TEXT:  
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
  STAR FRONTIERS, WIZARDS OF THE COAST, and the WIZARDS OF THE COAST logo are trademarks 
  belonging to Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used here without permission.
  © 2001 Wizards of the Coast. All Rights Reserved.  The free distribution of this revised edition of the out-
  of-print game system is not intended to detract income from Wizards of the Coast. 
   
   
   
   
  
  1. The Rules.................................................. 1 
   
  Preface ....................................................... 1 
   
  The Resolution System ................................. 2 
   
  Action Resolution Table................................. 3 
   
  Combat....................................................... 4 
   
  Ranged Weapon Procedure............................ 7 
   
  Area Effect Weapons Procedure.................... 10 
   
  Melee Weapons Procedure........................... 12 
   
  Weightless Combat..................................... 13 
   
  Fighting Animals and Robots........................ 14 
   
  2. Characters............................................ 15 
   
  Creating Characters.................................... 15 
   
  Professions................................................ 19 
   
  Occupational Standing ................................ 21 
   
  Humma..................................................... 22 
   
  Ifshnit....................................................... 23 
   
  Mechanon ................................................. 25 
   
  Osakar...................................................... 26 
   
  Skills ........................................................ 28 
   
  New Equipment.......................................... 54 
   
  3. The Frontier .......................................... 95 
   
  New Terminology ....................................... 96 
   
  Stars ........................................................ 97 
   
  Frontier Worlds .......................................... 98 
   
  Frontier Map.............................................100 
   
  Table of Frontier Worlds.............................101 
   
  Star Frontiers Timeline...............................103 
   
  Mega-Corporations ....................................106 
   
  Cadres and Cults.......................................113 
   
  4. Referee ..................................................115 
   
  Typical NPCs.............................................115 
   
  Reaction Modifier ......................................115 
   
  Mentalist Profession...................................115 
   
  Mentalist Combat ......................................117 
   
  The Disciplines..........................................118 
   
  Zebulon’s Guide to the Frontier 
  My gaming group never used this supplement.  Well, that’s 
  not entirely true. 
   
  The new races are a cool new addition to an already great 
  game.  The new frontier detail was incredibly valuable.  The 
  new gear was really cool after tiring of the old handful of 
  things to be found in the frontier.  The skill system in the old 
  Star Frontiers game is built around solid frameworks that 
  didn’t allow certain character concepts (“I want to be a 
  stealthy assassin type, but don’t give a hoot about analyzing 
  mineral samples!”), so the different skill list seemed like an 
  interesting idea. 
   
  But we didn’t like the modified game mechanic.  It was good, 
  as it stood, but not for our sacred Star Frontiers.  We liked 
  the way things worked already.  We had house-ruled a few 
  things, and made decisions about how to handle this or that.  
  For us to do all that over again didn’t wound like a very fun 
  idea. 
   
  Additionally, the new options, if implemented, made all the 
  other existing published data no longer compatible.  For 
  example, what about the character statistics found in all 
  supplements and adventure modules?  What skills to THEY 
  have? 
   
  So that is why I didn’t convert the original book to these rules 
  and stick with them throughout.  Since I liked the old rules, I 
  figured everyone did.  I was wrong. 
   
  It turns out that as I distributed this file to friends and they 
  distributed it to theirs... people started asking for Zebulon’s 
  Guide to the Frontier.  Who am I to argue with the masses?  
  I’ve seen Frankenstein too many times to ever want to anger 
  a mob. 
   
  So here it is, in its original glory, reformatted and organized 
  to make it more like today’s role-playing games.  As I worked 
  on this, I found that the new game mechanics are actually 
  very sound.  I like them.  Use them if you’d prefer these, but 
  just like the original Star Frontiers, I’ll only make rules and 
  supplements for public consumption that rely on the original 
  Star Frontiers game. 
   
   
  Enjoy, 
   
  Bill Logan 
  Bill_Logan@MyWay.com 
  Last Revision: 3.9.2007 
   
   
  Table of Contents 
  
   
  General Data 
  Name  
   
  Age  
   
    Walking 
  m/t 
  Race  
   
  Gender  
   
    Running 
  m/t 
    
   
  Height 
  m  
    Hourly 
  kph 
  Hair  
   
  Weight 
  kg  
    
  Eyes  
   
  Handedness  
   
  Experience  
  xp 
    
   
    
   
   
   
  Notes  
   
  Profession  
    
   
  Employer  
    
   
  Pay Day  
   
  pHYSICAL Data 
  STR / STA 
  / 
  DEX / RS 
  / 
  INT / LOG 
  / 
  PER / LDR 
  / 
   
  COMBAT Data 
  Initiative Modifier 
  + 
  Dexterity Modifier 
  + 
  Punching Score 
  + 
   
  Medical Data 
  Current Stamina 
   
  Weapon Data 
  Weapon 
  Damage 
  To Hit 
  Range 
  Notes  
  Ammo 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Defense Data 
  Suit: 
   
   
   
  Screen: 
   
   
   
   
  Racial Abilities 
   
  Equipment Data 
  Item 
  Wgt  
  Item 
  Wgt 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Wealth 
  Cr 
   
  Skill Data 
  Skill 
  Lvl 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  1 
   
   
  PREFACE  
  "Pssst! Psssssssstt!"  
   
  The Yazirian walking through the Minzii marketplace 
  slowed when he heard the hissing and glanced 
  around. He was a dangerous-looking type, possibly 
  one of the newly arrived mercenaries brought in to 
  settle a mega-corp dispute on the other side of 
  Bizarre. He located the source of the third "pssst" 
  and stooped down next to the stall selling Grothian 
  crystals.  
   
  Standing underneath the crystal-laden table was an 
  Ifshnit, black body hair carefully braided in the 
  manner of a roving Capellan merchant. His tiny 
  stature was emphasized by the gun case he was 
  leaning on; compared to his own diminutive height it 
  looked like a huge suitcase.  
   
  "Greeted well, simian warrior."  
   
  The enforcer had no liking for word games but knew 
  Ifshnit 
  customs 
  demanded 
  that 
  the 
  potential 
  customer recognize the merchant as an honorable 
  tradesman.  
   
  Searching his mind for the correct phrasing, the 
  Yazirian stammered, "Uh, recognized with respect 
  and delight, esteemed shopkeeper. What might you 
  have in the way of special items for a needy 
  enforcer."  
   
  The little face grinned, huge eyes glistening with 
  delight. "Oh nothing, surely, that a traveled, 
  experienced personage such as yourself has not 
  seen in his past wanderings. Only some trinkets and 
  unusual weapons."  
   
  The last remark was meant to tantalize. It did.  
   
  The warrior, feeling a fool for kneeling in the 
  marketplace's dirt street and appearing as if he was 
  talking to a table, began growling with irritation.  
   
  "Show me anyway, distinguished barterer, that I 
  may broaden my experience."  
   
  The Ifshnit waved his ringed hand in the air. "No, 
  no, I could not humiliate myself by revealing to your 
  seasoned eyes my meager wares no matter how 
  rare they may be."  
   
  "All right you little pirate," the Yazirian snapped, 
  temper flaring and teeth bared. "I have a few 
  precious minutes before I 'bap' to another part of 
  your soggy planet. Do you have something to sell or 
  not?"  
   
  Though ruffled by the Yazirian's impatience, the 
  Ifshnit felt confident of a sale. Smiling enigmatically, 
  he flipped open the weapon case and turned it 
  toward the monkeyish face. Inside, the strangely 
  shaped weapon gleamed, even in the shade of the 
  table. 
  Its 
  muzzle 
  was 
  still 
  sealed 
  by 
  the 
  manufacturer's stamp, proving the weapon had 
  never been used.  
   
  The Yazirian's eyes narrowed. ''Is this authentic?" A 
  slight nod from the merchant sent the warrior's eyes 
  back to the beckoning weapon.  
   
  Small, jeweled hands snapped open compartments 
  and removed insulating panels. ''A WarTech Omega 
  Bolt with tooled krickhide holster. The belt holds six 
  powerclips."  
   
  The Yazirian smiled slowly, licking his lips. ''I think 
  we can do business, esteemed one."  
   
  Welcome 
  Welcome to Zebulon's Guide to Frontier Space. This 
  book is your introduction to the official, updated, 
  streamlined version of the STAR FRONTIERS® Alpha 
  Dawn role-playing game.  
   
  Within this book you will find new player character 
  and non-player character races, and an optional 
   
   
  Section 1 
  
   
  2 
   
   
  STAR FRONTIERS character, the mentalist. A set of 
  rules for skills that incorporates over 100 skills and 
  allows 
  much 
  more 
  freedom 
  in 
  character 
  development is introduced, along with a new set of 
  combat rules that speeds up and simplifies game 
  play.  
   
  The second part of this book gives you more 
  background on the Frontier than was ever available 
  before. It describes the current limits of the 
  Frontier, 
  complete 
  with 
  expanded 
  planet 
  descriptions, a map of known Frontier systems, a 
  brief history of the Frontier sector, background on 
  the megacorporations, cadres, and cults that control 
  the UPF, and a large section on new equipment: 
  weapons, 
  defenses, 
  security 
  devices, 
  body 
  computers, and more.  
   
  This book is designed for use with the STAR 
  FRONTIERS Alpha Dawn role-playing game and 
  cannot be properly used without it. It builds upon 
  that game's foundation, but does not completely 
  replace it. The referee should have a working 
  knowledge of the STAR FRONTIERS game before 
  using this product.  
   
  Climb aboard, but be prepared to enter a new 
  Frontier full of wonders that you never dared dream 
  of.  
   
  A WORD ABOUT THE NEW RACES  
  The Osakar, Ifshnits, and Humma have inhabited 
  the Rim System worlds for centuries. They were 
  incorporated into Frontier society during the Second 
  Sathar War (SWII) when their help was desperately 
  needed.  
   
  While they are legally entitled to all the rights and 
  privileges of UPF members, antiRim prejudice is 
  common on worlds that are several jumps away 
  from the Sathar border. Inhabitants of these 
  protected worlds view the Rim as a collection of 
  "Znoggy Come Lately’s" (a PanGal term for anyone 
  who 
  arrives 
  after 
  the 
  rough 
  work 
  is 
  done, 
  supposedly inspired 
  by 
  Captain 
  Znogg whose 
  forgotten warship never fired a shot and was never 
  hit by one). This prejudice is never found on those 
  planets that were directly involved in the Second 
  Sathar War.  
   
  The fourth race, the Mechanons is included because 
  its presence on the Frontier has had increasing 
  impact in the last few decades. The Mechanons 
  should be used only as non-player characters, like 
  the Sathar. They are not, however, an evil race. It 
  just so happens that most Mechanon interests 
  conflict with the interests of the Frontier and the 
  UPF.  
    
  THE RESOLUTION  
  SYSTEM  
  The new Star Frontiers Rules resolve most facets of 
  the game (combat, skill use, etc.) by the use of the 
  Resolution Table. It is a simple system and quite 
  universal. If a game action can't be handled with the 
  Resolution Table, Ability checks can still be used, 
  such as Stamina checks to fight the effect of gas or 
  stunning. Before going on to the heart of the 
  system, players and referees should get acquainted 
  with some new terminology.  
   
  RESOLUTION  
  This means the act or process of resolving 
  something, determining it success or failure. The 
  Star Frontiers Alpha Dawn rules resolved all actions 
  with a percentile dice roll, which was compared to a 
  single target number. The action either succeeded 
  or failed, with no middle ground. The resolution 
  system described here uses a color-coded table to 
  assign one of five possible outcomes to each dice 
  roll.  
   
  BASE COLUMN  
  The Resolution Table is divided into 19 vertical 
  columns, from -X on the left to +X on the right. In 
  the first step of any combat or skill use resolution, 
  the player locates his character's appropriate skill 
  level for the skill or weapon being used. This skill 
  level determines which column of the Resolution 
  Table is the character's base column for this action. 
  For example, a character firing a Rafflur M-3 is using 
  his Beam Weapons skill. In his Beam Weapons skill 
  level is 3, then the +3 column is his base column for 
  this action. Modifiers may cause him to shift to a 
  different column to the left or right.  
   
  COLUMN SHIFT  
  Column Shift: Column shifting is the second step in 
  the sequence. Various conditions may make an 
  action easier or harder to do. If something is very 
  easy to do, the character gets column shifts to the 
  right. If it is very difficult, he gets column shifts to 
  the left. For example, if the character firing the 
  Rafflur M-3 is firing at a large target, he gets a +1 
  column shift, which moves his attempt from the +3 
  column to the +4 column. All column shifts are 
  cumulative. The column that the player arrives at 
  after all shifts is called the strike column if the 
  character is attacking; otherwise, it is called the skill 
  check column.  
   
  Each column shift equals a modifier of plus or minus 
  10 in the Alpha Dawn rules. For example, a +20 
  bonus in the Alpha Dawn rules now becomes a +2 
  column shift.) 
  
   
  3 
   
   
   
  Positive Column Shifts: Modifiers that help the 
  character by making his target easier to hit or his 
  action easier to perform are positive column shifts. 
  They increase the character's chance to succeed by 
  moving the strike or skill check column to the right. 
  Positive column shifts are indicated by a plus sign 
  (+). The notation "+1 CS" indicates a one-column 
  shift to the right. Any action that is shifted beyond 
  +X is resolved on the +X column.  
   
  Negative Column Shifts: Combat modifiers that 
  make a target harder to hit or skill modifiers that 
  make an action harder to perform are negative 
  column shifts. They decrease the character's chance 
  to succeed by moving the strike or skill check 
  column to the left. Negative column shifts are 
  indicated by a minus sign (-). The notation "-1 CS" 
  indicates a one-column shift to the left. Any action 
  that is shifted to the left of the -X column is resolved 
  on the -X column.  
   
  RESULT AREAS  
  Running left to right across the columns of the 
  Resolution Table are four color bands. These color 
  bands are called result areas. After making all of his 
  column shifts the player rolls percentile dice and 
  looks at the table to see what result area his dice 
  roll is in. If the area is colored, the attack or skill 
  check succeeded. Sometimes the degree of success 
  is indicated by the color: yellow means just barely 
  succeeded, while cobalt means it worked extremely 
  well.  
   
  If an action is especially difficult the dice roll may 
  have to fall into a particular color to succeed. For 
  example, if the rules say a green result is needed, 
  then a green result is minimal success. The action 
  succeeds if the result is green, blue, or cobalt. A 
  white or yellow result means failure.  
   
  Combat uses the colored result areas extensively. 
  Instead of 10-sided dice of damage, most weapons 
  are rated by their maximum damage. The color of 
  the result area determines what fraction of its 
  maximum possible damage the weapon causes. A 
  cobalt result causes maximum damage, a blue result 
  causes three-quarter damage, a green result causes 
  one-half damage, and a yellow result causes one-
  quarter damage. Damage indicated by the color 
  result may also be reduced by the target's armor or 
  screens.  
   
  RESULT SHIFTS  
  Occasionally, an attack or action may have its result 
  shifted. This is indicated by either a positive result 
  shift (+1 RS) or a negative result shift (-1 RS). A 
  positive result shift moves the result toward the top 
  of the table: yellow becomes green, green becomes 
  blue, blue becomes cobalt. A cobalt result remains 
  cobalt. A negative result shift moves the result 
  toward the bottom of the table: cobalt becomes 
  blue, blue becomes green, and green becomes 
  yellow. A yellow result is not shifted to white. 
  Shifting results does not alter the maximum possible 
  damage: cobalt is still maximum, blue is three-
   
  6 
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  67 
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  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    
   
  
   
  4 
   
   
  quarters, etc. A positive shift makes it impossible to 
  cause minimum damage and makes maximum 
  damage more likely, while a negative shift makes it 
  impossible to cause maximum damage and makes 
  minimum damage more likely.  
   
  COMBAT 
  The new STAR FRONTIERS combat system is similar 
  to the expanded combat system in the Alpha Dawn 
  game rules in many ways. For example, the 
  procedures 
  for 
  surprise, 
  initiative, 
  declaration, 
  movement, and combat turns are identical. It uses 
  the same character abilities as the old system, so 
  modification of veteran characters is very simple for 
  the referee. But this combat system is very different 
  in its resolution. 
   
  This new combat system uses an integrated 
  resolution system completely different in its method 
  of determining whether a character has hit a target 
  and, if so, how much damage is done. This was 
  described briefly in the Resolution System section. 
  With this new system, only one roll is needed to 
  determine whether an attack hit and how much 
  damage it caused. More emphasis is placed on 
  weapon skills than on the character's ability scores. 
  This allows the players more freedom in creating 
  and playing their characters, and gives the ma 
  better chance of surviving combat. 
   
  If the new combat system had to be described in 
  one word, it would be "streamlined." The emphasis 
  is on speed and simplicity of play. The combat 
  system is explained in its entirety in this section. 
  Some sections from the Alpha Dawn rules are 
  repeated here as a convenience, to reduce cross-
  referencing between two books. 
   
  COMBAT SEQUENCE 
  The combat sequence is identical to the original 
  combat sequence. A quick outline of this sequence is 
  presented below, followed by a detailed explanation 
  of each step. Wherever a dice roll must be made for 
  non-player opposing forces, the referee makes that 
  roll.  
   
  SURPRISE 
  The referee should decide which characters may be 
  surprised by an attack. Any character who may be 
  surprised should make an Intuition check. 
   
  If a character fails the check, he does not suspect 
  anything and will be surprised. When a character of 
  group is surprised, it automatically loses initiative 
  for the first combat turn and can do nothing that 
  turn but move and take cover. 
   
  If a character passes the check, he notices 
  something unusual in the situation that "tips him 
  off": moving shadows, footsteps behind him, etc. It 
  is up to the player as to how the character reacts to 
  this information. 
   
  Visibility: When characters have an encounter, one 
  factor that affects whether they can be surprised is 
  how far they can see, or visibility. A character 
  standing on flat, level ground can see a man-sized 
  object up to 1 kilometer away, but cannot see any 
  details about the object. A character can see details 
  at a distance of about .5 kilometer. Of course the 
  weather 
  and 
  terrain 
  can 
  alter 
  the 
  visibility 
  drastically. Snow, fog, rain, forest, hills, blowing 
  dust, or heat shimmers can diminish visibility from 
  half the normal distance down to a few meters. 
  Optical enhancement devices can multiply the 
  distances. 
  Binoculars 
  and 
  magnigoggles, 
  for 
  instance, triple the normal visibility. A character can 
  see farther if he climbs to a higher elevation, but the 
  distance at which he can see detail does not change 
  with elevation. 
   
  INITIATIVE 
  One player on each side rolls 1d10 and adds the 
  highest Initiative Modifier (IM) on his side to the 
  result. The side with the highest total has initiative 
  and is side A this turn. If the results are tied, the 
  side with the highest modifier has initiative. 
   
  If there are more than two teams in a fight, simply 
  add more sides (C, D, etc.) to the sequence as they 
  are needed. The side with the lowest initiative roll 
  always moves first, with the other sides following in 
  order. If only a few characters are involved in a 
  fight, the referee can treat each character as a 
  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. 
   
  
   
  5 
   
   
  separate team and have everyone roll his own 
  initiative. 
   
  Holstered and Slung Weapons: If a character's 
  weapon is in a holster or slung over his shoulder, 
  the character must subtract 3 from his Initiative 
  Modifier when rolling for initiative. If the character is 
  rolling initiative for a group, the modifier applies to 
  the entire group. If the group is mixed (some 
  characters holding their weapons, some not), then 
  any Initiative Modifier reduction for the group is at 
  the referee's discretion. 
   
  DECLARATION 
  All characters must decide what they will do at the 
  start of each turn and declare their intentions before 
  the first move. The referee declares for the 
  characters' opponents. Side B must declare first, 
  allowing side A to react to side B's moves. 
  Declarations should be as realistic and specific as 
  possible. For example, instead of saying, "I will 
  throw a grenade," the player should say, "I will 
  throw a doze grenade, set to explode on contact, at 
  the Sathar and then duck back behind the wall." 
  Declarations must include how many shots are to be 
  fired, what power settings or bursts are to be used 
  (if applicable), what grenade or warhead types are 
  to be used (if applicable), and any other weapon 
  variables that will affect the situation (see Rate of 
  Fire, Variable Power Settings, Bursts, and other 
  related sections in the Alpha Dawn rules). 
   
  Sighting: If the opponents cannot see each other 
  the referee may ask for declarations before the 
  initiative. This forces players to act without knowing 
  what their opponents will do. 
   
  A character must be able to see his target in order 
  to shoot or throw a grenade at it. A character can 
  see his target is a straight line from the center of his 
  square (or miniature base) to the center of his 
  target's square (or miniature base) is not blocked by 
  an obstacle. If the character is in a position where 
  he can lean around, over, or under the obstacle to 
  shoot, it does not block his sight. 
   
  MOVEMENT 
  Moving Through Fields of Fire: Characters on 
  Side B move first. If a character moves through an 
  opponent's field of fire, the opponent may shoot at 
  him as he moves. Everything in front of a character 
  is in his field of fire; see Opportunity Shots. Side A 
  moves after side B. If a character from side A moves 
  through an opponent's field of fire, and the 
  opponent did not move this turn, the opponent may 
  shoot at him as he moves. 
   
  Melee Distance: When a character starts a turn 
  within two meters of an opponent who has declared 
  he will attack the character in melee, the character 
  cannot move. If both characters declare they are 
  attacking each other in melee, the character on side 
  B gets to move into his opponent's square. The only 
  exception to this is the Humma's special ability to 
  charge (see Melee). 
   
  Dodging: Dodging is a special type of movement. 
  Instead of running straight across an opponent's 
  field of fire, a dodging character ducks, weaves, and 
  zigzags through a dangerous area. Dodging makes a 
  character harder to hit, but also slows him down; 
  characters who dodge move at one-half their 
  running speed but are considered a fast-moving 
  target on the Combat Modifiers Table. 
   
  STRUCTURAL DAMAGE 
  The structural points of various types of doors, 
  walls, and vehicles are shown for comparison sake 
  on the Structural Points table. 
   
  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 
   
  The Structural Damage caused by various weapons 
  is not the same as the damage code given in the 
  weapons table.  Use the following table for this. 
   
  NEW COMBAT TERMINOLOGY 
  Before reading any further, make sure you have 
  read the chapter on the new resolution system. The 
  following is based on that chapter. 
   
  Dexterity Modifier: The revised combat system 
  relies less on a character's Dexterity than on his 
  weapon skills. However, Dexterity is still a factor. A 
  character with high Dexterity will be a slightly better 
  shot or fighter than someone who is clumsy. Check 
  the 
  Dexterity 
  Modifier 
  table 
  to 
  determine 
  a 
  character's Dexterity Modifier (DM). 
   
  Dexterity 
  Score 
  Dexterity  
  Modifier 
  01-30 
  -2CS 
  31-40 
  -1CS 
  41-55 
  +0CS 
  56-70 
  +1CS 
  71-100 
  +2CS 
  
   
  6 
   
   
   
  Maximum Damage: The new combat system has a 
  completely different method of determining how 
  much damage is caused by a successful attack. 
  Every weapon has a maximum damage number, 
  even those that are special or have variable power 
  settings. The weapon never causes more damage 
  than that number. If a player rolls a successful 
  attack, he need only note which color result area his 
  roll is in to determine how much damage the attack 
  caused. 
   
  A Cobalt result means that the target suffers the 
  maximum damage. A Blue result means that the 
  target only received three-quarters of the maximum 
  damage. A Green result indicates that only one-half 
  the maximum damage was inflicted. A Yellow result 
  shows that only one-quarter of the maximum 
  damage was inflicted on the target. Therefore, if a 
  character using a maser penetrator (maximum 
  damage = 32) rolls in the Cobalt result area, all 32 
  points of damage are delivered to the target. If the 
  attack roll was in the blue result area, only 24 points 
  would hit the target. A Green result would deliver 16 
  points, while a Yellow result would tag the character 
  with 8 points of damage. This is the damage a 
  target takes before any reductions for armor or 
  screens. The Fractional Results table lists the 
  damage caused by a three-quarters, one-half, or 
  one-quarter attack. 
   
  Combat Result Shifts (RSs): Shifting result areas 
  change the amount of damage an attack causes. For 
  example, a +1 RS changes three-quarters damage 
  to full damage. 
   
  New Weapons Classifications: Besides covering 
  some new weapons, the weapons and skills are 
  grouped together differently. The original rules had 
  ranged and melee weapons, but the new rules 
  reorganize these into ranged weapons, area effect 
  weapons, and melee weapons. 
   
  RANGED WEAPONS 
  Any weapon that attacks from a distance and 
  delivers its damage primarily to a single target is 
  called a ranged weapon. In the new combat system, 
  ranged weapons include beam weapons, needlers, 
  auto-weapons, gyrojet weapons, and micro-missiles. 
   
  Primitive ranged weapons, such as javelins or bows 
  and arrows, may also be included. 
   
   
   
   
   
   
   
  Cobalt 
  Blue 
  Green 
  Yellow 
  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 
  
   
  7 
   
   
   
  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.  
   
  AUTOMATIC ROLLS 
  The Resolution Table accounts for automatic hits 
  and misses. Any roll of 25 or less always hits, even 
  on the -X column, and any roll of 98 or more always 
  misses, even on the +X column. 
   
  Automatic Hits: There are two kinds of automatic 
  hits. The first is a shot that cannot miss. An example 
  of this is a character who holds a gun next to a 
  canister of compressed air and pulls the trigger; 
  there is no way the character an miss the canister. 
  The referee must use his common sense to decide 
  when a shot cannot miss. 
   
  The second type of automatic his happens when a 
  player rolls 01 or 02 on his roll to hit. Such a low roll 
  obviously hits and causes maximum damage. Its 
  benefit is that a -1 Result Area Shift has no effect; 
  the attack still causes maximum damage. This is the 
  only 
  way 
  to 
  cause 
  maximum 
  damage 
  when 
  attacking with a -1 RS. 
   
  Automatic Misses: Any shot will miss on a roll of 
  98-00, no matter what the character's chance to hit 
  is. This rule applies even to shots the referee has 
  decided cannot miss; the player must roll the dice 
  anyway, and on a roll of 98-00 his weapon 
  malfunctions and fails to fire. 
   
  Some shots, of course, are just impossible to make 
  due to range, limited visibility, etc. Again, it is up to 
  the referee's common sense to identify these 
  impossible shots. 
   
  ADDITIONAL SKILL CONSIDERATIONS 
  Skill Levels: The weapon skill level possessed by a 
  character for a weapon he is using determines his 
  base column on the Resolution Table. Beam 
  weapons Level 2, for example, makes column +2 
  the character's base column when firing a beam 
  weapon. 
   
  Any 
  character 
  who 
  uses 
  a 
  weapon 
  without 
  possessing the necessary skill for that weapon uses 
  the 0 column for his base column and suffers a -1 
  Result Shift. No matter how many positive column 
  or result shifts apply to the situation, his strike 
  column can never shift to the right past the /0 
  column and he can never get a Cobalt result (unless 
  he rolls 01 or 02). The strike column can, however, 
  shift left all the way to the -X column. 
   
  Heavy Weapons: Heavy lasers, sonic devastators, 
  and rafflur M-10s are considered heavy weapons. 
  When a character fires one of these mounted 
  weapons he has a -1 Column Shift modifier. A 
  character with no training in that weapon uses Level 
  -1 as his base column. 
   
  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 
   
  COMBAT MODIFIERS 
  Range: All weapons have three ranges: short, 
  medium, and long. Shooting at targets at medium 
  range has a -1 CS modifier. Targets at long range 
  have a -2 CS modifier. 
   
  The new combat system divides weapons into six 
  groups: small defensive devices; pistols, long pistols 
  and short rifles; normal rifles; long-range weapons; 
  and missiles. All of the weapons within each group 
  have the same ranges. For example, all pistols have 
  short range of 20 meters, medium range or 60 
  meters, and long range of 125 meters. 
   
  The range groups are letter coded. The appropriate 
  code is listed behind each ranged weapon on the 
  Weapons table. The range groups&127; are defined 
  on the Weapon Ranges table. 
  
   
  8 
   
   
   
   
  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, Short 
  Rifles, Bows 
  0-30 
  31-80 
  81-200 
  D 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 
   
  Telescopic Sights: Telescopic sights allow a 
  weapon to be treated as if it was in the next higher 
  range group (see their description in the Equipment 
  section). 
   
  Movement: 
  All 
  movement, 
  whether 
  running, 
  dodging, flying, or in vehicles, is confined to two 
  simple modifiers, one for moving slowly and one for 
  moving quickly. Notice that the modifier applies to 
  both the target and the attacker; that is, if both the 
  attacker and the target are moving slowly, the total 
  modifier is -2 CS. "Slow" is around the speed of a 
  jogging human or a gently loping animal. "Quick" is 
  anything faster than slow. 
   
  Target Size: A number of different concepts are 
  combined in the target size modifier. In addition to 
  the actual size of the target (man-sized, larger, or 
  smaller) these modifiers also represent the amount 
  of the target showing. If a man-sized target is lying 
  prone, is half-hidden, or is otherwise partially 
  concealed, it should be considered smaller than 
  man-sized when being shot at. In the same way, a 
  large creature that is burrowed into the ground or 
  partially blocked by an obstacle is a smaller target, 
  probably man-size. 
   
  Advantage Modifier: The advantage modifier is for 
  any condition that is either advantageous or 
  disadvantageous to the attacker. If the attacker is in 
  a better position than the defender (above or behind 
  him, 
  for 
  example), 
  or 
  if 
  the 
  defender 
  is 
  disadvantaged (encumbered, surprised, stunned, 
  drugged, etc.), the attack gains a +1 CS for each 
  distinct advantage he has. Likewise, if the attacker 
  is disadvantaged (in a poor combat condition, 
  surrounded by attackers, encumbered, or groggy 
  himself) or if the defender is at an advantage, then 
  the attacker has a -1 CS for each distinct 
  disadvantage he has. Advantages and disadvantages 
  are announced by the referee before the dice roll. 
   
  Unusual Firing Procedure: Three specific actions 
  are covered by this modifier. Careful aim requires a 
  character to not move during his turn and take only 
  one shot. He does not need to rest or brace his 
  weapon on anything, but he can do nothing during 
  the turn except fire one shot. If the character is shot 
  or hit in melee during the turn, the character loses 
  the bonus. This bonus does not apply to bursts or 
  thrown weapons. 
   
  Wrong Hand/Two Weapons. Using the wrong 
  hand for firing or wielding a one-hand weapon is still 
  a negative combat modifier, except for those 
  creatures who are ambidextrous, like Vrusks. 
   
  Using two weapons at once may seem very heroic to 
  some character, but it still garnishes a negative 
  combat modifier in addition to the negative modifier 
  for using the wrong hand with one of the weapons if 
  the character is not ambidextrous. These weapons 
  can be fired at different targets, if the targets are 
  adjacent to each other. 
   
  There are no modifiers for being wounded. The 
  adrenaline boost from being in a fight counters the 
  character's pain. 
   
  OPTIONS 
  Energy Settings: Certain ranged weapons have 
  energy settings -- the amount of energy used (and 
  damage caused) can be set by the character. These 
  weapons are indicated by the notation "pS" (per 
  SEU) under the Maximum Damage column on the 
  Weapons table. 
   
  At the beginning of the combat sequence, when a 
  character must declare his intentions, the setting of 
  his weapon must also be declared. The maximum 
  damage is then considered to be the amount listed 
  multiplied by the setting. For example, a player 
  running a Star Lawman using a Ke-1500 Laser long 
  pistol declares his setting to be 8 SEU. In the 
  Maximum Damage column the Ke-1500 is shown to 
  cause 12 points of damage per SEU used, and 12 x 
  8 = 96 maximum points of damage. 
   
  The energy setting for a weapon can be changed 
  only at the beginning of a turn and the rate of fire 
  for that turn cannot exceed a single shot. 
   
  Rate of Fire: Some weapons can be fired more 
  than once during a turn (this is different from a 
  burst, which is considered one shot). Characters 
  must declare how many shots they will fire at the 
  start of a turn. The attacker rolls to hit separately 
  for each shot. The rate of fire for each weapon is 
  shown on the Weapons Table. 
   
  Bursts: Auto-pistols and auto-rifles can fire a burst 
  of 10 bullets as one shot. A burst can be aimed at 
  up to five adjacent targets in an area up to 10 
  meters wide, or at just one character. While firing a 
  
   
  9 
   
   
  burst covers a greater area, it also severely throws 
  off the attacker's aim. Therefore the two factors 
  cancel each other out with a combat modifier or 0. 
  Only one die roll is needed to hit all targets. If the 
  burst is aimed at one target, the maximum damage 
  caused is 44 points. If it is aimed at more than one 
  target, the maximum damage is 44 points plus 12 
  points of each additional target. These points are 
  divided as evenly as possible among the targets. 
  Any leftover points of damage are lost. 
   
  For example, a character fires a burst from his 5.56 
  caliber auto-rifle at a group of five pirates charging 
  toward him. The rolled result is a hit, so all five take 
  damage. The maximum damage is 44 plus (5 x 12 = 
  60) = 104 points. The maximum damage is 104 
  points, but the player's dice roll is in the Green area 
  so only one-half the maximum damage, or 52 
  points, is inflicted. The 52 points divided between 
  the five pirates gives each pirate 10 points of 
  damage, the leftover 2 points are discarded. 
   
  Opportunity Shots: Characters who are firing 
  more than one shot during the turn can aim at an 
  area instead of an opponent, if the area is no more 
  than 5 meters wide. If an opponent moves through 
  this "covered" area, the character can fire a shot at 
  him. Opportunity shots are like Careful Aim shots; 
  the character can do nothing else that turn, but an 
  Opportunity shot cancels the negative CS modifier 
  for target movement. This tactic is useful if 
  opponents are hidden at the start of the turn. 
   
  Shooting at Targets in Crowds: If a character 
  fires a weapon at someone who is standing in a 
  crowd, the target is treated as smaller than man-
  sized (or man-sized, if the target is larger than man-
  sized). If the shot misses the intended target, the 
  attacker should make a second roll on column -X to 
  see if his shot hits someone else. The referee 
  decides who the shot hits. This rule also applies to 
  shots at targets that are in melee and attempts to 
  shoot past someone partially obscuring a target. 
   
  Ammunition and Reloading: Players must keep 
  track of their character's ammunition. Weapons that 
  require powerpacks can be operated from powerclips 
  or from power beltpacks. The exception to this is the 
  rafflur series of weapons and WarTech's bolt 
  weapons (see the description of these weapons in 
  the Equipment Section). Beltpacks and powerpacks 
  can power other equipment besides weapons, 
  however, so players must keep accurate records of 
  their power supply. 
   
  A character can reload a weapon with a fresh clip or 
  attack it to a different powerpack in one turn if he 
  does not run or dodge. A weapon cannot be fired on 
  the turn it is reloaded. 
   
   
   
  Structural Damage: The amount of damage 
  caused by ranged weapons used against structures 
  is shown on the Structural Damage table. 
   
  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 
   
  
   
  10 
   
   
  AREA EFFECT WEAPONS 
  Any weapon that inflicts its damage over a wide 
  area is called an area effect weapon. In the new 
  Star Frontiers combat system, area effect weapons 
  include all grenades, explosives, missiles (excluding 
  the micromissile), and mines. 
   
  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. 
   
  Automatic Hits and Misses: Automatic hits and 
  misses are identical to those for ranged weapons. 
   
  Skills: Skill use is identical to that for ranged 
  weapons. 
   
  When an attacker wishes to throw a grenade or 
  explosives pack, he uses his grenade or demolitions 
  skill level, not his throwing skill level. A character 
  can throw a grenade (or up to 500 grams of 
  explosion) a distance equal to the sum of his 
  Strength and Dexterity scores divided by 4. This 
  factor should be determined when the character is 
  created and changed only when ability scores go up 
  or down. Write this throwing score on your character 
  sheet for easy reference. 
   
  Combat Modifiers: No range modifiers apply to 
  thrown area-effect weapons; if it is within the 
  characters range, it is close enough. Missiles always 
  use range category F. 
   
  The interpretation of "slow" and "quick" is different 
  for missile combat. When firing a missile at a target, 
  the referee should consider not only how fast the 
  target is moving, but how far away it is. A jetcopter 
  flying at full speed within 50 meters of an attack is 
  moving quickly. Flying at the same speed hundreds 
  or meters away it may be considered to be moving 
  slowly. The referee must use his common sense. 
   
  The only time target size is considered is if the 
  target is relatively huge in comparison to the 
  attacker. Then a +1 CS may be granted to the 
  attacker. Generally, though, area effect damage 
  negates the consideration of size. 
   
  Rate of Fire: Note that the type I missile's rate of 
  fire is listed as variable. This applies to MLTCs 
  (Multiple Launch Tube Clusters) that commonly fire 
  type I missiles and can be automated to launch 
  more than one at a time. Normally a hand-held type 
  I missile has a rate of one launch per turn. Type II 
  missiles require two turns to launch and type III's 
  take three turns to launch. All grenades, whether 
  fired or thrown, have a rate of one per turn, except 
  the small, sonic marble grenades, up to three of 
  which can be tossed or fired per turn. 
   
  NEW TERMINOLOGY 
  Immediate and Secondary Blast Areas: When 
  TD-19 packs and type I through type III missiles 
  detonate, the blast radius listed on the Weapons 
  table is the immediate blast area. Everyone in the 
  immediate blast area rolls at the level of the attack 
  to see what damage they receive (Cobalt = 
  maximum, Blue = three-quarters, Green = one-half, 
  Yellow and White = one-quarter). Then armor and 
  screens, Stamina Checks for certain warheads, and 
  other defenses are considered. 
   
  If the blast occurs in the open, there is a secondary 
  blast area. The secondary blast area has 1.5 times 
  the radius of the immediate blast area. For example, 
  if the immediate blast area has a radius of 15 
  meters, the secondary blast radius extends another 
  7.5 meters, from 15 meters to 22.5 meters from the 
  blast point. Anyone outside the secondary blast area 
  but within the secondary blast area must pass a 
  Reaction Speed check. Characters who fail the check 
  must roll on column +1 of the Resolution Table. The 
  results of that dice roll are interpreted on the Area 
  Effect Weapon Result table. 
   
  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 
   
  
   
  11 
   
   
  GRENADES 
  A grenade has no secondary blast area. 
   
  A grenade can be set to explode in one of two ways, 
  either on contact or with its built-in timer. A 
  character tossing a grenade must declare at the 
  beginning of the turn which method he is using. 
   
  A Cobalt result when throwing a grenade means it 
  hit its target. If it is set to explode on contact, it has 
  no chance to bounce around. If it is set on a timer, 
  or it does not make a direct hit, the referee must 
  use the Area Effect Weapon Miss diagram. 
   
  Grenade Bounce Diagrams 
   
  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 Throw 
  (* is intended target square) 
   
  If the grenade was set to explode on contact, it 
  detonates 1 to 10 meters away from the target in 
  the direction indicated by the Area Effect Weapon 
  Miss diagram. The actual distance depends on the 
  situation and how far the grenade was thrown; the 
  actual distance depends on the situation and how far 
  the grenade was thrown; the referee must use his 
  discretion. The referee also should check for any 
  damage caused to anyone or anything in the blast 
  area. 
   
  If the grenade is on a timer then it could bounce 
  quite a distance. The direction is determined by the 
  Area Effect Weapon Miss diagram. The diagram 
  could be anything up to one-half the distance from 
  the thrower to the target. Again, the referee should 
  check for damage caused to characters or objects 
  other than the target in the blast area. 
   
  Explosives: Explosives do have secondary blast 
  areas. 
   
  Fifty grams of Tornadium D-19 ("kaboomite") 
  causes maximum damage of 40 points to anyone or 
  anything within 1 meter of the explosion. Each 
  additional 50 grams causes an additional 25 points 
  of damage. The immediate blast area increases by 1 
  meter for every 100 grams used. Up to 250 grams 
  of TD-19 can be thrown like a grenade, and causes 
  full damage to living creatures but only half damage 
  to structures. 
   
  Tornadium D-20 is a shaped charge. It has no 
  secondary blast area. TD-20 is shaped so that its 
  blast is focused in a single direction, rather than 
  blasting equally in all directions. If anyone is foolish 
  enough to throw a charge of TD-20 as a weapon, 
  use the Area Effect Weapon Miss Diagram to 
  determine in which direction the blast is released. 
  The blast radius per gram is identical for TD-20 and 
  TD-19. A thrown charge of TD-20 causes full 
  damage to structures, but only half damage to living 
  creatures. 
   
  Plastid cannot be thrown. 
   
  MISSILES 
  When the result of a strike roll for a type I, II, or III 
  missile is in a White area it indicates that the attack 
  was a complete miss: the missile's detonation was 
  too far away to do damage to the target. The 
  attacker must roll 1d10 and consult the Area Effect 
  Weapon Miss diagram to see in which direction the 
  missile strayed. The referee should determine the 
  distance the missile overshot or undershot its target 
  (anywhere from 20 to 50% of its flight distance) and 
  check the immediate and secondary blast areas for 
  inadvertent damage. 
   
  When the result of a strike roll for a type I, II, or III 
  missile lands in a Cobalt area, it indicates that the 
  missile landed on target. 
   
  When the result of a strike roll for a type I, II, or III 
  missile lands in a Blue, Green, or Yellow area it 
  indicates that the missile did not hit dead center, 
  but that the target is in the immediate blast area. A 
  roll on the Area Effect Weapons Miss diagram 
  indicates in which direction the missile was off. The 
  extent of the miss is at the referee's discretion, but 
  the target must be in the immediate blast area. 
   
  Mines: Mines have no secondary blast areas. 
   
  Certain type I missile warheads can be affixed with 
  detonators and unusual delivery systems (outlined 
  in the Equipment section) and used as mines. The 
  warheads that can be used in such a manner are the 
  electrical 
  discharge, 
  field 
  crusher, 
  gas, 
  high 
  explosive, sonic, standard explosive, and tangler 
  warheads designed for use with type I missiles. 
   
  Gas: Gas used in grenades, missile, or mines does 
  not necessarily affect huge creatures. Doze and 
  poison grenades may not contain enough gas to 
  affect the huge creature's respiratory system. The 
  number of gas grenades needed to possibly affect a 
  creature is equal to its current Stamina when the 
  grenade his, divided by 50, rounded down (but 
  never less than one). 
   
  
   
  12 
   
   
  Structural Damage: The amount of structural 
  damage caused by grenades and missiles is shown 
  on the Structural Damage table. The amount of 
  structural damage a grenade causes is always 
  doubled it if is placed rather than thrown. Structural 
  damage from TD-19 and 20 is explained in the 
  individual descriptions. 
   
  MELEE 
  Fighting hand-to-hand or with non-ranged or non-
  area effect weapons is called melee. Characters 
  must be within two meters of each other to engage 
  in melee. (Humma are an exception, being allowed 
  to charge.) 
   
  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. 
   
  Automatic Hits: There are two kinds of automatic 
  hits in melee. The first is hitting a character who 
  cannot defend himself (one who is being held by 
  another character or is stunned). Anyone attacking 
  a defenseless character gets a +3 Column Shift and 
  a +3 Result Shift if the victim is conscious, or scores 
  an automatic hit doing maximum damage if the 
  victim is unconscious. 
   
  The second type of automatic hit happens when an 
  attacker rolls 01 or 02 on his roll to strike. When 
  this type of automatic hit is made the opponent 
  takes 
  maximum 
  damage 
  and 
  is 
  knocked 
  unconscious for 1d100 turns. 
   
  Skills: Melee relies heavily on a character's martial 
  arts and melee weapons skills. Any character who 
  has no skill levels in melee weapons or martial arts 
  uses the 0 column on the Resolution Table and 
  suffers a -1 Result Shift. No matter how may 
  positive column or result shifts apply to the 
  situation, his strike column never shifts to the right 
  past column /0 and his result area can never be 
  higher than blue. The strike column can, however, 
  shift left all the way to the -X column. 
   
  Two skills specifically apply to melee: Weapons: 
  Martial Arts and Weapons: Melee Weapons. 
   
  Ability: While skill is the dominating factor in 
  melee, physical ability also comes into play. The 
  player can use his character's Dexterity Modifier 
  (and must use it, if it is negative) to modify his 
  strike column. If the character's Strength score is 
  higher than his Dexterity score, the player can use a 
  Strength modifier instead. The Strength modifier is 
  determined in exactly the same way as the 
  Dexterity Modifier. 
   
  SPECIAL ABILITIES 
  Battle Rage: Yazirians have a special ability to 
  work themselves into a fighting frenzy, gaining a +2 
  Column Shift on their chance to strike in melee. A 
  Yazirian must roll a number less than or equal to his 
  battle rage score on 1d100 to become enraged. 
  Yazirians can try to become enraged once per 
  combat situation. 
   
  Charge Spring: Humma can spring great distances. 
  This gives them a form of charge bonus in combat. 
  Unlike the other races, which must be within two 
  meters to engage in melee, a Humma can spring up 
  to 25 meters horizontally and, if it lands within two 
  meters of an opponent, make a free melee attack 
  against the opponent. 
   
  WEAPON MODIFIERS 
  After each melee weapon on the Weapons table is a 
  column shift number. A character using that type of 
  weapon modifies his strike column accordingly. 
   
  NUMBER OF ATTACKS 
  A character gets one bare-hand attack for every 
  arm-leg pair he has. Humans, Vrusk, Yazirians, 
  Ifshnit, Osakar, and Sathar always get to make two 
  attacks. Because of their weakened forearms, 
  Humma make only one attack, unless charging. A 
  Dralasite can attack twice if it has four or five limbs, 
  three times if it has six or seven, etc. Mechanons 
  may have varying types and numbers of attacks 
  depending on their structure and programming. Any 
  character using a weapon in melee makes only one 
  attack per turn. 
   
  DAMAGE 
  Punching: The amount of damage a character 
  inflicts with his bare hands (or claws or pseudopods) 
  depends on the character's Strength score. Simply 
  take one-tenth of the character's Strength, rounded 
  down, and that gives you the damage he does when 
  punching. This damage is constant unless the 
  character's Strength improves. 
   
  Stunned: A stunned character cannot attack, move, 
  or defend himself for as long as he is stunned. 
  
   
  13 
   
   
   
  Melee Weapons: The maximum damage column 
  on the Weapons table shows how much damage 
  each weapon can do. Add to this the character's 
  punching damage from above. Characters using 
  shock gloves, sonic knives, sonic swords, or 
  stunsticks do not add their punching score. It is this 
  entire, 
  adjusted 
  maximum 
  damage 
  that 
  is 
  considered when the colored result area is found on 
  the Resolution Table. 
   
  For example, a character with a Strength score of 
  72 uses a medium sword to strike an opponent 
  wearing a skeinsuit. The final result is in the Blue 
  result area. The maximum damage of a medium 
  sword by itself is 20. Added to this is the attacker's 
  punching score of 7 (one-tenth of 72, rounded 
  down) for an adjusted score of 27. A Blue result 
  means that the target received three-quarters of the 
  adjusted maximum damage or 20 points. The target 
  is wearing a skeisuit which absorbs another one-
  fourth of the damage or 5 points. Thus the defender 
  suffers 15 points of damage from the attack. 
   
  SPECIAL ACTIONS 
  Wrestling: The base column for wrestling is the 
  character's Martial Arts skill level or, if unskilled, 
  Level 0. 
   
  A character attempting to wrestle can try to grab an 
  opponent and pin him down by twisting his are, 
  getting a headlock, etc. Wrestling is resolved after 
  movement but before other attacks. The attacker 
  can use no weapon while wrestling. If the attack 
  succeeds, the character rolls on the +X column 
  every turn afterward to maintain the hold (a 98-00 
  means the hold slipped). The color result area 
  determines how much of the attacker's punching 
  score damage is inflicted each turn. A character can 
  release a hold whenever he wants. 
   
  A character who is pinned can do nothing except try 
  to break out of the hold. To do this, he must wrestle 
  his opponent; a successful roll means the character 
  has twisted free, but he has not grabbed or pinned 
  his opponent. 
   
  A character or creature can only wrestle his 
  opponents that are the same size or smaller than 
  itself. Only one wrestling attempt can be made per 
  turn. 
   
  Disarming: A character who tries to force his 
  opponent to drop a weapon must make a strike roll 
  with his Martial Arts level or, if unskilled, Level 0, 
  with a -2 Column Shift modifier. If the attack 
  succeeds, the opponent drops the weapon but does 
  not receive any damage. Either character can try to 
  pick up the weapon. Doing so requires a 1d100 roll 
  that is equal to or less than the character's Dexterity 
  score. 
   
  Number of Attackers: A character can be attacked 
  by up to three opponents at once, if the opponents 
  are the same size as the character. If the attackers 
  are larger or smaller than their opponents, the 
  referee must decide how many can attack at once. 
   
  Weapons: A character who is involved in melee can 
  shoot a pistol at an opponent that is in melee with 
  him, but cannot shoot at anyone who is not involved 
  in the melee. Long pistols or short rifles may be 
  fired in melee, but there is a -2 Column Shift to 
  strike; normal rifles receive a -3 Column Shift to 
  strike. The referee should check to see if any misses 
  hit someone else (see Shooting in Crowds). 
   
  STRUCTURAL DAMAGE 
  The amount of damage caused by melee weapons is 
  shown on the Structural Damage table. 
   
  WEIGHTLESS COMBAT 
  Whenever a character in freefall or zero gravity 
  enters into combat, he must make a Reaction Speed 
  check. If he fails the check, he character has lost his 
  balance and is pinning out of control. A spinning 
  character and do nothing until he regains control. 
   
   
   
  To regain control, the character must pass Reaction 
  Speed check. The character can make a check at the 
  end of every turn, starting the turn after he loses 
  control. If he passes the check, he has regained 
  control and can move and attack on the next turn. 
   
  Characters who are wearing magnetic or Velcro-
  soled boots and characters who are firing any beam 
  weapon never lose control. 
   
   
   
   
  
   
  14 
   
   
  FIGHTING ANIMALS AND ROBOTS 
  Animals: Combat with animals usually starts with 
  ranged combat. If an animals has a special ability 
  that lets it attack from a distance, it follows normal 
  ranged weapon combat rules (unless it is an area 
  effect). If the animal is still alive when it reaches 
  melee distance, the normal melee rules are used. 
  Animal attack numbers, used in the Alpha Dawn 
  combat system, now have level equivalents for the 
  animal's base column. Those equivalent are listed on 
  the Animal Attack Conversion table. 
   
  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 
   
   
   
  Robots: A robot's base column is +1 with a +1 
  Column Shift for each of the robot's levels. This 
  number is used in all combat. A robot's Initiative 
  modifier is its level plus three. Other combat 
  modifiers apply as well. 
   
  Remote weapon systems usually are controlled by 
  mainframe computer security maxiprogs. Their base 
  column is +2 with a +1 Column Shift for each 
  program level. Their Initiative modifier is their level 
  plus three. 
   
   
  
   
  15 
   
   
  CREATING 
  CHARACTERS 
  Character 
  generation 
  is 
  unchanged 
  from 
  the 
  expanded game system. Abilities remain the same, 
  although they are not as critical in the new system, 
  which relies more heavily on skills. Abilities can 
  cause column shifts, and the referee can still call for 
  ability checks when appropriate.  
   
  Character Generation Summary 
  1 Gather materials 
  Character sheet, pencil, dice  
   
  2 Determine Ability Scores  
  Roll once for each pair, then personalize by  
  swapping up to 10 within pairs 
   
  3 Determine Race 
  Human, Dralasite, Vrusk, or Yazirian, or one of 
  the new races: Humma, Ifshnit, Osakar, or (if 
  referee allows) Mechanon. 
   
  4 Determine Profession 
  Select one of the four primary professions: 
  Enforcer, Techex, Scispec, or Explorer.  
  Selecting a profession will provide one 
  automatic skill. 
   
  5 Determine Combat Abilities 
  IM: 10% of DEX, DM: Use table. 
   
  6 Determine Skills 
  Spend 10 experience points on starting skills. 
   
  7 Equip Your Character 
  Roll d100+250 Cr and consult equipment 
  tables. 
   
  8 Final Details 
  Name, appearance, handedness, gender, etc. 
   
   
   
   
  Gather Materials 
  Use the STAR FRONTIERS character sheet 
  provided at the beginning of this book, or make 
  a copy on a blank piece of paper.  It’s slightly 
  different from the one in the Alpha Dawn book.  
  You’ll also need to get a set of ten-sided dice and a 
  pencil (don’t use pen because some numbers 
  change during character generation and later during 
  play). 
   
   
  Abilities 
  These are determined in the exact same 
  way as in Alpha Dawn set.  The chart below 
  is repeated from that book.  Roll once for 
  each pair of abilities.  You’ll roll four times, in order, 
  for each pair. 
   
  Roll 
  Score 
  Notes 
  01-10 
  30 
  Feeble 
  11-20 
  35 
  Poor 
  21-35 
  40 
  Below Average 
  36-55 
  45 
  Average 
  56-70 
  50 
  Above Average 
  71-80 
  55 
  Good 
  81-90 
  60 
  Excellent 
  91-95 
  65 
  Remarkable 
  96-00 
  70 
  Incredible 
   
  Personalizing 
  These attributes can further be modified by shifting 
  points among pairs.  No more than ten points may 
  be shifted from one to the other, and points cannot 
  be shifted to or from abilities outside of pairs. 
   
   
  Race 
  When selecting you race, you’ll find a few 
  more options in this book: Humma, Ifshnit, 
  and Osakar.  Another sentient race exists, 
  but is normally not allowed to be taken as a player 
  character race: Mechanon.   
   
  1
  2 
  3 
   
   
  Section 2 
  
   
  16 
   
   
   
  Racial Ability Score Adjustments 
  If you select a non-Human race, you’re entitled to 
  modify your initial ability scores based on that race’s 
  averages, as shown on the table below. 
   
  Humans are the easiest characters to create, as 
  they have no special abilities worth mentioning.  But 
  Humans stress individuality and specializations of 
  abilities, and are entitled to add 5 to any one ability 
  score (not both in its pair, just one single ability).  
  This is summarized on the following table. 
   
   
  Race 
  STR/ 
  STA 
  DEX/ 
  RS 
  INT/ 
  LOG 
  PER/ 
  LDR 
  Dralasite 
  +5 
  +0 
  -5 
  +0 
  Vrusk 
  -5 
  +0 
  +5 
  +0 
  Yazirian 
  -10 
  +5 
  +5 
  +0 
  Human 
  Add +5 to any one single score  
  Osakar 
  +5 
  +5 
  +0 
  -10 
  Ifshnit 
  -5 
  +0 
  +5 
  0 
  Humma 
  +10 
  +0 
  +0 
  -10 
  Mechanon 
  Refer to racial description 
   
  Racial Special Abilities 
  Your race may also have special abilities that cannot 
  be categorized into “ability score” or “skill” and 
  these must also be noted on your character sheet.  
  These are summarized in the table below. 
   
  Race 
  Special Abilities 
  Dralasite 
  Elasticity, Lie Detection 5% 
  Vrusk 
  Ambidexterity, Comprehension 15% 
  Yazirian 
  Night Vision, Gliding, Battle Rage 5% 
  Osakar 
  Highly Developed Smell, Linguistic 
  Ifshnit 
  Inner Eyelids, Innate Skill 
  Humma 
  Spring Charge, Resist Poison, 
  Prehensile Tail 
  Mechanon Refer to racial description 
   
  Racial Movement Rates 
  Finally, 
  you 
  must 
  show 
  the 
  movement 
  rate 
  associated with the race you selected on your 
  character sheet.  The movement table is shown 
  below, reprinted from the Rules section for easy 
  reference during character creation: 
   
   
  Race 
  Walk/ 
  Turn 
  Run/ 
  Turn 
  Travel/ 
  Hour 
  Dralasite 
  5m 
  20m 
  3km 
  Human 
  10m 
  30m 
  5km 
  Vrusk 
  15m 
  35m 
  6km 
  Yazirian 
  10m 
  30m 
  4km 
  Osakar 
  25m 
  60m 
  10km 
  Ifshnit 
  4m 
  15m 
  2km 
  Humma 
  10m/25m 
  35m/50m 
  6km 
  Mechanon 
  8m 
  25m 
  4km 
   
   
   
  Profession 
  The major new addition to a character's 
  persona is his profession and occupational 
  standing. At the start of the game, each 
  player 
  must 
  choose 
  a 
  profession 
  and 
  an 
  occupational standing for his character.  
   
  A character chooses a profession because of the job 
  security and support it provides. Each profession 
  respects and supports its own members above any 
  other profession. There are reference centers, 
  discount houses, and hotel-like facilities for each 
  profession on most of the civilized worlds and space 
  stations. When a character starts the game he 
  receives 20 experience points, gleaned from years 
  of study, practicing, apprenticeship, or whatever. 
  Immediately 10 points are spent on joining a 
  profession. In exchange, the character receives a 
  bonus skill that is available only to members of that 
  profession.  
   
  Automatic Training 
  When you select your profession, you will receive a 
  skill found on the following table automatically. 
   
  Profession 
  Free Skill 
  Enforcer 
  Endurance 
  Techex 
  Agility 
  Scispec 
  Intelligence 
  Explorer 
  Charisma 
   
  A character can belong to one of four professions: 
  Enforcer, Techex, Scispec, or Explorer. There are 
  also two more professions that are not considered 
  here: Spacers, for campaigns using the Knight 
  Hawks game rules, and Mentalists, an optional 
  profession that is described in its own section. A 
  character must belong to one of these professions 
  and may not leave it at a later date.  
   
  Occupational Standing 
  After choosing a profession for his character, each 
  player must choose an occupational standing: Star 
  Law or some other law enforcement agency, a 
  mega-corp employee, or self-employed. A character 
  can change his occupational standing anytime the 
  opportunity or need arises.  
   
  Every character, no matter what his profession, can 
  find a position in any occupational standing. Just as 
  characters of the same profession stick, so do 
  professionals of the same occupational standing 
  support each other.  
   
  The length of time that a character spends in a 
  particular occupational standing is entirely up to the 
  player. If, after a few adventures, a character 
  wishes to quit Star Law and join a mega-corp, he 
  4 
  
   
  17 
   
   
  may do so. Players should consider their characters' 
  experience, financial condition, and seniority, and 
  the effect the change may have on the campaign. 
  While 
  professionals 
  with 
  different 
  occupational 
  standings do work together occasionally, it is not 
  common.  
   
  Illegal Occupational Standings 
  Occupational standings and professions that are not 
  acceptable are those that are illegal: assassins, 
  pirates, terrorists, professional criminals, Sathar 
  agents, and so on. Those types of characters cannot 
  be considered as anything but the enemy. Players 
  should not be allowed to play these types of 
  characters.  
   
  Combat Abilities 
  In addition to the four pairs of abilities, your 
  character has a few other statistics worthy 
  of mention on your character sheet. 
   
  IM: Initiative Modifier is equal to your Reaction 
  Speed score divided by 10, rounded up. 
   
  DM: Check the Dexterity Modifier table to determine 
  a character's Dexterity Modifier 
   
  Dexterity 
  Score 
  Dexterity  
  Modifier 
  01-30 
  -2CS 
  31-40 
  -1CS 
  41-55 
  +0CS 
  56-70 
  +1CS 
  71-100 
  +2CS 
   
  PS: Punching Score is determined using your 
  Strength score on the following table.  It is added to 
  the damage caused when hitting someone in melee 
  combat. 
   
  STR 
  01-20 
  21-40 
  41-60 
  61-80 
  81-00 
  PS 
  +1 
  +2 
  +3 
  +4 
  +5 
   
   
  Skills 
  Once a character joins a profession he can 
  spend his remaining experience points on 
  any of his profession's skills. Any skills 
  purchased with the remaining 10 experience points 
  are known by the character when the game begins. 
   
  On the next page you will see a list of all skills.  
  Please note that some of these skills require certain 
  other prerequisites.  These are listed with an 
  asterisk (“*”) and the exact prerequisite skill can be 
  found listed in the skills section which follows 
  thereafter.  
   
  Quicker Skill Option 
  For simplicity, players may select 6 skills from their 
  character’s Professional Skill list, and 2 skills from 
  those outside their Professional Skill list, all starting 
  at Level 1. 
   
  Skill 
  Experience Point Cost 
  Level 
  (Professional) 
  (Non-Professional) 
  1 
  1 
  2 
  2 
  2 
  4 
  3 
  4 
  8 
  4 
  6 
  12 
  5 
  8 
  16 
  6 
  10 
  20 
  7 
  12 
  24 
  8 
  14 
  28 
   
   
  Equipment 
  To equip your character, you’ll need money.  
  Wealth in the Frontier is measured in 
  Credits, or Cr.  Starting characters receive 
  250Cr plus a roll of d100.  Refer to the equipment 
  area of this section for complete equipment lists. 
   
  Quicker Equipment Option 
  To help make character generation quick, players 
  may simply purchase the Standard Equipment Pack 
  and then roll d100+100 for additional discretionary 
  equipment. 
   
   
  Final Details 
  You can fill in any additional details about 
  your character, in order to make him seem 
  more real to your stories.  The greater the 
  amount of detail, the more you’ll understand the 
  character.  But you can be as detailed or general as 
  you’d like, as long as each of the following is 
  considered: 
   
  • Name 
  • Gender (unless he’s a Dralasite) 
  • Handedness (unless he’s a Vrusk) 
  • Height (in meters) 
  • Weight (in kilograms) 
   
  You can even come up with a background for your 
  character, perhaps dealing with his family structure, 
  or home world.  Inspiration can be drawn from the 
  Frontier section of this book. 
   
  If one of the players in the group is a decent artist, 
  draw your character, or find imagery on the internet 
  and print-out.  A picture goes a long way to helping 
  you imagine your alter-ego in STAR FRONTIERS or 
  any other role-playing game. 
  5 
  6 
  7 
  8 
  
   
  18 
   
   
   
  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 
  
   
  19 
   
   
   
   
   
  NFORCER Profession 
  The purpose of the enforcer profession is to 
  provide protection and enforce federation or 
  planetary 
  law, 
  corporate 
  rules, 
  or 
  employer 
  interests, whichever fits the character's occupational 
  standing. Typical enforcers work as Star Lawmen, 
  corporate security personnel, private investigators, 
  and mercenary soldiers.  
   
  Enforcers automatically gain the Endurance skill 
  when they start the game. Enforcer professional 
  skills include:  
   
  Enforcer Professional Skills 
  Body Speak 
  Communication Devices: Operate 
  Computers: Access & Operate 
  Cryptography 
  Endurance * 
  Forgery 
  Law 
  Ride Mount 
  Robotics: Identification 
  Running 
  Security Systems: Access & Operate 
  Security Systems: Deactivate 
  Security Systems: Detect 
  Security Systems: Open Locks 
  Vehicles: Aquatic 
  Vehicles: Atmospheric 
  Vehicles: Cars 
  Vehicles: Cycles 
  Vehicles: Transports 
  Weapons: Beam Weapons 
  Weapons: Demolitions 
  Weapons: Grenades 
  Weapons: Martial Arts 
  Weapons: Missiles 
  Weapons: P.G.S. Weapons 
  Weapons: Powered Assault Armor 
  Weapons: Repair 
   
   
   
  ECHEX Profession 
  Techex is the common name given to a 
  member of the Technical Expert profession. 
  The techex's job is to build, direct, maintain, and 
  repair 
  his 
  employer's 
  technical 
  equipment, 
  computers, and robots. Typical positions held by a 
  techex include Star Law computer expert, corporate 
  robotics development, research and maintenance 
  personnel, private contractor, or technology.  
   
  Techexes automatically gain the Agility skill when 
  they start the game. Techex profession skills 
  include:  
   
  Techex Professional Skills 
  Acoustics 
  Agility * 
  Computers: Access & Operate 
  Computers: Bypass Security 
  Computers: Defeat Security 
  Computers: Display Information 
  Computers: Interface Computers: Repair Bodycomp 
  Computers: Repair Mainframe 
  Computers: Repair Specialized 
  Engineer: Mechanical 
  Machinery Operation 
  Machinery: Repair 
  Optics 
  Physics 
  Robotics: Activate/Deactivate 
  Robotics: Alter Functions 
  Robotics: Alter Mission 
  Robotics: Identification 
  Robotics: List Functions 
  Robotics: Modifications 
  Robotics: Remove Security Locks 
  Robotics: Repair 
  Security Systems: Open Locks 
  Vehicles: Machinery 
  Vehicles: Repair 
  Weapons: P.G.S. Weapons 
   
  E 
  T
  
   
  20 
   
   
   
   
  CISPEC Profession 
  Scispec is the common name given to a 
  member 
  of 
  the 
  Scientific 
  Specialist 
  profession. The job of the scispec is to oversee 
  scientific expeditions, conduct experiments, provide 
  medical aid, and create computer programs. Typical 
  positions held by a scispec include Star Law science 
  specialist, Star Law medic, exobiologist, corporate 
  research expedition member, and independent 
  doctor.  
   
  Scispec automatically gain the Intelligence skill 
  when they start the game.  
   
  Scispec Professional Skills 
  Archaeology 
  Biology 
  Bionics 
  Botany 
  Chemistry 
  Computers: Access & Operate 
  Computers: Program Manipulation 
  Computers: Program Writing 
  Computers: Program Bodycomp 
  Cybernetics 
  Exobiology 
  Forensics 
  Genetics 
  Intelligence * 
  Medical Devices 
  Medical Diagnosis 
  Medical Treatment: Disease 
  Medical Treatment: Infection 
  Medical Treatment: Infestation 
  Medical Treatment: Poison 
  Medical Treatment: Radiation 
  Medical Treatment: Wounds I 
  Medical Treatment: Wounds II 
  Medical Treatment: Wounds III 
  Medical Treatment: Wounds IV 
  Physics 
  Zoology  
   
   
  XPLORER Profession 
  The purpose of the explorer profession is to 
  operate alone or in small groups on an 
  unexplored planet or as guides or scouts for 
  scientific or military expeditions. Typical positions 
  held by explorers include Star Law scout, mercenary 
  strike force or commando team member, corporate 
  spy, and advance emissary to primitive cultures.  
   
  Explorers automatically gain the Charisma skill when 
  they start the game. Explorer profession skills 
  include:  
   
  Explorer Professional Skills 
  Analyze Animal Behavior 
  Animal Taming 
  Animal Training 
  Body Speak 
  Camouflage 
  Charisma * 
  Climbing 
  Communication Devices: Operate 
  Communication Devices: Repair 
  Concealment 
  Find Directions 
  Geology 
  Geophysics 
  Haggling 
  Making Items/Structures 
  Medical Diagnosis 
  Medical Treatment: Veterinary 
  Persuasion 
  Ride Mount 
  Stable Mounts 
  Stealth 
  Survival 
  Tracking 
  Weapons: Martial Arts 
  Weapons: Melee Weapons 
  Weapons: P.G.S. Weapons  
   
  S 
  E
  
   
  21 
   
   
  OCCUPATIONAL STANDINGS  
  Law enforcement and military organizations (such as 
  Star Law or Spacefleet) have the distinct advantage 
  of having the law on their side. The judicial and 
  penal systems support them. They have solid 
  financial backing, informational networks that are 
  second to none, and they grant more individual 
  authority and power than any private or mega-corp 
  professional could hope for. The disadvantage is that 
  there are certain legal procedures that must be 
  followed, which sometimes hinder a character's 
  performance. 
  Bureaucratic 
  red 
  tape, 
  politically 
  ambitious superiors, and an unsympathetic public all 
  contribute to the problems of a professional in this 
  position.  
   
  Mega-corp 
  employees 
  enjoy 
  fantastic 
  financial 
  backing, benefits, and, if they are willing to play by 
  the 
  company's 
  rules, 
  amazing 
  promotion 
  possibilities. 
  The 
  mega-corp 
  laboratories 
  and 
  technical facilities are the finest in the galaxy. In 
  addition, mega-corps offer great leeway in how a 
  job can be accomplished, just so long as it gets 
  done. Consequently, a character is not as limited in 
  his options as, say, a Star Lawman.  
   
  One of the disadvantages is that corporate rivalries 
  are constant and sometimes dangerous. Competition 
  within the corporations themselves is intense and 
  the possibility of being left out on a limb by an 
  executive is very high.  
   
  Self-employment offers the most freedom from the 
  hassles of manipulating superiors and narrow-
  minded bureaucrats. The approach taken to a 
  mission is left up to the character and, more often 
  than not, he decides his own fate. The major 
  disadvantage to being self-employed is financial. 
  Self-employed characters are almost always low on 
  credits and under-equipped.  
   
  CONVERTING CHARACTERS  
  Veteran characters, those who were generated 
  under the Alpha Dawn rules, can find a home in the 
  expanded game. Military PSA characters can easily 
  become enforcers, or even explorers. Technical PSA 
  characters would feel comfortable in the techex or 
  scispec professions, and Biosocial PSA characters 
  can fit right into scispecs or explorers.  
   
  If a player wants to use a veteran character with 
  these new rules, the player can either redefine the 
  character's skills or redistribute his experience 
  points.  
   
  Redefining existing skills requires the player and 
  referee to look at the character's current skills and 
  levels, then translate them to new skills with the 
  same levels. This type of character is much more 
  experienced and powerful in the new system. Every 
  skill and subskill from the old system has a 
  counterpart in the new one. Some have been split 
  into many simpler skills. In this case the player 
  should choose the single skill that suits him best.  
   
  Redistributing experience points requires the referee 
  and player to figure out how many experience points 
  the character has used in the past to gain the skills 
  he has. The player reassigns these points as he 
  likes, even gaining multiple levels in a skill if he 
  desires.  
   
  The only time the referee may have to reshuffle 
  skills and levels is if both methods are used for 
  different characters in the same campaign. In this 
  case he may be forced to decrease the levels of 
  those characters who redefined existing skills.  
  
   
  22 
   
   
   
    
    
   
  Characteristics 
   
  Average Size 
  2.5 meters tall 
  Average Mass 
  90 kilograms 
  Average Lifespan 
  210 years 
  Reproductive System 
  hermaphroditic, 
  viviparous 
  Body Temperature 
  38 degrees Celsius 
   
  PHYSICAL STRUCTURE  
  The body of a Humma is pear-shaped with a short, 
  blunt head, no visible neck, narrow shoulders, 
  unusually short arms, a stocky trunk, and wide hips 
  with powerful legs. The face has a muzzle, with both 
  feline and canine features. The body is covered with 
  matted fur, usually dull brown. The hands are 
  hairless. The feet are long and tough.  
   
  Humma walk on the balls and toes of their feet, 
  which gives them their extra height. They are able 
  to jump an incredible distance. Their short arms can 
  hold a rifle but are not suited for melee weapons. 
  They have evolved with an agile and strong 
  prehensile tail with which they can deliver a sound 
  blow or use a melee weapon.  
   
  Humma are warm-blooded but they are not 
  mammals; their physiology and life cycle are 
  unique. Young Humma are female. After they have 
  borne a single child (all Humma bear one child in 
  their lifetime) they change into males. When 
  Humma approach 170 years of age they undergo 
  another change into a neuter stage and remain 
  neuter until death.  
   
  SENSES  
  Humma hearing and sight are equivalent to Human 
  standards. Their sense of smell and touch are not as 
  acute as most of the other races, while their sense 
  of taste is completely dull. This lack of smell and 
  taste, combined with their tough digestive system, 
  means they can eat almost anything that is vaguely 
  edible.  
   
  SPEECH  
  The Humma language is an ugly one, full of grunts 
  and guttural noises. It is not an easy language to 
  learn; Vrusk and Ifshnits, particularly, have a 
  difficult time with it.  
   
  SOCIETY AND CUSTOMS  
  Humma history is steeped in civil and interspecies 
  war. The Sathar incursions, however, drove the 
  Humma to finally join the Rim Coalition. There is 
  little that they enjoy more than a good brawl. 
  Humma have an almost fatalistic, "it is a good day 
  to die," attitude which not only makes them deadly 
  warriors but leads them to entertain themselves in 
  most illicit fashions. They are carousers without 
  peers.  
   
  Humma society is feudal with the equivalent of a 
  king (called the Highest One) and royalty (Higher 
  Ones, High Ones, and so forth). The fealty they owe 
  their superiors is a very serious matter with them. 
  Humma are usually named after their forebears or 
  the houses they serve (Glaxchild, Klud of Arius, 
  etc.). The lineage of a Humma is important to him 
  and a source of pride.  
   
  In the last few decades the pride and honor that 
  Humma have traditionally assigned to feats of war 
  have come to include accomplishments in technical 
  and scientific areas and explorations. There is even 
  a house, Platget, that now sends out its descendants 
  to become Star Law Rangers. 
   
  ATTITUDE  
  Most Frontiersmen do not like Humma, and even their 
  fellow Rim dwellers are not overly fond of them. That is 
  fine with the Humma, because they do not care for the 
  other races, either. Humma are rude, crude, lewd, 
  pushy, and arrogant. The only races they enjoy 
  working with are the Yazirians (Humma admire their 
  battle rage) and Osakar (because no one likes them 
  either).  
   
  Humma evolved from an extremely warlike society. 
  They were welcomed into the Rim System and 
  eventually allied with the UPF because they are much 
  more desirable as allies than enemies. Since the First 
  Sathar War their hatred for the Sathar has run a close 
  second to that of the Ifshnit. This is obvious from the 
  term they use to refer to Sathar: "meat"  
  
   
  23 
   
   
   
  SPECIAL ABILITIES  
  Spring Charge: A Humma can spring up to 25 meters 
  horizontally from a standing start and, if he lands 
  within 2 meters of an opponent, come to a dead stop 
  and make a melee attack against the opponent, who 
  cannot strike back. The "carousel attack:' a circle of 
  Humma springing from one enemy to another, is a 
  bizarre battle tactic they enjoy using. A Humma can 
  continue this 25-meter spring for up to 10 turns, but 
  then gets winded and cannot use it again for at least 
  30 minutes.  
   
  Poison Resistance: Humma are unaffected by any 
  poison that they eat or drink.  
   
  Prehensile Tail: The tail of the Humma is 2 meters 
  long and has a grip stronger than a Human hand. The 
  tail is capable of holding an item or swinging a melee 
  weapon. When holding an item, the Humma can use its 
  two arms normally. When using the tail to wield a 
  weapon, the Humma must concentrate on it and 
  cannot use its arms to operate anything else. The tail 
  can only wrap around hilts, handles, etc., and cannot 
  throw grenades or operate devices. The tail itself is 
  treated as a rifle butt for damage. It is strong enough 
  to support a Humma's body, but only for a number of 
  turns equal to the Humma's Stamina divided by 10.  
   
  Humma Characters: 
   
  Ability Scores 
   
  STR/STA 
  +10 
  DEX/RS 
  +0 
  INT/LOG 
  +0 
  PER/LDR 
  -10 
   
  Movement 
   
  Walk 
   
     Walking 
  10 meters per turn 
     Running 
  35 meters per turn 
     Hourly 
  6 kilometers/hour 
  Leap* 
   
     Walking 
  25 meters per turn 
     Running 
  50 meters per turn 
     Hourly 
  N/A 
  *Leaping can be maintained only 10 turns, and must 
  be followed by 30 minutes of rest. 
   
  Special Abilities 
  Spring Charge 
  Spring 25m, make a melee 
  attack and opponent cannot 
  attack back. 
  Resist Poison 
  Unaffected by any consumed 
  poisons. 
  Prehensile Tail Attacks as a rifle butt.  Strong 
  enough to support Humma’s 
  body for up to STA/10 turns. 
   
    
    
   
  Characteristics 
   
  Average Size 
  1.0 meters tall 
  Average Mass 
  30 kilograms 
  Average Lifespan 
  150 years 
  Reproductive System 
  heterosexual, viviparous 
  Body Temperature 
  32 degrees Celsius 
   
  PHYSICAL STRUCTURE  
  Ifshnits are short, hairy humanoids. They are 
  bipedal, symmetrical mammals that look like tiny 
  Humans in hair coats. All Ifshnits have bald pates, 
  moustaches, and long, silky hair over the rest of 
  their bodies. This body hair can be any color but 
  is seldom different shades on the same body. All 
  males have long and ornate beards, usually or a 
  different shade than the rest of the body hair. The 
  body hair of both sexes is usually worn in intricate 
  braids. Each Ifshnit clan braids its hair differently.  
   
  Ifshnit hands and feet are covered with short hair, 
  except for their palms and soles, which are bare 
  and padded. This short hair is slightly darker than 
  the rest of the body hair. Their hands have three 
  fingers and an opposing thumb, the feet have 
  four toes.  
   
  Ifshnits are herbivores and the thought of eating 
  another creature is utterly revolting to them. 
  Because of their vegetarian diet they are 
  constantly nibbling instead of eating meals.  
   
  
   
  24 
   
   
  Because of their small size Ifshnits cannot use 
  many large items, including normal rifles.  
   
  SENSES  
  Ifshnits have normal senses of hearing, touch, 
  and taste. They have almost no sense of smell 
  and have a hard time understanding the concept 
  of scent. Their eyes are masterpieces of biological 
  engineering. 
  A 
  fast-closing 
  inner 
  lid 
  closes 
  instantly if exposed to bright light, preventing the 
  Ifshnit from being blinded (many exobiologists 
  believe Ifshnits evolved under intense sunlight). 
  Their night sight is no better than a Human's.  
   
  SPEECH  
  Ifshnits have a lilting, piping voice that is best 
  described as cute. Their language is intricate, but 
  is compatible with most races' linguistic abilities 
  (except the Humma).  
   
  SOCIETY AND CUSTOMS  
  Ifshnits are the major race in the Capella system. 
  They founded the Capellan Free Merchants and 
  still control the organization. Their strange, polite 
  dickering is known and welcome on most planets. 
  Due 
  to 
  their 
  origins, 
  Ifshnits 
  are 
  fiercely 
  independent. They like neither mega-corps nor 
  cadres. They live in small family clans and are 
  governed 
  by 
  a 
  committee 
  that 
  changes 
  continually.  
   
  Ifshnits believe that this is the last corporeal 
  existence they will have. Their concept of an 
  afterlife is one of pure thought mixed with gentler 
  emotions. As a part of this belief they tend to 
  ignore the sensual pleasures of life. Their favorite 
  pastimes include games (they love competition), 
  storytelling, and bartering for goods.  
   
  They adapt very well to living and working in 
  space. Dorem Dasak, the famous Dralasite 
  philosopher and historian, has named them "The 
  race of the future, they who will inherit!" 
   
  ATTITUDES  
  Ifshnits are 
  intelligent, 
  brave, patient, 
  and 
  tolerant of other races, and members of most 
  other races like them instantly. Unfortunately, 
  Ifshnits prefer being alone or with other members 
  or their clan. They harbor an intense hatred for 
  the Sathar and any who serve them. This is due 
  to their past dealings with the Sathar Though 
  details are hard to get, apparently the Sathar 
  plagued the Ifshnits since their history began. 
  This leads many historians to believe that the 
  Ifshnits (or a branch of that race) at one time 
  inhabited Sathar space. Ifshnits have been known 
  to risk life and limb many times over to eliminate 
  Sathar and their agents.  
   
  SPECIAL ABILITIES  
  Highly Developed Sight: Ifshnits cannot be 
  blinded by any light, as their inner eyelids snap 
  shut instantly. They cannot see during the turn a 
  light flashes brightly, but their eyesight will be 
  normal the following turn.  
   
  Innate Skill: Because of their unique culture, 
  which is heavily based on barter, Ifshnits learn 
  about trading at an early age. An Ifshnit character 
  is allowed to choose one of the following skills at 
  second level and at no cost when it begins the 
  game: Appraisal, Gemology, or Haggling.  
   
  Ifshnit Characters: 
   
  Ability Scores 
   
  STR/STA 
  -5 
  DEX/RS 
  +0 
  INT/LOG 
  +5 
  PER/LDR 
  +0 
   
  Movement 
   
  Walking 
  4 meters per turn 
  Running 
  15 meters per turn 
  Hourly 
  2 kilometers/hour 
   
  Special Abilities 
  Inner Eyelids 
  Inner eyelids protect eyes from 
  bright flashes 
  Innate Skill 
  One of the following skills at 
  second level gained 
  automatically: Appraisal, 
  Gemology, or Haggling. 
   
   
  
   
  25 
   
   
    
    
   
  Characteristics 
   
  Average Size 
  2.2 meters tall 
  Average Mass 
  100 kilograms 
  Average Lifespan 
  Unknown 
  Reproductive System 
  Construction 
  Body Temperature 
  Not Applicable 
   
  NOTE 
  Mechanon are designed as an NPC race, as the Sathar 
  are.  They will not always be enemies on sight, 
  however, and role-playing encounters with these 
  beings can be quite complicated. 
   
  PHYSICAL STRUCTURE  
  Mechanons are sentient robots. They are roughly 
  humanoid, though members of the warrior class have a 
  large metallic tail which they use to balance and as a 
  weapon. The top of a Mechanon's head is a cluster of 
  various-colored 
  crystals. 
  These 
  crystals 
  form 
  an 
  artificially intelligent storage and computing device, a 
  technology unknown but much sought after by the 
  other races.  
   
  SENSES  
  Mechanons are usually equipped with sensors that give 
  them visual and audio input roughly equivalent to 
  Human eyes and ears. The warriors are also equipped 
  with infrared and starlight optics and have heightened 
  hearing. The thinker class is believed to be equipped 
  with all available optical enhancement devices and 
  have extremely heightened hearing. No Mechanon can 
  smell or taste and their touch seems to be the 
  standard type for advanced robots (much less than 
  Human).  
   
  SPEECH  
  Mechanons have built-in poly-voxes and can be 
  programmed with almost any language. The higher 
  orders, 
  warriors 
  and 
  thinkers, 
  can 
  learn 
  new 
  languages. The Mechanon voice is high and always 
  sounds mechanical.  
   
  SOCIETY AND CUSTOMS  
  Mechanons evolved on Volturnus from primitive Eorna 
  robots. Through a series of incredible coincidences they 
  eventually became a sentient, sapient race of creatures 
  which could propagate mechanically. The robots used 
  on the Frontier in everyday life are to the Mechanons 
  what baboons are to the Yazirians: there is a certain 
  similarity, but the differences are far greater and of 
  more importance.  
   
  Little is known about Mechanon society. What is known 
  indicates that it has a complex and strict caste system 
  which does not allow for advancement from a lower 
  caste to a higher one. The more intelligent Mechanons 
  occupy higher castes. It is known that an aggressive 
  tendency to dominate and destroy organic, intelligent 
  life was once a strong factor in Mechanon society. 
  Indeed, it resulted in the famous Mechanon revolution 
  on Volturnus in FY 54 and the eventual mass exodus of 
  Mechanons from that planet. But recent studies have 
  shown that this is no longer a primary drive within the 
  majority of Mechanons encountered. In fact, of 100 
  randomly tested Mechanons, only five showed any 
  signs of animosity or superiority complexes relating to 
  organic sentients.  
   
  Some robopsychologists are beginning to suspect that 
  two completely different Mechanon societies may be 
  evolving: one bent on peacefully coexisting with the 
  other races, and another, smaller faction bent on 
  destroying them.  
   
  Mechanons use standard robots to perform menial 
  tasks, just as the other races do. Philosophy and the 
  arts are completely non-existent and Mechanons 
  cannot understand what organic beings see in these 
  pursuits. Mechanons have no sense of public vs. 
  private property. Supplies simply are created, exist, 
  and are used as needed. There is no family unit.  
   
  There are few laws in Mechanon society. Every 
  Mechanon is programmed with specific behavioral 
  directives 
  during 
  construction. 
  Noticeably 
  fewer 
  restrictions are placed on members of higher castes. At 
  present, the Mechanon's crystalline technology is the 
  envy of every government and mega-corp in the 
  Frontier.  
   
  
   
  26 
   
   
  ATTITUDES  
  The Mechanons seem to get along with most races 
  now. Their fascist tendencies have waned since they 
  colonized their own planet, and they are now trying to 
  become respectable members of the UPF community. 
  Many people who have dealt with them in the last 
  decade testify that they are no more difficult to work 
  with than any other race and are possibly easier to 
  deal with than the Humma. Still others, though, 
  contend 
  that 
  the 
  Mechanons 
  are 
  planning 
  the 
  overthrow of all biological races in the Frontier and cite 
  their past cooperation with the Sathar as proof. The 
  matter is hotly contested, and only time will settle it.  
   
  SPECIAL ABILITIES  
  Ambidexterity: All Mechanons are ambidextrous, just 
  as the Vrusk are.  
   
  Built-in Weapons: All members of the warrior class 
  have at least one built-in weapon, usually a maser or 
  laser. It is suspected that the thinkers have even more 
  powerful armament.  
   
  Amazing Intelligence: The warrior class has a Logic 
  score of 75. The thinker class has a Logic score of at 
  least 95 and can figure out the use of any 
  manufactured item in a matter of minutes. Thinkers 
  are also skilled debaters (Persuasion skill level 2).  
   
  Mechanon Characters: 
   
  Ability Scores 
   
  STR/STA 
  +20 / +10 
  DEX/RS 
  +10 / +10 
  INT/LOG 
  -20 / +10* 
  PER/LDR 
  -20 / +20 
  * If a Warrior Mechanon rolls less than 75 LOG, he 
  automatically begins with a score of 75.  If a Thinker 
  Mechanon begins with less than a 95 LOG, his 
  beginning score will become 95. 
   
  Movement 
   
  Walking 
  8 meters per turn 
  Running 
  25 meters per turn 
  Hourly 
  4 kilometers/hour 
   
  Special Abilities 
  Ambidexterity 
  Can use either hand equally 
  well. 
  Built-in Optics 
  Warriors have Infra-Red and 
  Starlight optics.  Thinkers have 
  all forms of optic technology. 
  Built-In Weapons Warriors have built-in laser 
  pistols, Thinkers have built-in 
  laser rifles.  Must be powered. 
  Built-in Poly-Vox Thinker Mechanons have a 
  built-in Poly-Vox. 
  Skilled Debater 
  Thinkers start with the 
  Persuasion skill at level 2. 
   
    
    
   
  Characteristics 
   
  Average Size 
  3 meters tall 
  Average Mass 
  100 kilograms 
  Average Lifespan 
  225 years 
  Reproductive System 
  parthenogenesis 
  Body Temperature 
  42 degrees Celsius 
   
  PHYSICAL STRUCTURE  
  Osakar are very tall, long-limbed creatures. Four 
  legs grow symmetrically from the lower portion of 
  their barrel-shaped bodies and constitute 65% of 
  their height. Each leg has two opposing knees and 
  can fold up to lower the Osakar to a height of a little 
  under 2 meters.  
   
  Osakar have two arms with shoulder joints similar to 
  those of a Vrusk, but they aren't double jointed. The 
  hands are short and powerful with five fingers (each 
  finger has five knuckles) and two opposing thumbs 
  (each thumb has three knuckles).  
   
  The Osakar head is set slightly forward of the 
  shoulders on a long, thick, muscular neck. This neck 
  can turn the head straight back, so the Osakar can 
  easily look behind itself. The Osakar head has a very 
  flat face with little detail. The two eyes are totally 
  black. The nose is an intricately baffled vertical 
  opening. The mouth is a mere slit containing hard, 
  bony ridges used for chewing. Two opposing 
  tongues, one on either side of the mouth, can be 
  seen.  
  
   
  27 
   
   
   
  The Osakar epidermis is made up of thousands of 
  large. white, hard, plate-like cells that are shingled 
  downward all over the body. They resemble a huge, 
  white plant more than any animal.  
   
  Osakar have only one sex, which is considered 
  female and new individuals are developed from 
  unfertilized eggs. To all other races Osakar appear 
  completely identical, like clones.  
   
  SENSES  
  Osakar have vision, hearing, and a sense of touch 
  comparable to that of mankind. They have the 
  finest sense of taste and smell on the Frontier 
  (see Special Abilities).  
   
  SPEECH  
  Osakar speak a strange language that is quite 
  beautiful. The two tongues produce sounds no 
  other race can make and the use of their baffled 
  nose-hole adds exotic fluting which is entrancing. 
  They have no problem learning to speak new 
  languages.  
   
  SOCIETY AND CUSTOMS  
  The 
  incredible 
  physical 
  similarities 
  between 
  Osakars has an interesting impact on Osakar 
  society. All Osakar are absolutely equal and have 
  the same rights. They are the only race that has 
  achieved 
  perfect 
  equality. 
  Their 
  lack 
  of 
  distinguishing features not only reinforces this 
  equality, 
  but 
  also 
  channels 
  their 
  natural 
  inclination toward individuality in a most unusual 
  direction. No two Osakar sound alike, the 
  inflection 
  and 
  tone 
  of 
  their 
  voice 
  being 
  unmistakably different. Some even adopt other 
  languages permanently.  
   
  This desire to be different also manifests itself in 
  their religious beliefs. Every known religion in the 
  galaxy, 
  including 
  ancient 
  and 
  "forgotten" 
  religions, is being practiced by at least one 
  Osakar. All Osakar are fervently religious, but the 
  religion itself is not as important as the fact that 
  the Osakar believes in it.  
   
  But the Osakar desire for individualism is most 
  notably expressed in their apparel. While Osakar 
  can live comfortably in most climates without 
  clothing, apparel accounts for a major portion of 
  their personal expenses. They absolutely love 
  fashion. Gaudy, tasteful, tacky, luxurious, the 
  range of Osakar apparel is without limits and 
  changes continuously. (Osakar characters must 
  spend at least 20% of their income on clothing 
  and accessories.) Osakar do not limit their outfits 
  to one gender or species; any clothing that fits, 
  from any culture or time period, may be worn by 
  an Osakar. 
   
  ATTITUDES  
  Osakar try to get along with everyone, but some 
  of the other races are barely able to tolerate the 
  Osakar, probably because of their appearance. 
  Most Humans are afraid of Osakar (because of 
  their "spidery" legs) and the two races never live 
  close to each other. The only races that get along 
  with them are the Ifshnits (after centuries of 
  trade and interaction) and the Humma (because 
  no one likes them either).  
   
  SPECIAL ABILITIES  
  Highly Developed Smell: All Osakar have highly 
  developed olfactory senses. These are so accurate 
  that an Osakar can recognize and identify even 
  very weak odors that it has encountered in the 
  past, including people. Any Osakar learning the 
  Tracking skill has a +2 Column Shift added to its 
  success rate, unless something has masked or 
  removed the scent.  
   
  Languages: Because of their unique mouth 
  structure 
  Osakar 
  can 
  duplicate 
  all 
  known 
  languages. The Osakar are the finest linguists 
  known. An Osakar character starts the game 
  knowing any four civilized languages it desires in 
  addition to PanGal and Osakish.  
   
  Osakar Characters: 
   
  Ability Scores 
   
  STR/STA 
  +5 
  DEX/RS 
  +5 
  INT/LOG 
  +0 
  PER/LDR 
  -10 
   
  Movement 
   
  Walking 
  25 meters per turn 
  Running 
  60 meters per turn 
  Hourly 
  10 kilometers/hour 
   
  Special Abilities 
  Highly Developed 
  Smell 
  +2CS to Tracking. 
  Linguistic 
  Begin play knowing any 
  four languages in addition 
  to PanGal and Osakish 
   
  Note: Starting Osakar must spend 20% of 
  starting income on clothing and accessories. 
   
  
   
  28 
   
   
  SKILLS 
  Characters can learn skills which allow them to 
  perform special actions. Most skills have up to eight 
  levels of expertise now, instead of the six levels 
  described in the Alpha Dawn rules. Other skills give 
  an automatic proficiency or fixed expertise in the 
  skill when it is first taken. The skill levels, 
  sometimes with built-in Column Shifts and other 
  modifiers, indicate the success rate for using a skill. 
  The success rate for each skill is listed after its title, 
  as well as on the Skills List at the end of this 
  section. When a character uses his skill, his player 
  must roll a skill check. The player does this by trying 
  to roll the individual skill's success rate on the 
  Resolution Table. This is explained more fully in the 
  Using Skills section.  
   
  A player can increase his character's individual skill 
  levels by spending experience points. Experience 
  points can be traded in to gain an introductory level 
  skill or to increase a skill the character already has 
  to the next level. Experience points are awarded at 
  the end of the adventure or evening of play in the 
  same manner as in the Alpha Dawn rules.  
   
  LEARNING SKILLS  
  To learn new or higher-level skills, a character must 
  spend 
  experience points. The number 
  of XP 
  (experience points) that must be traded for each 
  skill and skill level are shown on the Skill Cost Table.  
   
  The Skill Cost Table shows the profession and 
  nonprofession cost for each level of skill. This is the 
  cost to go from one skill level to the next, not the 
  total cost to achieve that level. Profession costs are 
  for those skills included under the profession chosen 
  by the player for his character, nonprofession costs 
  are for all other skills. The Profession section lists 
  each profession's skills.  
   
  The revised skill system has segmented the Primary 
  Skill Areas and former skills into many more new 
  skills. This is why the skill costs are small compared 
  to the expanded skill system, because you now buy 
  a single skill and not a group of them.  
   
  A character can learn only one level of a skill at a 
  time. Skipping levels is not allowed, even if the 
  character has enough experience to do so.   
   
  For example, Brango O'Bourke, a Star Law enforcer, 
  has accumulated 6 experience points on his 
  adventures. The player decides to spend these 
  experience points to increase Brango's skill level 
  with beam weapons from level 2 to level 3. Since 
  Brango is 
  an enforcer, and Weapons: 
  Beam 
  Weapons is an enforcer profession skill, it only costs 
  Brango's Weapons: Beam Weapons skill level from 2 
  to 3 on his character sheet, and subtracts 4 from his 
  experience point total. Brango still has 2 experience 
  points left.  
   
  Training: When characters learn new skills or 
  increase a skill level, they must be trained. Three 
  training methods are suggested below. All three 
  methods are optional. Some referees may want to 
  ignore this activity and simply allow players to pick 
  new skills when their characters have earned 
  enough experience points without role-playing the 
  training.  
   
  Instructors: A character with enough experience 
  points can learn a new skill or skill level from 
  another character. The instructor's skill level must 
  be at least two levels higher than the pupil's. A 
  character can learn a new skill or skill level from an 
  instructor in one month. He can learn only one skill 
  at a time.  
   
  Practice: Characters with enough experience points 
  can learn new skills or skill levels simply by 
  practicing. This is not always possible, however, 
  especially with skills that require special equipment.  
   
  Teaching 
  Tapes: 
  Teaching 
  tapes 
  are 
  micro-
  cassettes with subliminal instructions recorded on 
  them. They are used in conjunction with a teaching 
  helm. A character with enough experience points will 
  have the helm and the tape with his new skill or skill 
  level on it made available to him through Star Law, 
  his corporate employer, or another sponsor who is 
  interested in his advancement. Teaching tapes teach 
  the skill to the character in several sessions that last 
  a total of five days.  
   
  Temporary Learning: Sometimes characters who 
  are sent on special missions are temporarily trained 
  in a skill. The character only retains the knowledge 
  of how to use the skill for a short period of time. A 
  referee may wish to use this temporary skill 
  knowledge in conjunction with a campaign scenario 
  or adventure that requires a specific skill or skill 
  level to complete but which no character in the 
  party possesses. This is especially effective in a 
  "race against the clock" type of adventure, since the 
  skill will "wear off."  
   
  USING SKILLS  
  As explained in the skill introduction section, the 
  new skill system drastically changes how skills are 
  used. It divides skills into individually-learned skills, 
  without primary skill areas or subskills. The STAR 
  FRONTIERS Resolution Table is now used to 
  determine whether a skill check is successfully made 
  (see the section on the Resolution System).  
   
  
   
  29 
   
   
  Success Rates: Each skill has a success rate. The 
  success rate is the basic chance for the character to 
  succeed each time he uses his skill. There are four 
  types of success rates listed: automatic success, 
  skill level, fixed level, and modified skill or fixed 
  level.  
   
  Automatic success rates mean that once the skill 
  has been taken, the character can automatically 
  perform the skill without having to roll to succeed.  
   
  Skill Level success rates mean that the current level 
  of the skill possessed by the characters is what is 
  used on the Resolution Table for a skill check. No 
  modifiers are normally added to the skill check dice 
  roll.  
   
  Fixed Level success rates are similar to automatic 
  success rates because once the skill has been taken, 
  it need not be taken again since a fixed level is 
  automatically achieved. Level +X is the most 
  common fixed level, but others exist as well. 
  Subsequent selections of fixed level skills do not 
  increase the success rate.  
   
  Modified Fixed or Skill Level success rates may have 
  a positive column shift built-in to improve the 
  character's chance to make the skill check. Skill 
  Level +1 Column Shift is a common modified skill 
  level. This does not mean that a +1 column shift per 
  level of the skill is to be added; it means that after 
  the skill level of the character is located, the column 
  is shifted once to the right. For example, a player 
  whose character has a level 3 in the Machinery 
  Operation skill (success rate: Skill Level +2 Column 
  Shift) would locate his base skill success column on 
  the Resolution Table at Level +3, then shift it two 
  more columns to the right, before rolling to see if 
  the character succeeds.  
   
  Some modifications are negative, though, and 
  usually are multipliers of a condition (there are -1 
  Column Shifts that are multiplied by the computer 
  level, lock level, or maxiprog level to reflect the 
  increased difficulty at succeeding in the skill).  
   
  Some success rate may have both a positive and a 
  negative modifier -- a built-in positive column shift 
  to increase the skill level, but a negative column 
  shift condition (-1 CS per robot level).  
   
  Certain modifications may be so varied that the 
  term "special" is listed for their success rate. This 
  means the skill definition should be read carefully 
  and the referee may have to make a decision as to 
  the proper success rate.  
   
  Prerequisites: Some skills list prerequisites ("Pr") 
  under their success rates. This contains two 
  different sections: a skill requirement before the 
  new skill can be taken, and conditions (either items 
  or actions) that must be used to perform the skill.  
   
  Prerequisite Skill: A skill listed as a prerequisite 
  means that the character must possess it before he 
  can choose the new skill. For example, before you 
  can choose the Acoustics skill, you must have the 
  Physics skill. If more than one level of a skill is 
  needed as a prerequisite, it will be noted.  
   
  Prerequisite Items or Actions: Items listed as 
  prerequisites are needed to use the skill. Medkits or 
  techkits are necessary tools. If the job may be too 
  big or too complicated for a simple kit, the 
  prerequisites usually adds "or proper tools and 
  facilities." In all cases the referee should use 
  common sense whether the attempted skill use can 
  be performed with simple tools in the field or must 
  be completed in better-equipped surroundings.  
   
  Actions 
  or 
  conditions 
  are 
  rarely 
  listed 
  as 
  prerequisites. "Animals to be trained must be 
  tamed" is an example of a condition that first must 
  exist before the skill can be attempted. In this case 
  it is a warning not to try the Animal Training skill on 
  an untamed animal. "Gain access," which is listed 
  extensively in the robot skills, is explained in the 
  Robotics background section.  
   
  SKILL BACKGROUND NOTES  
   
  AUTOMATIC SKILLS  
  Agility, Charisma, Endurance, and Intelligence are 
  all professional automatic skills. When a character 
  chooses his profession he automatically receives is: 
  Techex -- Agility, Explorer -- Charisma, Enforcer -- 
  Endurance, and Scispec -- Intelligence. There is no 
  other way to select these skills and their game use 
  is only when the character is being created.  
   
  COMPUTERS  
  There are three types of computers mentioned in 
  Zebulon's Guide to Frontier Space: mainframe 
  computers, 
  specialized 
  computers, 
  and 
  body 
  computers. All three types are explained in detail 
  later in this book.  
   
  Mainframe computers are the type that most of the 
  computer 
  skills 
  are 
  designed 
  for. 
  Mainframe 
  computers 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 
  and 
  body 
  computers 
  (called 
  
   
  30 
   
   
  bodycomps) are the level of their processor packs; 
  Type A equals Level 1, Type D equals Level 4.  
   
  A character with a computer skill gets only one 
  chance per day to try it on a computer. If the 
  computer is designed by an alien race (other than a 
  Frontier race) the success rate for the skill is 
  modified by a -2 Column Shift.  
   
  MEDICAL  
  Characters who do not use a medkit with skills 
  listing it as a prerequisite can still attempt the skill, 
  but with a -3 Column Shift. If a patient is treated in 
  a hospital or sick bay, all medical skills have an 
  additional +2 Column Shift. If the patient is an 
  unfamiliar alien, all medical skills have an additional 
  -2 
  Column 
  Shift. 
  These 
  two 
  modifiers 
  are 
  cumulative, so the skill check to perform a medical 
  skill in a hospital on an unfamiliar alien is the skill's 
  normal success rate, although the time required for 
  X-rays or exploratory surgery would be longer for an 
  unknown alien. Animals can only be treated by 
  Medical Treatment: Veterinary, but the activities and 
  alien creatures modifiers still apply.  
   
  Note that when a character has a disease, infection, 
  infestation, poison, or radiation introduced into his 
  system, damage does not begin to occur until the 
  turn following the introduction. All other forms of 
  damage (weapons damage, fire, falling, etc.) occur 
  instantly, in the same turn they are introduced to 
  the character.  
   
  ROBOTICS  
  There are eight levels of robots. A robot's level 
  indicates how complex it is, just like a mainframe 
  computer. And like the mainframe and body 
  computers, it has programs, called roboprogs, also 
  with eight levels.  
   
  Robots will be discussed in great detail in future 
  volumes of Zebulon's Guide to Frontier Space. Until 
  the new definitions of robots are released, continue 
  to use the six levels of robots that are explained in 
  the STAR FRONTIERS Alpha Dawn rules. The 
  roboprogs, detailing the robot's functions and 
  mission, are inserted inside the robot on a progit 
  circuitry board. This board is usually secured behind 
  at least one protective plate. To reach the circuit 
  board, the plate or plates have to be removed. This 
  is what is meant, under Prerequisites, by gain 
  access.  
   
  ROBOT MALFUNCTIONS  
  If a player fails his character's roll on his Robotics: 
  Remove Security Locks, Alter Functions, or Alter 
  Mission skills, the robot can malfunction. When this 
  happens, the referee should roll 1d100 on the Robot 
  Malfunction Table.  
    
  Die Roll Robot Malfunction Effect 
    01-20 
  No Malfunction 
    21-30 
  Function Progit Destroyed 
    31-40 
  Sensor System Failure 
    41-50 
  Mobility System Failure 
    51-60 
  Short Circuit 
    61-70 
  Level Drop 
    71-80 
  Mission Erased 
    81-90 
  Haywire 
    91-00 
  Explosion 
   
  No Malfunction: The robot continues to function 
  normally.  
   
  Function Progit Destroyed: One of the robot's 
  function progits (picked randomly by the referee) 
  has been destroyed. The robot cannot perform 
  anything that requires that progit. If all of a robot's 
  progits are destroyed, the robot is deactivated.  
   
  Sensor System Failure: The robot's optical or 
  radar/sonar sensor system fails. This means the 
  robot can only locate a target by its normal audio-
  receivers. Since it cannot normally maneuver by 
  touch, it must go very slowly.  
   
  Mobility System Failure: The robot's mobility 
  system, whether it be hoverfan, wheels, tracks, or 
  legs, is damaged. The referee decides what type of 
  limitations are placed on the robot's mobility. 
  Examples: can only turn in circles, can only move in 
  reverse, moves sluggishly at one-quarter speed, 
  jerks forward with little control over its speed, no 
  movement at all.  
   
  Short Circuit: The robot is still operating, but has 
  been damaged (effect at referees discretion). For 
  example, a robot with a short circuit might rattle 
  and spark while it works, or suffer a severe loss of 
  power to its weapons systems.  
   
  Level Drop: The robot suffers damage throughout 
  which drops it one level. This level drop is used for 
  the purpose of combat, skills, and intellect.  
   
  Mission Erased: The robot's mission progit has 
  been erased. It still maintains all of its functions, but 
  has no purpose in life except to survive.  
   
  Haywire: The robot is completely out of control. It 
  might attack at random, spin in circles, recite the 
  Dralasitic Creed, or do anything else which the 
  referee thinks fits the situation.  
   
  Explosion: 
  The 
  robot's 
  parabattery 
  explodes, 
  causing 10 points of damage multiplied by the 
  parabattery's type to the character attempting the 
  
   
  31 
   
   
  skill. 
  Damage 
  is 
  electrical, 
  fragmentary, 
  and 
  concussive.  
   
  SCIENCES  
  Science skills, such as botany, chemistry, zoology, 
  or geophysics, rely heavily on the character's 
  practical experience and common sense. Even so, 
  each skill automatically requires a small exploration 
  kit containing microcircuitry equipment that assists 
  the character in using the skill (such as a 
  minimicroscope), 
  testing 
  chemicals, 
  or 
  simple 
  analysis tools. These are sufficient for the common 
  uses of the skills. If the referee thinks the character 
  wishes to glean more information about a subject 
  than his present tools can provide, then sufficient 
  time and proper scientific facilities are required.  
   
  VEHICLES  
  Vehicle operations include starting, driving, and 
  using a vehicle to do anything it was designed to do 
  normally. The skill check includes the possibility that 
  the character may need to bypass a locked ignition 
  to start the vehicle. Obviously, if the vehicle is 
  damaged or out of fuel, it will not start until it is 
  repaired or refueled.  
   
  A character usually will have no trouble starting the 
  vehicle, but only gets one chance to operate it if he 
  is unfamiliar with it. If the character has driven this 
  type of machine before, he can start and drive it 
  automatically.  
   
  The normal operation of a vehicle does not include 
  stunts or hazardous maneuvers. These are included 
  in the Alpha Dawn rules on page 30 under Special 
  Maneuvers and have not changed (though some of 
  the new vehicular equipment in Zebulon's Guide to 
  Frontier Space increases the chances of performing 
  them better).  
   
  The referee may decide, because of alien design or 
  modifications to a vehicle that the character is 
  attempting to use, that the result area the player 
  needs to roll on the skill check should be a specific 
  color or colors and, thus, more difficult.  
   
  STANDARD REPAIR RULE  
  Many skills allow characters to repair damaged 
  equipment. The success rates can be modified by 
  the referee depending on what is being repaired, 
  how it was damaged, the extent of the damage, and 
  available tools, but the procedure is the same for all 
  the repair skills.  
   
  If the damaged equipment is repaired in a facility 
  with proper tools and equipment, there is no chance 
  it will breakdown again on its own. When a repair is 
  made away from a shop with a personal toolkit, 
  there is a chance that the device will break down 
  again. The chance depends on the result of the 
  repair skill check. If the result is Cobalt, there will 
  be no further breakdown on its own. If the result is 
  Blue, there is a 10% noncumulative chance that the 
  repaired equipment will break down every other day 
  (referee secretly checks every other day the device 
  is used). If the result is Green, there is a 10% 
  noncumulative chance that the repaired equipment 
  will break down each day (referee secretly checks 
  each day the device is used). If the result is Yellow, 
  there is a 25% noncumulative chance that the 
  repaired equipment will break down each day 
  (referee secretly checks everyday the device is 
  used).  
   
  When something breaks down, the referee must 
  decide if the damage is minor, major, or total. Minor 
  repairs take 1d10 minutes, major repairs take 1d10 
  hours, and total repairs take 1d10 x 10 hours.  
   
  WEAPONS  
  Nonweapon skills offer no possibility of performing 
  the skill without having at least an introductory skill 
  level. Weapon skills are not essential for the 
  operation of a weapon. Weapons can be used by 
  characters who do not have skills with them (with 
  the exception of explosives, mines, and detonators). 
  Any character using a weapon without possessing 
  any weapon skills for that weapon uses the Level 0 
  column for his base column and suffers a -1 Result 
  Shift (see Resolution System section). No matter 
  how many positive column or result shifts may apply 
  to the situation, his strike column will never shift to 
  the right past the /0 Level column and his result 
  area can never be greater than the Blue area unless 
  he rolls a 01-02 (see Automatic Rolls). The strike 
  column can, however, shift left all the way to the -X 
  column.  
     
  EXPANDED SKILLS LIST  
   
  ACOUSTICS 
  Success Rate: Skill Level 
  Pr: Physics, techkit or proper tools and facilities  
   
  This skill allows the character to build and repair 
  white 
  noise 
  generators, 
  noise 
  insulators 
  and 
  bafflers, and sonic-protection gear (headphones, 
  helmet liners, and so forth). No more than one item 
  can be constructed per week, but the price in 
  materials is 10% less than the normal item cost. 
  When repairing acoustic devices use the standard 
  repair rule.  
   
   
   
   
   
   
  
   
  32 
   
   
  AGILITY 
  Success Rate: Automatic upon selection of techex 
  profession 
   
  When a character chooses the techex profession he 
  automatically receives this bonus skill. It is assumed 
  that a techex character spent his youth working with 
  intricate equipment, thus raising his agility above 
  the average. The character has 7 points that he can 
  now add to his DEX/RS combination in whatever 
  manner he wishes (e.g., 3 to DEX, 4 to RS).  
   
  ANALYZE ANIMAL BEHAVIOR 
  Success Rate: Skill Level +2 Column Shift 
   
  A character with this skill can, if given four turns of 
  observation, make an analysis of whether an animal 
  is aggressive or harmless. Further observations, for 
  1d10 hours, can also inform the character of 
  whether an animal's den or lair is nearby and what 
  its eating, drinking, and other habits are. For a 
  complete analysis of a creature and how it fits into 
  its surrounding environment, the character would 
  have to use the Analyze Ecosystems skill.  
   
  ANALYZE ECOSYSTEMS 
  Success Rate: Skill Level 
  Pr: Biology Level 3  
   
  This skill allows a character, after spending at least 
  200 hours studying an area, to accurately analyze 
  an ecosystem. An ecosystem study encompasses 
  the interactions of all the plants and animals that 
  make up the local environment. If an ecosystem is 
  upset or out of balance, entire species can become 
  extinct and whole regions devastated by floods, 
  droughts, or other natural disasters. In analyzing an 
  ecosystem the character can determine if it is 
  balanced and, if not, how to restore the balance. 
  This skill does not allow analysis of individual animal 
  habits.  
   
  ANIMAL TAMING 
  Success Rate: Skill Level  
   
  This skill gives a character the chance to tame a wild 
  animal. Once tamed the animal can only be used as 
  a beast of burden or herd animal, unless the Animal 
  Training skill is used to make it a pet or companion. 
  Some types of creatures are more difficult to train 
  than others. The following creatures have a -1 
  Column Shift modifier to the skill check: all tiny 
  creatures, giant herbivores, all insectivores, large 
  omnivores and carnivores. Giant omnivores and 
  carnivores require a -2 Column Shift. Monsters, 
  particularly vicious creatures, or Sathar-developed 
  creatures, cannot be tamed. Examples of monsters 
  would be sand sharks, queequeg, and slither, all 
  included in the Star Frontiers Expanded Rules.  
   
  Taming a creature can be time consuming and 
  dangerous. The time required depends on its size 
  and type and is left to the referee's discretion. If a 
  character fails the skill check he must roll 1d100, 
  01-25 means that the creature attacks the character 
  attempting to tame it.  
   
  A character failing a skill check may try again on the 
  same creature after a suitable period of time has 
  elapsed, with a +1 Column Shift bonus (-1 Column 
  Shift if the creature tried to attack the character). 
  Once three skill checks have been missed on the 
  same creature, it is considered untamable.  
   
  Taming a creature requires the character with the 
  Animal Taming skill to work with the animal day 
  after day. If he misses more than two days of 
  taming time, the creature returns to its original 
  state. Once tamed, however, an animal remains so 
  unless abandoned. Just because a creature is tamed 
  does not mean it does not require a cage, pen, or 
  corral, it simply means that the creature will not 
  attack unless unusually provoked.  
   
  ANIMAL TRAINING 
  Success Rate: Skill Level 
  Pr: Animal Taming Level 2, animal to be trained 
  must be tamed  
   
  A character making a successful check with this skill 
  can train a tamed animal. Training includes teaching 
  an animal to carry a rider and obey riding 
  commands, to guard a location and only allow 
  known characters to pass, or to follow a command 
  word. Commands are simple instructions such as 
  "fetch," "attack," "return," etc. and simple nouns, 
  like weapon, Vrusk, box, etc. Teaching an animal 
  requires days, sometimes weeks, of work. The time 
  required depends on the intelligence of the animal 
  and what is being taught.  
   
   
   
  
   
  33 
   
   
  APPRAISALS 
  Success Rate: Skill Level  
   
  This skill allows a character to appraise with worth 
  of rare and valuable items (artwork, antiques, 
  books, exotic weapons, etc.) to within 10% of their 
  normal cost.  
   
  ARCHAEOLOGY 
  Success Rate: Skill Level +1 Column Shift  
   
  This skill is the scientific study of the life and culture 
  of 
  ancient 
  peoples, 
  through 
  examination 
  of 
  excavations of ancient cities, relics, and artifacts. A 
  successful skill check allows a character to tell the 
  approximate age of an item, what its use might 
  have been, and what the race was like who used it. 
  This is all subject to varying factors, of course, such 
  as the alienness of the item to the character or 
  cases of extreme antiquity. If an entire site is being 
  studied, a number of successful checks over a long 
  period of time must be made to get an overall 
  picture.  
   
  BIOLOGY 
  Success Rate: Skill levels of Botany and Zoology 
  Pr: Minimum of Botany Level 2, Zoology Level 2  
   
  A character who is a botanist and a zoologist can 
  use these skills as a foundation for becoming a 
  biologist (at least two levels in each is required).  
   
  A Biology skill allows for the integration of the two 
  sciences and is an introductory skill of other skills, 
  such as Exobiology and Analyzing Ecosystems.  
   
  Furthermore, a biologist will be able to discern 
  information in the following areas from a specimen: 
  organ functions, effects of glands and hormones, 
  chemical 
  makeup, 
  vitamins 
  and 
  proteins, 
  life 
  functions, 
  and 
  parasites. 
  This 
  last 
  ability, 
  parasitology allows the character a skill check to 
  identify parasite, know what kind of animals the will 
  infest, 
  know 
  what 
  diseases 
  they 
  carry, 
  and 
  determine the best way to eradicate them. Biology 
  Level 2 allows the character to remove glands and 
  sacks from dangerous plants or animals, thus safely 
  retrieving poison or acid. Biologists of the third level 
  can join the Federation Biological Society, a large 
  and powerful group of scispecs who fund many 
  explorations 
  on 
  known 
  and 
  newly 
  discovered 
  planets.  
   
  BIONICS 
  Success Rate: Skill Level 
  Pr: 
  Robotics: 
  Modifications 
  Level 
  2, 
  Medical 
  Treatment: Wounds IV Level 3, Medical Treatment: 
  Infection, proper equipment and facilities  
   
  A surgeon with this skill can attach a bionic part to a 
  living organism. The most common uses of bionics 
  are as replacements for lost limbs or organs. The 
  time required to heal from such an operation and 
  learn how to use a bionic limb is weeks, sometimes 
  months (referee's discretion). Both Bionics and 
  Cybernetics will be covered in further editions of 
  Zebulon's Guide to Frontier Space.  
   
  BLUFF 
  Success Rate: Skill Level  
   
  A bluff is loosely defined as a lie, evasion, or 
  convincing someone that you are something or 
  someone you are not. Any character attempting a 
  bluff who does not have this skill uses Level /0 
  through Level -X. The more difficult the bluff, the 
  lower the column. A character with this skill is 
  smoother and more confident in his bluff if the bluff 
  is plausible. For example, an Ifshnit saying he is 
  really a magically transformed Osakar is just plain 
  silly. But an adventurer telling a member of a secret 
  society that he is also a member of the society may 
  work. The referee should modify the bluff based on 
  other factors (unknown information, passwords, 
  etc.).  
   
  BODY SPEAK 
  Success Rate: Level +X  
   
  This skill allows a character to use exaggerated body 
  movement as a form of communication with others 
  possessing this skill. It is most useful when the 
  characters wish to communicate while keeping 
  completely silent (as in laying an ambush) or at a 
  distance where even shouting cannot be heard but 
  radio silence is desirable. Simple phrases can be 
  used, like "go... city... fetch... doctor." Only 
  characters with Body Speak can understand it. Since 
  body speak uses universal symbols, anyone with the 
  skill can understand anyone else using it. It is 
  sometimes used in diplomatic exchanges until a 
  proper translator can be found.  
   
  BOTANY 
  Success Rate: Skill Level +2 Column Shift  
   
  A character with this skill is schooled in the science 
  of plants, their life, structure, growth, classification, 
  etc. Only a character with Botany can name a new 
  plant life form or use a Flora-CAS to analyze a 
  botanical sample.  
   
  A successful Botany analysis indicates the type of 
  plant the sample is and whether it is edible or 
  poisonous. A botanist making a successful skill 
  check when inquiring about a plant's potential 
  medicinal or poisonous properties is told which of 
  these uses the plant may have. Any facet of the 
  
   
  34 
   
   
  campaign dealing with plant life should be handled 
  by a botanist or biologist.  
   
  CAMOFLAGE 
  Success Rate: Skill Level  
   
  Camouflage is the art of concealing a large area, 
  structure, or vehicles outside in natural cover. A 
  vehicle painted a camouflage coloration pattern can 
  be very difficult to see. A structure that is covered 
  with vegetation and shaded correctly is almost 
  invisible until you get close to it. The use of Tracking 
  to cover tracks leading to the structure or vehicle is 
  sometimes necessary to complete the camouflage. If 
  the skill check is made, then there is no chance for 
  an observer who is far away for flying above to see 
  the camouflaged item or structure. The referee may 
  modify this as he wishes for type of optics used, 
  distance, etc. Any characters inside a camouflaged 
  structure or vehicle are considered concealed. The 
  referee should note that what is camouflage for one 
  terrain type might draw attention in another. The 
  skill check for Camouflage is secretly rolled by the 
  referee. This is because the character will not know 
  if he is successful until someone else spots or 
  misses the camouflaged structure or item.  
   
  CHARISMA 
  Success Rate: Automatic upon selection of explorer 
  profession  
   
  When a character chooses the explorer profession 
  he automatically receives this bonus skill. It is 
  assumed one of the reasons the character chose the 
  explorer profession is because he has leadership 
  qualities and a personality that is above average. 
  The character has 7 points that he can now add to 
  his PER/LDR combination in whatever manner he 
  wishes (e.g., 2 to PER, 5 to LDR).  
   
  CHEF 
  Success Rate: Automatic  
   
  A character who selects this skill has an unusual 
  knowledge of fine cuisine and how to prepare it. If 
  he desires, the player can roll 1d100 (ignore 
  anything under 20 and over 90) to rank himself 
  against other galactic chefs. Not only can this 
  character how cook a gourmet meal, providing him 
  with a good alternate source of income, but he can 
  also estimate the worth of culinary rarities (spices, 
  cooking utensils, cookbooks, exotic foods, etc.) 
  within 10% of their retail costs.  
   
  CHEMISTRY 
  Success Rate: Skill Level +2 Column Shift  
   
  A character with this skill is schooled in the science 
  dealing with the composition and properties of 
  substances, and with the reactions by which 
  substances are produced from and converted into 
  other substances. Only a character with Chemistry 
  can name a new chemical element or synthesis or 
  use a vaporscanner or Atmospheric-CAS to analyze 
  atmospheric samples. A successful atmospheric 
  analysis (skill check) can indicate whether the air is 
  breathable or poisonous, and what gases are 
  present. A chemist making a successful skill check 
  when inquiring about a synthetic medicine, poison, 
  or acid is fully informed on the appropriate 
  properties of the sample and what potential uses 
  they may have. Any facet of a campaign that deals 
  with chemistry should be handled by a chemist.  
   
  CLIMBING 
  Success Rate: Automatic  
   
  This skill increases a character's climbing ability 
  (page 20 of the Expanded Rules). The character now 
  climbs a rope at a rate of 3 meters/turn and vertical 
  surfaces at a rate of 2 meters/turn. Ifshnits can only 
  move half this distance due to their size. The 
  character can also use the proper equipment to 
  climb and rappel like a mountain climber. A 
  character with this skill also learns to use such-sets.  
   
  COMMUNICATION 
  Success Rate: Skill Level  
   
  This skill can be used when a character must 
  communicate with a creature whose language he 
  neither speaks nor understands. If the character 
  uses this skill successfully, he can communicate 
  using very simple messages. The referee might 
  force players to use simple messages by restricting 
  them to two-word phrases. Vrusk possessing this 
  skill receive an additional +1 Column Shift when 
  using it.  
   
  COMMUNICATION DEVICES: OPERATE 
  Success Rate: Skill Level +1 Column Shift  
   
  Any 
  character 
  can 
  operate 
  a 
  chronocom, 
  radiophone, 
  poly-vox, 
  or 
  progit-linked 
  communication 
  device. 
  This 
  skill 
  allows 
  the 
  character to identify and operate the larger audio 
  communication devices, such as subspace radios, 
  space beacons, and broadcast stations. Operating a 
  comm-device includes turning it on and using it to 
  do anything it was designed to do. It also gives the 
  character knowledge of standard signal codes and 
  jargon used by professional communications men. 
  The chance to succeed includes the possibility that 
  the character may need to bypass a locked power 
  switch. Obviously, if the machine is damaged or 
  unpowered it will not start until it is repaired or 
  repowered.  
  
   
  35 
   
   
  
   
  36 
   
   
  COMMUNICATION DEVICES: REPAIR 
  Success Rate: Skill Level 
  Pr: Communication Devices: Operate, techkit  
   
  This 
  skill 
  allows 
  a 
  character 
  to 
  repair 
  all 
  communication devices. This kill does not allow for 
  the repair of vehicles, computers, robots, or 
  machines that are not communications related. The 
  skill is used with the standard repair rule.  
   
  COMPUTERS: ACCESS & OPERATE 
  Success Rate: Level +X (-1 Column Shift per 
  computer level)  
   
  This is the prerequisite computer skill for all other 
  computer skills, whether mainframe, specialized, or 
  bodycomp. It allows the character to access and 
  operate the particular type of computer he is 
  working with. Once a character has accessed a 
  computer 
  successfully, 
  he 
  can 
  operate 
  that 
  computer anytime, unless it is modified.  
   
  COMPUTERS: BYPASS SECURITY 
  Success Rate: Skill Level +1 Column Shift (-1 
  Column Shift per maxiprog level) 
  Pr: Computers: Access & Operate, robocomkit  
   
  If a mainframe computer has a Security (Computer) 
  maxiprog, characters must bypass or break this 
  security override before they can perform any other 
  computer skill except repair. A security override will 
  sound an alarm if anyone tries to run, alter, or 
  purge the maxiprog without first defeating or 
  bypassing the security override. A security override 
  is the same level as the Security maxiprog. The 
  referee should make the skill check roll to detect a 
  security override secretly, since many maxiprogs 
  have no overrides on them.  
   
  A security override can be manually bypassed by 
  rewiring the computer. This takes only 1d10 
  minutes, but has several disadvantages: there is a 
  chance equal to the success rate every day that the 
  wiring shorts out, it requires a robocomkit, and 
  failing the roll sets off every alarm the computer 
  has.  
   
  COMPUTERS: DEFEAT SECURITY 
  Success Rate: Skill Level +2 Column Shift (-1 
  Column Shift per maxiprog level) 
  Pr: Computers: Access & Operate, robocomkit  
   
  Defeating a Security (Computer) maxiprog in a 
  mainframe computer involves a decoding procedure 
  on the computer itself that can take a long time 
  (1d10 hours). At the end of this time the skill check 
  is made. If unsuccessful, all the computer's alarms 
  sound. If successful, the Security (Computer) 
  maxiprog is erased.  
   
  COMPUTERS: DISPLAY INFORMATION 
  Success Rate: Skill Level +3 Column Shift (-1 
  Column Shift per computer level) 
  Pr: Computers: Access & Operate  
   
  A character can use this skill to display any 
  information accessed in a mainframe computer's 
  memory in whatever form he wishes: alphabetical, 
  chronological, order of security value, etc. It is 
  especially useful for getting lists of files, personal 
  records, and raw, unprocessed data that is recorded 
  on an A/I (Storage) maxiprog. A character receives 
  a bonus of +1 Column shift if he is trying to display 
  information about a maxiprog he knows. He can 
  automatically display information about maxiprogs 
  he wrote in the computer. Once a character displays 
  information successfully, he never needs to roll to 
  display again with that computer, unless it is 
  altered.  
   
  COMPUTERS: INTERFACE 
  Success Rate: Skill Level (-1 Column Shift per 
  computer level) 
  Pr: Computers: Access & Operate, robocomkit or a 
  CAC  
   
  With this skill a character tries to link two computers 
  together, either by connecting their wiring or 
  through some intermediary device like a Computer 
  Access Computer (CAC). Once the two computers 
  are linked, the character can perform all of his 
  known computers skills (except Computers: Bypass 
  Security and any repairs) from either computer. The 
  computer level used in the skill check is the highest 
  level of the two computers. The speed of the 
  computer communications would be that of the 
  lower and slower level.  
   
  COMPUTERS: PROGRAM MANIPULATION 
  Success Rate: Skill Level +1 Column Shift (-1 
  Column Shift per maxiprog level) 
  Pr: Computers: Access & Operate  
   
  A character with this skill has a chance to 
  successfully run a maxiprog's program, alter it, or 
  purge it from a mainframe computer. If the 
  maxiprog is one that the character is familiar with, 
  he gets an additional +1 Column Shift bonus. If the 
  program is one he has programmed into the 
  maxiprog itself, or if it is one he has successfully run 
  before, the character can run it automatically.  
   
  A character may want to alter a maxiprog before 
  running it. For example, a Maintenance (Life 
  Support) maxiprog does not normally let someone 
  shut down the life support system or release a 
  poison gas into the air. The maxiprog could be 
  altered, however, to allow the operator to do either 
  
   
  37 
   
   
  of these things. The referee should note that a 
  character 
  usually 
  must 
  run 
  the 
  maxiprog 
  successfully after altering it before the changes have 
  any effect.  
   
  Purging a maxiprog means wiping the program out 
  of the Johnson Field's memory, either to destroy it 
  or make room for a new one. A character can purge 
  any maxiprog he wrote.  
   
  COMPUTERS: PROGRAM WRITING 
  Success Rate: Special 
  Pr: Computers: Access & Operate, Computers: 
  Program Manipulation  
   
  A character with this skill learns to write his own 
  programs into a maxiprog for mainframe computers. 
  For every skill level gained, he learns how to write 
  one computer program. The player should pick a 
  functional area listed under maxiprogs in the 
  Mainframe Computer section of this book.  
   
  When a character writes a program, its level is one-
  half his current level with this skill, rounded up, no 
  matter when he learned the program. For example, 
  a 
  character 
  who 
  learns 
  a 
  Security 
  (Internal 
  Installation) program at first level can write a third-
  level version of it when he takes his fifth skill level. 
  A character can continue learning new programs and 
  begin making up his own (with the referee's priority 
  approval) after he 
  reaches 
  sixth level; each 
  additional program costs 4 experience points to 
  learn.  
   
  A character who knows how to write a particular 
  program can buy that maxiprog at half-price for his 
  own mainframe computer, if he spends 12 hours 
  upgrading it when he first purchases it. A character 
  who has created a new program may sell it on the 
  open market or to a mega-corp (or black market if 
  he desires). The price should be set by the referee 
  in comparison to other costs in his game. The 
  character then gains an additional +2 Column Shift 
  when trying to manipulate that program or detect 
  security on it in any mainframe computer.  
   
  COMPUTERS: PROGRAM BODYCOMP 
  Success Rate: Skill Level +1 Column Shift 
  Pr: Computers: Access & Operate, robocomkit  
   
  A character with this skill can use the progit 
  reprogrammer device to alter or purge a progit. 
  Since progit programs are relatively simple, both the 
  manipulating 
  and 
  writing 
  abilities 
  have 
  been 
  combined into one skill. Once a progit has been 
  purged, a new program can be written into it by the 
  progit 
  reprogrammer 
  using 
  another 
  already 
  established progit. It is left to the referee's 
  discretion as to the content and time it would take 
  to write a new progit program. It should not be 
  more complex than any progit already listed. A 
  progit can be erased in one hour.  
   
  COMPUTERS: REPAIR BODYCOMP 
  Success Rate: Skill Level +1 Column Shift 
  Pr: Computers: Access & Operate, robocomkit  
   
  When a bodycomp computer or a bodycomp's 
  processor pack breaks down or is damaged, it can 
  only be repaired by a character with this skill. The 
  size of the bodycomp or processor pack does not 
  affect the character's chance to repair it. Both are 
  repaired according to the standard repair rule.  
   
  COMPUTERS: REPAIR MAINFRAME 
  Success Rate: Skill Level +1 Column Shift (-1 
  Column Shift per computer level) 
  Pr: Computers: Access & Operate, robocomkit  
   
  When a mainframe computer breaks down or is 
  damaged, it can only be repaired by a character 
  with this skill. Mainframes are repaired according to 
  the standard repair rule.  
   
  COMPUTERS: REPAIR SPECIALIZED 
  Success Rate: Skill Level +1 Column Shift 
  Pr: Computers: Access & Operate, robocomkit  
   
  When a specialized computer breaks down or is 
  damaged, it can only be repaired by a character 
  with this skill. Specialized computers are repaired 
  according to the standard repair rule.  
   
  CONCEALMENT 
  Success Rate: Skill Level or Level +X  
   
  Concealment is the art of hiding in natural cover and 
  is usually used outdoors. If, however, the referee 
  decides that, due to unusual structure, decor, 
  lighting, or other factors, the inside of a structure 
  offers enough places for concealment, the character 
  can try to use this skill inside. If a character does 
  not move or make noise once he is concealed, the 
  skill check to remain concealed every turn following 
  is at Level +X.  
   
  CRYPTOGRAPHY 
  Success Rate: Skill Level 
  Pr: If a language code or cipher is used, character 
  must know the language it is in.  
   
  This skill allows a character the chance to decode an 
  unknown cipher or code. If the code is a specific 
  language, then the character must know the 
  language before attempting to break the code. 
  Almost all of the civilized systems use the same 
  mathematical system for ease of trading and 
  
   
  38 
   
   
  manufacturing, so mathematical codes (which are 
  the most common) are easier to decipher.  
   
  CYBERNETICS 
  Success Rate: Skill Level 
  Pr: Bionics Level 3  
   
  This skill is quite advanced and is used when a 
  character has enough experience to start building 
  cyborgs (cybernetic organisms). Cyborgs will be 
  detailed in later editions of Zebulon's Guide to 
  Frontier Space.  
   
   
   
  DISGUISE 
  Success Rate: Skill Level +1 Column Shift 
  Pr: Bluff skill of at least the same level  
   
  This skill teaches the character the proper use of 
  disguise for the purposes of bluffing. When bluffing 
  while using a disguise, use the Disguise success 
  rate. The level of the Disguise skill for this purpose 
  cannot exceed that of the Bluff skill. For example, a 
  Star Lawman is trying to pass himself off as a hood 
  to gain the confidence of a known felon. He has Bluff 
  Level 3 and Disguise Level 2, therefore he uses the 
  Disguise Level 2 as his success rate to bluff. If he 
  had a Bluff Level 2 and a Disguise Level 3, he still 
  would use a Disguise Level 2 success rate, because 
  you cannot disguise yourself to bluff higher than the 
  Bluff skill. Only when both the Bluff and Disguise 
  Levels are 3 can the character use the Skill Level 4 
  (Level + 1 Column Shift) success rate.  
   
  The Disguise skill includes the proper use of 
  makeup, artificial hair, prostheses, and costumes.  
   
   
   
   
   
   
  DRAMATICS 
  Success Rate: Skill Level +2 Column Shift 
  Pr: Bluff and Disguise skills of at least the same 
  level  
   
  The use of the Dramatics skill is similar to that of 
  the Disguise skill. A character with Dramatics, 
  combined with the Bluff and Disguise skills of at 
  least the same level as the Dramatics skill, can 
  increase his chance of bluffing another character or 
  a group into believing he is someone else. When 
  attempting this type of bluff, the character will use 
  the Dramatics skill success rate.  
   
  Furthermore, if the character also has a Persuasion 
  skill of at least the same level as his Dramatics skill, 
  he uses a success rate of Dramatics Skill Level +3 
  Column Shift.  
   
  EMPATHIC UNDERSTANDING 
  Success Rate: Skill Level  
   
  Empathic Understanding allows a character to gain a 
  general impression of the mood and intentions of an 
  individual or group. In order to use this skill, the 
  character must be able to see or hear the individuals 
  or group.  
   
  The information that a characters gains by using this 
  skill is very vague and undefined. The referee should 
  use descriptions like hostile, curios, cautious, 
  helpful, fearful, neutral, etc.  
   
  Empathic Understanding can be used by a character 
  only once per encounter. Dralasites possessing this 
  skill have a +1 Column Shift when using it.  
   
  ENDURANCE 
  Success Rate: Automatic upon selection of enforcer 
  profession  
   
  When a character chooses the enforcer profession 
  he automatically receives this bonus skill. It is 
  assumed one of the reasons the character chose the 
  enforcer profession is because of the time spent 
  during his youth working on his Stamina and 
  Strength. Because of this his Endurance is above 
  average. The character has 7 points that he can now 
  add to his STR/STA combination in whatever 
  manner he wishes (e.g., 5 to STR, 2 to STA).  
   
  ENGINEER: ALTERNATE ENERGY 
  Success Rate: Skill Level 
  Pr: Physics Level 2, proper materials, tools, and 
  facilities  
   
  A character with this skill has knowledge of solar, 
  wind, hydro, chemical, fossil fuel, electrical, and 
  planetary thermal generators and plants. This 
  
   
  39 
   
   
  knowledge includes how to use them, how and why 
  they break down, how to repair them, and how to 
  design new generators and power supplies.  
   
  ENGINEER: ARCHITECTURAL 
  Success Rate: Level +X 
  Pr: Physics Level 2, Engineer: Civil  
   
  A character with this skill has knowledge of most 
  normal architectural and construction practices, 
  including 
  the 
  location 
  of 
  plumbing, 
  wiring, 
  ventilation shafts, etc. This skill also allows a 
  character to design buildings.  
   
  ENGINEER: CIVIL 
  Success Rate: Level +X 
  Pr: Physics Level 1, proper materials, tools, and 
  facilities  
   
  A character with this skill has knowledge of most 
  major methods of road, sewage, canal, dam, harbor, 
  and bridge construction including pipe and sewer 
  layouts and passages.  
   
  ENGINEER: HYDRAULIC 
  Success Rate: Skill Level 
  Pr: Physics Level 1, proper materials, tools, and 
  facilities  
   
  A character with this skill has knowledge of fluid 
  mechanics and theories, including how to use 
  hydraulic machinery, how and why there are 
  hydraulic leaks, how to repair them, and the how to 
  design hydraulic generators, machines, and power 
  supplies. 
  The 
  time, 
  material, 
  and 
  financial 
  requirements, along with the statistics of a hydraulic 
  machine (use, fluid usage, etc.), are left to the 
  referee.  
   
  ENGINEER: MECHANICAL 
  Success Rate: Skill Level 
  Pr: Physics Level 2, proper materials, tools, and 
  facilities  
   
  This skill gives the character a chance to design and 
  build normal machinery not covered by other skills. 
  The time, material, and financial requirements, 
  along with the statistics of the machine (use, energy 
  usage, etc.), are left to the referee.  
   
  ENGINEER: MILITARY 
  Success Rate: Skill Level 
  Pr: Physics Level 2, proper materials, tools, and 
  facilities  
   
  This skill gives the character a chance to design and 
  build a new type of weapon. The time, material, and 
  financial requirements, along with the statistics of 
  the weapon (range, damage, energy usage, etc.), 
  are left to the referee. Some other skills may be 
  necessary to use with this skill for certain weapons 
  (Acoustics for sonic weapons, Optics for laser, etc.).  
   
  ENGINEER: NUCLEAR 
  Success Rate: Skill Level 
  Pr: Physics Level 3, proper materials, tools, and 
  facilities  
   
  A character with this skill has knowledge of nuclear 
  reactors and plants, including how to operate them, 
  how and why there are radiation leaks, how to 
  repair them, and how to design nuclear generators 
  and power supplies. The time, material, and 
  financial requirements, along with the statistics of 
  the nuclear device (use, energy usage, etc.), are left 
  to the referee.  
   
  ENTERTAINING 
  Success Rate: Special 
  Note: 
  1d100 
  roll 
  establishes 
  character's 
  entertainment level  
   
  Each time this skill is taken it allows a character to 
  either 
  learn 
  one 
  entertainment 
  skill 
  (singing, 
  dancing, playing a musical instruments, juggling, 
  etc.) or improve a skill he has already selected.  
   
  When an entertainment skill is first selected, the 
  character must roll 1d100 (ignore any rolls below 10 
  or above 90). This is his proficiency with this form of 
  entertainment. 
  One-tenth 
  of 
  this 
  proficiency 
  (rounded down) is his entertainment level. The 
  entertainment level is used for comparison with 
  other entertainers in the same field, for deciding 
  how much the performer is paid, and as a skill level 
  to distract others (if the entertainment level check is 
  made, the characters are distracted, if only for a 
  moment).  
   
  Entertainment skills can be used as cover identities 
  for characters. If the player is good enough, it can 
  also provide him with optional employment.  
   
  Certain entertainment skills can have other benefits 
  as well:  
   
  • Acrobatics skills help characters form human 
  ladders, walk tightropes, and perform dangerous 
  movements (as entertainment level).  
  • Tumbling skills increase a character's ability to 
  jump, leap, or vault (distances are increased by 
  50%).  
  • Escape Artistry skills help a character slip out of 
  ropes, a straightjacket, handcuffs, or even a cell 
  (as entertainment level). Sometimes a Security: 
  Open Locks skill is also needed.  
  • Sleight of Hand skills (making coins disappear and 
  reappear in someone's pocket, etc.) help a 
  
   
  40 
   
   
  character "palm" and item or pick another 
  character's pocket (as entertainment level).  
  • Storytelling skills are very popular on the civilized 
  worlds (the more languages the character speaks 
  the better). The entertainment level of storytelling 
  is used as the success rate when a character is 
  checking on lore (infamous gangster or pirate 
  treasure 
  transported 
  somewhere, 
  legendary 
  monsters of a planet, and so forth).  
  • Gambling is also a form of entertainment, but is 
  using this in a campaign is left to the referee's 
  discretion, as is its use for increasing an individual 
  character's income by winning at card, games of 
  chance, etc. Some alien civilizations might even 
  bet credits on the outcome of a chess game. In 
  this fashion other games can be used in a STAR 
  FRONTIERS campaign. 
   
  If the initial proficiency roll does not provide an 
  entertainment level as high as the player would like 
  it, he can choose the same entertainment skill again 
  and again. Each time the skill is chosen it increases 
  the entertainment skill level by one. Each time the 
  skill is chosen after the initial choice it should be 
  treated as the second level, third level, fourth level, 
  up to a maximum of eighth level, for purposes of 
  skill costs.  
   
  EXOBIOLOGY 
  Success Rate: Skill Level 
  Pr: Biologist Level 3  
   
  A character who is an exobiologist is schooled in the 
  science of totally alien living organisms, that is, life 
  forms that do not resemble known animal or 
  vegetable 
  life 
  forms. 
  Only 
  a 
  character 
  with 
  Exobiology can identify and name an alien life form 
  or use a bioscanner, Flora-CAS or Fauna-CAS to 
  analyze an alien sample. A successful analysis (skill 
  check) will indicate if the alien life form is edible or 
  poisonous and whether it is dangerous to members 
  of the known races. Any facet of a campaign that 
  deals with completely alien biology should be 
  handled by an exobiologist.  
   
  FINANCE 
  Success Rate: Level 5  
   
  This one-time skill selection gives the character a 
  chance to know the past and present history of 
  mega-corps, their subsidiaries and holdings, to be 
  able to read and prepare financial records and credit 
  ratings, to know how to manipulate credit and 
  financial investments. If the character does not 
  know the information himself, he knows where he 
  can do research to find out, though this can do 
  research to find out, though this can sometimes 
  take months of study. This information includes 
  knowledge of mega-crop bigwigs, underlings, and 
  what private company policies exist.  
   
  FIND DIRECTIONS 
  Success Rate: Skill Level +1 Column Shift  
   
  This skill allows a character to try to find directions 
  in a wilderness without a compass or other aid. If 
  the character marks a trail (lining up rocks, notching 
  trees) or uses a map, his chance to find a direction 
  on that path is an additional +2 Column Shift.  
   
  FORENSIC MEDICINE 
  Success Rate: Level +X or Level /0 
  Pr: Medical Treatment: All, Biology, Chemistry  
   
  This skill allows a character to perform an autopsy 
  on a deceased character or animal and determine 
  what was the cause of death. This information, 
  along with being able to interpret any other signs of 
  violence on the corpse, what the victim ate the day 
  of his death, and determining how long the victim 
  has been dead, can be used as evidence in a court 
  of law. If the character or animal was an unknown 
  alien, then the skill level is reduced to Level /0 and 
  the information may not be accepted as evidence, 
  unless the character is also an exobiologist, in which 
  case his full Forensic abilities would apply.  
   
  FORGERY 
  Success Rate: to forge = Skill Level; to detect 
  forgery = Skill Level +2 Column Shift 
  Pr: To forge requires proper tools and materials.  
   
  This skill gives a character a chance both to forge 
  passports, signatures, and documents, and detect 
  forgeries. If this skill is combined with the Finance 
  skill, the character also adds currency and stocks 
  and bonds to the list. If this skill is combined with 
  an Entertainment-Artist skill, the character also adds 
  artwork to the list.  
   
  GEMOLOGY 
  Success Rate: Skill Level  
   
  This skill allows a character to appraise the worth of 
  rare and valuable gems (which are often used for 
  currency in uncivilized areas) to within 10% of their 
  normal cost. He also is able to trace veins and 
  locations of gems, plus identify their origins by their 
  type and cut.  
   
  GENETICS 
  Success Rate: Skill Level 
  Pr: Biology Level 5  
   
  A character with this skill is schooled in the branch 
  of biology that deals with heredity and variations in 
  similar or related animals or plants. A geneticist who 
  
   
  41 
   
   
  creates the proper environment and spends an 
  adequate amount of time can cross-breed two 
  similar plants or creatures to create a new plant or 
  creature (like a tiger and a lion forming a liger); the 
  time and environment required is at the referee's 
  discretion. After the fulfillment of the required time, 
  the player must make a skill check to succeed with 
  his experiments.  
   
  Even if the experiments work, there is a 10% 
  chance that the creature or plant has an aberration 
  (deformity, psychological instability, etc.) Only a 
  character with Genetics can create a new life form 
  this way and name it. This skill is also necessary in a 
  character specializing in a medical background who 
  wishes 
  to 
  do 
  work 
  on 
  virus 
  research 
  and 
  immunology. Bioengineering, that is genetically 
  "improving" 
  or 
  altering 
  characters 
  or 
  future 
  characters for the purpose of creating a "super 
  soldier," is illegal. It is known that the Sathar have 
  perfected 
  an 
  improved, 
  bioengineered 
  "super 
  Sathar." Any facet of a campaign that deals with 
  genetics should be handled by a geneticist.  
   
  GEOLOGY 
  Success Rate: Skill Level +2 Column Shift  
   
  A character with this skill is schooled in the science 
  dealing with the physical nature and history of most 
  types of planets, including the structure and 
  development of their crust, the composition of their 
  interiors, individual rock types, the forms of life 
  found in fossils, etc. Only a character with Geology 
  can name a new planet or mineral or use a 
  geoscanner or Geo-CAS to analyze a geological 
  sample. A successful geoscanner analysis (skill 
  check) indicates what minerals are present in the 
  sample and the possibility of finding rich ore or gas 
  deposits in the area. Any facet of a campaign that 
  deals with geology or mineral lifeforms should be 
  handled by a geologist.  
   
  GEOPHYSICS 
  Success Rate: Skill Level +2 Column Shift  
   
  A character with this skill is schooled in the science 
  that deals with the physics of a planet, including 
  weather, winds, tides, earthquakes, volcanoes, etc. 
  and their effects on the planet. Only a character 
  with Geophysics can name a new weather type 
  found on an alien world or use equipment for the 
  purpose of measuring and predicting the weather, 
  volcanoes, 
  earthquakes, 
  etc. 
  Any 
  facet 
  of 
  a 
  campaign that deals with geophysics (potential 
  natural hazards, a planet breaking up, etc.) should 
  be handled by a geophysicist.  
   
   
   
  HAGGLING 
  Success Rate: Skill Level  
   
  This skill gives a character a chance to haggle the 
  price of an item or service down if he is buying or up 
  if he is selling. The normal cost increase or decrease 
  is 10%. If 01-02 is rolled, the increase or decrease 
  is 20%. If 98-00 is rolled, the haggling has exactly 
  the opposite result and the price goes against the 
  character by 20%.  
   
  HYPNOSIS 
  Success Rate: Skill Level  
   
  In order to hypnotize a character, the hypnotist 
  must be able to speak to the subject in a common 
  language without a translator. If the person being 
  hypnotized is willing, this is the only requirement. If 
  the subject does not realize he is being hypnotized, 
  he is allowed an Intuition check. (If the hypnotist is 
  a Sathar, his skill level is eighth, but an unwilling 
  victim is allowed a Logic check in addition to the 
  normal Intuition check. This change applies as it is 
  now widely known that Sathar can hypnotize.) If he 
  passes the check, the subject realizes what is 
  happening and cannot be hypnotized during that 
  encounter. If he fails the check, he can be 
  hypnotized normally. No one can be hypnotized 
  against his will if he realizes he is being hypnotized.  
   
  A character may try to hypnotize only one subject at 
  a time. Hypnotizing someone takes 1d10 minutes. 
  The hypnotist can try to hypnotize a willing subject 
  a second time if the first attempt fails. If the subject 
  is unwilling, the hypnotist has only one chance to 
  hypnotize him.  
   
  Hypnosis can be used to give a character a +1 
  Column Shift on all melee combat rolls. This effect 
  lasts one hour, and can be used on a character only 
  once per day. Hypnosis can also be used as an 
  anesthetic. A wounded character who is hypnotized 
  can receive 5 more points of damage than normal 
  before going unconscious. These extra points must 
  be healed normally.  
   
  A hypnotist's most powerful ability is suggestion. A 
  hypnotized subject believes almost anything the 
  hypnotist tells him if it is phrased in terms 
  believable to the subject. The hypnotized character 
  will not do anything that is against any strong moral 
  or religious beliefs that he has, but he can be tricked 
  into doing things that he would not normally do. The 
  hypnotist must give the subject a good reason to do 
  something unusual, or convince him that the 
  situation is not exactly as it seems. For example, a 
  guard will not let unauthorized persons into a 
  restricted area. A successful hypnosis skill check 
  could convince the guard that the hypnotist is an 
  
   
  42 
   
   
  authorized person but has forgotten his pass. The 
  guard would believe that and let him in.  
   
  INTELLIGENCE 
  Success Rate: Automatic upon selection of scispec 
  profession  
   
  When a character chooses the scispec profession he 
  automatically receives this bonus skill. It is assumed 
  one of the reasons the character chose the scispec 
  profession is because of the time spent during his 
  youth 
  studying, 
  experimenting, 
  and 
  generally 
  improving his intelligence, which is now above 
  average. The character has 7 points that he can now 
  add to his INT/LOG combination in whatever manner 
  he wishes (e.g., 3 to INT, 4 to LOG).  
   
   
   
  LAW 
  Success Rate: Skill Level  
   
  This skill gives the character complete knowledge of 
  the laws of the planet on which he lives. It also 
  allows him a skill check on all civilized planets to 
  know their laws. Characters who are members of 
  Star Law are completely briefed on planetary laws 
  before they are sent on a mission. Law Level 4 or 
  higher allows the character to legally represent 
  himself or other characters in a UPF court of law.  
   
  MACHINERY OPERATION 
  Success Rate: Skill Level +2 Column Shift  
   
  This skill allows the character to identify and operate 
  small and large machines, such as large power 
  tools, 
  manufacturing 
  machines, 
  and 
  other 
  nonvehicular machinery not covered in other skills. 
  Operating a machine includes starting it and using it 
  to do anything it was designed to do. The chance to 
  succeed includes the possibility that the character 
  may need to bypass a locked start switch. 
  Obviously, if the machine is damaged or unpowered 
  it will not start until it is repaired or repowered.  
   
  MACHINERY REPAIR 
  Success Rate: Skill Level 
  Pr: Machinery Operation, techkit or proper tools and 
  facilities  
   
  This skill allows a character to repair large and small 
  machines, such as power tools, manufacturing 
  machines, generators, electrical equipment, freeze 
  fields, sample analysis machines, and security 
  scanning devices. This skill does not allow for the 
  repair 
  of 
  vehicles, 
  communications 
  devices, 
  computers, or robots. The skill is used with the 
  standard repair rule.  
   
  MAKING ITEMS/STRUCTURES 
  Success Rates: Automatic if materials are available  
   
  This skill allows characters to make primitive tools 
  and weapons out of stones, sticks, cords, and other 
  natural materials. Only non-powered devices and 
  weapons, such as bows and arrows, axes, clubs, 
  javelins, knives, and spears, can be made. Only a 
  javelin can be balanced well enough to use as a 
  thrown weapon. Structures made with this skill 
  include rope bridges, larger shelters requiring a 
  greater use of materials than the Survival skill's 
  personal shelter, makeshift structures in trees, rafts, 
  and so on. The referee may allow a character to 
  improvise tools and weapons from wreckage and 
  scrap parts.  
   
  MATTER TRANSFERAL DEVICES 
  Success Rate: Skill Level +1 Column Shift  
   
  A character with this skill has a chance to operate 
  bap bins. Bap bins are matter transferal devices that 
  are relatively new creations. This sound they make 
  when "beaming" cargo or creatures is similar to 
  "bap," hence the name. They act instantaneously, 
  but the character knows he has been bapped. The 
  transferal requires a bin to be at both the departure 
  and arrival point to work. The current maximum 
  range between bins is 5000 km.  
   
  The cost of bapping is extremely high, about 10,000 
  Cr for a one-way trip for a single character.  
   
  Techexes who operate these devices for a living 
  must have Matter Transferal Devices skill level 9. A 
  White result on a skill check means that the 
  transferal did not work at all, but the character is 
  safe. It is only on a roll of 98-00 that the item or 
  
   
  43 
   
   
  character 
  being 
  transferred 
  was 
  molecularly 
  scrambled and lost forever.  
   
  MEDICAL DEVICES  
  Success Rate: Skill Level +1 Column Shift  
  Pr: Medical Diagnosis  
   
  This skill allows the character to operate the larger 
  and more complex medical devices like a freeze 
  field, body-jump box, body-gene box, CAT and 
  ultrasound 
  scanners, 
  organ 
  bypass 
  machines, 
  electron microscopes, and so forth.  
   
  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.  
   
  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.  
   
  Damaged medical may be repaired by characters 
  with the Machinery: Repair skill.  
   
  MEDICAL DIAGNOSIS  
  Success Rate: Skill Level +2 Column Shift  
  Pr: Medscanner or Medic-CAS  
   
  A character with this skill can attempt to diagnose a 
  patient's ailment by using a medscanner or Medic-
  CAS combined with his skill. These devices give a 
  brief diagnosis. The diagnosis outlines the patient's 
  general symptoms and classifies the ailment for 
  treatment as either disease, a poison, an infection, 
  an infestation, radiation poisoning, or a wound, the 
  latter of which falls into one of four categories: 
  requiring first aid, minor medical attention, major 
  medical attention, and surgery.  
   
  Once there is a general diagnosis, the character can 
  use his skill to gain specifics. If he passes the skill 
  check, the character knows exactly what the ailment 
  is. With this information, the character can use one 
  of the other medical skills to treat it (if he possesses 
  that skill).  
   
  Without a specific diagnosis, a character cannot 
  treat a victim completely. However, the medic can 
  use 
  the 
  medscanner 
  or 
  Medic-CAS's 
  general 
  diagnosis as a guide for which drug the patient 
  might need.  
   
  MEDICAL TREATMENT: DISEASE  
  Success Rate: Skill Level  
  Pr: Medical Diagnosis, medkit  
   
  Curing a disease requires proper treatment and a 
  dose of antibody plus. When the injection is given, 
  the skill level of the character who is treating the 
  condition is located on the Resolution Table. It is 
  modified by a +1 Column Shift of every 20 points of 
  Stamina the victim currently has. A roll is then made 
  at this level with three results possible:  
   
  • A White result means the treatment has failed: 
  the injection was wasted, the condition continues, 
  and a second dose given within 20 hours has no 
  effect.  
  • A 
  Cobalt 
  result 
  means 
  the 
  treatment 
  was 
  miraculously successful: all damage sustained 
  from the condition is healed and the condition is 
  cured.  
  • A Blue, Green, or Yellow result means that the 
  condition is neutralized: no more damage is 
  sustained from the condition but it will take 1d20 
  hours before the effects of the disease wears off.  
   
  Diseases are rated according to how they damage, 
  how long their effects last, and whether the disease 
  is fatal. Diseases damage by being debilitating 
  (causing negative Column Shift modifiers and 
  negative ability adjustments). A "-1" disease would 
  modify the sick character's every skill check by a -1 
  Column Shift and every ability check by -10. This 
  number is followed by a slash, then a "D" for 
  disease, then the duration of the disease in 10-hour 
  periods. 
  If 
  the 
  duration 
  is 
  followed 
  by 
  an 
  exclamation mark, the disease will kill the victim 
  after that length of time unless the disease is 
  treated at a medical facility. For example, a -1/D10! 
  is an abbreviation for a "-1" disease that will last 
  100 hours. If not cured within 100 hours, the 
  patient will die.  
   
   
   
   
  
   
  44 
   
   
  MEDICAL TREATMENT: INFECTION  
  Success Rate: Skill Level +1 Column Shift  
  Pr: Medical Diagnosis, medkit  
   
  Controlling infection requires proper treatment and a 
  dose of omnimycin. When the injection is given, the 
  skill level of the character who is treating the 
  condition is located on the Resolution Table. It is 
  modified by a +1 Column Shift for every 20 points 
  of Stamina the victim currently has. A roll is then 
  made at this level with three results possible:  
   
  • A White result means the treatment has failed: 
  the injection was wasted, the condition continues, 
  and a second dose given within 20 hours has no 
  effect.  
  • A 
  Cobalt 
  result 
  means 
  the 
  treatment 
  was 
  miraculously successful: all damage sustained 
  from the condition is healed and the condition is 
  cured.  
  • A Blue, Green, or Yellow result means that the 
  condition is neutralized: no more damage is 
  sustained from the condition but previous damage 
  has no yet been healed.  
   
  Infections are rated by their strength (S) and 
  duration (D). The infection causes a specific amount 
  of damage every 10 hours. For example, an S6/D8 
  infection causes six points of damage every 10 
  hours for 80 hours if it is not controlled.  
   
  MEDICAL TREATMENT: INFESTATION  
  Success Rate: Skill Level  
  Pr: Medical Diagnosis, medkit  
   
  Controlling spore or parasitic infestation requires 
  proper treatment and a dose of sporekill. When the 
  injection is given, the skill level of the character who 
  is treating the condition is located on the Resolution 
  Table. It is modified by a +1 Column Shift for every 
  20 points of Stamina the victim currently has. A roll 
  is then made at this level with three results 
  possible:  
   
  • A White result means the treatment has failed: 
  the injection was wasted, the condition continues, 
  and a second dose given within 20 hours has no 
  effect.  
  • A 
  Cobalt 
  result 
  means 
  the 
  treatment 
  was 
  miraculously successful: all damage sustained 
  from the condition is healed and the condition is 
  cured.  
  • A Blue, Green, or Yellow result means that the 
  condition is neutralized: no more damage is 
  sustained from the condition but previous damage 
  has not yet been healed.  
   
  Spore infestations are also rated by their strength 
  (S) and duration (D). The infestation causes a 
  specific amount of damage every 20 hours. For 
  example, an S6/D8 infestation causes six points of 
  damage every 20 hours for 160 hours, if it is not 
  controlled. Spore infestations come from strange 
  plants on nondeveloped worlds and usually last a lot 
  longer than infections.  
   
   
   
  MEDICAL TREATMENT: MISCELLANEOUS  
  Success Rate: Automatic  
  Pr: Medical Diagnosis, medkit  
   
  This skill allows the character to properly administer 
  the miscellaneous drugs: stimdose, staydose, and 
  telol.  
   
  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.  
   
  One dose of staydose places an individual in a state 
  of arrested animation. A character whose Stamina 
  has been reduced to 0 or below, 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 
  
   
  45 
   
   
  possibly be resurrected. Only one does of staydose 
  can be given to a character until his Stamina is 
  raised above 0.  
   
  Telol is a truth drug that works only 80% of the 
  time. If successful, the injected character honestly 
  answers up to five simple questions. An injected 
  characters passes out for 1d10 hours, whether the 
  drug works or not.  
   
  MEDICAL TREATMENT: POISON  
  Success Rate: Skill Level  
  Pr: Medical Diagnosis, medkit  
   
  Neutralizing a poison inside a victim's body requires 
  proper treatment and a dose of antitox. When the 
  injection is given, the skill level of the character who 
  is treating the condition is located on the Resolution 
  Table. It is modified by a +1 Column Shift for every 
  20 points of Stamina the victim currently has. A roll 
  is then made at this level with three results 
  possible:  
   
  • A White result means the treatment has failed: 
  the injection was wasted, the condition continues, 
  and a second dose given within 20 hours has no 
  effect.  
  • A 
  Cobalt 
  result 
  means 
  the 
  treatment 
  was 
  miraculously successful: all damage sustained 
  from the condition is healed and the condition is 
  cured.  
  • A Blue, Green, or Yellow result means that the 
  condition is neutralized: no more damage is 
  sustained from the condition but previous damage 
  has not yet been healed.  
   
  Poisons are also rated by their strength (S) and 
  turns (T). The damage is inflicted every turn instead 
  of every 10 or 20 hours and the duration of the 
  poison is in turns. An S7/T9 poison will cause 7 
  points of damage every turn for 9 turns.  
   
  MEDICAL TREATMENT: RADIATION  
  Success Rate: Skill Level  
  Pr: Medical Diagnosis, medkit  
   
  Curing radiation poisoning is very much like curing a 
  disease and requires proper treatment and a dose of 
  neutrad. When the injection is given, the skill level 
  of the character who is treating the condition is 
  located on the Resolution Table. It is modified by a 
  +1 Column Shift for every 20 points of Stamina the 
  victim currently has. A roll is then made at this level 
  with three results possible:  
   
  • A White result means the treatment has failed: 
  the injection was wasted, the condition continues, 
  and a second dose given within 20 hours has no 
  effect.  
  • A 
  Cobalt 
  result 
  means 
  the 
  treatment 
  was 
  miraculously successful: all damage sustained 
  from the condition is healed and the condition is 
  cured.  
  • A Blue, Green, or Yellow result means that the 
  condition is neutralized: no more damage is 
  sustained from the condition but it will take 1d20 
  hours before the effects of the radiation poisoning 
  wear off.  
   
  Radiation poisoning damages by being debilitating 
  (causing negative Column Shift modifiers and 
  negative ability adjustments). A "-1" radiation 
  poisoning would modify the sick character's every 
  skill level by a -1 Column Shift and every ability 
  check by a -10. The modifier is followed by a slash, 
  then an "R" for radiation poisoning, then the 
  duration in one-day periods. If the duration is 
  followed by an exclamation mark, the radiation 
  poisoning will kill the victim after that length of time 
  unless he is treated at a hospital. For example, a -
  1/R10 is an abbreviation for a "-1" radiation that 
  lasts for 10 days. Radiation poisoning is caused by 
  leaks in machinery or generators that use nuclear 
  fuel or from exposure to an area of radiation, such 
  as a nuclear blast site.  
   
  MEDICAL TREATMENT: VETERINARY  
  Success Rate: Level +X  
  Pr: Medical Diagnosis  
   
  This skill is identical to Medical Treatment: Wounds 
  I, but is designed for use with animals, not 
  characters. If the player wishes to advance his 
  character's knowledge of veterinary medicine, he 
  can do so by taking the identical skills for medical 
  treatment of characters (Infections, Wounds II, III, 
  & IV, etc.) and switch them to veterinary treatment. 
  Once a medical skill has been designated veterinary 
  it cannot be used to treat characters. The success 
  rates and prerequisites are identical.  
   
  MEDICAL TREATMENT: WOUNDS I  
  Success Rate: Level +X  
  Pr: Medkit  
   
  Wounds I is the equivalent of knowing first aid and 
  nursing. It is the only medical treatment skill that 
  does not require Medical Diagnosis as a prerequisite 
  and is generally available to the public. Included in 
  the skill is knowledge of how to clean wounds, 
  change bandages, resuscitate a victim, and do some 
  minor healing.  
   
  A character with this skill must roll on the Level +X 
  column to see how much healing he can do. A result 
  of 98-00 means he misapplied the injection of one 
  does of biocort and no healing was accomplished. A 
  Yellow result means he applied the injection 
  
   
  46 
   
   
  correctly but only 3 points of wound damage was 
  healed. A Green result heals 6 points of wound 
  damage. A Blue result heals 9 points of wounds 
  damage. A Cobalt result heals 12 points of wound 
  damage.  
   
  Note that this heals wound, burn, and shock 
  damage and, along with the biocort, the appropriate 
  items 
  from 
  a 
  medkit 
  must 
  be 
  used 
  (local 
  anesthetics, plastiflesh spray, etc.). Only one shot of 
  biocort can be given in a 20-hour period with this 
  skill; a second short during this time has no effect. 
  If a character suffered more than 12 points of 
  damage from wounds and cannot rest and heal, 
  then he requires minor or major medical attention, 
  possibly even surgery to repair the damage.  
   
  MEDICAL TREATMENT: WOUNDS II  
  Success Rate: Skill Level +2 Column Shift  
  Pr: Medical Diagnosis, Medical Treatment: Wounds 
  I, medkit  
   
  This skill is for those wounds requiring minor 
  medical attention, such as would be treated in an 
  outpatient clinic. It can heal up to 20 points of 
  damage in addition to the 10 points healed by 
  Medical Treatment, Wounds I. The result of the skill 
  check determines how many points can he healed 
  by this skill: White = none, Yellow = 5, Green = 10, 
  Blue = 15, and Cobalt = 20 points. For every 10 
  points of damage (or fraction of 10 points) that are 
  healed, a full turn of treatment time and an 
  additional dose of biocort are required. In addition, 
  when using Wounds II, a dose of anesthetic is also 
  required. If the skill check fails, the patient recovers 
  no Stamina points and one dose of biocort is used. 
  This skill can only be attempted on a patient once 
  per 20 hours.  
   
  MEDICAL TREATMENT: WOUNDS III  
  Success Rate: Skill Level +1 Column Shift  
  Pr: Medical Diagnosis, Medical Treatment: Wounds 
  II, medkit or proper medical facilities  
   
  This skill can heal any amount of damage to a 
  character. For every 10 points of damage (or 
  fraction of 10 points) healed, a dose of biocort is 
  used. Whenever Medical Treatment: Wounds III is 
  used two doses of anesthetic are also required. The 
  only limit to the amount of damage that can be 
  healed is the patient's original Stamina, the supply 
  of biocort, anesthetic, and time. Using Medical 
  Treatment: Wounds III is akin to performing major 
  medical treatment.  
   
  A patient successfully treated by Medical Treatment: 
  Wounds III is laid up for at least 10 hours. The 
  patient has a -1 Column Shift to all actions for 1d10 
  days after major injury treatment of 40 or more 
  Stamina points.  
   
  If the skill check fails, the patient recovers no 
  Stamina points and one dose of biocort and two 
  doses of anesthetic are used up. If a character is not 
  healed by Wounds III, the physician may try to heal 
  the patient with Wounds II, if he has not already 
  done so.  
   
  MEDICAL TREATMENT: WOUNDS IV  
  Success Rate: Skill Level  
  Pr: Medical Diagnosis, Medical Treatment: Wounds 
  III, medkit or proper medical facilities  
   
  This skill is the equivalent of surgery and is 
  absolutely necessary for the treatment of broken 
  bones, massive lacerations, ruptured organs, tumor 
  removals, amputations, etc. All of this is left to the 
  referee's discretion and these occurrences should be 
  rare, but when they do happen the character must 
  receive surgery or die. Wounds II or III can set a 
  broken limb and minor surgery can be put off for a 
  while, but in many cases, especially those dealing 
  with internal injuries, major surgery is required 
  within a few hours.  
   
  Wounds IV brings the character up to a surgeon's 
  level of expertise and is required for some other 
  skills, such as Bionics and Cybernetics.  
   
  OPTICS  
  Success Rate: Skill Level  
  Pr: Physics, techkit, or proper tools and facilities  
   
  This skill enables a character to build and repair 
  optical equipment (scopes, visual aids, etc.). No 
  more than one item per week can be constructed, 
  but the price in materials is 10% less than the 
  normal item cost. When repairing damaged optical 
  devices use the standard repair rule.  
   
  PERSUASION  
  Success Rate: Skill Level  
   
  Persuasion lets a character try to convince a non-
  player character or group to follow a reasonable 
  course of action he suggests. The character must 
  explain his plan to the group or person being 
  persuaded, not just mention it to them. If the 
  character uses some sort of translator, he has a -1 
  Column Shift modifier.  
   
  A character can try to persuade a group or individual 
  only once. If the character misses his roll by 30 
  points or more, his audience gets mad and might do 
  just the opposite of what the character wanted. See 
  the Dramatics skill for further use of Persuasion.  
   
  
   
  47 
   
   
  PHOTOGRAPHY  
  Success Rate: Skill Level +1 Column Shift  
   
  Any character can use photographic and holo-vid 
  equipment, but when a difficult shot is needed this 
  skill is a must. It includes knowledge of most types 
  of photographic equipment: film, lenses, filters, 
  lights, etc., how to care for and clean the 
  equipment, and how to set up remote and timed 
  shots. Difficult photographic shots are not just made 
  by reporters tracking down celebrities, they are also 
  made by private investigators and Star Lawmen who 
  need photographic evidence. Any character who 
  wants to be a reporter needs this skill, as most 
  federation and frontier reporting is in a visual 
  medium.  
   
  PHYSICS  
  Success Rate: Skill Level +2 Column Shift  
   
  A character with this skill is schooled in the science 
  dealing with the properties, changes, interactions, 
  etc. of matter in any form (gas, liquid, solid, and 
  plasma) 
  and 
  energy 
  (electricity, 
  heat, 
  optics, 
  mechanics, etc.) and atomic, nuclear, and solid-
  state physics. This also includes knowledge of 
  momentum, velocity, reflection, refraction, and 
  gravity. Only a physicist can use an Electro-CAS or a 
  Magnetic-CAS. Physics is a prerequisite skill for 
  other fields of knowledge (Acoustics, Optics, etc.). 
  In addition, this skill also allows the character to 
  inspect a damaged character, structure, or ground 
  and determine what kind of physical force cased the 
  damage (heat from flamethrower, laser damage, 
  sonic disruption, etc.).  
   
   
   
  POLITICS  
  Success Rate: Level 7  
   
  This one-time skill selection gives the character a 
  chance to know the history and due process of 
  federation and planetary politics. This includes 
  knowledge of political bigwigs, their aids, and how 
  honest they all are. It also gives knowledge of the 
  finer arts of political maneuvering, the basics of 
  speech making, and allows the character a skill 
  check on local politics after he has spent at least 
  one day on a planet.  
   
  POWER READ  
  Success Rate: Automatic  
  Pr: Power read gauge  
   
  A character with this skill can check microdiscs, 
  powercylinders, powerclips, and parabatteries for 
  leakage and wear. Using a power read gauge, the 
  character can tell how much energy is left in a 
  power container and translate that information in 
  either minutes of use left if it is powering a device or 
  the number of shots left if it is powering a weapon. 
  The skill also allows a character to use a power 
  recharging device, cutting the cost for recharging by 
  20%.  
   
  PSYCHO-PATHOLOGY  
  Success Rate: Skill Level  
   
  Psycho-pathology lets the character try to help other 
  characters or creatures that are psychologically 
  disturbed. Extreme fright, isolation, or even unusual 
  air or food chemistry can seriously affect a 
  character's mental condition. A psycho-pathologist 
  can help characters recover their confidence or 
  forget their traumatic experiences. This skill also 
  helps to determine what will reassure or frighten a 
  primitive. When a character has this skill and the 
  Exobiologist skill he can even determine what might 
  frighten or reassure an alien (use the lowest skill 
  level of the two for a skill check).  
   
  PUMPING FEDERANIUM  
  Success Rate: Automatic  
   
  This skill increases the amount of weight (in 
  kilograms) a character can carry to one and one-half 
  times his Strength score. If the weight a character is 
  carrying is more than his normal Strength Score, he 
  is 
  encumbered. 
  The 
  movement 
  rate 
  of 
  an 
  encumbered character is cut in half in all terrain. A 
  character with this skill can pick up an object that 
  weighs up to triple his Strength in kg, but can carry 
  it only a few meters. A character who has been 
  pumping federanium (the densest element known) 
  is quite developed and may have trouble fitting into 
  suits and equipment normally designed for his race. 
  This skill must be renewed (as a first-level skill) 
  every six months, as if the character kept in 
  training.  
   
   
   
   
   
  
   
  48 
   
   
  RIDE MOUNT  
  Success Rate: Level +X  
   
  This skill allows a character to ride a tamed animal 
  trained to carry a rider. The only time a skill check is 
  needed is when a character first tries to mount a 
  new 
  species, 
  when 
  a 
  difficult 
  maneuver 
  is 
  performed, or when a mount is spooked or feels 
  endangered. A character gets two chances to ride a 
  new species of mount. Once his skill check is 
  successful, the character can ride any mount of that 
  species any time. If a character fails both checks, he 
  must wait at least a year or campaign time before 
  he can try to ride that species again.  
   
  If a mount is frightened or is directed in a path that 
  if feels is threatening (jumping a chasm, narrow 
  ledge of a canyon, etc.), the rider may have to 
  make a check to maintain control over it. The result 
  area 
  needed 
  by 
  the 
  check 
  depends 
  on 
  the 
  circumstances and is at the discretion of the referee.  
   
   
   
  ROBOTICS: ACTIVATE/DEACTIVATE  
  Success Rate: Automatic  
   
  A character with this skill can activate (turn on) or 
  deactivate (turn off) a robot regardless of its level if 
  he can gain access to its activation progit.  
   
  Before a character can deactivate the robot, read its 
  function progits, remove its security lock, or alter its 
  mission or function progits, he must gain access to 
  the robot's internal progit circuitry. At a minimum, 
  this requires removing a protective plate, which 
  takes one turn. The plate can be removed in one 
  turn even if the robot is fighting, but not if the robot 
  is moving and the character cannot gain a firm 
  handhold. Once the plate is off, the robot can be 
  deactivated in one turn. Some robots have specially 
  designed secure compartments for their progit 
  circuitry and multiple plates must be removed 
  before access is gained. The heavier, military 
  versions 
  of 
  robots 
  have 
  anti-tamper 
  devices 
  (explosives, electrical shocks, etc.) built into their 
  protective plates.  
   
  ROBOTICS: ALTER FUNCTIONS  
  Success Rate: Skill Level +1 Column Shift (-1 
  Column Shift per robot level)]  
  Pr: gain access, Robotics: List Functions, robocomkit  
   
  Altering a function progit requires 1d10 minutes. If 
  the new function progit violates the robot's mission 
  or requires function progits the robot does not have, 
  the robot overrides and ignores the new function 
  progit. Only one robot function progit can be altered 
  at a time. A character with this skill must roll 
  separately for each function progit altered. Changing 
  an altered function progit back to its original form 
  also requires a new roll. A failed skill check for 
  Robotics: Alter Functions can result in a malfunction. 
  See 
  the 
  Malfunction 
  section 
  under 
  Robotics 
  Background in the Skills Notes preceding this 
  section.  
   
  ROBOTICS: ALTER MISSION  
  Success Rate: Skill Level +1 Column Shift (-1 
  Column Shift per robot level)  
  Pr: gain access, Robotics: List Function, Robotics: 
  Alter Functions, robocomkit  
   
  A character with this skill can try to alter the robot's 
  mission progit. This takes 1d10 minutes plus the 
  robot's level in minutes. Altering the mission progit 
  does not alter the function progits, those must be 
  altered separately. Once a mission has been 
  changed, changing it back to the original mission 
  requires another roll. If the new mission requires 
  function progits that the robot does not have, the 
  robot still tries to follow its new mission as best it 
  can. A failed skill check for Robotics: Alter Mission 
  can result in a malfunction. See the malfunction 
  section under Robotics Background in the Skill Notes 
  preceding this section.  
   
  ROBOTICS: IDENTIFICATION  
  Success Rate: Level +X (-1 Column Shift per robot 
  level)  
   
  This skill allows a character the chance to determine 
  a robot's type and level simply by looking at it. If 
  the skill check is successful, then the character is 
  allowed another one (at the same rate) for each fact 
  about the robot that the character wants to know. 
  Possibilities include: what external weapons it is 
  equipped with, what internal weapons it might be 
  equipped 
  with 
  (for 
  its 
  size 
  and 
  type), 
  the 
  manufacturing company or race, what kind of 
  
   
  49 
   
   
  sensors are obviously, etc. Once a skill check is 
  missed, no more facts can be gleaned from that 
  particular robot, otherwise the character can keep 
  asking for details and rolling dice until he has 
  exhausted all the facts. Once a robot has been 
  successfully identified, the character can always 
  identify that robot type again (unless its appearance 
  is changed).  
   
  ROBOTICS: LIST FUNCTIONS  
  Success Rate: Level +X (-1 Column Shift per robot 
  level)  
  Pr: gain access, robocomkit  
   
  This skill allows the character to tap into the robot's 
  function progits after he has gained access to the 
  progit circuitry boards. Once accessed, the robot's 
  functions can be listed. A character who successfully 
  lists the robot's functions can always list them again 
  without having to roll. A robot's mission progit 
  cannot be listed with this skill. Only a successful 
  Robotics: Alter Mission skill check reveals the 
  mission. Thus, a character may know all of the 
  robot's functions and have to guess at its mission.  
   
  ROBOTICS: MODIFICATIONS  
  Success 
  Rate: 
  Level 
  +X 
  (-1 
  CS 
  per 
  robot 
  modification type)  
  Pr: Robotics Repair, proper tools and facilities  
   
  All nonprogit additions or alterations to a robot are 
  called modifications. These include adding new 
  limbs, weapons, etc. Some modifications are more 
  difficult than others. These will be explained more 
  fully in later volumes of Zebulon's Guide to Frontier 
  Space. For now, treat all equipment added as robot 
  modification type 1. This will assure the success rate 
  to be Level +10.  
   
  ROBOTICS: REMOVE SECURITY LOCKS  
  Success Rate: Skill Level +2 CS (-1 CS per robot 
  level)  
  Pr: robocomkit  
   
  After the final protection plate has been removed 
  from a robot's progit circuitry board, there may be a 
  security lock. The lock must be removed before the 
  List Functions, Alter Functions, or Alter Mission skills 
  can be tried. A robot can be deactivated after the 
  protection plates are taken off but before the 
  security lock is removed. Once a security lock has 
  been removed, if cannot be used again. A failed skill 
  check for Robotics: Remove Security Lock can result 
  in a malfunction. See the Malfunction section under 
  Robotics Background in the Skill Notes preceding 
  this section.  
   
   
   
  ROBOTICS: REPAIR  
  Success Rate: Skill Level (-1 CS per robot level)  
  Pr: Robotics: Identification, robocomkit or proper 
  tools and facilities  
   
  A character must have this skill to repair robots. 
  Robots are repaired according to the standard repair 
  rules.  
   
  ROBOTICS: ROBOPSYCHOLOGIST  
  Success Rate: Skill Level  
  Pr: Robotics: Alter Functions and Robotics: Alter 
  Mission, of at least the same level as this skill  
   
  This skill allows a character with Robotics: Alter 
  Functions and Robotics: Alter Mission to use those 
  skills verbally when dealing with the higher levels of 
  robots that can speak, listen, and think. The success 
  rate is that of this skill, but it cannot exceed the 
  level of the Alter Functions or Mission skills. For 
  example, a character with Robotics: Alter Functions 
  Level 2, Robotics: Alter Mission Level 1, and 
  Robotics: Robopsychologist Level 3 would have a 
  chance to verbally later a robot's functions as Skill 
  Level 2 or alter its mission as Skill Level 1 because 
  those are the lowest skill levels for those tasks, even 
  though 
  the 
  character 
  is 
  a 
  third-level 
  robopsychologist. 
  Robopsychology 
  allows 
  the 
  character to speak and argue with a robot and try to 
  tap its memory and learn information from it or get 
  it to change its programmed way of thinking. The 
  robot and character must be able to hear each other 
  and the robot must not be attacked during the 
  conversation. 
  This 
  can 
  sometimes 
  be 
  very 
  dangerous for the character, especially if one of the 
  robot's functions is to eliminate organic lifeforms, 
  capture a robotics expert, etc. On the other hand, 
  some of the higher security robots require so much 
  time taking their progit security plates off and 
  removing security locks that the risk may well be 
  warranted.  
   
  A robopsychologist can also detect by conversation 
  if a robot's programming has gone awry or been 
  tampered with.   
   
  RUNNING  
  Success Rate: Automatic  
   
  This skill increases the endurance of a character, 
  who can now run at top speed for a number of 
  minutes equal to his Strength score divided by 5, 
  rounded up. The character then must rest for five 
  minutes before running again. This skill must be 
  renewed (as a first level skill) every six months, as 
  if the character kept training.  
   
   
   
  
   
  50 
   
   
  SECURITY SYSTEMS: ACTIVATE & OPERATE  
  Success Rate: Skill Level +1 Column Shift  
   
  This skill allows the character to identify and 
  completely 
  activate 
  internal, 
  perimeter, 
  and 
  vehicular security systems. Activating a security 
  system includes turning it on, directing its operation, 
  and activating any weapon systems it uses. This 
  does not allow the character access to a mainframe 
  computer's security program, just to specialized 
  security devices and systems (the system may have 
  a small computer to coordinate its activities, but this 
  is not considered a computer Security maxiprog). 
  The chance to succeed may be smaller (selected 
  color result areas) due to alien design; this is left to 
  the referee's discretion. Obviously, if the security 
  system is damaged or unpowered it does not 
  activate until it is repaired or repowered.  
   
  SECURITY SYSTEMS: DEACTIVATE  
  Success Rate: Skill Level +1 CS (-1 CS per security 
  level)  
  Pr: Security Systems: Activate & Operate, Security 
  Systems: Detect, techkit  
   
  (See Security Systems: Detect first.) Once a 
  character has successfully detected a security 
  system, he may try to deactivate is. If the character 
  fails, the referee must decide whether the alarm 
  goes off; if the roll was missed by only a small 
  amount, the alarm might not have been triggered.  
   
  SECURITY SYSTEMS: DETECT  
  Success Rate: Skill Level +1 CS (-1 CS per security 
  level)  
  Pr: Security Systems: Activate & Operate, techkit  
   
  This skill gives a character a chance to detect 
  security systems: alarms, scanners, defenses, etc. 
  Every time a character is in a location with one of 
  these security devices in it, he can automatically 
  identify it. Devices that are hidden or disguised 
  must first be detected (Intelligence check) before 
  identification takes place. Once a character has seen 
  enough of these security devices to make a guess as 
  to the security level of the place (referee's 
  discretion) he can roll his skill check. The security 
  level is determined by either the level of the 
  Security maxiprog used to run the security system 
  or, if no computer is used, by either the Lock levels 
  (see Security Systems: Open Locks below) or 
  noncomputer, nonlock security devices. This same 
  formula 
  is 
  used 
  with 
  the 
  Security 
  Systems: 
  Deactivate skill, but not with the Security Systems: 
  Open Locks skill.  
   
   
   
   
   
  Method 
  Security 
  Level 
  Trip Wire or other crude detection methods 
  1 
  Radioactive, Seismic, Beam, and Intense 
  Light Scan 
  2 
  Odor or Normal Video Scan, Pressure 
  Sensitive and Mechanical detectors 
  3 
  Enhanced Optics, Parabolic, UV and Sonar 
  Scan 
  4 
  Motion Scan, Sound detectors 
  5 
  Voice Recognition Scan 
  5-6 
  Radar, Shape and Skin Prints Scan 
  6 
  Retinal Scan 
  7-8 
  Brain Scan 
  9 
  Full Body Scan 
  10 
     
  SECURITY SYSTEMS: OPEN LOCKS  
  Success Rate: Skill Level +1 CS (-1 CS per lock 
  level)  
  Pr: Techkit  
   
  A character can try to open locks without the 
  necessary "key." The following table lists the types 
  of locks and their level. Lock levels can be has high 
  as Level +10.  
   
  Lock Type 
  Lock Level 
  Mechanical Lock 
  0-5 
  Grey Card Lock 
  1 
  Blue Card Lock 
  2 
  Prog-Locks 
  2 
  Electrical Locks 
  2-4 
  Green Card Lock 
  3 
  White Card Lock 
  4 
  Silver Card Lock 
  5 
  Red Card Lock 
  6 
  Personalized Recognition Lock* 
  6 
  Black Card Lock 
  7 
  Gold Card Lock 
  8 
  Baton Locks 
  5-10 
  *skin prints, retinal, voice patterns, brain scan, etc.) 
   
  SOCIETY  
  Success Rate: Skill Level  
   
  This one-time skill selection gives the character a 
  chance to know the social elite on a federation, 
  planetary, or local scale. This includes knowledge of 
  the rich and famous (including celebrities), what 
  their status in society is, where they are located, 
  what their interests and backgrounds are, social 
  graces and maneuvering, and major social activities. 
  The skill can be invaluable when working undercover 
  or on a specific case. The skill must be taken for 
  every different society, except for the player 
  character's own society, which is Level +X when he 
  first takes the skill. The referee may also decide that 
  it can be a positive column shift modifier when 
  bluffing.  
   
  
   
  51 
   
   
  STABLE MOUNTS  
  Success Rate: Automatic  
  Pr: Ride Mount  
   
  A character with this skill knows the proper case, 
  feeding, and stabling of mounts. In addition, he 
  knows the best way to hobble or protect mounts 
  during times of sudden danger (dust storms, 
  thunderstorms, blizzards, etc.).  
   
  STEALTH  
  Success Rate: Skill Level  
   
  Stealth is the ability to move without being seen or 
  heard. This ability is useful for stalking animals, but 
  can also be used to sneak up on guards or follow 
  suspects. The success rate can be modified by 
  glaring lights, wide open spaces, crowds, etc.  
   
  The skill check for a character using Stealth to 
  sneak up on someone must be made every 30 
  meters if the user is moving slowly or 15 meters if 
  the user is moving quickly. The skill check for using 
  Stealth to "tail" a suspect must be made every 30 
  minutes of stalking.  
   
   
   
   
   
   
  SURVIVAL  
  Success Rate: Skill Level +2 Column Shift  
   
  This skill gives a character the chance to do several 
  things related to survival in a specific climate. The 
  player must designate the climate when he takes 
  the skill (desert, arctic, jungle, plains, veldtland, 
  etc.). The number of different survival skills a 
  character can take is only limited to what he wants 
  to spend. Survival skills do not cross over from 
  climate type to climate type unless a certain area is 
  indigenous to both. A character possessing this skill 
  can a) find food or water, is any is available, b) find 
  or improvise shelter in the best possible location, 
  and c) set or avoid primitive traps and snares. These 
  traps are for the purpose of food gathering or 
  defense (pits) but if set in a developed area (city, 
  farm, community, etc.) there is a -2 Column Shift.  
   
  THEOLOGY  
  Success Rate: Skill Level +2 Column Shift  
   
  This skill gives a character detailed information on 
  one of the thousands of religions and beliefs 
  practiced in the federation and on the frontier. This 
  includes knowledge of gods and pantheons, taboos, 
  clerical organizations, and the type of structures 
  they use for worship, if any. This skill might add a 
  positive modifier to an attempt to bluff.  
   
  TRACKING  
  Success Rate: Skill Level  
   
  This skill gives a character the chance to follow a 
  creature, person, or machine by watching for its 
  trail. This skill works only in undeveloped areas 
  (forests, jungles, etc.). Following a character in a 
  developed area requires the Stealth skill. The 
  referee should modify this skill as he sees fit due to 
  weather and terrain modifications (rain washing out 
  tracks, rocky ground, show covering tracks, etc.). 
  This skill can also be used by a character to hide his 
  own tracks.  
   
  VEHICLE: AQUATIC  
  Success Rate: Level +X  
   
  A character with this skill can pilot boats, water-ski 
  cycles, and any other aquatic vehicles with complete 
  control.  
   
  VEHICLE: ATMOSPHERIC  
  Success Rate: Level +X  
   
  A character with this skill can expertly pilot glijets, 
  jetcopters, aircars, air transports, and other vehicles 
  of all types that fly through a planet's lower 
  atmosphere.  
   
  
   
  52 
   
   
  VEHICLE: CARS  
  Success Rate: Level +X  
   
  A character with this skill can expertly drive ground 
  cars, hover cars, and any other car-type vehicles 
  that stay close to the ground.  
   
  VEHICLE: CYCLES  
  Success Rate: Level +X  
   
  A character with this skill can expertly drive ground 
  cycles, hovercycles, and any other cycle type 
  vehicles that stay close to the ground.  
   
  VEHICLE: MACHINERY  
  Success Rate: Skill Level +1 Column Shift  
   
  A character with this skill can attempt to operate 
  vehicular 
  machinery 
  such 
  as 
  construction 
  equipment, special survey vehicles, etc. Any vehicle 
  that does not fall into any other Vehicle operation 
  skill belongs in this one.  
   
  VEHICLE: REPAIR  
  Success Rate: Skill Level  
  Pr: Techkit or proper tools and facilities  
   
  A character with this skill has a chance to repair any 
  type of vehicle using the standard repair rules. In 
  addition to repairing vehicles that have been 
  damaged inn combat, the referee can include 
  mechanical 
  breakdowns 
  on 
  random 
  encounter 
  tables. This is recommended if the characters are on 
  a long cross-country journey, where a breakdown is 
  likely and the nearest repair shop is several hundred 
  kilometers (or light-years) away. When a vehicle 
  breaks down, roll 2d10 on the following table to 
  determine what has happened:  
   
  Roll  
  Vehicle Breakdown 
  2  
  fluid loss (oil, steering fluid, coolant, etc.)  
  3  
  broken axle or hoverfan * 
  4-5  
  broken driveshaft or transmission * 
  6-8  
  minor engine failure 
  9-10  
  broken steering device 
  11  
  steering loss * 
  12-15  minor drive train failure 
  16-17  broken suspension or mounting 
  18-19  major engine failure, repairable * 
  20  
  blown engine, unrepairable ** 
  * This breakdown takes twice as long to repair as a 
  normal breakdown.  
  ** A blown engine cannot be repaired in the field. In 
  a shop, it takes four times longer to repair than a 
  normal breakdown.  
   
   
   
   
  VEHICLE: TRANSPORTS  
  Success Rate: Level +X  
   
  A character with this skill can expertly drive ground 
  transports, hover transports, explorers, and any 
  other transport-like vehicles that stay close to the 
  ground.  
   
  WEAPONS: BEAM WEAPONS  
  Success Rate: Skill Level  
   
  This skill allows a character to use a laser, rafflur, 
  electrostunner, sonic, maser, or bolt weapon with 
  better accuracy and damaging potential than an 
  unskilled character.  
   
  WEAPONS: DEMOLITIONS  
  Success Rate: Skill Level +1 Column Shift  
   
  This skill instructs the character on the uses of TD-
  19, TD-20, Plastid, the numerous detonators used 
  for explosives, how to use type I missile warheads 
  as mines, and how to use and throw an explosive 
  damage pack. Only a character with demolitions skill 
  can legally buy or use explosives or detonators. He 
  can recognize and combine all of these items 
  automatically. 
  However, 
  setting 
  and 
  defusing 
  charges or mines requires a skill check. A character 
  with this skill and the Chemistry skill can easily 
  manufacture 
  small 
  explosives 
  one-tenth 
  the 
  strength of TD-19 for around 12 Cr.  
   
  Only characters with this skill can set charges. The 
  number of turns needed to set a charge is the 
  character's skill level subtracted from nine. At first 
  level, a character needs eight turns to set a charge, 
  but at eighth level he needs only one turn.  
   
  Charges can be detonated by the various detonators 
  described elsewhere in this book. TD-19 or TD-20 
  charges can also be set off with a laser. If the expert 
  hits the charge, it explodes.  
   
  A demolitions expert can try to defuse a charge that 
  was set by another expert. Defusing a charge takes 
  one turn, no matter what level the expert is. The 
  expert's chance to succeed is his success rate plus a 
  further modifying column shift. The modifying 
  column shift is found by comparing the defusing 
  character's skill level to that of the character who 
  set the charges. If the set-up character's skill level 
  is higher, there is a -1 Column Shift to the skill 
  check. If the defusing character's skill level is 
  higher, there is a +1 Column Shift to the skill check. 
  No column shift exists if both characters are the 
  same level in this skill. A character can defuse one 
  of his own charges automatically.  
   
   
  
   
  53 
   
   
  WEAPONS: GRENADES  
  Success Rate: Skill Level  
   
  This skill allows a character to use grenades with 
  better accuracy and damaging potential than an 
  unskilled character.  
   
  WEAPONS: MARTIAL ARTS  
  Success Rate: Skill Level  
   
  This skill makes a character a better fighter in melee 
  than an unskilled character. This skill also increases 
  the damage caused by a successful bare-hands 
  attack, adding one point of damage per skill level.  
   
  Martial 
  Arts 
  also 
  teaches 
  the 
  character 
  two 
  important abilities: defensive throws and how to 
  take a fall. When this kill is taken the character 
  automatically learns how to reduce damage from 
  falling by -1 point of damage per skill level. The 
  character also automatically learns how to inflict 
  damage when breaking out of a hold (see Wrestling 
  under Special Actions in the Melee Combat section). 
  When a character with this skill breaks a hold, he 
  automatically knocks his opponent down, causing 
  damage equal to his punching score.  
   
  WEAPONS: MELEE WEAPONS  
  Success Rate: Skill Level  
   
  This skill allows a character to use both modern and 
  primitive melee weapons with better accuracy and 
  damaging potential than an unskilled character. This 
  skill also teaches characters how to throw weapons 
  (primarily javelins) and shoot primitive weapons 
  (usually bows). Other throwing weapons are usually 
  alien in origin, but can be learned quickly by a 
  character with this skill. Any instances of a 
  civilization using projectile weapons other than bows 
  and arrows or auto-weapons (see P.G.S. Weapons 
  section) is rare.  
   
  WEAPONS: MISSILES  
  Success Rate: Skill Level  
   
  This skill enables a character to use types I through 
  III missiles and missile launchers with better 
  accuracy and damage potential than an unskilled 
  character. It also gives a character full knowledge of 
  missile warheads.  
   
  WEAPONS: P.G.S. WEAPONS  
  (Projectile/Gyrojet/Sprayer Weapons)  
  Success Rate: Skill Level  
   
  This skill allows a character to use an auto-pistol or 
  rifle, 
  grenade 
  rifle 
  or 
  mortar, 
  acid 
  sprayer, 
  flamethrower, micromissile, needler, or gyrojet 
  weapon 
  with 
  better 
  accuracy 
  and 
  damaging 
  potential than an unskilled character.  
   
   
  WEAPONS: POWERED ASSAULT ARMOR  
  Success Rate: Level +X  
   
  A character with this skill can use powered assault 
  armor 
  with 
  complete 
  control. 
  P.A.A. 
  will 
  be 
  explained in greater detail in future editions of 
  Zebulon's Guide to Frontier Space.  
   
  WEAPONS: REPAIR  
  Success Rate: Skill Level  
  Pr: Must have the weapon skill before being able to 
  repair it, proper tools  
   
  This skill allows a character to maintain and repair a 
  weapon that he knows how to use (has a skill level 
  with that weapon). Since many of the new weapons 
  are technological marvels, their repair may require 
  tools, materials, and time that are not readily 
  available. This depends on the amount and type of 
  damage that was done to the weapon and is left to 
  the referee's discretion.  
   
  ZOOLOGY  
  Success Rate: Skill Level +2 Column Shift  
   
  A character with this skill is schooled in the science 
  of 
  animals, 
  their 
  lives, 
  structure, 
  growth, 
  classification, etc. Only a character with Zoology can 
  name a new animal life form or use a bioscanner or 
  Fauna-CAS to analyze a zoological sample. A 
  successful bioscanner analysis (skill check) indicates 
  the type of animal and whether it is edible or 
  poisonous. A zoologist making a successful skill 
  check when inquiring about an animal's potential 
  medicinal or poisonous properties can tell which of 
  these properties the animal may have. If the 
  medicinal or poisonous properties lie in a gland or 
  sac within the animal, only a character with Biology 
  Level 2 can safely remove them. Any facet of a 
  campaign that deals with animal life should be 
  handled by a zoologist or biologist.  
  
   
  54 
   
   
    
  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 
   
  
   
  55 
   
   
   
  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 
   
  
   
  56 
   
   
    
  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 
   
  
   
  57 
   
   
   
    
  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  
   
  
   
  58 
   
   
    
  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% 
   
  
   
  59 
   
   
  NEW EQUIPMENT 
   
  INTRODUCTION  
  A brief word on how to introduce the new items 
  found in the first volume of Zebulon's Guide to 
  Frontier Space into a campaign may be in order. 
  Unless you have dealt with a great influx of new 
  technology into your game in the past we suggest 
  that you gradually and logically bring these items 
  forth. The reasons are quite simple.  
   
  • This gives both the referee and players a chance 
  to get used to the new statistics, abilities, etc. of 
  the equipment.  
  • It gives the referee a chance to keep his game in 
  balance despite new forces.  
  • It stretches the excitement of fresh abilities and 
  new ideas out over many weeks instead of one 
  frenzied session.  
  • A gradual introduction of new material is more 
  realistic than suddenly dropping an arsenal of 
  equipment and weapons into the players' laps.  
   
  EQUIPMENT SOURCES  
  When a referee introduces a new weapon, defensive 
  suit, or whatever, into a game, the situation in 
  which it is introduced then sets the tone for its use. 
  The impression that powerful weapons or items are 
  easily 
  obtainable 
  should 
  need 
  be 
  given. 
  Conservation of supplies (such as powerclips) is one 
  of the key elements in any good role playing game.  
   
  Logical sources are needed for the introduction of 
  new equipment found in this booklet. A good place 
  to start is by looking at the forces controlling the 
  Frontier.  
   
  • Mega-corps have their hands in any number of 
  developmental pies and it is logical that new 
  products being tested might be supplied, in small 
  quantities, to individuals who are in their employ 
  or doing them a service. The item might be on 
  loan from the mega-corp and possibly available 
  for a short length of time.  
  • Independent inventors and firms are always 
  trying to create better equipment for their 
  customers. They often need to field test new 
  devices.  
  • Cadres and cults often produce new equipment no 
  one has even heard of before. These might be 
  purchased or obtained in exchange for a service 
  to the cadre or cult.  
  • New items can be found or retrieved from enemy 
  agents, terrorists, or pirates as the campaign 
  continues. Others may have been locked up for 
  centuries in a dead ship floating in space or stored 
  in a service robot by a fleeing criminal.  
   
  Whatever the source, you will find that items 
  logically obtained by the players are more likely to 
  be logically used.  
   
  ITEM COSTS AND  
  THE BLACK MARKET  
  The costs listed in the Equipment Tables are 
  suggested retail prices for items purchased in a 
  stall, store, etc. Actual costs are determined by the 
  referee but the variance should be less than 10% of 
  the listed price, unless the item is not purchased in 
  the normal manner.  
   
  Some items, because of availability or illegality, 
  cannot be found in a retail setting. However, they 
  may be found on the black market. Even Star Law 
  has resorted to this outlet when searching for hard-
  to-find items. The black market deals in items sold 
  privately with no receipt, no return, no questions 
  asked, and usually no taxes paid.  
   
  On some planets there are no laws against the black 
  market. On other planets the price for selling or 
  buying 
  black 
  market 
  goods 
  can 
  include 
  imprisonment and massive fines. Prices for minor 
  items purchased on the black market are no more 
  than 15% higher than normal, but prices for rare or 
  illegal items can be as high as triple the standard 
  price. Star Lawmen who deal with back marketeers 
  on their own planets are often exposing themselves 
  to blackmail and extortion unless HQ is kept 
  informed.  
   
  HOW MANY ACTIONS PER TURN?  
  Many new items in this section are easily activated 
  (like jaw-tension mechanisms) and, if combined, 
  could give a character an unreasonable number of 
  actions in a turn. Referees should keep several 
  factors in mind when dealing with these items.  
   
  A turn is only six seconds lone. If a character tries 
  to move, fire a weapon, activate a helmet weapon, 
  and survey all the action around him, something is 
  going to suffer. Remind players that combat, 
  surprise, fear, and so forth confuses players. It is 
  not a simple case of listing all you want to do in six 
  seconds. Use your best judgment in these cases 
  while remembering that a half dozen action per turn 
  is just too much for anybody.  
   
  AMMUNITION & ENERGY  
  Remember that all weapons and devices that are 
  not fuel-powered use electromagnetic convertible 
  energy stored in selenium containers. As the energy 
  may be used in varying amount, a standard unit of 
  energy evolved, the Standard Energy Unit (SEU). 
  Varying amounts of SEU may be stored in different-
  sized containers.  
   
  
   
  60 
   
   
   In the early years of the Frontier, 1 SEU was the 
  original standard medium of exchange, equal to 
  about 5 Cr. Since everyone needed energy, and the 
  varying forms of energy were relatively convertible, 
  it was a logical currency. While the Frontier has 
  progressed far beyond that basic level of exchange, 
  some undeveloped worlds might still have a few 
  primitive settlements that only deal in SEU currency.  
   
  NEW METHODS OF ENERGY STORAGE  
  SEU Microdisc: This variable SEU disc is a tiny 
  version of the standard powerclip. It is the size of a 
  quarter and is usually used in microcircuited items. 
  The SEU use of items varies greatly and is listed in 
  the items' descriptions.  
   
  Minipowerclip: A smaller version of the powerclip, 
  this 10 SEU unit is about the size of a pack of gum. 
  It is normally not used in items that take standard 
  20 SEU powerclips. The most common usage for the 
  minipowerclip 
  is 
  in 
  rafflur 
  weapons. 
  Like 
  all 
  powerclips, the mini's cannot be recharged.  
   
  Power Helmetpacks: Identical to power beltpacks 
  but designed to be attacked to the helmet, power 
  helmetpacks are primarily used for optical devices, 
  communications devices, and weapons attached to 
  the helmet itself.  
   
  BEAM WEAPONS  
  Laser Weapons: The Ke series represents the 
  latest generation of lasers. Their beams are a bright 
  orange. The Ke-1000 is a small pistol version, the 
  Ke-1500 is a 40-cm-long pistol, the Ke-2000 is a 
  standard rifle, and the Ke-5000, which has recently 
  been released, is a larger version that is powered by 
  a 100 SEU pack or parabattery and is usually 
  mounted on a vehicle, defensive position, or field 
  mount (though a character with a Strength of 75 
  can use it like a rifle to defend himself in times of 
  dire need.). Albedo suits and screens still defend 
  against laser weapons as described on page 44 of 
  the STAR FRONTIERS® Alpha Dawn game book. 
  Also see Defensive Suits, Gridsuit in this book.  
   
   
   
  Proton Weapons: Proton weapons are usually 
  refereed to as "rafflurs" (RApidly FLUctuating 
  Radiation). All proton beams are bright white and 
  emit a powerful blast of protons toward the target. 
  Rafflurs are unusual in that most take only 
  minipowerclips 
  and 
  cannot 
  be 
  attached 
  to 
  powerpacks 
  (they 
  have 
  a 
  nasty 
  habit 
  of 
  backcharging and blowing up any power source 
  heavier than a minipowerclip). Proton beams can be 
  deflected or bent away from their target by powerful 
  magnetic fields.  
   
  See the Power Screen section, and Defensive Suits 
  section in this booklet for the defenses against 
  rafflurs.  
   
  Rafflur M-1: This personal defense device is the size 
  of a cigar and contains an SEU microdisk. It only 
  fires once at an extremely limited range. After it is 
  fired, the microdisc must be ejected and a fresh one 
  inserted before it can fire again.  
   
  Rafflur M-2: The proton pistol is a handgun that is 
  slightly larger than a Ke-1000 laser pistol. Each shot 
  uses 2 SEUs.  
   
  Rafflur M-3: This extremely limited production 
  model was specifically designed for Star Law Forces. 
  It is a 45-cm-long pistol that provides more room 
  for attachments. It has design modifications such as 
  a folding stock and energy modulator that increases 
  its range and accuracy (+1 Column Shift modifier). 
  Anyone other than a Star Lawman would have a 
  great deal of difficulty locating a M-3.  
   
   
   
  Rafflur M-4: The official weapon of the "Hoppin' 
  Hundred and Eighth" Humma Elite Forces, the main 
  advantage of these 75-cm-long rifles is that they 
  release all 10 SEUs at once in an area effect. Their 
  range, however, is extremely limited (as that of a 
  pistol). Their beam is cone shaped with the point at 
  the gun's muzzle. The beam width increases by 1 
  meter for every 2 meters from the muzzle (5 meters 
  wide at 10 meters from the muzzle, 13 meters wide 
  at 26 meters, etc.). Any target in the blast path 
  receives a maximum of 40 points of damage (is a 
  
   
  61 
   
   
  Cobalt result is obtained on the attack roll). If the 
  first target is within 2 meters of the muzzle, it 
  totally blocks the beam and nothing behind the first 
  target can be damaged. Otherwise the M-4 can 
  damage any target in the beam. The weapon's 
  circuits superheat when fired, requiring the weapon 
  to cool three turns before reloading with a new 
  minipowerclip.  
   
  Rafflur M-6: This proton rifle is slightly larger than 
  the Ke-2000 laser rifle.  
   
  Rafflur M-8: This long-barreled, long-range beauty 
  comes equipped with a built-in telescopic sight. It 
  cannot be aimed accurately at anything closer than 
  15 meters. An expensive break-down version is 
  often used by hunters.  
   
  Rafflur M-10: The M-10 is the proton counterpart of 
  the Ke-5000 laser. It comes equipped with a folding 
  quadpod mount that safely holds the 100-SEU pack 
  or parabattery used in its operation. Unlike the rest 
  of the rafflur M series, this weapon has a special 
  capacitor baffle fitted to prevent feedback when 
  using a power source more powerful than a 
  minipowerclip. Two human-sized or one large 
  bioform are needed to transport it. Optional swivel 
  mounting equipment for vehicles, fortifications, etc., 
  can also be purchased.  
   
  Electrostunner: This electrostunner is very similar 
  to that in the Alpha Dawn rules, except the amount 
  of damage caused is a maximum of 40 points, not 
  4d10. The gauss screen (on page 44 of the Alpha 
  Dawn rule book) and the gridsuit (in the Defensive 
  Suits section of this book) both reduce the damage 
  from an electrostunner attack.  
   
  Sonic Weapons: Sonic weapons fire concentrated 
  blasts of sound that do terrible damage to living 
  organisms. They are treated, for the most part, as 
  they were in the Alpha Dawn rules. The sonic 
  stunner and sonic screen are identical to those 
  presented in the Alpha Dawn rule book.  
   
  Sonic Disruptor: A sonic disruptor is an exotic-
  looking weapon the size of a rifle that does a 
  maximum damage of 30 points to most materials, 
  but double that amount to living tissue.  
   
  Sonic Devastator: A sonic devastator is a medium-
  ordinance piece that is much larger than a rafflur M-
  10. It does a maximum damage of 40 points to 
  most materials, but double that to organic life 
  forms. A sonic devastator must be mounted on a 
  fixed mount before operating: it is too large to drag 
  into battle, set up for a few shots, then move again.  
   
  Maser Weapons: Masers are amplified microwave 
  emitters. Though the microwaves are emitted over a 
  wide area, the major concentration is a tight 
  invisible beam. The maser beam cannot be seen 
  unless a character is wearing a pair of IR high-
  resolution goggles (not to be confused with normal 
  IR goggles). Anyone wearing IR high-res goggles 
  may be temporarily or permanently blinded if 
  looking at the maser when it is fired at them. Maser 
  fire only does damage to living organisms, but it can 
  heat up liquids. Maser fire penetrates any type of 
  defensive suit or screen except maser mesh or a 
  gridsuit (see the Defensive Suit section of this 
  booklet).  
   
  Maser Penetrator: The maser penetrator is a 
  handgun that is slightly larger than a rafflur M-2 
  pistol. It uses minipowerclips.  
   
  Maser Penetrator II: The MP II is the size of a small 
  rifle and also uses minipowerclips.  
   
  Bolt Weapons: Bolt weapons resemble 50-cm-long 
  tubes with a black handgrip at one end and a firing 
  button mounted on top. Their butt ends unscrew 
  and their power source is either a minipowerclip or a 
  normal powerclip, depending on the type. The bolt is 
  an invisible beam of heavy ions that creates a 
  thunderclap that can be heard for hundreds of 
  meters. Bolt weapons cannot be attached to 
  powerpacks. Only a gridsuit, found in this book's 
  Defensive 
  Suits 
  section, 
  protects 
  against 
  bolt 
  weapons.  
   
  WarTech Alpha-Bolt: This weapon has an adjustable 
  dial that allows the character to select how many 
  SEUs are used each time it is fired. The maximum 
  damage is 12 points per SEU used. The alpha-bolt 
  uses a minpowerclip.  
   
  WarTech Omega-Bolt: WarTech developed this as a 
  sporting weapon, but it was never popular. Each 
  shot from the weapon uses 5 SEUs and does 
  between 1 and 100 points of maximum damage (roll 
  1d100 to determine the maximum damage).  
   
  P.G.S. WEAPONS 
  P.G.S. 
  Weapons: 
  P.G.S. 
  weapons 
  (Projectile, 
  Gyrojet, Sprayer) still exist on the Frontier because 
  they are much cheaper and easier to repair and 
  maintain than energy weapons. P.G.S. weapons are 
  easier to construct on a planet with little or no 
  access to high-tech equipment. WarTech does not 
  control the P.G.S. market as it does the energy 
  weapon market. Therefore it is easier for illegal or 
  covert groups to acquire P.G.S. weapons.  
   
  But there are also many drawbacks to P.G.S. 
  weapons. Energy weapons almost never jam, but a 
  
   
  62 
   
   
  projectile or gyrojet weapon can jam if not properly 
  maintained or if used in a hostile climate (like a 
  desert). No P.G.S. weapon is allowed in space, 
  neither on ships nor space stations. Security 
  measures are extensive and anyone trying to 
  smuggle one on board faces a fine of life 
  imprisonment. (Space ship and space station walls 
  are treated to deflect or absorb energy fire, but a 
  fast-moving solid object will puncture most walls in 
  space.)  
   
  Inertia screens and skeinsuits (page 44 of Alpha 
  Dawn rule book) reduce the damage from projectile 
  and gyrojet weapons. Maser mesh reduces the 
  damage done by these weapons by one-quarter.  
   
  Needler 
  Weapons: 
  These 
  are 
  identical 
  in 
  description to those found in the STAR FRONTIERS® 
  Alpha Dawn game, complete with sleep or barbed 
  option for the needles. A new version, the Needler 
  II, is a short rifle that is easily concealed.  
   
   
   
  Auto-Weapons: The latest versions of auto-
  weapons are the 5.56 caliber auto-pistol and the 
  5.56 caliber auto-rifle. The auto-pistol is rather 
  larger (larger than all other pistols listed) and feeds 
  its normal 20-round clip up through its long handle. 
  The auto-rifle is a "bull-pup" design, that is, it holds 
  its 30 round clip in the stock, behind its firing 
  mechanism. This gives it a shorter overall length 
  while maintaining the barrel length. It is the 
  shortest rifle listed.  
   
  Gyrojets: Gyrojets are identical to those listed in 
  the STAR FRONTIERS Alpha Dawn game. Gyrojet 
  weapons are not effective at short range, because 
  the rocket is still accelerating. Therefore, treat both 
  the short and medium ranges as a -1 Column Shift.  
   
  Grenade Rifle and Mortar: Grenade rifles and 
  mortars are identical to those introduced in the 
  STAR FRONTIERS Alpha Dawn game.  
   
  Acid Sprayer: An acid sprayer is actually an 
  agricultural and construction tool that is used as a 
  weapon. It is very small (the size of a medium 
  pistol) and has a screw-in tank in its handle that 
  holds 10 squirts of acid. The maximum damage 
  possible depends on the strength of the acid. Acid is 
  rated from level 1 to 20; each level does a 
  maximum of 4 points of damage. Salgel (in 
  Miscellaneous Items section) protects against acid.  
   
   
   
  Flamethrower: A flamethrower is an agricultural 
  tool (used to clear undergrowth) that can be used as 
  a weapon. It fires a stream of liquid fire and ca be 
  fired against only one target at a time.  
   
  A blast from a flamethrower does a maximum of 44 
  points of damage, if heat or fire can damage the 
  target. A flamethrower attack will immediately set 
  on fire any flammable clothing, fur, etc. This fire 
  does an additional 5 points of damage per round 
  until it either burns out or is put out.  
   
  The flamethrower barrel is the size and shape of a 
  rifle with a tube connecting to a chemical tank worn 
  on the user's back. The 20-shot tank is unwieldy but 
  not very heavy.  
   
  The flamethrower tank is liable to explode if hit and 
  damaged. Damage to the wearer is up to the referee 
  and depends on how many flamethrower shots are 
  left in the tank.  
   
  The only defenses against a flamethrower attack are 
  asbestos material or exploding an extinguishing-
  foam grenade in the area around the target, 
  denying the flame sufficient oxygen to burn.  
   
  MISSILE WEAPONS  
  Micromissile: The micromissile is a hand-held 
  missile but can be launched in a variety of ways. 
  The most common method is to hold the 10-cm-long 
  missile by its detachable tail rod and press the rod's 
  ignition button. Micromissiles do not have warheads, 
  but do impact damage up to a maximum of 56 
  points. If hand firing a micromissile, only one per 
  turn can be launched. Poppers can some types of 
  
   
  63 
   
   
  MLTCs (detailed below) are designed to hold and fire 
  micromissiles.  
   
   
   
  Missiles: Missiles are self-propelled rockets with 
  attached warheads. There are three types of 
  missiles: Level I, II, and III. For each successive 
  level, missiles can add another warhead, doubling 
  its payload capability, and increasing its range. For 
  example, a type I missile has "F" range and holds 
  one warhead, a type II missile has double the "F" 
  range and carries two warheads, and a type III 
  missile has triple the "F" range and carries three 
  warheads. The missile warheads are described in 
  their own section, and come in different sizes for 
  each missile type and are not interchangeable. 
  Missiles can never be hand held and fired; they are 
  launched from either a missilier or an MLTC (see 
  below).  
   
  MISSILE LAUNCHERS  
  Missilier: (formerly Rocket Launcher) The missilier 
  closely resembles a grenade rifle in appearance. It is 
  designed to fire one type I or type II missile per 
  turn. The weapon's range depends on the missile 
  type. The weapon ignites the missile's propulsion 
  unit with a small electrical charge (costing 1 SEU). 
  The 
  missilier 
  can 
  use 
  normal 
  powerclips, 
  minipowerclips, or be connected to a powerpack.  
   
  Popper: The popper is a hand-held or swivel 
  mounted Multi-Launch Tube Cluster (MLTC) weapon. 
  Its firing mechanism acts as a missilier, but with six 
  launch 
  tubes 
  instead 
  of 
  one. 
  It 
  holds 
  six 
  micromissiles and can fire two per turn in the order 
  loaded. Once loaded and locked in place, the popper 
  cannot be opened until al of its micromissiles have 
  been fired. Reloading can occur at any time after the 
  micros have been used, but takes one turn for every 
  two micromissiles reloaded unless a fastrack is used.  
   
  Fastrack Missile Loader: A fastrack is a plastic set 
  of rings with a collapsible inner tube. It is designed 
  to carry six micromissiles for easy loading into a 
  popper. Loading in this fashion takes one turn for 
  the entire rack. Carrying a set-up fastrack is no 
  more dangerous than carrying the micromissiles on 
  their own, it just takes up a lot more room. When 
  loading, the inner tube collapses and the plastic 
  rings snap off as the micromissiles are inserted into 
  the weapon. Once loaded, the remains of the 
  fastrack are discarded.  
   
  MLTCs: As a general rule Multi-Launch Tube 
  Clusters can be any number of missile launcher 
  tubes in any formation. The popper, described 
  above, is one of the simples versions of an MLTC. 
  The greater the number of tubes, the grater the 
  complexity of the computer fire control system and 
  the more expensive the unit. Most MLTCs are 
  designed for only one type of missile (including 
  micromissiles) and are not adjustable to another 
  type.  
   
  The MLTC concept was designed for use during SWII 
  and they can still be found in Landfleet's armored 
  cavalry and modern warbots. General configurations 
  include a triangular bank of three or six tubes for 
  type III missiles, banks of three to eight tubes for 
  type II missiles (usually with an ordinance energy 
  weapon mounted in the middle), and linear or 
  square banks of four to ten tubes for type I missiles. 
  Micromissile MLTCs have no standard shape or 
  number of tubes.  
   
  ADVANCED MELEE WEAPONS  
  Force Axe: A force axe looks like a 1-meter-long 
  ebony bar. The bar's diameter is wide enough to 
  hold a normal powerclip. When activated, the bar 
  emits a high-pitched whining sound, indicating that 
  its 65-cm-wide, disc-shaped force field is activated. 
  The field is located on the end of the bar opposite 
  the switch and can only be seen by the use of UV 
  (ultraviolet) optics.  
   
  The force axe is an extremely dangerous item 
  because the damaging field cannot be seen without 
  UV optics. There is a 10-cm-long light bar on one 
  side of the haft that lights up when the field is 
  activated. Anyone familiar with the force axe knows 
  the light indicates that the field is on (of course, the 
  high whine also gives it away). Some characters 
  who have used the weapon for years disconnect the 
  light so as not to grant their opponents any warning.  
   
  WEAPON ATTACHMENTS  
  The following items can be added as options to 
  weapons. The installation fee is included in the price 
  of the item.  
   
  Attachable Stock: Attachable stocks are made for 
  all known pistols. They are one of two types: screw-
  on or folding. They advantage of a stock on a pistol 
  is that it reduces the Movement Combat Modifier by 
  a +1 Column Shift. This a character using a pistol 
  with a stock would suffer no column shift penalty for 
  
   
  64 
   
   
  a slow-moving target and only a -1 Column Shift for 
  a fast-moving target. A pistol with a stock attached 
  cannot be kept in its holster. It takes two turns to 
  attach a stock.  
   
  Bandolier Sling: All rifles are fitted with rings so a 
  sling can be attached for easy carrying. The 
  bandolier sling has patch pockets that hold up to ten 
  ammo clips or powerclips.  
   
   
   
  Flash Muzzle: For use with auto-weapons and 
  gyrojet weapon only. A flash muzzle eliminates the 
  flare from auto-weapons or gyrojet weapons fire, 
  thus making it harder to see the weapon firing. 
  (Normal auto-weapons and gyrojet weapons fire is 
  highly visible.)  
   
  Grenade Launcher Attachment: This device can 
  be attached to any type of normal rifle. It is 
  attached under the rifle's barrel. Special grenade 
  bullets are used to fire the grenade from the 
  launcher, just like a grenade rifle. Any type of 
  grenade can be used, except sonic grenades 
  (because of their unusual sizes and shapes). It can 
  fire one grenade, and then must be reloaded, which 
  takes one turn. A rifle cannot be used for anything 
  else during the turn its grenade launcher is used. 
  Once installed, the grenade launcher cannot be 
  easily removed. The installation of a power light or a 
  knife mount prevents the installation of a grenade 
  launcher.  
   
  Holster, Spring: This holster is powered by a 
  minipowerclip and accommodates all pistol sizes. Its 
  function is two-fold: to secure the pistol in place and 
  assure it cannot be taken out of the holster by 
  anyone but the wearer, and to eject the pistol 
  upward with the user wishes. These functions are 
  assisted by nerve sensors attached to key points on 
  the wearer's body. Unless he reaches for the pistol 
  himself the locking mechanisms do not release. The 
  effect of the eject function is to add +1 to the user’s 
  IM, but only if he is drawing and firing during his 
  combat phase. The minipowerclip powers the holster 
  for 100 draws.  
   
  Knife Mount: The knife mount fits on a rifle barrel 
  behind the muzzle. To this mount a character can 
  attach a large knife, sonic knife, or vibroknife. If the 
  knife is powered, the SEU clip is inserted as normal 
  but the mount has a remote control switch that is 
  activated near the trigger. Once attached, the knife 
  serves as a bayonet and no grenade launcher can be 
  attached to the rifle. The damage of the attached 
  weapon remains the same but a +1 Column Shift 
  combat modifier is added for melee combat using 
  the attached weapon. The installation of a power 
  light or grenade launcher prevents the installation of 
  a knife mount.  
   
  Maxiclips: Any pistol using a maxiclip cannot be 
  fitted into a normal holster or spring holster because 
  of the maxiclip's size.  
   
  Maxibulletclip: This drum clip is for use with auto-
  pistols only. It holds 30 bullets.  
   
  Maxiclip: This drum clip is for use with gyrojet 
  sidearms only. It holds 15 gyrojets.  
   
  Maxineedleclip: This drum clip is for use with the 
  Needler I only. It holds 15 clusters of needles.  
   
  Muzzle Extender: Muzzle extenders are available 
  for all known rifles. A muzzle extender eliminates 
  the Medium Range combat modifier and reduces the 
  Long Range combat modifier from a -2 Column Shift 
  to a -1 Column Shift.  
   
  Power Light: This is identical to the power light 
  found in the Optical Devices section of this manual 
  except it is mounted on the bottom of the rifle's 
  barrel instead of being hand held. Another variation 
  on the power light is the infralight, which can also 
  be mounted on a rifle. These are favorites of guards 
  using IR goggles. The installation of a knife mount 
  or a grenade launcher prevents the installation of a 
  power light.  
   
  Recognition Grip: This custom-made pistol grip is 
  for use with beam pistols. It cleverly reroutes the 
  circuitry in the pistol through the grip, which is inlaid 
  with thousands of recognition circuits. These circuits 
  are encoded to recognize only the owner's hand 
  print. If anyone else tries to fire the gun it will not 
  operate. Dralasites have top pay double the price 
  because their entire bodyprint has to be encoded in 
  order for the pistol grips to recognize them.  
   
  Scopes: A scope mounted on any weapon improves 
  the weapon to the next range group. For example, a 
  scope attached to a type B (pistol) ranged weapon 
  raises it to a type C (long pistol, short rifle). This 
  adjustment of range includes the new Column Shift 
  modifiers that come with the better range group.  
  
   
  65 
   
   
   
  Many of the special optical enhancements found in 
  the Optical Devices section of this booklet (IR, 
  Starlight, UV, EM, etc.) also come in scope form. 
  The cost for a scope is 100 Cr times Range Type, 
  plus any enhancement feature added on. For 
  example, a scope for a pistol (range type B or 2) 
  would be 200 credits. If it had UV capability, add 
  another 250 Cr (see the Equipment Tables at the 
  end of this booklet).  
   
  Silencer: For use with auto-weapons only. The 
  silencer reduces the normally loud auto-weapon 
  gunfire to the sound of a needler weapon's "cough." 
  The silencer is good for only 10 single shots or three 
  bursts. 
  Pistol 
  and 
  rifle 
  silencers 
  cannot 
  be 
  interchanged. Silencers are illegal on all known 
  planets.  
   
  Slide Mount: The slide mount is a thin plasteel rig 
  that is mounted on the inside of a character's lower 
  arm and holds a small pistol (Ke-1000 Laser pistol, 
  Rafflur M1, Sonic Stunner, or a Needler I) out of 
  sight. When the character jerks his arm straight 
  forward, as if aiming at something, the mechanism 
  releases and slides the weapon forward, into the 
  character's hand, in a split second. The mechanism 
  is 
  spring 
  loaded 
  and 
  requires 
  no 
  energy 
  consumption. It can also be used to hold other small 
  items: a knife, a grenade, a detonator, etc.  
   
   
   
  Swing Arm: This small robotic arm holds a rifle 
  until it is needed and then quickly swings it into 
  position. The swing arm is mounted on the 
  character's back, off to one side (the side that 
  corresponds to the character's handedness).  
   
  The rifle must be attached to the end of the arm in 
  advance and it is them carried upright on the back 
  like a normal rifle. A microswitch cable is attached 
  to the unit and ends at the user's wrist. When 
  activated, the robot arm swings the rifle under the 
  character's arm and thrusts it forward. The user 
  must keep his arm at a sixty-five degree angle while 
  this happens or it might be taken off by the 
  mechanism's action. The rifle butt ends up against 
  the user's shoulder and if the user grasps the rifle 
  and tugs firmly the arm immediately releases the 
  rifle and returns to its place. The end result is a 
  character's ability to draw, aim, and fire his rifle in 
  the same turn with no penalty. The unit is powered 
  by a powerclip that lasts for 100 uses.  
   
  EXPLOSIVES  
  Tornadium D-20: TD-20 is a modified version of 
  TD-19 and is used in the construction of shaped 
  charges. TD-20's maximum damage is 30 points for 
  a 50-gram charge, and an additional 15 points 
  maximum damage for every 50 grams additional 
  weight. 
  (TD-20 
  does 
  twice 
  this 
  damage 
  to 
  structures.) 
  Characters 
  with 
  the 
  Weapons: 
  Demolition skill purchase TD-20 in set shapes and 
  weights and cannot reshape it. Once the thin plastic 
  disc is peeled away from the base, the sticky base 
  can be attached to almost anything.  
   
  TD-20 is a shaped charge and explodes in only one 
  direction. Thus the user can remain one meter away 
  from 
  the 
  explosion 
  and 
  suffer 
  no 
  damage 
  whatsoever. A cone of TD-20 is perfect to attach to 
  walls, floors, doors, etc. and blow an entry into 
  another room.  
   
  If anyone is foolish enough to try to throw a charge 
  of TD-20 as a weapon, use the Area Effect Weapon 
  Miss Diagram to determine the direction of the blast. 
  A thrown TD-20 charge inflicts only half its normal 
  damage to bioforms and structures. The blast range 
  is identical to that of TD-19. TD-19 and TD-20 use 
  the same detonation devices.  
   
  Plastid: Stabilized plastic acid is illegal on most 
  planets. Only highly placed Star Lawmen and 
  powerful crooks have access to it. It usually comes 
  in a plastic or ceramic alloy wrap and is shaped like 
  thick spaghetti. One hundred grams of plastid 
  applied to a lock and ignited will melt the lock in one 
  turn (five turns for heavy duty locks).  
   
  Plastid must be applied directly to the material it is 
  to melt; it cannot be thrown.  
   
  Plastid only affects plastics and metals. Special 
  detonators that use acidic chemical reactions are 
  required to activate a plastid charge. Plastics or 
  metals that have been laminated with glass or 
  ceramics are not affected by plastid. Determinations 
  of quantities needed for large-scale melting are left 
  to the discretion of the referee.  
   
  EXPLOSIVES, DETONATORS  
  Acid Detonator Cap: Acid detonator caps are used 
  by characters with Weapons: Demolition skill to 
  detonate plastid. They can be fitted into detonation 
  devices in place of normal blasting caps.  
  
   
  66 
   
   
   
  Chemical Detonator: Chemical detonators are 
  used when a character with Weapons: Demolition 
  skill wishes the explosion to coincide with an influx 
  of unusual quantities of liquids or gas. For instance, 
  a chemical detonator can be set to explode if it gets 
  wet, if too much oxygen gets into the air or a room, 
  etc.  
   
  Counter Detonator Attachment: This tiny counter 
  is inserted between the explosive and its detonator. 
  It is preset to cause detonation once it is triggered a 
  set number of times.  
   
  For example, a counter attachment is set between 
  50 g. of TD-19 and its pressure-sensitive whip wire 
  detonator. The bomb is placed behind a door in such 
  a fashion that each time the door opens, the whip 
  wire is triggered. The counter is set at 10. The first 
  nine times the door opens, the whip wire is 
  triggered and the counter records it. The tenth time 
  the door opens, the bomb explodes.  
   
  Light Detonator: Light detonators are larger than 
  other types, about the size of a small human fist. 
  These detonators are sensitive to light intensity and 
  they can be set to detonate an explosive when a 
  light is turned on in a room, when sunrise or dusk 
  occurs, when a flash grenade explodes, etc.  
   
  Pressure Detonator: Pressure detonators contain 
  either a small plate, a button, or a whip wire that is 
  set to key an explosion when a certain pressure is 
  either exerted or released. For example, a pressure 
  detonator whip wire affixed next to a door will 
  detonate its charge when the door is opened, 
  pressure detonators placed under a dead Sathar 
  body will explode when the body is moved, etc.  
   
  Radio Beam Detonator: Radio beam detonators 
  have a maximum range of 100 meters. When a 
  radio beam detonator is used, modify the detonation 
  roll by -1 Column Shift. The radio beam signaling 
  device comes with the detonator when purchased.  
   
  Variable Timer Detonator: Variable timers can be 
  set to any time delay from one second to 60 hours.  
   
  MINES  
  A mine is a hidden, stationary bomb that is 
  triggered by any one of a variety of detonators (as 
  outlined in the previous section) or small scanners 
  (heat 
  sensitive, 
  motion 
  detection, 
  etc.). 
  The 
  available types of bombs are similar to grenades or 
  some warheads: electrical discharge, field crusher, 
  gas, high explosive, sonic, standard explosive, and 
  tangler warheads all designed for use with type I 
  missiles. There is no secondary blast area to 
  consider when using a buried mined. There is a 
  secondary blast area when using one of the two 
  following mine-delivery systems.  
   
  Grasshopper Delivery System: A grasshopper 
  mine flings itself straight up into the air and then 
  explodes. This can get it closer to its target, 
  especially if the target is flying. A grasshopper mine 
  is preset to jump up to three meters then detonate. 
  If it hits an obstacle on the way up, it deflects two 
  meters in a random direction then detonates. Use 
  the Area Effect Weapon Miss Diagram for random 
  direction.  
   
   
   
  Leap Frog Delivery System: Rather than jumping 
  straight up into the air, this mine delivery system 
  tries to leap toward its target. Use the Area Effect 
  Weapon Miss Diagram to determine where it lands. 
  The trigger system is usually a scanner, as it must 
  know which direction to leap toward the target. See 
  the Scanner section of this book to determine how 
  they work.  
   
  GRENADES  
  Dusk Grenade: The dusk grenade releases a dark, 
  odorless gas that immediately spreads out to a five-
  meter radius, dimming out the entire area. Only 
  Yazirians or other characters using from form of IR 
  or starlight optics or scanners can see normally. 
  Otherwise, they suffer a -1 Column Shift combat 
  modifier. Artificial light sources only work to one-
  third their normal range.  
   
  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.  
   
  Foam Grenades: Foam grenades release chemicals 
  that instantly swell in normal oxygen atmosphere 
  
   
  67 
   
   
  and standard gravity. The swelling creates a thick, 
  opaque, foam-like substance that expands in one 
  turn to completely fill an area within a three-meter 
  radius of the blast point. The dense foam cannot be 
  visually penetrated without the help of scanners or 
  radar. It will dissipate after one minute (10 turns).  
   
  For every tenth the gravity is lighter than 1.0 the 
  foam dissipates one turn later (foam in 0.8 gravity 
  lasts 12 turns). For every two-tenths the gravity is 
  heavier than 1.0, the foam dissipates one turn 
  earlier (foam in 1.4 gravity lasts eight turns). There 
  are eight different types of foam grenades.  
   
  Acid: A chemical acid causes maximum damage of 
  16 points per turn to everything in the foam area. A 
  thin covering of salgel negates the acidic effects on 
  objects and cuts damage to bioforms in half. 
  Damage is halved if a Stamina check is made. This 
  is checked every turn the character is in the foam.  
   
  Chemical Defoliant: A chemical defoliant foam 
  breaks down any vegetable matter in the foamed 
  area within one minute, leaving a slimy, green 
  residue. It has no effect on non-floral organisms.  
   
  Dye: This foam dyes anything it contacts. The dye 
  dissipates after 20 hours. It can be any color the 
  player desires. This is often used to mark escaping 
  fugitives or vehicles.  
   
  Extinguish: Smothers any flame in the blast area in 
  one turn.  
   
  Irritant: This foam causes 8 points maximum 
  damage for every turn it touches exposed flesh or 
  hair. If the character's flesh is entirely protected no 
  damage is taken. Damage is halved if a Stamina 
  check is made. This is checked every turn the 
  character is in the foam.  
   
  Slick: Coats all surfaces in the blast area with a 
  super-slippery substance. Walking movement is cut 
  to one-quarter normal. No one can run without 
  falling and receiving 3 points of damage. This is 
  especially effective against vehicles and robots.  
   
  Solid: 
  Solidifies 
  completely 
  after 
  one 
  minute, 
  trapping anything and anyone inside as if encased in 
  porous rock. Air can filter through the solidified 
  foam, so the trapped character can breathe, but not 
  move, speak, or see. This type of foam grenade is 
  extremely rare and expensive.  
   
  Rad-Blast: 
  An 
  extremely 
  powerful 
  mixture 
  of 
  chemical agents acts to temporarily negate the 
  penetration of radioactivity into the foamed area. 
  When the minute duration is over, the radiation 
  level immediately climbs back to its previous level.  
   
  Infra-Grenade: The infra-grenade does no damage 
  at all upon explosion, except to heat sensors. The 
  blast is a quick burst of heat that activates and 
  burns out any heat sensors within 10 meters of the 
  blast. The purpose of such a grenade is to heat up 
  everything in the area so its shows up clearly in the 
  IR spectrum.  
   
  The heating lasts for one minute and anyone 
  wearing IR or IR high-res optical devices can see 
  everything in the room during that period, even if 
  the room is dark and empty or filled with smoke. 
  This effect does not work against a foam grenade.  
   
  Nightfall Grenade: The nightfall grenade releases 
  a gas that immediately causes darkness within five 
  meters. Only by using a method of IR vision, 
  scanners, or radar can one "see" in this darkness. 
  The blackout lasts two minutes. Artificial light 
  sources only work to one-tenth their normal range 
  in the area of effect.  
   
  Sonic Grenade: This class of grenades does its 
  damage through blasts of high frequency sonics. 
  There are three types of sonic grenades.  
   
  Marble: So named because of its 2.5-cm size, this 
  sonic grenade causes a maximum of 16 points of 
  damage in a one-meter blast radius. Up to three can 
  be thrown per turn and they are sometimes formed 
  and painted as camouflaged jewelry or decorations. 
  Sonic screens or sonic headphones provide full 
  defense against this type of grenade. However, if 
  three or more marble grenades are detonated at the 
  same time, the third marble, and all others following 
  it which detonate in the same turn, are the treated 
  as polyhedron sonic grenades for defense purposes.  
   
  Polyhedron: This many-sided grenade blasts all in a 
  three-meter radius and causes maximum damage of 
  56 points. Damage is halved if sonic screens or 
  sonic headphones are used.  
   
  Boomer: A boomer grenade causes a five-meter-
  radius blast that inflicts a maximum damage of 80 
  points. Rare and expensive, they are too large to 
  use in grenade rifles or mortars, but are favorites 
  for mines. Damage is reduced by one-quarter if the 
  victims are wearing sonic screens.  
   
  WARHEADS  
  Anti-Missile: This warhead is only used on type II 
  or III missiles. Its purpose is to destroy an incoming 
  missile in flight. A successful roll on the Resolution 
  Table (against the user's Weapons: Missiles skill) 
  indicates an automatic hit on the incoming missile.  
   
  
   
  68 
   
   
  Electrical 
  Discharge: 
  This 
  warhead 
  causes 
  damage by releasing a high charge of electrical 
  energy when it strikes. This electrical discharge 
  short-circuits every device in the blast radius and 
  can stop a vehicle, warbot, etc. dead in its tracks. 
  The ED warhead acts as an electrostunner set to 
  damage for every bioform in the blast area. If the 
  target is specially insulated, the damage is negated.  
   
  Field Crusher: This warhead only damages force 
  fields and causes a maximum damage of 60 points 
  times the missile type (I, II, or III).  
   
  Foam: This warhead behaves as a foam grenade of 
  the same type, but its blast radius is five meters 
  times the missile type.  
   
  Gas: This warhead behaves exactly like a gas 
  grenade of the same type, but its blast radius is 
  eight meters times the missile type.  
   
  High Explosive: This warhead causes a maximum 
  damage of 72 points times the missile type to 
  anything within the blast radius of eight meters 
  times the missile type.  
   
  Scanning: This is a non-damaging warhead that is 
  only used with type II or III missiles. It uses a 
  scanner to lock onto a specific type of target: heat 
  producing, 
  certain 
  shape, 
  emitting 
  strong 
  UV 
  radiation, and so forth. See the Scanner section in 
  this book for a complete list of scanner types. If the 
  scanner locks onto a target, the firer receives a +3 
  Column Shift combat modifier.  
   
  Sonic: This affects all within a radius of six meters 
  times the missile type. Anyone failing his Stamina 
  check is stunned for 1d100 turns.  
   
  Standard Explosive: This warhead acts like a 
  fragmentation grenade, except that it causes a 
  maximum of 68 points per missile type to anyone 
  within a radius of five meters times the missile type.  
   
  Tangler: This warhead acts like a tangler grenade 
  except that the tentacles cover a five-meter radius.  
   
  POWER SCREENS  
  The following power screens conform to all of the 
  basic details (shape, size, etc.) described in the 
  Defense, Power Screens section in the Alpha Dawn 
  rules.  
   
  Simp Screen: A simp screen is similar to an albedo 
  screen and even has the same silvery aura about it, 
  but it protects against rafflur fire instead of laser 
  damage. 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 a simp 
  screen. As long as the power holds out, the wearer 
  receives no damage from a rafflur weapon.  
   
  Light Shift Screen: 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, but energy consumption and penetration 
  are the same for all LSSs. LSSs use SEUs at 
  different rates in different types of lighting. The 
  following is a guideline for the referee on SEU usage 
  in different light intensities.  
     
   
  Light Intensity 
  SEU/ 
  10 turns 
  Artificial Darkness 
  1/4 
  Natural Darkness 
  1/2 
  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 
   
  One SEU is drained each time the screen absorbs a 
  point of damage from a laser.  
   
  Visible penetration of the shell is impossible while 
  the LSS is on, but detection is possible in one of two 
  ways. Infrared optics always show the proper heat 
  image and location of an individual using a LSS. 
  Ultraviolet optics show operating LSSs as areas of 
  solid purple light.  
   
  Light shift screens are rare and expensive. Most 
  civilized worlds forbid their use as they are preferred 
  devices of criminals, Sathar agents, etc.  
   
  There are three types of LSSs.  
   
  Type I: A Type I LSS bends all light away from the 
  shell, thus creating a totally black area. This LSS 
  types is usually used at night or by a character 
  masking his identity.  
   
  Type II: The Type II LSS shifts the wearer's image 
  away from his actual location to a distance of one to 
  three meters in a fixed direction. The direction must 
  be specified when the character purchases the 
  device. Type II LSS devices that are found or taken 
  from fallen foes can have their direction determined 
  by using the Area Effect Weapon Miss Diagram. The 
  shifted image that appears is an exact duplicate of 
  the character using the LSS. This version of the LSS 
  is often used by Star Lawmen and Landfleet officers 
  to draw enemy fire away from themselves.  
   
  Type III: The Type III unit is a variation on the type 
  II but instead of shifting a single image of the 
  
   
  69 
   
   
  wearer it creates up to five images (at the wearer's 
  option), all exactly the same. Type III LSSs always 
  create the images in a side-by-side line, with up to 
  three meters between each image. These LSSs are 
  often used by Landfleet soldiers to draw fire away 
  from themselves and to swell their ranks, thus 
  confusing the enemy.  
   
  DEFENSIVE SUITS  
  Synthvelope: A sythvelope suit is a synthetic one-
  piece envelope that absorbs the damage from 
  proton beam weapons (rafflurs). For each point of 
  damage absorbed, the suit receives one point of 
  damage. When it has accumulated at least 100 
  points of damage, 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 even for a 
  Dralasite to use.  
   
   
   
  Maser Mesh: Maser mesh is used to protect against 
  maser attacks. It resembles chainmail and can be 
  purchased in different sizes.  
   
  Full maser mesh, which almost touches the ground, 
  is heavy and a bit cumbersome. While is completely 
  nullifies the effect of maser fire, it is also easily 
  picked up by scanners and radar.  
   
  Partial maser mesh, similar in size to a long shirt, is 
  lighter and harder to trace than full mesh, but only 
  absorbs half the damage from masers.  
   
  A character wearing maser mesh is vulnerable to 
  electrical attacks and receives an additional 50% 
  damage from them. Maser mesh does not adapt well 
  to unusual Dralasites shapes.  
   
  Dead Suit: A dead suit is a black one-piece 
  synthetic garment that resembles a wet suit. It 
  masks the heat emissions of the character wearing 
  it, thus preventing any IR devices or heat scanners 
  from detecting the wearer.  
   
  Gridsuit: The gridsuit is probably the most unusual, 
  sought after, and expensive of defensive suits. Like 
  skeinsuits, it comes in both military and civilian 
  styles. The military style is a camouflaged uniform 
  that has convenient patch pockets. The civilian style 
  can be any fashion desired, though this may 
  increase the cost.  
   
  Much more important than the style is the inner 
  lining of the suit, a nullifying absorption field circuit 
  that absorbs and dissipates large amounts of 
  energy. The suit can absorb up to 30 points of 
  energy damage per turn from lasers, rafflurs, 
  masers, bolt weapons, and electrical attacks before 
  it allows damage to pass through to the wearer.  
   
  If attacks cause more than 30 points of damage in a 
  turn, the excess damage is inflicted upon the 
  wearer. The suit absorbs damage in this fashion 
  every turn. It is destroyed after 100 points of 
  damage are received from projectile or gyrojet 
  weapons. It also comes in elasticized styles for 
  Dralasites.  
   
  HELMETS  
  Helmets come in many shapes and sizes to fit all 
  races. Most are made with modular sections that 
  can be removed to add microphones, goggles, etc. 
  The items in this section can be added to helmets.  
   
  There are eight ports on a helmet; only one item 
  can be attached to a port. The cost for a helmet 
  attachment is slightly more than for the normal item 
  (add 20%). Items marked "(a)" are found in the 
  Alpha Dawn rule book, other items are described in 
  this book.  
   
  • Power helmetpack  
  • Gas mask (a)  
  • Infrared (IR) goggles or visor (a)  
  • Magnigoggles or visor (a)  
  • Poly-vox (a)  
  • Radiophone (a)  
  • Sun goggles or visor (a)  
  • Electromagnetic goggles or visor  
  • Infralight  
  • IR high resolution goggles or visor  
  • Powerlight  
  • Solar goggles or visor  
  • Starlight goggles or visor  
  • Ultraviolet (UV) goggles or visor  
  • Sonic headphones  
  • Minigrenade launcher  
  • Helmet rafflurs  
  • Computer link (see Computer section in this book for 
  helmet additions)  
   
  Visors can have up to three functions, such as 
  electromagnetic, 
  infrared, 
  and 
  ultraviolet 
  capabilities. These combination visors are more 
  
   
  70 
   
   
  expensive than normal ones (the cost of all three 
  types is +20% of the total cost).  
   
   
   
  Sonic Headphones: These headphones are only 
  found in a helmet and are useless if removed. They 
  provide a natural, non-powered sonic baffler that 
  protects the ears and head from sonic damage. Any 
  character wearing a helmet with sonic headphones 
  only receives half damage from sonic attacks, unless 
  otherwise stated. Extremely strong sonic attacks, 
  such as boomer grenades or sonic warheads, affect 
  the entire body and sonic headphone have no effect 
  on those.  
   
  Minigrenade Launcher: This device can hold six 
  sonic marble grenades and has a range of 25 meters 
  (no range combat modifiers apply). Up to three 
  grenades can be launched per turn. This grenade 
  launcher is activated by a jaw-tension mechanism 
  and is an action that can be performed in addition to 
  their actions that round. (Referees should note that 
  if the player is firing a hand-held weapon that round 
  the grenades must be launched in the same 
  direction as the player is looking.)  
   
  A minigrenade launcher cannot be affixed to a 
  helmet that is already equipped with helmet rafflurs. 
  The minigrenade launcher can launch a total of 60 
  grenades per microdisc.  
   
  Helmet Rafflurs: These double projections (one on 
  each side) on the helmet are actually two rafflur M-
  1s that are activated by a jaw-tension mechanism. 
  The range is 12 meters maximum (no range combat 
  modifiers apply) and a single attack roll is made for 
  both rafflurs.  
   
  Each rafflur has its own microdisc power source. 
  Helmet rafflurs cannot be affixed to a helmet that 
  already has a minigrenade launcher attached.  
   
  OPTICAL DEVICES  
  Electromagnetic Optics: EM optics are used to 
  spot the tell-tale pale blue or purple sheen 
  surrounding all force screens and fields, whether 
  caused by a device or a Mentalist discipline. Pressor 
  beams, used for lifting and moving cargo, can also 
  be seen by EM optics.  
   
  Floodlight: This extremely powerful light comes in 
  many shapes and sizes, but is usually cylindrical, 60 
  cm long with a 60 cm diameter. It is most often 
  mounted 
  on 
  vehicles, 
  larger 
  robots, 
  and 
  installations.  
   
  A floodlight must be powered by either powerpacks 
  or parabatteries. One SEU is required every ten 
  minutes of operation. A floodlight can cast a beam 
  of light up to 600 meters. If it is directed at a 
  character's eyes (requiring a Resolution Table roll on 
  the Level 1 column each turn), the character cannot 
  see clearly and suffers a -2 Column Shift combat 
  modifier to all attacks made that turn.  
   
  Holo-Projector: The holoprojector operates in 
  similar fashion to a holo-screen (see Defenses in 
  Alpha Dawn), but can send the image on a high 
  intensity laser beam up to a distance of 20 meters. 
  The projector is the size of a 30-cm cube.  
   
  Infralight: This form of powerlight emits an 
  infrared beam that can only be seen by those using 
  IR optics. All other statistics are the same as a 
  powerlight. It is generally used as an invisible signal 
  or search light.  
   
  Infrared High-Resolution Optics: IRHR optics 
  allow a character all the advantages of normal IR 
  optics 
  plus 
  the 
  ability 
  to 
  see 
  maser 
  fire. 
  Unfortunately, 
  it 
  also 
  adds 
  the 
  penalty 
  for 
  microwave blindness. A character wearing an IRHR 
  optical device is blinded for 1d10 minutes if struck 
  from the front by a maser blast. If the result is a 10, 
  roll 1d10 again. If the second roll is also a 10, the 
  character is permanently blinded (though he may 
  have bionic optics replace his eyes).  
   
  Omnoculars: This optical device resembles a large 
  binoculars 
  and 
  combines 
  the 
  abilities 
  of 
  magnigoggles with an automatic range and vector 
  readout that gives the exact location of any object in 
  view. The maximum omnocular range is three 
  kilometers.  
   
  Various features can be added to omnoculars: IR, 
  IRHR, UV, EM, and starlight capabilities can all be 
  added as lens attachments (at the feature's normal 
  cost plus a 20% installation fee).  
   
  A spotter using omnoculars adds a +1 Column Shift 
  to the attack of a long-range weapon, such as a 
  grenade mortar. This is a delicate piece of 
  equipment with a built-in computer and should be 
  treated carefully. Omnoculars are microdisc powered 
  for 100 hours of use.  
  
   
  71 
   
   
   
  Powerlight: The powerlight is a cylinder 60 cm 
  long by 20 cm in diameter. Its beam has a range of 
  up to 300 meters and it operates for 400 hours on 
  two microdiscs.  
   
  Solar Optics: Solar optics look like giggles, but 
  have a thin layer of polarized material between the 
  glass that instantly darkens when brilliant light 
  appears. Though the reaction is too slow to prevent 
  the wearer from suffering the effects of a flash 
  grenade, solar optics do help a character looking 
  into floodlights and powerlights. This type of optics 
  is used extensively by starship personnel.  
   
  Starlight Optics: Starlight optics are a product of 
  pre-Frontier technology. When using starlight optics, 
  night scenes are viewed as clearly as if it were 
  daytime. This is because starlight optics greatly 
  amplify even very low levels of lighting to almost 
  daytime intensities. Therefore the character suffers 
  no penalties for darkness. The only time starlight 
  optics do not work is when the sky is heavily 
  overcast and no artificial light is present.  
   
  Ultraviolet 
  Optics: 
  UV 
  optics 
  are 
  useful in 
  detecting anything printed or written in UV ink, 
  paint, or dye (commonly used by Star Law to mark 
  valuable objects), a LSS in use, or any object that 
  emits UV waves.  
     
  COMPUTER DEVICES 
  The 
  computer 
  and 
  computer 
  programming 
  information given in the STAR FRONTIERS Alpha 
  Dawn Game were introductory concepts for dealing 
  with computers. In Zebulon's Guide to Frontier 
  Space, many more uses and needs for computers 
  are explained. Computers are now categorized into 
  three distinct types: Mainframe Computers (includes 
  personal computers), Specialized Computers, and 
  Personalized Body Computers (Bodycomps). The 
  greatest advances in the Frontier civilization were 
  accomplished 
  through 
  the 
  use 
  of 
  computers. 
  Microcomputerization changed the lives of virtually 
  all members of the Frontier. Bodycomps and progits 
  are readily available and have made vast arrays of 
  knowledge accessible to Frontiersmen of all walks of 
  life.  
   
  MAINFRAME COMPUTERS  
  The mainframe computer is the workhorse of the 
  Frontier. Personal computers and the computers 
  that run starships, space stations, and cities are a 
  vital part of everyday life on the Frontier. All but the 
  largest types run on parabatteries, are portable, and 
  are completely immune to power failures or surges.  
   
  Mainframe Hardware: Mainframe computers come 
  in six different sizes, ranging from Level 1 (home 
  computers) to Level 6 (computers that run space 
  stations and other large installations). Larger 
  computers can run more complex programs and can 
  perform more simultaneous operations than smaller 
  computers. It is not possible to add on to a 
  computer to raise it to a higher level. To increase 
  computer capacity, a high-level computer or several 
  computers of the same level must be purchased.  
   
  The 
  mainframe 
  computer, 
  unlike 
  the 
  body 
  computer, comes with its own processor unit. 
  Certain hardware is provided with mainframe 
  computers: monitor, access stations, printer, etc. 
  Additional 
  components 
  can 
  be 
  purchased 
  at 
  increased cost (referee sets the price).  
   
  MAINFRAME PROGRAMS (MAXIPROGS)  
  Once the hardware has been acquired, the programs 
  that the computer needs to perform its special 
  functions must be purchased separately. Programs 
  are contained in a maximum programming unit, 
  commonly called a maxiprog. A maxiprog is a 25-cm 
  square by 10 cm thick Johnson Energy Field 
  surrounded by an extremely durable plastic shell. 
  This 
  field 
  holds 
  gigabyte 
  upon 
  gigabyte 
  of 
  information. It is the most stable field known to the 
  techexes of the Frontier and only an anti-matter 
  field can disrupt the information contained therein.  
   
  Four blunt plugs are located on one of the large 
  sides of the maxiprog. These are plugged into a 
  mainframe and the maxiprog immediately interfaces 
  with the hardware and other maxiprogs that are 
  part of the computer.  
   
   Maxiprogs are classified from Level 1 to Level 6, the 
  complexity of the programming increasing with the 
  level. The following brief guideline gives the referee 
  some idea of the complexity levels of Maxiprogs. 
  This is important, as the referee's decision usually 
  determines what level of maxiprog a character or 
  organization needs.  
   
  Level Maximum Extent of Control 
  1 
  The needs of a single character or small household. 
  2 
  The needs of a large household or small business. 
  3 
  The needs of a medium business or small 
  bureaucracy. 
  4 
  The needs of a large business, a medium 
  bureaucracy, or a small town. 
  5 
  The needs of a mega-corp (in one field), a large 
  bureaucracy, or a medium-sized city. 
  6 
  The needs of a space-station, space ship, or 
  specific field (such as traffic control) in a large city. 
   
  MAXIPROG FUNCTION DESCRIPTIONS  
  Maxiprogs are available for six different functional 
  areas. A brief description of each area is listed 
  below.  
   
  
   
  72 
   
   
  Analysis/Information: This type of maxiprog will 
  perform one of the following functions: information 
  storage, information access, cross referencing, 
  analysis of statistics and facts, language capabilities, 
  coordination of scanners and interpretation of 
  scanner data, etc. Libraries, government information 
  services, and universities use these maxiprogs 
  extensively.  
   
  Creative: This type of maxiprog will perform one of 
  the following functions: abstract representation of 
  data, architectural tools and displays, engineering 
  tools and displays, flight and combat holographic 
  simulation 
  control, 
  data 
  on 
  research 
  and 
  development, data on inventions, and general think 
  tank 
  uses. 
  Military 
  organizations, 
  mega-corp 
  research and development divisions, governmental 
  patent offices, think tanks, and the like use these 
  maxiprogs extensively.  
   
  Job: This type of maxiprog will perform one of the 
  following functions: communications operations, 
  robotics 
  management, 
  traffic 
  control 
  and 
  transportation, medical operations, industrial uses 
  such as manufacturing, assembling, packing, etc., 
  and any other specific job function not covered in 
  the other maxiprog areas. Industrial facilities, 
  hospitals, starports and airports, installations, city 
  governments, and the like use these maxiprogs 
  extensively.  
   
  Maintenance: This type of maxiprog will perform 
  one of the following functions: life support systems, 
  automatic repair and maintenance on machinery or 
  robots, 
  monitoring 
  a 
  facility 
  for 
  general 
  maintenance, power feed controls (both outgoing 
  and incoming), waste management, and other 
  general maintenance and repair functions. Almost 
  every installation and large facility uses these 
  maxiprogs, as to spaceships and space stations.  
   
  Security: This type of maxiprog will perform one of 
  the following functions: defensive systems (internal, 
  external, 
  perimeter, 
  vehicular, 
  etc.), 
  offensive 
  weapon systems, coordination of offensive weapons 
  and defense systems, computer security, etc. 
  Military organizations, law enforcement facilities, 
  large computer systems, space ships and stations, 
  and the like use these maxiprogs extensively.  
   
  Combining Hardware and Maxiprogs: When a 
  character or firm wants a mainframe computer to 
  help with work, security, or whatever, they must 
  first decide what maxiprog functions are needed. 
  Then the levels of those maxiprog functions are 
  determines, depending on the amount of work the 
  maxiprog must do (see Maxiprog Complexity Table). 
  After 
  the 
  maxiprog 
  functions 
  and 
  levels 
  are 
  determined, 
  a 
  sufficiently 
  complex 
  mainframe 
  computer is purchased or rented.  
   
  Maxiprogs of different functional areas can be 
  integrated into the same mainframe computer. Only 
  in the larger mainframes do you find an entire 
  computer given over to just one function.  
   
  The total number 
  of program levels that a 
  mainframe computer can run is the square of the 
  computer level.  
     
  Computer 
  Total Maxiprog 
  Level 
  It Can Run 
  1 
  1 
  2 
  4 
  3 
  9 
  4 
  16 
  5 
  25 
  6 
  36 
   
  Therefore, a Level 2 Mainframe Computer, which 
  handles up to four maxiprog levels, can either run 
  four Level 1 maxiprogs, two Level 2 maxiprogs, or 
  one Level 2 and two Level 1 maxiprogs. The number 
  of maxiprog outlets that can be plugged into a 
  mainframe computer equals the total maxiprog 
  levels it has (so a Level 6 mainframe has 36 ports). 
  No mainframe computer can run a maxiprog of 
  greater level than its level.  
   
  Structure Points: A computer's weight is also its 
  number of structural points. Mainframe weights are 
  listed in the Equipment Tables at the end of this 
  book. Add the weight of each maxiprog attached to 
  the mainframe to find the total structural points of 
  the computer.  
   
  Power Sources: Mainframe computers of Levels 1 
  to 4 are powered by parabatteries of the same level. 
  Level 5 and 6 mainframes use power generators 
  type 1 and 2, respectively. Mainframe computers 
  operate for at least one year before their batteries 
  must be recharged. Power sources do not come as 
  standard equipment with computers and must be 
  purchased separately.  
   
  Mainframe 
  Computer 
  Controlled 
  Attacks: 
  Any 
  defensive or offensive weapon or robot controlled by 
  a computer starts on the Level +1 column to resolve 
  its actions. The final attack column is arrived at by 
  adding a +1 Column Shift for every level or Security 
  maxiprogs the computer has, plus any normal 
  combat modifiers. Therefore, a mainframe with a 
  Level 3 Security (Defensive Weapons) maxiprog 
  would attack on the Level +4 column (subject to any 
  normal combat modifiers).  
   
  
   
  73 
   
   
  Computer Skill Levels: A mainframe computer 
  does not possess an individual skill unless that skill 
  falls into one of the functional areas of the 
  maxiprog. Much of this is left to the referee's 
  interpretation of the maxiprog's function and level. A 
  good example of this would be a Level 3 Job 
  (Medical) 
  maxiprog. 
  The 
  computer 
  has 
  some 
  knowledge and skills in the medical field, but would 
  it 
  necessarily 
  contain 
  the 
  Medical 
  Treatment: 
  Radiation skill? A lot would depend on the location of 
  the mainframe and whether the radiation poisoning 
  was a rare or common occurrence there.  
   
  As a general guideline, the skills and skill levels are 
  identical to those of the maxiprog's function and 
  level. A Level 4 Job (Communications) maxiprog 
  would have the skill equivalence of Communication 
  Devices: 
  Operate 
  skill 
  Level 
  4 
  (though 
  not 
  Communication Devices: Repair; that would require 
  one of the Maintenance maxiprogs).  
   
  For more information on mainframe computer 
  security and the use of character skills on a 
  mainframe computer, consult the Skill section of this 
  book.  
   
  MAINFRAME EXTRA EQUIPMENT  
  Strongbox: The strongbox is a plasteel shell that can 
  completely encase a mainframe computer. For each 
  layer encasing the computer, the computer gains 50 
  structural points. Up to five layers can be added. 
  Though opening are provided for operations and 
  cables, 
  the 
  maxiprog 
  is 
  locked 
  around 
  the 
  mainframe with a lock of Level 5 or greater.  
   
  SPECIALIZED COMPUTERS  
  Specialized computers are custom-made for specific 
  tasks. All specialized computers are powered by a 
  sealed power cell built right in. The sealed power 
  cell can be recharged at most energizing retail 
  outlets at a cost of 100 Credits. The maximum 
  capacity of a sealed power cell is 100 hours. There 
  are four common types of specialized computers: 
  file computers, CACs, lock compicks, and CASs.  
   
  FILE COMPUTER  
  The 
  file 
  computer 
  records 
  information. 
  It 
  is 
  programmed for one language. A poly-vox or some 
  other translation device is necessary if the character 
  does not understand the programmed language. The 
  unit is a 15-cm square that is 5 cm thick. It has a 
  voice grid, random location indicator, and back of 
  buttons on one side. It can store a remarkable 
  amount of information in its memory, but all of it 
  must be verbally entered through the voice grid.  
   
  All Star Lawmen involved in criminal investigations 
  must carry a file computer to record testimonies and 
  statements. They are required to enter their files 
  into Star Law's mainframe computers on a regular 
  basis. Thus, Star Law is assured of a complete and 
  up-to-date computer file of all cases being handled.  
   
  Most large computers have audio-transfer grids so 
  that information can be easily exchanged with file 
  computers.  
   
  Referees may wish to spice up their game by having 
  a file computer found among the ruins of an old 
  civilization or ship wreckage. The information on the 
  computer could be garbled or in a strange language. 
  This should encourage players to seek out language 
  experts or an alien race for assistance in translating.  
   
  COMPUTER ACCESS COMPUTER (CAC)  
  This extremely important computer is the size of a 
  20th-century Earth computer keyboard. It comes 
  with various connecting cables, speech synthesizer, 
  and a universal adaptor that can adjust itself to 
  nearly all known computer jacks. This is a standard 
  unit used by nearly all computer technicians for 
  entry into computers that have no fixed access 
  keyboard or voice grid.  
   
  The CAC, once connected, adjusts itself to the 
  computer language used by the host computer so 
  the user can interface with it. This is how the 
  computer 
  skills 
  for 
  accessing 
  and 
  operating, 
  bypassing 
  and 
  defeating 
  security, 
  interfacing, 
  displaying information, and manipulating or writing 
  programs are attempted when there is no obvious, 
  easy access. Only those characters with the 
  appropriate computer skills can operate a CAC for 
  these purposes.  
   
  The CAC can also be equipped with up to four 
  booster programs that assist the user. No more than 
  two of any one type may be used at the same time. 
  Each booster program adds a +1 Column Shift to 
  the character's success rate when using the skill. 
  The available programs are:  
   
  Computers: Access & Operate  
  Computers: Bypass Security  
  Computers: Defeat Security  
  Computers: Display Information  
  Computers: Interface  
  Computers: Program Manipulation  
  Computers: Program Writing  
  Computers: Program Bodycomp  
   
   
   
  A special CAC for characters with robot skills also 
  exists. Booster programs, with the +1 Column Shift 
  modifier, for these CAC RV (robotics version) 
  include:  
   
  
   
  74 
   
   
  Robotics: Alter Functions  
  Robotics: Alter Mission  
  Robotics: List Functions  
   
  LOCK COMPICK  
  A lock compick resembles a file computer, but 
  comes with five credit card-sized remote broadcast 
  circuit cards. This device is illegal and its possession 
  can bring 5-10 years on a penal asteroid; it is only 
  at the disposal of Star Lawmen on rare occasions. In 
  the hands of a character with the Security Systems: 
  Open Locks skill it can potentially open any card 
  lock.  
   
  The broadcast circuit is inserted into the card lock 
  like a normal passcard. Once switched on it emits a 
  changing 
  electromagnetic 
  pattern 
  that 
  will 
  eventually open the card lock. Some machines have 
  a timer security system built within their cardlocks. 
  After 10 or 15 minutes, these machines will retain 
  any nonfunctioning card, securing it for later 
  inspection. This is why five cards come with the 
  computer. Extra cards can be purchased, but they 
  cost 1000 Cr each and require a week to attune to 
  the lock computer. The time required to open the 
  lock depends on the color of the passcard.  
   
  See 
  the 
  Security 
  items 
  section 
  for 
  further 
  explanation of card locks and passcard.  
   
  Card Color 
  Time Required   
  Grey 
  1d10 minutes 
  Blue 
  1d10 + 15 minutes 
  Green 
  1d10 + 30 minutes 
  White 
  1d10 + 45 minutes 
  Silver 
  1d10 + 60 minutes 
  Red 
  1d10 minutes + 2 hours 
  Black 
  1d10 hours 
  Not Marked   
  1d20 hours 
   
  The referee should secretly roll to see how long the 
  lock compick will take to open the card lock.  
   
  COMPUTERIZED ANALYSIS  
  SCANNER (CAS)  
  The computerized analysis scanner is a highly 
  specialized and sophisticated piece of equipment. It 
  can scan for information, compile the information 
  and analyze it, and then present that information to 
  a character familiar with its functions in a concise 
  readout. Each CAS is covered with microswitches 
  and small gauges and lights, along with a voice grid 
  that is used for vocal commands and audio replies 
  from the computer.  
   
  Limitations on CAS use are detailed in the individual 
  skills that apply to them. For each CAS listed below 
  the referee and players can assume the following:  
   
  • The CAS must be within one meter of the object 
  or bioform being scanned (unless otherwise 
  stated).  
  • Analysis must be prompted vocally by the user 
  with specific queries (such as "What is the 
  damage to the computer's circuits?", "Is the 
  injury treatable using a standard medkit?", etc.).  
  • The CAS can only be interpreted by someone with 
  skills in the area of the CAS's function (robotics 
  skills for Robo-CAS, botanist skill for Flora-CAS, 
  and so forth).  
  • The skill bonuses for the different CAS are only 
  applicable when the devices are being used and 
  do not teach the character new skill levels.  
  • Atmospheric-CAS: (Formerly vaporscanner) An 
  atmospheric-CAS 
  indicates 
  what 
  levels 
  of 
  radiation, gas, and spores are in the atmosphere 
  surrounding the CAS, what effects they would 
  have on different life forms, and the most likely 
  causes of these atmospheric conditions. This CAS 
  has no skill bonuses.  
   
  Chemical-CAS: A chemical-CAS scans an object 
  (up to a metric ton in weight) and indicates what 
  natural an synthetic chemicals and compounds 
  compose it. This CAS adds a +2 Column Shift to the 
  Chemistry skill when used on chemical samples.  
   
  Demolitions-CAS: A demolitions-CAS can scan 
  explosives, bombs, or mines within two meters, 
  through all materials except federanium, and 
  indicate what type of explosive it is, what detonation 
  devices are attached, and give suggestions on how 
  to defuse it. This CAS adds a +2 Column Shift to the 
  Weapons: Demolitions skill when defusing.  
   
  Electro-CAS: An electro-CAS is used to scan 
  electrical circuitry and power sources. It displays 
  how a machine is wired, indicates any breaks in the 
  wiring, and gives suggestions on how to repair it. 
  This CAS adds a +2 Column Shift for the Security 
  Systems: Open Lock skill, if the lock is electrical.  
   
  Fauna-CAS: (Formerly bioscanner) A fauna-CAS is 
  used to scan bioforms. It indicates if the bioform is 
  alive, what type of organism it is, whether it is 
  edible, and extensive information concerning its 
  physiology. This CAS adds a +2 Column Shift to the 
  Zoology skill when used on zoological samples.  
   
  Flora-CAS: A flora-CAS is used to scan plant life. It 
  indicates if the plant is alive, it is can be a threat to 
  any of the PC races, it if is edible, and how it 
  interacts with its immediate surroundings. This CAS 
  adds a +2 column Shift to the Botany skill when 
  used on botanical samples.  
   
  Geological-CAS: 
  (Formerly 
  geoscanner) 
  A 
  geological-CAS can scan up to a metric ton of 
  
   
  75 
   
   
  geological samples. It indicates what minerals the 
  samples contain, whether there are likely to be 
  valuable minerals, gas, or oil deposits nearby, and 
  suggests 
  possible 
  geological 
  and 
  mineralogical 
  difficulties associates with these combinations of 
  minerals. This CAS adds a +2 Column Shift to the 
  Geology skill when used on geological samples.  
   
  Magnetic-CAS: A magnetic-CAS can scan up to a 
  metric ton of metallic structure. It indicates what 
  metal and metal alloys are present in the structure, 
  the structure's weak points, strong points, how it 
  reacts to certain stress, etc. It can also indicate 
  whether any sources of electromagnetic radiation 
  are within 10 meters of the CAS, their strength, 
  direction, and likely source. This CAS adds a +2 
  Column Shift to seismic disturbance analysis when 
  using the Geophysics skill. A +2 Column Shift is 
  added to the following skills when building a device: 
  Engineer: Hydraulic; Engineer: Mechanical; Physics.  
   
  Mechanical-CAS: A mechanical-CAS can scan a 
  mechanism up to a metric ton in mass. It can show 
  the internal working parts, cracks or breaks, and 
  give suggestions on maintenance. This CAS adds a 
  +2 Column Shift to the Machinery: Repair and 
  Vehicles: Repair skills. A +2 Column Shift is added 
  to the Security Systems: Open Locks skill if the lock 
  is mechanical.  
   
  Medic-CAS: A medic-CAS is used to scan a patient 
  or 
  victim. 
  It 
  indicates 
  the 
  patient's 
  physical 
  condition, diagnoses ailments, estimates time of 
  survival under present conditions, etc. This CAS 
  adds a +2 Column Shift to the Medical Diagnosis 
  skill.  
   
  Robo-CAS: The robo-CAS is a unique combination 
  of several different scanners. It indicates a robot's 
  physical 
  condition 
  including 
  suggestions 
  for 
  maintenance, estimated time for repairs, etc. This 
  CAS adds a +2 Column Shift for the Robotics Repair 
  and Robotics: Modifications skills.  
   
  Duo-CAS: These units are slightly thicker than 
  normal CAS and can handle two of the functions 
  listed above in one unit, usually in a logical 
  combination such as Electro/Mechanical-CAS. In 
  some instances the referee may wish to modify the 
  bonuses when functions are combined. The cost for 
  a duo-CAS is the combined costs of both CASs plus 
  20%.  
     
  BODYCOMPS  
  Bodycomps are by far the most popular and widely 
  used computer type. The development of the 
  modular system of computer snap-on program units 
  (progits) 
  and 
  hardware 
  that 
  is 
  completely 
  compatible with all bodycomp models brought the 
  personal computer out of the home and onto the 
  waist.  
   
  The best way to picture what a bodycomp looks like 
  is to imagine a wide belt made of extremely durable 
  plastic bonded over solid state computer circuitry. 
  One the belt are two wallet-sized white plastic units: 
  one is the power source, the other is the processor. 
  At intervals along the belt there are twelve 5-cm 
  square plastic plugs. These plugs can be removed to 
  revel an open circuit ready for a progit to be 
  plugged in. The bodycomp comes in different styles 
  for different races but they all have identical access 
  ports and use identical power packs, processors, 
  and progits.  
   
   
   
  Most people on the Frontier wear a bodycomp for 
  such 
  diverse 
  needs 
  as 
  astronavigation, 
  communications, 
  business 
  matters, 
  etc. 
  The 
  maximum number of progits on a bodycomp belt as 
  any one time is twelve. This is in addition to the 
  required power pack and processor pack. However, 
  the number of progits that can be used at any one 
  time depends on the types of power and processor 
  packs.  
   
  Both the progit and the hardware required for its 
  use are listed under the progit descriptions. The 
  costs for progits are separate from any hardware 
  costs, and both are listed on the Equipment Tables. 
  The cost of connector cords, adaptors, etc. is 
  included in the progit cost.  
   
  Vehicular computers (VCs) control various functions 
  of Frontier vehicles and have many similarities to 
  body comps. VCs are discussed in the Vehicles 
  section later in this book.  
   
  BODYCOMP POWER PACK  
  A bodycomp requires a power pack, which is similar 
  to a high-power, long-life battery, to power all of its 
  functions. The differences in the following power 
  packs are in their duration and amount of progits 
  they can handle at any one time. A computer power 
  pack's duration is listed below. It can be recharged 
  
   
  76 
   
   
  for the cost shown below. It can never be used to 
  power anything else.  
   
  Sixpack: The least powerful and cheapest computer 
  power pack. It can provide power for any of the 
  following: a) one processor pack Type A or B and six 
  progits, or b) one processor Type C and four progits. 
  The sixpack lasts for one month and costs 50 Cr to 
  recharge.  
   
  Tenpack: The most commonly used computer 
  power pack. It can provide power for any of the 
  following: a) one processor pack Type A or B and 
  ten progits, b) one processor pack Type C and eight 
  progits, or c) one processor pack Type D and four 
  progits. The tenpack lasts for three months and 
  costs 125 Cr to recharge.  
   
  Fullpack: The computer power pack most popular 
  with spacers, scispecs, and techexes. It can provide 
  power for any of the following: a) one processor 
  pack Type A or B and twelve progits, b) one 
  processor pack Type C and then progits, or c) one 
  processor pack Type D and six progits. The fullpack 
  lasts for six months and costs 275 Cr to recharge.  
   
  Kingpack: The top-of-the-line computer power 
  pack used by the very rich, very important, or very 
  busy. It can provide power for one processor pack of 
  any type and twelve progits. The kingpack lasts for 
  one year and costs 450 Cr to recharge.  
   
  BODYCOMP PROCESSOR PACKS  
  The bodycomp's processor pack is the organizer, 
  brain, and interpreter for the entire system. There 
  are four types of processor packs (all the same 
  size).  
   
  Processor Pack Type  
  A: Handles Type A progits only.  
  B: Handles Type A and B progits.  
  C: Handles Type A, B, and C progits.  
  D: Handles all progits.  
   
  BODYCOMP PROGRAM UNITS (PROGITS)  
  A progit is a 10-cm square that is 5 cm thick. Its 
  shell is made of extremely durable plastic. It has a 
  blunt plug on one side that plugs into the belt and 
  raised letters on the other side to identify it. Some 
  progits have lights, switches, or indicator windows 
  built in to them. The shell surrounds a Johnson 
  Energy Field that holds gigabytes of information. 
  This field is the most stable known to the 
  technicians of the Frontier and only an antimatter 
  field can disrupt the information contained therein.  
   
  Progits are classified from A to D, the latter being 
  the most complex and energy consuming. When 
  purchasing progits, player characters must consider 
  their bodycomp's power and processing packs so 
  that the whole system is compatible (i.e., a sixpack 
  and a processor pack type C cannot handle type D 
  progits).  
   
  While the common Type A progits can be found in a 
  number of retail outlets, the Type B progits are a bit 
  more difficult to find, Type C progits are rarer still, 
  and Type D progits are seldom found outside of 
  specialty shops. This should give the referee greater 
  control over their acquisition to prevent improper 
  escalation of computer power within the game. 
  Progit resale values are usually only 40 to 50% of 
  their original costs because of the inability to 
  determine their age. Most progits last for three to 
  five years of constant use.  
   
  PROGITS--TYPE A  
  Audio-Act: This progit controls a microphone that is 
  used to voice activate the bodycomp. The wearer 
  simply speaks into his throat mike and starts 
  whatever progit he desires. This is used as an 
  alternative to the normal method of pushing buttons 
  on a bodycomp belt to activate progits.  
   
  Calc-All: This progit has many tiny buttons on its 
  face. It can be operated manually but is fastest 
  when operated with an Audio-Act progit. It functions 
  as a high speed calculator. Even though it is only a 
  Type A progit, Mini-Calc fulfills the computational 
  needs for all but the most complex of problems (for 
  those problems a Type D progit, Calc-Boost, is 
  needed). No character who deals with any complex 
  computers, robots, or machinery would be without 
  it.  
   
  CAS-Interface: (Must be used with a CAS computer 
  and the Comp-Talk progit. May also use with Audio-
  Act.) This progit acts as an interface between CASs 
  and the bodycomp. With this the CAS pipes its 
  information right to the user's ear through the 
  bodycomp.  
   
  With an Audio-Act progit the user can keep his CAS 
  hanging at his side and occasionally ask it to turn on 
  and scan. This is important if the character's hands 
  are full at the time. (Notice the male Human on the 
  cover of the Star Frontiers Alpha Dawn game. He is 
  wearing a bodycomp with attached CAS.)  
   
  Chrono-Calc: This progit has a continuing time 
  tracking field for all of the Frontier's systems, 
  planets, and major cities. Therefore the character 
  can know what time and date it is anywhere in the 
  Frontier. It also has two stopwatch capabilities so a 
  character 
  can 
  time 
  two 
  different 
  occurrences 
  simultaneously. It has four alarm settings for each 
  day. Readouts are either through a Comp-Talk 
  
   
  77 
   
   
  progit or through the small display screen on top of 
  the Chrono-Calc progit.  
   
  Comp-Talk: This progit allows the body-comp to 
  verbally answer when it needs to reply, as with Map-
  Cal readouts, Chrono-Calc readouts, and so forth. 
  The progit comes with a tiny device that is safely 
  inserted in the ear of the character or affixed inside 
  his helmet. It can even be surgically implanted into 
  the user's head. Thus, Comp-Talk conversations are 
  kept confidential between the character and his 
  bodycomp. Comp-Talk can be programmed in any 
  known languages.  
   
  Dis-Vis: This progit activates a tiny, harmless laser 
  inside a special helmet visor that can display 
  computer readouts, diagrams, etc. from a progit. 
  Special helmets even have omnocular capabilities 
  built-in and that information can also be displayed 
  inside a helmet by a Dis-Viz progit. The latter 
  helmet is extremely expensive. Through the use of a 
  Dis-Viz progit, a character can have full visual 
  readouts from his bodycomp without having to open 
  his helmet; maps, file copies, holographic images, 
  and so forth an be displayed for the user's eyes 
  only.  
   
  For those who wish to have an open helm, half-
  visors that just cover the eyes are available. Other 
  Dis-Viz display options:  
   
  • Progit -- On the progit itself, though detail would 
  be hard to see.  
  • Wrist Screen -- A 10-cm long arm bracelet that 
  contains a screen. The arm would have to be 
  raised to the face to read the display.  
   
  Helm-Link: This progit allows a bodycomp to be 
  lined directly to the helmet. This enables several 
  additions to the bodycomp that can be used through 
  the helmet:  
   
  Audio-Act  
  Brain-Scan  
  Comp-Talk  
  Death-Wish  
  Dis-Viz  
   
  These progits are actually attached to the helmet. 
  The number of helmet progits that can be attached 
  depends on the helmet type, but is usually limited to 
  three. While the progits attached to the helmet are 
  hooked to the bodycomp belt through the Helm-Link 
  progit (thus occupying only one progit space on the 
  bodycomp belt) they still count as three normal 
  progits for the purposes of maximum amount 
  supported by a power pack.  
   
  Help-Beam: This progit must be subprogrammed 
  when purchased. Its function is to send out an 
  emergency beam on a specific wavelength (specified 
  by the wearer) when a condition is met. This 
  condition can either be a direct-effect command, 
  such as "If the bodycomp starts deteriorating due to 
  excessive physical damage, transmit beam," or a 
  coordinated-effect program, such as "When the 
  Brain-Scan progit indicates that I am dead, transmit 
  beam." The subprogram is stated at the time of 
  purchase by the player, with the assistance of the 
  referee, and should be written on the player 
  character sheet. The Help-Beam progit can also be 
  manually activated.  
   
  Help-Call: This progit activates in the same manner 
  as the Help-Beam, but emits a loud wailing sound 
  rather than an invisible beam. A Help-Call linked to 
  a Body-Scan and programmed to go off when the 
  wearer is unconscious is a favorite system used by 
  security 
  chiefs. 
  A 
  guard 
  so 
  equipped 
  would 
  immediately start blaring a warning if he fell asleep 
  or was knocked unconscious.  
   
  Map-Calc: (Must be used with Audio-Act.) This 
  progit plots and maps according to the character's 
  verbal instructions. In this manner a character or 
  party can map as it moves. Maximum map memory 
  is 20 maps. Map information can be retrieved by use 
  of either a Dis-Viz progit, a Comp-Talk progit, or a 
  readout screen that can be attached to a jack in the 
  Map-Calc progit.  
   
  Since the information being fed into Map-Calc is 
  verbally provided by the character, a player should 
  actually map the land or structure his character is 
  passing through, but the referee should check for 
  inaccuracies and correct them.  
   
  Trans-Comp I: (Must be used with Comp-Talk.) This 
  progit translates verbal communications in five 
  languages. The languages are specified when 
  purchased or can be entered later by a poly-vox. 
  The outside of the progit has a voice-receiving grid. 
  When 
  the 
  progit 
  is 
  activated 
  the 
  user 
  can 
  understand anyone within hearing distance who is 
  speaking 
  any 
  one 
  of 
  the 
  five 
  programmed 
  languages. The progit does not translate replies 
  from the user (that is the function of a Type B 
  Trans-Comp II progit).  
   
  PROGITS--TYPE B  
  Bio-Center: This progit is only for use with bionic 
  parts that have been attached to a character. Bionic 
  legs, arms, hands, etc. work smoother than most 
  people might expect, but they are still not 
  completely natural in their actions or in the user's 
  control. This progit receives transmission from a 
  surgically implanted transmitter in the user's brain 
  
   
  78 
   
   
  and instantly relays the transmission to the bionic 
  part. With a little practice and this progit, no one 
  can tell if a limb, eye, or other bionic part is real or 
  not. Each Bio-Center progit can control similar bionic 
  parts: one for legs, one for arms, one for senses, 
  one for up to four internal artificial organs, etc.  
   
  Body-Scan: This progit is a small bioscanner that is 
  attuned upon purchase to the user's normal body 
  functions (excluding that of the brain). It has a 
  small readout window that automatically lists pulse, 
  respiration, blood pressure, etc. It can also list any 
  physical damage the body has taken, if infection is 
  present, etc. Anyone with the Medical Diagnosis skill 
  can look at this readout and instantly diagnose the 
  medical condition of the wearer. This progit can also 
  be linked up to other progits like Help-Beam or Med-
  Inject in the same manner as a Brain-Scan.  
   
  Brain-Scan: (Must be attached to a helmet and be 
  used with Helm-Link.) This progit is a small bio-
  scanner 
  that 
  monitors 
  the 
  character's 
  brain 
  functions. This is an absolute necessity when using 
  some progits (such as Death-Wish).  
   
  Brain-Scan progits have a small window that shows 
  the brain waves and can easily be read by a 
  character with the Medical Diagnosis skill to tell if 
  the user is unconscious, comatose, brain-damaged, 
  or dead. Brain-Scan and Body-Scan progits can be 
  used to trigger another progit by defining a 
  condition. For example, a Help-Beam progit is set to 
  broadcast 
  when 
  a 
  character 
  is 
  rendered 
  unconscious. A Brain-Scan progit picks up the user's 
  Delta Waves, which it has been programmed to 
  recognize as a deep sleep. Thus, it tells the Help-
  Beam progit that the unconscious condition has 
  been met.  
   
  Comm-Link: (Must be used with Audio-Act and 
  Comp-Talk.) This progit allows Audio-Act and Comp-
  Talk progits to be linked to communications devices 
  such 
  as 
  chronocoms, 
  subspace 
  radios, 
  and 
  radiophones. Every Comm-Link has a separate 
  frequency and those frequencies are like phone 
  number (except the numbers are much longer). The 
  Comm-Link has three separate functions:  
   
  a) Helm-to-helm communications. This can be 
  accomplished if the other Comm-Link number is 
  known. A character can then speak quietly with 
  another character in a private conversation. The 
  range is 10 kilometers.  
  b) Helm-to-chronocom 
  communications. 
  The 
  Comm-Link progit can also be set to broadcast 
  to any chronocom in a 5-kilometer range (if the 
  frequency is known) or to all chronocoms in that 
  same range on a general frequency broadcast. A 
  character with this can communicate with a 
  group of characters, broadcast a warning, etc.  
  c) Helm-to-radiophone link-up. This progit can also 
  patch a character through to a radiophone whose 
  frequency numbers are known. The range from 
  helm 
  to 
  radiophone 
  cannot 
  exceed 
  two 
  kilometers; the range for a call from the 
  radiophone is the normal 1000 km. In addition, 
  the Comm-Link also has a jack and cable for 
  direct hookup with subspace radios. Thus, a 
  character carrying a subspace radio on his back 
  can be directly linked to it through his helmet. 
  This is a must for character exploring planets 
  with unbreathable atmosphere.  
   
  Med-Inject: 
  This 
  is 
  an 
  interpreter 
  progit. 
  It 
  interprets information provided by a Brain-Scan or 
  Body-Scan. If the information is a prerequisite for 
  an injection, it broadcasts a short range signal (a 
  few meters at most) to a small injection unit that is 
  inserted under the user's skin. The injection unit 
  holds one hypo dose of any drug the player has 
  selected and placed in the inject unit. Thus the Med-
  Inject progit can immediately treat the wearer.  
   
  The 
  Med-Inject 
  progit 
  can 
  also 
  be 
  manually 
  triggered by switching a microswitch on the progit 
  itself, thus avoiding searching for a hypo dose. This 
  action is so fast that a character thus equipped can 
  inject himself in a turn and still perform any normal 
  action. The injection unit itself can be removed, 
  sterilized, and reused again with a new dose after its 
  use. Only one injection unit responds to each Med-
  Inject progit but up to twelve Med-Injects can be 
  attached to a bodycomp.  
   
  Prog-Lock: This progit comes equipped with four 
  Security Level 2 locks of any type the player 
  desires; door locks, vehicle locks, drawer locks, gun 
  locks, etc. These four locks, after they have been 
  installed, will resist opening unless they receive a 
  beam emitted by the progit. This beam is a sonic 
  code of great complexity. The probability of any 
  other Prog-Lock or sonic sender matching the code 
  is 1 in 1,000,000,000. The maximum activation 
  range from the Prog-Lock to these locks is 10 
  meters.  
   
  Prog-Switch: This progit comes equipped with 10 
  switches of any type the player desires: trigger 
  switches, 
  light 
  switches, 
  microswitches, 
  push 
  buttons, etc. All are a little thicker than their normal 
  counterparts because they are all capable of being 
  activated not only manually but by the Prog-Switch 
  as well. They are activated by a beam transmission 
  from the progit. This is especially effective when 
  combined with an Audio-Act progit. A player can 
  then turn one of these switches by identifying it 
  through his bodycomp.  
  
   
  79 
   
   
   
  For example, Star Lawman Ward has been expecting 
  trouble from fleem dealers ever since he smashed 
  their local operations. Therefore he affixed special 
  Prog-Switch to key areas in his office.  
   
  One night, after getting a strange call from an 
  informant to meet at his office, he strolls into a 
  room full of highly confident hit men. Anticipating 
  this he has turned on his bodycomp, Audio-Act, and 
  Prog-Switch progits in advance.  
   
  Before anyone can move he speaks into his throat 
  microphone, 
  "One, 
  four, 
  five, 
  nine!" 
  This 
  immediately activates those switches in the order 
  they were spoken. Switch one turns off the lights, 
  switch four activates the flash grenade hung above 
  the door, switch five sets off his office alarm for the 
  local constabulary, and switch nine activates the 
  doze grenade taped to the bottom of his desk.  
   
  As the stunned hit men pass out in the darkened, he 
  smiles to himself and is glad he did not have to say 
  "Ten!" which would have set off the detonator 
  attached to the TD-19 in the bottom drawer. 
  Maximum activation range from the Prog-Switch to 
  the switches is 30 meters.  
   
  Robo-Link: (Must be used with Audio-Act.) This 
  progit is somewhat like a Comm-Link progit but 
  instead of a two-way control function it is a one-way 
  control function through which the user verbally 
  controls a robot. The robot must be equipped with a 
  device that can receive transmissions from only one 
  Robo-Link and can override the robot's normal 
  missions and functions as long as contact is 
  maintained. Only a character who successfully 
  performs all of the following skills can attached this 
  device to a robot:  
   
  Robotics: Activate/Deactivate  
  Robotics: Alter Functions  
  Robotics: Alter Mission  
  Robotics: List Functions  
  Robotics: Remove Security Locks  
   
  This will only work on the lower forms of robots such 
  as service, maintenance, or heavy-duty robots. 
  Robots equipped with these devices can be verbally 
  controlled by Robo-Linked characters for other 
  functions outside of their normal programming.  
   
  Trans-Comp II: (Must be used with Comp-Talk, 
  Trans-Comp I, and Audio-Act.) This progit allows for 
  outgoing translation capabilities in five languages. 
  The languages are specified when purchased or can 
  be entered later by a poly-vox. Its appearance is 
  identical to the Trans-Comp I progit. Unlike the 
  Trans-Comp I progit, however, Trans-Comp II 
  translates from the wearer's language into one of 
  the five languages programmed. Thus, with both 
  Trans-Comp progits, a two-way dialogue can occur, 
  though the user cannot really speak the language. 
  The advantages this has over the poly-vox is that 
  there is a smaller chance of bad translation.  
   
  PROGITS--TYPE C  
  Ani-Link: (Must be used with two Brain-Links.) This 
  progit connects to two Brain-Links by a tight 
  transmission beam. One Brain-Link is in the user, 
  the other is in a bioform mount or pet belonging to 
  the user. The Ani-Link allows a basic communication 
  between the two and gives the higher intelligence 
  life form, usually the user, control over the lesser 
  intelligence life form, if he desires. The user of an 
  Ani-Link between two members of an intelligent race 
  is strictly forbidden and illegal on all Frontier 
  planets. Some cases of spies using them have been 
  recorded, and the UPF is almost certain the Sathar 
  uses them.  
   
  Brain-Link: This progit comes with a miniature 
  cortex coordinator that must be surgically implanted 
  in the brain. Once implanted, it can transmit and 
  receive simple messages straight from the brain. 
  This progit, when linked to certain other progits, can 
  perform acts at incredible speeds (i.e., using a Prog-
  Switch progit and mentally switching devices on and 
  off). A maximum of four progits can be linked 
  through a Brain-Link progit.  
   
  Comp-Sight I: This popular progit comes with a 
  floating gyroscopic system that is attached to any 
  ranged weapon that is long pistol size or larger 
  (excluding medium- or heavy-ordinance weapons). 
  This gyroscope contains complex transmission and 
  receiving circuitry plus an autogyro for stabilizing.  
   
  The progit and hardware stabilize the attached 
  weapon for the user. The result of this is that a 
  character using this progited weapon never suffers a 
  Combat Modifier for range. The range maximums for 
  weapons are not altered by this device.  
   
  Comp-Sight II: (Must be used with Helm-Link.) This 
  progit is similar to Comp-Sight I, and has the same 
  weapon 
  size 
  requirements, 
  but 
  this 
  autogyro 
  package is more movement oriented than range 
  oriented. It moves the weapon in the direction the 
  character's helmet moves and eliminates any 
  movement Combat Modifiers for the character using 
  the progited weapon.  
   
  Comp-Sight III: (Must be used with both Comp-
  Sight I and Comp-Sight II.) This progit is a 
  coordinator and booster for the first two Comp-Sight 
  progits. It comes with a thick disc that fits over the 
  top of the weapon. No scope can be used with a 
  
   
  80 
   
   
  weapon that has Comp-Sight III attached. It 
  reduces any kick or weave the weapon may 
  normally produce when firing. When all three Comp-
  Sights are in place, the user is not affected by 
  movement, range, or smaller than man-size target 
  Combat Modifiers.  
   
  It is said that one of the most frightening sights for 
  a criminal is to look down the barrel of a Star 
  Lawman's weapon and see it weave back and forth 
  in front like a living creature. Death-Wish: (Must be 
  used with Brain-Scan.) This progit is very similar to 
  the Prog-Switch progit. It comes equipped with 
  three switches of any type. These switches are 
  designed to activate immediately upon the death of 
  the character wearing the Death-Wish progit on his 
  bodycomp.  
   
  In this manner a player who dies (defined, for the 
  purposes of this progit, as when the character's 
  Stamina drops below -10 for more than three 
  minutes of game time) may activate a Med-Inject 
  unit, freeze field, pack of Kaboomite, or whatever he 
  has programmed.  
   
  Since this is such an important progit, it cannot 
  easily be removed from the bodycomp. To do so 
  takes at least 10 minutes. The activation signal for 
  these devices has a maximum range of 10 meters.  
   
  Enviro-Comp: (Must be used with Body-Scan.) This 
  progit is essential for coordinating the various life 
  support systems found in power armor or deep 
  space suits. It monitors, evaluates, regulates, and 
  updates all equipment controlling the respiratory, 
  heating, cooling, waste disposal, and nutritional 
  systems. Without this progit the character would be 
  constantly checking and adjusting his life support 
  systems. This progit can also be linked to a small 
  craft's life support systems for the same functions. 
  Because of the importance of this progit, removal 
  time is 10 minutes.  
   
  Fast-Scan: (Must be used with Brain-Scan.) The 
  Fast-Scan progit comes equipped with a 30-cm 
  square scan board that is connected, by cable, to 
  the progit. The user then places any printed 
  material, including pictures and maps, on the board, 
  face down, and it is instantly recorded.  
   
  This 
  is 
  the 
  ultimate 
  in 
  speed 
  reading 
  and 
  photographic memory. Time required for inserting 
  information into the user's memory is roughly five 
  seconds per page of material. The amount of 
  material that can be retained by a Fast-Scan process 
  is no more than 100 pages, maps, or pictures.  
   
  Hear-All: When activated this progit scans all known 
  transmission 
  frequencies. 
  It 
  will 
  pick 
  up 
  an 
  unprotected 
  transmission 
  and 
  give 
  its 
  type 
  (Radiophone, Help-Beam, etc.), its direction from 
  the user, the range of the transmission source from 
  the user (up to two kilometers), and the frequency 
  being used. A jack in the progit allows it to be 
  hooked up to an earplug (or headphones if the 
  character is so equipped) so the wearer can listen to 
  the transmission.  
   
  Natur-Act: (Must be used with Brain-Link.) This 
  progit contains the culture and customs of a single 
  race or tribe. There are thousands of these available 
  for most of the cultures existing on the frontier. But 
  Natur-Act does not just inform the character about 
  the customs, it has him perform these customs at 
  the proper time.  
   
  A character using this progit can pass as a native if 
  his appearance also matches that of the culture. 
  This progit is extensively used by Star Law both for 
  maintaining harmony with the various peoples they 
  protect and for undercover work.  
   
  Prog-Motors: This progit is primarily an enhanced-
  response progit. It comes equipped with three 
  micromotors that can be activated either manually 
  or through the Prog-Motors progit. See Prog-Locks 
  for the details on the tight beam and sonic coding 
  used to activate these motors.  
   
  The motors must be mounted and fitted by a techex 
  to whatever device the character wants to control. 
  The most common uses for these motors are in the 
  hinge mountings of a helmet's visor and gas mask. 
  If a character suspects dangerous gases in the 
  atmosphere, he touches the buttons on the progit 
  that snap down his visor while swinging his gas 
  mask in place.  
   
  An Audio-Act progit gives even faster control. "Down 
  visor, up mask" is all it would take to seal himself 
  from breathing the gas. Maximum activation range 
  from the Prog-Motors progit to the micromotors is 
  10 meters.  
   
  Stop-Hear: This progit protects all transmissions 
  used through the bodycomp by ultrafocusing them 
  then tight beams. It is a scrambler that uses an 
  erratic pattern and frequency that the Hear-All 
  progit cannot pick up.  
   
  The receiving end of this scrambled transmission 
  must 
  have 
  an 
  identical 
  Stop-Hear 
  progit 
  or 
  computerized 
  communications 
  program 
  to 
  unscramble it. While a Hear-All cannot discern what 
  is being transmitted or what its exact direction is, it 
  can show that something is being transmitted at a 
  certain range from the wearer.  
   
  
   
  81 
   
   
  Truth-Tell: (Only works on Humans, Yazirians, 
  Ifshnits, and Humma.) This progit must be located 
  in the front of the bodycomp belt. It sends out a 
  directional sonic echo in a very tight cone. This echo 
  can monitor the physical functions of the nearest 
  intelligent bioform and, if the bioform is one of the 
  susceptible races listed above, indicate whether it is 
  giving false replies to queries.  
   
  The range of the cone is four meters and it cannot 
  pass through any sonic defenses. The process is 
  90% accurate (referee rolls for whether NPCs give 
  accurate or misleading answers). It is not known 
  whether this process will work on Sathar, but it 
  definitely does not work on Mechanons. There is an 
  indicator light on the progit that blinks when a 
  falsehood is told, unless it is bypassed by using a 
  Comp-Tell progit that sounds a beep in the user's 
  ear instead.  
   
  PROGITS--TYPE D  
  Beam-Boost: This progit provides a focusing circuit 
  for all beams used by other progits on the user's 
  bodycomp belt. All beams emitted by the user's 
  progits have triple their normal range.  
   
  Calc-Boost: (Must be used with Calc-All.) This 
  booster progit greatly improves the bodycomp's 
  ability to work out mathematical probabilities. Using 
  Calc-Boost gives a character a +1 Column Shift to 
  the following skills' success rates:  
   
  Acoustics  
  Bionics  
  Chemistry  
  Cryptography  
  Cybernetics  
  Engineering: Alternative Energy  
  Engineering: Nuclear  
  Finance  
  Optics  
  Physics  
  Robotics: Modifications  
   
   A character using the Calc-All, Calc-Boost and 
  Master-Comp progits together, and with the proper 
  type and amount of data, can work out the 
  probabilities of many events.  
   
  For example, given the approximate composition of 
  a wall of hull, an approximate thickness, etc., the 
  character could calculate the best place to strike the 
  wall and how much damage would have to be 
  inflicted to it before it would go down, with a 90% 
  accuracy.  
   
  The extent of the probability calculations in the 
  game and their accuracy is, of course, up to the 
  referee but it can be fun to have a character who is 
  logical and heavily dependent upon scientific data 
  and complex calculations for his actions.  
   
  Comp-Link: (Must be used with Brain-Link.) This 
  progit allows the user to attempt direct brain-to 
  computer communications with any computer he 
  can plus his comp-Link progit cable into. Thereafter, 
  the character can attempt any computer skill he 
  possesses directly on the computer with a +1 
  Column Shift added to his chance of success.  
   
  The user has only one chance at initiating contact 
  through this progit. If he misses it the computer 
  identifies him as a "bug" in the system and ignores 
  him. If the character establishes contact with the 
  computer in the normal method and then plugs into 
  it, he may continue trying his other computer skills 
  at leisure. Any character who has no computer skills 
  and attempts this will automatically fail.  
   
  Comp-Sight IV: (Must be used with Comp-Sight I, 
  II, and III.) This progit comes with two cables, an 
  expensive goggle apparatus, and a thick forearm 
  bracelet.  
   
  The goggles fit tightly against the user's head and 
  contain tiny lasers that can the eyes. The movement 
  and focusing of the eyes is tied into the first three 
  Comp-Sight components that have been attached to 
  the pistol or rifle.  
   
  The bracelet, attached to the forearm of the limb 
  that is not primarily used, is connected by the cables 
  to the goggles and to the other three attachments. 
  This fine tuning allows the character to ignore the 
  Combat Modifier for using the wrong hand (as well 
  as the benefits for the other three Comp-Sights).  
   
  The referee should be careful not to allow too many 
  completely Comp-Sighted weapons in his campaign 
  at any one time, as it has a tremendous influence on 
  the balance of the game.  
   
  Master-Comp: (Must be used with Audio-Act and 
  Comp-Talk or Brain-Link.) This progit is a necessity 
  for any character who is serious about bodycomps. 
  It is the grand master of progits and ties all of them 
  together into a unified whole. The biggest advantage 
  is its ability to receive conditional orders from all 
  other progits. A player can make a list of up to and 
  including 20 conditions and functions he wishes his 
  bodycomp 
  to 
  follow 
  for 
  standard 
  operating 
  procedure, such as:  
   
  a) Scan with the Atmospheric-CAS every twenty 
  minutes 
  and 
  inform 
  me 
  of 
  any 
  unusual 
  conditions.  
  b) Let me sleep for six hours unless a bioform 
  approaches within 20 meters.  
  
   
  82 
   
   
  c) Three minutes after you wake me, patch me into 
  planet HQ for the morning report.  
  d) Set the Death-Wish progit to activate the Help-
  Beam progit, the Med-Inject progit with the 
  staydose, and detonate the Doze Grenade by my 
  side.  
   
  The preceding examines all assume the character 
  has the necessary progits to perform the indicated 
  actions.  
   
  The Master-Comp progit is so complete that you can 
  instruct it in simple terms and if it has nay questions 
  it will ask you. The drawbacks to this wonderful 
  progit are that a) only 20 commands can be 
  programmed in at any one time, b) it takes the 
  place of two progits on the bodycomp, and c) if over 
  15 commands are programmed in, it uses an 
  enormous amount of energy. A kingpack could 
  conceivably be drained in one month (at the 
  referee's discretion) if the bodycomp is constantly 
  on and performing numerous functions. This is why 
  environmental suits, deep space suits, and powered 
  assault armor are so expensive to operate.  
   
  Mind-Drive: (Must be used with Brain-Link.) This 
  progit is used with vehicles that the character has 
  the skill to use. It comes with a set of cables that 
  are permanently attached to it and that can be 
  plugged into the guidance control of various 
  vehicles. 
  Once 
  plugged 
  into 
  the 
  vehicle 
  the 
  character can drive it with his mind, thus his 
  reactions are much, much faster and the chance of 
  avoiding accidents are much better.  
   
  While the character still uses his normal skill level 
  for operating a vehicle, he adds a +15 to his 
  Reaction Speed Check for keeping the vehicle under 
  control during Emergency Stopping, Skid Turn, 
  Bumping, and Stunt Maneuvers. See the Vehicle 
  Computer section for more progits used in vehicles.  
   
  Mind-Mount: (Must be used with Brain-Link.) This 
  progit is an advanced form of Prog-Motor. It comes 
  with one minimotor specially designed for an 
  ordinance weapons mount (laser Ke-5000, rafflur M-
  10, sonic devastator, or mounted MLTC). When 
  physically aiming this weapon, with which the 
  character must already have a skill, the normal 
  modifiers for range, movement, and size are 
  ignored; only the character's skill level is used.  
   
  Mind-Teach: (Must be used with Brain-Link.) This 
  progit comes in a variety of types: languages, skills, 
  histories, and so forth. When this one-shot progit is 
  inserted and activated, the character can do nothing 
  for two days but stare as if in a trance. If anyone 
  turns off the user's bodycomp at this time the lesson 
  has not been learned and the progit is useless as it 
  erases itself as it teaches.  
   
  There are two different kinds of Mind-Teach progits. 
  The 
  most 
  common 
  type 
  conveys 
  temporary 
  knowledge that might be forgotten in weeks, days, 
  or even hours. The duration is left to the referee, as 
  is the content. This progit is most useful is 
  emergency situations were the character must have 
  a member who can perform a task, pass as another 
  character, etc.  
   
  The second kind of Mind-Teach progit is much rarer. 
  Its 
  knowledge 
  is 
  gained 
  by 
  the 
  character 
  permanently. The only time a referee would want to 
  introduce this into a campaign is as a major reward 
  for accomplishing a goal.  
   
  It is impossible to tell these two Mind-Teach progits 
  apart.  
   
  FINAL COMMENTS  
  CONCERNING BODYCOMPS  
  The personalize computer can vastly expand a 
  character's identity and abilities, if used properly. 
  Avoid bogging the game down the overuse or over-
  concentration of technical items, but allow the 
  players to experience some of these new items. A 
  wise referee will introduce only the lesser versions 
  of the bodycomps at first: sixpacks, Type A or B 
  progits, and Type A or B type processor packs.  
   
  Break the players in slowly to this new concept so 
  that, by the time the campaign is ready for the more 
  powerful progits, the players' use of the basics is 
  second nature. This will save both the referee and 
  the players a lot of time continually referring to the 
  equipment section for even the simplest progit 
  explanations.  
   
  PROGIT ACCESSORIES  
  Progit Reprogrammer: This device allows a 
  character with the Computers: Bodycomp Programs 
  skill to alter or purge a progit. See this skill 
  description for further explanations.  
   
  Battle Bodycomp Belt: This synthsteel overly 
  completely surrounds the bodycomp and attached 
  progits, making them relatively invulnerable to 
  everything except nuclear or anti-matter attacks. 
  Referees should let common sense prevail here. If a 
  character wishes to remove a dead NPC's bodycomp 
  that is encased in a battle bodycomp belt, he can 
  either try to unlock it (Security Lock Level 6) or 
  blast it open.  
   
  
   
  83 
   
   
  
   
  84 
   
   
   
  Fake Progits: These progits look like the real thing 
  but are actually empty and weighted to feel normal. 
  They can be used for securing small items or 
  information, fitted with explosives as a booby trap 
  for anyone trying to steal the belt or progits, or just 
  occupy 
  space 
  on 
  the 
  bodycomp, 
  giving 
  the 
  impression of a powerful individual.  
   
  SECURITY DEVICES 
   
  LOCKS  
  There 
  are 
  three 
  different 
  types 
  of 
  mass-
  manufactured locks that are used for all security 
  needs: mechanical locks, card locks, and baton 
  locks. There are also personalized locks that are 
  tailor-made 
  to 
  the 
  customer 
  and 
  extremely 
  expensive. The Security Systems: Open Locks skill 
  is used to try to open any of the first three kinds of 
  locks, but it is modified by the level of the lock. For 
  every level of the lock, there is a -1 Column Shift to 
  the skill check. The personalized locks require a lot 
  more than knowledge of the lock.  
   
  Mechanical Locks: Mechanical locks run the gamut 
  from simple desk drawer locks to bank vaults. Most 
  vehicle ignitions are mechanical locks. The lock 
  levels, for purposes of the SS:OL skill, run from 
  Level 0 to Level 5. Most mechanical locks are 
  jammed or removed easily by weapons fire or 
  explosives.  
   
  Card Locks: Card locks are second-generation 
  locking mechanisms. A card locks is a 15-cm square 
  plaque mounted on a wall or door about 1.5 meters 
  above floor level. The card lock operates by 
  scanning an inserted passcard that contains a tiny 
  electromagnetic ribbon. When a match is confirmed, 
  the lock opens. Card locks are usually used for doors 
  or equipment, like security computers. There are 
  eight levels of card and matching passcards.  
   
  Card 
  Color 
   
  Level 
   
  Usual Uses                          
  Grey 
  1 
  Closets                             
  Blue 
  2 
  Living Quarters                     
  Green 
  3 
  Offices, File Rooms                 
  White  
  4 
  Medical or Scientific Facilities    
  Silver 
  5 
  Supervisory or Robotic Facilities   
  Red 
  6 
  Star Law or Security Facilities     
  Black 
  7 
  Governmental or Penal Facilities    
  Gold 
  8 
  Extremely expensive, personalized 
  lock 
   
  When a card lock is purchased it comes equipped 
  with two or three passcards. Usually the card lock 
  and passcards are color coded on the outside. Card 
  locks are built to last and can withstand 120 points 
  of damage. When a card lock is completely 
  destroyed there is only a 20% chance that the lock 
  will open the door, drawer, etc., otherwise it is 
  jammed closed or off.  
   
  Baton Locks: Baton locks are third-generation 
  locks but operate similarly to card locks. A baton, 20 
  cm long with a 2-cm diameter, has an intricate 
  electromagnetic circuit inside. When inserted into 
  the baton lock, a 10-cm-square plague with a 
  shuttered hole in the center, that circuit is scanned. 
  If confirmed as being the proper baton, the lock 
  opens and the baton is ejected. If the scan does not 
  confirm that the baton is the proper one, it is locked 
  into place and an alarm goes off at the local Star 
  Law 
  office, 
  constabulary, 
  or 
  security 
  robot 
  computer.  
   
  The circuitry in a baton is far more complex than the 
  emission bands on a passcard and therefore a more 
  secure locking mechanism. Baton locks are used on 
  super-security projects, higher level robots (for 
  some, in fact, it is the only way to turn them off), 
  and by the very rich. Baton locks are Levels 5 to 10. 
  They are masterpieces of solid-state construction, 
  requiring 200 points of damage before they are 
  destroyed. Even when destroyed they will be 
  jammed closed or off 90% of the time.  
   
  Personalized Locks: For those wealthy individuals 
  or institutions who want the most secure locks 
  possible, there are locks that only recognize 
  personalized codes. The proper lock level is recorded 
  after the title. A character cannot attempt to use his 
  Security Systems: Open Locks skill without some 
  form of artificial replacement for the needed code. If 
  any exists, it is listed after the type below.  
   
  Voice Recognition: Level 5 or 6. The lock only 
  responds 
  to 
  a 
  character’s 
  voice 
  pattern. 
  Replacement: A quality recording of the voice giving 
  the proper code words.  
   
  Hand Prints: Level 6. The lock has a plate that 
  scans the entire hand or manipulative appendage 
  print. Replacement: A synthetic casting of the hand 
  or appendage, or the hand or appendage itself.  
   
  Retina Scan: Level 7 or 8. The lock is equipped 
  with a viewing apparatus that the character must 
  look into before the lock will open. Inside the viewer 
  the retinal pattern of the character's eye is scanned 
  by lasers. Replacement: An intricate and expensive 
  operation whereby a character of the some race has 
  his retinal pattern altered to match the lock owner's 
  pattern. The lock owner's retinal pattern must first 
  be possessed, but there are laser cameras that can 
  photo it quickly.  
   
  
   
  85 
   
   
  Brain Scan: Level 9. The lock is linked to an 
  intricate scanner that scans the character's brain 
  structure and brain waves. This takes a few minutes 
  to confirm and requires a Level 5 Job (Medical) 
  maxiprog attached to at least a Level 5 mainframe 
  computer. Replacement: None known (possibly use 
  of a clone).  
   
  Full Body Scan: Level 10. The lock is linked to a 
  room-sized scanner that must be entered before the 
  door is approached. It scans the entire body and 
  brain, 
  matching 
  metabolic 
  rate, 
  brain 
  waves, 
  physical recognition patterns, etc. This takes at least 
  10 minutes and requires the scanner to be linked to 
  a Level 6 Job (Medical) maxiprog in a Level 6 
  mainframe computer. Replacement: None known 
  (possibly the use of a recently created clone).  
   
  Scanners  
  Scanners are devices that sweep an area, sensing 
  for something in a particular fashion. They are the 
  security system's main source of information, the 
  robot's eyes and ears, and are used by intelligent 
  bioforms to enhance limited senses.  
   
  Security scanners are usually mounted high on a 
  wall or on a ceiling at strategic scanning sites: 
  above doors, corners, in the center of the room. The 
  arc and pattern of their scanning is left up to the 
  referee (this should be established in advance). 
  Scanners can either be linked to a mainframe 
  computer or monitoring stations for observation. 
  Many are used with different maxiprogs and are tied 
  in to defensive weapon systems mounted for 
  installation security.  
   
  All scanners are limited by the visible horizon. This 
  means that sometimes a small scanner works just 
  as well as a big scanner. The size of the scanner 
  determines the effective range, as shown on the 
  following table.  
     
  Size 
  Type 
  Scanner 
  Size 
  Scanner 
  Range 
       A 
  10-cm cube 
  1-10 meters 
       B 
  20-cm cube 
  10-50 meters 
       C 
  40-cm cube 
  51-150 meters 
       D 
  1-m cube 
  151-400 meters 
       E 
  2-m cube 
  401-1000 meters 
       F 
  4-m cube 
  1-5 km 
       G 
  8-m cube 
  5+ km 
   
  TYPES OF SCANNERS  
  Beam: This scans for microwaves (like masers) and 
  bolt weapon beams. This type of scanner is 
  commonly used for missile guidance systems or 
  warbots to home in on these weapon types being 
  used.  
   
  Electromagnetic: This type of scanner detects 
  electromagnetic waves produced by force fields.  
   
  Infrared: Commonly called heat seeking, this type of 
  scanner detects strong heat sources, such as 
  missiles, vehicles, generators, etc. A high-resolution 
  version is often used by night-prowling robots or 
  characters to track warm-blooded creatures. This 
  scanner type always indicates the greater heat 
  source and is not very effective on hot planets or 
  during the day on any planet when the sun is in the 
  sky.  
   
  Intense 
  Light: 
  This 
  type 
  of 
  scanner 
  detects 
  concentrated light beams, such as lasers. It is 
  effective both day and night, but susceptible to 
  damage from high-intensity flares of light, such as 
  flash grenade explosions.  
   
  Motion: 
  This 
  type 
  of 
  scanner 
  identifies 
  any 
  movement within its range. The problem is that it 
  does not identify the moving object, only that 
  "something moved over there."  
   
  Odor: This scanner can detect molecular traces in an 
  atmosphere or a liquid for a short time after a 
  bioform has passed by. Every type of creature has a 
  unique odor that this scanner can be programmed 
  for. This type if scanner is usually used by campers 
  as a perimeter defensive security system.  
   
  Parabolic: This scanner does for sound what 
  omnoculars do for light. It amplifies the sound so 
  that soft or far-away noises can be picked up. The 
  parabolic scanner must be aimed at the source of 
  the sound and at a specific distance to work. Loud 
  noises, like a boomer grenade explosion, can 
  damage or destroy a parabolic scanner.  
   
  Radar: This scanner uses radio waves and can 
  detect solid objects that are at least as dense as 
  bone, or detect other characters or mechanisms that 
  are using radar.  
   
  Radioactivity: This type of scanner can detect strong 
  fluxes of radiation. This includes nuclear generators, 
  power plants, weapons, and radiated areas. It can 
  also determine the level of radiation.  
   
  Seismic: Not to be confused with a motion scanner, 
  the seismic scanner can pick up strong vibrations 
  through the ground, such as heavy equipment 
  moving or a large group of animals. It is also used 
  for locating mining and energy source uses, such as 
  coal and oil deposits.  
   
  Shape: This type of scanner needs to be connected 
  to a mainframe computer of at least Level 3. It can 
  be programmed to recognize or ignore certain 
  
   
  86 
   
   
  shapes: characters, vehicles, animals, geography, 
  etc. There is a tiny scanner that is used for missiles 
  that also recognizes shapes, although only a few 
  types.  
   
  Sonar: This type of scanner only works in very 
  dense atmospheres or underwater. Sound waves are 
  used to find solid objects at least as dense as bone.  
   
  Ultraviolet: This scanner detects ultraviolet rays, 
  LSSs, and UV dyes.  
   
  Visual: This type of scanner is still the most common 
  type used on the Frontier. It optically scans an area 
  and the observer watching must interpret what he 
  sees. There are two main optional attachments that 
  are usually found on scanners, though a creative 
  referee can introduce more.  
   
  One type of attachment is a light source. This is 
  especially necessary for visual scanners, external 
  scanners, 
  or 
  scanners 
  that 
  exist 
  to 
  pinpoint 
  intruders for security guards or robots. A mounted 
  powerlight, or an infralight will do the trick nicely.  
   
  The other attachment is a directional microphone. 
  This is commonly used for internal security so 
  monitoring stations can record conversations for 
  later use in criminal convictions or data gathering. 
  Other additions to visual scanners include zoom 
  lenses, omnocular lenses, and starlight optics.  
   
  MISCELLANEOUS SCANNER EQUIPMENT  
  Spy Eye: This is a small sphere (15 or 25 cm in 
  diameter) that has a built-in scanner and moves by 
  silent hoverjet. It is usually used for spying but is 
  sometimes good as a randomly directed guard. The 
  information gathered is either stored within the spy 
  eye for later perusal, or broadcast back to the 
  receiving station.  
   
  A spy eye can move up to 40 meters per turn in any 
  direction and has a maximum attainable height of 
  120 meters above a horizontal surface. Spy eyes 
  have 25 structural points, move quickly and are 
  small, and can be armed with up to two rafflur M-1s 
  or minigrenade launchers.  
   
  Mounted Security and Defensive Weapons: The 
  following guidelines should be used for mounted 
  security and defensive weapons. These do not 
  include simple mounted weapons that are directly 
  manned by character, but rather weapons directed 
  by computers (also see the Mainframe Computer 
  section).  
   
  Any weapons but bolt weapons may be mounted.  
  The level of proficiency for these defenses is 
  normally level +1 plus a +1 Column Shift for each 
  level 
  of 
  the 
  mainframe 
  computer's 
  Security 
  (Defense) maxiprog. The Initiative Modifier is the 
  program level plus three.  
   
  • If the weapon can handle it, parabatteries usually 
  power it and belts of ammo (if needed) are fitted 
  to it.  
  • Intelligent defense designers do not mount 
  weapons that will harm the installation itself. 
  Pistols or weak rifles are used for inside defense, 
  along with electrified grids, gas, and so forth (or 
  else the room or corridor is armored, insulated, or 
  otherwise protected from the defense's form of 
  attack). More powerful beam, projectile, or 
  gyrojet weapons, missiles, grenades, and mines 
  are used for external security.  
   
  While most mounted energy, projectile, or gyrojet 
  weapons resemble their handheld counterparts, they 
  are built for mounted use and can only be 
  scavenged for parts, not take off and used as hand 
  held weapons once they are captured. With the 
  proper skills, however, they may be remounted on 
  the robots, vehicles, or structures of the characters 
  who captured them. 
   
  VEHICLES 
   
   
   
  PERFORMANCE  
  INPROVEMENT DEVICES  
   These devices can improve a vehicles’ performance 
  on the road. All require time in the shop for 
  installation and testing before the owners can use 
  them. The general operations of the vehicles have 
  not changed from the Star Frontiers Alpha Dawn 
  rules.  
   
   Air Brakes: Air brakes are pneumatic panels that 
  are fitted into the rear sections of a vehicle. They 
  cannot be seen easily. When activated they jut out 
  and create drag, thus stopping the vehicle faster. A 
  
   
  87 
   
   
  vehicle using air brakes adds 20 meters/turn to its 
  deceleration rate.  
   
  A driver using air brakes for emergency braking 
  adds +20 to his Reaction Speed for the purpose of 
  keeping the vehicle under control. The installation 
  time is 10 days. Air brakes can be installed on all 
  vehicles except construction machinery, research 
  vehicles, and other special-purpose machines.  
   
  Auto-Extinguisher: 
  The 
  auto-extinguisher 
  comprises of a series of spray nozzles mounted on 
  the inside and outside of a vehicle with lines running 
  to a pressurized tank in the vehicle's storage 
  compartment. The tank contains foam similar to 
  that found in an extinguish foam grenade. The spray 
  puts out any fire in one turn.  
   
  When a vehicle thus equipped rolls, the system is 
  automatically turned on and the vehicle is foamed 
  down. This automatically lowers the Roll and Burn 
  result of a crash to a Roll result.  
   
  After one use, the entire auto-extinguish system 
  must be replaced, unless it was activated manually, 
  in which case only the tank must be refilled. The 
  system can be activated manually if the vehicle is on 
  fire for reasons other than a crash. The fire will be 
  extinguished in one turn. The installation time is two 
  weeks. The auto-extinguish system can be installed 
  on all non-cycle vehicles.  
   
  Gyrostabilizer: The gyrostabilizer is attached to 
  the underside of a vehicle. Its function is to 
  immediately stabilize a vehicle while cornering, thus 
  the vehicle's turn speed is improved by 20%. For 
  example, a ground car, whose normal maximum 
  safe turn speed is 80 meters/turn, has an additional 
  16 meters/turn (80 x .20 = 16) of turn speed when 
  a 
  gyrostabilizer 
  is 
  attached 
  making 
  its 
  new 
  maximum safe turn speed 96 meters/turn. The 
  gyrostabilizer has no effect on rolls.  
   
  The 
  installation 
  time 
  is 
  12 
  days 
  and 
  the 
  gyrostabilizer can be installed on any car, cycle, or 
  transport.  
   
  Rocket Booster: The rocket booster pack is a 
  rectangular unit that must be installed in the very 
  center of the vehicle's rear. It has four tubes which 
  have directional propellant charges in them. Each 
  time a charge is ignited the vehicles speed is 
  increased by 30 meters/turn for one turn only.  
   
  Only one charge can be ignited per turn, unless the 
  entire fourpack is ignited. This is a desperate 
  measure for those rare instances when a super 
  burst of speed is needed: jumping ramps, ramming 
  through obstacles, etc.  
   
  This additional speed may exceed the vehicle's 
  normal maximum speed rate. No more than one 
  rocket booster may be attached to a vehicle. 
  Additional charges can be purchased and the tube 
  mounting is reusable, but each vehicle type has its 
  own rocket booster pack and mounting specially 
  designed for its size and shape.  
   
  Ignition is controlled from the cockpit. Characters 
  who are five meters directly behind the rocket 
  booster when it is fired suffer 6d10 points of 
  damage. Installation time is five days; the rocket 
  booster can be installed on ground cars, ground 
  cycles, hover cars, hover cycles, and explorers.  
   
  VEHICULAR ARMOR  
  Strangely enough, the need for vehicular body 
  armor 
  came 
  about 
  as 
  a 
  result 
  of 
  peaceful 
  exploration. Maddened beasts and natives on newly 
  discovered planets often would attack vehicles 
  before any retreat or protection could be arranged.  
   
  Desiring more protection for their employees, the 
  various exploration concerns creates an expensive 
  spray-on synthetic armor that would help nullify 
  nearly all kinds of damage. This spray is extremely 
  thick and can be used on structures and vehicles. 
  The armoring process is applied in layers. The 
  number of the layers determines the resistance to 
  damage.  
   
  Spray armor is heavy and slows the vehicle down, 
  so normal vehicles that are armored usually do not 
  have a lot of layers, unless they intend to move 
  slowly. For every layer added to a vehicle the 
  following modifications must be made.  
   
  • The vehicle will take an additional 25 points of 
  damage before it is penetrated. All the armor 
  resistance must be negated before damage 
  requires consulting the Vehicle Damage Table.  
  • The 
  vehicle's 
  maximum 
  speed 
  is 
  lowered: 
  atmospheric craft by 40 mph per layer, all others 
  by 15 kph per layer.  
  • In a crash, passengers suffer damage as if from a 
  crash at a speed 10 meters/turn less for each 
  layer of armor. For example, if a vehicle with two 
  layers of armor crashes at 40 meters/turn, the 
  passengers suffer damage as if the crash were 
  only at 20 meters/turn (1d10 points of damage).  
  • Each layer of armor can only absorb a total of 25 
  points of damage; it is destroyed once this 
  amount of damage has been done. New layers 
  may be sprayed on to replace the old ones. 
  Installation time is six days for every armor layer 
  applied. Vehicular armor can be applied to all 
  vehicles.  
   
  
   
  88 
   
   
  Armored vehicles have increased in popularity 
  recently on the Frontier because of pirate and 
  terrorist activities, insurance promotions, and status 
  seeking. It is against the law on most planets for 
  nonmilitary or nonlaw enforcement vehicles to have 
  more than two layers of armor unless first obtaining 
  a permit. If there is no suitable reason for more 
  armor, i.e., business requirements, accepted danger 
  to life, hazardous environment, etc., the permit is 
  usually denied. Enforcement of this law is difficult, 
  especially at night, because spray armor is not thick 
  enough that an extra layer or two can readily be 
  identified.  
   
  Referees may wish to create new heavy-duty 
  transport vehicles with multiple parabatteries and 
  motors that can maintain a decent speed while still 
  being heavily armored. This would be a natural 
  development 
  by 
  security 
  services 
  transporting 
  valuable goods, military forces, and criminals to 
  prison or trial.  
   
  VEHICULAR WEAPONRY  
  Vehicle-mounted weaponry is not common on the 
  Frontier outside of the military and law enforcement 
  forces. Even criminals are loathe to mount easily-
  spotted weapons on vehicles. It is illegal to have 
  mounted weapons on a vehicle unless a permit has 
  been granted by Star Law. These permits are issued 
  for dangerous explorations, ambassadorial vehicles, 
  etc. Any other vehicle possessing a mounted 
  weapon may legally be destroyed on sight.  
   
  The referee has great leeway when it comes to 
  vehicular weaponry because it can easily unbalance 
  a game. Here are some guidelines, however, if you 
  wish to pursue this subject.  
   
  1) This section is not intended for the creation of 
  military of paramilitary vehicles, only private or 
  corporate vehicles.  
  2) Remember 
  that 
  the 
  combat 
  modifiers 
  for 
  vehicle-to-vehicle combat covered in the Star 
  Frontiers Alpha Dawn game (Range, movement, 
  and target size) also apply to mounted vehicular 
  weapons.  
  3) Try not to create a killer vehicle or a society that 
  fosters such; it would tend to detract from the 
  purpose of the game.  
  4) There are two different types of mounted 
  weapons: fixed mount (see Vehicle-Sight progit 
  on following pages) and swivel mount (refereed 
  to in the Mind-Mount progit).  
  a) Fixed-mount weapons are bolted right to the 
  vehicle and usually set at a fixed range. 
  These weapons are directional and to fire in 
  another direction would require the entire 
  vehicle 
  to 
  turn. 
  Fixed 
  weapons 
  would 
  normally be found on ground cars, cycles, 
  explorers, aircars, and jetcopters. Common 
  fixed weapons: lasers, proton beams, auto-
  weapons, MLTCs, grenade launchers, and 
  some rifle types on smaller vehicles.  
  b) Swivel-mount weapons are manned weapons 
  that are affixed to a post or ring with a swivel 
  mount that allows them to be pivoted in all 
  directions. Swivel mounts would normally be 
  found on ground and hover cars, ground and 
  hover 
  transports, 
  explorers, 
  and 
  larger 
  jetcopters. Common swivel-mount weapons 
  include 
  some 
  of 
  the 
  medium-ordinance 
  weapons, such as the laser Ke-5000, rafflur 
  M-10, sonic devastator, and larger MLTCs. 
  5) Further defensive systems, such as smoke 
  screen emitters, oil slicks, mine layers, etc., can 
  be created by the referee as desired. Weight, 
  compartment space required, potential explosive 
  danger to vehicle, cost, and installation time 
  must all be kept in mind when the defensive 
  system is created.  
    
  VEHICULAR COMPUTER  
  The vehicle computer, or VC, is a progit-accepting 
  computer designed in the same fashion as a 
  bodycomp, except the VC is mounted in the 
  vehicle's cockpit and linked to all of the vehicle's 
  functions. It has 12 ports and uses the same type of 
  power packs and processor packs as a bodycomp.  
   
  Usually situated behind the driver' seat in a 
  reinforced case, the VC's controls can be mounted 
  between the front seats, one the dashboard, on the 
  steering wheel, on the roof, or wherever the referee 
  or player wants them. Installation time is three 
  weeks.  
   
  The VC can be installed in all vehicles except glijets 
  and floater discs (see the New Vehicles section).  
   
  Vehicle progits are designed exclusively for use with 
  a vehicle computer. Even the progit types listed 
  here that are defined as identical types to bodycomp 
  progits will perform those functions only when 
  attached to a VC.  
   
  VC PROGITS--TYPE A  
  Audio-Act: This progit performs the same function 
  as a bodycomp Audio-Act progit.  
   
  Comp-Talk: This progit performs the same function 
  as a bodycomp Comp-Talk progit.  
   
  Dis-Viz: This progit performs the same function as a 
  bodycomp 
  Dis-Viz, 
  except 
  the 
  information 
  is 
  projected onto the windshield.  
   
  
   
  89 
   
   
  Fuel-Scan: This progit monitors the parabattery's 
  output vs. use. It conserves energy whenever 
  possible and increases the Range by 25%.  
   
  Help-Beam: This progit performs the same functions 
  as a bodycomp Help-Beam progit. It can be linked to 
  a Vehicle-Scan progit for automatic activation.  
   
  Help-Call: This progit performs the same function as 
  a bodycomp Help-Call progit. It can be linked to a 
  Vehicle-Scan progit for automatic activation.  
   
  Help-Drive: This progit assists the maneuvering 
  mechanism in such a manner as to subtract 30 from 
  the dice roll after the player has lost control of the 
  vehicle and is determining the vehicle's fate on the 
  Control Table.  
   
  For example, Ralph attempts a dangerous maneuver 
  and misses his Reaction Speed roll, thus losing 
  control of his vehicle. He rolls a 1d100 for a result of 
  97. To this he adds his speed per turn, which was 
  105 kph. Normally the result would have been 202 
  and Ralph would have been in a spin, but since he 
  had his Help-Drive progit assisting him his final 
  number is actually 202 - 30 = 172, which means 
  Ralph is in a much more favorable skid.  
   
  Skid-Hold: This progit coordinates the vehicle's 
  functions in such a manner as to add +20 to the 
  driver's Reaction Speed when performing a Skid 
  Turn.  
   
  Turn-Quik: This progit coordinates the vehicle's 
  functions in such a manner as to add a +15 to the 
  driver's Reaction Speed when performing a Short 
  Corner Turn.  
   
  War-Bump: This progit coordinates the vehicle's 
  functions in such a manner as to add a +20 to the 
  driver's Reaction Speed when performing or evading 
  a Bumping maneuver.  
   
  VC PROGITS--TYPE B  
  Comm-Link: This progit performs the same function 
  as a bodycomp Comm-Link progit.  
   
  Dis-Map: (Must be used with Dis-Viz.) This progit 
  contains multiple maps. The maps can be for a huge 
  city, a good-sized country, or a small continent. 
  Thousands of different Dis-Map progits are available 
  covering every explored area in the Frontier. The 
  progit can show an overall view of its contents or 
  zoom in on any locale for more specifics. It will show 
  all known roads, streets, forests, navigational 
  hazards, etc.  
   
  Holo-Map: (Must be used with Dis-Viz, Dis-Map, and 
  a mini holographic projector.) This progit is a 
  sophisticated holographic program that enhances 
  the Dis-Map by showing a three-dimensional view of 
  a specific area map. Holo-Map progits also come in 
  thousands of types that will interlink with their Dis-
  Map counterparts.  
   
  Para-Scan: This progit monitors the parabatteries 
  used for non-vehicular functions, such as to power 
  vehicular weapons. It gives a constant update on 
  the status of the system, how many hours are left, 
  etc. If the system is damaged, the Para-Scan gives 
  an indication of the location and extent of the 
  damage.  
   
  Plot-Map: (Must be used with Audio-Act, Geological-
  CAS, and omnoculars.) This progit will automatically 
  map for an individual in much the same manner as a 
  bodycomp Map-Scan progit. The main difference in 
  this progit is the accuracy that the program 
  demands. Consequently, a Geological-CAS is used 
  for precise geological descriptions and omnoculars 
  are necessary for range and height measurements.  
   
  Prog-Lock: This progit performs the same function 
  as a bodycomp Prog-Lock progit.  
   
  Prog-Switch: This progit performs the same function 
  as a bodycomp Prog-Switch progit.  
   
  Vehicle-Scan: This progit has a full systems check 
  program that can either be set to update the 
  operator every few minutes or hours on the vehicle's 
  condition or can simply wait for activation to 
  perform a vehicle scan. This progit is usually linked 
  to a Comp-Talk progit so the driver need not take 
  his eyes off the road, sky, etc.  
   
  VC PROGITS--TYPE C  
  Crash-Wish: This progit performs in similar fashion 
  to the bodycomp's Death-Wish progit but activates 
  certain mechanisms (such as a Help-Beam progit) 
  upon a crash. The definition of a crash can be 
  outlined by the player character at the time of 
  purchase to be anything from a simple fender 
  bender to a devastating Roll and Burn.  
   
  Vehicle-Sight: This progit links to a single fixed 
  mounted vehicle weapon. It acts as a stabilizing 
  device for it. It adds a +2 Column Shift combat 
  modifier when the weapon is fired.  
   
  VC PROGITS--TYPE D  
  Master-Comp: This progit performs the 
  same 
  function as a bodycomp Master-Comp progit.  
   
  Mind-Drive: This progit performs the same function 
  as the bodycomp Mind-Drive progit.  
   
  
   
  90 
   
   
  Mind-Mount: This progit performs the same function 
  as a bodycomp Mind-Mount progit and is used for 
  swivel-mount weapons on vehicles.  
   
  NEW VEHICLES  
  The following vehicles are available to Landfleet and 
  Star Law forces. They are also illegally used by 
  pirates, terrorists, and mercenaries. They cannot be 
  rented. The three new vehicles listed have no 
  Vehicle Data Table update because they all fall 
  under the category of "aircar" and are not affected 
  by ground conditions.  
   
   
   
  FLIT BOARD  
  Cost: 
  15,000 Cr 
  Top/Cruise Speed: 
  200kph/100kph 
  Passengers: 
  Pilot Only 
  Cargo Limit: 
  10 kg, 1 cubic meter 
   
  A flit board is a vertical take-off and landing craft 
  (VTOL). While it takes off vertically like a helicopter 
  (using small jets instead of blades), it flies forward 
  like a jet. Designed for one person, it is about 3 
  meters long and the pilot flies it prone, belly-down. 
  The pilot uses a simple joystick and foot pedals to 
  control it. He straps himself onto the board, because 
  the only body structures besides the base are the 
  nosecone and windshield on the front.  
   
  In the very center of the flit board's nosecone is a 
  muzzle port. This can either be fitted with a rifle, 
  long rifle, or medium-ordinance weapon. It is 
  considered a fixed mount. The flit board is incredibly 
  quiet and a favorite of the Star Law Posse. The flit 
  board uses a Type 3 parabattery.  
    
  FLOATER DISK  
  Cost:  
  3,000 Cr 
  Top/Cruise Speed: 20 kph/10 kph 
  Passengers:  
  Pilot only 
  Cargo Limit: 
  Unencumbered pilot   
   
  The floater disk is a 1.5-meter diameter disk that is 
  45 cm thick. It normally floats on a cushion of air 
  about 50 centimeters above ground, but can raise 
  itself to heights of 20 meters with the use of its 
  microthrusters. It can maintain this altitude for up 
  to five minutes. It has a single T-bar rising straight 
  up from the middle. The pilot stands on the disk, his 
  feet fitted into special built-in boots, and flies the 
  vehicle while standing in front of the T-bar, his body 
  strapped to it.  
   
  One of the greatest advantages of the floater disk is 
  its almost instantaneous ability to turn 360 degrees, 
  offering the pilot a complete field of fire. It is used 
  by Star Lawmen when they have to patrol on foot or 
  within large, open buildings. Landfleet soldiers use 
  them for guard duty and patrol. Second-story 
  thieves love them. They are operated by pressure 
  points activated by the pilot's feet. The floater disk 
  can be equipped with powerlights, a loudspeaker, a 
  micromissile launcher, and one pistol-sized weapon. 
  The floater disk uses a Type 1 parabattery.  
   
   
   
  AIR TRANSPORT  
  Cost:  
  120,000 Cr 
  Top/Cruise Speed:  750 kph/250 kph 
  Passengers:  
  3 or 12 
  Cargo Limit:   
  10,000 kg, 40 cubic meters   
   
  This vehicle can be thought of as a large aircar. It 
  comes in two styles: a cargo transport with 
  passenger room for three, or a troop transport with 
  room for nine troopers in the back. In both styles 
  the middle of the cab's roof is fitted with a hatch 
  and a swivel mount on which a weapon can be 
  attached.  
   
  Numerous variations of these two designs have been 
  used, including: MLTCs mounted on the roof of an 
  assault troop carrier, conversions in the cargo space 
  to carry and unload, in flight, numerous manned flit 
  boards, and a completely armored body unit for 
  transportation of valuables. The normal air transport 
  uses two Type 4 parabatteries.  
     
  SURVIVAL GEAR 
  Emergency Beeper: This pen-sized transmitter 
  sends out a high frequency, broad-band beep once 
  it is activated. It operates from a sealed power 
  source and cannot be turned off once activated. Its 
  
   
  91 
   
   
  power life is two days. Most communications 
  equipment can pick up the beep if they are within 
  one km and special emergency beeper trackers can 
  pick it up at enormous distances.  
   
  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 50 
  uses from a single 20-SEU powerclip. When in use, 
  this device shows up on every radiation scanner 
  within range.  
   
  Grappling Gun: This rifle-shaped device comes 
  equipped with 100 meters of high-tensile strength 
  microline, a metal claw type grappling hook, and 
  four explosive digger heads. It also has an optional 
  minimotor for automatic reel-in and ascent.  
   
  The grappling gun is used for small-scale climbs 
  after anchoring it with its grapple, or, unscrewing 
  the claw an attaching an explosive head, blasting its 
  way into a rock facing, thus creating an anchor. The 
  optional motor not only reels the line in but can also 
  lift 120 kg weight. The anchor rod is fired by the 
  same type of shell as in a grenade rifle. This device 
  is of Vrusk origin.  
   
  Hot Rations Pack: The hot rations pack is a 
  chemically treated plastifoil envelop that heats its 
  contents instantly upon opening the pack and 
  allowing the air inside. This is important to 
  characters who are in a frigid clime, as hot meals 
  are necessary to stave off the cold.  
   
  The hot rations pack's chemical reaction will show 
  very clearly to any IR optical device or scanner 
  within range for two turns. However, it is not hot 
  enough to be used as a fire starter.  
   
  Life Bubble: The life bubble is of the same material 
  and basic design as the infla-tent but completely 
  envelops the wearer in one turn. They are worn like 
  a backpack and are used by sailors or downed pilots 
  on a watery world or sea. The normal oxygen supply 
  inside one of these bubbles is two hours maximum 
  but a small air hole can be opened for use of an 
  attached snorkel, then sealed again against the 
  elements. A life bubble will keep most bioforms alive 
  until they are rescued or run out of provisions, but 
  the enveloped character must keep movement down 
  to a minimum to stabilize the air hole’s position 
  above the water.  
   
  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.  
   
  SURVIVAL GEAR: SHELTER  
  Crete Sprayer: The crete sprayer is a 1-meter-long 
  tank tapering to a hose on the bottom that leads to 
  a sprayer gun. The user, with the tank carried or 
  strapped on his back, can spray a sheet of crete 
  from his device over whatever he wishes. Crete is a 
  super-fast drying (two turns) form of concrete that 
  is incredibly strong even in a thin layer. In this 
  fashion an explorer can weave a canopy of vines or 
  make a lean-to from skins, spray it, and have a 
  shelter that resists most environmental conditions. 
  Crete is thermally insulated and is comfortable to far 
  below zero degrees and above one hundred degrees 
  Celsius. One canister has enough crete to cover a 
  300-square-meter 
  area. 
  Create 
  is 
  considered 
  hardcover and has 60 structural points. The range of 
  the crete spray from the nozzle is only 60 
  centimeters, so it cannot be used effectively as a 
  weapon.  
   
   
   
   
  Infla-tent: These inflatable tents are one-piece 
  cocoons and come in single or two-man sizes. They 
  are made of vinylast and are extremely durable and 
  reusable. The infla-tent comes with pressurized 
  canisters that pop them up in two turns, providing a 
  secure haven in most planetary atmospheres.  
   
  Certain canisters, available at a slightly higher cost, 
  inflate the shelter with coolant gas or insulating gas 
  to keep the inhabitants alive in severe cold or hot 
  
   
  92 
   
   
  climates. The worst atmosphere for an infla-tent is 
  one with a high concentration of acid rain, which can 
  eat through the vinylast in an hour.  
   
  SURVIVAL GEAR: APPAREL  
  Explorer Boots: These knee-high boots are made 
  from waterproof, non-crushable material. They are 
  insulated against desert heat, arctic cold, and 
  tropical humidity. These boots can be purchased 
  with built-in knife sheath, pistol holster, or patch 
  pockets.  
   
  Explorer Vest: This heavy-duty vest comes with a 
  variety of patch pockets, inside zipper pockets, 
  velcro strips, rings, and snaps for maximum item 
  attachment. It is designed with an attached plasti-
  pack on the back so breakables can be kept 
  relatively safe. The Humans on the Star Frontiers 
  Alpha Dawn rules book are wearing explorer vests.  
   
  Plasti-Poncho: Plasti-ponchos can be found in 
  nearly every color and pattern and are made of 
  silicate plastic that sheds water easily. They can 
  stretch to completely encase the head or helmet, 
  are designed with form-fitting sleeve/gloves that 
  prevent the arms and hands from getting wet, and 
  are attached to the boots. Bipedal bioforms wearing 
  them tend to look like odd Yazirians, Dralasites look 
  like deranged beach balls, and Vrusk appear as 
  plastic nightmares, Humma appear to be vicious 
  tents, and Osakar are indescribable.  
   
  Suc-Set: This set is a combination of suc-gloves, 
  elbow and knee suc-pads, and suc-boots. They are 
  completely covered with thousands of suc-pods, the 
  organic super-suckers found on Solar Minor. Suc-
  pods are attached in neat little rows that can hold 
  more than double the wearer's weight (if the full set 
  is worn) but can be easily unsucked by sliding in the 
  direction of the climb. In this manner a wearer can 
  belly-crawl up sheet walls, leap on to a vehicle and 
  have a chance to stick to it, or remain sucked to the 
  ceiling for hours.  
   
  Suc-pods have to be watered every 20 hours to 
  keep them from drying out and dying. The only 
  surface they suc-pods do not adhere to is one that is 
  oily. Vrusk cannot use the suc-set; their physical 
  structure is not suited for its use.  
   
  MISCELLANEOUS ITEMS  
  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).  
   
  
   
  93 
   
   
   
  
   
  94 
   
   
  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.  
   
  Body-Jump Box: A body-jump box is a device used 
  to try to resurrect a dead character. It comes in 
  many forms, from huge chambers in city hospitals 
  to the small portable units that are carried into the 
  field. When it is wired to various nerve points of the 
  victim's body and head and then activated, if forces 
  beta particles through the body.  
   
  If the character using the device (who must have 
  the Medical Devices skill) makes his skill check, the 
  body comes back to life. If the skill check is missed, 
  the body is completely destroyed by the beta 
  particles. This operation can only be attempted on a 
  character who has been dead no more than 10 
  hours.  
   
  Federanium: This element is the toughest known 
  material in the Frontier. It is impervious to heat, 
  cold, and rust. It is incredibly expensive (how 
  expensive is left to the referee's discretion) and the 
  cost of molding it is also high. There are very few 
  factories where federanium can be formed or 
  reworked.  
   
  Medical Tabs: These aspirin-sized tablets come in 
  different varieties and are used by explorers to 
  temporarily combat unusual maladies. Examples 
  include the following:  
   
  • Aller-Tab: One tab blocks the effects of most 
  allergies to alien flora or fauna for twelve full 
  hours.  
   
  • Dehy-Tab: One tab prevents the Human, Ifshnit, 
  Humma, or Yazirian body's dehydration from heat 
  for twenty-four hours.  
   
  • Elasti-Tab: One tab prevents the Dralasite body 
  from losing its elasticity or the Vrusk's chitinous 
  body from locking up in freezing weather.  
   
  • Fungi-Tab: One tab prevents most alien fungi 
  from growing on or in the user's body for eight 
  hours.  
   
  Neutrad: An injection of neutrad is necessary with 
  the Medical Treatment: Radiation 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.  
   
   
   
  Salgel: Salgel is an oily blue goo that effectively 
  protects 
  surfaces 
  from 
  all 
  but 
  the 
  worst 
  concentrations 
  of 
  acid. 
  Explorers 
  often 
  coat 
  themselves or any exposed items with it to 
  counteract the corrosive effects of severe acid rain 
  or acidic gas. It can only be removed by a special 
  liquid that accompanies its purchase.  
   
  Sporekill: An injection of sporekill is necessary with 
  the Medical Treatment: Infestation skill to stop 
  spore or parasite infestation. Spore infestation is 
  most often caused by alien plant life seeking to 
  spread its spores to a fertile growth medium... like 
  lungs.  
   
   
  
   
  95 
   
   
  THE FRONTIER  
   
  NEW TERMINOLOGY  
  Rim Coalition refers to those recently contacted 
  star systems outside of the United Planetary 
  Federation and generally located on the other side 
  of the Xagyg Dust Nebula and the Lesser Morass. 
  The 
  Rim 
  is 
  a 
  loose 
  collection 
  of 
  system 
  governments, much less organized than the UPF, 
  drawn together by the constant threat of Sathar 
  invasion. It is on peaceful terms with the UPF and 
  they were allies in the Second Sathar War (SWII). 
  Further Rim information can be found throughout 
  this book, in the sections dealing with the new PC 
  races, the timeline, and the planetary catalogue.  
   
   
   
  The Council of Worlds refers to the diplomatic 
  organization that the UPF worlds have created. It is 
  a forum for discussion and debate where the 
  grievances and desires of the UPF Frontier worlds 
  are expressed. In more recent times, it is the 
  Council of Worlds (or simply, the Council) that 
  represents the Frontier worlds' wishes to the actual 
  UPF bureaucracy. Sometimes tensions and personal 
  ambitions 
  between 
  members 
  of 
  these 
  two 
  authoritative bodies clash.  
   
  Nebulae (plural of nebula) are vast clouds of gas 
  and dust found in interstellar space. Most of the 
  nebulae found throughout the Frontier are "dark 
  nebulae" that absorb the light of stars. Other types 
  of nebulae that might be encountered are "emission 
  nebulae" (bright clouds of gas found around young, 
  host stars), "reflection nebulae" (clouds of gas and 
  dust that reflect the light of the young, cool stars 
  they surround), and "planetary nebulae" (expanding 
  spheres of gas that have been expelled from the 
  surface of old, dying stars).  
   
  THE FRONTIER MAP  
  The map shows the Frontier, including both the 
  United Planetary Federation and the Rim Coalition, 
  plus all of the known stellar features of Frontier 
  space. The map shows the location of all settled 
  systems, unexplored systems, known neutron and 
  binary stars, and dust and gas clouds.  
   
  The solid lines connecting the planetary systems are 
  established travel routes. These are well-established 
  routes, safe from both natural hazards (space 
  debris, etc.) and unnatural hazards (pirates). The 
  distance in light-years along each route is printed 
  along each solid line. Starships can travel one light-
  year per day, so this number is also the number of 
  days it takes to cross the route. Stars without star 
  routes connecting them to rest of the Frontier have 
  secret routes that are known only to Star Law or a 
  mega-corp.  
   
  Most civilized planets and systems still have not 
  been completely explored and settled. Many new 
  planets, moons, and star systems have been 
  discovered and await further development. In 
  addition, because of a devastating plague in years 
  past, there are some forbidden planets that have 
  not been contacted in the last few centuries.  
   
  PLANETARY CATALOGUE  
  Each major inhabited planet is listed here. Eight 
  characteristics are given for each planet; these 
  characteristics are detailed below.  
   
   
   
  Section 3 
  
   
  96 
   
   
  Prevalent Race  
  PR gives the most common race on the planet 
  (usually the race that controls the government). 
  Some of these races were the original colonizing 
  race, others have gained control through years of 
  immigration.  
   
  Abbreviations are used to indicate which race 
  colonized planet:  
   
  • D = Dralasites  
  • H = Humans  
  • V = Vrusk  
  • Y = Yazirians  
  • If = Ifshnits  
  • Hu = Humma  
  • O = Osakar  
  • Me = Mechanons,  
  • * = a mixture of races,  
  • Co = a mega-corp that is colonizing and developing the 
  planet, usually with a mixture of races.  
   
  If two races share dominance and control of a 
  planet, they are both listed, as H/V (Human & 
  Vrusk), for example.  
   
  Population  
  Pop. indicates how many intelligent beings live on 
  the planet and how many cities there are. This 
  information is given in a two- to three-letter code 
  that describes the population size.  
   
  • Hvy -- Heavy population: The planet has numerous 
  large cities and hundreds of smaller cities. Individual 
  cities may be considered "maxi-cities" that cover 
  thousands of square kilometers.  
   
  • Mod -- Moderate population: The planet has several 
  large cities and numerous small cities.  
   
  • Lt -- Light population: The planet has only a few small 
  cities. 
    
  • Out - Outpost: The planet contains only a small outpost 
  or colony. At most, it has only one small city and 
  possibly some small settlements located nearby.  
   
  Trade 
  Tr. indicates the planet's major trade(s). Each major 
  trade is listed with a one letter code. Some planets 
  have more than one major trade item. The trade 
  item(s) 
  listed 
  is 
  the 
  most 
  important. 
  The 
  abbreviations follow.  
   
  • I -- Industry: Most of the planet's economy is based on 
  manufacturing. 
  Cities 
  are 
  built 
  around 
  factories, 
  processing planets, or roboplants, and most of the 
  inhabitants work there. Raw materials may either be 
  mined on the planet or shipped in from another planet.  
   
  • R -- Resource Mining: The planet is rich in natural 
  resources like metals, fossil fuels, gems, crystals, or 
  radioactive materials. Most of these raw materials are 
  shipped to industrial planets for processing.  
   
  • A -- Agriculture: The planet's economy is based on 
  farming, whether natural or synthetic. This includes 
  grain farming, fruit or vegetable farming, livestock, 
  fish, lumber, textiles, and other such businesses.  
   
  • M -- Military: The planet is an ideal location for a huge 
  military complex. This requires some industry and 
  resource mining to be conducted on the planet and the 
  planet is under the tightest security. Military planets 
  are usually developed by a mega-corp that needs room 
  for development, growth, and testing (like WarTech's 
  Solar Major) or by a large planetary system that needs 
  to heavily fortify a sector in space (like the Frontier's 
  development of Moonworld in the Lynchpin system.  
   
  • E 
  -- 
  Education: 
  The 
  planet's 
  chief 
  industry 
  is 
  educational or scientific study. The only planet that is 
  entirely educational is Anker in the Zebulon system 
  where the University of Zebulon is located.  
   
  • B -- Business: The planet's chief product is mercantile 
  operations. Such a planet usually has offices on it for 
  middle-sized companies and mega-corps along with 
  massive showrooms and demonstration areas. Also in 
  abundance are thousands of bazaars where one can 
  find almost everything imaginable. Some planets, such 
  as Minotaur, are tourist centers that make a large 
  amount of their planetary income on vacation sites and 
  amusement parks.  
   
  • T -- High-Tech Industry: The planet excels in either 
  research and development of, manufacturing of, or 
  advanced use of highly advanced technology. Tachton 
  Industries and Interplanetary Industries are both good 
  examples of these types of high-tech centers.  
   
  Gravity  
  Grav. is the strength of gravity on the planet. It is 
  measured in relation to 1 g, Earth-normal gravity. 
  The full effects of gravity are explained in the 
  original Star Frontiers Alpha Dawn game rules.  
   
  Length of Day  
  Day is the number of Earth hours the planet takes 
  to complete one rotation on its axis (24 hours for 
  the Earth).  
   
  Artificial Satellites  
  Sat. lists the various types of large manned stations 
  that may orbit the planet. The first three are 
  explained in the Star Frontiers Knight Hawks game:  
   
  • SF = UPF Space Fortress 
  • FSS = Fortified Space Station 
  • ASS = Armed Space Station.  
   
  There are several new types of satellites.  
   
  • TS -- Trading Stations: These "malls in space" are 
  usually found in very secure space sectors. They are 
  
   
  97 
   
   
  restricted by UPF law to sell only those items not 
  produced on the planet they orbit. Trading stations also 
  have facilities for restocking spaceships.  
   
  • RRS -- Rest and Relaxation Station: These space 
  stations specialize in entertainment facilities such as 
  holo-shows, live theatre, casinos, lounges, and sporting 
  events. They also cover recreation facilities such as 
  zoos, adventure theme parks, and, on some of the 
  planets with more hostile environments, "outdoor" 
  parks that offer hiking, biking, climbing, boating, etc. 
  Usually there is a wide range of packages for the 
  onboard hotel facilities so it is possible for people to 
  vacation there over extended periods of time.  
   
  • DS -- Docking Station: These space stations provide 
  facilities for the repair, refurbishment, and complete 
  overhaul of spaceships. Some are also shipyards where 
  new spaceships are built. Every type of space station 
  can handle light repairs on space ships, but only a 
  docking station can handle seriously damaged ships.  
   
  On the Frontier each non-military space station has 
  a Star Law Officer on board with a contingent of 
  deputies. While the station's General Manager is 
  responsible for all the normal functions on board the 
  space station, Star Law is the law. Non-military 
  space stations are considered part of the planet they 
  orbit and not under Spacefleet's jurisdiction, though 
  the ships that shuttle between the space stations 
  and the planets fall within Spacefleet's jurisdiction.  
   
  Moons and their Uses 
  Moons lists the major natural satellites orbiting the 
  planet in ascending order, i.e., the first moon listed 
  is the closest to the planet, the second moon listed 
  is farther away, etc. Uses indicate the primary 
  operations, if any, occurring on that moon. These 
  operations can range from four-man scientific 
  expeditions to full-scale mining operations. The 
  actual nature and extend of the operations are left 
  to the referee. The abbreviations for moon uses are 
  identical to those used for planet trade listings: A = 
  Agriculture, I = Industry, etc. A new listing of C 
  (Colonization) is added for moons.  
   
  STARS  
  Each planet is listed after the star it orbits. Normal 
  stars, called Main Sequence (MS) stars, fall into 
  seven categories, called spectral classes. The 
  spectral class of a star indicates the star's surface 
  temperature and depends on the mass of the star. 
  The spectral classes of the stars of the Frontier are 
  given in parentheses after the name of the stars in 
  the planetary list (on the following pages). The table 
  below gives some characteristics of the seven 
  spectral classes of MS stars, as well as those of 
  three non-MS stars.  
   
   
   
   
   
  Class 
   
  Color  
   
  Temp 
   
  Lifetime 
   
  Radius 
  Max#  
  Planets 
  O  
  Blue  
  30,000  10  
  15  
  none  
  B  
  Blue  
  15,000  80  
  5  
  none  
  A  
  Blue  
  10,000  1,000  
  2  
  5  
  F  
  White  
  7,000  
  3,000  
  1.5  
  10+  
  G 
  Yellow  
  5,500  
  10,000  
  1  
  15+  
  K  
  Orange  4,000  
  80,000  
  0.5  
  15+  
  M  
  Red  
  2,500  
  125,000  0.2  
  10  
  Non MS Stars: 
  RG  
  Red  
  3,000  
  0.5  
  15  
  5  
  SG  
  Blue  
  10,000  0.1  
  500  
  none  
  WD  
  White  
  15,000  -  
  0.01  
  none  
  + indicates possibility of life-bearing planets  
   
  • RG = Red Giant 
  • SG = Supergiant 
  • WD = White dwarf 
   
  Notes on Star Table 
  Radius is in terms of out sun's radius (700,000 
  kilometers).  
   
  Temp is surface temperature in degrees Kelvin.  
   
  Lifetime is star's stable lifetime, in millions of years.  
   
  The numbers given in the MS Star Table are only 
  approximate and the referee has some leeway in 
  assigning star's characteristics.  
   
  Each spectral class (O, B, A, etc.) is further split into 
  10 subclassed numbered 0 to 9, with 0 being the 
  hottest and 9 being the coolest. Thus an A0 star is 
  the hottest type A star while an A9 star is the 
  coolest type of A star. The spectral classes and 
  subclasses form a continuous sequence from the 
  hottest MS star down to the coolest (an A9 star is 
  just slightly hotter than an F0 star, for example).  
   
  Main Sequence stars from O5 (the hottest MS stars 
  found thus far) to M9 (the coolest MS stars). Our 
  sun is a G2 star.  
   
  THE FRONTIER WORLDS  
  The following list is a catalogue of known habitable 
  planets on the Frontier. There are hundreds of other 
  planets, either unexplored or uninhabitable, that are 
  not shown in this catalogue.  
     
  PLANETARY FOOTNOTES  
  (alphabetical by star system)  
   
  This section includes major footnotes on some 
  planets that may be helpful to the referee. Not 
  every planet is noted here, and the referee may 
  wish to add more planets of his own.  
   
  
   
  98 
   
   
   
   
  Hentz (Araks) is ruled by a religious clan, the 
  Family of One. The city of Onehome is also the 
  headquarters for GOD-Co., the terraforming mega-
  corp. Everyone who lives one Hentz or worlds for 
  GOD-Co. wears a uniform denoting his job and 
  social position.  
   
  Venturi (Belnafaer) is a gas giant in the 
  uninhabited system (See map). It is one of the 
  major 
  sources 
  of 
  very 
  complex, 
  unstable 
  biochemicals that are highly valued as catalysts for 
  industrial processes. One of the many moons, 
  Snobol, is a large, lumpy block of water ice and 
  carbon dioxide ice to which is tethered the starship 
  Moneyspider. The there is a microdistillation column 
  that helps to collect the valuable biochemicals. The 
  system is being developed by ByChem, a subsidiary 
  of A.I.P.S.  
   
  Triad (Cassidine) is a major industrial planet 
  where high-technology items are manufactured and 
  sold. Cassidine Development Corporation has its 
  headquarters in the planet's capital, New Hope. 
  Interplanetary Industries has its huge, fortress-like 
  headquarters based in Lake Vast, the major seaport. 
  Nesmith Enterprises of Triad occupies most of the 
  Malicon 
  Valley's 
  developmental 
  sites 
  as 
  its 
  headquarters.  
   
  Cass (Devco) is a mega-corp planet founded by 
  the Cassidine Development Corporation as a refuge 
  for the multitudes that were left homeless by the 
  Blue Plague.  
   
  Laco (Dixon's Star) was originally founded by 
  Humans. During the First Sathar War tens of 
  thousands fled to Laco from Pale and New Pale after 
  Sathar attacks. As Laco was a prime industrial 
  planet with no agricultural production, the survivors 
  soon began to starve to death. If not for the 
  intervention of the Capellan Free Merchants, the 
  entire 
  population 
  might 
  have 
  been 
  totally 
  eliminated. Without any effective government and 
  with a reduced population, Laco looked to the mega-
  corps for assistance. Conflicting interests soon arose 
  and led to Laco's War between PGC and the Streel 
  Corp. Today Laco's primary industries are owned by 
  PGC.  
   
  Inner Reach (Dramune) has an unusual planetary 
  custom. The Dralasites who live there dye their skin 
  various colors to show them mood for the day. The 
  dyes wash off easily. SynthCorp built its own city, 
  Synthtown, 
  on 
  Inner 
  Reach 
  as 
  its 
  base 
  of 
  operations.  
   
  Outer Reach (Dramune) is a gathering place for 
  criminals and outlaws of all types. People there do 
  not ask strangers how they make their living.  
   
  Terledrom (Fromeltar) is ruled by a council of 
  Vrusk companies and elected Dralasites. Trans-
  Travel is a planetary corporation and the chief 
  employer of Terledrom. Its headquarters are based 
  in Sengsen, the major city.  
   
  Hargut (Gruna Garu) is the business headquarters 
  for WarTech Inc., based in the major starport of 
  Heston, and the Association of Intergalactic Power 
  Suppliers, based in Klaktow, Hargut's largest city.  
   
  Zik-kit (Kizk'-Kar) has many rich mineral deposits. 
  The raw ores are exported mainly to Terledrom for 
  manufacturing.  
   
  Kawdl-Kit (K'tsa-Kar) is the UPF outpost charged 
  with scanning for Sathar in the direction of the 
  White Light Nebulae.  
   
  Snowball (liberty) is one of the newest inhabited 
  planets. It has a Human-like native race (the 
  Mhemne) that has split into three distinct societies, 
  one of which inhabits its moon and artificial 
  satellites. Snowball has a lot of trouble with Sathar 
  that are believed to be the last surviving remnants 
  of the Sathar Third Fleet that was driven into the 
  
   
  99 
   
   
  Vast Expanse during the SWII. The safe star route 
  to Liberty is unknown except to Star Lawmen.  
   
  Moonworld (Lynchpin) is a large planet with nine 
  moons orbiting, all belonging to the UPF. Access to 
  the system is almost impossible due to its military 
  nature. Star Law has its Ranger Academy on Dillon, 
  one of the moons. The capital of Moonworld is 
  Stronghold. The UPF Space Fortress is named 
  Defiant.  
   
  Kdikit (Madderly's Star) is the headquarters for 
  MercCo. A huge MercCo training base is located 
  about five kilometers north of the major city of 
  Buckerton. The UPF Space Fortress is named Kdikit.  
   
  Mechano (Mechan) is not yet a member of the 
  UPF. It was founded before SWII by Mechanons 
  escaping persecution on Volturnus. Because of the 
  Mechanon's 
  non-organic 
  nature, 
  the 
  UPF 
  is 
  proceeding slowly with the Mechanon request to join 
  the UPF. No known bioform has ever set foot on 
  Mechano and its atmosphere is reported to be 
  deadly to organic life. (See Volturnus for more 
  information on Mechanons.)  
   
  Corpco (New Streel) is a mega-corp planet, 
  founded by the Streel Corporation in an attempt to 
  enter the agriculture industry.  
   
  Exodus (Pan-Gal) is a mega-corp planet founded 
  by PGC. Its use is not known to any save PGC.  
   
  Genesis (Pan-Gal) is a mega-corp planet founded 
  by PGC for the purposes of establishing a secure 
  base for their research labs.  
   
  Gran Quivera (Prenglar) is known as the Hub of 
  the Frontier. Star Law, Pan-Galactic Corporation, 
  Galactic Task Force Inc., and the United Planetary 
  Federation all have headquarters at Port Loren, the 
  major city.  
   
  Morgaine's 
  World 
  (Prenglar) 
  is 
  quickly 
  developing into one of the finest planets on the 
  frontier. It is the only planet to have a UPF Space 
  Fortress, a docking space station, a rest and 
  relaxation space station, and a trading space station 
  all orbiting it. Spacefleet's Gollwin Academy also 
  orbits it. The UPF Space Fortress is named Gollwin.  
   
  The steadily climbing population has yet to make 
  use of more than 20% of the surface area of this 
  large planet. The planetary government is well 
  organized and has created some of the Frontier's 
  most progressive laws for racial equality, religious 
  rights, 
  the 
  concerns 
  of 
  the 
  public 
  vs. 
  the 
  government, and so forth. Many investors look to 
  Morgaine's World to usurp Gran Quivera's position 
  as the Hub of the Frontier in the next few decades. 
  Brilliant auroras light up the night sky over most of 
  the planet (except for the equatorial regions).  
   
  Alcazzar (Rhianna) is unusual in that its equator 
  is tilted 90 degrees to the plane of its orbit about 
  Rhianna. This causes severe seasonal temperature 
  variations. The northern and southern hemispheres 
  alternate season of unlivable cold and heat. Only 
  about 
  the 
  equator 
  is 
  habitation 
  possible. 
  Tremendous wind storms sweep Alcazzar's surface 
  at all times. Only WarTech Inc. navigators know the 
  star route to Rhianna.  
   
  Hakosoar 
  (Scree 
  Fron) 
  is 
  headquarters 
  for 
  Universal 
  Households, 
  the 
  apparel, 
  household 
  furnishings, 
  and 
  housing 
  mega-corp. 
  UniHo 
  developed the city of Hyyay as its operations base.  
   
  Histran (Scree Fron) is the location of the UPF 
  outpost that keeps an eye on the Mechan system, 
  the Lesser Morass, and that sector of the Vast 
  Expanse.  
   
  Ringar (Solar Major) is the mega-corp planet 
  founded by WarTech Inc. for the purposes of 
  expanding 
  their 
  production 
  capabilities 
  and 
  establishing a secure and exclusive testing site. 
  Ringar is very heavily guarded.  
   
  Circe (Solar Minor) is a mega-corp planet founded 
  that was colonized, along with the planet Kir-Kut, by 
  SynthCorp for the purposes of experimenting with 
  foodstuffs required by Humans and Vrusk.  
   
  Starmist (Sundown) is a UPF scientific base for 
  the study of alien flora and fauna. Only Starfleet has 
  knowledge of the star route to Sundown.  
   
  Minotaur (Theseus) is the headquarters for 
  Starplay Enterprises (StarEnt also maintains offices 
  on all rest and relaxation space stations). Their base 
  of operations is the planet's capital city, Maze, the 
  largest vacation spot on the Frontier. Ninland 
  (named after its founded, Siot Nin) is an amusement 
  park beyond belief.  
   
  Lossend (Timeon) is the home of Tachton 
  Instruments and also lays claim to the Frontier's 
  highest mountain peak, Mt. Spire.  
   
  Pale (Truane's Star) is the starting point of the 
  only known starship route through the Xagyg Dust 
  Nebulae. Currently all travel to Rim planets must 
  pass 
  this 
  way. 
  The 
  Streel 
  Corporation 
  is 
  headquartered in the planet's capital, Point True. 
  The UPF Space Fortress is named Pale.  
   
  
   
  100 
   
   
   
  
   
  101 
   
   
   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 
  
   
  102 
   
   
   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 
    
  
   
  103 
   
   
  Mahg 
  Mar 
  (Waller 
  Nexus) 
  was 
  recently 
  discovered and is not yet well explored. It has 
  already gained notoriety, however, as the site of the 
  first UPF spaceship mutiny (on the Eleanor Moraes). 
  The star route to Mahg Mar is a guarded secret of 
  the UPF's Planetary Survey Administration.  
   
  Gollywog (White Light) is a beautiful, pristine 
  planet on the edge of the White Light Nebulae. 
  Gollywog's major city, Moline, is the base of 
  operations for Eversafe Enterprises. The UPF Space 
  Fortress is named Redoubt.  
   
  Anker (Zebulon) is the site of the University of 
  Zebulon, the Frontier's largest and most prestigious 
  institution of learning. The entire planet has been 
  set aside for the U of Z, as well as one of the 
  Frontier's largest zoos.  
   
  Volturnus (Zebulon) is a multi-cultured planet full 
  of adventure. The Eornic robots of old have evolved 
  into today's Mechanons. The few Mechanons who 
  remain on Volturnus are hostile toward organic life 
  forms. 
  Since 
  it 
  became 
  a 
  UPF 
  system, 
  the 
  Mechanons 
  have 
  had 
  many 
  social 
  upheavals, 
  including the exodus that led to the founding of 
  Mechanon.  
   
  THE RIM  
  Little is known about the Rim planets (the statistics 
  given for the Rim Worlds are compiled from various 
  sources: 
  long 
  range 
  probes, 
  Capellan 
  Free 
  Merchants, etc.). The Rim is a loose confederation of 
  planets with a small spacefleet called the FLight. The 
  government is known as the Coalition. The Rim, like 
  the UPF, has been invaded by the Sathar in the 
  past, leading the Capellan Free Merchants to search 
  for allies. For this reason the Free Merchants 
  ventured into Frontier space shortly after the end of 
  the First Sathar War. The Coalition and the UPF 
  signed multiple treaties and mutual protection pacts 
  against alien invaders.  
   
  The native peoples of the Rim are the Ifshnit, the 
  Osakar, and the Humma. Only in the last decade or 
  so have Yazirians, Dralasites, Vrusk, and Humans 
  entered the Rim in any great numbers. The UPF and 
  Rim enjoy cordial relations and the two civilizations 
  complement each other; the Frontier provides 
  military experts, industrial savvy, and organizational 
  workings while the Rim contributes vast planetary 
  fleets of explorers and merchantmen, its venturous 
  races, and its vulnerable yet strategic location in the 
  path of Sathar invasions.  
   
  It must be remembered that the Rim planets are not 
  suburbs of the UPF and that the Capellan Free 
  Merchants, while keeping a low profile, can be the 
  most devious of mega-corps.  
   
  The only planet of the Rim that is well known to the 
  UPF is Faire in the Capella system. It is a watery 
  world with five large islands as its only land masses. 
  Each of these islands has a large bazaar area and 
  innumerable corporate showrooms. It is said that 
  anything can be purchased on Faire... for a price.  
   
  STAR FRONTIERS 
  TIMELINE 
  The following section is a list of major events in the 
  history of the Frontier.  
   
  10,500PF (Pre-Frontier) Last remnants of the mysterious Tetrach 
  Societies die out. 
  950PF Heliopes left on starmist by Clikks after a Clikk military 
  exploration vessel is forced to jettison unnecessary cargo. 
  800PF The evolution of the Mechanon race begins on Volturnus. 
  410PF First Vrusk/Dralasite contact. 
  350PF First Vrusk/Human contact 
  302PF Fromeltar system discovered by Dralasites. 
  300PF Vrusk, Dralasites, and Humans meet for the first time on 
  the Frontier. 
  299PF Theseus system discovered by Humans. 
  270PF Yazirians enter the Frontier. 
  270-4PF The Frontier is founded. 
  260PF Gran Quivera discovered in the Prenglar system. 
  256-248PF Triad and Rupert's Hole found in the Cassidine 
  system. 
  230PF Pan-Galactic Corporation started on Gran Quivera. 
  220PF Dixon's Star system discovered by Humans. 
  210PF Madderly's Star system discovered by Vrusk and Humans. 
  205PF Madderly's Star system becomes a human system after 
  the freeworld rebellion on Kdikit. 
  200PF Pale and New Pale discovered in the Truane's Star system. 
  170PF Dramune system discovered by Dralasites. 
  168PF Anthor system discovered by Yazirians. 
  161PF K'tsa-Kar system discovered by Vrusk. 
  156PF K'aken-Kar system discovered by Vrusk. 
  155PF Gruna Garu system discovered by Yazirians. 
  152PF Timeon system discovered by Humans. 
  150PF The Pan-Galactic language accepted throughout the 
  Frontier as a common trade tongue. 
  146PF Kizk'-Kar system discovered by Vrusk. 
  129PF Araks system discovered by Yazirians. 
  125-10PF The Age of Adventure. The discovery and exploration of 
  new planets slows down for the next century while the major 
  races concentrate on mapping the hazards and boundaries of the 
  Frontier. Hundreds of exploration vessels and brave spacers are 
  lost during this time. Meanwhile, the discovered planets begin to 
  develop. Thousands of fortunes are made and lost during the Age 
  of Adventure. 
  124-78PF The Greater Morass is mapped. 
  94PF Scree Fron system discovered by Yazirians. 
  77-57PF The Xagyg Dust Nebulae is mapped from Zebulon to 
  Fromeltar. 
  61PF The Zebulon system is discovered by Professor Alorne 
  Zebulon, the Frontier's most noted scientist, explorer, and 
  educator. The planet Volturnus is settled almost immediately. 
  Anker is discovered but not settled until 57PF 
  60PF White Light system discovered by Humans. 
  57PF Anker (Zebulon system) is explored and settled. Professor 
  Zebulon founds the University of Zebulon. 
  56-40PF The White Light Nebulae are mapped. 
  39-33PF The Yreva Nebula is mapped. 
  37PF Pan-Galactic becomes the first mega-corp in the Frontier. 
  
   
  104 
   
   
  32-26PF Thirty-two exploration vessels are lost trying to map the 
  Lessere Morass. Only the area between Screen Fron and Zebulon 
  is mapped. 
  25PF A small pirate fleet under Hatzck Naar raids the Cassidine 
  and Prenglar systems. The first Common Muster is called. 
  22PF Hatzck Naar's pirate fleet is defeated off Timeon. Naar is 
  ejected into space and slowly boils inside his spacesuit as he falls 
  toward Timeon. The muster is dismissed. 
  21-10PF The Xagyg Dust Nebulae is mapped from Fromeltar to 
  K'aken-Kar. 
  19-8PF The area beyond the Greater Morass claims hundreds of 
  exploration vessels. Though it is believed that most Frontier races 
  came from beyond the Greater Moras, all information about their 
  origins have been lost. Exploration of the area ceases and it is 
  named the Vast Expanse. 
  10PF Representatives of the four major races request that all 
  explorations cease while delegates meet to form a unified defense 
  and mutual interest organization. 
  3-2PF The First Sathar War is fought. 
  3PF The Sathar first appear. They attack the Truane's Star 
  system. 
  3PF Pale and New Pale fall. The Great Exodus to Dixon's Star 
  System takes place. 
  2PF The four races muster a spaceship fleet. The second Common 
  Muster is called and put under the command of Admiral Morgaine, 
  who immediately moves the fleet to the Cassidine system. 
  2PF The Battle of Triad. Morgaine's fleet performs a surprise 
  attack on the invading Sathar fleet intent on ravaging Traid. The 
  Sathar lose a third of their fleet. 
  2PF Dixon's Star system is attacked by Sathar fleet. Completely 
  unprotected it is soon ravaged. Meanwhile Morgaine moves his 
  fleet to the Prenglar system. 
  2PF The Sathar attack Gran Quivera in the Prenglar system. The 
  Battle of the Two Fleets is fought. The Sathar fleet is routed and 
  destroyed. Morgaine's fleet is seriously depleted and Morgaine 
  dies in battle. With this mutual devastation the First Sathar War 
  comes to an end. 
  1PF Morgaine's World in the Prenglar system is named after the 
  fallen Admiral. 
  1PF The "Grand Meeting" of leaders of the four races takes place 
  on Morgaine's World. 
  1FY (Federation Year) The United Planetary Federation, a mutual 
  defense organization, is established. All worlds of the Frontier, 
  expecting another Sathar invasion, immediately join. Under UPF 
  authority, Spacefleet becomes a permanent defensive force. 
  2FY The Streel Corporation is founded on Pale. 
  3FY The Brotherhood of Spacers becomes the first cadre on the 
  Frontier. 
  5FY Star Law is established by the UPF. 
  5FY The Capellan Free Merchants first appear on the Frontier 
  bringing news of the Rim and their fight with the Sathar, and 
  supplying desperately needed food to the survivors on Laco and 
  Gran Quivera. 
  6FY The First Dramune War is fought. 
  8FY Cassidine Development Corporation is founded on Triad. The 
  creation and growth of mega-corps proceeds at an ever-
  accelerating pace. 
  11FY The Lynchpin system is discovered by Vrusk. They turn the 
  system over to the UPF for development as a military outpost to 
  protect that sector of the Frontier. The Lynchpin system is a 
  military secret until the middle of SWII. 
  12FY Frontier ships enter Rim space for the first time. 
  14FY The Sundown system is discovered. 
  17-27FY The Blue Plague sweeps the Frontier. Scientists believe it 
  was brought to the Sundown system by an alien vessel that 
  crashed on Starmist. Because of Starmist's light population, the 
  plague was not immediately detected and had a chance to 
  mutate. It is believed that vermin from the planet became 
  infected and somehow gained entry to a ship. The ship makes 
  several stops on the Frontier and the plague spreads rapidly. It is 
  called the Blue Plague because of its earliest symptoms -- large 
  blue welts that appear about the face and extremities. These 
  welts leave horrible black scars even if the victim survives the 
  plague. 
  20FY Four star systems become so infested with the Blue Plague 
  that the Council of Worlds, the diplomatic organization of the 
  UPF, requests all races to recognize a permanent quarantine of 
  these four star systems. The systems are designated by Greek 
  letters. A spaceship seen leaving one of these systems is to be 
  destroyed by Spacefleet before it has a chance to spread the 
  plague any further. 
  22FY Hargut, Pale, and Gollywog suffer massive population losses 
   
  
   
  105 
   
   
  due to the Blue Plague. All three planets are temporarily 
  quarantined. 
  23FY The Medical Services Organization is founded. Funding 
  pours in from most of the Frontier worlds. Gretl Grohn is named 
  as the MSO Chief Surgeon. 
  24FY Vaccine for the Blue Plague is discovered at the MSO Center 
  on Morgaine's World. 
  25FY The Mechanon menace on Volturnus first comes to the UPF's 
  attention, but cannot be dealt with because of the Blue Plague. 
  27FY The Blue Plague is eradicated from inhabited planets in the 
  Frontier. In total, 17 million victims fell to the plague. 
  28FY Very tough laws and penalties are laid down by both the 
  UPF and the Council of Worlds concerning the intersystem 
  transportation and handling of flora and fauna. Star Law is given 
  jurisdiction over planetary imports and exports. 
  30FY Pan-Gal system is discovered by the Pan-Galactic 
  Corporation and becomes the first mega-corp star system. 
  31FY New Streel system is discovered by the Streel Corporation. 
  32FY Devco system is discovered by the Cassidine Development 
  Corporation. 
  36FY The Second Dramune War is fought. 
  46FY Solar Major system discovered by WarTech Incorporated. 
  50-60FY Laaco's War. PGC and Streel wage the first Corporate 
  War on Laco. The UPF eventually steps in and empowers an inter-
  mega-corporate commission to resolve the differences. Other 
  mega-corps study Laco's War as a possible legal precedent for 
  solving disputes. 
  54FY The Mechanon Revolt. Mechanons on Volturnus revolt. Only 
  through quick action on the part of Star Law is a full-scale war 
  avoided. 
  57FY The Waller Nexus system is discovered by the UPF survey 
  ship Eleanor Moraes. The only habitable planet, Mahg Mar, is the 
  site of the first UPF mutiny. 
  57FY Liberty system discovered by the UPF. The planet Snowball 
  is liberated from Sathar tyranny. Tacticians, politicians, and 
  exobiologists are given a chance to study Sathar machinery and 
  methods first hand because of the information gathered by the 
  populace during their occupation. It is feared that many pockets 
  of Sathar tyranny exist all around the Frontier and Rim. 
  60FY Rhianna system is discovered by the Cassidine Development 
  Corporation, but is kept secret. 
  61FY The Third Dramune War is fought. 
  63FY Streel attacks CDC operations on Alcazzar. Star Law 
  intervenes and averts a potential Corporate War. 
  66FY Solar Minor system discovered by SynthCorp. 
  67FY Regular trade established with the Rim planets. 
  70FY The Mechanon civilization on Volturnus undergoes an 
  upheaval. The majority of peaceful Mechanons migrate into the 
  undeveloped space between Screen Fron and Dixon's Star. 
  77FY Mechanon is discovered by migrating Mechanons. Its entry 
  into the UPF is blocked until the legal status of the Mechanons 
  can be established. 
  78FY Tough new guidelines for legal ownership of a system or 
  planet are laid down by the UPF and the Council of Worlds. The 
  guidelines are designed to halt mega-corp expansion and to 
  prevent occurrences such as the Mechanon problem. 
  80-90FY The Second Sathar War. 
  80FY The Sathar capture a non-UPF system between Solar Major 
  and Solar Minor. They dub it Outpost #1 and enslave its 
  inhabitants. Construction begins on a planet-wide military and 
  industrial complex intended as a permanent base for incoming 
  Sathar supply ships and troops. 
  80FY Sathar swarm through the Xagyg Nebula and attack 
  Volturnus. New planet-wide battle tactics are used by the Sathar 
  (including the massive use of diversionary, seeded monsters and 
  cybernetically controlled creatures). The attack is a feint to draw 
  Spacefleet to Zebulon. Task Force Cassidine is dispatched to 
  Zebulon. 
  80FY By going through the White Light Nebulae, Sathar Fleet #1 
  enters the Frontier undetected. 
  81FY Sathar Fleet #2 and 3 attack Solar Minor. So overpowering 
  are they that no word of the attack reaches Spacefleet. 
  81FY Sathar Fleet #1 attacks Madderly's Star. They encounter 
  the new Spacefleet fortress on Kdikit. Its resistance is fierce and 
  buys the needed time for reinforcements to arrive. Dramune 
  sends three frigates and a destroyer from its militia while the UPF 
  dispatches two destroyers and two light cruisers from its non-
  attached ships roster. 
  81FY The UPF mines the sector between Cassidine and Madderly's 
  Star. Sathar Fleet #1 is driven from Madderly's Star and pursued 
  as it tries to make its way to Fromeltar. All militia ships in the 
  sector, including half of Task Force Prenglar, are engaged in the 
  pursuit. 
  81FY Task Force Cassidine crushes the Sathar feint on Zebulon, 
  but with heavy losses. The UPF now realizes how vulnerable it is 
  to land attacks. 
  81FY The Rim Coalition dispatches the Flight to the other side of 
  Lkaeok in search of Sathar supply vessels. In return they ask the 
  UPF to station Task Force Casidine half way between Zebulon and 
  Capelle to protect the Rim home worlds in case of a Sathar Sneak 
  attack through the Muld Nebula. 
  81FY Strike Force Nove arrives secretly at White Light. Admiral 
  Niles believes more of the Sathar fleet may attack through the 
  White Light Nebulae. 
  81FY Sathar Fleet #2 emerges between Timeon and Prenglar, 
  placing itself in front of the remains of Task Force Prenglar. The 
  Battle of Prenglar begins two hours later and results in Sathar 
  Fleet #2 scattering or destroying the reduced Task Force 
  Prenglar. 
  Flush with victory, the Sathar proceed recklessly into the Frontier. 
  Strike Force Nove soon engages Sathar Fleet #2. The remaining 
  Task Force Prenglar ships return and join the battle. This running 
  battle results in the eventual withdrawal of Sathar Fleet #2 into 
  the White Light Nebulae. 
  81FY Sathar Fleet #3 attempts to circumnavigate the Great 
  Morass. Two weeks later it is engaged by long-range fighters 
  from Moonworld. Without any knowledge of the existence of the 
  Lynchpin system, the Sathar forge ahead expecting to find a lone 
  spaceship. Instead, the Battle of Moonworld is joined. 
  82FY The Coalition's Flight discovers the Sathar supply route 
  around the Xagyg Nebula. They station themselves in deep space 
  and proceed to destroy all incoming Sathar ships. 
  82FY The final dregs of Sathar Fleet #1, after slipping into the 
  Xagyg Nebula off Fromeltar, arrive back at Sathar Outpost #1 
  and prepare to defend to the death. 
  82FY The Battle of Moonworld ends with three-quarters of Sathar 
  Fleet #3 destroyed. The remaining Sathar vessels are forced to 
  retreat into the Vast Expanse. 
  82FY Task Force Prenglar regroups off K'aken-Kar. 
  82FY The UPF establishes the United Planetary Federation 
  Landfleet, the first interplanetary army raised on the Frontier. 
  Thousands of Humma and Osakar arrive from the Rim and enlist, 
  hoping to stop the Sathar menace before it invades their 
  homeworlds. Many die for the Frontier, but still more stay and 
  become citizens after the war. 
  82FY Strike Force Nova secures the Frontier inward from 
  Theseus. 
  83FY A Coalition Flight long-distance probe discovers Sathar 
  Outpost #1 and reports its location before it is destroyed. 
  83FY The remains of Sathar Fleet #2 arrive at Outpost #1. 
  Despite a desperate shortage of supplies caused by the Flight 
  blockade and terrible losses from previous engagements, the 
  Sathar have completed their construction. Outpost #1 is now a 
  formidable fortress. 
  83FY Three incidents occur that help the Sathar: 
  The Mist Stone, a sacred Capellan icon, is stolen by Sathar agents 
  and smuggled into Outpost #1. 
  The original copy of "Reflections of a Humble Servant" is also 
  stolen and smuggled into Outpost #1. This work is considered by 
  Humans to be the definitive philosophy of Dralasite civilization. 
  Sathar war ships force the populations of Circe and Kir'Kut to 
  evacuate their planets. They are transported to Outpost #1 and 
  enslaved. All three incidents combine to assure that Outpost #1 
  is not taken by orbital bombardment. 
  83FY Strike Force Nova retakes Solar Minor. The fighting is fierce 
  and half of the Strike Force and all of the Sathar holding force is 
  destroyed. 
  
   
  106 
   
   
  83FY The Battle of the Blockade. A reinforcement fleet from 
  Sathar Space is challenged by the Flight. Half of the Sathar Fleet, 
  most of them fighting ships, escape but all troop ships are 
  destroyed. About one half of the Flight is eliminated. 
  84FY The Flight is greatly increased by reinforcements from the 
  Rim. Wing #1, the original Flight, rendezvous with Task Force 
  Prenglar. Battered and weary, they still insist on joining the siege 
  of Outpost #1 with the Frontier forces. This group of Rim spacers 
  quickly gains notoriety in the Frontier and greatly enhances UPF-
  Rim relations. They are known as the Raging Rimmers. 
  Wing #2 takes up the blockade position. Wing #3 is charged with 
  the defense of the home worlds. Task Force Cassidine sails for 
  Solar Minor. The Sathar begin mining operations on the moons of 
  Outpost #1. 
  84FY Dralasites and the Coalitions insist that a diplomatic mission 
  be sent to Outpost #1. The Sathar agree to meet three months 
  later to discuss a possibly treaty. Non-Sathar agents represent 
  Sathar interests at the meetings. Diplomatic talks are held for 
  another 18 months with no results. During that time the Sathar 
  strengthen their defenses and repair their ships. The UPF 
  Landfleet is given time to become a formidable army. 
  86FY Task Force Cassidine joins Strike Force Nova around Solar 
  Minor. Four months later, Capellan Free Merchantmen transport 
  the Landfleet to the Solar Major and Solar Minor Fleets. Many 
  Ifshnits remain in the Frontier after the war and begin the Free 
  Merchant trade system throughout the UPF planets. They will 
  become so firmly entrenched in Frontier life that the mega-corps 
  will not be able to force them out, and eventually accept them as 
  another mega-corp. 
  87FY The Battle of Five Fleets. In a pincer action, Task Force 
  Prenglar, Coalition Wing #1, Task Force Cassidine, and the 
  remnants of Strike Force Nova attack the Outpost #1 system. 
  Outpost itself is a mammoth world with two planet-sized moons. 
  The entire year is spent destroying the remnants of the Sathar 
  Fleet, the minefields orbiting the planet, the small fighter 
  squadrons the Sathar captured on the two conquered worlds, and 
  the moon's mining and defensive operations. Lost in the action is 
  the rest of Strike Force Nova, except for the battleship Quasar, 
  half of Task Force Cassidine, and all but two destroyers from 
  Coalition Wing #1. 
  88-90FY The Siege of Outpost. Task Force Prenglar blockades 
  Outpost #1 while Landfleet is shuttled in under intense fire. The 
  land battles take two years to complete. At the end of hostilities, 
  no Sathar survive and 40% of Landfleet is destroyed. Among the 
  Landfleet dead, 30% are non-Frontier citizens. Most of the 
  Ifshnit, Osakar, and Humma who have served the UPF during the 
  war settle down on the UPF Frontier worlds. 
  91FY The University of Zebulon receives Frontier. Its facilities on 
  Anker increase over the next 20 years until they are larger than 
  most Frontier cities. 
  92FY Solar Minor is resettled. 
  93FY The Frontier worlds decide that a permanent, but scaled 
  down, UPF Landfleet force must be maintained at all times for the 
  defense of the Frontier. 
  95FY Outpost #1 is established as a UPF military base. The 
  "Hoppin' Hundred and Eighth," a spearhead Humma division, is 
  stationed there permanently. 
  96FY Galactic Task Force and MercCo fight the first post-SWII 
  Corporate War over settlement rights on a moon orbiting Alcazzar 
  in the Rhianna system. Hostilities quickly spread to include all 
  seven of Alcazzar's moons and over a half dozen mega-corps. The 
  Corporate Wars begin in earnest. 
  97FY The first Star Law graduating class containing Ifshnits, 
  Humma, and Osakar finish their training. The violent outbursts 
  threatened by a few radical cults never appear. 
  98FY The Rim and the UPF enter into multiple defense treaties 
  and economic trade agreements, but the Coalition gives severe 
  warnings to all mega-corps that their militancy will not be 
  tolerated in the Rim. Tourism between the UPF and Rim is 
  established and is immediately successful. The Frontier now 
  officially includes the Rim Worlds. 
  99FY Star Law is invited to the Rim to help the Coalition train 
  their own planetary branches. 
  100FY The Rim's Age of Adventure begins as hundreds of 
  exploratory vessels are sent out to make the unknown regions 
  surrounding the Rim. 
  102-106FY The Rim side of the Lesser Morass is mapped. 
  103FY The first Rim Star Law agents appear. The structure is 
  identical to the UPF Star Law organization. 
  104-111FY The Rim side of the Xagyg Dust Nebula is mapped. 
  105 FY. Star Law is given equal powers, rights, and jurisdiction in 
  both the Rim and UPF systems for interplanetary and interstellar 
  crimes. While it works mainly with the local law enforcement 
  agencies, Star Law is recognized as the only law enforcement 
  force with full authority throughout the entire Frontier. 
  105FY An altered Mechanon assassinates the Governor of 
  Zebulon. The UPF suspects that the Sathar may be establishing 
  an extensive spy and terrorist network. The possible Sathar use 
  of mechanical life forms, such as the Mechanons, as agents 
  becomes a prime investigative goal of Star Law. 
  106FY The Mechanons are officially informed by the UPF that they 
  are not considered a stable enough society, at this time, to be 
  allowed equal status in the UPF. They are forthwith considered 
  "wards of the Federation." Their protection and supervision are 
  the responsibility of the Council of Worlds. While most Mechanons 
  accept this as a necessary step toward independence, some rebel 
  and go underground, swearing to avenge their race. Many of 
  these are suspected of being Sathar agents. 
  106-111FY Mapping of the Rim side of the Xagyg Nebula is 
  completely up to the Klaeok system. 
  107FY The A.I.P.S. is formed. Except for the Capellan Free 
  Merchants, who were introduced into the UPF society under 
  unusual circumstances, it is the first mega-corp voluntarily 
  created by smaller companies in an effort to resist merger or 
  take-over attempts by existing mega-corps. 
  108FY In an effort to stem the growing numbers of Corporate 
  Wars, the UPF and Coalition worlds grant Star Law the authority 
  to recruit and use mercenaries and to establish the Star Law Psi-
  Corps, a special branch of Mentalist-disciplined officers. 
  109FY 
  Mego-corp 
  recruitment 
  doubles 
  in 
  non-enforcer 
  professions. A trend of smaller and cheaper skirmishes or 
  espionage missions to replace the larger, more expensive 
  Corporate Wars begins to show. Over the next two years the 
  term "Corporate War" comes to mean a war of intelligence 
  gathering, 
  tactical 
  enforcement 
  procedures, 
  and 
  industrial 
  sabotage rather than full-scale military operations. 
  109FY Long-range probe ships are sent into suspected Sathar 
  space away from the Rim and UPF systems on the other side of 
  the Xagyg Dust Nebula. It is hoped these probes can answer the 
  question of where the Sathar come from. 
  110FY A human assassin fails in his attempt to shoot Queanee 
  Kloonanu, chairman of the Council of Worlds. A small bioform is 
  found attached to the human's back. Scientific studies show it to 
  be some kind of intelligent, parasitic organism with the same 
  genetic make-up as Sathar specimens. Authorities believe it to be 
  a new Sathar method of controlling agents. See-through apparel 
  becomes fashionable almost immediately. 
  111FY The University of Zebulon publishes the first volume of 
  Zebulon's Guide to Frontier Space, a multi-volume collection of 
  confirmed flora, fauna, cultures, devices, customs, and history of 
  the known Frontier. It is considered the definitive work on the 
  Frontier and is immensely popular. 
  111FY Mapping of the Xagyg Dust Nebula continues from Klaeok 
  and K'aken-Kar. 
  111FY The Grand Celebration, commemorating 111 years of the 
  UPF treaty is planned for the entire year. Gala social functions, 
  parades, and celebrations are planned on every planet in the UPF 
  and even some in the Rim. 
   
  MEGA- 
  CORPORATIONS  
  STAR FRONTIERS® game characters will encounter 
  a number of identifiable organizations throughout 
  
   
  107 
   
   
  the course of their adventures (Star Law, the Sathar 
  war 
  machine, 
  spy 
  networks, 
  etc.) 
  but 
  one 
  organization stands out from all the rest: the Pan-
  Galactic Corporation.  
  The STAR FRONTIERS Alpha Dawn basic game rules 
  list 
  Pan-Galactic 
  as 
  "the 
  oldest 
  and 
  largest 
  interstellar company." The history section explains 
  how Pan-Galactic was established.  
  In the STAR FRONTIERS Knight Hawks game, Pan-
  Galactic is mentioned as the largest of over half a 
  dozen 
  huge 
  and 
  multi-faceted 
  corporations 
  operating in the Frontier. How and when did Pan-
  Galactic's monopoly on the Frontier fail? Where did 
  these other companies come from? The status of 
  mega-corps are clarified in many of Zebulon's notes.  
  The establishment of the PGC as the major mega-
  corporation on the Frontier was designed into the 
  basic rules as a starting point from which game 
  referees 
  could 
  design 
  their 
  own 
  corporate 
  structures. The information given in the original Star 
  Frontiers Alpha Dawn game was applicable during 
  the time of the First Sathar War (SWI). The 
  information given for the Knight Hawks game is 
  specifically placed as the beginning of the Second 
  Sathar War (SWII).  
  CORPORATE HISTORY  
  The first large interstellar company was the Pan-
  Galactic Corporation; it is no exaggeration to say 
  that PGC ruled the Frontier in the early days. Like 
  the great railroad century of late 19th- and early 
  20th-century Earth, the PGC was the only fast, safe 
  way to travel through an unknown frontier for the 
  millions of pioneers who yearned for land and their 
  own fortunes. The PGC had its fingers in every pie, 
  controlling 
  financing, 
  transportation, 
  mining, 
  industrial and agricultural organizations, and more 
  one the worlds of the Frontier.  
  There is a lot to thank the GPC for in this early 
  development period. It founded a common unit of 
  currency (the credit), established the galactic board 
  of trade, created and spread the Pan-Galactic 
  language 
  (usually 
  called 
  PanGal), 
  financed 
  innumerable 
  scientific 
  breakthroughs 
  that 
  led 
  Frontiersmen further and further into space, and did 
  much, much more.  
  But there were great problems inherent in the one-
  company system. Corporate corruption became rife 
  on the less civilized worlds. Often whole planets and 
  races were at the mercy of the PGC's concept of 
  "morality," and too often aesthetic values lost out to 
  financial ones. No competition meant stagnation in 
  many industrial areas and complete control of the 
  economic system by a single entity.  
  Possibly the worst problem, however, was the lack 
  of independence enjoyed by planets, and sometimes 
  whole systems, because of their overwhelming 
  dependence on one source for all their needs. 
  Because of this last factor, a type of economic 
  blackmail, it was inevitable that others would try to 
  break PGC's monopoly on the Frontier.  
  During the period the Sathar Wars, secret financial 
  groups sprang up, investing in land and various 
  industrial operations and gaining power until their 
  size could no longer be hidden from PGC. Many of 
  these initial investments were made in cities, 
  planetary governments, and militias.  
  By the time PGC discovered its potential rivals, it 
  was too late; their footholds were established, and 
  with them cam planetary autonomy. Pan-Galactic's 
  hold over the Frontier was broken at last. The new 
  corporations decided to fight PGC on its own ground, 
  making diverse investments and establishing their 
  operations in the same areas as PGC's operations.  
  This last point is important, because without it the 
  Sathar could not have presented a serious threat to 
  the UPF during the Second Sathar War. Escalating 
  competition 
  between 
  the 
  larger 
  companies, 
  particularly PGC, Streel Corporation, and Cassidine 
  Development Corporation, led to armed conflicts 
  that required much of Star Law and spacefleet's 
  time and energy to quell. Many galactic historians 
  believe that without this debilitating distraction, the 
  UPF forces would have been stronger and better 
  prepared for another Sathar invasion.  
  After SWII, corporate focus and investments altered 
  rapidly and radically. Many executives and design 
  teams left the established mega-corps to found their 
  own 
  companies. 
  These 
  new 
  companies 
  were 
  extremely specialized. Financing became available 
  through planetary and galactic bonds created to 
  increase local industry and jobs.  
  During this shift of talent, many of the established 
  mega-corps 
  began 
  to 
  feel 
  that 
  these 
  were 
  nonprofitable directions and thus not worth their 
  support in the face of any substantial competition. 
  The logic behind this was based on the larger 
  investment firms' belief that specialized companies 
  could not grow to any significant size and would 
  later fail and be merged back into existing mega-
  corps.  
  This was a terrible mistake by those few pre-war 
  mega-corps and shows the tunnel vision and lack of 
  foresight that permeated the top executive levels at 
  that 
  time. 
  The 
  specialized 
  firms 
  grew 
  at 
  unprecedented rates. They reinvested their income 
  in their own specific areas, not in mergers and 
  
   
  108 
   
   
  outside acquisitions. Because of this, within years 
  the thought of dealing with anyone but a specialized 
  company was absurd: people would only travel with 
  Trans-Travel, only buy their weapons from WarTech 
  Inc., etc. These companies were the best in their 
  fields 
  and 
  competitive 
  in 
  their 
  pricing. 
  They 
  represented reliability in many areas in which the 
  established mega-corps could no longer hope to 
  compete.  
  The 
  single 
  greatest 
  factor 
  preventing 
  these 
  embryonic firms from being swallowed up by their 
  larger, richer cousins was the UPF Anti-Merger Laws, 
  passed 
  during 
  SWII. 
  Wishing 
  to 
  discourage 
  centralized industry, which is an easier target for 
  attack or covert takeover by the Sathar, the UPF 
  enacted numerous laws to prevent mergers that 
  would give a mega-corp a complete monopoly in an 
  industry. So effective were these laws in curbing 
  corporate tyranny that they remain in effect today.  
  The specialized companies grew at an amazing rate 
  and soon became mega-corps themselves. The 
  animosity some of the older mega-corps felt towards 
  the UPF Governing Council's decision to keep these 
  laws is still felt today through their lobbying efforts 
  in 
  planetary 
  governments 
  and 
  through 
  their 
  increased "security" divisions that may someday 
  rival those of the UPF forces.  
  THE CORPORATE WARS  
  The term "Corporate wars" was not coined until a 
  decade after SWII. The first use of the term was by 
  WarTech Inc., in a special weapons catalogue 
  released to various industries. The new media 
  quickly picked up on the term and used it for 
  sensationalistic effect.  
  The true beginnings of the Corporate Wars are 
  decades old. In fact, they started before SWII 
  began. The first Corporate War began on Laco's 
  World in the Dixon's Star system. It was the scene 
  of a decade-long conflict between the Streel 
  Corporation on one side and the Pan-Galactic 
  Corporation operating through the galactic Task 
  Force on the other. Tens of thousands of casualties 
  were suffered, and more than a dozen spaceships 
  were destroyed in what is now called "Laco's War."  
  This was started and settle before SWII. The 
  outcome of the War was decided by PGC's immense 
  military expenditures. PGC settled with the rights to 
  the planet and Streel Corporation, soundly defeated, 
  made no more attempts to claim it. This set the 
  pattern 
  for 
  future 
  corporate 
  conflicts 
  of 
  and 
  "unnegotiable nature."  
  At this time, the UPF could not afford to go to was 
  with every corporation that raised a private army or 
  fleet. With the sudden reintervention of the Sathar, 
  culminating in SWII, corporations ceased their 
  hostilities to combine their efforts against the 
  common foe. The end of the war quickly saw 
  resumed tensions and private military escalations. 
  This time, however, the UPF was ready for the 
  hostilities.  
  New laws gave Star Law more power and authority 
  to act in the interest of galactic peace. Spacefleet 
  was rearmed and could easily intimidate smaller 
  fleets. Landfleet, the standing UPF army created 
  during SWII, had been maintained, though at a 
  reduced size, and Corporate Wars offered perfect 
  chances for it to practice maneuvers. For a while it 
  looked like the UPF forces could prevent occurrences 
  leading to further Laco's Wars.  
  Unfortunately, the government did not reckon with 
  the mega-corps' greed and resources. A combination 
  of swelled mega-corporate coffers from SWII, 
  thousands 
  of 
  unemployed 
  soldiers 
  turning 
  mercenary, and the emergence of specialized mega-
  corps that thrived on military conflict resulted in an 
  escalation of corporate warfare to a previously 
  unknown level.  
  In addition to covert Sathar, Mechanon, pirate, and 
  terrorist activities, the UPF security forces now had 
  to deal with full-scale invasions, sieges, and battles 
  fought by more than a dozen mega-corps and 
  conglomerates of smaller firms.  
  STAGES OF A CORPORATE WAR  
  To better understand the Corporate Wars, one must 
  go to Star Law and their guideword for rookie Star 
  Lawmen: ICEWARS. This acronym outlines the 
  seven stages of escalation usually seen in a 
  corporate War.  
  • Interest conflict -- A conflict of interest develops 
  between two corporate entities over mineral 
  rights, world development rights, etc.  
  • Corporate espionage -- Usually an increase in 
  corporate spying takes place after the initial 
  conflict of interest develops.  
  • If results indicate the opposing corporations' goals 
  are not actually in conflict, then the entire matter 
  is cleared up immediately.  
  • Economic sanctions -- If espionage does indicate 
  a conflict, economic sanctions are imposed to 
  pressure the other corporation out of the dispute. 
  This is usually when corporate alliances are made, 
  out of a need to find alternative sources of 
  financing, food, weapons, etc. Sometimes these 
  economic sanctions work, usually they do not.  
  
   
  109 
   
   
  • Withdrawal -- When economic sanctions do not 
  pressure either side out of a conflict of interest, 
  then a rapid withdrawal of corporate personnel 
  and equipment from the planet, moon, or site in 
  question begins. This pullout sometimes confuses 
  the 
  opponents 
  into 
  believing 
  the 
  economic 
  sanctions worked. Generally, it is a prelude to 
  war.  
  • Armed conflict -- Once a site is deemed vacated 
  by a corporation or any potential hostage 
  personnel or material, mercenaries are sent in to 
  hold the site while negotiates proceed. These 
  mercenaries are usually referred to as "advisors." 
  This step is the tip-off to the opposing corporation 
  that war is imminent.  
  • Reinforcements -- The inevitable hostilities are 
  exchanged and reinforcements are sent in to 
  protect the corporate interests. The actual war 
  has now begun and negotiations, usually for 
  public relations purposes, continue to be held 
  while the war continues. The length of the war 
  can vary. The shortest war on record was 
  between two moonmining colonies around Outer 
  Reach in the Dramune system. A stray missile 
  with two high-explosive warheads hit a cache of 
  TD-19 in a tin hut. The blast of shrapnel 
  punctured every space suit worn in battle. Actual 
  battle time: 3 minutes. Casualties: 135 dead. The 
  longest war on record is Laco's War. Actual battle 
  time: 
  10 
  years. 
  Casualties: 
  235,000 
  dead, 
  367,000 wounded, 170 tril-credits in equipment 
  destroyed.  
  • Stabilization -- When one corporation wishes to 
  withdraw from the conflict, because of the drain 
  on its resources or the inevitability of defeat, the 
  negotiations 
  suddenly 
  become 
  serious. 
  The 
  conflict is then resolved within a week (after all, 
  time is money). Terms of surrender range from 
  full reparations to the victorious corporation to 
  the simple withdrawal of the losing corporation's 
  forces.  
  It should be noted that these wars are no longer 
  fought on the developed worlds within the frontier. 
  All battles occur on newly discovered worlds, moons, 
  and in space about them. If a Corporate War is 
  seriously affecting the health and welfare of a planet 
  on the Frontier, Landfleet may be sent in as a 
  peace-keeping force or Spacefleet may step in and 
  end the conflict in the swiftest, surest method 
  available: space blockade, saturation bombardment, 
  and so on. No corporation has ever won a battle 
  with Spacefleet or Landfleet. Star Law usually acts 
  in a covert manner to prevent, delay, or bring an 
  end to these most harmful of wars. Sabotage, 
  disruption of communications, and even the arrest 
  of mega-corp executives on other charges have 
  been used to end conflicts.  
   
  Other factors to keep in mind when dealing with 
  mega-corps are their own internal problems. Power 
  struggles between executives are commonplace. The 
  cadres, far-removed descendants of labor unions, 
  are must contend with their influence. Planetary 
  governments also figure heavily in mega-corp 
  decisions.  
  PROMINENT MEGA-CORPS  
  Following is a list of post-SWII mega-corps, their 
  operations, 
  headquarters, 
  chief 
  executives 
  (if 
  known), subsidiaries, and allies or enemies.  
  The first five mega-corps (PGC, Streel, CDC, 
  Galactic Task Force, and MercCo) share control over 
  their respective areas and are in constant conflict 
  with each other.  
  The remaining mega-corps have significant control 
  of their respective areas (60% to 70% control of 
  their industry). Although they are involved in armed 
  conflict with smaller companies and pirates, they 
  seldom battle each other for possession of land, 
  mineral resources, conflict or interest, etc. The have 
  no set allies or enemies.  
   
  PAN-GALACTIC CORPORATION  
  Consensus has it that the PGC is the largest 
  business entity in the Frontier, but no factual data 
  has been released to support this belief. The PGC 
  has offices on nearly every inhabited planet, but has 
  now confined most of its operations to financial 
  areas, 
  industrial 
  research, 
  funding 
  Frontier 
  explorations, 
  loans 
  for 
  business 
  ventures, 
  investments, the backing of new governments, and 
  so forth.  
   
  Headquarters: 
  Port 
  Loren, 
  Gran 
  Quivera, 
  Prenglar  
  Chief Executive: Chang Kim Lee (Human)  
  Subsidiaries: PGC owns innumerable small and medium-
  sized 
  corporations, 
  including 
  Trojan 
  Enterprises 
  on 
  Kraatar. 
  Allies: Galactic Task Force Inc.  
  Enemies: Streel Corporation, MercCo  
  Occasional Opposition: CDC, Capellan Free Merchants  
   
  
   
  110 
   
   
   
   
  STREEL CORPORATION  
  Streel has grown remarkably in the last few decades 
  and is fast approaching PGC in size and financial 
  power. Streel offices are now spread throughout the 
  Frontier and Rim, the latter an area the PGC has 
  neglected. Streel backs technological research, 
  banking systems, savings and loan institutions, and 
  financial backings for real estate and agricultural 
  areas.  
   
  Headquarters: Point True, Pale, Truane's Star  
  Chief Executive: Hilo Headow (Yairian)  
  Subsidiaries: The larger are Greater Vrusk Mutual 
  Prosperity Institution, First Dralasite Savings and Loan 
  chain, an the Yazirian Financial Co-op. All of these were 
  once major competitors that Streel acquired.  
  Allies: MercCo 
  Enemies: PGC, Galactic Task Force Inc.  
  Occasional Enemies: CDC  
   
   
   
  CASSADINE DEVELOPMENT 
  CORPORATION  
  CDC has also grown over the last few decades, but 
  no to the same extend as the Streel Corporation. 
  CDC has offices on all major worlds and is starting 
  to expand into the Rim. CDC specializes in insurance 
  companies and in operations of a risky nature, such 
  as planetary and deep space mining operations, 
  archaeological digs, and off-Frontier exploration 
  ventures.  
   
  Headquarters: New Hope, Triad, Cassidine  
  Chief Executive: Members of the Board of Directors share 
  equal power; most noted Director is Xoprothun (Dralasite)  
  Subsidiaries: CDC is fronted so well that subsidiaries are 
  relatively unknown  
  Allies: CDC has had an alliance, at one time or another, 
  with almost every mega-corp except PGC and Streel  
  Enemies: None  
  Occasional Opposition: PGC, Galactic Task Force Inc., 
  Streel Corporation, Capellan Free Merchants, MercCo  
   
  GALACTIC TASK  
  FORCE INCORPORATED  
  Galactic Task Force (usually known simply as 
  Galactic or GTF has a monopoly on the business of 
  providing nonmilitary or nonsecurity services for 
  other companies. Almost every service imaginable 
  can be obtained from them. They also provide 
  military and security services, but they do not have 
  a 
  monopoly 
  in 
  those 
  areas. 
  Their 
  slogan, 
  "Secretaries to mercenaries, we've got a place for 
  you!" in known throughout the Frontier.  
   
  Headquarters: Port Loren, Gran Quivera, Prenglar  
  Chief Executive: Vlad Lopex (Human)  
  Subsidiaries: Rent-A-Drudge, 24-Hour Escorts Inc., All-
  Day Medical Services, Security Forces Ltd.  
  Allies: PGC  
  Enemies: MercCo, Streel Corporation  
  Occasional Opposition: Various small services and security 
  organizations, local militia, pirates  
   
   
   
  MERCCO  
  MercCo 
  was 
  created 
  shortly 
  after 
  SWII 
  by 
  enterprising individuals who specialized in warfare. 
  They received financial backing from the Streel 
  Corporation, and in ten years have developed into a 
  mega-corp. MercCo Specializes in mercenaries for 
  hire in temporary or permanent security, military, or 
  high-risk positions.  
   
  Headquarters: Buckerton, Kdikit, Madderly's Star  
  Chief Executive: Ebser Henshaw (Yazirian)  
  Subsidiaries: ForceCo (military personnel), SecurCo 
  (security personnel), RiskCo (high risk operations of any 
  type)  
  Allies: Streel Corporation  
  Enemies: Galactic Task Force Inc., PGC  
  Occasional Opposition: Various small security 
  organizations, militia, pirates  
   
  TRANS-TRAVEL  
  Trans-Travel is a planetary corporation composed of 
  many different companies all financed by and 
  headquartered on the same planet, Terledrom. The 
  government of Terledrom formed this corporation at 
  the outbreak of SWII. It was the first of the new 
  mega-corps. All of these companies specialize in 
  some form of transportation or the manufacturing of 
  transport vehicles or machines.  
   
  
   
  111 
   
   
  Trans-Travel itself controls 80% of nonmilitary 
  space travel. This includes transportation of raw 
  materials, processed goods, passengers, etc. Trans-
  Travel's slogan, "Your safest route is with Trans-
  Travel," is as much a warning to the mega-corps as 
  an advertisement. T-T considers smuggling a serious 
  crime and will punish it by death, if given a chance.  
   
  Headquarters: Sengsen, Terledrom, Fromeltar  
  Chief Executive: Ruled by a council of Yazirians whose 
  identities are not common knowledge  
  Subsidiaries: Frontier Spaceship Manufacturing 
  Corporation, Interstellar Vehicles Co., Hickman Hovercraft, 
  Niles Vehicles, Grubber Aircraft Industries, Stewint Land 
  Transport Company, Curtis Cycle Corporation, Dobson 
  Security Vehicles, Ltd., Moore Labs  
   
  SYNTHETICS CORPORATION  
  SynthCorp provides the vast amount of natural and 
  synthetic food, beverages, and over-the-counter 
  pharmaceutical needs to the Frontier. It owns many 
  agricultural co-ops, vast manufacturing facilities, 
  and dozens of laboratories. Almost all independent 
  agricultural 
  and 
  diary 
  operations 
  deal 
  with 
  SynthCorp. Amazingly, they are all on very good 
  terms and SynthCorp has the best reputation for 
  fairness and quality of any mega-corp.  
   
  Headquarters: Synthtown, Inner Reach, Dramune  
  Chief Executive: Krondot (Dralasite)  
  Subsidiaries: ByChem, thousands of small and middle-
  sized companies  
   
  INTERPLANETARY INDUSTRIES  
  I.I. specializes in high-tech devices of a non-
  computer or non-communications nature that are 
  too expensive for other mega-corps to produce. 
  More galactic patents are held by I.I. than any other 
  mega-corp, and its research labs are the finest on 
  the Frontier. Industrial spying is a way of life with 
  most mega-corps and I.I. is no exception. Its 
  private security force is reputed to be the best in the 
  Frontier.  
   
  Headquarters: Lake Vast, Triad, Cassidine  
  Chief Executive: Harlon Thow (Human)  
  Subsidiaries: None  
   
  NESMITH ENTERPRISES  
  OF TRIAD  
  The NET holds the patents on most computer and 
  communications equipment. Competition between 
  the NET and I.I. is strong, but it has not yet erupted 
  into a Corporate War. Both mega-corps would like to 
  expand into their counterpart's market. This is a 
  volatile situation that Star Law is trying to contain. 
  Because of the NET's patents on programming units 
  (progits) and body computers (bodycomps), plus 
  the 
  circuitry 
  for 
  most 
  communication 
  and 
  radiophones, most other mega-corps have never 
  even considered competing with the NET.  
   
  Headquarters: Malicon Valley, Triad, Cassidine  
  Chief Executive: Unknown  
  Subsidiaries: Hundreds, all closely identified with NET 
  (e.g., NET-Progit Industries, NET-Communicator 
  Industries, etc.).  
   
  UNIVERSAL HOUSEHOLDS  
  UniHo specializes in three distinct areas: textiles and 
  clothing, household furnishings, and buildings. Their 
  synthetic apparel resists grime and wear and is 
  inexpensive. Therefore UniHo made sure it controls 
  the fashion industry; though made to last longer, 
  their apparel goes out of style yearly. UniHo 
  furnishings are usually made of plastic or plasteel 
  and are modular in design. Any piece of valuable 
  furniture, such as real wood pieces, are usually 
  made by a sub-contractor. UniHo buildings are pre-
  fab dwellings, offices, industrial and professional 
  facilities, and so forth. Specialty buildings are 
  expansive and are designed and constructed by 
  architectural engineers.  
   
   Headquarters: Hyyay, Hakosoar, Scree Fron  
  Chief Executive: K'an Ku (Vrusk)  
  Subsidiaries: Two massive ones: Planetary Structures 
  Inc., and Kotiz Fashions Inc.  
   
   
   
  STARPLAY ENTERPRISES  
  Leisure time activities are the concern of Starplay 
  Enterprises, 
  and 
  most 
  legal 
  intoxicants, 
  confectionaries, exotic cuisine, sporting goods, 
  sports events, gambling, recreational equipment and 
  facilities, and general entertainment are provided by 
  them. Under UPF laws, no single corporation can 
  hold a complete monopoly in the But Starplay comes 
  as close as it legally can to doing just that. It offers 
  dozens of orbiting broadcast stations for subscriber 
  channels and publishes thousands of periodicals in 
  all known languages. Many financial experts believe 
  Starplay will be the next number one mega-corp.  
   
  Headquarters: Maxe, Minotaur, Theseus  
  Chief Executive: Zsa-Nin (Yazarian)  
  Subsidiaries: Most major sports leagues and facilities, 
  Price Publishing, the Stellar Entertainment Network  
   
  
   
  112 
   
   
  ASSOCIATION OF  
  INTERGALACTIC POWER SUPPLIERS  
  The A.I.P.S. is the newest mega-corp and was 
  created in a most unusual way. Power suppliers 
  throughout the galaxy have traditionally been 
  independents. But a private investigation team 
  gained evidence that PGC was planning a massive 
  buyout 
  of 
  most 
  energy 
  producers, 
  including 
  companies in the solar, nuclear, petro mining, and 
  thermal 
  collective 
  industries. 
  They 
  sold 
  this 
  information to a small organization of energy 
  producers who quickly called the major power 
  companies together and decided to merge into a 
  mega-corp. If the thousands of independent energy 
  producers still at large joined the A.I.P.S. it would 
  be one of the big three mega-corps.  
   
   Headquarters: Klaktow, Hargut, Gruna Garu  
  Chief Executive: Petrov Noptolova (Human)  
  Subsidiaries: Hundreds of thousands of companies of all 
  sizes. The best known include Machon Mining, Nova 
  Nuclear Incorporated, and Consolidated Nebula (Con-
  Neb).  
   
   
   
  TACHTON INSTRUMENTS  
  T.I. controls most of the Frontier's industrial 
  engineering businesses and, more importantly, 
  almost all of the robotics industries. T.I. holds the 
  patents on the Freeswing Gyroscope, necessary for 
  the operation of cost-effective bipedal robots, and 
  on the Marilin Cybernetics Cortex, without which 
  cybernetics would still be a theory. T.I. also 
  produces bionic body parts.  
   
  Headquarters: Tachton, Lossend, Timeon  
  Chief Executive: Margaret Bouvia (Human)  
  Subsidiaries: Raupp Robotics, Elmore Electronics, Arky 
  Positronics, Parkinson Cybernetic Industries, Easley 
  Androids Ltd., Egalt Robotics, LaForce Industrial 
  Engineering Corporation, Dawck Factories  
   
  GALACTIC OVERALL  
  DEVELOPMENT COMPANY  
  This mega-corp is refereed to as GODCo by the less 
  reverent. It is located on Hentz, which is ruled by a 
  religious clan, the Family of One. Although not an 
  overly fanatic or expansionistic religion, it does 
  dictate that everyone who lives on Hentz or works 
  for GODCo must wear a uniform denoting his job 
  and social position.  
   
  GODCo's specialty is architectural engineering and 
  terraforming. While architectural engineering is a 
  lucrative 
  business, 
  it 
  is 
  the 
  planet-altering 
  terraforming that has really propelled the company 
  to 
  mega-corp 
  status. 
  Since 
  the 
  Cassidine 
  Development Corporation funded them and the 
  Capellan Free Merchants underwrote the loan, 
  GODCo is particularly indebted to them.  
   
  The science of terraforming may change the 
  structure of the entire Frontier over the coming 
  centuries, 
  as 
  whole 
  worlds 
  may 
  be 
  made 
  inhabitable. Only planets that have no intelligent life 
  form can be terraformed. However, hundreds of 
  thousands of species of flora and fauna are 
  destroyed each time a planet is reformed and some 
  new cults have arisen to try and block further 
  planetwide destruction of life.  
   
  Headquarters: Onehome, Hetz, Araks  
  Chief Executive: Rev. Yeppir (Yazirian)  
  Subsidiaries: None  
   
   
   
  WARTECH INCORPORATED  
  The WarTech Inc. military and industrial complex 
  control about 80% of all weaponry sold, and can 
  influence 
  planetary 
  and 
  system-wide 
  military 
  conflicts. Corporate 
  warfare and miscellaneous 
  battles on the Frontier are usually conducted by 
  members of Galactic, MercCo, planetary militia, or 
  Landfleet, who all buy their supplies from WarTech 
  
   
  113 
   
   
  (or rent them from the Capellan Free Merchants). It 
  is even reported that private dealers buy weapons 
  for pirate or terrorist organizations from WarTech. It 
  is also rumored that certain "Doomsday" devices 
  were created by WarTech, but were deemed to be 
  too dangerous for public consumption.  
   
  Headquarters: Heston, Hargut, Gruna Garu  
   Chief Executive: Lance "Gunner" Todd (Human)  
   Subsidiaries: Interstar Weaponry, Nova Explosives 
  Unlimited, Newar Laboratories, Zik-kit Ordinance 
  Industries  
  Referee note: Unknown to the rest of the mega-corps, 
  WarTech actually has the largest annual income  
   
  EVERSAFE ENTERPRISES  
  The 
  motto 
  of 
  Eversafe, 
  "Live 
  eversafe 
  and 
  eversecure!" gives some indication of the hardware 
  available from this mega-corp. Eversafe produces 
  most of the Frontier's defensive suits, power 
  screens, vehicle plating and defensive attachments, 
  and security systems. From time to time Eversafe 
  field tests new defenses through Star Law or 
  MercCo.  
   
  Headquarters: Moline, Gollywog, White Light  
  Chief Executive: E. LeRoy Lange (Human)  
  Subsidiaries: Wokeekoo Scanner Manufacturing 
  Corporation, Armorall Unlimited, Guardall Inc., Mikooc 
  Cardlock Manufacturing Firm  
   
  CAPELLAN FREE MERCHANTS  
  This 
  unusual 
  conglomerate 
  of 
  retail 
  outlets, 
  distributors, manufacturers, and trading ships is 
  much larger than most Frontiersman realize. The 
  Capellan Free Merchants is a union of small 
  companies that protects its members from mega-
  corps. It specializes in the sale of exotic items, 
  which can usually be found nowhere else but in a 
  CFM shop, and in rentals. This renting or leasing of 
  equipment to its members (at a flat rate) and up to 
  nonmembers (at the going rate plus 20% per 
  month) is extremely lucrative and has been a thorn 
  in other mega-corps' paws for years. Free Merchants 
  also repair and maintain equipment, giving them 
  added income on other mega-corps' products.  
   
  The 
  most 
  recognizable 
  members 
  of 
  this 
  conglomerate (although there are members of every 
  known race in the CFM) are the Ifshnits from the 
  Capella system of the Rim Confederation. These tiny 
  merchants organize hundreds of planet-hopping 
  trading ships that ply the spaceways with their 
  wares. 
  The 
  Free 
  Merchants 
  have 
  a 
  clear 
  understanding with Trans-Travel and will only 
  transport their own materials and personnel on their 
  ships. The Capellan Free Merchants usually do not 
  open a shop under than name, but prefer the 
  anonymity of a front organization. Because of their 
  long domination of Rim society they do not 
  necessarily feel constrained by the niceties of law.  
   
  Any being can belong to the Free Merchants, but he 
  must pass a five-year apprenticeship program first. 
  Entry into this program requires sponsorship by an 
  already established Free Merchant. The Capellan 
  Free Merchants have been known to venture beyond 
  known space in search of new and exotic items.  
   
  Headquarters: Red Islan, Faire, Capella  
  Chief Executives: The Council of Twelve, a revolving 
  membership drawn from Capellan elders who have been 
  Free Merchants.  
  Subsidiaries: None  
  Referee Note: The Capellan Free Merchants seem to be an 
  exception to many rules governing mega-corps, such as 
  not really being an exclusive manufacturer of materials 
  and being able to avoid the Trans-Travel lobby. This is 
  because the CFM were granted a UPF charter to do so, the 
  only one of its kind, in gratitude for their help during the 
  rough days following SWI.  
   
  CADRES AND 
  CULTS 
  The mega-corporations are not the only "power-
  brokers" in Frontier society. Two others are the 
  various 
  cadres 
  and 
  cults 
  that 
  have 
  gained 
  substantial followings. They are by no means all 
  public, 
  and 
  some 
  are 
  almost 
  impossible 
  to 
  encounter, but they exist and pursue their beliefs 
  nonetheless.  
   
  Cadres are planetary organizations of people who 
  are all members of the same profession (except the 
  Spacers who can be found throughout the Frontier). 
  There are cadres of teachers, miners, public 
  transportation operators, and so forth. These cadres 
  are constantly battling the mega-corps for more 
  credits, more benefits, and more control over their 
  occupations. 
  Sometimes 
  a 
  cadre 
  is 
  honest, 
  sometimes not, but lately many of them have been 
  studying the renewed militancy with which the 
  mega-corps pursue their goals. Some of the more 
  powerful cadres, such as the Synthfood Workers or 
  the Brotherhood of Spacers, may resort to their own 
  brand of militancy to resolve differences in the 
  future. Star Law is monitoring cadres carefully at the 
  present time.  
   
  Cults spring up everywhere but usually fade within 
  the year Some are religious, some are social, others 
  comprise outright fanatics who like to express 
  themselves in bizarre ways. Of the hundreds of 
  known cults throughout the Frontier, a few have 
  emerged over the last two years that present a very 
  real danger.  
  
   
  114 
   
   
   
   
   
  Silver Death Cult 
  The Silver Death Cult is an underground terrorist 
  organization that exists to eradicate all intelligent 
  artificial 
  lifeforms 
  from 
  the 
  Frontier. 
  The 
  organization actually started when the Mechanons 
  began their famous exodus from Zebulon and 
  settled on Mechan. Over the years, the SDC has 
  gathered more militants into its ranks. Its pose is 
  that of a patriotic organization that wishes to keep 
  the Sathar out of the Frontier by preventing their 
  mechanical agents from infiltrating society.  
   
  Free Frontiersmen Foundation  
  The Free Frontiersmen Foundation (FFF) once was a 
  legitimate political faction within the UPF. Over the 
  years it lost members and political pull, and 
  eventually a right-wing group took control of the 
  organization. While it is still public, many FFF agents 
  and operations are covert and terrorist oriented. The 
  purpose is to overthrow the UPF and supplant it with 
  a fascist, galaxy-spanning government. The FFF will 
  stop at nothing to achieve its goals.  
   
  Anti-Satharian League  
  The Anti-Satharian League is one of the youngest 
  cults. It has only existed for a few years, but its 
  numbers have swelled remarkable. It is an ultra-
  conservative group that constantly pushes the UPF 
  for massive military build-ups to face the "inevitable 
  Sathar 
  third 
  attack." 
  They 
  sometimes 
  ally 
  themselves with the Silver Death Cult in their 
  attempts to root out Sathar agents, but they 
  suspect machines and people alike.  
   
  The League is an extremely public organization, but 
  recently 
  Star 
  Law 
  has 
  received 
  information 
  suggesting that it has infiltrated many levels of 
  government and is actually behind many covert 
  operations that have been blamed on other cults. 
  The League is led by J. Harrington Farnsworth, a 
  Human billi-creditaire.  
   
   
   
  Frontier Peace Organization 
  The Frontier Peace Organization believes that too 
  many credits are being spent on Star Law, 
  Landfleet, and Spacefleet. Lately, they have even 
  suggested that one of the reasons for the Sathar 
  attacks is the Sathar fear of a UPF and Rim military 
  threat to their existence. The FPO promotes 
  isolationism for the UPF and extreme cutbacks in 
  military units on all planets and in the UPF in 
  general. This organization is an arch-enemy of the 
  Anti-Satharian League.  
   
  Kraatar Liberation Corps 
  The Kraatar Liberation Corps is a secret militant 
  organization that originally started on Kraatar in an 
  effort to end Vrusk domination of that once 
  predominately Human planet. Over the last few 
  years it has evolved into a Frontier-wide terrorist 
  organization dedicated to freeing Humans from the 
  "cultural pollution" of the existence of other races. 
  The KLC believes that once Humans have taken 
  control 
  of 
  all 
  planetary 
  and 
  system-wide 
  governments, the UPF, and all mega-corps, then the 
  Frontier is assured of peace. The KLC is a prime 
  target for Star Law investigations.  
   
  The Investors 
  The Investors is an ultra-covert organization of a 
  few billi-creditaires who wish to be the behind-the-
  scenes controllers of the UPF. While the UPF is 
  presently an organization that comprises all of the 
  Frontier's 
  planetary 
  system 
  government, 
  the 
  Investors believes it could develop the UPF into a 
  body that would override all local governments. 
  While its aims and methods are similar to that of the 
  FFF, the Investors is a much smarter and more 
  hidden group. The Investors tries to gain control by 
  financial wars, not by actual military ventures, as 
  the FFF would.  
   
   
  
   
  115 
   
   
  Typical NPCs 
  The table below shows the typical scores for the 
  various races of the Frontier.  Use this as a 
  launching point for quick NPCs. 
   
   
  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 
   
  Reaction 
  Modifiers 
  Because there are a few new races in the Frontier 
  now, use the Racial Reaction Modifier table found 
  below.   
   
   
  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 
   
  MENTALISTS 
  (OPTIONAL PROFESSION) 
   
  INTRODUCTION  
  Everything that has been discussed in this book so 
  far is an intricate interweaving of various aspects of 
  the new STAR FRONTIERS rules that depend on 
  each other for information and explanation. This 
  section, dealing with the Mentalists, is set aside 
  because it is of optional use. The referee does not 
  have to include these options in his game, and if he 
  does omit them, it will not unbalance the rest of the 
  system.  
   
  The reason this profession (though more of a 
  following than a profession) is optional is because it 
  deals with the concept of mental powers, often 
  referred to in other role-playing games as psionics. 
  Some referees and playing do not care for the 
  concept and use of mental powers in their game, 
  others like it. Therefore, it is set aside to be added 
  at the referee's discretion.  
   
  DISCIPLINES  
  Discipline is the term used for the powers Mentalists 
  can learn and develop. While the discipline structure 
  is similar to the skill structure of the four normal 
  professions, disciplines should never be confused 
  with skills. Almost anyone can learn a skill, only 
  certain individuals can learn disciplines.  
   
  WHO CAN USE MENTALIST DISCIPLINES  
  There are two types of characters who use mentalist 
  disciplines. A normal character belonging to one of 
  the four normal professions but who has a Logic 
  score of 80 or more can learn some Mentalist 
  disciplines (those denoted by an asterisk). A 
  character meeting these requirements is usually 
  referred to as an enlightened character. A character 
  with a Logic of at least 75 who wants to devote his 
  life and profession to the Mentalist following is 
  referred to as a Mentalist. The referee can use 
  neither, one, of both of them, as he desires. Mental 
   
   
  Section 4 
  
   
  116 
   
  disciplines add a new, exciting aspect to the game, 
  but will also require more care in balancing the 
  campaign. The decision is up to the referee.  
   
   
   
  Enlightened Characters: If a normal character, 
  after he is created, has a Logic score or 80 or 
  greater he can learn some Mentalist disciplines, 
  even though he belongs to another profession. 
  These disciplines are designated by an asterisk. 
  When the character is being created, no unusual 
  ability adjustments may be made to increase the 
  character's Logic ability.  
   
  There are very few enlightened characters. If 
  discovered, they are sometimes persecuted or 
  driven out of a community. Some settlements that 
  accept Mentalists are leery of an enlightened 
  character, perhaps because they can easily identify 
  a Mentalist, but not an enlightened character, and 
  people often fear what they do not know.  
   
  For every five points above a 75 Logic that an 
  enlightened 
  character 
  has, 
  he 
  can 
  add 
  one 
  asterisked discipline or one more level to an 
  asterisked discipline he already possesses. For 
  example, a character with an 84 Logic can choose 
  one asterisked discipline. A character with an 85-89 
  Logic could choose two established disciplines or two 
  levels of one discipline.  
   
  An enlightened character can increase his levels or 
  number of disciplines over the course of his 
  adventuring if he increases his Logic. Once the new 
  Logic score is increased past the new 5 point mark 
  and a new level or discipline is chosen, it can be 
  used automatically, as if the character suddenly had 
  a revelation of his powers. Once a discipline has 
  been established the character will always have it, 
  even if his Logic drops below the required score. A 
  character who has chosen a power, had his Logic 
  score lowered, and then raises it back up again 
  cannot choose a new discipline or level.  
   
  Experience points may never be used to increase an 
  enlightened character's disciplines.  
   
  Mentalists: A player who wishes to play a Mentalist 
  character 
  must 
  state 
  his 
  desire 
  before 
  any 
  adjustments are made when his character is 
  created, because of the peculiar nature of score 
  adjustments for the Mentalist. Usually ability score 
  Mentalist  
  Professional Skills 
  Success  
  Rate 
  Analysis I * 
  Discipline Level 
  Analysis II * 
  Discipline Level 
  Beam 
  Discipline Level 
  Channeling I 
  Discipline Level 
  Channeling II 
  Discipline Level 
  Clairaudience * 
  Discipline Level +2CS 
  Clairvoyance * 
  Discipline Level +2Cs 
  Confusion * 
  Discipline Level +1CS 
  Cryokinesis 
  Discipline Level 
  Density * 
  Discipline Level 
  Detection * 
  Discipline Level +2CS 
  Disruption 
  Discipline Level 
  Electrascreen * 
  Discipline Level +2CS 
  Empathy * 
  Discipline Level +1CS 
  Fear 
  Discipline Level 
  File * 
  Level +X 
  Heal Others 
  Level +X 
  Heal Self * 
  Level +X 
  Heal Self Fully 
  Discipline Level 
  Illusion 
  Discipline Level 
  Infatuation 
  Discipline Level +1CS 
  Infrascreen * 
  Discipline Level +2CS 
  Levitation 
  Level +X 
  Link 
  Discipline Level 
  Paralyze 
  Discipline Level 
  Pyrokinesis 
  Discipline Level 
  Shield 
  Automatic or Level +X 
  Static * 
  Discipline Level +1CS 
  Suggestion * 
  Discipline Level 
  Telekinesis * 
  Discipline Level +2CS 
  Telemanipulation 
  Discipline Level 
  Telepathy: Animals * 
  Level +X 
  Telepathy: Alien 
  Discipline Level 
  Telepathy: Character * 
  Level +X or Discipline Level 
  Teleportation: Limited 
  Discipline Level +1CS 
  Teleportation: Unlimited 
  Discipline Level 
  Timeread * 
  Level +X 
  Trance I * 
  Discipline Level 
  Trance II * 
  Discipline Level 
  Trap 
  Level +X 
  Truesight 
  Discipline Level 
   
  The only normal skills that Mentalists are allowed to use 
  are listed below. They are available to the Mentalist at 
  non-profession discipline costs 
  . 
    
   Bluff  
   
  Machinery Operation  
   Chef  
  Making Items/Struct.  
   Comm. Devices: Operate  
  Medical Diagnosis  
   Comp.: Access & Operate  
  Ride Mount  
   Comp.: Display Information  
  Running  
   Disguise  
  Survival  
   Dramatics  
  Theology  
   Entertaining  
  Vehicles: all  
   Haggling  
  Weapons: Martial Arts  
   Hypnosis  
  Weapons: Beam  
   
    
  
   
  117 
   
   
  pairs are adjusted, but a Mentalist character can 
  adjust an individual ability score to increase his 
  Logic to between 75 and 90. However, the first 
  abilities that must be decreased for the purpose of 
  this transfer are Strength and Stamina. Any points 
  used to increase Logic must first come from either of 
  these two abilities until they both have reached 30, 
  then the points can be taken from any other ability. 
  The actual Logic ability number, between 75 and 90, 
  it up to the player and depends on how many initial 
  disciplines he wants and how physically weak he 
  wishes his character to be.  
   
  A Mentalist uses and chooses disciplines as the other 
  professions use their skills. He begins the game with 
  any three disciplines or three levels of disciplines he 
  chooses plus, for every five points above a 70 Logic 
  that he has, he can add one discipline or one more 
  level to a discipline he already possesses. For 
  example, a Mentalist with a 79 Logic can have either 
  four disciplines (three for the profession plus one for 
  Logic), or four levels of one discipline, or two levels 
  of two disciplines. A Mentalist may increase his 
  disciplines 
  or 
  levels 
  by 
  increasing 
  his 
  Logic 
  accordingly or by using his experience points.  
   
  Mentalists use their experience points to gain 
  disciplines or levels exactly the same as a normal 
  character uses his experience points to gain skills 
  and skill levels. The success rate of the disciplines 
  are expressed the same as normal skills (automatic, 
  fixed, column shifts) and the cost per discipline is 
  exactly the same as skills on the Skill Cost table.  
   
  A referee may approach Mentalist discipline training 
  in one of two ways. Either treat Mentalists as 
  enlightened 
  characters 
  (the 
  discipline 
  comes 
  naturally to them when their experience points have 
  been spent) or decide that they need training or 
  practice first, as is applicable to normal skill 
  learning.  
   
  While no Mentalist can join another profession, he 
  can alter his occupational standing, just like his non-
  Mentalist brethren. A Mentalist has profession 
  discipline costs and nonprofession discipline costs, 
  just like a normal character. He is also severely 
  limited to the number of non-Mentalist skills he can 
  choose. Experience points are used to obtain these 
  as nonprofession discipline costs.  
   
  The term limit is introduced for the first time with 
  Mentalist disciplines. The refers to the number of 
  attempts or successful uses of a discipline the 
  Mentalist can try or use in a given time frame or 
  because of his level. For example, a discipline listed 
  as "Limit: Two successful uses per day" means that 
  once the user has successfully used the discipline 
  twice, he cannot attempt its use again for 20 hours.  
   
  The 
  Mentalist 
  Profession: 
  Mentalist 
  is 
  the 
  common name given to those characters who have 
  discovered they have strong mental powers and 
  potential and have dedicated their lives to using 
  those powers. It is not so much a religion as it is a 
  dedication to a way of doing things. Their purpose in 
  line is to fulfill some type of useful function that they 
  are suited for, considering their disciplines. Typical 
  positions held by Mentalists include Star Law Psi-
  Corp officers (a branch of Star Law specifically 
  created for Mentalists), corporate spied or advanced 
  men on planets, private consultants in Mentalist 
  activities, 
  and 
  embassy 
  security 
  employees. 
  Mentalists almost always wear some type of 
  distinctive uniform (usually light blue) or medallion 
  to signify their profession. This is not only a source 
  or great pride for them, but required by law on 
  many planets.  
   
  The following is a list of all Mentalist disciplines plus 
  their success rates. Again, all of the disciplines are 
  available to Mentalists. The asterisked disciplines are 
  the professional disciplines the Mentalists can learn 
  at half cost and also the only disciplines an 
  enlightened character can learn.  
   
  Mentalist Combat  
  Modifiers: When a Mentalist attack discipline is 
  sued, the target usually receives no chance to evade 
  the attack (such as a Reaction Speed check). If 
  there is a check allowed, it will be included in the 
  discipline description.  
   
  If a Mentalist uses an attack discipline on normal 
  characters, the success rate is normal.  
   
  If a Mentalist uses an attack discipline on an 
  enlightened character (knowingly or unknowingly), 
  his success rate has a -1 Column Shift modifier.  
   
  If a Mentalist uses an attack discipline on another 
  Mentalist knowingly or unknowingly), his success 
  rate has a -2 Column Shift modifier.  
   
  Except for any modifiers that may be inherent in a 
  discipline, these are the only modifier considerations 
  for mental combat.;  
   
  Damage: Unless otherwise stated, any damage 
  done by mental attacks is considered the same as 
  damage done by physical attacks and is reduced 
  from the character's Stamina in the same fashion.  
   
  Options  
  The referee can use Mentalists or their disciplines for 
  NPCs only. In a future volume of Zebulon's Guide to 
  Frontier Space, some creatures may even have the 
  option to use mental discipline for communications 
  
   
  118 
   
  or attack. So if a referee uses a discipline used by 
  an intelligent creature it could certainly be valid. If 
  the referee wishes to limit the Mentalist to an NPC 
  race or character type, he might want to create a 
  cult around it and center them on one planet or 
  geographic location. They may be malevolent or 
  benevolent, as the referee desires.  
   
  THE DISCIPLINES  
  Disciplines whose names are followed by an asterisk 
  are the only disciplines available to enlightened 
  characters and are also the disciplines that may be 
  chosen by Mentalists at half cost.  
   
  Analysis I *  
  Success Rate: Discipline Level  
   
  A character using this discipline has a chance to pick 
  up an item and figure out its intended use. If the 
  artifact is alien, a negative modifier may be imposed 
  by the referee. Once an artifact's purpose is 
  identified, a specific skill may be needed to operate 
  it (Communication Devices: Operate, Machinery 
  Operation, etc.). If the item is not covered by one of 
  the existing skills, then a second discipline check is 
  needed, suing the discipline level +3 Column Shift 
  for the success rate. A character making this check 
  will know how to operate or use the artifact.  
   
  Analysis II *  
  Success Rate: Discipline Level  
   
  This discipline allows a character to read psychic 
  impressions left on an object by the last person who 
  used it. Information that can be gained includes 
  what the user looked like, what he thought while 
  using it, what he was doing for the last few hours 
  before the item was lost, stolen, or otherwise left his 
  possession. The long the item has been untouched, 
  the dimmer the impression. This discipline is used 
  most often by Star Law officers and spies.  
   
  Beam  
  Success Rate: Discipline Level  
  Limit: One successful use per level per day  
   
  A character with this discipline can attack another 
  character's mind. The target must be within 30 
  meters. The damage caused by a successful 
  discipline check depends on the colored Result Area: 
  a Cobalt result indicates 40 points of damage, a Blue 
  result indicates 30 points of damage, a Green result 
  indicates 20 points of damage, and a Yellow result 
  indicates 10 points of damage. This mental attack 
  can work on any creature of at least animal 
  intelligence, including cyborgs.  
   
   
   
  Channeling I  
  Success Rate: Discipline Level  
  Limit: Two successful uses per level per day  
   
  A successful use of this discipline allows the user to 
  channel energy attacks directed at him (beam 
  weapons, electrical current, sonic waves) around 
  him so as not to be harmed by them. If someone is 
  standing directly behind the user, the attack should 
  be rolled again with a -3 Column Shift to determine 
  if that character was accidentally hit by the attack. 
  Each successful discipline use lasts 3 turns.;  
   
  Channeling II  
  Success Rate: Discipline Level  
  Limit: Two successful uses per level per day  
   
  A successful use of this discipline allows the user to 
  manipulate magnetic and gravitational patterns 
  around himself, so as to affect any melee or ballistic 
  attacks. If someone is standing directly behind the 
  user, a ballistic attack should be rolled again with a 
  -3 Column Shift to determine if that character was 
  accidentally hit by the attack. Each successful 
  discipline use lasts 3 turns.  
   
  Clairaudience *  
  Success Rate: Discipline Level +2 CS  
   
  A character with this discipline can "listen" through 
  anything up to a distance of 20 meters (if the area 
  is known to him) or 10 meters (if the area is 
  unknown). This listening is directional and does not 
  cover a large area. The area listened to cannot be 
  larger than a 5-meter radius. When zeroed in on, 
  sounds from the area can be heard as if the user 
  was there himself. Any sound attack in the area has 
  full effect on the character using this discipline.  
   
  Clairvoyance *  
  Success Rate: Discipline Level +2 CS  
   
  A character with this discipline can "see" a distance 
  of 40 meters (if the area is known to his) or 20 
  meters (if the area is unknown). This directional 
  sight focuses on an area that is no larger than a 5-
  meterradius. It is affected as sight would be by 
  darkness or light attacks (flash grenades). Optical 
  enhancement devices cannot be used with this 
  discipline.  
   
  Confusion *  
  Success Rate: Discipline Level +1 CS  
  Limit: Two successful uses per day per level  
   
  This discipline allows a character to try to confuse 
  the enemy. The layer must roll 1d10 and the referee 
  consults the Confusion Table to determine how that 
  confusion will manifest itself. The duration of the 
  
   
  119 
   
   
  confusion is 1d10 turns. This discipline can only be 
  used to affect a single target.  
   
  Roll Confusion Result 
  01  The target sits down to think things over.  He 
  does nothing else.  
  02  The target begins weeping or laughing 
  uncontrollably.  A -1 Column Shift to all 
  actions.  
  03  The target walks around randomly as if he is 
  lost.  Use the Area Effect Weapon Miss diagram 
  every turn to determine in what direction the 
  target is walking.  
  04  The target becomes fascinated with one action 
  and will perform or watch it to the exclusion of 
  all else.  
  05  The target attacks the nearest character, no 
  matter who it is.  
  06  The target attacks everyone (different 
  character each turn).  
  07  The target attacks the nearest large machine 
  or creature.  
  08  The target walks up to the nearest character, 
  throws his arm around his should, and begins 
  discussing the philosophy of life.  
  09  The target is so confused he begins to swoon.  
  A -2 CS to all actions.  
  10  The target rolls over and falls asleep.  
   
  Cryokinesis  
  Success Rate: Discipline Level  
   
  With this discipline a character concentrating on a 
  creature or; item can eventually do damage to it by 
  slowing down the surrounding molecules, thus 
  freezing it. Every time this discipline is used, the 
  character must concentrate full on the item or 
  creature for three complete turns before damage 
  will take place. The damage depends on the colored 
  Result Area of the successful discipline check: a 
  Cobalt result indicates 20 points of damage, a Blue 
  result indicates 15 points of damage, a Green result 
  indicates 10 points of damage, and a Yellow result 
  indicates 5 points of damage.  
   
  During the three turns preceding the damage, the 
  temperature surrounding the target is noticeably 
  lower than normal. Any creature or item impervious 
  to cold (artic creatures, federanium) takes no 
  damage. any creature, plant, or item that the 
  referee determines is especially susceptible o the 
  cold (tropical plants and animals) will suffer double 
  damage from this discipline.  
   
  Density *  
  Success Rate: Discipline Rate  
   
  A character using this discipline may adjust his body 
  density. The speed in which he can do this is one-
  tenth his normal body weight per turn. If the 
  character's density is considerably lightened, the 
  character can move faster, climb easier, and float in 
  water without effort. If the character's density is 
  sufficiently increased, he can act as a rope anchor, 
  easily crash through windows or doors, ignore minor 
  wounding influences (thorns, broken glass, small 
  animal bites). The referee must decide, for his own 
  campaign, what actions are available to a character 
  during the different degrees of density control.  
   
  Detection *  
  Success Rate: Discipline Level +2 CS  
   
  A character with this discipline may detect the 
  presence, direction, and range of all Mentalist 
  disciplines being attempted or used during the 
  duration of this discipline. The duration of this 
  discipline is five turns. During this time the 
  character can use no other disciplines; even a 
  Mental Shield will not work. The direction and range 
  extend to 50 meters before becoming too vague to 
  pinpoint. This does not define what disciplines are 
  being attempted or the type of mind attempting 
  them.  
   
   
   
  
   
  120 
   
  Disruption  
  Success Rate: Discipline Level  
  Limit: One successful use per level per day  
   
  A 
  character 
  with 
  this 
  discipline 
  can 
  explode 
  inanimate objects. The size of the targeted object 
  can be no larger than a 40-cm cube (a little smaller 
  than a 16-inch cube). Any item made of federanium 
  will not explode. The object must be clearly seen by 
  the user and be within 20 meters of him. If the 
  object is moving, the referee should impose the 
  movement combat modifiers (see the Combat 
  section in this book). Any exploding item causes 10 
  points of damage to those within 3 meters of it. If 
  the item has any energy in it (even one shot or use 
  left in a powerclip) its explosion is identical to that 
  of a fragmentation grenade.  
   
  Electrascreen *  
  Success Rate: Discipline Level +2 CS  
   
  A character using this discipline can create and 
  project a shape in the electromagnetic spectrum. 
  Anyone scanning for the tell-tale electromagnetic 
  pulse of a force field believe they see one. The 
  shape and size are up to the user, but the larger or 
  more intricate the design, the longer it takes to 
  create. Examples of this discipline's use includes 
  tricking 
  the 
  enemy 
  into 
  seeing 
  a 
  character 
  surrounded by a force field where none exists, 
  covering an enemy's vehicle with an electromagnetic 
  dome so their own troops will not recognize them, 
  or putting up a force wall to hide actual force fields 
  behind it.  
   
  Empathy *  
  Success Rate: Discipline Level +1 CS  
  Limit: One try per encounter  
   
  This discipline is very similar to the Empathic 
  Understanding skill. But it not only allows the 
  character to gain a general impression of the mood 
  and intentions of individuals or groups, it also allows 
  him to broadcast his emotions to an individual or 
  group. 
  Broadcasting 
  emotional 
  attitudes 
  like 
  friendship, love, caution, helpfulness, and so forth 
  can sometimes prove invaluable in clearing up a 
  misunderstanding. The character cannot broadcast 
  these emotions unless he truly feels them. These 
  feelings should help dictate his actions. As with the 
  skill, this discipline only allows vague and undefined 
  information to be learned and only one attempt at it 
  can be made per encounter.  
   
  Fear  
  Success Rate: Discipline Level  
   
  A character with this discipline can attack an 
  enemy's id, releasing from within it an unreasoning 
  fear. The frightened character wants to run away 
  and hide (all actions while afraid are at a -1 Column 
  Shift). He attacks anyone attempting to stop him 
  from doing this. After the first two turns of being 
  afraid, the frightened character is allowed a Logic 
  check every turn to regain his composure. Once 
  made, it still takes two turns to get complete control 
  of himself. While frightened the character can only 
  perform actions that help him to escape (including 
  disciplines). The direction of the escape is always 
  away from the attacker, even if he cannot be seen.  
   
  File *  
  Success Rate: Level +X  
   
  This discipline allows the character to mentally file 
  away any information he hears or sees in the 
  following five turns. The memory of the material is 
  perfect, if the discipline check is made, and may be 
  retrieved whenever the character desires. Some 
  characters who specialize in this discipline and who 
  willingly subject themselves to telol doses and 
  Empathy disciplines become professional witnesses. 
  No more than 10 files can be stored at any one time 
  in the user's mind.  
   
  Heal Others  
  Success Rate: Level +X  
  Limit: Two uses per day  
   
  This discipline is identical to the Medical Treatment: 
  Wounds II skill, except that the healing can only be 
  applied to a character other than the user and no 
  use of biocort is necessary.  
   
  Heal Self *  
  Success Rate: Level +X  
  Limit: Two uses per day  
   
  This discipline is identical to the Medical Treatment: 
  Wounds II skill, except that the healing can only be 
  applied to the user and no use of biocort is 
  necessary.  
   
  Heal Self Fully  
  Success Rate: Discipline Level  
  Limit: One successful user per week  
   
  When a character uses this discipline successfully he 
  can completely heal all his wounds in 10 turns, no 
  matter how they were caused. This healing can only 
  be performed on himself and can only be attempted 
  once every 10 hours. Once successful, the drain on 
  that part of the character's mental reserves is so 
  great that the character cannot attempt it again for 
  a week and he operates at a -2 Column Shift for al 
  actions for 10 hours following.  
   
   
  
   
  121 
   
   
  Illusion  
  Success Rate: Discipline Level  
  Limit: Two successful uses per day  
   
  This discipline gives the user the ability to create 
  illusions in the mind of those creatures within 10 
  meters of himself. The illusion they all see must be 
  the same. Such illusions have all the verbal, visual, 
  and olfactory aspects they normally would, but can 
  cause no damage. It automatically fades after 20 
  turns. The user must concentrate on the illusion for 
  the entire duration of its existence to be believable. 
  If the illusion is of something silly, confusing, or 
  extremely contradictory, then the referee should 
  secretly roll an Intuition check for them to disbelieve 
  it.  
   
  Infatuation  
  Success Rate: Discipline Level +1 CS  
   
  This discipline provides a unique aura to the user. If 
  the check is made, a character attacking the user 
  quickly 
  changes 
  his 
  mind 
  because 
  there 
  is 
  something about the user that he likes. Instead, he 
  attacks another character is one is available (he will 
  not attack one of his comrades). Once the discipline 
  is established; (usually at the start of an encounter 
  that involves combat), the attacking characters 
  ignore the Mentalist for two turns. After that they 
  are allowed a Logic check every turn of combat to 
  shake the infatuation. Each opponent must shake 
  the infatuation on his own to attack the user. The 
  discipline lasts until the end of the combat 
  encounter.  
   
  Infrascreen *  
  Success Rate: Discipline Level +2 CS  
   
  A character using this discipline can create and 
  project a shape in the infrared spectrum. Anyone 
  scanning for infrared security beams or the infrared 
  heat 
  images 
  that 
  most 
  creatures 
  and 
  some 
  machines put out believe they see one. The shape 
  and size are up the user, but the larger or more 
  intricate the design, the longer it takes to create. 
  Examples of this discipline's use include tricking an 
  enemy using infrared optics into seeing a character's 
  heat pattern where none exists, or causing infrared 
  flares in the scanner's field of vision that are so 
  bright they cover hiding characters.  
   
  Levitation  
  Success Rate: Level +X  
   
  A 
  character 
  may 
  levitate 
  himself 
  using 
  this 
  discipline. 
  The 
  maximum 
  height 
  a 
  levitating 
  character can ascend is one meter for every five 
  Logic points he has, rounded down. For example, a 
  Mentalist with an 83 Logic can levitate 16 meters 
  (83 divided by 5 = 16.6, rounded down to 16). The 
  maximum rate of ascent or descent a levitating 
  character can achieve is no more than meters per 
  turn.  
   
  The clothing the user is wearing has no effect on his 
  levitation, while the amount of equipment he is 
  carrying does. While levitating, a character may not 
  have in his possession equipment weighing more 
  than one-half his normal carrying capacity. The user 
  may perform one other action while concentrating 
  on his levitation. The maximum duration a character 
  can remain levitated at any one time is 10 turns, 
  followed by two turns of rest.  
   
  Levitation only allows vertical movement. Sideways 
  movement is only achievable by the levitating 
  character 
  pulling 
  himself 
  along 
  an 
  object. 
  A 
  levitating 
  character 
  cannot 
  create 
  forward 
  momentum to affect the direction of his ascent. It is 
  always straight up. While wind has no affect on a 
  floating user's ascent direction, it can slow him 
  down if the referee feels it is strong enough. If 
  knocked unconscious while levitating, a character 
  falls.  
   
   
   
   
   
   
   
  
   
  122 
   
  Link  
  Success Rate: Discipline Level  
   
  A Mentalist may wish to link his mind to that of 
  another 
  Mentalist, 
  thus 
  giving 
  him 
  additional 
  strength. Up to five Mentalists can be linked in this 
  manner. For every Mentalist linked to his mind, a 
  character gains a +1 Column Shift for the discipline 
  he is attempting. If the discipline involves a range 
  factor, the original range is increased by 50% for 
  every mind linked. If the discipline inflicts damage, 
  the original damage is increased by 25% for every 
  mind linked. Thus, if four Mentalists are linked to a 
  Mentalist using an attack discipline, he would have a 
  +4 Column Shift added to the success rate, the 
  range (if any) would be three times normal, and the 
  damage would be double the normal amount. 
  Mentalists who are using the Link discipline can do 
  nothing else. If the character they are linked to 
  sustains damage, the absorb one-tenth of that 
  damage too, rounded down.  
   
  Paralyze  
  Success Rate: Discipline Level  
  Limit: One successful user per day  
   
  This discipline allows a character to mentally attack 
  the motor system of an enemy's brain. If successful, 
  the 
  target 
  becomes 
  completely 
  paralyzed 
  for 
  1d10+2 turns. He cannot move or speak, but he can 
  see, hear, smell, and user Mentalist disciplines (if 
  applicable). Only a creature with a brain can be 
  paralyzed (including; cyborgs). No drug can override 
  this mentally inflicted paralysis.  
   
  Pyrokinesis  
  Success Rate: Discipline Level  
   
  A character with this discipline who concentrates on 
  a creature or item can eventually cause it damage 
  by speeding up the surrounding molecules, thus 
  heating it up and possibly even causing it to burst 
  into flames. Each time this discipline is used, the 
  character must concentrate fully one the item or 
  character for three complete turns before damage 
  occurs. The damage depends on the colored Result 
  area of the successful discipline check: a Cobalt 
  result indicates 20 points of damage, a Blue result 
  indicates 15 points of damage, a Green result 
  indicates 10 points of damage, and a Yellow result 
  indicates 10 points of damage. This damage 
  increases by 5 points if the creature/item is ignited.  
   
  An item can ignite if it is highly flammable. A 
  creature can ignite if it is successfully attacked with 
  this discipline three consecutive turns. This 5 points 
  of flame damage is repeated each turn that the item 
  or creature is on fire.  
   
  During the three turns preceding the damage, the 
  temperature surrounding the target is noticeably 
  higher than normal. Any creature or item impervious 
  to 
  the 
  heat 
  (tropical 
  creatures 
  or 
  plants, 
  federanium) takes no damage unless they are 
  ignited (5 points). Any creature, plant, or item that 
  the referee determines is especially susceptible to 
  the heat (artic creatures) suffers double damage 
  from this discipline.  
   
  Shield  
  Success Rate: Automatic or Level +X  
   
  This discipline automatically allows a character to 
  know when someone is trying to intrude on his 
  thoughts or mentally attack him. It does not indicate 
  who is doing the intruding or attacking. Nor does it 
  define what discipline is being sued. If he desires, 
  the character can, in the next turn, put up his 
  mental shield. This prevents Telepathy, Empathy, 
  and Illusion from working on him. It also protects 
  him with a -3 Column Shift for all mental attacks 
  used against him. The character can maintain the 
  shield for as long as the is conscious, but he can 
  perform no other disciplines while concentrating on 
  his shield.  
   
  He can perform other nondiscipline activities while 
  keeping his shield up. The referee should make sure 
  that this discipline is not abused. A character who 
  has the shield up most of the time will become 
  easily exhausted and can even suffer Logic loss 
  because of the damaging effects of trying to be 
  always mentally protected.  
   
  Static *  
  Success Rate: Discipline Level +1 CS  
   
  With this discipline a character can send out a 
  disruptive field of mental energy which interferes 
  with 
  broadcast 
  transmissions, 
  including 
  communications 
  transmissions, 
  scanner 
  transmissions, and robots operating from a main 
  power supply station or computerized control 
  facility. The area affected extends out from the user 
  up to a radius in meters equal to the Logic score of 
  the user. For example, a character with a Logic 
  score of 83 could expand this interference area 
  anywhere from within a few centimeters or himself 
  up to an including 83 meters. The duration of this 
  discipline, once the check has been made, is five 
  turns.  
   
  Suggestion *  
  Success Rate: Discipline Level  
   
  This discipline allows a character to mentally 
  suggest something to another character and have 
  him agree with it. If the check is made, a reasonable 
  
   
  123 
   
   
  mental suggestion (we are harmless, look the other 
  way) to a character will be obeyed. The trick here is 
  to be brief and reasonable. This differs from the 
  Hypnosis skill in that it is instant and does not 
  possibly alter a character's perception of reality. If 
  the 
  referee 
  believes 
  a 
  suggestion 
  is 
  slightly 
  unreasonable because of extenuating circumstances, 
  he should add a negative modifier to the discipline 
  check. 
  Otherwise, 
  in 
  the 
  case 
  of 
  outright 
  unreasonable suggestions (give me you gun, strike 
  your comrade) there should be no check at all. A 
  check is made for every suggestion, but once a 
  specific Suggestion check is missed it cannot be 
  used again during that encounter.  
   
  Telekinesis *  
  Success Rate: Discipline Level +2 CS  
   
  With this discipline a character can mentally lift an 
  object into the air or move it along a surface. The 
  maximum range of this discipline is 15 meters from 
  the user. The amount of weight (in kg) that can be 
  lifted is equal to one-fourth the user's Logic score, 
  rounded down. The maximum time that an item can 
  be telekinetically levitated is 10 turns. The discipline 
  then cannot be used again for turns. The success 
  rate is modified by a -2 CS when trying to 
  telekinetically move or lift an animate object, like a 
  jet. This skill allows for no more manipulation than 
  pushing, pulling, lifting, or lowering.  
   
  Telemanipulation  
  Success Rate: Discipline Level  
  Pr: Telekinesis Level 3  
   
  This discipline is similar to Telekinesis, except the 
  range is shorter and the ability to manipulate is 
  better. The maximum distance an object can be 
  telemanipulated is four meters from the user. The 
  amount of weight (in kg) that can be held and 
  telemanipulated is equal to one-tenth the user's 
  Logic score, rounded down. The maximum duration 
  of this discipline is five turns. The success rate is 
  modified by a -2 Column Shift when trying to 
  telemanipulate an item that the user cannot see. In 
  all other aspects, this discipline is the equivalent of 
  the user having a third, invisible, mentally controlled 
  hand. The hand can do no damage by itself and 
  cannot be damaged.  
   
  Telepathy: Aliens  
  Success Rate: Discipline Level  
   
  This discipline allows a character to enter an 
  intelligent alien's mind only for the purpose of 
  conversation. For this discipline, an alien is defined 
  as a creature of at least human intelligence that is 
  not one of the player character races. If the alien is 
  not receptive, the success rate is modified by a -2 
  Column Shift.  
   
  Once contacted, the alien is not forced to be 
  pleasant, but he cannot shut out the user's attempts 
  at conversation. An alien who has undergone 
  telepathic linking numerous times can mentally 
  converse quite well, otherwise the character must 
  keep his conversation short and basic. If the alien is 
  extremely evil, or has a mind that could be 
  incomprehensible to the character attempting to 
  reach it, the referee might decide that a Logic check 
  is in order before any communication is attempted. 
  If the user fails the check, he may be disoriented, 
  stunned, at the alien's mercy, or even mortally 
  wounded, depending on the alien and the referee's 
  discretion.  
   
  Telepathy: Animals *  
  Success Rate: Level +X  
   
  This discipline is similar to Telepathy: Characters, 
  except that the telepathic link can only be 
  attempted with creatures of animal intelligence. The 
  user tries to enter a creature's mind and converse 
  with it through only the most basic concepts. Unless 
  provoked, the creature does not usually attack a 
  character during the telepathic conversation. If the 
  creature is a monster, the referee might decide that 
  a 
  Logic 
  check 
  is 
  necessary 
  before 
  any 
  communication is attempted. If the user fails the 
  check, he may be disoriented, stunned, at the 
  creature's 
  mercy, 
  or 
  even 
  mortally 
  wounded, 
  depending on the creature and the referee's 
  discretion.  
   
  Telepathy: Characters *  
  Success Rate: Level +X or Discipline Level  
   
  This discipline allows a character to enter another 
  intelligent being's mind only for the purpose of 
  conversation. The success rate is Level +X if the 
  recipient is receptive. If the character is not 
  receptive, the success rate is the user's discipline 
  level. Once contacted, the character is not forced to 
  be pleasant, but he cannot shut out the user's 
  attempts at conversation. A character who has 
  undergone telepathic linking numerous times can 
  mentally 
  converse 
  quite 
  well, 
  otherwise 
  the 
  character must keep his replies short and basic. This 
  discipline only allows for telepathic contact with 
  intelligent 
  player 
  and 
  nonplayer 
  characters 
  (including cyborgs).  
   
  Teleport: Limited  
  Success Rate: Discipline level +1 CS  
   
  This discipline gives the character a chance to 
  teleport himself up to 10 meters away. The area he 
  
   
  124 
   
  wishes to teleport to must be clearly seen by the 
  user. To teleport requires three full turns of 
  concentration 
  before 
  the 
  player 
  can 
  roll 
  the 
  discipline check. If unsuccessful, the teleportation 
  simple does not work, unless the unsuccessful roll 
  was a 98-00. The automatic miss roll means that 
  the character is stunned by the failed attempt for 
  1d10x10 turns and cannot attempt this discipline 
  again for a week.  
   
  Teleport: Unlimited  
  Success Rate: Discipline Level  
  Limit: Two successful users per week  
  Pr: Teleportation: Limited Level 2  
   
  This unusually strong discipline allows a character to 
  teleport anywhere he can clearly see (including 
  those areas seen with optical enhancement devices) 
  or is familiar with (has spent one entire week in the 
  location, studying it) within five km of himself. A 
  rolled automatic miss, however, is much deadlier 
  with this discipline. If a 98-00 is rolled for the 
  discipline check, the player must roll again on the 
  following table.  
    
  Roll 
  Misteleportation Result 
  01-35  The teleport did not work.  
  36-60  As above, but character is stunned for 
  1d100 turns.  
  61-80  Character teleported to location but not 
  safely.  He has misjudged the elevation and 
  appeared in midair.  Maximum damage is 
  40 points, roll on Level 0 for actual damage  
  (treat White and Yellow as Green).  
  91-95  Character has suffered as 61-80 plus 
  completely misteleported and is 1d10 
  kilometers away from desired destination.  
  96-99  As 91-95 but missed mark by 1d100 
  kilometers.  
  00  
  Character permanently lost in another 
  dimension.  
   
  Timeread *  
  Success Rate: Level +X  
  Limit: One successful use per level per three days  
   
  When a character uses this discipline successfully, 
  remains immobile, and concentrates on a space he 
  is occupying (5-meter radius), he can look back in 
  time at what took place there. He cannot be seen by 
  those shades of the past and he can hear no sound. 
  He is, in fact, completely helpless during this 
  discipline. After the discipline check is made, 
  another percentile roll is required to determine how 
  far back through time he can see. The maximum 
  time traveled back is thee months for every point of 
  Logic the user has.  
   
  For example, a character with an 83 Logic can go 
  back 20 years, nine months. The user starts at the 
  far end of the time span and comes forward toward 
  the present. He can return through time as fast as 
  he wishes, but once he passed a date, he cannot go 
  back again without a new discipline use. He cannot 
  interfere in any way in the space he concentrated 
  on. The referee must use his discretion with this 
  discipline and may have to ad lib a great deal, as a 
  lot of information may be required. This is a good 
  chance for storytelling, however, and a perfect 
  opportunity to lay the groundwork for an upcoming 
  adventure. This discipline is usually used for gaining 
  clues and evidence in crimes.  
   
  Trance I *  
  Success Rate: Discipline Level  
   
  With this discipline a character can go into a trance 
  and slow his metabolism almost to the point of 
  death. This slowed metabolism has many benefits. It 
  prevents poison from spreading rapidly throughout 
  the user's system (though it eventually will cause 
  damage). The character can almost hibernate, thus 
  lasting longer on fewer supplies in harsh climates. 
  The character can feign death and has a chance 
  (discipline check) to fool even the best doctors 
  (though not med-bots). Once the character has 
  started the trance, he cannot move or do any action 
  except concentrate. He can come out of the trance 
  whenever he desires, but it takes three turns for his 
  body to wake up after he has announced the end of 
  the trance. While the user's body metabolism is 
  slowed down, healing is also slowed.  
   
  Trance II *  
  Success Rate: Discipline Level  
   
  A character using this discipline can go into a trance 
  and increase his metabolism. This accelerated 
  metabolism has many benefits. It speeds up 
  medicinal drugs injected into the user's system,; 
  thus accelerating their healing effect on him. The 
  character's natural healing time is cut in half when 
  his metabolism is accelerated. The character can 
  feign a fever, heart attack, and other maladies.  
   
  The heat impression given off is more like that of a 
  machine than a bioform and this sometimes leads 
  characters 
  or 
  machines 
  using 
  IR 
  optical-
  enhancement devices or scanners to ignore the 
  user, considering him a piece of machinery or 
  heating duct. Once the character has started the 
  trance, he cannot move or do any action except 
  concentrate. He can come out of the trance 
  whenever he desires, but it takes three turns for his 
  body to cool down after he has announced the end 
  of the trance. While the user's body metabolism is 
  accelerated, he can perform no other discipline.  
  
   
  125 
   
   
   
  Trap  
  Success Rate: Level +X  
  Pr: Beam Level 2  
   
  This discipline is set by a Mentalist who expects to 
  be attacked mentally. Once set, the trap lasts for 20 
  turns or until the character is successfully struck by 
  a mental attack or other form of mental probe. 
  When this happens, the user's stored mental energy 
  lashes out as a retributive mental beam. If the 
  check is made, it strikes the character who has 
  probed or attacked like a Beam discipline. See the 
  Beam discipline for the statistics of the damage.  
   
  Truesight  
  Success Rate: Discipline Level  
  Limit: Can only be used when normal sight will not 
  work  
   
  A character uses this discipline when his normal 
  sight 
  is 
  impaired 
  because 
  of 
  temporary 
  or 
  permanent blindness caused by a sealed prisoner's 
  helmet, flash grenade, completely dark night, or 
  being underwater. If the check is made, the 
  character has the equivalent of perfect sight for 
  combat, avoiding obstacles, or finding directions. 
  The user cannot identify someone he dies not know, 
  operate a machine or computer, or perform other 
  detailed visual work. Truesight is only checked at 
  the beginning of the impairment and lasts as long as 
  the character's normal sight is impaired. 
   
   
   
   
  
SOURCE: textdata/thevault/Star Frontiers (osr)/3rd Party/SFAD - Zebulons Guide to the Frontier.pdf