Anonymous's picture
    Anonymous
    October 4, 2012 - 8:07am
    Watched this on netflix and found some inspiration for Star Frontiers.
    Think of a outpost somewhere difficult to reach, perhaps in the Formad Cluster or a system surrounded by nebula (assuming you can't void-jump directly from another system).

    jedion357's picture
    jedion357
    October 4, 2012 - 6:54am
    Channel surfing I briefly watched an old western where a US marshal (like a star law marshal) deputized a local-"Do you solemnly swear to uphold the laws of the United States in the territory of ________ so help you God?"
    Response- "I do"

    "Congratulations, you are now a deputy US marshal."

    in the story a posse was being formed.
    I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

    Karxan's picture
    Karxan
    October 1, 2012 - 11:54pm
    I have been thinking about having an ecologically friendly city for a campaign location. I see it in my head as a vrusk created city, but I am not sure that would be correct. Would vrusk in general be more about profit(i.e. Ferengi) or would they lean toward an ecological balance. Some threads I have read on the vrusk and even SFAD6 show the vrusk to be about major business first, all else second. Maybe there are vrusk business' that do work for a 'greener' planet, there is profit in that. Humans of course would have some who were in the 'green'  business. Dralasites, I am not sure.

    bossmoss's picture
    bossmoss
    October 1, 2012 - 10:46pm
    I have been a big fan of this site for years, and have been using ideas from the Star Frontiersman in my own campaign.  (thank you guys!)

    I was just wondering about the Nagana and Bora-Kai.  What have other people done with them? 

    Anonymous's picture
    Anonymous
    September 30, 2012 - 1:01pm
    Hey, my first Star Frontiers want ad!

    Can someone whip up deckplans for this shuttle?
    Jaxon mentioned it in his project, after I read the stats AncientClikk posted, I wouldn't mind using it in my online SF game. 

    Content of Online Ship Generator project

    Kri'kkaa-class shuttle

    Kri'kkaa-class Heavy Shuttle

    HS:
    2 HP: 10 Drives: 1 Chemical A
    ADF:
    1 MR: 1 DCR: 26 Crew: 1 (up to 10 passengers)
    Armament:
    None
    Defenses:
    None
    Communication/Detection:
    Videocom radio (1 screen), holo-display and holo keyboard, shuttle astrogation.
    Misc:
    5 portholes (2 bridge, 2 passenger, 1 airlock); 1 airlock, rear cargo doors.
    Computer:
    LVL: ?, FP: ?, SP:100; software: Standard shuttle package I
    Cargo Capacity:
    2 units (approx. 27 cu. m)
    Crew Accommodations: Gel contour seat
    Passenger Accomodations: 10 stow-able seats
    Ship's Vehicles: Standard Explorer or other (10 cu. m space) or use for extra cargo.
    Base Price: 185,409 (includes 1 load fuel (500 Cr. Does not include spacesuits or toolkits).

    A very common shuttle of Vrusk design, this oblong ovoid shows its insectoid heritage by sporting two ovoid cockpit portholes, a finely-polished iridescent green hull, and 6 landing struts that unfold from the hull. Upon entering an atmosphere, stowed memory-metal wings and rudder unfold from the hull, while an atmosphere-breathing scramjet assists the chemical drives with landing.

    Numerous Kri'kkaa shuttles are found in used lots, and mercs and freelancers find they make a fine compliment to their starships ... after some repainting of course. Oddly, the shuttle seems well suited to both albedo and plasma screens - but this requires and additional powerplant that consumes a good portion of the cargo space. Often a turret-mounted laser piston is found on customized models, which can look even more insectoid when painted in camoflage colors.

    Thanks to a large clamshell cargo hatch at the read, the shuttle is often used to carry heavy vehicles for ground exploration or combat.

    Design created using Knight Hawks and "Frontiers of Design" (Dragon Magazine April 1988) from which I fitted out the suggested available space.
    Used with permission from

    Malcadon's picture
    Malcadon
    September 24, 2012 - 12:00am
    (note: The title is just a placeholder name)

    Anonymous's picture
    Anonymous
    September 23, 2012 - 9:15pm
    Content of Adventure Writing Forum project

    Solo Adventure - Pirate Attack

    I wrote a solo adventure tonight, it's a wip but please let me know what you think.
    Haven't play tested yet.


    Episode #8 - Pirate Attack

    Background

    You play the last surviving member of a scouting mission to Survey #24. Your goal is to survive by stealing aboard the pirate ship.

    Start

    You awake with blurred vision and a splitting headache. You remember getting thrown against the bulkhead in deck 6. Over the intercom you hear, “...attack, prepare for borders.” Borders? What!?

    The Com crackles to life, “Crewman, get your pink hide to deck 2.” It’s the voice of Bleeb the dralasite. When you arrive at deck 2 several of your friends lie slumped against their consoles, apparently dead. Bleeb’s third arm is holding a cloth to this head, grey goo soaks the cloth. “I’ve managed to install a sleeper (command and control program) in their ships main core. The scuz, left their Com open for an intercept. Look, you got one chance; get to their ship, enter this code, it’ll take you to Darkworld. I know... but keep your.” Bleeb’s deep bellow trails off. “Keep your head low, Frontier Postal Service, level 6. Take the code.” Another pause, “This ship, self destruct in...in...” Bleeb’s left-most hand drops, a disk clatters to the metallic floor resonating through the dead deck.

    1. The ship will destruct in d100+10 turns. (Roll and record.)
    2. You start on deck 2. Roll 2d10 for the number of turns you have before the ships are mated via airlock. Another 4 turns the pirates will cut through your ships hatch with a LPT. (Roll 2d10 and 4 and record.)
    3. You need to acquire a space suit and weapons. Suits are located one deck 3, 6 and 7. The weapons locker is located on deck 7.
    4. You must find a way aboard the pirates ship and insert the disc into the main computer located where pirate 3 is stationed (Pilot/Computer on the map).
    5. Tactics - You can meet the pirates head on at the airlock, lock doors, set traps, call for help, etc.

    Movement

    • The elevator moves 1 deck per turn. It takes 1 turn to enter the elevator.
    • Doors/Airlocks - Your turn ends in front of a closed door. On the next turn door opens and you can move normally.
    • Space suits - 5 turns to don a suit, for every 5 points of DEX above 45, subtract 1 turn. Minimum turns is always 2
    • Racial movement - see below

     RaceWalk Run 
    Human
    Dralasite
    Vrusk 
    Yazirian 

    d10 Random Pirate Movement
    To randomly determine which ways the pirates are moving use this table. The boarding party will be split into two groups, A and B. Roll for each group. 

    NOTE: If you try and talk to the pirates they still move based on a roll, even if you coerce them or tell them where you are. They've been instructed to search the ship and do so randomly. Hey, their pirates!

    d10 Result 
     1 Pirates split into two groups
     2-3 Move to higher level
     4-5 Move to lower level 
     6 Fans out, each pirate in group searches a separate area
     7 Stays in current location
     8 Radios back to ship, asks for heat scan of ship
     9 Secures area hiding behind furniture or consoles
     0 Find hold and loots 

    Weapons Locker

    It takes 4 turns to get into the locker, check weapon clips and fill the backpack.
    • Doze grenade (x5)
    • Smoke grenade (x5)
    • Tangler grenade (x5)
    • Backpack
    • Gas Mask
    • Space suit
    • Laser pistol (x2) w/ 5 clips
    • Gyrojet rifle w/ 5 clips
    • Vibroknife (x2)
    • Needler pistol (x2) w/ sleep ammo
    • Electrostunner w/ 2 clips
    • Skiensuit

    Boarding Party

    The boarding party will shoot on site. Pirates never retreat.

    • There are 1d5+2 human pirates in the access tube.
    • They will enter the airlock on deck 10

    After determining the size of the boarding party split them evenly between Party A and Party B. For instance if you roll 8 the boarding party would have 6 pirates total, three using Party A's stats and three using Party B's stats. 

    Pirate  Boarding Party A 
    STR/STA 30/50 
    DEX/RS 70/70 
    INT/LOG 50/50 
    PER/LDR 40/40 
    IM 
    Defense Skiensuit
    Weapons Auto pistol 70%, 1d10/5d10
     Nightstick 30%, 2d10 


    Pirate  Boarding Party B   
    STR/STA 30/30 
    DEX/RS 50/50 
    INT/LOG 60/60 
    PER/LDR 60/60 
    IM 
    Defense None
    Weapons Electric sword 30%, 4d10/Stun 

    Pirate Ship

    • There are 3 pirates on the ship in the locations marked on the ship.

    Pirate  Aboard Pirate Ship 
    STR/STA 55/55
    DEX/RS 35/35 
    INT/LOG 50/50 
    PER/LDR 45/45 
    IM 4
    Defense Albedo Suit
    Weapons Laser pistol set on 2d10 

    Your Character

    Roll up an Alpha Dawn Basic character or use the one provided below.

    Character 
    STR/STA 60/60 
    DEX/RS 45/45 
    INT/LOG 50/50 
    PER/LDR 40/40 
    IM 
    Melee To-Hit:
    Ranged To-Hit:

    1. Adjust scores by swapping up to 10 points between ability pairs.
    2. Pick a race and adjust racial ability modifiers.
    3. Use STR for melee to-hit and DEX for ranged to-hit.
    4. Technical actions like placing a password on door/airlock, accessing the internal sensor grid from a console, etc., uses LOG. Intimidating or bluffing a pirate use PER. 

    Self-Destruct

    The ship will explode in d100+10 turns. If you are aboard the pirate ship and it is still attached, roll on the Knight Hawks Advanced Game Damage Table with a -20 penalty (as-if the ship was hit by a rocket battery).

    Record Keeping

    Use the following to assist in keeping track of turns, locations, etc.

    • Self-Destruct in _____ turns. (d100)
    • Number of turns to don space suit O O O O O (minimum 2 turns)
    • Pirate ship attaches in  O O O O O O O O O O O O O O O O O O O O turns. (2d10)
    • Pirates cut through airlock in O O O O turns. 
    • Number in Board Party O O O O O O O (1d5+2)
    • Elevators Current Location: ____________________ (starts on deck 2, your current position at the start of the game)




    Used with permission from

    jedion357's picture
    jedion357
    September 23, 2012 - 9:05pm
    see here:
    http://www.starfrontiers.us/node/6998#comment-28160
    I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

    OnceFarOff's picture
    OnceFarOff
    September 23, 2012 - 6:12pm
    After reading a thought provoking series of articles here I have been making some changes in the way I am running my campaign with my kids. I am trying to make our SF campaign a lot more character driven than what I ever used to. This is up to and including having my kids use a couple of different PCs that can adventure in different parts of the frontier along a similar timeline to have them participate in the larger story arch from a few different angles.

    OnceFarOff's picture
    OnceFarOff
    September 23, 2012 - 5:04pm
    Hey all,

    How do you handle time in your campaigns? SF has time broken down into tendays, 40 of which make a Galactic Standard year. Each day has 20 hours. Other than that, do any of you do anything to mark divisions of time?

    I guess with each planet having different rotations, seasons are out, but how about months? Of do you use some soft of stardate kind of thing?