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Last Frontier: The Artifact

Expansion for Last Frontier: The Vesuvius Incident

Last Frontier: The Artifact Rulebook

Table of Contents

Table of Contents

  • Overview & Setup
    • Components
    • Double Blind Counter Set
    • The Game Map
    • Map Terminology
  • Game Setup
    • Select Faction Mix
    • Assign Factions
    • Background Reading
    • Customize Factions
    • Place Counters
    • First Turn
  • Running the Game
    • Sequence of Play
    • Situation Update
    • Initial Map Update
    • Player Actions
    • Interactions
    • Final Map Update
    • Rapidity
    • Human Judgment
  • Secrecy
    • Telegram from the War Department
    • Interdiction
    • Global Updates
    • Encryption
    • Informants
  • Victory
  • Character Actions and Interaction
    • Actions
    • Actions List
    • Facing
    • Interdictions
    • Opportunity Fire
    • Negotiations
  • Movement
    • Movement Overview
    • Running
    • Terrain Effects
    • Stacking
    • Doors and Hatches
    • Airlocks and Hatch Locking
    • Microgravity
    • Encumbrance
  • Skill Use
    • Hands
    • Hacker
    • Mechanic
    • Medic
    • Pilot
    • Plasma
    • Tough
  • Robots
    • Robot Skills & Equipment
    • Androids
  • Combat
    • Combat Secrecy
    • Weapon Charts
    • Ranged Combat
    • Unaware Targets
    • Line of Sight
    • Types of Fire
    • Missed Shots
    • Explosive Grenades
    • Close Combat
    • Combat in Hostile Squares
  • Damage Effects
    • Bug Aliens
    • Hits to Map Features
    • Casualty Transport
    • Jammed Weapons
  • Special Conditions
    • Environmental Hazards
      • Dark
      • Gas
      • Decompression
      • Ring Stop
      • Drive Detonation
  • Movement & Combat in Space
    • EVA Positioning (Extra-Vehicular Activity)
    • EVA Movement
    • Ship Movement
    • EVA Collisions
    • Rotating Ring
    • EVA Combat
    • Pirate Cannon
  • Computer Operations
    • Computer Control
    • Transferring Control
    • Computer Shutdown
    • Security Actions
    • Self-Destruct
  • Special Map Areas
    • Computer Room
    • Drives
    • Lift Shafts
    • Life Support
    • Medlab
    • Machine Shop
    • Shields
  • Spaceships
  • Example of Play
    • Setup: Faction Mix
    • Customization and Placement
    • Pirate Turn #1
    • Phone Co. Turn #1
    • Negotiations
    • Mad Scientist Turn #1
    • HAL Turn #1
    • Negotiations
    • Global Updates
    • Pirate Turn #2
    • Negotiations
    • Phone Co. Turn #2
  • Setup Guide
  • Tracking Sheet
    • Feynman Ship Data

Overview & Setup

THE ARTIFACT is a tense and exciting space opera based on the Last Frontier game system (published by Fat Messiah Games). Three to eight players take on such roles as the Mad Scientist, the Space Pirates, the Phone Company, or a mystery Alien, while a Judge player moderates. Because the format is quadruple blind, and the players are uncertain of each other's motives, the fog of war is a formidable obstacle in this unique experience.

Components

The Artifact includes a full copy of Last Frontier: The Vesuvius Incident (see Last Frontier rules for a full contents list) plus an additional ~225 new counters, 3 duplicate maps, 4 control sheets, 5 copies of this rulebook and 5 foldout Player Aids.

Control Sheets. Each faction in the game has their own control sheet, which details their available characters, equipment, special rules, setup, and victory conditions. The judge has an extra set of these on hand.

Counters. Many of the original Last Frontier counters will not be used, but the Artifact-only counter set will be used. Note that there are four duplicate counters for each character and victory item so that all players can track their positions, while everything else is meant to be tracked only on the controlling player's map. Some of these double-blind counters will come from the Last Frontier counter set. The counters that are only for The Artifact are marked with 2 dashes on the counter backs.

Player Aid Foldouts. These foldouts contain charts and tables needed for the game as well as a glossary and an equipment guide.

(See Page 15 of this booklet for a visual setup guide.)

Double Blind Counter Set

Pan, Koch, Hal, Zombies, Bug Aliens*

Osorio, Preuitt, Recon Bot (Bell), Phone Bot, Acid Sprayer Bot, Evidence Disk

McCray, Slavin, Handler Bot*, Tech Bot*, Recon Bot* (McCray), Securi Bot, Doc Bot, Artifact

Eastwood*, Pirates* (Hernandez, Kyoshi, Mendez, Colovisto, Yee, Robertson, Sarma, Orlov), Herbivore*, Loot

*Some counters needed from Last Frontier Set

The Game Map

Each square on the map is 2 meters to a side. The Feynman is built in two sections: the main hull and the ring. The rear of the main hull has two levels: astrophysics lab and engineering deck, connected by a hatch. The ring wraps around the main section. The map of the ring section shows what it would look like flattened out; the hatch at the top of each ring half is the same hatch as the one on the bottom of the other half. The ring connects to the main section by spokes, of which only two are shown on the map: those containing the lift shafts. These shafts are the only way to travel between the ring and the main section without EVA.

Map Terminology

Any area bounded by walls and doors is called a space. For example, stateroom 3, the main airlock, engineering, and the spacesuit locker are all spaces. Each section of the ship enclosed by the hull rather than a wall is a segment. For example, the ring is divided into seven segments, and each airlock is its own segment.

  • Doors are all permanently open due to McCray's sabotage. They do not provide cover or impede movement.
  • Hatches connect segments, and begin the game unlocked but can be locked by the central computer or an access code key.
  • Glass allows visibility between inside and out in the command pod, pirate cutter (both pilot seat and cannon turret), phone company lorry, and astrophysics lab.
  • Computer Terminals come in two varieties, major and minor. It's easier to hack from a major terminal.

Game Setup

Select Faction Mix

The groups in play depend on the number of players:

  • 3: Mad Scientist, Pirates, Phone Co./Judge.
  • 4: Mad Scientist, Pirates, Phone Co., Alien/Judge. (This mode is illustrated in the Example of Play at the end of the book.)
  • 5: Mad Scientist, Pirates, Phone Co., Alien, Judge. (This is the design reference scenario.)
  • 6: Mad Scientist, Pirates, Phone Co., Alien Species #1, Alien Species #2, Judge. Secretly assign the two alien players separate species out of the six possible. They share a map and may decide during the game whether to cooperate or compete once they figure out who the other is. To maintain secrecy, use "bug alien" counters for on-board aliens (Koch, Space Zombies, Bugs) and written secret movement notes for invisible aliens (Pan, HAL, Mind Control).
  • 7: Mad Scientist, Pirates, Phone Co. #1, Phone Co. #2, Alien Species #1, Alien Species #2, Judge. The two phone company players are rivals that arrived on the same ship (and possibly under the same cover story). Because they share a map, they know the locations, but not the employer of their rivals. As above, they can cooperate or compete. (This mode may require repurposing a few unused counters for the extra players' characters.)
  • 8: An extra Pirate player may be added to any of the above, sharing the map and victory conditions of the other Pirate player and taking control of four of the pirate characters. (This allows for an 8th player.)

Assign Factions

Assign each player a faction, either randomly or by Judge fiat. Each player gets the control sheet pertaining to his faction. (You will need copies if there are more than four non-Judge players.) Place the four maps in separate physical locations, so that they are out of sight from each other and each is oriented the same way relative to real-world North (for the Judge's convenience). If there is more than one Alien or Phone Company player, they share maps but not necessarily goals, and should sit in such a way that they can keep their true identity secret.

Background Reading

The players should each read the timeline on the cover of this book. All players should agree at this time on whether encryption will be allowed (see Secrecy) as this will affect map/player positioning.

Customize Factions

All players select forces and equipment given the budget (in credits) listed on the control sheets. Remember that each character with hands can carry up to four items. (A suit does not take up a slot.) If the Phone Company player selects the G-men, the Judge tells them (but not the pirate player!) which pirate is their secret informant.

Place Counters

Each player gets the counters associated with their purchases, placed according to the START note for each item or character. After everyone is done, the Judge must inspect the positions to see if any characters are placed in the same space. If so, he asks both players privately to move their characters somewhere else. Once everyone has their forces unambiguously placed, they should add the two Lift Cars to their maps.

Then the Judge places inactive Feynman robots somewhere in the ring on the alien's map, as Dr. McCray has lost track of them. Status counters go in the boxes labeled "healthy" on each pirate's status track. Finally, place a copy of the "double blind" counter set near each map; this will be used by the Judge later to mark positions for other players' characters when encounters occur.

First Turn

The story begins with the pirates docked onto the port airlock, and the Pirate player performs the first actions with each of his nefarious team. The next player clockwise goes second, and so on, the Judge moving to each in a circuit.

Running the Game

The Artifact is a turn-based game, despite its roleplaying nature. The Judge player moderates the action, allowing hidden movement, secret agendas, and negotiation to play a major role. This section tells the Judge how to accomplish this.

Sequence of Play

As the Judge, you must run each player turn as follows:

a. Situation Update. Give the player new information based on other player actions.

b. Initial Map Update. Place/remove counters based on the player's field of vision.

c. Player Actions. The player resolves their character actions while you pay close attention to watch for interdictions.

d. Interactions. Adjust character action outcomes due to interdictions.

e. Final Map Update. Place/remove counters based on the player's new field of vision.

After each player has had a turn, perform Global Updates (see Secrecy section), then start again with the Pirate player.

Situation Update

Tell the player what he has seen and heard as a result of other player actions. This includes Telegrams from the War Department (see Secrecy section), visible status changes to his characters, results of combat on someone else's turn, and computer control data. Resolve any booby traps caused by devices belonging to the player at this time, even though other players may have triggered them.

Initial Map Update

Place any new counters within the field of vision for characters under the player's control, and remove those that are no longer visible. This includes computer control data and things that informants or remote-controlled robots can see. Most carried equipment will be in pockets or otherwise stowed and undetectable, so there's no need to go into detailed enemy inventories. Large objects (such as the Artifact) will be obvious, as will weapons (which are held at the ready).

Player Actions

The player must tell you what action he is attempting with each character, then resolve them in any order. Pay close attention to possible interactions, especially opportunity fire or booby traps. Note that if a character's previously declared opportunity fire was triggered by another player during their turn, the character must carry it out now, regardless of the controlling player's wishes.

Interactions

When the player is done with all actions -- including facing changes -- adjust their character positions or even action results due to interdictions (e.g., from hidden characters, locked hatches, opportunity fire, or booby traps.) Then perform gas attacks if necessary.

Final Map Update

Place new counters if they're visible due to character movement or facing changes. If a character moved in such a way that something was fleetingly visible (e.g., down a side corridor) then describe it to the player but don't place a counter. Then do a final quick check of each other map to see if anything else has become visible or there are interactions you've missed. (Note that a running character will not see anything until the player's next Situation Update, so it's possible for them to entirely miss fleetingly visible items.)

Rapidity

It is paramount to keep things going promptly, moving clockwise to each player in turn. Despite how important negotiations are to the game, you must interrupt them when it's time for a player's turn. If they wish to continue negotiating, or even don't respond fast enough, then skip their turn entirely. (You may still need to resolve automatic effects for them, like gas attacks or opportunity fire.)

Human Judgment

In addition to running the game, the Judge also has the traditional RPG role of adjudicating novel situations not explicitly covered by the rules that players' ingenuity may uncover. The Judge must be careful to maintain the internal consistency of the game world while keeping the game flowing smoothly.

Secrecy

The Judge must speak softly or take players aside, to keep all actions in confidence. Die rolls are always made in private and the Judge may need to make certain rolls in total secrecy (even on behalf of a character) to avoid information disclosure. There are also specific game mechanisms to support secrecy as detailed in this section.

Telegram from the War Department

If a player loses control of a character, the only information transmitted is when you tell them that character has a "telegram" during the Situation Update. Remove the character's counter from the victim's map unless it's in the field of view of another conscious character they control. Do not tell the victim what happened -- which could range from a simple knockout to being suborned by mind control or treachery -- until the character is back in view during a Map Update.

Interdiction

If a character bumps into locked hatches, unseen characters, booby traps, or opportunity fire counters their movement immediately halts. Move the character back to where they were interdicted and tell the player why. (If the character was running, the player doesn't even learn that much until next turn.) During a character's move, the player may announce that they're anticipating/avoiding a particular interdicting item, in which case use your own judgment as to whether they can continue moving or not, based on what the character knows about the situation. Note that booby traps and opportunity fire are not resolved until the attacker's turn, even though they stop movement now. Also, actively sneaksuited figures don't interdict robots or androids.

Global Updates

If a player wants to perform an anonymous action (computerized loudspeaker announcements, trigger explosives, self-destruct, etc.) wait until the Global Updates phase to announce and resolve the action. This prevents any player from discovering who among them was responsible by timing alone, as a Global Updates action could have been initiated anywhere during the previous turn cycle.

The Global Updates phase is also when automatic or Judge-initiated announcements/actions occur, such as a self-destruct countdown or the ship computer's automatic decompression warning.

Encryption

All players should agree before the game starts whether secret one-on-one conferences will be allowed (this simulates encrypted data links between the involved parties). In a no-encryption game, all player interactions must be done "in the clear", i.e. within earshot of all other players. When playing with encryption, the players involved in a secret conversation should physically move to a secluded area; this may force the Judge to use the Rapidity rule more often. (They should also take care not to peek at other maps.) Because participants must first exchange encryption keys, the fact that a pair of players is secretly conversing is not itself secret.

Informants

The G-men and Pan alien can (for very different reasons) use informants. Until revealed, an informant gives information only -- they report everything they see during their secret master's Initial Map Update, but remain controlled for all other purposes by their original owner. When activated, the owner gets a Telegram and control permanently transfers to the secret master. The secret master can even set up a simple activation condition in advance, e.g. "activate instead of shooting at me."

Victory

Each player has three or four levels of victory, marked #1, #2, #3, #4. At the end of the game (as declared by you), each player checks to see which victory level they earned. The player with the lowest-numbered victory level wins.

As the Judge, you win if you have fun.

Character Actions and Interaction

Each player controls between 1 and 12 characters, which can include humans, androids, robots, shape-changers, zombies, classic Last Frontier aliens, the ship's conscious computer and even the artifact itself..

Actions

The characters interact by performing actions, one per character per turn. They may act in whatever order a player wishes, but one at a time, completing the entire action before the next character may act.

Actions List

  • Move (walk, jog or run)
  • Attack (ranged weapon fire or close combat)
  • Move, then Attack (walk or jog only)
  • Target a square for Opportunity Fire
  • Security Action (must be at a terminal with hands and Computer Control)
  • Pick Up/Drop/Switch items in the same square (must have hands)
  • Move, then Pick Up/Drop/Switch (walk or jog only)
  • Check Status of a downed character in the same square
  • Pick Up/Drop Casualty
  • Use Skill (hacker, mechanic, medic, plasma or pilot)
  • Use Equipment (see Equipment Guide)
  • Wear spacesuit/sneaksuit (two turns)
  • Unjam a weapon
  • Use Medlab
  • Move Lift Car
  • Pilot Spacecraft (must be in control seat)
  • Alien Special Action (mind control, lay egg, etc.)

Note: select final facing after any action, not just movement.

Facing

Each character must decide which of the four cardinal directions to point after each action. Facing is free in gravity, but costs one MP per 90 degree rotation in zero-G without a thruster pack. A character's field of view and/or attack is the 180° to their front and sides.

[Diagram omitted: a 3x3 grid of arrows showing the eight directions around a central square, indicating the front and sides of a character's facing.]

Interdictions

After a player has moved and faced all characters, the Judge modifies their final position due to interdiction from unexpected items such as locked hatches, unseen characters, booby traps, or opportunity fire target markers. (You may announce to the Judge what you're expecting to try and avoid this surprise.) Running characters won't know why they were interdicted until next turn. Sneaksuited figures cannot interdict robots or androids.

Opportunity Fire

Place an Opportunity Fire counter on the target. Any hostile that enters the target square during other player turns will be fired upon. (The player defines "hostile" when placing the marker.) Opportunity fire is triggered and revealed by the Judge on the victim's move, but is not resolved until the attacker's turn. Opportunity fire interdicts movement, causing the target to end his move in the triggering square.

Negotiations

Every player may communicate or negotiate directly with every other player (even aliens) via a universal communicator. For speed of play, players are expected to conduct negotiations only when it is not their turn.

Movement

Movement Overview

A character moves by expending movement points (MP) for each square it enters, up to a maximum of its movement allowance (MA). In a single turn, a character may use one type of movement -- walking, jogging or running -- each of which has a different MA. Movement points may not be transferred from character to character or saved from turn to turn. A character may always enter at least one square per turn, even if it doesn't have sufficient MP. Diagonal movement is allowed, except through doors or hatches.

Running

Characters moving at their run speed:

  • Cannot report on what they see until the start of their next turn
  • Won't see anything fleetingly visible during their action (e.g., down a side corridor)
  • May not perform a "Move, then Attack" action.

Terrain Effects

The movement point cost to enter a square depends on the contents of the square. Squares are either clear (1 MP), cluttered (2 MP), obstructed (3 MP) or blocked (impassable). Regardless of the amount of furniture or other objects in a square, it is the color of the floor that determines its terrain type; if any of the floor is visible, then the square can be entered with sufficient MP. Squares filled with blocking objects or completely black cannot be entered. A character must stop if it enters a square with a hostile character or when interdicted.

Stacking

Each clear, cluttered or obstructed square holds up to four active characters. This applies at all times, so if there are already four characters in a square another could not move through it, since that would (briefly) make five. Exception: lift cars hold 8 active characters each (they're bigger than the map indicates).

Doors and Hatches

The doors are all jammed open, and have no effect other than preventing diagonal movement. The first character to move through a hatch in a given phase must pay 1/2 its MA (round up) in addition to the cost of entering the square while they wait for the hatch to dilate open. Other characters may then move through for no extra cost in that action phase. (It automatically springs closed at the end of the phase.) Characters may not move diagonally through doors or hatches.

Airlocks and Hatch Locking

At the start of the game, all hatches are unlocked. A safety interlock locks the hatch on one end of an airlock while the other end is open. Similarly, a hatch will lock if one side depressurizes. Hatches can be manually locked/unlocked with access code keys (see Equipment Guide) or remotely with security actions (see Computers); they can also be blown open or welded shut. All hatches unlock if the computer is destroyed.

Microgravity

The ring section is the only part of the ship with gravity, due to its spin. The rest is under microgravity (AKA "zero-g"). All humans in microgravity have the MA shown on the movement chart under the row labeled "zero-g"; if not equipped with a thruster pack, they must pay one extra MP per 90 degree facing change.

Encumbrance

Humans carrying plasma guns or inactive humans are encumbered, and move at the heavy human rate when in the gravity ring. There is no effect in microgravity. Things that don't move as humans (such as robots or bug aliens) don't suffer from encumbrance.

Skill Use

Hands

This skill is possessed by all humans, humanoid aliens, androids and the specimen handler robot. It's required for equipment use and allows carry of up to four equipment counters. Note that hands are not required to open hatches, use lift cars or transport casualties.

Hacker

If at a computer terminal, can make a hacking check by rolling a die (adding 2 if at a major terminal). A roll of 6 or higher succeeds. Hacking checks are required to forcibly take Computer Control, stop the station's Self-Destruct, or remotely move a lift car.

Mechanic

The ability to perform these actions:

  • Use a carried welding torch (see Equipment Guide) either as a weapon or tool.
  • Unjam weapons (roll on Unjam Table, see Combat).
  • Deliberately jam weapons (only against a willing target; always succeeds).
  • Repair a suit breach (always succeeds).
  • If in the machine shop, repair robots, RPP-7 plasma guns, or anything knocked out by EMP (roll on Repair Table).
  • Distinguish if an Artifact is real or fake (always succeeds).
  • Use a Geiger counter (see Equipment Guide).
  • Irreparably destroy a ship's controls so it can't be piloted (always succeeds).

Unless otherwise noted above, a mechanic can use these abilities against an item in their square, whether they're carrying it or not. For example, a mechanic could fix a spacesuit being worn by someone else rather than having to put it on themselves first.

Medic

May remove a light wound or revive an unconscious character as an action.

Pilot

There are three navigable spacecraft: Eastwood's pirate cutter, the Bell Company service lorry, and the Feynman command pod. A pilot may move them as an action if sitting at the control seat (see Ship Movement).

Plasma

Needed to operate RPP-7 plasma guns or the pirate cannon, to place or disarm booby traps, to inspect a hatch for booby traps and to set or remotely detonate thermite mines.

Tough

Tough characters are immune to mind control (but still fooled by mental illusions). Unlike other characters, they aren't completely incapacitated if seriously wounded. Instead, they may either creep one square or perform one action with a die roll penalty of 1.

Robots

Robots function as normal characters for most purposes, but they don't need to breathe, can see in the dark, are immune to mental illusions, are fooled by sneaksuits and can be remotely taken over if uncontrolled (see Security Actions). Most of them don't have hands, but compensate with built-in equipment that cannot be stolen. All defend as Armored.

Robot Skills & Equipment

The few robots with skills use them normally. Unskilled robots have preprogrammed routines and so they can operate their built-in equipment as if they were appropriately skilled. For example, a sailmaker could use its torch to seal a hatch (which would normally require mechanic skill), but could not fix a spacesuit (which is outside what the torch can do).

Androids

These are not robots, though they share some attributes. Like robots, they can see in the dark, are immune to mental illusions, and are fooled by sneaksuits. Unlike robots they are oxygen-breathers and immune to EMP. They move and defend as humans.

Combat

Combat Secrecy

Combat outcomes are immediately revealed to the attacker (e.g., "the target seems wounded, but manages to keep moving" for a Light Wound, or "the target collapses from a wound to the chest, his suit venting" for a Down result). The victim has to wait until their turn, when information is updated for them. Because player actions are declared for all characters before any are resolved, attack actions are only allowed against targets already on the map from a player's Initial Map Update. (Opportunity fire and booby traps are exceptions to this.)

Weapon Charts

Each weapon has its own weapon damage chart. The first row lists the weapon name and the to-hit numbers at different range bands. (Adjacent / Point-Blank / Short / Medium) Below the to-hit numbers is the damage effects chart, and below that are penetration numbers.

Ranged Combat

This covers all projectile weapons, whether used at range or not. To resolve a shot, consult the Ranges chart to find which range band the target is in, from Adjacent to Medium. Roll 2 dice, adding the situational modifiers listed on the Ranged Combat Modifiers chart to the die roll. If the result is equal to or greater than the weapon's to-hit number for that range band, the target is hit. (A roll of 2 also produces a jam.)

Unaware Targets

Attacks against targets that are inactive or cannot see the attacker add 2 to the to-hit roll. Shots fired at inanimate stationary objects (like computers, closed hatches, windows, or the shield generator) always hit with no roll necessary.

Line of Sight

The line from the center of the shooter's square to the center of the target's square is the line of sight (LOS). If LOS crosses a blocking object, a wall or a hatch, sight is blocked and the character may not fire at that target. Other objects and characters in the LOS do not block sight, but reduce accuracy and might be hit by accident if the shot misses. Characters in the same square as the target (other than the shooter) are in the LOS. Characters in the same square as the shooter are not in the LOS, unless the target is as well. When the shooter and the target are in the same square, the shooter must choose any direction to be the LOS before firing in case the shot misses. Inactive characters are never in the LOS.

Types of Fire

  • Normal ranged attack actions give the firer a single shot.
  • Double fire allows two shots, each at -2 to hit.
  • Panic fire gives three shots at -2 to hit but then jams the weapon.

Shots may be all at one target or distributed among multiple ones, but all shots from a given action must be declared before resolving any of them. LOS must be individually determined for each shot. The shooter must choose which type of fire to use before making the attack.

Missed Shots

A shot that does not hit its target will hit something else. If there are other characters in the LOS, roll a die for each one, in order of distance from the firer. On a roll of 1-3, that character is hit; stop rolling. Otherwise, if nothing in the LOS gets hit, extend the line of sight past the target, rolling to hit each character as before. Continue rolling until a character gets hit or until the LOS reaches a wall, obstructing object, computer, hatch or window. Hits to walls have no effect. Hits to obstructing objects have no effect except in the drive room. Hits to computers, hatches and windows may damage them.

Explosive Grenades

Grenade launchers fire explosive shells, which have a blast radius. If the target is hit, it takes damage on the grenade launcher table; otherwise, follow the missed shots procedure and resolve damage to whatever gets hit instead. Regardless of what the shell hits, all characters in the blast area (the impact square and the adjacent eight squares) take damage on the Explosion Table, as do any ship features.

Close Combat

Close combat weapons are either organic devices like claws and teeth or improvised objects. They may only be used on targets in the same square and always hit without needing a roll. Close combat weapons do not jam.

Combat in Hostile Squares

Humans must attack and down any hostile characters in their square before firing out of the square at other hostiles. (This is a self-preservation reflex.) If active characters are stacked with active hostiles and all the active characters leave the square, then those hostiles can immediately attack the last one out as an out-of-sequence free action.

Damage Effects

Resolve damage by rolling one die on the damage effects chart. Use the correct row based on the target's armor.

  • No Effect: The shot was deflected by the target's defenses.
  • Light wound: Character is reduced to half MA, -2 to hit with ranged weapons.
  • Serious wound: Character is inactive for the remainder of the game. (Exceptions: Tough skill allows minimal function; robots can be repaired.)
  • Kill: Character is inactive for the remainder of the game. The body might be looted for equipment or used as alien breeding ground, so do not remove it from the map.
  • KO: The character is inactive until revived by a medic, a medkit or the medlab.
  • Down: Place a down marker on the character. Downed characters are inactive but with unknown status until another human performs a status check action. Roll a die: 1-3, the downed human is dead; 4-6, seriously wounded.

If a wounded character takes another hit, combine damage as shown on the Damage Additions chart. Down or seriously wounded characters are not in LOS and do not count for stacking.

Bug Aliens

These barely-organic creatures have several special defensive features. When a bug takes a "K" damage result, everything in its square is hit by an acid spray attack. Their resiliency means multiple "Down" hits don't add to a kill. And a downed bug alien might not be as injured as it seems. Roll a die for each downed alien during the Alien player's Situation Update: 1-4 the alien is dead. On a 5-6, it was only stunned and may act normally. If an alien that has risen in this manner is downed a second time, it is definitely dead (but does not spray acid).

Hits to Map Features

Windows, hatches and computers can be deliberately targeted or hit by accidental missed shots. Windows are relatively fragile; roll a die and consult the "doors" entry on its damage chart penetration line. If the roll is within the range listed, the shot penetrates and the window is destroyed (see Decompression). Hatches can't be hurt by most weapons, but follow the above procedure for plasma guns, thermite mines and the pirate cannon. Computers follow the same procedure, but using the "computer" entry. If an attack penetrates, the computer is destroyed with an additional effect -- roll a die on the Computer Hits chart:

  • Darkness, Gas: As described under the Environmental Hazards section. (The "gas" is actually firefighting chemicals, but the effect is the same.)
  • Explosion: Roll booby-trap damage to all characters in the computer's square.
  • Special: If the computer is in the gravity ring, the ring stops (see Environmental Hazards). Otherwise, the computer jettisons the command pod (see Ship Movement).

Note: thermite mines, the pirate cannon in needle-beam mode, and EMP pistols have no weapon damage charts, but rather always penetrate with no die roll necessary.

Casualty Transport

Casualties can be carried by one or two active characters. While transporting casualties, a character may not move and fire in the same phase, and fires at -2. Team-carrying a casualty is encumbering for humans, but has no effect on non-human movement. Carrying solo restricts speed to a walk, no matter who the carrier is. Picking up or dropping a casualty takes an action and all participants must be in the casualty's square.

Jammed Weapons

A weapon jams on a roll to hit of 2 (before modifiers) or after panic fire. Resolve the attack, then flip the counter. Any character with hands can unjam a rifle or pistol as an action by rolling a die on the Unjam Table. When a plasma gun jams, it overheats and shuts down until serviced by a mechanic at the machine shop. A roll of 2 while panic firing means the weapon breaks instead of jamming; discard it.

Special Conditions

Environmental Hazards

Dark

The lights in an area can go out from computer damage or security action. Normally in darkness only walking movement is allowed, and no objects or characters are detectable except in the same square.

Characters with a flashlight or IR vision (i.e., every robot, android, sneaksuit or alien) may either jog or designate one square to examine. In the case of flashlights, the spot will be visible to other characters.

Gas

Once introduced into a space (e.g., from a gas grenade or robot built-in) knockout gas will fill the space & persist, inflicting a gas attack on all unprotected oxygen breathers who remain in the space during their Interaction phases. See the Gas weapon damage chart for effects. Gas is visible to non-running characters.

Decompression

This occurs when a window is broken, the hull is breached or a hatch is opened adjacent to an already depressurized segment. Everything in the decompressing space is immediately blown 2 squares directly toward the breach. Characters blown off the map go EVA (see EVA Movement) and lose any carried equipment (but keep suits they're wearing). Every player gets to complete one turn before all hatches (but not airlocks) leading to the depressurized segment lock shut. Unprotected oxygen-breathers in a depressurized space are killed at the end of their second turn without air (i.e., one turn after the hatches lock). Decompression does not damage robots.

Ring Stop

If the computer is disabled, the ring section emergency brakes will activate. Everything in the ring immediately moves 3 squares toward the bottom of the map, stopping if they hit walls or move into obstructed or blocked squares. Every character in the ring loses its action phase the following turn. The ring is now under microgravity; use the zero-g movement rules and reduce all terrain levels by one (cluttered becomes clear and obstructed becomes cluttered).

Drive Detonation

The self-destruct system, ship collisions, or stray shots in the drive room can cause an explosion that destroys everything on the map.

Movement & Combat in Space

EVA Positioning (Extra-Vehicular Activity)

Movement outside spaceships is regulated by an imaginary extension of the interior square grid. Place a character exiting the ship (usually via airlock or decompression) on this grid, adjacent to the exit square. If a character wants to move along the dorsal (top) or ventral (bottom) exterior hull surface, note this by placing an EVA marker on their counter, rotating it 180° if they're ventral.

EVA Movement

All characters move in EVA at their Zero-G rate along the imaginary EVA grid. Those with a thruster pack move normally; otherwise movement is limited to a straight-line drift with optional facing changes (1 MP per 90°) at the end. Airlock hatches are accessible from outside and follow normal locking rules.

Ship Movement

The Feynman has been converted into a space station and cannot move. The pirate cutter, command pod and phone lorry use the "spaceship" MA; the pirate cutter is less maneuverable and so its MA is reduced by one at all times. Use a spare die with pilot on top to note the current position of the ship's control seat, and extrapolate the rest of the ship as necessary. Ships may move in three dimensions, so you may need to use the die face to note Z-axis position. Ships may not leave the map unless the Feynman's shields are down.

EVA Collisions

A ship that hits a character during its move does not inflict damage, but either shoves the character out of the way or drags it along depending on the impact angle (as decided by the Judge). A ship hitting another ship has no game effect (these are small maneuvering thrusters, not the main drives).

Rotating Ring

If the Feynman gravity ring is running, characters attempting to float through the rapidly rotating spokes have a 50% chance of collision, interdicting the character and inflicting an Unarmed combat hit. (Ships are too big to pass through.) The ring itself exerts too much centripetal force for anything to stick on the outside (exception: magnetic treads) but EVA characters can float nearby -- track their position on the main map rather than the ring map.

EVA Combat

Combat outside the ship is handled normally, and LOS may be drawn through the spokes of the gravity ring (there's plenty of room between them). Firing at fleeing ships or targets on the rotating ring section itself is at a -2 modifier. Ring rotation must be handled abstractly, but it rotates quickly enough to bring any particular point into view within the timeframe of a single turn. Thus, any square on the ring may be targeted by an attacker with clear LOS to the ring section.

Pirate Cannon

This gun must be crewed by a character with plasma skill in the pirate cutter turret. The turret is a rotating dome of glass, facing the same way as the gunner (and with a corresponding field of fire).

The cannon has three modes of operation:

  • Anti-Personnel: Fires as an RPP-7 plasma gun (is blocked by hullmetal). If firing through glass, can also use the "Hits to Map Features" rules for attacking computers or hatches.
  • Plasma Drill: Creates a hull breach, inflicting a grenade hit on all characters in the inner-side square (but leaves ship features undamaged).
  • Needle Beam: Attacks ship systems (computer, life support, shield generator, drive room, etc.) without creating a hull breach. The target defends as armored. Until the system is cumulatively killed (see Damage Effects), there is no effect.

Computer Operations

Computer Control

The Feynman carries a central mainframe computer, which is fully functional (unlike in standard Last Frontier). If a player has a character with hands and the Computer Control marker and who is stacked with a computer terminal, then during their Initial Map Update the Judge reveals the exact location of all hull breaches and lift cars, along with hacker attempts since last turn. Security actions (see below) are also available.

Transferring Control

The Computer Control marker may be transferred freely to any other character with hands at a terminal, during either controlling player's turn. For wresting control by force, see Hacker under Skill Use.

Computer Shutdown

If both the crew manifest terminal (in the command pod) and the RAM dump terminal (in the computer room) are destroyed, then the main computer shuts down. This cuts power to every system on the Feynman -- all hatches unlock, all spaces go dark, the ring stops, and the shields drop. (Life support continues on emergency batteries.)

Security Actions

A character at a terminal with hands and Computer Control may do one of these per turn:

  • Snoop: Observe everything within one station segment (except sneaksuits -- this is via videocameras). Then either toggle on/off all of the segment's lights (place or remove Dark counters) or hatch locks (place or remove Lock counters).
  • Command Robot: Remote control an inactive robot using camera view & joystick. If the robot is already a character for someone else, this fails, but still uses up the security action.
  • Cancel Self-Destruct: Requires successful Hacker check.

Self-Destruct

A character using an access code key at a major terminal in the command pod or computer room may activate (or cancel) the Feynman's Biosafety Contingency System, selecting a delay from 3-30 turns. The countdown is tracked by the Judge via the Re-entry Timer counter on the Orbital Decay Track, and advanced during Global Updates (along with an appropriately ominous computerized announcement). At the end of the countdown, the drives detonate.

Special Map Areas

Computer Room

See entry under "Computer Operations" section.

Drives

The drive room holds the fusion generator, making nearby weapons usage extremely dangerous. A weapon hit to any drive square causes a drive detonation that destroys everything on the map.

Lift Shafts

The two lift shafts are the only access to the gravity ring section. Each contains one lift car, which may be moved as an action from one end of the shaft to the other by any character in the car or next to one of the shaft hatches. A hacker check from anywhere in the ship will also move the car. The cars hold 8 active characters each. If the power goes down and the lifts stop, an emergency shaft ladder may be used via kickout panels in the lift car.

Life Support

This room in the ring maintains the oxygen and CO2 scrubbers. If destroyed (e.g., by thermite mine or pirate cannon), the air will quickly go bad. During Global Updates, the Feynman space containing the most oxygen-breathers (Judge-determined) fills with the equivalent of knockout gas.

Medlab

Any character in the medlab may use an action to:

  • place an incapacitated human in a suspension capsule, protecting it from attack
  • revive a KO'ed human
  • heal a light wound
  • recharge a medkit

Machine Shop

Mechanics in this area can repair robots, RPP-7 plasma guns or anything knocked out by EMP. Anyone with hands can make unjam rolls at +1.

Shields

The shield generator is the "telescope" in the Astrophysics Lab. It creates a shimmering energy bubble that scrambles any data-carrying substrate -- including life-forms or communications -- passing through. Shield control is decoupled from the main computer and so the shields may only be raised or lowered manually by a character adjacent to the telescope with an access code key. They can be permanently dropped by destroying the generator with a welding torch, thermite mine, EMP pistol or cannon needle beam.

Spaceships

The two shuttles have independent life support, power and computer systems. They are unaffected by Feynman environmental events (such as life support or computer shutdown) and the Snoop security action will not work.

  • Command Pod. The Feynman's nerve center, this pod can also be used as an independent spacecraft in an emergency. The control seat is the center-forward chair directly opposite the entrance hatch. If the pod detaches, its terminal counts as being destroyed for computer shutdown purposes.
  • Pirate Cutter. Eastwood's vessel is equipped with a plasma gun turret above the "1" in the "Transport Shuttle 1" label. The ship can be piloted from either control seat, which are directly in front of the turret and closest to the window.
  • Phone Company Lorry. This unarmed ship takes the place of the Marine Assault Shuttle; the control seat is the frontmost one, directly under the window.

Example of Play

Setup: Faction Mix

For this example there are four players: Mad Scientist, Pirates, Phone Co., Alien/Judge. The Judge secretly selects HAL as the alien he'll play, and the Phone Co. player secretly tells the judge that he has chosen the "G-man" option. After some deliberation, the players agree on an encryption-enabled game, and arrange the furniture in the play area to facilitate this.

Customization and Placement

The pirate player starts with Eastwood, then picks Lichter, Kyoshi, Mendez, Colovisto, Yee, Robertson and Orlov as his team. Going for a brute-force strategy, he buys 4 rifles and 4 spacesuits, which go to Kyoshi, Lichter, Mendez, & Robertson. He then buys a welding torch each for Yee and Colovisto (the mechanics) for a total of 32 credits, and gives the loot to Colovisto for safekeeping. Orlov and Eastwood start at the cutter's controls, while everyone else waits in the shuttle airlock.

The Mad Scientist starts with the Artifact (which he places under the sink in Head A), McCray (at the Computer Room main terminal) and Slavin (guarding the Computer Room door). He then uses his 18 credits to buy a sneaksuit and EMP pistol for the Professor, a thermite mine and access code key for Slavin, the fake artifact (on the desk of Stateroom 1), two booby traps (one on the Command Pod hatch, the other on the Astrophysics Lab hatch) and a sailmaker reconbot (magnetically stuck to the outside of Lounge A, on the stern rim of the Ring next to the dining table).

The Phone Co. player gets both agents: Osorio, who decides to start in stateroom 2's doorway facing the hall, and Preuitt, at the computer terminal of Stateroom 15. With 12 credits to work with, she buys a pistol for each agent. Osorio gets a Geiger counter and access code key while Preuitt holds a welding torch, medkit and the precious security disk. The Judge checks the pirate team and randomly selects Orlov to be the secret informant, which the Phone Co. player secretly notes.

HAL places his RAM counter in the Computer Room and the four inactive robots in the Biolab.

Pirate Turn #1

Capt. Eastwood moves into the turret and rotates it to give him a view of the stern of the Feynman, so he can spot any EVA hostiles. Orlov (the treacherous pilot) remains at the controls, watching through the windshield for activity on the other side of the cutter. Yee waits at the cutter's airlock door. The others pile into the Port Shuttle Lock. They can jog 2 squares in zero-g, but can't open both airlock doors at the same time, so they're forced to stop after only one square of movement.

Phone Co. Turn #1

The Judge moves to the next player clockwise from the Pirates. First is their Situation Update, so the Judge describes the situation her informant is in (i.e., with Eastwood and Yee in the pirate vessel). Preuitt attempts to hack his way into Computer Control using the terminal in his room, hoping to initiate a video search for the Artifact. The hacking roll is a "5", too low. Osorio uses her Geiger counter and is told that the Artifact's radiation signature is within her segment and in front of her (actually, there are two artifacts, one real and one fake).

Negotiations

While the G-men are investigating, the Pirate and Mad Scientist players have been haggling out terms. The Pirate wants to make an exchange in the ring hub (loot for artifact) and then bug out. But the Mad Scientist holds out for pirate help in negating the Phone Co. threat before he will lower the shields. Neither of them know who the Bell technicians are really working for, but all McCray cares about is that security video.

Mad Scientist Turn #1

McCray's sitting at a terminal and holding Computer Control, so for his Initial Map Update the Judge tells him about the hacking attempt from Stateroom 15. (As HAL, the judge could have chosen to distort or hide this information.) In response, he does a Snoop action to check on the ring segment containing the Artifact.

HAL Turn #1

HAL (the Judge) decides to remain quiescent. He uses his four security actions to video-scan the right half of the ring. Note that the Judge is in the difficult position of playing HAL fairly despite knowing more than the Alien player ordinarily would, so this action helps reduce the mental shear.

Negotiations

During HAL's turn, the pirates, irked by their treatment from McCray, attempt to cut a better deal with Bell Telephone. The Phone Co. player says (truthfully) that she has a lead on the Artifact and is willing to sell it or just sell information on its position. She further asserts (untruthfully) that she has no interest in detaining or interfering with the Pirates' plans.

Global Updates

Nothing interesting happens. The Judge could have used this phase for an arbitrary loudspeaker announcement, since HAL controls the ship's computer, but that would probably reveal his identity.

Pirate Turn #2

During Initial Map Update, Orlov doesn't see any activity in the Command Pod bubble. But Eastwood (in the turret) spots the Doctor's sailmaker robot crossing the rotating ring. He decides not to blast it this turn, not knowing whose it is. (Note that if he'd used Opportunity Fire, he'd have blasted it regardless, but only if he had targeted the exact square it entered.) The pirate assault team spills out into the main hallway. Not wanting to miss potential attackers, they jog rather than run and so can only move two spaces. Kiyoshi opens the hatch, which costs 1/2 his MA and moves to the other side, facing towards the Command Pod. Colovisto's lack of a thruster pack means he has to spend 1 MP turning to look towards the ring hub after moving through the hatch, so he joins Kiyoshi in the square. The other three pirates move past them, ending up one square further down the corridor. Intending to cover the corridor after they leave, Yee enters the cutter airlock.

Negotiations

The Mad Scientist, not knowing what the other two players were plotting over their encrypted channel, desperately asks the Judge if the Alien (whatever it is) can help immobilize the G-men -- on any terms. The Judge, deciding it is in HAL's best interest to let the professor get the security disk, agrees. He tells the professor about the location of the two technicians and that he assumes the disk is being carried by one of them.

Phone Co. Turn #2

Preuitt's still hacking, rolling a "4" for another failure. (Note that if he were at a more powerful terminal, either of his rolls would have already succeeded.) Osorio jogs from Stateroom 2 across the hall to Stateroom 1 (movement 4). Since she is not running, she can see about her during movement and the Judge places the Artifact counter in its proper place on her map as soon as she enters the doorway. Osorio is pleased, not realizing she has discovered a fake, and moves to pick it up.

Mad Scientist Turn #2

McCray grimly runs out of the Computer Room, down the corridor, and just inside the doorway of Expeditionary Equipment where a pistol is stored. He now knows where the two Phone Co. techs are. He intends to get the disk and protect the Artifact by force. Normally this would be a risky move, as running would prevent him from seeing anything on the way. But Slavin can do the watching as he jogs down the corridor to a ready position by the lab segment hatch. The reconbot runs straight towards Preuitt's position.

HAL Turn #2

HAL uses one security action to wake the Docbot and jog it into the hall, stopping outside the Machine Shop. McCray might need medical attention if he's going to pick a fight, and HAL doesn't want him to die, but moving the rest of the robots right now would give too much away. Besides, he needs the remaining three security actions to Snoop the left half of the ring.

Negotiations

Eastwood and McCray finally agree to make the exchange (loot for Artifact) at the ring end of lift 2, on the condition that Eastwood plasma-drills one of the Bell techs on a later turn. (McCray would have them do it now, but Osorio's standing too close to the real Artifact.) The Pirate player also asks about the reconbot. He is reassured that it's just looking for Alien interlopers and is not a Bell spy.

Pirate Turn #3

The assault team runs towards the lift shaft hub. They're unconcerned about this obscuring their vision, as they can already see that the corridor is empty. Each of the first three pirates to arrive at the hatch have 1 MP left, but it costs 1/2 MA to open and thus remains closed. Kyoshi pivots for free, using his suit thrusters. He flies down to stack with them using all his MA. Colovisto is (fortunately) already facing that way, so despite his thrusterless clumsiness manages to join the rest. Yee moves into the Port Shuttle Lock.

Phone Co. Turn #3

The player decides to activate her informant, and Orlov makes a move-then-attack action against Eastwood, preoccupied in the turret. Orlov is unarmed, but Eastwood's facing away from him for a +1 die modifier. He rolls a "2" on the "Unarmed" Damage Chart, and Eastwood falls. (Note that if Eastwood had reserved some space armor for himself, that roll would have produced an "NE" result instead.) Then Osorio picks up the (fake) artifact.

Mad Scientist Turn #3

McCray moves further into Expeditionary Equipment and picks up the pistol. Slavin walks, opening the hatch (1 MP) and moving through it. (He intends to move first and open the hatch again next turn, so McCray will be able to run through.) The reconbot moves to the hull outside Stateroom 15, intending to blow Preuitt up with thermite.

HAL Turn #3

The RAM marker changes location to the Command Pod, just in case McCray decides to try and abandon ship. The Docbot runs down the corridor but can't open the hatch (too few MP left). The rest of the robots take up positions next to the Biolab door, so they'll be ready to move after McCray and Slavin pass.

Pirate Turn #4

The Judge gives the Pirate player a "Telegram from the War Department" for both Eastwood and Orlov. (The Judge simply tells the Pirate player that he has lost contact and cannot control those characters anymore.) Since no one else he controls witnessed what happened in the cutter, he gets no further information. Aghast, and imagining an alien attack, he sends his pirate band running back down the main corridor while Yee backtracks into the cutter airlock.

Phone Co. Turn #4

Orlov the informant uses his pilot skill to undock the pirate cutter from the Feynman and "walk" it one square away. Osorio jogs into the corridor towards the Lift Shaft 2 hatch. Preuitt gives up his fruitless hacking, and jogs to meet his partner, intending to head straight for the pirate cutter next. He can't see the robot hard at work behind him...

What next?

The informant waits in the floating cutter, intending to blast off with his captive as soon as the shields are down and the evidence delivered. Unfortunately, without plasma skill he cannot shoot out the shields himself, and he's unaware of the pirate mechanic lurking in his ship's airlock (as are the other two players). Perhaps the four suited pirates will make a daring EVA assault to retake their vessel. Or perhaps HAL will cut a deal with the hapless pirates, offer to fly them in the Command Pod to the Coal Sack if they locate the security video and immobilize the Professor, giving HAL a #1 victory. McCray and the G-men could conceivably get a #1 out of this as well, if they trade the disk for the Artifact. Unless the pirates can get the services of a pilot somehow, like HAL or Slavin, the best they can hope for is a #4 victory.

Setup Guide

Each player gets the following counters to mark key players. Other items (items/guns) may be marked on the tracking sheet or taken from the general stash of counters held by the Judge.

[Illustration omitted: a page of counter images, each labelled with the counter name (Mendez, Orlov, Robertson, Kyoshi, Eastwood, Herbivore, Loot, Yee, Sarma, Colovisto, Hernandez, Pan, Koch, Zombie, HAL, McCray, Slavin, Tech Bot, Artifact, Recon Bot, Handler Bot, Doc Bot, Security Bot, Phone Bot, Recon Bot, Acid Sprayer, Preuitt, Osorio, Evidence Disk, Lift Car), with a key to the Map Sheet(s), Equipment Guide, Control Sheet (different for each player) and Rules.]

Tracking Sheet

The Tracking Sheet has eight labelled boxes, A through H, for marking tracked positions. The Main Hull and The Ring maps are printed on the map sheets and are not reproduced here.

[Diagram omitted: the Tracking Sheet boxes, and the Main Hull and The Ring floor plans.]

Feynman Ship Data

U.S.S. Feynman SL51886

  • Registry: United States of America
  • Class: Goddard
  • Type: Field Laboratory
  • Range: 4 year nominal; closed-cycle life support system
  • Mission: Unavailable
  • Crew: 15; minimum 5
  • Roster: Unavailable
  • Avionics: Extensive remote sensing suite, including multi-spectral telescope
  • Weaponry: None
  • Troops: None; small arms issued to crew
  • Main Drive: General Electric GFM-14 150 MW He/H fusion reactor; 3G max accel.
  • Hyperdrive: Matsushita HD3X variable geometry field generator
  • Vehicles: Two Anda Aerospace Clipper II transport shuttles with external docking stations
  • Mad Scientist Turn #2
  • HAL Turn #2
  • Negotiations
  • Pirate Turn #3
  • Phone Co. Turn #3
  • Mad Scientist Turn #3
  • HAL Turn #3
  • Pirate Turn #4
  • Phone Co. Turn #4
  • What next?