Ultimate Equipment Guide

Document container for project design documents.

Table of Contents

How to use this book


Weapons

  1. Beam Weapons
  2. Projectile Weapons
  3. Explosives
  4. Melee/ Archaic
Defensive Equipment

 

 

  1. Power Armor
  2. Combat Exoskeletons
  3. Defense Screens
  4. Defense Suits
Tools

 

 

  1. Scientific
  2. Manufacturing
  3. Repair

 

Robots

 

  1. Security
  2. Maintenance
  3. Scientific
Personal Vehicles

 

 

  1. Ground
  2. Water
  3. Air

(add more if you can think of anything that will fit here)

 

How to Use this Book

As a GM it can be hard to keep a player interested with the limited equipment options from the Alpha Dawn, Knight Hawks, and other Star Frontiers guides. Now you don't have to worry about losing another player to lack of in-game equipment. 

Spice things up and make the Star Frontiers universe that you know and love come to life with more equipment that will satisfy everyone in your group.


This book is as easy to use as your typical encyclopedia or catalog. No matter what kind of equipment you are interested in, you can look up through the sub-categories and then go from there. Each piece of equipment is in alphabetical order making it easier to find. Lastly if you don't like how the stats for a piece of equipment look, then just modify it in the notes pages at the end of this book.

Good luck!

Advanced Combat Rifle

An updated automatic rifle with greater range and damage.

3 or burst | 20,30, or 40R magazines |+1d10/+2d10 | 12/50/120/180/350 | 500Cr | 2

(name taken from the Traveller weapon)

Aircar Altitude


Open Top Aircars (Utility to Basic)

Closed top aircar



These type of aircars have a max ceiling of 9,100 meters. This is due to the oxygen levels needed to sustain brain activity. At this height without oxygen a character will loose consciousness in less then one minute.


Refer to the table below :

METERS
RESULT ROLL
3,000
10% decrease in oxygen
STA check + 20% or become unconsious
DEX/RS/INT/LOG cut by 10%
5,400
30% decrease in oxygen
STA check or become unconsious imediatley,
after 30 turns PC becomes unconsious automatically
DEX/RS/INT/LOG cut by 50%
5,401 -
9,100
?
?

Enclosed Aircar

Max ceiling is 20,000 meters.
These types of aircars may be sealed or pressurized. The wealthy and some military units have add-ons for limited sub-atmospheric flight.

Luxary Aircar

Sport Aircar

Add this info
Rum Rogue wrote:
Looking through a few Dragon articles this is what I could find:
Tanks Alot, it states that bombs can be mounted on pylons on an aircar.
Here Comes the Cavalry gives a brief description of an VTOL Fighter-Bomber as "An armored aircar with exterior weapon mounts this is designed for high-speed bombing runs. However, it is versatile enough to hold its own in a dogfight.
From Freighters to Flying Boats, under the description of Amphibious Aircar we see "... Its underside and wings have pontoons to keep the craft afloat."

There is still no type of altitude given, but it would seem to allude to the aircar being capable of actual flight.

In the adventure Mission to Alcazaar, pg 18 (remastered edition), an encounter with an aircar has the vehicle aproaching at 400kph with an altitude of 50 meters.


(Alpha Dawn Expanded: More information will be added later)

Ammo

Type                          kg           #of Rounds          Credits

SEU Microdisk               --                 V                     10
Minipowerclip               --                 10 SEU              50          
Power Helmetpack        --                 50 SEU             250
Maxijetclip                  --                 15                    15
Maxibulletclip              --                  3                     30
Maxineedleclip             --                 15                    15
(source- Zebulon's Guide)

Anti-Rad Implant

 This is a special implant that goes onto the back of the neck, directly linked into the spinal column. It helps the body produce antibodies which help in the body’s fight against radiation contamination.

Any character equipped with an anti-rad implant ignores 10 points of intensity from any radiation contamination he’s infected with (intensity is the number after the “S”). Furthermore, any hard radiation attacks from some mutations will only cause half damage to the character with this device.


The implant is powered by the body’s own central nervous system’s electrical system, and will last for a year or so before requiring adjustment. Adjusting an anti-rad implant can only be performed by a hospital with qualified medical persons, and costs half as much as the original implant.

(Gamma Dawn Expanded)

Aquatic Equipment

When going underwater, characters can take a variety of equipment modified to work in that environment.

Jet Fins. These work on the same principle as the scooter. Jet fins enable a character to move at a rate of 13 meters per turn without requiring rest breaks every hour. A pair of fins weigh .5 kilograms and cost 50 Credits They are powered by two small, rechargeable energy cells good for two hours of use.

Modified Weapons and Equipment

Modified weapons and equipment have a tendency to malfunction due to powerful pressure from deep dives, as do AGSs. Weapons and equipment must be further modified if taken into water containing powerful chemicals; this modification will cost a further 50 Credits.

For every tenth of a gravity less than one, weapons and equipment are able to dive 10 meters deeper before a chance for malfunction occurs. The opposite is true if the gravity is greater than one. This rule applies to the weapons and equipment, too.

Artificial Gill Suit (AGS). To survive underwater for long periods, characters must employ a breathing apparatus known as an artificial gill suit (AGS), which covers the wearer’s entire body. It is made of a material that is similar to that used in skeinsuits, and it may be left transparent or colored as the manufacturer desires. Normal goggles may be worn by Humans, Vrusk, and Yazirian divers. The AGS will absorb one-fourth of all damage caused by projectile and gyrojet weapons, fragmentation grenades, explosives, and melee weapons. It cannot be worn with any other suit of armor, but a screen may be used with it. When the AGS has taken 35 points of damage, it will be ruined and useless as armor.

The AGS for Humans, Yazirians, and Vrusks conforms to their basic physical shape The AGS for Dralasites will stretch to accomodate their shape-changing abilities. A Yazirian AGS covers the glide-wing membranes without hampering their use in swimming (see below).

Much of the exterior of the AGS is covered by a series of microfilters, all made of tough, translucent plastic. These microfilters draw oxygen from the water, pumping the gas mixture through small tubes to the area of the body where the wearer inhales air. The waste gases produced are released directly from the suit. The whole system is regulated by a computer chip and powered by a small energy cell good for five hours before it needs to be recharged.

The AGS also has a small digital display which can easily be seen by the wearer. The display shows the diver’s depth, time in the water, and the amount of power left in the suit’s energy cell. The suit also has a built-in low-frequency radio system, which has a range of one kilometer.

The AGS weighs five kilograms and costs 800 Credits. The suit can be safely used at a maximum depth of 110 meters on Earthlike planets. If a deeper dive is attempted, there is a cumulative 5% chance per 10 meters below the safe limit that the AGS will malfunction. This chance must be rolled for every five minutes, with an additional 1% chance of failure added for every additional five-minute period spent beyond the first.

If the characters dive in water with extremes in temperature, an AGS can be bought with a heating/cooling system. This modification costs 100 Credits extra and adds two kilograms of weight to the AGS. This system is powered by a small energy cell which works for four hours before needing a recharge. The system protects the character in water with temperatures ranging from -35—C to 70—C.

Special AGSs may be created if the characters are going to dive in waters which contain dangerous chemicals or poison. These AGS must be tailor-made for the body of water in which the characters are going to dive. Such suits cost and average of 1000 Credits.

If the AGS malfunctions, the character wearing it must hold his breath until he can reach the water’s surface.

AGS Wide-beam Underwater Flashlight. 50 Credits. The flashlight will be attached to the AGS, around the character’s chest. The flashlight’s energy cell can go for 100 hours before needing a recharge. The flashlight enables the character to always have a minimum visual range of two meters, except in extremely murky water. It illuminates a cone-shaped area, ranging from .5-2 meters at the widest part of the cone.

Handheld Wide-beam Underwater Flashlight. which works like the one attached to the AGS, can be bought for 10 Credits.

Standard Sea Survival Pack. The contents of such a pack are: one all-weather blanket, one first-aid pack, four survival rations (eight days of food), one compass, 10 salt pills, 10 liters of water, one flashlight, one pair of sea goggles, and an emergency beeper that emits a signal for 20 km for 48 hours. Some packs may include a small firearm.

Waterproofed Compass can be found for 20 Credits.

Underwater Toxyrad Gauge. 25 Credits; its functions are slightly different from the regular type, and it will not work above water. If the red light shines, it means that there is a chemical in the area that can affect the character through his AGS, but the special filters mentioned earlier can filter them out before they reach the character. A flashing blue light indicates that there is dangerous radiation nearby. A flashing yellow light indicates that there is a chemical in the area that is so powerful that even the special filters mentioned above can not filter them out.

Underwater Exoskeleton. 2500 Credits. This version of the exoskeleton also works above water. While wearing the exoskeleton, a character is able to swim 20 meters per turn without having to rest. While underwater, the character has a +10 bonus to hit in melee, and does five additional points of damage. The exoskeleton is designed to be worn outside the AGS without hampering any of the suit’s functions. Because of the heat-absorbing properties of water, an AGS cannot have built-in infrared vision capability. Freeze fields cannot work underwater, either.

Underwater Radiophone. 550 Credits. Works under or above water. It only has a range of 50 kilometers underwater, and is connected to the communications system of the user’s AGS.

Underwater Solva-Way. Comes in small plastic bulbs which must be crushed by the entangled victim. It then spreads out and dissolve the threads, remaining potent for one turn. A bulb of underwater SolvaWay costs 15 Credits, and it will not work above water.

Variable/Timer Detonators. Regular Tornadium D-19 works underwater, but special waterproofed Variable/Timer Detonators must be used. They cost 7 Credits each and work above water, too.

Underwater Power Backpacks (300 Credits)

Underwater Powerclips (150 Credits)

(source- Star Frontiers: 25th Anniversary Edtion Rulebook)

Armor Plating

Ships can be armored with thicker hull plating and more durable bulkheads and framework. This can only be performed during construction of the ship, and is only available at Clas:1 SCCs. Light armor doubles the cost to HS x 100,000Cr and provides 6 hull points per hull size, medium armor doubles again to 200,000Cr per HS and provides 7 hull points per hull size, and heavy armor doubles once more to 400,000Cr per hull size and provides 8 hull points per hull size.

(source - House Rules Wiki)

Avian Equipment

Glijet. A glijet is a combination rocketpack and hang-glider. The rocketpack is used to get the wearer up into the air. The chemical fuel tank holds enough fuel to burn for 20 turns (two minutes). A character can climb 50 meters straight up every turn he burns fuel. The rocket can be turned off at any time. When it is shut off, the wearer can open the collapsible wings and glide. The rocket usually is shut off when gliding, but it can be left on to increase speed.
(source- Star Frontiers: 25th Anniversary Edition Rulebook)

Bap Bin Mines/Grenade


A bap bin receiver is constructed and mounted on a hover transport. Star Law Agents carrying Bap Bin Grenades or Bap Bin Mines and cool looking chronochomes in their ear look for their quarry. Once found a SINGLE mine or nade is placed/thrown. Upon a successful hit, the effected area is bap binned to the hover transport and arrested. Non-animated objects do not get arrested.

NOTE: If more than on bap bin device goes off in their effective radius a Bad Thing (TM) will happen. w00t is working on the details, just know this. You don't want to be around to find out. Anyone remember Dradox 4?

Anyone?

Didn't think so.



Beam Weapon Ammo

Beam weapons are energy weapons. They operate off the Standard Energy Unit, stored in special cells that are easy to distribute:

BEAM WEAPON AMMUNITION TABLE
Ammo Type
Cost (Cr)
Mass (kg)
Energy/Rounds
Power Clip
100
--
20 SEU
Power Beltpack
250
4
50 SEU
Power Backpack
500
10
100 SEU

Powerclip

The standard 20 SEU powerclip is a sturdy plastic box about the size of a cigarette pack. A powerclip will fit any weapon that can use a powerclip. Players must keep track of how many SEU are in the clip. Powerclips can not be recharged.


Power Beltpack

A power beltpack is a 20 cm x 8 cm x 5 cm plastic box that attaches to a character's belt. It comes with three different powercords that can be plugged into three distinct outlets in the side of the unit. One port is for weapons, one is for screens and one is for auxiliary equipment such as scanners or radios. Only one weapon and one screen can be plugged into a beltpack at the same time. Beltpacks can be recharged at a cost of 5 credits per 1 SEU recharged. Recharging can be done at any weapons shop, hardware store or fuel station.


Power Backpack

A power backpack is worn on a harness that slips over the shoulders. Special adapters are available for Dralasites at no additional cost. A backpack has two weapon ports, one screen port and three auxiliary ports. Only two weapons can be connected to the same backpack. Backpacks can be recharged for 5 credits per 1 SEU recharged. It takes two turns to plug in or unplug a powercord from a power backpack.
(source- Star Frontiersman "weapon repository")

Bio-mod Screen

 This screen is illegal and cannot be easily found, even on remote worlds. If a mutant wears one, he is immune to the effects of a bioscanner (fixed or portable). He will not be detected as a mutant. The screen is powered by a powerpack or beltpack, and drains 1 SEU per minute of operation. Even obvious physical mutations will successfully be hidden by the scanner. Obviously, if you’re obviously mutated, a Star Law agent will still probably notice you with his eyes.

(Gamma Dawn Expanded)

Bio-Scanner

This device can take one of two forms: portable or fixed. A fixed bio-scanner is mounted up high, and scans visually and compares against databases of known registered species. It searches for physical mutations, and works very well. It is powered by a Type I parabattery and can function for a year or more before needing its power source replaced. The accuracy of a fixed bioscanner is 80%. If any mutant character comes within 10 meters of this 360 degree sensing device, he has an 80% chance of being detected and Star Law notified. These devices are usually placed in corridors of office buildings and star ports on UP charter worlds.

A portable bio-scanner looks like a pair of large binoculars. They are often carried by Star Law M. E. agents. They are powered by standard SEU powerclips, draining 1 SEU per scan.


When peered through and activated, the portable bio-scanner will perform its scans. It will highlight potential mutants in the viewport with 75% accuracy.

(Gamma Dawn Expanded)

BIOWARE

Bioware is technology made from living materials. Bioware can be worn, piloted, or invasively inserted into or attached to a host. Nanites are molecule-sized machines, but do not count as Bioware. The smallest bioware may be a RNA or DNA strand, or may be a protein or single cell. The largest Bioware may be a spaceship. Bioware effectively takes the place of the typical non-living materials used for most manner of devices. Bioware has different strengths and weaknesses from non-living materials. It is resistant to weathering and provides its own rechargeable energy source. Unfortunately, it is often susceptable to Mentalist and mutant powers, has a lifespan (dependant on the size and biology of the device), and must be fed in some way, usually liquid protein. Multicelled bioware cannot reproduce by any organic means, but must be grown in the appropriate facilities.

Biomimetics

Biomimetics is the study and manipulation of organisms and organic byproducts to produce products that immitate, utilize, or reproduce the effects of the organism or byproduct.

This is most often acheived by producing a custom protein or RNA molecule to change the genetic properties of an organism to produce a byproduct in the quantity or distribution pattern desired. Sometimes two unrelated organisms may be genetically crossed in order for the resultant organism to produce a desired byproduct.

Millions of products in the Frontier are produced in this way and it is perfectly legal. However, the production of multi-celled organisms in this way is strictly regulated (See Mentalist and Genetics Laws in the Frontier section for more details).

Below are many products, both legal and illegal, that are used to good effect and can serve characters in their adventures.
(source - Gamma Dawn)

Body-gene Box

A body-gene box is part stasis field, part freeze field. It is a 20-cm cube made of federanium. A small piece of a character's epidermal covering is placed inside it. As long as the box remains closed, the sample remains fresh. The body-gene box is kept in a bank vault that is now standard at all major hospitals. Once a character is declared dead, his genetic sample can be removed from the box and a clone can be created of the character. As might be expected there are numerous hitches involved with this item and the entire procedure.

Cost: Besides the high cost of the body-gene box (see the Equipment Tables) there is also the cost of having the sample prepared and taken (5000 Cr), the cost of storage (10,000 Cr per year), and the cost of having the clone made (75,000 Cr). Once a clone is grown the sample is destroyed. Another sample cannot be taken for at least three months.


Legalities: Society has a great fear of clones running wild. No character with a felony criminal record can have a sample taken, maintain a sample in a b-g box, or have a clone grown. Proof of a character's death must be positively established before a clone can be grown. This either requires witnesses, a medical certificate of death, or the identifiable remains of the character.

If it is discovered that a clone exists while the original still lives, a general order to shoot on sight is immediately given. Unfortunately this usually results in both the clone and the original being destroyed.

A character can only be brought back through cloning if he has died an unusually early accidental death. Most of the Frontier believes that if allowed a free hand, the clone merchants would overpopulate the systems in a matter of decades. Therefore, by law, no one may be cloned who has died of old age or a natural death. Interpretation of this are left to the referee's discretion. (Of course, there are always rumors of the "filthy rich" who can buy their own clone banks and almost become immortal, but that is for NPC consideration only).

Dangers: If a close discovers that his original is still alive, he becomes obsessed with a desire to kill the original character and never stops trying until one or the other is dead. The next step, usually, is that the cloned character then becomes suicidal after realizing that he has killed himself.

Campaign Considerations: When a character has a sample taken, the referee must record all of the character's abilities, skills, and so forth. This record is then the basis for the clone, if and when it is grown. Any new abilities or skills developed after the sample is taken are not recorded, unless the character has another sample taken later (whereupon the original sample is destroyed). A player can never control two versions of the same character at the same time. If, for some reason, a clone is grown while a character still lives, the Referee will control the clone.

(Gamma Dawn Expanded)

BodyComp

Bodycomp or Personalized Body Computer are wornas a belt or carried in a case, backpack on installed inhelmets. Areas on the bodycomp accept progits.Bodycomp program units or progits, as they arecommonly called, are small 10cm square, 5cm thickhardware units that hold software. They have onesoftware package installed and snap into bodycomps.BodyComp

Bugbot

Programmable bugbot: Can be used as a tracking device or a sound bug.

Evidence Recorder: Scans the room in 200 light spectrums and records it for evidence collection and holographic reproduction. Takes 10 rounds and 1 SEU per usage.
(source- Star Law Campaign)

Cammoflage Generator

This is a piece of equipment that has grown popular amongst the UPF Intelligence Agency ranks. It is a very useful tool that can help conceil devices, people, and even large pieces of equipment. It runs in a cost area of 50,000 credits and contains an energy generator that help keep the cammoflague generator going for a max of tens years on one special fuel rod. The fuel rod itself costs in the area of 15,000 credits but has a life span of 10 years (without pause). This piece of equipment uses sensors to detect it's settings and blend in with the environment. Only recorded problems have been with concealing things in a every changing environment (such as a camp or even an area where things are being moved around all of the time).

Cloud Flyer

Cloud Flyer

The cloud flyer is an atmosphere craft specially designed for use in hostile environments. It has a completely pressure-sealed cabin and cargo area to protect the occupants and equipment from the environment. A cloud flyer.s main wings are swept back, and it has a shorter pair of wings, or canards, mounted near the nose.

Cost: 40,000 Cr (rental fees . 200 Cr down, plus 100 Cr/day)
Top/cruise speed: 400 kph/l50 kph
Passengers: 6
Cargo limit: 3,000 kg, 3 cubic meters

Cloud Flyer

Communication Pill

(work in progress)

Communication Pill or CommPill

A commpill recorder captures either audio or video and encodes it biochemically on a small pill. Soon after the pill is ingested nanites travel to the brain delivering the message. 

The pill will last for 10 hours after the recording process before the message decomposes and becomes corrupted. Refrigerating pills will add another 60 hours and freezing them will last 1 year.

Once ingested the coating of the pill interacts with saliva breaking the outer shell and releasing nanites. They travel into the blood and work their way to the visual and audio centers of the brain. Once there the message begins to play inside the hosts head. 

Message length is roughly 1 minute per pill. Multiple pills can be ingested although the messages may play back out of sequence. 

CommPill

CommPill Recorder
   Mass: 2kg, Cost: 8,500 CR

CommPill (pack of 10)
   Mass: 0kg, Cost: 100 CR

Computer Receptor Implant

Computer Receptor Implant

The computer receptor implant will allow the user of the implant to be in contact with his computer at ranges up to 5 kilometers.  The user simply thinks his request to the computer. The computer will then send an answer to the user, where it will be heard as a thought in his brain. So long as the user stays within range, he will be in contact with his computer.

When a character buys a computer receptor implant, he is actually buying a special implant, an attachment to his computer, and a special transmission program. The implant is a micro-transmitter/ receiver with special connections that attach to the nerve cells of the user. This implant must be surgically attached to the character, just under the skin. This work can only be done at an advanced hospital, procedure takes a day and 1d5 weeks for the character to learn to interface with the implant. If a character has other implants spending a day is sufficient to learn to use the implant.

The computer attachment has a similar transmitter/receiver and transmission program that allows the two transmitter/receivers to talk to each other, and uses one function point. This program has no levels. The computer receptor implant costs 50,000 CR. Computer transmitter/receivers cost 2,000 CR per computer.

Computer Receptor Implant
Cost: 50,000 CR
Computer transmitter/receiver: 2,000 CR
Transmission program, 1 FP: 1,000 CR
Notes: Implants under the skin allowing thought-communication up to 5km between the character and computer.

Original Source: David Zeb Cook, For a Fistfull of Credits, Dragon #112 

Computers


Type
Cost
(Cr)
Mass
(kg)
MAINFRAME COMPUTERS
Mainframe Proper
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6

2,000
10,000
40,000
120,000
250,000
400,000

10
30
60
100
160
240
Maxiprog (Regardless of function)
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6

200
1,000
4,000
12,000
25,000
40,000

3
3
3
3
3
3
Strongbox (per layer) 250 50
SPECIALIZED COMPUTERS
File Computer
Lock Compick
120
4,000
1
3
Computer Access Computer (CAC)
Basic Computer
Optional Abilities
..Access & Operate
..Bypasss Security
..Defeat Security
..Display Information
..Interface
..Program Manipulation
..Program Writing
..Program Bodycomp

2,000

250
200
250
50
75
100
200
250

2.5

-
-
-
-
-
-
-
-
(source- Zebulon's Guide)

A computer is a sophisticated electronic machine that can receive and analyze information.

There are three types of computers mentioned herein: CPU's, specialized computers, and body computers (bodycomp). All three types are explained in detail later in this book.

CPU's are the type that most of the computer skills are designed for. CPU's are classified as Level 1 through 6 (6 is the most complex). They also use programs (called maxiprogs) of Levels 1 to 6. The level of a mainframe determines what maxiprog levels it can run.

Specialized computers are usually considered Level 2 computers

Body computers (called bodycomps) are the level of their processor packs; Type A equals Level 1, Type D equals Level 4.

Program Levels
Computers have levels depending on what programs they hold. A computer works by running programs. A computer's level is equal to its highest level program. Every program is available in six levels. The higher levels are more complex and able to handle more information.

Function Points. Each program requires a certain number of computer function points in order to operate. A function point is a measurement of a computer's ability to process information. Higher-level programs have a higher function point requirement. The Computer Program list shows the number of function points a program needs.

When a character buys a computer he actually is buying individual programs and the hardware needed to run them. For example, when a character buys a level 1 Analysis program (1 function point), he gets not only the program, but also a computer circuit module that can process a 1-function point program. A computer's level is determined by totaling all the function point requirements of the various programs and finding this number on the Computer list. If more programs are added to the computer later, its level may be raised.

EXAMPLE: A small inter-steller business run by "Slingshot'' Simmons buys a computer to keep track of its finances. Simmons buys a level 2 Analysis program (2 function points), a level 2 Commerce program (6 function points) and a level 1 Information Storage program (2 function points). The computer needs a total of 10 function points, making it a level 1 computer. It costs 10,000 Credits. If Simmons later adds a level 2 Robot Management program (4 function points), his computer has 14 function points, making it a level 2 computer.

Security Weapons Initiative Modifier and Base Chance to Hit

A remote secuirty weapons system's IM is their level plus three.

Remote security weapons systems are usually controlled by mainframe computer security maxiprogs. Their base chance to hit is 40% plus 10 x the program level (base column is +2 with a +1 Column Shift for each program level).

Structure Points. A computer's weight in kilograms also is its number of structural points. Thus a level 4 computer that weighs 100 kg could take 100 points of damage before it stopped working.

Power Sources. Level 1 to level 4 computers are powered by parabatteries of the same type as the computer's level. Level 5 and 6 computers use power generators type 1 and 2, respectively. Computers will operate for at least one year before their batteries must be recharged. Power sources must be bought separately.

Computer Programs

The standard computer programs listed below can be purchased by anyone in any store that sells computers or computer parts and equipment. A program's cost is the number of function points it requires, multiplied by 1,000 Credits.

Analysis. An Analysis program allows a computer to perform mathematic calculations and computations. Level 1 is basically a sophisticated calculator. At level 3 the program can do advanced algebra and calculus. At level 6 it can do all known mathematical calculations, including theoretical math.

Bureaucracy. A Bureaucracy program coordinates other programs. For example, a city could use the Bureaucracy program to coordinate Commerce, Communication, Industry, Law Enforcement, Life Support, Maintenance and Transportation programs. A Bureaucracy program can coordinate a number of programs equal to its level x 3. It is not needed unless the programs being coordinated are level 3 or higher.

Commerce. A Commerce program enables a computer to handle business transactions. Commerce covers such areas as banking, stocks, market trends, bookkeeping, imports and exports. A level 1 program could be used by starship computers to record the cargo manifest, passenger records and ship's books. A level 6 program could be used to coordinate all commerce in a city.

Communication. A Communication program deals with all aspects of communication, including news, entertainment and public service announcements. It can control radio, holophones and holovision communication devices. Higher program levels can handle more complex systems. A level 1 communications program might be used to handle communication and to provide packaged entertainment on a starship. A level 6 program could monitor all communication in an entire city.

Computer Security. Computer Security programs protect a computer against both physical and program tampering. A Computer Security program must be defeated or bypassed before a computer specialist can change any programs or interface two computers. Computer Security programs can also control physical defenses guarding the computer. A level 1 Computer Security program is simple code words that lock other programs, plus a simple recognition code such as a fingerprint reader. A level 6 security program sets up a complex system of codes and special directions, and guards the computer with robots or remote guns.

Industry. An Industry program deals with turning raw materials into products. It can be used for both agriculture and manufacturing. At level 1 an Industry program could run a starship's hydroponics system and machine shop. At level 6 the program could coordinate many large factories and farms.

Information Storage. The Information Storage program is passive. It is simply a record-keeping system. A level 1 Information Storage program could be used by a business to record its yearly sales data. A level 6 program could store an entire university library.

Installation Security. An Installation Security program coordinates the defense of an area. Higher-level programs can defend larger areas. A level 1 Installation Security program could lock a building's doors at a certain time and call the police if an alarm sct off in the building. A level 3 installation Security program would not only lock the doors and call the police, but could control pressure plate sensors, I-R scanners, holovision cameras, special weapons, etc. At level 6, the program could defend an entire city or starport.

Language. The language program enables a computer to translate known languages into each other and, at higher levels, to translate unknown languages into known languages. Higher level programs can translate more languages. Translating an unknown language requires at least a level 3 program.

Law Enforcement. The law enforcement program is used to coordinate the efforts of all law enforcers in an area. Higher level programs can control a larger area. The program can handle police calls, schedule patrols, monitor trials, control riots and scan for developing crime trends. A level 1 program could monitor traffic flow and patrol routes in one precinct, while a level 6 program could run an entire city police department.

Life Support. The life support program controls lighting, temperature control, weather prediction, heating and power plant control. A level 1 program can control the life support system on a starship. A level 6 program could handle all the life suppport functions of an enclosed city.

Maintenance. The Maintenance program handles standard janitorial functions such as cleaning, painting and basic repair. It can also coordinate services such as garbage collection, fire inspection and sewage removal. A level 1 program could maintain a starship. A level 6 program could coordinate maintenance for an entire city.

Robot Management. The Robot Management program lets a computer control robots. Higher level programs can control more robots. This program often is used along with the Industry, Security, Law Enforcement and Maintenance programs. The Robot Management program must be a least as high a level as the robots it is controlling. The number of robots that a program can control equals its level multiplied by its number of function points.

Transportation. The transportation program allows a computer to control a mass transit system, including traffic control and distribution of products. A level 1 program could control mechanized sidewalks, elevators and escalators in a building. A level 6 program could run all of the monorails, buses, subways and traffic control signals in a city.

(Star Frontiers: 25th Anniversary Edition)

http://starfrontiers.us/node/2241 (Computers- Basic Rules Revised)

Hand Computer

Hand computer (source: Dark Side of the Moon module)
 2kg 7000cr
A hand computer is a portable lightweight (2kg) level 1 computer fitted with a short wave radio and powered from a power beltpack. The hand computer has the following level 1 programs: analysis, communication, and information storage. The communication program allows it to be interfaced with a larger computer via its short wave radio. Information can be passed freely between two computers over the radio link, allowing hand computer to access far larger amounts of data than it would be able to do with its restricted function point size.

Defense Screens and Suits

Power Screens

All powerscreens except the chameleon screen are worn like belts around the waist. Special adapters are provided for Dralasites at no extra cost. Only one powerscreen can be worn or used at one time. Putting on or taking off a powerscreen takes five turns. When a screen runs out of power. it has no effect.

Albedo Screen. An albedo screen projects a silvery aura that absorbs laser damage. The aura completely surrounds the person wearing the screen. For every 5 points (or fraction of 5 points) absorbed, 1 SEU is drained from the power source. For example, absorbing 11 points of damage drains 3 SEU. The person wearing the screen will take no damage from lasers as long as the power holds out. A person can fire a laser weapon out of an albedo screen.

Gauss Screen. A gauss screen generates an invisible barrier that protects the wearer from electrical attacks (electrostunners, electric swords, shock gloves, stunsticks). The screen drains 2 SEU every time it absorbs an attack. There is a quick flash of light when the screen is hit. As long as the power holds out, a character wearing a gauss screen is immune to electrical attacks.

Holo Screen. A holo screen projects a 3-dimensinal image around its wearer. The image is projected from a holo disc, a small disk that slides into the top of the holo screen control unit. The holo disc contains complete holographic information on one person or thing. For example, a holo disc could project the image of an adult male Yazirian in civilian clothes. The holo screen is only 80% effective. On a roll of 81-00 an onlooker will notice something is wrong. The holo image is limited to roughly the same size and shape as the wearer. For example, a Vrusk could not masquerade as a Human. Personalized holo discs can be ordered for 5,000 Cr. A personalized holo disc contains holo information on a specific individual. Producing a personalized holo disc takes 1d10 months, because it requires detailed (and very illegal) holo-filming of the desired subject. If the subject is willing, the filming can be done in one day. A camouflage feedback loop can be added to the holo screen for an additional 1,000 Cr. The camouflage loop adjusts the holo image to match nearby surroundings, giving the wearer an 80% chance to be "invisible" to onlookers.

Inertia Screen. An inertia screen defends against all projectile weapons, gyrojet pistols and rifles, fragmentation grenades, explosives and all melee weapons except electrical or sonic weapons. When hit by one of these weapons, the screen uses 2 SEU and absorbs one-half of the damage caused by the attack. The wearer takes the other half of the damage. If the damage can not be divided evenly, the character takes the smaller half.

Simp-Screen. A simp screen performs in similar fashion to an albedo screen and even has a similar silvery aura about it, but it is energized to protect against proton beam fire. For every 6 points (or fraction of 6 points) absorbed, 1 SEU is drained from the power source. For example, absorbing 21 points of damage drains 4 SEU. Any weapon can be fired out of the simp screen. As long as the power holds out, the wearer will take no damage from a rafflur weapon.

Sonic Screen. A sonic screen is also known as a hush field, because no sound can cross it, either coming in or going out. The screen also absorbs all sonic attacks that hit it. It uses 1 SEU of energy every minute it is on and 2 SEU every time it absorbs a sonic attack. A character inside a sonic screen can communicate only with a radio or hand signals.
Albedo Suit. An albedo suit is made from a special shiny flexible material. It will reflect the damage from a laser attack. For each point of damage reflected, the suit takes 1 point of damage. When it has accumulated 100 points of damage or more, the suit becomes useless.

Skeinsuit. A skeinsuit is made of light ballistic cloth. It absorbs damage just like an inertia screen. It also can be used along with an inertia screen. A character wearing both a skeinsuit and an inertia screen would take only one-fourth damage from ballistic attacks. The suit is ruined when it takes 50 points or more of damage. Two types of skeinsuits are available: military and civilian. Military skeinsuits are camouflage green. Civilian skeinsuits look like regular clothing.

Synthvelope. A synthvelope suit is like a synthetic one-piece envelope that absorbs the damage from proton beam weapons (rafflurs). Like an aldebo suit for lasers, each point of damage reflected wears away 1 point of the suit's reflective properies. When it has accumulated 100 points of damage or more, the suit becomes useless. The suit must be stepped into from the back and zipped up, completely encasing the wearer's body except for the head. It is flexible enough for a Dralasite to use.
(source- Star Frontiers: 25th Anniversary Edition)

Archaic Inertia Armors

Archaic armors arecompletely outclassed by the high-tech weaponry common on the Frontier. Usually the only situations where such armors might be encountered would be ceremonial occasions (worn by royal guardsmen for a state parade) or in entertainment facilities (worn by actors, historical reenactors, etc.). [1]

However, archaic armor have been encountered on various low-tech planets such as Volturnus and Starmist by explorers. In survival situations, a few simpler types can be fashioned by trained Environmental specialists.

Effects. Archaic armors will reduce damage from melee and archaic missile weapons by half and trim all other inertial damage by one-forth. The types available include fur hides/light leather, studded leather, chain/scale/ring mail, brigandine/splint/platemail, and full plate.

Costs. The price in parentheses represents the cost on Frontier worlds to buy these armors from specialty craftsmen; they are not widely available, must be specially ordered by the buyer and are priced accordingly.

Furs, Hides and Light Leather Armor. Type: Archaic Inertia. Points of Defense: 5. Mass: 5 kilograms. Cost: 20-50 Credits. Note: Hide, leather or plant fiber armor may be made by Environmentalists using the "Making Tools / Weapons" subskill if the right materials (wood,l eather, etc.) can be found.

Leather and Studded Leather. Type: Archaic Inertia. Points of Defense: 10. Mass: 8 kilograms. Cost: (25-100 Credits).

Chain, Scale and Ring Mail. Type: Archaic Inertia. Points of Defense: 15. Mass: 15 kilograms. Cost: (200-600 Credits). Note, this type of armor makes the wearer more vulnerable to electrical attacks, +25 percent damage/effect.

Brigandine, Splint and Platemail. Type: Archaic Inertia. Points of Defense: 20. Mass: 20 kilograms. Cost: (500-1,000 Credits). Note, this type of armor makes the wearer more vulnerable to electrical attacks, +50 percent damage/effect.

Full Plate Armor. Type: Archaic Inertia. Points of Defense: 25. Mass: 25 kilograms. Cost: (2,000+ Credits). Note, this type of armor makes the wearer more vulnerable to electrical attacks, +50 percent damage/effect.



[1] Campbell, Andy. “Variant Armor Types in Star Frontiers,” Star Frontiersman, issue 22, pp. 51-52.

Asbestos Suit

Asbestos Suit. This is a fireproof garment – it is not really made from asbestos but rather from advanced materials – that that covers a character’s entire body, including the head and extremities. It is often used by firefighters but protects against incendiary weapons, though a character would also need a breathing mask and googles to receive full protection from heat and smoke. It offers 100 points of fire damage protection. For every 10 points of damage, the wearer takes one point. It weighs 3 kilograms and costs 500 Credits. [1]



[1] Williams, Skip. “Sage Advice,” Dragon Magazine, July 1988, p. 68. And house rules regarding damage.

Chillsuit

Chillsuit. This outfit protects the wearer from conditions of extreme cold. It consists of a close-fitting suit of thin, insulating material that completely covers the wearer’s head and body. It comes with dome-like goggles and a special heat-retaining filter for breathing. It can be worn under defensive suits and does not interfere with defensive screens. It uses energy depending upon thepower setting which also determines the level of protection.

The Injury from Cold Table provides the rates at which characters wearing normal clothing or a chillsuit (at various settings) will lose Stamina points when exposed to different levels of cold. Unless stated otherwise, rates of loss are per hour. The table assumes dry conditions with fairly still air. Rain, wind, etc., will lower the effective temperature dramatically. For purposes of curing, this injury counts as a wound.

A chillsuit offers no protection other than from the cold, but it can be worn under most other defensive suits and will not interfere with defense screens. A gas mask or breathing mask should probably be worn with a chillsuit to increase its effectiveness. Infrared, sun or other goggles can also be worn.

Mass: 1 kilogram plus power source. Cost: 400 Credits.[1]

Injury from Cold Table

 

------Chillsuit Setting (SEU use/hour) -------

Temperature (Centigrade)

Normal Clothing

0

1

2

4

Above 0

0

0

0

0

0

0 to -20

1

0

0

0

0

-21 to -50

6

1

0

0

0

-51 to -100

20

6

2

0

0

-101 to -150

2/min.

20

12

4

2

-150 to -200

2/turn

2/min.

30

20

6

 



[1] Morris, Graeme. Bugs in the System,TSR, Inc., 1985, p. Pullout Sheet VI.

Other Fan-Created Armors

Duraweave. Lighter and more flexible than Kevlar, duraweave reduces the damage by projectile and gyrojet weapons by half. Th elight suit offers 15 points of defense while the heavy suit offers 25.  It is nearly indistinguishable from normal fabric.[1]

Fiber Armor. The primitive forebears of the advanced ballistic fibers used in skeinsuits, Fiber armor suits are still found in use on small or low-tech Frontier colonies, among criminals and pirates, and members of militant cults.  It will reduce damage from projectile and gyrojet weapons by half and will reduce all other inertial damage by one-fourth. The light suit offers 10 points of defense; the medium suit offers 20 points; and the reinforced flak suit provides 30 points of defense.[2]

Flak Armor. Madeof hardened plasti-steel armored pieces, flak armor is more effective against projectiles and explosives than a skeinsuit. It absorbs three-fourths of all inertia damage, up to 60 points, while the wearer only takes one-fourth of the damage.

A reflective coating can be added (at an additional 500 Credit cost) that will act as an albedo suit, absorbing 100 points of laser damage. It may be relayered as needed.[3]

Polyplate Armor, Partial. This armor covers all vital areas with hardened polymer plates, formed and molded to the body. The armor is fitted to the character that wears it, but may be altered in a shop or by a character with a repair machinery skill.

Acting like a combination albedo suit and skeinsuit, partial polyplate absorbs half damage from all beam and physical attacks while the other half gets through to the wearer. Once the suit has absorbed 100 points of damage it stops protecting the wearer.

Because of the restricting nature of the plates, characters wearing partial polyplate Armor have a -5 penalty applied to all Dexterity and Reaction Speed checks.

Polyplate Armor, Full. This armor consists of a hardened polymer carapace designed to protect a combatant from harm. Characters wearing this armor take only one-fourth (round down) the damage that should otherwise be applied to them, if that damage comes from a beam weapon or physical/inertial source.  The armor absorbs the remaining three-fourths of damage.

The armor can take 250 points of damage before it stops protecting the wearer. Much more restrictive tha partial polyplate, characters wearing full polyplate armor have a -10 penalty applied to all Dexterity and Reaction Speed checks.

Shipsuit. Used by spacers, a shipsuit consists of a layer of shock-absorbent gel between two layers of skeinweave integrated into a lightweight exoskeleton. Both the gel layer and the exoskeleton compensate fort he effects of high-gee acceleration, allowing for normal manual dexterity and movement under thrust while helping to negate the adverse effects of acceleration.

The layers of skeinweave protect as a military skeinsuit by absorbing one-half of any inertia damage, while the character takes the other half. It absorbs up to 50 points of damage. The shipsuit's built-in exoskeleton provides no additional benefit other than allowing normal movement under thrust.

In the event of decompression, an inflatable hood of clear skeinweave can be pulled up from the back of the suit collar, over the head and back down to the front and sides of the collar, where it can be zipped securely into place. A tank of compressed air at the rear of the suit provides up to ten hours of breathable oxygen. The suit also has a 50 SEU beltpack and uses 1 SEU/turn of operation.[4]

It also offers minimal radiation protection, with a shield rating of 5/5 (see Radiation Poisoning rules).

Shocksuit, defensive. This defense suit offers protection against electric shocks delivered by stunsticks, electrostunners, shock gloves, electric swords, etc. It will even fully protect a character from the effects of an electrical discharge warhead. If the character is forced to make a Stamina check from an electrical-based stun attack (any attack that lists A-S/Gauss as a defense), that energy gets harmlessly dissipated. Each time the suit protects the wearer, it takes one point of damage. After it takes 10 points of damage it is rendered useless.

Shocksuit, offensive. This acts similar to the defensive shocksuit, but it also is powered by a 20 SEU powerclip allowing the wearer to release a corona of electrical energy around him. Any living being touching the character at this time will need to make a Stamina check or fall unconscious unless they are protected by an anti-shock implant, gauss screen or another shocksuit.[5]

Security Skeinsuit. Designed for function over form, security skeinsuits are not camouflaged like a military suit, nor are theydesigned to conceal their existence, such as a civilian suit. They protect against ballistic and melee attacks, with half of the damage affects the wearer while the suit absorbs the other half. The suit continues to help the wearer until it has absorbed 25 points of inertia damage, then is too ripped up/damaged to continue protecting its wearer. 

Stealthskin. Sometimes direct protection against physical or energy damage isn’t as important as just avoiding detection.  The best defense for an attack is simply not to be attacked. Stealthskins are made of a special fiber that makes no noise when it rubs together.

When wearing a Stealthskin, the wearer is permitted to use the Stealth and Concealment subskills of as if he was a Level 1 Environmentalist.  If the character already has the Environmentalist skill, he receives a bonus of +10 percent to both of these skills.

If a character sustains more than 25 points of personal damage, or is encumbered with gear (carrying more than half his STA score in kilograms) the Stealthskin no longer providest hese bonuses. [6]

Tactical Vest. This vest is designed to hold eight ammunition magazines, helping the character distribute the weight and improving their carrying capacity by 4 kilograms. For example, a character could carry four grenades, two variable timers and one kilogram of Tornadium D-19 with ease.

It also has several straps designed to hang off the bottom of the vest as rigging where pistol-sized weapon holsters can be attached. The back of the vest includes five SEU Power Clips in a network of heavy-duty canvas rigging, all wired together with integrated power routing and buffering to form the equivalent of a standard 100-SEU Power Backpack. 

Built of an extremely durable ballistic material, if worn alone the tactical vest acts as a 25 point skeinsuit, but its effects are not cumulative with a skeinsuit. If worn over another skeinsuit, both of the protective layers will take the same damage. For example: a character is shot for 34 points of damage.  He takes only 17 points, and both his skeinsuit and his tactical vest take 17. 

If worn over an albedo suit, it nullifies the protective nature of that suit.



[1] Campbell, Andy. “Variant Armor Types in Star Frontiers,” Sta rFrontiersman, issue 22, p. 51. This was originally called a Kelvar™ Suit, which is a DuPont brandname.

[2] Campbell, Andy. “Variant Armor Type sin Star Frontiers,” Sta rFrontiersman, issue 22, p. 51.

[3] “Flak Armor,” Star Frontiersman, issue 9, p. 24.

[4] Signs, William. “It’ll Ride Up With Wear: Additional Suits for Star Frontiers,” Star Frontiersman, issue 9, p. 23.

[5] Moore, Larry. “Shocksuit,” StarFrontiersman magazine, issue 7, p. 28.

[6] Originally published in Star Frontiersman magazine, issue 1, p. 2.

Riot and Archaic Shields

Unless one is using the ablative damage rules, Star Frontiersdoes not use a hit location system, but there are two ways in which shield use can be represented in game play including in passive defense and active defense.[1]

Passive Defense. If played as a passive defense, a shield is treated as "cover" if the shield-bearer is attacked. Depending on what the shield is made of, the cover modifier will either be for "hard cover" (-20 percent) or "soft cover" (-10 percent).

The cover modifier is only applied if the defender is aware of the attack and actively using the shield for defense. If the target is aware of the attack and defending itself, then the cover modifier is applied to all incoming attacks except those from behind.

Even if the shield cannot stop a bullet, for instance, it obscures the shooter’s view of the target which may cause a miss. If the attacker misses the to-hit roll by an amount that would have hit the target without the shield's modifier, then roll damage as normal and apply that damage to the shield itself.

Example: An attacker needs a 60 percent or less to hit an enemy with a shot from his gyrojet pistol. His to-hit humber becomes 40 after applying the “hard cover”     -20 percent modifier for the defender’s riot shield.

The attacker rolls a 54, which would have hit if the shield had not been used. This means the shot was caught by the shield and it will take damage. The attacker rolls 2d10 and gets a 20 damage result; half of that damage 10 points is applied to the shield. Since the riot shield only has 10 pointshit points, it is shattered and useless.

Active Defense. If shields are treated as an active defense, they are used by characters to block attacks directly and can only be used to defend against melee or archaic missile weapons. The shield will only absorb damage if used to successfully block an attack.

A block is successful if the defender rolls below half of his Reaction Speed score. If the shield user is fired upon by missile weapons, the shield will block an attack only if the user rolls under one-tenth of his Reaction Speed score (if successful, the user is able to anticipate the general area of the incoming fire or is simply lucky).

Note that if a shield is used to block an attack by a melee weapon which causes damage by electricity (such as a stunstick or electric sword) a block will have no effect, as the electrical damage will pass right through the shield into the defender.

Costs. If the price is in parentheses this represents the cost on Frontier worlds to buy shields from specialty craftsmen. Since archaic shields are not widely available and must be specially ordered, they are priced accordingly.

Riot Shield.Type: Inertia. Points of Defense: 10. Cover Type: Hard. Mass: 2.5 kilograms. Cost: 50 Credits. Effects: Reduces damage from melee, projectile and gyrojet weapons by half.

Shield (soft). Type: Archaic Inertia. Points of Defense: 5. Cover Type: Soft. Mass: 2.5 kilograms. Cost: (20-50 Credits). Effects: Reduces damage from melee and archaic missile weapons by one-forth. Soft shields may be made by a character who has the “Making Tools/Weapons” environmental subskill if the right materials (wood, leather, etc.) can be found.

Shield (hard). Type: Archaic Inertia. Points of Defense: 10. Cover Type: Hard. Mass: 5 kilograms. Cost: (50-100 Credits). Effects: Reduces damage from melee and archaic missile weapons by half; reduces all other inertia damage byone-fourth.

 


[1] Campbell, Andy. “Variant Armor Types in Star Frontiers,” Star Frontiersman, issue 22, pp. 51-52.

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.

(source - House Rules Wiki)

DNA Comparitor

This portable device is worn on the forearm, and is powered by a standard SEU powerclip. Each use drains one SEU. The device is intended to compare sampled DNA to that worn by the character. Therefore, it can only detect mutated genetic samples of people of the same race as the wearer. On planets where mutation is an issue, Star Law M.E. agents wear one of these wherever they go, and have the right to sample hair or fingernails if necessary.

This method of mutant detection has a 90% effectiveness. If the wearer of the device is also a mutant, it will detect pure-strain characters as mutated as well as all other mutants. No two mutants have the exact same genetic structure, or else they wouldn’t be called mutants; they’d be called a species.

DNA Targeting Poinson/DNA Acquisition Systems (DAS)

Inspiration from Alastair Reynolds' Chasm City

Being able to take down a target without getting other innocent people hurt or killed was a challenge before. Now a spy or assassin can use the DNA of their target to actually get them out of the picture. With the years of scientists in the many military-based corporations and intelligence agencies like Sector Six they have come up with such a way. They have come out with two types of this poison and a successful delivery system.

First poison is the long term poison. It targets a specific holder to the DNA contain in the poison. It immediately puts the target into a comma within minutes or hours, and then begins to slowly destroy the body from the immune system out. Such a poison costs 10,000 credits and can be hard to get (most delivery items take 6 to 12 months). No cure has been found.

The next poison is the racial targeting DNA poison. This targets the target of a certain race which makes it possible to use it on multiple victims and not just the holder of specific DNA (like the target and the immediate family). This usually cost half of what the long term DNA does and can be found in any local black market or ordered within two weeks from black market companies selling this poison. Immediately puts the victim into a comma and begins to shut down vital organs to kill the victim. No cure has been found.

DNA Poison Delivery System (wind-up pistol one shot only)
Range: 5 / 10 / 15 / 20 / 25
Class : Projectile Weapon
Percentage to Hit: 10
Damage: Only done by the poison
Cost: 2,000 Credits

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

____________________________________________________________________

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)



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)

(source - House Rules Wiki)

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

Elcetro-Rifle

Laser Rifle

Weapon Name Electro-Rifle ("Lightning Rifle")
Skill Used
Beam Weapons
Damage
8d10 or stun
Ammunition 20 SEU PowerClip, each shot drains 8 SEU. Can be attached to a Power BeltPack or Power BackPack.
Rate of Fire 1 per turn
Defense Gauss
Range 10/30/ - / - / -

 
Cost 800 Cr
Mass
3kg


Description: Basically the rifle sized version of the electro stunner. Used heavily by boarding crews because it automatically penetrates space suit armor. 

Electric QuarterStaff

An electric quarterstaff is the sibling to the stunstick albeit in a larger scale. Like the stunstick, it can be set to shock or stun, using 2SEU per successful hit from a standard 20SEU PowerClip. On the shock setting it will cause 4d10 points of damage. It masses 1kg and costs 100Cr. Applicable defenses are Gauss screens (for the shock setting) and anti-shock implants (for the stun setting). There is no modifier to using the weapon.

Electrostunners

Electrostunner. An electrostunner looks like a large pistol. It is a short-range weapon. It fires an arc of electrons that looks like a lightning flash. It is commonly called a zapgun because of the noise it makes when fired. An electrostunner has two settings, stun and blast. A blast causes 4d10 pnints of damage. A stun can knock a creature unconscious for d100 turns. Anyone hit by a stun beam can resist the stun by rolling a number less than or equal to its current Stamina. A zapgun uses two SEU per shot. It holds a 20 SEU clip, but can also be connected to a beltpack or powerpack with a 1.5 meter powercord. A gauss screen will block the electrostunner's beam. An anti-shock implant will nullify a stun but not a blast.
(source- 25th Anniversary Edition Rulebook)
_____________________________________________________________________

electrostunner


Weapon Name Electrostunner
Skill Used
Beam Weapons
Damage
4d10 or Stun
Ammunition 20 SEU PowerClip, each shot drains 2 SEU. Can be attached to a Power BeltPack or Power BackPack.
Rate of Fire 1 shot per turn
Defense Gauss / Anti-Shock Implant
Range 5/15/-/-/-

 
Cost 500 Cr
Mass
1kg
Description
An electrostunner looks like a large pistol. It is a short-range weapon. It fires an arc of electrons that looks like a lightning flash. It is commonly called a zapgun because of the noise it makes when fired.

An electrostunner has two settings, stun and blast. A blast causes 4d10 points of damage. A stun can knock a creature unconscious for d100 turns. Anyone hit by a stun beam can resist the stun by rolling a number less than or equal to its current Stamina.

A zapgun uses two SEU per shot. It holds a 20 SEU clip, but can also be connected to a beltpack or powerpack with a 1.5 meter powercord. A gauss screen will block the electrostunner's beam. An anti-shock implant will nullify a stun but not a blast.
(source- Star Fronitersman "weapon repository")

EQUIPMENT

The following equipment is available to characters in the STAR FRONTIERS basic game. At the start of a game, all characters have a Standard Equipment Pack and 10 Credits.

Standard Equipment Pack

The standard equipment pack contains many useful items, but does not include any weapons other than a single doze grenade. Items included in the standard equipment pack are explained below:


Chronograph/Communicator. This device looks like a large wristwatch, but it can do many things. It is a watch with a lighted face that can be used as a stopwatch; it is a mini-calculator; it is a radio/video communicator that can be used to talk with other characters up to 5 kilometers away. It can be used to summon the police or a rental skimmer, as well.

Coveralls. This is a highly durable, waterproof suit. It will keep the character warm in cool weather and cool in hot weather. It has large pockets on the hips, legs and chest, as well as several smaller pockets on the sleeves.

Doze Grenade. This is the only weapon in the standard equipment pack. See Damage: Doze Grenades for more information.

First Aid Pak. This kit contains a spray bandage, an antiseptic spray and a spray hypodermic. The spray hypo does not use a needle, a nd is painless. It contains one dose of each of these two survival drugs:

STIMDOSE: A Stimdose injection gives a character 10 extra Stamina points for three hours. After three hours, the character loses the 10 Stamina points and must rest without moving for 24 hours. A Stimdose injection will not raise a character's current number of Stamina points above his original Stamina score. A Stimdose will not revive a character whose Stamina has been reduced to 0 or less. It wail revive a character who was knocked unconscious by a doze grenade, but will not restore 10 Stamina points to the character.

STAYDOSE: Staydose puts a character to sleep for 24 hours, slows down his heartbeat and breathing, and helps stop bleeding. If a character's Stamina has been reduced to O or less, a Staydose injection must be given in 10 turns and will keep the character alive until he is taken to a hospital.

ID Card. All characters carry an ID card. An ID card can be used only by its owner, because the computers which read ID cards also scan the character's thumbprint.

ID cards are commonly used as credit cards. When a character buys something, his ID card must be inserted into a computer. He places his thumb (or paw, or digit, or pseudopod) on a screen so the character can verify his identity, and then the money is deducted automatically from the character's bank account. This same process is used to pay for monorail rides and rented skimmers. Money can be deposited into an account without the card, but the card is needed to get money out.

Pocket Tool. This device is similar to a pocket knife, but it includes many small tools besides a pen-knife blade; a universal screwdriver, a small adjustable wrench, vice pliers, a hole puncher, an electromagnet, and a small flashlight that will shine up to 25 meters.

Survival Rations. This small package contains enough concentrated food and water purification tablets for one person for five days.

Weapons

Weapons usually are assigned to characters at the start of a mission by their employers, based on what sort of mission they are undertaking.

Doze Grenades are explained under Damage: Doze Grenades.


Gyrojet Pistols fire bullets that are actually small rockets. They do not have a Point Blank range because the bullet needs some distance to accelerate to an effective speed. Gyrojet pistol clips hold only 10 rounds because the bullets are large.

Laser Pistols fire a pencil-thin beam of intense energy in a burst that lasts only a fraction of a second. Each powerpack contains enough energy for 20 shots. Laser pistols are the most common sidearm on the frontier worlds, and are often called "blasters." They have longer range than any other pistols, but do less damage.

Laser Rifles are like laser pistols, but they have longer ranges. They use the same clip as laser pistols, but they get only 10 shots per clip. The difference is laser rifles are harder to hide than a pistol.

(Star Frontiers Basic Rules Revised)

EWC System

EWC - Eye Weapon Coordination for vehicle target system 
This system coordinates the gunner’s eyes and weapon systems in such a way that they move in tandem increasing the chance to hit by 30%. As the system follows the gunner’s eye movement, the weapon is brought to bear along the wearer’s line of sight. When the weapons are aimed at the target, the gunner has only to push a button, flip a switch, or pull a trigger to fire any combination of weapons. 

The required helmet can be switched from infrared to normal vision. In addition the helmet is linked to a set of infrared and video cameras on the outside of the vehicle that project images onto the inside of the helmet visor or on a display screen. Each weapon must have a EWC link even if their in the same turret.

EWC System +30% to hit 850 Cr
EWC Link Purchased per weapon 50 Cr
EWC Helmet Required per gunner 200 Cr

EXPLOSIVES

<><><>

Type
Cost
(Cr)
Mass
(kg)
Tornadium D-20
Plastid
100
500
1
1
DETONATORS
Acid
Chemical
Counter
Light
Pressure
Radio Beam
Variable Timer
10
15
10
15
10
10
5
-
-
-
-
-
-
-

MINES
Grasshopper
Leap Frog
50
2
100
2

WARHEADS (cost and mass times Missile Type)
Anti-Missile
Electrical Dis.
Field Crusher
Foam
Gas
High Explosive
Scanner
..EM
..Infrared
..Motion
..Radar
..Radioactive
..Shape
..Sonar
..Ultraviolet
Sonic
Standard Explosive
Tangler
100
150
150
100
100
200

150
150
200
250
100
250
125
150
175
175
150
1
1
1
1
1
1

1
1
1
1
1
1
1
1
1
1
1

(source- Zebulon's Guide)

Fighters

One of the most enjoyable sci-fi elements is when the heroes strap into small fighters and fly out to perform dangerous missions and combat. This aspect of the sci-fi hero seems to have been almost entirely overlooked in Star Frontiers-until now.

In order to make space fighters useable and more unique, one from the other, and to make space combat possible for these small vessels, fighter vs. fighter, we must look to the smaller combat scale of the Alpha Dawn vehicle rules system and analyze how fighters can be used.

For this system, the space fighters and shuttles have been reclassified as vehicles, instead of spaceships, as they are little more than cloud flyers with minor modifications for space travel. A fighter has very few gauges that can be found on most space ships.

The Knight Hawks rules prove particularly ineffective for space units of size 1 and 2. The smaller the craft, the less relevant the spaceship stats prove to be. As it is, they are just relevant enough for the Assault Scout, but for nothing smaller.

To remedy this, these vehicle rules are being extended in this article to units of hull size 2 or less. A whole different scale of damage applies that is not as extreme as large spaceship damage.

The vehicles, weapons, defenses, and equipment in this article are by no means exhaustive, but contain all the items this author feels worth use from previous articles and new creations. Most items from other materials are not included here, but are useable with this system.

Aerospace Fighter Types

Besides the vehicles in the Alpha Dawn rules, more flying vehicles may now be available. These types are defined below. As you read them, enjoy the various fighter types that are graphically represented above each description.

Little more than an air-bubble with a jet engine attached, the mini-flyer is able to reach high altitude space stations from a planet's surface, but does not have the capability to escape a planet's gravity without breaking apart. Mini-flyers cannot have any defenses and will only fit laser pods.

Personal Fighter. Personal fighters are often better armed than Cloud Flyers, but can only carry up to 2 people. Personal fighters no bombing capability or armor to speak of, but their teeth can be nasty. Able to carry small assignments of piston and pod weapons, assault rockets, or missiles, personal fighters are the vehicle of choice for the more discriminating adventurer. They do cannot carry bombs. Careful, though, these aren't meant for war. Pirates often take on such vehicles and their pilots for a split of the booty, as a private air force is invaluable to commandeering civilian ships. They also prove invaluable for defending civilian ships.

Military Fighter. You won't find these for private sale, as they contain armor and advanced defenses for large scale skirmishes. Even black market traders know that private citizens can't be trusted with these weapons of mass destruction. No, they want them sold to the highest bidder in the largest quantity. The military fighter is heavy duty in both fire power and defenses and are built with armor standard. Even though military fighters have limited bombing payload capacity, if any, military fighters are ten times more effective than personal fighters. These are often granted under special permission to Privateers.

Military Bomber. Often 2-4 times the size of most military fighters, military bombers carry many times more the payload of any fighter and are also armored. These are highly specialized killing machines capable of toppling large building complexes, flattening settlements, sinking sea carriers, and crippling or even destroying large space vessels when grouped with other bombers.

Weapons Combat and Cost
Fighter Type*

Size (KH)

PN

ADF/ MR

ADM

VM

MM

Cargo Limit

SP

Cost***

Mini-flyer

3 (1)

1

6

-1

+1

+1

400kg/ 4 m3

10 +1d10

40,000 Cr

Personal

4-5 (1)

1-2

6

0

0

0

8,000kg/ 12 m3

20 +1d10

55,000+ Cr

Light Military

6-7 (1)

1-2

5

+1

0

0

16,000kg/ 18 m3

40 +1d10

65,000+ Cr

Heavy Military

7-8 (1)

2-4

5

+1

0

-1

22,000kg/ 26 m3

45 +1d10

80,000+ Cr

Light Bomber

8-9 (2)

2-8

5

+2

-1

-1

55,000kg/ 38 m3

45 +1d10

105,000+ Cr

Heavy Bomber

10-11 (2)

2-12

5

+2

-1

-1

100,000kg/50 m3

50 +1d10

120,000+ Cr

* = Ordered according to size
** = Number of passengers.
*** = Costs do not include equipment and are at the purview of the Referee or seller.


(Delta Dawn Sourcebook)

Flak Armor

Hardened plasti-steel armored pieces that are more effective against projectiles and explosives than a skeinsuit. Absorbs 3/4 damage instead of half damage, 10 hit capacity before needing replacement.

750Cr, 2kg mass

Reflective albedoline coating at +500Cr, acts as albedo suit against lasers and absorbs same as albedo suit. Can be relayered as needed.

Flash Grenade

Flash Grenade: When a flash grenade goes off there is a brilliant flash and a loud boom. Though no damage results, everyone in the area is momentarily disoriented by the flash and noise. Characters wearing sonic headphones are not affected by a flash grenade unless they are looking in the direction of the flash. Anyone outside of the area of effect has automatic surprise during the turn of the blast on anyone affected. Flash grenades are used by Star Lawmen to get the jump on terrorists or criminals.
 (source- Star Law Campaign)

Food Purifier

This backpack-sized device has a low-level radiation bombardment chamber built into it. Plants, vegetables, grain, fowl, fish, and even meat can be placed in this chamber and cleansed of most harmful organisms, poisons, and other conditions that would otherwise harm a character if he were to eat them.

Some substances resist this bombardment very well (referee should roll 1d100 for each new food type to be purified, a 99-00 indicates the food is still tainted and resists bombardment). The food purifier has 20 uses from a single 20-SEU powerclip. When in use, this device shows up on every radiation scanner within range.

GAMMA DAWN EQUIPMENT

What follows is a series of equipment either new or transplanted from Zebulon’s Guide and reprinted here for use with Alpha Dawn rules.

Anti-Rad Implant. This is a special implant that goes onto the back of the neck, directly linked into the spinal column. It helps the body produce antibodies which help in the body’s fight against radiation contamination.

Any character equipped with an anti-rad implant ignores 10 points of intensity from any radiation contamination he’s infected with (intensity is the number after the “S”). Furthermore, any hard radiation attacks from some mutations will only cause half damage to the character with this device.

The implant is powered by the body’s own central nervous system’s electrical system, and will last for a year or so before requiring adjustment. Adjusting an anti-rad implant can only be performed by a hospital with qualified medical persons, and costs half as much as the original implant.

Bio-mod Screen. This screen is illegal and cannot be easily found, even on remote worlds. If a mutant wears one, he is immune to the effects of a bioscanner (fixed or portable). He will not be detected as a mutant. The screen is powered by a powerpack or beltpack, and drains 1 SEU per minute of operation. Even obvious physical mutations will successfully be hidden by the scanner. Obviously, if you’re obviously mutated, a Star Law agent will still probably notice you with his eyes.

Bio-Scanner. This device can take one of two forms: portable or fixed. A fixed bio-scanner is mounted up high, and scans visually and compares against databases of known registered species. It searches for physical mutations, and works very well. It is powered by a Type I parabattery and can function for a year or more before needing its power source replaced. The accuracy of a fixed bioscanner is 80%. If any mutant character comes within 10 meters of this 360 degree sensing device, he has an 80% chance of being detected and Star Law notified. These devices are usually placed in corridors of office buildings and star ports on UP charter worlds.

A portable bio-scanner looks like a pair of large binoculars. They are often carried by Star Law M. E. agents. They are powered by standard SEU powerclips, draining 1 SEU per scan.

When peered through and activated, the portable bio-scanner will perform its scans. It will highlight potential mutants in the viewport with 75% accuracy.

Body-gene Box. A body-gene box is part stasis field, part freeze field. It is a 20-cm cube made of federanium. A small piece of a character's epidermal covering is placed inside it. As long as the box remains closed, the sample remains fresh. The body-gene box is kept in a bank vault that is now standard at all major hospitals. Once a character is declared dead, his genetic sample can be removed from the box and a clone can be created of the character. As might be expected there are numerous hitches involved with this item and the entire procedure.

Cost: Besides the high cost of the body-gene box (see the Equipment Tables) there is also the cost of having the sample prepared and taken (5000 Cr), the cost of storage (10,000 Cr per year), and the cost of having the clone made (75,000 Cr). Once a clone is grown the sample is destroyed. Another sample cannot be taken for at least three months.

Legalities: Society has a great fear of clones running wild. No character with a felony criminal record can have a sample taken, maintain a sample in a b-g box, or have a clone grown. Proof of a character's death must be positively established before a clone can be grown. This either requires witnesses, a medical certificate of death, or the identifiable remains of the character.

If it is discovered that a clone exists while the original still lives, a general order to shoot on sight is immediately given. Unfortunately this usually results in both the clone and the original being destroyed.

A character can only be brought back through cloning if he has died an unusually early accidental death. Most of the Frontier believes that if allowed a free hand, the clone merchants would overpopulate the systems in a matter of decades. Therefore, by law, no one may be cloned who has died of old age or a natural death. Interpretation of this are left to the referee's discretion. (Of course, there are always rumors of the "filthy rich" who can buy their own clone banks and almost become immortal, but that is for NPC consideration only).

Dangers: If a close discovers that his original is still alive, he becomes obsessed with a desire to kill the original character and never stops trying until one or the other is dead. The next step, usually, is that the cloned character then becomes suicidal after realizing that he has killed himself.

Campaign Considerations: When a character has a sample taken, the referee must record all of the character's abilities, skills, and so forth. This record is then the basis for the clone, if and when it is grown. Any new abilities or skills developed after the sample is taken are not recorded, unless the character has another sample taken later (whereupon the original sample is destroyed). A player can never control two versions of the same character at the same time. If, for some reason, a clone is grown while a character still lives, the Referee will control the clone.

DNA Comparitor. This portable device is worn on the forearm, and is powered by a standard SEU powerclip. Each use drains one SEU. The device is intended to compare sampled DNA to that worn by the character. Therefore, it can only detect mutated genetic samples of people of the same race as the wearer. On planets where mutation is an issue, Star Law M.E. agents wear one of these wherever they go, and have the right to sample hair or fingernails if necessary.

This method of mutant detection has a 90% effectiveness. If the wearer of the device is also a mutant, it will detect pure-strain characters as mutated as well as all other mutants. No two mutants have the exact same genetic structure, or else they wouldn’t be called mutants; they’d be called a species.

Food Purifier. This backpack-sized device has a low-level radiation bombardment chamber built into it. Plants, vegetables, grain, fowl, fish, and even meat can be placed in this chamber and cleansed of most harmful organisms, poisons, and other conditions that would otherwise harm a character if he were to eat them.

Some substances resist this bombardment very well (referee should roll 1d100 for each new food type to be purified, a 99-00 indicates the food is still tainted and resists bombardment). The food purifier has 20 uses from a single 20-SEU powerclip. When in use, this device shows up on every radiation scanner within range.

MRA Credentials. If you have a mutant character and you want to keep Star Law from bother you, it is advisable to purchase proper identification and registration. These credentials register you in all UPF computer systems as a properly registered mutant, and offers you rights under the MRA act. Paying twice the value shown with a criminal syndicate will get you properly registered as a nonmutant, even if you are one. This can be helpful especially if most of your mutations are hidden.

Neutrad. An injection of neutrad is necessary with the Medical skill to stop radiation poisoning. Radiation poisoning is most commonly caused by nuclear battery or plant leakage or by a character being exposed to ancient nuclear weapons or their residue in nuked areas.

Neutrad Supplements. These pills are to be taken daily while contaminated. They will reduce the intensity of the radiation contamination by -5 for that day. Taking multiple pills has no effect other than to induce vomiting. The intensity of a radiation effect is the number after the “S.” These pills do not require medical training to administer, and are available on most worlds.

Water Distiller/Purifier. This collapsible distillation filtering tank can purify up to 400 liters of water before it needs to be changed. This is a necessary item for explorers who cannot carry enough drinking water with them but are on a planet where water can be found. Characters drinking unfiltered water run the risk of infection, contamination, or even poisoning. The tank also has a section for dehydration, so plants can be inserted and the water drawn from them. This is also a good method for drying fruit and vegetables so they will last longer as rations.

Equipment List
Equipment Wgt(kg) Cost
Anti-Rad Implant -- 5,000
Bio-mod Screen 1 3,000
Bio-Scanner, Fixed 10 2,000
Bio-Scanner, Portable* 2 500
Cloning Process
Body-gene box 20 5,000
Sample Taken -- 5,000
Storage Per Year -- 10,000
Clone Grown -- 75,000
DNA Comparitor 1 1,200
Food Purifier 20 650
MRA Credentials, legal -- 50
MRA Credentials, black market -- 100+
Neutrad -- 10
Neutrad Supplements (10 tabs) -- 20
Water Distiller/Purifier -- 150
Extra Filter -- 15
* can be mounted on a robot for a 10% installation fee.


Grenades

Grenades can be thrown or fired from a grenade rifle or mortar. Characters can avoid or resist the effect of a grenade by passing an ability check that applies to the grenade. Grenades can be set to explode in two ways:on impact or with a timer that is adjustable for 1 to 10 turns. All grenades have a blast radius of 3 meters. Any character or creature within 3 m of a grenade when it goes off can be affected.

Doze Grenades. A doze grenade releases a cloud of fast-acting knockout gas. All creatures within the blast radius will fall asleep for d100 turns unless they pass a current Stamina check. A shot of stimdose will revive a sleeping individual immediately. The doze gas is effective only on the turn that the grenade goes off.


Fragmentation Grenade.
When a fragmentation grenade explodes it thows hundreds of small, sharp pieces of metal in all directions. Fragmentation grenades are commonly called frag grenades. Any creature or character in the blast radius suffers 8d10 points of damage. This damage is cut in half if the individual passes a Reaction Speed check. Inertia screens and skeinsuits also reduce damage by half. All of these modifiers are cumulative.


Incendiary Grenade.
An exploding incendiary grenade scatters sticky, flaming liquid across everything in the blast radius. Incendiary grenades are commonly called fire grenades. A fire grenade causes 4d10 points of damage on the turn it explodes. The burning liquid sticks to the victim, causing an additional 1d10 points of damage on the second, third and fourth turns after the explosion. A character that passes a Reaction Speed check takes only half damage. Anyone in a spacesuit takes no damage from an incendiary grenade.


Poison Grenade.
A poison grenade releases a cloud of poisonous gas. Anyone in the blast radius will be poisoned by the gas. The gas is effective only on the turn the grenade explodes. The gas acts as an S5/T10 poison. A character who passes a current Stamina checkwill not be affected, nor will anyone in a gas mask. A shot of antitox will neutralize the poison so that no further damage is taken.


Smoke Grenade.
A smoke grenade produces a thick cloud of smoke that both blocks vision and acts like tear gas. Smoke grenades are available in colors so they can be used as signals. Anyone in the blast radius on the turn the grenade explodes must make a current Stamina check. If the character fails the check he has a -10 modifier on all ability checks for 1d10 turns, due to coughing and blurred vision. The smoke will continue to spread 3 meters/turn for five turns, when it will cover an area 30 meters in diameter. The smoke cloud gives soft cover to anyone behind it or inside it. The smoke screen will last for 10 minutes.


Tangler Grenade.
An exploding tangler grenade throws out hundreds of strong, sticky polymer threads. These threads stick to everything within the blast radius. An entangled individual can not move until the threads decay (in 30 minutes) or until solvaway is spread over the threads. Any creature with more than 100 stamina points can break out of tangler threads in one turn.

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%+15%
Heavy- n/a -+20- n/a --10-20+100%+100%+30%
*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




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 in 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: +100% cargo space, -10 accel/decel/turn/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.

(source- Alpha Dawn Expanded)

Gyrojet Weapons

Gyrojet Pistol. A gyrojet pistol is a large handgun. It shoots miniature, self-propelled rockets that cause 2d10 points of damage when they explode. A gyrojet pistol is not effective at very short range, because the rocket is still accelerating. Thus the short range modifier is used even at point blank range. Skeinsuits and inertia screens absorb half the damage from a gyrojet rocket.


Gyrojet Rifle.
A gyrojet rifle is a rifle-sized version of a gyrojet pistol. It has a longer range and causes 3d10 points of damage per shot.

(source- Star Frontier Expanded Rules)

Heavy Laser

 A heavy laser is about the size of a machine gun. It must be mounted on a tripod or a swival mount to be fired. It has longer range than a laser rifle, and a minimum SEU setting of 5. Otherwise it operates the same as the laser rifle.

Heavy Laser

Heavy Laser

Weapon Name Heavy Laser
Skill Used
Beam Weapons (-10 to hit)
Damage
1d10 per SEU
Ammunition 20 SEU PowerClip, each shot drains from 5 to 20 SEU, depending on the current power setting. Can be (and usually is) attached to a Power BeltPack or Power BackPack.
Rate of Fire 1 shot per turn
Defense Albedo
Range -/100/500/1km/2km

 
Cost 6,000 Cr
Mass
20kg

Description

A heavy laser is about the size of a machine gun. It must be mounted on a tripod or a swivel mount to be fired. It has longer range than a laser rifle, and a minimum SEU setting of 5. Otherwise it operates the same as the laser rifle.

Note: Heavy lasers are heavy weapons. When a character fires a heavy weapon, he must subtract 10 from his chance to hit.
(source- Star Frontiersman "weapon repository")

Hover Armored Personnel Carrier

APC

HAPC 
Size: 5, Hover Armored Personnel Carrier
Protection: 11, Hardpoints: 10 (10 remain) SP: 1,875
Top: 125, Cruise: 63, Accel: 32, Decel: 35
Passengers: Pilot, Navigation, 2x squads (4 men each)
Cargo: 120kg, m3:5 
Cost(Cr): 115,650

Weapons
  • 3x large missiles, Range:1600, 3d10x10 (surface mount)
  • Medium laser cannon, Range:500, 2d10x10 (surface mount)
  • Medium cannon, Range: 300 2d10x10 (surface mount)
  • Medium rockets, Range: 100, 3d10x10 (internal mount)
Defenses
  • Armor 
  • Albedo Screen (10 emmiters)
  • Interia Screen (10 emmiters)
  • Can only have one screen active at a time.
Equipment
  • 5,000 SEU drum powers screens and laser weapons.
  • [[EWC System]], each weapon has a link, 2 helmets

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.

(source - House Rules Wiki)

Interstar Weaponry underbarrel add-ons

Interstar Weaponry UBGL-1 Under Barrel Grenade Launcher
Cost: 600, Wgt: 3kg, Damage: As Grenade, Ammo: 1, Rate: 1/2, Defense: RS check,
-/25/50/100/200
Description: Just as it says a grenade launcher that can be mounted underneath the barrel of any laser, gyrojet, or automatic rifle.

 
Interstar Weaponry UBL-3
Cost: 600, Wgt: 1kg, Damage: 1d10 per SEU, Ammo: SEU, SEU 1-10, Rate: 2, Defense: Albedo,
5/20/50/100/200
Description: A laser pistol pod that can be mounted underneath a rifle barrel. Gives the soldier an option of a different weapon system. To deal with different defenses, and/or tagets. Uses standard power clips. Can be mounted underneath the barrel of any laser, gyrojet, or automatic rifle.


Interstar Weaponry UBG-1A
Cost: 200, Wgt: 1kg, Damage: 2d10, Ammo: 10, Rate: 3, Defense: Inertia,
-/5/50/100/150
Description: A gyrojet pistol pod that can be mounted underneath a rifle barrel. Gives the soldier an option of a different weapon system. To deal with different defenses, and/or targets. Uses standard pistol jetclips. Can be mounted underneath the barrel of any laser, gyrojet, or automatic rifle.


Interstar Weaponry UBSS-1
Cost: 500, Wgt: 1kg, Damage: Stun, Ammo: SEU, SEU: 2, Rate: 1, Defense: Sonic/A-S,
3/10/20/30/50
Description: A sonic stunner pod that can be mounted underneath a rifle barrel. Gives the soldier a non-lethal alternative. Popular with bounty hunters. Uses standard power clips. Can be mounted underneath the barrel of any laser, gyrojet, or automatic rifle.


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.

(source - House Rules WIKI)

Laser Carbine

The Laser Carbine is a halfway point between the sibling pistols and rifles. Aside from different ranges, stats are still the same as a rifle. The weapon masses 2kg and can use any of the standard power sources available for pistols and rifles. It costs 700Cr and has the following ranges:

Point BlankShort (-10)Medium (-20)Long (-40)Extreme (-80)
    0-8m   9-30m    31-75m 76-150m  151-300m

Laser Mic- UPF Military Grade

A laser mic can be a very useful tool in the markets of black budget intelligence agencies, star law observations, and even just your own little espionage and counter-espionage. Unlike most military grade gear this piece of equipment is legal and is availbale in most electronics stores of UPF and fringe worlds, which can be found at a cost of 5 credits to even 100 credit. It uses an infrared beam (ivisible to the naked eye unless someone uses infrared goggles or imaging to spot it) that is simply pointed at an object that can emit vibrations (such as sounds in the room or area that hit this objects) which are translated into words. But since it is based on picking up vibration from objects  a simple fan or even a person tapping the window or on the object can and will disrupt the laser mic's tap. In most cases a laser mic is pointed at an object most people wouldnt think could be used. Another draw back is electrical device also disrupt the laser mic's tap which makes it harder to use say a lamp as a surface of for the mic to pick up vibrations.  Their range is limited to over a five hundred feet, which you can be sitting in your hover car and be out of sit of the bad guys while tapping in on their conversation.

Laser Pistols

Laser Pistol

Weapon Name Laser Pistol ("Blaster")
Skill Used
Beam Weapons
Damage
1d10 per SEU fired
Ammunition 20 SEU PowerClip, each shot drains from 1 to 10 SEU, depending on the current power setting. Can be attached to a Power BeltPack or Power BackPack.
Rate of Fire 2 shot per turn
Defense Albedo
Range 5/20/50/100/200

 
Cost 600 Cr
Mass
1kg

Description

A laser pistol is a large handgun. It fires a pulse of bright light. Laser pistols are commonly called blasters.

A laser pistol has a dial that can be set from 1 to 10 to control how many SEU are fired by each shot. Each SEU fired causes 1d10 points of damage. For example, when the dial is set at 3, the shot uses 3 SEU and causes 3d10 points of damage. Players must tell the referee what setting they are using before rolling the dice to see if the shot hits.

Laser pistols use 20 SEU clips but can be attached to beltpacks or powerpacks. An albedo suit or screen halves the damage from lasers.
(source- Star Frontiersman "weapon respoitory")

Laser Rifle

 

Laser Rifle

Weapon Name Laser Rifle ("Blaster Rifle")
Skill Used
Beam Weapons
Damage
1d10 per SEU fired
Ammunition 20 SEU PowerClip, each shot drains from 1 to 20 SEU, depending on the current power setting. Can be attached to a Power BeltPack or Power BackPack.
Rate of Fire 2 shots per turn
Defense Albedo
Range 10/40/100/200/400

 
Cost 800 Cr
Mass
3kg

Description

A laser rifle is a rifle-sized version of the laser pistol. It fires a pulse of bright light. Laser rifles are commonly called blaster rifles.

A laser rifle has a dial that can be set from 1 to 20 to control how many SEU are fired by each shot. Each SEU fired causes 1d10 points of damage. For example, when the dial is set at 13, the shot uses 13 SEU and causes 13d10 points of damage. Players must tell the referee what setting they are using before rolling the dice to see if the shot hits.

Laser rifles use 20 SEU powerclips but can be (and usually are) attached to power beltpacks or powerpacks. An albedo suit or screen halves the damage from lasers.
(source- Star Frontiersman "weapon repository")

Light Shift Screens (LSS)

Light Shift Screens. A light shift screen (LSS) sets up a light-bending shell around the individual or unit using it. The effects of the shell differ for each type of screen – there is the Blackout Screen (Type I), Displacement Screen (Type II) and the Doppler Screen (Type III) – but their energy consumption and ways to penetrate them are the same.

 

All light shift screens use SEUs at different rates in different types of lighting. Because of how the emitters are attuned, the wearer is able to see around him without any distortions. LSS screens also provide a measure of protection against laserf ire. One SEU is drained each time the screen absorbs one point of damage.

 

Visible penetration of the LSS shell is impossible while the device is on, but opponents can detect the wearer in one of several ways. For example, infrared (IR) optics and radar always show the proper heat image and location of an individual using a LSS. Other sensors such as ultraviolet (UV), electromagnetic (EM), etc. can detect the area where a LSS is operating.


Of course, a character can wear defensive suits – such as the Dead Suit – which will block the wearer’s IR signature. The referee could keep in mind different environmental conditions may alter the effectiveness of these screens. For example, if a character with a displacement screen is running across a sandy desert, his image will appear to be one to three meters away from his actual location, but observers may notice the tracks in the sand he is making.


LSS models are rare and expensive. Most civilized worlds forbid their use as they are the preferred devices of criminals, Sathar agents, etc. though the Type II and III screens are often used by a character to draw fire away from themselves and confuse the enemy.

 

Light Intensity

SEU/

10 turns

Artificial darkness

¼

Natural darkness

½

Dusk, smoke, thick gas, etc.

1

Average room light, cloudy day, minor smoke, etc.

1.5

Bright room light, partly sunny day, etc.

2

Intense artificial light, floodlight, sunny day

3

High intensity concentrated light, powerlight, close proximity flare, etc.

4

 

Blackout Screen (Type I LSS). This screen bends all light away from the shell, thus creating a totally black area. This screen is usually used at night or by a character masking his identity. The size of the shell can be adjusted by the wearer to be anywhere from just projecting an aura around him to a sphere that is up to three meters in radius.


If used at night, the wearer not only receives the benefits of soft cover, which provides a -10 percent penalty against attackers, but attackers also receive an additional -10 percent modifier to-hit (for a total penalty of -20 percent to-hit the wearer). If used at dusk or a shadowy environment, the wearer receives soft cover while attackers have an additional -5 percent penalty modifier (a total of -15 percent to hit).

 

The screen can provide stealth benefits at dusk (-5 percent for an INT check) or night (-10 percent for an INT check) versus opponents who are only relying on their visual senses, but as noted earlier, many sensors will detect the presence of an energy screen.

 

The size of the screen's shell begins playing a role in an average lit room. If the Blackout Screen is only set as an aura, the character appears as a black silhouette figure to onlookers; the wearer receives no benefit for cover. However, if the screen’s shell is adjusted outward, it will surround the wearer in a sphere of blackness, which will provide the character soft cover.

 

Another character can enter the area covered by the blackout screen (if it is set to be larger than an aura); such a character can receive the benefits of soft cover from any attacks coming from outside the screen’s shell, but he would suffer a -10 percent penalty in return whether he is attacking a character outside the shell or going after the screen’s wearer.

 

For example, Ieva the Moog is using a Blackout Screen while trying to infiltrate the perimeter of a Pan Galactic facility at night. In addition to using the screen, he has slipped on a Dead Suit to mask his infrared signature. A security guard patrolling the grounds passes an Intuition check, hearing the rustle of plants as the Moog passes by, but then fails to notice the spy’s black silhouette in the darkness. Yet, as the Moog approaches one of the buildings, a new security robot with electromagnetic sensors detects the outline of the screen and sounds an alarn.

 

Displacement Screen (Type II LSS.) A displacement screen shifts the wearer’s image away from his actual location to a distance of one to three meters from the wearer’s actual position. This position is set by the user. Opponents receive an initial -20 percent penalty to-hit as if the character had hard cover.

 

Opponents may make an Intuition check after the two turns of combat to adjust their fire. An attacker can keep making an INT check until it succeeds; when that happens, the displacement screen will only provide the wearer the benefits of soft cover (a -10 percent penalty to the attacker’s to-hit number).

 

If the defender can duck behind a corner, close a door, etc. he can adjust the direction and distance of the displaced image; this takes 5 turns (30 seconds). The character can still engage in combat and perform other tasks, including activating a different defense shield, but will not receive any benefits from the displacement screen until it is done cycling.

 

Once the screen is reinitialized, the wearer again receives the benefits of having hard cover. Again, opponents can make an Intuition check after two more turns of combat to adjust their fire, as the process repeats itself.

 

When a character is taking cover, the benefits of taking cover is only half effective (soft cover willonly provide an additional -5 percent penalty to attackers while hard cover only provides an additional -10 percent modifier),[1]

 

For example, Hurloop the Dralasite is a Star Law agent and is dodging fire from a HUSP terrorist on the planet of New Pale. Activating his Displacement Screen, Hurloop’s image appears two meters to the left and behind his actual position. The terrorist spends more than four combat turns firing at the wrong target, but then Hurloop accidentally splashes through a muddy puddle. The referee decides that gives the terrorist a +10 percent modifier to his INT check, which he passes and then starts firing at the approximate location of the Dralasite. Instead of having hard cover, Hurloop now receives the benefits for soft cover.

 

Doppler Screen (Type III LSS). This unit is similar to the Type II LSS but instead ofshifting a single image of the wearer it creates up to five images (at the wearer's option), all exactly the same. The Doppler Screen can create the images in a side-by-side line or front-to-back, with up to one to three meters between each image. Any time the wearer is successfully hit, there is an 50 percent chance that the attack will actually miss.

 

After four turns of combat, an attacker can make an Intuition check to adjust his fire. An attacker can keep making an INT check until it succeeds; when that happens, the displacement screen will only provide the wearer the benefits of hard cover (a-20 percent penalty to the attacker’s to-hit number).

 

If the defender can duck behind a corner, close a door, etc. he can adjust the direction and distance of the displaced images; this takes 5 turns (30 seconds). The character can still engage in combat and perform other tasks, including activating a different defense shield, but will not receive any benefits from the Doppler Screen until it is done cycling.

 

Once reinitialized, the wearer again receives the screen’s full benefits. Again, opponents can make an Intuition check after four more turns of combat to adjust their fire, as the process repeats itself.

When a character is taking cover, the benefits of taking cover is only half effective (soft cover will only provide an additional -5 percent penalty to attackers while hard cover only provides an additional -10 percent modifier),



[1] “New Equipment: Displacement Field,”Star Frontiersman, Issue 6, p. 27.

 

Magnetic Ice Gun


Inspiration from Chasm City by Alastair Reynolds

This is a weapon was created during the first sathar for the 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 wars up by a hundred degrees or so from sub-zero, but it isnt enough to truely cool down 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

Medical Supplies

Antibody Plus. For Diseases

Antitox. For Poisons

Neutrad. For Radiation

Omnimycin. For Infections

Sporekill. For Infestations

Stimdose. One dose of stimdose can wake up an unconscious or stunned character, or restore 10 Stamina points to a character who was poisoned, infected, diseased, or exposed to infestation. If more than one dose is given in a 20-hour period, that extra dose has no effect.

Staydose. One dose of staydose places an individual in a state of arrested animation. A character whose Stamina has been reduced below 0, but not below -30, will maintain minimal vital signs if injected within one minute (10 turns) after death. The staydose slows a character's heartbeat and breathing so he can survive with no Stamina points. If the character's Stamina is brought back above 0 within 20 hours, by medical treatment or natural healing, he will live. If not, the character dies. Once the 20th hour is up the first hour of death starts. If the body can be attached to a body-jump box in time it might possibly be resurrected. Only one does of staydose can be given to a character until his Stamina is raised above 0.

Telol. A truth drug that works only 80% of the time. If successful, the injected character honestly answers up to five simple questions. An injected character passes out for 1d10 hours, whether the drug works or not.

Freeze Field. A freeze field is a device that places a body in stasis and preserves it until it can be revived in a place where proper medical care can be administered. It is the last hope of many a dead character. Only a character with this skill can operate it correctly. A freeze field must be activated within two minutes (20 turns) after death, or the body cannot be revived. Activating the field takes five turns. The process can be interrupted, as long as the field is completely activated within the two minute time limit. If the character does not pass his skill check and there is at least one minute left in the time limit, he has two options: he can make a second attempt to activate the field, of he can inject the body with staydose. If the second attempt to activate the field fails, the body can only be revived through a body-jump box.

Body-Jump Box. A body-jump box comes in many forms, from huge cambers in city hospitals to the small portable units that are carried into the field. A body-jump box is wired to various nerve points of the victim's body and head. When activated, beta particles are forced through the body. If the skill check is made, the "resurrects," though it may have been dead for up to 10 hours. If the skill check is missed, the body could not stand the beta ray bombardment and is completely destroyed.
(source- Star Frontiers: 25th Anniversary Edition)

MR series Maintenance Robots

The MR series Maintenance Robots are a spacer's dream. They come standard with electromagnetic wheels and an anchor with a 100m cable for spaeship duty. As such, they are capable of assisting with the maintenance and upkeep of various ship systems and can be coordinated to assist in repair work as well.

LVL:1/2/3/4 STA:100 standard body w/quad magna-wheel chassis
ATT:0 IM:4/5/6/7 MVMT:60m/turn
varies; standard manipulative limb(s) and/or standard tool limb(s) (laser welder/lasoldering gun), 2 light duty retracting tool handler limbs (for tech/robcomkit retrieval)
Programs: Maintenance/Upkeep
Added Equipment: Electromagnetic Wheels, TechKit, RobComKit, anchor w/100m cable
Armament: n/a
Mission: varies
Functions: varies

MRA Credentials

If you have a mutant character and you want to keep Star Law from bother you, it is advisable to purchase proper identification and registration. These credentials register you in all UPF computer systems as a properly registered mutant, and offers you rights under the MRA act. Paying twice the value shown with a criminal syndicate will get you properly registered as a nonmutant, even if you are one. This can be helpful especially if most of your mutations are hidden.

(Gamma Dawn Expanded)

NavComp

NavComps take the place of an astrogator. These are specialized hardware and software that links up with the FTL drive or void engines.

Submitted in the Savage Star Froniters Project
Refer to: Astrogation or Navigational Computers
 

Neutrad

 An injection of neutrad is necessary with the Medical skill to stop radiation poisoning. Radiation poisoning is most commonly caused by nuclear battery or plant leakage or by a character being exposed to ancient nuclear weapons or their residue in nuked areas.

Neutrad Supplements

 These pills are to be taken daily while contaminated. They will reduce the intensity of the radiation contamination by -5 for that day. Taking multiple pills has no effect other than to induce vomiting. The intensity of a radiation effect is the number after the “S.” These pills do not require medical training to administer, and are available on most worlds.

New Model WarTech Gyrojets

WarTech GC-6 Gyrojet Carbine
Cost: 250Cr, Wgt: 3.5kg, Damage: 2d10, Ammo: 10 rounds, Rate: 3, Defense: Inertia,
Range: -/5/60/125/175
Description: Small, compact easy to use weapon. Designed for use by non-frontline troops. Or issued when size is a problem.
Notes: Uses Pistol Jetclips.



WarTech GAR-10 Gyrojet Assault Rifle
Cost: 400Cr, Wgt: 5.5kg, Damage: 3d10/8d10, Ammo: 20 rounds, Rate: 3(1), Defense: Inertia,
Range: -/5/75/150/300
Description: Standard gyrojet rifle with extended magazine, and burst fire capability.
Notes: Rifle Jetclips for the GAR-10 cost 40Cr, for 20 rounds.


WarTech HGR-9 Heavy Gyrojet Rifle
Cost: 800Cr, Wgt: 12kg, Damage: 10d10, Ammo: 5 rounds, Rate: 1, Defense: Inertia,
Range: -/5/60/125/200
Description: Heavy gyrojet rifle. Designed for light anti-vehicle, anti-material role.
Notes: HGR Jetclips cost 40Cr for 5 rounds.


WarTech GJMG-12 Gyrojet Machine Gun
Cost: 5000Cr, Wgt: 25, Damage: 15d10, Ammo: 5 bursts, Rate: 1, Defense: Inertia,
Range: -/5/75/150/300
Description: Designed for heavy fire suppresion and anti-vehicle work. This a heavy weapon typically is mounted on a tripod.
Notes: Ammo cassette of 5 bursts cost 100Cr.


WarTech PGR-2 Precision Marksman Gyrojet Rifle
Cost: 600Cr, Wgt: 5.5kg Damage: 3d10, Ammo: 5, Rate: 1, Defense: Inertia,
Range: -/70/200/500/1km
Decription: Extreme long range gyrojet. For precision sniper work.
Notes: 5 round Jetclip for PGR costs  40Cr.


Norelco Speedrazor T22.a

/files/u1/norelco.png


Weapon Name Norelco Speedrazor
Skill Used
Melee (-10 to hit)
Damage
Shave, close and clean
Ammunition 20 SEU PowerClip, drains 1 SEU per minute in use
Rate of Fire 1 shot per turn
Defense n/a
Range Point Blank
  
Cost 34 Cr (Wal'Martkur 29.99 Cr)
Mass
25g

Description
The best a Merc can get.
Used in the First Sathar War to shave 'em close and shave 'em clean.

Famous users: Captain Shadow Shack, "Stand down, Sathar Agent... and prepare to get SHAVED!!!"

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+.
 
(source - House Rules WIKI)

Pion Engines

These engines appear in the Star Frontiersman Issue 7-p26.
Additional information is as follows;

Pion engines need to be overhauled same as atomics, as per the following schedule: 

A: 1 overhaul/7 jumps 
B: 1 overhaul/10 jumps 
C: 1 overhaul/15 jumps 

These engines require a pion engine computer program which costs double the atomic engine program. 

Portable Matter Transport Device

 

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.

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

(source - House Rules Wiki)

Programmable Sound Filter (cyberware)

This is a device that you can program to recognize certain noises such as your weapon's fire and it will automatically filter out the noise. Now this can become extremely useful when say you are in a gunfight and need to hear if some one is sneaking up on you. All you have to do is program the sound to cut out certain background noises and even amplify others. This is normally considered a black market device or military grade (such as special forces or the UPF Intelligence Agency). It runs a cost of 5,000 credits and is very light (less than a kilogram altogether).

Inspiration from Shadowrun Role-Playing Game

Projectile Weapons

Automatic Pistol. An automatic pistol is a refined version of the submachine gun. It looks like a heavy pistol, with a folding metal wire stock. The gun can be fired like a pistol when the stock is folded, or fired from the shoulder when the stock is extended. An automatic pistol can be set to fire single shots or bursts. Up to three single shots or one burst can be fired in a turn. A single shot causes 1d10 points of damage. A burst fires 10 bullets, and has a +20 modifier to hit. It can be aimed at up to five adjacent targets in a 10-meter wide area. A burst causes 5d10 points of damage, plus 1d10 for every additional target after the first. Only one roll is needed to hit all the targets, but any negative modifiers that could apply to one target apply to the entire group. For example, if one target has soft cover, all of them are considered to have soft cover. The damage from a burst is divided as evenly as possible between all the targets. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.


Automatic Rifle.
An automatic rifle is similar to the automatic rifles being used today. It is basically a heavier, longer version of the automatic pistol. It can fire up to three single shots or one burst.


Needler Pistol.
A needler pistol is a handgun that uses an upright disc c!ip. It makes only a very soft, coughing noise when it is fired. Needler pistols magnetically propel a cluster of needles at high speed. Two types of needles can be used: barbed needles that cause 2d10 points of damage per shot, and anesthetic needles that cause only 1d10 points of damage but can put the victim to sleep for d100 turns. An individual can resist the anesthetic by passing a current Stamina check. Needles will not penetrate skeinsuits or inertia screens. Neither the suit, screen, or individual is damaged.

Needler Rifle. A needler rifle is a rifle-sized version of a needler pistol. It has a longer range than a needler pistol and its barbed ammunition does more damage (the longer barrel gives the needles more velocity).


Machine Gun.
A machine gun is a fully automatic heavyweapon that must be mounted on a tripod or a swival mount to fire. A burst fires 20 bullets. Except for its greater damage and range, it operates just like an automatic pistol.


Recoilless Rifle.
A recoilless rifle is a heavy weapon that must be mounted on a tripod or a swival mount to fire. It fires an exploding shell that causes 12d10 points of damage if it hits. Only one shell can be fired per turn, and loading another shell takes one turn. Inertia screens and skeinsuits halve the damage.

(Star Frontiers: 25th Anniversary Edition)

Proton Weapons

Proton weapons. Proton weapons are usually referred to as "rafflurs" because of their development designation, Rapid Fluctuating Ray. All proton beams are opaque green and appear to send powerful energy waves streaking back and forth to the target. Rafflurs are unusual in that most use only mini-powerclips and cannot be attached to powerpacks (they have a nasty habit of "backcharging" into any power source heavier than a mini-clip, thus blowing them up). Proton beams are attracted to and attack the molecular cohesion of atoms, which sometimes results in a "bending beam", as with the M-4.

Rafflur M-1. This personal defense device is the size of a cigar and contains a SEU micro-disc. Its damage is 4d10+5, and it only fires once. Its range is extremely limited. After it is fired, the micro-disc is disposed of and a fresh one inserted.

Rafflur M-2. The proton pistol is a handgun roughly the size of a laser pistol. Its damage is 2d10 per SEU, and it has a dial that can fire from 1 to 5 SEUs per shot.

Rafflur M-3. This extremely limited production model's damage and SEU usage are identical to the M-2 pistol, but it has esign modifications, such as a folding stock and energy modulator, which increases its range and accuracy (+5 to hit modifier).

Rafflur M-4. The official weapon of the Yazirian Elite Forces, the main advantage of these 75-cm-long weapons is their ability to unleash all 10 SEUs at once in an area effect (like ancient scatterguns). Their beam is cone-shaped, with the point at the gun's muzzle. Since proton beams are attracted to cohesive atomic strcuture, the first targets in their blast-path usually absorb the damage (if they're lined up perpendicular to the attacker.) To figure out the blast area for targets, take half of the beams distance between muzzle and the closest target. For instance, a blast striking a target at 16 meters would have a diameter of 8 meters, and anyone within approximately 3.5 meters would also receive the blast, but all individuals behind the first target would be safe. Because of this powerful energy surge, the weapon's circuits superheat, requiring the weapon to cool three turns before reloading with a new mini-powerclip. If the target is wearing a synthvelope, only the first 6 SEUs will be halved, with the remaining 4 SEUs blasting through at normal damage (for easier calculating, just consider 7 SEUs worth of full damage).

Rafflur M-6. The proton rifle is a larger version of the pistol, with a selection of up to 10 SEUs per shot and a longer range.

Rafflur M-8. Designated the LONG RANGE SHARP SHOOTER version of the rafflur rifle, this long-barreled beauty comes equipped with a built-in telescopic sight. It cannot be accurately aimed at anything closer than 15 meters, but it has a truly impressive 500 meter range. An expensive break-down version is often used by big game hunters.

Rafflur M-10. The M-10 is the medium ordnance piece of the rafflur series and the counterpart of the heavy laser. It comes standard equipped with a folding quadpod mount which will safely hold the parabattery used in its operation. The parabattery needs to be held safely because of its unusual feedback prevention circuits and filters. This is the only rafflur type which does not use a 10 SEU mini-powerclip. Two humans or one large bio-form are used to transport it. Optional mounting equipment for vehicles, fortifications, etc., can also be purchased.

Helmetic rafflurs. These double projections (one on each side) from the helmet are actually two rafflur M-1s activated by a jaw-tension mechanism. The range is 12 meters maximum, but normal modifiers are used. Two SEU micro-discs are used, one in each unit; damage is identical to two rafflur M-1s. It takes four turns to replace both micro-discs in the helmetic rafflurs. These rafflurs can only be fired where the wearer is looking, and there is a -10 to hit modifier. This action is so simple that it can be completed in addition to other normal actions that turn.
The rafflur series. Please note that the development model numbers are not in the series - M-7, M-9, etc. are missing so you can create your own rafflur models.

http://starfrontiers.us/node/758 (weapon stats)


(source- Star Frontiers: 25th Anniversary Edition)

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.

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.

RAFLUR M-0 Proton Sword

The RAFLUR M-0, oras it is more commonly known as the "proton sword", is a 20cm long cylinder that is 4cm in diameter with a detachable cap on one end and an emitter nozzle on the other. A standard powerclip can be inserted in the hilt via the detachable cap, or a beltpack/backpack cord can be utilized as well. Once a powersource is obtained, a single activator button will produce a visible white light beam of proton energy that can be adjusted from half a meter to a full meter in length. The blade makes a crackling noise, similar to other RAFLUR weapons discharging. The color difference stems from the fact that unlike other weapons in the RAFLUR line, the M-0 is capable of using the standard 20SEU PowerClip without the usual power feedback issues associated with other proton weapons.

The weapon causes 5d10 damage on a successful hit, draining 2SEU per hit. It masses one kilogram and costs 300Cr where available, and the applicable defense is the standard anti-RAFLUR simp suit or screen. A +10 modifier is added to the user's chance to hit.



 

Railguns(Alpha Dawn)

These hand-held railguns employ electromagnetic rails to propel a 2.5mm slug(commonly referred to as a "deuce and a half" or a "truck") to relativistic speeds, resulting in the target being hit with massive amounts of kinetic energy. 

Pistols, assault railguns, and storm guns use 100- and 200-round rail projectile clips, along with standard 10 and 20 SEU ppowerclips, which power the weapon for the life of the bulletclip.

Rail machine guns use a boxed 1,500 round ammo belt and a 100 SEU powerpack, which powers the weapon for the life of the ammo belt.


Rail Pistol 

Rate Of Fire: 3 single shots or 1 burst per turn 
Damage: 5d10/25d10 
Ammo: 100-round clip and a 10 SEU mini-powerclip 
Ranges: 

PB: 0-40;Short:41-150; Medium: 151-350; Long: 351-700; Extreme: 701-1250 

Mass(loaded):4 kg 

Cost:Cr900

Assault Railgun 

Rate Of Fire: 3 single shots or 1 burst per turn 
Damage: 5d10/25d10 
Ammo: 200-round clip and a 20 SEU powerclip 
Ranges: 

PB: 0-80;Short:81-300; Medium: 301-600; Long: 601-1400; Extreme: 1401-2500 

Mass(loaded):8 kg 

Cost:Cr4,500

Storm Gun(double-barrelled assault railgun) 

Rate Of Fire: 6 single shots or 2 bursts per turn 
Damage: 10d10/50d10 
Ammo: Two 200-round clips, and 2 20SEU powerclips  
Ranges: 

PB: 0-80;Short:81-300; Medium: 301-600; Long: 601-1400; Extreme: 1401-2500 

Mass(loaded):16 kg 

Cost:Cr6500


Rail Machine Gun(RMG) 

Rate Of Fire: Two 50-round bursts per turn 
Damage: 60d10 
Ammo: 1500 round belt and a 100 SEU powerpack

Ranges: 

PB: 0-160;Short:161-600; Medium: 601-1200; Long: 1201-2800; Extreme: 2801-5000 

Mass(loaded): 60 kg 

Cost: Cr12,500

Skeinsuits, inertia screens, and other forms of armor protect normally.

Fragmentation Weapons(AD)

Fragmentation weapons are a specialized version of railguns, firing larger-caliber bullets with embedded explosive charges which fragment the round the instant it leaves the barrel.

Like railguns, frag weapons have an ammo clip and a separate power source lasting for the life of the ammo, as described below:

Frag Rifle

A frag rifle fires 15mm rounds which explode into hundreds of fragments travelling at relativistic speeds.

The resulting shrapnel(or shrap)affects all characters in a six-meter diameter area, as per grenades. Any character in that area suffers full damage, as for grenades.

Rate Of Fire: 3 single shots 
Damage: 8d10 
Ammo: 2 40-round clips and two 20 SEU powerclips 
Ranges: 

PB: 0-60;Short:61-225; Medium: 226-475; Long: 476-1050; Extreme: 1051-1875 

Mass(loaded):10 kg 

Cost:Cr3750

Frag Cannon 

These are dual-barrelled 30mm railguns(most commonly known as "30-30s")firing fragmentation rounds.

The shrap from a frag cannon round affects all characters in a 20-meter diameter area, with effects otherwise as above. 

Rate Of Fire: 2 single shots per turn 
Damage: 24d10 
Ammo: 400-round ammo belt and a 100 SEU powerpack 
Ranges: 

PB: 0-100;Short:101-600; Medium: 601-900; Long: 901-1700; Extreme: 1701-2800 

Mass(loaded):120 kg 

Cost:Cr14,500

Skein suits and inertia screens(and any armor such as polyplate)protect normally.

Light Anti-Vehicular Railgun(LAVR)

This is a single-shot disposable weapon designed to give infantry some capability to defeat armored vehicles.

The LAVR consists of a single tube, the projectile, and a 20 SEU powerclip; the act of firing the projectile erodes the rails within the tube to utter uselessness, and drains the powerclip.

Rate Of Fire: One shot(weapon is useless forever after) 
Damage: 40d10 
Ammo: 1 LAVR projectile and a 20 SEU powerclip 
Ranges: 

PB: 0-200;Short:201-400; Medium: 401-800; Long: 801-1200; Extreme: 1201-1500 

Mass(loaded):10 kg 

Cost:Cr6,000
 

Railguns(Knight Hawks)

Railg
These cannon use parallel sets of magnetic rails to hurl relatively small-caliber, steel-depleted uranium alloy projectiles at relativistic speeds to wreak damage comparable to laser and particle weapons. 

Heavy Railgun(HRG): Accelerates heavy-caliber projectiles to relativistic speeds, causing substansially more damage than a disruptor or heavy laser cannon, while requiring less space than either one. 

MHS:5, HDR: 4D10, Range: 15 hexes, DTM: -10, Restrictions: FF,LTD(20 100-round bursts), Volume: 60 cubic meters, Cost: Cr 25,000 

Railgun(RG): Accelerates medium-caliber projectiles to relativistic speeds, causing slightly more damage than a laser cannon, while requiring less space. 

MHS:4, HDR: 3D10, Range: 10 hexes, DTM: -10, Restrictions: FF, LTD(30 100-round bursts), Volume: 30 cubic meters, Cost: Cr 22,500. 

Railgun Battery(RGB): A battery of dual-mounted small-caliber railguns. 

MHS:3, HDR: 2D10, Range: 8 hexes, DTM: -10, Restrictions: LTD(50 2,000-round bursts), Volume: 20 cu. meters, Cost: Cr 17,000. 

Railgun Pod(RGP):A gunpod containing a small-caliber railgun. Used by fightercraft and bombers. 

MHS:1, HDR: 1d10, Range: 8 hexes, DTM: -10, Restrictions: LTD(25 2,000-round bursts), Volume: 10 cu. meters, Cost: Cr 8,500. 

Fragmentation Cannon(KH)

Like their man-portable cousins, spacecraft-mounted fragmentation cannon fire railgun projectiles which explode into hundreds of fragments of shrapnel(shrap).

Shrap from a frag cannon affects the targeted hex and the six hexes immediately surrounding it, as per the diagram below:

Frag Cannon Area of Effect

All ships within the targeted area suffer the damage listed for the frag weapon in question.

There are three types of spacecraft frag cannon:

Frag Cannon(FRC): Fires heavy-caliber frag rounds. 

MHS:5, HDR: 4D10, Range: 7 hexes, DTM: -10, Restrictions: FF,LTD(9 100-round bursts), Volume: 60 cubic meters, Cost: Cr 37,500 

Frag Cannon Battery(FRB): A battery of quad-mounted small-caliber frag cannon, commonly used in point-defense. 

MHS:4, HDR: 1D10, Range: 5 hexes, DTM: -10, Restrictions: LTD(20 1,000-round bursts), Volume: 25 cu. meters, Cost: Cr 30,000. 

Fragmentation Cannon Gunpod(FGP):A gunpod containing a small-caliber frag cannon.

MHS:1, HDR: 1d10, Range: 5 hexes, DTM: -10, Restrictions: LTD(5 1,000-round bursts), Volume: 10 cu. meters, Cost: Cr 8,500. 

Raupp Robotics RR41 "Fury"

Raupp Robotics RR41 "Fury"
Anti-Infantry, Light Artillery Support Combat Robot
Level: 3, Can converse verbally
Type: Combat Robot
Body Type: Heavy Duty
Parabattery: Type 2
Move Mode: 2 tracks
Move Rate: 120m
Limbs: 2, Mechanical Arms
IM/RS: +6/60
Stamina: 500
Attack: 60
Damage: By Weapon
Programs: Attack/Defense, Search and Destroy
Equipment: Chronocom, IR Goggles, Compass
Weapon Systems:
Machine Gun
Damage: 10d10, Ammo: 20 Bursts, -/70/200/500/1km
Grenade Mortar
Damage: Varies, Ammo: 8 grenade shells, -/200/500/1km/2km
Typical Grenade Load Out:
4, Fragmentation Grenades 8d10
2, Incendiary Grenades 4d10+1d10x3 turns
2, Smoke Grenades -10 to hit
Cost: 17,526Cr
Description: Anti-Infantry, Light Artillery Support combat robot. A tank shaped robot about the size of a volkswagon. It has a triangular style track assembly. It has a 360 degree rotating turret with the machine gun mounted in it. In the rear of the robots body, there is an upward facing ball turret. Containing the grenade mortar. The front hull contains retractable manipulator arms. To help facilitate loading, and manipulation of objects.


Remote Expedition Survey Robot

Survey Robot.

REMOTE EXPEDITION SURVEY ROBOT
LEVEL:4
BODY TYPE:Heavy Duty
MOVEMENT:4 mechanical legs for surface movement; enclosed modified jetcopter engine for aerial movement
SPEED:20 kph on surface; 350 kph/50 kph airborne
RANGE: 1000 km or 1000 minutes hovering or any combination adding up to 1000
LIMBS: 2 mechanical arms, each with the strength of about 5 men
PROGRAMS: Attack/Defense
Computer Link
Topographical Survey
Sample Collection
Photo Survey
Site Maintenance
BATTERY:Type 2
STAMINA:
500 points
WEAPONS:
1 heavy laser, turret mounted with 100 SEU power pack;
1 automatic rifle, turret mounted with 100 rounds, fires bursts of 10 rounds, with basic chance to hit of 70%.
Field of fire for both weapons is 180 degrees forward.
The lander module carries three of these robots. They were designed to remain with the robot research station in the lander after the Moraes leaves. Thereafter, they carry out many tasks: collecting soil, water and plant samples, conducting photo surveys, mapping, etc.
These robots are durably built to withstand terrific punishment, since repair is impossible once the expedition ship leaves. Each robot has a surplus lifting capacity of 50 kg,. but no provision for transporting anything bulkier than small survey samples.
These robots have attack/defense programs to help protect the expedition. the attack program's first priority is to attack a designated target. The second priority is to defend against attackers not specifically designated as targets.
The defense program directs automatic attacks against intruders entering a forbidden area (defined by a specific command). "Intruder(s)" may be specified by detailed descriptions. The automatic attacks are conducted first against the closest intruder, and second against other intruders.

SURVEY ROBOT HAND CONTROLLERRemote

This device provides remote radio control of a survey robot. Each robot has its own specific controller to avoid receiving conflicting commands. The controller includes a joystick and a two-way radio for verbal commands. Two miniature video screens project visible-light and infra-red views from five robot-mounted cameras. Each controller can operate in three modes:

  1. General verbal commands within mission and functions.
  2. Specific verbal commands within or outside mission and functions.
  3. Joystick control with verbal command overrides. This is direct control of the robot. The joystick controls the robot's alititude and direction; its pressure hand-grip controls the robot's speed and weapons.

(source- Alpha Dawn Expanded)




Security Devices


Type
Cost
(Cr)
Mass
(kg)
LOCKS
Mechanical Locks
Level 0
Level 1
Level 2
Level 3
Level 4
Level 5

1-5
6-10
11-20
21-50
51-100
101+

-
-
1
2.5
5
V
Card Locks
Grey
Blue
Green
White
Silver
Red
Black
Gold

75
125
200
400
800
1500
3000
6000

15
15
15
15
15
15
15
15
Baton Locks
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10

5000
7500
10000
15000
25000
40000

30
30
30
30
30
30
Personalized Locks
Voice Recognition
Level 5
Level 6


6000
9000


15
15
Hand Prints
Level 6

10000

25
Retina Scan
Level 7
Level 8

12500
16000

25
25
Brain Scan
Level 9

30000

25
Full Body Scan
Level 10

50000

Room

(source- Zebulon's Guide)

Shotguns

Shotguns are high tech versions of modern shotguns. They can fire either buckshot or sabot slugs, or the much sought after explosive sabot slugs. All shotguns require one round to reload, and with exception to the self loaders may fire once per round until out of shot shells. Double barreled shotguns may fire each barrel separately (once per round) or both simultaneously. Semi auto and full auto shotguns fire 2/4 per round respectively, and each additional shot suffers a -5 to hit penalty consecutively until the gun is steadied, meaning the first shot is determined normally, second at -5, third at -10, etc until the shooter stops to reaquire aim.

Buckshot allows a +20 modifier to hit at point blank range, +10 at short, +5 at medium range, and no modifier for long range. Sabot slugs use the listed modifiers.

The shotguns are listed by name, followed by rate of fire, ammo supply, range (PB/S/M/L/X), cost, and mass (in kg)

Projectile weapons skill required. Damage is 3d10 for buckshot, 4d10 for sabot slugs, and 6d10 for EXP sabot slugs. Cost is 1/2/5Cr for each respectively.
_____________________________________________________

Single Barrel (break away): 1 | 1 | 5/10/50/90/-- | 100Cr | 2
Single Barrel, sawed-off: 1 | 1 | 2/5/10/20/-- | 100Cr | 1


Double Barrel (side by side or over/under; break-away): 1 | 2 | 5/10/50/90/-- | 150Cr | 3
Double Barrel, sawed off: 1 | 2 | 2/5/10/20/-- | 150Cr | 1.5


Pump-action Shotgun: 1 | 5 | 6/12/60/100/-- | 200Cr | 3
TAC Pump-action Shotgun: 1 | 5 | 5/10/40/80/-- | 200Cr | 2


Combat Shotgun (semi-automatic, magazine): 2 | 8,12, & 20R magazines | 5/10/50/90/-- | 300Cr | 3


War-Monger Shotgun (automatic, magazine or belt-fed):
3 | 12 & 20R magazines, belt feed mechanism | 10/20/50/100/-- | 500Cr | 4

Sonic Disruptor

Sonic Disruptor

Weapon Name Sonic Disruptor
Skill Used
Beam Weapons
Damage
6d10/4d10/2d10/1d10
Ammunition 20 SEU PowerClip, each shot drains from 4 SEU. Can be attached to a Power BeltPack or Power BackPack.
Rate of Fire 1 shot per turn
Defense Sonic
Range 2/10/20/40/-

 
Cost 700 Cr
Mass
4kg

Description

A sonic disruptor is a type of rifle. It is commonly called a disruptor. A sonic disruptor generates a focused sound beam. The damage it causes depends on the range. At closer ranges, it causes more damage. It causes 6d10 at point blank range, 4d10 at short range, 2d10 at medium range, and 1d10 at long range. It has no extreme range. It uses a 20 SEU clip but can also be attached to a beltpack or powerpack. A disruptor uses 4 SEU per shot. Only a sonic screen can stop its deadly beam.
(source- Star Frontiersman "weapon repository")

Sonic Stunner

Sonic Stunner

Weapon Name Sonic Stunner
Skill Used
Beam Weapons
Damage
Stun
Ammunition 20 SEU PowerClip, each shot drains from 2 SEU. Can be attached to a Power BeltPack or Power BackPack.
Rate of Fire 1 shot per turn
Defense Sonic / Anti-Shock Implant
Range 3/10/20/30/50

 
Cost 500 Cr
Mass
1kg

Description

A sonic stunner is a type of pistol. It is commonly called a stunner. It will stun a victim for d100 turns. The victim can avoid the effect of the hit by rolling his current Stamina or lower. One shot uses two SEU. It uses a 20 SEU clip, but can be attached to a beltpack or a powerpack. A target with an anti-shock implant can not be stunned. Otherwise, only a sonic screen can stop the stunner's sound beam.
(source- Star Frontiersman "weapon repository")

Space Equipment

When characters venture into space, they will need specialized equipment. This section introduces equipment that is uniquely suited for use in space. Any of these items can be purchased at any spaceship construction center.

The prices and masses of all these items can be found on the Equipment List.

SPACESUITS

Spacesuits are the most fundamental lifesaving devices, but since they are personal rather than ship equipment they are explained in the section on Personal Space Equipment.

Standard Suit

A spacesuit insulates a character from the lifeless vacuum of space. A standard spacesuit includes a self-sealing, double walled shell of flexible plastic, enough oxygen for 20 hours, a clear, high-impact plexiglass bubble helmet, a short-range (10 km) communicator, and an emergency patch to repair punctures.

Automatic Puncture Sealing. Spacesuits are made of a self- sealing material that will automatically close a puncture that is 1 centimeter or less in diameter. If the puncture is larger than 1 cm across, there is a 25% chance for each additional cm that the suit will be unable to plug the hole. For example, there is a 50% chance a suit will not automatically seal a 3 cm hole. A suit can never automatically repair a hole that is 5 cm or more in diameter; such punctures require a patch.

The roll to determine if a hole seals itself is made as soon as the suit is punctured. If it is successful, the hole is patched immediately.

Emergency Patches. If the suit does not repair the puncture automatically, an emergency patch can be applied. An emergency patch is a 10 cm circle of adhesive spacesuit material. It can be applied in one turn. The character applying the patch must make a Dexterity check. If the hole is in the front or side of the suit, the referee may allow a +20 modifier on the Dexterity check. If the hole is in the back of the character's suit, the check must be made at -10.

If the check is successful, the patch is applied and bonds instantly. If the check is unsuccessful, air is still leaking around the patch. The character can attempt to reseal the patch, making another Dexterity check. If the second check is unsuccessful, the adhesive on the patch will no longer function and the character must find another means of patching the leak (or try another patch).

A character can apply a patch to someone else's suit, if necessary. Extra patches can be carried, as explained under Optional Spacesuit Equipment.

Effects of Leaks. If a leak is not repaired, the character will lose consciousness in a number of minutes equal to 10 minus the diameter in cm of the hole. After losing consciousness, the character must make a stamina check every five turns (30 seconds). A character who fails this Stamina check dies immediately.

The diameters of holes caused by various weapons are listed in the Close Combat section.

Defensive Suits. A character can wear a skein or albedo suit under a spacesuit, and receive all of that suit's defensive benefits in combat. No defensive screens can be worn with a spacesuit, however, since the material of the suit interferes with the field patterns of all types of screens.

Putting on Spacesuits. A character with a Dexterity of 45 can get into a spacesuit in five turns, if he really hurries. For every 5 points of Dexterity above 45, one turn can be subtracted from this time, although it always will take at least two turns to suit up. For every 5 points of Dexterity below 45, a character must add a turn to the amount of time required. Because of their many limbs, all Vrusk characters must add two turns to the amount of time they need to get into a spacesuit.

Spacesuit Options

Armor. Spacesuit armor is a semi-rigid shell of metalized plastic which is worn over a spacesuit. Armor reduces a character's Dexterity and Reaction Speed by 10, and cuts that character's movement rate in half when he is walking, running, climbing, or moving under his own power in any other way. The speed of a character traveling through space with a 'rocket pack is not affected by armor.

Armor will protect a character to some degree from most weapons. The Weapons vs. Armor chart displays the effect of armor on various weapons.


WEAPONS VS. ARMOR
Weapon TypeEffect of Armor

Axe, Knife, Club, etc.
Gas Grenades
Needlers
Sonic Weapons
Spear, Sword
Bullets
Laser Weapon
Fragmentation Grenade
Gyrojet Rockets
Electric Sword
Vibroknife
Electrostunner
Shock Gloves
Stunstick
Tangler Grenade
Cannot penetrate armor
Cannot penetrate armor
Cannot penetrate armor
Cannot penetrate armor
70 % protection
65 % protection
50 % protection
35 % protection
35 % protection
30 % protection
25 % protection
Full penetration
Full penetration
Full penetration
Full penetration

When the suit has a percentage chance to protect the wearer, the character being hit must roll dl 00. If the number rolled is less than or equal to the suit's protection percentage, the weapon does not penetrate the armor. If the roll is unsuccessful, the weapon has punctured the armor, but causes only half of its normal damage to the character.

COMBINING ARMOR. If a character is wearing a defensive suit inside an armored spacesuit, the defensive suit will reduce the amount of damage that the character suffers. For example, a character wearing a skeinsuit underneath an armored spacesuit will take only one-fourth of the normal dam age from a bullet or other ballistic or fragmentation weapon.

PUNCTURES. Spacesuit armor is designed to fit tightly over a suit, so any punctures in the armor will also puncture the suit. Emergency patches may be placed directly over the armor to repair these punctures.

Rocket Pack. A rocket pack is a device that allows a character in a spacesuit to travel through space. A rocket pack has 20 bursts of fuel. Each burst provides enough thrust to travel 50 meters per turn, until something causes the character to change course or speed. Only one burst can be used per turn.

A character can accelerate by firing several bursts over several turns, adding 50 meters/turn to his speed with each burst.

Once a character starts moving, an equal amount of power is needed to stop moving! A character could use all 20 bursts to accelerate to 1,000 meters/turn (about 380 mph!), but he would keep traveling at that speed in a straight line until someone or something stopped him, since there is no fuel left in the pack to decelerate with.

A character using a rocket pack to move through space toward an object must make a Dexterity check to move directly toward that object. This check should be modified by the referee ac cording to the distance traveled and the size of the target. For the purpose of comparison, a 1 km trip to a spaceship of hull size 5 should be a standard check. Shorter distances and larger targets should allow positive modifiers, while longer distances or smaller targets are more difficult to hit. Modifiers should not exceed plus or minus 20.

A character will quickly realize if he is on the wrong heading, and should be allowed to correct his trajectory. This requires another burst of fuel, and another Dexterity check must be made to make a proper adjustment. These adjustments may or may not increase the character's speed, at the discretion of the character using the rocket pack. Even if the burst does not accelerate the character, it must be counted as one of the pack's bursts. A character can keep making direction adjustments as long as the rocket pack has fuel.

If the character gets himself aimed at the target and has enough fuel remaining to stop when he gets there, he can come to a gentle stop at the destination by using the appropriate number of bursts to decelerate.

If a character is aimed correctly at a target but does not have enough fuel in the pack to slow down, he will take 1d10 points of damage for each 50 meters/turn of his speed when he hits the object. In addition, the character must make a Dexterity check to stop at the object,  or he will bounce off the intended target and travel at one-half of his previous speed in a direction determined by the referee. This Dexterity check has a -5 modifier for each 50 meters/turn that the character is traveling upon impact.

Magnetic Shoes. These heavy boots allow a character to walk across a metal surface, such as the hull of a spaceship or space station, in a weightless environment. The walking rate with magnetic shoes is one-half of the character's normal rate.

Magnetic shoes can be used without a spacesuit for walking in the zero-gravity sections inside ships and stations, where air pressure in the compartment makes a spacesuit unnecessary.

If a character with a rocket pack is in danger of bouncing off his destination because of excessive speed, magnetic shoes will give him a +20 modifier on his Dexterity check to see if he can hang on.

Velcro Boots. These boots allow a character to walk through carpeted sections of a spaceship while weightless. Since it is standard procedure to carpet all inhabited sections of a ship, velcro boots are a very common accessory. The walking rate with velcro boots is one-half of the character's normal rate.

Additional Life Support. This important optional package includes enough water, compressed food and oxygen to sup port a character for an additional 20 hours beyond a suit's normal capacity. Up to two packages of additional life support can be added to a suit, for a maximum time of 60 hours.

Anchors. Spacesuit anchors are self-adhesing disks attached to flexible, lightweight cables. An anchor will bond to any rock, metal, plastic, or even wooden structure that is reasonably free of grease and dust. An anchor comes with 100 meters of cable, but a character can carry up to 1,000 meters of cable if he purchases extra. An anchor is used to prevent the character from drifting off into space.

An anchor also comes with a special belt that the character wears on the outside of his suit. By pushing a button on the belt, the character can be reeled in at a comfortable 20 meters/turn.

Extra Patches. A packet of two of these potentially life-saving devices can be added to a suit. The packet is carried on the suit's sleeve. A character can carry up to two packets (four extra patches).
(source- Star Frontiers: 25th Anniversary Edition)

Spaceship Construction

I changed it radically from the system given in the Campaign Book into something similar to Traveller's High Guard ship construction rules, and the tables provided should be self-explanatory.

You start with a hull size with a given total volume and you add components to the hull, subtracting its volume from the total hull volume. There are no MHS restrictions.

Only major change in the list of SCCs given in the book is Clarion and Snowball are Class I SCCs; makes sense as it is the first colony in my SF universe, and Snowball's L4 and L5 stations were producing destroyer and capital-class warships for the Sathar before their liberation in SFKH4: The War Machine.

Structural Points: Because of the damage system I put in place, I use Structural Points instead of Hull Points for spacecraft, putting them on the same scale as for other vehicles and objects in the game.

Structural Points=Hull Sizex100.

Structural points can be reinforced(something which I intend to clarify in the table)with each 10% SP reinforcement costing 10% of the ship's total volume. 

Other than the Void engines(explained in a separate document), I have a couple of new systems which might need some explaining:

Magnetic Deflection Shielding(MS): Also called mag shielding, this projects a field of coherent magnetic force equally effective against beam and missile attacks. This replaces all other energy screens in the game.

Anti-Beam Missiles(ABM): A system similar to the interceptor missile launcher, an ABM launcher fires missiles which blanket a hex with ice crystals and metallic chaff, the latter serving to attenuate the power of proton, electron and disruptor beams as well as lasers.

ABMs completely replace masking screens in my SF game.

WEAPONS

Seeker Missiles now refer to what used to be known as assault rockets. They have the space and damage of ARs but still follow the rules for seekers.

Missile Batteries fire guided missiles instead of unguided rockets.

Heavy Laser Cannon are heavier versions of the laser cannon, with a 200,000 klick range, 80d10 damage(4d10 HP damage), a 30,000 Cr pricetag and a 80 cubic meter space requirement.

Heavy Laser Batteries are octet-mounted heavy lasers(from the AD rules). They inflict 60d10 damage(3d10 HP damage), cost 30,000 Cr, have an 18,000 kilometer range and require 75 cubic meters of space.

Ordinance and deployables are either carried on external hardpoints(Hull Sizes 1-6)or in internal bays(Hull Sizes 7-20). 

(Will - House Rules WIKI)

Standard Equipment

Allweather Blanket. This 3m x 3m blanket has a layer of soft pseudowool on one side, and a layer of smooth waterproof plastic on the other. The blanket will keep a character warm in temperatures down to 0° (freezing temperature). The blanket can be used to carry water. If the blanket is used to line a pit in the desert, it will collect 1 liter of dew overnight.

Anti-Shock Implant. This is a small device that can be implanted in the back of a character's neck, making the character immune to stun attacks. A-S implants must be installed at a hospital.

Chronocom. Chronocom is short for chronograph/communicator. A chronocom is a combination wristwatch, calculator and communicator. It has a range of 5 kilometers.

Compass. A compass is used to find direction. A compass can be deceived so it points away from magnetic north by the presence of nearby magnetic rocks, electrical generators or other powerful magnets or large metal deposits.

Everflame. An everflame is a permanent, waterproof, windproof lighter guaranteed to last 20 years.

Exoskeleton. An exoskeleton is a mechanical, metal frame that is worn on the outside of a character's body. It follows the body's movements and increases the strength of its wearer. Each joint has its own miniature motor. An exoskeleton must be specially fitted to the character that will wear it, and can not be worn by anyone else. Getting into or out of an exoskeleton takes 1d10+10 minutes. A character in an exoskeleton can move twice as fast as normal, can jump 5 meters straight up (in 1g), gains a bonus of +20 to hit in melee and does +10 points of damage in melee. An exoskeleton provides no protection to the wearer. It can be worn along with a powerscreen and defensive suit.

Flashlight. The flashlight is about the size of a pencil. It contains enough power to operate for 200 hours. Its beam will shine up to 100 meters.

Freeze Field. Each freeze field device contains 20 SEU. The field uses 1 SEU every 10 hours. Another power source can be attached if the power runs low, but if it ever runs out the body can not be revived. A character loses one point from one of his ability scores for each full 10 hours he spends in a freeze field. The player can subtract these points from any ability or abilities he chooses. A freeze field device can be reused, but it must be recharged and re-tuned at a hospital or shop, at a cost of 100 Cr.

Gas Mask. A gas mask fits over the wearer's face and filters out all hazardous gases as the character breathes. It will not allow a person to breathe underwater or in a vacuum, or anywhere there is not enough oxygen to keep a character alive.

Holoflare. A holoflare is a small, solid, ball-shaped device. When lit, the flare rockets about 200 meters into the air and hovers there for 10 minutes. The flare will illuminate an area 1 km across with a dim light. Infra-Red Goggles. Infra-red (IR) goggles allow a character to see heat images in total darkness. They can be used to spot characters that are hidden in light foliage or darkness, or that are using a holo belt.

Infra-Red Jammer. An IR jammer hides the wearer from infra-red sensors, including IR goggles.

Life Jacket. A life jacket is an inflatable vest that will keep a character afloat for any length of time. It comes folded into a package about the size of a person's fist.

Magnigoggles. Magnigoggles are goggles that magnify visual images the same way binoculars do. They triple the distance at which a character can identify a man-sized object. They do not work like telescopic sights, and a character wearing magnigoggles can not aim a weapon.

Machete. A machete is a short sword used for chopping throuah soft jungle growth or grass.

Parawing. A parawing is a disposable glider used as an emergency parachute A character can jump with a parawing from any altitude. The wing is opened automatically by small solid-fuel jets, and the frame glues itself open. The character then floats to the ground. The wing can not be refolded to be used again.

Poly-vox. A poly-vox is a specialized computer that can be worn around the throat. It translates a message that it hears in one language into another language, and then repeats it. It can learn an unknown language if it can be programmed with key phrases, and then exposed to the language for 1-100 hours (see Language). A character does not need computer skill to use a poly-vox.

Radiophone. A radiophone is a short-wave communicator with a 1,000 km range.

Rope. This is a 25-meter coil of braided plastic rope that will support up to 500 kg.

Solvaway. Solvaway is the only solvent that will immediately dissolve tangler grenade threads. It must be applied by someone other than the person who is tangled in the threads. One vial of solvaway contains enough liquid to dissolve the threads from one tangler grenade. It will not dissolve anything but tangler grenade threads.

Subspace Radio. A subspace radio is used for sending messages between distant planets and star systems. Subspace communicators send coded tachyon beams that must be broadcast from very carefully aimed dish antennas to hit their target planet or system. A subspace message crosses one light-year in one hour. The radio uses a type 1 parabattery. Sending a message uses 100 SEU.

Sungoggles. Sungoggles are high-quality sunglasses.

Survival Rations. A box of survival rations contains four airtight foil-wrapped packets. Each packet holds a food concentrate that looks like crumbly dust. When water is added, the dust quickly becomes a delicious meal of protein and vitamin-packed mush. One packet will feed one character for one day.

Tornadium D-19. Tornadium D-19 ("kaboomite") is the standard plastic explosive. It can be bought legally only by someone with Demolitions skill. A 50-gram charge of TD-19 will cause 5d10 points of damage to anyone and anything within 1 meter of the explosion. Each additional 50 grams causes an additional 25 points of damage. Anyone farther from the explosion than 1 meter, but within the blast radius, takes one-half damage. The blast radius is 1 meter for every 100 grams of TD-19 used. A thrown charge does full damage to living creatures, but only one-half damage to structures.

Toxyrad Gauge. A Toxy-rad gauge is a special device that is worn on the wrist like a watch. It will alert the wearer to several types of danger. There are three colored lights on the device. If the red light flashes, it indicates that the oxygen content of the surrounding air is dropping to a dangerously low level. If the blue light flashes, it indicates that there is dangerous radioactivity nearby. If the yellow light flashes, it means that the sensor has encountered some substance that is poisonous to Humans, Dralasites, Yazirians or Vrusk. A small dial on the face of the gauge indicates the degree of danger to a character.

Variable Timer/Detonator. Variable timers are used to detonate Tornadium D-19. A timer can be set for 1 to 60 seconds, 1 to 60 minutes or 1 to 60 hours.

Vitasalt Pills. Vitasalt pills are special pills containing vitamins and minerals, including salt. They help reduce a character's need for water in dry areas.

Water Pack. A water pack contains eight one-liter plastic bags of water. Each bag has a reclosable seal. The water bags come packed in a lightweight plastic frame. The frame can be converted into a simple backpack in 5 minutes.

Parabatteries. Power sources for vehicles, computers and robots. They vary in size from a few hundred cubic centimeters to one cubic meter. The cost to recharge a parabattery is equal to the amount of the SEUs being recharged.

Power Generators. Much larger than parabatteries. A power generator produces a certain number of SEU every hour it operates. However, there is a maintenance cost to run the generator, and it needs an outside force of some kind: solar, nuclear, hydrodynamic, thermal, etc.
 (source- Star Frontiers: 25th Anniversary Edition)

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.

Starburst

A decoy that emits ionized plasma and radio and electrical signals that radiates bright light and heat and confuses infrared and guided systems. Each time the vehicle is re-equipped with starbursts, the delivery system must be replaced. This makes starbursts a little more expensive, but also safer. These are similar to interceptor missiles in purpose, but are incapable of guided intercept and are very much smaller. You will find starburst stats on the weapons tables in this article.

(Delta Dawn Sourcebook)

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.


(source - House Rules WIKI)

Survival Gear



Type
Cost
(Cr)
Mass
(kg)
Emergency
Beeper
Emergency
Receiver
Food Purifier
Grappling Gun
Extra Grapple
Extra Exp. Head
100 m Microline
Hot Rations Pack
Life Bubble
Water D/Purifier
Extra Filter

25

25
650
200
25
15
5
2
175
150
15

-

1
20
5
3
-
1
-
20
1
-
SHELTERS
Crete Sprayer
Tank of Crete
Infla-tent
Air Canister
Coolant Canister
Insulation Canister
150
40
200
5
20
20
5
1
30
3
3
3
APPAREL
Explorer Boots
Explorer Vest
Plasti-Poncho
Suc-Set
35
15
30
70
8
3
3
10

(source- Zebulon's Guide)

Tangler Gun

Tangler Gun

Tangler Gun
 Cost250 Cr
 Weight2 kg
 DamageEntanglement
 Ammo10 shot TanglerClip
 Rate3 when powered, 1 when manually pumped
 DefenseRS Avoidance Roll
 Range5/10/20/40/80
 Ammo Cost
25Cr (10-shot TanglerClip)
 SkillProjectile Weapons

Although not common in the Frontier, the tangler gun is an extremely effective tool for law enforcement personnel and bounty hunters who prefer to bring them in alive rather than dead. It is a heavy pistol with a large fore-end, capable of firing tangler gelpacks that explode on impact, releasing their strands into the air, expanding and immediately beginning their hardening process.

The bullets fired by the gun are not hard, nor are they selfpropelled. They are gelatinous and encased in a tough outer plastic wrap designed to rupture on impact. The gun itself doesn’t fire through explosive means. No gunpowder or rocket fuel is used. Simple air compression is used, forcing air into the TanglerClip, causing the gelpack to be launched straight and true. The sound made by the tangler gun (as well as the general pneumatic nature of the weapon’s delivery of its payload) has earned the weapon the nickname “spitball.”

The weapon has a 20-SEU PowerClip in the handle, but this is simply to power the rapid air compressing pneumatic delivery system. The ammunition for this unusual weapon is the TanglerClip, which is a large cylinder with ten chambers, each with a tangler gelpack loaded into it with a thin plastsheet cover (to keep it from falling out when the gun is pointed downward). When the trigger is pressed, the PowerClip energizes the pneumatics and forces air into the chamber – breaking the plastsheet cover and launching the gelpack. The force of the air then rotates the cylinder clockwise to the next available cylinder. The weapon can be fired up to three times
per turn in this manner. When the TanglerClip is depleted (10 shots), 1 SEU is drained from the PowerClip (it was drained gradually by firing those ten shots). When the PowerClip is depleted, the weapon can still be fired but must be pumped manually by pulling back on the top/back of the pistol. Pumping it in this manner builds up pressure without power, but reduces the rate of fire to one shot per turn.

Target Discriminator

Along with the abilities of the Multi-target Tracker, this targeting system not only chooses the best target and gives it a unique box, but is able to read through most forms of interference. +20 to Hit.

(Delta Dawn Sourcebook)

Toolkits

If a starting character chose a skill that requires a toolkit, the character gets the toolkit automatically along with the skill. Characters who learn skills by spending experience points for them must buy their own toolkits. None of the Military skills require toolkits.

Technological Toolkits

All characters with Technological skills need a toolkit to make repairs.

Techkit. The technician's toolkit contains all of the tools needed to make field repairs on vehicles and other equipment. Because plasteel is used to make so many items that formerly were made of steel or iron, the kit weighs only 20 kg and can be carried in a backpack. A techkit contains:

Socket wrench--adjustable from 5 mm to 5 cm
Open end wrench--adjustable as socket wrench
Insulated wire--10 meters
Uninsulated wire--25 meters, can support 2,000 kg
Prybar--1 meter plasteel rod, collapses to 10 cm
Jack--5,000 kg capacity, .5 meter lift, collapses to 200 cm cube
Hammer--large ballpeen high-impact head
lon Bonding Tape--10 cm wide x 5 m long, bonds directly to any metal
Plastibond--tube of plastic filler, bonds to any plastic surface in one minute; five applications
500 nuts, bolts, clamps, screws and nails
10 hoses of assorted sizes
Electrosnips--powered metal-cutting shears (sheet metal only)
Magnegrips--electromagnetic vicegrips
Spray lubricant--10 applications of pressurized synthoil
Spray waterproofing--will insulate circuits, cloth, etc., from moisture; five applications

Robcomkit. The robcomkit is another highly specialized assortment of tools. It weighs only 15 kg and, like the techkit, is designed to be carried in a backpack. A robcomkit contains:

Electrodriver, ion bonding tape, insulated wire, spray lubricant, electrosnips, spray waterproofing--all the same as those in the techkit.
Lasoldering iron--pen-sized laser soldering iron
Solder--1-meter roll of conductive soft metal
Magnetic by-pass clips--10 small connectors used to short-circuit wiring
Breadboard circuits--5 standard boards for mounting robot circuitry
Demagnetizer--electrical tool to demagnetize fouled circuits Spray cleaner--spray solvent to remove dirt from the robot's works; 1 0 applications
Miniature flashlight--20 hours of light; magnetized handle
Calipers--capable of taking measurements as small as .001 mm
Needlenose pliers--similar to 2()th century tool
Sonic Scalpel--tool for cutting plastic, metal or flesh; makes a smooth, bloodless incision up to 5 mm deep
Components--box of transistors, diodes and computer chips for robot circuits
Oscilloscope--miniaturized viewer which displays information on electrical flow and other aspects of circuitry

Biosocial Toolkits

A medic needs a medkit and an environmentalist requires an envirokit to be most effective.

Medkit. A medkit has specialized equipment the medic needs to perform his or her job. It weighs 10 kg and can be carried as a backpack. The medkit contains:

Local Anesthetic--10 hypo doses to relieve pain
Plastiflesh--5 cans of spray which closes up wounds and heals burns
Omnimycin--10 hypo doses to control infections
Acid neutralizer--1 bottle of liquid to neutralize acids
Antiseptic--5 cans of spray to clean and disinfect a skin area
Microforceps--adjustable, used to remove shrapnel and bullet fragments from wounds
Medscanner--an electrical instrument used to diagnose ailments
Spray hypo--syringe used to give shots without a needle
Biocort--20 hypo doses to stimulate very fast healing
Telol--10 hypo doses of truth serum
Stimdose--10 hypo doses to revive unconscious individuals
Staydose--10 hypo doses to sustain a dying character for 20 hours
Sonic scalpel--same as in robcomkit
Laser scalpel--used to make deep incisions
Electrosurgeon--a small machine that keeps wounds open and controls bleeding during surgery.
Autosurgeon--a special device that allows a medic to operate on himself
Antibody plus--10 hypo doses that increase the body's ability to recover from diseases
Antitox--10 hypo doses to neutralize poisons

Envirokit. An envirokit contains only three items, but they are very sophisticated pieces of equipment. The entire kit weighs 5 kg, and can be fastened to a belt or placed in a backpack. The envirokit contains:

Bioscanner--This device consists of a network of straps and electrodes connected to a readout gauge. When attached to a plant or animal, living or dead, it can determine what type organism is being examined and whether it is edible or poisonous.

Vaporscanner--A vaporscanner is a small device that contains sensitive gas analyzers. It will report on a digital screen what gaseous elements are present, their quantities and whether breathing them is dangerous.

Geoscanner--The geoscanner can break down up to a first-sized sample of rock or soil and analyze it. It will report what minerals the sample contains and whether there are likely to be valuable ore, gas or oil deposits nearby.

The tools included in the various toolkits from the STAR FRONTIERS Expanded Game rule book will all prove useful in spaceships. Some additional, specialized tools that are design ed specifically for use in space are listed below.

Engineer's Toolkit

Engineers routinely carry a Techkit. In addition to the items in the techkit, however, the engineer will have three specialized tools.

WELLASER: Laser welder which can repair punctures and tears in sheet metal.

PLASTISEAL: Package of compressed plastic which, when activated, expands to a 2 meter x 2 meter sheet of airtight plastic, used for sealing holes in ships. Several sheets of plastiseal can be used together to patch a very large hole.

INSSUIT: Insulated suit to protect engineers while working on atomic engines. Also worn by fighter pilots to protect them from the nearby atomic drive.

Laser Powertorch

The Laser Powertorch (LPT) is designed to cut holes through the heavy metal hatches and hulls of enemy ships so troops can board. An LPT will cut a slash 1 meter long in a ship's hull in one turn; a hole 1 meter square could be made in four turns.

An LPT is powered by a special power backpack that holds 300 SEU. This backpack is so heavy it can be used only in a weight less environment. The torch uses 30 SEU per turn. When not cutting metal, an LPT can be used as a laser rifle which causes 20d10 of damage with a successful hit. There is no variable power setting.

A character using an LPT as a weapon can use his Beam Weapon skill as a modifier. Because the LPT is not designed to be a weapon, however, the character can add only +5 per skill level to his chance to chance to hit, instead of the normal +10.

An LPT is designed for coning a surface that is close to the tool, so it is not very effective as a long range weapon. The ranges for the LPT as a laser rifle are:

PB= 0-10; S= 11-20; M= 21-40; L= 41-60; E= 61-100.
 (source- Star Frontiers: 25th Anniversary Edition)

Twinsuit

Twinsuit
A Twinsuit is a special combat uniform,
made exclusively for the crew of the
SilverTwin modules. They are fitted to
the team members, with no chance of
them being usable any other being. The
methods of creating Twinsuits are kept
completely secret. Each has a lock keyed
to the brainwave patterns of its host,
which cannot be duplicated, permitting
only the person for which the suit was
fitted to use it.
Twinsuit equipment:
* Exoskeleton frame: normal operation
(p. 48, Expanded Rules)
* Anti-shock implant: on the team member,
not a part of the suit
* Built-in albedo and inertia armor: This
very special armor is a unique weave of
albedo and inertia fibers into a tight
mesh suit. The specifications of this
weave are kept highly secret.
* Built-in holo screen: standard model
* Gemini helmet: A specially designed
helmet, with the following additions:
chronocom, magnigoggles, a small infrared
jammer, and a vocal print distorter
(VPD). The VPD will alter the wearer?s
voice beyond all possible chances for
identification by voice print.
* Laser/stunner: This pistol is a normal
laser pistol with a sonic stunner
attached. It takes one combat round to
change the setting from laser to stunner
or back. The stun setting will drain 2
SEU per shot.
* Sonic sword: normal in all respects.
* Four power beltpacks: normal in all
respects.
* Gas mask: normal in all respects, and
fastened to the front of the Twinsuit.

(source- Star Law Campaign)

Ultrasonic locks

These locks are keyed to a series of audio tone responses. Where electronic or holographic lock mechanism fail to keep hackers out, ultrasonic takes over. (work in progress, w00t)

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.


(source - House Rules WIKI)

Void Engines

Starships use Void engines to travel both interplanetary and interstellar distances.

Void engines come in two designs:

Nuclear Engines

The first Void engines developed, nuclear engines use an explosive thermonuclear reaction to generate power and thrust. Plutonium pellets are continously accelerated into one another inside the fisson chamber at relativistic speeds-allowing for critical-mass reactions with smaller minimum sub-critical masses-the resulting fission explosion then detonating tritium inside the bomb chamber-lined with x-ray containment mirrors-creating a powerful thermonuclear explosion, energizing thermopiles in the bomb chamber and the exhaust chamber, the blast plasma being directed out of the exhaust chamber to drive the ship through space.

Pion Engines

Developed by the Mhneme during the Second Sathar War, antimatter pion engines generate power and thrust through a matter/antimatter reaction.

A pion engine uses liquid hydrogen fuel, subjected to X-ray bombardement in the bombardement chamber, the resulting liquid antihydrogen fuel being siphoned off and injected into the primary reaction chamber along with the remaining liquid hydrogen fuel, the resulting explosion energizing thermopiles lining the chamber, with the pions generated from the matter/antimatter reaction directed through the exhaust chamber by magnetic coils which compress the pion stream to generate a higher specific impulse than would be possible with the nuclear engine design.

The Drivefield Generator
 
By the time a ship accelerates to Void speed—3,000 km/s(.01 c) for a nuclear engine design, 1,500 km/s(.005 c) for a pion engine design—its Void engines have generated enough power to engage their drivefield generators. The generators energize lathanide thermopiles embedded into the skin of the ship to create a series of overlapping fields which warp spacetime around a ship at a frequency which creates a pocket continuum where the ship's relativistic mass is reduced to zero, after which any amount of thrust is sufficent to give the ship imaginary mass, allowing for FTL travel.

When the generators come online, the ship disappears in a pulse of heat and radiation-harmless in space, but making for a pretty light show-the alternate spacetime created by the drivefields being called drivespace, subpsace, or more commonly, the Void, hence the name Void engines.

The largest nuclear engines manufactured generate 12,000,000 Standard Energy Units(SEU), while the largest manufactured pion engines generate 18,500,000 SEU. In both cases, 90% of the power generated goes to thrust and the creation of the drivefield, the remaining ten percent going to power the ship's beam weapons, defenses and other systems.

Void Travel

Time-Dialation & the Void

A ship travelling through the Void expiriences an accelerated sense of time, travelling at one light-year per day as measured by observers in the outside Universe, but expiriencing only 15 seconds of elapsed time per light year travelled.

EXAMPLE: The Triad refugees took 1,600 Galactic Standard Years to travel from the Triad system to the White Light system. From their perspective, however, the trip only took a little over six months, with the actual passage through the Void taking three months from their point of view(the other three spent in normal space for servicing, refuelling, resupplying and fighting the Corpses).

Hazards Of Void Travel

Aside from the consequences of misjumping(covered in the Knight Hawks rules), there are other hazards to travelling through the Void.

The drivefield still interacts with normal space, meaning that solid objects of sufficent density(including other drivefields) impacting with the field can disrupt it and destroy the ship completely.

In particular, ships must drop to sublight speeds when passing through nebulae, as the density of the ionized particles is sufficent to disrupt drivefields. Ships in the Void can only cross nebulae along paths relatively clear of interstellar matter.

Also, ships cannot use weapons, subspace radio or radar while in the Void, since solid objects striking the inside of the drivefield will also disrupt it and destroy the ship.

These paths, as well as any known interstellar route, can be successfully mined, the mines in question having proximity fuses which detonate upon detection of the heat and radiation pulse resulting from ships in the Void changing the density of local space-time as their drivefields interact with normal space.

Even if the ship manages to use its cameras and passive sensors to detect the mines in time and drop back into normal space, it is still vunerable to ambush.

Game Mechanics

Void engines come in three sizes:

Size A engines are the minimum size required for HS 1-4 starship designs.

Size A engines take up a space equal to two percent of the ship's total volume per point of ADF/MR per engine, with a total cost of two percent of the ship's total volume per point of ADF/MR per engine.

Size B engines are the minimum size required for HS 5-14 starship designs.

A size B engines occupies a space equal to four percent of the ship's total volume per point of ADF/MR per engine, with a total cost of four percent of the ship's total volume per point of ADF/MR per engine.

Size C engines are the minimum size required for HS 14+ starship designs.

A size C engine occupies a space equal to six percent of the ship's total volume per point of ADF/MR per engine, with a total cost of six percent of the ship's total volume per point of ADF/MR per engine.

Pion Engines cost twice as much as listed above and have one extra point of ADF for their size.

EXAMPLE: A size A nuclear engine with an ADF/MR of six takes up twelve percent of the ship's total volume and costs twelve percent of the ship's total volume.

Should the designer use pion engines instead, each size A pion engine will cost 24% of the ship's total volume, while the volume each pion engine occupies remains the same.

Instead of ADF 6, however, the size A pion engine discussed above will have an ADF of 7, while its maneuver rating remains 6.  

Bigger Engines For Smaller

Two engines can be switched out for a single engine of the next larger size.

EXAMPLE: A HS 4 starship design normally requires two size A engines. The designer can, if he so chooses, substitute a single size B engine for the two size As.

(source - House Rules WIKI)

VRF Gyrojet Weapons

For an additional 50% above the cost for a stock pistol or rifle, a VRF version is available with the difference being it will fire one more gyrojet rocket each combat turn (4 instead of 3). To this end, 12 round pistol jetclips and 20r rifle jetclips are available as well, at 15Cr and 30Cr respectively.

VRF Laser Weapons

adds 150Cr to the cost of a carbine or rifle. Range and weight are the same, only difference is the burst setting allows shooter to target up to five individuals (as an automatic pistol or rifle), uses 10SEU and damage is 5d10 as an automatic weapon with all burst rules from automatic rifle/pistol applicable.

automatic laser rifle (thumbnail - click to see full image)

VRF Laser Carbine
(click to enlarge) >>



(image courtesy of CleanCutRogue)

War Tech Starfire Blade



A starfire blade employs technology similar to the starfire grenade launcher on the Frontiersman laser pistol(see the SMan 8 classifieds) to create a blade of pure, white-hot plasma energy shaped and focussed by a magnetic field.

The blade is normally the length of a broadsword, doing 6D10 damage, offering a +15 modifier to the chance to-hit, costing Cr 500, and using 2 SEU/hit.

For an extra Cr150, the blade's length can be adjusted from knife-length(-1D10 damage) to the length of a greatsword(+1D10 damage). The knife-length setting uses 1 SEU/hit, while the greatsword setting uses 5 SEU/hit.

Gauss screens halve damage from starfire blades.

A starfire blade weighs 1.75 kilograms andd uses a 20 SEU powerclip.

Water Distiller/Purifier

 This collapsible distillation filtering tank can purify up to 400 liters of water before it needs to be changed. This is a necessary item for explorers who cannot carry enough drinking water with them but are on a planet where water can be found. Characters drinking unfiltered water run the risk of infection, contamination, or even poisoning. The tank also has a section for dehydration, so plants can be inserted and the water drawn from them. This is also a good method for drying fruit and vegetables so they will last longer as rations.

WEAPON ATTACHMENTS


Type
Cost
(Cr)
Mass
(kg)
Attachable Stock
Bandolier Sling
Flash Muzzle-P.
Flash Muzzle-R.
Grenade Launch.
Attachment
Holster, Pistol
Holster, Rifle
Holster, Spring
Knife Mount
Muzzle Extender
Recognition Grip
Scopes (see Optics)
Silencer, Pistol
Silencer, Rifle
Slide Mount
Swing Arm
15
1
3
5

700
5
10
75
2
50
230

40
1.5
50
280
0.5
0.5
-
-

3
-
1.5
2
-
0.5
0.5

-
80
9
5


(source- Zebulon's Guide)

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 in the fuselage of 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 (MPO weapon, range, DTM, damage), 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.

(source - House Rules WIKI)

Zik-kit Ordinance Industries "Tiger-Hawk" Hover Tank

Zik-kit Ordinance Industries "Tiger-Hawk" Hover Tank
Hover Tank
Top Speed: 200m/t
Turn Speed: 70m/t
AC/DC: 60/40
Crew: 3, Passengers 4
Parabattery: Type 4
Milage: 4 SEU/km
Armor: 3 Coats
Equipment: IR Cameras, Searchlight
Weapons:
Vehicle Heavy Laser
Damage: 1d10 per SEU, Ammo: 500SEU, SEU: 5-30, Rate: 1, Defense: Albedo,
-/150/750/1.5km/3km
Machine Gun
Damage: 10d10, Ammo: 10 bursts, Rate: 1, Defense: Inertia,
-/70/200/500/1km
Description:
This is a light fast hover tank produced by ZKO Industries. It is armed with a heavy vehicle laser in the turret, giving it the ability to engage heavy/hard targets. On the top of the turret, mounted at the commanders turret, is a machine gun for anti-aircraft and anti-infantry use. While not armored enough to slug it out with the big boys, that isn't its purpose. It is a skirmisher, engaging in quick strikes and even quicker retreats.