TimeTripper ReDesign by Todd Sanders PDF

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0302 0502 0702 0902

0202 0402 0602


1E 0802
6A 1002
1 1 1 2
0303 0503 0703 0903
1 1 2
0203 0403 0603 0803 1003

0304 0504 0704 0904


3B
6
0204 0404
5C 0604 0804
6D 1004

0305 0505
1C 0705
5D 0905
6
0205
5A 0405
3A 0605
4E 0805 1005

0306
1A 0506 0706 0906
6
0206 0406
2B 0606
6F 0806 1006

0307
1B 0507
5E 1 2D 0907
6
6

2
0707
0207 0407 0607 0807 1007
6C 5 2F
3
4

0308 0508 0708 0908


6
0208 0408 0608 0808
2E 1008

0309
5B 0509
5F 0709
3F 0909

0209 0409 0609


3D 0809 1009

0310 0510
4C 0710 0910
5
6B 2C 6E
battlezone
0210 0410 0610 0810 1010

0311 0511 0711 0911


5
0211 0411
2A 0611 0811 1011

0312 0512
3E 0712 0912
4F
5
0212 0412 0612
1D 0812 1012
5 4 4A 4
A
board
game

5 5 4 4
1.time
sequence of play
timetripper
0702 0902 1102
1E 6A

travel stage
0802 1002 1202
1 2 2
0703 0903 1103
2 2

2.battle
0803 1003 1203

0704 0904
3B 1104
2
6D

stage: a.tripper b.historic soldier animal c.stun marker removal


by james f. dunnigan
0804 1004 1204

0705
5D 0905 1105
1F
4E 0805 1005 1205

0706 0906 1106


3
6F 0806 1006 1206

1 2D 0907 1107
3
2

0707
0807 1007 1207
2F
3

0708 0908 1108


3
0808
2E 1008
3C 1208

0709
3F 0909 1109
3
3D 0809 1009 1209
72
black
hole

0710 0910 1110


4B 71
3
6E
lezone
east
side
0810 1010 1210
random setup chart
0711 0911 1111
4D 1 2 3 4 5 6 70

2A A 0405 0711 0505 0812 0305 0902 wolf

0811 1011 1211 B 0406 0506 1003 1209 0408 0310

0712 0912
4F 1112
C
D
0604 0510 1108 0609 0504 0407
0712 0806 0709 1210 0804 0904
69
tpm

1D 0812 1012 1212


E 0702 0908 0611 0705 0606 0710
4 4A 4 4 F 1204 0807 0808 1011 0608 0706
B
board

Select a letter A-F and roll 1D6. Cross-index letter/number to determine


game

4 4 on which hex the first counter will be placed; other counters in the group
will be placed on the other 5 matching numbered hexes.
6.33
1
81,267,234
BC
18 2
456,321
1512 BC
17 19 3
23,568
1415 1631 BC
16 30 20 4
1469
1241 1941 1704 BC
29 31 21
1937 1942 1778
15 36 32 5
1184
1071 1970 1 1944 BC
28 22

2
1920 1815

3
14 35 4
33 6
609
1066 1967 1945 BC
27 34 23
1917 1950 1838
13 26 24 7
490
910 1914 1862 BC
12 25 8
202
885 1876 BC
11 9
52
378 BC
10

pasttime
2.31
108

57 future 2.32
robot
56 58
tehran tps
55 44 59
dragon
tps lord tpm
72 43 45 60
black
hole dublin buffalo gate
54 37 46
king cairo gunfight
71 42 38 61
east hells
side mutant 1 angels tpm
53 47
etup chart
6

nylon sitri
5

3 4 5 6 70 41 4
39 62
505 0812 0305 0902 wolf inselons egi l.a.
52 40 48
003 1209 0408 0310 supper
mind
police
roller
brawl
108 0609 0504 0407 69 51 49 63
tpm autozoo jaws tps
709 1210 0804 0904 68 50 64
611 0705 0606 0710 crypt pong psep
67 65
808 1011 0608 0706
C

tps tpm
board

Cross-index letter/number to determine


66
game

l be placed; other counters in the group


ching numbered hexes. timelord
6.33
record track 2.4 record track 2.4

tim 20 19 18 17 16 nell 20 19 18 17 16
4 4 4 4 4 4 4 4 4 4

15 14 13 12 11 15 14 13 12 11
4 4 4 4 3 4 4 4 4 3
endurance endurance

10 09 08 07 06 10 09 08 07 06
3 3 2 2 2 3 3 2 2 2
weight weight

05 04 03 02 01 05 04 03 02 01
1 1 1 0 0 1 1 1 0 0
experience experience

#- speed #- speed

weapons weapons
equipment equipment
and and
treasure treasure
record track 2.4 record track 2.4

alf 20 19 18 17 16 skag 20 19 18 17 16
4 4 4 4 4 4 4 4 4 4

15 14 13 12 11 15 14 13 12 11
4 4 4 4 3 4 4 4 4 3
endurance endurance

10 09 08 07 06 10 09 08 07 06
3 3 2 2 2 3 3 2 2 2
weight weight

05 04 03 02 01 05 04 03 02 01
1 1 1 0 0 1 1 1 0 0
experience experience

#- speed #- speed

weapons weapons
equipment equipment
and and
treasure treasure
insect
player counters radio bayonet repellent
M16 M16
pulse gun ammo

nell
16 1/2 7 1 1/2

M16 M16
pulse gun ammo

alf
16 1/2 7 1 1/2

M16 M16
pulse gun ammo

tim
16 1/2 7 1 1/2

M16 M16
pulse gun ammo

skag
16 1/2 7 1 1/2
soldier

magician
melee

dragon
lord

sitri
pre-gunpowder
missile soldier

timelord

vampire
missile soldier
1914-1945

alrod

drindl
missile soldier
1950-1973

brawlball

counter A side 1
X
M16
ammo

1/2 1 7 1/2 16

X
M16
ammo

1/2 1 7 1/2 16

X
M16
ammo

1/2 1 7 1/2 16

X
M16
ammo

1/2 1 7 1/2 16

weapon
shark

melee
4 4 4 4 4 4 4

4 4 4 4 4 4 4
missile missile missile missile missile missile missile
pre-gunpowder pre-gunpowder pre-gunpowder pre-gunpowder pre-gunpowder pre-gunpowder pre-gunpowder

3 3 3 3 3 3 3
missile missile missile missile missile missile missile
pre-gunpowder pre-gunpowder pre-gunpowder pre-gunpowder pre-gunpowder pre-gunpowder pre-gunpowder

3 3 3 3 3 3 3

missile
weapon
missile missile missile missile missile missile missile
1914-1945 1914-1945 1914-1945 1914-1945 1914-1945 1914-1945 1914-1945

10 10 10 10 10 10 10
missile missile missile missile missile missile missile
1914-1945 1914-1945 1914-1945 1914-1945 1914-1945 1914-1945 1914-1945

10 10 10 10 10 10 10
missile missile missile missile missile missile missile
1950-1973 1950-1973 1950-1973 1950-1973 1950-1973 1950-1973 1950-1973

7 7 7 7 7 7 7
missile missile missile missile missile missile missile
1950-1973 1950-1973 1950-1973 1950-1973 1950-1973 1950-1973 1950-1973

7 7 7 7 7 7 7

counter A side 2
50 15 25 20 20 20 15 10
t rex ostrogoth egyptian chaldean libyan roman gallic arm viking
tooth ring necklace coin knife good luck bracelet insignia
charm
5 2 3 3 4 5 4 3
40 30 25 20 10 10 10 10
tiger cromagnon trojan hoplite magyar norman seljuk mongolian
tooth spearhead bracelet crest lasso dagger dagger cape
insignia
4 3 4 4 3 2 2 2
8 8 7 7 30 10 5 10
yeoman german swedish bavarian cap i.d. angel
necklace hat boot uniform katana insignia bracelet colors
buttons
1 4 7 2 10 1 1 2
6 8 5 5 10 20 30 20
american yeoman zulu union egi police starsoldier finger
powder necklace assegai document drugs manual crest with two
horn fragment nails
2 1 3 1 3 2 3 1
4 3 3 2 25 5 15 15
sioux german french cossack bionic buffalo dragon’s magician’s
beadwork documents postcards cap eyeball chip nostril wand

3 2 1 3 1 5 4 3
2 1 1 10 10 5 5 25
flask of copy of tin of iron hand brass shark weird
wine pravda beef cross maiden’s knuckles tooth animal
whip parts
2 2 2 1 1 4 3 5
8 12 2 2 10 10 10 10
drindl’s timepolice timepolice timepolice timepolice timepolice timepolice
zapper nose ring coffee coffee belt belt belt belt
mug mug buckle buckle buckle buckle
2 3 2 2 1 1 1 1
20 5 2 2 10 15 10
robot communist timepolice timepolice timelord’s vampire’s copy of
data party coffee coffee ring cape zap #0
plate card mug mug
1 1 2 2 1 2 1

treasure

tree
ankylosaur/generic

flux

t rex

buffalo sabertooth
counter B side 1
shell hole

flux aligned

horse
counter B side 2
weapons

sw.357 sw.357 sw.357 sw.357 m26 a1 m26 a1 m26 a1 m26 a1


raygun raygun raygun raygun grenade grenade grenade grenade

3 3 3 3 1 1 1 1
sw.357 sw.357 sw.357 sw.357 sw.357 sw.357 sw.357 sw.357
ammo pack ammo pack ammo pack ammo pack ammo pack ammo pack ammo pack ammo pack

1 1 1 1 1 1 1 1
m26 a1 m26 a1 m26 a1 m26 a1 m26 a1 m26 a1 m26 a1 m26 a1
grenade grenade grenade grenade grenade grenade grenade grenade

1 1 1 1 1 1 1 1
m1 m1 m1 m1 m1 m1 m1 m1
grenade grenade grenade grenade grenade grenade grenade grenade

1 1 1 1 1 1 1 1
12 gauge 12 gauge 12 gauge 12 gauge m1 m1 m1 m1
shotgun shotgun shotgun shotgun grenade grenade grenade grenade

7 7 7 7 1 1 1 1
shotgun shotgun shotgun shotgun shotgun shotgun shotgun shotgun
shells shells shells shells shells shells shells shells

1 1 1 1 1 1 1 1
claymore claymore claymore claymore

4 4 4 4
m72 l.a.w. m72 l.a.w. m72 l.a.w. m72 l.a.w.
anti tank gun anti tank gun anti tank gun anti tank gun

5 5 5 5
generic addt’l generic addt’l generic addt’l generic addt’l generic addt’l
missile ammo missile ammo missile ammo missile ammo missile ammo

1 1 1 1 1
generic addt’l generic addt’l generic addt’l generic addt’l generic addt’l
missile ammo missile ammo missile ammo missile ammo missile ammo

1 1 1 1 1

stun

counter C side 1
weapons

m1 m1 m1 m1 br.25 br.25 br.25 br.25


grenade grenade grenade grenade zapgun zapgun zapgun zapgun

1 1 1 1 1 1 1 1
br.25 br.25 br.25 br.25 br.25 br.25 br.25 br.25
ammo pack ammo pack ammo pack ammo pack ammo pack ammo pack ammo pack ammo pack

1 1 1 1 1 1 1 1
m26 a1 m26 a1 m26 a1 m26 a1 m26 a1 m26 a1 m26 a1 m26 a1
grenade grenade grenade grenade grenade grenade grenade grenade

1 1 1 1 1 1 1 1
m1 m1 m1 m1 m1 m1 m1 m1
grenade grenade grenade grenade grenade grenade grenade grenade

1 1 1 1 1 1 1 1

X X X X
m26 a1 m26 a1 m26 a1 m26 a1
grenade grenade grenade grenade

1 1 1 1 7 7 7 7
shotgun shotgun shotgun shotgun shotgun shotgun shotgun shotgun
shells shells shells shells shells shells shells shells

1 1 1 1 1 1 1 1

move away

counter C side 2
accuracy table flux command table
accuracy range to target tripper activity control flux
rating 1 2 3 4 5 6-8 9+
none 2-9
a 3 4 5 6 7 8 9
move only 2-7
b 4 5 6 7 8 9 10
c 5 6 7 8 9 10 11 shot at 2-5
d 6 7 8 9 10 11 12 negotiate 2-6
e 7 8 9 10 11 12 13 If 2D6 roll falls within indicated range, the flux is controlled.

f 3 4 6 8 10 12 14
Always use the least favorable activity for Trippers. 10.14
g 1 3 4 10 12 13 14
h 4 6 7 8 9 11 13
Note: Numbers under 2 or over 12 apply when modifiers are used.
Grenades and shells always use Column 1. 8.6

combat results table


combat differential (defense value minus attack value)
die roll <0 1 2 3 4 5-6 7-9 10+

2 STUN WOUND WOUND WOUND WOUND DISABLE KILL KILL


3 STUN WOUND WOUND DISABLE DISABLE KILL KILL KILL
4 STUN STUN WOUND WOUND DISABLE DISABLE KILL KILL
5 STUN STUN STUN WOUND STUN WOUND WOUND KILL
6 X X STUN STUN WOUND WOUND DISABLE DISABLE

timetripper
7 X X X STUN STUN WOUND WOUND DISABLE
8 STUN STUN STUN STUN WOUND DISABLE DISABLE DISABLE
9 STUN STUN STUN WOUND WOUND DISABLE DISABLE KILL
10 STUN WOUND WOUND WOUND DISABLE DISABLE KILL KILL
11 STUN STUN X STUN DISABLE STUN DISABLE WOUND
12 STUN WOUND WOUND DISABLE DISABLE KILL KILL KILL
X = no effect 8.7

detection table negotiation results


by james f. dunnigan
detection reaction battle negotiation range
range away stop towards attack die roll A B C D E F G H

a 2-6 7-11 12 13+ 2 R F L F L A1 A4 A4


b 2-5 6-10 11 12+ 3 R F F L A1 A4 A4 A4
c 2-6 7-9 10 11-12+ 4 R L L F A1 L A1 A4
d 2-5 6-8 9 10-12+ 5 R L R F F F A1 A4
e 2-4 5-7 8 9-12+ 6 R R L L L F F A1
f 2-4 5-6 7 8-12+ 7 R R R L L F F A1
g 2-3 4-5 6-7 8-12+ 8 R L L L F A1 A1 A1
h 2 3-4 5-7 8-12+ 9 R L L F F A1 A1 A4
i X 2-3 4-5 6-12+ 10 L F F F A1 A1 A4 A4
X = not applicable. Determine the Detection Level for the historical soldier/ 11 L L F R F A1 A4 F
animal and roll 2D6; the result of the roll determines the reaction.
Die Roll Modifiers: If units are adjacent, ‘Attack’ happens automatically. If
12 L F F A1 A1 A1 A4 A4
the detecting unit is two hexes away from the target unit, 2 is added to the
R = Rage; L = Left; F = Flee; A1-4= Awe 1-4. Roll 1D6 to determine which
die roll; if it is three hexes away, 1 is added to the die roll.
9.4 of the three negotiation letters are to be used during the battle:
1-2 = first letter; 3-4 = second letter; 5-6 = third letter.

Roll 2D6 and cross-index the resulting number with the Battle Negotiation Rating
to determine the final reaction. See 15.2 for effects of negotiation.
15.3
weapons chart
MODE OF USE ACCURACY ATTACK VALUE WEIGHT EMPTY (2D6) MAX #
Note A: Trippers always defend with a value of ‘4’.
M16
pulse gun SINGLE A 15 7 2 1
Mode of Use: The method of firing the weapon (see Combat 8.0)
RAPID C 15 2-4
BURST D 25 5-6 Single Shot = may fire once into one hex.
7 Rapid = may fire up to four times into the same hex or into four adjacent
12 gauge hexes, one after another; after each firing, 2D6 must be rolled to determine if
shotgun
weapon is out of ammunition.
SINGLE G 20 7 5-6 1 Burst = Same as Rapid except that the weapon continues to fire until it runs
RAPID G 15 5-6 out of ammunition; after each firing, 2D6 are rolled to determine if weapon is
7 out of ammunition.
Melee = Hand to hand combat weapon.
sw.357
raygun
SINGLE F 15 3 2-4 1 Accuracy Level: Accuracy of weapons (see Combat 8.0). Before using
RAPID D 15 2-6 the Combat Results Table (8.7), the Accuracy Chart (8.6) must be used for
missile weapons.
3
br.25
zapgun
Attack Value: Strength of weapon in combat (see Combat 8.0). When using
SINGLE H 10 1 2-4 1 the Combat Results Table (8.7), the Attack Value is subtracted from the
RAPID E 10 2-6 defender’s Defense Value before resolving combat.

1 Weight: Weight of the weapon, assuming a loaded weapon. Ammo reloads


m72 l.a.w.
each weigh one pound.
anti tank gun

Empty Roll: Die range to determine if weapon is empty.


SINGLE B 100 5 ONE SHOT 1
Maximum: Maximum limit on number of weapon type that may be carried
5
per Tripper. Note that weight considerations may, in effect, lower these limits.
m26 a1
grenade
Note B: Some weapons may be used only once (‘One Shot’), and
SINGLE A 12/8/6 1 ONE SHOT 6 Recovered Melee Weapons and Bayonets are never checked for ammo.
Weapons themselves may never be damaged or destroyed.
1
m1
grenade

SINGLE E 5 1 ONE SHOT 6


1
claymore

SINGLE G 12 4 ONE SHOT 1


4

MELEE X 3 1/2 NONE 1


1/2

MELEE X 2 1/2 2/3 1 weapon selection


1/2 die roll
item 1 2 3 4 5 6
MELEE X 7 1 2/3 m16 ammo 1 2 3 4 5 6
1
shotgun shells 0 1 1 2 2 3
.357* 1 1 1 X X X
MELEE X 4 4 NONE .25# 1 1 X X X X
4
missile
.357 AMMO+ 0 1 1 1 2 2
pre-gunpowder
.25 AMMO+ 0 1 1 1 2 2
SINGLE E 3 3 2-3 1 1 1 1 2 3
M26 GRENADE*
3
missile
M1 GRENADE* 0 1 1 1 1 2
1914-1945
M72 L.A.W. 1 1 1 X X X
SINGLE D 12 10 4-5
CLAYMORE 1 X X X X X
10
missile
1950-1973 X = No weapon + = Each Owner rolls
* = Each Player rolls # = Only roll if Player did not roll a .357
BURST B 12 7 5-6
7 8.1 13.3
top

timetripper
by james f. dunnigan
box labels

timetripper
by james f. dunnigan
side

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