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Space Master Companion Cover


Product Line: Spacemaster
Product Edition: SM1
Product Name: Space Master Companion
Product Type: Supplement
Author: Tod Foley, Terry Kevin Amthor
Stock #: 9500
ISBN: 0-915795-33-7
Publisher: ICE
Page Count: 112
Release Date: 1986
Language: English

Format Cover Price Released
Softcover $12.00 1986
PDF $7.00 10-Nov-2011

Purchase:
Space Master Companion at RPGNow
Space Master Companion at Noble Knight Games (Used)
Cover/Jacket Text:
This supplement expands 5 areas of the Space Master system.
• Here are Alternate Settings, adding fascinating variety to your sci-fi scenarios.
• The Stellar Empire fleshes out the details of man’s expansion into the heavens, ten thousand years hence. Included is a compilation of Major Houses, Corporations, and renegade groups.
• Glittering Technology is a must for sci-fi games. The Companion provides new weapons, vehicles and spacecraft. Also included are MIRC’s (Mech Interface Robotic Comboids), a fusion of robot and man.
• Under the Character Material section you’ll find new alien races and humanoid variations to populate your adventures.
• The new Gamesmaster Material includes stellar and planetary development and MIRC combat (to be used with Tech Law). This section also adds more firepower to Space Master with new grenade, power sword, force knife, and martial arts rules.
© 1987 IRON CROWN ENTERPRISES
The Space Master system includes:
• Tech Law — Detailed guidelines for the technology of tomorrow!
• Future Law — Space Master’s character development system including professions, aliens, and rules for creating cultures.
• Space Master Boxed Edition — Future Law, Tech Law, a full-color star chart, a map for starship combat, a full-color counter sheet, and a booklet of starship layouts.
• Imperial Crisis — Face interstellar terrorism and deep space piracy in this action-packed campaign module.
• Action on AKAISHA Outstation — Experience the dangers of an outstation crawling with thieves and smugglers in this package of 3 ready-to-run adventures.
• Lost Telepaths — There’s plenty of action as celestial colonists with uncommon abilities threaten to overthrow the Empire!
Space Master. . . . the challenge of the future awaits!

Table of Contents:

CONTENTS 17.0 COMMUNICATORS: A NEW PROFESSIONAL
GROUP ............................................................ 54
17.1 Professions ..................................................... 54
INTRODUCTION ............................................................. 2 17.2 Skill Development ............................................ 54
17.3 Skill Chart.. .................................................... 55 .
PART I ALTERNATIVE SETTINGS ....................................... 5 18.0 ADDTIONAL PSION LlSTS ................................... 56
1.0 POST-NUCLEAR. .................................................... 5 18.1 Visions ........................................................... 56
2.0 NEAR-EARTH COLONIES ........................................ 5 18.2 Alteration ....................................................... 58
3.0 BIZARRE ALTERNATIVES ........................................ 5 18.3 Control .......................................................... 60
PART II THE EMPiRE ....................................................... 6
4.0 LIFE IN THE EMPIRE .............................................. 6
5.0 A HISTORY OF CIVILIZATION ................................... 6
6.0 THE IMPERIAL GOVERNMENT ................................ 9
6.1 Executive Branch ................................................. 9
6.2 Judicial Branch .................................................. 10
6.3 legislative Branch .............................................. 10
7.0 IMPERIAL ORGANIZATIONS ................................... 11
18.4 Self-Mastery ................................................... 61
19.0 ADDITIONAL PSIONS ......................................... 64
19.1 Visions ........................................................... 64
19.2 Alteration ....................................................... 65
19.3 Control .......................................................... 66
19.4 Self-Mastery ................. , ................................. 66
20.0 ADDITIONAL SKILLS & STAT RULES .................... 67
21.0 SPECIAL CHARACTER ABILITIES .......................... 68
7.1 Major Houses ................................................... 11 PART V GAMESMASTER AIDS ....................................... 70
7.2 Other Imperial Organizations ............................... 13 22.0 STELLAR SYSTEM GENERATION ADDENDUM ...... 70
8.0 NON-IMPERIAL GROUPS ...................................... 16
8.1 Renegade Houses .............................................. 16
22.1 System Identification ........................................ 70
22.2 Stellar Data ................................................... 70
8.2 Alien Governments ............................................ 17
9.0 LANGUAGE IN THE TERRAN EMPiRE ..................... 17
22.3 System Data .................................................. 73
23.0 PLANETARY GENERATION .................................. 74
9.1 Commonly Known Tongues .................................. 17 23.1 Orbital Radius ................................................. 74
9.2 Special lanuages ............................................... 17
9.3 Computer languages ......................................... 18
23.2 Type .............................................................. 74
23.3 Circumference ................................................ 75
PART III NEW TECHNOLOGY .......................................... 19
10.0 NEW EQUiPMENT .............................................. 19
10.1 Equipment Chart.. ............................................ 19
10.2 Equipment Descriptions .................................... 20
10.3 Master Weapons Chart ................................... 27
11.0 NEW VEHiCLES ................................................. 28
11.1 Vehicle Descriptions ......................................... 28
11.2 Vehicles Stats and Costs ................................... 29
12.0 ROBOTS AND DRONES ...................................... 30
12.1 Robot Design Rules Notes ................................. 30
12.2 New Robot Designs ........................................ 30
12.3 Drones .......................................................... 33
13.0 MIRCS .............................................................. 34
14.0 STARSHIP DESIGNS AND NEW PARTS ................ 36
14.1 Starship Designs ............................................. 36
14.2 New Starship Parts ......................................... 43
15.0 DETERMINING COSTS ....................................... .44
15.1 Travel ............................................................. 44
15.2 Communication ............................................... 44
15.3 Equipment ...................................................... 45
15.4 Microbes and Biotoxins ..................................... 45
15.5 Fuel, Materials, Services ................................... 45
23.4 Density ......................................................... 75
23.5 Gravity and Escape Velocity .............................. 75
23.6 Standard Hours Per Day .................................. 75
23.7 Standard Days Per Year .................................. 77
23.8 Satellites ....................................................... 77
24.0 SPECIAL PLAYER-CHARACTER OPTIONS .............. 77
24.1 Military/Paramilitary Training .............................. 77
24.2 Example Requirements and Training .................... 79
24.3 Non-Player Character Mentors ......................... 81
25.0 GAMESMASTER SITUATION AIDS ........................ 82
25.1 Potential Missions ............................................ 82
25.2 Business Generation ........................................ 85
26.0 USING EQUiPMENT ........................................... 86
26.1 General Rules on Success and Failure ................. 86
26.2 Making Scans ................................................. 86
26.3 Security ........................................................ 86
26.4 Breakage ....................................................... 87
27.0 STARSHIPS: OPTIONAL RULES ........................... 89
27.1 Combat Rules ................................................. 89
27.2 Extended N-Space Travel. ................................. 90
28.0 MIRC COMBAT ................................................. 90
28.1 Installed Weaponry .......................................... 90
28.2 Criticals vs MIRCs .......................................... 90
PART IV CHARACTER MATERIAL .................................... 47 28.3 Systems Important to MIRC Combat ................. 90
16.0 ALIEN RACES IN SPACE MASTER ........................ 47 2B.4 Combat Conventions ........................................ 90
16.1 Altha ............................................................. 47 28.5 Combat Sequence ........................................... 91
16.2 K'ta'viir .......................................................... 48 28.6 In Atmosphere ................................................ 92
16.3 Idorians ......................................................... 49 28.7 On Ground or Water ....................................... 92
16.4 Snee ............................................................. 49 29.0 GRENADE, ROCKET AND MISSILE RULES ............ 93
16.5 Aoemarans ..................................................... 50 30.0 SUPPLEMENTAL TABLES AND RULES ................. 96
16.6 Wihr-kohl ....................................................... 51 30.1 Martial Arts Rules ........................................... 96
16.7 Trilopters ........................................................ 51 30.2 Martial Arts Tables ......................................... 98
16.8 Transhumans .................................................. 52 30.3 Other Tables ................................................. 102
16.9 Additional Racial Data ...................................... 53 30.4 Star Map ..................................................... 109

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