You are a Narcotics Investigator for the Galactic Federation. Recognized by your superiors as being among the best in the field, you have been issued with the latest in interstellar scout craft and dispatched, single-handed, to crack a suspected drug ring in the Aleph Cygni star system.
Before you can begin, however, you must determine your strengths and weaknesses.
Your Ship
Roll 1 die. (6.) Enter this score in the SHIELDS section of your Adventure Sheet. You will lose points from this SHIELDS score whenever you are hit from fire by enemy spacecraft. If your ship is hit when your SHIELDS score is zero, your ship is destroyed.
Roll one die. (6.) Add 6 to the result. This is your SKILL score.
Roll two dice. (3,3=6.) Add 12 points to the result. This is your STAMINA score.
Roll one die. (5.) Add 6 to the result. This is your LUCK score.
Should I be concerned that I keep rolling up SKILL 12 characters for these? I feel like I'm cheating even though I'm not.
1. Roll two dice. If the result is higher than or equal to your SKILL, you have missed. If the result is less than your SKILL, you have hit your opponent and inflicted damage on it - deduct 4 points from your opponent's STAMINA.
2. If your opponent's STAMINA has reached zero then your opponent has died.
3. If your opponent is still alive, then your fire will be returned: roll two dice. If the result is higher than or equal to your opponent's SKILL, your opponent has missed. If the result is less than your opponent's SKILL, your opponent has hit you - deducting 4 points from your STAMINA.
4. If you have not been killed, start a new combat round by returning to step 1.
Note: If you are faced by more than one opponent, you may select which one you will direct fire against. They will all return fire simultaneously (unless dead, of course).
Hand-to-hand combat is conducted just as in other Fighting Fantasy books. If you are already familiar with this system (we are) you can skip this part of the rules (we will.)
Ship-to-ship Combat
1. Phasers: Whenever a ship is hit by phasers it will lose 1 point from its SHIELDS.
2. Smart Missiles: Only your ship is equipped with this weapon. When you decide to fire a Smart Missile at an enemy ship, the missile will automatically home in on and destroy the enemy ship, regardless of how many SHIELDS the enemy may have left.
Combat is conducted as follows:
1. You select your target (s.) You may attack with both phasers and Smart Missiles in the same combat round, firing phasers at one ship while destroying another ship with a Smart Missile.
2. Any enemy vessels attacked by a Smart Missile are now destroyed; they will not return fire with phasers.
3. Roll two dice for the phaser attack. If the result is greater than or equal to your WEAPONS STRENGTH, you have missed. Proceed to step 5.
4. If the result is less than your WEAPONS STRENGTH, you have hit the enemy ship - reduce its SHIELDS by 1 point. If the enemy ship has not been destroyed, proceed to step 5.
5. All undestroyed enemy ships return fire with phasers in the following manner: roll two dice. If the result is higher than or equal to the ship's WEAPONS STRENGTH, the phasers have missed you.
6. If the result is less than the ship's WEAPONS STRENGTH, the phasers have hit you - reduce your SHIELDS by 1 point.
7. Combat continues from step 1 until either you or your opponent's ships are destroyed.
The Federal Police Force has become aware, however, of an extremely large flow of the illicit narcotic Satophil-d from the tiny Aleph Cygni system. As the individual worlds are supposed to police these matters themselves, there has developed some concern that all is not well with the Aleph Cygni administration.
With the obvious failure of the local administration to deal with this breach of Federal law your department, Federal Central (Vice), has decided to send a Grade 1 Investigator (you) to locate the source of this drug flow, penetrate the organization responsible and then destroy it.
Because of the possible untrustworthiness of the Aleph Cygni authorities, you travel to the system incognito, posing as an interstellar travelling salesman with a cargo of exotic off-world fruit, spices and luxuries. Once in the system you are on your own. Good luck!
Adventure Sheet
Dirk McHeadshot XIII (can change name if people want)
SKILL 12/12
STAMINA 18/18
LUCK 11/11
Pep Pills: 4 (+6 STAMINA each)
Credit Account: 5,000 kopecks (50 rubles better buy us a lot.)
Dirk's Ship (name pending):
WEAPONS STRENGTH 8
SHIELDS 6/6
Smart Missiles: 2
(This took wayyy longer than expected to type up so I'll finish up in a little while.)