TEXT:  
   
   
   
   
   
   
   
   
   
   
  Last Revision: 2.28.2007 
   
   
   
   
   
   
   
  
   
  2 
   
  Skill 
  Success Rate 
  Acoustics* 
  Skill Level 
  Agility 
  Professional 
  Analyze Animal Behavior 
  Skill Level +2CS 
  Analyze Ecosystems* 
  Skill Level 
  Animal Taming 
  Skill Level 
  Animal Training* 
  Skill Level 
  Appraisals 
  Skill Level 
  Archaeology 
  Skill Level +1CS 
  Biology* 
  SkL of Botany + Zoology 
  Bionics* 
  Skill Level 
  Bluff 
  Skill Level 
  Body Speak 
  Level + X 
  Botany 
  Skill Level +2CS 
  Camouflage 
  Skill Level 
  Charisma 
  Professional 
  Chef 
  Automatic 
  Chemistry 
  Skill Level +2CS 
  Climbing 
  Automatic 
  Communication 
  Skill Level 
  Communication Devices: 
   
    Operate 
  Skill Level +1CS 
    Repair* 
  Skill Level 
  Computers: 
   
    Access & Operate 
  Level +X (-1CS per COML) 
    Bypass Security* 
  Skill Level +1CS (-1CS per MXPL) 
    Display Information* 
  Skill Level +3CS (-1CS per MXPL) 
    Interface* 
  Skill Level (-1CS per COML) 
    Program Manipulation* 
  Skill Level +1CS (-1CS per MXPL) 
    Program Writing* 
  Special 
    Program Bodycomp* 
  Skill Level +1CS 
    Repair Bodycomp* 
  Skill Level +1CS 
    Repair Mainframe* 
  Skill Level +1CS (-1CS per COML) 
    Repair Specialized* 
  Skill Level +1CS 
  Concealment 
  Skill Level or Level +X 
  Cryptography 
  Skill Level 
  Cybernetics* 
  Skill Level 
  Disguise* 
  Skill Level +1CS 
  Dramatics* 
  Skill Level +2CS 
  Empathic Understanding 
  Skill Level 
  Endurance 
  Professional 
  Engineer: 
   
    Alternate Energy* 
  Skill Level 
    Architecture* 
  Level +X 
    Civil* 
  Level +X 
    Hydraulic* 
  Skill Level 
    Mechanical* 
  Skill Level 
    Military* 
  Skill Level 
    Nuclear* 
  Skill Level 
  Finance 
  Level 5 
  Find Directions 
  Skill Level +1CS 
  Forensic Medicine* 
  Level +X or Level /0 
  Forgery (to forge*) 
  Skill Level 
  Forgery (to Detect) 
  Skill Level +2CS 
  Gemology 
  Skill Level 
  Genetics* 
  Skill Level 
  Geology 
  Skill Level +2CS 
  Geophysics 
  Skill Level +2CS 
  Haggling 
  Skill Level 
  Hypnosis 
  Skill Level 
  Intelligence 
  Professional 
  Law 
  Skill Level 
  Machinery Operation 
  Skill Level +2CS 
  Machinery Repair* 
  Skill Level 
  Making Items/Structures 
  Automatic 
  Matter Transferal Devices 
  Skill Level +1CS 
   
   
  Skill 
  Success Rate 
  Medical Devices* 
  Skill Level +1CS 
  Medical Diagnosis* 
  Skill Level +2CS 
  Medical Treatment: 
   
    Disease* 
  Skill Level 
    Infection* 
  Skill Level +1CS 
    Infestation* 
  Skill Level 
    Miscellaneous* 
  Automatic 
    Poison* 
  Skill Level 
    Radiation* 
  Skill Level 
    Veterinary* 
  Level +X 
    Wounds I* 
  Level +X 
    Wounds II* 
  Skill Level +2CS 
    Wounds III* 
  Skill Level +1CS 
    Wounds IV* 
  Skill Level 
  Optics* 
  Skill Level 
  Persuasion 
  Skill Level 
  Photography 
  Skill Level +1CS 
  Physics 
  Skill Level +2CS 
  Politics 
  Level 7 
  Power Read* 
  Automatic 
  Psycho-pathology 
  Skill Level 
  Pumping Federanium 
  Automatic 
  Ride Mount 
  Level +X 
  Robotics: 
   
    Activate/Deactivate 
  Automatic 
    Alter Functions* 
  Skill Level +1CS (-1CS per ROBL) 
    Alter Mission* 
  Skill Level +1CS (-1CS per ROBL) 
    Identification 
  Level +X (-1CS per ROBL) 
    List Functions* 
  Level +X (-1CS per ROBL) 
    Modifications* 
  Level +X (-1CS per ROBM) 
    Remove Security Locks* Skill Level (-1CS per ROBL) 
    Repair 
  Skill Level (-1CS per ROBL) 
    Robopsychologist* 
  Skill Level 
  Running 
  Automatic 
  Security Systems: 
   
    Activate & Operate 
  Skill Level +1CS 
    Deactivate* 
  Skill Level +1CS (-1CS per SECL) 
    Detect* 
  Skill Level +1CS (-1CS per SECL) 
    Open Locks* 
  Skill Level +1CS (-1CS per LOKL) 
  Society 
  Skill Level 
  Stable Mounts* 
  Automatic 
  Stealth 
  Skill Level 
  Survival 
  Skill Level +2CS 
  Theology 
  Skill Level +2CS 
  Tracking 
  Skill Level 
  Vehicles: 
   
    Aquatic 
  Level +X 
    Atmospheric 
  Level +X 
    Cars 
  Level +X 
    Cycles 
  Level +X 
    Machinery 
  Skill Level +1CS 
    Repair* 
  Skill Level 
    Transports 
  Level +X 
  Weapons: 
   
    Beam Weapons 
  Skill Level 
    Demolitions 
  Skill Level +1CS 
    Grenades 
  Skill Level 
    Martial Arts 
  Skill Level 
    Melee Weapons 
  Skill Level 
    Missiles 
  Skill Level 
    P.G.S. Weapons 
  Skill Level 
    Powered Assault Armor 
  Level +X 
    Repair* 
  Skill Level 
  Zoology 
  Skill Level +2CS 
   
   
  * Requires prerequisite 
  LOKL 
  Lock Level 
  ROBM 
  Robot Modification Type 
  CS 
  Column Shift 
  MXPL 
  Maxiprog Level 
  SECL 
  Security Level 
  COML Computer Level 
  ROBL 
  Robot Level 
  SkL 
  Skill Level 
   
  
   
  3 
   
    
  Beam Weapon 
   
  Range 
  Maximum  
  Damage 
   
  Ammo 
  SEU 
  Use 
   
  ROF 
  Effective  
  Defenses 
  Wgt 
  (kg) 
  Cost 
  (Cr) 
  Laser Ke-1000 
  B 
  8 per SEU 
  20 SEU Clip 
  1-10 
  2 
  Albedo 
  1 
  600 
  Laser Ke-1500 
  C 
  12 per SEU 
  20 SEU Clip 
  1-10 
  2 
  Albedo 
  2 
  750 
  Laser Ke-2000 
  D 
  16 per SEU 
  20 SEU Clip 
  1-20 
  2 
  Albedo 
  3 
  800 
  Laser Ke-5000 
  E 
  100 per SEU 
  100 SEU pack 
  5-20 
  1 
  Albedo 
  20 
  6,000 
  Rafflur M-1 
  A 
  28 
  microdisc 
  All 
  1 
  Synth 
  .5 
  300 
  Rafflur M-2 
  B 
  32 
  10 SEU Clip 
  2 
  2 
  Synth 
  1 
  650 
  Rafflur M-3 
  C 
  36 
  10 SEU Clip 
  2 
  2 
  Synth 
  2 
  825 
  Rafflur M-4 
  B 
  special 
  10 SEU Clip 
  10 
  1 
  Synth 
  3 
  1,000 
  Rafflur M-6 
  D 
  40 
  10 SEU Clip 
  2 
  2 
  Synth 
  4 
  900 
  Rafflur M-8 
  E 
  44 
  10 SEU Clip 
  2 
  1 
  Synth 
  5 
  1,200 
  Rafflur M-10 
  E 
  52 
  100 SEU pack 
  5 
  1 
  Synth 
  22 
  8,000 
  Electrostunner 
  B 
  40/stun 
  20 SEU Clip 
  2 
  1 
  Gauss/A-S 
  1 
  500 
  Sonic Stunner 
  C 
  stun 
  20 SEU Clip 
  2 
  1 
  Sonic/A-S 
  1 
  500 
  Sonic Disruptor 
  D 
  special 
  20 SEU Clip 
  4 
  1 
  Sonic 
  4 
  700 
  Sonic Devastator 
  E 
  special 
  20 SEU pack 
  10 
  1 
  Sonic 
  15 
  5,000 
  Maser Penetrator 
  B 
  32 
  10 SEU Clip 
  2 
  1 
  MasMesh 
  1 
  675 
  Maser Razer 
  C 
  40 
  10 SEU Clip 
  2 
  1 
  MasMesh 
  2 
  850 
  WarTech Alpha-Bolt 
  C 
  10 per SEU 
  10 SEU Clip 
  1-10 
  1 
  Gridsuit 
  2 
  3,000 
  WarTech Omega-Bolt 
  C 
  1d100 
  20 SEU Clip 
  5 
  1 
  Gridsuit 
  3 
  4,000 
  WDC Gamma Bolt II 
  C 
  15 per SEU 
  20 SEU Clip 
  2-10 
  1 
  Gridsuit 
  2.5 
  5,000 
   
   
   
  PGS Weapon 
  Range 
  (PGS) 
  Maximum  
  Damage 
   
  Ammo 
   
  ROF 
  Effective  
  Defenses 
  Wgt 
  (kg) 
  Cost 
  (Cr) 
  Needler I 
  B 
  16/8+SL 
  10 shots 
  3 
  Inertia 
  1 
  200 
  Needler II 
  C 
  20/8+SL 
  10 shots 
  3 
  Inertia 
  2 
  300 
  Needler III 
  D 
  24/8+SL 
  10 shots 
  3 
  Inertia 
  3 
  400 
  5.56 cal Auto-Pistol 
  C 
  44/12 
  20 rounds 
  3(1) Inertia 
  2 
  200 
  5.56 cal Auto-Rifle 
  D 
  44/12 
  30 rounds 
  3(1) Inertia 
  4 
  300 
  Gyrojet Sidearm 
  B 
  20 
  10 rounds 
  3 
  Inertia 
  1 
  200 
  Gyrojet Rifle 
  D 
  28 
  10 rounds 
  3 
  Inertia 
  4 
  300 
  Grenade Rifle 
  D 
  grenade 
  1 bullet 
  ½ 
  RS Check 
  4 
  700 
  Grenade Mortar 
  E 
  grenade 
  1 shell 
  ½ 
  RS Check 
  15 
  2,000 
  Acid Sprayer 
  B 
  varies 
  10 squirt tank 
  1 
  Salgel 
  5 
  1,300 
  Flamethrower 
  C 
  44/spec. 
  20 shot tank 
  ½ 
  Asbestos 
  5 
  1,500 
   
   
   
  Grenade Weapon 
  Maximum  
  Damage 
   
  ROF 
  Effective  
  Defenses 
  Blast 
  Radius 
  Wgt 
  (kg) 
  Cost 
  (Cr) 
  Flash Grenade 
  surprise 
  1 
  special 
  3 
  - 
  10 
  Foam Grenade: 
   
   
   
   
   
   
     Acid  
  16/turn 
  1 
  Basegel 
  3 
  - 
  45 
     Chemical Defoliant 
  defoliates 
  1 
  - 
  3 
  - 
  40 
     Dye 
  marking 
  1 
  - 
  3 
  - 
  10 
     Extinguish 
  smother flame 
  1 
  - 
  3 
  - 
  10 
     Irritant 
  8/turn 
  1 
  special 
  3 
  - 
  25 
     Slick 
  slick surface 
  1 
  slow movement 
  3 
  - 
  20 
     Solid 
  entrapment 
  1 
  - 
  3 
  - 
  100 
     Rad-Blast 
  blocks radiation 
  1 
  special 
  3 
  - 
  30 
  Fragmentation Grenade 
  64 
  1 
  Inertia 
  3 
  - 
  20 
  Gas Grenade: 
   
   
   
   
   
   
     Doze 
  sleep 
  1 
  STA check 
  3 
  - 
  10 
     Dusk 
  dim light 
  1 
  IR, scanners 
  3 
  - 
  20 
     Nightfall 
  darkness 
  1 
  IR, scanners 
  3 
  - 
  25 
     Poison 
  S5/T10 
  1 
  STA check 
  3 
  - 
  30 
     Smoke 
  -1CS 
  1 
  IR 
  3 
  - 
  10 
  Incendiary Grenade 
  32+8(x3 turns) 
  1 
  Asbestos 
  3 
  - 
  20 
  Infra Grenade 
  sensor damage 
  1 
  - 
  3 
  - 
  20 
  Sonic Grenade: 
   
   
   
   
   
   
     Polyhedron 
  56 
  1 
  Sonic 
  3 
  - 
  25 
     Boomer 
  80 
  1 
  Sonic 
  5 
  - 
  75 
     Marble 
  16 
  1 
  Sonic 
  1 
  - 
  8 
  Tangler Grenade 
  entanglement 
  1 
  - 
  3 
  - 
  25 
   
   
  
   
  4 
   
  Missile Weapon 
   
  Range 
  Maximum  
  Damage 
  Effective  
  Defenses 
   
  ROF 
  Wgt 
  (kg) 
  Cost 
  (Cr) 
  Missiles 
   
   
   
   
   
   
     Micromissile 
  E 
  52 
  inertia 
  1 
  1 
  25 
     Missile I 
  Fx1 
  1 Warhead 
  varies 
  varies 
  2 
  30 
     Missile II 
  Fx2 
  2 Warheads 
  varies 
  ½ 
  4 
  50 
     Missile III 
  Fx3 
  3 Warheads 
  varies 
  ½ 
  5 
  75 
  Missile Launchers 
   
   
   
   
   
   
     Missilier 
  varies 
  varies 
  varies 
  1-3 
  10 
  2,000 
     Popper 
  varies 
  varies 
  varies 
  1 
  15 
  5,000 
     MLTCs (per tube) 
  varies 
  varies 
  varies 
  1 
  2 
  1,200 
   
   
   
  Missile Warheads 
  Blast  
  Radius 
  Maximum  
  Damage 
  Effective  
  Defenses 
  Wgt  
  (kg) 
  Cost 
  (Cr) 
  Antimissile 
  none 
  none 
   
  2xMsl# 
  50xMsl# 
  Electrical Discharge 
  5xMsl# 
  Elect. Short 
  Insulation 
  3xMsl# 
  55xMsl# 
  Field Crusher 
  Target 
  66xMsl# 
  (only vs. fields) 
   
  2xMsl# 
  35xMsl# 
  Foam 
  6xMsl# 
  varies 
  varies 
  2xMsl# 
  30xMsl# 
  Gas 
  8xMsl# 
  varies 
  varies 
  2xMsl# 
  30xMsl# 
  Heat Seeking 
  none 
  none 
   
  2xMsl# 
  50xMsl# 
  High Explosive 
  7xMsl# 
  75xMsl# 
  Inertia 
  1xMsl# 
  40xMsl# 
  Sonic 
  6xMsl# 
  stun 
  Sonic, STA check 
  2xMsl# 
  35xMsl# 
  Standard Explosive 
  5xMsl# 
  68xMsl# 
  Inertia 
  1xMsl# 
  40xMsl# 
  Tangler 
  5xMsl# 
  Entrapment 
   
  2xMsl# 
  30xMsl# 
   
   
    
  Melee Weapon 
  Maximum  
  Damage 
  Column  
  Modifier 
  Effective  
  Defenses 
   
  Ammo 
  SEU 
  Use 
  Wgt 
  (kg) 
  Cost 
  (Cr) 
  Advanced Melee Weapons 
   
   
   
   
   
   
   
     Electric Sword 
  32/stun 
  +1 
  Gauss/A-S 
  20 SEU Clip 
  2/hit 
  1 
  150 
     Force Axe 
  48 
  +2 
  Inertia 
  20 SEU Clip 
  2/hit 
  2 
  450 
     Shock Gloves 
  16 
  -- 
  Gauss/A-S 
  Powerpack 
  2/hit 
  -- 
  50 
     Sonic Knife 
  24 
  +1 
  Sonic 
  20 SEU Clip 
  1/hit 
  1 
  50 
     Sonic Sword 
  40 
  +2 
  Sonic 
  20 SEU Clip 
  2/hit 
  1 
  300 
     Spray Hypo 
  special 
  -2 
  STA check 
  -- 
  -- 
  1 
  10 
     Stunstick 
  24/stun 
  +1 
  Gauss/A-S 
  20 SEU Clip 
  2/hit 
  1 
  75 
     Vibroknife 
  20 
  +1 
  Inertia 
  20 SEU Clip 
  1/hit 
  1 
  25 
  Primitive Melee and Thrown 
   
   
   
   
   
   
   
     Axe 
  16 
  +1 
  Inertia 
   
  -- 
  1 
  15 
     Bottle / Mug 
  4 
  -1 
  Inertia 
   
  -- 
  1 
  -- 
     Bow 
  9 
  Range C 
  Inertia 
  1 arrow 
  -- 
  1 
  50 
     Brass Knuckles 
  6 
  -- 
  Inertia 
   
  -- 
  -- 
  10 
     Chain / Whip 
  7 
  -1 
  Inertia 
   
  -- 
  2 
  20 
     Chair 
  5 
  -2 
  Inertia 
   
  -- 
  2 
  -- 
     Club, small 
  5 
  -- 
  Inertia 
   
  -- 
  -- 
  10 
     Javelin 
  14 
  Range B 
  Inertia 
   
  -- 
  2 
  -- 
     Knife 
  10 
  +1 
  Inertia 
   
  -- 
  -- 
  -- 
     Nightstick 
  12 
  +1 
  Inertia 
   
  -- 
  1 
  20 
     Pistol Butt 
  8 
  -- 
  Inertia 
   
  -- 
  -- 
  -- 
     Polearm 
  26 
  -2 
  Inertia 
   
  -- 
  4 
  40 
     Rifle Butt 
  18 
  -1 
  Inertia 
   
  -- 
  -- 
  15 
     Spear 
  14 
  +2 
  Inertia 
   
  -- 
  2 
  -- 
     Sword, small 
  13 
  +1 
  Inertia 
   
  -- 
  1 
  -- 
     Sword, medium 
  20 
  +2 
  Inertia 
   
  -- 
  2 
  30 
     Sword, large 
  28 
  +2 
  Inertia 
   
  -- 
  3 
  45 
   
   
  
   
  5 
   
    
  Ammunition 
  Energy or  
  # of Rounds 
  Wgt  
  (kg) 
  Cost 
  (Cr) 
  Beam Weapon Ammunition  
   
   
     SEU Microdisc 
  V 
  -- 
  10 
     Minipowerclip 
  10 SEU 
  -- 
  50 
     Power Helmetpack 
  50 SEU 
  -- 
  250 
  Gyrojet Ammunition 
   
   
   
     Maxijetclip 
  15 rounds 
  -- 
  15 
  Projectile Weapon Ammunition 
   
     Maxibulletclip 
  30 bullets 
  -- 
  3 
     Maxineedleclip 
  15 shots 
  -- 
  15 
   
   
  Weapon Attachments 
  Wgt  
  (kg) 
  Cost  
  (Cr) 
  Attachable Stock 
  0.5 
  15 
  Bandolier Sling 
  0.5 
  1 
  Flash Muzzle-P 
  -- 
  3 
  Flash Muzzle-R 
  -- 
  5 
  Grenade Launcher Attachment 
  3 
  700 
  Holster, Pistol 
  -- 
  5 
  Holster, Rifle 
  1.5 
  10 
  Holster, Spring 
  2 
  75 
  Knife Mount 
  -- 
  2 
  Muzzle Extender 
  0.5 
  50 
  Recognition Grip 
  0.5 
  230 
  Scopes (See Optics) 
   
   
  Silencer, Pistol 
  -- 
  40 
  Silencer, Rifle 
  1.5 
  80 
  Slide Mount 
  9 
  50 
  Swing Arm 
  5 
  280 
   
   
  Optical Devices 
  Wgt  
  (kg) 
  Cost  
  (Cr) 
  Goggles 
   
   
     Electromag 
  -- 
  250 
     Infrared 
  -- 
  300 
     IR High Res 
  0.5 
  350 
     Solar 
  -- 
  100 
     Starlight 
  0.5 
  400 
     Ultraviolet 
  -- 
  200 
  Scopes 
   
   
     Magnify (multiply cost times Range) 
  1-3 
  100 
     Electromag 
  1 
  300 
     Infrared 
  1 
  350 
     IR High Res 
  1.5 
  400 
     Solar 
  1 
  150 
     Starlight 
  1.5 
  450 
     Ultraviolet 
  1 
  250 
  Visor Optics 
   
   
     Electromag 
  1 
  275 
     Infrared 
  1 
  300 
     IR High Res 
  1.5 
  375 
     Solar 
  1 
  125 
     Starlight 
  1.5 
  425 
     Ultraviolet 
  1 
  225 
  Miscellaneous Optics 
   
   
     Holo-Projector 
  5 
  1,000 
     Blank Disc 
  -- 
  50 
     Recorded Disc 
  -- 
  100 
     Floodlight 
  5 
  250 
     Infrared Lens 
  1.5 
  30 
     Omnoculars 
  2.5 
  600 
     Powerlight 
  1.5 
  75 
   
    
  Explosives 
  Wgt  
  (kg) 
  Cost  
  (Cr) 
  Explosives 
   
   
     Tornadium D-20 
  1 
  100 
     Plastid 
  1 
  500 
  Detonators 
   
   
     Acid 
  -- 
  10 
     Chemical 
  -- 
  15 
     Counter 
  -- 
  10 
     Light 
  -- 
  15 
     Pressure 
  -- 
  10 
     Radio Beam 
  -- 
  10 
     Variable Timer 
  -- 
  5 
  Warheads 
  (cost and wgt times Missile Type) 
     Anti-Missile 
  1 
  100 
     Electrical Dis. 
  1 
  150 
     Field Crusher 
  1 
  150 
     Foam 
  1 
  100 
     Gas 
  1 
  100 
     Scanner 
   
   
        EM 
  1 
  150 
        Infrared 
  1 
  150 
        Motion 
  1 
  200 
        Radar 
  1 
  250 
        Radioactive 
  1 
  100 
        Shape 
  1 
  250 
        Sonar 
  1 
  125 
        Ultraviolet 
  1 
  150 
     Sonic 
  1 
  175 
     Standard Explosive 
  1 
  175 
     Tangler 
  1 
  150 
  Grenades 
   
   
     Dusk 
  -- 
  20 
     Flash 
  -- 
  10 
     Foam: 
   
   
        Acid 
  -- 
  45 
        Chemical Defoliant 
  -- 
  40 
        Dye 
  -- 
  10 
        Extinguish 
  -- 
  10 
        Irritant 
  -- 
  25 
        Slick 
  -- 
  20 
        Solid 
  -- 
  100 
        Rad-Blast 
  -- 
  30 
     Infra 
  -- 
  20 
     Nightfall 
  -- 
  20 
     Sonic: 
   
   
        Marble 
  -- 
  8 
        Polyhedron 
  -- 
  25 
        Boomer 
  -- 
  75 
   
   
  Defenses 
  Defends  
  Against 
    
  Notes 
  Wgt  
  (kg) 
  Cost 
  (Cr) 
  Power Screens 
   
   
   
   
     Simp Screen 
  Rafflurs 
  1 SEU/6pts 
  2 
  2,000 
     Light Shift Screens 
   
   
   
        Type I 
  Lasers 
  prot. varies 
  2 
  3,000 
        Type II 
  Lasers 
  prot. varies 
  2 
  2,000 
        Type III 
  Lasers 
  prot. varies 
  2 
  3,000 
  Defensive Suits 
   
   
   
   
     Synthvelope 
  Rafflurs 
  100 pts max 3 
  500 
     Full Maser Mesh 
  Masers 
  neg. dmg 
  10 
  500 
     Part. Maser Mesh 
  Masers 
  ½ damage 
  5 
  350 
     Dead Suit 
  IR 
  - 
  1 
  400 
     Grid Suit 
  varies 
  100pts PGS 
  2 
  1,000 
  Helmets 
   
   
   
   
     Basic Helmet 
  - 
  varies 
  2 
  75 
     Sonic Protection 
  Sonics 
  varies 
  2 
  300 
   
   
  
   
  6 
     
  Computers 
  Wgt  
  (kg) 
  Cost 
  (Cr) 
  Mainframe Proper 
   
   
     Level 1 
  10 
  2,000 
     Level 2 
  30 
  10,000 
     Level 3 
  60 
  40,000 
     Level 4 
  100 
  120,000 
     Level 5 
  160 
  250,000 
     Level 6 
  240 
  400,000 
  Maxiprog (regardless of function) 
   
   
     Level 1 
  3 
  200 
     Level 2 
  3 
  1,000 
     Level 3 
  3 
  4,000 
     Level 4 
  3 
  12,000 
     Level 5 
  3 
  25,000 
     Level 6 
  3 
  40,000 
     Strongbox (per layer) 
  50 
  250 
  Specialized Computers 
   
   
     File Computer 
  1 
  120 
     Lock Compick 
  3 
  4,000 
  Computer Access Computer (CAC) 
   
   
     Basic Computer 
  2.5 
  2,000 
     Optional Abilities 
   
   
        Access & Operate 
  -- 
  250 
        Bypass Security 
  -- 
  200 
        Defeat Security 
  -- 
  250 
        Display Information 
  -- 
  50 
        Interface 
  -- 
  75 
        Program Manipulation 
  -- 
  100 
        Program Writing 
  -- 
  200 
        Program Bodycomp 
  -- 
  250 
  Computer Access Scanner (CAS) 
   
   
     Atmospheric CAS 
  2 
  200 
     Chemical CAS 
  2 
  150 
     Demolition CAS 
  2 
  300 
     Electro CAS 
  2 
  250 
     Fauna CAS 
  2 
  200 
     Flora CAS 
  2 
  200 
     Geological CAS 
  2 
  200 
     Magnetic CAS 
  2 
  150 
     Mechanical CAS 
  2 
  750 
     Medic CAS 
  2 
  800 
     Robo CAS 
  2 
  600 
     Duo CAS 
  3 
  +20% 
  Bodycomps 
   
   
     Bodycomp Belt 
  2 
  +1,000 
     Powerpacks 
   
   
        Sixpack 
  1 
  200 
        Tenpack 
  1 
  300 
        Fullpack 
  1 
  400 
        Kingpack 
  1 
  500 
   
  Type A Progits 
   
  Audio-Act  
  300  
  Calc-All  
  600  
  CAS-Interface  
  100  
  Chrono-Calk  
  100  
  Comp-Talk  
  400  
  Dis-Viz  
  150  
  Helm-Link  
  100  
  Help-Beam  
  250  
  Help-Call  
  150  
  Map-Calc  
  200  
  Trans-Comp I  
  700  
  Audio-Act (VC)  
  325  
  Comp-Talk (VC)  
  425  
  Dis-Viz (VC)  
  150  
  Fuel-Scan (VC)  
  400  
  Help-Beam (VC)  
  250  
  Help-Call (VC)  
  150  
  Help-Drive (VC)  
  350  
  Skid-Hold (VC)  
  300  
  Turn-Quick (VC)  
  550  
  War-Bump (VC)  
  440  
  Type B Progits 
   
  Bio-Center  
  1,500  
  Body-Scan  
  1,100  
  Brain-Scan  
  1,000  
  Comm-Link  
  1,200  
  Med-Inject  
  900  
  Prog-Lock  
  850  
  Prog-Switch  
  800  
  Robo-Link  
  1,300  
  Trans-Comp II  
  1,400  
  Comm-Link (VC)  
  1,300  
  Dis-Map (VC)  
  500  
  Holo-Map (VC)  
  700  
  Para-Scan (VC)  
  500  
  Plot-Map (VC)  
  600  
  Prog-Lock (VC)  
  900  
  Prog-Switch (VC)  
  850  
  Vehicle-Scan (VC)  
  1,050  
  Type C Progits 
   
  Ani-Link  
  2,000  
  Brain-Link  
  3,000  
  Comp-Sight I  
  2,000  
  Comp-Sight II  
  2,200  
  Comp-Sight III  
  2,400  
  Death-Wish  
  1,200  
  Enviro-Comp  
  1,350  
  Fast-Scan  
  1,300  
  Hear-All  
  1,600  
  Natur-Act  
  1,750  
  Prog-Motors  
  1,100  
  Stop-Hear  
  2,100  
  Truth-Tell  
  1,500  
  Crash-Wish (VC)  
  1,250  
  Vehicle-Sight (VC) 
  2,000  
  Type D Progits 
   
  Beam-Boost  
  2,900  
  Calc-Boost  
  2,800  
  Comp-Link  
  4,500  
  Comp-Sight IV  
  3,500  
  Master-Comp  
  5,000  
  Mind-Drive  
  4,000  
  Mind-Mount  
  3,250  
  Mind-Teach 
   
     Language  
  1,000-7,000  
     History  
  1,000-3,000  
     Skill 
  1,000+  
  Master-Comp (VC)  
  5,250  
  Mind-Drive (VC)  
  4,250  
  Mind-Mount (VC)  
  3,500  
   
   
  
   
  7 
   
    
  Security Devices 
  Wgt  
  (kg) 
  Cost 
  (Cr) 
  Mechanical Locks 
   
   
     Level 0 
  -- 
  1-5 
     Level 1 
  -- 
  6-10 
     Level 2 
  1 
  11-20 
     Level 3    
  2.5 
  21-50 
     Level 4 
  5 
  51-100 
     Level 5 
  v 
  101+ 
  Card Locks 
   
   
     Grey 
  15 
  75 
     Blue 
  15 
  125 
     Green 
  15 
  200 
     White 
  15 
  400 
     Silver 
  15 
  800 
     Red 
  15 
  1,500 
     Black 
  15 
  3,000 
     Gold 
  15 
  6,000 
  Baton Locks 
   
   
     Level 5 
  30 
  5,000 
     Level 6 
  30 
  7,500 
     Level 7 
  30 
  10,000 
     Level 8 
  30 
  15,000 
     Level 9 
  30 
  25,000 
     Level 10 
  30 
  40,000 
  Personalized Locks 
   
   
     Voice Recognition 
   
   
        Level 5 
  15 
  6,000 
        Level 6 
  15 
  9,000 
     Hand Prints 
   
   
        Level 6 
  25 
  10,000 
     Retina Scan 
   
   
        Level 7 
  25 
  12,500 
        Level 8 
  25 
  16,000 
     Brain Scan 
   
   
        Level 9 
  25 
  30,000 
     Full Body Scan 
   
   
        Level 10 
  Room 50,000 
     
  Scanners 
  Wgt  
  (kg) 
  Cost 
  (Cr) 
  Type (multiply cost by Size Type) 
   
   
     Beam 
  by size 
  200 
     Electromag 
  by size 
  300 
     Infrared 
  by size 
  300 
     Intense Light 
  by size 
  200 
     Motion 
  by size 
  400 
     Odor 
  by size 
  200 
     Parabolic 
  by size 
  350 
     Radar 
  by size 
  500 
     Radioactivity 
  by size 
  150 
     Seismic 
  by size 
  150 
     Shape 
  by size 
  500 
     Sonar 
  by size 
  250 
     Ultraviolet 
  by size 
  300 
     Visual 
  by size 
  275 
     VS Zoom Lens 
  by size 
  100 
     Direct. Micro 
  by size 
  40 
  Size Types  
  (range) 
   
   
     Type A  
  (1-10 meters) 
  -- 
   
     Type B  
  (10-50 meters) 
  1 
   
     Type C  
  (51-150 meters) 
  40 
   
     Type D  
  (151-400 meters) 
  80 
   
     Type E  
  (401m-1km) 
  1,000 
   
     Type F  
  (1km-5km) 
  2,000 
   
     Type G  
  (5km+) 
  v 
   
   
    
  Survival Gear 
  Wgt  
  (kg) 
  Cost 
  (Cr) 
     Emergency Beeper 
  -- 
  25 
     Emergency Receiver 
  1 
  25 
     Food Purifier 
  20 
  650 
     Grappling Gun 
  5 
  200 
        Extra Grapple 
  3 
  25 
        Extra Exp. Head 
  -- 
  15 
     100m Microline 
  1 
  5 
     Hot Rations Pack 
  -- 
  2 
     Life Bubble 
  20 
  175 
     Water D/Purifier 
  1 
  150 
        Extra Filter 
  -- 
  15 
  Shelters 
   
   
     Crete Sprayer 
  5 
  150 
     Tank of Crete 
  1 
  40 
     Infla-tent 
  30 
  200 
     Air Canister 
  3 
  5 
     Coolant Canister 
  3 
  20 
     Insulation Canister 
  3 
  20 
  Apparel 
   
   
     Explorer Boots 
  8 
  35 
     Explorer Vest 
  3 
  15 
     Plasti-Poncho 
  3 
  30 
     Suc-Set 
  10 
  70 
  Miscellaneous Items 
   
   
     Cloning Process 
   
   
        Body-gene box 
  20 
  5,000 
        Sample Taken 
  -- 
  5,000 
        Storage Per Year 
  -- 
  10,000 
        Clone Grown 
  -- 
  75,000 
     Body-jump Box 
  5 
  20,000 
     Medical Tablets 
   
   
        Aller-Tab 
  -- 
  2 
        Dehy-Tab 
  -- 
  1 
        Fungi-Tab 
  -- 
  3 
     Neutrad 
  -- 
  10 
     Salgel 
  1 
  30 
     Sporekill 
  -- 
  20 
   
    
  Vehicles 
  Top/Cruise  
  Speed 
  Passen- 
  gers 
  Cargo  
  Limit 
  Cost 
  (Cr) 
  Flit  
  Board 
  200kph/ 
  100kph 
  Pilot only 10kg,  
  1m3 
  15,000 
  Floater  
  Disk 
  20kph/ 
  10kph 
  Pilot only n/a 
  3,000 
  Air  
  Transport 
  750kph/ 
  250kph 
  3 or 12 
  10,000kg,  
  40 m3 
  120,000 
   
    
  Vehicle Accessories 
  Material 
  Weight 
  Material 
  Cost 
  Installation 
  Cost 
  Performance Improvement Devices 
     Air Brakes 
  15% 
  20% 
  10% 
     Auto-Extinguisher 
  10% 
  15% 
  5% 
     Gyrostabilizer 
  20% 
  10% 
  15% 
     Rocket Booster 
  10% 
  25% 
  10% 
     Extra Charges 
  2% 
  -- 
  1% 
  Armor 
   
   
   
     Per Layer 
  5% 
  5% 
  3% 
  Vehicle Weapons Mounts 
   
     Fixed Mount 
  2% 
  1% 
  1% 
     Swivel Mount 
  2% 
  2% 
  2% 
   
   
  
   
  8 
  
   
  9 
   
  
   
  10 
   Star (Class) & Planet 
  PR 
  Pop 
  TR 
  Grav 
  Day 
  Sat 
  Moons 
  Uses 
   UPF WORLDS 
   
   
   
   
   
   
   
   
  Araks (G4): 
   
     Hentz 
   
  Y 
   
  Hvy 
   
  I 
   
  0.7 
   
  25 
   
  FSS,DS,TS 
   
  None 
    
  Athor (K2) 
     Yast 
   
  Y 
   
  Mod 
   
  A 
   
  1.0 
   
  15 
   
  None 
   
  Exib 
  Ime 
   
  A 
  None 
  Cassidine (G8) 
     Rupert's Hole 
     Triad 
   
  H 
  * 
   
  Mod 
  Hvy 
   
  IA 
  IT 
   
  0.9 
  1.1 
   
  20 
  30 
   
  ASS,TS 
  ASS,DS 
   
  None 
  Evergleem 
   
   
  C 
  Devco (F9) 
     Cass 
   
  Co 
   
  Lt 
   
  R 
   
  1.6 
   
  12 
   
  None 
   
  None 
    
  Dixon's Star (G0) 
     Laco 
   
  H 
   
  Mod 
   
  I 
   
  1.4 
   
  60 
   
  None 
   
  Saucer 
   
  None 
  Dramune (K1) 
     Inner Reach 
     Outer Reach 
    
   
  D 
  * 
    
   
  Mod  
  Mod  
    
   
  AI  
  IR  
    
   
  0.8  
  1.0  
    
   
  20  
  35  
    
   
  ASS,TS  
  ASS,RRS  
    
   
  Pell  
  Kard  
  Tars  
  Etric  
  Tolk 
   
  A  
  R  
  R  
  None  
  None 
  Fromeltar (G5) 
     Groth 
     Terledrom 
   
    
   
  D  
  D/V  
    
   
  Lt  
  Hvy  
    
   
  A  
  I  
    
   
  1.2  
  1.0  
    
   
  45  
  60  
    
   
  ASS  
  ASS  
    
   
  None  
  Wikk  
  Leen  
  Masg 
   
   
  C  
  I  
  None 
  Gruna Garu (G8) 
     Hargut 
   
  Y 
   
  Hvy 
   
  BR 
   
  1.1 
   
  20 
   
  ASS 
   
  Trefrom 
   
  C 
  K'aken-Kar (K8) 
     Ken'zah-Kit 
   
  V 
   
  Mod 
   
  A 
   
  0.9 
   
  25 
   
  FSS 
   
  None 
   
  Kizk'-Kar (G2) 
     Zik-Kit 
   
  V 
   
  Mod 
   
  IR 
   
  1.0 
   
  65 
   
  ASS,TS 
   
  None 
    
  K'tsa-Kar (K0) 
     Kawdl-Kit  
   
  V 
   
  Lt 
   
  E 
   
  0.7 
   
  30 
   
  ASS,RRS 
   
  None 
   
   
  Liberty (G1) 
     Snowball 
   
  Spec 
   
  Lt 
   
  E 
   
  0.9 
   
  32 
   
  Spec 
   
  Akhala 
   
  C 
  Lynchpin (K2) 
     Moonworld 
   
     
     
     
     
     
    
   
  H  
     
     
     
     
     
    
   
  Hvy  
     
     
     
     
     
    
   
  M  
     
     
     
     
     
    
   
  1.3  
     
     
     
     
     
    
   
  25  
     
     
     
     
     
    
   
  SF,DS  
     
     
     
     
     
    
   
  Pen  
  Ringold 
  Dillon 
  Hachiman 
  Ares 
  Huan-Ti 
  Huitz 
  Nuada 
  Enlil 
   
  C  
  R  
  B  
  M  
  M  
  M  
  M  
  M  
  M 
  Madderly's Star (G3) 
     Kdikit 
   
     
    
   
  H  
     
    
   
  Mod  
     
    
   
  IA  
     
    
   
  1.0  
     
    
   
  30  
     
    
   
  SF,DS,TS  
     
    
   
  Shang-Ti 
  Tsukiy 
  Zeus 
  Jupiter 
  Odin 
   
  I  
  None  
  None  
  B  
  None 
  Mechan (K7) 
     Mechano 
   
  Me 
   
  Hvy 
   
  IT 
   
  2.0 
   
  30 
   
  None(?) 
   
  None 
   
  New Streel (G2) 
     Corpco 
   
  Co 
   
  Lt 
   
  AT 
   
  1.0 
   
  35 
   
  None 
   
  None 
    
  Pan-Gal (G8) 
     Exodus 
     Genesis 
    
   
  Co  
  Co 
   
  Mod  
  Out 
   
  IT  
  E 
   
  1.3  
  0.8 
   
  20  
  25 
   
  None  
  None 
   
  None  
  Asperon  
  Belv 
   
   
  M  
  E 
  Prenglar (F9) 
     Gran Quivera 
     Morgaine's World 
    
   
  *  
  H  
    
   
  Hvy  
  Mod  
    
   
  BI  
  BIA  
    
   
  1.0  
  1.5  
    
   
  15  
  40  
    
   
  FSS  
  SF,DS  
  RSS,TS  
    
   
  None  
  Grey  
  Gold  
  White  
  Black 
   
   
  R  
  None  
  M  
  None 
   
  
   
  11 
   
   Star (Class) & Planet 
  PR 
  Pop 
  TR 
  Grav 
  Day 
  Sat 
  Moons 
  Uses 
  Rhianna (G6) 
     Alcazzar 
   
  Co 
   
  Lt 
   
  R 
   
  0.8 
   
  V 
   
  None 
   
  A 1-7 
   
  ? 
  Scree Fron (K7) 
     Hakosoar 
     Histran 
   
  Y  
  Y 
   
  Mod  
  Out 
   
  AI  
  E 
   
  0.9  
  0.6 
   
  50  
  25 
   
  None  
  None 
   
  Inti  
  Infi  
  A-G 
   
  E  
  R  
  None 
  Solar Major (F3) 
     Ringar 
   
  V 
   
  Mod 
   
  B 
   
  1.5 
   
  40 
   
  None 
   
  None 
   
  Solar Minor (F8) 
     Circe 
     Kir'-Kut 
   
  H/V  
  H/V 
   
  Lt  
  Lt 
   
  A  
  I 
   
  1.0  
  1.2 
   
  20  
  18 
   
  RRS,ASS  
  TS 
   
  Ulysseus  
  None 
   
  M 
  Sundown (K9) 
     Starmist 
   
  * 
   
  Out 
   
  E 
   
  1.0 
   
  25 
   
  None 
   
  None 
   
  Theseus (G1) 
     Minotaur 
   
  H 
   
  Hvy 
   
  BI 
   
  1.2 
   
  15 
   
  FSS 
   
  None 
    
  Timeon (G5) 
     Lossend 
   
  H 
   
  Lt 
   
  AI 
   
  0.7 
   
  70 
   
  ASS 
   
  None 
   
  Tristkar (K0) 
     Kraatar 
     
   
  V/H  
    
   
  Lt  
    
   
  AIT  
    
   
  0.6  
    
   
  18  
    
   
  None  
    
   
  Tivalla  
  Setarz 
   
  None  
  None 
  Truane's Star (G7) 
     New Pale 
     Pale 
     
     
   
  H  
  *  
     
    
   
  Lt  
  Hvy  
     
    
   
  A  
  IR  
     
    
   
  1.4  
  0.9  
     
    
   
  20  
  50  
     
    
   
  ASS  
  SF,DS,TS  
     
    
   
  None  
  Dan  
  Joe  
  Sven 
   
   
  C  
  M  
  None 
  Waller Nexus (G0) 
     Mahg Mar 
   
  * 
   
  Out 
   
  E 
   
  0.9 
   
  24 
   
  None 
   
  None 
    
  White Light (F7) 
     Golloywog 
   
  H 
   
  Hvy 
   
  R 
   
  1.0 
   
  50 
   
  SF,DS 
   
  None 
   
  Zebulon (G2) 
     Anker 
     Volturnus 
     
   
  *  
  *  
    
   
  Mod  
  Lt  
    
   
  E  
  BI  
    
   
  0.9  
  1.0  
    
   
  20  
  24  
    
   
  RRS  
  ASS  
    
   
  Plato  
  Leo  
  Lulu 
   
  None  
  None  
  None 
  RIM PLANETS 
   
   
   
   
   
   
   
   
  Capella (G6) 
     Faire 
     Homeworld  
     
     Ifshna 
   
  If  
  If  
     
  If 
   
  Mod  
  Mod  
   
  Mod 
   
  B  
  A  
     
  BT 
   
  0.7  
  1.5  
     
  0.6 
   
  45  
  15  
     
  22 
   
  DS  
  TS  
     
  RRS 
   
  Astraa 
  Flaund 
  Bigoo 
  Haasan 
  Kleevor 
  None 
   
  A  
  None  
  I  
  None  
  M  
    
  Cryxia (K5) 
     Pi'Ka'Nair 
     T'zaan 
   
  *  
  * 
   
  Hvy  
  Mod 
   
  A  
  A 
   
  0.5  
  1.0 
   
  12  
  20 
   
  None  
  TS 
   
  Bu'd  
  None 
   
  None  
    
  Fochrik (F9) 
     Forge 
     Hum 
     
     Larg 
   
  Hu  
  Hu  
     
  Hu 
   
  Hvy  
  Hvy  
     
  Mod 
   
  I  
  R  
     
  RI 
   
  0.8  
  0.9  
     
  1.1 
   
  40  
  30  
     
  35 
   
  None  
  TS  
     
  None 
   
  Anvil 
  Kran 
  Glak 
   
  Clud  
  None 
   
  M  
  C  
  M  
   
  None  
    
  Kazak (G1) 
     Stenmar 
     
     
     
   
  *  
     
     
    
   
  Mod  
     
     
    
   
  RA  
     
     
    
   
  1.0  
     
     
    
   
  25  
     
     
    
   
  DS,RRS  
     
     
    
   
  Brount  
  Bernt  
  Bilf  
  Brumt 
   
  M  
  M  
  None  
  M 
  Klaeok (G8) 
     Point Go 
   
  * 
   
  Lt 
   
  R 
   
  1.6 
   
  90 
   
  DS,TS 
   
  None 
   
  Osak (G4) 
     Fhloid 
     Osaka 
     
     
     Piscatien  
     Reanee 
     Wonma 
     
   
  O  
  O  
     
     
  O/If  
  *  
  *  
    
   
  Out  
  Hvy  
     
     
  Out  
  Mod  
  Lt  
    
   
  M  
  I  
     
     
  E  
  B  
  AT  
    
   
  0.8  
  1.1  
     
     
  1.0  
  1.0  
  1.2  
    
   
  20  
  25  
     
     
  35  
  20  
  30  
    
   
  None  
  FSS,DS  
     
     
  None  
  None  
  ASS  
    
   
  None  
  Obladee  
  Ontair  
  Octon  
  Onmar  
  None  
  None  
  Weskin  
  Weot 
   
   
  C  
  R  
  B  
  None  
     
  E  
  None 
    
   
  
   
  12 
  Main Combat Sequence 
  1. Check to see if any character is surprised.  
  2. Roll for initiative. (Throughout the combat rules, the 
  side with initiative is called side A and the side without 
  initiative is called side B.)  
  3. Announce what each character will do. Side B declares 
  first.  
  4. Side B moves. Characters on side A may shoot at 
  opponents moving through their field of fire.  
  5. Side A moves. Characters on side B who did not move 
  may shoot at opponents moving through their field of 
  fire.  
  6. Side A resolves any wrestling attempts, remaining 
  weapon fire, weapon tosses, and melee. Wrestling 
  attempts are resolved before other types of combat.  
  7. Side B resolves any wrestling attempts, remaining 
  weapon fire, weapon tosses, and melee. Wrestling 
  attempts are resolved before other types of combat. 
   
  Ranged Weapon Combat Procedure 
  1. The attacking character's skill level with the weapon 
  establishes the base column on the Resolution Table. If 
  the character has no applicable weapon skill, his base 
  column is Level /0.  
  2. Apply all appropriate combat modifiers, Dexterity 
  modifiers, and shift columns for the left and/of right. 
  The final result is the strike column.  
  3. Roll percentile dice and locate the final result on the 
  Resolution Table. If the result is in a white area, the 
  attack fails; if in a colored area, the attack succeeds.  
  4. If the attack is successful, the amount of damage 
  delivered to the target is determined using the colored 
  result areas. The effect or armor or screens is then 
  considered.  
   
  Ranged Combat Condition 
  Column Shift 
  Range 
   
  Short Range 
  0 
  Medium Range 
  -1CS 
  Long Range 
  -2CS 
  Movement 
   
  Target or Attacker moving slowly 
  -1CS each 
  Target or Attacker moving quickly 
  -2CS each 
  Advantage 
   
  Attacker Advantaged 
  +1CS 
  Attacker Disadvantaged 
  -1CS 
  Size 
   
  Target smaller than man-size 
  -1CS 
  Target man-sized 
  0 
  Target larger than man-size 
  +1CS 
  Target huge (5+meters) 
  +2CS 
  Other 
   
  Taking Careful Aim 
  +2CS 
  Using the Wrong Hand 
  -1CS 
  Using Two Weapons 
  -1CS each 
   
   
  Weapon Type 
  Short 
  Medium 
  Long 
  A Small Defensive Devices 
  0-5 
  6-15 
  16-30 
  B Pistols 
  0-20 
  21-60 
  61-125 
  C Long Pistols, Rifles, Bows 
  0-30 
  31-80 
  81-200 
  D Long Rifles 
  0-40 
  41-100 
  101-300 
  E Long Range Weapons 
  10-100 101-500 
  501-1km 
  F Base Missile Multiplier 
  20-250 250-1km 1km-3km 
   
   Area Effect Weapons Combat Procedure  
  1. The attacking character's skill level with the weapon 
  establishes the base column on the Resolution Table. 
  Unskilled, the base column is /0.  
  2. Apply all appropriate combat modifiers, Dexterity 
  modifiers, and shift columns to the left and/or right. 
  The final result is the strike column.  
  3. Roll percentile dice and locate the final result on the 
  Resolution Table. If the result is in the White area, the 
  attack fails, but the attacker rolls 1d10 and consults the 
  Area Effect Weapon Miss Diagram to determine where 
  the weapon landed. The referee then determines if 
  anyone or anything was damaged in the area.  
  4. If the result is in the Yellow, Green, or Blue areas, it 
  means that the target received the indicated amount of 
  damage but the weapon actually landed and exploded 
  off-target. The attacker rolls 1d10 and consults the 
  Area Effect Weapon Miss Diagram to determine where 
  the weapon landed. The referee then decides whether 
  anyone or anything else was damaged in the explosion. 
  If the result is in the Cobalt area, it means that the 
  target was the center of the explosion to determine 
  whether anyone or anything else was damaged in the 
  explosion. The effect of armor or screens is then 
  considered. 
   
  Area 
  Area Effect Weapon Results 
  White 
  No Effect 
  Yellow 
  Stunned for 1 turn 
  Green 
  Stunned for 1d10 turns 
  Blue 
  1/10th the maximum damage and stunned for 
  1d10 turns 
  Cobalt 
  1/4 the maximum damage of the blast plus 
  stunned for 1d10 turns 
   
  Melee Procedure 
  1. The attacking character establishes his base column on 
  the Resolution Table, using either the /0 column or, if 
  he has an appropriate hand-to-hand combat skill, using 
  that skill level. 
  2. Apply all appropriate combat and Dexterity modifiers 
  and shift columns to the left and/or the right. The final 
  result is the strike column. 
  3. Roll percentile dice and locate the final result on the 
  Resolution Table. If the result is in the White area, the 
  attack fails; if in a colored area, the attack succeeds. 
  4. If the attack is successful, the amount of damage 
  caused to the opponent is announced, using the colored 
  result areas to determine the portion of damage 
  inflicted. The effect of armor or screens is then 
  considered. 
   
  Animal  
  Attack Score 
  Level  
  Equivalency 
  01-10 
  0 
  11-20 
  /0 
  21-30 
  +1 
  31-40 
  +2 
  41-55 
  +3 
  56-70 
  +4 
  71-80 
  +5 
  81-90 
  +6 
  91-94 
  +7 
  95-100 
  +8 
   
   
  
   
  13 
   
   
  Structure 
  Damage Capacity 
  Heavy Door 
  25+d10 
  Interior Wall 
  25+d10 
  Fortified Door 
  50+2d10 
  Exterior Wall 
  50+2d10 
  Light Vehicle 
  50+2d10 
  Safe 
  100+d100 
  Fortified Wall 
  100+d100 
  Heavy Vehicle 
  100+d100 
  Vault 
  200+2d100 
  Starship Hull 
  200+2d100 
  Armored Vehicle 
  200+2d100 
   
  Weapon 
  Structural Damage 
  Laser 
  5 points per SEU 
  Rafflur 
  ¼ max damage 
  Maser 
  no damage 
  Bolt 
  ½ max damage 
  Needler 
  no damage 
  Auto-Weapon 
  5 points per shot 
  Gyrojet 
  10 points per shot 
  Micromissile 
  14 points per shot 
  Fragmentation Grenade 
  15 points 
  High Explosive Warhead 
  50xMSL# 
  Standard Explosive Warhead 
  45xMSL# 
  Force Axe 
  12 points 
  Vibroknife 
  4 points 
  Javelin or Spear 
  3 points 
  Knife 
  1 point 
  Sword 
  4 points 
   
  Dexterity 
  Score 
  Dexterity  
  Modifier 
  01-30 
  -2CS 
  31-40 
  -1CS 
  41-55 
  +0CS 
  56-70 
  +1CS 
  71-100 
  +2CS 
   
   
  2,3 4 
  5 
   
  1 2,3 4 
   
  10 
  1 2,3 
  1 
  * 
  6 
   
  10 
  * 
  5 
   
  9 
  * 
  4 
  10 
  9 7,8 
   
  9 7,8 6 
   
  7,8 6 
  5 
   
   
  Direction of  
  Grenade Throw 
   
   
  Full 
  Damage 
  3/4 
  Damage 
  1/2 
  Damage 
  1/4 
  Damage 
  1,2 
  1 
  1 
  1 
  3 
  2 
  1 
  1 
  4,5 
  3 
  2 
  1 
  6 
  4 
  3 
  1 
  7 
  5 
  3 
  2 
  8,9 
  6 
  4 
  2 
  10 
  7 
  5 
  2 
  11 
  8 
  5 
  3 
  12,13 
  9 
  6 
  3 
  14 
  10 
  7 
  3 
  15 
  11 
  7 
  4 
  16,17 
  12 
  8 
  4 
  18 
  13 
  9 
  4 
  19 
  14 
  9 
  5 
  20,21 
  15 
  10 
  5 
  22 
  16 
  11 
  5 
  23 
  17 
  11 
  6 
  24,25 
  18 
  12 
  6 
  26 
  19 
  13 
  6 
  27 
  20 
  13 
  7 
  28,29 
  21 
  14 
  7 
  30 
  22 
  15 
  7 
  31 
  23 
  15 
  8 
  32,33 
  24 
  16 
  8 
  34 
  25 
  17 
  8 
  35 
  26 
  17 
  9 
  36,37 
  27 
  18 
  9 
  38 
  28 
  19 
  9 
  39 
  29 
  19 
  10 
  40,41 
  30 
  20 
  10 
  42 
  31 
  21 
  10 
  43 
  32 
  21 
  11 
  44,45 
  33 
  22 
  11 
  46 
  34 
  23 
  11 
  47 
  35 
  23 
  12 
  48,49 
  36 
  24 
  12 
  50 
  37 
  25 
  12 
  51 
  38 
  25 
  13 
  52,53 
  39 
  26 
  13 
  54 
  40 
  27 
  13 
  55 
  41 
  27 
  14 
  56,57 
  42 
  28 
  14 
  58 
  43 
  29 
  14 
  59 
  44 
  29 
  15 
  60,61 
  45 
  30 
  15 
  62 
  46 
  31 
  15 
  63 
  47 
  31 
  16 
  64,65 
  48 
  32 
  16 
  66 
  49 
  33 
  16 
  67 
  50 
  33 
  17 
  68,69 
  51 
  34 
  17 
  70 
  52 
  35 
  17 
  71 
  53 
  35 
  18 
  72,73 
  54 
  36 
  18 
  74 
  55 
  37 
  18 
  75 
  56 
  37 
  19 
  76,77 
  57 
  38 
  19 
  78 
  58 
  39 
  19 
  79 
  59 
  39 
  20 
  80,81 
  60 
  40 
  20 
  82 
  61 
  41 
  20 
  83 
  62 
  41 
  21 
  84,85 
  63 
  42 
  21 
  86 
  64 
  43 
  21 
  87 
  65 
  43 
  22 
  88,89 
  66 
  44 
  22 
  90 
  67 
  45 
  22 
  91 
  68 
  45 
  23 
  92,93 
  69 
  46 
  23 
  94 
  70 
  47 
  23 
  95 
  71 
  47 
  24 
  96-97 
  72 
  48 
  24 
  98 
  73 
  49 
  24 
  99 
  74 
  49 
  25 
  100 
  75 
  50 
  25 
   
  
   
  14 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  11 
  12 
  13 
  14 
  15 
  17 
  19 
  21 
  23 
  25 
  27 
  29 
  31 
  33 
  36 
  39 
  42 
  17 
  18 
  19 
  20 
  22 
  24 
  26 
  29 
  32 
  35 
  38 
  41 
  45 
  49 
  53 
  57 
  62 
  67 
  25 
  26 
  27 
  29 
  31 
  33 
  35 
  38 
  41 
  45 
  49 
  53 
  58 
  63 
  69 
  75 
  82 
  89 
  97 
  Star Frontiers
  Star Frontiers
  Star Frontiers
  Star Frontiers    
  ACTION RESOLUTION TABLE 
  COBALT 
  BLUE 
  GREEN 
  YELLOW 
   -X 
  -5 
  -4 
  -3 
  -2 
  -1 
  0 
  /0 
  +1 
  +2 
  +3 
  +4 
  +5 
  +5 
  +7 
  +8 
  +9 
  +10 +X 
  SKILL Level    
   
   
   
   
  STR/ 
  STA 
  DEX/ 
  RS 
  INT/ 
  LOG 
  PER/ 
  LDR 
  PS 
  IM 
  Human 
  45/45 45/45 45/45 45/45 
  3 
  5 
  Dralasite 
  50/50 40/40 45/45 45/45 
  3 
  4 
  Vrusk 
  40/40 50/50 45/45 45/45 
  2 
  5 
  Yazirian 
  35/35 50/50 50/50 45/45 
  2 
  5 
  Sathar 
  40/40 40/40 45/45 45/65 
  2 
  4 
  Osakar 
  50/50 50/50 45/45 35/35 
  3 
  5 
  Ifshnit 
  40/40 45/45 50/50 35/35 
  2 
  5 
  Humma 
  55/55 45/45 45/45 35/35 
  3 
  5 
  Mechanon 65/55 55/55 25/55 25/25 
  4 
  6 
   
   
   
   
  Human 
  Dralasite 
  Vrusk 
  Yazirian 
  Osakar 
  Ifshnit 
  Humma 
  Dralasite 
  0 
  0 
  -10 
  -5 
  -15 +15 -10 
  Human 
  0 
  +10 +5 
  0 
  -5 
  +5 
  -10 
  Vrusk 
  -5 
  0 
  0 
  0 
  -5 
  +5 
  -5 
  Yazirian 
  -5 
  -10 
  0 
  0 
  -5 
  +10 
  0 
  Osakar 
  -5 
  -5 
  -5 
  -5 
  +10 
  0 
  0 
  Ifshnit 
  +5 
  0 
  0 
  +5 
  0 
  +15 
  -5 
  Humma 
  0 
  -10 
  -5 
  +5 
  +5 
  -5 
  +10 
  Sathar 
  -20 -30 -10 -30 -10 -40 -20 
  Mechanon -10 -15 
  -5 
  -20 
  -5 
  -10 
  -5 
   
  
SOURCE: textdata/thevault/Star Frontiers (osr)/3rd Party/SFAD - Zebulons Guide to the Frontier Quick Referene.pdf