-...
~r
,
p
.d
o-
lip
~~
.~, "\~
o
P
~,: ,r
b
/
i
f
9
.
9 .o
~'~',
m
., ,, ,
9
\"1
.us ~,r
Th...
20 downloads
665 Views
96MB Size
Report
This content was uploaded by our users and we assume good faith they have the permission to share this book. If you own the copyright to this book and it is wrongfully on our website, we offer a simple DMCA procedure to remove your content from our site. Start by pressing the button below!
Report copyright / DMCA form
.-...
~r
,
p
.d
o-
lip
~~
.~, "\~
o
P
~,: ,r
b
/
i
f
9
.
9 .o
~'~',
m
., ,, ,
9
\"1
.us ~,r
The Three Faces
EUXINUS LACUS
\
EB
MAllS
~. I.ACUS..
9,-"
~'~'"
i
MYLARKT
/
kAN
/
....'-."
~. . . . . . .
"~.~-~. "~f.,:,r .;
? LVS~U~ :TYX , , ' ~ \ ~ ~EREBU$
"..'.GVE;~.. ";:. ..
0
1000
2000
3000
i,""
SIRUAHM I MAJOR
.,:G
"~.
t
~
t
Miles
\\ Y
\ NILOKE;~A
\
9
...-, 5 AMS~AM
i
N~C'T
'
$
TOeAN$OO
~AA~Y~ ./ IAR~REY
y~'"
.~ \
FRAN~' ~I-~ADWIOK -
\~ ,t
$
/~ //'L-J~lt
J
i t
\o
L~ t/
\ /
/
J,i
J
~.,i/ . - ./" .,,i
,,j.
,,,li
/
r) /.
/
\\
2
SPACE: 1889
i
)
/
c"
/
/
/
,,9 \
~\\
Y
)
/-
J\ , T o TESSA, Who believed in the ether from the beginning.
.,~\.
CREDITS -.~\ Game Concept and SystemDeSign: \ ' ~ Frank Chad W"lck .~"~i'~ Background Design/Development: Frank Chadwick, Marc W. ~,lilter, Howard Whitehouse, l~re'n K. .J Wiseman ~::'2 .~) Additional Design/D~velopment: Timothy B.ABrown, Lester Smith, -.~./" Tim Ryanr Julia-Martin ;d Primary Visual Design Consultant: J~David R. Deitrick ~6rOverArt: David R. Deitrick Interior Color Illustrations: Janet Aulisio, Frank Chadwick, David R. Deitrick, Kim Gromoll, James R. l~,antz \ Interior Illustrations: Tom Peters, J Jam~j Colton McGonigle, Jirn~.. Holloway, Joseph O'Neil, Richard 9 Hasenauer, Dave Choat,7?S'teve? 9.~),t Crompto'tl; Jeff Dee,:Cralg Farley, Paul Herbert,,Robert-Jamison~,' Rick Copyright9 GD,,W~,Inc. ?J Harris, K e ~ May.field, Tim All Rights Reserved. Made in USA. Bradstrce~Shea Ryan, James R. Printed in USA~" Kun,tz t " ISBN 0-~43580-80-3. Art Director: Lauretta Oblinger Graphic Design and Production: ~Ud'mesR. Kuntz, Mark Fisher, Dana ,~i. I Reischauer, Shea Ryan Text Manager: Michelle Sturgeon :a Typesetting: Julia Martin A catalog o~Space 1889 products PO Box 1646 is available from .GDW. Just write Text Processing: Julia Martin, Bloomington, IL 61702-1646 USA and a s l O " David Moll, Tim Ryan ,Tj//
\
/
/
/-
/
i
f
/
/-
.,.
.-
~
/"
~ "
/"
.-
j
,
z
TABLE OF CONTENTS
3 "\
\. j.Z"
./
J
"..alO-
TABLE OF CONTENTS ~1 d f
/'~
L a n d T r a n s p o r t a t i o n . . . . . . . . . . . . 72 W a t e r T r a n s p o r t a t i o n . . . . . . . . . . . 73 Luna:-: . . . . . .~ . . . . . . . . . . . . . . . . . ': . . . . . 134 E u r o p e a n A e r i a l Vessels . . . . . . . 7 4 ~ , ' / l ' h e T r i p to L u n a . . . . . . . . . . . . . . 136 C h a r a c t . ~ r s . . . . . . . . . . . . . ;~. ~ . . . . . . . . . 8 M a r t i a n A e r i a l Vessels .... ~ ; . . 7 5 " : \]'~i~ C r a s h . . . . . . . . . . . . . . . . . . . . . . . 137 ~ A t t r i b ~ e s a n d Skills !.9 . . . . . . . . . 10 ~ / "~ D e s c e n t into the M o o n . . . . . . . 138 ~ a r e e r s . . . . . . . . . . . . . . . . . . . . . . . , ~ . 12 Science . . . . . . . . . . . . . . . . . ~ ' : ' " '~F" 76 T h e ( ~ v e r n s o f L u n a . . . . . . . . . 140 Skill E x p l a n a t i o n s . . . . . . ~:.:,... 18 R e s e a r c h a n d I n v e n t i o n s . . . 7... 78 T ~ Selenites . . . . . . . . . . . . . . . . . . . 142 \ T h e R e s e a r c h ~ r e a ~ , l . . . . . . . . . . . 81 Russiai~Tj,r~de . . . . . . . . . . . . . . . . . 144 The Victorian Age . . . . . . . . . . . . . ~ 2 ~ '~ E t h e r b-'Jye(D~sign . . . . . . . . . . . . . 82 Impriso~te d . . . . . . . . . . . . L. . . . . . . . . 145 y..~ j " Britain a n d the W o r l d . . . . . . . i:. ~'22 Escape ........................... 14~ V i c t o r i a n V a l u e s . . . . . . . . . . . . . . . . 2 3 ,~e~m~at.) ........................... 89 F u r t h e r A d v e n t u r e s . . . . . . . ~ . . . 147 ~\ "~ -'~I G o v e r n n i e n t and Politics . . . . . . . 24 ~ T u r n S e q u e n c e . . . . . . . . . . . . . . . . . . . 90 148 V i c t o r i a n S o c i e t y . . . . . . . . . . ,,~;~.T6 " A t t a c k s . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Mars . . . . . . . . . . . . . . . i~'L : ~ . . / . 9 P h y s i c a l C h a r a ~ e t ' . . . . . . . . . .... 150 T h e M i l i t a r y . . . . . . . . . . . . . . . t.'~... M e l e e A t t a c k s . . . . . . . . . . . . . . . . . . . . 92 Victorian-Women. ~ . . . . . . . 32 M i s s i l e A t t a c k s . . . . . . . . . . . . . . . . . . 94 P r e h i s t o r y ..... . ...... ,~. . . . . . . . . . . 150 T h e C h i v a l r i c Orders..~.'~. . . . . . . . 33 M o v e m e n t . . . . . . . . . . . . . . . . . . . . . . . . 96 R e c e n t I-I]story . . . . . . . . . . . . . . . . . 152 W o u n d s . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 Tile C a n a l s o f M a r s . . . . . . . . . . . 154 The Referee . . . . . . . . . . . . . . . . . . . . . . . . 34 G r a p p l i n g . . . . . . . . . . . . . . . . . . . . . . . . . 97 . C i t y ~ t a t e s . . . . . . . . . . . . . . . . . . . . . . 160 N o n - P l a y d k C h a r a c t e r s . . . . . . . . . 36 H e a v y W e a p o n s . . . . . . . . . . . . . . . . . 9 ~ " , Syrtis M a j o r . . . . . . . . . . . . . . . . . . . . 162 ~ v e p t R e s o l u u o n . . . . . . . . . . . . . . . . 44 M o r a l e . . . . . . . . . . . . . . . . . . . . . ~ .... 100 "~The B r m s h o n M a r s . . . . . . . . . . . 164 9 A d d e n t u r e s . . . . . . . . . . . . . . . . . . . . . . . 46 E x p l o s i v e s . . . . . . . . . . . . . . . . . . . . . . ~1~00 E u r o p e a n s on M a r s . . . . . . . . . . . . 168 " ~ R e w a r d s and E x p e r i e n c e . . . . . . . 48 A e r i a l C o m b a t . . . ~ , , , :.. . . . . . . . . 102 M a r s ' T r e a s u r e s . . . . . . . . . . . . . . . . 172 A n i m a l C 0 m b a t . , ~ ) . ~ , ~.,. . . . . . . 108 Skrill R i d e r s o f M a r s . . . . . . . . . 174 ~* H i g h M a r t i a n s . . . . . . . . . . . . . . . . . . 176 E q u i l n n ' e n t . . . . . . . . . . . . . . . . . . . . . . . . . 51 S c i e n t i f i c E~.u i p m e n t . . . . . . . . . . . . 52 T r a v e P a n d E x p l o r a t i o n . " . . . ~ 112 Hill M a r t i a n s . . . . . . . . . . . . . . . . . . . 178 9 R e f e r e n t 9 M a t e r i a l s . . . . . . . . . . . . 52 ,,, L a n d Travel~. . . . . . . . . . . . ..~.'.~.... 114 C a n a l M a r t i a n s . . . . . . . . . . . ,. . . . . . 1 8 0 / T o o l s . . . . . . . ":N"" "~. . . . . . . . . . . . . . . . 53 ~'~ W a t e i ' T r a v e l . . . . . . . . . . . . . . . . . ]. 116 Martian Animals . . . . . . . .~ . ; , . . . . ] ~ T r a v e l l i n g G e a r , ~ . . . . . . . . . . . .~ .54 , A e r i a l T r a v e l . . . . . . . . . . . . . . . . ,~,~ld~ A d v e n t u r e s o n M a r s . ~ . ~ ~ .... 186 F u e l s . . . . . . . . . . . . . . . . . . . . . . . . . . . . , . . 5 5 ~ E n c o u n t e r s . . . . . . . . . . . . . . . . . . . . "..120 "/ t~ /~ ' ~ E x p l o s i v e s . . . . . . . i'~.... i~. . . . . r 55 Weather 12J~\ V e n u s 9 / 188 F i r e a r m s . . . . . . . . .~.~..'.~.. . . . . . . . i~... 56 E x p l o r a t i o n . . . . . . . . . . . . . . . . . . . . . 122" \ G e 0 g r a p h y . . . . . . . . . . . . . . . . . . . . . . 190 M e l e e W ~ p o n s . . . . . . J - # . . . . . . . . . . 58 T h ~ E ~ p l o r a . t i o n o f ,Vea~us . . . . 192 A r m o r .... . . . . ~ . . . . . . . . . . . . . . . . . . . 58 S p a c e T r a v e l . . . . . . . . . . . . . . . . . . . . . 124 .... Uolonies . . . . . . . . . . . . . . . . . J ~ ; : ~ , 194 P r i m i t i v e W e a p o n s . . . . . . . . . . . . . . 59 T h e E t h e r . . . . . . . . . . . . . . . . . . . . . . .1~26 / Liza"iJd-Men . . . . . . . . . . . . . . . . . . . . . 196 99 M a r t m n ~ A r t d l e r y . . . . . . . . . . . . . . . . 59 T h e Solar S y s t e m . . . . . . . . . . . . .~128~:~ B i o l o g y . . . . . . . . . . . . . . . . . . . . . . . . . . 198 ~ e a v y O r d n a n c e . . . . . . . . . . . . . . . . . 60 I n t e r p l a n e t a r y T r a v e l . ~ . - L . . 130 P l a y e r s ' S u m m a r y : V e n u s . . . 200 Machineguns ..................... 6 l H a z a r d s o f Space Travel...~.. 132 I n v e n t i o n s . . . . . . . . . . . . . . . . . . . . . . . . . 62 C o m m e r c i a l PaSsag~ . . . . . . . . . . 133 C h a r t s . . . . . . . . . . . . . . . . . . . . . . . . 201-216
Introduction .t.. ' a j
..~. ..........
....
4
',0~ f
-/"
7"
"~
, j
GDW~,
4
)) I N T R O D U C T I O N
-,~
,~.,," i~ > ~ ~:~r- " ~ most comp ete y ar ess e - " ~r : ~ , , , ~ ~ . :., ~.=.. ~ menacingappearance.
Sea Life
~ /
~ ~
. ~
~v~'-_2E~: ~
"
oo~
Plesiosaurs: These are large marine creatures found throughout the oceans and seas of Venus. They have a thick, slightly flattened body, four flippers, a long neck, and no Hadrosaurs: This is a general tail. The largest encountered was name applied to a large number of over 42 feet in length, but larger
Aside from the insect-like creatures mentioned above, flight on Venus is the sole province of a few reptilian creatures similar to the pterodactyls of Earth's bygone ages. The largest of these has a wingspan of three yards and weighs just under 35 pounds. The smallest is the size of an Earth pigeon. GDW
200
)PLAYERS' SUMMARY: VENUS
GENERAL DATA VENUS IS the second world outward from the Sun and occupies a nearly circular orbit at a mean distance of 67 million miles. Its year is 225 Earth days in length, and its day is just under 22 Earth hours. The world is completely covered by dense white clouds, and this, combined with its proximity, makes it the third brightest object (after the Sun and the Moon) in the terrestrial heavens. Venus represents the opposite extreme from Mars, and its nature emphasizes the sequence of development observed elsewhere. Venus is primitive, Earth advanced, Mars decadent. On Venus it is always raining, on Mars it never rains, and on Earth is the perfect mean. A little-understood peculiarity of the Venusian magnetic field radically accelerates liftwood decay on that world, a fact that stranded the first three expeditions there. It wasn't until a German expedition (equipped with an ether dirigible) landed on the world that humanity learned the truth. Venus, it turned out, was a dank, hothouse world of dense clouds and heavy rainfall. Only from the highest mountains and plateaus can the Sun be occasionally glimpsed through the dense clouds. However, to the growing chemical industries of Germany, hungry for the raw materials needed to produce drugs, dyes, and other chemical products, Venus is not only a hothouse, but also a treasure trove of botanical products. The main areas of settlement are the German and British settlements
The animal life of Venus is equalin the Kaiser Wilhelm Mountains. ly primitive. Huge lizards called The Russians and the Italians also dinosaurs roam the lowlands, the have small enclaves. fishes of the ocean are simple and undeveloped, and the most intelligent GEOGRAPHY VENUS PRESENTS certain creature on the world is the barunique problems to explorers. It can- barous Lizard-man. not be mapped from orbit because of LIFE ON VENUS the perpetual cloud cover. The only VISITORS TO Venus will find a way to take a navigational fix is to number of interesting and amusing lift high enough above the clouds to be able to see the Sun or the stars aspects to the world. Their clothing (leather goods in (depending on the time of day). Therefore, only a fraction of the particular) will grow a thin coating planet has been properly mapped, of green slime unless sprayed with and the accuracy of this mapping carbolic acid every day or so. leaves much to be desired (especial- Though rubberized clothing is resisly for the less well visited areas). A tant to the climate, it is also quite few locations in the highlands are heavy and hot, while most convenknown with accuracy (such as Mount tional clothing soon becomes rotten Maxwell) because the Sun can be and reduced to rags. Iron and steel seen well enough to shoot a fix which are not properly cared for will soon turn to useless lumps of rust. directly from the ground. About a quarter of the planet is Wood must be treated with creosote, believed to be covered by oceans or carbolic acid, or some other chemical shallow seas. There are two main preservative or it will rot away oceans, the Nordmeer, or North Sea, within weeks. The humidity will turn and the Siidmeer, or South Sea. the stiffest of starched collars to a Both are relatively shallow for the sodden rag within minutes (the new most part, especially by comparison celluloid collars are a must for any with the oceans of Earth. The higher gentleman on Venus). Anyone who ventures outside must altitudes of Venus are covered with dense jungles; the lower altitudes are decide whether it is worse to be mostly marsh or bog. There are a drenched in the open air or remain few mountain ranges and upland pla- drier but hotter inside a rubberized teaus where most of the human set- canvas sou'wester. Travel is mostly by airship, and long-distance jourtlement has occurred. neys are usually made above the cloud layer to lessen navigational difFLORA AND FAUNA THE PLANT LIFE of Venus has ficulties. Travellers on foot will need its counterparts on Earth, and special footgear in the bogs. Weapons are essential. Travellers humans will find most of it tantalizingly familiar, albeit somewhat prim- in the lowlands must be prepared to itive. There are few flowering plants, defend themselves from the attacks and a greater variety of the more of giant dinosaurs, and travellers outprimitive plants such as ferns and side settlements must be prepared for the attacks of hostile Lizard-men. cycads than are present on Earth.
AERIALCOMBATCHARTS ~'r
Weapon Sweeper Light Rod Gun Heavy Rogue Lob Gun
"IT
TO HIT Die .Range Roll
CHARACTERISTICS:
Martian Cannon Pen DV ROF Rn8. -P 2 0/1 0 1 1 1/2 3 1 (1) 2/4 1 2 1 1/3 2 3 (1) 2/4 2 4 (1) --/3
Close: Long:
W E A P O N CHARACTERISTICS:
Royal Navy Guns Weapon Pen D V ROF Rn#. Maxim -P 6 1/ 2 Gardner -P 2/3 1/ 2 Nordenfelt -P 5 1/ 2 1-pdr 0 1 3 2l 4 3-pdr 1 1 3 2/ 4 6-pdr 1 1 3 3/ 6 4 " short 2 2 l 3/ 6 4 " long 3 2 1 4/ 8 5" 4 4 1 4/ 8 6" 5 6 I 5/10 8" 9 8 (1) 6/12 10" 10 10 (1) 7/14 12" 12 12 (1) 8/16 14" 14 14 (1) 9/18 16" 16 16 (1) 10/20
LOCATION Die Roll Location 1 Hull 2 Hull 3 Crew 4 Crew 5 Gun 6 Critical*
3-6 5-6
T O HIT MODIFIERS Condition Modifier Different Altitude: -1 Green Crew: - 1 Burning: - 1 Crack Crew: +1 Shrapnel or Grape: +1
Weapon Characteristics Notes
(Both Charts) Pen: Iftarget's armor value exceeds
penetration, halve gun's damage value (DV). If armor value is more than twice penetration, gun has no effect. DV: A damage value o f " P " means that only personnel are affected by the weapon; all hits become crew hits, and the weapon's fire is treated as small arms fire. ROF: Rates of fire in parentheses indicate that the weapon fires once and then takes the number of rounds in parentheses to reload. Rng. : Short range/long range.
*Roll on table below and see the Critical Hits Chart.
CRITICAL HIT TABLE Die Roll Result 2 Magazine 3 6
Bridge Fire/Boiler Trim Damage Rudder Jammed
7
Fire
4 5
8
Lifters Jammed
9 10
Screw/Mast Magazine
11 12
Bridge Fire/Boiler
COLLISIONS
Conditions Enter from Bow or Stern: - 1 Turn In Hex: +2
Roll 5, 6
Effects Hull hit if roll less than other ship's hull size. Smaller ship suffers loss of trim if rolls less than half the difference in hull sizes (round down). RAMMING
Conditions Avoid: - 1/2 movement (round up)
Roll 3-6
Effects Ram Mounted: Rammed ship suffers hull hits equal to half the hull size of the ramming ship (round fractions up). Rammed ship suffers loss of trim if rolls less than half the hull size of the ramming ship (round fractions up). Rammed ship is grappled unless it plummets due to a loss of trim. No Ram Mounted: Same as for a collision, but if the ramming ship is smaller there is no chance of a loss of trim. Rammed ship is grappled unless it plummets due to a loss of trim.
GDW
try9 CRITICALHITSCHART C R I T I C A L HITS THE FOLLOWING are possible critical hits in aerial combat. Magazine: Each large gun is assumed to have its own magazine or shell locker, so detonation of a magazine will not necessarily destroy a ship. It will do considerable damage, however. The ship automatically loses one gun (determined randomly) with a damage value of 1 or greater. The gun is destroyed, and its crew is dead. The ship also takes hull hits equal to the damage value of the gun that was destroyed (not the gun that fired) and rolls for one additional critical hit. The additional critical hit is resolved as if caused by a gun with a damage value equal to that of the destroyed gun. If no gun with a damage value greater than 1 is mounted on the ship, treat this critical hit as a fire result. Bridge: Bridge crewmen are killed equal to half the damage value of the round that hit (round fractions up). In addition, the ship may not voluntarily change altitude or course in the next turn. Fire: A fire is started on board the ship. The initial fire level is equal to the damage value of the firing gun. Once a fire has started it will eventually spread and consume the ship unless put out by the crew. At the beginning of each turn all fires presently burning are increased by one level except on kites. Fires burning on kites are increased by two levels. Any ship on fire receives an adverse die roll modification of - 1 on all rolls to hit from firing (including small arms fire) due to smoke interfering with the aim of the gunners. At the start of the movement phase in which the level of the fire is greater than the vessel's hull size, the vessel takes one magazine critical hit. If the vessel has no magazines, left it instead loses 1 die roll worth of hull hits. Fires may be fought at the end of the player's movement phase. Roll 1 die for each deckhand and each extra petty ofricer and 1 die for every two marines
detailed to fight the fire. For each die roll result of 6, the fire is reduced one level. On steel ships, the fire is reduced one level for every 5 or 6 rolled. Treat all British ships as being steel and all Martian ships as being wood. Fire/Boiler: Ships which are not powered by steam treat this as a fire result. Steamships treat this as a boiler hit. Roll a die. If the result is less than the damage value of the firing gun, the boiler blows up. If the boiler blows, the entire engine crew is killed, the ship's speed is permanently reduced to 0, and the ship suffers additional critical hits equal to the size of the boiler. All additional critical hits are resolved with a damage value of 1. If the boiler does not blow, the ship's speed is reduced by the damage value of the firing gun. However, this speed reduction is not permanent, and the amount of the reduction is reduced by one each subsequent turn (as the engine gang patches the boiler, wraps rags around split steam lines, etc.) Screw/Mast: The air screw (propeller) or its driving chains are hit on a screw galley or steamship, or the masts and rigging are damaged on a kite. A steamship or screw galley has its speed permanently reduced by 1. A kite permanently subtracts 1 from its movement die roll. If a vessel has its movement allowance reduced to zero due to screw or mast hits, it may jury-rig a mast or temporary propeller. To jury-rig a mast or propeller, roll a 6 at the end of the movement phase. A jury rig allows the vessel to move with a movement factor of 1. A vessel may not have more than one jury rig at a time. Loss of Trim: The ship's trim controis are damaged and the ship suffers a sudden loss of trim. The owning player immediately attempts to recover trim by rolling greater than the damage value of the firing gun on a die. (If the loss of trim was caused by a collision, the player recovers by rolling greater than half the difference in hull sizes, rounding fractions down.) If the trimsman is dead, the captain makes the attempt, but with a die roll modifier of - 1. If the
captain is dead, any surviving officer or petty officer may make the attempt but with a die roll modifier of - 2 . If all officers and petty officers are dead, any crewman may make the attempt but with a die roll modifier of - 3 . Ships with hull sizes of 5 or larger have a + 1 modification to the die roll. Ships with hull sizes of 10 or larger have a +2 modification, etc. A roll of 6 will always recover trim, regardless of the damage value of the firing gun or the die roll modifier in use. If the ship recovers trim, it remains at its current altitude but may not voluntarily change altitude during its next movement phase. If the ship does not recover trim, it immediately drops one altitude level, and the attempt to recover is repeated. This procedure is repeated until either the ship recovers trim or it crashes. If the ship drops one or more altitude levels, then the ship may not move, fire, fight fires, or change any crew assignments until the end of the next movement phase. (The crew is still stunned.) If boarded, the crew may defend itself. R u d d e r Jammed: The ship may not change course until the rudder is freed. To free the rudder, roll a die for a number greater than the damage value of the firing gun. If a ship with a rudder already jammed suffers another jammed rudder result, add the damage value of the new result to that already suffered to determine the number needed to free the jam. For example, if a ship already has a rudder jammed by a damage value of 2 and suffers one with a damage value of 1, the player must now roll greater than a 3 to free the rudder. However, a roll of 6 will always free the rudder, regardless of the damage value of the round. Attempts to free the rudder are made at the end of the movement phase, at the same time as all other repair attempts. Lifters Jammed: The ship's large lifting panels are temporarily jammed in place, and the ship may not change altitude until they are freed. Freeing jammed lifters is done the same way as freeing a jammed rudder.
WHISPERDEA TH
Kite
HULLCUTTER
Screw Galley
r
(~
.
m(~6
s
@
59,340
s 46,800
O,
F'Y E--Y- _J I I I I
oo
~,o olol'J E]
-~
O0
o1111
o.
|
695 TONS
695 TONS Q
-
o-
oo
J
Bridge
Masts
[CJHITjSIOm
Maneuver
Bridge IClHITISIOIOIOI
:1
Deck
Deck
-3 -4 -5 -6
mmm
mmm mm mm
Screw
Maneuver
mmmmmmm
mmmmmmm mmmmmmm mmmmmmm
m Hull Hits
Hull Hits
Passengers
ummm mmmmm
ammmmmm mmmmmm nmmmmmm mmmmmm
Passengers
mmmmmm ammmmmm nmmmmmm )mmmnun
BL OODRUNNER
Kite
SMALL BIRD
i
~mmmn nnnnn
Screw Galley
r-
@
@
s 7,600
~
/I
Iio
9
!~
El
100 TONS
s 13,000
Q J Masts
B r i d g e ~ D
e
c
k
q
~
-5
Maneuver
Screw
Bridge )eck Maneuver
-4
-E
mm mm mm
m Hull Hits
Passengers
Hull Hits
iN RN IN IN
Passengers
i
mm
Aerial Steam Launch
Zeppelin r
@
@
s 4,840
s 20,000
I I I i&~f
E~
50 TONS
Q
200 TONS Q ,,J
Screw
Bridge
m
Deck
>eckl 1]
1
Maneuver
Maneuver
n
Hull Hits
Scre~
Bridge
1
Hull Hits
Passengers
Passengers
,~m am am am ~m
[] [] [] H APHID-Class
Aerial Gunboat
1
mmmm
W A R M WINDS
Merchant Kite
f
(~
s 23,220
160 TONS
|
Screw
1
@
s 112,600
1
)
ill "kl ~JI
f
[ ~L
J
D B
/ 1,950TONS
r
i
d
g
e
Masts
~
Deck Maneuver
mm
~3
Maneuver
-4
-6
| Hull Hits
IN mE RE lie an
Hull Hits (Eachbox counts as two)
Passengers
II
ammmmmmmmm immmmmmmmm
/
/
/
PERSONALCOMBATTABLES
r
S M A L L ARMS F I R I N G T A B L E
Required Shots Mag Reload Wnd Strength Save Range
Weapon
Pistols
Single-Barrel Pistol Light Revolver Heavy Revolver Light Multibarrel Heavy Multibarrel
3 3 2 2
Bolt Action Rifle (LM) Bolt Action Carbine (LM) Bolt Action Rifle Bolt Action Carbine Lever Action Rifle Lever Action Carbine Breech-loading Rifle Breech-loading Carbine Muzzle-loading Rifle Muzzle-loading Carbine Smoothbore Musket Smoothbore Carbine Long Hunting Rifle Heavy Double Rifle
1 1 1 1 2 2 1 I 1 1 1 1 1 2
20-gauge 12-gauge 12-gauge 12-gauge
2 2 2 2
Shotguns 2 1 2 1 2 1 5 (2)
l 1 1 1
Nonflrearms -i -------
1
Double Double Scattergun Lever Action
Bow Spear Throwing Knife Stone
-
(3) (3) (2) (2)
l-2t l-2t l-2t 2
1 2 1 2
2 2 2 1
15 10 15 5 15
(4) (4) (5) (5) (3) (3) 1 I 3 2 2 2 1 1
2 2 2 2 l-2t l-2t 2 2 2 2 2 2 3 4
3 2 3 2 2 1 3 2 3 2 3 2 3 4
1 1 1 1 1 1 1 I 1 1 1 1 I 1
120 90 120 90 75 45 90 60 75 45 45 30 200 150
ID/2 ID ID ID
2 3 3 3
0 0 0 0
30* 30* 15"* 30*
1 2 1 1
2 3 2 1
2 2 3 4
30 10 5 5tt
I
6 6 2 4 Rifles 8 8 5 5 12 6 -------2
2
1
Notes-" fLM): Lee-Metford. *Shotguns halve their chances of hitting (round fractions up) at double range and may not fire beyond double range. **Scatterguns follow the same rule on range as shotguns, as noted above. In addition, however, they add two to their hit number at close range. "tThese weapons inflid one wound unless within 10 yards of the target, in which case they infict two wounds, tlTriple range when used with sling. (#): Number of rounds which can be reloaded per combat action.
MACHINEGUN FIRING TABLES
Weapon Gatling 0.50 Gaffing l-inch Mitrailleus Gardner Nordenfelt 1-B Nordenfelt 3-B Nordenfelt 5-B Maxim
Shots Mag Reload Wnd Save Range 2/6 2/6 8 2/4 3 5 8 10
36 18 8 20 15 48 48 50
3 4 3 2 2 2 2 2
3 4 3 3 3 3 3 3
1 I 1 1 1 1 1 1
300 300 300 300 150 300 300 300
S M A L L ARMS SAVING THROW MODIFIERS
Target
Modifier
Mass Formation: Charging: Close Range: Airborne: Mounted: Light Cover: Medium Cover: Hard Cover: Concealed:
- 1 - 1 - I +1 +1 +1 +2 +3 + Fieldcraft/2 (round up)
B R I T I S H F I E L D GUN FIRING TABLE
Weapon l-pr HRC 6-pr RBL 7-pr MH 9-pr RBL 12-pr RBL 15-pr RBL 20-pr RBL 40-pr RBL 5 " Hwtzr. Hale Rocket
ROF Range Burst 2 (I) (I) (3) (3) (3) (3) (3) (3) 1
400 600 600 600 600 600 600 800 800 600
2 4 4 6 8 10 12 14 14 16
HRC: Hotchkiss Rotating Cannon RBL: Rifled Breech Loader MH: Mountain Howitzer ROF: Weapons which list a number in parentheses have a rate of fire of 1. It then takes the number in parentheses in combat actions to reload the weapon.
M A R T I A N CANNON FIRING TABLE
Weapon Sweeper Light Gun Heavy Gun Rod Gun Rogue
ROF Range Burst (1) (3) (4) (5) (6)
100 200 300 400 400
2 4 6 4 8
ROF: Weapons which list a number in parentheses have a rate of fire of I. It then takes the number in parentheses in combat aclions to reload the weapon.
ARTILLERY AMMUNITION EFFECTIVENESS
Ammunition Shot , Shell Grapeshot Shrapnel
Hit
Save
3 2 3 4
0 I 2 2
GDW
P
SONAL COMBAT TABLEs
F
MELEE WEAPONS
A R M O R VALUES TABLE
Hit Required Reach Dice Strength Wnd
Weapon Pike Spear Rifle/bayonet
3 2 2
Great Sword Cutlass Saber Knife Machete
2 2 2 1 2
Pole Arms 2 3 3 3 3 3
Armor Block
2 2 2
-2 -1 ~ --
1+S 1 1 1 1
---- 1 - 1
1 1+ S 2
-2 - 1 -2
Edged Weapons 4 4 5 5 4
3 3 2 1 3
1 2 1
2 2 3
NPC MORALE AND CLOSE COMBAT
Morale Close Level Combat
Experience Green Trained Experienced Veteran Elite
8 9 10 11 12
1 2 3 4 5
3 4 2
E X P L O S I V E BURST SIZE
Power
BARRIER TOUGHNESS
Material Wood Dirt Earthworks Brick, Stone Iron Steel Superhard Steel
Multiplier • • • • • • •
5 3 2 1 1/3 1/4 1/8
Condition
Modifier '
Casualties: Outnumbered 2-1: Superior Enemy Morale:
- 1 level each - 2 levels -difference
ACTIONS Reload a Weapon Change Weapons Dodge Block Special Action
1 turn = 30 seconds: Four actions allowed per turn unless within 10 yds. Within 10 yds., actions allowed equal to Close Combat skill or Agility attribute, whichever is greater.
Burst
1
2
2 3-4 5-8 9-12 13-18 19-24 25-32 33-40 41-50
4 6 8 10 12 14 16 18 20
T A S K DIFFICULTY LEVELS
Difficulty MORALE LEVEL MODIFIERS
ALLOWED Remain Stationary Move Charge Attack Prepare a Weapon
1" 1" 2* 3" 1 1"*
*Only one type of torso protection (doublet, shoulder scales, mail or breastplate) may be used. All other armor effects are cumulative. **A shield allows a player to block with two dice in addition to the blocking dice of any weapon used, or six dice if used by itself. If used by itself, the character uses his primary combat skill as a block number but may not riposte with any extra successful blocking dice.
Bashing Weapons Club Axe Hatchet
Value
Doublet Shoulder Scales Mail Breastplate Helmet Shield
Easy Moderate Difficult Formidable Impossible
Target Level Target Target Target Target Target
4 8 12 16 20
MOVEMENT
Factor
Crawl Walk
Dry Land Shallow Water Combined w/Attack* Swimming**
2 yds 8 yds 20 y d s + A g i l . Dice 2 yds 4 yds 10 yds + Agil. Dice NA 4 yds 10 y d s + A g i l . ' D i c e Swimming Skill Dice in yds
Runt
*Movement combined with'attacks reduces the hit number by 1 when walking and by 2 when running. **Swimming speed is reduced by 1 per 10 Ibs. carried and by I for adverse water or weathei" conditions, tCharging is a running action. See page 96 for its uses/effects.
TRAVELCHARTS ANIMAL TRANSPORTATION F O O T TRAVEL ~'a"-~I Miles/ Price/ Characters may walk either 10 or 20 miles per day, at their option (i Type Day Day 20 is chosen, below modifier applies.) Players may not march 20 miles Riding Animal 20 3s through mountain or swamp. Howdah 10 2s Fatigue: Roll Endurance attribute dice for an Easy task to avoid fatigue Wagon 10 2s when marehing by foot. Difficulty level is modified as follows: Coach 30 3s Marched additional 10 miles: + 1 level Encumbered: + 1 level for every 20 percent of body weight carried Human on Mars: + I level WATER TRANSPORTATION Human on Venus: +2 levels TABLE Mountains: + 1 level
Inland Waterway Miles/ Vessel Day Man-Powered 20-30 Wind-Powered 1D x 10 Steamer 50
Price/ CLIMBING ACCIDENT Day Roll Result 2d 1 Climb delayed. Subtract 1 from faces climbed in day. 3d 2 Climb delayed. Subtract 2 from faces climbed in day. 5d 3 Climb delayed. Subtract 3 from faces climbed in day. Open Sea 4 Climb delayed. No faces climbed in day. Miles/ Price/ 5 Injury. Treat as level 1 fatigue. Lasts for one week. No rock faces Vessel Day Day climbed in day. Wind-Powered 100 3s 6 Injury. Broken leg. Climber cannot walk or climb and must be carSteamship 200 5s ried up mountain. Cut number of faces per day in half (round fracNote: First-class passage costs five tions up) and add one to difficulty to avoid accident. Leg mends times the listed rate. in one month.
Roll 1 2 3 4 5 6
NAVIGATION HAZARDS MARS WEATHER TABLE Result Die Boat aground. 10 miles travel lost pulling it off. Roll Result Boat aground. One full day lost pulling it off. 1-4 Clouds Screw or rudder damaged. Speed halved until boat reaches port. 5-6 Windstorm Hull damaged. Two full days lost making repairs. Hull damaged. One die roll of days lost making repairs. Hull crushed. Vessel grounded to avoid sinking. Cannot be refloated AERIAL TRANSPORTATION unless a large work crew and a large vessel are brought to the site. TABLE Miles/ Price/ W E A T H E R EFFECTS TABLE Vessel Day Day Weather Visibility Travel Storm Zeppelin 300 10s Clear Unlimited No Effect None Steam Flyer 300 10s Overcast 1 mile No Effect None Kite 200-400 6s Mist 800 yards No Effect None Screw Galley, 200-300 4s Drizzle 400 yards No Effect Storm Long Boat 100-200 -Rain 200 yards Halved Storm Conveyor 100-200 -Torrent 50 yards Prohibited Severe Glider 400 -Windstorm 50 yards Prohibited Severe Aeroplane lO0/hr --
GDW
-A-CE TRAVEL CHARTS
THE INNER WORLDS (CISASTEROIDAL)
N A V I G A T I O N AIDS
"'"
Die Mod
Name
Orbit
Day
Year Diameter Circum. Gravity
Device
Mercury Venus Earth Luna Mars
36 67 93 0.3* 141
-23 24 28** 24
88 248 365 365 687
Orrery -- 1 Analytical Engine - 1 Astrogation Computer* -4 Telescope - 1 Improved Telescope** -2 Notes: The astrogation computer (*) is used instead of the orrery and the analytical engine, not in additionto them. The improved telescope (**) is used in place of the regular telescope. All other devices may be used together and their modifiers added.
3030 7526 7927 2160 4200
4760 40% 11,821 100% 12,457- 100% 3392 16% 6597 90%
THE OUTER WORLDS (TRANSASTEROIDAL)
Name
Orbit
Jupiter Saturn Uranus Neptune
480 900 1800 2800
Notes: Orbit is in millions of miles from the Sun, except that Luna's orbit (*) is measured from the Earth. Lengths of days are given in hours except that Luna's day (**) is 28 Earth days long. Mercury, since it is gravitationally locked facing the Sun, has no days. Years are given in Earth days. Diameter and circumference are given in miles. Gravity is the gravity at the surface as a percentage of that found on the Earth.
TURBULENCE/METEOR DAMAGE
COMMERCIAL SPACE TRAVEL
Die
Damage
Vessel
1-2 3-5 6-7
Injury Minor Major
Liner Cargo
Speed Price 2.5 2.0
P
I
~"
J
j
iH
It
nl
[ it I
.~L~
l i 1-I J
[
i" I ;L
i
:K,
1 2 3 4 5 6
Range (Miles) 10 100 1000 100,000 1,000,000 10,000,000
~
.
I Ill I I
Reliability
s s
[wt
I: "
HERTZIAN COMMUNICATORS
~
N--~]"
i
A TYPICAL C O M M E R C I A L E T H E R FLYER A. Gallery M. Bridge B. Dinning Room N. Engine Room C. Bar O. Steerage D. Library P. Greenhouse E. Kitchen Q. Officer's Stateroom F. Private Dining Room R. Captain's Quarters G. Head S. Captain's Day Cabin H. Billards Room T. Chart Room I. Stateroom U. Ward Room J. Promenade V. Air Lock K. Crew's Mess W. Petty Officer's L. Crew's Quarters Quarters
MARSENCOUNTERCHAR;FS V~/n Dry Canal Bed Encounter # 4 Die Roll 1 Caravan 2 Caravan 3 Bandits 4 Ruumet Breehr Herd 5 Gashant Herd 6 Nomad Hunters
M A R S WILDERNESS ENCOUNTERS Hills Swamp 2 2 Encounter Type Nomad Village Nomad Hunters Swamp Pirates Nomad Hunters Nomad Hunters Swamp Pirate Camp Nomad Hunters Bandits Ruumet Breehr Herd Gashant Herd Gashant Herd Cissawaan Eegaar Herd Eegaar Herd Green Koko Steppe Tiger Roogie Pack Knoe Shoshu
Steppe 3
MARTIAN AERIAL ENCOUNTERS Terrain Mountain Nonmountain Encounter # 2 1 Die Roll Encounter Type ! High Martian Galley Merchant Kite 2 High Martian Galley Merchant Kite 3 Flying Skrill Armed Merchant Kite 4 Eelowaan Small Warship 5 Great Kommota Large Warship 6 High Martian Hunters Pirate
ENCOUNTER DESCRIPTIONS FOR STATISTICS of animals see the Animal Charts on the back; for animal descriptions, see the section on animals for the relevant world. If an encounter is listed under more than one terrain type, look for its description with its first terrain type. MARTIAN
W I L D E R ~ ENCOUNTERS Bandits: A band of 30 bandits preparing an ambush for a caravan. They will immediately attack the characters and attempt to kill or capture them to prevent them from warning any nearby caravans. Caravan: A large caravan of perhaps 20 mumet brechrs carrying howdahs and protected by 20 guards mounted on gashants. Its members will be suspicious of the characters at first but will treat them with hospitality if the characters do not offend or threaten them. High Martian Hunters: A party of 20 High Martians on a hunt. They will attack the characters and attempt to kill or capture them. High Martian Galley: On a roll of 1-3 it is a small galley, on a roll of 4-6 it is a large one. It is either returning from or preparing to leave for trading or raiding. It will attack the characters and attempt to capture them. Lone Nomad: A nomad brave on his man-
NPC Type Bandit Pirate Swamp Pirate Merchant Thief Hill Warrior Hill Brave High Martian Caravan Guard Soldier Marine Traveller
~r Mountain 1
Desert 1
High Martian Hunters High Martian Hunters Flying Skrill Eelowaan Great Kommota High Martian Galley
Oasis Lone Traveller Lone Nomad Roogie Pack Lone Eegaar Lone Gashant
M A R T I A N STOCK Experience Marksman TrntExp 2 Exp/Vet 3 Trn/Exp 2 Grn 1 Grn/Trn 1 Exp/Vet 4 Grn/Trn 2 Exp/Vet 3 Trn/Exp 4 Trn/Exp 3 Exp/Vet 4 Grn/Trn 1
NPCS Att. Arms Phys Musket Phys Musket Phys Musket Ment Knife Phys Knife Phys Musket, Great Sword Phys Bow, Sabre Phys Bow or Pike Phys Rifle, Sabre Phys Rifle, Bayonet Phys Rifle, Sabre Ment Variable
hood quest, this lone nomad may attempt to steal spring. A caravan, nomads, or even bandits from the party at night, but he will not be other- could be camped around it (or lurking nearby). wise hostile. He may consent to travel with the Swmnp Pirates: Four small boats, each with characters for awhile and will help avoid them six pirates. They will attack and attempt to capa fight if they encounter other nomads. ture the characters. Lone Traveller: The lone survivor of a bandit attack, this wealthy merchant is suffering from M A R T I A N AERIAL ENCOUNTERS Armed Merchant Kite: One large merchant exposure and starvation and will reward the characters for helping him get home. Alternatively, kite as above, but armed with two heavy guns the traveller is an enemy dispatch rider~ anec- _ and a dozen marines. It will exercise caution centric European hunter, a lost explorer, a fugi- but will defend itself vigorously if attacked. tive from justice, a holy man on a cleansing soHigh Martian Galley: On a roll of 1-3 it journ, or any number of other possibilities. is a small galley, on a roll of 4-6 it is a large Nomad Village: A village of perhaps a dozen one. It will attack the characters and attempt families, either camped or on the move with their to capture their vessel. possessions carried on gashants. There will be Large Warship: One warship of the nearest 12 warriors and as many braves with the village. state. On a roll of 1-3 it is a galley, on a 4-6 They will react with suspicion toward the char- it is a kite. It will attempt to board and inspect acters but will probably not attack unless the the characters' vessel and will attack if resischaracters provoke them or have something of tance is shown. obvious value the nomads want. Merchant Kite: One unarmed large merNomad Hunters: A partyof six nomad braves chant kite which will try to flee if shown any led by two warriors. They will react to the char- sign of hostility and will be cautious anyway. acters with more curiosity and less restraint, as Pirate: On a roll of 1-4 it is a small ship, there is no village present which would be en- on a 5-6 it is a large one. On a second roll of dangered by a fight. If the characters are helpless, 1-4 it is a galley', on a 5-6 a kite. It will attack they may offer assistance; if they are well off, and attempt to capture the characters' vessel. Small Warship: One warship of the nearest they may ask for gifts or attack the characters. Oasis: At this oasis, the characters can find state. On a roll of 1-3 it is a galley, on a 4-6, life-giving water. The oasis may be relatively a kite. It attempts to board and inspect the charlarge or may be only a small pool, well, or acters' vessel and attacks if resistance is shown.
GDW
MARS AND EARTH ANIMAL CHARTS,: HUMAN NPCS
~n~Type
#App
ANIMAL
C H A R T : Mars
~ ,
Size
Move Wnds Save Weight (lbs.) Weapons Predators 10 1
Steppe Tiger
1
lx2
L50 t
Cissawaan Green Koko
1D • 10 1
1x 1
W202
1
1 x3
W20
3
Eelowaan
1
I x3
F40
3
Great Kommota 1
3 x3
F4O
Roogies Knoe Shoshu
1D x 3 1
1x 1 2•
IA0 W10
Flying Skrill
1D
2 x2
F503
Gashant
1D x 10
1 x2
L504
6
--
Ruumet Breehr Eegaar
1Dx2 1Dx10
2x3 1xl
L20 L605
20 2
1 -1
1500 i00 200
--
f --
200
Scavengers 1O 1 1 6
1 ton
- 1 --
600
Plant Eaters 4 . --
500
100
1000 5 tons 200
Teeth (2, 4, 0, 2), Claws (3, 3, 1, 1) Teeth (3, 2, 0, 1) Fangs (2, 3, 0, 1), Coils (2, 3, 0, 4) Fangs (1, 3, 0, 1), Coils (2, 3, 0, 4) Talons (2, 3, 3, 1), Drop (1, 1, --, 1D) Teeth (2, 2, 0, 1) Tentacles (4, 4, 3, 3), Sting (1, 2, 0, 1) Horns (1, 2, 2, 2), Talons (2, 2, 1, 1), Drop (1, 1, --, 1D) Teeth (1, 2, 0, 1), Tail (1, 2, 2, 1) Crush (1, 1, 3, 5) Horns (1, 2, 2, 1)
Notes: 1: The steppe tiger will only maintain this pace for two actions, after which he will become cautious and either retreat or circle for a better chance at an attack. He will always attempt to attack from less than 50 yards so as to immediately close the distance to his prey. 2: The cissawaan will only move half as fast on land. 3: Subtract 1 from the skrill's speed for every 10 pounds of weight carried. 4: Subtract 1 from the gashant's speed for every 20 pounds of weight carried. 5: The eegaar will tire after one complete game turn of running, and will slow to half its normal speed. Weapons:Characteristics are listed in the following order: number of hit dice, required hit number, reach, wound value.
H U M A N STOCK NPCS
NPC Type
Experience Marksman Att. Arms
Soldier Officer Merchant Explorer Hunter Scientist Administrator Anarchist Fenian Sailor Adventuress
Trn/Exp Exp/Vet Grn Trn/Exp Grn/Trn Grn Grn/Trn Grn/Trn Trn/Exp Grn/Trn Exp
4 3 1 3 5 2 9 2 ~3 4 2 3
Phys Phys Ment Ment Ment Ment Ment Ment Phys Phys Ment
Bolt Action Rifle Revolver, Sabre Revolver Revolver Hunting Rifle Light Revolver Light Revolver Light Revolver, Bomb Shotgun Cutlass Light Multibarrel Pistol
ANIMAL CHART: Earth Type
Horse Mule Camel Ox Elephant *Attack as a claw attack.
Size Move
Wnd
1 X2 1 x2 1 x2 1•
L60 L40 IA0 L20
6 4 5 8
2x3
L20
20
Save -
-
---1
Weight(lbs.) Weapons 1000 Hooves* (2, 2, 1, 1) 800 Hooves* (2, 2, 1,. 1) 1200 1500 3 tons
Horns (1, 2, 2, 1) Horns (1, 2, 2, 1), Crush (1, 1, 3, 5)
VENUSENCOUNTER CHARTS •
VENUSIAN WILDERNESS ENCOUNTERS Terrain Marsh Bog Highlands Encounter # 1 3 2 Die Roll Encounter Type Native Hunting Party Native Fishing Boats (Roll 2D.) .. 1 Native Raiding Party Native Trading Barge Giant Carnivorous Plant 2 Native Trading Party Brontosaurus Native Pirate Canoes 3 Native Trading Party Carnosaurus Brontosaurus 4 Pacyosaurus Stegosaurus Tyrannosaurus 5 Pterodactyl Ceratopsian Pterodactyl 6 Hadrosaurus 7 Pterodactyl 8 Native Hunting Party 9 Native Trading Patty 10 Native Raiding Party 11 Tyrannosaurus 12
VENUSIAN WATER ENCOUNTERS Terrain Ocean Shallow Sea Encounter # 1 2 Die Roll Encounter Type 1 Plesiosaurus Plesiosaurus 2 Icthyosaurus Ichthyosaurus 3 Giant Turtle Native Fishing Boats 4 Giant Octopus Native Fishing Boats 5 Giant Crocodile Native Trading Barge 6 "Sea Serpent" Native Pirate Canoes
ENCOUNTER DESCRIPTIONS FOR ANIMAL statistics see the Animal Charts on the back; for animal descriptions, see the section on animals for the relevant world. If an encounter is listed under more than one terrain type, look for its description with its first terrain type. VENUSIAN WILDERNESS ENCOUNTERS Lost European: Haggard and worn, this lost European has barely survived after his expedition became lost weeks ago. He will be grateful for help and may reward the characters for taking him to a civilized outpost. Alternatively, his outpost could have just been overrun by hostile Lizard-men, and it may be imperative that he reach a telegraph or main outpost quickly to warn the military and other European inhabitants nearby. He could
Mountain 1 Lost European Native Trading Native Trading Native Raiding Native Raiding Pterodactyl
Party Party Party Party
VENUSIAN STOCK NPCS Arms NPC Type Expernce Marksman Att. Hunter Grn 5 Phys Bow, Club Porter Grn 2 Phys Club Headman Trn 2 Merit Hatchet Merchant Trn 2 Ment Knife Guard Trn 4 Phys Bow, Spear Raider Trn/Exp 4 Phys Bow, Club Fisherman Grn 2 Phys Knife Pirate Trn/Exp 4 Phys Bow, Club Barge Crewman Grn 2 Phys Knife
also be a survivor of a Zeppelin ether flyer crash or a shipwrecked trader. Native Hunting Party: A dozen Lizardmen out hunting from small game to feed their village. They will react with suspicion but will not attack unless they are provoked or clearly have the upper hand. If approached with gifts, they may provide information in return. Native Raiding Party: Twenty armed Lizard-man warriors are intent upon raiding a human settlement. They will immediately attack the characters and attempt to kill or capture them. Native Trading Party: One or two village headmen, about 20 porters, and a dozen guards comprise this party of Lizardmen. They are bound for the human enclaves to barter rare plants for trade goods. They will not attack, and they offer to take the party to the enclave in return for an introduction and recommendation.
r . . . . . . . . . . . y y p,k I It',l%. ENCOUNTERS d] Native Fishing Boats: These native boats are two to 12 (roll two dice) small fishing boats, each with two or three Lizard-men fishing from them. The Lizard-men will not attack and will scatter and flee in the face of hostile action. They will be reluctant to help cha[acters in distress but will react with friendship to offers t)f gifts. Native Pirate Canoes: One to six (roll one die) pirate canoes approach, each containing four Lizard-men. They will immediately attack and attempt to kill or capture the characters. Native Trading Barge: This barge is a large Coy Venusian standards) merchant barge with 12 crewmen, a merchant, and six guards. They will react with caution but are willing to listen to any reasonable proposition. GDW
VENUS AND LUNA ANIMAL CHARTS, LUNAR NPCS
"~
t
ANIMAL
~a
CHART: Venus
Type
#App
Size
Move
Wnds Save Weight (lbs.) Weapons
Plesiosaurus
1D • 1
2• 6
W20
Ichthyosaurus Giant Turtle Sea Serpent Giant Octopus
1 1 1 1
1• 6 3• 1 • 10 3• 3
W30 Wl0 W20 W10
25 30 25 15
-2 1 --
Giant Crocodile
1
2x6
Wl0
25
1
10 tons
Pterodactyl Tyrannosaurus
1D • 1 1
2• 2x4
F30 L 16
1 40
-1
35 40 tons
Carnosaurus
1D x 1
1• 3
L24
20
--
5 tons
Brontosaurus
1D • 1
2• 6
L10
40
1
40 tons
Ceratopsian
1D•
2•
L10
30
2
20 tons
Stegosaurus
1
2• 3
L 10
25
1
10 tons
Hadrosaurus Pacyosaurus
1D• 1D• 1
1• 1•
Giant Carnivore
1
3 x3
L16 15 -L30 10 -Carnivorous Plants --= 10 --
M a r i n e Life 30 1
20 tons 10 40 20 5
tons tons tons tons
Teeth (1, 2, 1, 3), Tail (1, 1, 3, 3) Teeth (2, 2, 0, 3) Teeth (1, 2, 1, 6) Teeth (1, 2, 1, 4) Tentacles (8, 2, 3, 6), Stinger (1, 2, 0, 1) Teeth (1, 2, 1, 3), Tail (1, 1, 3, 2)
Predators
Talons (2, 3, 1, 1) Teeth (2, 2, 2, 6), Tail (1, 2, 3, 3), Crush (1, 1, 3, 6) Teeth (3, 2, 0, 3), Tail (1, 2, 3, 1), Crush (1, 1, 1, 4)
Plant Eaters
LUNAR
8 tons 1500 1000
0 3 3 ANIMAL
Type
#App
Size
Move
Lunar Rat Lunar Bat Caterpillar
1DX1 Swarms 1
Tiny 1 xl
L10 F40
1 x3
L10
Tentacles (10, 2, 3, 1), Stinger (1, 1, 0, 1)
STOCK N P c s
NPC Type Experience Marksman Arms Str Drone Grn Custodian Exp Specialist Vet
Teeth (1, 2, 2, 3), Tail (1, 2, 3, 3), Crush (1, 1, 1, 6) Horns (1, 2, 3, 3), Crush (1, 1, 1, 6) Tail (2, 2, 3, 3), Crash (1, 1, l, 6) Horns (1, 2, 2, 2) Horns (1, 2, 2, 1)
-1 Spear 1 Spear 1
A~l End Int 2 3 1 3 2 2 3 3 4
CHART: Luna
Wnd Save Weight (lbs.) Weapons 1
--
2
1 10
-1
2 1000
Teeth (1, 1, 0, 1) Swarm (8, 1, 0, 1) Fangs (2, 2, 0, 1), Coils( , , ,4)
~
l.iiJW
'SMALL-SCALE MAP
~
/
~
~
CHARACTER
~'t8~8J
-
Ptli.~e~-
1st Career.
~fWltnality~" 2nd Career WOUNDS Unconsciousness Str + End/2 PotentialWounds Str+ End Current Wounds
ATTRIBUTES AND SKILLS Strength Intellect Fisticuffs, Observation Throwing Engineering* Close Combat*
Science*
Trimsman*
Gunnery*
Agility Stealth Crime*
POSSESSIONS
Charisma Eloquence Theatrics.
Marksmanship*
Bargaining
Mechanics*
Linguisticst (tList languages below.)
Endurance Wilderness Travel*
Social Level Riding*
Fieldcraft
Piloting*
Tracking Swimming
Leadership Medicine
Native. Others
~'LANGUAGES Primary
INVENTIONS
RESEARCH AREAS The Ether Combustion Electricity Precision Machin. Biochemistry Power Production__ Transportation Optics
WEAPONS
RENOWN Heroism Science Exploration Military. Patriotic Service.__ MEDALS AND KNIGHTLYORDERS
*CASCADE SKILLS Trimsman Crime Aerial flyer Lockpick Cloudship Pickpocket Marksmanship Forger Pistol Engineering Rifle (includes carbines StructuralEngineering and shotguns) Naval Architecture Bow Explosives Mechanics Earthworks Steam Science Electricity Physics Machinist Chemistry Wilderness Travel Biology Mountaineering Geology Foraging Archaeology Mapping Gunnery Close Combat , Muzzle-LoadingCannon Edged W e a p o n Breech-Loading Cannon Pole Arm Machinegun/Rotary Cannon Bashing Weapon Exotic Weaponry Riding Piloting Horse Aerial Flyer Camel Cloudship Elephant Zeppelin Gashant Interplanetary Ether Flyer Ruumet Brechr Sailing Vessel Flying Skrill Steam Vessel Pacyosaurus Submarine
~
CHARACTER FACES
k~
ADDITIONAL DEFAULT S K I L L SWIMMING IS an additional default skill for the Endurance attribute in much the same way that Throwing is for Strength. Each player starts with a Swimming skill equal to half his Endurance attribute (rounding fractions down). HEALING WOUNDS TWO SPECIAL aspects of recovering from wounds are encountered in an adventurer's career: recovering consciousness and recovering from unarmed, hand-to-hand combat damage. The standard healing rule is also reprinted here, for your convenience.
Recovering Consciousness
he spends unconscious above the base time given in the table. For example, Carstairs has an Endurance of 5 and a Strength of 3. He will lose consciousness if he takes four wounds. Unfortunately, Carstairs has. a nasty encounter with a tyrannosaUrus and in one attack is bitten for six wounds. If he had taken four wounds, he would recover consciousness in four turns (two minutes). Because he has taken six wounds, it will take him 20 extra turns to recover consciousness, for a total of 24 turns (12 minutes) before he is conscious again. After a character recovers consciousness, he maintains the same wound level at which he lost consciousness (subject to normal healing). If he engages in combat or any other activity which wounds him again, he immediately loses consciousness Once more, and the new wound total is used to calculate when he will once again regain consciousness.
AFTER A character takes wounds equal to the average of his Strength and Endurance (rounding up), he loses consciousness. If the character has taken just enough wounds to make him lose consciousness, then Normal Healing he will recover consciousness in 20 turns divided by his Endurance, WOUNDS WILL heal normally at rounded to the nearest whole num- the rate of one wound every two days ber: spent resting and under medical care. If a character is travelling or sufferRECOVERING ing from fever, wounds heal at the CONSCIOUSNESS rate of one per week. Endurance Turns Minutes Temporary Damage 1 20 10 2 10 5 ALL SUCCESSFUL unarmed 3 7 3.5 melee attacks from kicks, punches, 4 5 2.5 or even head butts inflict one wound. 5 4 2 However, this damage is actually, 6 3 1.5 for the most part, temporary damage due to stunning, bruising, and pain. For every wound a character has Half of all wounds caused by untaken beyond the average of his armed melee attacks (round fractions Strength and Endurance, add 10 up) are actuaUy temporary damage. turns (five minutes) to the time which Temporary damage "heals" at a rate
of one wound every two hours (longer, at the referee's discretion, if constant strenuous activity is being undertaken, but never longer than one wound every five hours). If a character receives enough wounds so that he would die while he is still recovering from temporary damage, he does not die. Instead, he is unconscious until enough of the temporary damage has healed to bring his wound total down under the point at which he would die. For example, Eileen, whose Strength is 3 and whose Endurance is 4, was roughed up by some dastardly Fenians an hour ago and took three unarmed combat wounds, two of which are temporary damage. Now she is bitten by a giant turtle and takes six wounds. Nine wounds would normally kill Eileen, but since she is still recovering from temporary damage, she is instead unconscious for three hours. When she awakens, she will have seven wounds and will undoubtedly seek immediate medical attention. TASK ATTEMPTS AT Z E R O SKILL LEVEL IF A CHARACTER wishes to do something which is resolved by the use of a skill in which the character has no skill (zero skill level), consider the overall situation. If the character can present a good reason for making the attempt, such as just having seen someone else perform the task, and if the situation is an emergency, the referee may institute this procedure: The player makes a quick roll against the attribute under which the skill falls. If the roll is successful, the referee awards the character with a skill level of 1 in that skill and allows the character to at-
tempt the requisite task with this skill level. When the current adventure or episode is finished, the experience point which this skill would have cost to purchase is deducted from the number of experience points which the character receives. THROWING EXPLOSIVE W E A P O N S EXPLOSIVES WHICH can be thrown include dynamite, the infamous anarchist's "black bomb," and (for the daring or foolish) nitroglycerin. Grenade-like thrown weapons include bottles of alcohol or oil rigged to ignite on impact (firebombs), and bottles of strong acid. To attack with an explosive or grenade-like weapon: (1) Determine the range, in yards, to the object. The referee's decision is final. (2) Roll the task to throw an object for accuracy. (3) Determine the explosive power of the object by consulting the Thrown Explosive Weapons Table, or the "Combat" and "Equipment" chapters of Space: 1 8 8 9 . (4) Determine the burst size by consulting the Explosive Burst Size Table. (5) If the task roll is successful, the weapon hits exactly where desired. All people in the burst area are knocked down. Roll a die for each character or NPC in the burst area. A result of 2 or under is a hit. If a character is hit, he takes a number of wounds equal to one die roll for each level of power of the explosion and is knocked out by the blast. Characters may make a save to avoid being hit. The save number is 1, modified by any cover modifiers which may apply (see the Small
Arms Saving Throw Modifiers Table). If the die roll indicates a hit by an explosive weapon, but a save is made, the character must make a second, identical save. If this save is failed, the character takes 1D6 wounds from the fragments kicked out by the explosion, tf the save is made, no wounds are taken. Certain grenade-like weapons have special attack and damage effects. (6) If the task roll is unsuccessful, the weapon deviates by a die roll in yards. Roll a die, reroUing a 5 or 6. If the result is a 1, the weapon went long. On a 2, it landed to the right of the target. On a 3, it was short, and on a 4, it landed to the left. Throw An Object For Accuracy: The range of the target, in yards, is the target number. Roll Throwing dice. If a character has a Throwing skill of 0, he has a skill level of 1/2 for the purposes of rolling this task (he rolls a die and divides the result by two). The distance the object is thrown is three times the dice roll divided by the weight of the object in pounds. (This formula has been condensed on the Thrown Explosive Weapons Table.) If the target number or greater is rolled, the task succeeds. Dynamite: If multiple sticks are thrown together, they must be fastened together and fused to ignite simultaneously. Roll a die when dy, namite is thrown by characters with no Explosives skill: On a 2-5, nothing unusual occurs. On a I, the fuse is short, and the dynamite goes off midway to the target. On a 6, the fuse is long, and characters in the burst area may take two allowed actions before the dynamite goes off. (They may run or even try to throw the dynamite back.)
Black Bomb: Black bombs are composed of a one-pound casing a n d three pounds of gunpowder. If someone with no Explosives skill fuses one, follow the procedure under "dynamite." Nitroglycerine: To move nitroglycerin hastily is extremely dangerous. If it is thrown, roll a die: On a 1-2, it reaches the target before exploding. On • 3-5, it explodes midway to the target. On a 6, it blows up in the throwing character's hand. Firebomb: Firebombs are glass or ceramic bottles filled with flammable liquids which have been prepared with a lighted wick to ignite on impact. When a firebomb breaks, it ignites flammable substances like paper, cloth, or wood, which may burn on after the firebomb has burnt out. Characters in the burst radius of a firebomb are not knocked down. Characters hit by a firebomb take one wound the first turn they are alight, two wounds the second turn, and one wound the third turn. The firebomb then burns out. Characters may move out of the fire, roll on the ground, or take other actions to extinguish themselves before the full course of the damage has been run. However, if a character misses his save, at least one wound will be taken. Strong Acid: Strong acid will dissolve substances it reacts with, but it takes awhile to work. Characters in the burst radius of strong acid are not knocked down. A character hit by strong acid takes no damage the first turn, one wound the second, and two wounds the third. The fourth turn he is totally incapacitated by pain for 2D6 turns (he can take no actions). This sequence may be broken by prompt medical attention, flushing out the wound, or neutralizing the acid. __
GDW
\
=
\ \
\\
Three Faces
\,
VENUS I HIGHLANDS
"pd.ATEAff ..k "X"X
~
0
1000.
200~b
3000
/ /
!
\
\
\ \ /
\,
/
/
/
/
/
/
/
/
/
/_
/
/
",\
/,
!
/
/
\\
/
/
/
/
:
~"///
/
/
9
/ /
/
/ /
~
/
/%
~ ~
/
\
: