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Dokumen - Tips Ice9004 Spacemaster Companion II 2018-04-28 RM Rolemaster Spamco I Space Master

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100% found this document useful (1 vote)
280 views10 pages

Dokumen - Tips Ice9004 Spacemaster Companion II 2018-04-28 RM Rolemaster Spamco I Space Master

Uploaded by

Bede Rogerson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SPACE MASTER COMPANION II "
1.0 Introduction.................................................................... 2 7.0 Cybernetics (SB) .......................................................... 47
1.1 Notation ................................................................ 2 7.1 Installing Cybernetic Parts and Systems ............. 48
1.2 Referencing Rolemaster Products ......................... 2 7.2 Cybernetic Limbs ................................................ 49
2.0 Professions (SB)............................................................ 3 7.3 Cybernetic Senses ............................................... 50
2.1 Combat Engineer ................................................... 3 7.4 Cybernetic Skin Replacement .............................. 51
2.2 Black Market Merchantfsmuggler ......................... 3 7.5 Cybernetic Full Body Replacement ...................... 53
2.3 TinkererlScavenger ........................................ 4 7.6 Cyber Body Systems ........................................... 53
2.4 AndroidIRobot Hunter ........................................ 4 7.7 Cybernetic Options and Enhancements ............... 54
2.5 Psychot ................................................................ 4 7.8 Other Cybernetic Units and Systems ................... 61
2.6 Bounty Hunter ....................................................... 5 7.9 Dark Space Softech and Cybernetic Components 61
3.0 Combat Options (TA)...................................................... 6 8.0 New Standard Equipment............................................ 63
3.1 Extensive Damage Beyond Mark # Limits .............. 6 8.1 Combat Equipment (TA, RH, DB, KL) .................. 63
3.2 Natural Stunner Resistance ................................... 6 8.2 Neurological Equipment (TA) .............................. 72
3.3 Powered Tools in Melee ........................................ 7 8.3 Miscellaneous Equipment (RH. KL) ..................... 74
3.4 Vehicular Impact ................................................... 7 9.0 Variant Equipment (SB)............................................... 76
3.5 Damage to Personal Equipment ............................ 8 9.1 Wever-Tech ......................................................... 76
3.6 What of Arms Law? ............................................... 8 9.2 Galactic Assault Weapons ................................... 79
3.7 Melee and Two Targets ......................................... 9 10.0 Bioengineered Equipment (BC)................................... 84
4.0 Psion Options............................................................... 10 10.1 "Softech" Items ................................................... 84
4.1 Psions for the Non-Telepath (TA) ........................ 10 10.2 Grafts .................................................................. 64
4.2 PsionISpell Level Variability (TA) ........................ 12 10.3 Brain Buds ........................................................... 85
4.3 Extraordinary Psion Failure (TA) .......................... 12 10.4 Pseudo-Symbionts ............................................. 86
4.4 Optional Psion Lists (LL) ..................................... 13 10.5 Tools of the Softechnician ................................... 91
file
5.0 Psifire (LR)................................................................... 15 11.0 Miscellaneous Options................................................ 93
5.1 Determining Disciplines ...................................... 15 11.1 Facts About Force Fields (TA) .............................. 93
5.2 Developing Disciplines ........................................ 15 11.2 Gravity and Maneuvers (TA) ................................ 94
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5.3 Disciplines and Capabilities ................................. 16 11.3 Vehicular Maneuver Encounters (ll) ..................95
5.4 Resolving Discipline Effect .................................. 19 11.4 Radiation in Space Master (RH) .......................... 95
5.5 Standard Disciplines ............................................ 19 11.5 Life in Space (BC) ................................................ 98
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5.6 Psychic Skills ...................................................... 33 12.0 Tables......................................................................... 103


5.7 Talents ................................................................ 34 12.1 Microwave Critical Strike Table (RH) ................. 103
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5.8 Bonus Items ...................................................... 35 12.2 Power Tool Fumble Table (TA) .......................... 103
5.9 The Mental Plane ................................................. 36 12.3 Power Tool Attack Table (TA) ............................ 104
6.0 Alternate Development of Skills (RC)..........................38 12.4 Power Tool Critical Strike Table (TA) ................. 105
6.1 Introduction........................................................ 38 12.5 Powered Armor Critical Table (TA) .................... 106
6.2 Impact ............................................................... 38 12.6 Disintigration Critical Strike Table (RH) ............. 107
6.3 Skill Development ................................................ 38 12.7 Neuro Critical Strike Table (RH) ........................ 108
6.4 Academic Development Option ........................... 39 12.8 Teleporter Results Table (TA) ............................ 109
6.5 Skill Descriptions ............................................... 39

Designers: Sanford Berenberg. Lem Richards. Bruce Cordell. Cover Art: Richard Hescox
Thomas Arnold. Ross Henton. David Blank. Tim Taylor. Interior Art: Dan Smith
Leo LaDell. Kieth Locke. Rick Cross
ICE Staff: Sales Manager: Deane Begiebing;
Editor Developers: Monte Cook. John Curtis Managing Editor Coleman Charlton;
Project Specific Contributions: President: Peter Fenlon; CEO: Bruce Neidlinger;
Art Direction: Jessica Ney-Grimm; Editing. Development & Production Staff: John Curtis.
Cover Graphics: Terry Amthor; Jessica Ney.Grimrn. Nick Morawitz;
Page Design. Layout. and Pagemaking: John Curtis; Sales. Customer Service & Operations: Heike Kubasch.
Paste-Up: Katherine Beggarly. Nick Morawitz. Mike Reynolds; Dave Platnick;
Editorial Contributions. Coleman Charlton Shipping Staff: Dave Morris. Daniel Williams

Copyright O 1994 by lron Crown Enterprises All rights reserved No reproductions without authors' permission.
Produced and distributed by lron Crown Enterprises. Inc. P.O.Box 1605 Charlottesville. Va., 22902.
.
Printed in USA First US Edition. 1993
ISBN 1-55806-1 87-8 Stock #9004
The material in Space Master Companion
Once again we find ourselves with a Space Master Companion full of new material, new Iloften uses the standard referencing notion
ideas, and new options. As you can see by leafing through this book, it is quite different from for ICE products.
its predecessor, Space Master Companion I.TM While that book focused primarily on new SM - Space MasterTM(2nd edition)
character creation options, professions and skills, this book focuses on new telepathy
RM- Rolemaster
techniques, equipment, and science.
A book of new equipment is an easy thing for a GM to deal with. Each separate weapon SpaMCo I- Space Master Companion I
or device can be allowed or discarded by the GM, at his whim. They are also easily altered PB- Player Book (in SM)
to fit into various campaigns or power levels. If something seems unbalancing, the GM can
GMB- GM's Book (in SM)
make it very expensive, illegal to possess, or it can be disallowed altogether.
The entirely new psychic system, Psifire, will enchance any game, and make telepathy a TB- Tech Book (in SM)
totally uniqueability. Unlikethecurrentsystem, it is notatall like RolemasterTMspellcasting. RMCl- Rolemaster CompanionTM
There's a lot contained in this book. Something to please just about every GM and player.
Enjoy.
REFERENCING
ROLEMASTER PRODUCTS
Though this book is about SM, we must
not forget that the game evolved from ICE'S
fantasy role playing game, RM. As a result,
the material in SpaMCo I1draws heavily on
the series of RMCs, as well as the core R M
file
rules. When articularsection of this product
references to an RMC installment or an R M
book (like SpellLawor Arms Law), what are
you supposed to do; particularly when you
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do not own the product in question? Wellrst


of all, do not panic!
We have found that most SM players
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know a lot about RM, because they got into


that system first. But, if you are one of the
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few who play SMto the exclusion of RM, just


ignore those sections that reference R M
products. This is an optional rules
compliation afte all. Think of the RM-refer-
enced rules as more optional than the oth-
ers-you do not need them. If you think this
is a cheap cop-out and that all relevant and
previously published RMC material dhave
been included in this product, imagine all of
the otherrmation we would have had to axe-
out of this product. It wouldhave been quite
a bit, and many consumers would have been
upset about buying rehased material.
So do not get mad thinking you are forced
to go out and buy some other books just to
get a few small references. Forget about
thorn lnctoarl .,, nc nII tho
,,,v.uuu, f n r ~ ~
n , I . v nP\,v rn-+-i-l
I . . a ~ ~ ~ ~ a ~
appearing here.
NOTE: For readabll~tvpurposes, these
rules use the stnriclnrrlmnscullne pro-
nouns whrn Irtrr rinn to persons of
uncrrln~norritiiv 111slrch cases, these
pronounc ,rrrl ~irtrntirdto convey the
n i t v ~ ~ i n fItr'/~:/rc1,
l~: Irrt/h~rn,etc.
those people he deals with,
*the local government's stance on the goods
PROFESSlONS All Technics and Astronautic sk~llcosts
are that of an Engineer. All Combat and
he trades,
General skill costs are those of the Explorer. the degree of local law enforcement,
All other primary and secondary skill costs competition from other traders,
are the same as for an Arms Tech. who he hires and how loyal they really are.
COMBAT ENGINEER In this profession, there are no joy rides.
This profession is practiced at overcom- Often, careers are more dangerous than the
ing obstacles to allow others, including him- BLACK MARKET Galactic Marines. Merchant/Smugglers re-
self, to get reach a destination. If there was ceive t 2 per level bonus to the following
a river to cross, the Combat Engineer would
MERCHANTISMUGGLER skills:Trading, Advertising, Propagandaand
build a bridge or otherwise ford it. If there Administration. They also receive t1 per
This profession deals with operating the level bonus to N-Space Piloting and N-Space
was a ship to board and capture, the Combat 'ins and outs' of both local and interplanetary Astrogation. The prime requisites of this
Engineer would ensure that that ship's bulk- governments, customs agencies and espe- profession are Empathy and Presence.
heads were taken down and his ship se- cially in the black Market. A BM Merchant1
curely moored to it. He makes the best use of Smuggler, whether working within the law All primary skills, except Combat and
his immediate surrounding environment. Weapon skills, are developed as an Explorer.
or not, must have great foresight and knowl-
A Combat Engineer specializes in re- edge about where he travels and who he an Combat and Weapon skills are developed as
sourcefulness. They are also adept in demo- Entertainer. All other primary skills and
deals with. His main goal in is to make
litions,engineering and combat. When work- money. He buys goods from manufacturers secondary skills are developed as a Crimi-
ing alone, or in small groups, he excels at nologist.
(or some other not-so-noble source), then
infiltration. sells them to others, at a profit. Though this
This profession receives t1 per level in all sounds simple, the Merchant or Smuggler
engineering skills and outdoor skills. The has many things to consider. For example,
prime requisites of the Combat Engineer are
file
Intuition and Reasoning.
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2.3
TINKERERISCAVENGER
The TinkererIScavenger specializes in
jury-rigging mechanical and electrical com-
ponents (i.e., unorthodox repairs and modi-
/
2.4 1 --
ANDROID/ROBOT HUNTER
One who is trained to both detect an-
droids and find runaway robots (as well as
how ?o properly dispose of both). The An-
1
2.5 1
PSYCHOT
One who has driven both his mind and
body to the edge with extreme dosages of all
types of drugs and med tabs. The Psychot is
fications). He also builds machines and other droid,'5obot Hunter learns toe psyche of not without reason, though. Through the
technological marvels from scratch, using these synthetic be~ngsto better understand medium of these narcotics, synthetic de-
whatever he can find as parts. When the them and the~rmotives. Those who excel at signer drugs, hallucinogens and other pow-
proper material is not available, he finds this profession can tell the difference be- erful medications, the Psychot pushes him-
file
whatever else will work instead. tween a human and andrbid without the use self to greater physical and mental ability for
This is a dangerous profession; one wrong of a scanner, though it takes time. they limited durations.
wire connection and it could be time to retrre, receive +I per level when attempting to
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permanently. The Tinkererfscavenger's identify an android.


prime requisites are Intuition and Empathy. Part of this knowledge possessed by this
They receive t3 per level to all Gimmickry profession deals with the understanding of
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skill rolls and t1 per level to all mechanical, how both androids and robots are con-
item and device skill rolls. structed and how they work. Many build
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All Engineering and Technical skills are robots and androids as a hobby, others
developed as a Systems Tech. All General despise them and will have nothing to do
skills are developed as a Criminologist. All with them, even "off-duty."
other skills are developed as an Anarchist. The prime requisites of an AndroidIRobot
Hunter are Empathy and Memory. This pro-
fession receives +I per level on all robots
and cybernetics skill rolls. They buy Ambush
at half cost for use against robo!s and an-
droids.
The AndroidIRobot Hunter develops Per-
ception, Engineering and Technical skills as
an Investigator. All other skills are developed
as a Law Enforcement Officer.
Psychots have succeeded in super-hu-
man feats of strength, speed, damage resis-
tance and psionic ability (with the proper
drugs). Unfortunately, the life of a Psychot is
extremely fast and extremely dangerous (his-
tory has never recorded one living past the
age of twenty five). They live on a razor's
edge, constantly fearing a lethal overdose or
rehab.
The GM and the player may wish to dis-
cuss various addictions and special abilities
gained from this dangerous and deadly drug
abuse. This can be done by tailoring the
Background Options to fit the character and
the unique profession.
The prime requisites of the Psychot are
Constitution and Self Discipline. They re-
ceive +3/level in DrugTolerance and all Medi-
tation skills. All Medical skills are developed
as a Physician. Body Development is devel-
oped as an Armsman. All other skills are
developed as an Anarchist.

2.6 P
BOUNTY HUNTER file
One trained in the tracking, subduing and
or elimination of others. The Bounty Hunter
is no more than a semi- civilized mercenary
working within society. No two bounty hunt-
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ers workalike. Some have honor and care for


their quarries, seeing them safely to their
destination. Others only see those they seek
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as a month's rent or a needed repair for their


space ship.
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Bounty Hunters receive t2,level to all


Tracking, Read Tracks and Subduing skill
rolls.
All Combat and Perception skills are de-
veloped as an Explorer. All General and Sub-
terfuge skills are developed as a Criminolo-
gist. All other skills are developed as an
Armsrnan.
-
COMBAT OPTIONS I he rlurnoers je.g., every 5, every 10,
etc.) represent the total amount of the roll
gets are more susceptible to the effects due
to the smaller mass for dispersal.
over the maximum Mark limit represented . - determine
To - - .- . - resistance.
.- ... .. examine the

3.1 1
EXTENSIVE DAMAGE
I on the attackchart. For eachfull increment of
this amO~nt,damage is increased by One.
1 Example: A Bounty Hunter is snacking
1 character's natural body The aver-
aoe weioht ranae is that area in which there
$11 be no modiiiers. For humans, this range
with a Mark 2 small Projectile versus will be from 120 to 180 pounds. For every 20
BEYOND MARK# Armor Type 4. Based on the attack chart, pounds of natural body weight above this
LIMITATIONS the character cannot roll a total attack range, the PC will gain a natural stunner
greater than 105. If the PC has a total roll resistance of t 5 to DB. (e.g., A PC with a
In a combat situation under SM rules, of 185, this isa totalof 80greater than the natural body weight of 220 pounds will have
each weapon has an absolute limit for dam- 105 maximum. This would mean that an +I 0 DB vs stunners).
age. That point which no roll can possibly additional 10 concussion hits are sus- However, anyone less than 120 pounds
exceed no matter how high the total roll. Five tained (80 divided by 8), and the critical suffers an adverse effect. Although DB will
overloads made at point blank range, with a will be increased by one severity level. remain unaffected, the damage incurred will
computerized t 2 0 laser targeting system, Versus AT 4, at 105 the result is 11C. be greater. For each 20 Ibs less than the

-
still cannot exceed 8 hits and atype C critical Therefore, the new result is a total of 21 specified range, all critical results will be
when done with a Mark 1 projectile versus a hits and a D critical(21D). However, if the increased by one category, and hits will be
completely unarmored foe, or even less for GM wanted to use the simple side, an increased by 10%. The DB will not be af-
other armor types. additional 26 hits are sustained, and the fected because the smaller person does not
Any weapon should be allowed the op- critical is still increased by only one se- become easier to hit, just easier to hurt.
portunity to kill if damage can be done. If it is verity, (1 1C becomes 370). However, for those larger folks, the natural
possible to do damage, it should be possible resistance will be dropped by -5 for each
to do a critical, and if it is possible to do a Mark of stunners greater than 1. For ex-
critical, it should be possible to kill. Although 3.2 ample, a person of 220 Ibs would have a t 1 0
file
it might be a lot more difficult to additional
damage and criticals, it should at least be
possible. The following is a chart which will
1i NATURAL STUNNER
RESISTANCE
vs a Mark 1 stunner, but only t 5 vs a Mark 2
stunner, and t O vs a Mark 3 stunner. Al-
though modifiers could be made for smaller
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provide guidelines based on the amount of PCs and larger powered stunners, why not
the total roll over the Mark limit, to determine Stunners operate by pulsing electromag- give them a break, don't they suffer enough?
additional damage and highercriticals.There netic radiation at theirtargets, and spreading However, if the GM insists on using such
throughout the nervous system from the modifiers, it is suggestedthatwith the higher
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are four columns: two for additional hits,and


two for additional criticals. One column in point of impact. As the pulses spread, they powered stunners, only hits should continue
tend to lose power and therefore lose effect.
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each pair is a smoothed range, providing a to be modified. Otherwise, some little guy
greater degree of difficulty for lower Mark Because of this, a larger target tends to be will always take an E stun critical every time
weapons. The second column may be used less Prone to Stunner effects. The greater he's winged by a Mark 5 stunner. For every
to simplify the entire procedure and use a massprovidesalargervolumethroughwhich Mark above 1, increase the hits by an addi-
standard adjustment for all weapon Mark #s.
I tional
5%.

EXTENSIVE DAMAGE CHART

Additional Hits Additional Criticals


Mark level Smoothed Simple Smoothed Simple
Mark I every 10 every 3 every 70 every 50
Mark II every 8 every 3 every 65 every 50
Mark Ill every 6 every 3 every 60 every 50
Mark lV every 5 every 3 every 55 every 50
Mark V every 3 every 3 every 50 every 50
Example: A little guy, who has a natural Such problems are reflected in an En-
body weight of 80pounds,is hit by a Mark cumbrance Modifier applied to attack rolls IMPACT AVOIDANCE CHART
3 Stunner. This PC is two brackets under made with such weapons. (Refer to the
the 120 lower limit. He will suffer an Weapon Chart in Section 8.0). The list only Vehicle's Maneuver
additional 10% hit increase for each in- shows the relatively compact tools (or tools Speed (kph) Difficulty
file
crease in Marklevel. (120- 80=40and40 which may have some movement around a 01-05 Routine
divided by20 pounds = 2 brackets below base unit. e.g., Arc Welder depending on 06-15 Easy
lowerlimit. 2xthe+5% increaseis + lo%.) how powerful it is: there are no High Velocity 16-25 Light
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However, the PCalreadysuffers+10%vs Earth Drills, Jack Hammers, Heavy Indus- 26-50 Medium
the standard stunner. Therefore, the PC trial Equipment, or Mass Mining Equipment, 51-70 Hard
will now suffer a 20% increase in hits etc.) Although there is no reason why modi- 71-1 00 Very Hard
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sustained by a Mark 3 stunner. fiers and charts could not be determined for 101-130 Ext. Hard
much larger weapons. However, some of the 131-200 Sheer Foliy
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larger equipment might be more likely to be 201+ Absurd


3.3 i incorporated into Armored Assault, or per-
haps Star Strike if the circumstances fit the Example:A characterseesavehicleround
POWERED TOOLS situation. the corner, and he realizes that he is in
AND MELEE danger when the engine races and the car
Something which was completely over- 3.4 c accelerates. The vehicle approaches at
120 kilometers per hour (a + 120 attack).
looked in the Tech Book's combat material VEHICULAR IMPACT This is an Extremely Hard Maneuver for
was the opportunityfor using powered tools the character to avoid being hit. However,
in combat. When times get desperate, and There are no guidelines for using a ve-
hicle to injure a person, and hit and runs are the character has two second to prepare/
no normal weapon can be found, why not a run, reducing the difficulty level by 2
truly devastating chainsaw if it is available? not exactly uncommon. Some simple rules
categories (bringing it down to a Hard
Powered tools, especially saws, become of thumb will help determine damage from
Maneuver). He rolls on the Hard Maneu-
extremely scary when used in melee. How- such a situation. First of all, determine how
fast avehicle is going in miles per hour. This ver Chart and the GM decides that it
ever, they are not designed for combat use, makes sense to add his Agility modifier to
the result being that they are very bulky and velocity will be the pilot's bonus on the
combat chart. However, the target will get a the roll as well. The total maneuver roll,
off-balance, not to mention just plain heavy! with modifiers, is 78. On the Hard Maneu-
I maneuver to reduce the effects of the attack.
The maneuver's difficulty will be determined ver column, this is a result of 50. That
result from the Maneuver Chart is applied
by the velocity of the vehicle, and how many against the oncoming vehicle (that is, the
seconds the PC has to react before it collides
with him. character's DB is increased by 50).
All Vehicular Impacts aremade on the
Each second that the target character has FallICrushattack chart. If an attack results in
to preparefor thevehicle, he may reduce the multiple criticals, the primary critical is an
difficulty level by one category. Impact and the secondary is a Crush.
I
-W n ~ p o n 1 2 3 4 5
ARMS LAW VS SPACE MASTER ARMOR CHART

6 7 8
Armor Tye
9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
I\:I~P
f 171 -0 -0 -0 -0 -0 -5 -5 -15 -20 -25 -30 -35 -25 -30 -30 -35 -35 -40 -45 -50 -80 -100 -110 -120
I!,~ttIrAXC -0 -0 -0 -0 -0 -0 -5 -5 -5 -5 -10 -1 5 -10 -1 5 -1 5 -20 -15 -20 -25 -30 -50 -60 -80 -100
I!oI;I -0 -0 -0 -0 -0 -5 -15 -20 -15 -20 -25 -30 -20 -25 -25 -30 -25 -30 -35 -40 -65 -90 -105 -115
I l r ond Sword -0 -0 -0 -0 -0 -0 -5 -5 -5 -5 -10 -15 -10 -1 5 -1 5 -20 -15 -20 -25 -30 -55 -65 -75 -1 10
CIIII) -0 -0 -0 -0 -0 -5 -10 -1 0 -1 0 -15 -15 -20 -15 -15 -1 5 -20 -1 5 -20 -30 -35 -60 -80 -1 00 -1 15
Composite - Bow -0 -0 -0 -0 -5 -5 -15 -15 -15 -20 -20 -25 -20 -20 -20 -25 -20 -25 -35 -40 -60 -80 -100 -115
Dn~q~r -0 -5 -0 -0 -5 -10 -15 -20 -1 5 -20 -25 -30 -20 -25 -25 -30 -25 -30 -40 -45 -70 -1 00 -1 10 -1 20
Fnlcti~on -0 -0 -0 -0 -5 -5 -10 -10 -10 -10 -15 -20 -10 -1 5 -15 -20 -15 -20 -30 -35 -55 -65 -75 -1 10
-Flml -0 -0 -0 -0 -0 -0 -5 -5 -5 -10 -10 -15 -10 -1 5 -15 -20 -1 5 -20 -30 -35 -50 -60 -80 -1 10
Hand Ax -0 -5 -0 -0 -5 -10 -15 -15 -15 -20 -25 -30 -20 -25 -25 -30 -25 -30 -40 -45 -70 -90 -1 10 -120
Peavy Crossbow -0 -0 -0 -0 -0 -0 -5 -5 -5 -5 -10 -15 -1 0 -1 5 -15 -20 -1 5 -20 -30 -35 -50 -75 -95 -105
Jnvelrn
- -
-0 -0 -0 -0 -0 -5 -10 -15 -10 -1 5 -15 -20 -1 5 -20 -20 -25 -20 -25 -40 -45 -70 -90 -1 10 -120
Lance -0 -0 -0 -0 -0 -0 -10 -1 0 -10 -10 -1 5 -20 -1 5 -20 -20 -25 -20 -25 -35 -40 -65 -85 -105 -1 15
L~ghtCrossbow -0 -0 -0 -0 -5 -5 -1 0 -1 5 -1 0 -15 -20 -25 -20 -20 -20 -25 -20 -25 -35 -40 -55 -80 -1 00 -1 15
Long Bow -0 -0 -0 -0 -0 -5 -10 -10 -10 -15 -15 -20 -15 -20 -20 -25 -20 -25 -30 -35 -55 -75 -95 -1 10
Mace -0 -0 -0 -0 -0 -0 -5 -10 -5 -10 -15 -20 -10 -15 -1 5 -20 -1 5 -20 -35 -40 -55 -65 -85 -1 15
Maln Gauche -0 -5 -0 -0 -5 -1 0 -1 5 -20 -1 5 -20 -25 -30 -25 -30 -30 -35 -30 -35 -45 -50 -70 -1 00 -1 10 -120
.-
Morning Star -0 -0 -0 -0 -0 -0 -5 -5 -5 -10 -1 0 -1 5 -10 -15 -1 5 -20 -1 5 -20 -30 -35 -50 -60 -85 -1 15
Pole Arm -0 -0 -0 -0 -5 -5 -10 -1 5 -10 -15 -1 5 -20 -15 -20 -20 -25 -20 -25 -40 -45 -65 -90 -1 10 -120
Quarterstaff -0 -0 -0 -0 -0 -0 -10 -15 -10 -1 5 -15 -20 -1 5 -20 -20 -25 -20 -25 -35 -40 -65 -85 -105 -1 15
file
Rapier -0 -0 -0 -0 -5 -5 -1 0 -1 5 -1 0 -1 5 -20 -25 -20 -25 -25 -30 -25 -30 -40 -45 -65 -95 -105 -115
Scrm~tar -0 -0 -0 -0 -0 -5 -10 -10 -10 -15 -1 5 -20 -1 5 -20 -20 -25 -20 -25 -35 -40 -60 -70 -85 -105
Short BOW -0 -0 -0 -0 -5 -5 -15 -20 -15 -25 -25 -30 -20 -25 -25 -30 -25 -30 -40 -45 -65 -85 -110 -120
Short Sword -0 -0 -0 -0 -5 -1 0 -15 -1 5 -1 5 -20 -20 -25 -20 -25 -25 -30 -25 -30 -35 -40 -65 -80 -1 00 -1 15
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Sling -0 -0 -0 -0 -5 -10 -15 -20 -15 -20 -25 -30 -25 -25 -25 -35 -25 -30 -45 -50 -70 -1 00 -1 10 -120
Spear -0 -0 -0 -0 -0 -5 -10 -15 -10 -15 -1 5 -20 -15 -20 -20 -25 -20 -25 -40 -45 -70 -90 -1 10 -1 15
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2-Handed Sword -0 -0 -0 -0 -0 -0 -5 -5 -5 -10 -10 -1 5 -10 -15 -15 -20 -1 5 -20 -30 -35 -55 -60 -75 -90 ,

Warhammer -0 -0 -0 -0 -0 -0 -5 -5 -5 -10 -10 -15 -10 -1 5 -15 -20 -15 -20 -30 -35 -55 -60 -75 -90
Sa

War Mattock -0 -0 -0 -0 -0 -0 -5 -5 -5 -5 -10 -15 -10 -15 -15 -20 -15 -20 -30 -35 -50 -60 -70 -85
Whip -0 -0 -0 -0 -5 -5 -1 0 -1 5 -10 -1 5 -20 -25 -20 -25 -25 -30 -25 -30 -45 -50 -75 -90 -1 10 -1 20

1 -
3.5 ,1
3.6 - i SM Most oftheweapons havedeficiencies,
especrallv rn the hrgher armor types. How-
DAMAGE TO PERSONAL WHAT OF ARMS LAW? ever, thls IS due to the hiahlv suoerror mate-
EQUIPMENT rials and construction 07 those'types of ar-
RM consists of three books in its boxed mor. However, superior materials can also
set. One of the three books is AL and con- be used to make weapons. The modifier for
Something that never seems to have much
sists of the attack charts for all of the melee superior materials should be left up to the
attention paid to it is whether or not personal
weapons. When the melee charts were con- GM, but it is advised not to exceed t20 on
equipmerit is damaged when injuries are
verted into SM, somehow they were all any weapon.
inflicted on n character. For example., if a
character is waarint) headgear and takes a squeezed into a single chart. This is very To use the following chart, AL must be
unfortunate, because the system lost the
shot to the head, is t h p gear destroyed or available. Turn to the appropriate chart for
variations of weapon vs armor types. The
not? If the locat~onof the equipment on the the weapon being used. Cross reference the
benefits of one weapon over another be-
body is known, and s hlt is made ~nan area Weapon Chart with the ArmorTypeof the foe
came obsolete. However, in many situa-
with some equipment, there should be a on the following chart. The modifier there is
tions, one weapon would serve much better
chance that the caurprnent 1s destroved. Use added to the attack roll. The resulting total is
the number of h~:sa+!llc?edon that area as than another. For example, would you rather cross-indexed on the attack chart in AL to
use a dagger or a war mattock versus a
the base percent chance of destroy~ngthe determine damage inflicted. The modifiers
heavily armored foe? The war mattock has a
equipment, and modify it as follows: very on this chart are only used on the attack roll,
much better reputation for ripping through
fragile = 4 0 , fragile = t25, non-fragile = to, not critical results rolls, etc. Variations in
armor than does a dagger. If a dagger hap-
lightly armored or heavy duty = -15, very criticals will come naturally from the modifi-
pens to be the only weapon available, then
heavy duty = -40. ers being added onto the combat rolls. This
good luck! The following chart is designedto
help incorporate the weapons of RM into will not reduce the critical roll itself, but will
tend to reduce critical class.
3.7 - I is that of the concussion hits not resulting
from a roll on a critical chart.) This result is
unable to parw" is worth -10. Broken bones
will result'in - j 5 for the second attack total.
MELEE AND TWO TARGETS divided by two, and the result is used as a Any critical result that gives an instant death
Occasionally, characters may find them- negative modifier for the second attack. or comatose conditions will result in -20 to
selves facing the power axes of two foes. Round down to give the attackerthat everso second attack and lowering the second criti-
Fighting both opponents can be very dan- slight benefit from odd numbers. For ex- cal result by 1 level. These modifiers no
gerous. If thecharacter is exceptionally skilled ample, a result of 17 hits would give a -8 to doubt seem many and confusing, and will be
with his weapon, he could effectively attack the second attack. laid out in a chart for easy reference.
both of the opponents with a single sweep of Also, critical results achieved in the first With respect to criticals, some might ask
the sword (or whichever potential weapon attack will affect the second strike. Every "What about those high-ranking criticals
he finds available). However, such an at- level of a critical result will decrease the which yield no real damage?" For example,
tempt does not go without restrictions or second attack by -1 0 (e.g., an A crit is -1 0, a a type E critical where the attacker is unfor-
modifiers. B is -20, a C is -30, etc.) tunate enough roll a very low number. In
First, the weapon must be of an appropri- Results from within the critical will also such a case, it is still accepted that the blow
ate length to allow a sweep which could have a negative result on the second strike. was very direct and solid. After all, it did do
effectively attack two people. Obvious ex- For each additional concussion hit achieved a type E critical even if the critical itself was
amples would be pole arms, and two handed with a critical, there is a -1 modifier, For not exceptionally effective. The -10 per level
weapons. Some of the longer, one-handed example, if a critical gives an additional 10 of critical severity should stand.
weapons may also be employed for such hits to the opponent, the second attack will It should be noted that all the negative
uses (e.g., long sword, broad sword, bas- be modifier by another -10 to the total. In modifiers could result in modifying the at-
tard sword, etc.) but with additional modifi- addition, bleeding is worth -5 per hit (e.g., a tack roll down to the fumble range of the
ers. If the GM truly feels it is possible to use critical resulting in bleeding at 3 hits per weapon! Thiswould result in afumblefor the
even smaller weapons (e.g., short swords, round yields an extra -1 5 to the attack total). second attack.
daggers, main gauches, etc.), do so with an Each round of stun will give a -5 to the
additional modifier of -30 for both attacks. second attack. Each round of "stunned and
All of the modifiers are cumulative.
-
file
Second, the opponents must be standing
in adjacent facings (i.e. standing next to each TWO TARGET MELEE CHART
other). Flank and rear opponents cannot be
attacked in this manner. Before attacking, Circumstance Penalty
ple

the PC must designate his intention to attack Attack versus First Foe ....................................................................................... -25
both foessimultaneously. The PC must make
Attack versus Second Foe .................................................................................. -50
separate attack rolls versus each of thefoes.
m

The attackversus the first opponent is made Short, one-handed weapons .............................................................................. -30
at -25, while the second attack is made at - (not advised for use, only under GM discretion)
Sa

50. Long 1-Handed weapons ................................................................................... -10


Example: Melissa, while visiting a primi- 2-Handed weapons .............................................................................................. t o
tive culture similar to Medieval Earth, is Pole Arms .......................................................................................................... t10
attacked by two bandits. She is armed Direct Concussion Hits ................................................................. -1 for each 2 hits
with a pole arm and has an OB of t70.One (i.e., directly from attack chart)
opponent is at her front, and the other at
her flank. This means thatshe will be t45 Critical Result ........................................................................ -10 for each crit level
for the first opponent and t20 for the Indirect Concussion Hits .............................................................................. -1 each
second. (i.e., derived from critical results)
Bleeding hits per round ................................................................................ -5 each
One problem with attacks of this sort is
that the second attack can be dramatically Rounds Stunned ........................................................................................ -5 each
decreased by the results of the first attack. Rounds Stunned and Unable to Parry ........................................................ -10 each
An exceptionally successful attack on the Broken Bones ............................................................................................ -15 each
first foe can absorb a lot of the force and
impact that would have carried into the sec-
ond.This is reflected by additional modifiers
based on the damage inflicted by the first
attack. The first of the modifiers to consider

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