Greg Rapp's Star Frontiers

Here is some of my rules/campaign ideas for Star Frontiers. Many people dont like the idea that I havent followed the canon, but who always does? I hope this material is useful for your gaming, and I also hope that these submissions will bring out some newer ideas on the SF Community Projects.

Alternative Armor Rules

This is meant to be for armor suits not shields.

Armor Type

ExampleHP
Very LightKevlar10
LightCeramic Platting with Kevlar Padding20
MediumPartial Body Suit (uses metal alloy plates with Kevlar padding)30
HeavyPrimitive Power suit with weak energy screen40+
PoweredMetal alloy plates with strong energy screen50+


Now after the suit of armor takes so many hits it can be completely rendered useless. This means you will either have to buy another armor suit or have it repaired. If you have less than 50% damage on your armor suit it can be repaired and not rendered useless

Dark Matter Energy (alternative Source to the SEU)

Now since the galaxy and the rest of the universe are full of dark matter it is an easily available resoure that almost any manufacturer. The process that allows this material to be obtained is fairly complex and requires the use of highly advanced quantum physics theories. Such theories allow for scientists to create the filter which collect the dark matter and store them is a cell that is the equivelant of 1 DMEU (Dark Matter Energy Unit) is equal to 100 SEU. But, the cost for this energy runs about double, but is being cut down in prices every year with newer and better technologies. 

Folding Drive: Optional Material

First founded after the first Sathar wars and

it was considered to be something useless.

None of the top scientists could figure out

what exactly the drive was. Since the end of

Satharian wars it has been tested and

reproduced by PanGal and Space Travel

Inc., . It was said that the drive could fold

space in such a way that a light-year is like a

parsec and a parsec a mile in space. Utilizing

the space time continuum the folding

drive cuts down the size of space and it

makes it easier to travel through space.

Though no real tests have gone over a

distance of a light-year the pilot of the first

test flight replied "its smooth and fast" after

he completed a light-year jump in one hour.

When he re-entered he was in the middle of

a planet's atmosphere. This would be

impossible for a regular standard FTL drive.

The cost of this drive runs in around forty

billion credits or more. Such a project nearly

made it impossible for PanGal and Space

Travel Inc., to continue the project.

Gravity Drive: Optional Material

The gravity drive allows a ship to travel super fast sub-light spaces. Using tractor beams to magnify the gravity of a celestial body or a star to make these speeds. With that said it has been found for military applications that have plenty of potential. Top speeds were clocked at 500,000kph (310,500mph) which was considered the best for small recon ships in order to escape the prying eyes of detection.

Cost of a gravity drive is about one-billion credits. Since it is still a prototype, only top military officers have access to this technology or higher up PanGal and Space Travel Inc., officials or technicians. Black market versions of this drive cost double and have triple the suggested speed of what PanGal and Space Travel Inc., suggest when they did studies of the illegal drives. But the danger factor is less than that of PanGal and Space Travel Inc.,.

Magnetic Ice Gun

Inspiration from Chasm City by Alastair Reynolds

This is a weapon was created during the first sathar war for the UPF special forces. It's quiet and has the range of most small laser pistols. The ice rounds are cooled at sub-zero temperatures to insure they wont melt while trying to hit their target. The rounds are stored in a five round clip that keeps the rounds cool at sub-zero temperatures. When the round enters the chamber the round warms up by a hundred degrees or so from sub-zero, but it isnt enough to truely warm up the round to melting point. When the round is fired the magnetic firing mechanism pushes the round out faster than most projectile rounds and doesnt create any heat to melt the round. Then if it hits its target the ice round will penatrate the skin and shatter (causing a shrapnel affect), but if the person is found dead the qutopsy will show nothing in the body.
-----------------------------------------------------------------------------
ROF: 1 shot
Range: 5/10/15/20/-
Ice Shrapnel Range: 5/-/-/-/-
Clip: 5 rounds special cooling clip
Weight: 2 kg
Damage: 5D10+ per hit
Ice Shrapnel Damage: 1D5 + per hit
Cost: 800 Credits
Type: Projectile Weapon
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Mega-Corporations

Mega-Corporations play a large role in the fringes of known space. Most of the time corporations fund expeditions, lab experiements on remote worlds, and also help give security to those who are able to pay for it. But one problem with the mega corporations is that small dirty wars are fought amongst them for the control of materials or even certain high paying government contracts. Others reasons these wars seem to break out is when the corporations try to install their own version of a community amongst the many pirate outposts and smaller UPF funded colonies. Without certain government officials looking closely (due to "payroll" government officials) the corporations with the most money are able to do what they want when they wish.

Mining Gas Giants

This is an article I wrote talking about how you can mine gas gaints, and a few other topics involved.

In many sci-fi books, movies, and even games; the idea of having a gas giant as an unlimited source for fuel is always there. Using the hydrogen gas of the planet itself a ship can use it to create a reaction in the FTL to make it enter sub-space of speed up to the speed-of-light. Now there are two ways always shown in Sci-Fi. One is using special filters on the outside of the ship to filter the atmosphere’s hydrogen into the supply tank. Next is the refinery way. This is where the hydrogen gas is processed to where it is nearly 99% pure hydrogen which is later shipped off or collected by ships in orbit (which pay heavy prices for such fuel).

 ClassD% RollHydrogen%Other Gases %
Small10-10%5% or less95% or more
 211-20%10% or less90% or more
 321-30%15% or less85% or more
 431-40%20% or less80% or more
 541-50%25% or less75% or more
 651-60%30% or less70% or more
 761-70%35% or less65% or more
 871-80%40% or less60% or more
 981-90%45% or less55% or more
Very Large1091-00%50% or less50% or more















Now the Class 1 gas giant is about the size of Earth or larger. Class 10 gas giants are five times bigger than Earth’s sun.

In order to filter the hydrogen into the ship’s reserve you need to have special filters. The higher the class the better they can filter out unwanted gases. The higher the class of filter the more energy it requires from the ship. So, remeber that a class six will either require a massive generator of some type, or a bigger ship.

Filter Class*Cost (USD)Filter %
1200,0005-10% or unwanted gases
2500,00015% of unwanted gases
31,000,00030% of unwanted gases
41,500,00060% of unwanted gases
52,000,00090% of unwanted gases
62,500,00099.99% of unwanted gases

* Convert to whatever currency your game uses (this is just a BS number really).

Phase Drive: Optional Material

Found from the long dead Tetrach societies

before they died out. It was considered a

prototype then and is still now. When

PanGal and Space Travel Inc., bought the

drive from the UPF science academy and

was later tested by the SLR on their recon

missions of the outer fringes of the Frontier.

The project was scrapped when the drive

opened up an unstable wormhole that

destroyed the mining colony of Keldak and

it was declared unsafe by PanGal and Space

Travel Inc., . Now since the project was

scrapped the black market has produced

many different versions of this drive and

safer than that of PanGal and Space Travel

Inc., . The cost runs in around one-million

credits and can travel a light-year jump in

one hour without problem. This drive can be

bought and officials under the SLR will

confiscate this technology in order to

produce it for the legal market (which

PanGal and Space Travel Inc., has had a

hand in.

PMTD

This device is very complex and the science behind it is also complex. Those who understand it and how it is able to happen are all in the labs re-designing and refining this idea. Now those who don’t have the big university degree and have plenty of bad guys on their six can easily use this device to jump from one building to the next or one area to a block down the street. The portable matter transporters is a vest that hooks into a DMEU pack (4 DMEU: 400 SEU) and a plotting computer. Jumps require the use of a special energy pack known as a DMEU. This is the Dark-Matter-Energy-Unit which is one-hundred times more than that of a SEU (1 DMEU: 100 SEU), but the downside to such power is that it is unstable and can overload if used too much. Due to the refining of this piece of equipment very few are able to afford this because it runs in the ball park of 500,000 credits for the device, computer, and one-hundred DMEU (worth about four jumps). Using the device you must roll the same as or below ¼ of Dexterity + ¼ Logic (added together and modifiers are added or subtracted). Due to having to power up and plot (Logic part of this device) the jump you also only have a few second window (this is where the Dexterity part comes on) before the jump horizon closes and your DMEU is drained. The max you can jump is one mile which costs two DMEU. Total estimated time depends on the distance which is dealt with the table below:

 
RangeModifier
20ft -400ft   (1-5seconds)+20
401ft-800ft  (6-10seconds)+10
801ft-1200ft (7-15 seconds)+0
1201ft-2500ft  (16-20seconds)-10
2501ft-4500ft+ (21-30+seconds)-20
 

*Note: The computer on the transporter works live a grid which is 1mile x 1mile x 1mile. A perfect cube in which the user can calculate a jump to a certain spot in the cube, if the user has this computer upgraded it will also include the ever changing elements in the terrain and also plots possible points shaving anywhere from 1d10 seconds to 1d10 + 2 seconds.

**Skills are not required to use this device because it really is just point and click. If you feel that it will require some kind of skill it will most likely be under “Matter Transfer” skill from Zeb’s Guide.

Powered Armor

Now in every sci-fi game this kind of armor has rules and has been seen throughout the game. But, Star Frontiers hasnt show a sign of this. So here are some ideas on how powered armor can work with the Star Frontiers Universe.

Many forms of powered armor require some kind of suit. This suit can be made up of say kavlar, high density ceramic platting, metal alloy platting, and so on.

Armor Type

Description

Hit Points

Light Power Suit

Hardened Kevlar Armor

 15+

Medium Power Suit

High Density Ceramic Armor

25+

Heavy Power Suit

Ceramic Armor w/ Hardened Kevlar

35+

Super Heavy Power Suit

Metal Alloy Platting

45/50+


Now the term powered armor doesnt mean that this kind of armor has shields and such on top of that, but it can (which rules will be supplied later). These suits are powered by a special SEU generator. This generator helps move the suit, give the user onboard information about the suit, and if added it can also be helped to power the nanites in the self-repairing proccess of the suit.

Computer- The in-suit computer has sensors, can pick up unencrypted radio frequencies (but can be programed/ upgraded to hack into secure frequencies). And it helps with weapons aiming by placing a rectacle up on the screen (similar to those seem on video games). The suit also warns the user of potential bio-harzards and activates filtering procedures, which has been known not to fail due to using old "activated carbon" filters along with many modern filters on top. When damage is done to the suit it can be repaired by the naniotes which are being constantly programed by the computer and what to do. This computer uses an excess of 200 SEU every day (on top of the suit 4000 max).

Nanites on the suit (if available) can be used for repair purposes. But, the nanites require a lot of power for their repairs. Now, a GM must determine how much damage the player takes and compare it to this table:

Damage

SEU Cost

1D10

200

2D10

500

3D10

1000

4D10

1,500-2000

 
After 4D10 damage the nanites are cut off from power to prevent the suit from being drained completely. If the suit is drained or strained past it's limit it will explode and will kill the user inside (similar to a 5K nuclear explosion).

After each hour the generator is able to supply a liitle extra power if the user is just doing small tasks like walking, running (at normal rate), firing weapons, breathing, and so on. These require barely enough energy to be noticed or calculated by the computer.

Quantum Network Drive

This is an alternative to those slower FTLs or Void Engines. But the drive can only support ships under a certain mass. Which means you can have all of that heavy equipment (like backup FTL drives or lots of fuel). With less mass than regular star ships these QND equipped ships are able to travel faster and convert into data into the Quantum Network in which it is translated into. Before the crew is translated into data (which is put into a quantum computer and into the local quantum network) they must enter their exit ip (where they are going to end up at the end of the jump). Translation time (ship into data and data into a ship) takes anywhere from 4 to 6 hours. The QND can go up to 10 light years before it comes to a flaw known as LIT (Lost In Translation) which is where the data that represents the ship is lost forever in space. Energy needed to compute the quantum computers or even the ports that network the computers requires massive amounts of energy. This energy is equivalent to the amount of energy consumed on two 8 ly trips with a regular FTL. So in order to power the computers, ports, and the QND aboard the ship worlds have to harvest the mixture of regular hydrogen fuel and dark matter which are both dangerous as fuel sources, but are stable and produce a lot power to power these pieces of equipment. Since this drive is still currently being used as a prototype it will cost a captain, company, or even government group over a billion credits to get the drive installed and fitted to the ship. The dark matter / hydrogen mix costs about three times as much as regular fuel for FTLs. For locations that are a distance longer than 10 ly there is what they call a hub. It takes in the information re-translates the data in milla-seconds and sends them on their way (prevents data). These are placed sometimes in between worlds in which makes it possible for crews to stop there and get a break before continuing. Shops, cafes, and other places of interest setup here to make money from the crews of the ships that came in through the hubs. When the ship has been re-translated fully then it will require the full time to re-translate the ship into data again before continuing on.

Satharian Involvments: Optional Canon

With every great adventure in the Frontier you constantly run across Satharian controlled/funded organizations all around the Frontier and the edges of known space. Many of these groups may be made up of professional mercenaries or even ragtag rebels without a cause. Most of these organizations are known for their hit and run tactics or their extreme likelness towards high explosives and space stations or outposts in the fringes of known space.

As your character makes their way into the fringes of known space he or she will be either confronted by these organizations to join or be shot at by these organiztions. Unless you are a professional soldier or a good shot you aren't going to make the bigger groups. The smaller organizations actually try to recruit the inexpereinced because if that member dies it is a lot easier to replace unlike say a highly trained merc.

Those who side against these groups (sometimes corporations or local political governments) will offer rewards for certain members of a group being captured or killed. These will make any adventurer rich, but after hunting so many of these people they begin to either trying to recruit you or hunt you down using their resources amongst the local governments or corporations.

Many of those who side with the Satharians only do it out of money. So, this means that you could try and bribe suhc people for information. If these people trust you they will consider you as an asset. Losing this trust can and will get you killed. Many of those who are part of the Star Law branches that have been trying to clean up the mess of the Satharian Sympathyzers are usually the ones who allow these groups to continue their work. This in tunr gives work and confisgated goods to the departments who end up working on the cases of these groups.

If at any time the UPF military comes out to conduct "search and destroy" missions these groups are able to hide among the different planet systems or hidden bases that are either in the gas giants or asteroid fileds of stars systems. Most of the "search and destroy" missions are often carried out by UPF special forces or some UPF "unofficial" government intelligence agency. In most of these missions thoose  involved (soldiers or operatives) are told to secure imporant Satharian technology if any and even capture those in direct contact with their Satharian contacts.

Many of the organizations that have ties to the Satharian people or are in conatact with the satharians will be added later to this section.

Star Law Department Two (Alternate Canon)

Espionage of the Frontier
Since the Sathar invasion almost two hundreds years ago from the modern day the espionage that the Sathar stirred still continues but less than before. Many of the modern-day problems to the UPF have been break offs of the original Sathar “espionage” movements that teetered the UPF. Now many break offs include mercenary groups, paramilitary groups, rebels, terrorists, and much more. Only one real group has made a defense against the threats to the UPF. This group has been known as the Star Law Rangers or the SLR which have now become a more volunteer military organization. Such an organization has become corrupt and a newer more separated faction of SLR has emerged to battle the corruption and rebellious movements against the UPF.

SLR’s Department 2
Since the beginning of the Sathar wars and their espionage movements to destroy the UPF have been stopped by the SLR. But since the SLR became more of a military organization it has become corrupt. Leaders of the SLR that saw the corruption decided to form and keep secret a more lethal department two. This department has been known as the phantom group. Such a group made it easier to make moves against the espionage groups inside the UPF that in turn made it impossible for anyone to tell what was going to happen.

This began to be the eputation of only five thousand men and women.Recruiting of these individuals is mad simply by kidnapping the people at a young age. With brainwashing techniques the men and women who fight under department two will not turn against their commanders. If hey are told so they will terminate themselves without question. Now those who have witnessed these people in action they could tell you they move in quick precision leave no on alive (which would mean witnesses is a rare and unheard of event). Each member under the SLR department 2 works with some of the best combat equipment known to the UPF...

Continued later (have to find the other psrt of this article)

UPF/Star Law Involvements: Outside Civilized Space

Oustside of the area known as colonized space (where most of the political influence out powers mega corporations and other groups) there are no real dirty wars. This place is considered a no touch zone for most disputes. Even if the Corp Wars or small dirty wars were to reach civilized space there wouldnt be a chance of real open war.

Unlike the fringes of known space the civilized portion of space has more Star Law police officers and government funded civil defense soldiers to stop any sort of conflict from happening or stop it in mid flight. Now if a person was to travel further towards the fringes of known space then the Corporations hold the power along with other "government" sanctioned groups, or even the possiblity of Satharian followers.

Wars are fought amongst the stars of this portion of space. Corporations fight for resources such as planets where they can allow their companies to thrive and produce materials better than the corporations.

Much of the "Private Sector" of known space are involved with these "Dirty Wars" or "Corporate Wars". Many famous private security contractors come out wealthier than they come in. Corporations accept those with previous military experience and use the mercs to hunt down Corporate overseers of opposing corporations. This allows corporations themselves to keep from being "involved" directly with the Corporate disputes and makes it to where if those who get caught they can say they have no such records of those individuals.

Most Star Law officers either bought off or even killed. Political leaders in these areas are either enemies or valuable allies to the Corporations. Many of thopse who choose opposition call for help from the special forces or Star Law officers. Many will answer the call but not many are able to survive as well as say the civilized portions of space. Those who decide to side with the corporations (or even the hundreds of other groups in the area) grabt political immunity for those who work for the groups or corportions.

Even though much of the fringes of known space are controlled by the UPF and are technically under jurisdiction of Star Law. But, with more and more deaths of political officials and officers the Fringes have become the interstellar "no man's-land". This makes it easier for corporations to roam freely as well as other groups. As a citizen of the UPF it is said d any who decide to move towards or to the fringes are no longer sanctioned by the UPF. Unless for some odd reason the UPF military or star law will not negotiate on terms of hostage situations. This makes it easier to keep what little portion of space they have under complete control of the UPF.

Crimes committed in or around the Fringes is considered as a felony or death sentence inside the Frontier. War criminals and such are hunted down and either executed or captured for trial. Inmost cases the UPF will only act if UPF citizens are involved. Meanwhile Star Law may search and secure evidence in the fringes of known space but are known for doing so.