_______________________________________________________________________________
Assumptions:
Star Frontiers is a Golden Age Science Fiction RPG. Unlike most modern SF
genres (and the real world), it is based on the principle that technological
change will not continue to accelerate (or, for that matter, that the rate at
which tech. change accelerates will not continue to acclerate), and that human
nature will remain unchanged, as will our (actually 1950s American) culture.
Unlike the real world, energy weapons are at least as efficient as kinetic
energy weapons. (In the real world, energy weapons require highly efficient
power storage systems, and a power system that efficient would be better
applied to railguns and the like. Also, problems such as diffusion,
atmospheric lensing, and the like make them less efficient).
There are no cybernetics in the GASF genre - when prosthetics are used, they
are just replacements for lost limbs; they're no better than real limbs, and
they don't (except in very rare circumstances) have concealed weapons or hidden
compartments. The only exception to this is for some non-human types, but
these are usually morality lessons about the dangers of becoming more machine
than human.
When gengineering is used, it is used to create new species or subraces; it
is not (and can not be) used to design killer viruses or modify individuals.
Life extension is possible to some extent, but immortality is not (and even if
it was, it wouldn't be desired by any sane individual in the GASF genre).
Computers are, in many ways, inferior to modern systems. While they are
usually easier to use, they are bulkier than modern computers of equivalent
power, they use simple networking paradigms (usually only allowing two
computers to link to each other), and generally use voice or non-GUI interfaces
only - there is no cyberspace or netrunners. Computers are not integrated into
individuals - the idea of merging human (or Vrusk, Dralasite, whatever) and
computer is unnatural in the GASF genre.
Recreational drugs are rarely encountered in the GASF genre - alcohol is
much more common. There are certainly no neo-drugs (wireheading, BTL chips,
etc).
_______________________________________________________________________________
Races:
Clikk (extinct?)
Dralasite
Human
Mechanon
Sathar
Saurian
Tetrarch (extinct?)
Vrusk
Yazirian
_______________________________________________________________________________
The Resolution System:
Two new colors are added: Red and Black. Red results are exceptionally
good, and give 125% damage in combat. Black results are critical failures, and
will result in a dropped or damaged weapon in combat, or a misfire injuring the
character or one of his or her companions or the most valuable breakable object
nearby.
Column Red Black
________ _____ _____
-X - 98-00
-5 to +5 01 99-00
+6 to +10 01-02 00
+X 01-03 -
_______________________________________________________________________________
Creating Characters:
Homeworld:
Select a homeworld, or the GM can find an appropriate one.
[modifications for homeworld]
Initial Languages & Racial Abilities:
See the Language section.
Biosocialist Profession: (by roymeo@iastate.edu)
skill pre-reqs
_________________________________ ________
Analyze Ecosystems Biology 3
Archaeology
Biology Botany 2; Zoology 2
Botany
Chemistry
Communication
Empathetic Understanding
Find Directions
Geology
Hypnosis
Intelligence* or Charisma*
Making Items/Structures
Medical Diagnosis
Medical Treatment: Disease Medical Diagnosis
Medical Treatment: Infection Medical Diagnosis
Medical Treatment: Infestation Medical Diagnosis
Medical Treatment: Miscellaneous Medical Diagnosis
Medical Treatment: Poison Medical Diagnosis
Medical Treatment: Wounds I Medical Diagnosis
Medical Treatment: Wounds II Wounds I
Medical Treatment: Wounds III Wounds II
Persuasion
Psycho-pathology
Stealth
Survival
Tracking
Zoology
_______________________________________________________________________________
Skills:
There is a change to the Skill Cost table: 1st and 2nd levels in a skill
cost 3 XP for professional skills or 6 XP for non-professional skills. This
brings the skill costs more in line with Alpha Dawn, and gives a more accurate
learning curve.
To convert skill levels between Alpha Dawn and Zebulon's Guide, consider
levels 1-2 in ZG to be level 1 in AD, levels 3-6 in ZG to be one level less in
AD, and levels 7-8 in ZG to be level 6 in AD.
Attributes can apply bonuses to more than just combat skills - use the
Dexterity Modifer table to determine how much of a bonus, for whatever ability
seems appropriate to the task at hand.
By spending double the normal time, most skills can gain a +1 CS. The time
can be doubled as many times as the GM allows.
Astrogation (pr: Astrophysics 2, Computers:Display Information 2,
Computers:Interface 2, Computers:Program Manipulation 2, Mathematics 6,
Physics 5)
Subskills:
Plot Interstellar Jumps (success: automatic on charted route with
proper preparation)
Risk Jumping (success: skill level + 1 CS per hour per light-year)
Find Location (success: skill level + 3 CS)
Chart New Routes (success: skill level + 5 CS - 1 CS per 2 LY)
Astrophysics (pr: Physics 2 and Mathematics 1)
Eidetic Memory (as File, pr: Hypnosis 2)
Mathematics (success: skill level)
Mounted Energy Weapons:
Subskills:
Improve Accuracy (+5% x AD skill level)
Selective Targeting (-30%)
Mounted Rocket Weapons:
Subskills:
Improve Accuracy (+5% x AD skill level)
Selective Targeting (-30%)
Pilot (pr: Astrophysics 2, Computers:Display Information 3, Computers:
Program Manipulation 3, Engineer:Mechanical 3, Engineer:Nuclear 2,
Machinery Operation 3, Mathematics 2, Physics 3, Vehicles:Atmospheric 4,
Vehicles:Machinery 4)
Subskills:
Evasion (+3% x AD skill level)
Increase Accuracy of Forward-Firing Weapons (+5% x AD skill level)
Increase Maneuver Rating (success: skill level)
Spaceship Engineering (pr: Engineer:Mechanical 5, Engineer:Nuclear 4,
Machinery Operation 2, Machinery Repair 5, Physics 3)
Subskills:
Ship Design (success: automatic)
Damage Control (10% x AD skill level + ship's DCR)
Stress Analysis (5% x AD skill level, subtracted from the ship's
chance of breaking up)
_______________________________________________________________________________
Languages: (by roymeo@iastate.edu)
Level Cost Comp. Notes
1 7 33% Basic comprehension and vocabulary
2 5 66% Better understanding; increased vocabulary
3 4 80% Understanding of structure
4 3 90% Uses language correctly, but accent is still obvious
5 3 100% Native speaker (*)
6 4 100% Studied the language (*)
7 5 100% Eloquent (*)
8 7 100% Verbal and/or literary genius (*)
(*) Requires "Proficient" status - see below
Languages come in 8 levels of mastery. The cost of language levels is
unlike ordinary skills as the table indicates. The first level costing a
large amount as basic comprehension of a new language is not easily gained.
From there, new levels cost less or the same as the previous level until
advanced levels of the language are gained. A beginning character starts
with level 2 in their racial language and level 2 in Pangal, with
15 + 2d10 more points which may be used to purchase language levels. These
points do not HAVE to be spent on language, and half of the 2d10 can be
used towards racial abilities. A character of a certain race may not be
able to physically speak all languages.
Language Options:
Racial languages listed most common first:
__________________________________________
Dralasite; High This is the language in which Dralasite use to speak of
intellectual topics.
Dralasite; Common This is the 'base' language in which a Dralasite uses to
speak of mundane subjects.
Human; Modern The most common human language.
Human; Sub-Cult The language used by the fashion, legal, and illegal
undergrounds.
Human; Archaic This is a virtually dead human language, somewhat like
Latin.
Pangal This language was created by PGC, which quickly became
the most common language of all Frontier races.
Sathar So far undeciphered by the other races.
Saurian
Vrusk
Yazirian
Proficient Languages:
Certain languages are easy for other races to adapt to. These languages
can be spoken by a race beyond 4th level.
Dralasite: Human, Yazirian
Human: Dralasite, Yazirian
Yazirian: Human
Unspeakable Languages:
Due to physical limitations, certain races are unable to replicate all of
the sounds necessary for a language. The written form of a language is not
limited by such constraints.
Sathar: Only able to speak Human, Yazirian, and Pangal.
_______________________________________________________________________________
Combat:
Melee:
Melee and hand-to-hand combat uses success rate = attacker's skill level -
defender's skill level.
Range:
Point Blank Short Medium Long Extreme
Code Weapon Type +2 CS +0 CS -1 CS -2 CS -4 CS
____ ___________________ ___________ ______ _______ _______ _______
A 0-2 3- 5 06- 15 16- 30 31- 60
BB Short-range weapons 0-3 4- 10 11- 30 31- 60 61-120
B 0-3 4- 20 21- 60 61-125 126-250
C 0-5 6- 30 31- 80 81-200 201-400
D 0-10 11- 40 41-100 101-300 301-600
E 0-10 11-100 101-500 501-1km 1+km-2km
F N/A 20-250 251-1km 1km-3km 3+km-6km
Attack Modifiers:
Soft Cover -1 CS
Hard Cover -2 CS
Wound Penalties:
25% STA lost -1 CS to all actions
50% STA lost -2 CS to all actions
75% STA lost -4 CS to all actions, lose 1d10 more STA every round from
bleeding and shock until the character receives first aid.
Hit Locations:
Hit locations are used for determining armor coverage and descriptive wounds
only - all damage still applies to current Stamina.
d20 Location
_____ ________
1- 2 Head, Neck To determine side, roll 1d6:
3- 4 Upper Arm Melee: 1-4 = hit on the side opposite
5- 8 Upper Torso the attacker's weapon hand
9-10 Lower Arm, Hand 5-6 = the other side
11-13 Lower Torso
14 Hips Missile: 1-3 = left
15-16 Upper Leg 4-6 = right
17-19 Lower Leg
20 Ankle, Foot
_______________________________________________________________________________
Mentalism:
Psionics are not a natural ability to most of the Frontier races. Most
races have the ability to detect, produce, and control electromagnetic and
tachyon radiations, but these abilities are too weak to be of more than minimal
use, except in Dralasites and Sathar; both have natural amplifiers spread
throughout their nervous systems. Similar amplifiers have been developed for
most other races, but they require surgery and years of training to use.
Psionics are thus still a rare and occasionally terrifying ability. Only the
Sathar and Dralasites have "Enlightened" characters; all others must enter
Mentalism as a profession to have any psionic abilities.
On many worlds, psionics are illegal, and mentalists are hunted - the
kinder societies use drugs or lobotomies to restrict those they catch; the less
kind ones simply execute them. There is usually a psionic underground on such
worlds, but contacting it can be difficult for outsiders. On those worlds
where it is legal, there is usually a psionics institute or a government corps
they are required to join, ostensibly to receive the training they need, but
often to consolidate their power.
Mentalists can learn skills other than the ones listed at triple the
professional skill cost.
There are 8 fields of psionics: Universal, Precognition, Empathy,
Telepathy, Metamorphosis, Healing, Psychokinesis, and Apportation. Each race
has a restricted set of fields normally available to it, as listed below.
Other fields can be learned, at double non-professional cost.
Each field must be completely mastered (at least level 2 in all abilities,
and level 4 in at least one) before a new field can be learned. The Universal
field must be mastered first.
Dralasite: Universal, Empathy, Healing, Metamorphosis.
Human: Universal, Precognition, Empathy, Telepathy.
Sathar: Universal, Empathy, Telepathy.
Saurian: Universal, Precognition, Apportation.
Vrusk: Universal, Empathy, Telepathy.
Yazirian: Universal, Psychokinesis, Apportation.
New Abilities:
Deep Probe (success: Discipline level - 2 CS, pr.: Telepathy)
The ability to actually read the thoughts and memories of another.
Only members of the same race as the mentalist can be deep probed, and
it requires skin contact.
Shapeshift (success: Discipline level + special)
The ability to physically change shape into that of another individual
of the same race (+0 CS) or another race or an animal (-2 CS).
Mimicing a specific individual is a -2 CS penalty, and requires a
successful Disguise roll.
Telepathy (success: var.)
Telepathy:Characters, Telepathy:Animals, and Telepathy:Aliens combined
into a single skill.
Fields:
Universal: Precognition: Empathy: Telepathy:
Detection Analysis I & II Confusion Beam
Link Clairaudience Empathy Deep Probe
Shield Clairvoyance Fear Empathy
Trap Timeread Illusion Suggestion
Truesight Infatuation Telepathy
Paralyze
Healing: Apportation:
Heal Others Levitation
Heal Self Telekinesis
Heal Self Fully Telemanipulation
Trance I & II Teleportation: Limited & Unlimited
Psychokinesis: Metamorphosis:
Chanelling I & II Density
Cryokinesis Heal Self
Disruption Heal Self Fully
Electrascreen Shapeshift
Infrascreen
Pyrokinesis
Static
_______________________________________________________________________________
Technology:
Civilizations are classified into six levels of technology:
I - Stone Age
II - Bronze - Iron Age
III - Medieval - Renaissance
IV - Industrial - Interplanetary
V - Interstellar
VI - "Magic"
Most of Human space is at Tech V currently, as are the other interstellar
civilizations. Energy weapons, slow FTL communication (subspace radio in SF
takes roughly 1 hour per light year), and FTL travel are the breakthrough
technologies of Tech V. The Tech VI civilizations have for the most part
turned inward, and no longer travel to the stars. Those that do have
technologies that make no sense to anyone below them, including instantaneous
FTL communications, teleportation, and deodorants that can last all day. Tech
IV civilizations can become interstellar with sleeper or generation ships, but
most are restricted to a single planet and minimal presence in space; global
exploration and exploitation are their dominant traits, and electricity, fossil
fuels, and atomic power are developed. Tech III includes gunpowder and
printing presses as late developments, and fine machinework is widely
available. Tech II civilizations include everything from the development of
writing and metalworking up to early Medieval period. Tech I's great
innovations are the use of stone tools, language, and art.
If an item is constructed at its appropriate tech level, it is unmodified.
For each level above, multiply the cost and mass by 75%, down to half the
original cost and mass. Mass production can reduce the cost to even less -
figure 10% of the original cost as the lower limit.
_______________________________________________________________________________
Weapons: ( | = modified, + = new)
Weapon Range Damage Ammo SEU ROF Def Mass Cost Tech
______________ _____ ______ _________ ____ ____ ____ ____ ____ _____
| Laser Ke-1000 B 10pS clip 1-10 2 A 1 600 IV
| Laser Ke-1500 C 10pS clip 1-15 2 A 2 750 IV
| Laser Ke-2000 D 10pS clip 1-20 2 A 3 800 IV
| Laser Ke-5000 E 10pS pack 5-20 1 A 20 6000 IV
Rafflur M-1 A 28 microdisc All 1 Sy .5 300 IV
| Rafflur M-2 B 32 miniclip 5 2 Sy 1 650 IV
| Rafflur M-3 C 36 miniclip 5 2 Sy 2 825 IV
Rafflur M-4 B spec. miniclip 10 1 Sy 3 1000 IV
| Rafflur M-6 D 40 miniclip 5 2 Sy 4 900 IV
| Rafflur M-8 E 44 miniclip 5 1 Sy 5 1200 IV
Rafflur M-10 E 52 pack 5 1 Sy 22 8000 IV
Electrostunner B 40/stun clip 2 1 G/ASI 1 500 IV
+ Shock Pistol B 30 clip 2 1 G 1 700 IV
+ Shock Rifle C 50 clip 4 1 G 3 1100 IV
+ Sonic Stunner A stun clip 2 1 S/ASI 1 500 IV
+ Sonic Disruptor A spec. clip 4 1 S 4 700 IV
+ Sonic Devastator B spec. pack 10 1 S 15 5000 IV
Maser Penatrator B 32 miniclip 2 1 M 1 675 IV
Maser Razer C 40 miniclip 2 1 M 2 850 IV
WT Alpha-Bolt C 10pS miniclip 1-10 1 Gr 2 3000 IV
| WT Omega-Bolt C 10pS clip 1-20 1 Gr 3 4000 IV
Weapon Range Damage Ammo ROF Def Mass Cost Tech
_________________ _____ ______ ___________ ____ ___ ____ ____ ____
+ Musket BB 16 1 shot 1/3 I 2 200 II
+ Bolt-Action Rifle D 20 20 rounds 2 I 4.5 200 III
+ Shotgun BB spec. 10 shells 2 I 4.5 200 III
+ Sawed-Off Shotgun A spec. 10 shells 2 I 3.5 200 III
+ 5mm Revolver C 10 6 rounds 3 I 1 150 III
+ 10mm Revolver C 12 6 rounds 3 I 1 175 III
+ 12mm Revolver C 16 5 rounds 3 I 1 225 III
+ 5mm SA Pistol BB 10 23+1 rounds 3 I 1 150 III
+ 10mm SA Pistol BB 12 17+1 rounds 3 I 1 200 III
+ 12mm SA Pistol BB 16 6+1 rounds 3 I 1.5 250 III
+ 5mm Body Pistol A 40 3 shots 1 I .5 400 III
| 5mm SMG BB 50/10 30 rounds 3(1) I 2 200 III
+ 10mm SMG BB 60/12 20 rounds 3(1) I 2.5 250 III
| 5mm Auto-Rifle D 60/12 30 rounds* 3(1) I 4 300 III
+ 10mm Auto-Rifle D 80/16 30 rounds* 3(1) I 5.5 450 III
+ 12mm Auto-Rifle D 100/20 30 rounds* 3(1) I 8 600 III
+ 5mm Machine Gun E 60/12 ammo belt (10) I 20 2000 III
+ 10mm Machine Gun E 80/16 ammo belt (10) I 22 2500 III
+ 12mm Machine Gun E 100/20 ammo belt (10) I 24 2750 III
| Needler I B 20 10 shots 3 I 1 200 III
| Needler II C 25 10 shots 3 I 2 300 III
| Needler III D 30 10 shots 3 I 3 400 III
Gyrojet Pistol B 20 10 rounds 3 I 1 200 III
| Gyrojet Rifle D 30 10 rounds 3 I 4 300 III
Grenade Rifle D var. 1 grenade 1/2 RS 4 700 III
Grenade Mortar E var. 1 grenade 1/2 RS 15 2000 III
| Recoilless Rifle F 120 1 shell 1/2 I 20 4000 III
Acid Sprayer B var. 10 squirts 1 Sa 5 1300 III
Flamethrower C 44/spec. 20 shots 1/2 As 5 1500 III
Def: A = Albedo, As = Asbestos, ASI = Anti-Shock Implant, G = Gauss, Gr = Grid,
I = Inertia, M = Mesh, RS = RS check, S = Sonic, Sa = Salgel, Sy = Synth
Laser Weapons
Restored to the original damage values. Alpha Dawn lasers were plenty
effective as they were, and the Zebulon's Guide damages made them
insanely dangerous. Also, I didn't buy the "bigger gun = more damage
per megajoule" physics they used... The damage should be proportional
to how much energy you pump through it. A bigger laser can fire a
bigger and more powerful shot - which uses more energy. Thus, the
10/15/20/20 max SEU per shot progression. A bigger laser doesn't
suffer from atmospheric diffusion as badly as a smaller beam, so they
get longer effective ranges. I've considered boosting the KE-5000's
max SEU per shot to 50 or some such, but it really is deadly enough as
it is, and the range is disgusting, and can still take out armored
vehicles from "Tanks a Lot!" pretty effectively.
Theoretically, there are two kinds of lasers: pulse and beam. I assume
that pulse lasers are being used, not beam. A pulse laser will make
the target's flesh go "pop!" like so much popcorn. A beam laser will
cut through and leave nicely cauterized wounds. I think beam lasers
are unlikely weapons, though - they need far too much power for the
effects they produce. Of course, a beam laser can produce the same
"pop! goes the pirate" effect if you just touch the beam to them for a
moment and pull it away...
Lasers, unlike the movie representations, are effectively invisible and
silent. Even a "visible light" laser can only be seen if it passes
through smog or mist or smoke. Of course, with a beam laser you can
trace the hole through the target's body back to the sniper... |+)
Rafflurs
The listed SEU costs were far too cheap for the damage produced. All
have been converted to a single cost - the larger weapons have better
focusing systems and are more energy-efficient, and thus retain the
listed damage values.
Shock Pistol, Shock Rifle (by RobertH508@aol.com)
Also known as a Lightning Gun. This weapon shoots a spherical charge
of electricity. A gauss screen will absorb all damage from this
weapon.
Sonic Disruptor
Damage is 60 at point blank range, 40 at short, 20 at medium, and 10 at
long, and no damage at extreme range. Halve this damage against non-
living tissue.
Sonic Devastator
Damage is 200 at point blank range, 150 at short, 100 at medium, and 50
at long, and no damage at extreme range. Halve this damage against
non-living tissue.
Wartech Omega-Bolt
Random max damage and a fixed SEU cost, when the Alpha-Bolt doesn't
share those traits? I don't think so.
Musket
See Alpha Dawn.
Bolt-Action Rifle
A single-shot hunting or early military arm, firing a standard 10mm
bullet at a velocity of approximately 900 meters per second. Longer
and heavier than a carbine, it is also more effective. Standard
equipment includes provisions for attaching a bayonet and telescopic
sights, and a shoulder sling. A twenty-round magazine (identical to
those used by 10mm automatic rifles) is attached in front of the
trigger guard. Length: 1m. Weight, unloaded: 5kg (loaded magazine:
0.5kg). Base price: 145Cr (loaded clip: 5Cr).
Shotgun
The basic weapon for maximum shock effect without regard to accuracy.
The shotgun has an 18mm diameter barrel and fires shells containing
six 7mm balls, 130 3mm pellets, or a single slug. In each case, the
projectiles weigh a total of 30 grams. Velocity for the projectiles
is about 350 meters per second. A cylindrical magazine containing 10
shells is inserted under the the barrel and parallel to it; cartridges
are then fed automatically into the shotgun for firing. Reloading
consist of replacing the cylindrical magazine and takes two combat
rounds. One shot is fired for each pull of the trigger. Magazines
measure approximately 350mm long by 20mm in diameter and are quite
clumsy to carry. Shotguns are equipped with a sling for carrying, and
may be fitted with a folding stock.
Length: 1m. Weight, unloaded: 3.75kg (loaded magazine: 0.75kg).
Base price: 190Cr (loaded magazine: 10Cr).
If shot shells are used, make six attack rolls at 8 points of damage
each. The shots must be spread more or less evenly across an 11-degree
arc (at longer ranges, this means that many will miss). If a slug is
used, make a single attack at 40 points of damage.
Sawed-Off Shotgun
As above, but with a shorter barrel, which makes the weapon more
concealable and reduces the choke of the gun, giving it a wider arc but
a shorter range. Sawed-off shotguns are illegal on worlds with a law
level of 4 or higher.
Length: 0.6m. Weight, unloaded: 2.75kg (loaded magazine: 0.75kg).
Base price: 190Cr where legal (loaded magazine: 10Cr).
As above, but spread across a 22.5-degree arc.
Body Pistol
A small non-metallic semi-automatic pistol designed to evade detection
by most weapon detectors. It fires four 5mm caseless ballistic plastic
rounds at a time at a velocity of 500 to 600 meters per second, all
impacting within a 5cm radius. A three-shot magazine is inserted into
the pistol handle. Leon's gun in Blade Runner was a body pistol.
Revolver
An older variety of handgun, revolvers continue to be popular due to
their reliability, accuracy, and safety. 5mm, 10mm, and 12mm revolvers
are made and sold widely. It takes 2 rounds to reload a revolver while
moving, or 1 round if the character remains still. A speed-loader will
halve the reloading time.
Semi-Automatic Pistol
A standard semi-automatic pistol (for the gun-impaired, that means that
every time you pull the trigger, it fires once), available in 5mm,
10mm, and 12mm. All can carry a number of rounds in the clip and one
in the chamber, and the gun must be cocked before firing the first
time. It is unsafe to carry a semi-auto pistol cocked or with a round
in the chamber.
Submachine Gun
Available in 5mm and 10mm calibres. The 5mm variety is referred to as
an "Auto-Pistol" in the standard rules.
Auto-Rifle
Auto-Rifles can be modified to use belts of ammo for a 10% surcharge.
Needler
Needlers do not do less damage if loaded with poisoned needles, though
they can be adjusted to do less damage with any needle. Divide the
range by half as much as the damage (ie 1/4 damage = 1/2 range).
Knife
Melee CS: +1, Thrown Range: (Str+Dex)/4, as category A
Spear
Melee CS: +2, Thrown Range: (Str+Dex)/2, as category A
_______________________________________________________________________________
Projectile Ammunition:
ammo mass cost
--------------------------------------------------
5mm General Purpose (GP) .02 .10
10mm General Purpose (GP) .04 .15
12mm General Purpose (GP) .06 .20
5mm General Purpose Caseless (GPC) .015 .08
10mm General Purpose Caseless (GPC) .03 .12
12mm General Purpose Caseless (GPC) .045 .16
5mm Ballistic Plastic Caseless (GBP) .01 .10
10mm Ballistic Plastic Caseless (GBP) .02 .15
12mm Ballistic Plastic Caseless (GBP) .03 .20
18mm Shotgun Shot (SS) .04 .20
18mm Shotgun Buckshot (SB) .04 .20
18mm Shotgun Slug (SL) .08 .50
Gyrojet Shell (GJ) .06 1.0
Gyrojet Smart Shells (GS) .07 5.0
Standard Needlegun (SN) .05 1.0
Hollow Point (HP) x1 x1.1
Armor Piercing (AP) x1 x1.2
High Explosive (HE) x1 x1.5
High Explosive Armor Piercing (HEAP) x1 x2
Tungsten Core (TC) x1.5 x3
Depleted Uranium Core (DUC) x2 x4
Poisoned (PO) x1 x4 + 2x cost of toxin
General Purpose (GP) - 5mm, 10mm, 12mm cased ammunition for revolvers.
General Purpose Caseless (GPC) - 5mm, 10mm, 12mm caseless ammunition, for
use in auto-pistols, auto-rifles, and body pistols.
Ballistic Plastic Caseless (GPC) - 5mm, 10mm, 12mm caseless ammunition made
of ballistic plastic. This has the advantages of not showing up on
metal detectors and being considerably lighter than conventional ammo.
Shotgun Shot (SS) - A standard shell containing 6 7mm lead balls.
Shotgun Buckshot (SB) - A standard shell containing 130 3mm lead pellets.
Shotgun Slug (SL) - A single large metal slug that can be fired by a
shotgun instead of shot. Obviously, the slug can only hit a single
target, but it has increased penetration - combat armor only has a 35%
chance to stop slugs, and skeinsuits only stop 1/4 of the damage.
Gyrojet Shell (GJ) - A large rocket-propelled bullet.
Gyrojet Smart Shell (GS) - Smart shells are identical to normal gyrojet
ammo except for the heat-seeking tracking system in the nose. While
not complex, it does increase the attack roll by a +4 CS, unless the
target is wearing a deadsuit, in which case the attack roll is at a
-2 CS at point blank range, and can not hit at longer ranges.
Standard Needlegun (SN) - A 7cm long metal splinter, shaped to spin when
fired for improved accuracy.
Hollow Point (HP) - GP, GPC. HP ammo does 1.2x normal damage against most
targets, but only does 3/4 normal damage against combat armor.
Armor Piercing (AP) - GP, GBC, GPC, SF, SL, GJ, GS, SN. AP ammo is not
affected by skeinsuits, and has only half the normal chance to be
stopped by combat armor.
High Explosive (HE) - GP, GPC, SL, GJ, GS. HE ammo does 10 extra points of
damage if the result is blue or better, or if the result is green and
the target is not wearing a skeinsuit. If the target is wearing combat
armor, the target takes 5 points of damage (not affected by the armor)
automatically, and the round itself does half damage if it penetrates.
Spacesuits holed by HE rounds are unpatchable (dozens of smaller holes
in addition to the big gaping one where the round entered).
High Explosive Armor Piercing (HEAP) - GP, GPC, SL, GJ, GS. HEAP ammo does
10 extra points of damage if the result is green or better. If the
target is wearing combat armor, the target takes 5 points of damage
(not affected by the armor) automatically, and the round itself does
half damage if it penetrates. Spacesuits holed by HEAP rounds are
unpatchable (dozens of smaller holes in addition to the big gaping one
where the round entered, and probably a big gaping hole where the round
exited).
Tungsten Core (TC) - GP, GPC, SL. TC ammo does 1.2x normal damage due to
its mass being concentrated in a smaller cross-section.
Depleted Uranium Core (DUC) - GP, GPC, SL. DUC ammo does 1.5x normal
damage due to its mass being concentrated in a smaller cross-section.
Poisoned (PO) - any, but AP, HE, and HEAP options can not be combined with
PO. PO are standard rounds with a poison well under the tip of the
bullet. PO rounds can hold any drug or poison desired, but the toxin
only takes effect if the result is green or better. If the round does
not penetrate the target's combat armor (if any), the toxin has no
effect.
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Defenses:
Synthvelope
Half of the damage taken is absorbed, half passes through. Only the
half that is absorbed counts against the 100 point limit.
Albedo Suit
Half of the damage taken is absorbed, half passes through. Only the
half that is absorbed counts against the 100 point limit.
Maser Mesh
In a full suit, half of the damage is absorbed; in a partial suit, one
quarter of the damage is absorbed.
Gridsuit
Energy dissipates at a rate of 20 points per minute. Every round the
suit holds more than 100 points, its absorption value (initially 30) is
permanently reduced by ((points held - 100) / 20). When the absorption
value is reduced to 0, the suit melts down - the remaining damage over
100 is inflicted on the wearer and the suit is destroyed.
Simp Screen
Uses 1 SEU per 5 points absorbed.
Combat Armor
As spacesuit armor (Knight Hawks pg. 28); can be combined with a suit
and a screen.
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Equipment:
Nesmith Enterprises of Triad: (by roymeo@iastate.edu)
Name Duration Ammo ROF Range Mass Cost
NET Chrom 5km --- 200
NET Chrom III 10km --- 400
NET Ears 60 hr. cont. 1km --- 30
NETracers 3 mo cont. 5km --- 40
NETracer Gun 1 Tracer 1 A --- 30
NET Chrom: This chronocom from Nesmith Enterprises of Triad has the
regular chronograph, calculator, and communicator equipment, as well as
a compass which can be programmed to point to a magnetic pole or a
specific frequency (such as NETracers). It has the standard chronocom
range.
NET Chrom II: This chronocom improvement has twice the range of the
standard chronocom (and the NET Chrom) as well as a fairly accurate range
locator for the distance to the frequency transmitter.
NET Ears: This small (2cm x 2cm x 1cm) electronic bug can transmit
all sound within it's hearing (slightly better than a human ear in
whatever location it is placed) on some preselected channel. It will
continue to broadcast for 60 hours continuously.
NETracers: These small (2cm x 1cm x 1cm) tracers transmit a signal
for a 5km radius. They are able to do this for a total of 3 months
continuously. This signal is subject to such limitations as concrete,
being enclosed, etc. One side of the small box is sticky allowing it to
attach itself to many surfaces.
NETracer Gun: This gun is advertised as energy efficient--and it is.
It uses spring force to propel a NETracer towards the target. It must be
reloaded and the 'firing pin' pulled back for every shot.
Power Supplies:
Atomic Power Cells:
A standard-sized power cell, but containing a small amount of fission-
ables, wrapped in collapsium to prevent radiation leakage. A single
cell will last 1 year before needing to be refilled (the old plutonium
being removed and replaced with new), and will recharge fully within
8 hours. Multiply the standard cost by 10 and the weight by 2.
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Last modified: 95Dec01 19:00
Added some more rationale for changes to the way lasers work