TEXT: Centaur class
  Plus
  Optional Rules
  By Bill DeFranza
  www.playBDGames.com
  Contents
  Centaur Class  
   
   
  pages  2 - 6
  Space Combat 
   
   
  pages  7 - 8
  Gravity  
   
   
   
   
  pages  9 - 10
  Asteroids and Mines 
   
  pages 10- 12
  Licenses 
   
   
   
   
  pages 13
  
  Centaur & Optional Rules by Bill DeFranza, BD Games page 2
  CENTAUR CLASS
  History / Background
  Roper IX was one of the first colonies established in the reaches, and
  as such, among the most susceptible to interruptions in supply lines
  from the UNC Core worlds. Shortly after being established, the colony
  suffered a catastrophic power core explosion resulting in heavy
  casualties and many maimings. Isolated, and between resupply
  visits, Roper IX was at risk to run out of medical supplies and food.
  Several forward-thinking scientists and medical doctors innovated
  the daring procedure of surgically ‘repairing’ several maimed
  soldiers as cybernetic groundcycle hybrids (these were the only
  vehicles available, and no robots could be spared). These
  “Centaurs” as they came to be known, quickly proved successful as
  tough and highly mobile colonists who rose to the challenge of
  rebuilding and operating the colony facilities, allowing the colony
  to not only survive, but eventually to grow and colonize the rest of
  the Roper system.
  Generations later, the Centaurs have become elite citizens
  throughout the entire Roper system and its multiple colonies.
  Volunteers for the procedure outnumber the available resources to
  perform it, and Centaurs enjoy a degree of admiration from the
  regular citizens of the Roper system. Centaurs have begun to spread
  to other parts of the reaches, and can be a valuable part of any
  X-plorers group. Not only are they excellent fighters because of their
  mobility and toughness, but they have a myriad of eclectic skills.
  Description
  Centaurs are human / groundcycle cyborgs. Their lower body is a
  robotic, semi-automated ground bike, with their human torso
  melded to the bike behind the fork of the front wheel. They do not
  have handlebars or seats and as a matter of pride, typically do not
  allow riders except in dire circumstances. They are, after all, people,
  not vehicles.
  
  Centaur & Optional Rules by Bill DeFranza, BD Games page 3
  Centaur Table
  Level 
  Pilot 
  Mechanic Other *  
  HD ** BHB 
  ST  
  XP
      1
  15+
  14+
  16+
  1 
   
  +0  
  15+  
  0
      2
  14+
  13+
  15+
  2 
   
  +0  
  14+  
  2,500
      3
  13+
  12+
  14+
  3 
   
  +1  
  13+  
  5,000
      4
  12+
  11+
  13+
  4 
   
  +1  
  12+  
  10,000
      5  
  11+
  10+
  12+
  5 
   
  +2  
  11+  
  20,000
      6  
  10+
  9+
  11+
  6 
   
  +2  
  10+  
  40,000
      7  
  9+  
  8+
  10+  
   
  7 
   
  +3  
  9+  
  80,000
      8  
  8+  
  7+
  9+
  8 
   
  +4  
  8+  
  160,000
      9  
  7+  
  6+
  8+
  9 
   
  +4  
  7+  
  320,000
   10 
  6+  
  5+
  7+
  10  
  +5  
  6+  
  640,000
  * At fist level, choose one other skill except Martial Arts or Weapon
  Specialist. Once chosen, this skill cannot be changed.
  ** At first level only, Centaurs have an additional 4 hp because of
  the mechanical portion of their anatomy.
  Attribute and other Modifiers
  +1 Physique, -2 Agility. +1 Presence with natives of Roper system. -1
  Presence with others. +4 Hit Points at first level. +1 AC (natural AC
  of 11 instead of 10). Centaurs can multi-class normally, but cannot
  have Psionic powers.
  Because their motor body is cybernetically fused to their central
  nervous system, making them a single organism, Centaurs track Hit
  Points as one pool, not separating hit points for their living and
  machine parts separately. The Referee will determine if a Centaur
  requires medical healing or mechanical repair depending on the
  situation.
  This unique cybernetic body has several obvious advantages and
  drawbacks, detailed below. Centaurs must eat, drink and urinate
  like any humans, and excrete waste in a fairly normal manner using
  a hygienically sealed colostomy system. Their motor body is powered
  by a hydrogen fuel cell, which never loses its charge or diminishes
  power output as long as the centaur can load up with hydrogen
  gas every two or three days. As hydrogen is readily available in
  breathable earth-like atmospheres, this is rarely an issue for them.
  The fuel cell’s only byproducts are heat and pure water, so it supplies
  the Centaur with a supply of drinking water for long trips. The colonies
  of the Roper system are equipped with many hydrogen refueling
  stations to accommodate their centaur citizens, and portable
  
  Centaur & Optional Rules by Bill DeFranza, BD Games page 4
  hydrogen filling units are available for those traveling far. If a
  Centaur’s fuel cell runs empty, they cannot move and they may fall
  over as their stabilizer stops working. After one hour without power,
  they begin losing 1d6 hit points per hour as their brains perceive that
  part of their body has gone ‘dead.’ Physiologically, with the machine
  components offline, the cyborg is dying.
  Movement & Encumbrance
  It is the current standard for each centaur to be equipped with a
  gyroscopic stabilizer that allows them to remain upright even when
  staying still. Their ancestors had to use kickstands and other less
  elegant methods.
  At ambulation speed, a Centaur’s standard rate of movement is 5
  meters + 1 meter per point of Agility bonus per round while normally
  encumbered. In addition to clothes and any small personal items, a
  centaur can wear their weapons belt (including a weapon and
  ammunition), and up to three survival packs and/or kits without being
  “weighed down.” If the character carries more than this, they are
  weighed down and can move only 3 meters per round (and can’t
  add their Agility bonus).
  When moving cross country, Centaurs can cover about 30 kilometers
  a day (with regular breaks and exploration). If weighed down, or
  traveling through difficult terrain (jungle or rocky badlands, for
  instance), they can cover about eight kilometers per day. Wheeled
  Centaurs may find swamps impassable. If they have the Skimmer
  upgrade (see below), they may cover about 12 to 15 kilometers a
  day of difficult terrain, including swamps.
  At vehicle speed, Centaurs are as speedy as ground cycles. After a
  Skimmer upgrade, they are as fast as skimmer cycles.
  Equipment & Armor
  Centaurs can wear modified E-suits that protect their humanoid
  body section as it would a normal human. They can rig the e-suit to
  their own fuel cell and thus operate an E-suit for 96 hours at a time,
  twice as long as usual. Centaurs cannot wear Combat Armor, and
  Mesh or Reflec armor must be custom made to fit them. This can be
  costly outside the Roper system. Because of their larger profile, the
  protection Centaurs receive from armor is different than for normal
  humans.
  
  Centaur & Optional Rules by Bill DeFranza, BD Games page 5
  Upgrades
  On occasion, Centaurs may choose to undergo surgical recon-
  struction to upgrade their mechanical motor body. This is costly,
  time consuming and potentially dangerous. These procedures are
  not simply a mechanical hardware upgrade, but a microsurgical
  cybernetic neurosurgery. Even when successful, each procedure
  causes a permanent loss of 2 hit points. Recovery takes 1d6 days.
  The specialists who can perform these services are usually only
  found on Roper IX, and their services are costly. Each procedure
  takes 3d6 hours and requires the Centaur character to succeed a
  Physique saving throw. The saving throw difficulty is modified by the
  number of upgrades the Centaur has already. If they fail the saving
  throw, they permanently lose an additional 1d6 hit points and
  recovery from the procedure takes 1d6 weeks instead of 1d6 days.
  At the Referee’s discretion, if a Centaur is severely damaged such
  that they require their motor body entirely replaced, this may follow
  the upgrade rules, even though there is no ‘upgrade’ per se, be-
  sides receiving a new body. Likewise, if a human character has their
  body hacked in half, these rules may be invoked to change them
  into a Centaur. In such a case, roll randomly to determine one of
  their skills that they lose, so the newly made centaur character has
  three skills like normal centaurs. They also lose any Psionic powers.
  Near death traumas leave mental as well as physical scars.
  In game terms, these upgrades cost both Credits and Experience
  Points. When the upgrade is performed, the character loses the XP
  as shown below. If this brings the Centaur character to few enough
  XP to lose one or more levels, all their stats are recalculated (made
  worse) to match the new, lower XP total. Sometimes, huge surgeries
  that affect the whole body have lasting side-effects. It is recom-
  mended that the Referee require Centaurs to advance at least one
  level between upgrades, even on top of the XP cost. If an upgrade
  would reduce a character to zero XP, it is not allowed (or it’s
  allowed but it kills them. Better to say the surgeon NPCs refuse to
  operate as the risk is too high, the character isn’t a good candidate
  for the procedure, etc).
  
  Centaur & Optional Rules by Bill DeFranza, BD Games page 6
  Upgrade
  Effect
  Armor Plating  
  +1 AC, -1 Move. 2600 cr
  EU system 
   
  Recharges EU clips 1 EU per hour. Must refuel
   
   
   
  Hydrogen fuel cell daily. 3200 cr
  Native Force Screen Permanently installs force screen. +1 AC.
  4500 cr
  Battery Backup 
  Allows 12 hours extra run time if fuel cell runs
  out of hydrogen. The backup will only power
  the centaur’s drive motors and gyroscopic
  stabilizer. 3000 cr
  Skimmer Upgrade 
  Replace wheeled drive with skimmer thrust-
  ers. Can hover up to 1 meter above ground,
  and move as skimmer cycle instead of
  ground cycle. Must refuel Hydrogen fuel cell
  daily.  8000 cr
  XP Cost of Upgrades
  Centaur Armor
  First upgrade   4,000 xp
  Armor  
  AC 
  Cost
  Second 
    8,000 xp
  Force Screen +1 
  150
  Third 
   
  16,000 xp 
   
  Mesh  
  +1 
  300
  Fourth  
  36,000 xp
  Reflec  
  +2 
  700
  If taken as the first or second upgrade, the Skimmer upgrade costs
  an extra 2,000 xp.
  
  Centaur & Optional Rules by Bill DeFranza, BD Games page 7
  Optional Rules
  Below are three rules expansions that may enhance your game.
  They are alternate and optional rules for Space Ship Combat, rules
  for Gravity, and rules for Asteroids and Mines.
  NEW RULES FOR SPACE COMBAT
  Ship Combat, Psychic Phase
  If you use the Psionics rules, or a house-ruled psychic/mystic
  class character class, the Psionic character may use their
  psychic powers to help the team during ship-to-ship combat.
  The Psychic Phase occurs before rolling initiative. The psychic
  character can, if desired, make a Skill Check to peek into the
  near future or feel some intuition or whatnot. If they succeed
  their check, the PCs gain a +2 to their initiative roll for that
  round only.
  Ship Combat, Engineer Phase
  In addition to the normal options for the Engineer Phase, the
  Engineer may also pump the weapons systems, adding +1 to
  the weapons damage rolls until the next Engineer Phase.
  Critical Hit Tables for Ships
  Because space ship combat can lead to a total party kill and
  bring a game or campaign to a screeching halt, some Refer-
  ees may prefer to make the critical hit table less likely to be
  lethal (though the risk should still be present).
  Besides, a result of Dead in the Water presents great story
  opportunities. If the PC’s ship is boarded, a boarding party
  can capture them alive. In this way, the PCs may meet any
  number of NPCs and gain a recurring nemesis. Or they may
  be sent to an enemy’s secret prison where they can escape,
  steal intelligence, rescue several captives and make new
  allies. What a side adventure!
  Of course, the PCs may fight off a boarding party, and in turn
  be able to steal their ship for a well-earned upgrade.
  
  Centaur & Optional Rules by Bill DeFranza, BD Games page 8
  Alternate Ship Critical Hit Table 1
  1d6  
  Result
    1
  Explosion!  The ship explodes in a blinding flash!  All
   
   
  aboard are instantly killed.
  2-4  
  Dead in the water (Incapacitation)!  All the ships
   
   
  systems are out except life support.
  5-6  
  Still flying!  The ship is sputtering along severely
   
   
  damaged, but refuses to die.
  Alternate table 2 requires an additional rule that may serve to
  ratchet up the tension and suspense during a space combat
  – system failure! On a roll of “System Failure”, the affected
  system is temporarily disabled for one round before sputtering
  back to life. In the round following a critical hit, the PCs lose
  their turn for the corresponding combat phase (and only that
  phase). The referee is encouraged to add some colorful
  description to the narrative in addition to the effects of the
  game mechanics – perhaps the lights dim, the deck bucks
  wildly, acrid smoke fills the cabin, the ray guns whine and
  heat up, or the climate control fans go dead for a moment.
  Alternate Ship Critical Hit Table 2
  1d6  
  Result
    1  
  Explosion!
  2-3  
  Dead in the water
  4-5  
  System failure, roll on system failure table
    6  
  Still flying!  The ship is sputtering along severely
   
   
  damaged, but refuses to die.
  System Failure Table
  1d6  
  Result
  1-2
  Weapons!  Lose next Gunner phase of combat.
  3-4  
  Computers!  Lose next Navigation phase of combat.
  5-6  
  Engines!  Lose next Movement phase of combat.
  
  Centaur & Optional Rules by Bill DeFranza, BD Games page 9
  RULES FOR GRAVITY
  Because X-plorers is not a hard science game, and figuring
  out fine details of realistic gravity would be more trouble than
  it’s worth (in this author’s opinion), here are simple rules for
  gravity.
  1) All Normal gravity (aka the easy way): As in the world’s
  most popular space opera, all planets, large moons and any
  ship or station with artificial gravity will have the same gravity
  as normal (that is, Earth), and everything is weightless in
  space. Clearly, this is a convenient fantasy, but it’s also the
  simplest and easiest option.
  2) Gravity Levels: In this option, there are three levels of
  gravity besides weightlessness: low, normal and high gravity.
  Everything is weightless in space. Most planets and all large
  moons have normal gravity. Normal moons and small planets
  will have gravity approximately equal to Earth’s moon. Only
  huge or very dense or otherwise special planets have high
  gravity. High gravity could also exist on alien ships from plan-
  ets with high gravity.
  In low gravity, characters will move in long, loping strides,
  partially floating (as in the moon landing films). In low gravity,
  allow up to double movement rates, ignore encumbrance,
  and give a +4 to lift or carry heavy items (but not other feats
  of strength, such as bending bars or arm wrestling). The Refer-
  ee may decide that Agility checks are required for intricate
  movements until the characters become acclimated to the
  low gravity.
  In high gravity (unless native to such an environment), char-
  acters are “weighed down” as in the encumbrance rules.
  They also must succeed a Strength Saving Throw to lift any-
  thing heavier than an average survival pack. Thrown or pro-
  jectile weapons (not lasers) have their range reduced by 4
  meters (round up).
  
  Centaur & Optional Rules by Bill DeFranza, BD Games page 10
  Low or High gravity could result from an artificial gravity mal-
  function on a ship or space station that is supposed to main-
  tain normal gravity. Guards could intentionally set artificial
  gravity to high as a trap or to suppress a prison break. Gravity
  generators damaged in space combat or by sabotage may
  create low gravity rather than failing completely.
  RULES FOR ASTEROIDS AND MINES
  In open space, there are few physical objects to worry about,
  but in an asteroid belt this is not the case. Asteroids, free-
  floating natural objects of rock or sometimes ice, can dam-
  age a ship that collides with them. In some systems, mines are
  used to obstruct shipping lines too. Mines are a wicked anti-
  ship weapon; difficult to detect, lying in wait to explode with
  deadly force when a ship collides with them. The physics of
  faster-than-light travel keep ships safe from asteroids and
  mines during faster-than-light travel, but at combat speed or
  while traveling between planets, either can be a menace.
  Fortunately, space is so vast that it is nearly impossible to use
  enough mines to make an area completely impassible.
  Density
  During space flight, the threat of mines or asteroids in a given
  area of space is defined by a “Density” score. While navigat-
  ing an area with space objects – asteroids or mines – the
  pilot’s Pilot skill check doubles as a Density check. No addi-
  tional roll is made, just use the pilot’s Pilot Skill Check roll. If the
  roll is above the Density, they have avoided any objects in
  the area.
  For example, if a shipping route has a minefield with of Density
  12, the pilot (or Referee) must roll 13 or higher on their Pilot skill
  check to avoid hitting a mine. The referee may roll in secret
  to better simulate the element of surprise, especially if the PCs
  are not engaged in combat at the time or don’t suspect that
  an area is mined.
  Asteroids inflict 1d3-1 (0 to 2) Hull Points damage to a ship.
  
  Centaur & Optional Rules by Bill DeFranza, BD Games page 11
  It is possible to fail a Pilot Skill Check but still avoid objects if the
  roll is higher than the Density. It is possible to succeed a Pilot
  Skill check, but still collide with something if the roll is under the
  Density score (again, both the Skill Check and Density Check
  are on the same d20 roll). In this case, the pilot succeeds in
  whatever maneuver they were attempting (closing, evading
  or fleeing) but they still hit a mine or asteroid. After the gunner
  phase, roll on the Space Collision Table, page 12.
  The recommended maximum density is 16 – representing an
  80% chance of hitting an object. If, during non-combat
  space flight, a pilot is purposely flying at half speed, actively
  evading mines, add a +2 bonus to their Density Check roll.
  During combat, the Referee may decide one or more
  squares on the space combat chart are mined or littered with
  asteroids with whatever Density they choose, and require a
  Density check whenever the PC’s ship enters that square.
  A technician can spend several hours reconfiguring the ships
  sensors to better detect mines during non-combat space
  flight. With a successful mechanics skill check, add a +2 to the
  pilot’s Density check. The Referee may decide the sensors
  become less effective for long-range scanning in this case.
  Mines inflict damage depending on the class of the mine:
  Class 3 mines (common) each inflict 1d3 Hull Points of dam-
  age to a ship.
  Class 2 mines (hull piercing) each inflict 1d6 Hull Points of
  damage.
  Class 1  mines (military grade) each inflict 1d3+1 Hull Points of
  damage, plus they force a roll on the critical hit table regard-
  less of the ships current Hull Points, ignoring any roll of 1.
  Thankfully, Class 1 mines are both rare and prohibitively
  expensive. They were outlawed over 50 years ago and are
  typically only found in areas of space where heavy military
  action was common. Abandoned and forgotten ones can
  be salvaged with care, but may have become unstable and
  can explode unexpectedly if they are not handled properly.
  
  Centaur & Optional Rules by Bill DeFranza, BD Games page 12
  Space collision Table
  (Use for both Asteroids and mines)
  Small ships
  Large ships
  (Ship Classes 1,2 or 3) 
   
  (Ship Classes 4, 5 or 6)
  1d6 
  No. of objects hit
  1d6 
  No. of objects hit
    1 
   
  1 
   
   
    1 
   
  1
    2 
   
  1 
   
   
    2 
   
  2
    3 
   
  1 
   
   
    3 
   
  2
    4 
   
  2 
   
   
    4 
   
  3
    5 
   
  2 
   
   
    5 
   
  3
    6 
   
  3 
   
   
    6 
   
  5
  A simple alternative; smaller ships (Classes 1-3) hit 1d3 objects
  and larger ships (Classes 4-6) hit 1d6 objects.
  Optional: If the Density Check result was a 1, add +2 to the
  number of objects that collide with the ship.
  Mine Costs
  Individual Class 1 mines can fetch as many as 1 million credits,
  but no fewer than 400,000 credits. Each Class 1 mine creates
  a Density of 2 in a given area, as they have the capability to
  actively seek targets.
  Other mines are bought in lots, and each lot represents
  enough mines to create a Density of 2 in a given area of
  space. For example, to create a density of 6, characters must
  acquire 3 lots of mines.
  Class 3 Mines, per lot: 20,000 credits
  Class 2 Mines, per lot: 45,000 credits
  
  Centaur & Optional Rules by Bill DeFranza, BD Games page 13
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this
  License. You may use any authorized version of this License to copy, modify and distribute any
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  10. Copy of this License: You MUST include a copy of this License with every copy of the Open
  Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using
  the name of any Contributor unless You have written permission from the Contributor to do so.
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  governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All
  sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall
  be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce
  R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary
  Gygax and Dave Arneson. Modern System Reference Document Copyright 2002-2004, Wizards
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle,
  David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell,
  John Tynes, Andy Collins, and JD Wiker.
  Swords & Wizardry, Copyright 2008, Matthew J. Finch swords & wizardry: whitebox by Matt Finch
  and Marv Breig, Copyright 2008, Matthew J. Finch
  The Xplorers RPG is copyright 2009, David Bezio & Grey Area Games and copyright 2011, Brave
  Halfling Publishing. The X-plorers trademark is used under the X-plorers Trademark License X-
  plorers TM Copyright 2009 David Bezio, Author David Bezio Dave Bezio’s X-plorer’s, (presentation
  only, not text) Copyright 2011 Brave Halfling Publishing.
  END OF LICENSE
  
SOURCE: textdata/thevault/X-Plorers/X-Plorers Supplemental/X-plorers Centaur Class & Optional Rules.pdf