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Pike Type Weapons 1-12 1-12 1-12<br />
Sling 1-6 1-4+1 1-6<br />
Explanation of symbols: The flail type weapon requires a lot of space to use and, besides its<br />
ability to cause damage, may also entwine the opponent’s weapon (a 10% chance) and prevent<br />
its use the next turn. The power devices (**), while not made as weapons, will, when used as<br />
such, cause the stated number of points damage to whatever they touch.<br />
WEAPONS DAMAGE<br />
Protein Disruptor<br />
Sonic Metal Disruptor<br />
Paralysis Rod<br />
Paralysis Dart<br />
Laser Pistol<br />
Slug Projector<br />
Gas Ejector<br />
Engineering System<br />
Hand Unit (Laser Beam)<br />
Medical Hand Analyzer<br />
(Vibro Scalpel)<br />
Sonic Torch<br />
Atomic Torch<br />
Laser Torch<br />
Chemical Defoliant<br />
Chemical Acid<br />
Radioactive Material<br />
5, 15, or 20 six-sided dice of damage<br />
affects only metal (3-18 hours of deafness)<br />
3-18 hours of unconsciousness<br />
1 six-sided die of damage, plus 3-18 hours of<br />
unconsciousness if charged<br />
5, 10, 15 six-sided dice of damage<br />
2 six-sided dice of subduing (see Weapons<br />
Systems, F.)<br />
3-18 hours of unconsciousness<br />
5 six-sided dice of damage (note 2’ range)<br />
same as Vibro Blade<br />
3-18 hours of deafness<br />
5 six-sided dice of damage (note 3’ range)<br />
5 six-sided dice of damage (note 4’ range)<br />
a powerful irritant causing skin rash with 1 sixsided<br />
die of damage, blindness if brought into<br />
contact with eyes, and level 8 poisoning if ingested<br />
3 six-sided dice of damage from bums and blisters,<br />
blindness if brought into contact with eyes, and<br />
poisoning if ingested (roll 2 six-sided dice and add 2<br />
to determine level of from 4-18)<br />
poisoning of from level 3-18 to be near or in contact<br />
with (see Ability Explanations)<br />
All combat and encounter situations are divided up timewise into melee turns, each being<br />
approximately 10 seconds long. In this time, it is possible for each side to attack once and defend<br />
once. Dexterity may play a big role in determining who gets the first attack each time. When<br />
non-player monsters are encountered, it is suggested that the referee roll the monster's dexterity<br />
to determine its fighting ability and determine who will strike first.<br />
MOVEMENT<br />
Movement must be considered in two separate cases: general and special.