You are on page 1of 130

Tabletop Miniatures Game

by
Marc Anderson
Edited by
Patrick Connor

Cover Illustration by
Ronald Smith

Interior Illustrations by
Jerry Frazee

Based on Rules created by


Richard A. Johnson

Copyright 2007 Rattrap Productions LLC


www.rattrapproductions.com
www.pulp-heroes.com
Table of Contents
Introduction................................................................ 5 Mad Scientist (Grade 3).............................. 38
Dice and Mechanics of the Game.............................. 6 Hotshot Pilot (Grade 3)............................... 39
Stat Line........................................................ 6 Science Officer (Grade 2)........................... 40
Character Stat Chart...................................... 7 First Officer (Grade 2)................................ 41
Initiative and Turn Sequence........................ 8 Tribal Clan Lord (Grade 2)......................... 42
List of Actions............................................... 9 Captain of the Guard (Grade 2).................. 43
Hero Points................................................. 10 Moral Companion (Grade 2)....................... 44
Movement.................................................................11 Scientist (Grade 2)...................................... 45
Terrain Effects..............................................11 Mercenary (Grade 2)................................... 46
Levels...........................................................11 Amazon Warrior (Grade 2)......................... 47
Improvised Movement................................ 13 Priest (Grade 2)........................................... 48
Combat..................................................................... 14 Star Command Cadet (Grade 1).................. 49
Weapons Chart............................................ 14 Star Command Security (Grade 1).............. 50
Ranged Combat........................................... 15 Star Command Specialist (Grade 1)........... 50
Close Combat.............................................. 16 Tribal Warrior (Grade 1)............................. 51
Combat and Flying...................................... 20 Palace Guard (Grade 1)............................... 52
Combat Outcomes....................................... 20 Soldier (Grade 1)........................................ 52
Flying Vehicles......................................................... 21 Amazon (Grade 1)...................................... 53
Anti-Gravity Vehicles................................. 21 Settler (Grade 1).......................................... 54
Weapons on Vehicles.................................. 22 Native (Grade 1)......................................... 54
Movement................................................... 22 Zealot (Grade 1).......................................... 55
Shooting at Vehicles.................................... 24 Robots...................................................................... 56
Mounted Rules......................................................... 24 Robot Rules................................................. 56
Character Creation................................................... 25 Destructobot (Grade 3)............................... 59
Heroes and Villains .................................... 25 Search And Rescue Robot (Grade 3).......... 60
Model Grades.............................................. 25 Foreman Robot (Grade 3)........................... 61
Hordes of Minions (or the Red Shirt Rule).26 Industrial Robot (Grade 2).......................... 62
Character Equipment and Abilities............. 26 Bodyguard Robot (Grade 2)....................... 63
Character Size............................................. 27 Specialist Robot (Grade 1).......................... 64
Aliens.......................................................... 27 Labor Robot (Grade 1)................................ 64
Character Archetypes............................................... 30 Soldier Robot (Grade 1).............................. 65
Star Commander (Grade 3)......................... 30 Analysis Robot (Grade 1)........................... 66
Traveler (Grade 3)....................................... 31 Space Age Equipment.............................................. 67
Tribal Warlord (Grade 3)............................ 32 Skills and Attributes................................................. 68
Rogue (Grade 3).......................................... 33 Combat Skills.............................................. 68
Amazon Queen (Grade 3)........................... 34 Knowledge Skills........................................ 71
High Priest (Grade 3).................................. 35 Other Skills ................................................ 73
Swashbuckling Prince/Princess (Grade 3).. 36 Virtues and Flaws........................................ 77
Overlord (Grade 3)...................................... 37 Scenarios.................................................................. 79
The Board................................................... 79 Fantastic Worlds Scenarios...................................... 93
The Story..................................................... 79 Peril of the Mystery Ship......................................... 93
Encounters.................................................. 79 The Robin Hood of Regalls VII............................... 99
Alien Terrain............................................... 80 Malice in the Palace............................................... 108
Scenario Specific Rules.............................. 81 Chapter 1: The Mysterious Assailant..................... 108
Campaigns................................................................ 83 Chapter 2: The Fiend in the Courtyard...................110
The Plot....................................................... 83 Chapter 3: The Enemy of my Enemy.....................112
Story Arc..................................................... 84 Blank Hero/Villain Sheets...................................... 122
Beyond the First Story................................ 85 Blank Robot Sheets................................................ 125
Experience................................................................ 87 Hordes of Minion Markers..................................... 128
General Rules for Experience Points.......... 87
Heroic Experience....................................... 88
Reputation Experience................................ 91

Acknowledgements
The author acknowledges that this book wouldnt have been possible without the insight and playtesting of people
much smarter than he. The rank of Junior Star Commander is hereby awarded to Audrey Ewing, Mike Lorenzo,
Matthew Higgins, Jerry Frazee, Grif Ingram, Will Anderson, Green Knight and Markus Kaufmann. Special thanks
to Rich Johnson for giving me the opportunity and the core rule system to write the book.

This book is dedicated to my dad, Bill Anderson, for putting a beat up paperback about Mars in my hands when I
was a child, thus beginning my lifelong love of the genre.

Miniatures used are courtesy of Bronze Age Miniatures (BA), and Hydra Miniatures (HM) as well as some of our
own line, Rattrap Productions (RP). Terrain mat provided by Zuzzy Miniatures.

Fantastic Worlds: Pulp Action in the Far Reaches of Space is Copyright 2007 by Rattrap Productions LLC.
EAN 978-0-9789241-7-1 ISBN 0-9789241-7-7
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Dr Litmus pulled down the huge lever and the contraption came to life, casting a shimmering glow over the entire
basement. A low pitched hum emanated from it that made Kip Kincaid uncomfortable.
Are you sure this thing is safe, doc? Kip asked, casting a quick glance at Sarah, who was coming down the stairs,
bringing tea.
Quite, quite Dr Litmus replied. Ive had it on dozens of times and it works perfectly. He stepped from the breaker
to a control panel that was connected by two large cables to the glowing apparatus. In the center of the panel, surrounded
by dozens of switches was one large dial. He began to turn it ever so slowly.
Kip walked up to the machine for a closer look. It was unlike anything he had ever seen before. Standing eight feet tall
and three feet wide it had every appearance of a door frame. In fact, looking between the mass of wires and vacuum pipes
that covered every inch of the frame, Kip thought he could see a normal wooden frame.
Inside the doorway was anything but normal, as light sparked, jumped and played from edge to edge. As Kip watched,
the light would streak across the frame as if someone ran behind the doorway with a flashlight. Other times a light would
start small, like a candle light, then grow bigger and bigger until it engulfed the doorway then would disappear. A static haze
distorted the entire thing, often threatening to obliterate the entire view.
Its outer space Kip said with an epiphany.
Yes, yes! Dr Litmus responded with glee, and as I turn this dial we are moving through space at thousands and
thousands of miles a second.
Think of it Kip. We can search space from my basement. Chart the stars; perhaps even find life on other planets. Look
here!
Dr Litmus turned the dial to a point that had an arrow made of tape marking it. He twisted the dial slightly back and
forth from that point as if he was trying to locate his favorite radio station. Suddenly he stopped and pointed. There!
Kip looked again. The static was worse than ever, but it seemed he could make out a vista of rock and sand through the
distortion. Doc, are you saying thats another world?
Indeed, Kip, indeed. I found this a few days ago. It appears quite barren and lifeless, but another world indeed!
Sarah walked up next to him, and Kip suddenly realized they were going to be late for their dinner reservations. Dr
Litmus may be an eccentric old kook, but he had the most beautiful daughter in the city.
Just as he was about to suggest they leave, Sarah gasped, Look! Oh, did you see it?
Kip looked towards the frame where she was pointing, but couldnt see anything. In fact the static was worse. I dont
see anything.
It was there, right there Sarah walked closer to the frame pointing near the center of it. It was a face. Oh father, Im
certain of it.
Her father smiled. I sincerely doubt it, my dear. As I stated before this is nothing more than a lifeless rock in space.
Kip suddenly got a sick feeling. His instinct was telling him something was wrong, and he never ignored his instinct.
Sarah darling, move away from that contraption. I dont trust it...
The image in the frame shimmed and popped as two massive fur covered arms reached out from it and wrapped
themselves around Sarahs waist. In the frame, Kip could see a snarling savage face. Sarah screamed as she was pulled to
the other side.
Sarah!! Kip yelled. He looked around the room quickly. On the wall was mounted a sword that belonged to Sarahs
grandfather in the war.
Grabbing it he started towards the portal. Dr Litmus grabbed his arm and Kip turned. Im going after her, Doc!
Dr Litmus opened the drawer to his desk and pulled out a revolver and looked at Kip. No, were going after her.
Kip nodded his head, and then both men jumped through the flickering portal.

4
Fantastic Worlds: Pulp Action in the Far Reaches of Space

INTRODUCTION
Scientification is the name Hugo Gernsback coined back in the late 20s when he changed the look of pulp
by releasing Amazing Stories, an anthology book featuring stories set in the distant future and on faraway
planets. Of course, we now recognize the genre as Science Fiction and it has permeated our culture in a
way Mr Gernsback could never have foreseen.

There is no denying pulps influence on Science Fiction. During its heyday in the 30s the pulps brought us
stories by legends of the genre like Ray Bradbury, Robert Heinlen, and Issaac Asimov. These writers went
on to influence science fiction for decades to come. However, when one talks pulp science fiction its the
heroics of Flash Gordon, Buck Rogers and John Carter of Mars that spring to mind. Larger than life heroes
battling multi-armed aliens and evil emperors, all so they can save and marry the most beautiful girl in the
galaxy.

In the same way that the pulps spawned science fiction, the rules engine from .45 Adventure spawned this
title Fantastic Worlds: Pulp Action in the Far Reaches of Space. It has been written to allow players to
design and play games featuring their favorite space heroes from yesteryear and even create their own!

Fantastic Worlds strives to balance the many forms of science fiction that appeared in the pulps. You
can play swashbuckling characters on a faraway planet in a romantic sword and planet adventure or Star
Commanders zipping around the galaxy in their spaceships fighting evil with their Ray Guns and Jet Packs.
Best of all, you can mix and match the various types to create your own stories. Great care has been taken
to ensure that all manner of futuristic Heroes and Villains can mix well.

Like .45 Adventure, Fantastic Worlds stresses individual characters and exciting scenarios. Players take
control of a handful of models, using them to solve mysteries, rescue prisoners and fight aliens. Plus, with
the campaign rules, players can see their heroes advance in skills, jump to new archetypes and find and use
valuable new equipment.

So strap on your Jetpack, charge up your Ray Gun and make sure your blade is sharp! Adventure awaits!

Marc

5
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Dice and Mechanics of the Game


Fantastic Worlds uses ten-sided dice (d10) for all combat resolution and stat tests. There are
two basic types of roll used in the game.

The first is the Unopposed Die Roll or Roll against Stat. In the course of a game a model
might have to determine whether or not an action is successful; this is called a stat test. The
player rolls a d10 and adds the appropriate stat, together with any bonuses or penalties that
apply. The test is successful if the total is equal to or more than 10. If it is less than 10, the
test is failed.

There are many situations that can come up during a game, in which a character wishes to
perform an action that is not covered by specific rules. In those cases, players should use the
Stat test and apply modifiers as shown below, as long as the desired action is in the realm of
the possible. Your model cannot push down a castle wall by passing a BRAWN test.

-0 Not a normal action, but not overly difficult; e.g. jumping through a window
-1 A difficult action; e.g. leaping onto a hover cycle after crashing through a
window
-2 A very difficult action; e.g. leaping onto a moving hover cycle after crashing
through a window
-3 A heroic action; e.g. leaping onto a moving hover cycle after crashing through a
window and attacking the driver

For example, Johns model is attempting to leap onto a moving air skiff from a room in the
emperors palace and so needs to pass a stat test. DODGE is the most appropriate stat to
use so the models DODGE of 3 is added to the roll of a d10 and a difficulty modifier of -2 is
applied. John rolls a 5, for a total of 6. Since the result is lower than a 10, Johns model fails
the test. Had John rolled a 9 or more, the model would have passed.

The second type of die roll is the Opposed Roll. Both players roll a d10 and add it to the
relevant stat (plus modifiers). It is not necessary to roll 10 or more, the only goal is to beat
the other players score.

Stat Line
All tests for characters are made using the appropriate stat from their character sheet. Each stat
is tied to a specific hit location. Wounds to that location result in the stats tied to that location
changing. For example a character shot in the chest would lose points in both BRAWN (BW)
and GUTS (GT). Below are all the stats in the game, their abbreviations, and descriptions.
6
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Grade: This is the models level in game terms. A Grade 3 model would be a hero, a Grade
2 would be a sidekick, and the Grade 1 would be the nameless soldier. Grades are explained
more fully under Character Creation (see page 25).

BRAINS (BR) is used to represent the characters ability to think and solve problems.

BRAWN (BW) is used to determine tests of physical strength, as well as damage in close
combat.

GUTS (GT) is used for tests of bravery. All psychological tests (Panic, fear, etc.) are also
tested on this stat.

RAY GUN (RG) is the characters skill in shooting or throwing.

BLADE (BD) measures the characters ability in close combat.

DODGE (DG) measures the characters reflexes.

SPEED (SP) is how fast the character moves when not in flight.

FLIGHT (FL) is the speed of characters in flight.

FLIGHT/DODGE (FL/DG) replaces a characters DODGE stat while in flight.

Weapon Strength (WS) is the amount of damage a weapon inflicts. The higher the Weapon
Strength, the better the chance to cause a wound.

Defensive rating (DR) is the armor value for a specific location on the body. The higher this
value, the better the chance a model will get a save aginst a wound.

Character Stat Chart


Location
While most characters have four areas that can be wounded (Head, Torso, Arms, Legs) certain
characters may have more (Wings or a Tail). When a model is hit in Ranged or Close Combat
the attacking player rolls a d10 to determine the hit location. The number in parenthesis
beside the location on the character sheet is the die roll needed to hit that location.

Base
This is the starting value for each of the models stats. These are determined by the characters
starting archetype. This number is never changed and reflects the models attribute level
before skills are added. Stats are tied to specific hit locations and the stats decline as wounds
are taken to that location. For example, the BLADE (BD) stat is tied to the Arms location.
The more wounds a model takes in the arms, the lower his BLADE stat becomes.

7
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Defensive Rating
DR refers to the defensive rating of each location. Certain archetypes can change the values
for different locations by adding armor. This could represent anything from space-age armor
to a simple shield.

Wound Level
As each location takes a wound, the player crosses off one or more boxes from the Wound
line for the location hit, starting with the first box. When the final box with a stat in it is
crossed off the model suffers the effects shown in the last box.

Grade 3 and Grade 2 characters that lose their final head or torso box on the wound line
are knocked unconscious. Grade 1 models that take a wound to the head or torso are killed.
Models that cross off all their arm boxes can no longer carry items or attack in close or ranged
combat. Models that lose their last legs box can only crawl at the rate of 1 every other turn,
and may not engage in close or ranged combat during any turn in which they move.

If a model has all its arms or legs wound boxes crossed off, additional hits to that location
are applied to the torso.

Sample Character Stat Chart


Location (Die Roll) Base DR Wound Level
Head (1) Brains=3 4 BR=3 BR=1 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=2 BW=1 Unconscious
Guts=8 GT=8 GT=8 GT=7 GT=6
Arms (5-7) Ray Gun=4 4 RG= 4 RG=3 RG=2 RG=2 RG=1 No attacks
Blade=4 BD=4 BD=3 BD=3 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Initiative and Turn Sequence


The turn begins with each player rolling a d10 for initiative. The player who rolls highest has
the initiative. Ties are rolled off until there is an order of initiative among all the players. The
player with the highest initiative can choose to activate any model on his team, regardless of
the models DODGE stat.

Then, starting with the model with the highest DODGE stat, the players take turns moving
their models in the order of initiative. The player with initiative will always have one of his
models act first at each DODGE level, if he has one.

8
Fantastic Worlds: Pulp Action in the Far Reaches of Space
For example, Player A wins initiative and has two modelsone with a DODGE of 3 and the
other with a DODGE of 2. Player B (with the second highest Initiative roll) has the same, and
Player C has models with DODGE scores of 4 and 2.

The turn could look similar to this:


Player A activates DODGE 2 (because Player A won Initiative, he can activate any model of
his choice first).
Player C activates DODGE 4 (Player C has the model with the highest DODGE score, so he
would activate his 4 before the other players DODGE 3s).
Player A activates DODGE 3 (because he won Initiative, he gets to activate the first model at
each DODGE level as long as he has one).
Player B activates DODGE 3 (because he has the second highest Initiative)
Player B activates DODGE 2 (because he has the second highest Initiative and Player A has
no models for this Initiative because Play As DODGE 2 went first)
Player C activates DODGE 2

List of Actions
A model may make only one action each turn unless a special ability allows them more.

Move - This is the normal movement of the model as represented by its SPEED or FLIGHT
stat. The SPEED and FLIGHT scores are measured in inches.
Jump - This is assumed to be a running jump. All models can jump up to 1 for every 2
points of BRAWN. A model can gain an extra 1 of distance by passing a BRAWN stat test
(BRAWN + d10 = 10 or greater).
Shoot - This is the normal shot taken by models. There is no modifier to hit.
Snap Shot - This is two (2) quick shots taken in succession. Models doing this have a -3
modifier for both shots. Snap Shot cannot be used with energy weapons.
Move/Jump & Shoot - Models may fire a weapon at any point during a movement. The shot
has a modifier of -5 to hit. Models with two-handed ranged weapons may only move half
their normal move and take a shot.
Reload - A model may take an action to reload their firearm if they run out of ammunition
Charge - Models gain a +2 to their BLADE score when they charge into hand to hand. A
model must move at least 2 for it to be considered a Charge.
Close Combat - This is a normal hand to hand attack. There is no modifier to hit like
Charge.
Use Ability - This action refers to anything unrelated to the actions already listed, such as
attempting to repair equipment, or use special abilities.

9
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Wait - Models may hold their actions until later in the turn in an attempt to counter an action
of an opposing model. The Wait can be played at any time until the end of the turn. A model
cannot, with one exception, use Wait to interrupt an opposing players action; you can stop
an opponents movement at any point during the movement to use the Wait action. If two or
more models activate Wait at the same time, the model with the highest initiative goes first.
Prone - Models may crouch or lie on the ground in order to become as small a target as
possible. Prone models are -2 to be hit. Models going Prone may also shoot as part of the
same action with a modifier of -5 to hit.Prone models cannot be charged by flying models.
Models that are Prone have their BLADE score halved (rounded up).
Stand - Models that are Prone or have been knocked off their feet can take an action to stand.
Standing Models may also shoot as part of the same action with a modifier of -5 to hit.

Hero Points
Grasping victory from the clutches of defeat is the trademark of all great heroes. Hero Points
are used in Fantastic Worlds to illustrate a hero/villains ability to go that extra distance,
or give the greater effort when a situation demands it. At the beginning of the game, each
player gets Hero Points. During the course of the game, players can use the points to change
their die rolls. A player can move any die roll up or down by as many points as they have
remaining (the one exception being the location of a shot; hits cannot be moved from one
part of the body to another using Hero Points unless they have a Special Ability that allows
it). Players can only change their die rolls; they cannot change an opponents die roll. For two
(2) points a player can re-roll a die. Players must abide by the results of the second roll (they
cannot add additional Hero Points, nor can they spend 2 more Hero Points to re-roll).

If both players want to use Hero Points on the same action, the attacking player announces it,
then each player notes secretly how many they wish to use (on paper, with a d6, etc.). Both
then add their points to their scores as normal.

Hero Points and Measurements


Hero Points can be used to change a measurement. For example, a player can add 1 to the
range of their weapon for each Hero Point expended, or can add 1 to a Jump or Move action
for each Hero Point expended (the addition of this 1 or more does not necessitate a BRAWN
test).

Hero Points and Damage


For each point expended a player can increase Weapon Strength or the Defensive Rating for
a specific location. If Hero Points are used to increase Weapon Strength or Defensive Rating,
the points must be added before the hit location is rolled. If both players wish to add points
during the same action, then both should note secretly how many they wish to use (on paper,
with a d6, etc.) and reveal them at the same time.

10
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Starting Hero Points
The number of Hero Points each side receives is determined by the models they use. Grade
3 and Grade 2 characters receive 5 hero points each. Robots get no Hero Points unless they
choose the attribute Sentient. Hero Points can be used by any model on the players side.

For example, a player begins the game with a Grade 3 Star Commander, a Grade 2 Science
Office, a Grade 2 Robot and a Grade 1 Space Cadet. The player would begin the game with
10 total Hero Points, but could use them for any of the models in his team.

MOVEMENT
Models move across normal ground at 1 for each point of SPEED. For example, a model
with SPEED 5 would move 5. As the model takes wounds to the Legs location, their SPEED
will start to decrease, so players should remember that as the game progresses.

Since the SPEED score is based on players using the recommended 24 x 24 board size,
players may find that movement is too slow if using a bigger table. For tables 36 x 36 or
larger, it is recommended that models be allowed to perform two Move actions, as long as it
is not combined with any other action.

Terrain Effects
With so many different kinds of terrain and each player setting up the difficulty of terrain in
their own way, players are encouraged to come up with their own terrain effects for movement.
All terrain effects should be announced prior to the start of the game. Two simple guidelines
to follow for all terrain effects are: if movement is halved through a type of terrain, SPEED
is always rounded up and if movement penalties are applied (like -1 movement) then a
models SPEED will never be reduced below 1.

Additional rules and ideas for terrain effects are found in the section on Creating Scenarios
on page 79.

Levels
The way that Fantastic Worlds handles height, whether it is climbing or flying, is by Levels.
Players do not have to measure each and every building, cliff etc; simply assign values to
scenics and terrain according to what works for the game. The four (4) heights listed below
give an idea of the relative heights of the different Levels. Players should feel free to adjust
them according to the height of their own terrain.

11
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Level 0 = Ground level
3
Level 1 = 1 to 4
Level 2 = above 4 to 8
Level 3 = above 8 to 12
Level 4 = above 12 2

The use of levels allows players to build reasonable


terrain but still include the dangers of being at 1
extreme height. If a player wanted to use terrain to
represent a dangerous mountain pass with a sheer
drop-off on one side, he could state that the path is
0
at Level 4 (should a model fall off into the chasm)
without having to build a mountain pass that is 12 This scene shows our heroes John the Earthman
high and Teela the Princess on Level 0 along with a
couple of aliens. The first level of the plateau is
Level 1. The top of the plateau is Level 2 where
If players are using both high objects and deep more aliens await. The cliffs in the background are
objects, for example a mountain pass with a steep Level 3.
cliff on one side and a drop off on another, then you
could count Levels in both directions. The cliff would be Level 4, the pass Level 0 and the
chasm Level 4. Any model that falls from the top of the cliff into the chasm, would take the
equivalent of two Level 4 falls. Or, have the ledge as Level 2 with the bottom of the chasm
as Level 0 and the top of the cliff as Level 4.

Climbing
It takes a model two (2) actions to climb up each level. For each level above Level 1, a model
must pass a DODGE test before moving. If they fail, then they are considered to have slipped
and fallen and will take the appropriate Falling damage (see below).

Flight
Models can choose to fly as their action if they have a device that allows them or they have
wings

All measurements are made from the Ground Level with appropriate modifiers added for
the flying models height. This avoids players having to hold their models in the air to take
measurements.

Movement with Flyers


Each flying model has a minimum and maximum SPEED value. A model must move its
minimum SPEED value or else the model drops three levels(see Falling damage below). If
the model can hover (minimum SPEED 0), then the model can choose to remain stationary
or move any distance up to its Maximum SPEED.

12
Fantastic Worlds: Pulp Action in the Far Reaches of Space
A model can ascend or descend a level for every 4 of
SPEED it has, but can only safely move horizontally
during the action if it changes its height by no more
2 than one level.

A model can attempt to change its height by two levels


while still maintaining horizontal movement, but must
pass a DODGE test or else fall three levels. If it fails
12 and the model is still in the air, it must pass a DODGE
0 test at the beginning of its next turn or lose its action as
it attempts to regain control of the descent.
Major Steele, ripped forward to the future,
is flying at Level 0. She wants to charge the A model can take off, move, and land in the same turn
Alien on the plateau at Level 2. The plateau if it does not change levels and it travels no more than
is 12 away and her Maximum move is
half (rounded up) its maximum SPEED.
12. She will need to pass a DODGE test
to ascend two Levels without losing any of
her horizontal movement. Alternatively, she A flying model that hits the ground due to a failed test
could move the 12 to the plateau this turn must take damage per the Falling rules below. The model
and then ascend 2 Levels on her next turn.
must also pass a DODGE test or be placed prone.
This would mean she would not have to risk
the DODGE test.
Falling
Models that fall and hit a solid object will take damage
appropriate to the level they started the turn at, regardless of whether their fall is interrupted
by an intervening object. Models that fall do so straight down and do not get horizontal
movement.

Level 1 = WS 3, one location


Level 2 = WS 6, one location
Level 3 = WS 8, two locations
Level 4 = WS 10, two locations

For example, if Volmak the Nimble is scaling a tower wall to reach the great Jewel of Mk
and he slips and falls just as he reaches Level 3, then he would suffer a WS 8 hit to two
locations. If there was a ledge at Level 2, he would still suffer wounds as though he fell three
levels.

Improvised Movement
No game can model every possible action that a player may want to take with one of his
models. But because of the nature the game, some rules need to be laid out for improvised
movement.

13
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Sometimes a player may want to move a model in some way other than on foot, such as by
sliding down a banister, swinging on a tapestry or rope, or rolling under the tables. These are
all examples of improvised movements.

Improvised movement requires a BRAWN or DODGE stat test, depending on whether it


relies primarily on the models arms or legs. Swinging on a tapestry, for instance, should
require a BRAWN test. Running across a powerline would require a DODGE test instead. If
the test is passed, the character can move up to 6. If the model fails the test, it moves half its
SPEED stat in the direction it would have traveled, but is considered Prone at the end of this
movement. If this would result in a fall of 1 Level or more, the model takes falling damage.

Combat
There are two types of combat. Ranged Combat (anything from firing a weapon to throwing
a chair at an opponent) and Close Combat (Swords, knives, clubs, etc).

Weapons Chart
The Weapons Chart is a generic listing of all weapons used in Fantastic Worlds. The listing
for Long Blades covers long swords, short swords, rapiers, etc. Likewise Energy Weapons
includes any sort of non-projectile weapon a futuristic race might develop.

The chart has four columns. Each column represents a range band: Close Combat, Short,
Medium and Long Range. Each of these columns has a Range (designated in inches), To Hit
modifier (TH) and Weapon Strength (WS). If a weapon has a X in the column it indicates it
cannot be used at that range.

Range is the distance, from the previous range band up to and including the shown number
for that range band. For example a pistol has a short range of 10. That means any target
outside of close combat and up to and including 10 would be at short range. If a weapon has
a range of 0, models must be in base to base contact for the weapon to be used.

The second column is TH. This is your To Hit modifier. A model adjusts its chance to hit by
the number shown. If there is a plus (+) it is easier to hit and if it is a minus (-) it is harder to
hit. Certain weapons have an optimum range. For example a rifle has a better TH modifier at
medium range than it does at short.

The final column is Weapon Strength (WS). This is the strength of the weapon which is
compared to the targets Defensive Rating (DR) to determine wounds. The higher the WS the
easier it is to wound and the greater chance for multiple wounds.

Projectile Weapons refers to any type that uses a physical projectile. Including bullets,
14
Fantastic Worlds: Pulp Action in the Far Reaches of Space
explosive rounds, harpoons, or whatever the science fiction surroundings allow. A roll of
1 when firing on any turn after the first indicates out-of-ammo. Players must take a turn to
reload. Models normally start with three reloads before their weapon is empty.

Energy weapons refer to any type that uses a non-physical discharge. Lasers, heat weapons,
and blasters are all grouped into this category. Energy weapons do not run out of ammo, but if
you roll a 1 the weapon is overheating. You must spend an action to drain the heat sink. If you
do not, on a subsequent 1 the weapon will explode, doing its WS damage in a 1 diameter.

Unlike other energy weapons Ray Guns can fire a sustained blast of energy. A model may add
+1 to its TH score for each subsequent turn after the first that it continues to fire at an object
or opponent. If either model moves, the Sustained Shot is ended.

Weapon Close Combat Short Range Medium Range Long Range

Range TH WS Range TH WS Range TH WS Range TH WS

Fist 0 0 BW

Short Blade 0 +1 BW+1 BW+2 0 BW+1

Long Blade 1 +2 BW+2

Club 1 +1 BW+1

Improvised Club 1 0 BW+1 3 -2 BW+1

Polearm/spear* 2 -1 BW+1 BW+4 -1 BW+1

Whip** 2 0 3

Bow 10 +1 4 16 +1 4 24 -1 3

Crossbow 12 +1 4 20 +1 4 26 -1 4

Pistol (Projectile) 10 +2 4 18 0 4

Rifle (Projectile) 12 +1 6 24 +2 5 36 +1 5

Pistol (Energy) 10 +1 6 18 0 6

Rifle (Energy) 12 +1 7 20 +2 7 36 +1 7

Ray Gun (Energy) 4 +1 10 8 0 10

*Only a spear may be thrown. Polearms cannot.


**Characters should use their Ray Gun stat when using the whip, though it is not fired.

Ranged Combat
To hit a target with a ranged weapon players make an opposed die roll. The attackers RAY
GUN stat (plus / minus any modifiers) + d10 versus the targets DODGE stat +d10. If the
attackers score is higher the hit is successful. If the defenders score is higher, the shot
misses. If the scores are equal the attacker failed to hit, but the target must make a GUTS
check as if he was.
15
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Cover
Any model even partially obscured by terrain is at a
-2 to be hit. If the model is in base to base contact with B
any obscuring terrain he also receives +2 to his DR for all
locations except his head.
C
Height Differences A
Models that are two (2) levels (see Page 11) higher than
their opponent are considered obscured by terrain as long
Robot A is shooting at Alien C. Because the
as the terrain can actually give cover (A flying model would rock is between them, Alien C is obscured and
not get the modifier simply by being airborne). Models that -2 to be hit. Robot B is also shooting at Alien
are four (4) levels higher are an additional -1 to be hit. C, but the rock is not between them, so their
is no modifier.

Movement
Models that move more than 3 are more difficult to hit.
If a model moves 3-6 he is at -1. For every additional 3 B
he gets an additional -1. For example a Character with a
jetpack moving 12 would be at -3 to be hit. A Wait action
C
that interrupts a Move action always measures the distance
covered, not the intended distance. A

Multiple Shots
Characters carrying two (2) one-handed weapons may fire Robot A is shooting at Alien C. Because the
rock is between them, Alien C is obscured and
both. If they do so, both shots are at -3 to hit. -2 to be hit. Alien C is also in base contact
with the rock so gains the +2 DR bonus.
Suppressing Fire
A model may fire suppressing fire to force an opponent to duck into cover and possibly away
from a goal. The attacking model gains a +2 to his RAY GUN stat but if he hits the shot
does no damage. Instead the target model must take a GUTS test. If he fails he is considered
Suppressed and must move immediately for cover. (The model may not move towards the
attacking model). If no cover is to be found he is considered Prone.

On subsequent turns the suppressed model must pass a GUTS test or stay suppressed. Once
he succeeds he may act normally again.

Close Combat
To hit a target close combat players make an opposed die roll. The attacker and defender
both compare their BLADE scores (plus/minus any modifiers) plus a D10. If the attackers
score is greater than the defenders score the attack is successful. If the attackers score is
equal to or less than the defender the attack failed

16
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Charging
The attacker must be at least 2 from his target to charge. Charging adds +2 to the attackers
BLADE score for that turn only. Defenders using a WAIT action may shoot at the charging
model, move away from the charging model or counter charge. If the defender chooses to
counter charge, move both models equal distance into base to base combat. Both models now
receive the charge bonus if they moved at least 2.

Close Combat Results


In addition to the damage done in combat the close combat rolls can produce the following
results.

Attacker wins or Defender wins by less than 5


Pushback (See Figure A) - Attacker (A) may move the defender
A (B) 1 anywhere in the 180 arc directly to the defenders rear. The
attacking figure may then move back into base to base contact if it
desires. This can be used to force a defender back against a wall or
1 1 over a cliff, etc.
B
Attacker wins by 5 or more - The attacking player may choose one
Figure A. Pushback of the following or Pushback (above).
Drawback (See Figure B) - The player may move the attacking figure (A) back 1 in the 180
arc directly to its rear. The defending figure (B) is then moved back into base to base contact.
This can be used to pull a fight out into the open, or to attempt to get closer to a goal.

Turnabout (See Figure C) - The attacking


figure (A) and defending figure (B) switch
1 1 A places. This can be used if the attacking
figure has been forced into a bad situation
A or the defending figure is in the way of an
B objective.
B
Figure B. Drawback

Attacker Wins by 10 or more - The


attacking player may choose Knockdown A
or one of the results from above. B
Knockdown - The defending model is
knocked to the ground by the power of the
attack. The attacker may move the defender B A
1 anywhere in the 180 arc directly to the
Figure C Turnabout

17
Fantastic Worlds: Pulp Action in the Far Reaches of Space
defenders rear (see Pushback above). The defender is placed on its side and considered in
the Prone position

Defender wins by 5+
Repulse - The attacker is beaten back by the defender. The attacking figure is moved
back 1 in the 180 arc directly to the attackers rear. The models are no longer considered in
hand to hand combat. This is the same as Pushback (above) except that the attacker instead
of the defender is moved backwards.

Terrain
Fighting over or around terrain features (trees, rocks, barrels, etc)
results in a -2 modifier to the attackers BLADE stat. Attackers gain B
a height advantage of +1 to their BLADE stat if the models base
is above the level of the head of the defender. Likewise an attacker
takes a -1 to his BLADE stat if the models head is below the level
of the defenders base.
A
Back Against the Wall
The Alien attacker (A) has its head
If a character in close combat has his back against a wall (or rocks below the base of the Defender
or any other terrain that limits his movement) he suffers a -1 to his (B). The Alien will suffer -1 to its
BLADE stat. This represents the models lack of space to be able BLADE score for the attack.
to wield his weapon effectively.

Multiple Opponents vs. Multiple Opponents


If a situation arises where two (2) or more opponents from opposite sides are all in combat
together simply separate the combat into two or more individual combats.

For example, stalwart Star Commander Brick Stone is in heated combat with two palace
guards when his trusty ally Dr Litmus joins the fray. Dr Litmus and one of the palace guards
will separate into their own combat, leaving Stone and the other palace guard to fight.

Disarm
An attacker may choose to disarm his opponent rather than wound him. To do this the attacker
must declare his intentions to disarm. Both players then roll their attack dice as normal with
all modifiers. If the attack is successful the defender must make a BLADE stat test to attempt
to hang on to his weapon. If he fails his weapon is dropped.

Voluntary Withdrawal
A model in hand to hand combat may choose to leave combat voluntarily. To do so the
model makes an opposed BRAWN test with the model he is in combat with. If he succeeds
the model can move his normal movement away from combat with no penalty. If he fails

18
Fantastic Worlds: Pulp Action in the Far Reaches of Space
he still moves his model out of combat but
the opposing model gets a free attack as he
leaves.

A model with an ally in the same hand to hand


combat may leave the combat unhindered.

Thrown Models
At some point a player may want to have a
model throw an opponents model (through
a window or off a sail barge, etc). Only
models that have a higher BRAWN than their
opponent, or have a special ability that allows
it, can throw an opposing model. In order to
throw a model, the player makes a normal
close combat attack, using just their Fist stats . If successful, instead of doing damage, the
defender is moved back 1 + the difference in BRAWN between the models.

Example: If Grif Ingram has a BRAWN of 5 and Grimm the Grievous has a BRAWN of 3,
Grif could throw Grimm 3 (1 + (5-3)). Grimm, in turn, could not throw Grif at all as his
BRAWN is not higher. In addition to being moved, the thrown model is placed prone.

If a model has a BRAWN that is at least 2 higher than its opponent it can lift the opposing
model off the ground. If an attacker lifts a model off the ground it can move up to half its
SPEED, rounded down, on its next action and then throw the opposing model. Using our
example above, Grif (SPEED 4) lifts Grimm off the ground. On his next activation he can
move 2 (half his SPEED) and then toss Grimm 3.

Models that are held off the ground, can attempt to break free by making a comparative
BRAWN test with their opponent, but the held model will have -1 modifier as it does not
have the leverage to use its full strength. A held model can also attack the model holding it.
The attackers BLADE score will be reduced by half, rounded down, but its opponent will
have a BLADE score of 0. If the attacker wounds an opponent and the opponent fails a GUTS
check, the model is released and placed prone on the ground.

Example: Grif (BLADE 4, GUTS 6) has Grimm (BLADE 3) held over his head. Grimm
attacks and rolls a 7 +1 (his BLADE score rounded down) for a total of 8. Grif rolls a 6 +
0 (his BLADE score reduced to 0 for holding Grimm off the ground) for a total score of 6.
Grimm wins and wounds Grif. Grif rolls a 2 for his GUTS check and fails (2 + GUTS 6 = 8)
and drops the hapless Grimm to the ground, where he is placed prone.

19
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Combat and Flying


Models that are wounded while in flight will fall one level. If the model was flying at level
one it will hit the ground and suffer the appropriate Falling damage and must make a DODGE
test or be placed prone.

Close Combat and Flying


Flying models may attack any model that is within one level. Flying models that charge a
model on the ground are no longer considered in flight, unless they have a skill or attribute
that allows them to make attacks on ground models and stay in the air.

Non-flying characters that have special equipment or abilities that allow them to attack a
flying model do so at a -2 to their BLADE score. Such attacks are considered to be strikes
as the flyer passes by. A model may attempt to hang onto a flyer by winning an opposed
DODGE test with its target. If successful, the model has managed to grab the flyer and is
hanging on. The non-flying model must make an opposed BRAWN test on subsequent turns
to remain hanging on. Both the flying model and the model hanging on will drop one level
per turn (unless the flying model has a skill that allows it to carry another model or the flying
model is a vehicle that has not exceeded its total number of passengers).

Ranged combat and Flying


Models flying at Levels 1 or 2 can use scenery as cover as long as the object is at least Level
2 in height.

Models flying at Levels 3 or 4 can use scenery as cover as long as the object is at least Level
4 in height.

Flying models are -1 to be hit for every two levels they are above their attacker. For example,
if a model on the Ground shoots at a model flying at level 2, it would receive a -1 penalty.
If the same flying model was at Level 4, the
modifier would be -2.

Combat Outcomes
Damage from Combat
If the attacker is successful he rolls a d10
to determine the location hit. The Weapon
Miniature by Bronze Age Miniatures

Strength (WS) is then compared to the


Defensive Rating (DR) of the wound location.
If the WS is equal to or greater than the
DR, one box is checked off in that location,

20
Fantastic Worlds: Pulp Action in the Far Reaches of Space
starting with the leftmost box. If the DR is greater than the WS then the defender rolls a d10
and adds the difference between the DR and the WS. If the result is 10 or more the wound is
prevented.

If the WS is twice the DR, then two (2) boxes are crossed off. If the WS of the attack is three
times the DR, then three (3) boxes are crossed off.

Unconscious
Some models that lose their last box in either the Head or Torso region, or suffer the effects of
a poison are rendered unconscious. Models can try to regain consciousness by rolling a d10
and adding the result to the last unmarked BRAINS (BR) stat -1. If the total is equal to or more
than 10 the model has regained consciousness. Models that do not have an unmarked BRAINS
stat, or whose BRAINS stat -1 would equal 0 are considered to have BRAINS of 1.

Models that regain consciousness must take an immediate GUTS (GT) test. If the model fails,
then it suffers the effects of Panic described below. The final marked box that rendered the
model unconscious is used as the current stat on regaining consciousness. Further hits to that
location will again render the model unconscious.

Panic
Each time a model is wounded in combat it must take a GUTS (GT) test. Models that fail a
GUTS test from being wounded will flee from combat. For its next action the model must
move towards its entry zone (or a predetermined exit point). It must move its full SPEED in
the direction of the exit zone, but can take advantage of cover to cower or avoid being shot at.
At the beginning of the following turn, the model must pass a GUTS test or continue fleeing
for the remainder of that turn as well. This is repeated every turn, or until the model passes
the GUTS test and rallies.

Flying Vehicles
In Fantastic Worlds multi-passenger vehicles are not usually part of a players force, unless
specified in a scenario.

Anti-Gravity Vehicles
An Anti-Gravity vehicle is any vehicle that does not touch the ground. Thanks to fantastic
repulsion ray technology the vehicles are carried above the ground and can even fly to great
heights. These vehicles are never considered on the ground unless the vehicle is destroyed.
Anti Gravity vehicles use the Flying rules (see page 12).

21
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Weapons on Vehicles.
Weapons are only considered part of a players force if selected by one of the characters at
set-up. If a player wants a ray gun on his ship he must purchase it as a character option.

Vehicle Type Move from Acceleration Minimum Maximum Deceleration Defensive Wounds No. of
Standstill Speed Speed Rating Passengers
Grade 1 flyer 6 6 0 20 4 8 1 1
Grade 2 flyer 3 4 0 16 3 10 3 2
Grade 3 flyer 2 3 0 14 2 12 4 4
Grade 4 flyer 1 3 0 12 2 14 6 5

Movement
A vehicle uses its current SPEED as its DODGE stat for activation. For instance, if a ship
is moving at a speed of 6 it would activate as though it had a DODGE of 6 for the turn,
however, any model on the vehicle can not act until its DODGE score comes around. For
example, the Grav Bike travelling at SPEED 6 with a rider with DODGE 3, would activate
on DODGE 6, the rider, however would not be able to do anything (except take Reaction
Tests) until DODGE 3 came around.

A vehicle that ends the previous turn with 0 of movement will Move from Standstill at the
start of its next turn if the player chooses to move it. On subsequent turns it can accelerate or
decelerate based on the Grade of the vehicle. SPEED increases and decreases are declared at
the start of the vehicles movement and take effect immediately.

A vehicle must move its entire movement in the turn. A vehicle can never exceed its Maximum
Speed except through the use of Hero Points or a Special Ability that allows it.

Turning (banking)
Flying vehicles bank to turn. One 45 turn costs 1 of movement. All vehicles can make one
45 turn at the beginning of their movement. Subsequent turns depend on the size and speed
of the vehicle. The number of inches between safe turns is equal to the grade of the vehicle.
A grade 1 vehicle needs to move only 1 before making another 45 turn. A grade 4 vehicle
must move 4 before making another turn.

Example: A Grade 3 Flyer, traveling at SPEED 12, can make one 45 turn at the beginning of
its movement, then it must travel 3 before it can make another 45 turn. At this point it will
have used up 5 of its movement (1 is lost for the the first two turns). It would then be able
to make another turn after 3, at which point it will have used up 9 of its movement (another
1 lost for the third turn). It would not be able to make a fourth turn as it would need to travel
3 and still need 1 for another turn, but it only has 3 of movement left.

22
Fantastic Worlds: Pulp Action in the Far Reaches of Space
A model can attempt to turn before moving the required distance, but it will need to pass a
DODGE test at -1 for each inch it attempts to turn early.

Example: A model (DODGE 3) on a Grade 3 Flyer attempts to make a turn when the flyer has
moved only 2. He will be making the test at -1 for the 1 difference between the required 3
of movement and the 2 the model actually moves. The player rolls an 8 + (3 - 1) = 10. The
test would be successful at the flyer would turn after 2 of movement.

Reaction Tests
Each pilot has a reaction score equal to his DODGE x3. Anytime he is flying his craft at that
SPEED or slower, he can make as make as many turns as his movement will allow. If flying
faster than his reaction score he must make a DODGE test for every turn he makes. If he
fails, he is unable to turn his craft quickly enough. He will continue in his current direction a
distance equal to the amount he failed the roll by.

Example: Dr Litmus reaction score is 12 (DODGE x3). Since he is moving 15 he must make
a DODGE roll when he attempts to bank to the left between a couple of buildings. He rolls
a 4 and adds it to his DODGE of 4 for a total of 8. He failed his roll by 2 so goes forward
2 inches before being able to make the turn. He can still make the turn now if he has not
crashed or he can choose not to make the turn at all.

Vehicle Out of Control


A vehicle that has lost its pilot, or been hit by a disruptor ray may go Out of Control. The
vehicle model should be moved half its current movement in the direction that it was headed,
then turned 90 to the right or left (roll d10 to determine) and moved the other half. The
model will also drop one level in flight. If the model was flying at Level 1 it will hit the
ground (See Crashing Vehicle).

Jumping from a vehicle


Models may choose to jump from a vehicle. Characters jumping get to make a DODGE roll
to avoid damage. If they pass they get a -2 to the WS of the fall. If they fail they take the
normal damage from the height they fell from as shown in the Flying rules (see page 12).

Crashing Vehicle
If a vehicle collides with another vehicle, wall or large object, its movement ends. Any models
inside the vehicle will take two (2) hits to random locations at a WS equal to the vehicles
speed at the moment of impact. Models inside an enclosed vehicle receive a DR bonus of
+4. Models riding in, or on an open vehicle are thrown and placed 2 from the vehicles final
resting point and placed prone. These models must pass a DODGE test or take four (4) hits
to random locations at a WS equal to the speed the vehicle was traveling. Models will also
suffer any Falling damage if the vehicle was flying.

23
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Shooting at vehicles
Vehicles offer cover as described under Height Differences in Ranged Combat. Models must
declare whether they are shooting at the vehicle or a model in the vehicle. All Anti Gravity
vehicles have a hull strength and a number of wounds. Once the last wound is gone the
vehicle will begin to lose repulsion rays and will soon fall to the ground. Vehicles at level
1 will crash immediately. Vehicles flying at level 2 will crash the following turn. Vehicles
flying at level 3 will descend to level 2 the following turn and then crash two (2) turns after
losing its last wound. Vehicles may operate normally (accelerate, decelerate, turn, etc) until
they hit the ground.

Mounted Rules
Mounts in Fantastic Worlds can come in all shapes and sizes. They can be two, four or
even eight legged. Charts are provided for three (3) sizes: small (similar to a mule or pack
animal), medium (more like a horse ) and large (oversized brutes, slower than the medium
size mounts, but tougher)

A mounted model adds an additional stat line to its character sheet. If the model is hit in the
legs in combat, the wound has a 50% chance of hitting the mount instead.

Mounted characters replace their DODGE (DG) and SPEED (SP) with those of the mount.
Mounted models gain an additional +1 bonus when charging (for a total of +3). The mounted
model must still move 2 to be able to charge. Mounted models may not Hide.

Mounted models are +2 to be hit in either Ranged or Close Combat. If the mount is hit,
compare WS to its DR as normal and apply a wound. Whenever a mount takes a wound the
rider must make a BRAWN test to avoid being thrown from the mount. If the model fails it
takes one WS 2 hit to a random location as it hits the ground. Mounts of thrown riders bolt,
and are considered out of the game for the remainder of the scenario.

Small Mount Dodge=4 DR DG = 4 DG =3 DG = 2 Mount Dead


(1-5) Speed=7 5 SP = 7 SP = 5 SP = 3

Medium Mount Dodge=5 DR DG = 5 DG = 4 DG = 3 DG = 2 Mount Dead


(1-5) Speed=10 5 SP = 10 SP = 8 SP = 6 SP = 4

Large Mount Dodge-4 DR DG = 4 DG = 4 DG = 3 DG = 3 DG = 1 Mount Dead


(1-5) Speed=8 7 SP = 8 SP = 7 SP = 5 SP = 3 SP = 2

24
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Character Creation
Fantastic Worlds is inspired by the pulp novels and serials of the past, and like those stories
the game is driven by the interplay of characters and the situations or scenarios they find
themselves in. The characters do much more than fight battles. They solve mysteries and
create alliances. They escape from secret underground dungeons and leap for their lives
from crashing flying ships. While players can easily model their characters on the heroes and
heroines of their favorite stories, the rules are designed to make it easy for you to create your
own unique characters. These characters can be used again and again in continuing story
lines until you have created your own original pulp stories!

Heroes and Villains


While certain archetypes in Fantastic Worlds are quite clearly heroes or villains, there are
several that could be played either way. Often it is simply a matter of perspective as to who
is the hero and who is the villain of a story. Are you the intrepid space commander diligently
trying to rid the newly discovered planet of the alien horde or are you the resolute alien
homesteader desperately trying to save your family from the invaders. If you want to play
a character that is not immediately identifiable with one of the archetypes, then you should
consider the background of the character you have in mind, and choose an archetype whose
skills most closely match it.

After you create a main character you can use the lower grade archetypes to build a team
around him or her. You dont have to build a team using the same family of archetypes. If
your hero is a Star Commander, it is perfectly acceptable to use a Captain of the Guard or
even a Tribal Clan Lord as your right hand man or woman. The important thing is to build
the characters you have in mind.

Model Grades
A models grade indicates how powerful a character is in relation to other grades. The Grade
3 models are usually the central heroes or villains of a story. Grade 2 characters are the
supporting cast, recurring characters with strengths of their own, who usually manage to
survive the story. Grade 1 models represent the (sometimes) nameless extras that make up
the rest of the cast. Soldiers, guards or minions, the Grade 1 characters are expected to die in
droves, but a few may surprise you.

A typical player team consists of a Grade 3 character, supported by some Grade 2 and Grade
1 characters. Building forces of equal grade points is an easy way to create a fairly balanced
game. However, close inspection of the archetypes will reveal that all characters are not
created equal. While certain archetypes are better in combat situations, others may excel in
25
Fantastic Worlds: Pulp Action in the Far Reaches of Space
problem solving or piloting a ship. A Grade 3 character isnt necessarily the equivalent of
three Grade 1 characters. Depending on the scenario played, one archetype may have a small
advantage over another. It is important to remember that the characters can be used over a
series of scenarios and in many different situations, and while the character teams may not
appear equal, a well designed scenario has a way of maintaining a balance.

Hordes of Minions (or the Red Shirt rule)


Some scenarios may require large numbers of Grade 1 characters (The Swarming Doom,
Scenario 3 in Peril of the Mystery Ship is a good example). For these scenarios it would be
too much record keeping maintaining individual character sheets for every model.

A marker sheet, (A) for arms, (L) for legs and (G) for grounded, has been included in the back
of the book. Place an A marker next to a Grade 1 model when it is wounded in the arms. If it
is wounded in the legs place an L marker. Place a G marker next to a flying model if it takes
a wound to the wings location.

In this way you can use the same sheet as reference for all the Grade 1 models. Any models
that are wounded in the arms or legs can simply refer to the second wound box on the chart
for its stats. Remove the model from play if it receives a second wound in any location.

Character Equipment and Abilities


Each character archetype has a set number of available attribute points, which are used
to purchase weapons, equipment, armor, and attributes. These attributes begin to make a
character unique. A characters attribute chart has five (5) sections: Weapons, Armor and
Equipment, Combat Skills, Knowledge Skills and Other Skills. Inside the box is a number
which indicates the maximum points (Max.) of attributes that can be taken for that category.
The archetypes are limited to those listed except when certain alien physical attributes give
them access to others (see page 27). A model can never take an individual skill at a level
higher than that listed under their archetype with the exception of Weapons. A model can take
duplicates of any weapon listed as long as they pay the points for it and it does not exceed
their Weapon Max.

In most cases a single attribute point will raise an attribute by 1. So if a skill is listed as
Sharpshooter +3 (1 per +1), a model would have to use 3 attribute points to add 3 points to
their RAY GUN score. Weapon, armor and equipment costs may vary from archetype to
archetype.

26
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Character Size
Characters in Fantastic Worlds come in all shapes and sizes. Aliens and robots may be much
larger than standard human size or much smaller. If a model is twice the size of a normal
human model it is considered large. Large models add +1 to their BRAWN stat but suffer a -1
to their DODGE score. If the model is half the size of a normal human model it is considered
small. Small models add +1 to their DODGE score but suffer a -1 to their BRAWN score.

Aliens
In Fantastic Worlds who is, and who isnt, an alien is completely a matter of perspective. If
you call Ceti Alpha XI home then these fleshy pink creatures with hair in strange places and
eyes in the middle of their head are alien indeed.

Since there is no good reason why a multi-tentacle alien cannot be a hot shot space pilot, any
archetype in the game can be used for an alien model.

Alien Physical Features


Alien races can have many unique physical features. Anything from eye-stalksto multiple
arms. While it is perfectly acceptable to play these models from a strictly human-based
standpoint, where they gain no advantage or disadvantage from the features, some players
may wish to incorporate the physical features into their characters build.

Listed below are some common alien types. Since their alien features givethem access to
skills and attributes beyond their normal skill sets, a balancing flaw is added along with the
skill. The skills cost no attribute points, but the model must take the accompanying flaw.

Bug-eyed/eye tentacles - Many species of


aliens have unique eye features that allow
them to see from multiple angles. This feature
provides them with quicker than normal
reflexes but also makes them naturally skittish
and nervous. The bug eyed model may add
+1 to its DODGE score but suffers a -1 toits
GUTS score.

Hideous/Grotesque Some alien creatures,


while friendly enough, are just so odd or
unpalatable to other races that it is difficult
to work with them. A hideous/grotesque alien
can take the attribute Cause Fear Grade 1.
However, the fear extends to the models party

27
Fantastic Worlds: Pulp Action in the Far Reaches of Space
as well. Any friendly models that are not of the same species as the grotesque alien must
make a GUTS test to move within 3 of the model.

Claws/Teeth Aliens with deadly natural attacks may choose the skill Ferocious +2, but
are not allowed to purchase any other weapons (either close combat or ranged)

Exo-Skeleton - Aliens with exo-skeletons have strong natural armor, however they have
grown used to it protecting them and have developed little in the way of dodge skills. These
models may add 2 points of armor to any or all hit locations. For every four (rounding up)
points of armor taken, the model must take a -1 to either its DODGE or SPEED score. Exo-
skeleton models may never use the skill Heroic Dodge

Aquatic Models that are used to living underwater are exceptionally strong despite their
appearance because of a lifetime of moving against the force of the water. Aquatic aliens
gain +1 to their BRAWN score. Since these aliens are water breathers they must wear a water
breathing apparatus at all times. If these models take a wound to the head they must roll a
d10. On a score of 1 or 2 the breathing apparatus has been damaged. The model must stop
and spend an activation fixing the breather. (No test is necessary as all aquatic warriors are
trained to fix the breathing apparatus). For every turn the model goes without repairing the
unit, the model will take one wound to the Body as they slowly suffocate.

Multi-Armed/Multi-legged These models have an extra pair of limbs. For Multiple Arms,
the model may take the skill Multiple Attacks. For extra legs, the model may add +1 to their
SPEED score. The model must pay for these skills out of their attribute points at a cost of 2
attribute points per skill.

Tentacles The tentacled alien may take the skill Entangle. Additionally the model may
also attack from 1 away in hand to hand as if it was using a Club. However the model may
not use any other form of hand to hand weapon.

Invertebrate The model gets a -1 to its SPEED score but may choose an additional attribute
from its archetype list to compensate. Models may not Jump or or use Heroic Leap.

Tail Tails can come in all shapes and sizes. They can be used as weapons or to help climb.
To this end, models with a Tail may choose any one of the attributes Multiple Attacks,
Mountaineering, or Martial Arts at the cost of 2 attribute points.

Wings Model can choose the attribute FLIGHT at a cost of 2 points. If flight is taken then
the model may also choose from the Flying skills Dive Attack, Flight Reflexes +2 (1 per +1),
Soar +2 (1 per +1) or Taxi. The additional flying skills are limited by the Grade level, so a
Grade 3 flyer can take three flying skills, Grade 2 can take two, and Grade 1 can take one
skill.
28
Fantastic Worlds: Pulp Action in the Far Reaches of Space

The jetbike lurched as the ray gun blast hit it from behind. Dr Litmus gasped as his vehicle lost
power and began to fall.
Grab my hand, Doc! Kip Kincaid yelled as he came roaring up beside Litmus. Quickly! Dr
Litmus leapt from his destroyed jetbike and grabbed Kips hand in midair. The jetbike began its long
plummet to the lake miles below. Kip hauled Litmus up to the seat behind him.
That was a close call! Kip yelled back to him, Having both of us on one bike will slow us
down, but I still think we can make it.
Dr Litmus looked around. It appears we may have lost our pursuers anyhow. We may be out of
danger.
Dont count on it, Doc. These guys are fanatical about keeping strangers out of their City in the
Clouds. Speaking of which...
Looking past Kip, Litmus saw the clouds part to reveal the floating city. It was a sight to behold
with its massive white towers and strange architecture. Below the city hung the machinery that
kept it afloat. Huge banks of anti gravity rays were connected to the repulsion units by hundreds of
crisscrossing pipes and cables.
Were almost there, doc. We just have to get a little high...
The war screams took them both by surprise as a small group of Negations on their own jetbikes
soared out of the clouds directly toward them. Kip swerved to avoid a blast from the leaders ray gun.
He then pulled out his sword and saw them do the same.
As the bikes closed, Kip swung at the nearest soldier. Metal hit flesh as the man fell backwards off
the bike and began his long fall. Kip continued his swing around to the pilot on his left. The man was
already passing him but Kip managed to get a glancing blow on the mans neck and shoulder. The
strike was enough to startle him, which in turn was enough to cause the pilot to lose control of his
jetbike. As it flipped the Negation flew from his seat and followed his comrade to the lake far below.
As the remaining three jetbikes soared off behind them Kip said, Maybe that will make them
think twice about attacking us.
I dont think it matters Dr Litmus said, Look! Litmus pointed at the side of their jetbike. A
large gash in the side from their assailants sword was spewing the precious repulsion gas. Already
they were starting to lose altitude.
The city loomed in front of them but as they sank they fell below ground level and towards the
machinery underneath. The pipes and cable flew by above their heads.
Jump, Doc!
Both men leapt from the injured bike and grabbed at the cables. Hanging on under the city they
watched as their vehicle plummeted out of sight.
This is intolerable Dr Litmus cried. What do we do now, Kip?
Kip looked up through the mass of engineering that kept the city afloat. Somewhere in the city his
beloved Sarah was being held captive by the Princes men. He was going to get her back, it was just
going to take longer than he expected.
We climb Doc, Kip said as he started pulling himself up through the cables, We climb.

29
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Star Commander (Grade 3)


Stalwart and brave, the Star Commander is the best of the best. Chosen by his Government/Race to lead
expeditions into unexplored space, the Star Commander has the most recent and advanced technologies at
his disposal.

The Star Commander is a born leader of men, but when the situation demands, he is not above getting his
hands dirty for the good of the mission.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 4 BR=3 BR=1 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=2 BW=1 Unconscious
Guts=8 GT=8 GT=8 GT=7 GT=6
Arms (5-7) Ray Gun=4 4 RG= 4 RG=3 RG=2 RG=2 RG=1 No attacks
Blade=4 BD=4 BD=3 BD=3 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Available Attributes: 10 Virtues/Flaws: 2


Weapons (Max=4) Combat Skills (Max=4) Other Skills (Max=3)
Short Blade (1) Ambidextrous (1) Fearless (1)
Long Blade (1) Dead Shot (1) Ignore Pain (1)
Pistol (Energy) (2) Fencing (1) Mountaineering (1)
Stun (1) Killer Instinct (1) Nerves of Steel +2 (1 per +1)
+1 WS (1) Martial Arts +2 (1 per +1) Nimble (1)
+6 Range (1) Pugilist +2 (1 per +1) Supreme Effort +2 (1 per +1)
Rifle (Energy) (3) Quick +2 (1 per +1)
Ray Gun (3) Sharpshooter +2 (1 per +1)

Armor and Equipment (Max=4) Knowledge Skills (Max=3)


Head +2 (1 per +2) Force of Will (1)
Body +2 (1 per +2) Genius +1 (1)
Arms +2 (1 per +2) Hunter (1)
Legs +2 (1 per +2) Robotics (1)
Jump Pack (2) Savvy (1)
Jet Pack (2) Pilot +1 (1)
Tactics +2 (1 per +1)

30
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Traveler (Grade 3)
The Traveler is the man from another world, the man from yesterday, or the man from tomorrow. He is out
of place in his environment, giving him unique skills and abilities. However, he sacrifices the easy access
to the weapons and armor of this strange new world.

The Traveler is always a prime example of the men or women of his/her time or place. Peak physical
condition and a keen mind seem to be prerequisites for being yanked from the comforts of home and hurled
across time and space.

Location (Die Roll) Base DR Wound Level


Head (1) Brain=3 4 BR=3 BR=1 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=2 BW=1 Unconscious
Guts=7 GT=7 GT=7 GT=6 GT=6
Arms (5-7) Ray Gun=3 4 RG= 3 RG=3 RG=2 RG=2 RG=1 No attacks
Blade=4 BD=4 BD=4 BD=3 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=4 4 DG=4 DG=3 DG=2 DG=2 DG=1 Crawl Only
Speed=6 SP=6 SP=5 SP=4 SP=3 SP=2

Available Attributes: 10 Virtues/Flaws: 2


Weapons (Max=4) Combat Skills (Max=3) Other Skills (Max=3)
Club (1) Ambidextrous (1) Fearless (1)
Short Blade (1) Counter Strike (1) Heroic Leap (1)
Long Blade (1) Fencing +1 (1) Ignore Pain (1)
Pistol (Projectile) (1) Finesse Attack (1) Mounted (1)
Explosive Rounds (1) Heroic Dodge (1) Nerves of Steel +2 (1 per +1)
Rifle (Projectile) (2) High Strength +3 (1 per +1) Nimble (1)
Explosive Rounds (1) Martial Arts +2 (1 per +1) Supreme Effort +1 (1)
Pistol (Energy) (2) Power Attack (1) Sprint +2 (1 per +1)
Rifle (Energy) (3) Pugilist +2 (1 per +1) Stand (1)
Ray Gun (4) Quick +1 (1)

Armor and Equipment (Max=2) Knowledge Skills (Max=3)


Head +1 (1) Disguise (1)
Body +1 (1) Force of Will (1)
Arms +1 (1) Hunter (1)
Legs +1 (1) Language (1)
Pilot +2 (1 per +1)
Telepathy (1)
Telepathic Immunity (1)

31
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Tribal Warlord (Grade 3)


On many a war ravaged planet, the leaders are chosen by natural selection; the strongest, the most ferocious,
the one willing to win at any cost. The Tribal Warlord has risen through the ranks by being the best. Some
can be kind and understanding leaders, others are cold and heartless, but there is no denying their absolute
rule- until someone stronger comes along.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 4 BR=3 BR=1 Unconscious
Torso (2-4) Brawn=4 4 BW=4 BW=3 BW=2 BW=1 Unconscious
Guts=9 GT=9 GT=8 GT=7 GT=7
Arms (5-7) Ray Gun=3 4 RG= 3 RG=3 RG=2 RG=1 RG=1 No attacks
Blade=4 BD=4 BD=3 BD=3 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=2 DG=1 Crawl Only
Speed=6 SP=6 SP=5 SP=4 SP=3 SP=2

Available Attributes: 10 Virtues/Flaws: 2


Weapons (Max=5) Combat Skills (Max=5) Other Skills (Max=3)
Short Blade (1) Ambidextrous (1) Baleful Gaze (1)
Long Blade (1) Battle Cry (1) Camouflage (1)
Club (1) Dead Shot (1) Fearful Presence (1)
Polearm/Spear (1) Expert Fighter (1) Fearless (1)
Crossbow (1) Ferocious +2 (1 per +1) Ignore Pain (1)
Explosive Rounds (1) Heroic Dodge (1) Intimidate (1)
Pistol (Projectile) (1) High Strength +3 (1 per +1) Mounted (1)
Explosive Rounds (1) Killer Instinct (1) Nerves of Steel +1 (1)
Rifle (Projectile) (2) Pugilist +2 (1 per +1) Observant (1)
Explosive Rounds (1) Power Attack (1) Supreme Effort +2 (1 per +1)

Armor and Equipment (Max=3) Knowledge Skills (Max=3)


Head +2 (1 per +1) Force of Will (1)
Body +2 (1 per +1) Hunter (1)
Pilot +1 (1)
Savvy (1)
Telepathy (1)
Telepathic Immunity (1)

32
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Rogue (Grade 3)
The Rogue is the mercenary, the pirate, the prisoner on the lam. He is a self made man with his own unique
moral definitions. Never one to avoid a good fight if the compensation is good enough, he also knows that
no amount of money is worth getting killed for.

His skills are based around his ability to survive and adapt. Through underground networks he can get his
hands on most weapons he might want, although at a higher price.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=2 BW=1 Unconscious
Guts=7 GT=7 GT=7 GT=7 GT=6
Arms (5-7) Ray Gun=5 4 RG= 5 RG=4 RG=3 RG=3 RG=2 No attacks
Blade=3 BD=3 BD=2 BD=2 BD=1 BD=1 Cannot carry
Legs (8-10) Dodge=4 4 DG=4 DG=3 DG=2 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Available Attributes: 10 Virtues/Flaws: 2


Weapons (Max=6) Combat Skills (Max=3) Other Skills (Max=3)
Short Blade (1) Ambidextrous (1) Camouflage (1)
Long Blade (1) Dead Shot (1) Fearless (1)
Club (1) Expert Fighter (1) Hide (1)
Pistol (Projectile) (1) Heroic Dodge (1) Ignore Pain (1)
+1 WS (1) High Strength +1 (1) Heroic Leap (1)
+ 6 Range (1) Knife Thrower (1) Lucky +2 (1 per +1)
Rifle (Projectile) (2) Multiple Attacks +1 (1) Nerves of Steel +2 (1 per +1)
Pistol (Energy) (3) Pugilist +2 (1 per +1) Observant (1)
Rifle (Energy) (4) Quick +2 (1 per +1) Sprint +2 (1 per +1)
Ray Gun (4) Sharpshooter +2 (1 per +1) Stand (1)

Armor and Equipment (Max =6) Knowledge Skills (Max=2)


Head +2 (1 per +2) Deception (1)
Body +2 (1 per +2) Disguise (1)
Jump Pack (3) Force of Will (1)
Jet Pack (3) Hustler (1)
Jack of all Trades (1)
Mechanic +1 (1)
Pilot +2 (1 per +1)
Savvy (1)

33
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Amazon Queen (Grade 3)


The Amazon is every bit a match for the male warriors she meets. What she lacks in sheer brawn she
more than makes up for with guile and agility. Her skill set encompasses sleek elegant combat skills and
attributes featuring ingenuity and cunning

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 4 BR=3 BR=1 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=2 BW=1 Unconscious
Guts=7 GT=7 GT=7 GT=6 GT=6
Arms (5-7) Ray Gun=3 4 RG=3 RG=3 RG=2 RG=1 RG=1 No attacks
Blade=4 BD=4 BD=4 BD=3 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=4 4 DG=4 DG=3 DG=3 DG=2 DG=1 Crawl Only
Speed=6 SP=6 SP=5 SP=4 SP=3 SP=2

Available Attributes: 10 Virtues/Flaws: 2


Weapons (Max=3) Combat Skills (Max=4) Other Skills (Max=3)
Short Blade (1) Ambidextrous (1) Camouflage (1)
Long Blade (1) Battle Cry (1) Hide (1)
Pole Arm/Spear (1) Counter Strike (1) Ignore Pain (1)
Bow (1) Expert Fighter (1) Intimidate (1)
Crossbow (1) Fencing +2 (1 per +1) Mounted (1)
Explosive Rounds (1) Finesse Attack (1) Nerves of Steel +2 (1 per +1)
Pistol (Projectile) (1) Heroic Dodge (1) Nimble (1)
Explosive Rounds (1) Knife Thrower (1) Sprint +2 (1 per +1)
Rifle (Projectile) (2) Martial Arts +2 (1 per +1) Stand (1)
Explosive Rounds (1) Quick +3 (1 per +1)
Pistol (Energy) (2) Sharpshooter +2 (1 per +1)

Armor and Equipment (Max=2) Knowledge Skills (Max=4)


Head +2 (1 per +1) Animal Control (1)
Body +1 (1) Animal Handling (1)
Arms +1 (1) Deception (1)
Legs +1 (1) Force of Will (1)
Hunter (1)
Iron Will (1)
Savvy (1)
Pilot +1 (1)
Telepathy (1)

34
Fantastic Worlds: Pulp Action in the Far Reaches of Space
High Priest (Grade 3)
Using his power as supreme leader of the faithful, the High Priest can overthrow a government or sway the
course of a war with but a few simple words. Whether using this power for the good of the people or for
his own evil ends, there is no doubting he is a man to be feared.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=5 4 BR=5 BR=3 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=2 BW=1 Unconscious
Guts=9 GT=9 GT=8 GT=7 GT=6
Arms (5-7) Ray Gun=3 4 RG=3 RG=3 RG=2 RG=1 RG=1 No attacks
Blade=3 BD=3 BD=3 BD=2 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=3 DG=2 DG=1 Crawl Only
Speed=4 SP=4 SP=4 SP=4 SP=2 SP=1

Available Attributes: 10 Virtues/Flaws: 2


Weapons (Max=2) Combat Skills (Max=2) Other Skills (Max=4)
Long Blade (1) Counter Strike (1) Baleful Gaze (1)
Polearm/Spear (1) Fencing +1 (1) Camouflage (1)
Bow (1) Finesse Attack (1) Fearful Presence (1)
Pistol (Projectile) (1) Heroic Dodge (1) Heroic Leap (1)
Pistol (Energy) (2) Martial Arts +2 (1 per +1) Hide (1)
Multiple Attacks +1 (1) Ignore Pain (1)
Quick +2 (1 per +1) Intimidate (1)
Inspiring (1)
Armor and Equipment (Max=2) Knowledge Skills (Max=5) Lucky (1)
Head +2 (1 per +1) Animal Handling (1) Meet My Minions (1)
Deception (1) Observant (1)
Disguise (1) Supreme Effort +3 (1 per +1)
Force of Will (1)
Genius +2 (1 per +1)
Hustler (1)
Iron Will (1)
Language (1)
Medical Knowledge (1)
Telepathy (1)

35
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Swashbuckling Prince/Princess (Grade 3)


Not content to sit in the Kings shadow, waiting their turn at the throne, the Swashbuckling Prince yearns
for the thrill of battle. Taught the way of the sword from an early age but forbidden from a military life, the
young prince/princess courts trouble, looking for the chance to prove their worth.

The Swashbuckling Prince/Princess is born of the noblest stock, is usually quick to learn and a tremendous
athlete, and their bravery is second to none. However, that does not mean they have inherited the noble
disposition of their family. Some are just as eager to see those in their way to the throne eliminated.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=2 BW=1 Unconscious
Guts=7 GT=7 GT=7 GT=6 GT=5
Arms (5-7) Ray Gun=3 4 RG=3 RG=3 RG=2 RG=1 RG=1 No attacks
Blade=5 BD=5 BD=4 BD=3 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Available Attributes: 10 Virtues/Flaws: 2


Weapons (Max=3) Combat Skills (Max=5) Other Skills (Max=3)
Short Blade (1) Ambidextrous (1) Fearless (1)
Long Blade (1) Counter Strike (1) Hide (1)
+1 WS for LB (1) Expert Fighter (1) Lucky +3 (1 per +1)
Polearm (1) Fencing +2 (1 per +1) Meet My Minions (1)
Bow (1) Finesse Attack (1) Mounted (1)
Crossbow (1) Heroic Dodge (1) Nimble (1)
Pistol (Projectile) (1) Multiple Attacks +1 (1) Sprint +2 (1 per +1)
Quick +2 (1 per +1) Stand (1)
Rush Attack (1)

Armor and Equipment (Max=2) Knowledge Skills (Max=3)


Head +1 (1) Animal Handling (1)
Body +1 (1) Disguise (1)
Genius +2 (1 per +1)
Hustler (1)
Language (1)
Pilot +1 (1)
Telepathy (1)

36
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Overlord (Grade 3)
Ruling his kingdom with an iron fist, this (sometimes) self proclaimed Overlord uses fear, intimidation and
the might of his army to maintain his power. Insidious and evil to the core, the Overlord will go to great
lengths to rid himself of any supposed rivals, whether to his kingdom or for the latest woman he fancies
for his bride.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=4 4 BR=4 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=2 BW=1 Unconscious
Guts=7 GT=7 GT=7 GT=6 GT=6
Arms (5-7) Ray Gun=4 4 RG=4 RG=3 RG=3 RG=2 RG=2 No attacks
Blade=4 BD=4 BD=4 BD=3 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Available Attributes: 10 Virtues/Flaws: 2


Weapons (Max=4) Combat Skills (Max=3) Other Skills (Max=4)
Short Blade (1) Counter Strike (1) Baleful Gaze (1)
Long Blade (1) Dead Shot (1) Fearful Presence (1)
Pistol (Energy) (2) Fencing +2 (1 per +1) Fearless (1)
Demoralizing Ray (1) Finesse Attack (1) Ignore Pain (1)
Ray Gun (3) Killer Instinct (1) Intimidate (1)
Knife Thrower (1) Meet My Minions (1)
Poison (1) Nerves of Steel +1 (1)
Sharpshooter +2 (1 per +1) Observant (1)
Supreme Effort +2 (1 per +1)
Armor and Equipment (Max=4) Knowledge Skills (Max=3)
Head +4 (1 per +2) Animal Control (1)
Body +4 (1 per +2) Deception (1)
Legs +2 (1 per +2) Force of Will (1)
Arms +2 (1 per +2) Genius +2 (1 per +1)
Reflective Armor +2 (1 per +1) Savvy (1)
Jet Pack (2) Tactics +2 (1 per +1)
Jump Pack (2) Telepathy (1)
Telepathic Immunity (1)

37
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Mad Scientist (Grade 3)


When ambition and genius overwhelm common sense and concern for his fellow man, the Mad Scientist is
born. While not necessarily evil, the Mad Scientist certainly feels as if his machinations are more important
than the common good. Most of the time the Mad Scientist is quite enamored by his own brilliance and
cant quite comprehend anyone having the ability to stop him.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=7 4 BR=7 BR=5 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=2 BW=1 Unconscious
Guts=8 GT=8 GT=7 GT=7 GT=6
Arms (5-7) Ray Gun=3 4 RG=3 RG=2 RG=2 RG=1 RG=1 No attacks
Blade=2 BD=2 BD=2 BD=2 BD=1 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Available Attributes: 10 Virtues/Flaws: 2


Weapons (Max=4) Combat Skills (Max=1) Other Skills (Max=3)
Club (1) Poison (1) Camouflage (1)
Long Blade (1) Quick +1 (1) Fearless (1)
Pistol (Energy) (2) Hide (1)
Disruptor Ray(1) Intimidate (1)
Stun Ray(1) Lucky +2 (1 per +1)
Demoralizing Ray(1) Meet My Minions (1)
Graviton Ray (1) Nerves of Steel +1 (1)
Ray Gun (3) Observant (1)

Armor and Equipment (Max=5) Knowledge Skills (Max=4)


Head +2 (1 per +2) Animal Control (1)
Body +2 (1 per +2) Deception (1)
Legs +1 (1) Genius +2 (1 per +1)
Arms +1 (1) Language (1)
Reflective Armor +2 (1 per +1) Medical Knowledge (1)
Jet Pack (2) Robotics (1)
Jump Pack (2) Telepathy (1)
Communicators (1) Telepathic Immunity (1)

38
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Hotshot Pilot (Grade 3)
No one trusts their instincts more than the Hotshot Pilot. Years of making split second decisions has earned
him that right. Few are better with a firearm, the Hotshot Pilot has little desire to go into hand-to-hand
combat, preferring to blast his way out of a bad situation.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=2 BW=1 Unconscious
Guts=8 GT=8 GT=7 GT=6 GT=5
Arms (5-7) Ray Gun=5 4 RG=5 RG=4 RG=3 RG=2 RG=1 No attacks
Blade=2 BD=2 BD=2 BD=2 BD=1 BD=1 Cannot carry
Legs (8-10) Dodge=4 4 DG=4 DG=3 DG=2 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Available Attributes: 10 Virtues/Flaws: 2


Weapons (Max=3) Combat Skills (Max=4) Other Skills (Max=4)
Long Blade (1) Battle Cry (1) Ignore Pain (1)
Short Blade (1) Dead Shot (1) Lucky +2 (1 per +1)
Pistol (Projectile) (1) Heroic Dodge (1) Nerves of Steel +2 (1 per +1)
Pistol (Energy) (2) Knife Thrower (1) Nimble (1)
+6 range (1) Quick +3 (1 per +1) Observant (1)
Ray Gun (3) Sharpshooter +2 (1 per +1) Sprint +2 (1 per +1)
Stand (1)
Supreme Effort +1 (1)

Armor and Equipment (Max=2) Knowledge Skills (Max=3)


Head +1 (1) Deception (1)
Body +1 (1) Force of Will (1)
Jet Pack(2) Genius +1 (1)
Jump Pack (2) Hunter (1)
Iron Will (1)
Mechanic +1 (1)
Savvy (1)
Pilot +3 (1 per +1)
Tactics +3 (1 per +1)

39
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Science Officer (Grade 2)


Pragmatic and analytical, the Science Officer is the perfect lieutenant to the brash, daring Space Commander.
While never short on bravery, the science officer thinks first before shooting. He has access to all the
advanced equipment of Star Command, but his skills tend more towards knowledge than combat

Location (Die Roll) Base DR Wound Level


Head(1) Brains=4 4 BR=4 BR=2 Unconscious
Body (2-4) Brawn=3 4 BW=3 BW=2 BW=1 Unconscious
Guts=6 GT=6 GT=5 GT=4
Arms (5-7) Ray Gun=3 4 RG= 3 RG=3 RG=2 RG=1 No attacks
Blade=3 BD=3 BD=2 BD=2 BD=1 Cannot carry
Legs(8-10) Dodge=3 4 DG=3 DG=2 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Available Attributes: 7 Virtues/Flaws: 1


Weapons (Max=3) Combat Skills (Max=1) Other Skills (Max=2)
Short Blade (1) Fencing (1) Hide (1)
Long Blade (1) Finesse Attack (1) Ignore Pain (1)
Pistol (Energy) (2) High Strength +1 (1) Mountaineering (1)
Disruptor Ray (1) Martial Arts +1 (1) Nimble (1)
Graviton Ray (1) Quick +1 (1) Observant (1)
Stun Ray (1) Sharpshooter +1 (1) Sprint +1 (1)
Rifle (Energy) (2)
Ray Gun (3)

Armor and Equipment (Max=4) Knowledge Skills (Max=3)


Head +4 (1 per +2) Genius +2 (1 per +1)
Body +4 (1 per +2) Language (1)
Arms +2 (1 per +2) Mechanic +2 (1 per +1)
Legs +2 (1 per +2) Medical knowledge (1)
Jump Pack(2) Pilot +1 (1)
Jet Pack(2) Robotics (1)

40
Fantastic Worlds: Pulp Action in the Far Reaches of Space
First Officer (Grade 2)
The cadets of Star Command have many options as they advance in their careers. While many choose
science and engineering, there are some who are natural born leaders and exceptional soldiers. These
become Officers in Star Command.

Location (Die Roll) Base DR Wound Level


Head(1) Brains=3 4 BR=3 BR=2 Unconscious
Body (2-4) Brawn=3 4 BW=3 BW=2 BW=1 Unconscious
Guts=7 GT=7 GT=6 GT=5
Arms (5-7) Ray Gun=4 4 RG= 4 RG=3 RG=2 RG=1 No attacks
Blade=4 BD=4 BD=3 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Available Attributes: 7 Virtues/Flaws: 1


Weapons (Max=3) Combat Skills (Max=3) Other Skills (Max=2)
Short Blade (1) Ambidextrous (1) Ignore Pain (1)
Long Blade (1) Fencing +1 (1) Leap (1)
Pistol (Energy) (2) High Strength +2 (1 per +1) Mountaineering (1)
Graviton Ray(1) Martial Arts +1 (1) Nerves of Steel +1 (1)
Stun Ray(1) Pugilist +1 (1) Nimble (1)
Rifle (Energy) (2) Quick +1 (1)
Ray Gun (3) Sharpshooter +1 (1)

Armor and Equipment (Max=4) Knowledge Skills (Max=1)


Head +2 (1 per +2) Mechanic +1 (1)
Body +2 (1 per +2) Pilot +1 (1)
Arms +1 (1) Savvy (1)
Legs +1 (1)
Jump Pack(2)
Jet Pack(2)

41
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Tribal Clan Lord (Grade 2)


The Brutal Clan Lords govern their individual houses, while many scheme of ways to overthrow the all
powerful Warlord. Although not privy to the best technology and equipment they do get first choice among
the spoils of war.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 4 BR=3 BR=1 Unconscious
Body (2-4) Brawn=4 4 BW=4 BW=3 BW=1 Unconscious
Guts=7 GT=7 GT=7 GT=5
Arms (5-7) Ray Gun=3 4 RG= 3 RG=2 RG=2 RG=1 No attacks
Blade=4 BD=4 BD=3 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Available Attributes: 7 Virtues/Flaws: 1


Weapons (Max=4) Combat Skills (Max=3) Other Skills (Max=2)
Short Blade (1) Ambidextrous (1) Ignore Pain (1)
Long Blade (1) Ferocious +2 (1 per +1) Intimidate (1)
Polearm/Spear (1) Heroic Dodge (1) Mounted (1)
Pistol (Projectile) (1) High Strength +1 (1) Nerves of Steel +2 (1 per +1)
Explosive Rounds (1) Power Attack (1) Sprint +1 (1)
Rifle (Projectile) (2) Pugilist +1 (1)
Explosive Rounds (1) Quick +1 (1)
Ray Gun (3) Sharpshooter +1 (1)

Armor and Equipment (Max=2) Knowledge Skills (Max=2)


Head +1 (1) Animal Handling (1)
Body +1 (1) Deception (1)
Hunter (1)
Savvy (1)
Telepathy (1)

42
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Captain of the Guard (Grade 2)
Proven and reliable, the Captain of the Guard has risen through the ranks by being the best. This hardened
veteran has seen more than his share of action and has the scars to prove it.

Location (Die Roll) Base DR Wound Level


Head(1) Brains=3 4 BR=3 BR=1 Unconscious
Body (2-4) Brawn=3 4 BW=3 BW=3 BW=1 Unconscious
Guts=6 GT=6 GT=5 GT=4
Arms (5-7) Ray Gun=4 4 RG= 4 RG=3 RG=2 RG=1 No attacks
Blade=3 BD=3 BD=2 BD=1 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Available Attributes: 7 Virtues/Flaws: 1


Weapons (Max=4) Combat Skills (Max=3) Other Skills (Max=2)
Short Blade (1) Ambidextrous (1) Camouflage (1)
Long Blade (1) Expert Fighter (1) Devotion (1)
Pistol (Energy) (2) High Strength +1 (1) Fearless (1)
Stun Ray (1) Power Attack (1) Mounted (1)
Rifle (Energy) (3) Pugilist +1 (1) Nerves of Steel +2 (1 per +1)
Ray Gun (3) Quick +1 (1)
Sharpshooter +2 (1 per +1)

Armor and Equipment (Max 4) Knowledge Skills (Max=3)


Head +2 (1 per +2) Iron Will (1)
Body +2 (1 per +2) Mechanic (1)
Arms +2 (1 per +2) Pilot +1 (1)
Legs +2 (1 per +2) Savvy (1)
Jump Pack (2) Tactics +1 (1)
Telepathy (1)

43
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Moral Companion (Grade 2)


The face that launched 1000 rocket ships; the moral companion is that and more. While the Moral
Companion is nobodys warrior, they are steadfast, brave and inspiring. They can easily use their wiles to
turn situations to their advantage and their warriors always fight better by their side.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 4 BR=3 BR=2 Unconscious
Body (2-4) Brawn=3 4 BW=3 BW=2 BW=1 Unconscious
Guts=6 GT=6 GT=5 GT=4
Arms (5-7) Ray Gun=2 4 RG= 2 RG=1 RG=1 RG=1 No attacks
Blade=2 BD=2 BD=2 BD=1 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Available Attributes: 7 Virtues/Flaws: 1


Weapons (Max=2) Combat Skills (Max=1) Other Skills (Max=3)
Short Blade (1) Fencing +1 (1) Hide (1)
Long Blade (1) Heroic Dodge (1) Inspiring (1)
Pistol (Projectile) (1) Quick +2 (1 per +1) Lucky +2 (1 per +1)
Pistol (Energy) (2) Nerves of Steel +2 (1 per +1)
Nimble (1)

Armor and Equipment (Max=2) Knowledge Skills (Max=5)


Head +1 (1) Animal Control (1)
Body +1 (1) Animal Handling (1)
Deception (1)
Genius +1 (1)
Hustler (1)
Iron Will (1)
Language (1)
Medical Knowledge (1)
Telepathy (1)

44
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Scientist (Grade 2)
The Scientist is brilliant and inquisitive. His driving force is to learn and discover as much as he can. He
can become so enthralled in the strange new worlds around him that he forgets about the dangers that come
with each new discovery.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=6 4 BR=6 BR=5 Unconscious
Body (2-4) Brawn=3 4 BW=3 BW=2 BW=1 Unconscious
Guts=6 GT=6 GT=5 GT=4
Arms (5-7) Ray Gun=2 4 RG= 2 RG=1 RG=1 RG=1 No attacks
Blade=2 BD=2 BD=2 BD=1 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Available Attributes: 7 Virtues/Flaws: 1


Weapons (Max=3) Combat Skills (Max=1) Other Skills (Max=3)
Short Blade (1) Fencing +1 (1) Camouflage (1)
Long Blade (1) Quick +1 (1) Hide (1)
+1 WS(1) Inspiring (1)
Pistol (Energy) (2) Lucky +2 (1 per +1)
Disruptor Ray (1) Nimble (1)
Graviton Ray (1) Observant (1)
Stun Ray (1) Sprint +1 (1)
Rifle (Energy)(3) Undying loyalty (1)
Ray Gun (3)

Armor and Equipment (Max=4) Knowledge Skills (Max=5)


Body +1 (1) Deception (1)
Arms +1(1) Disguise (1)
Legs +1 (1) Genius +2 (1 per +1)
Jet Pack (2) Jack of all Trades (1)
Jump Pack (2) Language (1)
Mechanic +2 (1 per +1)
Medical Knowledge (1)
Robotics (1)

45
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Mercenary (Grade 2)
The Mercenary is a gun for hire. Hes tough and efficient, but values his neck above all else.

Location (Die Roll) Base DR Wound Level


Head(1) Brains=3 4 BR=3 BR=1 Unconscious
Body (2-4) Brawn=3 4 BW=3 BW=2 BW=1 Unconscious
Guts=6 GT=6 GT=6 GT=5
Arms (5-7) Ray Gun=3 4 RG= 3 RG=3 RG=2 RG=1 No attacks
Blade=3 BD=3 BD=2 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Available Attributes: 7 Virtues/Flaws: 1


Weapons (Max=5) Combat Skills (Max=3) Other Skills (Max=2)
Club Battle Cry (1) Camouflage (1)
Long Blade (1) Counter Strike (1) Fearless (1)
Short Blade (1) Ferocious (1) Ignore Pain (1)
Crossbow (1) High Strength +2 (1 per +1) Mountaineering (1)
Explosive Rounds (1) Killer Instinct (1) Mounted (1)
Pistol (Energy) (2) Pugilist +2 (1 per +1) Nerves of Steel +1 (1)
Demoralizer Ray (1) Quick +1 (1) Observant (1)
Stun Ray (1) Sharpshooter +2 (1 per +1) Sprint +1 (1)
Rifle (Energy) (3)
Ray Gun (4)

Armor and Equipment (Max=5) Knowledge Skills (Max=1)


Head +4 (1 per +2) Deception (1)
Body +4 (1 per +2) Hunter (1)
Arms +2 (1 per +2) Savvy (1)
Legs +2 (1 per +2) Pilot +1 (1)
Communicators (1) Tactics +1 (1)
Jet Pack (2)

46
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Amazon Warrior (Grade 2)
The Amazons are some of the quickest and most elusive warriors around. The Amazon has proven herself
amongst her clan and quickly moved up to a place of power.

Location (Die Roll) Base DR Wound Level


Head(1) Brains=3 4 BR=3 BR=2 Unconscious
Body (2-4) Brawn=3 4 BW=3 BW=2 BW=1 Unconscious
Guts=6 GT=6 GT=5 GT=4
Arms (5-7) Ray Gun=3 4 RG= 3 RG=2 RG=2 RG=1 No attacks
Blade=3 BD=3 BD=2 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=4 4 DG=4 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Available Attributes: 7 Virtues/Flaws: 1


Weapons (Max=3) Combat Skills (Max=3) Other Skills (Max=2)
Short Blade (1) Battle Cry (1) Camouflage (1)
Long Blade (1) Fencing +2 (1 per +1) Hide (1)
Polearm/Spear (1) Finesse Attack (1) Ignore Pain (1)
Bow (1) Heroic Dodge (1) Mounted (1)
Crossbow (1) Knife Thrower (1) Nimble (1)
Explosive Rounds (1) Martial Arts +1 (1) Sprint +1 (1)
Pistol (Projectile) (1) Quick +2 (1 per +1) Stand (1)
Explosive Rounds (1) Sharpshooter +1 (1)
Rifle (Projectile) (2)
Explosive Rounds (1)

Armor and Equipment (Max=2) Knowledge Skills (Max=3)


Head +2 (1 per +1) Animal Control (1)
Body +1 (1) Animal Handling (1)
Arms +1 (1) Hunter (1)
Legs +1 (1) Telepathy (1)

47
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Priest (Grade 2)
A man of authority in his sect, the Priest draws power from his faith. He knows there is little that cannot be
accomplished by persistence and determination.

Location (Die Roll) Base DR Wound Level


Head(1) Brains=4 4 BR=4 BR=3 Unconscious
Body (2-4) Brawn=3 4 BW=3 BW=2 BW=1 Unconscious
Guts=8 GT=8 GT=7 GT=6
Arms (5-7) Ray Gun=2 4 RG= 2 RG=2 RG=1 RG=1 No attacks
Blade=3 BD=3 BD=3 BD=2 BD=2 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=2 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=3

Available Attributes: 7 Virtues/Flaws: 1


Weapons (Max=2) Combat Skills (Max=2) Other Skills (Max=2)
Long Blade (1) Fencing +1 (1) Camouflage (1)
Polearm (1) Finesse Attack (1) Ignore Pain (1)
Bow (1) High Strength +2 (1 per +1) Inspiring (1)
Pistol (Projectile) (1) Martial Arts +1 (1) Lucky +1 (1)
Pistol (Energy) (2) Quick +2 (1 per +1) Observant (1)
Demoralizing Ray (1) Supreme Effort +1 (1)

Armor and Equipment (Max=2) Knowledge Skills (Max=3)


Head +2 (1 per +1) Animal Handling (1)
Genius +1 (1)
Hustler (1)
Iron Will (1)
Language (1)
Medical Knowledge (1)
Telepathy (1)

48
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Star Command Cadet (Grade 1)
Only the best and brightest of the new recruits go into cadet academy. These are the commanders of the
future and represent the cream of the crop. They usually have that extra skill or drive that puts them ahead
of the pack.

Location (Die Roll) Base DR Wound Level

Head (1) Brains=3 4 BR=3 Killed


Torso (2-4) Brawn=3 4 BW=3 Killed
Guts=5 GT=5
Arms (5-7) Ray Gun=3 4 RG= 3 RG=2 No attacks
Blade=3 BD=3 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=2

Available Attributes: 4 (Must choose 1 skill from Combat list)


Weapons (Max=3) Armor and Equipment (Max=2) Combat Skills (Max=1) Other Skills (Max=1)
Long Blade (1) Head +1 (1) Fencing +1 (1) Sprint +1 (1)
Pistol (Energy) (2) Body +1 (1) Martial Arts +1 (1)
Stun (1) Pugilist +1 (1)
Rifle (Energy) (3) Sharpshooter +1 (1)
Ray Gun (3)
Jet Pack (2)

Ray Guns (from the notes of Henry Litmus)

I got my first look at a ray gun today after a brief scuffle with an Aerion scouting party. The winged warriors came swooping
in with ornate multi-chambered pistols that I immediately recognized as the most feared of weapons on Tannis . Our Nazree allies
spoke with much respect for the ray gun, and steadfastly refused to ever use one (to the Nazree combat should be determined by the
better warrior, not the better weapon).
I admit to being overcome with fear of the weapon, even as Kip leapt into battle. It was the sheerest of luck that one of the
weapons dropped next to me as its flying owner, with Kip hanging on to his back, succumbed to a fatal sword wound.
I picked up the weapon and turned it on another of the Aerion and pulled the trigger. The jolt of the ray leaving the chamber
near wrenched my arm from its socket. As the powerful multi-colored rays blasted forward I found it virtually impossible to aim the
weapon. My shot went wide right of its intended target. The Aerion at which I was shooting was partially covered by an outcropping
of rock and was firing his weapon intently at Kip. I discovered quickly that by holding the trigger down I could walk the erratic
ray in his direction. It was in this manner that I finally hit Kips attacker. His body arched and I am almost certain I saw his skull
outlined in his head when I hit him as if he was illuminated by some great x ray machine. He then fell to the ground quite dead.
The battle was over quickly. I handed the weapon over to Kip afterwards. While extremely powerful and deadly the erratic
nature of the ray makes it difficult to use except by the most trained of marksmen. I was certain Kip would master it in days.

49
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Star Command Security (Grade 1)


While Star Command prefers to handle situations with diplomacy, the need often arises for specialists in
armed combat. The security teams are well armed, well armored and ready for the call of duty.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=2 4 BR=2 Killed
Torso (2-4) Brawn=3 4 BW=3 Killed
Guts=5 GT=5
Arms (5-7) Ray Gun=3 4 RG= 3 RG=2 No attacks
Blade=3 BD=3 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=2

Available Attributes: 4
Weapons (Max=4) Armor and Equipment (Max=2)
Long Blade (1) Head +2 (1 per +2)
Pistol (Energy) (2) Body +2 (1 per +2)
Stun (1) Arms +1 (1)
Rifle (Energy) (3) Legs +1 (1)
Stun (1) Reflective Armor (1)
Ray Gun (3)
Jet Pack (2)

Star Command Specialist (Grade 1)


While not as well armed as the security branch, these recruits have certain skills that make them invaluable
members of Star Command.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=4 4 BR=4 Killed
Torso (2-4) Brawn=3 4 BW=3 Killed
Guts=5 GT=5
Arms (5-7) Ray Gun=2 4 RG= 2 RG=1 No attacks
Blade=2 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=2

50
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Available Attributes: 4 (Must choose one skill from Knowledge)
Weapons (Max=3) Armor and Equipment (Max=2) Combat Skills (Max=1) Knowledge Skills (Max=1)
Long Blade (1) Head +1 (1) Quick +1 (1) Language (1)
Pistol (Energy) (2) Body +1 (1) Mechanic (1)
Stun (1) Medical Knowledge (1)
Rifle (Energy) (3) Pilot +1 (1)
Ray Gun (3) Robotics (1)
Jet Pack (2)

Tribal Warrior (Grade 1)


Tribal Warriors are fierce and proud. Ready to go to battle to protect their families and land or to attack and
plunder enemy nations. The Tribal Warrior is not as well equipped as the Warlord or Clan lords, but can be
every bit as tough.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=2 4 BR=2 Killed
Torso (2-4) Brawn=4 4 BW=4 Killed
Guts=5 GT=5
Arms (5-7) Ray Gun=2 4 RG= 2 RG=1 No attacks
Blade=3 BD=3 BD=2 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=2

Available Attributes: 4
Weapons (Max=3) Armor and Equipment (Max=2) Combat Skills (Max=1)
Short Blade (1) Head +1 (1) Battle Cry (1)
Long Blade (1) Body +1 (1) Ferocious (1)
Polearm (1) High Strength +1 (1)
Pistol (Projectile) (1) Multiple Attacks +1 (1)
Rifle (Projectile) (2)

51
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Palace Guard (Grade 1)


These are the nameless men and women who are pressed into service for the royal family. While not
exceptional warriors, they do have access to the finest armor and weapons their civilization has.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=2 4 BR=2 Killed
Torso (2-4) Brawn=3 4 BW=3 Killed
Guts=4 GT=4
Arms (5-7) Ray Gun=2 4 RG= 2 RG=1 No attacks
Blade=2 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=2

Available Attributes: 4
Weapons (Max=2) Armor and Equipment (Max=2) Combat Skills (Max=1) Other Skills (Max=1)
Short Blade (1) Head +2 (1 per +2) Fencing +1 (1) Devotion (1)
Long Blade (1) Body +1 (1) Undying Loyalty (1)
Pistol (Projectile) (1) Arms +1 (1)
Rifle (Projectile) (2) Legs +1 (1)
Pistol (Energy) (2)

Soldiers (Grade 1)
The men that make up the empire or the Kings army. As well trained as time permits and as well equipped
as the coffers will allow, these Star Grunts live to fight.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=2 4 BR=2 Killed
Torso (2-4) Brawn=2 4 BW=2 Killed
Guts=4 GT=4
Arms (5-7) Ray Gun=3 4 RG= 3 RG=2 No attacks
Blade=3 BD=3 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=2

52
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Available Attributes: 4
Weapons (Max=4) Armor and Equipment (Max=3) Combat Skills (Max=1) Other Skills (Max=1)
Long Blade (1) Head +2 (1 per +2) High Strength +1 (1) Camouflage (1)
Pistol (Energy) (2) Body +1 (1) Quick +1 (1) Undying Loyalty (1)
Demoralizer (1) Arms +1 (1)
Rifle (Energy) (3) Legs +1 (1)
Ray Gun (3)
Jet Pack (2)

Amazon (Grade 1)
Grace and speed replace sheer brawn. Any man that underestimates the Amazon may not live to regret it.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=2 4 BR=2 Killed
Torso (2-4) Brawn=2 4 BW=2 Killed
Guts=5 GT=5
Arms (5-7) Ray Gun=2 4 RG= 2 RG=1 No attacks
Blade=3 BD=3 BD=2 Cannot carry
Legs (8-10) Dodge=4 4 DG=4 DG=2 Crawl Only
Speed=5 SP=5 SP=2

Available Attributes: 4
Weapons (Max=3) Armor and Equipment (Max=1) Combat Skills --(2)
Short Blade (1) Head +1 (1) Battle Cry (1)
Long Blade (1) Finesse Attack (1)
Polearm (1) Knife Thrower (1)
Pistol (Projectile) (1) Quick +1 (1)
Rifle (Projectile) (2)

Knowledge Skills -(1) Other Skills -- (1)


Animal Handling (1) Camouflage (1)
Devotion (1)

53
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Settlers (Grade 1)
Settlers are the transplants from another world, seeking their fortunes or a new life on a faraway planet.
Whether miners or homesteaders, these people show up with little more than the clothes on their back and
a healthy dose of the adventurers spirit.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=2 4 BR=2 Killed
Torso (2-4) Brawn=3 4 BW=3 Killed
Guts=6 GT=6
Arms (5-7) Ray Gun=2 4 RG= 2 RG=1 No attacks
Blade=2 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=2

Available Attributes: 4
Weapons (Max=3) Knowledge Skills (Max=2) Other Skills (Max=1)
Club (1) Animal Handling (1) Fearless (1)
Polearm (1) Hunter (1) Hide (1)
Short Blade (1) Jack of All Trades (1) Lucky +1 (1)
Pistol (projectile) (2) Mechanic +2 (1 per +1) Mountaineering (1)
Rifle (Projectile) (3) Medical Knowledge (1) Observant (1)

Natives (Grade 1)
Primitives with little or no contact to an advanced civilization. They survive by sheer strength, determination
and their ability to adapt.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=2 4 BR=2 Killed
Torso (2-4) Brawn=4 4 BW=4 Killed
Guts=4 GT=4
Arms (5-7) Ray Gun=2 4 RG= 2 RG=1 No attacks
Blade=3 BD=3 BD=2 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 Crawl Only
Speed=6 SP=6 SP=3

54
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Available Attributes: 4
Weapons (Max=1) Combat Skills (Max=2) Knowledge Skills (Max=1) Other Skills (Max=1)
Short Blade (1) Battle Cry (1) Animal Handling (1) Camouflage (1)
Club (1) Ferocious +2 (1 per +1) Hunter (1) Hide (1)
Polearm (1) High Strength +1 (1)
Bow (1) Power Attack (1)
Pugilist +1 (1)

Zealots (Grade 1)
Slaves to a cause, the zealots spend little time rationalizing their actions. Their only thought is to do their
masters bidding. They are inspired by faith and are very difficult to Panic.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=2 4 BR=2 Killed
Torso (2-4) Brawn=2 4 BW=2 Killed
Guts=7 GT=7
Arms (5-7) Ray Gun=2 4 RG= 2 RG=1 No attacks
Blade=2 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=3

Available Attributes: 4
Weapons (Max=2) Combat Skills (Max=2) Other Skills (Max=2)
Long Blade (1) Battle Cry (1) Devotion (1)
Short Blade (1) Ferocious +2 (1 per +1) Fearless (1)
Club (1) High Strength +1 (1)
Polearm (1)
Bow (1)

55
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Robots
Robots in Fantastic Worlds are, for the most part, automated labor for the sentient races.
They are designed to do their designated chores quickly and efficiently. This doesnt mean
that they dont have their own personalities, and it is not uncommon for a robot to achieve a
level of sentience of their own.

Robot Rules
Robots come in three grades, just as the sentient characters. Grade 2 and Grade 3 robots do
not receive Hero Points unless they are sentient. However players may use Hero Points from
their pool for their robots actions if they choose.

Robots can only be brought in as part as a players force if one of the sentient models has
the Robotics skill. This model will be the robots master and the robot answers only to him.
As long as the robot is within 6 of its master it can be controlled and used normally. If the
master is rendered unconscious or is more than 6 from the robot at the start of its activation,
then the robot must make a BRAINS test. If it passes it operates as normal. If it fails it must
roll on the Robot Out of Control chart with a +3 modifier.

For example, Pauls Science Officer, who has the skill Robotics, has been rendered
unconscious. On its activation, the Grade 2 Robot model which was being controlled by the
Science Officer must make a BRAINS test. It rolls low and fails, so it has to roll on the Robot
Out of Control Chart. Paul rolls a 1 and adds +3 to give him a total of 4. The robot has to
spend its activation moving towards its board edge as it reboots.

Miniatures by Hydra Miniatures

56
Fantastic Worlds: Pulp Action in the Far Reaches of Space
A player can take as many robots as he has Grade levels available for the scenario with just
one model with Robotics. However, for each robot after the first that is under the control
of just one character, the modifier for for Unconscious/Out of Range goes down by 1 (to a
minimum of 0).

If Pauls Science Officer decided to take two additional robots, he would have three total. If
one of them began its turn out of his 6 range, then on its activation it would have to take a
BRAINS test. If it failed the test, then it would roll on the Out of Control chart, but only add
+1 to the result.

Robots that are not Sentient (see Special Abilities page 77) are immune to psychology, so
they never have to make a Panic test if wounded nor will they suffer from the effects of
Battle Cry or Cause Fear or any other ability or effect that requires the model to take a
GUTS test. However, if any robot model (including those that are sentient) takes a wound
in the Cognitive Unit (Head) or Central Construct (Torso) it must pass a BRAINS test. If it
passes, it acts normal. If it fails it must roll on the Robot Out of Control chart (without the +3
modifier for being out of range or controller Unconscious). After playing the effects of Out
of Control, the robot returns to normal.

Robot Out of Control Chart


Die Roll Result
Critical Systems Failure -- Robot is completely out of control. The players
1
opponent controls the robot on its next activation as if it was his own model
Systems Failure -- Robot attacks closest model on its next activation, regardless
2-3
of friend or foe
Systems Reboot -- Robot moves its full SPEED to its beginning board edge
4-5
during its next activation, it cannot shoot or charge with this action.
Systems Time Out -- Robot may do nothing for its next activation. DODGE
6-7
score is reduced to 1
System Stablizing -- Robot works, but at a -1 to all its abilities on its next
8-9
activation

10 System Normal --Robot suffers no ill effects and can be controlled normally

Size
Robots come in three sizes: small build, regular build, and large build. The stat sheets
represent the stats for regular build. A robot that is less than half normal human size adds
+1 to its DODGE skill, but is at -1 to its BRAWN skill. A robot that is at least twice normal
human size is at -1 to its DODGE skill, but adds +1 to its BRAWN skill.

57
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Robot Flaws
Robots have limited attribute points available, but may add to them by selecting from the
Robot Flaws list below. For every flaw chosen, the model may choose an additional attribute,
but the robot may not exceed its maximum for any category.

Badly Maintained - Proper maintenance is the key to a well operating robot. Unfortunately
the model with this flaw has been less than well maintained. Whenever this model rolls a 1
when attacking in hand to hand combat it suffers a WS 4 hit to a random location as its badly
lubricated parts grind against each other

Faulty Hydraulics - This model robot was designed with a flaw that causes it to lose pressure
in its hydraulics system from time to time. At the beginning of every turn the model must roll
a d10. On a roll of 3-10 the model is fine. If the model rolls a 2 it loses 1 point of BW for
the turn. If it rolls a 1 then the model loses 2 points of BW for the turn.

Heavy - This model was built with steel, rather than the space age alloys of the newer models.
The models SPEED is reduced by 2

Melee Does not Compute - Robot is not designed, nor programmed with any concept of hand
to hand combat. Model may not fight in Close Combat, but can only attempt to disengage.

Motion Sensors - Robot Sees by sensing motion. Robot gets a -1 to its RAY GUN stat
when shooting at any model that remained motionless in its previous turn In addition the
robot may not charge a motionless model. If a model is in close combat with another model
it is not considered motionless.

Overheat - The robot has a faulty coolant system and is prone to overheating. At the
beginning of its activation roll a d10. On a score of 1-2 the model has overheated and cannot
do anything this turn while it cools down.

Poor Reflexes - The Robot is slow to move. This model gets a -2 to its DODGE score for
activation

Slow Tracking System - Robot has difficulty tracking moving objects. Model gets a -2 to its
RAY GUN skill when shooting at any target that moved in its previous turn

Hovering Robots -
Many robots hover just off the ground. This is not considered flying. A hovering robot is
considered at Ground level. If a hit is made to its Locomotion unit it would suffer the same
effects as a robot on the ground.

58
Fantastic Worlds: Pulp Action in the Far Reaches of Space
DestructoBot (Grade 3)
The Destructobot is designed with no higher purpose in mind than to kill and destroy. The final product of
extensive lab time from a mad scientist, the robot has relatively little higher cognitive power. To this end, it
is the only Grade 3 robot that cannot achieve sentience. The Destructobot has little upgrade options outside
of weapons and armor.

Location (Die Roll) Base DR Wound Level


Cognitive Unit(1) Brains=1 8 BR=1 BR=1 Disabled
Central Construct Brawn=5 8 BW=5 BW=5 BW=3 BW=1 Disabled
(2-4) Guts=N/A GT=N/A GT=N/A GT=N/A GT=N/A
Manipulation Ray Gun=4 8 RG=4 RG=3 RG=3 RG=2 RG=1 No attacks
Units (5-7) Blade=4 BD=4 BD=3 BD=2 BD=2 BD=1 Cannot carry
Locomotion Unit Dodge=3 8 DG=4 DG=3 DG=2 DG=2 DG=1 Crawl Only
(8-10) Speed=4 SP=4 SP=4 SP=3 SP=2 SP=1

Available Attributes: 6 Virtues/Flaws: 2


Weapons (Max=5) Combat Skill (Max=3) Other Skills (Max=1)
Club (1) Electrical Discharge (1) Communication Device (1)
Long Blade (1) High Strength +3 (1 per +1) Standing Order (1)
Pistol (Energy)(2) Manipulation Device Extension +2
Rifle (Energy) (3) (1 per +1)
Ray Gun (3) Target Tracking +2 (1 per +1)

Armor and Equipment (Max=5) Knowledge Skills (Max=0)


Head +3 (1 per +2)
Body +2 (1 per +2)
Arms +2 (1 per +2)
Legs +2 (1 per +2)
Jet Pack (3)

59
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Search and Rescue Robot (Grade 3)
Designed to withstand the most inhospitable surroundings, the Search and Rescue Robot can go almost
anywhere to do its duty. Countless lives have been saved by this marvelous creation. Smart and quick
enough to manage dangerous situations, the creators of this robot were careful not to let it get smarter than
them. Inhibitors were introduced to limit its cognitive skills, but even then some of these fine machines
have found their way to free thought.

Location (Die Roll) Base DR Wound Level


Cognitive Unit(1) Brains=3 7 BR=3 BR=2 Disabled
Central Construct Brawn=4 7 BW=4 BW=3 BW=2 BW=1 Disabled
(2-4) Guts=7 GT=7 GT=6 GT=5 GT=5
Manipulation Ray Gun=3 7 RG=3 RG=2 RG=1 RG=1 RG=1 No attacks
Units (5-7) Blade=4 BD=4 BD=3 BD=2 BD=2 BD=1 Cannot carry
Locomotion Unit Dodge=4 7 DG=4 DG=3 DG=3 DG=2 DG=1 Crawl Only
(8-10) Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Available Attributes: 7 Virtues/Flaws: 2


Weapons (Max=3) Combat Skills (Max=2) Other Skills (Max=3)
Club (1) Electrical Discharge (1) Communication Device (1)
Short Blade (1) High Strength +2 (1 per +1) Excavate (1)
Pistol (Energy)(2) Power Attack (1) Fail Safe +1 (1)
Rifle (Energy) (3) Quick +2 (1 per +1) Heroic Leap (2)
Target Tracking +2 (1 per +1) Mountaineering (1)
Sentient (3)
Standing Order (1)
Armor and Equipment (Max=3) Knowledge Skills (Max=4)
Head +3 (1 per +1) Hunter (1)
Body +2 (1 per +1) Iron Will (1)
Arms +2 (1 per +1) Medical Knowledge (1)
Legs +2 (1 per +1) Pilot +2 (1 per +1)
Repulsion Rays (2) Savvy (1)

60
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Foreman Robot (Grade 3)
A robot that was designed to be in charge of other robots, the Foreman Robot was a failed idea. Allowing
the machine enough cognitive skills to solve unforeseen problems made it invaluable for running mining
operations in less than hospitable climates. Unfortunately, it also opened up the possibility of the robots
becoming self aware. More than 30% of the Foreman Robots created reached a level of sentience and
refused to work for their owners again, instead striking out on their own.

Location (Die Roll) Base DR Wound Level


Cognitive Unit(1) Brains=4 6 BR=4 BR=3 Disabled
Central Construct Brawn=4 6 BW=4 BW=3 BW=2 BW=1 Disabled
(2-4) Guts=7 GT=7 GT=6 GT=5 GT=5
Manipulation Ray Gun=2 6 RG=2 RG=2 RG=1 RG=1 RG=1 No attacks
Units (5-7) Blade=2 BD=2 BD=2 BD=2 BD=2 BD=1 Cannot carry
Locomotion Unit Dodge=4 6 DG=4 DG=3 DG=3 DG=2 DG=1 Crawl Only
(8-10) Speed=6 SP=6 SP=5 SP=4 SP=3 SP=2

Available Attributes: 7 Virtues/Flaws: 2


Weapons (Max=3) Combat Skills (Max=2) Other Skills (Max=3)
Club Electrical Discharge (1) Communication Device (1)
Short Blade High Strength +1 (1) Devotion (1)
Pistol (Energy) (2) Multiple Attacks +1 (1) Excavate (2)
Stun Ray(1) Fail Safe +2 (1 per +1)
Flight (1)
Lucky +2 (1 per +1)
Armor and Equipment (Max=2) Knowledge Skills (Max=4) Observant (1)
Head +2 (1 per +2) Genius +2 (1 per +1) Sentient (2)
Body +2 (1 per +2) Information Dump (1)
Arms +2 (1 per +2) Language (1)
Legs +2 (1 per +2) Mechanic +2 (1 per +1)
Jet Pack (2)
Repulsion Rays (1)

61
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Industrial Robot (Grade 2)
The Industrial Robots were created to do heavy labor in extreme and dangerous climates. They were given
extra layers of armor to protect them from the elements and were usually as strong as they were slow. It is
not uncommon to find these brainless behemoths being used as muscle by groups who cant afford better
models.

Location (Die Roll) Base DR Wound Level


Cognitive Unit(1) Brains=1 7 BR=1 BR=1 Disabled
Central Construct (2-4) Brawn=7 7 BW=7 BW=5 BW=4 Disabled
Guts=N/A GT=N/A GT=N/A GT=N/A
Manipulation Units (5-7) Ray Gun=1 7 RG= 1 RG=1 RG=1 RG=1 No attacks
Blade=2 BD=2 BD=2 BD=1 BD=1 Cannot carry
Locomotion Unit (8-10) Dodge=2 7 DG=2 DG=2 DG=1 DG=1 Crawl Only
Speed=4 SP=4 SP=3 SP=2 SP=1

Available Attributes: 4 Robot Flaws: 1


Weapons (Max=2) Combat Skills (Max=3) Other Skills (Max=2)
Club (1) Entangle (1) Excavate (2)
Long Blade(1) High Strength +2 (1 per +1) Fail Safe (1)
Pistol (Energy) (2) Manipulation Units Extensions +2 Mountaineering(1)
(1 per +1) Night Vision (1)
Quick +1 (1) Standing Order (1)

Armor and Equipment (Max=3) Knowledge Skills (Max=0)


Head +2 (1 per +2)
Torso +2 (1 per +2)
Arms +2 (1 per +2)
Legs +2 (1 per +2)
Repulsion Rays (2)

62
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Bodyguard Robot (Grade 2)
Many Kings and Emperors saw the advantage of having a specially designed bodyguard robot. One who
never needed sleep or food and could watch over them night and day. The Bodyguard robot is one of the
best equipped robots for combat, but has very few other practical uses.

Location (Die Roll) Base DR Wound Level


Cognitive Unit(1) Brains=2 6 BR=2 BR=1 Disabled
Central Construct (2-4) Brawn=5 6 BW=5 BW=4 BW=3 Disabled
Guts=7 GT=7 GT=5 GT=4
Manipulation Units (5-7) Ray Gun=3 6 RG= 3 RG=2 RG=2 RG=1 No attacks
Blade=2 BD=2 BD=2 BD=1 BD=1 Cannot carry
Locamotion Unit (8-10) Dodge=2 6 DG=2 DG=2 DG=1 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Available Attributes: 4 Robot Flaws: 2


Weapons (Max=3) Combat Skills (Max=3) Other Skills (Max=3)
Club (1) Dead Shot (1) Communication Device (1)
Long Blade (1) Entangle (1) Devotion (1)
Pistol (Energy)(2) High Strength +2 (1 per +1) Fail Safe +2 (1 per +1)
Graviton Ray(1) Manipulation Device Sentient (3)
Rifle (Energy)(3) Extensions +2 (1 per +1) Standing Order (1)
Multiple Attacks +1 (1)
Quick +1 (1)
Target Tracking +1 (1)

Armor and Equipment (Max=4) Knowledge Skills (Max=0)


Head (2) 1 per +2
Torso (2) 1 per +2
Arms (2) 1 per +2
Legs (2) 1 per +2
Repulsion Rays (2)

63
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Specialist Robot (Grade 1)
Designed with a specific function in mind, whether maintenance, first aid or piloting a ship. This robot does
one thing very well.

Location (Die Roll) Base DR Wound Level


Cognitive Unit (1) Brains=4 5 BR=4 Destroyed
Central Construct (2-4) Brawn=2 5 BW=2 Destroyed
Guts=N/A GT=N/A
Manipulative Units (5-7) Ray Gun=1 5 RG= 1 RG=1 No attacks
Blade=2 BD=2 BD=1 Cannot carry
Locomotion Unit (8-10) Dodge=2 5 DG=2 DG=1 Crawl Only
Speed=6 SP=6 SP=3

Available Attributes: 3 (Must choose 1 Knowledge Skill)


Weapons (Max=2) Armor and Equipment (Max=1) Knowledge Skills (Max=1)
Club (1) Repulsion Ray (1) Mechanic +1 (1)
Short Blade (1) Medical Knowledge (1)
Pistol (Energy) (2) Pilot +1 (1)

Labor Robot (Grade 1)


Specifically designed for the rigors of labor, these robots are abundant in mining colonies.

Location (Die Roll) Base DR Wound Level


Cognitive Unit (1) Brains=1 5 BR=1 Destroyed
Central Construct (2-4) Brawn=4 5 BW=4 Destroyed
Guts=N/A GT=N/A
Manipulative Units (5-7) Ray Gun=1 5 RG= 1 RG=1 No attacks
Blade=2 BD=2 BD=1 Cannot carry
Locomotion Unit(8-10) Dodge=2 5 DG=2 DG=1 Crawl Only
Speed=4 SP=4 SP=2

64
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Available Attributes: 3
Weapons (Max=1) Armor and Equipment (Max=1) Combat Skills (Max=2) Other Skills (Max=1)
Club (1) Repulsion Rays (1) High Strength +2 (1 per +1) Excavate (1)
Multiple Attacks +1 (1)
Power Attack (1)

Soldier Robot (Grade 1)


Little more than guns with legs, the Soldier Robots sole purpose is to fight. They were built to be just one
of a larger overwhelming force, but many were sold or repaired and found themselves in service to many
a sentient master.

Location (Die Roll) Base DR Wound Level


Cognitive Unit (1) Brains=1 5 BR=1 Destroyed
Central Construct (2-4) Brawn=2 5 BW=2 Destroyed
Guts=N/A GT=N/A
Manipulation Units (5-7) Ray Gun=2 5 RG= 2 RG=1 No attacks
Blade=1 BD=1 BD=1 Cannot carry
Locomotion Units (8-10) Dodge=2 5 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=2

Available Attributes: 3
Weapons (Max=3) Armor and Equipment (Max=2)
Pistol (Energy) (2) Head +1 (1 per +2)
Rifle (Energy) (3) Body +1 (1 per +2)
Ray Gun (3) Arms +1 (1 per +2)
Legs +1 (1 per +2)

65
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Analysis Robot (Grade 1)
Massive amounts of data can be stored in an Analysis Robot. When its owner needs information on an
object or situation, it can be invaluable. Otherwise it is pretty useless.

Location (Die Roll) Base DR Wound Level (1)


Cognitive Unit (1) Brains=3 5 BR=3 Destroyed

Central Brawn=1 5 BW=1 Destroyed


Construct(2-4) Guts=N/A GT=N/A
Manipulative Units Ray Gun=1 5 RG= 1 RG=1 No attacks
(5-7) Blade=1 BD=1 BD=1 Cannot carry
Locomotion Unit Dodge=2 5 DG=2 DG=1 Crawl Only
(8-10) Speed=5 SP=5 SP=2

Available Attributes: 3 (Must choose 1 knowledge skill)


Weapons (Max=2) Armor and Equipment (Max=1) Knowledge Skills (Max=3)
Club (1) Repulsion Ray (1) Genius +2 (1 per +1)
Pistol (Energy) (2) Information Dump (1)
Language (1)
Savvy (1)

Miniatures by Hydra Miniatures and Rattrap Productions

66
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Space Age Equipment


Communicators - A model with Communicator can swap his activation with another
member of his team. For example, a player has two models. One has a DODGE of 4 and
the other has a DODGE of 3. The player wants to swap activations by using communicators.
The DODGE 3 model makes a BRAINS test and if it is successful counts as DODGE 4 for the
purpose of activation and the model with DODGE 4 would activate as if it had a DODGE 3.
If it fails, the models DODGE remains at 3. Only the model using the attribute needs to take
Communicator. It is assumed the entire team has them, but only the model purchasing the
skill can swap activations.

Energy Weapon Upgrades - Certain archetypes may upgrade their energy weapons to
include unique rays. When an upgrade is purchased the weapon may be used as either a
normal energy weapon, or as the upgrade. The weapon cannot use more than one ray at the
same time and the player must declare which ray he is using prior to rolling to hit.

Demoralizing Ray - Demoralizing Rays do no physical damage. If a target is hit it must


take a GUTS test. If it fails the model is demoralized and suffers the effects of Panic. If
the model is in hand to hand combat when demoralized it will leave combat immediately,
allowing the model it is fighting to get a free attack.

Disruptor Ray - This ray disrupts the electronic relays of robots and small vehicles. If the
ray hits a robot, the robot must make an immediate BRAINS test. If it fails it must roll on
the Robot Out of Control Chart for its next activation. If the ray hits the vehicle and not
the pilot when fired at any Grade 1 flying vehicle the vehicle will go out of control.

Graviton Ray - Graviton Rays increase the molecular density of the target model. The
target model must pass a BRAWN test or it will be unable to move or fire the next turn
and its DODGE stat is reduced to zero for the turn. Flying models that are hit by a
Graviton Ray will be pulled down one flight level. If the model is flying at level 1 the
model will hit the ground and take one (1) WS 6 hit to a random location. The effect
wears off after 1 turn.

Stun Ray - Stun Rays do no physical damage. If target is hit it must make a BRAWN
test. If the model fails it falls to the ground, stunned. The characters DODGE stat drops
to 0, but opponents get a -2 to hit since the target is considered Prone. Each subsequent
turn the stunned character may make a BRAWN test to recover. If he is successful he can
immediately take his normal turn.

Explosive Rounds - Explosive Rounds are specialized ammunition used in projectile

67
Fantastic Worlds: Pulp Action in the Far Reaches of Space
weapons. Models who take Explosive Rounds add +2 WS to their hits. A model that upgrades
its projectile weapon to Explosive Rounds cannot carry normal ammunition for that weapon.
The standard rules for out of ammo apply. If a model rolls a 1 on the To Hit roll, the round
explodes as it exits the barrel and the attacking model suffers the effects of the shot.

Jet Pack - The Jet Pack is a rocket powered device strapped to the user. It allows the wearer to
fly as described in the flying rules. A model with a jetpack has a Minimum Flight movement
of 2 and a maximum flight movement of 8. The Jet Pack is a piece of equipment and not
natural flight ability, models use their normal DODGE scores in flight.

Jump Pack - This incredibly simple device is a backpack filled with compressed, lighter than
air gas. Models wearing one can leap BWx3 inches. By sacrificing 6 of its Jump distance
a model can leap to the top of a Level 1 structure or terrain feature or leap over any Level 1
feature that is less than 2 wide. By sacrificing 12 of its Jump distance a model can leap to
the top of a Level 2 structure or terrain feature or leap over any Level 2 feature that is less
than 2 wide. A model with a Jump Pack cannot end its movement in the air, if it does, it
suffers falling damage per the rules.

Reflective Armor - This armor gives extra protection against Energy Weapons. The model
gains an extra +2 to its DR in all locations when attacked with an energy weapon. The armor
gives no extra protection against projectile weapons or in hand to hand, but may be taken in
conjunction with normal armor.

Repulsion Rays [Robot add on] - Robots equipped with repulsion rays use the same flying
technology as vehicles. A model with Repulsion Rays has a SPEED of 6. Models may hover
and are considered stationary when shooting. Since Repulsion Rays is a piece of technology
instead of natural flight ability, models use their normal DODGE scores in flight.

Skills and Attributes


Combat Skills
Ambidextrous - Characters with this ability can use two (2) one-handed weapons in combat
at the same time, getting two (2) attacks per turn. This can apply to a combination of hand to
hand weapons (a sword and a knife) or two ranged weapons, but not one of each .

Battle Cry - Characters with this ability let out a blood curdling cry when charging into
battle. Any enemy model charged by a character with Battle Cry must pass a GUTS test or
flee from combat on their next turn. Models on Wait must flee immediately.

Counter Strike - Characters with this ability are adept at exploiting their opponents openings.

68
Fantastic Worlds: Pulp Action in the Far Reaches of Space
If the character successfully defends in hand-to-hand, he may spend a hero point and make an
immediate attack on his opponent, even if he has already gone that turn. The character still
gets his normal turn as usual.

Dive Attack [Flying Skill] - Characters with this ability may charge from a flying position,
make a hand to hand attack, and continue their movement back into the air. The character
must start at level 1. After the attack he returns to level 1 anywhere within 2 of the character
he attacked.

Dead Shot - Characters with this ability are experts with firearms and can attempt to hit
specific locations on a target. By spending Hero Points, characters can move the location of
their hit. It costs one (1) Hero Point for each point changed on the die roll.

Entangle - An attacker without a close combat weapon may attempt to Entangle its opponent.
The model makes a close combat attack as normal. If it succeeds, rather than causing a
wound, the opposing model is entangled. Every subsequent turn that the model is entangled,
the models make an opposed BRAWN test. If the model with Entangle wins, the opposing
model takes a wound to a random location. The Entangled model may attempt to disengage
by winning a BRAWN test during its activation.

Electrical Discharge [Robots] - Robots with this ability can spend an action to supercharge
the plating of their armor. All models in hand to hand combat must pass a BRAWN test or
be thrown 1 away from the robot and take one (1) WS 4 hit to a random location. The robot
model must wait one (1) turn for its batteries to recharge before doing another Electrical
Discharge

Expert Fighter - Characters with this ability are experts with in hand to hand combat and
can attempt to hit specific locations on an opponent. By spending Hero Points, characters can
move the location of their hit. It costs one (1) Hero Point for each point changed on the die
roll.

Fencing (+X) - Characters with this ability are experts with long blades. They add +X to their
BLADE roll whenever they are attacking with a long blade.

Ferocious (+X) - Models with this ability are particularly vicious in hand to hand combat.
They usually attack with claws or teeth or a combination of both. Models with this ability add
+X to their WS when attacking without a weapon.

Finesse Attack - Characters with this ability choose finesse over strength to increase their
chances of hitting their opponents. Models that choose to use this ability add +2 to their
BLADE skill when attacking, but get a -2 to their WS when wounding.

Flight Reflexes (+X) [Flying Skill] - Flying models with this ability have excellent reflexes
while in flight and add +X to their FLIGHT/DODGE score.

69
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Heroic Dodge - Models with this ability have extraordinary reflexes. By spending a hero
point this model can roll two (2) d10 and add the sum of both to their DODGE score when
dodging a Ranged Attack. Heroic Dodge cannot be taken in conjunction with any type of
armor.

High Strength (+X) - Characters with this ability receive +X to their BRAWN score.

Killer Instinct - Models with this ability are born (or highly trained) killers. They know how
to exploit an opponents weaknesses and cause more damage when attacking. Characters in
with this ability may spend a hero point and double the WS of an attack in hand to hand. The
intent to use this skill must be declared before hit location is rolled.

Knife Thrower - Models with this ability are skilled knife fighters, and can throw them with
great accuracy. Models with this ability may use their BLADE skill in ranged combat when
throwing knives. Any type of firearm continues to use the RAY GUN score.

Manipulation Device Extensions (+X) [Robot skill] - Robots with this upgrade extend
their reach in close combat by the purchased number of inches. If a robot takes +2, then any
model within 2 can be attacked in close combat without the robot having to move.

Martial Arts (+X) - Models with this ability are trained in unarmed combat. They add +X to
their BLADE score when attacking without a weapon. They also may attack in hand to hand
from a 1 range as if they were using a club. Additionally, models with this ability do not
halve their BLADE score when they are prone.

Multiple Attacks (+X) - Models with this ability are either extremely skilled in hand to hand
combat and able to strike repeatedly or, in the case of robots, are designed with multiple
weapons for attack. The model receives +X additional close combat attacks. This skill cannot
be used in conjunction with ambidextrous.

Poison - Models with this ability have either a natural venom attack or coat their weapons
with a poison. If a model is hit with a poisonous weapon it must make a BRAWN test at
the beginning of each turn or cross another box off the location originally hit. Model must
continue to make this check until all boxes are checked off in the hit location or until he has
been treated by a character with medical knowledge.

Power Attack - Models with this ability choose power over finesse when attacking. Putting
all their strength behind their attacks they waste little time in trying to find an opening.
The model may choose to take -2 to his BLADE score when attacking with a close combat
weapon, but gets to add +2 to their WS when wounding

Pugilist (+X) - Models with this ability are trained in some form of boxing. They add +X
to their BD score when attacking without a weapon. They attack unarmed as if they are
using a club, but do not get the 1 range that a club provides. This skill cannot be taken in
conjunction with Martial Arts.
70
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Quick (+X) - Models with this ability have quicker than normal reflexes. They add +X to
their DODGE stat.

Rush Attack - Models with this ability can strike in hand to hand combat and continue their
movement. The character moves into hand to hand and resolves combat normally (including
Charge). When combat is complete the character can move the remainder of its movement.
A model must be able to move at least 3 to use this ability. A model may move into contact
with a second model, but cannot attack that model this turn.

Sharpshooter (+X) - Models with this ability get +X to their RAY GUN stat.

Target Tracking (+X) [Robot skill]: Robots with this ability have enhanced combat tracking
sensors installed. If the robot attacks the same model for a second consecutive turn, it receives
an additional +X to its RAY GUN stat.

Knowledge Skills
Animal Control - Models with this ability have a telepathic or empathic link with animals
and can control their actions. The model may use its action to attempt to control an animal by
winning an opposed BRAINS roll with the animal. If he wins he can control the actions of
the beast, including using it to attack. The skill only works on wild animals. Trained animals,
brought on the board by opposing players, will not be affected. Once the animal is controlled
the model must continue to make BRAINS tests every turn (as his action) to retain control.
Once control is lost of an animal, it cannot be regained. Creatures with the ability Telepathic
Immunity cannot be affected.

Animal Handling - Models with this ability have spent a lot of time working with and
training animals. If in combat with a wild or trained animal they receive a +1 to hit because
of their extensive knowledge of animals. A model with this ability may also take a trained
animal. The animal model will remain a member of the group as long as the model with
Animal Handling is still alive.

Deception - Models with this ability, either through natural wiles or subversive ability can use
their action to deceive another model. If the model with Deception wins an opposed BRAINS
test against another model within 3, then for the rest of the turn any attacks intended for
it will be taken against the deceived model instead (this model feels the need to protect the
opposing model from all harm).

Disguise - Models with this skill are masters of disguise. They can appear as almost anyone.
Once per game the character can switch places with any Grade 1 enemy model that has not
activated yet that turn. The players make an opposed BRAINS test. If the disguised model
wins, it switches places with the enemy model. The opposing player then places his model
no closer than 6 from the model with disguise. If the enemy model wins, then the disguised
model is left in place and cannot try to use the skill again this game.
71
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Force of Will - A model with this ability has learned to force itself to do things that would
normally be impossible. Whenever this model needs to make a BRAWN test, it can spend
a Hero Point to allow it to test against GUTS instead. The model can also use this ability
with any BRAINS test to prevent mind control, the effects of gas or poison, to prevent being
rendered unconscious by drugs, or to regain consciousness due to wounds.

Genius (+X) - Models with this ability gain +X to their BRAINS stat.

Hunter - Models with this ability add +2 to their chance, and +1 to the chance of all friendly
models within 6 to avoid any trap encounters while outdoors. This includes, but is not
limited to snare and pit traps. Models with this ability also gain a +1 when shooting at models
with the Camouflage ability outdoors.

Hustler - The model can use his natural charisma and fast talking skills to talk others into
doing what he wants. Whenever he is within 2 of an opposing model (but not in hand to hand
combat) he can use his action to hustle them. The two models make an opposed BRAINS
test. If the model with Hustle wins he has convinced the other model to give him something
the model is carrying. It can be a weapon or equipment or an item picked up during the game.
The model with Hustle may use the item normally after that. If he fails the skill has no effect
and the model he attempted it on cannot be hustled again for the remainder of the game

Information Dump [Robot skill] - By spending an action, Robots with this ability will
dispense all useful information they have on a specified subject to a friendly model within
3. The information can be about objects or non-player controlled creatures encountered in
the game. If it is on an object, then the model receiving the information will gain a +1 to its
BRAINS roll when attempting to identify an object or deciphering a clue. If the information
is on a creature the model receiving the information will gain a +1 to its RAY GUN or
BLADE stat when attacking the creature. (The robot has dispensed information about a weak
spot the creature has or noticed a pattern in its attack). This bonus applies only to creatures or
models that are Encounters or part of the scenario, not other players models.

Iron Will - Models with this ability, through sheer force of will, can shake off the effects of
wounds. By passing a BRAINS test models with this ability can use the last marked wound
box on their chart if all the boxes on their arms or legs have been crossed off. If they are
rendered unconscious, they get a +1 to their roll to recover.

Jack of All Trades - The model has been around enough to have picked up bits and pieces
of many skills. He may attempt to use the skills Language, Mechanic, Medical Knowledge,
or Robotics without owning the skills. However he must make all tests for the skill he is
attempting to use as if he had a BRAINS score of 1.

Language - Models with this ability are versed in many different languages. By passing a
BRAINS test the model can decipher a language related clue or warning.

72
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Mechanic (+X) - Models with this ability are trained to work on the complex machines that
populate the game. Any non functioning mechanical device can be repaired by this model
by spending an action and making a successful BRAINS test. Models add the +X to their
BRAINS stat for these tests only.

Medical Knowledge - The model is a trained physician and can heal his allies. By spending
an action and making a successful BRAINS test the model may restore one (1) wound on the
treated model, or reverse the effects of poison. If the model being treated is of an alien race,
the model with medical knowledge must roll with his BRAINS halved.

Pilot (+X) - The model is trained in piloting flying vehicles. The model gets an additional +X
to their DODGE score for any die rolls involved with flying vehicles or jet packs.

Robotics - The model with this ability has experience programming and controlling robots,
and may bring one or more as part of its team. The model is also trained to repair robots.
By spending an action and making a successful BRAINS test the model may restore one (1)
wound when attempting to repair a robot.

Savvy - The model with this skill has years of experience in dangerous and compromising
situations. When the model moves within 4 of an encounter chit he can use an action to
make a BRAINS test to see what the encounter is. This skill can be combined with a Move
action, but no other type of action.

Tactics (+X) - Models with this ability add +X to their initiative roll at the beginning of each
turn.

Telepathy - Models with this ability can sense their opponents thoughts. The model may
take an opposed BRAINS test with any opponent within 10. If he wins, he may switch
activations with that model for this turn.

Telepathic Immunity - Models with this ability are immune to the effects of Telepathy and
Animal Control

Other Skills
Baleful Gaze - Models with this ability can strike fear into lesser men just by looking at
them. By spending an action the model may give the Baleful Gaze to any single model
within 6. If the model fails its GUTS test it suffers the effect of Panic and immediately flees.
Furthermore, for every hero point the model with Baleful Gaze spends, it can decrease the
GUTS score of its target by one (1).

Camouflage - Models with this ability either know how to use the terrain to conceal them
or have natural camouflage abilities. Any model with this ability that is prone and has not
moved more than 1 on their last turn is at -1 to be hit.

73
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Cause Fear -Cause fear comes in three Grades (just like model archetypes). The grade level
reflects the grade type or lower that is affected by the Fear effects. Cause Fear (Grade 2) will
cause models of Grade 2 or lower to make a GUTS check or suffer the effects of Panic. Any
model that comes within 6 of a Fear-causing creature must take the Panic check

Communication Device [Robot skill] - Robots with Communication Devices built in are
not limited to staying within 6 of their masters, but can receive commands from anywhere
on the board

Devotion - Models with this ability are intensely loyal and would die for the hero (master). If
the model with devotion is within 3 of the hero and the hero takes a wound, the wound can
be transferred to the devoted model. The wound is in the exact same location. If the wound
kills the devoted model, the hero may spend one (1) hero point and take an immediate action
outside its normal activation.

Excavate [Robot Skill] - The most abundant type of robot in the known galaxies is the
mining robot. Nearly every colony with a mechanic has a model. They have been developed
to move earth quickly. A robot with the Excavate special ability can spend two (2) actions to
dig a tunnel. It can do nothing else while tunnelling. The two actions must be consecutive or
the tunnel collapses. Any model within 3 of the robots can also enter the tunnel. After the
tunnel is completed, any model in the tunnel can be placed up to 6 from their starting point
(all models must be placed together if more than one is in the tunnel). Tunnels can go under
walls, fences, etc. While underground, models in a tunnel cannot be targeted by models on
the surface. Additional actions may be spent to lengthen the tunnel by 2 per action spent.

Fail Safe (+X) [Robot skill] - Robots with this ability have a backup system in place for
emergencies. If ever the model must roll on the Out-of-Contol Chart it gets a +X to its roll.

Fearful Presence - A model with this ability strikes fear into its minions. Any underlings
within 6 of the model with Fearful Presence that are not already panicked do not have to
make Panic tests.

Fearless - Models with this ability are immune to the effects of Cause Fear and Battle Cry.

Flight - Models with this ability have wings and can fly as described by the rules in the
Flight section. Flying models must use the Flying Model chart in the back of the book for
their character. They will start with two (2) new stats. FLIGHT is the speed of the model in
flight. FLIGHT/DODGE replaces the models normal DODGE score as long as the model
is in flight. The starting FLIGHT score of all flying models is 6. Models may choose to add
2 to their FLIGHT score by subtracting 2 from their SPEED score. This represents certain
models being more comfortable in the air than on the ground

Heroic Leap - By spending a hero point, models with this ability can leap BWx3 inches
either vertically or horizontally. By sacrificing 6 of its Jump distance a model can leap to
the top of a Level 1 structure or terrain feature or leap over any Level 1 feature that is less
74
Fantastic Worlds: Pulp Action in the Far Reaches of Space
than 2 wide. By sacrificing 12 of its Jump distance a model can leap to the top of a Level 2
structure or terrain feature or leap over any Level 2 feature that is less than 2 wide. A model
with Heroic Leap cannot end its movement in the air, if it does, it suffers falling damage per
the rules.

Hide - Models with this ability can disappear into the shadows or have the ability to blend
with their surroundings like a chameleon. Any model with this ability that does not move can
attempt to hide as its action. Any time an enemy model more than 3 away tries to target the
hidden model they must first make a test against their BRAINS stat. If they pass, they can
target the model as normal. Failure to spot causes the spotting model to lose an action. Once
a model is hidden it can move at half its current movement rate without losing its Hidden
status.

Ignore Pain - Models with this ability can ignore, to an extent, the pain caused by wounds.
They can use the last marked box on their wound chart for their stat rolls until the last
unmarked box is crossed off. At that point, they must abide by the rules for that location.

Intimidate - Through reputation or appearance models with this ability make opponents
hesitate in fear. Any enemy model within 6 of an Intimidating model must first make a
GUTS test or be unable to act against the Intimidating model. The model can move away
from the intimidating model.

Inspiring - The model knows just the right things to say to inspire others to greatness. If he is
within 3 of another friendly model he may use his turn to attempt to inspire the other model
by making a BRAINS test. If it is successful, the friendly model receives an extra hero point
to use on its next activation.

Lucky (+X) - Models with this ability are always getting themselves into trouble only to,
by the greatest chance, have everything work out in their favor. Models with this ability get
a bonus 1 hero point every turn. The point can only be used for the character with Lucky.
The bonus hero point must be used that turn, and cannot carry over to subsequent turns. The
model must also select a flaw from the following list, or come up with a suitable one of your
own.

Jumpy - Models that are jumpy are startled by loud noises. Whenever the jumpy model
rolls 2 to hit in ranged combat he drops the gun. However, the model can expend a Lucky
Hero Point and the gun fires when it hits the ground. Roll as though the model has fired
normally and determine whether the target was hit. The firing model must spend an action
to retrieve the gun. A model that takes this MUST purchase a projectile or ray weapon.

Clumsy - Whenever this model is shot at, it can double its DODGE stat by falling down,
but the model is considered prone. It must spend an action to get up.

Butter Fingers - Whenever this model is wounded, it drops whatever it is carrying. Items
move up to 6 from the model in the direction chosen by the player. The item can land in
75
Fantastic Worlds: Pulp Action in the Far Reaches of Space
the hands of another model. However, if there is an enemy model within 1 of the target
point, then the player must expend a Lucky Hero Point in order to get the item to land in
a friendly models hands. Otherwise, both players make an opposed DODGE roll. The
higher roller catches the item.

Inept Fighter - This model gets -1 to their BLADE stat and cannot take this in
conjunction with Martial Arts or Pugilist. By expending a Lucky Hero Point, this model,
when wounded in close combat, can transfer the damage to any other model within 1,
including enemy models, but excluding the attacker. If there are no enemy models within
1, then the model takes the wound.

Meet My Minions - A model with Meet My Minions does not need to place any Grade
1 models from his team on the table at the start of the game. Any number of these models
may be withheld for a pivotal confrontation or ambush. At any point where the villain is
confronted with an enemy model within 3 he may simply state Enemy character name,
Id like you to meet my minions. A BRAINS test is required. Success allows all the Grade 1
minion models not in play to be placed within 3 of either the Villain or his nemesis. Placed
minions activate as if they had been in the game by the normal initiative rules. Minions who
are placed after their logical initiative turn are assumed to be waiting / ready. Minions cannot
be initially placed in base contact with enemy models but can move into contact when it
is their turn to go. Failure indicates the Villain looks around, but his minions have decided
to not show at the right moment. The minions instead are placed by the opposing player
anywhere on the board but at least 12 away from any enemy models (but not in traps or any
spot that would cause immediate damage to the minion). Also, when the villain is knocked
unconscious or unable to communicate he cannot have his minions appear.

Mountaineering - Models with this ability climb at 1 Level per action and add 1 to their
DODGE and BRAINS score when making any roll that involves climbing. Models with
this ability also add 1 to their ability to avoid all dangerous encounter chits when in the
mountains.

Mounted - Models with this ability start the game mounted on an animal. The mount may
be killed or leave the table, but unless otherwise noted in a scenario, the model will always
begin the next game mounted.

Nerves of Steel (+X) - Models with this ability add +X to their GUTS score.

Nimble - Models with this ability have excellent balance and the ability to recover quickly if
knocked off balance. Models with this ability may re-roll any failed test against the DODGE
score (tests that add DODGE with other stats cannot be re-rolled). The player must abide by
the results of the second roll.

Observant - Models with this ability are trained to observe their surroundings and always
be aware of whats going on. If the model is within 3 of an encounter chit they can take a

76
Fantastic Worlds: Pulp Action in the Far Reaches of Space
BRAINS test to determine what it is. Models with this ability also gain a +1 when attempting
to spot models with the Hide special ability.

Sentient [Robot Skill] - Robots with this ability have achieved a consciousness of their own.
No longer do they need a master to command them. These robots can move and act of its
own accord just like any character model. Sentient robots do not need a model with robotics
to bring it into the game. Sentient Robots also get Hero Points and may use the virtues/flaws
list

Standing Order [Robot Skill] - Robots with this ability may be commanded to either Attack
the Enemy or Guard an object and will continue to do so without having to roll on the Out of
Control chart if their masters leave them. If commanded to Attack the robot will continue to
attack the opponents force. The robot will seek cover if being fired upon if possible, but only
if it can continue attacking. If there are no models to engage in combat, the robot will move
towards the opponent and press the attack. If commanded to defend the model will stay within
3 of the object defended (this can be an object or a character). The robot can attempt to spot
any models that move within 12 of the defended object from any direction. Once the models
are spotted the robot may attack, but must always stay within 3 of the defended object.

Sprint (+X) - Models with this ability add +X to their SPEED stat.

Stand - Models with this ability may stand up from a prone position without using an action,
thus being able to move or fire without penalty.

Soar (+X) [Flight Skill] - Flying models with this ability add +X to their FLIGHT stat.

Taxi [Flight Skill] - Models with this ability are either extremely strong flyers or have
exceptionally powerful jetpacks. The model may carry one friendly model without movement
penalties while flying.

Supreme Effort (+X) - Models with this ability can overcome great physical adversity to
perform actions as though unwounded. By taking this ability the model can change the stat in
its last wound box to its starting value. Unlike other abilities with the +X designation, the one
for Supreme Effort represents the number of wound locations for which it can be used. For
example, a model that takes +2 can alter the stats in its Torso and Arms locations. A model
with +3 could alter Head, Arms, and Legs.

Undying Loyalty - Models with this ability are devoted to the person they follow. As long
as their hero (or master) is around they wont run from a fight. Models with this ability never
take a Panic check as long as a friendly Grade 3 model is conscious and still on the board.

Virtues and Flaws


Absent Minded - The model is easily distracted by the surroundings and scientific discoveries

77
Fantastic Worlds: Pulp Action in the Far Reaches of Space
that abound in the unique surroundings. Every turn, at his activation, the model must make a
BRAINS test. If he fails, he completely forgot what he was supposed to be doing. The model
doesnt lose his turn, but activates last after everyone else has gone.

Arrogance - This model is extremely arrogant. This is the type of character who will flaunt his
evil plan to the captured hero because he is confident the hero could never escape. Whenever
this models side discovers a clue or retrieves the prize, all friendly models within 12 of the
model with the Flaw (including the flawed model) lose their next action as they all stop to
listen to the villain expound on the greatness of his side/army/race, etc.

Brothers in Arms - This model considers each and every one of his comrades more valuable
than any goal or objective. If any of his party is in hand to hand combat he must go help them
out, rather than head to an encounter marker or achieve a goal.

Disdainful - This model does not stoop to lower itself to unworthy opponents. The model
may not initiate combat with any model of a lower grade. It may defend itself as normal, and
once attacked may pursue an enemy that disengages.

Honor in Combat - This model believes that combat should be decided by the better man,
not the better weapon. Whenever he is attacked, he can only attack back with a weapon of
equal or lesser status. If he is attacked with a pistol, he may not use a rifle. If he is attacked
with a knife, he may not use a sword. If he does not have an equal or lesser weapon he must
resort to using his fists.

Scoundrel - This model values his neck above any prize. If he is wounded in combat and
fails his GUTS test, he must make his GUTS tests at -1 to rally.

On Skurly Beasts...(from the notes of Henry Litmus)

I once made the mistake of bringing one of these endearing little creatures into town with me. As
they were docile and furry I assumed they would make excellent house pets, not unlike the common
cat on Earth. As I brought him out of my backpack to show one of the native girls, I was met with
crying and hysterical screams. The girl ran off screaming Skurly, Skurly over and over, which in
turn brought out many of the elders of the village.
The creature was taken from me and, Im guessing, destroyed. For as the villagers quickly
explained to me the Skurly Beast, while pleasant on its own, brings with it a plague of nastiness. It
seems the Skurly has one main predator, the Dromtac.
The Dromtac are nasty creatures that live just under the surface of the ground in large clusters
known as Dromtac Pits. They are native to the wastelands, and appear to have a preternatural ability
to find Skurly Beasts wherever they may be. Anybody that decides to keep Skurly Beasts is soon over
run by the far nastier Dromtacs.
The phenomenon has even spawned a local colloquialism First the Skurly, then the Dromtac,
which loosely translated means Nothing good will come of this. Not surprisingly, these were the
first words out of the Nazree Warlords mouth when Kip and I were brought into camp yesterday...

78
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Scenarios
Since it is the goal of Fantastic Worlds to recreate the feel of the pulp novels and serials of old,
a good scenario is every bit as important as the characters you create. Several scenarios have
been included to get you started with the game, but soon you will want to create scenarios of
your own. Here are some ideas and suggestions to get you started.

The Board
Fantastic Worlds was designed to be played on smaller boards. A 24x24 board is ideal,
giving enough area for the few models in a game to interact. There is no problem using larger
boards and it is recommended if you choose to have a game with many models in it.

The Story
Start small when designing your own scenarios; a simple idea, such as the two teams
searching a dungeon for a princess. Begin with teams evenly balanced using one of the three
methods outlined in Campaigns. As you get a few games under your belt you will have a
better understanding of how the game works. You can then experiment with new ideas for
party strength and encounter markers. There are hundreds of ways to set up a game and they
dont all have to be completely balanced, as long as all players have an opportunity to win.

Encounters
Most of the scenarios included use encounter markers. These can represent clues, traps or
any other type of encounter. Below is listed some ideas for Encounters, but feel free to create
your own. The encounters not only propel the story, perhaps by finding a clue required to
win, but also create a lot of the fun and excitement of the game. While many Encounters
are monsters or other sorts of dangerous encounters, try to incorporate positive and even
humorous encounters if possible. The whole point of the game is to have fun.

Clues
Clues are very important to a scenario. They can be items that the parties are looking for or
actual clues that need to be deciphered to win the scenario. A neat trick is to use three (3)
encounter markers as points to triangulate the spot of the actual item the parties are seeking.
Once all three (3) markers have been turned, the point in the center of the triangle they create
is where the item is.

Be certain all parties can decipher clues. Dont place a clue that only a model with languages
can figure out. Its possible that model will have a bonus, but the other teams should be able
to use the clue as well.

79
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Traps
The trick with traps as encounters is to make them interesting and dangerous without making
them lethal. Here are some samples.

Dart Trap - The model unwittingly triggers a poison dart trap. The model must make a
DODGE test or be hit by a poison dart. The model immediately loses one wound to its Torso.
The model must make a BRAWN test on its next activation or take another wound to the
same location. Once the model passes the BRAWN test the poison is gone from his system.

Pit Trap - The model steps on some dry twigs and too late realizes hes stepped on a pit trap.
If the model makes a DODGE test it is able to grab the edge of the pit. The model may pull
itself up on its next turn by making a BRAWN test. If it fails the initial DODGE test it falls
into the pit, taking one WS 3 hit to a random location. The model can climb out of the pit in
two turns or be pulled out in one turn if another model helps him.

Snare Trap - The model triggers a snare trap. The model must make a DODGE test or be
caught. If caught the model is hanging upside down by his foot. He may spend an activation
to cut himself down. If attacked in hand to hand while trapped the model may fight back, but
his DODGE is reduced to 1 and his BLADE score is halved.

Alien Terrain
From the crystal mines of Cyllas, to the lava moon of Kazan, the worlds in your games
should be nothing less than fantastic. One of the more fun aspects of creating scenarios is
that the action can take place on any number of strange alien planets. Boards that look alien
will make the game feel more like science fiction and boards that ACT alien will give it that
final touch.

Some ideas to make your board more alien include taking normal environs and push them to
some extreme. Gravity can become higher or lower, as can temperatures. Clouds of methane
gas floating around the board can make firing weapons hazardous. Volcanic ash raining down
can limit visibility. Below are some ideas for making your board feel more alien

Low Gravity - The planet or moon has less gravitational pull that the models are use to. As a
result the SPEED is doubled, but everytime they attempt to move they must make a DODGE
test or move their entire SPEED whether they intended to or not.

High Gravity - Models SPEED is halved on this board unless the model makes an unopposed
BRAWN test. If it passes, the model may move normally.

Methane Gas Clouds - Models that fire energy weapons must roll a d10 after their attack.
On a roll of 1 a methane cloud ignites causing a WS 3 hit to a random location on the

80
Fantastic Worlds: Pulp Action in the Far Reaches of Space
attacking model. On a 10 the weapon ignited a methane gas cloud near their target causing
an additional WS 3 hit to a random location. On a 2-9 there is no effect.

Sulpherous Vents - The sulpher plains of this world often let loose with sudden and violent
vents. At the beginning of each turn roll a d10. On a score of 1-2 a vent has gone off in the
eyes of a random model, reducing its BLADE and RAY GUN score to 1 for the turn.

Sponge Moss - This growth is extremely elastic, creating a natural trampoline. A model that
steps on it may make a leap as described in Heroic Leap

Reflective Crystals - If a model shoots at another model that is within 1 of Reflective


crystals with an energy weapon and misses, the shot is reflected off of the crystal and may hit
the shooter. Roll to hit the attacking model using a RG score of 1.

Tele-Plants - Plants that are connected together on another dimension. A model that touches
a Tele-plant will instantly teleport to another random plant location on the board.

Gas Clouds - Billous clouds of gas that will float around the board randomly during games.
Models that touch one must make a DG test or take a wound to the Torso as it inhales the
poison.

Sticky Grass - a patch of long grass covered by a strong adhesive goop.A model that steps
into the patch must make a BRAWN test or lose 1 of movement as it becomes stuck. A
model must make the BRAWN test every turn it is in the Sticky Grass or lose another inch of
movement off of their SPEED. Once their SPEED reaches 0 they are completely stuck and
cannot move unless another model helps them out.

Scenario Specific Rules


Since it would be near impossible to anticipate all the situations players will create with
scenarios and create rules for them, it will be necessary for players writing their own scenarios
to devise rules from time to time. For Example, If your heroes encountered a beast made up
of pure energy, would a Ray Gun be effective against him? A special rule could be written for
the creature stating that all attacks on the creature by energy weapons would not harm but
strengthen the beast, adding +1 to its BRAWN score each time it happens.

When creating Scenario Specific Rules its important to keep balance in the game. In the
previous example, if a lot of the models that are playing are carrying Ray Guns and not
projectile or hand weapons, one of the encounters could provide a clue for a party member.
By passing a BRAINS test it figures out how to reverse the flow on a Ray Gun making it
absorb energy rather than dispense it.

The most important thing is to keep it fun and fair for the players. Be sure to talk the new
rules over with the other players to make sure they feel it is equitable.
81
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Listed Below are a couple of rules that will only be effective for certain scenarios.

Night Rules - For games that are played at night, line of sight is reduced to 12 for all
models. For a game that is played on an alien world that has a red dwarf star for light, reduce
line of sight to 6.

Guard Duty - If a scenario requires models to be on guard duty, the models on guard must
either remain in a single spot or move along a straight line set up by the scenario. They do not
deviate from this behavior until they spot an enemy model or an alarm is sounded. Models
on Guard Duty can not wait.

When a guard has an enemy model within his 180 front facing and that model is within 12,
he can attempt to spot. To do so, the guard must pass a BRAINS test on its activation. If the
enemy model is obscured (see cover rules) then the guard receives a -2 penalty to the roll. An
alarm can be set off by a guard who spots an enemy or by a weapon firing. Once an alarm is
sounded, all guards can be activated normally.

If a guard is unable to spot an enemy model and is then attacked in close combat, the
attacking model can score a sneak attack on the model. The attacking model strikes at 2x
its WS (only in close combat) and attack as though they have the Expert Fighter special
ability.

The Nazree humor (from the notes of Henry Litmus)

Nothing can quite prepare you for the first time you meet a sentient alien. To be cornered and
captured by the Nazree tribe was one thing, but to sit down at a dinner table and have a conversation
with a Nazree warlord was quite another.
The table was resplendent with finely crafted bowls full of meats and breads, and flagons of tasty
wine. They set a table not unlike an earthman would and even provided us with an eating utensil. (A
marvellous cross between a spoon and a fork. A design I simply must attempt to replicate upon our
return to earth!)
The warlord was a giant of no less than seven feet in height, with massive limbs covered in
thick brown fur. His eyes were of the brightest green, and focused like few other individuals I had
ever met, and his mouth was filled with finely sharpened dagger-like teeth that were, truthfully, quite
frightening.
He proved to have an excellent temperament as he sat and conversed with us. I dare say jovial
as he drank his wine and told us about his vast tribe and the utter superiority of the Nazree race.
He even pounded the table and roared in laughter when I ventured a particularly saucy joke I had
overused with the Earth crowds.
I felt I was growing to actually like the fellow until he informed us in his same jovial and
extroverted nature that we would be, unfortunately, fighting for our lives in the Arena of Seven
Deaths on the morn...

82
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Campaigns
A campaign is a series of linked games with players using the same characters to create a
complete story. To draw a comparison to the serials and pulp stories that inspired the game,
one game session would be the equivalent of one chapter or episode, while the complete
campaign represents the entire storyline. Usually in an episode the heroes would have an
adventure, complete with plot twists and monsters or villains of some nature, only to begin
the next episode facing a new threat. What is unique to pulp is that you can use vastly
different locales for each episode. In one episode Flash Gordon would be fighting hawkmen
upon a floating city and just a few strips later hed be underwater, with gills, fighting a
massive sea serpent.

Another unique feature of the campaign in Fantastic Worlds is that you dont have to have
a Gamemaster. Since the game uses random Encounter Markers and Events a campaign can
be set up by the players, with no need of anyone to spring traps or introduce alien creatures
to encounter.

The Plot
The essence of any great pulp adventure is the plot. (Okay, its actually the over the top action
and cool creatures and ray guns, but plot is important too). Its good to have an idea where
the story is heading. It is not uncommon to conceive a storyline starting with what you want
the grand finale to be, and work your way back. Serials and books are a great place to gain
inspiration for stories, but here are a couple of ideas to get you started.

The Quest
Alfred Hitchcock coined the term Maguffin to represent the item that all the parties are
looking for. It is the object of the quest and always a great place to start a game. In Sword and
Planet stories the Maguffin is quite often a person. Usually a beautiful woman that the hero
is attempting to rescue and the villains are attempting to claim for their own. It could also
take the form of a prototype Ray Gun, or perhaps a lost crown, whose finder is unequivocally
the King of the planet.

The Evil Overlord


From Flash Gordon to Star Wars there has always been an evil overlord driving the story by
his machinations. The overlord doesnt necessarily need to be a player controlled character.
Instead it could be a behind-the-scenes mastermind that groups of characters are trying to
stop (or help).

83
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Story Arc
Whatever plot you choose to use its important to get a feel for the story arc to plan it out. It
is recommended to plan in advance how many games a storyline will run. A storyline can be
as short as three episodes, to as long as ten. This doesnt need to be the end of the campaign,
simply of the storyline. In pulp terms again, youll be finishing one novel and preparing to
start another. You dont have to hold fast to the planned number of games either. If you see a
golden opportunity to add a jet bike chase between episodes four and five, do it!

Episodes
Once you have decided upon a plot you will need to break it down into episodes. If you
intend to use the Experience rules, you must run a minimum of three episodes (each episode
being one game). If you have decided what you want your grand finale to be, the first chapter
usually falls into place quickly. If you have chosen a quest scenario and the grand finale is
rescuing the princess, the first chapter could easily be the princess being abducted. Encounter
markers could indicate the heroes searching rooms for clues or secret passages the villains
may have used.

The middle chapter is usually the vaguest as far as tangible ideas. While the beginning and
the ending of the story are pretty solid as far as what you want to do, the middle has endless
possibilities. Use that to your advantage. As long as it progresses the story it can be as
imaginative and entertaining as you want.

When planning episodes keep in mind what figures and scenery you have to use. One of
the great things about pulp is it can take place in nearly any setting. Try not to over extend
yourself having to paint figures or build scenery in between games. Nothing will kill a
campaign quicker than being stuck painting 30 swordsmen before the next episode.

It is also important to be flexible in the episodes. All it takes is some creative players to
completely change the dynamics of the next episode. Use a vague outline of the episodes and
be prepared to make changes.

Finally, be creative in the episodes. Experiment with episodes that have little or no combat.
An episode where the characters have to sneak through the lair of a sleeping creature, while
searching for an item can be just as thrilling as a shootout. This will allow certain archetypes
(such as the scientist) to have more of an impact on the game, plus it will allow the players
to be more creative in their character creation. You can also set limits on the number of
characters in certain episodes. The players would have to choose which of their characters
to use, and which to sit out. Be sure to let the players know before the game what they are
allowed, so they have time to plan ahead.

84
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Teams
The next step after deciding upon the plot and
episodes is to determine how the players teams are
going to be organized. You should set guidelines
so all the players have equal opportunities in the
games. Campaigns can use Total Grades, Grade
Limits, or Partial Grade Limits.
Miniatures by Bronze Age

In Total Grades a grade level limit is given to the


players. They are free to choose any combination of
Character Grades they like to equal that limit. For
example, if the Total Grades limit was 7, a player
could choose one Grade 3 model, one Grade 2, and
two Grade 1s. Or they could choose three Grade 2 models and one Grade 1. As long as the
total grade points equaled 7 they would be fine.

In a Grade Limits campaign the number of characters allowed at each grade is the same for
all players. An Example might be one Grade 3, two Grade 2s and three Grade 1s. This style
is the least flexible but ensures that all players start out equal in terms of number and quality
of models.

Partial Grade Limit combines the above two methods. Players choose a lead character of
equal grade, then round out their team with the remaining grade points allowed them. For
example, on a 7 point team, each player would need to select a Grade 3 character, then could
use the final 4 points of grades to round out their team in any way they chose.

Beyond the First Story


An interesting thing will happen during a Fantastic Worlds campaign. It will begin to take
on a life of its own. Rivalries will be formed as events unfold. Strange alliances will be born.
Unforeseen events will lead to unresolved issues.

Therein lays the seeds of your next adventure. The first plot is always the most difficult to
create since you are starting from scratch. For the follow up adventure use what the story
from the first gave you. Did the heroes successfully thwart the villain? Was the princess
saved? Is there vengeance to be exacted?

Talk to the players and you will see that they will have a better idea of who their characters
are now and will have many ideas for future games. There is a whole universe of ideas out
there!

85
Fantastic Worlds: Pulp Action in the Far Reaches of Space

The Inhabitants of Tannis (from the notes of Henry Litmus)

Ive learned in my short time on Tannis that there are well over a dozen different distinct sentient
races on the planet. Below is a short list of the ones I am familiar with. I will add to them as I learn
more.

The Negations - The dominant and most technologically advanced people in the Eastern hemisphere
of the planet. They are very human in appearance with the exception of their pearly-white skin and
ebony eyes. The Negations live in large floating cities and have developed many of the marvels of
Tannis including rocket ships and the various different weapon rays. Ruled by the benevolent King
Therron, who has kept the peace for two decades, the Negations are a mere heartbeat away from
anarchy at the hands of the Kings eldest son, the malicious Prince Thad.

The Nazree - Perhaps the most populous of the races, the ape-like Nazree have thousands of villages
on the continent. Aggressive and warlike, the Nazree have failed to gain more prominence because
of their irrational fear of technology. Sticking to the ways of their elders, they prefer hand weapons
in combat. However, they have developed a fascinating harpoon gun, which is powered by a powder
produced from ground blackball berries. In amazing contrast to their warlike ways, the Nazree
women are the most talented artists on the planet. In fact, a painting or sculpture of a warrior in
combat is considered by the Nazree to be the single highest form of praise ever offered. (Kip has three
already).

The Aerion - The great winged race of Tannis. The Aerion live in great cities built between the peaks
of the treacherous Kata Mountains. For the most part the Aerion are reclusive and prefer to ignore
the ground dwelling races. However, they consider the skies their own and will lustfully attack and
destroy any flying ship that happens to stray too close to their cities.

The Reptillians - Perhaps the most vicious of the races on Tannis, the Reptillians will attack anyone
at any time. Their bloodlust knows no apparent bounds. Fortunately for the rest of the inhabitants
the Reptillians inhabit the great fire swamp island so are separated from the rest of the planet by
thousands of miles of ocean in all directions. Clumsy and thick-headed, the Reptillians have never
developed technology of their own, but will gladly use what they can steal from others.

The Myrmidon - The gill people who live in the great white oceans. The Myrmidon are unique on
Tannis as it is their females that form the warrior sect. These amphibious amazons are unbeatable
in the sea, and are every bit as formidable on land. Wearing their water recycling helmets, the
Myrmidon make many raids upon Negation and Nazree cities, stealing valuables. Their underwater
coral city is rumored to be one of the most beautiful and ornate sites one will ever see. The role that
their men play is still a mystery to me as I have yet to meet one.

86
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Experience
Like a Role Playing Game, in Fantastic Worlds, you can gain experience to improve your
characters. There are two types of experience to be earned. Heroic Experience allows you
to improve your character by purchasing new attributes or, in some cases, to jump to new
archetypes. Reputation Experience is used to replace those annoying Grade 1 characters that
die at inopportune times, and to purchase scenario specific equipment.

Before you begin your campaign you will need to decide what type you want to play. If you
intend to play a short campaign of 3-5 games and retire the characters to start something new,
then experience is rewarded and characters are upgraded at the end of each game. If your
intentions are to run a longer campaign then experience is still rewarded at the end of each
game, but character upgrades are only done at the end of every third episode. Players should
decide at the beginning of the campaign how often they will allow characters to upgrade.

Teams can be awarded Heroic or Reputation Experience. Models earn Heroic Experience by
achieving goals and surviving experiences. Heroic experience may also be purchased with
left over Hero Points at the end of games. Heroic Experience is used to improve the abilities
of your models or to graduate to new archetypes. Heroic experience can also be used to
change the results on the Disabilities Tables should your character be severely wounded.

Reputation Experience is used to recruit or replace Grade 1 models (Grade 2 and Grade 3
models may not be purchased or replaced). It can also be used to purchase scenario specific
equipment.

General Rules for Experience Points


Experience points are awarded to the entire team and may be allocated to any models the
player chooses. However, no model can receive more than 50% of the available experience
points at any one upgrade session.

For example, a player is taken part in a long campaign and has amassed 24 Heroic experience
points. He can allocate no more than 12 of those points to any single model. He chooses not
to use any of the experience points and at the next upgrade session has earned another 26
Heroic Experience points. He now has a total of 50 Heroic experience, but can use no more
than 25 on any single model.

To gain a new ability, upgrade a current ability, or jump to a new archetype the model must
pass a Stats test. Most of the time the test is made using the models BRAINS (BR). The
exception to this is Combat Skills which will require the model make a RAY GUN (RG)
or BLADE (BD) test. If the ability relates to the models ranged combat (ex: Sharpshooter
87
Fantastic Worlds: Pulp Action in the Far Reaches of Space
or Dead Shot) then the model uses RAY GUN. If the ability relates to the models close
combat (ex: Battle Cry or Pugilist) then the model tests against BLADE. If the ability is not
directly related to either RAY GUN or BLADE (for example Quick), then the player can
choose which of the two skills he wishes to roll against. Only one attempt can be made for
each ability or upgrade. If the model fails the test, then it must wait until the next time the
campaign allows for upgrades to test again.

Characters also have to pass a BRAINS (BR) test to add new characters to their team. The
test is taken by the model designated as the leader of the team. The model must be a Grade
3. Players must state which new character they would like to add before taking the BRAINS
test. If the player fails to get the new character, the Reputation Experience points are not lost
and can be used the next time a team can add new models.

Heroic Experience
Models can use Heroic Experience to increase their skills and abilities, or to jump from one
archetype to another. Players get experience for successfully completing a scenario or just
making it through alive. Heroic Experience can also be used to add or subtract from a die roll
on the Disabilities Table.

Heroic Experience Points (per team)


Points Requirements
4 Points Per game a team takes part in.
X Points Per Victory point or clue a team is holding at the end of the episode (when
applicable).*
1 Point A member of the team performs a heroic/villainous act (max. 2 points) **
5 Points Achieving Victory Conditions of Scenario (when applicable)
1 Point Every two unused Hero Points the team has at the end of the game
*The clues that the models are searching for can be assigned different experience point
values, depending on their importance. No clue can be worth more than 5 points.
**A heroic act should be one that puts the model at risk. An example would be throwing
themselves between the monster and a hurt teammate or attempting to leap a lava flow wider
than his normal jump would allow. A villainous act would be one that is self serving or cruel,
such as stepping on the fingers of a model clinging to a ledge, or ignoring the teams victory
conditions to seek personal revenge. (Note: when no gamemaster is involved all players must
agree on the heroic/villainous nature of an act).

Archetype Advancement
Players can use Heroic Experience points to increase the abilities of their characters. It
costs 5 points to increase an ability or add a new one. Characters can never go beyond their
archetypes maximum for any Skill or Skill area.

88
Fantastic Worlds: Pulp Action in the Far Reaches of Space
For example, a Star Commander model has a Martial Arts Skill (+1). His archetype allows
him a +2 for the skill so he is able to spend 5 points and increase his Martial Arts skill by
one. The same model wishes to add the Pilot skill, but he already has three Knowledge skills
and that is his maximum for Knowledge skills, therefore he cant add the skill.

Jumping to a New Archetype


Certain models, but not all, can move from one archetype to another. Those that can may
put their heroic experience points to it, rather than spending it on new skills. If a model has
purchased new skills or improved the skills it has it may no longer upgrade to a new archetype.
Models keep the skills they had from the previous archetype, but cannot increase an ability
unless allowed in the new archetype and can only take abilities from the list for the new
archetype. It costs 20 experience points to jump to a new archetype. A model may only jump
one Grade level at a time; therefore a Grade 1 must jump to its Grade 2 advancement before
jumping to its Grade 3. A model may only make one jump per upgrade session; therefore a
Grade 1 model can only jump to the Grade 2 archetype even if it has the 40 points necessary
to jump to Grade 3. It can make the jump to Grade 3 at the next upgrade session.

Grade 1 Grade 2 Grade 3


Star Command Cadet First Officer Star Commander
Star Command Specialist Science Officer Star Commander
Tribal Warrior Tribal Clan Lord Tribal Warlord
Amazon Amazon Warrior Amazon Queen
Soldier Mercenary Rogue
Palace Guard Captain of the Guard Overlord
Zealot Priest High Priest
First Officer Hot Shot Pilot
Science Officer Mad Scientist
Captain of the Guard Rogue
Scientist Mad Scientist

Permanent Injuries
If a Grade 3 or Grade 2 model loses all of its wounds in a single location and they remain
lost at the end of the game (i.e. the model has not been healed or given medical treatment),
the player must roll on the Disabilities Table after the game. Grade 1 models do not roll on
the Disabilities table. Disabilities range from no noticeable effect to permanent disability.
Players may use Heroic experience to modify a die roll on any of the disabilities tables.
Robots do not need to roll on the Disabilities table, since they can have most of their parts
replaced. The one exception is a Sentient robot which has lost all the wounds in its Cognitive
Unit. If that occurs, it would need to roll on the Disability Table, and then, if necessary, the
Head Permanent Damage Table.

89
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Disability Table
Die Roll Result
1 Roll on Permanent Disability Table for Location
2 Model out 1 game to recuperate
3-10 No Effect

Head Permanent Damage


Die Roll Result
1 Permanent Brain Damage; Models BRAINS reduced to 1
2 Slight Brain Damage; Models BRAINS at -1
3-5 No Permanent Damage; Model out for 2 games
6-8 No Permanent Damage; Model out for 1 game
9-10 No Damage

Torso Permanent Damage


Die Roll Result
1 Permanent muscular Damage; Models BRAWN reduced to 1
2 Slight muscular Damage; Models BRAWN at -1
3-5 No Permanent Damage; Model out for 2 games
6-8 No Permanent Damage; Model out for 1 game
9-10 No Damage

Arms Permanent Damage


Die Roll Result
1 Loss of Limb; Models RAY GUN and BLADE reduced by 50% (round up)
2 Slight limb damage; Models RAY GUN and BLADE at -1
3-5 No Permanent Damage; Model out for 2 games
6-8 No Permanent Damage; Model out for 1 game
9-10 No Damage

Legs Permanent Damage


Die Roll Result
1 Loss of Limb; Models DODGE and SPEED reduced by 50% (round up)
2 Slight limb damage; Models DODGE and SPEED at -1
3-5 No Permanent Damage; Model out for 2 games
6-8 No Permanent Damage; Model out for 1 game
9-10 No Damage

90
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Reputation Experience
Players can use Reputation experience to hire or replace Grade 1 models. Grade 2 and Grade 3
models cannot be replaced. Players may also use Reputation experience to purchase scenario
specific equipment. Heroes receive Reputation experience for getting everyone out alive or
capturing villains. Villains get Reputation experience by killing their opponents or rendering
them unconscious.

Reputation Points
Points Requirements
2 Points Each model a Heroic team has at end of game (unconscious models do not
count)
2 Points Each model a Villainous Team has killed or rendered unconscious from an
opposing players team
1 Point Member of team performs a heroic/villainous act*
1 Point A team will receive 1 point for every 2 Grade levels of characters they begin
the game with less than their opponent**
*A heroic act should be one that puts the model at risk. An example would be throwing
themselves between the monster and a hurt teammate or attempting to leap a lava flow wider
than his normal jump would allow. A villainous act would be one that is self serving or cruel,
such as stepping on the fingers of a model clinging to a ledge, or ignoring the teams victory
conditions to seek personal revenge. (Note: when no Gamemaster is involved all players
must agree on the heroic/villainous nature of an act)
**In the case of a multi-player game, this is measured against the player with the highest
Grade total for the scenario.

Replacing and Recruiting Grade 1 models


Grade 1 models can be replaced prior to the start of
the next chapter provided there are not specific rules
for that chapter that prevent it. It costs 10 points to
replace or recruit a model. The designated leader of
the team must make a BRAINS test to successfully
replace or recruit. Like Heroic Experience,
Reputation Experience can be held for later use.

Scenario Specific Equipment


Players may want to purchase specific equipment
for some chapters in a campaign. Items could range
from climbing equipment to medikits. The items
that can be purchased with Reputation Experience
should be noted before the game. The life span of
91
Fantastic Worlds: Pulp Action in the Far Reaches of Space
these items will be determined by the campaign. If the players purchase digging tools in
Chapter 1 and they have no use in Chapter 2, they are no longer considered to be part of the
players equipment. If a lantern is purchased for Chapter 2 and proves to be of continued use
in Chapter 3, the player may retain possession. If a single use item (such as melioroot) is
purchased, the item can be held onto until used. The lifespan of equipment is at the players
discretion and should be decided before the game begins. Players do not need to take a
BRAINS test to purchase equipment.

Below is a list of equipment, its game effect, and its cost in Reputation experience. This is
a sample list. Other equipment as well as alternative uses for the ones listed can be used as
long as all players agree on them.

Cost Item Game Effects


Models can check Encounter Markers from 3
5 Scanner
away
May attempt Medical Knowledge ability with a
4 Medkit BRAINS of 2 or add +1 to attempt for model with
Medical Knowledge ability
5 Meliroot One Dose. Heals one wound of players choice
Can be used to bind helpless enemy or double
1 Rope
climb movement if secured
1 Climbing Kit +2 to climb checks
-1 to DODGE, RAY GUN and BLADE, +2 GUTS
2 Gammorian Ale
on turn after it is drunk
3 Scientists Journal +1 to all BRAINS checks for episode
May attempt Disguise ability with BRAINS of 2 or
5 Disguise Kit
add +1 to attempt for model with Disguise ability
May attempt Mechanic ability with a BRAINS of
5 Mechanical Diagnostic Kit 2 or add +1 to attempt for model with Mechanic
ability
May attempt Language ability with a BRAINS of
5 Universal Translator 2 or add +1 to attempt for model with Language
ability
2 Flashlight Extends vision in darkness by 6

92
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Fantastic Worlds Scenarios


On the following pages are several scenarios already assembled and tested for you to play. They have been
designed so that you can start right away without having to generate your own. The basic board set-up, the
characters you will need, as well as encounters are all spelled out. As you get the hang of the rules, you can
make changes to them before stepping out and making your own.

Peril of the Mystery Ship


Look, there! Grif Ingram points towards the sky at a cloud of smoke. A lone rocket ship sputters and
coughs as it spirals towards the ground. Its heading towards the wastelands Ingram adds. We need to
hurry. Whoever is on that ship will need our help.
Dr Higgins shook his head. We have no idea who is on that ship, Grif. It could be palace guard for
all we know. I dont much relish risking our necks in the wastelands just to be arrested by the people we
save!
Ingram grabbed his gear and quickly kicked sand over the fire. It doesnt matter who it is, you know
that Doc, part of being human is to help people when they need it.
Matt Higgins sighed as he picked up his pack. Youre right as always Grif. Ill grab my medical kit.
He looked up. The ship was out of sight, the trail of smoke leading between a range of craggy distorted
rock formations.
Damn, man Higgins said as he followed Ingram. Whyd it have to be the wastelands?

The Scenario
This scenario has three potential plots, and the players will not know the conditions of victory until they
are all within close range to the ship. A deck of three (3) cards will be needed. The first party to come into
base contact with the ship will draw randomly from the three.

The Board
The wastelands are a desolate, hazardous area; full of dangerous plants and creatures. The board is 24x24.
The ship has crashed in a wide, long-dry riverbed. Rocks and alien looking fauna are scattered along the
banks. Players may take turns placing rock and vegetation along the banks, but the riverbed is mostly wide
open.

Set-Up
Both players roll a die and the winner can choose the board edge he wishes to enter from. The opposing
player sets up on the opposite board edge. Place all the figures within 1 of the edge of the board.

93
Fantastic Worlds: Pulp Action in the Far Reaches of Space

The Characters
Star Command begins the game with Grif Ingram (Grade 3 Star Commander), Science Officer Dr Matt
Higgins (Grade 2 Science Officer), and one security officer (Grade 1 Star Command Security).

The Palace team begins with Grimm the Grievous (Grade 3 Overlord), Captain of the Guard Tobias Gray
(Grade 2 Captain of the Guard) and one Grade 1 Palace Guard. Alternatively, each side can choose 6 Grade
points of characters to use.

Card 1 - Fate of Queen Fortuna


Upon reaching the ship it is discovered that it is stolen and was being piloted by none other than Queen
Fortuna herself, the erstwhile wife of the King, who has started a half dozen wars on her own with little
more than a longing gaze at a foreign prince or a careless comment to a visiting ambassador. The entire
planet considers her dangerous and does their best to avoid her. Depending on the inclination of the group,
this is a golden opportunity to rescue the Queen from peril or to capture her and ransom her off for a literal
Queens ransom.

Victory Conditions
The team that gets the Queen off of any board edge is the winner. This can be considered a rescue or a
kidnapping, depending on your team. Either way she is considered a valuable commodity and neither team
can harm her intentionally.

Encounter Cards
There are no encounter markers in this scenario but there are six encounter cards. Players can use a standard

94
Fantastic Worlds: Pulp Action in the Far Reaches of Space
deck of playing cards for this. A card is drawn at the start of each turn beginning with the team that reached
the spacecraft first. The teams will then take turns drawing the card.

Ace: The Queens Pet -The Queens pet (dog?) shows up to defend his mistress. Place him in base to base
contact with the model closest to the Queen. Roll a die to decide if you are not sure which model is the
closest.

Two: Nest of Dromtacs - The wreathing tentacles protruding from the ground are the sign of a nasty nest of
Dromtacs. The player who draws this card may place a marker anywhere on the board. Everything within
a 3 radius of the marker is the Dromtac nest. Any models that are standing in or move into the nest will
take two (2) WS 3 hits to random locations. The player who places the nest marker may not place it in any
location that would put the Queen in its area of effect.

Three: The Queens Barbed Wit - The Queen gets into a romantic witty banter with the model closest to
her. The Queen makes a sweetly acidic comment that leaves the model wondering if she just complimented
him, or insulted his manhood. The model must pass a BRAINS test or may do nothing on its next activation
while he tries to figure it out.

Four: The Hidden Terror of the Skurly Beast - Skurly Beasts are cute furry little creatures that live in the
bleak wastelands. They make great pets and even better entrees. Unfortunately these little burrowers also
leave big holes sometimes. The player who draws this card can nominate any model on the table (besides
the Queen). The model has stepped into a Skurly Beast hole. Model must pass a DODGE test or it falls and
is considered Prone for his next activation. If the Queen was his captive she can immediately escape. This
card is has no effect on flying models

Five and Six: Nothing!

Special Rules
Controlling the Queen - The Queens actions will always be controlled by the player who does not have
the closest model to the Queen. If it is a tie, then the player who wins initiative that turn controls her. The
Queen can use the skill Hustler to try and convince her captor to let her go. The Queen always activates
last unless an event or situation states otherwise.

Despite the intentions of the characters, Queen Fortuna is not one to go easy. She will have to be convinced
to join you or be forced to. To talk her into joining you, the model doing the convincing and the Queen, have
to make an opposed BRAINS test. If the Queen loses the roll, she is convinced to join you. Unfortunately
she is prone to changing her mind, so the players must make this test every turn until they get her off the
board.

A model must move into base to base contact with the Queen to capture her. The models make an opposed
BRAWN test. If the Queen loses, the character has captured her. She swoons and appears to submit to the
95
Fantastic Worlds: Pulp Action in the Far Reaches of Space
models will. On her activation she will always attempt to escape. The Queen must remain in base to base
contact with her captor as he moves her off the board. If the model that has the captured Queen uses his
activation for anything but moving her off the board the Queen may make an immediate DODGE stat test.
If she passes, she breaks free and moves her full SPEED away from her captor (away from the captors
board side) immediately as if she had been on Wait.

Card 2 - Prototype of Destruction


Youve heard the rumors. In every kingdom it has been discussed in hushed whispers. The weapon to end
all wars; a massive multi-ray cannon capable of leveling a city. Now with his dying gasps the scientist
lying before you confirms your worst fear. He had been carrying the plans for building the weapon to the
emperor before his ship crashed. Now his notes lay scattered around in the wreckage, ripe for the pillaging
by the opportunist, or perhaps its time for a hero to step forward and make certain no one ever uses this
weapon.

Victory Conditions
There are three (3) sets of notes amongst the wreckage. At least two (2) sets of these notes will be necessary
to finish the research and construct the weapon. The team that gets two sets off the board is victorious.

Encounter Cards
There are eight (8) encounter markers for the scenario. Once the first team reaches the ship and the card for
Prototype of Destruction is pulled, the players (starting with the one who reached the ship first) take turns
placing the markers. Markers may be placed anywhere on the board, but must be at least 3 away from any
model, board edge or any other encounter marker. Once all markers are placed play resumes from where it
stopped. Players can use a standard deck of playing cards for drawing the random Encounters.

Ace: Blood Rose - This vicious carnivorous plant grows in the most desolate regions of the planet, drawing
unsuspecting prey to its bright blooms. If a model moves within 1 of the encounter marker the plant shoots
out a stalk of vine and barbs at its intended victim. The model must take a DODGE test or the vine will
attach and do one (1) WS 4 hit to a random location. Once attached the plant will not let go. On its next
activation the attached model may choose to move away from the plant but will take another point of
damage to the same location as the barbs rip from its body. The model may choose to cut the barbs away,
which is automatic but takes one action to do. If, for any reason, the vine is not removed, the plant will
continue doing a wound at the end of each turn.

Two: Minotaur Wasps - One of the most persistent predators on the planet, the minotaur wasp (named for
its charging tactics) is impossible to get rid of once it is angered. Place the wasp at the encounter marker.
The wasp is always considered to be flying at Level 1. It will use Dive Attack to attack its victim. It
always attacks the closest model to it and never takes a Panic test.

96
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Three: Melioroot - This much sought after plant has tremendous healing powers. Eating it will restore one
(1) wound to a model. A model may eat it on its activation (but it does not require an action) and erase one
wound of its choice from its chart. Item may be saved for future use

Four through Six: The scientists notes.

Seven through Eight: Nothing!

Special rules
A model may take found notes from another model by moving into base to base with them and winning an
opposed BRAWN test. If successful they have wrestled the notes from the other model. The model may
immediately move 1 away out of base to base contact. If the model fails the BRAWN test he does not get
the notes and remains in base to base contact with the other model.

Card 3 - The Swarming Doom


Upon reaching the ship the teams get the absolute worst news possible. The badly wounded pilot tells you
they were shot down by a blast from a Kinniggi cannon. The Kinniggi are one of the most feared races
on the planet. Now that they have brought the ship down, if they follow their normal method of operation,
The Kinniggis will arrive by the dozens, to swarm over their prey, pillaging and destroying everything in
sight.

A chanting in the background confirms everyones worst fears, but the pilot offers hope. The ship is fixable,
he says. You can stand and fight the Kinniggis and each other until you are all dead, or you can work
together repairing the ship and fending off the swarming horde so everyone can escape.

Victory Conditions
Neither side wants to die and that is just whats going to happen if they dont help each other. Fixing the
ship and exiting the board in it is imperative. That doesnt mean that once the ship is fixed, the teams have
to keep working together.

Encounter Cards
There are no encounter markers in this scenario. Instead there is a deck of four (4) cards. Players can use
a standard deck of playing cards for these. At the beginning of the first turn after the scenario is revealed,
draw a card. It will reveal a task that needs to be done to repair the ship. Once the task is complete the
players may draw another card. When all four tasks are completed, the ship is repaired and the teams may
board and the pilot will fly them to safety.

Ace: Repair the Anti-Gravity Ray Dispersal unit. The AGRD lies 5 directly behind the crashed ship. It
will need to be picked up and moved to the back of the ship. To pick it up the players must pass a BRAWN

97
Fantastic Worlds: Pulp Action in the Far Reaches of Space
test with a -3 modifier. All of the models who help to pick up the AGRD (up to a maximum of four models)
will combine their BRAWN scores and roll a d10. The models can only move 1/2 the normal SPEED of
the slowest model (rounded up).

Two: Recalibrate the Navigation Unit - Move a model to the side of the ship. The pilot must call out a
series of numbers that the model must punch into the navigation unit to get it back up and running. The
pilot can call out the numbers as fast or as slow as the model wants. If the model wants to try to finish the
task in one (1) turn it must make a BRAINS test at -3. If the model wants to try and finish the task in two
(2) turns it must make pass an unmodified BRAINS test both turns. If it fails one it must start over again.

Three: Align the Red Ray - The Red ray (the ray used in ray guns) is used to break apart matter and give
the ship its power. Unfortunately it has been skewed in the crash and must be realigned. Move a model to
the center of the ship. This task can be completed in one turn, but the model must pass a GUTS test to put
his hand into the unit. If he passes his GUTS test he must pass a DODGE test to reach in and grab the ray
nozzle and turn it without hitting the ray. If he fails his DODGE test, the model takes one (1) WS 10 hit to
his arm.

Four: Energy Waste Burst - The pilot informs you he can purge the Ray Waste Containers, thus creating a
loud roaring noise that could startle the natives. When you play this card all the Kinniggis will immediately
move 5 away from the ship, towards the edges of the board. If any go off the board they are removed from
play. This card is not necessary to repair the ship so does not have to be played. It also can be saved, and
played at any time during the game.

Special Rules
On the first turn after the scenario is revealed, the Kinniggi show up. Both players roll a d10. The total is
the number of Kinniggi that show up that turn. Divide them evenly between the four board edges. After
they are placed the warriors will move towards the parties and the ship. Each subsequent turn both players
roll a d10 and use the total for a new wave of Kinniggi. Set a limit of 50 models for the Kinniggis. If at any
point all the models are on the board no more will show up until some have been killed. The Kinniggis can
be represented by any models the players choose, but should be armed with hand weapons, not firearms.

The Kinniggis will always move toward the closest player model and attempt to attack in close combat. If
a model is already engaged with two or more Kinniggi, then additional Kinniggi models will move toward
the next closest model, until all player models are engaged.

98
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Name: Queen Fortuna Class: Moral Companion (Grade 2)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=3 5 BR=3 BR=1 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=2 BW=1 Unconscious
Guts=7 GT=7 GT=6 GT=5
Arms (5-7) Ray Gun=2 4 RG= 2 RG=2 RG=1 RG=1 No attacks
Blade=2 BD=2 SBD=2 BD=1 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills: Lucky +2 (Poor Shot, Inept Fighter), Hustler, Telepathy, Inspiring


Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
HairPin 0 +2 BW -- -- -- -- -- -- -- -- --

Name: Sparkles Class: Pet (Grade 1)

Location (Die Roll) Base DR Wound Level (1)


Head (1) Brain=1 3 BR=1 Killed
Torso (2-4) Brawn=2 3 BW=2 Killed
Guts=6 GT=6
Front Legs (5-7) Ray Gun=1 3 RG=1 RG=1
Blade-3 BD=3 BD=2 No attacks
Back Legs (8-10) Dodge=4 3 DG=4 DG=3 Crawl Only
Speed=7 SP=7 SP=4

Skills: Ferocious +1, Multiple Attacks +1


Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Claw/Bite 0 +1 BW -- -- -- -- -- -- -- -- --

99
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Name: Minotaur Wasp Class: Creature (Grade 1)

Location (Die Roll) Base DR Wound Level (1)


Head (1) Brain=1 4 BR=1 Killed
Torso (2-4) Brawn=3 4 BW=2 Killed
Guts=9 GT=9
Arms (5-6) Ray Gun=1 4 RG= 1 RG=1 No attacks
Blade=3 BD=3 BD=3 Cannot carry
Wings (7-8) Flight=6 4 FL=8 Walk only
Fl/Dodge=4 FL/DG=4
Legs (9-10) Dodge=3 4 DG=3 Fly or Crawl only
Speed=5 SP=3

Skills: Flight, Dive Attack


Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Sting 0 +2 BW+2 -- -- -- -- -- -- -- -- --

Name: Kinniggi Class: Native (Grade 1)

Location (Die Roll) Base DR Wound Level (1)


Head (1) Brain=2 4 BR=2 Killed
Torso (2-4) Brawn=3 5 BW=3 Killed
Guts=6 GT=6
Arms (5-7) Ray Gun=3 4 RG= 3 RG=1 No attacks
Blade=3 BD=3 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=3

Mount (1) (50%) Dodge= DG= DG= DG= DG= DG= Mount
Speed= SP= SP= SP= SP= SP= Dead

Skills:
Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Long Blade 1 +2 BW+2

100
Fantastic Worlds: Pulp Action in the Far Reaches of Space

The Robin Hood of Regallus VII


A Solo adventure

Authors note - While the heroics of such pulp standards as Flash Gordon and John Carter of Mars provided
the inspiration for these rules, many of the great pulp sci-fi stories were near future dramas by such great
authors as Ray Bradbury, Alfred Bester and Isaac Asimov. This solo scenario was inspired by those great
anthology stories.

When interstellar travel from earth was first discovered, it was the wealthiest men and women of the
Earth that first took advantage of it. Tired of their vacation resorts in the tropics and their secluded ski
lodges in the Alps, the well to do jumped at the opportunity to be the first to build a home on Regallus VII.
The only one of the discovered planets that could be considered anything more than an eyesore, Regallus
VII was stunning. From its twin moons, to the expanses of silver beaches, the beauty of the planet was
unparalleled.
Now 50 years in the future space travel is commonplace among the middle and lower classes. Cheap
transportation is readily available and what seemed like the perfect home away from the masses is now
within reach of anyone. This hasnt stopped the inhabitants of Regallus VII from demanding their seclusion.
Their demands (often accompanied by a lawyers letter) have forced the custodians of the planet side resort
to seek more and more advanced security measures to keep out the unwanted.
Enter Dr Oswalt Oddman, inventor, genius, and madman. Despite his eccentricities, Oddman is widely
believed to be the greatest mind of the Twenty-Second century. His work in robotics and security systems is
light years ahead of the competition. He readily agreed to build the security systems for Regallus VII, for
a phenomenal fee.
Now with the systems in place, protecting their fancy homes and flying cars, the citizens of Regallus VII
feel safe again. Unfortunately all the attention given this project has drawn the attention of you, Vincent
Mano, master thief. Long ago you gave up thieving for profit, since you are now one of the wealthiest men
alive. Now everything you steal is liquidated and goes to the poorest colonies in space.
It has taken you a while to figure out how to strike at the homes of Regallus VII, but you finally learned
that oddball Oddman keeps all the security codes for the homes in his lab, and all that will be required to
get them is to avoid or destroy a handful of the most advanced security robots known to man. Much easier
than the electronic gates and vaporizing rays of Regallus VII.

The Scenario
With Dr Oddman off to a conference the time is ripe to enter his lab. You must get your team upstairs to the
safe, open it and get out of the house with the contents. If any of the robots are attacked and not destroyed
immediately they will set off an alarm on their next activation. Once the alarm is activated, your team has
3 more turns to get out of the house before the police arrive.

101
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Victory Conditions
The player wins if he successfully opens Oddmans safe and gets out of the building without getting
caught. The models must escape from one of the three original entry points.

The Characters
The player will begin with Vincent Mano (Grade 3 Rogue), Jackson Strapp (Grade 2 Mercenary) and the
TK-7 (Grade 1 analysis robot) nicknamed TiKi. Or you may choose 6 grades of models. For the lab you
will need 2 Grade 1 labor Robots (represented by (A) on the map), 2 Grade 1 Soldier Robots (represented
by (B), and 2 Grade 2 Bodyguard robots (C).

The Board
Dr Oddmans lab is a two story building. To represent that, the game is played on two 18x18 boards, each
representing a floor of the building. The lower floor should contain at least three entry points (they can be
doors or windows).

Set-Up
The heroes begin the game at one of the three entry points of the first level. The three may all enter in the
same location, or enter separately in different locations. There are 8 encounter markers for the scenario and
they should be placed randomly around the two levels. The only constraint in placing them is that there
must be at least 4 encounter markers on the top level.

102
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Encounters Cards
Two (2) separate decks of encounter cards will be needed for the scenario. The first deck is the eight (8)
Encounter Cards. You will need an additional deck of five (5) cards for the gadgets left around the lab by
Dr Oddman. It will require a BRAINS test to figure out how to use a gadget once it is discovered. Once a
model passes the BRAINS test it may draw a card from the gadget deck. Players can use a standard deck
of playing cards for this.

Ace through Five: Gadgets. These are odd pieces of equipment left around the lab. From his research on
the job, Mano knows many of these items could be very useful to them. It will require a BRAINS test to
figure out what it is and how to use it. The team may make one BRAINS test on the item with no adverse
affects. For each additional BRAINS attempt to figure out the device there is a chance it will get broken.
On a roll of 1-2 on the BRAINS test, the device is accidentally destroyed. Once a BRAINS test is passed,
draw a card from the gadget deck to see what it is.

Six: The Doctors spare pair of eyeglasses. This item is critical to the mission. Using these and the special
ultraviolet ray emitter Mano has with him, the team will be able to mimic the doctors eye scan and open
the safe upstairs.

Seven through Eight: No encounter.

Gadgets
Ace: Oddman, Inc. Aura of silence - this item absorbs all sound within a small area. By attaching it to
ones belt a model can go into hand-to-hand with another model without making any noise. The first time
a model that is wearing it is hit in the torso, it will be destroyed.

Two: Oddman, Inc. Energy absorption unit - A handy device designed to suck all the energy out of a
device. By placing this against an electronic object (even a robot) it will absorb all the energy in the device,
leaving the object useless. The unit must touch the item to absorb the energy. It can be used in hand-to-
hand. A successful hit to any location would activate the unit. Unfortunately, the absorption unit is nearly
full and as there is no easy way to empty it, the item can be used only once.

Three: Oddman, Inc. Voice reproduction unit - A device that allows you to mimic other peoples voice,
right down to the slightest inflections. Apparently the good doctor was testing this on himself, for his voice
is stored in the unit. The item can be used to command a robot into action if you are within 6 of it. The
robot must FAIL a BRAINS test for the object to work. If it passes it will sound the alarm.

Four: Oddman, Inc. The Last Coffee Maker youll ever Need - Oddmans best selling product to date. It
even makes espresso! Useless to you, since youre in a wee bit of a hurry.

Five: Oddman, Inc. Night vision goggles. - By wearing these goggles (and pressing the green button), the
wearer is not limited in vision by the darkness.
103
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Special Rules
Darkness - The rooms are dark. All line of sight is limited to 12.

Dr Oddmans Safe - The safe can only be opened with a retinal scan of the good doctor. Mano has discovered
a way to mimic Oddmans retinal signature using Oddmans eyeglasses (found somewhere in the lab),
and a special Ultra violet ray emitter. Once Mano reaches the safe with the eyeglasses he must make a
BRAINS test to open the safe. If he fails on the first turn, he can continue trying until he is successful (or
is discovered).

It pays to be prepared - Mano spent many hours planning this operation. Once during the game, by spending
a hero point, Mano may return an unwanted card to either deck and draw another card to replace it.

Robot operations.
The labor robots (A) are preset to their tasks. Roll a d10 every turn. On a 1-2 they will move North 4,
On a 3-4 they will move South 4, 5-6 they will move East 4, 7-8 they will move West 4. On a 9-10
they will not move that turn. The labor robots are not designed for security and will not bother you unless
you accidentally get in their path, in which case they will start beeping loudly, which will alert the Soldier
Robots that there is an intruder.

The Soldier Robots (B) are on guard duty at the base of the stairs. They will not move from their location
unless an intruder is detected. They work off of motion sensors. If any object (other than the labor robots)
moves within 3 of the Soldier Robots they will spot them on a roll of 3 or better on a D10.

The Bodyguard robots (C) are on guard duty upstairs. They will move North and South (as shown in
the map). They will move their full SPEED in one direction or another until they reach a wall, then turn
around and go the other direction. When a player model makes it to the second floor place both models as
positioned in the map, then roll randomly to determine which direction the closest robot is moving. The
other robot will automatically be moving in the opposite direction. They will not deviate from this pattern
unless an intruder is detected. If any object moves within 3 of the robot it will spot them on a roll of 3 or
better on a D10. Also, if a weapon is fired or there is any hand to hand combat, the robots will hear and
move to attack (as well as sound the alarm).

104
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Name: Vincent Mano Class: Rogue (Grade 3)


Location (Die Roll) Base DR Wound Level
Head (1) Brain=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=2 BW=1 Unconscious
Guts=7 GT=7 GT=7 GT=7 GT=6
Arms (5-7) Ray Gun=5 4 RG= 6 RG=5 RG=4 RG=4 RG=3 No attacks
Blade=3 BD=3 BD=2 BD=2 BD=1 BD=1 Cannot carry
Legs (8-10) Dodge=4 4 DG=4 DG=3 DG=2 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Skills: Ambidextrous, Heroic Dodge, Sharpshooter +1, Jack of All Trades, Robotics, Hide

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Pistol (Energy) -- -- -- 10 +1 6 18 0 6 -- -- --
Pistol (Energy) -- -- -- 10 +1 6 18 0 6 -- -- --

Name: Jackson Strapp Class: Mercenary (Grade 2)


Location (Die Roll) Base DR Wound Level
Head (1) Brain=2 4 BR=2 BR=1 Unconscious
Torso (2-4) Brawn=3 4 BW=5 BW=4 BW=3 Unconscious
Guts=6 GT=6 GT=6 GT=5
Arms (5-7) Ray Gun=3 4 RG= 3 RG=3 RG=2 RG=1 No attacks
Blade=3 BD=3 BD=2 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Skills: High Strength +2, Killer Instinct, Savvy, Ignore Pain, Scoundrel

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Rifle (Energy) -- -- -- 12 +1 7 20 +2 7 36 +1 7

105
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Name: TK-7 Class: Analysis Robot (Grade 1)

Location (Die Roll) Base DR Wound Level (1)


Cognitive Unit (1) Brain=3 5 BR=5 Destroyed
Central Construct (2-4) Brawn=1 5 BW=1 Destroyed
Guts=4 GT=4
Manipulative Units(5-7) Ray Gun=1 5 RG= 1 RG=1 No attacks
Blade=1 BD=1 BD=1 Cannot carry
Locomotion Unit (8-10) Dodge=2 5 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=2

Skills: Genius +2, Information Dump


Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --

Name: Oddman, Inc. Personal Protection Unit Class: Bodyguard Robot (Grade 2)
Location (Die Roll) Base DR Wound Level
Cognitive Unit (1) Brain=2 6 BR=2 BR=1 Disabled
Central Construct (2-4) Brawn=5 6 BW=5 BW=4 BW=3 Disabled
Guts=7 GT=7 GT=5 GT=4
Manipulation Units (5-7) Ray Gun=3 6 RG= 3 RG=3 RG=2 RG=1 No attacks
Blade=2 BD=2 BD=2 BD=1 BD=1 Cannot carry
Locomotion Unit (8-10) Dodge=2 6 DG=3 DG=3 DG=2 DG=2 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Skills: Dead Shot, Quick +1, Fail Safe, Standing Order


Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Rifle (Energy) -- -- -- 12 +1 7 20 +2 7 36 +1 7

106
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Name: Oddman Inc, Bots for Battle Class: Soldier Robot (Grade 1)

Location (Die Roll) Base DR Wound Level (1)


Cognitive Unit (1) Brain=1 7 BR=1 Destroyed
Central Construct (2-4) Brawn=2 5 BW=2 Destroyed
Guts=4 GT=4
Manipulative Units(5-7) Ray Gun=2 5 RG= 2 RG=1 No attacks
Blade=1 BD=1 BD=1 Cannot carry
Locomotion Unit (8-10) Dodge=2 5 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=2

Skills:
Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Pistol (Energy) -- -- -- 10 +1 6 18 0 6 -- -- --

Name: Oddman Inc, Bots for Business Class: Labor Robot (Grade 1)

Location (Die Roll) Base DR Wound Level (1)


Cognitive Unit (1) Brain=1 5 BR=1 Destroyed
Central Construct (2-4) Brawn=4 5 BW=6 Destroyed
Guts=4 GT=4
Manipulative Units(5-7) Ray Gun=1 5 RG= 1 RG=1 No attacks
Blade=2 BD=2 BD=1 Cannot carry
Locomotion Unit (8-10) Dodge=2 5 DG=2 DG=1 Crawl Only
Speed=4 SP=4 SP=2

Skills: High Strength +2


Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --

107
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Malice in the Palace


The banquet hall was thick with tension and distrust, but King Therrons broad genial smile cut through
it like a knife. It had been his decision to invite the Earthlings to the royal dinner. After all, they did save
his life during the royal parade when Kip Kincaid deflected the unknown assassins ray blast with a well
thrown hand mirror. It had gone a long way to ending the distrust the king had to the off-worlder and his
companions. Indeed, Kincaid had proven himself stoutly heroic, saving the life of a man who had ordered
him killed only two moons ago.
Unfortunately not everyone in the royal court had changed their minds about Kincaid and his
companions; least of all the Kings eldest son, Prince Thad. Thad had led the drive to rid Tannis of the
Earthlings when he first learned of them. He was convinced that the three travelers were little more than
a scouting party, spearheading a plan for a full invasion of Tannis. The fact that they didnt conceal their
pale skin and hairy scalps only proved, in Thads mind, that the egos of the off-worlders were as massive
as the disrespect they showed his peoples gods.
However Thad, as his wife liked to remind him constantly, was but a prince and so long as his father
made the decisions he would have to abide by them. So he sat at the raised podium with his family on one
side of the King while Kincaid and Henry and Sarah Litmus sat on the other. The large hall was filled
with distinguished guests and visiting emissaries all wishing the King well, but secretly wanting to catch a
glimpse of the fabled Earthlings.
All in all the banquet should have been a rousing success. The royal chefs had outdone themselves with
the dinner, choosing dishes that honored the regions of the many heads of state in attendance. Including,
but not limited to the main course, grilled Blood worm.
Should have been, that is, if King Therron hadnt stiffened up and made a strange gurgling sound
during appetizers, before falling head first, and with no small amount of finality, into his Grungard soup.

Chapter 1: The Mysterious Assailant


Scenario
King Therron has just been murdered and the banquet room is in mayhem. As guests panic and run to the
door, two groups stay behind. Kip Kincaid, and Henry Litmus and his daughter Sarah stay to search for
clues to the identity of the murderer. Prince Thad and his royal guard stay behind for the same reason, but
they also want to capture Kincaid and his companions for questioning.

Victory Conditions
Kincaid and his companions will try to flee the board to avoid capture, but cannot leave until all encounter
makers have been turned. The prince and his men get a victory point for every one of Kincaids party they

108
Fantastic Worlds: Pulp Action in the Far Reaches of Space
manage to capture. Likewise Kincaids team gets a victory point for each of their team that successfully
escapes. Both teams also get victory points for each eyewitness point they have at the end of the game.

The Characters
Kip Kincaid (Grade 3 Traveler) is joined by Dr Henry Litmus (Grade 2 Scientist) and Sarah Litmus (Grade
2 Moral Companion). Prince Thad (Grade 3 Swashbuckling Prince) is joined by Torrus Nal (Grade 2
Captain of the Guard) and two (2) Grade 1 Palace Guards.

The Board
The board represents the main baquet hall of the palace. There should be a head table at one end of the board
and multiple smaller guest tables scattered about. The guest tables can be round, square, or rectangular.
They are there to impede movement and force models into moving about the board and not making straight
lines for each Encounter Marker.

Set-Up
Both teams are set up behind the large head table, but not within 4 of each other. Neither side is armed.

Encounter Cards
The game begins with 20 encounter markers on the board. These represent possible eye witnesses to the
murder in an increasingly thinning crowd. At the beginning of every turn each player must pull up two (2)
unturned encounter markers of their choice and discard them. This represents possible eyewitnesses fleeing
the scene. Players can use a standard deck of playing cards for this (you will need both a red and a black
suit of cards).

109
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Ace through Ten (black suit): Each of these is a person in the hall who claim to have seen the murder
happen. Unfortunately the stories vary wildly from one person to the next, and it becomes obvious that the
true details are only going to be discovered in the smallest nuances of all the stories combined. Both sides
should keep count of the eyewitness markers they have for use at the end of the game.

Ace through Four (red suit): Nothing.

Five (red suit): Silver Platter. Neither side is looking to make a quick buck looting the Kings silver, so
this silver platter is worth nothing to them except possibly as a weapon. The platter can be thrown like a
disc at any model within 6. The model throwing it attacks with a -1 to his RAY GUN stat. If the platter
hits it has a WS of 3.

Six (red suit): A cart with a huge chunk of grilled blood worm that was being wheeled out from the kitchen.
Stuck into the top of the meat is a huge carving knife. The knife is treated as a short blade.

Seven (red suit): A coward of epic proportions cowers under a table. After you mistake him for a possible
eyewitness, the man will not leave you alone. He shadows the model that discovered him everywhere it
goes, and whats worse, natters on the entire time about the model being his hero to the point that it drives
the model to distraction. All BRAINS, BLADE, RAY GUN and DODGE tests made while the coward is
under a models protection are at -1. Any model on Prince Thads side may take an action and cold cock the
coward. No attack rolls need to be made. Simply remove the model from the board. If the coward is still
with a member of Kips team at the end of the game, then the team receives an additional Victory Point.

Eight (red suit): Piping Hot Grungard soup may be an acquired taste, but it makes an excellent weapon if
a model is close enough. The bowl can be thrown at another model within 3. The model throwing attacks
at a +2 to its RAY GUN score. If the soup hits, the target model takes three WS 2 hits to random locations.
If the model takes a wound to the head it will be at -1 for all attacks on its next activation after having had
soup in its eyes.

Nine (red suit): Horace, the Kings librarian has witnessed the murder. With an eye for detail and a
photographic memory, the librarian can recite word for word the epic A Study of Fungi on Tannis: The
first 1000 Years. Exciting, he isnt, but this mans word you can trust. Add 3 points to your eyewitness
total.

Ten (red suit): A leafy green vegetable (more than likely from the living salad served early on) winds up
under foot. The model must pass a DODGE test or end up prone.

110
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Chapter 2: The Fiend in the Courtyard


Kincaid was a fool, Thad hissed to Torrus Nal as they made their way to the royal courtyard. He
thought he could bring down the kingdom by killing my father. Now he has ME to deal with. The new king
of Tannis!
By your leave, Your Highness . Nal chose his words carefully. He knew of the Princes insane hatred
of Kip Kincaid and was loathe to bring up the point, but... Would not Kincaid have known that hed be
putting you in charge by killing your father?
Thad laughed, Of course he knew, but he expected me to tuck tail and run away. Well Ive got another
thing coming for the off-worlder!
Thad and Nal had reached the podium at the far end of the courtyard. The royal guard fell in behind
them. Scattered around the yard were the members of the royal Senate. Thad had ordered them out to
publicly indict Kincaid and his cohorts.
Torrus Nal continued to try and make his point. But Your Highness , with all due respect, no one, least
of all Kincaid would doubt your will to protect this kingdom and your desire to destroy him. Certainly he
would have considered that before killing the King.
Thad looked hard at Nal. I see what you are saying, Captain. I should be on my guard for an
assassination attempt. Kincaid killed my father. Why stop there?
Nal sighed. His princes hatred for the off-worlder blinded him to certain facts. He had no love for the
off-worlders, but he could not see what Kincaid could gain from killing the King or anyone else for that
matter. He knew enough to stop trying to convince Thad of it though.
Prince Thad raised his arms to stop the murmuring from the crowd. As he cleared his throat to speak
one of his guardsmen yelled, Look out!
Thad was pulled off his feet as the guard threw himself in front of the prince. A small blue dart stuck
from the guards neck as he fell to the ground, dead. As the guardsmen threw themselves between their
prince and the unknown assailant Thad realized he had made a mistake. The blue dart was unmistakable.
He knew who had killed the King.

The Scenario
An unknown assailant has attacked the Prince . The royal guard has jumped into action to protect him. Kip
and his companions have also stepped forward to find the assassin. Both teams are racing to uncover the
truth behind the death of the King.

Victory Conditions
The side that uncovers the identity of the assassin is the winner. The model that discovers the assassin gains
two (2) Heroic Experience Points. The model that defeats the assassin gains 5 Heroic Experience Points.

111
Fantastic Worlds: Pulp Action in the Far Reaches of Space

The Characters
Kip Kincaid (Grade 3 Traveler) is joined by Dr Henry Litmus (Grade 2 Scientist) and Sarah Litmus (Grade
2 Moral Companion). Prince Thad (Grade 3 Swashbuckling Prince) is joined by Torrus Nal (Grade 2
Captain of the Guard) and three (3) Grade 1 Palace Guards.

The Board
The courtyard is an outdoor garden surrounded by a high wall. The game is played on a 24x24 board.
The board should consist of plenty of trees, shrubs and other foliage (the denser the better). A fountain,
statues and shrines could be used as well. The podium where the prince was going to speak is at one end
of the courtyard, within 6 of a board edge. On two opposite walls are doorways. They are the only ways
in or out of the garden.
m
iu
d
Po

Fountain

Set-Up
The prince begins the game protected by two of the Palace Guard. Under orders of Torrus Nal they refuse
to release the prince into the garden until the assassin is discovered. Place the 3 models within 3 of the
podium. The Prince cannot move or act on the first turn of the game and must make a DODGE test to break
free of the protection on his activation to act on the second turn. If he fails he can keep trying to break free
on subsequent turns.

Kip Kincaid, Dr Litmus and Sarah are in the courtyard as well. Where they begin depends on how the first
scenario ended. Any of the three that were captured are within 3 of the Prince and his men. They begin the
game with no weapons and their hands bound (see Special Rules). Any of the three that were not captured
are in the back of the courtyard (the corner farthest from the podium), cleverly concealing their identity
with cloaks (which they will discard as they jump into action after the assassination attempt).
112
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Encounters Cards
There are eight (8) encounter markers for the game. Three (3) of the markers are clues about the identity
of the assassin. Once two (2) of these clues have been revealed, the third one automatically becomes the
assassin. Once the third marker is revealed place the model for the assassin within 3 of the marker (in
cover if possible). The model cannot be placed within 3 of another model. Players can use a standard deck
of playing cards for this.

Ace: A clue! A small blue dart is found in the grass. There is a race on Tannis that uses deadly blow darts
as a weapon. If only you could remember who they are...

Two: A clue! A shiny concave disk is discovered. It doesnt appear to be man-made. In fact, now that you
look more closely it looks like it might be a scale...

Three: A clue! While searching you chance upon a rather pungent odor. It is not a smell you recognize.

Four: Not you again! The Coward of Epic Proportions has found his way to the courtyard. He will
shadow the model that discovers him everywhere it goes, and whats worse, natters on the entire time
about the model being his hero to the point that it drives the model to distraction. All BRAINS, BLADE,
RAY GUN and DODGE tests made while the coward is under a models protection are at -1. Any model on
Prince Thads side may take an action and cold cock the coward. No attack rolls need to be made. Simply
remove the model from the board. If the coward is still with a member of Kips team at the end of the game,
then the team receives an additional Victory Point.

Five: The senators son. A young man approaches you. You recognize him as the son of one of the senators.
Hes a fit lad and is looking for direction in his life. If you win an opposed BRAINS test with the boy he
will join your cause. Add him to your team (Grade 1 Settler)

Six through Eight: Nothing.

Special Rules
Bound models - If any of the heroes begin the game captured they will be weaponless and have their hands
bound. When their hands are bound, models halve their BLADE and RAY GUN scores. A model may
attempt to free itself by passing a BRAWN test. If successful, the model is free and can act normally.

The Assassin - The Reptilian Assassin has failed at his mission and now is seeking only to escape. Once he
is discovered, he will make a dash for the doorway. Unless he is in close combat with a model he will move
his full SPEED towards the closest exit. He will use his blowgun to attack, suffering the -5 to hit. When in
hand to hand he must make a pass a BRAINS test to stay and fight. If he fails the BRAINS test he breaks
combat and continues to flee. Once he reaches the door he escapes.

113
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Chapter 3: The Enemy of my Enemy


The Scenario
Prince Thad and Kip Kincaid realize at the same time that the kingdom is under attack by the vile and cold
blooded Reptilians. It is soon discovered that the Reptilians have managed to set up a portal somewhere in
the forest that surrounds the castle. Prince Thad begrudgingly accepts Kincaids help in finding the portal
and closing it knowing full well hell have time to kill Kincaid later.

Victory Conditions
Both parties want to destroy the portal. They can work together or separately toward this goal. The model
that delivers the blow that destroys the portal gains three (3) Reputation experience points. If neither side
has destroyed the portal by the end of the game, the teams are over-run by Reptilians.

The Characters
Kip Kincaid (Grade 3 Traveler) is joined by Dr Henry Litmus (Grade 2 Scientist) and Sarah Litmus (Grade
2 Moral Companion). Prince Thad (Grade 3 Swashbuckling Prince) is joined by Torrus Nal (Grade 2
Captain of the Guard) and two (2) Grade 1 Palace Guards. If either team enlisted the Senators son from
Chapter 2 he may be included on their team.

The Board
The game is played on a 24x24 forest board. The trees should be fairly dense, preventing long lanes of
fire. Besides trees, players can include shrubs and rocks. Approximately 3 from one corner of the board
is a crude trasnport portal.

Portal

Players
Entry Zone

114
Fantastic Worlds: Pulp Action in the Far Reaches of Space
Set-up
Both parties set up in the corner opposite the portal. All of the Reptillians that appear will start at the portal
as designated by their Encounter Card.

Encounters Cards
There are no encounter markers for the scenario. Instead there are 10 encounter cards, one (1) of which
will be pulled at the beginning of each turn, representing Reptilians appearing through the portal. If either
party was able to capture the assassin from Chapter 2, they would have been able to extract information
about the whereabouts of the portal. In this case the game will run 10 turns, with the first card being pulled
on the first turn. If neither party was able to capture the assassin the two teams get to the portal later. The
players must pull three (3) cards on turn 1 and the game runs only 8 turns. Players can use a standard deck
of playing cards for this.

Ace: Three (3) Grade 1 Reptilian warriors appear. Place them within 1 of the portal. They will activate
this turn.

Two: Three (3) Grade 1 Reptilian warriors appear. Place them within 1 of the portal. They will activate
this turn.

Three: Two (2) Grade 1 Reptilian warriors appear. Place them within 1 of the portal.

Four: Two (2) Grade 1 Reptilian warriors appear. Place it within 1 of the portal.

Five: One (1) Grade 2 Reptilian Tribal Clan Lord appears. Place him within 1 of the portal.

Six: The Reptoid appears through the portal. Place the model within 1 of the portal

Seven through Ten: Nothing comes through the portal

Special Rules
The Reptilians and the Reptoid will attack the closest un-engaged models. If there is a doubt which model
is closest, roll randomly.

The Portal has a DR of 10 and has 5 wounds. Models roll to hit it as if it was an opponent for ranged
combat. Close combat hits are automatic. It is considered to have a DODGE score of 0.

115
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Name: Kip Kincaid Class: Traveler (Grade 3)


Location (Die Roll) Base DR Wound Level
Head (1) Brain=3 4 BR=3 BR=1 Unconscious
Torso (2-4) Brawn=3 4 BW=5 BW=5 BW=4 BW=3 Unconscious
Guts=7 GT=7 GT=7 GT=6 GT=6
Arms (5-7) Ray Gun=3 4 RG= 3 RG=3 RG=2 RG=2 RG=1 No attacks
Blade=4 BD=4 BD=4 BD=3 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=4 4 DG=4 DG=3 DG=2 DG=2 DG=1 Crawl Only
Speed=6 SP=6 SP=5 SP=4 SP=3 SP=2

Skills: Fencing +1, Counterstrike, Heroic Dodge, High Strength +2, Force of Will
Telepathic Immunity, Heroic Leap

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Long Blade 1 =2 BW+2 -- -- -- -- -- -- -- -- --

Pistol (Projectile) -- -- -- 10 +2 4 18 0 4 -- -- --

Name: Dr. Henry Litmus Class: Scientist (Grade 2)


Location (Die Roll) Base DR Wound Level
Head (1) Brain=6 4 BR=6 BR=5 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=2 BW=1 Unconscious
Guts=6 GT=6 GT=5 GT=4
Arms (5-7) Ray Gun=2 4 RG= 2 RG=1 RG=1 RG=1 No attacks
Blade=2 BD=2 BD=2 BD=1 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=4 DG=4 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Skills: Stun Ray, Jet Pack, Quick +1, Jack of All Trades, Observant, Absent Minded

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 o BW -- -- -- -- -- -- -- -- --
Pistol (Energy) -- -- -- 10 +1 6 18 0 6 -- -- --

116
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Name: Sarah Litmus Class: Moral Companion (Grade 2)


Location (Die Roll) Base DR Wound Level
Head (1) Brain=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=2 BW=1 Unconscious
Guts=6 GT=7 GT=6 GT=5
Arms (5-7) Ray Gun=2 4 RG= 2 RG=1 RG=1 RG=1 No attacks
Blade=2 BD=2 BD=2 BD=1 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=4 DG=4 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Skills: Heroic Dodge, Quick +1, Hustler, Inspiring, Nerves of Steel +1


Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Pistol (Energy) -- -- -- 10 +1 6 18 0 6 -- -- --

Name: Prince Thad Class: Swashbuckling Prince (Grade 3)


Location (Die Roll) Base DR Wound Level
Head (1) Brain=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=2 BW=1 Unconscious
Guts=7 GT=7 GT=7 GT=6 GT=5
Arms (5-7) Ray Gun=3 4 RG= 4 RG=4 RG=2 RG=1 RG=1 No attacks
Blade=5 BD=5 BD=4 BD=3 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=4 DG=4 DG=3 DG=3 DG=2 Crawl Only
Speed=5 SP=6 SP=5 SP=4 SP=3 SP=2

Skills: Counter Strike, Fencing +1, Finesse Attack, Heroic Dodge, Quick +1, Pilot, Meet my Minions, Sprint +1

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Long Blade 1 +2 BW+2 -- -- -- -- -- -- -- -- --

117
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Name: Torrus Nal Class: Captain of the Guard (Grade 2)


Location (Die Roll) Base DR Wound Level
Head (1) Brain=3 6 BR=3 BR=1 Unconscious
Torso (2-4) Brawn=3 6 BW=3 BW=3 BW=1 Unconscious
Guts=6 GT=7 GT=6 GT=5
Arms (5-7) Ray Gun=4 4 RG=5 RG=4 RG=3 RG=2 No attacks
Blade=3 BD=3 BD=2 BD=1 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Skills: Sharpshooter +1, Nerves of Steel +1


Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Ray Gun -- -- -- 4 +1 10 8 0 10 -- -- --

Name: Palace Guard Class: Palace Guard (Grade 1)

Location (Die Roll) Base DR Wound Level (1)


Head (1) Brain=2 6 BR=2 Killed
Torso (2-4) Brawn=3 6 BW=3 Killed
Guts=4 GT=4
Arms (5-7) Ray Gun=2 4 RG= 2 RG=1 No attacks
Blade=2 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=2

Skills: Fencing +1
Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Long Blade 1 +2 BW+2

118
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Name: Reptillian Warlord Class: Tribal Clan Lord (Grade 2)


Location (Die Roll) Base DR Wound Level
Head (1) Brain=3 5 BR=3 BR=1 Unconscious
Torso (2-4) Brawn=4 6 BW=5 BW=4 BW=2 Unconscious
Guts=7 GT=7 GT=7 GT=5
Arms (5-7) Ray Gun=3 6 RG= 3 RG=2 RG=2 RG=1 No attacks
Blade=4 BD=4 BD=3 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 6 DG=3 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Skills: High Strength +1


Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Long Blade 1 +2 BW+2

Pistol (Projectiele) -- -- -- 10 +2 4 18 0 4

Name: Reptillian Class: Tribal Warrior (Grade 1)

Location (Die Roll) Base DR Wound Level (1)


Head (1) Brain=2 4 BR=2 Killed
Torso (2-4) Brawn=4 6 BW=3 Killed
Guts=5 GT=4
Arms (5-7) Ray Gun=2 6 RG= 2 RG=1 No attacks
Blade=3 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 6 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=2

Skills:
Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Spear 2 -1 BW+1 BW+4 -1 BW+1 -- -- -- -- -- --

119
Fantastic Worlds: Pulp Action in the Far Reaches of Space

Name: Reptillian Assassin Class: Mercenary (Grade 2)


Location (Die Roll) Base DR Wound Level
Head (1) Brain=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 6 BW=3 BW=2 BW=1 Unconscious
Guts=6 GT=6 GT=6 GT=5
Arms (5-7) Ray Gun=3 6 RG= 4 RG=4 RG=3 RG=2 No attacks
Blade=3 BD=3 BD=2 BD=2 BD=1 Cannot carry
Legs (8-10) Dodge=3 6 DG=3 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2

Skills: Blow Gun, Short Blade, Sharpshooter, Poison (for blow gun)

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Short Blade 0 +1 BW+1 BW+2 0 BW+1

Blow Gun - - - 10 +2 4 18 0 4

Name: The Reptoid Class: Creature (Grade 4)


Location (Die Base DR Wound Level
Roll)

Head (1) Brain=2 6 BR=2 BR=1 Killed


Torso (2-6) Brawn=8 10 BW=8 BW=7 BW=6 BW=6 BW=5 Killed
Guts=9 GT=9 GT=8 GT=7 GT=7 GT=6
Arms (7-8) Ray Gun=3 10 RG= 3 RG=3 RG=2 RG=2 RG=1 RG=1 No Attacks
Blade=5 BD=5 BD=5 BD=4 BD=3 BD=3 BD=2
Legs (9-10) Dodge=3 10 DG=3 DG=2 DG=2 DG=2 DG=1 DG=1 Crawl Only
Speed=7 SP=8 SP=8 SP=7 SP=7 SP=6 SP=5

Skills: Battle Cry, Ferocious +2, Multiple Attacks +1, Sprint +1, Breath Weapon (fire)

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Bite/maul 0 +2 BW+2 -- -- -- -- -- -- -- -- --
Breath Weapon - - - 4 +2 8 8 +1/x2 6 12 0/x4 4

120
Fantastic Worlds: Pulp Action in the Far Reaches of Space

The palace guard led Kip into a small room. Kips hands and feet had been shackled securely
by order of the Emperor. No doubt he didnt trust his guards not to lose him yet again.
Prince Thad was in the room waiting for him. Beside him stood Henry Litmus (also in
shackles) and Sarah. On the back wall of the room stood something else he recognized, at least
partialy. The frame was different. This one was very ornate with detailed carvings of winged
beasts and snarling creatures wrapping around one another and nipping at each others tails.
And while there were no exposed wires and vacuum tubes protruding from it, the humming noise
and the shimmering light in the doorway was all too familiar. The only thing missing was the
landscape behind the shimmer. In its place was pitched darkness.
Thad laughed his eerie menacing laugh. It was a laugh of triumph. He had won in the end
and he couldnt contain his glee. Kip Kincaid, so good of you to join us. Not that you had much
of a choice!. Thad laughed again and his evil cackle made Kip strain against his chains in a
futile attempt to free himself.
I see you recognize my portal. Litmus tells me you used something similar to travel to
Tannis. Thats good. I dont have to explain things then.
I can only say good riddance to you your highness Kip snarled, You might be sending us
back to Earth, but Ill figure out some way to get back and free the people of Tannis from your
evil grip!
Thads face curled into a massive ugly grin. Earth? Earth? Oh this is too good. The pup
thinks hes going back to Earth! Do you think Tannis and Earth are the only two planets in the
universe. There are countless worlds out there, each unique in its own way. With their own
climates and citizens. Creatures of all imaginable shapes and sizes all fighting each other to
survive.
Prince Thad walked over and grabbed Henry Litmus by the shoulder. Of course, where Im
sending you has no King, that would require civilization. He shoved Henry hard. Litmus let out
a squeal as he stumbled through the portal and disappeared. Sarah screamed. Kip fought once
more at his chains to no avail.
The Prince ran his fingers through Sarahs long brown hair. No civilization of course means
no technology, like these marvelous portals His hand clasped around Sarahs neck and as she
screamed tossed her through the portal.
No!! Kip screamed. He pulled the chains with all his might and a link snapped. Swinging
the chain over his head he lashed out with it. The end snapped the Prince in the face and sent him
reeling. The loud crack when it hit assured Kip hed broken Thads nose.
Were not done, your highness. Not by a longshot! Kip stepped towards the portal, all
thoughts on saving Sarah. Ill find my way back, someway, somehow, and well finish this.
With that he leapt head first through the portal and was gone.
Thad sat on the stone floor and held his broken nose. The pain was excrutiating, but through
it he smiled and let out a chuckle. I sincerely doubt that Mr. Kincaid. See, no one escapes from
Planet X

121
Blank Hero/Villain Sheets
Name: Class: (Grade 3)

Location (Die Roll) Base DR Wound Level


Head (1) Brain= BR= BR= Unconscious
Torso (2-4) Brawn= BW= BW= BW= BW= Unconscious
Guts= GT= GT= GT= GT=
Arms (5-7) Ray Gun= RG= RG= RG= RG= RG= No attacks
Blade= BD= BD= BD= BD= BD= Cannot carry
Legs (8-10) Dodge= DG= DG= DG= DG= DG= Crawl Only
Speed= SP= SP= SP= SP= SP=

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount Dead
Speed= SP= SP= SP= SP= SP=

Skills:

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q Extra ammo q q Weapon: Ammo: q q q Extra ammo q q

Name: Class: (Grade 3)

Location (Die Roll) Base DR Wound Level


Head (1) Brain= BR= BR= Unconscious
Torso (2-4) Brawn= BW= BW= BW= BW= Unconscious
Guts= GT= GT= GT= GT=
Arms (5-7) Ray Gun= RG= RG= RG= RG= RG= No attacks
Blade= BD= BD= BD= BD= BD= Cannot carry
Legs (8-10) Dodge= DG= DG= DG= DG= DG= Crawl Only
Speed= SP= SP= SP= SP= SP=

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount Dead
Speed= SP= SP= SP= SP= SP=

Skills:

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q Extra ammo q q Weapon: Ammo: q q q Extra ammo q q


Blank Hero/Villain Sheets
Name: Class: (Grade 2)

Location (Die Roll) Base DR Wound Level


Head (1) Brain= BR= BR= Unconscious
Torso (2-4) Brawn= BW= BW= BW= Unconscious
Guts= GT= GT= GT=
Arms (5-7) Ray Gun= RG= RG= RG= RG= No attacks
Blade= BD= BD= BD= BD= Cannot carry
Legs (8-10) Dodge= DG= DG= DG= DG= Crawl Only
Speed= SP= SP= SP= SP=

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills:

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q Extra ammo q q Weapon: Ammo: q q q Extra ammo q q

Name: Class: (Grade 2)

Location (Die Roll) Base DR Wound Level


Head (1) Brain= BR= BR= Unconscious
Torso (2-4) Brawn= BW= BW= BW= Unconscious
Guts= GT= GT= GT=
Arms (5-7) Ray Gun= RG= RG= RG= RG= No attacks
Blade= BD= BD= BD= BD= Cannot carry
Legs (8-10) Dodge= DG= DG= DG= DG= Crawl Only
Speed= SP= SP= SP= SP=

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills:

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q Extra ammo q q Weapon: Ammo: q q q Extra ammo q q


Blank Hero/Villain Sheets

Name: Class: (Grade 1)

Location (Die Roll) Base DR Wound Level (1)


Head (1) Brain= 4 BR= Killed
Torso (2-4) Brawn= 4 BW= Killed
Guts= GT=
Arms (5-7) Ray Gun= 4 RG= RG= No attacks
Blade= BD= BD= Cannot carry
Legs (8-10) Dodge= 4 DG= DG= Crawl Only
Speed= SP= SP=

Mount (1) (50%) Dodge= DG= DG= DG= DG= DG= Mount
Speed= SP= SP= SP= SP= SP= Dead

Skills:
Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q Extra ammo q q Weapon: Ammo: q q q Extra ammo q q

Name: Class: (Grade 1)

Location (Die Roll) Base DR Wound Level (1)


Head (1) Brain= 4 BR= Killed
Torso (2-4) Brawn= 4 BW= Killed
Guts= GT=
Arms (5-7) Ray Gun= 4 RG= RG= No attacks
Blade= BD= BD= Cannot carry
Legs (8-10) Dodge= 4 DG= DG= Crawl Only
Speed= SP= SP=

Mount (1) (50%) Dodge= DG= DG= DG= DG= DG= Mount
Speed= SP= SP= SP= SP= SP= Dead

Skills:
Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q Extra ammo q q Weapon: Ammo: q q q Extra ammo q q


Blank Robot Sheets

Name: Class: (Grade 3)

Location (Die Roll) Base DR Wound Level


Cognitive Unit(1) Brain= BR= BR= Unconscious
Central Brawn= BW= BW= BW= BW= Unconscious
Construct (2-4) Guts= GT= GT= GT= GT=

Manipulation Ray Gun= RG= RG= RG= RG= RG= No attacks


Units (5-7) Blade= BD= BD= BD= BD= BD= Cannot carry

Locomotion Unit Dodge= DG= DG= DG= DG= DG= Crawl Only
(8-10) Speed= SP= SP= SP= SP= SP=

Skills:

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q Extra ammo q q Weapon: Ammo: q q q Extra ammo q q

Name: Class: (Grade 3)

Location (Die Roll) Base DR Wound Level


Cognitive Unit(1) Brain= BR= BR= Unconscious
Central Brawn= BW= BW= BW= BW= Unconscious
Construct (2-4) Guts= GT= GT= GT= GT=

Manipulation Ray Gun= RG= RG= RG= RG= RG= No attacks


Units (5-7) Blade= BD= BD= BD= BD= BD= Cannot carry

Locomotion Unit Dodge= DG= DG= DG= DG= DG= Crawl Only
(8-10) Speed= SP= SP= SP= SP= SP=

Skills:

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q Extra ammo q q Weapon: Ammo: q q q Extra ammo q q


Blank Robot Sheets
Name: Class: (Grade 2)

Location (Die Roll) Base DR Wound Level


Cognitive Unit(1) Brain= BR= BR= Disabled
Central Brawn= BW= BW= BW= Disabled
Construct (2-4) Guts= GT= GT= GT=

Manipulation Ray Gun= RG= RG= RG= RG= No attacks


Units (5-7) Blade= BD= BD= BD= BD= Cannot carry

Locomotion Unit Dodge= DG= DG= DG= DG= Crawl Only


(8-10) Speed= SP= SP= SP= SP=

Skills:

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q Extra ammo q q Weapon: Ammo: q q q Extra ammo q q

Name: Class: (Grade 2)

Location (Die Roll) Base DR Wound Level


Cognitive Unit(1) Brain= BR= BR= Disabled
Central Brawn= BW= BW= BW= Disabled
Construct (2-4) Guts= GT= GT= GT=

Manipulation Ray Gun= RG= RG= RG= RG= No attacks


Units (5-7) Blade= BD= BD= BD= BD= Cannot carry

Locomotion Unit Dodge= DG= DG= DG= DG= Crawl Only


(8-10) Speed= SP= SP= SP= SP=

Skills:

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q Extra ammo q q Weapon: Ammo: q q q Extra ammo q q


Blank Robot Sheets
Name: Class: (Grade 1)

Location (Die Roll) Base DR Wound Level (1)


Cognitive Unit(1) Brain= BR= Destroyed
Central Brawn= BW= Destroyed
Construct (2-4) Guts= GT=

Manipulation Ray Gun= RG= RG= No attacks


Units (5-7) Blade= BD= BD= Cannot carry

Locomotion Unit Dodge= DG= DG= Crawl Only


(8-10) Speed= SP= SP=

Skills:
Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q Extra ammo q q Weapon: Ammo: q q q Extra ammo q q

Name: Class: (Grade 1)

Location (Die Roll) Base DR Wound Level (1)


Cognitive Unit(1) Brain= BR= Destroyed
Central Brawn= BW= Destroyed
Construct (2-4) Guts= GT=

Manipulation Ray Gun= RG= RG= No attacks


Units (5-7) Blade= BD= BD= Cannot carry

Locomotion Unit Dodge= DG= DG= Crawl Only


(8-10) Speed= SP= SP=

Skills:
Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q Extra ammo q q Weapon: Ammo: q q q Extra ammo q q


Hordes of Minions Markers
Fantastic Worlds: Pulp Action in the Far Reaches of Space is a stand-alone
game system. It contains all the rules that players will need to put their
favorite science fiction miniatures down on the board and begin playing.

Just one book contains all the rules for combat and scenarios, as well as,
character archetypes for everything from Star Commanders to Hotshot Pilots
to Rogues to Tribal Leaders. And there are also rules that will allow players
to turn any one of these archetypes into an alien with wings, prehensile tail,
or even an exo-skeleton.

This book also includes scenarios that feel like they are straight out of a pulp
novel or comic strip so players can get started right away.

So grab your ray gun and bubble helmet and get ready to explore some
Fantastic Worlds!

A Product of
$18.00 US Rattrap Productions LLC
EAN 978-0-9789241-7-1

You might also like