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by Michael S Callahan
Red Alert Rocket Ranger is for Slipstream.
DESIGN THEORY
Lets face it: RPG vehicle combat seems so promising but,
in practice, players often get bored or distracted. Why is
vehicle combat so compelling in the movies?
So I watched TV battles until something occurred to me:
on the show, technical details are kept abstract just
enough background to keep the audience within the story.
The scenes stay character focused as the heroes act and
react to the combat. I love the details of the vehicles, but
the focus should remain on the characters and thus, the
players. The vehicles are just props for the story.
I appreciated the abstraction of the Vehicle Rules and the
Maneuvers in Savage Worlds, but I felt the turning keys
and measuring of ranges in inches set the focus on the
vehicle. So I got rid of them. Ive simplified some rules
and added some to highlight story style. The Red Alert
series of games (of which there will be more for various
genres) intends to keep the focus on characters: arguing
tactics to gain the edge in combat and using their skills to
make those tactics work.
So, seal those bulkheads and gaze into the Radiophone
display! The pirate ships are coming in fast!
What will you do?
GAME PLAY
To keep things simple, vehicle combat is like normal
man-to-man combat with slight differences.
-Consider each vehicle (and the characters on-board) to
be a character in vehicle combat. Vehicles have a few
Attributes, while the crew provides the Skills.
-Basically, we are not going to have inches of movement
or turning keys and such. There is, however, a
Radiophone display to keep track of very abstracted
movement, ranges and special tactics.
-The most important thing is what your crew is being
ordered to do this turn.

SCALE
Time: One round is 6 seconds. This keeps things
synchronized with man-to-man combat.
Movement and the Radiophone: Movement is tracked
(quickly and very abstracted) through the use of the
Radiophone display: an overhead image of the larger
battlefield. This simplification is to reduce the game focus
from ship miniatures and back onto the characters. As
stated earlier, a large amount of cinematic battles are
presented almost entirely from the bridge set or
command center.
Unlike a real world ships RADAR, the Radiophones
center is not focused upon any one ship, but on the
middle of the overall battle. Each vehicle in the battle
will be positioned in one of the areas on the Radiophone:
the Center Circle, the four parts of the Middle Ring and the
eight parts of the Outer Ring.
The areas represent abstracted distance zones. Ships in
the Center Circle are in the fairly small center of the battle,
ships in the Middle Ring areas are in the larger edges of
the battle and ships in the Outer Circle are in the much
larger far outskirts of the battle. The two Rings are divided
into parts each to allow for more strategic battles.
A ship does not need to remain in its starting area of the
display. They may move about using the movement rules.

THE

Radiophone

(Full size printout is included at the end)

INITIATIVE CARDS
Just like Savage Worlds character combat, there are cards
dealt for Initiative. All characters within a single vehicle
are a team called the Crew and move with that vehicle.
In order to be dealt an individual Initiative Card, the
rocket must be commanded by a Wild Card hero or villain.
Any other ships should be grouped into squadrons and
dealt a card. Vehicles take their turn in order, allowing for
surprise and Edges.
There is no Hold Action rockets are way too fast for
such tactical precision. So, just use the card your dealt, me
bucko (unless there is an Edge involved!).
Jokers still have their usual effect.
When a ships Initiative Card comes up, the characters on
board decide the ships movement, attacks and any tactics
their vehicle is attempting during its turn in combat. Those
three activities are separate, but they do influence one
another. Tactics adjust combat modifiers and movement
on the Radiophone. Movement will affect range penalties
in combat. But the biggest affect is that, while a simple
one area move is free actions and most attacks are free
actions, each Tactic after the first will provide a Multiple
Action Penalty similar to those in character combat.
When the ships activities are agreed upon, then they are
declared, like the Actions of a character in normal Savage
Worlds combat. The exact order of movement, tactics and
weapons fire is up to the vehicles player and can be
dependent upon the success or failure of Tactic Rolls.
Movement, tactics and weapon fire can be intermingled
(such as: Move/Weapon/Tactic/Move/Weapon) as long as
no single weapon fires more than once and the vehicle has
the required movement.
MOVEMENT
Ships with a Move Trait of 1+ may make one move to an
adjacent area as a Free Action. This is similar to a
character in combat moving his Pace.
Full Speed Tactic: Ships with a Move Trait of 2 or
more have the option of moving more than one area by
selecting the Full Speed Tactic. This does require using a
Tactic and counts for Multiple Action Penalties much like
Savage Worlds Run Action. The number of areas of
added movement is based upon the Move Trait. Selecting
the Full Speed Tactic allows for all and any movement
allowed by the Move Trait you dont have to select the
Tactic again for each added area. The Full Speed Tactic
does not require the usual Tactics Roll to succeed it is
automatic. It does, however, count when determining
Multiple Action Penalties for other Tactic Rolls.
Full Burn Tactic A ship can attempt the Full Burn
Tactic to temporarily increase its Move Trait for the turn,
even when at 0 Move Trait. This can be used with the
Full Speed Tactic (with MAP) to move more than one
area.

Move Trait at Zero or Lower


A ship can suffer damage that can lower its normal Move
Trait to zero or less. At zero or less Move, the ship may not
move areas or perform Tactics requiring the Pilot.
Drifting: In space, a zero Move ship will simply drift
onward. Every other turn, it will move towards the Outer
Ring of the Radiophone. If in the Outer Ring, each time at
the end of its turn it will automatically drift away from the
battle as if it used the Escape Tactic, unless any enemy
ships are in its area.
Of course, a ship adrift may run afoul of all sorts of
hazards. That is left up to the Gamemaster.
Falling Out of the Sky: In an atmosphere, a zero Move
ship will crash land. The damage will be catastrophic,
unless the Pilot can make a Pilot roll at 4:
-Fail: vehicle is not repairable; crews take 4d6 damage.
-Success: the ship is Wrecked but repairable (using the
rules from Explorers Edition, page 110) and all aboard
take 2d6 damage.
-Raise or more: somehow the Pilot managed to bring the
ship down on somewhere soft the ship is repairable (but
not as Wrecked) and those aboard take 2d4 damage.
TACTICS
Tactics are broad vehicle/crew activities that influence
the combat round, such as run away, avoid damage, repair,
full out attack and so on. A vehicle does not have the near
unlimited range of possible actions that a person has and
must choose one or more Tactics from those listed below.
Almost every Tactic will only provide its effect if the
Crew or Wild Card can make a skill roll to perform the
Tactic successfully. This is called the Tactic roll. Tactic
rolls are made as a particular Tactic occurs during the turn.
A vehicle may select more than one Tactic for the turn,
but there is a Multiple Action Penalty (MAP) of -2 to all
Tactic rolls for each additional Action.
Some Tactics have multiple Skill options to represent
different ways to achieve the same effect. For example,
the Tactic -2 Defense has both Enemy at (Notice) and
Weave (Pilot). A vehicle may only select ONE skill
option per Tactic. No Tactic can be attempted more than
once per turn.
Unless a Wild Card is in the required crew position (see
Tactics Chart, below), a ship will use its Crew Rating for
the Tactic rolls, as follows:
Novice (d4), Seasoned (d6), Veteran (d8),
Heroic (d10), Legendary (d12)
If you have more player characters than crew positions,
the Gamemaster may allow the excess to help out using
Cooperative Rolls, SWEE, page 57).
Tactic Roll: Skill vs. 4
Modifiers:
-Multiple Action Penalties
-Wounds (from ship and Wild Card)
+Handling, on Pilot rolls only

Tactic
-2 Defense
(Raise -4)
+2 Toughness
(Raise +4)
Drop Bombs
Nose Gun
+2 to Hit
Move 2+ Areas
+1 Move Trait
Shield *
Trick*
Escape *
Emergency
Repair*
Fight Fire*
Match Vector*
Trick*
*See Notes, below

Trappings
WC Skill - Position
One Turn Effects
Enemy at Notice Radiophone
Weave
Pilot - Pilot
Damage
Repair - Engineer
Control
Bombing Run Pilot - Pilot
Head On
Pilot - Pilot
Full Power
Repair - Engineer
Out-maneuver Pilot - Pilot
No Roll Needed,
Full Speed
(Move Trait 2+ only)
Full Burn
Repair - Engineer
Spotting
Notice Radiophone
Point Defense Shooting - Gunner
Interference
Pilot - Pilot
????
????
Immediate Effects
Shake Pursuit Pilot Pilot
Repair Wound Engineer Edge for
or Short
any Wound repair
Fight Fire
No Roll Needed
Various effects (See below)
????
????

Tactic Notes
Shield: Sometimes a ship must protect another vessel or
object from attackers. If a ship successfully uses this tactic
and ends its turn within the same area as the object to be
defended, then all attacks against that protected object are
at a -2 (-4 with a Raise). This tactic will also increase
the shielded objects Escape Trait by +1 (+2 with a Raise).
Any other successful uses of Shield add only 1 to the
Defense, maximum, to a total maximum of -6.
If the Gunner skill is used, then the ship is using all its
weapons against the defended objects attackers. It wont
be able to conduct normal attacks during the round. The
defensive fire is one Shooting roll (using the Wild Card
skill or Crew rating). A Crew roll can use a Wild Die if the
ship has more than two Swivel mounts functioning. A Wild
Card roll gets a +2 if the ship has more than two Swivel
mounts functioning.
Escape: A ship may select the Escape Battle Tactic no
matter what Radiophone area the ship currently occupies.
Enemies in your area or nearby fast enemies can be
trouble, though, and modify the Pilots roll:
+Escaping ships Escape Trait
-Enemy ships Escape Trait (use closest enemy ship)
+1 if character with Edge Rocketship Navigator on board
If any enemy within your area (select your area):
-6 (Center Circle), -4 (Middle Ring), -2 (Outer Ring)

Emergency Repair: See the rules on page 46 of


Slipstream for Emergency Repairs. Only character with the
Engineer Edge can repair Wounds during battle.
However, this option can be selected by any character
attempting to fix a Short Critical Hit. Fixing a Short
requires a simple Repair roll.
Fight Fire: In order to put out a Fire, the ship must
make a Crew Rating roll (or Agility for a Wild Card).
Success puts out one Fire (remove a Fire Marker) and a
Raise or better removes ALL fires.
Modifiers:
+/- as per Vehicle Edges or Hindrances
+1: If in space, the ship can vent air to fight the fire (a
free action). Of course that area will have little or no air
while using this modifier
Match Vector: Using this Tactic, a ship can select a
target in the same area and attempt to match its speed and
direction in an effort to get really close. Success can allow
for ramming a ship, forcing a ships movement, set for
boarding and more.
To succeed in matching vectors, use an opposed Pilot
skill roll, plus Handling for each ship, with the target ship
having a +2 (if in the Middle Ring) or +4 (if Outer Ring).
Whichever ship scores the highest roll chooses one of the
following options:
-Do nothing: Youre only as close as you want to be.
-Block: A ship may attempt to block another vessel from
moving to another area. Make an opposed Pilot roll
adding each ships Move Trait and Handling. If
successful, you may select one adjacent area the target ship
cannot enter from your area.
-Ram: The ships collide and bounce off each other. The
amount of d6s of damage to both ships is:
2x(Areas moved by ship+Areas last moved by target)
If the roll by the successful Pilot was a Raise, then that
ship can either receive +1d6 damage against the opponent
or +3 Toughness for his ship.
-Attempt to Retrieve an alien overboard: see Slipstream,
page 44 for details (see Page 44 Notes, below).
-Prepare to board: Crazy son of a gun! Use the rules
found on page 44 of Slipstream for outside the ship
action (see Page 44 Notes, below).
*Page 44 notes: the amount of 20 of movement is used
by Slipstream rules on page 44 a number of times.
Consider that to be equal to one area of movement. A ship
not moving to a new area is 0, using one area of
movement is 20, and so on.
Trick: A Trick is anything the players come up with that
just cant fit into the other Tactics. The Gamemaster must
decide the roll and the effect. But make it tough and not
over powerful a Trick is a rare situational thing and cant
occur in most situations or else it would be a Tactic!

WEAPONS FIRE
During its turn, a vehicle may make attacks. As in
Savage Worlds combat, a ship may move, fire, and keep
moving during its turn. Agile ships use this trick to zip in
and out of a better range against slower targets.
-Actions: Any ship with manned Swivel-mounted guns or
manned Dust Dispensers may use them at any time during
the turn. They do not require a Tactic.
Aiming a Nose-mounted gun or dropping bombs requires
the successful use of a Tactic to represent that the ship
trying to maneuver its nose towards a moving target. Only
if the Tactic roll is successful may the To Hit Shooting
roll be attempted.
Multiple Action Penalty (MAP) from Tactics do affect to
hit rolls.
-Die Rolls: Any weapon manned by a Wild Card will use
Shooting skill and the Wild Die, while all others use the
Crew Rating. When the ship attacks, group the attack rolls
by weapon type for speedy play.
Any roll with a Raise or better does +1d6 extra damage.
Attack rolls need a 4 or better, with these modifiers:
Modifiers:
-MAP penalty
-Range: per Area: -2
-Tactic modifier: +/- as by Tactic description
+2 if Targets MOVE Trait is zero
-Weapon Accuracy: see Weapon Listing
Modifier descriptions:
Range: After a target is selected, the Line of Attack is laid
down from one area to another along the best path selected
by the firer. It need not be a straight line, because of the
abstracted ranges of the Radiophone. For each Area which
the Line of Attack enters, subtract 2 from the attack die
rolls.
Tactics: Any Tactics that are successful and affect the
attack rolls are applied.
Ships Defense: Some targets are more difficult to score a
hit upon then others. This may be due to their own Tactics
or some other situation. The Defense of a ship is
subtracted from the attack rolls against it.
Move Trait Bonus: If a Targets Move Trait is zero, it
can only drift forward in space or fall down in an
atmosphere. Either way, its movements are far more
predictable and that makes it an easier target (though true
Heroes may consider this to be an unfair attack).
Weapon Accuracy: The various weapons used by vehicles
each provide a bonus or penalty to the attack rolls. It
should be noted that the Unstable Platform modifier has
already been added into the Weapon Accuracy. Any ship
wishing to Aim or fly straight to become more stable
should select the +2 to Hit Tactic.

WEAPON LISTING
Weapon
Accuracy
Heat Ray
-4
Graviton Beam
-2
Swivel
Mount
Rocket Gun
-2
Ray Gun
+0
Heat Ray
-2
Graviton Beam
+0
Nose Gun
Rocket Gun
+0
Ray Gun
+2
Light
Dropped
Bombs
Medium
Dropped
Heavy
Dropped
Knockout
Dropped
Dust
Dispenser Poison
Dropped

Damage
2d8
1d8
2d10
2d6
3d8
1d12
3d10
3d6
3d8
4d8
5d8
Inc.
Wound

DROPPED WEAPONS
Two weapon systems (Bombs and the Dust Dispenser)
are dropped weapons that can only be used effectively
upon fixed installations or grounded targets. Even a
drifting ship moves too much for effective targeting.
If such a target exists, place a Map Marker representing
that target within one Area of the Radiophone Display.
The marker represents a map of the target zone, which
should be sketched out on a piece of paper noting normal
Savage Worlds scales.
To attack the Map Marker, a ship must have selected the
Drop Bombs Tactic and be within the markers Area. At
that time, the Pilot must make a successful Tactics Roll
using Pilot to line-up the weapons. He must succeed to
allow the Gunner a Shooting roll to hit.
After the roll is made, dropped weapons use the normal
Area Effect rules on the sketched map. The Dust
Dispenser uses a Cone Template, the Light Bomb has a
Medium Burst Template and the other bombs have Large
Burst Templates. Bombs have a deviation of 3d10 for
failure.
The effects of both the Knockout Dust and the Poison
Dust are detailed in Slipstream, page 30.
HEAVY ARMOR & HEVY WEAPONS
All rocketships are considered to have Heavy Armor
and all rocketship weapons are considered to be Heavy
Weapons. Only Heavy Weapons can have a chance of
damaging something with Heavy Armor.
Some rocketships have even more armor due to Edges.

DAMAGE
Most weapon damage is rolled against the targets
Toughness, which may be adjusted due to the Targets
Tactics, the Heavily Armored Edge or the Very Heavily
Armored Edge.
Weapons roll damage as listed on the Weapon Listing, but
each has its own peculiarities as detailed below.
-Ray Gun: The standard weapon of rocketship combat,
the Ray Gun is dependable and accurate.
-Heat Ray: The least accurate weapon. However, any
successful attack from a Heat Ray, regardless of the
damage roll, causes a very distracting and dangerous fire to
break out on the target ship. Place a game marker to
indicate a Burning vehicle and refer to the rules for
Fires, below.
-Graviton Beam: High-energy Graviton Beams that strike
a vehicle do not cause normal Wounds or Shaken results.
Instead, the Beam slips through hull and armor and can
impair the crews ability to move and can even knock them
unconscious. Roll the Beams damage opposed by the
Crew roll (for general Crew) and Vigor (for Wild Cards)
not against any Toughness or character armor!
-Success for the Graviton Beam indicates the victims got
knocked about. There is a -2 to any actions by the victims
for their next turn.
-A Raise means the victims were so badly knocked
about by the Graviton Beam that the ship becomes
Shaken (see Damage Effects below).
-Two or more Raises means the victim is unconscious
due to the stress caused by the Beam. This will result in
vital crew positions being unmanned, ships drifting or
crashing and so on. The exact game effects of an
unconscious crew are up to the Gamemaster. If a Wild
Card finds himself conscious with an unconscious crew,
that Wild Card may ignore their crew position and awaken
a fallen Crew at a rate of one crewmember per turn. No
roll is needed: they are just really stunned.
Players should place game markers upon the impaired
ship to remind everyone of the problems.
-Rocket Guns: The Rocket Guns high damage reflects
the higher chances to catch a target in an explosive burst.
However, that can be a problem in a tight battle. When a
Rocket Gun attacks a target within the Center Circle, it
may also strike another target, friend or foe! Roll the
damage dice: any Aced die means another random target
within the Center Circle (friend, foe or firer!) takes 2d6
damage along with the usual Aced effects. This is good
for shelling the Center Circle area!
The Nose-mounted Rocket Gun loads rather large shells
and cannot be fired every turn. It takes a full round to load
a new shell. This does not count as a Tactic because a
gunner or servo device is performing the task.

Shaken
A Shaken vehicle is rocked violently by the damage:
sparks and smoke fill the vessel and the crew is
thrown about. A Shaken vehicle cannot choose
any tactics, fire any weapons, move or Escape
(unless drifting with a Move of zero or less). A
Shaken vehicle may recover by:
-Spending one of its Bennies
-A successful Healing Skill roll by the vehicles
lead doctor, if any (Patch em up, doc!)
-A successful Crew roll to rally (this roll can be
modified by Leadership Edges).
The Benny may be used at any time. The rolls are made at
the very start of the ships turn and are modified
by Wounds upon the vehicle.
Wound
For each Wound a ship takes, apply that Wound to the
ship and roll once on the Critical Hit Table. The
Critical Hit Table replaces the one in Slipstream
to account for changes in the movement and
combat rules.

2-3
4-5
6-7

9-10
11-12

Critical Hit Table Roll 2d6


If doubles are rolled a Fire also occurs.
ENGINES: -1 Move Trait (minimum of 0)
and 1 Escape Trait (minimum of -2).
CONTROLS: -1 Handling
HULL: One random cargo space, if any, is
destroyed.
SHORT: A system is flickering. Until
repaired (using the Emergency Repair Tactic),
one Tactic (roll d6) can not be selected:
1- Defense bonus
2- Nose Gun and Bombs
3-To Hit bonus
4- Move 2+ Areas
5- Escape
6- Match Vector
WEAPON: One random weapon, if any, is
destroyed.
WILD CARD: One random Wild Card, if any,
takes 2d6+2 damage. If there are no Wild
Cards on board, then the ship gets a -1 on its
first roll to recover from being Shaken

Wrecked
Any ship takes that has 4 or more Wounds is Wrecked.
See Page 46 of Slipstream for the nasty results.
Fires
At the end of a Burning vehicles turn, it must suffer a
damage roll of 1d6 per Fire Marker upon it. This roll is
grouped as one Damage roll and can Ace.

If the vehicle uses the Fight Fires Tactics, it has a


chance to put the entire fire out. See the description of the
Fight Fires Tactic for more detail.

STARSHIPS

Move/Escape
Climb
Handling
Travel Speed
Crew
Weapons

LEVITOSIAN SHUTTLE
1/1
Toughness
9
25
Cargo
1
-1
Cost
5,000
1
2+6: 1 Pilot, 1 RP, 6 Passengers
1 Nose

Move/Escape
Climb
Handling
Travel Speed
Crew
Weapons

BIRD MAN YACHT


2/2
Toughness
11
15
Cargo
4
+1
Cost
9,000
2
2+8: 1 Pilot, 1 RP, 8 Passengers
1 Nose

Move/Escape
Climb
Handling
Travel Speed
Crew
Weapons

SKALANITE FREIGHTER
1/1
Toughness
15
10
Cargo
12
-2
Cost
22,000
2
3+20: 1 Pilot, 1 RP, 1 Eng, 20 Passengers
1 Nose + 6 Swivel

GYPTOSIAN MERCHANT
Move/Escape
1/0
Toughness
13
Climb
10
Cargo
10
Handling
-1
Cost
25,000
Travel Speed
3
Crew
3+10: 1 Pilot, 1 RP, 1 Eng, 10 Passengers
Weapons
1 Nose + 4 Swivel

ROBOT MAN SALVAGER


Move/Escape
1/1
Toughness
11
Climb
10
Cargo
6
Handling
-2
Cost
26,000
Travel Speed
3
Crew
3+4*: 1 Pilot, 1 RP, 1 Eng, 4 Passengers
Weapons
1 Nose + 4 Swivel
*During salvage operations, the Crew is:
6+1: 1 Pilot, 1 RP, 2 Eng, 2 Salvage Eng, 1 Passenger

Extra Armored

Move/Escape
Climb
Handling
Travel Speed
Crew
Weapons

PIRATE RAIDER
3/2
Toughness
25
Cargo
0
Cost
3
2+8: 1 Pilot, 1 RP, 8 Passenger
1 Nose + 4 Swivel

Move/Escape
Climb
Handling
Travel Speed
Crew
Weapons

ANGELI SCOUTSHIP
3/2
Toughness
20
Cargo
0
Cost
3
2+4: 1 Pilot, 1 RP, 4 Passenger
1 Nose + 2 Swivel

9
4
20,000

10
2
16,000

DRACSOS DRAGONSHIP
Move/Escape
2/2
Toughness
13
Climb
30
Cargo
3
Handling
+1
Cost
19,000
Travel Speed
3
Crew
2+10: 1 Pilot, 1 RP, 10 Passengers
Weapons
1 Nose + 2 Swivel

VALKYRIAN ROCKETSHIP
Move/Escape
2/1
Toughness
Climb
20
Cargo
Handling
+1
Cost
Travel Speed
3
Crew
1+1: 1 Pilot/RP, 1 Passenger
Weapons
1 Nose
Extra Armored, Very Heavily Armored

6
1
15,000

ANATHRAXIAN WARSHIP
Move/Escape
3/3
Toughness
12
Climb
30
Cargo
2
Handling
+1
Cost
Military
Travel Speed
4
Crew
5+4*: 1 Pilot/RP, 4 Gunners, 4 Passenger
Weapons
1 Nose + 4 Swivel + Dust Dispenser
*On the Warship, Gunners are mandatory and added to the
Crew number.

Extra Armored

WILD CARD ROCKETSHIPS


Some ships are luckier than others especially those
piloted by the heroes or villains! That being the case,
some ships are Wild Cards in their own right!
What that means is that a Wild Card ship can have Edges
and Hindrances and each Wild Card ship has three Bennies
(adjusted for Edges or Hindrances). A Benny can be used
on any Trait roll from the Crew, to soak damage upon the
ship or to remove one Shaken effect upon the ship.
SHIP EDGES AND HINDRANCES
Three ships above start with special Edges. Any Wild
Card ship can start its life with up to two Hindrances;
each one earning the ship one free Edge in exchange
(Yep, thats where the resources come from!). After that,
a ship can gain one Edge for every ten Experience Points.
How does a ship get its own XP? With the happy
donations of the player characters, of course! Each time a
player character earns his XP, he or she can give over any
amount they desire for the good of the ship.
With the exception of Good Crew, no Edge or
Hindrance may be taken more than once.
EDGES:
Gyro-stabilized Guns: +1 to Hit, +2 to Damage
Turbo: +1 Move, +10 Climb, +1 Escape
Fire-Control Equipment: +1 Fight Fires; Heat Rays and
Criticals only cause a fire with a 1-4 on a 1d6.
Got Moves: -1 Defense
Top-notch Controls: +1 Handling, +1 Travel Speed
Extra Armored: add 3 to your Toughness against
collisions, crashes and Swivel-mounted Guns. In a
collision, add 1d6 to your damage caused.
Very Heavily Armored (Extra Armored): add 5 to your
Toughness against collisions, crashes and Swivel-mounted
Guns; add 3 to your Toughness against Light Bombs. In a
collision, add 1d6+2 to your damage caused.
Advanced Automation: +1 Benny
Room for One More: +1 Swivel-mount
Large Bay: +3 Cargo
Good Crew: Generic Crews start at Novice Level. Each
time this Edge is taken, you increase your Crew Rating.
Novice (d4), Seasoned (d6), Veteran (d8),
Heroic (d10), Legendary (d12)
HINDRANCES:
Homemade Guns: -2 To Hit
Get Out and Push?: -1 Move, -10 Climb, -1 Escape
Tinderbox: -2 to Fire Roll.
Sitting Duck: +1 Defense
All Gears and Levers: -1 Handling, -1 Travel
Rusty Bucket: -2 Toughness
Problem Waiting to Happen: -1 Benny
Under-Gunned: One less Swivel-mount. If ship normally
has no Swivel-mounts, then no Nose Gun.
Compact: -2 Cargo, -1 Toughness

RACIAL BENEFITS
Not all races fight the same. Their natural tendencies and
backgrounds have differentiated some of the races in
combat. Below is a list of some benefits if a ship is
willingly crewed by 75% or more of a particular race.
-Anarchs: Evasive- -2 Defense making them hard to hit.
-Babelonian: Tactician- may redraw any Initiative Card 4-.
-Bird Man: Flyers- +2 Handling
-Earthling: Adaptable- +1 Vehicle Benny
-Lion Man: Trained- +1 to all Crew Rolls
-Psiclops: Linked- ignores one level of MAP with Tactics.
-Robot Man: Reset- +2 for rocket to recover from Shaken.
-Septosian: Squishy- +2 Toughness to Vehicle
-Valkyria: Amazonian- Ignore 1 Wound penalty
Your Gamemaster can determine if other races have a
bonus or not.
CHARACTER EDGES AND HINDRANCES
Because of the change in rulings, some Edges and
Hindrances for characters give altered or added bonuses.
Ace: functions as written
One Man Crew: A character with the One Man Crew
Edge can ignore the first -2 level of any Multiple Action
Penalties on Tactics Rolls, if he is actively being used for
two or more Tactic skill rolls that round. The bonus only
applies to this characters Tactic Rolls.
Improved One Man Crew: A character with the One
Man Crew Edge can ignore the first -2 level of any
Multiple Action Penalties on Tactics Rolls, if he is actively
being used for two or more Tactic skill rolls that round.
The bonus only applies to this characters Tactic Rolls.
Engineer: Operates the same as in Slipstream. Selecting
the Emergency Repairs Tactic to repair Wounds (not
Short) requires a character with the Engineer Edge.
Rocketship Gunner: Functions the same as in Slipstream.
Rocketship Navigator: Functions the same as in
Slipstream with the addition that a Navigator supplies a
+1 to any Escape Tactic rolls.
OPTIONAL RULES
Squadrons: If a Gamemaster wants a Really Big
Battle, then he can group similar ship types into a
squadron. This squadron will be represented on the
Radiophone by one ship mini.
Squadrons act like single ships in all respects (and that
includes their Wounds) except for the following rules:
Squadrons are always Extras, but they roll the Wild Die
for all rolls.
Because ships stay in formation, a Critical Hit effects all
ships in the Squadron equally.
Squadrons cause +2 damage for each ship in the
squadron.
Squadrons have +2 Toughness for each ship in the
squadron.
Each Wound on a Squadron removes one ship in regards
to the above rules for Damage and Toughness.

TAKING YOUR TURN a cheat sheet


When a rocketships turn arrives, it can move itself into
adjacent areas on the Radiophone display, attempt various
Tactics to gain a battlefield advantage and/or conduct
attacks upon targets on the Radiophone display.
Tactic
-2 Defense
(Raise -4)
+2 Toughness
(Raise +4)
Drop Bombs
Nose Gun
+2 to Hit
Move 2+ Areas
+1 Move Trait
Shield *
Trick
Escape *
Emergency
Repair*
Fight Fire*
Match Vector*
Trick

Trappings
WC Skill - Position
One Turn Effects
Enemy at Notice Radiophone
Weave
Pilot - Pilot
Damage
Repair - Engineer
Control
Bombing Run Pilot - Pilot
Head On
Pilot - Pilot
Full Power
Repair - Engineer
Out-maneuver Pilot - Pilot
Full Speed
No Roll Needed
Full Burn
Repair - Engineer
Spotting
Notice Radiophone
Point Defense Shooting - Gunner
Interference
Pilot - Pilot
????
????
Immediate Effects
Shake Pursuit Pilot Pilot
Repair Wound Engineer Edge for
or Short
any Wound repair
Fight Fire
Anyone
Various effects (See below)
????
????

Tactic Roll: (Skill or Crew Rating) vs. 4


Modifiers:
-Multiple Action Penalties
-Wounds
+Handling, on Pilot rolls only
Crew Rating:
Novice (d4), Seasoned (d6), Veteran (d8),
Heroic (d10), Legendary (d12)

Attack Roll: (Skill or Crew Rating) vs. 4


Modifiers:
-MAP penalty
-Range per Area: -2
-Tactic modifier: +/- as by Tactic description
+2 if Targets MOVE Trait is zero
-Weapon Accuracy: see Weapon Listing
Weapon
Heat Ray
Graviton Beam
Swivel
Mount
Rocket Gun
Ray Gun
Heat Ray
Graviton Beam
Nose Gun
Rocket Gun
Ray Gun
Light
Bombs
Medium
Heavy
Knockout
Dust
Dispenser Poison

Accuracy
-4
-2
-2
+0
-2
+0
+0
+2
Dropped
Dropped
Dropped
Dropped
Dropped

Damage
2d8
1d8
2d10
2d6
3d8
1d12
3d10
3d6
3d8
4d8
5d8
Inc.
Wound

A Shaken vehicle may recover by:


-Spending one of its Bennies
-A successful Healing Skill roll by the vehicles
lead doctor, if any (Patch em up, doc!)
-A successful Crew roll to rally (this roll can be
modified by Leadership Edges).

2-3
4-5
6-7

9-10
11-12

Critical Hit Table Roll 2d6


If doubles are rolled a Fire also occurs.
ENGINES: -1 Move Trait (minimum of 0)
and 1 Escape Trait (minimum of -2).
CONTROLS: -1 Handling
HULL: One random cargo space, if any, is
destroyed.
SHORT: A system is flickering. Until
repaired (using the Emergency Repair Tactic),
one Tactic (roll d6) can not be selected:
1- Defense bonus
2- Nose Gun and Bombs
3-To Hit bonus
4- Move 2+ Areas
5- Escape
6- Match Vector
WEAPON: One random weapon, if any, is
destroyed.
WILD CARD: One random Wild Card, if any,
takes 2d6+2 damage. If there are no Wild
Cards on board, then the ship gets a -1 on its
first roll to recover from being Shaken

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