encumbrance:
  (per round) Movement
  Flight Time
  400 coins or less OR unarmored
  120’/round
  6 Turns
  401-600 coins OR leather armored
  90’/round
  4 Turns
  601—800 coins OR metal armored
  60’/round
  2 Turns
  801—1600 coins OR metal armored 
  and carrying treasure
  30’/round
  1 Turn
  A rocket pack may be attacked from a character’s rear facing. A rocket pack that is attacked is 
  damaged and will be rendered inoperative if it fails a System Saving Throw. The movement and 
  flight time of damaged rocket packs are reduced by ½. Operating a damaged rocket pack risks 
  an explosion; a successful System Saving Throw is required or it explodes causing blast 
  damage equivalent to that of a bomb. Inoperative rocket packs simply do not work.
  It takes 1 Turn to refuel a rocket pack and this cannot be done in-flight.
  Stasis Chamber
  A Stasis Chamber may incorruptibly preserve the body of a Small or Medium character 
  indefinitely. Within the Stasis Chamber a character cannot move or take actions and the mind of
  the character typically enters a deep dreamless sleep 95% of the time. Stasis temporarily halts 
  the progress of poisons or other death effects which resume immediately when the character 
  emerges from the Stasis Chamber. Stasis Chambers often, but not always, have their own 
  independent power source and the capability to enable a character to remain in stasis for 
  hundreds of years providing the power supply lasts. If a Stasis Chamber is damaged a system 
  Saving Throw is required to automatically wake the one within or they will fail to wake and die.
  Before the development of Hyperdrive stasis was used to enable characters to make journeys 
  the span of many lifetimes to other solar systems. Characters would remain in stasis for 
  hundreds of years providing the rocket motors of their ships remained in operation long enough 
  to supply the necessary power. Many failed to make the long journeys and now drift through 
  space as graveyards.
  15
  
  Tele-Radio
  Tele-Radios permit communication between two Tele-Radio. The ability to communicate 
  successfully is affected by the type of the Tele-Radio and distance. There are several forms of 
  the Tele-Radio, Personal, Robot, Rocket Ship, Space Helmet, and Station.
  •
  A personal Tele-Radio is a hand held device.
  •
  A Robot Tele-Radio is a robot system.
  •
  A Tele-Radio on a Rocket Ship is a system.
  •
  A Tele-Radio in a Space Suit is part of the helmet.
  •
  A Tele-Radio Station is a permanent installation which permits communication. If they 
  are located underground they must have a direct connection via a cable to a surface 
  antenna or they cannot be used for communication.
  The following table gives the Test Numbers used for communication check rolls. If a check roll 
  fails no communication is possible. Note that some forms of a Tele-Radio may not be used to 
  communicate between all locations.
  Tele-Radio Test Numbers
  Tele-Radio
  Type
  Surface to
  Dungeon, or
  Dungeon to
  Surface
  Within a
  Dungeon
  Surface to
  Surface
  Surface to
  Space
  To Asteroid,
  Moon, or
  Planet in the
  same Solar
  System
  To Other
  Solar System
  Personal
  N/A
  4
  9
  7
  N/A
  N/A
  Robot
  N/A
  4
  9
  8
  N/A
  N/A
  Rocket Ship
  N/A
  N/A
  9
  9
  Use the RN
  Use the RN
  Space Helmet
  N/A
  4
  9
  7
  N/A
  N/A
  Station
  4
  N/A
  9
  9
  Use the RN
  Use the RN
  Note – N/A, Not Applicable, the Tele-Radio cannot be used for communication.
  Timepiece
  A Timepiece is an instrument for measuring time. This device may show minutes, hours, days 
  and years, and occasionally astronomical or calendar data.
  Timepieces purchased locally are typically specific to a particular planet, solar system or the 
  known galaxy whereas those purchased initially by space traveling player characters will be 
  generic in nature. The player may set the timepiece to a universal time standard or adjust it to 
  local time.
  16
  
  Saving Throws
  Saving Throw tables will be broadened for the genre. A Saving Throw represents the chance 
  that a special attack may be avoided or will have less than the normal effect. This chance is 
  given as a Check Number on the d100 Saving Throw charts. Roll equal to or greater than the 
  number to succeed.
  d100 Character Saving Throws
  Class
  Space Suit
  Puncture,
  Zero-G
  System or
  Gadget
  Vacuum of
  Space1
  Radiation
  Virus
  Salvage a Ship
  System in ½ the
  Time
  Blast, Mines or
  Cannon
  Repair a Ship
  System in ½ the
  Time
  Voltage
  No Air
  Normal Man
  66
  71
  76
  81
  81
  Clerics
  51
  56
  66
  76
  81
  Dwarves  
  46
  51
  56
  61
  66
  Elves
  56
  61
  61
  71
  71
  Fighter
  56
  61
  66
  71
  76
  Halflings
  46
  51
  56
  61
  66
  Magic Users
  61
  66
  61
  76
  71
  Robot
  46
  51
  56
  61
  66
  Thieves
  61
  66
  61
  76
  71
  Note 1. Vacuum of Space does not affect Robots.
  Note – d100 Check Numbers may be converted to d20 using the following table. d100 dice roll 
  modifiers of +5% or -5% convert to d20 values of +1 or -1 respectively.
  d100 to d20 Conversion Table
  d100
  01
  06
  11
  16
  21
  26
  31
  36
  41
  46
  d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  d100
  51
  56
  61
  66
  71
  76
  81
  86
  91
  96
  d20
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  17
  
  Damage from No Air
  A character without air, assuming they need air to breathe, suffers 1d6 damage per Turn, or at 
  the Space Master’s discretion the unit of time may be decreased to Rounds.
  Damage from Vacuum
  A vacuum causes 1d6 Damage per round.
  Damage from Radiation
  Radiation causes 1d6 Damage per Turn.
  Virus
  Biological – Characters may be damaged by a virus. A virus may be spread by air or by 
  contact. The amount of damage a virus causes and its duration are at the Space Master’s 
  discretion.
  Software - Computers, Robots, and Systems may be rendered damaged or inoperative by a 
  virus. Virus are spread by Data Link connections.
  d100 Rocket Ship Saving Throws
  Ship Class
  System Saving Throw
  Merchant
  51
  Pirate
  61
  Player
  56
  Scout
  51
  Warship
  46
  Classes
  Additional Classes may be created which present the opportunity to role play science fantasy 
  tropes.
  Robot Class
  The Robots of BX Science Fantasy are intended as somewhat primitive man-like mechanical 
  men of mid-century science fiction rather than sophisticated androids or simplistic droids. They 
  cannot pass for human and when observed are obviously a Robot. 
  Unlike NPC Robots a Player Character Robot is autonomous, that is their behaviour is self 
  determined so the player may direct their Robot as they wish. A Robot will therefore have an 
  18
  
  Alignment just like any other player character class. A Player Character Robot does not accept 
  commands although it may feign to do so.
  A Robot does not have built in weapons but may cause damage by pinching
  with its claw like appendages. Robots have difficulty performing delicate
  tasks or those that require human-like manipulation; they cannot for example
  tie a knot, grasp and climb a rope, or insert and turn a key, but they can hold
  a rope, press a button, open a door, or flip a switch.
  Robots may not use the Magic Items or Armour meant for other Character
  Classes but they may use a shield. 
  •
  Robots are AC5 by default. 
  •
  Robots are limited in Dexterity, which may be no greater than a score
  of 9.
  •
  Robots are immune to poisons and paralysis, including the touch of
  Ghouls.
  •
  Robots are immune to the effects of vacuum. 
  •
  Robots may only advance to the 4th Level of Experience.
  •
  Robots may use the weapons of Fighters.
  •
  Robots always attack last in a Round.
  •
  Robots Base Move is 90’ (30’).
  •
  Robots cannot climb, jump, or swim.
  •
  A Robot’s weight in coins is 3000.
  Robot Class Table
  Level
  Title
  Exp Points
  Hit Dice
  Spells
  1
  Robot Model A1
  0
  1d6
  None
  2
  Robot Model A1U2
  2000
  2d6
  None
  3
  Robot Model A1U3
  4000
  3d6
  None
  Robot Special Abilities
  Level
  Sense Danger1
  1
  42
  2
  39
  3
  36
  19
  
  Note 1 - Roll Equal to or greater than the Check Number.
  Listening
  Robots Listen per classic and known rules, or on a roll a 1, d6.
  Sense Danger
  Range: 120’
  Duration: instant
  If successful his special ability can be used to detect dangerous monsters or objects within 120’ 
  causing the creatures or objects to appear to glow to the Robot, even if they are invisible. No 
  one else may see this, not even another Robot. The exact nature of a danger is never revealed 
  to the Robot only that danger is present
  Player Character Robot Basic Systems
  The following is a list of Player Character Robot Systems. Unlike an NPC robot these are not 
  typically damaged or rendered inoperative unless the Space Master wishes to implement this as
  an optional rule. If this rule is in play when a Robot is hit roll d8 to determine the system affected
  d8
  System
  Optional Damage1
  Inoperative1
  1
  Claws
  -5% [-1] Dice Roll Modifier
  Without its claws a Robot 
  cannot manipulate objects
  2
  Danger Sensor
  -5% Dice Roll Modifier
  Without its sensor a Robot 
  cannot detect Danger, 
  3
  Data Link
  -5% [-1] Dice Roll Modifier
  Data cannot be uploaded or
  downloaded.
  4
  Language (1)
  Without a language system 
  a Robot cannot 
  communicate. It cannot 
  speak or understand what 
  is said.
  5
  Motivator
  The Robot is confused. -5%
  [-1] Dice Roll Modifier
  The Motivator gives the 
  NPC Robot purpose, 
  without its motivator an 
  NPC Robot cannot take 
  any action. The Motivator 
  will have an alignment 
  consistent with the NPC 
  Robot's purpose.
  6
  Motor
  Move Maximum  60‘ (20’)
  The Robot cannot move.
  7
  Radio
  -5% [-1] Dice Roll Modifier
  The Robot cannot 
  communicate via Radio
  20
  
  d8
  System
  Optional Damage1
  Inoperative1
  8
  Repair Gadgets or Systems -5% [-1] Dice Roll Modifier
  Unable to Repair a specific 
  Gadget or Rocket Ship 
  System
  Note 1 - Optional Damage for a Player Character Robot. Other character classes do not lose 
  any functional ability with damage. They can be at 1 HP and fight just as well. In keeping with 
  this a Space Master should probably not reduce a Robot Player Character’s ability to act unless 
  they want to make it much more difficult to play the Robot Character.
  Note – A number in brackets, e.g. (1), when used in tables means one item. 
  Robot Equipment
  A Robot Character may purchase additional systems from the following Robot equipment list; 
  the cost of repair of a damaged system is ½ the usual amount. This equipment table gives 
  Player Robots something to spend their treasure on. It also allows players to buy spare or 
  replacement parts for NPC Robots. Of course when using the system damage rules for Player 
  Robots these characters will need to buy spare and replacement parts from this table:
  System
  Cost in gp
  Notes
  Armour Class
  Per the normal equipment list.
  Upgrades or downgrades in AC.
  Buzz Saw (1)
  40
  Causes Damage, cuts through metal,
  stone, and wood
  Claws, Regular (1 pair)
  20
  Does not permit all human-like 
  manipulation, can hold a rope, press 
  a button, open a door, or flip a switch 
  Claws, Small (1 pair)
  60
  Permits tasks that require human-like
  manipulations, such as inserting and 
  turning a key, or tying a knot.
  Danger Sensor
  60
  Without its sensor a Robot cannot 
  detect Danger,
  Data Link
  60
  Connect to a Computer, Robot, or 
  Ship system to communicate and 
  exchange one unit of information in a 
  Turn. A unit of information may be; a 
  map, a security code, etc.
  Drill (1)
  20
  Causes Damage, drills through 
  metal, stone, and wood
  Electrical Discharge
  30
  Causes Damage
  Feet, Magnetic 
  40
  Grips Rocket Ship decks and hull in 
  zero gravity.
  Injurious Disintegrating Ray
  60
  Causes Damage
  Language, each additional (1)
  20
  21
  
  System
  Cost in gp
  Notes
  Motivator
  40
  The Motivator gives the NPC Robot 
  purpose, without its motivator an 
  NPC Robot cannot take any action. 
  The Motivator will have an alignment 
  consistent with the NPC Robot's 
  purpose. A Player Robot Motivator 
  cannot be rendered inoperative.
  Motor
  20
  A Motor permits a Robot to move.
  Paralysing Ray
  40
  An attack will paralyze any man size 
  or smaller creature hit successfully 
  (except elves or robots) unless the 
  victim saves vs. Paralysis. This 
  paralysis is the normal type (lasting 
  2-8 turns) unless removed by a Cure 
  Light Wounds spell.
  Tele-Radio (1)
  30
  Permits the Robot to communicate 
  via a radio with ship Tele-Radio or 
  space suits
  Repair Gadgets or Systems
  30
  Without this system a Robot is 
  unable to repair gadgets or systems.
  Rocket Pack (for flying) (1)
  60
  Per the Rocket Pack with the same 
  limitations on usage.
  Rocket Ships
  The Rocket Ship is used to fly through air and space. It is a rather fanciful vehicle.
  General Description
  The Player Rocket Ship is designed to accommodate 6
  Characters. It's accommodations are necessarily spartan to
  conserve weight and the only full chair is provided for the
  Helmsman, and it is bolted to the deck. Metal folding
  seats/bunks are attached to the walls of the cabin and all
  other crew and passengers must lay in them during blast-off
  and landing.
  A Rocket Ship is teardrop in shape, has fins for atmospheric
  stability, and skids for landing. It has a single hatch in its
  side. At its front are windows which are protected by
  retractable shields when entering the atmosphere of a
  planet or during encounters with Hazards. There are smaller
  22
  
  portholes which are similarly protected at the sides of the hull. The ship has a single helm 
  station, and a periscope with telescopic features is used to view the vessels surroundings when 
  the windows are closed for protection. A single cannon is often located in the ships nose, 
  although sometimes a turret is used to provide a 360 degree field of fire. The ship has a Tele-
  Radio for visual and verbal communication. The Rocket Ship's single power plant is a Rocket 
  Motor used both for thrust, maneuvering, and powering all of the various ships systems. The 
  Rocket Ship is capable of leaving a planet and traveling through space to other planets due to 
  the inclusion of Trillium in its structure, thus countering what would otherwise be the great 
  burden of its own weight, cargo, and passengers. Trillium is an extremely rare mineral which 
  counters the effect of gravity. 
  Large Rocket Ships capable of blast-off and landing are rarely built due to the limited availability
  of Trillium.
  Rocket Ship Armour Class
  A ships AC is rated from 9 to 2. Armour Class is granted by a ship's Class but it may be 
  improved.
  d100 Test Table
  Character’s Level
  Ship’s Armour Class
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  Normal Man
  51
  56
  61
  66
  71
  76
  81
  86
  91
  96
  96
  96
  96
  1st to 3rd
  46
  51
  56
  61
  66
  71
  76
  81
  86
  91
  96
  96
  96
  4th + Higher
  36
  41
  46
  51
  56
  61
  66
  76
  81
  86
  91
  96
  96
  Note – d100 Check Numbers may be converted to d20 using the following table. d100 dice roll 
  modifiers of +5% or -5% convert to d20 values of +1 or -1 respectively.
  d100 to d20 Conversion Table
  d100
  01
  06
  11
  16
  21
  26
  31
  36
  41
  46
  d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  d100
  51
  56
  61
  66
  71
  76
  81
  86
  91
  96
  d20
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Encumbrance
  A ship will have an encumbrance based on its Class, this grants it carrying capacity.
  23
  
  Hit Dice and Hit Points
  Ships use d4, d6, or d8 for Hit Points depending on their Class. Note that d6 may be used when
  variable dice are not used.
  Escape Number
  A Class of ship will have an Escape Number rated like EN from 9 to 2. This number represents 
  how difficult it is to escape a ship when it is in pursuit. Ships are operated by Characters, 
  therefore escape attempts are made by Characters vs. The Escape Number using the regular 
  attack matrices. Success means conflict is avoided or ended.
  •
  Note that Hazards are also rated in terms of an Escape Number to avoid them.
  d100 Test Table
  Character’s Level
  Escape Number
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  Normal Man
  51
  56
  61
  66
  71
  76
  81
  86
  91
  96
  96
  96
  96
  1st to 3rd
  46
  51
  56
  61
  66
  71
  76
  81
  86
  91
  96
  96
  96
  4th + Higher
  36
  41
  46
  51
  56
  61
  66
  76
  81
  86
  91
  96
  96
  Note – d100 Check Numbers may be converted to d20 using the following table. d100 dice roll 
  modifiers of +5% or -5% convert to d20 values of +1 or -1 respectively.
  d100 to d20 Conversion Table
  d100
  01
  06
  11
  16
  21
  26
  31
  36
  41
  46
  d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  d100
  51
  56
  61
  66
  71
  76
  81
  86
  91
  96
  d20
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Weapon
  A ship will have a weapon limit indicating the number of cannon which they may bear. Space 
  Cannons are the only available weapons and cause the same damage as the Ship Class Hit 
  Dice Type; which may be d4, d6, or d8. Weapons are operated by Characters, therefore attacks 
  are made by Characters vs. AC. Attacks by man-to-man scale weapons cannot cause damage 
  to ships. Only cannon or grapple attacks cause damage.
  •
  Note – ships may also be damaged by space mines, space monsters, meteoroids, etc.
  24
  
  Classes of Ships
  Ship Class
  AC
  EN
  Enc
  Enc 
  Cargo Space1
  Number of Hit
  Dice2
  Cannon
  Merchant
  7
  9
  3-12 Crew, 3-
  36 Passengers
  19,200 coins
  3
  3
  Pirate
  5
  5
  12-24 Crew
  19,200 Coins
  5
  3
  Player
  7
  7
  1-6 Crew
  4800 coins
  3
  1
  Scout
  9
  3
  1-2 Crew
  400 coins
  1
  1
  Warship
  3
  5
  12-24 Crew
  9600 coins
  7
  7
  Ship Scale 
  Space 
  Monster
  Any
  Variable
  Variable
  Not applicable
  Variable
  Variable
  Note 1 - 10 coins = 1 pound
  Note 2 – d6 may may be used when variable dice are not used.
  Flying a Rocket Ship
  Any intelligent Character may fly a Rocket Ship. Flying on a planet takes Turns to reach a 
  destination. Flying in space takes Hours or Days.
  Blast Off
  Make a Check Roll vs. the Gravity Number of an Asteroid, Moon, or Planet to Blast Off. The ship
  airlock, cargo hatch, and window shutters must be closed or a ship cannot blast off. Compare 
  the Gravity Number vs. a Character's Level to determine the check number to meet or beat.
  Characters not using the ships bunks or helm seat must make a Saving Throw vs. Blast to avoid
  being injured for 1d6 hit points.
  Characters standing outside a Rocket Ship (within a radius of 3”) when it blasts off must make a
  Saving Throw vs. Blast to avoid being injured for 4-24 (4d6) hit points.
  Landing
  Make a Check Roll vs. the Gravity Number of an Asteroid, Moon, or Planet to Land. Landing 
  follows essentially the same procedure as a Blast off. The ship airlock, cargo hatch, and window
  shutters must be closed or the ship cannot land. Compare the Gravity Number vs. a Character's
  Level to determine the check number to meet or beat.
  25
  
  Characters not using the ships bunks or helm seat must make a Saving Throw vs. Blast to avoid
  being injured for 1d6 hit points.
  Blast Off or Landing Check Roll Failure
  Failure of the Check Roll means that the landing or take-off does not go as planned and a 
  Rocket Ship System is damaged, and may even become inoperative without a successful 
  System Saving Throw. In other words, something unexpected happens, but not a crash! A Blast 
  Off or Landing is always successful.
  Type
  Gravity Numbers
  Asteroid
  9
  Asteroid Field
  6
  Comet
  7
  Micro Black Hole
  2
  Moon
  6 through 5
  Planet
  4 through 3
  Rocket Ship
  9
  Space Junk
  9
  Space Routes
  Routes between locations in space are marked with a Route Number from 9 to 2.
  d100 Test Table
  Character’s Level
  Route Number
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  Normal Man
  51
  56
  61
  66
  71
  76
  81
  86
  91
  96
  96
  96
  96
  1st to 3rd
  46
  51
  56
  61
  66
  71
  76
  81
  86
  91
  96
  96
  96
  4th + Higher
  36
  41
  46
  51
  56
  61
  66
  76
  81
  86
  91
  96
  96
  Note – d100 Check Numbers may be converted to d20 using the following table. d100 dice roll 
  modifiers of +5% or -5% convert to d20 values of +1 or -1 respectively.
  26
  
  d100 to d20 Conversion Table
  d100
  01
  06
  11
  16
  21
  26
  31
  36
  41
  46
  d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  d100
  51
  56
  61
  66
  71
  76
  81
  86
  91
  96
  d20
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  A Player's Character may fly a ship to a destination without incident by successfully rolling their 
  Check Number or better. The Player may fly slow, normal, or fast along the route.
  ●
  Slow, add +5% [+1] to the Dice Roll and 1 hour/day to the journey
  ●
  Fast subtract -5% [-1] from the Dice Roll and 1 hour/day from the journey
  Making a Jump to Hyperspace or Ultraspace
  A Navigation System jump calculation takes 1 round per point of the Route Number. It takes 
  twice as long if the system is damaged, and it cannot make the calculation if it is inoperative. 
  If the Navigation System is inoperative, or the Route Number is not known, a jump to 
  Hyperspace or Ultraspace may still be made but the RN and time of travel are assigned by the 
  Space Master. The time to calculate the unknown RN is 1d4+1 Rounds. The Space Master is 
  not required to reveal the resulting length of an unknown journey and it may be determined 
  randomly, 1d12 Days in Hyperspace or 1d12 Hours in Ultraspace.
  Note - The Navigation System Calculation can be a focus of drama for the game play. 
  Player character's can circumvent the Navigation System (involving greater risk) using 
  the above method if they are trying to escape pursuit for example and they don't think 
  they can endure 9 rounds of combat with another ship.
  Compare the Route Number vs. a Character's Level to determine the check number to meet or 
  beat. Failure of the check roll indicates that the ship fails to jump into one of the alternate 
  dimensions and remains in Normal Space.
  Note - This can also be a moment of drama in a game if characters are being pursued or
  in pursuit of another Rocket Ship. The Navigation System must recalculate the journey 
  which takes time.
  Space Maps
  Route Numbers
  Route Type
  Route Numbers
  Notes
  Normal
  9, 7, 5
  Difficult
  4, 3, 2, 1
  27
  
  Route Type
  Route Numbers
  Notes
  Hazardous, Uncharted
  2, 1, 0, -1, -2, -3
  Special
  0
  When the RN is known but the 
  Navigation System is not functioning
  In the following illustration keys a through e represent destinations, such as locations on a 
  planet, the planets of a solar system, or it might even represent solar systems if the concept of 
  Hyperspace is used to travel between stars. The numbers shown are the Route Numbers 
  between the various locations. 
  b
  c
  d
  e
  a
  9
  9
  9
  4
  2
  7
  1
  9
  Keys a through e represent destinations. Numbers represent Route Numbers
  Note 1 - Asteroids, Moons, and Planets will also have a Gravity Number, not indicated here. 
  Note 2 - Suns would not be listed in a Solar System as they are not a destination.
  An alternative way to record the Route Numbers is not necessarily to attempt to map the routes 
  using the above diagram but instead to use a simple matrix to plot it out. The matrix will show 
  the route numbers between the various destinations and may be easily keyed. The following 
  example is a chart of Route Numbers:
  28
  
  Route Numbers Chart Example
  From
  To Destination
  Key
  Type
  Name
  a
  b
  c
  d
  e
  a
  -
  RN4
  RN2
  RN7
  U
  b
  RN4
  -
  RN9
  U
  RN9
  c
  RN2
  RN9
  -
  RN9
  RN9
  d
  RN7
  U
  RN9
  -
  RN1
  e
  U
  RN9
  RN9
  RN1
  -
  U - Uncharted Route Number.
  Note – this kind of chart may also be used to create route number maps between destinations 
  on a planet, between the planets and moons of a solar system, or between solar systems of the 
  known galaxy.
  Note that the Route Numbers, while known to the Space Master, are always unknown to 
  player characters unless they have obtained the data, or discover it for themselves.
  Navigating to Uncharted Destinations
  A ship may be flown to an unconnected location, and the route is assigned a Route Number, 2, 
  1, 0, -1, -2, or -3. Once successfully navigated assign a Route Number from 9 through 1.
  Travel Time
  The Route Number indicates: 
  •
  The number of hours a trip takes for a Rocket Motor in a Solar System, or 
  •
  The number of days a trip takes if traveling between stars in Hyperspace, or
  •
  The number of hours (experienced subjectively as days) a trip takes if traveling between 
  stars in Ultraspace.
  No Trip may take less than 1 unit of any of the above time scales. A Route Number of 0 or -1 for 
  example still takes 1 Hour or 1 Day for the trip.
  Cloaked Star Systems
  When a Star System has been cloaked by the Ancients its gravity is a hazard to navigation such
  that ships which attempt to approach the hidden star system are wrecked or destroyed by 
  asteroids, it is a graveyard.
  Player Characters cannot chart a course, that is determine the Route Number, to a cloaked star 
  system thus making it initially impossible to travel there using a Hyperdrive without specific Units
  of Navigational Data. Units of Data may be discovered during adventures which give in part or 
  whole the Route Number.
  29
  
  Normal Space, Hyper-Space, and Ultraspace
  Normal Space
  Normal Space, or N-Space, is the familiar universe inhabited by the Player Characters. Rocket 
  Ships travel between the worlds of a Solar System in N-Space in a matter of hours. However it 
  is impractical to travel between Stars using a Rocket Motor because it cannot exceed the speed
  of light. Using only a Rocket Motor, sleep ships, or generational ships, would be necessary to 
  cross the vast distances of space because such a journey would take many lifetimes.
  Hyperspace
  Hyperspace, or H-Space, is a special dimension which is contiguous with N-Space yet permits 
  the vast distances between stars to be crossed at speeds faster than light. A Hyperdrive 
  therefore permits a Rocket Ship in N-Space to enter Hyperspace and cross vast distances in a 
  short time frame before emerging again in N-Space.
  Hyperspace is completely dark and it is not without its dangers. Communication is impossible 
  within Hyperspace itself and between Hyperspace and Normal space. 
  Hyperspace is influenced by the gravity of objects in normal space. A Rocket Ship traveling in 
  hyperspace will drop into Normal Space if it encounters the gravity of a navigational Hazard 
  such as Asteroids, Black Holes, Moons, Planets, Rocket Ships, or Stars. Objects in Normal 
  Space are always moving so no route is perpetually free of dangers.
  Characters may not exit their ship for a spacewalk while a Rocket Ship is within Hyperspace or 
  they are lost and removed from play. Combat between ships may not take place in Hyperspace.
  A Hyperdrive may not be used while a Rocket Ship is landed on an Asteroid, Moon, or Planet, or
  while a ship is docked in space, it will not activate.
  Note - A Magic User may open a portal to Hyperspace allowing a Rocket Ship to enter 
  and traverse it using a Rocket Motor. Refer to the topic Space Fantasy Spells.
  Ultraspace
  Ultraspace is a special dimension which is contiguous with N-Space. Like Hyperspace it permits
  the vast distances between stars to be crossed at speeds faster than light. A Hyperdrive 
  therefore permits a Rocket Ship in N-Space to enter Ultraspace and cross vast distances in an 
  extremely short time frame (hours rather than days) before emerging again in N-Space. 
  However, each hour of travel time is subjectively experienced as a day by the Characters 
  traveling in Ultraspace.
  Ultraspace is not without great perils, it is a region incomprehensible to the minds of N-Space 
  creatures, and terrifying monsters of madness exist there which will attack a crew. Fortunately 
  these monsters cannot long endure N-Space, which is one sure way to be free of them. 
  30
  
  It is a whispered tale in space ports that some ships have arrived at their destinations 
  with their crews either entirely dead, in the grips of madness, or entirely missing. Such 
  vessels always seem to retain the taint of their previous journey and are considered 
  hoodoo ships by spacemen and best avoided.
  Visually, Ultraspace resembles the inside of a lava-lamp prompting crews to close every window
  shutter. Communication is impossible within Ultraspace itself and between Ultraspace, and 
  Hyperspace or Normal space. Combat between ships may not take place in Ultraspace.
  Ultraspace is influenced by the gravity of objects in normal space. A Rocket Ship traveling in 
  Ultraspace will drop into Normal Space if it encounters the gravity of a navigational Hazard such
  as Asteroids, Black Holes, Moons, Planets, Rocket Ships, or Stars. Objects in Normal Space 
  are always moving so no route is perpetually free of dangers.
  Characters may not exit their ship for a spacewalk while a Rocket Ship is within Ultraspace or 
  they are lost and removed from play.
  Note - A Cleric may open a portal to Ultraspace allowing a Rocket Ship to enter and 
  traverse it using a Rocket Motor. Refer to the topic Space Fantasy Spells.
  Forcing a Rocket Ship out of Hyperspace or Ultraspace
  Characters may use the Helm to leave Hyperspace or Normalspace early before a trip is 
  completed. Re-entering Normalspace without completing a Hyperspace or Ultraspace trip ends 
  the travel prematurely. The Space Master must then determine the position of the ship and if the
  ship encounters a Hazard, a roll of 1 using d12. 
  Solar Systems
  Planets are the destinations of space maps, and typically each solar system will have one or 
  more suns and planets. In the following illustration keys a through c represent destinations, the 
  planets of a solar system. The numbers shown are the Route Numbers between the various 
  locations. The Route Number indicates the number of hours a trip takes for a Rocket Motor in a 
  Solar System.
  Note that players will undoubtedly ask if they can use Hyperspace or Ultraspace to travel
  between planets, no.
  An alternative way to record the Route Numbers of a solar system is not necessarily to attempt 
  to map the routes using the above diagram but instead to use a simple matrix to plot it out. The 
  31
  
  Matrix will show the route numbers between the various destinations and may be easily keyed. 
  The following example is the Solar System Zodemus:
  Solar Systems Chart Example
  From
  To Destination
  Key
  Type
  Name
  1
  2
  3
  3a
  4
  5
  5a
  5b
  6
  7
  8
  9
  10
  1
  Star
  Sun
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  2
  Planet
  Incinerus
  -
  -
  RN5 RN5 RN7
  -
  RN5 RN5 RN3 RN7
  -
  RN4 RN3
  3
  Planet
  Odmiria
  -
  RN5
  -
  RN9 RN8
  -
  RN7 RN7 RN3 RN8
  -
  RN4 RN3
  3a
  Moon
  Vola
  -
  RN5 RN9
  -
  RN8
  -
  RN7 RN7 RN3 RN7
  -
  RN4 RN3
  4*
  Planet
  Zodemus
  -
  RN7 RN8 RN8
  -
  -
  RN7 RN7 RN3 RN7
  -
  RN4 RN3
  5
  Planet, Gas
  Giant,
  Unbearable
  Cthonica
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  5a
  Moon
  Pula
  -
  RN5 RN7 RN7 RN7
  -
  -
  RN9 RN3 RN7
  -
  RN3 RN3
  5b
  Moon
  Todu
  -
  RN5 RN7 RN7 RN7
  -
  RN9
  -
  RN3 RN7
  -
  RN3 RN3
  6
  Asteroids
  -
  RN3 RN3 RN3 RN3
  -
  RN3 RN3
  -
  RN3
  -
  RN3 RN3
  7
  Planet
  Mederon
  -
  RN7 RN8 RN7 RN7
  -
  RN7 RN7 RN3
  -
  -
  RN4 RN3
  8
  Planet, Gas
  Giant,
  Unbearable
  Upislon
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  9
  Dwarf Planet
  Fiklis
  -
  RN4 RN4 RN4 RN4
  -
  RN3 RN3 RN3 RN4
  -
  -
  RN3
  10
  Asteroids
  -
  RN3 RN3 RN3 RN3
  -
  RN3 RN3 RN3 RN3
  -
  RN3
  -
  * Main planet of the star system.
  Note – This kind of chart may also be used to create Route Number Maps between Solar 
  Systems of the Known Galaxy or even between the destinations of a planet.
  From this example it becomes immediately obvious that it is best not to have too many planets 
  in a solar system to have to plot out the Route Numbers.
  Whenever a Rocket Ship arrives at a Solar System it does so at the Main Planet, or another 
  planet if known to the character, and may remain in space, or land on the current Planet. From 
  their current location a Rocket Ship may travel to the other planets in the solar system. 
  Note that the Route Numbers, while known to the Space Master, are always unknown to 
  player characters unless they have obtained the data, or discovered it for themselves.
  In the above chart the Sun and Planetary Gas Giants are not shown as destinations which may 
  be entered into a navigation computer, safety features prevent it. 
  A Space Master may at any time change an RN as things are always moving in space!
  32
  
  Example of Solar System Travel – Determining the RN
  To find the Route Number (RN) to another planet (Fiklis) locate the row containing the Key of 
  the current location, e.g. Key 2 Incinerus, move right in this row until the value under column 9 is
  found, the RN for Fiklis is RN4.
  Asteroids, Moons & Planets
  Science Fantasy Asteroids, Moons and Planets are the places where dungeons and ruins may 
  be found, as well as strange aliens, barbarians, and civilizations. Therefore, rubber science 
  rules apply! Insofar as characters are concerned they may normally set foot on and breathe the 
  air of strange moons and planets without any issue. This premise is essential to the game!
  Example of an Asteroid, Moon or Planet Key
  Map or Chart Key: 9
  Gravity Number (GN) 7
  Name: Fiklis
  Atmosphere: Externally None, Interior Yes
  Type: Planet
  Fiklis has no real atmosphere so Space Suits must be worn. In outward appearance this is a 
  dead world. The planet is frozen so distant is it from the sun, but within Fiklis is a warm 
  hospitable hollow world of fantastic creatures and forgotten ruins of the Ancients where the air is
  breathable. 
  There is an ancient airlock which will automatically grapple and dock ships that approach near 
  to it, landing is GN9 at this location only. When a ship “lands” the airlock grapples the rocket 
  ship, draws it within the planet, and guides it to a landing pad. Blast Off is also GN9 at this 
  location and the process is reversed.
  Asteroids
  Asteroids do not have an atmosphere, a space suit must be worn to protect characters from the 
  vacuum of space.
  Moons
  Moons may sometimes have an atmosphere. If they do not, or the atmosphere is inhospitable, a
  space suit must be worn for protection. Following the premise of our science fantasy principles, 
  a moon with an atmosphere is one that is typically breathable.
  33
  
  Planets
  Planets nearly always have breathable atmospheres. Occasionally there may be an inhospitable
  planet where the air cannot be breathed thus requiring the player characters to wear space suits
  Seldom will a planet have gravity that is so great no ship which ever lands there may leave it. In 
  this event the gravity is so unbearable no character may endure it, they perish. Such 
  inhospitable planets should be a rarity for that would end the fun. Players should be warned by 
  the Space Master that to land on such a planet is to face certain death. Characters which land 
  their ships on these planets are removed from play.
  Asteroid, Moon & Planet Gravity
  Asteroids, Moons, and Planets have a Gravity Numbers (GNs) rated from 9 through 2. The 
  Gravity affects Landing and Blast Off, character movement, and how much a character may 
  carry. The Space Master may assign gravity as they see fit. 
  Note - Planets which have unbearable gravity do not fall within this scale.
  Gravity
  Number
  Type
  Weight in Coins which may be carried
  9-7
  Asteroid
  Moon
  Planet
  Deduct the weight of 400 coins from encumbrance.
  6-5
  -
  Moon
  Planet
  Normal
  4-2
  -
  -
  Planet
  Add the weight of 400 coins to encumbrance.
  The weight of coins has a direct effect on movement per known rules.
  Space Fantasy Spells
  First Level Magicuser And Elf Spells
  Chart Star
  Range: Personal
   
  Duration: 1 round
  With this spell the Magicuser discovers the ordinary Route Number to a visible star.
  Spacewalk
  Range: 0
   
  Duration: 6 Turns +1 Turn per level.
  With this spell the Magicuser may, or another character they touch, exit the Rocket Ship without 
  a space suit, and they are protected from the effects of vacuum. They are able to breathe. They 
  are also tethered to the ship by an invisible unbreakable cord 120’ long. 
  34
  
  Stasis
  Range: 0
   
  Duration: 6 Turns +1 Turn per level.
  With this spell the Magicuser may, or another character they touch, temporarily enter a state of 
  stasis, or preservation. While in stasis the character does not age, requires little breath, and the 
  progress of poisons and even death is deferred until the duration of the spell has elapsed. The 
  character may take no action until the duration of the spell has elapsed.
  Second Level Magicuser And Elf Spells
  Hyperspace
  Range: Rocket Ship
   
  Duration: 1 round
  With this spell the Magicuser can open a portal which allows a Rocket Ship to enter and 
  traverse Hyperspace using a Rocket Motor instead of a Hyperdrive. 
  Sway Simpler Minds
  Range: 3”
   
  Duration: 1 round
  With this spell the spell caster influences those with an INT of 9 or lower. A routine suggestion is
  undetectably made by the spellcaster to influence the actions of an intelligent non-player 
  character. The recipient must be able to understand the spell caster and the routine suggestion 
  must fall within the scope of the subjects ordinary grant or deny behaviour or it will have no 
  effect.
  Example of use:
  A Wizard and his companions wish to enter a city ruled by a despot. They must 
  successfully bluff their way past some guards at the gate. When they approach the gate 
  the guards routinely stop those seeking entry to ask them questions but today they have 
  been warned to expect troublemakers, it might have nothing or everything to do with the 
  player characters, “State your business here,” asks the leader of the guards firmly. 
  The Wizard knows that to successfully enter the city the guards must be deceived or 
  they will not be allowed in and so casts the spell, “We’re just here to buy provisions,” 
  [They can go about their business.] The Guard has an INT equal to or lower than 9 so 
  the spell causes the guard to admit them to the city as a matter of routine. 
  Were the spell to fail the Space Master would then have to make a determination as to 
  whether the characters elevate the Guard’s suspicions in any way and what if any action
  the guards might then take. Bear in mind the spell is always undetectable. The 
  characters might still be admitted to the city, denied entry, or arrested and imprisoned on 
  the spot. 
  35
  
  First Level Cleric Spells
  Fortunate Travel
  Range: Rocket Ship
   
  Duration: 1 trip
  With this spell the Cleric increases a Route Number by 1 point, e.g. an RN of 5 + 1 =  RN 6. No 
  Route Number may be improved beyond RN 9.
  Ultraspace
  Range: Rocket Ship
   
  Duration: 1 round
  With this spell the Cleric can open a portal which allows a Rocket Ship to enter and traverse 
  Ultraspace using a Rocket Motor instead of a Hyperdrive.
  Protection from Radiation
  Range: 0
   
  Duration: 12 Turns
  This spell circles the cleric, or another character they touch, with a barrier that protects them 
  from Radiation Damage. This barrier will move with the recipient of the spell.
  Combat in N-Space
  Space combat is intentionally abstract and does not plot the exact positions of objects in space 
  but follows the same methodology as normal Turn and Combat Sequence of known rules with 
  the following notations. There is no need to check for the encounter distance as it is not used.
  During the round either party may make a roll vs. EN and escape if they wish to leave the 
  combat. Refer to a Combat Sequence, in the Movement segment ships are granted an 
  opportunity to escape, refer to the Escape Number. A Player's Character at the Helm may fly the
  ship and escape by successfully rolling their Check Number or better. 
  The Character flying the Rocket Ship may use one of the three following escape strategies to 
  modify their Check Roll, Outrun, Normal, or Evasion.
  ●
  Outrun, add +5% [+1] to the Dice Roll, add +1 to AC.
  ●
  Normal, no modifier for either the Dice Roll or AC.
  ●
  Evasion, subtract -5% [-1] from the Dice Roll, deduct -1 from AC.
  Note – As a result of the Check Roll, AC may not be increased beyond 9, or reduced below -3. 
  When the Check Roll is successful a ship escapes and a combat round is ended. Failure of the 
  Check Roll indicates that the ship has failed to escape. Missile Fire Combat then takes place. 
  Player Characters operate a ship's cannon or grapple and make attacks.
  36
  
  d100 Test Table
  Character’s Level
  Operator of the Ship’s
  Cannon or Grapple
  Ship’s Armour Class
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  Normal Man
  51
  56
  61
  66
  71
  76
  81
  86
  91
  96
  96
  96
  96
  1st to 3rd
  46
  51
  56
  61
  66
  71
  76
  81
  86
  91
  96
  96
  96
  4th + Higher
  36
  41
  46
  51
  56
  61
  66
  76
  81
  86
  91
  96
  96
  Note – d100 Check Numbers may be converted to d20 using the following table. d100 dice roll 
  modifiers of +5% or -5% convert to d20 values of +1 or -1 respectively.
  d100 to d20 Conversion Table
  d100
  01
  06
  11
  16
  21
  26
  31
  36
  41
  46
  d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  d100
  51
  56
  61
  66
  71
  76
  81
  86
  91
  96
  d20
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Applying Damage to Ships
  When a ship is struck the attacker rolls for damage using the dice appropriate to the class of 
  their ship. The hit points are deducted from the defenders, and the defender’s ship may be 
  boarded and captured when its hit points are reduced to zero. When a defender’s ship is 
  reduced to 0 hit points it may no longer move or attack.
  Boarding Ships
  A ship with 0 Hit Points may be boarded by the victor, man-to-man melee may then take place 
  per known rules using a man-to-man 10’ scale map of the interior of the two ships. The 
  damaged ship must first be grappled successfully, before boarding may take place. The ships 
  are then joined by an airlock. It takes 1 Turn to successfully mate the airlocks.
  Searching for Ships
  An undiscovered ship, or one that has escaped, may be searched for with a Rocket Ship’s 
  Periscope. An escaped ship may be found as long as they remain at the Map Destination where
  an encounter has previously taken place. Such a ship may “hide” somewhere out of view, such 
  as in gas clouds, among space junk, behind asteroids, etc., if such distractions are available. A 
  ship may even land in a crater or elsewhere. On their Turn Players may “search” their current 
  Map Destination with a functional Rocket Ship’s periscope. A dice roll of 1, d6, means a 
  37
  
  previously unknown or escaped ship has been spotted and a round of combat may begin again. 
  Other dice types may be substituted by the Space Master, d4, d8, or d12, to vary the chance of 
  discovery. In some cases a search may be impossible.
  Escaping Combat by Entering Hyperspace
  Successfully using a Hyperdrive during a movement phase always ends a combat. A Rocket 
  Ship cannot be searched for and found while in Hyperspace or Ultraspace. It may however be 
  possible to guess a fleeing ship’s Destination.
  Hazards in Space
  A Character pilots a ship through space using the Rocket Ships Helm and when a Hazard is 
  encountered in space a Player or Space Master must roll equal to or better than the Hazard’s 
  Escape Number to avoid it.
  Space Hazards
  d12
  Hazard
  Escape Number
  Dungeon?
  Notes
  1
  Asteroid
  6
  Possible Dungeon
  Landing may take 
  place using the GN.
  2
  Asteroid Field
  4
  Possible Dungeon in 
  one or more asteroids
  3
  Comet
  3
  4
  Meteoroids
  5
  5
  Micro Black Hole
  2
  6
  Radiation Storm
  3
  7
  Rogue Moon
  7
  Possible Dungeon
  Landing may take 
  place using the GN.
  8
  Rogue Planet
  6
  Possible Dungeon
  Landing may take 
  place using the GN.
  9
  Satellite
  6
  10
  Space Junk
  7
  Possible Dungeon if 
  large enough
  11
  Space Mine
  4
  .
  38
  
  d12
  Hazard
  Escape Number
  Dungeon?
  Notes
  12
  Web Terrors
  5
  Refer to the Monster
  Asteroids
  Asteroids are dangerous objects floating in the void of space. They are dark. If they are not 
  successfully avoided by a pilot a rocket ship is required to make a forced landing vs. the 
  Asteroid’s GN, 9 through 2.
  Asteroids may contain Dungeons, the wreckage of ships, treasures, or be populated by horrible 
  space monsters, etc.
  Asteroid Fields
  Asteroid Fields are regions of space containing multiple Asteroids. They are much harder to 
  avoid than a single Asteroid. If they are not successfully avoided by a pilot a rocket ship is 
  required to make a forced landing on an Asteroid vs. the Asteroid’s GN, 9 through 2.
  Comet
  Comets have a trail of debris in their wake and it is this debris rather than the comet itself which 
  must be avoided. If not avoided the debris smashes against the ship hull causing 1d6 damage, 
  1d4 systems must make a Saving Throw or become inoperative.
  Meteoroids
  Meteoroids blast the hull of a ship causing damage. If not avoided they smash against the ship 
  hull causing 1d6 damage and a check for 1 system must make a Saving Throw or become 
  inoperative. Meteoroids may also smash windows.
  Micro Black Hole
  Micro Black Holes have gravity and weigh the same as an asteroid or moon yet they are as 
  small as the head of a pin. They cause 1d6 damage to a ship, 1d4 systems must make a Saving
  Throw or become inoperative., and injure the crew causing 1d4 points of damage, if not 
  avoided.
  Radiation Storm
  Radiation Storms, 1d4 systems must make a Saving Throw or become inoperative, and the 
  crew must each make a Saving Throw vs. radiation which causes 1d6 points of damage, if not 
  successfully avoided.
  39
  
  Rogue Moon
  A Rogue Moon is one that has been cast into the void of space and is now drifting. If they are 
  not successfully avoided by a pilot a rocket ship is required to make a forced landing vs. the 
  Rogue Moon’s GN, 9 through 2.
  A Rogue Moon may have wrecked rocket ships, abandoned moon bases, dungeons, or be 
  populated by terrifying space monsters.
  Rogue Moons may be captured by the gravity of a planet if the Space Master wishes it and 
  become a location for continuing adventures. Otherwise they drift onward and out of the solar 
  system. They are a great location for temporary adventures.
  Rogue Planet
  If they are not successfully avoided by a pilot a rocket ship is required to make a forced landing 
  vs. the Rogue Planet’s GN, 9 through 2.
  A Rogue Planet, similar to a Rogue Moon, is one which has been cast into the void of space 
  and is now drifting. Now frozen and dead, usually, the Rogue Planet is without an atmosphere. It
  may once have borne civilizations etc.
  Rogue Planets may be captured by the gravity of a sun if the Space Master wishes it and 
  become a location for continuing adventures. Possibly it will thaw and come back to life. 
  Otherwise they drift onward and out of the solar system. They are a great location for temporary
  adventures.
  Satellite
  A satellite drifting through space. It may be recovered using a ship’s grapple and its data 
  downloaded by a Robot. The satellite may contain a map showing the location of a dungeon or 
  other information. If not avoided it smashes against the ship hull causing 1d6 damage and 1 
  system must make a Saving Throw or become inoperative.. If the satellite smashes its data 
  cannot be recovered.
  Space Junk
  Space is filled with bits of cast off material. If not avoided the space junk smashes against the 
  ship hull causing 1d6 damage and 1 system must make a Saving Throw or become inoperative.
  Space Mine
  A product of space wars these deadly mines drift through space. If not avoided the Space Mine 
  detonates causing 1d6 ship damage, 1d6 systems must make a Saving Throw or become 
  inoperative, and the mine injures the crew causing 1d6 points of damage. The really nasty 
  space mines are invisible. 
  40
  
  Sometimes space mines are used in fields surrounding strategically important areas in space. 
  They are guardians that never sleep. A password or key, if known, may be sent via the Tele-
  Radio to grant passage through the mine field. 
  A space mine may be disabled with a Check Roll vs. its Test Number as assigned by the Space 
  Master, 9 through 2, during a space walk. Failure to disarm the mine means it explodes causing 
  4d6 damage to nearby characters which may be halved with a successful Saving Throw vs. 
  Blast. A deactivated space mine may be recovered with a ship’s grapple.
  Ship Damage and Repair
  Like Characters, ships recover Hit Points each day as they are “repaired” by its crew. 2d6 Turns 
  must be devoted to repair activity or no Hit Points are regained. 
  A Cleric may also restore a ship’s Hit Points using their powers.
  Repairing Systems and Gadgets
  The future is filled with wondrous gadgetry all of which needs to be repaired when it is damaged
  or breaks down. A Gadget is an individual item. A System is just a Gadget that is a component 
  of a larger item such as a Rocket Ship or Robot. 
  When Character's repair a Gadget or System they are restoring it to working order. A successful
  Check Roll is required to repair a Gadget and Parts may sometimes be required as a 
  precondition of repair, a system or gadget cannot be repaired without a part the Characters do 
  not have.
  •
  It takes 2d6 Turns to elevate an Inoperative gadget or system to Damaged status. It is 
  not fully repaired but is in working order albeit a -5% [-1] dice roll modifier applies to its 
  use.
  •
  It takes 2d6 Turns, with parts, to elevate an Inoperative or Damaged gadget or system to
  Repaired status. A repaired gadget or system is in full working order.
  Sabotaging Systems or Gadgets
  A Character or a Monster may deliberately damage a System or Gadget. The Space Master 
  assigns this a Test Number from 9 through 2. When an attack is successful make a Saving 
  Throw vs. Systems to determine if the system is merely damaged or completely inoperative.
  41
  
  Rocket Ship Template
  Damage Location Roll
  d20
  Systems
  Status - Damaged
  Status - Inoperative
  1
  Air Supply1,3
  
  
  2
  Airlock/Hatch
  
  
  3
  Artificial Gravity
  
  
  4
  Auto-pilot3
  
  
  5
  Cannon
  
  
  6
  Cargo Space
  
  
  7
  Grapple3
  
  
  8
  Heating and Air 
  Conditioning3
  
  
  9
  Helm3
  
  
  10
  Hull
  
  
  11
  Landing Skids
  
  
  12
  Lighting3
  
  
  13
  Medical Locker3
  
  
  14
  Navigation3
  
  
  15
  Periscope3
  
  
  16
  Provision Locker3
  
  
  17
  Rocket Motor
  
  
  Hyperdrive2
  
  
  18
  Tele-Radio3
  
  
  19
  WC - Waste Disposal3
  
  
  20
  Windows
  
  
  Note 1 – The Air Supply System provides unlimited air until it is damaged.
  Note 2 – Hyperdrive is only necessary if travel between stars is being used. Record 2 Systems 
  under line 17. When Damage occurs roll between the two systems to determine which one 
  makes a Saving Throw if Hyperdrive is being used.
  Note 3 – The System(s) may be salvaged.
  Rocket Ship System Damage
  When a ship is attacked and damaged (it loses Hit Points) it's Systems are affected. For each 
  successful attack, regardless of the number of Hit Points lost, roll 1d20 to determine which 
  System is damaged. 
  •
  When a system is damaged a -5% [-1] Dice Roll Modifier is then applied to Check Rolls. 
  •
  If the system fails a Saving Throw it is inoperative until it is repaired. 
  42
  
  •
  If a damaged system is rolled a second time it is reduced to an inoperative state until it is
  repaired. If an inoperative system is rolled what luck!
  Salvaged Systems
  Inoperative Rocket Ship Systems may be switched out with working systems found in other 
  Rocket Ships, even Derelicts. It takes 6 Turns to salvage a qualifying system from another 
  Rocket Ship. A successful Saving Throw halves the salvage time.
  •
  Note - Not all systems may be salvaged, refer to the Repair of Rocket Ship Systems 
  Table. 
  Ideally a non-damaged system may be found and salvaged. In a pinch a Damaged system may 
  be salvaged to replace an inoperative one. An inoperative system may be raised to a Damaged 
  state and then salvaged. Damaged Systems from salvage continue to work but remain 
  Damaged.
  Repair of Rocket Ship Systems
  An inoperative system may be raised to a damaged state but a damaged system typically 
  cannot be repaired to full working order in space. The full repair of a system may require a 
  dockyard, and/or parts. A dockyard may be located in space at a space station or at a physical 
  location such as an asteroid, moon, or planet. The following table gives the location where the 
  system may be repaired and its cost. It is presumed in these rules that Player Characters are 
  always able to make their own repairs. Such work may be farmed out to repair workers at 
  additional cost. Note that Players may ad-hoc salvage some systems and replace damaged or 
  inoperative ones to obtain better functionality without recourse to a dockyard. The information 
  for salvaging systems is presented in another table.
  System
  Location
  Maintenance Cost
  (gp)
  Workers (gp)
  Time to Complete
  Repair
  Air Supply1
  Any
  100
  150
  3 Days
  Airlock/Hatch
  Any
  250
  125
  6 Turns
  Artificial Gravity
  Dockyard
  500
  1000
  6 Days
  Auto-pilot
  Any
  250
  125
  6 Turns
  Cannon
  Dockyard
  1000 
  1500
  3 Days
  Cargo Space
  Dockyard
  250
  125
  6 Days
  Grapple
  Any
  250
  125
  6 Turns
  Heating and Air 
  Conditioning
  Any
  100
  150
  3 Days
  Helm
  Any
  250
  125
  6 Turns
  Hull
  Dockyard
  1000 
  1500
  6 Days
  Landing Skids
  Dockyard
  1000 
  1500
  6 Days
  43
  
  System
  Location
  Maintenance Cost
  (gp)
  Workers (gp)
  Time to Complete
  Repair
  Lighting
  Any
  250
  125
  6 Turns
  Medical Locker
  Dockyard
  500
  1000
  6 Days
  Navigation
  Any
  250
  125
  6 Turns
  Periscope
  Any
  250
  125
  6 Turns
  Provision Locker
  Dockyard
  500
  1000
  6 Days
  Rocket Motor
  Dockyard
  1500 
  3000
  6 Days
  Hyperdrive2
  Dockyard
  3000
  6000
  6 Days
  Tele-Radio
  Any
  250
  125
  6 Turns
  WC - Waste Disposal
  Any
  250
  125
  6 Turns
  Windows
  Any
  250
  125
  6 Turns
  Rocket Ship Systems
  Air Supply
  The Air Supply system pressurizes the ship. Any internal space may be re-pressurized in 1 Turn 
  so long as the system is functioning. If it is damaged this process takes 6 Turns. If it is 
  “inoperative” it is considered to be working in fail-safe mode, internal spaces may be re-
  pressurized in 12 Turns and space suit tanks may be re-filled in 6 Turns. A character without air, 
  assuming they need air to breathe, suffers 1d6 damage per Turn.
  Airlock/Hatch
  The Airlock takes one Turn to pressurize or depressurize to the vacuum of space. To protect 
  those inside the airlock of the Rocket Ship has a safety feature, it will not open its outer door if 
  the inner door is not closed. The reverse is also true.
  If an Airlock/Hatch is damaged it is considered a stuck door and may be forced open per known 
  rules. It cannot be pressurized or depressurized. The Airlock/Hatch may be opened with a roll of
  1-2 d6. Note that it remains stuck open and closing it requires a similar dice roll. A damaged 
  Airlock/Hatch which is opened in the vacuum of space empties the internal ship spaces of air.
  If an Airlock/Hatch is inoperative it cannot be opened without making repairs.
  Venting atmosphere from inside the ship through a hatch will cause a deviation from its plotted 
  course granting the Space Master an opportunity to check for a space hazard.
  Artificial Gravity
  The deck of the cabin is lined with Trillium and can create limited near-terrestrial artificial gravity 
  for the comfort of the crew. This field is sufficient only for the crew spaces and not the cargo 
  44
  
  space. It has an on-off switch located on the wall of the cabin but the system which creates the 
  Artificial Gravity field is accessible only from outside the ship beneath a service plate on the hull.
  If damaged movement within the ship is decreased by one point due to the reduced gravity.
  If inoperative movement is reduced per the following table:
  Character Encumbrance
  Normal Move (Per Turn)
  Encounter or Combat
  Movement
  Running Movement
  zero gravity
  60’
  20’/round
  60‘/round
  Auto-pilot
  The Auto-pilot can only be used in space after Blast Off. If set properly the Rocket Ship will 
  travel to it's destination without intervention from a pilot but it does not make a landing. It is 
  automatically disengaged when the ship reaches its destination or if space hazards are detected
  and in either case an alarm is sounded. The Auto-pilot requires a Check Roll vs. the Route 
  Number to set it properly.
  •
  Hyperspace or Ultraspace may not normally be entered without a functioning Auto-pilot. 
  A Magic User may open a portal to Hyperspace. A Cleric may open a portal to 
  Ultraspace.
  Cannon
  The Rocket Ship Cannon is primarily used to inflict damage on enemy vessels. The cannon 
  causes damage to a Rocket Ship when it strikes. A cannon may however be used to attack 
  targets other than ships. It may be used as an area weapon to bombard a planet, moon, or 
  asteroid. Bombardment affects a 5” x 5” x 5” cube. A cannon cannot be used to target and 
  attack individual characters or monsters. 
  Characters on the surface are injured but may halve the damage with a successful Saving 
  Throw vs. Blast. Those below ground level, deeper than 5” are unaffected by bombardment.
  Cannon Bombardment Attack Numbers
  Target Type
  Armour Class
  Asteroid, surface of
  9 through 2
  Satellite
  7
  Space Junk
  9
  Space Mine, visible only
  5 through 2
  45
  
  Cargo Space
  The cargo space may hold items per the encumbrance of the Ship. It is not pressurized. If it is 
  damaged cargo may be spoiled or lost. The cargo hold is an interior space of the ship and 
  access to it is granted via an internal personnel hatch, and a larger external cargo hatch. 
  Neither of the Cargo space hatches have an airlock.
  Grapple
  The Grapple is a mechanical device, a powerful electromagnetic claw at the end of a 100 foot 
  flexible cable, which can be used to retrieve objects, and clamp to a ship's hull for boarding. The
  grapple is stored in a closed compartment within the ship and operated by a set of controls in 
  front of a porthole on one side of the ship. A Check Roll is required to successfully use the 
  Grapple vs. a target’s AC.
  The Grapple can also be used to grip and damage items with its claw. If used for this purpose 
  the Grapple causes damage with each successful attack vs. a target’s AC. 
  A disabled ship successfully caught by the Grapple may be pulled close and boarded. 
  Time to Grapple
  Item to be Grappled
  Time to Grapple
  Asteroid
  2 Turns
  Character or Monster
  1 Round
  Ship
  2 Turns
  Space Mine
  1 Turn
  Heating and Air Conditioning
  The Heating and Air Conditioning system keeps the cabin at a pleasant temperature despite the 
  cold and heat of space or planet.
  If the system is damaged characters actions are impacted by unpleasant conditions, too hot or 
  too cold and a -5% [-1] Dice Roll modifier is applied to all check rolls.
  If inoperative characters endure the above and 1d2 injury every sixth Turn.
  Helm
  The Helm Console has the only seat in the spartan accommodations of the Rocket Ship. The 
  Helm is used to steer the Rocket Ship and must be manned whenever the Auto-pilot is not 
  engaged. If it is not manned or the autopilot is not engaged the ship will drift off course and the 
  Space Master may check for Hazards. 
  A Check Roll must be made whenever: 
  46
  
  •
  The Rocket Ship Blasts Off, or
  •
  The Rocket Ship is Landed, or
  •
  A different Character takes the Helm, or
  •
  To avoid Hazards.
  If the Helm is damaged a -5% [-1] Dice Roll Modifier is applied to Check Rolls. If Inoperative the 
  Rocket Ship will drift off course granting the Space Master an opportunity to make a check roll 
  for a Space Hazard. There will be a 1-3 d6 chance per Turn of a Space Hazard for each round 
  that the Helm is inoperative. The Hazard will arrive in 2-12 (2d6) Turns.
  Consequences of Failing the Helm Check Roll:
  •
  Failing a Rocket Ship Blast Off or Landing damages a ship system.
  •
  Drifting off course requires the Space Master to check for Space Hazards.
  •
  Space Hazards, if not avoided, will damage the ship and may even injure Characters on 
  board the ship.
  Hull
  The Hull of the Rocket Ship is stronger than steel to resist the rigors of space travel. The Rocket
  Ship is capable of leaving the earth and traveling through space to other planets due to the 
  inclusion of Trillium in its structure, thus countering what would otherwise be the great burden of
  its own weight, cargo, and passengers. For all its strengths the hull can be damaged by Space 
  Hazards. Failing a Helm Check Roll may result in damage to the Hull. 
  If the ship lands in water it is designed to stay upright and will remain afloat as long as it is water
  tight. However a damaged Hull will begin to fill with water and cause the Rocket Ship to sink. 
  Note that only if a window or hatch are open will the passenger compartment fill with 
  water. 
  A leaking Rocket Ship Hull will fill with water in 2d6 Turns and sink.
  Hyperdrive
  Hyperdrive is used to travel between stars. The Route Number is the number of days it takes to 
  travel between stars. If a Hyperdrive is inactive travel between stars may not take place. The 
  Hyperdrive requires no fuel. The Hyperdrive is not accessible from inside the cabin, service 
  plates on the outside of the hull must be removed to access it.
  Landing Skids
  The Rocket Ship can be set down on its skids in almost any reasonably flat terrain. If the 
  Landing Skids are damaged a Ship may suffer system damage as a result of the landing if a 
  47
  
  randomly selected system fails a Saving Throw vs. the Gravity Number. If the Landing Skids are
  inoperative one system is automatically rendered inoperative as a result of the landing.
  Lighting
  If damaged the lighting dims filling the interior of a Rocket Ship with shadow and unlit spaces.
  If inoperative the only ambient light will come from outside the ship or active system monitor 
  lights.
  Medical Locker
  A Medical Locker may heal the injuries of a single Character once per day in 2d6 Turns similar 
  to the spell Cure Light Wounds. 
  The Medical Locker will heal 2-7 points (1d6+1) of damage done to any living creature 
  (character or monster) placed upon its diagnostic bed. The Medical Locker may also be used to 
  cure paralysis, but will not then cure any points of damage. The medical locker may not 
  increase a character or monster’s hit point total to more than the normal amount. 
  If damaged only 2-5 points (1d4+1) of damage may be restored. If inoperative it causes 2-7 
  points (1d6+1) of damage instead of healing.
  Navigation
  Space is three dimensional, but for simplicity space Maps are represented in two dimensions, 
  planets are joined by lines, and are marked with Route Numbers. If the Navigation System is 
  inoperative the space maps are not displayed and any destinations known to the characters 
  may be manually plotted only with great difficulty at a Route Number of 0.
  The Navigation System gives a visual flashing and audible alarm when a Hazard is encountered
  unless it is inoperative.
  Provision Locker
  The Provision Locker creates unappetizing rations for up to 6 passengers per day. If damaged it
  produces ½ the usual rations. If inoperative it produces nothing.
  Tele-Radio
  The Rocket Ship Tele-Radio is a transmitter and receiver which the crew of the Rocket Ship 
  may use for communication in Normal Space. It can transmit to adjacent map destinations from 
  the ship. It is notoriously difficult to use and requires a Check Roll vs. the Route Number to 
  communicate successfully.
  48
  
  Periscope
  The ship has a periscope with telescopic features and it is used to view the vessels 
  surroundings when the windows are closed for protection. It cannot be used however to view 
  anything under the ship.
  The periscope is used to pilot the ship, navigate, and aim the cannon when the ship’s windows 
  are closed. If it is damaged, and the window shutters are closed, apply a -5% [-1] Dice Roll 
  Modifier to these activities.
  Rocket Motor
  The Rocket Ship's single power plant is used both for thrust, maneuvering, and powering all of 
  the various ships systems. The Rocket Motor provides the necessary thrust to escape from the 
  gravity of a planet. It requires no fuel. The Route Number is the number of hours it takes to 
  travel between destinations within a Solar System. The Rocket Motor is not accessible from 
  inside the cabin, service plates on the outside of the hull must be removed to access it.
  If the Rocket Motor is damaged apply a -5% [-1] Dice Roll Modifier to Landings and Take-offs vs.
  the Asteroid-Moon-Planet Gravity Number 9 through 2.
  If the Rocket Motor is inoperative a Rocket Ship drifts in space, cannot land, and cannot Blast 
  Off.
  However, note that even when the Rocket Motor is inoperative and unable to propel the ship 
  essential systems still function; it's design is such that even in an inoperative state it keeps the 
  Tele-Radio, Air Supply, and Heating and Air Conditioning running thus offering the Rocket Ship's
  passengers a chance of survival.
  Windows
  At the Rocket Ship's front are windows which are protected by retractable shields closed when 
  entering the atmosphere of a planet. There are smaller portholes which are similarly protected 
  at the sides of the hull. An override window push-button shield control is located at the helm 
  which when the helm is functioning opens or closes all window shields in one round. The 
  windows and portholes each have their own push-button controls and manual cranks. If the ship
  is without power the windows may be closed manually by a hand crank in three rounds.
  Damage from space junk or meteoroids risks catastrophic failure if the shields are currently 
  open. A System Saving Throw is required to determine if there is a catastrophic failure. A broken
  window results in a sudden loss of cabin pressure and exposes the crew to vacuum. The shield 
  may be closed to end the venting of the atmosphere. Characters in the same square or an 
  adjacent square must make a saving throw vs. Vacuum of Space to avoid being sucked out into 
  space.
  49
  
  Venting atmosphere from inside the ship through a window will cause a deviation from its plotted
  course granting the Space Master an opportunity to check for a space hazard.
  WC - Waste Disposal
  The Rocket Ship has a Waste Disposal System in an enclosed closet complete with sanitizer. 
  The WC is designed to function even in zero gravity. Waste is destroyed by a ray. If damaged 
  the WC may only be used once per day.
  Space Suits
  Outside of the Rocket Ship there is of course no atmosphere in space or upon the surface of a 
  typical asteroid or moon. Space is a vacuum harmful to characters not wearing a space suit. 
  Vacuum, Heat (treat as Fire), and Cold would cause 1d6 Damage per round if Space Suits were
  not worn. A Space Suit might be best described as “bulky” in appearance. Movement is slowed 
  while wearing a Space-suit. 
  Character Encumbrance
  Normal Move (Per Turn)
  Encounter or Combat
  Movement
  Running Movement
  801—1600 coins OR Any
  Space Suit and carrying
  treasure
  60’
  20’/round
  60‘/round
  Space Suit AC
  Space-suits have Armour Class.
  •
  Note that a Character may not wear Armour and a Space Suit.
  Space Suit AC, Cost, & Weight
  Item
  AC
  Cost in gp
  Weight in Coins
  Space Suit 71
  7
  40
  200
  Space Suit 52
  5
  80
  400
  Space Suit 32
  3
  120
  500
  Note 1 – Space Suit 7 is usable by all Characters.
  Note 2 – Space Suits 5 and 3 are not usable by Magic User’s and Thieves.
  50
  
  Space Suit Life Support
  While a Space Suit protects its wearer from the cold, heat, and vacuum they do not protect the 
  wearer from radiation. If submerged a Space Suit does not leak but it is not a diving suit. A 
  Space Suit has sufficient air for 12 hours held in four air tanks carried on the wearer’s back, 3 
  hours per tank. The air tanks can be refilled at a Rocket Ship by connecting the tanks to either 
  internal or external fill nozzles. In an emergency a Space Suit air supply may be shared with 
  one other suit at double the rate of consumption. There is only one such connection per suit.
  Space Suit Damage
  When a character wearing a space suit is hit and injured by a weapon their suit is also 
  punctured, each Turn thereafter the suit has not been repaired the character suffers an 
  additional loss of 1 hit point until the hole(s) are patched. 
  Note that only blunt weapons such as a club, cause injury without puncturing a space 
  suit.
  A suit may also be accidentally punctured or torn. A Character may make a System Saving 
  Throw to completely avoid any Tear or Puncture resulting from Movement, or Hazards.
  Suit punctures and tears can be sealed with any one of 4 patch kits held in the cargo pockets of 
  every space suit. Sealing punctures or tears takes 1 Turn. Each air supply tank will empty in 3 
  Turns and all tanks are empty in 12 Turns. With no air a Character suffers 1d6 damage each 
  turn; which is halved if they make a successful saving throw vs. No Air.
  Helmet
  The helmet of a space suit is partially or fully transparent and equipped at the neck with a Tele-
  Radio for communication and a gauge which shows the full or empty status of each air tank. 
  Note - The Tele-Radio has a short range and requires a Check Roll to use it successfully.
  Zero Gravity & Space Walks
  Because zero gravity may cause Space Sickness, and presents additional difficulty to 
  movement, a Rocket Ship has an artificial gravity system, which if it is functioning, provides 
  normal gravity inside the ship. There is no artificial gravity outside the ship. 
  In Zero Gravity Characters and objects float regardless of size or weight. Inside a Rocket Ship a
  character can use the inner hull as hand and foot holds to move through the ship. That is they 
  have something to push against to move. A Character may use hand and foot holds to move 
  along the outside hull of a ship but space presents additional risk for outside a ship a character 
  51
  
  that loses contact with the surface of the hull may dangerously drift away from it and be unable 
  to return on their own. 
  When free floating in zero gravity outside a ship a character might be mere inches away from a 
  ship hull and be unable to reach it or move towards it. Because free floating characters cannot 
  return to the ship on their own for their own safety they must either be tethered to the ship with a
  line of rope, or themselves wear a Rocket Pack. The rescue of drifting characters might take the
  form of throwing them a tether, reaching out to them, using a Rocket Pack, or retrieving them 
  with the ship's grapple.
  Note – Desperate characters may attempt to vent the air in their suit and use it to propel 
  themselves towards the ship. Assign this a Test Number from 9 to 2 depending on the 
  circumstance.
  Magnetic Space Boots
  Space boots have magnetic soles and cling to decks and bulkheads in Zero Gravity. However, if
  a character is successfully struck in combat in Zero Gravity by any weapon other than a Ray 
  Gun they must make a Saving Throw vs. Zero-G to stay attached or they become detached and
  float.
  Space Sickness
  Whenever Characters experience a sudden shift to Zero Gravity they may initially be affected by
  Space Sickness. They must make a saving throw vs. Zero-G or be unable to take any action for 
  1 round.
  Wearing Giant Robots
  If the Space Master permits it Characters may “wear” an oversized Giant Robot but it is not a 
  Space Suit. This kind of Robot causes 1-8 (1d8) damage with its claws. The Robots AC takes 
  precedence over that of the Character even if the Character’s AC is better. A Robot also strikes 
  last in any round regardless of whether or not a Character is operating it.
  Encounters in Space
  Besides those Hazards, Ships, and Monsters which are assigned to asteroids, moons, planets, 
  and space routes, characters may encounter hazards, ships, or wandering monsters. 
  52
  
  Space Type
  Type of Dice to be used
  Base Frequency of Check
  Notes
  Normal Space, N-Space
  1d6
  Every 2 Days
  A result of 1 indicates that 
  the ship encounters a 
  Hazard or a ship-scale 
  Wandering Monster.
  Hyperspace, H-Space
  1d8
  Once per Day of Travel
  A result of 1 indicates that 
  the ship encounters a 
  Hazard or a ship-scale 
  Wandering Monster.
  Ultraspace, U-Space
  1d10
  Once per Hour of Travel, 
  subjectively experienced as
  a Day of Travel
  A result of 1 indicates that 
  the ship will encounter a 
  Hazard or an Ultraspace 
  Wandering Monster. 
  Ultraspace Wandering 
  Monsters appear inside a 
  ship Traveling in 
  Ultraspace. Such Monsters 
  are possessed by a berserk
  blood lust and their only 
  goal is to destroy and slay.
  How to Determine Space Encounters
  In Normal Space, every 2 Days, the Space Master should make a check roll to determine if 
  there is a space encounter. To do so, roll 1d6, a result of 1 indicates that the ship encounters a 
  Hazard, Ship, or Ship-Scale Wandering Monster. 
  Note – Normal Space may have areas where the Space Master checks for Wandering 
  Monsters every Day, or where a monster will appear when a map destination is reached 
  and a ship exits Hyperspace or Ultraspace and enters N-Space. Conversely there may 
  be areas where encounters are far less frequent, 3 or more Days apart.
  Encounters in Hyperspace and Ultraspace are handled similarly but are less frequent as 
  expressed by the change of the encounter chance dice type, d8 for Hyperspace and d10 for 
  Ultraspace.
  Hazard, Ship, or Ship Scale Wandering Monster?
  Hazards, Ships, and Ship Scale Wandering Monsters may be selected by the Space Master or 
  determined at random using the following method. When a Space Encounter is determined the 
  Space Master may choose one of the columns in the table below to weight the encounter and 
  then roll 1d4 to determine the type of encounter:
  53
  
  d4
  Weight 
  Hazard1
  Weight 
  Ship
  Weight 
  Wandering Monster
  1
  Hazard
  Hazard
  Hazard
  2
  Hazard
  Ship
  Ship
  3
  Ship
  Ship
  Wandering Monster
  4
  Ship Scale Wandering 
  Monster
  Ship Scale Wandering 
  Monster
  Ship Scale Wandering 
  Monster
  Note 1 – For Hazards refer to the topic Hazards in Space and use the table Space Hazards to 
  determine the type.
  The Space Master may want to create special tables for specific areas of space. These might 
  include local hazards, Ship Scale Monsters which live in the area, and any ship traffic which can
  be found there. An example would be a map destination where a space station protected by a 
  space mine field. A table for this area of space could have encounters with space faring goblins, 
  their patrol ships and perhaps a chance of running into some weird Ship Scale Space Monster.
  Note - Wandering Monsters may appear more often if the party is far from secretive, but 
  should not be frequent if the party quietly spends a long time in one out-of-the-way 
  place.
  Encounter Tables
  Space Hazards
  d12 Dice Roll
  Space Hazard
  Notes
  1
  Asteroid
  May contain dungeon
  2
  Derelict Rocket Ship
  Refer to the Rocket Ship Encounters 
  Table to determine type
  3
  Meteoroids
  Causes damage if not avoided
  4
  Micro Black Hole
  Causes damage if not avoided
  5
  Radiation Storm
  Causes injury to characters, 
  damages systems
  6
  Rocket Ship
  Refer to the Rocket Ship Encounters 
  Table to determine type
  7
  Rogue Moon
  May contain dungeon
  8
  Rogue Planet
  May contain dungeon
  9
  Satellite
  Causes damage if not avoided, may 
  contain data
  10
  Space Junk
  Causes damage if not avoided
  11
  Space Mine
  Causes damage if not avoided
  12
  Ship Scale Space Monster
  54
  
  Rocket Ship Subtypes
  The following table may be used to broaden the type of Rocket Ship encountered. Ships may 
  contain Characters and/or Monsters. Derelict ships of any type may contain wandering 
  monsters.
  d12 Dice Roll
  Types of Rocket Ships
  Notes
  1
  Generation Ship
  WM:1, 2, or 3
  2
  Merchant Ship
  Merchants
  3
  Monster Ship
  WM:1, 2, or 3
  4
  War Ship
  Space Patrol, WM:1, 2, or 3
  5
  Patrol Ship
  Space Patrol, WM:1, 2, or 3
  6
  Pirate Ship
  Pirates, WM:1, 2, or 3
  7
  Plague Ship
  WM:1, 2, or 3
  8
  Sleep Ship
  WM:1, 2, or 3
  9
  Smuggler Ship
  Smuggler, WM:1, 2, or 3
  10
  Space Mine
  11
  Unmanned Cargo Ship
  WM:1, 2, or 3
  12
  Escape Pod
  WM:1, 2, or 3
  WM:1 means Wandering Monster Level 1, (refer to tables in known rules)
  WM:2 means Wandering Monster Level 2, (refer to tables in known rules)
  WM:3 means Wandering Monster Level 3, (refer to tables in known rules)
  Space Fantasy Wandering Monsters
  The following table may be used in addition to and according to known rules to allocate 
  Wandering Monsters.
  55
  
  d12 Dice Roll
  Wandering Monster
  Level 1
  Wandering Monster
  Level 2
  Wandering Monster
  Level 3
  1
  Cadaverites
  Cadaverites
  Blobs
  2
  Energy Leeches
  Caliban
  Caliban
  3
  Gummy Men
  Creepy Crawlies
  Creepy Crawlies
  4
  Little Green Men
  Independents
  Giant Brains
  5
  Selenites
  Robots
  Independents
  6
  Smugglers
  Shape Shifters
  Robots
  7
  Space Patrol
  Solarians
  Shape Shifters
  8
  Space Pirates
  Space Bugs
  Solarians
  9
  Space Soldiers
  Space Patrol
  Space Slime
  10
  WM: 1
  Space Pirates
  WM: 3
  11
  Y'lech
  12
  WM: 2
  WM:1 means Wandering Monster Level 1, (refer to tables in known rules)
  WM:2 means Wandering Monster Level 2, (refer to tables in known rules)
  WM:3 means Wandering Monster Level 3, (refer to tables in known rules)
  Ultraspace Fantasy Wandering Monsters
  Ultraspace Wandering Monsters appear inside a ship Traveling in Ultraspace. Reter to the topic 
  U-Space Constructs.
  Space Fantasy Monsters
  Note that if variable damage is not used all monster damage is d6. The following statistics are 
  used within the scope of these rules:
  Armor Class: 9 through 2
  No. Appearing: #-# (#-#)
  Hit Dice: ½ Hit Point or more
  Save As: Cleric, Fighter, Magic-User, Thief: #
  Move: Typically 60' (20’)
  Morale: typically 9 or 12
  Attacks: 1
  Treasure Type: 22 through 26
  56
  
  Damage: 1-6 or variable dice, + special
  Alignment: Typically Chaotic or Neutral, but may
  be Lawful
  BX-Space Treasure Types
  There are 26 numbered treasure types. The following table illustrates Space Treasure Types 22 
  through 26.
  Type
  100’s of
  Copper
  100’s of
  Silver
  100’s of
  Electrum
  100’s of
  Gold
  100’s of
  Platinum
  Gems &
  Jewelry
  Space
  Treasure
  Items
  22
  25% 1-4
  20% 1-4
  15% 1-4
  10% 1-4
  5% 1-6
  25% 1-6
  25% 2
  23
  100’s of 
  Copper, 25%
  1-6
  100’s of 
  Silver, 20% 
  1-4
  100’s of 
  Electrum, 
  15% 1-4
  100’s of 
  Gold, 10% 1-
  4
  100’s of 
  Platinum, 
  5% 1-6
  25% 1-6
  20% 3
  24
  Nil
  Nil
  Nil
  Nil
  Nil
  Nil
  25% 2
  25
  2-8 coins per
  individual
  2-8 coins per
  individual
  Nil
  Nil
  Nil
  Nil
  Nil
  26
  2-8 coins per
  individual
  2-8 coins per
  individual
  10% 1-4 
  coins per 
  individual
  15% 1-4 
  coins per 
  individual
  Nil
  Nil
  Nil
  The following table may be used to convert treasure type numbers to letters.
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  N
  O
  P
  Q
  R
  S
  T
  U
  V
  W
  X
  Y
  Z
  Blobs
  Armor Class: 8
  No. Appearing: 1 (0)
  Hit Dice: 4‘
  Save As: Fighter: 2
  Move: 60' (20’)
  Morale: 12
  Attacks: 1
  Treasure Type: 24, 26
  Damage: 2-8 + special
  Alignment: Neutral
  Blobs are a primitive life form, they live to eat and make more Blobs. These medium-size space 
  monsters are able to propel themselves through N-Space and stick to Ships but they cannot 
  enter Hyperspace or Ultraspace. If a Blob can find a point of entry it can then board the ship and
  57
  
  attack the crew. The Blob can move through the interior spaces of a ship, sweeping the 
  bulkheads and decks clean of all living and dead material. In the process, they may pick up 
  items they can’t dissolve. Blobs attack any living creature they encounter, inflicting 2d4 points of 
  damage. Each successful hit will paralyze the victim unless a Saving Throw versus Paralysis is 
  made. Any attacks on a paralyzed victim will automatically hit (only a damage roll is needed). 
  This paralysis is the normal type (lasting 2-8 turns unless removed by a Cure Light Wounds 
  spell). A Blob may be harmed by fire, weapons, cold and lightning (electricity).
  Cadaverites
  Armor Class: 8
  No. Appearing: 2-8 (4-24)
  Hit Dice: 2
  Save As: Fighter: 1
  Move: 120’ (40’)
  Morale: 12
  Attacks: 1 weapon
  Treasure Type: 25
  Damage: 1-8 or weapon 
  Alignment: Chaotic
  Cadaverites are radioactive undead resuscitated in mysterious circumstances. They are 
  immune to the effects of space and vacuum since they are already dead. They are greatly 
  feared because they retain their intelligence and emit radiation in a 3” radius. Radiation is 
  harmful to characters and damages ship systems falling within the radius. As all undead, they 
  may be “Turned” by a cleric just as if they were Zombies but are not affected by sleep or charm 
  spells or any form of mind reading. Cadaverites will always attack on sight, but can be 
  destroyed by normal weapons. They are slow fighters, and always strike last (no initiative roll 
  needed).
  Caliban
  Armor Class: 8 through 4
  No. Appearing: 2-8 (4-24)
  Hit Dice: 2
  Save As: Fighter: 1
  Move: 120’ (40’)
  Morale: 12
  Attacks: 1 weapon
  Treasure Type: 26
  Damage: 1-8 or weapon 
  Alignment: Chaotic
  The Caliban are chimeric humanoids varying in ichthyosis and appearance. They prefer humid 
  watery worlds which are best suited to their physiology and avoid ice covered or desert planets. 
  Their irregularly scaly hides offer variable armour class protection. Their hands and feet, when 
  they have them, are webbed and they often have claws, tails, tentacles, or other chimeric 
  animal characteristics. Their singularly recognizable facial characteristics are large bulbous 
  eyes, a slit of a mouth that conceals pointed teeth, holes for ears, gills, and catfish like whiskers.
  The Caliban have 5 distinct sexes necessary for reproduction. They reproduce in clutches of 
  58
  
  eggs which must be protected. The hatchlings are aquatic tadpole like creatures but mature into
  amphibious adults.
  Beyond the mere fact of the variation of their chaotic appearance their minds do not work in 
  ways that other humanoids find easy to understand and mutual misunderstanding is often a 
  source of conflict. The Caliban are possessed of a mysterious croaking language which other 
  humanoids find difficult to enunciate. Nor are the Caliban themselves proficient linguists. This 
  forces either the use of sign language, writing, or the use of magic in order to communicate with 
  others. The Caliban are typically short tempered to start with and easily frustrated by the lengths
  required to successfully communicate with others.
  The Caliban are skilled space travelers. Until late in the war they alone possessed the secret of 
  Ultraspace travel which proved nearly decisive in the war with the Terrans. One reason the war 
  with the Terrans ended in a truce was that the Terrans were able to occupy strategically 
  important desert planets within Caliban space which were inhospitable to the Caliban and from 
  which they launched decisive attacks. The Caliban found it difficult or impossible to retake these
  worlds from the Terrans. 
  Under the terms of the subsequent peace treaty the desert planets occupied by the Terrans in 
  Caliban Space have now been abandoned. Officially, contact with the Caliban is supposed to be
  limited to a few planets of commerce in order to provide support services necessary to avert 
  misunderstandings but trade and other contact routinely and unofficially takes place within the 
  regions of Disputed Space.
  Constructs, U-Space
  Armor Class: 8
  No. Appearing: 2-8 (4-24)
  Hit Dice: 2
  Save As: Fighter: 1
  Move: 120’ (40’)
  Morale: N/A
  Attacks: 1
  Treasure Type: Nil
  Damage: 2-8 
  Alignment: Chaotic
  U-Space Constructs appear within a ship traveling in Ultraspace. They are hideous creatures of 
  madness, physical chimeras. Such Monsters are the temporary constructs of strange entities 
  disturbed by the passage of a Rocket Ship through Ultraspace. The constructs are entirely 
  without fear and are possessed of a berserk blood lust; they destroy, smash, and slay. They 
  smash any ship systems they can reach. The systems they attack must make a Saving Throw 
  or become inoperative. When a ship returns to N-Space these terrible creatures cannot exist in 
  N-Space and they disappear.
  59
  
  Creepy Crawlies
  Armor Class: 
  No. Appearing: 2-8 (4-24)
  Hit Dice: 2+2
  Save As: Fighter: 1
  Move: 120’ (40’)
  Morale: 
  Attacks: 1
  Treasure Type: Nil
  Damage: 1-4
  Alignment: Chaotic
  Creepy Crawlies are gray coloured nasty little flesh eating caterpillars which swarm and bite. 
  They are immune to vacuum. When gathered in numbers of 4 or more they sing, which causes 
  paralysis unless a Saving Throw versus Paralysis is made. This paralysis is the normal type 
  (lasting 2-8 turns unless removed by a Cure Light Wounds spell). Of course they cannot sing in 
  a vacuum. Creepy Crawlies pupate for a time after feeding, within a rock hard shell, before 
  becoming a Giant Space Moth. 
  Energy Leeches
  Armor Class: 7 
  No. Appearing: 1-10 (3-36)
  Hit Dice: 1
  Save As: Fighter: 2
  Move: 30’ (10’) 
  Morale: 9
  Attacks: 1 
  Treasure Type: 25
  Damage: 1-3 
  Alignment: Neutral
  Energy Leeches attach themselves to Gadgets and Rocket Ships and feed on the energy which 
  powers them. When an Energy Leech attacks it attaches itself tightly to the item carrying power. 
  A successful hit means that it has attached itself. Once attached, it will automatically render 1 
  system inoperative and remain attached for 2d6 Turns while it feeds. The systems affected 
  remain inoperative as long as the leeches are attached. Energy Leeches can attack and bite. 
  Energy Leeches are tough and save as Fighter: 2.
  Giant Brains
  Armor Class: 9 
  No. Appearing: 1, +1-10 (3-36) Synthetic 
  Minions
  Hit Dice: 4
  Save As: Magic User: 
  Move: Not Applicable
  Morale: 9
  Attacks: None
  Treasure Type: 22
  Damage: 1-6 
  Alignment: Chaotic
  60
  
  Giant Brains are the great thinkers of their civilization and are served by rather mindless 
  Synthetic Minions produced in vats. The Synthetic Minions are are not think encouraged to think
  for themselves for after all the Giant Brain knows best. In fact the Giant Brains frown on others 
  doing any thinking on their own. The Giant Brain prefers schemes and manipulations and has 
  others do its fighting for it. Giant brains will often have magical and paranormal psychic powers 
  which the Space Master may define as they wish.
  Synthetic Minions are not otherwise unlike normal humans (refer to known rules).
  Gummy Men
  Armor Class: 8 
  No. Appearing: 1-10 (3-36)
  Hit Dice: 1
  Save As: Fighter: 1
  Move: 60' (20’)
  Morale: 12
  Attacks: 1, or Weapon
  Treasure Type: 26
  Damage: 1-6 + Special 
  Alignment: Chaotic
  Gummy Men are transparent blob like creatures with a man-like form. They are similar to slimes
  and oozes in may respects but are intelligent. Gummy Men consume bio-matter in the same 
  manner as a gelatinous cube and possess a similar paralysing touch. Each successful attack 
  paralyzes a victim unless a Saving Throw vs. Paralysis is made; grant a +5% [+1] dice roll 
  modifier to the saving throw. Attacks on a paralyzed victim automatically hit and only a damage 
  roll is needed. Gummy Man paralysis lasts 2-8 turns unless it is removed with a Cure Light 
  Wounds spell.
  Gummy Men may squeeze through impossibly small spaces such as cracks as they have no 
  skeleton or chitin to impede their movement. Their movement is significantly slowed (1”) 
  however when performing this activity. Anything they carry within them is left behind when they 
  perform this feat if it cannot pass through the gap. When they attack it is with club-like blows, or 
  they envelop their foe and cause acid damage. Their acid has no effect on metal or stone. 
  Edged weapons and fire cause full damage. Electricity and Cold have no effect upon them.
  Independents
  Armor Class: 9 through 2
  No. Appearing: 2-8 (4-24)
  Hit Dice: 2
  Save As: Fighter: 1
  Move: 120’ (40’)
  Morale: 12
  Attacks: 1 weapon
  Treasure Type: 25
  Damage: 1-8 or weapon 
  Alignment: Law, Neutral, Chaotic
  61
  
  The Independents do not fall within the Terran sphere of influence. Some were abandoned by 
  the Terran withdrawal from the Disputed Space Territory, others are political exiles, the latter 
  can’t abide the yoke of the Emperor’s rule. 
  The Independents are not trusted by the Terrans since they have no allegiance to the Terran 
  state. They also have few protections accorded to Terran citizens under Terran law. The 
  Independents live out their lives in Disputed Space knowing the Terrans may well choose not to 
  aid them should the Caliban or others attack. 
  The Independent’s have a Code but it is more a guideline than a fixed set of rules.
  Little Green Men
  Armor Class: 6 
  No. Appearing: 2-8 (6-60)
  Hit Dice: 1+1 
  Save As: Normal Man
  Move: 60’ (20’) 
  Morale: 7
  Attacks: 1 weapon
  Treasure Type: 26
  Damage: 1-6 or by weapon
  Alignment: Chaotic
  These halfling sized man-like creatures have small bodies and large oversized veined heads 
  with bulbous eyes. They are well suited to darkness and have darkvision, with light causing 
  them to act at a disadvantage, -5% [-1] dice roll modifier. 
  These aliens wear a one piece green suit with a bubble like helmet which provides the gasses 
  they need in order to breathe because they cannot breathe air alone, they suffocate in 2d4 
  rounds. The Little Green Men visit other worlds to gather resources and often take what they 
  need without asking.  Little Green Men often use disintegrating Ray Guns.
  They may inject venom with a touch which typically causes Paralysis but there is a 10% chance 
  for Humans and Halflings it will cause Death instead with a +2 Saving Throw Modifier applied; 
  this is reduced to 5% for Elves. The paralysis caused by the venom is the normal type (lasting 
  2-8 turns unless removed by a Cure Light Wounds spell).
  Robots, NPC
  Armor Class: 5
  No. Appearing: 2-8 (4-24)
  Hit Dice: 2
  Save As: Dwarf: 1
  Move: 90’ (30’)
  Morale: Not Applicable
  Attacks: 1 claw
  Treasure Type: Nil
  Damage: 1-6 or weapon
  Alignment: Any
  62
  
  Robots are often used as henchmen by villains. Robots do have an alignment which is 
  consistent with their purpose. While useful, and they only do as they are told, they stupidly 
  follow their limited programming. Robots behave much as Zombies do, accepting simple 
  commands from their masters and performing them. 
  Robots are not affected by sleep or charm spells or any form of mind reading. They are often 
  placed to guard treasures, since they are tireless guards. A Robot has a 45% chance of 
  detecting a danger within 120', which is decreased by 5% if damaged. Robots will always attack
  on sight if that is their purpose, but they can be destroyed by normal weapons. They are slow 
  fighters, and always strike last (no initiative roll needed).
  NPC Robot Systems
  Non Player Robots have systems not unlike a Rocket Ship. When a Robot is damaged a system
  may also be damaged or made inoperative, roll 1d8 to determine which system is damaged, 
  make a Saving Throw for the System, failure means that it is inoperative.
  d8
  System
  Damaged
  Inoperative1
  1
  Claws
  -5% [-1] Dice Roll Modifier
  Without its claws a Robot 
  cannot manipulate objects
  2
  Danger Sensor
  -5% Dice Roll Modifier
  Without its sensor a Robot 
  cannot detect Danger, 
  3
  Data Link
  -5% [-1] Dice Roll Modifier
  Data cannot be uploaded or
  downloaded.
  4
  Language (1)
  The Robot is confused by 
  commands and performs 
  some action other than the 
  one intended but within the 
  scope of its purpose.
  Without a language system 
  a Robot cannot 
  communicate. It cannot 
  speak or understand what 
  is said. Without a language 
  system a Robot cannot 
  accept verbal commands. It
  must be able to understand
  the character 
  communicating with it to 
  accept a command.
  5
  Motivator
  The Robot is confused. -5%
  [-1] Dice Roll Modifier
  The Motivator gives the 
  NPC Robot purpose, 
  without its motivator an 
  NPC Robot cannot take 
  any action. The Motivator 
  will have an alignment 
  consistent with the NPC 
  Robot's purpose.
  6
  Motor
  Move Maximum  60‘ (20’)
  The Robot cannot move.
  63
  
  d8
  System
  Damaged
  Inoperative1
  7
  Radio
  -5% [-1] Dice Roll Modifier
  The Robot cannot 
  communicate via Radio
  8
  Repair Gadgets or Systems -5% [-1] Dice Roll Modifier
  Unable to Repair a specific 
  Gadget or Rocket Ship 
  System
  Selenites
  Armor Class: 7 
  No. Appearing: 3-12 (3-30)
  Hit Dice: 1 
  Save As: Fighter: 1
  Move: 60’ (20’) 
  Morale: 12
  Attacks: 1 
  Treasure Type: 25
  Damage: 1-6 or weapon, Blast 2d4 
  Alignment: Chaotic
  Selenites are skeleton-like creatures which favour asteroids and moons as their habitation and 
  they are immune to the effects of radiation and the vacuum of space. They are feared because 
  numbers of Selenites, 20% of any group, on first sighting an enemy, will rush their foes 25% of 
  the time and explode themselves with a Blast showering opponents with deadly shards in a 3” 
  radius; causing 2d4 damage to those who fail their saving throw vs. Blast.
  Shape Shifters
  Armor Class: 7 
  No. Appearing: 1-8 (1-12)
  Hit Dice: 2 +2
  Save As: Fighter: 2
  Move:  180’ (60’), or by Humanoid Type
  Morale: 12
  Attacks: 1 
  Treasure Type: 24, 26
  Damage: 1-6 or weapon, Gas 2d4 
  Alignment: Any
  Shape Shifters live in floating cities which are suspended in the clouds of Gas Giants. They do 
  not mind the atmosphere, gravity, or pressure of these worlds. They are the only creatures 
  capable of descending to the surface of a Gas Giant and returning unscathed. They may take 
  the form of humanoids at will if they so wish although their true form is that of a 1 x 1 x 1” 
  poisonous gas cloud; those within the cloud must make a Saving Throw vs. Poison to avoid 
  injury. In the form of a gas they are immune to fire and lightning (electricity).
  Ship Scale Space Monsters
  Armor Class: 5 
  No. Appearing: 1
  Hit Dice: 2-5
  Save As: Fighter: 5
  64
  
  Move:  N/A
  Morale: 12
  Attacks: 1-3
  Treasure Type: 22 or 23
  Damage: 1-6
  Alignment: Any
  These monsters are the size of ships, they feed on space junk, meteoroids, etc., so a Rocket 
  Ship may just be considered as potential food, a rival, or a predator. They have the same specs 
  as ships. They do not really have cannon but cause damage with the same result. The exact 
  nature of a Ship Scale Monster is up to the Space Master to define.
  Ship Scale Space Monsters Specs
  Ship Class
  AC
  EN
  Enc2
  Enc 
  Cargo Space1
  Number of Hit
  Dice
  Cannon
  Ship Scale 
  Space 
  Monster
  5
  5
  Variable
  4800 coins
  2-5
  1-3
  Note 1 - 10 coins = 1 pound
  Note 2 – Enc reflects “crew” but this may extend to mean a monster with a symbiotic 
  relationship such as an Energy Leech, or parasites. These may also attack a Rocket Ship.
  Solarians
  Armor Class: 5 
  No. Appearing: 1-6 (1-8)
  Hit Dice: 3 
  Save As: Fighter: 3
  Move: 90’ (30‘) 
  Morale: 12
  Attacks: 1 
  Treasure Type: 24, 26
  Damage: Energy drain 
  Alignment: Chaotic
  The Solarians are nearly always solitary ethereal beings who prefer to live on planets close to 
  stars. They are renowned for their philosophy, knowledge, and augury. Some disparage them 
  and call them Demons, but never to their face, for they always exact a telling price for their 
  consultations and it is best to make a careful bargain with a Solarian. When they attack 
  Solarians are greatly feared, as they drain life energy when striking a victim. Each hit drains one
  level of experience or hit dice (refer to known rules). 
  Smugglers
  Smugglers may well be just traders with questionable ethics (refer to known rules).
  65
  
  Space Bugs
  Armor Class: 3
  No. Appearing: 1-8 (2-12)
  Hit Dice: 2
  Save As: Fighter: 1
  Move: 120’ (40’)  
  Morale: 8
  Attacks: 1 
  Treasure Type: 25
  Damage: 2-8
  Alignment: Neutral
  Space Bugs are 8’ long beetles with iron hard metal bodies. They commonly live in asteroid 
  fields and they are immune to the effects of vacuum and radiation. They usually feed on the 
  metals found in asteroids but Rocket Ships, being pure metal, are hard to resist. Space Bugs 
  easily detect metal in any form. Swarms of the creatures may fly through space and descend 
  upon ships, tearing them to pieces with their pincers, not from malice, but from hunger. Space 
  Bugs are territorial and will valiantly defend their home asteroid and nest of eggs from intruders.
  Space Patrol
  Terrans founded the Space Patrol and allowed beings from other Terran planets to join it. 
  Members of the Space Patrol must follow an ethical code; they protect Terran citizens and 
  Terran interests, and they report to the Terran Beaurocracy and Emperor. They are mainly 
  normal humans (refer to known rules), but may also be Elves, Dwarves, and Halflings.
  Space Pirates
  Space Pirates are villainous rogues who rob for profit, they are like bandits (refer to known 
  rules). Pirates usually attack if there is something to be gained.
  Space Crab Spiders
  Armor Class: 7
  No. Appearing: 1-4 (1-4)
  Hit Dice: 2
  Save As: Fighter: 1
  Move: 120’ (40’)  
  Morale: 7
  Attacks: 1 
  Treasure Type: Nil
  Damage: 2-8 + Poison
  Alignment: Neutral
  Space Crab Spiders are metallic 8’ long giant spiders. They are immune to the vacuum of space
  and are able to fly in zero gravity as well as crawl; clinging to the hulls, decks, and bulkheads of 
  Rocket Ships as well as walls and ceilings. They can cling to the hull of a Rocket Ship and 
  survive Blast Off and Landing.
  66
  
  Not unlike a chameleon, Space Crab Spiders can change their color to blend into their 
  surroundings and they surprise on a roll of 1-4 (d6). Space Crab Spiders can leap up to 60’ to 
  pounce on their prey. A victim bitten by a crab spider must save vs. Poison or become paralysed
  in 6 Rounds. However, the victim may add + 2 to the Saving Throw roll.
  A Space Crab Spider will lay 1d8 eggs in a paralysed victim which will hatch into parasitical 
  worms 1d8 days later each causing 1d6 Damage when they emerge as diminutive Space Crab 
  Spiders. These diminutive creatures bite for 1 Hit Point but their poison is no less effective than 
  that of an adult. They will eventually mature into full size creatures in 8 months time. Only adults
  may lay eggs.
  Space Soldiers
  Space Soldiers are fanatical followers of The Leader (a character not unlike a n  oble
   
    in known 
  rules), an enigmatic and cruel being who is intent on conquering others. Space Soldiers are not 
  human at all but “Synthetics”. The synthetic soldiers are the creation of The Leader who has 
  turned all the science and industry at his disposal to the single minded goal of conquering the 
  galaxy. Convinced of his own mental and physical superiority the Leader is arrogant and 
  disdainful of other beings as are his synthetic Space Soldiers. 
  Space Soldiers are not otherwise unlike normal humans (refer to known rules).
  Terrans
  Armor Class: 9 through 2
  No. Appearing: 2-8 (4-24)
  Hit Dice: Variable
  Save As: Fighter: 1
  Move: 120’ (40’)
  Morale: 12
  Attacks: 1 weapon
  Treasure Type: 26
  Damage: 1-8 or weapon 
  Alignment: Law, Neutral, Chaotic
  Terrans are members of a multi-planet state, a medieval futurism, which is ruled over by an 
  Emperor, and it is mainly composed of Humans, Elves, Dwarves, Halflings, and other intelligent 
  creatures. All citizens of the Terran state are all referred to as Terrans. Noble Titles and Offices 
  in the bureaucracy of the Terran Empire may be acquired by various means only by citizens. 
  The Space Patrol is a Terran Empire creation.
  Non-citizens of the Terran Empire are referred to as “Independents” and they are not 
  trusted since they have no allegiance to the Terran state. They also have very limited 
  protection as accorded to Terran citizens under Terran law. 
  Player characters may be citizens of the Terran Empire or Independents.
  67
  
  The long violent space war between the Terran Empire and the Caliban has finally ended, but it 
  is an uneasy truce. Neither side truly trusts the other.
  The Ancients
  The Ancients were a previous intergalactic civilization with origins beyond the Known Galaxy. 
  The wrecks of their space-ships may be found crashed on planets or drifting in space. They 
  came to the worlds of the known galaxy and built outposts, cities and spaceports. All now lay 
  decaying and abandoned, mysteries waiting to be explored. 
  The Ancients vanished without explanation.  What calamity befell them? Disease, disaster, or 
  war, the reason for the abandonment of their ruins is unknown. All that can be said is that the 
  ruins left as monuments to their civilization are terribly old. 
  The Ancients left no writing, no images of themselves, and one may only guess at their 
  appearance. They did however leave examples of their genius behind in the form of personal 
  force fields and other invaluable artifacts which may be recovered by investigating the ruins.
  Web Terrors
  Web Terrors are ship scale monsters with an Escape Number of 5. Web Terrors spin a giant 
  Web Sail to travel through space. These creatures lie in wait at the center of their web, as dark 
  as a black hole, and consuming all that are caught in the web. A ship which fails to escape is 
  caught and automatically suffers damage equivalent to the attack of a cannon each round of 
  combat it fails to escape. Per cannon attacks, ship systems may fail. When a Rocket Ship is 
  reduced to 0 Hit Points it is grappled by the Web Terror and drawn to the center of the web 
  where the creature then boards the ship and devours its crew.
  Ship Class
  AC
  EN
  Enc
  Enc 
  Cargo Space
  Number of Hit
  Dice
  Cannon
  Web Terrors
  5
  5
  N/A
  N/A
  3
  -
  Web Terrors
  Armor Class: 5 
  No. Appearing: 1-6 (1-8)
  Hit Dice: 3
  Save As: Fighter: 3
  Move: 90’ (30‘) 
  Morale: 12
  Attacks: 1 
  Treasure Type: 23
  Damage: Energy drain 
  Alignment: Chaotic
  68
  
  Web Terrors are greatly feared, as they drain life energy when striking a victim. Each hit drains 
  one level of experience or hit dice (refer to known rules). 
  Y'lech
  Armor Class: 9
  No. Appearing: 1-8 (1-4)
  Hit Dice: 2 
  Save As: Fighter: 2
  Move: 120’ (40’)
  Morale: Not applicable
  Attacks: 1, Spores 
  Treasure Type: 25
  Damage: 1-6 + special 
  Alignment: Neutral
  Y'lech are ambulatory intelligent fungi whose thoughts are calculating and alien. They spread 
  from planet to planet by launching their spores into space. Y’lech can only be killed by fire or 
  disintegration; a torch will only do 1-4 points of damage to it each round. The touch of a Y’lech 
  will eat through wood and leather but does not harm metal or stone. When Y’lech are 
  themselves touched (by a torch, for, example) the touch may cause spores to spray out in a 
  10’x10’x10’ cloud. There is a 45% chance per hit that the Y’lech will spray this cloud. Anyone 
  caught within the cloud must save vs. Death Ray or choke to death within 6 rounds. 1d4 Y’lech 
  will grow from the corpse in 2d6 Days if it is not destroyed by fire or disintegration.
  Space Treasure Items
  In the Category Space Treasure Items roll d100 on the following tables to determine what they 
  are:
  Space Treasure Subtable
  d100
  Space Treasure Subtables
  01-20
  Roll on a Known Rules d100 Magic Subtable
  21-40
  Weapon
  41-60
  Armour
  61-80
  Gadget
  81-90
  Data
  91-00
  Ancient Gadget
  69
  
  Weapon Subtable
  d8
  Weapon
  1
  Firearm +1
  2
  Firearm +1, +2 vs. Monster Type
  3
  Grenade, Damage +1 vs. Monster Type
  4
  Grenade, Paralysing +1 vs. Monster Type
  5
  Magazine, Firearm
  6
  Ray Gun +1, Paralysis
  7
  Ray Gun +1, Disintegrating
  8
  Ray Gun +1, Paralysis & Disintegrating
  Armour Subtable
  d4
  Armour
  1
  AC Force Field
  2
  Space Suit 3
  3
  Space Suit 5
  4
  Space Suit 7
  Gadget Subtable
  d12
  Gadget
  1
  Beamtorch
  2
  Firearm
  3
  Goggles, Darkvision
  4
  Jump Harness
  5
  Lung, Artificial
  6
  Packet, Extinguisher
  7
  Packet, Firestart
  8
  Perimeter Ward (1)
  9
  Rocket Pack
  10
  Rocket Pack Fuel
  11
  Tele-Radio, Personal
  12
  Timepiece
  70
  
  Data Subtable
  d8
  Data (Units of Information)
  1
  Space Spell: Lvl 1 magic-user/elf spell [any]1
  2
  Space Spell: Lvl 2 magic-user/elf spells [any]1
  3
  Space Spell: Lvl 3 magic-user/elf spells [any]1
  4
  Security Code
  5
  Space Map with Route Numbers
  6
  Secret or Unknown Information
  7
  Bounty
  8
  Treasure
  Note 1 – There is a 25% chance the data is a clerical spell
  Ancient Gadget Subtable
  d8
  Ancient Gadget
  1
  Atomic Glue
  2
  Booster
  3
  Brain Jolt
  4
  Cloak (Rocket Ship System)
  5
  Perimeter Ward (1)
  6
  Re-Life
  7
  Stasis Chamber
  8
  Whatever You See
  Explanation of Space Treasure Items
  Some items are the same as those found in equipment lists, with a bonus. Others may require a
  little explanation: 
  AC Force Field: These are relics of The Ancients. The exact principles which make them work 
  have not been discovered but this does not make them any less useful. They never need to be 
  recharged. The Armour Class Force Field creates a moderately protective barrier of force (AC5) 
  which surrounds a Character when it is worn and activated.
  Atomic Glue: This is a relic of the Ancients. Atomic Glue comes in a dispenser containing a 
  single drop of this powerful glue. The glue will permanently join two surfaces together 
  regardless of what they are, except that it will of course not stick to its own dispenser. What the 
  dispenser is made of is a mystery. Two surfaces joined together by Subatomic Glue cannot be 
  parted by any means but the items joined in this way may themselves break.
  71
  
  Bomb: Bombs are explosive devices which may be used to cause damage. Bombs have a 
  timepiece which may be set in Days, Turns, or Rounds. When the set time elapses the bomb 
  detonates.
  Booster: This is a relic of the Ancients. The Booster is a device which has one charge. When 
  applied to a Character it permanently grants special abilities which the Ancients must have 
  considered useful traits in their servants. Wisdom and Intelligence were not traits they valued in 
  their servants it would appear for this relic permanently deducts 1 point of INT and WIS with 
  each use.
  Booster Special Abilities
  2d4
  Dice Roll
  Special Abilities
  2
  +1 to Saving Throws vs. Virus
  3
  +1 to Saving Throws vs. Radiation
  4
  +1 to Saving Throws vs. Poison
  5
  +1 to Saving Throws vs. Paralysation
  6
  +1 to Saving Throws vs. Poison
  7
  +1 to Saving Throws vs. Radiation
  8
  +1 to Saving Throws vs. Virus
  If the device is used multiple times and the result is the same, increase a +1 value to +2, then 
  +2 to +3. No value may be greater than +3.
  Brain Jolt: These are relics of The Ancients. The Brain Jolt grants a +1 increase to the 
  attributes Intelligence or Wisdom but at the price of deducting 1 point of Strength and 
  Constitution. A Brain Jolt has only one charge, that is it may only be used once after which it 
  burns out and may not be repaired.
  Cloak (Rocket Ship System): These are relics of The Ancients. The cloak is a device which 
  connects to a Rocket Helm System and permits a rocket ship to become temporarily invisible. If 
  the Rocket Ship Helm, or Rocket Ship Motor are damaged the Rocket Ship cannot be made 
  invisible. There is a chance that a Cloak may become permanently inoperative if the Helm 
  becomes inoperative. Make an additional System Saving Throw for the Cloak and a failure 
  means that it is rendered permanently inoperative.
  Re-Life: These are relics of The Ancients. Re-Life is an aid with one charge which when applied
  to a character halts the countdown to death and/or the effects of death. Re-Life grants the 
  72
  
  character consciousness and enables them to act much as they normally would for 4 +1d4 
  Days. That is the character's actions are self determined. The character is un-dead. They need 
  not eat, breathe, etc. The body of the character does not decay but it is obviously an animated 
  corpse.
  Note that the Space Master secretly makes the dice roll to determine the duration of Re-
  Life and is under no obligation to inform the character how long the duration of Re-Life 
  will be. Upon the expiry of the duration of Re-Life any progress to death, state of death, 
  and decay are resumed.
  During the duration of Re-Life the character is temporarily granted the same Hit Dice and attack 
  capability as a Zombie, that is they are temporarily granted an alternate HD and d6 based Hit 
  Points, and they attack last in any round. Note that the reduction of Hit Dice affects a character's
  spell casting ability potentially resulting in a significant loss of capability if the Character is a high
  level spell caster.
  A Character may not be healed or raised from the dead while under the influence of Re-Life. If 
  the character is killed while under the influence of Re-Life they permanently lose 1 point of CON
  and the charge of Re-Life is used up regardless of any unused time.
  Stasis has no effect upon the duration of Re-Life.
  Further units of Re-Life may be applied to a dead character but their alignment changes 
  permanently to Chaos and they permanently lose 1 point of CON with each additional 
  application. The resulting Chaotic un-dead Character is then subject to the turning ability of 
  Clerics as if they were a Zombie.
  Whatever You See: These are relics of The Ancients. They are two button sized discs which are
  separated and placed on the craniums of any two living creatures embed themselves under the 
  skin and grant each character the ability to see whatever the other is viewing at will. If only one 
  character is granted darkvision the other character without that capability can still see whatever 
  it is they behold. No sound is conveyed by the relic nor is there any other communication 
  between them. Characters may write messages which the other can view but the viewer must 
  be able to understand the writing system and read the language.
  There is a caveat, the embedded discs attach permanently and may not be removed from a 
  living character by any art currently known without potentially causing the death of said 
  character, a saving throw. vs Death is granted. Once removed, either of the discs may be 
  reused.
  73
  
  The Known Galaxy Map
  The Space Master’s Map of Square 1-1, A Backwater Of The Known Galaxy
  74
  
  Known Galaxy Map Key
  Key
  Description
  A
  Zulan, a planet of provincial prominence in this backwater of the galaxy.
  Asteroid Mine
  Asteroid Mine, This mining facility extracts Trillium from the asteroids. A tough Independent mining 
  community on the frontier.
  B
  Baboo, a proverbial desert backwater on the border of Terran Empire space.
  Beacon 55J
  An old navigation beacon, pre-war, sends a warning about Hazard 2249, a black hole, stating avoid
  the area.
  Beacon 55K
  Caliban Beacon 55K monitors the square for activity.
  Beacon 55L
  A Caliban navigation warning stating avoid the area in harsh croaking words.
  C
  Space Mine Field from the war, planted by the Caliban to deny access through the asteroid field, 
  nasty. They were supposed to be deactivated by the terms of the treaty which ended the war but 
  this seems to have been overlooked, or has it? 
  Caliban 337
  A Caliban colony.
  Caliban 
  Asteroid Mine
  An Asteroid Mine run by the Caliban, here prisoners are used for the dangerous work.
  D
  Terran Space Station Wolf Iron. It is battered and exchanged hands several times during the war 
  but it still usable. It has been abandoned under the terms of the treaty which ended the war. Under 
  those terms neither Terrans nor Caliban are permitted to set foot there unless a crew is forced to 
  abandon their own ship.
  Derelict 11
  Derelict 11, the sleep ship Dreamer bound for some colony world, holed and its passengers long 
  deceased remain in their capsules.
  Derelict 12
  Derelict 12, The merchant ship Colossus, a plague ship, long abandoned, all the crew are 
  deceased and no one dares recover its cargo.
  Derelict 13
  The Caliban warship 6871 a wreck damaged during the war.
  Disputed 
  Space
  A territory of space serving as a border between the Terrans and the Caliban. Permanent 
  settlement and occupation by the Terran Empire or the Caliban is forbidden by treaty. Independents
  have settled this area and are subject to neither Terran or Caliban law. Independents are not 
  recognized by the peace treaty either.
  Dul
  A watery Caliban colony.
  E
  Zodemus, a cloaked system hidden by the Ancients. Its gravity betrays its presence.
  75
  
  Key
  Description
  F
  NAR Penal Facility. Conveniently located outside of Terran jurisdiction and run by Independents 
  this penal facility serves as an oubliette for prisoners paid to be held here. Rumour has it the 
  prisoners are kept as popsicles, in stasis. No one has ever escaped the prison but some have 
  been sold to the Caliban to work in their Asteroid Mine.
  Hazard 2249
  A black hole
  76
  
  Glossary
  Term
  Definition
  AC
  Armour Class, used on the combat tables to determine 
  the to-hit number.
  Blaster
  A Ray Gun with a disintegrating beam that causes 
  damage to living creatures,
  EN
  Escape Number, used to completely avoid a Hazard, or 
  to escape from another Rocket Ship.
  GN
  Gravity Number, the gravity number of an object in 
  space, used most often for Planets to blast off and 
  escape the gravity of a planet or land without damaging a
  Rocket Ship system.
  H-Space
  Hyperspace, a dimension or plane contiguous with 
  Normal Space which if entered, shortens the distance 
  traveled in N-Space to Days instead of years.
  N-Space
  Normal Space, the space in which characters live
  SM, Space Master
  The person who leads the game play, sometimes 
  referred to as a Game Master or Referee.
  Stunner
  A Ray Gun with a stunning beam that paralyses living 
  creatures
  TN
  Test Number, used for General Purpose, 9 representing 
  the least difficult and 2 representing the most difficult.
  Trillium
  Trillium is an extremely rare mineral which counters the 
  effect of gravity.
  U-Space
  Ultraspace, a dimension or plane contiguous with Normal
  Space which if entered, shortens the distance traveled in 
  N-Space to Hours instead of years. Each Hour of Travel 
  in Ultraspace is experienced subjectively as a Day.
  77
  
  OGL
  Designation Of Product Identity
  The name “BX-Space” when used in any context, is product identity.
  Designation Of Open Game Content
  The text of BX-Space is open game content. The “Backwater of the Known Galaxy Map”, 
  including all place names, is open game content. 
  Designation of Public Domain Content
  All map symbols are public domain content.
  Open Game License Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)"Derivative Material" means copyrighted material including 
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  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)"Open Game Content" means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this License, including
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  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark clearly identified as Product identity by the owner 
  of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark"
  78
  
  means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify 
  itself or its products or the associated products contributed to the Open Game License by the 
  Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" 
  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be added 
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  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
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  5.Representation of Authority to Contribute: If You are contributing original material as Open 
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  79
  
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open 
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  the name of any Contributor unless You have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License 
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  13 Termination: This License will terminate automatically if You fail to comply with all terms 
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  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors
  Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, 
  Christopher Perkins, Rodney Thompson, and JD Wiker,  based on material by Jonathan Tweet, 
  Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy 
  Collins, and JD Wiker.
  BX Space Copyright 2017, G. Bruce MacKenzie. Author G. Bruce MacKenzie.
  END OF LICENSE
  Copyright 2017, G. Bruce MacKenzie..
  80
  
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