TEXT: PAUL ‘WIGGY’ WADE-WILLIAMS
  PAUL ‘WIGGY’ WADE-WILLIAMS
  31024A
  31024A
  SPACE PULP RULES
  SPACE PULP RULES
  
  BY PAUL “WIGGY” WADE-WILLIAMS
  BY PAUL “WIGGY” WADE-WILLIAMS
  EDITING & PROOFREADING: RON BLESSING
  EDITING & PROOFREADING: RON BLESSING
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: EMPTY ROOM STUDIOS
  ART: EMPTY ROOM STUDIOS
  COVER DESIGN: ROBIN ELLIOTT
  COVER DESIGN: ROBIN ELLIOTT
  PLAYTESTERS: RON AND VERONICA BLESSING, DON DEHM, 
  PLAYTESTERS: RON AND VERONICA BLESSING, DON DEHM, 
  BILL AND CATHERINE DICKERSON
  BILL AND CATHERINE DICKERSON
  SPECIAL THANKS: KEVIN ANDERSON
  SPECIAL THANKS: KEVIN ANDERSON
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2009 Triple Ace Games. Daring Tales of the Space Lanes and all related marks and logos are trademarks of  Triple Ace Games. 
  Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. 
  Used with permission. © 2009. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  SPACE PULP RULES
  SPACE PULP RULES
  FREE SUPPLEMENT
  FREE SUPPLEMENT
  BY PAUL “WIGGY” WADE-WILLIAMS
  BY PAUL “WIGGY” WADE-WILLIAMS
  EDITING & PROOFREADING: RON BLESSING
  EDITING & PROOFREADING: RON BLESSING
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: EMPTY ROOM STUDIOS
  ART: EMPTY ROOM STUDIOS
  COVER DESIGN: ROBIN ELLIOTT
  COVER DESIGN: ROBIN ELLIOTT
  PLAYTESTERS: RON AND VERONICA BLESSING, DON DEHM, 
  PLAYTESTERS: RON AND VERONICA BLESSING, DON DEHM, 
  BILL AND CATHERINE DICKERSON
  BILL AND CATHERINE DICKERSON
  SPECIAL THANKS: KEVIN ANDERSON
  SPECIAL THANKS: KEVIN ANDERSON
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2009 Triple Ace Games. Daring Tales of the Space Lanes and all related marks and logos are trademarks of  Triple Ace Games. 
  Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. 
  Used with permission. © 2009. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  SPACE PULP RULES
  SPACE PULP RULES
  FREE SUPPLEMENT
  FREE SUPPLEMENT
  
  2
  SETTING RULES
  SETTING RULES
  Daring Tales of the Space Lanes is pseudo-pulp in 
  nature. It follows much the same feel as Star Wars™ or 
  Fireﬂ y™, in that the heroes are a cut above the average 
  citizen, despite what their traits may say, and has similar 
  technology levels to the former. Although pulp-based, 
  the adventures aren’t in the same vein as Flash Gor-
  don™, though.
  The Daring Tales of the Space Lanes adventures aren’t 
  set in any particular galaxy or timeframe—they’re just 
  space adventures. Likewise, the adventures don’t consti-
  tute a setting. There is no overarching plot, no timeline, 
  no gear list, no starship catalog, and no deﬁ nitive list of 
  alien races or factions. Each adventure will add small 
  details, as necessary, to the universe.
  As for making your own alien, player character races 
  instead of using the pre-generated heroes we’ve provid-
  ed, there are two easy options. First, pick a race from an 
  existing Savage setting and change the name. A half-orc 
  could just as easily be a Garthunkian. Second, treat them 
  as humans, but allow the character to take an attribute 
  instead of a free Edge.
  A few special rules apply to our Daring Tales of the 
  Space Lanes adventures. They’re collected here for your 
  convenience.
  ARCANE BACKGROUNDS
  ARCANE BACKGROUNDS
  Daring Tales of the Space Lanes has just one Arcane 
  Background open to player characters—Psionics. Even 
  then, we’ve made some changes. The Available Powers 
  list gives the only powers a psion may learn—if it isn’t on 
  the list, you can never take it.
  Available Powers: Beast friend, bolt, boost/lower 
  trait, burst, deﬂ ection, entangle (victims must use 
  Smarts or Spirit to escape the mental web), environmen-
  tal protection, fear, healing, puppet, quickness, smite, 
  speak language, speed, stun, telekinesis.
  Special Rules: Unlike other Arcane Backgrounds, 
  psions cannot develop their ability once the game be-
  gins. In game terms, a character is stuck with whatever 
  Psionics die type he buys in character generation. For 
  instance, a hero who buys Psionics d6 can never gain 
  Psionics d8, even by using boost trait.
  Characters who meet the minimum requirements 
  may take the Mentalist Edge as normal. The hero can still 
  take New Powers, which represents learning to use his 
  mind in new ways, and Power Points, which represents 
  his ability to use his powers more effectively.
  BATTERIES (AND THE TABLETOP)
  BATTERIES (AND THE TABLETOP)
  Cruisers and battleships, otherwise known as capital 
  ships, are equipped with huge cannons. They’re ideal 
  for blasting away at equally large ships, but too slow to 
  react against smaller, more maneuverable vessels, such 
  as the one the heroes own. Instead of ﬁ ring individual 
  weapons against small craft, these hulking ships use bat-
  teries of cannons to saturate an area of space.
  Likewise, they are too large for a small craft to damage, 
  even with lucky shots. As such, we use them as hazards 
  to avoid, not enemy vehicles the players must destroy. 
  Make sure your players are aware of this before they start 
  their attack run!
  Attacks by batteries are conducted as Suppressive Fire 
  attacks with a few special changes.
  * Batteries have a single damage and AP rating, as well 
  as a burst template notation.
  * Due to capital ships’ huge size and inability to turn 
  quickly, batteries have limited arcs of ﬁ re. A ship is di-
  vided simply into port and starboard by imaginary lines 
  drawn through the center of the ship. The center of a bat-
  tery’s template must be placed on the appropriate side 
  of the vessel. Templates cannot overlap, though they may 
  be placed touching. Just place the appropriate templates 
  and conduct the attack normally.
  * Each battery may ﬁ re once per round. There are no 
  Autoﬁ re or Unstable Platform penalties.
  * Missed attacks use the deviation rules.
  * The effects of a battery remain in play until its next ac-
  tion card. Any ship which enters the affected area during 
  2
  SETTING RULES
  SETTING RULES
  Daring Tales of the Space Lanes is pseudo-pulp in 
  nature. It follows much the same feel as Star Wars™ or 
  Fireﬂ y™, in that the heroes are a cut above the average 
  citizen, despite what their traits may say, and has similar 
  technology levels to the former. Although pulp-based, 
  the adventures aren’t in the same vein as Flash Gor-
  don™, though.
  The Daring Tales of the Space Lanes adventures aren’t 
  set in any particular galaxy or timeframe—they’re just 
  space adventures. Likewise, the adventures don’t consti-
  tute a setting. There is no overarching plot, no timeline, 
  no gear list, no starship catalog, and no deﬁ nitive list of 
  alien races or factions. Each adventure will add small 
  details, as necessary, to the universe.
  As for making your own alien, player character races 
  instead of using the pre-generated heroes we’ve provid-
  ed, there are two easy options. First, pick a race from an 
  existing Savage setting and change the name. A half-orc 
  could just as easily be a Garthunkian. Second, treat them 
  as humans, but allow the character to take an attribute 
  instead of a free Edge.
  A few special rules apply to our Daring Tales of the 
  Space Lanes adventures. They’re collected here for your 
  convenience.
  ARCANE BACKGROUNDS
  ARCANE BACKGROUNDS
  Daring Tales of the Space Lanes has just one Arcane 
  Background open to player characters—Psionics. Even 
  then, we’ve made some changes. The Available Powers 
  list gives the only powers a psion may learn—if it isn’t on 
  the list, you can never take it.
  Available Powers: Beast friend, bolt, boost/lower 
  trait, burst, deﬂ ection, entangle (victims must use 
  Smarts or Spirit to escape the mental web), environmen-
  tal protection, fear, healing, puppet, quickness, smite, 
  speak language, speed, stun, telekinesis.
  Special Rules: Unlike other Arcane Backgrounds, 
  psions cannot develop their ability once the game be-
  gins. In game terms, a character is stuck with whatever 
  Psionics die type he buys in character generation. For 
  instance, a hero who buys Psionics d6 can never gain 
  Psionics d8, even by using boost trait.
  Characters who meet the minimum requirements 
  may take the Mentalist Edge as normal. The hero can still 
  take New Powers, which represents learning to use his 
  mind in new ways, and Power Points, which represents 
  his ability to use his powers more effectively.
  BATTERIES (AND THE TABLETOP)
  BATTERIES (AND THE TABLETOP)
  Cruisers and battleships, otherwise known as capital 
  ships, are equipped with huge cannons. They’re ideal 
  for blasting away at equally large ships, but too slow to 
  react against smaller, more maneuverable vessels, such 
  as the one the heroes own. Instead of ﬁ ring individual 
  weapons against small craft, these hulking ships use bat-
  teries of cannons to saturate an area of space.
  Likewise, they are too large for a small craft to damage, 
  even with lucky shots. As such, we use them as hazards 
  to avoid, not enemy vehicles the players must destroy. 
  Make sure your players are aware of this before they start 
  their attack run!
  Attacks by batteries are conducted as Suppressive Fire 
  attacks with a few special changes.
  * Batteries have a single damage and AP rating, as well 
  as a burst template notation.
  * Due to capital ships’ huge size and inability to turn 
  quickly, batteries have limited arcs of ﬁ re. A ship is di-
  vided simply into port and starboard by imaginary lines 
  drawn through the center of the ship. The center of a bat-
  tery’s template must be placed on the appropriate side 
  of the vessel. Templates cannot overlap, though they may 
  be placed touching. Just place the appropriate templates 
  and conduct the attack normally.
  * Each battery may ﬁ re once per round. There are no 
  Autoﬁ re or Unstable Platform penalties.
  * Missed attacks use the deviation rules.
  * The effects of a battery remain in play until its next ac-
  tion card. Any ship which enters the affected area during 
  
  SETTING RULES
  SETTING RULES
  3
  this time must roll to avoid being hit.
  * Pilots of ships in threatened areas need to make a Pi-
  loting roll as a free action to avoid the attack. This re-
  places the usual Spirit roll.
  The damage and template type of individual batteries 
  will be detailed as ships are introduced in adventures. 
  An example of a ship’s compliment of batteries is shown 
  below so you can see the format. Small, medium, and 
  large refer to the Burst Template size.
  * 2 x small laser battery port (Range: 12/24/48; Dam-
  age: 3d6; AP 4).
  BATTERIES (AND CHASES)
  BATTERIES (AND CHASES)
  These rules are slight adjustments to those above and 
  account for the differences between tabletop combat 
  and the abstract Chase rules. Unless otherwise noted, 
  the above rules apply equally in Chases.
  * A battery with a Small Burst Template affects one 
  Range Increment within range, but gives the pilot a + 
  1 bonus to avoid being hit. This is because the lesser 
  number of guns can’t cover the entire Range Increment. 
  A Medium Burst Template targets one entire Range In-
  crement, while a Large Burst Template targets two adja-
  cent Range Increments (use the range modiﬁ er for the 
  furthest one).
  Batteries cannot overlap Range Increments, though they 
  can target adjacent ones. A capitol ship may ﬁ re into its 
  own Range Increment without hitting itself.
  * Only one battery may ﬁ re at a given Range Increment 
  marker. A maximum of one-quarter (rounded up) of a 
  ship’s batteries may ﬁ re in front of it and one-quarter 
  behind it. When ﬁ ring on its own Range Increment, the 
  position of target ships will determine which battery is 
  used.
  BENNIES
  BENNIES
  Bennies are a hero’s best friend. Give each Wild Card 
  player character a benny at the start of every combat or 
  Chase scene. This can’t take a character above the num-
  ber of bennies he began the session with, but it does 
  mean the heroes can freely spend a single benny in every 
  ﬁ ght, with the certain knowledge they’ll get it back be-
  fore the next encounter kicks off.
  Heroes will, thanks to the nature of these setting rules, 
  generally end up with bennies left. The GM should not 
  use the old rule that leftover bennies convert to Experi-
  ence Points—the heroes get enough breaks.
  BLAST WEAPONS
  BLAST WEAPONS
  Blaster weapons, the most common form of personal 
  ﬁ rearm, have two settings—lethal and stun. Switching 
  between them requires an action unless you have the 
  Quick Draw Edge.
  The stun setting does the same damage as the lethal 
  one, except it deals nonlethal damage. All nonlethal dam-
  age inﬂ icted by a blaster on stun (or any other weapon 
  featuring the word “stun” in its name) is removed at the 
  end of the current Act.
  CONTACTS
  CONTACTS
  In a movie it’s very easy for the writer to insert a 
  much-needed ally and create a backstory of how the hero 
  knows the person. In an RPG, having the GM create such 
  characters takes a lot of creativity away from the players.
  Although the Connections Edge could be used to rep-
  resent such individuals, our pulp rules introduce a new 
  concept just for these sorts of characters—Contacts.
  I WANT TO PLAY A ROBOT!
  I WANT TO PLAY A ROBOT!
  Okay, so you’ve got a player who really, really wants 
  o play a robot. How do you handle that?
  Instead of any racial abilities, he gets the Construct 
  special ability. This contains some major perks, 
  so that’s all he gets. He’s no stronger, smarter, or 
  skilled than a regular human.
  But what if he wants thermal vision, or rocket 
  boosters, or built in armor, or a shoulder-mounted 
  blaster cannon. Well, he can’t have them, at least 
  not as common gear. If the GM is willing, he can al-
  low the robot hero to take the Weird Science Arcane 
  Background. In place of the Weird Science skill, 
  which the robot won’t need, he uses his Smarts. 
  Any ranged powers should use Shooting, while ﬂ y
  is a Piloting check.
  Only the following powers should be available to a ro-
  bot: armor, blast, bolt, boost trait (no lower), burst, 
  deﬂ ection, entangle, environmental protection, ﬂ y, 
  light, obscure, speak language, speed, and stun.
  Robots aren’t generally treated as citizens by most 
  species—they’re just tools. The character has the 
  Outsider Hindrance for free—he doesn’t earn any 
  points for this, but it doesn’t count toward his Hin-
  drance limit, either.
  The GM should also seriously consider giving the 
  robot one or more of the following traits to rep-
  resent his base (and narrow) programming—Clue-
  less, Loyal, and/or Paciﬁ st (Minor or Major).
  As for banning certain Hindrances because they’re 
  not “robotic,” that’s left to the individual GM to ad-
  judicate. As far as we’re concerned, if a player wants 
  a Bloodthirsty and Obese robot, he can have it—the 
  backstory explaining those ﬂ aws should be an in-
  teresting read.
  Just because the hero is a machine, that doesn’t 
  mean any physical defect Hindrances he takes, such 
  as Bad Eyes or Lame, can be repaired. For whatever 
  reason the GM wants to invent, whenever a faulty 
  eye, leg servo, or circuit board is switched, it mal-
  functions to cause the defect to return.
  Note that NPC robots may break all these rules—
  that’s why they’re NPCs.
  SETTING RULES
  SETTING RULES
  3
  this time must roll to avoid being hit.
  * Pilots of ships in threatened areas need to make a Pi-
  loting roll as a free action to avoid the attack. This re-
  places the usual Spirit roll.
  The damage and template type of individual batteries 
  will be detailed as ships are introduced in adventures. 
  An example of a ship’s compliment of batteries is shown 
  below so you can see the format. Small, medium, and 
  large refer to the Burst Template size.
  * 2 x small laser battery port (Range: 12/24/48; Dam-
  age: 3d6; AP 4).
  BATTERIES (AND CHASES)
  BATTERIES (AND CHASES)
  These rules are slight adjustments to those above and 
  account for the differences between tabletop combat 
  and the abstract Chase rules. Unless otherwise noted, 
  the above rules apply equally in Chases.
  * A battery with a Small Burst Template affects one 
  Range Increment within range, but gives the pilot a + 
  1 bonus to avoid being hit. This is because the lesser 
  number of guns can’t cover the entire Range Increment. 
  A Medium Burst Template targets one entire Range In-
  crement, while a Large Burst Template targets two adja-
  cent Range Increments (use the range modiﬁ er for the 
  furthest one).
  Batteries cannot overlap Range Increments, though they 
  can target adjacent ones. A capitol ship may ﬁ re into its 
  own Range Increment without hitting itself.
  * Only one battery may ﬁ re at a given Range Increment 
  marker. A maximum of one-quarter (rounded up) of a 
  ship’s batteries may ﬁ re in front of it and one-quarter 
  behind it. When ﬁ ring on its own Range Increment, the 
  position of target ships will determine which battery is 
  used.
  BENNIES
  BENNIES
  Bennies are a hero’s best friend. Give each Wild Card 
  player character a benny at the start of every combat or 
  Chase scene. This can’t take a character above the num-
  ber of bennies he began the session with, but it does 
  mean the heroes can freely spend a single benny in every 
  ﬁ ght, with the certain knowledge they’ll get it back be-
  fore the next encounter kicks off.
  Heroes will, thanks to the nature of these setting rules, 
  generally end up with bennies left. The GM should not 
  use the old rule that leftover bennies convert to Experi-
  ence Points—the heroes get enough breaks.
  BLAST WEAPONS
  BLAST WEAPONS
  Blaster weapons, the most common form of personal 
  ﬁ rearm, have two settings—lethal and stun. Switching 
  between them requires an action unless you have the 
  Quick Draw Edge.
  The stun setting does the same damage as the lethal 
  one, except it deals nonlethal damage. All nonlethal dam-
  age inﬂ icted by a blaster on stun (or any other weapon 
  featuring the word “stun” in its name) is removed at the 
  end of the current Act.
  CONTACTS
  CONTACTS
  In a movie it’s very easy for the writer to insert a 
  much-needed ally and create a backstory of how the hero 
  knows the person. In an RPG, having the GM create such 
  characters takes a lot of creativity away from the players.
  Although the Connections Edge could be used to rep-
  resent such individuals, our pulp rules introduce a new 
  concept just for these sorts of characters—Contacts.
  I WANT TO PLAY A ROBOT!
  I WANT TO PLAY A ROBOT!
  Okay, so you’ve got a player who really, really wants 
  o play a robot. How do you handle that?
  Instead of any racial abilities, he gets the Construct 
  special ability. This contains some major perks, 
  so that’s all he gets. He’s no stronger, smarter, or 
  skilled than a regular human.
  But what if he wants thermal vision, or rocket 
  boosters, or built in armor, or a shoulder-mounted 
  blaster cannon. Well, he can’t have them, at least 
  not as common gear. If the GM is willing, he can al-
  low the robot hero to take the Weird Science Arcane 
  Background. In place of the Weird Science skill, 
  which the robot won’t need, he uses his Smarts. 
  Any ranged powers should use Shooting, while ﬂ y
  is a Piloting check.
  Only the following powers should be available to a ro-
  bot: armor, blast, bolt, boost trait (no lower), burst, 
  deﬂ ection, entangle, environmental protection, ﬂ y, 
  light, obscure, speak language, speed, and stun.
  Robots aren’t generally treated as citizens by most 
  species—they’re just tools. The character has the 
  Outsider Hindrance for free—he doesn’t earn any 
  points for this, but it doesn’t count toward his Hin-
  drance limit, either.
  The GM should also seriously consider giving the 
  robot one or more of the following traits to rep-
  resent his base (and narrow) programming—Clue-
  less, Loyal, and/or Paciﬁ st (Minor or Major).
  As for banning certain Hindrances because they’re 
  not “robotic,” that’s left to the individual GM to ad-
  judicate. As far as we’re concerned, if a player wants 
  a Bloodthirsty and Obese robot, he can have it—the 
  backstory explaining those ﬂ aws should be an in-
  teresting read.
  Just because the hero is a machine, that doesn’t 
  mean any physical defect Hindrances he takes, such 
  as Bad Eyes or Lame, can be repaired. For whatever 
  reason the GM wants to invent, whenever a faulty 
  eye, leg servo, or circuit board is switched, it mal-
  functions to cause the defect to return.
  Note that NPC robots may break all these rules—
  that’s why they’re NPCs.
  
  DARING TALES OF THE SPACE LANES #01
  DARING TALES OF THE SPACE LANES #01
  4
  Contacts, unlike Connections, are a unique individual 
  who exists in a ﬁ xed location. Players who want allies 
  with greater resources or who can be contacted any-
  where should invest in the Connections Edge.
  Limits: Once per adventure, one player may invent a 
  Contact. An individual player may invent a new contact 
  for his hero only once per character Rank. Thus, in a 
  typical group of four players, every player gets a chance 
  to create a friend at each Rank. For smaller groups, the 
  GM may alter or waive this rule.
  The player should ﬁ rst seek his fellow players’ ap-
  proval, since they might have ideas for a Contact they 
  wish to use as well. He must then come up with a name, 
  a reason the hero knows the Contact, and why the con-
  tact is in the area. The GM has ﬁ nal approval and may 
  tweak a few facts to better ﬁ t the adventure.
  For instance, let’s imagine the heroes’ ship has taken 
  a few hits. This is unfortunate, as they are late for a 
  meeting. They can’t afford to pay for repairs, so a player 
  invents an old friend, Max the Mechanic, who runs an 
  illegal chop shop on a nearby space station.
  Usage: As individuals, Contacts are not as resource-
  ful as the Connection Edge. In general, they can provide 
  small items (a few magazines for a gun, digging equip-
  ment, or repairs) or aid (information, or healing). What 
  they never supply is an army of Extras—pulp adventures 
  are all about the heroes. The player can ask his Contact 
  for whatever he wants, but the GM makes the ﬁ nal deci-
  sion on what is available.
  Continuing our example, the heroes land on the sta-
  tion and meet Max. He gets his team of engineers work-
  ing on the repairs. He also knows of a shorter hyper-
  space route, which allows the characters to reach their 
  destination on time.
  In short, Contacts exist to provide a useful piece of 
  gear or information, or to help parties who are strug-
  gling to solve clues.
  HENCHMEN
  HENCHMEN
  Sometimes a Wild Card is too much of a threat and 
  an Extra not threatening enough. In these instances, 
  the GM should use a Henchman. Henchmen have three 
  wound levels just like a Wild Card, but they don’t have a 
  Wild Die or get their own bennies.
  HEROIC COMBAT
  HEROIC COMBAT
  Extras’ Damage: Wild Cards are expected to mow 
  down swathes of Extras without pausing for breath. In 
  order to make Extras less of a threat and the heroes more 
  heroic, Extras’ damage rolls never Ace. That’s right, the 
  best a soldier with a laser pistol (2d6) can do is cause 12 
  damage, which equates to a wound or two at most.
  Soaking: Heroic characters are expected to risk life 
  and limb and escape virtually unharmed. Whenever a 
  player character Wild Card Soaks all the damage from an 
  attack, his benny is instantly returned. While there are no 
  guarantees in life, this rule helps encourage the heroes 
  to remove single wounds as quickly as possible, before 
  they accumulate into bigger penalties and without wor-
  rying too much about benny expenditure.
  The GM should work within the framework of the 
  story to describe how these “wounds” were actually 
  near-misses or left a hero’s jacket with a new hole or his 
  hair badly singed.
  Rapid Recovery: Every Wild Card hero recovers one 
  wound automatically at the start of each new Act. Uncon-
  scious heroes wake up with 2 wounds just before the Act 
  begins. No one is ever left out of a new Act or carrying 
  round crippling wound penalties from the beginning of 
  the adventure.
  Injuries: While characters still suffer injuries, they are 
  never lasting ones. A hero only ever suffers the effects of 
  rolls on the Injury Table until the wounds are healed, as if 
  he rolled a success on the Incapacitation Table. In short, 
  heroes are never left with injuries for long even if they roll 
  a Failure or Critical Failure on the Incapacitation Table.
  HYPERSPACE
  HYPERSPACE
  For the most part, hyperspace journeys occur at the 
  speed of plot. That is, the heroes arrive when the GM 
  needs them to arrive. If the bad guys have to reach a 
  location ﬁ rst, then hyperspace ﬂ uctuations delay the 
  heroes. Essentially, it’s just a way of getting from A to B, 
  just like the red line in the Indiana Jones™ movies or the 
  fade outs in Star Wars, and shouldn’t be dwelt upon too 
  much by players or GMs.
  In order to enter hyperspace, a starship must be out-
  side a planet’s gravity well. During chases, the speciﬁ c 
  adventure you’re playing will list how many Range Incre-
  ments a starship must move before it can jump to hyper-
  space. Activating the engines requires a Piloting roll as an 
  action, but can be made by any hero operating a bridge 
  position (such as the copilot or shield pod operator).
  NEVER ENDING AMMO
  NEVER ENDING AMMO
  At the end of every Scene, the heroes recover all their 
  spent ammunition and Power Points. This means the 
  heroes are never short of power packs and powers.
  NEW EDGE
  NEW EDGE
  One new Edge is used in the Daring Tales of the Space 
  Lane adventures—Target the Engines
  Requirements: Seasoned, Shooting d8+
  When the gunner inﬂ icts a Critical Hit in space com-
  bat, he may adjust the Critical Hit roll by one point up 
  or down.
  OBSTACLES IN CHASES
  OBSTACLES IN CHASES
  Rather than simply listing Obstacles as a category with 
  a ﬁ xed modiﬁ er and having a collision as the only oc-
  currence, many of our Chase scenes include a table of 
  events. The text will tell you when these rules apply.
  DARING TALES OF THE SPACE LANES #01
  DARING TALES OF THE SPACE LANES #01
  4
  Contacts, unlike Connections, are a unique individual 
  who exists in a ﬁ xed location. Players who want allies 
  with greater resources or who can be contacted any-
  where should invest in the Connections Edge.
  Limits: Once per adventure, one player may invent a 
  Contact. An individual player may invent a new contact 
  for his hero only once per character Rank. Thus, in a 
  typical group of four players, every player gets a chance 
  to create a friend at each Rank. For smaller groups, the 
  GM may alter or waive this rule.
  The player should ﬁ rst seek his fellow players’ ap-
  proval, since they might have ideas for a Contact they 
  wish to use as well. He must then come up with a name, 
  a reason the hero knows the Contact, and why the con-
  tact is in the area. The GM has ﬁ nal approval and may 
  tweak a few facts to better ﬁ t the adventure.
  For instance, let’s imagine the heroes’ ship has taken 
  a few hits. This is unfortunate, as they are late for a 
  meeting. They can’t afford to pay for repairs, so a player 
  invents an old friend, Max the Mechanic, who runs an 
  illegal chop shop on a nearby space station.
  Usage: As individuals, Contacts are not as resource-
  ful as the Connection Edge. In general, they can provide 
  small items (a few magazines for a gun, digging equip-
  ment, or repairs) or aid (information, or healing). What 
  they never supply is an army of Extras—pulp adventures 
  are all about the heroes. The player can ask his Contact 
  for whatever he wants, but the GM makes the ﬁ nal deci-
  sion on what is available.
  Continuing our example, the heroes land on the sta-
  tion and meet Max. He gets his team of engineers work-
  ing on the repairs. He also knows of a shorter hyper-
  space route, which allows the characters to reach their 
  destination on time.
  In short, Contacts exist to provide a useful piece of 
  gear or information, or to help parties who are strug-
  gling to solve clues.
  HENCHMEN
  HENCHMEN
  Sometimes a Wild Card is too much of a threat and 
  an Extra not threatening enough. In these instances, 
  the GM should use a Henchman. Henchmen have three 
  wound levels just like a Wild Card, but they don’t have a 
  Wild Die or get their own bennies.
  HEROIC COMBAT
  HEROIC COMBAT
  Extras’ Damage: Wild Cards are expected to mow 
  down swathes of Extras without pausing for breath. In 
  order to make Extras less of a threat and the heroes more 
  heroic, Extras’ damage rolls never Ace. That’s right, the 
  best a soldier with a laser pistol (2d6) can do is cause 12 
  damage, which equates to a wound or two at most.
  Soaking: Heroic characters are expected to risk life 
  and limb and escape virtually unharmed. Whenever a 
  player character Wild Card Soaks all the damage from an 
  attack, his benny is instantly returned. While there are no 
  guarantees in life, this rule helps encourage the heroes 
  to remove single wounds as quickly as possible, before 
  they accumulate into bigger penalties and without wor-
  rying too much about benny expenditure.
  The GM should work within the framework of the 
  story to describe how these “wounds” were actually 
  near-misses or left a hero’s jacket with a new hole or his 
  hair badly singed.
  Rapid Recovery: Every Wild Card hero recovers one 
  wound automatically at the start of each new Act. Uncon-
  scious heroes wake up with 2 wounds just before the Act 
  begins. No one is ever left out of a new Act or carrying 
  round crippling wound penalties from the beginning of 
  the adventure.
  Injuries: While characters still suffer injuries, they are 
  never lasting ones. A hero only ever suffers the effects of 
  rolls on the Injury Table until the wounds are healed, as if 
  he rolled a success on the Incapacitation Table. In short, 
  heroes are never left with injuries for long even if they roll 
  a Failure or Critical Failure on the Incapacitation Table.
  HYPERSPACE
  HYPERSPACE
  For the most part, hyperspace journeys occur at the 
  speed of plot. That is, the heroes arrive when the GM 
  needs them to arrive. If the bad guys have to reach a 
  location ﬁ rst, then hyperspace ﬂ uctuations delay the 
  heroes. Essentially, it’s just a way of getting from A to B, 
  just like the red line in the Indiana Jones™ movies or the 
  fade outs in Star Wars, and shouldn’t be dwelt upon too 
  much by players or GMs.
  In order to enter hyperspace, a starship must be out-
  side a planet’s gravity well. During chases, the speciﬁ c 
  adventure you’re playing will list how many Range Incre-
  ments a starship must move before it can jump to hyper-
  space. Activating the engines requires a Piloting roll as an 
  action, but can be made by any hero operating a bridge 
  position (such as the copilot or shield pod operator).
  NEVER ENDING AMMO
  NEVER ENDING AMMO
  At the end of every Scene, the heroes recover all their 
  spent ammunition and Power Points. This means the 
  heroes are never short of power packs and powers.
  NEW EDGE
  NEW EDGE
  One new Edge is used in the Daring Tales of the Space 
  Lane adventures—Target the Engines
  Requirements: Seasoned, Shooting d8+
  When the gunner inﬂ icts a Critical Hit in space com-
  bat, he may adjust the Critical Hit roll by one point up 
  or down.
  OBSTACLES IN CHASES
  OBSTACLES IN CHASES
  Rather than simply listing Obstacles as a category with 
  a ﬁ xed modiﬁ er and having a collision as the only oc-
  currence, many of our Chase scenes include a table of 
  events. The text will tell you when these rules apply.
  
  SETTING RULES
  SETTING RULES
  5
  When a participant draws a Club as his ﬁ rst initiative 
  card, you just check the card value against the table and 
  run the mini-scene. The number in parentheses after the 
  card value is a modiﬁ er to the driver’s initial Trait roll 
  that round.
  Failure can lead to no additional effect beyond not 
  gaining any ground due to the failed roll, cause a hero to 
  lose Range Increments, being Shaken, or taking damage, 
  depending on the nature of the Chase. Success and rais-
  es are generally handled as normal, though sometimes 
  there are additional beneﬁ ts.
  This type of expansion to the Chase rules is a recur-
  ring part of our adventure lines and is something the GM 
  can easily work into his own tales, regardless of genre.
  RECURRING VILLAINS
  RECURRING VILLAINS
  Villains have a habit of coming back (though rarely 
  more than once). In order to ensure a villain survives, 
  the GM can use a few tricks.
  First, all villains the GM wants to return for a sequel 
  are treated as having the Harder to Kill Edge with 100% 
  chance of survival. Even a villain seen to fall into lava 
  may survive and return, albeit with hideous scars and a 
  terrible thirst for revenge.
  Second, by spending a benny, the villain may guar-
  antee his escape. He doesn’t suddenly vanish into thin 
  air, but he ignores all die rolls and action limits. What 
  he can’t do during this time is perform actions he was 
  normally incapable of taking (like running more than his 
  Pace + running die) or make any attacks—it’s escape or 
  nothing. For example, an evil psion might sprint his full 
  Pace plus running die maximum, start his rocket-cycle, 
  and blast off into the sky before the heroes can react. 
  Heroes on Hold cannot interrupt this escape.
  This second technique is especially useful during the early 
  stages of an adventure, when the villain might make a brief 
  appearance but must escape to ﬁ ght the heroes in the climax.
  SHIELD PODS
  SHIELD PODS
  All starships are ﬁ tted with a number of shield pods, 
  special devices used to deﬂ ect or absorb damage. Shield 
  pods are activated with the Knowledge (Shields) skill. 
  Each pod can be used in one of three ways, as detailed 
  below. The effects of multiple uses of armor or deﬂ ection 
  are not cumulative—only the highest modiﬁ er applies.
  Absorption: Shields pods can generate a very intense 
  forceﬁ eld in a limited area. As a free action, a shield pod 
  can be used to Soak damage inﬂ icted on the starship. They 
  otherwise function exactly as bennies for this purpose.
  Note that Ace can still be used to Soak damage as nor-
  mal. The Edge represents the pilot’s ability to avoid, or at 
  least lessen, damage through his own skill.
  Armor: Used in this manner, the pod generates a low 
  intensity forceﬁ eld across the whole ship. This functions 
  exactly as the armor power, except it cannot be main-
  tained. Activating a shield pod in this manner requires an 
  action, as the forceﬁ eld must be carefully calibrated.
  Deﬂ ection: A pod set to deﬂ ector mode uses mag-
  netic and gravitational distortion to shield the craft from 
  incoming attacks. This functions exactly as the deﬂ ec-
  tion power, except it cannot be maintained. Activating a 
  shield pod in this manner requires an action to angle the 
  energy shield. Against battery ﬁ re, the modiﬁ er is applied 
  to the pilot’s Piloting skill as a bonus.
  Shields pod capacitors recharge at varying rates, but 
  rarely very quickly. Typically, each shield regenerates af-
  ter the end of the combat. If the shield operator is dealt a 
  Joker, however, immediately recharge one pod.
  STARSHIP COMBAT
  STARSHIP COMBAT
  Starship speeds and weapon ranges have been 
  drastically scaled back to allow for groups who want to 
  use miniatures. We’ve also removed the Acceleration 
  entry—starships can now move up to their Top Speed 
  without bookkeeping. Don’t fret about the actual dis-
  tances involved—they’re not important. Any measure-
  ments for space combat or Chases will use the letters 
  “SU,” for “Space Unit.” Each is the equivalent of 1” on 
  the tabletop.
  Collision damage is 1d6 per SU of movement. As all 
  starships have Heavy Armor, their armor rating is added 
  as a ﬂ at modiﬁ er.
  A few small changes to the critical hit table are re-
  quired as well. Capital ships also use the rules in the 
  Savage Worlds rulebook.
  Scratch and Dent: This entry destroys a shield pod. 
  Roll randomly to determine which one.
  Engine: Indicates a hit to the faster-than-light drive. 
  The ﬁ rst hit gives the pilot a –2 penalty to enter hyper-
  space (on top of any wound penalties). A second hit 
  disables the hyperdrive completely.
  Locomotion: The sublight drive has been hit. Top 
  Speed is halved as normal.
  Weapons: A starship with batteries doesn’t suffer 
  individual weapon hits. Each Critical Hit of this nature 
  reduces a battery’s damage die by one die type (so d8 
  drops to d6). AP is unchanged. When a battery drops 
  below d4 damage, it is no longer operational.
  STARSHIP CREW
  STARSHIP CREW
  Starships commanded solely by NPCs have a new stat 
  block entry—Abilities. This lists the Piloting, Shields, and 
  Shooting skills the GM needs in an adventure, as well 
  as any noteworthy Edges which might apply, like Ace or 
  Level Headed.
  For single crew ships, assume any Crew damage Inca-
  pacitates the pilot unless he has a unique stat block—it’s 
  much quicker than tracking individual damage, especially 
  if there are a lot of small craft in play.
  SURRENDERING
  SURRENDERING
  To some gamers, surrendering is a form of defeat. In 
  pulp style games, it’s often a vital part of the plot and 
  SETTING RULES
  SETTING RULES
  5
  When a participant draws a Club as his ﬁ rst initiative 
  card, you just check the card value against the table and 
  run the mini-scene. The number in parentheses after the 
  card value is a modiﬁ er to the driver’s initial Trait roll 
  that round.
  Failure can lead to no additional effect beyond not 
  gaining any ground due to the failed roll, cause a hero to 
  lose Range Increments, being Shaken, or taking damage, 
  depending on the nature of the Chase. Success and rais-
  es are generally handled as normal, though sometimes 
  there are additional beneﬁ ts.
  This type of expansion to the Chase rules is a recur-
  ring part of our adventure lines and is something the GM 
  can easily work into his own tales, regardless of genre.
  RECURRING VILLAINS
  RECURRING VILLAINS
  Villains have a habit of coming back (though rarely 
  more than once). In order to ensure a villain survives, 
  the GM can use a few tricks.
  First, all villains the GM wants to return for a sequel 
  are treated as having the Harder to Kill Edge with 100% 
  chance of survival. Even a villain seen to fall into lava 
  may survive and return, albeit with hideous scars and a 
  terrible thirst for revenge.
  Second, by spending a benny, the villain may guar-
  antee his escape. He doesn’t suddenly vanish into thin 
  air, but he ignores all die rolls and action limits. What 
  he can’t do during this time is perform actions he was 
  normally incapable of taking (like running more than his 
  Pace + running die) or make any attacks—it’s escape or 
  nothing. For example, an evil psion might sprint his full 
  Pace plus running die maximum, start his rocket-cycle, 
  and blast off into the sky before the heroes can react. 
  Heroes on Hold cannot interrupt this escape.
  This second technique is especially useful during the early 
  stages of an adventure, when the villain might make a brief 
  appearance but must escape to ﬁ ght the heroes in the climax.
  SHIELD PODS
  SHIELD PODS
  All starships are ﬁ tted with a number of shield pods, 
  special devices used to deﬂ ect or absorb damage. Shield 
  pods are activated with the Knowledge (Shields) skill. 
  Each pod can be used in one of three ways, as detailed 
  below. The effects of multiple uses of armor or deﬂ ection 
  are not cumulative—only the highest modiﬁ er applies.
  Absorption: Shields pods can generate a very intense 
  forceﬁ eld in a limited area. As a free action, a shield pod 
  can be used to Soak damage inﬂ icted on the starship. They 
  otherwise function exactly as bennies for this purpose.
  Note that Ace can still be used to Soak damage as nor-
  mal. The Edge represents the pilot’s ability to avoid, or at 
  least lessen, damage through his own skill.
  Armor: Used in this manner, the pod generates a low 
  intensity forceﬁ eld across the whole ship. This functions 
  exactly as the armor power, except it cannot be main-
  tained. Activating a shield pod in this manner requires an 
  action, as the forceﬁ eld must be carefully calibrated.
  Deﬂ ection: A pod set to deﬂ ector mode uses mag-
  netic and gravitational distortion to shield the craft from 
  incoming attacks. This functions exactly as the deﬂ ec-
  tion power, except it cannot be maintained. Activating a 
  shield pod in this manner requires an action to angle the 
  energy shield. Against battery ﬁ re, the modiﬁ er is applied 
  to the pilot’s Piloting skill as a bonus.
  Shields pod capacitors recharge at varying rates, but 
  rarely very quickly. Typically, each shield regenerates af-
  ter the end of the combat. If the shield operator is dealt a 
  Joker, however, immediately recharge one pod.
  STARSHIP COMBAT
  STARSHIP COMBAT
  Starship speeds and weapon ranges have been 
  drastically scaled back to allow for groups who want to 
  use miniatures. We’ve also removed the Acceleration 
  entry—starships can now move up to their Top Speed 
  without bookkeeping. Don’t fret about the actual dis-
  tances involved—they’re not important. Any measure-
  ments for space combat or Chases will use the letters 
  “SU,” for “Space Unit.” Each is the equivalent of 1” on 
  the tabletop.
  Collision damage is 1d6 per SU of movement. As all 
  starships have Heavy Armor, their armor rating is added 
  as a ﬂ at modiﬁ er.
  A few small changes to the critical hit table are re-
  quired as well. Capital ships also use the rules in the 
  Savage Worlds rulebook.
  Scratch and Dent: This entry destroys a shield pod. 
  Roll randomly to determine which one.
  Engine: Indicates a hit to the faster-than-light drive. 
  The ﬁ rst hit gives the pilot a –2 penalty to enter hyper-
  space (on top of any wound penalties). A second hit 
  disables the hyperdrive completely.
  Locomotion: The sublight drive has been hit. Top 
  Speed is halved as normal.
  Weapons: A starship with batteries doesn’t suffer 
  individual weapon hits. Each Critical Hit of this nature 
  reduces a battery’s damage die by one die type (so d8 
  drops to d6). AP is unchanged. When a battery drops 
  below d4 damage, it is no longer operational.
  STARSHIP CREW
  STARSHIP CREW
  Starships commanded solely by NPCs have a new stat 
  block entry—Abilities. This lists the Piloting, Shields, and 
  Shooting skills the GM needs in an adventure, as well 
  as any noteworthy Edges which might apply, like Ace or 
  Level Headed.
  For single crew ships, assume any Crew damage Inca-
  pacitates the pilot unless he has a unique stat block—it’s 
  much quicker than tracking individual damage, especially 
  if there are a lot of small craft in play.
  SURRENDERING
  SURRENDERING
  To some gamers, surrendering is a form of defeat. In 
  pulp style games, it’s often a vital part of the plot and 
  
  DARING TALES OF THE SPACE LANES #01
  DARING TALES OF THE SPACE LANES #01
  6
  leads the story forward. As such, anytime the heroes 
  surrender at the dramatically appropriate moment and 
  go along with the villain’s demands (it’s usually obvious 
  because of the number of Extras present or the villain is 
  holding a gun to someone’s head and shouting, “Drop 
  your weapons!”), they earn a benny.
  TRADING RULES
  TRADING RULES
  There aren’t any. Although the heroes own a freighter, 
  these adventures are about action, not haggling. Unless 
  the plot demands otherwise, the adventurers have just 
  enough money through off-screen trading activities 
  to replenish ammunition and food stores, repair their 
  ship, and purchase small items, like communicators or 
  rope, they may lose during the exploit. Any extra money 
  should be earned through the adventures.
  WEAPONS & ARMOR
  WEAPONS & ARMOR
  Once the characters earn some money they’ll prob-
  ably consider upgrading their personal ﬁ rearms. Just 
  use the regular Savage Worlds weapons (and prices) and 
  tweak the names accordingly. For instance, the default 
  blaster pistol is just a Glock with no AP rating. A Desert 
  Eagle might be called a heavy blaster pistol, an Uzi an 
  auto-blaster, and an M16 a blaster riﬂ e.
  Except in certain scenes where armor is required, such 
  as a spacesuit (+2) or inﬁ ltrating an enemy base in disguise 
  as a soldier, personal armor provides no Armor bonus to 
  player characters. No, it isn’t fair, but space pulp heroes 
  really shouldn’t be running around in body armor.
  WRIST COMPUTERS
  WRIST COMPUTERS
  Small computers that strap to the wrist, these ubiqui-
  tous gizmos come in several forms and can hold a variety 
  of data packages designed to help the wearer.
  As well as storing programs (see below), each 
  serves as a diary, data storage device, communicator 
  (5 mile range), and calculator. Program information 
  can be displayed via speech, either through a discrete 
  earpiece or the computer’s speaker, or text on a small 
  screen.
  Wrist computers’ primary purpose is to store small 
  programs. In game terms, these grant the wearer help 
  through a Cooperative roll. The skill die varies with the 
  level of program. Only one program can be used in a 
  given round, no matter how many wrist computers or 
  programs are available. Accessing a program is consid-
  ered a free action, made as part of the skill roll. Swap-
  ping a program chip takes an action. Each program must 
  be purchased separately.
  Program chips cannot be used at a lesser level. There 
  is a deliberate manufacturing decision designed to make 
  consumers spend more money. For instance, a Model II 
  computer can store 3 levels of programs, but the user 
  has two Level II programs—Healing and Repair. He can 
  use install just one program—can’t install both and use 
  one at a d4 to save memory space.
  The following skills are available as programs: Gam-
  bling (illegal), Healing, Investigation (encyclopedia), 
  Knowledge (speciﬁ c skill), Lockpicking (illegal), Persua-
  sion (etiquette program), Repair, Survival, Taunt (insults 
  from numerous races), and Tracking.
  WRIST COMPUTERS
  WRIST COMPUTERS
  Computer
  Weight
  Cost
  Notes
  Model I
  0.5
  100
  Can store 2 levels of programs
  Model II
  0.5
  250
  Can store 3 levels of programs
  Model III
  0.1
  500
  Can store 4 levels of programs
  Program
  Weight
  Cost
  Notes
  Level I
  —
  50
  d4 skill
  Level II
  —
  150
  d6 skill
  Level III
  —
  400
  d8 skill
  Level IV
  —
  750
  d10 skill
  Master
  —
  x2
  See below
  Illegal
  —
  x2
  See below
  Illegal: Created by criminal gangs and distributed through the blackmarket, illegal programs function as normal but cost 
  twice the price. They can be combined with master programs.
  Master: A master program works like a regular program, but also has a d6 Wild Die. Because of the extra code required, the 
  program counts as one level higher. For instance, if you buy a Level II master program, it uses storage space like a Level II 
  program. There are no Level IV master programs. Master programs can be combined with illegal programs.
  Example: Captain Blaze purchases a Model II computer, which can store three levels of programs. She buys an illegal 
  master gambling program. Normally she could buy a Level III program as the maximum, but as a master program the 
  software counts one level higher for storage purposes. Thus, she may take a Level II program only. The software has a d6 
  skill and a Wild Die, but costs $600 (150 base, x 2 for being illegal, and x2 for being master quality).
  DARING TALES OF THE SPACE LANES #01
  DARING TALES OF THE SPACE LANES #01
  6
  leads the story forward. As such, anytime the heroes 
  surrender at the dramatically appropriate moment and 
  go along with the villain’s demands (it’s usually obvious 
  because of the number of Extras present or the villain is 
  holding a gun to someone’s head and shouting, “Drop 
  your weapons!”), they earn a benny.
  TRADING RULES
  TRADING RULES
  There aren’t any. Although the heroes own a freighter, 
  these adventures are about action, not haggling. Unless 
  the plot demands otherwise, the adventurers have just 
  enough money through off-screen trading activities 
  to replenish ammunition and food stores, repair their 
  ship, and purchase small items, like communicators or 
  rope, they may lose during the exploit. Any extra money 
  should be earned through the adventures.
  WEAPONS & ARMOR
  WEAPONS & ARMOR
  Once the characters earn some money they’ll prob-
  ably consider upgrading their personal ﬁ rearms. Just 
  use the regular Savage Worlds weapons (and prices) and 
  tweak the names accordingly. For instance, the default 
  blaster pistol is just a Glock with no AP rating. A Desert 
  Eagle might be called a heavy blaster pistol, an Uzi an 
  auto-blaster, and an M16 a blaster riﬂ e.
  Except in certain scenes where armor is required, such 
  as a spacesuit (+2) or inﬁ ltrating an enemy base in disguise 
  as a soldier, personal armor provides no Armor bonus to 
  player characters. No, it isn’t fair, but space pulp heroes 
  really shouldn’t be running around in body armor.
  WRIST COMPUTERS
  WRIST COMPUTERS
  Small computers that strap to the wrist, these ubiqui-
  tous gizmos come in several forms and can hold a variety 
  of data packages designed to help the wearer.
  As well as storing programs (see below), each 
  serves as a diary, data storage device, communicator 
  (5 mile range), and calculator. Program information 
  can be displayed via speech, either through a discrete 
  earpiece or the computer’s speaker, or text on a small 
  screen.
  Wrist computers’ primary purpose is to store small 
  programs. In game terms, these grant the wearer help 
  through a Cooperative roll. The skill die varies with the 
  level of program. Only one program can be used in a 
  given round, no matter how many wrist computers or 
  programs are available. Accessing a program is consid-
  ered a free action, made as part of the skill roll. Swap-
  ping a program chip takes an action. Each program must 
  be purchased separately.
  Program chips cannot be used at a lesser level. There 
  is a deliberate manufacturing decision designed to make 
  consumers spend more money. For instance, a Model II 
  computer can store 3 levels of programs, but the user 
  has two Level II programs—Healing and Repair. He can 
  use install just one program—can’t install both and use 
  one at a d4 to save memory space.
  The following skills are available as programs: Gam-
  bling (illegal), Healing, Investigation (encyclopedia), 
  Knowledge (speciﬁ c skill), Lockpicking (illegal), Persua-
  sion (etiquette program), Repair, Survival, Taunt (insults 
  from numerous races), and Tracking.
  WRIST COMPUTERS
  WRIST COMPUTERS
  Computer
  Weight
  Cost
  Notes
  Model I
  0.5
  100
  Can store 2 levels of programs
  Model II
  0.5
  250
  Can store 3 levels of programs
  Model III
  0.1
  500
  Can store 4 levels of programs
  Program
  Weight
  Cost
  Notes
  Level I
  —
  50
  d4 skill
  Level II
  —
  150
  d6 skill
  Level III
  —
  400
  d8 skill
  Level IV
  —
  750
  d10 skill
  Master
  —
  x2
  See below
  Illegal
  —
  x2
  See below
  Illegal: Created by criminal gangs and distributed through the blackmarket, illegal programs function as normal but cost 
  twice the price. They can be combined with master programs.
  Master: A master program works like a regular program, but also has a d6 Wild Die. Because of the extra code required, the 
  program counts as one level higher. For instance, if you buy a Level II master program, it uses storage space like a Level II 
  program. There are no Level IV master programs. Master programs can be combined with illegal programs.
  Example: Captain Blaze purchases a Model II computer, which can store three levels of programs. She buys an illegal 
  master gambling program. Normally she could buy a Level III program as the maximum, but as a master program the 
  software counts one level higher for storage purposes. Thus, she may take a Level II program only. The software has a d6 
  skill and a Wild Die, but costs $600 (150 base, x 2 for being illegal, and x2 for being master quality).
  
  EPIC FANTASY IN A FROZEN WORLD!
  The Hellfrost Player’s Guide contains everything 
  you need to begin adventuring in the frozen 
  wastes:
  ✹ 128 page full colour hardcover rulebook.
  ✹ Six player character races.
  ✹ Dozens of new Edges, including Disciple Edges for 
  religious heroes.
  ✹ Rules for hedge magic.
  ✹ Six alternate magical Arcane Backgrounds, a revised 
  casting system removing the need for Power Points, 
  and the effects of the magic-draining phenomenon 
  known as the Siphoning.
  ✹ Details on 24 deities and their followers.
  ✹ Rules for Glory, a new trait that measures the great 
  deeds of your heroes.
  ✹ Organizations suitable for character membership, 
  including the Convocation of Elementalists, Hearth 
  Knights, Reliquary, and Sisters of Mercy.
  ✹ Complete setting rules for adventuring in Rassilon.
  Welcome to the world of Rassilon. Welcome to the Hellfrost!
  Hellfrost is an epic fantasy setting for the award-winning Savage Worlds RPG
  © 2009 Triple Ace Games. Hellfrost and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2009. All Rights Reserved.
  www.tripleacegames.com
  MSRP: $29.99
  SKU#: 30001
  
  © 2009 Triple Ace Games. Daring Tales of the Space Lanes and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2009. All Rights Reserved.
  www.tripleacegames.com
  www.tripleacegames.com
  31024A
  31024A
  $0.00
  $0.00
  Triple Ace Games’ new line of high-octane, two-ﬁ sted tales takes the heroes into space, 
  where ﬁ ghting evil crimelords, dodging bounty hunters, and evading asteroids while 
  blasting at enemy ﬁ ghters is all part of a day’s work.
  In this free supplement we give you everything you need to explore the 
  Daring Tales of the Space Lanes! Get Waylaid on Wayland & Gunboat Diplomacy to gain 
  full access to the sci-ﬁ  action.
  This inaugural issue contains two short adventures and a special rules appendix.
  Waylaid on Wayland: When a senior political ﬁ gure offered the heroes a tidy sum to 
  deliver a small package it seemed like easy money, but that was before people started 
  trying to kill them. What begins as a simple cargo run quickly has the heroes involved 
  in a running battle over who gets to control a powerful political organization on the 
  industrial world of Wayland. Trash incinerators, acid rain, high speed chases through 
  chimney stacks, and a showdown where the scenery is just as dangerous as the 
  opposition await!
  Gunboat Diplomacy: Sure, helping a guy being blasted at by an armored goon was 
  the right thing to do, but it’s embroiled the characters in the start of a potentially nasty 
  situation. When an entire space navy is trying to kill you, you know it’s not a good day 
  to take to the stars!
  Space Dangers: A special appendix detailing numerous space hazards you can throw 
  into your own space tales. From asteroids to gravity wells to wormholes, that cargo run 
  just got a whole lot more dangerous.
  STRAP IN AND PREPARE FOR LIFT OFF, 
  STRAP IN AND PREPARE FOR LIFT OFF, 
  WITH THE FIRST ISSUE OF 
  WITH THE FIRST ISSUE OF 
  DARING TALES OF THE SPACE LANES!
  DARING TALES OF THE SPACE LANES!
  
SOURCE: textdata/thevault/Savage Worlds/Pulp/Daring Tales of the Space Lanes/TAG31024A - Space Pulp Rules.pdf