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To represent the hazzok, use the melee table.
The hazzok causes slash criticals. |
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Gauss weapons use the same attack charts as firearms.
It doesn't matter how the round is propelled. |
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Your weight penalty plus armor quickness penalty plus three times strength
is used to figure out your maximum pace, not base movement. The speed of a
normal walk, or even a jog is not reduced, you just lose the top end of the
movement (Dash, then fast sprint, etc.) |
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Moleculetronics are not effected by Electro-Magnetic Pulses. |
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Firearms work in outer space or under water. Even
normal cartridges have enough air inside to fuel the reaction. |
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Anyone can use unrestricted or recreational drugs without a
first aid roll. A GM might want to use a SD maneuver to see if someone OD's when using a drug
to which he's addicted. |
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Restricted pharmaceuticals should be accompanied by a routine Drug
Therapy maneuver. This is to prescribe dosage for ingested drugs, and to actually inject it for injected drugs. |
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For the most part, weapon cells work for every energy weapon. The power caps for hold out weapons only work with
hold out weapons. Imperial power cells are twice as large and the two cannot be used interchangeably. |
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A hold out weapon is a very small weapon, like a tiny .22
pistol. |
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For characters that get unspecified scientific ranks during
adolescence, simply distribute the ranks and get your GM's approval.
There are no other guidelines. |
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Martial Arts Companion, from Rolemaster, is
suitable for use with Spacemaster. It would be best to use the
least fantastic option for the styles (no near-magic chi powers, unless the
GM really wants them in his campaign). |
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The Architects created the same biosphere over and over again. There are
horses on most planets. |
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In Spacemaster: Privateers, there is a rating
on ships for "EW." This stands for Electronic Warfare. The first number is the active EW, the second is
passive (this makes the ship harder to spot without jamming the sensors and
alerting everyone to your presence). |
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When a ship has weapons listed as #xMark # (6xMark 10, for
instance) it means the weapons are fired as one unit, and their damage is
multiplied by the number of weapons. |
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Towing ships for salvage is a matter of two things, size and mass.
The quantum drive shrinks space in front of the ship and expands it behind, allowing the ship to appear to be
traveling faster than light. This means that a crew can maintain vehicles
or repair damage while coasting at FTL speeds. It also allows for towing.
Assume that a ship can't tow another vehicle bigger than it, the end of the vehicle
would extend beyond the safe envelope around the ship and the spatial
differential would rip it clear. Otherwise, just multiply the ships acceleration
by it's mass to get it's thrust, add in the mass of the new ship and redivide to
calculate the new acceleration. |
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Sensors in Spacemaster are practically instantaneous. |
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When an android hits the end of its operational period, it
is warn out, and begins to fall apart. |
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If an AI wanted to, it could download a section of the
Sensenet into a dummy system and once it's disconnected, experience the
downloaded simulation. |
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By the same token, AI's query the datanet trough safe
interfaces that allow only one connection at a time. For example, the
AI connects to the system (disconnecting it from the datanet) and makes a
query. The system then disconnects from the AI and downloads relevant
data from the datanet. The system then disconnects from the datanet
and reconnects to the AI with the relevant data. |
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Weapon grade blasters and lasers are visible in an
atmosphere, due to scattering (and sometimes superheating the atmospheric
gasses). They are invisible in a vacuum unless there is a lot
of dust. They cause enough of an atmospheric disturbance to make a
sound. |
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All energy weapons cause atmospheric lensing. This
means that the heat distortion from their own beam will cause them to bend
as they are refracted by the air. |
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In a vacuum, blasters use the same range increments as
lasers. Plasma weapons double their range increments. |
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For an aquatics skill, use Alien Environments. |
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If you need a paratrooping skill, put it in Combat
Maneuvers. |