ADVANCED STAR FRONTIERS
RPG LENSMAN
SOLO CARD AND DICE GAME
By C Gerard Luft
INTRODUCTION
In the 198th year of the Galactic Federation (UPF 198fy), mankind
attempted its first Intergalactic Voyage through Void Space. The Lensmen
(adapted from Doc Smith's Lensman Space Opera) that now made up the upper
echelons of Star Law, turned their mentalist talents to navigating ships
along the superstrings (i.e., Slipstream of Roddenberry's Andromeda) of the
Void's quantumspace continuum. The First Lensman Ranger made the Void Jump
to Andromeda under half a minute. But that exploration would turn tragic.
Mankind made first contact with the centaur like beings of Andromeda,
known as the Morad* (which look suspiciously like the Vedran of Roddenberry's
Andromeda; conveniently, the fall of the Systems Commonwealth, according to
the official Andromeda TimeLine, lines up exactly with the formation of the
Asimov/ Traveler Galactic Empire (AKA Third Imperium), which is a personal
constant in all of my milieus [obviously the Commonwealth's fall resulted in
mankind loosing its Void space intergalactic capabilities, and returning to a
Hyperspace based pangalactic drive, as we see in the Foundation series and
Traveler]). The first contact with the Morad's intergalactic High Guard was
less than desirable. Soon mankind found itself alienated by its non-human
companions of the Federation, and embroiled in its first intergalactic war.
Since the Morad's Commonwealth had millennia of experience with
intergalactic conquest, mankind had to turn to their only hope to win this
war with the Second Galaxy: the Lensmen! While the Gray Lensmen scoured the
Galaxy for spies, ships and infiltrators from the Second Galaxy, the Lensman
Rangers piloted their Assault Scouts to the Second Galaxy in order to
undertake espionage missions to bring down enemy bases and perform swift
guerrilla tactics against Morad ships in its own Galaxy.
In this game you play a Lensman Ranger with his intergalactic assault
scout ship. You must use your Lensman Powers to undermine enemy bases while
battling any Morad ships that you encounter.
SET UP
You will need the card deck (given below) and 2 ten sided dice, that will
be used together as 1D% (for those of you who are new to STAR FRONTIERS and
other D% Games, roll one die to generate the 10's number and 1 die to
generate the 1's number, with a roll of 0 and 0 being 100%).
You begin the game with your Lensman Ranger and Assault Scoutship on the
table.
THE OBJECT OF THE GAME
When you have successfully infiltrated and brought down all four Morad
quadrant bases in the Second Galaxy, you win.
THE GAME
After emerging from the Void's Slipstream into the Andromeda Galaxy, draw
one card. If it is a ship card you will need to battle it.
STARSHIP COMBAT TURN
1. Because of your Lensman mentalist skills, you can be prepared for the
intruder before even exiting Void Space. So your Assault Ship attacks first
each turn. Roll a 1D% for each weapon. If the roll is equal to or less then
your Assault Scoutship's POWER, then you hit with that weapon. If you hit,
subtract the damage from the opponent's hull points. If the ship is reduced
to 0 or less Hull Points, it is defeated, and you make another jump, drawing
another card.
2. If the enemy ship is not destroyed, then it gets to fire. To simulate
your Ranger's Lensman powers affecting the opponent ship's crew, first make a
1D% roll for each of the shots they can take. If you roll equal to or under
your Ranger's POWER then you may subtract your POWER from the opponents
chance to hit for those weapons you make a successful POWER roll on. In Doc
Smith's Second Stage Lensmen, he goes into beautiful detail how a group of
Lensmen can even affect the outcome of a fleet battle!
3. After ascertaining all adjustments to the enemy ship, its time to roll
for them. If they hit, then they inflict the listed damage to your hull
point score. If you are destroyed, then the game is over.
4. If at the end of the battle you survive, but your ship is damaged, the
new stat-of-the-art self repair system will repair your ship to full Hull
Points by the time you exit Void space again for your next encounter.
QUADRENT BASE INFILTRATION RESOLUTION
When you draw a BASE CARD, you must roll equal to or under your Ranger's
POWER in order to effectively disable its operation. If you fail, draw one
card from the Deck to combat. If you defeat this ship, then you can try
again to infiltrate the base, but with a cumulative 20% penalty for each
succeeding failure. If you draw a BASE CARD when drawing for failure
response, then you have mistakenly found a connection to the next base via a
Hyperspace Tunnel (while Hyperspace does not compare to Voidspace for
Intergalactic Travel, it sure makes great mini-wormholes permanently
connecting two points in the same Galaxy [it can still attempt to cross the
Intergalactic Void, but it sure gets messy then; again, read Second Stage
Lensmen)
CARD NAME # Power Hull Attks Dam
LENSMAN RANGER 1 60 - - -
FEDERATION ASSAULT SCOUTSHIP 1 75 15 2 20/50
MORAD FRIGATE 16 75 40 3 20/20/10
MORAD DESTROYER 4 75 70 4 20/20/20/10
MORAD LIGHT CRUISER 2 75 80 4 20/20/20/20
MORAD HEAVY CRUISER 1 75 85 6 20/20/20/20/20/10
MORAD MILITARY QUADRENT BASE 4 - - - -
*To learn more about the intergalactic species Morad from the adventure The
Prioners of Eltross, visit Advance Star Frontiers Adventures at:
SF Adventures Link
TO OBTAIN FOR FREE THE RULES FOR ADVANCED STAR FRONTIERS RPG, GO TO:
Free Rules Link
TO COPY AND PRINT THE ASF LENSMAN CARDS, GO TO:
Cards Link