Classic Space Opera

By:

Sir Gerard Luft, KDM

 

Introduction

 

            Before there was Traveller, there was Starfaring!  In some circles, Starfaring, by White Buffalo Games, is named as the first science fiction role playing game.  Like the legendary Chainmail/ Dungeons and Dragons Fantasy Miniature Game, the Starfaring’s rules were crude and the artwork was horrible. 

 

Components

 

            You will need as many six-sided dice as you can and construct the card decks listed below.  Like Classic Dungeon Crawl, this game tries to capture the essence of the original game, but in a manner that adapts the rules to a little more play-worthiness. Like Classic Dungeon Crawl, miniatures are highly advised to be included in this card and dice game.

 

            The original rules for Starfaring can be obtained for free at:

http://www.angelfire.com/zine/gotdeleted/Starfaring.html

 

Goal

 

One Player

 

            Explore intergalactic space and fight the Slish (enemy aliens)!

 

Multiple Player

 

            Explore intergalactic space and fight the Slish (enemy aliens), and pay off your ship!

 

 

Your Ship and Crew

 

Each Ship Master (player) starts with a ship

 

Scoutship

Compliment Ship Master (Captain) and 9 Crew

Power 3

Toughness 3

 

Crewman

Power

Toughness

Captain (Ship Master)

N/A

N/A

First Lieutenant

2

3

Lieutenant

2

2

Science Staff Officer

1

2

Engineering Staff Officer

1

2

Chief Scout

2

1

Quartermaster

1

1

Fire Control Specialist

1

1

Engineer’s Mate

1

1

Coxswain

1

1

 

Power represents Physique as well as Mentality and Psionic.  Toughness represents Health.

 

The Turn

 

            For multiplayer games, each Ship Master takes their turn going clockwise.  The player who last took their turn serves as Galaxy Master (referee) for the current player.

 

  1. Subetheric Encounters- Starships in Starfaring can travel intergalactic distances via a Star Gate system (wormholes) and pangalactic distances via a Hyperspace Drive (replete with Warp Factors).  Regardless of the system used, each turn begins with encounters in the Sub-Ether.  Draw one card from the Subetheric Encounter Deck

 

Subetheric Encounter Deck

 

Encounter

Description

# in Deck

Cthulhu

-2 Power to crewman with the highest Power (Cthulhu Dreams)

3

Debris

-1 Toughness to Ship

5

Berserker Ship (extra-dimension robots out to exterminate all organic life)

2/3

3

           

 

            Space Battle Rules- Battle is considered simultaneous.  Space and time are abstract when playing out Subetheric battles with miniatures.  The ships should begin 12” across from each other. Basically allow each ship to move 1”.  Berserker Ships will always fly at the Starship on a direct heading.  Each ship rolls 1d6 each turn.  In order to score a hit, one must roll equal to or higher than the score indicated to hit.  To hit scores change as ships are closer together:

 

Range

To Hit: USS Philadelphia

To Hit: Slish Saucer* or Berserker Ship

12”

5

6

10”

5

6

8”

4

6

6”

4

5

4”

3

4

2”

3

4

Nose to nose

2

3

 

* Slish Ships are allowed 5 Attack rolls per combat round

 

            If a ship scores a hit it inflicts its Power score as Damage.  Damage is subtracted from the target ship’s Toughness score.  If toughness should fall to 0 or less, that ship is destroyed.

 

  1. Normal Space Encounters- Upon returning to Normal Space, one draws a card from the Normal Space Encounter Deck.

 

Normal Space Encounter Deck

 

Encounter

Description

# in Deck

Slish ship

2/3

4

Slish ship

1/2

4

Slish ship

1/1

4

G.C. Radiation

-1 Toughness to 1 random crewman

4

Meteor Strike

-1 Toughness to Ship

2

Power crystal malfunction

-1 Power to Ship

2

Triggered supernova

Roll 5 or 6 on 1d6 to avoid the destruction of the Ship; If the Ship survives by jumping into Hyperspace, then it will return to 1 Star Crystal left in the solar debris.

2

 

  1. Planet Type- Draw 1 card from the Planet Type Deck.

 

Planet Type Deck

 

Planet

# in Deck

No Intelligent Life

12

pre-industrial civilizations

1

pre-atomic energy civilizations

1

pre-global high technology civilizations

1

united world culture

1

Life with interplanetary space travel and advanced technology

1

Life with interstellar space travel. Probably uses Star Crystals

1

 

 

  1. If there is life on that planet, draw as many cards from the Landing Party Encounter Deck as you have crewmembers +1 (ergo, if you still have all nine crew members, then you draw 10 alien cards to do battle with).

 

Landing Party Encounter Deck

 

Power

Toughness

Number in Deck

2

3

12

2

2

12

1

2

12

2

1

12

1

1

12

 

Paying off the Loan

With interest included, you owe 120,000mc (mega credits=1000000 credits)

The Imperial Scout Service pays you the following:

Item............................................Compensation

Star Crystals................................100,000 mc.

Every Planet discovered.......11,000 mc.

Contact with new.............5,000 mc.

Intelligent life

Contact with new.............10,000 mc.

Interstellar life

Destruction of alien spacecraft.....500 mc.

Hostile life forms only, like the Slish.

 

By the end of the 3rd turn you must pay 50% of the principal and interest= 60,000mc    

By the end of the sixth turn you must pay off the remainder of the loan= 60,000mc