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







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