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2400

LO-FI SCI-FI RPG • JASON TOCCI


BATTLE
MOON
HOW TO PLAY
IN GENERAL: The GM describes the world and its RISK-SETTING: The GM doesn’t plan solutions for
denizens, asking players in turn, What do you do? problems. Instead, they advise of risks before
Players describe their characters’ goals and players roll, and improvise what happens next
actions. The GM judges when those are… based on what players do and what the dice say.
When presenting risks, the GM should consider…
■ Impossible: GM advises trying something else
(“It’s too smooth to climb, but get a boost…”). ■ The worst-case scenario: If playing Battle
■ Costly: GM offers options (“If you do, the knife Moon like a Saturday morning cartoon, the
will break”). The player can accept, or propose worst case scenario of “trying to punch out a
a more modest goal and/or better tactics. killer robot” is getting hurt. In a sci-fi/horror
■ Risky: GM advises of risk (“You could be shot, game, the worst case would be death. If
maybe killed”). The player can rethink their players revise plans, the GM signals a new
goals and/or tactics, or roll the dice. Players worst-case scenario. “I run by to distract the
ONLY roll to attempt to avoid risks. robot” might only risk getting cornered.
■ Not risky: The player does what they intended. ■ On a “miss”: If an attack goes wide, the real
If the only “risk” is “you’d try again,” don’t roll. risk is what changes — out of ammo, jammed
gun, gave away position, drew fire, etc. If you
ROLLING: Roll a d6 skill die, unless you’re…
can just try again without issue, it’s not a risk.
■ Skilled: Use the single highest skill die you ■ If you forget: If someone rolls a 1–4, but the
have (e.g., from a relevant trait or vocation). risk wasn’t made explicit, the GM describes
■ Hindered: Replace skill die with a d4 if you’re logical consequences given already signaled
injured, carrying more than 1 heavy item, or details — no surprises. Death and permanent
disadvantaged (can’t see; pinned down). injury are off-limits if these weren’t already
■ Helped: If by circumstances (immobilized foe; unambiguously established as risks.
high ground) or a risky stunt (push yourself,
CONSEQUENCES: Assigning risks is meant to be
hindering next roll), roll an extra d6; if helped
intuitive, based on context, not a pick-list. That
by an ally, they roll their skill die and share
said, if players need help coming up with more
risk. Use the highest die rolled for the result.
modest goals than “shoot to kill,” or if the GM
1–2 Disaster. Suffer the full risk. If it’s mutually struggles to describe new risks after players
exclusive with your goal (GM’s call), you fail. revise their goals and tactics, look lower on this
3–4 Setback. A lesser risk or partial success. list for examples of shorter-term risks.
5+ Success. The higher the roll, the better.
■ Permanent: dead, maimed, item lost forever
If success can’t get you what you want (you make ■ Days or weeks: wounded, broken bone or item
the shot, but there’s a force field!), you still get ■ Minutes or hours: dizzy, sore, exhausted
useful information or set up an advantage. ■ Brief: tripped, distracted, exposed, disarmed

LUCK: The GM can roll a die anytime to test luck DEFENSE: When a character would be harmed, a
(e.g., run into guards, or out of ammo), checking player may declare an item or cyber-limb broken
for (1– 2) trouble or (3–4) signs of it. to suffer only a brief hindrance (like stumbling)
instead. Broken items are useless until repaired.
EDITING: The GM leads in setting lines not to
cross in play and suggesting when to pause, fast- DEATH: If a player’s character dies, introduce a
forward, rewind, or retcon for pacing and safety. new one (or take over one the GM doesn’t need)
All players are invited to do likewise. ASAP. Favor quick inclusion over realism.

For expanded rules guidance, see the free supplement 2400: Emergency Rules, or ”Combat in 24XX” at pretendo.games
CHARACTERS
OPPONENTS: The GM doesn’t roll skill dice. ► Come up with a name and pronouns, and choose
Instead, they describe characters based on… whether you’re on Battle Moon as a rescuer or a
combatant.
■ Behavior: What do they do to get what they
want? Beasts just want survive, but sapient RESCUER: You’re sneaking or breaking in to save
beings have drives. Not everyone just wants to someone fighting against their will. Use the rules
kill you, even on Battle Moon. below to create a member of a ragtag group of
■ Risks: If the players come in conflict with this misfits, or build a character using another fitting
character, what do the players risk? (Maybe 2400 game, such as ALT, Eos, Resistors, Xenolith,
they’ve got a knife, or it’s big enough to kill you or the free Inner System Blues.
just by stepping on you.) The GM should signal
COMBATANT: You’re here to fight — whether you
this when introducing a potential opponent,
like it or not. Invent, choose, or roll on the next
before anyone initiates conflict. If conflict
page (under “Tonight’s combatants…”) to select a
would risk nothing (an unwary, vulnerable,
trait, a vocation, and a weapon.
isolated target), players don’t roll.
■ Obstacles: Would anything prevent players ■ Traits let you to do things (e.g., being winged
from overcoming this opponent in one roll? As lets you fly) and/or grant a d8 skill die, instead
above, the GM signals this before players roll. of a d6, when used to face a risk (e.g., roll your
(You need to find a way through their armor d8 quick die to shoot before your enemy).
first, or there’s too many to take on alone.) If ■ Vocations also grant a d8 skill die (e.g., roll
there are no obstacles, an opponent — even a your thief skill die to sneak, climb, lie, etc.). If
group — can be defeated in one roll. your vocation and trait seem redundant, feel
free to replace one. You only roll 1 skill die at a
HAZARDS: When characters are cautious and
time — whichever’s higher or more relevant.
alert, the GM is generous with information about
■ Weapons describe what you can do (e.g., you
hazards (“The dirt looks freshly swept over,” or
need a gun to shoot) and only affect what dice
even, “You spot a pit trap”). Characters only risk
you roll when they’re especially well or poorly
harm from unseen hazards when in a rush. which
suited to a particular situation (e.g., a heat ray
the GM signals as a risk (“You can flee, but you
helps fight an ice-creature, but is hindered
risk an enemy pursuing — or running into a trap”).
against a creature from a very hot planet).
STEPS: If a situation can’t be resolved in 1 roll…
► Decide or roll d12 for why the combatant is here.
■ Establish actions & risks as you normally do.
1 Botched a rescue 7 Political enemies
There’s no rigid turn order, but strive to give
2 Caught stealing 8 Prison crowding
every player a chance to be in the spotlight.
3 Family tradition 9 Seriously no idea
■ Each player rolls as needed. Actions might go
4 Impress a crush 10 Sold out by partner
in sequence (“disarm, then attack!”), or all at
5 Lost a bet 11 Thrill seeker
once (“grab the guns while I hold them off!”).
6 Mistaken identity 12 Undercover plant
■ Evaluate the results as you normally do, with a
focus on how the situation changes. ► If you survive this scenario, advance.
■ Repeat until situation is resolved or escaped.
Gain a trait, raise a skill die (d6 ➡d8 ➡d10 ➡d12),
RULINGS: The GM improvises rulings when rules or revise the wording of a trait or vocation to be
are unclear. On a break, discuss unsatisfactory more useful. For additional advancement rules
rulings, maybe to retcon or revise for next time. and options, see other 2400 games.
THEY CALL IT “BATTLE MOON” — a domed arena Use Battle Moon as a single-episode scenario for
on a lawless rock, where captives fight robots, captive combatants or would-be rescuers — or as
beasts, professional gladiators, or even their own a tutorial and rules reference to help run and play
friends, all for the amusement of the hyper-rich. out fight scenes in an RPG without “hit points.”

► Tonight’s combatants include a… Armed with…

1 black-belt… 1 army deserter 1 an antique Tommy gun!


2 creepily intense… 2 asteroid miner 2 an arcwire tool — stuns, hacks, and scans!
3 cunning… 3 bounty hunter 3 a bandolier of 4 plasma grenades!
4 quick… 4 burglar 4 a glitchy force-field generator!
5 lovable… 5 chessboxer 5 a gravity glove with a half-charged battery!
6 retired… 6 combat engineer 6 a freeze ray — set to “crystallize”!
7 showboating… 7 demolitions expert 7 a heavy, diamond-tipped chainsaw!
8 sticky-fingered… 8 ex-warlord 8 a heavy flamethrower!
9 stressed-out… 9 guerrilla 9 a heavy gravhammer!
10 tough-as-nails… 10 master of disguise 10 a heavy harpoon gun with a retractable cable!
11 cephalopoid… 11 medic 11 a heavy laser — just wait until it charges up!
12 chimpanzee… 12 prison escapee 12 a heavy plasma-gat — too heavy to run & gun!
13 cobra-headed… 13 private eye 13 a heavy photon glaive!
14 four-armed… 14 refugee 14 a heavy riot-foam sprayer — stick ‘em up!
15 froggish… 15 salvager 15 a heavy sniper rifle — if they can set it up fast!
16 robot… 16 smuggler 16 a monomolecular-edged homing boomerang!
17 stone-skinned… 17 spy 17 an odd, humming device — what might it do?
18 telekinetic… 18 starship captain 18 a pair of ion blasters!
19 telepathic… 19 vidcast celebrity 19 an replica sword and shield — gladiator style!
20 winged… 20 war-zone journalist 20 a sentient Rigelian worm-whip!
► And our combatants must also contend with… ► How might this end? Signal an opportunity like…

1 “Capture the Flag” — get it back to “base”! 1 Convince Big Grizz teaming up to escape is
2 the Chamber of a Hundred Wooden Men! better than “winning” & others might follow
3 deranged duplicates of themselves! 2 Camera operator in an antigrav pod floats by
4 enforcers on gravbikes picking off laggards! — if you can reach it, you could rush the stands
5 explosive collars, detonating upon death! 3 You notice the cleanup crew doesn’t check
6 extra weapons hidden & tossed in at random! bodies for a pulse after a match
7 floating platforms accessible by grav-jumps! 4 Armed professionals blast in to stage a
8 gravity randomly changing directions! rescue — quite possibly for your opponent(s)
9 knee-deep mud — slip, slide, and hide! 5 Police raid — everyone scatter! (At least until
10 a hellscape worthy of Hieronymus Bosch! the owners manage to strike a deal)
11 hoverboard jousting over lava! 6 Dome breach! Something was a little too
12 “King of the Hill” — hold the peak for 1 minute! explosive, and now everybody’s in danger
13 the legendary Maze of Mirrors! 7 Break into utility tunnel, get to control room,
14 a lifelike recreation of Earth’s first World War! unlock docking clamps — or set self-destruct
15 lions, tigers, and dinosaurs — oh my! 8 Rich & “important” people in audience would
16 occasional gouts of flame & freezing mists! make great hostages during an escape
17 pit traps, swinging blades, and falling blocks! 9 If survival is the only option, the winning team
18 a synthetic jungle — practice your Tarzan yell! can ask for a “boon” from The Emperor
19 vacuum — no sound but radio in their helmets! 10 Hey, you’re actually pretty good at this — we
20 the whims of a special guest — The Emperor! got bigger things in mind for you…
Version 1.1 • Cover art by Frank R. Paul • Permission is granted to reproduce for personal use

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