SS' house rule/ammendments


Shadow Shack's rules / ammendments
Shadow Shack's picture

Alpha Dawn

This is where the bulk of my AD house rules will be stored

Cythar

The Cythar are a new discovery to the UPF, when a large mobile space station dropped out of the void in the K'aken-Kar system. Ken'zah Kit fell prey to their rapid assault, consisting of both the heavy defensive systems on the station itself and ten 6-unit squadrons of various sized fighter craft ranging from class one to class three hulls. The smaller craft were single operator star fighters lined with fusion bombs, obviously designed for ramming attacks as well as sporting laser weapons for ship to ship combat. The medium sized Raiders were manned by two to three Cythar and featured both laser and rocket weapon systems, while the larger craft were bombers manned by two crew members and the nuclear powered energy weapons were obviously intended for heavy damage on larger targets such as capital ships, orbital space stations, and planetary assault.


If it weren't for the timely commissioning of the latest SF-1 Dagger squadron the planet surely would have fallen. Together with the Ken'zah-Kit Militia and several Strike Force NOVA vessels that were insystem at the time, the Cythar forces were eventually overtaken and driven off, but at the cost of heavy casualties among the defending fleet.


When some of the salvageable enemy wreckage was recovered afterwards, it was shocking to discover that these various fighter craft were manned by bipedal armored cybernetic robots featuring a sweeping LED visual sensor and a reverberating voice module in the head, and brains and nervous systems as well as support organs of Sathar nature. Certainly this explains why the Sathar gather their dead and fallen after battles, they appear to be utilizing and ressurecting their fallen comrades to continue serving the Sathar cause in the form of these deadly cybot warriors that have been dubbed "Cythar", an acronym for Cybernetic Sathar.



So far three classes of Cythar have been identified: Drones, Centurions, and Officers. Drones have a single CPU to assist the organic brain, and so far all the drone brains tend to be somewhat lacking in size when compared to normal Sathar brains. In theory, Drone brains were most likely surgically altered prior to cybernetic incorporation. Drones appear to be incapable of independant thought or action, yet retain the basic motor skills from their organic brain and are capable of learning and adapting to new conditions. Drone armor is dull in appearance. Drones were found amongst the wreckage of fighter craft.


Centurions feature normal sized Sathar brains that operate independantly of their single CPU, which merely serves to power the mechanical and electronic systems. They most likely are capable of operating independantly and making decisions, much like a living being would. Centurion armor is albedoline coated and polished to a mirror-like finish. Centurions were found along with Drones among the wreckage of many of the class two Raider craft.


Officers are immediately distinguished from Centurions with their polished gold albedoline armor. The only difference aside from visual appearance is their dual CPU units are wired to their organic brains, indicating that they are both hardwired to other systems as well as capable of free thought and decision making. Officers were recovered from the wreckage of the bomber craft, and an occasional one was found with a couple of the Raider craft as well, possibly indication of a Raider squadron leader.

A fourth class featuring matte black armor has been reported, but none have been acquired for analysis yet. It is presumed that these are stealth models designed for intelligence missions.


Just like the other Sathar allies, any civilian encounters with Cythar should be reported immediately. They should not be attacked unless as a last resort, as they are very dangerous cybernetic beings and completely unpredictable, although their slow reaction and movement speed does allow one to obtain the upper hand in some situations.

Ground Vehicles Revisited

Ground Vehicle Variations

Base model vehicles and performance specs are as described on page 29-30 of the Star Frontiers/Alpha Dawn "Expanded Game Rules" book. The only exception is a hovercycle top speed should read 180kph, not 120kph. Variations are as follows:

Table A: Size Variations (Cars & Cycles)
applicable to both ground and hover vehicles


Top SpeedCruise SpeedAccelDecelTurn SpeedPassengersCargoCost
Small/Compact-20-20-20+20+10-50%*-50%-25%
Intermediate-10- n/a --10+10- n/a -- n/a --25%-10%
Mid-Sized- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -
Large+10+10+10- n/a --10+50%**+50%+25%
Heavy- n/a -+20- n/a --10-20+100%+100%+50%
*round up
** round down


Table B: Style Variations (Cars & Cycles)
applicable to both ground and hover vehicles

 Top SpeedCruise SpeedAccelDecelTurn SpeedSPECIALCost
Standard- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -
Cruise-10kph+10%- n/a -- n/a -- n/a -- n/a -+10%
Utility*-10kph- n/a -- n/a -- n/a - -10- n/a -+20%
Luxury- n/a -+20kph- n/a - - n/a --10- n/a -+25%
Sport+10kph-10 kph+10 +10+10- n/a -+40%
Super Sport+20kph-20kph+20+20+20- n/a -+50%
Dual Sport- n/a -- n/a -+10-10 -10 +0.1 Terrain+30%
Adventure- n/a -- n/a -- n/a --20-20+0.2 terrain+40%
Vintage/Classic-10kph-10kph-10- n/a --10- n/a --50 to +500%***
Custom**variesvariesvariesvaries varies varies varies

* Utility vehicles may alternate passenger and cargo space by any combination of 50%/50% (e.g. a standard utility ground car may convert 75kg/0.5cubic meter of cargo space to 3 passenger seats, can't exceed the 50% on either end)

**CUSTOM variations allow for combinations, such as sport/standard. Use the lesser applicable modifier and average the cost modifiers. Use common sense where applicable, such as a longer wheelbase vehicle (chopper or stretch limo) would have a turn speed penalty etc

*** Depending on condition



Table C: Size Variations (Transports & Explorers)
applicable to ground & hover transports and explorers

 Top SpeedCruise SpeedAccelDecelTurn SpeedPassengersCargoCost
Small+10kph-10kph+10+10+10-33%-50%-20%
Standard- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -
Large -10kph+10kph-10-10-10+33%+50%+50%
Heavy Duty*-20kph+20kph-20-20-20+100%+100%+100%

*TRACK MOBILE chassis available @ +25% cost, not permitted on city streets

Table D: Style Variations (Transports & Explorers)
applicable to ground & hover transports and explorers
 Top SpeedCruise SpeedAccelDecelTurn SpeedPassengersCargoCost
Sport+20kph-10kph+10+10+10- n/a --25%+25%
Utility*- n/a -- n/a -+10- n/a -- n/a -- n/a -- n/a -+30%
Passenger- n/a -- n/a -- n/a -+10- n/a -+20-75%+20%
Cargo- n/a -+10- n/a -- n/a -- n/a --50%+100% +10%
a standard style is also available, no additonal cost or variables

* Utility vehicles may alternate passenger and cargo space by any combination of 50%/50% (e.g. a standard utility explorer may convert 3 passenger seats to 1000kg/3 cubic meter of cargo space)




Appendix 1: Modifications

Sidecar (cycles only): +1 passenger/+50% cargo, -10 accel/decel/turn speeds --- Cost: 500Cr

Detachable Luggage (cycle or car): +50% cargo space --- Cost: 75Cr

Utility Trailer: +200% cargo space, -10 accel/turn and 
-20 decel/
top speeds for each trailer added --- Cost: 250(cycle)/750(car)/2500Cr(transport)Cr

Air Brakes/Hard Brakes (hover/ground): +10 decel; --- Cost: 1000Cr

Re-geared Transaxles(any): +10 accel/decel & -10 Top/Cruise OR -10 accel/decel & +10 Top/Cruise --- Cost: 50Cr

GyroStabilizers: +10 turn speed --- Cost: 2500Cr

+1 Powerplant Rebuild: +10 to Top/Cruise/Accel/Decel/Turn speeds --- Cost: 15000Cr*

+2 Powerplant Rebuild: +20 to Top/Cruise/Accel/Decel/Turn speeds --- Cost: 25000Cr*

+3 Powerplant Rebuild: +30 to Top/Cruise/Accel/Decel/Turn speeds --- Cost: 35000Cr*

High Performance Racing Chip (HPRC, any): +20 top speed & accel, +10 decel & turn speeds --- Cost: 20000Cr



*Powerplant rebuilds may not exceed the +3 category. A +1 rebuild can be performed initially, followed later by another +1 or a +2 rebuild but can never exceed the +3 bonuses.

Multi-Barrel Weaponry

Dual, Triple, & Quad barrel weapons

One method to increase damage to your opponents is sending more firepower in their direction. Rather than shooting at them with two, three, or four different weapons, why not simply have all those weapons on a single body?

Adding additional barrels to a weapon, be it a pistol or rifle, incoporates utilizing the reciever, ammunition, and barrel from another host weapon. Hence, a standard laser rifle buttstock can be modified to accept a second, thrid, and/or fourth barrel and ammunition reciever, so that all weapons employ the common trigger assembly to activate them. Doing so increases the mass by 50% of the original single weapon for each additional barrel/reciever. The advantage of course is the extra damage inflicted by the second, third, and fourth unit thus doubling, tripling, or quadrupling the standard damage. The drawbacks, aside from aditional mass, include the additional doubling, tripling, or quadrupling of ammo use. 

Cost is also increased by 50% of the original host weapon. Range modifiers are not affected, although possible encumbrance issues can arise.


 


 

Dual Gyrojet Pistol
  

Dual Laser Pistol

Power Sources (revised mass)

Why is it that 5 powerclips which have no mass according to the rulebooks, yet a 100SEU powerbackpack which holds the same energy as five "massless" powerclips has to weigh 10kg?


I made a revision that a beltpack masses 1kg and the backpack masses 2kg...with the obvious difference between them and the clips is the multiple ports and connection points along with the hardware to relay the energy from source to each port. On that same token, 5 powerclips (or any other ammo clip) masses 1kg (or 0.2kg each).

I summarily reduced the mass of parabatteries as well to 10, 20, 40, & 80kg for type 1, 2, 3, & 4 batteries respectively.


SOURCE
WEIGHT(kg)
5 clips
1kg
Backpack
2kg
Parabattery Type
---
1
10kg
2
20kg
3
40kg
4
80kg

Skills Breakdown

Part 1: Military Skills

These remain unchanged, although with a few additional skills added.

Skill LevelPSA XPnon-PSA XP
      1    3       6
      2    6      12
      3    9      18
      4   12      24
      5   15      30
      6   18      36


New Military Skills

Concealment, Stealth, & Survival
Success Rate: 40%/20%/20% + 10% per level respectively

These skills are the exact equivilents as the Environmental skills. XP must be spent on each individual skill, just as the character would if he/she were a BioSocial PSA. 


Heavy Weapons 
Success Rate: automatic 

This military skill requires three experience point to acquire (assuming PSA: military, 6 if otherwise). It is a one time automatic skill (re: no further advancement is possible) whose purpose negates the -10 penalty for firing a fixed, mounted, or otherwise heavy weapon such as a machine gun, heavy laser, rocket launcher, etc. 


Vehicle Operation
Success Rate: automatic/40% + 10% per level for special maneuvers, 30% +10% per level for alien vehicles

This skill allows the use of various vehicles depending upon skill level. The usual -20% modifier is also applicable. See the tiered licensing table below to determine what vehicles can be utilized depending on skill level, an operator can not use any vehicle at a level higher than his/her skill level but may still use anything below.
 1Ground cycles/cars/transports 
 2Hover cycles/cars/transports, light aquatic craft, and Glijets 
 3 Track-mobiles & Heavy Duty ground vehicles, Heavy aquatic craft, Copters
 4 Air cars & other various small aircraft
 5  Large air transports & sub-orbital aircraft
 6 Shuttles, launches, & workpods


Vehicle Combat
Success Rate: +5% to hit (only applicable when in a moving vehicle)

This skill helps to negate movement modifiers in vehicle combat. Attacker must possess the corresponding skill for the weapon used. The modifiers only apply to combat scenarios that entail moving vehicles...for example a person standing on the ground may use it to fire upon a moving hovercycle, but not at occupants in a parked ground car --- or a person in an air car may use it to fire at ground targets (stationary or otherwise).


Zero Grav Combat
Success Rate: see below

This military skill allows for improved combat prowess in a zero gravity environment. 0G combat decreases a character's dexterity by half, as well as mandating a RS check after each firing action to maintain (or regain) control. The 0G skill allows a +5/level bonus to the DEX (not to exceed original dexterity where aplicable) and a +2/level bonus to the RS check.
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Part 2: Technical Skills

The Technical Skills also remain the same, but the sub-skills are individually increased as the player gains experience. This allows for a more fleshed-out skill, one technician may be more adept at repairs, another at operating machinery, a third at opening locks, etc. The technical skills are still divided into three fields: Technician, Robotics, and Computers.

A starting character gets the skill at the LVL:1 Buy-In, meaning he/she recieves all the subskills at level one. The LVL:0 Buy-In refers to characters that wish to add a second or third technical skill field to their character (such as a technician adding robotics or computers). Buying in gives the character all the subskills at zero-level, meaning he/she may use the skills with no bonuses. 

Adding a second or third technical skill field at the LVL:1 Buy-In allows the character to start with the new skill with all subskills at level one. This requires expending one XP (2 for non-Technical PSA) per subskill, so to acquire the Technician set it would take 5XP as there are five separate subskills in that field.

Increasing the individual subskills is explained in the following table:

   PSA XPnon-PSA XP
    LVL:0 Buy-In*      2       4
    LVL:1 Buy-In1/subskill 2/subskill
individual LVL:2 skill    0.5       1
individual LVL:3 skill      1       2
individual LVL:4 skill      2       4
individual LVL:5 skill      3       6
individual LVL:6 skill      4       8

* Increasing LVL:0 subskills to LVL:1 can be done at 3 subskills per XP (3 subskills for every 2XP for non-PSA), leftover skills per XP are lost.

New Technical Skills

Armorer
Success Rate: 40% + 10% per level

An armorer may repair damaged weapons as well as defensive suits & screens. An armorer that possesses any weapons skill may attempt to construct any weapon in that field at one half the normal item cost using the same success rate. Characters with this skill may also opt to combine weapons (such as a dual barrel automatic pistol, or a laser/gyrojet rifle, etc) at the same rate.


Vehicle Combat
Success Rate: +5% to hit

As with the Military version, this skill helps a technician to use a fixed/forward firing weapon on the vehicle he/she is operating. If the vehicle operator also has a corresponding weapon skill, those bonuses may be added in as well...although unlike the military version no base skill is required. The skill reflects the technician's ability to make fine directional adjustments to compensate for movement modifiers, and is only applicable when the vehicle is in operation.


Vehicle Operation
Success Rate: automatic/40% + 10% per level for special maneuvers, 30% +10% per level for alien vehicles

This skill is the same as the Military PSA version above albeit with slightly higher chances of success to reflect the additional XP required and technical background.


Vehicle Repair
Success Rate: 50% + 10% per level 

This skill allows the repair of various vehicles, not to be confused with the repair of various pieces of machinery. With vehicles being less complex than machinery, the success rates are slightly higher.
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Part 3: Bio-Social Skills

As with the Technical Skills, the Bio-Social Skills also remain the same but the sub-skills are individually increased as the player gains experience. This allows for a more fleshed-out skill, one medic may be more adept at surgery, while another excels at diagnosis and a third can be a disease expert, etc The bio-social skills are still divided into three fields: Environmental, Medical, and Psycho-Social.

A starting character gets the skill at the LVL:1 Buy-In, meaning he/she recieves all the subskills at level one. The LVL:0 Buy-In refers to characters that wish to add a second or third bio-social skill field to their character (such as a medic adding the environmental or psycho-social field). Buying in gives the character all the subskills at zero-level, meaning he/she may use the skills with no bonuses. 

Adding a second or third technical skill field at the LVL:1 Buy-In allows the character to start with the new skill with all subskills at level one. This requires expending one XP (2 for non-BioSocial PSA) per subskill, so to acquire the Medic set it would take 9XP as there are nine separate subskills in that field.

Increasing the individual subskills is explained in the following table:

   PSA XPnon-PSA XP
    LVL:0 Buy-In*      3       6
    LVL:1 Buy-In1/subskill 2/subskill
individual LVL:2 skill    0.5       1
individual LVL:3 skill     1       2
individual LVL:4 skill     2       4
individual LVL:5 skill     3       6
individual LVL:6 skill     4       8

* Increasing LVL:0 subskills to LVL:1 can be done at 3 subskills per XP (3 subskills for every 2XP for non-PSA), leftover skills per XP are lost.

New Bio-Social Skills

Bluffing
Success Rate: ¼ (LOG + PER) + 10%/level

This skill allows a character to pass lies or tall tales with reassurance, but within the constraints of normal logic.


Forgery
Success Rate: ¼ (LOG + DEX) + 5%/level

The (illegal) art of copying/producing signatures, writings, and documents.


Haggling
Success Rate: ½PER + 10%/level

Allows for a chance to negotiate the price down on purchased items or up for itms being sold. Make a check for every 5% margin (two checks for a 10% increase/decrease, three for 15, up to a 25% maximum margin).

Misc. Skills

Vacc Suit
Success Rate: automatic 

Any spacer, upon acquiring one of the various ship skills, is eligible to learn the skill of donning and using a spacesuit. One experience point must be expended and there is no skill level, the success rate is automatic. Time is halved when donning a spacesuit compared to the unskilled, and add a +10% bonus to repair work performed (patches etc). Anyone without a spaceship skill must expend 3XP to acquire the skill.
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Note: all new skills at the end of each section can be purchased via the XP expenditure is as defined on the Military table (3/6/9/12/15/18XP for PSA, 6/12/18/24/30/36 for non-PSA).

Knight Hawks

This is the bulk of my KH modifications.

Armor Plating


Ships can be armored with thicker hull plating along with more durable bulkheads and framework. This can only be performed during construction of the ship, and is only available at a Class:1 SCC.

As such, there are four grades of hull armor:

Armor Grade |
Hull Points |
Cost
Unarmored
Base HP
50,000
Light6
100,000
Medium
7200,000
Heavy

400,000
Hull points and Cost are multiplied by the ships hull size.

NOTE: A military contractor is required for the medium and heavy grades of armor, although any ship may receive the light armor during construction. Performance penalties apply for the higher grades of armor, this will be detailed below.

If you crunch the numbers, this ruling almost lines up perfectly with canon KH specs on the warships --- a fighter would have heavy armor for 8HP at HS:1, a frigate has heavy armor for 40HP at HS:5, but the destroyer gets a bonus two HP for 50 at HS:6 (to which my only explanation can be the designer opted for more brawn over improved performance, as opposed to the Frigate and Assault Scout). Even the battleship at HS:20 could be detailed as light armor (to keep costs down?) for 120HP. A canon light cruiser at HS:14 / 70HP can be redesigned as HS:12 with light armor and one less drive for a minor price increase (and much cheaper to operate over the long term as a result) while sporting two additional hull points worth of protection, not to mention a lower grade pilot can man the helm! (level 4 instead of 5)


As noted earlier, the medium and heavy grades reduce performance. Figure a -1 for each grade, applicable to either the ADF or MR, builder's choice (determined during construction). In other words, a total -2 penalty for heavy armor, applicable to one or the other or -1 to both. This can be compensated by doubling the number of drives per penalty (re: two more "A" drives for medium armor on an assault scout, four more for heavy armor), but under no circumstances can performance go above the normal/stock configuration, therefore doubling the drives to compensate for medium armor will only revert it back to stock performance, not +1 ADF or MR...thus one drive doubling negates one grade of penalties, so add double the drives twice for heavy armor...another reason why the eight C drive battleship has light armor: no performance penalties. (See? It really does work out nicely!) Under no circumstance should the total number of drives exceed eight --- if you can't add more drives, then the penalties remain.

As such, assault scouts can be revamped with armored hulls so they can take a little more abuse, considering their counterparts on both ends (frigates and fighters). At 24HP, it still has a fair chance at surviving an assault rocket or it can take one more battery weapon hit than before. Twin A drives hanging off the wings of a medium armored scout makes it a more formidable craft...even reduced to ADF/MR: 4/4 via stock drive configuration and medium armor it's still something of a contender (remember - MR must be 4 or more for assault rocket use, dropping MR to 3 mandates swapping the AR system for pod lasers or a second laser battery).


It opens the doors to various configurations...some militias may not be able to afford the armored ships so they would settle for the less expensive "canon" versions, while the UPF and more economically stable systems would go all out for the super models with heavy armor and four drives, while yet other militias might have something in between.


Note that civilian ships under a government charter can become eligible for higher grade armored hulls. Even the occasional megacorp ship wouldn't be out of line with higher grades of armor, naturally exerting some influence upon the government presiding over their home office world...


Optional Rule

For each grade of armor there is a 5% chance that a successful hit from any weapon hits at such an angle it's damage potential is entirely deflected.

Armor Grade |
Deflection
Unarmored
0%
 Light5%
Medium
10%
Heavy
15%



Auto Eject Module (AEM)

The Auto Eject Module, simply put, is a cockpit module that doubles as an escape pod. Assuming the craft has a life support program the occupant(s) should be given a fair time before the supplies run out, otherwise it's up to the space suits and any additional life support packs carried onboard.

This is strictly a HS:1-2 item intended for fighter craft and can accomodate no more than two beings. The design stems from the need fo fighter crew survival, as these small craft can not sustain much damage yet they are essential to any fleet operation. Cost is 30,000Cr (same as an escape pod), and the chance of escaping a destroyed craft is a base 95% minus 1% for each hull point below 0. The AEM broadcasts a signal beacon for friendly craft to detect them as they are too small to immediately show up on radar.

With the advent of the AEM, fighter crews tend to stick around longer as they gain more experience rather than moving up to larger craft. Squadrons of 2nd and 3rd level pilots are not uncommon, and the prowess they display on the battlefield is unparalleled. 

Defenses (Knight Hawks)

Deflector Screen (DS)
A Deflector Screen allows shielding of smaller starships from enemy weaponry. A DS can absorb as many hits equal to the HS+4. Also, the screen can be adjusted for maximum protection, angle the screen fore and any attacks from ahead are nullified, angle it aft and any rear attacks are quelled. However, any attacks that come from the opposite side can cause damage.


To this end, the DS can be set at equal fore/aft protection, but won't provide the same protection all around. A DS protects from all energy and projectile weapon attacks. If the attack comes from the angle protected side, the shield will absorb 100% of the damage, if the attack comes from the opposite side the shield will absorb 50% of the damage. A screen set equally fore and aft absorbs 75% of damage from any side. Each hit takes one charge off the screen (maximum charge is HS+4), and it takes one standard repair round (three combat turns) for one charge to be reinstated, and the craft must be coasting under non-combat maneuvers (meaning ADF:0 or 1).

Due to the inability of the DS projectors to extend over a large area, the maximum HS for a DS equipped ship is HS:6. A DS costs (HS x 1500)credits at a Class:I construction center and takes up (HS x 5)cubic meters of space, and takes a LVL:2/FP:8 computer program to operate.


Albedo Shield (AS)

Player characters can wear an Albedo suit for protection against lasers, starship owners can opt for a reflective hull to protect their craft from laser attacks. Player characters can also purchase and activate an Albedo Screen for the same purpose, and so it is now with starships too. A starship's Albedo Shield absorbs full damage from all laser attacks for as long as the shield is activated, but it can only be activated for a number of combat turns equal to (HS +4). After which time the shield energy is drained and must be recharged, which takes an equal number of combat turns and the shield can not be reactivated until fully charged. Treat as a reflective hull for hit determination. Minimum hull size is HS:5 and the system costs (HS x 2500)credits at a Class:I center, takes up (HS x 8)cubic meters, and requires a LVL:2/FP:6 computer program to operate.

Dreadnought Specifications

 

Dreadnought \dred' not\ n. 1. A British battleship, completed in 1906 -- 1907, having an armament consisting of ten 12-inch guns, and of twenty-four 12-pound quick-fire guns for protection against torpedo boats. This was the first battleship of the type characterized by a main armament of big guns all of the same caliber. She has a displacement of 17,900 tons at load draft, and a speed of 21 knots per hour.

Dreadnoughts are known for being large and having big guns...

Frontier News Network

 


Operation:Dreadnought Bill Passes by Narrow Majority

---Morgaine's World, Prenglar
f.y. 5/33/70

The Council of Worlds finally approved the bill that allows for larger than Class:20 military craft. Following the second Sathar War, the Star Fighter Corps was quickly enacted to advance the small scale assaults into worthy fighting units. High ranking Spacefleet officials followed suit by pushing for something to be done on the other end of the spectrum to get OD rolling.


The bill wasn't being taken too seriously at first, that is until the recent appearance of what the UPF dubbed as the "Juggernaut", a massive Sathar vessel that dwarfed small space stations in sheer mass. This opened the eyes of many UPF strategists and they realized that the possibility of more (or worse yet, larger) craft of such magnitude would spell certain doom for the Frontier.

Immediately following the passage of this bill, military contracters drafted blueprints for such craft as a class:24 craft dubbed "Strike Cruiser", a class:30 hull dubbed as a "Stike Carrier" that can carry up to 24 fighter craft or 6 assault scouts in its massive bay, all the way up to one enormous class:50 craft that will simply be known as a "Frontier Cruiser".


News of passage brought smiles to Pan Galactic executives, following a recently awarded extension of their Battleship contract which now translates to even more of their craft that will be called on as support to such larger craft, hinting that the construction of as many as five more battleships may be contracted within the next year or two. And little doubt exists that their Gran Quivera shipyard will host some of the initial dreadnought constructions as well. Needless to say, shares of PGC stock should be enjoying more healthy gains in the near future.


But Streel executives aren't frowning. Their new shipyard in Cassidine is scheduled to pump out an all new and updated Heavy Cruiser design with modern features that will blow away the original leftovers from the first Sathar War. CEO Hilo Headow (ym) was quoted as saying "We're confident that once all this gets underway, our new cruisers will become the mainstay capital ship of UPF fleets. Add to that, they cost less and we can produce them quicker than our competition's battleships. There's a certain advantage to being number two: it lets the competition know that there's something uncomfortable up their asses, and when it's all said and done they still have to look behind them to see what it is." Spacefleet is considering the purchase of no fewer than three of the new craft, assuming the prototype lives up to Streel's marketing promises.


Many rallies staged by the Frontier Peace Organization expressing their outrage cropped up during the time this bill was up for consideration, and most of them continue to rage today. Some of them turned violent as supporters from the Anti-Satharian League gathered nearby for retaliating demonstrations. ASL leader J. Harrington Farnsworth (hm) was quoted saying "We're all very happy about the passage of Operation: Dreadnought. It's about time the UPF stepped up their efforts." With regards to the FPO, he simply said "When those fools are done hugging their trees, I hope for their sake a strangler chute drops down on them before a worm blasts them in the back. It's always nicer to die thinking that you were right."


FPO leaders were unavailable for comment. An ammendment for the possibility of larger civilian freight haulers and liners is now up for consideration.


Here are a few tables for creating Dreadnoughts in Star Frontiers.

 

HSLeng/Diam#drives & typeADF/MRHull Cost Modifier
20   600/100       8 C  2 / 2           1
21   640/106       2 D  2 / 2          1.5
22   680/112       3 D  2 / 2          1.5
23   730/120       4 D  2 / 2          1.5
24   780/128       6 D  2 / 2          1.5
25   840/136       8 D  2 / 1          1.5
26   880/145       2 E  2 / 1           2
27   940/160       2 E  2 / 1           2
28 1000/175       2 E  2 / 1           2
29 1060/185       3 E  2 / 1           2
30 1120/200       3 E  2 / 1           2
31 1180/210       3 E  2 / 1          2.5
32 1240/220       4 E  2 / 1          2.5
33 1300/230       4 E  2 / 1          2.5
34  1360/240       4 E  2 / 1          2.5
35 1420/250       4 E  2 / 1          2.5
36 1480/260       4 E  1 / 1           3
37 1540/270       6 E  1 / 1           3
38 1600/280       6 E  1 / 1           3
39 1675/290       6 E  1 / 1           3
40 1750/300       8 E  1 / 1           3
41 1825/315       2 F  1 / 1          3.5
42 1900/330       2 F  1 / 1          3.5
43 2150/345       3 F  1 / 1          3.5
44 2300/360       3 F  1 / 1          3.5
45 2450/375       4 F  1 / 1          3.5
46 2600/400       4 F  1 / ½           4
47 2750/425       6 F  1 / ½           4
48 2900/450       6 F  1 / ½           4
49 3050/475       6 F  1 / ½           4
50 3200/500       8 F  1 / ½           4

MR: ½ relates to making one 60º facing change every other combat turn

 
HSLeng/Diam#drives & typeADF/MRHull Cost Modifier
513300/5252G½ / ½5
523400/5502G½ / ½5
533500/5753G½ / ½5
543600/6003G½ / ½5
553800/6254G½ / ½5
564000/6504G½ / 1/36
574200/6755G½ / 1/36
584400/7006G½ / 1/36
594600/7257G½ / 1/36
604800/8008G½ / 1/36

Anything over HS:60 becomes impractical for biological operation as the ADF would be restricted to 1/3, insufficient artificial gravity for long term crew survival

____________________________________________________________________

Dreadnought Drive Tables

 

Table 1: Atomic Drives

Hull SizeEngine SizeCost(SCC:1)Fuel Pellet CapacityTrips Between OverhaulsProgram Level/FP
 21-25      D1,000,000        15          20     6(256)
 26-40      E1,500,000        25          30    6(512)
 41-50      F3,000,000        40          50   6(1024)


Hull SizeEngine SizeCost (SCC:1)Fuel Pellet CapacityTrips Between OverhaulsProgram Level/FP
51-60G4,500,00060756(2048) 


Table 2: Ion Drives
Hull SizeEngine SizeCost(SCC:1)Program Level/FP
  21-25       D   300,000       6(96)
  26-40       E   600,000      6(192)
  41-50       F  1,000,000      6(384)
No Ion Drives available in the G rating, as the ADF would be ¼ which would be insufficient for long term crew survival 


The Alarm, Damage Control, and Maintenance programs will all be at LVL:6 with function points being factored one higher for every drive over size C (meaning size D will be doubled, size E tripled, etc). Likewise, any supplemental software will also need to be increased accordingly, such as Commerce, Communication, Industry, and Transportation (for the ship's cargo manifest logs, intercoms, hydroponics/machine shops, and elevators respectively) all at LVL:2 instead of LVL:1 for size D drives, LVL:3 at size E, etc.
____________________________________________________________

Hull Specification Chart

Ships
HSLeng/DiamEnginesADF/MR
 1    10/2  1 (A)   5/5
 2    30/5  1 (A)   4/4
 3    50/8  2 (A)   4/4
 4   75/12  4 (A)   4/4
 5  100/15  2 (B)   3/3
 6  130/20  2 (B)   3/3
 7  150/25  3 (B)   3/3
 8  180/30  3 (B)   3/3
 9  210/35  4 (B)   3/3
10  240/40  4 (B)   3/3
11  270/45  5 (B)   3/3
12  300/50  6 (B)   3/3
13  340/55  6 (B)   3/3
14  380/60  8 (B)   3/3
15  420/65  4 (C)   2/2
16  450/70  4 (C)   2/2
17  475/80  6 (C)   2/2
18  500/85  6 (C)    2/2
19  540/95  6 (C)   2/2
20  600/100  8 (C)    2/2
all measurements are in meters


Stations
SizeRing/Hub Diam#Elevator Spokes/LengthMax HS docking/total*Decks in Ring
  1    200/100 4/75  1-4 / 32   5
  2    400/200 4/150 1-10 / 80   10
  3     600/300 6/225 1-14 / 112   15
  4    800/400 6/300 1-18 / 144  20
  5   1000/500 8/375 1-20 / 176  25
  6   1200/600 8/450 1-20 / 208  30
all measurements are in meters, station width is the same as the hub diameter


* the first value represents which HS craft may dock, the second represents how many total hulls may fit within the docking bay.

Ion Drives


Ion Drives
Everything I read about Ion Engines in the rules say that they're powerful, yet their performance as indicated by the rules says otherwise, same ADF as a Chemical Drive.

Theoretically speaking, since when is a Chemical Drive restricted to in-system only duty? If they accelerate at the same rate as Ion Drives, and since achieving jump velocity (200 hexes/turn according to the opening text on page 3 of the KH Campaign Book:

"12 million kph {1% of the speed of light}"

Go ahead and do the math...) is just a matter of acceleration, given enough fuel for a Chemical drive what real advantage is there in opting for Ion Drives?

Hence, Ion Drives in my campaign allow for an ADF of half (rounding up) that of similarly equipped Atomic Drive powered craft. They can also be mounted in the stern or on struts, seeing as they don't emit any radiation like atomic drives would.

Multiple Astrogators

Using the standard plot time rule, a single astrogator can only work ten hours and take ten hours off between shifts (rest etc). Incorporating a second astrogator will allow the plot time to be cut nearly in half, as one works while the other rests. A third astrogator can cut this time down even further.


The formula for multiple-astrogator course plotting is as follows:

T = L x 10 / ( A - 1) + A


T is total plot time in GST hours

L is the number of light years to be travelled

A is the number of astrogators working together

Thus, an 8LY jump that would normally require 80 hours of time (not including downtime) for a single astrogator could be plotted by three astrogators in only 43 hours total time.

Para-Military Freighters


Para-Military Freighters
Ranging in size from HS:3 to 20, these freight haulers are reinfoced and upgunned yet retain most of their stock freighter performance figures. When a PM Freighter is commissioned, it is usually done so under a government charter with the owner(s). There are typically established trade routes that the ship will heed to with steady cargo schedules, and while the owners are under this chartered route all operating costs are taken care of, and payments are made on the loan by the chartered government, but there is no profit being made off of any cargos at the same time. The owner(s) are given one forty day period of leave time for every forty day period that they work.
Hovever, on that free time the owner is responsible for all costs and is eligible to make any profits off of any cargos that are obtained. Naturally no illegal conduct is permitted during such time. PM Freighters are permitted (HS x 20) cubic meters of space for weapon systems and (HS x 12) cubic meters for defensive systems. Defensive and offensive allocated space is not interchangeable, any unused space is unused. Crew size is typically (HS x 2) members, hull points varie according to armor possibilities, although most usually go witht he light armor (HS x 6), DCR is calculated at (HS x 5)+30 , and cargo is reduced by one unit for freighters HS 4-8, -2 for freighters HS:9-14, and -3 for freighters HS:15+.

Ship Skills

Due to my revised breakdown of the AD skills, the prerequisite skills for spaceship skills have changed as follows:

PILOT Technician (Operate Machinery & Vehicle Operation @ LVL:6 each), Computers (Operate @ LVL:1, Display Info @ LVL:2)

ASTROGATOR Computer (Operate & Display Info @ LVL:2 in each, Program Manipulation @ LVL:6)

ENGINEER Technician (Repair Machinery & Vehicle Repair @ LVL:4 each), Computers (Operate @ LVL:1, Display Info @ LVL:1 each), Robotics (Alter & List Functions @ LVL:2 each)

ENERGY GUNNERY Beam Weapons @ LVL:3 , Vehicle Combat @ LVL:2

ROCKET GUNNERY Projectile Weapons @ LVL:2, Gyrojet Weapons @ LVL:2 , Vehicle Combat @ LVL:2


Dreadnought Skills


BATTERY COMMANDER (Prerequisite Skills: Energy or Rocket Gunnery @ LVL:2 minimum, coinciding on weapon system). A Battery Commander coordinates the attacks of mulitple weapons, up to four at a time. In doing so, the dreadnought's gunners can cause massive amounts of damage to the intended targets. The Commander may only coordinate the specified types of weapon systems: rocket batteries for Rocket Battery Commanders and laser/electron/proton beam batteries for Energy Battery Commanders. Multiple weapons all must be of the same type, you can not mix a pair of laser batteries with a proton and electron battery.

To determine the chance to hit, take the average of all gunners (round down) and add +2/BC level. Rolling less than or equao to that number results in all weapons hitting, anything else is a complete miss for all weapons.
 EXAMPLE: A LVL:4 Rocket Battery Commander aboard a battleship is coordinating four of the rocket batteries, operated by two LVL:3 rocket gunners, one LVL:4 gunner, and one LVL:5 gunner. The average level is 3 (3=3=4=5=16, 16/4 =3.75 rounded down to 3), so the base chance to hit for a rocket battery is 30% + 15 for the average level. The Battery COmmander adds his +8 bonus to that number, so any roll of 53 or less results in all four weapons hitting for a total of 8d10 damage against the target.

The BC level may not exceed the prerequisite skill level, hence a LVL:4 Energy Gunner can not advance past LVL:4 Battery Commander until the EG skill is raised to LVL:5. The number of batteries a commander may coordinate is dependant on experience level, as illustrated inthe following table:

BC Level# of Batteries
     1         2
     2         2
     3         3
     4         3
     5         4
     6         5



DREADNOUGHT ENGINEER (Prerequisite Skills: Engineeer LVL:6) A Dreadnought Engineer commands a team of other engineers in order to coordinate the maintenance, upkeep, and repairs of the mighty vessel. A Dreadnought Engineer is also capable of drafting blueprints for the construction of such monstrosities. The table below details how many additional engineers are required as well as the hull size construction qualifications: 

  Dreadought
Engineer Level
Additional
Engineers
Max Hull Size
 (for design)
(LVL:6 Engineer)      1       20
          1      2  HS:21-24
          2      3  HS:25-29
          3      4  HS:30-35
          4      6  HS:36-45
          5      8  HS:46-49
          6     10   HS:50+

A Dreadought Engineer may add an additional +5/level to the standard repair roll, but repairs take twice as long to conduct due to the extensive size of the craft (permitted every sixth combat turn rather than every third).


DREADNOUGHT PILOT (Prerequisite Skills: Pilot LVL:6). A Dreadnought Pilot commands a team of other highly skilled pilots in order to operate these massive craft, as a dreadnought's controls are too vast to be handled by a single being. All dreadnought subskill operations are conducted under the usual LVL:6 canon rules, with the exception being size certification (and additional pilots required), as illustrated in the table below:

Dreadought
 Pilot Level
Additional Pilots
   & skill level
Max Hull Size
(LVL:6 Pilot)   1 @ LVL:5+       20
        1   2 @ LVL:5+  HS:21-24
        2   3 @ LVL:5+  HS:25-30
        3    4 @ LVL:6  HS:31-35
        4    5 @ LVL:6  HS:36-42
        5    6 @ LVL:6  HS:43-49
        6    8 @ LVL:6   HS:50+

A Dreadnought Pilot may add an additional +2/level to hit with forward firing weapons, in addition to the top ranking copilot's bonus and a gunner that is assisting with such weapon(s).


ASTROGATORS The canon astrogation rules are retained for dreadnoughts, nothing changes in this field as it still takes ten hours for each light year of plotted jump time. However, a larger astrogation team is kept onboard a dreadnought to expedite rapid calculations.


Dreadnought Skill Cost Table
LevelBattery
Commander
Dreadnought
Pilot
Dreadnought
Engineer
1358060
26012080
380180120
4120250180
5180340250
6250450340

Standardized Ship Computer

> Astrogation, Drive, and Life Support as the KH rulebook states

> Alarm and Damage Control, LVL = # of drives as per KH rulebook

> Maintenance, like above LVL = # of drives

> Analysis, LVL = Astrogation program LVL (LVL:6 for Deluxe astrogation equipment)

> Industry, LVL:1 for machine shop and hydroponics, may also replace cargo arm program


The owner/builder may add in any other desired programs as needed, such as weapons and defensive systems, Commerce program for trade vessels, laboratory or other specialty software, security programs, etc.

Communication LVL:1 can be utilized to coordinate intercom networks on anything larger than HS:2. An Installation Security program can handle the Skin Sensors without buying the Skin Sensor software.

Streamlining


Streamlining

Ships up to HS:5 can be streamlined to enable landing on atmospheric worlds, at +10% of the normal cost of the hull. This can only be performed during construction of the ship.

Universal Air Dock


Universal Air Dock

Trans Travel released this useful concept of a universal docking collar. It allows any two ships thus equipped to dock and allow their crews to access each vessel without the need for space suits. The collar portion extends past any extensions of the starship to connect with the other vessel's own collar, and the two interlinked air locks are then pressurized to allow easy access between ships. The telescopic portion of a UAD may also connect to a non-UAD craft presuming the hull is smooth and flat around the hatch, otherwise the usual spacewalking rules apply. Cost is 10,000Cr with a MHS=3.

Weapons (Knight Hawks)


Pod Laser (PL)
 A Pod Laser is a down-scaled laser cannon for smaller craft such as star fighters. Simply put, the design incorporated removing the guns from a laser battery and down-sizing them to fit into the fuselage of a fighter craft. The PL hs a range of 50K kilometers, MHS:1, costs 6,000Cr and takes up 20 cubic meters of space. Treat as a laser cannon for hit resolution and damage is 1d10 with no damage table modifiers. A longer range version (90,000km range) is availabe at 8,000Cr and takes up 25cubic meters, designated PL(LR). Both systems use the same program that a standard laser cannon uses.


Pod Laser Turret (PLT)

 With a MHS:3 requirement for a laser battery, it became apparent that both smaller craft as well as larger craft that can't accomodate a LB due to other restrictions could benefit from a 360 degree field of fire weapon. Hence, following in the successful footsteps of the Pod Laser, the Pod Laser Turret came to be. The PLT has a range of 40K kilometers, MHS:1, costs 8,000Cr and requires 20cubic meters of space. Treat as a laser battery to hit with no damage table modifiers and damage is 1d10. The PLT uses the standard Laser Battery program.


Heavy Laser Cannon (HLC)
 Similar to a standard laser cannon but packs a little more punch. Range is 120,000km, MHS=6, damage is (2d10 +4), cost is 20K credits and requires 50cubic meters. No damage table modifiers, and the standard Laser Cannon computer program is required.


Heavy Laser Battery (HLB)
 Similar to a standard laser battery but like the Heavy Cannon, it too packs a little more oomph. Range is 100,000km, MHS=5, damage is (1d10 +2), cost is 12,000Cr and the HLB requires 30cubic meters. No damage table modifiers and the standard Laser Battery program is needed for operation.


Ion Cannon (IC)
 The Ion Cannon is essentially a small scale Disruptor Cannon, but instead of causing damage it is designed to disable various starship systems. Upon succesful hits, roll (3d6 -2) to generate random numbers between 1 and 16, and consult the Damage Table. Assign everything between "hull hit: normal damage" and "electrical fire" a number (1-16), any system hit by an Ion Cannon is disabled for (2d10 +5) combat turns. Range is 60,000km, MHS=1, cost is 15,000Cr and 20 cubic meters of space is allocated for an Ion Cannon. Uses the Laser Cannon program.


Ion Battery (IB)

 Same as an Ion Cannon but with a 360 degree field of fire. Range is 50,000km, MHS=2, cost is 18,000Cr and 20 cubic meters of sapce is required for an IB. Uses the Laser Battery computer program.


Forward Firing Rockets (FFR)
 Essentially the launchers from a rocket battery positioned in a forward firing stance. All RB modifiers apply (range, DTM, damage, ICM adjustments), a variant of the Assault Rocket program is used to operate the system. MHS:1, cost = 20,000Cr, and requires 20 cubic meters of space.


Striker Missile (SM)

 A Striker Missile rack holds two missiles, each rack requires 5 cubic meters. The rack costs 1000Cr and individual missiles cost 5000Cr each. Missiles have a range of 60,000km with a -10 damage table modifier and inflict 1d10+2 damage. MHS:1 and MR:4 or better required, and a LVL:1/fp:4 computer program is needed to operate the system. MPO/LTD weapon


Heavy Bomb/Rocket (HBR)

 These nasty propelled bombs can do some serious damage, especially when considering they can be launched from small craft. The launcher costs 10,000Cr and individual bomb-rockets cost 20,000Cr. Launchers require 10 cubic meters and the range for the bomb-rocket is 30,000km, damage is 3d10 with a -20 modifier. MHS:2 with MPO and LTD restrictions. A LVL:1/fp:3 program is required to operate the system


Warhead Launcher Turret (WT)

 A Warhead Launcher allows the use of Striker Missiles, Assault Rockets, and Heavy Bomb-Rockets on larger ships. Essentially it is a turret weapon sporting the respective launchers. The allocated space for a warhead launcher turret is 20 cubic meters (plus the 20cubic meters of space from the weapon systems for a total of 40) and cost is 20,000Cr plus the weapon systems. MHS:5 with LTD/MPO restrictions, and a LVL:2/fp:8 program is required which will operate any of the three weapon systems installed. The launchers will hold 8 striker missiles, 2 assault rockets or two HB-Rockets depending on which systems are loaded. Combinations are possible, such as 4 striker missiles, one assault rocket, and one HB-Rocket.

Smart Rocket Battery (SRB)*
 A standard rocket battery that utilizes guidance systems in the rockets, similar to the hardware used in a torpedo. The weapon system itself remains unchanged, however the SRB salvo increases in price (10,000Cr each). Also, a new software package is required to guide the rockets after launch, the SRB program is a level 3 / 12 function point program. Base chance to hit is 60% (plus operator skill bonus), increased to 75% for targets with an activated stasis screen. Damage is 1d10+10. All other modifiers/restrictions remain the same (range, ICM adjustments to hit roll, etc).
 The Rocket Battery may still fire the standard unguided salvos assuming the original program is retained. However, only one program may be utilized per weapon so it must coincide with the salvos loaded.

* Special thanks to Corjay & Gilbert for assisting with this project

Weapon Link (program)
 The Weapon Link program allows common systems to be operated in tandem, such as a pair of pod laser sytems or a dreadnought's multiple laser batteries. The program is LVL:2 and has 8 function points, and one program is required for each set of linked systems

My Timeline

44 f.y. Lt. Yan-Soon Shea-Dow receives honorable discharge from Truane's Star military after serving with Col. Louis V. Jameson on his retirement mission. Jameson joins the Truane's Star Exploration Force soon afterwards.


45 f.y. PC's start here, basic scenarios (Port Loren Raiders, Hepplewhite Inc crash, etc). Yan-Soon Shea-Dow arrested during a Free Frontiersmen Foundation operation and is imprisoned for five years.


46-47 f.y. 1st Zebulon mission lost, second begins


48 f.y. Cythar (cybernetic Sathar) program initiated by Sathar


49 f.y. Starmist discovery (SF:3), Yan-Soon Shea-Dow gets paroled and is reported missing soon after release.


50 f.y. Rhianna system is discovered by the Cassidine Development Corporation, but is kept secret. Alcazzar adventure (SF:4)


50-60 f.y. Laco's War. PGC and Streel wage the first Corporate War on Laco. The UPF eventually steps in and empowers an inter-mega-corporate commission to resolve the differences. Other mega-corps study Laco's War as a possible legal precedent for solving disputes.


51 f.y. Sathar invasions begin, small forces and fleets appear in the Frontier at an alarming rate. PC's enroll into Gollwin or the newly established Star Fighter Corps, or other methods to acquire ship skills.


53 f.y. Mercenary Starbase enacted, joint venture between PGC and Star Law for a roaming fleet and military force


54f.y. SF/KH:0 Clarion Marines adventure. The Mechanons on Volturnus revolt. Only through quick action on the part of Star Law is a full-scale war avoided.


55 f.y. Mercenary Starbase construction begins, freighter captains obtain charters and begin hauling goods en masse to Zebulon for the next seven years. It is a very profitable period for freight haulers.


56 f.y. Second Sathar War begins as large fleets arrive in force


57 f.y. University of Zebulon opens in Anker


59 f.y. A Streel-designed freighter registered to a Yan-Soon Shea-Dow is seized by Star Law. The computer's memory was wiped during boarding actions and the crew maintains no knowledge of the ship's owner.


60 f.y. Sathar War winds down, corporate war ends at Laco with both sides calling a truce and retreating from the outpost world.


61 f.y. The Third Dramune War is fought (SF/KH:1 module).


62 f.y. Mercenary Starbase debuts with a small fleet of warships, a heavy cruiser is their flagship. Several Landfleet companies are transferred to Volturnus as well. Cythar begin to infiltrate the Frontier


63 f.y. Mercenary Starbase completed, Sathar "Juggernaut" encountered by Strike Force NOVA and SFC forces


64 f.y. Operation Dreadnought bill is passed near the year's end as an answer to the Juggernaut fiasco


65 f.y. Dreadnought construction centers commence while new battleships begin construction. Streel loses contracts for a new battleship design but earns a healthy contract for a heavy cruiser design that becomes something of a mainstay in Spacefleet. Other shipyards begin submitting variants of other warship designs, including new frigates, destroyers, and light cruisers


66 f.y. General Yan-Soon Shea-Dow, leading the Sovereign Domain Authority, overtakes the outpost world of Histran in Scree Fron, announcing his intent to secede from the UPF. His forces are thwarted shortly afterwards by a group of independent ship operators allied with survivng militia and SFC forces


67 f.y. Trade established with the Rim planets.


68 f.y. Soverign Domain Authority makes a second appearance near Timeon, blockading the planet for 35 days


69 f.y. Dreadnought construction centers completed in Prenglar and Cassidine. SDA makes a second attempt at a world takeover in White Light, foiled by the Clarion Royal Marines before operations can begin.


70 f.y. The Mechanon civilization on Volturnus undergoes an upheaval. The majority of peaceful Mechanons migrate into the undeveloped space between Screen Fron and Dixon's Star. White Light maneuver by SDA was a feint, SDA rushes in to overtake Laco in short order. Various SFC squadrons are defeated by the sheer numbers of SDA fighter craft present. Only Streel manages to find a way through the gauntlet to allow access from Zebulon and Truane's Star to the rest of the Frontier, and is quick to exploit it. The SDA military presence in Dixon's Star is scaled to that of Spacefleet. Emissaries from Laco during the next scheduled Council of Worlds secede from the Federation, announcing sovereignty in that system.


71 f.y. The Waller Nexus system is discovered by the UPF survey ship Eleanor Moraes. The only habitable planet, Mahg Mar, is the site of the first UPF mutiny. Liberty system discovered by the UPF same year. The planet Snowball is liberated from Sathar tyranny. Tacticians, politicians, and exobiologists are given a chance to study Sathar machinery and methods first hand because of the information gathered by the populace during their occupation. It is feared that many pockets of Sathar tyranny exist all around the Frontier and Rim.


72 f.y. First UPF dreadnoughts are commissioned, only to meet dreadnoughts under the helm of SDA as Yan-Soon begins to expand his grip on the Frontier. The SDA war machine appears in full force, sweeping through the Frontier leaving a trail of devastation to any opposition.


73 f.y. Mechan is discovered by migrating Mechanons. Its entry into the UPF is blocked until the legal status of the Mechanons can be established.


74 f.y. Tough new guidelines for legal ownership of a system or planet are laid down by the UPF and the Council of Worlds. The guidelines are designed to halt mega-corp expansion and to prevent occurrences such as the Mechanon problem and the SDA takeover in Dixon's Star.


75 f.y. UPF declares war against the Sovereign Domain Authority, recognizing them as a threat to Frontier peace.


76-78 f.y. SDA overtakes the four Yazirian systems (Araks, Athor, Gruna Garu, & Scree Fron)


79-80 f.y. UPF loses ground in the vrusk systems (K'aken-Kar, Kizk-Kar, & K'tsa Kar), loses Madderly's Star towards the end of f.y.80


81 f.y. Prenglar falls to Sovereign Domain Authority forces. Cassidine surrenders shortly afterwards. General Yan-Soon announces peace or devastation via superior firepower to all remaining systems. He promises that uninterrupted free trade will flourish under his control with zero threats from pirates, sathar, or any other element.


82 f.y. With ten systems under SDA control, including the two capital/task force locales, the UPF falls apart and the Council of Worlds is dissolved. Strike Force NOVA and Mercenary Starbase vessels continue to fight the good fight, albeit resorting to hit and run guerrilla tactics.


83 f.y. Sathar forces invade the Frontier, but are quickly dispatched by SDA forces. Remaining systems (along with Strike Force NOVA and Mercenary Starbase) surrender to or pledge loyalty to SDA. The Star Fighter Corps is absorbed by SDA. Clarion is the last to fall, recent heiress Queen Leotia Valentine XXI finally opts for peace over a system wide blockade and a war that would effectively devastate her world. Star Law falls under control of SDA shortly afterwards, and becomes a gestapo-like presence under SDA rebadging.


84 f.y. Pirate forces begin to invade the SDA controlled Frontier, but like the Sathar are dispatched quite efficiently. Yan Soon makes good on his word against pirates and the Frontier trade routes.


85 f.y. Third Sathar War opens as SDA establishes a firm governing foothold in the Frontier. Former Spacefleet, Star Law, and Mercenary Starbase vessels, allied with the SDA war machine, provide plenty of resistance to the worm threat.


86 f.y. SDA controlled Landfleet forces capture a live Sathar, first specimen to be studied


87 f.y. final Sathar invasion, SDA begins to expand and explore the outer reaches of Frontier borders in order to discover Sathar home worlds


88 f.y Rim Coalition, fearing hostile takeover from arriving SDA vessels, pledge loyalty to Yan-Soon


89 f.y. SDA vessels encounter first Sathar world but are destroyed


90 f.y. SDA fleet dispatched to Sathar outpost world. Sathar plea for a peace treaty in order to protect their home worlds from discovery. Dozens of cythar, Sathar, and Zuraqqor vessels arrive and drive SDA back


90 f.y. Third Sathar war ends in a stalemate, SDA does not commit to further exploitation of Sathar worlds and the Sathar back down, realizing that their secrets stand to exposure should the war continue


90 f.y. MalCo Enterprises resurfaces at Volturnus. SDA does not see them as a threat as they are not agressive towards the new governing power, but they are closely watched nonetheless


91 f.y. Surviving UPF loyalists form an elite cadre. Unable to convince SDA of a swift invasion of Sathar worlds, they continue to grow in numbers. Many former Strike Force Nova and Mercenary Starbase vessels disappear into the void


92 f.y. Tempers rise between mega-corps, especially once Streel has been revealed to be a primary financial backer for SDA by the Free Frontiersmen Foundation (who in turn are also revealed to be a major backer of the UPF era SDA)


93 f.y.  The University of Zebulon receives Frontier-wide support via SDA. Its facilities on Anker increase over the next 20 years until they are larger than most Frontier cities.


94 f.y. MalCo successfully bribes local governors in Zebulon, unbeknownst to Yan-Soon and the rest of SDA. Fearing retribution, Yan-Soon orders Star Law to decimate all known cults and cadres. UPF Loyalists, whose primary operations can't be located, are declared an enemy of Frontier peace.


95 f.y. Galactic Task Force and MercCo fight the first post-SWII Corporate War over settlement rights on a moon orbiting Alcazzar in the Rhianna system. Hostilities quickly spread to include all seven of Alcazzar's moons and over a half dozen mega-corps. The Corporate Wars begin in earnest.


96 f.y. MalCo vessels with questionable manifests and destinations are detected by Star Law in the Rim systems. While their cargos are not illegal, the inconsistencies raise questions...such as why resource loads are being transported to resource producing worlds and such.


97 f.y. SDA garrison established in Zebulon, centering on possible illegal activities on Volturnus


98 f.y. The Rim and the SDA enter into multiple defense treaties and economic trade agreements, but the newly established Rim Confederation gives severe warnings to all mega-corps that their militancy will not be tolerated in the Rim. Tourism & trade between the SDA and Rim is established and is immediately successful. The Frontier now officially includes the Rim Worlds.


99 f.y. Star Law is invited to the Rim to help the Coalition train their own planetary branches. The first Star Law graduating class containing Ifshnits, Humma, and Osakar finish their training. The violent outbursts threatened by a few radical cults never appear.


100 f.y. The Rim's Age of Adventure begins as hundreds of exploratory vessels are sent out to map the unknown regions surrounding the Rim.


101 f.y. MalCo, with external financial backing via Pan Galactic, resumes legal business ventures after PGC attorneys clear their name


102-106 f.y. The Rim side of the Lesser Morass is mapped.


103 f.y. The first Rim Star Law agents appear. The structure is identical to the SDA Star Law organization, swift and fearful gestapo police.


104-111 f.y. The Rim side of the Xagyg Dust Nebula is mapped.


105 f.y. Star Law is given equal powers, rights, and jurisdiction in both the Rim and SDA systems for interplanetary and interstellar crimes. While it works mainly with the local law enforcement agencies, Star Law is recognized as the only law enforcement force with full and complete authority throughout the entire Frontier. 

105 f.y.An altered Mechanon assassinates the Governor of Zebulon. The SDA suspects that the Sathar may be establishing an extensive spy and terrorist network. The possible Sathar use of mechanical life forms, such as the Mechanons, as agents becomes a prime investigative goal of Star Law.


106 f.y. The Mechanons are officially informed by the SDA that they are not considered a stable enough society, at this time, to be allowed equal status in the Frontier. They are forthwith considered "wards of Sovereign Domain Authority." Their protection and supervision are the responsibility of SDA governors. While most Mechanons accept this as a necessary step toward independence, some rebel and go underground, swearing to avenge their race. Many of these are suspected of being Sathar agents.


106-111 f.y. Mapping of the Rim side of the Xagyg Nebula is completed up to the Klaeok system.


107 f.y. The A.I.P.S. is formed. Except for the Capellan Free Merchants, who were introduced into the SDA society under unusual circumstances, it is the first mega-corp voluntarily created by smaller companies in an effort to resist merger or take-over attempts by existing mega-corps.


108 f.y. In an effort to stem the growing numbers of Corporate Wars, the SDA and Rim Confederation worlds grant Star Law the authority to recruit and use mercenaries and to establish the Star Law Psi-Corps, a special branch of Mentalist-disciplined officers.


109 f.y. Mega-corp recruitment doubles in non-enforcer professions. A trend of smaller and cheaper skirmishes or espionage missions to replace the larger, more expensive Corporate Wars begins to show. Over the next two years the term "Corporate War" comes to mean a war of intelligence gathering, tactical enforcement procedures, and industrial sabotage rather than full-scale military operations.


109 f.y. Long-range probe ships are sent into suspected Sathar space away from the Rim and SDA systems on the other side of the Xagyg Dust Nebula. It is hoped these probes can answer the question of where the Sathar come from.


110 f.y. A human assassin fails in his attempt to shoot Queanee Kloonanu, a Rim Confederation Governor under the SDA. A small bioform is found attached to the human's back. Scientific studies show it to be some kind of intelligent, parasitic organism with the same genetic make-up as Sathar specimens. Authorities believe it to be a new Sathar method of controlling agents. See-through apparel becomes fashionable almost immediately.


110 f.y. Garrisons in Zebulon are removed, enacted and approved by local governors (see 94 f.y.)


111 f.y. Mapping of the Xagyg Dust Nebula continues from Klaeok and K'aken-Kar.


111 f.y. The Grand Celebration, commemorating 30 years of the SDA treaty is planned for the entire year. Gala social functions, parades, and celebrations are planned on every planet under SDA control and even some in the Rim. However, former UPF loyalists have risen in strength and numbers. The first publicized rebellion against the SDA is carried out by Princess Leotia Valentine XXII as she smuggles valuable SDA data obtained by the Clarion Liberation Party and manages to make it all the way to Zebulon before being discovered. She is captured, but her Zebulon contact is never found. SDA speculates that this contact may hail from a Rim system.

System Briefs

This is where I'll upload my versions of the SF worlds

Theseus

  STAR FRONTIERSSYSTEM BRIEF
SYSTEM NAME:Theseus  STAR COLOR: Yellow (G1) 
 HABITABLE PLANETS: Minotaur (4/11)  

MOONS: none



 

CLIMATE RANGE: Varies from north to south; freezing to near boiling, semi-humid to arid
ATMOSPHERE: 62% nitrogen, 22% oxygen, 1% argon, 15% carbon dioxide
GRAVITY: 1.209
 DIAMETER: 10,714 kilometers
LENGTH OF DAYS: 15 hours, 23 minutes
AVERAGE SURFACE TEMPERATURE: 25 degrees C (equatorial region), -10 degrees C (north polar region), 89 degrees C (south polar region)

COLONIZERS: Predominantly Human


NATIVE LIFE:

1.) Lasette (Land Shark)


PLANET HISTORY
Minotaur is a moon orbitting the gas giant Ares that occupies the 4th orbit out of 11 planets in the Theseus system. Its axis is tilted at 38 degrees with the southern pole tidally locked toward Ares. As such the world is divided into three major sections: the desert wasteland at the southern polar region, the hospitable equatorial region, and the frozen northern region. The surface is comprised of roughly 53% water, with most of it in the form of ice at the northern polar area.


Minotaur is a captialist authoritarian society, that is free trade is encouraged by a totalitarian ruling factor. The planet's history is rich under this model, as such the major city "Maze" has grown beyond belief over the last few centuries, covering the entire equatorial region with tendrils reaching into both polar regions. In addition to spreading east and west indefinitely, the city has also grown both upwards and down, meaning that "ground level" can be difficult to ascertain. Inhabitants navigate the megacity with a complex coordinate system that involves both the use of a compass and altimeter along with a grid layout. Aerial vehicles are the prominent form of transportation (with major businesses and military sections sporting private shuttle pads), although a complex series of monorails and subways exists along with some limited ground level navigational areas. Only in the outskirts will ground vehicles ever be more prominent. Two major starports can be found in the polar border regions, Port White Sail bordering the sea and Port Aegeus near the ice cap.

Social class is determined by how "high" one's residence is...downtown (subterranean to sea level) is where the lower class and poor reside, midtown (sea level and up to 1000m) is the working middle class, and uptown (1001m+ highrise) would be the wealthy and upscale types. Also spotted along Maze are numerous factory complexes, but business centers dominate the city. One notable section is a huge man made body of water (Aegean Sea) which is an enormous tourist trap, with scores of megaresorts and attractions including an amusement park (Ninland) that is beyond belief, thus earning the area the title of the largest vacation spot in the Frontier. Nearly every business in the Frontier has an office in Maze, including StarPlay Enterprises whose corporate headquarters reside in the heart of Maze's business district.


The southern polar region, known as the Asterion Desert, is an unhospitable climate. The sun never sets and temperatures soar to unbearable levels which only the native Lasettes can survive. On the opposite pole, the frozen wasteland known as the Solid Ocean is covered in ice that extends several thousand meters into the surface. This polar region never sees sunlight, and the only moisture in the atmosphere collects here to add to the ice mass. To this end a network of refineries and drilling platforms are set up to provide drinking water for the population, along with a separate network that taps into the planet's wealthy reserve of petroleum.


Overhead are the wheels in the sky, also known as Minotaur Station (a fortified space station) and the Daedalus Shipyards (a Class: II Starship Construction Center comprised of three type:6 stations). A third smaller commerce station also orbits the moon, dubbed Androgeus Station (size 4 station). Minotaur's Defensive Ships are berthed in Androgeus, including a destroyer (MDS Republic), a frigate (MDS Heroic), four assault scouts (MDS Dragonfly, Gnat, Mosquito, and Wasp) along with six squadrons of fighters. Their militia is the largest and most respected in the Frontier.


POLITICAL STRUCTURE
Minotaur is ruled by a totalitarian government, so no weaponry is permitted by the citzens (aside from military and police, and only while on duty). As such strict laws are enforced to this end, anyone seen with a weapon can expect a lengthy stay in their prison system, anyone attempting to smuggle weaponry can expect a death sentence. These laws extend into their space stations, although personal weaponry is permitted aboard privately owned vessels berthed within. The Minotaur Defense Network is a large scale military/police system not to be trifled with, as they carry out the law of the land with swift efficiency.

Click here for Minotaur icosahedral map