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Spacemaster (9200) - Tech Law
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SS aor Tech Law - Cd ee Ae _ ment design syster | Yee Sl ive Mua eee a eres LC. BS ae‘ORIGIN/OWNER: TONNAGEIITS: Astro: Technical: MAX SUBLIGHT ACCELERATION: THYPERSPACE VELOGITY: ‘STEALTH/EW RATING: "ARMOR TYPE: eee ome] oe nef ace fet | | tt [rf ft tT COMPUTER MARK #: MEMORY STORAGE UNITS: RESERVE STORAGE: ‘BONUS RLMSVSES LMS VS ES LMS VSES LMS VSES LM8 VS Es LMS VS ES LMS VS ES LMS VSES LMS VS ES LMS VSES RLMSVSES RLMSVSES Notes: Alpair chart times assume thet one Techs working on the problem.Waa 1.0 INTRODUCTION 2.0 THE TECHNOLOGIES OF SPACE MASTER 2.1 Timeline of Tecnslogy 2.2 Energy Sourcesn the Time of Space Master 23 Other Sytem 231 Sensor 2.32 Becton WarlareSteatth 2:33 Communication 3.0 MACHINES. 2.1 Personal Equipment and Weapons 3:11 Deseiptions 32111 Hand Weapons Support Weapons Personal Equlpment 3.114 Gothing 3.115 ArmofSiting 3.116 Medial Equpment 5.0 BAYT Accessories : 3:12 Conte chart, 3.13 Armor Types 3.2 The Roe of computers 3.21 Programs and Descriptions 3.22 Program Sze and ost 3.3 Robots, Androids. ond AterantRepicants 3.31 Descriptions 2317 Robots 3312 Androids 3.313 Alteran Repcants 3.32, Robot Abies and Govt Chart 3.4 Small Veices 5.41 Desrpions 2.411 Ground Conveyance Vehides 3.412 Marne Ships 3.413 Alrraft and Smal Spacecraft 3.42 Vehicle Power Sources 343 Stas and Cont Chart 3.5 Some Spacecraft Oesgne 4.0 ITEM CONSTRUCTION AND RESEARCH 4.1 Weapons! Small Devies ‘42 ‘Ships, Vehices, Robot and Andro 4.21 ‘Suahip Construction 4211 Design 4212 Pars cont ‘4213 Worksheet 4.22 Veice and Robot Construction 4.221" Robot Construction ‘4.222 Other Vehices 14223 Robot Construction Chart {4.224 Vebicular Construction Chart 4.23 Android Construction 4.231 Stat Development and Bonuses 4232 Skil Development 14.233 Androids Combat Copyright© 1985, 1986 by Iron Crown Enterprises. No reproduction without author's permission. reserved ‘4.234 Android Physology and Repair 4.235 Android Parts Con Chart, 4.24 Vehicular Movement Table 4.3 Organs 431 Mico-ergonins 432 Complex Organisms 4.321 Aterant Replication 4322 Coning 4.33 Genetic Materials Costs hart ‘Group Research and Construction 4.41 Sioge ScenceTech Project 4.42 Mutpl SdenceTech Project 43 Construction and Reseach Chart 48 Construction Pick Worksheet (47 Android and Repcant Sat Chart PERSONAL COMBAT 5.1 Battle Round Sequence 5:11 Bate Round Sequence 5.12 Options within the Sequenes 51121 Opportunity Actor 52122 Freund Melee 5.123 Move-and-Fre 5.124 Two Targets 53.2 Defensive Capabiliesn Combat 5:21 Armor 5.22 Personal hills 5.23 Defensive Bonus 5.231 Quickness 5.232 Paton 5.26 Panrying Options 5.3 Offenive Capablities in Combe 5.31 Weapon Combinations 5.32 Offerive Bonus 5.33 Offensive Bonuses and Penahies Chart 54 Resolution of Combet 5.41 First Swing Determination 3.42 Attack Resohition 5.5 Maneuvering, Oentation and Movement 3.31 Maneuver Resolution 5552 Orientation tl 5.53. Movement Confit: 3.6 Master Weapons Chat 5.7 Combat Tables 5.71 Blaster = All rights 2nd U.S. Edition, 1986 5.89 Vacuum 5.9 Fumbles and Maneuvers ‘Weapons Fumble 5.92 Personal Maneuver Table 6.0 VEHICULAR COMBAT 6.1 Starship Combat 6.17 Ship Stans Chart 6.2 Vehicular Combat 6.21 Small Spacecraft Combat 6211 Shipmounted Weaponry 6.212 systems important to Combat 1.213 Small Spacecraft Combat Conventions 6.214 Combat Sequence 6.22 Airatt Combat 6.23 Land and Marine Vehicle Combat 6.415 Bast cannon 6.416; Laser Cannon 6.417 Diruptor 6410 Pasma Gun 6.42 Gita for Robots and Small Vehides 6.43 Spacecraft Giteals 6431 Pare 6.432 Blast 6.5 Equipment DamagelFalure 6.51 Matuncion/Repair Chart 6.52 Random Malfunction Table 6.33 Mass Vehicular native hart 7.0 VEHICULAR MANEUVERING AND OPERATION 7.1 Vehladr Maneuver Roles 172 Vehicular Maneuver Chart 8.0 GLOSSARY 9.0 APPENDIX’ 10.0 INDEX Stock # 9200 ISBN 0-915795.28-81.0 INTRODUCTION This booklet is Tech Law, a Science-iction Role Playing supple: ment produced by Iron Crown Enterprises. It encompasses all types of Combat ina Science-fiction environment, from personal energy and projectile weapons to Starship laser and. disruptor banks. Teeh Law also contains rules for the custom design of spacecrat, all types of smaller vehicles, robots, androids, and lv ing organisms. Selected ‘standard! designs ofall of these are aso included, along with complete price tables for everything from Starships to pocket communicators. ‘Attack and critical tables to cover dozens of modern and future vweapors can be found here, as well as personal equipment, armor ‘and energy shields, and complete rules covering personal ‘maneuvering and combat, all types of vehicular combat, and two types of spacecraft warfare. ‘A general glossary is located in the back of the book, defining terms used throughout Tech Law. Short ‘sub-glossaries’ begin most sections where there is additional, specialized terminology. ‘The index includes section topics and key charts, to hopefuly ‘minimize tedious flipping for reference. Charts appropriate for each section are grouped at the end ofthe section whenever possi- ble. Critical Chart pages are tinted grey for quick location. All of the worksheets, as well as the ship and combat status charts, may 'be photocopied for personal use, ‘Tech Law, when used with its companion book, Future Law, isa complete SF Role Paying system. Itcan also be utilized asa SF supplement to Rolemaster, Middle-earth Role-Playing (for the bold) or many Science-fction Role-Playing systems. 2.0 THE TECHNQLOGIES OF SPACE MASTER The universe of Space Master is the-far futyre, where technologies have achieved in realty what can Gly be guessed as possible today. A brief framework of the “current state of such technology may be helpful in understanding many assumptions and assertions in other parts of this book. Future Law, the com- panion volume, deals with levels of technology in more detail, and offers possiblities of societies where certain aspects of science have leapt ahead, where others have either fallen into latency or were held back for various reasons. Power sources in Space ‘Master — as well as several other elements which bear explane- tion — are discussed in detail later in ths section, 2.4. TIMELINE OF TECHNOLOGY Below are listed a series of key achievements in Science and ‘Technology, followed by a more complete commentary on the ra- tionale of state-of the-art technology in Space Master. (included in parentheses between technological breakthrough entries are pertinent general comments on sociological activities). ‘Vacuum Tubes: The infancy of electronics, Fission Nuclear Power: Heavy atoms split to create heat energy, converted to electricity wth stearn-driven turbines. ‘Transistor Electronics: Vacuum tubes are replaced by (relatively) compact circuits. First crude computers ae constructed. Microchip Electronics: Silicon chips — vastly more compactand in- expensive than transistors — spread technology. ‘Sentient Cloning: Successful cloning ofa human beingis achieved No memories are carried over, however. Laws banning cloning for "spare organs" limit the practice. Controlled Fusion Power: Advancing laser and electromagnetic technologies make fusion power generation practical. A renaissance of inexpensive electrical power ensues. (Much ofthe solar system is colonized.) Gryogenic Hybemnation: Control of human physiological func- tions to put sentients into cryogenic sleep perfected, (Large, orbiting space colonies constructed. Many interstellar ships man ned by crews in cryogenic sleep are launched into space.) ‘Superconductors: Superconductive materials are synthesized, ‘opening doors to other avenues of advancement. ‘Thermalectric Power Conversion: One developmentasaresultof superconductor technology, electric power can be generated direct- ly from heat energy, bypassing bulky and inedficient steam turbine systems in reactors. Microfusion reactors are soon developed. Molecular Data Storage: The precursor to Molecutronics, this ‘system storesinformation by a method (similar to the human brain) hundreds of times more efficent and compact than magnetic databanks. Sentient Alterant Replication: Relaxing of genetic control laws allows for experimentation. Several societies practice controlled breeding. Alteration of fetuses ona ivomosonbltevel is done suc cessfully, allowing creation of BolngS"pe-designed” to certain professions or tasks. Such activities remain restricted, however. Gravitc Field Control: The fore of gravity is mastered. Fields which can annul or mimic tare produced cheaply. Molecular Electronics:" After thahy Yifures, fiving circuitry is created, and tan be reproduced {"Gtown’"} very inexpensively ‘Molecutronics is bor.Artifical Sentence (Android Construction}: The natural followup to Molecutroncsisthe self-programming, “thinking” brain, placed in a mobile framework. Some true Androids ar indsingushable from ving sentients without a scanning device. Relative inertial Field Suspension: The control of inertiaand—by methods not completely understood — relativity opens the door to fastertharlight travel. Unfortunately fusion power isnot upto the task of controlled hyperspace shunt. The door i ajar but no one «can passthrough Controlled MatterfAntimatter Power: The cretion of ancrium leads to the harnessing ofthe most powerul source of energy yt: ‘the mutual annihilation of matter and antimatter. This energy is so great, however, that itis not feasible for use as a sublight ship pro- Pulsion sytem. However, the massive energies are deal o shunt a Craft ito hyperspace ‘Hyperspace Shunt: The technique is perfected, and the human. tace explodes across the galaxy. 2 ENERGY SOURCES IN THE TIME OF SPACE MASTER ‘Three basic types of eneray-generation are considered in Space ‘Master. They ae: Fission, or the spliting of heavy atomns and tapp- ing the released heat energy; Fusion othe joining of two atoms to, form another (the power source of suns); and Matter/Antimatte, Where Antimatter is allowed to come into contact with matter in limited quantities, at which point they annihilate each other. Fission: Heatenergy created from the spliting ofheavy atoms such, a5 Uranium and Plutonium. Dangerous radiation is associated with this form of elergy, though modem alloys can shield most such radiation. Fuel isin the form of pellets of heavy material, such as Uranium and Plutonium, These pellets are held in fuel ‘rods’ Fusion: A much leaner source of power, many sublight ships use fusion reactors, which generate heat from the joining of two hydrogen atoms to form a helium atom. This process releases a ‘tremendous amount of relatively ‘clean’ (rediation-free) thermal energy. The heat to cause the fusion reaction isin most cases created bby banks of high-intensity lasers — the most compact and efficient ‘method under Space Master technology. Small, portable reactors ‘are most often fusion in nature, both because of the ease of acquir ing fuel and their relatively imple design and safe operation. ‘Matter/Antimatter: Ths type of reactor i the most powerful and efficient by far— though initially the mostexpensive. By the time of ‘Space Master, however, itis the predominant method aboard ad- vanced spacecraft, which require — more than any other applica- tion ~ large quantities of power from a limited volume. The fuel utlizedin the vast majority of M/A reactorsandenginesis an specific type of dense antimatter, When matter and antimatter are combin- ‘eto fuel a reactor or engine, electromagnetic fields of incredible force are needed to contain or direc the energies thus unleashed, fields many times more powerful than those needed to contain fu sion reactions. ‘Antimatteris collected by bombarding certain atomswith specific types of radiation which strips away — via a fission process — the Protective nucleus barrier isolating the antimatter subatomic ‘elements. The initial fissioning generates intense radiation: the only
100 3,000,000 23 (80)*30 401,000,000 23 (50)30 P 120 3,400,000 2 KO Lover (10) 2 2auiosiir(10) 2 2MuI0 Lover (15)wey. MOTIVE FORM: relertothe Vehicular Movement Tobe (4.24 for the explanation ofthese frms For the spacecraft hel Spaceratingreferto# apc in ship ‘onsucton proces, sec, 4.211. Some fr Tensipht Reting, FSNIGRS:indzotes he rumber of prsonsthe vehi designee corr comfortobly —incling let andrew. nan emergency eacheumetalargospaceceuld ‘be ed for postengert but only For Inte periods, ott overinds the envronmantal conta fysem ‘CARGO, ecitona corgo space valle, n cubic meters cue isa envronmertolconrl none meons that eather isn cabino tht he cabin ho no eimowphari control sem meons thatthe bins Ineesar Sele. ondprovdeshacicookg ondsoms humid con: means al hecabniscomgleetyaviotedandueses, ond 26qu evoronmentl neo ° ih [MASS meu fhe craft empty in tons. The nnberinporethess ithe number of hinitcon toe (using the mounted weapons otc) before discble. Ho ‘number in porertheses, he tonnage equals his. Against handheld weaponry my therumbe fons times 10 Yo determine he number of Ns he vile on nitslond See aie he Venesiar combat le, seton&. for rls on using handheld weapons opsins! voices, | (08) The Contrction Armor type ted, wth he standard Defesive onus (08) inporenthevescherwards. "indicates borer energy shield of DB ‘ole incuded in the otal OB. [ARMAMENT: Any on all ermoment The ot] Offerive Boru (08) foreach weopon ype iin partes. Th ination ony Gunner or HUD bones (A HUD maybe added desired see sec 4.11, Storhip Desig, for on deta). A'# inca that ths weapon tfound onthe Mater WeoponsChar|5)endox ‘on ontpencnnal wecpon should se hose ues, (Ml: indoles wheter te cro is equipped with Mech nierfece terminal for 9 robot. The space either hos on N’ ot “no interlace or one or more af “the fllowing: (Plc Iertce), "W" (Weapons interac], “5” (Sensor Interface." nda that hee ina muse interoce, capeble of ony of the above WRX: he mule o be appli to he power source cot once Power soucelEnergzar has been saced (rom chort 3.42) or he vehicle). Use ‘ormmon arse when weecing pom source; do not buy @ combustion engine fr © SMAC fighter, or stance, Sch machines require ion reactor cosh ot for he ain Boma ot inca he Power soureEneo). 3.5 SOME SPACECRAFT DESIGNS (On the next few pages are shown views of three fairly typical small spacecraft designs: one SMAC Fighter, a 1000 ton explorer Starship (what the Flying Merino might look like — see section 4.21) anda 20,000 ton Imperial ScouvLight Gunship, The Flying Merino ORIGIN/OWNER: Jyem-bob Myllyr ‘CLASS: Explorer/Scout PRICE: (completed) 5-7 million Elmonits TONNAGE/ITS: 1000 COMP. SIZE: 70 [ARMOR TYPE: CAT 23 (+10) CREW: (Astro: 3 Technical: 6) MAX SUBLIGHT ACCELERATION: 110 krsecond TRANSLIGHT DISPLACEMENT: 10 LY/day (Screens + Pilot + Evade + EW - Encumbrance) 0 LL ° GUNS: Type Mi# — NumberfLocation Laser Cannon 102 Topand bottom turrets, M/ATorp — 20-—2_-Frontand rear tubes TOTAL 08: (Gunner + Predict + HUD) Mk. # Lasers as Torps B‘SMAC Falcon ORIGIN/OWNER: imperial Strike Fighter CLASS: Predator Vil PRICE; (completed) 500,000 TONNAGE/HITS: 16/36 COMP. SIZE: 10 [ARMOR TYPE: 23 CREW: 1 PilovGunner (MAX SUBLIGHT ACCELERATION: 135 kmsecond ‘Screens + Plot. + Maneuver) TOTALD: 30 OF GUNS: Type Mk# — Numper/Location Laser Cannon, 10. 1 Front TOTALOB: (Gunner + HUD) Mk # 10 ‘The Rising Star ‘ORIGIN/OWNER: House Carlisle ‘CLASS: Light Gunship PRICE: (Completed) 50-80 milion Elmonits ‘TONNAGE/HITS: 20,000 COMP. SIZE: 120 ARMOR TYPE: 24 (+10) ‘CREW: (Astro: 15 Technical: 30 Gunnery: 10 Misc: 20) MAX SUBLIGHT VELOCITY: 100 krnsec ‘TRANSLIGHT DISPLACEMENT: 12 LY/day (Gereens + Pilot + Evade - Encumbrance) TOTALDR GO GUNS: Type ‘Mk% Numbetitocation Laser Connon 20° 4 2 top, Zbottom —g fon cannon 30.1 nose (forward) Torp Tubes 20-2. forward (Gunner + Predict) Mk. % TOTAL OB: — —» =~ = = w.0 ITEM CONSTRUCTION AND RESEARCH Before deving into this section a review ofthe definitions in se tion 3.31 is strongly advised. This will hopefully clarify the poten: tally confusing terms used frequently below. In addition, a few other terms are described here [AFV: (Armored Fighting Vehicle) A machine whose mode of travelis primarily overland, and is designed for combat or combat- support functions. Always armored; usualy armed with mounted weapons. GEV: (Ground Conveyance Vehicle) A machine which requires a solid surface on or above which to operate, whether itbe wheeled, tracked, gravitc, etc. 'SMAC Fighter: (ingly Manned Attack Conveyance) Fighters ate @ classification of small, highly maneuverable ships with a single pilougunner designed primarily to assault other space vehicles. Some are capable of in-atmosphere fight (and so attack planetary defenses) and landing. Most are short-range, possessing no hyperspace travel capability, and have only a small cockpit with limited pilot mobility potential. The emphasis is on sublight speed and maneuverability, and high-output weaponry. USING THE CONSTRUCTIONIRESEARCH CHART ‘Most construction and research ultimately refers tothe Construc tonfReseach chart, sec 4.6, andlor other charts the end of section 4 ‘The construction and research chat ike the maneuver charts, has anumber of different "Difficulty Ratings", from Routine to Absurd. ‘The appropriate difficulty must be assigned by the GM before aro, is made, with additional modifier if applicable. By glancing over the table one can see that the majority of the boxes have two ‘numbers: the top one indicates — for research — the percentage of total desired research data acquired ater the effort represented by that partcular rol; for construction It indicates the percentage chance that the item will function properly initially ater construc tion. Obviously, a test ater the roll wil reveal whether or not the item operates, though that can become involved (or even dangerous) with complex machinesforganisms. Its suggested that inthe case of organisms suchas Replicantsand Clones thatthe PCbe instructed toroll until 100% stab accumulated chance of success achieved (or utter failure, or the creator gives up). f the ite fils, successive rolls with a cumulative chance of success are permitted The second number in each box on the chart indicates how much limes expended to achieve the 5U. ngs cay crepe 5 NOTE: Researchisdone using Senn i bomen, struction is done using Technic skill Bonuses. Ifa project Seer ofall under mare than one skileategry average the appropriate ones to get the skill bonus 0 be applied. DIFFICULTY RATINGS: ‘When assigning difficulty, a few general guidelines should be keptin mind: Routine: 1s for very simple operations only, such as improvising wiring on an available generator to recharge an energy cel, oF assembling asimple, modular device With regard to research, this applies to checking one straightforward reference. Easy: Applies to most elementary construction tasks, assembling & small apparatus with pre-made parts, for example. Research is slightly more involved than one reference; perhaps two or three Sources ned to be checked far 100% completeness EXAMPLE: Sanvok has 40 bonus in Weapons Technology, and decides to take his Laser Pistol apart and put it together again (jst for kicks). The GM determines that this is “Easy ‘and Sanvok rolls a27 (plus 40 = 67). A 67 result inthe easy 5 column says tha, after ten minutes the Laser Pistols t0 the point where there fsa 95% chance that it wll operate correct- Iy.Sanvok tests it — probably by shooting at something. He rolls an 03 (Note that this rol s unmodified and NOT open- ended), The Laser Pistol fails to work. He rals again on the Easy column, getting a 67 (total. including bonus: 107). This reports 2 99% after one more minute. The percent is cumulative, so there isa 100% chance the item now works (Of course, there is stil always the chance that the pistol will mafuncton in normal action, as reflected in the Fallure range ofthe weapan chart) Moderate: For slightly more sophisticated operations, yet still in the ‘simple’ range. EXAMPLE: Novvin, in his fully equipped workshop, decides to build a small power cel recharge device to runoff his por- table fusion reactor 0 its easier to recharge hs Blester Rifle Power Packs. Abruply he realces (i.e, the GM tell hr) that the hasno ideo of the specifics ofthe votage/watage ofthe Power Pack or how falter the current. He oes to the handy Reference Computer nt necesariy a feature ofa workshop. but invaluable for researc) and calls up the Engineering Technical Reference Memory. The GM decides that all the data required fr reasonable succesin this operation will pro- bably have to come from three or four sources (Power Pack specs, Portable Fusion Reactor specs, and current alteration etl). He informs Norvn tht this 's2 Moderate Research project. Norvn hasa60 skill bonus in Electronics and 40skil ‘bonus in Power Systems Theory as Scientific Skis (the GM ‘having determined that thisisa Electronics and Power Systems Theory project, since the. weapon ise really has lite 10 co witht, Weapons Design isnot apical) so Norvin'snet add #5 50 average of 40 and 60). Norv roll a 78 (78 + 50 = 128). 128 crossindexed on the chart reveals 100% cormple- tion in 30 minutes. Thus, Norvin gleansall the necessary nfor- ‘mation he needs in half an hour. The next step is actual con steucton, which requires the appropriate Technics skis. Once again, Electronic and Power Systems Technics are involved. "Norvin bonusesin these ae both 40,50 the average s(not sur- prising) 40. Norin’s shop is, as we have noted, fully equid- ed, 50 the GM need not impose additional penalties for insuf- ficient equipment and supplies. The GM determines that this
mines eee | he (301626) [0 acm [iow some SH thew 1% soho Se asthe, | ime mame, | Se set ‘SStrcldeioyed od | aurldsvyed SHe4| Seo Danese) tema aa op eS pe Ses eS ee = Er ISS ee Sr) efoto rm an ae oe to ree ee ee Ta cee a a [os ee = oe Se oe | ew | ee | | ace ae oan | ie wow fortes [eee eee ee = ima aT = ae oe era See = oe S| ea | |) Tor ese el tse Tne | el | ew] wale | eels aetna] a ae eo fo fats il a seem a oc | re scene Po NOTE: all percentoges refer to the fraction of research / construction on the project that hos been completed by the siven rol. Times (unless otherwise noted) indicate the amount of fime required to complete the given percentage ofthe project. ROCKET RIFLE a4.7 ANDROID & REPLICANT STATS CHART {all bonuses are cumulative) ‘Stat Bonus Modifeations ST QU PRIN IM CO AG ME RE sD Fagcont Type! [Worior) +20 +20 +0 20 20410 +20 +0 +0 +5, Sypell feck) "#040 10.410 20 40 420 40 +20 40. Typelll(Cerea) §— $0 30410 “10 10 40 “+0430 +10 70 Wool (Fecma) +5 35430 “lO +0 45 45 10 10 20 ‘Aodeide Wartior 430 420 +10 20 20 +20 +20 +0 40 +10 Flr 410 +30 $10 +10 20 +10 +30 410 +30 “vs Teh +0 "+0410 +10 20 40 +20 "+0 30 +0 Procol #0 40430410 +10 30 +10 «20 +20 +0 RESISTANCE ROLL MODIFICATIONS TypelliClreo) = 30 $1000 Type iRecreo) = 30S 401030 Andis Weror 20420 420A NA Fist Ho 410 NA Na Teh +00 41010 NA NA Protocol Ho +0 0A NA Teplcons Type | (Warsor) Boe ee see oles) | eo Type Tach), 20-5 tao Type Gecrtoy) = «2 Se 8100 WeeW(teree) = 210 ois Warrior 2 NIA NA 1042200 Pit 2 NA NA DID 150 Teh 2 NA NA 1120 Frotocel 2 NA NA DID 120 1 ay 1 Healing and Injury codes: Soul Departures rounds balore the ‘Soul ol he being deport ond hatha olongerrevivable. For Andro, inate he ‘doth’ ofthe Molctroi Bran, Recovery Multiplier this ‘aacion ofthe relative inet ote forthe bing chen Starting Languages: Diet The de vied when iter he masimum number ofits hebeingconfoke (pv Con bons ung Future Law). "Thafastonce Rl Moen vs spall and Pons givenfor Android reflect heir RR sacs! spels which eee ineimete objec uch os pel which destroy carn atin). Androids re immune to Sela ond Pons which ec iving weet, J[iotexnndanacs ond coorcts nd nervous or muta act BLASTER PISTOL 5.0 PERSONAL COMBAT ‘Weapon terminology and useful abbreviations: ‘Automatic: Refers to any weapon which is capable of rapi bursts of ammunition, DB: Defensive Bonus: the total of a number of modifiers which af fect how difficult itis to ‘hit’ an opponent. Energy weapon: any distance weapon which projects an energy beam/burst as opposed to a physical projectile or missile weapon. Fire: any distance weapon attack, this term corresponds to the “missle” concept in Rolemaster, but is broadened to encompass projectile and energy weaponry. ‘Melee: Hand-to-hand combat (8s opposed to ‘fire’ combat) where ‘opponents are physically engaged — be ita fistfight, a duel with rapiess, or a wrestling match. All of these are considered melee, Missile weapon: in Space Master this indicates a weapon which ‘manually fires an airborne projectile, such as an arrow from a bow (a quarrel from a crossbow. This doesnot include projectiles fired by explosions or other high-velocity propulsion means. Thrown, weapons are also included in this area, (0B: Offensive Bonus: the total of anumber of modifiers which affect {an attacker's chances of hitting an opponent with a weapon, Projectile weapon: As opposed toa missile weapon, thisindicatesa device which mechanically fires a high-velocity projectile. Psion: Referring to Telepathic/Psionic power; the act of using such power. This corresponds the the Rolemaster term ‘Spel’ which refers tothe use of a magical ability Self-Loading: Refers to any weapon which reloads itself and is teady for another shotalmostimmediately. Allergy weapons and ‘most projectile weapons fall into this category, while bows and thrown weapons do not. fire 5.1 TACTICAL COMBAT SEQUENCE 5.11 BATTLE ROUND SEQUENCE AAU combat in the Rolemaster systems takes place within a framework of ten-second rounds, in one-minute turns, Normally, cach combatants allowed one attack oll per round, whetheritbea: spellipsion, missile (bow fire) or melee. The rationale behind allow- ing missile and melee combatants only one ol every ten seconds s that, though he or she may actually swing or shoot mare often that, this, only one effective attack is made in a given round. Thisconcept is preserved in sprit, though allowances have to be made for ad vanced weapons like submachine guns and plasma repeator rifles, The combat sequence in Space Master is essentially the same as, thatused inthe restofthe Relemastersystem, witha few additions ecessary to incorporate the superior abilities of high-tech weaponry. The expanded Space Master combat round sequence js shown below, with the new additions asterisked. There are now ‘two missile phases, the second one available only to those using a hand weapon which automatically reloads (.e-, not a bow, ‘crossbow or throwing weapon). These missile phases are now called Fire phases. Examples are automatic pistols, revolvers, and any kind lof energy weapon. These weapons can be fired more easily and fe ‘quently, and are thus offered two ros during the round sequence, Any standard Rolemaster missile fire is done during the first ‘missle phase (unless opportunity is specified). Details of exactly how self-reloading weapons are to be used are found later in this section.1. SpellPsion Action Phase 2. SpellPsion Results Phase 3. SpellPsion Orientation Phase 4. Fire Phase (A) 5. Fire Result Phase (A) 6 Movement and Maneuver Phase 7. Fire Phase (8) * 8. Fire Results Phase (8) * 9. Melee Phase 40, Melee Result Phase 11. Final Orientation Phase ‘Spell/Psion Phase: All combatants who will use a Psion during this round must specify any pertinent information to the GM (spell type, target, option to wait for opportunity fire, et.) SpellPsion Results Phase: All Psions specified in the previous phase ae resolved simultaneously, unless an exception is indicated by the system or the GM. Effects are applied immediatly, except spells held on opportunity. Movement for those who have cast 2 spell this round is reduced to a maximum of 10% oftheir normal allowance for that round. SpellPsion Orientation Phase: All combatants who performed Lunusval activities during the previous phase (i.e. Teleportation, etc.) ‘must make an orientation rol, Exactly what constitutes unusual ac- tivity is a the discretion of the GM. Unconscious Spells/Psions are rot, however, unusual activity, being intended for use without strain or loss of time, Fire Phase (A): All combatants who will fre or throw missiles this round (cannot have cast @ Spel/Psion) must specify missle type, targets) and any other pertinent information. Fire Result Phase (A) Al missile attacks specified inthe previous phase are resolved simultaneously, unlessan exception isindicated ‘AI results (except opportunity) are applied immediately. Move- iment for all combatants performing non-self- reloading missile at tacks are reduced to a maximum of 25% of their normal activity allowance for that round (movement, maneuver, et). Usersof sel reloading weapons have 50% of their activity remaining, For exam- ple, they may fire again in Fire Phase 8, or move 50% of normal, or melee at 505, et. See 5.12 for various misle/melee and move- Movement and Maneuver Phase: All combatants in play may ‘move upto the maximum oftheir movementallowance (depending fon movement system, and any activity engaged in during the earlier phases) Those intending to move-and-fre (sel-reloading ‘weapons only ~see'5.12) mustdeclae here. Successor fllure of an extiaordinary maneuver must be resolved on the maneuver char. Fie Phase (B): Same as the fire phase above, except that only set reloading weapons users (ox others who opted to hold ther fire for ‘opportunity) may fire again. Anyone fring this phase sacrifices all ‘movernent and melee ability for this round (except for those who chose to move-and:fire), Fire Result Phase (B}: Essentially the same as Result Phase (A) above. ‘Melee Phase: All combatants may attemptto engageinameleeat- tack except those who have done any ofthe following this round: Casta SpellPsion: Fired or thrown a missile (there are exceptions: see 5.12): Used more than 50% of their activity fr the round: |. Failed an orientation or maneuver roll; “Announced opportunity action not yet performed or cancelled; . Been incapacitated, ‘Melee Result Phase: Within each group of combatantsattempting to melee attack each other, attacks are conducted according to the following sequence: 1. Determine order in which combatants will swing by comparing initiative (determined by Quickness, and other factors, depen ding on circumstance). 2. Fist combatant attacks and results are applied immediately 3. Second combatant, third combatant, et., attack and apply results in order. 4. First combatant attacks with any useable second weapon fit he entered melee with a weapon in each hand). 5. Second, third combatants, etc, attack with second weapon, if any. Final orientation Phase: In the judgement of the GM, any comba- tant under significant pressure or who has made an. unusual ‘maneuver may be required to make an orientation rol, which may affect his ability to act in the next round. 5.12 OPTIONS WITHIN THE SEQUENCE 5.121. Opportunity Action Combatants may plot opportunity action f they wish to perform a ‘ombatactvityina following phase of the currentroundorafollow- inground. For example, a combatant may wish o withhold his Fire attack until hesees whois moving where, andthen fire. Opportunity ‘action isannounced during the correct phase forthe desired action Movement restrictions apply as if the combatant hag actualy per formed the action during the correct phase. A combatant who has planned opportunity action can take no other action (exceptreduce fed moverent) until the action is performed or cancelled. Oppor- tunity fie ocurs firstin a phase, unless otherwise indicated by the om NOTE: Slf.eloading weaponsusers may opportunity fie in any two non sequential action phases (1,4, 6, 7, 9) if desired Fite B and Melee, for instance) but may not fire twice in the same phase, or sequential action phases 5.122 Fire-and-Meles fa combatentisskilled ina particular throwing weapon orisskil din using a selfeloading fire weapon with one hand while skilled with 2 melee weapon inthe other, he may opt to throw/shoot with ‘only a 20 subtraction from his OB during Fre Phase B. and engage in melee (in phase 9, of course) with a -20 to the melee bonus as well. This is only before a combatant actually enters melee. Of course, only a one-handed melee weapon is permissable in ths, situation, and no physical shield. The fre target should be the same 1 or very coef the impanding mle target. In genera ft weapons cannot be used while engaged in melee. 5.123 Move-and-Fire "Anyone using aself-reloading weapon has the option of essential ly combining his movement with ire Phase Bn this way, the com- batant ihe has not iredin Fire Phase A) may move 50% of his max- imum movement allowance, and fir (during Phase 8) at-30 to his (OB. This option is useful fo ‘covering fre’, Alternatively the com batant may move 25% of his maximum movement, a fire during both Fire phases at-50. : 5.124 Two targets ‘Anyone using an self reloading weapon may decide to fire attwo ‘separate targets during the same round. However, the targets must be within 90° ofeach other from the attacker's viewpoint and the firer subtracts 20 from each attack rol-(n eddiion to any other modifiers).5.2 DEFENSIVE CAPABILITIES IN COMBAT In Space Master, asin the rest of Rolemaster, many factors affecttheresuitofan atack. Space Master offers the defender new ‘options with which to protect himself, some similar in concept the Fantasy realm of Rolemaster, others new and completely different. 5.21 ARMOR Below are listed the various general categories of armor and defensive clothing available in Space Master. For details see sec 3.311, and maneuver penalties, consult the Armor table, 3.13. Keep in mind thatthe ermor type numbers listed on the table are ‘adaptations from the basic Rolemaster armor types, which is why ‘most of them incorporate DB modifiers as adjustments. Light Body Armor: Usually made up of lightweightalloysor cloths such s Kevlar, these range from vest sized coverings which provide limited torso protection up to full body outerwear. Combat Body Suit: Heavier than a standard vacuum suit, this armor incorporates layers of Kevlar material and light alloy reinforcement. Thisarmor includes helmetand canbe sealed from the environment. (Combat Exoskeleton: True armor, the exoskeletons offer full-body. coverage, the amount of rigid plating varying with subtype. Like the bodysuits, tis atmor can be sealed and used in lieu of a vacuum suit Powered Armor: The uitimate space armor, this group embraces fullbody reinforced, rigid armor, maneuverable only wit the help ‘of servo-mechanisms, and even then great skill is required to ‘operate it, Some powered armors capable of atmosphericandeven {lmited) interplanetary travel, in addition to being frequently ‘equipped witha variety of weapons. For more on Powered Armor, see Section 3.11 and 3.13, 5.22 PERSONAL SHIELDS There ae four basic types of personal shield, each with different strengths and weaknesses. See sec 3.11 (persona items) fr detailed escriptions of personal shields. 5.23 DEFENSIVE BONUS ‘The sum of all Bonuses and penalties that affect the defender's ‘capability in combat isthe adjusted Defensive Bonus, This number willbe subtracted from the opponent's combat rol. The defender «can possibly receive bonuses and/or penalties for superior armor, ‘energy shields, his quickness, and his position. 5.231 Quickness ‘An addition tothe defensive bonus can be given toa combatant with exceptional quickness. This bonus will depend on the system being used to determine the physical characteristics of the com- batans. In Space Master itis based upon the Quickness Stat bonus (if using Future Law, see sec 2.4)... 5.232 Position ‘Avariable bonus can be awarded tothe defender ifhis postion in the combat, relative tothe attacker, is judged sufficiently advan- tageous {or instance, behind 9 150.cm wallcouldbe-40). Penalties due ta defender's disadvantageous positon (e.g. defender prone) axe reflected in an attacker's offensive bonus (see table 5.93). 5.24 PARRYING OPTIONS “The defender may wish to place more emphasis on personal defense in combat than i implicit inthis tactical system, A comba- ‘antmay sacrifice some or all ofhis offensive bonus and movernent cepabltyn order to increase hismelee andlor fre defense. Inorder to pary, a defender must have a weapon (useful against melee at- tacks ony, with very few exceptions) a shield, a shield collector (as available with 2 Velocity shield) ora similar item or terain feature (eg. a tee, alarge rock, a wall etc) 31 Formelee parry, a combatant commitsall or part of hismelee OB. toparrying, This partof offensive bonusis then added to his normal DB ogivea new total DB. His OB s reduced by the amount that was added to defense. Fire Paty is slightly more complex in Space Master than afan- tasy environment due tothe difering typesof projectile; missile and {energy weapons. a combatant elects to devote some of his OB to parry fire attacks, he is so committed for both fire phases of the round (unless Hastedor otherwise in an accelerated mode). Natural- 'y, this same amount is subtracted from whatever OB he has elected {0 use forthat round, whether itbe fre or melee. Note that the OB value, when used to parry thrown or missile (maximum of 1/2 08) ‘weapons, is at full value, and when against other fire i halvalue. ‘Aso, the defender can only attempt to parry one attack (shot or burst) per phase, and the person whose attacks are being partied ‘annot change from fre phase A to fire phase B in a given round. EXAMPLE: fk Setyk finds himself in a combat situation behind a 150 cm wall, armed with a blaster pistol. Two op- nents are across the room, aso behind a ow wall, armed with weapons (wel call them Creep X and Creep 2) Creep X has pistol, Creep Zan automatic rife. Ryk's normal DBis 20, ‘and his Bis 100. Becouse ofthe wall his DBs 60(+40 for his size wal. Deciding thet tis stil abt too dangerous, Ryk ‘9p to devote 50 of his 100 OB to party. He is allowed to do this because he has a hancly wall with which to parry (called ‘ducking’ in some cultures). Ryk's 50 becomesa 25 since hes partying fre weapon, and e selects to pary the Creep with the lf. Ryk’s DB is 85 against Creep Z and 60 agains Creep %. The round begins. yk andthe Creps fire. No one sit, and Creep Z's rife Jams (Ryk hears it — and the Ceep swearing). Ryk's player wants 0 switch his pany to X since Z ‘won't be firing for awe, but the action isto swift and Ry ‘an‘treorent that quickly. Ryk's player whines at the GM, but gets nowhere, asthe GM knows the rules and/stands fst. Next round he can redirect hs attention to duck Creep X more ef fectvely 5.3 OFFENSIVE CAPABILITIES IN COMBAT ‘The success of an attack will partially depend on the weapon or ‘weapon combination used, and any offensive capabilites possessed by the attacker which can alter the combat rol in his favor. The factors which can affect the combat oll include a superior weapon, physical prowess, experience, positon, special equipment, et 5.31 WEAPON COMBINATIONS In Space Master-a, numibgr of combinations are possible, ranging from sword and sword (CSvered moré fully in Rolemaster to Blaster pistol and Blaster pistol), The GMiustbe verycarefulifhe chooses to allow characters seth cofbinations. Superior Agility, pethaps even ambldeXtetity must be preredisites fthe GM allows a non-ambidextraus PC to fight with two weapons, the off-hand should be considered at -20: Even’ when this is allowed, the tharacter should be allowed only one target per round (unless hasted). 5.32. OFFENSIVE BONUS “The Offensive Bonus isthe sum ofthe bonuses and penalties that affect an attacker's capability in combat. This number is added to the combat roll. The attacker can possibly receive bonuses andlor penalties from a superior weapon, physical prowess, expertise, position, ete Superior Weapon: An especially good weapon. in terms of ‘material, construction, or ammunition can resultin additions tothe 0B. Physical Prowess: A combatant with exceptional Strength, Quickness, self-discipline or Agility (which attribute is efective wll
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